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.

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.