Act 5 - Province
Act 5 is the first administrative act. The player now rules a Province rather than only a connected banner network. Law, taxation, standing forces, and Province-facing administration become first-class systems.
Role
- Promote one network of settlements into a formal Province structure.
- Introduce governors, taxation, law, and Province-wide defensive planning.
- Turn gates, taint, and shield failure into Province-scale strategic problems.
- Make Province capitals and administrative centers feel different from ordinary settlements.
What Changes From Act 4
- The player now organizes settlements under formal Province rule.
- Province administration can demand tradeoffs that local settlement logic would not choose on its own.
- Standing Forces and DefenseZones matter more than ad-hoc local response; Province introduces ProvinceDefensePlans and the eight DefenseZone types (Capital, Heartland, Settlement, RouteCorridor, WardLine, FrontierScreen, Containment, Reserve) per ../systems/gd-defense-zones.md.
- Frontier work is judged by regional stability, not only by site-by-site gain.
Cross-Links
- ../systems/gd-forces.md
- ../systems/gd-operations.md
- ../systems/gd-defense-zones.md
- ../systems/gd-realm-ranks-and-polity.md
- ../systems/gd-act-progression.md — the
scope ActStateandActProgressionSystemthat own Act ladder evaluation. - ./gd-act-5-gate-spec.md — the Province to Crown gate predicate that opens this act.
- ./gd-act-6-gate-spec.md — the Crown to Reclamation gate predicate that closes this act.
Required Outcomes
- The player has one real Province under unified rule.
- Province law, taxation, or administrative projects are part of normal play.
- A Province capital and non-capital settlements have visibly different roles.
- The next strategic step becomes crown-scale coordination across multiple Provinces.
Boundary Into Act 6
Act 5 ends when the player is ready to rule across Provinces rather than inside only one.
- Provincial administration is stable enough to scale upward.
- Military and policy questions now cross Province borders.
- The next ladder rung is crown-scale rule.
Cross-Act Quest Thread Lanes
The following cross-act Quest Thread lanes have appearance views in Act 5.
Per-act mission entry points for each lane are provided by this act's content;
lane canonical owners live under ../quest-threads/.
- Core/Truth — Province-wide Territory knowledge and the first institutional reach bring new authored story gates for the cosmological reveal; the scale of Province administration creates surface area for faction-political strands of the false-king arc.
- Pressure/Corruption — Province-scale standing Forces and DefenseZone planning formalize the threat-response arc; ProvinceDefensePlans convert the lane's reactive pressure into structured institutional response for the first time.
- People/Retinue — Province rule introduces officer-class named-character assignments (Province governors, standing-Force commanders, and Province-tier administrative leads) that carry the retinue arc's highest Act 5 stakes.
- Faction/Polity — formal Province status triggers polity-rank advance mechanics and makes inter-Province faction politics consequential; taxation, law, and Province identity create new stakes for existing faction relationships.
- Rune/Crafting/True Harm — Province-scale institutional capacity makes dedicated rune research centers and ward-craft infrastructure viable; True Harm material acquisition benefits from Province-wide Operation reach.
- Reclamation/Crown — the Province's first standing Force doctrine and DefenseZone planning make sustained reclamation Operations possible beyond local site responses; this act escalates the lane's reclamation ambition toward Crown-scale.