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Townships of the Mainland

Eight cities anchor the war for Britannia. Three are the fortified home bases of the factions; five are contested prizes that change hands through battle. Each city can be owned by a faction, and ownership brings the spoils of control.


The Two Kinds of City

Faction Home Bases — Trinsic, Yew, and Vesper. Each is the permanent seat of one faction, home to its Join Stone, its reward vendor, its champion altar, its captive cell, and its Lord Commander elections. These do not change hands.

Contested Townships — Britain, Minoc, Skara Brae, and Cove. These belong to no faction by default and are fought over through a variety of capture mechanics (see City Capture). Whoever holds them reaps their benefits until they are taken away.


The Cities

City Type Capture Method
Trinsic Home Base Holy Order of Trinsic (permanent)
Yew Home Base Yew Militia (permanent)
Vesper Home Base Vesper Trading Company (permanent)
Britain Contested Control Points
Minoc Contested Control Points
Skara Brae Contested Weekly Siege
Cove Contested Sigil Raid (gates + sigil corruption)

The mainland's geography shapes the war: each contested city sits between two factions and farther from the third, so every faction has cities it is naturally positioned to fight for and others it must reach across the map to claim.


The Town Stone

Every township — home base or contested — has a Town Stone, the civic heart of the city. At the Town Stone, any player may:

  • Become a citizen of the town (if they hold no other citizenship).
  • Revoke citizenship.
  • View town information — current owner, active bonuses, the Lord Commander (in faction cities), and citizen count.

In faction home bases, the elected Lord Commander gains additional Town Stone options to manage the town's bonuses.


What Ownership Grants — Town Bonuses

A faction that controls a city may activate town bonuses that benefit its members. Bonuses come in tiers, and the controlling faction's leadership decides which to enable.

The available bonuses are:

Bonus Effect
XP Gain Increased skill and stat gain
Gold Drop Increased gold from dungeon monsters
Vendor Discount Reduced prices from the city's NPC vendors
Resource Gathering Increased yield from mining, lumberjacking, and fishing
Guard Awareness Faster, stronger city guards
Silver Per Kill Increased silver earned from faction kills

Bonuses scale by tier — the higher the tier, the stronger the effect. A city held and well-managed is a meaningful advantage for the faction that controls it; a city lost — or left neutral after a failed capture — grants nothing to anyone.


Neutrality

When a contested city's capture attempt ends without a winner, the city becomes neutral — owned by no one, granting no bonuses to any faction — until the next opportunity to seize it. A city is never a consolation prize: you either win it outright or no one holds it.