Turn 1: A Whole New World
Your party and your carriage soon arrive at Bleakfallow, a large plains with plenty of wildlife like deer and bison. To the north are vast forests with pine and redwood, the Bleakwoods. To the East is a mountain, and when the Sun rises, it rests above the peak and watches over Bleakfallow. When Bleakfallow was under the Irongrasp's rule, many outposts were set up on the Sun Peak. Mining outposts, research labs, and such. To the West is a swamp, and old rumors tell of a mysterious cave in the heart. To the South, from where you came, is the Kingdom of Irongrasp, nearly a weeks travel.
To get things started, you must design the initial town. Each family requires shelter. Each family consists of four members, all of working age. One family requires one ration per week. Building materials for all Irongrasp blueprints, at the moment, require Lumber, Stone, Supply (work materials and tools, etc.). Other requirements will be listed if you design your own buildings. Lumber may be accumulated by taking wood to a Lumber Mill. Stone can be obtained from a Quarry, as can other minerals. However, Quarry's take a long time to construct. Fortunately, there are abandoned Quarry's on the Sun Peak. Supply can be created from Workshops, or requisitioned from the Frontier by request.
Buildings:Caravan
Workforce:10 Families (Human) (Untrained)
5 Packs (Fae) (Hunting Proficient)
5 Broods (Drow) (Construction Proficient)
5 Families (Dwarves) (Mining Proficient)
Building Supplies:50 Lumber
50 Stone
100 Supply
Areas:Sun Peak (Mountain) (Abandoned Outposts) (Abandoned Quarry)
Bleakwoods (Forest)
Unexplored Swamp (Swamp)
1. Packs, Broods, etc. are all just the same as families, as in they consist of four.
2. Being Proficient at something means that they will have a hard time training in another skill, while Untrained means that you will learn faster.
3. You and your workers are all equipped; as in, all fighters have weapons, all builders have tools, etc.