Militia
Militia puts your Avatars to work. Instead of a single board, Militia is a hub of four places — you land on a picker and walk into one:
| Place | What you do there | Status |
|---|---|---|
| The Bounty Board | Send Avatars on timed Bounties (contracts) for passive rewards | Open to all |
| The Scrying Pool | Clear the Daily Journey Quest — the day's foes, scaled to your strongest Avatars — to earn Crests | Open to all |
| The War Table | Campaign — fund an ongoing harvest with up to twelve Avatars | In private testing |
| The Chronicle | Story — read a world's aftermath and claim its reward | In private testing |
The Bounty Board and the Scrying Pool are open to everyone. The War Table (Campaign) and the Chronicle (Story) are still in a dogfood test and show a locked "Coming soon" card until they open to your account. There is nothing to buy or unlock — when Campaign opens, it is simply there.
The Bounty Board
Send a team of Avatars on a Bounty — a timed contract that runs in the background. The Avatars you send are locked while the bounty runs and come back when you collect. A stronger, better-matched team clears faster.
- Bounties are drawn from a daily board of 5 that refreshes each day. Once it's empty you can pay to Refresh it for 1,000 RSNC (up to 5 refreshes a day) for a fresh batch.
- You have 3 active bounty slots and can start up to 5 bounties per day (resets at 00:00 UTC) — the board shows how many you've used and when it resets.
- Each bounty lists requirement chips (class / element / role, plus level and rarity floors) and pays a mix of Essence, Battle XP, RSNC, Activity Score, and item drops.
- Class Paths are chained bounties — clearing one step unlocks the next.
When you build a team, Avatars already committed elsewhere — on a Journey run, a Kitchen producer, or another bounty — are shown but locked, so you can't double-book a fighter.
The Scrying Pool — the Daily Journey Quest
The Scrying Pool shows the day's foes in still water — a fresh draw of 5 Journey nodes, scaled to your three strongest Avatars, reset at 00:00 UTC. You clear them to earn Crests, the Journey premium currency you spend at the Hollow Merchant on gear beyond Legendary:
- Clear 3 of the 5 → the day's quest is complete for 1 Crest.
- Clear all 5 → a bonus Crest on top (2 total).
It's a daily loop: clear your nodes for Crests, come back tomorrow.
The War Table — Campaign
Campaign is Militia's deeper mode. Instead of sending Avatars out on a timed contract, you deploy a squad into an open world and let it campaign there over time, harvesting materials and Crests while you're away.
- A Campaign targets one open world. Up to 12 Avatars deploy together.
- Attunement matters. Avatars whose element matches the world's element fight at +25% power, so an attuned squad clears more per hour.
- Each Avatar is locked to one Campaign while deployed — a fighter can't be split across two, and can't Journey or work a producer until you recall.
- You can run up to 3 Campaigns at once.
- Campaigns run on Campaign Rations — a balance you cook in the Kitchen out of spare Forge materials. Rations burn as the squad works, and the Campaign stops when they're gone.
The deploy screen has a few helpers to fill a squad fast:
- Quick Select — auto-picks your 12 highest-power Avatars that are attuned to the chosen world and currently available.
- All / Available filter — switch between your whole roster and only the Avatars not already committed elsewhere.
- Clear — reset your picks and start over.
The full Campaign guide covers cooking Rations and what they cost, the burn rate, and exactly what a Campaign pays out.
The Chronicle — Story
The Chronicle is Militia's quiet corner: aftermath reflections on the Journey nodes you've already conquered. There's nothing new to fight here — each reflection is a short passage on what your victory changed, unlocked when you 3★-clear its source node.
- Unlock: 3★-clear a Journey node to open its reflection. (Nodes you've only cleared, not 3-starred, stay locked.)
- Read and claim. Each reflection is a one-time "Claim reflection · 100 Essence" — a small reward for having mastered the node.
- Lens tags mark each passage's tone — Closure, History, or Insight.
- Complete a world's whole set of reflections and you unlock that world's Chronicle, collected in Settings — the assembled story of a world you cleared.
The Chronicle is still in dogfood testing; the reflection loop above is how it works once it opens to your account.
Why it's worth doing
- Your Avatars do double duty. The same fighters you build for the Journey and Arena also generate passive rewards here — every point of Essence, equipment, and Ascension you invest pays off in Militia too.
- It rewards a deep bench. More Avatars means more bounties in flight at once and a stronger Scrying Pool clear.
Getting in
Open the Militia tab on play.rsnc.network (there's also a Bounties summary
on your Base dashboard). The Bounty Board and Scrying
Pool are ready to play now; the War Table and the Chronicle show a
"Coming soon" card until the test opens them to your account. Neither needs
anything bought or unlocked first.