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War Camp
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War Map
Requisition
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The War Camp

Essential to launching a successful invasion force into hostile territory is the construction of a working and multipurpose war camp. As your wagons and combatants roll into your staging ground on the eve of the war effort, your goal, throughout the evening and into the night, will be to construct a war camp suitable for the task you are about to undertake. As you erect elements of the war camp, your army earns three types of advantages. Requisition Bonuses relate to the number of troops that you can keep supplied and well armed due to the size and complexity of your camp. The more elements you have that come with requisition bonus, the greater the size of your overall troop capacity. Capability Bonuses are specific tangible abilities that are granted to your army from having the appropriate structures, properly constructed according to guidelines. Morale Bonuses relate to the endurance of your army and how capable they are of maintaining the war effort throughout the long day as they penetrate further into enemy territory. Your principle task on Friday night is to construct the War Camp. Though you should be wary of roaming enemy guardsmen and the dangers of the land, creating this staging area is your primary concern. Bonuses will be assessed Saturday morning.

War Tent: The War Tent is the brains of the war effort. It is a place for leadership to gather and to make the kind of plans and decisions that turn the chaos of battle into certain victory. The War Tent must be large enough for a half dozen or more people to stand comfortably. It must be large enough to accommodate the War Table; which will be provided and is approximately 6' in diameter.

  • Requisition Bonus: +2
  • Capability Bonus: Grants a dynamic map of Darkvale, allowing for visual planning of troop movements and a greater understanding of each battlefield. The War Tent allows for the Trappings of Civilization Knight (limited) and "Knight of the Eternal Flame / Knight of the Realms (limited)" to exist.
  • Morale Bonus: +2

Walls: The best offence needs a good defence. A camp safe behind strong walls allows the war party to venture out knowing what they leave behind will remain unharmed. Walls around the war camp must be at least 4' high in all locations, though higher and more impressive walls may increase the bonus numbers below. Walls must extend all the way around the camp except where there are gaps for doors. All doors must have some kind of workable gate. There will be some materials available for wall construction on site.

  • Requisition Bonus: 0
  • Capability Bonus: A war camp with walls cannot be taken by the enemy's troop movement even if it is vacant. It will allow time for the camp to be garrisoned before the enemy attack commences.
  • Morale Bonus: +3

Guard Post: Guard posts allow the inhabitants of the war camp to sleep soundly, even in enemy territory, knowing that their well being is in good hands. Guard posts must exist at every entrance into camp and must contain a chair with some sort of protection from the elements.

  • Requisition Bonus: 0
  • Capability Bonus: If the War Camp has both Walls and a Guard Post at every entrance, the camp becomes too well supervised to be a target at night. No overnight raids on the facility will occur.
  • Morale Bonus: +1

Troop Housing: A well rested army is an army that is fit for battle; therefore having enough sleeping accommodations for even the lowliest Rank and File soldier makes an army all the more powerful. Each housing tent set up inside the war camp is assumed to have sleeping provisions for more troops than simply the heroes that inhabit them. Therefore, each has a direct impact on the requisition level of the army.

  • Requisition Bonus: +2 (each)
  • Capability Bonus: None
  • Morale Bonus: 0

Scout Tower: A scout tower allows for the collaboration with and communication between scouts in the field, who are then able to send back intelligence reports as needed. A complete Scout tower allows a hero to ascend and sit at least 8 feet off the ground, which is what is required to use the Scout Tower's Capability Bonus.

  • Requisition Bonus: +1
  • Capability Bonus: Once per turn, use of the Scout Tower reveals enemy troop numbers (and possibly other vital information) in any battlefield on the map. Some seer magic performed from atop the scout tower may yield more powerful effects. The Scout Tower allows for the Trappings of Civilization Woodsman and Smooth Talker to exist.
  • Morale Bonus: +2

Smithy: The burning heart of any war effort is the smoldering fire within the forge of the smithy. No army should go to war without the ability to properly arm themselves and make repairs to their equipment in the field. A complete smithy will have a constructed forge complete with workbench, full size anvil, bellows, and blacksmith tools of different varieties.

  • Requisition Bonus: +3
  • Capability Bonus: Between battlefields all heroes armor repairs to full automatically. Rank and File Militia members are able to call one point of armor on kill locations. Trappings of Civilization Blacksmiths may exist and use the smithy for their ability.
  • Morale Bonus: +1

Temple: More than one temple may be erected but each temple must be to a unique deity in order to gain an individual bonus for each. Temples must be consecrated by a worshiper of the temple's deity. Temples are a source of faith and stability in a time of war and help lift the spirits of the war-weary. They also allow for the faithful to focus their powers. Temples must contain an altar, the symbolism of the deity, and at least one 'artifact' to act as a focus.

  • Requisition Bonus: 0
  • Capability Bonus: Each unique temple allows for a single worshiper of that deity to perform one miracle (Intervention) over the course of the event. This single miracle per temple must be performed in the war camp and must involve the 'artifact' of the temple as the focus of the ritual. It must be performed by the person who consecrated the temple. Trappings of Civilization Preachers may exist and use their ability at any temple. Trappings of Civilizations Morticians may exist. If a temple to Rowanam is built, then the God of War regional magics (listed below) will become available to some of the heroes.
  • Morale Bonus: +3 (each)

Medical Tent: Medical tents allow for the treatment of the wounded without expending extra healing magic. This has the advantage of preserving the healing magic the heroes have access to and increasing the overall endurance of the army. A medical tent will have at least two medical beds inside of it as well as an array or surgeon's tools. A medical tent is clearly marked as such.

  • Requisition Bonus: +3
  • Capability Bonus: Medical Tents allow all heroes to be raised back to life automatically in between battlefields (during the planning phase of each turn). Also, Medical Tents allow ½ of all 'killed' Rank and File Militia to be fit for duty again and stationed inside the War Camp at the beginning of the next turn. Medical tents allow for Trappings of Civilization Saw-Bones and Herbalists to exist and the Medical tent acts as the Apothecary for the Herbalists.
  • Morale Bonus: +1

Armory: The armory is more than just a storehouse for weapons; it is the hallmark of an organized and well-provisioned army; proof that they can bring to bear the tools of war necessary to achieve victory. A properly constructed armory is a enclosed structure that has weapon racks within it, and has a rhyme and reason to the organization of weapons within it.

  • Requisition Bonus: +3
  • Capability Bonus: Any weapon placed in the armory is accessible to a hero at any point in between battlefields. Simply by sending a 'runner' (an OOC action), a hero has immediate access to any item they left in the armory at any time before the next battlefield begins. The Armory allows Trappings of Civilization Myrmidons and Battle Hardened Veterans to exist. The Army also allows Trappings of Civilization "Queen of Hearts Champion / Blue Rose Blademaster / Best of the Best (limited)" to exist.
  • Morale Bonus: +1

Storehouse and Kitchen: Any well provisioned army must be well fed. A storehouse and kitchen erected far from home in the middle of a War Camp is a vehement symbol of any army's resolve. A kitchen and storehouse can take any form; what is important is the results. A functioning kitchen will be able to produce hot food throughout the day to warm the bellies of the army. A special bonus is available if a significant portion of the army stays on site to eat a hearty dinner together on Saturday. (OOC: water and chips will be provided by staff; an awesome kitchen makes the eating experience better for the whole army).

  • Requisition Bonus: +2 (and special; see below)
  • Capability Bonus: A Storehouse and Kitchen allows for the Trappings of Civilization Servant's Guilder (limited) to exist. For each member of the army that stays on site and eats the Kitchen's food for dinner break, the army will receive ½ of a Requisition Bonus and ½ of a Morale Bonus before going on the night quest portion of the war.
  • Morale Bonus: +2 (and special; see above)

Spell Tower: An important magical focus during wartime; the Spell Tower acts as a subtle way of augmenting the power of all spell casters so their magics might better endure long days of battle without becoming depleted. A spell tower must be a structure capable of lofting some sort of arcane mystical focus into the air a least 12' high. This focus will bestow power on all of the spell casters in the army if properly and elegantly positioned.

  • Requisition Bonus: +1
  • Capability Bonus: The Spell Tower allows all spell casters to have all of their 4th circle and below spells reset to full between each battlefield. It also allows for some Rank and File Militia members to be recruited as healers. The Spell Tower allows Trappings of Civilization Magician, Assassin, and 'Queen of Hearts Champion Mage (limited)' to exist.
  • Morale Bonus: +1

Mercenary Post: Even the most complete army in existence can use a little help now and again, especially with specialty skills. The Mercenary Post gives the army access to Rank and File Militia members that may have special spells or abilities as needed to help out in tight situations. These extra powerful people, however, come with a cost. Gold must be used to pay for their services and their loyalty. A mercenary post must be an umbrella-covered area that contains a chest for the deposit of gold. A black flag must be flown from this building.
  • Requisition Bonus: +2
  • Capability Bonus: Allows special troops to be customized and created, but at a gold cost that is scalable with the power of the Rank and File Militia that is being recruited. The Mercenary Post allows for the Trappings of Civilization Scalawag, Pirate Wealth Reallocation Specialist, and Strongman to exist.
  • Morale Bonus: 0

Special Bonus; Heraldry: For each heraldic banner hanging prominently in the War Camp, the army will receive ¼ of a Morale Bonus.