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Glim & Promotions

The loop

Everything in Standing Orders turns on one wheel:

  1. March. A squad is mustered, ordered, and sent to a well.
  2. Battle. The field resolves itself under the squad's writs.
  3. Verdict. The plate rises — held, lost, or spent — and grades the march.
  4. Glim. The light drawn from the well comes home to the hold.
  5. Spend. Hiring, gear, and promotions — then back to the muster table.
Screenshot · Verdict plate with Glim drawn
Glim drawn — the march's pay, in light.

Glim

Glim is the luminous essence that keeps a kingdom's fields alive, and it is the prize of every march. Wells of it pool in the deep wild, guarded by the things that live there — and by other crowns' squads, who want the same light you do. The better the march goes, the more Glim comes home.

Glim is not just treasure; it is time. The whole Reach draws from a shrinking pool, the decline is published for all to see, and a hold that stops bringing light home is a hold the grey wild eventually takes.

Every order written in haste is read twice on the field — once aloud, once over the fallen. — From the Codex

Promotions

A proven soldier can be raised into a senior class for 300 Glim:

FromToWhat changes
FighterKnightThe line-anchor: heavier stats, Guard Crush, and the Bodyguard reaction.
HunterSniperDistance becomes certainty: accuracy, evasion, and a much sharper crit.
ClericBishopA senior cleric whose blessings outlast any siege.
WitchArchmageThe master of the arcane; the hedge-craft made whole.
WizardArchmageWitches and wizards alike end here, by different roads.

A promoted soldier keeps everything they knew — a Knight can still slot every Fighter skill on their writ, and adds the new class's arts on top. The full class-by-class detail lives in the class reference.

Who gets promoted first?

The soldier whose writ you rely on most. A promotion makes an existing plan stronger; it does not fix a bad one. Rewrite first, promote second.