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It is Corindas, 20th of the Month of Life, in the year 96

New Horizons Economy:
The Three Tiers

Individual

 

On an individual scale, a character will be able to have both a gathering or crafting profession. - Some items are intended for 'Export', aka selling to vendors.

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If they do not want either, they can forget the professions altogether in favour of attribute boosts.

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Professions will come in four tiers, (Except Farmer which has only three). The higher the tier, the more expensive the item, be it with Work Effort or materials - but it's also where the most exciting and valuable items come from!

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Clan

 

On a clan scale, characters will be able to develop their home through the settlement system.

 

This system will allow clans to build improvements for their settlement, and expand their influence, territory and renown.

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Clans will have four levels of settlement, starting at a hamlet and progressing to a village and then to a town. Each progression level will require monetary investment to increase progress and unlock more of the settlement improvements. These can then be built afterwards for more benefits for the clan.

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Faction

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On a faction scale, characters and clans will be able to funnel resources into ongoing faction events to affect the outcome of a story event.

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The conclusion of these events can impact the world around the game world and the game world itself.

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Having a good relationship with your faction will come with future benefits and the ability to ask for aid. However, this does not come for nothing - support in this case goes both ways, their enemies are your enemies, and you must be furthering their interests locally.

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"Love a fat sack of coin after a job well done."

- A sentiment shared by many

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Individual Economy

Gathering

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Farmer

 

What good is civilisation without the humble farmer? The backbone of feeding the ever-increasing masses that swell within the Old World and the New.

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Farmers specialise in cultivating of various crops used in the creation of alcohol, feeding specific items into other professions such as Beastmaster and Alchemy or, perhaps more importantly, exporting their goods to the Old World for coin! 

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Forester

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Look at those great trees... They'll make a fine table.The forester serves an important role in building a civilisation from nothing. Providing others with fine logs, sturdy barks and even resins from the New World trees. 

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Foresters will find their good in demand by many different professions, from the warmongerers to the town-builders and even the occasional dip into Alchemy.

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Herbalist

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The attentive herbalists toil away all day to find or cultivate the necessary ingredients to keep the good folk alive and healthy. And the ill ingredients to speeden the end of the bad folk rightly.

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Top on the herbalists' client list are the alchemists who make good use of what they have to offer in the creation of all kinds of mixtures and concoctions. Everything from deadly mushrooms to miracle plants!

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Hunter

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Where would we be without the sharp-eyed hunter? Many would ask this question before the time of the farmer who made so many things that much easier. Even so, their leathers, furs and other findings are still a necessity on the frontier!

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The Hunter will find many of their items used in other professions such as Armoursmith, Haberdasher and even Alchemists might need a thing or two from them.

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Miner

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The strong-backed miners play an important role in the worlds of the New and Old. Through their hard work, countries have risen from mere dirt and transformed into giants. 

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Miners will often find themselves in demand for the raw materials they provide, necessary for war and for building or rebuilding civilisation in the New World. These gatherers are responsible for a hard-earned source of the rarerst metals; Runic and Mythril! 

"This... This is where we will build this city. A true jewel of the New World."

- Act 2, Line 6. The Journey of The Sudworthe

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Individual Economy

Crafting

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Alchemist

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The Alchemist often finds themselves capable of brewing concoctions of equal ability to heal or to hurt. In some cases, they may do both, a benefit with unpleasant side effects. Nevertheless, Alchemists often find positions in courts and in the service of the wealthy where their trade is often in high demand.

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Alchemists will need to source many of their ingredients from different walks of life, such as Herbalists, Hunters and more.

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Beastmaster

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The local Beastmaster might smell, be haggard, or otherwise find greater favour with animals than with people. But they are perfect to train such animals to work with humans. So much so their services rarely go out of fashion as the desires of nobles and commoners gravitate towards pets and mounts.

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Beastmasters will need to rely on Farmers and Hunters for feed for their beasts.

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Blacksmith

 

The Blacksmith excels in the creation of tools, armour and weapons that can both create civilisations and destroy them. However, what people do with what they create is no business of theirs.

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Blacksmiths will find that they will need to rely on Miners for many of their resources, along with Carpenters for handles and Alchemists for more perfect crafts.

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Carpenter

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Where wood we be without the honest Carpenter? The Carpenter has enabled the construction of great buildings, and homes and is priced by hunters needing new bows or arrows. Most villages will have their own carpenter to manage repairs around the settlement.

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The Carpenter will find much of their requirements in the hands of the Forester, their better arrows will see them visit the local Blacksmith.

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Haberdasher

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An eccentric role, the Haberdasher, incorporates many elements of a tailor, a cobbler and jewellery to be the overall arbiter of fashion. Often found in service to the wealthy, they will perform such miracles as making the terrible into something respectable.

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The Haberdasher will frequently demand the services of Hunters, Miners and Farmers. Preferably, with an off-comment about their attire.

"My apologies sire... But -that- won't do."

- Letting nobles dress themselves can lead to a poor reputation

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Clan Economy

Settlement System

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The Settlement System

 

This system encourages clans to use resources to better develop their home and their land. It provides them with an avenue to expend resources for the benefit of the clan economically, mechanically, to gain renown and facilitate interactions with NPC factions.

The level of a settlement determines the potential improvements a clan can have access to, along with the amount of territory that clan can claim. The more territory a clan has, the more legitimacy the in-character leader has with what title they claim, or how they will be recognised by certain factions.

The Settlement system is managed through the Help team, and will require the opening of those tickets to progress.

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Frontier Dwelling

What is a Frontier Dwelling?

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Within the Settlement System, a Frontier Dwelling is the starting point for many future grand settlements. They are somewhat small and not massively economically significant entities that scatter the frontier.

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These are expected to be varied in number and size, occupying a geo-politically insignificant role to play in the wider Frontier politics but could still non-the-less prove to be important.

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Any build can start as a Frontier Dwelling.

Requirements & Restrictions:

- Has 1 member

- Cannot have Gated Walls

- No cost to establish​

Benefits:
 

- Access to Utility Upgrades. (These persist into other settlement types)

Utility Upgrades (Do not take up improvement slots)
 

Expanded Building I - Provides 250 Building Pieces extra

- Cost: 1,000 Copper or 10 Silver

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Expanded Building II - Provides an additional 250 Building Pieces, for a total of 500 extra

- Cost: 2,000 Copper or 20 Silver

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Expanded Building III - Provides an additional 250 Building Pieces, for a total of 750 extra 

- Cost: 3,500 Copper or 35 Silver​

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Local Trader - Provides a ToT Trader to be used at the settlement.

- Cost: 500 Copper or 5 Silver

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Homesteads

Within the Settlement System, a Homestead is a small collection of players and buildings that represent the first stage of building a presence on the political landscape of the Nahas Frontier.​

Requirements & Restrictions:

- Requires 2 or More Clan Members

- Cannot have Gated Walls

- 500 Copper or 5 Silver to Establish

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Benefits:

- Can build 1 Common Building Slot

- Can take control of the territory they reside in.

- Base Map Marker (Optional)

Unique Structures

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Farm

- Provides low-tier farming drops every 4 days. Costs 15 Silver. 

Hunter's Hut

- Provides low-tier hunting drops every 4 days. Costs 5 Silver. 

Logging Camp

- Provides low-tier forester drops every 4 days. Costs 5 Silver.

Mine

- Provides low-tier mining drops every 4 days. Costs 5 Silver.

Wild Reserve

- Provides low-tier herbalist drops every 4 days. Costs 5 Silver.

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 Villages

Naturally, the village is larger than the Homestead but, most importantly, the Village is more economically important than the smaller settlement that came before it.​

Requirements & Restrictions:

- Has 5 or more members

- Requires 1000 Copper, or 10 Silver to Establish

- Has a culturally relevant place of worship or shrine.

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Benefits:

- An additional Common Building Slot (For a total of 2)

- Access to Unique Structures (Totaling 1) (Need to own more than 50% of the territory in a region - Limited to 1 Unique Structure per region.)

- Optional Map Marker for Settlement

Unique Structures

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Impressive Farm

- Provides low-tier and mid-tier farming drops, with some rare & very rare every 4 days. Costs 15 Silver. 

Hunter's Lodge

- Provides low-tier and mid-tier hunting drops, with some rare & very rare every 4 days. Costs 15 Silver. 

Lumber Mill

- Provides low-tier and mid-tier forester drops, with some rare & very rare every 4 days. Costs 15 Silver.

Quarry

- Provides low-tier and mid-tier mining drops, with some rare & very rare every 4 days. Costs 15 Silver.

Botanical Garden

- Provides low-tier and mid-tier herbalist drops, with some rare & very rare every 4 days. Costs 15 Silver.

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Towns

Towns are economically important hubs that attract larger populations for the prosperity they bring, and the safety they often offer to their residents. Towns often have homes along with markets, workshops, warehouses and other utility buildings.​

Requirements & Restrictions:​

- Compromised of 8+ members,

-Requires 2000 Copper, or 20 Silver, to Establish

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Benefits:

- An additional 2 Common Building Slots (For a total of 4)

- Mandatory Map Marker

"If you cannot defend yourself, do you have a right to this land?"

Countess Burwenna, A reply sent to House Galasaar during the 1st Dumanon War

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Faction Economy

Support Effort

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Support Effort is a measure of how much the players and clans have contributed to the outcome of a developing situation in the game world or the wider political landscape. The more effort a faction receives, the greater the chances that they will succeed in their endeavour or at least not fail as badly.

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These types of events will be announced in the Official Events channel on Discord by Storytellers, and to throw in support effort to one or more sides you will need to open a Storyteller ticket and donate resources to the cause.

Author: Hokan

Contributions by: Hugh-Gi-Oh, Oakbug & Scunt

Page Created by: Hokan

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