World, buildings, research and camps
Every era generates a new map of 201 × 201 tiles with biomes, ruins, NPC camps and the Balaur's lair at the centre. Settlements stand on the map; armies travel across it at the speed of their slowest unit, and distance is time.
Twenty-eight buildings — resource works, storage, the keep and walls, barracks for every category, the market, the archive, the hospital, the shrine of aether — grow level by level. The archive researches twenty technologies in three branches. Camps of four kinds spawn around you, grow stronger and drop materials and companions. From a keep of a certain level you may found colonies on free land.
- Ancient RuinsBroken halls of a forgotten age around Balaur's lair. The ground still remembers fire.
- Ashen PlainsGrey flats under a pale sky, dusted by old eruptions. Easy to settle, hard to defend.
- BlackwoodDense dark forest where the trees grow taller than any keep.
- Crystal WastesShards of glassy stone jut from barren ground. Aether hums here.
- EmberlandsCracked red earth that never fully cools. Rich in ore.
- FrostmarchCold uplands of frozen rivers and stubborn people.
- Hollow CoastShores and inlets eaten by the sea, full of wrecks and caves.
- MistfenMarsh and reed under a fog that hides more than it shows.
- Storm HighlandsWind-scoured peaks where lightning strikes daily.
- Verdant ReachThe last green valleys. Fertile, peaceful — and coveted.
Buildings
TimberworksSawpits and drying sheds that turn the surrounding woods into timber.
StoneworksA terraced quarry cut into the nearest cliff.
Ore RefineryPits, bellows and slag heaps that wring metal out of the rock.
Harvest TerracesStepped fields walled against the ash winds. Feeds your people.
KeepThe seat of your settlement. Each level speeds up all construction.
WarehouseRaises how much timber, stone and ore you can store.
GranaryRaises how much grain you can store before it rots.
Aether ShrineGathers aether from the old ley stones and keeps a small reserve of it.
MarketLets merchants trade your goods with other settlements.
ArchiveScribes and maps. Speeds up research.
BarracksTrains infantry. Each level trains them faster.
War LodgeStables, pens and riding yards for each race's mounts and war beasts.
SanctumA guarded hall where mystics and specialists are trained. Needs a working Aether Shrine.
Siege WorkshopCarpenters, smiths and mad engineers building the machines that break walls.
ArmoryForges better weapons for every unit you field.
HospitalHealers save wounded soldiers after every battle, at home and on campaign — as many as there are beds.
WallsStone walls that strengthen every defender of the settlement.
WatchtowerSpots enemy scouts before they see too much.
Cliffhold BastionVeskari only. Fortress cut into living rock: every level hardens the walls and deepens the cellars.
TidewharfThaleen only. Piers, fish-racks and trading boats. More grain, bigger market deals, heavier cargo.
HeartgroveDrennai only. A sacred grove that yields timber willingly and whispers when strangers approach.
Ember CrucibleCindrel only. A forge that never cools. More ore, and every soldier is armed faster.
Storm PaddocksOrrun only. Open highland pens where beasts are broken to the saddle. Mounts train faster, herds move faster.
Star SpireQuillari only. An observatory tower that gathers aether and sharpens every scholar and mystic.
Ossuary of BargainsHollowen only. Where the dead are kept close. Fallen soldiers return more often, and the dead eat nothing.
Great GearworksBrasswrights only. Hissing assembly halls that speed up all construction and siege engine production.
Deep VaultVaultari only. Frozen storehouses under the settlement: huge extra storage that raiders struggle to reach.
Wyrm AltarWyrmkin only. An altar of fused scales. Heroes learn faster and Balaur's spawn fear this place.
Technologies
ForestryWoodcutters learn which stands to fell and which to spare.
MasonryBetter wedges and chisels split the quarry faster.
Crop RotationFields rest in turn and yield more every season.
SmeltingHotter furnaces draw more metal from the same ore.
Vaulted StorageStone vaults under the stores hold more of everything.
Preserved StoresSalting and smoking: your people and soldiers eat less grain.
Guild EngineeringBuilders' guilds share cranes, plans and tricks.
Trade ChartersSealed charters lower the market's tolls.
Caravan WheelsIron-rimmed wheels let each merchant carry more.
Surveyed RoadsMarked roads and waystones: everyone leaving here travels faster.
ScholarshipCopyists and teachers: every later study goes faster.
Ley AttunementThe shrine's keepers learn to listen to the ley lines.
Master CraftsMasters of every craft: all production rises.
Forged WeaponsBetter steel, sharper edges: the whole army strikes harder.
Tempered ArmourMail and plate that hold: the whole army defends better.
Field MedicineSplints, salves and stretchers: more wounded saved, more beds.
FortificationButtresses and murder holes: the walls defend better.
Pack MulesEvery army brings more goods home.
SiegecraftEngineers who know walls: siege engines hit harder.
SpycraftYour scouts see more and your watch catches more.
Camps
Bandit campCutthroats and deserters who prey on the roads. They keep what they steal.
Wolf denGrey wolves led by a scarred alpha. Among the bones lies what travellers carried.
Bog covenWitches of the marsh and the things they call up from the mire.
Barrow of the deadOld graves the Balaur's breath has woken. The dead guard their grave goods.