The City
Between marches, you rule from the hold. The tabs across the top of the city screen are its rooms; each one answers a different question.
Overview
What state is the hold in? Your stores of Crowns, Glim, Grain, Timber, and Iron; the mood of your districts — unrest and devotion; the notices of the week; and the End the Week seal that moves time forward. The economy of the Reach runs on posted rates — the same prices for grain, timber, and iron from any coast — so what your hold cannot grow, it buys dear.
The Muster Yard
Who marches? Levies for hire wait here, each with a class and a price, and your squad's berths fill from among them. When the line is formed and the orders are written, this is also where you send a squad out on expedition.
The Barracks
Who are these people? Every soldier of the squad, their full sheet — health, action points, attack and defense, accuracy, evasion, crit and guard — their weapon and shield, and their formation cell in the two ranks. From here you re-form the line, change gear, and open the door that matters most: Edit Standing Orders.
The Standing Orders writ
How do they fight? The writ editor is the soul of the game: the numbered rules a soldier will follow to the letter once they are past the treeline. The whole Standing Orders chapter is devoted to it.
The Ledger, the Forge, the Expeditions
The remaining rooms — the hold's accounts, its smithies, and the map of marches — are still being built in this age of the game. Their doors are on the tab bar; what lies behind them will arrive in later seasons.
Standing Orders is a prototype. The battle engine and the writ editor are the finished heart; parts of the city around them are still placeholder rooms.