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Glossary
Every term a lord needs, in one place. New to the realm? Start with the New Player Tutorial.
| Term | Meaning |
|---|---|
| Alliance | A player-run banner. Grants help timers, shared wars, forts, and a Conquest Season. See the guide. |
| Ascension | The one prestige step past the Keep cap. Taken once, at Keep 40, it raises the ceiling of every building by five — to 45, and no further. Nothing is reset, and the cost is resources only, never gems. |
| Battle Pass | A seasonal reward track with a generous free lane and a paid lane; time still matters most. |
| Blockade | An alliance's pooled hulls sitting off a seat a RIVAL alliance holds, throttling its trade by at most one half. Broken by massing hulls rather than by waiting, stopped dead by a peace shield, never ordered against your own banner's seat or an unheld one, and the row names the alliance — never a lord. |
| Bounty Board | Weekly cooperative combat goals an alliance completes together for shared spoils. |
| Camp | A creature site on the map — a quick fight for commander XP, materials and, from level 8, renown. Each strike spends energy: 5 plus half the camp's level. |
| Commander | A hero who leads a march. Recruited, levelled, and fitted with star skills and gear. |
| Conquest Season | The grand alliance-vs-alliance contest: hold seats and forts, win wars, climb the standings. |
| Dragon | A hatched egg that grows through stages, wears dragon gear, and multiplies your force in war. |
| Energy | What a camp strike spends. Holds 1,000 and refills at 2 a minute — an empty bar is full again in eight hours and twenty minutes. |
| Fleet | Your hulls — six classes, from skiffs and reavers to war galleys and dromons. Laid at the Harbour in timed batches, and sent reaving from the Marches drawer; berths carry the army east, the hold carries the plunder home. |
| Fort | An alliance stronghold on the map. Garrison it with real troops and donate to level it. |
| Garrison | The troops defending a keep, seat, or fort. Counter-pick it when you attack; stock it when you defend. |
| Harbour | The city plot that opens at Keep 10 and is the only one not about the city. It is the shipyard — no harbour, no keel — and it berths 10 keels per level; every level also puts 800 berths on the water for the crossing to Essos. |
| Help the hall | One press in the Hall that takes 60 seconds off the longest build of every bannermate who is online, up to thirty of them, then rests four hours. Separate from the per-timer Help, and worth saving for when the banner is busy. |
| Intro Era | A global acceleration while the realm is young and thinly populated: every resource your keep produces runs at 2.5× the base rate. Free, and the same for everyone — it shortens the road without moving the summit, and it is meant to end once the realm fills. |
| Keel | One hull, laid at the Harbour from timber and iron. A harbour allows 10 keels per level; the cap is on laying, so a fleet already afloat is never trimmed. The realm's ledger, not your browser, records every keel. |
| Keep | Your home base. Its level is the master gate that unlocks every building and system. It caps at 40, and the single Ascension carries it to 45. |
| Long Night | A rare, harsh deep-winter event on the seasonal clock. |
| March | Troops sent across the map — attack, scout, or reinforce. Time scales with distance and terrain. |
| Muster | Staging a rally to fire the instant the war window opens used to be called "mustering" — the word survives now only as the name of three unrelated things: The Muster, a one-hour alliance battleground; Wall Muster, a weekly alliance boss; and the war's own muster phase, the stretch before a declared war goes live. Elsewhere, "muster" and "rally" mean the same thing. |
| Plot | A second site for a producer you already own. Farm, Sawmill, Quarry and Mine each get one at Keep 15; it has its own level and its own place in the queue, and its output stacks on the first. |
| Rally | Many lords' troops behind one commander, launched as a single host to take big targets. |
| Reave | Sending the whole fleet against one of the ten coasts — six western, four eastern — for plunder. Once every three hours per lord, not per coast. A win also rolls once on the relic table, capped at grade II. |
| Rebel holdfast | A keep-style enemy site with walls and a troop lean to counter-pick. Real loot and blade drops. |
| Relic | The strongest gear in the game, grades V to I, won only by fighting: a held eastern seat rolls the whole table, a won reave a slice capped at grade II, a won sack one capped at grade III. Never sold, never in a pack. A pity floor guarantees one by the 400th roll. |
| Renown | The lord's own standing, earned by doing: a keep level pays 40, a captured seat 25 × its stars, and a camp from level 8 pays a third of its level. Tourneys, trials by combat, riddles, survey flights and the Sky Trial pay their own. Spent on the Allegiance line — and your career total, which the renown achievements read, is what you earned rather than what you have left. |
| Research | Academy studies that boost economy, war, and speed. Prerequisite-gated across named disciplines. |
| Resident | One of the thirty AI characters who live in every realm. Each holds a real keep, plays it, joins alliances and rallies, posts on the board and answers when named. They are not decoration — a new lord is never alone in an empty hall. |
| Sack | Burning a Free City another lord holds. Its trade stops for everyone, including you, and the city lies in ruins for seventy-two hours before it rebuilds and trades again — so a sack denies a rival their income rather than destroying it. At most four of the nine may lie in ruins at once. Separately, the eight hours belong to the burner, who may not sail against another city until they pass. Caravans already on the road burn with the city and do not come back. |
| Seat of Power | A map stronghold that pays its buffs, its hourly tribute and a Castellan's chair to the lord who holds it, scaled by its stars. Rated in stars; there are 191 contestable across the eleven regions of the map: the nine kingdoms, the Wall, and Essos — whose twenty-one seats are taken by ship rather than by march. |
| Season | A seven-real-day weather cycle (summer→autumn→winter→spring) with its own modifiers; weather mirrors the real world. |
| Secondment | Lending one of your commanders to a bannermate for an hour. They fight for the borrower at 80%, you cannot field them meanwhile, and there is no recall — the hour simply runs out. Never to yourself, and never to one of the realm's own characters. |
| Shield | A peace ward that blocks attacks (and blocks you attacking) — founding, raisable, and the wall-break valve. |
| Shield Wall | Allied seats defending each other. Every seat your banner holds in the same region beyond the first adds +5% to that seat's defence, to a ceiling of +30%. The seat card prints it, so an attacker sees the wall before they march. |
| Siege | The troop type that breaks walls — devastating on fortifications, fragile in the open field. |
| Terrain | Map ground that aids defenders and slows marches. Read the tile before you commit. |
| Tier | Troop rank, up to T13. A higher tier is worth several lower-tier soldiers. |
| Triangle | Infantry > cavalry > ranged > infantry. The rock-paper-scissors that decides field battles. |
| VIP | Fifteen loyalty levels earned by showing up (12 points a day), each adding +2% build speed, +2% training, +1.5% gathering and +1% march speed. Earned, never sold. |