Skip to main content
Every march ends with a dispatch from your Herald — a plain account of what your kilometres just changed in the realm. New ground doesn’t resolve the instant you stop: the claim is surveyed on the server first. So the March Complete screen reads in two beats. First your run, which is certain the moment you finish. Then your spoils, which arrive a breath later as the Herald files the claim. This page explains that summary — the “spoils ledger” — and every result a march can resolve to.

The run comes first

Ashenmarch is an exercise game before it is anything else, so the screen leads with the thing you earned by moving.
1

Your run, instantly

Distance is the big number, with duration, pace, and ascent beneath it. This shows the second you finish — it never waits on the map or the server.
2

The Herald files the claim

Under a “The campaign” divider, a seal turns while your claim is surveyed: “Your Herald is filing this claim…” You can tap Onward and leave at any point — you never have to wait for the result.
3

The spoils arrive

When the survey settles, the outcome slides up and stacks below your stats as a set of cards: the claim headline, then the spoils ledger, then any bonus. If a claim is still processing when you leave, it’s waiting for you later on the campaign’s detail page.

The spoils ledger

The ledger is a prioritised list of result lines, and each line is drawn only if you earned it. A march that took a scrap of bare ground shows a line or two; a march that stormed an enemy hold with treasure inside shows a full column.
Absent is never an empty box. You’ll never see “0 enemies”, “Tribute +0/day”, or a blank treasure slot. A line with nothing to report simply isn’t drawn — so the ledger always reads as here’s what you won, never here’s what you didn’t.
The lines, in the order they paint:
  • Ground won — the name of the territory you took, with its tier chip (Outpost through Citadel — see Conquering Land). If the land is new and unnamed, you’re invited to christen it.
  • Area gained — how much ground the claim added, split into what’s new versus what expanded an existing holding — for example +1,900 m² new · +240 m² expanded. All distances and areas honour your km/mi preference.
  • Treasure unearthed — if your route uncovered a find, it’s named right here (🗝️ unearthed). How treasure is buried and found is covered in Scouting.
  • Enemy pressed — if you struck a rival’s ground, one line sums the damage: Pressed House — 1 taken · 2 weakened. Holdings you captured and holdings you merely wore down fold into a single account.
  • Tribute delta — how much your daily tribute rose from the ground you just took.
  • Bonus — set apart in gold: a personal best, an item earned, or an honour. Because everything in Ashenmarch is measured against your own baseline, a beginner’s personal best earns its bonus exactly like an elite’s.
Illustrative dispatch. A hard loop into a rival’s frontier might resolve to: Ground won — Blackmoor Fen · Village · +1,900 m² new · +240 m² expanded · 🗝️ Gilded Spur unearthed · Pressed House Vane — 1 taken · 2 weakened · Tribute +6/day · Bonus: new personal best. Six lines, because you earned six. The exact thresholds and tiers behind these live in the Game Reference.

How an item swung the claim

If you raised a War Banner — or used any other march modifier — the ledger adds an effort & modifiers line showing exactly what that item did (D-225). It sits right beside the ground it bought:
War Banner — attack 3 → 5 · enemy defense 4
That reads: your base effort on this march was 3, the Banner lifted it to 5, and the ground you were taking was defended at 4 — so the item is what carried the claim over the line. On a contested claim the trailing enemy defense clause ties the math to the hold you pressed; on open ground it’s omitted.
This line appears only when you actually used a modifier item — there’s no “no items” placeholder. It’s how you see whether the Banner was worth its cost: the gap between the base and boosted numbers is the ground it won for you. Where War Banners and other items come from is covered in The Market.

What a march can resolve to

Not every march claims land — and that’s by design. Your Herald reports the outcome as a calm verdict, and only one of them is ever shown as a fault:
  • Claimed — new ground answers to your house. The celebration beat, with the full spoils ledger above.
  • A wall built — no new ground this march, but your out-and-back raised a Wall along your route and your frontier holds the stronger for it. (More on Walls in Conquering Land.)
  • No new ground — a loop too small to enclose a holding, or a march too short to raise a wall. This isn’t a failure: it’s the realm’s honest verdict, with a nudge to range wider next time. Range further and the land is yours.
  • Still resolving — a claim can be held rather than settled: pending coverage when your ground isn’t charted yet (it files automatically once surveyed), or under review. These are patient states, not problems — your march stands recorded while the Herald catches up.
  • A fault — the one and only case shown in warning colours: the Herald couldn’t receive your march at all. Your route is saved safely on your device, and you simply retry.
Only a true transport fault is ever painted as a warning. A loop that was too small or a march too short is a neutral verdict, not an error — Ashenmarch never tells you a real run “failed.”

A march is never lost

This is the promise underneath the whole screen: a march that won no ground is still a march. Your pace, your distance, and the chronicle stand recorded either way — the exercise is always yours, whatever the map decides.
Your recording is never discarded until the claim is confirmed filed (D-176). If the Herald can’t be reached, the march is held durably with a Retry — it never silently vanishes. The only run the app throws away is one too short to have been a run at all.

It’s also your permanent record

The same dispatch isn’t just for the finish line. It reappears — quietly, without the fanfare — as the Spoils of the campaign on that march’s detail page in your Campaign Record. Come back a day or a month later and it still tells you which territory you took, what was buried in it, and which house you pressed. The reward doesn’t evaporate the moment you close the screen.

Keep reading

The March

The live experience that leads up to this screen — recording a march start to finish.

Conquering Land

How claims, tiers, area, and Walls actually work.

Scouting

Where treasure comes from and how a march unearths it.

The Market

War Banners and the other items that can swing a claim.

Game values in this guide (areas, tiers, thresholds) reflect current live settings and may be tuned over time — the Game Reference is refreshed when they change.