The Codex
Osperan's complete handbook to Realms in Embers, chapter by chapter. In the game it opens with c; these pages are the same book, printed for the open web.
- The Field of Battle — A battle opens with the volley: every ranged company on both sides looses once, before the lines meet.
- Companies — Sixteen kinds of company march in this realm.
- Works & Ground — A province can hold any number of works, built one at a time.
- Coin & Order — A province pays what its ground is worth, times everything you have done to it, in this order: terrain base (plus coast, Granaries, Harborworks), times Market…
- Emberlight — Emberlight is the realm’s magic, counted like coin.
- The Court — Your court holds up to five heroes.
- Quests & the Saga — The quest board turns each season.
- Artifacts — Artifacts surface on quests, in events, and along the Saga.
- The Twelve Lords — Twelve claimants, and no two play alike.
- The Other Lords — Every rival holds an opinion of you, from −100 to +100, and none of it is hidden: hover the number on the Lords screen (d) and every cause is itemized.
- Enchantments — Some workings stay on the land after the casting, and enchanted ground is marked twice over.
- The Five Endings — Five roads end this war, all public.
- Marginalia — Osperan writes a margin note the first time a rule touches you.