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	<updated>2026-11-03T01:12:08Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Fleet&amp;diff=4041</id>
		<title>Fleet</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Fleet&amp;diff=4041"/>
		<updated>2026-04-18T09:28:17Z</updated>

		<summary type="html">&lt;p&gt;LPrice: (Hadn&amp;#039;t realised Billet was upgraded to 2000, have updated this so it&amp;#039;s in line)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Fleets are collections of warships that project power across the oceans and seas of the world while also supporting land campaigns where they can. They are as varied as armies and essential to protecting your maritime flanks.&lt;br /&gt;
&lt;br /&gt;
Fleets are led by [[Admiral|Admirals]].&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 30 Thunder Oak + Ten Vaults&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 5 Vaults&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 2 Seasons. The Cost in Vaults must be paid during the Summit the army is commissioned, with the Thunder Oak being paid either at the same time, or before the end of the following Summit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitation:&#039;&#039;&#039; The Concord may only maintain as many combined armies and navies as it has regions under its control.&lt;br /&gt;
&lt;br /&gt;
A fleet has a starting strength of 5000. If a fleet ever falls below 1500 strength, it disbands. A fleet with a maximum strength of 5000 is referred to as a ‘standard’ fleet.&lt;br /&gt;
&lt;br /&gt;
All Fleets grant the ‘Naval Flexibility’ trait to all coastal territories they are adjacent to. This bonus can only be applied by one fleet at a time, as such additional fleets do not grant additional ‘Naval Flexibility’.&lt;br /&gt;
{| class=&amp;quot;wikitable&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;
|Naval Flexibility&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;
|Friendly campaigns in this territory are granted +1000 claim. &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Upgrading an fleet:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A fleet may be upgraded, increasing its maximum strength to 7500 for a cost of 15 Thunder Oak and 5 Vaults. This process takes two seasons and requires a Senate motion. This follows the same construction time rules as building a new fleet. Once upgraded, this fleet is classified as a ‘large’ fleet.The fleet that is upgraded will gain 2500 extra troops, reflecting these new recruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emergency Resupply:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Provided a fleet did not engage in a campaign last season and begins the season in a territory adjacent to a land territory containing a friendly port, the Senate may authorise an emergency resupply. For a cost of 3 Wains of Thunder Oak and 3 Vaults, the army may have its strength immediately healed by 500. Each fleet can only be emergency resupplied a maximum of twice per summit, for a maximum of 1000 extra strength.&lt;br /&gt;
&lt;br /&gt;
=== Fleet Movement Values ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Fleet Size&lt;br /&gt;
|Fleet Movement Values&lt;br /&gt;
|-&lt;br /&gt;
|Standard&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Large&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== List of Concordian Fleets ===&lt;br /&gt;
&#039;&#039;&#039;The Peoples Gift - Large Lerona Mere Fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The younger of Lerona Mere’s two fleets, The People’s Gift is known for its joyous form and dedication to assisting the people of The Concord. Regularly deployed along the inside of the Bay of Promised Gold, they have been essential to the defence of Bolsterlee.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;Trait&#039;&#039;&lt;br /&gt;
|&#039;&#039;Effect&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Bayfolk&#039;&#039;&lt;br /&gt;
|&#039;&#039;Naval Flexibility&#039;&#039; provided by The People&#039;s Gift that targets Lerona Mere, Mancante Terra, Barbariano, Bolsterlee, Baile Fealtoiri or Baile Lochra, is worth 1500, not 1000.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;The Liberties Fist - Large Lerona Mere Fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older sibling of the two Lerona Mere fleets, the Liberties Fist carries a reputation of cutthroat skill and absent morality. Composed of privateers, criminals, and Free Captains, Liberties Fist is damned good at what they do. This is generally enough for the Concord to look the other way when it comes to the fleet&#039;s more controversial tendencies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;Trait&#039;&#039;&lt;br /&gt;
|&#039;&#039;Effect&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Seablades&#039;&#039;&lt;br /&gt;
|Liberties Fist ‘bloody attack’ order inflicts +30% casualties rather than +20%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Rest and Relaxation&#039;&#039;&lt;br /&gt;
|Whenever the Liberties Fist takes the ‘Dock’ action, their upkeep is not reduced by half as the Concord is required to pay for fines and reparations incurred by the crew.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fleet Orders ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Order&lt;br /&gt;
|Casualties Inflicted&lt;br /&gt;
|Casualties Suffered&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Bloody Attack&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;
|Cautious Attack&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;
|Raid&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-30%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+30%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Deal 20% of strength to an enemy army on an adjacent territory with the ‘Coastal’ trait. This 20% is affected by that army’s current ‘Casualties Suffered’ modifier. This damage is inflicted after land campaigns have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
|Support&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-30%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+30%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Select an adjacent territory with the ‘Coastal’ trait. All friendly forces in this territory suffer 20% less casualties. &lt;br /&gt;
|-&lt;br /&gt;
|Dock&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Only usable if an adjacent friendly territory with the ‘Coastal’ trait contains a port. Reduce this fleet’s upkeep by half for the coming season. &lt;br /&gt;
&lt;br /&gt;
This fleet recovers 2000 strength. If a campaign does take place, this fleet does not recover strength and does not gain reduced upkeep. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naval Transport ===&lt;br /&gt;
Currently, the Concord has no ability to move armies within its fleets, so dedicated are they to aggressive shipbreaking and boarding. However there are a number of islands in and around The Concord. If the War Chamber is interested in landing on an Island, they can request a plan be drawn up. They are limited to requesting one amphibious landing per summit, and a plan will be presented to them in the following Summit.&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Fleet&amp;diff=4040</id>
		<title>Fleet</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Fleet&amp;diff=4040"/>
		<updated>2026-04-18T09:18:58Z</updated>

		<summary type="html">&lt;p&gt;LPrice: Fleets only restore 1000 strength via Put to Port. This is a reversion to earlier rules.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Fleets are collections of warships that project power across the oceans and seas of the world while also supporting land campaigns where they can. They are as varied as armies and essential to protecting your maritime flanks.&lt;br /&gt;
&lt;br /&gt;
Fleets are led by [[Admiral|Admirals]].&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 30 Thunder Oak + Ten Vaults&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 5 Vaults&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 2 Seasons. The Cost in Vaults must be paid during the Summit the army is commissioned, with the Thunder Oak being paid either at the same time, or before the end of the following Summit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitation:&#039;&#039;&#039; The Concord may only maintain as many combined armies and navies as it has regions under its control.&lt;br /&gt;
&lt;br /&gt;
A fleet has a starting strength of 5000. If a fleet ever falls below 1500 strength, it disbands. A fleet with a maximum strength of 5000 is referred to as a ‘standard’ fleet.&lt;br /&gt;
&lt;br /&gt;
All Fleets grant the ‘Naval Flexibility’ trait to all coastal territories they are adjacent to. This bonus can only be applied by one fleet at a time, as such additional fleets do not grant additional ‘Naval Flexibility’.&lt;br /&gt;
{| class=&amp;quot;wikitable&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;
|Naval Flexibility&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;
|Friendly campaigns in this territory are granted +1000 claim. &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Upgrading an fleet:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A fleet may be upgraded, increasing its maximum strength to 7500 for a cost of 15 Thunder Oak and 5 Vaults. This process takes two seasons and requires a Senate motion. This follows the same construction time rules as building a new fleet. Once upgraded, this fleet is classified as a ‘large’ fleet.The fleet that is upgraded will gain 2500 extra troops, reflecting these new recruits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emergency Resupply:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Provided a fleet did not engage in a campaign last season and begins the season in a territory adjacent to a land territory containing a friendly port, the Senate may authorise an emergency resupply. For a cost of 3 Wains of Thunder Oak and 3 Vaults, the army may have its strength immediately healed by 500. Each fleet can only be emergency resupplied a maximum of twice per summit, for a maximum of 1000 extra strength.&lt;br /&gt;
&lt;br /&gt;
=== Fleet Movement Values ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Fleet Size&lt;br /&gt;
|Fleet Movement Values&lt;br /&gt;
|-&lt;br /&gt;
|Standard&lt;br /&gt;
|10&lt;br /&gt;
|-&lt;br /&gt;
|Large&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== List of Concordian Fleets ===&lt;br /&gt;
&#039;&#039;&#039;The Peoples Gift - Large Lerona Mere Fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The younger of Lerona Mere’s two fleets, The People’s Gift is known for its joyous form and dedication to assisting the people of The Concord. Regularly deployed along the inside of the Bay of Promised Gold, they have been essential to the defence of Bolsterlee.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;Trait&#039;&#039;&lt;br /&gt;
|&#039;&#039;Effect&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Bayfolk&#039;&#039;&lt;br /&gt;
|&#039;&#039;Naval Flexibility&#039;&#039; provided by The People&#039;s Gift that targets Lerona Mere, Mancante Terra, Barbariano, Bolsterlee, Baile Fealtoiri or Baile Lochra, is worth 1500, not 1000.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;The Liberties Fist - Large Lerona Mere Fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older sibling of the two Lerona Mere fleets, the Liberties Fist carries a reputation of cutthroat skill and absent morality. Composed of privateers, criminals, and Free Captains, Liberties Fist is damned good at what they do. This is generally enough for the Concord to look the other way when it comes to the fleet&#039;s more controversial tendencies.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;Trait&#039;&#039;&lt;br /&gt;
|&#039;&#039;Effect&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Seablades&#039;&#039;&lt;br /&gt;
|Liberties Fist ‘bloody attack’ order inflicts +30% casualties rather than +20%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Rest and Relaxation&#039;&#039;&lt;br /&gt;
|Whenever the Liberties Fist takes the ‘Dock’ action, their upkeep is not reduced by half as the Concord is required to pay for fines and reparations incurred by the crew.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Fleet Orders ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Order&lt;br /&gt;
|Casualties Inflicted&lt;br /&gt;
|Casualties Suffered&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Bloody Attack&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;
|Cautious Attack&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;
|Raid&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-30%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+30%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Deal 20% of strength to an enemy army on an adjacent territory with the ‘Coastal’ trait. This 20% is affected by that army’s current ‘Casualties Suffered’ modifier. This damage is inflicted after land campaigns have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
|Support&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-30%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+30%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Select an adjacent territory with the ‘Coastal’ trait. All friendly forces in this territory suffer 20% less casualties. &lt;br /&gt;
|-&lt;br /&gt;
|Dock&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Only usable if an adjacent friendly territory with the ‘Coastal’ trait contains a port. Reduce this fleet’s upkeep by half for the coming season. &lt;br /&gt;
&lt;br /&gt;
This fleet recovers 1000 strength. If a campaign does take place, this fleet does not recover strength and does not gain reduced upkeep. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Naval Transport ===&lt;br /&gt;
Currently, the Concord has no ability to move armies within its fleets, so dedicated are they to aggressive shipbreaking and boarding. However there are a number of islands in and around The Concord. If the War Chamber is interested in landing on an Island, they can request a plan be drawn up. They are limited to requesting one amphibious landing per summit, and a plan will be presented to them in the following Summit.&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=4039</id>
		<title>War And Conflict</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=4039"/>
		<updated>2026-04-18T09:16:30Z</updated>

		<summary type="html">&lt;p&gt;LPrice: /* Casualties */ - Fleets cannot resupply outside of Put to Port.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over time, The Concord will engage in war and conflict with forces ranging from hostile supernatural beings, to hostile nations of great power. The War and Conflict system provides the rules and expectations for how this functions from a game-perspective. In the end, the War and Conflict system is designed to communicate the nature of fantasy war to the players involved so that they can make meaningful and informed decisions, which in turn forward the story of the world and the characters involved.&lt;br /&gt;
&lt;br /&gt;
It is our hope that we can give the weight and importance that commanding such a war would have while still providing a chance for player expression and making the Major Confluxes at each Summit important. We also don’t want the War fighting experience to be so dense that it is impossible for someone thrown into it to come to grips with it, or so shallow that characters don’t get a chance to fight with their own style.&lt;br /&gt;
&lt;br /&gt;
==== A Note ====&lt;br /&gt;
For the sake of brevity, a ‘force’ refers to an army or fleet where the two are affected by the same rules. In circumstances where they are not the appropriate army or fleet term will be used.&lt;br /&gt;
&lt;br /&gt;
‘Commanders’ will refer to generals and admirals in circumstances where armies or fleets are affected by the same rules. In circumstances where they are not, the appropriate general or admiral term will be used.&lt;br /&gt;
[[File:Map5LabelsRedone.jpg|thumb|1089x1089px|The Strategic Map of the Southern Esterra]]&lt;br /&gt;
&lt;br /&gt;
== Core Concepts ==&lt;br /&gt;
&lt;br /&gt;
=== Regions and Territories ===&lt;br /&gt;
The world of Concord is divided into &#039;&#039;&#039;regions&#039;&#039;&#039; and then into &#039;&#039;&#039;territories.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;region&#039;&#039;&#039; is a large area that is geographically contiguous and contains a shared history or social importance. Regions are the building blocks of nations and form the basis of the realms of The Concord. Regions are made up of territories, generally between 2 and 6 depending on the size of the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Territories&#039;&#039;&#039; are smaller areas that have a unifying terrain. Multiple territories come together to form a region. It is territories that are the area for military campaigns. Your character&#039;s investment will also belong to a single territory. Territories may contain a number of features such as fortifications, settlements, rivers, and other similar features. &lt;br /&gt;
&lt;br /&gt;
Oceans are handled similarly, with the exception that control over whole ocean regions is not possible at the scale and power of the Concordian world. However, you will find that ocean territories are larger than land territories, demonstrating their lack of surface-level-terrain difference and allowing fleets to move swiftly across the map.&lt;br /&gt;
&lt;br /&gt;
A nation controls a region by controlling more than half of its territories. In circumstances where control is split equally, the nation that controlled the most territories most recently retains control.&lt;br /&gt;
&lt;br /&gt;
Some regions have only a single territory. These small regions have their own custom rules when it comes to titles and what controlling them looks like, but in terms of warfare, they are identical to other territories.&lt;br /&gt;
&lt;br /&gt;
=== Seasons ===&lt;br /&gt;
There are two campaigning seasons in Concord; the Winter Season and the Summer Season. During the Autumn Summit, The Concord and its foes plan for the Winter Season, and during the Spring Summit they plan for the Summer Season.&lt;br /&gt;
&lt;br /&gt;
While the campaign seasons are identical as a base, there may be any number of traits, terrains, or statuses that may be affected by the season.&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
Forces move across the world of Concord by moving from territory to territory. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moving into a territory has a movement cost and&#039;&#039;&#039; &#039;&#039;&#039;each army or fleet has a number of movement points to spend on movement.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is moving INTO a territory that costs movement, not out of it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a force doesn’t have enough movement points to move into another territory, or elects to stop, it stops moving.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Movement points are reset to their base value each campaigning season with no remaining points being stored. In this way movement points represent the ability for a force to move over time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a force enters a territory that is a part of another nation, or contains an army or fleet belonging to another nation, their movement ends and a campaign begins.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Nations are able to engage in diplomacy to grant access to their territory and free passage of their forces, but this is not the default. It is important to note that The Concord is one nation, made up of five realms, as such an Iron Valley army wouldn’t stop movement when it enters the Madre Campo, which is a part of Lerona Mere, as they are all a part of The Concord.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A force that begins the summit sharing a territory with a hostile army may move out of that territory to an adjacent friendly territory, but afterwards follows all standard movement rules.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the enemies of The Concord begin their attacks before The Concord can respond, it is possible that a Concordian force may find itself under attack before it has a chance to move. This provides that force a chance to act, but not to slip behind enemy lines and ‘counter-cap’.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forces that are defeated in a campaign, but not destroyed, retreat to the last friendly territory that they travelled through. If that territory is not accessible, they will instead retreat to the nearest friendly territory adjacent to the territory they had their campaign in. If there are no such friendly territories available, the force is destroyed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This represents the army being encircled and destroyed. This is a difficult tactic to pull off, but has great rewards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A force that undertook a failed attack into enemy territory in the last season may not undertake an attack this season.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Marshalling assaults is a difficult and resource intensive operation, much of which are lost when an attack fails. As such attacks should be taken with the utmost care. This is also the mechanic that ensures that The Concord is not constantly on the backfoot due to the enemies of The Concord acting first. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fleets that are defeated in a campaign, but not destroyed, retreat to an adjacent territory.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Fleets are far harder to pin down on the open seas, and have an easier time escaping from unfavourable campaigns.&lt;br /&gt;
&lt;br /&gt;
=== Naval Transport ===&lt;br /&gt;
Currently, the Concord has no ability to move armies within its fleets, so dedicated are they to aggressive shipbreaking and boarding. However there are a number of islands in and around The Concord. If the War Chamber is interested in landing on an Island, they can request a plan be drawn up. They are limited to requesting one amphibious landing per summit, and a plan will be presented to them in the following Summit.&lt;br /&gt;
&lt;br /&gt;
== Campaigns ==&lt;br /&gt;
When a force enters a territory that contains an enemy force or an army moves into a territory that is a part of another nation, their movement stops and a campaign will take place over the following season. This campaign represents a series of battles, skirmishes, and manoeuvring that makes up approximately six months of fighting.&lt;br /&gt;
&lt;br /&gt;
Campaigns in Concord are affected by a wide variety of factors, and it is the task of the commanders and the War Chamber to take these factors into account, as well as those factors they may not know, and make the tactical decisions that their characters believe are the best. This may not be the decision that is the best for The Concord.&lt;br /&gt;
&lt;br /&gt;
In general, a campaign’s resolution is made up of Claim and Casualties. Claim and Casualties are calculated independently but draw upon many of the same base figures such as force strength. &lt;br /&gt;
&lt;br /&gt;
== Claim ==&lt;br /&gt;
Claim represents the strategic successes of the campaign. Actions such as securing territory, capturing important locations and settlements, outmanoeuvring the enemy, and generally obtaining a favourable position. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The nation in a campaign with the greatest Claim wins the campaign and secures the territory.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As noted above, the defeated forces retreat as per their circumstances. If a tie occurs, victory goes to the defenders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A nation’s Claim is the sum of the Claim Value of all its forces in a campaign.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By nature of how campaigns play out, these will either be armies or fleets, not both. Although fleets can support armies and armies can suffer casualties while being transported by fleets. In both of these circumstances they do not add to the overall claim strength of that campaign. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A force’s Claim is the sum of its strength and any modifiers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Claim can be modified by orders, traits, statuses, terrain, and other similar effects. Claim is always modified by flat amounts, rather than percentages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A force’s Claim can be negative.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Casualties ==&lt;br /&gt;
Each force will also suffer and inflict casualties over the course of fighting. Commanders will need to anticipate casualties to plan future campaigns as well as the survival of their force overall. They will also need to seek out opportunities to try and exploit enemy weaknesses to destroy them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unless explicitly stated, armies inflict casualties on armies, fleets inflict casualties on fleets.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A nation’s inflicted casualties is equal to the sum of the casualties inflicted by its forces.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through this one side fights the other, as opposed to individual forces targeting and fighting each other. This reflects the varied nature of six months of campaigning resulting in many mixed encounters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A force’s casualties inflicted is equal to 20% of its force strength which is then modified by the forces ‘Casualties Inflicted’ modifier.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A positive casualties inflicted value indicates a force that is acting with aggression, violent tactics, or dangerous weapons. A negative casualties inflicted modifier represents a force acting with restraint, conservative tactics, or poor quality weapons.&lt;br /&gt;
&lt;br /&gt;
A force with strength 5000 and a casualties inflicted modifier of +50% will inflict 1500 casualties (20% of 5000 is 1000 and an additional 50% of that is 500, resulting in 1500).&lt;br /&gt;
&lt;br /&gt;
If the casualties inflicted modifier is negative, it will reduce the number of casualties inflicted.  So a force with strength 5000 and a casualties inflicted modifier of -50% will inflict 500 casualties (20% of 5000 is 1000 and removing 50% of that results in a value of 500).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A force&#039;s casualties inflicted modifier can reach a maximum of -100% but there is no positive limit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A nation inflicts its total casualties on its foe which are then divided equally among their foe’s forces. This is the base casualties suffered. Each force then modifies its individual casualties suffered by its casualties suffered modifier, which may be positive or negative.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having a positive casualties suffered modifier represents a force that is acting recklessly, lacks medical supplies, or is vulnerable. While a negative casualties suffered, value represents a force that is acting defensively, is well supplied, or is otherwise protected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A force&#039;s casualties suffered modifier can reach a maximum of -80% but there is no positive limit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By nature of warfare, if the enemy wishes you ill there will be some ill of it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Following a campaign, all forces are rounded to the nearest 100.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If an army takes a defensive order and does not engage in a campaign, then it recovers 1000 strength.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A force that is reduced to below 20% of its maximum strength (1000 for standard forces, or 1500 for forces) is destroyed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Campaign Conclusions ==&lt;br /&gt;
Once claim, casualties, and any special circumstances are considered, control of the territory is granted to the victorious nation and the defeated nation retreats as per the movement rules. This will then form the basis of next season&#039;s campaigning.&lt;br /&gt;
&lt;br /&gt;
== Orders ==&lt;br /&gt;
As a part of commanding their force, Commanders give their Force an order. What orders are available to them vary depending on whether they are an Army or a Fleet, any special orders they have access to and other circumstances. &lt;br /&gt;
&lt;br /&gt;
Orders represent the tactics and style of combat a force will employ over the campaigning season. Not only does this affect the arithmetic of war, but it will grow the story and reputation of this army in the world as how they comport themselves will matter greatly in the eyes of both allies and enemies. &lt;br /&gt;
&lt;br /&gt;
The orders available are listed on the [[Army]] or [[Fleet]] pages.&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
Each territory has a set Terrain. These terrains have movement costs to move through them as well as set modifiers to casualties and claim. Some Terrain types also have special effects.&lt;br /&gt;
&lt;br /&gt;
A list of terrain types can be found on the Campaign Appendix page.&lt;br /&gt;
&lt;br /&gt;
=== Traits ===&lt;br /&gt;
Traits represent factors that might affect a force or a territory ranging from great boons to dangerous circumstances. Each force has a single trait by default, representing the nature of that force. Each force&#039;s listed traits can be found in their entry on the ‘Army’ or ‘Fleet’ subheadings. Forces and territories may gain or lose traits as the story progresses. &lt;br /&gt;
&lt;br /&gt;
A list of traits known ot The Concord can be found on the Campaign Appendix Page&lt;br /&gt;
&lt;br /&gt;
=== Investments ===&lt;br /&gt;
Personal Investments (Naval or Military) that support a force add to the forces strength for the purposes of claim and inflicting casualties. They do not add to the forces strength for the purposes of suffering casualties. &lt;br /&gt;
&lt;br /&gt;
=== Intelligence ===&lt;br /&gt;
As a default, The Concord will be aware of the movements and strengths of enemy forces. The Concord will not know the traits, statuses or orders of enemy forces, however these may be discovered through Confluxes, Spy Network actions, and other opportunities.&lt;br /&gt;
&lt;br /&gt;
== A Simple Example - The Berehaven Skirmish ==&lt;br /&gt;
What follows is a simple example of a campaign.&lt;br /&gt;
&lt;br /&gt;
The Concord is attacking the territory of Berehaven with one army, ‘The Valleys Own’. Berehaven is being defended by one Zekartaal army, ‘The Blade of the Weald’. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Berehaven&#039;&#039;&#039; is a territory with the forest terrain and no other traits or statuses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Valleys Own&#039;&#039;&#039; is a large Concordian army with a strength of 7500, with no current statuses and a trait that is as follows:&lt;br /&gt;
&lt;br /&gt;
“While defending territory belonging to the Iron Valley, the Valley’s Own suffers 10% less casualties and gains 250 bonus claim.”&lt;br /&gt;
&lt;br /&gt;
As this is not a defensive campaign for the Valleys Own to in territory belonging to the Iron Valley, their trait has no effect. The Concord is interested in taking the territory, so The Valleys Own has taken the ‘Strategic Attack’ order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Blade of the Weald&#039;&#039;&#039; is a standard size army with a strength of 5000, with no current statuses and a trait that is as follows:&lt;br /&gt;
&lt;br /&gt;
“While taking part in a Campaign in Forest terrain, the Blade of the Weald inflicts an additional 10% casualties.”&lt;br /&gt;
&lt;br /&gt;
As this campaign takes place in a forest territory this trait will take effect. The Zekartaal are interested in punishing the Concord, so has taken the ‘Bloody Defence’ order.&lt;br /&gt;
&lt;br /&gt;
All factors for this campaign are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|Strength&lt;br /&gt;
|Casualties Inflicted&lt;br /&gt;
|Casualties Suffered&lt;br /&gt;
|Claim&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Valleys Own (Base)&#039;&#039;&#039;&lt;br /&gt;
|7500&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;
|7500&lt;br /&gt;
|-&lt;br /&gt;
|Forest&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;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Strategic Attack&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;
|&amp;lt;nowiki&amp;gt;+1000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Valleys Own (Final)&#039;&#039;&#039;&lt;br /&gt;
|7500&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;
|8500&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|Strength&lt;br /&gt;
|Casualties Inflicted&lt;br /&gt;
|Casualties Suffered&lt;br /&gt;
|Claim&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Blade of the Weald (Base)&#039;&#039;&#039;&lt;br /&gt;
|5000&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;
|5000&lt;br /&gt;
|-&lt;br /&gt;
|Forest&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;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Bloody Defence&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;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Trait&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;
|&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;
|&#039;&#039;&#039;The Blade of the Weald (Final)&#039;&#039;&#039;&lt;br /&gt;
|5000&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|5000&lt;br /&gt;
|}&lt;br /&gt;
We have enough information to calculate the results of the campaign.&lt;br /&gt;
&lt;br /&gt;
The Concord’s higher Claim allows them to win the strategic campaign, winning the territory. &lt;br /&gt;
&lt;br /&gt;
The Valleys Own &#039;&#039;&#039;inflicts&#039;&#039;&#039; 1500 casualties with no modifiers on the Zekartaal Forces.&lt;br /&gt;
&lt;br /&gt;
The Blade of the Weald &#039;&#039;&#039;inflicts&#039;&#039;&#039; 1000 casualties +50% for a total of 1500 on Concordian Forces.&lt;br /&gt;
&lt;br /&gt;
As there is only one force per side the amount of casualties are assigned entirely to that force.&lt;br /&gt;
&lt;br /&gt;
The Valleys Own &#039;&#039;&#039;suffers&#039;&#039;&#039; 1500 casualties and has a casualties suffered modifier of 0%. They suffer 1500 casualties and end the campaign on 6000 strength.&lt;br /&gt;
&lt;br /&gt;
The Blade of the Weald &#039;&#039;&#039;suffers&#039;&#039;&#039; 1500 casualties and has a casualties suffered modifier of 0%. They suffer 1500 casualties and end the campaign on 3500 strength.&lt;br /&gt;
&lt;br /&gt;
When the campaign is over, The Concord has claimed Berehaven and both armies are damaged. The greater size of the Valleys Own carried the day and heavily damaged the Zekartaal force. However the Zekartaal forces fought above their weight class and still did heavy damage to the larger Concordian army. The Zekartaal army retreats and the banner of the Valley flies over Berehaven.&lt;br /&gt;
----There were a number of sub-optimal actions taken during this campaign for the sake of demonstrating the system (for example the Concord wildly overcommitted to claim where they didn’t need to). But hopefully it provides an example of the order of operations for a campaign. &lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Fleet]]&lt;br /&gt;
* [[Fortification]]&lt;br /&gt;
* [[Campaign Appendix]]&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Army&amp;diff=4038</id>
		<title>Army</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Army&amp;diff=4038"/>
		<updated>2026-04-18T08:44:30Z</updated>

		<summary type="html">&lt;p&gt;LPrice: LBHB - Added Alchemical Support, G10 Conflux reward.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
Armies are large land forces that form the bulk and any nation&#039;s defence. Made up of soldiers of all kinds, they battle through the enemies of The Concord for coin, country, and comrades.&lt;br /&gt;
&lt;br /&gt;
Armies are lead by [[General|Generals]]&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 30 Mithril + Ten Vaults&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 5 Vaults&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 2 Seasons. The Cost in Vaults must be paid during the Summit the army is commissioned, with the Mithril being paid either at the same time, or before the end of the following Summit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitation:&#039;&#039;&#039; The Concord may only maintain as many combined armies and navies as it has regions under its control.&lt;br /&gt;
&lt;br /&gt;
An army has a starting strength of 5000. If an army ever falls below 1500 strength, it disbands. An army with a maximum strength of 5000 is referred to as a ‘standard’ army. When an army is created, it is assigned to a single Concordian Realm. That army belongs to that Realm and will use its realmic traditions when electing it.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Upgrading an Army&#039;&#039;&#039; ===&lt;br /&gt;
An army may be upgraded, increasing its maximum strength to 7500 for a cost of 15 Mithril and 5 Vaults. This process takes two seasons and requires a Senate motion. This follows the same construction time rules as building a new army. Once upgraded, this army is classified as a ‘large’ army. The army that is upgraded will gain 2500 extra troops, reflecting these new recruits.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Emergency Resupply&#039;&#039;&#039; ===&lt;br /&gt;
Provided an army did not engage in an aggressive campaign last season, the Senate may authorise an emergency resupply. For a cost of 3 Wains of Mithril and 3 Vaults, the army may have its strength immediately healed by 500. Each army can only be emergency resupplied a maximum of twice per summit, for a maximum of 1000 extra strength.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Army Orders&#039;&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Order&#039;&#039;&#039; &lt;br /&gt;
!&#039;&#039;&#039;Casualties Inflicted&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Casualties Suffered&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Claim&#039;&#039;&#039; &lt;br /&gt;
!&#039;&#039;&#039;Notes&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Bloody Attack&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;+20%&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;+20%&#039;&#039;&#039;&lt;br /&gt;
!+500&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Strategic Attack&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;-20%&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;+1000&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Cautious Attack&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;+0%&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;-20%&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
!&#039;&#039;&#039;Bloody Defence&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;+20%&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;+0%&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Targets 1 other adjacent territory. If both territories are attacked, only the territory that holds this army is defended.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Strategic Defence&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+1000&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Targets 1 other adjacent territory. If both territories are attacked, only the territory that holds this army is defended.&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Defence&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+500&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Targets 1 other adjacent territory. If both territories are attacked, only the territory that holds this army is defended. the one that is defended.&lt;br /&gt;
|-&lt;br /&gt;
|Billett&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+50%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+0&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Army upkeep reduced by half. This force recovers 2000 strength rather than 1000. If a campaign occurs in the same territory as this army it does not gain reduced upkeep or regain any strength. &lt;br /&gt;
|-&lt;br /&gt;
|Force March&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+25%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-500&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Army gains +5 Movement this season.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Army Movement Values&#039;&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Army Size&lt;br /&gt;
|Army Movement Values&lt;br /&gt;
|Notes&lt;br /&gt;
|-&lt;br /&gt;
|Standard&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Large&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== List of Concordian Armies ===&lt;br /&gt;
&#039;&#039;&#039;1st Banner of Bordevar - Large Bordevarian Realmic Army (Banner)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Made up of thousands of skilled Bordevarian knights in heavy harness and fine steel, the 1st Banner is the most skilled Concordian army at dispatching the undead. Most well known for &#039;The Miracle&#039; a campaigning season in Winter 221 where the 1st Banner and the 1st Concordian army fought an entire campaigning season with no losses to the enemy.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;Trait&#039;&#039;&lt;br /&gt;
|&#039;&#039;Effect&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Banner&#039;&#039;&lt;br /&gt;
|The General of this army must be a Bordevarian Knight&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;The Dead Shall Not Suffer&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15% Casualties Inflicted on Undead Armies&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Questing Will&#039;&#039;&lt;br /&gt;
| +10% Casualties Inflicted / +200 Claim when fighting outside Bordevarian Territory or Previously Bordevarian Territory&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;The Valleys Own - Large Iron Valley Realmic Army&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Made up of some of the Valleys&#039; hardest fighters, The Valleys Own has campaigned across The Concord, fighting first as The Concordian 2nd Army before becoming the Valleys Own. Durable warriors not afraid to sacrifice for victory, the Valleys Own is well regarded across the Concord.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;Trait&#039;&#039;&lt;br /&gt;
|&#039;&#039;Effect&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Blood and Stone&#039;&#039;&lt;br /&gt;
|While defending territory belonging to the Iron Valley, -10% Casualties Suffered and +400 Claim.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Bolsterlee Bastards&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+200 Claim when fighting alongside other Forces with the Bolsterlee Bastards trait.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Bloodglass Bearers of the Promised Roar&#039;&#039;&lt;br /&gt;
|Enemy armies suffer +5% casualties when fighting the Valley’s Own. This effect doubles each time the Valleys Own successfully takes part in an aggressive campaign, but resets when the Valleys Own takes part in a defensive campaign.&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;The Desert Whisperers - Large Andashi Realmic Army&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commanded by Andashi Jannissaries and ruthless in their pursuit of victory, The Desert Whisperers has had to make some difficult choices in its service to The Concord. Often fighting away from Andash, this army is loyal beyond question.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;Trait&#039;&#039;&lt;br /&gt;
|&#039;&#039;Effect&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Born of Tadribar&#039;&#039;&lt;br /&gt;
|Immune to the special effect of Desert Terrain. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Bolsterlee Bastards&#039;&#039;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+200 Claim when fighting alongside other Forces with the Bolsterlee Bastards trait.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Jannissary Captains&#039;&#039;&lt;br /&gt;
|Each Military Investment that supports this army reduces its upkeep by 2 Locks&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Legion of the Blackheart Bear - Standard Greenweald Realmic Army&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Created in the midst of political upheaval and division, the Legion of the Blackheart Bear is the first army to march from the Greenweald in years. Arriving at a time when the Concord is in desperate need of new forces, their future will certainly be as dangerous as their greatswords.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;Trait&#039;&#039;&lt;br /&gt;
|&#039;&#039;Effect&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Merciful Blades&#039;&#039;&lt;br /&gt;
|When taking the ‘Bloody Attack’ or ‘Bloody Defense’ Action, reduce upkeep by 30%. &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Alchemical Support&#039;&#039;&lt;br /&gt;
|If this force is fighting against undead, other friendly forces participating in the same campaign sustain 10% less casualties. &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;The Iron Brawlers - Standard Bordevarian Realmic Army (Brigade)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a brigade, the Bordevarian Iron Brawlers are made up of five thousand skilled billmongers, huntsmen and other peasant soldiers. Drilled and professional, they are clad in armour treated with fine Iron Valley Mithril, provided by the Ironhide Clan of Windholme, in exchange for their name and sigil being represented across the army. Furthermore, The Iron Brawlers are blessed by Anarch, with the boon of the Young Architect enabling them to be rallied, trained and equipped in six months.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;Trait&#039;&#039;&lt;br /&gt;
|&#039;&#039;Effect&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Brigade&#039;&#039;&lt;br /&gt;
|The General of this army must be a Bordevarian commoner.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;Drag the Fields&#039;&#039;&lt;br /&gt;
|Inflict +10% Casualties on Grasslands Terrain. While on Grasslands Terrain, this army is immune to the &#039;&#039;Undersupplied&#039;&#039; trait.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Campaign]]&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:War chamber]]&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=3550</id>
		<title>Campaign Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=3550"/>
		<updated>2025-09-21T10:19:06Z</updated>

		<summary type="html">&lt;p&gt;LPrice: /* List of Land Territories */ - winds edit to faebloodied&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 mw-collapsible mw-collapsed&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 mw-collapsible mw-collapsed&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 move through 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;
|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 mw-collapsible mw-collapsed&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 mw-collapsible mw-collapsed&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;
|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;
|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;
|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;
|Vassertall&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;
|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;
|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;
|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;
|Faebloodied&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|20%&lt;br /&gt;
|&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;
|2-%&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;
|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;
|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;
|2-%&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;
|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;
|Vassertall&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;
|Vassertall&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;
|+&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Movement Cost&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Casualties Inflicted&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Casualties Suffered&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;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;
|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;
|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>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Concord_Campaign_Guide.&amp;diff=2676</id>
		<title>Concord Campaign Guide.</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Concord_Campaign_Guide.&amp;diff=2676"/>
		<updated>2024-10-12T10:14:50Z</updated>

		<summary type="html">&lt;p&gt;LPrice: /* War And Conflict */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the Campaign? ==&lt;br /&gt;
The campaign refers to the continuing story of Concord that is in the player&#039;s control. This is largely focused around the five councils that control The Concord but can also include powerful ceremonies and to a lesser extent the investments that each player has.&lt;br /&gt;
&lt;br /&gt;
This campaign places the story in the players&#039; hands, controlling the internal culture of the Concord, its armies invading foreign soil, vast sums of wealth and even your presence in the cosmos themselves. Concord is designed to be a game that is reactive and responds to player input rather than leading by a leash.&lt;br /&gt;
&lt;br /&gt;
While the game does include plenty of elements that are controlled by the Concord Story team, we want this interaction to compliment your options and decisions as players. The world will respond to your actions and will place new challenges and opportunities at your feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that the Campaign can be lost.&#039;&#039;&#039; The Concord could be finally overcome by all its foes or perhaps on a smaller scale, a single realm could lose its final holdings and be rendered placeless within the Concord. If that is the way the Campaign travels we hope you will join us for that story.&lt;br /&gt;
&lt;br /&gt;
== Core Campaign Rules ==&lt;br /&gt;
&#039;&#039;&#039;Each Concordian Citizen can only hold one title at a time. (See [[Concordian Titles]] )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Citizen would take a new title, they may relinquish their old one to take on the new one, triggering an election for the old one through whatever method is appropriate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each title not filled at the start of a Summit should attempt to be filled during that Summit, even if it would not normally be up for election.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It does not have to be filled, but an attempt should be made. This commonly occurs due to the death of a title holder or if they cannot attend the summit and have not declared a proxy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you cannot attend a Summit, your title will be re-elected in your absence.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The is to keep the game functioning and moving. Players are instructed to not create in-character disagreements over a player&#039;s out-of-character non-attendance, but be warned that your titles will be moved along.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A structure, force or other such improvement purchased or constructed by the Senate or a Realm is called a Commission.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Concord as a whole or a Realm are the only powers able to create and maintain commissions. Even if a player or group of players is able to afford one, it is assumed they lack the bureaucracy and manpower outside of the summit to maintain them.&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics to support the Concord Campaign, see the following&lt;br /&gt;
* [[Campaign: Commissions]]&lt;br /&gt;
== [[War And Conflict]] ==&lt;br /&gt;
Over time, The Concord will engage in war and conflict with forces ranging from hostile supernatural beings, to hostile nations of great power. The War and Conflict system provides the rules and expectations for how this functions from a game-perspective. In the end, the War and Conflict system is designed to communicate the nature of fantasy war to the players involved so that they can make meaningful and informed decisions, which in turn forward the story of the world and the characters involved.&lt;br /&gt;
&lt;br /&gt;
It is our hope that we can give the weight and importance that commanding such a war would have while still providing a chance for player expression and making the Major Confluxes at each Summit important. We also do not want the warfighting experience to be so dense that it is impossible for someone thrown into it to come to grips with it, or so shallow that characters don’t get a chance to fight with their own style.&lt;br /&gt;
&lt;br /&gt;
= [[Communication in Concord]] =&lt;br /&gt;
Within Concord, characters may be prompted or want to send mail or communication to other characters or NPCs. There are generally three ways in which this happens which have varying levels of complexity, cost, and intention. This is to ensure that important communications are tracked, that players have space for expression, and that the story of Concord can continue at a reasonable pace.&lt;br /&gt;
&lt;br /&gt;
Please see the link above for further information&lt;br /&gt;
&lt;br /&gt;
= The Five Councils =&lt;br /&gt;
There are Five core councils involved in running the Concord. Each of them have been given their own wiki page as follows:&lt;br /&gt;
&lt;br /&gt;
* [[The Senate]]&lt;br /&gt;
* [[The War Chamber]]&lt;br /&gt;
* [[Concordian Church of the Divine Spheres|The Church]]&lt;br /&gt;
* [[The Exchange]]&lt;br /&gt;
* [[The Shardcircle]]&lt;br /&gt;
&lt;br /&gt;
There is a sixth potential council for Concord, [[The Concordian Throne]], which currently sits empty&lt;br /&gt;
&lt;br /&gt;
= Realmic Traditions =&lt;br /&gt;
Each Realm has distinct traditions, cculturee and customs that help define their place in the Concord. &lt;br /&gt;
&lt;br /&gt;
All of the Realms of The Concord draw from their own histories, cultures and circumstances to decide upon leadership and the intricacies of their own internal politics. While these do not directly affect the procedures of The Councils of The Concord, they can affect who is there and under what titles. The individual traditions of each Realm are laid out here. &lt;br /&gt;
&lt;br /&gt;
* [[Greenweald Traditions]]&lt;br /&gt;
* [[Bordevarian Traditions]]&lt;br /&gt;
* [[Andashi Traditions]]&lt;br /&gt;
* [[Iron Valley Traditions]]&lt;br /&gt;
* [[Lerona Mere Traditions|Lerona Mere(ian) Traditions]]&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Concord_Campaign_Guide.&amp;diff=2675</id>
		<title>Concord Campaign Guide.</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Concord_Campaign_Guide.&amp;diff=2675"/>
		<updated>2024-10-12T10:14:41Z</updated>

		<summary type="html">&lt;p&gt;LPrice: Removed Core Concept section, duplicate with War and Conflict.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the Campaign? ==&lt;br /&gt;
The campaign refers to the continuing story of Concord that is in the player&#039;s control. This is largely focused around the five councils that control The Concord but can also include powerful ceremonies and to a lesser extent the investments that each player has.&lt;br /&gt;
&lt;br /&gt;
This campaign places the story in the players&#039; hands, controlling the internal culture of the Concord, its armies invading foreign soil, vast sums of wealth and even your presence in the cosmos themselves. Concord is designed to be a game that is reactive and responds to player input rather than leading by a leash.&lt;br /&gt;
&lt;br /&gt;
While the game does include plenty of elements that are controlled by the Concord Story team, we want this interaction to compliment your options and decisions as players. The world will respond to your actions and will place new challenges and opportunities at your feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that the Campaign can be lost.&#039;&#039;&#039; The Concord could be finally overcome by all its foes or perhaps on a smaller scale, a single realm could lose its final holdings and be rendered placeless within the Concord. If that is the way the Campaign travels we hope you will join us for that story.&lt;br /&gt;
&lt;br /&gt;
== Core Campaign Rules ==&lt;br /&gt;
&#039;&#039;&#039;Each Concordian Citizen can only hold one title at a time. (See [[Concordian Titles]] )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Citizen would take a new title, they may relinquish their old one to take on the new one, triggering an election for the old one through whatever method is appropriate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each title not filled at the start of a Summit should attempt to be filled during that Summit, even if it would not normally be up for election.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It does not have to be filled, but an attempt should be made. This commonly occurs due to the death of a title holder or if they cannot attend the summit and have not declared a proxy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you cannot attend a Summit, your title will be re-elected in your absence.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The is to keep the game functioning and moving. Players are instructed to not create in-character disagreements over a player&#039;s out-of-character non-attendance, but be warned that your titles will be moved along.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A structure, force or other such improvement purchased or constructed by the Senate or a Realm is called a Commission.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Concord as a whole or a Realm are the only powers able to create and maintain commissions. Even if a player or group of players is able to afford one, it is assumed they lack the bureaucracy and manpower outside of the summit to maintain them.&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics to support the Concord Campaign, see the following&lt;br /&gt;
* [[Campaign: Commissions]]&lt;br /&gt;
== [[War And Conflict]] ==&lt;br /&gt;
Over time, The Concord will engage in war and conflict with forces ranging from hostile supernatural beings, to hostile nations of great power. The War and Conflict system provides the rules and expectations for how this functions from a game-perspective. In the end, the War and Conflict system is designed to communicate the nature of fantasy war to the players involved so that they can make meaningful and informed decisions, which in turn forward the story of the world and the characters involved.&lt;br /&gt;
It is our hope that we can give the weight and importance that commanding such a war would have while still providing a chance for player expression and making the Major Confluxes at each Summit important. We also do not want the warfighting experience to be so dense that it is impossible for someone thrown into it to come to grips with it, or so shallow that characters don’t get a chance to fight with their own style.&lt;br /&gt;
&lt;br /&gt;
= [[Communication in Concord]] =&lt;br /&gt;
Within Concord, characters may be prompted or want to send mail or communication to other characters or NPCs. There are generally three ways in which this happens which have varying levels of complexity, cost, and intention. This is to ensure that important communications are tracked, that players have space for expression, and that the story of Concord can continue at a reasonable pace.&lt;br /&gt;
&lt;br /&gt;
Please see the link above for further information&lt;br /&gt;
&lt;br /&gt;
= The Five Councils =&lt;br /&gt;
There are Five core councils involved in running the Concord. Each of them have been given their own wiki page as follows:&lt;br /&gt;
&lt;br /&gt;
* [[The Senate]]&lt;br /&gt;
* [[The War Chamber]]&lt;br /&gt;
* [[Concordian Church of the Divine Spheres|The Church]]&lt;br /&gt;
* [[The Exchange]]&lt;br /&gt;
* [[The Shardcircle]]&lt;br /&gt;
&lt;br /&gt;
There is a sixth potential council for Concord, [[The Concordian Throne]], which currently sits empty&lt;br /&gt;
&lt;br /&gt;
= Realmic Traditions =&lt;br /&gt;
Each Realm has distinct traditions, cculturee and customs that help define their place in the Concord. &lt;br /&gt;
&lt;br /&gt;
All of the Realms of The Concord draw from their own histories, cultures and circumstances to decide upon leadership and the intricacies of their own internal politics. While these do not directly affect the procedures of The Councils of The Concord, they can affect who is there and under what titles. The individual traditions of each Realm are laid out here. &lt;br /&gt;
&lt;br /&gt;
* [[Greenweald Traditions]]&lt;br /&gt;
* [[Bordevarian Traditions]]&lt;br /&gt;
* [[Andashi Traditions]]&lt;br /&gt;
* [[Iron Valley Traditions]]&lt;br /&gt;
* [[Lerona Mere Traditions|Lerona Mere(ian) Traditions]]&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Campaign:_Giving_Commands&amp;diff=2674</id>
		<title>Campaign: Giving Commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Campaign:_Giving_Commands&amp;diff=2674"/>
		<updated>2024-10-12T10:13:33Z</updated>

		<summary type="html">&lt;p&gt;LPrice: This page is redundant, the same information is on the War and Conflict section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Concord_Campaign_Guide.&amp;diff=2673</id>
		<title>Concord Campaign Guide.</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Concord_Campaign_Guide.&amp;diff=2673"/>
		<updated>2024-10-12T10:11:40Z</updated>

		<summary type="html">&lt;p&gt;LPrice: /* Core Campaign Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is the Campaign? ==&lt;br /&gt;
The campaign refers to the continuing story of Concord that is in the player&#039;s control. This is largely focused around the five councils that control The Concord but can also include powerful ceremonies and to a lesser extent the investments that each player has.&lt;br /&gt;
&lt;br /&gt;
This campaign places the story in the players&#039; hands, controlling the internal culture of the Concord, its armies invading foreign soil, vast sums of wealth and even your presence in the cosmos themselves. Concord is designed to be a game that is reactive and responds to player input rather than leading by a leash.&lt;br /&gt;
&lt;br /&gt;
While the game does include plenty of elements that are controlled by the Concord Story team, we want this interaction to compliment your options and decisions as players. The world will respond to your actions and will place new challenges and opportunities at your feet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that the Campaign can be lost.&#039;&#039;&#039; The Concord could be finally overcome by all its foes or perhaps on a smaller scale, a single realm could lose its final holdings and be rendered placeless within the Concord. If that is the way the Campaign travels we hope you will join us for that story.&lt;br /&gt;
&lt;br /&gt;
== Core Campaign Rules ==&lt;br /&gt;
&#039;&#039;&#039;Each Concordian Citizen can only hold one title at a time. (See [[Concordian Titles]] )&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If the Citizen would take a new title, they may relinquish their old one to take on the new one, triggering an election for the old one through whatever method is appropriate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each title not filled at the start of a Summit should attempt to be filled during that Summit, even if it would not normally be up for election.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It does not have to be filled, but an attempt should be made. This commonly occurs due to the death of a title holder or if they cannot attend the summit and have not declared a proxy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you cannot attend a Summit, your title will be re-elected in your absence.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The is to keep the game functioning and moving. Players are instructed to not create in-character disagreements over a player&#039;s out-of-character non-attendance, but be warned that your titles will be moved along.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A structure, force or other such improvement purchased or constructed by the Senate or a Realm is called a Commission.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Concord as a whole or a Realm are the only powers able to create and maintain commissions. Even if a player or group of players is able to afford one, it is assumed they lack the bureaucracy and manpower outside of the summit to maintain them.&lt;br /&gt;
&lt;br /&gt;
For more information on mechanics to support the Concord Campaign, see the following&lt;br /&gt;
* [[Campaign: Commissions]]&lt;br /&gt;
== [[War And Conflict]] ==&lt;br /&gt;
Over time, The Concord will engage in war and conflict with forces ranging from hostile supernatural beings, to hostile nations of great power. The War and Conflict system provides the rules and expectations for how this functions from a game-perspective. In the end, the War and Conflict system is designed to communicate the nature of fantasy war to the players involved so that they can make meaningful and informed decisions, which in turn forward the story of the world and the characters involved.&lt;br /&gt;
It is our hope that we can give the weight and importance that commanding such a war would have while still providing a chance for player expression and making the Major Confluxes at each Summit important. We also don’t want the War fighting experience to be so dense that it is impossible for someone thrown into it to come to grips with it, or so shallow that characters don’t get a chance to fight with their own style.&lt;br /&gt;
&lt;br /&gt;
= Core Concepts =&lt;br /&gt;
&lt;br /&gt;
* The map of Esterra is split into Regions . Each region has an owner, be that the Concord or some other nation. Areas of ocean are the exception, they are not owned due to their size and nature.&lt;br /&gt;
&lt;br /&gt;
== The strength of ownership over a region is represented by Hold. ==&lt;br /&gt;
&lt;br /&gt;
== Hold varies from Weak to Stable to Strong ==&lt;br /&gt;
* When an Army or Fleet moves into a region owned by a hostile nation or one that contains a hostile army or fleet, a campaign begins.&lt;br /&gt;
* Each Season of downtime is a turn of the Campaign, with orders that were given at the last Summit taking effect, battles being fought, losses sustained&lt;br /&gt;
* The Victor of the season is the side with the highest total strength + highest total claim bonus.&lt;br /&gt;
* The Victor gains one level of Hold and with Defeated loses one level of Hold . If a nation loses all of its hold on a region, they no longer control that region and the attacked gains control, starting at Weak hold.&lt;br /&gt;
* If an attacking force is present in a region with no defenders, Hold slips two steps towards them.&lt;br /&gt;
* While not in conflict, Hold passively increases at a rate of one-step a year, or one step a summit if a force remains in the region.&lt;br /&gt;
* Armies and Fleets are given Orders when they are deployed by their general. These orders will affect the amount of casualties they take but also the amount of claim bonus they give.&lt;br /&gt;
* Armies and Fleets inflict casualties on their opposition equal to 20% of their strength. Casualties suffered by military units are generally distributed equally among the units involved, then altered by any casualty modifiers.&lt;br /&gt;
* A military unit that falls below 1000 strength is destroyed .&lt;br /&gt;
* Attacking forces may choose to assign enemy casualties to a fortification first. As with armies, any fortification that falls below 1000 strength is destroyed.&lt;br /&gt;
* Fleets, Armies and Fortifications can be given Emergency Resupply . Provided that force was not engaged in a campaign that season, the Senate may authorise an endeavour to resupply the force. At a rate of 25 Strength / 1 Wain of appropriate resource spent.&lt;br /&gt;
&lt;br /&gt;
= [[Communication in Concord]] =&lt;br /&gt;
Within Concord, characters may be prompted or want to send mail or communication to other characters or NPCs. There are generally three ways in which this happens which have varying levels of complexity, cost, and intention. This is to ensure that important communications are tracked, that players have space for expression, and that the story of Concord can continue at a reasonable pace.&lt;br /&gt;
&lt;br /&gt;
Please see the link above for further information&lt;br /&gt;
&lt;br /&gt;
= The Five Councils =&lt;br /&gt;
There are Five core councils involved in running the Concord. Each of them have been given their own wiki page as follows:&lt;br /&gt;
&lt;br /&gt;
* [[The Senate]]&lt;br /&gt;
* [[The War Chamber]]&lt;br /&gt;
* [[Concordian Church of the Divine Spheres|The Church]]&lt;br /&gt;
* [[The Exchange]]&lt;br /&gt;
* [[The Shardcircle]]&lt;br /&gt;
&lt;br /&gt;
There is a sixth potential council for Concord, [[The Concordian Throne]], which currently sits empty&lt;br /&gt;
&lt;br /&gt;
= Realmic Traditions =&lt;br /&gt;
Each Realm has distinct traditions, cculturee and customs that help define their place in the Concord. &lt;br /&gt;
&lt;br /&gt;
All of the Realms of The Concord draw from their own histories, cultures and circumstances to decide upon leadership and the intricacies of their own internal politics. While these do not directly affect the procedures of The Councils of The Concord, they can affect who is there and under what titles. The individual traditions of each Realm are laid out here. &lt;br /&gt;
&lt;br /&gt;
* [[Greenweald Traditions]]&lt;br /&gt;
* [[Bordevarian Traditions]]&lt;br /&gt;
* [[Andashi Traditions]]&lt;br /&gt;
* [[Iron Valley Traditions]]&lt;br /&gt;
* [[Lerona Mere Traditions|Lerona Mere(ian) Traditions]]&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2564</id>
		<title>War And Conflict</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2564"/>
		<updated>2024-09-20T01:34:09Z</updated>

		<summary type="html">&lt;p&gt;LPrice: /* Naval Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over time, The Concord will engage in war and conflict with forces ranging from hostile supernatural beings, to hostile nations of great power. The War and Conflict system provides the rules and expectations for how this functions from a game-perspective. In the end, the War and Conflict system is designed to communicate the nature of fantasy war to the players involved so that they can make meaningful and informed decisions, which in turn forward the story of the world and the characters involved.&lt;br /&gt;
&lt;br /&gt;
It is our hope that we can give the weight and importance that commanding such a war would have while still providing a chance for player expression and making the Major Confluxes at each Summit important. We also don’t want the War fighting experience to be so dense that it is impossible for someone thrown into it to come to grips with it, or so shallow that characters don’t get a chance to fight with their own style.&lt;br /&gt;
&lt;br /&gt;
= Core Concepts =&lt;br /&gt;
&lt;br /&gt;
* War is a shifting and uncertain thing. Any or all of the below may change at Summit, and the specifics will need to be managed by the War Chamber. &#039;&#039;&#039;&amp;lt;u&amp;gt;Documentation provided at Summit takes precedence over the below unless specifically instructed.&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
* The map of Esterra is split into Regions . Each region has an owner, be that the Concord or some other nation. Areas of ocean are the exception, they are not owned due to their size and nature.&lt;br /&gt;
* The strength of ownership over a Region is not represented by a fixed number or value, but roughly detailed in the relevant Winds of the World.&lt;br /&gt;
* When an Army or Fleet moves into a region owned by a hostile nation or one that contains a hostile army or fleet, a campaign for territory begins.&lt;br /&gt;
* Each Season of downtime is a turn of the Campaign, with orders that were given at the last Summit taking effect, battles being fought, losses sustained&lt;br /&gt;
* The winner of the campaign for territory is the side with the highest total claim strength. This can be modified by Orders, as well as support from investments. &lt;br /&gt;
* The winner of the campaign for territory will take or retain some amount of control over the region from the losing side. This may result in the ownership of the region changing sides. &lt;br /&gt;
* The amount of control over a region will vary between campaigns, but in general, a higher difference in claim strength will have a more significant result, and an attack into an undefended territory will result in significant changes. &lt;br /&gt;
* Control over a region will passively increase if a region is not in conflict, and increase further if there is a force from the same region present. &lt;br /&gt;
* Armies and Fleets inflict casualties on their opposition equal to 20% of their listed strength. This can be modified by Orders.&lt;br /&gt;
* Casualties suffered by military units are generally distributed equally among the units involved, then altered by any casualty modifiers.&lt;br /&gt;
* A military unit that falls below 1000 strength is destroyed .&lt;br /&gt;
* Attacking forces may choose to assign enemy casualties to a fortification first. As with armies, any fortification that falls below 1000 strength is destroyed.&lt;br /&gt;
* Fleets, Armies and Fortifications can be given Emergency Resupply . Provided that force was not engaged in a campaign that season, the Senate may authorise an endeavour to resupply the force. For a cost of 1 Wain (of appropriate resource) and 3 Vaults, a force may have its strength healed by 250.&lt;br /&gt;
&lt;br /&gt;
= Orders =&lt;br /&gt;
Every General and Admiral has a force that they are in command of. By the end of Summit, it is expected that they provide details of their orders to the Commandant. These orders are between the General/Admiral and the Commandant alone, and the decision is that of the General/Admiral alone. &lt;br /&gt;
&lt;br /&gt;
An order is selected from the list below, along with a region to carry it out. Further orders may become available as time progresses.  &lt;br /&gt;
&lt;br /&gt;
* Armies may be given commands targeting any region that is either part of the Concord or adjacent to the Concord .&lt;br /&gt;
* Fleets may be given commands targeting any region that is within three coastal regions of their current position, with exceptions.&lt;br /&gt;
* Fortifications may only select the order &amp;quot;Static Defence&amp;quot;: +1500 territory claim bonus, -50% casualties inflicted.&lt;br /&gt;
&lt;br /&gt;
== Army Orders ==&lt;br /&gt;
Army orders are generally defined in terms of how much territory is claimed and the losses taken in the process.&lt;br /&gt;
&lt;br /&gt;
Large armies cannot use Heroic orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attack orders may only be used when in an enemy territory adjacent to friendly territory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken Multiplier&lt;br /&gt;
!Territory Claim Bonus&lt;br /&gt;
(Regular / Large)&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| -1000 / -1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Attack&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|An army in a territory non-adjacent to friendly territory will default to this order.&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Attack&lt;br /&gt;
| +20%&lt;br /&gt;
| +1000 / -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Steady Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
| -20% Casualties Inflicted&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Defend Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defend orders may only be used in friendly territory. Any unit using a defend order regains 20% of its maximum strength if it is not involved in a campaign this season.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken Multiplier&lt;br /&gt;
!Territory Claim Bonus&lt;br /&gt;
(Regular / Large)&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Defense&lt;br /&gt;
| -50%&lt;br /&gt;
| -2000 / -3000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Defense&lt;br /&gt;
| -20%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Defense&lt;br /&gt;
| +20%&lt;br /&gt;
| +1500 / -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Billett&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|The force upkeep is reduced by half&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Naval Orders ==&lt;br /&gt;
Naval Orders can be to intercept other navies or support fighting on land. The options appear complex but the orders are highly conditional.&lt;br /&gt;
&lt;br /&gt;
If an enemy fleet attempts to move through a territory covered by Naval Engagement or Harry Shipping, that navy immediately stops moving and a naval campaign ensues. This is separate to the campaign for territory and only involves naval units.&lt;br /&gt;
&lt;br /&gt;
Coastal Orders cause the Navy to be treated as an Army for the purposes of the campaign. This may cause a navy to be involved in both the campaign for territory and a naval campaign.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Naval Engagement&lt;br /&gt;
| +30% Casualties inflicted vs Harry Shipping&lt;br /&gt;
&#039;&#039;( Takes 30% less casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Harry Shipping&lt;br /&gt;
| +30% Casualties inflicted vs Coastal Orders&lt;br /&gt;
-30% Casualties inflicted vs Naval Engagement&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Naval Engagement)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Shore Offensive (Coastal Order)&lt;br /&gt;
| -30% casualties inflicted&lt;br /&gt;
-50% territory claimed if used in a territory not adjacent to a friendly territory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Naval Support (Coastal Order)&lt;br /&gt;
|May only be used if the territory has a friendly army, and at least one coastal region in the Concord is not under attack.&lt;br /&gt;
No casualties inflicted or sustained. Territory claimed as if present in the land campaign &#039;&#039;(Takes 30% extra casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Coastal Defence (Coastal Order)&lt;br /&gt;
|May only be used on a friendly coastal region being attacked. &lt;br /&gt;
Casualties inflicted and sustained as if present in the land campaign. No territory claimed.&lt;br /&gt;
&#039;&#039;(Takes 30% extra casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Put To Port&lt;br /&gt;
|May only be used if the territory has a friendly shipyard.&lt;br /&gt;
Navy recovers 20% of its maximum strength and takes no part in any campaign.&lt;br /&gt;
|-&lt;br /&gt;
|Transport&lt;br /&gt;
|A special order that behaves differently to normal movement. An Army in an adjacent territory to the Navy may be moved along with it, effectively allowing the Army to move three coastal territories with no restriction on ownership.&lt;br /&gt;
If this movement is stopped due to an opposing Naval Order, the Army being transported takes casualties equal to those taken by the Navy transporting it, and does not contribute to the campaign.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2563</id>
		<title>War And Conflict</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2563"/>
		<updated>2024-09-20T00:00:09Z</updated>

		<summary type="html">&lt;p&gt;LPrice: /* Naval Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over time, The Concord will engage in war and conflict with forces ranging from hostile supernatural beings, to hostile nations of great power. The War and Conflict system provides the rules and expectations for how this functions from a game-perspective. In the end, the War and Conflict system is designed to communicate the nature of fantasy war to the players involved so that they can make meaningful and informed decisions, which in turn forward the story of the world and the characters involved.&lt;br /&gt;
&lt;br /&gt;
It is our hope that we can give the weight and importance that commanding such a war would have while still providing a chance for player expression and making the Major Confluxes at each Summit important. We also don’t want the War fighting experience to be so dense that it is impossible for someone thrown into it to come to grips with it, or so shallow that characters don’t get a chance to fight with their own style.&lt;br /&gt;
&lt;br /&gt;
= Core Concepts =&lt;br /&gt;
&lt;br /&gt;
* War is a shifting and uncertain thing. Any or all of the below may change at Summit, and the specifics will need to be managed by the War Chamber. &#039;&#039;&#039;&amp;lt;u&amp;gt;Documentation provided at Summit takes precedence over the below unless specifically instructed.&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
* The map of Esterra is split into Regions . Each region has an owner, be that the Concord or some other nation. Areas of ocean are the exception, they are not owned due to their size and nature.&lt;br /&gt;
* The strength of ownership over a Region is not represented by a fixed number or value, but roughly detailed in the relevant Winds of the World.&lt;br /&gt;
* When an Army or Fleet moves into a region owned by a hostile nation or one that contains a hostile army or fleet, a campaign for territory begins.&lt;br /&gt;
* Each Season of downtime is a turn of the Campaign, with orders that were given at the last Summit taking effect, battles being fought, losses sustained&lt;br /&gt;
* The winner of the campaign for territory is the side with the highest total claim strength. This can be modified by Orders, as well as support from investments. &lt;br /&gt;
* The winner of the campaign for territory will take or retain some amount of control over the region from the losing side. This may result in the ownership of the region changing sides. &lt;br /&gt;
* The amount of control over a region will vary between campaigns, but in general, a higher difference in claim strength will have a more significant result, and an attack into an undefended territory will result in significant changes. &lt;br /&gt;
* Control over a region will passively increase if a region is not in conflict, and increase further if there is a force from the same region present. &lt;br /&gt;
* Armies and Fleets inflict casualties on their opposition equal to 20% of their listed strength. This can be modified by Orders.&lt;br /&gt;
* Casualties suffered by military units are generally distributed equally among the units involved, then altered by any casualty modifiers.&lt;br /&gt;
* A military unit that falls below 1000 strength is destroyed .&lt;br /&gt;
* Attacking forces may choose to assign enemy casualties to a fortification first. As with armies, any fortification that falls below 1000 strength is destroyed.&lt;br /&gt;
* Fleets, Armies and Fortifications can be given Emergency Resupply . Provided that force was not engaged in a campaign that season, the Senate may authorise an endeavour to resupply the force. For a cost of 1 Wain (of appropriate resource) and 3 Vaults, a force may have its strength healed by 250.&lt;br /&gt;
&lt;br /&gt;
= Orders =&lt;br /&gt;
Every General and Admiral has a force that they are in command of. By the end of Summit, it is expected that they provide details of their orders to the Commandant. These orders are between the General/Admiral and the Commandant alone, and the decision is that of the General/Admiral alone. &lt;br /&gt;
&lt;br /&gt;
An order is selected from the list below, along with a region to carry it out. Further orders may become available as time progresses.  &lt;br /&gt;
&lt;br /&gt;
* Armies may be given commands targeting any region that is either part of the Concord or adjacent to the Concord .&lt;br /&gt;
* Fleets may be given commands targeting any region that is within three coastal regions of their current position, with exceptions.&lt;br /&gt;
* Fortifications may only select the order &amp;quot;Static Defence&amp;quot;: +1500 territory claim bonus, -50% casualties inflicted.&lt;br /&gt;
&lt;br /&gt;
== Army Orders ==&lt;br /&gt;
Army orders are generally defined in terms of how much territory is claimed and the losses taken in the process.&lt;br /&gt;
&lt;br /&gt;
Large armies cannot use Heroic orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attack orders may only be used when in an enemy territory adjacent to friendly territory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken Multiplier&lt;br /&gt;
!Territory Claim Bonus&lt;br /&gt;
(Regular / Large)&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| -1000 / -1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Attack&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|An army in a territory non-adjacent to friendly territory will default to this order.&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Attack&lt;br /&gt;
| +20%&lt;br /&gt;
| +1000 / -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Steady Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
| -20% Casualties Inflicted&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Defend Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defend orders may only be used in friendly territory. Any unit using a defend order regains 20% of its maximum strength if it is not involved in a campaign this season.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken Multiplier&lt;br /&gt;
!Territory Claim Bonus&lt;br /&gt;
(Regular / Large)&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Defense&lt;br /&gt;
| -50%&lt;br /&gt;
| -2000 / -3000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Defense&lt;br /&gt;
| -20%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Defense&lt;br /&gt;
| +20%&lt;br /&gt;
| +1500 / -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Billett&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|The force upkeep is reduced by half&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Naval Orders ==&lt;br /&gt;
Naval Orders can be to intercept other navies or support fighting on land. The options appear complex but the orders are highly conditional.&lt;br /&gt;
&lt;br /&gt;
If an enemy fleet attempts to move through a territory covered by Naval Engagement or Harry Shipping, that navy immediately stops moving and a naval campaign ensues. This is separate to the campaign for territory and only involves naval units.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Naval Engagement&lt;br /&gt;
| +30% Casualties inflicted vs Harry Shipping&lt;br /&gt;
&#039;&#039;( Takes 30% less casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Harry Shipping&lt;br /&gt;
| +30% Casualties inflicted vs Coastal Orders&lt;br /&gt;
-30% Casualties inflicted vs Naval Engagement&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Naval Engagement)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Coastal Order&lt;br /&gt;
|Coastal Orders cause the Navy to be treated as an Army for the purposes of the campaign. This may cause a navy to be involved in both the campaign for territory and a naval campaign.&lt;br /&gt;
-30% casualties inflicted&lt;br /&gt;
-50% territory claimed if used in a territory not adjacent to a friendly territory.&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Put To Port&lt;br /&gt;
|May only be used if the territory has a friendly shipyard.&lt;br /&gt;
Navy recovers 20% of its maximum strength and takes no part in any campaign.&lt;br /&gt;
|-&lt;br /&gt;
|Transport&lt;br /&gt;
|A special order that behaves differently to normal movement. An Army in an adjacent territory to the Navy may be moved along with it, effectively allowing the Army to move three coastal territories with no restriction on ownership.&lt;br /&gt;
If this movement is stopped due to an opposing Naval Order, the Army being transported takes casualties equal to those taken by the Navy transporting it, and does not contribute to the campaign.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2562</id>
		<title>War And Conflict</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2562"/>
		<updated>2024-09-19T14:38:33Z</updated>

		<summary type="html">&lt;p&gt;LPrice: removed disclaimer, added new disclaimer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Over time, The Concord will engage in war and conflict with forces ranging from hostile supernatural beings, to hostile nations of great power. The War and Conflict system provides the rules and expectations for how this functions from a game-perspective. In the end, the War and Conflict system is designed to communicate the nature of fantasy war to the players involved so that they can make meaningful and informed decisions, which in turn forward the story of the world and the characters involved.&lt;br /&gt;
&lt;br /&gt;
It is our hope that we can give the weight and importance that commanding such a war would have while still providing a chance for player expression and making the Major Confluxes at each Summit important. We also don’t want the War fighting experience to be so dense that it is impossible for someone thrown into it to come to grips with it, or so shallow that characters don’t get a chance to fight with their own style.&lt;br /&gt;
&lt;br /&gt;
= Core Concepts =&lt;br /&gt;
&lt;br /&gt;
* War is a shifting and uncertain thing. Any or all of the below may change at Summit, and the specifics will need to be managed by the War Chamber. &#039;&#039;&#039;&amp;lt;u&amp;gt;Documentation provided at Summit takes precedence over the below unless specifically instructed.&amp;lt;/u&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
* The map of Esterra is split into Regions . Each region has an owner, be that the Concord or some other nation. Areas of ocean are the exception, they are not owned due to their size and nature.&lt;br /&gt;
* The strength of ownership over a Region is not represented by a fixed number or value, but roughly detailed in the relevant Winds of the World.&lt;br /&gt;
* When an Army or Fleet moves into a region owned by a hostile nation or one that contains a hostile army or fleet, a campaign for territory begins.&lt;br /&gt;
* Each Season of downtime is a turn of the Campaign, with orders that were given at the last Summit taking effect, battles being fought, losses sustained&lt;br /&gt;
* The winner of the campaign for territory is the side with the highest total claim strength. This can be modified by Orders, as well as support from investments. &lt;br /&gt;
* The winner of the campaign for territory will take or retain some amount of control over the region from the losing side. This may result in the ownership of the region changing sides. &lt;br /&gt;
* The amount of control over a region will vary between campaigns, but in general, a higher difference in claim strength will have a more significant result, and an attack into an undefended territory will result in significant changes. &lt;br /&gt;
* Control over a region will passively increase if a region is not in conflict, and increase further if there is a force from the same region present. &lt;br /&gt;
* Armies and Fleets inflict casualties on their opposition equal to 20% of their listed strength. This can be modified by Orders.&lt;br /&gt;
* Casualties suffered by military units are generally distributed equally among the units involved, then altered by any casualty modifiers.&lt;br /&gt;
* A military unit that falls below 1000 strength is destroyed .&lt;br /&gt;
* Attacking forces may choose to assign enemy casualties to a fortification first. As with armies, any fortification that falls below 1000 strength is destroyed.&lt;br /&gt;
* Fleets, Armies and Fortifications can be given Emergency Resupply . Provided that force was not engaged in a campaign that season, the Senate may authorise an endeavour to resupply the force. For a cost of 1 Wain (of appropriate resource) and 3 Vaults, a force may have its strength healed by 250.&lt;br /&gt;
&lt;br /&gt;
= Orders =&lt;br /&gt;
Every General and Admiral has a force that they are in command of. By the end of Summit, it is expected that they provide details of their orders to the Commandant. These orders are between the General/Admiral and the Commandant alone, and the decision is that of the General/Admiral alone. &lt;br /&gt;
&lt;br /&gt;
An order is selected from the list below, along with a region to carry it out. Further orders may become available as time progresses.  &lt;br /&gt;
&lt;br /&gt;
* Armies may be given commands targeting any region that is either part of the Concord or adjacent to the Concord .&lt;br /&gt;
* Fleets may be given commands targeting any region that is within three coastal regions of their current position, with exceptions.&lt;br /&gt;
* Fortifications may only select the order &amp;quot;Static Defence&amp;quot;: +1500 territory claim bonus, -50% casualties inflicted.&lt;br /&gt;
&lt;br /&gt;
== Army Orders ==&lt;br /&gt;
Army orders are generally defined in terms of how much territory is claimed and the losses taken in the process.&lt;br /&gt;
&lt;br /&gt;
Large armies cannot use Heroic orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attack orders may only be used when in an enemy territory adjacent to friendly territory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken Multiplier&lt;br /&gt;
!Territory Claim Bonus&lt;br /&gt;
(Regular / Large)&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| -1000 / -1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Attack&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|An army in a territory non-adjacent to friendly territory will default to this order.&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Attack&lt;br /&gt;
| +20%&lt;br /&gt;
| +1000 / -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Steady Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
| -20% Casualties Inflicted&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Defend Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defend orders may only be used in friendly territory. Any unit using a defend order regains 20% of its maximum strength if it is not involved in a campaign this season.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken Multiplier&lt;br /&gt;
!Territory Claim Bonus&lt;br /&gt;
(Regular / Large)&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Defense&lt;br /&gt;
| -50%&lt;br /&gt;
| -2000 / -3000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Defense&lt;br /&gt;
| -20%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Defense&lt;br /&gt;
| +20%&lt;br /&gt;
| +1500 / -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Billett&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|The force upkeep is reduced by half&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Naval Orders ==&lt;br /&gt;
Naval Orders can be to intercept other navies or support fighting on land. The options appear complex but the orders are highly conditional.&lt;br /&gt;
&lt;br /&gt;
If an enemy fleet attempts to move through a territory covered by Naval Engagement or Harry Shipping, that navy immediately stops moving and a naval campaign ensues. This is separate to the campaign for territory and only involves naval units.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Naval Engagement&lt;br /&gt;
| +30% Casualties inflicted vs Harry Shipping&lt;br /&gt;
&#039;&#039;( Takes 30% less casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Harry Shipping&lt;br /&gt;
| +30% Casualties inflicted vs Coastal Orders&lt;br /&gt;
-30% Casualties inflicted vs Naval Engagement&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Naval Engagement)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Coastal Order&lt;br /&gt;
|Coastal Orders cause the Navy to be treated as an Army for the purposes of the campaign. This may cause a navy to be involved in both the campaign for territory and a naval campaign.&lt;br /&gt;
-30% casualties inflicted&lt;br /&gt;
-50% territory claimed if used in a territory not adjacent to a friendly territory.&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Put To Port&lt;br /&gt;
|May only be used if the territory has a friendly shipyard.&lt;br /&gt;
Navy recovers 12% of its maximum strength and takes no part in any campaign.&lt;br /&gt;
|-&lt;br /&gt;
|Transport&lt;br /&gt;
|A special order that behaves differently to normal movement. An Army in an adjacent territory to the Navy may be moved along with it, effectively allowing the Army to move three coastal territories with no restriction on ownership.&lt;br /&gt;
If this movement is stopped due to an opposing Naval Order, the Army being transported takes casualties equal to those taken by the Navy transporting it, and does not contribute to the campaign.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2561</id>
		<title>War And Conflict</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2561"/>
		<updated>2024-09-19T14:36:00Z</updated>

		<summary type="html">&lt;p&gt;LPrice: /* Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;u&amp;gt;Please note this page is slightly out of date and will be updated soon!&amp;lt;/u&amp;gt; ==&lt;br /&gt;
Over time, The Concord will engage in war and conflict with forces ranging from hostile supernatural beings, to hostile nations of great power. The War and Conflict system provides the rules and expectations for how this functions from a game-perspective. In the end, the War and Conflict system is designed to communicate the nature of fantasy war to the players involved so that they can make meaningful and informed decisions, which in turn forward the story of the world and the characters involved.&lt;br /&gt;
&lt;br /&gt;
It is our hope that we can give the weight and importance that commanding such a war would have while still providing a chance for player expression and making the Major Confluxes at each Summit important. We also don’t want the War fighting experience to be so dense that it is impossible for someone thrown into it to come to grips with it, or so shallow that characters don’t get a chance to fight with their own style.&lt;br /&gt;
&lt;br /&gt;
= Core Concepts =&lt;br /&gt;
&lt;br /&gt;
* The map of Esterra is split into Regions . Each region has an owner, be that the Concord or some other nation. Areas of ocean are the exception, they are not owned due to their size and nature.&lt;br /&gt;
* The strength of ownership over a Region is not represented by a fixed number or value, but roughly detailed in the relevant Winds of the World.&lt;br /&gt;
* When an Army or Fleet moves into a region owned by a hostile nation or one that contains a hostile army or fleet, a campaign for territory begins.&lt;br /&gt;
* Each Season of downtime is a turn of the Campaign, with orders that were given at the last Summit taking effect, battles being fought, losses sustained&lt;br /&gt;
* The winner of the campaign for territory is the side with the highest total claim strength. This can be modified by Orders, as well as support from investments. &lt;br /&gt;
* The winner of the campaign for territory will take or retain some amount of control over the region from the losing side. This may result in the ownership of the region changing sides. &lt;br /&gt;
* The amount of control over a region will vary between campaigns, but in general, a higher difference in claim strength will have a more significant result, and an attack into an undefended territory will result in significant changes. &lt;br /&gt;
* Control over a region will passively increase if a region is not in conflict, and increase further if there is a force from the same region present. &lt;br /&gt;
* Armies and Fleets inflict casualties on their opposition equal to 20% of their listed strength. This can be modified by Orders.&lt;br /&gt;
* Casualties suffered by military units are generally distributed equally among the units involved, then altered by any casualty modifiers.&lt;br /&gt;
* A military unit that falls below 1000 strength is destroyed .&lt;br /&gt;
* Attacking forces may choose to assign enemy casualties to a fortification first. As with armies, any fortification that falls below 1000 strength is destroyed.&lt;br /&gt;
* Fleets, Armies and Fortifications can be given Emergency Resupply . Provided that force was not engaged in a campaign that season, the Senate may authorise an endeavour to resupply the force. For a cost of 1 Wain (of appropriate resource) and 3 Vaults, a force may have its strength healed by 250.&lt;br /&gt;
&lt;br /&gt;
= Orders =&lt;br /&gt;
Every General and Admiral has a force that they are in command of. By the end of Summit, it is expected that they provide details of their orders to the Commandant. These orders are between the General/Admiral and the Commandant alone, and the decision is that of the General/Admiral alone. &lt;br /&gt;
&lt;br /&gt;
An order is selected from the list below, along with a region to carry it out. Further orders may become available as time progresses.  &lt;br /&gt;
&lt;br /&gt;
* Armies may be given commands targeting any region that is either part of the Concord or adjacent to the Concord .&lt;br /&gt;
* Fleets may be given commands targeting any region that is within three coastal regions of their current position, with exceptions.&lt;br /&gt;
* Fortifications may only select the order &amp;quot;Static Defence&amp;quot;: +1500 territory claim bonus, -50% casualties inflicted.&lt;br /&gt;
&lt;br /&gt;
== Army Orders ==&lt;br /&gt;
Army orders are generally defined in terms of how much territory is claimed and the losses taken in the process.&lt;br /&gt;
&lt;br /&gt;
Large armies cannot use Heroic orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attack orders may only be used when in an enemy territory adjacent to friendly territory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken Multiplier&lt;br /&gt;
!Territory Claim Bonus&lt;br /&gt;
(Regular / Large)&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| -1000 / -1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Attack&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|An army in a territory non-adjacent to friendly territory will default to this order.&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Attack&lt;br /&gt;
| +20%&lt;br /&gt;
| +1000 / -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Steady Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
| -20% Casualties Inflicted&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Defend Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defend orders may only be used in friendly territory. Any unit using a defend order regains 20% of its maximum strength if it is not involved in a campaign this season.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken Multiplier&lt;br /&gt;
!Territory Claim Bonus&lt;br /&gt;
(Regular / Large)&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Defense&lt;br /&gt;
| -50%&lt;br /&gt;
| -2000 / -3000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Defense&lt;br /&gt;
| -20%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Defense&lt;br /&gt;
| +20%&lt;br /&gt;
| +1500 / -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Billett&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|The force upkeep is reduced by half&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Naval Orders ==&lt;br /&gt;
Naval Orders can be to intercept other navies or support fighting on land. The options appear complex but the orders are highly conditional.&lt;br /&gt;
&lt;br /&gt;
If an enemy fleet attempts to move through a territory covered by Naval Engagement or Harry Shipping, that navy immediately stops moving and a naval campaign ensues. This is separate to the campaign for territory and only involves naval units.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Naval Engagement&lt;br /&gt;
| +30% Casualties inflicted vs Harry Shipping&lt;br /&gt;
&#039;&#039;( Takes 30% less casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Harry Shipping&lt;br /&gt;
| +30% Casualties inflicted vs Coastal Orders&lt;br /&gt;
-30% Casualties inflicted vs Naval Engagement&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Naval Engagement)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Coastal Order&lt;br /&gt;
|Coastal Orders cause the Navy to be treated as an Army for the purposes of the campaign. This may cause a navy to be involved in both the campaign for territory and a naval campaign.&lt;br /&gt;
-30% casualties inflicted&lt;br /&gt;
-50% territory claimed if used in a territory not adjacent to a friendly territory.&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Put To Port&lt;br /&gt;
|May only be used if the territory has a friendly shipyard.&lt;br /&gt;
Navy recovers 12% of its maximum strength and takes no part in any campaign.&lt;br /&gt;
|-&lt;br /&gt;
|Transport&lt;br /&gt;
|A special order that behaves differently to normal movement. An Army in an adjacent territory to the Navy may be moved along with it, effectively allowing the Army to move three coastal territories with no restriction on ownership.&lt;br /&gt;
If this movement is stopped due to an opposing Naval Order, the Army being transported takes casualties equal to those taken by the Navy transporting it, and does not contribute to the campaign.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2560</id>
		<title>War And Conflict</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2560"/>
		<updated>2024-09-19T14:35:08Z</updated>

		<summary type="html">&lt;p&gt;LPrice: /* Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;u&amp;gt;Please note this page is slightly out of date and will be updated soon!&amp;lt;/u&amp;gt; ==&lt;br /&gt;
Over time, The Concord will engage in war and conflict with forces ranging from hostile supernatural beings, to hostile nations of great power. The War and Conflict system provides the rules and expectations for how this functions from a game-perspective. In the end, the War and Conflict system is designed to communicate the nature of fantasy war to the players involved so that they can make meaningful and informed decisions, which in turn forward the story of the world and the characters involved.&lt;br /&gt;
&lt;br /&gt;
It is our hope that we can give the weight and importance that commanding such a war would have while still providing a chance for player expression and making the Major Confluxes at each Summit important. We also don’t want the War fighting experience to be so dense that it is impossible for someone thrown into it to come to grips with it, or so shallow that characters don’t get a chance to fight with their own style.&lt;br /&gt;
&lt;br /&gt;
= Core Concepts =&lt;br /&gt;
&lt;br /&gt;
* The map of Esterra is split into Regions . Each region has an owner, be that the Concord or some other nation. Areas of ocean are the exception, they are not owned due to their size and nature.&lt;br /&gt;
* The strength of ownership over a Region is not represented by a fixed number or value, but roughly detailed in the relevant Winds of the World.&lt;br /&gt;
* When an Army or Fleet moves into a region owned by a hostile nation or one that contains a hostile army or fleet, a campaign for territory begins.&lt;br /&gt;
* Each Season of downtime is a turn of the Campaign, with orders that were given at the last Summit taking effect, battles being fought, losses sustained&lt;br /&gt;
* The winner of the campaign for territory is the side with the highest total claim strength. This can be modified by Orders, as well as support from investments. &lt;br /&gt;
* The winner of the campaign for territory will take or retain some amount of control over the region from the losing side. This may result in the ownership of the region changing sides. &lt;br /&gt;
* The amount of control over a region will vary between campaigns, but in general, a higher difference in claim strength will have a more significant result, and an attack into an undefended territory will result in significant changes. &lt;br /&gt;
* Control over a region will passively increase if a region is not in conflict, and increase further if there is a force from the same region present. &lt;br /&gt;
* Armies and Fleets inflict casualties on their opposition equal to 20% of their listed strength. This can be modified by Orders.&lt;br /&gt;
* Casualties suffered by military units are generally distributed equally among the units involved, then altered by any casualty modifiers.&lt;br /&gt;
* A military unit that falls below 1000 strength is destroyed .&lt;br /&gt;
* Attacking forces may choose to assign enemy casualties to a fortification first. As with armies, any fortification that falls below 1000 strength is destroyed.&lt;br /&gt;
* Fleets, Armies and Fortifications can be given Emergency Resupply . Provided that force was not engaged in a campaign that season, the Senate may authorise an endeavour to resupply the force. For a cost of 1 Wain (of appropriate resource) and 3 Vaults, a force may have its strength healed by 250.&lt;br /&gt;
&lt;br /&gt;
= Orders =&lt;br /&gt;
Every General and Admiral has a force that they are in command of. By the end of Summit, it is expected that they provide details of their orders to the Commandant. These orders are between the General/Admiral and the Commandant alone, and the decision is that of the General/Admiral alone. &lt;br /&gt;
&lt;br /&gt;
An order is selected from the list below, along with a region to carry it out. &lt;br /&gt;
&lt;br /&gt;
* Armies may be given commands targeting any region that is either part of the Concord or adjacent to the Concord .&lt;br /&gt;
* Fleets may be given commands targeting any region that is within three coastal regions of their current position, with exceptions.&lt;br /&gt;
* Fortifications may only select the order &amp;quot;Static Defence&amp;quot;: +1500 territory claim bonus, -50% casualties inflicted.&lt;br /&gt;
&lt;br /&gt;
== Army Orders ==&lt;br /&gt;
Army orders are generally defined in terms of how much territory is claimed and the losses taken in the process.&lt;br /&gt;
&lt;br /&gt;
Large armies cannot use Heroic orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attack orders may only be used when in an enemy territory adjacent to friendly territory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken Multiplier&lt;br /&gt;
!Territory Claim Bonus&lt;br /&gt;
(Regular / Large)&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| -1000 / -1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Attack&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|An army in a territory non-adjacent to friendly territory will default to this order.&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Attack&lt;br /&gt;
| +20%&lt;br /&gt;
| +1000 / -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Steady Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
| -20% Casualties Inflicted&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Defend Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defend orders may only be used in friendly territory. Any unit using a defend order regains 20% of its maximum strength if it is not involved in a campaign this season.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken Multiplier&lt;br /&gt;
!Territory Claim Bonus&lt;br /&gt;
(Regular / Large)&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Defense&lt;br /&gt;
| -50%&lt;br /&gt;
| -2000 / -3000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Defense&lt;br /&gt;
| -20%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Defense&lt;br /&gt;
| +20%&lt;br /&gt;
| +1500 / -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Billett&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|The force upkeep is reduced by half&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Naval Orders ==&lt;br /&gt;
Naval Orders can be to intercept other navies or support fighting on land. The options appear complex but the orders are highly conditional.&lt;br /&gt;
&lt;br /&gt;
If an enemy fleet attempts to move through a territory covered by Naval Engagement or Harry Shipping, that navy immediately stops moving and a naval campaign ensues. This is separate to the campaign for territory and only involves naval units.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Naval Engagement&lt;br /&gt;
| +30% Casualties inflicted vs Harry Shipping&lt;br /&gt;
&#039;&#039;( Takes 30% less casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Harry Shipping&lt;br /&gt;
| +30% Casualties inflicted vs Coastal Orders&lt;br /&gt;
-30% Casualties inflicted vs Naval Engagement&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Naval Engagement)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Coastal Order&lt;br /&gt;
|Coastal Orders cause the Navy to be treated as an Army for the purposes of the campaign. This may cause a navy to be involved in both the campaign for territory and a naval campaign.&lt;br /&gt;
-30% casualties inflicted&lt;br /&gt;
-50% territory claimed if used in a territory not adjacent to a friendly territory.&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Put To Port&lt;br /&gt;
|May only be used if the territory has a friendly shipyard.&lt;br /&gt;
Navy recovers 12% of its maximum strength and takes no part in any campaign.&lt;br /&gt;
|-&lt;br /&gt;
|Transport&lt;br /&gt;
|A special order that behaves differently to normal movement. An Army in an adjacent territory to the Navy may be moved along with it, effectively allowing the Army to move three coastal territories with no restriction on ownership.&lt;br /&gt;
If this movement is stopped due to an opposing Naval Order, the Army being transported takes casualties equal to those taken by the Navy transporting it, and does not contribute to the campaign.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2559</id>
		<title>War And Conflict</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2559"/>
		<updated>2024-09-19T14:33:46Z</updated>

		<summary type="html">&lt;p&gt;LPrice: orders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;u&amp;gt;Please note this page is slightly out of date and will be updated soon!&amp;lt;/u&amp;gt; ==&lt;br /&gt;
Over time, The Concord will engage in war and conflict with forces ranging from hostile supernatural beings, to hostile nations of great power. The War and Conflict system provides the rules and expectations for how this functions from a game-perspective. In the end, the War and Conflict system is designed to communicate the nature of fantasy war to the players involved so that they can make meaningful and informed decisions, which in turn forward the story of the world and the characters involved.&lt;br /&gt;
&lt;br /&gt;
It is our hope that we can give the weight and importance that commanding such a war would have while still providing a chance for player expression and making the Major Confluxes at each Summit important. We also don’t want the War fighting experience to be so dense that it is impossible for someone thrown into it to come to grips with it, or so shallow that characters don’t get a chance to fight with their own style.&lt;br /&gt;
&lt;br /&gt;
= Core Concepts =&lt;br /&gt;
&lt;br /&gt;
* The map of Esterra is split into Regions . Each region has an owner, be that the Concord or some other nation. Areas of ocean are the exception, they are not owned due to their size and nature.&lt;br /&gt;
* The strength of ownership over a Region is not represented by a fixed number or value, but roughly detailed in the relevant Winds of the World.&lt;br /&gt;
* When an Army or Fleet moves into a region owned by a hostile nation or one that contains a hostile army or fleet, a campaign for territory begins.&lt;br /&gt;
* Each Season of downtime is a turn of the Campaign, with orders that were given at the last Summit taking effect, battles being fought, losses sustained&lt;br /&gt;
* The winner of the campaign for territory is the side with the highest total claim strength. This can be modified by Orders, as well as support from investments. &lt;br /&gt;
* The winner of the campaign for territory will take or retain some amount of control over the region from the losing side. This may result in the ownership of the region changing sides. &lt;br /&gt;
* The amount of control over a region will vary between campaigns, but in general, a higher difference in claim strength will have a more significant result, and an attack into an undefended territory will result in significant changes. &lt;br /&gt;
* Control over a region will passively increase if a region is not in conflict, and increase further if there is a force from the same region present. &lt;br /&gt;
* Armies and Fleets inflict casualties on their opposition equal to 20% of their listed strength. This can be modified by Orders.&lt;br /&gt;
* Casualties suffered by military units are generally distributed equally among the units involved, then altered by any casualty modifiers.&lt;br /&gt;
* A military unit that falls below 1000 strength is destroyed .&lt;br /&gt;
* Attacking forces may choose to assign enemy casualties to a fortification first. As with armies, any fortification that falls below 1000 strength is destroyed.&lt;br /&gt;
* Fleets, Armies and Fortifications can be given Emergency Resupply . Provided that force was not engaged in a campaign that season, the Senate may authorise an endeavour to resupply the force. For a cost of 1 Wain (of appropriate resource) and 3 Vaults, a force may have its strength healed by 250.&lt;br /&gt;
&lt;br /&gt;
= Orders =&lt;br /&gt;
Every General and Admiral has a force that they are in command of. By the end of Summit, it is expected that they provide details of their orders to the Commandant. These orders are between the General/Admiral and the Commandant alone, and the decision is that of the General/Admiral alone. &lt;br /&gt;
&lt;br /&gt;
An order is selected from the list below, along with a region to carry it out. &lt;br /&gt;
&lt;br /&gt;
* Armies may be given commands targeting any region that is either part of the Concord or adjacent to the Concord .&lt;br /&gt;
* Fleets may be given commands targeting any region that is within three coastal regions of their current position, with exceptions.&lt;br /&gt;
* Fortifications may only select the order &amp;quot;Static Defence&amp;quot;: -50% casualties inflicted, +1500 territory claim bonus. &lt;br /&gt;
&lt;br /&gt;
== Army Orders ==&lt;br /&gt;
Army orders are generally defined in terms of how much territory is claimed and the losses taken in the process.&lt;br /&gt;
&lt;br /&gt;
Large armies cannot use Heroic orders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attack orders may only be used when in an enemy territory adjacent to friendly territory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken Multiplier&lt;br /&gt;
!Territory Claim Bonus&lt;br /&gt;
(Regular / Large)&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| -1000 / -1500&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Attack&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|An army in a territory non-adjacent to friendly territory will default to this order.&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Attack&lt;br /&gt;
| +20%&lt;br /&gt;
| +1000 / -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Steady Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
| -20% Casualties Inflicted&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Defend Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defend orders may only be used in friendly territory. Any unit using a defend order regains 20% of its maximum strength if it is not involved in a campaign this season.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken Multiplier&lt;br /&gt;
!Territory Claim Bonus&lt;br /&gt;
(Regular / Large)&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Defense&lt;br /&gt;
| -50%&lt;br /&gt;
| -2000 / -3000&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Defense&lt;br /&gt;
| -20%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Defense&lt;br /&gt;
| +20%&lt;br /&gt;
| +1500 / -&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Billett&lt;br /&gt;
| +0%&lt;br /&gt;
| +0 / +0&lt;br /&gt;
|The force upkeep is reduced by half&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Naval Orders ==&lt;br /&gt;
Naval Orders can be to intercept other navies or support fighting on land. The options appear complex but the orders are highly conditional.&lt;br /&gt;
&lt;br /&gt;
If an enemy fleet attempts to move through a territory covered by Naval Engagement or Harry Shipping, that navy immediately stops moving and a naval campaign ensues. This is separate to the campaign for territory and only involves naval units.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Naval Engagement&lt;br /&gt;
| +30% Casualties inflicted vs Harry Shipping&lt;br /&gt;
&#039;&#039;( Takes 30% less casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Harry Shipping&lt;br /&gt;
| +30% Casualties inflicted vs Coastal Orders&lt;br /&gt;
-30% Casualties inflicted vs Naval Engagement&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Naval Engagement)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Coastal Order&lt;br /&gt;
|Coastal Orders cause the Navy to be treated as an Army for the purposes of the campaign. This may cause a navy to be involved in both the campaign for territory and a naval campaign.&lt;br /&gt;
-30% casualties inflicted&lt;br /&gt;
-50% territory claimed if used in a territory not adjacent to a friendly territory.&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Put To Port&lt;br /&gt;
|May only be used if the territory has a friendly shipyard.&lt;br /&gt;
Navy recovers 12% of its maximum strength and takes no part in any campaign.&lt;br /&gt;
|-&lt;br /&gt;
|Transport&lt;br /&gt;
|A special order that behaves differently to normal movement. An Army in an adjacent territory to the Navy may be moved along with it, effectively allowing the Army to move three coastal territories with no restriction on ownership.&lt;br /&gt;
If this movement is stopped due to an opposing Naval Order, the Army being transported takes casualties equal to those taken by the Navy transporting it, and does not contribute to the campaign.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2558</id>
		<title>War And Conflict</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=War_And_Conflict&amp;diff=2558"/>
		<updated>2024-09-19T14:26:26Z</updated>

		<summary type="html">&lt;p&gt;LPrice: /* Core Concepts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;lt;u&amp;gt;Please note this page is slightly out of date and will be updated soon!&amp;lt;/u&amp;gt; ==&lt;br /&gt;
Over time, The Concord will engage in war and conflict with forces ranging from hostile supernatural beings, to hostile nations of great power. The War and Conflict system provides the rules and expectations for how this functions from a game-perspective. In the end, the War and Conflict system is designed to communicate the nature of fantasy war to the players involved so that they can make meaningful and informed decisions, which in turn forward the story of the world and the characters involved.&lt;br /&gt;
&lt;br /&gt;
It is our hope that we can give the weight and importance that commanding such a war would have while still providing a chance for player expression and making the Major Confluxes at each Summit important. We also don’t want the War fighting experience to be so dense that it is impossible for someone thrown into it to come to grips with it, or so shallow that characters don’t get a chance to fight with their own style.&lt;br /&gt;
&lt;br /&gt;
= Core Concepts =&lt;br /&gt;
&lt;br /&gt;
* The map of Esterra is split into Regions . Each region has an owner, be that the Concord or some other nation. Areas of ocean are the exception, they are not owned due to their size and nature.&lt;br /&gt;
* The strength of ownership over a Region is not represented by a fixed number or value, but roughly detailed in the relevant Winds of the World.&lt;br /&gt;
* When an Army or Fleet moves into a region owned by a hostile nation or one that contains a hostile army or fleet, a campaign for territory begins.&lt;br /&gt;
* Each Season of downtime is a turn of the Campaign, with orders that were given at the last Summit taking effect, battles being fought, losses sustained&lt;br /&gt;
* The winner of the campaign for territory is the side with the highest total claim strength. This can be modified by Orders, as well as support from investments. &lt;br /&gt;
* The winner of the campaign for territory will take or retain some amount of control over the region from the losing side. This may result in the ownership of the region changing sides. &lt;br /&gt;
* The amount of control over a region will vary between campaigns, but in general, a higher difference in claim strength will have a more significant result, and an attack into an undefended territory will result in significant changes. &lt;br /&gt;
* Control over a region will passively increase if a region is not in conflict, and increase further if there is a force from the same region present. &lt;br /&gt;
* Armies and Fleets inflict casualties on their opposition equal to 20% of their listed strength. This can be modified by Orders.&lt;br /&gt;
* Casualties suffered by military units are generally distributed equally among the units involved, then altered by any casualty modifiers.&lt;br /&gt;
* A military unit that falls below 1000 strength is destroyed .&lt;br /&gt;
* Attacking forces may choose to assign enemy casualties to a fortification first. As with armies, any fortification that falls below 1000 strength is destroyed.&lt;br /&gt;
* Fleets, Armies and Fortifications can be given Emergency Resupply . Provided that force was not engaged in a campaign that season, the Senate may authorise an endeavour to resupply the force. For a cost of 1 Wain (of appropriate resource) and 3 Vaults, a force may have its strength healed by 250.&lt;br /&gt;
&lt;br /&gt;
= Giving Commands =&lt;br /&gt;
Every General and Admiral has a force that they are in command of. They are allowed to give commands to this force without requiring a vote from any other members of the War Chamber. Although they may give their opinion.&lt;br /&gt;
&lt;br /&gt;
An order consists of two parts, a Region and an Order.&lt;br /&gt;
&lt;br /&gt;
* Armies may be given commands targeting any region that is either part of the Concord or adjacent to the Concord .&lt;br /&gt;
* Fleets may be given commands targeting any region that is within three coastal regions of their current position.&lt;br /&gt;
* The orders available to be given vary between Armies and Fleets as follows.&lt;br /&gt;
&lt;br /&gt;
== Army Orders ==&lt;br /&gt;
Army orders are generally defined in terms of how much territory is claimed and the losses taken in the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Attack orders may only be used when in an enemy territory adjacent to friendly territory.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken&lt;br /&gt;
!Territory Claimed&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| -20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Attack&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Attack&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Steady Attack&lt;br /&gt;
| -20%&lt;br /&gt;
| +0%&lt;br /&gt;
| -20% Casualties Inflicted&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Defend Orders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defend orders may only be used in friendly territory. Any unit using a defend order regains 20% of its maximum strength if it is not involved in a campaign this season.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Casualties Taken&lt;br /&gt;
!Territory Claimed&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Cautious Defense&lt;br /&gt;
| -50%&lt;br /&gt;
| -40%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Balanced Defense&lt;br /&gt;
| -20%&lt;br /&gt;
| +0%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Heroic Defense&lt;br /&gt;
| +20%&lt;br /&gt;
| +30%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Billett&lt;br /&gt;
| +0%&lt;br /&gt;
| +0%&lt;br /&gt;
|The force upkeep is reduced by half&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Naval Orders ==&lt;br /&gt;
Naval Orders can be to intercept other navies or support fighting on land. The options appear complex but the orders are highly conditional.&lt;br /&gt;
&lt;br /&gt;
If an enemy fleet attempts to move through a territory covered by Naval Engagement or Harry Shipping, that navy immediately stops moving and a naval campaign ensues. This is separate to the campaign for territory and only involves naval units.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Order&lt;br /&gt;
!Special&lt;br /&gt;
|-&lt;br /&gt;
|Naval Engagement&lt;br /&gt;
| +30% Casualties inflicted vs Harry Shipping&lt;br /&gt;
&#039;&#039;( Takes 30% less casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Harry Shipping&lt;br /&gt;
| +30% Casualties inflicted vs Coastal Orders&lt;br /&gt;
-30% Casualties inflicted vs Naval Engagement&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Naval Engagement)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Coastal Order&lt;br /&gt;
|Coastal Orders cause the Navy to be treated as an Army for the purposes of the campaign. This may cause a navy to be involved in both the campaign for territory and a naval campaign.&lt;br /&gt;
-30% casualties inflicted&lt;br /&gt;
-50% territory claimed if used in a territory not adjacent to a friendly territory.&lt;br /&gt;
&#039;&#039;( Takes 30% more casualties from Harry Shipping)&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Put To Port&lt;br /&gt;
|May only be used if the territory has a friendly shipyard.&lt;br /&gt;
Navy recovers 12% of its maximum strength and takes no part in any campaign.&lt;br /&gt;
|-&lt;br /&gt;
|Transport&lt;br /&gt;
|A special order that behaves differently to normal movement. An Army in an adjacent territory to the Navy may be moved along with it, effectively allowing the Army to move three coastal territories with no restriction on ownership.&lt;br /&gt;
If this movement is stopped due to an opposing Naval Order, the Army being transported takes casualties equal to those taken by the Navy transporting it, and does not contribute to the campaign.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>LPrice</name></author>
	</entry>
</feed>