Homeland and supply
On your nation's ground you recover faster. Far from it, a crowd of more than fifty must bring food, or its recovery slows.
Where your nation holds half or more of the ground, it is your homeland: your health, mana and stamina come back faster, up to half again as fast where the hold is complete, in a fight as much as out of one. Defenders fighting at their own Heartwood have all of it. A guildless character has no homeland.
Supply
Anywhere else you are an outsider, and you live off the land. The land feeds about fifty outsiders in a few kilometres round you, whoever they are: allies, enemies and the guildless all eat from it. A bigger crowd than that is short of food and everyone in it recovers more slowly, at about 50 out of every N, so ninety outsiders in one place recover at about 55%. Stamina never falls below half its usual rate.
- Food runs out slowly: a crowd that has just gathered has about ten minutes before it feels the shortage, and supply comes back at once.
- Close to your homeland's edge the shortage fades in gradually; deep in other ground it applies in full.
- Settlements feed everyone who stands in them, unless a siege is being fought within about 3 km.
- The Haven and the dungeons have no supply rules.
- The box under the minimap says when you are in your homeland, fed by a camp or a cart, or short of food.
Siege camps
A guild besieging a city can raise one siege camp for its siege. Its Guild Leader or an Inner Council member opens the guild's Warstone window and presses Raise siege camp: the camp goes up a few steps ahead of them, within 300 m of the Warstone and outside the city.
- It costs at least 5,000 gold from your city's treasury, more for a higher-rank Warstone, every time one is raised.
- Fill its chest with food (bread, meat, the farms' goods, ale), up to 1,000. While it has food, every member of your nation within about 1 km of it is fully supplied, and your armies there are fed from it.
- It eats what the land cannot give: about six food an hour for each outsider of your nation past the fifty the land feeds. Ninety attackers for two hours need about 480.
- Anyone can attack it at any time while the siege stands. When it falls its food spills where it stood for anyone to loot, and you must wait 30 minutes to raise another.
- It is struck when the siege ends, and whatever food is left in it is lost.
Supply carts
A supply cart is a covered wagon of food that follows a leader, for war bands and armies far from home. Your Guild Leader or an Inner Council member orders one from the City tab's trade form: choose A supply cart (follows you) as the destination and load up to 300 food. It costs 250 gold and needs a Stable and a Carriage Maker; while it is out it takes one of your city's caravan teams.
- It leaves your city's Stable and follows whoever ordered it, about ten metres behind, at its leader's pace up to a laden canter. A galloping rider leaves it behind; past 300 m it stops and waits.
- While it has food, every member of your nation within 150 m of it is fully supplied, and so are your armies there. It eats as a camp does: about six food an hour for each of you the land cannot feed.
- Any member of your guild within 30 m can take its reins with /cart follow or the Follow me button. Its leader or your guild's leaders can stop it with /cart halt.
- It refills only at home: bring it into your city and press Load (or /cart load) to top it up from storage.
- /cart disband unloads it into storage when it stands in your city; anywhere else its food is left on the ground for anyone to take.
- Its pair of horses can be killed. Its food then lies in the wreck, lootable by anyone for an hour.