Starfall

Mercenary services has been added and is located under the Naval Vessels List. Players lacking merchantment may now pay the Star Island Shipping Co. to have goods transported to and/or from the mother nation.
 
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Varheim Stats:
Spoiler :
Player: Immac
Race: Vanir
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, 165 food, 137 wood, 50 stone, 20 metal, Barracks(1)
Equipment:


Varheim Orders:

Trade
Trade 380 currency to the home country for 95 metal.
Pay Star Island Shipping Co. 19 currency to import said metal.

Build Order:
Fishing dock- Varheim need their smoked/salted fish!
Lumberyard x2
Tavern- mead!

Explore Order:
Vanjarl Eerikki with 50 soldiers will explore into the eastern mountains. One of their tasks is to find rich veins of ore to potentially develop (preferably near some lumber or stone or both).
Whisperer Havardr with 50 soldiers will explore north into the woods between the two mountain ranges.

Anything i am forgetting?
 
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Gods of the Varheim


The Varheim gods lie within a much wider pantheon that includes 100s if not 1000s of gods, deities, demigods and heroes, some widely worshipped and some only followed by bizarre and rare cults. And while while the Varheim recognize the power and influence of all these gods, only four are routinely and commonly part of prayer and everyday spiritual life for the Varheim.

Froede, the Glamoured

Froede is god of the fey, of mystery and mists, mirth and music, mischief and magic, and moonlight. She is also associated with madness by those not of glittering fey blood. She is sacred to elves and sprites, satyrs, and pixies. Among her faithful, the Varheim, who’s psychology are more like dwarves and prone to melancholy and dourness are perhaps ill-fitting, but their ties to the fey and the innate magics of the fey make them keenly attuned to the signs of Froede in the mists and fogs, and the glamour they wrap themselves in, their weapon and their shield, comes from her majesty also.

Froede worship is tightly linked to feasting and music, to magics of light and shadow, to trickery, under full moons in forest glades. More rarely her faithful will meet in small numbers and offer prayer to shrines hidden deep in the forest.

Revna, Whispers of the Wilderness

Revna is an ancient force, one of the seven Old Gods who came before men or the fey to the world. He is the spirit of the wild, the snarling maw of the wolf, the spread talons of the swooping hawk. His is the domain of wild places, woods and mountains, of icy wastes in the far northern lands, of distant streams full of fish in lands far from men and their ilk.

Revna is a favorite of hunters and rangers and is worshipped by Varheim who seek passage through the wildplaces or seek to find the blessings of Revna on the trapline or in hunting. The Varheim have not adopted the humans or dwarves or goblinkinds' gods of battle or war and instead, its warriors turn to Revna for guidance, seeking the stealth of the great cats, the strength of the bears, and the swift killing strike of the hawk above to guide them in battle, though they are the only ones to do so, even among the fey.

Any wild space far from towns or buildings can be a holy place for Revna and worship universally involves sacrifice of blood.

Mithrael, Lord of Artisans

Mithrael, who gifted men and their ilk with the metal that bears his name, is lord of artisans and craftsmen, of those who hammer metal or carve wood. The Varheim highly value craftsmen and its societies turn to Mithrael to bless their work and to inspire beauty and so the faith of this god has spread throughout the lands of the Varheim in the last several centuries.

Worship of Mithrael is in the doing, in the crafting or creation and there are no rites that do not involve some sort of production.

Ussa, Who Lies Beneath

Ussa is another of the old seven, the god of seas and the depths of the ocean, worshipped by the sahuagin and related ocean-dwelling creatures. Her temperament is as changing as the seas themselves, forgiving and benevolent one day and cruel and destructive the next. It is she who brings forth the blessings of the fishermen’s nets or swift passage by ship and the Varheim have rightly learned to offer her sacrifice and prayer when they need to take to the seas.

As Varheim towns and villages became increasingly reliant upon the sea, both for the bounty of its fishes and as a road for their pillaging ships, the necessity of offering sacrifice grew into a proper faith and now priests of Ussa can be found in all major Varheim coastal towns.

Rites to Ussa are universally held partially submerged (even if just the ankles) in the sea and if possible, amongst ruins or wrecks claimed by the sea from men and their mortal ilk.
 
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Hey hey, people.

Orders are due: Tuesday 9th (09.03)

I've already received a set of orders from many of you, but I highly recommend that you all take the time to just run a quick check-up on your current stats and game rules now that I've made some rather substantial changes. I know many of you are super excited and I will try to always start working on the update as soon as everyone gets their orders in. On that note, do not feel pressured to write in your orders quickly. You are perfectly allowed to take your time up until the due date. The game is meant to be fun and on your own time, as we all realize that many of us have jobs and responsibilities as parents, students or otherwise.
 
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Turn 1:


Spoiler Stats :


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:




Orders:


The Garrison:

Sister Brigit and Archivist Ulrog will lead 15 Templars into the tunnels to explore. Their Holy Purpose should keep them safe, and let them map out these passageways into the heart of our citadel.

The remaining 10 Templars will patrol our brand new walls, keeping our people safe.


Purchase Orders:

Petition the Mother-Chapter house for 50 metal, sending back along 100 Currency in exchange. Pay to have these goods shipped here.


Build Orders:

1 Fishing Dock (100 Wood) - ...the bounty of the oceans is unto that of the lands, and it is to those above to smoke, to salt, to preserve unto tomorrow....

1 Farm - (250 Wood, 50 Metal) ...Golden Prakith, once named not for it’s wealth in coin or jewels, but for the fields outside it’s walls...

1 Level of Fortifications - (300 Stone, 100 wood, 100 metal) ...blessed be he who taketh up the sword in service of others, but even more holy is he who stands as a bulwark between himself and those in need...

1 Lumberyard - (200 Wood, 100 Metal) ...For it is an axe age, a stone age, and the woods of the bones of the forest make up the bones of the city...

1 Mine - (200 Wood, 100 metal) - ...Delve deep, Delve low, crack the earth and splinter the stone...
 
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 (+22)
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, 82 stone, 22 metal, Customs Office (regular borders)
Equipment:

Build 2 fishing docks with 200 wood

Send Runemaker out with a command of 50 unemployed citizens armed with simple weapons to clear out the wolves stalking close to our land and making the land around Boulder Falls safe for exploitation.(use wizard as captain)

Lolas Goldsmith meanwhile will set up a makeshift church and help fulfil the societal functions of a temple (use cleric as magistrate)

Send a party of 200 armed with crude weapons to explore along the rivers. Instruct them to bring any curiosities back to Boulder Fall so runemaker can study them
 
Our newborn colonial powers may now give name to the regions they have settled and discovered, displayed on the map bellow. These areas are:

Public naming vote

Present your desired name for these places, and I'll roll for what name they end up getting.

A: Ocean that splits the New World.
B: Chain of southwestern islands.

Regions of the New World
1:
The center of the new world, a somewhat temperate but still oftentime colder region compare to the south full of boreal/fir woodlands, hills, rivers and surrounded by vast stretches of mountains. It is divided between three colonies. (Shirogane, Immaculate, thomas.berubeg) - you three will have to get together and agree on a name, or present it separately and we'll let the dice decide.
2: Eastern peninsula, covered in dense boreal and fir woodlands nestled at the feet of great mountains. It is claimed by the SWC. (Seon)
3: Northeastern lake, divided by a great river and mostly open ground with woodland centered around the lake. A chain of mountains press against the region in the west. (tobiisagoodboy)
4: Northeastern twin-river that meet at the pass of two mountain ranges and finally merge with the greater ocean. The area here is composed of mostly hills and grassland with fir woods growing heavily at the base of the mountains. (jackelgull)
5: Warm southern plains and woodland with a sizable island consisting mostly of marshland and fetid swamps. (Kyzarc Fotjage)
6: Great canyon dominated by mountains and difficult rocky terrain. Sparse tree formations dot the region. (LordArgon)
7: Mix of warm plains, hills and heavily forested grasslands. To the north is a range of mountains who casts their shadows upon the region whenever the sun sets behind them. (Brougal)
8: Westernmost peak consisting mostly of temperate woods, grasslands and hills. (Everblack)

Spoiler :
 
Tommy's Votes:

A) Star's Blood
1) Suggestion: Star's Heart

Bonus: The straight down the heart of the island is "The Cut"
 
A) Maeridian Ocean
B) Thundria Isles
6) Igskar Valley - Named for the title given to the angry inhabitant to the north.
 
2): Mothglades.

The Karrakin Faith

The Karrakin elves practice ancestor worship and belief in a monolatristic religion following a dead god. There are thousands, possibly hundreds of thousands, of gods, spirits, ancestor heroes, shades, demons, angels, and other kind of beings that are worshipped in cults or in private. However, only one deity is routinely worshipped(?) by the majority of its adherents in public ceremonies. It is perhaps better described as a way of life: strict collection of beliefs is discouraged.

Yatru, the Mortal God, and the Great Wheel

Karrakins believe that the world is situated above a great, spinning wheel (or that the world is akin to a wheel, interpretations vary) which was created as a foundation when the god, Yatru, deceived the other gods to create the mortal realms. With their power lost in the creation of the mortal realms, the angered and regretful gods slew Yatru and scattered his bodies across the Wheel.

As Yatru is the only god of mortality, who have sacrificed themself for the mortals, Karrakins direct their worship to them, although admittedly worshipping still living gods would be more useful. Yatru's precepts are deception, self-sacrifice, and change. Its shrines are found everywhere the Karrakins hold influence.

The monks and mystics

Lacking in a real, formal priesthood, the adherents and particularly zealous of the Karrakin faiths mostly gather around learned monks, mystics, cult leaders, or the local noble or monastery. The expression of Karrakin faith is heavily diverse, but most serve to help justify the rule of the local nobility through glorification of their ancestral might and wisdom, as well as their legendary lineage tracing down from the Heroic Age. The three relevant sects of monks of the Karrakin Faith are:

The Mendicants: An order of beggar-knights who wander the earth attempting to spread wisdom and protect the weak.

Blossoms: An order of witch-mystics who wander the earth healing the sick and injured.

Wrathfuls: 'Zealots' of the faith who aggressively root out harmful cults and the undead.
 
Eternia's Skeleton Beauty Pageant

Welcome to Eternia's skeleton beauty pageant! Where we are all here to judge and crown the most beautiful skeleton in all of Eternia!

Lets now get started! And introduce our contestants!

First contestant up, we got Alice from House Everstone! With a pelvis out of this world!

Followed by the second contestant Jade of House Stormbraker! Have you ever seen ribs more perfect in you life!?

Third one are none other then Sylvia of House Earthward! With maybe a cranium second to none! Of course that is what we are here to judge today Ladies and gentlemen!

Onwards we got Helena of House Mistsong! Oh! God! Look at that spine! I don't have words to even describe the beauty I am looking at!

And at last but not least, we got Beatrix of House Swordlord! A fresh turnd with breathtaking Triba! Just look at them people!

Over the next season we be judging the contestants skills and ability's before we come back here to make a final judgment and crown our Miss Eternia!! Let the Pageant begin!! And do not forget to throw in your votes over the season!
 
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A. Going to vote for Maeridian Ocean
B. Going to vote for Western Embers

8. The peak will be called Plashire Peak
 
Public naming vote
Present your desired name for these places, and I'll roll for what name they end up getting.
A: Ocean that splits the New World.
Ocean Tear
B: Chain of southwestern islands.
Starsblood Isles

Regions of the New World
5:
Warm southern plains and woodland with a sizable island consisting mostly of marshland and fetid swamps. (Kyzarc Fotjage)
The Aurelian Expanse, which encompass both the Ashen Plains to the northwest and the island of Acheron's Hold to the southeast.
 
Our newborn colonial powers may now give name to the regions they have settled and discovered, displayed on the map bellow. These areas are:

Public naming vote

Present your desired name for these places, and I'll roll for what name they end up getting.

A: Ocean that splits the New World. (The Great Dividing Ocean)
B: Chain of southwestern islands. (World's Edge Islands)

Regions of the New World
4:
Northeastern twin-river that meet at the pass of two mountain ranges and finally merge with the greater ocean. The area here is composed of mostly hills and grassland with fir woods growing heavily at the base of the mountains. (jackelgull) (Prosperity Confluence, because the spot where two rivers meet is called a confluence)
 
Update One: Rise to Power
- Year 1 of the Colonial Age, Months of Spring -


Overseas Matters

No news from the homeland.

Domestic Matters

Star Island Shipping Co. claims islands! Establishes a stronghold!
To better oversee their increased activities in the new world, the powerful maritime trade-guild has claimed the northwestern pair of islands as their center of operations and is spending an enormous amount of resources into their development, as well as moving in their private army to guard their investments. They’ve named the islands “Commerce Bay” and “Glitterrock”, respectively.

Runestones discovered! Bear ominous warnings!
All across the new world the growing colonial powers are discovering man-made structures engraved with mysterious texts. Many of these runes have already been deciphered and their messages made clear. Already now, their contents have spread across the island.

The Overseas Market

It was discovered that the market rates had fallen victim to foul play and manipulation at the hands of a small trade-guild of merchants. When confronted they had the audacity to declare their intentions just and that their actions were to provide “fair” and, shockingly enough, “profitable” prices for the new world colonies. Enraged by this insolence, the merchants and their families were all beheaded and the guild’s assets divided equally among the various rulers of Eidolon.

Star Island Shipping Co. shipping fees
- 5 currency for every 20 units of cargo
- 10 currency for every 10 people transported (slaves included)
- 25 currency for every 10 units of unique cargo

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
- 100 currency for 10 units of bloodfish
- 150 currency for 10 units of truemetal

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

Mercenary Services

Sea
- Sails Guild offers: 1-5 Escorts. Duration: 1-4 Seasons. Cost: 100 currency per escort and 50 currency each season.
- Poxxy's Sea-Hounds offers: 1 Warship and 4 Escorts. Duration: 2-4 Seasons. Cost: 500 currency each season.

Land
- B&BU offers: 500 Thugs. Duration: 1 Year. Cost: 500 currency.
- Shield's Guild offers: 200 Soldiers. Duration: 1-4 Seasons. Cost: 300 currency each season.
- Burning Cats offers: 200 Soldiers, 25 Saboteurs. Duration: 2 Seasons. Cost: 500 currency.
- Stag Company offers: 300 Soldiers, 3 Catapults. Duration: 2-4 Seasons. Cost: 500 currency each season.
- The Black Legion offers: 50 Heavy Cavalry, 200 Veterans. Duration: 1 Year. Cost: 2,500 currency.
_________________________________________________________________________________​

Kingdom of Eternia
of the Nebulan Empire

The early summer saw the necromantic colony of Eternia’s industry booming with the construction of a vital lumberyard and establishing a mining camp at the northwestern mountains. However the High-Archon had their eyes fixed on more pressing concerns than resources and focused rather on the overall stability of the capital by establishing a brand new arena for sports and games, as well as a tavern to numb the colonists with drink and song. As to find a better source of iron ore and to map out the lands further north, Eternia dispatched its necromancer duo Zion and Cynthia along with a detachment of elite knights and undead militia to scout northward.

Zion and his retinue was sent to survey the mountains and cull the local wildlife, and was able to find a location which proved to hold great potential but came under attack by a pack of wild worgs on the way down. They were able to slay the beasts with minimal losses mostly due to their numerical superiority and dark knights, and the slain beasts were reanimated to serve the High-Archon in death.

Cynthia returned some weeks after Zion, reporting that she had travelled north as instructed and that it had proved to be a dead end as the west- and eastern mountain ranges narrowed the further up the went before finally crossing into each other, but that the region was otherwise densely forested and with great potential for harvesting lumber. The necromancer adds to the report by stating that she came across some ancient ruins by the right side of the river where she managed to retrieve a cache of iron and wieldable arms before having to escape as they had disturbed and awakened the dead, and finally that she had spotted what was believed to be multiple fresh troll tracks leading to the northernmost point where the river runs from the mountain, although she dared not take a closer look.

- Discovered: Ancient Burial Grounds, Troll Hovels

Stat changes
-325 food (consumption)
-500 wood, -50 metal, -2 stability, +25 workers (new camp construction)
-500 wood, -200 stone, -150 metal, +75 workers (eternia: +1 lumberyard, +1 tavern, +1 arena)
+300 wood, +100 metal, -270 currency (Star Island Shipping Co. service fee and trade with Mother-nation)
+4 xp Necromancer Zion, +7 undead slaves, +1 military xp (first expedition & attack by worgs)
+2 xp Necromancer Cynthia, +100 metal, +50 crude weapons (second expedition)
+100 currency, +250 food, +150 wood, +50 stone, +30 metal
+ 30 civilians (immigration), +7 civilians (natural growth)
+2 prestige xp, +1 prestige
+1 prestige xp (Eternia's Top Model story bonus)

Events
Word has reached the High-Archon that the colonists assigned to our new camp are being constantly harassed by fierce beasts similar to the worgs that attacked one of our magisters. They have called for aid by hunting down and wiping or pushing the creatures out from the region. Many people at the capital are positive to this action, but our advisors state that our limited resources are best used elsewhere at this time, and that the workers will simply have to hold out. What should we do, sire?

The Starfall Western Concern
in service to the Arrakin Nobility

The Western Concern began the coming of spring with a flurry of construction under the watchful eye of Asli and his magistrate for the season, Tommen. A lumberyard was constructed and a proper mine established to better collect the larger ore veins in Kaya’s Landfall, doubling the colony’s already impressive wood and ore production. Fishing docks and a hunting lodge were built as well to meet up with food demands, and a holy temple was raised in the name of their deities which allowed the colonists some much needed communion. A Barracks was also constructed, but the concern did not have the necessary manpower needed to raise any platoons, despite Asli’s ambitions for a standing army. The mountain camp of the concern was also improved with the construction of a mine, and colonists were transferred over from the capital to meet the camp’s increased demand for workers. Already daily caravans with heavy loads of stone and metal have begun flowing to Kaya’s Landfall. Near the end of the summer, one of the camp’s caravans failed to arrive at the capital, and a search party was dispatched to find it. They eventually ran across the previous caravan, though all the elves and pack animals were gone with blood scattered about - the wagons and their supplies had been oddly enough left untouched.

Stat changes
-300 food (consumption)
-1,400 wood, -600 stone, -200 metal, +175 workers (kaya’s landfall: +1 mine, +1 fishing dock, +1 hunter’s lodge, +1 lumberyard, +1 temple, +1 barracks)
-200 wood, -100 metal, +25 workers (starfall western concern camp: +1 mine)
+50 totally-not-slaves, -150 currency (Star Island Shipping Co. service fee and trade with Mother-nation)
-5 civilians (mysterious caravan killings)
+1 xp Bard Tommen (supervising kaya’s landfall)
+1 xp Wizard Elasra (supervising starfall western concern camp)
+125 currency, +125 food, +370 wood, +143 stone, +103 metal
+ 30 civilians (immigration), +7 civilians (natural growth)
+2 prestige xp
+1 prestige xp (Karrakin Faith story bonus)

Events
The colony is at peak efficiency, but we are now in dire need of more able-bodied workers! To make matters worse our caravan routes are unsafe and we do not have the spare men to raise soldiers that could defend them. We could perhaps request additional migrants from the Arrakin nobles, although chances are slim they’ll even reply to us. An alternative option has also presented itself with the arrival of an envoy from the Star-Island Shipping Company. They’re offering to ship 200 colonists from the old world to us, provided we pay them half of our wood, stone and metal supply over the course of the next three seasons. We could also choose the third option, which is nothing and let the flow of settlers come naturally. What do we do?

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

The Star-Reach Chapter experienced both great productivity and painful hardships through the spring. A sturdy stone wall was erected to establish a defensive perimeter and form the foundation for a mighty bulwark that would repel the perils of the new world in times to come. The stubbornness and unrelenting zeal of the holy templars could not be understated, for they were dedicated to persevere by establishing an array of docks for fishing to make up for the less fertile lands they inhabited. A lumberyard and mine were also constructed, severely strengthening their output capacity for both precious lumber and metal ores. Furthermore, the ores that were mined were oddly pitch-black and gave off a radiant blue hue.

By order of the chapter-master, the duo: Sister Brigit and Archivist Ulrog alongside a retinue of elite templars were tasked with exploring the strange man-made tunnels that they had come across upon making landfall. They entered one of the entrances together as one. The tunnel itself was large, but forced the expedition to move in a single file as it curved downward and led into the darkness for what seemed like forever. The group lit their torches as soon as natural light could no longer reach them and they kept moving down for so long that it felt as if they were about to reach the surface on the other side of the world. Hours passed, but the group finally reached the end of the tunnel and found themselves now gazing upon an absolutely gigantic underground chasm.

While briefly surveying their surroundings the templars managed to come across a series of mining rail-tracks with a rail-cart turned upside down some feet away from them. Upon closer inspection with her torch, Ulrog witnessed the cart having sustained extensive corrosion by some form of powerful acid, as well as gnaw marks from something big. Very big. Moving the cart revealed a moderate stack of refined metal bars as well as some that were pitch-black. Could it be? This was truemetal - mithral. A rare metal renowned for crafting unmatched armor and weaponry with a resistance to magic. But that would mean.. oh no. Underdark, the mythical underworld beneath the earth. A realm of dark secrets and unspeakable evils. They were here. They had to leave.

Having made this terrifying realization the archivist Ulrog managed only to turn about to warn his fellow comrades when the walls around them suddenly lit up with hundreds of crimson red eyes. Before they could ever draw their swords, two templars were struck by strings of sticky webbing and flung screaming into the darkness. Giant spiders the size of an ox skittered from all sides, claiming another pair of templars as they were swarmed and melted down into steamy piles of sickly green goo by the flurry of corrosive bites by the creatures. However, the surviving templars were trained for specifically defeating dark and evil beasts such as these and quickly formed up to slay anything that skittered towards them while they made their way up the tunnel with the rail-cart from earlier. Three more of the group fell on the way up but the expedition had managed to reach the surface and survive the encounter as the light caused the spiders to writhe and scream in agony before retreating back into the hellish abyss from where they came.

Though at great cost, the cache of truemetal and iron had been secured, and sister Brigit had managed to retrieve most of the blessed arms lost by fallen templars during the heat of battle. The underdark was famed for its bountiful riches - so future expeditions, although better equipped and prepared, could prove critical in gaining the upper-hand in the battle for dominating the new world and finding the fallen star.

- Discovered: Underdark
- Unique minable resource: Truemetal (mithril)


Stat changes
-325 food (consumption)
-850 wood, -300 stone, -350 metal, +100 workers (star-reach citadel: +1 fishing dock, +1 fortification, +1 farm, +1 lumberyard, +1 mine)
+50 Metal, -30 currency (Star Island Shipping Co. service fee and trade with Mother-nation)
-7 Templars, -7 full-plate, -3 blessed weapons, +6xp Cleric Brigit (captain), +6xp Necroboy Ulrog (captain), +25 truemetal, +125 metal, +4 military xp (terrors of underdark)
+150 currency, +100 food, +150 wood, +50 stone, +45 metal
+ 30 civilians (immigration), +9 civilians (natural growth)
+5 prestige xp, +1 prestige

Events
The bitter loss of our chapter’s finest and the discovery of the nightmarish realm of Underdark has caused many to rejoice at the fact that the paladin decided to establish a defensive wall as one of his first actions. However, we must now choose whether we want to keep the tunnels open for future expeditions, or if we are to seal them forever shut. The underdark is famed for containing great treasures and artifacts, but by keeping the tunnels open we risk the creatures that dwell below seeping out to strike at us when the sun inevitably sets. How should we proceed, chapter-master?

Kaladius Territory
of the Sharmius Zhanate

The Governor-General’s colonists lived up to their dwarven stereotypes with a productive first summer. The food supplies of Kaladius was of utmost importance to supervisor Tero, as evidenced by the rapid construction of a vast and extensive fishing industry, as well as the construction of a brand new armorsmith to begin feeding the colony with proper dwarven armor. Although they had held back the capital’s imminent starvation in the short run proper land to grow crops would still be required if the Kaladites were to survive the year.

An expeditionary force of soldiers under the command of Makdan Zhur was sent westward in search of greener pastures. After spending several days traversing the steep and narrow paths which would lead them through the mountain, the party finally made it to the other side and entered the vast southern plains which they almost immediately concluded would be a perfect location for a future settlement. However whilst Makdan and his soldiers were preparing to return home they spotted a band of riders charging towards them. Being well trained and experienced warriors, the dwarven soldiers kept a disciplined demeanor by simply closing ranks and forming a defensive wall just in the nick of time as the riders clashed against them. The unknown enemy, now revealed to be vicious gnolls riding atop huge worgs, fought as was expected of savages with sharp teeth and crude weapons - but were ultimately no match for the superior equipment and training of the dwarven soldiers who began to break formation and butcher down the panicked stragglers that began to flee the battle, whilst they received minimal losses themselves. Recovering any equipment the gnoll raiders had, captain Makdan ordered the soldiers back to Kaladius to deliver his report.

Stat changes
-400 food (consumption)
-800 wood, -200 stone, -200 metal, +175 workers (kaladius: +4 fishing docks, +1 mine, +1 armorsmith, +1 tavern)
+100 food, +50 wood, -90 currency (Star Island Shipping Co. service fee and trade with Mother-nation)
-5 Soldiers, +20 crude weapons, +20 simple weapons, +5 studded armor, +4xp Makdan, +2 military xp (western expedition)
+1xp Tero (supervising kaladius)
+100 currency, +0 food, +75 wood, +125 stone, +93 metal
+ 30 civilians (immigration), +9 civilians (natural growth)
+2 prestige xp

Events
A sizable population of some sort of large mountain goat has been observed roaming about the western mountain range. Some of the colonists suggest that they may be a quick means of bolstering the colony's food stock, as well as a chance to learn about the island's ecology. Other security advisors argue that scaling the cliffs is an unnecessary risk of valuable lives, and that the colony can manage without the extra food for some time to come.

Quests
Working up, not Sideways:
To battle the struggles of settling in a mountainous area some of our advisors in the Kaladius Territory have come up with the idea of developing terraced farms. This clever terraforming project would allow the dwarves to establish proper farmland on inhospitable terrain, but the costs would be immense. First however, they'd need to create a prototype and test its usefulness.
- First task: Invest resources. (0/250 stone, 0/100 metal)
- Final task: Construct a Terraced Farm in Kaladius. (0/50 workers)

New Riylod
of Riylod

Unlike the other newcomers to the new world, the New Riylod colonists under the leadership of Kandros Fir did not spend the following months of spring expanding their industries, building fortifications or even barter for resources from the old world. Instead they seemed content with simply establishing a series of docks and fisheries along the great river under the supervision of the holy lady Goldsmith, who would otherwise spend most of spring performing public sermons and holding communions from a temporary makeshift church fashioned from rocks, barrels and empty supply crates.

Although being humble on the homefront the dwarves were quick to apply a touch of frontier-style “spring cleaning” to their immediate surroundings by dispatching a large mob armed to the teeth and led by the wizard Duriddur Runemaker, who proceeded to seek out and lay low any dangerous animals that posed a threat to them. Wolves, bears and warthogs were hunted down or forced to flee with only a few maulings and minimal fatalities on the colonists’ side. After the animals had been cleared out the mob discovered a large oval-shaped boulder centered within a clearing inside the forest by the river. It had runic texts carved into it that the wizard was able to make out to be some sort of ominous warning. Despite everything, the beasts were at least gone.

With the imminent threats to the capital eliminated the dwarves gathered in large numbers to explore along the rivers. They decided to move upstream which led them into dense woodlands teeming with wildlife. Sightings of wolves was common, but the sheer size of the dwarven mob ensured that they kept their distance. Traversing the woods didn’t reveal anything other than a well-suited location for lumber as well as various ores from the mountains to the east. However, as they approached the river’s end they discovered what appeared to be a small settlement consisting of a few utterly massive and primitive huts that housed a few dozen trolls who had long since been made aware of the explorers’ presence from all the noise they made moving through the forests. A panic ensued as the dwarves turned tail and ran upon witnessing the trolls’ agitated screams and thunderous charge towards them, flailing tree stumps that split the ground and felled trees in their wake. Luckily, the expedition managed to lose the beasts as they made their clumsy retreat back to New Riylod.

- Boulder Falls: lose Dangerous Wildlife, gains Wildlife
- Discovered: Troll Hovels
- Discovered: Runestone (successfully deciphered)


“Beneath the ground, the roots of the forests twine together on a great loom. Pluck one thread and the whole weave will move. Chop down one tree and all the wood will know. Make yourself known to the One Who Walks, and It will seek you out.”

Stat changes
-600 food (consumption)
-200 wood, +50 workers (new riylod: +2 fishing docks)
-4 civilians, +2xp duriddur, +1 military xp (wildlife extermination)
+2xp duriddur (deciphering the runestone)
+1xp Tero (supervising new riylod)
+125 currency, +100 food, +100 wood, +125 stone, +56 metal
+ 30 civilians (immigration), +9 civilians (natural growth)
+3 prestige xp, +1 prestige

Events
Whilst strolling up and down the adjacent river as part of their morning routine our wizard happened upon what would seem to be a small hand-held mirror fashioned from silver, crystal and with the handle carved from some sort of bone. Duriddur concludes that it is magical in nature but that he will require some time to figure out exactly what they are and how they are triggered. Whilst apparently a harmless accessory some of our advisors are opposed to the idea of meddling with unknown magical items and that the mirror should be thrown back into the river. What do we do, my lord?

Republic of Conria
of the Vestan Imperium

The newly established republic had situated itself on particularly attractive land which had the potential of expanding all industries that it would need to grow and, in time, become self-sufficient. Marius immediately set in motion the first stages on his road to economic sustainability by assigning the cleric Cassia to supervise Conria’s development of farmland along with an extensive fishing and lumber industry to take advantage of the good soil, active river and nearby sources of lumber. Once satisfied with the colony’s progress at home the prokonsul dispatched his Equites Primus in command of a detachment of iconic imperial heavy infantry to begin exploring further inland. The soldiers moved west and spent some time locating a more or less safe passing through the western mountains before following it through to the other side with some difficulty - a handful of soldiers nearly tumbling to their demise whilst slowly sliding along a steep and narrow cliff plagued with powerful gusts of wind.

Upon safely reaching the other end the soldiers found relatively flat grasslands with forests reaching along the mountains in either direction. Ahead of them was a great lake which continued on as far as their eyes could perceive, with some sort of central island located on the horizon. By the immediate shore of the lake was discovered the decayed ruins of some ancient stone structures. Immediately nearby was a large oval-shaped stone containing strange runic texts. However whilst inspecting the site the ground beneath Aurelian and the other soldiers stirred violently and bony arms began to spring out like weeds all around them. Skeletal figures clawed and pulled themselves out of the earth in eerie silence, with nothing but blue flames in their empty eye-sockets burning with an almost hateful blaze. The conrian soldiers’ discipline and superior equipment would ultimately gain them their victory however, as while the dead rose in almost endless numbers their rusted weaponry and decayed vessels were unable to effectively pierce the chainmails worn by their living adversaries. In the aftermath of their fight, Aurelian unveiled a tunnel entrance which had been opened by the undead during their awakening and upon exploration revealed an underground tomb containing treasures of both gold, jewelry, rare gemstones and some ancient but enchanted blades.

As the soldiers evacuated the ruins and hurried back to the mountain pass it seemed as if their actions had set in motion something terrible, as everywhere they looked now teemed with scores of the undead.

- Discovered: Runestone (failed to decipher)
- Discovered: Ancient Burial Grounds (cleared)


Stat changes
-400 food (consumption)
-950 wood, -250 metal, +150 workers (conria: +3 fishing docks, +2 lumber yards, +1 farm)
+400 wood, -280 currency (Star Island Shipping Co. service fee and trade with Mother-nation)
-10 soldiers, +300 currency, +5 enchanted weapons, +4xp aurelian (captain), +2 military xp (clearing ancient burial grounds)
+1xp cassia (supervising conria)
+100 currency, +150 food, +100 wood, +75 stone, +45 metal
+ 40 civilians (immigration), +20 civilians (natural growth)
+2 prestige xp

Events
The sudden presence of undead to the west has caused rising panic to spread amongst the colony. Some call for an immediate extermination of the evil grave-spawns, while others demand the increased defense of Conria from the dark creatures. When questioned, the Equites Primus admitted he did not know how many creatures were out there, or whether the undead would spread beyond the ruins they had plundered. He points out the undead are quite slow and may have difficulty crossing the narrow mountain passageway, and so, if they are coming, may not reach Conria for some time if at all.

Achat
of Nerehamia

The first season for the necrolytes of Achat was one of great growth and interesting discovery. Galveholme’s future harvests would prove plentiful and the food stores well secured for the coming winter as the fertile soil was developed into promising farmland. The wide spread foresting of the lightly wooded plains began in force with construction of new lumber yards, and a quarry and proper set-up of docks allowed the colonists to strike the earth for stone and catch the rare and precious schools of bloodfish that existed in the river, respectively.

An expeditionary force of elite dark knights and undead minions led by the eager sorcerer Aislan was sent to explore the mountains in the southwest and beyond for deposits of precious metals and more forested lands. However the journey nearly cut the expedition’s travels short as they barely managed to evade a devastating rockslide which crushed a small number of the group’s minions. But unphased and unwilling to back down, the sorcerer pushed through and followed the shoreline along the base of the mountains, logging in several great locations at the southernmost shores. These areas had great potential for mining, fishing and lumber but there was little space for proper farming, and strangely enough a scarce amount of animal life nearby.

The group continued to follow the shore until they reached a clearing in the mountains and a river running down from what was revealed to be a secluded valley, hidden from sight by the mountains that seemed to circle all the way around. The valley itself appeared as a beautiful meadow, with fertile grounds and an abundance of wood from the densely forested areas. But what really caught Aislan’s gaze was the gargantuan fortress located at the dead-center of the valley. As he moved to make a closer inspection he discovered a large and oval-shaped stone, clearly man-made and engraved with arcanic runes that seemed to speak of past events, peoples, gods and a terrible battle. However, just as he was deciphering the last of the runic texts he was alerted by the dark knights accompanying him who had begun drawing their weapons. All along its walls and from beneath the grounds surrounding the crumbling fort the dead began to rise in numbers beyond counting. Clad in broken armor and rusted arms these undead legions formed disciplined formations directed at Achat’s expedition and silently advanced against them. Aislan managed to unleash several bolts of devastating lightning as well as projecting fireballs that exploded with such force that it threw dirt and charred bone fragments far into the air, but eventually had to acknowledge that he was vastly outnumbered and unprepared for facing an engagement of this magnitude. The sorcerer finally swallowed his pride and sounded the retreat back to the capital. The undead did not give chase.

- Discovered: Ancient Fort
- New Quest: O' Valley of Plenty
- Runestone discovered (partially deciphered)


“Long ages ago when the mountains were still young, this land was home to a race of proud and noble people. They built great towers that touched the clouds and delved deep into the earth for precious metals. But their pride was their undoing. They *”

Stat changes
-300 food (consumption)
-950 wood, -350 metal, +125 workers (galveholme: +2 lumber yards, +1 farm, +1 quarry, +1 fishing dock)
+130 metal, -77 currency (Star Island Shipping Co. service fee and trade with Mother-nation)
+2xp aislan (captain), +1 military xp (ancient fort discovery)
+1xp aislan (partially deciphering the runestone)
+1xp isolda, +5 undead slaves (supervising galveholme)
+125 currency, +100 food, +100 wood, +93 stone, +37 metal
+ 40 civilians (immigration), +7 civilians (natural growth)
+2 prestige xp

Events
Reports are coming in from our fishermen of strange sightings across the river. When questioned they claim to have witnessed bizarre “fish” folk moving about in the marshlands. One states that when he tried to hail one of them on the other side of the waters it looked back at him and waved back for a long time before running off out of sight. Some in the colony want to send an emissary over to the small islands and make contact, but others are sceptical and fear that the supposed “fish-men” may be hostile. There are also those who doubt their existence entirely, debunking it as nonsense by superstitious peasantry. What should we do about these supposed sightings, my prince?

Quests
O' Valley of Plenty:
The recently discovered valley to the southwest would make the perfect location for a new settlement. The soil there is extremely fertile and it has access to an abundance of wood, as well as containing several large deposits of minable metal ores and stone. It is also naturally walled off on nearly all sides. The only problem is the fortress located at its heart and the undead army defending it. If we could muster a strong enough force, along with better equipment and perhaps even some siege engines - we’d be able to conquer the region and take it for ourselves, along with whatever treasures and artifacts that the old fortress holds within its walls.
- First task: Amass an army. (0/300 Soldiers, 275/300 Weapons)
- Second task: Clear the Ancient Fortress.
- Final task: Establish a Town in the Valley of Plenty.

Varheim
of Vaneria

The vanir elves spent most of springtime tending to the immediate needs of their fledgling colony. One of the first structures to be built in Varheim would obviously be a tavern as to provide the hardy vanir with a place to sing their many sagas and brave deeds, as well as drink their fill on sweet and delicious mead after a long day’s work. A dock was constructed thereafter for harvesting the sea’s many savory delights and the development of a proper industry for lumber was put together which would greatly increase the colony’s production of valuable wood for future projects. Satisfied with the homefront, Vanadrott Åge assembled two expeditions and let them loose upon the island.

Going eastward, a sizable platoon of vanir soldiers under the command of the fighter Vanjarl marched upon the mountains in search of precious deposits of minable metal ores and stone. They’d spend several days combing the area until they located a passageway which led them through to the other side where they’d discover a fertile meadow that would make a good location to establish a new settlement. It had surrounding woodlands, veins of metal and stone present, as well as huntable game.

The second expedition, composed similarly of a platoon and led by the Whisperer Havardr, travelled far and wide northward to explore the island further inland. They moved through the massive forest until they reached the grasslands on the other side and started fanning out, witnessing the mountain range continuing ever onwards in the east whilst discovering more dense forests along the river in the west, followed by more mountainous terrain further in that direction. It all seemed very dull and uneventful until the soldiers came across what appeared to be the crumbling remnants of some ancient town. Several overgrown stone structures still stood among the mossy rubble and stranger yet was the large oval-shaped stone at its center, engraved with arcane runic texts whose symbols bore striking similarities with those used by modern civilization. Havardr was able to decipher the runes, who revealed to the sorcerer some ominous message, and logged it down in his ledger.

Furthermore, some of the soldiers had managed to find several underground burial chambers which contained both gemstones and several bags’ full of gold nuggets - though this act proved to have been foolish, for within moments after presenting their treasure, the ground all around them began to heave and split open as if crying out in furious anger. A large number of undead creatures, including an abominable mass of gelatinous putrid flesh whose mere touch melted and absorbed every vanir unfortunate enough to face it, stormed out from these fissures and began attacking the soldiers with reckless abandon.

In the end it was a hard-fought battle with heavy losses inflicted upon the few battered and weary soldiers that still lived who then, after vanquishing the last remnants of their lifeless foe, proceeded with packing up any valuables and headed back home for some sorely desired mugs of hard-earned mead at the tavern.

- Discovered: Ancient Town Ruins (cleared)
- Discovered: Runestone (successfully deciphered)


“Six were the creatures banished to this land by the One Who Is Hidden in the first days of his kingship. Six monsters too proud to bear his yoke. We have heard the tread of the Old Ones in the forests and have crouched in the shadow of the Scarlet King when he soars. Of the others we know little.”

Stat changes
-400 food (consumption)
-700 wood, -50 stone, -200 metal, +100 workers (varheim: +1 fishing dock, +2 lumber yards, +1 tavern)
+100 metal, -60 currency (Star Island Shipping Co. service fee and trade with Mother-nation)
+2xp vanjarl (leading eastern exploration)
-40 soldiers, +600 currency, +200 wood, +200 stone, +100 metal, +10 starstone, +10 enchanted weapons, +100 crude weapons, +6xp havardr (captain), +3 military xp (clearing ancient town ruins)
+2xp havardr (deciphering the runestone)
+100 currency, +187 food, +156 wood, +50 stone, +30 metal
+ 30 civilians (immigration), +7 civilians (natural growth)
+3 prestige xp, +1 prestige
+1 prestige xp (Gods of Varheim story bonus)

Events
After some much needed drinking, rest and a long bath to wash off the blood and goo from himself, our sorcerer Havardr adds to his findings that he sensed a strong arcane presence at the town ruins they had fought within that felt almost identical to the energies radiated by the precious starstones. In light of this information our advisors have come to the conclusion that there may be deposits of starstone located in the ground there and that we should try to settle it as quickly as possible. Some are however opposed to the idea, fearing it might provoke attacks from the undead creatures that clearly take offense to our pillaging of their sites.

Tellocos
of the Kingdom of Cedevik

The growing industry of Tellocos was at full burn over the months of spring as structures were raised throughout the colony and its sister-camp. Extensive farms and fields were developed upon the fertile lands around the capital, and a series of deep mines were constructed at the camp situated by the mountains in the west, greatly increasing the colony’s production of food and metal. A holy temple was erected as well, allowing the colonists spiritual guidance through attending communions and sermons.

It proved to be a clever decision on Governor Pichat’s end to have an patrol protect the road between the mining camp and the colonial capital, for as they had suspected, raiders from the nearby gnoll settlement made several attempts throughout the following months to intercept the caravans storing deliveries of precious metal ingots to Tellocos. Although initially aggressive and persistent, the gnolls ceased their activities along the busy route when one too many of them had been put down by the valiant and ever-watchful halfling militia stationed there.

Stat changes
-300 food (consumption)
-500 wood, -500 stone, -100 metal, +100 workers (tellocos: +2 farms, +1 temple)
-400 wood, -200 metal, +50 workers (tellocos camp: +2 mines)
+1 military xp, -4 civilians, +10 simple weapons (gnoll caravan raids)
+1xp ellybeth (supervising tellocos)
+1xp emil (supervising tellocos camp)
+125 currency, +175 food, +258 wood, +143 stone, +85 metal
+ 30 civilians (immigration), +7 civilians (natural growth)
+2 prestige xp

Events
Although they have been kept at bay for now, the road between Tellocos and its mining camp is vital for the flow of ore and stone. Our military advisors are pushing for a standing army to replace the militia currently protecting it from the savage gnoll raiders, but there are others who remain opposed to such an undertaking, claiming that by raising soldiers they'll risk falling behind the other colonial powers in terms of production. In either case, the gnoll attacks will almost certainly continue - if not even increase in strenght and frequency. How do we proceed, my lord?

Dendar Cabal
of the Bruimipia Horde

The savage yuan-ti and their human slaves swarmed the westernmost peak, rapidly founding the town capital of Israco along the shoreline dominated by hills and dense firwoods. Some tension had already been created between the new colony and the monastic order of monks that neighbored them. Plans were immediately set in motion to construct docks for fishing and lumber yards to take advantage of the wealth of lumber, along with a mine and quarry to harvest the metal ores and stone out of the rich hillsides. Furthermore, measures were taken to train a squad of saboteurs for future acts of infiltration and mayhem.

By the end of springtime, the cabal would meet their neighbors with sly diplomacy which was an iconic approach by the slippery snakefolk. Under the command of the sorcerer Ivaniss, the partially trained squad of recruit saboteurs were dispatched to speak with the warrior-monks who, surprisingly enough, would meet the group with humility and kind hospitality. When questioned, the monks’ wise leader: “The Sensei”, would claim that they had been on this island for nearly a century, but had never ventured beyond the immediate hills and forests out of both respect to the natural balance of this land, and due to not needing to. He added that they had witnessed the azure star on the fated day it fell from the heavens, but that the blinding light it produced moments before making impact had shrouded the exact location of its final resting place from them.

Finally, The Sensei would lead Ivaniss and her retinue to an oval-shaped stone within one of the monastic order’s structures, which seemed to have been built around it. The arcane runes engraved upon them were deciphered by the sorcerer, and after some continued conversation, she would return with this newfound information to her people. In the aftermath of their visit, the saboteurs would later inform the grand shir that they had managed to slip away to explore the temple and its surroundings and that there was a storehouse there filled with starstone and strange artifacts. How the monks had acquired such a supply of valuables was still unknown, but it put doubt on the fact that they had supposedly remained on these hills all this time.

- Discovered: Ancient Burial Grounds, Ancient Town Ruins
- Discovered: Runestone (successfully deciphered)


“Hold, and bear witness to our warning. The path ahead is hard and the dangers great. If you hold your life dear, keep to these shores and make your dwelling away from the trees. Fear the Horned Mother and spare her children.”

Stat changes
-300 food (consumption)
-900 wood, -300 metal, +150 workers (israco: +1 lumberyard, +3 fishing docks, +1 quarry, +1 mine)
+25 saboteurs
+2xp ivaniss, +1 military xp (diplomacy with the monastic order of the tranquil warrior)
+2xp ivaniss (deciphering the runestone)
+1xp zaztlei (supervising israco)
+175 currency, +150 food, +125 wood, +50 stone, +30 metal
+ 30 civilians (immigration), +15 civilians (natural growth)
+2 prestige xp, +1 prestige

Events
Several young slaves were caught in the dead of night stealing food from our stores and have since been arrested and kept under guard. Their families have come forward pleading for mercy on the behalf of their sons, but the majority of our colonists are outraged by this delinquency, especially since they are lowly slaves, and some are even openly demanding that they all should be put to the sword for their insolence. How should we deal with this situation, Grand Shir?

_________________________________________________________________________________​

Map of the New World


Minor NPCs, Dungeons & Oddities
Spoiler :
Ancient Mine
Population: ?
Tier: ?
Descriptions: Massive and ancient mine-shaft leading into the mountain. Seemingly impossible to access from fear of provoking the Scarlet King.
Location: Base of a great mountain, at the very top of the southern river-canyon.

Lair of the Scarlet King
Population: Scarlet King
Tier: Epic
Descriptions: The lair of a terrifying red dragon.
Location: ?

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, 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: ~75 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, 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.

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, 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 canyon. On the east-side of the river in the heart of the woods.

Ancient Burial Grounds
Population: ~100 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, 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: Somewhere in the west.

Ancient Town Ruins
Population: ~200 Undead, 1-4 ?
Tier: Paragon
Descriptions: This ruin was once some ancient settlement long since crumbled to dust. It has been nearly completely overtaken by the environment with moss, vines and great roots embracing every structure in a tight weave.
Location: Somewhere in the west.

Troll Hovels
Population: ? Trolls
Tier: Paragon
Descriptions: A circle of primitive mudhuts circled around a great bonfire, decorated with the gnawed bones of the trolls’ unfortunate victims.
Location: Base of the center canyon where the river streams down the mountains.

Troll Hovels
Population: 5-10 Trolls
Tier: Paragon
Descriptions: A circle of primitive mudhuts circled around a great bonfire, decorated with the gnawed bones of the trolls’ unfortunate victims.
Location: End of the northeastern river.

Gnoll Encampment
Population: 200 Gnolls, 25 Worgriders, 30 Worgs
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.

Ancient Fortress
Population: 300 Undead, 25-50 ?, 1-4 ?, 1 ?
Tier: Paragon
Descriptions: This once mighty fort now lies in almost complete ruin and is covered in great roots that pierce its walls and run through most of the structure. An army of the unliving defends it against all trespassers.
Location: Valley of Plenty.

Monastic Order of the Tranquil Warrior
Population: 300 Warrior-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.

Star-Island Shipping Co. Headquarters
Population: 500 Workers, 500 Soldiers, 200 Rangers, 100 Cavalry, 25 Mages
Tier: Epic
Descriptions: This massive and heavily fortified keep is the seat of power for all operations run by the company in the new world.
Location: Middle of northwestern island, Commerce Bay.

Star-Island Shipping Co. Fortress
Population: 500 Soldiers, 75 Workers
Tier: Epic
Descriptions: An imposing fortress protecting Commerce Bay from pirates and any other would-be attackers.
Location: Smaller island to the northwest, Glitterrock.

Star-Island Shipping Co. Southern Camp
Population: 250 Workers, 100 Soldiers
Tier: Paragon
Descriptions: An industrious work-camp under the employ of the Star-Island Shipping company.
Location: Southern shores of Commerce Bay.

Star-Island Shipping Co. Northern Camp
Population: 250 Workers, 100 Soldiers
Tier: Paragon
Descriptions: An industrious work-camp under the employ of the Star-Island Shipping company.
Location: Northern shores of Commerce Bay.

GM Notes: (please read)

- Orders are due: Monday 15th (15.03)

Game Changes:
- 1 prestige rank can be spent to get either 500 food, 500 wood, 400 stone, 250 metal or 100 civilians.
- Slaves are now counted seperately from the colony's population. They can no longer be used as workers and still can't be used for military units. Instead they'll provide a flat passive income of 0.5 currency, 0.4 food, 0.4 wood, 0.4 stone and 0.3 metal. They can still be used in combat.
- Undead Slaves provide 0.5 currency, 0.2 food, 0.2 wood, 0.2 stone and 0.2 metal. They can still be used in combat.
- The barbaric trait has been revamped to adjust for these new changes. Their new unique traditionary trait is that slaves are more productive, and will receive a +.1 to their resource passive.
- The background stability penalties for high slave populations have been made more severe and chances of rebellions far more devastating.


- 1 new structure has been added:
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 stones each season. Can only build 1 per settlement except forts or camps.

- 1 new military unit has been added:
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

- 3 new special items has been added:
Dragon Scalemail: 15 metal, 1 dragonscale - Armorsmith, Forge, Blast Furnace. This suit of armor has been fitted with the scales of a dragon, making it nigh impenetrable by any known weapon, magical or otherwise. In addition to being resistant to both magic and regular attacks, it blesses the wearer with a complete immunity to fire.
Truemetal Full-Plate: 10 truemetal - Armorsmith, Forge, Blast Furnace. Fashioned from truemetal, this fully enclosed suit of heavy armor is not only extremely durable to most forms of attacks, but is also highly resistant to magic and may even negate the effects of a spell completely.
Truemetal: 5 truemetal - Forge, Blast Furnace. Truemetal weaponry is extremely deadly, capable of cutting through most armor. What makes them especially handy is their anti-magical properties which allow them to pierce through defensive magic and nullify magical arms and armor.

- thomas.berubeg: You sadly lacked 50 metal to make your farm, so I gave you 2 fishing docks instead. Mm, fishy!
- LordArgon: I went a bit crazy with the update and completely forgot your special project request. I’ll send you a response shortly however.
 
Last edited:
Player Stats

Kingdom of Eternia
Spoiler Stats: Spring, turn 1 :
Player: Shirogane
Race: Orc
Tradition: Necrocracy
Leader: High-Archon Umbra the Immortal
Prestige Rank: 1
Prestige Exp: 6
Military Skill: 1
Military Exp: 1
Stability: 3

Total Population: 519
  • Civilians: 337 (+43)
  • Unemployed: 137
  • Military: 25
Slaves:
  • Undead Slaves: 157 (+78.5 currency, +31.5 food, +31.5 wood, +31.5 stone, +31.5 metal)
Military:
  • 25 Dark Knights (25 blessed weapons)
Weapons:
  • 250 crude weapons (250 stored)
  • 50 simple weapons (48 stored)
  • 25 blessed weapons (0 stored)
Siege:

Navy:

Trade Routes: None (0 trade routes, 0 markets)

Currency: 130 (+278)
Food: 525 (-81)
Wood: 450 (+431)
Stone: 50 (+156)
Metal: 380 (+121)
Starstone:

Heroes:
  • Magister Cynthia Ambrose, Necromancer level 1 XP 2/10 (simple weapons, Captain)
  • Magister Zion Ambrose, Necromancer level 1 XP 4/10 (simple weapons, Captain)
Settlements:
  • Eternia (town, capital): 175 workers, 250 food, 300 wood, 50 stone, 30 metal, tavern, arena, lumberyard(lvl1),
  • Eternia Camp (camp): 25 workers, 0 food, 100 wood, 75 stone, 60 metal,
Equipment:


Starfall Western Concern
Spoiler Stats: Spring, turn 1 :
Player: Seon
Race: Elf
Tradition: Industrialism
Leader: Asli Kaya
Prestige Rank: 1
Prestige Exp: 8
Military Skill: 1
Military Exp: 0
Stability: 5

Total Population: 382
  • Civilians: 332 (+47)
  • Unemployed: 32
  • Military: 0
Slaves:
  • Slaves: 50 (+25 currency, +20 food, +20 wood, +20 stone, +15 metal)
Military:

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

Navy:

Trade Routes: None (0 trade routes, 0 markets)

Currency: 350 (+325)
Food: 410 (-26)
Wood: 443 (+543)
Stone: 141 (+141)
Metal: 103 (+203)
Starstone:

Heroes:
  • Tommen, Bard level 1 XP 1/10 (Unarmed, Magistrate - Kaya’s Landfall) ( Hero bonus added)
  • Elasra, Wizard level 1 XP 1/10 (Unarmed, Magistrate - West-Concern Camp)
Settlements:
  • Kaya's Landfall (town): 250 workers, 300 food, 300 wood, 50 stone, 90 metal, Temple, Barracks(1), Lumberyard(lvl1), Mine(lvl1), Fishing Dock(lvl1), Hunter’s Lodge(lvl1),
  • West-Concern Camp (camp): 50 workers, 0 food, 125 wood, 75 stone, 90 metal, Mine(lvl1)
Equipment:


The Star-Reach Chapter

Spoiler Stats: Spring, turn 1 :
Player: thomas.berubeg
Race: Orc
Tradition: Theocracy
Leader: Paladin Vashrock
Prestige Rank: 1
Prestige Exp: 8
Military Skill: 3
Military Exp: 19
Stability: 6

Total Population: 357
  • Civilians: 339 (+50)
  • Unemployed: 64
  • Military: 18
Slaves:
  • Slaves: 0
Military:
  • 18 Templars (18 blessed weapons, 18 Full-plate)
Weapons:
  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
  • 22 blessed weapons (4 stored)
  • 18 full-plates (0 stored)
Siege:

Navy:

Trade Routes: None (0 trade routes, 0 markets)

Currency: 340 (+275)
Food: 275 (-82)
Wood: 350 (+300)
Stone: 50 (+50)
Metal: 145 (+90)
Truemetal: 25 (+10)
Starstone:

Heroes:
  • Sister Brigit, Cleric level 1 XP 6/10 (Unarmed, unassigned)
  • Archivist Ulrog, Necromancer level 1 XP 6/10 (Unarmed, unassigned)
Settlements:
  • Star-Reach Citadel (town): 275 workers, 275 food, 300 wood, 50 stone, 90 metal, truemetal 5. Temple , Lumberyard(lvl1), Mine(lvl1), Fishing Docks(lvl3), Fortifications(1)
Equipment:


Kaladius Territory
Spoiler Stats: Spring, turn 1 :
Player: LordArgon
Race: Dwarf
Tradition: Militarism
Leader: Governor-General Dhorma Seldan
Prestige Rank: 0
Prestige Exp: 4
Military Skill: 5
Military Exp: 52
Stability: 4

Total Population: 429
  • Civilians: 334 (+34)
  • Unemployed: 59
  • Military: 95
Slaves:
  • Slaves: 0
Military:
  • 95 Soldiers (95 martial weapons, )
Weapons:
  • 220 crude weapons (220 stored)
  • 70 simple weapons (70 stored)
  • 100 martial weapons (5 stored)
  • 5 studded armor (5 stored)
Siege:

Navy:

Trade Routes: None (0 trade routes, 0 markets)

Currency: 310 (+288)
Food: 600 (-229)
Wood: 325 (+75)
Stone: 225 (+125)
Metal: 232 (+187)
Starstone:

Heroes:
  • Makdan Zhur, Fighter level 1 XP 4/10 (Unarmed, unassigned)
  • Tero Reshdan, Cleric level 1 XP 1/10 (Unarmed, supervising kaladius)
Settlements:
  • Kaladius (town): 275 workers, 200 food, 75 wood, 100 stone, 150 metal, Barracks(1), fishing docks(lvl 4), mine(lvl1), armorsmith, tavern
Equipment:


New Riylod
Spoiler Stats: Spring, turn 1 :
Player: jackelgull
Race: Dwarf
Tradition: Imperialism
Leader: Kandros Fir
Prestige Rank: 1
Prestige Exp: 5
Military Skill: 1
Military Exp: 1
Stability: 5

Total Population: 633
  • Civilians: 633 (+47)
  • Unemployed: 462
  • Military: 0
Slaves:
  • Slaves: 0
Military:

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

Navy:

Trade Routes: None (0 trade routes, 0 markets)

Currency: 425 (+175)
Food: 1,800 (-383)
Wood: 1,000 (+100)
Stone: 393 (+93)
Metal: 402 (+52)
Starstone:

Heroes:
  • Duriddur Runemaker, Wizard level 1 XP 2/10 (Unarmed, unassigned)
  • Lolas Goldsmith, Cleric level 1 XP 1/10 (Unarmed, supervising new riylod)
Settlements:
  • Boulder Falls (town): 175 workers, 250 food, 100 wood, 75 stone, 45 metal, Customs Office (regular borders), Fishing docks(lvL2)
Equipment:


Republic of Conria

Spoiler Stats: Spring, turn 1 :
Player: tobiisagoodboy
Race: Humans
Tradition: Militarism
Leader: Prokonsul Marius Brutus
Prestige Rank: 1
Prestige Exp: 7
Military Skill: 5
Military Exp: 52
Stability: 5

Total Population: 455
  • Civilians: 355 (+60)
  • Unemployed: 105
  • Military: 90
Slaves:
  • Slaves: 0
Military:
  • 90 Soldiers (90 martial weapons, 50 chainmail, )
Weapons:
  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
  • 100 martial weapons (10 stored)
  • 5 enchanted weapons (5 stored)
  • 50 chainmails (0 stored)
Siege:

Navy:

Trade Routes: None (0 trade routes, 0 markets)

Currency: 420 (+100)
Food: 350 (+20)
Wood: 550 (+250)
Stone: 375 (+75)
Metal: 95 (+45)
Starstone:

Heroes:
  • Equites Primus Aurelian Barkanus, Fighter level 1 XP 4/10 (Unarmed, unassigned)
  • Head Wise Cassia Barkanus, Cleric level 1 XP 1/10 (Unarmed, supervising conria)
Settlements:
  • Conria (town): 250 workers, 475 food, 250 wood, 75 stone, 45 metal, Barracks(1), fishing docks(lvl3), lumber yards(lvl2), farm(lvl1)
Equipment: 1 Imperial Banner (increases combat skill of friendly soldiers when brought into battle),


Achat
Spoiler Stats: Spring, turn 1 :
Player: Kyzarc Fotjage
Race: Dwarf
Tradition: Necrocracy
Leader: Prince Arun of the Feather, the Hawk
Prestige Rank: 1
Prestige Exp: 7
Military Skill: 1
Military Exp: 1
Stability: 3

Total Population: 452
  • Civilians: 322 (+47)
  • Slaves: 105 Undead
  • Unemployed: 47
  • Military: 25
Slaves:
  • Undead Slaves: 105 (+52.5 currency, +21 food, +21 wood, +21 stone, +21 metal)
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: 348 (+277)
Food: 400 (+299)
Wood: 150 (+271)
Stone: 393 (+208)
Metal: 167 (+58)
Bloodfish: 0 (+10)
Starstone:

Heroes:
  • MIsolda the Third Apprentice, the Condor, Necromancer level 1 XP 1/10 (Unarmed, supervising galveholme)
  • Aislan of the Flame, the Peacock, Sorcerer level 1 XP 3/10 (Unarmed, unassigned)
Settlements:
  • Galveholme (town, capital): 225 Living workers, 600 food, 250 wood, 150 stone, 30 metal, lumber yard(lvl2), farm(lvl1), quarry(lvl1), fishing dock(lvl1)
Equipment: 5 dragonscale


Varheim
Spoiler Stats: Spring, turn 1 :
Player: Immac
Race: Elves
Tradition: Militarism
Leader: Vanadrott Åge
Prestige Rank: 1
Prestige Exp: 6
Military Skill: 5
Military Exp: 53
Stability: 5

Total Population: 397
  • Civilians: 337 (+47)
  • Unemployed: 137
  • Military: 60
Slaves:
  • Slaves: 0
Military:
  • 60 Soldiers (60 martial weapons, )
Weapons:
  • 300 crude weapons (300 stored)
  • 50 simple weapons (50 stored)
  • 100 martial weapons (40 stored)
  • 10 enchanted weapons (10 stored)
Siege:

Navy:

Trade Routes: None (0 trade routes, 0 markets)

Currency: 1,040 (+210)
Food: 687 (-85)
Wood: 756 (+390)
Stone: 500 (+50)
Metal: 380 (+30)
Starstone: 10

Heroes:
  • Vanjarl Eerikki, Fighter level 1 XP 2/10 (Unarmed, unassigned)
  • Whisperer Havardr, Sorcerer level 1 XP 8/10 (Unarmed, unassigned)
Settlements:
  • Varheim (town, capital): 200 workers, 250 food, 312 wood, 50 stone, 30 metal, Barracks(1), fishing dock(lvl1), lumber yards(lvl2), tavern.
Equipment:


Tellocos
Spoiler Stats: Spring, turn 1 :
Player: Brougal
Race: Halfling
Tradition: Industrialism
Leader: Governor Devan Pichat
Prestige Rank: 0
Prestige Exp: 2
Military Skill: 1
Military Exp: 1
Stability: 5
Total Population: 333
  • Civilians: 333 (+37)
  • Unemployed: 59
  • Military: 0
Slaves:
  • Slaves: 0
Military:

Weapons:
  • 200 crude weapons (200 stored)
  • 60 simple weapons (60 stored)
Siege:

Navy:

Trade Routes: None (0 trade routes, 0 markets)

Currency: 415 (+125)
Food: 475 (+104)
Wood: 860 (+260)
Stone: 244 (+144)
Metal: 87 (+172)
Starstone:

Heroes:
  • Emil Flightfoot, Bard level 1 XP 1/10 (Unarmed, supervising Tellocos Camp) ( Hero bonus added)
  • Ellybeth, Cleric level 1 XP 1/10 (Unarmed, Tellocos)
Settlements:
  • Tellocos (town): 200 workers, 437 food, 125 wood, 50 stone, 30 metal. farms(lvl2), temple
  • Tellocos Camp (camp): 75 workers, 0 food, 100 wood, 75 stone, 122 metal. mines(lvl2)
Equipment:


Dendar Cabal
Spoiler Stats: Spring, turn 1 :
Player: Everblack
Race: Human
Tradition: Barbaric
Leader: Grand Shir Veeshis
Prestige Rank: 1
Prestige Exp: 5
Military Skill: 3
Military Exp: 16
Stability: 5
Total Population: 446
  • Civilians: 319 (+54)
  • Unemployed: 44
  • Military: 25
Slaves:
  • Slaves: 102 (+61.2 currency, +51 food, +51 wood, +51 stone, +40.8 metal)
Military:
  • 25 saboteurs (Unarmed)
Weapons:
  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
Siege:

Navy:

Trade Routes: None (0 trade routes, 0 markets)

Currency: 475 (+336)
Food: 450 (+50)
Wood: 225 (+301)
Stone: 350 (+151)
Metal: 80 (+100)
Starstone:

Heroes:
  • Zaztlei, Barbarian level 1 XP 1/10 (Unarmed, supervising Israco)
  • Ivaniss, Sorcerer level 1 XP 4/10 (Unarmed, unassigned)
Settlements:
  • Israco (town): 275 workers, 325 food, 250 wood, 100 stone, 60 metal, Stockade. lumberyard(lvl1), fishing docks(lvl3), quarry(lvl1), mine(lvl1)
Equipment: Gold Viper Idol (magical charm that demoralizes enemy soldiers when brought into battle),
 
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