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{{CaptionedImage|file=DawnAndUrizen.jpg|caption=Sturdy castles and great stone walls protect the Imperial heartlands.|align=left|width=350}}
==Overview==
==Overview==
The world of Empire is littered with walled settlements, fortresses, keeps, castles and fortified bridges. These lesser structures may be the target of a quest or skirmish but they are not important for the calculate of army strength present in a territory. Only mighty fortifications are tracked; sturdy castles, networks of carefully positioned forts; great stone walls with sentinel towers.
The world of Empire is littered with walled settlements, fortresses, keeps, castles and fortified bridges. These lesser structures may be the target of a quest or skirmish but they are not important for the calculation of army strength present in a territory. Only mighty fortifications are notable - networks of carefully positioned forts; great stone walls with sentinel towers and the like. All these bastions boast powerful garrisons, which will fight to support allied military campaigns but may be depleted in the process.


==Fortification Strength==
==Benefits==
A campaign fortification is stationary and attached to a specific region. That region gains the fortification keyword. Fortifications have a strength, based on the same scale used for [[Imperial armies]]. A small campaign fortification has a strength of 3,000 - equivalent to fighting strength 3,000 raw recruits.
* '''All fortifications provide two key benefits that help to protect the territory and the people who live there'''
* '''A fortification includes a garrison of soldiers that will defend the territory if is attacked'''
* '''A fortification includes a bastion that makes the region where it is built harder to conquer'''
* '''Military units can help defend a fortification'''


The strength of any fortifications in a territory are added to the strength of the armies present, but only for purposes of determining which side is victorious. Fortifications do not inflict or take casualties ''unless'' the orders issued by the generals for the campaign indicate that they are attacking the fortification or the region it defends.
Fortifications provide two key benefits. First, every fortification includes a [[#garrison|garrison]], a body of troops that will intercept opposing armies, or support friendly armies, anywhere in the [[territory]]. For as long as the garrison is still standing, they protect the entire territory.


For example, if the campaign is focused on capturing a forest region in [[Karsk]] then the presence of a fortification in a nearby region will be important for determining which side is winning, but will not directly affect casualties. If the orders for the campaign involve trying to assault the fortification, then it inflicts and takes casualties just like a campaign army.
Second, each fortification also includes a [[#bastion|bastion]] that directly protects the [[territory#regions|region]] they are in, making it more difficult for opposing armies to conquer it. This also helps to protect the people who live in the region and other [[commission|commissions]] built there. Even the [[Druj]] are not so foolish to attempt to destroy property in a region where there is a powerful bastion opposing them.


===Capturing and destroying a fortification===
[[#Military_Units|Military Units]] can support a fortification, aiding the garrison if it is active and defending the bastion if it is attacked.
An enemy fortification is captured when it's strength is reduced to 1,000 or lower. A fortification that is reduced below 250 strength is destroyed, rather than captured.


{{CaptionedImage|file=Harlech castle.jpg|title=Harlech Castle gatehouse||align=right|width=500}}
===Garrison===
* '''A starting fortification includes a garrison of 3,000 fighting strength that takes part in any battle in the territory'''
* '''Garrisons suffer casualties in the same way that armies do'''
* '''If the fighting strength of the garrison is reduced to zero it takes no further action or casualties'''
* '''A garrison in a territory with no opposing forces present during the season naturally resupplies up to 300 casualties'''
* '''The Empire can use a Senate motion to use mithril or weirwood to emergency resupply a garrison in any territory where no opposing forces are present'''
A garrison represents a body of soldiers connected to a fortification. They take part in a military campaign in the territory, applying their fighting strength against invading enemies or fighting alongside friendly armies.


==Creating a fortification==
Garrisons suffer [[casualties]] in the same way as an Imperial army would. If its fighting strength is reduced to zero, the garrison becomes inactive - it takes no further action or casualties, and [[military unit|military units]] taking an action no longer add their strength to its effectiveness. The garrison can be rebuilt as long as the fortification it is attached to still exists.
The [[Imperial Senate]] can pass a motion to create a new campaign fortification. The cost to create a new fortification is 100 wains of white granite over the course of a year. The project requires a minimum of 25 wains of white granite for each season of construction until the full amount is paid. The campaign fortification is created after four successful seasons of construction.


===Improving a fortification===
When a fortification is upgraded, each level of fortification increases the strength of the garrison by 3,000.
The Imperial Senate can pass a motion to improve the quality of an existing fortification. Improving a fortification takes one year to complete. The fortification must be controlled by the Empire throughout.


* Increasing a fortification from a strength of 3000 to a strength of 6000 requires 120 wains of white granite.
Garrisons benefit from [[Army#Resupply|resupply]] like an [[Imperial army]]. A garrison will [[Casualties#Natural_Resupply|recover a tenth of their maximum strength each season]] that there are no enemy forces in their territory. They can  also receive [[Casualties#Emergency_Resupply|emergency resupply]] provided the garrison is not engaged in a campaign that season. If the garrison takes part in a campaign - either attacking, being attacked or being part of a larger force that attacks - then any attempt to use emergency resupply fails.  
* Increasing a fortification from a strength of 6000 to a strength of 9000 requires 140 wains of white granite.


Further increases in the strength of a campaign fortification follow the same cost increase structure.
Emergency resupply of a garrison requires an appropriately worded Senate motion (or a title using a power devolved from the Senate such as the [[Quartermaster General of the Imperial Armies]]), using either [[mithril]] or [[weirwood]] at the same rates as an army. As with an army, the first 20 wains of weirwood or mithril in a single season restore 25 strength for each wain allocated. The next 20 wains provide an additional 20 strength each an so on, up to a maximum of 100 wains in a single season. In addition to materials, emergency resupply costs 2 crowns per wain. The rate of emergency resupply resets each season so the mithril and weirwood spent in a subsequent season is not affected by earlier actions.
{{CaptionedImage|file=ThatWay.jpg|caption=Sturdy castles and great stone walls protect the Imperial heartlands.|align=right|width=350}}
===Bastion===
* '''A starting bastion increases the number of victory points required to take the region it is built in by 10'''
* '''A starting bastion does not defend the territory or cause casualties - the garrison does that'''
* '''The bastion takes a share of the casualties if the region is attacked'''
* '''A starting bastion starts with 3000 integrity, it collapses into ruin if this number is reduced below 1000'''
* '''Damage caused by armies is reduced by 80%'''
* '''A bastion can only be restored with emergency resupply using wains of white granite'''
A bastion is a physical structure such as a castle, tower, or citadel. It makes the [[territory#regions|region]] it is built in harder to take. Each level of fortification increases the number of victory points required to take the region the bastion is in by 10.


==Repairing a fortification==
A bastion does not defend the territory or cause casualties, but it does take a share of casualties if the region is attacked. A starting bastion has an integral strength of 3000, it will collapse if this [[Campaign_outcome#Casualties|number is reduced below 1000]]. The damage suffered by a bastion during a military campaign by opposing forces is reduced by four-fifths. Damage from other sources may not be reduced in this way - for example [[Thunderous Tread of the Trees]] does full damage to the integrity of any bastions in the territory.
An Imperial fortification that has been damaged regains one tenth of it's maximum strength every season provided the territory is under Imperial control. Additional repairs can be effected by a motion in the Imperial senate and the expenditure of wains of either white granite or weirwood.


===Natural repair===
Any damage to the integrity of a bastion ''must'' be repaired with the expenditure of white granite, and requires an appropriately worded Senate motion (or a title using a power devolved from the Senate such as the [[Imperial Master of Works]]). The costs are the same as for [[Casualties#Emergency_Resupply|emergency resupply]] for armies - in a single season, the first 20 wains of white granite restore 25 integrity for each wain allocated and so on.
If an Imperial fortification is located in an Imperial controlled territory and is not subject to an attack during that season then it automatically recovers 300 strength. Imperial fortifications in territories controlled by barbarians or which are attacked during a season are not automatically repaired.


===Emergency repair===
Any surviving members of the garrison will always fight to defend the bastion if it is attacked. The garrison is automatically lost if the bastion is destroyed.
The Imperial Senate may pass a motion to authorize the purchase of additional materials - in the form or either white granite or weirwood - to speed up the repair of an Imperial fortification. This represents a concerted effort by the Empire to repair the fortificaiton. Emergency repair, like natural repair, takes a season to complete.


In a single season, the first 30 wains of white granite or weirwood restore 20 strength for each wain allocated. The next 30 wains provide an additional 15 strength each. The next 30 wains provide an additional 10 strength - and so on. The rate of emergency resupply resets each season so the white granite and weirwood spent in a subsequent season is not affected by earlier actions.
==Senate Commission==
The [[Imperial Senate]] can pass motions to create new fortifications, or to improve or repair existing ones. Every fortification occupies a [[territory#Regions|single region]]; a given region may only contain one fortification.


==Current Fortifications==
In addition to a Senate motion, there are two Imperial titles able to announce the construction of a new fortification: the [[Master of the Koboldi]] and the [[Legion Engineer]]. The [[Imperial Master of Works]], the Legion Engineer, and the Master of the Koboldi are each also able to announce the [[#Improvement|improvement]] of a single fortification each season.


<table>
===Costs===
        <tr><th>Nation</th><th>Territory</th><th>Region</th><th>Level</th></tr>
* Materials: 80 [[white granite]] and 30 thrones
        <tr><td>[[The Brass Coast]]</td><td>[[Kahraman]]</td><td>[[Kahraman#Fort Braydon|Fort Braydon]]</td><td>1</td></tr>
* Time: 1 year to construct
        <tr><td>[[Dawn]]</td><td>[[Semmerholm]]</td><td>[[Semmerholm#The Gate|The Gate]]</td><td>1</td></tr>
* Upkeep: 10 thrones per season
        <tr><td>[[The Marches]]</td><td>[[Upwold]]</td><td>[[Upwold#The Eastern Guard|The Eastern Guard]]</td><td>1</td></tr>
        <tr><td>[[Urizen]]</td><td>[[Redoubt]]</td><td>[[Redoubt#The Court of the White Fountain|Court of the White Fountain]]</td><td>1</td></tr>
        <tr><td>[[Highguard]]</td><td>[[Casinea]]</td><td>[[Casinea#The Silent Sentinel|The Silent Sentinel]]</td><td>2</td></tr>
        <tr><td>[[The League]]</td><td>[[Temeschwar]]</td><td>Temeschwar</td><td>2</td></tr>
        <tr><td>[[The League]]</td><td>[[Holberg]]</td><td>[[Holberg#The_City_of_Holberg|Holberg]]</td><td>2</td></tr>
        <tr><td>[[Dawn]]</td><td>[[The Barrens]]</td><td>[[The Barrens#Towers of the Dawn|Towers of the Dawn]]</td><td>2</td></tr>
        <tr><td>[[Dawn]]</td><td>[[Astolat]]</td><td>[[Astolat#The Castle of Thorns|The Castle of Thorns]]</td><td>3</td></tr>
</table>


There are many lesser fortifications scattered across the Empire, keeps, towers and walled towns. These smaller fortifications are part of the Empire, and form an important protection against bandits and raiders - but they are not large enough to count as fortifications that make a difference for the defence of an entire region or territory against forces the size of an army.
===Improvement===
* '''Fortifications can be upgraded to increase the size of the garrison and the bastion by 3000 each'''
* '''Increasing the strength of an existing fortification is cheaper than building a new one'''
<div style="width:400px; float: right; margin-bottom: 10px; margin-left: 15px;"><table class="wikitable">
<tr><th>Fortification Level</th><th>Cost</th></tr>
<tr><td>1</td><td>80 wains, 240 crowns</td></tr>
<tr><td>2</td><td>70 wains, 210 crowns</td></tr>
<tr><td>3+</td><td>60 wains, 180 crowns</td></tr>
</table></div>


==Further Reading==
The Imperial Senate can pass a motion to upgrade the defences of an existing fortification. Improving a fortification takes one year to complete. The fortification must be controlled by the Empire throughout. Increasing the level of fortification increases the strength of the garrison by 3,000, increases the amount of damage the bastion can take by 3,000, and increases the number of VPs needed to take the region by 10.
* [[War]]
* [[Campaign outcomes]]
* [[Territories and regions]]
* [[Imperial armies]]
* [[Keywords]]


[[Category:Military Council]]
Strengthening an existing fortification is cheaper than building a new one - the table shows the costs to raise the level of a fortification from one to level two and the cost to raise it to level three or above. There are no further discounts in cost above level 3.
[[Category:Rules]]
 
===Upkeep===
* '''Each level of fortification requires 10 thrones a season in upkeep'''
 
Fortifications require less money to pay for their upkeep than an Imperial army - but they are still not free. A basic fortification costs 10 thrones per season; upgraded fortifications have an upkeep of 10 thrones per level of fortification.
 
If there is insufficient income in the Imperial treasury to pay for the upkeep of a fortification then the fortification provides no benefits of any kind that season - the garrison will not fight and the bastion does not make the region harder to take.
 
==Military units==
* '''Military units can be assigned to support a fortification
* '''If the garrison is still standing, the military unit supports the garrison
* '''If the garrison has been destroyed, the military unit supports the fortification
Some wealthy or powerful citizens maintain their own independent [[military unit]]. These units can use the [[military unit#Guarding|guarding]] action to support a fortification. The unit supports the [[#garrison|garrison]] in any campaign that season, provided it has not been destroyed (it has an effective strength greater than zero). If the garrison has been wiped out, the soldiers defend the [[#bastion|bastion]] instead. They apply their military strength against a force attacking the bastion, both resisting attempts to conquer the region and causing casualties, but obviously this only applies if the region containing the bastion is attacked.
 
The experienced and capable troops in a military unit provide an advantage out of proportion to their numbers. A starting military unit adds the equivalent of 100 soldiers to the strength of any fortification they support. [[Military unit#Upgrades|Improved]] military units provide additional strength, and there are [[enchantment|enchantments]] such as [[Aspect of the Mountain]] or [[Peregrine and Ichimos]] that can further bolster the ability of a military unit to support a fortification.
 
==Rituals==
The table below shows a list of the rituals in both Imperial lore and Urizen lore which can affect a fortification.
{{Stub}}
<small>
{{#lst:Archive:All_Commissions|fortifications}}
{{War Further Reading}}
[[Category: Senate]]
[[Category:Commission]]

Latest revision as of 17:40, 3 February 2026

DawnAndUrizen.jpg
Sturdy castles and great stone walls protect the Imperial heartlands.

Overview

The world of Empire is littered with walled settlements, fortresses, keeps, castles and fortified bridges. These lesser structures may be the target of a quest or skirmish but they are not important for the calculation of army strength present in a territory. Only mighty fortifications are notable - networks of carefully positioned forts; great stone walls with sentinel towers and the like. All these bastions boast powerful garrisons, which will fight to support allied military campaigns but may be depleted in the process.

Benefits

  • All fortifications provide two key benefits that help to protect the territory and the people who live there
  • A fortification includes a garrison of soldiers that will defend the territory if is attacked
  • A fortification includes a bastion that makes the region where it is built harder to conquer
  • Military units can help defend a fortification

Fortifications provide two key benefits. First, every fortification includes a garrison, a body of troops that will intercept opposing armies, or support friendly armies, anywhere in the territory. For as long as the garrison is still standing, they protect the entire territory.

Second, each fortification also includes a bastion that directly protects the region they are in, making it more difficult for opposing armies to conquer it. This also helps to protect the people who live in the region and other commissions built there. Even the Druj are not so foolish to attempt to destroy property in a region where there is a powerful bastion opposing them.

Military Units can support a fortification, aiding the garrison if it is active and defending the bastion if it is attacked.

Garrison

  • A starting fortification includes a garrison of 3,000 fighting strength that takes part in any battle in the territory
  • Garrisons suffer casualties in the same way that armies do
  • If the fighting strength of the garrison is reduced to zero it takes no further action or casualties
  • A garrison in a territory with no opposing forces present during the season naturally resupplies up to 300 casualties
  • The Empire can use a Senate motion to use mithril or weirwood to emergency resupply a garrison in any territory where no opposing forces are present

A garrison represents a body of soldiers connected to a fortification. They take part in a military campaign in the territory, applying their fighting strength against invading enemies or fighting alongside friendly armies.

Garrisons suffer casualties in the same way as an Imperial army would. If its fighting strength is reduced to zero, the garrison becomes inactive - it takes no further action or casualties, and military units taking an action no longer add their strength to its effectiveness. The garrison can be rebuilt as long as the fortification it is attached to still exists.

When a fortification is upgraded, each level of fortification increases the strength of the garrison by 3,000.

Garrisons benefit from resupply like an Imperial army. A garrison will recover a tenth of their maximum strength each season that there are no enemy forces in their territory. They can also receive emergency resupply provided the garrison is not engaged in a campaign that season. If the garrison takes part in a campaign - either attacking, being attacked or being part of a larger force that attacks - then any attempt to use emergency resupply fails.

Emergency resupply of a garrison requires an appropriately worded Senate motion (or a title using a power devolved from the Senate such as the Quartermaster General of the Imperial Armies), using either mithril or weirwood at the same rates as an army. As with an army, the first 20 wains of weirwood or mithril in a single season restore 25 strength for each wain allocated. The next 20 wains provide an additional 20 strength each an so on, up to a maximum of 100 wains in a single season. In addition to materials, emergency resupply costs 2 crowns per wain. The rate of emergency resupply resets each season so the mithril and weirwood spent in a subsequent season is not affected by earlier actions.

ThatWay.jpg
Sturdy castles and great stone walls protect the Imperial heartlands.

Bastion

  • A starting bastion increases the number of victory points required to take the region it is built in by 10
  • A starting bastion does not defend the territory or cause casualties - the garrison does that
  • The bastion takes a share of the casualties if the region is attacked
  • A starting bastion starts with 3000 integrity, it collapses into ruin if this number is reduced below 1000
  • Damage caused by armies is reduced by 80%
  • A bastion can only be restored with emergency resupply using wains of white granite

A bastion is a physical structure such as a castle, tower, or citadel. It makes the region it is built in harder to take. Each level of fortification increases the number of victory points required to take the region the bastion is in by 10.

A bastion does not defend the territory or cause casualties, but it does take a share of casualties if the region is attacked. A starting bastion has an integral strength of 3000, it will collapse if this number is reduced below 1000. The damage suffered by a bastion during a military campaign by opposing forces is reduced by four-fifths. Damage from other sources may not be reduced in this way - for example Thunderous Tread of the Trees does full damage to the integrity of any bastions in the territory.

Any damage to the integrity of a bastion must be repaired with the expenditure of white granite, and requires an appropriately worded Senate motion (or a title using a power devolved from the Senate such as the Imperial Master of Works). The costs are the same as for emergency resupply for armies - in a single season, the first 20 wains of white granite restore 25 integrity for each wain allocated and so on.

Any surviving members of the garrison will always fight to defend the bastion if it is attacked. The garrison is automatically lost if the bastion is destroyed.

Senate Commission

The Imperial Senate can pass motions to create new fortifications, or to improve or repair existing ones. Every fortification occupies a single region; a given region may only contain one fortification.

In addition to a Senate motion, there are two Imperial titles able to announce the construction of a new fortification: the Master of the Koboldi and the Legion Engineer. The Imperial Master of Works, the Legion Engineer, and the Master of the Koboldi are each also able to announce the improvement of a single fortification each season.

Costs

  • Materials: 80 white granite and 30 thrones
  • Time: 1 year to construct
  • Upkeep: 10 thrones per season

Improvement

  • Fortifications can be upgraded to increase the size of the garrison and the bastion by 3000 each
  • Increasing the strength of an existing fortification is cheaper than building a new one
Fortification LevelCost
180 wains, 240 crowns
270 wains, 210 crowns
3+60 wains, 180 crowns

The Imperial Senate can pass a motion to upgrade the defences of an existing fortification. Improving a fortification takes one year to complete. The fortification must be controlled by the Empire throughout. Increasing the level of fortification increases the strength of the garrison by 3,000, increases the amount of damage the bastion can take by 3,000, and increases the number of VPs needed to take the region by 10.

Strengthening an existing fortification is cheaper than building a new one - the table shows the costs to raise the level of a fortification from one to level two and the cost to raise it to level three or above. There are no further discounts in cost above level 3.

Upkeep

  • Each level of fortification requires 10 thrones a season in upkeep

Fortifications require less money to pay for their upkeep than an Imperial army - but they are still not free. A basic fortification costs 10 thrones per season; upgraded fortifications have an upkeep of 10 thrones per level of fortification.

If there is insufficient income in the Imperial treasury to pay for the upkeep of a fortification then the fortification provides no benefits of any kind that season - the garrison will not fight and the bastion does not make the region harder to take.

Military units

  • Military units can be assigned to support a fortification
  • If the garrison is still standing, the military unit supports the garrison
  • If the garrison has been destroyed, the military unit supports the fortification

Some wealthy or powerful citizens maintain their own independent military unit. These units can use the guarding action to support a fortification. The unit supports the garrison in any campaign that season, provided it has not been destroyed (it has an effective strength greater than zero). If the garrison has been wiped out, the soldiers defend the bastion instead. They apply their military strength against a force attacking the bastion, both resisting attempts to conquer the region and causing casualties, but obviously this only applies if the region containing the bastion is attacked.

The experienced and capable troops in a military unit provide an advantage out of proportion to their numbers. A starting military unit adds the equivalent of 100 soldiers to the strength of any fortification they support. Improved military units provide additional strength, and there are enchantments such as Aspect of the Mountain or Peregrine and Ichimos that can further bolster the ability of a military unit to support a fortification.

Rituals

The table below shows a list of the rituals in both Imperial lore and Urizen lore which can affect a fortification.

This is a placeholder page for content that PD are actively working on.

Current Fortifications

This table lists all working fortifications in the Empire. This list was last updated following the Autumn Equinox 387YE.

FortificationNationTerritoryRegionLevel
Beacons of HahnmarkWintermarkHahnmarkKalpamark0
Beacons of KallavesaWintermarkKallavesaRundhal Marsh0
Aleksandra's WatchVarushkaKarskLestasny1
BallaghadruhThe LeagueSpiralOssuary1
Court of the White FountainUrizenRedoubtOptarion1
DiplomatenschlossHighguardNecropolisHedrossan1
Farstrider's WatchThe MarchesMournwoldGreensward1
Forte FidelisThe MarchesMitwoldGolden Downs1
Great Chains of SarvosThe LeagueSarvosCigno1
GrimholdVarushkaMiekarovaPerumaki1
La Redotta ReziaThe LeagueTassatoTassato Mestra1
Landskeepers BulwarkThe MarchesMournwoldFreemoor1
Palace of ApulianThe LeagueSpiralApulus1
Quicksilver's FlameUrizenMorrowPeregro1
Swans of Alabaster and OnyxHighguardReikosRiverwatch1
The Little Boyar's WelcomeVarushkaKarovDuzekani1
The Will of the WintermarkImperial OrcsSkarsindSkogei Glens1
Towers of Zulgan TashVarushkaOssiumDrownbark Forest1
Walls Of CargoUrizenRedoubtLimus1
Walls of GildenheimImperial OrcsSkarsindGildermark1
Fortress of KalantWintermarkSermersuaqStark2
HoundsgateDawnThe BarrensThe Plains of Teeth2
OlgafsdottirshalWintermarkSermersuaqTanikipari2
Our Lady of PrideThe LeagueSarvosForacci2
Remember ExileHighguardReikosBroken Ride2
Reumah’s RestHighguardNecropolisCoursmouth2
TemeschwarThe LeagueTemeschwarHanuri2
The Adamant GateDawnSemmerholmEstmure2
The Silent SentinelHighguardCasineaMareholm2
The Castle of ThornsDawnAstolatWithy3
Walls of HolbergThe LeagueHolbergHolfried5

Former Fortifications

These fortifications are no longer active. This happens automatically if a fortification is abrogated by the Imperial Senate but in most cases it is because the structure has been captured or destroyed by barbarians.

FortificationNationTerritoryRegion
Fort BraydonThe Brass CoastKahramanBraydon's Jasse
Fort MezudanThe LeagueSpiralAteri
HolmauerThe LeagueHolbergHolmauer
Holt of the OakNavarrTheruninLower Tarn Valley
Orchard's WatchThe MarchesMournwoldGreensward
Overton GarrisonThe MarchesMournwoldGreensward
RebeshofThe LeagueHolbergRebeshof
Salt GuardThe Brass CoastMadrugaSiroc Bayou
SchogsfestnirNavarrLiathavenLiaven's Glen
The Eastern GuardThe MarchesUpwoldBirchland
The Stork's GazeUrizenZenithLustri
Tower of the ScorpionVarushkaOssiumEchofell
Towers of the DawnDawnThe BarrensDawnguard

Further Reading

Core Brief

Additional Information