The Chronicles of Lucrävia: Dawning of a New Age v1.0

Zappericus

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The Chronicles of Lucrävia: Dawning of a New Age v1.1

TCoL.DoaNA is a turn-based civilizations StoryIOT centered within the techno-high-fantasy world of Lucrävia, a fictional realm of my own design. The concept was inspired from such amazing games as D&D, Fallen Star and Botwawki. The whole thing focuses on the rise of great nations from meager beginnings through construction, diplomacy, trade, conquest, exploration of an old world still healing from ancient wounds, and the coming of brave heroes, vigilant allies and hateful enemies.

The Story
Spoiler :
Lucrävia was once a prosperous world dominated by the Hyllärians, a humanoid race of creative, highly intelligent, nigh-biologically immortal beings. The shining glimmers of their advanced and peaceful civilization spanned across the majority of the planet.

This race of scholars and tinkerers had achieved such technological marvels that it served their every need. This included space-travel, cloning, robotic servants and weather controlling facilities. Even the world's wildlife had become domesticated; For such was the harmony of which the Hyllär held with nature, that no creature would seek to harm them. However, this golden age was not to last. A great and apocalyptic calamity was about to strike at the Hyllär.

Faced with utter annihilation and with no time to evacuate the planet, their greatest minds banded together among the ensuing chaos to construct and hide a myriad of secure biological archives across and underneath the surface of their world. These autonomous and self-sustained facilities were programmed to seal themselves up and eventually open to release all sorts of life anew upon the planet several millennia later. It was an unpredictable gamble at best, but it was all they had. And as predicted the Hyllär vanished, and Lucrävia was left void of all sentient lifeforms.

Eventually, the archives unlocked and released their contents upon the world, re-seeding it with untold organisms engineered by the progenitor race which once ruled the planet. Nearly all traces of their golden civilization was gone to either time or whatever calamity had struck them. Only overgrown ruins remained.

It is now Year 20 of the Era of Rebirth, and a few select groups of the seeded races have gathered to form small tribes as they venture out into the unknown and rebuild.

Player Setup
Flag:
Tradition:
Nation Name:
Capital Name:
Race: <Human, Elf, Half-Elf, Dwarf, Halfling, Gnome, Half-Orc>
Values: <Write down three values that best describe your civilization; ex: Lazy, Peaceful, Naive>
Religion:
Starting Hero: <name> (<class>)
Leader Name:
Leader Trait:
Leader Background: <optional, but preferred>
Starting Location: <coloured dot on the map>

Leader Traits
Inspiring General: Less national upkeep costs for soldiers
Blessed: Chance of Mana source being found anywhere a new mining site is put down
Industrialist: Increases national resource income
Warlord: Soldiers perform better in combat, increased stability with each successive combat action
Pious Heart: Chance of increased faith and/or stability each turn
Bureaucrat: Increased national tax income
Influential: Resources on the world market are 25% cheaper to purchase

Traditions
Militaristic: Civilization begins with free soldiers with advanced weapons and a Barracks in their capital. Soldiers fight better. High military skill.
Imperialist: Civilization begins with a larger population count and a larger store of food. Construction costs of new villages, forts and camps are halved. Medium military skill.
Industrious: Civilization begins with larger store of wood, metal and stone. Production of wood, stone and food are increased by 25%. Medium military skill.
Mercantile: Civilization begins with a larger store of currency and two trade ships (trade caravan if landlocked), Tax income is increased by 25%, trade ships and caravan costs are halved. Low military skill.
Barbaric: Civilization starts with a stock of slaves and a Slave House in their capital. Higher amount of captures after a combat success. Soldiers are resistant to morale breaks. Medium military skill.
Magocratic: Civilization begins with a store of mana, free maguses and a Magus Laboratory in their capital. Production of mana is increased by 25%. Low military skill.
Theocratic: The colony begins with free Templars and a Temple in their capital. Population growth increased and faith increases faster based on how many temples the civilization has. Medium military skill.

Races
Spoiler :
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Elves: [+ Blessed of Lucrävia: Bonus to mana income]
- The majestic elven race is blessed with unnaturally long lives and an excellent natural understanding of mana. They tend to be isolated and cold towards other races, but those who are friends with an elf can attest that the friendship of an elf is one of the strongest bonds that could ever be forged.
Gnomes: [+ Lucky: Random positive events occur]
- Gnomes are similar to elves in that they seem apart from the rest of the other races, but they are far more divided from their unsocial cousins than one would think. Gnomes share the high spirits of the similarly-sized halflings, but also have a reputation of being eccentric, or outright mad, as an entire society.
Half-Orcs: [+ The Beast Within: Bonus to combat]
- Ogryns, or "Half-orcs" by other species, are a crossbreed race made up from human and pureblood orc genes. They are known to be a barbaric, warlike lot and their kind are often found thick in the wars raging across Lucrävia. Of course, there are few select individuals that stray away from the path of war and bloodshed, becoming wise scholars or charismatic traders - though always having to struggle to keep their innate bestial rage contained.
Dwarves: [+ Effective Workers: Bonus to stone and metal production]
- Short and wide, and with a notoriously short temper, dwarves are inclined towards being a race of warriors. While dwarven warriors are hardy and with an unmatched constitution, most dwarves are still well fit as hard working, inventive, and good natured folk.
Human: [+ Dominion: Bonus to natural growth]
- Regarded by most as blundering and ignorant, humans do little to convince otherwise. Despite this, they have managed to spread themselves across the world enough to be considered the dominant race of this world, and few Humans won't take the chance to remind the other races of it.
Halfling: [+ Optimists: Bonus to stability growth rate]
- Halflings are short of stature and generally physically trivial, but they are known for making up for this with endless enthusiasm, creativity, a silver tongue, and a good sense of humour.
Half-Elves: [+ Nature's Blessing: Bonus to wood production and wildlife may come to support or aid them]
- Another crossbreed race made up from elf and human genes, the Angeheir, or "Half-Elves" as they are usually called by other races, commonly shy away from other races in favour of nature. They share equal traits to their elven cousins, having disturbingly lengthy lifespans and similar physical traits. However, their purebreed counterpart look upon them as inferior, and relations between the two races are cold at best.


The Map of Lucrävia
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The Climate of Lucrävia
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FAQ
Spoiler :
1. Zappericus, you uneducated peasant. How can there be a market? How can there be organized factions? How can there be nations? This "calamity" blasted everyone and we were put in vaults, fallout style!
A: The archives opened up some years if not decades apart for various intentional and unintentional reasons, with your (the player's) archives opening up last.
2. Why different races? Why not archive pure Hyllär descendants? If they were so advanced, why didn't they cryo-freeze themselves like in A CERTAIN GAME that was recently released?
A: That's a plot secret.
3. Do we know who the Hyllärians were? What happened to them? Why are we in medieval times?
A: Nope. When the archives released your people, you knew nothing from before you awoke except sudden sporadic memory flashes granting you knowledge on such things as how to speak, wield a hammer, build a house, tame animals etcetera. Medieval-age limited knowledge.
4. You stole most of the rules from Fallen Star, didn't you, you dirty thief.
A: Yes. But not for the wrong reasons. I loved playing Fallen Star, and Decamper's (the maker of FS) game rules were a real inspiration in terms of making this game.
5. Can I build several upgrades of a building immediately? Village into Metropolis?
A: Heavens, no. One upgrade at a time. Village to Small Town to Large Town to Small City to Large City to Metropolis.
6. Can I recruit soldiers or special soldiers if I'm making the required building in the same turn?
A: Yes, you can. If you make a barracks T1, you can recruit the amount of soldiers it supports T1
7. Can I use my soldiers in the same turn as I recruit them?
A: No. They'll be available the next turn for whatever mischief you have planned.
8. Resource production. Does new resource buildings instantly add to my resource production the same turn they are made? If I have 1 mine T0 and construct an additional 2 that turn, will the mines immediately start boosting my income for T1, ready for use?
A: Yes, they will.
9. Can I erect more than one settlement (village, mine, fort, camp) per turn?
A: No. One settlement each turn.
A: Yes, they will.
10. You've been making a lot of half-baked games lately.
A: Yeah, I know. Apologies on that. I tend to get a lot of ideas, but a high-fantasy setting seems to be what my mind is leaning towards in the end.
 
Game Introduction

Population, Slavery & Military Units
Spoiler :
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Population
Your citizenry is your main resources, being the most used asset in exploration, construction, and warfare. Population is increased naturally over time, or from immigration. Each citizen will consume 1 food each season. Constructing settlements or structures requires population, who will then be unusable until the structure/settlement is removed. Every citizen is capable of fighting, with their effectiveness being determined by your citizenry's military skill. Military requires the following to level up, 5/15/30/50/75/100/140/180/225/275.

Slavery
Slaves can be taken from defeated enemies if you so choose, and can be used instead of regular population for construction, while costing no food. Slaves can also be sold for currency. Having a very large slave population decreases stability, and runs the risk of an uprising.

Military Units
By constructing a Barracks, colonists can be turned into soldiers, who fight with a military skill +2 above the rest of your citizenry. One barracks can train and house 100 soldiers, with more barracks or additional upgrades to the current one being required to train a larger army. Barracks are also necessary to adequately station soldiers in a settlement - without a barracks, soldiers may desert or die if stationed in an unprepared settlement. Soldiers are counted separately from your total population, and provide no tax income, while also costing one currency a season in addition to the normal 1 food.

By constructing a Temple, citizens may be turned into Templar. Templars have +2 military skill above the citizen's skill. They fight with +3 military skill against religious/spiritual/evil foes. One Templar provides a combat bonus to 2 troops they are fighting with. Templars are counted separately from your total population, and provide no tax income, while also costing 2 currency a season in addition to the normal 1 food

By constructing a Hunting Lodge, citizens may be turned into rangers. Rangers have +2 military skill above the citizen's skill. They fight with +3 military skill against natural monsters. They also fight with a slight bonus in woodland terrain. Rangers are counted separately from your total population, and provide no tax income, while also costing 2 currency a season in addition to the normal 1 food

By constructing Cavalry Stables, citizens may be turned into cavalry. Calvary have +2 military skill above the citizen's skill. In plains or hills, one Calvary reduces the military skill of 2 opponents by -2. They provide no such bonus in forests or mountains. Cavalry are counted separately from your total population, and provide no tax income, while also costing 2 currency a season in addition to the 2 food.

By constructing a Magus Laboratory, citizens may be turned into Battle maguses. maguses are offensive magic-wielding soldiers, essentially filling in as walking, breathing siege weapons. Effective at softening up an enemy force, but are less effective than standard soldiers at close-quarters combat. Have +1 military skill above citizen's military skill. Cost 2 currency and 1 food a season to maintain.

By constructing a Hospital, citizens may be turned into field surgeons. Field surgeons are mundanely or slightly magically skilled combat healers. Each field surgeon reduces friendly casualties by 2, and fight with +1 military skill above colonial military skill. Cost 2 currency and 1 food a season to maintain.

By constructing a Jail, colonists may be turned into saboteurs. Saboteurs are unsavoury individuals highly skilled at all forms of skullduggery. They are best used to sneak into settlements or camps unnoticed for spying, sabotage, or assassination missions. They fight with +1 military skill above citizen's level. Cost 2 currency and 1 food a season to maintain.

By constructing a Shipyard or Skyship Hangar, colonists may be turned into marines. Marines are skilled at ship-to-ship combat and amphibious/sky operations. Have +2 military skill above citizen level when fighting land battles, or +3 when aboard a ship or in an amphibious operation.

Resources, Seasons & the Map
Spoiler :
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Food, wood, stone, metals and mana are the five core needs of your civilization. food is consumed every season by your cities, and if your cities don't have receive their required food intake each quarter they will start breaking out into active rebellion. stone and metals are needed for construction, with metals being especially important for the industry and the production of war equipment. Mana is a rare and highly unstable liquid used for fueling certain units as well as being a conduit for the usage of magic, but is only found around Hyllär ruins or associated structures. Associated city upgrades can increase the rate of production.

Resource types:
- Mana: Vital for magic-users, magic weaponry, machines and Skyships
- Food: Essential for the survival of your civilization.
- Wood: Required mostly for basic construction.
- Stone: Required mostly for basic and advanced construction.
- Metals: Needed for construction of military units and most buildings.

Heroes & Classes
Spoiler :
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Heroes
Heroes are independent special units that exist in your nation and across the world of Lucrävia. They are autonomous, and do not always follow their ruler's command directly unless through direct servitude. Heroes are extremely powerful, capable of achieving epic feats that would otherwise break the armies of entire nations. They also have their own stats and special abilities that they improve further upon as they level up.

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

Classes

Fighter
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Value: Constitution &#8211; Fighters handles situations that require extreme endurance or violence. They are expert martial artists and tend to be the most common heroes roaming around the world.
Example Event: Some beast that attacks your workers resides in a nearby cave that is too narrow for soldiers to be effective. The fighter could attempt to slay the creature.

Barbarian
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Value: Strength &#8211; Events that require sheer destructive output with no regards for collateral damage are the Barbarian's specialty. They tend to be nomadic and shy of civilization, and there are few of them out there. However, once loyal, they remain so under almost any given circumstances.
Example Event: warriors from a local tribe have been harassing your workers. A barbarian can be sent to the tribe to remove the threat with extreme prejudice.

Cleric
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Value: Wisdom &#8211; Clerics have a great depth of knowledge in regards to religion and healing. Wise and pious, they tend to wander the land, spreading their faith or otherwise seeking out and banishing daemonic entities.
Example Event: A native tribe is suffering from an unknown ailment. The cleric may be sent to discover what the ailment and its origin are, and possibly cure the tribe&#8217;s people.

Mago
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Value: Intelligence &#8211; Magos are useful in any situation that requires great analytical intellect or knowledge of mana. Powerful magical casters, the Mago tends to seek more knowledge of the arcane secrets of mana, and often live life in society as scholars and teachers.
Example Event: After discovering an artifact with an unknown magical property, the Mago may be able to study it and discern its use.

Rogue
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Value: Dexterity &#8211; Rogues are adept at any situation involving sneaking, stealing or other forms of skullduggery. They tend to be master thieves, con-artists and greedy individuals, seeking wealth and priceless artifacts.
Example Event: A group of blacksmiths are protesting in your main town, halting weapons production. The Rogue can be used to make the protest&#8217;s leaders disappear, sending the rest back to work.

Bard
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Value: Charismatic &#8211; Bards can best handle situations that require diplomacy or persuasion. Are often smooth talkers and capable of raising the spirits of others.
Example Event: The bard may convince band of brigands to allow the player&#8217;s workers safe passage, or even to join the player&#8217;s civilization.

Land & Hero Combat
Spoiler :
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Land Combat
Combat is done through a simple roll between opposing forces. The number of citizens or soldiers is improved by their equipment, then modified by their military skill and a number of dice are rolled with the resulting number. Modifiers such as terrain, tactics, and other situational things are then applied to the results. The two sides are compared, and the side with more points wins the engagement. Losses for both sides are decided by what percentage each side's result is when totaled together. For example, if the two sides have roughly the same results, then both sides will take roughly 50% losses, and there may be no winner. The losing army is routed, abandoning lost equipment and being at the mercy of the wilds as they retreat to the nearest friendly settlement, or desert from the colony. Winners get any recoverable equipment, the settlement if involved in a siege, and a larger amount of xp to be put towards raising their military skill.

Heroes in Combat
Heroes have their own military skill and take damage lose hitpoints whenever they fail a roll against the opposition, until reduced to 0, at which point they die. Heroes are also incredibly durable and powerful units that gain special abilities as they level up, being capable of clearing out dungeons and ruins, or even effectively facing off against small armies by themselves where standard soldiers would've clearly lost. One should never underestimate a hero unit, especially at higher levels.

Weaponry & Equipment
Spoiler :
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Weaponry
Weapons are ranked by military strength from left (weakest) to right (strongest). If unarmed, a citizen or soldier is assumed to use makeshift weapons such as pitchforks, sickles, clubs, knives or rocks.

Crafting magical weapons can only be done by having a Forge and Magus laboratory in the same settlement. They are the strongest craftable weapons available, and also have a bonus when used against magical creatures such as the undead, ethereals, demons, angels, etc.

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Weapon Grade & Cost
Unarmed: Free
Crude Weapon: 1 metals - Requires: Forge lvl1
Civilian Weapon: 2 metals - Requires: Forge lvl2
Military Weapon: 5 metals - Requires: Forge lvl3
Mastercraft Weapon: 10 metals - Requires: Forge lvl4
Magical Weapon: 20 metals, 5 mana - Requires: Forge lvl4, Magus Laboratory

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Equipment
Winter Clothing: Protect your citizens and military against cold weather. Costs 5 currency - Requires: Forge lvl1
Heavy Armour: Makes your soldier more durable in combat by granting him 1 hitpoint. Costs 20 currency, 40 metals - Requires: Forge lvl3

Trade
Trade Caravan Land-based collection of carts used for trade between nations. Trade caravans are incapable of going beyond 40km unless there is a settlement within range for them to rest up before moving onward. Costs 100 wood, 15 metals

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Magical Equipment - Requires: Forge lvl4, Magus Laboratory, Mana Refinery
Mana Cell: Stabilized Mana placed in a secure copper battery. Used for keeping Skyships and certain machines going. - Costs 5 currency, 10 metals, 5 mana
Mana Grenades: Weaponized Mana Fuel Cells wielded by soldiers that can be thrown. Deals devastating damage upon enemy soldiers and can be used to damage or even bring down fortifications. - Costs 25 currency, 3 mana cells
Exo-Shell: Named after a famed human inventor, the Decamperius Exo-Shell is an eight feet tall suit of heavy plate armour, enhanced and made mobile with magic. Makes the wielder a nigh-indestructible super soldier, but slow and inflexible - Costs 50 currency, 120 metals, 20 mana. Spends 1 mana cell per action (including defense)


Siege Warfare & Weaponry
Spoiler :
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Siege Weaponry
Siege weapons attack before general combat begins to weaken an army or fortifications. If the attacker loses the battle, siege weapons are generally abandoned by the army either by the soldiers fleeing or being dead, though high military skill may result in the losing side sabotaging said siege weapons.

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

Siege Machines
Heavy Crossbow: HCs are heavy handheld weapons, being constructed at forges instead of siege works. They only target personnel and creatures directly. They have a shorter range than other siege weapons - Costs 10 wood, 10 metals - Requires: Forge lvl3
Scorpio: The Scorpio attacks soldiers directly, with minimal effect on other siege weapons, structures or ships. Costs 35 wood, 40 metals - Requires: Siege Works lvl1
Ballistae: The Ballistae generally target other siege weapons, but also have a moderate effect on structures, soldiers, and ships. Costs 60 wood, 55 metals - Requires: Siege Works lvl3
Catapults: Catapults are heavy siege weapons that target and deal massive damage upon structures and ships, and are minimally effective against soldiers and other siege equipment. Costs 130 wood, 90 metals - Requires: Siege Works lvl4

Magical Siege Machines
Magorail Lance: Heavy handheld lance-shaped weapon that fires a short-ranged beam of concentrated magical energy, dealing immense damage to both ships, structures and soldiers - Costs 120 metals, 20 mana. Spends 1 mana cell per action (including defense) - Requires: Forge lvl4, Siege Works lvl4, Mana Refinery


Naval Combat, Seafaring & Skyships
Spoiler :
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Ships and Battling at Sea
Small boats used for crossing rivers, lakes, and short distances can be built for 20 wood, and can transport 10 passengers. They do not require a shipyard to be built.

Larger ships can be constructed with a Shipyard, and require 25 population per vessel. Combat with these ships will generally involve missile fire and boarding to capture ships, along with occasional sinking due to ramming. If equipped with ballistae or catapults, ships will be much more proficient at sinking other shops, while scorpio will take out the crew quicker.

Ships have a certain number of hardpoints that can be used to equip siege weapons. Scorpios take 1 hardpoint, ballistaes take 5 hardpoints, and catapults take 10 hardpoints.

Ships
Cargo Ship: Large merchantmen, capable of carrying up to 100 sailors/marines, as well as a cargo hold to move resources and up to 100 people (comfortably, you can stuff more in though you risk them dying during the voyage). Too slow and ill-armoured for effective combat, these ships are best used for moving population or resources, or as transports for an amphibious attack, and should be escorted by better equipped vessels. Has 5 hardpoints. Costs 200 wood, 25 metal, 25 population - Requires: Shipyard lvl1
Patrol Ship: quick, medium armoured combat ships that carry up to 100 sailors/marines. These ships are the core military ships, and are perfect for use as escorts, raiding and capturing cargo ships, or making up the bulk of an armada. Has 10 hardpoints. Costs 400 wood, 50 metal, 25 population - Requires: Shipyard lvl2
Warship: Large and heavily armoured combat ships that carry up to 200 sailors/marines. These expensive ships are the backbone of an armada. Has 20 hardpoints. Costs 600 wood, 100 metal, 25 population - Requires: Shipyard lvl4, Forge lvl2

Skyships
Skyships are magically enhanced vessels capable of taking to the skies, acting as anything between cargo ships, scouts and deadly weapons of war. Few nations possess the capabilities of wielding Skyships however, as they are expensive and costly to maintain. There are two kinds of Skyships:

Skyship: Large, floating ships that is capable of carrying up to 100 sailors/marines, as well as a cargo hold to move resources and up to 100 people. It is lightly armoured, but extremely agile and capable of performing advanced maneuvers in the air. May crash due to storms or lack of fuel. Has 10 hardpoints. Costs 850 wood, 200 metal, 20 mana, 25 population. Spends 2 mana cells per action (including defense) - Requires: Forge lvl4, Shipyard lvl3, Mana Refinery
Ironclad: Heavily armoured flying warships capable of carrying up to 200 sailors/marines. It is less agile than its smaller brother, but can dish out unprecedented amounts of firepower that can rival mythical beasts. May crash due to storms or lack of fuel. Has 35 hardpoints. Costs 1000 wood, 600 metal, 45 mana, 25 population. Spends 3 mana cells per action (including defense) - Requires: Forge lvl4, Shipyard lvl4, Mana Refinery

Events & Quests
Spoiler :
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Events and Challenges
Events are simply the challenges that I'll be throwing at you to deal with throughout the game. They can be comprised of single faction related events such as national matters, wildlife or other local issues, or personal events dealing with leaders or heroes. They can also occasionally take the form of events that affect a region of the world, or game-wide events. The handling of events is entirely up to you, though generally the more creative you are with your solutions, the more successful (or at least interesting) your outcomes will be. Dungeons and Monsters will often come with a Heroic, Paragon, or Epic tier ranking to help you gauge how difficult they will be to deal with.

Quests
Some events may lead into Quests, essentially a string of events lasting multiple seasons or until some condition is met. Completing a quest will usually result in some material rewards and hero xp, along with national experience.

Stability, Faith, National Experience, Prestige & Immigration
Spoiler :
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Stability and Immigration
Stability is how content your citizens are with their ruler. It is immediately raised and lowered through various things, such as handling of events, leader or national traits, the outcome of battles and building new settlements. The stability rate is the chance that stability will change or decrease in a given season, and is affect by the number of civilians, unemployed civilians, and certain structures.

Stability above 5 will increase immigration, while stability below 5 will decrease immigration. Having stability below 5 also comes with the chance of violent riots. Each point below 5 increase the chance by 20%, as well as the severity of the riots. For example, a stability of 4 means you have a 20% of riots, and will most likely cause some loss of life and resources, while a stability 0 means there is 100% of riots, and will be on the scale of a full on revolution, causing massive loss of life and property.

Faith
Faith is of crucial importance as it goes hand-in-hand with stability, ensuring that your subjects are at peace and pious. Faith rating is, like stability, set at a maximum of 10. if rated below 5, some of your planetary populace may begin to stray from your faith and turn towards other religions or otherworldly worship of daemons. The latter will continue to grow (as will the first, but it will only affect your stability) until the formation of organized cults occurs. These cults are extremely dangerous to your settlements, as they will either try to commit a coup, practice vile sorcery, or even summon their daemonic masters to your doorstep - which will essentially mean the effective and brutal end of your reign. Faith, like stability, can be raised with certain buildings, traits and events.

Nation XP and Prestige
National experience is gained through completing quests, constructing buildings, exceptional military encounters, and the handling of some events. Once enough national experience is gained, the nation will gain a prestige level. Each prestige level also increases immigration. At level 2 and 4, a new hero may appear. The xp needed to level a nation is 5/15/35/60/90.
 
Settlements
Spoiler :
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As there are no official borders on the map, constructing new settlements will be necessary to create safe-zones as you explore and expand further across the world. Settlements that are reasonably close together (<40km) are assumed to have roads connecting them, though these roads are not safe in and of themselves. The closer cities are together, the less at risk are their trade routes. Having food be interrupted between a lowland farming town and a mountainous mining camp can be disastrous. Roads that are not automatically built when a settlement is founded (up to 40km from another city of the same faction), cost 5 stone for each km. If a new settlement is founded over 40km from the nearest same-faction settlement, every km over 40 will need to be paid for.

For a settlement to produce resources, the associated production building must be constructed. A village may only be upgraded once per year.

lvl1 - Village: Costs 1500 wood, 750 stone, 150 metals, 100 population. Increases tax income rate by 5%, reduces stability by 1 upon construction. The main population centres of a colony. Upgrades into:
lvl2 - Town: Costs 1650 wood, 900 stone, 225 metals, 150 population. Increases tax income rate by 5%, reduces stability by 1 upon construction.
lvl3 - City: Costs 1850 wood, 1000 stone, 300 metals, 200 population. Increases tax income rate by 5%, reduces stability by 1 upon construction.
lvl4 - Metropolis: Costs 2000 wood, 1150 stone, 420 metals, 300 population. Increases tax income rate by 10%, reduces stability by 1 upon construction.

Lvl1 - Fort: 750 stone, 300 wood, 100 metals, 50 population. Increases stability by 2 upon construction. Provides double defensive bonus from fortifications, but halves all production by 50%. Reduces garrison military maintenance by 50%. Equipped with one pre-built fortification.
Lvl2 - Castle: 900 stone, 550 wood, 200 metals, 100 population. Increases stability by 2.5 upon construction. Provides double defensive bonus from fortifications, but halves all production by 75%. Reduces garrison military maintenance by 75%. Equipped with pre-built fortifications and structures.
Lvl3 - Citadel: 1150 stone, 675 wood, 350 metals, 200 population. Increases stability by 2.75 upon construction. Provides triple defensive bonus from fortifications, but halves all production by 100%. Reduces garrison military maintenance by 90% and national military maintenance upkeep by 2%. Equipped with pre-built fortifications and structures.

Camp: 500 wood, 25 population. Cheap to build, but no buildings can be made except barracks and fortifications. Generally used as a cheaper alternative to forts or as staging grounds for large armies to hunker down.

Mining Site: 500 wood, 200 stone, 100 metals, 25 population. A mining community, dedicated towards harvesting the earth. Must be placed within <10km of a village. All resource production of stone and metals in this settlement is increased by 25%, but it can't produce food or hold certain structures.

Structures
Spoiler :
Fortifications: 350 stone. Increases the military skill of defender by level of fortification, and slightly increases the chance of gaining stability by 2.5% per level of fortification. May be built 10 times in any settlement.

Farm Enhancement: 250 wood, 50 metals, 25 population. Produces food. Can be built 4 times, but adds less of a bonus each time, in any settlement except Mining Sites and Camps.

Fishing Docks: 100 wood, 25 population. Provides small amount of food from water sources. Can be built 4 times, but adds less of a bonus each time, settlement must be by coast/lake/large river. Can be built in towns or forts.

Lumberyard: 200 wood, 100 metals, 25 population. Increases wood production. Can be built 4 times, but adds less of a bonus each time, in any settlement except Camp.

Quarry: 200 wood, 100 metals, 25 population. Produces stone. Can be built 4 times, but adds less of a bonus each time, in any settlement except Camp. If built in a settlement directly next to mountainous terrain, it will produce more stone.

Mine: 200 wood, 100 metals, 25 population. Produces metals. Can be built 4 times, but adds less of a bonus each time, in any settlement except Camp. If built in a settlement directly next to mountainous terrain, it will produce more metals.

Mana Refinery: 100 wood, 300 stone, 100 metals, 25 population. Can be built in towns, forts or mining sites. With a mine and a source of mana present in a settlement, the refinery will grant mana production. Can be built 1 time per settlement with a mana source. (when placing new settlement, you will be notified if it has a nearby mana source)

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

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

Magus Laboratory: 200 wood, 200 stone, 100 metals, 10 mana, 25 population. Produces a small amount of mana each season. Can be built in towns or forts, and may be upgraded 4 times.
- Allows for the training of 25 Battle Maguses (see military units).
- Can make magical equipment, siege machinery and skyships (see equipment, siege weaponry and seafaring).

Jail: 300 stone, 200 metals, 25 population. Adds 20% chance of increasing stability a turn. Allows for the training of 50 saboteurs (see military units). Can be built in towns or forts.

Slave House: 200 wood, 100 stone, 50 metals, 25 population. A place for slaves to live, sleep and otherwise remain contained. Can hold 100 slaves and can be built without limits in towns, mining sites or forts.

Temple: 500 stone, 25 population. Increases natural growth by +.25%, increases faith by 0.5 and increases chance of increased faith each turn, per temple. Allows for the training of 50 paladins (see military units) Can be built 1 time in towns or forts.

Hospital: 400 wood, 100 stone, 25 metals, 25 population. Increases natural growth by +.5%. Allows for the training of 50 field surgeons (see military units) Can be built 1 time in towns or forts.

Calvary Stables: 300 wood, 100 stone. Allows for the training of 50 cavalry (see military units). Can be built without limits in any settlement except Camp.

Siege Works: 300 wood, 100 stone, 100 metals, 25 population. Can be built once in towns or forts, and may be upgraded 4 times.
- Allows for the construction of siege engines (see siege weaponry).

Forge: 200 wood, 100 stone, 100 metals, 25 population. Can be built once in either towns or forts, and may be upgraded 4 times. Allows for the construction of weaponry and aids in the construction of siege equipment and other machines.

Shipyard: 300 wood, 100 stone, 100 metals, 25 population. Can be built once in towns or forts by coasts/lakes/large rivers except Mining Site and Camp, and may be upgraded 4 times. Allow for the construction of ships.

Skyship Hangar: 500 wood, 100 stone, 300 metals, 25 population. Can be built once in any settlement except Mining Site and Camp. Allows for the construction of Skyships.

Market: 500 wood, 100 stone, 50 population. Increases tax rate by 2.5%, and slightly increases currency gained from trade agreements between nations. Can be built 1 time in towns and forts.

Tavern: 100 wood, 50 stone, 25 population. Increases tax by +.5%, adds 5% chance to increase stability each turn. Keeps population drunk and distracted. Can be built 1 time in any settlement except camps.

Arena: 200 wood, 100 stone, 50 metals, 25 population. Increases tax by +1%, adds 10% chance to increase stability each turn. Can be built 1 time in towns and forts.

Customs House: 500 stone, 50 metals, 25 population. Allows for the changing of immigration policy. Can be built 1 time in the capital. 4 options:
- Closed Borders - no immigration, +100% chance of increasing stability a turn.
- Limited Borders - halved immigration, +50% chance of increasing stability a turn.
- Regular Borders - normal rate of immigration
- Loosened Borders - 50% increased immigration, -50% chance of increasing stability a turn
- Open Borders - double immigration, chance of gaining minority races, -100% chance of increasing stability a turn

Tax Office: 500 stone, 50 metals, 25 population. Allows for the changing of tax policy. Can be built 1 time in the capital. 4 options:
- Tax Break - no taxation, +100% chance of increasing stability a turn.
- Tax Reduction - halved taxation, +50% chance of increasing stability a turn.
- Regular taxation - normal taxation
- Increased taxation - 50% increased taxation,-50% chance of increasing stability a turn
- Heavy taxation - doubled taxation, chance of riots, -100% chance of increasing stability a turn.

Player Stats
Tolni [Secaucus]
Spoiler :
Nation: Secaucus
Tradition: Magocracy
Race: Elf
Religion: The Black Snake
Leader: Alyndra Ail
Leader Trait: Blessed
Prestige Rank: 0
Prestige Exp: 4
Military Skill: 2
Military Exp: 4
Stability: 5 ()
Faith: 5.4 (+0.1)
Total Population: 597 (27)
Civilians: 557
Slaves: 0
Unemployed: 367
Military: 40
Military: (capacity 15/100)
- 25 Battle Maguses (Unarmed) (free)
- 15 Soldiers (15 Civilian weapons)
-
-
Weapons:
- 200 Civilian Weapons (135 in storage)
- 100 Crude Weapons (150 in storage)
- 6 Military Weapons (6 in storage)
Navy:
-
-
-
-
Trade Routes:
Currency: 436 (+298)
Food: 1,438 (+153)
Wood: 1,025 (+200)
Stone: 675 (+100)
Metals: 325 (+100)
Mana: 56 (+6)
Heroes
- Kaylessa Ail, Mago level 1 XP 6\10 (1HP) (Unarmed)
Settlements
- Selilona (Capital - Temperate): lvl1 Lumbermill, lvl1 Farm, lvl1 Quarry, lvl1 Mine, lvl1 Forge, Barracks(1), Magus Laboratory, Archive (locked) ; +298 Currency, +750 Food, +200 Wood, +100 Stone, +100 Metals, +5(+1) Mana

Decamper [The Receivers]
Spoiler :
Nation: The Receivers
Tradition: Industrious
Race: Human
Religion: The Gift
Leader: High-Priestess Vales
Leader Trait: Pious Heart
Prestige Rank: 1
Prestige Exp: 5
Military Skill: 3
Military Exp: 2
Stability: 4.6 ()
Faith: 5.1 (+0.1)
Total Population: 552 (38)
Civilians: 552
Slaves: 0
Unemployed: 400
Military: 0
Military: (capacity 0/0)
-
-
-
-
Weapons:
- 164 Civilian Weapons (163 in storage)
- 120 Crude Weapons (120 in storage)
- 1 Magorail Lance (1 in storage)
Navy:
-
-
-
-
Trade Routes: Glitterstone Republic (+40 currency)
Currency: 289 (+276)
Food: 1,767 (+198)
Wood: 326 (+250)
Stone: 306 (+181)
Metals: 531 (+181)
Mana: 0 (+0)
Heroes
- Father Gracious, Cleric level 1 XP 6\10 (2HP) (Magorail Lance)(0 mana cells)
Settlements
- Bounty (Capital - Subtropical): lvl1 Lumbermill, lvl1 Farm, Archive (locked) ; +226 Currency, +750 Food, +250 Wood, +31 Stone, +31 Metals, +0 Mana
Blessed Rock (lvl1 Village - Mountain): lvl1 Quarry, lvl1 Mine ; +50 Currency, +0 Food, +0 Wood, +150 Stone, +150 Metals, +0 Mana

Christos200 [The Sarantinoi]
Spoiler :
Nation: Sarantinoi
Tradition: Mercantile
Race: Human
Religion: Anamandric Religions
Leader: Alexandros Kapodistrias
Leader Trait: Bureaucrat
Prestige Rank: 1
Prestige Exp: 6
Military Skill: 2
Military Exp: 2
Stability: 6 ()
Faith: 5.1 (+0.1)
Total Population: 575 (46)
Civilians: 575
Slaves: 0
Unemployed: 500
Military: 0
Military: (capacity 0)
-
-
-
-
Weapons:
- 200 Civilian Weapons (200 in storage)
- 100 Crude Weapons (100 in storage)
- 2 Magical Weapons (2 in storage)
Navy: 2
- "Sea Lion" Cargo Ship
- "Sea Dragon" Cargo Ship
-
-
Trade Routes:
Currency: 275 (+434)
Food: 1,450 (+325)
Wood: 1,475 (+200)
Stone: 825 (+25)
Metals: 725 (+25)
Mana: 0 (+0)
Heroes
- Andreas Papanikolaou, Mago level 1 XP 6\10 (1HP) (Unarmed)
Settlements
- Messene (Capital): lvl1 Lumbermill, lvl2 Farm, Tavern, Archive (locked) ; +434 Currency, +900 Food, +200 Wood, +25 Stone, +25 Metals, +0 Mana

Ailedhoo [The Necrocracy of Denuo]
Spoiler :
Nation: Necrocracy of Denuo
Tradition: Magocracy
Race: Human
Religion: Baase
Leader: Gabriela Renatus
Leader Trait: Industrialist
Prestige Rank: 1
Prestige Exp: 7
Military Skill: 2
Military Exp: 1
Stability: 5 ()
Faith: 5.1 (+0.6)
Total Population: 615 (30)
Civilians: 455
Slaves: 150
Unemployed: 350
Military: 0
Military: (capacity 0/0)
- 25 Battle Maguses (25 Civilian weapons)
-
-
-
Weapons:
- 200 Civilian Weapons (174 in storage)
- 115 Crude Weapons (115 in storage)
Navy:
-
-
-
-
Trade Routes:
Currency: 250 (+307)
Food: 1,150 (+285)
Wood: 300 (+570)
Stone: 300 (+190)
Metals: 0 (+190)
Mana: 55 (+5)
Heroes
- Xandra Faust, Mago (Necromago) level 1 XP 2\10 (1HP) (Civilian weapon)
Settlements
- Denuo (Capital): lvl3 Lumbermill, lvl1 Farm, lvl2 Mine, lvl2 Quarry, lvl3 Fishing Dock, Temple, Magus Laboratory, Archive (locked) ; +307 Currency, +900 Food, +570 Wood, +190 Stone, +190 Metals, +5 Mana

Shirogane [The Shadowmist Empire]
Spoiler :
Nation: Shadowmist Empire
Tradition: Militaristic
Race: Elf
Religion: Religion of Twilight
Leader: The Phoenix Queen Shirogane
Leader Trait: Pious Heart
Prestige Rank: 0
Prestige Exp: 4
Military Skill: 5
Military Exp: 3
Stability: 4.8 ()
Faith: 5.1 (+0.6)
Total Population: 728 (34)
Civilians: 612
Slaves: 0
Unemployed: 150
Military: 116
Military: (capacity 25/100)
- 91 Soldiers (45 Military weapons, 5 Heavy crossbows) (free)
- 25 Paladins
-
-
Weapons:
- 200 Civilian Weapons (200 in storage)
- 123 Crude Weapons (100 in storage)
- 81 Military Weapons (44 in storage)
- 10 Heavy crossbows (5 in storage)
Navy:
-
-
-
-
Trade Routes:
Currency: 250 (+306)
Food: 1,283 (+172)
Wood: 425 (+570)
Stone: 275 (+190)
Metals: 25 (+190)
Mana: 5 (+0)
Heroes
- Archon Araya, Mago level 1 XP 6\10 (1HP) (Military weapon)
Settlements
- Nelin Thalas (Capital): lvl3 Lumbermill, lvl1 Farm, lvl2 Quarry, lvl2 Mine, Temple, Tavern, lvl3 Fishing Docks, Barracks(1), Archive (locked) ; +306 Currency, +900 Food, +570 Wood, +190 Stone, +190 Metals, +0 Mana

Angst [Rathmark]
Spoiler :
Nation: Rathmark
Tradition: Magocracy
Race: Human
Religion: Trolldom
Leader: Vilnar
Leader Trait: Blessed
Prestige Rank: 0
Prestige Exp: 4
Military Skill: 2
Military Exp: 0
Stability: 5 ()
Faith: 5.1 (+0.1)
Total Population: 637 (31)
Civilians: 615
Slaves: 0
Unemployed: 275
Military: 0
Military: (capacity 0/0)
- 22 Battle Maguses (Unarmed) (free)
-
-
-
Weapons:
- 200 Civilian Weapons (200 in storage)
- 100 Crude Weapons (100 in storage)
Navy:
-
-
-
-
Trade Routes:
Currency: 100 (+318)
Food: 1,125 (+313)
Wood: 1,025 (+570)
Stone: 800 (+25)
Metals: 225 (+340)
Mana: 45 (+5)
Heroes
- Kran, Barbarian level 1 XP 2\10 (2HP) (Unarmed)
Settlements
- Æddun (Capital): lvl3 Lumbermill, lvl1 Farm, lvl4 Mine, lvl4 Fishing Dock Magus Laboratory, Archive (locked) ; +318 Currency, +950 Food, +570 Wood, +25 Stone, +340 Metals, +5 Mana

Golden1Knight [The Edhenyan States]
Spoiler :
Nation: The Edhenyan States
Tradition: Theocratic
Race: Elf
Religion: The Faith of Alathari, 'The Faith'
Leader: Menethar Celari
Leader Trait: Pious Heart
Prestige Rank: 1
Prestige Exp: 5
Military Skill: 3
Military Exp: 0
Stability: 5 ()
Faith: 5.75 (+0.75)
Total Population: 637 (31)
Civilians: 612
Slaves: 0
Unemployed: 275
Military: 0
Military: (capacity 0/0)
- 25 Templars (25 Civilian Weapons) (free)
-
-
-
Weapons:
- 200 Civilian Weapons (175 in storage)
- 100 Crude Weapons (100 in storage)
Navy: (1)
- x1 Small Boat
-
-
-
Trade Routes:
Currency: 318 (+318)
Food: 1,125 (+288)
Wood: 530 (+570)
Stone: 825 (+100)
Metals: 75 (+270)
Mana: 0 (+0)
Heroes
- Aldarion, the Sword of God, Fighter level 1 XP 0\10 (3HP) (Unarmed)
Settlements
- Elys Aedaer (Capital): lvl3 Lumbermill, lvl1 Farm, lvl1 Quarry, lvl3 Mine, lvl4 Fishing Dock, Temple, Archive (locked) ; +318 Currency, +900 Food, +570 Wood, +100 Stone, +270 Metals, +0 Mana

Immaculate [The Vanir]
Spoiler :
Nation: The Vanir
Tradition: Industrious
Race: Half-Elf (Vanir)
Religion: The Pantheon of Æsir
Leader: Hangadrott queen Sigrdriva
Leader Trait: Industrious
Prestige Rank: 0
Prestige Exp: 2
Military Skill: 3
Military Exp: 0
Stability: 6 ()
Faith: 5.1 (+0.1)
Total Population: 612 (42)
Civilians: 612
Slaves: 0
Unemployed: 550
Military: 100
Military: (capacity 100/100)
- 100 Soldiers (Civilian weapons)
-
-
-
Weapons:
- 200 Civilian Weapons (99 in storage)
- 100 Crude Weapons (100 in storage)
Navy:
-
-
-
-
Trade Routes:
Currency: 303 (+206)
Food: 1,413 (+138)
Wood: 600 (+1096)
Stone: 206 (+31)
Metals: 81 (+337)
Mana: 0 (+0)
Heroes
- Princess Sölvis, Rogue level 1 XP 4\10 (1HP) (Civilian weapon)
Settlements
- Vanaheimr (Capital): lvl4 Lumberyard, lvl3 Mine, lvl1 Farm, The Oak of Whispers, Archive (locked) ; +281 Currency, +750 Food, +971 Wood, +31 Stone, +337 Metals, +0 Mana
- Fästning Vitblek Vildsvin "Fort Pale-White Boar" (lvl1 Fort - Taiga): lvl1 Fortification, lvl1 Lumberyard, Barracks ; +25 Currency, +0 Food, +125 Wood, +15 Stone, +15 Metals, +0 Mana

SouthernKing [Outer Haven]
Spoiler :
Nation: Outer Haven
Tradition: Magocracy
Race: Half-Elf
Religion: The House of Aether
Leader: Jia Fei
Leader Trait: Blessed
Prestige Rank: 0
Prestige Exp: 0
Military Skill: 2
Military Exp: 0
Stability: 6 ()
Faith: 5.1 (+0.1)
Total Population: 612 (42)
Civilians: 612
Slaves: 0
Unemployed: 375
Military: 0
Military: (capacity 0/0)
- 25 Battle Maguses (Unarmed) (free)
-
-
-
Weapons:
- 200 Civilian Weapons (200 in storage)
- 100 Crude Weapons (100 in storage)
Navy:
-
-
-
-
Trade Routes:
Currency: 250 (+306)
Food: 1,125 (+338)
Wood: 805 (+200)
Stone: 775 (+190)
Metals: 325 (+100)
Mana: 55 (+5)
Heroes
- Ashe Jat, Cleric level 1 XP 0\10 (2HP) (Unarmed)
Settlements
- Haven (Capital): lvl1 Lumbermill, lvl2 Farm, lvl2 Quarry, lvl1 Mine, lvl1 Fortification, lvl1 Fishing Dock, Tavern Magus Laboratory, Archive (locked) ; +150 Currency, +950 Food, +200 Wood, +190 Stone, +100 Metals, +5 Mana

Massive Attack [Grenzland]
Spoiler :
Nation: Grenzland
Tradition: Industrious
Race: Dwarf
Religion: The Gods of Iron and Silver
Leader: Vinhor Goldonjon
Leader Trait: Industrialist
Prestige Rank: 0
Prestige Exp: 0
Military Skill: 3
Military Exp: 0
Stability: 5 ()
Faith: 5 (+0.1)
Total Population: 600 (30)
Civilians: 600
Slaves: 0
Unemployed: 600
Military: 0
Military: (capacity 0/0)
-
-
-
-
Weapons:
- 200 Civilian Weapons (200 in storage)
- 100 Crude Weapons (100 in storage)
Navy:
-
-
-
-
Trade Routes:
Currency: 250 (+300)
Food: 1,800 (+150)
Wood: 2,000 (+250)
Stone: 1,000 (+150)
Metals: 700 (+150)
Mana: 0 (+0)
Heroes
- Khint Silvercorbrel, Bard level 1 XP 0\10 (2HP) (Unarmed)
Settlements
- Rastorhage (Capital): lvl1 Lumbermill, lvl1 Farm, lvl1 Quarry, lvl1 Mine, Archive (locked) ; +300 Currency, +750 Food, +250 Wood, +150 Stone, +150 Metals, +0 Mana

TheThorn [The Black Shore Tribe]
Spoiler :
Nation: The Black Shore Tribe
Tradition: Barbaric
Race: Half-Orc
Religion: The One-Eyed God
Leader: Bardaz Blackskull
Leader Trait: Warlord
Prestige Rank: 0
Prestige Exp: 0
Military Skill: 4.5
Military Exp: 0
Stability: 5 ()
Faith: 5 (+0.1)
Total Population: 700 (30)
Civilians: 600
Slaves: 100
Unemployed: 700
Military: 0
Military: (capacity 0/0)
-
-
-
-
Weapons:
- 200 Civilian Weapons (200 in storage)
- 100 Crude Weapons (100 in storage)
Navy:
-
-
-
-
Trade Routes:
Currency: 250 (+350)
Food: 1,800 (+150)
Wood: 2,000 (+200)
Stone: 1,000 (+100)
Metals: 700 (+100)
Mana: 0 (+0)
Heroes
- Wulgar the Shaman, Cleric level 1 XP 0\10 (2HP) (Unarmed)
Settlements
- Granite Shoals (Capital): lvl1 Lumbermill, lvl1 Farm, lvl1 Quarry, lvl1 Mine, Slave House Archive (locked) ; +350 Currency, +750 Food, +200 Wood, +100 Stone, +100 Metals, +0 Mana
 
Flag:
ZV9ZJlS.png

Tradition: Magocracy
Nation Name: Secaucus
Capital Name: Selilona
Race: Elf
Values:
  1. Haughty: The Elven mages of Secaucus aren't the most open. They hold that their mages are the best and that they will dominate this isle.
  2. Experimental: Mages loove tempering with the things Hyllärians left. Beyond that, they also like exploding things with unique and fairly scary combinations of elemental magic.
  3. Creative: They also have a knack for inventing spells or mana-driven things that you wouldn't expect.
Religion:The Black Snake
It is their belief that the Lord of Light once ruled the world. But he betrayed his "bright" name, and he became evil. He had as well locked down the magic from the realm of mortals. But it was then, when the Black Snake, freed the magic and men from his most terrifying reign, and magic ruled once more...well, for the ones that had the privilege to use it, anyway.
Hero: Kaylessa Ail, Magus
Spoiler :
elven_character_art_by_stevegoad-d2xdzjx.jpg

Leader Name: Alyndra Ail
Spoiler :
[IMG=this is how leader looks. ey?]http://orig04.deviantart.net/e091/f/2009/306/6/b/elf_mage_by_conceptartorg.jpg[/IMG]

Leader Trait: Blessed
Leader Background: The Magocracy of Secaucus are, technically heretics. They were mages, therefore, they were separated from the Lord of Light's most Illuminated, and they were exiled. But the belief in the Black Snake, the one that gave them the might of mana, was always there.

Turbulent days were the ones after after landing upon this barren isle. Leadership changed quickly. It wasn't until Alyndra Ail, one of the high priestess, and a spell-caster, took power. She and her daughter, Kaylessa Ail, have been able to hold into the power for now and establish peace.
Starting Location:
5V1KpT2.png
 
Flag:
62VhqCG.jpg

Tradition: Industrious
Nation Name: The Receivers
Capital Name: Bounty
Spoiler :
naxos_by_jbrown67-d7oxktx.jpg
Race: Human
Values:
Pious – Devotion to The Giver and his priests and priestesses is fanatic.
Industriousness – Every gift from The Giver is to be used to its fullest extent.
Assimilation – Everything, and everyone, in existence is a Gift from The Giver to his people.
Religion: The Gift
Starting Hero: Father Gracious, Cleric
Spoiler :
reed___cleric_of_pharasma_by_ruloc-d3e0xqd.jpg
Leader Name: High Priestess Vales
Leader Trait: Pious Heart
Leader Background: (WiP) Vales' first memory was a vision. The Giver showed her all that He had laid out for His people, and Vale would lead them to receive all of his Gifts.
Spoiler :
cleric_by_shade_of_nekura.jpg
Starting Location:
Spoiler :
7903YQO.png
 
Sarantinoi

xwZgD0Q.jpg

Tradition: Mercantile
Capital Name: Messene
Race: Human
Values:

  1. Peaceful
  2. Compassionate
  3. Sailors

Religion: Anamandric Religions

The people of Sarantinoi believe in Anamandros, the one and only Great God living in the Sea. Their religion is monotheistic and is not strict, but rather only focuses on good behavior, respect for elders and charity.

Starting Hero: Andreas Papanikolaou (Mago)
Leader Name: Alexandros Kapodistrias
Leader Trait: Bureaucrat
Leader Background: A charismatic orator and son of the richest nobleman of the nation, he managed to persuade the Nobles of Sarantinoi to make him General Governor, that is dictator of the nation. They were forced to do so, as Alexandros had inherited untold riches from his father and could buy off both the troops and gain the loyalty of the people, who were not satisfied with the Nobles' rule.

Starting Location:

Spoiler :
x4voJS7.png
 
Updated:

Forts: Defensible settlements that can now be upgraded further into Castles, and later into Citadels to allow players to make chokepoints, durable defensive positions and even beachheads when expanding.
Temples: Now actually provide faith. Sorry about that.
Nation Setups: Location placement has been clarified. A small dot of land (equal to those placed by Decamper and Christos) is considered acceptable.
NPCs: They exist. In the form of nations and organizations. They will be added once enough players have been brought in.

If you see anything that makes you quirk a brow, just shout it out so I can fix it quickly.

Edit:
I've been getting a lot of talk about the "hard rules" of the game. I realize that it might seem tedious to follow the narrow path of DA RUURS, but I assure you all that once the updates starts flying, you'll feel much more free to run your own devices and plots. The rules are basically there so I can get some statistics along with the adventure, and keep tabs on stuff like faith, population, settlements, armies etc.
 
907ZWM7.png


Claiming this island, which I'll name the Crown of the World - Vadars Krone.
 
UXXcGYs.png

Tradition: Necrocracy; differs from magocracy due its focus on necromancy and undeath.
Nation Name: Necrocracy of Denuo
Capital Name: Denuo
Race: Human (with undead populace)
Values: determination, patience, tolerance, vigilance
Religion: Baase, an ancient practice of necromancer that also is embraced as a philosophy and a religion. It heed no worship (gods are subject to death and the Reaper, the only true supreme divine, cares not for worshippers), instead focusing on practices of meditation, communion and seeking knowledge of undeath.
Starting Hero: Xandra Faust(necromancer)
Leader Name: Gabriela Renatus
Leader Trait: Industrialist
Leader Background: apprentice to the former sovereign of the necrocracy, the lich Xenon Viduus, Gabriela Ranatus was appointed Iason of the Necrocracy by the Black Council after her teacher's disappearance. Determined, scholarly and stoic Gabriela seeks to ensure her predecessor's vision of a communion of undeath, the gift which breaks destiny itself, will emerge.

Starting Location:
zt1h0GK.png
 
Ailed, have you read the abhorsen trilogy? I think you'd really like it.

The first book is called Sabriel.
 
The_Zodian_Empire.jpg

Tradition: Militaristic
Nation Name: Shadowmist Empire
Capital Name: Nelin Thalas
Race: Twilight Elves
Values:
1. Power
2. Secrets
3. Unpredictable
Religion: Children of Twilight
Starting Hero: Archon Araya (sorceress)
Spoiler :
Archon_Araya.jpg

Leader Name: The Phoenix Queen Shirogane
Spoiler :
Phoenix_Queen_Shirogane.jpg

Leader Trait: Pious Heart
Leader Background:The Hyllärians granted Shirogane the power of the mythical phoenix's rebirth ability followed by the knowledge and magical prowess to guide her people in this unknown world.

Starting Location:
Spoiler :
Twilightelfstart.png
 
The climate has been revealed! (credits to Angst)

Climate Map
Spoiler :
W0KcDCK.png


Update
Mines and Quarries: If placed directly next to mountainous terrain, they will produce more stone/metals. That doesn't mean they produce low amounts if not placed that way, just not as much.
Map location: Large blobs that cover islands is bad. I need to see where your capitals are, not what you imagine yourself to control :,)

Example of placement:
 
Update, again!
Timeline clarified: It has been 20 years since your (the players') archive opened. This means your settlement will be sizable, and start out with basic resource buildings to ensure a certain amount of economic stability at Turn 0.
Story bonuses: I gobble up player-made stories like fudge. Making stories between updates, or in response to updates will most certainly bring xp rewards or other goodies.

We've got a reasonable amount of players, and I am still waiting for a few more, but I am leaning towards forging out the first update by Monday.

Example Orders
This is just an example, you can do it whichever way you want, but I'd prefer something equal to this.

Construction:
- Construct fortifications in New Haven for 300 stone, 100 wood, 100 metal
- Construct Lumberyard in New Haven for 200 wood, 100 metal, 25 population
Movement:
- 100 soldiers (100 military weapons) from Camp Hood scout to the Northeast
- 100 soldiers (100 military weapons) and 200 men (100 civilian, 100 crude weapons) attack the Troll enclave to the east of New Haven
Heroes:
- Tell Barric to venture towards the mysterious ruins to the North and bring back whatever riches he finds there
- Have Tallia discreetly take care out our town's corrupt guard captain.
Other:
- Other stuff related to handling events, buying from overseas, or other miscellaneous things.
 
Some of this might be a little unclear. It's because I became tired, so the last 20 minutes work or so was a little rushed. I expect to edit the whole thing soonish, ask if you have a question.

***

Rathmark

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Tradition: Magocratic

Nation Name: The nation is called Rathmark, the island they live on Valdarskrone (literally World&#8217;s Crown). An alternative name of Rathmark could be Kaldmark, after the native inhabitants.
Any inhabitant of Rathmark is called a Rathing, the possessive form of Rathmark is Rathegian. Similarly, you could be named a Kalding, and something of Kaldmark is Kaldegian.

Capital Name: Æddun
Rathmark is organized mostly as a loose confederacy of a large number of tribes scattered across Valdarskrone. The only thread that truly draws the tribes together is the trolldom concept and the governing circle of magi that traverse the lands from Æddun&#8217;s council. The state is extremely individualistic, meaning that institutions are decentralized in a faux anarchist fashion, but this also means that the nation&#8217;s most powerful individuals - the trolldom magi - are near-worshipped and decide the proceedings of the provinces at their own whims. Basically the mages rule from the council in Æddun because people believe they should, according to the tenets of trolldom. Æddun&#8217;s court itself isruled by Vilnar, a very powerful trolldom mago that embrace both cold and fire magic.

Race: Human
Valdarskrone was actually originally dominated by Kaldegian tribes, physically resembling the Inuits of our world. They were the first to rise unto the island from the underground archives. The proto-Rathings arrived in ships some twenty years later, and were welcomed by the pacifist tribes, as they settled on the southern tip of Valdarskrone. The result is what could be articulated as a multicultural entity, but it would be more appropriate to say the two cultures melded together without much issue. Some examples are:

* The Kaldegian anarchist societies worked well in conjunction with the Rathegian rampant individualism
* The Rathegian ideal of magical potency fed into Kaldegian light magic and astrology
* The internal harmonic mysticism of the Kaldegian made a lot of sense for Rathegian ideas of personal physical and mental prowess
* Kaldegian totems inspired the foundation of Rathegian architecture
* Both cultures relied on fishing and hunting to survive in the cold climate and understood the balance that civilization had to maintain with nature

It should be mentioned that gender roles don&#8217;t exist on Valdarskrone within either culture; however, cultural roles are very much a thing. If anything would mess with the stability of Rathmark, it would be that certain things are expected from both the Kaldings and the Rathings.

Kaldings are introvert, patient, wise, interdependent, organized, harmonic, and when the two cultures met, the Kaalit were capable at &#8220;light magic&#8221;, drawing power from the sun and moon to procure fire spells. Internal connections with the arcane are usually meditative.

Rathings are extrovert, decisive, intelligent, independent, creative, capable, and when the two cultures met, the Rathings were capable at &#8220;soul magic&#8221;, drawing power from pure will to procure cold spells. Internal connections with the arcane are usually outreaching.

Still, even with the assumed roles, the two cultures are mostly equally represented in all layers of society, be it the household, fishing, craftsmanship, studying trolldom, governing or fighting.

All in all, when I say &#8220;Rathegian&#8221; or &#8220;Rathings&#8221; in the rest of this cultural submission, I mean both societies as they are really one thing at this point.

Values: Calendar feasting, magical prowess, elderdom
CALENDAR FEASTS are a big part of Rathegian life, and people of all ages participate in them. Summer solstice, winter solstice, and spring and fall equinoxes are all celebrated in splendor and happiness. Usually the individuals that have further mastered the art of trolldom showcase the new developments within magic. Of all these feasts, winter solstice is the most important, as when it comes, it means that the world has postponed the apocalypse.

MAGICAL PROWESS, or the mastery of trolldom, is central to Rathegian self-understanding. Due to the expectation for a coming apocalypse, individuals that are highly skilled with these things, that are peace with themselves, that master the molding of the world, these individuals are celebrated by all of the common populace. Simply, Rathings all believe that the point of civilization is to grant individuals enough powerful magic to withstand the coming of the end of the world. This is why it&#8217;s possible to structure such an unruly lot through the idea of powerful individuals.

ELDERDOM is included here because of the central role trollblood drinking has to the understanding of these individuals. Since trollblood&#8217;s magical attribute increases the lifespan of humans, most of the magicians don&#8217;t physically age past the equivalent of 25 years. Elderdom is a concept of age that is very important to the understanding of how a near-anarchist society is ruled by mages just because people believe that they should. Rather than aging, the magi that drink trollblood can spend their years perfecting their understanding of the universe and drawing on the ancient traditions that the Kaldings and Rathings both once had. (Probably, that is.) Respect for and adherence to mages is similar to Abrahamists&#8217; and Confucianists&#8217; respect for and adherence to the elder and the father. Simply by virtue of &#8220;being older&#8221;, that is, being good with magic, gifted magicians should be respected. This works by social contract as the people that don&#8217;t respect the elders are shunned by their immediates.

Religion: Trolldom
Trolldom is many things. To outsiders, trolldom is usually understood as the practiced faith of Valdarskrone&#8217;s inhabitants, which is not all wrong. But the practice of trolldom goes beyond a belief system about some otherworldly pantheon of gods. Trolldom and its practices are integral to the Rathings&#8217; view on how life and magic weaves into each other.

Rathings believe that everything has trapped magic within, and that tapping into this magic is the source of all lifeblood. When born, you have lifeblood transfered to you through your mother, and for the remainder of your life you must consume lifeblood from the meat and plants you eat. (This means, of course, that the food they eat should have lost as little blood as possible during preparations.)

As Valdarskrone and many of the world&#8217;s northern mountains are populated by arctic trolls, often this tapping into creatures&#8217; lifeblood means that Rathings literally drink the trolls&#8217; blood for power. The rejuvenating properties of troll blood extend the lifespan of the northerners way beyond normal human aging and gives them more affinity with the cold climate due to increased metabolism and warmth. Troll hunts are favorite pastimes of Rathing raiding bands, and they both raid the mountains on Valdarskrone as well as sailing past the southern coast mountains during the summer.

The world is understood as running in cycles. Each cycle is begun and ended by a cast of divine beings known as the Dead Gods. The Dead Gods are cowardly, however, and afraid of the power of mortal men. The last world cycle of the Hyllär was simply expended due to the individuals not being powerful enough, something that could have been prevented if the Hyllär knew trolldom. Whenever winter approaches, the Rathings brace themselves for the apocalypse, known to them as Vinterrak. If mages are powerful enough, the lifeforces within all things will cower and postpone the end of all. When Vinterrak eventually comes, everything will freeze, both water, ground and air, and the world&#8217;s mages, by the virtue of their trolldom, will fight the final battle against the Dead Gods, hopefully ending this vicious cycle and starting the Age of Man.

Starting Hero: Kran (Barbarian)
More details on this guy Sunday probably.

Leader Name: Vilnar
Leader Trait: Blessed
Leader Background: <optional, but preferred> I&#8217;ll probably add some here on Sunday.
Starting Location:
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Tradition: Theocratic
Nation Name: Edhenyan States
Capital Name: Elys Aedaer
Race: Elf
Values: Tradition. Devotion. Courage.
Religion: The Faith of the One True God, Alathari, (commonly known as 'The Faith').

The world of Lucrävia, with its sea, land and sky, was created by the One True God, Alathari, as every creature that inhabits it. The first people to live in Lucrävia, known as The First (also know as Hyllärians), emerged in a newborn and pure world, and they were given by God great strength and wisdom. By living under divine grace, they had great progress and success in their endeavors. Great cities were erected, sumptuous monuments of all kinds spread across the surface of the world, people lived comfortably and everything they could need was at their disposal. And, by having achieved so much, they became proud. They forgot Alathari, the provider of all their success, and neglected His temples. In their infinite hubris, they deemed themselves as masters of the universe. And in the end, this was the root of their own destruction.

Betrayed by his own creation, God was saddened and withdrew his grace from the Hyllärians, whose days started to get shorter and miserable. Famine, disease, war, one by one several evils befell the world. Abandoned, instead of realizing their own mistakes, the First were taken by a blind rage and put all the blame on Alathari, their creator, who watched all of this with disgust. And that's when the Hyllärians committed their worst mistake: already corrupted by hate and pride, they invoked a terrible creature from the deepest darkness of the world, through sacrifices and profane cults. Salkor, The Great Terror, was his name. Fruit of the first failed attempts at creation, he and the other demons were imprisoned by God before the arrival of other living beings, and in their prisons they remained until Hyllär magicians became aware of their existence. Manipulating the magicians, he vowed to defeat Alathari and bring 'the prosperity of the old days' back, but as soon as he won his freedom, he initiated The Great Calamity. Leading a great horde of demons, he destroyed Lucrävia and with it the whole civilization of the Hyllärians, only being stopped by God, who with great effort imprisoned him again.

After such events, Alathari decided to try one last experiment: different races now roam Lucrävia, but only one will prevail, reaching the same level of intellect and prosperity of the First. And after such an achievement, that people must remain pure, stay on the Path of Light and never deviate, or else The Great Terror will return and destroy the world once and for all.

Starting Hero: Aldarion, the Sword of God (Fighter)
Spoiler :
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Leader Name: Menethar Celari
Leader Trait: Pious Heart
Leader Background:

Menethar, the Pure, by the blessing of Alathari, received in his mind a vision describing all of the world events, including the Great Calamity and the events that preceded it. With this knowledge, it is his duty to lead his people to glory and power so that they prevail and dominate the world, ensuring that the true faith is imposed on all people, freeing Lucrävia from the return of the Great Terror.

Spoiler :
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Starting Location:
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Tradition: Industrious
Nation Name: Vanir
Capital Name: Vanaheimr
Race: Vanir (half-elf)
Values: Mystery, Aesthetic/Beauty, Vanity, Jealousy, Glory (swordsmanship, heroism), Craftsmanship, Poetry
Religion: Pantheon of Æsir
Starting Hero: Princess Sölvis (Rogue)
Leader Name: Hangadrott queen Sigrdriva, first of the awoken dreamers, who has passed from life to death to life, whisperer of the secret names.
Leader Trait: Industrious
Starting Location:
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Vanheim is a land of misty moors and bitter forests inhabited by a tall and innately magical race known as the Vanir.
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Vanaheimr was founded by the twins Vanlade and Sigrdriva. The brother and sister are the first two awoken from the Æsir's ageless dreams. They awoke to find an acorn and planting it, grew the magical Oak of Ages.

As the Vanir awoke from the ageless dreams, Vanlade was crowned king and he and his sister became lovers and brought a daughter to the world. Her name was Sölvis and she had her parents' strength and beauty.

The Oak whispered to Vanlade, favoring him and blessing him and spoke unto him secret names and he grew to command the winds and seas, lightning and thunder. Sigrdriva saw her lover crowned as king and given powers and secret names, and she became jealous. She gathered her sisters and together formed a secret coven, plotting to seize the crown of the Vanir from her husband and taking from him the secret names that would give her command upon the magics as he possessed. She studied the ancient ruins of the Æsir and learned the secrets of the magics of death and blood. And she learned of the Stone Cave, Gnipahålan, where all dead must pass on their way to Hel.

The coven wove a glamouring illusion that Valade might not follow her and Sigrdriva left for Gnipahålan. For seven years Sigrdriva lived apart of Vanaheimr, deep in the southern mountains, and at the stone cave learned the secrets of passages and death.

Vanlade's secret names could not breach the secret coven's weave and he and the princess Sölvis, with time, came to believe Sirgdriva had died in distant lands. They grieved and turned to rule their bereaved people.

Then Sigrdriva returned. And for 8 days and 8 nights the people of Vanaheimr feasted and celebrated the return of the queen. Vanlade woove powerful magics and enchanted six great boars with immortality that they might be reborn every morning and butchered for the feast every evening.

Vanlade's command over life and death were too great to a weight for Sigrdriva's jealousy to bear and on the ninth night as the Vanir lay sleeping, she hung herself from the Oak of Ages. The morning came and the king found his sister hung from the tree. He spoke secret names and the Valkyries of Gnipahålan came to claim her. But it was not to be. Sigrdriva had been in secret council with her coven and had taught them magics she had learned from the dead. And so when the Valkyries appeared, the coven spoke words of magic and as they did, Sigrdriva's mouth took wide gaping rasping breaths and life returned to her lungs. She was Hangadrott, the one who had passed from life to death to life and in doing so learned the secrets of the dead. Her words rose with those of her coven and the Valkyries turned upon the Vanadrott Vanlade, seizing the king and carrying him instead to Gnipahålan and Hel.

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And so Sigrdriva became queen of the Vanir and her witches' coven her council. The Oak of Ages now teaches the Hangadrott queen the secrets names of things. And while the Hangadrott's heart is a dark and chilling place; there is warmth there for Sölvis whom she has missed with an ache only a mother can feel. But in the princess, there is no forgiveness and behind her sad smile an ambition to match her mothers burns like an ember. For in Sölvis there burns a jealousy of her mother's magics, for she, like the Hangadrott before her, cannot stand to not be the one onto whom the Oak shares its secrets.
 
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Tradition: Magocracy
Nation Name: Outer Haven
Capital Name: Haven
Race: Half-Elf
Values: Knowledge, Egalitarianism, Acceptance
Religion: The House of Aether. The general faith of Haven is to venerate magic itself, as a practice.
Starting Hero: Ashe Jat (Cleric)
Leader Name: Jia Fei
Leader Trait: Blessed
Leader Background: Jia was born into a tribe of half-elves somewhere to the west; but as a young girl, a rival tribe of elves struck and attacked. Most of her tribe was quickly annihilated, but Jia and her brother Lushan were amongst the lucky few who managed to flee and survive. They found shelter in the arms of a rogue circle of magi living in the woods - calling themselves the Sangam - who took the both of them in and trained them. This was not an uncommon story of this region - indeed, there were many such half-elf tribes who were victims of prejudice. Ultimately, the refugees coalesced - the Sangam came to leadership over a group of nine such tribes - and this is how Haven began. They seek to create a utopia on earth, where all can live as they wish, so long as they do not bring harm upon another, and where the arts of magic can be spread amongst all the people. The Sangam, consisting of elected elder mages, eventually came to be led by Jia.
Starting Location:
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(island in the southern inland sea)

(also not done yet)
 
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