You are among the first settlers on the Isle of Irata. Are you the head of a family of craftsmen, or a lord with serfs to work your lands? Or are you the idealistic founder who must keep the two sides in check?
As the number of craftsmen increase, the town will make more goods but need more resources from the landlords. Therefore, the landlords will buy more land, which their increased business will let them afford. Yet the more land they own, the more votes they get to override the founder's decisions.
These rules are incomplete. I'll add more tomorrow, and the founder might get to make some, too. Sign up if you're interested!When signing up, you dedicate yourself to one craft, which will also be your family name (e.g Baker, Smith). You should select an occupation that transforms or builds stuff, not one that mines or harvests stuff.
Your family of four lives in a cabin in the town tile. Each of you must eat one food per season, or suffer sickness/death. Your cabin must burn 1 wood in the fall season and 2 in the winter. Each member (including you) can craft one thing per season. You alone can take a special action instead of crafting, such as hunting, logging, or experimenting. (You get to make it up, and you choose the tile where you do it.)
You can grow your family by expanding your house, which requires materials and a special action (though a mason's/carpenter's crafting action is more efficient). The new space will eventually be filled by a family member emigrating from the mainland.
You start the game with 10 gold, which you can use to trade with players, bid at land auctions, or buy from the merchants that come every spring. See the Money Matters spoiler for more info.
You live alone in a manor house on a tile of your choice (except the town tiles, which the founder owns). That tile also contains an empty cabin which can house up to four serfs. You can buy serfs from the merchants who come every spring. You and your serfs must each eat 1 food per season, or suffer sickness/death. Each inhabited house must burn 1 wood in the fall season and 2 in the winter. Your manor house must burn twice that.
Your serfs will work the tile on which they are housed. You assign them to a specific task, and get everything they produce. They will continue on their assigned task each season until reassigned. Serfs that share a house must all do the same task. Farming requires they start in spring, and work until they reap in the fall. Logging will gradually deplete the trees on that tile. I will add other tasks once I see what kinds of craftsmen exist.
Instead of working, serfs can build huts (2-person houses) on any tile of land you own. Each tile can have up to 4 buildings, but having more than 4 serfs on a tile can lead them to organize against you.
Turns that you do not assign serfs can be spent on a leisure activity such as hunting, kayaking, gambling, or whatever you come up with.
You have one vote for each tile of land you own (so initially just 1). Certain seasonal events let the founder choose an outcome, but a group of landowner's can override his choice if they collectively hold two-thirds of all votes.
You start the game with 100 gold, which you can use to trade with players, bid at land auctions, buy from the merchants, or hire craftsmen as temporary serfs. See the Money Matters spoiler for more info.
When signing up, you get to name the town! But your position has more responsibilities than privileges...
Family Name: For craftsmen, this should match their occupation. For founders, this will determine the name of the town.
First Name: Make this a variation on your username
Text Color:
Starting Location: Landlords only