Houses of the Realm

Three Factions shape this world. Each controls certain Monopolies and Powers.

How Monopolies Work

Hard Monopoly: Only this house can use or produce. Others must buy access from them directly.

Soft Monopoly: This house does it best. Others can try, but must make an effort to mostly rely on this house.

House of Adamant

STONE.corp — Systematic Takeover & Optimization of Natural Extractives

House Adamant

The Industrial Colonists. They are ruthless, structured and profit driven. They came to extract everything! - "Rock'n Stone"

Hard Monopoly

  • Create & Immersive Engineering mods
  • Modular Golems mod
  • Geolosys Prospecting Tools
  • Rail Systems

Soft Monopoly

  • Mining and Excavation
  • Item and Entity Transportation
  • Redstone Automation
Read Constitution

House of Theurgy

The Covenant Academy

House Theurgy

Witches and Warlocks. A Military Powerhouse that are research obsessed, narcissistic and not entirely Sane. They meddle with forces others run from. - "Shadow Wizard Money Gang"

Hard Monopoly

  • Iron's Spells and Spellbooks
  • Apotheosis
  • Hostile mob farms
  • Hirable as Assassins

Soft Monopoly

  • Magical Resource Gathering
  • Hirable as Explorers
  • Dungeon Raids and Dimension Expeditionists
Read Constitution

House of Demeter

Servants of the Tzar of Leria

House Demeter

Peaceful, yet Cultish Agriculturalists. They value harmony and community. They will do their best to pull you into their cult. - "From each according to his ability, to each according to his needs"

Hard Monopoly

  • Villager Recruits & Workers mods
  • Farmer's Delight & food mods
  • Animal Husbandry and Livestock
  • Farming and herbalism

Soft Monopoly

  • Potions and Wine making
  • Manpower for hire
  • Bureaucracy and Documentation for hire
Read Constitution