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This page contains a variety of tables and values relevant to the War Chamber campaign.

Terrain Types

Each Territory has a single Type that reflects the dominant terrain or ocean conditions within its area.

Terrain Movement Cost Casualties Inflicted Modifier Casualties Suffered Modifer Special
Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Swamp 4 -10% +30% Defending armies with base strength 5000 or less gain +1000 claim bonus.
Forest 2 +20% - -
Mountain 4 - +20% Defending armies gain +750 claim bonus. If that defending army has a base strength of 5000 or less, they instead gain +1500.
Desert 2 - +20% Armies taking part in Desert Campaigns have their upkeep increased by 50%.
Urban 3 +20% +20% Defending armies are not affected by +20% casualties suffered from an Urban Territory.
Badlands 3 +20% +10% -
Open Seas 1 +20% - -
Rough Seas 3 +10% +20% -
Archipelago 2 +20% -20% -
Treacherous Seas 3 - +20% -
Shallow Seas 2 - -10% -

Terrain Traits

Each Territory may have any number of Traits in addition to the one granted by its Terrain Type. This table is not exhaustive, and Traits that are rare, limited duration, or localised to particular regions may not be added.

Name Casualties Inflicted Modifier Casualties Suffered Modifier Special
Arcane Squall +5% +5% Moving into this territory costs 1 additional movement point.
Arcane Storm +10% +10% 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.
Arcane Cataclysm +10% +20% 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.
Fortified - -10% Only applies to defending armies.
Holy Site (Religion) +20% +10% Only affects forces that follow the religion of the Holy Site.
Cursed - +20% -
Coastal - - The region may be targeted Fleet Support actions from adjacent sea regions.
Frozen - +20% Each time a fleet moves into this territory they suffer 200 casualties.
Foul Flooding - +20% Does not affect Drowned Forces. Any Non-Drowned Force sufferes 200 Casualties if it spends a season in this territory.
Iceheart - - Armies may not enter this territory during the Winter season.
Faebothered - +15% -
Plagueheart - +20% Any force that campaigns in this territory gains the 'Plagued' trait next season.
Corpseridden - - Whenever Undead forces would heal in this region, they heal an additional 20%.
Harbringer Stands - +30% 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.
Heartland - -20% One army taking the 'Billet' order in this territory recovers an addtional 500 Casualties.
The Spire - +30% -
Lost - +20% This territory cannot be affected by ceremonies.
Beastial - +20% Movement cost for moving through this territory is increased by 1.
Extreme - +20% Armies taking part in campaigns in this territory have their upkeep increased by 50%. This can stack with other upkeep increases.
Hungry Reefs - +15% -
Stormwracked - +15% Increased movement cost by 1.
Unbreakable - - This territory cannot be taken until the fortification within it is taken or destroyed.
Piratical +10% -10% Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.
Fogbank +20% +20% +1 Movement Cost. Defeated Fleets in this territory suffer an additional 200 casualties.

Force Traits

Armies and Fleets may be under the effects of the below Traits, reflecting their current conditions and morale. In addition, all forces have at least one additional Trait, reflecting their composition, demeanour, training, or a combination thereof.

Traits of Concordian forces can be found under their entry in the appropriate Army or Fleet page. Traits of Non-Concordian forces are hidden, but can be discovered through a number of methods in play. These methods include Confluxes, Spy Network actions, and occasional other opportunities.

Name Casualties Inflicted Modifier Casualties Suffered Modifier Claim Modifier Special
Under Supplied -5% +10% -500 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.
Well Supplied - -10% +500 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.
Plagued -10% +15% -500 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 'Billet' action. This force does not passively recover casualties.
Fatigued -10% - -200 -
Bloodthirsty +10% +10% -200 -
Fervour +10% +10% -200 -

List of Land Territories

Traits affecting Concordian Territories will be updated as they emerge, or become no longer relevant.

Most traits affecting Non-Concordian Territories are hidden, but can be discovered through a number of methods in play. These methods include the "Scout the Frontline" Downtime Action, and occasional other opportunities. These Traits will be updated as the the wider Concord becomes aware of them, typically through a Motion of Publication by The Senate or The Council of Six.

Name Region Trait Movement Cost Casualties Inflicted Modifier Casualties Suffered Modifer Special
Alakai Calandri Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Coastal - - - This territory may be targeted by Fleet Support actions from adjacent sea territories.
Alkharab Villacres Mountain 4 - +20% Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.
Bailite Woods Bolsterlee Forest 2 +20% - -
Bayward North Bolsterlee Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Coastal - - - This territory may be targeted by Fleet Support actions from adjacent sea territories.
Bayward South Bolsterlee Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Coastal - - - This territory may be targeted by Fleet Support actions from adjacent sea territories.
Boisombre Mancante Terra Forest 2 +20% - -
Cursed - - +20% -
Sticky Fingers 1 - +5% This trait only applies to defending forces.

Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.

Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.

Crownlands Royal Bordevar Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Heartland - - -20% One army taking the ‘Billet’ order in this territory recovers and additional 500 casualties.
Fortified - - -10% Only applies to defending armies.
Sacrilege - - - This territory cannot be affected by Spheric Ceremonies.
Strongpoints - - -10% Only applies to defending armies.
Dove Dormani Mancante Terra Swamp 4 -10% +30% Defending armies with base strength 5000 or less gain 1000 claim bonus.
Foul Flooding - - +20% Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.
Coastal - - - This territory may be targeted by Fleet Support actions from adjacent sea territories.
Draemoor Royal Bordevar Swamp 4 -10% +30% Defending armies with base strength 5000 or less gain 1000 claim bonus.
Est Speranza Lerona Mere Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Coastal - - - This territory may be targeted by Fleet Support actions from adjacent sea territories.
Everguarde Weiland Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Faebothered - - +15% -
The Hirschkind Hunts - - - Bordevarian or Greenweald armies that leave this territory suffer 100 casualties. If the army remains in the territory and fights, it suffers +5% Casualties.
Golden Seat Corvarrias Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Coastal - - - This territory may be targeted by Fleet Support actions from adjacent sea territories.
Heartsgrave Weiland Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Highward Bolsterlee Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Hochwasser Vassertal Swamp 4 -10% +30% Defending armies with base strength 5000 or less gain 1000 claim bonus.
Cursed - - +20% -
Hunters Wood Resinderholz Forest 2 +20% - -
Cursed - - +20% -
Holy Site (Divine Spheres) - +20% +10% Only affects forces that follow The Divine Spheres.
Monastery - - -15% Friendly forces gain +200 Claim. Casualties Suffered Modifier only applies to friendly forces. Hostile forces that conquer this territory receive additional spoils of war.
La Calidez Hills Tribelands Forest 2 +20% - -
Heartland - - -20% One army taking the Billet order in this territory recovers an additional 500 casualties.
Legend City Lerona Mere Urban 3 +20% +20% Defending armies are not affected by +20% casualties suffered from an Urban Territory.
Holy Site (Divine Spheres) - +20% +10% Only affects forces that follow The Divine Spheres.
Coastal - - - This territory may be targeted by Fleet Support actions from adjacent sea territories.
Madre Campo Lerona Mere Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Marepato Mancante Terra Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Coastal - - - This territory may be targeted by Fleet Support actions from adjacent sea territories.
Sticky Fingers 1 - +5% This trait only applies to defending forces.

Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.

Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.

Masa Vuul Baile Fealtoiri Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Coastal - - - This territory may be targeted by Fleet Support actions from adjacent sea territories.
Mitricasa Rise Mukarrem Forest 2 +20% - -
Oxstone Verlorenherz Forest 2 +20% - -
Cursed - - +20% -
Oursky Brotherslee Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Plateau of the Gods Mancante Terra Mountain 4 - +20% Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.
Foul Flooding - - +20% Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.
Cursed - - +20% -
Holy Site (Artebazzani Old Gods) - +20% +10% Only affects forces that follow the Artebazzani Old Gods.
Sticky Fingers 1 - +5% This trait only applies to defending forces.

Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.

Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.

Priado Expanse Mukarrem Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Holy Site (Divine Spheres) - +20% +10% Only affects forces that follow The Divine Spheres.
Ravensreach Wilds Resinderholz Forest 2 +20% - -
Cursed - - +20% -
Harbringer Stands - - +30% 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.
Aerial Hunters - -5% +5% This trait only applies to Concordian forces.
Harrying Flocks 1 - +5% This trait does not affect armies belonging to The Zekartaal.
Riverlands Lerona Mere Mountain 4 - +20% Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.
Coastal - - - This territory may be targeted by Fleet Support actions from adjacent sea territories.
Sableheart Resinderholz Forest 2 +20% - -
Cursed - - +20% -
Aerial Hunters - -5% +5% This trait only applies to Concordian forces.
Salt Road Mukarrem Desert 2 - +20% Armies taking part in Desert campaigns have their upkeep increased by 50%.
Coastal - - - This territory may be targeted by Fleet Support actions from adjacent sea territories.
Serpent's Heart Calandri Forest 2 +20% - -
Beastial 1 - +20%
Starscar Weiland Badlands 3 +20% +10% -
Fortified - - -10% Only affects defending armies.
Steinvault Pass Steinvault Pass Mountain 4 - +20% Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.
Iceheart - - - Armies may not move through this territory during the winter season.
Stonestep Royal Bordevar Forest 2 +20% - -
The Black Catherdral - -15% -20% Undead forces in this territory ignore the Casualties inflicted value of this trait.

Living forces in this territory ignore the casualties suffered value of this trait.

The Black Cathedral must be heroically assaulted for this territory to be taken. If the territory is conquered in a military campaign, but a heroic assault fails or is not taken, the campaign fails.

Corpseridden - - - When Undead forces heal in this territory, they heal an additional 20%.
Livingfolk - - -10% Undead forces in this territory ignore the casualties suffered by this trait.
Holy Site (Onyx Heart) - +20% +10% Only affects forces that follow the faith of the Onyx Heart.
Sylvestrelli Mare Mancante Terra Forest 2 +20% - -
Coastal - - - This territory may be targeted by Fleet Support actions from adjacent sea territories.
Tanebar Heart Villacres Desert 2 - +20% Armies taking part in Desert campaigns have their upkeep increased by 50%.
Extreme - - +20% Armies taking part in Desert campaigns have their upkeep increased by 50%. This stacks with other upkeep increasing traits.
Tanebar South Tribelands Desert 2 - +20% Armies taking part in Desert campaigns have their upkeep increased by 50%.
Tanebar West Corvarrias Desert 2 - +20% Armies taking part in Desert campaigns have their upkeep increased by 50%.
Cursed - - +20% -
The Crescent Tribelands Badlands 3 +20% +10% -
The King's Pass The King's Pass Mountain 4 - +20% Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.
Fortified - - -10% Only affects defending armies.
Unbreakable - - - This territory cannot be taken until Baelags Holdfast is destroyed, or is taken by some other means.
Holy Site (Divine Spheres) - +20% +10% Only affects forces that follow The Divine Spheres.
Thunderhall Baile Fealtoiri Forest 2 +20% - -
Holy Site (Treefaith) - +20% +10% Only affects forces that follow the Treefaith.
Fortified - - -10% Only affects defending armies.
Totenforst Verlorenherz Forest 2 +20% - -
Cursed - - +20% -
True Wilds Tribelands Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
The Spire - - +30% -
Cursed - - +20% -
Windholme East Windholme Forest 2 +20% - -
Holy Site (Divine Spheres) - +20% +10% Only affects forces that follow The Divine Spheres.
Windholme West Windholme Grassland 1 - - Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.
Holy Site (Divine Spheres) - +20% +10% Only affects forces that follow The Divine Spheres.
Fortified - - -10% Only affects defending armies.
Inheritant Defenders - +15% +5% Only affects Iron Valley forces who submit the 'Bloody Defence' order.
Wolfsbuel Vassertal Forest 2 +20% - -
Cursed - - +20% -
Corpseridden - - - When Undead forces heal in this territory, they heal an additional 20%.
Plagueheart - - +20% Any force that campaigns in this territory gains the 'Plagued' Trait next season.
Zildora Vassertal Swamp 4 -10% +30% Defending armies with base strength 5000 or less gain 1000 claim bonus.
Cursed - - +20% -
Corpseridden - - - When Undead forces heal in this territory, they heal an additional 20%.
Plagueheart - - +20% Any force that campaigns in this territory gains the 'Plagued' Trait next season.
Holy Site (Divine Spheres) - +20% +10% Only affects forces that follow The Divine Spheres.

List of Sea Territories

Traits affecting Sea Territories will be updated as The Concord becomes aware of them, or they become no longer relevant.

Name Trait Movement Cost Casualties Inflicted Casualties Suffered Special
Adan's Watch Treacherous Sea 3 - +20% -
Hungry Reefs - - +15% -
Bay of Promised Gold East Shallow Sea 2 - -10% -
Bay of Promised Gold West Shallow Sea 2 - -10% -
The Great Storm 2 - +20% This trait does not affect armies or fleets belonging to The Drowned.
Cape of Storms Rough Sea 3 +10% +20% -
Stormwracked 1 - +15% -
Cape of the Bailes Rough Sea 3 +10% +20% -
Central Explorers Sea Open Sea 1 +20% +10% -
Central Great Trade Sea Open Sea 1 +20% +10% -
Corsairs Shallows Shallow Sea 2 - -10% -
Piratical - +10% -10% Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.
Guardian Strait Rough Sea 3 +10% +20% -
Piratical - +10% -10% Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.
Corsair Predators - - +10% This trait only affects fleets that do not belong to the Golden Fleet.

Fleets that move through this territory have their upkeep increased by 50%. Fleets that campaign in this territory have their upkeep doubled instead.

Icereach Calvings Treacherous Sea 3 - +20% -
Frozen - - +20% Each time a fleet moves into this territory they suffer 200 casualties.
Icereach Eaves Treacherous Sea 3 - +20% -
Frozen - - +20% Each time a fleet moves into this territory they suffer 200 casualties.
Northern Explorers Sea Open Sea 1 +20% +10% -
Outer Isles East Archipelago 2 +10% -20% -
Outer Isles West Archipelago 2 +10% -20% -
Raiders Sea Open Sea 1 +20% +10% -
Southern Explorers Sea Open Sea 1 +20% +10% -
Southern Great Trade Sea Open Sea 1 +20% +10% -
Steel Archipelago Archipelago 2 +10% -20% -
Hungry Reefs - - +15% -
The Drifting Coast Treacherous Sea 3 - +20% -
Fogbank 1 +20% +20% Defeated fleets suffer an additional 200 casualties.
The Petty Coast Open Sea 1 +20% +10% -
The Suffering Coast Treacherous Sea 3 - +20% -

Further Reading