Chapter 1: Registering your kingdom
Welcome to the world of Thardferr
Thardferr is a world of glory, where you can gain the fame you deserve. And get a chance to master those who need your help. As you join this fantastic world, you will become the regent of a small piece of land and it will be your duty to make it grow so that it becomes one of the greatest kingdom of all time.
The first step if you intent to become a regent is to get your land. The world of Thardferr having been destroyed by a great war very recently, most of the continent has become leaderless and the bravest soldiers can get a chance to prove their talent in leading an army and growing a kingdom by getting a small piece of land from the Emperor. Having fought in this war, it is very likely that you too will be given the honor of becoming a regent, if it is so, you will be asked to maintain unity and peace in your kingdom in order to help the rebuilding of the world.
There are currently five races in Thardferr, that is, the humans living in the provinces of Lithar and Tuth, the elves living in Edilar, the gnomes of Alderd, the dwarves of Khardfee, and the orcs of Ruch. Each race is unique and has its own abilities. Here are the advantages each of them have:
Races
Humans:
- Start with 5 bonus basic army strength points.
- Start with additional units.
- Can train the most efficient mounted units.
- Have no major weak fields.
- Normal weapon building speed.
- Have 5 generals
Elves:
- Get wood production bonus.
- Can cast more spells with appropriate research.
- Best chances of succeeding in spell casting.
- Can train the best ranged units of the continent.
- Slow weapon building speed.
- Have 4 generals
Dwarves:
- Get iron production bonus
- Get blacksmithing bonus.
- Can build greater armors and have greater physical resistance allowing to build high defense units.
- Have worse spell casting abilities.
- Fast weapon building speed.
- Have 6 generals
Gnomes:
- Can build very powerful war machines.
- Get lower cost technology.
- Can research technology very quickly.
- Have reduced spell casting abilities.
- Fast weapon building speed.
- Construct buildings faster than the average.
- Have 4 generals
Orcs:
- Get food production bonus.
- Get iron production bonus.
- Get wood production bonus.
- Train very cheap army and mounts.
- Can get more population in a smaller area than other races.
- Have reduced spell casting abilities.
- Slow weapon building speed.
- Construct buildings faster the average.
- Have 7 generals
Each race also has its own unique units and weapons. More about this is explained in Chapter 3. If you are interested in joining Thardferr and do not yet have a kingdom, please visit the registration form and fill all fields. Also, a single person is not allowed to have more than one kingdom at the same time, any cheating in this area will cause the immediate loss of all your kingdoms.
Province Alignment Bonuses
The Emperor’s scribes have begun to uncover subtle harmonies between the races of Thardferr and the ancient provinces they once called home. It is whispered that those who settle their kingdoms in lands aligned with their racial heritage awaken dormant energies – echoes of ancestral power that grant small, but meaningful advantages.
For example, a Dwarf who settles among the mountains of Khardfee may find their forges burn hotter and their coffers fill faster. Gnomes in Alderd often speak of uncanny research breakthroughs, and Elves in Edilar have long been favored by the forests and the winds of magic. Even the war-hardened Orcs of Ruch enjoy boons in both harvest and battle – when settled close to their blood-soaked homelands.
Those who choose to live in neutral or mixed provinces like Lithar may benefit from diplomatic reach or diversity, but they should not expect the same attunement with the land. In fact, some have found the land less generous to outsiders.
The choice is yours! Regent, will you carve your kingdom from foreign soil, or return to the lands your people were born to shape?