Settlements and Renown
Renown is earned by warbands by drawing favourable attention from the gods – e.g. by winning entertainment competitions, being victorious in battles, providing good camp hospitality, or by satisfying specific requests (see the Battlegrounds and the Oculus for more details). Renown has no phys rep and cannot be directly traded. Deities may transfer renown between warbands at the request of both parties, either by discussion with representatives of the deities or by the Witness spell.
A warband starts each event with 1 manifest power and 1 common resource per 5 people booked. This is rounded down so you must have at least 5 people booked to receive anything and is a flat rate i.e. it is not affected by raiding or settlement improvements.
Renown can be spent on maintaining, expanding and specialising the warband’s settlement. Improving a settlement can increase the resources it produces each event and its ability to defend itself or attack other settlements. This is achieved by expenditure of renown by the OC leader of the warband at the end of the event. Warbands without a settlement will not receive additional resources at the start of an event.
Despite the name a settlement can either be a fixed location such as a village or warcamp, or a roving entity such as a nomadic war party or fleet of wagons. All fixed location settlements belong to one of four territories: northern, southern, eastern or western. This will affect which battleground fights the warband can take part in and may affect the cost of certain settlement characteristics. A warband with no settlement or a roving settlement may take part in any battle.
A roving warband may guest with a fixed settlement, to do so they must have the agreement of that settlement (as recorded by the OC leader at GOD). The warbands share defences and may choose to combine units on joint actions, noting that they will still submit separate downtime actions.
Each warband may spend renown on improvements each downtime as per the below table, with any changes taking place at the start of downtime i.e. if a settlement creates a caravan they may use it in the same downtime.
An improvement can be removed or reduced by the warband returning 50% of the cost to purchase
Each improvement has a maintenance cost of 10% that must be paid each downtime period, if the warband cannot pay this cost then improvements are removed or reduced (in descending order of cost) until the maintenance cost can be paid
Settlement Improvements (Cost for Fixed/ Cost for Roving)
|Reputation/size (+5 manifest power)||10/15||20/30||30/45||50/75||80/120|
|Holy Ground (+10 defence to unholy)||5/-||10/-||15/-||25/-||40/-|
|Infrastructure & Crafts (+ 5 common resource)||5/-||10/-||15/-||25/-||40/-|
|Fortifications (+10 defence)||10/-||10/-||20/-||30/-||50/-|
Unit Improvements (Cost for Fixed/ Cost for Roving)
|Travelling priests (+10 defence or offence to the unholy when raiding or trading)||-/10||-/10||-/20||-/30||-/50|
|Trade Caravan ( +2 power +2 uncommon resource to both settlements)||15/10||30/20||45/30||75/50||120/80|
|Military (+10 defence or offence)||10/10||20/20||30/30||50/50||80/80|
Trading and Raiding
A warband may choose to undertake any combination of the below actions per downtime. An individual unit may only be used for one action in a given downtime period.
A warband may use its military to raid one of the following targets: a settlement, the trade route between two settlements, or the unholy. A warband may not raid its own settlement (including a settlement they are guesting in) or a trade route that its own caravans are using.
A raid is successful if its offence rating is greater than its target’s defence rating. A successful raid reduces the target’s production of manifest power and resources at the next event by a percentage amount equal to the difference between the two ratings.
A settlement or trade caravan can have its production reduced by a maximum of 50% in a given downtime period. This includes raids by warbands or by the unholy.
Any reduction in resource production goes to the raider. If there is more than one raider their offence scores are combined but each only receives a proportion based on their contribution to the total attack score (rounding up). All warbands take their spoils from a raid first with any remainder going to the unholy.
Raiding the unholy works in a similar manner except a warband may also choose to use their travelling priests to assist their military. Different unholy forces are raided by each warband and by default have a defence rating of 0 and a production of 4 manifest power and 2 common resources.
E.g. two settlements with attack values of 50% each (both have 30% military and 20% trackless passing) attack a starting settlement with no defences that has 12 booked players. The attackers get away with 2 power and 2 resources each (25% of the 6 points the settlement gets, rounded up) and the defending settlement still has 3 power and 3 resources (the 50% it would have been left with following unholy attacks), as the attackers value exceeds the unholy value the unholy does not get anything from the settlement.
A settlement automatically defends against all raids with any value in holy ground or fortification; this is automatic and does not require an action.
A warband’s military or travelling priests can use their action to defend either a settlement or the trade route between any two settlements. Each unit can only defend one thing per downtime and cannot then be used for raiding. A unit can also be ordered to take no action e.g. a military force can be posted to a settlement or caravan but not contribute to its defence.
By default the unholy will raid all settlements with an offence rating of 50 and all caravans and roving warbands that are not guesting with a fixed settlement with an offence rating of 100.
A warband’s trade caravans may be given the trade action on a trade route between their own settlement and any other named settlement.
A trade route between two settlements can be raided. This can be defended by assigning the defend action to military and travelling priests units. Regardless of who owns the defending units all trade caravans on a trade route suffer the same percentage loses and while defending a warband cannot choose to protect its caravans over those of another warband on the same route.
Spells that affect settlements
There are some spells that affects settlements in downtime, each must all be during time in at an event and are cast into non magical items (natural artefacts) that are taken away and used in downtime (item ref must be submitted with downtime request). Examples of such spells below (see Known Spells for more details):
- Trackless passing : A targeted caravan gains +10 defence when trading. A targeted military unit gains +10 offence when raiding
- Holy aura: Target caravan gains +10 defence against the unholy when trading
- Open the way: Targeted trade route gains +50 defence against the unholy. Multiple castings do not grant further reduction, all users of trade route gain this bonus