The two kinds of steel
Defensive garrison
Reinforces one holding for the length of the contract. Bolsters that holding’s defence against invaders — and it can be hired for a holding already under siege.
Offensive company
Strengthens one invasion march you actually run. It rides a real route you complete that crosses into the target’s ground — it never marches on its own.
The defensive garrison
Hire a garrison for one holding and, for the length of the contract, it adds to that holding’s defence — extra bite an invader has to grind through before the land changes hands. Think of it as paid reinforcements standing the wall while you’re away. Crucially, you can hire a garrison for a holding that is already under siege. That’s the intuitive moment to want defenders — someone is at your gates. A mid-siege garrison starts blunting the in-progress invasion from the next tick onward. But by design it’s a modest reinforcement, never a rescue: its strength is clamped below your own weakest earned wall (see the caps below), so it buys you time, not immunity. The way to actually break a siege is still to lace up and run your contested ground.The offensive company
An offensive company sharpens an attack you carry out yourself. You hire the company, then go run a qualifying invasion march — a real route, of at least the minimum distance, that crosses into the target holding’s ground. When that activity syncs, the company’s strength is added to the effort your run brings to the siege. It’s consumed on use.The company never launches an attack on its own. No hire ever results in an autonomous strike while you sit still — it only amplifies a march you ran that already overlaps the target. Effort is the trigger; the sellsword is the multiplier on top.
The Sellsword’s Mark
The moment you hire — offence or defence — your house takes the Sellsword’s Mark, and everyone can see it. The Mark has two layers, and the first is guaranteed:- Visibility, always. Buying power is never secret. The pennant on the map and the Herald’s tiding are the flat, certain social cost of hired steel — you’ve announced to every rival that you leaned on Gold, and that alone invites retaliation.
- A bounty that scales with the heat. While marked, your holdings are a slightly richer target — rivals who capture from you loot a bonus (find the current ceiling on the Reference), and it self-scales with how contested your ground already is. Hire steel on a hot, hotly-circled front and the bounty bites — you painted a target exactly where rivals were already gathering. Hire a quiet garrison in a calm corner and the bounty is negligible. The Mark punishes leaning on Gold where it matters, not a careful defensive hire out of harm’s way.
Upkeep — feeding your steel
Sellswords don’t fight for one payment. Beyond the hire price, a company costs Gold per day to keep, drawn from your coffers for as long as the contract runs (the daily rate is on the Reference). Upkeep is the leash. Gold flows in from your holdings faster the more land you hold, but only sublinearly — while upkeep is flat, every day, per company. So there’s no standing army to be had: keep too much steel on the payroll and the daily drain outruns your tribute. Sellswords are for a fight in front of you, not a permanent garrison you forget about.The caps that keep it fair
Ashenmarch is not pay-to-win. Gold itself is earned by running — it’s never purchasable with real money — so literal pay-to-win is off the table before we start. These caps close the internal risk: that a wealthy house could simply out-spend a hungry one.1
Bought steel never outfights earned steel
A sellsword’s strength is always capped strictly below your own weakest earned wall. Whatever you’ve built with real kilometres outranks anything you can hire. Steel bought with Gold is, by construction, never as strong as steel you earned on the road — so no amount of spending buys a defence that effort couldn’t beat.
2
Gold buys the underdog more than the giant
The inverse-holdings equalizer: a sellsword’s effect scales inversely with how much land you already hold. A small, struggling house gets a real, meaningful punch from a hire; a sprawling juggernaut gets almost nothing for the same Gold. Gold-to-power is deliberately regressive — a lever for the underdog, not a steamroll for the dominant.
3
Steel can't be gifted
Mercenaries are non-giftable and non-tradeable. Unlike cosmetic items in the Market, you can never buy a company and hand it to an ally. Power stays with the house that earned the Gold and ran the march — you can fund a friend’s crest, never their army.