Starfall

Zappericus

Euro scumbag
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Starfall

Introduction
Starfall is a colony management game inspired by the D&D fantasy setting and presented as the unofficial spiritual successor to Decamper's mighty epic; Fallen Star. The game focuses on exploration and expansion as ambitious settlers sail across the sea to lay claim to the new world. Players must brave these strange new lands and expand their fledgling colony with the help of their colonists and heroes, while also handling the various threats and issues the new world will throw at them. Treasure and glory awaits.

The Story
A year has passed since the falling of the azure star. The nations of the known world (Eidolon) have dispatched their fleets west across the great central ocean to claim the unexplored and wild territories of the western continent, thought to be hiding the prized fallen star. These Eidolonian colonists, adventurers, cutthroats, treasure-hunters, exiles and thrillseekers now land on the beaches and establish their settlements, knowing little of the mysteries and dangers of the untamed lands they are setting out to conquer.

Player Setup

Colony Format

Colony name:
Mother country name:
Race:
(dwarf, elf, gnome, halfling, human, orc or cosmopolitan)
Tradition: (imperialism, industrialism, mercantilism, militarism, magocracy, theocracy. necrocracy)
Leader name:
First Hero:
(class, name)(determined by tradition)
Secondary Hero: (class, name)
Capital Name:

Starting location on map: (point out by image or simply write down where you'd like for your colony to make landfall)

Mother country, Leader, Hero backgrounds: (optional, but will be rewarded)

Tradition
Traditions reflect the cultural and policies of the mother country, which the colony also adopts. A tradition is fixed, unless ties to the mother country are cut and the colony becomes independent (this will not be fun, expect a bloody fight and probably economic ruin). Each tradition will change a colony's starting equipment and first hero, along with how the mother country will interact with the colony.

Barbaric: Begins with 100 slaves, a stockade and a Barbarian. Higher amount of captives from winning battles. Slaves are more productive, and will receive a +.2 to their resource passive. Medium military skill.
Imperialism: Begins with a greater population than normal, a substantial storage of food, a Wizard and a Customs Office. Construction costs of new settlements, forts and camps are halved. Low military skill.
Industrialism: Begins with greater stores of wood and stone, a free camp (to be placed within 40km to the starting town) and a Bard. Production of wood, stone and metal is increased by 15%. Low military skill.
Mercantilism: Begins with a greater sum of currency, two merchantman vessel and a Rogue. Gets double currency from open trade agreements. Tax income increased by 25%. Low military skill.
Militarism: Begins with a barracks, 100 free soldiers with martial weapons and a Fighter. Soldiers get a combat bonus. High military skill.
Magocracy: Begins with 25 free mages, an arcane tower and a Sorcerer. Has a significantly greater chance at discovering starstone deposits from explorations and production of starstone is increased by 50%. Low military skill.
Theocracy: Begins with 25 free templars with blessed weapons, a temple and a Cleric. Population growth increased by 10%. Medium military skill.
Necrocracy: Begins with 25 free dark knights with martial weapons, 100 undead slaves and a Necromancer. 50% of slain enemies are reanimated as undead slaves after a battle. Low military skill.

Races


There are many stereotypes attributed to the races of the old world, and it just so happens some of them are true. While any race is capable of anything, they are slightly better at some things than others.

Human: Regarded by the rest of the races as blundering and ignorant, humans do little to convince otherwise. Despite this, they have managed to spread themselves across the world enough to be considered the dominant race of this world, and few Humans won't take the chance to remind any who listen of it.
+ 100% Bonus to natural growth.

Elf: The majestic elves are blessed with unnaturally long lives and have seemingly an innate masterful understanding of nature. They tend to be isolated and cold towards other races, but those who are friends with an elf can attest that the friendship of an elf is one of the strongest bonds that could ever be forged.
+ 25% Bonus to food and wood production.

Gnome: Gnomes are similar to elves in that they seem apart from the rest of the other races, but they are far more divided from their unsocial cousins than one would think. Gnomes share the high spirits of the similarly-sized halflings, but also have a reputation of being eccentric, or outright mad, as an entire society.
+ 25% Bonus to tax income.

Halfling: Halflings are short of stature and generally physically nonthreatening, but they are known for making up for this with endless enthusiasm and good humour.
+ Lucky. Encounters and events are slightly more likely to be beneficial or have better rewards.

Dwarf: Short and wide, and with a notoriously short temper, dwarves are inclined towards being a race of warriors. While dwarven warriors are hardy and with an unmatched constitution, most dwarves are still well fit as hard working, inventive, and good natured folk.
+ 25% Bonus to stone and metal production.

Orc: Most orcs are known as simply savage warmongers that are constantly raging against the rest of civilisation. The cousins of these wild orcs are physically similar, but live in much the same way as the rest of civilised races, but are also always having to face their bestial ancestry.
+ 2 Bonus to military skill when attacking.

Cosmopolitan: Some nations have no dominant races, with peoples mixing in a (relatively) harmonious manner.
+ 50% Bonus to immigration.

Heroes & Classes

Heroes are special units that can be used in three ways: Magistrates, Captains or in Events. In each role they will have a different effect. Magistrates affect a single settlement that they get assigned to, Captains affect battles, and each class of Hero have different and unique ways of dealing with events.

Heroes level up (to a max of 10), increasing their performance and abilities. Similar to the Leader, heroes may themselves pick up unique traits from their actions made throughout the game, though they start with none. Races have no effects on heroes, and are purely for storytelling and events.

Hero levels are broken into three tiers which correlate with event difficulty:
Lvl 1-3 is Heroic, lvl 4-6 is Paragon, and lvl 7-10 is Epic.

Additional heroes may be recruited with prestige, costing 2 prestige per level. (ex. a level 3 hero costs 6 prestige). A colony may normally only have 4 heroes.

Bard

Magistrate: Increases production of all resources by 2% per level (max. +20%)(does not include starstone).
Captain: Bards increase the military skill of those close to him/her.
Event: Charisma - Bards can best handle situations that require diplomacy or persuasion.
Example Event: The bard may convince band of brigands to allow the player's workers safe passage, or even to join the player's faction.

Rogue

Magistrate: Increase tax income by 2% per level (max. +20%).
Captain: Targets enemy heroes and special units on the field with devastating sneak attacks.
Events: Dexterity - Rogues are adept at any situation involving sneaking, stealing or other forms of skullduggery.
Example Event: A group of blacksmiths are protesting in your main town, halting weapons production. The Rogue can be used to make the ring leaders involved disappear, sending the rest back to work.

Barbarian

Magistrate: Reduces food consumption by 5% per level (max. 50%).
Captain: Deals devastating mass-damage in a berserking rage, but with some being dealt towards friendly troops.
Event: Strength - Events that require sheer primal destruction with no regards for collateral damage are the Barbarian's specialty.
Example Event: warriors from a local tribe have been harassing your workers. A barbarian can be sent to the tribe to remove the threat with extreme prejudice.

Fighter

Magistrate: Reduces currency upkeep of garrisoned soldiers and special troops by 5% per level. (max. 50%)
Captain: A fighter's adamant resolve, battle-experience and quick leadership skills increases the military skill of friendly soldiers whilst reducing that of the enemy.
Events: Constitution - Events requiring extreme hardiness, endurance or conflict are best directed towards the Fighter.
Example Event: Some beast that attacks your workers resides in a nearby cave that is too narrow for soldiers to be effective. The fighter could attempt to slay the creature with their superb fighting abilities.

Cleric

Magistrate: Increases natural growth by 2% per level (max. +20%)
Captain: Recovers 25% of friendly casualties regardless of win or loss.
Events: Wisdom - Clerics have a great depth of knowledge in regards to Religion and healing.
Example Event: A native tribe is suffering from an unknown ailment. The cleric may be sent to discover what the ailment and its origin are, and possibly cure the tribe's people.

Necromancer

Magistrate: Gain 5 undead slaves every season, with an additional +5 undead every level. (max. 50)
Captain: Increases the military skill of friendly undead in combat.
Events: Wisdom - Necromancers have insight into the nature of death and the powers that cling to it.

Example Event: A tomb full of unknown riches is haunted by vicious spirits. A necromancer can dispel the spirits, or even bend them to his will.

Wizard

Magistrate: Random outcome from magical experiments. Most often a permanent bonus to resource production, with a smaller chance of larger bonuses or rare (possibly magical) items. Very small chance of the experiment going !horribly! wrong.
Captain: Fields a vast array of support and defensive spells to assist friendly troops in battle, such as projecting magical shields to deflect incoming arrows or conjuring a feast to rejuvenate an exhausted army.
Events: Intelligence - Wizards are useful in any situation that requires great analytical intellect or knowledge of the arcane.

Example Event: After discovering an artifact with an unknown magical property, the Wizard may be able to study it and discern its use.

Sorcerer

Magistrate: Increases starstone production by +5% per level (max. +50%).
Captain: Lashes out with raw destructive spells in equal if not sometimes greater power than that of a siege weapon. This power comes at the cost of the caster being prone to obliterating friendly soldiers in their recklessness.
Events: Charisma - Unlike their pointy-hatted colleagues the sorcerer has innate arcana power flowing through their veins, blessing them with a natural ability for sensing and understanding magic without the use of tomes or scrolls.

Example Event: After an attack by a particularily vicious dragon the sorcerer tracks it down by following its magical essence and brings it down along with the colonial militia. In the aftermath the sorcerer may detect the magical items or dragon eggs hidden behind a secret magically-veiled chamber within the dragon's lair.

Game Rules

Population, Slavery & Military Units

Population
Your colonists are your main resources, being the most used asset in exploration, construction, and warfare. Population size increases naturally over time, or by means of immigration from the mother nation. Each colonist (barring slaves and undead) will consume 1 food each season. Civilian colonists produce 1 currency as long as they are employed as part of a workforce.

Constructing settlements or structures and then operating them requires a workforce, who will then be unusable until the structure/settlement is removed. Every colonist is capable of fighting, with their effectiveness being determined by your colony's military skill and is increased through conflict, battle and war.

Slavery
Slaves can be taken from defeated enemies if you so choose. Slaves cost no food, produce a flat passive income of 0.5 currency, 0.4 food, 0.4 wood, 0.4 stone and 0.3 metal, and can also be sold to the mother country for currency. However, a large slave population decreases stability and runs the risk of a devastating uprising. Slaves can't be trained as military units or used as workers.

Undead
Undead pop always count as slaves, won't ever revolt against their masters, don't require food, produce 0.5 currency, 0.2 food, 0.2 wood, 0.2 stone and 0.2 metal flat, and have a +1 military skill above the colony skill. Doesn't provide natural growth and are especially vulnerable to religious units such as templars as well as magical weapons and offensive spells. Undead slaves can't be trained as military units or be used as workers.

Military Units
Training civilians into military units takes a turn.

By constructing a Barracks, colonists can be turned into Soldiers, who fight with a military skill +2 above the rest of your colony. One barracks can train and house 100 soldiers, with more barracks being required to field a larger army. Barracks are also necessary to adequately station soldiers in a settlement - without barracks, soldiers may desert or die if stationed in an unprepared settlement. Soldiers are counted separately from your total population and provide no tax income.
Costs: None
Upkeep: 1 currency, 1 food

By constructing a Temple, colonists may be turned into Templars (or Dark Knights if Necrocracy). One temple can train and house 25 templars. Templars have +2 military skill above the colony skill. They fight with +3 military skill against religious and magical foes. One templar provides a combat bonus to 5 troops they are fighting with. Templars are counted separately from your total population and provide no tax income.
Costs: 5 currency
Upkeep: 2 currency, 1 food

By constructing a Hunting Lodge, colonists may be turned into rangers. One lodge can train and house 25 rangers. Rangers have +2 military skill above the colony skill. They fight with +3 military skill against natural beasts and creatures. They also fight with a slight bonus in forests and mountains. Rangers are counted separately from your total population, and provide no tax income.
Costs: 2 currency
Upkeep: 1 currency, 1 food

By constructing Cavalry Stables, colonists may be turned into Cavalry. One stable can house 25 cavalrymen. Calvary have +2 military skill above the colony skill. In plains or hills, one Cavalry reduces the military skill of 5 opponents by -2. They provide no such bonus in forests or mountains. Cavalry are counted separately from your total population and provide no tax income.
Costs: None
Upkeep: 2 currency, 2 food

By constructing an Alchemist's Lab, colonists may be turned into Alchemists. One lab can house 25 alchemists. Alchemists take to the field with an array of strange and bizarre concoctions that hold various amusing properties such as transforming the enemy into stone or polymorphing them into harmless chickens. Have +1 military skill above colony's military skill. Alchemists are counted separately from your total population and provide no tax income.
Costs: 5 currency
Upkeep: 3 currency, 1 food

By constructing an Arcane Tower, colonists may be turned into Mages. One lab can house 25 mages. Mages are offensive combat spellcasters, essentially filling in as living siege weapons. Particularly effective at wiping out infantry from a distance with balls of fire and deadly bolts of thunder, but fares poorly in actual close combat. Have +1 military skill above colony's military skill. Mages are counted separately from your total population and provide no tax income.
Costs: 10 currency
Upkeep: 5 currency, 1 food

By constructing a Hospital, colonists may be turned into Physicians. One hospital can house 25 physicians. Physicians are mundanely or slightly magically skilled healers. Each physician reduces friendly casualties by 2, and fight with +1 military skill above colonial military skill. Physicians are counted separately from your total population and provide no tax income.
Costs: None.
Upkeep: 1 currency, 1 food.

By constructing a Stockade, colonists may be turned into Saboteurs. A stockade can house 25 saboteurs. Saboteurs are unsavoury individuals highly skilled at all forms of skullduggery. They are best used to sneak into settlements or camps unnoticed for spying, sabotage, or assassination missions. They fight with +1 military skill above colonial level. Saboteurs are counted separately from your total population and provide no tax income.
Costs: None.
Upkeep: 1 currency, 1 food.

Resources, Seasons & Game Map

Resources

Food, wood, stone and metal are the core resources that your colony needs. Food is consumed every season, and if your colonists don't eat for a season they will die. Wood, stone and metal are needed for construction, with metal being especially important for forging weapons. Associated resource production buildings can increase the rate of production, with the first level of improvements doubling production, and each improvement giving progressively less of an increase.

Factors that increase food production are access to fresh water, forests or wildlife for hunting and foraging, and larger bodies of water for fishing.

Wood production is best in heavily forested areas, and is reduced in hilly areas, and scarce in mountains.

Stone production is improved in hills and best in mountains, and worst in forests. Metal is also generally more likely to be found in hills and mountains, but metal veins are more difficult to find than stone sources, and so should be scouted for in preparation for settlements.

Finally, there's starstone. This is an extremely sought after resource. Beyond being extremely rare, this mineral has natural arcane properties and holds immense magical power even in miniscule amounts that far surpasses any holy blessing or runic engravings in known history. Starstone does not exist naturally in the old world and only a handful of fragments have ever been recovered throughout the ages whenever the azure star has appeared in the sky. This is the main reason the players are being sent west to colonize the new world.

In addition to the above mentioned ones are unique, special luxuries or strategic resources that can be sold to the mother country for currency, among other things.

Resources are gathered within roughly 10 km of a settlement, though the farther out they are, the more vulnerable the workers will be.

Seasons
One turn is equal to one season, the seasons being the normal spring, summer, fall and winter. Different seasons affect food production, as well as events.

- Spring has normal food production, and a chance of rainstorms and flooding along rivers or landslides near mountains.
- Summer has normal food production. Chance of typhoons and lightning storms.
- Fall has a larger food production from the harvest season.
- Winter has no food production from farms, and armies will suffer from attrition if they stray far from settlements. Chance of avalanches in the mountains and ruthless blizzards.

Weapons & Armor
Common weapons are ranked by increasing strength from left (weakest) to right (strongest). If unarmed, a colonist or soldier is assumed to use makeshift weapons.

Overview of weapon ranks:
Unarmed < Crude < Simple < Martial < Masterwork < Blessed < Enchanted

Armor can be worn by heroes and military units to drastically increase their survivability in combat. They are ranked in the same manner as weapons (left to right).

Overview of armor ranks:
Light < Medium < Heavy

Blessed weapons are empowered by advanced holy rites or runic engravings that invoke limited but deadly combat magicks, whilst Enchanted weapons are arms imbued with the limitless potentials of the azure star, making them second only to true magical weapons in terms of destructive power.

Siege Warfare and Weaponry

Siege weapons attack before general combat begins to weaken an army or fortifications. Siege weapons are generally abandoned by the losing army, though high military skill may result in the losing side sabotaging them to prevent their capture. All siege weapons (aside from heavy crossbows) generally use stone as ammunition and are useless if the player runs out or has none available - although they can technically lob anything.

Examples of how siege weapons are used:
- When used in a siege, they will break down fortifications and damage inside structures, or pick off infantry, depending on the weapon.
- In a naval engagement, siege weapons can be mounted on ships to sink opposing vessels or snipe at sailors and marines.
- In a standard engagement, siege weapons will target either soldiers or siege weapons, depending on their type and targeting orders from players.

There are 4 different siege weapons, and each operate slightly differently:
- Heavy Crossbows are light personal weapons, being constructed at forges instead of siege works. They only target personnel and creatures directly. They have a shorter range than other siege weapons.
- Scorpio (light anti-infantry) attack soldiers directly, with minimal effect on other siege weapons, structures or ships.
- Ballistae (anti-artillery sniper) generally target other siege weapons, but also have a moderate effect on structures, soldiers, and ships.
- Catapults (artillery) generally target structures and ships, and are minimally effective against soldiers and siege weapons.
- Trebuchets (heavy artillery) devastate targets over a large area and are effective against everything but fast moving targets.

Land Combat
Combat is done through a simple roll between opposing forces. The number of colonists or soldiers is improved by their equipment, then modified by their military skill and a number of dice are rolled with the resulting number. Modifiers such as terrain, tactics, and other situational things are then applied to the results. The two sides are compared, and the side with more points wins the engagement. Losses for both sides are decided by what percentage each side's result is when totaled together.

For example, if the two sides have roughly the same results, then both sides will take roughly 50% losses, and there may be no winner.

The losing army is routed, abandoning lost equipment and being at the mercy of the wilds as they retreat to the nearest friendly settlement, or desert from the colony. Winners get any recoverable equipment, the settlement if involved in a siege, and a larger amount of XP to be put towards raising their military skill.

Heroes that take damage lose levels, until reduced to 0, at which point they die.

Naval Combat and Seafaring

Basic boats such as canoes and rafts can be constructed without cost, allowing short range water travel. These basic boats are completely unprotected though, as well as take a season to construct. Very impractical for long trips or any combat.

Larger ships can be constructed with a Shipyard, and require 25 population per vessel. Combat with these ships will generally involve missile fire and boarding to capture ships, along with occasional sinking due to ramming. If equipped with ballistae or catapults, ships will be much more proficient at sinking other vessels, while scorpios are dedicated to killing crews.

Ships have a certain number of "hardpoints" that can be used to equip siege weapons. Scorpio take 1 hard-point, ballistas take 5 hard-points, catapults take 10 hard-points and trebuchets take 20.

- Merchantman: large cargo ships, capable of carrying up to 100 sailors/marines, as well as a cargo hold to move 200 resources and up to 100 people (comfortably, you can stuff more in though you risk them dying over even short voyages). Too slow and ill-armoured for effective combat, these ships are best used for moving population or resources, or as transports for an amphibious attack, and should be escorted by better equipped vessels. Has 5 hard points.
- Escort Ship: quick, medium armoured combat ships that carry up to 100 sailors/marines. These ships are the core military ships, and are perfect for use as escorts, raiding and capturing cargo ships, or making up the bulk of an armada. Has 10 hard points.
- Galleon: Large and heavily armoured combat ships that carry up to 150 sailors/marines. These expensive ships are the backbone of an armada. Has 20 hard points.
- War Galley: Terrifying and massive armored dreadnoughts that can carry 300 sailors/marines. Has 40 hard points.

Events and Quests

Events are simply the challenges that will be thrown at players for them to deal with throughout the game. They can be composed of single-faction related events such as colonial matters, wildlife or other local issues, or personal events dealing with leaders or heroes. They can also occasionally take the form of events that affect a region of the island, or game-wide events.

The handling of events is entirely up to the players, though generally the more creative players are with their solutions, the more successful (or at least interesting) their outcomes will be. Dungeons and monsters will often come with a Heroic, Paragon, or Epic tier ranking to help players gauge how difficult they will be to deal with. Some events may lead into Quests, essentially a string of events lasting multiple seasons or until some condition is met. Completing a quest will always result in some material rewards and hero xp, along with colony experience.

Stability, Colony Experience, Prestige and Immigration
Stability is how content your colonists are with their government. It is raised and lowered through various things, such as handling of events, the outcome of battles, and the construction of settlements, while certain structures will increase the chance of gaining stability each turn. Stability above 5 will increase immigration, while stability below 5 will cause emigration, as well as the possibility of riots and other fun things.

Colony Experience
Colony experience is gained through completing quests, constructing buildings, exceptional military encounters, and the handling of some events. Once enough colony experience is gained, the colony will gain a Prestige level. Each prestige level increases immigration. From level 2 onwards, every 2 levels, a new hero may be recruited.

Prestige
Prestige is used to recruit new heroes (to a maximum of 4), attract more new colonists, and for starting off special projects. Special projects are entirely player made, you come up with an idea and I'll work out how it can fit in nicely with the game. Prestige ranks can also be spent to request supplies from the mother-nation.

Basic uses:
- 2 prestige for a lvl1 hero, 2 prestige for each level higher.
- each unused prestige point increases immigration.
- special projects vary in cost depending on their use or output. Most will also cost resources to build
- 1 prestige rank can be used to get either 500 food, 500 wood, 400 stone, 250 metal or 100 civilians.

The Mother Country, Intercolonial Relations and Trade
The mother country will for most of the game serve as a way to increase your population through immigration and as a way to buy or sell resources, depending on your situation.

Colonies for the most part are independent of the mother country, and are free to interact with other colonials as they see fit. That being said, events from the mother country will occasionally occur, their specifics depending on your tradition. Mother countries will also, on rare occasions, go to war with another mother country, in which case colonies may be asked to go to war with each other in the mother country's name. In these cases, it is up to you to decide to follow its wishes or not. Angering a mother country too much, or declaring independence, may result in a secession war, with a large force sent over to attempt to pacify you. These wars will be difficult, so carefully consider if being freed from a mother country's nagging is worth the bloodshed.

You can purchase resources from the mother country using currency, or sell resources or slaves in exchange for currency. Prices may change, or special items may occasionally appear.

The default rates at any game start are:

Export rates
- 5 currency for 10 units of food
- 5 currency for 10 units of wood
- 15 currency for 10 units of metal
- 20 currency for 10 undead slaves
- 50 currency for 10 slaves

Import rates
- 10 currency for 10 units of food
- 20 currency for 10 units of wood
- 25 currency for 10 units of metal
- 100 currency for 10 slaves

Doplomacy & Trade
Colonies can sign Open Trade Agreements (OTAs) with one another, allowing for citizens to move between colonies for private trade. This will provide 20 currency, modified

Further diplomacy, trade, border agreements and whatever else are entirely up to you. If you want to draw lines or cooperate is decided by you. It is worth noting that for the beginning of the game, If you wish to trade, you'll need some method of transporting the materials. Check the mercenaries section for a transport company.
 
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Disclaimer: Be warned that available equipment, arms and ships revealed below are prone to change or expansion. The discovery of exotic metals or the growth of a colony and similar triggers may allow for the construction of custom, or exclusive gear at the discretion of me, your malevolent god.

Settlements

Spoiler :
As there are no official borders on the map, constructing new settlements will be necessary to create safe-zones as you explore and exploit further into the unknown frontier. Settlements that are reasonably close together (<40km) are assumed to have roads connecting them, though these roads are not safe in and of themselves. The closer cities are together, the less at risk are their trade routes. Having food be interrupted between a lowland farming town and a mountainous mining camp can be disastrous. Roads that are not automatically built when a settlement is founded (up to 40km from another city of the same faction), cost 5 stone for each km. If a new settlement is founded over 40km from the nearest same-faction settlement, every km over 40 will need to be paid for.

For a settlement to produce resources, the associated production building must be constructed. Settlements harvest from roughly 10km around the settlement.

Town
: 2000 wood, 750 stone, 150 metal, 100 population. Reduces stability by 1. The main population centres of a colony.
Fort: 1500 stone, 750 wood, 150 metal, 50 population. Increases stability by 2. Provides double defensive bonus from fortifications and hostiles are unable to move freely within 10km of the fort without triggering combat with its defenders (defender maintains defensive bonus). Can't produce resources or hold non-military structures.
Camp: 500 wood, 100 stone, 50 metal, 25 population. Reduces stability by 2. Cheap to build, but can't produce food and can only build mines, quarries, lumberyards and a maximum of two levels of fortifications. Useful for accessing distant resources or as a meager defensive outpost.


Structures
Spoiler :
Fortifications: 300 stone, 100 wood, 100 metal. Buffs the military skill of defender equal to the level of fortification, and slightly increases the chance of gaining stability per level of fortification. May be built 10 times in any settlement, and 2 times in camps.

Farm: 250 wood, 50 metal, 25 population. Produces food. Can be built 4 times, but adds less of a bonus each time, in any settlement except forts or camps.

Fishing Docks: 100 wood, 25 population. Provides small amount of food from water sources. Can be built 4 times, but adds less of a bonus each time, settlement must be by coast/lake/large river and can't be a fort or camp.

Lumberyard: 200 wood, 100 metal, 25 population. Produces wood. Can be built 4 times, but adds less of a bonus each time, in any settlement except forts.

Quarry: 200 wood, 100 metal, 25 population. Produces stone. Can be built 4 times, but adds less of a bonus each time, in any settlement except forts.

Mine: 200 wood, 100 metal, 25 population. Produces metal. Can be built 4 times, but adds less of a bonus each time, in any settlement except forts.

Barracks: 200 wood, 100 stone. Allows for the recruitment of 100 soldiers. May be built without limits in any settlement except camps.

Hunter's Lodge: 500 wood, 25 population. Produces a small amount of food from wildlife, depending on the terrain. Allows training of 25 Rangers. May be built without limit in any settlement except camps, though food gathered will only increase 4 times total.

Alchemist's Lab: 100 wood, 300 stone, 100 metal, 50 population. Allows for the transmutation of stone into other resources and the training of 25 Alchemists. Can turn 100 stone into 100 food, 75 wood or 50 metal. Can only transmute 200 stone each season. Can only build 1 per settlement except forts or camps.

Arcane Tower: 200 wood, 500 stone, 100 metal, 10 Starstone, 50 population. Can forge Enchanted weapons. Allows for the training of 25 Mages. Can only build 1 per settlement except camps.

Stockade: 300 stone, 200 metal, 25 population. Adds a chance of increasing stability each season. Allows for the training of 25 Saboteurs. Saboteurs cost 2 currency and 1 food a season. Can only build 1 per settlement except camps.

Temple: 500 stone, 50 population. Increases natural growth by and adds a chance of increasing stability each season. Can forge Blessed weapons. Allows training of 25 templars (dark knights if a necrocracy). Can only build 1 per settlement except camps.

Hospital: 400 wood, 100 stone, 25 metal, 25 population. Increases natural growth. Allows for the training of 25 Physicians. Can only build 1 per settlement except camps.

Calvary Stables: 300 wood, 100 stone. Allows training of 25 Calvary. Can be built without limits in any settlement except camps.

Siegeworks: 300 wood, 100 stone, 100 metal, 25 population. Allows for the construction of siege weapons. Can only build 1 per settlement except camps.

Armorsmith: 100 wood, 200 stone, 100 metal, 25 population. Allows for the crafting of protective suits of armor and is sometimes a prerequisite for other equipment. Can only build 1 per town.

Forge: 200 wood, 100 stone, 100 metal, 25 population. Allows for the forging of arms and is sometimes a prerequisite for other equipment. Can only build 1 per town.

Blast Furnace: 300 wood, 300 stone, 100 metal, 50 population. Increases metal production by 25% and allows for the construction of masterwork weapons, as well as advanced ships and siege engines. Can only build 1 per town.

Shipyard: 300 wood, 100 stone, 100 metal, 50 population. Merchantmen cost 200 wood, 25 metal, 25 population, Patrol ships cost 400 wood, 50 metal, 25 population, and War Ships cost 600 wood, 100 metal, 50 population. Can only build 1 per settlement except camps.

Market: 500 wood, 100 stone, 50 population. Increases tax rate and slightly increases currency gained from OTAs. Can only build 1 per town.

Tavern: 100 wood, 50 stone, 25 population. Slightly increases tax rate and adds a chance to increase stability each turn. Keeps the peasantry hazy and distracted. Can only build 1 per town.

Arena: 200 wood, 100 stone, 50 metal, 25 population. Increases tax rates, adds a chance of increasing stability each turn. Can only build 1 per town.

Customs House: 500 stone, 50 metal, 25 population. Allows for the changing of immigration policy. Can be built 1 time in the capital. 4 options:
- Closed Borders: No immigration, +100% stability (from positive sources)
- Limited Borders: -50% immigration, +50% stability (from positive sources)
- Regular Borders: 100% rate of immigration
- Loosened Borders: +50% increased immigration, -50% stability (from all sources)
- Open Borders: +100% immigration, chance of gaining minority races, -100% stability (from all sources)

Tax Office: 500 stone, 50 metal, 25 population. Allows for the changing of tax policy. Can be built 1 time in the capital. 4 options:
- Tax Break: No taxation, +100% stability (from all sources)
- Tax Reduction: -50% taxation, +50% stability (from all sources)
- Regular taxation: 100% taxation
- Increased taxation: +50% increased taxation, -50% stability (from all sources)
- Heavy taxation: +100% taxation, chance of riots, -100% stability (from all sources)


Weaponry
Spoiler :
Crude: 1 metal - No requirements
Simple: 2 metal - Forge
Martial: 5 metal - Forge
Masterwork: 10 metal - Forge and Blast Furnace
Blessed: 15 metal - Forge, Blast Furnace and Temple
Enchanted: 15 metal, 2 starstone - Forge, Blast Furnace and Arcane Laboratory


Armor
Spoiler :
Studded: 5 metal - Armorsmith
Chainmail: 10 metal - Armorsmith, Forge
Full-Plate: 20 metal - Armorsmith, Forge and Blast Furnace


Siege Engines
Spoiler :
Heavy Crossbow: 10 wood, 10 metal - Forge
Scorpio: 25 wood, 15 metal - Siegeworks
Ballista: 50 wood, 30 metal - Siegeworks
Catapult: 100 wood, 60 metal - Siegeworks
Trebuchet: 150 wood, 90 metal - Siegeworks, Blast Furnace


Naval Vessels
Spoiler :
Merchantman: 200 wood, 25 metal, 25 population - Shipyard
Escort Ship: 400 wood, 50 metal, 25 population - Shipyard
Galleon: 600 wood, 100 metal, 25 population - Shipyard, Armorsmith, Blast Furnace
War Galley: 1,200 wood, 300 metal, 50 population - Shipyard, Armorsmith, Blast Furnace

Small boats can be built without a shipyard, and cost 20 wood, and can carry 10 individuals.


Special
Spoiler :
Dragon Scalemail: 15 metal, 1 dragonscale - Armorsmith, Forge, Blast Furnace
Truemetal Full-Plate: 10 truemetal - Armorsmith, Forge, Blast Furnace
Truemetal (weapon): 5 truemetal - Forge, Blast Furnace


Mercenary Services
Spoiler :
Mercenaries are heroes, sellsword companies or other organizations that can be hired to provide extra muscle or deniable assets. With the exception of shipping, most mercenaries must be negotiated with to reach an accepted price. Mercenaries generally operate in 'companies.' Below is a list of the currently active companies.

Naval:
- Star Island Shipping Co. - The Star Island Shipping Co. has largely taken over the non-colonial shipping industry by either paying off, threatening, or absorbing the overseas cargo ships. The Star Island Shipping Co. offers non-negotiable prices for any kinds of shipments around the island. While SISco vessels have squads well armoured and trained marines aboard every vessel, the company does not take contracts that place their ships in direct danger. Ie, they will not assist directly in military endeavors, though they will certainly assist with logistics. Their rates are located in the Overseas Market section of the latest update.

- The Sails Guild - The Sails Guild, like its sister company the Shields Guild, offers escort and protection services. The Sails Guild employs retired soldiers, adventure seekers, and other affordable but effective and trained personnel to crew their fleet of patrol ships. The only take out escort or defensive contracts, and will not participate in attacks. Their rates are average.

- Poxxy's Sea-Hounds - A former disgraced noble of the Vestan Imperium, Captain Tibianna "Poxxy" Calix commands her fleet of pirate mercenaries after losing her island-domain to a bad cockfight bet. The sea-pirate's ragtag band of escort vessels are crewed by undisciplined but experienced pirates. She will generally pass on contracts that don't allow the opportunity of pillaging and looting. Their rates are average.

Land:
- Brutes and Bruisers Union - the B&BU has offices in hundreds of towns across dozens of kingdoms and empires. Their 'employment centres' take in the type of folk who can't bear it to work a real job, bid low on contracts, then ship off the rabble. They have little to no conditions, and take no responsibility for what the contractors may or may not do. Their rates are low.

- The Shields Guild - The Shields Guild, like it's sister company the Sails Guild, offers escort and protection services. The Shields Guild employs retired soldiers, adventure seekers, and other affordable but capable personnel, and trains and outfits them in civilian and military grade equipment. The only take out escort or defensive contracts, and will not participate in attacks. Their rates are average.

- The Burning Cats - The Burning Cats are an infamous mercenary brigade known for their brutal methods. They are made up of cutthroats and bandits, but are fairly well skilled and armed. They generally only accept contracts that will offer them the chance to loot or pillage, but can generally be trusted to get their job done. Their rates are average.

- Stag Company - Unlike the Sails and Shields guilds, the sellsword Stag Company is dedicated to offense and conquest. Their heavy infantry and siege engines provide competent and adamant results in most situations and the nations of Eidolon have been using them on the regular ever since their founding almost three decades ago. Their rates are high.

- The Black Legion - The Black Legion is an elite sellsword company composed of hedge-knights and hardened combat veterans following under the leadership of the grizzled Lord-Commander Gustav Rykeland. Famed for getting the job done and turning the tide of wars. Their rates are very high.
 
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Measurement reference: 80px = 40km

FAQ
Q: What's the point?
A: To settle the New World and find the Azure Star for KING and COUNTRY. (or not)

Q: What are dark knights?
A: Dark knights are evil Templars and equal on all fronts in terms of upkeep and stats - with the difference being that DKs get a +3 military skill against any good or religious beings.

Q: How does the resource gathering mechanic work?
A: Your initial town will be affected by the map-visible trees, mountains, hills, rivers and ocean in a 10km radius around it. Trees ensure wood, mountains ensure stone and (sometimes) metal, and finally rivers and oceans promise fishing. Food is affected by flat terrain - and also its colour. The further south you venture, the more fertile the lands will be for harvesting delicious onions.

Q: Can I train Soldiers on the same turn as I construct a Barracks?
A: No. You must construct the required building beforehand. So no Saboteurs until AFTER you've established your stockade.

Q: What is Starstone?
A: Starstone is essentially unobtanium-grade plot cheese. Magic exists far and wide in the old world but is dirt compared to mere grains of what the Azure Star can provide. Imagine, if you will, that you're in the early dark ages, and that the Azure Star is a free pass to skip through the tech-tree straight to the information age in terms of power. To find the star is to achieve godhood that promises the wielder unchallenged dominion over all of mortal creation and perhaps even beyond. Or so the stories tell.

Q: What's the difference between a Wizard and a Sorcerer?
A: A Wizard is normally an academic individual who utilizes spells through verbal incantations and have to rely on spellbooks, magic staffs and physical items imbued with magic as a focal point from which to channel and call upon their spells. A Sorcerer is someone who is literally born with magic running through their bloodline and can draw raw arcane energies by simply willing it (their bodies being both a focal point and arcane reservoir at the same time). The difference here is that wizards spend most of their lives studying and oftentime acquire a great respect for magicks, whilst sorcerers (who are very rare) tend to grow reckless and grow an unhealthy addiction to the innate powers they possess. A sorcerer makes a bolt of superheated rock shoot out of their hand by simply willing it; a wizard memorizes the written arcane text in their ancient spellbook and proceed to speak them out perfectly, along with conducting any additional rites needed to trigger the desired spell - resulting in a magical wall of energy surrounding and shielding them from said fire-rock, if completed successfully.

Q: What does free starter units imply?
A: That you don't pay any upkeep for them as you normally would. Any military units raised maintain their standard upkeep rates however.

Q:
A:
 
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Colony name: The Kingdom of Eternia

Mother country name:The Nebula Empire

Race: Half-Orc (Orc)

Tradition: Necrocracy

Leader name: High Archon Umbra the Immortal

Hero 1: Necromancer name: Magister Cynthia Ambrose

Hero 2: Necromancer name: Magister Zion Ambrose

Capitol Name: Eternia

Starting location on map:
Spoiler :


Backgrounds

Leader:
The half-Orc Umbra a child to a mixed races relationship, found out at a young age he nether belonged truly to the orcs from his mothers side or where anymore welcomed by humans on his father side, but walked between them as something like a ghost, there but still not. Growing up Umbra found companionship in the undead slaves working tireless and endless in the capital of Nebula Empire, so much so he him self started to seek out how to crate his own undeads, so he dived in to the art of necromancy with all his body and soul.

Few decades later Umbra tried a ancient ritual of turning him self to a Archlich, foolish believing he were ready for something extremely few ever managed to accomplish. To his surprise the ritual failed leaving him in a direr state between life and death for months before awakening. While the ritual failed it were not without some small type of successes. Umbra learn a days or two after that he no longer need sleep and few years later that he don't ages, but still need food and water as any normal living creatures to sustain his body. This bi effect of the ritual landed him the Tittle Umbra the Immortal and not to long after the failed ritual one of the high archon took notice of him and fast recruited him as a apprentice, this benefited Umbra greatly in his quest for more knowledge of necromancy and without hesitation accepted his new masters offer.
Several more decades passes and Umbra have amassed huge amounts of knowledge from both his master and his own study's, Umbra also found him self plenty of small and big wars, earning him respect and honor in field of battle as well as in the courts of the empire. It was around this time he was called to the throne room by the The Unseen Emperor to received the greatest honor anyone in the empire could receive, the tittle of high archon. The tittle were past to him from his now retiring master, who are steeping down to make room for his promising apprentice to take over his life work. As soon the tittle of high archon were given, Umbra were ordered by The Unseen Emperor himself to prepare everything he need to start a expedition to the unknown land in the west to colonize it and to find The Emperor the azure star no matter cost or time it takes takes to recover it, returning without the star is not a option.
Spoiler :


Heros:
The Necromancer twins Cynthia and Zion Ambrose spend much of their time on different battlefields before they encounter their Master, Umbra the Immortal. He found them in one of the countless battles they were a part off. Impressed by the twins skills and took them in as his own apprentices. Under Umbra's mentorship The twins thrived and grew in both power, skills and fast reach the title of Magister.
When they heard their Master where ordered to colonies a new land they did not hesitate to join this dangerous but exciting adventure.
Spoiler :


Mother country:
The Nebula Empire are one of the oldest necrocracy empires in Eidolon and takes great pride in their history and achievements. The Empire treasures their past and preserves it, as indicated that everything they've built has been carefully preserved and renovated. Ambition and magical ability are the mark of its ruling elite in Nebula, without it you are destined to be nothing better than second class citizen to the day you die.

The Empire are ruled by The Unseen Emperor and his counsel of high archon's, the strongest necromancer and magic users in all of the empire. The Empire it self are made up from mostly orcs and half orcs with a few other races here and there, all seeking more or less the same ting, true immortality. Of course the form of that immortality differs greatly from person to person, for one it can be the dream of godhood and for a other are to simply keeping living on after being turn to a undead with their freedom and mind intact are more then enough for them.
 
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Colony name: Starfall Western Concern
Mother country name: The Counties of Arrakin
Race: Elf
Tradition: Industrialism
Leader name: Asli Kaya
First Hero: Bard, Tommen
Secondary Hero: Wizard, Elasra
Capital Name: Kaya's Landfall

Starting location on map:
upload_2021-3-1_16-51-32.png


Specifically the river at the southwestern tip of the peninsula surrounded by heavy woods

Mother country, Leader, Hero backgrounds: The noble confederacy of Arrakin, once a joke of the old world known for its constant infighting among the theoretically 'allied' nobles and its constant defeat at the hands of its more powerful, newer, neighbors have shocked the world by seemingly 'winning the peace' after the last military disaster which saw the entire region conquered by the more powerful and cosmopolitan Northern United Republics. Absorbed into the powerful republic with the rights of nobles in their regions relatively intact, the Counties have become a powerful faction within the United Republics, with their lands developing economically at breathtaking pace and the ruling nobles casting aside their old internal rivalries in favor of one with the other powerful factions of the Republic.

Of course, such development does not come without costs. Republic ever demands further contribution from the nobles, and the commoners (serfdom having been eliminated as one of the demands of the victorious Republic) grow restless, knowing that they are denied representation enjoyed by the rest of the Republic. To secure their wealth and power within the United Republics, the nobles of Arrakin have seen fit to outfit and deploy a 'private' expedition to find the strategically valuable Starfall fragments, both to continue the economic developments at home to assuage the concerns of the commoners and to improve their relative negotiating power within the Republic's Congress.
 
Colony name: The Star-Reach Chapter
Mother country name: The Order of the Burning Moon
Race:
Orc
Tradition: Theocracy
Leader name: Paladin Vashrock
First Hero:
(Cleric, Sister Brigit)
Secondary Hero: (Necromancer, Archivist Ulrog)
Capital Name: Star-Reach Citadel

Starting location on map: The Other End of the River from Shirogane.

Mother country, Leader, Hero backgrounds:

There are ruins that dot the wilds of Eidolon. Vast cities of shining stones, buried in shifting sands, engulfed ‘neath dark jungles, buried by the hungry ocean. Crumbled arches and shattered domes are watched over by statues robbed of their faces and hands by time.


The Elves claim these cities, they talk of “Great Valshala,” an enlightened republic of elves that ruled the world with wisdom and grace. They are partially right.


Humans don’t know much about the cities, but the oldest tales speak of a single night that swept away the greatest works of mankind and broke their spirit for countless ages. They are almost right.


Dwarves once traded with the people of the cities. Their oldest tales speak of the inhabitants of these cities as “Surface Not-Dwarves,” equal in learning and crafting to those beneath. They are certainly right.


The Orcs, well, the orcs don’t have much of a conception of the ruins. To them, they’re just another feature of the landscape. If they put them much mind, they assume they were ravaged in some war, or by some enemy. But, really, they don’t have time to think about them, much, in between carving out a meager survival. The occasional tribe or band will take shelter in the ruins, and marvel at the familiarity of some of the weathered iconography, or wonder at how the statues look a bit like Old Man Rumpus, or Mama Muskers, or Warleader Ong when looked at in just the right way, or even find odd comfort in the size of the carved benches and tables that fit their frame just right. But, then, that passes, and the city looks just as alien to them as it does to the other denizens of Eidolon.


But some do remember the Lost-Empire of old, when Orc-kind ruled with wisdom and foresight, keeping the world safe.


Some remember the great magical works of the past, unequaled since, when entire planes were reshaped and remade.


Some remember the growing hubris of these orcs, who, in their failing wisdom, sought to equal the gods. And they remember the night of the Burning Moon, when oracles the world over cried out in horror before collapsing. They remember the Moon reaching down with hands of flame, a fiery lance spearing the heart of the nameless empire. They remember the burning crops, the starving children, and they remember the people turning on one another, and they remember the cities emptying, slowly, ever so slowly, and they remember when the cities were recolonized, by the winds and the wilds.


And they remember the ages as they passed, as the orcs have forgotten who they were, as the world forgot who they were.


And they remember the prophecy, that when the skies burn again, what was taken would be returned.


And that is why they persisted.


The Order of the Burning Moon is the legacy of those forgotten people. While there is a chapter house in nearly every city, and tucked into almost ever wild, most outsiders do not know that those knights, clad in all-covering plate, are orcs, and the orcs like it that way.


The Order of the Burning Moon works to keep the world safe in ways both great and small. Some chapters patrol the roads, keeping travellers safe, while others have chapter houses seated atop ancient prisons with even more ancient horrors within. They work, and they wait, until the signs of the prophesied future comes.


Some believe that the Starfall was that sign, the first step of the ancient promise. Star-Reach chapter was established to explore the fallen star and determine if, indeed, this fallen bit of land is the ancient heart of the Orc Homeland, stolen away long ago.
 
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Colony name: Kaladius Territory
Mother country name: Sharmius Zhanate
Race: Dwarf
Tradition: Militarism
Leader name: Govenor General Dhorma Seldan
First Hero: Fighter, Makdan Zhur
Secondary Hero: Cleric, Tero Reshdan
Capital Name: Kaladius

Starting location on map:


Mother country, Leader, Hero backgrounds:
The Sharmius Zhanate, previously the Sharmius Kingdom is a military junta spanning the Techren Mountains and the Dolok river valley on what was once the southern border of the Empire of Vesta. The Sharmius Kingdom was in a state of perpetual decline, with greedy, incompetent kings driving the once proud dwarven nation into the ground and barbarian raiders slowly destroying their lowland settlements. It was this disgraceful state that brought about the military's revolution, known as the week of severed necks, where the majority of nobles were executed or exiled and the great general Melken Zhan took the reins of power. He quickly turned the nobles treasure into weapons and armor, and marched his armies south to destroy the barbarian hordes. It took a hard-fought decade, but the barbarian tribes were broken and the rich farmlands and ports of the south were retaken. With the nations borders secured, Zhan knew he now had to secure the nation's future. He sought to end the reverence of bloodlines that often lead to inbred idiot kings, and instead ensure only the most competent leader would be chosen. He enshrined in the country's new constitution the process of selecting the new heir. Every ten years, the council of ministers and generals would convene and decide who would best lead the nation, and in the event of their death, who would be the one to take over. Now with the great starfall, the current Zhan, Teldron Kratts, has sent forth an expedition to aquire this rare metal to help fuel future conquests and expansion.
 
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Colony name: New Riylod
Mother country name: Riylod
Race: Dwarf
Tradition: Imperialism
Leader name: Kandros Fir
First Hero: Wizard, Duriddur Runemaker
Secondary Hero: Cleric, Lolas Goldsmith
Capital Name: Boulder Falls

Starting location on map:


Mother country, Leader, Hero backgrounds: The Dwarves began as mountain people living in strongholds ruled by a clan head, or council of clans. The most prominent of these strongholds, Riylod, gained influence due to the large deposit of star stone, as well as being an important religious site. It soon gathered other dwarven city states into its orbit due to trade, pilgrimage and intermarriage between clans.

Kandros Fir - the son of a merchant family, his clan participated in a civil war to try and throw off the influence of Riylod. They failed and as is dwarven tradition they were exiled from their home city. In order to get rid of troublesome elements, Riylod outfitted Kandros as the leader of an expedition to the new world with other malcontents. If they secured the azure star, great. If they all died, great. Either way they weren't back home to screw things up for Riylod.

Lolas Goldsmith - Lolas Goldsmith is , to put it bluntly, a heretic of the Temple in Riylod, unrecognized by the priesthood based in there. Such was not always the case - he was a proper priest, however he developed his own teachings which clashed with the orthodoxy - rather then making the temple the center of spiritual life he proposed every dwarf had their own personal connection with the Earth Mother, although he still upheld the temple as a vital center of religious community, important for bringing worshippers together and strengthening their faith. This isn't what got him into trouble though - such debates were in constant flux within the clergy, and many reformers agreed that the greed of the temples had gone too far and the temples needed to strive to become a better spiritual and moral anchor for the community, participate in civil society more. What ultimately forced him to flee to the new world was his conviction that the Earth Mother was a universal goddess - one who took interest in dwarves and non-dwarves alike. Such a doctrine had never been proposed before, and for a religion that based itself around the idea that the dwarves had a special relationship with the Earth Mother, it was heresy gone too far.

Duriddur Runemaker - The heir to an important runemaking family in Riylod, he was disgraced when he killed another dwarf in a duel. In order to prevent him from hanging for murder, his family convinced the government to send him in exile with the expedition instead of hanging at home.
 

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Colony name: Republic of Conria
Mother country name: Vestan Imperium
Race: Humans
Tradition: Militarism
Leader name: Prokonsul Marius Brutus
First Hero: Fighter, Equites Primus Aurelian Barkanus (Cassias Husband)
Secondary Hero: Cleric, Head Wise Cassia Barkanus (Aurelians Wife)
Capital Name: Conria

Starting location on map:



Mother country, Leader, Hero backgrounds:

The Empire of Vesta was once a mighty and powerful nation, its legions shaking the earth, the word of its Konsuls deciding the fate of nations and its Holy Flame shining brightly above the vast lands under its rule. These day are long gone and even if the Empire still uphoalds some of its former splendor, its glory days are long gone. Yet, its Order of Knights and its Senate still hold weight and when the new world was discovered, it was a an easy decision to equip an expedition. At its core was one of the head knights of the expedition, Aurelian and Barkanus and his retinue. He and his wife Cassia, one of the most accomplished scholars and healers of the Order are the heroes that help Prokonsul Marius Brutus, an accomplished general of the Empire, to guide this new Republic they founded.

Marius Brutus:

Dury, honour and steel, thats what the Legions of Vesta are known for. They are the cradle of Vestas leaders and they were Marius cradle, too. A man of once noble blood, he had to regain his familys lost honor and wealth through his service. He worked his way through every rank and every position a soldier can have, as a dutiful soldier and an excellent officer. Now, his service seems to be rewarded. He has been given the chance to achieve dignitas beyond what his family could ever have dreamed of, by becoming the leader of the Empire Sister Republic in the new world. And he will not rest, until he has secured the prosperity of hios Republic.

Aurelian Barkanus:
Looking at Aurelians family and his upbringing one would not have expected him to end up where he is now. Illegitamate soon of some foreign noble, him and his mother could only survive thanks to generousity of Cassias mother. This from ths tart forged a deep, unbreakable bond between him and his future wife. But, another stroke of fate would uplift both him and his lover to a status they would have never dreamed off. Having helped and caught the eye of a young soon to be knight of the Order, it was that very Knight who would call them to the Order, to be part of his retinue. And while service in the Knights retinue brought him rank and properity beyond what he dreamed of hoping for, it would be the Knights sacrifice that would bring him to the rank of Knight himself. Shortly before his death in combat, his Master knighted Aurelian himself and his friend fell, defending his nation from a great evil, it was Aurelian who did the last strike, striking the foe down.
Since then, he had risen throughout the rank, though always doubting if he was really worthy of what his old Master has given him. So, the colonisation of the New World offered a chance to prove it to himself, to found a new Order and to really become the man, his master, friend and brother, if not by blood, saw in him.

Cassia Barkanus:
Intelligent, strong and beatiful, that is how people described Cassia when they met her. The one to always keept the impulsive and sometimes suicidally brave Aurelian in check, she is seen as one of the wisest scolar of the Empire. Her unlimited thirst for knowledge is what has driven her to come here, together with her family. She and Aurelian have two young daughters and while their fathers head is sometimes in the clouds, it often falls to Cassia to be the "straight man".
 
Colony name: Achat
Mother country name: Nerehamia
Race:
Dwarf
Tradition: Necrocracy
Leader name: Prince Arun of the Feather, the Hawk
First Hero: Necromancer Isolda the Third Apprentice, the Condor
Secondary Hero: Sorcerer Aislan of the Flame, the Peacock
Capital Name: Galveholme
Starting location on map: at the river head
city.PNG

Mother country, Leader, Hero backgrounds:
Spoiler Nerehamia :

When the old Empire of Vesta ripped itself apart during the Uncivil Wars the famously independent dwarven strongholds of the Pristin Mountains, of whom Riylod was foremost, began to liberate its brother strongholds from imperial control. Naturally some of the strongholds, having grown comfortable under the Pax Vesta, resented this blatant attempt to rule over them and resisted. While from the perspective of the surface dwellers this was only a minor struggle in the larger Uncivil Wars, this is mostly because warfare between dwarven clans happens in the dark, as mineshafts undermine each other and ten thousand soldiers die quietly in the depths of the earth. The Collapse of Mount Erebor, an overly dramatic name for what was in truth merely the collapse of the northern slope of a particularly picturesque mountain, brought them to the attention of the wider world when they disturbed the vaults of the Dead King, the long-missing Lord of the Wastes and Doom of Old Aurilliac. Annoyed by petty politics disturbing his research and damaging his home, he sent forth his countless Children to stop the conflict. Over the next two years his Children annexed the three nearby dwarven holdfasts of Tiros, Hulraden, and Sher, and repelled both the armies of Riylod and an Imperial Legion, though they were more interested in fighting one another than the implacable hordes of the undead led by a host of vampires, wights, banshees, ghosts, and countless other undead monsters spoken of in stories to frighten children. As the situation stabilized and he returned to his research his Children settled in as the ruling class of their new kingdom, Nerehamia. They've since expanded twice more, seizing the port of Oistins for its substantial docks and the ancient cathedral of Nives, with the attached city being a pleasant addition. Diplomats from neighboring countries that managed to set up treaties with the notoriously fickle Children of the Dead King have come to the conclusion that the driving motivation behind the Children is impressing their father and that gifting them exotic doodads that might please their father is the easiest way to negotiate with them. When the star fell dozens of his children fell over themselves to be the first to claim it as a gift, with Prince Arun being the first to properly organize an expedition, though many of his siblings went by themselves or with small crews and have since disappeared into the depths of the continent.

Prince Arun is the youngest of his siblings at twenty-nine and one of the Dead King's proudest achievements, since his artificial soul is similar enough to a true mortal one that he could swear the oath of a Templar, in his case he swore to Oghma the Curious, Balancer of Ledgers and Seeker of Knowledge. Naturally most of his siblings resent him for this and were glad to see him leave. Like most of the Children made in the past century he possesses little in the way of actual supernatural abilities, lacking the remarkable regeneration and magical powers that many of his older siblings possess. His epithet of the Hawk came from his keen eye for numbers, augmented by his oath to Oghma.

Isolda is one of the younger children of the Dead King, only seventy years old, and for most of that was the Third Apprentice to her father, assisting in his research and learning from his vast collection of notes. Unfortunately most of her training was in esoteric areas of soulcrafting and is of limited value in the larger world, something she sought to correct when Arun was made. She's an ardent supporter of his expedition and personally created the undead he brought with him, just in case of sabotage from a jealous sibling. Her epithet of the Condor came as a result of her theft of the best corpses during the annexation of Oistins right from under the nose of her older sister Neasa.

Aislan of the Flame is younger than Isolda by a couple decades, created during the founding of Nerehamia. They were largely an accident, a large amount of fire essence got dumped into their soul matrix during its creation, and as a result they've a strong connection to elemental fire and occasionally cause nearby objects to spontaneously combust. They're unsurprisingly disliked by their siblings, many of whom are particularly dry or possess large libraries of their own, and on the battlefield they often leave cinders instead of useable corpses, though they've gotten better about that. When offered the opportunity to go somewhere where they can burn thigns and not get yelled at they leaped at the opportunity
 
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Colony name: Varheim
Mother country name: Vaneria
Race: Elves
Tradition: Militarism
Leader name: Vanadrott Åge
First Hero: Vanjarl Eerikki (fighter)
Secondary Hero: Whisperer Havardr (sorceror)
Capital Name: Varheim
Starting location on map:
Untitled.png


Mother country:
Vaneria is a land of misty moors, craggy mountains, and innumerable fjords. The people of Vaneria are a proud race, innately magical, and sworn enemies of giants, goblins and their ilk. Their glamor hides them as they steal silently through the swampy woods, striking with steel and whispered arcana.
Vaneria prides itself on its craft, its steelwork and ship-building, as well as it music and stories, though its people are stoic and not often prone to mirth.

Leader Background:
Vanadrott Åge brings his soldiers and trusted companions to the island of Starfall to seek its riches and to carve his name and those of his jarls in legends and tales forever.
He is mighty and proud, prone to taking offense easily at perceived insult, real or not, and perhaps overfond of a cup of wine, though the grape makes him melancholy.
 
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Colony name: Tellocos
Mother country name: Kingdom of Cedevik
Race: Halfling
Tradition: Industrialism
Leader name: Governor Devan Pichat
First Hero: Bard, Emil Flightfoot
Secondary Hero: Cleric, Ellybeth
Capital Name: Tellocos

Starting location on map:
 
@Paladin Vashrock
Tell us about the christmas light things... and the drink....
 
@Paladin Vashrock
Tell us about the christmas light things... and the drink....

The "Drink" as you put it, is CLEARLY a health potion. You can tell, because it's red. He drinks it because of his bad joints, which acts up in the humid weather. The ampoules above it contain samples of sand and dirt from the island, to determine whether it's extraplanar, or what.
 
Colony name: Dendar Cabal
Mother country name:
Bruimipia Horde
Race: Human
Tradition: Barbaric
Leader name: Grand Shir Veeshis
First Hero: Zaztlei , Barbarian
Secondary Hero: Ivaniss , Sorcerer
Capital Name: Israco

Starting location on map: Image attached

Mother country: The Bruimipia Horde a mighty nation lead by the serpent race the yuan-ti. The Horde both powerful and unimaginable as seen in there history as they have conquered and subjugate many kingdoms and races to serve them. This Horde is lead by large golden scaled Abomination who called himself the Golden Khan the ruled the rest of the yuan-ti through both cunning and ruthless means. In the Bruimipia Horde the nation is run on a hierarchy system with Golden Khan sitting at the top while his lesser abominations manage his armies and cities. The half-bloods who serve as the mid tier being nobles warriors/shamans that take care the smaller tasks that the lesser abominations can't bother with. At the lower ranks are the purebloods/serpent bloodline who are at most humanoids with minor serpentine traits that take care of mostly every that those above them don't want the handle with. Finally at the bottom are the slaves that the horde have capture over the years from their conquests. They are the expendable workforce/(food) that build all that within the Bruimipia Horde.

Religion: The Bruimipia Horde believe in three gods that being Dendar the Night Serpent, Merrshaulk Master of the Pit, and Sseth the Sibilant Death.

Leader backgrounds:
Grand Shir Veeshis is a upstart yuan-ti pureblood along with her sister Ivaniss who dream of rising in the ranks of yuan-ti hierarchy. It was later in her life in society when she getting strange prophetic visions from the Night Serpent Dendar which was showing her a lands not known to Bruimipia Horde. Veeshis took these visions as a sign use all her resources to establish a following of those loyal to Dendar. After gaining a large group she had to convinced her masters of the new lands beyond Bruimipia Horde reach. It was not know if it was luck or godlike intervention but she was able to get permission to establish a ship to head to the new lands and as a add bonus if she was able to bring in more riches to the Horde from these new lands she would be reward with the secret rituals use to advance to halfblood. Now with resources she had she set off to the new lands for power.
Spoiler Image :


Hero backgrounds:
Zaztlei: A human slave who was picked up by the sisters. He was made to be very loyal to them by twisted training that the sisters put him through. Ivaniss would be in charge of rewarding him as she lavish him with food and women if he does good and Veeshis bring the punishments with torture and unimageable pain if he fails at certain tasks. It is because of this special training that Zaztlei developed a passion for making other suffering and enjoy oppressing his fellow slaves.
Spoiler Image :


Ivaniss: A sorcerer who is the younger sister to Grand Shir Veeshis that share the same dream of rising in the ranks of yuan-ti hierarchy. Unlike her older sister Veeshis who want the rise for power Ivaniss want to rise for wealth. Ivaniss dreams of slave and other pureblood coming at her beck and call, while lavishing on in a room of gold splendor. Ivaniss is very good at manipulation as show is part of the reason of how Veeshis gain so many followers and when her words don't work a deadly spell will do the trick just as well.
Spoiler Image :

 

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Hey, y'all

We've reached ten colonial powers, huzzah! The new world doesn't stand a chance.

I didn't really anticipate such a surge in interested players but will certainly do my best to make it both fun, challenging and exciting. However, due to me getting easily overwhelmed if I start mounting stress and with the fact that I do not have any real experience with running such a sizable project, I must regretfully declare this game locked for new players unless a spot opens up or I feel I can handle more people.

Finally: Anyone wishing to receive a form of bonus in-game should try to have any relevant background lore ready by Friday, as that is when I expect to launch the first proper update. I know many of you are excited to get this started and I will work as quickly as I can to get update zero out tomorrow. This in itself doesn't matter too much, as it will mostly consist of expanding the colonial capital with minimal action as well as having players read up on the region they've made landfall on.
 
Update Zero: The Star Calls
- Year 1 of the Colonial Age -


And the world had answered.

In but the span of a few short weeks, these lands shrouded in mystery and avoided throughout the ages, having never before seen the mark of civilisation - were now being tread upon by the many peoples and cultures of far-off regions of all sorts, their kind undeniably alien to this wild and untamed land.

On the southern shores, men of great production and empire set their eyes upon the great southwestern plains, as well as the labyrinth of jagged mountain chains to the southeast - ripe for their expertise of exploitation and expansion. However, it would seem that the southern lands were not as hospitable to the outsiders as they had first thought - for it resisted some of the settlers' approaches and forced them to relocate.

To the east, a faction of loyal privateers made landfall upon the first promising landing ground at a mountainous peninsula; at the behest of their rich and influencial masters. Following behind were ambitious and equally opportunistic cultures, each following separate rivers for penance and empire, respectively.

Making their way to the central of the new world's midlands came striding three mighty factions of orcs and elves, one brandishing the unholy powers of death, the other the words of the gods, and the third wielding an unmatched warrior spirit.

In the west thundered the dreaded war drums and howls of ambitious brutes, casting a mighty shadow of terror over the land as they made their approach.

Only the ancient northernmost wildlands seemed to have been spared from the abrupt intrusion of the outsiders - the vast stretches of blanketed snowy boreal forests and freezing glaciers remained as much a mystery as they had always been. Those now building their new homes are seemingly the first to set foot upon this land, and though they are unlikely to be the last, they will be the first to discover its wonders and brave its horrors. For the star was the prize.

Overseas Matters
No news from the homelands have yet reached the colonies of the new world.

Intercolonial Matters
Far too occupied with their own devices, the colonial powers of the new world have yet to establish proper diplomatic communications with one another - having been too pre-occupied with reaching suitable land and clash upon the shores to settle in.

The Overseas Market

Buying from the New World
- 1 currency for 2 units of food
- 1 currency for 2 units of wood
- 4 currency for 10 units of metal
- 25 currency for 10 slaves (living only)
- 25 currency for every 1 units of bloodfish

Selling to the Old World

- 2 currency for every 1 units of food.
- 2 currency for every 1 units of wood
- 10 currency for every 5 units of metal
- 50 currency for every 10 slaves
__________________________________________________________________________________
The Colonies

Kingdom of Eternia

of the Nebulan Empire
By the command of the pragmatic figurehead known only by his title as the Unseen Emperor, Infinite ruler of the Nebulan necrolytes, the High-Archon braved the mighty gales of the central ocean to reach the unknown lands ahead. All that mattered was the location of the star's final resting place. All that was required of him was its legendary powers. With the star, his master's sovereignty and dominion over life and death itself would be assured - and the High-Archon's past failures could finally be made undone.


Umbra led the colony of Eternia to raise it's capital upon a riverbank at the center of the new world. During the first few weeks as supplies were unloaded and the cannibalization of ships to erect proper homes, the orcs of Eternia found the region they had settled in to have soil well suited to farming, and the nearby hills and rock formations yielded much needed minable stone. While food, stone and wood should prove to be no large issue the surrounding woodlands were revealed to be teeming with wildlife, many of them dangerous and clearly disturbed by the kingdom's presence here. Metal ore was very scarce here, and there is already muttering within the colony that they should scout further north to secure a proper source of ores, lest they stagnate and wither.

- Eternia: Very-high farming (fishing & hunting), High wood, Moderate stone, Low metal, Dangerous Wildlife
Stat changes: +3 prestige xp and +50 metal, +50 undead slaves (story bonus)

The Starfall Western Concern
in service to the Arrakin Nobility

The arrival of the Concern was could not have come at a more crucial of times, as the suppressed and increasingly disgruntled barons of the former Arrakin confederacy could no longer stand the injustice of being second-hand pawns in someone else's game. Paid and supplied by a union of the lands' wealthiest elite the privateer fleet of the Star Western Concern departed from the old world with the intentions of seeing their masters returned to their rightful positions of power, as it should be.

Expeditionary leader Asli Kaya pointed out the tip of a peninsula at the eastern region of the new world to act as the cradle for their operations, nestling the concern's capital on the bank of one of the rivers there. The area was naturally sheltered from the western and southern side by shallow waters teeming with jagged cliffs, and had dense forestation for wood industries. A preliminary survey of the northern mountain-ranges revealed rock formations suitable for stone production, as well as some scarce veins of iron. A secondary survey further into the mountains had the concern establishing a mining camp to better capitalize on its deposits of ores. The area was however poorly suited for farmland, so hunting game and fishing would have to make due for now.

- Kaya's Landfall: Low farming (fishing & hunting), Very-high wood, Moderate stone, Moderate metal, Wildlife
- SWC Camp: No farming (hunting), High wood, High stone, Moderate metal, Wildlife
Stat changes: +2 prestige xp and +100 currency (story bonus)


The Star-Reach Chapter
of the Order of the Burning Moon

Clad in their shimmering holy armor the orcs of the Star-Reach chapter stood tall upon their vessels as the new world began to take form in the distance. Their holy charge was one of great importance, if not the greatest. The star was a sign of divine proportions and its discovery was paramount above all else. Onwards, templar!

Paladin Vashrock decided to claim the beautiful dense firwoods at the center of the new world. It had immaculate potential for a strong lumber industry and was naturally protected by a curve of looming mountains directly to the northwest. These mountains held minable stone and had some minor metal deposits that could be exploited, but scouts reported a series of man-made tunnels leading deep into their depths, implying that there may be more to that area than is revealed. Farming will be difficult here and there were strangely no available game to be found anywhere, but fishing would provide an immediate solution in the short-term.

- Star-Reach Citadel: Low farming (fishing), Very-high wood, Moderate stone, Moderate metal, Strange Tunnel Network
Stat changes: +3 prestige xp and +25 full-plate, +1 stability (story bonus)

Kaladius Territory
of the Sharmius Zhanate

Flocking to the new world by the lure of the star's power came the fierce warriors of the Zhan to make landfall in the south. With their decade-long battle against barbarian hordes finally put to rest at the homefront the dwarven expedition under Governor-General Dhorma Seldan move in with purpose to claim the star for their own. Ambitions of unchallenged conquest and dominion sparkled in the whites of their eyes.

Dhorma decided to do what dwarves do best and squeeze his colony tightly against the biggest mountain they could locate. A slender spot of land allowed for travels by foot around the mountains to the vibrant plains in the west, whilst a large great river-canyon sliced through the mountain-ranges further northward. The lands here would be impossible to farm with the limited space and fertile soil, so fishing from the great river directly east of Kaladius would be their only source of food unless they expanded to greener pastures. Wood production is also limited, as few trees manage to sprout out from the rocky shores here, making expansion once again an important priority for the long-term prosperity of the colony. On the plus side, this area was rich in minable stone and metal.

Finally, troubling reports from the north reached the ears of the governor-general. A foreign colony that had moved up the great river were apparently attacked and forced to flee from their original landing ground by what was described to be the largest dragon anyone had ever seen, clad in impenetrable brilliant-red scales and sundering the very earth with its fiery approach. The great beast appears to have claimed some great mountain peaks further to the north, so caution was advised if the dwarves thought of moving up there.

- Kaladius: No farming (fishing), Low wood, Very High stone, Very High metal
Stat changes: -1 stability (Disturbing the Scarlet King), +2 prestige xp and +300 food, +50 metal (story bonus)

New Riylod
of Riylod

The disgraced Kandros Fir, having waged war against his nation, was put in charge of a penal fleet to secure the legendary fallen star for Riylod as penance for his crimes. Whether he would return and redeem himself in the eyes of his homeland or choose to take another path, was anyone's guess.

Kandros' colonists settled on the upper-eastern region of the new world, moving up a river embraced on both sides by vast stretches of mountains before making their landfall at the base of one of the eastern moutains where the river forked in either direction. This region is generally much colder and its soil less fertile than its southern counterpart making farming rather difficult. There is potential for a lumber industry, and the mountain Riylod settled beneath revealed large deposits of metal and ample stone. Scouts report packs of wolves moving down from the northern reaches on the regular to hunt and, while they don't attack New Riylod directly, moving outside is hazardous unless armed and grouped together.

- Boulder Falls: Low farming (fishing and hunting), Moderate wood, High stone, Moderate metal, Dangerous Wildlife
Stat changes: +2 prestige xp and +100 wood, +50 metal (story bonus)


Republic of Conria
of the Vestan Imperium

Gone are the days of the mighty Imperium of Vesta, but although remaining little more than embers of the great pyre their empire used to be the few loyalist territories still calling themselves imperial vestans saw great potential in subjugating the new world, dispatching a fleet to establish a colony-republic there under the direct supervision of Prokonsul Marius Brutus and his imperial knights.

Marius' fleet were one of the later additions in the scramble for grabbing land in the new world, following a river north after rearing past a peninsula seemingly being taken by another power and making landfall in the northeast. This region was shielded by mountain chains both to the north and south, as well as a protected by the eastern river they arrived on. The land was cold and the soil proved difficult, but farming was possible. There was moderate forestation around for a lumber industry. The liver-lining would however be that the nearby mountains revealed had both iron veins and ample stone.

- Conria: Moderate farming (fishing and hunting), Moderate wood, High stone, Moderate metal, Wildlife
Stat changes: +3 prestige xp and +50 chainmail, +1 imperial banner (story bonus)


Achat
of Nerehamia
It would come to no surprise that the nefarious Dead King of Nerehamia would let slip his "children" to conquer the new world for him. Under Prince Arun of Achat, his necrolyte dwarves have set out to please their eternal lord.

The followers of the Dead King were unfortunately the first of the settling foreigners to experience the true dangers of the new world. Coming in from the south and following a great river-canyon the dwarves made landfall at the foot of a truly colossal mountain which casted its shadow over the region.

A massive, ancient and seemingly man-made mine seemed to carve a hole straight into its dark depths, but before being able to explore it an increasingly uneasy sense of massed dread and paranoia began to strike the hearts of the colonists still burdened by life as they had just completed cannibalizing their ships for housing material.

The mysterious phenomenon was however made woefully clear to the prince when out of the darkening clouds descended a mighty winged beast of brilliant-red scales nearly the size of a small keep. Its roar swayed forests and split the very ground beneath the Achat settlers - forcing them to flee for their lives with as much of their supply as they could carry. The dragon gave chase for miles, spitting storms of dragonfire that engulfed entire families in brief but unspeakable agony - leaving behind nothing but mounds of smoldering ash.

Eventually after having fled eastward for what must have felt like an eternity, the winged monstrosity must've grown weary of playing with Achat's colonists and returned to the great mountain. Exhausted, starving and still reeling from the lingering dreadful presence of the dragon, Prince Arun was forced to set up his capital on the southern shore. Sometime after the establishment of Galveholme the prince would return to the charred plains to pay his respects to the dead, finding several shed scales from the dragon that were the size of pack mules and felt warm to the touch.

This region had very fertile soil that was especially perfect for farming and the waters directly south of Galveholme was home to a completely new species of large fish that had red scales and provided much needed nutrients, making Achat the first discoverers of this unique resource. Wood production was moderate and there was barely any metal ore to be found here. Viable stone could be cut from the many hills and rock formations.

- Galveholme: Very-high farming (fishing), Moderate wood, High stone, Low metal, "Bloodfish" Luxury Resource
Stat changes: -2 stability, -25 population (Disturbing the Scarlet King), +5 prestige xp. +1 prestige and +50 metal, +5 dragonscale (story bonus)


Varheim
of Vaneria

In the merciless lands in the northernmost Eidolon lay the misty fjords and ancient dark forests of Vaneria that have given rise to a rich folklore steeped with glorious sagas and folklore. The exceptionally robust elves of Vaneria rule these lands and have been keeping both trolls and giants at bay for as long as times can be remembered. With the falling of the azure star, a particularly ambitious Vanerian going by the name of Vanadrott Åge has set sail towards the wild and unexplored new world. For the gods had visited him in his sleep and revealed to him that all power and riches would indeed be his - provided he proved himself worthy by taming the new world and finding the star.

Jarl Åge and his Vanerian colonists made landfall in the central midlands of the new world alongside two foreign powers that settled down on the opposite side of the narrowed ocean path that had led them all here. The area was cold and although this felt like a record-warm summer for the Vanerian elves the soil was proving difficult to work with. There were immediate pockets of trees surrounding the newly established capital of Varheim, as well as woodlands further out. Viable stone and metal veins were marked out as well.

- Varheim: Moderate farming (fishing and hunting), High wood, Moderate stone, Moderate metal, Wildlife
Stat changes: +2 prestige xp and +300 food, +50 metal (story bonus)

Tellocos
of the Kingdom of Cedevik

Like nearly all the other nations of Eidolon the Kingdom of Cedevik sought to claim their share of the new world, dispatching an expedition under Governor Devan Pichat to secure the land for king and county.

Governor Pichat arrived on the southern shores of the new world, establishing the colonial capital of Tellocos. The region was fertile and would make for great farmland. There was some moderate forestation for lumber and hills to provide stone. No veins were discovered for metal, leading to the colony setting up a mining camp at the base of the northern mountains-range that could supply the capital with valuable ore. Finally, scouts report strange ruins to the northeast across the river that appears to be teeming with mindless undead that roam the area at night, as well as having seen smoke rising even further in that direction and that they came across an encampment of particularily vicious gnolls.

- Tellocos: High farming (fishing and hunting), High wood, Moderate stone, Low metal, Wildlife
- Tellocos Camp: Low farming (hunting), Moderate wood, High stone, Moderate metal, Wildlife
Stat changes:

Dendar Cabal
of the Bruimipia Horde

It came as no surprise to anyone that the mighty serpent empire of Bruimipia would cast a hungering gaze upon the new world. Having been granted the great honor of leading an expeditionary force to the new world, Grand Shir Veeshis eagerly set off with a detachment of colonists and slave-servants.

The snake people were recklessly eager to make it to the new world and claim good land before it would be too late, essentially ramming their ships ashore and dropping anchor as a symbolic gesture that they were here to stay. When they abandoned ship and began unloading their supplies however, they were quick to realize that something was.. off, about the area. They found themselves in the midst of a grand and majestic garden full of vibrantly colored flowers and groomed hedges - now mostly destroyed and crushed by the ship's rampage. A flock of bald individuals clad in bright tri-colored robes began to form around the settlers and after some confused conversing, revealed them to be warrior-monks of a seclusive and ancient monastic order that came here in ages past.

Not wishing (and not entirely sure they'd be able) to pick a fight with these odd spiritualists, Grand Shir Veeshis dismantled the ship for its material and moved further away to set up their capital of Israco. The region here is cold making farming difficult and there's a lot of surrounding firwoods nearby allowing for a strong lumber industry, but there's barely any viable sources of stone or metal in sight. There's a series of hills and rocky formations within range of the capital but it is claimed by the monks and used to house their many tranquility gardens.

- Israco: Moderate farming (fishing and hunting), High wood, Moderate stone, Low metal, Wildlife
Stat changes: +3 prestige xp and +50 metal, +gold viper idol (story bonus)
Map of the New World
Spoiler Turn 0 :
Minor NPCs, Dungeons & Oddities
Spoiler :
Ancient Mine
Population: ?
Tier: ?
Descriptions: Massive and ancient mineshaft leading into the mountain. Seemingly impossible to access from fear of the Scarlet King attacking.
Location: Base of a great mountain, at the very top of the southern river-canyon.

Ancient Burial Grounds
Population: ~50 Undead
Tier: Heroic
Descriptions: This ancient and decaying structure seems to have been a burial site at some point from an age long since forgotten. It has since become nearly completely swallowed up by the forest and is heavily weathered down and riddled with moss and vines. The dead, perhaps disturbed by the coming of foreign powers, have risen from the grave to roam aimlessly and attack anyone who dare approach their final resting place.
Location: Center of the southwestern plains.

Ancient Burial Grounds
Population: ~50 Undead
Tier: Heroic
Descriptions: This ancient and decaying structure seems to have been a burial site at some point from an age long since forgotten. It has since become nearly completely swallowed up by the forest and is heavily weathered down and riddled with moss and vines. The dead, perhaps disturbed by the coming of foreign powers, have risen from the grave to roam aimlessly and attack anyone who dare approach their final resting place.
Location: Base of the mountain at the northeastern woodlands below Conria.


Gnoll Encampment
Population: ~200 Gnolls, 50 Worgs, 25 Worgriders
Tier: Paragon
Descriptions: A savage gnoll village protected by watchtowers and a spiked palisade. Sinister snarls, howling and constant yapping can be heard echoing from within.
Location: Center of the southwestern plains.


Monastic Order of the Tranquil Warrior
Population: 300 Monks
Tier: Epic
Descriptions: This order of warrior-monks spend most of their day perfecting the art of personal combat and hone their bodies to become the perfect instrument of battle. Their temple hold some of the most awe-inspiring gardens.
Location: Westernmost peak atop the hills, just above Israco.
 
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Player Stats

Kingdom of Eternia
Spoiler Stats: Spring, turn 0 :
Player: Shirogane
Race: Orc
Tradition: Necrocracy
Leader: High-Archon Umbra the Immortal
Prestige Rank: 0
Prestige Exp: 3
Military Skill: 1
Military Exp: 0
Stability: 5
Total Population: 475
  • Civilians: 300 (+37)
  • Slaves: 150 (Undead)
  • Unemployed: 350
  • Military: 25
Military:
  • 25 Dark Knights (25 blessed weapons, )
Weapons:
  • 200 crude weapons (100 stored)
  • 50 simple weapons (50 stored)
  • 25 blessed weapons (0 stored)
Siege:

Navy:

Trade Routes:
None (0 trade routes, 0 markets)
Currency: 300 (+100)
Food: 600 (-75)
Wood: 1,000 (+150)
Stone: 300 (+50)
Metal: 350 (+30)
Starstone:
Heroes:

  • Magister Cynthia Ambrose, Necromancer level 1 XP 0/10 (Unarmed, unassigned)
  • Magister Zion Ambrose, Necromancer level 1 XP 0/10 (Unarmed, unassigned)
Settlements:
  • Eternia (town, capital): 100 undead workers, 250 food, 150 wood, 50 stone, 30 metal,
Equipment:

Starfall Western Concern
Spoiler Stats: Spring, turn 0 :
Player: Seon
Race: Elf
Tradition: Industrialism
Leader: Asli Kaya
Prestige Rank: 0
Prestige Exp: 2
Military Skill: 1
Military Exp: 0
Stability: 5
Total Population: 300
  • Civilians: 300 (+37)
  • Slaves: 0
  • Unemployed: 175
  • Military: 0
Military:

Weapons:

  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
Siege:

Navy:

Trade Routes:
None (0 trade routes, 0 markets)
Currency: 400 (+125)
Food: 600 (-190)
Wood: 1,500 (+343)
Stone: 600 (+143)
Metal: 300 (+102)
Starstone:

Heroes:

  • Tommen, Bard level 1 XP 0/10 (Unarmed, unassigned)
  • Elasra, Wizard level 1 XP 0/10 (Unarmed, unassigned)
Settlements:
  • Kaya's Landfall (town): 100 workers, 100 food, 150 wood, 50 stone, 45 metal
  • West-Concern Camp (camp): 25 workers, 0 food, 125 wood, 75 stone, 45 metal
Equipment:

The Star-Reach Chapter
Spoiler Stats: Spring, turn 0 :
Player: thomas.berubeg
Race: Orc
Tradition: Theocracy
Leader: Paladin Vashrock
Prestige Rank: 0
Prestige Exp: 3
Military Skill: 3
Military Exp: 15
Stability: 6
Total Population: 325
  • Civilians: 300 (+39)
  • Slaves: 0
  • Unemployed: 150
  • Military: 25
Military:
  • 25 Templars (25 blessed weapons, 25 Full-plate)
Weapons:
  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
  • 25 full-plates (0 stored)
Siege:

Navy:

Trade Routes:
None (0 trade routes, 0 markets)
Currency: 300 (+150)
Food: 600 (-225)
Wood: 1,000 (+150)
Stone: 300 (+50)
Metal: 300 (+45)
Starstone:

Heroes:
  • Sister Brigit, Cleric level 1 XP 0/10 (Unarmed, unassigned)
  • Archivist Ulrog, Necromancer level 1 XP 0/10 (Unarmed, unassigned)
Settlements:
  • Star-Reach Citadel (town): 150 workers, 100 food, 150 wood, 50 stone, 45 metal, Temple
Equipment:

Kaladius Territory
Spoiler Stats: Spring, turn 0 :
Player: LordArgon
Race: Dwarf
Tradition: Militarism
Leader: Governor-General Dhorma Seldan
Prestige Rank: 0
Prestige Exp: 2
Military Skill: 5
Military Exp: 50
Stability: 4
Total Population: 400
  • Civilians: 300 (+34)
  • Slaves: 0
  • Unemployed: 200
  • Military: 100
Military:
  • 100 Soldiers (100 martial weapons, )
Weapons:
  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
  • 100 martial weapons (0 stored)
Siege:

Navy:

Trade Routes:
None (0 trade routes, 0 markets)
Currency: 300 (+100)
Food: 900 (-400)
Wood: 1,000 (+75)
Stone: 300 (+110)
Metal: 350 (+82)
Starstone:

Heroes:
  • Makdan Zhur, Fighter level 1 XP 0/10 (Unarmed, unassigned)
  • Tero Reshdan, Cleric level 1 XP 0/10 (Unarmed, unassigned)
Settlements:
  • Kaladius (town): 100 workers, 0 food, 75 wood, 100 stone, 75 metal, Barracks(1)
Equipment:

New Riylod
Spoiler Stats: Spring, turn 0 :
Player: jackelgull
Race: Dwarf
Tradition: Imperialism
Leader: Kandros Fir
Prestige Rank: 0
Prestige Exp: 2
Military Skill: 1
Military Exp: 0
Stability: 5
Total Population: 600
  • Civilians: 600 (+37)
  • Slaves: 0
  • Unemployed: 475
  • Military: 0
Military:

Weapons:

  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
Siege:

Navy:

Trade Routes:
None (0 trade routes, 0 markets)
Currency: 300 (+125)
Food: 2,400 (-500)
Wood: 1,100 (+100)
Stone: 300 (+82)
Metal: 350 (+49)
Starstone:

Heroes:
  • Duriddur Runemaker, Wizard level 1 XP 0/10 (Unarmed, unassigned)
  • Lolas Goldsmith, Cleric level 1 XP 0/10 (Unarmed, unassigned)
Settlements:
  • Boulder Falls (town): 125 workers, 100 food, 100 wood, 75 stone, 45 metal, Customs Office (regular borders)
Equipment:

Republic of Conria
Spoiler Stats: Spring, turn 0 :
Player: tobiisagoodboy
Race: Humans
Tradition: Militarism
Leader: Prokonsul Marius Brutus
Prestige Rank: 1
Prestige Exp: 5
Military Skill: 5
Military Exp: 50
Stability: 5
Total Population: 400
  • Civilians: 300 (+55)
  • Slaves: 0 (0)
  • Unemployed: 200
  • Military: 100
Military:
  • 100 Soldiers (100 martial weapons, 50 chainmail, )
Weapons:
  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
  • 100 martial weapons (0 stored)
  • 50 chainmails (0 stored)
Siege:

Navy:

Trade Routes:
None (0 trade routes, 0 markets)
Currency: 300 (+100)
Food: 600 (-250)
Wood: 1,000 (+100)
Stone: 300 (+75)
Metal: 300 (+45)
Starstone:

Heroes:

  • Equites Primus Aurelian Barkanus, Fighter level 1 XP 0/10 (Unarmed, unassigned)
  • Head Wise Cassia Barkanus, Cleric level 1 XP 0/10 (Unarmed, unassigned)
Settlements:
  • Conria (town): 100 workers, 150 food, 100 wood, 75 stone, 45 metal, Barracks(1)
Equipment: 1 Imperial Banner (increases combat skill of friendly soldiers when brought into battle),

Achat
Spoiler Stats: Spring, turn 0 :
Player: Kyzarc Fotjage
Race: Dwarf
Tradition: Necrocracy
Leader: Prince Arun of the Feather, the Hawk
Prestige Rank: 1
Prestige Exp: 5
Military Skill: 1
Military Exp: 0
Stability: 3
Total Population: 400
  • Civilians: 275 (+43)
  • Slaves: 100 Undead
  • Unemployed: 275
  • Military: 25
Military:
  • 25 Dark Knights (25 blessed weapons, )
Weapons:
  • 200 crude weapons (100 stored)
  • 50 simple weapons (50 stored)
  • 25 blessed weapons (0 stored)
Siege:

Navy:

Trade Routes: None (0 trade routes, 0 markets)
Currency: 300 (+100)
Food: 600 (-50)
Wood: 1,000 (+100)
Stone: 300 (+82)
Metal: 350 (+33)
Starstone:
Heroes:
  • MIsolda the Third Apprentice, the Condor, Necromancer level 1 XP 0/10 (Unarmed, unassigned)
  • Aislan of the Flame, the Peacock, Sorcerer level 1 XP 0/10 (Unarmed, unassigned)
Settlements:
  • Galveholme (town, capital): 100 undead workers, 250 food, 100 wood, 75 stone, 30 metal,
Equipment: 5 dragonscale

Varheim
Spoiler Stats: Spring, turn 0 :
Player: Immac
Race: Elves
Tradition: Militarism
Leader: Vanadrott Åge
Prestige Rank: 0
Prestige Exp: 2
Military Skill: 5
Military Exp: 50
Stability: 5
Total Population: 400
  • Civilians: 300 (+37)
  • Slaves: 0
  • Unemployed: 200
  • Military: 100
Military:
  • 100 Soldiers (100 martial weapons, )
Weapons:
  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
  • 100 martial weapons (0 stored)
Siege:

Navy:

Trade Routes:
None (0 trade routes, 0 markets)
Currency: 300 (+100)
Food: 900 (-235)
Wood: 1,000 (+137)
Stone: 300 (+50)
Metal: 350 (+20)
Starstone:

Heroes:
  • Vanjarl Eerikki, Fighter level 1 XP 0/10 (Unarmed, unassigned)
  • Whisperer Havardr, Sorcerer level 1 XP 0/10 (Unarmed, unassigned)
Settlements:
  • Varheim (town, capital): 100 workers, 150 food, 125 wood, 50 stone, 30 metal, Barracks(1)
Equipment:

Tellocos
Spoiler Stats: Spring, turn 0 :
Player: Brougal
Race: Halfling
Tradition: Industrialism
Leader: Governor Devan Pichat
Prestige Rank: 0
Prestige Exp: 0
Military Skill: 1
Military Exp: 0
Stability: 5
Total Population: 300
  • Civilians: 300 (+37)
  • Slaves: 0 (0)
  • Unemployed: 175
  • Military: 0
Military:

Weapons:

  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
Siege:

Navy:

Trade Routes:
None (0 trade routes, 0 markets)
Currency: 300 (+125)
Food: 600 (-125)
Wood: 1,500 (+258)
Stone: 600 (+143)
Metal: 300 (+85)
Starstone:

Heroes:

  • Emil Flightfoot, Bard level 1 XP 0/10 (Unarmed, unassigned)
  • Ellybeth, Cleric level 1 XP 0/10 (Unarmed, unassigned)
Settlements:
  • Tellocos (town): 100 workers, 175 food, 125 wood, 50 stone, 30 metal
  • Tellocos Camp (camp): 25 workers, 0 food, 100 wood, 75 stone, 45 metal
Equipment:

Dendar Cabal
Spoiler Stats: Spring, turn 0 :
Player: Everblack
Race: Human
Tradition: Barbaric
Leader: Grand Shir Veeshis
Prestige Rank: 0
Prestige Exp: 3
Military Skill: 3
Military Exp: 15
Stability: 5
Total Population: 400
  • Civilians: 300 (+42)
  • Slaves: 100 (+2)
  • Unemployed: 275
  • Military: 0
Military:

Weapons:

  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
Siege:

Navy:

Trade Routes:
None (0 trade routes, 0 markets)
Currency: 300 (+175)
Food: 600 (-150)
Wood: 1,000 (+125)
Stone: 300 (+50)
Metal: 350 (+30)
Starstone:

Heroes:
  • Zaztlei, Barbarian level 1 XP 0/10 (Unarmed, unassigned)
  • Ivaniss, Sorcerer level 1 XP 0/10 (Unarmed, unassigned)
Settlements:
  • Israco (town): 125 workers, 150 food, 125 wood, 50 stone, 30 metal, Stockade
Equipment: Gold Viper Idol (magical charm that demoralizes enemy soldiers when brought into battle),


Notes & Changes: (Please read)

- I've reduced industrialism's production bonus from 25% to 15% :^(
- Orders are to be sent by private message here on the forums. Example title: "Starfall: <your colony name> - Turn <number> orders"
- I won't be having any set deadline for updates, but the sooner I get all the orders in the faster I can start working on the next update.
- Only employed pop pays taxes
- Military units, if it was not clear in the rules, are separate from your civilian population. They will not appear as simply "unemployed" civilians, but are another branch of your colonial population entirely. They don't make you money and they cost you both food and money - but are exceptionally better at fighting/acting garrison duties, but that is all they do.
- Slaves now provide passive 0.5 taxes per slave pop.
- Overseas Market added to Update 0, prices adjusted to be more profitable
- Players can now spend prestige ranks to get resources from the mother nation.
- Metal yield will be increased to 30 - 45 - 60 - 75
 
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Spoiler :
Player: Seon
Race: Elf
Tradition: Industrialism
Leader: Asli Kaya
Prestige Rank: 0
Prestige Exp: 2
Military Skill: 1
Military Exp: 0
Stability: 5
Total Population: 300
  • Civilians: 300 (+37)
  • Slaves: 0
  • Unemployed: 175
  • Military: 0
Military:

Weapons:

  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
Siege:

Navy:

Trade Routes:
None (0 trade routes, 0 markets)
Currency: 400 (+125)
Food: 600 (-190)
Wood: 1,500 (+343)
Stone: 600 (+143)
Metal: 300 (+46)
Starstone:

Heroes:

  • Tommen, Bard level 1 XP 0/10 (Unarmed, unassigned)
  • Elasra, Wizard level 1 XP 0/10 (Unarmed, unassigned)
Settlements:
  • Kaya's Landfall (town): 100 workers, 110 food, 218 wood, 57 stone, 23 metal
  • West-Concern Camp (camp): 25 workers, 0 food, 187 wood, 86 stone, 23 metal


Purchase 50 Indentured Servants with 125 gold


The CONCERN

Build 1 Mine in Kaya's Landing
Build 1 Lumberayard in Kaya's Landing
Build 1 Mine in West Concern Camp
Build 1 Fishing Dock in Kaya's Landing
Build 1 Hunter's Lodge in Kaya's Landing.
Build 1 Temple in Kaya’s landing.
Build 1 Barracks in Kaya's Landing

Assign Tommen to Landfall as Magistrate
Assign Elasra to West Concern Camp as Magistrate.
 
Last edited:
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