> ## Documentation Index
> Fetch the complete documentation index at: https://docs.ashenmarch.com/llms.txt
> Use this file to discover all available pages before exploring further.

# After the March

> How the March Complete summary reads your spoils — ground won, area gained, treasure, enemy pressed, tribute, and how an item swung the claim — plus every result a march can resolve to, framed as a verdict, never a failure.

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.

<Steps>
  <Step title="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.
  </Step>

  <Step title="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.
  </Step>

  <Step title="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.
  </Step>
</Steps>

## 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.

<Info>
  **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*.
</Info>

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](/en/conquering-land#tiers)). 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 (🗝️ *{treasure} unearthed*). How treasure is buried and found is covered in [Scouting](/en/scouting).
* **Enemy pressed** — if you struck a rival's ground, one line sums the damage: *Pressed House {name} — 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](/en/treasury#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.

<Note>
  **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](/en/reference).
</Note>

## 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.

<Tip>
  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](/en/the-market).
</Tip>

## 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](/en/conquering-land#walls).)
* **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.

<Warning>
  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."
</Warning>

## 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.

<Info>
  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.
</Info>

## 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

<CardGroup cols={2}>
  <Card title="The March" icon="person-running" href="/en/the-march">
    The live experience that leads up to this screen — recording a march start to finish.
  </Card>

  <Card title="Conquering Land" icon="flag" href="/en/conquering-land">
    How claims, tiers, area, and Walls actually work.
  </Card>

  <Card title="Scouting" icon="gem" href="/en/scouting">
    Where treasure comes from and how a march unearths it.
  </Card>

  <Card title="The Market" icon="store" href="/en/the-market">
    War Banners and the other items that can swing a claim.
  </Card>
</CardGroup>

***

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