Novarchy Wiki Play

The Relics

Forty things the previous civilisation left behind, and what holding one is worth.

The Jump Ring: a lit rim with nothing travelling it

The galaxy did not start empty. Scattered through the outer sectors are 40 things the civilisation before this one left behind — rings, corridors, hollowed worlds, archives, yards that are still building something nobody has gone round to look at.

They are not ruins. Most of them still work, which is the unsettling part.

A guild takes a relic by force and holds it, and holding it changes something real for every member of that guild.

No guild may hold more than 4 relics at a time, and two relics granting the same bonus do not stack — so the most any guild can have working for it is one of each of the four below. That is what keeps the map worth fighting over rather than worth hoarding.

⚠️ The cap is not a gate on the attack. A guild that is already at the limit can win the battle and still not take the relic — it is simply left unclaimed, for whoever comes next. If you are at the cap, taking a fifth costs you a fleet and gains you nothing.

A relic just taken cannot be attacked again for 1 hour, which is long enough for the new holder to get a garrison there and short enough that it stays contested.

A guild can also abandon a relic it holds, from the Relics panel — its Leader, the acting leader or an Officer presses it. The relic becomes unclaimed, its bonus stops unless another relic of the guild carries the same one, the cap slot is free again, and every fleet on station flies home. With an attack about to land, the abandon is refused. An abandon neither restarts nor lifts the relic's lock. Until another guild has taken it, the guild that abandoned it earns no points from an attack it launches or a raid it hosts there.

Every one of them sits beyond sector 4 — outside protected space, in the frontier. That is the whole bargain of the outer map in one sentence.

Travel

The Lantern Road

The Lantern Road — Nine hundred beacons in a line, still lit. They were meant to guide a retreat.

Holding one of these is worth −10% travel time, for every member of the guild.

Production

The Deep Orchard

The Deep Orchard — Grown inward, lit from the core. The harvest has been running unattended for centuries.

Holding one of these is worth +8% production, for every member of the guild.

Shipyard

The Suspended Yard

The Suspended Yard — Half-built hulls hang in its cradles, waiting for a fleet order that never arrived.

Holding one of these is worth −12% ship build time, for every member of the guild.

War

Holding one of these is worth +12% battle points, for every member of the guild.