Starfall

Turn 2:

Military:

“...They stood, all gleaming in mail and plate, adorned in gemstone and starstone. They were as next to gods, and like them, they were fated to fall...

Replace the fallen Templars. We need to keep our forces up to fighting trim.



Events:

“You shall be the stone upon which my hope shall be laid. You are the avatar of Destiny, and it’s works are wrought through you.”

We are not the ones to turn ourselves in fear from encroaching Evil. It is our mission to spread peace and light, and we will not turn away in fear. If we fall, that was our fate, and we will go to the afterlife knowing we have done our part to keep evil at bay. We will not seal off the tunnels.


Exploration:

“Look to the west, child, for there, upon the fifth day, at morning, you shall see the sun dance upon the earth, and in her embrace, will you find the strength you seek.”

Equip Brigit and Ulrog with Blessed Weapons. They, along with a team of 15 Templars, both new and recruits, are to travel along the south shore of the Cut, as far inland as they feel confident in going. They are to search for more fertile lands, as well as for equipments and tools to help our colony survive.


“Two oaths you shall swear. The first is of spirit, and binds you until death. By this oath, you shall steel yourself against the corruptive whispers that entice and tempt towards the dark. The Second is of Body, and by it, you shall stand against all evils, through death, and beyond it. Through these oaths you gain strength.”

The Remainder of our Templars will stand upon our ramparts, keeping the acolytes and devotees who work our lands safe.


Construction:

“... and the mead, and the ale, and the wine, each poured freely, and through them all the secrets of the earth, and the secrets of the sky, and the secrets of the sea, were revealed...”

Build a tavern!


Trade:

“..He who has not will give all he has for what you have, even if you have not...”

Trade 200 Wood for 100 Metal to New Riylod

Misc:

"...Let no man go unpaid for the sweat of his brow, or for the blood of his veins..."

Send back notice to the Homeland that we call upon adventurers to delve into the underdark, offering appropriate rewards for completed quests. For now, we will offer currency as a reward, but once we learn to forge Mithril, we will issue mithril coins.

CURRENT QUEST BOARD:
Quest: 50 Currency for recovery of the effects of our lost templars
Quest: 10 Currency for maps of the (NEW) regions of the underdark
Bounty: 10-50 Currency for enchanted items recovered in the dark
Bounty: 1 Gold Coin for every individual evidence of a killed monsters
 
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Spoiler :

Player: Immac
Race: VANIR
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:


Varheim Orders:

Equipment:
give my heroes enchanted weapons
give my soldiers enchanted weapons
distribute spare weapons (martial, simple, and crude) to our civilians in case of attack so they can better defend themselves

Training:
train 11 soldiers at our barracks. equip them with martial weapons

Trade
Pay the home country 560 currency for 280 wood and 100 currency for 40 metal.
Pay the mercs 80 currency to ship these to us.

Build Order:
Camp (Yidu)
Mine (at the camp)
the new camp will be built here (assuming this has access to rich veins of metal, some lumber, and some stone in that order of priority)
new camp.jpg


Military Orders:
Vanjarl Eerikki (enchanted weapons) and Whisperer Havardr (enchanted weapons) with 60 soldiers (8 enchanted weapons, 52 martial weapons) will escort the wagons setting up Yidu to ensure they are not intercepted and will then explore aggressively into the unknown north-east of Yidu.

Event:
A proper expansion at the site of the presumed stardust will take time and resources that we don't have presently. This will have to wait until later.
 
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24-hours until order lock.

5/11 orders have been received.
- Brougal: Your event has been edited, as I noticed I had managed to overwrite it with tobi's one.
 
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Festival of a New Dawn

The citizens of Ertenia have worked hard this spring and successfully established a solid foothold in the unknown land. Now is the time for celebration! A festival to reward people and boost the moral of the citizens who gave all they got, and even some more, for the Kingdom.
Magnitude of different drinks, foods and entertainment are being prepared for the festival. The new tavern and arena will be extremely busy the next weeks getting things ready. Lucky for them its many citizens free to help this time around.
To make this festival even better High Archon Umbra sends out invitations to The Star-Reach Chapter, Varheim and the other nations to come and join our festival of a new dawn. What better way to establish friendship between nations then a huge festival where we share food, drinks and friendly games!

Invitations
Spoiler :

 
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:
Issue of Slaves: Manumit all slaves and press them into the workforce.

Army Recruitment: Recruit 25 Rangers with 50 currency.
Recruit 57 Soldiers.

Trade:
Send 175 units of wood to Conrians in exchange for two of their enchanted weapons. Task Shipping guild to move our cargo. 90 Currency should be enough.

Hero Task
Task Tommen to Magistrate over Kaya's Landfall.

Wizard Elasra will take simple weapon, along with 50 new soldier recruits equipped with 25 simple weapons and 25 crude weapons, and patrol the lanes between our main settlement and the camp.
 
Colony Name: Starfall Autonomous Sister Republic (formal name), Liberta (informal name)

Mother country name: The United Republics - The United Republics originated in the great cosmopolitan city of Chatauris, the former capital of the Soleil Empire. Successive human Sun Emperors were fascinated by the other species of Eidolon and brought them to Chatauris, creating a massive cosmopolitan capital for the Sun Emperors to enjoy. The cruelty and incompetence of the Soleil Empire's aristocracy and the Sun Emperors themselves, combined with a particularly nasty famine, caused an uprising of the populace into the Soleil Republic. This new Republic executed the Sun Emperor and his family, as well as a majority of the nobility. The Soleil Republic invaded her neighbours and formed Sister Republics, which were later reorganised into the United Republics. It has been approximately one hundred years since these events and the current Republican Congress has taken a less hard-line approach to revolutionary ideals, opting largely for co-existence interspersed with expansion that doesn't result in nobles being slaughtered en-masse. Some Republicans have not taken kindly to this and the Congress sees the Starfall Autonomous Sister Republic (despite the implications of the name, Autonomous Sister Republics are among the least independent of the Federal Subjects of the United Republics), in part, as a way of dumping rabble rouses and annoying philosophers in the new world so they can build their experimental Republics somewhere far away and stop causing trouble at home.
Race: Cosmopolitan
Tradition: Imperialism
Leader name: Governor-General Yvette Chevalier (Human) - Governor-General Chevalier has the difficult task of being in-between the zealous radical liberals of the Autonomous Republic and Republican Congress at home. Governor-General is both a civilian and military position, she could either be recalled by the Republican Congress if she annoys her masters in the home country or be removed from office by the local Legislative Assembly if she makes too many enemies in the Autonomous Sister Republic. She has risen to the occasion and is seen by most as one of the key factors keeping the relations between the United Republics and the Autonomous Sister Republic cordial.
First Hero: Wizard, Harald Moönseeker (Gnome) - Harald Moönseeker was one of the major financiers of the Autonomous Sister Republic, using the wealth he gained from his impressive magical abilities. He is primarily interested in the potential for magical research this expedition presents, but he has pledged to help Liberta (likely due to his bonds of friendship with the colonists rather than an ideological inclination). He fits the stereotype of "eccentric gnomish wizard" to a tee.
Secondary Hero: Bard, Linnye Silvertongue (Halfling) - Linnye Silvertongue is a notable bard and philosopher. Unhappy with the direction of the United Republics, she encouraged people to join her in her quest to make a true Republic on the Continent of Starfall. The people fill their hearts with her songs of a better world, a better world that she promises that they will build.
Capital Name: Liberta

Starting location on map:
 
Spoiler Letters :
Honored Father,
My deepest apologies for the delay in getting this letter to you, our landing was somewhat more turbulent than expected. A drake of immense size, larger than Cypress by at least a dozen meters, flew out and set fire to our ships and a number of the colonists before we could flee. However we’ve since found safe refuge on the southern shores of the Aurelian Expanse and established a bustling colony while we devise a plan to slay the drake, likely including a trio of scales I recovered from the battlefield. If you have any advice dealing with an ornery fire drake from your battle with Cypress it would be most appreciated.
You may be interested that Aislan deciphered a set of runes in some ruins that describe an ancient civilization that ‘touched the clouds’ and their ‘pride was their undoing’. I was wondering if you may know more?
Your loyal child,
Arun of the Feather

Arun,
Aislan can read?
Father

Gak,
As I said in my last letter, I believe what you’re running into is an imbalance between the thirty second and thirty third nodes, which is skewing the energies clockwise which the subject instinctively tries to correct through the consumption of livers. I would suggest shortening their right leg by eight centimeters, that should rebalance the nodes and remove the desire to eat liver. If that doesn’t work you could attempt to add a spur to the left shoulder, though then you’ll also need to add muscle mass to keep the thirteenth node in check. It would be ugly, but if you can’t find the source of the imbalance then needs must. Father gets testy when test subjects eat his supply of organs.
On a related note can you ask Cypress if they have any advice on killing drakes? We ran into a very sizeable one that incinerated a number of our supplies and both Arun and Aislan are antsy to kill it. I’ll admit I wouldn’t mind having the body available, I studied Cypress’s body enough I think I could make a solid crack at reanimating a fresh corpse.
Isolda
PS: So apparently Aislan can read, who knew.

Isolda,
I told you before that the thirty second and thirty third nodes are well within expected tolerances. This is emergent behavior from somewhere else, so stop reciting the textbook back at me. Besides, adding a shoulder spur wouldn’t resolve it even if that was the problem. The amount of muscle mass needed to correct for the shift in internal flow that the spur would cause would destabilize not only the thirty second node, but also the eighth and sixteenth, and I don’t want a necrovore loose in the lab. I’m considering severing the connection between the thirty second and nineteenth nodes, the results would be somewhat unpredictable but the disturbances should allow me to map the connections more thoroughly and find where the liver eating behavior is coming from.
Cypress says to pass on their best and that you should stay away from the fiery end.
Gak

Gak,
You won’t believe what happened! I found a runestone and a bunch of undead and they were all ‘oh you shouldn’t be here’ and I was all ‘oh yeah you and what army’ and they were all ‘this army’ and a thousand of them sprang up from the ground and all of them were carrying two swords and and I was like ‘quick men fall back, I’ll take care of this!’ and I set them all on fire and they were like ‘oh no I am defeated despite having two swords’ and then all their bones smooshed together into a huge bone monster and I was like ‘oh but little do you know you’re still on fire’ and it burned up but then the skeleton king came out and was like ‘leave now or my army of ten thousand skeletons will destroy everyone’ and I didn’t want everyone to be destroyed so I said ‘well okay but I’ll be back and then I will kill you even deader!’ and I left. Should I tell Father about this?
Aislan


Aislan,
A thousand skeletons at once? Excellent work, though I would hold off on telling this tale until after you have properly slain the Skeleton King ‘even deader’. Father is quite busy and an incomplete tale would leave him distracted from his research. Have you managed to complete that leaf-burning exercise yet?
Gak
 
Colony name: Principality of Einburg *
Mother country name: The Holy Confederation
Race: Human
Tradition: Theocracy
Leader name: Prince Maximillian von Auberg
First Hero: Athanasius von Strauss (Cleric) [Captain]
Secondary Hero: Balthazar Altmann (Sorceror) [Magistrate]
Capital Name: Einburg

Starting location on map: Other end of the straits/river from star citadel/eternia where it enters the western sea. Settlement on the southern bank where there is plentiful wood for initial construction and where the position is more defensible.



-

Backgrounds

Mother Country

~ The Holy Confederation, also commonly known as the Taleuten Confederacy after its primary inhabitants, the Human Taleuten people, is the principle and foremost power in present-day Eidolon having remained so for over a millenia. Geographically the country occupies a vast territory in the centre of the Old World, being located to the west of the former Soleil Empire and the Counties of Arrakin, South of Vaneria across the Alfe River, North of Riylod and Neremania, North West of Vesta and West of the orc lands beyond the Ostegrim Mountains. Its territory consists, for the most part, of a forested and fertile plain crossed by numerous rivers, interspersed with the occasional range of low hills and protected by natural boundaries, namely the sea to the north-west and high mountains to the south and east. This position blesses the confederation with numerous natural resources and ample opportunities for trade, yet at the same time it means it is surrounded by potential enemies which has resulted in a balance of power emerging preventing it, under threat of war on multiple fronts, from conquering its ancient rivals and establishing a world-spanning Imperium over all Eidolon.

If we look at the Confederations history, its existence arose fundamentally as a consequence of the Descent of The Immaculate, the manifestation of the Hidden God and sole true Deity, into the half-remembered "Old Empire" which the elves know as Valshala and certain orcs venerate, and the following persecution by its cruel and inhuman rulers of His faithful. This led to an exodus of the Immaculate Church to a region inhabited by human tribes where central imperial control was weak and where the faithful might persist and multiply unmolested. Thus it was in an imperial backwater that the holy hierarchs of the Church established the holy settlement and later city of Osburg, which lying at a strategic confluence of two major rivers connecting the main trade routes in the heartland of the Taleuten is today arguably the largest city in the world. From here the successive Grand Hierophants of the Church effected over several centuries the conversion of the Taleuten and neighboring human peoples to the faith, peoples who in the immediate aftermath of the sudden collapse of the old Empire (by an act of the Immaculate as punishment for the Empires sins so the Church proclaims) had established a number of independent kingdoms at the start of the era known as the "Rise of Man". This era saw the explosive spread of the Immaculean faith amongst humanity as well as the establishment of numerous Immaculean human-dominated states (the Soleil Empire and Vestan Imperium being notable) and the marginalisation of heathen non-human races to peripheral territories or to mountainous or otherwise defensible fastnesses beyond human ability at the time to conquer. As this new humanocentric order became entrenched the Taleuten kingdoms to protect against the lingering menace of non-humans (the orcs of the east being foremost amongst these due to their constant incursions) as well as the imperial ambitions of the more centralised neighboring states confederated under the supreme sovereignty of the Grand Hierophant as the "Holy and Imperial Confederation of Mankind and of the Taleuten Nation" or more simply "The Holy Confederation" , with The Immaculate being declared as High King of Man and Supreme Sovereign of the Confederation with the Grand Hierophant being granted the title of "Viceregent of the Immaculate" and functioning as de-facto emperor of the same Confederation. This act provided the confederation with religious sanction and divine legitimacy much to its advantage over neighboring Immaculean states, while the fourteen Taleuten Kings preserved much of their sovereignty and maintained authority over a constellation of provincial duchies and principalities in their own realms in accordance with long established custom.

The millennia long era after the confederation of the kingdoms saw the Holy Confederation maintain a position of hegemony and steady economic and political growth with its internal trade networks connecting Vesta and Soleil, the other two major civilised human states and providing an immense source of revenue for ecclesiastical and royal coffers. At the same time however it has faced numerous challenges and tribulations, notably repeated wars (interspersed at times with uneasy peace) with the blasphemous and non-human necrocracy ( the Nebulan Empire ) to the east, and the emergence of a barbaric, serpent worshipping, primarily human power far to the south of Vesta which at various times has threatened the civilised realms and the racial harmony of mankind. More recently the imperialistic and militant expansion of powerful dwarven states at the southern border of the Confederation as a consequence of Vestan decline has concerned certain factions within the Sacred Palace of the Grand Hierophant even as a thriving trading relationship has enabled both the dwarves and the Holy Confederation to prosper anew. The collapse of the Soleil Empire a century ago on the other hand and the swift-following emergence of the "United Republics" that replaced it, an ungodly entity controlled by a revolutionary, secular and cosmopolitan political faction that shockingly gives non-humans equal status with mankind, gravely disturbed the royal courts of the Confederation and it is universally seen by its people as the prime contemporary threat to the ancient world order to which the Confederation is central** and to cause of the Immaculean religion. It is in this tense political context that the Starfall has occurred and the resulting scramble for the new world that has followed in its wake represents both opportunity and peril. The Confederation if it succeeds in claiming the Azure star for its own could at last break the delicate balance of power that constrains them and finally vanquish their ancient rivals and glory in the final triumph of the Immaculate in this world over the forces of the heathen. Or if their foes seize the Azure Star it could herald the collapse of the old order of which the Confederation is the head, and bring about a new age of darkness or even the fall of mankind under a new and malevolent tyranny. So it is that at last, after being delayed by debates at court, that the Expedition makes landfall in this new and perilous world under the banner of The Immaculate, their High King and God, to reveal the mysteries that await.

Leader
- His Royal Highness the Prince Maximillian of Auberg, Prince of Einburg and Lord of the Holy Expedition is the second son of the King of Auberg, one of the constituent kingdoms that compose the Confederation. After gaining the favour of the Grand Hierophant and the majority of the Kings during the course of his service to the Sacred Palace as an emissary he has been granted a colonial writ by the Grand Hierophant and has been granted full military and administrative jurisdiction over the starfall expedition in order to ensure the goals of the Confederation are fulfilled. He is pious as one would expect, but given the "complexities" of the situation the Confederation has wisely chosen a pragmatist to lead rather than someone with more puritanical impulses. This will serve him well as he must fulfil the objectives of the Grand Heirophant and the all-powerful Church of the Immaculate, while also balancing the interests of the various Kings of the Confederation.

Hero 1
- His Grace Athanasius von Strauss, Bishop of Einburg is a bishop of the Church and one of the most talented templars to have attended the Sacred Palace of Osburg as a captain of the Hieratic Guard in youth. In his later years he was appointed to the post of "Archpriest of the Grand Temple of the Immaculate" after undergoing rigourous theological and historical studies in the Collegium Sacrum. Yet after falling out with certain powerful clerics in court for refusing to take certain liberties in the course of his administrative duties, he has been "promoted" to Bishop of Einburg and given command of the templar forces sent with the expedition in addition to being entrusted with the "Care of souls" of this nascent flock. A stern man, honest and upright and bearing a great care for his people and the Confederation, he may be less willing to take a pragmatic approach than his nominal superior, nonetheless he understands that if he succeeds in fulfilling the Hierophants will his position in the Church (Against the ill-will of his clerical foes) hierarchy will skyrocket, and the cause of the faith will be greatly advanced.

Hero 2 -
Master Balthazar Altmann of the Brotherhood of Sorcerors is the 'court sorcerer" and administrative assistant of Prince Maximillian. His position is effectively as colonial bureaucrat managing the collection of star shards and the various mundane needs of the colony as well as being the principle consultant on matters magical. Haughty as is to be expected of one bearing innate power, he is nonetheless competent and is respected greatly because of this, as well as due to his not insubstantial power in combat. Furthermore given the reputation of magic users for eccentricity he is surprisingly normal, much to the relief of the expeditionary (a penchant for lederhosen, a consequence of his rustic origins aside)

-

notes:

* Formally the confederate colony in the new world is titled as the "Holy and Confederate Starfall Expedition" by ecclesiastical writ. This refers to the sum total of confederate settlement in the new world as well as to the fact they have been entrusted with certain objectives by the Church of the Immaculate. The name "Principality of Einburg" refers to the territorial holdings of Prince Maximillian per se, hence this is how the colony is usually referred to.

** The Confederation presently sees the United Republics as their principal strategic rival (cold war?) and the expansionist/radical phase described by Ninjacow likely was put to end due to a war with the Confederation provoked by the Republic, resulting the current more concilliatory congress NC describes. This pragmatism on the part of the Republic may also be realpolitik, given the possibility that the Confederation and the Church of the Immaculate that is the true power behind it poses an existential threat to its republican experiment, an experiment which endures only due to the countervailing threat posed by the "Orcish necrocracy" of the East and its Unseen Emperor to the Confederation should it fully commit to war in the west.
 
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Good stuff. This will have to be the absolute final player slot for the sake of my sanity and the game's integrity.

Update's underway.
 
Oi, as the original creator of the United Republics, the reason why they are in a conciliatory phase is because of their relatively recent victory against the elven nobles at the center of the old world as well as a natural consequence of passage of time dulling its fervor. As a society, it has gotten tired and exhausted of wars it certainly fought against rivals as it integrated more nations into its tapestry, and is moving past militarism and interventionism as its central conceit. This is not to say they don’t have rivals or conflicts, but that they have more or less decided to avoid any further entanglements for the time being and is working on improving relations.

United Republic is at least a few centuries old at this juncture, and is still considered a rising great power. Its Congress is a confederal representative body which seats representatives from drastically different states, including: monarchic elves, some theocracies, Hanseatic-League-esque Guilds, and so on and so forth. It can still be assumed that power is ruled from some ‘core’ which is very Republican in its values—some of which is imposed upon its member states.

This does not mean that member states are generally unhappy. Arrakin Elves and its nobility for instance generally have very little concern with throwing themselves into political campaigns directly. Instead, they squabble mostly for the honor of being elected as the Elected Monarch of their own province within the United Republics. As the ruler of one of the most rapidly developing state in the Republic, they have one hand on the lever that moves the world anyways.
 
United Republic is at least a few centuries old at this juncture

I may have perpetuated this misconception by writing that the United Republics was one hundred old in my signup post. Sorry for that.
 
I may have perpetuated this misconception by writing that the United Republics was one hundred old in my signup post. Sorry for that.

@Seon - I took NC's application as my primary source for developing the content related to the United Republic in my background for a few reasons.

1) The Republic will be NC's canonical patron rather the yours (which is the Arrakin Counties), even if you conceived of them originally in your background as the suzerain power of your mother country.
2) Your background as it pertains to the United Republic didn't contain much to go on other than that they conquered some of their neighbors and were a republic (information seconded by NC) whereas Ninjacows contained a bit more (For instance a background in the Soleil Empire, and a description of an ideology reminiscent of revolutionary france)
3) You seemed to have discussed the United Republics previously with NC on discord when I checked over the thread there (I recall something about russian naming conventions...?), so I presumed his content was canonical in terms of timeframes, national character and the like and built my background (inasmuch as it pertains to the topic of the Republic) on that. Particularly given his application had been on the thread for about a week before I posted anything at all, without objection on any point (until now) and he would presumably have had to get your permission to use it as his mother country at all given it was initially a part of your factions backstory.

-

Since old world politics are not particularly major in terms of gameplay I'm not going to quibble over conflicting backstories. The GM can harmonise them if need be and at least regarding the speculation in my political notes regarding the Republics transition to "concilliation", it is expected that there are multiple schools of thought regarding the cause of facts on the ground (that there was a war with the Holy Confederation, that the Republic subdued the Arrakin elves and that the Republic has recently taken a conciliatory course in terms of international relations can be taken in themselves as facts). Whether the actual cause of congresses shift in policy is due to the state of the international order in Eidolon or due to domestic politics as you suggest is immaterial in this regard, and at any rate given there are many factions in the republic its quite possible that different factions have different rationales for the same policy imo.

As for more tangible historical facts, such as the actual nature of the state (pretty important) or how old the United Republic actually is (less important)... That good sir is between you and NC. Although I will add that if the United Republic is not a "radical liberal" state like NC describes than I will have to amend my background a bit. The Holy Confederation is hostile to the ideology NC flagged, not against republics per se (see the Imperium of Vesta).
 
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Liberalism isnt really considered radical in the region the Republics are dominant in, and moreover they haven’t really been on a significantly ‘militant or hardline path’ for at least a generation or two. However, they tend now to pressure its neighbors and its internal member states diplomatically, culturally, and economically (the latter of which is extremely potent) to adopt a more ‘egalitarian’ values. This is a source of some internal tension, although there is no talk of secession as of yet.
 
Update Two: Out with the Old
- Year 1 of the Colonial Age, Months of Summer -


The first summer on the island was one of laying foundations. The newcomers sunk down their roots, preparing for the years to come. It was also a season of discovery and loss, as the peoples of civilisation struck out into the wilds, some not surviving what they found. While the summer was hot, the dropping temperatures near the end of season heralded the coming of the great harvests, and foreshadowed winter.

Overseas Matters


Volcano eruption devastates Riylod! Survivors flock to the New World for refuge!
A dire situation has formed in Eidolon as reports of the dwarven kingdom of Riylod’s sudden destruction reaches the colonial powers of the star isle.

The seat of power and mountain-hold of Riylod, as well as its surrounding townships, have all been laid to utter waste in the wake of a series of freak volcanic eruptions which completely engulfed the dwarven capital and much of its surroundings in fire. With much of its wealthiest and central provinces blanketed with lava and ash, along with much of the dwarf-holds’ political body having been killed in the initial eruption, complete chaos and confusion is said to have struck the few remaining strongholds. The human Empire of Vestan is providing little assistance to the dwarves, instead readying itself for the clouds of ash to come its way, as well the greedy eyes of the major nations that would not qualm with taking advantage of another's misfortune. As it stands, roughly 2000 dwarven refugees led by the miraculously surviving High King Thorvald Grudgebearer of Riylod sail towards the island, in hopes that the colonies will provide them with sanctuary. Their ships will arrive gradually in waves throughout the coming seasons.

Domestic Matters

Trade flourishes! Strengthens relations between Colonies!
The coming of summer brings more than just warmth to the star isles as relations between the new world colonies are starting to form through mutual beneficial trade. The dwarves of New Riylod delivers shipments of lumber in exchange for stacks of metal ingots with the zealous orcish warriors of the Star-Reach Chapter, among various others and their transactions.

Colonial powers demolish New World ruins! Ancient history harvested for resources!
Word has reached the home territories that several colonies, in desperate need of building materials, have resorted to dismantling the ruins that have been discovered upon the new world. Many within the various arcane institutions and scholarly communities of Eidolon are outraged by this and condemn the actions of those involved in the destruction of a completely unknown saga of eons-old history.

The Overseas Market

Star Island Shipping Co. shipping fees
- 5 crowns for every 20 units of cargo
- 10 crowns for every 10 people transported (slaves included)
- 25 crowns for every 10 units of unique cargo (starstone, bloodfish, truemetal, dragonscale)

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

Unique export rates
- 225 crowns for 10 units of bloodfish
- 350 crowns for 10 units of truemetal
- 750 crowns for 10 units of dragonscale
- 1,000 crowns for 10 units of starstone

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

Mercenary Services

Sea
- Sails Guild offers: 1-5 Escorts. Duration: 1-4 Seasons. Cost: 250 crowns per escort and 50 crowns each season.
- Poxxy's Sea-Hounds offers: 1 Warship and 2 Escorts. Duration: 2-4 Seasons. Cost: 700 crowns each season.

Land
- B&BU offers: 500 Goons. Duration: 1 Year. Cost: 1,000 crowns.
- Shield's Guild offers: 200 Soldiers. Duration: 1-4 Seasons. Cost: 300 crowns each season.
- Burning Cats offers: 100 Soldiers, 100 Saboteurs. Duration: 2 Seasons. Cost: 550 crowns.
- Stag Company offers: 300 Soldiers, 3 Catapults. Duration: 2-4 Seasons. Cost: 750 crowns each season.
- The Black Legion offers: 50 Heavy Cavalry, 100 Veterans. Duration: 1 Year. Cost: 3,500 crowns.

The Colonies

Kingdom of Eternia
of the Nebulan Empire
Spoiler Year 1, Summer :
The colony of Eternia had a busy summer, seeking to further expand their productivity by establishing a quarry at their northwestern mining camp to begin exploiting the vast amount of stone readily available there. Farmland was developed in the fertile lands surrounding the capital, and not a moment too soon, as the harvest season was closing in with each passing week.

In dire need of additional supplies of stone for his future project, the High-Archon dispatched Magister Zion with a small force of dark knights and undead minions to clear out the earlier discovered burial site with the task of dismantling it for the colony. Already upon making their approach the restless dead who roamed there were already swarming to defend their graves from the intruding necrolytes, and a battle clashed between the two. With his knowledge of unlife and necromantic powers, Zion managed to bind a small amount of the enemy to his will in the midst of combat, which gained the orcs an assured victory through superior skill and numbers. The burial grounds were promptly looted and later demolished, bringing in both treasures and precious materials back to the colony.

After receiving word of vicious beasts attacking one of their vital industrious centers, Cynthia strode out with her own retinue to hunt down and slaughter the creatures. Upon arrival they followed the tracks left behind which led them further into the dense woodlands to the north. It would take the group some time but the necromancer was able to successfully locate the worg’s lair in an open field deep within the forest. Surrounding and finally converging upon them, the mighty four-legged beasts fought with greater strength and desperate ferocity who managed to brutally rip apart dozens of Eternian before being cut down by the dark knights’ blades and Cynthia’s dark magicks. Returning victorious and with the head of the worg’s alpha, it would seem that the camp was finally free from being terrorized further. For now.

Stat changes
-337 food (consumption)
+306 crowns, -81 food, +431 wood, +156 stone, +121 metal
+40 civilians (immigration), +6 civilians (natural growth)
-200 wood, -100 metal, +25 workers (eternia camp: +1 quarry)
-250 wood, +50 metal, +25 workers (eternia: +1 farm)
+50 wood, -110 crowns (Star Island Shipping Co. service fee and trade with mother-nation)
+4 xp Necromancer Zion (captain), -10 civilians, -25 undead slaves, +350 crowns, +50 crude weaponry, +5 enchanted weapons, +500 stone, +2 military xp (clearing ancient burial ground)
-20 civilians, -20 undead slaves, +4 xp Necromancer Cynthia (captain), +2 military xp (worg hunt)
+54 undead slaves (necrocracy trait)
+2 prestige xp
+2 prestige xp, +1 stability (festival of a new dawn bonus)

Events
In the aftermath of clearing out the burial site, both Magisters Zion and Cynthia have approached the High-Archon and aired out their shared experiences. They claim that they are able to sense a strong and lingering presence of necromantic energies linger in the air wherever they’ve tread on the island, and that the ground beneath them feels brimmed and “impregnated” with the bones and corpses of the dead. While this brings concern as to what has transpired here, it also presents an opportunity of unprecedented proportions for the necrolytes of Eternia. Given time, research and the right investment, they would be able to raise a mighty army of the dead in servitude to the High-Archon.

Quests
(Paragon)As Above, So Below: The necromancers know with certainty that this land has been cursed. Finding out exactly what this curse is and how it functions presents the first major step in allowing Eternia to be able to acquire their undead army.
- First task: Clear 1/5 Ancient Burial Grounds and 0/2 Ancient Town Ruins
- Final task: Kingdom of Eternia constructs a Town on 0/1 Ancient Town Ruins
- (Optional task): Magisters Zion and Cynthia both reach level 3

(Heroic)Learning the Lingo: The man-made runestone discovered in summer remains a mystery to the Eternian colonists and they lack the means of deciphering the texts. They’ll require the services of someone with knowledge of the arcane if they wish to unveil the secrets of the stone.
- First task: Hire 0/1 Wizard, Sorcerer, Cleric or Necromancer
- Final task: Decipher the runestone
(Heroic)(timed: Year 1, Fall) Give me your tired, your poor, your huddled masses yearning to breathe free: Refugees are flooding out from Riylod to escape the chaos and destruction which has torn the region asunder. The first wave of ships will arrive the new world by the time of the harvest season.
- Task: Decide Eternia's policy on dealing with the incoming Riylod refugees.

The Starfall Western Concern
in service to the Arrakin Nobility
Spoiler Year 1, Summer :
The Concern, unlike many of the other colonial powers, enjoyed the privileges of a quiet summer defined by intercolonial trade and increased security. A slave-galley from the old world delivered a fresh batch of slave-workers who, to their joyous surprise, were immediately unshackled and welcomed into the colony as free men and women - in fact; so great was their rejoicement that they remained completely unaware of the fact that they were all shortly afterwards pressed into service.

Under Tommen’s stewardship the growing capital of Kaya’s Landfall saw its first formations of soldiers being raised, as well as a contingent of elven rangers. With this growth in military force, Asli Kaya was quick to task her new warriors with defending the vital road between the town and the concern’s mining camp. This increase in armed watch over the route seemed to work partially as intended, for although there were no further incidents of murder, worrying reports of strange sightings and voices were beginning to pile up between the two settlements.

Finally, patrolling guardsmen flocked to the southernmost shores when an independent Eidolonian merchantman was spotted haplessly floating dead in the waters, its steering fin jammed. Caught by the increasingly vicious tides, the vessel was cruising straight towards a formation of sharp, jagged cliffs that would ensure the demise of everyone aboard. Had it not been for the actions of guard-captain Elasra, who spent all of her arcane energy to guide the vessel to safety through conjuring gusts of powerful winds, it would’ve been a disaster.

Although the vessel crashed and capsized, it did so upon the safe and sandy beaches close to the concern’s capital. The captain and his crew praised their wizardly saviour, and decided to hand over what little could be salvaged from their former ship - as well as join up with the colony and work to properly extend their gratitude.

Stat changes
-332 food (consumption)
+325 crowns, +375 food, +543 wood, +141 stone, +203 metal
+40 civilians (immigration), +7 civilians (natural growth)
-50 slaves, +50 civilians (“emancipating” the slaves)
+25 rangers, +57 soldiers, -82 civilians -50 crowns (military recruitment)
+2 enchanted weapons, -175 wood, -90 crowns (Star Island Shipping Co. service fee and trade with republic of conria)
+1 xp Cleric Tommen (supervising kaya’s landfall)
+4 xp Wizard Elasra (captain), +55 civilians, +250 wood, +150 metal (road patrol, migrant rescue, spirits of the forest)
-1 stability (spirits of the forest)
+3 prestige xp

Events
- A letter has arrived from the counties. The nobility are most impressed with the Concern’s progress and congratulates Kaya for her competence in governance. They’ve assigned the Duchess Talente dey Pons to act as liaison to the Concern, who will arrive at Kaya’s Landfall by springtime next year.

- Soldiers guarding the road between the mining camp and the Concern’s capital have made some alarming discoveries. A sergeant at arms, along with a small detachment of soldiers, report odd sightings of glowing lights in the trees that stalk the caravans at night. Only the fire of their torches caused the ominous lights to dissipate but they returned shortly afterward. So far it doesn’t appear to be anything harmful, but it has spooked the caravaneers and camp overseer something fierce, causing a dip in overall morale. The wizard Elasra however, may have a solution.

Quests
(Heroic)(timed: Fall, Year 2) The Duchess: The honorable Duchess dey Pons will make landfall by next year's harvest and Asli Kaya has been tasked with preparing for her arrival, safety and proper accommodation befitting a noble of high stature.
- First task: The Concern pays tribute to dey Pons. 0/300 Crowns and 0/500 Food.
- Final task: The Starfall Western Concern constructs and hands over 0/1 Fort. (will remain under Seon’s control as long as dey Pons is pleased)
- (Optional task): The Concern donates 57/100 Soldiers to dey Pons.

(Heroic)Spirits of the Forest: Elasra has studied the ominous lights that stalk our colonists and have come to the conclusion that they are feyfolk of the woods. Spirits of nature and, for the most part, harmless. However, for mortals to witness the fey is a sign of danger and a warning from nature feeling threatened. If the Concern is to continue felling trees and striking the earth, they will have to somehow appease the spirits - or enforce sufficient military might to wrestle it into submission.
- First task: Construct 0/1 Fey Altar with 0/250 Wood, 0/500 Stone
- Final task: Wizard Elasra enacts a ritual, spending 1d4 seasons appeasing the forest.
- (Paragon)(or, optionally: F**K THE TREES): The Concern raises at least 57/300 Soldiers and has a Lumberyard(lvl4) in Kaya’s Landfall (warning: will result in a difficult siege on kaya’s landfall)
- (Optional task): Elasra reaches level 3

(Heroic)(timed: Year 1, Fall) Give me your tired, your poor, your huddled masses yearning to breathe free: Refugees are flooding out from Riylod to escape the chaos and destruction which has torn the region asunder. The first wave of ships will arrive the new world by the time of the harvest season.
- Task: Decide the Concern's policy on dealing with the incoming Riylod refugees.

The Star-Reach Chapter
of the Order of the Burning Moon
Spoiler Year 1, Summer :
The following summer months would usher in a welcomed period of exploration and renewed strength for the chapter. As a bustling tavern brought in thirsty souls in need of comfort and distraction, new templars were plucked from the colony’s population. These fresh but eager initiates were more than willing to commit themselves entirely to the holy charge of their institution.

With their numbers reinvigorated, an expeditionary force led by the duo Brigite and Ulrog traveled south into the dense woodlands along the coast of the recently christened Cut. On the way to a running river which ran through a passageway in the western mountains the orcs happened upon the remnants of a shipwreck of unknown but ages old design. Upon closer inspection the templar were quick to draw arms as the ship revealed itself to act as a clever ruse to lure any would-be adventurers. A monstrous crab, using the old ship as its shell, burst forth to feast upon the expedition. A prolonged battle of dodging and countering the crab's massive pincers ensued, with the cleric Brigite managing to deliver the final lethal blow after Ulrog had weakened it with his blasts of life-siphoning magicks.

Looting the dead sea-monster provided a great bounty of gemstones, various coins and even several enchanted weapons lodged into the crab's lifeless husk.

Victorious but weary and having suffered losses, the small party of orcs spent the last of their remaining energy traveling west along the river - where they discovered a vast meadow region surrounded by dense pockets of trees and natural foliage. Upon some hills located in the center of the region was discovered the still lingering ruins of an ancient settlement, overgrown with vines and trees branching out.

- Discovered: Ancient Town Ruins

Stat changes
-357 food (consumption)
+275 crowns, +275 food, +300 wood, +50 stone, +90 metal, +5 truemetal
+40 civilians (immigration), +10 civilians (natural growth)
+7 templars, -7 civilians -70 crowns (military recruitment)
-100 wood, -50 stone, +25 workers (star-reach citadel: +1 tavern)
-200 wood, +100 metal, -25 crowns (Star Island Shipping Co. service fee and trade with New Riylod)
-5 Templars, +4xp Brigit (captain), +4xp Ulrog (captain), +5 enchanted weapons, +350 crowns, +2 military xp (shipwreck-craboid encounter)
+250 food (buttered craboid)
+4 prestige xp
Brigit and Ulrog are now level 2

Events
- With the only knowable passageway into the mythical Underdark in their possession, Paladin Vashrock was quick to receive word that privateers, scholars and adventurers from all across Eidolon have begun assembling as to venture boldly into its hellish depths. Some have already made it ashore next to the Star-Reach Citadel and have set up camps. Huzzah!

- The arrival of foreign adventurers has been met with vocal objection from a majority of the more experienced members of the chapter They claim that the colony has too many pressing matters to deal with already.

Quests
(Heroic)(timed: Year 1, Fall) Give me your tired, your poor, your huddled masses yearning to breathe free: Refugees are flooding out from Riylod to escape the chaos and destruction which has torn the region asunder. The first wave of ships will arrive the new world by the time of the harvest season.
- Task: Decide the Star-Reach Chapter's policy on dealing with the incoming Riylod refugees.

Kaladius Territory*
of the Sharmius Zhanate
Spoiler Year 1, Summer :
The first bright rays of summer ushered in both a bloody and productive season for the penal colony of Kaladius. The capital was expanded upon with a forge that churned out great pillars of black smog far up into the skies. The roaring of industrious clangs echoed throughout the region as brand new armor was crafted, as well as resources invested into the dwarves' ambitious construction project.

Finally, In retaliation against the marauding natives the Governor-General dispatched two platoons of soldiers under the command of Makdan Zhur to the southwestern plains, fittingly dubbed Gnollwood. There the vastly superior skill and quality weaponry of the Territory Guard successfully ambushed several packs of gnolls and their worg beasts with barely any losses. The Gnollwood savages dispatched a large war party but were unable to track down Makdan's men in time before they had already returned back to Kaladius with ample slave stocks.

- Kaladius (town) gets modifier: Mountain-goat pens (+150 food)

Stat changes
-429 food (consumption)
+100 crowns, +200 food, +75 wood, +125 stone, +187 metal
+30 civilians (immigration), +4 civilians (natural growth)
-200 wood, -100 stone, -100 metal, +25 workers (kaladius: +1 forge)
-125 stone, -100 metal (to bend mountains investment)
+200 wood, -100 metal, -75 crowns (Star Island Shipping Co. service fee and trade with the Star-Reach Chapter)
-5 Soldiers, +30 crude weapons, +15 simple weapons, +5 studded armor, +45 slaves +4xp fighter makdan, +4 military xp, +1 stability (gnollwood ambushes)
+goat pens in kaladius, +2xp cleric tero (capturing mountain goats)
+3 prestige xp, +1 prestige

Events
The attack against gnollwood's inhabitants seems to have greatly provoked them. Scouts have delivered alarming reports of increased activity around that area, and that more of the beasts are moving in from the northwest in large numbers to reinforce their encampment in the region. In the wake of this, the Governor-General's military advisors have started pushing for the raising of more soldiers and shifting the colony's focus towards constructing defenses - whilst others think the Territory simply can't afford to neglect its economic growth.

Quests
(Heroic) To Bend Mountains: To endure 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 sustainable farmland on otherwise inhospitable terrain, but at an increased cost.
- First task: Invest resources. (125/250 Stone, 100/100 Metal)
- Final task: Construct a Terraced Farm (0/50 Workers)

(Heroic)(timed: Year 1, Fall) Give me your tired, your poor, your huddled masses yearning to breathe free: Refugees are flooding out from Riylod to escape the chaos and destruction which has torn the region asunder. The first wave of ships will arrive the new world by the time of the harvest season.
- Task: Decide the Kaladius Territory's policy on dealing with the incoming Riylod refugees.

New Riylod
of Riylod
Spoiler Year 1, Summer :
The dwarves of New Riylod carried out an ambitious summer. Seeking to expand their territories, Kandros mobilized a workforce under the supervision of the colony’s cleric to begin the construction of a new town settlement. A fine location was surveyed to the southwest - upon a meadow nestled between the mountains. The area was peaceful, had suitable soil for the development of farmland and there were sources of wood, stone and metal ores present.

While the new town project was well underway, the colony sent for assistance from an old acquaintance skilled in the arts of battle as to provide Kandros’ hastily patched together peasant-militia: Captain Bran. The experienced captain respectfully declined the call however, having already tied himself down by contract to someone else’s service at this time. Bran ends the letter by stating he has heard wondrous tales of the new world and might come to aid the dwarves in the foreseeable future.

- Boulder's Gate (Town): Rich farming (hunting) (250), Moderate wood (125), Rich stone (125), Moderate metal (75)

Stat changes
-633 food (consumption)
+125 crowns, +100 food, +100 wood, +125 stone, +56 metal
+40 civilians (final generation of immigrants), +7 civilians (natural growth)
+200 wood, -100 metal (Star Island Shipping Co. service fee and trade with the Star-Reach Chapter)
-1,000 wood, -375 stone, -75 metal, -1 stability, +100 workers (new town construction)
+2xp cleric lolas (captain) (supervising town construction)
+3xp wizard duriddur (event) (mirror, mirror on the wall)
+Independence?
+4 prestige xp

Events
- The unthinkable has happened. Riylod has been destroyed by the very mountains they had held dear for generations. Although shocked and heartbroken over having their ancestral home town asunder by the cruel mistress that is nature, many of the colony’s settlers were condemned as undesirables, heretics and rebel traitors sent to either “do or die” out here. New Riylod was, after all, primarily a penal colony. Nevertheless, many had families and loved ones back home and there is now a great weeping sorrow spreading throughout Kandros’ subjects. How do we ease the pain of our kinsmen - furthermore: How should we deal with the High King, who branded us as vile criminals, and the coming storm of destitute refugees who will surely flock to us? Will New Riylod continue to remain loyal to the crown, or would they boldly seize this opportunity to proclaim themselves free dwarves?

- Colonists have eagerly brought news to Lord Fir of traces of gold found in the river. While the flakes are not enough to do anything substantial with, they hint at a deposit somewhere upriver, possible in the mountains near the source of the river. Mining advisors suggest immediately sending an expedition to find the source of the gold and construct a camp, while some security advisors are suggesting that immediately expanding would be stretching New Riylod’s manpower and resources too thin this early in the colony's life.

Quests
(Heroic) Mirror, Mirror on the Wall: After some extensive experimentation it is gradually becoming clear to Kandros’ wizard what the magical properties of the mirror are, but the Runemaker won’t be able to know for sure until he has access to the proper tools. It is certainly a powerful artifact that could become a game-changer for the dwarven colony, of that he is absolutely certain. He just needs to carefully and study and tinker some more around with it.
- First task: New Riylod has 0/1 Arcane Tower
- Final task: Duriddur Runemaker spends 1d3 seasons studying the Silvered Mirror

(Heroic)(timed: Year 1, Fall) Give me your tired, your poor, your huddled masses yearning to breathe free: Refugees are flooding out from Riylod to escape the chaos and destruction which has torn the region asunder. The first wave of ships will arrive the new world by the time of the harvest season.
- Task: Decide New Riylod's policy on dealing with the incoming Riylod refugees.

Republic of Conria
of the Vestan Imperium
Spoiler Year 1, Summer :
As the first bright rays of the summer sun fell upon the young republic of Conria it was clear that the colony held a universally shared sense of unease and growing distress. In the wake of having incidentally disturbed the living dead, the prokonsul and his inner circle of military advisors ordered the mobilization of what few legionnaires they had available to meet the threat head-on. Meanwhile, frightened and uncertain about their imminent future, farmers would expand their fields for greater crop yields, and the bare-boned framework of a great bridge went under construction to allow free travel across the great river which split the region in half.

Almost immediately upon passing through the western mountain the soldiers, who were under the joint command of both Aurelian and Cassia, engaged a massive horde of undead as well as other dark and terrible creatures. The land had twisted into something out of a grotesque and feverish nightmare, as if the entire region was infected and festering with ink-black fetid growths, sludge and choking black smog which carpeted everything in a malevolent grip. Although they were excellent warriors and fought valiantly, the enemy was simply too numerous - and the painful sting of exhaustion and losses began to break the Conrian formation as they bitterly began making their retreat back into the mountain. Unfortunately, a majority of the surviving legionnaires and the cleric Cassia were cut off from the rest when their abominable pursuers managed to catch them in a pincer movement and they were swarmed - the dead numbering now in the hundreds. Aurelian’s best efforts to save them were not enough, and the survivors had to seal the passageway as instructed.

Even as the dust had settled and the falling debris parted them, the few and battered Conrian legionnaires that made it to safety could still hear their brothers-in-arms fight tooth and nail on the other side, shouting loudly in unison before it all fell silent: “Vesta aeternum! Vesta noster aeterne! Gloria!”

- Republic of Conria acquires Perk: Necrophobia (colonists (incl. Military units) fight with a military skill +2 above the rest of your colony against undead units; Republic of Conria suffers -2 to stability if engaging in any diplomacy with Necrocracies, but will gain a +2 stability for every Necrocracy they officially declare war upon, for as long as the war persists)

Stat changes
-455 food (consumption)
+250 crowns, +475 food, +250 wood, +75 stone, +45 metal
+40 civilians (immigration), +20 civilians (natural growth)
-250 wood, -50 metal, +25 workers (conria: +1 farm)
-100 wood, -250 stone, +25 workers (bridge construction project)
-52 soldiers, -52 martial weapons, -30 chainmails, lost cassia (captain), +6xp aurelian (captain), +5 military xp (undead purge)
+400 wood, +200 stone, +200 metal, +200 crowns (the plebs love conria)
+6 prestige xp
Aurelian is now level 2
Head Wise Cassia Barkanus has been lost

Events
- The attack on the aptly dubbed “Deadlands” came with unforeseeable consequences and has cost the prokonsul dearly. For several weeks the entirety of Conria’s population have mourned the loss of the brave fathers and sons who gave their lives for the republic. Most missed of all was Cassia Barkanus, remembered fondly by many. A monument was erected upon a small hill close to the capital to honor the fallen. But despite all of their grief it appears that the event has ignited a fierce hatred for the unliving in the heart of every conran settler - and most of the colony are now crying out for retribution against the abominable creatures of the deadlands and demand that the prokonsul to shift his focus towards a military build-up. Whilst what little remains of the colony’s military staff strongly agree, there are a few select others who believe they need to keep a cool head and stay the course of steadily structuring the republic’s economy first. How do we answer our people in this difficult time, prokonsul?

- Word of Conria’s troubles appears to have quickly reached the fatherland, and while the upper-echelons of the Empire simply delivered a questionnaire regarding the costs of the prokonsul’s embarrassing failure, the plebs were kind enough to donate a shipment of emergency supplies - as well as a mountain of caring and thoughtful letters of loving prayers.

Quests
(Heroic) Secrets of the Eternal Flame: The tide of death stalking the lands to the northwest threatens to engulf the young republic. A former imperial pyromancer, living in the capital, has come forward and offers his services. Despite his age he appears more than willing to share the secrets of the holy pyromantic order, a state-sanctioned branch of combat alchemists dedicated towards fighting the empire’s enemies through the use of the mystical substance: Wildfire.
- First task: Construct 0/1 Alchemist’s Lab
- Secondary task: Invest 0/300 Stone and 0/250 Metal
- Final task: Wait 1d3 seasons for the Arch-Pyromancer to teach a cadre of initiates with the alchemical secrets of the eternal flame

(Heroic)(timed: Year 1, Fall) Give me your tired, your poor, your huddled masses yearning to breathe free: Refugees are flooding out from Riylod to escape the chaos and destruction which has torn the region asunder. The first wave of ships will arrive the new world by the time of the harvest season.
- Task: Decide Conria's policy on dealing with the incoming Riylod refugees.

Achat
of Nerehamia
Spoiler Year 1, Summer :
Achat had a fairly progressive summer. The colony brought in shipments of lumber from the homeland at a begrudgingly sore shipping fee. Meanwhile, nightly festivities and growing commotions of drinking and making merry were becoming more common as Galveholme saw the construction of its first tavern which bustled with, ironically enough: Life!

The necrolytes also made peaceful first contact with a native species to the island, sending Aislan and a guard of dark paladins to treat with the fish-like humanoids in the bay. While their gurgling language was undecipherable to Aislan's ears, they seemed to understand his peaceful intentions, and gladly accepted the gifts of food and gold coin, which to Aislan's surprise was towed away by several massive sea turtles who dragged it all down towards the seabed. The creatures returned the gift with a collection of fine pearls, which were later sold to Eidolonian merchants for a tidy sum. After some time and difficulty, the creatures were able to communicate that there was an encampment of orcs to the northeast of the Aurelian Expanse, near a hill on the furthermost edge of the region, their numbers roughly a hundred and well armed, apparently having had some sort of skirmish with the fish-folk. The two species parted, but the fish-folk were seen frequently through the summer months, indicating that their settlement must be somewhere on the marsh-islands in the bay.

- Discovered: Orcish War Camp

Stat changes
-347 food (consumption)
+277 crowns, +600 food, +271 wood, +208 stone, +58 metal, +10 bloodfish
+40 civilians (immigration), +7 civilians (natural growth)
-100 wood, -50 crowns, +25 workers (galveholme: +1 tavern)
+140 wood, -315 crowns (Star Island Shipping Co. service fee and trade with Mother-nation)
+50 metal, -100 food, -20 crowns (Star Island Shipping Co. service fee and trade with New Riylod)
+3xp aislan (event), -10 food, +140 crowns (breaking bread with the fishfolk)
+1xp isolda, +5 undead slaves (supervising galveholme)
+2 prestige xp

Events
The Fishfolk have been expressing anger towards the heavy fishing in the bay, and some have begun harassing the colony's fishers. While communication with the creatures is still difficult without a shared language, it seems that the Fishfolk use the bay's sea life for their food and livelihoods, and they are demanding a decrease in fishing. Fishers obviously resent any change to their routine, and even suggest wiping out the Fishfolk in response.

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.
- Final task: Achat has successfully conquered the Ancient Fortress
- (Optional task): Achat amasses a sufficient army of at least 0/500 Soldiers

(Paragon)As Above, So Below 2: Electric Boogaloo: Isolda has figured out that this land was definitely cursed by old and extremely potent magic - potentially godlike. Finding out exactly what this curse is and how it functions presents the first major step in allowing Achat to be able to tap into and reverse-engineering the magicks that bind the living dead. Having the undead legions instead serve the Prince.
- First task: Clear 0/5 Ancient Burial Grounds and 0/2 Ancient Town Ruins
- Final task: Achat constructs a Town on 0/1 Ancient Town Ruins
- (Optional task): Isolda reaches level 3

(Heroic)(timed: Year 1, Fall) Give me your tired, your poor, your huddled masses yearning to breathe free: Refugees are flooding out from Riylod to escape the chaos and destruction which has torn the region asunder. The first wave of ships will arrive the new world by the time of the harvest season.
- Task: Decide Achat's policy on dealing with the incoming Riylod refugees.

Varheim
of Vaneria
Spoiler Year 1, Summer :
The colonial power of Varheim was busy with trade and extensive expansion through the summer months. A new camp promised the foundation of a stable economy, and a brand new squad of soldiers were put into training to reinforce the colony’s drained military forces. Meanwhile, the Vanjarl Eerikki alongside Havardr the Whisperer led a sizable party further northeast along the coast through the dense woodlands.

In high spirits the Vanir soldiers moved in a wide and disciplined formation, covering as much ground as they could afford without sacrificing their safety in case of an attack by the new world’s numerous dangers. After securing the campsite for a week or so, the party marched onward and swung past the mountains. There they were met by vast fields of wild meadows and sporadic hilly terrain which littered the region. A great river cut through the land, forcing the Vanir to move further northward to find a way across. After days of traveling they were alerted to several pillars of smoke in the distance which were revealed by forward scouts to be the result of campfires within a lightly fortified settlement inhabited by a meager population of beastmen - composed of a mix of centaurs, minotaurs and satyrs who, according to the reports, appeared native to the land and roamed the nearby area as part of their territory. Not willing to risk provoking the natives, the Vanjarl returned back home to the capital with his findings.

On their way back to Varheim the expedition spotted a capsized vessel belonging to the Star Island Shipping Company. It was terribly damaged beyond all repair across its underbelly and was covered in a foul-smelling adhesive substance. Strangely enough the crew could not be found anywhere along the coast, but the shipwreck held several crates of metal ingots that the vanjarl and his companion decided to gleefully take with them back home. Hopefully the company wouldn’t find out.

- Yidu (Camp): No farming (hunting), Very High wood (150), Moderate stone (50), Very High metal (75), Wildlife
- Discovered: Beastmen Camp, Beastmen Village


Stat changes
-397 food (consumption)
+210 crowns, +312 food, +390 wood, +50 stone, +30 metal
+40 civilians (immigration), +7 civilians (natural growth)
+11 soldiers, -11 civilians(military recruitment, oorah)
-500 wood, -100 stone, -50 metal, +25 workers (new camp: yidu)
-200 wood, -100 metal, +25 workers (yidu: +1 mine)
+280 wood, +40 metal, -740 crowns (Star Island Shipping Co. service fee and trade with Mother-nation)
+260 metal, +2xp fighter vanjarl eirikki (captain, enchanted weapon), +2xp sorcerer whisperer havardr (captain, enchanted weapon) (leading northeastern exploration, finding the beastmen)
+2 prestige xp

Events
Although fairly common, a particularly brutal brawl between two drunkard soldiers at the local tavern escalated into a fierce sword-fight. Vanir soldiers are superb warriors, and so the intense spectacle caused quite a lot of citizens to gather around as spectators. Before any of the capital’s guards managed to push themselves through the crowd it was already too late. One of the soldiers had received a fatal jab through the throat and bled out (much to the deafening roar of the crowd). The soldier was slapped out cold by the Vanjarl’s guardsmen and thrown into an empty mead barrel-turned-makeshift cell in the town-hall. How should the soldier be judged? The masses have fallen in love with his combat prowess and battle-spirit, but the man is a kinslayer and more moderate groups are in agreement that he should be severely punished for murdering a brother-in-arms, not rewarded.

Quests
(Heroic)(timed: Year 1, Fall) Give me your tired, your poor, your huddled masses yearning to breathe free: Refugees are flooding out from Riylod to escape the chaos and destruction which has torn the region asunder. The first wave of ships will arrive the new world by the time of the harvest season.
- Task: Decide Varheim's policy on dealing with the incoming Riylod refugees.

Tellocos
of the Kingdom of Cedevik
Spoiler Year 1, Summer :
The people of Tellocos had themselves a productive summer marked by extensive military growth and the iconic halfling luck which seems to take their kind up and beyond in spite of their seemingly hapless physiques. A dedicated military quarter was established in the capital and the construction of a guard barracks within said quarter revealed the impression that this colony was ready to maintain and secure its interests by means of the sword, as well as laying the foundations for a strong military to deal with the rising gnoll threat in the northeastern plains.

As a precautionary measure to the overwhelming sum of reports piling up regarding the vile undead that stalk the new world Governor Pichat, with the aid of the cleric Ellybeth, raised a faith militant chapter from the capital’s temple composed of two full squads of templar warriors. With faith and iron, this warrior-chapter was sanctified by the cleric who knighted them the “Most Excellent and Pious Order of the Governor’s Holy Knights.”

Tellocos' rising military arm was put to the test by the end of the coming months. As the grass plains began to grow dull and hazel leaves began to trickle down from the trees the town bells of the capital rang throughout the region to signal an imminent attack on the horizon. The colonial militia alongside aspiring templar recruits formed a hasty defensive line to meet the enemy - but were dumbstruck by the sight of their opposition. A sizable platoon-sized force of gnolls, almost entirely devastated by wounds inflicted by blades and arrows, were rushing blindly in full retreat from the northeast from being defeated by some other power. The few gnolls that put up a fight were easily cut down and the survivors put in chains to await the governor’s final verdict.

Stat changes
-333 food (consumption)
+125 crowns, +437 food, +225 wood, +125 stone, +152 metal
+30 civilians (immigration), +7 civilians (natural growth)
+25 templar, -25 civilians, -125 crowns
-200 wood, -100 stone (tellocos: +1 barracks)
+60 metal, -165 crowns (Star Island Shipping Co. service fee and trade with Mother-nation)
+60 slaves, +40 crude weapons, +20 simple weapons, +20 studded armor (battered gnoll captives)
+3xp cleric ellybeth (supervising tellocos and templar recruitment)
+1xp bard emil (supervising tellocos camp)
+2 prestige xp

Events
With no stockade to hold them the colonial militia are forced to take shifts with watching over the gnoll prisoners in the town square. Many of Pichet’s advisors prefer that the beasts simply be cut down and have their heads mounted on pikes to raise the people’s spirits and send a grim message back to the rest of their misbegotten kind. Others, especially the merchant families and accountants, think that the colony would do well to keep them as part of an inexpensive labour force to solidify Tellocos’ economy. The choice is yours, Governor.

Quests
(Heroic)(timed: Year 1, Fall) Give me your tired, your poor, your huddled masses yearning to breathe free: Refugees are flooding out from Riylod to escape the chaos and destruction which has torn the region asunder. The first wave of ships will arrive the new world by the time of the harvest season.
- Task: Decide Tellocos' policy on dealing with the incoming Riylod refugees.

Dendar Cabal
of the Bruimipia Horde
Spoiler Year 1, Summer :
In a horrid display of authority the Grand Shir had one of the slaves involved in the incident earlier in spring beaten to a bloody mess at the hands of the others, lest they all be put to the sword. The taskmasters of Israco would find their slave stocks to be remarkably obedient and docile throughout the following months.

Moving on: Seeking further information on the lands due east an expeditionary force of the cabal’s finest spooks co-led by both Zaztlei and Ivaniss ventured out into the wilds beyond Plashire Peak. Along their journey they discovered a vast quagmire to the northeast, which they dubbed the “Creeping Mire” as, upon setting up camp at night, members of the group could swear that the terrain had somehow moved whenever they weren’t looking - with trees and soggy ponds having eerily crept up closer on them in the night. Not willing to stay any longer than they were due the expedition quickly hightailed their way through and out of the mire, where they were met by flat and promising shrublands for future settlement.

Although the area had light vegetation and was only barely forested, the group took note of the mineral-rich stone formations and nearby hills further northeast which they, upon closer examination of, found a bustling settlement of semi-primitive beastly humanoids, later concluded to be a mix of minotaurs, centaurs and similar sub-species of beastmen. Having not been detected yet by the villagers Zaztlei deemed it a perfect time to strike - raising their weapon high in the air and screaming at the top of their lungs whilst charging down the hillside, much to the panicked and failed attempts by both spooks and the sorcerer to tug him back into cover.

The barbarian thundered into a group of unarmed and utterly dumbstruck beastmen, unleashing a wide swing before the hapless creatures had even managed to drop their berry-picking baskets which cleaved a score of them down in a spray of bloody crimson. The screams (but mostly the barbarian’s bellowing laughter) alerted nearby guards and a battle seemed all but unavoidable. The sorcerer sprung forth and unleashed powerful bolts of lightning and magical acid upon the creatures, whilst the cabal’s saboteurs rushed past the ordeal in the heat of the moment to steal valuables and slit unsuspecting throats within the beastmen’s village.

Out of fear of being overrun the cabal’s expedition managed to stop Zaztlei only by knocking them out cold with a club mid-battle and dragging him away as they made their retreat back to the capital with the goods and a few slaves the spooks had managed to nab.

- Discovered: Beastmen Village

Stat changes
-344 food (consumption)
+362 crowns, +376 food, +301 wood, +151 stone, +91 metal
+500 wood, -1 prestige rank
+30 civilians (immigration), +15 civilians (natural growth)
-100 wood, +25 workers (israco: +1 fishing docks)
-5 saboteurs, +125 crowns, +10 simple weapons, +10 studded armor, +5 slaves, +3xp ivaniss, +6xp zaztlei, +4 military xp (zaztlei learning to love the beastmen like the christians learned in rome)
-1 slave (desolation)
+3 prestige xp

Events
Although arguably a successful event, Zaztlei’s brazen act of violence against the beastmen has put their settlement on high alert and scouts report that they are now patrolling their territory with reinforcements coming in from an unknown source possibly somewhere to the west or north.

Quests
(Heroic)(timed: Year 1, Fall) Give me your tired, your poor, your huddled masses yearning to breathe free: Refugees are flooding out from Riylod to escape the chaos and destruction which has torn the region asunder. The first wave of ships will arrive the new world by the time of the harvest season.
- Task: Decide the Cabal's policy on dealing with the incoming Riylod refugees.

Starfall Autonomous Sister Republic
of the United Republics
Spoiler Year 1, Summer :
Although a new player to the hide-and-seek game that was finding the treasured azure star, the multicultural and irregular national body of the United Republics dispatched an expeditionary force composed of all manners of species native to Eidolon, as well as its "rabble houses", to secure their interests like all who had come before them. Led by Governor-General Yvette Chevalier the republics' ships made landfall on the lower-jaw of the recently dubbed Star's Heart sea in the east. There upon those distant shores they established Liberta, the colony's capital settlement and certainly not the last. The region within the established borders of the newly established sister republic were sparsely forested, but was littered with pockets of mineral-rich hills and highlands packed with viable metal veins.

- Liberta: Moderate farming (fishing & hunting) (150), Poor wood (100), Rich stone (125), Rich metal (100), Wildlife

Stat changes

+5 prestige xp, +1 prestige rank, +200 wood, +200 stone and +100 metal (late contender bonus)

Quests
(Heroic)(timed: Year 1, Fall) Give me your tired, your poor, your huddled masses yearning to breathe free: We've barely just gone off of our ships and already we're being faced with a major decision. Refugees are flooding out from Riylod to escape the chaos and destruction which has torn the region asunder. The first wave of ships will arrive the new world by the time of the harvest season.
- Task: Decide Liberta's policy on dealing with the incoming Riylod refugees.

Principality of Einburg
of the Holy Confederation
Spoiler Year 1, Summer :
Sailing in from the west soared the sails of confederate sails. By holy decree and sanctioned by the crown of Auberg himself the crown-prince Maximillian von Auberg made landfall upon the shores of the new world. Ships were cannibalized for the materials required to establish the principality's capital of Einburg, nestled close to a river situated within a densely forested area which would prove vital for a grand lumber industry. Furthermore, the nearby mountain to the east was rich in minable ores and stone. Sadly, the rough and difficult terrain made any real development of farmland an almost impossible task, at best.

- Einburg: Poor farming (fishing & hunting) (100), Rich wood (150), Rich stone (125), Moderate metal (75), Dangerous Wildlife

Stat changes
+5 prestige xp, +1 prestige rank, +200 wood, +200 stone and +100 metal (late contender bonus)

Quests
(Heroic)(timed: Year 1, Fall) Give me your tired, your poor, your huddled masses yearning to breathe free: We've barely just gone off of our ships and already we're being faced with a major decision. Refugees are flooding out from Riylod to escape the chaos and destruction which has torn the region asunder. The first wave of ships will arrive the new world by the time of the harvest season.
- Task: Decide Einburg's policy on dealing with the incoming Riylod refugees.


GM Notes

Construction & Production List: Here

@
tobiisagoodboy & Everblack: You've got unique items in the Equipment section at the bottom of your stats that are picking up dust and cobwebs at this point. They can be equipped by any hero or military unit and takes up a weapon or armor slot unless stated otherwise.
  • Resource yields have been adjusted (again). They're now categorized from lowest (left) to highest (right): Poor, Moderate, Rich
  • Armors have been revamped for the sake of simplicity. They're now categorized from lowest defensive modifier (light, being anything from padded gambesons to studded leather coats) to highest (heavy, being anything from suits of full-plate to banded chaincoats): Light, Medium, Heavy.
  • Growth has been adjusted and is now accurately portrayed.
  • Currency has been renamed Crowns. They're essentially minted gold coins and the universal currency of this setting.
  • Stats will follow soon.
  • Necrocracies now start with a free Temple.
  • Some players have mixed prestige experience and prestige rank when recruiting new heroes. Note: A player requires 2 ranks of prestige to hire a level 1 heroic unit, and ranks of prestige are aquired through building up prestige experience.
  • NPCs, dungeons and other locations marked in light-green are areas that have been completely cleared. Locations marked in red are actively hostile towards all players.
 
Last edited:
Map of the New World
Spoiler :

Player Stats

Kingdom of Eternia
Spoiler Stats: Summer, turn 2 :
Player: Shirogane
Race: Orc
Tradition: Necrocracy
Leader: High-Archon Umbra the Immortal
Prestige Rank: 1
Prestige Exp: 10/15xp
Military Skill: 2
Military Exp: 5/15xp
Stability: 4
Growth Rate: 2.5%
Total Population: 600

Civilian: (+10 civilians, +40 immigrants, +275 crowns, -409 food)
  • Civilians: 409
  • Workers: 275
  • Unemployed: 134
Slaves: (+83 crowns, +33 food, +33 wood, +33 stone, +33 metal)
  • Slaves: 166 (Undead)
Military: (0 crowns, -25 food)
  • 25 Free Dark Knights (25 blessed weapons)
  • 0/25 Dark Knights
Weapons:
  • 300 crude weapons (300 stored)
  • 50 simple weapons (50 stored)
  • 25 blessed weapons (0 stored)
  • 5 enchanted weapons (3 stored)
Siege:
Navy:


Trade Routes: None (0 trade routes, 0 markets)
Modifiers: Orcish Necrolytes ()
Crowns: 676 (+376)
Food: 444 (+99)
Wood: 561 (+433)
Stone: 811 (+483)
Metal: 381 (+158)
Starstone:

Heroes:

  • Magister Cynthia Ambrose, Necromancer level 1 XP 6/10 (Enchanted weapon, Unassigned)
  • Magister Zion Ambrose, Necromancer level 1 XP 8/10 (Enchanted weapon, Unassigned)
Settlements:
  • Eternia (town, capital): 225 workers, 225 crowns, 500 food(rich), 300 wood(rich), 200 stone(moderate), 50 metal(poor). Temple, Tavern, Arena, Lumberyard(lvl1), Quarry(lvl1), Farm(lvl1)
  • Eternia Camp (camp): 50 workers, 50 crowns, 0 food(impossible), 125 wood(moderate), 200 stone(moderate), 75 metal(moderate). Quarry(lvl1)
Equipment:

Starfall Western Concern
Spoiler Stats: Summer, turn 2 :
Player: Seon
Race: Elf
Tradition: Industrialism
Leader: Asli Kaya
Prestige Rank: 1
Prestige Exp: 10/15xp
Military Skill: 1
Military Exp: 0/5xp
Stability: 4
Growth Rate: 3%
Total Population: 484

Civilian: (+14 civilians, +40 immigrants, +300 crowns, -402 food)
  • Civilians: 402
  • Workers: 300
  • Unemployed: 102
Slaves:
Military: (-82 crowns, -82 food)
  • 25/25 Rangers (25 simple weapons)
  • 57/100 Soldiers (25 simple weapons, 32 crude weapons)
Weapons:
  • 200 crude weapons (168 stored)
  • 50 simple weapons (0 stored)
  • 2 enchanted weapons (1 stored)
Siege:
Navy:
Trade Routes: None (0 trade routes, 0 markets)
Modifier: Elven Industrialists (+25% food, +25% wood +40%, stone +15%, metal +15%)
Crowns: 585 (+224)
Food: 384 (-103)
Wood: 1,061 (+641)
Stone: 282 (+228)
Metal: 456 (+350)
Starstone:

Heroes:
  • Tommen, Bard level 1 XP 2/10 (Unarmed, Magistrate - Kaya’s Landfall)
  • Elasra, Wizard level 1 XP 3/10 (Enchanted weapon, Captain)
Settlements:
  • Kaya's Landfall (capital, town): 250 workers, 250 crowns, 300 food(poor), 300 wood(rich), 100 stone(moderate), 150 metal(moderate). Temple, Barracks(1), Lumberyard(lvl1), Mine(lvl1), Fishing Dock(lvl1), Hunter’s Lodge(lvl1)
  • West-Concern Camp (camp): 50 workers, 50 crowns, 0 food(impossible), 150 wood(rich), 125 stone(rich), 150 metal(moderate). Mine(lvl1)
Equipment:

The Star-Reach Chapter
Spoiler Stats: Summer, turn 2 :
Player: thomas.berubeg
Race: Orc
Tradition: Theocracy
Leader: Paladin Vashrock
Prestige Rank: 1
Prestige Exp: 12/15xp
Military Skill: 3
Military Exp: 36/50xp
Stability: 6
Growth Rate: 4%
Total Population: 409

Civilians: (+16 civilians, +50 immigrants, +300 crowns, -389 food)
  • Civilians: 389
  • Workers: 300
  • Unemployed: 69
Slaves:
Military: (-14 crowns, -20 food)
  • 13 Free Templars (13 blessed weapons, 13 heavy armor)
  • 7/25 Templars (7 blessed weapons, 5 heavy armor
Weapons:
  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
  • 22 blessed weapons (2 stored)
  • 5 enchanted weapons (3 stored)
  • 18 heavy armor (0 stored)
Siege:
Navy:
Trade Routes: None (0 trade routes, 0 markets)
Modifier: Orcish Theocrats ()
Crowns: 870 (+294)
Food: 443 (-134)
Wood: 150 (+300)
Stone: 150 (+100)
Metal: 335 (+150)
Truemetal: 30 (+5)
Starstone:

Heroes:
  • Sister Brigit, Cleric level 2 XP 10/20 (Enchanted weapon, Captain)
  • (Unique) Paladin Ulrog, Paladin level 2 XP 10/20 (Enchanted weapon, Captain)
Settlements:
  • Star-Reach Citadel (capital, town): Has Truemetal(unique), 300 workers, 300 crowns, 275 food(poor), 300 wood(rich), 100 stone(moderate), 150 metal(moderate), 5 truemetal. Temple, Lumberyard(lvl1), Mine(lvl1), Fishing Docks(lvl3), Fortifications(1), Tavern
Equipment:

Kaladius Territory
Spoiler Stats: Summer, turn 2 :
Player: LordArgon
Race: Dwarf
Tradition: Militarism
Leader: Governor-General Dhorma Seldan
Prestige Rank: 1
Prestige Exp: 7/15xp
Military Skill: 5
Military Exp: 81/100xp
Stability: 5
Growth Rate: 3%
Total Population: 503

Civilian: (+14 civilians, +40 immigrants, +300 crowns, -368 food)
  • Civilians: 368
  • Workers: 300
  • Unemployed: 68
Slaves: (+23 crowns, +18 food, +18 wood, +18 stone, +13 metal)
  • Slaves: 45 (Gnoll)
Military: (0 crowns, -90 food)
  • 90 Free Soldiers (90 martial weapons)
  • 0/100 Soldiers ()
Weapons:
  • 250 crude weapons (250 stored)
  • 85 simple weapons (85 stored)
  • 100 martial weapons (10 stored)
  • 10 light armor (10 stored)
Siege:
Navy:
Trade Routes: None (0 trade routes, 0 markets)
Modifier: Dwarven Militarists (+25% stone, +25% metal)
Crowns: 523 (+331)
Food: 600 (-90)
Wood: 225 (+118)
Stone: 125 (+179)
Metal: 132 (+266)
Starstone:

Heroes:
  • Makdan Zhur, Fighter level 1 XP 8/10 (Martial weapon, Captain)
  • Tero Reshdan, Cleric level 1 XP 3/10 (Unarmed, Event)
Settlements:
  • Kaladius (capital, town): 300 workers, 300 crowns, 350 food(impossible), 100 wood(poor), 125 stone(rich), 200 metal(rich). barracks(1), fishing docks(lvl 4), mine(lvl1), armorsmith, tavern, forge, mountain-goat pens
Equipment:

New Riylod
Spoiler Stats: Summer, turn 2 :
Player: jackelgull
Race: Dwarf
Tradition: Imperialism
Leader: Kandros Fir
Prestige Rank: 1
Prestige Exp: 9/15xp
Military Skill: 2
Military Exp: 6/15xp
Stability: 4
Growth Rate: 2.5%
Total Population: 680

Civilian: (+17 civilians, +275 crowns, -680 food)
  • Civilians: 680 (+47)
  • Workers: 275
  • Unemployed: 405
Slaves: ()
Military: ()
Weapons:
  • 200 crude weapons (200 stored)
  • 50 simple weapons (49 stored)
Siege:
Navy:
Trade Routes: None (0 trade routes, 0 markets)
Modifier: Dwarven Imperialists (+25% stone, +25% metal)
Crowns: 600 (+275)
Food: 1,417 (-180)
Wood: 300 (+200)
Stone: 111 (+313)
Metal: 279 (+188)
Starstone:

Heroes:
  • Duriddur Runemaker, Wizard level 1 XP 5/10 (Unarmed, unassigned)
  • Lolas Goldsmith, Cleric level 1 XP 3/10 (Simple Weapon, Magistrate for Boulder Falls)
Settlements:
  • Boulder Falls (capital, town): 175 workers, 175 crowns, 250 food(poor), 100 wood(moderate), 125 stone(rich), 75 metal(moderate). Customs Office, Fishing docks(lvl2)
  • Boulder's Gate (town): 100 workers, 100 crowns, 250 food(rich), 100 wood(moderate), 125 stone(rich), 75 metal(moderate)
Equipment:

Republic of Conria
Spoiler Stats: Summer, turn 2 :
Player: tobiisagoodboy
Race: Humans
Tradition: Militarism
Leader: Prokonsul Marius Brutus
Prestige Rank: 1
Prestige Exp: 13/15xp
Military Skill: 5
Military Exp: 82/100xp
Stability: 5
Growth rate: 7%
Total Population: 453

Civilian: (+32 civilians, +40 immigrants, +300 crowns, -415 food)
  • Civilians: 415
  • Workers: 300
  • Unemployed: 115
Slaves: ()
Military: (0 crowns, -38 food)
  • 38 Free Soldiers (38 martial weapons, 20 medium armor)
  • 0/100 Soldiers
Weapons:
  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
  • 48 martial weapons (10 stored)
  • 5 enchanted weapons (4 stored)
  • 50 medium armor (0 stored)
  • Imperial Standard of Conria (1 stored)
Siege:
Navy:
Trade Routes: None (0 trade routes, 0 markets)
Modifier: Human Imperialists ()
Crowns: 850 (+300)
Food: 370 (+97)
Wood: 950 (+313)
Stone: 400 (+125)
Metal: 290 (+75)
Starstone:

Heroes:
  • Equites Primus Aurelian Barkanus, Fighter level 2 XP 10/20 (Enchanted weapon, unassigned)
Settlements:
  • Conria (capital, town): 300 workers, 300 crowns, 550 food(moderate), 250 wood(moderate), 125 stone(rich), 75 metal(moderate). Barracks(1), fishing docks(lvl3), lumber yards(lvl2), farm(lvl2), bridge(unfinished)
Equipment: Imperial Standard of Conria (Simple weapon that provides a +1 combat bonus and resistance towards non-magical siege-based attacks to 100 allied troops they're fighting with)

Achat
Spoiler Stats: Summer, turn 2 :
Player: Kyzarc Fotjage
Race: Dwarf
Tradition: Necrocracy
Leader: Prince Arun of the Feather, the Hawk
Prestige Rank: 1
Prestige Exp: 9/15xp
Military Skill: 1
Military Exp: 1/5xp
Stability: 3
Growth Rate: 2.5%
Total Population: 504

Civilian: (+9 civilians, +40 immigrants, +250 crowns, -369 food)
  • Civilians: 369
  • Workers: 250
  • Unemployed: 119
Slaves: (+55 crowns, +22 food, +22 wood, +22 stone, +22 metal)
  • Undead Slaves: 110 (+5 MIsolda's foul necromancy)
Military: (0 crowns, -25 food)
  • 25 Free Dark Knights (25 blessed weapons)
  • 0/25 Dark Knights
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)
Modifier: Dwarven Necrolytes (+25% stone, +25% metal)
Crowns: 433 (+313)
Food: 589 (+278)
Wood: 461 (+335)
Stone: 601 (+340)
Metal: 275 (+90)
Bloodfish: 10 (+10)
Dragonscale: 5
Starstone:

Heroes:
  • MIsolda the Third Apprentice, the Condor, Necromancer level 1 XP 2/10 (Unarmed, Magistrate at Galveholme)
  • Aislan of the Flame, the Peacock, Sorcerer level 1 XP 6/10 (Unarmed, unassigned)
Settlements:
  • Galveholme (town, capital): Has Bloodfish(unique), 250 workers, 250 crowns, 650 food(rich), 313 wood(moderate), 250 stone(rich), 50 metal(poor), 10 bloodfish. Temple, Lumber yard(lvl2), Farm(lvl1), Quarry(lvl1), Fishing docks(lvl1), Tavern
Equipment:


Varheim
Spoiler Stats: Summer, turn 2 :
Player: Immac
Race: Vanir
Tradition: Militarism
Leader: Vanadrott Åge
Prestige Rank: 1
Prestige Exp: 7/15xp
Military Skill: 5
Military Exp: 78/100xp
Stability: 5
Growth Rate: 3%
Total Population: 455

Civilian: (+14 civilians, +40 immigrants, +250 crowns, -455 food)
  • Civilians: 384 (+47)
  • Workers: 250
  • Unemployed: 134
Slaves: ()
Military: (-11 crowns, -71 food)
  • 60 Free Soldiers (60 Martial weapons)
  • 11/100 Soldiers (11 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)
Modifier: Vanir Militarists (+25% food, +25% wood)
Crowns: 300 (+185)
Food: 602 (-213)
Wood: 906 (+656)
Stone: 450 (+200)
Metal: 610 (+275)
Starstone: 10

Heroes:
  • Vanjarl Eerikki, Fighter level 1 XP 4/10 (1 enchanted weapon, unassigned)
  • Whisperer Havardr, Sorcerer level 2 XP 10/20 (1 enchanted weapon, unassigned)
Settlements:
  • Varheim (town, capital): 200 workers, 200 crowns, 250 food(moderate), 375 wood(rich), 100 stone(moderate), 75 metal(moderate), 0.025 stability. Barracks(1), Fishing dock(lvl1), Lumber yards(lvl2), Tavern
  • Yidu (Camp): 50 workers, 25 crowns, wood 150(rich), stone 100(moderate), metal 200(rich), Mine(lvl1)
Equipment:

Tellocos
Spoiler Stats: Summer, turn 2 :
Player: Brougal
Race: Halfling
Tradition: Industrialism
Leader: Governor Devan Pichat
Prestige Rank: 0
Prestige Exp: 4/5xp
Military Skill: 1
Military Exp: 1/5xp
Stability: 5
Total Population: 418

Civilian: (+30 immigrants, +275 crowns, -333 food)
  • Civilians: 333
  • Workers: 275
  • Unemployed: 58
Slaves: (+30 crowns, +24 food, +24 wood, +24 stone, +18 metal)
  • Slaves: 60 (Gnolls)
Military: (-50 crowns, -25 food)
  • 25 Templars (25 simple weapons)
Weapons:
  • 240 crude weapons (440 stored)
  • 80 simple weapons (55 stored)
  • 20 studded armor (20 stored)
Siege:
Navy:
Trade Routes: None (0 trade routes, 0 markets)
Modifier: Halfling Industralists (lucky, +15% wood, +15% stone, +15% metal)
Currency: 250 (+262)
Food: 579 (+391)
Wood: 924 (+324)
Stone: 389 (+265)
Metal: 319 (+375)
Starstone:

Heroes:
  • Emil Flightfoot, Bard level 1 XP 2/10 (Unarmed, Magistrate at Tellocos Camp)
  • Ellybeth, Cleric level 1 XP 4/10 (Unarmed, Magistrate at Tellocos)
Settlements:
  • Tellocos (town): 200 workers, 200 crowns, 625 food(rich), 150 wood(rich), 100 stone(moderate), 50 metal(poor). Farm(lvl2), Temple, Barracks(1)
  • Tellocos Camp (camp): 75 workers, 75 crowns, 100 food(poor), 125 wood(moderate), 125 stone(rich), 250 metal(moderate). mine(lvl2)
Equipment:

Dendar Cabal
Spoiler Stats: Summer, turn 2 :
Player: Everblack
Race: Human
Tradition: Barbaric
Leader: Grand Shir Veeshis
Prestige Rank: 1
Prestige Exp: 5
Military Skill: 3
Military Exp: 20
Stability: 5
Growth Rate: 6%
Total Population: 501

Civilian: (+24 civilians, +40 immigrants, +300 crowns, -393 food)
  • Civilians: 373
  • Workers: 300
  • Unemployed: 73
Slaves: (+65 crowns, +54 food, +54 wood, +54 stone, +43 metal)
  • Slaves: 108
Military: (0 crowns, -20 food)
  • 20 Free Saboteurs (20 Simple weapons)
  • 0/25 Saboteurs ()
Weapons:
  • 200 crude weapons (200 stored)
  • 60 simple weapons (39 stored)
  • Gold Viper Idol (1 stored)
  • 10 light armor (10 stored)
Siege:
Navy:
Trade Routes: None (0 trade routes, 0 markets)
Modifiers: Human Barbarians ()
Currency: 837 (+376)
Food: 482 (+11)
Wood: 956 (+304)
Stone: 501 (+154)
Metal: 171 (+94)
Starstone:

Heroes:
  • Zaztlei, Barbarian level 1 XP 7/10 (Unarmed, supervising Israco)
  • Ivaniss, Sorcerer level 1 XP 7/10 (Simple weapon, unassigned)
Settlements:
  • Israco (capital, town): 300 workers, 300 crowns, 350 food(moderate), 300 wood(rich), 100 stone(moderate), 100 metal(poor). Stockade, lumberyard(lvl1), fishing docks(lvl4), quarry(lvl1), mine(lvl1)
Equipment: Gold Viper Idol (Crude weapon and magical charm that demoralizes enemy soldiers when brought into battle. Has a small chance of additionally converting afflicted enemies to the player's side permanently)

Starfall Autonomous Sister Republic
Spoiler Stats: Summer, turn 2 :
Player: NinjaCow64
Race: Cosmopolitan
Tradition: Imperialism
Leader: Governor-General Yvette Chevalier
Prestige Rank: 1
Prestige Exp: 5/15xp
Military Skill: 1
Military Exp: 0/5xp
Stability: 5
Growth Rate: 3%
Total Population: 600

Civilian: (+18 civilians, +45 immigrants, +125 crowns, -333 food)
  • Civilians: 600
  • Workers: 125
  • Unemployed: 475
Slaves: ()
Military: ()
Weapons:
  • 200 crude weapons (200 stored)
  • 50 simple weapons (50 stored)
Siege:
Navy:
Trade Routes: None (0 trade routes, 0 markets)
Modifiers: Multicultural Imperialists ()
Currency: 250 (+125)
Food: 2,400 (-475)
Wood: 1,200 (+100)
Stone: 500 (+125)
Metal: 400 (+100)
Starstone:

Heroes:
  • Harald Moönseeker, Wizard level 1 XP 0/10 (Unarmed, unassigned)
  • Linnye Silvertongue, Bard level 1 XP 0/10 (Unarmed, unassigned)
Settlements:
  • Liberta (capital, town): 125 workers, 125 crowns, 125 food(moderate), 100 wood(poor), 125 stone(rich), 100 metal(rich). Customs Office
Equipment:

Principality of Einburg
Spoiler Stats: Summer, turn 2 :
Player: Jehosua
Race: Human
Tradition: Theocracy
Leader: Prince Maximillian von Auberg
Prestige Rank: 1
Prestige Exp: 5/10xp
Military Skill: 3
Military Exp: 30/50xp
Stability: 6
Growth Rate: 7%
Total Population: 325

Civilian: (+22 civilians, +30 immigrants, +150 crowns, -300 food)
  • Civilians: 300
  • Workers: 150
  • Unemployed: 150
Slaves: ()
Military: (0 crowns, -25 food)
  • 25 Free Templars (25 blessed weapons)
  • 0/25 Templars
Weapons:
  • 200 crude weapons (440 stored)
  • 50 simple weapons (55 stored)
  • 25 blessed weapons (0 stored)
Siege:
Navy:
Trade Routes: None (0 trade routes, 0 markets)
Modifier: Human Theocrats ()
Currency: 300 (+153)
Food: 600 (-225)
Wood: 1,200 (+150)
Stone: 500 (+125)
Metal: 400 (+75)
Starstone:

Heroes:
  • Athanasius von Strauss, Cleric level 1 XP 0/10 (Unarmed, Captain)
  • Balthazar Altmann, Sorcerer level 1 XP 0/10 (Unarmed, Magistrate at Einburg)
Settlements:
  • Einburg (capital, town): 150 workers, 150 crowns, 100 food(poor), 150 wood(rich), 125 stone(rich), 75 metal(moderate). Temple
Equipment:
 
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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: ?

The Deadlands
Population: 1000 Undead, 30 flesh oozes, 5 zombie giants, 1-? liches
Tier: Epic
Descriptions: Abandon hope all ye who enter this place.
Location: Deadlands, located northwest of 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 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.

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: Centered within a lush and grassy meadow, some way west of the Star-Reach Citadel

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 (Hostile)
Population: 90(+150) Gnolls, 10(+25) Worgriders, 15(+10) Worgs (reinforced from the north)
Tier: Heroic
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.

Beastman Village (Hostile)
Population: ~235 Beastmen
Tier: Paragon
Descriptions: A primitive village with no perimeter defenses beyond armed patrols. Belongs to a multicultural tribe of beastly humanoids composed of minotaurs, centaurs and satyrs. Recent hostilities has provoked this settlement into an enraged frenzy.
Location: Hills north of the Creeping Mire.

Beastman Village
Population: 300 Beastmen
Tier: Paragon
Descriptions: A primitive village with no perimeter defenses beyond armed patrols. Belongs to a multicultural tribe of beastly humanoids composed of minotaurs, centaurs and satyrs.
Location: Central Star Isles located directly east of Vanir territories.

Beastman Outpost
Population: 50 Beastmen
Tier: Heroic
Descriptions: A primitive frontier outpost surrounded by a simple spiked palisade perimeter as a defensive measure against the wilds. Belongs to a multicultural tribe of beastly humanoids composed of minotaurs, centaurs and satyrs.
Location: Central Star Isles located directly east of Vanir territories.

Orcish Camp
Population: 100 Orcs
Tier: Heroic
Descriptions: A lightly fortified encampment belonging to a band of vicious orcish freebooters who have been plundering fish-folk territories for their valuables.
Location: Southern Star Isles, some clicks due east from Achat's territories in the Aurelian expanse.

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.
 
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Spoiler :
Spoiler :

Player: Immac
Race: Vanir
Tradition: Militarism
Leader: Vanadrott Åge
Prestige Rank: 1
Prestige Exp: 7/15xp
Military Skill: 5
Military Exp: 78/100xp
Stability: 5
Growth Rate: 3%
Total Population: 455

Civilian: (+14 civilians, +40 immigrants, +250 crowns, -455 food)
  • Civilians: 384 (+47)
  • Workers: 250
  • Unemployed: 134
Slaves: ()
Military: (-11 crowns, -71 food)
  • 60 Free Soldiers (60 Martial weapons)
  • 11/100 Soldiers (11 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)
Modifier: Vanir Militarists (+25% food, +25% wood)
Crowns: 300 (+185)
Food: 602 (-213)
Wood: 906 (+656)
Stone: 450 (+200)
Metal: 610 (+275)
Starstone: 10

Heroes:
  • Vanjarl Eerikki, Fighter level 1 XP 4/10 (1 enchanted weapon, unassigned)
  • Whisperer Havardr, Sorcerer level 2 XP 10/20 (1 enchanted weapon, unassigned)
Settlements:
  • Varheim (town, capital): 200 workers, 200 crowns, 250 food(moderate), 375 wood(rich), 100 stone(moderate), 75 metal(moderate), 0.025 stability. Barracks(1), Fishing dock(lvl1), Lumber yards(lvl2), Tavern
  • Yidu (Camp): 50 workers, 25 crowns, wood 150(rich), stone 100(moderate), metal 200(rich), Mine(lvl1)
Equipment:


Varheim Orders:

Training:
Train 9 civilians as soldiers.

Trade:
Send lordargon 185 crowns for studded leather armor.
Sign ota with anyone who wants one.

Build Order:
build fishing docks and an arena at Varheim.
build a mine and two lumber mills at Yidu.

Military Orders:
Give our enchanted weapons to our soldiers accompanying our expedition (except those our heroes are using).
For glory and by the will of the Vanadrott!
Both of our heros will lead our soldiers in a raid upon the beastman outpost. We hope to overrun the outpost, enslave the residents (as Vanir do with inferior races), steal any resources (especially food) we can find and claim the outpost for ourselves.

Our defenses at home will be manned by our trained citizenry who will use our excess weaponry to defend their homes. Workers from Yidu working outside will be guarded by any unemployed civilians available armed with our best excess weapons (martial?).

Event:
As a people, Vanir cannot completely condemn violence in the name of glory and reputation but at the same time we cannot ignore murder of kinsmen. And so we will build an arena and have the murderer fight one more time, for freedom and glory or to die for our drunken pleasure. His opponents meanwhile fight for money and reputation. The arena will also be available for displays of battle prowess, horsemanship, musical talent, and even craftsmanship. In the fall we will have the harvest festival where the citizenry will vote on which potato most looks like the continental leadership.

Trade:
we are pretty libertarian and wouldnt think to interfere with mercantile matters. If our merchants sign trade agreements with anyone (Kyzarc, Thomas, or really anyone) we will sign these OTA.
 
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@tobiisagoodboy

To: Pro-Consul Marius Brutus of the Republic of Conria
From: High Highness the Prince Maximillian von Auberg, Lord of Einburg, Prince of the Holy Confederation and Servant of the Immaculate.

-

The blessings of Our Lord be upon you, upon Conria and upon all mortals who cleave fast to The Immaculate and His pure and saving doctrine.

Long has it been the holy desire of the Grand Hierophants in Osburg and of the Church of the Immaculate that all those who are united in the embrace of Holy Church abide in peace and concord as brothers, this only being possible in the fallen state of this world through the grace of the Immaculate our Heavenly Emperor and God. As for us, we have always been of the opinion that it is essential for the common good and for the good souls that a spirit of brotherhood reign not only between individuals but between the nations of the race of Man who by kinship of blood bear a special obligation of charity to each other and also with all those amongst the lesser races who repent of their grievous errors and embrace the true religion. Invoking this spirit, as brothers in faith and peoples of kindred blood we desire to open the way between our two colonies that citizens of each might engage in private exchange and thereby foster ties between our two peoples in the image of the brotherly relations that exist between Vesta and the Holy Confederation.

Likewise, those faithful in Conria who presently lack a temple or the services of a resident cleric with the regretful and most unfortunate death of your wife Cassia Barkanus might find solace in pilgrimage to Einburg and avail of the sacraments of Our Lord for the effectual healing of their weary souls. In light of your loss please also receive our most tender condolences, and know that if you personally wish to avail of the goods of the temple that the soul of the deceased who was so grievously denied purification in the holy fire at the hands of the impure abominations of the grave might be put at rest and find peace in the embrace of the Immaculate. We pray that your own soul too might be cleansed through penance and fortified by Our Lords mercy that in communion with him and strengthened by his grace you might triumph against the dreadful foe, and against all those apostate authorities that impiously revel in impurity and consort with corrupt powers that only lead to damnation in this life and the next.

~marked with the colonial seal of the Principality of Einburg.

-

ooc: Requesting an Open Trade Agreements (OTAs) with one another, allowing for citizens to move between the two colonies for private trade.
 
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Build 2 Quarries in the West Concern Camp with 400 wood and 200 metal
Build 1 Fishing Dock in Kaya's Landing with 100 woof and 25 Pops
Build 1 Tavern in Kaya's Landing with 100 wood and 50 stone, to distract our population.

Conscript 2 unemployed into the Soldiery.


Send Tommen equipped with enchanted weapon and with 25 rangers on a scouting mission north to the large river/bay.

Elasra will continue to guard our caravan route between our two settlement with 50 soldiers. She will be equipped with an enchanged weapon, and the soldiers with excess of simple and crude weapons.



Heroic Quest: Rilrod Refugees: As per agreement and our charter with United Republics, refugees are, of course, welcomed. Within reason. Look, there's the *actual* Riyod colony just down the stream just go there it's literally just a swim away why did you come here of all places.

Limited acceptance
 
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