Battlegrounds, Incursions & Campaigns
Overview
Battlegrounds, Incursions and Compaigns represent the active, large-scale military warfronts shaping the world. These systems are not isolated activities, but living manifestations of ongoing wars between the forces of light and darkness or between disputing nations. Conflict unfolds across multiple Zones and Regions, dynamically altering territorial control, resource access, NPC behavior and presence, settlement status and function, and accessibility.
Players do not opt into these conflicts through queues or matchmaking. War and conflict is encountered as a condition of the world itself—persistent, visible, and consequential—allowing players to choose how, when, and to what extent they become involved or contribute to each conflict and on what scale.
From direct front-line combat, to supply and support activities, to subterfuge and infiltration, there are numerous ways to influence the outcomes of wars and battles. These options span a wide range of difficulty levels, time commitments, and skill requirements, supporting varied playstyles and availability.
Battlegrounds operate at the zone level, representing localized engagements between opposing forces. Incursions and Campaigns function at the regional level, coordinating multiple battlegrounds, supply networks, strategic objectives, and command structures into broader military direction in response to an impending threat or to achieve a specific goal. Combined, they form the mechanical backbone of large-scale world conflict.
Battlegrounds
Battlegrounds are temporary, Zone-specific conflict states in which two opposing forces actively contest territory. When a Battleground becomes active, the affected Zone transitions into the In-Conflict state, altering NPCs, environmental conditions, available activities, and risk profiles, while still remaining largely accessible.
Battlegrounds unfold across multiple stages over variable timeframes, typically lasting 3–7 real-time days depending on factors such as Zone size, scale of committed forces, and strategic importance. Overall difficulty of each Battleground also is variable—depending on numerous contributing factors—but several micro-level difficulty options exist for players to choose from who wish to participate. For example: a Battleground where a large Undead force is invading an Ashrian controlled Zone with a very small defending force committed to it will have a high base difficulty level for the defenders and usually resolve much faster (unless a large number of players intervene) vs. if the defending forces were of similar power and size.
Battlegrounds do not fully consume an entire Zone, but all areas of the Zone are affected to some extent. Active combat and objectives are concentrated around strategically important locations—settlements, ruins, bridges, choke points, battlefields, fortifications—allowing non-involved players and groups to potentially pass through unhindered if they avoid areas of heavy hostile forces, although the risk of such a venture is certainly heightened.
Players moving through a Battleground Zone will encounter increased patrol density, active skirmishes, and faction presence that intensifies as they get closer to contested and objective areas. Players may approach war camps, participate in skirmishes, or directly engage in the conflict, but hostile forces will always pursue and engage anyone they detect regardless.
Faction distrust and political history are enforced diegetically. For example, Imperian forces may refuse entry into their war camp to a party led by a Norse or Westlander with no established reputation, particularly if that party shows no intent to aid them against the opposing force. If the Imperian’s are in conflict in that Zone against Norse or Westlanders they will attack them outright if they detect them.
Zone State, Access & Instancing
When a Battleground activates, the affected Zone transitions into an instanced, In-Conflict state. This transition is seamless and signposted through escalating environmental cues such as increased patrols, ongoing skirmishes, damaged locations and terrain, and NPC warnings.
Zone borders remain open, but danger increases as players move toward active conflict areas. Instancing is used to preserve performance, ambient and narrative coherence, and outcome integrity while maintaining the uninterrupted experience of a shared, continuous world.
Battleground Zones are functionally divided into overlapping spaces:
Peripheral Areas
Located near Zone borders, these areas focus on traversal and warning states. Patrols are light, and direct involvement in the battle is minimal. These areas are generally not tied to battleground objectives or outcome resolution.
Contested Areas
These include patrol routes, scouting points, supply lines, and ambush areas. Incidental combat and smaller-scale skirmishes occur in these areas. Contested Areas host the majority of battleground-related quests and support activities that occur before the main battle(s) take place, and their outcomes influence the advantages and disadvantages present during the final Objective Areas conflicts which conclude the Battleground.
Objective Areas
Objective Areas are war camps, battlefields, siege points, command structures, and other strategic locations where large-scale combat occurs during the final stage of the Battleground. Control and outcomes in these areas determine victory or defeat within the Battleground. Assaulting and taking objectives from the enemy force and defending controlled objectives against the enemy force are the main activities that occur within Objective Areas.
Progression & Difficulty
Each Battleground develops over several stages in a linear fashion:
Stage 1 – Pre-Conflict
Forces move into the Zone, establish war camps and initial areas of control, conduct scouting, and identify strategic locations and objectives. The defending force’s existing presence, reaction speed, commitment level and intelligence gathering activities or network can significantly influence how entrenched and how pervasive an invading force becomes prior to halting due to opposition.
Stage 2 – Conflict
Conflict is firmly established. In this stage, two opposing forces have begun contestation over a Zone, each has setup a war-camp with armies, objectives and battle lines, although patrols and scouting are still prevalent. Small skirmishes take place between patrols and scouting parties occasionally. Supply chains are developing and both sides are determining their needs and strategies for the battle
Stage 3 – Escalation
Widespread skirmishing and minor battles occur regularly, both sides heavily involved in Contested Areas activities, intelligence gathering, fortifying occupied objective areas, and preparing assault and siege forces to take enemy held Objective Areas when the main battle begins.
Stage 4 – Battle
The main, large-scale battles take place in this final stage. Victory and loss are determined by a combination of success in defending, assaulting and controlling the key strategic objectives and locations for required time thresholds, or inflicting enough loss against the enemy forces to cause them to withdraw.
Difficulty emerges naturally from world conditions rather than explicit settings. Each Battleground contains layered objectives with differing levels of importance and challenge:
-
Primary Objectives (e.g., taking enemy strongholds, liberating major settlements, destroying command centers, finding and eliminating leadership) have the greatest impact on win/loss conditions, and feature the strongest forces and most complex encounters, thus resulting in the highest level of difficulty.
-
Secondary Objectives (e.g., defending settlements and strongholds, protecting bridges and chokepoints, holding fortified areas, neutralizing support units and siege equipment, protecting leadership) directly influence battlefield conditions and factors, providing moderate challenges.
-
Tertiary Objectives (e.g., securing high ground, maintaining scouting and intelligence gathering positions, protecting resources and supplies) deliver less direct affects on the battlefield and are the lowest difficulty, but still remain impactful and relevant, usually providing advantages relating to success in Secondary and Primary objectives.
This structure allows players to self-select difficulty by choosing where and how to engage, without queues or difficulty toggles. Transitioning difficulty is achieved simply by disengaging from one objective and engaging another. Primary objectives will normally be offensive, Secondary typically defensive, and Tertiary often being support or subtlety focused.
Complimenting the micro-difficulty adjustment is the overall macro-level Battleground difficulty, which is influenced by factors such as force sizes, supply line length, reinforcement availability, stronghold proximity, nearby allied support, and commitments across the broader Incursion or Campaign.
Some Battlegrounds may be deliberately sacrificial or stalling actions, designed to delay an enemy rather than secure victory, and may be nearly impossible to overturn without significant amounts of player coordination and involvement across all stages—as NPC forces will commit few troops to the final stage of battle (unless persuaded to go against their orders and do otherwise), and instead simply retreat and let the occupiers move in. Quests and tasks in these types of Battlegrounds will focus more on non-victory oriented goals designed to stall or interfere with the enemy, allowing players to still achieve positive and rewarding outcomes although the end result is the occupation of that zone and the retreat of allied forces.
Engagement & Quests
Participation in a Battleground is inferred through player behavior rather than explicitly opted-in. Actions such as attacking enemy forces, completing related quests and tasks, assisting allied units, damaging objectives, or remaining within objective areas initiate participation tracking. Participation decays over time when players disengage or leave active conflict zones. Participation builds reputation with the local NPCs and factions involved in the battleground as well as the ones at the Incursion or Campaign level, and provides other benefits such as rewards, special bonuses and access to services and resources.
Non-participating players are generally not restricted from movement in the zone, but hostile forces will engage them if detected, and access to specific services or areas may be denied.
Battleground quests and tasks primarily involve Contested and Objective areas and vary widely in scope, duration, and difficulty—changing as the stages of the Battleground progress.
Contested area quests commonly include:
-
Scouting and counter-scouting
-
Supply chain disruption and sabotage
-
Patrol and counter-patrol operations
-
Capture, escort, and elimination objectives
These quests primarily occur during early and mid-stages of a Battleground, involving the Contested areas, and influence the conditions of the main conflict by affecting reinforcement strength, morale, buffs and debuffs, time constraints, availability of special units, and siege capabilities.
Objective area quests are more combat-focused and revolve around the Contested battlefield locations during the final stage of the Battleground. These include:
- Assault and defense missions
- Command unit elimination
- Siege and support operations
- Leadership disruption
The success or failure of these is what determines which force is victorious in the battle, which will retreat and which will advance, which will lose control of the Zone and which will gain or maintain it.
Additional Battleground support quests may occur outside the Contested area or the entire Zone itself—such as crafting and procuring supplies, resolving hazards or situations, delivering aid requests or rallying allied forces. These are offered by officers and commanders both within the Battleground Zone and from the associated Incursion or Campaign command centers where the broader war is directed.
This structure allows players of varying skill levels, playstyles, and time commitments to contribute meaningfully to large-scale conflict without requiring direct participation in frontline combat.
Offline progression options—such as blacksmiths, apothecaries, woodcutters, leatherworkers, camp guards, supply escorts, or enlisted soldiers—provide further, non-active playtime avenues for contribution by players invested in a Battleground’s success.
Faction, Nation & NPC Involvement
NPC factions and groups respond dynamically to player alignment, reputation, and behavior:
-
Allied forces may offer warnings, requests for aid, limited services, or battlefield intelligence.
-
Hostile forces actively patrol, ambush, and engage perceived threats.
-
War camps and strategic areas may restrict access to non-participants, neutral or unaffiliated players.
All restrictions are enforced through NPC behavior and world logic rather than invisible barriers.
Each Battleground is typically led by a specific faction, nation, or alliance thereof whose doctrine, culture, and military philosophy shape how the battle unfolds. Leadership at the Incursion or Campaign level may differ from on-site command, creating variation in tactics and objectives.
For example:
-
Shadow-Elven led Battlegrounds emphasize pre-battle sabotage, espionage, infiltration, and attrition to dramatically weaken the enemy before the main battle even begins.
-
Norse led Battlegrounds on the other hand favor larger-scale direct confrontation, aggressive assaults, and the targeting and elimination of enemy commanders, champions and command structures.
NPC troops form the bulk of fighting forces. Player involvement is capped per instance to preserve difficulty, ambience, scale, and battlefield coherence. Each instance contributes meaningfully to the overall outcome; concentrated player involvement in a single Battleground can decisively shift momentum, while neglect of adjacent Zone Battlegrounds or Regions carries strategic consequences elsewhere.
Victory & Defeat
Battlegrounds resolve when final objectives are secured or lost during the final ‘Battle’ stage. Outcomes directly influence the controlling faction’s position within the broader Incursion or Campaign, affecting nearby Zones, Regions, supply routes, and future engagements.
The force that achieves victory will effectively take, or retain, control of the Zone. Additionally, if sufficient Zones within a Region fall under the faction’s control as a result, the entire Region may enter the ‘Occupied’ state, forcing any other defending forces to withdraw from remaining contested Zones within that same Region.
Zone and Regional control grants access to important resources, strategic locations, settlements, and logistical advantages—enabling fortification, expansion, and further invasions into adjacent Zones or Regions. Recently contested Zones enter a cooldown period before they can be re-invaded or additional liberation attempts can occur, preventing stagnation, stalemates, or repetitive engagements without meaningful territorial change.
Incursions & Campaigns
Incursions and Campaigns represent the active military conflicts within the world—large-scale, persistent wars fought across multiple Zones and Regions by various factions, groups and powers. Unlike Battlegrounds, which are Zone-specific engagements with defined rulesets and shorter-term resolutions, Incursions and Campaigns are long-running conflict states between large, coordinated armies from nations, factions and powers that evolve over time based on strategic conditions, logistical realities, and the cumulative outcomes of numerous smaller encounters and events.
An Incursion or Campaign is not an activity players queue into, nor is it a simple scenario to be completed. Instead, it is an ongoing state of war that shapes the Regions and Zones involved: altering territorial control, influencing faction behavior, redirecting or restricting resources, and generating a flow of Battlegrounds, quests, events and other related content. Incursions and Campaigns persist for extended periods of real-time—often weeks or even months—and may escalate, stagnate, fragment, or collapse without ever producing a clear-cut victory.
Players do not normally command Incursions or Campaigns directly (although it may be possible if they work themselves high enough up in the ranks of a faction or nation). Rather, they participate in the conflicts that feed into them, influencing their trajectory through aggregated action rather than individual decision-making. In this way, Incursions and Campaigns function as living backdrops to the world’s larger struggles, ensuring that large-scale conflict feels consequential, persistent, and grounded in the game world rather than abstracted into repeatable content.
Incursions define the broader response to an invasion by the forces of evil occurring in a Region or multiple Regions controlled and occupied by the free peoples of the world. They determine the long-term consequences of victory or loss on a Regional and nation-wide scale in relation to the attacking force. Incursions are PvE in their entirety, and are focused on halting and repelling the forces of darkness that have invaded.
Campaigns are faction or nation initiated operations with specific objectives and goals. Campaigns may be PvP as well as PvE in their scope. For example:
- The Imperian nation may launch a Campaign against the Norse to reclaim lands they lost when the Norse invaded, resulting in PvPvE Battlegrounds and content between the Imperian and Norse nations (and their allies) in the contested Regions and Zones the conflict is taking place in.
- The High Elves of Tel’Althas may launch a Campaign to strike at the Orc strongholds deep within the Blightlands to cripple (for a time) the Orc led Incursions coming from those areas, resulting in PvE Battlegrounds and content as a result.
Both Incursions and Campaigns use the same systems of operation, direction and management, and Battlegrounds follow the same rules for either. The opposing forces and overall goals and objectives are the main difference—where Incursions are persistent and ongoing invasions instigated by the powers of evil which seek to annihilate or subjugate everything, and Campaigns are goal-specific military operations, often political and social in nature, that are initiated by nations or factions.
Conflict Scope & World State
Incursions and Campaigns manifest as persistent, large-scale conflict states spanning an entire Region and often multiple Regions. When active, they impose a directional military pressure across the world—altering territorial control, NPC behavior, trade routes, settlement status, travel safety, and the availability of resources and services well beyond any single Battleground.
Regions involved in an Incursion or Campaign transition through relevant states such as Controlled, In-Conflict, Occupied or Reclaimed, depending on the balance of power and momentum. These states influence what Battlegrounds can occur, where they emerge, how frequently they activate, and what strategic objectives are available.
Unlike Battlegrounds, which resolve within defined timeframes, Incursions and Campaigns persist as long as strategic conditions allow. They continuously generate pressure points—new engagements, defensive actions, supply demands, and opportunistic objectives—creating an evolving conflict landscape rather than a static front line.
World state changes are communicated organically through NPC dialogue, environmental shifts, patrol behavior, damaged infrastructure, restricted access, refugee movement, and military buildup. Players can encounter various aspects of an Incursion or Campaign simply by traveling through affected Regions, even if they never directly participate in combat or associated content.
Command Structure & Strategic Direction
Each Incursion or Campaign is directed by a layered command structure that governs strategic priorities, force allocation, and operational doctrine. At the top level are regional or factional command centers—war councils, capitals, fortresses, or mobile command encampments—responsible for setting long-term objectives and responding to changing conditions.
Command doctrine varies by faction, nation, or power. Some emphasize attrition and territorial saturation, others rapid strikes and decisive engagements, while others rely heavily on subversion, logistics denial, or political leverage. These doctrines shape the types of Battlegrounds that emerge, the objectives emphasized, and the tolerance for losses or prolonged wars.
Strategic direction is not absolute. Leadership decisions are constrained by logistics, morale, political pressure, internal dissent, and the cumulative outcomes of Battlegrounds and player actions. Failed offensives may force commanders into defensive postures, while unexpected victories can trigger escalations or opportunistic expansions into adjacent Regions and Zones.
Players generally do not issue orders at this level, but their aggregated actions influence command decisions indirectly. Exceptional contribution, reputation, or rank may unlock limited advisory roles, special assignments, or influence over priority objectives without granting direct control over the war itself, although theoretically the systems to support a player in a ‘general’ role leading a faction in a Campaign or defending against an Incursion would exist and be possible.
Progression & Escalation
Incursions and Campaigns evolve through shifting phases rather than fixed stages. Momentum is tracked continuously based on territorial control, supply stability, force attrition, leadership state, and player involvement across all associated Battlegrounds and support activities.
Escalation occurs when one side achieves sustained momentum—triggering increased force commitments, heavier units, expanded objectives, or broader regional involvement. Conversely, stalled or overextended forces may fragment, entrench, or enter holding patterns focused on consolidation rather than advancement.
Progression is nonlinear. A Campaign may surge early, stagnate mid-way, splinter into multiple localized conflicts, or collapse suddenly due to leadership loss or re-prioritization, logistical failure, or political withdrawal. Incursions, while more persistent, can still be blunted, redirected, or temporarily contained through sustained resistance.
This system allows wars to feel organic and reactive rather than scripted. No single Battleground determines the fate of an Incursion or Campaign, but patterns of success or failure across time and space shape its trajectory.
Participation & Contribution
Player participation in Incursions and Campaigns is inferred through cumulative action rather than explicit enrollment. Combat victories, objective control, diplomacy, sabotage, and leadership disruption all contribute to the broader conflict state, in addition to quests, tasks and participation in peripheral events that may occur such as Raids on entrenched enemy strongholds that have been established in Occupied Zones behind the front lines.
Contributions aggregate upward from Battlegrounds into Regional momentum. Sustained involvement in key Regions can shift supply lines, unlock reinforcements, weaken enemy doctrines, or stabilize allied control elsewhere. Conversely, neglecting critical fronts can allow enemy momentum to build unchecked.
Participation supports a wide range of commitment levels. Players may engage briefly during travel, focus on repeated local contributions, or invest deeply across multiple Regions in a single conflict. Offline and indirect participation operate at the Incursion or Campaign level in a similar manner as at the Battleground level—provisioning armies, guarding infrastructure, training NPC forces, or maintaining supply routes—allowing continued impact without constant active play.
Reputation, rank, and faction standing earned through participation unlock access to strategic information, event access, tasks and quest lines, special service and reward chains, and other types of benefits tied to the outcome of the Incursion or Campaign.
Resolution & Consequences
Incursions and Campaigns may conclude through decisive victory, negotiated withdrawal, internal collapse, or gradual dissipation rather than a single climactic event. Some may never fully resolve, instead transforming into long-term occupations, border wars, or intermittent flare-ups.
Resolution produces lasting consequences. Territorial control may shift, Regions may change hands, settlements may be rebuilt or abandoned, political relationships may realign, and future conflict probabilities may be altered. These outcomes shape subsequent Incursions, Campaigns, and other world content that may not be directly related.
Following resolution, affected Regions enter various Control States—such as Occupied, Reclaimed, or Neutral—during which new activities emerge and cooldowns prevent immediate re-escalation. These phases provide narrative continuity and mechanical breathing room while preserving the sense of a dynamic, reactive world.
In this way, Incursions and Campaigns serve not as repeatable content loops, but as persistent historical forces—leaving scars, reshaping borders, and influencing the world long after the fighting subsides.
