Protections and honour¶
Built-in protections keep the strong from crushing the weak, and honour rewards fair fights.
| Rule | Value |
|---|---|
| Fledgling | Under 50,000 renown |
| Fledgling protected from | Lords with more than 5 × their renown |
| Oathbreaker brand | 7 days |
| Dormant | No activity for 7 days |
| Long dormant | No activity for 28 days |
| Realm crumbles | No activity for 35 days (and no hosts away) |
| Hounding limit | 6 assaults on the same active stronghold in 24 hours |
| Sanctuary | At least 48 hours |
Fledglings¶
A lord under 50,000 renown is a fledgling. Lords with more than five times a fledgling's renown cannot attack, scout or cast Meteor Spells on them.
A fledgling may still attack a much stronger lord, but the game asks first: doing so brands you an oathbreaker for 7 days, during which you lose your own fledgling protection. Dormant lords are never fledglings.
Dormancy¶
A lord who has not been active for 7 days is dormant, and after 28 days long dormant. Dormant realms:
- have no fledgling protection;
- can be raided without the hounding limit;
- give 50% plunder (75% to a Wayfarer);
- win and lose no honour in battle.
A realm that stays inactive for 35 days with no hosts away crumbles: it is removed from the world and its account is closed. NPC realms never crumble.
No hounding¶
You may assault the same stronghold of an active lord at most six times in 24 hours, counting assaults and War Council hosts still on the march. Dormant lords are exempt. Worlds can turn this rule off in their charter.
Sanctuary¶
Sanctuary (in the lord panel) halts your whole realm, for at least 48 hours:
- nobody can attack, scout or cast spells on you;
- you cannot send hosts or give new orders (building, study, muster), and your strongholds yield nothing.
You cannot enter Sanctuary while any of your hosts are away or while hostile hosts march on you. Work already under way finishes as normal.
Honour¶
Honour rises and falls with battles:
- Attack a lord with at least half your renown: gain honour equal to the renown you destroyed.
- Attack an active lord with less than a fifth of your renown: lose that much honour (at least 1).
- Defend against a lord with at least half your renown: gain honour equal to the renown you destroyed.
- Battles against NPC and dormant realms change no honour.
In a War Council the attackers share the honour equally.
| Honour | Title |
|---|---|
| 25,000 or more | High King |
| 5,000 or more | Paladin |
| 500 or more | Champion |
| −500 or less | Brigand |
| −5,000 or less | Outlaw |
Outlaws can be plundered of 100% of their resources. The honour roll in the Rolls ranks lords by honour.
Marks on the map¶
Click a site on the map to see its lord's marks:
| Mark | Meaning |
|---|---|
| dormant / long dormant | No activity for 7 / 28 days. |
| Sanctuary | The realm is in Sanctuary. |
| outlaw | Honour −5,000 or lower: 100% plunder. |
| oathbreaker | Branded for attacking a much stronger lord as a fledgling. |
| fledgling (protected) | You are too strong to attack this lord. |
| much stronger | Attacking would brand you an oathbreaker. |
| honourable foe | Not dormant and with at least half your renown: 75% plunder and honour to win. |
| abandoned realm | An NPC realm. |
A number by a stronghold on the map shows how many minutes ago it was last active (a star for under 15 minutes); nothing is shown after an hour.