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	<updated>2026-11-02T20:32:47Z</updated>
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		<id>https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4795</id>
		<title>Artisan Crafts</title>
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		<updated>2026-10-29T01:07:08Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated item typing format for consistency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Artisan]] and [[Magic Items]]&lt;br /&gt;
&lt;br /&gt;
== Journeyman Items ==&lt;br /&gt;
These do not require any resources to create, the Artisan only needs to know the its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Journeyman items last &#039;&#039;&#039;two events&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte&#039;s Assistant]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|-&lt;br /&gt;
|[[Artisans Oil]]&lt;br /&gt;
|A character with the Artisan skill can roleplay applying the oil to a shield or weapon affected by the Break call, after which the Artisans oil is consumed but the item is returned to normal function. This roleplay must take a minimum of 30 seconds. &lt;br /&gt;
The roleplay is interrupted if you or the item are struck or if you engage in combat or move faster than a walking pace. The oil is not consumed in this circumstance but the roleplay must begin again.&lt;br /&gt;
&lt;br /&gt;
Artisan&#039;s oil is unique in requiring far less time to produce than other Artisan Crafts. An artisan may create a single use of Artisan&#039;s Oil by bringing two different measures of Artisan Resources (Blacksap, Hartswood, Beastbone, Shimmering Scale, Essencite, Sun’s Iron, Forgesteel or Bloodglass) to the Exchange.&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleplate]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonebreaker]]&lt;br /&gt;
|You may spend one energy to call Fracture or Knockback with this weapon.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Boulders Staff]]&lt;br /&gt;
|You may cast the Stun spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Clerics Mace]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystalhunger Robes]]&lt;br /&gt;
|Once per day, when you consume a piece of crystal mana, it restores three personal mana rather than one.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Icon]]&lt;br /&gt;
|Allows band members to recall eachother when they are in bleedout but causes the terminal effect. This allows corpses to be retrieved if hope is lost.&lt;br /&gt;
|Concordia: Icon&lt;br /&gt;
|-&lt;br /&gt;
|[[Druids Crook]]&lt;br /&gt;
|You may cast the Shackle spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Guards Watcher]]&lt;br /&gt;
|You may spend one energy to call Knockback or Shackle with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Greatweapon of the Old Ways]]&lt;br /&gt;
|This weapon may not be used to deliver the Knockback effect. Instead, while wielding the weapon in two hands you may strike a shield and call ‘Magic Damage 3’. Expend one energy. As this strike can only affect a shield, please inform the target if you miss.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Linebreakers Staff]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Marauder&#039;s Warcoat|Marauders Warcoat]]&lt;br /&gt;
|While wearing this armour you may spend one energy to call Fracture with Polearms, Greatweapons or One Handed Weapons.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Medics Gambeson]]&lt;br /&gt;
|You may offer first aid to characters who are bleeding out. While doing so the characters bleedout time is paused. This requires two hands, your full attention, appropriate roleplay and being stationary.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|-&lt;br /&gt;
|[[Mountebanks Surprise]]&lt;br /&gt;
|Once per day when you cast the Empower spell on a target you are also affected by the empower spell.&lt;br /&gt;
|Weapon: Pair Short and One Handed &lt;br /&gt;
|-&lt;br /&gt;
|[[Reforging Gavel]]&lt;br /&gt;
|You may cast or swift cast the Reforge spell as if you knew it.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[Saga of the Lost]]&lt;br /&gt;
|A member of this sect will never become a conscious undead. If their spirit is called upon after their death they will be calm and aware of their circumstances. Members of this sect may roleplay stoic silence rather than pain while in the terminal state.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|-&lt;br /&gt;
|[[Serpent&#039;s Tail]]&lt;br /&gt;
|You may cast the Venom spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Setting Blade]]&lt;br /&gt;
|You may cast or swift cast the Mend Limb spell as if you knew it.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|-&lt;br /&gt;
|[[Standard of the Brave]]&lt;br /&gt;
|Once per day, each member of the band who is attuned to a fragment of this Concordia may call ‘immune’ to a Fear effect that targets them.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|-&lt;br /&gt;
|[[Strikers Hand]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Tacticians Demand]]&lt;br /&gt;
|You may cast the Empower spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Torment’s Blade]]&lt;br /&gt;
|You may cast the Fear spell as if you knew it.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|-&lt;br /&gt;
|[[Thieves Good Hand]]&lt;br /&gt;
|You may cast the Silence spell as if you knew it.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|-&lt;br /&gt;
|[[Warmages Blessing]]&lt;br /&gt;
|You gain one additional hitpoint. This item requires the Battlemage skill.&lt;br /&gt;
|Talisman: Battlemages Circlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expert Items ==&lt;br /&gt;
Expert Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Expert items last &#039;&#039;&#039;three events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resources are as follows:&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartswood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
!| Hw&lt;br /&gt;
!| Bb&lt;br /&gt;
!| Bs&lt;br /&gt;
!| Sh&lt;br /&gt;
!&lt;br /&gt;
!| Fs&lt;br /&gt;
!| SI&lt;br /&gt;
!| Bg&lt;br /&gt;
!| Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Reliquary]]&lt;br /&gt;
|Members of a Sect may transfer mana to each other.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Penknife]]&lt;br /&gt;
|You gain one additional personal mana.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarians Brutalizer]]&lt;br /&gt;
|You may call Fracture or Knockback with this weapon. Alternatively you may call &amp;quot;Magic Damage 3&amp;quot; when striking a shield.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Control]]&lt;br /&gt;
|Twice per day you may cast the Silence spell for no mana. You must already know the Silence Spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Force]]&lt;br /&gt;
|Twice per day you may cast the Knockback spell for no mana. You must already know the Knockback spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bending Reed Blades]]&lt;br /&gt;
|You may call Fracture or Shackle with these weapons.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Blazesap Striker]]&lt;br /&gt;
|While bonded to a character with a Naval Investment, if that investment takes the ‘Support the Fleet’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodslick Banner]]&lt;br /&gt;
|Allows band members to heal each other, at the cost of hit points.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Comrades Knife]]&lt;br /&gt;
|Whenever you cast or swift cast the Heal spell, you gain one hit point.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Conqueror&#039;s Halberd]]&lt;br /&gt;
|You may call Shackle or Fracture with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Daphne&#039;s Deathwhistle]]&lt;br /&gt;
|While bonded to a character with a Military Investment, if that investment takes the ‘Support the Army’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Dawns Pestle]]&lt;br /&gt;
|When preparing potions you may spend two Beggars Root as one Rackoric or two Rackoric as one Beggars Root. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Desperate Times]]&lt;br /&gt;
|Once per day you may call Venom with this weapon for no energy or mana cost. You are also affected by Venom when you use this ability.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldermere Charm]]&lt;br /&gt;
|Your farm investment cannot become damaged unless it is particularly targeted, it takes a special action, or it acts as another kind of investment. In addition this investment grants either 4 Hartswood or 4 Beastbone as if it had diversified, without the reduction in keys&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalists Garb]]&lt;br /&gt;
|This armour does not inhibit the casting of spells by a mage, as if they had the Battlemage skill.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Enduring Shield]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this shield has no additional effect.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape Route]]&lt;br /&gt;
|Once per day you may cast the Shackle spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eves Mortar]]&lt;br /&gt;
|When preparing potions you may spend two Green Sunleaf as one Stonestem or two Stonestem as one Green Sunleaf. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flameborn Dagger]]&lt;br /&gt;
|You may cast the Damage spell as if you knew it.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray Wizards Robe]]&lt;br /&gt;
|You gain one additional hitpoint. Requires the Magus skill.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian Mage Staff]]&lt;br /&gt;
|Twice per day, you may cast the Stun spell as if you knew it, for no mana. You are immune to the Magic Stun effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Magehunters Call]]&lt;br /&gt;
|Once per day you may cast the Silence spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Legion Standard]]&lt;br /&gt;
|Grants members of the band two additional personal mana.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Manticore Hide Armour]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Hide Armour]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this armour has no additional effect.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Opportunists Call]]&lt;br /&gt;
|Once per day you may call Fracture with no energy cost.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Phial of the Sun]]&lt;br /&gt;
|Once per day when using the Surgeon skill you may decant some liquid from this phial and use it as if it were one herb of your choice. This may not be used for the crafting of potions.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Prime Hunters Bow]]&lt;br /&gt;
|You gain one level of Divine Lore: Arcadian, but no masteries or votes.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifying Scalpel]]&lt;br /&gt;
|When you cast (but not swift cast) the Heal spell, you may also remove the Venom effect from the target.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Rootwarder]]&lt;br /&gt;
|Twice per day, you may cast the Shackle spell as if you knew it, for no mana. You are immune to the Magic Shackle effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpions Barb]]&lt;br /&gt;
|Twice per day, you may cast the Venom spell as if you knew it, for no mana. You are immune to the Magic Venom effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scouts Bow]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this bow has no additional effect.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skirmishers Aketon]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Banner]]&lt;br /&gt;
|Grants band members abilities to resist common monstrous strikes and to strike back just as hard.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivors Platemail]]&lt;br /&gt;
|You may ignore the roleplay effects of a single traumatic wound until the end of the battle.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Tail of the Beast]]&lt;br /&gt;
|You may spend one energy to make the Shackle or Venom call with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderous Awe]]&lt;br /&gt;
|Once per day you may cast the Stun spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Treacheries Kiss]]&lt;br /&gt;
|Once per day you may cast the Venom spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbroken Chain]]&lt;br /&gt;
|Provides a Graver character wearing it an additional rank of Divine Lore: Cervitas but no masteries or votes.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarers Pyx]]&lt;br /&gt;
|Once per day, when the sect that is bonded to this reliquary is performing a ceremony, its magnitude is reduced by two.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Windborn]]&lt;br /&gt;
|Once per day you may cast the Knockback spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Masterwork Items ==&lt;br /&gt;
Masterwork Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Masterwork items last &#039;&#039;&#039;four events.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
!| Hw&lt;br /&gt;
!| Bb&lt;br /&gt;
!| Bs&lt;br /&gt;
!| Sh&lt;br /&gt;
!&lt;br /&gt;
!| Fs&lt;br /&gt;
!| SI&lt;br /&gt;
!| Bg&lt;br /&gt;
!| Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Shears]]&lt;br /&gt;
|Twice per day you may use this item to cut a bond connecting a magical item to an individual. You may only use this item if you have the Artisan skill.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Arch Priests Blade]]&lt;br /&gt;
|As long as you know any of the Heal, Purify or Mend Limb spells, Twice per day you may cast the Heal, Purify and Mend Limb spells simultaneously for a cost of one mana or two mana if swift cast.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage&#039;s Staff]]&lt;br /&gt;
|Twice per day you may cast, or where appropriate swift cast, any spell you know for no mana cost.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Armsman&#039;s Amulet]]&lt;br /&gt;
|You gain the Weaponmaster skill&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Artebazzani Artifact]]&lt;br /&gt;
|Once per day, your sect may join with another sect to perform a ceremony together. While your sects may perform the ceremony together they are still treated as separate sects for all other purposes. Your Sect does not gain the benefit of the Sects reliquaries, if any.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Avalanche]]&lt;br /&gt;
|You may spend one energy to call either Break or use the Mighty Blow effect with this weapon.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barons Blessed Cairn]]&lt;br /&gt;
|Up to two times per day, when your sect targets a Herb Garden, Wilderness, Farm, Mine, or Business with a ceremony which increases its resource output, you may choose another investment of the same type in the same or an adjacent region to also receive the effects of that ceremony&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlehealers Coat]]&lt;br /&gt;
|When you cast or swift cast the Heal, Purify or Mend Limb spells you regain one hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Beggars Key]]&lt;br /&gt;
|Twice per day after thirty seconds of roleplay you may open a portal as you had used the Channel Waystone spell. You may use this power if you are wearing armour.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodcloak]]&lt;br /&gt;
|Three times per day when you use the Surgeon skill you can roleplay drawing some of your own blood and using it in place of a herb of your choice. Thies does not damage you or affect your hitpoints.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracelet of the Young Ward]]&lt;br /&gt;
|You gain the Bulwark skill.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandts Blade]]&lt;br /&gt;
|You may spend one energy to call Silence with this weapon on a strike that would deal damage. When you use this effect you are also affected by Silence.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Celebrants Chain]]&lt;br /&gt;
|Twice per Summit you may perform the &#039;Enlightened Ceremony&#039; ceremony for two magnitude. &lt;br /&gt;
This item requires the character bonded to it have at least Divine Lore 2 Lumos.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonhide Plate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Duelists Obstinate Ally]]&lt;br /&gt;
|When you spend one energy you regain one hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemasters Shield]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this Shield. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgesteel Armour]]&lt;br /&gt;
|You may spend one energy to ignore a Fracture call.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardians Banner]]&lt;br /&gt;
|Members of the band bonded to this Concordia may use it to recall out of battle.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Harness of Heartiness]]&lt;br /&gt;
|After five seconds of roleplaying that includes a loud invocation of cleansing, you may spend one energy to remove the Venom condition from yourself. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunters Ark]]&lt;br /&gt;
|Members of this sect who are performing an Arcadian ceremony may use Beastbone instead of Crystal Mana. Every two measures of Beastbone count as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminating Forge]]&lt;br /&gt;
|Members of this sect who are performing a Lumos ceremony may use Sun’s Iron instead of crystal mana. Every two measures of Sun’s Iron counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Immortals Shield]]&lt;br /&gt;
|You gain the Unstoppable and Deathless skills.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Azime]]&lt;br /&gt;
|Once per day, the bearer of a Lantern of Azime may cast ‘Arc Purify’ as |One per day, you may cast ‘Arc Purify’ as if you knew the spell. Doing so requires a full 30 second cast, but costs no mana. The caster must follow all other spellcasting rules. This spell does not require a specific target.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Unseen Ember]]&lt;br /&gt;
|Once per day, the user may cast Magic Fire as ‘Arc’ through this Item. &lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaires Commandment]]&lt;br /&gt;
|When your Sect completes a ceremony that targets characters who are all members of a single band, the ceremony may also target members of a different band that are from the same Realm.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich Paragon’s Robe]]&lt;br /&gt;
|You gain the Deathless skill and are immune to the &#039;Silence&#039; effect.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Matched Thunderbolts]]&lt;br /&gt;
|If you strike a shield or individual with both weapons at once, you may spend one energy and call knockback.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mundane Forcebarrier]]&lt;br /&gt;
|You gain two additional personal mana and one additional hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Opened Eye]]&lt;br /&gt;
|Twice per day you may cast the Fear spell for no mana. You must know the Fear spell to use this effect.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Pathfinders Gambit]]&lt;br /&gt;
|Once per day, a character bonded to this item may swift cast a [[Winds of the World - Summer 222#Bam and the Mage is Gone|modified version of the Recall spell]].&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Philosophers Charm]]&lt;br /&gt;
|Once per day, a character bonded to this item may transmute X amount of minerals into any one other mineral. In this circumstance X equals the amount of mana being expended. This requires thirty seconds of roleplay and the presence of a Civil Servant.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Pugilists Charm]]&lt;br /&gt;
|You may spend one energy to restore a limb affected by the Fracture call. This requires five seconds of roleplay that is interrupted upon receiving a strike to you or your target.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancers Staff]]&lt;br /&gt;
|Twice per day you may cast the Damage spell for no mana. You may spend one Mana to ignore a Magic Damage effect. You must know the Damage spell to use these effects.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe of the Saviour]]&lt;br /&gt;
|Twice per day when you cast or swift cast the Heal spell you may do so without spending mana.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Seer]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Runeplate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sargents Fist]]&lt;br /&gt;
|You gain two additional energy.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Seers Knife]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Shattering Stone]]&lt;br /&gt;
|Members of this sect who are performing an Anarch ceremony may use Bloodglass instead of crystal mana. Every two measures of Bloodglass counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Blade]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Smiths Polearm]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this weapon. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers Hauberk]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Squires Mail]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of Peace]]&lt;br /&gt;
|You may cast the Heal, Mend Limb and Purify spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of War]]&lt;br /&gt;
|You may cast the Knockback, Stun, Damage and Venom spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlit Pool]]&lt;br /&gt;
|Members of this sect who are performing a Stallia ceremony may use Black Sap instead of crystal mana. Every two measures of Black Sap counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel Pillar]]&lt;br /&gt;
|Members of this sect who are performing a Cervitas ceremony may use Forgesteel instead of crystal mana. Every two measures of Forgesteel counts as one crystal mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Warfletcher]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Warlocks Longknives]]&lt;br /&gt;
|You may either expend one energy to regain one personal mana or expend three personal mana to regain one energy.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Warriors Right Hand]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighted Scales]]&lt;br /&gt;
|Members of this sect who are performing a Panoply ceremony may use Shimmering Scales instead of crystal mana. Every two measures of Shimmering Scales counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolverines Bite]]&lt;br /&gt;
|Twice per day when you use Fracture you may strike two targets instead of one for no additional cost. You have only 10 seconds to deliver the second Fracture.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan&amp;diff=4794</id>
		<title>Artisan</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan&amp;diff=4794"/>
		<updated>2026-10-29T01:01:40Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Spelling and grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See also:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Magic Items]]&lt;br /&gt;
* [[Crafting Skills]]&lt;br /&gt;
* [[List of Artisan Crafts|Complete list of Artisan Crafts]]&lt;br /&gt;
Crafts (often also referred to as &amp;quot;Artisan Items&amp;quot;) are magical items produced by an Artisan. Every character who has the Artisan skill gains a number of Plans their character knows, with which they can craft specific Magic Items. To craft an item during the season, an Artisan needs to submit Downtime, and ensure any required resources were handed to the Concord Team during Sign Out at a Summit. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;How do I get them?&#039;&#039;&#039; ====&lt;br /&gt;
Remember you can only craft a maximum of three items per season, can only craft items you know how to make, can only make a maximum of one of each item, can only make one item of each rarity and must have the resources handed to the Concord Team during Sign Out. New characters with the Artisan Skill start with one Journeyman item that they know how to make in their character packet, as chosen through the Character Creator. If they do not know how to make any Journeyman items, they will start with three sets of Artisans Oil.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;How long do they last?&#039;&#039;&#039; ====&lt;br /&gt;
All magical items have a durability, only surviving a certain amount of Summits before their magic fades. This durability increases with the power of the item. As such, Journeyman items will last two Summits, Expert items will last three Summits and Masterwork items will last four Summits. You may encounter Artifact items in your time at Concord, these are powerful magical items that have no durability, but cannot be crafted by mortal hands, so far.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Using an Artisan Item at an Event&#039;&#039;&#039; ====&lt;br /&gt;
To use an artisan item at an event you need to have met four requirements. They are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You must have a item tag for the appropriate item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will be a single-use tyrek wristband with the item&#039;s name and expiration date listed on it. This tag should remain with the bonded item between Summits, or be kept by the player if unbonded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You must have a Physical representation for the item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This should match the type of item and the descriptions of those are below. Your item tag should be attached to this item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You must be bonded to your item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This can be completed by an Artisan. This can be done by performing a roleplay process individual to that character, but requiring an amount of time based on the item&#039;s complexity (see below). This roleplay must include both the physical representation of the item and the individual it would be bonded to. Examples could include anointing with oils, last-minute modifications, a meditation on the arcane powers of the object, or a final training session. At the end of this bonding, the artisan should attach the item tag to the physical representation. An item becomes unbonded when it is bonded to another person.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Complexity&lt;br /&gt;
!Duration of Roleplay Required&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman&lt;br /&gt;
|2 Minutes&lt;br /&gt;
|-&lt;br /&gt;
|Expert&lt;br /&gt;
|5 Minutes&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork&lt;br /&gt;
|8 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You must expend the appropriate resources if required and meet any additional requirements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While not always required, some artisan items require an expenditure of resources (such as mana, energy or other items), this cannot be avoided. Some artisan items also allow you to &#039;cast a spell as if you knew it&#039; this still requires the standard spellcasting rules in regards to armour, movement, time, and mana expenditure.&lt;br /&gt;
&lt;br /&gt;
= Artisan Item Type Descriptions =&lt;br /&gt;
Each Artisan Item has a &#039;type&#039; (either weapon, talisman, armour, banner or reliquary) and a &#039;subtype&#039;. Each character can only have one item of each TYPE bonded to them at a time. While the subtype is simply used to clarify the form the item should take. The item types and subtypes are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Short&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a short weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: One Handed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a one-handed weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Great Weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a great weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Polearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a polearm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Pair X and X&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pair of weapons that meet the requirements of the listed weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Bow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a bow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Battlemages Circlet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A prop that meets the requirements and is approved as a battlemages circlet. Requiring the Battlemage skill to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Tool&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A prop that represents some kind of tool based on the item&#039;s name. Generally speaking, the prop should be of notable size, so a set of tools rather than a single object (Set of picks, vs one lock pick, a whole mortar, and pestle vs a potion vial.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A shield that meets the requirements for combat-safe construction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Jewellery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A prop that acts as an ornamental accessory such as a necklace, crown, bracelet, or ring. May also include bone pendants, leather bands, and other non-metal options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Fragment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A small piece of a Concordia item worn by a character allowing use of that item&#039;s effects. The form this fragment takes depends on the Concordia type and is detailed under the relevant item descriptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reliquary:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A holy artifact. Should be of notable size (basketball or larger). The exact appearance will vary from Sect to Sect. A sect can only be bonded to one Reliquary at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concordia: Banner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A large banner, displayed in a common area within the Band’s camp. At least 1m long and 80cm wide. Fragments of this Concordia should appear as slivers of the banner, or strips in the style of the banner at least 15cm long. A band can only bond to one Concordia at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concordia: Icon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An object of importance, displayed in a common area within the Band’s camp. At least 30cm by 30cm by 30cm. Fragments of this Concordia should appear to to be piece of the Concordia at least 10cm by 10cm. A  band can only bond to one Concordia at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour: Clothes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A particular piece of clothing worn by a character, normally a tunic or coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour: Light&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A set of armour that meets the light armour requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour: Medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A set of armour that meets the medium armour requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour: Heavy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A set of armour that meets the heavy armour requirements.&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;big&amp;gt;Resources&amp;lt;/big&amp;gt; =&lt;br /&gt;
There are eight resources used by Artisans that can be acquired during play, such as purchasing through the Exchange, trading with other players, or from Downtime activities.&lt;br /&gt;
&lt;br /&gt;
All resources are represented by a physical card (a &amp;quot;phys-rep&amp;quot;) that may be the item itself, a deed of ownership, a measure of an amount or a wain of a large amount.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;These resources are usually encountered as several item measures or ingots:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Natural Goods&#039;&#039;&#039; - Hartwood, Beastbone, Blacksap, Shimmering Scales; &#039;&#039;&#039;Minerals&#039;&#039;&#039; - Forgesteel, Sun’s Iron, Bloodglass, and Essencite.&lt;br /&gt;
&lt;br /&gt;
In the list of items, each of the these resources is referred to by its short-form, detailed below.&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartwood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In the future, there may be icons or symbols used to represent these resources.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Income from Investments&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&#039;&#039;See also:&#039;&#039; [[Investments]]&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Militaries&#039;&#039;&#039; and &#039;&#039;&#039;Navies&#039;&#039;&#039; can acquire resources when performing an &#039;&#039;Independent Action&#039;&#039;.&lt;br /&gt;
: Each is likely to obtain a random handful of measures or ingots.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Businesses&#039;&#039;&#039; and &#039;&#039;&#039;Mines&#039;&#039;&#039; can produce &#039;&#039;Forgesteel, Sun’s Iron, Bloodglass, or Essencite.&#039;&#039;&lt;br /&gt;
: Businesses produce 4 ingots at tier 2 (if diversified and can increase with tier), while Mines produce 10 ingots at tier 1.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Farms&#039;&#039;&#039; and &#039;&#039;&#039;Wildernesses&#039;&#039;&#039; can produce &#039;&#039;Hartwood, Beastbone, Black Sap, Shimmering Scales.&#039;&#039;&lt;br /&gt;
: Farms produce 4 measures at tier 2 (If diversified and can increase with tier), while Wildernesses produce 10 measures at tier 1.&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan&amp;diff=4793</id>
		<title>Artisan</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan&amp;diff=4793"/>
		<updated>2026-10-29T00:40:41Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See also:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Magic Items]]&lt;br /&gt;
* [[Crafting Skills]]&lt;br /&gt;
* [[List of Artisan Crafts|Complete list of Artisan Crafts]]&lt;br /&gt;
Crafts (often also referred to as &amp;quot;Artisan Items&amp;quot;) are magical items produced by an Artisan. Every character who has the Artisan skill gains a number of Plans their character knows, with which they can craft specific Magic Items. To craft an item during the season, an Artisan needs to submit Downtime, and ensure any required resources were handed to the Concord Team during Sign Out at a Summit. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;How do I get them?&#039;&#039;&#039; ====&lt;br /&gt;
Remember you can only craft a maximum of three items per season, can only craft items you know how to make, can only make a maximum of one of each item, can only make one item of each rarity and must have the resources handed to the Concord Team during Sign Out. New characters with the Artisan Skill start with one Journeyman item that they know how to make in their character packet, as chosen through the Character Creator. If they do not know how to make any Journeyman items, they will start with three sets of Artisans Oil.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;How long do they last?&#039;&#039;&#039; ====&lt;br /&gt;
All magical items have a durability, only surviving a certain amount of Summits before their magic fades. This durability increases with the power of the item. As such, Journeyman items will last two Summits, Expert items will last three Summits and Masterwork items will last four Summits. You may encounter Artifact items in your time at Concord, these are powerful magical items that have no durability, but cannot be crafted by mortal hands, so far.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Using an Artisan Item at an Event&#039;&#039;&#039; ====&lt;br /&gt;
To use an artisan item at an event you need to have met four requirements. They are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You must have a item tag for the appropriate item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will be a single-use tyrek wristband with the item&#039;s name and expiration date listed on it. This tag should remain with the bonded item between Summits, or be kept by the player if unbonded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You must have a Physical representation for the item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This should match the type of item and the descriptions of those are below. Your item tag should be attached to this item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You must be bonded to your item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This can be completed by an Artisan. This can be done by performing a roleplay process individual to that character, but requiring an amount of time based on the item&#039;s complexity (see below). This roleplay must include both the physical representation of the item and the individual it would be bonded to. Examples could include anointing with oils, last-minute modifications, a meditation on the arcane powers of the object, or a final training session. At the end of this bonding, the artisan should attach the item tag to the physical representation. An item becomes unbonded when it is bonded to another person.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Complexity&lt;br /&gt;
!Duration of Roleplay Required&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman&lt;br /&gt;
|2 Minutes&lt;br /&gt;
|-&lt;br /&gt;
|Expert&lt;br /&gt;
|5 Minutes&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork&lt;br /&gt;
|8 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You must expend the appropriate resources if required and meet any additional requirements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While not always required, some artisan items require an expenditure of resources (such as mana, energy or other items), this cannot be avoided. Some artisan items also allow you to &#039;cast a spell as if you knew it&#039; this still requires the standard spellcasting rules in regards to armour, movement, time, and mana expenditure.&lt;br /&gt;
&lt;br /&gt;
= Artisan Item Type Descriptions =&lt;br /&gt;
Each Artisan Item has a &#039;type&#039; (either weapon, talisman, armour, banner or reliquary) and a &#039;subtype&#039;. Each character can only have one item of each TYPE bonded to them at a time. While the subtype is simply used to clarify the form the item should take. The item types and subtypes are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Short&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a short weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: One Handed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a one-handed weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Great Weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a great weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Polearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a polearm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Pair: X and X&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pair of weapons that meet the requirements of the listed weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Bow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a bow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Battlemages Circlet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A prop that meets the requirements and is approved as a battlemages circlet. Requiring the Battlemage skill to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Tool&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A prop that represents some kind of tool based on the item&#039;s name. Generally speaking, the prop should be of notable size, so a set of tools rather than a single object (Set of picks, vs one lock pick, a whole mortar, and pestle vs a potion vial.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A shield that meets the requirements for combat-safe construction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Jewellery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A prop that acts as an ornamental accessory such as a necklace, crown, bracelet, or ring. May also include bone pendants, leather bands, and other non-metal options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Fragment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A small piece of a Concordia item worn by a character allowing use of that item&#039;s effects. The form this fragment takes depends on the Concordia type and is detailed under the relevant item descriptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reliquary:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A holy artifact. Should be of notable size (basketball or larger). The exact appearance will vary from Sect to Sect. A sect can only be bonded to one Reliquary at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concordia: Banner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A large banner, displayed in a common area within the Band’s camp. At least 1m long and 80cm wide. Fragments of this Concordia should appear as slivers of the banner, or strips in the style of the banner at least 15cm long. A band can only bond to one Concordia at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concordia: Icon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An object of importance, displayed in a common area within the Band’s camp. At least 30cm by 30cm by 30cm. Fragments of this Concordia should appear to to be piece of the Concordia at least 10cm by 10cm. A  band can only bond to one Concordia at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour: Clothes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A particular piece of clothing worn by a character, normally a tunic or coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour: Light&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A set of armour that meets the light armour requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour: Medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A set of armour that meets the medium armour requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour: Heavy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A set of armour that meets the heavy armour requirements.&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;big&amp;gt;Resources&amp;lt;/big&amp;gt; =&lt;br /&gt;
There are eight resources used by Artisans that can be acquired during play, such as purchasing through the Exchange, trading with other players, or from Downtime activities.&lt;br /&gt;
&lt;br /&gt;
All resources are represented by a physical card (a &amp;quot;phys-rep&amp;quot;) that may be the item itself, a deed of ownership, a measure of an amount or a wain of a large amount.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;These resources are usually encountered as several item measures or ingots:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Natural Goods&#039;&#039;&#039; - Hartwood, Beastbone, Blacksap, Shimmering Scales; &#039;&#039;&#039;Minerals&#039;&#039;&#039; - Forgesteel, Sun’s Iron, Bloodglass, and Essencite.&lt;br /&gt;
&lt;br /&gt;
In the list of items, each of the these resources is referred to by its short-form, detailed below.&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartwood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In the future, there may be icons or symbols used to represent these resources.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Income from Investments&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&#039;&#039;See also:&#039;&#039; [[Investments]]&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Militaries&#039;&#039;&#039; and &#039;&#039;&#039;Navies&#039;&#039;&#039; can acquire resources when performing an &#039;&#039;Independent Action&#039;&#039;.&lt;br /&gt;
: Each is likely to obtain a random handful of measures or ingots.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Businesses&#039;&#039;&#039; and &#039;&#039;&#039;Mines&#039;&#039;&#039; can produce &#039;&#039;Forgesteel, Sun’s Iron, Bloodglass, or Essencite.&#039;&#039;&lt;br /&gt;
: Businesses produce 4 ingots at tier 2 (if diversified and can increase with tier), while Mines produce 10 ingots at tier 1.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Farms&#039;&#039;&#039; and &#039;&#039;&#039;Wildernesses&#039;&#039;&#039; can produce &#039;&#039;Hartwood, Beastbone, Black Sap, Shimmering Scales.&#039;&#039;&lt;br /&gt;
: Farms produce 4 measures at tier 2 (If diversified and can increase with tier), while Wildernesses produce 10 measures at tier 1.&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4785</id>
		<title>Campaign Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4785"/>
		<updated>2026-10-26T03:20:39Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Giving Draemoor her second O&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a variety of tables and values relevant to the War Chamber campaign.&lt;br /&gt;
&lt;br /&gt;
== Terrain Types ==&lt;br /&gt;
Each Territory has a single Type that reflects the dominant terrain or ocean conditions within its area.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Terrain&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 claim bonus. If that defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert Campaigns have their upkeep increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory. &lt;br /&gt;
|-&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Open Seas&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Rough Seas&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Treacherous Seas&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Shallow Seas&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain Traits ==&lt;br /&gt;
Each Territory may have any number of Traits in addition to the one granted by its Terrain Type. This table is not exhaustive, and Traits that are rare, limited duration, or localised to particular regions may not be added.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Squall&lt;br /&gt;
| +5%&lt;br /&gt;
| +5%&lt;br /&gt;
|Moving into this territory costs 1 additional movement point.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Storm&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
|Moving into this territory costs 2 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Cataclysm&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
|Moving into this territory costs 3 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is widespread destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Religion)&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the religion of the Holy Site&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|The region may be targeted Fleet Support actions from adjacent sea regions.&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties. &lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned Forces. Any Non-Drowned Force sufferes 200 Casualties if it spends a season in this territory&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not enter this territory during the Winter season.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any  force that campaigns in this territory gains the &#039;Plagued&#039; trait next season.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Whenever Undead forces would heal in this region, they heal an additional 20%.&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal forces do not suffer +30% casualties suffered due to Harbringer Stands. Zekartaal armies in this region have their strength and orders obscured moreso than standard.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the &#039;Billet&#039; order in this territory recovers an addtional 500 Casualties.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Lost&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This territory cannot be affected by ceremonies&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Movement cost for moving through this territory is increased by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in campaigns in this territory have their upkeep increased by 50%. This can stack with other upkeep increases.&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
|Increased movement cost by 1&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until the fortification within it is taken or destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
| +1 Movement Cost. Defeated Fleets in this territory suffer an additional 200 casualties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Force Traits ==&lt;br /&gt;
Armies and Fleets may be under the effects of the below Traits, reflecting their current conditions and morale. In addition, all forces have at least one additional Trait, reflecting their composition, demeanour, training, or a combination thereof.&lt;br /&gt;
&lt;br /&gt;
Traits of Concordian forces can be found under their entry in the appropriate Army or Fleet page. Traits of Non-Concordian forces are hidden, but can be discovered through a number of methods in play. These methods include Confluxes, Spy Network actions, and occasional other opportunities.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Claim Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Under Supplied&lt;br /&gt;
| -5%&lt;br /&gt;
| +10%&lt;br /&gt;
| -500&lt;br /&gt;
|The ‘Under Supplied’ status can be removed at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant.  Forces that are Under Supplied cannot also be Well Supplied. Otherwise this trait disappears after 1 Season spent taking the Billet order successfully.&lt;br /&gt;
|-&lt;br /&gt;
|Well Supplied&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| +500&lt;br /&gt;
|The ‘Well Supplied’ status can be added to a force at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant. Forces that are Under Supplied cannot also be Well Supplied. This trait disappears after a successful aggressive campaign or an unsuccessful defensive campaign or 3 seasons, whichever occurs first.&lt;br /&gt;
|-&lt;br /&gt;
|Plagued&lt;br /&gt;
| -10%&lt;br /&gt;
| +15%&lt;br /&gt;
| -500&lt;br /&gt;
|Any force taking part in a campaign that includes a ‘Plagued’ force (on either side) has a 50% chance of gaining the ‘Plagued’ status. This force cannot take the &#039;Billet&#039; action. This force does not passively recover casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fatigued&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirsty&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fervour&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Land Territories ==&lt;br /&gt;
Traits affecting Concordian Territories will be updated as they emerge, or become no longer relevant.&lt;br /&gt;
&lt;br /&gt;
Most traits affecting Non-Concordian Territories are hidden, but can be discovered through a number of methods in play. These methods include the [[Investments#Downtime Actions|&amp;quot;Scout the Frontline&amp;quot;]] Downtime Action, and occasional other opportunities. These Traits will be updated as the the wider Concord becomes aware of them, typically through a Motion of Publication by [[The Senate]] or [[Council of Six|The Council of Six]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Region&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Alakai&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Calandri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Alkharab&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Villacres&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bailite Woods&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward North&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward South&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Boisombre&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Crownlands&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the ‘Billet’ order in this territory recovers and additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Sacrilege&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be affected by Spheric Ceremonies.&lt;br /&gt;
|-&lt;br /&gt;
|Strongpoints&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Dove Dormani&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Draemoor&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Royal Bordevar&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Est Speranza&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Everguarde&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Hirschkind Hunts&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Bordevarian or Greenweald armies that leave this territory suffer 100 casualties. If the army remains in the territory and fights, it suffers +5% Casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Golden Seat&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Heartsgrave&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Highward&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Hochwasser&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Hunters Wood&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Monastery&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -15%&lt;br /&gt;
|Friendly forces gain +200 Claim. Casualties Suffered Modifier only applies to friendly forces. Hostile forces that conquer this territory receive additional spoils of war.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |La Calidez Hills&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tribelands&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the Billet order in this territory recovers an additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Legend City&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Lerona Mere&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Madre Campo&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Marepato&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Masa Vuul&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mitricasa Rise&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mukarrem&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Oxstone&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Verlorenherz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Oursky&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Brotherslee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Plateau of the Gods&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Mancante Terra&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Artebazzani Old Gods)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Artebazzani Old Gods&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Priado Expanse&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mukarrem&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Ravensreach Wilds&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal armies do not suffer +30% casualties from Harbringer Stands. Zekartaal Armies in this territory have their strength and orders obscured to a greater amount.&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
|Harrying Flocks&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait does not affect armies belonging to The Zekartaal.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Riverlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sableheart&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Salt Road&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mukarrem&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Serpent&#039;s Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Calandri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Starscar&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Weiland&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not move through this territory during the winter season&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Stonestep&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Black Catherdral&lt;br /&gt;
| -&lt;br /&gt;
| -15%&lt;br /&gt;
| -20%&lt;br /&gt;
|Undead forces in this territory ignore the Casualties inflicted value of this trait.&lt;br /&gt;
Living forces in this territory ignore the casualties suffered value of this trait.&lt;br /&gt;
&lt;br /&gt;
The Black Cathedral must be heroically assaulted for this territory to be taken. If the territory is conquered in a military campaign, but a heroic assault fails or is not taken, the campaign fails.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Livingfolk&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Undead forces in this territory ignore the casualties suffered by this trait.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Onyx Heart)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the faith of the Onyx Heart&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sylvestrelli Mare&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Villacres&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%. This stacks with other upkeep increasing traits&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tanebar South&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar West&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |The Crescent&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |The King&#039;s Pass&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |The King&#039;s Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until Baelags Holdfast is destroyed, or is taken by some other means.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Thunderhall&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Treefaith)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Treefaith&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Totenforst&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Verlorenherz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |True Wilds&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Tribelands&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme East&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme West&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Inheritant Defenders&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| +5%&lt;br /&gt;
|Only affects Iron Valley forces who submit the &#039;Bloody Defence&#039; order.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Wolfsbuel&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Vassertal&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Zildora&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Sea Territories ==&lt;br /&gt;
Traits affecting Sea Territories will be updated as The Concord becomes aware of them, or they become no longer relevant.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted&lt;br /&gt;
!|Casualties Suffered&lt;br /&gt;
!|Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Adan&#039;s Watch&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Bay of Promised Gold East&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Bay of Promised Gold West&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Great Storm&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This trait does not affect armies or fleets belonging to The Drowned.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Cape of Storms&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Cape of the Bailes&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Corsairs Shallows&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |Guardian Strait&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Corsair Predators&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
|This trait only affects fleets that do not belong to the Golden Fleet.&lt;br /&gt;
Fleets that move through this territory have their upkeep increased by 50%. Fleets that campaign in this territory have their upkeep doubled instead.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Calvings&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Eaves&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Northern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles East&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles West&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Raiders Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Steel Archipelago&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |The Drifting Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defeated fleets suffer an additional 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Petty Coast&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Suffering Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[The Warchamber]]&lt;br /&gt;
* [[War And Conflict]]&lt;br /&gt;
* [[Map of Esterra#Maps of Southern Esterra|Strategic Map]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Fleet]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4784</id>
		<title>Campaign Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4784"/>
		<updated>2026-10-26T01:59:50Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Amended Bloodmarsh to Draemor. Added missing adjacent territories Totenforst and Oursky. Clain.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a variety of tables and values relevant to the War Chamber campaign.&lt;br /&gt;
&lt;br /&gt;
== Terrain Types ==&lt;br /&gt;
Each Territory has a single Type that reflects the dominant terrain or ocean conditions within its area.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Terrain&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 claim bonus. If that defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert Campaigns have their upkeep increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory. &lt;br /&gt;
|-&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Open Seas&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Rough Seas&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Treacherous Seas&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Shallow Seas&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain Traits ==&lt;br /&gt;
Each Territory may have any number of Traits in addition to the one granted by its Terrain Type. This table is not exhaustive, and Traits that are rare, limited duration, or localised to particular regions may not be added.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Squall&lt;br /&gt;
| +5%&lt;br /&gt;
| +5%&lt;br /&gt;
|Moving into this territory costs 1 additional movement point.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Storm&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
|Moving into this territory costs 2 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Cataclysm&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
|Moving into this territory costs 3 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is widespread destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Religion)&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the religion of the Holy Site&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|The region may be targeted Fleet Support actions from adjacent sea regions.&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties. &lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned Forces. Any Non-Drowned Force sufferes 200 Casualties if it spends a season in this territory&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not enter this territory during the Winter season.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any  force that campaigns in this territory gains the &#039;Plagued&#039; trait next season.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Whenever Undead forces would heal in this region, they heal an additional 20%.&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal forces do not suffer +30% casualties suffered due to Harbringer Stands. Zekartaal armies in this region have their strength and orders obscured moreso than standard.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the &#039;Billet&#039; order in this territory recovers an addtional 500 Casualties.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Lost&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This territory cannot be affected by ceremonies&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Movement cost for moving through this territory is increased by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in campaigns in this territory have their upkeep increased by 50%. This can stack with other upkeep increases.&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
|Increased movement cost by 1&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until the fortification within it is taken or destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
| +1 Movement Cost. Defeated Fleets in this territory suffer an additional 200 casualties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Force Traits ==&lt;br /&gt;
Armies and Fleets may be under the effects of the below Traits, reflecting their current conditions and morale. In addition, all forces have at least one additional Trait, reflecting their composition, demeanour, training, or a combination thereof.&lt;br /&gt;
&lt;br /&gt;
Traits of Concordian forces can be found under their entry in the appropriate Army or Fleet page. Traits of Non-Concordian forces are hidden, but can be discovered through a number of methods in play. These methods include Confluxes, Spy Network actions, and occasional other opportunities.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Claim Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Under Supplied&lt;br /&gt;
| -5%&lt;br /&gt;
| +10%&lt;br /&gt;
| -500&lt;br /&gt;
|The ‘Under Supplied’ status can be removed at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant.  Forces that are Under Supplied cannot also be Well Supplied. Otherwise this trait disappears after 1 Season spent taking the Billet order successfully.&lt;br /&gt;
|-&lt;br /&gt;
|Well Supplied&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| +500&lt;br /&gt;
|The ‘Well Supplied’ status can be added to a force at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant. Forces that are Under Supplied cannot also be Well Supplied. This trait disappears after a successful aggressive campaign or an unsuccessful defensive campaign or 3 seasons, whichever occurs first.&lt;br /&gt;
|-&lt;br /&gt;
|Plagued&lt;br /&gt;
| -10%&lt;br /&gt;
| +15%&lt;br /&gt;
| -500&lt;br /&gt;
|Any force taking part in a campaign that includes a ‘Plagued’ force (on either side) has a 50% chance of gaining the ‘Plagued’ status. This force cannot take the &#039;Billet&#039; action. This force does not passively recover casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fatigued&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirsty&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fervour&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Land Territories ==&lt;br /&gt;
Traits affecting Concordian Territories will be updated as they emerge, or become no longer relevant.&lt;br /&gt;
&lt;br /&gt;
Most traits affecting Non-Concordian Territories are hidden, but can be discovered through a number of methods in play. These methods include the [[Investments#Downtime Actions|&amp;quot;Scout the Frontline&amp;quot;]] Downtime Action, and occasional other opportunities. These Traits will be updated as the the wider Concord becomes aware of them, typically through a Motion of Publication by [[The Senate]] or [[Council of Six|The Council of Six]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Region&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Alakai&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Calandri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Alkharab&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Villacres&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bailite Woods&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward North&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward South&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Boisombre&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Crownlands&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the ‘Billet’ order in this territory recovers and additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Sacrilege&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be affected by Spheric Ceremonies.&lt;br /&gt;
|-&lt;br /&gt;
|Strongpoints&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Dove Dormani&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Draemor&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Royal Bordevar&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Est Speranza&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Everguarde&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Hirschkind Hunts&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Bordevarian or Greenweald armies that leave this territory suffer 100 casualties. If the army remains in the territory and fights, it suffers +5% Casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Golden Seat&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Heartsgrave&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Highward&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Hochwasser&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Hunters Wood&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Monastery&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -15%&lt;br /&gt;
|Friendly forces gain +200 Claim. Casualties Suffered Modifier only applies to friendly forces. Hostile forces that conquer this territory receive additional spoils of war.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |La Calidez Hills&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tribelands&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the Billet order in this territory recovers an additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Legend City&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Lerona Mere&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Madre Campo&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Marepato&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Masa Vuul&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mitricasa Rise&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mukarrem&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Oxstone&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Verlorenherz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Oursky&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Brotherslee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Plateau of the Gods&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Mancante Terra&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Artebazzani Old Gods)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Artebazzani Old Gods&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Priado Expanse&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mukarrem&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Ravensreach Wilds&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal armies do not suffer +30% casualties from Harbringer Stands. Zekartaal Armies in this territory have their strength and orders obscured to a greater amount.&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
|Harrying Flocks&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait does not affect armies belonging to The Zekartaal.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Riverlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sableheart&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Salt Road&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mukarrem&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Serpent&#039;s Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Calandri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Starscar&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Weiland&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not move through this territory during the winter season&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Stonestep&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Black Catherdral&lt;br /&gt;
| -&lt;br /&gt;
| -15%&lt;br /&gt;
| -20%&lt;br /&gt;
|Undead forces in this territory ignore the Casualties inflicted value of this trait.&lt;br /&gt;
Living forces in this territory ignore the casualties suffered value of this trait.&lt;br /&gt;
&lt;br /&gt;
The Black Cathedral must be heroically assaulted for this territory to be taken. If the territory is conquered in a military campaign, but a heroic assault fails or is not taken, the campaign fails.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Livingfolk&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Undead forces in this territory ignore the casualties suffered by this trait.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Onyx Heart)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the faith of the Onyx Heart&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sylvestrelli Mare&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Villacres&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%. This stacks with other upkeep increasing traits&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tanebar South&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar West&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |The Crescent&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |The King&#039;s Pass&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |The King&#039;s Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until Baelags Holdfast is destroyed, or is taken by some other means.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Thunderhall&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Treefaith)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Treefaith&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Totenforst&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Verlorenherz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |True Wilds&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Tribelands&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme East&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme West&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Inheritant Defenders&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| +5%&lt;br /&gt;
|Only affects Iron Valley forces who submit the &#039;Bloody Defence&#039; order.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Wolfsbuel&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Vassertal&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Zildora&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Sea Territories ==&lt;br /&gt;
Traits affecting Sea Territories will be updated as The Concord becomes aware of them, or they become no longer relevant.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted&lt;br /&gt;
!|Casualties Suffered&lt;br /&gt;
!|Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Adan&#039;s Watch&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Bay of Promised Gold East&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Bay of Promised Gold West&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Great Storm&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This trait does not affect armies or fleets belonging to The Drowned.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Cape of Storms&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Cape of the Bailes&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Corsairs Shallows&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |Guardian Strait&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Corsair Predators&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
|This trait only affects fleets that do not belong to the Golden Fleet.&lt;br /&gt;
Fleets that move through this territory have their upkeep increased by 50%. Fleets that campaign in this territory have their upkeep doubled instead.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Calvings&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Eaves&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Northern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles East&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles West&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Raiders Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Steel Archipelago&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |The Drifting Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defeated fleets suffer an additional 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Petty Coast&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Suffering Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[The Warchamber]]&lt;br /&gt;
* [[War And Conflict]]&lt;br /&gt;
* [[Map of Esterra#Maps of Southern Esterra|Strategic Map]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Fleet]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4780</id>
		<title>Campaign Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4780"/>
		<updated>2026-10-23T14:16:46Z</updated>

		<summary type="html">&lt;p&gt;ALangton: One must imagine Sisyphus remembering all the Church buildings at the same time. (Added Monastery trait to Hunters Wood)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a variety of tables and values relevant to the War Chamber campaign.&lt;br /&gt;
&lt;br /&gt;
== Terrain Types ==&lt;br /&gt;
Each Territory has a single Type that reflects the dominant terrain or ocean conditions within its area.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Terrain&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with a base strength greater than 5000 gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 claim bonus. If that defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert Campaigns have their upkeep increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory. &lt;br /&gt;
|-&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Open Seas&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Rough Seas&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Treacherous Seas&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Shallow Seas&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain Traits ==&lt;br /&gt;
Each Territory may have any number of Traits in addition to the one granted by its Terrain Type. This table is not exhaustive, and Traits that are rare, limited duration, or localised to particular regions may not be added.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Squall&lt;br /&gt;
| +5%&lt;br /&gt;
| +5%&lt;br /&gt;
|Moving into this territory costs 1 additional movement point.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Storm&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
|Moving into this territory costs 2 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Cataclysm&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
|Moving into this territory costs 3 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is widespread destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Religion)&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the religion of the Holy Site&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|The region may be targeted Fleet Support actions from adjacent sea regions.&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties. &lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned Forces. Any Non-Drowned Force sufferes 200 Casualties if it spends a season in this territory&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not enter this territory during the Winter season.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any  force that campaigns in this territory gains the &#039;Plagued&#039; trait next season.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Whenever Undead forces would heal in this region, they heal an additional 20%.&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal forces do not suffer +30% casualties suffered due to Harbringer Stands. Zekartaal armies in this region have their strength and orders obscured moreso than standard.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the &#039;Billet&#039; order in this territory recovers an addtional 500 Casualties.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Lost&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This territory cannot be affected by ceremonies&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Movement cost for moving through this territory is increased by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in campaigns in this territory have their upkeep increased by 50%. This can stack with other upkeep increases.&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
|Increased movement cost by 1&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until the fortification within it is taken or destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
| +1 Movement Cost. Defeated Fleets in this territory suffer an additional 200 casualties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Force Traits ==&lt;br /&gt;
Armies and Fleets may be under the effects of the below Traits, reflecting their current conditions and morale. In addition, all forces have at least one additional Trait, reflecting their composition, demeanour, training, or a combination thereof.&lt;br /&gt;
&lt;br /&gt;
Traits of Concordian forces can be found under their entry in the appropriate Army or Fleet page. Traits of Non-Concordian forces are hidden, but can be discovered through a number of methods in play. These methods include Confluxes, Spy Network actions, and occasional other opportunities.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Claim Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Under Supplied&lt;br /&gt;
| -5%&lt;br /&gt;
| +10%&lt;br /&gt;
| -500&lt;br /&gt;
|The ‘Under Supplied’ status can be removed at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant.  Forces that are Under Supplied cannot also be Well Supplied. Otherwise this trait disappears after 1 Season spent taking the Billet order successfully.&lt;br /&gt;
|-&lt;br /&gt;
|Well Supplied&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| +500&lt;br /&gt;
|The ‘Well Supplied’ status can be added to a force at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant. Forces that are Under Supplied cannot also be Well Supplied. This trait disappears after a successful aggressive campaign or an unsuccessful defensive campaign or 3 seasons, whichever occurs first.&lt;br /&gt;
|-&lt;br /&gt;
|Plagued&lt;br /&gt;
| -10%&lt;br /&gt;
| +15%&lt;br /&gt;
| -500&lt;br /&gt;
|Any force taking part in a campaign that includes a ‘Plagued’ force (on either side) has a 50% chance of gaining the ‘Plagued’ status. This force cannot take the &#039;Billet&#039; action. This force does not passively recover casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fatigued&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirsty&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fervour&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Land Territories ==&lt;br /&gt;
Traits affecting Concordian Territories will be updated as they emerge, or become no longer relevant.&lt;br /&gt;
&lt;br /&gt;
Most traits affecting Non-Concordian Territories are hidden, but can be discovered through a number of methods in play. These methods include the [[Investments#Downtime Actions|&amp;quot;Scout the Frontline&amp;quot;]] Downtime Action, and occasional other opportunities. These Traits will be updated as the the wider Concord becomes aware of them, typically through a Motion of Publication by [[The Senate]] or [[Council of Six|The Council of Six]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Region&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Alakai&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Calandri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Alkharab&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Villacres&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bailite Woods&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward North&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward South&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bloodmarsh&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Royal Bordevar&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Boisombre&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Crownlands&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the ‘Billet’ order in this territory recovers and additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Sacrilege&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be affected by Spheric Ceremonies.&lt;br /&gt;
|-&lt;br /&gt;
|Strongpoints&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Dove Dormani&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Est Speranza&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Everguarde&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Hirschkind Hunts&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Bordevarian or Greenweald armies that leave this territory suffer 100 casualties. If the army remains in the territory and fights, it suffers +5% Casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Golden Seat&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Heartsgrave&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Highward&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Hochwasser&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Hunters Wood&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Monastery&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -15%&lt;br /&gt;
|Friendly forces gain +200 Claim. Casualties Suffered Modifier only applies to friendly forces. Hostile forces that conquer this territory receive additional spoils of war.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |La Calidez Hills&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tribelands&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the Billet order in this territory recovers an additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Legend City&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Lerona Mere&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Madre Campo&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Marepato&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Masa Vuul&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mitricasa Rise&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mukarrem&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Oxstone&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Verlorenherz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Plateau of the Gods&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Mancante Terra&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Artebazzani Old Gods)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Artebazzani Old Gods&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Priado Expanse&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mukarrem&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Ravensreach Wilds&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal armies do not suffer +30% casualties from Harbringer Stands. Zekartaal Armies in this territory have their strength and orders obscured to a greater amount.&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
|Harrying Flocks&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait does not affect armies belonging to The Zekartaal.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Riverlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sableheart&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Salt Road&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mukarrem&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Serpent&#039;s Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Calandri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Starscar&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Weiland&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not move through this territory during the winter season&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Stonestep&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Black Catherdral&lt;br /&gt;
| -&lt;br /&gt;
| -15%&lt;br /&gt;
| -20%&lt;br /&gt;
|Undead forces in this territory ignore the Casualties inflicted value of this trait.&lt;br /&gt;
Living forces in this territory ignore the casualties suffered value of this trait.&lt;br /&gt;
&lt;br /&gt;
The Black Cathedral must be heroically assaulted for this territory to be taken. If the territory is conquered in a military campaign, but a heroic assault fails or is not taken, the campaign fails.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Livingfolk&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Undead forces in this territory ignore the casualties suffered by this trait.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Onyx Heart)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the faith of the Onyx Heart&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sylvestrelli Mare&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Villacres&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%. This stacks with other upkeep increasing traits&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tanebar South&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar West&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |The Crescent&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |The King&#039;s Pass&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |The King&#039;s Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until Baelags Holdfast is destroyed, or is taken by some other means.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Thunderhall&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Treefaith)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Treefaith&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |True Wilds&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Tribelands&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme East&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme West&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Inheritant Defenders&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| +5%&lt;br /&gt;
|Only affects Iron Valley forces who submit the &#039;Bloody Defence&#039; order.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Wolfsbuel&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Vassertal&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Zildora&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Sea Territories ==&lt;br /&gt;
Traits affecting Sea Territories will be updated as The Concord becomes aware of them, or they become no longer relevant.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted&lt;br /&gt;
!|Casualties Suffered&lt;br /&gt;
!|Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Adan&#039;s Watch&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Bay of Promised Gold East&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Bay of Promised Gold West&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Great Storm&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This trait does not affect armies or fleets belonging to The Drowned.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Cape of Storms&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Cape of the Bailes&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Corsairs Shallows&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |Guardian Strait&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Corsair Predators&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
|This trait only affects fleets that do not belong to the Golden Fleet.&lt;br /&gt;
Fleets that move through this territory have their upkeep increased by 50%. Fleets that campaign in this territory have their upkeep doubled instead.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Calvings&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Eaves&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Northern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles East&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles West&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Raiders Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Steel Archipelago&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |The Drifting Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defeated fleets suffer an additional 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Petty Coast&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Suffering Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[The Warchamber]]&lt;br /&gt;
* [[War And Conflict]]&lt;br /&gt;
* [[Map of Esterra#Maps of Southern Esterra|Strategic Map]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Fleet]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4779</id>
		<title>Campaign Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4779"/>
		<updated>2026-10-23T14:04:13Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Added remaining Concordian Holy Site traits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a variety of tables and values relevant to the War Chamber campaign.&lt;br /&gt;
&lt;br /&gt;
== Terrain Types ==&lt;br /&gt;
Each Territory has a single Type that reflects the dominant terrain or ocean conditions within its area.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Terrain&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with a base strength greater than 5000 gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 claim bonus. If that defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert Campaigns have their upkeep increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory. &lt;br /&gt;
|-&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Open Seas&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Rough Seas&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Treacherous Seas&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Shallow Seas&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain Traits ==&lt;br /&gt;
Each Territory may have any number of Traits in addition to the one granted by its Terrain Type. This table is not exhaustive, and Traits that are rare, limited duration, or localised to particular regions may not be added.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Squall&lt;br /&gt;
| +5%&lt;br /&gt;
| +5%&lt;br /&gt;
|Moving into this territory costs 1 additional movement point.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Storm&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
|Moving into this territory costs 2 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Cataclysm&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
|Moving into this territory costs 3 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is widespread destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Religion)&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the religion of the Holy Site&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|The region may be targeted Fleet Support actions from adjacent sea regions.&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties. &lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned Forces. Any Non-Drowned Force sufferes 200 Casualties if it spends a season in this territory&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not enter this territory during the Winter season.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any  force that campaigns in this territory gains the &#039;Plagued&#039; trait next season.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Whenever Undead forces would heal in this region, they heal an additional 20%.&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal forces do not suffer +30% casualties suffered due to Harbringer Stands. Zekartaal armies in this region have their strength and orders obscured moreso than standard.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the &#039;Billet&#039; order in this territory recovers an addtional 500 Casualties.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Lost&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This territory cannot be affected by ceremonies&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Movement cost for moving through this territory is increased by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in campaigns in this territory have their upkeep increased by 50%. This can stack with other upkeep increases.&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
|Increased movement cost by 1&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until the fortification within it is taken or destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
| +1 Movement Cost. Defeated Fleets in this territory suffer an additional 200 casualties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Force Traits ==&lt;br /&gt;
Armies and Fleets may be under the effects of the below Traits, reflecting their current conditions and morale. In addition, all forces have at least one additional Trait, reflecting their composition, demeanour, training, or a combination thereof.&lt;br /&gt;
&lt;br /&gt;
Traits of Concordian forces can be found under their entry in the appropriate Army or Fleet page. Traits of Non-Concordian forces are hidden, but can be discovered through a number of methods in play. These methods include Confluxes, Spy Network actions, and occasional other opportunities.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Claim Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Under Supplied&lt;br /&gt;
| -5%&lt;br /&gt;
| +10%&lt;br /&gt;
| -500&lt;br /&gt;
|The ‘Under Supplied’ status can be removed at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant.  Forces that are Under Supplied cannot also be Well Supplied. Otherwise this trait disappears after 1 Season spent taking the Billet order successfully.&lt;br /&gt;
|-&lt;br /&gt;
|Well Supplied&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| +500&lt;br /&gt;
|The ‘Well Supplied’ status can be added to a force at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant. Forces that are Under Supplied cannot also be Well Supplied. This trait disappears after a successful aggressive campaign or an unsuccessful defensive campaign or 3 seasons, whichever occurs first.&lt;br /&gt;
|-&lt;br /&gt;
|Plagued&lt;br /&gt;
| -10%&lt;br /&gt;
| +15%&lt;br /&gt;
| -500&lt;br /&gt;
|Any force taking part in a campaign that includes a ‘Plagued’ force (on either side) has a 50% chance of gaining the ‘Plagued’ status. This force cannot take the &#039;Billet&#039; action. This force does not passively recover casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fatigued&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirsty&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fervour&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Land Territories ==&lt;br /&gt;
Traits affecting Concordian Territories will be updated as they emerge, or become no longer relevant.&lt;br /&gt;
&lt;br /&gt;
Most traits affecting Non-Concordian Territories are hidden, but can be discovered through a number of methods in play. These methods include the [[Investments#Downtime Actions|&amp;quot;Scout the Frontline&amp;quot;]] Downtime Action, and occasional other opportunities. These Traits will be updated as the the wider Concord becomes aware of them, typically through a Motion of Publication by [[The Senate]] or [[Council of Six|The Council of Six]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Region&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Alakai&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Calandri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Alkharab&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Villacres&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bailite Woods&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward North&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward South&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bloodmarsh&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Royal Bordevar&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Boisombre&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Crownlands&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the ‘Billet’ order in this territory recovers and additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Sacrilege&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be affected by Spheric Ceremonies.&lt;br /&gt;
|-&lt;br /&gt;
|Strongpoints&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |La Dove Dormani&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Est Speranza&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Everguarde&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Hirschkind Hunts&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Bordevarian or Greenweald armies that leave this territory suffer 100 casualties. If the army remains in the territory and fights, it suffers +5% Casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Golden Seat&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Heartsgrave&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Highward&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Hochwasser&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Hunters Wood&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |La Calidez Hills&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tribelands&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the Billet order in this territory recovers an additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Legend City&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Lerona Mere&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Madre Campo&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Marepato&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Masa Vuul&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mitricasa Rise&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mukarrem&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Oxstone&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Verlorenherz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Plateau of the Gods&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Mancante Terra&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Artebazzani Old Gods)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Artebazzani Old Gods&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Priado Expanse&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mukarrem&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Ravensreach Wilds&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal armies do not suffer +30% casualties from Harbringer Stands. Zekartaal Armies in this territory have their strength and orders obscured to a greater amount.&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
|Harrying Flocks&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait does not affect armies belonging to The Zekartaal.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Riverlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sableheart&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Salt Road&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mukarrem&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Serpent&#039;s Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Calandri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Starscar&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Weiland&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not move through this territory during the winter season&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Stonestep&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Black Catherdral&lt;br /&gt;
| -&lt;br /&gt;
| -15%&lt;br /&gt;
| -20%&lt;br /&gt;
|Undead forces in this territory ignore the Casualties inflicted value of this trait.&lt;br /&gt;
Living forces in this territory ignore the casualties suffered value of this trait.&lt;br /&gt;
&lt;br /&gt;
The Black Cathedral must be heroically assaulted for this territory to be taken. If the territory is conquered in a military campaign, but a heroic assault fails or is not taken, the campaign fails.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Livingfolk&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Undead forces in this territory ignore the casualties suffered by this trait.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Onyx Heart)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the faith of the Onyx Heart&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sylvestrelli Mare&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Villacres&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%. This stacks with other upkeep increasing traits&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tanebar South&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar West&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |The Crescent&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |The King&#039;s Pass&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |The King&#039;s Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until Baelags Holdfast is destroyed, or is taken by some other means.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Thunderhall&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Treefaith)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Treefaith&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |True Wilds&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Tribelands&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme East&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme West&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Inheritant Defenders&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| +5%&lt;br /&gt;
|Only affects Iron Valley forces who submit the &#039;Bloody Defence&#039; order.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Wolfsbuel&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Vassertal&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Zildora&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Sea Territories ==&lt;br /&gt;
Traits affecting Sea Territories will be updated as The Concord becomes aware of them, or they become no longer relevant.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted&lt;br /&gt;
!|Casualties Suffered&lt;br /&gt;
!|Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Adan&#039;s Watch&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Bay of Promised Gold East&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Bay of Promised Gold West&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Great Storm&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This trait does not affect armies or fleets belonging to The Drowned.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Cape of Storms&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Cape of the Bailes&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Corsairs Shallows&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |Guardian Strait&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Corsair Predators&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
|This trait only affects fleets that do not belong to the Golden Fleet.&lt;br /&gt;
Fleets that move through this territory have their upkeep increased by 50%. Fleets that campaign in this territory have their upkeep doubled instead.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Calvings&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Eaves&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Northern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles East&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles West&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Raiders Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Steel Archipelago&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |The Drifting Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defeated fleets suffer an additional 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Petty Coast&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Suffering Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[The Warchamber]]&lt;br /&gt;
* [[War And Conflict]]&lt;br /&gt;
* [[Map of Esterra#Maps of Southern Esterra|Strategic Map]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Fleet]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Council_of_Six&amp;diff=4778</id>
		<title>Council of Six</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Council_of_Six&amp;diff=4778"/>
		<updated>2026-10-23T07:38:51Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Added the power of Publication&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The meeting chamber of The Concord’s High Priests, The Council of Six rules over the Church, its beliefs, and its goals. A place of great power equal to The Senate or the War Chamber. &lt;br /&gt;
&lt;br /&gt;
= Function =&lt;br /&gt;
While the Concordian Church of the Divine Spheres is fundamentally a faith held and governed through the consensus of thousands of priests and even more faithful, the Church as an institution answers to the Council of Six. This group of High Priests, each one representing one of the Divine Spheres, oversees the Churches&#039; many concerns, be they financial, political, or divine. Through the powers of this council they can move the vast faithful towards important undertakings, spend church funds, and more.&lt;br /&gt;
&lt;br /&gt;
Importantly, the Council of Six is not infused with any powers towards theology. While each of the High Priests of the Council wields immense personal and political power, it is not the place of the Council to define and decide how the faith of the Spheres is conducted or understood. Rather, this remains the purview of  the faithful as a whole. Instead the Council of Six can be seen as a political entity wielding the power granted to them as the foremost priests of The Concord. &lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
Like any part of the Concordian government, the Council of Six requires resources to pursue its tasks. Primarily these are The Church Treasury and Endeavours, which are both detailed below.&lt;br /&gt;
&lt;br /&gt;
== The Church Treasury ==&lt;br /&gt;
Much like The Senate, the Church maintains a central treasury. However, unlike the Senate, this treasury is not fed by any regular source. The Church treasury draws a vast amount of its income from donations. Heroic donations are simply funds given to the Church from the heroes of The Concord. Tithing Donations are given to The Church from Congregations across The Concord, reflecting their duty to maintain the Church. Any time a Congregation takes the ‘Tithing’ Downtime action, The Church gains a matching amount of income. &lt;br /&gt;
&lt;br /&gt;
The Church Treasury can hold currency, measures of resources, wains, artisan crafts, artifacts, and conceivably any other objects.&lt;br /&gt;
&lt;br /&gt;
The Church Treasury cannot be used in auctions (be it bidding or selling), make purchases or sales, or similar activities. The Church treasury can only be used to pay for Church costs or to be dispersed to individuals who then go on to take these actions. &lt;br /&gt;
&lt;br /&gt;
The Church Treasury is held by The Curates.&lt;br /&gt;
&lt;br /&gt;
== Endeavours ==&lt;br /&gt;
The Concordian Church is a vast apparatus that includes many members of the Civil Service to oversee its affairs, as well as hundreds of faithful who volunteer and support the organisation. This manpower can be utilised by The Council of Six in pursuit of its goals, but is a limited resource. To reflect this, some actions that the Council of Six can take are defined as ‘Endeavours’ and the Council of Six is limited in the amount of Endeavours it can pursue. &lt;br /&gt;
&lt;br /&gt;
By default, the Council can pursue 3 Endeavours. For every 30 Tiers of Congregations (not counting temporary enhancements such as enchantments), the Council of Six gains another endeavour.  The Curates will inform the Council of Six of their number of available Endeavours at the start of the first meeting of the Council each Summit.&lt;br /&gt;
&lt;br /&gt;
= Powers =&lt;br /&gt;
&#039;&#039;&#039;Conviction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through its weight as leaders of The Church, The Council of Six can call upon the faithful and congregations of The Concord towards particular projects. When the Council of Six calls for a Conviction, it will create an appropriate downtime action for priests and congregations to pursue in the following season. Convictions are generally limited to actions within The Concord, granting support to crises or similar actions. When in doubt, the Council can confer with the Curates to create their Conviction. &lt;br /&gt;
&lt;br /&gt;
Each Conviction is an Endeavour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Study&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Calling for a Study reflects the Church descending into its archives and pursuing research in the wider world to answer questions or uncover mysteries relevant to the Council of Six. The following Summit, the Council will receive a written result of their request, for them to do with as they wish. A Study request requires a focus that can be as broad or as targeted as the Council wishes, however focused requests are advised if you want meaningful returns. Generally, it should be focused on matters of religious or divine history, theology, mythology or other similar pursuits. &lt;br /&gt;
&lt;br /&gt;
Each Study is an Endeavour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Consignment is the Council of Six commissioning the construction on creation of a large piece of Church infrastructure or the purchase of goods and services in the support of the Church beyond simple dispersal of funds to heroes. The list of Consignments can be found [[Consignments of the Church|here]]. All funds and resources for each Consignment must be in The Church Treasury by the end of the summit it is commissioned.&lt;br /&gt;
&lt;br /&gt;
Each Consignment is an Endeavour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expedition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pursuing an Expedition results in a delegation of priests, followers, and civil service workers departing The Concord for a particular foreign nation, location, or event, to represent The Church in foreign affairs or great moments. Unlike Convictions, Expeditions are composed of non-heroic characters pursuing distant causes and projects for the Council of Six such as ministering to non-spheric nations or attending vast Church meetings in foreign lands. Each new expedition costs the Church 3 Vaults and is an Endeavour. All ongoing Expeditions are managed by the Concordian Consular, who will receive their reports and manage their actions. &lt;br /&gt;
&lt;br /&gt;
Each Expedition can be maintained provided the Council passes another motion of Expedition for it. These subsequent motions cost fifteen locks a season to maintain, and consume an Endeavour. This would allow the Concordian Consular to manage these expeditions as continuing projects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exaltation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Council of Six has the power to recognise individuals as Paragons, Locations as Holy Sites, individuals into the positions of Throne, and to grant individuals access to Past Life Visions. The power that collectively grants these options is Exaltation. The process for recognising a Paragon or Holy Site can be found on their respective pages, &lt;br /&gt;
&lt;br /&gt;
Unlike some other powers, Exaltations are automatically brought to the Council of Six as pieces of business requiring a response. As such they do not require a motion by a High Priest. Exaltations of Paragons and Holy Sites require the preceding motions to have passed through the Church Motions system, then their arguments must be brought before the Council of Six, which in turn prompts an Exaltation.&lt;br /&gt;
&lt;br /&gt;
Unlike other votes, Exaltation votes must be unanimous.&lt;br /&gt;
&lt;br /&gt;
The Council of Six must Exalt a visionary and guide for the Past Life Vision during their meeting on the second day of Summit. &lt;br /&gt;
&lt;br /&gt;
Exaltations are not Endeavours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endowment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Council of Six has the ability to spend and grant parts of the Church Treasury without requiring a Church Motion through standard channels. The Council of Six may Endow up to fifteen locks, and/or ten measures, and/or five wains, and/or 2 artisan crafts, and/or 1 artifact per endowment motion. &lt;br /&gt;
&lt;br /&gt;
Grants of funds or supplies from the Church are paid out in the following order:&lt;br /&gt;
&lt;br /&gt;
* The Bursar&#039;s due through the Coinmasters Hand&lt;br /&gt;
* Requests through the larger Church Motions of the Faithful.&lt;br /&gt;
* The High Priest of Panoply’s due.&lt;br /&gt;
* The payment of any Consignments or Expeditions.&lt;br /&gt;
* Council of Six Endowments (in order of motion)&lt;br /&gt;
&lt;br /&gt;
If at any point during this process (fulfilled following each Council of Six) the Church treasury would be empty, all subsequent endowments or requirements for funds are voided. &lt;br /&gt;
&lt;br /&gt;
Endowments are not Endeavours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proclamation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A proclamation is a public statement on behalf of the Council of Six that:&lt;br /&gt;
&lt;br /&gt;
* Clarify the position of the Council of Six.&lt;br /&gt;
* Support or Decry an action, individual, cause or event on behalf of the Council of Six.&lt;br /&gt;
* Offer guidance on an aspect of doctrine or theology.&lt;br /&gt;
* Make public announcements on behalf of the Council of Six.&lt;br /&gt;
&lt;br /&gt;
Proclamations are used to have the Council of Six communicate with the faithful across The Concord, rather than just the heroes of Passage. The Council of Six will do well to remember the importance of skilled articulation.&lt;br /&gt;
&lt;br /&gt;
Importantly, proclamations cannot be used to:&lt;br /&gt;
&lt;br /&gt;
* Change doctrine.&lt;br /&gt;
* Mimic any other Council of Six power.&lt;br /&gt;
&lt;br /&gt;
Proclamations are not Endeavours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Publication&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Council of Six can approve documents for publication. Doing so distributes copies of the document to libraries, churches, and makes the document available to Civil Service offices. This will make the information available to the people of The Concord. These documents will be available on the [[Concordian Documents]] page, or another appropriate page, of the Wiki for any player to read and have their character know.&lt;br /&gt;
&lt;br /&gt;
Documents proposing the Exaltation of a Paragon or Holy Site are automatically published as a [[Documents of the Church|Document of the Church]], and do not require a separate Motion of Publication.&lt;br /&gt;
&lt;br /&gt;
Publications are not Endeavours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Veto&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Council of Six holds one of the two vetoes within the Concord, allowing them to halt and cancel a single senate motion that requires a greater majority. Every time a motion is passed in the Senate that prompts the Council’s veto, it will be brought up at the Council meeting that follows it. The Council may veto this motion following a successful vote. The Council may only veto one motion per summit in this manner. The Council only receives one opportunity to veto a motion and once this opportunity has passed they may not attempt to veto it again.&lt;br /&gt;
&lt;br /&gt;
The exception to this system is the final Senate session per summit, or any emergency Senate session that occurs after the final Council Session of a Summit. In both circumstances the High Priest of Cervitas may use the Council&#039;s veto, provided the Council of Six has not used their veto earlier in the Summit. &lt;br /&gt;
&lt;br /&gt;
== Past Actions of the Council of Six ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Summary of Historic Council Meetings&lt;br /&gt;
!Year            &lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|225&lt;br /&gt;
|[[Past Actions of the Council of Six Autumn 225|Autumn]]&lt;br /&gt;
|[[Past Actions of the Council of Six Spring 225|Spring]]&lt;br /&gt;
|-&lt;br /&gt;
|226&lt;br /&gt;
|[[Past Actions of the Council of Six Autumn 226|Autumn]]&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Membership =&lt;br /&gt;
Membership of the Council of Six is split into three forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;True Members&#039;&#039;&#039; of the Council of Six are High Priests. These are individuals whose attendance ensures that a Council of Six will begin and are responsible for decisions. True Members each have a vote on all matters requiring a vote, may speak at all times, and count towards quorum (known as having the True Right to Speak). &lt;br /&gt;
* &#039;&#039;&#039;Members&#039;&#039;&#039; of the Council Six are any Church title that is not a High Priest. These titles are granted seats at the Council of Six and may speak where they feel they should, but may be silenced or ejected at the request of either a True Member vote or a member of the Civil Service (known as having the Right to Speak). Members do not have votes.&lt;br /&gt;
* &#039;&#039;&#039;Civil Service&#039;&#039;&#039; of the Council of Six are Curates and other civil service members attached to the Church. They have control over the Council and its operation.&lt;br /&gt;
&lt;br /&gt;
= Chambers =&lt;br /&gt;
At present, the Council of Six sits its meetings within the Senate Chamber. Appropriate setup is the responsibility of Civil Service. While the Council of Six is in session, the Senate may not call emergency Senate sessions. If the Council of Six is still in session when a scheduled Senate session is about to occur, the Council of Six session ends. &lt;br /&gt;
&lt;br /&gt;
= Meetings =&lt;br /&gt;
The Council of Six meets twice per Summit, at midday each full day. Each Council of Six meeting requires the attendance of each High Priest and at least one curate. The Council may sit a maximum of an hour later than intended. If all elected High Priests cannot be brought to the Council chambers within an hour, the meeting is cancelled. Each meeting follows the same layout:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the High Priests introduces themselves to the assembled members of the Council. In circumstances where a new High Priest is being announced, it will be completed during this period.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Opening Words.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A single member of the faithful is given an opportunity to speak before the Council of Six. Traditionally an opportunity for prayer and blessings. Would be speakers are selected by the Curates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essential Business.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matters which are being prompted by external circumstances are completed. These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Elections&lt;br /&gt;
* Exaltations&lt;br /&gt;
* Vetoes&lt;br /&gt;
* Declaration of Motions from the Church&lt;br /&gt;
&lt;br /&gt;
Each matter of essential business has a maximum time of twenty minutes, at which point the motion is either dropped or a vote is called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Priest Motions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each High Priest is given a maximum of twenty minutes to speak and put forward a single motion that utilises one of the appropriate powers of the Council of Six. Given the Councils limited meeting opportunities, motions may not be tabled. High Priests may end their motion time at any point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conclusions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any clarifications that are required are given and the Council meeting is ended.&lt;br /&gt;
&lt;br /&gt;
== Speaking in the Council of Six ==&lt;br /&gt;
There are three types of right to speak at a meeting of the Council of Six;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;True Right to Speak&#039;&#039;&#039; (Held by Civil Service members and the High Priests). These individuals may speak at any time, count towards quorum and may compel others (who do not have the true right to speak) to cease speaking.&lt;br /&gt;
* &#039;&#039;&#039;The Right to Speak&#039;&#039;&#039; (Held by any other Church title and The Throne). These individuals may speak at any time, do not count towards quorum and may be compelled to cease speaking by any individual with the True Right to Speak. They do not have any votes.&lt;br /&gt;
* &#039;&#039;&#039;Limited Right to Speak&#039;&#039;&#039; (Held by all other individuals). These individuals may indicate they wish to speak by raising a hand. If one member with the True Right to Speak recognises them (by stating “I recognise [Name] to speak, I seek a second”) followed by another member with the True Right to Speak seconding (by stating “I second the recognition of [Name].”) Following this, the individual may speak, provided they begin and end their speech with “In the light of the Spheres”. These individuals may still be compelled to cease speaking by a member with the True Right to Speak. They do not count towards Quorum. They do not have any votes.&lt;br /&gt;
&lt;br /&gt;
== Voting in the Council of Six ==&lt;br /&gt;
Each of the High Priests has a single vote in any circumstance where the Council of Six must pass a vote. For a vote to pass in the Council of Six it must obtain 4 total votes in favour. No Councils hold a veto over the Council of Six.&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[Concordian Church of the Divine Spheres|The Concordian Church of the Divine Spheres]]&lt;br /&gt;
* [[Consignments of the Church]]&lt;br /&gt;
* [[Paragons of the Church]]&lt;br /&gt;
* [[Holy Site|Holy Sites]]&lt;br /&gt;
* [[Past Actions of the Council of Six]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Senate&amp;diff=4777</id>
		<title>The Senate</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Senate&amp;diff=4777"/>
		<updated>2026-10-23T07:33:35Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Added minor clause to Publication&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Senate stands as the Concords highest governmental council and its primary legislative body. It is the power of the Senate to pass laws, decree expenditures of the treasury, handle foreign policy and really whatever they feel is under their purview.&lt;br /&gt;
&lt;br /&gt;
See [[Senate Motions]] for a list of previous proposals put forward by this council.&lt;br /&gt;
&lt;br /&gt;
= Function =&lt;br /&gt;
It is the role of the Senate to govern The Concord and its control extends to all aspects of life not covered by another council. It is important to recognise that in this, the Senate is superior to any local or Realm-based organisation, such was part of the sovereignty ceded by each Realm during the creation of the Concord.&lt;br /&gt;
&lt;br /&gt;
Any major commission or task requires the support of the Senate, who has full control over the Treasury. While it cannot force the Exchange to provide materials, the vast wealth of the Treasury means that it has great power to control the Exchange and resources.&lt;br /&gt;
&lt;br /&gt;
While the Senate cannot interfere in the functions of the War Chamber, it is the duty of the Senate to appoint Generals and Admirals to control the forces of the Concord. It is the role of the Senate to start and end wars with foriegn powers and local dangers, as well as decide upon ownership of new territories captured by the Concord. With this in mind, matters of Foreign Diplomacy fall to the Senate with decisions of the Concord’s position being foremost in many discussions.&lt;br /&gt;
&lt;br /&gt;
The Senate also has the ability to control the Laws of the land, determining what is and is not a crime and the punishments possible.&lt;br /&gt;
&lt;br /&gt;
All of these actions are governed by the original agreement of The Concord as well as by the power of Veto held by the Church of the Divine Spheres and the Throne.&lt;br /&gt;
&lt;br /&gt;
= Powers =&lt;br /&gt;
Powers of the Senate are separated into Legislative powers, Economic powers and Diplomatic powers, they are as follows.&lt;br /&gt;
&lt;br /&gt;
== Legislative Powers ==&lt;br /&gt;
&#039;&#039;&#039;Changes to Concordian Law&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate may change what is deemed illegal or legal within The Concord. This does need to remain within the bounds of the original Concord and will be arbitrated by the Symposiarch and other Concordians. The Senate may also change or define punishments that are available for such crimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appointment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate has the ability to grant titles to citizens of the Concord that it has control over. The exact requirements and nature of each title depends on the title in question. The Senate may also appoint titles of individual Realms if the Realm is unable to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate has the ability to create new titles that are not connected to commissions. These titles may include funds, resources or powers. They will be defined when created and will be overseen by the Symposiarch to ensure they remain within the bounds of the original Concord.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a region comes under the control of The Concord that region is assigned to a Realm by the Senate. Once assigned a region can only be relinquished by a realm if its national assembly agrees to relinquish it or if it is lost and reconquered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abrogation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where it is allowed, the Senate has the ability to abrogate a previous Senate decision. If the vote is successful, the decision is nullified in the most effective way possible. This may be requested at any point by a senator, at which point it requires seconding by an additional senator. If the request is seconded, then a motion is held, requiring a Supreme Majority, but not prompting the Church Veto. Each senator may only request one abrogation each summit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enthronement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate has the ability to name a Concordian citizen to the Throne, placing them upon the Throne for the remainder of their life or until they step down. There is an appointment method by which Thrones are elected. It is as follows:&lt;br /&gt;
&lt;br /&gt;
# A motion is raised that there should be a Throne. If the motion passes a Throne vote will be held at the next senate session.&lt;br /&gt;
# At the next session, any senator may nominate a candidate.&lt;br /&gt;
# Each candidate may give a short speech in order of nomination.&lt;br /&gt;
# Each senator then stands behind the candidate they support or moves to the ‘none of the above’ area.&lt;br /&gt;
# If any candidate received two thirds of all senators (a supreme majority) then the decision is given the Church to consider their veto. If successful there, then the candidate is named as Throne and will be crowned at the next Summit.&lt;br /&gt;
# If no candidate receives a supreme majority, then all senators are given a short amount of time to reconsider their position, wherein they may change their support.&lt;br /&gt;
# If no senators move, or if after three recounts there is no Supreme Majority, then the motion has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate has the ability to remove the title of Senator from a Senator. If the vote passes, the Senator in question has their title removed, is removed from the chamber and barred from re-entering for the remainder of the session. They may not stand as Senator until a year has passed. This requires a supreme majority. This may be requested at any point by a senator, at which point it requires seconding by an additional senator. If the request is seconded, then a motion is held, requiring a Supreme Majority, but not prompting the Church Veto. Each senator may only request one removal each summit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Inquest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate can request that Concordian Magistrates begin a Grand Inquest into a legal concern, crime or event. If the vote passes, Magistrates will organise to investigate the chosen concern over the coming season, returning with results or options to continue at the coming Summit. Grand Inquests incur a cost as Magistrates requisition travel costs, guards and assistants for the investigation. The cost is estimated during the motion by the Symposiarch and is paid upon completion of the vote. The Civil Service currently has the ability to engage in one Grand Inquest per season.&lt;br /&gt;
&lt;br /&gt;
== Economic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Commission&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate may call for a commission. If called for by the Senate during Concordian business then it is automatically a Concordian Commission, however if raised during Senator Motions, they may define it as a Realmic Commission. In which case it is the duty of that Senator to produce the required funds and resources. It is also during the motion raising a Realmic commission that a senator may request funds or resources from The Concord to assist. Funds allocated for this use may not be spent at The Exchange.&lt;br /&gt;
&lt;br /&gt;
A motion of commission can also be used to transfer ownership of a commission to a realm or from a realm from the Concord. Both options require a Supreme Majority&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Campaign: Commissions]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endeavour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate may call for an Endeavour. An Endeavour is an action undertaken but the Senate which requires its resources but does not necessarily result in a Commission. An example Endeavour might be using Senate resources to purchase potions for an upcoming conflux. Funds allocated for this use may not be spent at The Exchange.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate can raise requests for Appraisal towards custom commissions up to twice each Summit. These requests will be assessed in the season that follows, becoming available for Senate construction during the Winds of the World for the following Summit.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Declaration of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate can declare war on any foreign power. The nation and its people are considered enemies of The Concord and trade with them is ruled as illegal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Declaration of Peace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate can end wars with foreign powers. The nation and its people are no longer considered enemies and trade with them may resume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ratification of Treaties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Concordian Ambassador, acting within the powers granted to them by their title may submit a treaty to the Senate to be ratified. A ratified treaty is accepted into Concordian law and foreign policy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate may opt to cede control of a region to a foreign power. Doing so declares that Concordian citizens will not oppose the annexation once it occurs.&lt;br /&gt;
&lt;br /&gt;
== Executive Powers ==&lt;br /&gt;
&#039;&#039;&#039;Publication&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate can approve documents for publication. Doing so distributes copies of the document to libraries and makes the document available to Civil Service offices. This will make the information available to the people of The Concord. These documents will be available on the [[Concordian Documents]] page, or another appropriate page, of the Wiki for any player to read and have their character know.&lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
The primary resource the Senate draws from is the Concordian Treasury. The Treasury is a collection of taxation and donation from across the Concord. The exact methods and values for which are kept below a level of abstraction for the game. What is presented are the;&lt;br /&gt;
&lt;br /&gt;
* Incomes of the Concord&lt;br /&gt;
* Costs of the Concord&lt;br /&gt;
* The Total Funds available in the Treasury&lt;br /&gt;
&lt;br /&gt;
This information can be requested by a Senator from the Symposiarch at any time.&lt;br /&gt;
&lt;br /&gt;
The Senate cannot maintain stocks of magical items, strategic resources, crafting resources or herbs unless they are a part of an active Commission or Endeavour.&lt;br /&gt;
&lt;br /&gt;
It is important to note that The Concord may not become bankrupt. In such a circumstance, the Concordians will adjourn to liquify commissions and resources to bring the Concord back into solvency.&lt;br /&gt;
&lt;br /&gt;
= Membership =&lt;br /&gt;
Members of Senate are split into three forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;True Members&#039;&#039;&#039; of Senate are Senators and the Throne. These are individuals who attendance ensures that senate will begin and are responsible for the actual function of government. True Members have the &#039;True Right to Speak&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Members&#039;&#039;&#039; of Senate are additional titles with the &#039;Right to Speak&#039;. These titles are granted a seat in the senate Chamber but are not voting members and do not add to the majority.&lt;br /&gt;
* &#039;&#039;&#039;Civil Service&#039;&#039;&#039; of Senate are members of  the Civil Service responsible for the operation of the council, such as the Symposiarch. They have control over the council.&lt;br /&gt;
&lt;br /&gt;
== Senators ==&lt;br /&gt;
Concordian Senators have a certain set of rights and responsibilities that their title grants, they are follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absention&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Senators lack the right of abstention, as such they are legally required to vote whenever it is possible for them do so within Senate meetings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Senators have the right of address before the senate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proposal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Senator may raise one motion during the Senators Motions section of a Senate meeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a motion passes that requires a significant amount of work outside of the Senate meeting, such as purchasing the required materials for a Commission, the Senator who raised the motion is interested as the Executor of that motion. If there are any resources granted to such a motion they are given to the Executor of that motion. It is up to the Senate if excess funds are to be returned after the motion is complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curtailment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A senator may call for a vote of Curtailment once per Senate session, this does not constitute their single motion. If passed, the Senate session ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escalation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per Senate Session a Senator may call for escalation at which point the current matter being voted on now requires a Supreme Majority, not a Simple Majority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proxy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Senator may place another in their place as a proxy for any amount of time. Doing so requires that the Senator to submit this action in writing to the Symposiarch.&lt;br /&gt;
&lt;br /&gt;
= Chambers =&lt;br /&gt;
The Chambers of the Senate are largely open to the public, as is befitting their role. They contain a chair for each Senator, The Throne and open central area for speaking and addressing the Senate as a whole. Additional chairs are added for partial members of the Senate and other civil service staff. While there are provided seats for the public, they are not guaranteed.&lt;br /&gt;
&lt;br /&gt;
= Meetings =&lt;br /&gt;
The Senate meets in Senate Sessions on every day of the Summit, more than any other Council. These sessions are open to the public, but space for the audience is not always guaranteed, if you are interested in observing then it is best that you get there early. Senate sessions are called and wait for a maximum of ten minutes. If two thirds of the true members of Senate (those with the &#039;True Right to Speak&#039;) are present, senate will begin. If two thirds cannot be obtained after fifteen minutes, senate will be cancelled for the day. Senate cannot begin without a Symposiarch (be it the standard one or a stand-in). Sessions are generally split into four sections:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wherein the Senators, Throne, Symposiarch and any important guests are introduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wherein individuals may speak to the Senate on any number of issues. Addresses are submitted to the Senate prior to its meeting by speaking to the Symposiarch. In certain circumstances individuals may be granted address on the spot. There are also certain titles within The Concord which have the right of Address. Before an address may begin, a vote against the individual is taken. If passed, their address is cancelled. Emergency address and address granted by a title may not be cancelled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concordian Business&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wherein matters are raised by the Symposiarch. This may be responding to particular important events, appointments that are required by The Concord, maintaining in-progress commissions or the reading of intelligence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senator Motions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wherein each senator may raise a single motion.&lt;br /&gt;
&lt;br /&gt;
=== Speaking in Senate ===&lt;br /&gt;
In order to maintain civility and procedure within the Senate chamber, there are a number of regulations regarding who gets to speak and when. There are a general set of regulations that apply to all, and then a set of specific rights which enable individuals to speak at certain times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The general rules are as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Any individual can be found to be disrupting the Senate at any time by the Symposiarch, requiring their removal, first by their own act, then by the Watch.&lt;br /&gt;
* Individuals who wish to speak and are not afforded the right by any other circumstance must stand and raise their hand. They will be acknowledged by either the Symposiarch or the Senator responsible for the current motion (during Senate business) which will allow them to speak. Any other senator or the Symposiarch can order this individual to cease speaking. If this is disputed by another senator a standard majority vote will be called to allow them to continue speaking.&lt;br /&gt;
&lt;br /&gt;
===== Public Address =====&lt;br /&gt;
&lt;br /&gt;
* Following introductions, the Senate allows for public address. Individuals with the Right to Speak, the Right of Address or who have requested a Public Address will be granted some time to speak during this period. If you have requested Public Address during this time, you will require the support of at least one Senator to begin speaking. Support will be sought after you have been announced.&lt;br /&gt;
&lt;br /&gt;
==== Types of Right to Speak: ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Right of Address&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Concordian Titleholder may address the Senate during the public addresses without requesting an address prior and without requiring a Senator’s support. This address is limited to 2 minutes. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Limited Right to Speak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titles with a Limited Right to Speak are permitted to speak freely during motions or senate business that is deemed relevant to their right. This will be indicated by the Symposiarch when each item of business begins.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Right to Speak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titles with the Right to Speak are permitted to speak freely during any piece of senate business. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;True Right to Speak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titles with the True Right to Speak are permitted to speak freely during any piece of senate business and whose attendance adds to the majority required to begin a senate session.&lt;br /&gt;
&lt;br /&gt;
== Voting ==&lt;br /&gt;
Every senator within the Senate has a single vote during each vote. They may not vote to abstain. Votes come in one of two forms;&lt;br /&gt;
&lt;br /&gt;
; Standard Vote&lt;br /&gt;
: requiring a half plus one of the senators present minimum to agree for a motion to pass.&lt;br /&gt;
; Supreme vote&lt;br /&gt;
: requiring a two thirds majority of senators present to agree for a motion to pass. In addition, any supreme vote must be reviewed by the Church, as such it will not go into effect until that has been completed.&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4776</id>
		<title>Campaign Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4776"/>
		<updated>2026-10-23T07:31:16Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Added further reading links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a variety of tables and values relevant to the War Chamber campaign.&lt;br /&gt;
&lt;br /&gt;
== Terrain Types ==&lt;br /&gt;
Each Territory has a single Type that reflects the dominant terrain or ocean conditions within its area.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Terrain&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with a base strength greater than 5000 gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 claim bonus. If that defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert Campaigns have their upkeep increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory. &lt;br /&gt;
|-&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Open Seas&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Rough Seas&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Treacherous Seas&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Shallow Seas&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain Traits ==&lt;br /&gt;
Each Territory may have any number of Traits in addition to the one granted by its Terrain Type. This table is not exhaustive, and Traits that are rare, limited duration, or localised to particular regions may not be added.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Squall&lt;br /&gt;
| +5%&lt;br /&gt;
| +5%&lt;br /&gt;
|Moving into this territory costs 1 additional movement point.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Storm&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
|Moving into this territory costs 2 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Cataclysm&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
|Moving into this territory costs 3 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is widespread destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Religion)&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the religion of the Holy Site&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|The region may be targeted Fleet Support actions from adjacent sea regions.&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties. &lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned Forces. Any Non-Drowned Force sufferes 200 Casualties if it spends a season in this territory&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not enter this territory during the Winter season.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any  force that campaigns in this territory gains the &#039;Plagued&#039; trait next season.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Whenever Undead forces would heal in this region, they heal an additional 20%.&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal forces do not suffer +30% casualties suffered due to Harbringer Stands. Zekartaal armies in this region have their strength and orders obscured moreso than standard.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the &#039;Billet&#039; order in this territory recovers an addtional 500 Casualties.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Lost&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This territory cannot be affected by ceremonies&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Movement cost for moving through this territory is increased by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in campaigns in this territory have their upkeep increased by 50%. This can stack with other upkeep increases.&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
|Increased movement cost by 1&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until the fortification within it is taken or destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
| +1 Movement Cost. Defeated Fleets in this territory suffer an additional 200 casualties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Force Traits ==&lt;br /&gt;
Armies and Fleets may be under the effects of the below Traits, reflecting their current conditions and morale. In addition, all forces have at least one additional Trait, reflecting their composition, demeanour, training, or a combination thereof.&lt;br /&gt;
&lt;br /&gt;
Traits of Concordian forces can be found under their entry in the appropriate Army or Fleet page. Traits of Non-Concordian forces are hidden, but can be discovered through a number of methods in play. These methods include Confluxes, Spy Network actions, and occasional other opportunities.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Claim Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Under Supplied&lt;br /&gt;
| -5%&lt;br /&gt;
| +10%&lt;br /&gt;
| -500&lt;br /&gt;
|The ‘Under Supplied’ status can be removed at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant.  Forces that are Under Supplied cannot also be Well Supplied. Otherwise this trait disappears after 1 Season spent taking the Billet order successfully.&lt;br /&gt;
|-&lt;br /&gt;
|Well Supplied&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| +500&lt;br /&gt;
|The ‘Well Supplied’ status can be added to a force at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant. Forces that are Under Supplied cannot also be Well Supplied. This trait disappears after a successful aggressive campaign or an unsuccessful defensive campaign or 3 seasons, whichever occurs first.&lt;br /&gt;
|-&lt;br /&gt;
|Plagued&lt;br /&gt;
| -10%&lt;br /&gt;
| +15%&lt;br /&gt;
| -500&lt;br /&gt;
|Any force taking part in a campaign that includes a ‘Plagued’ force (on either side) has a 50% chance of gaining the ‘Plagued’ status. This force cannot take the &#039;Billet&#039; action. This force does not passively recover casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fatigued&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirsty&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fervour&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Land Territories ==&lt;br /&gt;
Traits affecting Concordian Territories will be updated as they emerge, or become no longer relevant.&lt;br /&gt;
&lt;br /&gt;
Most traits affecting Non-Concordian Territories are hidden, but can be discovered through a number of methods in play. These methods include the [[Investments#Downtime Actions|&amp;quot;Scout the Frontline&amp;quot;]] Downtime Action, and occasional other opportunities. These Traits will be updated as the the wider Concord becomes aware of them, typically through a Motion of Publication by [[The Senate]] or [[Council of Six|The Council of Six]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Region&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Alakai&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Calandri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Alkharab&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Villacres&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bailite Woods&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward North&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward South&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bloodmarsh&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Royal Bordevar&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Boisombre&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Crownlands&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the ‘Billet’ order in this territory recovers and additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Sacrilege&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be affected by Spheric Ceremonies.&lt;br /&gt;
|-&lt;br /&gt;
|Strongpoints&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |La Dove Dormani&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Est Speranza&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Everguarde&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Hirschkind Hunts&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Bordevarian or Greenweald armies that leave this territory suffer 100 casualties. If the army remains in the territory and fights, it suffers +5% Casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Golden Seat&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Heartsgrave&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Highward&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Hochwasser&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Hunters Wood&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |La Calidez Hills&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tribelands&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the Billet order in this territory recovers an additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Legend City&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Lerona Mere&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Madre Campo&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Marepato&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Masa Vuul&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mitricasa Rise&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mukarrem&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Oxstone&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Verlorenherz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Plateau of the Gods&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Mancante Terra&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Artebazzani Old Gods)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Artebazzani Old Gods&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Priado Expanse&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mukarrem&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Ravensreach Wilds&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal armies do not suffer +30% casualties from Harbringer Stands. Zekartaal Armies in this territory have their strength and orders obscured to a greater amount.&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
|Harrying Flocks&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait does not affect armies belonging to The Zekartaal.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Riverlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sableheart&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Salt Road&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mukarrem&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Serpent&#039;s Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Calandri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Starscar&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Weiland&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not move through this territory during the winter season&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Stonestep&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Black Catherdral&lt;br /&gt;
| -&lt;br /&gt;
| -15%&lt;br /&gt;
| -20%&lt;br /&gt;
|Undead forces in this territory ignore the Casualties inflicted value of this trait.&lt;br /&gt;
Living forces in this territory ignore the casualties suffered value of this trait.&lt;br /&gt;
&lt;br /&gt;
The Black Cathedral must be heroically assaulted for this territory to be taken. If the territory is conquered in a military campaign, but a heroic assault fails or is not taken, the campaign fails.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Livingfolk&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Undead forces in this territory ignore the casualties suffered by this trait.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Onyx Heart)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the faith of the Onyx Heart&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sylvestrelli Mare&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Villacres&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%. This stacks with other upkeep increasing traits&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tanebar South&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar West&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |The Crescent&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |The King&#039;s Pass&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |The King&#039;s Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until Baelags Holdfast is destroyed, or is taken by some other means.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Thunderhall&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Treefaith)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Treefaith&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |True Wilds&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Tribelands&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme East&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme West&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Inheritant Defenders&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| +5%&lt;br /&gt;
|Only affects Iron Valley forces who submit the &#039;Bloody Defence&#039; order.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Wolfsbuel&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Vassertal&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Zildora&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Sea Territories ==&lt;br /&gt;
Traits affecting Sea Territories will be updated as The Concord becomes aware of them, or they become no longer relevant.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted&lt;br /&gt;
!|Casualties Suffered&lt;br /&gt;
!|Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Adan&#039;s Watch&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Bay of Promised Gold East&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Bay of Promised Gold West&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Great Storm&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This trait does not affect armies or fleets belonging to The Drowned.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Cape of Storms&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Cape of the Bailes&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Corsairs Shallows&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |Guardian Strait&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Corsair Predators&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
|This trait only affects fleets that do not belong to the Golden Fleet.&lt;br /&gt;
Fleets that move through this territory have their upkeep increased by 50%. Fleets that campaign in this territory have their upkeep doubled instead.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Calvings&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Eaves&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Northern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles East&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles West&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Raiders Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Steel Archipelago&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |The Drifting Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defeated fleets suffer an additional 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Petty Coast&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Suffering Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[The Warchamber]]&lt;br /&gt;
* [[War And Conflict]]&lt;br /&gt;
* [[Map of Esterra#Maps of Southern Esterra|Strategic Map]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Fleet]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4775</id>
		<title>Campaign Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4775"/>
		<updated>2026-10-23T07:27:29Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated Modifier formatting for consistency and clarity. Updated formatting on Territories with multiple traits for readability. Added brief description of each table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a variety of tables and values relevant to the War Chamber campaign.&lt;br /&gt;
&lt;br /&gt;
== Terrain Types ==&lt;br /&gt;
Each Territory has a single Type that reflects the dominant terrain or ocean conditions within its area.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Terrain&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with a base strength greater than 5000 gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 claim bonus. If that defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert Campaigns have their upkeep increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory. &lt;br /&gt;
|-&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Open Seas&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Rough Seas&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Treacherous Seas&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Shallow Seas&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain Traits ==&lt;br /&gt;
Each Territory may have any number of Traits in addition to the one granted by its Terrain Type. This table is not exhaustive, and Traits that are rare, limited duration, or localised to particular regions may not be added.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Squall&lt;br /&gt;
| +5%&lt;br /&gt;
| +5%&lt;br /&gt;
|Moving into this territory costs 1 additional movement point.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Storm&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
|Moving into this territory costs 2 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Cataclysm&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
|Moving into this territory costs 3 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is widespread destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Religion)&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the religion of the Holy Site&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|The region may be targeted Fleet Support actions from adjacent sea regions.&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties. &lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned Forces. Any Non-Drowned Force sufferes 200 Casualties if it spends a season in this territory&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not enter this territory during the Winter season.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any  force that campaigns in this territory gains the &#039;Plagued&#039; trait next season.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Whenever Undead forces would heal in this region, they heal an additional 20%.&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal forces do not suffer +30% casualties suffered due to Harbringer Stands. Zekartaal armies in this region have their strength and orders obscured moreso than standard.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the &#039;Billet&#039; order in this territory recovers an addtional 500 Casualties.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Lost&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This territory cannot be affected by ceremonies&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Movement cost for moving through this territory is increased by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in campaigns in this territory have their upkeep increased by 50%. This can stack with other upkeep increases.&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
|Increased movement cost by 1&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until the fortification within it is taken or destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
| +1 Movement Cost. Defeated Fleets in this territory suffer an additional 200 casualties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Force Traits ==&lt;br /&gt;
Armies and Fleets may be under the effects of the below Traits, reflecting their current conditions and morale. In addition, all forces have at least one additional Trait, reflecting their composition, demeanour, training, or a combination thereof.&lt;br /&gt;
&lt;br /&gt;
Traits of Concordian forces can be found under their entry in the appropriate Army or Fleet page. Traits of Non-Concordian forces are hidden, but can be discovered through a number of methods in play. These methods include Confluxes, Spy Network actions, and occasional other opportunities.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Claim Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Under Supplied&lt;br /&gt;
| -5%&lt;br /&gt;
| +10%&lt;br /&gt;
| -500&lt;br /&gt;
|The ‘Under Supplied’ status can be removed at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant.  Forces that are Under Supplied cannot also be Well Supplied. Otherwise this trait disappears after 1 Season spent taking the Billet order successfully.&lt;br /&gt;
|-&lt;br /&gt;
|Well Supplied&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| +500&lt;br /&gt;
|The ‘Well Supplied’ status can be added to a force at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant. Forces that are Under Supplied cannot also be Well Supplied. This trait disappears after a successful aggressive campaign or an unsuccessful defensive campaign or 3 seasons, whichever occurs first.&lt;br /&gt;
|-&lt;br /&gt;
|Plagued&lt;br /&gt;
| -10%&lt;br /&gt;
| +15%&lt;br /&gt;
| -500&lt;br /&gt;
|Any force taking part in a campaign that includes a ‘Plagued’ force (on either side) has a 50% chance of gaining the ‘Plagued’ status. This force cannot take the &#039;Billet&#039; action. This force does not passively recover casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fatigued&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirsty&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fervour&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Land Territories ==&lt;br /&gt;
Traits affecting Concordian Territories will be updated as they emerge, or become no longer relevant.&lt;br /&gt;
&lt;br /&gt;
Most traits affecting Non-Concordian Territories are hidden, but can be discovered through a number of methods in play. These methods include the [[Investments#Downtime Actions|&amp;quot;Scout the Frontline&amp;quot;]] Downtime Action, and occasional other opportunities. These Traits will be updated as the the wider Concord becomes aware of them, typically through a Motion of Publication by [[The Senate]] or [[Council of Six|The Council of Six]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Region&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Alakai&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Calandri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Alkharab&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Villacres&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bailite Woods&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward North&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward South&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bloodmarsh&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Royal Bordevar&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Boisombre&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Crownlands&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the ‘Billet’ order in this territory recovers and additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Sacrilege&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be affected by Spheric Ceremonies.&lt;br /&gt;
|-&lt;br /&gt;
|Strongpoints&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |La Dove Dormani&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Est Speranza&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Everguarde&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Hirschkind Hunts&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Bordevarian or Greenweald armies that leave this territory suffer 100 casualties. If the army remains in the territory and fights, it suffers +5% Casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Golden Seat&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Heartsgrave&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Highward&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Hochwasser&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Hunters Wood&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |La Calidez Hills&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tribelands&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the Billet order in this territory recovers an additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Legend City&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Lerona Mere&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Madre Campo&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Marepato&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Masa Vuul&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mitricasa Rise&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mukarrem&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Oxstone&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Verlorenherz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Plateau of the Gods&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Mancante Terra&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Artebazzani Old Gods)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Artebazzani Old Gods&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Priado Expanse&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mukarrem&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Ravensreach Wilds&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal armies do not suffer +30% casualties from Harbringer Stands. Zekartaal Armies in this territory have their strength and orders obscured to a greater amount.&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
|Harrying Flocks&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait does not affect armies belonging to The Zekartaal.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Riverlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sableheart&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Salt Road&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mukarrem&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Serpent&#039;s Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Calandri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Starscar&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Weiland&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not move through this territory during the winter season&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Stonestep&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Black Catherdral&lt;br /&gt;
| -&lt;br /&gt;
| -15%&lt;br /&gt;
| -20%&lt;br /&gt;
|Undead forces in this territory ignore the Casualties inflicted value of this trait.&lt;br /&gt;
Living forces in this territory ignore the casualties suffered value of this trait.&lt;br /&gt;
&lt;br /&gt;
The Black Cathedral must be heroically assaulted for this territory to be taken. If the territory is conquered in a military campaign, but a heroic assault fails or is not taken, the campaign fails.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Livingfolk&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Undead forces in this territory ignore the casualties suffered by this trait.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Onyx Heart)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the faith of the Onyx Heart&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sylvestrelli Mare&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Villacres&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%. This stacks with other upkeep increasing traits&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tanebar South&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar West&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |The Crescent&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |The King&#039;s Pass&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |The King&#039;s Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until Baelags Holdfast is destroyed, or is taken by some other means.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Thunderhall&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Treefaith)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Treefaith&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |True Wilds&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Tribelands&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme East&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme West&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Inheritant Defenders&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| +5%&lt;br /&gt;
|Only affects Iron Valley forces who submit the &#039;Bloody Defence&#039; order.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Wolfsbuel&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Vassertal&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Zildora&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Sea Territories ==&lt;br /&gt;
Traits affecting Sea Territories will be updated as The Concord becomes aware of them, or they become no longer relevant.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted&lt;br /&gt;
!|Casualties Suffered&lt;br /&gt;
!|Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Adan&#039;s Watch&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Bay of Promised Gold East&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Bay of Promised Gold West&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Great Storm&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This trait does not affect armies or fleets belonging to The Drowned.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Cape of Storms&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Cape of the Bailes&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Corsairs Shallows&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |Guardian Strait&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Corsair Predators&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
|This trait only affects fleets that do not belong to the Golden Fleet.&lt;br /&gt;
Fleets that move through this territory have their upkeep increased by 50%. Fleets that campaign in this territory have their upkeep doubled instead.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Calvings&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Eaves&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Northern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles East&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles West&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Raiders Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Steel Archipelago&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |The Drifting Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defeated fleets suffer an additional 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Petty Coast&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Suffering Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4774</id>
		<title>Campaign Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4774"/>
		<updated>2026-10-23T04:53:58Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Amended table and header formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a variety of tables and values relevant to the War Chamber campaign.&lt;br /&gt;
&lt;br /&gt;
== Terrain Types ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Terrain&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted&lt;br /&gt;
!|Casualties Suffered&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Armies with a base strength greater than 5000 gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+30%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Defending armies with base strength 5000 or less gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Defending armies gain +750 claim bonus. If that defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Armies taking part in Desert Campaigns have their upkeep increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory. &lt;br /&gt;
|-&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Open Seas&lt;br /&gt;
|1&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Rough Seas&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Treacherous Seas&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Shallow Seas&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain Traits ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Squall&lt;br /&gt;
| +5%&lt;br /&gt;
| +5%&lt;br /&gt;
|Moving into this territory costs 1 additional movement point.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Storm&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
|Moving into this territory costs 2 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Cataclysm&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
|Moving into this territory costs 3 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is widespread destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Spheric / Other)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Only affects forces that follow the religion of the Holy Site&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|The region may be targeted Fleet Support actions from adjacent sea regions.&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties. &lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned Forces. Any Non-Drowned Force sufferes 200 Casualties if it spends a season in this territory&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not enter this territory during the Winter season.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any  force that campaigns in this territory gains the &#039;Plagued&#039; trait next season.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Whenever Undead forces would heal in this region, they heal an additional 20%.&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal forces do not suffer +30% casualties suffered due to Harbringer Stands. Zekartaal armies in this region have their strength and orders obscured moreso than standard.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the &#039;Billet&#039; order in this territory recovers an addtional 500 Casualties.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Lost&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This territory cannot be affected by ceremonies&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Movement cost for moving through this territory is increased by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in campaigns in this territory have their upkeep increased by 50%. This can stack with other upkeep increases.&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
|15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
| -&lt;br /&gt;
|15%&lt;br /&gt;
|Increased movement cost by 1&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until the fortification within it is taken or destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
|10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
|20%&lt;br /&gt;
|20%&lt;br /&gt;
| +1 Movement Cost. Defeated Fleets in this territory suffer an additional 200 casualties.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Force Traits ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Claim Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Under Supplied&lt;br /&gt;
| -5%&lt;br /&gt;
| +10%&lt;br /&gt;
| -500&lt;br /&gt;
|The ‘Under Supplied’ status can be removed at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant.  Forces that are Under Supplied cannot also be Well Supplied. Otherwise this trait disappears after 1 Season spent taking the Billet order successfully.&lt;br /&gt;
|-&lt;br /&gt;
|Well Supplied&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| +500&lt;br /&gt;
|The ‘Well Supplied’ status can be added to a force at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant. Forces that are Under Supplied cannot also be Well Supplied. This trait disappears after a successful aggressive campaign or an unsuccessful defensive campaign or 3 seasons, whichever occurs first.&lt;br /&gt;
|-&lt;br /&gt;
|Plagued&lt;br /&gt;
| -10%&lt;br /&gt;
| +15%&lt;br /&gt;
| -500&lt;br /&gt;
|Any force taking part in a campaign that includes a ‘Plagued’ force (on either side) has a 50% chance of gaining the ‘Plagued’ status. This force cannot take the &#039;Billet&#039; action. This force does not passively recover casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fatigued&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
| -200&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirsty&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Fervour&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Land Territories ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Region&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted&lt;br /&gt;
!|Casualties Suffered&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Alakai&lt;br /&gt;
|Calandri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Alkharab&lt;br /&gt;
|Villacres&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Bailite Woods&lt;br /&gt;
|Bolsterlee&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bayward North&lt;br /&gt;
|Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Bayward South&lt;br /&gt;
|Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Bloodmarsh&lt;br /&gt;
|Royal Bordevar&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
|30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Boisombre&lt;br /&gt;
|Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
|Crownlands&lt;br /&gt;
|Royal Bordevar&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the ‘Billet’ order in this territory recovers and additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sacrilege&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be affected by Spheric Ceremonies.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Strongpoints&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Dove Dormani&lt;br /&gt;
|Mancante Terra&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
|30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Est Speranza&lt;br /&gt;
|Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Everguarde&lt;br /&gt;
|Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|15%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Hirschkind Hunts&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Bordevarian or Greenweald armies that leave this territory suffer 100 casualties. If the army remains in the territory and fights, it suffers +5% Casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Golden Seat&lt;br /&gt;
|Corvarrias&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Heartsgrave&lt;br /&gt;
|Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Highward&lt;br /&gt;
|Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Hochwasser&lt;br /&gt;
|Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
|30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hunters Wood&lt;br /&gt;
|Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|La Calidez Hills&lt;br /&gt;
|Tribelands&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the Billet order in this territory recovers an additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Legend City&lt;br /&gt;
|Lerona Mere&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
|20%&lt;br /&gt;
|20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Madre Campo&lt;br /&gt;
|Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Marepato&lt;br /&gt;
|Mancante Terra&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
|Masa Vuul&lt;br /&gt;
|Baile Fealtoiri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Mitricasa Rise&lt;br /&gt;
|Mukarrem&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Oxstone&lt;br /&gt;
|Verlorenherz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Plateau of the Gods&lt;br /&gt;
|Mancante Terra&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Holy Site (Artebazzani Old Gods)&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|Only affects forces that follow the Artebazzani Old Gods&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
|Priado Expanse&lt;br /&gt;
|Mukarrem&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Ravensreach Wilds&lt;br /&gt;
|Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|30%&lt;br /&gt;
|Zekartaal armies do not suffer +30% casualties from Harbringer Stands. Zekartaal Armies in this territory have their strength and orders obscured to a greater amount.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
|5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Harrying Flocks&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|5%&lt;br /&gt;
|This trait does not affect armies belonging to The Zekartaal.&lt;br /&gt;
|-&lt;br /&gt;
|Riverland&lt;br /&gt;
|Lerona Mere&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Sableheart&lt;br /&gt;
|Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
|5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
|Salt Road&lt;br /&gt;
|Mukarrem&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Serpent&#039;s Heart&lt;br /&gt;
|Calandri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Beastial&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Starscar&lt;br /&gt;
|Weiland&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|Steinvault Pass&lt;br /&gt;
|Steinvault Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not move through this territory during the winter season&lt;br /&gt;
|-&lt;br /&gt;
|Stonestep&lt;br /&gt;
|Royal Bordevar&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Black Catherdral&lt;br /&gt;
| -&lt;br /&gt;
| -15%&lt;br /&gt;
| -20%&lt;br /&gt;
|Undead forces in this territory ignore the Casualties inflicted value of this trait.&lt;br /&gt;
Living forces in this territory ignore the casualties suffered value of this trait.&lt;br /&gt;
&lt;br /&gt;
The Black Cathedral must be heroically assaulted for this territory to be taken. If the territory is conquered in a military campaign, but a heroic assault fails or is not taken, the campaign fails.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Livingfolk&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Undead forces in this territory ignore the casualties suffered by this trait.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Holy Site (Onyx Heart)&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|Only affects forces that follow the faith of the Onyx Heart&lt;br /&gt;
|-&lt;br /&gt;
|Sylvestrelli Mare&lt;br /&gt;
|Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Tanebar Heart&lt;br /&gt;
|Villacres&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%. This stacks with other upkeep increasing traits&lt;br /&gt;
|-&lt;br /&gt;
|Tanebar South&lt;br /&gt;
|Tribelands&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|Tanebar West&lt;br /&gt;
|Corvarrias&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Crescent&lt;br /&gt;
|Tribelands&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The King&#039;s Pass&lt;br /&gt;
|The King&#039;s Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until Baelags Holdfast is destroyed, or is taken by some other means.&lt;br /&gt;
|-&lt;br /&gt;
|Thunderhall&lt;br /&gt;
|Baile Fealtoiri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Holy Site (Treefaith)&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|Only affects forces that follow the Treefaith&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|True Wilds&lt;br /&gt;
|Tribelands&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Windholme East&lt;br /&gt;
|Windholme&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|Windholme West&lt;br /&gt;
|Windholme&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 clain provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Inheritant Defenders&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| +5%&lt;br /&gt;
|Only affects Iron Valley forces who submit the &#039;Bloody Defence&#039; order.&lt;br /&gt;
|-&lt;br /&gt;
|Wolfsbuel&lt;br /&gt;
|Vassertal&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|-&lt;br /&gt;
|Zildora&lt;br /&gt;
|Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
|30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Sea Territories ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted&lt;br /&gt;
!|Casualties Suffered&lt;br /&gt;
!|Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Adan&#039;s Watch&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|15%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bay of Promised Gold East&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Bay of Promised Gold West&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|The Great Storm&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|This trait does not affect armies or fleets belonging to The Drowned.&lt;br /&gt;
|-&lt;br /&gt;
|Cape of Storms&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
|10%&lt;br /&gt;
|20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Stormwracked&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
|15%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Cape of the Bailes&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
|10%&lt;br /&gt;
|20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Central Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Central Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Corsairs Shallows&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
|10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Guardian Strait&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
|10%&lt;br /&gt;
|20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
|10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Corsair Predators&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|10%&lt;br /&gt;
|This trait only affects fleets that do not belong to the Golden Fleet.&lt;br /&gt;
Fleets that move through this territory have their upkeep increased by 50%. Fleets that campaign in this territory have their upkeep doubled instead.&lt;br /&gt;
|-&lt;br /&gt;
|Icereach Calvings&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -%&lt;br /&gt;
|20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|Icereach Eaves&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -%&lt;br /&gt;
|20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|Northern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Outer Isles East&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
|10%&lt;br /&gt;
| -20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Outer Isles West&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
|10%&lt;br /&gt;
| -20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Raiders Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Southern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Southern Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Steel Archipelago&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
|10%&lt;br /&gt;
| -20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|15%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The Drifting Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Fogbank&lt;br /&gt;
|1&lt;br /&gt;
|20%&lt;br /&gt;
|20%&lt;br /&gt;
|Defeated fleets suffer an additional 200 casualties&lt;br /&gt;
|-&lt;br /&gt;
|The Petty Coast&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
|20%&lt;br /&gt;
|10%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|The Suffering Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
|20%&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Main_Page&amp;diff=4773</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Main_Page&amp;diff=4773"/>
		<updated>2026-10-23T04:11:01Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated ticket purchase link on main page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Concord_Banner.png|center|781x781px|thumb]]&lt;br /&gt;
&lt;br /&gt;
Concord is a Fantasy Live-Action Role Playing Game (LARP) run in Perth, Western Australia.&lt;br /&gt;
&lt;br /&gt;
Players of Concord are Heroes of the five realms, and join together to form an empire of necessity that is struggling to survive in a hostile fantasy realm. Concord is a game of politics, heroism, combat, subterfuge, economics and religion in a low-fantasy original world called Esterra. It is a game focused around creating a living world that values responsiveness to player actions and story with weight.&lt;br /&gt;
&lt;br /&gt;
Please use the search bar or [[Special:Search|Search Page]] if you are looking for specific information, checkout the &#039;&#039;&#039;Sidebar&#039;&#039;&#039; or check out one of the links below to get started.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[What Is Concord?]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[When is the Next Summit!?!]] and [https://www.trybooking.com/au/event/1662274 Buying a Ticket] (External Website)&lt;br /&gt;
* [[Spring 226 Interlude|Spring 226 Interlude and Downtime Submission!]]&lt;br /&gt;
* [[Kit Requirements and Guidelines]]&lt;br /&gt;
&lt;br /&gt;
== The World of Concord ==&lt;br /&gt;
&lt;br /&gt;
* [[Concord Lore]]&lt;br /&gt;
* [[History of The Concord]]&lt;br /&gt;
* [[Technology|Technology at Concord]]&lt;br /&gt;
* [[The Divine Spheres]]&lt;br /&gt;
* [[Map of Esterra]] &lt;br /&gt;
&lt;br /&gt;
== The Rules System ==&lt;br /&gt;
* [[Rules Overview]]&lt;br /&gt;
* [[Player Brief]] (Mandatory)&lt;br /&gt;
* [[Archery Clearance Document]]&lt;br /&gt;
* [[All Skills]]&lt;br /&gt;
&lt;br /&gt;
== The Game ==&lt;br /&gt;
&lt;br /&gt;
* [[What to Expect at a Concordian Summit]]&lt;br /&gt;
* [[Gamenomics Guide]]&lt;br /&gt;
* [[Winds of the World]]&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
If you feel like something is missing, please let us know! Suggestions for content and usability are always welcome. Please reach out to concordwebteam@gmail.com if you have any suggestions or improvements, or get in touch via Facebook.&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=4772</id>
		<title>When is the Next Summit!?!</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=4772"/>
		<updated>2026-10-23T04:03:00Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated with information for G13&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:7U5A1559.jpg|thumb|553x553px|The town of Passage hosts a Concordian Summit twice a year]]&lt;br /&gt;
&#039;&#039;&#039;Next Summit is Concord G13: Autumn 227&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Event dates are &#039;&#039;&#039;Saturday&#039;&#039;&#039; 24th April 2027 3:00 PM - Monday 26 April 2026 4:00 PM. &lt;br /&gt;
&lt;br /&gt;
Players may arrive from 12pm onward on Friday the 23rd of April, but must be offsite by Tuesday the 27th of April Midday. &lt;br /&gt;
&lt;br /&gt;
Tickets can be purchased from [https://www.trybooking.com/au/event/1662274 Trybooking] &lt;br /&gt;
&lt;br /&gt;
Please check out the [[Event Information]] page!&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4771</id>
		<title>Artisan Crafts</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4771"/>
		<updated>2026-10-23T02:19:42Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Removed test&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Artisan]] and [[Magic Items]]&lt;br /&gt;
&lt;br /&gt;
== Journeyman Items ==&lt;br /&gt;
These do not require any resources to create, the Artisan only needs to know the its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Journeyman items last &#039;&#039;&#039;two events&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte&#039;s Assistant]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Artisans Oil]]&lt;br /&gt;
|A character with the Artisan skill can roleplay applying the oil to a shield or weapon affected by the Break call, after which the Artisans oil is consumed but the item is returned to normal function. This roleplay must take a minimum of 30 seconds. &lt;br /&gt;
The roleplay is interrupted if you or the item are struck or if you engage in combat or move faster than a walking pace. The oil is not consumed in this circumstance but the roleplay must begin again.&lt;br /&gt;
&lt;br /&gt;
Artisan&#039;s oil is unique in requiring far less time to produce than other Artisan Crafts. An artisan may create a single use of Artisan&#039;s Oil by bringing two different measures of Artisan Resources (Blacksap, Hartswood, Beastbone, Shimmering Scale, Essencite, Sun’s Iron, Forgesteel or Bloodglass) to the Exchange.&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleplate]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonebreaker]]&lt;br /&gt;
|You may spend one energy to call Fracture or Knockback with this weapon.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Boulders Staff]]&lt;br /&gt;
|You may cast the Stun spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Clerics Mace]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystalhunger Robes]]&lt;br /&gt;
|Once per day, when you consume a piece of crystal mana, it restores three personal mana rather than one.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Icon]]&lt;br /&gt;
|Allows band members to recall eachother when they are in bleedout but causes the terminal effect. This allows corpses to be retrieved if hope is lost.&lt;br /&gt;
|Concordia: Icon&lt;br /&gt;
|-&lt;br /&gt;
|[[Druids Crook]]&lt;br /&gt;
|You may cast the Shackle spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Guards Watcher]]&lt;br /&gt;
|You may spend one energy to call Knockback or Shackle with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Greatweapon of the Old Ways]]&lt;br /&gt;
|This weapon may not be used to deliver the Knockback effect. Instead, while wielding the weapon in two hands you may strike a shield and call ‘Magic Damage 3’. Expend one energy. As this strike can only affect a shield, please inform the target if you miss.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Linebreakers Staff]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Marauder&#039;s Warcoat|Marauders Warcoat]]&lt;br /&gt;
|While wearing this armour you may spend one energy to call Fracture with Polearms, Greatweapons or One Handed Weapons.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Medics Gambeson]]&lt;br /&gt;
|You may offer first aid to characters who are bleeding out. While doing so the characters bleedout time is paused. This requires two hands, your full attention, appropriate roleplay and being stationary.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|-&lt;br /&gt;
|[[Mountebanks Surprise]]&lt;br /&gt;
|Once per day when you cast the Empower spell on a target you are also affected by the empower spell.&lt;br /&gt;
|Weapon Pair: Short Weapon and One Handed Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Reforging Gavel]]&lt;br /&gt;
|You may cast or swift cast the Reforge spell as if you knew it.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[Saga of the Lost]]&lt;br /&gt;
|A member of this sect will never become a conscious undead. If their spirit is called upon after their death they will be calm and aware of their circumstances. Members of this sect may roleplay stoic silence rather than pain while in the terminal state.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|-&lt;br /&gt;
|[[Serpent&#039;s Tail]]&lt;br /&gt;
|You may cast the Venom spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Setting Blade]]&lt;br /&gt;
|You may cast or swift cast the Mend Limb spell as if you knew it.&lt;br /&gt;
|Weapon Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Standard of the Brave]]&lt;br /&gt;
|Once per day, each member of the band who is attuned to a fragment of this Concordia may call ‘immune’ to a Fear effect that targets them.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|-&lt;br /&gt;
|[[Strikers Hand]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Tacticians Demand]]&lt;br /&gt;
|You may cast the Empower spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Torment’s Blade]]&lt;br /&gt;
|You may cast the Fear spell as if you knew it.&lt;br /&gt;
|Weapon: Short weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thieves Good Hand]]&lt;br /&gt;
|You may cast the Silence spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Warmages Blessing]]&lt;br /&gt;
|You gain one additional hitpoint. This item requires the Battlemage skill.&lt;br /&gt;
|Talisman: Battlemages Circlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expert Items ==&lt;br /&gt;
Expert Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Expert items last &#039;&#039;&#039;three events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resources are as follows:&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartswood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
!| Hw&lt;br /&gt;
!| Bb&lt;br /&gt;
!| Bs&lt;br /&gt;
!| Sh&lt;br /&gt;
!&lt;br /&gt;
!| Fs&lt;br /&gt;
!| SI&lt;br /&gt;
!| Bg&lt;br /&gt;
!| Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Reliquary]]&lt;br /&gt;
|Members of a Sect may transfer mana to each other.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Penknife]]&lt;br /&gt;
|You gain one additional personal mana.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarians Brutalizer]]&lt;br /&gt;
|You may call Fracture or Knockback with this weapon. Alternatively you may call &amp;quot;Magic Damage 3&amp;quot; when striking a shield.&lt;br /&gt;
|Weapon: Greatweapon&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Control]]&lt;br /&gt;
|Twice per day you may cast the Silence spell for no mana. You must already know the Silence Spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Force]]&lt;br /&gt;
|Twice per day you may cast the Knockback spell for no mana. You must already know the Knockback spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bending Reed Blades]]&lt;br /&gt;
|You may call Fracture or Shackle with these weapons.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Blazesap Striker]]&lt;br /&gt;
|While bonded to a character with a Naval Investment, if that investment takes the ‘Support the Fleet’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodslick Banner]]&lt;br /&gt;
|Allows band members to heal each other, at the cost of hit points.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Comrades Knife]]&lt;br /&gt;
|Whenever you cast or swift cast the Heal spell, you gain one hit point.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Conqueror&#039;s Halberd]]&lt;br /&gt;
|You may call Shackle or Fracture with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Daphne&#039;s Deathwhistle]]&lt;br /&gt;
|While bonded to a character with a Military Investment, if that investment takes the ‘Support the Army’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Dawns Pestle]]&lt;br /&gt;
|When preparing potions you may spend two Beggars Root as one Rackoric or two Rackoric as one Beggars Root. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Desperate Times]]&lt;br /&gt;
|Once per day you may call Venom with this weapon for no energy or mana cost. You are also affected by Venom when you use this ability.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldermere Charm]]&lt;br /&gt;
|Your farm investment cannot become damaged unless it is particularly targeted, it takes a special action, or it acts as another kind of investment. In addition this investment grants either 4 Hartswood or 4 Beastbone as if it had diversified, without the reduction in keys&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalists Garb]]&lt;br /&gt;
|This armour does not inhibit the casting of spells by a mage, as if they had the Battlemage skill.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Enduring Shield]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this shield has no additional effect.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape Route]]&lt;br /&gt;
|Once per day you may cast the Shackle spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eves Mortar]]&lt;br /&gt;
|When preparing potions you may spend two Green Sunleaf as one Stonestem or two Stonestem as one Green Sunleaf. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flameborn Dagger]]&lt;br /&gt;
|You may cast the Damage spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray Wizards Robe]]&lt;br /&gt;
|You gain one additional hitpoint. Requires the Magus skill.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian Mage Staff]]&lt;br /&gt;
|Twice per day, you may cast the Stun spell as if you knew it, for no mana. You are immune to the Magic Stun effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Magehunters Call]]&lt;br /&gt;
|Once per day you may cast the Silence spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Legion Standard]]&lt;br /&gt;
|Grants members of the band two additional personal mana.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Manticore Hide Armour]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Hide Armour]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this armour has no additional effect.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Opportunists Call]]&lt;br /&gt;
|Once per day you may call Fracture with no energy cost.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Phial of the Sun]]&lt;br /&gt;
|Once per day when using the Surgeon skill you may decant some liquid from this phial and use it as if it were one herb of your choice. This may not be used for the crafting of potions.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Prime Hunters Bow]]&lt;br /&gt;
|You gain one level of Divine Lore: Arcadian, but no masteries or votes.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifying Scalpel]]&lt;br /&gt;
|When you cast (but not swift cast) the Heal spell, you may also remove the Venom effect from the target.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Rootwarder]]&lt;br /&gt;
|Twice per day, you may cast the Shackle spell as if you knew it, for no mana. You are immune to the Magic Shackle effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpions Barb]]&lt;br /&gt;
|Twice per day, you may cast the Venom spell as if you knew it, for no mana. You are immune to the Magic Venom effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scouts Bow]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this bow has no additional effect.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skirmishers Aketon]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Banner]]&lt;br /&gt;
|Grants band members abilities to resist common monstrous strikes and to strike back just as hard.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivors Platemail]]&lt;br /&gt;
|You may ignore the roleplay effects of a single traumatic wound until the end of the battle.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Tail of the Beast]]&lt;br /&gt;
|You may spend one energy to make the Shackle or Venom call with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderous Awe]]&lt;br /&gt;
|Once per day you may cast the Stun spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Treacheries Kiss]]&lt;br /&gt;
|Once per day you may cast the Venom spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbroken Chain]]&lt;br /&gt;
|Provides a Graver character wearing it an additional rank of Divine Lore: Cervitas but no masteries or votes.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarers Pyx]]&lt;br /&gt;
|Once per day, when the sect that is bonded to this reliquary is performing a ceremony, its magnitude is reduced by two.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Windborn]]&lt;br /&gt;
|Once per day you may cast the Knockback spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Masterwork Items ==&lt;br /&gt;
Masterwork Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Masterwork items last &#039;&#039;&#039;four events.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
!| Hw&lt;br /&gt;
!| Bb&lt;br /&gt;
!| Bs&lt;br /&gt;
!| Sh&lt;br /&gt;
!&lt;br /&gt;
!| Fs&lt;br /&gt;
!| SI&lt;br /&gt;
!| Bg&lt;br /&gt;
!| Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Shears]]&lt;br /&gt;
|Twice per day you may use this item to cut a bond connecting a magical item to an individual. You may only use this item if you have the Artisan skill.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Arch Priests Blade]]&lt;br /&gt;
|As long as you know any of the Heal, Purify or Mend Limb spells, Twice per day you may cast the Heal, Purify and Mend Limb spells simultaneously for a cost of one mana or two mana if swift cast.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage&#039;s Staff]]&lt;br /&gt;
|Twice per day you may cast, or where appropriate swift cast, any spell you know for no mana cost.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Armsman&#039;s Amulet]]&lt;br /&gt;
|You gain the Weaponmaster skill&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Artebazzani Artifact]]&lt;br /&gt;
|Once per day, your sect may join with another sect to perform a ceremony together. While your sects may perform the ceremony together they are still treated as separate sects for all other purposes. Your Sect does not gain the benefit of the Sects reliquaries, if any.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Avalanche]]&lt;br /&gt;
|You may spend one energy to call either Break or use the Mighty Blow effect with this weapon.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barons Blessed Cairn]]&lt;br /&gt;
|Up to two times per day, when your sect targets a Herb Garden, Wilderness, Farm, Mine, or Business with a ceremony which increases its resource output, you may choose another investment of the same type in the same or an adjacent region to also receive the effects of that ceremony&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlehealers Coat]]&lt;br /&gt;
|When you cast or swift cast the Heal, Purify or Mend Limb spells you regain one hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Beggars Key]]&lt;br /&gt;
|Twice per day after thirty seconds of roleplay you may open a portal as you had used the Channel Waystone spell. You may use this power if you are wearing armour.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodcloak]]&lt;br /&gt;
|Three times per day when you use the Surgeon skill you can roleplay drawing some of your own blood and using it in place of a herb of your choice. Thies does not damage you or affect your hitpoints.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracelet of the Young Ward]]&lt;br /&gt;
|You gain the Bulwark skill.&lt;br /&gt;
|Talisman: Jewelery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandts Blade]]&lt;br /&gt;
|You may spend one energy to call Silence with this weapon on a strike that would deal damage. When you use this effect you are also affected by Silence.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Celebrants Chain]]&lt;br /&gt;
|Twice per Summit you may perform the &#039;Enlightened Ceremony&#039; ceremony for two magnitude. &lt;br /&gt;
This item requires the character bonded to it have at least Divine Lore 2 Lumos.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonhide Plate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Duelists Obstinate Ally]]&lt;br /&gt;
|When you spend one energy you regain one hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemasters Shield]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this Shield. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgesteel Armour]]&lt;br /&gt;
|You may spend one energy to ignore a Fracture call.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardians Banner]]&lt;br /&gt;
|Members of the band bonded to this Concordia may use it to recall out of battle.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Harness of Heartiness]]&lt;br /&gt;
|After five seconds of roleplaying that includes a loud invocation of cleansing, you may spend one energy to remove the Venom condition from yourself. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunters Ark]]&lt;br /&gt;
|Members of this sect who are performing an Arcadian ceremony may use Beastbone instead of Crystal Mana. Every two measures of Beastbone count as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminating Forge]]&lt;br /&gt;
|Members of this sect who are performing a Lumos ceremony may use Sun’s Iron instead of crystal mana. Every two measures of Sun’s Iron counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Immortals Shield]]&lt;br /&gt;
|You gain the Unstoppable and Deathless skills.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Azime]]&lt;br /&gt;
|Once per day, the bearer of a Lantern of Azime may cast ‘Arc Purify’ as |One per day, you may cast ‘Arc Purify’ as if you knew the spell. Doing so requires a full 30 second cast, but costs no mana. The caster must follow all other spellcasting rules. This spell does not require a specific target.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Unseen Ember]]&lt;br /&gt;
|Once per day, the user may cast Magic Fire as ‘Arc’ through this Item. &lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaires Commandment]]&lt;br /&gt;
|When your Sect completes a ceremony that targets characters who are all members of a single band, the ceremony may also target members of a different band that are from the same Realm.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich Paragon’s Robe]]&lt;br /&gt;
|You gain the Deathless skill and are immune to the &#039;Silence&#039; effect.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Matched Thunderbolts]]&lt;br /&gt;
|If you strike a shield or individual with both weapons at once, you may spend one energy and call knockback.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mundane Forcebarrier]]&lt;br /&gt;
|You gain two additional personal mana and one additional hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Opened Eye]]&lt;br /&gt;
|Twice per day you may cast the Fear spell for no mana. You must know the Fear spell to use this effect.&lt;br /&gt;
|Weapon: Stave&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Pathfinders Gambit]]&lt;br /&gt;
|Once per day, a character bonded to this item may swift cast a [[Winds of the World - Summer 222#Bam and the Mage is Gone|modified version of the Recall spell]].&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Philosophers Charm]]&lt;br /&gt;
|Once per day, a character bonded to this item may transmute X amount of minerals into any one other mineral. In this circumstance X equals the amount of mana being expended. This requires thirty seconds of roleplay and the presence of a Civil Servant.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Pugilists Charm]]&lt;br /&gt;
|You may spend one energy to restore a limb affected by the Fracture call. This requires five seconds of roleplay that is interrupted upon receiving a strike to you or your target.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancers Staff]]&lt;br /&gt;
|Twice per day you may cast the Damage spell for no mana. You may spend one Mana to ignore a Magic Damage effect. You must know the Damage spell to use these effects.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe of the Saviour]]&lt;br /&gt;
|Twice per day when you cast or swift cast the Heal spell you may do so without spending mana.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Seer]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Armour: Robe&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Runeplate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sargents Fist]]&lt;br /&gt;
|You gain two additional energy.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Seers Knife]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Shattering Stone]]&lt;br /&gt;
|Members of this sect who are performing an Anarch ceremony may use Bloodglass instead of crystal mana. Every two measures of Bloodglass counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Blade]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Smiths Polearm]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this weapon. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers Hauberk]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Squires Mail]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of Peace]]&lt;br /&gt;
|You may cast the Heal, Mend Limb and Purify spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of War]]&lt;br /&gt;
|You may cast the Knockback, Stun, Damage and Venom spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlit Pool]]&lt;br /&gt;
|Members of this sect who are performing a Stallia ceremony may use Black Sap instead of crystal mana. Every two measures of Black Sap counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel Pillar]]&lt;br /&gt;
|Members of this sect who are performing a Cervitas ceremony may use Forgesteel instead of crystal mana. Every two measures of Forgesteel counts as one crystal mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Warfletcher]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Warlocks Longknives]]&lt;br /&gt;
|You may either expend one energy to regain one personal mana or expend three personal mana to regain one energy.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Warriors Right Hand]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighted Scales]]&lt;br /&gt;
|Members of this sect who are performing a Panoply ceremony may use Shimmering Scales instead of crystal mana. Every two measures of Shimmering Scales counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolverines Bite]]&lt;br /&gt;
|Twice per day when you use Fracture you may strike two targets instead of one for no additional cost. You have only 10 seconds to deliver the second Fracture.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4770</id>
		<title>Artisan Crafts</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4770"/>
		<updated>2026-10-23T02:05:11Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Testing sticky tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Artisan]] and [[Magic Items]]&lt;br /&gt;
&lt;br /&gt;
== Journeyman Items ==&lt;br /&gt;
These do not require any resources to create, the Artisan only needs to know the its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Journeyman items last &#039;&#039;&#039;two events&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!style=&amp;quot;position:sticky&amp;quot;| Item&lt;br /&gt;
!style=&amp;quot;position:sticky&amp;quot;; class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!style=&amp;quot;position:sticky&amp;quot;| Type&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte&#039;s Assistant]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Artisans Oil]]&lt;br /&gt;
|A character with the Artisan skill can roleplay applying the oil to a shield or weapon affected by the Break call, after which the Artisans oil is consumed but the item is returned to normal function. This roleplay must take a minimum of 30 seconds. &lt;br /&gt;
The roleplay is interrupted if you or the item are struck or if you engage in combat or move faster than a walking pace. The oil is not consumed in this circumstance but the roleplay must begin again.&lt;br /&gt;
&lt;br /&gt;
Artisan&#039;s oil is unique in requiring far less time to produce than other Artisan Crafts. An artisan may create a single use of Artisan&#039;s Oil by bringing two different measures of Artisan Resources (Blacksap, Hartswood, Beastbone, Shimmering Scale, Essencite, Sun’s Iron, Forgesteel or Bloodglass) to the Exchange.&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleplate]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonebreaker]]&lt;br /&gt;
|You may spend one energy to call Fracture or Knockback with this weapon.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Boulders Staff]]&lt;br /&gt;
|You may cast the Stun spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Clerics Mace]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystalhunger Robes]]&lt;br /&gt;
|Once per day, when you consume a piece of crystal mana, it restores three personal mana rather than one.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Icon]]&lt;br /&gt;
|Allows band members to recall eachother when they are in bleedout but causes the terminal effect. This allows corpses to be retrieved if hope is lost.&lt;br /&gt;
|Concordia: Icon&lt;br /&gt;
|-&lt;br /&gt;
|[[Druids Crook]]&lt;br /&gt;
|You may cast the Shackle spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Guards Watcher]]&lt;br /&gt;
|You may spend one energy to call Knockback or Shackle with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Greatweapon of the Old Ways]]&lt;br /&gt;
|This weapon may not be used to deliver the Knockback effect. Instead, while wielding the weapon in two hands you may strike a shield and call ‘Magic Damage 3’. Expend one energy. As this strike can only affect a shield, please inform the target if you miss.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Linebreakers Staff]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Marauder&#039;s Warcoat|Marauders Warcoat]]&lt;br /&gt;
|While wearing this armour you may spend one energy to call Fracture with Polearms, Greatweapons or One Handed Weapons.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Medics Gambeson]]&lt;br /&gt;
|You may offer first aid to characters who are bleeding out. While doing so the characters bleedout time is paused. This requires two hands, your full attention, appropriate roleplay and being stationary.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|-&lt;br /&gt;
|[[Mountebanks Surprise]]&lt;br /&gt;
|Once per day when you cast the Empower spell on a target you are also affected by the empower spell.&lt;br /&gt;
|Weapon Pair: Short Weapon and One Handed Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Reforging Gavel]]&lt;br /&gt;
|You may cast or swift cast the Reforge spell as if you knew it.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[Saga of the Lost]]&lt;br /&gt;
|A member of this sect will never become a conscious undead. If their spirit is called upon after their death they will be calm and aware of their circumstances. Members of this sect may roleplay stoic silence rather than pain while in the terminal state.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|-&lt;br /&gt;
|[[Serpent&#039;s Tail]]&lt;br /&gt;
|You may cast the Venom spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Setting Blade]]&lt;br /&gt;
|You may cast or swift cast the Mend Limb spell as if you knew it.&lt;br /&gt;
|Weapon Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Standard of the Brave]]&lt;br /&gt;
|Once per day, each member of the band who is attuned to a fragment of this Concordia may call ‘immune’ to a Fear effect that targets them.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|-&lt;br /&gt;
|[[Strikers Hand]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Tacticians Demand]]&lt;br /&gt;
|You may cast the Empower spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Torment’s Blade]]&lt;br /&gt;
|You may cast the Fear spell as if you knew it.&lt;br /&gt;
|Weapon: Short weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thieves Good Hand]]&lt;br /&gt;
|You may cast the Silence spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Warmages Blessing]]&lt;br /&gt;
|You gain one additional hitpoint. This item requires the Battlemage skill.&lt;br /&gt;
|Talisman: Battlemages Circlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expert Items ==&lt;br /&gt;
Expert Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Expert items last &#039;&#039;&#039;three events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resources are as follows:&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartswood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
!| Hw&lt;br /&gt;
!| Bb&lt;br /&gt;
!| Bs&lt;br /&gt;
!| Sh&lt;br /&gt;
!&lt;br /&gt;
!| Fs&lt;br /&gt;
!| SI&lt;br /&gt;
!| Bg&lt;br /&gt;
!| Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Reliquary]]&lt;br /&gt;
|Members of a Sect may transfer mana to each other.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Penknife]]&lt;br /&gt;
|You gain one additional personal mana.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarians Brutalizer]]&lt;br /&gt;
|You may call Fracture or Knockback with this weapon. Alternatively you may call &amp;quot;Magic Damage 3&amp;quot; when striking a shield.&lt;br /&gt;
|Weapon: Greatweapon&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Control]]&lt;br /&gt;
|Twice per day you may cast the Silence spell for no mana. You must already know the Silence Spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Force]]&lt;br /&gt;
|Twice per day you may cast the Knockback spell for no mana. You must already know the Knockback spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bending Reed Blades]]&lt;br /&gt;
|You may call Fracture or Shackle with these weapons.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Blazesap Striker]]&lt;br /&gt;
|While bonded to a character with a Naval Investment, if that investment takes the ‘Support the Fleet’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodslick Banner]]&lt;br /&gt;
|Allows band members to heal each other, at the cost of hit points.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Comrades Knife]]&lt;br /&gt;
|Whenever you cast or swift cast the Heal spell, you gain one hit point.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Conqueror&#039;s Halberd]]&lt;br /&gt;
|You may call Shackle or Fracture with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Daphne&#039;s Deathwhistle]]&lt;br /&gt;
|While bonded to a character with a Military Investment, if that investment takes the ‘Support the Army’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Dawns Pestle]]&lt;br /&gt;
|When preparing potions you may spend two Beggars Root as one Rackoric or two Rackoric as one Beggars Root. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Desperate Times]]&lt;br /&gt;
|Once per day you may call Venom with this weapon for no energy or mana cost. You are also affected by Venom when you use this ability.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldermere Charm]]&lt;br /&gt;
|Your farm investment cannot become damaged unless it is particularly targeted, it takes a special action, or it acts as another kind of investment. In addition this investment grants either 4 Hartswood or 4 Beastbone as if it had diversified, without the reduction in keys&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalists Garb]]&lt;br /&gt;
|This armour does not inhibit the casting of spells by a mage, as if they had the Battlemage skill.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Enduring Shield]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this shield has no additional effect.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape Route]]&lt;br /&gt;
|Once per day you may cast the Shackle spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eves Mortar]]&lt;br /&gt;
|When preparing potions you may spend two Green Sunleaf as one Stonestem or two Stonestem as one Green Sunleaf. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flameborn Dagger]]&lt;br /&gt;
|You may cast the Damage spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray Wizards Robe]]&lt;br /&gt;
|You gain one additional hitpoint. Requires the Magus skill.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian Mage Staff]]&lt;br /&gt;
|Twice per day, you may cast the Stun spell as if you knew it, for no mana. You are immune to the Magic Stun effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Magehunters Call]]&lt;br /&gt;
|Once per day you may cast the Silence spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Legion Standard]]&lt;br /&gt;
|Grants members of the band two additional personal mana.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Manticore Hide Armour]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Hide Armour]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this armour has no additional effect.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Opportunists Call]]&lt;br /&gt;
|Once per day you may call Fracture with no energy cost.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Phial of the Sun]]&lt;br /&gt;
|Once per day when using the Surgeon skill you may decant some liquid from this phial and use it as if it were one herb of your choice. This may not be used for the crafting of potions.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Prime Hunters Bow]]&lt;br /&gt;
|You gain one level of Divine Lore: Arcadian, but no masteries or votes.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifying Scalpel]]&lt;br /&gt;
|When you cast (but not swift cast) the Heal spell, you may also remove the Venom effect from the target.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Rootwarder]]&lt;br /&gt;
|Twice per day, you may cast the Shackle spell as if you knew it, for no mana. You are immune to the Magic Shackle effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpions Barb]]&lt;br /&gt;
|Twice per day, you may cast the Venom spell as if you knew it, for no mana. You are immune to the Magic Venom effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scouts Bow]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this bow has no additional effect.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skirmishers Aketon]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Banner]]&lt;br /&gt;
|Grants band members abilities to resist common monstrous strikes and to strike back just as hard.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivors Platemail]]&lt;br /&gt;
|You may ignore the roleplay effects of a single traumatic wound until the end of the battle.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Tail of the Beast]]&lt;br /&gt;
|You may spend one energy to make the Shackle or Venom call with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderous Awe]]&lt;br /&gt;
|Once per day you may cast the Stun spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Treacheries Kiss]]&lt;br /&gt;
|Once per day you may cast the Venom spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbroken Chain]]&lt;br /&gt;
|Provides a Graver character wearing it an additional rank of Divine Lore: Cervitas but no masteries or votes.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarers Pyx]]&lt;br /&gt;
|Once per day, when the sect that is bonded to this reliquary is performing a ceremony, its magnitude is reduced by two.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Windborn]]&lt;br /&gt;
|Once per day you may cast the Knockback spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Masterwork Items ==&lt;br /&gt;
Masterwork Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Masterwork items last &#039;&#039;&#039;four events.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
!| Hw&lt;br /&gt;
!| Bb&lt;br /&gt;
!| Bs&lt;br /&gt;
!| Sh&lt;br /&gt;
!&lt;br /&gt;
!| Fs&lt;br /&gt;
!| SI&lt;br /&gt;
!| Bg&lt;br /&gt;
!| Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Shears]]&lt;br /&gt;
|Twice per day you may use this item to cut a bond connecting a magical item to an individual. You may only use this item if you have the Artisan skill.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Arch Priests Blade]]&lt;br /&gt;
|As long as you know any of the Heal, Purify or Mend Limb spells, Twice per day you may cast the Heal, Purify and Mend Limb spells simultaneously for a cost of one mana or two mana if swift cast.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage&#039;s Staff]]&lt;br /&gt;
|Twice per day you may cast, or where appropriate swift cast, any spell you know for no mana cost.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Armsman&#039;s Amulet]]&lt;br /&gt;
|You gain the Weaponmaster skill&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Artebazzani Artifact]]&lt;br /&gt;
|Once per day, your sect may join with another sect to perform a ceremony together. While your sects may perform the ceremony together they are still treated as separate sects for all other purposes. Your Sect does not gain the benefit of the Sects reliquaries, if any.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Avalanche]]&lt;br /&gt;
|You may spend one energy to call either Break or use the Mighty Blow effect with this weapon.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barons Blessed Cairn]]&lt;br /&gt;
|Up to two times per day, when your sect targets a Herb Garden, Wilderness, Farm, Mine, or Business with a ceremony which increases its resource output, you may choose another investment of the same type in the same or an adjacent region to also receive the effects of that ceremony&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlehealers Coat]]&lt;br /&gt;
|When you cast or swift cast the Heal, Purify or Mend Limb spells you regain one hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Beggars Key]]&lt;br /&gt;
|Twice per day after thirty seconds of roleplay you may open a portal as you had used the Channel Waystone spell. You may use this power if you are wearing armour.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodcloak]]&lt;br /&gt;
|Three times per day when you use the Surgeon skill you can roleplay drawing some of your own blood and using it in place of a herb of your choice. Thies does not damage you or affect your hitpoints.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracelet of the Young Ward]]&lt;br /&gt;
|You gain the Bulwark skill.&lt;br /&gt;
|Talisman: Jewelery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandts Blade]]&lt;br /&gt;
|You may spend one energy to call Silence with this weapon on a strike that would deal damage. When you use this effect you are also affected by Silence.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Celebrants Chain]]&lt;br /&gt;
|Twice per Summit you may perform the &#039;Enlightened Ceremony&#039; ceremony for two magnitude. &lt;br /&gt;
This item requires the character bonded to it have at least Divine Lore 2 Lumos.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonhide Plate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Duelists Obstinate Ally]]&lt;br /&gt;
|When you spend one energy you regain one hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemasters Shield]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this Shield. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgesteel Armour]]&lt;br /&gt;
|You may spend one energy to ignore a Fracture call.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardians Banner]]&lt;br /&gt;
|Members of the band bonded to this Concordia may use it to recall out of battle.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Harness of Heartiness]]&lt;br /&gt;
|After five seconds of roleplaying that includes a loud invocation of cleansing, you may spend one energy to remove the Venom condition from yourself. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunters Ark]]&lt;br /&gt;
|Members of this sect who are performing an Arcadian ceremony may use Beastbone instead of Crystal Mana. Every two measures of Beastbone count as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminating Forge]]&lt;br /&gt;
|Members of this sect who are performing a Lumos ceremony may use Sun’s Iron instead of crystal mana. Every two measures of Sun’s Iron counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Immortals Shield]]&lt;br /&gt;
|You gain the Unstoppable and Deathless skills.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Azime]]&lt;br /&gt;
|Once per day, the bearer of a Lantern of Azime may cast ‘Arc Purify’ as |One per day, you may cast ‘Arc Purify’ as if you knew the spell. Doing so requires a full 30 second cast, but costs no mana. The caster must follow all other spellcasting rules. This spell does not require a specific target.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Unseen Ember]]&lt;br /&gt;
|Once per day, the user may cast Magic Fire as ‘Arc’ through this Item. &lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaires Commandment]]&lt;br /&gt;
|When your Sect completes a ceremony that targets characters who are all members of a single band, the ceremony may also target members of a different band that are from the same Realm.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich Paragon’s Robe]]&lt;br /&gt;
|You gain the Deathless skill and are immune to the &#039;Silence&#039; effect.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Matched Thunderbolts]]&lt;br /&gt;
|If you strike a shield or individual with both weapons at once, you may spend one energy and call knockback.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mundane Forcebarrier]]&lt;br /&gt;
|You gain two additional personal mana and one additional hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Opened Eye]]&lt;br /&gt;
|Twice per day you may cast the Fear spell for no mana. You must know the Fear spell to use this effect.&lt;br /&gt;
|Weapon: Stave&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Pathfinders Gambit]]&lt;br /&gt;
|Once per day, a character bonded to this item may swift cast a [[Winds of the World - Summer 222#Bam and the Mage is Gone|modified version of the Recall spell]].&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Philosophers Charm]]&lt;br /&gt;
|Once per day, a character bonded to this item may transmute X amount of minerals into any one other mineral. In this circumstance X equals the amount of mana being expended. This requires thirty seconds of roleplay and the presence of a Civil Servant.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Pugilists Charm]]&lt;br /&gt;
|You may spend one energy to restore a limb affected by the Fracture call. This requires five seconds of roleplay that is interrupted upon receiving a strike to you or your target.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancers Staff]]&lt;br /&gt;
|Twice per day you may cast the Damage spell for no mana. You may spend one Mana to ignore a Magic Damage effect. You must know the Damage spell to use these effects.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe of the Saviour]]&lt;br /&gt;
|Twice per day when you cast or swift cast the Heal spell you may do so without spending mana.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Seer]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Armour: Robe&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Runeplate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sargents Fist]]&lt;br /&gt;
|You gain two additional energy.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Seers Knife]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Shattering Stone]]&lt;br /&gt;
|Members of this sect who are performing an Anarch ceremony may use Bloodglass instead of crystal mana. Every two measures of Bloodglass counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Blade]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Smiths Polearm]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this weapon. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers Hauberk]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Squires Mail]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of Peace]]&lt;br /&gt;
|You may cast the Heal, Mend Limb and Purify spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of War]]&lt;br /&gt;
|You may cast the Knockback, Stun, Damage and Venom spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlit Pool]]&lt;br /&gt;
|Members of this sect who are performing a Stallia ceremony may use Black Sap instead of crystal mana. Every two measures of Black Sap counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel Pillar]]&lt;br /&gt;
|Members of this sect who are performing a Cervitas ceremony may use Forgesteel instead of crystal mana. Every two measures of Forgesteel counts as one crystal mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Warfletcher]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Warlocks Longknives]]&lt;br /&gt;
|You may either expend one energy to regain one personal mana or expend three personal mana to regain one energy.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Warriors Right Hand]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighted Scales]]&lt;br /&gt;
|Members of this sect who are performing a Panoply ceremony may use Shimmering Scales instead of crystal mana. Every two measures of Shimmering Scales counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolverines Bite]]&lt;br /&gt;
|Twice per day when you use Fracture you may strike two targets instead of one for no additional cost. You have only 10 seconds to deliver the second Fracture.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Historic_Interludes&amp;diff=4745</id>
		<title>Historic Interludes</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Historic_Interludes&amp;diff=4745"/>
		<updated>2026-10-20T08:56:35Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Added Spring 226 to historic interludes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Historic Interlude Page! Here you can find a link to all of the previous Interludes, should you ever wish to go back and see how things have changed. As the Interludes are always linked to the main page, it is likely this one shall exist for the sole purpose of record keeping rather than providing any additional information or details. &lt;br /&gt;
&lt;br /&gt;
* [[Autumn 225 Interlude]]&lt;br /&gt;
* [[Spring 225 Interlude]]&lt;br /&gt;
* [[Autumn 226 Interlude]]&lt;br /&gt;
* [[Spring 226 Interlude]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_226_Interlude&amp;diff=4744</id>
		<title>Spring 226 Interlude</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Spring_226_Interlude&amp;diff=4744"/>
		<updated>2026-10-19T09:11:08Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Downtime has closed, no further submissions will be accepted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Welcome to the Interlude page for the Spring 226 Summit! This Wiki Page aims to assist in providing clarity for Downtime and other events that have resulted from Player action at the most recent Summit. On this page you can find the Downtime Submission link, public Special Actions, Council decisions and far more! &lt;br /&gt;
&lt;br /&gt;
Everything you can find here in the Interlude page will also hopefully assist in providing some further reasoning to actions between Summits. For the most part, The Winds of the World themselves will answer a lot of these questions, but &#039;&#039;&#039;all information found here can be considered to be known in character&#039;&#039;&#039;! This will help for folks running Sanctioned Events, or at Game Hen Events, by providing at least a baseline understanding of what will be happening in the early stages of the Season between Summits. &lt;br /&gt;
&lt;br /&gt;
In regards to Downtime itself, please note that as always &#039;&#039;&#039;not everyone needs to submit a Downtime&#039;&#039;&#039;! If you are not an Artisan, planning on taking any Special Actions (either public or known to you), and you just want to produce as standard for your Investment, then don’t feel like you have to submit. However, if getting involved in shenanigans is for you, then have a read below to work out if there is anything you can get involved in that is publicly available! &lt;br /&gt;
&lt;br /&gt;
There will always be Special Actions that are private, or locked to particular Investments, Archetypes, Realms and more. &#039;&#039;&#039;If it is not mentioned in this Interlude Page, and you do not know what it is, we ask that you do not select it!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Deadline for Downtime Submissions is 5pm Monday the 19th of October, 2026&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Downtime for the Spring 226 Interlude has closed!&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
== Councils and Choices ==&lt;br /&gt;
As always, the various Councils of The Concord have been busy making decisions, declarations and more. In particular, the choices of The Senate, The Church and The Warchamber are all worth knowing to both the people of Southern Esterra and the heroes of The Concord. While it may take some time for The Civil Service to publish these documents, they can be found here;&lt;br /&gt;
&lt;br /&gt;
* [[Senate Motions - Spring 226|Senate Motions]]&lt;br /&gt;
* [[Motions of the Concordian Church Spring 226|Church Motions]]&lt;br /&gt;
* [[Military Orders - Spring 226|Military Orders]]&lt;br /&gt;
&lt;br /&gt;
Before 225, Military Orders were not made public in the same way as Senate and Church Motions until the release of The Winds of the World. The Team is hoping that by making these actions public from the get go, it can provide clarity for both Downtime and roleplay between Events. &lt;br /&gt;
&lt;br /&gt;
== Investments and Downtime ==&lt;br /&gt;
The below section will cover the specific details that are important for particular Investments. A lot of this information is clearly listed in the Downtime Form itself, or in the Investments page, but by also adding it below it can give a bit more flavour for those who may not have had an idea of what they wanted to do! &lt;br /&gt;
&lt;br /&gt;
In addition, if there are any Special Actions relating to an Investment that are public knowledge, they will be listed here too alongside a brief description! If you don’t see your Investment listed, it just means that there are no additional notes that may be relevant to you for Downtime and the Interlude, beyond the narrative of last Season’s Winds and the Winds yet to come. &lt;br /&gt;
&lt;br /&gt;
=== Military Investments ===&lt;br /&gt;
The list of actions a Military Investment can take are varied, but detailed here in the [[Investments|Investments Page]]! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting an Army or Fortification, Scouting the Frontline, and Paid Work are the most common of the Standard Actions. At a baseline, Military Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income!&lt;br /&gt;
&lt;br /&gt;
Players wanting to Support an Army or Fortification are encouraged to read the Military Orders page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Military to Scout the Frontline will find that they are only able to select Territories adjacent to Concordian held land. This focuses the intent of this action and provides much more substantial and meaningful results. There is no current list for applicable Territories and benefits or consequences for choosing them, however it can be expected that each Territory will be heavily impacted by Military Orders, Winds and the greater narrative at play in that area. All Territories that can be chosen for Scouting are listed in the Downtime Form for ease! &lt;br /&gt;
&lt;br /&gt;
==== Public Special Actions - Military ====&lt;br /&gt;
&lt;br /&gt;
==== Guard Convoys ====&lt;br /&gt;
This Special Action represents Military Investments providing aid for the other Concordian Heroes travelling in and out of Villacres in the coming Season. Villacres may not have an enemy Army present, but it is no less a dangerous place full of Zekartaal and other threats. If this option is taken, Characters will find that their Military Investment produces a random amount of income between 1-3 Locks, and that the other Public Special Actions are less likely to face danger as they are supported by military-minded heroic allies.  &lt;br /&gt;
&lt;br /&gt;
However if this Action is taken notably more than either of the others, then the presence of The Concord (military or otherwise) in Villacres may attract greater attention from its enemies, or cause unwanted friction with its locals. &lt;br /&gt;
&lt;br /&gt;
=== Naval Investments ===&lt;br /&gt;
The list of actions a Naval Investment can take are just as varied as a Military, but often far more outgoing. Detailed information can be found here in the [[Investments|Investments Page]]! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting a Fleet, Trade with Foreign Ports, and Paid Work are the most common of the Standard Actions. At a baseline, Naval Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income!&lt;br /&gt;
&lt;br /&gt;
Players wanting to Support a Fleet are encouraged to read the Military Orders page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Naval Investment to Trade with Foreign Ports will find a list of known Ports to trade with in the Downtime Form! Some of these Ports can be found across the Wiki, with relevant trade expectations listed within the appropriate sections, however others are not. The Team is working on putting together a more succinct list for the purposes of Trade, but in the meantime Players should expect Military Orders, Winds and the greater narrative to heavily impact the result! &lt;br /&gt;
&lt;br /&gt;
==== Open Foreign Ports ====&lt;br /&gt;
The following Foreign Ports are open to Concordian ships this season. Some are dangerous journeys and if your ship does not meet the minimum requirements for travelling there, then you risk (but are not ensured of) danger. If your ship is more than 2 tiers below what is required, it risks being destroyed entirely and your character significantly hampered or even killed. The nature of these journeys mean that ships travelling together does not necessarily improve their chances, as such tiers cannot be combined.&lt;br /&gt;
&lt;br /&gt;
The Concordian Senate is currently funding any trade with Ports within a Nation that The Concord has an Embassy to. As of this coming Season, those Nations are The Dendarr Nations and The Fealties of Drummond. &lt;br /&gt;
&lt;br /&gt;
===== Dendarr Nations - Kameiros =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The Easternmost city of the Dendarri, Kameiros is friendly to Concordian ships and captains can expect to trade in  Beastbone, Suns Iron, Hartswood, and rumours from this land of Heroes. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Crownsport =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The largest port on the West of Drummond, Crownsport is ruled by House Rayleigh and is known to be the gateway to Drummond for travellers from the east. Receptive to Concordian captains, you can expect to trade in Forgesteel, Suns Iron, Hartswood, and sometimes rare Drummondite arms and armour. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Bleakstarbe =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
A far smaller port on the Cape of Karlais, south of Crownsport, Bleakstarbe is a stormwracked harbour set between dark cliffs. Ruled by the rising House Silas of Duchy Forsword, it is poorer than Crownsport but Captains are far more likely to gain a meeting with ‘The Barbed Wolf’, Duke Jeryn Silas. Captains should expect trade in Hartswood, Beastbone, Blacksap, and sometimes rare Drummondite arms and armour. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Manacle Harbour =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Northernmost port of the Fealties, Manacle Harbour rests in the turbulent seas of ‘The Arc’, an archipelago of large isles ruled as part of Duchy Artallian by House Rottmour. The growing maritime influence of the Duchy draws attention, but it remains to be seen if there is money to be made. Captains should expect to trade in Essencite, Bloodglass, Shimmering Scales and sometimes rare Drummondite arms and armour. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Free Tabbadar - Odrigan =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Far to the west across the Great Trade Sea, to the farthest reaches of Invicta Minor rests free Odrigan. A revolutionary city founded by the Tabbadari under Concordian support. Travelling to Odrigan is a journey in charity rather than business. Captains should expect to gain little aside from stories and meagre supplies of Hartswood and Herbs. There has been no news from these fighting friends to the West in recent months, and their current circumstance is unknown. &lt;br /&gt;
&lt;br /&gt;
===== The Idrian Cabal - Rakham’s Cove =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Hidden among the iceflows far to the South, Rakham’s Cove is a trading harbour for little more than sealflesh, whale blubber, and a madman’s stories. However, if you’re lucky, you might meet some of the strange apprentices of the Idrian Cabal, those minor wizards sent on the unknowable journeys of their distant, spire-dwelling masters. Captains should expect trade in Crystal Mana, Artisan Crafts, and Beastbone.&lt;br /&gt;
&lt;br /&gt;
===== The Kingdom of the Bailes - Ushal Vakkan =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
A tiny port inset along the harsh, rocky coastline of the Cape of Bailes, certainly not for the faint of heart. This is made far worse by the historic hostility of the Bailite peoples to The Concord, and their bloody reputation. Ship captains should beware. Successful trade has the likelihood of including Hartswood, Beastbone, Bloodglass, Herbs, and in especially rare cases, Thunder Oak. As of recent rumour and declaration, Concordian ships are encouraged by The Senate to trade with Ushal Vakkan, so long as they are not Valleyfolk.&lt;br /&gt;
&lt;br /&gt;
==== Public Special Actions - Naval ====&lt;br /&gt;
&lt;br /&gt;
==== Raid Ottandios ====&lt;br /&gt;
Ottandios Bulsker’s personal ship, ‘Havek’s Whore’ has been seen numerous times in and around the Outer Isle’s East and the Cape of the Bailes. Someone unknown has put forward a bounty on Ottandios Bulsker and his fleet, valued at twenty Concordian vaults, paid out to all those who take part in his death. Given the fact that part of his fleet is still intact, that Bulsker is a member of a neutral nation to The Concord, and that his fleet is at least partially docked at a second neutral nation, this proposition is complex. However, Naval investments may undertake the ‘Raid Ottandios’ special action this downtime in an attempt to claim this bounty. At least 2000 strength is required, but more is certainly advised. This is an illegal action prior to any Senate involvement. No Senate involvement was declared at the Summit.&lt;br /&gt;
&lt;br /&gt;
=== Other Public Special actions ===&lt;br /&gt;
&lt;br /&gt;
==== Support Your Belief - Iron Valley Characters Only ====&lt;br /&gt;
As the final conflict between the Greatstone Carvers and the Bloodglass Inheritors draws near, no action has been taken by either side to ensure a final decision for the future of the Iron Valley. All Iron Valley Investments that do not take a Special Action and remain in the Iron Valley will be able to show support for the Greatstone Carvers or the Bloodglass Inheritors. This is reflected through an initial choice in the Downtime Form, with further information available in the section itself. &lt;br /&gt;
&lt;br /&gt;
All Iron Valley Characters are encouraged to select their chosen Belief, even if they do not qualify for active support. &lt;br /&gt;
&lt;br /&gt;
==== De Re School of Ember’s Future - Lerona Mere Characters and Enterprises Only ====&lt;br /&gt;
The School of Embers has always had a tenuous relationship with crime. Whether due to its founding members, the presence of Mountebanks and their like, its location in The Docklands or some other reason, it is not uncommon to associate the School with criminal activity of some kind. There are those who work from the shadows and wish to support such infamy, and those who believe in the weight of the law who wish to give the School of Embers a new identity. Now, a public call has been made to see where the heroes of Lerona Mere sit on this particular fence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Infamous Identity&#039;&#039;&#039;&#039;&#039; &#039;&#039;- For those who believe that The School of Embers should embrace its unspoken identity, encouraging it to become a safe-haven for those with less than legal intentions. This action would see heroes arranging for cellars to be turned into smuggling dens, for hidden routes in and out of the School to be created, and for students and faculty alike to be convinced or bribed as appropriate. While this action does not innately require illegal activity to be undertaken, those pursuing this should expect trials and similar consequences should the action fail or come under notable scrutiny.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Or&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Missives for Magistrates&#039;&#039;&#039;&#039;&#039; &#039;&#039;- For those who wish to ensure The School of Embers is as far from criminally involved as it could be. This action would see heroes encouraging students and faculty to report any suspicious behaviour, to have quarters prepared for live-in Magistrates, and to help create and distribute anti-crime propaganda in and around the School.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Characters may only choose one of the above as a Special Action. Any Enterprise taking either of the above Special Actions will count as if it were 5 individual Heroes, to represent the weight of an organised group compared to solitary action. This does not prevent Heroes of that Enterprise also picking one of the Special Actions. Heroes and Enterprises pursuing either action should expect additional opportunities, or consequences, should their chosen action notably succeed or notably fail. &lt;br /&gt;
&lt;br /&gt;
==== Attend the Lectures of Ser Vincent Karwall the Flame - Bordevarian Mages Only ====&lt;br /&gt;
Ser Vincent Karwall the Flame has respected the Duchess of Everguarde’s wishes and ceased his experiments in ‘The Dale of the Pale Man’. However, word has spread throughout the Kingdom of Bordevar, and eager mages have been seeking out Ser Vincent in Carningsfield to learn what he knows about Endemani magic. Bordevarian characters with the Magus Skill will have the opportunity to take a Special Downtime Action ‘Attend the Lectures of Ser Vincent Karwall the Flame’ to attend these informal classes on Endemani magic. &lt;br /&gt;
&lt;br /&gt;
==== Trade with the Hawk - Business Investments Only ====&lt;br /&gt;
This Special Action represents Business Investments freely travelling into Villacres to meet and trade with The Clan of the Hawk. While risky, as what is desired to be traded for and what could be given in return is unclear as of now, Characters that take this option will find their Investment producing a random measure of between 10-20 Wilderness Resources. Characters taking this action will also learn more about the economic state of The Clan of the Hawk. &lt;br /&gt;
&lt;br /&gt;
However if this Action is taken notably more than either of the others, then Concordian Economic interest in Villacres may explode in a careless way, and money-makers of all kinds from all over The Concord will try to find their wealth in this new Region. &lt;br /&gt;
&lt;br /&gt;
==== Care for Concordian Souls - Congregations Only ====&lt;br /&gt;
This Special Action represents Congregation Investments travelling alongside other Concordians, attempting to quietly protect them from Blasphemy and Heresy. Characters that take this option will find that their Congregation produces no resources nor additional votes, but will learn a great deal more about the religion of The Clan of the Hawk. &lt;br /&gt;
&lt;br /&gt;
However, if this Action is taken notably more than either of the others, then the risk of Concordian zealots breaking the terms of the Agreement and spreading dissent, both in The Concord and in Villacres, increases dramatically.   &lt;br /&gt;
&lt;br /&gt;
==== Mark of the Salir - Iron Valley Congregations Only ====&lt;br /&gt;
Iron Valley characters with Congregations may take the special action ‘Mark of the Salir’, which would involve them travelling to Deorling’s Citadel to remove the adornments of the Spheres common in more mainstream churches, and replacing them with adornments more befitting Iron Valley tradition. This is in response to the waning attention given to Deorling’s with its lack of consecration, as well as in reply to the growing attention given to the wording of The Salir in The Valley. It is unclear what consequences or rewards this action will bring. &lt;br /&gt;
&lt;br /&gt;
See Also:&lt;br /&gt;
&lt;br /&gt;
* [[Historic Interludes]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Map_of_Esterra&amp;diff=4743</id>
		<title>Map of Esterra</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Map_of_Esterra&amp;diff=4743"/>
		<updated>2026-10-19T06:48:38Z</updated>

		<summary type="html">&lt;p&gt;ALangton: The chud son of the Sunken Barony of Stars, I forgot this one got published with the research.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Maps of Southern Esterra ==&lt;br /&gt;
[https://www.worldanvil.com/uploads/images/6e49dba6697b55dc37127221dc88fdc2.jpg External Link to World Map (Its BIG)]&lt;br /&gt;
[[File:ConcordMap.jpg|center|thumb|1100x1100px|&amp;lt;big&amp;gt;&#039;&#039;&#039;Map of Southern Esterra, showing known National &amp;amp; Realmic control of Regions.&#039;&#039;&#039;&amp;lt;/big&amp;gt;]]&lt;br /&gt;
[[File:Map5LabelsRedone.jpg|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Strategic Map of Southern Esterra, showing Territory borders and dominant Terrain type.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== Maps of Concordian Regions ==&lt;br /&gt;
&lt;br /&gt;
=== Maps of Andash ===&lt;br /&gt;
[[File:NewTribelandsPNG.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[The Tribelands]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:Mukarrem2.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Mukarrem]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Maps of Lerona Mere ===&lt;br /&gt;
[[File:LeronaMereNew1.png|center|thumb|1100x1100px|&amp;lt;big&amp;gt;&#039;&#039;&#039;Map of [[Lerona Mere (The Region)|Lerona Mere]] as of 225AE.&#039;&#039;&#039;&amp;lt;/big&amp;gt;]]&lt;br /&gt;
[[File:MancanteTerraJPG2.png|center|thumb|1601x1601px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Mancante Terra]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Map of the Greenweald Baronies ===&lt;br /&gt;
[[File:ResinderholzNew1.png|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Resinderholz]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;|center]]&lt;br /&gt;
&lt;br /&gt;
=== Maps of the Iron Valley ===&lt;br /&gt;
[[File:Bolsterlee3.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Bolsterlee]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:WindholmeNew1.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Windholme]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:KingsPassPNG.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[King’s Pass|King&#039;s Pass]] as of 226AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Map of the Kingdom of Bordevar ===&lt;br /&gt;
[[File:Weiland26JPG2.jpg|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Weiland]] as of Spring 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== Maps of Non-Concordian Lands ==&lt;br /&gt;
&lt;br /&gt;
=== Maps of Southern Esterran Lands ===&lt;br /&gt;
[[File:VassertaalTest.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of Vassertal as of 214AE. Published by the [[High Historian]] in [[Historic Research - Autumn- 226|Autumn 226AE]].&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Maps of Lands outside Southern Esterra ===&lt;br /&gt;
[[File:Drummonddonebig.jpg|center|thumb|1273x1273px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[The Fealties of Drummond]] as of 217AE. Published by The Concordian [[Senate Motions - Spring 225#Publish the Map of Drummond|Senate in Spring 225AE]].&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Map_of_Esterra&amp;diff=4742</id>
		<title>Map of Esterra</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Map_of_Esterra&amp;diff=4742"/>
		<updated>2026-10-19T06:39:55Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Added published maps of lands outside The Concord&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Maps of Southern Esterra ==&lt;br /&gt;
[https://www.worldanvil.com/uploads/images/6e49dba6697b55dc37127221dc88fdc2.jpg External Link to World Map (Its BIG)]&lt;br /&gt;
[[File:ConcordMap.jpg|center|thumb|1100x1100px|&amp;lt;big&amp;gt;&#039;&#039;&#039;Map of Southern Esterra, showing known National &amp;amp; Realmic control of Regions.&#039;&#039;&#039;&amp;lt;/big&amp;gt;]]&lt;br /&gt;
[[File:Map5LabelsRedone.jpg|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Strategic Map of Southern Esterra, showing Territory borders and dominant Terrain type.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== Maps of Concordian Regions ==&lt;br /&gt;
&lt;br /&gt;
=== Maps of Andash ===&lt;br /&gt;
[[File:NewTribelandsPNG.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[The Tribelands]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:Mukarrem2.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Mukarrem]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Maps of Lerona Mere ===&lt;br /&gt;
[[File:LeronaMereNew1.png|center|thumb|1100x1100px|&amp;lt;big&amp;gt;&#039;&#039;&#039;Map of [[Lerona Mere (The Region)|Lerona Mere]] as of 225AE.&#039;&#039;&#039;&amp;lt;/big&amp;gt;]]&lt;br /&gt;
[[File:MancanteTerraJPG2.png|center|thumb|1601x1601px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Mancante Terra]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Map of the Greenweald Baronies ===&lt;br /&gt;
[[File:ResinderholzNew1.png|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Resinderholz]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;|center]]&lt;br /&gt;
&lt;br /&gt;
=== Maps of the Iron Valley ===&lt;br /&gt;
[[File:Bolsterlee3.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Bolsterlee]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:WindholmeNew1.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Windholme]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:KingsPassPNG.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[King’s Pass|King&#039;s Pass]] as of 226AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Map of the Kingdom of Bordevar ===&lt;br /&gt;
[[File:Weiland26JPG2.jpg|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Weiland]] as of Spring 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== Maps of Non-Concordian Lands ==&lt;br /&gt;
&lt;br /&gt;
=== Maps of Southern Esterran Lands ===&lt;br /&gt;
None currently published.&lt;br /&gt;
&lt;br /&gt;
=== Maps of Lands outside Southern Esterra ===&lt;br /&gt;
[[File:Drummonddonebig.jpg|center|thumb|1273x1273px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[The Fealties of Drummond]] as of 217AE. Published by The Concordian [[Senate Motions - Spring 225#Publish the Map of Drummond|Senate in Spring 225AE]].&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Map_of_Esterra&amp;diff=4741</id>
		<title>Map of Esterra</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Map_of_Esterra&amp;diff=4741"/>
		<updated>2026-10-19T04:32:32Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated map of Weiland&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Maps of Southern Esterra ==&lt;br /&gt;
[https://www.worldanvil.com/uploads/images/6e49dba6697b55dc37127221dc88fdc2.jpg External Link to World Map (Its BIG)]&lt;br /&gt;
[[File:ConcordMap.jpg|center|thumb|1100x1100px|&amp;lt;big&amp;gt;&#039;&#039;&#039;Map of Southern Esterra, showing known National &amp;amp; Realmic control of Regions.&#039;&#039;&#039;&amp;lt;/big&amp;gt;]]&lt;br /&gt;
[[File:Map5LabelsRedone.jpg|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Strategic Map of Southern Esterra, showing Territory borders and dominant Terrain type.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== Maps of Concordian Regions ==&lt;br /&gt;
&lt;br /&gt;
=== Maps of Andash ===&lt;br /&gt;
[[File:NewTribelandsPNG.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[The Tribelands]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:Mukarrem2.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Mukarrem]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Maps of Lerona Mere ===&lt;br /&gt;
[[File:LeronaMereNew1.png|center|thumb|1100x1100px|&amp;lt;big&amp;gt;&#039;&#039;&#039;Map of [[Lerona Mere (The Region)|Lerona Mere]] as of 225AE.&#039;&#039;&#039;&amp;lt;/big&amp;gt;]]&lt;br /&gt;
[[File:MancanteTerraJPG2.png|center|thumb|1601x1601px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Mancante Terra]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Map of the Greenweald Baronies ===&lt;br /&gt;
[[File:ResinderholzNew1.png|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Resinderholz]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;|center]]&lt;br /&gt;
&lt;br /&gt;
=== Maps of the Iron Valley ===&lt;br /&gt;
[[File:Bolsterlee3.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Bolsterlee]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:WindholmeNew1.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Windholme]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:KingsPassPNG.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[King’s Pass|King&#039;s Pass]] as of 226AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Map of the Kingdom of Bordevar ===&lt;br /&gt;
[[File:Weiland26JPG2.jpg|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Weiland]] as of Spring 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Weiland&amp;diff=4740</id>
		<title>Weiland</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Weiland&amp;diff=4740"/>
		<updated>2026-10-19T04:31:08Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated with links to realm page and other regions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Region of The [[Kingdom of Bordevar]]&lt;br /&gt;
&lt;br /&gt;
The Upcountry, the Highlands, the Winter Palace or simply Weiland, this western most region of the Kingdom of Bordevar has always been a place of growing things, of peasant concerns largely shielded by the martial might of Bordevar. It is here that Bordevar&#039;s peasants worked to feed and make wealthy the nobility and people of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Separated from the rest of the Kingdom by the rising Lenscaster Hills, Weiland is at a higher elevation than the lowlands of Royal Bodevar that descend towards the Explorers Sea. In these highlands, cold winds descend from the Steinvault mountains and dark omens creep from the nearby Greenweald. It is a cool region, with gentle summers and clear but cold winters, occasionally dusted by snows.&lt;br /&gt;
&lt;br /&gt;
The people of Weiland are overwhelmingly peasants rather than nobles. With many of the knightly nobility preferring regions with a greater chance of danger such as Royal Bordevar. The lords of Weiland tend to control quiet fiefdoms with small hamlets that tend the land. Their greatest problems being a harsh harvest or a wayward wolf pack.&lt;br /&gt;
&lt;br /&gt;
Now the heartland has become the homeland.&lt;br /&gt;
[[File:Weiland26JPG2.jpg|center|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of Weiland as of Spring 225AE&amp;lt;/big&amp;gt;&#039;&#039;&#039;|thumb|1100x1100px]]&lt;br /&gt;
&lt;br /&gt;
== The Towns ==&lt;br /&gt;
The town for which the region is named, &#039;&#039;&#039;Weiland&#039;&#039;&#039; is a surprisingly well equipped and large township for the nature of the region. In times past it acted as the gathering point, market and urban centre of the region, boasting three smithys, a pair of competing taverns and the only church to all spheres for leagues around. Now it is expected to do all of that and more, as the unofficial capital of Bordevar. Stepping beyond the muddy streets, tilled fields stretch as far as the eye can see. Now, as many fields are filled with refugee settlements and military camps as wheat and barley. Weiland contains The Old Weiland Town Hall, once a community hall which was replaced with a finer version once the town grew. Following decisions by the Senator of Weiland in 223AE, the Old Town Hall was turned into an [[Ambassador|embassy]], and has been the Concordian embassy to the Dendarri ever since.&lt;br /&gt;
&lt;br /&gt;
Travelling north along Jovells Road, you will reach &#039;&#039;&#039;Carningsfield&#039;&#039;&#039; the second largest settlement in the region. Where Weiland has a true Bordevarian peasant spirit, Carningsfield is a border town, with a substantially different air. The clean, cold waters of Lake Ladure, the constant activity around the [[Arcstone Quarry|Lake Ladure Quarry]], and the looming danger of the Greenweald make for a town with an air of intensity. Here people work for the kingdom, not for rest. Here they don’t wear swords for honour, they wear axes for hard use. While less manned by Knights watching the Greenweald than in previous years, it remains a martial place.&lt;br /&gt;
&lt;br /&gt;
Far to the south-east of Weiland township, &#039;&#039;&#039;Arbington&#039;&#039;&#039; is a small settlement, not much more than a village. Arbington is a place for those seeking to avoid the gaze of the Kingdom. Its distant location, proximity to the Woldfen Woods, the Lenscaster Hills and the inhospitable Steinvault Mountains gives plenty of places for someone to disappear, both voluntarily or otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stand&#039;&#039;&#039; has grown from an unofficial meeting place to a wide camp of colourful heraldry, noisy with the ring ofsteel and shouts. It is here that the remainder of Bordevar&#039;s military is based. Ranging from peasant levies to heroic knights. While many of the nobility have moved into Weiland proper to be closer to processes of governance, many cannot leave the war behind and have made their permanent homes in the pavilions and camps of The Stand. It is from here that Bands of Bordevar and the 1st Banner make patrols along the Westmarch and throughout the Lenscaster Hills, forcing back the Onyx Aristocracy.&lt;br /&gt;
&lt;br /&gt;
Once the winter home of King Artourious Bordevar, &#039;&#039;&#039;King&#039;s Vigil&#039;&#039;&#039; is a strange settlement. Built into the winding halls, gardens, and hills at the base of the Steinvaults, it is closer to a sprawling apartment complex than a true township. Home to little more than two hundred souls who spend their time tending to gardens, hunting in the hills, and drinking in the towns only bar, known as Vespera&#039;s Hall, named after the [[Bordevarian Duke|Duke]] who saw to the modification of the settlement for the downtrodden of Weiland over 225-226AE. King&#039;s Vigil is also home to the, now empty, tomb of King Artourious Bordevar. The mausoleum complex acting as the offices of the [[Sepulchral Sentinel]].&lt;br /&gt;
&lt;br /&gt;
== The Fortresses ==&lt;br /&gt;
Commissioned in Autumn 222 by then-Senator Ser Louisoix Leveilleur, the &#039;&#039;&#039;Borderforts of Starscar&#039;&#039;&#039; were completed in Autumn 224 to defend against the Onyx Aristocracy. Rather than being one structure, the fortification is composed of five individual bastions spread along the border between Starscar and Royal Bordevar. In Autumn 226, the forts received further upgrades as ordered by the Deedholder of the Lake Ladure Quarry, Alyce Baker.&lt;br /&gt;
&lt;br /&gt;
From north to south, the fortification is comprised of:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Oaken Keep&#039;&#039;&#039; sits on the northern edge of Starscar, bordering both Wolfsbuel in Vassertal and Draemor in Royal Bordevar. The grounds facing into Draemor feature a series of sturdy redoubt mounds, designed to disperse an enemy force as it approaches and to provide concealment for defensive troops.&lt;br /&gt;
&lt;br /&gt;
The “Watchers of the Oak” are of all castes, but have a tendency towards scouting and similar small-group operation. Maps, supply caches, and report boards are all commonplace around the Keep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barrow’s Roost&#039;&#039;&#039; is set apart by the towers jutting from its walls, and the birds that flock there. While it is the main nexus of news from the north and east, the messenger birds are capable of carrying more than just written word. Thanks to a cross-breeding experiment with one particularly large falcon, the Roost now boasts a wing of birds capable of carrying weapons and entire suits of armour to assist stranded knights.&lt;br /&gt;
&lt;br /&gt;
This fort was previously named Peregrine’s Roost until it was gifted to the Barrow Hounds in Autumn 226 by the Duke of Starscar, Duke Wynters, though the aviarists still operate in the towers above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caelin’s Barrack&#039;&#039;&#039; faces directly into the Crownlands along the Westmarch road.The most martial of the forts, it also spans the widest area, focusing on width rather than height. Its defenses are supplemented by nearly two miles of trenchwork outwards into Royal Bordevar, embedded with spiked palisades and arcstone reinforcements.&lt;br /&gt;
&lt;br /&gt;
Caelin’s Barrack hosts the majority of the knights that can be found among the forts, with a number of knightly and paladin Orders dedicated wholly to the defence of the realm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keep of the Horned Count&#039;&#039;&#039; has the highest concentration of noble houses united under the primary management of House Pearbell, an agricultural house from Heartsgrave. The Keep is perhaps the most aesthetic and outwardly proud of the forts, its halls filled with artworks and effigies of “Horned Beasts and Men”. The walls are accented by arctone buttressing and crenelation, and display large banners of Bordevar, Starscar, and House Pearbell facing out into the Crownlands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gray Keep&#039;&#039;&#039; is nestled at the base of the Steinvaults, the only fort that stands on the border to Stonestep. The natural defenses of the mountains are heavily utilised, making Gray Keep the most castle-like of the forts. Strategic walls funnel attackers to strongly defended locations and a vault has been carved into the base of the mountain itself, keeping important functions of the fort safely away from any combat.&lt;br /&gt;
&lt;br /&gt;
The “Keepers of the Cold” mirror the array of castes in the “Watchers” to the north, though tend more towards larger war parties that sweep through the fort’s surrounding area.&lt;br /&gt;
&lt;br /&gt;
== The Roads ==&lt;br /&gt;
&#039;&#039;&#039;Westmarch&#039;&#039;&#039; travels from Royal Bordevar itself all the way through to Weiland, connecting this distant region to the once capital. Cobbled and signposted, it is one of the easiest roads to travel in the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elaiths Line&#039;&#039;&#039; is mournfully named for the Daughter Artourious never had, being unfortunate in love throughout his life. The road is simple dirt edged with stones. Every league a single oak tree has been planted, and while some do not stand to this day, many do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jovells Road&#039;&#039;&#039; or ‘The Rangers Way’ is named for King Artiourius’ favourite huntsman, who would often lead hunts northwards into the mountains and Greenweald in pursuit of monstrous prey. A poor road, it is frequently torn up by heavy carts laden with Arcstone from Lake Ladure Quarry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modwyns Way&#039;&#039;&#039; is dour road, cobbled with black slate stones, it is named for the Kings final bodyguard. A powerful Valleyfolk mercenary named Modwyn who is said to have carried the King&#039;s coffin himself from Royal Bordevar to its resting place at The Manor.&lt;br /&gt;
&lt;br /&gt;
== The Lands ==&lt;br /&gt;
&#039;&#039;&#039;The Lenscaster Hills&#039;&#039;&#039; separate Weiland from Royal Bordevar. These crags are covered with deep green grass and form a rabbits warren of shallow canyons, winding hollows and dead ends that rise upwards to Weilands high position. They are so named for the belief that with a fine enough lens you could see all of Royal Bordevar from their heights. A fanciful belief but a name that stuck fast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wolfden Woods&#039;&#039;&#039; are a thin cold forest that hugs the foothills of the Steinvaults and feeds off its snowfall. Criss crossed with small melt streams, the region is home to large populations of wolves that feed upon the herds, pets and peasants of southern Weiland. Owing to its Greenweald connection, the deeper, colder parts of the Wolfdens are home to far more dangerous creatures than wolves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rickon&#039;s Tier&#039;&#039;&#039; is a contested island where the Eisen River lets out into Lake Ladure. Claimed by both Bordevarians and Wealders, it is frequently the sight of small scale violence and competition between the two peoples. The island is managed by the [[Groundskeeper of Rickon&#039;s Tier]], a title competed over between Bordevarian Commoners and Wealdfolk once a year.&lt;br /&gt;
&lt;br /&gt;
A rocky, crystal-strewn scar across the land north of Carningsfield, &#039;&#039;&#039;The Crystal Maw&#039;&#039;&#039; is the damage left by the Shardcircle when they utilised great magical power during the invasion of Weiland in 224AE to swallow a vast horde of undead and crush them in crystal teeth. The resultant canyon quickly flooded, leaving Carningsfield with a submerged, undead-filled, magical problem to its north. While the damage this has caused has not been completely resolved, it is at least safe to traverse thanks to works by the Shardcircle and Duchess Winnifred Eldermere, who ensured the creation of a dam known as &#039;&#039;&#039;Winnifred&#039;s Wall&#039;&#039;&#039; to stop waters flowing back from the Maw into Lake Ladure.&lt;br /&gt;
&lt;br /&gt;
== The Waters ==&lt;br /&gt;
Fed by the Eisen River flowing through the Greenweald, &#039;&#039;&#039;Lake Ladure&#039;&#039;&#039; is a massive, calm lake that is perfect for sailing, fishing and swimming. In deep enough winters it even forms a crust of ice that can be skated. The hamlets along the shore vary between fishing villages, boatwrights and noble summer homes.&lt;br /&gt;
&lt;br /&gt;
== The Heights ==&lt;br /&gt;
Looming over all Bordevar, &#039;&#039;&#039;The Steinvault Mountains&#039;&#039;&#039; are present along the southern border of Weiland. This titanic range is an impenetrable wall of glaciers, granite and foul tempered creatures that have resisted any interloper. Beyond its peaks lies the fertile Iron Valley, but well outside of the reach of the people of Bordevar.&lt;br /&gt;
[[File:DuchiesofWeiland.png|center|thumb|1056x1056px|Weiland portioned into its three Duchies.]]&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
* [[Kingdom of Bordevar]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=King%E2%80%99s_Pass&amp;diff=4739</id>
		<title>King’s Pass</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=King%E2%80%99s_Pass&amp;diff=4739"/>
		<updated>2026-10-19T04:28:52Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated with links to realm page and other regions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Region of [[The Iron Valley]][[File:KingsPassPNG.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of King&#039;s Pass as  226AE&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&#039;&#039;Text taken from the Winds of the World Entry: [[Retaken from Hands Lost]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Crag Owls, great stone gray and ice white beasts of the Steinvaults, have been known to fly for days at a time, so high in the frost above the high places that one might forget they stand as tall as a five year old child when on the ground. A crag owl that descended from the heights of the Steinvaults to sail lazily through King’s Pass would have a great amount to see.&lt;br /&gt;
&lt;br /&gt;
First, the pale green of the Attercoppe would unfold beneath its great wings. A dense and hard-scrabble woodland, the Attercoppe is predominantly made of Bladepines, so named for their nearly steel coloured leaves during winter, and Stonebreakers, massive oaks which appear to perish each winter, leaving them sticking up like skeletal hands over their smaller companions. The Attercoppe is known to be a dark and dangerous place, with winding paths, freezing shade, and an infestation of cold-loving spiders that can grow as big as cats. But, the woodland keeps the Pass warm, and its fires burning.&lt;br /&gt;
&lt;br /&gt;
Next, this silent hunter&#039;s flight would take it over Haegrim. Set atop a meagre outcropping of stone. This minor town exists to collect the works and peoples that make Kings Pass, but not the fortress of Baelag’s Holdfast their home. It&#039;s an honest town, known for its stubborn people who, after centuries of having to stand up for themselves against whomever ruled the fortress, refuse to be told what to do.&lt;br /&gt;
&lt;br /&gt;
Out to the west the Owl could spy Cydigfel, and perhaps it would tempted to try its luck on the lake’s surface hunting for shining river fish or great silver eels. The waters of Cydigfel are so cold that they can’t even be drunk fresh without hurting the teeth and mind, but the denizens of this deep, crystal lake, do not appear to mind one bit.  &lt;br /&gt;
&lt;br /&gt;
Lastly, it would behold the great fortress of the Mountain Kings. The modestly named Baelag’s Holdfast could rival Legend City to behold, such is its scale. Its oldest stones are many thousands of years in the living, to run your hand along its walls is to trace the history of the Valley, the history of the world. Its outer walls harbour carefully tilled farmlands and its keeps hold homes for many soldiers. &lt;br /&gt;
&lt;br /&gt;
But as our great snowy hunter alights atop the greatest peak of the keep, the flat-topped courtyard where the last Mountain King breathed his last defiance, and the King’s Pass unfurled beneath is human-like eyes, this land could be seen as what it is; the crossroads of empire, the crossroads of history. A place defined not by its own strength, but the lands it exists between; between east and west, between the Steinvaults and the Cildfrau.&lt;br /&gt;
&lt;br /&gt;
Between a great past and an uncertain future.&lt;br /&gt;
&lt;br /&gt;
==== Game Information about King&#039;s Pass ====&lt;br /&gt;
King&#039;s Pass is dominated by the massive fortress that is Baelag&#039;s Holdfast. Because of this it has a number of unique circumstances.&lt;br /&gt;
&lt;br /&gt;
The following types of investments cannot be held in King&#039;s Pass:&lt;br /&gt;
&lt;br /&gt;
* Business&lt;br /&gt;
* Naval&lt;br /&gt;
&lt;br /&gt;
The following types of Enterprises cannot be held in King&#039;s Pass:&lt;br /&gt;
&lt;br /&gt;
* Bivouac&lt;br /&gt;
* Cove&lt;br /&gt;
* Shipyard&lt;br /&gt;
* Merchant League&lt;br /&gt;
* Marketplace&lt;br /&gt;
&lt;br /&gt;
King&#039;s Pass has the following traits:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Casualties Inflicted Mod&lt;br /&gt;
|Casualties Suffered Mod&lt;br /&gt;
|Claim Mod&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Mountain&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|Defending armies gain +750 Claim bonus. If that defending army has a base strength of 5000 or less, they instead gain +1500&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|This territory cannot be taken until Baelag’s Holdfast is destroyed, or is taken by some other means.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[The Iron Valley]]&lt;br /&gt;
* [[Bolsterlee]]&lt;br /&gt;
* [[Windholme]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Windholme&amp;diff=4738</id>
		<title>Windholme</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Windholme&amp;diff=4738"/>
		<updated>2026-10-19T04:26:54Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated with links to realm page and other regions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Region of The Iron Valley&lt;br /&gt;
&lt;br /&gt;
Heartland of the Iron Valley, Windholme is a region full to the brim with homesteads, villages and history. Traditionally the most peaceful of the Lees, Windholme tells the story of growth and family, with many of the Iron Valleys oldest histories being based here, if not its most boisterous.&lt;br /&gt;
&lt;br /&gt;
That is not to say that Windholme is a blunt axe, with some of the most imposing mountains in the region and flanked by two imposing fortresses, the Valleys martial culture is as much a part of Windholme as crops and commerce is.&lt;br /&gt;
&lt;br /&gt;
Windholme has also been marked by its borders, with the Mercenary Wars against Lerona Mere to the west not lost to the history obsessed valley folk. Even the ancient Wars of the Peak against the eastern Lees are not forgotten, even though the unity within the Valley is at an all time high.&lt;br /&gt;
&lt;br /&gt;
Now, Windholme stands as the last bastion of the Iron Valley, it&#039;s beginning and its end. Farmers become soldiers fighting skirmishes among their crop. Miners charge from the earth to defend their hidden wealth. New histories will be made here and old legends preserved.&lt;br /&gt;
[[File:WindholmeNew1.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of Windholme as of 225AE&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== The Towns ==&lt;br /&gt;
&#039;&#039;&#039;Brakkenloh&#039;&#039;&#039; is the most notable town in the region, clutching the crossroads that follow most of the travel in all directions. A large township of taverns, craft folk and churches, Brakkenloh is the very model of an Iron Valley settlement. Fine carved pillars of a variety of fine timbers mark each street, the road is paved with ancient cobbles and the people are prosperous. Nearby, some of the largest farms in the region can be found, supporting some rather successful boroughs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abelard&#039;&#039;&#039; is unlike much of Windholme in that it is nearly entirely preoccupied with warfare. Home to many mercenary warbands that ply their trade to the West of the Valley, Abelard lays claim to being the hometown of Deorling, master of the citadel. A bit more rough and tumble than the rest of the region, Abelard is a fine place to find folks with a strong sword arm and a desire for action.&lt;br /&gt;
&lt;br /&gt;
While Brakkenloh may lay claim to being the largest town in the region, &#039;&#039;&#039;Rumwold&#039;&#039;&#039; is certainly the most productive. Between the strategically important &#039;&#039;&#039;Rumwold Vastness&#039;&#039;&#039;, an ancient mithril mine now under the control of the Concord and foothills that produce every mineral known to smiths, it is a place of notable wealth and success. Even the farms in the region are notable for their fine grains, albeit in quainter, smaller burroughs than those in Brakkenloh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heinsgraf&#039;&#039;&#039; is a quiet settlement in the foothills of the Steinvault Mountains that is known as the gateway to the north. Thanks to a series of craggy valleys that are comparably easy to navigate, anyone interested in exploring the Steinvaults for wealth, glory or a good death likely passes through Heinsgraf. As such the town is a serious place known for its Churches (particularly to Cervitas and Arcadian) and its hardy people, even by Valleyfolk standards.&lt;br /&gt;
&lt;br /&gt;
== The Fortresses ==&lt;br /&gt;
&#039;&#039;&#039;Baelags Holdfast&#039;&#039;&#039; is the most powerful fortress in Southern Esterra, rivaling some of the great Drummond castles or the border fortifications on Artebazans frontier. With three layers of fortification, Baelags is more notable for its role as the military heart of the Iron Valley, moreso than its raw strength. Within its walls are barracks for more than eight thousand warriors, dozens of wells, forges and mines creating closed loops of weapons manufacture and tombs of the Valleys greatest heroes. From within its Arcstone Keep the defenders can control forces far afield with the Holdfasts complex system of signal pyres in the surrounding mountains. Built to centralise the warfighting efforts of the Iron Valley after the Wars of the Peak, Baelags Holdfast was the unified centre of the Valley.&lt;br /&gt;
&lt;br /&gt;
Looking out over the western lowlands of Bolsterlee, &#039;&#039;&#039;Deorlings Citadel&#039;&#039;&#039; was once a piecemeal construction, held by volunteer warriors and defenders of the Valley against the Artebazzani mercenaries that pushed them from Bolsterlee more than a century ago. The central fortress now functions as equal part barracks and customs house, ensuring that Windholme can levy its piece of travel, while the walls that stretch north and south are home to hundreds of boroughs of warriors, some youngbloods festooned with new responsibility, while others are ancient defenders protecting the same crenellations as their forefathers.&lt;br /&gt;
&lt;br /&gt;
== The Lands ==&lt;br /&gt;
&#039;&#039;&#039;The Vale of Stags&#039;&#039;&#039; is unique both in Windholme and Southern Esterra as a whole. Within Windholme, it exists as a rare stretch of natural woodland, unharmed by human ambition. Deemed a holy place to the worship of Cervitas, The Vale is known for its tall firs and population of Iron Valley Stags. Possibly more notable is the Valleyfolk assertion and possible truth that the Vale of Stags has never been a part of the Greenweald’s stretching embrace. A wholly unique natural place unlike any other.&lt;br /&gt;
&lt;br /&gt;
== The Heights ==&lt;br /&gt;
&#039;&#039;&#039;The Steinvault Mountains&#039;&#039;&#039; are a challenge and a deadly one at that. Despite the dedication of more than a millennia of Valleyfolk, the ambition of Artebazzani treasure hunters and more, the mountains remain thoroughly unsettled and largely unexplored. Between harsh winds, year round snowfall and the only known extant population of Dragons in Southern Esterra, The Steinvaults are a tomb for many heroic legends. Even the mightiest sagas mention the Steinvaults as a place where old heroes go to die, rather than a place where young champions gain their courage.&lt;br /&gt;
&lt;br /&gt;
Southernmost of the Steinvaults within Windholme, &#039;&#039;&#039;The Hollow Hearth&#039;&#039;&#039; is the silent remnants of one of the few volcanoes of the region. No Iron Valley legends recall the mountain ever doing more than smoke on a rare occasion, but the stubby peak is an imposing landmark. While the smallest of the three mountains of Windholme, Hollow Hearth is a challenge to even the hardiest adventurer due to its razor sharp hide and ragged shale cliffs.&lt;br /&gt;
&lt;br /&gt;
Far more navigable than the Steinvaults, &#039;&#039;&#039;The Cildfrau Mountains&#039;&#039;&#039; spread far to the South and East of Windholme. Filled with hidden lakes, woods and hideaways, the Cildfrau Mountains are explored to some extent, but certainly too treacherous to truly be considered part of the Valley. Some Valleyfolk trace their lineages to those clans that descended from the Cildfraus as a mark of strength, Challengers are common among these folk.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitors Watch&#039;&#039;&#039; or Rain-Grave is the middle of the Windholmes three peaks, however it is the only that has never been summited. The wind whipping up from the coast across the low plains of Bolsterlee and a propensity for rainstorms leaves the exposed mountain treacherous and nearly impossible to progress upon. The tooth of granite gained its title for originally being the greatest position to view the approach of Artebazan mercenaries until Deorlings Citadel was built.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goddream Pinnacle&#039;&#039;&#039; harkens to a time before the Church, when the Valley perceived the spheres as divine beings. It was said that upon the peak of Goddream Pinnacle you could see into the home of the gods. The tallest mountain inWindholme and the Cildfrau Mountains, Goddream has been tamed by an ancient carved staircase into its northern face, allowing warriors to climb the Mountain to its peak where signal fires can be lit in the defense of Baelags Holdfast.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[The Iron Valley]]&lt;br /&gt;
* [[Bolsterlee]]&lt;br /&gt;
* [[King’s Pass]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Bolsterlee&amp;diff=4737</id>
		<title>Bolsterlee</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Bolsterlee&amp;diff=4737"/>
		<updated>2026-10-19T04:23:45Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated with links to realm page and other regions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Region of [[The Iron Valley]]&lt;br /&gt;
&lt;br /&gt;
A borderland in every sense of the word, Bolsterlee has had many different rulers over many different centuries. The earliest histories show their confederation of shepherd tribes being conquered by the Bailites to the south, becoming Baile Abhainne. The King of Baile Abhainne was always known as the King of Grain and Stone, and ruled for generations. Then the forces of the Iron Valley descended from the mountains and crashed in from the sea in the Axeman’s War and defeated the last King of Grain and Stone, Guthred Untramarck at the Battle of High Climb, where the warriors of the Valley used axes as climbing tools to ascend Guthreds wooden fortress.&lt;br /&gt;
&lt;br /&gt;
Then for three hundred years ‘Bolsterlee’ was one of the two lower Lees, spoken of with the same bemused guardianship as Anderslee, the only other Lee outside of the mountain valley itself. Bolsterlee became a widely populated and militarised region. It was the first chance in many generations for new space to come into the Valley and the constant threat of Bailite rebellion to the south kept the region well armed and the caravans of offerings from the beaten Bailite Kings well guarded.&lt;br /&gt;
&lt;br /&gt;
But the downfall of Bolsterlee would come from the West. The hundred mercenary companies of Posta Lerona and Vidania, in support of Artebazzani Legions that would force the Valleyfolk from Bolsterlee in two years and three failed sieges of the newly built Deorlings Citadel. Posta Di Confina would be taxed heavily and the Valleyfolk left behind would try to maintain close ties with their High Kin, but under the weight of Bailite refugees, harsh taxation and the High Places showing true loyalty to only the High Places, Bolsterlee was adrift.&lt;br /&gt;
&lt;br /&gt;
It was this drifter that was crushed underfoot by the Illsevir horde. Hundreds of settlements were spread over Bolsterlee when the silent invaders came and while many of these settlements were burned, just as many were robbed of all life. Their inhabitants whisked away to wherever the Illsevir take their captives.&lt;br /&gt;
&lt;br /&gt;
This is surely how it would have remained, were it not for the treasonous actions of Khasim Al-Ja’ani, the Commandant of the Concord who took command of two Concordian armies with no mandate and in a surprise action retook Bolsterlee from the Illsevir. Ushering in a new time for the battered region.&lt;br /&gt;
[[File:Bolsterlee3.png|center|frame|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of Bolsterlee as of 225AE&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== Summary ==&lt;br /&gt;
Bolsterlee is a low region that forms the Northeastern portion of the lands around the Bay of Promised Gold. The idealised image of Bolsterlee would be a wide expanse of tall hardy grasses, criss-crossed by game trails, with mountains far in the distance and a foul storm overhead.&lt;br /&gt;
&lt;br /&gt;
Dominated by its rivers, temperamental weather and wild grasslands, Bolsterlee could be described as a coastal steppe with some areas of sub-alpine highlands containing ancient pine and fir forests.&lt;br /&gt;
&lt;br /&gt;
Life in Bolsterlee has never been particularly urbane, even under the rules of the Early Valleyfolk or the Bailite Kings. Larger settlements along the coast and high in the hills are dwarfed by a widely spread population of farming hamlets spread wide across the grasslands. Even now, farming herds of goats, wide fields of grain and fishing the Bay form the heart of Bolsterlee life.&lt;br /&gt;
&lt;br /&gt;
But this is a new age, and while Bolsteree is scarred for aeons of conflict, perhaps more than lightning can grow in this border region.&lt;br /&gt;
&lt;br /&gt;
== The Towns ==&lt;br /&gt;
The only true settlement of Bolsterlee is &#039;&#039;&#039;Strivington&#039;&#039;&#039;. Recently settled, Strivington is based on either side of the Bolsterlee River in the northern half of the region on a natural path of travel between the Iron Valley and Lerona Mere. The main feature of the town is a large stone bridge built by the great Valleyfolk engineer Otrida Stonemind of Bolsterlee. Large enough to have two ox-drawn wagons pass each other with room for travellers on foot. It bridges the river and would have been enough to create a town, but was further aided by the presence of a massive tavern and inn perched atop the bridge, like a strange growth of timber and beer, known as the Striving, which gives the town its name. Strivington was settled by order of Athermer of Windholme, first Concordian Senator of Bolsterlee in the year 221.&lt;br /&gt;
&lt;br /&gt;
The only other settlement of any real note is that of &#039;&#039;&#039;Athermer’s Folly&#039;&#039;&#039;, a large mining camp in wooded highlands of the region&#039;s South-East. Commissioned by Athermer of Windholme on behalf of The Concord in the year 221, Athermer&#039;s Folly is a Mithril Mine built around the headwaters of the Woodswater River, that has washed away the stones for millennia.&lt;br /&gt;
&lt;br /&gt;
Above all of Bolsterlee and standing as a barrier and reminder of history is &#039;&#039;&#039;Deorlings Citadel&#039;&#039;&#039;. A wide wall that stretches for a week&#039;s walk from the Cildfrau to the Steinvaults. It was erected to keep the Artebazzani at bay during the First Mercenary War and now stands denoting the line between the high places and everywhere else. Also known as the Wall of Fifty Gates, there are numerous small gatehouses, each manned its own burough of fierce guardians.&lt;br /&gt;
&lt;br /&gt;
== The Roads ==&lt;br /&gt;
While the Bolsterlee River forms the main artery of the region, the East-West travelling &#039;&#039;&#039;Legionnaires Road&#039;&#039;&#039; supports most of the overland traffic of the region. Laid down by the Artebazzani Legions as they crossed Bolsterlee on Campaign, the Legionnaires Road is a standard Artebazzani design of cobbles on gravel and is still in good condition to this day. Any traveller journeying from Lerona Mere to the Iron Valley will likely take the Legionnaires Road, finding the travel easy if not for Bolsterlee’s stormy weather and sparse townships.&lt;br /&gt;
&lt;br /&gt;
== The Waters ==&lt;br /&gt;
Risvegilo, Boundersmark or simply ‘The River’, refers to the &#039;&#039;&#039;Bolsterlee River&#039;&#039;&#039;. A wide and fast flowing river that cuts the region roughly in half lengthways as it flows south east from the Steinvaults far in the north before meeting the Woodswater River far in the south. Rarely thinner than a bowshot, the cold waters of the Bolsterlee are old, having eroded away their stones many years before, leaving a flat but fast river that is prone to flooding its banks after powerful storms.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Woodswater River&#039;&#039;&#039; originates higher in the region from deep below the Cildfrau Mountains. Flowing faster than the Bolsterlee and over rough granite it is a dangerous river with rapids and short falls. It forms the regions southern border and also creates somewhat of a debate, after the two rivers meets and flow out to the bay, which continues? Is that stretch of river the continuation of the Woodswater or the Bolsterlee? Or is it a new river?&lt;br /&gt;
&lt;br /&gt;
== The Lands ==&lt;br /&gt;
Referring to everything south of the Bolsterlee River, &#039;&#039;&#039;Bayward&#039;&#039;&#039; is both a direction (“I’m travelling bayward”) and a region. Ever the image of Bolsterlee, Bayward consists of vast unbroken grasslands of hardy Goatgrass, a tall grass that grows to just above waist high and has a rough surface that can cut the skin. Villages here are either farming hamlets that clear the grass for growing, shepherd communities (whose Goats love the grass, thus the name) or small fishing hamlets. Here the bay laps against the shore resulting in short shandy beaches or low cliffs.&lt;br /&gt;
&lt;br /&gt;
On the far side of the Bolsterlee River is &#039;&#039;&#039;Highward&#039;&#039;&#039;, which, like its southern counterpart, is both a direction and place. Here the ground slopes upwards. In the north this is a gentle but unbroken rise, as if a great being traced a line from the river and the High Valley and set the ground at that gentle incline. In the south it is far more rolling, leading levels rising ever higher into the mountains. Settlements here are smaller than in Bayward, but are more specialised. Hunting lodges, herbal communes and more nefarious groups.&lt;br /&gt;
&lt;br /&gt;
While there are numerous forests along the edges of Bolsterlee, The &#039;&#039;&#039;Bailite Woods&#039;&#039;&#039; are most notable. These ancient Tinfirs and Kings Pines are powerful examples of their kind, leading to a forest made of ancient trees that can blunt an unprepared logger. These woods are cold year round and hide secret paths into the Cildfrau Mountain valleys, lost Bailite ruins and dark caves below ground.&lt;br /&gt;
&lt;br /&gt;
== The Heights ==&lt;br /&gt;
The powerful northern border, The &#039;&#039;&#039;Steinvault Mountains&#039;&#039;&#039; are a deadly and imposing sight in northern Bolsterlee. The woods that hug the foothills are full of game and life, but the risk of powerful mountain creatures like Hagtooth Trolls and furred Craghounds make it a dangerous place to lay down roots.&lt;br /&gt;
&lt;br /&gt;
Of far more import to Bolsterlee are The &#039;&#039;&#039;Cildfrau Mountains&#039;&#039;&#039; which form much of the region&#039;s eastern border. The warmer mountain range is home to numerous hidden valleys and jagged caves. Many a pursued Bolsterfolk has made for these hidden places in search of rescue.&lt;br /&gt;
&lt;br /&gt;
Notable among the Cildfrau is &#039;&#039;&#039;Traitors&#039; Watch&#039;&#039;&#039;. Westernmost of the mountains of the range, this gravel strewn peak is so named for its usefulness in observing Bolsterlee from the High Valley. It remains unclear if the eponymous traitors in this circumstance are the Bolsterfolk or Lerona Mere, a fact that causes more than a bit of disgruntlement.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[The Iron Valley]]&lt;br /&gt;
* [[Windholme]]&lt;br /&gt;
* [[King’s_Pass]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Resinderholz&amp;diff=4736</id>
		<title>Resinderholz</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Resinderholz&amp;diff=4736"/>
		<updated>2026-10-19T04:19:04Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated with links to realm page and other regions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Region of The [[Greenweald Baronies]]&lt;br /&gt;
&lt;br /&gt;
Southernmost of the Greenweald Baronies, Resinderholz is a place of rumour and legend. Being so close to neighbouring regions, it is often in Resinderholz that non-Wealders experience the forests maligning corruption for the first time. As such the Greenwealders of the Resinderholz can be more understanding of outsiders, if not actually hospitable.&lt;br /&gt;
&lt;br /&gt;
To the Wealders, Resinderholz is known for its low canopy, it&#039;s more insidious corruption, and its role as a gateway to the Baronies. A place where hunters lurk in the darkness off the road, rather than barrelling onto the road itself. However the light of civilisation brings monsters of its own.&lt;br /&gt;
&lt;br /&gt;
The leaders of Resinderholz put particular effort into halting the spread of Blasserstreit in the past, fearful that the disease spreading into neighbouring regions would destroy any goodwill towards the Baronies and result in a humanitarian crisis of untold magnitude.&lt;br /&gt;
&lt;br /&gt;
While not one of the most powerful baronies in the past, Resinderholz now stands as the final survivor, the home of the Baronies for whatever the future brings.&lt;br /&gt;
[[File:ResinderholzNew1.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of Resinderholz as of 225AE&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== The Towns ==&lt;br /&gt;
Once the seat of the Barons of Resinderholz, &#039;&#039;&#039;Wolstad&#039;&#039;&#039; is the largest city in Resinderholz, and at nearly some 45,000 souls, is larger than many other Greenwealder settlements have been. A vast amount of the city’s population is drawn from its position, being a great trading post for Greenwealder Mercenaries, Merchants and Monks. The city is known throughout for its religious sites, including the Weltschmerz Abbey, a massive church dedicated to Lumos and Cervitas whose belltower rises high over the city, and The Gravetree, a dead oak nearly as tall as Weltschmerz Abbey that is festooned with the blades of defeated Greenwealders, holy to Arcadian. Wolstad continues to grow even as Resinderholz does. Even Baron Schwarz moving the Baronial Quarters to Krezenberg in 223 has done little to stall the importance of the city.&lt;br /&gt;
&lt;br /&gt;
North-East by nearly a week&#039;s travel, &#039;&#039;&#039;Eisen&#039;&#039;&#039; is a far different and smaller city compared to its southern counterpart. Originally a camp for training Greenwealder soldiers, the town grew up around this concept. Forges, training fields, surgeons quarters and schools of military leadership are to be found here. As the northernmost settlement of any real size, Eisen has become the centre of the Greenwealds response to the Zekartaal wartribes. Notable is the Eisen Orchard, stretching out along the rivers western bank south of the township, its massive Thunderoaks looming over the surrounding woods. Eisen&#039;s most notable structure is the &#039;&#039;Eisen College of War&#039;&#039;, the only functioning Ritter college in all of Baronies, the College was rebuilt by Baroness Saskia in 222AE and has since been training new Ritters. This functions as a Sanctum for the Ritters Guild in Resinderholz.&lt;br /&gt;
&lt;br /&gt;
Previously a place between places, &#039;&#039;&#039;Krezenberg&#039;&#039;&#039; has grown to prominence since 222AE. During an invasion by the Zekartaal lead by Brother Ash, various Havens in the northern Ravensreach found shelter in Krezenberg, which itself was under the protection of General Lavinia Fischer and the Legion of the Blackheart Bear. After the invasion was thwarted many chose to remain, growing the town considerably. The decision by Baron Schwarz to move the Baronial Quarters to Krezenberg in 223AE was a controversial one but emphasises the growing importance of Resinderholz&#039;s frontier regions. Alongside the Baronial Quarters, Houndspriest Chapter Kristov was moved from Wolstad as well by the late Baron, establishing a new sanctum and headquarters in the Old Krezenberg Monastery. &lt;br /&gt;
&lt;br /&gt;
== The Roads ==&lt;br /&gt;
Tracing the southern edge of the Greenweald, &#039;&#039;&#039;The Gap&#039;&#039;&#039; travels west from Lerona Mere, Passage and Wolstad towards the Tribelands and the new Andashi capital of Obregon. A busy road, the Greenweald makes its presence known when the road passes through the Hunters Wood. Given its distance from Wolstad and other Greenweald hamlets, The Gap is sparsely patrolled and the nights spent beneath the canopy are some of the most dangerous when travelling the road.&lt;br /&gt;
&lt;br /&gt;
Conversely, &#039;&#039;&#039;The Barons Road&#039;&#039;&#039; is both well patrolled and maintained. As the main artery through Resinderholz, a traveller from Wolstad to Eisen could spend each night in a roadhouse, churchyard or hamlet and would be unlikely to go a day without passing a Houndspreist, Mercenary Band or Roadsmarshall somewhere along the way. The taxes to keep this route in this manner are not small but for all the hamlets that connect to The Barons Road, it is not a question.&lt;br /&gt;
&lt;br /&gt;
Branching off from The Barons Road to the East, &#039;&#039;&#039;The Crusaders Road&#039;&#039;&#039; pushes towards a large stone bridge that crosses the Eisen River near Lake Ladure. Originally named for warriors that would travel from Eisen Vassertal in pursuit of onflict with the Zekartaal, it has taken on a new meaning in reference to Greenwealder soldiers that would man positions along the forest&#039;s edge with the Kingdom of Bordevar, looking out for armoured knights come seeking magical treasures.&lt;br /&gt;
&lt;br /&gt;
== The Lands ==&lt;br /&gt;
&#039;&#039;&#039;The Ravensreach Wilds&#039;&#039;&#039; makes up nearly half of Residerholz’s total area. Encompassing all the land north of the Barons Road to where the oaks fail to compete with birch and fir trees, marking the edges of the Resinderholz and the start of Verlorenherz. The Ravensreach Wilds are the truest representation of the Greenweald Baronies, sparse and scattered hamlets working the land amidst ancient trees that look on with hungry eyes. Many dangerous creatures prowl the Ravensreach wilds, from vicious Thorncrows as large as a dog, through to sluggish but acidic Blugrough Beast. Beyond dangerous creatures, the Ravensreach is known for its place as a battleground between Greenwealders and the Zekartaal skirmishers, with few decisive battles but hundreds of small clashes.&lt;br /&gt;
&lt;br /&gt;
South across the Barons Road and stretching up into the foothills of the Western Steinvault Mountains, &#039;&#039;&#039;The Sableheart&#039;&#039;&#039; is a different beast that the Ravensreach. With colder winds blowing down from the mountains and across Lake Ladure, much of the Sableheart is a cool place with even snow in certain deep winters. Here, where the trees grow oppressively close together, as if they were huddling for warmth, the danger comes from magic, from forest magi, bloodthirsty fae and a soil itself that is tainted against the raising of homes. Villages in the Sableheart tend to be larger, due to the effort to clear space, but as such are fewer between.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hunters Wood&#039;&#039;&#039; is neither massively different from the Ravensreach or large enough to be worthy of its own attention, but its role as a thin sliver of rooted artery that connects Esterra’s South Western forests to the Greenweald and its position as barrier between West and East have given the wood its own mystique. With the variety of people making the journey through The Gap, the dangers of The Hunters Wood have gained a hunger and skill for the skin and flesh of humanity. A danger that is only growing.&lt;br /&gt;
&lt;br /&gt;
The newest, and possibly most concerning danger in Resinderholz is the &#039;&#039;&#039;Harbringers Nightmare.&#039;&#039;&#039; A wide stretch of gnarled firs and oaks in the far north west of the Barony, the region is infested by Harbringer Stands. These dangerous and corruptive icons were crafted by the Cabal of Brother Ash during his invasion in 222AE. Wrought from the arcane infused forms of Carrionwood, a single Harbringer Stand and their dangerous influence can bring a township to destruction. A pair of them supporting each other can doom a territory. Rumour has it that there are as many as fifteen within the Harbringers Nightmare, an impenetrable crux of arcane danger and doom.&lt;br /&gt;
&lt;br /&gt;
== The Waters ==&lt;br /&gt;
For some, &#039;&#039;&#039;The Eisen River&#039;&#039;&#039; forms the true Eastern border of Resinderholz, and any attempts to hold the beachhead beyond it is foolish. This deep but calm river flows south from within Vassertal, pushing the wheels of Eisens mills before flowing steadily into Lake Ladure. The river is largely free of bogs or marshes, those being more common to the north and south, and is instead known for its fish, including the Lockfish (a heavily whiskered sturgeon) and the Eisenfeeder (a large and aggressive Lamprey.)&lt;br /&gt;
&lt;br /&gt;
While firmly within the lands of the Kingdom of Bordevar, &#039;&#039;&#039;Lake Ladure&#039;&#039;&#039;’s shore is home to some small Greenwealder settlements. Fishing on the generally flat lake is good work, and often quite safe. For the Greenwealders, Lake Ladure as a barrier much the same as their woods, that makes the border with Bordevar that much simpler.&lt;br /&gt;
&lt;br /&gt;
== The Heights ==&lt;br /&gt;
Impossible to claim or control, &#039;&#039;&#039;The Western Steinvault Mountains&#039;&#039;&#039; present an impenetrable barrier and Resinderholz’s south eastern border. These colossal mountains stretch eastwards, forming the northern ridge of the Iron Valley. Standing fast against the forest, the Steinvaults are ancient and defy the corruption of the Greenweald through their might.&lt;br /&gt;
&lt;br /&gt;
Visible only on the horizon from the Greenweald, &#039;&#039;&#039;The Lungo Elsa&#039;&#039;&#039; are smaller than the Steinvaults but are deeply important to the Lerona Mere, whose land their stand within. The Northernmost tip of ‘The Blade’, they stretch far to the South West.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Greenweald Baronies]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Lerona_Mere_(The_Region)&amp;diff=4735</id>
		<title>Lerona Mere (The Region)</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Lerona_Mere_(The_Region)&amp;diff=4735"/>
		<updated>2026-10-19T04:17:06Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated with links to realm page and other regions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Region of [[Lerona Mere]]&lt;br /&gt;
&lt;br /&gt;
While Lerona Mere recalls images of The Concords greatest metropolis, the region itself is home to a wide variety of locales outside of its sprawling city.&lt;br /&gt;
&lt;br /&gt;
The verdant fields of The Madre Campo, the crystal calm Lake Isabella or the hard lands of Est Speranza, the region of Lerona Mere is more than a city with some measly outskirts. Something its people take great pride and love in.&lt;br /&gt;
&lt;br /&gt;
The nature of distance has led to a strange reality for the further afield parts of the region as the revolution thrashed the city. Most of the regional areas were spared the worst of the conflict but have been subjected to proletariat witch hunts, as revolutionaries seek out the fleeing wealthy of the city. With them they brought economic and political freedom and promptly left without so much as a manifesto.&lt;br /&gt;
&lt;br /&gt;
Now these towns, farms and vineyards search for their new place in the world as much as any street thug, free captain or theatre owner in the city. Flags of farmers communes fly over grain storage and cartel signs are carved into mine shaft supports. Even beyond the city, Lerona Mere is a region of loyalty and revolution.&lt;br /&gt;
[[File:LeronaMereNew1.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of Lerona Mere as of 225AE&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== The Towns ==&lt;br /&gt;
&#039;&#039;&#039;Lerona Mere&#039;&#039;&#039; the city deserves mention. The metropolis is home to more people within its walls than within the region outside it. Its workhouses and ports produce a lion&#039;s share of the goods that are bought across the region. For the people outside, the city is a place you plan around, your year is dominated by the two trips you travel there to trade or see shows. It is equal parts shining lure and entrapping maw.&lt;br /&gt;
&lt;br /&gt;
The city is protected by two defences, a low, thick wall that wraps its northern side and the taller harbour walls that protect its harbour. Capable of shielding an entire fleet from sword or storm, the great harbour is as much a marvel as the city itself. The western terminus is dominated by a stone fort known as the ‘Castello Bambino’’ or The Child&#039;s Castle. A place that has functioned as armoury, fortress, prison and wheat storage throughout its life. To the east, the wall is met by the Harbour Lighthouse, tended to by priests of Lumos and covens of Magi.&lt;br /&gt;
&lt;br /&gt;
While the city is primarily a place of trade and production, there are some base industries. Fisheries fill the space between warships and trading galleons, bringing in fresh meat for the populace. Brave or foolhardy miners scramble up the limestone cliffs hoping that waves will reveal deep crevasses of mineral wealth and herb gardens fill the trellises of the city streets.&lt;br /&gt;
&lt;br /&gt;
The city is broadly split into four districts, which are as follows:&lt;br /&gt;
&lt;br /&gt;
Stretching from the Seer’s Gate in the northwest to the Brawler’s Gate in the northeast, &#039;&#039;&#039;The North Wards&#039;&#039;&#039; form a quiet, stable arc of middle-class townhouses, artisan workshops, and merchant guilds. It is the calmest district in Lerona Mere, spared the worst of past revolutions thanks to its lack of Artebazzani ties. Here, young and successful families make their homes, foreign interests stake their claims, and well-kept parks offer a breath of serenity in an otherwise turbulent city.&lt;br /&gt;
&lt;br /&gt;
Once the gilded enclave of Artebazzani nobles and their fleeting ambitions, &#039;&#039;&#039;The Redbrick District&#039;&#039;&#039; earned its name when revolutionaries spilled the blood of tyrants and traitors across its streets. Today, its densely packed townhouses and narrow roads play host to the highest concentration of churches in Legend City, sanctified as a holy site of Anarch by the Church itself. It is a hotbed of faith, agitation, and defiant community, forged in the crucible of fire and revolution. The people here are, in many ways, the truest embodiment of Lerona Mere’s soul—unyielding, fervent, and ever ready for the next fight.&lt;br /&gt;
&lt;br /&gt;
The only district to keep its Artebazzani name, &#039;&#039;&#039;The Crux Patricus&#039;&#039;&#039; is the sprawling heart of Lerona Mere—a labyrinth of cobbled streets, towering manors, and cavernous government halls stretching westward. If the Redbrick District was the revolution’s butchery, the Crux was its battlefield. Every street bore barricades, every alleyway a redoubt, and every square was soaked in blood. Today, the Crux is the most populated district, home to some of the city&#039;s most powerful institutions: the New Parliament, rising from the ashes of its burned predecessor, and One Concordian Promenade, the beating heart of the Civil Service. Nearly one in three residents of Legend City live within its bounds, lending the Crux a restless, unshakable energy—a city within a city, alive and self-contained.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[The Docklands]]&#039;&#039;&#039; is the city’s underbelly, its wild frontier, its bloody golden gateway to The Concord. Encompassing Lerona Mere’s entire southern third, it is a place of mist-drenched mornings, frenzied trade by day, and whispered deals by night. Here, the Capos and their gangs rule from the shadows, their grip strong but never absolute. Though often painted as a lawless den of crime, the Docklands is more than its reputation—a rough-and-tumble world of cutthroat ambition, roaring portside life, and riotous joy. It is the beating, chaotic heart of the city’s commerce and vice, where fortunes are made, alliances are broken, and no one moves without watching their back. More information on The Docklands can be found [[The Docklands|here]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mivara&#039;&#039;&#039; in the North West at the base of The Lungo Elsa is a meeting place for the various mines, homesteads and wilderness types that have eschewed the flatlands of Lerona Mere. Like a small piece of the city Dockside district dropped in the foothills, it is a place of trade and brawls. The mineral wealth coming from Mivara constitutes a majority ofthe ore mined in the region.&lt;br /&gt;
&lt;br /&gt;
Since the revolution Mivara has become a place more violent than previously, as the gang warfare of the city has arrived with trade. Rival cartels seek to control the township and peace does not look to be coming any time soon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gafroza&#039;&#039;&#039; is a larger township than Mivara which originated as a fortified border outpost at the headwaters of the Risvegilo River. It was from here that Artebazzani mercenary actions were taken in attempts to secure Bolsterlee from the Iron Valley. As the war was won and the Valleyfolk pushed back to their mountain abodes, the town became a cultural center and trading place.&lt;br /&gt;
&lt;br /&gt;
The sleepy mountain town now finds itself in a reverse. Once a military encampment, it is now a waystation for Iron Valley merchants travelling to Passage, Lerona Mere or beyond. The point where one truly enters the Mere, Gafroza is a proud town of petty traders, fine taverns and aggressive Lerona Mere stylings.&lt;br /&gt;
&lt;br /&gt;
== The Waters ==&lt;br /&gt;
&#039;&#039;&#039;The Bay of Promised Gold&#039;&#039;&#039; laps at the base of the Lerona Mere Harbour. A deceptively cold but glassy blue sea with a sandy bottom, the Bay is ideal for new sailors testing their craft or for fast ships eager to make back a few days on their journey. The breakwaters are harsh as the depth can change quickly, resulting in dangerous swells that lash at the coast, resulting in more cliffs than beaches. This leads to the Free Captain concept of ‘Deep waters, still seas’, where one should find the most calm when they are at their riskiest.&lt;br /&gt;
&lt;br /&gt;
The Bay is occasionally upset by savage storms that roll up from the Icereach that can wrack the coast for days. These storms can come without warning, and some fear that they herald the arrival of the Illsevir.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fiorenza River&#039;&#039;&#039; travels South East from The Lungo Elsa towards Lake Isabella and the Bay. A fast moving river, the Fiorenza is not particularly wide, rarely more than a good bowshot, but flows strong and deep. Beyond Lake Isabella the flow is far more mellow, leading to rambling brooks covered with cattails. The river forks near the coastline, resulting in the small island dominated by Castello Bambino.&lt;br /&gt;
&lt;br /&gt;
The Fiorenza forms the officially western border ofthe Lerona Mere region, something that under Artebazzani control was not a large issue. However as the war barges of the Illsevir have come ashore in Mancante Terra, the Fiorenza has become a frontline, manned by Lerona Mere Bravos and silent Illsevir Raiders, glaring at each other over rapids and shallows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lake Isabella&#039;&#039;&#039; often likened to a painting. A beautifully calm and flat flake that mellows the cold and clear waters of the mountain river. Its picturesque beauty and distant exclusivity lead the construction of many noble villas, for those rich enough to escape the hustle of the city for a seasonal retreat.&lt;br /&gt;
&lt;br /&gt;
Many of these fine summer homes burned in the revolution, the final holdouts of the lenders and the lucrative. What remained became headquarters for the stale western front against the Illsevir or managed to remain in their previous function, acting as a retreat for the new petty bourgeois, if they don’t mind the threat of a hostile river crossing.&lt;br /&gt;
&lt;br /&gt;
== The Lands ==&lt;br /&gt;
&#039;&#039;&#039;The Hunters Wood&#039;&#039;&#039; is a trick, and not truly part of Lerona Mere. This sliver of the Greenweald stretches to connect the cursed forest to the copses that cling to The Lungo Elsa, ensuring that a concourse remains to the dark heart in the north. Separating Lerona Mere from the Tribelands in the East while being under the control of the Baronies, the Hunters Wood lures in careless travellers with the promise that it is southern enough to be safe to leave the path. But it is not known as The Hunters Wood because humans are the hunters, quite the opposite.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Southern Greenweald&#039;&#039;&#039; forms a foreboding northern border for Lerona Mere. The wisdom is that if you can touch two trees with your outstretched hands you have entered the Baronies. Along this frontier you can find hunting lodges, hermitages and other peoples that have no interest in being a part of larger society, but not desire for the elaborate suicide that the Greenweald promises.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Madre Campo&#039;&#039;&#039; is the verdant heartland of Lerona Mere. Rolling fields of wheat, barley and corn that crest into hilltop vineyards and gardens. A vast agricultural land shielded from the storms of the south by distance, the cold winds of the North and East by forest and mountain, saved from the harsh western wind by the same. This cradle of life is a simple place, a place of living things and of quiet people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Est Speranza&#039;&#039;&#039; lacks the protection of The Madre Campo, facing the lashing storms of the Bay and the cold winds swooping down from the mountains. As such it is less desirable than its North Western neighbour. Home to smaller farmsteads, ranches of cattle, sheep and goats. Life out here is a bit wilder and a bit more honest, a rarity for the region.&lt;br /&gt;
&lt;br /&gt;
Until recently Est Speranza was a frontline, much like the Fiorenza River, but recent Concordian gains in Bolsterlee have given the people here space and peace.&lt;br /&gt;
&lt;br /&gt;
== The Heights ==&lt;br /&gt;
&#039;&#039;&#039;The Lungo Elsa&#039;&#039;&#039; is the terminus of the Blade, a massive mountain range that splits Esterra’s South Western archipelago. While not home to vast mineral wealth, great stone or powerful beasts, it holds a special place in Lerona Mere. It is here that the most secluded places can be found, it is here that the storms rival the sea, it is here that the people of Lerona Mere can see across the world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Western Steinvault Mountains&#039;&#039;&#039; are closer to a traditional image of a snow capped mountain range. Stretching out from the valley, these dark granite peaks are cold places of icy winds, great ornery beasts and strong iron. Acting as the border between Lerona Mere, the Valley and the Kingdom of Bordevar, the Steinvaults are generally seen as impassable to all but the most powerful or foolhardy Challenger.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Lerona Mere]]&lt;br /&gt;
* [[Mancante Terra]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Mukarrem&amp;diff=4734</id>
		<title>Mukarrem</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Mukarrem&amp;diff=4734"/>
		<updated>2026-10-19T04:14:48Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated with links to realm page and other regions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Region of [[Andash]]&lt;br /&gt;
&lt;br /&gt;
Untamed and abandoned, Mukarrem is different to many of the other regions of the Concord. Sparsely populated, even during the height of the Andashi Empire, it outwardly poses a calm wilderness. Less hostile than The Tribelands, Mukuarrem is flat plains of long grass, deep blue oceans with white gold beaches and rugged uplands clutching looming mountains.&lt;br /&gt;
&lt;br /&gt;
But this is a facade. The plainlains or Mukarrem are as parched as much of the Old Andashi Empire. The Southern Great Trade Sea is a den of pirates and corsairs. The highlands Mitricasa Rise are a distant pleasantry, attained by days or hard travel. In this unconquered wilderness, the new Andashi strive for greatness. They learn to move with the land like sand through an hourglass, leaving their mark through their travels, but also being marked by the land.&lt;br /&gt;
&lt;br /&gt;
Andashi from Mukarrem tend towards two kinds of folk; Ambitious city dwellers who strive to turn Nazafeza or some other new Mukarrem township into a polity even greater than Obregon. Or tribal nomads, less concerned with the pursuit ofwealth and history than any other Andashi. The nomads of Mukarrem are a unique people, truly rugged folk living a challenging life against the elements. To the point where they were nearly not a part of Andash.&lt;br /&gt;
&lt;br /&gt;
Old Andashi Empire ruins are few and far between in Mukarrem, save for scattered coastal homes of long dead nobility and scattered border holdouts. These ruins were picked clean decades ago and are little more than landmarks and refuge in a storm.&lt;br /&gt;
[[File:Mukarrem2.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Mukarrem as of 225AE&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== The Towns ==&lt;br /&gt;
The coastal capital of Mukarrem, &#039;&#039;&#039;Nazafeza&#039;&#039;&#039; is a small coastal village of less than a thousand inhabitants more commonly seen as a comfortable place for ships to put ashore than a place of great civilisation. Beginning as a stretch of calm beachline protected by a natural breakwater, sailors would pull smaller ships ashore to make use of the wells that could be found on the grounds of the ruined manor up from the beach. Growing from these humble beginnings, Nazafeza has become a respectable settlement still built around the same manor, which has become multiple buildings, including a church of Cervitas, a small garrison and meeting chamber. Surrounding the manor are sites common to every coastal settlement; taverns, markets, boarding houses and artisans of every style.&lt;br /&gt;
&lt;br /&gt;
If you travel north from the Salt Road until the scrubland gives way to the sand of the Tanebar Sea, you may come across a small settlement sheltering in the stout white stone walls of a border fort. &#039;&#039;&#039;Tadribar&#039;&#039;&#039; is a martial place, primarily occupied by warriors training themselves against the land and each other. But also a common stopping place for treasure hunters, explorers and travellers from distant lands. While Tardribar is even smaller than Nazafeza, its deep well allows it to be inhabited year round, and its reputation as a martial school is well regarded.&lt;br /&gt;
&lt;br /&gt;
Weeks travel from Nazafeza, clutching the border with Calandri is the sister shrine to one on the far side of the Andashi territory. &#039;&#039;&#039;The Shrine of Maloza&#039;&#039;&#039; is dedicated to Cervitas, Stallia and Panoply. To the tribesfolk, The ‘Night Shrine’ is a serious place, where groups will come to discuss the future, to right wrongs and to hold funerals. To the travelling Pilgrim it is a place of purity. Far from civilisation, far from wealth, far from truth, you can begin to appreciate the importance of these things.&lt;br /&gt;
&lt;br /&gt;
== The Roads ==&lt;br /&gt;
The only true road in Mukarrem, &#039;&#039;&#039;The Salt Road&#039;&#039;&#039; crosses the region from east to west. Linking up Obregon to Nazafeza and the Great Trade Sea. In the east it was marked with white painted stones which crumbled and gave the road the appearance ofa cracked salt lake. Further in the west it becomes a wide hard packed track that travels in a nearly straight path day after day. Water is sparse and travellers must plan carefully or pray for rain.&lt;br /&gt;
&lt;br /&gt;
== The Lands ==&lt;br /&gt;
&#039;&#039;&#039;The Priado Expanse&#039;&#039;&#039; is Mukarrem. Vast, flat grasslands that stretch onwards as far as the eye can see, suddenly dropping onto a short beach and into the sea. Mostly composed of tall grasses with saw bladed leaves, the Priado Expanse is mostly difficult due to its remoteness. Help is often far away and if you do not know where to find water it can be as dangerous as any desert. The people of the Priado Expanse are Andashi tribes tending to truly immense herds of livestock such as goats and cattle. They wander the plains from water to water avoiding the massive wildfires that sometimes sweep the Expanse.&lt;br /&gt;
&lt;br /&gt;
In the east where the land begins to roll and rise as you get closer to La Calidez mountains, sycamore, date and calitris trees replace the long grasses. This land, known as &#039;&#039;&#039;Mitricasa Rise&#039;&#039;&#039;, is sheltered by the mountains and boasts a cool climate. Peaceful and verdant, were it not for its isolation it would surely boast a larger population. But the loose woods of the Mitricasa do still owe their heritage to the Greenweald, and legends abound of man eating lions, scrub hydras and manticores where the woods meet the mountains.&lt;br /&gt;
&lt;br /&gt;
While not truly part of Mukarrem, &#039;&#039;&#039;The Guardian&#039;&#039;&#039; greatly affects the region. Channeling the Great Trade Sea into the Strait of Aker, The Guardian is a large island, nearly big enough to be a region in its own right. Filled with low shrubland and some palm forested hills, The Guardian is not formally claimed by The Concord. In reality it is a haven for pirates and raiders, being claimed by multiple pirate commodores of the Twin Blade Confederacy over the years. It is said that founding member of the Twin Blade, Captain Ziccario Del’Merde’s ship is sunk in the waters off the Islands Eastern coast.&lt;br /&gt;
&lt;br /&gt;
== The Heights ==&lt;br /&gt;
Forming Andash’s southern border, &#039;&#039;&#039;La Calidez Mountains&#039;&#039;&#039; are the heart of Esterra’s south-western archipelago. Tall and dour, these mountains are prone to deep valleys with hundreds of ancient rivers. Known as La Espada to the Artebazzani, La Calidez is more temperate than their eastern cousins. But little vegetation, dangerous landslides and ornery manticores, lions and hydras make it a less appealing place to settle long term. To the Andashi these mountains form a powerful southern border against the world.&lt;br /&gt;
&lt;br /&gt;
== The Waters ==&lt;br /&gt;
&#039;&#039;&#039;The Southern Great Trade Sea&#039;&#039;&#039; is a broad and deep ocean between Esterra and the twin continents of Domus Imperiis and Bestiae Terra. A difficult ocean to cross directly, most ships travel along the coast of Esterra before breaking west at the edge of Zatiri Zan in the far north, hoping to make landfall near the Scalado Estates after three weeks of open seas. Near Mukarrem the Great Trade Sea is choppy but not stormy, cold, but not freezing and wide, but not empty. Prone to pirate fleets operating from the coast of Old Andash, you are far more likely to be boarded by corsairs than sunk by waves.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Andash]]&lt;br /&gt;
* [[The Tribelands]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Tribelands&amp;diff=4733</id>
		<title>The Tribelands</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Tribelands&amp;diff=4733"/>
		<updated>2026-10-19T04:13:45Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Fixed caption&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Region of [[Andash]]&lt;br /&gt;
&lt;br /&gt;
Once a quiet backwater, a place for the rich and powerful to build fine palaces far away from the bustle of the coast, the Tribelands were abandoned long ago as the Old Andashi Empire fell. The more commercially viable coastline was favoured and the back country that bordered onto the cursed woods of the Greenweald became a haven for bandits, raiders and then nothing.&lt;br /&gt;
&lt;br /&gt;
But in time all things heal. The wandering peoples of Andashi reclaimed the ruins of the forebears and once again people wander the streets of Obregon, plants grow in the shade of Civisello, and travellers venture north to swing in the beautiful waterfalls on the border.&lt;br /&gt;
&lt;br /&gt;
The Tribelands could broadly speaking be divided among three regions, in the South the land is more lively, fed by small streams and rain from the mountains beyond. In the North East the land is rugged and untamed, these thin woods are where the Greenweald fades into scrub and then nothing. In the north west the rolling sands of the Andashi lands sweeps across the horizon, largely made up of the Tanebar sea.&lt;br /&gt;
&lt;br /&gt;
The Tribelands are a place of hope and hardship, of tradition and innovation, of peace and war.&lt;br /&gt;
[[File:NewTribelandsPNG.png|thumb|1100x1100px|&amp;lt;big&amp;gt;&#039;&#039;&#039;Map of The Tribelands as of 225AE&#039;&#039;&#039;&amp;lt;/big&amp;gt;|center]]&lt;br /&gt;
&lt;br /&gt;
== The Towns ==&lt;br /&gt;
&#039;&#039;&#039;Obregon&#039;&#039;&#039; is the largest city in The Tribelands, and acts as the capital of Andash. The second largest city in The Concord, after Lerona Mere, Obregon is a beautiful city of cream-coloured limestone and accented with terracotta clay and beautiful fabrics. The city is patrolled by mercenary Janissary guards serving their tithes and is generally safe across much of its grounds, with the Janissaries acting more as resolvers of disputes and customs officials.&lt;br /&gt;
&lt;br /&gt;
Originally built around the vaunted Andashi School of Gifts, whose spires rise high over the city, Obregon is separated into four districts. The highest district, also known as the School district, is the large flat expanse and highest part of the city, roughly in its centre. Atop these heights one would find the grounds of the school, important government buildings such as the state treasury, the grand library and the council of tribes. The area is beautiful and open with many small parks and fountains.&lt;br /&gt;
&lt;br /&gt;
Below the School District is The Rise, the winding warrens of staircases and alleys that cling to the sides of the plateau. These thin streets are home to a majority of the city&#039;s occupants, who live in small apartments and townhouses with often little room but fine rooftop entertaining spaces.&lt;br /&gt;
&lt;br /&gt;
Below The Rise is The Lower District, the wide expanse of shops, restaurants, barracks and all other manner commerce that makes up at least half of the cities overall size. Here is the land of a thousand goods and a thousand more. A trading hub of artisans, entertainers and merchants, all ringed by the small outer wall of Obregon, some five meters tall and two deep.&lt;br /&gt;
&lt;br /&gt;
Beyond the outer wall is a close knit series of encampments known as the Plaza De Amigos, where the visiting tribal clans rest while visiting the city. Often busy and loud with groups coming and going, the Plaza is certainly wild and lively, with children, livestock and warriors all coming and going.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Civisello&#039;&#039;&#039; is not far from Obregon, and can even be seen with the naked eye from the highest peaks of the School, but travelling there generally takes a day or so on The Wheat Road. Once thought to once be a palatial manor of some noble or another, Civisello was once set alight and much of the stone is still scarred black hundreds of years later.&lt;br /&gt;
&lt;br /&gt;
But Civisello is most well known for its acres upon acres of irrigated farmland. Permanently cut and channeled with stone, what was once a garden larger than any other in Andash fed by carefully curated springs is now hundreds of individual single acre lots, leased seasonally to farmers who would attempt to make profit through their work. The manor itself has become a school of agriculture, with the greatest green minds and thumbs comparing yields and methods year after year. Civisello manages to feed all of Obregon with more food to trade.&lt;br /&gt;
&lt;br /&gt;
Far to the east, within sight of the slice of the Greenweald known as ‘The Gap’, &#039;&#039;&#039;The Shrine of Hafiyan&#039;&#039;&#039; glimmers, not far from the side of the Golden Road. A simple dome ofmarble held aloft by twelve pillars, its original purpose remains unknown. Now the underside of the dome shows a beautiful mural of thousands of tiny stones. It shows the swirling spheres of Lumos, Arcadian and Anarch, with a hole in the ceiling channeling light downwards onto a magnificent smoky quartz during noonday sun. The shrine&#039;s inscription welcoming travellers to Andash and or encouraging those that are leaving to live their lives with bravery, ferocity and truth makes the shrine a common way station. Helped more than a little by its nearby well.&lt;br /&gt;
&lt;br /&gt;
In the northernmost parts of The Tribelands, in the shelter of the sandstone mountains known as Ashlams Ashamalia, &#039;&#039;&#039;Abqala&#039;&#039;&#039; is the most notable encampment of the wandering clans of The Tribelands. Year round it is normal to find at least a few hundred tents clustered by the clear, cold pools of water fed by towering waterfalls. Abqala is a place of trade, of celebration and faith. Here the tribes celebrate marriages, hold councils and give true acknowledgement to the Spheres, which is not always possible while travelling. Those folk who become great heroes or leaders of the Andashi people are sometimes buried within the smooth caves within the rocky foothills, their natural mausoleums sealed with massive stones carved with the occupants&#039; entire life story.&lt;br /&gt;
&lt;br /&gt;
== The Roads ==&lt;br /&gt;
Crossing from Obregon to the Greenweald, &#039;&#039;&#039;The Golden Road&#039;&#039;&#039; is the most commonly travelled road for visitors to Andash, often travelling to Obregon for trade. Cobbled from the Shrine of Hafiyan till the streets of Obregon, it is an easy road to travel with wells becoming more common the closer you get to the city.&lt;br /&gt;
&lt;br /&gt;
Crawling South-East from Obregon is the busy &#039;&#039;&#039;Wheat Road&#039;&#039;&#039;. This cobbled road leads from Obregon, through the cracked stone canyons and up into the carefully maintained farmland and expanses of Civisello. The route is often busy with trade goods and wanderers, it is uncommon to ever camp alone along The Wheat Road.&lt;br /&gt;
&lt;br /&gt;
Compared to the other main tributaries of travel in The Tribelands, The Salt Road is a harsher experience. Originally marked with white stones by the old empire, the road still has a dry, cracked facade, not unlike a dry salt lake. The road stretches onwards for days and days of travel, all the way to Nazafeza and the great trade sea in the far west. A difficult road to travel, it requires careful management of water, food and sun.&lt;br /&gt;
&lt;br /&gt;
== The Lands ==&lt;br /&gt;
&#039;&#039;&#039;The Crescent&#039;&#039;&#039; is a fertile, cool section of plains south of The Golden Road and East of Civisello, stretching up to the base of the distant mountains (known as La Espada mountains to the Artebazzani and La Calidez to the Andashi). A generally calm place, the Crescent is a place of tribal wealth, with the nomads who reside here having little to contend with aside from the occasional hunting creature of The Gap and bandits along The Golden Road.&lt;br /&gt;
&lt;br /&gt;
To the North-East of The Golden Road lies &#039;&#039;&#039;The True Wilds&#039;&#039;&#039;. A strange oddity in the world, The True Wilds were too far east and too close to the Greenweald to have gathered much attention from the old Andashi Empire. Likewise, it was outside the eaves of the Weald to draw the attention of the Baronies and the predecessors. As such the True Wilds have remained without the greater touch of civilisation for hundreds of years. It is a place of wild beasts such as Andashi lions and even worse from the eaves of the Greenweald. With no water save for precious natural springs and small lakes. It is a raggedy scrubland unheard of elsewhere in The Concord.&lt;br /&gt;
&lt;br /&gt;
== The Waters ==&lt;br /&gt;
As mighty as any ocean of water and salt, &#039;&#039;&#039;The Tanebar Sea&#039;&#039;&#039; stretches on for hundreds of horizons North and West of The Tribelands. A rolling arid desert whose rolling dues bury and reveal lost ruins with tides of wind. Wandered only by treasure hunters, hunting insects and worse, the Tanebar Sea is an incredibly dangerous place to take lightly, but may just hold the future of Andash, buried in the past.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Andash]]&lt;br /&gt;
* [[Mukarrem]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Tribelands&amp;diff=4732</id>
		<title>The Tribelands</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Tribelands&amp;diff=4732"/>
		<updated>2026-10-19T04:12:11Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated with links to realm page and other regions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Region of [[Andash]]&lt;br /&gt;
&lt;br /&gt;
Once a quiet backwater, a place for the rich and powerful to build fine palaces far away from the bustle of the coast, the Tribelands were abandoned long ago as the Old Andashi Empire fell. The more commercially viable coastline was favoured and the back country that bordered onto the cursed woods of the Greenweald became a haven for bandits, raiders and then nothing.&lt;br /&gt;
&lt;br /&gt;
But in time all things heal. The wandering peoples of Andashi reclaimed the ruins of the forebears and once again people wander the streets of Obregon, plants grow in the shade of Civisello, and travellers venture north to swing in the beautiful waterfalls on the border.&lt;br /&gt;
&lt;br /&gt;
The Tribelands could broadly speaking be divided among three regions, in the South the land is more lively, fed by small streams and rain from the mountains beyond. In the North East the land is rugged and untamed, these thin woods are where the Greenweald fades into scrub and then nothing. In the north west the rolling sands of the Andashi lands sweeps across the horizon, largely made up of the Tanebar sea.&lt;br /&gt;
&lt;br /&gt;
The Tribelands are a place of hope and hardship, of tradition and innovation, of peace and war.&lt;br /&gt;
[[File:NewTribelandsPNG.png|thumb|1100x1100px|&amp;lt;big&amp;gt;&#039;&#039;&#039;The Tribelands in 225AE&#039;&#039;&#039;&amp;lt;/big&amp;gt;|center]]&lt;br /&gt;
&lt;br /&gt;
== The Towns ==&lt;br /&gt;
&#039;&#039;&#039;Obregon&#039;&#039;&#039; is the largest city in The Tribelands, and acts as the capital of Andash. The second largest city in The Concord, after Lerona Mere, Obregon is a beautiful city of cream-coloured limestone and accented with terracotta clay and beautiful fabrics. The city is patrolled by mercenary Janissary guards serving their tithes and is generally safe across much of its grounds, with the Janissaries acting more as resolvers of disputes and customs officials.&lt;br /&gt;
&lt;br /&gt;
Originally built around the vaunted Andashi School of Gifts, whose spires rise high over the city, Obregon is separated into four districts. The highest district, also known as the School district, is the large flat expanse and highest part of the city, roughly in its centre. Atop these heights one would find the grounds of the school, important government buildings such as the state treasury, the grand library and the council of tribes. The area is beautiful and open with many small parks and fountains.&lt;br /&gt;
&lt;br /&gt;
Below the School District is The Rise, the winding warrens of staircases and alleys that cling to the sides of the plateau. These thin streets are home to a majority of the city&#039;s occupants, who live in small apartments and townhouses with often little room but fine rooftop entertaining spaces.&lt;br /&gt;
&lt;br /&gt;
Below The Rise is The Lower District, the wide expanse of shops, restaurants, barracks and all other manner commerce that makes up at least half of the cities overall size. Here is the land of a thousand goods and a thousand more. A trading hub of artisans, entertainers and merchants, all ringed by the small outer wall of Obregon, some five meters tall and two deep.&lt;br /&gt;
&lt;br /&gt;
Beyond the outer wall is a close knit series of encampments known as the Plaza De Amigos, where the visiting tribal clans rest while visiting the city. Often busy and loud with groups coming and going, the Plaza is certainly wild and lively, with children, livestock and warriors all coming and going.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Civisello&#039;&#039;&#039; is not far from Obregon, and can even be seen with the naked eye from the highest peaks of the School, but travelling there generally takes a day or so on The Wheat Road. Once thought to once be a palatial manor of some noble or another, Civisello was once set alight and much of the stone is still scarred black hundreds of years later.&lt;br /&gt;
&lt;br /&gt;
But Civisello is most well known for its acres upon acres of irrigated farmland. Permanently cut and channeled with stone, what was once a garden larger than any other in Andash fed by carefully curated springs is now hundreds of individual single acre lots, leased seasonally to farmers who would attempt to make profit through their work. The manor itself has become a school of agriculture, with the greatest green minds and thumbs comparing yields and methods year after year. Civisello manages to feed all of Obregon with more food to trade.&lt;br /&gt;
&lt;br /&gt;
Far to the east, within sight of the slice of the Greenweald known as ‘The Gap’, &#039;&#039;&#039;The Shrine of Hafiyan&#039;&#039;&#039; glimmers, not far from the side of the Golden Road. A simple dome ofmarble held aloft by twelve pillars, its original purpose remains unknown. Now the underside of the dome shows a beautiful mural of thousands of tiny stones. It shows the swirling spheres of Lumos, Arcadian and Anarch, with a hole in the ceiling channeling light downwards onto a magnificent smoky quartz during noonday sun. The shrine&#039;s inscription welcoming travellers to Andash and or encouraging those that are leaving to live their lives with bravery, ferocity and truth makes the shrine a common way station. Helped more than a little by its nearby well.&lt;br /&gt;
&lt;br /&gt;
In the northernmost parts of The Tribelands, in the shelter of the sandstone mountains known as Ashlams Ashamalia, &#039;&#039;&#039;Abqala&#039;&#039;&#039; is the most notable encampment of the wandering clans of The Tribelands. Year round it is normal to find at least a few hundred tents clustered by the clear, cold pools of water fed by towering waterfalls. Abqala is a place of trade, of celebration and faith. Here the tribes celebrate marriages, hold councils and give true acknowledgement to the Spheres, which is not always possible while travelling. Those folk who become great heroes or leaders of the Andashi people are sometimes buried within the smooth caves within the rocky foothills, their natural mausoleums sealed with massive stones carved with the occupants&#039; entire life story.&lt;br /&gt;
&lt;br /&gt;
== The Roads ==&lt;br /&gt;
Crossing from Obregon to the Greenweald, &#039;&#039;&#039;The Golden Road&#039;&#039;&#039; is the most commonly travelled road for visitors to Andash, often travelling to Obregon for trade. Cobbled from the Shrine of Hafiyan till the streets of Obregon, it is an easy road to travel with wells becoming more common the closer you get to the city.&lt;br /&gt;
&lt;br /&gt;
Crawling South-East from Obregon is the busy &#039;&#039;&#039;Wheat Road&#039;&#039;&#039;. This cobbled road leads from Obregon, through the cracked stone canyons and up into the carefully maintained farmland and expanses of Civisello. The route is often busy with trade goods and wanderers, it is uncommon to ever camp alone along The Wheat Road.&lt;br /&gt;
&lt;br /&gt;
Compared to the other main tributaries of travel in The Tribelands, The Salt Road is a harsher experience. Originally marked with white stones by the old empire, the road still has a dry, cracked facade, not unlike a dry salt lake. The road stretches onwards for days and days of travel, all the way to Nazafeza and the great trade sea in the far west. A difficult road to travel, it requires careful management of water, food and sun.&lt;br /&gt;
&lt;br /&gt;
== The Lands ==&lt;br /&gt;
&#039;&#039;&#039;The Crescent&#039;&#039;&#039; is a fertile, cool section of plains south of The Golden Road and East of Civisello, stretching up to the base of the distant mountains (known as La Espada mountains to the Artebazzani and La Calidez to the Andashi). A generally calm place, the Crescent is a place of tribal wealth, with the nomads who reside here having little to contend with aside from the occasional hunting creature of The Gap and bandits along The Golden Road.&lt;br /&gt;
&lt;br /&gt;
To the North-East of The Golden Road lies &#039;&#039;&#039;The True Wilds&#039;&#039;&#039;. A strange oddity in the world, The True Wilds were too far east and too close to the Greenweald to have gathered much attention from the old Andashi Empire. Likewise, it was outside the eaves of the Weald to draw the attention of the Baronies and the predecessors. As such the True Wilds have remained without the greater touch of civilisation for hundreds of years. It is a place of wild beasts such as Andashi lions and even worse from the eaves of the Greenweald. With no water save for precious natural springs and small lakes. It is a raggedy scrubland unheard of elsewhere in The Concord.&lt;br /&gt;
&lt;br /&gt;
== The Waters ==&lt;br /&gt;
As mighty as any ocean of water and salt, &#039;&#039;&#039;The Tanebar Sea&#039;&#039;&#039; stretches on for hundreds of horizons North and West of The Tribelands. A rolling arid desert whose rolling dues bury and reveal lost ruins with tides of wind. Wandered only by treasure hunters, hunting insects and worse, the Tanebar Sea is an incredibly dangerous place to take lightly, but may just hold the future of Andash, buried in the past.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Andash]]&lt;br /&gt;
* [[Mukarrem]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Map_of_Esterra&amp;diff=4731</id>
		<title>Map of Esterra</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Map_of_Esterra&amp;diff=4731"/>
		<updated>2026-10-19T02:31:27Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Added King&amp;#039;s Pass to Maps of the Iron Valley. Improved formatting and consistency between maps, linked back to the more expansive region information pages. More work to be done updated some of the maps and some regional pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Maps of Southern Esterra ==&lt;br /&gt;
[https://www.worldanvil.com/uploads/images/6e49dba6697b55dc37127221dc88fdc2.jpg External Link to World Map (Its BIG)]&lt;br /&gt;
[[File:ConcordMap.jpg|center|thumb|1100x1100px|&amp;lt;big&amp;gt;&#039;&#039;&#039;Map of Southern Esterra, showing known National &amp;amp; Realmic control of Regions.&#039;&#039;&#039;&amp;lt;/big&amp;gt;]]&lt;br /&gt;
[[File:Map5LabelsRedone.jpg|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Strategic Map of Southern Esterra, showing Territory borders and dominant Terrain type.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
== Maps of Concordian Regions ==&lt;br /&gt;
&lt;br /&gt;
=== Maps of Andash ===&lt;br /&gt;
[[File:NewTribelandsPNG.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[The Tribelands]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:Mukarrem2.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Mukarrem]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Maps of Lerona Mere ===&lt;br /&gt;
[[File:LeronaMereNew1.png|center|thumb|1100x1100px|&amp;lt;big&amp;gt;&#039;&#039;&#039;Map of [[Lerona Mere (The Region)|Lerona Mere]] as of 225AE.&#039;&#039;&#039;&amp;lt;/big&amp;gt;]]&lt;br /&gt;
[[File:MancanteTerraJPG2.png|center|thumb|1601x1601px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Mancante Terra]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Map of the Greenweald Baronies ===&lt;br /&gt;
[[File:ResinderholzNew1.png|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Resinderholz]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;|center]]&lt;br /&gt;
&lt;br /&gt;
=== Maps of the Iron Valley ===&lt;br /&gt;
[[File:Bolsterlee3.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Bolsterlee]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:WindholmeNew1.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Windholme]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:KingsPassPNG.png|center|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[King’s Pass|King&#039;s Pass]] as of 226AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
=== Map of the Kingdom of Bordevar ===&lt;br /&gt;
[[File:Weilandnew1.png|thumb|1100x1100px|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of [[Weiland]] as of 225AE.&amp;lt;/big&amp;gt;&#039;&#039;&#039;|center]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=List_of_Known_Magical_Spells&amp;diff=4730</id>
		<title>List of Known Magical Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=List_of_Known_Magical_Spells&amp;diff=4730"/>
		<updated>2026-10-18T08:02:35Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Removed sortability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Spellcasting|Spellcasting Home Page]]&lt;br /&gt;
&lt;br /&gt;
== Support Spells ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Support spells cost one mana to cast.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Support spells all require 30 seconds of appropriate roleplay to cast. This must be audible. During this time you must be in contact with your target and neither of you may engage in combat.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Support spells may be Swift Cast, reducing the casting time to 5 seconds and raising the cost to two mana.&#039;&#039;&#039;&lt;br /&gt;
** You may elect to complete a standard cast at any point by upgrading it to a swift cast.&lt;br /&gt;
* &#039;&#039;&#039;Support spells may not be cast upon yourself or on an unwilling target.&#039;&#039;&#039;&lt;br /&gt;
** Directing mana inwards towards the source is incredibly dangerous.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Channel Waystone&lt;br /&gt;
|You channel the immense power of a Waystone to open a portal to wherever the Conflux on the other side has been channeled. This spell allows a few flexible functions:&lt;br /&gt;
&#039;&#039;Access the Shardcircle:&#039;&#039; By channelling the Shardcircle Waystone a Magi can allow themselves entry into the Shardcircle for a few days. This is the only way to enter the Shardcircle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Activate Waystone:&#039;&#039; As a Conflux approaches, a Magi must use the Channel Waystone skill to create a portal, allowing people to travel to the far side. A short roleplay after this point will reveal to any caster how much time remains before the portal begins to close.&lt;br /&gt;
|-&lt;br /&gt;
|Detect Magic&lt;br /&gt;
|Casting detect magic allows a mage to open an Arcane Wound card and know its cure.&lt;br /&gt;
|-&lt;br /&gt;
|Deadspeaker&lt;br /&gt;
|You channel arcane power, forcing a spirit that has not fully left a body to speak to you.&lt;br /&gt;
This spell may only be cast upon a corpse that is still being physrepped, allowing the spirit of the dead to speak and see, but nothing else. The spirit is not forced to tell the truth or even speak and as it has not traversed the realms of the dead, it cannot reveal the nature of the afterlife.&lt;br /&gt;
&lt;br /&gt;
The spell ends after 10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Empower&lt;br /&gt;
|You channel magical power to energise an ally. The target gains one temporary Energy which must be spent in the next ten minutes. An individual can only be under the effects one Empower spell at a time.&lt;br /&gt;
Empower costs no additional Mana to Swift Cast.&lt;br /&gt;
|-&lt;br /&gt;
|Heal&lt;br /&gt;
|You heal damage inflicted upon your allies. You heal a target for three hit points. These may not exceed their normal amount. This may bring them out of bleedout.&lt;br /&gt;
|-&lt;br /&gt;
|Mend Limb&lt;br /&gt;
|You reknit a damaged limb that has been made useless by the ‘Fracture’ call, allowing it to be used again.&lt;br /&gt;
|-&lt;br /&gt;
|Purify&lt;br /&gt;
|You flush poisons and contaminants from the target, freeing them of the ‘Venom’ call.&lt;br /&gt;
|-&lt;br /&gt;
|Reforge&lt;br /&gt;
|You use arcane power to reforge a weapon or shield that has been broken by the ‘Break’ call, returning it to usefulness.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====== Game Design Note: Deadspeaker ======&lt;br /&gt;
The primary use of the Deadspeaker spell is to allow characters who missed the death of another player character the chance to have a moment of roleplay with that player before they move on.&lt;br /&gt;
&lt;br /&gt;
Similar to the intent behind Terminal, Deadspeaker should be used for final moments of emotive roleplay rather than an extended last day. As such, the spell can only be cast once on any given deceased character. Notably, the character can see and speak but is unable to move their body unassisted in any way.&lt;br /&gt;
&lt;br /&gt;
Due to the logistical difficulties involved in briefing the number of people required, Deadspeaker will never function when cast on a Rank &amp;amp; File NPC. Deadspeaker may be used on notable NPCs where a Storyteller has given consent to do so, and is available to assist during the scene.&lt;br /&gt;
&lt;br /&gt;
== Combat Spells ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Combat spells cost one mana to cast.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Combat spells require five seconds of appropriate and obvious roleplay. This must be audible.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Combat spells are delivered by a thrown spell packet or by a polearm if you have the Battlemage skill.&#039;&#039;&#039;&lt;br /&gt;
** This strike need not be one that deals damage. It must only touch the target, including their costume, weapon or shield.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|Damage&lt;br /&gt;
|You use your magic to blast the enemy with power. Strike them and call Damage 3&lt;br /&gt;
|-&lt;br /&gt;
|Fear&lt;br /&gt;
|You use your magic to fill the enemy with horrifying visions. Strike them and call Fear.&lt;br /&gt;
|-&lt;br /&gt;
|[[Magic Fire]]&lt;br /&gt;
|You summon arcane flames to scorch your foe. Strike them and call Magic Fire.&lt;br /&gt;
|-&lt;br /&gt;
|Knockback&lt;br /&gt;
|You use your magic to throw your enemy back and to the ground. Strike them and call Knockback.&lt;br /&gt;
|-&lt;br /&gt;
|Shackle&lt;br /&gt;
|You use magic to bind your foe in place. Strike them and call Shackle.&lt;br /&gt;
|-&lt;br /&gt;
|Silence&lt;br /&gt;
|You use magic to rob your foe of their voice. Strike them and call Silence.&lt;br /&gt;
|-&lt;br /&gt;
|Stun&lt;br /&gt;
|You use your magic to freeze your foe in place. Strike them and call Stun.&lt;br /&gt;
|-&lt;br /&gt;
|Venom&lt;br /&gt;
|You use magic to poison your foe. Strike them and call Venom.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Recall ==&lt;br /&gt;
&lt;br /&gt;
* Recall is no longer a support spell, but rather a miscellaneous spell with its own rules. As such, it has its own section! Hooray!&lt;br /&gt;
* Recall has a casting time of 5 seconds with standard casting rules like a combat spell (Walking pace, one free hand, obvious roleplay, not engaging in combat). &lt;br /&gt;
* At the end of the 5 seconds, the caster calls ‘Check’.&lt;br /&gt;
* A marshall will then attend to the situation (as per check), the caster will tell then tell the marshall who they are recalling. &lt;br /&gt;
* The caster can only take a total of 3 people with them during a recall. One MUST be themselves, every time, for a cost of 1 Mana. An additional 2 people may be taken, so long as they are within arms length of the caster and at a cost of an additional 1 Mana per person. &lt;br /&gt;
* Each character must consent to being recalled. They are not recalled if they do not consent, and as such are not counted for the mana total. &lt;br /&gt;
* With the marshall’s confirmation, those characters return to the Conflux Portal out of character and will be taken back to the waystone by a marshall. &lt;br /&gt;
* Recall may not be cast outside of a Conflux.&lt;br /&gt;
* Recall may not be cast on someone who has not entered the Conflux via the Portal.&lt;br /&gt;
[[Category:Spellcasting]]&lt;br /&gt;
[[Category:Spells]]&lt;br /&gt;
[[Category:Combat]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Abilities]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4729</id>
		<title>Artisan Crafts</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4729"/>
		<updated>2026-10-18T07:40:50Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Testing sticky header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Artisan]] and [[Magic Items]]&lt;br /&gt;
&lt;br /&gt;
== Journeyman Items ==&lt;br /&gt;
These do not require any resources to create, the Artisan only needs to know the its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Journeyman items last &#039;&#039;&#039;two events&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte&#039;s Assistant]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Artisans Oil]]&lt;br /&gt;
|A character with the Artisan skill can roleplay applying the oil to a shield or weapon affected by the Break call, after which the Artisans oil is consumed but the item is returned to normal function. This roleplay must take a minimum of 30 seconds. &lt;br /&gt;
The roleplay is interrupted if you or the item are struck or if you engage in combat or move faster than a walking pace. The oil is not consumed in this circumstance but the roleplay must begin again.&lt;br /&gt;
&lt;br /&gt;
Artisan&#039;s oil is unique in requiring far less time to produce than other Artisan Crafts. An artisan may create a single use of Artisan&#039;s Oil by bringing two different measures of Artisan Resources (Blacksap, Hartswood, Beastbone, Shimmering Scale, Essencite, Sun’s Iron, Forgesteel or Bloodglass) to the Exchange.&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleplate]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonebreaker]]&lt;br /&gt;
|You may spend one energy to call Fracture or Knockback with this weapon.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Boulders Staff]]&lt;br /&gt;
|You may cast the Stun spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Clerics Mace]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystalhunger Robes]]&lt;br /&gt;
|Once per day, when you consume a piece of crystal mana, it restores three personal mana rather than one.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Icon]]&lt;br /&gt;
|Allows band members to recall eachother when they are in bleedout but causes the terminal effect. This allows corpses to be retrieved if hope is lost.&lt;br /&gt;
|Concordia: Icon&lt;br /&gt;
|-&lt;br /&gt;
|[[Druids Crook]]&lt;br /&gt;
|You may cast the Shackle spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Guards Watcher]]&lt;br /&gt;
|You may spend one energy to call Knockback or Shackle with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Greatweapon of the Old Ways]]&lt;br /&gt;
|This weapon may not be used to deliver the Knockback effect. Instead, while wielding the weapon in two hands you may strike a shield and call ‘Magic Damage 3’. Expend one energy. As this strike can only affect a shield, please inform the target if you miss.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Linebreakers Staff]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Marauder&#039;s Warcoat|Marauders Warcoat]]&lt;br /&gt;
|While wearing this armour you may spend one energy to call Fracture with Polearms, Greatweapons or One Handed Weapons.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Medics Gambeson]]&lt;br /&gt;
|You may offer first aid to characters who are bleeding out. While doing so the characters bleedout time is paused. This requires two hands, your full attention, appropriate roleplay and being stationary.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|-&lt;br /&gt;
|[[Mountebanks Surprise]]&lt;br /&gt;
|Once per day when you cast the Empower spell on a target you are also affected by the empower spell.&lt;br /&gt;
|Weapon Pair: Short Weapon and One Handed Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Reforging Gavel]]&lt;br /&gt;
|You may cast or swift cast the Reforge spell as if you knew it.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[Saga of the Lost]]&lt;br /&gt;
|A member of this sect will never become a conscious undead. If their spirit is called upon after their death they will be calm and aware of their circumstances. Members of this sect may roleplay stoic silence rather than pain while in the terminal state.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|-&lt;br /&gt;
|[[Serpent&#039;s Tail]]&lt;br /&gt;
|You may cast the Venom spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Setting Blade]]&lt;br /&gt;
|You may cast or swift cast the Mend Limb spell as if you knew it.&lt;br /&gt;
|Weapon Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Standard of the Brave]]&lt;br /&gt;
|Once per day, each member of the band who is attuned to a fragment of this Concordia may call ‘immune’ to a Fear effect that targets them.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|-&lt;br /&gt;
|[[Strikers Hand]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Tacticians Demand]]&lt;br /&gt;
|You may cast the Empower spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Torment’s Blade]]&lt;br /&gt;
|You may cast the Fear spell as if you knew it.&lt;br /&gt;
|Weapon: Short weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thieves Good Hand]]&lt;br /&gt;
|You may cast the Silence spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Warmages Blessing]]&lt;br /&gt;
|You gain one additional hitpoint. This item requires the Battlemage skill.&lt;br /&gt;
|Talisman: Battlemages Circlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expert Items ==&lt;br /&gt;
Expert Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Expert items last &#039;&#039;&#039;three events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resources are as follows:&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartswood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
!| Hw&lt;br /&gt;
!| Bb&lt;br /&gt;
!| Bs&lt;br /&gt;
!| Sh&lt;br /&gt;
!&lt;br /&gt;
!| Fs&lt;br /&gt;
!| SI&lt;br /&gt;
!| Bg&lt;br /&gt;
!| Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Reliquary]]&lt;br /&gt;
|Members of a Sect may transfer mana to each other.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Penknife]]&lt;br /&gt;
|You gain one additional personal mana.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarians Brutalizer]]&lt;br /&gt;
|You may call Fracture or Knockback with this weapon. Alternatively you may call &amp;quot;Magic Damage 3&amp;quot; when striking a shield.&lt;br /&gt;
|Weapon: Greatweapon&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Control]]&lt;br /&gt;
|Twice per day you may cast the Silence spell for no mana. You must already know the Silence Spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Force]]&lt;br /&gt;
|Twice per day you may cast the Knockback spell for no mana. You must already know the Knockback spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bending Reed Blades]]&lt;br /&gt;
|You may call Fracture or Shackle with these weapons.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Blazesap Striker]]&lt;br /&gt;
|While bonded to a character with a Naval Investment, if that investment takes the ‘Support the Fleet’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodslick Banner]]&lt;br /&gt;
|Allows band members to heal each other, at the cost of hit points.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Comrades Knife]]&lt;br /&gt;
|Whenever you cast or swift cast the Heal spell, you gain one hit point.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Conqueror&#039;s Halberd]]&lt;br /&gt;
|You may call Shackle or Fracture with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Daphne&#039;s Deathwhistle]]&lt;br /&gt;
|While bonded to a character with a Military Investment, if that investment takes the ‘Support the Army’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Dawns Pestle]]&lt;br /&gt;
|When preparing potions you may spend two Beggars Root as one Rackoric or two Rackoric as one Beggars Root. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Desperate Times]]&lt;br /&gt;
|Once per day you may call Venom with this weapon for no energy or mana cost. You are also affected by Venom when you use this ability.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldermere Charm]]&lt;br /&gt;
|Your farm investment cannot become damaged unless it is particularly targeted, it takes a special action, or it acts as another kind of investment. In addition this investment grants either 4 Hartswood or 4 Beastbone as if it had diversified, without the reduction in keys&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalists Garb]]&lt;br /&gt;
|This armour does not inhibit the casting of spells by a mage, as if they had the Battlemage skill.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Enduring Shield]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this shield has no additional effect.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape Route]]&lt;br /&gt;
|Once per day you may cast the Shackle spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eves Mortar]]&lt;br /&gt;
|When preparing potions you may spend two Green Sunleaf as one Stonestem or two Stonestem as one Green Sunleaf. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flameborn Dagger]]&lt;br /&gt;
|You may cast the Damage spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray Wizards Robe]]&lt;br /&gt;
|You gain one additional hitpoint. Requires the Magus skill.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian Mage Staff]]&lt;br /&gt;
|Twice per day, you may cast the Stun spell as if you knew it, for no mana. You are immune to the Magic Stun effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Magehunters Call]]&lt;br /&gt;
|Once per day you may cast the Silence spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Legion Standard]]&lt;br /&gt;
|Grants members of the band two additional personal mana.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Manticore Hide Armour]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Hide Armour]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this armour has no additional effect.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Opportunists Call]]&lt;br /&gt;
|Once per day you may call Fracture with no energy cost.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Phial of the Sun]]&lt;br /&gt;
|Once per day when using the Surgeon skill you may decant some liquid from this phial and use it as if it were one herb of your choice. This may not be used for the crafting of potions.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Prime Hunters Bow]]&lt;br /&gt;
|You gain one level of Divine Lore: Arcadian, but no masteries or votes.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifying Scalpel]]&lt;br /&gt;
|When you cast (but not swift cast) the Heal spell, you may also remove the Venom effect from the target.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Rootwarder]]&lt;br /&gt;
|Twice per day, you may cast the Shackle spell as if you knew it, for no mana. You are immune to the Magic Shackle effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpions Barb]]&lt;br /&gt;
|Twice per day, you may cast the Venom spell as if you knew it, for no mana. You are immune to the Magic Venom effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scouts Bow]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this bow has no additional effect.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skirmishers Aketon]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Banner]]&lt;br /&gt;
|Grants band members abilities to resist common monstrous strikes and to strike back just as hard.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivors Platemail]]&lt;br /&gt;
|You may ignore the roleplay effects of a single traumatic wound until the end of the battle.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Tail of the Beast]]&lt;br /&gt;
|You may spend one energy to make the Shackle or Venom call with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderous Awe]]&lt;br /&gt;
|Once per day you may cast the Stun spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Treacheries Kiss]]&lt;br /&gt;
|Once per day you may cast the Venom spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbroken Chain]]&lt;br /&gt;
|Provides a Graver character wearing it an additional rank of Divine Lore: Cervitas but no masteries or votes.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarers Pyx]]&lt;br /&gt;
|Once per day, when the sect that is bonded to this reliquary is performing a ceremony, its magnitude is reduced by two.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Windborn]]&lt;br /&gt;
|Once per day you may cast the Knockback spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Masterwork Items ==&lt;br /&gt;
Masterwork Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Masterwork items last &#039;&#039;&#039;four events.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
!| Hw&lt;br /&gt;
!| Bb&lt;br /&gt;
!| Bs&lt;br /&gt;
!| Sh&lt;br /&gt;
!&lt;br /&gt;
!| Fs&lt;br /&gt;
!| SI&lt;br /&gt;
!| Bg&lt;br /&gt;
!| Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Shears]]&lt;br /&gt;
|Twice per day you may use this item to cut a bond connecting a magical item to an individual. You may only use this item if you have the Artisan skill.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Arch Priests Blade]]&lt;br /&gt;
|As long as you know any of the Heal, Purify or Mend Limb spells, Twice per day you may cast the Heal, Purify and Mend Limb spells simultaneously for a cost of one mana or two mana if swift cast.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage&#039;s Staff]]&lt;br /&gt;
|Twice per day you may cast, or where appropriate swift cast, any spell you know for no mana cost.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Armsman&#039;s Amulet]]&lt;br /&gt;
|You gain the Weaponmaster skill&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Artebazzani Artifact]]&lt;br /&gt;
|Once per day, your sect may join with another sect to perform a ceremony together. While your sects may perform the ceremony together they are still treated as separate sects for all other purposes. Your Sect does not gain the benefit of the Sects reliquaries, if any.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Avalanche]]&lt;br /&gt;
|You may spend one energy to call either Break or use the Mighty Blow effect with this weapon.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barons Blessed Cairn]]&lt;br /&gt;
|Up to two times per day, when your sect targets a Herb Garden, Wilderness, Farm, Mine, or Business with a ceremony which increases its resource output, you may choose another investment of the same type in the same or an adjacent region to also receive the effects of that ceremony&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlehealers Coat]]&lt;br /&gt;
|When you cast or swift cast the Heal, Purify or Mend Limb spells you regain one hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Beggars Key]]&lt;br /&gt;
|Twice per day after thirty seconds of roleplay you may open a portal as you had used the Channel Waystone spell. You may use this power if you are wearing armour.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodcloak]]&lt;br /&gt;
|Three times per day when you use the Surgeon skill you can roleplay drawing some of your own blood and using it in place of a herb of your choice. Thies does not damage you or affect your hitpoints.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracelet of the Young Ward]]&lt;br /&gt;
|You gain the Bulwark skill.&lt;br /&gt;
|Talisman: Jewelery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandts Blade]]&lt;br /&gt;
|You may spend one energy to call Silence with this weapon on a strike that would deal damage. When you use this effect you are also affected by Silence.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Celebrants Chain]]&lt;br /&gt;
|Twice per Summit you may perform the &#039;Enlightened Ceremony&#039; ceremony for two magnitude. &lt;br /&gt;
This item requires the character bonded to it have at least Divine Lore 2 Lumos.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonhide Plate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Duelists Obstinate Ally]]&lt;br /&gt;
|When you spend one energy you regain one hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemasters Shield]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this Shield. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgesteel Armour]]&lt;br /&gt;
|You may spend one energy to ignore a Fracture call.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardians Banner]]&lt;br /&gt;
|Members of the band bonded to this Concordia may use it to recall out of battle.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Harness of Heartiness]]&lt;br /&gt;
|After five seconds of roleplaying that includes a loud invocation of cleansing, you may spend one energy to remove the Venom condition from yourself. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunters Ark]]&lt;br /&gt;
|Members of this sect who are performing an Arcadian ceremony may use Beastbone instead of Crystal Mana. Every two measures of Beastbone count as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminating Forge]]&lt;br /&gt;
|Members of this sect who are performing a Lumos ceremony may use Sun’s Iron instead of crystal mana. Every two measures of Sun’s Iron counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Immortals Shield]]&lt;br /&gt;
|You gain the Unstoppable and Deathless skills.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Azime]]&lt;br /&gt;
|Once per day, the bearer of a Lantern of Azime may cast ‘Arc Purify’ as |One per day, you may cast ‘Arc Purify’ as if you knew the spell. Doing so requires a full 30 second cast, but costs no mana. The caster must follow all other spellcasting rules. This spell does not require a specific target.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Unseen Ember]]&lt;br /&gt;
|Once per day, the user may cast Magic Fire as ‘Arc’ through this Item. &lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaires Commandment]]&lt;br /&gt;
|When your Sect completes a ceremony that targets characters who are all members of a single band, the ceremony may also target members of a different band that are from the same Realm.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich Paragon’s Robe]]&lt;br /&gt;
|You gain the Deathless skill and are immune to the &#039;Silence&#039; effect.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Matched Thunderbolts]]&lt;br /&gt;
|If you strike a shield or individual with both weapons at once, you may spend one energy and call knockback.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mundane Forcebarrier]]&lt;br /&gt;
|You gain two additional personal mana and one additional hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Opened Eye]]&lt;br /&gt;
|Twice per day you may cast the Fear spell for no mana. You must know the Fear spell to use this effect.&lt;br /&gt;
|Weapon: Stave&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Pathfinders Gambit]]&lt;br /&gt;
|Once per day, a character bonded to this item may swift cast a [[Winds of the World - Summer 222#Bam and the Mage is Gone|modified version of the Recall spell]].&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Philosophers Charm]]&lt;br /&gt;
|Once per day, a character bonded to this item may transmute X amount of minerals into any one other mineral. In this circumstance X equals the amount of mana being expended. This requires thirty seconds of roleplay and the presence of a Civil Servant.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Pugilists Charm]]&lt;br /&gt;
|You may spend one energy to restore a limb affected by the Fracture call. This requires five seconds of roleplay that is interrupted upon receiving a strike to you or your target.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancers Staff]]&lt;br /&gt;
|Twice per day you may cast the Damage spell for no mana. You may spend one Mana to ignore a Magic Damage effect. You must know the Damage spell to use these effects.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe of the Saviour]]&lt;br /&gt;
|Twice per day when you cast or swift cast the Heal spell you may do so without spending mana.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Seer]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Armour: Robe&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Runeplate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sargents Fist]]&lt;br /&gt;
|You gain two additional energy.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Seers Knife]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Shattering Stone]]&lt;br /&gt;
|Members of this sect who are performing an Anarch ceremony may use Bloodglass instead of crystal mana. Every two measures of Bloodglass counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Blade]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Smiths Polearm]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this weapon. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers Hauberk]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Squires Mail]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of Peace]]&lt;br /&gt;
|You may cast the Heal, Mend Limb and Purify spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of War]]&lt;br /&gt;
|You may cast the Knockback, Stun, Damage and Venom spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlit Pool]]&lt;br /&gt;
|Members of this sect who are performing a Stallia ceremony may use Black Sap instead of crystal mana. Every two measures of Black Sap counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel Pillar]]&lt;br /&gt;
|Members of this sect who are performing a Cervitas ceremony may use Forgesteel instead of crystal mana. Every two measures of Forgesteel counts as one crystal mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Warfletcher]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Warlocks Longknives]]&lt;br /&gt;
|You may either expend one energy to regain one personal mana or expend three personal mana to regain one energy.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Warriors Right Hand]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighted Scales]]&lt;br /&gt;
|Members of this sect who are performing a Panoply ceremony may use Shimmering Scales instead of crystal mana. Every two measures of Shimmering Scales counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolverines Bite]]&lt;br /&gt;
|Twice per day when you use Fracture you may strike two targets instead of one for no additional cost. You have only 10 seconds to deliver the second Fracture.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4728</id>
		<title>Artisan Crafts</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4728"/>
		<updated>2026-10-18T07:39:04Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Testing sticky header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Artisan]] and [[Magic Items]]&lt;br /&gt;
&lt;br /&gt;
== Journeyman Items ==&lt;br /&gt;
These do not require any resources to create, the Artisan only needs to know the its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Journeyman items last &#039;&#039;&#039;two events&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-sticky-header&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte&#039;s Assistant]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Artisans Oil]]&lt;br /&gt;
|A character with the Artisan skill can roleplay applying the oil to a shield or weapon affected by the Break call, after which the Artisans oil is consumed but the item is returned to normal function. This roleplay must take a minimum of 30 seconds. &lt;br /&gt;
The roleplay is interrupted if you or the item are struck or if you engage in combat or move faster than a walking pace. The oil is not consumed in this circumstance but the roleplay must begin again.&lt;br /&gt;
&lt;br /&gt;
Artisan&#039;s oil is unique in requiring far less time to produce than other Artisan Crafts. An artisan may create a single use of Artisan&#039;s Oil by bringing two different measures of Artisan Resources (Blacksap, Hartswood, Beastbone, Shimmering Scale, Essencite, Sun’s Iron, Forgesteel or Bloodglass) to the Exchange.&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleplate]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonebreaker]]&lt;br /&gt;
|You may spend one energy to call Fracture or Knockback with this weapon.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Boulders Staff]]&lt;br /&gt;
|You may cast the Stun spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Clerics Mace]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystalhunger Robes]]&lt;br /&gt;
|Once per day, when you consume a piece of crystal mana, it restores three personal mana rather than one.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Icon]]&lt;br /&gt;
|Allows band members to recall eachother when they are in bleedout but causes the terminal effect. This allows corpses to be retrieved if hope is lost.&lt;br /&gt;
|Concordia: Icon&lt;br /&gt;
|-&lt;br /&gt;
|[[Druids Crook]]&lt;br /&gt;
|You may cast the Shackle spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Guards Watcher]]&lt;br /&gt;
|You may spend one energy to call Knockback or Shackle with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Greatweapon of the Old Ways]]&lt;br /&gt;
|This weapon may not be used to deliver the Knockback effect. Instead, while wielding the weapon in two hands you may strike a shield and call ‘Magic Damage 3’. Expend one energy. As this strike can only affect a shield, please inform the target if you miss.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Linebreakers Staff]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Marauder&#039;s Warcoat|Marauders Warcoat]]&lt;br /&gt;
|While wearing this armour you may spend one energy to call Fracture with Polearms, Greatweapons or One Handed Weapons.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Medics Gambeson]]&lt;br /&gt;
|You may offer first aid to characters who are bleeding out. While doing so the characters bleedout time is paused. This requires two hands, your full attention, appropriate roleplay and being stationary.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|-&lt;br /&gt;
|[[Mountebanks Surprise]]&lt;br /&gt;
|Once per day when you cast the Empower spell on a target you are also affected by the empower spell.&lt;br /&gt;
|Weapon Pair: Short Weapon and One Handed Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Reforging Gavel]]&lt;br /&gt;
|You may cast or swift cast the Reforge spell as if you knew it.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[Saga of the Lost]]&lt;br /&gt;
|A member of this sect will never become a conscious undead. If their spirit is called upon after their death they will be calm and aware of their circumstances. Members of this sect may roleplay stoic silence rather than pain while in the terminal state.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|-&lt;br /&gt;
|[[Serpent&#039;s Tail]]&lt;br /&gt;
|You may cast the Venom spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Setting Blade]]&lt;br /&gt;
|You may cast or swift cast the Mend Limb spell as if you knew it.&lt;br /&gt;
|Weapon Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Standard of the Brave]]&lt;br /&gt;
|Once per day, each member of the band who is attuned to a fragment of this Concordia may call ‘immune’ to a Fear effect that targets them.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|-&lt;br /&gt;
|[[Strikers Hand]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Tacticians Demand]]&lt;br /&gt;
|You may cast the Empower spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Torment’s Blade]]&lt;br /&gt;
|You may cast the Fear spell as if you knew it.&lt;br /&gt;
|Weapon: Short weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thieves Good Hand]]&lt;br /&gt;
|You may cast the Silence spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Warmages Blessing]]&lt;br /&gt;
|You gain one additional hitpoint. This item requires the Battlemage skill.&lt;br /&gt;
|Talisman: Battlemages Circlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expert Items ==&lt;br /&gt;
Expert Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Expert items last &#039;&#039;&#039;three events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resources are as follows:&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartswood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Reliquary]]&lt;br /&gt;
|Members of a Sect may transfer mana to each other.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Penknife]]&lt;br /&gt;
|You gain one additional personal mana.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarians Brutalizer]]&lt;br /&gt;
|You may call Fracture or Knockback with this weapon. Alternatively you may call &amp;quot;Magic Damage 3&amp;quot; when striking a shield.&lt;br /&gt;
|Weapon: Greatweapon&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Control]]&lt;br /&gt;
|Twice per day you may cast the Silence spell for no mana. You must already know the Silence Spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Force]]&lt;br /&gt;
|Twice per day you may cast the Knockback spell for no mana. You must already know the Knockback spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bending Reed Blades]]&lt;br /&gt;
|You may call Fracture or Shackle with these weapons.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Blazesap Striker]]&lt;br /&gt;
|While bonded to a character with a Naval Investment, if that investment takes the ‘Support the Fleet’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodslick Banner]]&lt;br /&gt;
|Allows band members to heal each other, at the cost of hit points.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Comrades Knife]]&lt;br /&gt;
|Whenever you cast or swift cast the Heal spell, you gain one hit point.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Conqueror&#039;s Halberd]]&lt;br /&gt;
|You may call Shackle or Fracture with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Daphne&#039;s Deathwhistle]]&lt;br /&gt;
|While bonded to a character with a Military Investment, if that investment takes the ‘Support the Army’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Dawns Pestle]]&lt;br /&gt;
|When preparing potions you may spend two Beggars Root as one Rackoric or two Rackoric as one Beggars Root. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Desperate Times]]&lt;br /&gt;
|Once per day you may call Venom with this weapon for no energy or mana cost. You are also affected by Venom when you use this ability.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldermere Charm]]&lt;br /&gt;
|Your farm investment cannot become damaged unless it is particularly targeted, it takes a special action, or it acts as another kind of investment. In addition this investment grants either 4 Hartswood or 4 Beastbone as if it had diversified, without the reduction in keys&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalists Garb]]&lt;br /&gt;
|This armour does not inhibit the casting of spells by a mage, as if they had the Battlemage skill.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Enduring Shield]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this shield has no additional effect.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape Route]]&lt;br /&gt;
|Once per day you may cast the Shackle spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eves Mortar]]&lt;br /&gt;
|When preparing potions you may spend two Green Sunleaf as one Stonestem or two Stonestem as one Green Sunleaf. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flameborn Dagger]]&lt;br /&gt;
|You may cast the Damage spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray Wizards Robe]]&lt;br /&gt;
|You gain one additional hitpoint. Requires the Magus skill.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian Mage Staff]]&lt;br /&gt;
|Twice per day, you may cast the Stun spell as if you knew it, for no mana. You are immune to the Magic Stun effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Magehunters Call]]&lt;br /&gt;
|Once per day you may cast the Silence spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Legion Standard]]&lt;br /&gt;
|Grants members of the band two additional personal mana.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Manticore Hide Armour]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Hide Armour]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this armour has no additional effect.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Opportunists Call]]&lt;br /&gt;
|Once per day you may call Fracture with no energy cost.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Phial of the Sun]]&lt;br /&gt;
|Once per day when using the Surgeon skill you may decant some liquid from this phial and use it as if it were one herb of your choice. This may not be used for the crafting of potions.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Prime Hunters Bow]]&lt;br /&gt;
|You gain one level of Divine Lore: Arcadian, but no masteries or votes.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifying Scalpel]]&lt;br /&gt;
|When you cast (but not swift cast) the Heal spell, you may also remove the Venom effect from the target.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Rootwarder]]&lt;br /&gt;
|Twice per day, you may cast the Shackle spell as if you knew it, for no mana. You are immune to the Magic Shackle effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpions Barb]]&lt;br /&gt;
|Twice per day, you may cast the Venom spell as if you knew it, for no mana. You are immune to the Magic Venom effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scouts Bow]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this bow has no additional effect.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skirmishers Aketon]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Banner]]&lt;br /&gt;
|Grants band members abilities to resist common monstrous strikes and to strike back just as hard.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivors Platemail]]&lt;br /&gt;
|You may ignore the roleplay effects of a single traumatic wound until the end of the battle.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Tail of the Beast]]&lt;br /&gt;
|You may spend one energy to make the Shackle or Venom call with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderous Awe]]&lt;br /&gt;
|Once per day you may cast the Stun spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Treacheries Kiss]]&lt;br /&gt;
|Once per day you may cast the Venom spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbroken Chain]]&lt;br /&gt;
|Provides a Graver character wearing it an additional rank of Divine Lore: Cervitas but no masteries or votes.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarers Pyx]]&lt;br /&gt;
|Once per day, when the sect that is bonded to this reliquary is performing a ceremony, its magnitude is reduced by two.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Windborn]]&lt;br /&gt;
|Once per day you may cast the Knockback spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Masterwork Items ==&lt;br /&gt;
Masterwork Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Masterwork items last &#039;&#039;&#039;four events.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Shears]]&lt;br /&gt;
|Twice per day you may use this item to cut a bond connecting a magical item to an individual. You may only use this item if you have the Artisan skill.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Arch Priests Blade]]&lt;br /&gt;
|As long as you know any of the Heal, Purify or Mend Limb spells, Twice per day you may cast the Heal, Purify and Mend Limb spells simultaneously for a cost of one mana or two mana if swift cast.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage&#039;s Staff]]&lt;br /&gt;
|Twice per day you may cast, or where appropriate swift cast, any spell you know for no mana cost.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Armsman&#039;s Amulet]]&lt;br /&gt;
|You gain the Weaponmaster skill&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Artebazzani Artifact]]&lt;br /&gt;
|Once per day, your sect may join with another sect to perform a ceremony together. While your sects may perform the ceremony together they are still treated as separate sects for all other purposes. Your Sect does not gain the benefit of the Sects reliquaries, if any.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Avalanche]]&lt;br /&gt;
|You may spend one energy to call either Break or use the Mighty Blow effect with this weapon.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barons Blessed Cairn]]&lt;br /&gt;
|Up to two times per day, when your sect targets a Herb Garden, Wilderness, Farm, Mine, or Business with a ceremony which increases its resource output, you may choose another investment of the same type in the same or an adjacent region to also receive the effects of that ceremony&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlehealers Coat]]&lt;br /&gt;
|When you cast or swift cast the Heal, Purify or Mend Limb spells you regain one hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Beggars Key]]&lt;br /&gt;
|Twice per day after thirty seconds of roleplay you may open a portal as you had used the Channel Waystone spell. You may use this power if you are wearing armour.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodcloak]]&lt;br /&gt;
|Three times per day when you use the Surgeon skill you can roleplay drawing some of your own blood and using it in place of a herb of your choice. Thies does not damage you or affect your hitpoints.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracelet of the Young Ward]]&lt;br /&gt;
|You gain the Bulwark skill.&lt;br /&gt;
|Talisman: Jewelery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandts Blade]]&lt;br /&gt;
|You may spend one energy to call Silence with this weapon on a strike that would deal damage. When you use this effect you are also affected by Silence.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Celebrants Chain]]&lt;br /&gt;
|Twice per Summit you may perform the &#039;Enlightened Ceremony&#039; ceremony for two magnitude. &lt;br /&gt;
This item requires the character bonded to it have at least Divine Lore 2 Lumos.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonhide Plate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Duelists Obstinate Ally]]&lt;br /&gt;
|When you spend one energy you regain one hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemasters Shield]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this Shield. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgesteel Armour]]&lt;br /&gt;
|You may spend one energy to ignore a Fracture call.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardians Banner]]&lt;br /&gt;
|Members of the band bonded to this Concordia may use it to recall out of battle.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Harness of Heartiness]]&lt;br /&gt;
|After five seconds of roleplaying that includes a loud invocation of cleansing, you may spend one energy to remove the Venom condition from yourself. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunters Ark]]&lt;br /&gt;
|Members of this sect who are performing an Arcadian ceremony may use Beastbone instead of Crystal Mana. Every two measures of Beastbone count as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminating Forge]]&lt;br /&gt;
|Members of this sect who are performing a Lumos ceremony may use Sun’s Iron instead of crystal mana. Every two measures of Sun’s Iron counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Immortals Shield]]&lt;br /&gt;
|You gain the Unstoppable and Deathless skills.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Azime]]&lt;br /&gt;
|Once per day, the bearer of a Lantern of Azime may cast ‘Arc Purify’ as |One per day, you may cast ‘Arc Purify’ as if you knew the spell. Doing so requires a full 30 second cast, but costs no mana. The caster must follow all other spellcasting rules. This spell does not require a specific target.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Unseen Ember]]&lt;br /&gt;
|Once per day, the user may cast Magic Fire as ‘Arc’ through this Item. &lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaires Commandment]]&lt;br /&gt;
|When your Sect completes a ceremony that targets characters who are all members of a single band, the ceremony may also target members of a different band that are from the same Realm.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich Paragon’s Robe]]&lt;br /&gt;
|You gain the Deathless skill and are immune to the &#039;Silence&#039; effect.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Matched Thunderbolts]]&lt;br /&gt;
|If you strike a shield or individual with both weapons at once, you may spend one energy and call knockback.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mundane Forcebarrier]]&lt;br /&gt;
|You gain two additional personal mana and one additional hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Opened Eye]]&lt;br /&gt;
|Twice per day you may cast the Fear spell for no mana. You must know the Fear spell to use this effect.&lt;br /&gt;
|Weapon: Stave&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Pathfinders Gambit]]&lt;br /&gt;
|Once per day, a character bonded to this item may swift cast a [[Winds of the World - Summer 222#Bam and the Mage is Gone|modified version of the Recall spell]].&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Philosophers Charm]]&lt;br /&gt;
|Once per day, a character bonded to this item may transmute X amount of minerals into any one other mineral. In this circumstance X equals the amount of mana being expended. This requires thirty seconds of roleplay and the presence of a Civil Servant.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Pugilists Charm]]&lt;br /&gt;
|You may spend one energy to restore a limb affected by the Fracture call. This requires five seconds of roleplay that is interrupted upon receiving a strike to you or your target.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancers Staff]]&lt;br /&gt;
|Twice per day you may cast the Damage spell for no mana. You may spend one Mana to ignore a Magic Damage effect. You must know the Damage spell to use these effects.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe of the Saviour]]&lt;br /&gt;
|Twice per day when you cast or swift cast the Heal spell you may do so without spending mana.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Seer]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Armour: Robe&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Runeplate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sargents Fist]]&lt;br /&gt;
|You gain two additional energy.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Seers Knife]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Shattering Stone]]&lt;br /&gt;
|Members of this sect who are performing an Anarch ceremony may use Bloodglass instead of crystal mana. Every two measures of Bloodglass counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Blade]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Smiths Polearm]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this weapon. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers Hauberk]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Squires Mail]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of Peace]]&lt;br /&gt;
|You may cast the Heal, Mend Limb and Purify spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of War]]&lt;br /&gt;
|You may cast the Knockback, Stun, Damage and Venom spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlit Pool]]&lt;br /&gt;
|Members of this sect who are performing a Stallia ceremony may use Black Sap instead of crystal mana. Every two measures of Black Sap counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel Pillar]]&lt;br /&gt;
|Members of this sect who are performing a Cervitas ceremony may use Forgesteel instead of crystal mana. Every two measures of Forgesteel counts as one crystal mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Warfletcher]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Warlocks Longknives]]&lt;br /&gt;
|You may either expend one energy to regain one personal mana or expend three personal mana to regain one energy.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Warriors Right Hand]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighted Scales]]&lt;br /&gt;
|Members of this sect who are performing a Panoply ceremony may use Shimmering Scales instead of crystal mana. Every two measures of Shimmering Scales counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolverines Bite]]&lt;br /&gt;
|Twice per day when you use Fracture you may strike two targets instead of one for no additional cost. You have only 10 seconds to deliver the second Fracture.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4727</id>
		<title>Artisan Crafts</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4727"/>
		<updated>2026-10-18T07:30:36Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Testing sticky header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Artisan]] and [[Magic Items]]&lt;br /&gt;
&lt;br /&gt;
== Journeyman Items ==&lt;br /&gt;
These do not require any resources to create, the Artisan only needs to know the its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Journeyman items last &#039;&#039;&#039;two events&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!| Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Function&lt;br /&gt;
!| Type&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte&#039;s Assistant]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Artisans Oil]]&lt;br /&gt;
|A character with the Artisan skill can roleplay applying the oil to a shield or weapon affected by the Break call, after which the Artisans oil is consumed but the item is returned to normal function. This roleplay must take a minimum of 30 seconds. &lt;br /&gt;
The roleplay is interrupted if you or the item are struck or if you engage in combat or move faster than a walking pace. The oil is not consumed in this circumstance but the roleplay must begin again.&lt;br /&gt;
&lt;br /&gt;
Artisan&#039;s oil is unique in requiring far less time to produce than other Artisan Crafts. An artisan may create a single use of Artisan&#039;s Oil by bringing two different measures of Artisan Resources (Blacksap, Hartswood, Beastbone, Shimmering Scale, Essencite, Sun’s Iron, Forgesteel or Bloodglass) to the Exchange.&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleplate]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonebreaker]]&lt;br /&gt;
|You may spend one energy to call Fracture or Knockback with this weapon.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Boulders Staff]]&lt;br /&gt;
|You may cast the Stun spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Clerics Mace]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystalhunger Robes]]&lt;br /&gt;
|Once per day, when you consume a piece of crystal mana, it restores three personal mana rather than one.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Icon]]&lt;br /&gt;
|Allows band members to recall eachother when they are in bleedout but causes the terminal effect. This allows corpses to be retrieved if hope is lost.&lt;br /&gt;
|Concordia: Icon&lt;br /&gt;
|-&lt;br /&gt;
|[[Druids Crook]]&lt;br /&gt;
|You may cast the Shackle spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Guards Watcher]]&lt;br /&gt;
|You may spend one energy to call Knockback or Shackle with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Greatweapon of the Old Ways]]&lt;br /&gt;
|This weapon may not be used to deliver the Knockback effect. Instead, while wielding the weapon in two hands you may strike a shield and call ‘Magic Damage 3’. Expend one energy. As this strike can only affect a shield, please inform the target if you miss.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Linebreakers Staff]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Marauder&#039;s Warcoat|Marauders Warcoat]]&lt;br /&gt;
|While wearing this armour you may spend one energy to call Fracture with Polearms, Greatweapons or One Handed Weapons.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Medics Gambeson]]&lt;br /&gt;
|You may offer first aid to characters who are bleeding out. While doing so the characters bleedout time is paused. This requires two hands, your full attention, appropriate roleplay and being stationary.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|-&lt;br /&gt;
|[[Mountebanks Surprise]]&lt;br /&gt;
|Once per day when you cast the Empower spell on a target you are also affected by the empower spell.&lt;br /&gt;
|Weapon Pair: Short Weapon and One Handed Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Reforging Gavel]]&lt;br /&gt;
|You may cast or swift cast the Reforge spell as if you knew it.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[Saga of the Lost]]&lt;br /&gt;
|A member of this sect will never become a conscious undead. If their spirit is called upon after their death they will be calm and aware of their circumstances. Members of this sect may roleplay stoic silence rather than pain while in the terminal state.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|-&lt;br /&gt;
|[[Serpent&#039;s Tail]]&lt;br /&gt;
|You may cast the Venom spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Setting Blade]]&lt;br /&gt;
|You may cast or swift cast the Mend Limb spell as if you knew it.&lt;br /&gt;
|Weapon Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Standard of the Brave]]&lt;br /&gt;
|Once per day, each member of the band who is attuned to a fragment of this Concordia may call ‘immune’ to a Fear effect that targets them.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|-&lt;br /&gt;
|[[Strikers Hand]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Tacticians Demand]]&lt;br /&gt;
|You may cast the Empower spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Torment’s Blade]]&lt;br /&gt;
|You may cast the Fear spell as if you knew it.&lt;br /&gt;
|Weapon: Short weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thieves Good Hand]]&lt;br /&gt;
|You may cast the Silence spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Warmages Blessing]]&lt;br /&gt;
|You gain one additional hitpoint. This item requires the Battlemage skill.&lt;br /&gt;
|Talisman: Battlemages Circlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expert Items ==&lt;br /&gt;
Expert Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Expert items last &#039;&#039;&#039;three events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resources are as follows:&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartswood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Reliquary]]&lt;br /&gt;
|Members of a Sect may transfer mana to each other.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Penknife]]&lt;br /&gt;
|You gain one additional personal mana.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarians Brutalizer]]&lt;br /&gt;
|You may call Fracture or Knockback with this weapon. Alternatively you may call &amp;quot;Magic Damage 3&amp;quot; when striking a shield.&lt;br /&gt;
|Weapon: Greatweapon&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Control]]&lt;br /&gt;
|Twice per day you may cast the Silence spell for no mana. You must already know the Silence Spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Force]]&lt;br /&gt;
|Twice per day you may cast the Knockback spell for no mana. You must already know the Knockback spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bending Reed Blades]]&lt;br /&gt;
|You may call Fracture or Shackle with these weapons.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Blazesap Striker]]&lt;br /&gt;
|While bonded to a character with a Naval Investment, if that investment takes the ‘Support the Fleet’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodslick Banner]]&lt;br /&gt;
|Allows band members to heal each other, at the cost of hit points.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Comrades Knife]]&lt;br /&gt;
|Whenever you cast or swift cast the Heal spell, you gain one hit point.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Conqueror&#039;s Halberd]]&lt;br /&gt;
|You may call Shackle or Fracture with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Daphne&#039;s Deathwhistle]]&lt;br /&gt;
|While bonded to a character with a Military Investment, if that investment takes the ‘Support the Army’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Dawns Pestle]]&lt;br /&gt;
|When preparing potions you may spend two Beggars Root as one Rackoric or two Rackoric as one Beggars Root. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Desperate Times]]&lt;br /&gt;
|Once per day you may call Venom with this weapon for no energy or mana cost. You are also affected by Venom when you use this ability.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldermere Charm]]&lt;br /&gt;
|Your farm investment cannot become damaged unless it is particularly targeted, it takes a special action, or it acts as another kind of investment. In addition this investment grants either 4 Hartswood or 4 Beastbone as if it had diversified, without the reduction in keys&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalists Garb]]&lt;br /&gt;
|This armour does not inhibit the casting of spells by a mage, as if they had the Battlemage skill.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Enduring Shield]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this shield has no additional effect.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape Route]]&lt;br /&gt;
|Once per day you may cast the Shackle spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eves Mortar]]&lt;br /&gt;
|When preparing potions you may spend two Green Sunleaf as one Stonestem or two Stonestem as one Green Sunleaf. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flameborn Dagger]]&lt;br /&gt;
|You may cast the Damage spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray Wizards Robe]]&lt;br /&gt;
|You gain one additional hitpoint. Requires the Magus skill.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian Mage Staff]]&lt;br /&gt;
|Twice per day, you may cast the Stun spell as if you knew it, for no mana. You are immune to the Magic Stun effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Magehunters Call]]&lt;br /&gt;
|Once per day you may cast the Silence spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Legion Standard]]&lt;br /&gt;
|Grants members of the band two additional personal mana.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Manticore Hide Armour]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Hide Armour]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this armour has no additional effect.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Opportunists Call]]&lt;br /&gt;
|Once per day you may call Fracture with no energy cost.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Phial of the Sun]]&lt;br /&gt;
|Once per day when using the Surgeon skill you may decant some liquid from this phial and use it as if it were one herb of your choice. This may not be used for the crafting of potions.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Prime Hunters Bow]]&lt;br /&gt;
|You gain one level of Divine Lore: Arcadian, but no masteries or votes.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifying Scalpel]]&lt;br /&gt;
|When you cast (but not swift cast) the Heal spell, you may also remove the Venom effect from the target.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Rootwarder]]&lt;br /&gt;
|Twice per day, you may cast the Shackle spell as if you knew it, for no mana. You are immune to the Magic Shackle effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpions Barb]]&lt;br /&gt;
|Twice per day, you may cast the Venom spell as if you knew it, for no mana. You are immune to the Magic Venom effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scouts Bow]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this bow has no additional effect.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skirmishers Aketon]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Banner]]&lt;br /&gt;
|Grants band members abilities to resist common monstrous strikes and to strike back just as hard.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivors Platemail]]&lt;br /&gt;
|You may ignore the roleplay effects of a single traumatic wound until the end of the battle.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Tail of the Beast]]&lt;br /&gt;
|You may spend one energy to make the Shackle or Venom call with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderous Awe]]&lt;br /&gt;
|Once per day you may cast the Stun spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Treacheries Kiss]]&lt;br /&gt;
|Once per day you may cast the Venom spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbroken Chain]]&lt;br /&gt;
|Provides a Graver character wearing it an additional rank of Divine Lore: Cervitas but no masteries or votes.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarers Pyx]]&lt;br /&gt;
|Once per day, when the sect that is bonded to this reliquary is performing a ceremony, its magnitude is reduced by two.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Windborn]]&lt;br /&gt;
|Once per day you may cast the Knockback spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Masterwork Items ==&lt;br /&gt;
Masterwork Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Masterwork items last &#039;&#039;&#039;four events.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Shears]]&lt;br /&gt;
|Twice per day you may use this item to cut a bond connecting a magical item to an individual. You may only use this item if you have the Artisan skill.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Arch Priests Blade]]&lt;br /&gt;
|As long as you know any of the Heal, Purify or Mend Limb spells, Twice per day you may cast the Heal, Purify and Mend Limb spells simultaneously for a cost of one mana or two mana if swift cast.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage&#039;s Staff]]&lt;br /&gt;
|Twice per day you may cast, or where appropriate swift cast, any spell you know for no mana cost.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Armsman&#039;s Amulet]]&lt;br /&gt;
|You gain the Weaponmaster skill&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Artebazzani Artifact]]&lt;br /&gt;
|Once per day, your sect may join with another sect to perform a ceremony together. While your sects may perform the ceremony together they are still treated as separate sects for all other purposes. Your Sect does not gain the benefit of the Sects reliquaries, if any.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Avalanche]]&lt;br /&gt;
|You may spend one energy to call either Break or use the Mighty Blow effect with this weapon.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barons Blessed Cairn]]&lt;br /&gt;
|Up to two times per day, when your sect targets a Herb Garden, Wilderness, Farm, Mine, or Business with a ceremony which increases its resource output, you may choose another investment of the same type in the same or an adjacent region to also receive the effects of that ceremony&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlehealers Coat]]&lt;br /&gt;
|When you cast or swift cast the Heal, Purify or Mend Limb spells you regain one hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Beggars Key]]&lt;br /&gt;
|Twice per day after thirty seconds of roleplay you may open a portal as you had used the Channel Waystone spell. You may use this power if you are wearing armour.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodcloak]]&lt;br /&gt;
|Three times per day when you use the Surgeon skill you can roleplay drawing some of your own blood and using it in place of a herb of your choice. Thies does not damage you or affect your hitpoints.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracelet of the Young Ward]]&lt;br /&gt;
|You gain the Bulwark skill.&lt;br /&gt;
|Talisman: Jewelery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandts Blade]]&lt;br /&gt;
|You may spend one energy to call Silence with this weapon on a strike that would deal damage. When you use this effect you are also affected by Silence.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Celebrants Chain]]&lt;br /&gt;
|Twice per Summit you may perform the &#039;Enlightened Ceremony&#039; ceremony for two magnitude. &lt;br /&gt;
This item requires the character bonded to it have at least Divine Lore 2 Lumos.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonhide Plate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Duelists Obstinate Ally]]&lt;br /&gt;
|When you spend one energy you regain one hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemasters Shield]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this Shield. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgesteel Armour]]&lt;br /&gt;
|You may spend one energy to ignore a Fracture call.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardians Banner]]&lt;br /&gt;
|Members of the band bonded to this Concordia may use it to recall out of battle.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Harness of Heartiness]]&lt;br /&gt;
|After five seconds of roleplaying that includes a loud invocation of cleansing, you may spend one energy to remove the Venom condition from yourself. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunters Ark]]&lt;br /&gt;
|Members of this sect who are performing an Arcadian ceremony may use Beastbone instead of Crystal Mana. Every two measures of Beastbone count as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminating Forge]]&lt;br /&gt;
|Members of this sect who are performing a Lumos ceremony may use Sun’s Iron instead of crystal mana. Every two measures of Sun’s Iron counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Immortals Shield]]&lt;br /&gt;
|You gain the Unstoppable and Deathless skills.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Azime]]&lt;br /&gt;
|Once per day, the bearer of a Lantern of Azime may cast ‘Arc Purify’ as |One per day, you may cast ‘Arc Purify’ as if you knew the spell. Doing so requires a full 30 second cast, but costs no mana. The caster must follow all other spellcasting rules. This spell does not require a specific target.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Unseen Ember]]&lt;br /&gt;
|Once per day, the user may cast Magic Fire as ‘Arc’ through this Item. &lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaires Commandment]]&lt;br /&gt;
|When your Sect completes a ceremony that targets characters who are all members of a single band, the ceremony may also target members of a different band that are from the same Realm.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich Paragon’s Robe]]&lt;br /&gt;
|You gain the Deathless skill and are immune to the &#039;Silence&#039; effect.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Matched Thunderbolts]]&lt;br /&gt;
|If you strike a shield or individual with both weapons at once, you may spend one energy and call knockback.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mundane Forcebarrier]]&lt;br /&gt;
|You gain two additional personal mana and one additional hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Opened Eye]]&lt;br /&gt;
|Twice per day you may cast the Fear spell for no mana. You must know the Fear spell to use this effect.&lt;br /&gt;
|Weapon: Stave&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Pathfinders Gambit]]&lt;br /&gt;
|Once per day, a character bonded to this item may swift cast a [[Winds of the World - Summer 222#Bam and the Mage is Gone|modified version of the Recall spell]].&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Philosophers Charm]]&lt;br /&gt;
|Once per day, a character bonded to this item may transmute X amount of minerals into any one other mineral. In this circumstance X equals the amount of mana being expended. This requires thirty seconds of roleplay and the presence of a Civil Servant.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Pugilists Charm]]&lt;br /&gt;
|You may spend one energy to restore a limb affected by the Fracture call. This requires five seconds of roleplay that is interrupted upon receiving a strike to you or your target.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancers Staff]]&lt;br /&gt;
|Twice per day you may cast the Damage spell for no mana. You may spend one Mana to ignore a Magic Damage effect. You must know the Damage spell to use these effects.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe of the Saviour]]&lt;br /&gt;
|Twice per day when you cast or swift cast the Heal spell you may do so without spending mana.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Seer]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Armour: Robe&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Runeplate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sargents Fist]]&lt;br /&gt;
|You gain two additional energy.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Seers Knife]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Shattering Stone]]&lt;br /&gt;
|Members of this sect who are performing an Anarch ceremony may use Bloodglass instead of crystal mana. Every two measures of Bloodglass counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Blade]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Smiths Polearm]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this weapon. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers Hauberk]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Squires Mail]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of Peace]]&lt;br /&gt;
|You may cast the Heal, Mend Limb and Purify spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of War]]&lt;br /&gt;
|You may cast the Knockback, Stun, Damage and Venom spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlit Pool]]&lt;br /&gt;
|Members of this sect who are performing a Stallia ceremony may use Black Sap instead of crystal mana. Every two measures of Black Sap counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel Pillar]]&lt;br /&gt;
|Members of this sect who are performing a Cervitas ceremony may use Forgesteel instead of crystal mana. Every two measures of Forgesteel counts as one crystal mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Warfletcher]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Warlocks Longknives]]&lt;br /&gt;
|You may either expend one energy to regain one personal mana or expend three personal mana to regain one energy.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Warriors Right Hand]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighted Scales]]&lt;br /&gt;
|Members of this sect who are performing a Panoply ceremony may use Shimmering Scales instead of crystal mana. Every two measures of Shimmering Scales counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolverines Bite]]&lt;br /&gt;
|Twice per day when you use Fracture you may strike two targets instead of one for no additional cost. You have only 10 seconds to deliver the second Fracture.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4726</id>
		<title>Artisan Crafts</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4726"/>
		<updated>2026-10-18T07:26:33Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Testing sticky header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Artisan]] and [[Magic Items]]&lt;br /&gt;
&lt;br /&gt;
== Journeyman Items ==&lt;br /&gt;
These do not require any resources to create, the Artisan only needs to know the its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Journeyman items last &#039;&#039;&#039;two events&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! style=&amp;quot;position: sticky; | Item&lt;br /&gt;
! style=&amp;quot;position: sticky; | Function&lt;br /&gt;
! style=&amp;quot;position: sticky; | Type&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte&#039;s Assistant]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Artisans Oil]]&lt;br /&gt;
|A character with the Artisan skill can roleplay applying the oil to a shield or weapon affected by the Break call, after which the Artisans oil is consumed but the item is returned to normal function. This roleplay must take a minimum of 30 seconds. &lt;br /&gt;
The roleplay is interrupted if you or the item are struck or if you engage in combat or move faster than a walking pace. The oil is not consumed in this circumstance but the roleplay must begin again.&lt;br /&gt;
&lt;br /&gt;
Artisan&#039;s oil is unique in requiring far less time to produce than other Artisan Crafts. An artisan may create a single use of Artisan&#039;s Oil by bringing two different measures of Artisan Resources (Blacksap, Hartswood, Beastbone, Shimmering Scale, Essencite, Sun’s Iron, Forgesteel or Bloodglass) to the Exchange.&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleplate]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonebreaker]]&lt;br /&gt;
|You may spend one energy to call Fracture or Knockback with this weapon.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Boulders Staff]]&lt;br /&gt;
|You may cast the Stun spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Clerics Mace]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystalhunger Robes]]&lt;br /&gt;
|Once per day, when you consume a piece of crystal mana, it restores three personal mana rather than one.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Icon]]&lt;br /&gt;
|Allows band members to recall eachother when they are in bleedout but causes the terminal effect. This allows corpses to be retrieved if hope is lost.&lt;br /&gt;
|Concordia: Icon&lt;br /&gt;
|-&lt;br /&gt;
|[[Druids Crook]]&lt;br /&gt;
|You may cast the Shackle spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Guards Watcher]]&lt;br /&gt;
|You may spend one energy to call Knockback or Shackle with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Greatweapon of the Old Ways]]&lt;br /&gt;
|This weapon may not be used to deliver the Knockback effect. Instead, while wielding the weapon in two hands you may strike a shield and call ‘Magic Damage 3’. Expend one energy. As this strike can only affect a shield, please inform the target if you miss.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Linebreakers Staff]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Marauder&#039;s Warcoat|Marauders Warcoat]]&lt;br /&gt;
|While wearing this armour you may spend one energy to call Fracture with Polearms, Greatweapons or One Handed Weapons.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Medics Gambeson]]&lt;br /&gt;
|You may offer first aid to characters who are bleeding out. While doing so the characters bleedout time is paused. This requires two hands, your full attention, appropriate roleplay and being stationary.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|-&lt;br /&gt;
|[[Mountebanks Surprise]]&lt;br /&gt;
|Once per day when you cast the Empower spell on a target you are also affected by the empower spell.&lt;br /&gt;
|Weapon Pair: Short Weapon and One Handed Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Reforging Gavel]]&lt;br /&gt;
|You may cast or swift cast the Reforge spell as if you knew it.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[Saga of the Lost]]&lt;br /&gt;
|A member of this sect will never become a conscious undead. If their spirit is called upon after their death they will be calm and aware of their circumstances. Members of this sect may roleplay stoic silence rather than pain while in the terminal state.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|-&lt;br /&gt;
|[[Serpent&#039;s Tail]]&lt;br /&gt;
|You may cast the Venom spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Setting Blade]]&lt;br /&gt;
|You may cast or swift cast the Mend Limb spell as if you knew it.&lt;br /&gt;
|Weapon Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Standard of the Brave]]&lt;br /&gt;
|Once per day, each member of the band who is attuned to a fragment of this Concordia may call ‘immune’ to a Fear effect that targets them.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|-&lt;br /&gt;
|[[Strikers Hand]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Tacticians Demand]]&lt;br /&gt;
|You may cast the Empower spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Torment’s Blade]]&lt;br /&gt;
|You may cast the Fear spell as if you knew it.&lt;br /&gt;
|Weapon: Short weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thieves Good Hand]]&lt;br /&gt;
|You may cast the Silence spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Warmages Blessing]]&lt;br /&gt;
|You gain one additional hitpoint. This item requires the Battlemage skill.&lt;br /&gt;
|Talisman: Battlemages Circlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expert Items ==&lt;br /&gt;
Expert Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Expert items last &#039;&#039;&#039;three events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resources are as follows:&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartswood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Reliquary]]&lt;br /&gt;
|Members of a Sect may transfer mana to each other.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Penknife]]&lt;br /&gt;
|You gain one additional personal mana.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarians Brutalizer]]&lt;br /&gt;
|You may call Fracture or Knockback with this weapon. Alternatively you may call &amp;quot;Magic Damage 3&amp;quot; when striking a shield.&lt;br /&gt;
|Weapon: Greatweapon&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Control]]&lt;br /&gt;
|Twice per day you may cast the Silence spell for no mana. You must already know the Silence Spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Force]]&lt;br /&gt;
|Twice per day you may cast the Knockback spell for no mana. You must already know the Knockback spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bending Reed Blades]]&lt;br /&gt;
|You may call Fracture or Shackle with these weapons.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Blazesap Striker]]&lt;br /&gt;
|While bonded to a character with a Naval Investment, if that investment takes the ‘Support the Fleet’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodslick Banner]]&lt;br /&gt;
|Allows band members to heal each other, at the cost of hit points.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Comrades Knife]]&lt;br /&gt;
|Whenever you cast or swift cast the Heal spell, you gain one hit point.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Conqueror&#039;s Halberd]]&lt;br /&gt;
|You may call Shackle or Fracture with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Daphne&#039;s Deathwhistle]]&lt;br /&gt;
|While bonded to a character with a Military Investment, if that investment takes the ‘Support the Army’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Dawns Pestle]]&lt;br /&gt;
|When preparing potions you may spend two Beggars Root as one Rackoric or two Rackoric as one Beggars Root. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Desperate Times]]&lt;br /&gt;
|Once per day you may call Venom with this weapon for no energy or mana cost. You are also affected by Venom when you use this ability.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldermere Charm]]&lt;br /&gt;
|Your farm investment cannot become damaged unless it is particularly targeted, it takes a special action, or it acts as another kind of investment. In addition this investment grants either 4 Hartswood or 4 Beastbone as if it had diversified, without the reduction in keys&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalists Garb]]&lt;br /&gt;
|This armour does not inhibit the casting of spells by a mage, as if they had the Battlemage skill.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Enduring Shield]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this shield has no additional effect.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape Route]]&lt;br /&gt;
|Once per day you may cast the Shackle spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eves Mortar]]&lt;br /&gt;
|When preparing potions you may spend two Green Sunleaf as one Stonestem or two Stonestem as one Green Sunleaf. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flameborn Dagger]]&lt;br /&gt;
|You may cast the Damage spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray Wizards Robe]]&lt;br /&gt;
|You gain one additional hitpoint. Requires the Magus skill.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian Mage Staff]]&lt;br /&gt;
|Twice per day, you may cast the Stun spell as if you knew it, for no mana. You are immune to the Magic Stun effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Magehunters Call]]&lt;br /&gt;
|Once per day you may cast the Silence spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Legion Standard]]&lt;br /&gt;
|Grants members of the band two additional personal mana.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Manticore Hide Armour]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Hide Armour]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this armour has no additional effect.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Opportunists Call]]&lt;br /&gt;
|Once per day you may call Fracture with no energy cost.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Phial of the Sun]]&lt;br /&gt;
|Once per day when using the Surgeon skill you may decant some liquid from this phial and use it as if it were one herb of your choice. This may not be used for the crafting of potions.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Prime Hunters Bow]]&lt;br /&gt;
|You gain one level of Divine Lore: Arcadian, but no masteries or votes.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifying Scalpel]]&lt;br /&gt;
|When you cast (but not swift cast) the Heal spell, you may also remove the Venom effect from the target.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Rootwarder]]&lt;br /&gt;
|Twice per day, you may cast the Shackle spell as if you knew it, for no mana. You are immune to the Magic Shackle effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpions Barb]]&lt;br /&gt;
|Twice per day, you may cast the Venom spell as if you knew it, for no mana. You are immune to the Magic Venom effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scouts Bow]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this bow has no additional effect.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skirmishers Aketon]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Banner]]&lt;br /&gt;
|Grants band members abilities to resist common monstrous strikes and to strike back just as hard.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivors Platemail]]&lt;br /&gt;
|You may ignore the roleplay effects of a single traumatic wound until the end of the battle.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Tail of the Beast]]&lt;br /&gt;
|You may spend one energy to make the Shackle or Venom call with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderous Awe]]&lt;br /&gt;
|Once per day you may cast the Stun spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Treacheries Kiss]]&lt;br /&gt;
|Once per day you may cast the Venom spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbroken Chain]]&lt;br /&gt;
|Provides a Graver character wearing it an additional rank of Divine Lore: Cervitas but no masteries or votes.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarers Pyx]]&lt;br /&gt;
|Once per day, when the sect that is bonded to this reliquary is performing a ceremony, its magnitude is reduced by two.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Windborn]]&lt;br /&gt;
|Once per day you may cast the Knockback spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Masterwork Items ==&lt;br /&gt;
Masterwork Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Masterwork items last &#039;&#039;&#039;four events.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Shears]]&lt;br /&gt;
|Twice per day you may use this item to cut a bond connecting a magical item to an individual. You may only use this item if you have the Artisan skill.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Arch Priests Blade]]&lt;br /&gt;
|As long as you know any of the Heal, Purify or Mend Limb spells, Twice per day you may cast the Heal, Purify and Mend Limb spells simultaneously for a cost of one mana or two mana if swift cast.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage&#039;s Staff]]&lt;br /&gt;
|Twice per day you may cast, or where appropriate swift cast, any spell you know for no mana cost.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Armsman&#039;s Amulet]]&lt;br /&gt;
|You gain the Weaponmaster skill&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Artebazzani Artifact]]&lt;br /&gt;
|Once per day, your sect may join with another sect to perform a ceremony together. While your sects may perform the ceremony together they are still treated as separate sects for all other purposes. Your Sect does not gain the benefit of the Sects reliquaries, if any.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Avalanche]]&lt;br /&gt;
|You may spend one energy to call either Break or use the Mighty Blow effect with this weapon.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barons Blessed Cairn]]&lt;br /&gt;
|Up to two times per day, when your sect targets a Herb Garden, Wilderness, Farm, Mine, or Business with a ceremony which increases its resource output, you may choose another investment of the same type in the same or an adjacent region to also receive the effects of that ceremony&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlehealers Coat]]&lt;br /&gt;
|When you cast or swift cast the Heal, Purify or Mend Limb spells you regain one hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Beggars Key]]&lt;br /&gt;
|Twice per day after thirty seconds of roleplay you may open a portal as you had used the Channel Waystone spell. You may use this power if you are wearing armour.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodcloak]]&lt;br /&gt;
|Three times per day when you use the Surgeon skill you can roleplay drawing some of your own blood and using it in place of a herb of your choice. Thies does not damage you or affect your hitpoints.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracelet of the Young Ward]]&lt;br /&gt;
|You gain the Bulwark skill.&lt;br /&gt;
|Talisman: Jewelery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandts Blade]]&lt;br /&gt;
|You may spend one energy to call Silence with this weapon on a strike that would deal damage. When you use this effect you are also affected by Silence.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Celebrants Chain]]&lt;br /&gt;
|Twice per Summit you may perform the &#039;Enlightened Ceremony&#039; ceremony for two magnitude. &lt;br /&gt;
This item requires the character bonded to it have at least Divine Lore 2 Lumos.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonhide Plate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Duelists Obstinate Ally]]&lt;br /&gt;
|When you spend one energy you regain one hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemasters Shield]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this Shield. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgesteel Armour]]&lt;br /&gt;
|You may spend one energy to ignore a Fracture call.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardians Banner]]&lt;br /&gt;
|Members of the band bonded to this Concordia may use it to recall out of battle.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Harness of Heartiness]]&lt;br /&gt;
|After five seconds of roleplaying that includes a loud invocation of cleansing, you may spend one energy to remove the Venom condition from yourself. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunters Ark]]&lt;br /&gt;
|Members of this sect who are performing an Arcadian ceremony may use Beastbone instead of Crystal Mana. Every two measures of Beastbone count as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminating Forge]]&lt;br /&gt;
|Members of this sect who are performing a Lumos ceremony may use Sun’s Iron instead of crystal mana. Every two measures of Sun’s Iron counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Immortals Shield]]&lt;br /&gt;
|You gain the Unstoppable and Deathless skills.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Azime]]&lt;br /&gt;
|Once per day, the bearer of a Lantern of Azime may cast ‘Arc Purify’ as |One per day, you may cast ‘Arc Purify’ as if you knew the spell. Doing so requires a full 30 second cast, but costs no mana. The caster must follow all other spellcasting rules. This spell does not require a specific target.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Unseen Ember]]&lt;br /&gt;
|Once per day, the user may cast Magic Fire as ‘Arc’ through this Item. &lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaires Commandment]]&lt;br /&gt;
|When your Sect completes a ceremony that targets characters who are all members of a single band, the ceremony may also target members of a different band that are from the same Realm.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich Paragon’s Robe]]&lt;br /&gt;
|You gain the Deathless skill and are immune to the &#039;Silence&#039; effect.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Matched Thunderbolts]]&lt;br /&gt;
|If you strike a shield or individual with both weapons at once, you may spend one energy and call knockback.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mundane Forcebarrier]]&lt;br /&gt;
|You gain two additional personal mana and one additional hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Opened Eye]]&lt;br /&gt;
|Twice per day you may cast the Fear spell for no mana. You must know the Fear spell to use this effect.&lt;br /&gt;
|Weapon: Stave&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Pathfinders Gambit]]&lt;br /&gt;
|Once per day, a character bonded to this item may swift cast a [[Winds of the World - Summer 222#Bam and the Mage is Gone|modified version of the Recall spell]].&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Philosophers Charm]]&lt;br /&gt;
|Once per day, a character bonded to this item may transmute X amount of minerals into any one other mineral. In this circumstance X equals the amount of mana being expended. This requires thirty seconds of roleplay and the presence of a Civil Servant.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Pugilists Charm]]&lt;br /&gt;
|You may spend one energy to restore a limb affected by the Fracture call. This requires five seconds of roleplay that is interrupted upon receiving a strike to you or your target.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancers Staff]]&lt;br /&gt;
|Twice per day you may cast the Damage spell for no mana. You may spend one Mana to ignore a Magic Damage effect. You must know the Damage spell to use these effects.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe of the Saviour]]&lt;br /&gt;
|Twice per day when you cast or swift cast the Heal spell you may do so without spending mana.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Seer]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Armour: Robe&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Runeplate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sargents Fist]]&lt;br /&gt;
|You gain two additional energy.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Seers Knife]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Shattering Stone]]&lt;br /&gt;
|Members of this sect who are performing an Anarch ceremony may use Bloodglass instead of crystal mana. Every two measures of Bloodglass counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Blade]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Smiths Polearm]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this weapon. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers Hauberk]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Squires Mail]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of Peace]]&lt;br /&gt;
|You may cast the Heal, Mend Limb and Purify spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of War]]&lt;br /&gt;
|You may cast the Knockback, Stun, Damage and Venom spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlit Pool]]&lt;br /&gt;
|Members of this sect who are performing a Stallia ceremony may use Black Sap instead of crystal mana. Every two measures of Black Sap counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel Pillar]]&lt;br /&gt;
|Members of this sect who are performing a Cervitas ceremony may use Forgesteel instead of crystal mana. Every two measures of Forgesteel counts as one crystal mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Warfletcher]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Warlocks Longknives]]&lt;br /&gt;
|You may either expend one energy to regain one personal mana or expend three personal mana to regain one energy.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Warriors Right Hand]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighted Scales]]&lt;br /&gt;
|Members of this sect who are performing a Panoply ceremony may use Shimmering Scales instead of crystal mana. Every two measures of Shimmering Scales counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolverines Bite]]&lt;br /&gt;
|Twice per day when you use Fracture you may strike two targets instead of one for no additional cost. You have only 10 seconds to deliver the second Fracture.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4725</id>
		<title>Artisan Crafts</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4725"/>
		<updated>2026-10-18T06:55:47Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Testing sticky header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Artisan]] and [[Magic Items]]&lt;br /&gt;
&lt;br /&gt;
== Journeyman Items ==&lt;br /&gt;
These do not require any resources to create, the Artisan only needs to know the its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Journeyman items last &#039;&#039;&#039;two events&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable sticky-table-head&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte&#039;s Assistant]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Artisans Oil]]&lt;br /&gt;
|A character with the Artisan skill can roleplay applying the oil to a shield or weapon affected by the Break call, after which the Artisans oil is consumed but the item is returned to normal function. This roleplay must take a minimum of 30 seconds. &lt;br /&gt;
The roleplay is interrupted if you or the item are struck or if you engage in combat or move faster than a walking pace. The oil is not consumed in this circumstance but the roleplay must begin again.&lt;br /&gt;
&lt;br /&gt;
Artisan&#039;s oil is unique in requiring far less time to produce than other Artisan Crafts. An artisan may create a single use of Artisan&#039;s Oil by bringing two different measures of Artisan Resources (Blacksap, Hartswood, Beastbone, Shimmering Scale, Essencite, Sun’s Iron, Forgesteel or Bloodglass) to the Exchange.&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleplate]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonebreaker]]&lt;br /&gt;
|You may spend one energy to call Fracture or Knockback with this weapon.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Boulders Staff]]&lt;br /&gt;
|You may cast the Stun spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Clerics Mace]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystalhunger Robes]]&lt;br /&gt;
|Once per day, when you consume a piece of crystal mana, it restores three personal mana rather than one.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Icon]]&lt;br /&gt;
|Allows band members to recall eachother when they are in bleedout but causes the terminal effect. This allows corpses to be retrieved if hope is lost.&lt;br /&gt;
|Concordia: Icon&lt;br /&gt;
|-&lt;br /&gt;
|[[Druids Crook]]&lt;br /&gt;
|You may cast the Shackle spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Guards Watcher]]&lt;br /&gt;
|You may spend one energy to call Knockback or Shackle with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Greatweapon of the Old Ways]]&lt;br /&gt;
|This weapon may not be used to deliver the Knockback effect. Instead, while wielding the weapon in two hands you may strike a shield and call ‘Magic Damage 3’. Expend one energy. As this strike can only affect a shield, please inform the target if you miss.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Linebreakers Staff]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Marauder&#039;s Warcoat|Marauders Warcoat]]&lt;br /&gt;
|While wearing this armour you may spend one energy to call Fracture with Polearms, Greatweapons or One Handed Weapons.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Medics Gambeson]]&lt;br /&gt;
|You may offer first aid to characters who are bleeding out. While doing so the characters bleedout time is paused. This requires two hands, your full attention, appropriate roleplay and being stationary.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|-&lt;br /&gt;
|[[Mountebanks Surprise]]&lt;br /&gt;
|Once per day when you cast the Empower spell on a target you are also affected by the empower spell.&lt;br /&gt;
|Weapon Pair: Short Weapon and One Handed Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Reforging Gavel]]&lt;br /&gt;
|You may cast or swift cast the Reforge spell as if you knew it.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[Saga of the Lost]]&lt;br /&gt;
|A member of this sect will never become a conscious undead. If their spirit is called upon after their death they will be calm and aware of their circumstances. Members of this sect may roleplay stoic silence rather than pain while in the terminal state.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|-&lt;br /&gt;
|[[Serpent&#039;s Tail]]&lt;br /&gt;
|You may cast the Venom spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Setting Blade]]&lt;br /&gt;
|You may cast or swift cast the Mend Limb spell as if you knew it.&lt;br /&gt;
|Weapon Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Standard of the Brave]]&lt;br /&gt;
|Once per day, each member of the band who is attuned to a fragment of this Concordia may call ‘immune’ to a Fear effect that targets them.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|-&lt;br /&gt;
|[[Strikers Hand]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Tacticians Demand]]&lt;br /&gt;
|You may cast the Empower spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Torment’s Blade]]&lt;br /&gt;
|You may cast the Fear spell as if you knew it.&lt;br /&gt;
|Weapon: Short weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thieves Good Hand]]&lt;br /&gt;
|You may cast the Silence spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Warmages Blessing]]&lt;br /&gt;
|You gain one additional hitpoint. This item requires the Battlemage skill.&lt;br /&gt;
|Talisman: Battlemages Circlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expert Items ==&lt;br /&gt;
Expert Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Expert items last &#039;&#039;&#039;three events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resources are as follows:&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartswood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Reliquary]]&lt;br /&gt;
|Members of a Sect may transfer mana to each other.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Penknife]]&lt;br /&gt;
|You gain one additional personal mana.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarians Brutalizer]]&lt;br /&gt;
|You may call Fracture or Knockback with this weapon. Alternatively you may call &amp;quot;Magic Damage 3&amp;quot; when striking a shield.&lt;br /&gt;
|Weapon: Greatweapon&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Control]]&lt;br /&gt;
|Twice per day you may cast the Silence spell for no mana. You must already know the Silence Spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Force]]&lt;br /&gt;
|Twice per day you may cast the Knockback spell for no mana. You must already know the Knockback spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bending Reed Blades]]&lt;br /&gt;
|You may call Fracture or Shackle with these weapons.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Blazesap Striker]]&lt;br /&gt;
|While bonded to a character with a Naval Investment, if that investment takes the ‘Support the Fleet’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodslick Banner]]&lt;br /&gt;
|Allows band members to heal each other, at the cost of hit points.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Comrades Knife]]&lt;br /&gt;
|Whenever you cast or swift cast the Heal spell, you gain one hit point.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Conqueror&#039;s Halberd]]&lt;br /&gt;
|You may call Shackle or Fracture with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Daphne&#039;s Deathwhistle]]&lt;br /&gt;
|While bonded to a character with a Military Investment, if that investment takes the ‘Support the Army’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Dawns Pestle]]&lt;br /&gt;
|When preparing potions you may spend two Beggars Root as one Rackoric or two Rackoric as one Beggars Root. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Desperate Times]]&lt;br /&gt;
|Once per day you may call Venom with this weapon for no energy or mana cost. You are also affected by Venom when you use this ability.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldermere Charm]]&lt;br /&gt;
|Your farm investment cannot become damaged unless it is particularly targeted, it takes a special action, or it acts as another kind of investment. In addition this investment grants either 4 Hartswood or 4 Beastbone as if it had diversified, without the reduction in keys&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalists Garb]]&lt;br /&gt;
|This armour does not inhibit the casting of spells by a mage, as if they had the Battlemage skill.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Enduring Shield]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this shield has no additional effect.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape Route]]&lt;br /&gt;
|Once per day you may cast the Shackle spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eves Mortar]]&lt;br /&gt;
|When preparing potions you may spend two Green Sunleaf as one Stonestem or two Stonestem as one Green Sunleaf. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flameborn Dagger]]&lt;br /&gt;
|You may cast the Damage spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray Wizards Robe]]&lt;br /&gt;
|You gain one additional hitpoint. Requires the Magus skill.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian Mage Staff]]&lt;br /&gt;
|Twice per day, you may cast the Stun spell as if you knew it, for no mana. You are immune to the Magic Stun effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Magehunters Call]]&lt;br /&gt;
|Once per day you may cast the Silence spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Legion Standard]]&lt;br /&gt;
|Grants members of the band two additional personal mana.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Manticore Hide Armour]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Hide Armour]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this armour has no additional effect.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Opportunists Call]]&lt;br /&gt;
|Once per day you may call Fracture with no energy cost.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Phial of the Sun]]&lt;br /&gt;
|Once per day when using the Surgeon skill you may decant some liquid from this phial and use it as if it were one herb of your choice. This may not be used for the crafting of potions.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Prime Hunters Bow]]&lt;br /&gt;
|You gain one level of Divine Lore: Arcadian, but no masteries or votes.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifying Scalpel]]&lt;br /&gt;
|When you cast (but not swift cast) the Heal spell, you may also remove the Venom effect from the target.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Rootwarder]]&lt;br /&gt;
|Twice per day, you may cast the Shackle spell as if you knew it, for no mana. You are immune to the Magic Shackle effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpions Barb]]&lt;br /&gt;
|Twice per day, you may cast the Venom spell as if you knew it, for no mana. You are immune to the Magic Venom effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scouts Bow]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this bow has no additional effect.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skirmishers Aketon]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Banner]]&lt;br /&gt;
|Grants band members abilities to resist common monstrous strikes and to strike back just as hard.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivors Platemail]]&lt;br /&gt;
|You may ignore the roleplay effects of a single traumatic wound until the end of the battle.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Tail of the Beast]]&lt;br /&gt;
|You may spend one energy to make the Shackle or Venom call with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderous Awe]]&lt;br /&gt;
|Once per day you may cast the Stun spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Treacheries Kiss]]&lt;br /&gt;
|Once per day you may cast the Venom spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbroken Chain]]&lt;br /&gt;
|Provides a Graver character wearing it an additional rank of Divine Lore: Cervitas but no masteries or votes.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarers Pyx]]&lt;br /&gt;
|Once per day, when the sect that is bonded to this reliquary is performing a ceremony, its magnitude is reduced by two.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Windborn]]&lt;br /&gt;
|Once per day you may cast the Knockback spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Masterwork Items ==&lt;br /&gt;
Masterwork Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Masterwork items last &#039;&#039;&#039;four events.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Shears]]&lt;br /&gt;
|Twice per day you may use this item to cut a bond connecting a magical item to an individual. You may only use this item if you have the Artisan skill.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Arch Priests Blade]]&lt;br /&gt;
|As long as you know any of the Heal, Purify or Mend Limb spells, Twice per day you may cast the Heal, Purify and Mend Limb spells simultaneously for a cost of one mana or two mana if swift cast.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage&#039;s Staff]]&lt;br /&gt;
|Twice per day you may cast, or where appropriate swift cast, any spell you know for no mana cost.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Armsman&#039;s Amulet]]&lt;br /&gt;
|You gain the Weaponmaster skill&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Artebazzani Artifact]]&lt;br /&gt;
|Once per day, your sect may join with another sect to perform a ceremony together. While your sects may perform the ceremony together they are still treated as separate sects for all other purposes. Your Sect does not gain the benefit of the Sects reliquaries, if any.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Avalanche]]&lt;br /&gt;
|You may spend one energy to call either Break or use the Mighty Blow effect with this weapon.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barons Blessed Cairn]]&lt;br /&gt;
|Up to two times per day, when your sect targets a Herb Garden, Wilderness, Farm, Mine, or Business with a ceremony which increases its resource output, you may choose another investment of the same type in the same or an adjacent region to also receive the effects of that ceremony&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlehealers Coat]]&lt;br /&gt;
|When you cast or swift cast the Heal, Purify or Mend Limb spells you regain one hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Beggars Key]]&lt;br /&gt;
|Twice per day after thirty seconds of roleplay you may open a portal as you had used the Channel Waystone spell. You may use this power if you are wearing armour.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodcloak]]&lt;br /&gt;
|Three times per day when you use the Surgeon skill you can roleplay drawing some of your own blood and using it in place of a herb of your choice. Thies does not damage you or affect your hitpoints.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracelet of the Young Ward]]&lt;br /&gt;
|You gain the Bulwark skill.&lt;br /&gt;
|Talisman: Jewelery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandts Blade]]&lt;br /&gt;
|You may spend one energy to call Silence with this weapon on a strike that would deal damage. When you use this effect you are also affected by Silence.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Celebrants Chain]]&lt;br /&gt;
|Twice per Summit you may perform the &#039;Enlightened Ceremony&#039; ceremony for two magnitude. &lt;br /&gt;
This item requires the character bonded to it have at least Divine Lore 2 Lumos.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonhide Plate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Duelists Obstinate Ally]]&lt;br /&gt;
|When you spend one energy you regain one hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemasters Shield]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this Shield. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgesteel Armour]]&lt;br /&gt;
|You may spend one energy to ignore a Fracture call.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardians Banner]]&lt;br /&gt;
|Members of the band bonded to this Concordia may use it to recall out of battle.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Harness of Heartiness]]&lt;br /&gt;
|After five seconds of roleplaying that includes a loud invocation of cleansing, you may spend one energy to remove the Venom condition from yourself. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunters Ark]]&lt;br /&gt;
|Members of this sect who are performing an Arcadian ceremony may use Beastbone instead of Crystal Mana. Every two measures of Beastbone count as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminating Forge]]&lt;br /&gt;
|Members of this sect who are performing a Lumos ceremony may use Sun’s Iron instead of crystal mana. Every two measures of Sun’s Iron counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Immortals Shield]]&lt;br /&gt;
|You gain the Unstoppable and Deathless skills.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Azime]]&lt;br /&gt;
|Once per day, the bearer of a Lantern of Azime may cast ‘Arc Purify’ as |One per day, you may cast ‘Arc Purify’ as if you knew the spell. Doing so requires a full 30 second cast, but costs no mana. The caster must follow all other spellcasting rules. This spell does not require a specific target.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Unseen Ember]]&lt;br /&gt;
|Once per day, the user may cast Magic Fire as ‘Arc’ through this Item. &lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaires Commandment]]&lt;br /&gt;
|When your Sect completes a ceremony that targets characters who are all members of a single band, the ceremony may also target members of a different band that are from the same Realm.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich Paragon’s Robe]]&lt;br /&gt;
|You gain the Deathless skill and are immune to the &#039;Silence&#039; effect.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Matched Thunderbolts]]&lt;br /&gt;
|If you strike a shield or individual with both weapons at once, you may spend one energy and call knockback.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mundane Forcebarrier]]&lt;br /&gt;
|You gain two additional personal mana and one additional hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Opened Eye]]&lt;br /&gt;
|Twice per day you may cast the Fear spell for no mana. You must know the Fear spell to use this effect.&lt;br /&gt;
|Weapon: Stave&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Pathfinders Gambit]]&lt;br /&gt;
|Once per day, a character bonded to this item may swift cast a [[Winds of the World - Summer 222#Bam and the Mage is Gone|modified version of the Recall spell]].&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Philosophers Charm]]&lt;br /&gt;
|Once per day, a character bonded to this item may transmute X amount of minerals into any one other mineral. In this circumstance X equals the amount of mana being expended. This requires thirty seconds of roleplay and the presence of a Civil Servant.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Pugilists Charm]]&lt;br /&gt;
|You may spend one energy to restore a limb affected by the Fracture call. This requires five seconds of roleplay that is interrupted upon receiving a strike to you or your target.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancers Staff]]&lt;br /&gt;
|Twice per day you may cast the Damage spell for no mana. You may spend one Mana to ignore a Magic Damage effect. You must know the Damage spell to use these effects.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe of the Saviour]]&lt;br /&gt;
|Twice per day when you cast or swift cast the Heal spell you may do so without spending mana.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Seer]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Armour: Robe&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Runeplate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sargents Fist]]&lt;br /&gt;
|You gain two additional energy.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Seers Knife]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Shattering Stone]]&lt;br /&gt;
|Members of this sect who are performing an Anarch ceremony may use Bloodglass instead of crystal mana. Every two measures of Bloodglass counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Blade]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Smiths Polearm]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this weapon. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers Hauberk]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Squires Mail]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of Peace]]&lt;br /&gt;
|You may cast the Heal, Mend Limb and Purify spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of War]]&lt;br /&gt;
|You may cast the Knockback, Stun, Damage and Venom spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlit Pool]]&lt;br /&gt;
|Members of this sect who are performing a Stallia ceremony may use Black Sap instead of crystal mana. Every two measures of Black Sap counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel Pillar]]&lt;br /&gt;
|Members of this sect who are performing a Cervitas ceremony may use Forgesteel instead of crystal mana. Every two measures of Forgesteel counts as one crystal mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Warfletcher]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Warlocks Longknives]]&lt;br /&gt;
|You may either expend one energy to regain one personal mana or expend three personal mana to regain one energy.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Warriors Right Hand]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighted Scales]]&lt;br /&gt;
|Members of this sect who are performing a Panoply ceremony may use Shimmering Scales instead of crystal mana. Every two measures of Shimmering Scales counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolverines Bite]]&lt;br /&gt;
|Twice per day when you use Fracture you may strike two targets instead of one for no additional cost. You have only 10 seconds to deliver the second Fracture.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4724</id>
		<title>Artisan Crafts</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4724"/>
		<updated>2026-10-18T06:54:47Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Testing sticky header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Artisan]] and [[Magic Items]]&lt;br /&gt;
&lt;br /&gt;
== Journeyman Items ==&lt;br /&gt;
These do not require any resources to create, the Artisan only needs to know the its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Journeyman items last &#039;&#039;&#039;two events&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable sticky-header&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte&#039;s Assistant]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Artisans Oil]]&lt;br /&gt;
|A character with the Artisan skill can roleplay applying the oil to a shield or weapon affected by the Break call, after which the Artisans oil is consumed but the item is returned to normal function. This roleplay must take a minimum of 30 seconds. &lt;br /&gt;
The roleplay is interrupted if you or the item are struck or if you engage in combat or move faster than a walking pace. The oil is not consumed in this circumstance but the roleplay must begin again.&lt;br /&gt;
&lt;br /&gt;
Artisan&#039;s oil is unique in requiring far less time to produce than other Artisan Crafts. An artisan may create a single use of Artisan&#039;s Oil by bringing two different measures of Artisan Resources (Blacksap, Hartswood, Beastbone, Shimmering Scale, Essencite, Sun’s Iron, Forgesteel or Bloodglass) to the Exchange.&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleplate]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonebreaker]]&lt;br /&gt;
|You may spend one energy to call Fracture or Knockback with this weapon.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Boulders Staff]]&lt;br /&gt;
|You may cast the Stun spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Clerics Mace]]&lt;br /&gt;
|You may cast or swift cast the Heal spell as if you knew it.&lt;br /&gt;
|Weapon One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystalhunger Robes]]&lt;br /&gt;
|Once per day, when you consume a piece of crystal mana, it restores three personal mana rather than one.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Icon]]&lt;br /&gt;
|Allows band members to recall eachother when they are in bleedout but causes the terminal effect. This allows corpses to be retrieved if hope is lost.&lt;br /&gt;
|Concordia: Icon&lt;br /&gt;
|-&lt;br /&gt;
|[[Druids Crook]]&lt;br /&gt;
|You may cast the Shackle spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Guards Watcher]]&lt;br /&gt;
|You may spend one energy to call Knockback or Shackle with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Greatweapon of the Old Ways]]&lt;br /&gt;
|This weapon may not be used to deliver the Knockback effect. Instead, while wielding the weapon in two hands you may strike a shield and call ‘Magic Damage 3’. Expend one energy. As this strike can only affect a shield, please inform the target if you miss.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Linebreakers Staff]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Marauder&#039;s Warcoat|Marauders Warcoat]]&lt;br /&gt;
|While wearing this armour you may spend one energy to call Fracture with Polearms, Greatweapons or One Handed Weapons.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Medics Gambeson]]&lt;br /&gt;
|You may offer first aid to characters who are bleeding out. While doing so the characters bleedout time is paused. This requires two hands, your full attention, appropriate roleplay and being stationary.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|-&lt;br /&gt;
|[[Mountebanks Surprise]]&lt;br /&gt;
|Once per day when you cast the Empower spell on a target you are also affected by the empower spell.&lt;br /&gt;
|Weapon Pair: Short Weapon and One Handed Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Reforging Gavel]]&lt;br /&gt;
|You may cast or swift cast the Reforge spell as if you knew it.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[Saga of the Lost]]&lt;br /&gt;
|A member of this sect will never become a conscious undead. If their spirit is called upon after their death they will be calm and aware of their circumstances. Members of this sect may roleplay stoic silence rather than pain while in the terminal state.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|-&lt;br /&gt;
|[[Serpent&#039;s Tail]]&lt;br /&gt;
|You may cast the Venom spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Setting Blade]]&lt;br /&gt;
|You may cast or swift cast the Mend Limb spell as if you knew it.&lt;br /&gt;
|Weapon Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Standard of the Brave]]&lt;br /&gt;
|Once per day, each member of the band who is attuned to a fragment of this Concordia may call ‘immune’ to a Fear effect that targets them.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|-&lt;br /&gt;
|[[Strikers Hand]]&lt;br /&gt;
|You may cast the Knockback spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Tacticians Demand]]&lt;br /&gt;
|You may cast the Empower spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Torment’s Blade]]&lt;br /&gt;
|You may cast the Fear spell as if you knew it.&lt;br /&gt;
|Weapon: Short weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thieves Good Hand]]&lt;br /&gt;
|You may cast the Silence spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Warmages Blessing]]&lt;br /&gt;
|You gain one additional hitpoint. This item requires the Battlemage skill.&lt;br /&gt;
|Talisman: Battlemages Circlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expert Items ==&lt;br /&gt;
Expert Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Expert items last &#039;&#039;&#039;three events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resources are as follows:&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartswood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Reliquary]]&lt;br /&gt;
|Members of a Sect may transfer mana to each other.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Penknife]]&lt;br /&gt;
|You gain one additional personal mana.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarians Brutalizer]]&lt;br /&gt;
|You may call Fracture or Knockback with this weapon. Alternatively you may call &amp;quot;Magic Damage 3&amp;quot; when striking a shield.&lt;br /&gt;
|Weapon: Greatweapon&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Control]]&lt;br /&gt;
|Twice per day you may cast the Silence spell for no mana. You must already know the Silence Spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Force]]&lt;br /&gt;
|Twice per day you may cast the Knockback spell for no mana. You must already know the Knockback spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bending Reed Blades]]&lt;br /&gt;
|You may call Fracture or Shackle with these weapons.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Blazesap Striker]]&lt;br /&gt;
|While bonded to a character with a Naval Investment, if that investment takes the ‘Support the Fleet’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodslick Banner]]&lt;br /&gt;
|Allows band members to heal each other, at the cost of hit points.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Comrades Knife]]&lt;br /&gt;
|Whenever you cast or swift cast the Heal spell, you gain one hit point.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Conqueror&#039;s Halberd]]&lt;br /&gt;
|You may call Shackle or Fracture with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Daphne&#039;s Deathwhistle]]&lt;br /&gt;
|While bonded to a character with a Military Investment, if that investment takes the ‘Support the Army’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Dawns Pestle]]&lt;br /&gt;
|When preparing potions you may spend two Beggars Root as one Rackoric or two Rackoric as one Beggars Root. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Desperate Times]]&lt;br /&gt;
|Once per day you may call Venom with this weapon for no energy or mana cost. You are also affected by Venom when you use this ability.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldermere Charm]]&lt;br /&gt;
|Your farm investment cannot become damaged unless it is particularly targeted, it takes a special action, or it acts as another kind of investment. In addition this investment grants either 4 Hartswood or 4 Beastbone as if it had diversified, without the reduction in keys&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalists Garb]]&lt;br /&gt;
|This armour does not inhibit the casting of spells by a mage, as if they had the Battlemage skill.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Enduring Shield]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this shield has no additional effect.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape Route]]&lt;br /&gt;
|Once per day you may cast the Shackle spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eves Mortar]]&lt;br /&gt;
|When preparing potions you may spend two Green Sunleaf as one Stonestem or two Stonestem as one Green Sunleaf. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flameborn Dagger]]&lt;br /&gt;
|You may cast the Damage spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray Wizards Robe]]&lt;br /&gt;
|You gain one additional hitpoint. Requires the Magus skill.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian Mage Staff]]&lt;br /&gt;
|Twice per day, you may cast the Stun spell as if you knew it, for no mana. You are immune to the Magic Stun effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Magehunters Call]]&lt;br /&gt;
|Once per day you may cast the Silence spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Legion Standard]]&lt;br /&gt;
|Grants members of the band two additional personal mana.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Manticore Hide Armour]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Hide Armour]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this armour has no additional effect.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Opportunists Call]]&lt;br /&gt;
|Once per day you may call Fracture with no energy cost.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Phial of the Sun]]&lt;br /&gt;
|Once per day when using the Surgeon skill you may decant some liquid from this phial and use it as if it were one herb of your choice. This may not be used for the crafting of potions.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Prime Hunters Bow]]&lt;br /&gt;
|You gain one level of Divine Lore: Arcadian, but no masteries or votes.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifying Scalpel]]&lt;br /&gt;
|When you cast (but not swift cast) the Heal spell, you may also remove the Venom effect from the target.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Rootwarder]]&lt;br /&gt;
|Twice per day, you may cast the Shackle spell as if you knew it, for no mana. You are immune to the Magic Shackle effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpions Barb]]&lt;br /&gt;
|Twice per day, you may cast the Venom spell as if you knew it, for no mana. You are immune to the Magic Venom effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scouts Bow]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this bow has no additional effect.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skirmishers Aketon]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Banner]]&lt;br /&gt;
|Grants band members abilities to resist common monstrous strikes and to strike back just as hard.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivors Platemail]]&lt;br /&gt;
|You may ignore the roleplay effects of a single traumatic wound until the end of the battle.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Tail of the Beast]]&lt;br /&gt;
|You may spend one energy to make the Shackle or Venom call with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderous Awe]]&lt;br /&gt;
|Once per day you may cast the Stun spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Treacheries Kiss]]&lt;br /&gt;
|Once per day you may cast the Venom spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbroken Chain]]&lt;br /&gt;
|Provides a Graver character wearing it an additional rank of Divine Lore: Cervitas but no masteries or votes.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarers Pyx]]&lt;br /&gt;
|Once per day, when the sect that is bonded to this reliquary is performing a ceremony, its magnitude is reduced by two.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Windborn]]&lt;br /&gt;
|Once per day you may cast the Knockback spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Masterwork Items ==&lt;br /&gt;
Masterwork Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Masterwork items last &#039;&#039;&#039;four events.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Shears]]&lt;br /&gt;
|Twice per day you may use this item to cut a bond connecting a magical item to an individual. You may only use this item if you have the Artisan skill.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Arch Priests Blade]]&lt;br /&gt;
|As long as you know any of the Heal, Purify or Mend Limb spells, Twice per day you may cast the Heal, Purify and Mend Limb spells simultaneously for a cost of one mana or two mana if swift cast.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage&#039;s Staff]]&lt;br /&gt;
|Twice per day you may cast, or where appropriate swift cast, any spell you know for no mana cost.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Armsman&#039;s Amulet]]&lt;br /&gt;
|You gain the Weaponmaster skill&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Artebazzani Artifact]]&lt;br /&gt;
|Once per day, your sect may join with another sect to perform a ceremony together. While your sects may perform the ceremony together they are still treated as separate sects for all other purposes. Your Sect does not gain the benefit of the Sects reliquaries, if any.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Avalanche]]&lt;br /&gt;
|You may spend one energy to call either Break or use the Mighty Blow effect with this weapon.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barons Blessed Cairn]]&lt;br /&gt;
|Up to two times per day, when your sect targets a Herb Garden, Wilderness, Farm, Mine, or Business with a ceremony which increases its resource output, you may choose another investment of the same type in the same or an adjacent region to also receive the effects of that ceremony&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlehealers Coat]]&lt;br /&gt;
|When you cast or swift cast the Heal, Purify or Mend Limb spells you regain one hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Beggars Key]]&lt;br /&gt;
|Twice per day after thirty seconds of roleplay you may open a portal as you had used the Channel Waystone spell. You may use this power if you are wearing armour.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodcloak]]&lt;br /&gt;
|Three times per day when you use the Surgeon skill you can roleplay drawing some of your own blood and using it in place of a herb of your choice. Thies does not damage you or affect your hitpoints.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracelet of the Young Ward]]&lt;br /&gt;
|You gain the Bulwark skill.&lt;br /&gt;
|Talisman: Jewelery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandts Blade]]&lt;br /&gt;
|You may spend one energy to call Silence with this weapon on a strike that would deal damage. When you use this effect you are also affected by Silence.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Celebrants Chain]]&lt;br /&gt;
|Twice per Summit you may perform the &#039;Enlightened Ceremony&#039; ceremony for two magnitude. &lt;br /&gt;
This item requires the character bonded to it have at least Divine Lore 2 Lumos.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonhide Plate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Duelists Obstinate Ally]]&lt;br /&gt;
|When you spend one energy you regain one hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemasters Shield]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this Shield. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgesteel Armour]]&lt;br /&gt;
|You may spend one energy to ignore a Fracture call.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardians Banner]]&lt;br /&gt;
|Members of the band bonded to this Concordia may use it to recall out of battle.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Harness of Heartiness]]&lt;br /&gt;
|After five seconds of roleplaying that includes a loud invocation of cleansing, you may spend one energy to remove the Venom condition from yourself. Performing this action causes you to be affected by ‘Heal 1’.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunters Ark]]&lt;br /&gt;
|Members of this sect who are performing an Arcadian ceremony may use Beastbone instead of Crystal Mana. Every two measures of Beastbone count as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminating Forge]]&lt;br /&gt;
|Members of this sect who are performing a Lumos ceremony may use Sun’s Iron instead of crystal mana. Every two measures of Sun’s Iron counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Immortals Shield]]&lt;br /&gt;
|You gain the Unstoppable and Deathless skills.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Azime]]&lt;br /&gt;
|Once per day, the bearer of a Lantern of Azime may cast ‘Arc Purify’ as |One per day, you may cast ‘Arc Purify’ as if you knew the spell. Doing so requires a full 30 second cast, but costs no mana. The caster must follow all other spellcasting rules. This spell does not require a specific target.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Unseen Ember]]&lt;br /&gt;
|Once per day, the user may cast Magic Fire as ‘Arc’ through this Item. &lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaires Commandment]]&lt;br /&gt;
|When your Sect completes a ceremony that targets characters who are all members of a single band, the ceremony may also target members of a different band that are from the same Realm.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich Paragon’s Robe]]&lt;br /&gt;
|You gain the Deathless skill and are immune to the &#039;Silence&#039; effect.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Matched Thunderbolts]]&lt;br /&gt;
|If you strike a shield or individual with both weapons at once, you may spend one energy and call knockback.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mundane Forcebarrier]]&lt;br /&gt;
|You gain two additional personal mana and one additional hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Opened Eye]]&lt;br /&gt;
|Twice per day you may cast the Fear spell for no mana. You must know the Fear spell to use this effect.&lt;br /&gt;
|Weapon: Stave&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Pathfinders Gambit]]&lt;br /&gt;
|Once per day, a character bonded to this item may swift cast a [[Winds of the World - Summer 222#Bam and the Mage is Gone|modified version of the Recall spell]].&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Philosophers Charm]]&lt;br /&gt;
|Once per day, a character bonded to this item may transmute X amount of minerals into any one other mineral. In this circumstance X equals the amount of mana being expended. This requires thirty seconds of roleplay and the presence of a Civil Servant.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Pugilists Charm]]&lt;br /&gt;
|You may spend one energy to restore a limb affected by the Fracture call. This requires five seconds of roleplay that is interrupted upon receiving a strike to you or your target.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancers Staff]]&lt;br /&gt;
|Twice per day you may cast the Damage spell for no mana. You may spend one Mana to ignore a Magic Damage effect. You must know the Damage spell to use these effects.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe of the Saviour]]&lt;br /&gt;
|Twice per day when you cast or swift cast the Heal spell you may do so without spending mana.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Seer]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Armour: Robe&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Runeplate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sargents Fist]]&lt;br /&gt;
|You gain two additional energy.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Seers Knife]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Shattering Stone]]&lt;br /&gt;
|Members of this sect who are performing an Anarch ceremony may use Bloodglass instead of crystal mana. Every two measures of Bloodglass counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Blade]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Smiths Polearm]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this weapon. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers Hauberk]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Squires Mail]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of Peace]]&lt;br /&gt;
|You may cast the Heal, Mend Limb and Purify spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of War]]&lt;br /&gt;
|You may cast the Knockback, Stun, Damage and Venom spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlit Pool]]&lt;br /&gt;
|Members of this sect who are performing a Stallia ceremony may use Black Sap instead of crystal mana. Every two measures of Black Sap counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel Pillar]]&lt;br /&gt;
|Members of this sect who are performing a Cervitas ceremony may use Forgesteel instead of crystal mana. Every two measures of Forgesteel counts as one crystal mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Warfletcher]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Warlocks Longknives]]&lt;br /&gt;
|You may either expend one energy to regain one personal mana or expend three personal mana to regain one energy.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Warriors Right Hand]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighted Scales]]&lt;br /&gt;
|Members of this sect who are performing a Panoply ceremony may use Shimmering Scales instead of crystal mana. Every two measures of Shimmering Scales counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolverines Bite]]&lt;br /&gt;
|Twice per day when you use Fracture you may strike two targets instead of one for no additional cost. You have only 10 seconds to deliver the second Fracture.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=High_Historian&amp;diff=4722</id>
		<title>High Historian</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=High_Historian&amp;diff=4722"/>
		<updated>2026-10-16T10:04:17Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Concordian Titles]] for other important figures of the Concord.&lt;br /&gt;
&lt;br /&gt;
= High Historian =&lt;br /&gt;
The High Historian works closely with the Concordian Archives and the Civil Service to guide research into the history, world and society that The Concord inhabits. In doing so they can reveal lost mysteries, forgotten techniques and useful knowledge.&lt;br /&gt;
&lt;br /&gt;
== Election ==&lt;br /&gt;
By nomination of a [[Senator]] and the vote of the [[The Senate|Senate]] conducted every Spring Summit. Any Concordian citizen who does not hold a [[Concordian Titles|title]] may be nominated to the position of High Historian.&lt;br /&gt;
&lt;br /&gt;
== Term ==&lt;br /&gt;
As of Winter 224 High Historians serve for two Seasons. They may immediately stand for re-election and there is no term limit. Elections are conducted at the Spring Summit.&lt;br /&gt;
&lt;br /&gt;
== Powers ==&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; The High Historian guides the Archival staff of the Civil Service towards aspects of research. Each Summit they may define the focus of the research for the next season. At the following Summit they will receive a report on that subject, which they may redact as much or as little as they wish. They may also request that the document be placed within the Secret Records of the Senate if they believe they have uncovered dangerous information.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Civil Service requested the creation of this title in response to fears that the Civil Service should not be defining its own goals. The motion of the Senate to create the position was passed in Summer of 221.&lt;br /&gt;
&lt;br /&gt;
Adeline Rossetti perished during the Winter Summit of 223, some time after their election to the title of High Historian. As a replacement was not elected by The Senate, the position remained unfilled, resulting in no historic research for the Winter of 223.&lt;br /&gt;
&lt;br /&gt;
In Winter 224 the Senate modified the title to hold its term for one year, rather than a single season. &lt;br /&gt;
&lt;br /&gt;
== Previous High Historians ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
==== Name ====&lt;br /&gt;
!&lt;br /&gt;
==== Term ====&lt;br /&gt;
|-&lt;br /&gt;
|Lady Modwenna Galendor&lt;br /&gt;
|Spring 226 - &#039;&#039;Incumbent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Houndspriest Wenche Vanatoure&lt;br /&gt;
|Spring 225 - Spring 226&lt;br /&gt;
|-&lt;br /&gt;
|Houndspriest Wenche Vanatoure&lt;br /&gt;
|Summer 224 - Spring 225&lt;br /&gt;
|-&lt;br /&gt;
|Houndspriest Wenche Vanatoure&lt;br /&gt;
|Winter 224 - Summer 224&lt;br /&gt;
|-&lt;br /&gt;
|Dhahab El&#039;Murjil&lt;br /&gt;
|Summer 223 - Winter 224&lt;br /&gt;
|-&lt;br /&gt;
|Caelan Pinesfollow&lt;br /&gt;
|Summer 223 (Deceased)&lt;br /&gt;
|-&lt;br /&gt;
|Adeline Rossetti&lt;br /&gt;
|Winter 223 (Deceased)&lt;br /&gt;
|-&lt;br /&gt;
|Stallarian Starmantle&lt;br /&gt;
|Summer 222 - Winter 223&lt;br /&gt;
|-&lt;br /&gt;
|Adeline Rossetti&lt;br /&gt;
|Winter 222 - Summer 222&lt;br /&gt;
|-&lt;br /&gt;
|Father Winston the Faithful&lt;br /&gt;
|Summer 221 - Winter 222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of High Historian Research ==&lt;br /&gt;
Below is a list of all prior research completed by the Concordian Civil Service on behalf of the High Historian. If the High Historian decides that research is dangerous to the public, they may have it restricted, only being available to [[The Senate]]. The High Historian can also have their research restricted, with some sections removed. They may not have their research altered beyond this.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[[Historic Research - Summer 221|An Assessment of the Economic Concerns and Historical Trading Natures of the Prominent Nations of Esterra and Beyond.]]&#039;&#039; Commissioned by Father Winston the Faithful. Summer 221.&lt;br /&gt;
* &#039;&#039;[[Historic Research - Winter 222|Mythological Starvation - A study into the Witch of Legend]]&#039;&#039; Commissioned by Adeline Rossetti. Winter 222.&lt;br /&gt;
* &#039;&#039;[[Historic Research - Summer 222|The Conquered: The History and Faith of the Endemani of Central Esterra]]&#039;&#039; Commissioned by Stallarion Starmantle, Summer 222.&lt;br /&gt;
* [[Historic Research - Summer 223|&#039;&#039;The Old Iron Gods&#039;&#039;]] Commissioned by Dahab Al&#039;Murjil,  Summer 223&lt;br /&gt;
* &#039;&#039;[[Historic Research - Winter 224|The Reminder-Wood: A History of Resinderholz]]&#039;&#039; Commissioned by Houndspriest Wenche Vanatoure, Winter 224&lt;br /&gt;
* [[Historic Research - Summer - 224|&#039;&#039;The Wars between the Iron Valley and Bailite Kingdoms&#039;&#039;]] Commissioned by Houndspriest Wenche Vanatoure, Summer 224&lt;br /&gt;
* &#039;&#039;[[Historic Research - Spring - 225|No Law in Empire: The History of the Artebazzani Empire]]&#039;&#039; Commissioned by Houndspriest Wenche Vanatoure, Autumn 225&lt;br /&gt;
* &#039;&#039;[[Historic Research - Autumn- 226|The Sunken Barony of Stars: The Barony of Vassertal]]&#039;&#039; Commisssioned by Houndspriest Wenche Vanatoure, Spring 225&lt;br /&gt;
* &#039;&#039;[[Historic Research Spring 226|Magiaforma - The Three Stones of Obregon]]&#039;&#039; - Commissioned by Houndspriest Wenche Vanatoure, Autumn 226.&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Letters_in_Concord&amp;diff=4721</id>
		<title>Letters in Concord</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Letters_in_Concord&amp;diff=4721"/>
		<updated>2026-10-15T06:17:50Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Added Beckoner-Deacon to the list of letter recipients, added clarification on Sams&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Letters are one of the primary methods of communicating content within the game of Concord, and the main way, outside of interacting directly at Summit or Sanctioned Events, that your character has to communicate with others in the world, whether they be PCs or NPCs.&lt;br /&gt;
&lt;br /&gt;
== How does receiving letters work at Summit? ==&lt;br /&gt;
At the beginning of Summit, following Elections, the Concordian Civil Service hand out the mail for the event. Typically, but not always, these letters go out to those with titles, or those that are involved in specific content.&lt;br /&gt;
&lt;br /&gt;
It is important to note that both having a title and being involved with content does not guarantee the receival of a letter - there are many factors at play behind the scenes that determine what letters are sent out, when, and to whom.&lt;br /&gt;
&lt;br /&gt;
Often, these letters require some kind of action from the recipient - normally to make a decision, organise Downtime, provide resources etc. Some letters also require the recipient to send a response.&lt;br /&gt;
&lt;br /&gt;
== How does sending letters work at Summit? ==&lt;br /&gt;
There are three methods of sending letters/mail at Summit, each for a slightly different purpose. The following flowchart is a guide for navigating these methods for sending letters at Summit:&lt;br /&gt;
[[File:Post.jpg|center|frameless|750x750px]]&lt;br /&gt;
&lt;br /&gt;
=== Civil Service Protected Post ===&lt;br /&gt;
[[File:Civil service post.jpg|thumb]]&lt;br /&gt;
The Civil Service Protected Post works with the Exchange and other secure elements of the Civil Service to ensure that title holders have the means of performing their duties within The Concord without need for arcane or divine ceremonies. Transported quickly and under guard, the CSPP enables important decisions to be made in a timely manner, but at a cost.&lt;br /&gt;
&lt;br /&gt;
Letters requiring a decision to be made, generally for a title holder but not always, may carry the Civil Service Protected Post symbol. This means that the letter can be responded to by completing a letter, sealing it, and delivering it to The Exchange, where it will be placed in the secure mailbag. However, due to a command from the Senate, this process costs the user somewhat, at one Key per page. &lt;br /&gt;
&lt;br /&gt;
=== Call Winged Messenger ===&lt;br /&gt;
[[Call Winged Messenger]] is a Cervitas Ceremony that summons or creates a small winged creature (often a bird of some kind) to carry a written message to a particular person. These creatures are primarily used to communicate important or sensitive information that must reach their target. There are a number of stipulations on the Ceremony, to stop summoned creatures from searching across the mortal plane until they expire.  The Ceremony targets a sealed, single, double sided page of paper.&lt;br /&gt;
[[File:Winged Messenger.jpg|left|thumb]]&lt;br /&gt;
Call Winged Messenger is predominantly used to send correspondence to distant individuals, likely outside The Concord, or in areas that are difficult to reach. A letter will be marked with the Call Winged Messenger symbol to denote that it requires a response through this Ceremony. Within the world of Concord, these matters are of some import, either due to time or scale, and require the use of this Ceremony - no other method will do. Simply complete the Ceremony and present your original letter as proof of origin to the Curate.&lt;br /&gt;
&lt;br /&gt;
In addition, as The Concord opens diplomatic ties with foreign powers, individuals from those nations may make themselves available to communication by Concordian citizens through the use of Call Winged Messenger. These letters do not require proof of origin, and are open to all Concordian characters during the Summit. The list to such individuals can be found [[Call Winged Messenger#Known Correspondents|here]]. &lt;br /&gt;
&lt;br /&gt;
Regardless of the origin, Call Winged Messenger is rarely answered swiftly, due to the distances travelled and characters should not expect responses within the Summit the messenger was sent.&lt;br /&gt;
&lt;br /&gt;
=== The Concordian Mail Service ===&lt;br /&gt;
The Concordian Mail Service is a nascent element of the Civil Service operating under the auspice of the Office of the Archivist. Operating primarily out of Passage, the organisation works with local messengers to communicate letters over land. The organisation has offices in each of the notable cities of The Concord and can generally be assumed to reach most areas held within The Concord, although the military circumstances of these regions and the whims of the economy can change this reach on a day-to-day schedule.&lt;br /&gt;
&lt;br /&gt;
The Concordian Mail Service (CMS) is your go-to for all other mail and should generally be used as a method of furthering your character or indicating to The Concord Team elements of the story you are interested in. Letters can be assumed to generally reach their subjects (within The Concord) and may or may not receive a response.&lt;br /&gt;
&lt;br /&gt;
=== A note on Resources ===&lt;br /&gt;
In some circumstances, characters may request Resources, items or even wealth from characters, or characters may feel obliged to send Resources to characters without their asking. In these circumstances, characters should attach these Resources to the letter they are sending, placing them within the envelope.&lt;br /&gt;
&lt;br /&gt;
== How does sending letters work outside of Summit? ==&lt;br /&gt;
Between their considerable wealth, influence and might, the Heroes of The Concord often find it far easier to get letters to each other than the bureaucracy of The Concord might. Between friends, private messengers, and networks of innkeepers, Heroes of The Concord often communicate through letters of varying lengths, particularly between Summits.&lt;br /&gt;
&lt;br /&gt;
As Concord is a Live-Action game, The Concord Team asks that no roleplay take place online or informally between Summits outside of Concord Events or Sanctioned Events. This keeps Concord a Live-Action game but also restricts the flow of information or story to a rate that The Concord Team deems appropriate. However, we do understand that players often wish to communicate between characters to prepare for future Summits, to scheme, share information or progress relationships, which we are certainly here for. &lt;br /&gt;
&lt;br /&gt;
As such, characters can communicate with each other during the downtime season, however, ALL communications must be done through in character, hard-copy letters. This is to ensure a reasonable pace of communication, to add an air of importance to communicate, and to create awesome props for later use. If you are interested in sending a letter to a character, you are recommended to get in contact with their player and either:&lt;br /&gt;
&lt;br /&gt;
* Obtain their postal address and send a letter through the post.&lt;br /&gt;
* Work through an intermediary who will print a letter sent to them through the internet and hand it to the player.&lt;br /&gt;
* Send letters via email, for the recipient to then print, in order for there to be physical prop&lt;br /&gt;
&lt;br /&gt;
This may seem like extra steps for the sake of extra steps but be assured that this adds weight and pacing to the communications within the world of Concord, which would be swiftly outpaced by the efforts of systems such as social media or Discord.&lt;br /&gt;
&lt;br /&gt;
Please note that players are unable to send letters to Non-Player Characters during the downtime seasons, including retired Player Characters.&lt;br /&gt;
&lt;br /&gt;
=== Writing to the Civil Service ===&lt;br /&gt;
The exceptions to Non-Player Characters are the following Civil Service members commonly in attendance at Summits and other events, represented by members of the Concord Team. Please note that not all Civil Service members are contactable in this way, and that the list may change with time.&lt;br /&gt;
&lt;br /&gt;
If you are writing to a Civil Service member you should endeavour to treat the character as a character, rather than a knowledge receptacle. Inviting Civil Service members to events and discussing theology with the Curate is fine, but you should not expect a Passel quality explanation on portals from the Augry or the Pathfinder Captain. You should also be aware that, like any letter, you are not guaranteed to get a response.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Contactable Civil Service Members&lt;br /&gt;
!Civil Service Character&lt;br /&gt;
!Typical Postal Address&lt;br /&gt;
!Concord Team Member&lt;br /&gt;
|-&lt;br /&gt;
|Symposiarch Gavril Princep&lt;br /&gt;
|&lt;br /&gt;
One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Michael&lt;br /&gt;
|-&lt;br /&gt;
|Archivist Frederick Jones&lt;br /&gt;
|One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Mitchell&lt;br /&gt;
|-&lt;br /&gt;
|Postmaster Cosimo Sforza de la Concord&lt;br /&gt;
|Central Civil Post Office&amp;lt;br&amp;gt;One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Oscar&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder Captain Musafir&amp;lt;br&amp;gt;Al’Concord El’Esterra Del’Lumos&lt;br /&gt;
|One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Alistair&lt;br /&gt;
|-&lt;br /&gt;
|Commandant Khasim al-ja’Anni&lt;br /&gt;
|PRIVATE ADDRESS&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&amp;lt;br&amp;gt;&#039;&#039;(It&#039;ll find its way there)&#039;&#039;&lt;br /&gt;
|Lionel&lt;br /&gt;
|-&lt;br /&gt;
|Orielle “The Locksmith” Lebeaux&lt;br /&gt;
|The Cat&#039;s Claw&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Rosalie&lt;br /&gt;
|-&lt;br /&gt;
|Augry Oona of Anderslee&lt;br /&gt;
|Care of The Shardcircle&amp;lt;br&amp;gt;Passage&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Phoebe&lt;br /&gt;
|-&lt;br /&gt;
|Archivist Concold Ravvart&lt;br /&gt;
|Care of The Shardcircle&amp;lt;br&amp;gt;Passage&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Warren&lt;br /&gt;
|-&lt;br /&gt;
|Tekle el&#039;Passage al&#039;Concord&lt;br /&gt;
|Concordian Civil Service Office&amp;lt;br&amp;gt;Passage&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Sam Bowden&lt;br /&gt;
|-&lt;br /&gt;
|Bishop-Curate Benjamin Roennfeldt&lt;br /&gt;
|One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Alex&lt;br /&gt;
|-&lt;br /&gt;
|Fraudeacon Adeline Müller&lt;br /&gt;
|One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Gemma&lt;br /&gt;
|-&lt;br /&gt;
|Beckoner-Deacon Deacon&lt;br /&gt;
|One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Sam Bushe-Jones&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Andash_Look_and_Feel&amp;diff=4720</id>
		<title>Andash Look and Feel</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Andash_Look_and_Feel&amp;diff=4720"/>
		<updated>2026-10-15T02:18:00Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Updated Daud image in Example Kits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:AND19.jpg|center|thumb|644x644px]]&lt;br /&gt;
Andash draws its inspiration from Moorish Spain, The Near East, and Morocco. Strong influences of Sinbad, Arabian Knights and the heights of the Eastern-Roman Empire compliment this, creating an aesthetic built around flowing fabrics, curves, and bright colour. The varied natures of Andash provide texture to this styling, with the far-travelled nomads favouring harder wearing fabrics of linen and even wool, while the cityfolk of Obregon put more importance in style and statement with their kit favouring lighter fabrics such as silk. Even stranger are the varieties of heroic archetypes such as the sea-going Corsairs, the war-winning Jannissaries, and the history-preserving Wreathkeepers.&lt;br /&gt;
&lt;br /&gt;
When putting together your Andashi kit, reflect on how much your character favours form over function, how this set of clothes and equipment might present themselves to new allies, but also to the harsh light of the sun and desert sands. Is it more important to your character to feel at home in the harshest environment? Or to look good while you&#039;re there?&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Feel&#039;&#039;&#039; ====&lt;br /&gt;
Desert Wanderers, Vibrant Cityfolk, Light, Flowing, Wealthy, Ancient, Religious, Ornate, Bright, Colourful.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Influences&#039;&#039;&#039; ====&lt;br /&gt;
Morocco, Near East, Moorish Spain, Sinbad, the Mediterranean. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Materials&#039;&#039;&#039; ====&lt;br /&gt;
Silks, fine linen, chiffons, georgettes, cheesecloths, worn in loose layers. &lt;br /&gt;
&lt;br /&gt;
Metals are almost always warm metals such as brass, bronze, or gold, with silver largely discarded, and steel or iron reserved for tools and weapons. &lt;br /&gt;
&lt;br /&gt;
Leather, and heavy materials such as wool are rare when used as clothing as they weigh you down and keep heat trapped. Save for good boots, armour, or a belt, leather is rare.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Colours&#039;&#039;&#039; ====&lt;br /&gt;
Red, yellow, orange, bright blue and deep purple. Bright and warm colours that make a statement. Regardless of your colour scheme, it should be bold and striking. On the wide sands of the desert there is no sense in hiding when one can be seen for kilometres, and on the broad streets of Obregon, being seen is half the point! Muted and cool colours speak to a sadness in the person and sense of underhanded mistrust (why else would someone attempt to hide from your sight?!) Undyed and raw colours such as white, creams, and tans speak instead to poverty, someone who cannot afford dyes and good fabric is likely desperate or soon to perish in the desert or on the sea when their luck turns bad.&lt;br /&gt;
[[File:AND3.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Clothing&#039;&#039;&#039; ====&lt;br /&gt;
Loose, layered, and light is the order of the day for Andash. &lt;br /&gt;
&lt;br /&gt;
Base layers tend to be a light [https://mytholon.com/en/index.php/detail/14cd4ce8efd94a4c9ffef82f0e1ef9cc shirt], [https://epicarmoury.com/products/2545-tunic-fimbul?variant=52010673897808 tunic] or [https://www.etsy.com/au/listing/4536330329/mens-beige-linen-kaftan-loose-fit-long?ls=s&amp;amp;ga_order=most_relevant&amp;amp;ga_search_type=all&amp;amp;ga_view_type=gallery&amp;amp;ga_search_query=linen+kaftans&amp;amp;ref=sr_gallery-1-2&amp;amp;sr_prefetch=1&amp;amp;pf_from=market&amp;amp;pro=1&amp;amp;frs=1&amp;amp;content_source=c912a557-6cd9-40d4-86c0-b6de32c131c4%253ALT37ca2f8d65aa5a5f879b4dddf3ca8487c9497d74&amp;amp;organic_search_click=1&amp;amp;logging_key=c912a557-6cd9-40d4-86c0-b6de32c131c4%3ALT37ca2f8d65aa5a5f879b4dddf3ca8487c9497d74 kaftan], ideally of linen or cotton. Pants come in a variety of forms, but all are big. &#039;[https://www.harempants.com/ Harem Pants]&#039; feel most at home in Andash, as do any other wide-[https://mytholon.com/en/index.php/detail/c20d9c605cf1413cb4e29e09e8714cae legged], [https://mytholon.com/en/index.php/detail/593a660c5b5542b9bfdad8ff33a9e114 loose] [https://epicarmoury.com/products/1443-pants-ignis?variant=52011380343120 pant]. Skirts and dresses follow a similar bent, with light fabrics, but not particularly ornate stylings. Atop this base layer you will often find light [https://mytholon.com/en/index.php/detail/295a38f3ccd640eca8cfb9ce4ccf9810 coats] without much structure, really just a heavier version of their base tunic. Cloaks and capes favour [https://burgschneider.com/en-au/products/dungeons-dragons-druid-cape-seaweed?variant=48841050390875 multiple] layers and wraps.&lt;br /&gt;
&lt;br /&gt;
Headwraps and headscarves are very common for their ability to shelter the wearer and add more flash of colour, particularly if adorned with fine gold or jewelry. The [[wikipedia:Litham#Tagelmust|tagelmust]] style is very common, but even a simple scarf over the head.&lt;br /&gt;
&lt;br /&gt;
== Hero Pieces ==&lt;br /&gt;
&lt;br /&gt;
==== Headwraps, Headscarves, and Heads Up. ====&lt;br /&gt;
A headscarf immediately elevates any kit into feeling Andashi. A costume move so easy it is comparable to adding furs to an Iron Valley kit. It can be as easy as finding a colourful shemagh off the internet, or a silk scarf. The texture it adds provides layers, the colours help your kit pop, and the style evokes Andash. As an added option, a wrap placed around the brow of a helmet can turn many european-styled helmets into an Andashi style with ease. &lt;br /&gt;
&lt;br /&gt;
==== Shine Bright ====&lt;br /&gt;
Warm metals help Andash stand out against other Realms. If you have the choice between gold and silver, pick gold. This also applies to jewelry, in that adding a bracelet or ring inset with rubies or amber can immitate the sun and add more warmth to your kit. If you&#039;re interested in a kit with bling and wealth, Andash is foremost. &lt;br /&gt;
&lt;br /&gt;
==== No Such Thing as Clashing Patterns ====&lt;br /&gt;
Texture in an Andashi kit is not only physical, but also visual. Using a variety of different patterns, weaves, and styles can produce a varied kit that gives feelings of energy and creativity that Andash wants to embody. Don&#039;t be afraid of mixing different pieces or styles.&lt;br /&gt;
&lt;br /&gt;
==== Desert Advantage ====&lt;br /&gt;
There are a handful of pieces of kit that are really only valid for Andash in many situations. Options such as short pants, sandals, and many kinds of jewelry such as ear chains really only suit Andash. Take this opportunity to wear these pieces to not only bring more Andash to your kit, but also to flaunt your individuality as a Realm.&lt;br /&gt;
&lt;br /&gt;
== Example Kits ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
![[File:Andash1.jpg|center|thumb|Bright colours and plentiful details allow this kit to shine and its use of a headwrap not only binds the battle kit to its soft kit version, but also allows a european style nasal helm to feel very Andashi.]]&lt;br /&gt;
![[File:And4.jpg|center|thumb|485x485px|Powerful colours don&#039;t have to be light colours, this kits dedication to its colour scheme, amazing variety of colour in its embroidery, and its unity of symbols creates a powerful kit that stands out, is Andashi, and is excellent.]]&lt;br /&gt;
![[File:AND5.jpg|center|thumb|487x487px|This kit demonstrates how dedication to the styles of Andash (seen here in its tagelmust) and to the shapes of Andash (seen here in ots long tunic and warm golds) can allow you to branch away into different schemes, creating a unified and striking kit.]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:AND6.jpg|center|thumb|486x486px|&#039;&#039;&#039;This kit demonstrates how more is more in many Andashi kits. A variety of colours, fabrics, patterns and accessories creates those Andashi layers and sweeping shapes.&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:AND7.jpg|center|thumb|411x411px|&#039;&#039;&#039;This kit demonstrates that even your combat kit can become Andashi with the simple addition of a long, vibrant overcoat. It takes a combat kit that would be quite realm-agnostic and gives it the colour and style of Andash.&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:AND8.jpg|center|thumb|&#039;&#039;&#039;Powerful colours carried in every element of the kit from facepaint to all items of clothing, warm gold jewelery worn extensively, an amazing Andash kit.&#039;&#039;&#039;]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ADN14.jpg|center|thumb|489x489px|&#039;&#039;&#039;Not all headdresses are made equal and there are so many options for you to draw from. Beyond that this kits mixing of jewelry and fabric, diffferent warm tones that compliment eachother and a stylish henna tattoo create a great kit.&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:AND11.jpg|center|thumb|486x486px|&#039;&#039;&#039;Warm colours, even extending to the armour, the use of feathers in the hair, and a unity of theme allows this kit to channel the fire inside all Andashi, particularly in the bright sunlight.&#039;&#039;&#039;]]&lt;br /&gt;
|[[File:And13.jpg|center|thumb|488x488px|Not all Andashi are cityfolk with money to spare on flair. This nomads use of harsher fabrics and travel worn leather is still definitely Andashi, but also tells his story within that space.]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common Mistakes ==&lt;br /&gt;
&lt;br /&gt;
==== Bare Head at Your Peril ====&lt;br /&gt;
Headdresses and Headscarfs are not mandatory of Andashi, however they are the easiest way to make a kit definiably Andashi. It is ok to not include them, but beware that your kit may be more likely that your kit could be mistaken for another Realm. Make sure your shape, colours, and styling are still very much Andashi.&lt;br /&gt;
&lt;br /&gt;
==== Less is Less ====&lt;br /&gt;
The harsh temperatures of Andash mean that you can get away with wearing less. But you have to make sure that your kit still feels Andashi, is appropriate for Summit, and meets the coverage requirements. A simple pair of brais and an orange poet shirt may meet the Andashi brief &#039;&#039;technically&#039;&#039; but it will just look lazy and half-finished.&lt;br /&gt;
&lt;br /&gt;
==== Charity Shop Modernity ====&lt;br /&gt;
So much Andashi kit can be found at charity shops due to the populations from India and the Middle-East present in Australia. This is great and we encourage it, but just make sure you don&#039;t end up in a set of modern clothes that happen to be Arabic or Indian themed. Retain your fantastical elements through multiple layers, bright colours, and avoiding conservative styles. &lt;br /&gt;
&lt;br /&gt;
==== Boho Woes ====&lt;br /&gt;
Many colour schemes and Andashi patterns are common in boho-chic stlyes common in the 1960s. While pieces of this styling are fine, make sure you don&#039;t end up too far, as you may appear particularly modern or particularly tacky. Make sure you include long flowing sections of cloth, and consistent colours, where boho-chic may attempt to overwhelm with a mess of colours, or simple garments.&lt;br /&gt;
&lt;br /&gt;
==== Doesn&#039;t that belong to someone else? ====&lt;br /&gt;
The broad geographical influences for Andash may tempt your to particular pieces of kit that are already spoken for in other places of Concords world. In particular, be sure to avoid ancient Greek styles of dress and armour (common in Dendarr) and Imperial Roman styles of armour and dress (common in Central Artebazzan for ceremonial purposes). &lt;br /&gt;
&lt;br /&gt;
== Do Nots ==&lt;br /&gt;
The following items are not appropriate for Andashi kits:&lt;br /&gt;
&lt;br /&gt;
* Any modern or historic religious iconography&lt;br /&gt;
* Headdresses particularly attached to any faith such as the Dastarr or Paag.&lt;br /&gt;
* Headwear outside of our time period, such as the Fez.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Armour ==&lt;br /&gt;
Andashi warriors value a finely crafted piece of weapon and armour that does not unduly weigh down the wearer. Fine chain of small links, beautifully inlaid plate mail or lamellar is the call for heavier armour with intricately carved leather for light fighters. Mirror-Armour of the Near East is perfectly representative. Helms tend to be tall and incorporate chain or plates down the neck. They often also include patterns or a headwrap.&lt;br /&gt;
&lt;br /&gt;
Shields are often large and circular like the Hoplon style of Greece or in stranger styles, cutouts are common and the personality of the warrior is often on display with its style.&lt;br /&gt;
&lt;br /&gt;
[[File:AND15.jpg|thumb]]&lt;br /&gt;
&lt;br /&gt;
Curves are common across all weapons, with Shashmir sabres or curved daggers revealing the skill of Andashi bladesmiths. Maces are uncommon, seen as a little too brutish, but an Andashi thug bucking the trend is hardly out of the question. However the Andashi at war are well known for the spear wielders, either in the form of fine glaive polearms or heavy spear and shield combinations.&lt;br /&gt;
&lt;br /&gt;
Lighter warriors will tend towards leathers and smaller plate armour with the polearms remaining common. Andashi duelists armed with sabre and dagger can fence with the best of the Lerona Mere and should be considered very dangerous.&lt;br /&gt;
&lt;br /&gt;
Andashi bows tend towards smaller recurve styles with hip quivers and jeweled ornamentation.&lt;br /&gt;
&lt;br /&gt;
Particular pieces of armour or weapons that evoke the Andashi look and feel include:&lt;br /&gt;
&lt;br /&gt;
* [https://www.elysianforge.com/collections/scimitars/products/shamshir Sabres] or [https://epicarmoury.com/products/2307-falchion-curved Cuved Bladed Scimitars]&lt;br /&gt;
* [https://epicarmoury.com/products/1194-persian-helmet?variant=51496644903248 Persian Helmets]&lt;br /&gt;
* [https://epicarmoury.com/products/1276-illumine-cuirass?variant=51533157237072 Brass-coloured armour]&lt;br /&gt;
* [https://epicarmoury.com/products/1278-char-aina?variant=51496801730896 4-Mirror Plate Armour]&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[Andash]]&lt;br /&gt;
* [[Kit Requirements and Guidelines]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Andash]]&lt;br /&gt;
[[Category:Theming]]&lt;br /&gt;
[[Category:Realms of the Concord]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:Andash1.jpg&amp;diff=4719</id>
		<title>File:Andash1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:Andash1.jpg&amp;diff=4719"/>
		<updated>2026-10-15T02:10:19Z</updated>

		<summary type="html">&lt;p&gt;ALangton: ALangton uploaded a new version of File:Andash1.jpg&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Letters_in_Concord&amp;diff=4718</id>
		<title>Letters in Concord</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Letters_in_Concord&amp;diff=4718"/>
		<updated>2026-10-15T01:36:24Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Major update to sending letters to the Civil Service outside of a Summit. Fingers crossed that my formatting works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Letters are one of the primary methods of communicating content within the game of Concord, and the main way, outside of interacting directly at Summit or Sanctioned Events, that your character has to communicate with others in the world, whether they be PCs or NPCs.&lt;br /&gt;
&lt;br /&gt;
== How does receiving letters work at Summit? ==&lt;br /&gt;
At the beginning of Summit, following Elections, the Concordian Civil Service hand out the mail for the event. Typically, but not always, these letters go out to those with titles, or those that are involved in specific content.&lt;br /&gt;
&lt;br /&gt;
It is important to note that both having a title and being involved with content does not guarantee the receival of a letter - there are many factors at play behind the scenes that determine what letters are sent out, when, and to whom.&lt;br /&gt;
&lt;br /&gt;
Often, these letters require some kind of action from the recipient - normally to make a decision, organise Downtime, provide resources etc. Some letters also require the recipient to send a response.&lt;br /&gt;
&lt;br /&gt;
== How does sending letters work at Summit? ==&lt;br /&gt;
There are three methods of sending letters/mail at Summit, each for a slightly different purpose. The following flowchart is a guide for navigating these methods for sending letters at Summit:&lt;br /&gt;
[[File:Post.jpg|center|frameless|750x750px]]&lt;br /&gt;
&lt;br /&gt;
=== Civil Service Protected Post ===&lt;br /&gt;
[[File:Civil service post.jpg|thumb]]&lt;br /&gt;
The Civil Service Protected Post works with the Exchange and other secure elements of the Civil Service to ensure that title holders have the means of performing their duties within The Concord without need for arcane or divine ceremonies. Transported quickly and under guard, the CSPP enables important decisions to be made in a timely manner, but at a cost.&lt;br /&gt;
&lt;br /&gt;
Letters requiring a decision to be made, generally for a title holder but not always, may carry the Civil Service Protected Post symbol. This means that the letter can be responded to by completing a letter, sealing it, and delivering it to The Exchange, where it will be placed in the secure mailbag. However, due to a command from the Senate, this process costs the user somewhat, at one Key per page. &lt;br /&gt;
&lt;br /&gt;
=== Call Winged Messenger ===&lt;br /&gt;
[[Call Winged Messenger]] is a Cervitas Ceremony that summons or creates a small winged creature (often a bird of some kind) to carry a written message to a particular person. These creatures are primarily used to communicate important or sensitive information that must reach their target. There are a number of stipulations on the Ceremony, to stop summoned creatures from searching across the mortal plane until they expire.  The Ceremony targets a sealed, single, double sided page of paper.&lt;br /&gt;
[[File:Winged Messenger.jpg|left|thumb]]&lt;br /&gt;
Call Winged Messenger is predominantly used to send correspondence to distant individuals, likely outside The Concord, or in areas that are difficult to reach. A letter will be marked with the Call Winged Messenger symbol to denote that it requires a response through this Ceremony. Within the world of Concord, these matters are of some import, either due to time or scale, and require the use of this Ceremony - no other method will do. Simply complete the Ceremony and present your original letter as proof of origin to the Curate.&lt;br /&gt;
&lt;br /&gt;
In addition, as The Concord opens diplomatic ties with foreign powers, individuals from those nations may make themselves available to communication by Concordian citizens through the use of Call Winged Messenger. These letters do not require proof of origin, and are open to all Concordian characters during the Summit. The list to such individuals can be found [[Call Winged Messenger#Known Correspondents|here]]. &lt;br /&gt;
&lt;br /&gt;
Regardless of the origin, Call Winged Messenger is rarely answered swiftly, due to the distances travelled and characters should not expect responses within the Summit the messenger was sent.&lt;br /&gt;
&lt;br /&gt;
=== The Concordian Mail Service ===&lt;br /&gt;
The Concordian Mail Service is a nascent element of the Civil Service operating under the auspice of the Office of the Archivist. Operating primarily out of Passage, the organisation works with local messengers to communicate letters over land. The organisation has offices in each of the notable cities of The Concord and can generally be assumed to reach most areas held within The Concord, although the military circumstances of these regions and the whims of the economy can change this reach on a day-to-day schedule.&lt;br /&gt;
&lt;br /&gt;
The Concordian Mail Service (CMS) is your go-to for all other mail and should generally be used as a method of furthering your character or indicating to The Concord Team elements of the story you are interested in. Letters can be assumed to generally reach their subjects (within The Concord) and may or may not receive a response.&lt;br /&gt;
&lt;br /&gt;
=== A note on Resources ===&lt;br /&gt;
In some circumstances, characters may request Resources, items or even wealth from characters, or characters may feel obliged to send Resources to characters without their asking. In these circumstances, characters should attach these Resources to the letter they are sending, placing them within the envelope.&lt;br /&gt;
&lt;br /&gt;
== How does sending letters work outside of Summit? ==&lt;br /&gt;
Between their considerable wealth, influence and might, the Heroes of The Concord often find it far easier to get letters to each other than the bureaucracy of The Concord might. Between friends, private messengers, and networks of innkeepers, Heroes of The Concord often communicate through letters of varying lengths, particularly between Summits.&lt;br /&gt;
&lt;br /&gt;
As Concord is a Live-Action game, The Concord Team asks that no roleplay take place online or informally between Summits outside of Concord Events or Sanctioned Events. This keeps Concord a Live-Action game but also restricts the flow of information or story to a rate that The Concord Team deems appropriate. However, we do understand that players often wish to communicate between characters to prepare for future Summits, to scheme, share information or progress relationships, which we are certainly here for. &lt;br /&gt;
&lt;br /&gt;
As such, characters can communicate with each other during the downtime season, however, ALL communications must be done through in character, hard-copy letters. This is to ensure a reasonable pace of communication, to add an air of importance to communicate, and to create awesome props for later use. If you are interested in sending a letter to a character, you are recommended to get in contact with their player and either:&lt;br /&gt;
&lt;br /&gt;
* Obtain their postal address and send a letter through the post.&lt;br /&gt;
* Work through an intermediary who will print a letter sent to them through the internet and hand it to the player.&lt;br /&gt;
* Send letters via email, for the recipient to then print, in order for there to be physical prop&lt;br /&gt;
&lt;br /&gt;
This may seem like extra steps for the sake of extra steps but be assured that this adds weight and pacing to the communications within the world of Concord, which would be swiftly outpaced by the efforts of systems such as social media or Discord.&lt;br /&gt;
&lt;br /&gt;
Please note that players are unable to send letters to Non-Player Characters during the downtime seasons, including retired Player Characters.&lt;br /&gt;
&lt;br /&gt;
=== Writing to the Civil Service ===&lt;br /&gt;
The exceptions to Non-Player Characters are the following Civil Service members commonly in attendance at Summits and other events, represented by members of the Concord Team. Please note that not all Civil Service members are contactable in this way, and that the list may change with time.&lt;br /&gt;
&lt;br /&gt;
If you are writing to a Civil Service member you should endeavour to treat the character as a character, rather than a knowledge receptacle. Inviting Civil Service members to events and discussing theology with the Curate is fine, but you should not expect a Passel quality explanation on portals from the Augry or the Pathfinder Captain. You should also be aware that, like any letter, you are not guaranteed to get a response.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Contactable Civil Service Members&lt;br /&gt;
!Civil Service Character&lt;br /&gt;
!Typical Postal Address&lt;br /&gt;
!Concord Team Member&lt;br /&gt;
|-&lt;br /&gt;
|Symposiarch Gavril Princep&lt;br /&gt;
|&lt;br /&gt;
One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Michael&lt;br /&gt;
|-&lt;br /&gt;
|Archivist Frederick Jones&lt;br /&gt;
|One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Mitchell&lt;br /&gt;
|-&lt;br /&gt;
|Postmaster Cosimo Sforza de la Concord&lt;br /&gt;
|Central Civil Post Office&amp;lt;br&amp;gt;One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Oscar&lt;br /&gt;
|-&lt;br /&gt;
|Pathfinder Captain Musafir&amp;lt;br&amp;gt;Al’Concord El’Esterra Del’Lumos&lt;br /&gt;
|One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Alistair&lt;br /&gt;
|-&lt;br /&gt;
|Commandant Khasim al-ja’Anni&lt;br /&gt;
|PRIVATE ADDRESS&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&amp;lt;br&amp;gt;&#039;&#039;(It&#039;ll find its way there)&#039;&#039;&lt;br /&gt;
|Lionel&lt;br /&gt;
|-&lt;br /&gt;
|Orielle “The Locksmith” Lebeaux&lt;br /&gt;
|The Cat&#039;s Claw&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Rosalie&lt;br /&gt;
|-&lt;br /&gt;
|Augry Oona of Anderslee&lt;br /&gt;
|Care of The Shardcircle&amp;lt;br&amp;gt;Passage&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Phoebe&lt;br /&gt;
|-&lt;br /&gt;
|Archivist Concold Ravvart&lt;br /&gt;
|Care of The Shardcircle&amp;lt;br&amp;gt;Passage&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Warren&lt;br /&gt;
|-&lt;br /&gt;
|Tekle el&#039;Passage al&#039;Concord&lt;br /&gt;
|Concordian Civil Service Office&amp;lt;br&amp;gt;Passage&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Sam&lt;br /&gt;
|-&lt;br /&gt;
|Bishop-Curate Benjamin Roennfeldt&lt;br /&gt;
|One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Alex&lt;br /&gt;
|-&lt;br /&gt;
|Fraudeacon Adeline Müller&lt;br /&gt;
|One Concordian Plaza, Crux Patricus&amp;lt;br&amp;gt;Legend City&amp;lt;br&amp;gt;Lerona Mere&lt;br /&gt;
|Gemma&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Civil_Service&amp;diff=4717</id>
		<title>The Civil Service</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Civil_Service&amp;diff=4717"/>
		<updated>2026-10-15T01:36:09Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Added note on writing to the Civil Service&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:515954470 24738521222399571 2993234825231212181 n.jpg|thumb|500x500px|Archivist Frederick Jones, a well known Civil Servant]]&lt;br /&gt;
The Civil Service is the vast, dedicated bureaucracy that forms the most recognised face of ‘The Concord’ as a government, rather than a concept, an allegiance, or a foolhardy dream. Made up of about a thousand individuals spread across all five realms, although focused in Lerona Mere, the Civil Service acts as the workers of The Concord attempting to ensure that the disparate empire is bound together, as well as implementing the decrees of its great and powerful.&lt;br /&gt;
&lt;br /&gt;
Importantly, the Civil Service is not a leadership organisation but rather a bureaucratic governance one. Their role is the collection and storage of taxation, the gathering of important information such as births and deaths, the distribution of important documentation, the enforcement of laws through trial, and other such sundries. In many places this work is far too much for the still fledgling Civil Service, instead being outsourced to currently existing power structures such as Reeves Councils, Clans, Noble Houses, The Baronial Households of the Weald, or Lerona Mere Citizens Assemblies. While there is a world where this is not needed, for many Concordians the face of their local government has not changed, it has simply gained another, more foreign, addition.&lt;br /&gt;
&lt;br /&gt;
== The Civil Service in the Life of Concordians ==&lt;br /&gt;
What follows is some of the many circumstances when the average Concordian would encounter the Civil Service. It is important to note that these apply largely to those folks lucky enough to live in one of The Concord’s larger settlements or cities. For many people living far from large-scale government, they could go seasons, or years without seeing a member of the Civil Service, let alone interacting with them. It is likely that in the reaches of the Weald, or the wilds of Mukarrem, there are some rare people who still do not know of The Concord, such is the scale of this undertaking. &lt;br /&gt;
&lt;br /&gt;
For many, their life starts with the Civil Service, or at least shortly after. The Civil Service attempts to record the births of any Concordian Citizen, detailing their name and parents, ensuring that such details can be stored in some semblance of a Concord-wide census, as well as for organisations such as the Shardcircle and the Realmweave.&lt;br /&gt;
&lt;br /&gt;
Once a month, or perhaps once a season in more rural areas, a Civil Service tax collector will knock on the door seeking the government’s due. This value is normally a set amount, but in some circumstances local ordinances or special concerns may be a larger amount. This is rarely a pleasant interaction and it&#039;s not uncommon for tax collectors to be accompanied by mercenary guards. Larger cities may see citizens attend to the Civil Service offices to pay their funds, rather than a visit from a travelling collector. &lt;br /&gt;
&lt;br /&gt;
You may attend a town square for a ‘Work Call’ where a member of the local Civil Service will be hiring anything from labourers, to architects, or fighters to complete one of the many projects of The Concord. Many craftsfolk simply move from senate project to senate project, and more than a few ex-soldiers make their lives on small civil service projects protecting exchange warehouses, postal workers, or magistrates. &lt;br /&gt;
&lt;br /&gt;
You may get a swift knock on the door, a pale-capped postal worker depositing a letter and little explanation in your hand before moving as swiftly as tired feet and Concordian coin can carry them onto their next target.&lt;br /&gt;
&lt;br /&gt;
When misfortune and malice befall you, there is possibly a magistrate in your town at all times. Reporting the crime to them may see a local deputy and their assistants attempt to expose your crime, or perhaps the direct investigation by the Magistrate. For more outlying settlements you instead wait for one of the travelling magistrates to visit and do their best to resolve an entire township&#039;s crimes and civil cases in a week-long flurry of litigation.&lt;br /&gt;
&lt;br /&gt;
And when you die, it is possible that someone close to you will travel to the local Civil Service office and have the roll updated. Given the solemnity of this time, this is an act often forgotten, further bringing any attempts to get an accurate assessment of The Concordian population into disrepute.&lt;br /&gt;
&lt;br /&gt;
== What the Civil Service Don’t Do ==&lt;br /&gt;
While the Civil Service is the blood and bones of The Concord, they are not its only form of civil government. Much of the old power structures are still intact across the five Realms and there is not much occuring to see this will change. &lt;br /&gt;
&lt;br /&gt;
The Civil Service are not leaders. While local Administratants are likely local personalities of some note, they are servants of a distant imperial government, and not mayors or similar. Following on from this, governing the realms from the scale of small settlements all the way up to vast metropolises like Legend City falls to local governments with the Civil Service not being involved unless it directly relates to Concordian property or the whims of its many governing councils.&lt;br /&gt;
&lt;br /&gt;
The Civil Service does not recruit or administrate armies or fleets. These forces remain firmly in control of their own leadership structures and realmic traditions, with Civil Service liaisons primarily supporting the organisation on a grand scale, despite the payment for such forces being heavily paid for by The Concord.&lt;br /&gt;
[[File:698919551 27001328712890800 8670119648794789364 n.jpg|thumb|567x567px|Symposiarch Gavril, the First Symposiarch of the Civil Service, and head of the Central Service.]]&lt;br /&gt;
The Civil Service does not provide essential services such as healing, education, and local infrastructure. These are still controlled by local and realmic organisations, requiring local and realmic taxes to maintain. For many the arrival of The Concord was heralded by an additional, distantly understandable taxation, which is thankfully light. Something often grumbled about, until a Concordian army arrives over the hill, or a new grand construction appears nearby.&lt;br /&gt;
&lt;br /&gt;
== The Structure of the Civil Service ==&lt;br /&gt;
The Civil Service is primarily organised around its offices and its Special Bureaus.&lt;br /&gt;
&lt;br /&gt;
Any town large enough to be featured on a reasonable map likely has at least a small Civil Service Office, which has a handful of staff attempting to complete all the tasks required of them. Larger settlements will have larger offices, with larger staffs as is to be expected. Each office will be led by an Administrant, which oversees and organises the staff and their duties. Each region will in turn have a large Regional Office in the largest settlement of the region, which also acts as the headquarters for specialised workers such as itinerant magistrates, postal workers, and similar. These Regional Offices will be led by a Chief Administrant, which not only organises the Civil Service in the whole region, but also sits on the Civil Service Committee, alongside the Symposiarch, to manage the organisation across The Concord. Functionally, the Symposiarch is the head of this arm of the Civil Service, but it is thankfully self-managing. &lt;br /&gt;
&lt;br /&gt;
The core of the Civil Service can be found at Concordian Plaza in Legend City. This set of large once-manors to the Artebazzani nobility contains the head offices of each of the Special Bureaus, as well as the staff responsible for making the Summits function. It also serves as the central repository of information and records, while also training new Civil Service workers in their duties.&lt;br /&gt;
&lt;br /&gt;
In all, this arm of the Civil Service is collectively known as ‘The Central Service’, also containing many of its own staff to operate its myriad functions. Standard staff are known as ‘Clerks’, while senior staff are known as ‘Archivists’. Beyond these two ‘ranks’ Civil Servants may have specific titles if they are a part of a Special Bureau.&lt;br /&gt;
&lt;br /&gt;
== The Special Bureaus of the Civil Service ==&lt;br /&gt;
While for many their local office of the Civil Service is their primary point-of-contact, there are many specialised arms of the Civil Service (called ‘Bureaus’) which perform specific task or required specialised skills. These are each smaller than the regional Civil Service apparatus, but some are still quite large.&lt;br /&gt;
&lt;br /&gt;
=== The Exchange ===&lt;br /&gt;
[[File:711530946 2305558699852820 2242434079081112936 n (1).jpg|thumb|The Locksmith, Passage&#039;s auctioneer and member of the Civil Service Exchange Bureau]]&lt;br /&gt;
Operating out of The Regional Offices and Concordian Plaza, The Exchange primarily oversees the movement of essential and strategic resources, as well as taxation, with Concordian tax collectors falling under this bureau. Each Regional Office includes a protected warehouse for the storage of wains of resources as well as collected tax. In this manner the Concordian treasury is safely (and clumsily) dispersed.  Officially led by a council of ‘Vendors’ who manage each warehouse as well as a ‘Master of Collectors’ . Also employs the Auctioneer of Passage and their staff.&lt;br /&gt;
&lt;br /&gt;
=== The War Chamber ===&lt;br /&gt;
Smallest of the Special Bureaus, the War Chamber is primarily an information collection agency that gathers reports from the Concord’s forces, disperses resources from The Senate or Concordian Treasury, and presents this information to the Heroes of the Concord. Led by the Commandant of the War Chamber, who oversees a staff of approximately twenty. &lt;br /&gt;
&lt;br /&gt;
=== The Shardcircle ===&lt;br /&gt;
Predating the Concord as an organisation, the Civil Service of the Shardcircle manage membership, records, and communications between the various arcane organisations of The Concord, notably their Schools of Magic. The Shardcircle Bureau also maintains the functions of The Shardcircle itself (that being the extra-physical space where the mages of The Concord meet), the artifacts of The Shardcircle, and monitor the Realmweave: the vast leyline-fueled network of magic that binds the Concord, its people, and its waystones together. A powerful, if undernotticed bureau led by the Augry and their staff. &lt;br /&gt;
&lt;br /&gt;
=== The Church of the Divine Spheres ===&lt;br /&gt;
Largest of the arms of the Civil Service aside from its core form, the Church of the Divine Spheres Bureau contains many priests and layfolk dedicated to enacting the will of the Council of Six and the faithful. As the Church maintains its own treasury, can pursue its own projects, and in many ways has its own judicial system, the Church of the Divine Spheres bureau is in many ways a smaller version of the Civil Service as a whole, albeit one with far more priests among their number. Led by the Curate, the staff of the Church Bureau can be found wherever there are Civil Servants, and in many places where they are not. It is important to note that a vast number of priests are not members of this bureau, and it would be more accurate to see these Civil Servants as belonging to the Church ‘head office’.&lt;br /&gt;
&lt;br /&gt;
=== The Magistrates ===&lt;br /&gt;
The Magistrates are the constantly overwhelmed and essential enforcers of Concordian law. Each of them are skilled jurors and individuals of the utmost trustworthiness, they are further augmented by secretive enchantments of the Spheres to ensure their compliance and honesty in matters of law. There is always a call for additional Magistrates and so it is not uncommon to see highly ranked members of the Civil Service also acting in this role.  There is a single council of High Magistrates based out of Concordian Plaza that oversees the implementation and veracity of Concordian law, alongside representatives from the Church and Central Service.&lt;br /&gt;
&lt;br /&gt;
=== The Concordian Civil Post ===&lt;br /&gt;
Part of the Central  Service answering to the Symposiarch, but in reality lead by the Postmaster Captain, the Concordian Civil Post is one of the true ‘services’ the Civil Service provides. A (reasonably) effective and (reasonably) cheap, the Civil Post ensures that letters can cross the Concord and even travel to nearby nations. While many private messenger services still exist, the Civil Post is widely held as reliable, secure, and one of the best things the Concord has produced. Well known for their pale caps and considerable skill, being a Postal Servant is a dangerous job with many fine folk working it.&lt;br /&gt;
&lt;br /&gt;
=== The Pathfinders ===&lt;br /&gt;
Technically an arm of The Shardcircle Bureau, the Pathfinders are often a force unto their own. Tasked with the hardest duty of The Concord; that being delivering prognostication equipment to dangerous flashpoints within or near the Concord, Pathfinders must be skilled in arcane equipment, capable of defending themselves, skilled at stealth, and wilderness travel experts. This results in an elite and selective organisation responsible for one of The Concord’s greatest strengths. The skill and myths surrounding The Pathfinders has led to the common occurrence of ‘False Pathfinders’ in taverns across The Concord, where untruthful individuals pretend to belong to this secretive band in order to impress others. In reality the purple-and-silver sigil of the Pathfinders is worn by less than thirty individuals across The Concord, who are far too busy to be explaining their work in taverns. They are led by six Pathfinder Captains (one for each Realm and one in Captain-Commanding), and are often lured to the role by a significantly generous pension, but many remain out of sheer madness and ‘love of the game’.&lt;br /&gt;
&lt;br /&gt;
=== The Foreign Service ===&lt;br /&gt;
The Foreign Service is often seen as one of the most selective and glamorous postings within The Concord. Falling under the purview of the Core Civil Service, the Foreign Service staffs Concordian Embassies and ensures the less-active elements of the Concord’s spy networks. This small purview results in a small overall number of staff, that is very selective and rarely recruiting. It remains unique for two quirks of its function:&lt;br /&gt;
&lt;br /&gt;
* Initial founding elements of The Concord that wished to ensure each realm COULD be represented in matters of diplomacy see many members of the Foreign Service swearing a different oath, allowing them to maintain citizenship in their home realm.&lt;br /&gt;
* The Foreign Service technically answers to the Minister of Foreign Affairs, a Concordian Hero, rather than a Civil Service member. In reality many of their duties are managed by the Central Service. &lt;br /&gt;
&lt;br /&gt;
=== The Academy ===&lt;br /&gt;
A very small and strange bureau, The Academy is an educational institution that can be found in the Realmic capitals. It offers supplementary education for gifted, notable, or well economically supported youths. To some it is a diminutive charity helping The Concord feel good about itself, while illiteracy is still quite common, but for others it is our greatest hope for the future. &lt;br /&gt;
&lt;br /&gt;
== Joining the Civil Service ==&lt;br /&gt;
The Civil Service is appealing for many reasons. If questioned it is likely that each member has a different reason for their employment. But if enough are asked, certain trends are common;&lt;br /&gt;
&lt;br /&gt;
* The Civil Service’s dedication to ‘presenting a cosmopolitan Concord’ results in most Civil Servants working far from their homelands. For many, wanderlust and a desire to see the world is enough to apply. This same nature also appeals to those who wish to leave painful places, people, or memories far behind them.&lt;br /&gt;
* The Civil Service offers a respected career path that is separate from many realmic institutions. Individuals who encounter entrenched opposition, or restrictive orthodoxies often join the Civil Service to advance their careers around this blockages.&lt;br /&gt;
* The Civil Service offers an above-average pay for many Concordians. The restrictive nature of service and not-insignificant requirements on applicants support this pay, but for many it is the best paying position for their skills.&lt;br /&gt;
* Inspiringly, many Civil Servants genuinely believe in The Concord, its promise, and its role. Motivation is generally higher than would be reasonably expected. &lt;br /&gt;
&lt;br /&gt;
The Civil Service is generally always hiring, but specific positions (such as Magistrate or Pathfinder) may be on invitation only. Each season will see the local office conduct an intake process which includes extensive interviews, a battery of tests (primarily focused around literacy and arithmetic), and assessments of local records regarding the individuals. Applicants are from a wide variety of backgrounds, ages, and professions, but given the nature of The Concord as an organisation and its needs, city-folk from educated households, and ex-soldiers tend to be the most common applicants.&lt;br /&gt;
&lt;br /&gt;
Generally two thirds of these applicants are successful and are paid to travel to Concordian Plaza in Legend City. Here they undergo a six month training period preparing them to work in a regional or local office. This process is focused around the civic functions of The Concord, its ideological framework, the structure of the Civil Service, the nature of the other Realms, and legal matters.  About half of those who attend this training complete it, resulting in a one-third recruitment rate for the service. &lt;br /&gt;
&lt;br /&gt;
The training is capstoned by the ‘Oath and Contract of Service’ wherein the new Civil Servant swears to their tasks, the organisation, and the Concord as a whole, forsaking their  citizenship to the Realm of their birth for the duration of Their Contract. Importantly, postings are only given AFTER this oath and contract are sworn, trapping some new Civil Servants in postings they may not have, but also ensuring that last-minute dropouts are not possible.  Some new Civil Servants may be poached to particular Special Bureau’s based on need, but most of these Bureau’s recruit from within the Central Service (often necessitating an extension of contract).&lt;br /&gt;
[[File:716897260 747926055050278 3487691143137010588 n.jpg|left|thumb|Archivists Imogen and Frederick]]&lt;br /&gt;
Civil Service contracts are three years long, with advancement, new postings, and Special Bureau’s often gated behind signing on to another term. While early ending of contracts are not unheard of, it is reasonably rare in the Service’s short history. &lt;br /&gt;
&lt;br /&gt;
=== The Oath of Service ===&lt;br /&gt;
&#039;&#039;I stand before The Concord and swear to faithfully serve its people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I shall show no favour to realm, band, house, kin, or friend. My duty is to all Concordians equally, and I shall place the common good above local or my own interest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I shall perform my office with diligence, skill, and care. I shall strive to be worthy of the trust placed in me and shall not neglect the duties entrusted to my keeping.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I shall be honest in word and deed. I shall not abuse my authority, betray my trust, or place personal gain above my obligations. I shall act with fairness, integrity, and good judgement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I shall uphold the laws and institutions of The Concord and dedicate my efforts to its future. I believe that together under the Sphere’s light The Concord will do rightfully by its citizens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the term of my service, I set aside the citizenship of my birth and accept the citizenship of The Concord.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This I swear freely and without reservation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Let my conduct be my witness. Let my service be my proof.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== The Civil Service in Play ==&lt;br /&gt;
The Civil Service serves two purposes in Concord:&lt;br /&gt;
&lt;br /&gt;
* It acts as the fictional government of The Concord, explaining how many of its actions are performed. &lt;br /&gt;
* It is the in-character organisation used to personify and justify the staff of Concord and their actions in-character.&lt;br /&gt;
&lt;br /&gt;
This page exists to help player characters understand the Civil Service in character and place them in the world, and to help team members understand the organisation that their character is a part of. It is important to note that Civil Service characters are encouraged to be full ‘people’ if not full ‘characters’. While they may not attend confluxes, hold titles, or engage in the game fully, they are each a full person with friends, beliefs, failings, and stories of their own. Some members of the Civil Service may also be contacted by [[Letters in Concord#Writing to the Civil Service|letter]] outside of a Summit. This helps the staff of the event not go insane. &lt;br /&gt;
&lt;br /&gt;
This page is not intended to be a guide to making your own player character. Civil Service roles are exclusively for the staff of the event and characters that are members of The Civil Service or previously were, will not be approved. However characters that have worked with the Civil Service (such as mercenary guards, or local guides) are certainly valid.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[The Senate]]&lt;br /&gt;
* [[The Exchange]]&lt;br /&gt;
* [[The Shardcircle]]&lt;br /&gt;
* [[Concordian Church of the Divine Spheres|The Church of the Divine Spheres]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Motions_of_the_Concordian_Church_Spring_226&amp;diff=4716</id>
		<title>Motions of the Concordian Church Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Motions_of_the_Concordian_Church_Spring_226&amp;diff=4716"/>
		<updated>2026-10-15T01:16:22Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Bailiff, full name this man!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here below is a list of motions passed at previous summits. Those which required a Greater Majority to pass have been noted as such, along with the reason they needed it. These represent the Curate&#039;s attempts to summarize the motions for distribution, and importantly &#039;&#039;are not the exact words written on each motion&#039;&#039;. The historic motions can be read at leisure in the office of the Church. &lt;br /&gt;
&lt;br /&gt;
=== Motions Passed ===&lt;br /&gt;
&lt;br /&gt;
==== In Lieu of a Bursar - Katja Vasilevich ====&lt;br /&gt;
Greater Majority - Title Amendment&lt;br /&gt;
&lt;br /&gt;
Summary: A request that the Civil Service review the positions of the High Priests with a mind to allowing access to the Church Treasury whilst there is no Bursar in office.&lt;br /&gt;
&lt;br /&gt;
==== Difference in Words, Unity in Faith - Ivern, the Inheritor ====&lt;br /&gt;
Summary: A declaration standing against the disunity of factions and cults within the Church, a call to seek Penance against those who persist with their beliefs, and a call to act together with unity against the common enemies of the faith.&lt;br /&gt;
&lt;br /&gt;
==== Inquisition of Muninn Runa - Muninn Runa ====&lt;br /&gt;
Summary: A request for the Inquisition of Muninn Runa with no stated Inquisitor, or specific avenue of investigation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Due to the need for a Writ of Inquisition needing to be issued, the High Priest of Lumos was chosen to conduct the Inquisition&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Protect the Shrine from Desecration - Daud El’Priado Del’Anarch Al’Sabre Los Valientes ====&lt;br /&gt;
Summary: A Declaration that the Shrine of Maloza has been blessed by the falling Starmetal embedded within the Shrine, and that it is a Church Crime of Heresy to desecrate the site by mining the Starmetal.&lt;br /&gt;
&lt;br /&gt;
==== Referral of Criminal Charges - Mother Brine ====&lt;br /&gt;
Summary: A Condemnation motion formally moving that the accusations that have been levelled against Jalen von Voyant be passed to Civil Service Magistrates for investigation and potential trial.&lt;br /&gt;
&lt;br /&gt;
==== Inquisition of Alexis De&#039;Rosa, the Second Anarchic - Free Captain Pierre Capulet ====&lt;br /&gt;
Summary: A motion of Inquisition calling on Alexis De&#039;Rosa to be brought or to willingly submit to Inquisition in Passage, with the aim of returning the Church of Anarchia to the fold of the Concordian Church.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The passage of this motion requires that the outstanding orders for her capture and execution be stayed if she chooses to submit herself for Inquisition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Inquisition of Houndspriest Maria von Heimstad - Free Captain Pierre Capulet ====&lt;br /&gt;
Summary: A motion of Inquisition related to alleged comments made by the named Houndspriest&lt;br /&gt;
&lt;br /&gt;
==== Repeal the Missive to Heralds - Lord Lanval Eldermere ====&lt;br /&gt;
Summary: A motion repealing the motion &#039;Consultation of the Divine&#039; passed in Spring 226 &lt;br /&gt;
&lt;br /&gt;
==== Reclamation through Fire - Lord Lanval Eldermere ====&lt;br /&gt;
Summary: A motion supporting the divinity and grace of the actions required to retake Royal Bordevar&lt;br /&gt;
&lt;br /&gt;
=== Motions Failed ===&lt;br /&gt;
&lt;br /&gt;
==== First Responsibility of a Priest - Prior Bellamy ====&lt;br /&gt;
Greater Majority - Doctrine&lt;br /&gt;
&lt;br /&gt;
Summary: Addition to Doctrine regarding preaching and pastoral care in communities&lt;br /&gt;
&lt;br /&gt;
Failed due to Greater Majority voting requirements&lt;br /&gt;
&lt;br /&gt;
==== Inquisitor of the Church - Mother Brine ====&lt;br /&gt;
Greater Majority - Title Creation&lt;br /&gt;
&lt;br /&gt;
Summary: Creation of a title to enforce Church Law&lt;br /&gt;
&lt;br /&gt;
Failed due to Greater Majority voting requirements&lt;br /&gt;
&lt;br /&gt;
==== Purpose of your Realm - Mother Brine ====&lt;br /&gt;
Greater Majority - Doctrine&lt;br /&gt;
&lt;br /&gt;
Summary: Demands on each realm to formally make their demands of the Church&lt;br /&gt;
&lt;br /&gt;
Failed due to Greater Majority voting requirements&lt;br /&gt;
&lt;br /&gt;
==== Make Anathema the Old Gods and Old Ways - Free Captain Pierre Capulet ====&lt;br /&gt;
Greater Majority - Doctrine&lt;br /&gt;
&lt;br /&gt;
Summary: Formal declaration of Anathema related to the Old Gods and Old ways&lt;br /&gt;
&lt;br /&gt;
==== Passage - a Holy Site - Katja Vasilevich ====&lt;br /&gt;
Greater Majority - Proclaim Holy Site&lt;br /&gt;
&lt;br /&gt;
Summary: Attempt to name Passage a Holy Site&lt;br /&gt;
&lt;br /&gt;
==== Ambition is Nothing Alone - Katja Vasilevich ====&lt;br /&gt;
Greater Majority - Doctrine&lt;br /&gt;
&lt;br /&gt;
Summary: Addition to doctrine related to Panoply&lt;br /&gt;
&lt;br /&gt;
Failed due to Greater Majority voting requirements&lt;br /&gt;
&lt;br /&gt;
==== Only the Graced are Worthy - Mother Augustina ====&lt;br /&gt;
Summary: Only Graced individuals should be sent to the Spheric Council&lt;br /&gt;
&lt;br /&gt;
==== Further Reading ====&lt;br /&gt;
&lt;br /&gt;
* [[Motions of the Concordian Church|Motions of the Concordian Church Home Page]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Past_Actions_of_the_Council_of_Six_Spring_226&amp;diff=4713</id>
		<title>Past Actions of the Council of Six Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Past_Actions_of_the_Council_of_Six_Spring_226&amp;diff=4713"/>
		<updated>2026-10-14T13:16:03Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Fixed table formatting, removed HP Stallia Meeting 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a comprehensive list of the actions formally taken as motions raised and passed by the Council of Six at the Spring Summit of 226.&lt;br /&gt;
&lt;br /&gt;
== Meeting 1 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+High Priests Present:&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Anarch&lt;br /&gt;
|Houndspriest Gunther Eberhardt&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Arcadian&lt;br /&gt;
|Lord Lanval of House Eldermere&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Cervitas&lt;br /&gt;
|Gwynn ap Eirik&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Lumos&lt;br /&gt;
|Ritter-Apprentice Aldnar Neumann&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Panoply&lt;br /&gt;
|Houndpriest Adept Katja Vasilevich&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Stallia&lt;br /&gt;
| &#039;&#039;(Title Vacant)&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Exaltation: Spheric Council ====&lt;br /&gt;
Where the Council of Six would usually be required to nominate two individuals to undertake the Past Life Vision through the powers of the Pulpit of Dreams, instead as instructed by the Fang of Inner Darkness, the Council of Six saw fit to Exalt 6 individuals as representatives of the Church that they might go and bear good witness regarding the Church and the Nation of the Concord to a Spheric Council of 3 Heralds. The individuals chosen are as follows:&lt;br /&gt;
&lt;br /&gt;
- Houndspriest Eberhardt&lt;br /&gt;
- Senator Jacques d&#039;Zisseau&lt;br /&gt;
- Ritter Valrick Thanshaw&lt;br /&gt;
- Lord Tamesis Duschwynd&lt;br /&gt;
- Senator Ivern of Brakkenlowe&lt;br /&gt;
- Duchess Winnifred Eldermere&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Arcadian: ====&lt;br /&gt;
&amp;quot;Our Church recognises the actions of the Barrow Hounds and the Path of Embers as righteous in fighting against the Onyx Aristocracy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Panoply: ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;On Panoply - High Priest of Panoply, Adept Houndspriest Vasilevich&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Concord fundamentally misunderstands the Sphere of Panoply. It is my divine duty to rectify this, such that our souls may Journey on through Panoply.&lt;br /&gt;
&lt;br /&gt;
That brings me to my first point. Whilst historically, it has been termed the &#039;Sphere of Golden Folly&#039;, the &#039;Sphere of the Merchant&#039; or the &#039;Sphere of Glory&#039;, these are inaccurate descriptors, for Panoply is ultimately the Sphere of Power. &#039;Golden Folly&#039; implies idiocy, implies that the search for power through coin is cursed or otherwise fraught with inevitable failure. This is not true. Whilst there are pitfalls of greed, of selfishness that many aspirants of the Sphere may fall into, it is not an inevitability. &#039;Merchant&#039; is reductive: power is not solely held in coin, only The Coinmaster teaches of the value of money as a form of power - there are two other Eternals that cover two other aspects of power. &#039;Glory&#039; is a respectable term, encompassing the drive and ambition of Panoply, but it is, again, reductive. Displays of power are right and good, but they are not as important as the gain, possession and use of power. Power is the undercurrent of Panoply.&lt;br /&gt;
&lt;br /&gt;
My second point is regarding the frequent misinterpretation of the teachings of The Coinmaster and their subordinate Heralds; there are some among us driven by greed to hoard wealth. This is not of Panoply, this is not in keeping with a Spheric lifestyle. Money is of no value if it is not used well. The High encourages us to seek wealth and power but with the caveat that it must be spent, be it through the use of power to change law, the use of coin to build great monuments, or the use of both to lift others up. Priests of Panoply should seek to use their power to foster the ambitions of others, and I would encourage followers of Panoply to do the same.&lt;br /&gt;
&lt;br /&gt;
I would now move to expand on our Doctrine of Panoply with my own interpretation and guidance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seek your heights, Ambition is your blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You should be constantly driven to strive for more, to be ambitious. Stagnation is the enemy; live with vigour, with determination and with goals. We are not blessed with a long time on this Mortal Sphere and what time we have should be used in the pursuit of greatness, not just for oneself, but for their people, their community, their nation, their Concord. To live with no great summit to climb, no brilliant task to accomplish, no glorious plan to enact, is to not live at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To Struggle is Divine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is no way to be great without struggle, striving towards your heights is in and of itself a divine undertaking. To gain power, there is hardship and challenges; the difficulty in attainment is exactly what gives power its worth. Giving up because something is too hard is failure, true ambition knows no rest and no bounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure is a Consequence of Progress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Success is never a guarantee; none can climb the mountain of greatness without stumbling at least once. But a stumble should not halt the will to climb, if not this mountain, then another. Failure is almost inevitable in striving; that should not cause you to falter, but perhaps to change path.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals Realised are Goals Spent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Value is created upon use; coin has no value until it buys goods, power is nothing if it is not used. Hoarding power and wealth is a betrayal of the effort spent to acquire it. What is life if not lived, what is money if not spent, what are favours if not called in, what is power if not used?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Study begun by the High Priest of Anarch ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;A Study into the Treatment of a traumatic wound known only as &#039;Doomed&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a festering wound affecting several Greenwealders of the Heroic Contingent. This wound has, so far been untreatable by Surgeons, Mages, and Priests, and seems to be having an adverse effect on not only the wounded, but the people around them.&lt;br /&gt;
&lt;br /&gt;
We are unsure what will happen if these wounds are left untreated.&lt;br /&gt;
&lt;br /&gt;
We have no idea what affect this wound has on the souls of those who are afflicted and whether it will impact their Journey.&lt;br /&gt;
&lt;br /&gt;
We have no idea if it is something that can spread.&lt;br /&gt;
&lt;br /&gt;
This wound was inflicted by a Harbringer Stand known as &#039;Veil the Grieving Woe&#039; that was brought down 3 Summits ago.&lt;br /&gt;
&lt;br /&gt;
If this wound is something that we could expect when dealing with any of the remaining Harbringer Stands, then it is something that we NEED to known more about if we are to eliminate this threat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- As a Study, this required an Endeavour&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Cervitas ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;A Prolamation in support of Kaiella &amp;amp; Congregations in the Church&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Autumn 226, Kaiella of Vassertal, &#039;She Who Listens&#039;, sought to lead an expedition to the Greenweald Baronies to assist with their ongoing troubles. She sought to bring peace to those who had lost, in bringing together those who could cast Deadspeaker, performing last rites and protecting and providing aid to their survivors.&lt;br /&gt;
&lt;br /&gt;
She petitioned the Church and the Council for a Conviction to strike out in this path. Because of our limitations we were unable to provide the required assistance. Because of her true faith in the Spheres&#039; Light, and in her divine purpose as one named &#039;blessed of blood and purpose&#039; by the Million Eyes themselves, she left, taking her Congregation with her and any who would follow. But did this have to happen?&lt;br /&gt;
&lt;br /&gt;
Today we proclaim our support and recognise Kaiella of Vassertal indeed as one &#039;blessed of blood and purpose&#039; and &#039;sanctified&#039; as her honorific suggests. We call upon all Heroes of the Concord to follow their example and lift where they stand. We call upon all the Priests of the Concord to give proper thought and weight to changing their investment to a Congregation. We call upon all Priests to take advantage of the opportunity offered by the Civil Service.&lt;br /&gt;
&lt;br /&gt;
I finish this proclamation with the same words as Kaiella&#039;s last epistle requesting the aid they went to deliver:&lt;br /&gt;
&lt;br /&gt;
May the Spheres&#039; Light bless our Path.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Lumos ====&lt;br /&gt;
- Tabled in Meeting 1, passed in Meeting 2&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;A foreign sword for a worthy cause&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Council of Six accepts the help offered by Queen Gwenivere to assist in the Royal Bordevar campaign. That she claims she is still true to our Church and that the 1200 Dendarri soldiers are sent in good faith. We understand that the foes of the Onyx Aristocracy are potentially allies and expect those soldiers to act as allies.&lt;br /&gt;
&lt;br /&gt;
And as long as they are willing to fight under terms outlined by our Ambassador, we ask that no harm be done to them due to their heretical beliefs. They must not preach against the Divine Spheres whilst amongst us. They will not harm our Graces.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Meeting 2 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+High Priests Present:&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Anarch&lt;br /&gt;
|Houndspriest Gunther Eberhardt&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Arcadian&lt;br /&gt;
|Lord Lanval of House Eldermere&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Cervitas&lt;br /&gt;
|Gwynn ap Eirik&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Lumos&lt;br /&gt;
|Ritter-Apprentice Aldnar Neumann&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Panoply&lt;br /&gt;
|Houndpriest Adept Katja Vasilevich&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Stallia&lt;br /&gt;
|Lord Tamesis Duschwynd&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Lumos ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;In Defence of our Faith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Council of Six believes that the &amp;quot;Champion of the Spheres&amp;quot; from this time forward will officially exist as a Title and as a Protector of the Faith&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- This Proclamation serves as a request for the Civil Service to investigate the creation of a formal Title related to the historic motion referring to an individual intended to take on the Ceremony Otherworldly Challenge&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Anarch ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;[Sequestered]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Proclamation Sequestered by five Stallian Priests]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Consecration suggested by the High Priest of Arcadian ====&lt;br /&gt;
- The Consecration of the Red Brick District will begin immediately. As a Consecration, this required an Endeavour.&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Panoply ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Declaration of thanks to the Frontier&#039;s League&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Council of Six thanks the Frontier&#039;s League for their support of our Church whilst the Mines of Mivara are inoperable this season. It is the teachings of the High that wealth and power should be used well. May the Coinmaster bless their ambition.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Consecration suggested by the High Priest of Cervitas ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Consignment of the Vale of Stags&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Iron Valley stands on a precipice. In the region of Windholme, old divisions and new extremism are drawing the valleyfolk towards competing visions of what the Valley should become, while violence and disorder take root amongst our communities. The ongoing struggled between the Bloodglass Inheritors and the Greatstone Carvers approaches its climax and the Valley is gripped by uncertainty as to the direction of our future.&lt;br /&gt;
&lt;br /&gt;
At the same time the relationship between the valley and the wider Concordian Church of the Divine Spheres is being tested. Common Spheric language is not just being substituted, but rejected, and the Council of Six is called upon to address this growing Divine. This is therefore a time when the Church should demonstrate its place in the Valley through deeds rather than proclamations alone.&lt;br /&gt;
&lt;br /&gt;
The Vale of Stags is a recognised Holy Site of Cervitas in the Valley. A place of longstanding worship in the mountains of Eastern Windholme, where truths are laid bare, togetherness is found in simplicity, and aggression itself is quieted by the power that rests upon the Vale. Yet it remains unconsecrated. To consecrate the Holy Site would be a tangible and enduring commitment to the Concordians within the Iron Valley, and strengthen the bonds between the Church, Cervitas, and the Valley at the moment these bonds are being tested.&lt;br /&gt;
&lt;br /&gt;
Accordingly, it is proposed that by this motion the Council of Six commission the Consecration of the Vale of Stags, Windholme, as a Consignment of the Concordian Church.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- The Consecration of the Vale of Stags will begin immediately. As a Consecration, this required an Endeavour.&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
[[Past Actions of the Council of Six|Past Actions of the Council of Six Home Page]]&lt;br /&gt;
&lt;br /&gt;
[[Council of Six]]&lt;br /&gt;
&lt;br /&gt;
[[Concordian Church of the Divine Spheres]]&lt;br /&gt;
&lt;br /&gt;
[[Motions of the Concordian Church]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Past_Actions_of_the_Council_of_Six_Spring_226&amp;diff=4712</id>
		<title>Past Actions of the Council of Six Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Past_Actions_of_the_Council_of_Six_Spring_226&amp;diff=4712"/>
		<updated>2026-10-14T13:13:12Z</updated>

		<summary type="html">&lt;p&gt;ALangton: No HP Stallia Meeting 1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a comprehensive list of the actions formally taken as motions raised and passed by the Council of Six at the Spring Summit of 226.&lt;br /&gt;
&lt;br /&gt;
== Meeting 1 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!High Priests Present:&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Anarch&lt;br /&gt;
|Houndspriest Gunther Eberhardt&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Arcadian&lt;br /&gt;
|Lord Lanval of House Eldermere&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Cervitas&lt;br /&gt;
|Gwynn ap Eirik&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Lumos&lt;br /&gt;
|Ritter-Apprentice Aldnar Neumann&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Panoply&lt;br /&gt;
|Houndpriest Adept Katja Vasilevich&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Stallia&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Exaltation: Spheric Council ====&lt;br /&gt;
Where the Council of Six would usually be required to nominate two individuals to undertake the Past Life Vision through the powers of the Pulpit of Dreams, instead as instructed by the Fang of Inner Darkness, the Council of Six saw fit to Exalt 6 individuals as representatives of the Church that they might go and bear good witness regarding the Church and the Nation of the Concord to a Spheric Council of 3 Heralds. The individuals chosen are as follows:&lt;br /&gt;
&lt;br /&gt;
- Houndspriest Eberhardt&lt;br /&gt;
- Senator Jacques d&#039;Zisseau&lt;br /&gt;
- Ritter Valrick Thanshaw&lt;br /&gt;
- Lord Tamesis Duschwynd&lt;br /&gt;
- Senator Ivern of Brakkenlowe&lt;br /&gt;
- Duchess Winnifred Eldermere&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Arcadian: ====&lt;br /&gt;
&amp;quot;Our Church recognises the actions of the Barrow Hounds and the Path of Embers as righteous in fighting against the Onyx Aristocracy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Panoply: ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;On Panoply - High Priest of Panoply, Adept Houndspriest Vasilevich&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Concord fundamentally misunderstands the Sphere of Panoply. It is my divine duty to rectify this, such that our souls may Journey on through Panoply.&lt;br /&gt;
&lt;br /&gt;
That brings me to my first point. Whilst historically, it has been termed the &#039;Sphere of Golden Folly&#039;, the &#039;Sphere of the Merchant&#039; or the &#039;Sphere of Glory&#039;, these are inaccurate descriptors, for Panoply is ultimately the Sphere of Power. &#039;Golden Folly&#039; implies idiocy, implies that the search for power through coin is cursed or otherwise fraught with inevitable failure. This is not true. Whilst there are pitfalls of greed, of selfishness that many aspirants of the Sphere may fall into, it is not an inevitability. &#039;Merchant&#039; is reductive: power is not solely held in coin, only The Coinmaster teaches of the value of money as a form of power - there are two other Eternals that cover two other aspects of power. &#039;Glory&#039; is a respectable term, encompassing the drive and ambition of Panoply, but it is, again, reductive. Displays of power are right and good, but they are not as important as the gain, possession and use of power. Power is the undercurrent of Panoply.&lt;br /&gt;
&lt;br /&gt;
My second point is regarding the frequent misinterpretation of the teachings of The Coinmaster and their subordinate Heralds; there are some among us driven by greed to hoard wealth. This is not of Panoply, this is not in keeping with a Spheric lifestyle. Money is of no value if it is not used well. The High encourages us to seek wealth and power but with the caveat that it must be spent, be it through the use of power to change law, the use of coin to build great monuments, or the use of both to lift others up. Priests of Panoply should seek to use their power to foster the ambitions of others, and I would encourage followers of Panoply to do the same.&lt;br /&gt;
&lt;br /&gt;
I would now move to expand on our Doctrine of Panoply with my own interpretation and guidance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seek your heights, Ambition is your blood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You should be constantly driven to strive for more, to be ambitious. Stagnation is the enemy; live with vigour, with determination and with goals. We are not blessed with a long time on this Mortal Sphere and what time we have should be used in the pursuit of greatness, not just for oneself, but for their people, their community, their nation, their Concord. To live with no great summit to climb, no brilliant task to accomplish, no glorious plan to enact, is to not live at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To Struggle is Divine&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is no way to be great without struggle, striving towards your heights is in and of itself a divine undertaking. To gain power, there is hardship and challenges; the difficulty in attainment is exactly what gives power its worth. Giving up because something is too hard is failure, true ambition knows no rest and no bounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Failure is a Consequence of Progress&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Success is never a guarantee; none can climb the mountain of greatness without stumbling at least once. But a stumble should not halt the will to climb, if not this mountain, then another. Failure is almost inevitable in striving; that should not cause you to falter, but perhaps to change path.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Goals Realised are Goals Spent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Value is created upon use; coin has no value until it buys goods, power is nothing if it is not used. Hoarding power and wealth is a betrayal of the effort spent to acquire it. What is life if not lived, what is money if not spent, what are favours if not called in, what is power if not used?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Study begun by the High Priest of Anarch ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;A Study into the Treatment of a traumatic wound known only as &#039;Doomed&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a festering wound affecting several Greenwealders of the Heroic Contingent. This wound has, so far been untreatable by Surgeons, Mages, and Priests, and seems to be having an adverse effect on not only the wounded, but the people around them.&lt;br /&gt;
&lt;br /&gt;
We are unsure what will happen if these wounds are left untreated.&lt;br /&gt;
&lt;br /&gt;
We have no idea what affect this wound has on the souls of those who are afflicted and whether it will impact their Journey.&lt;br /&gt;
&lt;br /&gt;
We have no idea if it is something that can spread.&lt;br /&gt;
&lt;br /&gt;
This wound was inflicted by a Harbringer Stand known as &#039;Veil the Grieving Woe&#039; that was brought down 3 Summits ago.&lt;br /&gt;
&lt;br /&gt;
If this wound is something that we could expect when dealing with any of the remaining Harbringer Stands, then it is something that we NEED to known more about if we are to eliminate this threat.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- As a Study, this required an Endeavour&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Cervitas ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;A Prolamation in support of Kaiella &amp;amp; Congregations in the Church&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Autumn 226, Kaiella of Vassertal, &#039;She Who Listens&#039;, sought to lead an expedition to the Greenweald Baronies to assist with their ongoing troubles. She sought to bring peace to those who had lost, in bringing together those who could cast Deadspeaker, performing last rites and protecting and providing aid to their survivors.&lt;br /&gt;
&lt;br /&gt;
She petitioned the Church and the Council for a Conviction to strike out in this path. Because of our limitations we were unable to provide the required assistance. Because of her true faith in the Spheres&#039; Light, and in her divine purpose as one named &#039;blessed of blood and purpose&#039; by the Million Eyes themselves, she left, taking her Congregation with her and any who would follow. But did this have to happen?&lt;br /&gt;
&lt;br /&gt;
Today we proclaim our support and recognise Kaiella of Vassertal indeed as one &#039;blessed of blood and purpose&#039; and &#039;sanctified&#039; as her honorific suggests. We call upon all Heroes of the Concord to follow their example and lift where they stand. We call upon all the Priests of the Concord to give proper thought and weight to changing their investment to a Congregation. We call upon all Priests to take advantage of the opportunity offered by the Civil Service.&lt;br /&gt;
&lt;br /&gt;
I finish this proclamation with the same words as Kaiella&#039;s last epistle requesting the aid they went to deliver:&lt;br /&gt;
&lt;br /&gt;
May the Spheres&#039; Light bless our Path.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Lumos ====&lt;br /&gt;
- Tabled in Meeting 1, passed in Meeting 2&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;A foreign sword for a worthy cause&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Council of Six accepts the help offered by Queen Gwenivere to assist in the Royal Bordevar campaign. That she claims she is still true to our Church and that the 1200 Dendarri soldiers are sent in good faith. We understand that the foes of the Onyx Aristocracy are potentially allies and expect those soldiers to act as allies.&lt;br /&gt;
&lt;br /&gt;
And as long as they are willing to fight under terms outlined by our Ambassador, we ask that no harm be done to them due to their heretical beliefs. They must not preach against the Divine Spheres whilst amongst us. They will not harm our Graces.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Meeting 2 ==&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
!High Priests Present:&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Anarch&lt;br /&gt;
|Houndspriest Gunther Eberhardt&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Arcadian&lt;br /&gt;
|Lord Lanval of House Eldermere&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Cervitas&lt;br /&gt;
|Gwynn ap Eirik&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Lumos&lt;br /&gt;
|Ritter-Apprentice Aldnar Neumann&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Panoply&lt;br /&gt;
|Houndpriest Adept Katja Vasilevich&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Stallia&lt;br /&gt;
|Lord Tamesis Duschwynd&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Lumos ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;In Defence of our Faith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This Council of Six believes that the &amp;quot;Champion of the Spheres&amp;quot; from this time forward will officially exist as a Title and as a Protector of the Faith&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- This Proclamation serves as a request for the Civil Service to investigate the creation of a formal Title related to the historic motion referring to an individual intended to take on the Ceremony Otherworldly Challenge&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Anarch ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;[Sequestered]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[Proclamation Sequestered by five Stallian Priests]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Consecration suggested by the High Priest of Arcadian ====&lt;br /&gt;
- The Consecration of the Red Brick District will begin immediately. As a Consecration, this required an Endeavour.&lt;br /&gt;
&lt;br /&gt;
==== Proclamation issued by the High Priest of Panoply ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Declaration of thanks to the Frontier&#039;s League&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Council of Six thanks the Frontier&#039;s League for their support of our Church whilst the Mines of Mivara are inoperable this season. It is the teachings of the High that wealth and power should be used well. May the Coinmaster bless their ambition.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Consecration suggested by the High Priest of Cervitas ====&lt;br /&gt;
&amp;quot;&#039;&#039;&#039;Consignment of the Vale of Stags&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Iron Valley stands on a precipice. In the region of Windholme, old divisions and new extremism are drawing the valleyfolk towards competing visions of what the Valley should become, while violence and disorder take root amongst our communities. The ongoing struggled between the Bloodglass Inheritors and the Greatstone Carvers approaches its climax and the Valley is gripped by uncertainty as to the direction of our future.&lt;br /&gt;
&lt;br /&gt;
At the same time the relationship between the valley and the wider Concordian Church of the Divine Spheres is being tested. Common Spheric language is not just being substituted, but rejected, and the Council of Six is called upon to address this growing Divine. This is therefore a time when the Church should demonstrate its place in the Valley through deeds rather than proclamations alone.&lt;br /&gt;
&lt;br /&gt;
The Vale of Stags is a recognised Holy Site of Cervitas in the Valley. A place of longstanding worship in the mountains of Eastern Windholme, where truths are laid bare, togetherness is found in simplicity, and aggression itself is quieted by the power that rests upon the Vale. Yet it remains unconsecrated. To consecrate the Holy Site would be a tangible and enduring commitment to the Concordians within the Iron Valley, and strengthen the bonds between the Church, Cervitas, and the Valley at the moment these bonds are being tested.&lt;br /&gt;
&lt;br /&gt;
Accordingly, it is proposed that by this motion the Council of Six commission the Consecration of the Vale of Stags, Windholme, as a Consignment of the Concordian Church.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
- The Consecration of the Vale of Stags will begin immediately. As a Consecration, this required an Endeavour.&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
[[Past Actions of the Council of Six|Past Actions of the Council of Six Home Page]]&lt;br /&gt;
&lt;br /&gt;
[[Council of Six]]&lt;br /&gt;
&lt;br /&gt;
[[Concordian Church of the Divine Spheres]]&lt;br /&gt;
&lt;br /&gt;
[[Motions of the Concordian Church]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Phoenix%27s_Rebirth&amp;diff=4703</id>
		<title>Phoenix&#039;s Rebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Phoenix%27s_Rebirth&amp;diff=4703"/>
		<updated>2026-10-11T07:16:39Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Created page with &amp;quot;== An Anarch Ceremony - Magnitude 30 - The Phoenix ==  == Performing the Ceremony == &amp;#039;&amp;#039;&amp;#039;This ceremony may only be performed during a Summit where The Precipice alignment to Anarch is in effect. Its effective Magnitude is 26.&amp;#039;&amp;#039;&amp;#039;  Performing this Ceremony takes at least 10 minutes of roleplaying. This Ceremony targets a character  who must be present throughout but does not need to be one of the priests performing the Ceremony.  This Ceremony is a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== An [[Anarch Ceremonies|Anarch Ceremony]] - Magnitude 30 - The Phoenix ==&lt;br /&gt;
&lt;br /&gt;
== Performing the Ceremony ==&lt;br /&gt;
&#039;&#039;&#039;This ceremony may only be performed during a Summit where [[The Precipice]] alignment to Anarch is in effect. Its effective Magnitude is 26.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Performing this Ceremony takes at least 10 minutes of roleplaying. This Ceremony targets a character  who must be present throughout but does not need to be one of the priests performing the Ceremony.&lt;br /&gt;
&lt;br /&gt;
This Ceremony is an Enchantment. A target may only be under one Enchantment effect at a time.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
The next time the enchanted character would receive the &#039;Terminal&#039; effect whilst on a conflux, they are instead affected by &#039;Recall&#039;. They return on 1 hit point. Before re-entering play, check with a Storyteller to determine any additional effects.&lt;br /&gt;
&lt;br /&gt;
This effect lasts until the end of Summit, or until used.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
== Performing the Ceremony ==&lt;br /&gt;
[TBD]&lt;br /&gt;
[[Category:Anarch]]&lt;br /&gt;
[[Category:Ceremonies]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Anarch_Ceremonies&amp;diff=4702</id>
		<title>Anarch Ceremonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Anarch_Ceremonies&amp;diff=4702"/>
		<updated>2026-10-11T07:16:16Z</updated>

		<summary type="html">&lt;p&gt;ALangton: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sphere of Elemental Chaos, Anarch ceremonies upset the status quo, create powerful effects and empower their recipients.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Magnitude&lt;br /&gt;
!Altar Capable&lt;br /&gt;
|-&lt;br /&gt;
|[[Freedom of the Soul]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|Creates an aura on a character that greatly heightens the emotions of that character. Their emotions will be more intense, but not unreasonably so. In addition, this effect replaces any emotive roleplaying effects from Spiritual Wounds - they may be ignored as long as this effect is replacing them. This effect lasts until the end of the event.&lt;br /&gt;
|2&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Prove the Foundation]]&lt;br /&gt;
|Curse&lt;br /&gt;
|The character affected by this Curse is driven by a supernaturally strong desire to prove themselves. They must select a skill, field or talent that they believe they excel at and must challenge someone who they believe is superior to them at that skill to a test of that skill. Regardless of victory or defeat, the effect fades and the Curse ends after the test. While affected by the curse, the cursed individual experiences a roleplaying effect.&lt;br /&gt;
|3&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Anarchic Missive]]&lt;br /&gt;
| -&lt;br /&gt;
|The message that you have written is magically sent to the Anarch Herald of your choice, so long as you have properly addressed it. There is no guarantee that you will receive a response, but you will receive guidance on your missive through positive or negative effects at the following Summit.&lt;br /&gt;
|4&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Explosive Force]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The target character may take the Damage effect as the Knockback effect. Each time you are affected by knockback, they gain 1 energy, which may temporarily take you above your energy limit. You may never have more than 1 temporary energy over your maximum from any source. The target experiences a roleplaying effect. The effect lasts until the end of the event.&lt;br /&gt;
|4&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Leave the Past Behind]]&lt;br /&gt;
| -&lt;br /&gt;
|Target character changes their Investment to a new form of investment at Tier 1, and may move it to a different region if they wish. That character can never possess that kind of investment again - if they should ever come into ownership of one through any means, it runs itself to financial ruin within a few months. The owner of the Investment experiences a roleplaying effect until the end of the event.&lt;br /&gt;
|4&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Witness the Glorious Day]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|Target character may ignore the roleplay effects of traumatic and spiritual wounds. Those roleplay effects are replaced with a burning sense of righteous change and possibility. The intensity (and chaotic volume) of this effect increases with each wound experienced while under this effect (not necessarily concurrently). This Ceremony only suppresses the roleplaying effects of these wounds - any mechanical effects must still be followed, and any wounds that aren’t fixed by the end of the event need to be placed into the target’s character bag at the end to indicate they are ongoing. The effect lasts until the end of the event.&lt;br /&gt;
|4&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Anarch&#039;s Wooden Steed]]&lt;br /&gt;
| -&lt;br /&gt;
|Creates a blessing that must be given to a character before the end of the day, that character may travel through Waystone portals as if they were a Concordian citizen for the remainder of the event.&lt;br /&gt;
|6&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[The Phoenix’s Burning Flame]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The target character may spend 1 energy to call ‘Magic Fire’ with a melee weapon. This does not require the character to complete a normal spellcast, it simply uses the magical effect.&lt;br /&gt;
|6&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Burn the Ashes]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|Target Terminal character regains all their hitpoints, mana and energy, regains the ability to attend confluxes and function as normal until being reduced to 0 hit points or the end of the day, after which point they die instantly, painfully consumed by fire. As the day progresses the character feels a fire inside them burning hotter and hotter.&lt;br /&gt;
|8&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Stormveil]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|A single region becomes obscured to scrying Ceremonies and effects - this blocks any Ceremonies or effects from getting information from the region up to twice the magnitude of Stormveil. The Ceremony may be cast for any amount of additional magnitude in order to increase the power of the veil. The region is wracked with unnaturally powerful and unseasonable storms and weather patterns until the Enchantment ends - if the Ceremony is increased in power, these storms increase in strength and frequency as well. This Ceremony lasts a year.&lt;br /&gt;
|8&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Churning Cauldron of the Maelstrom]]&lt;br /&gt;
| -&lt;br /&gt;
|After up to five measures of herbs have been placed in a vessel, the amount of herbs is doubled. The newly created herbs will be of the same type.&lt;br /&gt;
|8&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Unfettered Anarchy]]&lt;br /&gt;
|Curse&lt;br /&gt;
|This Curses a character with unstable emotions. The Cursed character regularly flits between extremely powerful emotions of a wide variety. The character cannot feel effects of calm, clarity or tranquillity. They feel an urge to oppose anything they see as restraining their behaviour, whether it is a law, an expectation of society, or a sign that says &#039;quiet please&#039; on it. These sensations surge and recede; the Curse is most likely to impact the roleplaying of the character at dramatically appropriate moments. The Curse lasts for a year.&lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Unending Cascade of Blood’s Fire|Unending Cascade of Blood&#039;s Fire]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The target gains the ability to cast the Venom spell four times per day as if they knew it, without spending any mana. They also experience the strong desire to cast venom against anything that startles or threatens them. The target may spend one mana to call Immune to Venom. If you recover all personal Mana from an effect it also recovers the uses of this ability. This effect lasts until the end of the event.&lt;br /&gt;
|12&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Rampant Hammer Rhythm]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The target artisan can craft a single item overnight. They must know how to make the item and have all the required materials. The item is only finished in the early hours of the next morning, and thus is only available to be collected at that point. The following day, the target experiences a roleplaying effect until the end of that day.&lt;br /&gt;
|14&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Shatter the Shackles]]&lt;br /&gt;
| -&lt;br /&gt;
|One Curse (chosen before the Ceremony to determine the Ceremony’s magnitude) affecting the target character is broken and permanently removed, having no more mechanical or roleplaying effects. This does not count as the Curse fading naturally, should there be any relevance to that. If the target character is affected by more than one Curse, and wishes to remove that as well, the magnitude of the second Curse can also be added to the magnitude in order to remove it as well. The same is true for any additional Curses.&lt;br /&gt;
|15 + The magnitude of the original curse.&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Still Waters Running Deep]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The target character receives 3 energy and is immune to the Fear effect. This effect may be applied to additional characters from the same Band for an additional 5 magnitude each. Additional targets must be present for the whole Ceremony as well. The targets experience a roleplaying effect. The effect lasts until the end of the event.&lt;br /&gt;
|16&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Transmogrification of the Soul’s Echo|Transmogrification of the Soul&#039;s Echo]]&lt;br /&gt;
| -&lt;br /&gt;
|Permanently and significantly changes the personality and mannerisms of a target willing character. This is purely an emotional change, but may lead to changes in their goals, nature, beliefs or behaviours. In addition, this may remove an equal or lower magnitude Curse affecting the target, if the target wishes it to do so.&lt;br /&gt;
|25&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Empower Storms of Nature]]&lt;br /&gt;
|Curse&lt;br /&gt;
|The target region is wracked by dangerous and unseasonal storms. Farms and Wildernesses produce at half value as the weather makes such work untenable. Leylines in adjacent territories produce at half value as the storm feeds off of them. This effect lasts until the next event.&lt;br /&gt;
|30&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Otherworldly Challenge]]&lt;br /&gt;
| -&lt;br /&gt;
|During the Ceremony, the target character requests a challenge from the Eternal known as The Peak. This binds the target in this challenge. If the challenge is overcome, a reward commensurate with the difficulty and nature of the challenge will be awarded. Failure or cheating will result in a powerful Curse for the target’s hubris.&lt;br /&gt;
|30&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Foam and Spittle of the Furious Sea]]&lt;br /&gt;
|Curse&lt;br /&gt;
|Target territory gains the trait &#039;Foam and Spittle of the Fuirious Sea&#039; which means: Fleets in the targeted territory experience 250 casualties during the next season. Any Naval Investments supporting affected fleets, or otherwise acting in the territory will become damaged. Any characters in the fleets affected by this Ceremony are highly likely to see the Star Sailor as they weather the storm.&lt;br /&gt;
|40&lt;br /&gt;
|No&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers of Storm and Stone]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The target army is assisted in battle by supernatural warriors of storm and stone, increasing its effective strength by 3,000 during the next season. All Leylines in the region this army ends its movement in produce at half value as the mana is sucked from the land to sustain these soldiers.&lt;br /&gt;
|100&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Alignment Ceremonies ===&lt;br /&gt;
The following ceremonies are only available during a Summit where the Precipice is aligned to Anarch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Type&lt;br /&gt;
!Effect&lt;br /&gt;
!Magnitude&lt;br /&gt;
!Altar Capable&lt;br /&gt;
|-&lt;br /&gt;
|[[Reforged in the Crucible]]&lt;br /&gt;
| -&lt;br /&gt;
|Destroys target artisan craft. It is replaced by an Artisan craft of the leading priests choosing  of the same level with the same duration remaining.  This can only be performed on each item once. &lt;br /&gt;
|10&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Peak Fitness]]&lt;br /&gt;
| -&lt;br /&gt;
|Target character afflicted by a traumatic wound that is only Physical or Spiritual has that wound removed.&lt;br /&gt;
|16&lt;br /&gt;
|Yes&lt;br /&gt;
|-&lt;br /&gt;
|[[Phoenix&#039;s Rebirth]]&lt;br /&gt;
|Enchantment&lt;br /&gt;
|The next time the enchanted character would recieve the &#039;Terminal&#039; effect whilst on a conflux, they are instead affected by Recall and return to 1 Hitpoint. Effect lasts until used or the end of the Summit&lt;br /&gt;
|30&lt;br /&gt;
|No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Anarch]]&lt;br /&gt;
* [[Concordian Church of the Divine Spheres]]&lt;br /&gt;
* [[Ceremonies Overview]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Anarch]]&lt;br /&gt;
[[Category:Ceremonies]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Peak_Fitness&amp;diff=4701</id>
		<title>Peak Fitness</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Peak_Fitness&amp;diff=4701"/>
		<updated>2026-10-11T07:15:52Z</updated>

		<summary type="html">&lt;p&gt;ALangton: Created page with &amp;quot;== An Anarch Ceremony - Magnitude 16 - The Peak ==  == Performing the Ceremony == &amp;#039;&amp;#039;&amp;#039;This ceremony may only be performed during a Summit where The Precipice alignment to Anarch is in effect. Its effective Magnitude is 12.&amp;#039;&amp;#039;&amp;#039;  Performing this Ceremony takes at least 5 minutes of roleplaying. This Ceremony targets a character who must be present throughout but does not need to be one of the priests performing the Ceremony.  == Effects == Choose a...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== An [[Anarch Ceremonies|Anarch Ceremony]] - Magnitude 16 - The Peak ==&lt;br /&gt;
&lt;br /&gt;
== Performing the Ceremony ==&lt;br /&gt;
&#039;&#039;&#039;This ceremony may only be performed during a Summit where [[The Precipice]] alignment to Anarch is in effect. Its effective Magnitude is 12.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Performing this Ceremony takes at least 5 minutes of roleplaying. This Ceremony targets a character who must be present throughout but does not need to be one of the priests performing the Ceremony.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Choose a Traumatic Wound target character is afflicted by that is only Physical or only Spiritual, and is not Critical Severity. That Wound is removed.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[TBD]&lt;br /&gt;
&lt;br /&gt;
== Performing the Ceremony ==&lt;br /&gt;
[TBD]&lt;br /&gt;
[[Category:Anarch]]&lt;br /&gt;
[[Category:Ceremonies]]&lt;/div&gt;</summary>
		<author><name>ALangton</name></author>
	</entry>
</feed>