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Lanternhold Command

Between marches, you command from Lanternhold. This is where you read pressure across the Reach, prepare a company, and see what came home changed. Its rooms support the expedition loop; they are not a second game of routine upkeep.

Screenshot · Lanternhold command view
Overview · Treasury · Recruitment — with the Barracks a step inside Recruitment
The Lantern Court — the civic heart of the hold you command from. The city itself is covered in The Crowns. · concept art

Three tabs sit across the top — Overview, Treasury, and Recruitment — and the Barracks opens a step inside Recruitment. Two more rooms have no tab of their own, because they are always this soldier's: the Standing Orders writ and the Wardrobe, both reached from a unit's sheet.

The Overview

What matters now? The map of the Reach shows threats, destinations, rewards, march times, companies on the road, and the territorial or resource consequences of earlier orders. Lanternhold's condition is summarized here when it changes a command decision, with Glim as the clearest pressure.

The Treasury

What can we afford? The hold's account: crowns, and the stocks of grain, timber, and iron that the Reach's traders deal in. It records the week's obligations and where the money went. Glim is tracked separately and is never traded — see Glim and promotions.

The Treasury is deliberately a place you read, not a place you work. It tells you what an expedition costs and what a bad season did to you; it does not ask you to run a commodities desk.

Screenshot · The Treasury

The Recruitment yard

Who marches? Review available companies, their members, and their readiness. The authored opening introduces a first company directly; broader hiring appears only when the campaign has made the choice meaningful. When the line is formed and the orders are written, dispatch begins from the Reach.

Screenshot · The Recruitment yard

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 Wardrobe opens from the same sheet, for how a soldier looks and what they visibly carry.

Screenshot · The Barracks — a soldier's sheet

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.

Screenshot · The Standing Orders editor
The Writ · read top to bottom · the first rule with a valid target fires.

Crafting and other management

You may notice Forge and Expeditions tabs in the Barracks. They are placeholders — nothing is behind them yet.

More generally: the hold simulates more than it asks of you. Trade, weekly upkeep, and settlement bookkeeping run underneath, and the Treasury summarizes what they did. They are deliberately kept off the critical path. A system earns a place in front of you only when it changes who marches, how the company is prepared, where it is sent, or what the expedition costs.

The hold is a work in progress

Standing Orders is a prototype. The battle engine and writ editor are the finished heart; Lanternhold exists to give their decisions context and lasting consequences.