LAND

=LAND= The world of Kreig Prakten consists of many Nations that own land and resources on the Realm Map of Kreig Prakten. The Realm Map is a representation of all Nations and their assets within Kreig Prakten. The map displays the lands belonging to each Nation in hexagonal units called ‘Hexes.’ Hexes, also known as ‘Provinces’ while in-character, produce money to support a Nation’s activities. Features that may reside on hexes include, but are not limited to, Castles, Towns, and Mines. Castles provide defenses for a Nation’s hexes, while towns and mines are a source of additional income. Nations may expend income to search and acquire more hexes, build defensive structures, attack another Nation’s hexes, or purchase other goods and services. The following Land Rules establish the way in which Nations conduct the business of their assets. These rules govern how Nations may interact on the Realm Map, and how they may gain and spend money. The interpretation of the Land Rules while on the field is at the discretion of the Land Judge. The timing and scheduling of Land Actions are at the discretion of the Executive Board. With input from the Senate, the Executive Board will finalize the schedule at the beginning of each calendar year; anychanges to the schedule must be approved by the EB.

New Nations
In addition to the rules set forth in Chapter Two, each new Nation is granted 13 hexes of land, one of which is designated the Capital. The Capital Hex is considered to be a fortified city, having both a Castle and City (see definitions below) placed upon it. The new Nation’s Liaison will work with the Land Judge to place these hexes on the Realm Map and designate which hex is to act as the Capital. All of these Hexes must be adjoining, and no hex may be more than a 3 hex radius from the Capital. If this placement is not possible, allowances may be made at the discretion of the Land Judge. Additionally, each new Nation is also granted 7,500 silver pieces known as its ‘Coffers’. Each Nation must designate a Castle they own to act as their ‘Treasury.’  The Treasury will be located at the Capitol Castle for all new Nations, but may be moved according to the rules below if a Nation constructs additional Castles. In addition to functioning as a normal Castle, this structure also contains the entire Coffers of the Nation. At this point, the new Nation is free to acquire new land, construct assets, and transfer monies as described below.

Land Judge Liaisons
Each Nation must designate one or two persons to be liaison(s) to the Land Judge. This person shall be responsible for notifying the Land Judge of any land declarations made by their Nation. This includes the placing of original hexes of land, Land Searches, Invasions, and the placing and construction of Structures. See Chapter Eight: Land Rules for explanation of these terms.

Revenue and Funds
As stated above, a Nation’s funds are known as its ‘Coffers.’ In general, hexes of land and mines produce income on a seasonal basis; acquiring land, construction of assets, and upkeep of assets expend income. It is the duty of the Land Judge to record and maintain the balance sheets of each Nation; upon request, a Nation Liaison may receive a current copy of his Nation’s balance sheet at any time from the Land Judge. Nations may transfer funds to other Nations. To do so, a Nation’s Liaison must present the Land Judge with a signed, written certificate indicating the transfer to be executed, including the denomination and the Nation that the funds are to be transferred to. A Nation may transfer up to 25% of its Coffers per event. Nation Liaisons may also withdraw funds from their Nation’s Coffers in the form of physical coin. Issuance of physical coin is to be done at the Land Judge and/or Coin Judge’s discretion and a single Nation may never be issued more than 10% of the total physical coinage in the Club’s possession.

Structures, Resources, and Income
Structures and Resources are collectively known as ‘Assets.’ Assets are the property of the Nation owning them, not of individual players. Resources are assets that produce money or provide other benefits to a Nation without requiring an upkeep cost; these may include hexes of land, settlements, mines, and ships. Common resources are described according to the chart below:

Gaining Assets
All Resources and Structures must be acquired; common methods of acquisition are spoils of battle, prizes from adventures, and gifts or purchases from other Nations. Some assets can be constructed by Nations for a cost. The monetary cost is paid upfront from the Nation’s Coffers and construction then commences. After the construction period has elapsed, the asset is considered to be complete and all benefits or costs associated with that structure apply.

A Nation may only build or upgrade one asset at a time. Structures and settlements must be constructed on land hexes owned by the Nation; ships may only be constructed on vacant sea hexes adjacent to a land hex owned by that Nation. There is no limit to the number of assets a Nation may possess as long as the Nation has the hexes available to house the assets and is able to pay the seasonal upkeep.

A Nation’s Liaison may present the Land Judge with written notice of a Nation’s desire to upgrade a structure or settlement to the next larger size (ships cannot be upgraded). Once the asset to be upgraded is selected, construction begins and the difference in cost between the current asset’s size and the desired size is paid.

When the difference in construction time has elapsed, the asset is then considered to be of the size paid for.

If the season ends while an asset is being improved, but not yet complete, only the size of the original asset is considered for purposes of income or upkeep. A Nation may not construct a new asset and improve an asset at the same time. A Nation may not improve an asset for another Nation; a Nation may only upgrade structures they own.

Example: A Nation constructs a Village settlement, which costs 625 silver pieces and takes 2 events to complete. Six months later, the Nation decides to upgrade that Village to a Town. The Nation then pays 1,875 silver pieces, i.e. the difference between the costs of constructing a Village and a Town. After three events elapse, i.e. the difference between constructing these assets, the former Village is now considered to be a Town and will produce a seasonal income of 250 silver pieces according to the Resource chart above. If the end of a season were to fall during the 3 event improvement period, the asset would have only yielded the 100 silver piece income of a Village, rather than the 250 silver piece income of a Town.

Land Actions
Land Actions can be both Offensive and Defensive. Nations may only initiate one Offensive Land Action per event where Land Events are taking place; the time between two events where Land Actions are taking place is called a ‘turn.’ An Offensive Land Action is defined as a Land Search, Invasion, or Siege; a Ship Attack; a Transfer or Receipt of hexes, or Relocation of any asset excluding ships. An Offensive Land Action may only be carried out if the Nation presents its banner and four or more members in surcoats by 1:00 PM at the event where the Land Action is to take place.

Nations may participate in an unlimited number of Defensive Land Actions. Defensive Land Actions are defined as defending an attacking force on Land or Sea. Nations may participate in Defensive Land Actions as long as there is at least one surcoated member of that Nation present.

Individual players may only engage in one Offensive Land Action per event as described above. They may also participate in as many Defensive Land Actions as their Nation is involved in during that event; this includes defending against another Nation’s invasion and attacks at sea. When participating in Land Events, players must play the character they selected during check-in for all Land Actions.

Hiring out as a mercenary is considered to be an individual’s Offense Land Action for that event; however, he may participate in all applicable Defensive Land Actions for the Nation he has hired out to, as well as any Defensive Actions involving his own Nation.

Transfer of Assets
While money can be freely exchanged between Nations as described above, the transfer of Assets is handled differently.
 * Hexes: A Nation may not transfer any of its 13 original hexes to another Nation, but may freely transfer any additional acquired hexes to another Nation. To transfer a Hex, a Nation’s Liaison must provide the Land Judge with a written declaration one turn in advance of the transfer date. The transfer of a hex from one Nation to another is considered to be the Offensive Land Action for both Nations involved during the event of the transfer and may only occur at events where Land Actions are taking place. Nations may only transfer/receive one hex per event.


 * Ships: A Nation may freely transfer Ships to another Nation. To transfer a Ship, a Nation’s Liaison must provide the Land Judge with a written declaration one turn in advance of the transfer date. The transferring Nation must also sail the Ship to a sea hex adjacent to a land hex of the Nation the ship is being transferred to before the transfer is complete.


 * Structures, Settlements, and Resources: A Nation may not transfer Structures, Settlements, or Resources unless the hex on which the asset is located is also transferred. In this case, the hex must be transferred first and the asset may be transferred at the next event where Land Events are taking place, again utilizing the Offensive Land Action of each Nation involved.
 * Prizes: Any Assets awarded as prizes, regardless of type, may not be transferred to another Nation until they have first been placed on the Realm Map under the ownership of the winning Nation or recipient. Once placed, they may be transferred according to the rules for Structures, Settlements, and Resources above.

Relocation of Assets
Capitol and Treasury Castles may be relocated to other Castles that a Nation is in possession of.

Moving a Capitol or Treasury
Castle is considered to be an Offensive Land Action for each hex through which the Capitol or Treasury is to be moved. They may be moved through hexes in the Nation’s possession, vacant hexes, and the hexes of other Nations with their permission; however, Capitols and Treasuries may not be moved through water or sea hexes.

When relocating a Capitol Castle specifically, the Capitol City moves with it. When moving Capitol or Treasury Castles, they are considered to be at their original location until the movement is complete. Once complete, a normal Castle is all that remains on the original hex.

Physical assets such as Castles, Keeps, Towers, and Mines may not be relocated. Ships may be moved according to the rules for movement below.

Land & Sea Movement
For a Nation to acquire new hexes, it must create an Adventure party or Army to travel to, and Search or Invade, the destination hex. The Party may set off from any of its Nation's hexes using the movement rules under "Land and Sea Movement", but may not initiate movement from the property of another Nation.

A variety of terrain can be found throughout the Realm as shown on the Realm Map; each type of terrain requires a certain number of movement points to cross. At the beginning of each turn, all adventure parties receive 12 movement points. While parties may consist of players of any class(es), parties containing Druids and Rangers exclusively receive a movement bonus as described by the chart below:

Movement Chart
Terrain Type Movement
 * Plains: 2 Movement Point
 * Forest: 4 Movement Points
 * Marsh/Swamp: 4 Movement
 * Mountains: 6 Movement Points
 * Jungle: 6 Movement Points
 * Desert: 6 Movement Points
 * Water (aboard a ship): 1 Movement Point

If an adventure party embarks on a journey to a hex that is beyond its movement points for a single turn, the Search or Invasion will not take place until the event at which the party successfully reaches the destination.

Example: If an adventure party of a Fighter, Druid, and Assassin desired to move across 2 Jungle hexes, they would be able to do so in one turn’s time. However, if they needed to cross 3 Jungle hexes, they would arrive in two turn’s time. Alternately, if the party consisted of only Druids and Rangers, they could have reached either destination in one turn’s time.

Parties may move normally through the hexes of another Nation with that Nation’s permission, providing that Nation notifies the Land Judge of their acceptance. If a Nation denies passage, the Nation seeking passage is free to invade and attempt to conquer the hexes through which it wishes to travel.

If an adventure party has not reached it’s destination at the end of a turn an ‘Army’ icon is placed on the Realm Map to designate the location of the troops/adventure party. An Army may exist in an unexplored hex without land searching it, or in the hex of another Nation that has granted permission for the Army to enter its land known as the ‘Host Nation.’ For every turn of an Army’s existence, the owning Nation must pay an immediate upkeep cost of 25 gold. In addition, the Host Nation must pay an upkeep cost of 25 gold per turn if an Army is located in any of its hexes. An Army may be dissolved at any time for no cost; also, if an Army loses an Offensive Action (Land Search or Invasion) it is automatically dissolved. If an Army is in the hex of another Nation and the Host Nation denies further permission for travel, or refuses to pay the upkeep cost, the Nation owning the Army may choose to use its Offensive Action to invade the hex the Army is occupying; alternatively, the owning Nation may choose to dissolve the Army at no cost.

An Army is a representation of the offensive might of its owning Nation and may continue to move normally and launch Offensive Actions as long as it is does not lose an Offensive Action and the upkeep is paid. An Army may also be used defensively to defend the hex it occupies, but this is considered to be the owning Nation’s Offensive Action; if the owning Nation is unable or unwilling to use its Offensive Action to defend its current hex, then the Army is automatically dissolved. If an Army is occupying another Nation’s hex; that is under attack by a third nation, it is the decision of the Host Nation to decide if the Host Nation’s forces or the forces of the Army will be used to defend.

A Nation may create or Host as many Adventure parties or Armies as it wishes so long as it can pay the appropriate upkeep each and every turn.

Acquiring Land
Hexes of land may be acquired by Land Search or Invasion. In order for either to occur, a Nation’s Liaison must provide the Land Judge with a written declaration one turn in advance indicating the Hex to be searched or invaded. Land Searching and Invading are considered Offensive Land Actions and each Nation may only declare one of these actions per event. A Nation may begin either form of acquisition by creating and sending off an adventure party as described above.

Land Searches
Land Searching is an attempt at the acquisition of unclaimed hexes of land through exploration. Any Nation may Land Search as their Offensive Land Action during an event where Land Events are taking place. This requires a written declaration to the Land Judge from the Nation’s Liaison with the coordinates of the unclaimed hex to be searched one turn prior to the attempted search; Land Searching also requires the accompaniment of a Ranger of 3rd Rank or higher. Land Search battles are fought according to Adventure Rules. Land Searches cost 500 silver pieces for a 3 person party, inclusive of the required Ranger; additional players may join the party at a cost of 250 silver pieces per person.

At the time the Land Search takes place, the Nation pays the appropriate cost for the Land Search as outlined above. At the option of the Land Judge he will either select a party member to roll the appropriate dice on the Mines & Ruins Chart, the Land Fertility Chart, and the Monster Encounter Chart to determine the properties of the desired hex or, at a time of their choosing with a witness, roll themselves. Note if the Land Judge rolls, the witness is to sign the sheets with their real name. This option is given so the Judge can have the paper work ready before they step on the field to facilitate play. If monsters are present, the assembled party must vanquish all foes present upon the hex in order for the Land Search to be successful. The victor of a Land Search battle is determined by a single encounter between the party and the resident monsters If the adventure party is vanquished, the searching Nation gains nothing, but still pays all costs associated with the failed Land Search.

However, if the Ranger escapes the battle successfully by running more than 100’ from any monsters present, the Nation may declare an ‘Invasion’ of that hex at the next available opportunity with a proper declaration to the Land Judge one turn in advance. Invasions are described below. If the Ranger did not escape and the party is vanquished, the Land Search has failed completely and the Searching Nation has no knowledge of the failed Land Search attempt.

A single Ranger character may only lead Land Search parties once every other event. If a Ranger is killed on a Land Search, regardless of the party’s success, he may not lead a Land Search for the next two turns.

If multiple Nations submit declarations to Land Search the same Hex of land simultaneously, the Nation spending the least movement points to arrive at the desired hex performs the search first, the other(s) follow in movement point order encountering the previous force and or monster after that force is finished. If multiple parties spend an equal amount of movement points to arrive at the selected hex, they arrive simultaneously and may either seek a diplomatic resolution, or battle each other, in addition to any resident monsters of the hex. The victor of this multi-way battle claims the hex; if all parties are defeated, the hex remains unclaimed. Note, when multiple battles occur for a hex everyone in the previous winning battle is considered raised and healed for the next battle. All rules regarding Rangers and subsequent invasions as outlined above apply.

If a Land Search is unsuccessful, the Land Judge is required to record all information about that hex for use in future Land Searches of that hex. This includes all monsters, Ruins, and resources as applicable.

Invasions
A Nation may invade previously explored hexes, including both those of another Nation and hexes where failed Land Searches have occurred. Any Nation may invade a previously explored hex as their Offensive Land Action during an event where Land Events are taking place. This requires a written declaration to the Land Judge from the Nation’s Liaison one turn prior to the invasion with the coordinates of the hex to be invaded.

When traveling to the hex to be invaded, normal adventure party movement rules apply as explained above. Invasions of previously explored hexes costs 750 silver pieces per hex invaded.

During Invasions, both the Invader and Defender are limited to the number of players that may fight on their side. The Invaders may field all of their surcoated members that have checked-in that event; they may also bring/hire additional allies equal to the number of their surcoated members. The Invading force must declare their total, final, number of attackers by 1:00 PM on the day of the event where the invasion is to take place. The Defender may field all of its surcoated members. If that number is greater than the force of the Invader, the Defender may field all of its members; if that number is lesser than the force of the Invader, the Defender may bring/hire allies to match the number of troops the Invader is fielding.

Example: An Invading Nation has 14 members in surcoats that check-in at that event. The Nation may bring/hire an additional 14 players from the Realm, bringing the total Invading force to 28 Invaders. If the Defending Nation has 29 members in surcoats that check-in at that event, the Nation may field all of them; however, if the Defending Nation only has 9 surcoated members that day, they may bring/hire an additional 19 allies, bringing their total Defending force to 28 even if the Invading Nation does not field the 28 players it had declared.

Multi-Nation Invasions
If multiple Nations invade the same hex during the same turn, the Nation spending the least movement points to arrive at the desired hex performs the invasion first, the other(s) follow in movement point order, encountering the previous force after that force is finished. If one invading force conquers the hex any Nations that are scheduled to attack subsequently may choose to call off their attacks or to attack the new owners of the hex. If multiple Nations are attacking the same hex, at the same time (i.e. movement points), they may choose to combine heir attacks or to fight separately. All members of a combined attack must agree to be a part of the attack and be able to launch an invasion of the targeted hex. If a combined attack occurs, all surcoated members or each Nation that is part of the combined attack fielding that day will be used to determine the invading force. Note when multiple battles for a single hex everyone in the previous winning battle is considered raised and healed for the next battle.

Example: Nation A (who fields 10 people in surcoats) and Nation B (who fields 15 people in surcoats) are attacking the same province of Nation C. The attacks may be resolved as a three way; or, if both A and B agree, they may combine their attacks. The combined invading force would consist of 25 Invaders in surcoats, and they may then bring/hire up to 25 additional allies.

Nations conducting a successful combined attack may either designate which attacking Nation will gain the hex before the attack occurs, or may choose instead to grant the hex to the last remaining Nation on the field of battle.

Invading After a Failed Land Search
Invasions of previously Land Searched hexes that were not successfully conquered may be invaded as described above. The victor of this type of Invasion is determined by a single encounter between the Invaders and the resident monsters. Adventure Rules apply to this type of Invasion. The Ranger who led the original party does not need to be present during this subsequent invasion. Invading the Hexes of Another Nation A Nation may invade the Hexes of another Nation as described above. The victor of this type of Invasion is determined by a single encounter between the Invading and the Defending armies. Battle Rules apply to this type of Invasion.

Sieges
If a hex contains a Structure, it is considered to be a fortified hex; fortified hexes provide benefits to the defenders of that hex depending on the Structure present. A hex is not considered to be conquered by the Invaders unless both the hex and the Structure have been successfully defeated.

To siege a structure, the Invaders must first successfully fight an Invasion of the hex in question as explained above. For purposes of sieges, the Invasion is called a ‘field battle’ indicating it is a fight for the hex on which the structure to be besieged resides. At the next event where Land Events are to occur, a siege battle will take place. It does not cost anything additional to siege a Structure. Invaders and Defenders are determined by the number of Nation members in surcoats as explained above.

Like the invasion, siege battles are decided by a single battle between the Invading and Defending armies. If the Invader successfully sieges the Structure, both the Structure and the hex are then considered to be the property of the Invader. If the Invader does not win the siege fight, a new field battle must be fought. If the Defenders win the field battle, the hex is considered to be successfully defended; if the Defenders lose the field battle, the Invaders may lay siege to the Structure once again. This will continue until the Invaders successfully conquer both the hex and Structure, the Defenders successfully defend the hex (and Structure, if applicable), or until the Invaders ceases the attack. Battle Rules apply to Sieges; Sieges are considered to be Offensive Land Actions.

During the actual Siege, the Defender is offered the protection of the Structure which fortifies the hex. A roped off area will represent the Structure for purposes of the Siege Battle. The Structure is considered a Fortification and must adhere to the rules set forth for Fortifications in Chapter Four: Combat, including the creation and destruction of gates. A destroyed gate may be fully mended with the Mage Spell ‘Mending.’ Additionally, for the purposes of Sieges, Structures may not be set under cover, there must be at least 10’ between all walls and any physical obstructions such as fences, and each Structure may only have one gate. Gates should be distinguishable from the rest of the structure. Structures may allow for the Defending party to field players in addition to the rules explained above for determining the size of Invading and Defending armies; Structures also offer shelter as per the Fortification rules set in Chapter Four. Occupancy of the various structures, as well as additional players allowed and dimensions, are described according to the chart below:

Fortifications may be expanded at the Land Judge’s discretion if the size of the Army permits If a Nation’s Treasury Castle is successfully besieged, the Invading Nation may seize all of the Defending Nation’s Coffers.

Should an Invading army successfully siege a Nation’s Capitol Fortification, the castle is not considered to be truly conquered; however, the Defenders are trapped in the Fortification. While trapped in the Capitol Fortification, the Defending Nation may not earn Income but is still responsible for Upkeep on all assets requiring it. The Defending Nation is then required to fight siege after siege until they are successful and reclaim the Castle or the Invader ceases to siege the Fortification.

Ships and Sea Battles
Ships not only produce income, they are also of great value strategically. Ships may travel at a rate of 12 movement points per turn as described above. Ships transporting troops have a movement cost of 500 silver pieces per turn and must leave from a sea hex adjacent to a land hex owned by its home Nation. Stationary ships with troops aboard cost 250 silver pieces per turn to maintain. Only one ship may occupy a hex at the end of a turn; they may, however, intersect while in motion. Should this occur, both Nations will be required to indicate whether they will pass peacefully or seek to intercept the other ship. Intercepting a ship is considered to be an Offensive Land Action.

Ship Battles
If a Nation intercepts a ship, a Ship Battle will occur. Ships may contain players, siege equipment, take damage, and have dimensions according to the charts below:



The same rules governing the size of the Invading and Defending armies for Invasions apply to Ship Battles unless both ships declare their intent to intercept the other ship, utilizing their Offensive Land Action. In this case, the Nation with the greater number of surcoated members at that event would be considered the Invader for purposes of determining numbers, while the other Nation would be considered the Defender.

For the purpose of ship battles, ships are represented by roped off areas according to the size of the ships involved. These roped off areas are set parallel to one another at a distance of 10’. Ships may be equipped with up to 3 ‘planks,’ made from cardboard and no wider than 3’, to assist troops in crossing from one ship to the other; planks must reach the full distance from one ship to the other to be crossed safely. Planks may be destroyed by Mage spell ‘Fireball’ and the Druid spell ‘Warp Wood’ in a single hit.

Assassins, Monks, and, Thieves may ‘swing on ropes’ from one ship to the other. To do so, both hands must be free and the player must role-play the act of swinging on ropes from one ship to the other. Other classes may jump from one ship to another, but they must land fully on the other ship or they will be considered to be in the water.

Any players, equipment, or planks that fall or are knocked into the water are considered sunk with few exceptions. Players in four (04) or less points of armor may swim to their own ship or the enemy ship by crawling on their hands and knees; both hands must be free. Also, any player struck by the Mage spell ‘Ice Storm’ will float for the duration of the spell and may be dragged aboard a ship by two other players. Ships are not damaged by normal weapons, but they can be damaged by ‘green damage’ such as the Mage spell ‘Fireball’ or successful hits from siege weapons. Ships may take ‘green damage’ hits according to the chart above at which time they will sink if not repaired within 5 minutes. If a ship takes damage, it may be restored by the Mage spell ‘Mending’ at a rate of one mend per hit taken. Ships in danger of sinking must be fully mended before the 5 min. time period is up or the ship is destroyed.

The victor of a Ship Battle is determined by a single encounter of the troops aboard each ship. In order to win, one party must not only vanquish the other party, but must also have a ship to carry them that has not in danger of sinking. If the successful party can man and mend (if applicable) the enemy ship, they may claim that ship as well and it will be placed on a hex adjacent to where the battle took place. Example: A Coastal hex belonging to Nation A is exactly 10 sea hexes away from a Coastal hex belonging to Nation B. Both of these Nations sail ships to the other Nations’ coastline. The two ships intersect while en route; Nation A uses their Offensive Land Action to intercept the ship of Nation B. A ship battle is fought according to the rules above. Alternatively, both Nation A and B may have chosen to allow the ships to pass peacefully, in which case no ship battle would have occurred and the ships would have continued on to their respective destinations.

Blockades
Nations may create a ‘blockade’ with a proper, written declaration to the Land Judge one turn in advance. To create a blockade, a County must sail a Frigate or a Man O’ War to the desired sea hex, no further than 6 hexes from one of the Nation’s own coastal hexes. While the blockade is in place, the blockading ship must remain stationary, any movement of the blockading ship will render the blockade null and the Nation must re-declare its desire to blockade the hex in question.

A blockade costs 100 silver pieces per turn. While a ship is blockading a hex, any attempts to pass through the blockade are considered an Offense Land Action and the blockading Nation may engage in a Defensive Land Action in defense of the blockade.

Additionally, the blockading ship may choose to intercept any ship seeking passage as a Defensive Land Action. All other rules for normal ship battles apply.

Amphibious Invasions
Amphibious Invasions occur when a Nation sails a ship with troops aboard and attacks the coastal hex of another Nation.

Nations may invade other Nations by means of an Amphibious Invasion with proper, written declaration to the Land Judge one turn in advance. An Amphibious Invasion is considered an Offensive Land Action and the same rules for Invasions as written above apply to Invasions of this type, including the rules for determining the sizes of the Invading and Defensive Armies with the additional stipulation that a Nation may attack a Coastal hex with one ship for each side of the hex that is adjacent to water.

Example: Nation A has a coastal hex surrounded on three sides by water, or three sea hexes. Nation B may attack with up to three ships with troops aboard (and thus three ships worth of warriors and siege weapons) provided they each attack from a different adjacent, sea hex.

Equipment, Spell Casting, & Land Events
Relics (see Chapter Seven: Special Items) may only be used in one Land Event per day; during Invasions, the Nation in possession of the Relic when the battle commences retains possession of it at the beginning of any subsequent battles. The victors of an Invasion may claim Relics used in the Invasion for use in the normally scheduled event. All other equipment, including siege equipment, weapons, and armor are reusable during an event’s Land Events.

For the purposes of recording spell points, any spell-casting characters participating in any Land Actions must consider each entire Land Action to be a single event, regardless of how many individual battles are fought; i.e. spell points do not replenish between individual battles of a single Land Action.

However, once Land Events are complete, the spell caster may enjoy a full complement of spell points to begin the remainder of the day’s scheduled events. Spells denoted with a 2 footnote in Chapter Six: Spells and Magic, may be pre-cast for the purposes of Land Events; all spell point costs still apply. Other allowable spells may be cast normally once battle commences. Restrictions on the casting of Battle and Adventure spells according to the type of Land Action apply.

The Realm Map
The Realm Map is a graphical depiction of all Nations’ Assets, including hexes, ships, structures, and resources. The Realm Map is maintained by the Land Judge in addition to the balance of each Nation’s Coffers. Coffer balances are available only to their respective Nations; however, the Realm Map is public knowledge and may be seen by any Nation Liaison upon request.

The Realm Map may be expanded at the discretion of the Senate and the Executive Board.

Declarations
All declarations for Land Actions at the next event must be received by the Land Judge prior to the end of Land Events at the current event. This includes Ship Battles, Land Searches, Land Invasions, etc. Once all declarations are received and the end of Land Events is announced, the Land Judge will determine all encounters to occur at the next event and publicly announce all Land Actions that will take place. This announcement will take place before the end of the day’s regular events.