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Arleon

Arleon, the remnants of an empire, now broken up into warring Baronies, where the strong rise and the weak are forgotten. Knights are joined in an uneasy accord with the Faey, magical creatures of the deep woods. But even fear of the Faey will not stop peasant rebellions. In Arleon order is enforced with a sharp axe.

Wielders

Giandra Stormspire

Offence 10
Defence 5
Movement 12
View Radius 7
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Cecilia Stoutheart

Offence 5
Defence 10
Movement 12
View Radius 7
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Baron Silverlink

Offence 5
Defence 10
Movement 12
View Radius 7
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Ethylle-Ernaline

Offence 10
Defence 5
Movement 12
View Radius 7
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Ravenfayre

Offence 10
Defence 0
Movement 13
View Radius 8
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Peradine

Offence 5
Defence 5
Movement 13
View Radius 8
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Gnaw, Highchief of Faey

Offence 15
Defence 0
Movement 12
View Radius 7
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Vilja of Thornecliffe

Offence 5
Defence 5
Movement 13
View Radius 8
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Lady Elisa Hammond

Offence 5
Defence 10
Movement 12
View Radius 7
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Units

Buildings

Farm

Collecting Gold from farmers is an Arleon tradition.
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Lumbermill

Wood is always needed and so are Lumbermills.
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Tavern

Taverns gather minstrels, Troubadours and all those who listen and drink.
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Quarry

Digging deep to mine for strong Stone.
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Peasant hut

A thatch hut is all a peasant needs, and from the peasants Militia can be drafted.
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Rally Point

Purchase Troops from other towns and settlements in your kingdom.
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Marketplace

A place to trade and purchase resources.
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Faey Grove

Faey gather here to play, do battle and make mischief.
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Faey Court

Faey Nobles hold court, practice magic and tell tales of yesteryears.
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Barracks

Footmen and Rangers are trained and recruited in the barracks.
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Castle

Knights need a proper castle, with proper servants, and proper food.
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Guard Tower

When enemies of the realm approach, a guard tower detects them and defends against sieges with Garrisons and Ballistae.
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Academy

Research how to get more from the peasants without breaking their backs. A strong economy is a strong barony.
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Grand Armory

Research how to craft stronger weapons and armor for the troops.
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