The war
The war around the exiles in Messalith: strikes against held regions and the camp, the rival war between Court and Choir, new arrivals and how it ends.
Strikes
The powers strike back. Every 4 weeks each power strikes one region the exiles hold on its border, choosing the weakest. The Choir and the Court strike in different weeks, so a defence comes at most every other week.
- The force is the garrison of the power's strongest neighbouring region, less 1 for every point of the exiles' garrison there above the first. Defences built at the site blunt it further.
- Answer it and it becomes a defence mission: hold for 8 rounds or beat the force. Lose, and the region falls.
- Ignore it and the region falls after the squad's next mission, whatever that mission was.
- Outposts draw strikes. A region with an outpost counts as weaker when the powers choose a target.
- Warning: strikes normally come without warning. Holding Stormlantern, or a watch tower or watch post at the site, shows them a week early.
The camp
The camp can take 2 hits before it can fall. A lost or ignored defence of the camp costs it one. It mends a hit every 4 weeks after the last one, and a palisade lets it take one more. Only a defence lost with no hits left ends the campaign. The first time a Court strike breaks into the camp or takes a held region, a story mission opens. See campaign missions.
The rival war
The Court and the Choir fight each other too. In any week there is a 50% chance that one takes a border region from the other: the weakest one it can reach, never one with a fortified place in it. Both sides' garrisons there drop by 1. Watch for it. A region the powers have just fought over is the cheapest one to take.
New exiles
- A stray finds the camp every 2 weeks, whatever the map looks like.
- Refuges send one every 3 weeks once they have joined.
- The Receiving House, once taken, sends the Rift's arrivals to the camp.
- Causeway's pens free a group of exiles at once when it falls.
- Story missions can bring freed captives home.
How it ends
- Victory: Saltcrown and the Deep Chantry have both fallen. The campaign can carry on after it.
- Defeat: the camp falls, or no exile is left to send.
