Glim & Promotions
The loop
Everything in Standing Orders turns on one wheel:
- March. A squad is mustered, ordered, and sent to a well.
- Battle. The field resolves itself under the squad's writs.
- Verdict. The plate rises — held, lost, or spent — and grades the march.
- Glim. The light drawn from the well comes home to the hold.
- Spend. Hiring, gear, and promotions — then back to the muster table.
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:
| From | To | What changes |
|---|---|---|
| Fighter | Knight | The line-anchor: heavier stats, Guard Crush, and the Bodyguard reaction. |
| Hunter | Sniper | Distance becomes certainty: accuracy, evasion, and a much sharper crit. |
| Cleric | Bishop | A senior cleric whose blessings outlast any siege. |
| Witch | Archmage | The master of the arcane; the hedge-craft made whole. |
| Wizard | Archmage | Witches 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.
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.