Each Band in Concord gains what is known as an ‘Enterprise’ representing a powerful organisation, structure, business, or similar that the group maintains, part of what grants it notoriety. Enterprises function similarly to personal investments in that they generally provide income and have a set of downtime actions that they can perform. Management of the Enterprise falls to the designated ‘Band Leader’ of a band, but it should be a decision made by the band as a whole, depending on how the band functions.
Each enterprise has the following elements:
Enterprise Name: The name of the enterprise.
Enterprise Type: What kind of enterprise it is, defining its income, nature, and available actions.
Enterprise Territory: What territory the enterprise is based in. This is determined by the most common investment territory of the band. If the most common investment territory for a band changes (due to movements, deaths, or new members), the Enterprise ceases to function until the Warband leader spends X Locks [ X = tier x 4] to gain a new Enterprise of an appropriate tier in the new Enterprise Territory. A new enterprise can be purchased by the Band Leader through the same method. In both circumstances, the money is paid to the exchange at Summit.
Enterprise Description: A description of the enterprise, its physical structure, style, and curiosities. Given by the Band leader in their submission, this will be used by the Concord team to produce a story related to the Enterprise.
Enterprise Tier: Ranging between 1 and 3, these tiers affect how profitable and powerful the Enterprise is, often being a part of the various calculations used in enterprise actions.
Enterprises gain tiers over time by having members attend Summits. The rate is as follows:
After two Summits of 6 or more members your Enterprise moves from Tier 1 to Tier 2.
After two Summits of 10 or more members, while having a Tier 2 Enterprise, your Enterprise moves from Tier 2 to Tier 3.

If your band fails to meet the minimum numbers requirement (6 for Tier 2, 10 for Tier 3) for two Summits in a row, it will reduce down a tier the following Summit.
Repairing, Moving, or Changing an Enterprise
In a circumstance where an Enterprise becomes damaged, needs to move to a new territory to follow character investments, or the band simply wishes to change enterprise type, this can be done by paying the exchange Locks equal to the Enterprises tier x 4.
When the band has moved enterprise locations or purchased a new enterprise, they will only be able to perform the default (1st) action for that enterprise this season. This reflects the lack of options and time available when setting up a new enterprise.
Enterprise Downtime
Following each Summit the Band attends with at least minimum numbers (3), the Band leader will be able to submit a downtime action for the Enterprise. This is done through the link HERE. In submitting their enterprise downtime the Band Leader will be able to select one of the three actions available to them based on their Enterprise type, as well as any other information required (such as target locations or characters).
If a downtime is not submitted, the Enterprise will be assumed to perform the default action, which is always the 1st action presented.
Enterprise Types
A band’s enterprise is chosen from the Enterprise list. Each enterprise has the following elements:
Name: What this type of Enterprise is called.
Description: A description of this general type of enterprise.
Prerequisites: Any relevant prerequisites.
Actions: What actions are available to that enterprise.
Headquarters
Command and control for a larger military company. Supports a band focused around being a mercenary company.
- Private Contracts: Gain X Locks [X = [(Tier x 2) + 1 per business in band]
- Mercenary Campaign: All Military Investments in the Band gain +50 strength when taking the Support the Army action this Season. Investments have a higher chance of being damaged during this campaign.
- Training and Logistics: Select a Military or Business investment within the Band. During this Season it cannot be damaged and next season it may be upgraded for one less wain. It may not undertake special actions, and must undertake Profitable Work if it is a Military investment. It may not be targeted by an enchantment that allows it to function as another type of investment this season.
Redoubt
A defensive structure. Representing the heart of a band dedicated to the defense of their homeland.
- Holdout: Provides a 300 strength defence to the territory it is in. Can be defended by military investments in the band.
- Shelter the Needy: Gain X measures of crafting resources [ X = Tier x 2] and Y locks [ Y = Tier]
- Marching Orders: All Military investments in the band cannot be damaged this season when taking the ‘Support the Army’ action.
Quartermaster
Warehouses of supply and reinforcement.
- Equip the Heroes: Gain X Random Potions [X = Tier x 2] and Y Random Journeyman items [Y = Tier]
- Support the Mercenaries: Gain X War Supplies [X=Tier x 2]. War Supplies can be turned in to the Exchange to repair a damaged Military or Naval investment (regardless of tier).
- Resupply the Troops: Gain X Locks [X= (Tier x 2) + 1 per Farm in the Band] when an army takes the Billet action in the territory that this Quartermaster is based in. The army also recovers an additional Y strength [ Y = Tier x 100]. Where there are multiple quartermasters in a territory, the lock bounty is added together and split between them.
Bivouac
A hidden forward camp and staging point.
Prerequisite: Cannot be located in a territory with the Urban terrain.
- Hunt for Supplies: Gain X random Wilderness resources and Herbs. [X=Tier x 4]
- Forward Scouts: Military Investments from the Band count as being one tier higher this season for the purposes of ‘Scout the Frontline’.
- Deep Raid: Military investments from this band may target territories one territory removed from Concordian territory for the ‘Scout the Frontline’ action this season.
Cove
A secure anchorage for ships.
Prerequisite: Must be located in a Coastal Territory
- Privateers: Naval investments in this band that take the ‘Support Fleet’ downtime action this season will still gain resources as if they had completed ‘Independent Action’, albeit half as much.
- No Port Too Far: Naval investments in this band that take the ‘Trade with Foreign Ports’ downtime action this season will be treated as being X [ X = tier ] tiers higher for the purposes of reaching distant or dangerous ports.
- Docking Fees: Gain X Locks [ X = (Tier X 2) + 1 per Business in Band ]
Shipyard
An industrial site for the repair and construction of ships.
- Buoyant Trade: Gain X Locks [X= Tier x 3] when a fleet takes the Dock action in the territory that this Shipyard is based in. The fleet also recovers an additional X strength [ X = Tier x 100]. Where there are multiple Shipyards in a territory, the lock bounty is split between them.
- Private Repairs: Gain X War Supplies [X=Tier x 2]. War Supplies can be turned in to the Exchange to repair a damaged Military or Naval investment (regardless of tier).
- Repair and Refurbish: Select a Naval or Business investment within the Band. During this Season it cannot be damaged and next season it may be upgraded for one less wain. It may not undertake special actions this season, and must undertake Profitable Work if it is a Naval Investment. It may not be targeted by an enchantment that allows it to function as another type of investment this season.
Merchant League
A connection of mercantile enterprises.
- Sell Sell Sell: Gain X Locks [X = (Tier x 2) + 1 for each different kind of investment in the Band]
- Buy High: Gain X random wains [ X = Tier ]
- Primary Industries: Gain X random resource measures [X = (Tier x 2) + 2 for each kind of investment in Band]
Assay
An office of mineral excellence.
- Mineral Wealth: Gain X mine resources [X = (Tier x 3) + 1 for Each mine tier in Band]
- Dig New Veins: Select mine investments equal to Tier that are in the band. Those investments may upgrade next season for 1 wain less.
- Dig Deep: This band's Mine investments that are in the same territory as this enterprise continue to function as normal this season despite enemy occupation. This band's mine investments cannot be damaged this season.This enterprise continues to function, but cannot take any other action.
Marketplace
An organisation focused on the trading of goods and materials.
- Trade Monopoly: Gain X random Journeyman items [X = Tier X 2] and Y random measures [Y = (Tier x 2) + 1 per tier of investment in the Band]
- The Exchange Special: At Summit gain access to a private set of purchasable resources from the Exchange master. These are exclusive and limited.
- Follow the Market: This Enterprise moves to an adjacent territory for no cost. This allows the Enterprise to be based in a territory contrary to the standard Enterprise location rules. However it may not be based in territory not controlled by this band’s realm.
Syndicate
A gray market endeavour.
- Contraband: Gain X potions, random artisan crafts, and other nefarious items. [ X = Tier +1 per member of the Band]
- Things that can’t be Bought: This investment undertakes a ‘Trade with Foreign Ports’ downtime action as if it was a Naval Investment with Tier X [X = tier x 2]. However this may only be completed targeting nations that The Concord is not currently trading with. This action carries danger of the Enterprise being damaged, particularly over long distance or notably dangerous relationships. Current targets are the following: - The Adanji Shahak - The Trade Principality of Aprivano - The Onyx Aristocracy - The Artebazzani Empire
- Under their Noses: If enemy forces capture the territory this enterprise is within, the enterprise must take this action until the territory is reclaimed by The Concord. However, investments of this band in this territory are not lost and continue to function at a reduced amount as they attempt to hide from enemy forces. Investments in this territory held by this band produce at half whenever they would gain income (of any kind), and cannot take hostile actions that would target the enemy nation that controls this territory (such as supporting armies, fleets, or fortresses arrayed against them, or special actions that would be seen as 'hostile').
Community
A township or hamlet.
- Community Support: Gain income as if the Enterprise was an investment of Tier X [X = Tier x 2]. The type of investment must be held by at least one member of the Band. If you do not specify an investment type, the Band leader's investment type will be chosen by default.
- A Quiet Season: Investments in this band may not take special action this season. Investments may not take actions that take place out of their territory this season. Investments may not be damaged this season. Characters in this band gain 1 bonus hitpoint and either 2 bonus mana or 1 bonus energy next Summit. Gain X Locks [X = Tier + 1 per 2 members of the band].
- For Hearth and Home: If a hostile force is campaigning in the same region as this Enterprise this season, all members of this band gain the Deathless skill next season. If they already had Deathless they gain Unstoppable for the next Summit. If they already had Unstoppable, they gain 1 maximum energy for the next Summit. Gain random potions equal to X [X = number of members of the band at the Summit.]
Hunting Lodge
A wilderness retreat for hunting, hiking, and immersing yourself in nature.
Prerequisite: Cannot be based in a territory with the ‘Urban’ terrain.
- Spoils of the Wild: Gain X random Wilderness resources and Herbs.[X=Tier x 4]
- Feast by Firelight: Each character in the band gains a High Morale card. This can be turned into the Civil Service the next time the character would suffer a Minor or Moderate spiritual wound. The character does not suffer the wound.
- Hunting Trip: This Enterprise may undertake a Scout the Frontline downtime action as if it were a Military investment equal to X [X = Tier x 2]. It may only target territories adjacent to where it is currently based.
Shrine
A religious retreat and place of contemplation.
- Preach to the Masses: Gain X Church Votes. [X = Tier x 3] and Y Locks. [Y = Tier x 2]
- Arm the Masses: Congregation investments in this Band may take the ‘Support the Army’ or ‘Defend the Fortification’ actions this season as if they were military investments of the same tier.
- Heal the Masses: Gain X Crystal Mana [X = Tier + all Leyline and Congregation Tiers in Band).
Library
A place of arcane knowledge and research.
- Arcane Knowledge: Gain Crystal Mana equal to X [X= (Tier x 2) + number of Leylines and characters with Magus in the Band ]
- Private Research: The Band Leader may submit a research request to be completed during the downtime season. This research must be focused on the fields of the arcane, divine, or physical sciences of the world of Esterra. The request should be a single sentence and a brief result will be given to the Band Leader at the next Summit. This will provide additional information, rather than new crafts, potions, or ceremonies.
- Magi’s Infusion: Select one spell known by the Concord. At the following Summit, all members of the band with the ‘Magus’ skill know this chosen spell for the duration of the Summit.
Laboratory
A place of alchemical study and experimentation.
- Bring the Supplies: Gain X random herbs [ X = (Tier x 2) + 1 per tier of Herb Garden investment in the Band] and Y random potions [ Y = Tier x 2 ]
- Search the Records: Select one potion available to The Concord, and if not to the whole Concord, this Band’s realm. All members of the band with the ‘Apothecary’ skill will be able to craft this potion this summit as if they knew it. In addition, gain X of that potion [X = Tier]
- Cutting Edge: When this action has been completed three times, the Band leader may submit a request for a new potion. This potion may only be learned by members of the band for the first year following its creation. Members of the Band’s realm for the second year following its creation, before finally being available to The whole Concord in the third year. In addition, gain X herbs each time this action is taken. [ X = ( Tier x 2 ) + 1 per tier of herb garden in the Band].
Graveyard
A site for the dead, dying, and their souls.
- Tend to the Missing: Gain X Crystal Mana [X = ( Tier x 2) + 1 per character who died from this realm last Summit]
- Fill the Book: The Band Leader may submit a research request relating to a historic individual who perished within the region the Enterprise is based within. The request should be a single name and a brief result will be given to the Band Leader at the next Summit.
- Interred with Honour: Following the death of a Concordian Hero, if the Band Leader has permission from the hero’s band leader or closest companion, that character may be interred within this graveyard enterprise. A maximum of X characters may be interred per season. The Band Leader may ask X questions of each of X dead characters who have been interred within the Graveyard prior to this season. [X = Tier]. This questioning is completed through Spheric magic. This action may be used to both inter and question characters, both with a value of X actions.
Realmic Enterprises
Haven
A reclusive and hidden Greenweald settlement, standing as the flickering light in the dark.
Prerequisite: Must be a Greenweald Band with the Haven archetype.
- Open to Trade: Gain X Wilderness and Herb Garden Measures [X = Tier x 3] and gain Y Locks [ Y = Tier x 2]
- Rage against the Dark: Grants 200 Defence to the territory this enterprise is found within. Investments in the band that share a territory with this enterprise can defend it as if they were military investments of their tier-1 (to a minimum of 1) taking the ‘Defend the Fortification’ action. Military investments in the band do not take this malus.
- Indulge in the Old Ways: Gain X Crystal Mana [ X = (Tier x 2) + 2 for each member of the band. ] Gain 1 Random artisan craft. A random number of characters from the band will begin next summit with Traumatic Wounds.
Wealdward
A tract of wild, untamable, and corrupt Weald wilderness, tended to as much to keep it at bay as it is to keep it useful.
Prerequisite: Must be a Greenweald Band
- Among the Underbrush: Gain X Wilderness measures and Crystal Mana [X = Tier x 4]
- Truth Under the Moon: Gain X Crystal Mana [X = Tier x 2] and Y visions of the coming Summit. [ Y = Tier].
- Battle the Darkness: Gain X random artisan crafts, Y potions, and X wounds [X = Tier, Y = Tier x 2]
Quarter
A neighbourhood within a larger metropolis, with its own microculture and fierce parochialism.
Prerequisite: Must be a Lerona Mere Band and this enterprise must be in the Legend City territory.
- Web of Patronage: Gain X Locks [X = (Tier x 2) +1 per character with Artisan, Apothecary, or Divine Lore in the Band. Each character is counted once only.)
- More Important on Paper: During this season, all investments operated by the Band count as being 1 tier higher for the purposes of determining their rewards from Special Actions, or actions that have a reward split over many parties. This does not increase their actual importance or strength, only their split of the reward.
- Fanfestivo!: Gain X random measures [X = Tier x 2] and Y potions with prominent non-medicinal side effects [Y = Tier x 2]. Gain Z Locks [ Z = Tier].
Hospitality
A temple to avarice, joy, and cold hard coin. All the light of the city and its darkest shadows.
Prerequisite: Must be a Lerona Mere Band
- The House Always Wins: 20% chance to gain X Locks [X = Tier x 3], 20% Chance to gain Y Locks [Y = Tier x 2], 20% Chance to gain Z Locks [Z = Tier], 20% chance to lose locks equal to tier, 20% chance to gain nothing.
- Open Tables, Open Hearts: Gain locks equal to X. A number of players in the band equal to X and with investments in the same territory as this enterprise gain a High Morale card. This can be turned in to the Civil Service the next time the character would suffer a Minor or Moderate spiritual wound. The character does not suffer the wound. [ X = Tier x 2]
- Red Velvet Revolution: Select one Lerona Mere political party. The band gains favour with this party, receiving additional information and support from that party in the coming Summit. This party also receives prominence in the public eye. Also Gain X Locks [X = Tier x 2].
Villa
A regional estate complete with agriculture, privacy, and wealth.
Prerequisite: Must be a Lerona Mere Band based in a region that does not have the ‘Urban’ terrain.
- Vineyards and Victuals: Gain X Locks, X Wilderness Resources, and X Herbs [X = Tier ].
- The Quiet Garden: Herb Gardens, Farms, and Wildernesses operated by this band cannot be damaged this season.
- Legacy of the Landholders: Gain a random wains equal to X [ X = Tier]
Caravan
A wagon train that wanders the wastes and wilds.
Prerequisite: Must be an Andashi band.
- From the Land to the City: Gain X Resources [ X = (Tier x 2) + 2 for each investment Tier in the band). This Enterprise may move to an adjacent territory controlled by this band's Realm. This allows the Enterprise to be based in a territory contrary to the standard Enterprise location rules.
- Send the Scouts: This Enterprise may undertake a Scout the Frontline downtime action as if it were a Military investment equal to X [X = Tier x 2]. It may only target territories adjacent to where it is currently based. This Enterprise may move to an adjacent territory controlled by this bands Realm. This allows the Enterprise to be based in a territory contrary to the standard Enterprise location rules.
- Trade in Travel: Gain X Locks [ X = Tier x 2] and convert any amount of measures to keys at a rate of 1:2. These measures must be handed in to the sign out desk at the end of Summit. This Enterprise may move to an adjacent territory controlled by this band's Realm. This allows the Enterprise to be based in a territory contrary to the standard Enterprise location rules.
Dig
A place of the past unearthed by time and fate.
Prerequisite: Must be an Andashi band.
- Trinkets for Sale: Gain locks equal to X [ X = (Tier x 2) + 1 for each Wilderness and Mine tier in the Band]
- Lost Artifacts: Gain artisan crafts equal to X [ X = Tier + 1 for each Wilderness and Mine investment in the Band, to a maximum of 4. Journeyman crafts are most common, but expert and masterwork crafts are possible]
- Hidden Mysteries: The Band Leader may submit a research request relating to a historic events within the region the Enterprise is based within. The request should be a single sentence and a brief result will be given to the Band Leader at the next Summit.
Estate
A noble manor, grounds, and dignity.
Prerequisite: Must be a Bordevarian band with the ‘Noble House’ archetype.
- Commoner Sweat: Gain X Locks [X = (Tier x 2) +1 per each commoner character within the Band and/or Farm investments in the band, to a maximum of +3.]
- Raise the Knightly Banners: Any investments held by Knights of this Band may function as if they were military investments of the same tier this season. If a Knight in this band already has a military investment, it functions at +1 Tier
- Noble Heirloom: When this band is founded, select a masterwork or expert artisan craft. When this action is taken, that artisan craft will be placed in the band leaders inventory at the following Summit. It only lasts one summit before expiring (in world it is being returned to its resting place within the Estate). When this band increases in tier you may select an additional Masterwork or expert artisan craft. These are added to the list of available crafts, although only one can be in use at a time.
Keep
A martial fastness of strength and honour.
Prerequisite: Must be a Bordevarian band with at least one Knightly character.
- Hold the Line: Grants 300 defence to the territory it is in. Can be defended by military investments in the Warband.
- Seat at the Table: Gain Locks equal to X. [X = Tier + 1 per Knight in the Band]. All Knight characters in the band gain +1 maximum energy next Summit.
- Training Yard: Select one combat skill known by a character in the band. All Knight, Squire, or Errant characters in the band count as knowing that Combat skill for the duration of next Summit.
Underburrow
A buried community of industry and life.
Prerequisite: Must be an Iron Valley band.
- Mine and Mundanity: Gain X Mine Measures [X = ( Tier x 2) + 2 per mine investment in the band]
- End the Long Retreat: If a hostile force is campaigning in the same territory as this Enterprise this season, all members of this band gain the Deathless skill next season. If they already had Deathless they gain Unstoppable for the next Summit. If they already had Unstoppable, they gain 2 maximum energy for the next Summit. Gain random journeyman crafts equal to X [X = number of members of the band at the Summit / 2.]
- Prosper in the Dark: Investments held by this band that share a territory with this Enterprise cannot be damaged due to enemy action and continue to function while in territory held by enemy nations this season. This enterprise continues to function, but cannot take any other action.
Pinnacle
A high place to be one with the world and what lies beyond.
Prerequisite: Must be an Iron Valley Band and this enterprise must be based in a territory with the mountain terrain or adjacent to a territory with the mountain or impassable mountain terrain.
- Gather the Starshards: Gain X Starshards [ X = Tier]. Starshards can be turned in to the Exchange to repair a damaged Leyline, Congregation, or Wilderness investment (regardless of tier)
- Stargazing: Gain X Crystal Mana [X = Tier x 3] and Y visions of the world beyond Esterra. [ Y = Tier].
- Blessing of the Stars: All characters with the Magus skill in the band gain +2 maximum personal mana and +1 hitpoint this coming Summit. Gain X resources measures [X = Tier x 2]