Places and sieges
The cities, strongholds and refuges on the map, the three-mission sieges, and what each place gives the exiles when it falls or joins.
Fortified places
The powers' capitals, cities and keeps are taken by siege. A siege is 3 missions, one stage at a time: the outer works, the walls and the citadel. Every stage must be won. Progress is kept between attempts, so a lost stage can be fought again later. Each stage past the outer works brings more enemies, and every stage brings the power's heaviest unit: a Lucent for the Court, a Bourdon for the Choir. Exiles still standing when a citadel falls earn extra experience.
When a fortified place falls, its effect fires, and every region of that power next to it loses 2 garrison.
| Place | Region | Garrison | To take it | What it is, and what taking it gives |
|---|---|---|---|---|
| Saltcrown Capital, The Glass Court | The Stepping Stones | 5 | 3 missions | The Glass Court's seat. Every crown in the west answers to it. Every Glass Court garrison -2. |
| The Anvil City, The Glass Court | The Iron Hills | 5 | 3 missions | Where the crowns are forged from the hills' ore. Unlocks Tier III crowns, the first at once, then another every 6 weeks. |
| Stormlantern City, The Glass Court | The Old Shoulder | 4 | 3 missions | The Court's eyes on the ocean and its signal line inland. Every garrison on the map shows, and counter-attacks come with 1 week's warning. |
| The Span City, The Glass Court | The Drop | 4 | 3 missions | The Court's cell-works, where salvage is charged. +3 power cells for the rifle on every mission. |
| Causeway City, The Glass Court | The Burnt Hills | 4 | 3 missions | Where taken exiles are counted and sent to the mines. 3 exiles freed from the pens at once. |
| The Receiving House Keep, The Glass Court | Canyon of the Long River | 5 | 3 missions | New exiles step out of the Rift into the Court's hands here. A new exile every 2 weeks. |
| The Deep Chantry Capital, The Brine Choir | The Bottom of the World | 5 | 3 missions | The Choir's heart, where its voice is loudest. Every Brine Choir garrison -2, and no Brine Choir counter-attacks for 6 weeks. |
| The Singing Mere Stronghold, The Brine Choir | The Salt Deep | 4 | one mission | Faces Saltcrown across the salt. The only way onto the ridge runs past it. No special effect: it holds the ground. |
| The White Hollow Stronghold, The Brine Choir | The Sunken Hearth | 3 | one mission | The Choir's nearest hold to the camp. No special effect: it holds the ground. |
| The Last Pool Stronghold, The Brine Choir | The Eastern Pans | 4 | one mission | The Choir's eastern reach. No special effect: it holds the ground. |
Strongholds with no siege are taken like any region: win the attack and they are yours.
Refuges
Free exiles hide in a few refuges. A refuge joins the exiles when they take its region, and then sends a new recruit every few weeks. Owl Hollow, near the Anvil, also shortens the Anvil's siege: with it, the walls are skipped and the citadel comes straight after the outer works. A refuge still under a power's hand is fought for in its own village.
| Place | Region | Garrison | To take it | What it is, and what taking it gives |
|---|---|---|---|---|
| Owl Hollow Refuge, The exiles | The Iron Hills | - | - | Free exiles living within sight of the Anvil's smoke. Joins when you take its region: a new exile every 3 weeks. The Anvil's siege needs 1 fewer mission. |
| High Shelter Refuge, The exiles | The Snow Saddle | - | - | A refuge in the high passes. Joins when you take its region: a new exile every 3 weeks. |
| The Ledge Refuge, The exiles | The Lion Mountains | - | - | The most distant refuge. Joins when you take its region: a new exile every 3 weeks. |
| The Camp Camp, The exiles | The Joined Isles | 2 | - | Home. It can take a few hits. If it falls, the campaign is lost. |
Victory
The campaign is won when 2 places have fallen: Saltcrown, the Court's capital, and the Deep Chantry, the Choir's heart.
