The guide

War Campaign

A scheduled co-op war against NPC armies, fought across a map of named fronts — travel between zones, hold the line on long synchronized rounds, and everyone shares the win.

What it is

The War Campaign is a scheduled co-op event where the whole server — the coalition — fights NPC enemy armies across a map of connected fronts. It is PvE: you are never fighting other players, you are all pushing the same war forward together, up to 100 of you at once. It runs on the normal combat engine, so your gear, weapon and consumables all work exactly as they do everywhere else.

This is the new co-op PvE war — not the same thing as the multi-team War (five sectors) on the Valestia page. This one is you and your allies against the map, not team against team.

The map of fronts

A campaign is laid out as a set of named zones — fronts — connected to each other like a route map. Each front holds its own allied and enemy formations, and enemy fronts are what you have to clear. You do not fight in a Discord thread: each zone is a private panel you open from the event channel, so nothing floods the chat.

Joining and fighting

It is all buttons — there are no chat commands. When a campaign opens, a registration panel goes up:

ButtonWhat it does
Choose Starting ZoneEnlist by picking which front you start on.
Campaign IntelShows the rules and the state of the map.
View My ZoneOpens your private combat panel for the front you are on — that is where you choose your action.
Move ZoneTravel to a connected front; the move lands on the next round advance.
War OrdersSend a strategy signal about a front — Request Reinforcements, Mark as Priority, Plan Assault or Request Recovery. It is coordination: it does not use your combat action.
Global Update / RefreshThe state of the whole war, not just your front.
Battlefield Map · Roster · HistoryRead-only views: the full map, the fighter roster, and the campaign history.

The rounds

Every front resolves together on one shared deadline — a fixed length that each campaign sets for its rounds — so a campaign is something you check on across days, not a fight you sit through. Pick your action in your zone panel any time before the deadline; when it passes, every front resolves at once, queued zone moves are applied, and allied NPCs left behind march toward the fighting.

Do not go silent. If you submit no action before the deadline, you are auto-played — a random ATTACK on an enemy in your front (or DEFEND if the front is already clear). It keeps you useful, but choosing on purpose is always better.

Allies hold the line

You are never the only thing on a front. Each side's allied NPC formations fight on every synchronized round too — even on a front where no humans are left (everyone moved on, or got knocked out). Left alone, your NPCs keep swinging on the normal rounds and can secure a front for you while you push somewhere else — and it still counts toward the win. Allies also read the battle: by stance they hold, advance toward the fighting, fall back to reinforce, or shield a weak front, so the line shifts on its own between deadlines.

🌿 Hold a cleared front to heal. Sitting on a SECURED (enemy-free) front recovers 20% of your max HP each round — but only if you stay: traveling that round takes the recovery instead. And if you go idle on a cleared front you do not just sit there — you are usually redeployed toward the fighting on your own, since an idle fighter reinforces the coalition instead of holding an empty zone (some campaigns leave you resting there instead).

Winning and losing

Each front settles into SECURED (no enemies left), FALLEN (no allies left) or ACTIVE (still contested). The coalition wins when every enemy across the whole map is gone. It loses if every allied unit is wiped, or if the front line stalls so badly that no surviving unit can even reach a front that still holds enemies.

The rewards

Rewards are paid only if the coalition wins, and then once, flat, to everyone who registered — OIL, XP, and any items, gear or titles that campaign puts up. The individual front fights along the way pay nothing on their own; the whole reward is the victory.

Titles are a lasting edge. A war-campaign title you win is permanent, and carrying it grants bonus max HP inside any future campaign you enlist in — so veterans go into the next war a little tougher than first-timers.

Fallen still get paid. Because the win belongs to the whole coalition, every registered player is rewarded — even ones who were knocked out, and even fronts the allied NPCs finished on their own. Showing up and holding a front matters more than surviving it.

The Guardians Compendium. A Discord RPG built and run by Max. Every formula, item, region, quest and line of prose here was read out of the live bot. Reward amounts, drop rates, daily caps, prices and which panels are up are set by Max on the server the bot lives in.
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