Commissions encapsulate the broad category of constructions or creations that the Senate or Realms of The Concord can pursue over the course of Summits. These commissions are of great importance and they not only grant the Concord needed powers, but they will also be responsible for the vast amount of the expenditure of the Concordian treasury, they are also the primary method to create Concordian titles.
The Commissions found in this section include all the current options available to the Senate, although this may increase over time. Each Commission contains not only the description of its construction, but also the description and powers of any titles it might create. As previously noted, only The Concord and the individual Realms may create Commissions, any smaller organisations lack the bureaucratic manpower to ensure such organisations succeed.
At any point during the commission or after, the Senate can elect to transfer control of an individual Realm, as per the commission motion.
Military Commissions
Cost: 30 Mithril + 10 Vaults
Upkeep: 5 Vaults.
Construction Requirements: None
Construction Time: 2 Seasons. The Vault cost must be paid during the summit the army is commissioned, with the Mithril being paid either at the same time or on the second Summit.
Function: An army is a military force with a fighting strength of 5000. This generally represents about 5000 reasonably trained and equipped soldiers fighting under the banner of The Concord or one of its Realms. Armies function under the rules laid out in the ‘War and Conflict’ section of this document.
Armies are led by a General
Election: Generals are elected in the Spring Summit later in the year. Generals of Concordian Armies are elected by The Senate, while Realmic Generals are elected according to their nations own traditions.
Term: Generals serve a term of one year, including the summit where they are elected.They may immediately stand for re-election after this term if they wish. There is no term limit.
Cost: 30 Thunder Oak + 10 Vaults
Upkeep: 5 Vaults.
Construction Requirements: Must be constructed in a Coastal Region Construction
Time: 2 Seasons. The Vault cost must be paid during the summit the Fleet is commissioned, with the Thunder Oak being paid either at the same time or on the second Summit.
Function: A Fleet is a military force with a fighting strength of 5000. This generally represents about 50 well equipped and crewed warships sailing under the banner of The Concord or one of its Realms. Fleets function under the rules laid out in the ‘War and Conflict’ section of this document.
Fleets are led by an Admiral
Election:Admirals are elected during the AutumnSummit, earlier in the year. Admirals of Concordian Fleets are elected by The Senate, while Realmic Admirals are elected according to their nation's own traditions.
Term: Admirals serve a term of one year, including the summit where they are elected. They may immediately stand for re-election after this term if they wish. There is no term limit.
Cost: 20 Wains on Arcstone - 10 Vaults
Upkeep: 1 Vault
Construction Requirements: Maximum of one fortification per region.
Construction Time: 3 Seasons. At the first summit, at least half of the Arcstone and Vaults must be supplied, with at least a quarter being spent in the ensuing two Summits.
Function: A fortification functions as a military force with a strength of 3000. It always takes the custom order ‘Static Defense’
In addition, one army taking a defense order in the same region as a Fortification that does not engage in a campaign regains an additional +10% of any lost casualties, on top of the standard 20%.
When constructed, a Fortification can be ‘faced’ along a Regional border. When a campaign occurs with hostile forces originating from the ‘faced’ region, the Fortifications strength is 4000. However, in all other campaigns its strength is 2000.
Title
Fortifications do not create a title.
Economic Commissions
Cost: 20 Wains of Arcstone - 7 Vaults 15 Locks
Upkeep: 2 Vaults 15 Locks
Construction Requirements: Mithril Mines can only be built in regions that contain Mithril, with a maximum of one Mithril mine per region.
Construction Time: 1 Season
Function: Mithril Mines produce Mithril Wains which are granted to the current Deed holder. On average a Mithril Mine produces 15 Wains of Mithril in the season before each summit. Although this number may slightly fluctuate each season.
An owner of a Mithril Mine is considered a Title Holder
Cost: 20 Wains of Thunder Oak - 7 Vaults 15 Locks
Upkeep: 2 Vaults 15 Locks
Construction Requirements: Arcstone Quarries can only be built in regions that contain Arcstone, with a maximum of one Arcstone Quarry per region.
Construction Time: 1 Season
Function: Arcstone Quarries produce Arcstone Wains which are granted to the current Deed holder. On average an Arcstone Quarry produces 15 Wains of Arcstone in the season before each summit. Although this number may slightly fluctuate each season.
Seek Lake Ladure Quarry, Magli's Gift, and Arcstone Quarry
An owner of an Arcstone Quarry is considered a Title Holder
Cost: 20 Mithril + 7 Vaults 15 Locks
Upkeep: 2 Vaults 15 Locks
Construction Requirements: Thunder Oak Orchards must be built in a region that contains Thunder Oak, with a maximum of one Orchard per region.
Construction Time: 1 Season
Function: Thunder Oak Orchards produce Thunder Oak Wains which are granted to the current Deed holder. On average a Thunder Oak Orchard produces 15 Wains of Thunder Oak in the season before each summit. Although this number may slightly fluctuate each season.
An owner of a Thunder Oak Orchard is considered a Title Holder
Diplomatic and Other Commissions
Cost: 15 Arcstone - 5 Vaults
Upkeep: 2 Vaults 15 Locks
Construction Requirements: May not be built in a region that already contains a School of Magic.
Construction Time: 1 Season
Function: Schools of Magic research and create new instructions for Magical Items, Potions and Ceremonies through the use of the Research power granted to the Headmaster.
A School of Magic is run by a Headmaster
Election: Headmasters are elected during the Spring Summit at the later part of the year. They are elected by popular vote within the Shardcircle. If it is a Concordian School of Magic, then the candidates may come from any realm. If it is a Realmic School then it may only come from that Realm.
Term: Headmasters serve a term of one year, including the summit where they are elected. This effectively grants them two chances at research. They may immediately stand for re-election after this term if they wish. There is no term limit.
Cost: 15 Wains of Thunder Oak - 5 Vaults
Upkeep: 2 Vaults 15 Locks
Construction Requirements: Embassies can only be commissioned by The Concord.
Construction Time: 1 Season
Function: An Embassy holds the required expertise and bookkeeping to engage in foreign diplomacy with the threats, local nations and foreign nations of the world. While it is functioning, the Concord has access to a Title of Ambassador. Each embassy grants a single ambassador title and can only be assigned to a single nation at a time. Reassigning an embassy to focus on another nation has a substantial cost as resources and investigation are required. Reassigning an Embassy costs 1 Vault.
Title - Ambassador
Cost: 15 Mithril + 5 Vaults
Upkeep: 2 Vaults 15 Locks
Construction Requirements: Must be built in a region that contains an Embassy, Fortification or Great Work with not more than one Spy Network per region. Spy Networks can only be commissioned by The Concord.
Construction Time: 1 Season
Function: A Spy Network acts as the headquarters, safe house and repository for a network of agents deployed both in The Concord and abroad. These agents perform espionage on distant nations, exposing information and sabotaging their endeavours. Each network targets either a single foreign nation, or The Concord as a whole. This is managed by the title associated with this network, known as a Spymaster. Spy Networks can be withdrawn from a nation but doing so requires time, skill and resources. This costs 2 Vaults and 5 Mithril.
Title - Spymaster