The Faction Commander or their delegates have the ability to order several other types of actions during a Downtime Phase. These actions can be as extensive as the Faction has resources to carry them out. These actions should be submitted via the Faction Command form on the website.
The Warmaster is in control of the military forces of the Faction, known as the Faction Troops. These forces are organised into Warbands, each normally consisting of 100 soldiers and 200 support personnel. The Faction Troops can be deployed to territories on the island, to assault, capture or defend them.
Assault - Deployment to an uncontrolled territory up to 2 territories away from one that is already controlled by the faction. They gain a bonus to Military Strength for any battle they fight in that territory, but cannot capture the territory.
Capture - Deployment to an uncontrolled territory adjoining one that is already controlled by the faction. If undefended or if they successfully defeat any opposition, the territory is claimed by the faction
Defend - Deployment to a territory already controlled by the faction. Any warbands deployed to a territory already controlled by your faction count as Defending.
When allocating a warband to a territory not controlled by your faction indicate whether they are Assaulting or Capturing. Any warband can also be set to a Raid stance, where they generate extra income from the territory they are deployed to, but take increased casualties (+10% if drawn or successful, +20% if defeated).
A warband has a base Military Strength of 1 for each functional soldier part of it. Casualties to a warband decrease the number of functional soldiers. Improved Weapons & Armour and various other enhancements can increase a warband’s Military Strength.
The presence of player characters from the Warmaster’s faction in a territory to which Faction Troops have been allocated, increases their effective Military Strength. If there is at least one Hound in the territory, the backup counts for significantly more.
Each Downtime Phase, the Warmaster is expected to set the Conflict Stance between their faction and the other factions. These can be Hostile, Neutral or Allied. The default stance towards other player factions is Neutral, and to NPC factions it is Hostile. If the warbands from two or more factions are deployed to the same territory during a Downtime Phase, there are several outcomes.
Hostile & Hostile - Battle ensues between the warbands.
Hostile & Neutral/Allied - Battle ensues between the warbands, with the Neutral forces at a disadvantage.
Neutral/Allied & Neutral/Allied - Territory is contested and though no battle ensues it cannot be claimed by either faction.
If a territory is already held by a faction, a warband from another faction that enters it results in several outcomes based on their faction stance.
Hostile - Battle ensues
Neutral - If the other faction is Allied, nothing happens. If it is Neutral the territory becomes contested. If Hostile, battle ensues with the Neutral forces at a disadvantage.
Allied - If the other faction is Hostile, as above. If Neutral or Allied, the territory is not contested and both faction forces can support each other in battle against other factions. Food from the faction that controls the territory is consumed by the forces of the other faction though.
Each Downtime Phase, a Warmaster can replenish warbands, upgrade them, or raise new ones. Replenish Warband - Allocate additional soldiers and support personnel to a warband to restore it to fresh status.
Upgrade Warband - A full strength Light Warband can be upgraded to a Medium Warband by expending 10 Weapons & Armour, or a Heavy Warband with 20 Weapons & Armour. The base Military Strength of each soldier in the Warband is upgraded to 1.5 or 2 respectively.
Raise New Warband - A new warband can be raised by allocating 100 soldiers and 200 support personnel to the warband. 1 unit of Weapons and Armour converts 5 support personnel to soldiers.
During a Downtime phase, the Spymaster can choose to use their influence to reveal the orders of Warmasters from other factions before they are carried out, or conceal the orders of their own Warmaster. They also stand to gain information about the actions of players from their own faction and others, though this may sometimes require expenditure from the Faction Treasury.
A Spymaster starts with three espionage points to allocate to espionage actions during a Phase. Additional points can be gained and allocated at a cost of 1ns per point. Bonus points may also be drawn from other sources. Allocating points to your own faction provides an indication as to the level of counter-espionage you are engaging in to contest the actions of other spymasters.
Between 0 and 10 espionage points may be allocated to each faction, including NPC factions if their primary settlement has been discovered.
A Spymaster may also allocate espionage points to territories on the map, revealing for the next phase information such as the general risk level of the territory and/or what sort of forces may be present there. Troops allocated to that territory then gain a benefit for the next phase if they become engaged in conflict.
The Paymaster is in charge of the Faction Treasury, which at the commencement of the Chronicle consists of 25,000ss. The Treasury can be used by the Paymaster to outfit Faction players they choose with any standard equipment. Reagents and ores cannot be purchased in this way and must be acquired in-game or acquired through some other means such as Downtime Actions or certain abilities.
At the end of each Downtime Phase, the Treasury will be recalculated based on income and expenditure dependant on Warmaster, Spymaster and Governor actions. The Paymaster is responsible for setting how much the Population are rationed each Downtime Phase, affecting the morale and productivity of the expedition. Good management of the finances will improve the morale of the faction while preventing the Faction Treasury from running dry.
Income The Faction Treasury is replenished by five sources; scavenging by unallocated support personnel, production from certain structures, raiding by warbands, personal actions by players, and special events.
The level at which rationing is set for expedition members will have a notable impact on their morale and effectiveness. The ration level is represented by the number of food units per number of population it is being given to that phase. The overall Food cost of the selected level is the per person cost multiplied by the faction population. Note that this is an average, as amongst the population there will be a range of food cunsumption levels from nobles to slaves, and this cost does not necessarily represent the literal handing out of food, but could just as easily be the provision of resources directly to those that need or desire it.
Sustenance - 1:20 Ration - Expedition members are paid just enough not to starve, but without money to pay for entertainment or supplementary goods, morale will suffer noticeably. Decreases in morale are multiplied by 2 and any increases by 0.5
Limited - 1:10 Ration - Expedition members are provided enough food that they might expect back home. With the dangers posed by the island, most expect more, and discontent is a risk. Decreases in morale are multiplied by 1.5 and any increases by 0.75
Standard - 1:5 Ration - With sufficient food available, a higher than expected level of rationing is likely to improve morale and encourage far more from expedition members in spite of the circumstances. Morale decreases and increases are unaffected.
Generous - 1:2 Ration - Being deadly place that it is, a rich reward for those that survive is enough to make even the most timid sort do their very best in service to their realm, and morale will be high even in the face of omnipresent danger. Decreases in morale are multiplied by 0.5 and any increases by 1.5
The Governor is in charge of the Faction Resources, and can draw upon them to further develop the Faction Stronghold and outposts in controlled territories.
GM Note: Hounds count as members of all player factions for the purposes of gaining benefit from development.
Population - Made up of soldiers, craftsmen and support personnel. Can decline over time through conflict, illness and misadventure.
Food - Required to feed Population. Does not accumulate over Downtime Phases. Low food decreases effectiveness and reduces population, while excess food increases effectiveness.
Livestock - These generate additional Food, or can be slaughtered for more food and a small boost to morale.
Weapons & Armour - Allows support personnel to be converted into soldiers, and enhances Military Strength of warbands.
Raw Materials - Used for developing the Faction Stronghold and its outposts. Deterioration means that some is naturally lost during each Downtime Phase.
Tools - Allows support personnel to be converted into craftsmen, and increases production of Wealth & Luxuries.
Wealth & Luxuries - Increases happiness of Population and contributes to success of the faction at the conclusion of the Chronicle. Deterioration means that some is naturally lost during each Downtime Phase.
Athaeneum - All members of a player faction that use a personal action for Labour in their Faction Stronghold gain an additional 2 Gnosis points during that Downtime Phase. This bonus stacks.
Barracks - Increases the Military Strength of Faction Troops.
Deep Water Port - Protects naval vessels from harsh seas and enhances maritime trade.
Farm - Generates Food and shelters Livestock.
Foundry - Generates Weapons & Armour from Raw Materials by Craftsman.
Granary - Stores some of any excess Food from one Downtime Phase to the next.
Guild House - Generates Wealth and Luxuries (Note that only one of these can be built.
Pleasure House - Improves the overall morale of the Population but decreases the productivity. Grants additional espionage points to the faction spymaster.
Shipyard - Allows the construction of new naval vessels and the repair of existing ones.
Temple - Improves the overall morale of the Population. All members of a player faction that use a personal action in their Faction Stronghold have a chance of becoming Fated.
Walls - Increases the Military Strength of Faction Troops deployed to Defend the Faction Stronghold.
Warehouse - Stores Raw Materials and Wealth and Luxuries and reduces their deterioration.
Workshop - Increases the production of Wealth and Luxuries from Raw Materials by craftsmen.
(Up to 4 per territory, plus up to one special structure)
Archaeological Dig-site (Special) - All members of a player faction that use a personal action for Labour in a territory with an Archaeological Dig-site gain an additional 1 Gnosis points that Downtime Phase, and have a chance to discover Hidden Abilities or Knowledges. This bonus stacks.
Farming Hamlet - Generates additional Food. All members of a player faction that use a personal action for Labour in a territory with a Coastal Hamlet have a chance of obtaining Equipment Points as salvage.
Fort - All members of a player faction that use a personal action in a territory with a Fort, or one that neighbours it have the Risk Factor reduced. Faction Troops assigned to defend a territory with a Fort have their Military Strength increased. Faction Troops assigned to assault or capture a territory neighbouring one with a Fort in it have their Military Strength increased.
Ley-line Locus (Special) - All spellcasters within the Faction gain an additional +1 to their mana total. This bonus stacks if multiple Loci are held by the Faction.
Lumber Mill - Generates additional Raw Materials. All members of a player faction that use a personal action for Labour in a territory with a Lumber Mill have a chance of obtaining lesser or greater environmental reagents if they possess the ‘Forager’ ability.
Sacred Grove (Special) - All members of a player faction that use a personal action for Labour in a territory with a Sacred Grove have a chance of obtaining lesser or greater environmental reagents if they possess the ‘Forager’ ability, and have a chance to discover Hidden elixir or spell Knowledges.
Scouting Den - Faction Spymaster gains 1 espionage point per Scouting Den, to a maximum of 10.
Shrine - Increases the overall effectiveness of any Raw Material generation in the territory, and increases the Military Strength of Faction Troops deployed to Defend the territory. All members of a player faction that use a personal action in a territory with a Shrine have a chance of becoming Fated.
Mine - Generates additional Raw Materials. All members of a player faction that use a personal action for Labour in a territory with a Mine have a chance of obtaining rare ores if they possess the ‘Prospector’ ability.
Watchtower - All members of a player faction that use a personal action in a territory with a Watchtower have the Risk Factor reduced. Faction Troops assigned to defend a territory with a Watchtower have their Military Strength increased.
Each territory on the map possesses a terrain type which affects resource production, as well as the military strength of any warbands that are deployed there.
Plains: +40% Farming Hamlet production, -20% Mine production, -20% Lumber Mill production
Forest: -20% Farming Hamlet production, -20% Mine production, +40% Lumber Mill production
Hills: +20% Mine production, -10% Lumber Mill production, -10% Farming Hamlet production
Mountains: -20% Farming Hamlet production, +40% Mine production, -20% Lumber Mill production
Swamp: +20% Farming Hamlet production, -40% Mine production, +20% Lumber Mill production
Town: No production modifiers
|Faction State||Advise each Faction of the state of their settlement, personnel & resources following any Chapter Game or primary day game.|
|Trade Options||Advise each Faction of their trade options for that Phase.||If a faction possesses a Guild House, note additional benefits from the structure(s).||Trade rates reflect state in which the other factions view the player factions.|
|Allocate Personnel||For each building held by the faction, decide whether it is operational or not. Any non-operational buildings can have their personnel reallocated, but do not produce any benefits during the Downtime Phase.||Note: Labour actions allocated by players to territories increase resource output by 1-5% percent, depending on level of success/failure at that action.|
|Morale Modifier||Carry over the Morale modifier from the last Phase, as this will affect the cost of construction, the production of any resources, and the Military Strength of Warbands during this Phase.||The cost of construction is increased by half the difference between the present morale and 100% morale. i.e. at 60% morale, all buildings cost 20% more resources to costruct.||Resource production is reduced by half of the difference between the present morale and 100% morale. i.e. At 60% morale, all structures suffer a 20% penalty to their production output.||Warbands have their Military Strength reduced by half of the difference between the present morale and 100% morale. i.e. At 60% morale, a light warband at 100 Military Strength is going to be reduced by 20%, ending up at 80 Military Strength.|
|Calculate Food Production||Gain any Food sheltered in a Granary from the previous Phase.||Gain 5d4x10 Food per Farm held and operational (Morale modified).||Gain 3d8x10 Food per Coastal Hamlet held and operational (Morale modified).||Gain 1 Food per 5 Livestock and 1 extra Food per 5 Livestock that are slaughtered|
|Calculate Food Rationing/Reserves||Spend Food to feed Population. 1 Food for 20, 10, 5 or 2 Population, as set by Paymaster.||1:20 and 1:10 rationing reduces morale, 1:2 rationing increases morale.||Each Granary possessed by the faction shelters 200 Food into the next Phase.||Lose any unsheltered Food.|
|Calculate Livestock||Gain 10% more Livestock.||Lose number of slaughtered Livestock||Lose 30% of unsheltered Livestock (Morale modified).|
|Calculate Raw Materials||Gain 4d4x20 Raw Materials for each Lumber Mill held and operational (Morale modified).||Gain 3d6x20 Raw Materials for each Mine held and operational (Morale modified).||For every 5 unallocated labourers, gain 5 Raw Materials||Lose 5% of unsheltered Raw Materials|
|Calculate Ship Status||A ship can be beached to count as being sheltered, but it is automatically damaged and cannot be refloated until repaired.||For every sheltered ship, there is a 10% chance of it being damaged.||For every ship not sheltered, there is a 10% chance of it being destroyed, and a 30% chance of it being damaged.||Damaged ships can be repaired for 30% of their original Raw Materials cost, or dismantled for 40% of their original construction materials. Destroyed vessels can only be dismantled for 10% of their original construction materials.|
|Calculate Building Status||For every sheltered building, there is a 10% of it being ‘damaged’ and not operational.||For every sheltered building, there is a 30% of it being ‘damaged’ and not operational.||Any damaged buildings can be repaired for 50% of their original Raw Materials cost, or dismantled for 25% of original construction materials.||Existing buildings can be dismantled for 50% of original construction materials.|
|Calculate Weapons & Armour Production||Produce 1 Weapons & Armour for every 60 Raw Materials spent in this way (Morale modified). Up to 20 Weapons & Armour may be produced per Phase per operational Foundry.|
|Calculate Tools Production||Produce 1 Tools for every 40 Raw Materials spent in this way (Morale modified). Up to 30 Tools may be produced per Phase per operational Workshop.|
|Calculate Wealth & Luxuries||Produce 1 Wealth & Luxuries for every 100 Raw Materials spent in this way (Morale modified). Up to 5 Wealth & Luxuries may be produced per Phase per operational Workshop.||Lose 10% of sheltered Wealth & Luxuries (Morale modified).||Lose 30% of unsheltered Wealth & Luxuries (Morale modified).|
|Calculate Paymaster Treasury||Gain income based on operational structures (Morale Modified)|
|Rationing||Set food rationing at 1:20, 1:10, 1:5 or 1:2|
|Trade||Engage in trade with other allied or neutral factions to exchange resources||Trade with other factions is hindered if no border is shared, and a 10% loss of trade resources and goods received is applied for each intervening territory not controlled by either faction.||Allocation of ships to trading missions allows direct trade (up to the cargo capacity of the vessel) with any faction with a coastal territory, though the ship counts as unsheltered for that Phase.||Avyrnians can be traded with regardless.|
|Settlement Construction||Select which buildings are to be constructed, and add them to the Faction Settlement.||Remove cost of construction from Faction Resources (Morale modified).||All buildings are considered to be operational, unless specified otherwise.||Note that structures only become operational in the Phase after they have been built. They do generate income in the turn they were built though.|
|Outpost Construction||Select which buildings are to be constructed, and add them to the Faction Outposts.||Remove cost of construction from Faction Resources (Morale modified).||All buildings are considered to be operational, unless specified otherwise.|
|Ships||If a Shipyard is possessed, ships may be constructed.||Ships can be deployed to assist with Paymaster Trading Missions to another faction, or to providing support for Warmaster troop deployments|
|Prisoner Decisions||Prisoners can either be Released, Enslaved, Held, or Executed||Prisoners that are Enslaved or Held count towards your population total for Food consumption. Released or Executed prisoners do not.||Released prisoners may improve diplomacy towards their faction, Enslaved prisoners can be used as labourers, Executed prisoners can improve your faction morale (but worsen diplomacy with their faction), Held prisoners do nothing.|
|Espionage||A Spymaster starts with three espionage points to allocate to espionage actions during a Phase.||Additional points can be gained and allocated at a cost of 1ns per point. Bonus points may also be drawn from other sources.||Espionage points can be allocated to spying on other human factions. Allocating points to your own faction provides an indication as to the level of counter-espionage you are engaging in to contest the actions of other spymasters.||Espionage can also be conducted on other factions on the island if their settlements are known. The difficulty is substantially higher though, and every 3 espionage points count for 1 when used against an Aether War faction.|
|Sabotage||Engage in sabotage missions against enemy structures at a cost of 2 espionage points per attempt against human factions and 4 espionage points against Aether War factions.|
|Scouting Network||Allocate espionage points to territories on the map, revealing for the next phase information such as the general risk level of the territory and/or what sort of forces may be present there. Cost is 1 espionage point per territory.|
|Faction Relations||Set diplomatic stance with other factions to Allied, Neutral or Hostile|
|Deployment||Replenish any under-strength Warband||Raise a Light Warband with 300 Support Personnel and 20 Weapons & Armour.||Upgrade a Warband to Medium with an additional 10 Weapons & Armour, and to Heavy with a further 10 Weapons & Armour.||Deploy each faction Warband to a map territory. Ships with sufficient capacity (alone or combined) for 300 passengers may be used to deploy warbands to Assault coastal territories anywhere on the map.|
|Conflict Resolution||Add Morale modifier to Military Strength of all Warbands. Add any other Military strength modifiers as well.||Spymaster bonuses (Ambush/Counter-Ambush)||Resolve conflict encounters.||Any territory successfully captured by a faction becomes part of its faction holdings. Any structures in a successfully assaulted territory become damaged.|
|In any territory raided by one or more warbands, where the result is a draw, 2d6x5 Raw Materials and d4ns are gained.||In any territory raided by one or more warbands, where the result is a victory, 5d6x5 Raw Materials and 3d4ns are gained.||In any territory raided by one or more warbands, those warbands take +10% casualties for a victory or draw, and +25% casualties if defeated.||10-60% of all injured soldiers of a defeated warband are taken as prisoners by the victorious warband.|
|Calculate Population Total||Reduce Population by the sum of any casualties during the Combat Phase.||For every 5 Population unsheltered, reduce Population by 1.||If on 1:10 rationing, reduce Population by 0-2%. If on 1:20 rationing, reduce Population by 1-4%.|
|Calculate Morale||Note: Maximum Morale = 100%||For each Temple, 250 Population are considered ‘Inspired’. For each Pleasure House, 100 Population are considered 'Inspired'. The percentage of the Population that are ‘Inspired’ increases Morale by the same % (max 50%).||For every point of Wealth and Luxuries, 5 Population are considered ‘Prosperous’. The percentage of the Population that are ‘Prosperous’ increases Morale by the same % (max 50%)||<20% "Terrible", 20-39% "Poor", 40-59% "Moderate", 60-79% "Good", 80-100% "Excellent"|
|For every 5% under 100% last Phase, reduce by 1%||For every % of the Population not sheltered, reduce by 1%||For every 50 casualties in the last Phase, reduce by 5% (max -50%)||Example|
|If on 1:20 rationing, multiply any decreases in morale by 2 and any increases by 0.5||If on 1:10 rationing, multiply any decreases in morale by 1.5 and any increases by 0.75||If on 1:5 rationing, morale decreases and increases remain as normal||If on 1:2 rationing, multiply any decreases in morale by 0.5 and any increases by 1.5|