Welcome, Embralish Engineer, to Harren Island.Core Thread Your people have landed in an area you've dubbed "The Rupture", notable for it's extreme heat, lakes and rivers of molten rock and metal, and pillars of smoke. Your people have pushed their way north, combating the environment every step of the way. While your people attempt to understand and utilize the unique materials available to the island, your efforts are frequently stymied by a mysterious group known only as
The Pact. Their headquarters is a centrally located island housing a massive Fortress-City. Past them, in the frozen lands of the north, lies another group representing a nation of the Old World:
The Inithar. You must do what you can to ensure that they can't bring the knowledge they gain here back to The Old World and threaten Embralish supremacy.
It is presently the
Design Phase. As mentioned in the Core Thread, you will be posed a scenario to be answered with an appropriate design. The prompt is as follows:
The Old World wasn't always a mess of nation-states clawing and tearing at one another. Early on most were nomadic tribes of hunter-gatherers. Your people lived off the land, migrating as needed to ensure they could be fed and watered. Stone tools helped push your people forward, granting them opportunities they otherwise would have never had. Indeed, this is the first time your people stand out above the rest.
Propose an item that could be constructed during this period and utilized by your tribe in some way. This choice, as with those that come in the following turns, will paint your nation's past as well as influence their opening armory.
You are also to create the unique resource that makes your nation special by the end of the fifth preliminary turn.
Any questions can be posed here or in Discord (linked in the core thread). As we go further and options open up I'll explain some of the finer rules in-depth, but for now that's it!
The Rupture: 2 Ore, 2 Oil, 2 Wood, 2 UNDEFINED
The Mesas: Empty, Pact Caelium, Empty (1/3 Nodes)
Badlands: Pact Gavrillium, Empty, Pact Caelium (2/3 Nodes)
Desert: Empty, Empty, Pact Gavrillium (1/3 Nodes)
Volcanic Range: Empty, Pact Caelium, Empty (1/3 Nodes)
Burning Hills: Pact Caelium, Empty, Empty (1/3 Nodes)
The Wastes: Empty, Empty, Empty (0/3 Nodes)
South Peaks: Pact Gavrillium, Pact Gavrillium, Empty (2/3 Nodes)
Southern Stormlands: Empty, Empty, Empty (0/3 Nodes), Heavy Pact Presence
The Mudflats: Empty, Empty, Empty (0/3 Nodes)