
Archers
The shooting arm — strikes from beyond the melee and never strikes back. Softens a line before contact, shatters if the enemy reaches it. Raised only where woodland domains stand.
Armies · unit deep dive
The War Book
Know your armies. Master the realm. Your illustrated companion to the struggle for the March.
Six chapters take you from your first campaign to the houses that contest the realm. Every rule stated here is the rule the current build plays by — flavour is labelled as flavour, counsel as counsel, and the numbers are exact.

Your first campaign: the turn, your orders, and what to hold first.
Your first campaign: the turn, the orders, what victory asks, and the first three things to do about it.

The soldiers you can raise, and how companies grow between battles.
The shooting arm — strikes from beyond the melee and never strikes back. Softens a line before contact, shatters if the enemy reaches it. Raised only where woodland domains stand.
Shock riders — the charge lands harder on open ground than anything else in the war, and nothing on the field moves faster. Dearest to raise and keep, and raised only at pasture domains.
How formations become armies: companies, grouping under one banner, combining, garrisons, standing marches, and supply.
The support formation — builds and wields the battering ram that opens gates. Fights like fresh Footmen at every rank; ranks buy speed of work, never strength of arms. Raised at any secured castle.
The universal line troop — matched attack and defence, raised at any secured castle, with a brace that stops a cavalry charge cold.
Ranks and experience: how formations earn XP in battle, what each rank buys, where gold can hurry it, and what development is not.

What castles and cities do, and how they change hands.
Every castle is a fixed domain: size, terrain, wealth, and walls that capture never changes — income, local reserves, and regional recruitment flow from it.
A taken castle pays nothing until it is secured: presence across owning turns earns control, absence resets it, and the benefits resume only after.

Terrain and roads — the ground the whole war is fought over.
Six terrains and the roads across them: what ground costs to cross, what it defends, where cavalry charge, and where the map cannot be crossed at all.

Battles from entry to aftermath, and the siege engineer's trade.
How a fight is joined and won: deployment and reserves, activations, attacks and retaliation, shooting and sight lines, objectives, and what survives.
Fortress assaults: the walled field, gates and battering, the prepared ram Engineers build beside your target's walls, and the keep that decides it.

The four houses, the March, and the realms the generator draws.
The standing way of war each computer house takes up at setup — Warden, Raider, or Opportunist — and why no banner guarantees one.
The broken crown on slate blue: watchful, politically hungry, and counting crowns in the widest generated realms.
The oldest banner on the river: gold, the rayed sun, and the house every campaign puts in your command.
The fox mask on moss green: restless, probing, and seen on distant roads long before it is expected — a house of generated realms only.
The barbed arrowhead on rust red: patient, territorial, severe, and holding the east bank of the Mor in the authored March.
One authored war on the river Mor, and seeded realms without end — what carries between worlds and what the seed redraws.
One deep dive per unit you can raise today — identity, role, and the exact rules behind both.

The shooting arm — strikes from beyond the melee and never strikes back. Softens a line before contact, shatters if the enemy reaches it. Raised only where woodland domains stand.
Armies · unit deep dive

Shock riders — the charge lands harder on open ground than anything else in the war, and nothing on the field moves faster. Dearest to raise and keep, and raised only at pasture domains.
Armies · unit deep dive

The support formation — builds and wields the battering ram that opens gates. Fights like fresh Footmen at every rank; ranks buy speed of work, never strength of arms. Raised at any secured castle.
Armies · unit deep dive

The universal line troop — matched attack and defence, raised at any secured castle, with a brace that stops a cavalry charge cold.
Armies · unit deep dive
The army's arms in one glance — each figure standing ready at left and striking at right, with its page a link away.




The four banners of the March — character, heraldry, and how each fights for its crown.

The broken crown on slate blue: watchful, politically hungry, and counting crowns in the widest generated realms.
The Realm · house profile · banner of slate blue

The oldest banner on the river: gold, the rayed sun, and the house every campaign puts in your command.
The Realm · house profile · banner of gold

The fox mask on moss green: restless, probing, and seen on distant roads long before it is expected — a house of generated realms only.
The Realm · house profile · banner of moss green

The barbed arrowhead on rust red: patient, territorial, severe, and holding the east bank of the Mor in the authored March.
The Realm · house profile · banner of rust red