Conquest System
Unity, power, freedom - desired by all, attained by few. With Halcyon's conquest system, you embark on a journey with your fellow allies. Through diplomacy, clashing of swords, and adventuring, you find yourselves climbing the ladder to greatness. Will you heed the call?
organizations & Territories
There are thirteen recognized organizations across the lands. Players may choose to run and be representative of one of them.
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How it works: everyone starts as unaligned. Until you pledge to a division you are opted out of participation in the conquest system. You may speak to an emissary in either the Ruins of Delzoun or New Ascalhorn to join one of their organizations. CHOOSE WISELY - you may not change for 2 weeks once selected. By selecting an organization you may only aid that chosen organization in conquest events. Those aligned to Druids of the Tall Trees, The Night Masks, and the Forgotten Lords may choose to aid any of the other organizations in conquest events.
Divisions
Divisions will work to assert control over the region. Holding territory and operating to spread their individual values. In order to become a division you must meet the following requirements:
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Have at least 8+ active members.
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A clear Leader and Co-Leader.
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Application completed with sufficient goals, agreeing to server expectations, list of active members, and any relevant information necessary.
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Agreeing to follow the lore of your chosen organization.
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Once you have been approved as an organization division to one of the major groups, you will hold a seat within the realm that grants you territory. Your territory will be yours to govern, upholding the values of the conquest party you choose.
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Maintenance
Every two weeks, we will audit the amount of influence points each division possesses. If the number is 0 during an audit, the division will be given a warning. If this is their second warning, the division will be dissolved. Additionally, if there has not been a reasonable increase or a negative trend in the number of influence points since the last audit, the division is able to be overthrown by another up-and-coming division. For example: If you spend 700 IP on a craft station and only earn 500 IP that week you have a negative trend.
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Rewards
Divisions will be able to spend their influence points on various rewards, but must be careful not to entirely deplete supply on personal gains! The following additions can be purchased by division leadership:
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Hallow / Grove ritual without the need for a roll or components.
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A profession crafting area/gathering location.
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Exchanging influence points for marks of service.
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Declaring territory battles.
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Influence Points
Once you have joined your division, you will begin to earn influence points via quests, DMNPC events, mark of conquest turn-ins, resource defense, and territory battles.
Each division will be able to accumulate influence points for their activities.
200 IP - Per event
10 IP - Per turned in mark of conquest
Hosted events must match the themes of the division/organization. You may host 1 event per week for a reward but are encouraged to host more.
Influence points are what determines your prestige within your organization. Each division has their own personal influence point pool only filled by members. To redeem things with your influence points you will request them in your conquest ticket - this is able to be done by leaders and co-leaders.
Point may be spent towards the following:
Hallowed (Holy or Unholy) / Druid Grove - 550 IP
Craft station or Gathering station - 700 IP
1 Mark of Service - 50IP (10 per week maximum)
*Prices are subject to change as the system and season progress for balancing purposes.
Mark of conquest system
Marks of conquest represent an individual's support to any one division and organization. Every player may claim one free mark of conquest per week. It may be turned into any division's emissary for influence points.
Additional marks of conquest may be taken as a consequence to PvP. Each player may take 3 marks of conquest per seven days. Once a player has had their coin taken they cannot be taken from again for 72 hours.
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Defense events
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Divisions may request a defense event once a week. Once a defense event is requested the opposing divisions will be alerted. A day will be scheduled for the event to take place. Once your division has taken part they may not request another one for seven days. Rules for the events can be found under the combat guide.
Caravan Escort
The defending party of 3 will arrive on site. An announcement will go out to allow 3 attackers to form and come attempt to stop the caravan's advance. Get the caravan to the other side to secure the victory!
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Retrieve Supply Crate
The attacking party of 3 will arrive on site. An announcement will go out to allow 3 defenders to form and come attempt to stop the retrieval. Get the supplies and return them to the mercenary cart to secure the victory!
Stand Your Ground
The defending of 3 party will arrive on site. An announcement will go out to allow 3 attackers to form and come attempt to hold their position against the opposition. Hold each point successfully against the attackers to secure the victory!
Teams will be made up of 3v3s
Participating teams receive 50IP
Winners receive an additional 50IP
Territory Battles
Players will be able to, after roleplay requirements have been met, request a battle with their opposing division. These will be facilitated like DM events―overseen by admins―and will be found somewhere on neutral ground between the two bases. There will be no consequences but wounded status remains.
The cost to declare is 500 IP
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You will engage in a series of 3v3s until your troops are wiped out. Each will present rosters of 10 participants, once a player is downed in PvP they are removed from the roster. After the 3v3 concludes anyone not downed is returned to the roster. The first division to wipe out the opposing divisions troops wins.
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The attackers can retreat after the first battle and be refunded 50IP for your remaining troops.
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Druids of the Tall Trees
The Tall Tree Druids are a reclusive and nature-centric circle dedicated to preserving the ancient forests and natural balance of the world. They are stewards of the wilderness, particularly in regions with towering old-growth trees, and strive to protect these sacred spaces from encroachment, deforestation, and corruption. The druids possess deep knowledge of flora and fauna, utilizing their abilities to heal, nurture, and defend the natural world. Their practices emphasize harmony with nature, and they often serve as mediators between the civilized world and the untamed wilderness, ensuring that both coexist in a sustainable equilibrium.
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Enemies: High Forest Warband, Fiends of New Ascalhorn
The Forgotten Lords
The Forgotten Lords are a prominent mercantile cartel known for their vast trade network and ethical business practices. Led by the resourceful and Waukeen-favored merchant Aster Merris, the organization operates primarily along the Sword Coast, promoting honesty and lucrative export deals, including magical equipment, to new and aspiring merchant companies. Membership in the Forgotten Lords requires paying a joining fee and escalating membership fees as one advances. The cartel's influence expanded significantly after the Shadow War, establishing their presence in major trade hubs like Neverwinter and Waterdeep.
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Enemies: The Night Masks
The Night Masks
The Night Masks are a notorious criminal organization operating within the city of Westgate in the Forgotten Realms. Led by the enigmatic Shadowmaster, they thrive on extortion, smuggling, and assassination, wielding significant influence over the city's underworld. Their members are skilled in stealth, deception, and combat, making them a formidable force to be reckoned with in the shadows of Westgate's streets.
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Enemies: The Forgotten Lords