Every turn is a season. With one turn a week, 13 game years go by in a real year. With two turns a week, 26 game years go by in a real year. It would be nice for the game to move faster, but turns have to represent a short enough period time that players can react to each others' actions. A region is approximately 250 miles across. Each region thus takes ten days to cross at 25 miles per day. Thus, 3 regions a month and 24 regions a year may be crossed. Section 3: Character Scale Each player controls no more than a handful of heroes. Each hero may have subordinates that are not very controllable. Perhaps a player starts with one hero and can create another each turn for four turns and then no more heroes can be created unless one dies. Section 4: Action Scale Since turns are a season in length, orders are tuned to make sense in that scale. Heroes can be given fairly detailed instructions. However, orders strive to be non-programmatic. The more common a task, the less like C the order should look. Followers can only be given broad orders, perhaps only one per season. Heroes do receive reports on the things that a follower sees or does. Possible follower orders are: FOLLOW : causes a follower to follow her hero STAY : causes a follower to stop following her hero DISBAND : releases a follower from the service of her hero Some follower orders are restricted to certain types of follower: TRAIN : causes a follower to train something RECRUIT : causes a follower to recruit something BUILD : causes a follower to build something GUARD : causes a militant follower to guard a location