Trading between kingdoms flourishes, and a brave group (or 2) take to the seas, setting out for the East Indies–and arriving in the New World!
THE RULES:
THE EXPEDITION TEAM:
1. Must be lead by a wealthy noble man. Should not be the family's heir.
2. All families coming along must pay aforementioned man for their space on the boat.
optional: disease on the boat kills 1/4 of peasant passengers
3. The noble must bring at least two guards and one adventurer.
4. Lesser noble families may bring their slaves/servants.
The New World Colony:
1. Create a subhood with 5 – 10 families. Make one family somehow “better”: chieftain, king, emperor, whatever
subhood should have a beach for your expedition team to land on
maybe faeries with a faerie queen or a human population serving alien rulers (stargate =D) or a plantsim community?
Example: ‘Content with simplicity, living with nature in their beautiful lush land, the Alamir Faeries were delighted to meet the strange creatures that landed on the shores of the beach one day. Incapable of suspicion, they welcomed the new-comers with open arms, teaching them their customs and learning of their strange ways…’
2. Taking over
3. Noble leader is loyal to his king. He must collect regular taxes from the colonists and send it (after his cut, of course) home.
4. Life in the New World is hard: no fancy fertilizer or fishing gear, nor many tools: build using only wood.
5. Seasons as it fits the location : maybe arrive in fall, followed by two winters, then to normal seasons.
THE RULES:
- Seasons normal, 2 seasonal years
- Now available: Adventurer Career
- umm...
THE EXPEDITION TEAM:
1. Must be lead by a wealthy noble man. Should not be the family's heir.
2. All families coming along must pay aforementioned man for their space on the boat.
optional: disease on the boat kills 1/4 of peasant passengers
3. The noble must bring at least two guards and one adventurer.
4. Lesser noble families may bring their slaves/servants.
The New World Colony:
1. Create a subhood with 5 – 10 families. Make one family somehow “better”: chieftain, king, emperor, whatever
subhood should have a beach for your expedition team to land on
maybe faeries with a faerie queen or a human population serving alien rulers (stargate =D) or a plantsim community?
Example: ‘Content with simplicity, living with nature in their beautiful lush land, the Alamir Faeries were delighted to meet the strange creatures that landed on the shores of the beach one day. Incapable of suspicion, they welcomed the new-comers with open arms, teaching them their customs and learning of their strange ways…’
2. Taking over
- You can just leave the people alone on their side of the forest and worry about your own survival. (Regardless of how you choose to live out your New World, you should start it this way until the first winter has passed.)
- Hostile takeover -kill their leaders and warriors and enslave the rest
- Peacefully persuade them into positions of servitude
3. Noble leader is loyal to his king. He must collect regular taxes from the colonists and send it (after his cut, of course) home.
4. Life in the New World is hard: no fancy fertilizer or fishing gear, nor many tools: build using only wood.
5. Seasons as it fits the location : maybe arrive in fall, followed by two winters, then to normal seasons.