| Action | Description |
|---|---|
| Scout� | Attempt to uncover resource nodes, settlements and roads within a target hex |
| Explore� | Attempt to seek out a random encounter, unearth specific intelligence or uncover rumours |
| Gather� | Attempt to harvest raw resources from a resource node. Followers must have the relevant tools equipped and the node must be unclaimed |
| Establish� | Claim a resource node or site for a new facility or settlement. Any resource requirements for such a claim must be met |
| Construct� | Attempt to construct a new dwelling, facility or foundation for a settlement. Any resource requirements must be met |
| Enhance� | Attempt to enhance a facility or Goods - including tools, weapons and so on. Any resource requirements must be met |
| Craft� | Attempt to create Goods from raw materials. Followers must have the relevant tools equipped, have access to the Facility needed and have all of the resources required |
| Barter� | Allows for limited trading by a unit of Followers, exchanging Goods for other Goods. All Goods exchanged must be within the carrying capacity of the unit |
| Carouse� | Attempts to restore Morale for a unit of Followers. Location must be a settlement and Faction must possess at least 3 Crowns |
| Purchase� | Allows for trading, access to services and recruitment |
| Parley� | Allows for the full set of diplomatic activities - including trading, access to services and recruitment |
| Recite� | Attempts to enhance the Reputation and/or Influence of the Faction. Location must be a settlement and Faction must possess at least 3 Crowns |
| Challenge� | Attempts to initiate a one-on-one challenge with a specific target or the champion of a target location if one exists |
| Attack� | Attempts to initiate combat with the defenders of a target location |
| Ambush� | Attempts to initiate a single phase of combat on a target or location prior to being detected, denying them the chance to respond |
| Sabotage� | Attempts to reduce the effectiveness a facility or dwelling within a settlement or outright destroy it. Followers must have the relevant tools equipped |
| Steal� | Attempts to relieve a target or location of Goods undetected |
| Fortify� | Attempts to temporarily increase the defensibility of the current location. All benefits are lost when the Followers move from this location and degrade with both time and activity |
| Exhort� | Attempts to restore Morale and/or Loyalty to multiple Followers and/or other Companions. No movement is permitted, nor may the target move however they may attempt in-place Actions |
| Teach� | Attempts to pass on skills to a single unit of Followers. No movement is permitted, nor may the target move however they may attempt in-place Actions |
| Assist� | Attempts to work with a single unit of Followers in undertaking an Action, increasing the chance of success or the nature of the outcome |
| Crew | Allows a Vessel to be controlled, so long as the minimum crew requirements are met. If the Vessel is being used solely for transport then other Actions can be used |
| Move | Unless specified most Actions can be combined with movement, whereas this Action is solely moving from one location to another. Distance is limited by the movement trait |
| Rest | If no Action is specified, this is the Default for Companions and Followers. Location must be a settlement or vessel and no movement is permitted unless as a passenger |
� Restricted to Thane, Skald or Companions only
� Restricted to Thane or Skald only
� Restricted to Followers only