recursal/Fanatic-Fandom huggingface dataset:
Bronze shield

## Effect

Light Axeman, Javelin Thrower, Spearman, Swordsman, Sapper lines: +1 base armor, +1 ranged armor

**Bronze shield** is an equipment upgrade in *TFC: The Fertile Crescent* that improves both the base armor and ranged armor of several units, which incldues the melee units Light Axeman, Spearman, and Swordsman, the ranged unit Javelin Thrower, as well as the siege unit Sapper.

Against enemy melee attacks, the afore-mentioned units gain +1 protection, while against ranged attacks, they gain +2 protection, as ranged damage is reduced by both base armor and ranged armor.

## Strategy

This upgrade provides significant value in terms of protection received, as it affects not only expensive and powerful units, but also cheaper units like the Light Axeman, providing more flexibility in unit composition. Its value is doubled if the opponent's troops consists of many ranged units.
Unique technology

A **Unique technology** is a technology available to only one civilization in the game. Unique technologies are accessible in the Bronze Age only after a civilization is chosen fromt he Civilization technology buttons, which is unlocked after obtaining three Early Game technologies.

Unique technologies distinguish each civilization in significant ways, improving different aspects of the player's controlled units, buildings, and other attributes. Some unique technologies also unlock unique buildings.

## Unique technology list

All Unique technologies cost 4 knowledge and are available in the Bronze Age once a Civilization has been selected.
Food Surplus

**Food Surplus** refers to the amount of  Food in the player's stockpile, which provide the benefits of increased Villager  production rate and  Knowledge generation rate, scaling upon crossing certain thresholds.

Some civilization also have unique technologies which provide certain benefits scaling with the Food Surplus level.

When the food in the stockpile reaches zero, the player's population starts a  Starvation timer. Up until a small amount of food, the player has no surplus  and gains no benefits.

## Foos Surplus levels

There are three levels of Food Surplus which provide benefits:

* Level 1
	+ Villager production rate +10%
	+ Knowledge generation rate +1.0
	+ Egyptians with Monument Builders: +20% Construction and repair speeds
	+ Assyrians with Organized Warfare: +1 melee attack and +20% training speed
* Level 2
	+ Villager production rate +10% (total +20%)
	+ Knowledge generation rate +1.0 (total +2.0)
	+ Egyptians with Monument Builders: +20% Construction and repair speeds (total +40%)
	+ Assyrians with Organized Warfare: +1 melee attack and +20% training speed (total +2 and +40%)
* Level 3
	+ Villager production rate +10% (total +30%)
	+ Knowledge generation rate +1.0 (total +3.0)
	+ Egyptians with Monument Builders: +20% Construction and repair speeds (total +60%)
	+ Assyrians with Organized Warfare: +1 melee attack and +20% training speed (total +3 and +60%)

At the highest Food Surplus level, Villagers are produced 30% faster and Knowledge generation rate is increased by +3.0.

The Babylonians can access a unique technology called  Code of Law which doubles the Villager production rate benefits for each food surplus level, i.e. they gain +20%, +40%, +60% (non-cumulative) Villager production rates for the three surplus levels, respectively.
Villager

* Male
* Female

## Notes

Villagers are trained automatically by the Village Center and claimed Settlements

The **Villager** are the primary economic unit in the game. They can be tasked to gather resources, construct and repair all buildings, and even fight defensively or offensively, using numbers advantage.

## Production

Villagers are continuously produced automatically from the  Village Center and claimed  Settlements. Village Centers produce new Villagers much faster than Settlements do. Villager production can be paused from any particular building by clicking the stop  symbol in the building's command panel.

Villager training speed is increased by  Food Surplus. Babylonians can build  Gardens, each of which increases Villager production by 5% (the user interface wrongly states it as 10%).

### Training Penalty

Villager production rate is inversely proportional to the number of Villagers under the player's control. There is a penalty to production speed when the civillian population increases without corresponding increase in  Food Surplus.

The penalty thresholds are:

* At 10 Villagers, the decrease in further production begins.
* At 30 Villagers, the penalty is high enough to be noticeable.
* At 60 Villagers, the penalty is at its maximum.

Gaining a higher level of Food Surplus, securing more Settlements, as well as certain unique technologies like the  Code of Law can offset this penalty.

## Strategy

### Game start

A new match starts with a  Tribe, several Villagers, and a  Scout. The tribe needs to be "settled" into a Village Center's foundation, which then needs to be constructed by the Villagers.

Villagers can gather all the resources:

* Food in the form of berries from  Fruit Trees, meat from  animals, and crops from  Farms.
* Wood from  Trees.
* Metal from  metal deposits.
* Clay from  Clay Pits.
* Knowledge from the  Palace,  Gardens, and  Temples.

Villagers are fragile in combat, but in groups they can defend themselves against raids. In the late game, they can be used very cost effectively for offense, especially when contesting neutral buildings and resources.

### Influence

Villagers receive buffs to their statistics when near any building which provides  Influence, the common ones being the Village Center and the Palace.

* Egyptian Villagers also gain influence from their Temples.

### Technologies

* Trade Colonies (Assyrians only): Villagers gain gather rate bonuses when near Outposts and Neutral settlements
## Trivia

* Upon researching Militia, Villagers in influence range have a changed model featuring a spear and a small shield/buckler.
Team CBLT

Originally started as a branch off of JPDE, eventually splitting off and becoming its own standalone game.

Team CBLT is a visual novel that allows you to take the roles of a new OC Team, led by Cobalt Blue, and his girlfriend Blaze Achen. It’s a story set during the timeline of Volume 1 through to Volume 3, developed in Ren’Py and runs on Windows, Linux, Mac and Android Phones. Depending on how many and which bonds you will have made during your semester at Beacon Academy, you may influence the ending of the story line and even canon events from the show.

Link: https://dinoman21779.itch.io/team-cblt
Drop site

Drop sites in the *TFC: The Fertile Crescent* are those buildings where physical resources gathered by Villagers can be deposited. Once the resources are deposited at a drop site, they are instantly added to the player's stockpile and can be utilised anywhere else on the map.

The physical resources for this purpose are all resources except  Knowledge.

There are several drop sites available in the game:

* Village Center: All resources
* Granary: All food
* Resource Camp: Wood, clay, metal, and food from  Hunt
* Claimed  Settlement: All resources
* Claimed  Orchard: All food
Metal

**Metal** is a resource in TFC: The Fertile Crescent which is predominantly used to upgrade equipment and train troops.

Metal is mined by Villagers from metal deposits found on  Arid deserts. Drop sites for Metal are the Village Center, claimed Settlement, or Resource Camp.

## Sources

A metal deposit provides 150 **metal**. Metal deposits are the rarest of the natural resources, and also located away from fertile land, resultinh in the miners being isolated and at risk of enemy raids.

In the late game or with a solid farming infrastructure,  Food can be exchanged for metal at the  Market, leading to theoretically endless amounts.

## Uses

### Training military units

Metal is used to train the  Swordsman and  Battering Ram lines.

### Upgrading equipment

Metal is required to upgrade all equipment at the  Furnace.

### Construction

The  Wonder is the only building where metal is used for construction. The third and fourth stages of the Wonder require 50 **metal** and 100 **metal**, respectively.

## Gallery

Metal deposits can be found in the arid desert, and are usually rare and thus valuable
Egyptians

The **Egyptians** are one of the civilizations in *TFC: The Fertile Crescent*.

The Egyptian Wonder depicts a large pyramid such as the Great Pyramid of Giza (also known as the Pyramid of Khufu).

## Strategy

The Egyptians excel in growing a lot of food to sustain a large army. As such, they are good at focusing on an economic boom to create a large army later.

After researching Monument Builders, they can construct Temples, which function like smaller versions of the Palace, and can be tasked by two Villagers.

## Gallery

The completed Egyptian WonderAn Egyptian base and troopsAn Egyptian farming communityEgyptian technology tree
Bronze Age

**Bronze Age** is the second Age in TFC: The Fertile Crescent. It is unlocked by selecting a Civilization, which is only available after researching three Early Age technologies.

Reaching the Bronze Age unlocks many powerful buildings, units, and technologies, thus providing a significant strategic advantage. It also entails becoming one of three distinct civilizations, which bring their own unique technologies and bonuses.

###  Barracks

* Heavy Axeman
* Spearman
* Swordsman (also requires  Bronze Smelting)

###  Archery Range

* Javelin Thrower
* Archer

###  Workshop

* Sapper
* Battering Ram

### Economic

* Priest: Villagers tasked to Palace or Egyptian  Temple
* Gardener: Villagers tasked to Babylonian  Garden

## Buildings list

* Market
* Palace
	+ Workshop
* Wonder

## Technologies list

* Bronze Smelting
* Wheel
* Elite Archer
* Elite Javelin Thrower
* Elite Heavy Axeman
* Elite Battering Ram
* Elite Spearman
* Elite Swordsman
* Unique technologies
Clay

**Clay** is a resource in TFC: The Fertile Crescent which is used for nearly all building construction.

Most buildings require significant amounts of clay to construct, making it important to plan out which marshlands to drain of clay and which to use for agriculture.

Clay cannot be exchanged at the  Market.

## Sources

Clay is collected by Villagers from Clay Pits built on  Marshland. Villagers gather the clay from the Clay Pit and deposit it at the nearest Village Center, claimed Settlement, or Resource Camp.

A Clay Pit provides 500 **clay** bricks. Once a Clay Pit is depleted, it turns the Marshland it was on to a  Plain, making it less  fertile to use for agriculture.

## Uses

### Construction

Clay is used solely for construction.  Farms and  Clay Pits are the only buildings which do not require clay to construct.

## Trivia

* The model of a Clay Pit changes when it has less than half its total amount remaining.

## Gallery

Several Clay Pits on marshland, the lower-left pit has less than 200 Clay left.The Plain terrain is left behind when a Clay Pit is depleted
Laura Jordan Wiki

**Welcome to the Laura Jordan Wiki!**
Join us to find out more about any of Laura's books and characters

We're a collaborative community website about Laura Jordan that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!
Equipment

**Equipment** are the weapons, armor, and shields equipped by military units.

Equipment upgrades are researched at the Furnace. These upgrades are not considered technologies for the purposes of the Technology Tree.

Reaching the Bronze Age and unlocking the Bronze Smelting technology unlocks bronze equipment. Usually researching early materials of equipment types is necessary to unlock their bronze counterparts. There is no bronze counterpart to Lead Bullets, and no earlier upgrade requirements to research Bronze arrowhead, Bronze shield, and Bronze armpr.
Resource

**Resources** are the materials that can be gathered by players into their stockpile, from where they can be spent on expanding and improving the civilization they control. They are a core gameplay element in *TFC: The Fertile Crescent*.

Resources are available in the map in unprocessed forms, and must be extracted and gathered by Villagers to add it to the player's stockpile by dropping them off at the  Village Center, a controlled  Settlement, or another suitable drop site ( Resource Camp or  Granary), with the sole exception being  Knowledge, which is gathered in several unique ways.

## Types of resources

###  **Food**

Food is the most vital resource in *The Fertile Crescent*, as it is consumed continuously to maintain a population, and its depletion can lead to  Starvation and subsequent defeat. Food and can be obtained via hunting, foraging, and farming. It is used to feed the populace, research equipment upgrades, and reach a  Food Surplus to increase Villager production and Knowledge generation rates.

###  **Wood**

Wood is collected by Villagers from  Trees. Villagers chop down Trees and collect its lumber, bringing it to a Resource Camp. Trees can be found surrounding ponds and oases on relatively fertile ground, and forests often contain other resources like animals and forage bushes. Wood is used to construct certain buildings, train troops, and upgrade equipment.

###  **Clay**

Clay is collected by Villagers from  Clay Pits built on  Marshland. Villagers gather the clay and stack it at a Resource Camp. Once a Clay Pit is depleted, it turns the Marshland terrain it was on to a  Plain terrain, making it less fertile to use for agriculture. Clay is utilised for construction.

###  **Metal**

Metal is collected by Villagers from  Metal deposits and stockpiled at a Resource Camp. Metal is usually the rarest resource, with only a few deposits being found on the map on  Arid land. Metal is used to train troops and upgrade equipment.

###  **Knowledge**

Knowledge points are gained over time as the player's civilization expands and gains a food surplus, and via taking control of or constructing specific structures, some of which need workers assigned to them. Knowledge is used to unlock technologies in the Technology Tree.

## Gather rates

Resources from the various sources are gathered at various rates, and are also affected by technologies, Wonder bonuses, and other effects:

## Market

*Main article:  Market*
The Market provides a way to exchange the resources food, wood, and metal. Food can be exchanged for wood or metal. This simulates the earliest trading system amongst humans, the barter system, using surplus food as a bargaining chip.

As a solid farm infrastructure allows for a perpetual food economy, food, wood, and metal can be virtually limitless in the late game.

## Gallery

Trees and Boars on fertile wet grassland and marshlandSeveral Clay Pits on built on marshlandA cluster of metal deposits in the arid desert
Food

**Food** is a resource in TFC: The Fertile Crescent, which is used to feed the population, to gain a  Food Surplus, and also spend when constructing the different stages of a  Wonder.

Food is a cornerstone resource in *The Fertile Crescent*, as unlike the other resources, food is continuously consumed to sustain the people. Without constant production, food stockpiles can reduce, and if completely depleted it will eventually lead to  Starvation. Once a player's population starves to death, they lose the game.

The maximum amount of food that can be stored in the stockpile is 9999, further food stored in drop sites effectively vanish.

## Sources

Food can be gathered via the following means:

###  Fruit Tree

Berries and fruits collected from Fruit Trees can be deposited at any food drop site, i.e. Village Center, claimed Settlement, claimed Orchard, and Granary. As the only necessary investment for foraging is a nearby drop site, this combining with the fact that the bushes contain a small amount of food in the first place, makes it suitable only for the early game economy.

###  Animal

Meat collected from hunted animals can be dropped off at the Resource Camp as well in addition to the other food drop sites. Animals may be skittish like Antelopes, or may retaliate like Boars. Hunting Boars secures a lot of meat at once, but is dangerous and must be done in groups. Hunting animals provides a lot of food, but is susecptible to decay which means sufficient number of hunters must be assigned to gather from the same animal at a time to reduce the food lost. This makes it a suitable food source for the early to the mid-game.

###  Farm

Crop yield harvested from Farms are stored at the nearest food drop sites. Farms can be built only on any terrain other than the Arid terrain, but the level of fertility determines the yield rate of Farms built on it. Farms cost resources to build and each farm can be worked on by a single farmer, but they provide food perpetually, making transitioning to an agricultural economy vital for the long term and a necessity for the late game.

### Gather rates

Food collection rates can be improved in the following ways:

Technologies
* Plough: Farming rate +15%.
* Wheel: Villagers can carry +50% food.
* Sickle (Egyptians only): Farming rate +10%.

Buildings
* Orchard: Farming rate +10%.
* Wonder (affects Egyptians only): Farming rate +10% per Wonder level

## Uses

### Training military

Food is required to train all military units.

### Construction

The  Wonder is the only building where food is used for construction.

### Food Surplus

*Main article  Food Surplus*
Maintaining a healthy food stockpile also provides further benefits in three stages. Each stage increases the Villager production and knowledge generation rates.

## Starvation

*Main article  Starvation*
Starvation is a timer which begins when food stockpiles reach zero or negative. If the player can bring the food storage level upto zero, the timer reverses rapidly and vanishes. If the timer completes before the player can salvage the food situation, the player loses the game.
The Aegirrimian Pantheon

**The Aegirrimian Pantheon** is a collection of extremely powerful beings who helped shape and create the world of Aegirrim and the all the life on it. The pantheon eventually split into two groups: the Divines (who are generally seen as good or neutral aligned) and the Malefactors (who are generally evil-aligned). The two groups worked together during the Upheaval to seal away the Primordials in their respective elemental planes, but this peace was temporary.

The deities that would become known as the Malefactors rose up against the Thirteen Divines and waged another war over the creation of the Divine Gate. The God War was a long a bloody conflict with many of the followers of these deities dying as a result and catastrophe ruled the land. After hundreds of years, the Thirteen Divines emerged victorious and sealed the Malefactors behind the Divine Gate. With the evil deities sealed, the remaining deities swore a Sacred Accord to never again interfere directly on the Material Plane so that the races and creatures there can live their lives without fear of divine intervention. Thus, the Divines locked themselves behind the Divine Gate and ushed in the dawn of the First Age.

After the Accord was struck amongst the gods and the Divine Gate erected, multiple lesser powers rose up in the vacuum left by the withdrawal of the **Gods** and began to offer power to mortals and gather worshippers.

There are some who theorize that a deities followers could manipulate the energies within the Godsanchor in order to open the Divine Gate once more, but such an event would usher in another era cataclysmic in nature.

## The Thirteen Divines

* Avandra
* Bahamut
* Corellon
* Erathis
* Ioun
* Kord
* Lathander
* Melora
* Pelor
* Sarenrae
* Selûne
* The Raven Queen

## The Vile Malefactors

* Asmodeus
* Bane
* Demogorgon
* Gruumsh
* Lolth
* Orcus
* Shar
* Tharizdun
* Tiamat
* Torog
* Zehir

## Other Gods and Lesser Powers

There are some other gods worshipped on Aegirrim outside of the recognized pantheon. Many are not truly "Gods" in the traditional sense and are merely demigods or some other lesser power.

* Auril
* Brandobaris
* The Red Knight
* Remnis

### Demon Lords

**Demon lords**, also known as **Abyssal lords**, were archfiends who gained great power and established a position of preeminence among demonkind. Over millennia, these demons had amassed tremendous power and authority over their domain. Some of the known demon lords include:

* Graz'zt
Corellon

Symbol of Corellon

**Corellon, the Coronal** is the deity of arcane magic and the fey. Before the Banishment, the Coronal wandered the lands, spreading magic and raising the forests. Corellon created the first elves, and so they are considered the Mother and Father of all elves. Centaurs believe the Corellon to be their creator, as well.

Corellon is commonly depicted as an impossibly graceful and beautiful elven being. They are androgynous and alluring, with long golden hair. Many early elven art pieces were inspired by the Arch Heart, and elements of their visage or symbol can be found in most elven architecture.

## **Commandments of the Corellon**

* *Create, inspire, and find beauty in all that you do.*
* *Follow the echoes of lost magic, forgotten sites, and ancient art, for within these lie Corellon's first works.*
* *Combat the followers of the Spider Queen wherever they may be.*

## **Worship**

The worshippers of Corellon are those who seek art in all their work, both magic and mundane. The Spider Queen and her priestesses are loathed by followers of Corellon for leading the drow elves astray.

## **History**

Before the Banishment, Corellon wove the first elves from grass.
Aelorn

**Aelorn** is a major continent on Aegirrim that shares a lot of common features with Elodria thanks to the connected peninsula between the two lands known as the Crossing. Aelorn is a lot less diverse compared to her southern cousin. It is the birthplace of humanity and a land that is highly concerned with religion.
Unique building

A **Unique building** is a building which is available to only one civilization in *TFC: The Fertile Crescent*.

They are usually unlocked after researching a unique technology available in the Bronze Age.

## Unique buildings list

* Garden: Unique building of the Babylonians, requires  Renowned Gardens
* Temple: Unique building of the Egyptians, requires  Monument Builders

Notably, Assyrians are the only civilization in the game without a unique building.
The Dead King

## Blurb

As the daughter of an undertaker, Rosalie Beaufort has always been fascinated by death, but had never given much thought to how she would die. Certainly, she did not expect to be dragged to the City of the Dead by the tall, pale monster from her nightmares. Placed atop a glittering black throne, Rosalie is the newly coronated Queen of the Dead — and wife to the mysterious, tragic figure known only as the Dead King. With her family’s safety at stake, Rosalie is determined to uncover his secrets and use them to escape — if she doesn’t fall in love with him first.

## Summary

Content to be added

1. ↑ https://www.amazon.co.uk/gp/product/B08Y65KVPP/ref=dbs\_a\_def\_rwt\_bibl\_vppi\_i2
Building

A **Building** is a stationary structure in *TFC: The Fertile Crescent*, which are either constructed by  Villagers or found as neutral structures in the map.

Buildings can be of several types:

* Economic: These buildings are vital to collect resources or increase Villager count, these includes Villager production centers, drop sites, resource generation and exchange buildings, and housing
* Military: These buildings have the sole purpose of training troops.
* Defensive: These buildings have greater defensive statistics such as hit points and seige armor, and are placed at the periphory of the player's territory to secure it and deter enemy movement.
* Research: These buildings research upgrades other than technologies unlocked in the Technology Tree.

Certain buildings have extra benefits which are unlocked via technologies, some of which may be unique to civilizations. There are also unique buildings exclusive to certain civilizations.

If construction of a building is cancelled by the player before it is completed, all its resource cost is returned to the player's stockpile. If it is destroyed by the enemy while under construction, then the resources are lost.

## Buildings list

### Unique buildings

*Main article: Unique building*
Unique buildings are those available to only a single civilization. It may be required to obtain a certain technology before being able to construct them.

The two unique buildings in the game are  Gardens and  Temples.

### Neutral buildings

*Main article: Neutral building*
These buildings are not constructed, and cannot be destroyed, but they can be claimed by building an Outpost in their range. The building cannot be claimed as long as there is any other player's Outpost nearby.

Maps spawn with any combination of these neutral buildings:  Ancient Temple,  Orchard, and  Settlement.

## Appearance

Buildings have a thatched roof and mud wall appearance in the Early Age before the construction of a Palace. Choosing a Civilization modifies the appearance of all buildings, replacing mud walls with fried bricks, thatches with solid roofs, and adding more intricate details and decorations in general, themed upon the civilization chosen.
Technology

A **Technology** is knowledge gained by the player's civilization by spending Knowledge points in the Technology Tree. Gaining a Technology benefits the player's units, buildings, or other statistics to advance and improve their society. It can be in the form of upgrading the combat ability of units or buildings directly, unlocking new units or buildings, improving collection rates of various resources, adding new effects and abilities to units or buildings, etc.

There are 8 technologies in the Early Age, and after choosing a Civilization by selecting a Civilization technology button (which does not cost any Knowledge), the player reaches the Bronze Age where they can access further 9 more shared and 4 unique technologies.

Therefore, there are 21 technologies in the game that a player can obtain, other than the Civilization technology.

The Knowledge cost of technologies vary, with the Bronze Age technologies being costlier than Early Age ones, and military technologies being more expensive than economic ones.

Note that equipment upgrades researched at the Furnace are not referred to as technologies.

To see the list of technologies unique to each civilization, see unique technology.

## Technology list

Technologies common to all civilizations are listed below:

## Unique technology

*Main article: Unique technology*
Unlike the other technologies, each Unique technology is available to one single civilization. Each civilization gains access to four Unique technologies in the Bronze Age, with the effects varying from economic, military, defensive, etc.
Conscripts

## Effect

 Outpost gains +250 hit points, +8 Line of Sight, and  Influence radius.
 Villagers within any  Outpost's range gain +1 melee attack, +1 ranged attack, +1 base armor, and +4 ranged attack range (does not stack with  Militia).

**Conscripts** is a unique technology of the Assyrians in *TFC: The Fertile Crescent*. It can be obtained in the technology tree once the player advances to the Bronze Age by choosing Assyrians as their civilization by selecting the Assyrians civilization technology.

Once obtained, Villagers within the added Influence range of Outposts gain improved combat statistics. It also improves the hit points, Line of Sight, and influence range of Outposts.

The in-game description erroneously states that Villagers in range of neutral  Settlements recieve the combat bonuses, whereas it is Outposts which apply the effect.
Laura Jordan

## About

Laura Jordan is a 6ft Libran and cat enthusiast from the countryside in Kent, England. She grew up in her family cottage with her parents, brother and grandad Len. She studied ballet and performing arts for the majority of her adolescent life, thinking she would make a career of it, before realising she could neither sing, act, nor dance.

Sensing her talents may lie elsewhere, Laura set off to study creative writing at the University of Greenwich where she scraped a bachelor’s degree. Laura then went on to put her degree to good use as a senior reporter and editor for a builder’s merchant’s magazine. However, she was fired after three months after likening her workplace to “riding a bike through Hell” on Twitter.

Then Laura tried her hand at teaching. She became a Special Educational Needs teaching assistant for secondary school children, and much to everyone’s surprise —not least her own— she found she was quite good at it. She kept to this line of work for three years until moving to Ireland to be with her boyfriend.

Living in Dublin with Derek, their golden retriever, and a small army of borderline feral cats, Laura spends her time co-hosting a podcast and writing books that she is still astounded that people want to read.

She is also very fond of pizza.

## Bibliography

* ***The Dead King*** (March 2021)
* ***The Wicked One*** (December 2021)
* ***Our Little Secret*** (April 2023)

1. ↑ https://www.amazon.co.uk/Laura-Jordan/e/B08Y74NJDS?ref=sr\_ntt\_srch\_lnk\_1&qid=1637690117&sr=8-1&fbclid=IwAR2W28-8izTKTt6QmnPXaDDbT2t53XQ2EQgSVaiPhvw0JsseSQJiJ84af-w
Village Center

* Early Age
* Assyrian
* Babylonian
* Egyptian

## Notes

In skirmish game mode, losing the Village Center causes instant defeat.

The **Village Center** is the primary building of any player. It serves the central role in any community; producing Villagers automatically, unlocking most buildings, serving as a drop site for all resources, and starting knowledge collection. Losing this building leads to instant defeat.

In most game modes like skirmish, the player begins with a  Tribe which must be "unpacked" or "settled" into the foundation of a Village Center, which can then be built up by  Villagers.

## Unlocked buildings

* Dwelling
* Farm
* Granary
* Furnace
* Barracks
* Archery Range
* Watch Tower
* Wall
* Gate
* Market
* Palace (requires Bronze Age)
* Wonder (requires Bronze Age)

## Strategy

The Village Center must be defended at all cost, as losing it leads to instant defeat. It has very high hit points, meaning all military units take a significant amount of time to bring it down.
Session 10

The tenth session of the Golden Order Campaign took place on 7/19/2023.

## Summary

* The party instigated the remainder of the library. Within Luhe’s wall safe, they found two tomes with the bloodlines of the Carigstel’s magically locked, two Writs of Legitimacy for a potential King or Queen to present as their claim as rightful ruler of Fedania, and the title to the *Arrogante*, an airship that was previously owned by the Carigstel monarch’s, but crashed into the Vermillion Ocean about 100 years ago and is the subject of many a sailor's song.
* They managed to find their way down into the Upperdark where they encountered the Kobold adventurers, Gett, Zugna, and Snon. Gett shared some of his inventions with the party, such as his jar of phase spiders (since removed) and a beating stick with a mind flayer tadpole attached (since deceased). Gett sold the beater stick to Sal for a “shiny”
* The party investigated the remainder of the area in the Upperdark where they discovered a laboratory and an altar dedicated to Kyuss with three dead cultists. Both are unrelated as Zall, a mind flayer with aspirations to start a new colony for his Elder Brain, has been working out of this lab for some of his experiments. The altar to Kyuss was erected here 2000 years ago during the height of the Worms’ reign and these cultists (The Cult of the Worm) discovered it recently. They unfortunately were a snack for Zall.
* The party uncovered the *Libris Mortem* which belonged to the cultists.
* The party took the skull of Verdan, the githyanki warrior, with them. Fjorm has attached him to her belt.
* The party also stole Zall’s diary written in qualith.
* The party returned to the surface, interacted with Guardsmen Dennis who thanked them for the investigation and the information they gathered. The party then went to the Sanctum of Pelor where they interacted with Priestess Volmaran Valeth, a human female priestess of Pelor with white hair. She cast *Remove Curse* on Rome which separated him from Kugun (and sliced his marks of Conqueror and Oppression). She dealt with the dagger, but did momentarily almost become seduced by it.
* Volmaran also told the party about the history surrounding the *Libris Mortem* (which is emblazoned with the crest of Kyuss). She told the history of Kyuss during the second age where the Priest of Orcus and his undead armies poured out of Ur’Maggoth and attempted to conquer the world and summon their god, but they were stopped by the united armies of Elodria. She mentioned how the Kingdom of Enjorra rose in the ashes of the Kingdom of Aecostia.
* The party went back to the Long Rest after stopping by the Fey Magic Items store and buying some potions. There, they encountered some familiar faces in Nordbor Cliffpick and Adwina Bulgepipe, who were working the tavern during their stay there the night before. As the party ordered a room and a set of lockpicks for Rome, Balkar Vendramyr, leader of the Bleak Knives, walked down the stairs from the rooms above and said, “It appears someone has ordered a drink for you, my friends.”
* Ended the session here.
Unit

A **Unit** refers to a single civilian, soldier, or siege machine.

## General units

In skirmish game mode players begin with one Tribe, which is a slow unit with the appearance of a woman holding a child and carrying an infant, which must be "unpacked" or "settled" into a Village Center. This unpacking lays a foundation, and must be completed by Villagers to finish the building. When the tribe reaches the placed foundation, the build completion increases by 39%. Losing the Village Center or its foundation, or even the Tribe unit, amounts to the player's defeat.

The Scout is another starting unit, and has very poor combat skills, but makes up for it with a very large Line of Sight and high movement speed. Its purpose is to reveal the unexplored parts of the map to the player and their allies, thus locating resource sources, fertile ground, neutral buildings, and the enemy positions.

## Economic units

The basic economic unit in the game is a Villager. Villagers are produced automatically by Village Centers and claimed Settlements, and randomly have a male or female appearance. Villager production rate depends on the condition of the player's realm, such as Food Surplus, and can be influenced by certain technologies and buildings.

Other economic units such as Priests and Gardeners are simply Villagers tasked to the Palaces and Gardens (the latter only for Babylonians) respectively. Egyptian Priests can also work in their unique building, Temple.

## Military units

*Main article: Military*
Early Age troops can be composed of the Light Axeman and the Slinger. Villagers can also serve as troops, especially for defense, but losing too many Villagers can leave the player lagging behind their opponent.

Reaching the Bronze Age and building a Palace unlocks the advanced military units, with Heavy Axeman and Spearman becoming available in the Barracks, the Javelin Thrower and Archer becoming trainable at the Archery Range, and the Workshop becoming available, in order to train the Sapper and Battering Ram. Erecting a Palace as well as researching  Bronze Smelting unlocks the Swordsman.

## Gallery

The units that a player begins with in skirmishes
Session 3

The third session of the Golden Order Campaign took place on 12/11/2022

## Summary

* Kicked off with our Road encounter. All the members of the Road escaped except Kozor
	+ Kozor drank poison and cried out, “Long Live Fedania!” before foaming from the mouth and dying
		- Anti-rez poison.
			* One of the Road members used skywrite to indicate danger. See symbol below:
				+ The party hid the bodies as Sergeant Gerrard and some other Ironers were alerted by the Horn of Hem Ironforge to the Road members presence. He announced that the terrorist organization known as the Road is in the area and people need to stay in their homes
				+ Shortly after while the group was investigating the dead bodies, the horn sounded again as Thiok Hellrage and the Ironers road out to fight some undead that were spotted near Carigtown
				+ They found a letter from Kadarm
					- “Fellow Travelers, the Road runs through Furness. You’ll need to dress up your sticks and oil. No need for the cloaks to see. There’s a friend in the Temple. We’ll meet there, but we may need to sing to our new guests, or maybe send them a gift. Either way, the dig is on (Saturday) at sun’s crest just east of the cloak's house near the smelt. Look for the usual signs. The iron is almost in reach. Long Live Fedania!”
					- Also, an anti-resurrection poison was found. The poison kills the victim and blocks resurrection magic
				+ Fouxious came and met the party for the first time, teleported the three corpses and himself out of the Temple of Pelor
				+ The party went to the Three Fires Spire and met the Graves family
					- Gardain managed to get Harbin to wear his patch for his store he is trying to open, The Dragon’s Hoard
					- Dagmar befriend the party and imparted his thoughts as outlined above
					- The party received a flier from Gardain from the village of Welton
					- Dagmar mentioned the two agents of the Tea Leaves
						* Semi-secret organization, interested in preserving history, etc
							+ Wit Waters and Penelope, two tieflings deployed by the TL to investigate goings on.
								- Wit’s sister was killed for red gold
									* Spanish/French accent
				+ The two tieflings explained their findings for the red gold and informed the party of where they have a drop spot near the statue next to castle furness
				+ Dagmar was ill in the morning
					- Always respected the platinum dragon, but not religious
				+ Party dropped off coins
				+ Party went to visit Lars in the Forge District
					- Three Forges: Blackiron, Hardsomething, and Digby’s Armaments
				+ End session
Session 14

* **Kicked off the session in the midst of combat with Fouxious after he did the lair action causing the scene to shift. During the fight, he stops at one point to go on a monologue about why they are interfering with their plans and that Orcus is the only god to have ever cared about him. He infers that he was born with a health condition that was going to kill him and that Orcus promised him everlasting life if he submitted to him which he did.**
	+ **Torah persuades Fouxious that redemption is still possible which causes the elf a moment of realization and he is able to momentarily break through the Bloodlord’s influence on his mind. He laments his actions and kills himself by jumping down the chasm to the Underdark in the center of the chamber. Combat over.**
		- **Fouxious will return as an undecided Undead creature in the final fight against Kalarel, but will periodically assist the party during the combat as he wrangles for control over himself from Kalarel.**
* **The party loots the lair and uncover a talking skull of an alchemist named Ceric in addition to gold and other valuables. Ceric can offer advice, but only if paid in gold.**
* **The party rescues Lars, Lilith, and Kadarm. On the way back to the city, it is revealed that Kadarm killed Oswin and that he has been a villain the entire time. Sal informs Corporal Lewis this and they take the half-orc into custody.**
* **The session ended back at the Three Fires Spire tavern where the party encountered a very drunk Brokdis Greatborn. He had previously visited the graves of his family which has sent him into a bit of a drunken bender.**
	+ **Hordli explains this and a bit of their history such as their adventures in the Underdark**
	+ **Durndis and Quaive got a little smoochie smoochie and left**
	+ **Phrix played the party heel and went outside for a smoke.**
	+ **The party eventually went upstairs to call it a night, but not before they broke open the skull of Ceric which sent 10k gold cascading in a fountain around the room.**
Wood

**Wood** is a resource in *TFC: The Fertile Crescent*, which is collected by Villagers who chop down Trees into logs and bring them to the nearest Village Center, claimed Settlement, or Resource Camp.

The maximum amount of wood that can be stored in a player's stockpile is 9999, any wood deposited beyond this point effectively vanish.

## Sources

* Trees provide 30 **wood** each. Trees are found in clusters around marshland, on terrain which is fertile and grassland.
* In the late game, wood can be bought by selling food at the  Market.

## Uses

### Construction

* Wood is required to construct all buildings except  Walls.

### Upgrading equipment

* Wood is required for all equipment upgrades.

### Training military units

Training the  Slinger,  Javelin Thrower,  Archer,  Spearman,  Sapper, and  Battering Ram lines requires wood.
Pipeweed

**Pipeweed** was a powdered drug that was found on Aegirrim usually smoked through pipes or other apparatus. When inhaled it provided a variety of effects to the user, ranging from very mild to severe, annoying or even pleasureful.

## Description

The drug pipeweed was made from a mixture of 'essences' of certain animals and select herbs.

## Effects

The primary effect of pipeweed was a lack of physiological response to the effects of cold, even in extreme cases. Many users felt warm, content, and alert, even in near-freezing rain or snow. While they wouldn't go into shock or suffer lower internal body temperature, it was still possible for them to outright freeze solid in extreme cold.

Some of the side-effects caused were:

* No effect whatsoever,
* Mild itching and rashes, and
* Pain and pleasure stimuli being reversed for an hour (a cut gave pleasure where a tender caress brought agony).
Session 2

The second session of the Golden Order Campaign took place on 12/4/2022.

## Summary

* Sal is now considered a member of the Delian Order
	+ Harbin took the Silver Fang of Bahamut
		- There are three pieces to the Sacred Artifact of the Silver Dragon, a great weapon
			* The hilt, and the shaft to create the Hammer of Justice
				+ The fang is the head and will shrink down magically to fit the other pieces, it is an actual fang of Bahamut
				+ Needs a blacksmith to forge
	+ Members of the Delian Order
		- Delius- Leader
		- Jeremia- Second
		- Bernd
		- Dag
		- Norville
		- Gregor
		- Fridolin
	+ Party returned Lilith to Lars earning the lifelong friendship of the blacksmith. He runs the Blackstone Forge, the second largest forge in Furness. He paid them 15gp, but offered them discounts for life on all his wares.
	+ The party rescued the children of Jon Zibblelobble and returned them. They were captured by the goblins held up in the tomb.
	+ The party visited Sergeant Gerrard and got paid from the pact for services rendered
		- “Ratcatchers” or adventures are paid for their services rendered so that the Pact will not be indebted to adventuring parties for their heroic deeds
		- Gerarrd’s Full Name is Gerrard Rhale
	+ Tykka revealed to be paid for the Road
	+ Kadarm a half-orc member of the Road introduces himself to the party
		- Reveals that the Road had Oswin killed
		- They replaced Oswin with Tykka so they could have a base of operations in Furness to try and steal the key
			* Kadarm is a Luthen from Andor type character. He does evil and awful things to try to free the people of Fedania from the oppression of the Iron Pact and get them ready for the Undead threat.
				+ He will be an antagonist to the partner because they are disrupting his plans
					- The Road needs the treasury to fund their agents and plans, but also to deal a serious blow to Pact
	+ We left right as combat kicked off. Sal is outside with four ironers, Kadarm has thrown a smoke bomb and he and his companions are trying to escape.
		- There’s only one door, but servers windows and also it is an incomplete temple
Wonder

* Assyrians
* Babylonians
* Egyptians

The Wonder is a massive building in *TFC: The Fertile Crescent* with multiple stages of construction. Each completed stage advances the **Level** of a Wonder from Level 1 to Level 4. A Wonder at Level 4 results in the owning player being declared victorious via Wonder victory if it is enabled.

Building a Wonder consumes all resources except Knowledge, and it is also the only building which requires food and metal for construction.

## Wonder levels

There are four stages, also known as levels, of the Wonder. Each stage costs further resources and construction time:

* **Stage 1**: 25 food, 25 wood, 150 clay, and 240 seconds
* **Stage 2**: 50 food, 50 wood, 150 clay, and 320 seconds
* **Stage 3**: 75 food, 75 wood, 200 clay, 50 metal, and 400 seconds
* **Stage 4**: 100 food, 100 wood, 250 clay, 100 metal, and 480 seconds

In total, a Wonder costs 250 food, 250 wood, 750 clay, 150 metal, and 1,440 seconds (i.e. 24 minutes). As multiple Villagers are usually assigned to construct a Wonder, the construction time is lesser in practice.

Completed Wonder stages are indicated in the top-left corner of the screen.

## Civilizations

Each civilization provides a unique bonus for the Wonder, with stacking effects for every stage constructed.

* **Assyrians**

**Wonder Bonus**: +10% attack speed for all military units per Wonder Level that has been constructed.
**Wonder appearance**: Grand Palace of Nineveh
* **Babylonians**

**Wonder Bonus**: +25% villager training speed across your empire per Wonder Level that has been constructed.
**Wonder appearance**: Ziggurat of Ur
* **Egyptians**

**Wonder Bonus**: +10% farming speed per Wonder Level that has been constructed.
**Wonder appearance**: Great Pyramid of Giza
## Strategy

Wonders must be built in secure locations, far away from the enemy.

## Gallery

Assyrian Wonder stage 1Assyrian Wonder stage 2Assyrian Wonder stage 3The completed Assyrian WonderBabylonian Wonder stage 1Babylonian Wonder stage 2Babylonian Wonder stage 3The completed Babylonian WonderEgyptian Wonder stage 1Egyptian Wonder stage 2Egyptian Wonder stage 3The completed Egyptian WonderA Wonder under construction
Early Age

The **Early Age** is the first age in *TFC: The Fertile Crescent*. This is the age that players start in under standard conditions in the typical game modes.

Early Age is characterised by small populations, smaller troop types, and no permanent distinguishing feature for one player to the next, as there is no distinct civilization in this age.

Players can advance from the Early Age to the Bronze Age after unlocking three Early Age technologies and selecting a civilization.

## Buildings list

* Resource Camp
* Clay Pit
* Village Center
	+ Dwelling
	+ Farm
	+ Granary
	+ Furnace
	+ Barracks
	+ Archery Range
	+ Outpost (requires  Potter's Wheel)
	+ Watch Tower
	+ Wall
	+ Gate

## Technologies list

* Improved Woodworking
* Masons
* Plough
* Improved Mining
* Potter's Wheel
* Militia
* Elite Slinger
Session 1

The first session of the Golden Order Campaign took place on 11/27/2022.

## Summary

* Party started after stopping in the city of Oar’s Rest in Session 0
* Caravan headed up the Tradeway
* Caravan was attacked by goblins who were trying to find human sacrifices to desecrate the Delian Tomb, a forgotten tomb that houses members of the Delian Order who fought against Kyuss thousands of years ago
* The party fight off some goblins a give chance through the Ironwood to find Lilith, the daughter of Lars
* The party find the tomb and make there way in
	+ They did have an interesting intro with Harbin turning into a human sized goblin
* They make there way through the tomb
	+ They make offerings in the offering room. Once the red coin is placed in the offering bowl, all the lights go out
* As they make way to go further in the Tomb, we draw the session to a close
The Underrot

Kalarel the Vile's stronghold beneath Ur'Maggoth

**The Underrot** is a section of the Underdark beneath south-eastern Eldoria. It is largely inhabited by the undead servants of Kalarel the Vile as the residents of the Underdark largely avoid the area. The citadel of Ur'Maggoth extends deep down into the Underdark where Kalarel has made his lair deep within the bowels.