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Garrisons and Armies

Garrisons defend Settlements with their Might value. Every Settlement automatically has a Garrison based on the size of the Settlement. A Settlement’s Garrison is static, and unable to move. Any losses suffered by a Garrison are replenished at the start of each New Year 🌄 up to the maximum the Settlement allows. Garrisons have no upkeep and do not need to be bought. Narratively, a Garrison might be a civilian militia, who only mobilize when they need to defend the Settlement during a Siege.

Armies are mobile, and can only be created by the Muster Army action. Armies have a Might value equal to the Might value of the Garrison they were mustered from. Armies have Speed 1 👣, and are able to travel across 1 Region per turn. Armies are considered able to move to any Location within the Region they currently reside.

All armies have an upkeep cost, that must be paid. If the upkeep of an Army cannot be paid, then the army disbands at the end of the current turn. Disbanded armies return to the Garrison they came from at the start of the next turn. If an Army has it’s Might reduced to 0 through combat rolls, then its forces are annihilated, and the army ceases to exist.

Might

Might ⚔️ is a representation of the strength and power of Garrisons and Armies. Their Might value is the number of d6 they roll during a combat roll.

When rolling Might, each Realm should roll a dicepool of d6 equal to total Might of their forces. If Realms have an alliance or an agreement of co-operation, then the allies forces add their Might together to determine their dicepool total.

Might can represent whatever size of mustered forces the players and GM want. For example, an Army of Might 5 could be 5,000 pikemen, archers and cavalry, braced and ready to charge, or Might 5 could be 5 individual Battlemages, whose arcane power makes them legends. The narrative for what Might represents for your Realm is up to you, providing the other players and GM agree that it fits the overly tone of the game they want to play.