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A commander, however skilled, cannot run an army alone. In your Pavilion you may [[Managing your Advisors|manage your advisors]].  
 
A commander, however skilled, cannot run an army alone. In your Pavilion you may [[Managing your Advisors|manage your advisors]].  
  
You begin with two choices: The Viscountess of the Viric Jungle, and the Ophidian Gentleman. Whom you choose as your Advisor will decide which Tutorial Campaign is available to you. The Viscountess, naturally, represents the Cats of Parabola. The Ophidian Gentleman is a representative of the Fingerkings. Choosing one will embroil you in a war against the other.
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You begin with two choices: The Viscountess of the Viric Jungle, and the Ophidian Gentleman. Who you choose as your Advisor will decide which Tutorial Campaign is available to you. The Viscountess, naturally, represents the Cats of Parabola. The Ophidian Gentleman is a representative of the Fingerkings. Choosing one will embroil you in a war against the other.
  
 
You may freely change Advisors at any point, even while on a campaign. Both Tutorial Campaigns will continue to be available permanently; your choice of initial Advisor determines which content you experience ''first'', but you will not be locked out of anything.
 
You may freely change Advisors at any point, even while on a campaign. Both Tutorial Campaigns will continue to be available permanently; your choice of initial Advisor determines which content you experience ''first'', but you will not be locked out of anything.
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{{#lsth:Parabolan War (Guide)/Tables|Actions by Stage}}
 
{{#lsth:Parabolan War (Guide)/Tables|Actions by Stage}}
 
===Morale ===
 
===Morale ===
Morale is gained at the beginning of each campaign based on your level of {{IL|Parabolan Commander}}, with a maximum of 9 Morale, plus 1 if your ethos is aligned with whom you're campaigning for - i.e. if you have {{IL|Parabolan Cultivator}}>{{IL|Parabolan Oneironaut}} for Cats, {{IL|Parabolan Oneironaut}}>{{IL|Parabolan Cultivator}} for Fingerkings or the two qualities equal for the Chessboard. The formula for starting Morale is unknown; see the embedded table below for what's been collected. It is also gained, along with one {{IL|Advance!}}, on certain options (e.g. [[Host a hunt]], [[Hold a feast]]), but it is not possible to have more than 16 at any time. It can be traded with various options at a rate of 5 morale (and one action on a relatively easy stat roll) for 5 {{IL|Advance!}} (except when [[Along the Writhing River]], where it is 5 morale for 6 advance). Effectively, this means that with the morale options, you are spending 6 actions for 10 (or 11) {{IL|Advance!}}, assuming no failures. These options also don't cost items. However, failing them will add 2 {{IL|Ravages of Parabolan Warfare}}, which have to be removed by either spending actions and items, or waiting for [[Time, the Healer]].
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Morale is gained at the beginning of each campaign based on your level of {{IL|Parabolan Commander}}, with a maximum of 9 Morale, plus 1 if your ethos is aligned with who you're campaigning for - i.e. if you have {{IL|Parabolan Cultivator}}>{{IL|Parabolan Oneironaut}} for Cats, {{IL|Parabolan Oneironaut}}>{{IL|Parabolan Cultivator}} for Fingerkings or the two qualities equal for the Chessboard. The formula for starting Morale is unknown; see the embedded table below for what's been collected. It is also gained, along with one {{IL|Advance!}}, on certain options (e.g. [[Host a hunt]], [[Hold a feast]]), but it is not possible to have more than 16 at any time. It can be traded with various options at a rate of 5 morale (and one action on a relatively easy stat roll) for 5 {{IL|Advance!}} (except when [[Along the Writhing River]], where it is 5 morale for 6 advance). Effectively, this means that with the morale options, you are spending 6 actions for 10 (or 11) {{IL|Advance!}}, assuming no failures. These options also don't cost items. However, failing them will add 2 {{IL|Ravages of Parabolan Warfare}}, which have to be removed by either spending actions and items, or waiting for [[Time, the Healer]].
  
 
If your probability of succeeding at a morale option is ''p'', then on average doing it will net you ''p'' {{IL|Advance!}}, ''p'' Morale and 2(1-''p'') Ravages, requiring 1-''p'' actions and materials worth 2(1-''p''){{e}} to clear. So accumulating 5 Morale and then spending it will on average take 5(2-''p'')+1 actions and 10(1-''p''){{e}} of materials to gain 10 (or 11) {{IL|Advance!}}. For example, if your chance of success is 100%, you'll use 6 actions for 10 (or 11) {{IL|Advance!}}, whereas a 50% chance will take about 8.5 actions and 5{{e}} for 10 (or 11) {{IL|Advance!}}.
 
If your probability of succeeding at a morale option is ''p'', then on average doing it will net you ''p'' {{IL|Advance!}}, ''p'' Morale and 2(1-''p'') Ravages, requiring 1-''p'' actions and materials worth 2(1-''p''){{e}} to clear. So accumulating 5 Morale and then spending it will on average take 5(2-''p'')+1 actions and 10(1-''p''){{e}} of materials to gain 10 (or 11) {{IL|Advance!}}. For example, if your chance of success is 100%, you'll use 6 actions for 10 (or 11) {{IL|Advance!}}, whereas a 50% chance will take about 8.5 actions and 5{{e}} for 10 (or 11) {{IL|Advance!}}.

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