![[misc_banner_2.webp]]
`Apr. 2, 2025` · [[Horseapple]] · #Fragment #Misc #XML
> [!location]- File Location
> Mount & Blade II Bannerlord > Modules > SandBox > ModuleData
```
<?xml version="1.0" encoding="utf-8"?>
<Settlements>
<!-- Empire = 19 towns, 52 villages, 9 castles, 2.73 villages per town, 18% castle ratio -->
<!-- Ambrela and Myzon - Ruler of aristocratic clan. Northwest-central-->
<!-- Ambrela - from name of nearby clan -->
<Settlement
id="castle_EN1"
name="{=Settlements.Settlement.name.castle_EN1}Varagos Castle"
owner="Faction.clan_empire_north_3"
posX="493.56"
posY="403.18"
culture="Culture.empire"
gate_posX="494.4868"
gate_posY="400.274">
<Components>
<Town
id="castle_comp_EN1"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="420" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_siege_001"
scene_name_1="empire_siege_001"
scene_name_2="empire_siege_001"
scene_name_3="empire_siege_001" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EN1_1"
name="{=Settlements.Settlement.name.castle_village_EN1_1}Varagos"
posX="498.164"
posY="377.53"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EN1_1}Varagos sits on the Aris river, a small highland stream that flows into the deep pool known as the Ophthys. The land here is not especially rich, but is sufficient for the raising of sheep.">
<Components>
<Village
id="castle_village_comp_EN1_1"
village_type="VillageType.silk_plant"
hearth="322"
gate_rotation="0.008"
bound="Settlement.castle_EN1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003"
max_prosperity="70" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EN2"
name="{=Settlements.Settlement.name.castle_EN2}Lochana Castle"
owner="Faction.clan_empire_north_6"
posX="601.88"
posY="503.195"
culture="Culture.empire"
gate_posX="604.3249"
gate_posY="502.647">
<Components>
<Town
id="castle_comp_EN2"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="500" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_004"
scene_name_1="empire_castle_004"
scene_name_2="empire_castle_004"
scene_name_3="empire_castle_004" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EN2_1"
name="{=Settlements.Settlement.name.castle_village_EN2_1}Lochana"
posX="622.796"
posY="515.75"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EN2_1}Lochana sits on the eastern shore of Lake Laconis. The muddy, low-lying land here is well suited to the growing of flax.">
<Components>
<Village
id="castle_village_comp_EN2_1"
village_type="VillageType.silk_plant"
hearth="557"
gate_rotation="0.008"
bound="Settlement.castle_EN2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_o"
max_prosperity="70" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EN3"
name="{=Settlements.Settlement.name.castle_EN3}Rhesos Castle"
owner="Faction.clan_empire_north_9"
posX="445.834"
posY="439.847"
culture="Culture.empire"
gate_posX="447.8718"
gate_posY="438.2747">
<Components>
<Town
id="castle_comp_EN3"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="720" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_004"
scene_name_1="empire_castle_004"
scene_name_2="empire_castle_004"
scene_name_3="empire_castle_004" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EN3_1"
name="{=Settlements.Settlement.name.castle_village_EN3_1}Rhesos"
posX="463.498"
posY="432.922"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EN3_1}Rhesos sits in a plateau in the Dryatic mountains. Highland cattle thrive on the grasses of the heights.">
<Components>
<Village
id="castle_village_comp_EN3_1"
village_type="VillageType.cattle_farm"
hearth="610"
bound="Settlement.castle_EN3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EN4"
name="{=Settlements.Settlement.name.castle_EN4}Gaos Castle"
owner="Faction.clan_empire_north_3"
posX="560.547"
posY="405.221"
culture="Culture.empire"
gate_posX="562.4568"
gate_posY="403.6148">
<Components>
<Town
id="castle_comp_EN4"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="860" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_siege_001"
scene_name_1="empire_siege_001"
scene_name_2="empire_siege_001"
scene_name_3="empire_siege_001" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EN4_1"
name="{=Settlements.Settlement.name.castle_village_EN4_1}Gaos"
posX="575.501"
posY="384.151"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EN4_1}Gaos sits in a broad valley in the Myzead, the hill country in the east of the empire. Nomadic herders once occupied this land, and the village's name is taken from their word for cattle.">
<Components>
<Village
id="castle_village_comp_EN4_1"
village_type="VillageType.cattle_farm"
hearth="367"
bound="Settlement.castle_EN4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_011" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EN5"
name="{=Settlements.Settlement.name.castle_EN5}Atrion Castle"
owner="Faction.clan_empire_north_1"
posX="526.21"
posY="464.23"
culture="Culture.empire"
gate_posX="528.2367"
gate_posY="462.1609">
<Components>
<Town
id="castle_comp_EN5"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="560" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_004"
scene_name_1="empire_castle_004"
scene_name_2="empire_castle_004"
scene_name_3="empire_castle_004" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EN5_1"
name="{=Settlements.Settlement.name.castle_village_EN5_1}Atrion"
posX="539.847"
posY="445.969"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EN5_1}Atrion in the valley of the Nevys, a cold, slow-moving river that drains into Lake Laconis. The level, wet land here is fine for the growing of flax.">
<Components>
<Village
id="castle_village_comp_EN5_1"
village_type="VillageType.silk_plant"
hearth="621"
bound="Settlement.castle_EN5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_008" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EN6"
name="{=Settlements.Settlement.name.castle_EN6}Ataconia Castle"
owner="Faction.clan_empire_north_2"
posX="428.712"
posY="406.186"
culture="Culture.empire"
gate_posX="430.2386"
gate_posY="404.2042">
<Components>
<Town
id="castle_comp_EN6"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="960" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_f"
scene_name_1="empire_castle_f"
scene_name_2="empire_castle_f"
scene_name_3="empire_castle_f" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EN6_1"
name="{=Settlements.Settlement.name.castle_village_EN6_1}Ataconia"
posX="449.761"
posY="395.081"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EN6_1}Ataconia sits on a plateau in the piedmont of the Dryatic mountains. The people of this area are skilled at finding seams of silver ore exposed by the streams rushing down from the mountains.">
<Components>
<Village
id="castle_village_comp_EN6_1"
village_type="VillageType.silver_mine"
hearth="682"
gate_rotation="0.558"
bound="Settlement.castle_EN6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_f" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EN7"
name="{=Settlements.Settlement.name.castle_EN7}Epinosa Castle"
owner="Faction.clan_empire_north_7"
posX="652.684"
posY="512.049"
culture="Culture.empire"
gate_posX="650.2698"
gate_posY="512.7195">
<Components>
<Town
id="castle_comp_EN7"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="990" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_004"
scene_name_1="empire_castle_004"
scene_name_2="empire_castle_004"
scene_name_3="empire_castle_004" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EN7_1"
name="{=Settlements.Settlement.name.castle_village_EN7_1}Epinosa"
posX="663.217"
posY="496.621"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EN7_1}Epinosa lies in the far north of the Empire, just south of the glacial lakes known as the Iltan portages, where ships are hauled between Lakes Laconis and Tanaesis. The region is relatively thinly populated, but large herds of cattle graze on the green downs.">
<Components>
<Village
id="castle_village_comp_EN7_1"
village_type="VillageType.cattle_farm"
hearth="222"
bound="Settlement.castle_EN7"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EN7_2"
name="{=Settlements.Settlement.name.castle_village_EN7_2}Pons"
posX="644.343"
posY="511.862"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EN7_2}Pons is one of the northernmost settlements of the Empire. It is named for the 'crossing' of the Iltan portages, a network of glacial lakes that allow ships to be hauled between Lakes Laconis and Tanaesis. The region is relatively thinly populated, but large herds of cattle graze on the green downs.">
<Components>
<Village
id="castle_village_comp_EN7_2"
village_type="VillageType.cattle_farm"
hearth="722"
bound="Settlement.castle_EN7"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_007" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EN8"
name="{=Settlements.Settlement.name.castle_EN8}Syratos Castle"
owner="Faction.clan_empire_north_8"
posX="663.562"
posY="477.951"
culture="Culture.empire"
gate_posX="661.5169"
gate_posY="475.827">
<Components>
<Town
id="castle_comp_EN8"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="560" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_siege_001"
scene_name_1="empire_siege_001"
scene_name_2="empire_siege_001"
scene_name_3="empire_siege_001" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EN8_1"
name="{=Settlements.Settlement.name.castle_village_EN8_1}Syratos"
posX="653.055"
posY="472.717"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EN8_1}Syratos at the base of an escarpment just north of Lake Tanaesis. Villagers mine the hills above them, where cold winters crack the stone to reveal fine seams of iron ore.">
<Components>
<Village
id="castle_village_comp_EN8_1"
village_type="VillageType.iron_mine"
hearth="422"
bound="Settlement.castle_EN8"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EN8_2"
name="{=Settlements.Settlement.name.castle_village_EN8_2}Tememos"
posX="647.501"
posY="463.876"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EN8_2}Tememos lies in heavily wooded hill country at the northern end of Lake Tanaesis. Many of the villagers work as foresters, harvesting oak, beech and pine for the sale to the lake cities.">
<Components>
<Village
id="castle_village_comp_EN8_2"
village_type="VillageType.lumberjack"
hearth="422"
bound="Settlement.castle_EN8"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_004" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EN9"
name="{=Settlements.Settlement.name.castle_EN9}Mecalovea Castle"
owner="Faction.clan_empire_north_1"
posX="424.494"
posY="481.205"
culture="Culture.empire"
gate_posX="422.1589"
gate_posY="482.2065">
<Components>
<Town
id="castle_comp_EN9"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.508"
prosperity="870" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_g"
scene_name_1="empire_castle_g"
scene_name_2="empire_castle_g"
scene_name_3="empire_castle_g" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EN9_1"
name="{=Settlements.Settlement.name.castle_village_EN9_1}Mecalovea"
posX="417.965"
posY="471.167"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EN9_1}Mecalovea sits overlooking the Galchasic Cataracts, a series of rapids and waterfalls through which the Miron river empties into Lake Laconis. The village, perched on a cliffside for protection from raiders in this frontier region, thrives on the ore deposits exposed where the cataract cuts through the escaparment.">
<Components>
<Village
id="castle_village_comp_EN9_1"
village_type="VillageType.iron_mine"
hearth="389"
gate_rotation="0.008"
bound="Settlement.castle_EN9"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_x"
max_prosperity="70" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EN9_2"
name="{=Settlements.Settlement.name.castle_village_EN9_2}Agalmon"
posX="415.34"
posY="493.736"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EN9_2}Agalmon sits near the juncture of the Galcha and the Miron, two small but fast-flowing northern rivers. This foresting village has had mostly good relations with its Sturgian neighbors thanks to decades of intermarriage, though they have become strained of late with the outbreak of war.">
<Components>
<Village
id="castle_village_comp_EN9_2"
village_type="VillageType.lumberjack"
hearth="589"
gate_rotation="0.008"
bound="Settlement.castle_EN9"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_p"
max_prosperity="70" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Volarias and Tricaea, Northern clan #2, marcher clan of patriarch faction, -->
<!-- The allconquering -->
<Settlement
id="town_EN1"
name="{=Settlements.Settlement.name.town_EN1}Epicrotea"
owner="Faction.clan_empire_north_2"
posX="407.645"
posY="474.297"
culture="Culture.empire"
gate_posX="405.7087"
gate_posY="472.0927"
text="{=n9WMUuSp}Epicrotea, the 'All-Conquering' was named after the eccentric long-haired military genius Sarapios, who crushed a Battanian host and secured the lands west of Lake Laconis for the Empire. Its towers, overlooking the Miron river, have frequently been a northerner's first glimpse of the awesome and terrible force to their south.">
<Components>
<Town
id="town_comp_EN1"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_3"
wait_mesh="wait_empire_town"
gate_rotation="0.208"
prosperity="5100" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_g"
scene_name_1="empire_town_g"
scene_name_2="empire_town_g"
scene_name_3="empire_town_g" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- Saffron field -->
<Settlement
id="village_EN1_1"
name="{=Settlements.Settlement.name.village_EN1_1}Marathea"
posX="385.025"
posY="461.536"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN1_1}Marathea lies on a narrow shelf of land between the Miron river and Mount Aracathos, the tallest peak in the Dryatic mountains. The villagers are skilled miners, extracting iron ores from the nearby cliffside.">
<Components>
<Village
id="village_comp_EN1_1"
village_type="VillageType.iron_mine"
hearth="322"
bound="Settlement.town_EN1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Horsefold -->
<Settlement
id="village_EN1_2"
name="{=Settlements.Settlement.name.village_EN1_2}Stathymos"
posX="407.717"
posY="451.722"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN1_2}Stathymos lies in a narrow valley beneath a towering ridge of the Dryatic mountains. The highland streams wash fertile soil down the hillsides, making this district one of the breadbaskets of the imperial north.">
<Components>
<Village
id="village_comp_EN1_2"
village_type="VillageType.wheat_farm"
hearth="125"
bound="Settlement.town_EN1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EN1_3"
name="{=Settlements.Settlement.name.village_EN1_3}Gymos"
posX="429.111"
posY="460.234"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN1_3}Gymos is a quiet fishing village in the Diathmic Bay, on the far west of Lake Laconis. Villagers harvest pike from the bay's deep waters.">
<Components>
<Village
id="village_comp_EN1_3"
village_type="VillageType.fisherman"
hearth="125"
bound="Settlement.town_EN1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EN3_2"
name="{=Settlements.Settlement.name.castle_village_EN3_2}Dyopalis"
posX="430.568"
posY="440.203"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN1_4}Dyopalis lies in a valley in the Dryatic mountains. Despite the cold winters, the region's fertile soils make this district one of the breadbaskets of the northern Empire.">
<Components>
<Village
id="castle_village_comp_EN3_2"
village_type="VillageType.wheat_farm"
hearth="125"
bound="Settlement.castle_EN3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_001" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Word of command, divine decree -->
<Settlement
id="town_EN2"
name="{=Settlements.Settlement.name.town_EN2}Diathma"
owner="Faction.clan_empire_north_1"
posX="465.971"
posY="475.17"
culture="Culture.empire"
gate_posX="463.2814"
gate_posY="471.1416"
text="{=wKMo2CUP}Diathma, the city of the Divine Decree, was erected by an imperial general on the ruins of a Dryatic shrine overlooking Lake Laconis. It was the last stand of the Dryatics, the northernmost of the Palaic peoples, who rebelled against the Empire and were overcome. According to legend they were pushed back into the shallows of the lake and fought until they were exhausted and the bloody waters engulfed them.">
<Components>
<Town
id="town_comp_EN2"
is_castle="false"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_seaside_1"
wait_mesh="wait_empire_town"
gate_rotation="0.408"
prosperity="4700" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_q"
scene_name_1="empire_town_q"
scene_name_2="empire_town_q"
scene_name_3="empire_town_q" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- From Alos, local hero -->
<Settlement
id="village_EN2_1"
name="{=Settlements.Settlement.name.village_EN2_1}Alosea"
posX="453.148"
posY="473.214"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN2_1}Alosea lies near the entrance of the Diathmic Bay, on the far western end of Lake Laconis. The folk of this region live well off the pike and sturgeon of the lake.">
<Components>
<Village
id="village_comp_EN2_1"
village_type="VillageType.fisherman"
hearth="532"
gate_rotation="0.758"
bound="Settlement.town_EN2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_x" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Altar, shrine -->
<Settlement
id="village_EN2_2"
name="{=Settlements.Settlement.name.village_EN2_2}Jeracos"
posX="489.935"
posY="459.728"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN2_2}Jeracos sits in meadowland in the northern piedmont of the Dryatic mountains. The climate, kept mild by the lake breezes, makes for good horse breeding.">
<Components>
<Village
id="village_comp_EN2_2"
village_type="VillageType.silver_mine"
hearth="705"
gate_rotation="0.008"
bound="Settlement.town_EN2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_b"
max_prosperity="70" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EN5_2"
name="{=Settlements.Settlement.name.castle_village_EN5_2}Masangara"
posX="517.449"
posY="451.464"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN2_3}Masangara sits on the banks of the Nevys, a cold, slow-moving river that empties into Lake Laconis. Cattle are raised here in former marshy woodlands, now drained and turned into meadows.">
<Components>
<Village
id="castle_village_comp_EN5_2"
village_type="VillageType.cattle_farm"
hearth="652"
gate_rotation="0.008"
bound="Settlement.castle_EN5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_z"
max_prosperity="70" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- commit point -->
<Settlement
id="town_EN3"
name="{=Settlements.Settlement.name.town_EN3}Saneopa"
owner="Faction.clan_empire_north_3"
posX="513.339"
posY="419.099"
culture="Culture.empire"
gate_posX="516.5862"
gate_posY="416.1982"
text="{=EJZLzhJk}Saneopa sits on a low pass leading from the Nevys valley to the north to the pool of the Ophthys. The ancient Palaic peoples of this region, like the Battanians, treated lakes as sacred sites, and the Ophthys in particular was said to be a gateway to another world. The hustle and bustle of Saneopa, one of the main trading centers of inland Calradia, stands in sharp contrast to the dark and silent waters below.">
<Components>
<Town
id="town_comp_EN3"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_4"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="4600" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_r"
scene_name_1="empire_town_r"
scene_name_2="empire_town_r"
scene_name_3="empire_town_r" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EN3_1"
name="{=Settlements.Settlement.name.village_EN3_1}Enoisa"
posX="520.423"
posY="398.929"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN3_1}Enoisa sits by the shores of the Ophthys, the eye, a deep lake in the hill country south of the Dryatic mountains. Wheat grows here, fed by the ample rains of the north. Legend has it that this was once a shrine of the ancient Palaic people, who believed the lake was a gateway to another world.">
<Components>
<Village
id="village_comp_EN3_1"
village_type="VillageType.wheat_farm"
hearth="275"
gate_rotation="0.158"
bound="Settlement.town_EN3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EN1_2"
name="{=Settlements.Settlement.name.castle_village_EN1_2}Aeoria"
posX="503.741"
posY="407.223"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN3_2}Aeoria sits in the fertile Vale of the Aris, in the heartland of the Empire. The dialect here is laced with words from Palaic, the language spoken in the center of the continent before the Empire came.">
<Components>
<Village
id="castle_village_comp_EN1_2"
village_type="VillageType.wheat_farm"
hearth="221"
gate_rotation="0.158"
bound="Settlement.castle_EN1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_009" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EN3_3"
name="{=Settlements.Settlement.name.village_EN3_3}Crios"
posX="485.823"
posY="420.131"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN3_3}Crios lies nestled amid the limestone ridges of the eastern Dryatic mountains. The highland soils make fine grazing for horses.">
<Components>
<Village
id="village_comp_EN3_3"
village_type="VillageType.europe_horse_ranch"
hearth="145"
bound="Settlement.town_EN3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_t" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Argoron, pre-calradic name for a citadel. Lucon -->
<Settlement
id="town_EN4"
name="{=Settlements.Settlement.name.town_EN4}Argoron"
owner="Faction.clan_empire_north_1"
posX="534.622"
posY="495.804"
culture="Culture.empire"
gate_posX="532.5618"
gate_posY="494.7299"
text="{=LqPJY4s9}The city of Argoron sits where the cold, slow moving Nevys River meets Lake Laconis. This was once the land of the Laconians, who saw the Empire as a protector against the more warlike Palaic peoples. They welcomed and intermarried with imperial settlers and their chiefs joined the Senate, and their old language and customs faded away.">
<Components>
<Town
id="town_comp_EN4"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="menu_empire_seaside_1"
wait_mesh="wait_empire_town"
gate_rotation="0.408"
prosperity="2800" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_a"
scene_name_1="empire_town_a"
scene_name_2="empire_town_a"
scene_name_3="empire_town_a" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EN6_2"
name="{=Settlements.Settlement.name.castle_village_EN6_2}Potamis"
posX="434.334"
posY="421.463"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN4_1}Potamis sits in a valley in the lower Dryatic mountains. The people of these parts have raised cattle since pre-Calradic times, and its milk and butter are sought out by traders and travellers passing through the region.">
<Components>
<Village
id="castle_village_comp_EN6_2"
village_type="VillageType.cattle_farm"
hearth="577"
gate_rotation="0.508"
bound="Settlement.castle_EN6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_008" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EN4_2"
name="{=Settlements.Settlement.name.village_EN4_2}Alatys"
posX="523.468"
posY="506.288"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN4_2}Alatys lies on the flat southern end of Lake Laconis, on delta lowlands formed by the River Nevys. The waters of the lake, which are very shallow and muddy here, are well-stocked with flounder and crayfish, while trout can be fished in the Nevys upstream.">
<Components>
<Village
id="village_comp_EN4_2"
village_type="VillageType.fisherman"
hearth="646"
gate_rotation="0.008"
bound="Settlement.town_EN4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_x" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EN2_2"
name="{=Settlements.Settlement.name.castle_village_EN2_2}Nortanisa"
posX="573.953"
posY="503.563"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN4_3}Nortanisa is a fishing village on the southern shores of Lake Laconis. Villagers plac nets and cages in the shallow edges of the lake to catch roach, bream, perch, and crayfish.">
<Components>
<Village
id="castle_village_comp_EN2_2"
village_type="VillageType.fisherman"
hearth="346"
gate_rotation="0.008"
bound="Settlement.castle_EN2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_v" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EN4_4"
name="{=Settlements.Settlement.name.village_EN4_4}Hetania"
posX="561.817"
posY="487.846"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN4_4}Hetania sits beneath a spur on the far northeastern bend of the Dryatic mountains. As in many villages around here, the foresters of this region still speak the Palaic languages of the tribes who lived here before the Empire came.">
<Components>
<Village
id="village_comp_EN4_4"
village_type="VillageType.lumberjack"
hearth="346"
gate_rotation="0.008"
bound="Settlement.town_EN4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_f" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Myzon's town. Dolentos clan -->
<Settlement
id="town_EN5"
name="{=Settlements.Settlement.name.town_EN5}Myzea"
owner="Faction.clan_empire_north_5"
posX="604.173"
posY="426.101"
culture="Culture.empire"
gate_posX="604.5439"
gate_posY="423.2428"
text="{=8UJ3cPrZ}Myzea gives its name to the Myzeiad, the rich hill country of the east-central empire. This region is the old stomping grounds of the senator Litos, who brought the Palaic tribes here into the empire relatively peacefully by offering them protection against raiders from the steppes. When he fell afoul of his rivals in the Senate, however, he tried to organize them into a rival 'barbarian' republic modelled on the ancient Calradian version. The empire snuffed it out, but the people here, now thoroughly Calradicized, still harbor an attachment to the old republican system and its partisans.">
<Components>
<Town
id="town_comp_EN5"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="menu_empire_2"
wait_mesh="wait_empire_town"
gate_rotation="0.608"
prosperity="3900" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_b"
scene_name_1="empire_town_b"
scene_name_2="empire_town_b"
scene_name_3="empire_town_b" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- Bealos, name of a local tribe -->
<Settlement
id="village_EN5_1"
name="{=Settlements.Settlement.name.village_EN5_1}Vealos"
posX="574.82"
posY="453.289"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN5_1}Vealos sits in the slowly rising eastern slopes of the Dryatic mountains in the eastern reaches of the Empire. Although mostly covered with beech and oak woods, the mountain slopes provide good grazing for horses and has traditionally been home to stud farms for the imperial cavalry.">
<Components>
<Village
id="village_comp_EN5_1"
village_type="VillageType.europe_horse_ranch"
hearth="221"
bound="Settlement.town_EN5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_005" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Lord 41 - lieutenant -->
<!-- Orthra - 'dawn' -->
<Settlement
id="village_EN5_2"
name="{=Settlements.Settlement.name.village_EN5_2}Orthra"
posX="570.369"
posY="420.634"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN5_2}Orthra, a relatively recent settlement, was named by an imperial captain after the dawn for its fine eastward views of the Myzead, the hill country of the eastern empire. It was founded as a stud farm to breed imperial horses with steppe stock from the east, and continues to provide horses for the imperial cavalry.">
<Components>
<Village
id="village_comp_EN5_2"
village_type="VillageType.europe_horse_ranch"
hearth="305"
gate_rotation="0.008"
bound="Settlement.town_EN5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_004" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Probably the name of a pre-Calradic priestess -->
<Settlement
id="castle_village_EN4_2"
name="{=Settlements.Settlement.name.castle_village_EN4_2}Themys"
posX="581.338"
posY="405.011"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN5_3}Themys lies under a ridge of limestone crags in the Myzead, the hill country of the imperial heartland. The grasses on the rolling downs are well-suited to the raising of sheep.">
<Components>
<Village
id="castle_village_comp_EN4_2"
village_type="VillageType.sheep_farm"
hearth="670"
bound="Settlement.castle_EN4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_002" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EN5_4"
name="{=Settlements.Settlement.name.village_EN5_4}Samatha"
posX="621.611"
posY="432.645"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN5_4}Samatha sits upon a sloping ridge in the sun-drenched highlands of the Myzead. The hillsides have been terraced to allow the growing of mulberry bushes. The leaves are harvested, placed in vats and fed to silkworms.">
<Components>
<Village
id="village_comp_EN5_4"
village_type="VillageType.silk_plant"
hearth="170"
bound="Settlement.town_EN5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Amprela, Impestores clan -->
<Settlement
id="town_EN6"
name="{=Settlements.Settlement.name.town_EN6}Amprela"
owner="Faction.clan_empire_north_4"
posX="620.342"
posY="483.919"
culture="Culture.empire"
gate_posX="624.6628"
gate_posY="483.38"
text="{=YYYxOiCq}Amprela is the foremost town of the far northeast of the Empire. Watchmen stand atop its towers, looking out for beacons from the frontier fortresses to the north, east and west that might signal the approach of raiders. Horse archers recruited from the rough Eleftheroi freemen drink in the barracks, waiting for the order to ride out against horsemen from the steppe. Cataphracts sally through its gates to vie with the princes of Sturgia for control of the trade crossing the nearby network of lakes known as the Iltan portages.">
<Components>
<Town
id="town_comp_EN6"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_3"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="2300" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_n"
scene_name_1="empire_town_n"
scene_name_2="empire_town_n"
scene_name_3="empire_town_n" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l3_interior"
scene_name_2="empire_castle_keep_a_l3_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- wormwood -->
<Settlement
id="village_EN6_1"
name="{=Settlements.Settlement.name.village_EN6_1}Avasinton"
posX="647.195"
posY="488.268"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN6_1}Avasinton sits in the wilder eastern reaches of the Myzead, the hill country of the central empire. Villagers have cleared away the thickets and thornbrush of this region, including the pungent wormwood after which the village is named, to allow the growing of mulberry bushes, the leaves of which are harvested and fed to silkworms.">
<Components>
<Village
id="village_comp_EN6_1"
village_type="VillageType.silk_plant"
hearth="340"
gate_rotation="0.008"
bound="Settlement.town_EN6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_004"
max_prosperity="70" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- northern village -->
<Settlement
id="village_EN6_2"
name="{=Settlements.Settlement.name.village_EN6_2}Boreagora"
posX="632.44"
posY="498.726"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EN6_2}Boreagora lies in the cold north of the Empire, by the network of glacial lakes known as the portages of Iltan. Nearby imperial forts, looming over the waterways, keep watch for Sturgian and Khuzait raiders. The lowlands here are suited to the growing of flax.">
<Components>
<Village
id="village_comp_EN6_2"
village_type="VillageType.flax_plant"
hearth="411"
bound="Settlement.town_EN6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- blackheath. To Ascyron, Lucon's heir -->
<Settlement
id="castle_EW1"
name="{=Settlements.Settlement.name.castle_EW1}Garontor Castle"
owner="Faction.clan_empire_west_2"
posX="273.429"
posY="324.02"
culture="Culture.empire"
gate_posX="275.8431"
gate_posY="324.9398">
<Components>
<Town
id="castle_comp_EW1"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="880" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_004"
scene_name_1="empire_castle_004"
scene_name_2="empire_castle_004"
scene_name_3="empire_castle_004" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EW1_1"
name="{=Settlements.Settlement.name.castle_village_EW1_1}Garontor"
posX="277.153"
posY="338.961"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EW1_1}Garontor gives its name to the promontory between the Gulf of Charas and the inland Perassic sea. Coastal meadows, where tall grasses tolerant of the ocean salt-spray thrive, support the rearing of fine horses.">
<Components>
<Village
id="castle_village_comp_EW1_1"
village_type="VillageType.europe_horse_ranch"
hearth="166"
bound="Settlement.castle_EW1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_008" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EW2"
name="{=Settlements.Settlement.name.castle_EW2}Thorios Castle"
owner="Faction.clan_empire_west_4"
posX="467.803"
posY="359.124"
culture="Culture.empire"
gate_posX="464.8579"
gate_posY="359.6282">
<Components>
<Town
id="castle_comp_EW2"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="760" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_004"
scene_name_1="empire_castle_004"
scene_name_2="empire_castle_004"
scene_name_3="empire_castle_004" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EW2_1"
name="{=Settlements.Settlement.name.castle_village_EW2_1}Thorios"
posX="466.117"
posY="382.977"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EW2_1}Thorios sits in the Aris valley in the heart of Calradia. River irrigation and the relatively warm inland climate ensure that the grain fields of this district, along with neighboring Bergum, feed much of the central empire.">
<Components>
<Village
id="castle_village_comp_EW2_1"
village_type="VillageType.wheat_farm"
hearth="232"
bound="Settlement.castle_EW2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_c" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EW2_2"
name="{=Settlements.Settlement.name.castle_village_EW2_2}Bergum"
posX="478.986"
posY="381.931"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EW2_2}Bergum sits in the Aris valley in the heart of Calradia. River irrigation and the relatively warm inland climate ensure that the grain fields of this district, along with neighboring Thorios, feed much of the central empire.">
<Components>
<Village
id="castle_village_comp_EW2_2"
village_type="VillageType.wheat_farm"
hearth="232"
bound="Settlement.castle_EW2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EW3"
name="{=Settlements.Settlement.name.castle_EW3}Onica Castle"
owner="Faction.clan_empire_west_1"
posX="445.931"
posY="272.569"
culture="Culture.empire"
gate_posX="445.2068"
gate_posY="275.0735">
<Components>
<Town
id="castle_comp_EW3"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="740" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_siege_001"
scene_name_1="empire_siege_001"
scene_name_2="empire_siege_001"
scene_name_3="empire_siege_001" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EW3_1"
name="{=Settlements.Settlement.name.castle_village_EW3_1}Onica"
posX="458.472"
posY="269.147"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EW3_1}Onica lies on the northern shores of the Perassic sea. The hills of this district are terraced with the olive groves for which the southern Empire is famous, producing a light, fragrant oil.">
<Components>
<Village
id="castle_village_comp_EW3_1"
village_type="VillageType.vineyard"
hearth="312"
bound="Settlement.castle_EW3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_004" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EW4"
name="{=Settlements.Settlement.name.castle_EW4}Thractorae Castle"
owner="Faction.clan_empire_west_3"
posX="258.912"
posY="375.931"
culture="Culture.empire"
gate_posX="256.7101"
gate_posY="374.8052">
<Components>
<Town
id="castle_comp_EW4"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="660" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_004"
scene_name_1="empire_castle_004"
scene_name_2="empire_castle_004"
scene_name_3="empire_castle_004" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EW4_1"
name="{=Settlements.Settlement.name.castle_village_EW4_1}Thractorae"
posX="257.234"
posY="346.824"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EW4_1}Thractorae sits on a small bay that feeds into the larger Gulf of Charas. These lands, stirred by hot winds from the south and watered by hillside springs, have been used by imperial landowners for the experimental growing of date palms.">
<Components>
<Village
id="castle_village_comp_EW4_1"
village_type="VillageType.date_farm"
hearth="346"
gate_rotation="0.208"
bound="Settlement.castle_EW4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_v" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EW5"
name="{=Settlements.Settlement.name.castle_EW5}Veron Castle"
owner="Faction.clan_empire_west_7"
posX="264.634"
posY="407.65"
culture="Culture.empire"
gate_posX="267.33"
gate_posY="406.6704">
<Components>
<Town
id="castle_comp_EW5"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="610" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_siege_001"
scene_name_1="empire_siege_001"
scene_name_2="empire_siege_001"
scene_name_3="empire_siege_001" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EW5_1"
name="{=Settlements.Settlement.name.castle_village_EW5_1}Veron"
posX="286.102"
posY="417.727"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EW5_1}Veron in the foothills of the Uchalion massif, near the headwaters of the Garys river. On summer nights the hills above the village are dotted with the fires of shepherds, taking their animals to graze on the upland pastures.">
<Components>
<Village
id="castle_village_comp_EW5_1"
village_type="VillageType.vineyard"
hearth="421"
gate_rotation="0.208"
bound="Settlement.castle_EW5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_b" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EW5_2"
name="{=Settlements.Settlement.name.castle_village_EW5_2}Goleryn"
posX="256.898"
posY="393.747"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EW5_2}Goleryn sits in the warm, oak-covered Epiric hills, near both the Vlandian and Battanian frontiers. Sheep-raising is a way of life in these parts, as is sheep-rustling. ">
<Components>
<Village
id="castle_village_comp_EW5_2"
village_type="VillageType.sheep_farm"
hearth="421"
gate_rotation="0.208"
bound="Settlement.castle_EW5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_a" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EW6"
name="{=Settlements.Settlement.name.castle_EW6}Hertogea Castle"
owner="Faction.clan_empire_west_8"
posX="347.983"
posY="391.892"
culture="Culture.empire"
gate_posX="345.8056"
gate_posY="390.2473">
<Components>
<Town
id="castle_comp_EW6"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.408"
prosperity="640" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_f"
scene_name_1="empire_castle_f"
scene_name_2="empire_castle_f"
scene_name_3="empire_castle_f" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EW6_1"
name="{=Settlements.Settlement.name.castle_village_EW6_1}Hertogea"
posX="340.503"
posY="403.2"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EW6_1}Hertogea lies in the shadow of Mount Erithrys, a huge basalt slab thrust up from the depths of the earth. Villagers grow olives on the slopes leading up the mountain.">
<Components>
<Village
id="castle_village_comp_EW6_1"
village_type="VillageType.olive_trees"
hearth="347"
gate_rotation="0.208"
bound="Settlement.castle_EW6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EW7"
name="{=Settlements.Settlement.name.castle_EW7}Oristocorys Castle"
owner="Faction.clan_empire_west_9"
posX="351.791"
posY="278.093"
culture="Culture.empire"
gate_posX="353.8361"
gate_posY="280.3419">
<Components>
<Town
id="castle_comp_EW7"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.408"
prosperity="820" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_g"
scene_name_1="empire_castle_g"
scene_name_2="empire_castle_g"
scene_name_3="empire_castle_g" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EW7_1"
name="{=Settlements.Settlement.name.castle_village_EW7_1}Oristocorys"
posX="354.026"
posY="309.139"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EW7_1}Oristocorys sits on the Bay of Ortysia, part of the seaway between the western ocean and the Perassic Sea. Early morning sea-mists from the west and the hot sun of midday allow the growing of wine grapes.">
<Components>
<Village
id="castle_village_comp_EW7_1"
village_type="VillageType.vineyard"
hearth="603"
bound="Settlement.castle_EW7"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_004" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EW7_2"
name="{=Settlements.Settlement.name.castle_village_EW7_2}Elvania"
posX="359.023"
posY="290.995"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EW7_2}Elvania sits on the Bay of Ortysia, part of the seaway between the western ocean and the Perassic Sea. Olive trees grow on the slopes of the nearby hills, warmed by the southern sun.">
<Components>
<Village
id="castle_village_comp_EW7_2"
village_type="VillageType.iron_mine"
hearth="603"
bound="Settlement.castle_EW7"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_u" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_EW8"
name="{=Settlements.Settlement.name.castle_EW8}Gersegos Castle"
owner="Faction.clan_empire_west_6"
posX="375.321"
posY="445.862"
culture="Culture.empire"
gate_posX="373.336"
gate_posY="444.4101">
<Components>
<Town
id="castle_comp_EW8"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.408"
prosperity="610" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_siege_001"
scene_name_1="empire_siege_001"
scene_name_2="empire_siege_001"
scene_name_3="empire_siege_001" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_EW8_1"
name="{=Settlements.Settlement.name.castle_village_EW8_1}Gersegos"
posX="363.718"
posY="466.552"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_EW8_1}Gersegos sits in the gorges of the Miron river, as it cuts between the cliffs of the Cursion Escarpment and the Dryatic mountains. Villagers have sunk mines into a spur that overlooks the village, extracting silver and other precious metals.">
<Components>
<Village
id="village_comp_EW8_1"
village_type="VillageType.silver_mine"
hearth="201"
bound="Settlement.castle_EW8"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_h" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Lageta and Zeonika, west, akritas lords of soldier faction of empire (clan 6)-->
<Settlement
id="town_EW1"
name="{=Settlements.Settlement.name.town_EW1}Lageta"
owner="Faction.clan_empire_west_3"
posX="315.287"
posY="397.114"
culture="Culture.empire"
gate_posX="314.4292"
gate_posY="392.8451"
text="{=ZAGUIKOn}Lageta was infamously acquired by the Empire by an act of treachery. A rogue imperial mercenary murdered the Palaic chieftain who employed him, took the citadel, invited in imperial colonists, then bequeathed the town to the Empire. The Senate disavowed his action but accepted the bequest. The district is now thoroughly Calradicized, but the Battanians to the north remember, and whenever an imperial envoy speaks of the sanctity of treaties and pacts, they just nod to each other and say, 'Lageta.'">
<Components>
<Town
id="town_comp_EW1"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_3"
wait_mesh="wait_empire_town"
gate_rotation="0.108"
prosperity="5200" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_f"
scene_name_1="empire_town_f"
scene_name_2="empire_town_f"
scene_name_3="empire_town_f" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW1_1"
name="{=Settlements.Settlement.name.village_EW1_1}Primessos"
posX="297.847"
posY="386.762"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW1_1}Primessos lies in the wooded upper reaches of the Gavys valley. Pigs, fed on the acorns of the southern oak trees, thrive in this climate.">
<Components>
<Village
id="village_comp_EW1_1"
village_type="VillageType.swine_farm"
hearth="333"
bound="Settlement.town_EW1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW1_2"
name="{=Settlements.Settlement.name.village_EW1_2}Montos"
posX="310.348"
posY="416.18"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW1_2}Montos sits at the base of the Cursion escarpment, near the Battanian frontier. The foresters here keep a watchful eye on their neighbors, always looking for raiding parties coming westward from the valley of the Miron river to their east.">
<Components>
<Village
id="village_comp_EW1_2"
village_type="VillageType.lumberjack"
hearth="132"
bound="Settlement.town_EW1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_008" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EW6_2"
name="{=Settlements.Settlement.name.castle_village_EW6_2}Nideon"
posX="331.089"
posY="380.283"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW1_3}Nideon sits on a low-lying meander of the Zeos river, in the shadow of the plutonic Mount Erithrys. Flax grows in fields reclaimed from the river marshlands.">
<Components>
<Village
id="castle_village_comp_EW6_2"
village_type="VillageType.vineyard"
hearth="165"
bound="Settlement.castle_EW6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_h" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- City named after Empress Zeona -->
<Settlement
id="town_EW2"
name="{=Settlements.Settlement.name.town_EW2}Zeonica"
owner="Faction.clan_empire_west_1"
posX="412.41"
posY="287.631"
culture="Culture.empire"
gate_posX="416.8557"
gate_posY="289.4875"
text="{=kghCLS9q}Zeonica sits by the seaside at the base of the Iltaric hills, a land of wine, grain and horses. It was named for the Lady Zeona, one of the few women to rule the Empire - admittedly as regent for her son rather than Empress Regnant. It is known for the Zeonic Wind, a gale that blows northward across the Perassic Sea every summer carrying the burning heat of the Nahasa desert to the imperial south. In other seasons the weather here is mild, a weather pattern that has provided many a poet with a metaphor for the transience of passion.">
<Components>
<Town
id="town_comp_EW2"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_4"
wait_mesh="wait_empire_town"
gate_rotation="0.808"
prosperity="4500" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_d"
scene_name_1="empire_town_d"
scene_name_2="empire_town_d"
scene_name_3="empire_town_d" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EW3_2"
name="{=Settlements.Settlement.name.castle_village_EW3_2}Tarcutis"
posX="434.189"
posY="287.614"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW2_1}Tarcutis sits on the shores of the Perassic sea. The sandy soil and morning mists, channeled by offshore islands, allows the growing of grapes overlooking the beaches.">
<Components>
<Village
id="castle_village_comp_EW3_2"
village_type="VillageType.vineyard"
hearth="546"
bound="Settlement.castle_EW3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_x" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW2_2"
name="{=Settlements.Settlement.name.village_EW2_2}Neocorys"
posX="393.507"
posY="322.389"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW2_2}Neocorys, the new village, sits in gently sloping land in the Temea valley cleared only recently of forest. The local landowners have established stud farms, supplying horses to the imperial cavalry.">
<Components>
<Village
id="village_comp_EW2_2"
village_type="VillageType.europe_horse_ranch"
hearth="192"
bound="Settlement.town_EW2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_004" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW2_3"
name="{=Settlements.Settlement.name.village_EW2_3}Alsasos"
posX="385.096"
posY="302.324"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW2_3}Alsasos sits in the west end of the Temea, a broad valley north of the Perassic sea. Though the climate is relatively dry here, artesian wells allow farmers to grow bountiful crops of wheat.">
<Components>
<Village
id="village_comp_EW2_3"
village_type="VillageType.wheat_farm"
hearth="272"
bound="Settlement.town_EW2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_f" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW2_4"
name="{=Settlements.Settlement.name.village_EW2_4}Zeocorys"
posX="416.539"
posY="309.282"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW2_4}Zeocorys at the foot of the Ilataric hills, running along the southern coast of the Empire. Though the climate is relatively dry here, artesian wells allow farmers to grow bountiful crops of wheat.">
<Components>
<Village
id="village_comp_EW2_4"
village_type="VillageType.wheat_farm"
hearth="143"
bound="Settlement.town_EW2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_008" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_EW3"
name="{=Settlements.Settlement.name.town_EW3}Jalmarys"
owner="Faction.clan_empire_west_1"
posX="376.986"
posY="341.692"
culture="Culture.empire"
gate_posX="378.0066"
gate_posY="343.815"
text="{=TI3fS2xN}Every realm has a city whose inhabitants are mocked for their provincial unsophistication, and for the Empire that city was Jalmarys. One of the first imperial colonies established inland of the Perassic Sea, it served the Empire as a base to subdue the western Palaic tribes. Paravenos was happy to accept the plunder and slaves sent to them from its garrison, but snickered at them behind their backs. That changed when the Jalmaryan general Carsos staged a military coup. When a senator, stymied by his thick accent, nervously asked him to repeat a decree, he unsheathed his sword and said, 'Do you understand this?'">
<Components>
<Town
id="town_comp_EW3"
is_castle="false"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_3"
wait_mesh="wait_empire_town"
gate_rotation="0.508"
prosperity="2700" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_i"
scene_name_1="empire_town_i"
scene_name_2="empire_town_i"
scene_name_3="empire_town_i" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EW4_2"
name="{=Settlements.Settlement.name.castle_village_EW4_2}Gamardan"
posX="245.466"
posY="356.213"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW3_1}Gamardan sits at the head of a small bay that branches off the larger Gulf of Charas. The wines of this region are unusually sweet and strong, and valued throughout the Empire.">
<Components>
<Village
id="castle_village_comp_EW4_2"
village_type="VillageType.vineyard"
hearth="427"
bound="Settlement.castle_EW4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_s" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- A royal demesne-->
<!-- Goat's head Aegoscapsae shortening to Aegosca -Armagan -->
<Settlement
id="village_EW3_2"
name="{=Settlements.Settlement.name.village_EW3_2}Aegosca"
posX="395.889"
posY="343.083"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW3_2}Aegosca sits at the head of the Temea, a broad valley in southern Calradia. Though named for the goats that used to roam this region, the landowners have turned over the pastures to the raising of far more profitable horses.">
<Components>
<Village
id="village_comp_EW3_2"
village_type="VillageType.europe_horse_ranch"
hearth="427"
bound="Settlement.town_EW3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_002" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW3_3"
name="{=Settlements.Settlement.name.village_EW3_3}Dradios"
posX="372.489"
posY="371.154"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW3_3}Dradios sits by the Lesser Amynis, a tributary stream of the Aminys river that rushes down from the heights above. Villagers divert the mountain streams to irrigate their rich grainfields.">
<Components>
<Village
id="village_comp_EW3_3"
village_type="VillageType.wheat_farm"
hearth="501"
gate_rotation="0.008"
bound="Settlement.town_EW3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Ortysia sits on a low-lying delta near the end of the lake. Reed-beds, like Itil or Astrakhan -->
<!-- quailmarsh -->
<Settlement
id="town_EW4"
name="{=Settlements.Settlement.name.town_EW4}Ortysia"
owner="Faction.clan_empire_west_2"
posX="303.859"
posY="331.889"
culture="Culture.empire"
gate_posX="305.228"
gate_posY="334.8917"
text="{=JhBSnWAe}Ortysia, named for the quails who inhabit the nearby coastal marshes, was the first Calradian colony on the shores of the Perassic Sea. In its early centuries, it fell under the authority of the Kannic city-state of Quyaz, but the empire's expansion soon united the colony with its mother republic. For centuries, sailors coming from the pirate-infested islands of the Bay of Charas gave thanks when they saw its towers looming through the haze of the western Perassic, signalling a return to safe imperial-patrolled waters.">
<Components>
<Town
id="town_comp_EW4"
is_castle="false"
level="2"
background_crop_position="0.45"
background_mesh="menu_empire_seaside_2"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="5600" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_c"
scene_name_1="empire_town_c"
scene_name_2="empire_town_c"
scene_name_3="empire_town_c" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW4_1"
name="{=Settlements.Settlement.name.village_EW4_1}Arpotis"
posX="343.006"
posY="351.064"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW4_1}Arpotis sits on a high bluff overlooking the confluences of the Aminys, Gavys and Zeos rivers. The sides of the hills are terraced to grow wheat, with cisterns to catch the rain blowing up from the sea.">
<Components>
<Village
id="village_comp_EW4_1"
village_type="VillageType.wheat_farm"
hearth="825"
gate_rotation="0.408"
bound="Settlement.town_EW4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_EW1_2"
name="{=Settlements.Settlement.name.castle_village_EW1_2}Lysia"
posX="287.921"
posY="325.283"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW4_2}Lysia gives its name to the narrow strait where the Perassic Sea joins the western ocean. It lies just on the Perassic side of the straits, near broad beaches that allow the farming of salt.">
<Components>
<Village
id="castle_village_comp_EW1_2"
village_type="VillageType.salt_mine"
hearth="155"
bound="Settlement.castle_EW1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_x" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW4_3"
name="{=Settlements.Settlement.name.village_EW4_3}Vinela"
posX="340.289"
posY="324.207"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW4_3}Vinela sits beneath the waterfalls where the Aminys river rushes down to join the Perassic Sea. Villagers collect salt from the sea in the shadow of coastal cliffs.">
<Components>
<Village
id="village_comp_EW4_3"
village_type="VillageType.salt_mine"
hearth="655"
bound="Settlement.town_EW4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_x" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW4_4"
name="{=Settlements.Settlement.name.village_EW4_4}Garengolia"
posX="306.242"
posY="349.695"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW4_4}Garengolia lies near a rich vein of silver in hills overlooking the Gavys river. The Empire have minted its denars from these mines for centuries.">
<Components>
<Village
id="village_comp_EW4_4"
village_type="VillageType.silver_mine"
hearth="395"
bound="Settlement.town_EW4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_007" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Imperial subfaction 2 begins -->
<!-- Amytatis and Bostrum, clan 4 patriarch and faction 2 leader, soldier's soldier -->
<Settlement
id="town_EW5"
name="{=Settlements.Settlement.name.town_EW5}Amitatys"
owner="Faction.clan_empire_west_4"
posX="441.84"
posY="352.923"
culture="Culture.empire"
gate_posX="442.959"
gate_posY="357.131"
text="{=rX8oGVvV}The Palaic chieftain of Amitatys had a particularly grim reputation, a tyrant who slaughtered innocents to appease the gods of the underworld in the hope they would grant him immortality. Inevitably, he fell into conflict with the Empire, and during the siege an earthquake crumbled his walls and allowed imperial troops into the city. More died in the ensuing sack than the tyrant had ever killed, but it was war, and the outcome - attributed to the wrath of Heaven - was a staple of imperial propaganda as they expanded their foothold in the region.">
<Components>
<Town
id="town_comp_EW5"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_5"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="4400" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_j_siege"
scene_name_1="empire_town_j_siege"
scene_name_2="empire_town_j_siege"
scene_name_3="empire_town_j_siege" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW5_1"
name="{=Settlements.Settlement.name.village_EW5_1}Elipa"
posX="433.736"
posY="373.599"
gate_rotation="0.5"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW5_1}Elipa sits near the upper reaches of the Aris valley. These sunny, well-watered highlands are one of the breadbaskets of the Empire.">
<Components>
<Village
id="village_comp_EW5_1"
village_type="VillageType.wheat_farm"
hearth="187"
bound="Settlement.town_EW5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_p" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW5_2"
name="{=Settlements.Settlement.name.village_EW5_2}Phasos"
posX="410.858"
posY="367.999"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW5_2}Phasos sits amid rolling chalk hills between the Temea and Aris valleys. The rich grass of the down is some of the best horse-breeding land in the Empire.">
<Components>
<Village
id="village_comp_EW5_2"
village_type="VillageType.europe_horse_ranch"
hearth="187"
bound="Settlement.town_EW5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- The Rhotians, probably a tribe-->
<Settlement
id="town_EW6"
name="{=Settlements.Settlement.name.town_EW6}Rhotae"
owner="Faction.clan_empire_west_5"
posX="390.118"
posY="393.159"
culture="Culture.empire"
gate_posX="389.7318"
gate_posY="390.8637"
text="{=5SpYVtie}Rhotae is a former Palaic hill-fort in the shadow of the basalt slab of Mount Erithrys, once known as Rotash. It fell to the Empire shortly afer Lageta. The Palaic chief here, when he heard of what happened to his neighbor, slaughtered a dozen imperial citizens under his protection. The eccentric long-haired general Sarapios led the punitive column that took Rotash and burned it to the ground. 'Lageta we took treacherously but with little bloodshed. Rotash we took honorably, with great bloodshed,' he supposedly said afterwards. 'Both will be remembered as a stain on our name. The victor always takes the blame, but keeps the gold.'">
<Components>
<Town
id="town_comp_EW6"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="menu_empire_3"
wait_mesh="wait_empire_town"
gate_rotation="0.808"
prosperity="4900" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_h"
scene_name_1="empire_town_h"
scene_name_2="empire_town_h"
scene_name_3="empire_town_h" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW6_1"
name="{=Settlements.Settlement.name.village_EW6_1}Carphenion"
posX="395.566"
posY="411.891"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW6_1}Carphenion lies in the wooded highlands between the great basalt slab of Mount Erithrys and the Dryatic mountains. The villagers raise cattle in the highland pastures.">
<Components>
<Village
id="village_comp_EW6_1"
village_type="VillageType.cattle_farm"
hearth="104"
gate_rotation="0.908"
bound="Settlement.town_EW6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Redrock -->
<Settlement
id="castle_village_EW8_2"
name="{=Settlements.Settlement.name.castle_village_EW8_2}Vathea"
posX="382.933"
posY="438.412"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW6_2}Vathea sits high on the slopes of the Dryatic mountains, facing across the valley to the great basalt slab of Mount Erithrys. The villagers mine iron from shafts sunk deep into the cliffs of the mountains.">
<Components>
<Village
id="castle_village_comp_EW8_2"
village_type="VillageType.iron_mine"
hearth="104"
gate_rotation="0.008"
bound="Settlement.castle_EW8"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_f" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW6_3"
name="{=Settlements.Settlement.name.village_EW6_3}Thersenion"
posX="378.968"
posY="383.119"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW6_3}Thersenion sits in the upper Aminys valley, in the shadow of Mount Erithrys, a great basalt slab thrust up from the depths of the earth. This district is one of the grain breadbaskets of the Empire.">
<Components>
<Village
id="village_comp_EW6_3"
village_type="VillageType.wheat_farm"
hearth="267"
bound="Settlement.town_EW6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_004" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_EW6_4"
name="{=Settlements.Settlement.name.village_EW6_4}Leblenion"
posX="355.292"
posY="377.415"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_EW6_4}Leblenion lies alongside the Aminys river in the shadow of Mount Erithrys, a great basalt slab thrust up from the depths of the earth. This district is one of the grain breadbaskets of the Empire.">
<Components>
<Village
id="village_comp_EW6_4"
village_type="VillageType.wheat_farm"
hearth="339"
bound="Settlement.town_EW6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_y" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_ES1"
name="{=Settlements.Settlement.name.castle_ES1}Odrysa Castle"
owner="Faction.clan_empire_south_3"
posX="693.202"
posY="306.624"
culture="Culture.empire"
gate_posX="690.0823"
gate_posY="306.6104">
<Components>
<Town
id="castle_comp_ES1"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="500" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_004"
scene_name_1="empire_castle_004"
scene_name_2="empire_castle_004"
scene_name_3="empire_castle_004" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_ES1_1"
name="{=Settlements.Settlement.name.castle_village_ES1_1}Odrysa"
posX="682.056"
posY="323.76"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_ES1_1}Odrysa lies on the far eastern frontiers of the Empire, just across the River Tiagys from lands that are now the Khuzait Khanate. Though this area is dry, oak and other trees grow in the Tiagys gorges and other nooks in the hills, sustaining a small lumber industry.">
<Components>
<Village
id="castle_village_comp_ES1_1"
village_type="VillageType.lumberjack"
hearth="272"
gate_rotation="0.008"
bound="Settlement.castle_ES1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_ES2"
name="{=Settlements.Settlement.name.castle_ES2}Corenia Castle"
owner="Faction.clan_empire_south_5"
posX="661.582"
posY="363.757"
culture="Culture.empire"
gate_posX="659.8487"
gate_posY="361.8509">
<Components>
<Town
id="castle_comp_ES2"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="770" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_g"
scene_name_1="empire_castle_g"
scene_name_2="empire_castle_g"
scene_name_3="empire_castle_g" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_ES2_1"
name="{=Settlements.Settlement.name.castle_village_ES2_1}Corenia"
posX="684.084"
posY="358.238"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_ES2_1}Corenia is one of the farthest flung villages of the empire to speak the Calradic tongue. It sits in the plains southeast of Lake Tanaesis in the shadow of the Akkan Hills, beyond which is spoken only Darshi and the languages of the steppe. Villagers grow grain here, keeping watch for raiders from across the frontiers.">
<Components>
<Village
id="castle_village_comp_ES2_1"
village_type="VillageType.wheat_farm"
hearth="258"
gate_rotation="0.308"
bound="Settlement.castle_ES2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_004" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_ES2_2"
name="{=Settlements.Settlement.name.castle_village_ES2_2}Metachia"
posX="670.454"
posY="343.708"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_ES2_2}Metachia is the lies on the southern shores of Lake Tanaesis in the frontier lands beyond River Tiagys. This imperial colony, established in more peaceful times, is a center for mulberry bushes used in silk production.">
<Components>
<Village
id="castle_village_comp_ES2_2"
village_type="VillageType.silk_plant"
hearth="258"
gate_rotation="0.308"
bound="Settlement.castle_ES2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_ES3"
name="{=Settlements.Settlement.name.castle_ES3}Melion Castle"
owner="Faction.clan_empire_south_7"
posX="616.0421"
posY="383.801"
culture="Culture.empire"
gate_posX="618.9819"
gate_posY="383.4231">
<Components>
<Town
id="castle_comp_ES3"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="810" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_004"
scene_name_1="empire_castle_004"
scene_name_2="empire_castle_004"
scene_name_3="empire_castle_004" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_ES3_1"
name="{=Settlements.Settlement.name.castle_village_ES3_1}Melion"
posX="616.414"
posY="404.007"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_ES3_1}Melion in a narrow valley near the center of the Myzead, a rugged plateau in the east of the Empire. Villagers here cultivate mulberry bushes. The leaves are harvested and fed to silkworks, producing thread much valued by both refined imperial nobles for their courtwear and hard-riding nomads and frontiersmen, who wear it beneath their armor as an extra layer of protection against arrows.">
<Components>
<Village
id="castle_village_comp_ES3_1"
village_type="VillageType.silk_plant"
hearth="448"
gate_rotation="0.308"
bound="Settlement.castle_ES3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_u" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_ES3_2"
name="{=Settlements.Settlement.name.castle_village_ES3_2}Sagolina"
posX="623.915"
posY="359.987"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_ES3_2}Sagolina sits at the foot of a narrow valley in the Myzead, a rugged plateau in eastern Calradia. The silver mined from nearby hills helps explain the effort and expense to which the Empire has gone in past centuries to conquer and defend these lands.">
<Components>
<Village
id="castle_village_comp_ES3_2"
village_type="VillageType.silver_mine"
hearth="448"
gate_rotation="0.308"
bound="Settlement.castle_ES3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_004" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_ES4"
name="{=Settlements.Settlement.name.castle_ES4}Lavenia Castle"
owner="Faction.clan_empire_south_3"
posX="620.957"
posY="254.729"
culture="Culture.empire"
gate_posX="618.6501"
gate_posY="255.7067">
<Components>
<Town
id="castle_comp_ES4"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="1100" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_004"
scene_name_1="empire_castle_004"
scene_name_2="empire_castle_004"
scene_name_3="empire_castle_004" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_ES4_1"
name="{=Settlements.Settlement.name.castle_village_ES4_1}Lavenia"
posX="600.6379"
posY="242.03"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_ES4_1}Lavenia is a fishing village on the northeastern shores of the Perassic Sea. The nearby castle guards one of the main passages over the network of lakes and salt lagoons known as the Calsea, one of the gateways to Aserai lands.">
<Components>
<Village
id="castle_village_comp_ES4_1"
village_type="VillageType.fisherman"
hearth="378"
gate_rotation="0.008"
bound="Settlement.castle_ES4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_o" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_ES4_2"
name="{=Settlements.Settlement.name.castle_village_ES4_2}Ethemisa"
posX="622.736"
posY="273.428"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_ES4_2}Ethemisa sits on the river that the Aserai call the Nahr al-Kals, the Bitter River, and what imperial citizens call the Calsa. Here, the river has just descended from the coastal hills and has not yet reached the alkali plains of the southeast. The lands around produce a fine crop of grain.">
<Components>
<Village
id="castle_village_comp_ES4_2"
village_type="VillageType.wheat_farm"
hearth="378"
gate_rotation="0.008"
bound="Settlement.castle_ES4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_008" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_ES5"
name="{=Settlements.Settlement.name.castle_ES5}Morenia Castle"
owner="Faction.clan_empire_south_8"
posX="557.31"
posY="279.075"
culture="Culture.empire"
gate_posX="555.6404"
gate_posY="281.4951">
<Components>
<Town
id="castle_comp_ES5"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="850" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_siege_001"
scene_name_1="empire_siege_001"
scene_name_2="empire_siege_001"
scene_name_3="empire_siege_001" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_ES5_1"
name="{=Settlements.Settlement.name.castle_village_ES5_1}Morenia"
posX="550.921"
posY="301.539"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_ES5_1}Morenia sits overlooking the Sethys river, on a low pass leading over the hills to the valley of the Lycarea. Villagers collect clay from the riverbanks for the kilns of the imperial southlands.">
<Components>
<Village
id="castle_village_comp_ES5_1"
village_type="VillageType.clay_mine"
hearth="497"
gate_rotation="0.008"
bound="Settlement.castle_ES5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_z" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_ES6"
name="{=Settlements.Settlement.name.castle_ES6}Sestadaim Castle"
owner="Faction.clan_empire_south_1"
posX="493.22"
posY="346.296"
culture="Culture.empire"
gate_posX="490.7852"
gate_posY="346.1327">
<Components>
<Town
id="castle_comp_ES6"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="670" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_b"
scene_name_1="empire_castle_b"
scene_name_2="empire_castle_b"
scene_name_3="empire_castle_b" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_ES6_1"
name="{=Settlements.Settlement.name.castle_village_ES6_1}Sestadaim"
posX="503.654"
posY="349.408"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_ES6_1}Sestadaim sits on the western side of the great Ornian rock, an outcrop in the center of the Lycarea valley. Some say the vultures for which the rock is named once gathered here to feast on the bodies of those who died working the local silver mines.">
<Components>
<Village
id="castle_village_comp_ES6_1"
village_type="VillageType.silver_mine"
hearth="158"
gate_rotation="0.008"
bound="Settlement.castle_ES6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_004" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_ES7"
name="{=Settlements.Settlement.name.castle_ES7}Jogurys Castle"
owner="Faction.clan_empire_south_9"
posX="654.547"
posY="434.009"
culture="Culture.empire"
gate_posX="651.8447"
gate_posY="432.7847">
<Components>
<Town
id="castle_comp_ES7"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="1050" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_c"
scene_name_1="empire_castle_c"
scene_name_2="empire_castle_c"
scene_name_3="empire_castle_c" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_ES7_1"
name="{=Settlements.Settlement.name.castle_village_ES7_1}Jogurys"
posX="640.457"
posY="415.094"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_ES7_1}Jogurys lies on the flat western shores of Lake Tanaesis. This land was originally inhabited by nomadic tribes and has come under cultivation only recently. Imperial colonists have made intensive efforts to grow mullberry bushes here to raise silkworms, a lucrative product in this region.">
<Components>
<Village
id="castle_village_comp_ES7_1"
village_type="VillageType.silk_plant"
hearth="303"
gate_rotation="0.008"
bound="Settlement.castle_ES7"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_ES8"
name="{=Settlements.Settlement.name.castle_ES8}Chanopsis Castle"
owner="Faction.clan_empire_south_1"
posX="538.99"
posY="378.31"
culture="Culture.empire"
gate_posX="539.6804"
gate_posY="375.7863">
<Components>
<Town
id="castle_comp_ES8"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_1"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="480" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="empire_castle_f"
scene_name_1="empire_castle_f"
scene_name_2="empire_castle_f"
scene_name_3="empire_castle_f" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_ES8_1"
name="{=Settlements.Settlement.name.castle_village_ES8_1}Chanopsis"
posX="570.062"
posY="366.622"
culture="Culture.empire"
text="{=Settlements.Settlement.text.castle_village_ES8_1}Chanopsis sits near the headwaters of the Sethys river in the plateau region known as the Myzead. Wheat grows well on the sun-baked plains.">
<Components>
<Village
id="castle_village_comp_ES8_1"
village_type="VillageType.wheat_farm"
hearth="582"
bound="Settlement.castle_ES8"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_h" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Imperial subfaction 3 begins -->
<Settlement
id="town_ES1"
name="{=Settlements.Settlement.name.town_ES1}Danustica"
owner="Faction.clan_empire_south_3"
posX="661.191"
posY="276.466"
culture="Culture.empire"
gate_posX="658.7773"
gate_posY="277.1635"
text="{=xkkI7ejQ}The frontier city of Danustica dominates the network of lakes and lagoons known as the Calsea. It has long held the line against incursions by the Aserai and various Darshi shahs and padishahs further to the east. Many an imperial legionary stationed here has scribbled graffiti on its walls cursing the city's sweltering summers, brackish water and the mosquitos that rise from the Calsea, but the inhabitants are proud of their role as border defenders and mock the soldiers wilting in the heat around them.">
<Components>
<Town
id="town_comp_ES1"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_seaside_1"
wait_mesh="wait_empire_town"
gate_rotation="0.808"
prosperity="4900" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_s"
scene_name_1="empire_town_s"
scene_name_2="empire_town_s"
scene_name_3="empire_town_s" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- Feverheat -->
<Settlement
id="castle_village_ES1_2"
name="{=Settlements.Settlement.name.castle_village_ES1_2}Caira"
posX="687.202"
posY="276.935"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES1_1}Caira sits amid the network of rivers, lakes and lagoons known as the Calsea. Any further east, the land becomes alkaline and barren, but here the floodplains of the parallel Calsa and Tiagys rivers allow the growing of wheat.">
<Components>
<Village
id="castle_village_ES1_2"
village_type="VillageType.wheat_farm"
hearth="304"
gate_rotation="0.008"
bound="Settlement.castle_ES1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES1_2"
name="{=Settlements.Settlement.name.village_ES1_2}Polisia"
posX="673.13"
posY="260.585"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES1_2}Polisia sits among the network of rivers and lakes known as the Calsea near the Aserai borderlands. Villagers harvest salt from a lagoon to their west, a former inlet of the Perassic sea that was cut off by a sandspit. These lowlands are shunned by many others in Calradia, who find the air thick and fetid, but the inhabitants are proud of their role keeping watch on the Aserai.">
<Components>
<Village
id="village_comp_ES1_2"
village_type="VillageType.salt_mine"
hearth="218"
gate_rotation="0.008"
bound="Settlement.town_ES1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES1_3"
name="{=Settlements.Settlement.name.village_ES1_3}Tegresos"
posX="661.634"
posY="293.11"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES1_3}Tegresos sits just north of the River Calsa, right before it enters the network of lakes, creeks and lagoons that form the borderlands with the Aserai. The inhabitants of this region have bred sheep that feed on marsh-grasses.">
<Components>
<Village
id="village_comp_ES1_3"
village_type="VillageType.sheep_farm"
hearth="231"
gate_rotation="0.008"
bound="Settlement.town_ES1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES1_4"
name="{=Settlements.Settlement.name.village_ES1_4}Erebulos"
posX="631.47"
posY="263.573"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES1_4}Erebulos lies by a lagoon that was formerly part of the Perassic Sea, closed by a recently formed sandspit. Villagers scoop clay from the creek-bottoms here, selling it to the pottery kilns of Danustica and other nearby towns.">
<Components>
<Village
id="village_comp_ES1_4"
village_type="VillageType.clay_mine"
hearth="231"
gate_rotation="0.008"
bound="Settlement.town_ES1"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_004" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Rhogas and Lykaron - west and center of larger southern lake, clan 7, queen-->
<!-- Rhogas is tight between lake and mountains, like Trebizond -->
<Settlement
id="town_ES2"
name="{=Settlements.Settlement.name.town_ES2}Vostrum"
owner="Faction.clan_empire_south_4"
posX="568.779"
posY="239.989"
culture="Culture.empire"
gate_posX="571.3194"
gate_posY="244.1132"
text="{=ytBRXqt8}Vostrum was founded by the Calradian mercenary Archacos, one of a number of rogue commanders who broke away from the empire during its expansion. Unlike some, who tried to reproduce the empire's republican heritage, he chose to rule as a god-king. His dynasty lasted for generations, until imperial troops overran it and smashed every haloed statue of Archacos and his successors into rubble. Even today, western and northern imperial senators accuse families from this region of being closet monarchists.">
<Components>
<Town
id="town_comp_ES2"
is_castle="false"
level="1"
background_crop_position="0.45"
background_mesh="menu_empire_seaside_2"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="5100" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_l"
scene_name_1="empire_town_l"
scene_name_2="empire_town_l"
scene_name_3="empire_town_l" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_ES5_2"
name="{=Settlements.Settlement.name.castle_village_ES5_2}Atphynia"
posX="531.959"
posY="264.372"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES2_1}The village of Atphynia sits near the mouth of the Sethys river, just before it splits into three to form the valley known as Tripotamia. Villagers here have laid out salt pans near where the Sethys estuary joins the Perassic sea.">
<Components>
<Village
id="castle_village_ES5_2"
village_type="VillageType.salt_mine"
hearth="130"
bound="Settlement.castle_ES5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES2_2"
name="{=Settlements.Settlement.name.village_ES2_2}Gorcorys"
posX="555.6349"
posY="263.71"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES2_2}Gorcorys sits on the Gorea, the southernmost tributary of the Sethys river in the valley of Tripotamia. The dark, well-watered soil here makes this region an imperial breadbasket.">
<Components>
<Village
id="village_comp_ES2_2"
village_type="VillageType.wheat_farm"
hearth="355"
bound="Settlement.town_ES2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES2_3"
name="{=Settlements.Settlement.name.village_ES2_3}Avalyps"
posX="585.845"
posY="276.135"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES2_3}Avalyps sits near the headwaters of the River Calsa in the warm coastal hills of the southern Empire.The dark, well-watered soil here makes this region an imperial breadbasket.">
<Components>
<Village
id="village_comp_ES2_3"
village_type="VillageType.wheat_farm"
hearth="355"
bound="Settlement.town_ES2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_004" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES2_4"
name="{=Settlements.Settlement.name.village_ES2_4}Alision"
posX="548.257"
posY="246.249"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES2_4}Alision lies on the northern coast of the Perassic Sea. Though fishing is poor in these parts, villagers have constructed salt pans that stick far out into the shallow waters.">
<Components>
<Village
id="village_comp_ES2_4"
village_type="VillageType.salt_mine"
hearth="355"
bound="Settlement.town_ES2"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_x" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Akropora and Halmor, belong to clan 5 varros-->
<!-- High ford-->
<Settlement
id="town_ES3"
name="{=Settlements.Settlement.name.town_ES3}Poros"
owner="Faction.clan_empire_south_2"
posX="471.018"
posY="269.821"
culture="Culture.empire"
gate_posX="472.46"
gate_posY="267.8516"
text="{=rGXdJybe}The town of Poros sits near the northern shores of the Perassic Sea. The warm rolling hills of these parts are well suited to the raising of sheep and horses. The herdsmen have a reputation for being proud and violent, but the nobles of the Leonipardes clan who rule this land are careful to respect their autonomy. Livestock rustling and blood feuds are common here, and it is said that the Leonipardes will never interfere unless invited by both parties, but when they do, their judgments will be obeyed by all.">
<Components>
<Town
id="town_comp_ES3"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_2"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="4500" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_e"
scene_name_1="empire_town_e"
scene_name_2="empire_town_e"
scene_name_3="empire_town_e" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES3_1"
name="{=Settlements.Settlement.name.village_ES3_1}Canoros"
posX="498.015"
posY="281.822"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES3_1}Canoros sits in the flat southern reaches of the Lycarea plain. This land has been good horse country since even before the Empire came, furnishing the steeds of the Lycarean riders who routed several Calradian armies before their final defeat and absorption into the imperial cavalry.">
<Components>
<Village
id="village_comp_ES3_1"
village_type="VillageType.europe_horse_ranch"
hearth="202"
bound="Settlement.town_ES3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_r" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES3_2"
name="{=Settlements.Settlement.name.village_ES3_2}Tevea"
posX="490.177"
posY="299.374"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES3_2}Tevea sits where the plains of Lycarea slowly ascend to meet the base of the Ornian Rock. They raise sheeps on the slopes of this massive outcrop, named for the vultures who glare down from its heights onto the hazy flatlands below.">
<Components>
<Village
id="village_comp_ES3_2"
village_type="VillageType.sheep_farm"
hearth="440"
gate_rotation="0.258"
bound="Settlement.town_ES3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES3_3"
name="{=Settlements.Settlement.name.village_ES3_3}Zestea"
posX="467.529"
posY="300.703"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES3_3}Zestea sits where the plains of Lycarea meet the coastal Iltaric hills. Sheep graze on the low slopes overlooking the hazy flatlands.">
<Components>
<Village
id="village_comp_ES3_3"
village_type="VillageType.swine_farm"
hearth="273"
gate_rotation="0.258"
bound="Settlement.town_ES3"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_r" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_ES4"
name="{=Settlements.Settlement.name.town_ES4}Lycaron"
owner="Faction.clan_empire_south_1"
posX="515.33"
posY="333.562"
culture="Culture.empire"
gate_posX="517.5825"
gate_posY="329.8356"
text="{=WGtzBswe}The natural fortress of Lycaron sits on a spur jutting out of the great Ornian rock. In the final years of the imperial conquest, the Palaic tribe here negotiated a peaceful federation with the empire, only to see their home seized by the rebel leader Gethuz. The ensuing siege was only the first of many that Lycaron would undergo in the ensuing centuries, as its nearby silver mines made it a prize for every imperial pretender who ever tried to seize power in a civil war. It is said that the colony of vultures who inhabit the upper reaches of the Rock have dined on the flesh of every people of Calradia.">
<Components>
<Town
id="town_comp_ES4"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_5"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="3800" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_m"
scene_name_1="empire_town_m"
scene_name_2="empire_town_m"
scene_name_3="empire_town_m" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES4_1"
name="{=Settlements.Settlement.name.village_ES4_1}Sagora"
posX="516.327"
posY="304.76"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES4_1}Sagora on a low ridge in the middle of the Lycarean plain. This district is one of the rockier and less fertile parts of the plain, but the valley scrubs still supports the grazing of sheep.">
<Components>
<Village
id="village_comp_ES4_1"
village_type="VillageType.sheep_farm"
hearth="500"
bound="Settlement.town_ES4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_t" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_ES8_2"
name="{=Settlements.Settlement.name.castle_village_ES8_2}Popsia"
posX="513.001"
posY="367.531"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES4_2}Popsia in a narrow canyon between the Ornian Rock and the valley of the Ophthys pool. Trees grow tall here in the cool shadows of the hills, and villagers harvest pines for sale as lumber.">
<Components>
<Village
id="castle_village_ES8_2"
village_type="VillageType.lumberjack"
hearth="203"
bound="Settlement.castle_ES8"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_007" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES4_3"
name="{=Settlements.Settlement.name.village_ES4_3}Canterion"
posX="535.418"
posY="313.408"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES4_3}Canterion lies in the east of the Lycarean plain. The slowly rising land here gets more rain than other parts of the plain, and the rich grasses have made it good horse country since even before the coming of the Empire.">
<Components>
<Village
id="village_comp_ES4_3"
village_type="VillageType.europe_horse_ranch"
hearth="169"
gate_rotation="0.008"
bound="Settlement.town_ES4"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_d" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_ES5"
name="{=Settlements.Settlement.name.town_ES5}Onira"
owner="Faction.clan_empire_south_1"
posX="645.315"
posY="325.385"
culture="Culture.empire"
gate_posX="644.077"
gate_posY="327.4114"
text="{=4ENGzVaC}The tale of Sarpea of Onira is one of the epic poems of the eastern frontier. Like many, it seems written to justify the Empire's conquest. Sarpea, a senator's daughter, was seized by a Palaic chieftain and carried to his citadel here. When the imperial armies appeared before its walls years later to rescue her, she begged them to retreat for the sake of her infant son, whom her fearsome husband had threatened to hurl from the walls instead of allowing him to be captured and raised by his mother's people. The legions withdrew, so the story says, but the boy grew into a warrior who joined the Empire and slew his father. It is now the center of a horse-breeding industry on the eastern plains.">
<Components>
<Town
id="town_comp_ES5"
is_castle="false"
level="1"
background_crop_position="0.0"
background_mesh="menu_empire_3"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="3400" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_k"
scene_name_1="empire_town_k"
scene_name_2="empire_town_k"
scene_name_3="empire_town_k" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES5_1"
name="{=Settlements.Settlement.name.village_ES5_1}Lanthas"
posX="620.77"
posY="330.599"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES5_1}Lanthas in the broad plains south of Lake Tanaesis. This is good sheep country, but in a land scoured by imperial fugitives, wild Eleftheroi riders and steppe nomads, the villagers here have learned to watch their flocks closely.">
<Components>
<Village
id="village_comp_ES5_1"
village_type="VillageType.sheep_farm"
hearth="402"
bound="Settlement.town_ES5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_002" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES5_2"
name="{=Settlements.Settlement.name.village_ES5_2}Lartusys"
posX="638.381"
posY="351.877"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES5_2}Lartusys lies near the southern end of Lake Tanaesis. The village sits near a deposit of salt, and salt springs occasionally bubble to the surface, feeding the legend that this was once a gateway to a haunted underground sea.">
<Components>
<Village
id="village_comp_ES5_2"
village_type="VillageType.salt_mine"
hearth="288"
bound="Settlement.town_ES5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_002" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES5_3"
name="{=Settlements.Settlement.name.village_ES5_3}Parasemnos"
posX="645.093"
posY="305.478"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES5_3}Parasemnos sits in a low pass linking the Tanaeitic plain with the valley of the Calsa river. The villagers raise sheep on brushlands that have been turned into pasture.">
<Components>
<Village
id="village_comp_ES5_3"
village_type="VillageType.salt_mine"
hearth="282"
bound="Settlement.town_ES5"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_ES6"
name="{=Settlements.Settlement.name.town_ES6}Phycaon"
owner="Faction.clan_empire_south_6"
posX="566.2401"
posY="347.43"
culture="Culture.empire"
gate_posX="566.7661"
gate_posY="344.943"
text="{=RL2vacqv}Phycaon sits at the head of the Sethys valley, one of the main grain-producing regions of the central Empire. Once the largest of the Palaic cities, its leaders led a league of the tribes against imperial encroachment into the region. But when the empire's victory looked inevitable, they made their peace. The population, now thoroughly Calradicized, have a reputation for being serious, respectable and trade-minded, dependable if a bit humorless.">
<Components>
<Town
id="town_comp_ES6"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="menu_empire_2"
wait_mesh="wait_empire_town"
gate_rotation="0.508"
prosperity="2600" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_p"
scene_name_1="empire_town_p"
scene_name_2="empire_town_p"
scene_name_3="empire_town_p" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES6_1"
name="{=Settlements.Settlement.name.village_ES6_1}Saldannis"
posX="565.911"
posY="326.602"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES6_1}Saldannis lies beneath gypsum bluffs overlooking the River Sethys. The fine soil of the hills makes for a sticky clay when it washes down to the river, much prized by the potters of the imperial south.">
<Components>
<Village
id="village_comp_ES6_1"
village_type="VillageType.clay_mine"
hearth="248"
gate_rotation="0.258"
bound="Settlement.town_ES6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Oakwood -->
<Settlement
id="village_ES6_2"
name="{=Settlements.Settlement.name.village_ES6_2}Spotia"
posX="554.385"
posY="337.425"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES6_2}Spotia lies alongside the gently flowing Sethys river. The low rolling hills of this district comprise one of the breadbaskets of the Empire.">
<Components>
<Village
id="village_comp_ES6_2"
village_type="VillageType.wheat_farm"
hearth="163"
gate_rotation="0.108"
bound="Settlement.town_ES6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_ES6_2"
name="{=Settlements.Settlement.name.castle_village_ES6_2}Amycon"
posX="480.809"
posY="352.006"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES6_3}Amycon lies in a series of small but sharp ridges between the Ornion Rock and the Aris valley. The people of this land are sheep herders, known for their dry, salty cheese flavored with cumin.">
<Components>
<Village
id="castle_village_ES6_2"
village_type="VillageType.sheep_farm"
hearth="133"
gate_rotation="0.008"
bound="Settlement.castle_ES6"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_002" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_ES7"
name="{=Settlements.Settlement.name.town_ES7}Syronea"
owner="Faction.clan_empire_south_5"
posX="651.026"
posY="387.791"
culture="Culture.empire"
gate_posX="648.8575"
gate_posY="388.9376"
text="{=UHvEEEBb} Syronea sits on the eastern shores of Lake Tanaesis. This city, once peaceful and rich, was once a byword for luxury and decadence. This was the center of the Empire's silk industry and an entrepot for the goods flowing in from what was known as Transtanaesia, the imperial possessions and protectorates beyond the great lake. But the coming of the Khuzaits ripped the Transtanaesia from the Empire's grasp and the Senatorial families of Syronea were forced to relearn the arts of war, dusting off old gilded armors and sharpening bejewelled swords to lead their followers against Urkhun's warriors.">
<Components>
<Town
id="town_comp_ES7"
is_castle="false"
level="3"
background_crop_position="0.45"
background_mesh="menu_empire_seaside_2"
wait_mesh="wait_empire_town"
gate_rotation="0.908"
prosperity="4000" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="empire_town_o"
scene_name_1="empire_town_o"
scene_name_2="empire_town_o"
scene_name_3="empire_town_o" />
<Location
id="arena"
scene_name="arena_empire_a" />
<Location
id="tavern"
scene_name="empire_house_c_tavern_a" />
<Location
id="lordshall"
scene_name_1="empire_castle_keep_a_l1_interior"
scene_name_2="empire_castle_keep_a_l2_interior"
scene_name_3="empire_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="empire_dungeon_a" />
<Location
id="house_1"
scene_name="empire_house_d_interior_house" />
<Location
id="house_2"
scene_name="empire_house_d_interior_house" />
<Location
id="house_3"
scene_name="empire_house_d_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES7_1"
name="{=Settlements.Settlement.name.village_ES7_1}Psotai"
posX="644.79"
posY="365.767"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES7_1}Psotai sits near the southern tip of Lake Tanaesis. The low-lying fields here are one of the major grain producing centers of the eastern frontier regions.">
<Components>
<Village
id="village_comp_ES7_1"
village_type="VillageType.wheat_farm"
hearth="268"
gate_rotation="0.008"
bound="Settlement.town_ES7"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_x" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_ES7_2"
name="{=Settlements.Settlement.name.village_ES7_2}Vargornis"
posX="659.76"
posY="401.479"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES7_2}Vargornis is a fishing village on Lake Tanaesis. Huge pike can sometimes be found in the lake's waters, along with more common perch and bream.">
<Components>
<Village
id="village_comp_ES7_3"
village_type="VillageType.fisherman"
hearth="223"
gate_rotation="0.308"
bound="Settlement.town_ES7"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_ES7_2"
name="{=Settlements.Settlement.name.castle_village_ES7_2}Eunalica"
posX="659.415"
posY="419.419"
culture="Culture.empire"
text="{=Settlements.Settlement.text.village_ES7_3}Eunalica sits on the western shores of Lake Tanaesis. This low-lying country is fine land for the growing of flax.">
<Components>
<Village
id="castle_village_ES7_2"
village_type="VillageType.flax_plant"
hearth="256"
gate_rotation="0.008"
bound="Settlement.castle_ES7"
background_crop_position="0.0"
background_mesh="gui_bg_village_empire"
wait_mesh="wait_empire_village"
castle_background_mesh="gui_bg_castle_empire" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="empire_village_003" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Sturgia - 5 towns, 18 villages, 6 castles, 3.60 villages per town, 33.3% castle ratio -->
<Settlement
id="castle_S1"
name="{=Settlements.Settlement.name.castle_S1}Ustokol Castle"
owner="Faction.clan_sturgia_5"
posX="272.135"
posY="593.449"
culture="Culture.sturgia"
gate_posX="274.0234"
gate_posY="593.2222">
<Components>
<Town
id="castle_comp_S1"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_castle_sturgia"
wait_mesh="wait_battania_town"
gate_rotation="0.408"
prosperity="890" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="sturgia_castle_siege_001"
scene_name_1="sturgia_castle_siege_001"
scene_name_2="sturgia_castle_siege_001"
scene_name_3="sturgia_castle_siege_001" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_S1_1"
name="{=Settlements.Settlement.name.castle_village_S1_1}Ustokol"
posX="239.455"
posY="594.328"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.castle_village_S1_1}Ustokol sits on the windswept Kachyar peninsula, between the Bay of Varcheg and the Byalic Sea. Hardy northern cattle have been bred to eat the short grasses that grow among the rocks, supplemented by sea-kelp in hard times.">
<Components>
<Village
id="castle_village_comp_S1_1"
village_type="VillageType.cattle_farm"
hearth="240"
gate_rotation="0.258"
bound="Settlement.castle_S1"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_f" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_S2"
name="{=Settlements.Settlement.name.castle_S2}Mazhadan Castle"
owner="Faction.clan_sturgia_1"
posX="395.312"
posY="509.257"
culture="Culture.sturgia"
gate_posX="397.0779"
gate_posY="509.8951">
<Components>
<Town
id="castle_comp_S2"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.908"
prosperity="830" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="sturgia_castle_c"
scene_name_1="sturgia_castle_c"
scene_name_2="sturgia_castle_c"
scene_name_3="sturgia_castle_c" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_S2_1"
name="{=Settlements.Settlement.name.castle_village_S2_1}Mazhadan"
posX="397.957"
posY="518.307"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.castle_village_S2_1}Mazhadan sits near the source of the Galcha river, just west of Lake Laconis. Villagers grow flax in the muddy valleys between the hills in this cold, rainy land.">
<Components>
<Village
id="castle_village_comp_S2_1"
village_type="VillageType.flax_plant"
hearth="270"
gate_rotation="0.258"
bound="Settlement.castle_S2"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_S3"
name="{=Settlements.Settlement.name.castle_S3}Nevyansk Castle"
owner="Faction.clan_sturgia_1"
posX="268.468"
posY="549.737"
culture="Culture.sturgia"
gate_posX="268.593"
gate_posY="547.8528">
<Components>
<Town
id="castle_comp_S3"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_castle_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.908"
prosperity="470" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="sturgia_castle_003"
scene_name_1="sturgia_castle_003"
scene_name_2="sturgia_castle_003"
scene_name_3="sturgia_castle_003" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_S3_1"
name="{=Settlements.Settlement.name.castle_village_S3_1}Nevyansk"
posX="284.425"
posY="530.874"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.castle_village_S3_1}Nevyansk sits on a flat shelf of land overlooking the Bay of Varcheg. The land is cold, but the runoff from the hills brings rich soil, and villagers grow hardy crops like rye and barley.">
<Components>
<Village
id="castle_village_comp_S3_1"
village_type="VillageType.wheat_farm"
hearth="106"
gate_rotation="0.258"
bound="Settlement.castle_S3"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_S3_2"
name="{=Settlements.Settlement.name.castle_village_S3_2}Dnin"
posX="293.03"
posY="551.614"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.castle_village_S3_2}Dnin sits on pastures overlooking the narrowest part of the Bay of Varcheg. Horses graze on the heights, glancing down occasionally at the trading longships and fishing boats passing beneath them.">
<Components>
<Village
id="castle_village_comp_S3_2"
village_type="VillageType.sturgian_horse_ranch"
hearth="186"
gate_rotation="0.258"
bound="Settlement.castle_S3"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_S4"
name="{=Settlements.Settlement.name.castle_S4}Kranirog Castle"
owner="Faction.clan_sturgia_9"
posX="367.984"
posY="519.925"
culture="Culture.sturgia"
gate_posX="366.5877"
gate_posY="518.8732">
<Components>
<Town
id="castle_comp_S4"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_castle_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.908"
prosperity="1000" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="sturgia_castle_003"
scene_name_1="sturgia_castle_003"
scene_name_2="sturgia_castle_003"
scene_name_3="sturgia_castle_003" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_S4_1"
name="{=Settlements.Settlement.name.castle_village_S4_1}Kranirog"
posX="381.142"
posY="532.472"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.castle_village_S4_1}Kranirog sits in a broaded forested valley looking down on the Galcha river. The villagers in these parts are expert trappers, hunting marten, fox and rabbit for the rich pelts much in demand in the south.">
<Components>
<Village
id="castle_village_comp_S4_1"
village_type="VillageType.trapper"
hearth="264"
gate_rotation="0.008"
bound="Settlement.castle_S4"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_S4_2"
name="{=Settlements.Settlement.name.castle_village_S4_2}Ismilkorg"
posX="380.524"
posY="498.991"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.castle_village_S4_2}Ismilkorg sits on grassy downs between the Galcha and Vastra rivers, two small tributaries of the Miron. The people here are mostly cattle-herders as well as cattle-rustlers, and have long traded raids with the imperial frontier villages to the east and Battanians to the west.">
<Components>
<Village
id="castle_village_comp_S4_2"
village_type="VillageType.cattle_farm"
hearth="333"
gate_rotation="0.008"
bound="Settlement.castle_S4"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_h" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_S5"
name="{=Settlements.Settlement.name.castle_S5}Ov Castle"
owner="Faction.clan_sturgia_7"
posX="452.961"
posY="543.248"
culture="Culture.sturgia"
gate_posX="451.7241"
gate_posY="544.503">
<Components>
<Town
id="castle_comp_S5"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.908"
prosperity="800" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="sturgia_castle_siege_001"
scene_name_1="sturgia_castle_siege_001"
scene_name_2="sturgia_castle_siege_001"
scene_name_3="sturgia_castle_siege_001" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_S5_1"
name="{=Settlements.Settlement.name.castle_village_S5_1}Ov"
posX="434.253"
posY="542.324"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.castle_village_S5_1}Ov is a recent Sturgian colony in the Ircara wilds, a forest northwest of Lake Laconis. Villagers brave cold, wolves and the sometimes-hostile, sometimes-friendly peoples of the woods in pursuit of fur, the bounty of the northlands.">
<Components>
<Village
id="castle_village_comp_S5_1"
village_type="VillageType.flax_plant"
hearth="403"
gate_rotation="0.008"
bound="Settlement.castle_S5"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_S5_2"
name="{=Settlements.Settlement.name.castle_village_S5_2}Ferkh"
posX="441.454"
posY="555.856"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.castle_village_S5_2}Ferkh lies at the northern edge of the Ircara wildlands, a forest northwest of Lake Laconis. It serves as a base for traders venturing deeper into the woods, brave cold, wolves and the sometimes-hostile, sometimes-friendly peoples of the woods in pursuit of fur, the bounty of the northlands.">
<Components>
<Village
id="castle_village_comp_S5_2"
village_type="VillageType.trapper"
hearth="403"
gate_rotation="0.008"
bound="Settlement.castle_S5"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_S6"
name="{=Settlements.Settlement.name.castle_S6}Takor Castle"
owner="Faction.clan_sturgia_8"
posX="493.389"
posY="551.866"
culture="Culture.sturgia"
gate_posX="491.5004"
gate_posY="551.7879">
<Components>
<Town
id="castle_comp_S6"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.908"
prosperity="680" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="sturgia_castle_003"
scene_name_1="sturgia_castle_003"
scene_name_2="sturgia_castle_003"
scene_name_3="sturgia_castle_003" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_S6_1"
name="{=Settlements.Settlement.name.castle_village_S6_1}Takor"
posX="492.859"
posY="567.844"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.castle_village_S6_1}Takor is a cattle raising village at the pass that the Battanians call Mynad Rhyfel, the mountain of war, and their imperial and Sturgian neighbors call Minador. It is one of the main trading and raiding routes between the wild north and the more settled imperial lands.">
<Components>
<Village
id="castle_village_comp_S6_1"
village_type="VillageType.cattle_farm"
hearth="544"
gate_rotation="0.908"
bound="Settlement.castle_S6"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_b" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_S7"
name="{=Settlements.Settlement.name.castle_S7}Urikskala Castle"
owner="Faction.clan_sturgia_3"
posX="666.54"
posY="553.695"
culture="Culture.sturgia"
gate_posX="668.2737"
gate_posY="554.0104">
<Components>
<Town
id="castle_comp_S7"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.908"
prosperity="660" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="sturgia_castle_003"
scene_name_1="sturgia_castle_003"
scene_name_2="sturgia_castle_003"
scene_name_3="sturgia_castle_003" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_S7_1"
name="{=Settlements.Settlement.name.castle_village_S7_1}Urikskala"
posX="670.142"
posY="525.26"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.castle_village_S7_1}Urikskala sits in the Portages of Iltan, a network of glacial lakes over which longships can be hauled and sailed between lakes Laconis and Tanaesis. Villagers net small spiny perch and crayfish in the shallow waters, drying them for sale to travellers.">
<Components>
<Village
id="castle_village_comp_S7_1"
village_type="VillageType.fisherman"
hearth="572"
gate_rotation="0.208"
bound="Settlement.castle_S7"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_S8"
name="{=Settlements.Settlement.name.castle_S8}Vladiv Castle"
owner="Faction.clan_sturgia_4"
posX="612.399"
posY="573.747"
culture="Culture.sturgia"
gate_posX="610.8224"
gate_posY="573.5645">
<Components>
<Town
id="castle_comp_S8"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_castle_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.908"
prosperity="990" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="sturgia_castle_siege_001"
scene_name_1="sturgia_castle_siege_001"
scene_name_2="sturgia_castle_siege_001"
scene_name_3="sturgia_castle_siege_001" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_S8_1"
name="{=Settlements.Settlement.name.castle_village_S8_1}Vladiv"
posX="618.28"
posY="590.097"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.castle_village_S8_1}Vladiv sits at the base of Mount Iltan, in a cold, dark wooded valley. The hardy cattle of this region have learned to dig through thick winter snows in search of grass to sustain them until the spring.">
<Components>
<Village
id="castle_village_comp_S8_1"
village_type="VillageType.cattle_farm"
hearth="152"
gate_rotation="0.308"
bound="Settlement.castle_S8"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_b" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Varcheg, far-flung on peninsula. Probably Sturgian version of Nordic 'Varjag,' sworn companion -->
<Settlement
id="town_S1"
name="{=Settlements.Settlement.name.town_S1}Varcheg"
owner="Faction.clan_sturgia_1"
posX="361.256"
posY="554.313"
culture="Culture.sturgia"
gate_posX="357.3419"
gate_posY="551.6558"
text="{=i2VkRLBg}The former Nord colony of Varcheg sits on a windswept sea-bluff at the base of the Kachyar peninsula in what was once Battanian land. The jarl who founded this coastal outpost, hoping to trade with the interior, pledged himself in fealty to the Battanian High King Dernmachad, but then proceeded to dabble in Battanian politics. Annoyed, Dernmachad hired a Sturgian army to crush his unreliable new vassal. The Sturgians complied and routed the Nords, but then demanded the newly captured town as their payment. They called the town 'Varcheg,' a corruption of the Nordic term for 'oathsworn companion,' to mock both rivals whose quarreling had handed them their prize.">
<Components>
<Town
id="town_comp_S1"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_town_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.608"
prosperity="3100" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="sturgia_town_g"
scene_name_1="sturgia_town_g"
scene_name_2="sturgia_town_g"
scene_name_3="sturgia_town_g" />
<Location
id="arena"
scene_name="arena_sturgia_a" />
<Location
id="tavern"
scene_name="sturgia_house_b_interior_tavern" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
<Location
id="house_1"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_2"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_3"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- House of Obas -->
<Settlement
id="village_S1_1"
name="{=Settlements.Settlement.name.village_S1_1}Rodobas"
posX="389.676"
posY="547.789"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S1_1}Rodobas, the house of Obas, is named for a long-dead Sturgian hill chieftain. Perched high on a ridge overlooking the wilds of Ircara, it serves as a base for trappers looking for furs in the dark woods below,">
<Components>
<Village
id="village_comp_S1_1"
village_type="VillageType.trapper"
hearth="311"
gate_rotation="0.008"
bound="Settlement.town_S1"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Probably derives from a tribe -->
<Settlement
id="castle_village_S2_2"
name="{=Settlements.Settlement.name.castle_village_S2_2}Forin"
posX="406.734"
posY="507.526"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S1_2}Forin sits among rye and barley fields next to the Galcha river, on the edge of the Ircara wilds. The village thrives on the grain it sells to the woodland fur-trapping communities.">
<Components>
<Village
id="castle_village_comp_S2_2"
village_type="VillageType.sturgian_horse_ranch"
hearth="293"
gate_rotation="0.728"
bound="Settlement.castle_S2"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_a" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- From Battanian Car Gryff, Gryf's fortress -->
<Settlement
id="village_S1_3"
name="{=Settlements.Settlement.name.village_S1_3}Kargrev"
posX="344.755"
posY="541.842"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S1_3}Kargrev was once Car Gryff, the ringfort of the Battanian chief Gryff, but was conquered by the Sturgians two generations ago. It lies alongside the Bay of Varcheg, where the local fishermen take advantage of the relatively sheltered waters of the bay, where fish of many kinds come to spawn.">
<Components>
<Village
id="village_comp_S1_3"
village_type="VillageType.fisherman"
hearth="197"
bound="Settlement.town_S1"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Coastal towns, Raganvad, White Fortress -->
<Settlement
id="town_S2"
name="{=Settlements.Settlement.name.town_S2}Balgard"
owner="Faction.clan_sturgia_1"
posX="467.86"
posY="570.509"
culture="Culture.sturgia"
gate_posX="468.4538"
gate_posY="566.1055"
text="{=Xom9DeXZ}Balgard, which sits on the icy waters of Mazopor bay, was founded by migrants from the Nordlands. Legend holds that the initial wave of Nords arrogantly demanded tribute from the nearby Vakken and Sturgian tribes, who formed an alliance and drove the newcomers back to their ships. But the victors fell out over the spoils, until a canny Nord, Gundar, landed and volunteered to help them fairly divvy up the weapons and armor of his dead kinsmen. The residents recognized Gundar's lordship over the region and his descendants, intermarried with the Sturgians, are today the grand princes of Sturgia.">
<Components>
<Town
id="town_comp_S2"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_town_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.308"
prosperity="2300" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="sturgia_town_c"
scene_name_1="sturgia_town_c"
scene_name_2="sturgia_town_c"
scene_name_3="sturgia_town_c" />
<Location
id="arena"
scene_name="arena_sturgia_a" />
<Location
id="tavern"
scene_name="sturgia_house_b_interior_tavern" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
<Location
id="house_1"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_2"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_3"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_S2_1"
name="{=Settlements.Settlement.name.village_S2_1}Safna"
posX="472.342"
posY="557.606"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S2_1}Safna sits on a high ridge overlooking the rapids that link Lake Laconis to the narrow Mazopor Bay. Villagers rear cattle on the grassy shelfs overlooking the sea-cliffs.">
<Components>
<Village
id="village_comp_S2_1"
village_type="VillageType.cattle_farm"
hearth="112"
gate_rotation="0.008"
bound="Settlement.town_S2"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_f" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Mar's fortress -->
<Settlement
id="village_S2_2"
name="{=Settlements.Settlement.name.village_S2_2}Marabrot"
posX="453.523"
posY="592.937"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S2_2}Marabrot sits on a high rocky ridge between the fjord known as Mazopor Bay and the Byalic Sea. This harsh land would probably not be settled where it not for the rich iron deposits in the hills.">
<Components>
<Village
id="village_comp_S2_2"
village_type="VillageType.iron_mine"
hearth="322"
gate_rotation="0.168"
bound="Settlement.town_S2"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_f" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Dvor mouth -->
<Settlement
id="castle_village_S6_2"
name="{=Settlements.Settlement.name.castle_village_S6_2}Dvorusta"
posX="475.506"
posY="547.402"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S2_3}Dvorusta is a fishing village overlooking the rapids linking the Bay of Varcheg with Lake Laconis. Villagers make their way down the cliffsides at dawn to catch salmon leaping over the rocks, as well as herring and cod in the sea.">
<Components>
<Village
id="castle_village_comp_S6_2"
village_type="VillageType.fisherman"
hearth="219"
gate_rotation="0.008"
bound="Settlement.castle_S6"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_h" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_S3"
name="{=Settlements.Settlement.name.town_S3}Omor"
owner="Faction.clan_sturgia_2"
posX="451.107"
posY="515.464"
culture="Culture.sturgia"
gate_posX="448.2916"
gate_posY="511.662"
text="{=pbHXtJ82}Omor sits on the eastern shores of Lake Laconis. Long before the Sturgians formed themselves into a principality it was a holy site for the forest tribes, who worshipped their gods and ancestors in the sacred oak trees of the nearby woods. Today, it is an emporium for fur trappers and woodsmen who prowl the Ircara wildlands to the east, and the primeval peace of the forests is drowned out by the sounds of bartering, saws, and the unloading of ships at the lake.">
<Components>
<Town
id="town_comp_S3"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_town_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.008"
prosperity="3200" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="sturgia_town_f"
scene_name_1="sturgia_town_f"
scene_name_2="sturgia_town_f"
scene_name_3="sturgia_town_f" />
<Location
id="arena"
scene_name="arena_sturgia_a" />
<Location
id="tavern"
scene_name="sturgia_house_b_interior_tavern" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
<Location
id="house_1"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_2"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_3"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- Blackwood -->
<Settlement
id="village_S3_1"
name="{=Settlements.Settlement.name.village_S3_1}Chornobas"
posX="431.554"
posY="495.919"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S3_1}Chornobas, or Blackwood, sits in lands cleared from the forests overlooking the cataract through which the Miron river empties into Lake Laconis. The villagers grow rye and barley in fields misted by the spray from the falls.">
<Components>
<Village
id="village_comp_S3_1"
village_type="VillageType.wheat_farm"
hearth="125"
gate_rotation="0.008"
bound="Settlement.town_S3"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_S3_2"
name="{=Settlements.Settlement.name.village_S3_2}Skorin"
posX="455.437"
posY="497.693"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S3_2}Skorin sits on a promontory separating Dyatom Bay from the wider Lake Laconis. Villagers pull both freshwater flatfish from the shallow bay waters and bigger catch, including pike, from the main lake.">
<Components>
<Village
id="village_comp_S3_2"
village_type="VillageType.fisherman"
hearth="161"
gate_rotation="0.908"
bound="Settlement.town_S3"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Akon's place -->
<!-- Olek's Faction -->
<!-- Ravenfield -->
<Settlement
id="town_S4"
name="{=Settlements.Settlement.name.town_S4}Varnovapol"
owner="Faction.clan_sturgia_4"
posX="540.416"
posY="548.273"
culture="Culture.sturgia"
gate_posX="537.884"
gate_posY="549.716"
text="{=aTMypBiY}Varnovapol, which sits beneath the Chertyg mountains on the crystal waters of Lake Laconis, has the dubious honor of being perhaps the most-often conquered city in Calradia. Originally it was a colony of the Empire, infamous as a place of exile for dissident senators, before it was seized by Nords as a base to expand their influence into the Sturgian fur trade. It was taken by the Alkit tribe from the eastern steppe and briefly served as the capital of a small khanate, before finally falling to the fierce Ormidoving clan.">
<Components>
<Town
id="town_comp_S4"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_town_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.808"
prosperity="3300" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="sturgia_town_b"
scene_name_1="sturgia_town_b"
scene_name_2="sturgia_town_b"
scene_name_3="sturgia_town_b" />
<Location
id="arena"
scene_name="arena_sturgia_a" />
<Location
id="tavern"
scene_name="sturgia_house_b_interior_tavern" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
<Location
id="house_1"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_2"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_3"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- Storm cape-->
<Settlement
id="village_S4_1"
name="{=Settlements.Settlement.name.village_S4_1}Borchovagorka"
posX="574.539"
posY="551.736"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S4_1}Borchovagorka sits on a small rise on the steep northern shores of Lake Laconis. The village depends primarily on fishing, pulling perch, bream, salmon and occasionally large sturgeon and pike from the lake waters.">
<Components>
<Village
id="village_comp_S4_1"
village_type="VillageType.fisherman"
hearth="440"
gate_rotation="0.758"
bound="Settlement.town_S4"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_f" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Borcha's hill-->
<Settlement
id="castle_village_S8_2"
name="{=Settlements.Settlement.name.castle_village_S8_2}Glavstrom"
posX="620.077"
posY="559.744"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S4_2}Glavstrom sits beneath Mount Iltan, a craggy peak in eastern Calradia named for a god of the steppe peoples. These wild lands abound with fur-bearing marten, fox, rabbits and other animals.">
<Components>
<Village
id="castle_village_comp_S8_2"
village_type="VillageType.trapper"
hearth="283"
gate_rotation="0.408"
bound="Settlement.castle_S8"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_d" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_S4_3"
name="{=Settlements.Settlement.name.village_S4_3}Omkany"
posX="534.628"
posY="557.699"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S4_3}Omkany lies where the Lake Laconis coastline rises up to meet the icy Chertyg mountains. Villagers in this district raise hogs, curing their fat with salt and in garlic and selling it throughout the northlands.">
<Components>
<Village
id="village_comp_S4_3"
village_type="VillageType.swine_farm"
hearth="283"
gate_rotation="0.408"
bound="Settlement.town_S4"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_S4_4"
name="{=Settlements.Settlement.name.village_S4_4}Yangutum"
posX="515.753"
posY="551.25"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S4_4}Yangutum sits in a nook of the Chertyg mountains on the north shores of Lake Laconis. Villagers here have found iron ore deposits in the mountainsides.">
<Components>
<Village
id="village_comp_S4_4"
village_type="VillageType.iron_mine"
hearth="333"
gate_rotation="0.408"
bound="Settlement.town_S4"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_f" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Name of a local clan hero-->
<Settlement
id="town_S5"
name="{=Settlements.Settlement.name.town_S5}Tyal"
owner="Faction.clan_sturgia_3"
posX="647.079"
posY="569.108"
culture="Culture.sturgia"
gate_posX="651.0615"
gate_posY="568.5307"
text="{=F5HlQdgf}Tyal sits in the western foothills of Mount Iltan, on the eastern borders of the Sturgian lands. This region has long stood aloof from the power struggles of the other Sturgian principalities. Its people are known as wanderers, traders, horse breeders and fur-trappers. The local aristocracy has occasionally exchanged princesses with the steppe tribes to the east to firm up a truce or a trade pact, and proudly includes the names of several great khans on their list of ancestors.">
<Components>
<Town
id="town_comp_S5"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_town_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.308"
prosperity="1700" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="sturgia_town_d"
scene_name_1="sturgia_town_d"
scene_name_2="sturgia_town_d"
scene_name_3="sturgia_town_d" />
<Location
id="arena"
scene_name="arena_sturgia_a" />
<Location
id="tavern"
scene_name="sturgia_house_b_interior_tavern" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
<Location
id="house_1"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_2"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_3"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- High ford -->
<Settlement
id="village_S5_1"
name="{=Settlements.Settlement.name.village_S5_1}Visibrot"
posX="656.364"
posY="550.811"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S5_1}Visibrot is a sheep-rearing village on the lower slopes of Mount Iltan, just below the network of glacial lakes known as the Iltan portages. Though this region is cold and remote, its importance as a trade juncture between Lakes Laconis and Tanaesis, between the Empire and the steppe, mean that it is relatively densely populated.">
<Components>
<Village
id="village_comp_S5_1"
village_type="VillageType.sheep_farm"
hearth="530"
gate_rotation="0.308"
bound="Settlement.town_S5"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_h" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Little bull -->
<Settlement
id="village_S5_2"
name="{=Settlements.Settlement.name.village_S5_2}Bukits"
posX="674.436"
posY="568.448"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S5_2}Bukits sits on the eastern slopes of Mount Iltan on the Khuzait frontier. Villagers raise highland cattle here, bred to withstand the icy gusts that tear down the mountain.">
<Components>
<Village
id="village_comp_S5_2"
village_type="VillageType.cattle_farm"
hearth="126"
bound="Settlement.town_S5"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_S7_2"
name="{=Settlements.Settlement.name.castle_village_S7_2}Alov"
posX="654.264"
posY="540.041"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S5_3}Alov sits on the edge of the glacial lakes known as the Iltan portages. Villagers cultivate rye and barley on the high ground overlooking the lakes, and the rich black soil of the region compensates for the long winters and short growing season.">
<Components>
<Village
id="castle_village_comp_S7_2"
village_type="VillageType.wheat_farm"
hearth="157"
bound="Settlement.castle_S7"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_a" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Name of a local clan hero-->
<Settlement
id="town_S6"
name="{=Settlements.Settlement.name.town_S6}Sibir"
owner="Faction.clan_sturgia_6"
posX="549.771"
posY="586.259"
culture="Culture.sturgia"
gate_posX="554.0284"
gate_posY="584.1961"
text="{=PPadNxa6}Sibir was founded in a dark valley amid the Chertyg mountains by Nordic traders, who wished a base to buy furs from the local Vakken-speaking foresters. As the Sturgian tribes became principalities, and elected chieftains evolved into boyars who demanded taxes and labor as their due, this region became a magnet for Sturgians who had little taste for deference. Today, the ambitious Isyaroving family governs this region, but they must always balance their hunger for wealth and men to fight their wars with their subjects' reluctance to provide it.">
<Components>
<Town
id="town_comp_S6"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_town_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.308"
prosperity="1900" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="sturgia_town_a"
scene_name_1="sturgia_town_a"
scene_name_2="sturgia_town_a"
scene_name_3="sturgia_town_a" />
<Location
id="arena"
scene_name="arena_sturgia_a" />
<Location
id="tavern"
scene_name="sturgia_house_b_interior_tavern" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
<Location
id="house_1"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_2"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_3"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_S6_1"
name="{=Settlements.Settlement.name.village_S6_1}Kvol"
posX="573.026"
posY="585.666"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S6_1}The villagers of Kvol raise small, sturdy cattle at the base of the Chertyg mountains. They include the descendants of refugees and malcontents from across Calradia, seeking isolation in the cold northern forests.">
<Components>
<Village
id="village_comp_S6_1"
village_type="VillageType.cattle_farm"
hearth="508"
bound="Settlement.town_S6"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_d" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Honeymarket -->
<Settlement
id="village_S6_2"
name="{=Settlements.Settlement.name.village_S6_2}Radakmed"
posX="551.725"
posY="572.339"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S6_2}Radakmed sits in a basin amid the Chertyg mountains. Villagers here grow flax in the marshy valley floor.">
<Components>
<Village
id="village_comp_S6_2"
village_type="VillageType.trapper"
hearth="339"
bound="Settlement.town_S6"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_S6_3"
name="{=Settlements.Settlement.name.village_S6_3}Alebat"
posX="529.844"
posY="581.841"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S6_3}Alebat sits deep in the forests of northeastern Sturgia. This isolated region has long been a refuge for those fleeing oppression or debt or bloodfeud across the northlands, and the dialect is strongly influenced by the tongue of the Vanni woodspeople.">
<Components>
<Village
id="village_comp_S6_3"
village_type="VillageType.lumberjack"
hearth="201"
bound="Settlement.town_S6"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_c" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_S7"
name="{=Settlements.Settlement.name.town_S7}Revyl"
owner="Faction.clan_sturgia_5"
posX="296.82"
posY="580.832"
culture="Culture.sturgia"
gate_posX="300.3447"
gate_posY="583.3357"
text="{=T2E4xKVn}Revyl, chief town of the rocky Kachyar peninsula, was a traditional rival of Balgard. According to legend the Balgardian princess Arkina, whose husband had been slain by the Revylians, accepted a proposal from her enemy's king to marry and settle the feud. On her wedding night, however, she barred the door of his hall and burned him and a hundred of his kinsmen and warriors alive inside. The feud has long since been settled by pacts and marriages with happier outcomes, although Revylians still resent the ascent of the Balgardian Gundaroving dynasty.">
<Components>
<Town
id="town_comp_S7"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_town_sturgia"
wait_mesh="wait_sturgia_town"
gate_rotation="0.308"
prosperity="3100" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="sturgia_town_f"
scene_name_1="sturgia_town_f"
scene_name_2="sturgia_town_f"
scene_name_3="sturgia_town_f" />
<Location
id="arena"
scene_name="arena_sturgia_a" />
<Location
id="tavern"
scene_name="sturgia_house_b_interior_tavern" />
<Location
id="lordshall"
scene_name_1="sturgia_castle_keep_a_l2_interior"
scene_name_2="sturgia_castle_keep_a_l2_interior"
scene_name_3="sturgia_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="sturgia_dungeon_a" />
<Location
id="house_1"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_2"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="house_3"
scene_name="sturgia_town_house_d1_interior_b_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_S7_1"
name="{=Settlements.Settlement.name.village_S7_1}Korsyas"
posX="287.861"
posY="568.57"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S7_1}Korsyas sits near the narrowest part of the Bay of Varcheg. Villagers fish the waters to the west for cod, char, and other cold-water sea fish that venture into the bay.">
<Components>
<Village
id="village_comp_S7_1"
village_type="VillageType.fisherman"
hearth="527"
gate_rotation="0.758"
bound="Settlement.town_S7"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_S7_2"
name="{=Settlements.Settlement.name.village_S7_2}Karbur"
posX="315.057"
posY="585.752"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S7_2}Karbur sits at a plateau on the Kachyar peninsula. Sheltered somewhat by a high ridge to their north, the villagers here raise barley and grain.">
<Components>
<Village
id="village_comp_S7_2"
village_type="VillageType.wheat_farm"
hearth="296"
gate_rotation="0.758"
bound="Settlement.town_S7"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_S1_2"
name="{=Settlements.Settlement.name.castle_village_S1_2}Zhemyan"
posX="264.659"
posY="603.249"
culture="Culture.sturgia"
text="{=Settlements.Settlement.text.village_S7_3}Zhemyan is a fishing village at the northern shores of the Kachyar peninsula. Villagers brave the storms that sweep through the Byalic Sea to pull up ample catches of cod, char, and sometimes even small whales.">
<Components>
<Village
id="castle_village_comp_S1_2"
village_type="VillageType.sturgian_horse_ranch"
hearth="100"
gate_rotation="0.758"
bound="Settlement.castle_S1"
background_crop_position="0.0"
background_mesh="gui_bg_village_sturgia"
wait_mesh="wait_sturgia_village"
castle_background_mesh="gui_bg_castle_sturgia" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="sturgia_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Aserai - seven towns -->
<Settlement
id="castle_A1"
name="{=Settlements.Settlement.name.castle_A1}Tubilis Castle"
owner="Faction.clan_aserai_1"
posX="274.181"
posY="272.167"
culture="Culture.aserai"
gate_posX="275.4893"
gate_posY="271.7934">
<Components>
<Town
id="castle_comp_A1"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="menu_aserai_3"
wait_mesh="wait_aserai_town"
gate_rotation="0.908"
prosperity="460" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="aserai_castle_002"
scene_name_1="aserai_castle_002"
scene_name_2="aserai_castle_002"
scene_name_3="aserai_castle_002" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_A1_1"
name="{=Settlements.Settlement.name.castle_village_A1_1}Tubilis"
posX="251.632"
posY="263.255"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A1_1}Tubilis lies on the Bay of Charas, which the Aserai call Shariz. Villagers go fishing here amid the offshore islands in search of tuna, sardines, and shark.">
<Components>
<Village
id="castle_village_comp_A1_1"
village_type="VillageType.fisherman"
hearth="148"
bound="Settlement.castle_A1"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_A2"
name="{=Settlements.Settlement.name.castle_A2}Sahel Castle"
owner="Faction.clan_aserai_3"
posX="617.677"
posY="127.096"
culture="Culture.aserai"
gate_posX="617.5756"
gate_posY="125.2101">
<Components>
<Town
id="castle_comp_A2"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="menu_aserai_3"
wait_mesh="wait_aserai_town"
gate_rotation="0.908"
prosperity="890" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="aserai_castle_002"
scene_name_1="aserai_castle_002"
scene_name_2="aserai_castle_002"
scene_name_3="aserai_castle_002" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_A2_1"
name="{=Settlements.Settlement.name.castle_village_A2_1}Sahel"
posX="639.009"
posY="117.223"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A2_1}Sahel on the far edges of the Aserai lands, on the low-lying Jabal Ashabi mountains. This ridge catches rainclouds coming off the Bahr al-Yeshm sea and are brushed by monsoons from the southeast, allowing cistern-watered fields of millet and wheat.">
<Components>
<Village
id="castle_village_comp_A2_1"
village_type="VillageType.wheat_farm"
hearth="401"
gate_rotation="0.108"
bound="Settlement.castle_A2"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_A2_2"
name="{=Settlements.Settlement.name.castle_village_A2_2}Asmait"
posX="622.677"
posY="107.025"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A2_2}Asmait lies in a nook of the Jabal Ashabi mountains, bordered to the south by the deep desert. Villagers trap floods running down the hills during rare rainstorms, using the water to grow date palms and other crops.">
<Components>
<Village
id="castle_village_comp_A2_2"
village_type="VillageType.date_farm"
hearth="401"
gate_rotation="0.108"
bound="Settlement.castle_A2"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_c" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_A3"
name="{=Settlements.Settlement.name.castle_A3}Ain Baliq Castle"
owner="Faction.clan_aserai_7"
posX="323.167"
posY="186.28"
culture="Culture.aserai"
gate_posX="322.2627"
gate_posY="187.7981">
<Components>
<Town
id="castle_comp_A3"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_aserai_3"
wait_mesh="wait_aserai_town"
gate_rotation="0.908"
prosperity="980" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="aserai_castle_002"
scene_name_1="aserai_castle_002"
scene_name_2="aserai_castle_002"
scene_name_3="aserai_castle_002" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_A3_1"
name="{=Settlements.Settlement.name.castle_village_A3_1}Ain Baliq"
posX="283.666"
posY="187.29"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A3_1}Ain Baliq is clustered around a well in a wide valley that separates the Jarjara Escarpment from the Jabal Tamar mountains to the west. The surrounding lands, though dry, produce enough grass in the spring to allow the breeding of horses.">
<Components>
<Village
id="castle_village_comp_A3_1"
village_type="VillageType.desert_horse_ranch"
hearth="375"
bound="Settlement.castle_A3"
background_crop_position="0.308"
background_mesh="menu_aserai_village_3"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_b" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_A3_2"
name="{=Settlements.Settlement.name.castle_village_A3_2}Deir Hawa"
posX="344.876"
posY="192.836"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A3_2}Deir Hawa sits on the windswept southern shores of the sea that the Aserai call the Bahr al-Yeshm. Villagers trap run-off water from the hills and grow flax in the lowlands here.">
<Components>
<Village
id="castle_village_comp_A3_2"
village_type="VillageType.silver_mine"
hearth="375"
bound="Settlement.castle_A3"
background_crop_position="0.308"
background_mesh="menu_aserai_village_3"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_d" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_A4"
name="{=Settlements.Settlement.name.castle_A4}Medeni Castle"
owner="Faction.clan_aserai_2"
posX="444.093"
posY="150.416"
culture="Culture.aserai"
gate_posX="445.8025"
gate_posY="150.8632">
<Components>
<Town
id="castle_comp_A4"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_aserai_3"
wait_mesh="wait_aserai_town"
gate_rotation="0.908"
prosperity="750" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="aserai_castle_d"
scene_name_1="aserai_castle_d"
scene_name_2="aserai_castle_d"
scene_name_3="aserai_castle_d" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_A4_1"
name="{=Settlements.Settlement.name.castle_village_A4_1}Medeni"
posX="436.693"
posY="178.229"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A4_1}Medeni sits in lowlands between the Bahr al-Yeshm sea and the Jarjara Escarpment. Villagers grow dates by the coast in gardens watered by wells and small dams in the wadis that trap run-off from the cliffs during the short rainy season.">
<Components>
<Village
id="castle_village_comp_A4_1"
village_type="VillageType.date_farm"
hearth="540"
bound="Settlement.castle_A4"
background_crop_position="0.308"
background_mesh="menu_aserai_village_3"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_b" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_A4_2"
name="{=Settlements.Settlement.name.castle_village_A4_2}Qidnar"
posX="423.748"
posY="135.275"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A4_2}Qidnar lies in the floodplain of the Damar river, the most densely populated part of the Aserai lands, where it slices through the Jarjara Escarpment. Farmers here grow grain in the rich silt brought by the river's annual flooding.">
<Components>
<Village
id="castle_village_comp_A4_2"
village_type="VillageType.date_farm"
hearth="540"
bound="Settlement.castle_A4"
background_crop_position="0.308"
background_mesh="menu_aserai_village_3"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_A5"
name="{=Settlements.Settlement.name.castle_A5}Jamayeh Castle"
owner="Faction.clan_aserai_4"
posX="516.555"
posY="130.572"
culture="Culture.aserai"
gate_posX="514.7328"
gate_posY="130.8227">
<Components>
<Town
id="castle_comp_A5"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_aserai_3"
wait_mesh="wait_aserai_town"
gate_rotation="0.908"
prosperity="610" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="aserai_castle_c"
scene_name_1="aserai_castle_c"
scene_name_2="aserai_castle_c"
scene_name_3="aserai_castle_c" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_A5_1"
name="{=Settlements.Settlement.name.castle_village_A5_1}Jamayeh"
posX="530.507"
posY="139.644"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A5_1}Jamayeh sits on the southern shores of the sea that the Aserai call the Bahr al Yeshm, the Jade Sea. The climate is well-suited to olive trees that thrive despite the short rainy season.">
<Components>
<Village
id="castle_village_comp_A5_1"
village_type="VillageType.olive_trees"
hearth="610"
bound="Settlement.castle_A5"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_A6"
name="{=Settlements.Settlement.name.castle_A6}Shibal Zumr Castle"
owner="Faction.clan_aserai_3"
posX="666.93"
posY="245.247"
culture="Culture.aserai"
gate_posX="665.921"
gate_posY="246.1539">
<Components>
<Town
id="castle_comp_A6"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="menu_aserai_3"
wait_mesh="wait_aserai_town"
gate_rotation="0.908"
prosperity="570" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="aserai_castle_002"
scene_name_1="aserai_castle_002"
scene_name_2="aserai_castle_002"
scene_name_3="aserai_castle_002" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_A6_1"
name="{=Settlements.Settlement.name.castle_village_A6_1}Shibal Zumr"
posX="679.928"
posY="245.814"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A6_1}Shibal Zumr sits on the Nahr al-Kals, the river of lime. Here the waters are pure and the soil is fertile, and grain is grown. But a short distance to the south, the land becomes barren and alkaline, and only the hardiest crops survive.">
<Components>
<Village
id="castle_village_comp_A6_1"
village_type="VillageType.wheat_farm"
hearth="120"
gate_rotation="0.508"
bound="Settlement.castle_A6"
background_crop_position="0.308"
background_mesh="menu_aserai_village_3"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_A7"
name="{=Settlements.Settlement.name.castle_A7}Uqba Castle"
owner="Faction.clan_aserai_7"
posX="357.485"
posY="216.349"
culture="Culture.aserai"
gate_posX="358.5762"
gate_posY="214.9592">
<Components>
<Town
id="castle_comp_A7"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="menu_aserai_3"
wait_mesh="wait_aserai_town"
gate_rotation="0.908"
prosperity="550" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="aserai_castle_002"
scene_name_1="aserai_castle_002"
scene_name_2="aserai_castle_002"
scene_name_3="aserai_castle_002" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_A7_1"
name="{=Settlements.Settlement.name.castle_village_A7_1}Uqba"
posX="378.735"
posY="220.777"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A7_1}Uqba sits alongside the Perassic Sea. Villagers trap rainwater and runoff from the hills to water their fields and their gardens of date-palms.">
<Components>
<Village
id="castle_village_comp_A7_1"
village_type="VillageType.date_farm"
hearth="477"
bound="Settlement.castle_A7"
background_crop_position="0.145"
background_mesh="menu_aserai_village_2"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_A7_2"
name="{=Settlements.Settlement.name.castle_village_A7_2}Bunqaz"
posX="322.492"
posY="210.122"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A7_2}Bunqaz sits at the mouth of the great wadi that divides the Jarjara Escarpment from the Jabal Tamar hills. Villagers sink wells here to tap the wadi's groundwater, using it to irrigate their olive groves.">
<Components>
<Village
id="castle_village_comp_A7_2"
village_type="VillageType.olive_trees"
hearth="477"
bound="Settlement.castle_A7"
background_crop_position="0.145"
background_mesh="menu_aserai_village_2"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_A8"
name="{=Settlements.Settlement.name.castle_A8}Tamnuh Castle"
owner="Faction.clan_aserai_8"
posX="650.405"
posY="210.393"
culture="Culture.aserai"
gate_posX="649.2784"
gate_posY="211.1711">
<Components>
<Town
id="castle_comp_A8"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="menu_aserai_3"
wait_mesh="wait_aserai_town"
gate_rotation="0.908"
prosperity="590" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="aserai_castle_002"
scene_name_1="aserai_castle_002"
scene_name_2="aserai_castle_002"
scene_name_3="aserai_castle_002" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_A8_1"
name="{=Settlements.Settlement.name.castle_village_A8_1}Tamnuh"
posX="641.98"
posY="241.732"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A8_1}Tamnuh sits near a large lagoon, cut off from the Perassic Sea by a sandspit. Villagers scrape clay from the shallow waters to sell to the region's potters.">
<Components>
<Village
id="castle_village_comp_A8_1"
village_type="VillageType.clay_mine"
hearth="352"
gate_rotation="0.008"
bound="Settlement.castle_A8"
background_crop_position="0.141"
background_mesh="menu_aserai_village_4"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_A9"
name="{=Settlements.Settlement.name.castle_A9}Barihal Castle"
owner="Faction.clan_aserai_9"
posX="339.854"
posY="156.395"
culture="Culture.aserai"
gate_posX="338.7608"
gate_posY="155.534">
<Components>
<Town
id="castle_comp_A9"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="menu_aserai_3"
wait_mesh="wait_aserai_town"
gate_rotation="0.908"
prosperity="610" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="aserai_castle_a"
scene_name_1="aserai_castle_a"
scene_name_2="aserai_castle_a"
scene_name_3="aserai_castle_a" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_A9_1"
name="{=Settlements.Settlement.name.castle_village_A9_1}Barihal"
posX="357.184"
posY="162.152"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.castle_village_A9_1}The oasis-village of Barihal sits in a wadi amid the mesas of the Jarjara Escarpment. The land is best known for the horses that are grazed on the desert's short-lived but rich spring grasses.">
<Components>
<Village
id="castle_village_comp_A9_1"
village_type="VillageType.desert_horse_ranch"
hearth="202"
gate_rotation="0.008"
bound="Settlement.castle_A9"
background_crop_position="0.141"
background_mesh="menu_aserai_village_4"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_c" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Quyaz, Banu Qild -->
<Settlement
id="town_A1"
name="{=Settlements.Settlement.name.town_A1}Quyaz"
owner="Faction.clan_aserai_1"
posX="299.553"
posY="264.853"
culture="Culture.aserai"
gate_posX="300.6186"
gate_posY="261.9282"
text="{=1ImuW3My}Quyaz was once a mercantile republic that dominated the trade between the western ocean and the Perassic Sea, speaking the now all-but-extinct Kannic tongue, a relative of Nahasawi. But imperial hegemony slowly snuffed out its trade, and the rulers was taken over by mercenaries from the Nahasa. It came intermittently under imperial subjugation but today is a prized holding of the Banu Hulyan, a leading clan of the Aserai sultanate.">
<Components>
<Town
id="town_comp_A1"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="menu_aserai_2"
wait_mesh="wait_aserai_town"
gate_rotation="0.108"
prosperity="4000" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="aserai_town_c"
scene_name_1="aserai_town_c"
scene_name_2="aserai_town_c"
scene_name_3="aserai_town_c" />
<Location
id="arena"
scene_name="arena_aserai_a" />
<Location
id="tavern"
scene_name="aserai_tavern_interior" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
<Location
id="house_1"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_2"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_3"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A1_1"
name="{=Settlements.Settlement.name.village_A1_1}Tasheba"
posX="314.183"
posY="256.015"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A1_1}Tasheba lies on the western edges of the Bahr al-Yeshm. Fishermen venture out into the protected waters, gentle and calm for most of the year, for tuna and sardines.">
<Components>
<Village
id="village_comp_A1_1"
village_type="VillageType.fisherman"
hearth="300"
bound="Settlement.town_A1"
background_crop_position="0.145"
background_mesh="menu_aserai_village_2"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A1_2"
name="{=Settlements.Settlement.name.village_A1_2}Baq"
posX="296.806"
posY="241.59"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A1_2}Baq slightly inland from the Bahr al-Yeshm sea, beneath the great granite outcrop of the Jabal Tamar. The seawinds bring the uplands here just enough rain to support the cultivation of olive trees.">
<Components>
<Village
id="village_comp_A1_2"
village_type="VillageType.olive_trees"
hearth="235"
bound="Settlement.town_A1"
background_crop_position="0.308"
background_mesh="menu_aserai_village_3"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_b" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_A1_2"
name="{=Settlements.Settlement.name.castle_village_A1_2}Fanab"
posX="272.077"
posY="253.368"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A1_3}Fanab sits in a low promontory between the bay that the Aserai call the Gulf of Shariz and the inner sea of the Bahr al-Yeshm. The seawinds bring just enough rain to support the cultivation of olive trees.">
<Components>
<Village
id="castle_village_comp_A1_2"
village_type="VillageType.olive_trees"
hearth="137"
bound="Settlement.castle_A1"
background_crop_position="0.141"
background_mesh="menu_aserai_village_4"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A1_4"
name="{=Settlements.Settlement.name.village_A1_4}Hiblet"
posX="279.042"
posY="231.398"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A1_4}Hiblet sits at the base of the granite outcrop known as the Jabal Tamar. Rainwater trapped in cracks in the rock is diverted to the village's date-palm gardens.">
<Components>
<Village
id="village_comp_A1_4"
village_type="VillageType.date_farm"
hearth="183"
bound="Settlement.town_A1"
background_crop_position="0.141"
background_mesh="menu_aserai_village_4"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Husn Fulq, Qild-->
<Settlement
id="town_A2"
name="{=Settlements.Settlement.name.town_A2}Husn Fulq"
owner="Faction.clan_aserai_2"
posX="686.263"
posY="234.344"
culture="Culture.aserai"
gate_posX="686.6509"
gate_posY="235.8163"
text="{=bnl7Va4c}Husn Fulq sits at the southeastern edge of the Caldea, the network of rivers and brackish lagoons linking the Empire to the Aserai lands. Fulq, also known as Phalcos, was a dark-faced mercenary chieftain who came from lands far to the south. He founded a fortress here and then parlayed its strategic location into a fortune, taking bribes from the Empire and then from the Aserai to switch sides. After 20 years of playing both sides back and forth he sailed home in a ship laden with gold, but many clans of the Aserai proudly claim descent from him, and the 'Tricks of Fulq' are a staple of many a bazaar storyteller's repetoire.">
<Components>
<Town
id="town_comp_A2"
is_castle="false"
level="3"
background_crop_position="0.235"
background_mesh="menu_aserai_1"
wait_mesh="wait_aserai_town"
gate_rotation="0.808"
prosperity="4200" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="aserai_town_a"
scene_name_1="aserai_town_a"
scene_name_2="aserai_town_a"
scene_name_3="aserai_town_a" />
<Location
id="arena"
scene_name="arena_aserai_a" />
<Location
id="tavern"
scene_name="aserai_tavern_interior" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
<Location
id="house_1"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_2"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_3"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_A6_2"
name="{=Settlements.Settlement.name.castle_village_A6_2}Lamesa"
posX="659.674"
posY="230.062"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A2_1}Lamesa sits amid open plains and patches of dry acacia forest on the eastern shores of the Bahr al-Yeshm. Some of the Aserai's most prized horses graze on the grasses of this district.">
<Components>
<Village
id="castle_village_comp_A6_2"
village_type="VillageType.desert_horse_ranch"
hearth="327"
bound="Settlement.castle_A6"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A2_2"
name="{=Settlements.Settlement.name.village_A2_2}Abu Khih"
posX="706.23"
posY="202.192"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A2_2}Abu Khih sits along the Nahr al-Kals river on its way to its barren southern reaches. The surrounding lands, an ancient lakebed, are already becoming barren and alkaline, although date-palms still thrive.">
<Components>
<Village
id="village_comp_A2_2"
village_type="VillageType.date_farm"
hearth="297"
bound="Settlement.town_A2"
background_crop_position="0.145"
background_mesh="menu_aserai_village_2"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A2_3"
name="{=Settlements.Settlement.name.village_A2_3}Hoqqa"
posX="725.889"
posY="249.251"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A2_3}Hoqqa sits on the far east of the Aserai lands, on the Tiyagis river. The land is mostly desert-steppe. Barren most of the year except for scrub, it is covered in grass and flowers in the spring and is fine grazing for horses.">
<Components>
<Village
id="village_comp_A2_3"
village_type="VillageType.desert_horse_ranch"
hearth="243"
bound="Settlement.town_A2"
background_crop_position="0.145"
background_mesh="menu_aserai_village_2"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_A3"
name="{=Settlements.Settlement.name.town_A3}Iyakis"
owner="Faction.clan_aserai_4"
posX="493.537"
posY="111.743"
culture="Culture.aserai"
gate_posX="492.1279"
gate_posY="114.4126"
text="{=NFIYqaab}Iyakis sits in a cleft in the Jarjara escarpment, where the waters of the fierce but brief desert rains can be trapped and used for irrigation. For generations ago it was an autonomous outpost of the Empire known as Yachios, dominated by the Carasios clan. Fifty years ago however they saw the writing on the wall for imperial dominion in the southlands, and began intermarrying themselves with the tribes of the Nahasa. Today, known as the Qaraz, they take their places in the councils of the sultanate like any other family of the Aserai.">
<Components>
<Town
id="town_comp_A3"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="menu_aserai_4"
wait_mesh="wait_aserai_town"
gate_rotation="0.508"
prosperity="1800" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="aserai_town_b"
scene_name_1="aserai_town_b"
scene_name_2="aserai_town_b"
scene_name_3="aserai_town_b" />
<Location
id="arena"
scene_name="arena_aserai_a" />
<Location
id="tavern"
scene_name="aserai_tavern_interior" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
<Location
id="house_1"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_2"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_3"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A3_1"
name="{=Settlements.Settlement.name.village_A3_1}Abba"
posX="474.865"
posY="101.265"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A3_1}Abba sits on the edge of the deep desert, at the foot of the landward side of the Jarjara Escarpment. Runoff from the hills is trapped underground here, creating springs that sustain an oasis. Wheat thrives in the fields and gardens.">
<Components>
<Village
id="village_comp_A3_1"
village_type="VillageType.wheat_farm"
hearth="282"
bound="Settlement.town_A3"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_A5_2"
name="{=Settlements.Settlement.name.castle_village_A5_2}Hunab"
posX="493.275"
posY="130.275"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A3_2}Hunab lies in one of the wadis that cut beneath the weathered mesas of the Jarjara Escarpment. Villagers raise horses here, taking advantage of the brief but lush crop of grass that covers the slopes in the spring.">
<Components>
<Village
id="castle_village_comp_A5_2"
village_type="VillageType.desert_horse_ranch"
hearth="370"
bound="Settlement.castle_A5"
background_crop_position="0.145"
background_mesh="menu_aserai_village_2"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A3_3"
name="{=Settlements.Settlement.name.village_A3_3}Bir Seif"
posX="522.539"
posY="111.056"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A3_3}Bir Seif is centered around a group of wells and pools in the Jarjara Escarpment. Villagers dig down to the shallow groundwater layer for clay to sell to the potters of the Nahasa.">
<Components>
<Village
id="village_comp_A3_3"
village_type="VillageType.clay_mine"
hearth="131"
gate_rotation="0.008"
bound="Settlement.town_A3"
background_crop_position="0.141"
background_mesh="menu_aserai_village_4"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_A4"
name="{=Settlements.Settlement.name.town_A4}Razih"
owner="Faction.clan_aserai_2"
posX="615.08"
posY="180.537"
culture="Culture.aserai"
gate_posX="613.8578"
gate_posY="177.6383"
text="{=jXBnf2hQ}Razih is said to be the base from which Kannic explorers set forth to colonize the shores of the Perassic Sea in the centuries before the coming of the empire, the prows of their ships decorated with the intertwined vine leaves of the Kannic goddess of wealth, wine, love and war. Today, the Kannic tongue has been replaced by Nahasawi dialects and their religion is all but forgotten, but the symbol lives on, said to protect those who risk all for the sake of gain or glory.">
<Components>
<Town
id="town_comp_A4"
is_castle="false"
level="1"
background_crop_position="0.241"
background_mesh="menu_aserai_1"
wait_mesh="wait_aserai_town"
gate_rotation="0.208"
prosperity="4500" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="aserai_town_f"
scene_name_1="aserai_town_f"
scene_name_2="aserai_town_f"
scene_name_3="aserai_town_f" />
<Location
id="arena"
scene_name="arena_aserai_a" />
<Location
id="tavern"
scene_name="aserai_tavern_interior" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
<Location
id="house_1"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_2"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_3"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A4_1"
name="{=Settlements.Settlement.name.village_A4_1}Qablab"
posX="591.506"
posY="153.62"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A4_1}Qablab sits near a broad bay on the southern coast of the Perassic Sea. The low-lying coastline is well-suited to the construction of salt pans.">
<Components>
<Village
id="village_comp_A4_1"
village_type="VillageType.salt_mine"
hearth="502"
gate_rotation="0.208"
bound="Settlement.town_A4"
background_crop_position="0.308"
background_mesh="menu_aserai_village_3"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A4_2"
name="{=Settlements.Settlement.name.village_A4_2}Mussum"
posX="630.013"
posY="167.928"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A4_2}Mussum sits near the eastern coast of the Bahr al-Yeshm sea, where the Aserai deserts give way to desert-steppe with scattered acacia and scrub. The villagers here sink wells to water their groves of date palms.">
<Components>
<Village
id="village_comp_A4_2"
village_type="VillageType.date_farm"
hearth="454"
gate_rotation="0.108"
bound="Settlement.town_A4"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_A8_2"
name="{=Settlements.Settlement.name.castle_village_A8_2}Kuqa"
posX="652.9301"
posY="189.194"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A4_3}Kuqa sits at the foot of a range of low hills east of the Bahr al-Yeshm sea, where the Aserai deserts give way to desert-steppe with scattered acacia and scrub. The villagers here sink wells to water their groves of date palms.">
<Components>
<Village
id="castle_village_comp_A8_2"
village_type="VillageType.date_farm"
hearth="454"
gate_rotation="0.108"
bound="Settlement.castle_A8"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A4_4"
name="{=Settlements.Settlement.name.village_A4_4}Doqa"
posX="630.642"
posY="182.594"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A4_4}Doqa is a fishing village on the Bahr al-Yeshm sea. Villagers sail out in feluccas to harvest perch that sometimes grow as long as a man is tall, keeping an eye out for the salt-water crocodiles which live in the local inlets and marshes and which compete with them for their catch.">
<Components>
<Village
id="village_comp_A4_4"
village_type="VillageType.fisherman"
hearth="454"
gate_rotation="0.108"
bound="Settlement.town_A4"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- eastern towns -->
<Settlement
id="town_A5"
name="{=Settlements.Settlement.name.town_A5}Hubyar"
owner="Faction.clan_aserai_3"
posX="560.451"
posY="107.058"
culture="Culture.aserai"
gate_posX="557.2956"
gate_posY="108.9494"
text="{=IIMWPVhU}The inland city of Hubyar is said to be built on the ruins of a luxurious hunting lodge built by the decadent and cruel king Thuran, whom the patriarch Asera slew in vengeance for the enslavement of his family. This memory may explain the worldview of the fierce and austere Banu Qild, who hold the castle today and who detest all frivolity. But the scent of jasmine that can be detected on the night breezes here carries an undercurrent of temptation. It was here that the hero Nimr came to grief, caught in the chamber of a Banu Qild maiden and left hanging in a cage in the market until he perished.">
<Components>
<Town
id="town_comp_A5"
is_castle="false"
level="2"
background_crop_position="0.179"
background_mesh="menu_aserai_2"
wait_mesh="wait_aserai_town"
gate_rotation="0.908"
prosperity="3200" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="aserai_town_g"
scene_name_1="aserai_town_g"
scene_name_2="aserai_town_g"
scene_name_3="aserai_town_g" />
<Location
id="arena"
scene_name="arena_aserai_a" />
<Location
id="tavern"
scene_name="aserai_tavern_interior" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
<Location
id="house_1"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_2"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_3"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A5_1"
name="{=Settlements.Settlement.name.village_A5_1}Mahloul"
posX="590.001"
posY="117.982"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A5_1}Mahloul sits in a broad valley between the Jarjara Escarpment and the Jabal Ashab hills in the desert steppe southeast of the Bahr al-Yeshm. Groundwater provides just enough water to grow crops for subsistence, while the village makes its money from rearing horses on the rich grass that grows in the Jabal Ashabi after the spring rains.">
<Components>
<Village
id="village_comp_A5_1"
village_type="VillageType.desert_horse_ranch"
hearth="231"
bound="Settlement.town_A5"
background_crop_position="0.145"
background_mesh="menu_aserai_village_2"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A5_2"
name="{=Settlements.Settlement.name.village_A5_2}Liwas"
posX="537.583"
posY="111.158"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A5_2}Liwas sits in a broad valley south of the Bahr al-Yeshm. Farmland is limited here, and the land is best known for the horses that are grazed on the desert's short-lived but rich spring grasses.">
<Components>
<Village
id="village_comp_A5_2"
village_type="VillageType.desert_horse_ranch"
hearth="150"
bound="Settlement.town_A5"
background_crop_position="0.141"
background_mesh="menu_aserai_village_4"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_b" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A5_3"
name="{=Settlements.Settlement.name.village_A5_3}Waltas"
posX="545.949"
posY="129.287"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A5_3}Waltas sits by the Bahr al-Yeshm, the Jade Sea, in lowlands well suited to the growing of flax.">
<Components>
<Village
id="village_comp_A5_3"
village_type="VillageType.flax_plant"
hearth="155"
bound="Settlement.town_A5"
background_crop_position="0.141"
background_mesh="menu_aserai_village_4"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_A6"
name="{=Settlements.Settlement.name.town_A6}Sanala"
owner="Faction.clan_aserai_1"
posX="401.068"
posY="207.927"
culture="Culture.aserai"
gate_posX="403.1414"
gate_posY="205.9388"
text="{=uO4dxCl8}The port of Sanala is the gateway through which the grain of the lower Damar has flowed forth to feed a hungry world. The Empire's periodic advances south of the Perassic Sea have usually been aimed at seizing this strategic prize. Although the legions were long ago forced to retreat, Sanala remains among the most cosmopolitan cities in Calradia, filled with merchants from many lands bidding for the lowest bulk prices.">
<Components>
<Town
id="town_comp_A6"
is_castle="false"
level="3"
background_crop_position="0.401"
background_mesh="menu_aserai_4"
wait_mesh="wait_aserai_town"
gate_rotation="0.408"
prosperity="4300" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="aserai_town_h"
scene_name_1="aserai_town_h"
scene_name_2="aserai_town_h"
scene_name_3="aserai_town_h" />
<Location
id="arena"
scene_name="arena_aserai_a" />
<Location
id="tavern"
scene_name="aserai_tavern_interior" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
<Location
id="house_1"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_2"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_3"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A6_1"
name="{=Settlements.Settlement.name.village_A6_1}Mijayit"
posX="410.054"
posY="178.898"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A6_1}Mijayit lies off of the estuary of the Damar river as it reaches the Bahr al-Yeshm sea. The rich silt deposits left by the river make this one of the most fertile regions of the Aserai lands.">
<Components>
<Village
id="village_comp_A6_1"
village_type="VillageType.wheat_farm"
hearth="330"
gate_rotation="0.008"
bound="Settlement.town_A6"
background_crop_position="0.145"
background_mesh="menu_aserai_village_2"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A6_2"
name="{=Settlements.Settlement.name.village_A6_2}Hamoshawat"
posX="394.921"
posY="177.046"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A6_2}Hamoshawat lies on the lower Damar river, just before it reaches the Bahr al-Yeshm sea. The rich silt deposits left by the river make this one of the most fertile regions of the Aserai lands.">
<Components>
<Village
id="village_comp_A6_2"
village_type="VillageType.wheat_farm"
hearth="210"
gate_rotation="0.508"
bound="Settlement.town_A6"
background_crop_position="0.308"
background_mesh="menu_aserai_village_3"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A6_3"
name="{=Settlements.Settlement.name.village_A6_3}Jahasim"
posX="390.38"
posY="216.602"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A6_3}Jahasim sits on the southern shore of the sea that the Aserai call the Bahr al-Yeshm. The warm waters abound in tuna, bonito, sardines, and other fish.">
<Components>
<Village
id="village_comp_A6_3"
village_type="VillageType.fisherman"
hearth="610"
bound="Settlement.town_A6"
background_crop_position="0.141"
background_mesh="menu_aserai_village_4"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A6_4"
name="{=Settlements.Settlement.name.village_A6_4}Nahlan"
posX="404.877"
posY="160.318"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A6_4}Nahlan sits on the floodplain of the Damar River as it cuts through the Jarjara escarpment. This soil, refreshed yearly by the silt of the flooding river, produces bountiful crops of wheat.">
<Components>
<Village
id="village_comp_A6_4"
village_type="VillageType.wheat_farm"
hearth="220"
bound="Settlement.town_A6"
background_crop_position="0.308"
background_mesh="menu_aserai_village_3"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_A7"
name="{=Settlements.Settlement.name.town_A7}Askar"
owner="Faction.clan_aserai_5"
posX="379.425"
posY="118.472"
culture="Culture.aserai"
gate_posX="380.7408"
gate_posY="119.9328"
text="{=GChIoZdd}Askar dominates the middle stretches of the Damar River, as it weaves between the bluffs of the Jarjara Escarpment. This region has been thickly populated for thousands of years, but the river is restless, and every few centuries leaps its banks and erases what comes before. This latest regional capital was an imperial encampment during their furthest penetration of the Nahasa several centuries ago, taken over by the Aserai tribes after the legions withdrew.">
<Components>
<Town
id="town_comp_A7"
is_castle="false"
level="3"
background_crop_position="0.401"
background_mesh="menu_aserai_1"
wait_mesh="wait_aserai_town"
gate_rotation="0.408"
prosperity="2100" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="aserai_town_d"
scene_name_1="aserai_town_d"
scene_name_2="aserai_town_d"
scene_name_3="aserai_town_d" />
<Location
id="arena"
scene_name="arena_aserai_a" />
<Location
id="tavern"
scene_name="aserai_tavern_interior" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
<Location
id="house_1"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_2"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_3"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_A9_2"
name="{=Settlements.Settlement.name.castle_village_A9_2}Wadar"
posX="355.391"
posY="140.124"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A7_1}Wadar sits in the rocky wadis at the inland edge of the Jarjara Escarpment, before it gives way to barren gravel plains and dunes. Clouds from the Bahr al-Yeshm drop their last reserves of water here in the spring and winter, giving the land just enough grass to support horse-rearing.">
<Components>
<Village
id="castle_village_comp_A9_2"
village_type="VillageType.desert_horse_ranch"
hearth="305"
bound="Settlement.castle_A9"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A7_2"
name="{=Settlements.Settlement.name.village_A7_2}Bait Hatif"
posX="421.323"
posY="106.433"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A7_2}Bait Hatif sits in the floodplain of the Damar river as it cuts through the Jarjara Escarpment. Rocky soil in this district limits irrigation, but horses thrive on the spring grasses of the hills.">
<Components>
<Village
id="village_comp_A7_2"
village_type="VillageType.desert_horse_ranch"
hearth="219"
bound="Settlement.town_A7"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A7_3"
name="{=Settlements.Settlement.name.village_A7_3}Mabwaz"
posX="413.587"
posY="124.973"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A7_3}Mabwaz overlooks the Damar River as it weaves through the mesas of the Jarjara Escarpment. Villagers grow wheat and other crops in the silt of the river floodplain.">
<Components>
<Village
id="village_comp_A7_3"
village_type="VillageType.wheat_farm"
hearth="235"
gate_rotation="0.508"
bound="Settlement.town_A7"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A7_4"
name="{=Settlements.Settlement.name.village_A7_4}Zalm"
posX="390.254"
posY="97.643"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A7_4}Zalm sits at the Scorched Gates, where the Damar river descends from the Nahasa desert and starts its journey through the Jarjara Escarpment. The silt brought by the river produces bountiful crops of wheat.">
<Components>
<Village
id="village_comp_A7_4"
village_type="VillageType.wheat_farm"
hearth="258"
gate_rotation="0.508"
bound="Settlement.town_A7"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_A8"
name="{=Settlements.Settlement.name.town_A8}Qasira"
owner="Faction.clan_aserai_6"
posX="490.694"
posY="163.097"
culture="Culture.aserai"
gate_posX="487.2882"
gate_posY="161.0079"
> text="{=J4bgNT0r}The legendary Queen Eshora, it is said, punished the jinn who were harassing her people by imprisoning them in one of the caves above Qasira, carving the mystical eight-pointed star into the rock to seal them in. She sentenced them to haul water from the depths of the earth, feeding the springs that gush forth from the rocks and which for centuries have irrigated the date gardens of Qasira and its surrounding villages.">
<Components>
<Town
id="town_comp_A8"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="menu_aserai_2"
wait_mesh="wait_aserai_town"
gate_rotation="0.508"
prosperity="3500" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="aserai_town_e"
scene_name_1="aserai_town_e"
scene_name_2="aserai_town_e"
scene_name_3="aserai_town_e" />
<Location
id="arena"
scene_name="arena_aserai_a" />
<Location
id="tavern"
scene_name="aserai_tavern_interior" />
<Location
id="lordshall"
scene_name_1="aserai_castle_keep_a_l1_interior"
scene_name_2="aserai_castle_keep_a_l2_interior"
scene_name_3="aserai_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="aserai_dungeon_a" />
<Location
id="house_1"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_2"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="house_3"
scene_name="arabian_house_new_a_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A8_1"
name="{=Settlements.Settlement.name.village_A8_1}Ezbet Nahul"
posX="509.571"
posY="147.601"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A8_1}Ezbet Nahul sits on a rocky shelf overlooking the waters that the Aserai call the Bahr al-Yeshm, the Jade Sea. Groundwater trapped by the rocks is accessed by wells and used to irrigate the village wheatfields.">
<Components>
<Village
id="village_comp_A8_1"
village_type="VillageType.wheat_farm"
hearth="326"
gate_rotation="0.108"
bound="Settlement.town_A8"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_c" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_A8_2"
name="{=Settlements.Settlement.name.village_A8_2}Abghan"
posX="465.728"
posY="168.624"
culture="Culture.aserai"
text="{=Settlements.Settlement.text.village_A8_2}Abghan sits by a small lagoon on the southern shores of the Bahr al-Yeshm, the Jade Sea. Villagers here fish for tuna, sardines, bonito and shark.">
<Components>
<Village
id="village_comp_A8_2"
village_type="VillageType.fisherman"
hearth="233"
gate_rotation="0.108"
bound="Settlement.town_A8"
background_crop_position="0.214"
background_mesh="menu_aserai_village_1"
wait_mesh="wait_aserai_village"
castle_background_mesh="gui_bg_castle_aserai" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="aserai_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Vlandia - 8 towns, 22 villages, 5 castles, 2.75 villages per town, 23% castle ratio -->
<Settlement
id="castle_V1"
name="{=Settlements.Settlement.name.castle_V1}Usanc Castle"
owner="Faction.clan_vlandia_11"
posX="223.555"
posY="357.026"
culture="Culture.vlandia"
gate_posX="222.5224"
gate_posY="356.4457">
<Components>
<Town
id="castle_comp_V1"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_castle_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.908"
prosperity="537" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="vlandia_castle_d"
scene_name_1="vlandia_castle_d"
scene_name_2="vlandia_castle_d"
scene_name_3="vlandia_castle_d" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_V1_1"
name="{=Settlements.Settlement.name.castle_village_V1_1}Usanc"
posX="226.946"
posY="340.034"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.castle_village_V1_1}Usanc sits by a small bay that flows into the larger Gulf of Charas. This warm southern land supports the growing of olive trees.">
<Components>
<Village
id="castle_village_comp_V1_1"
village_type="VillageType.olive_trees"
hearth="498"
gate_rotation="0.008"
bound="Settlement.castle_V1"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_V2"
name="{=Settlements.Settlement.name.castle_V2}Hongard Castle"
owner="Faction.clan_vlandia_9"
posX="133.91"
posY="416.794"
culture="Culture.vlandia"
gate_posX="134.1006"
gate_posY="417.5619">
<Components>
<Town
id="castle_comp_V2"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_castle_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.908"
prosperity="1020" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="vlandia_castle_a"
scene_name_1="vlandia_castle_a"
scene_name_2="vlandia_castle_a"
scene_name_3="vlandia_castle_a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_V2_1"
name="{=Settlements.Settlement.name.castle_village_V2_1}Hongard"
posX="130.07"
posY="445.606"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.castle_village_V2_1}Hongard sits in the warm wooded lands near the meandering Trand river. This land, rich in wheat and once the heartland of the Empire, is now the center of the Vlandian kingdom.">
<Components>
<Village
id="castle_village_comp_V2_1"
village_type="VillageType.wheat_farm"
hearth="400"
gate_rotation="0.008"
bound="Settlement.castle_V2"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_f" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_V2_2"
name="{=Settlements.Settlement.name.castle_village_V2_2}Ferton"
posX="132.827"
posY="425.805"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.castle_village_V2_2}Ferton near a curve of the meandering Trand river, not far from a pass leading seaward over the Biscan Hills. The villagers grow olives on the warm, dry landward side of the hills.">
<Components>
<Village
id="castle_village_comp_V2_2"
village_type="VillageType.olive_trees"
hearth="400"
gate_rotation="0.008"
bound="Settlement.castle_V2"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_V3"
name="{=Settlements.Settlement.name.castle_V3}Drapand Castle"
owner="Faction.clan_vlandia_2"
posX="109.383"
posY="514.606"
culture="Culture.vlandia"
gate_posX="109.7325"
gate_posY="513.6299">
<Components>
<Town
id="castle_comp_V3"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.908"
prosperity="830" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="vlandia_castle_005a"
scene_name_1="vlandia_castle_005a"
scene_name_2="vlandia_castle_005a"
scene_name_3="vlandia_castle_005a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_V3_1"
name="{=Settlements.Settlement.name.castle_village_V3_1}Drapand"
posX="97.509"
posY="489.095"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.castle_village_V3_1}Drapand sits near the tip of Cape Fal, a promontory just south of the mouth of the Trand River. The villagers venture out far into the seas to cod-rich banks washed by a cold current from the north.">
<Components>
<Village
id="castle_village_comp_V3_1"
village_type="VillageType.fisherman"
hearth="285"
gate_rotation="0.258"
bound="Settlement.castle_V3"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_V4"
name="{=Settlements.Settlement.name.castle_V4}Ormanfard Castle"
owner="Faction.clan_vlandia_10"
posX="199.557"
posY="521.81"
culture="Culture.vlandia"
gate_posX="199.5611"
gate_posY="522.6012">
<Components>
<Town
id="castle_comp_V4"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_castle_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.908"
prosperity="650" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="vlandia_castle_005a"
scene_name_1="vlandia_castle_005a"
scene_name_2="vlandia_castle_005a"
scene_name_3="vlandia_castle_005a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_V4_1"
name="{=Settlements.Settlement.name.castle_village_V4_1}Ormanfard"
posX="180.271"
posY="519.097"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.castle_village_V4_1}Ormanfard sits by a small, fast-flowing river that runs down from the mountains of the Rhennod to fill the lake known as Ocspool. Rains are plentiful and wheat and barley grow well on the hillsides.">
<Components>
<Village
id="castle_village_comp_V4_1"
village_type="VillageType.wheat_farm"
hearth="170"
gate_rotation="0.208"
bound="Settlement.castle_V4"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_b" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_V5"
name="{=Settlements.Settlement.name.castle_V5}Tirby Castle"
owner="Faction.clan_vlandia_5"
posX="165.989"
posY="564.639"
culture="Culture.vlandia"
gate_posX="164.9052"
gate_posY="564.4557">
<Components>
<Town
id="castle_comp_V5"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_castle_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.908"
prosperity="630" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="vlandia_castle_005a"
scene_name_1="vlandia_castle_005a"
scene_name_2="vlandia_castle_005a"
scene_name_3="vlandia_castle_005a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_V5_1"
name="{=Settlements.Settlement.name.castle_village_V5_1}Tirby"
posX="161.077"
posY="586.582"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.castle_village_V5_1}Tirby sits in the cold misty waters that lie off of the Ebor peninsula. The low-lying lands on the northern side of the Ebor are suited to the growing of flax.">
<Components>
<Village
id="castle_village_comp_V5_1"
village_type="VillageType.flax_plant"
hearth="640"
bound="Settlement.castle_V5"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_V5_2"
name="{=Settlements.Settlement.name.castle_village_V5_2}Sirindac"
posX="152.416"
posY="567.49"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.castle_village_V5_2}Sirindac lies beneath the high ridges of the Ebor peninsula, somewhat sheltered from the bitter winds blowing out of the northwest. Migrants come here from across the Vlandian lands to prospect for silver in the mountain streams.">
<Components>
<Village
id="castle_village_comp_V5_2"
village_type="VillageType.silver_mine"
hearth="640"
bound="Settlement.castle_V5"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_V6"
name="{=Settlements.Settlement.name.castle_V6}Caleus Castle"
owner="Faction.clan_vlandia_6"
posX="230.536"
posY="552.587"
culture="Culture.vlandia"
gate_posX="230.9809"
gate_posY="551.6971">
<Components>
<Town
id="castle_comp_V6"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.908"
prosperity="760" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="vlandia_castle_c"
scene_name_1="vlandia_castle_c"
scene_name_2="vlandia_castle_c"
scene_name_3="vlandia_castle_c" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_V6_1"
name="{=Settlements.Settlement.name.castle_village_V6_1}Caleus"
posX="243.165"
posY="540.646"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.castle_village_V6_1}Caleus lies on the misty coastal plain south of the Bay of Varcheg. Villagers speak a mix of the Vlandian, Sturgian and Battanian tongues. They grow flax in the lowlands here.">
<Components>
<Village
id="castle_village_V6_1"
village_type="VillageType.flax_plant"
hearth="429"
bound="Settlement.castle_V6"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_V6_2"
name="{=Settlements.Settlement.name.castle_village_V6_2}Deriat"
posX="206"
posY="555.33"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.castle_village_V6_2}Deriat sits between the Bay of Varcheg and the ridges of the Ebor peninsula. Villagers here trap beaver and mink in the hills and sometimes pursue seals in the waters of the bay.">
<Components>
<Village
id="castle_village_V6_2"
village_type="VillageType.trapper"
hearth="429"
bound="Settlement.castle_V6"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_V7"
name="{=Settlements.Settlement.name.castle_V7}Talivel Castle"
owner="Faction.clan_vlandia_1"
posX="201.425"
posY="415.486"
culture="Culture.vlandia"
gate_posX="202.3588"
gate_posY="416.0108">
<Components>
<Town
id="castle_comp_V7"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.908"
prosperity="770" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="vlandia_castle_005a"
scene_name_1="vlandia_castle_005a"
scene_name_2="vlandia_castle_005a"
scene_name_3="vlandia_castle_005a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_V7_1"
name="{=Settlements.Settlement.name.castle_village_V7_1}Talivel"
posX="181.223"
posY="413.651"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.castle_village_V7_1}Talivel in the middle of the Trand valley in the heartland of Calradia. Villagers plant olives here on the hillsides.">
<Components>
<Village
id="castle_village_V7_1"
village_type="VillageType.olive_trees"
hearth="667"
gate_rotation="0.008"
bound="Settlement.castle_V7"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_n" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_V8"
name="{=Settlements.Settlement.name.castle_V8}Verecsand Castle"
owner="Faction.clan_vlandia_7"
posX="190.12"
posY="466.865"
culture="Culture.vlandia"
gate_posX="189.1221"
gate_posY="466.6706">
<Components>
<Town
id="castle_comp_V8"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.508"
prosperity="780" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="vlandia_castle_b"
scene_name_1="vlandia_castle_b"
scene_name_2="vlandia_castle_b"
scene_name_3="vlandia_castle_b" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_V8_1"
name="{=Settlements.Settlement.name.castle_village_V8_1}Verecsand"
posX="174.652"
posY="472.815"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.castle_village_V8_1}Verecsand sits by the waters of the Ocspool, a small but deep inland lake. Villagers here grow wheat in the gentle downs by the lakeside.">
<Components>
<Village
id="castle_village_V8_1"
village_type="VillageType.wheat_farm"
hearth="230"
gate_rotation="0.008"
bound="Settlement.castle_V8"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_c" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Sargot, from Calradic Sargythea, Right Whale bay-->
<Settlement
id="town_V1"
name="{=Settlements.Settlement.name.town_V1}Sargot"
owner="Faction.clan_vlandia_1"
posX="210.378"
posY="383.893"
culture="Culture.vlandia"
gate_posX="207.0884"
gate_posY="386.9565"
text="{=aOn6pa0D}Sargot is a common name for hills, promontories, islands and other defensible positions in western Calradia. It refers to a fortified encampment of the Massa, a tribe allied to the the Vlandians who joined their invasion. Though the Massa moved on, their stay was often so traumatic for a district that the name remained long after their departure. This Sargot was actually founded on the ruins of an imperial town, resettled by Vlandians, and which has supplanted the memory of the community that came before it.">
<Components>
<Town
id="town_comp_V1"
is_castle="false"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_town_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.378"
prosperity="4500" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="vlandia_town_e"
scene_name_1="vlandia_town_e"
scene_name_2="vlandia_town_e"
scene_name_3="vlandia_town_e" />
<Location
id="arena"
scene_name="arena_vlandia_a" />
<Location
id="tavern"
scene_name="vlandia_tavern_interior_a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
<Location
id="house_1"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_2"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_3"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- From the Battanian Caliog, place of Cal -->
<Settlement
id="village_V1_1"
name="{=Settlements.Settlement.name.village_V1_1}Calioc"
posX="186.614"
posY="391.233"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V1_1}Calioc on a flat plain between the Epiric and Biscan hills of the central Vlandian lands. The people of this district grow flax on the marshy lands.">
<Components>
<Village
id="village_comp_V1_1"
village_type="VillageType.flax_plant"
hearth="132"
gate_rotation="0.008"
bound="Settlement.town_V1"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V1_2"
name="{=Settlements.Settlement.name.village_V1_2}Etirfurd"
posX="217.421"
posY="406.133"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V1_2}Etirfurd sits near the Battanian frontier on a low spur just west of where the Etir river comes bursting out of a spring in the cliffs of the Uchalion massif. The villagers here grow wheat, finding a ready market in the garrisons stationed nearby.">
<Components>
<Village
id="village_comp_V1_2"
village_type="VillageType.wheat_farm"
hearth="101"
gate_rotation="0.258"
bound="Settlement.town_V1"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Redstone, -->
<Settlement
id="castle_village_V7_2"
name="{=Settlements.Settlement.name.castle_village_V7_2}Rodetan"
posX="199.02"
posY="438.892"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V1_3}Rodetan takes its name from the ruddy, iron-rich soil of this part of the the Rhennod hills. The mines of this district supply the iron ore for many of the forges of the Vlandian kingdom.">
<Components>
<Village
id="castle_village_comp_V7_2"
village_type="VillageType.iron_mine"
hearth="264"
gate_rotation="0.508"
bound="Settlement.castle_V7"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- From Calradic, Lobster claw // how about Uxhall precursor - Arma-->
<Settlement
id="town_V2"
name="{=Settlements.Settlement.name.town_V2}Ocs Hall"
owner="Faction.clan_vlandia_7"
posX="181.785"
posY="495.348"
culture="Culture.vlandia"
gate_posX="177.3913"
gate_posY="494.0723"
text="{=nhmBQIC4}Ocs Hall is one of the few towns in the Vlandian kingdom that was founded after the seizure of the land from the Empire. This valley was once an isolated holdout of Battanians, centered on the Llyn Modris, a lake in a volcanic caldera that was said to be the seat of a giant. This land was conquered by the Vlandian warlord Oca, who also gave his name to the nearby Ocspool lake. The Battanian tribes were driven inland, and took their legends with them.">
<Components>
<Town
id="town_comp_V2"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_town_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.308"
prosperity="4200" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="vlandia_town_h"
scene_name_1="vlandia_town_h"
scene_name_2="vlandia_town_h"
scene_name_3="vlandia_town_h" />
<Location
id="arena"
scene_name="arena_vlandia_a" />
<Location
id="tavern"
scene_name="vlandia_tavern_interior_a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
<Location
id="house_1"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_2"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_3"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V2_1"
name="{=Settlements.Settlement.name.village_V2_1}Mareiven"
posX="189.148"
posY="486.143"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V2_1}Mareiven sits on the steep wooded slopes of the Rhennod mountains, overlooking the Ocspool. Villagers harvest the tall trees of the heights, selling the logs to cities on the coast.">
<Components>
<Village
id="village_comp_V2_1"
village_type="VillageType.lumberjack"
hearth="216"
gate_rotation="0.008"
bound="Settlement.town_V2"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_c" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V2_2"
name="{=Settlements.Settlement.name.village_V2_2}Oritan"
posX="185.962"
posY="510.727"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V2_2}Oritan sits on a short river that rushes out of the mountains of the Ebor peninsula and empties into the Ocspool. The river slows as it hits a nearby bend, allowing the collection of potters' clay from the banks.">
<Components>
<Village
id="village_comp_V2_2"
village_type="VillageType.clay_mine"
hearth="347"
gate_rotation="0.008"
bound="Settlement.town_V2"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V2_3"
name="{=Settlements.Settlement.name.village_V2_3}Fregian"
posX="148.609"
posY="494.408"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V2_3}Fregian sits on the flatlands north of Pravend, where the warmth of the Vlandian south begins to give way to the chills of the north. Villagers plant flax here amid the bogs and pastures.">
<Components>
<Village
id="village_comp_V2_3"
village_type="VillageType.flax_plant"
hearth="347"
gate_rotation="0.008"
bound="Settlement.town_V2"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_V8_2"
name="{=Settlements.Settlement.name.castle_village_V8_2}Marin"
posX="166.471"
posY="465.155"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V2_4}Marin lies on the slopes west of the Ocspool. Misty mornings cooled by sea drifting south and warm afternoons make this land well-suited to the growing of grapes.">
<Components>
<Village
id="castle_village_comp_V8_2"
village_type="VillageType.vineyard"
hearth="341"
gate_rotation="0.008"
bound="Settlement.castle_V8"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Vlandian ruling clan 4_1, 2, 7, 13 -->
<!-- From Calradic Parzeonerea: 'City of He Who Rules By Heaven's Will')-->
<Settlement
id="town_V3"
name="{=Settlements.Settlement.name.town_V3}Pravend"
owner="Faction.clan_vlandia_2"
posX="139.205"
posY="475.542"
culture="Culture.vlandia"
gate_posX="136.1743"
gate_posY="478.3232"
text="{=Nx0qK2g6}Paravenos was the second major colony founded by Calradios the Great, and it soon succeeded Charasea as the capital of the Calradians. Eventually, the empire's center of gravity moved east, but Paravenos retained its primacy as the economic center of the West. When Osric Iron-Arm the Vlandian invaded, he recognized Paravenos would be far more valuable as a seat of power than as simply as a source of loot, and negotiated its surrender with local senators. It passed to a cadet branch of Osric's line, the dey Tihr clan, and is today known as Pravend.">
<Components>
<Town
id="town_comp_V3"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_town_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.008"
prosperity="3200" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="vlandia_town_a"
scene_name_1="vlandia_town_a"
scene_name_2="vlandia_town_a"
scene_name_3="vlandia_town_a" />
<Location
id="arena"
scene_name="arena_vlandia_a" />
<Location
id="tavern"
scene_name="vlandia_tavern_interior_a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
<Location
id="house_1"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_2"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_3"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- Valan's Bay (landing place) -->
<Settlement
id="castle_village_V3_2"
name="{=Settlements.Settlement.name.castle_village_V3_2}Valanby"
posX="117.556"
posY="500.746"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V3_1}Valanby sits overlooking the Trand estuary. Villagers plant flax in land reclaimed from the riverside marshes.">
<Components>
<Village
id="castle_village_comp_V3_2"
village_type="VillageType.vlandian_horse_ranch"
hearth="280"
gate_rotation="0.008"
bound="Settlement.castle_V3"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V3_2"
name="{=Settlements.Settlement.name.village_V3_2}Rulund"
posX="135.887"
posY="452.216"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V3_2}Rulund sits in the forested middle valleys of the Trand. The villagers specialize in the raising of hogs, who feast on acorns from the oak woodlands.">
<Components>
<Village
id="village_comp_V3_2"
village_type="VillageType.swine_farm"
hearth="112"
gate_rotation="0.458"
bound="Settlement.town_V3"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V3_3"
name="{=Settlements.Settlement.name.village_V3_3}Larnac"
posX="124.399"
posY="488.833"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V3_3}Larnac sits on gentle hills on the lower Trand valley. Villagers plant rye, barley and wheat for sale to the hungry urban population of nearby Pravend.">
<Components>
<Village
id="village_comp_V3_3"
village_type="VillageType.wheat_farm"
hearth="360"
gate_rotation="0.008"
bound="Settlement.town_V3"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V3_4"
name="{=Settlements.Settlement.name.village_V3_4}Palisont"
posX="156.43"
posY="455.027"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V3_4}Palisont sits at the mouth of a rocky glen that splits the grassy downs north of the Trand river. The soil is thin in these parts, but the village does well farming hogs and other livestock.">
<Components>
<Village
id="village_comp_V3_4"
village_type="VillageType.vineyard"
hearth="360"
gate_rotation="0.008"
bound="Settlement.town_V3"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_h" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- From Calradic Sonotorea, city of the deliverer-->
<!--Settlement id="town_V4" name="Sunor" owner="NPCCharacter.lord_4_1" posX="185" posY="456" culture="Culture.vlandia">
<Components>
<Town id="town_comp_V4" is_castle="false" level="1" background_crop_position="0.0" background_mesh="gui_bg_town_vlanda" wait_mesh="wait_vlandia_town" gate_rotation ="0.7"/>
</Components>
<Locations complex_template="LocationComplexTemplate.town_complex">
<Location id="center" scene_name="vlandia_city_d" scene_name_1="vlandia_castle_005a" scene_name_2="vlandia_castle_005a" scene_name_3="vlandia_castle_005a"/>
<Location id="arena" scene_name="arena_vlandia_a" />
<Location id="tavern" scene_name="vlandia_tavern_interior_a" />
<Location id="lordshall" scene_name="vlandia_castle_interior_a" />
<Location id="prison" scene_name="vlandia_dungeon_a" />
<Location id="house_1" scene_name="vlandia_city_house_b_interior" />
<Location id="house_2" scene_name="vlandia_city_house_b_interior" />
<Location id="house_3" scene_name="vlandia_city_house_b_interior" />
</Locations>
</Settlement>
<Settlement id="village_V4_1" name="Surusbec" owner="NPCCharacter.lord_4_26" posX="205" posY="440" culture="Culture.vlandia">
<Components>
<Village id="village_comp_V4_1" village_type="VillageType.vineyard" gate_rotation="0.50" bound="Settlement.town_V4" background_crop_position="0.0" background_mesh="gui_bg_village_vlanda" wait_mesh="wait_vlandia_village" castle_background_mesh="gui_bg_castle_vlanda">
</Village>
</Components>
<Locations complex_template="LocationComplexTemplate.village_complex">
<Location id="village_center" scene_name="vlandia_village_e" />
</Locations>
</Settlement-->
<!-- Thali's well -->
<!-- from archaic Calradic Ialonos, home of the Ialoi tribe -->
<Settlement
id="town_V5"
name="{=Settlements.Settlement.name.town_V5}Galend"
owner="Faction.clan_vlandia_1"
posX="107.5"
posY="411.689"
culture="Culture.vlandia"
gate_posX="111.4947"
gate_posY="409.1742"
text="{=79R6gi4l}Galend overlooks the wave-beaten Biscan coast. It takes in the catch from the Biscan's intrepid fishermen who venture out far into the western ocean, as well as the wool of sheep from the green fog-covered hills. The current line of Vlandian kings comes from the clans who settled in this region during Osric Iron-Arm's invasion.">
<Components>
<Town
id="town_comp_V5"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_town_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.408"
prosperity="1900" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="vlandia_town_c"
scene_name_1="vlandia_town_c"
scene_name_2="vlandia_town_c"
scene_name_3="vlandia_town_c" />
<Location
id="arena"
scene_name="arena_vlandia_a" />
<Location
id="tavern"
scene_name="vlandia_tavern_interior_a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
<Location
id="house_1"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_2"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_3"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- Dirty stream -->
<Settlement
id="village_V5_1"
name="{=Settlements.Settlement.name.village_V5_1}Furbec"
posX="121.298"
posY="398.974"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V5_1}Furbec sits on a shelf overlooking the rocky Biscan coast of central Vlandia. The climate is warm most of the year, and grapes do well on the slopes of the Biscan hills.">
<Components>
<Village
id="village_comp_V5_1"
village_type="VillageType.vineyard"
hearth="488"
gate_rotation="0.008"
bound="Settlement.town_V5"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Pre-Calradic, red -->
<Settlement
id="village_V5_2"
name="{=Settlements.Settlement.name.village_V5_2}Meroc"
posX="114.641"
posY="388.872"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V5_2}Meroc is a fishing village overlooking a cove in the Biscan Coast. The villagers sail out into the western ocean in search of mullet and bass near the shore, and tuna and sardines amid the islands to the south.">
<Components>
<Village
id="village_comp_V5_2"
village_type="VillageType.fisherman"
hearth="527"
bound="Settlement.town_V5"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V5_3"
name="{=Settlements.Settlement.name.village_V5_3}Nogrent"
posX="100.203"
posY="423.756"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V5_3}Nogrent sits on a slope of the Biscan hills in central Vlandia. Villagers here raise sheep on the pastures between the coastal woods and the high crags of the hills.">
<Components>
<Village
id="village_comp_V5_3"
village_type="VillageType.sheep_farm"
hearth="211"
bound="Settlement.town_V5"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- House of Arromanc - Clan 3 old Jelkala and Charys, by the sea. 4_3, 4_8, 4_14 -->
<!-- From the pre-Calradic, jackal's den -->
<Settlement
id="town_V6"
name="{=Settlements.Settlement.name.town_V6}Jaculan"
owner="Faction.clan_vlandia_3"
posX="149.91"
posY="392.826"
culture="Culture.vlandia"
gate_posX="154.0926"
gate_posY="392.1964"
text="{=R6YJsK89}Jaculan sits in the warmer southern reaches of the Biscan coast, in rolling hills known for their olive trees. It was once a favored resort of the imperial aristocracy, who hunted wild boars amid the oak forests. The independent peasantry of this region are known for their heterodox ideas. The Brotherhood of the Woods is but the latest of a series of rebellions to have broken out here, sometimes aided by an aristocracy that considers them a tool to use against rival Vlandian houses.">
<Components>
<Town
id="town_comp_V6"
is_castle="false"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_town_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.408"
prosperity="4000" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="vlandia_city_a"
scene_name_1="vlandia_city_a"
scene_name_2="vlandia_city_a"
scene_name_3="vlandia_city_a" />
<Location
id="arena"
scene_name="arena_vlandia_a" />
<Location
id="tavern"
scene_name="vlandia_tavern_interior_a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
<Location
id="house_1"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_2"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_3"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- From the pre-Calradic hero Armac-->
<Settlement
id="village_V6_1"
name="{=Settlements.Settlement.name.village_V6_1}Arromanc"
posX="170.209"
posY="374.64"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V6_1}Arromanc lies in the Neurval, a valley that runs between the Biscan and Epiric hills. The warm lands of the Vlandian south are well-suited to the growing of olives.">
<Components>
<Village
id="village_comp_V6_1"
village_type="VillageType.olive_trees"
hearth="120"
gate_rotation="0.058"
bound="Settlement.town_V6"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V6_2"
name="{=Settlements.Settlement.name.village_V6_2}Mot"
posX="185.107"
posY="375.822"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V6_2}Mot lies in the Neurval, a valley that runs between the Biscan and Epiric hills. The warm lands of the Vlandian south are well-suited to the growing of olives.">
<Components>
<Village
id="village_comp_V6_2"
village_type="VillageType.olive_trees"
hearth="615"
gate_rotation="0.008"
bound="Settlement.town_V6"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Alderstand-->
<Settlement
id="village_V6_3"
name="{=Settlements.Settlement.name.village_V6_3}Alorstan"
posX="137.567"
posY="394.109"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V6_3}Alorstan sits on a shelf overlooking the sea, at the foot of the Biscan Hills. The warm south of the Vlandian lands is well-suited to the cultivation of olives.">
<Components>
<Village
id="village_comp_V6_3"
village_type="VillageType.olive_trees"
hearth="157"
bound="Settlement.town_V6"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V6_4"
name="{=Settlements.Settlement.name.village_V6_4}Chornad"
posX="152.551"
posY="407.482"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V6_4}Chornad sits overlooking a pass through the Biscan hills. The villagers of this region, like many in the central Vlandian kingdom, specializing in the raising of pigs.">
<Components>
<Village
id="village_comp_V6_4"
village_type="VillageType.swine_farm"
hearth="157"
bound="Settlement.town_V6"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- -->
<Settlement
id="town_V7"
name="{=Settlements.Settlement.name.town_V7}Charas"
owner="Faction.clan_vlandia_4"
posX="174.271"
posY="336.303"
culture="Culture.vlandia"
gate_posX="176.499"
gate_posY="340.1257"
text="{=0cZmKO76}The city known today as Charas is traditionally reckoned to be the first Calradian colony on the shores of their new continent. At the Empire's height, when the capital moved north to Paravenos, Charasea remained a key hub of sea-faring and trade, while imperial aristocrats built their summer homes on the warm shores of the nearby gulf and cruised their pleasure-boats around its islands. When the Vlandians came, Charas fell into the hands of the ruthless House of dey Cortain, and its wealth funds their ambitions.">
<Components>
<Town
id="town_comp_V7"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_town_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.408"
prosperity="3000" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="vlandia_town_g"
scene_name_1="vlandia_town_g"
scene_name_2="vlandia_town_g"
scene_name_3="vlandia_town_g" />
<Location
id="arena"
scene_name="arena_vlandia_a" />
<Location
id="tavern"
scene_name="vlandia_tavern_interior_a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
<Location
id="house_1"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_2"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_3"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V7_1"
name="{=Settlements.Settlement.name.village_V7_1}Savinth"
posX="195.25"
posY="350.788"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V7_1}Savinth sits on warm, grassy plains north of the Bay of Charas. The land is fine pasture for the renowned horses of the Vlandians.">
<Components>
<Village
id="village_comp_V7_1"
village_type="VillageType.vlandian_horse_ranch"
hearth="680"
gate_rotation="0.008"
bound="Settlement.town_V7"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V7_2"
name="{=Settlements.Settlement.name.village_V7_2}Vesin"
posX="165.586"
posY="345.659"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V7_2}The village of Vesin lies by a creek running down from the Epiric Hills to the Bay of Charas. This warm land is well-suited to the growing of olive trees.">
<Components>
<Village
id="village_comp_V7_2"
village_type="VillageType.olive_trees"
hearth="169"
gate_rotation="0.008"
bound="Settlement.town_V7"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Harthar and Sunion, to clan 4 -->
<Settlement
id="town_V8"
name="{=Settlements.Settlement.name.town_V8}Ostican"
owner="Faction.clan_vlandia_8"
posX="135.09"
posY="547.52"
culture="Culture.vlandia"
gate_posX="137.2299"
gate_posY="542.0079"
text="{=Eb7Lgq10}Ostican was a minor imperial port that became a haven for seafarers of the northern oceans. Many were talented corsairs, employed by imperial factions to harry their foes during the latter empire's intermittent civil wars. Indeed, the some of the first Vlandians to come to Calradia's shores settled in the back alleys of this town, and no doubt sent word to their kinsmen of the riches to be had here should anyone invade in earnest.">
<Components>
<Town
id="town_comp_V8"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_town_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.308"
prosperity="3900" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="vlandia_town_d"
scene_name_1="vlandia_town_d"
scene_name_2="vlandia_town_d"
scene_name_3="vlandia_town_d" />
<Location
id="arena"
scene_name="arena_vlandia_a" />
<Location
id="tavern"
scene_name="vlandia_tavern_interior_a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
<Location
id="house_1"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_2"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_3"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- Hors' spear -->
<Settlement
id="village_V8_1"
name="{=Settlements.Settlement.name.village_V8_1}Horsger"
posX="151.509"
posY="540.844"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V8_1}Horsger is where, according to legend, the warrior Horsa came ashore and planted his spear in the beach. Today it is known for its daring fishermen, who venture out far to find banks, chilled by currents from the north, that are rich in cod.">
<Components>
<Village
id="village_comp_V8_1"
village_type="VillageType.vlandian_horse_ranch"
hearth="454"
gate_rotation="0.508"
bound="Settlement.town_V8"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_b" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V8_2"
name="{=Settlements.Settlement.name.village_V8_2}Cananc"
posX="148.495"
posY="578.875"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V8_2}Cananc lies in the wet wooded hills of the northern Rhennod, where cedars grow tall in the sea-mists. The villagers trap beaver, marten and rabbit for their pelts.">
<Components>
<Village
id="village_comp_V8_2"
village_type="VillageType.trapper"
hearth="340"
gate_rotation="0.008"
bound="Settlement.town_V8"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_V8_3"
name="{=Settlements.Settlement.name.village_V8_3}Remental"
posX="146.752"
posY="561.079"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V8_3}Remental sits in a gap in the mountains of the Ebor peninsula. Towering fir and spruce grow on the slopes. Villagers trap fur-bearing animals like marten, rabbit and fox. This wild region has recently attracted many settlers drawn to the relative freedom of the woods, where the rule of the Vlandian barons is much lighter than in the south.">
<Components>
<Village
id="village_comp_V8_3"
village_type="VillageType.trapper"
hearth="683"
gate_rotation="0.508"
bound="Settlement.town_V8"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_V9"
name="{=Settlements.Settlement.name.town_V9}Rovalt"
owner="Faction.clan_vlandia_6"
posX="179.501"
posY="548.785"
culture="Culture.vlandia"
gate_posX="176.1519"
gate_posY="545.7867"
text="{=1SnAH5K8}Rovalatys, in the mountains of the Ebor peninsula, was never fully an imperial town. Nordic migrants, drawn to the region by rumors of riches to be made prospecting for silver or hunting for furs, long outnumbered Calradians even before the Vlandian invasion. The Vlandians too recognized its potential, and despite its harsh winters this land is among the more populous regions of the kingdom, with bountiful fields in the valleys of the mountains feeding the constant flow of settlers from the south drawn here by their hunger for wealth.">
<Components>
<Town
id="town_comp_V9"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_town_vlanda"
wait_mesh="wait_vlandia_town"
gate_rotation="0.408"
prosperity="2800" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="vlandia_town_f"
scene_name_1="vlandia_town_f"
scene_name_2="vlandia_town_f"
scene_name_3="vlandia_town_f" />
<Location
id="arena"
scene_name="arena_vlandia_a" />
<Location
id="tavern"
scene_name="vlandia_tavern_interior_a" />
<Location
id="lordshall"
scene_name_1="european_castle_keep_a_l1_interior"
scene_name_2="european_castle_keep_a_l2_interior"
scene_name_3="european_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="vlandia_dungeon_a" />
<Location
id="house_1"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_2"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="house_3"
scene_name="vlandia_city_house_a_interior_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- From calradic, Antolas, east wind-->
<Settlement
id="village_V9_1"
name="{=Settlements.Settlement.name.village_V9_1}Alantas"
posX="162.475"
posY="554.636"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V9_1}Alantas sits in the center of the mountainous Ebor peninsula. The soil here is thin and the weather here is cold, but rich iron deposits sustain the local economy.">
<Components>
<Village
id="village_comp_V9_1"
village_type="VillageType.iron_mine"
hearth="489"
gate_rotation="0.258"
bound="Settlement.town_V9"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Hal's wasteland -->
<Settlement
id="village_V9_2"
name="{=Settlements.Settlement.name.village_V9_2}Halisvust"
posX="180.584"
posY="532.908"
culture="Culture.vlandia"
text="{=Settlements.Settlement.text.village_V9_2}Halisvust was once a marshy wasteland, but Vlandian settlers drained the waters and sowed wheat and rye in the valley.">
<Components>
<Village
id="village_comp_V9_2"
village_type="VillageType.wheat_farm"
hearth="282"
gate_rotation="0.008"
bound="Settlement.town_V9"
background_crop_position="0.0"
background_mesh="gui_bg_village_vlanda"
wait_mesh="wait_vlandia_village"
castle_background_mesh="gui_bg_castle_vlanda" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="vlandia_village_d" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Battania = 5 towns, 16 villages, 6 castles, 4.00 villages per town, 38% castle ratio -->
<Settlement
id="castle_B1"
name="{=Settlements.Settlement.name.castle_B1}Ab Comer Castle"
owner="Faction.clan_battania_8"
posX="223.762"
posY="431.444"
culture="Culture.battania"
gate_posX="222.6241"
gate_posY="429.5237">
<Components>
<Town
id="castle_comp_B1"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_castle_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.908"
prosperity="880" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="battania_castle_a"
scene_name_1="battania_castle_a"
scene_name_2="battania_castle_a"
scene_name_3="battania_castle_a" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_B1_1"
name="{=Settlements.Settlement.name.castle_village_B1_1}Ab Comer"
posX="236.468"
posY="435.447"
culture="Culture.battania"
text="{=Settlements.Settlement.text.castle_village_B1_1}Ab Comer sits on the steep pass cut by the upper Trand river that climbs the Uchalion plateau. The tribes of this region grow grapes on the hillsides, used to make a white wine popular with the imperial and Vlandian aristocracies.">
<Components>
<Village
id="castle_village_comp_B1_1"
village_type="VillageType.vineyard"
hearth="125"
gate_rotation="0.008"
bound="Settlement.castle_B1"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_B2"
name="{=Settlements.Settlement.name.castle_B2}Llanoc Hen Castle"
owner="Faction.clan_battania_7"
posX="249.177"
posY="434.045"
culture="Culture.battania"
gate_posX="248.2829"
gate_posY="435.3959">
<Components>
<Town
id="castle_comp_B2"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.908"
prosperity="720" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="battania_castle_b"
scene_name_1="battania_castle_b"
scene_name_2="battania_castle_b"
scene_name_3="battania_castle_b" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_B2_1"
name="{=Settlements.Settlement.name.castle_village_B2_1}Llanoc Hen"
posX="252.977"
posY="449.402"
culture="Culture.battania"
text="{=Settlements.Settlement.text.castle_village_B2_1}Llanoc Hen sits in a ridge in the heights of the Uchalion massif. The villagers, known as skilled pig-farmers, look down two passes, the western one leading up from Vlandian lands and the eastern one leading up from the Empire.">
<Components>
<Village
id="castle_village_comp_B2_1"
village_type="VillageType.swine_farm"
hearth="319"
gate_rotation="0.508"
bound="Settlement.castle_B2"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_B2_2"
name="{=Settlements.Settlement.name.castle_village_B2_2}Cantrec"
posX="262.262"
posY="425.217"
culture="Culture.battania"
text="{=Settlements.Settlement.text.castle_village_B2_2}Cantrec sits in the rocky Glen of Balasog that climbs up from the imperial lands into the plateau of the Uchafion. The lands is not especially fertile here, but pigs thrive in the bush and shrubland of the heights.">
<Components>
<Village
id="castle_village_comp_B2_2"
village_type="VillageType.swine_farm"
hearth="347"
gate_rotation="0.508"
bound="Settlement.castle_B2"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_B3"
name="{=Settlements.Settlement.name.castle_B3}Druimmor Castle"
owner="Faction.clan_battania_6"
posX="231.204"
posY="520.237"
culture="Culture.battania"
gate_posX="229.8996"
gate_posY="518.6057">
<Components>
<Town
id="castle_comp_B3"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.908"
prosperity="1060" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="battania_castle_b"
scene_name_1="battania_castle_b"
scene_name_2="battania_castle_b"
scene_name_3="battania_castle_b" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_B3_1"
name="{=Settlements.Settlement.name.castle_village_B3_1}Druimmor"
posX="220.084"
posY="524.894"
culture="Culture.battania"
text="{=Settlements.Settlement.text.castle_village_B3_1}Druimmor sits in the Morcomb, a rift valley that divides the Uchalion plateau from the mountains of the Ebor peninsula. Miners here have found silver in clefts in the hillsides.">
<Components>
<Village
id="castle_village_comp_B3_1"
village_type="VillageType.silver_mine"
hearth="110"
bound="Settlement.castle_B3"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_h" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_B4"
name="{=Settlements.Settlement.name.castle_B4}Pendraic Castle"
owner="Faction.clan_battania_3"
posX="274.145"
posY="519.959"
culture="Culture.battania"
gate_posX="276.4131"
gate_posY="521.3125">
<Components>
<Town
id="castle_comp_B4"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_castle_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.908"
prosperity="950" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="battania_castle_b"
scene_name_1="battania_castle_b"
scene_name_2="battania_castle_b"
scene_name_3="battania_castle_b" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_B4_1"
name="{=Settlements.Settlement.name.castle_village_B4_1}Pendraic"
posX="267.041"
posY="533.38"
culture="Culture.battania"
text="{=Settlements.Settlement.text.castle_village_B4_1}Pendraic sits on the steep northern slope of the Uchalion, facing the Bay of Varcheg. It is a land of cold winds and constant low-level warfare, cris-crossed by Vlandian, Battanian and Sturgian raiding parties. The villagers raise hogs here, always listening to the warning horns telling them to drive their herds to hiding spots in the hills.">
<Components>
<Village
id="castle_village_comp_B4_1"
village_type="VillageType.swine_farm"
hearth="150"
gate_rotation="0.008"
bound="Settlement.castle_B4"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_B5"
name="{=Settlements.Settlement.name.castle_B5}Rhemtoil Castle"
owner="Faction.clan_battania_1"
posX="315.343"
posY="446.698"
culture="Culture.battania"
gate_posX="313.89"
gate_posY="448.3491">
<Components>
<Town
id="castle_comp_B5"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_castle_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.908"
prosperity="860" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="battania_castle_b"
scene_name_1="battania_castle_b"
scene_name_2="battania_castle_b"
scene_name_3="battania_castle_b" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_B5_1"
name="{=Settlements.Settlement.name.castle_village_B5_1}Rhemtoil"
posX="337.844"
posY="427.693"
culture="Culture.battania"
text="{=Settlements.Settlement.text.castle_village_B5_1}Rhemtoil lies beneath a cleft in the eastern escarpment of the Uchalion plateau, near the source of the river Miron, which the Battanians call the Myr. This is among the most fertile of the Battanian lands, and produces a fine crop of wheat.">
<Components>
<Village
id="castle_village_comp_B5_1"
village_type="VillageType.wheat_farm"
hearth="307"
gate_rotation="0.008"
bound="Settlement.castle_B5"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_B5_2"
name="{=Settlements.Settlement.name.castle_village_B5_2}Claig Ban"
posX="338.171"
posY="443.755"
culture="Culture.battania"
text="{=Settlements.Settlement.text.castle_village_B5_2}Claig Ban lies at the foot of a steep cleft that climbs the Uchalion massif. The villagers here gather clay from the nearby Myr river for sale to the potters of the Battanian towns.">
<Components>
<Village
id="castle_village_comp_B5_2"
village_type="VillageType.clay_mine"
hearth="347"
gate_rotation="0.008"
bound="Settlement.castle_B5"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_B6"
name="{=Settlements.Settlement.name.castle_B6}Flintolg Castle"
owner="Faction.clan_battania_4"
posX="324.518"
posY="525.065"
culture="Culture.battania"
gate_posX="325.5867"
gate_posY="526.5848">
<Components>
<Town
id="castle_comp_B6"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.908"
prosperity="720" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="battania_castle_b"
scene_name_1="battania_castle_b"
scene_name_2="battania_castle_b"
scene_name_3="battania_castle_b" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_B6_1"
name="{=Settlements.Settlement.name.castle_village_B6_1}Flintolg"
posX="328.057"
posY="503.697"
culture="Culture.battania"
text="{=Settlements.Settlement.text.castle_village_B6_1}Flintolg sits on a high crest on the eastern side of the Uchalion massif. The soil is poor but the woods grow thick here, making this the source of much of the timber used in the Battanian lands.">
<Components>
<Village
id="castle_village_comp_B6_1"
village_type="VillageType.lumberjack"
hearth="374"
gate_rotation="0.008"
bound="Settlement.castle_B6"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_B6_2"
name="{=Settlements.Settlement.name.castle_village_B6_2}Glintor"
posX="289.421"
posY="520.739"
culture="Culture.battania"
text="{=Settlements.Settlement.text.castle_village_B6_2}Glintor sits overlooking the rapids of the Fiur river, where the waters of Llyn Tywal descend to enter the Bay of Varcheg. Horses are raised on the downs, much prized by both raiders and traders from the Sturgian lands to the north.">
<Components>
<Village
id="castle_village_comp_B6_2"
village_type="VillageType.battanian_horse_ranch"
hearth="374"
gate_rotation="0.008"
bound="Settlement.castle_B6"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_B7"
name="{=Settlements.Settlement.name.castle_B7}Aster Castle"
owner="Faction.clan_battania_2"
posX="235.129"
posY="478.09"
culture="Culture.battania"
gate_posX="236.1057"
gate_posY="477.6013">
<Components>
<Town
id="castle_comp_B7"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_castle_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.908"
prosperity="652" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="battania_castle_b"
scene_name_1="battania_castle_b"
scene_name_2="battania_castle_b"
scene_name_3="battania_castle_b" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_B7_1"
name="{=Settlements.Settlement.name.castle_village_B7_1}Aster"
posX="257.248"
posY="488.724"
culture="Culture.battania"
text="{=Settlements.Settlement.text.castle_village_B7_1}Aster sits in a shallow valley between the hills of the northeastern Uchalion and the Rock of Glanys. The people of this region have the reputation of being more focused on trade than warfare, and tribal elders have encouraged the cultivation of mulberry bushes to sustain a small silk industry.">
<Components>
<Village
id="castle_village_comp_B7_1"
village_type="VillageType.silk_plant"
hearth="809"
gate_rotation="0.008"
bound="Settlement.castle_B7"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_B8"
name="{=Settlements.Settlement.name.castle_B8}Uthelaim Castle"
owner="Faction.clan_battania_1"
posX="352.646"
posY="497.737"
culture="Culture.battania"
gate_posX="354.5785"
gate_posY="496.8703">
<Components>
<Town
id="castle_comp_B8"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.908"
prosperity="960" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="battania_castle_b"
scene_name_1="battania_castle_b"
scene_name_2="battania_castle_b"
scene_name_3="battania_castle_b" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_B8_1"
name="{=Settlements.Settlement.name.castle_village_B8_1}Uthelaim"
posX="360.071"
posY="487.902"
culture="Culture.battania"
text="{=Settlements.Settlement.text.castle_village_B8_1}Uthelaim sits on the eastern frontiers of the Battanian lands on a ridge overlooking a tributary of the Myr. The people of these parts are foresters, felling the oak, yew and pine of the woods for sale to builders and shipwrights.">
<Components>
<Village
id="castle_village_comp_B8_1"
village_type="VillageType.lumberjack"
hearth="697"
gate_rotation="0.008"
bound="Settlement.castle_B8"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Ford of the Horse -->
<Settlement
id="town_B1"
name="{=Settlements.Settlement.name.town_B1}Marunath"
owner="Faction.clan_battania_1"
posX="291.2"
posY="442.757"
culture="Culture.battania"
gate_posX="291.2007"
gate_posY="442.7703"
text="{=Jm2uZiwV}Marunath, the 'Horse of the Ford,' is nowhere near a river. But Battanian bards love nothing more than an incongruous place-name around which a legend can be woven. In this case the hero Ochlaigan, who was foretold to defeat the seven sons of Glanys in seven duels near seven fords, encountered the last of his enemies here. He slit his horse's throat and crossed over the stream of blood that gushed forth, defeating his last enemy and fulfiling the prophecy.">
<Components>
<Town
id="town_comp_B1"
is_castle="false"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_town_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.108"
prosperity="5000" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="battania_town_d"
scene_name_1="battania_town_d"
scene_name_2="battania_town_d"
scene_name_3="battania_town_d" />
<Location
id="arena"
scene_name="arena_battania_a" />
<Location
id="tavern"
scene_name="battania_town_house_a_interior_a_tavern" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
<Location
id="house_1"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="house_2"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="house_3"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- Mengus' inheritance -->
<Settlement
id="village_B1_1"
name="{=Settlements.Settlement.name.village_B1_1}Dalmengus"
posX="304.124"
posY="461.07"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B1_1}Dalmengus sits by the side of the Llyn Tywal, the Dark Lake at the center of the Uchalion massif. The flat, well-watered lands here are fertile and well-suited to wheat and barley.">
<Components>
<Village
id="village_comp_B1_1"
village_type="VillageType.wheat_farm"
hearth="131"
gate_rotation="0.008"
bound="Settlement.town_B1"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_B1_2"
name="{=Settlements.Settlement.name.village_B1_2}Ebereth"
posX="277.938"
posY="456.109"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B1_2}Ebereth sits on a saddle, with the lake of Llyn Tywal on one side and the passes of the Cafalcombe on the other. Villagers here grow grapes to make the sweet white wine of the Battanian lands.">
<Components>
<Village
id="village_comp_B1_2"
village_type="VillageType.vineyard"
hearth="490"
bound="Settlement.town_B1"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Great ridge? -->
<Settlement
id="village_B1_3"
name="{=Settlements.Settlement.name.village_B1_3}Beglomuar"
posX="301.07"
posY="435.872"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B1_3}Beglomuar sits in a nook of the southern escarpment of the Uchalion massif. There is little to recommend these lands other than the ore deposits in the hills and the bog-iron of the mountain marshes.">
<Components>
<Village
id="village_comp_B1_3"
village_type="VillageType.iron_mine"
hearth="480"
gate_rotation="0.008"
bound="Settlement.town_B1"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_B1_4"
name="{=Settlements.Settlement.name.village_B1_4}Ath Cafal"
posX="271.734"
posY="436.186"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B1_4}Ath Cafal sits near the head of the Cafalcombe, a steep valley that descends to the imperial lands. Decent clay can be found in the small streams that rush down from the hills on all sides.">
<Components>
<Village
id="village_comp_B1_4"
village_type="VillageType.clay_mine"
hearth="374"
gate_rotation="0.008"
bound="Settlement.town_B1"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Rock of Glanys -->
<Settlement
id="town_B2"
name="{=Settlements.Settlement.name.town_B2}Dunglanys"
owner="Faction.clan_battania_2"
posX="266.398"
posY="483.399"
culture="Culture.battania"
gate_posX="266.2805"
gate_posY="485.9921"
text="{=YERtiSUn}Dunglanys, the 'Rock of Glanys', stands on a high crag overlooking the Llyn Tywal, the pool of darkness at the heart of the Battanian lands. It was named after a ancient queen who, legend has it, married in succession five high kings of Battania, bestowing sovereignty upon them. It is the center of the rituals that underpin Battanian kingship, and though not every Battanian high king has ruled from here, all are eager to hold it.">
<Components>
<Town
id="town_comp_B2"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_town_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.638"
prosperity="4000" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="battania_town_e"
scene_name_1="battania_town_e"
scene_name_2="battania_town_e"
scene_name_3="battania_town_e" />
<Location
id="arena"
scene_name="arena_battania_a" />
<Location
id="tavern"
scene_name="battania_town_house_a_interior_a_tavern" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
<Location
id="house_1"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="house_2"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="house_3"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<!-- Stoat's escape -->
<Settlement
id="village_B2_1"
name="{=Settlements.Settlement.name.village_B2_1}Diantogmail"
posX="274.679"
posY="465.324"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B2_1}Diantogmail sits on the edge of Llyn Tywal, the dark lake. There are a half-dozen local legends explaining how the region got its name, which means the 'Flight of the Stoat,' but no two of them match in any particulars. Villagers here grow grapes for wine.">
<Components>
<Village
id="village_comp_B2_1"
village_type="VillageType.vineyard"
hearth="275"
gate_rotation="0.008"
bound="Settlement.town_B2"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- "Slippyvale, or Valley of the Slippery River" -->
<Settlement
id="village_B2_2"
name="{=Settlements.Settlement.name.village_B2_2}Glenlithrig"
posX="251.317"
posY="498.091"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B2_2}Glenlithrig, the valley of the slippery stream, lies in the highlands of the northern Uchalion. The villagers here are primarily foresters, supplying timber to the nearby fortress-towns of Dunglanys and Car Banseth.">
<Components>
<Village
id="village_comp_B2_2"
village_type="VillageType.lumberjack"
hearth="529"
gate_rotation="0.008"
bound="Settlement.town_B2"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_B2_3"
name="{=Settlements.Settlement.name.village_B2_3}Morihig"
posX="252.428"
posY="468.245"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B2_3}Morihig sits in a basin in the middle of the Uchalion massif. The region is known for its production of wheat and barley.">
<Components>
<Village
id="village_comp_B2_3"
village_type="VillageType.wheat_farm"
hearth="442"
bound="Settlement.town_B2"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_h" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_B7_2"
name="{=Settlements.Settlement.name.castle_village_B7_2}Imlagh"
posX="260.896"
posY="463.179"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B2_4}Imlagh lies on rolling downs in the middle of the Uchalion massif. The village specializes in white grapes for the making of the sweet Battanian wines.">
<Components>
<Village
id="castle_village_comp_B7_2"
village_type="VillageType.vineyard"
hearth="218"
bound="Settlement.castle_B7"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_B4_2"
name="{=Settlements.Settlement.name.castle_village_B4_2}Lindorn"
posX="273.162"
posY="499.461"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B2_5}Lindorn sits on the green hills north and west of Llyn Tywal, the dark lake. The surrounding farmlands are sown with wheat and barley.">
<Components>
<Village
id="castle_village_comp_B4_2"
village_type="VillageType.wheat_farm"
hearth="118"
bound="Settlement.castle_B4"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- "Town of the Sons of Cyd" -->
<Settlement
id="town_B3"
name="{=Settlements.Settlement.name.town_B3}Car Banseth"
owner="Faction.clan_battania_3"
posX="255.387"
posY="515.614"
culture="Culture.battania"
gate_posX="253.9173"
gate_posY="513.6059"
text="{=QD3oaaNK}Car Banseth sits high on the cliffs of Ailta Druin. Staring north on a clear day, across lands that were once Battanian but are now held by the Sturgians and Vlandians, one can see the waters of the Bay of Varcheg. It is said that those who keep faith will one day witness from this high point the ships of the vanished High King Mon, who shall return to deliver his people from their enemies. But today, one is far more likely to see the sails of Nordic adventurers and mercenaries, coming to assist the foreigners in their relentless push into Battanian land.">
<Components>
<Town
id="town_comp_B3"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_town_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.808"
prosperity="2200" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="battania_town_a"
scene_name_1="battania_town_a"
scene_name_2="battania_town_a"
scene_name_3="battania_town_a" />
<Location
id="arena"
scene_name="arena_battania_a" />
<Location
id="tavern"
scene_name="battania_town_house_a_interior_a_tavern" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
<Location
id="house_1"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="house_2"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="house_3"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_B3_1"
name="{=Settlements.Settlement.name.village_B3_1}Bog Beth"
posX="221.658"
posY="492.377"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B3_1}Bog Beth sits in a low, forested valley in the east of the Uchalion massif. Villagers trap beavers, foxes and other fur-bearing animals in the dark, marshy woods.">
<Components>
<Village
id="village_comp_B3_1"
village_type="VillageType.trapper"
hearth="550"
bound="Settlement.town_B3"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- "Where Nal left his head" -->
<Settlement
id="village_B3_2"
name="{=Settlements.Settlement.name.village_B3_2}Geunat Nal"
posX="262.282"
posY="505.221"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B3_2}Geunat Nal, the village where Nal left his head, is a fur-trapping village near the site of a duel famous in Battanian legend. The villagers are known for their skill as foresters, helping the nearby cliff-top fortress of Car Banseth to guard the northern approaches to the Battanian heartland from Sturgian and other raiders.">
<Components>
<Village
id="village_comp_B3_2"
village_type="VillageType.trapper"
hearth="250"
bound="Settlement.town_B3"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_m" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- "hill of the full moon" -->
<Settlement
id="village_B3_3"
name="{=Settlements.Settlement.name.village_B3_3}Tor Leiad"
posX="240.285"
posY="498.038"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B3_3}Tor Leiad, the hill of the full moon, lies beneath a wooded knoll in the northern Battanian lands. Villagers harvest the thick-growing forests of oak, yew and beech. The woods here have been tended carefully by the Battanians for centuries, ensuring that there are always enough trees to harvest and sell for timber.">
<Components>
<Village
id="village_comp_B3_3"
village_type="VillageType.lumberjack"
hearth="147"
bound="Settlement.town_B3"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_B3_2"
name="{=Settlements.Settlement.name.castle_village_B3_2}Tor Melina"
posX="214.681"
posY="506.304"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B3_4}Tor Melina sits in a marshy basin in the dark forested hills of the northwestern Uchalion massif. Villagers take clay from the damp soil for sale to the potters of nearby towns.">
<Components>
<Village
id="castle_village_comp_B3_2"
village_type="VillageType.clay_mine"
hearth="357"
bound="Settlement.castle_B3"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- "castle of banseth"-->
<Settlement
id="town_B4"
name="{=Settlements.Settlement.name.town_B4}Seonon"
owner="Faction.clan_battania_4"
posX="329.92"
posY="474.32"
culture="Culture.battania"
gate_posX="327.1309"
gate_posY="473.0402"
text="{=X3MsaG39}Seonon, sad Seonon, has a history as dark as the waters of the Llyn Tywal. Here Algana the Fair stood atop the tower lamenting the death of her beloved Gorawan, until the spirits of the Otherworld were themselves overcome with sadness and allowed his shade to ascend through the pool for a day and a night to console her. In latter days this land has often been ravaged by Sturgian raiders, and not far from here lies the wood where King Aeril disappeared, clearing the way for the rise of Caladog.">
<Components>
<Town
id="town_comp_B4"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_town_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.608"
prosperity="2400" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="battania_town_b"
scene_name_1="battania_town_b"
scene_name_2="battania_town_b"
scene_name_3="battania_town_b" />
<Location
id="arena"
scene_name="arena_battania_a" />
<Location
id="tavern"
scene_name="battania_town_house_a_interior_a_tavern" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
<Location
id="house_1"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="house_2"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="house_3"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_B4_1"
name="{=Settlements.Settlement.name.village_B4_1}Bryn Glas"
posX="330.669"
posY="464.535"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B4_1}Bryn Glas sits in a ridge in the eastern escarpment of the Uchalion massif. Villagers mine iron from the hills, for sale to the renowned smiths of nearby Seonon.">
<Components>
<Village
id="village_comp_B4_1"
village_type="VillageType.vineyard"
hearth="603"
gate_rotation="0.258"
bound="Settlement.town_B4"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_B4_2"
name="{=Settlements.Settlement.name.village_B4_2}Andurn"
posX="322.65"
posY="490.099"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B4_2}Andurn sits in a cleft in the hills overlooking Llyn Tywal, the dark lake. The villagers of these parts tend the forests, harvesting beech, oak and yew for sale to the towns.">
<Components>
<Village
id="village_comp_B4_2"
village_type="VillageType.lumberjack"
hearth="145"
bound="Settlement.town_B4"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_B4_3"
name="{=Settlements.Settlement.name.village_B4_3}Mag Arba"
posX="317.477"
posY="463.681"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B4_3}Mag Arba sits on grassy downs overlooking Llyn Tywal, the dark lake. Villagers have planted flax in the boggy dales between the hills.">
<Components>
<Village
id="village_comp_B4_3"
village_type="VillageType.flax_plant"
hearth="328"
bound="Settlement.town_B4"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_B4_4"
name="{=Settlements.Settlement.name.village_B4_4}Swenryn"
posX="310.743"
posY="502.263"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B4_4}Swenryn overlooks the rocky cataract that holds back the dark waters of the Llyn Tywal, creating the lake in the center of the Uchalion. Horses graze above the rapids and waterfalls.">
<Components>
<Village
id="village_comp_B4_4"
village_type="VillageType.battanian_horse_ranch"
hearth="389"
bound="Settlement.town_B4"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_B8_2"
name="{=Settlements.Settlement.name.castle_village_B8_2}Seordas"
posX="366.386"
posY="502.728"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B4_5}Seordas sits in the lowlands at the eastern edge of the Battanian lands, at the foot of the Uchalion escarpment. The nearby fortress of Uthelaim shields the district's exposed farms from Sturgian raiders coming from the east.">
<Components>
<Village
id="castle_village_comp_B8_2"
village_type="VillageType.wheat_farm"
hearth="328"
bound="Settlement.castle_B8"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_B5"
name="{=Settlements.Settlement.name.town_B5}Pen Cannoc"
owner="Faction.clan_battania_5"
posX="231.631"
posY="451.187"
culture="Culture.battania"
gate_posX="230.1822"
gate_posY="448.8185"
text="{=4OAz8urz}Pen Cannoc sits on a promontory overlooking the Trand river as it plunges from the Uchalion plateau into the Vlandian lowlands. Legends speak of the water-nymphs who live in the dark pools under the rock, luring travellers and invaders to their deaths, except on those rare occasions when they fall in love with a hero and grant him victory and blessings. Certainly the fisherfolk of this region have learned respect for the perils of the upper Trand, where a small misstep on slippery stone can cast one off a precipice into the waters below.">
<Components>
<Town
id="town_comp_B5"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_town_battania"
wait_mesh="wait_battania_town"
gate_rotation="0.608"
prosperity="3800" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="battania_town_c"
scene_name_1="battania_town_c"
scene_name_2="battania_town_c"
scene_name_3="battania_town_c" />
<Location
id="arena"
scene_name="arena_battania_a" />
<Location
id="tavern"
scene_name="battania_town_house_a_interior_a_tavern" />
<Location
id="lordshall"
scene_name_1="battania_castle_keep_a_l1_interior"
scene_name_2="battania_castle_keep_a_l2_interior"
scene_name_3="battania_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="battania_dungeon_a" />
<Location
id="house_1"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="house_2"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="house_3"
scene_name="battania_town_house_b_interior_b_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_B5_1"
name="{=Settlements.Settlement.name.village_B5_1}Durn"
posX="217.348"
posY="436.774"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B5_1}Durn sits just below the gorges of the upper Trand river. Villagers scrape mud from the pools and bogs alongside the river as it levels out, carting it up the winding paths to the town of Pen Cannoc perched on the cliff above them.">
<Components>
<Village
id="village_comp_B5_1"
village_type="VillageType.clay_mine"
hearth="530"
gate_rotation="0.308"
bound="Settlement.town_B5"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_B5_2"
name="{=Settlements.Settlement.name.village_B5_2}Gainseth"
posX="222.656"
posY="476.266"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B5_2}Gainseth sits in a dark wooded valley beneath the Rhennod hills on the eastern edge of the Uchalion massif. Villagers collect mud from the marshy ground for sale to the potters of Pen Cannoc.">
<Components>
<Village
id="village_comp_B5_2"
village_type="VillageType.clay_mine"
hearth="473"
gate_rotation="0.308"
bound="Settlement.town_B5"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_h" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_B5_3"
name="{=Settlements.Settlement.name.village_B5_3}Fenon Etir"
posX="232.425"
posY="415.342"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B5_3}Fenon Etir sits on an outrop overlooking the source of the Etir river, a tributary of the Trand. Villagers here raise grapes, producing strong Battanian wines that are highly valued in the Empire and among the Vlandians.">
<Components>
<Village
id="village_comp_B5_3"
village_type="VillageType.iron_mine"
hearth="468"
gate_rotation="0.008"
bound="Settlement.town_B5"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_B1_2"
name="{=Settlements.Settlement.name.castle_village_B1_2}Inveth"
posX="217.671"
posY="418.186"
culture="Culture.battania"
text="{=Settlements.Settlement.text.village_B5_4}Inveth sits where the rivers Trand and Etir come tumbling out of the Uchalion massif, join together, and flow into the plains of central Vlandia. The surrounding hillsides support the growing of wheat.">
<Components>
<Village
id="castle_village_comp_B1_2"
village_type="VillageType.wheat_farm"
hearth="468"
gate_rotation="0.008"
bound="Settlement.castle_B1"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="battania_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Khuzaits, 6 cities, 19 villages, 5 castles, 3.16 villages per town, 26% castle ratio -->
<Settlement
id="castle_K1"
name="{=Settlements.Settlement.name.castle_K1}Usek Castle"
owner="Faction.clan_khuzait_3"
posX="704.358"
posY="451.659"
culture="Culture.khuzait"
gate_posX="706.3667"
gate_posY="451.9997">
<Components>
<Town
id="castle_comp_K1"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.908"
prosperity="420" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="khuzait_castle_siege_001"
scene_name_1="khuzait_castle_siege_001"
scene_name_2="khuzait_castle_siege_001"
scene_name_3="khuzait_castle_siege_001" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_K1_1"
name="{=Settlements.Settlement.name.castle_village_K1_1}Usek"
posX="690.542"
posY="441.721"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.castle_village_K1_1}Usek sits at the foot of the Akkan hills on the eastern shores of Lake Tanaesis, which the Khuzaits call the Tanaz Sea. The villagers, who until recently were nomads, raise sheep known for the long, fine wool.">
<Components>
<Village
id="castle_village_comp_K1_1"
village_type="VillageType.sheep_farm"
hearth="130"
gate_rotation="0.508"
bound="Settlement.castle_K1"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_h" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_K1_2"
name="{=Settlements.Settlement.name.castle_village_K1_2}Esme"
posX="717.091"
posY="465.939"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.castle_village_K1_2}The village of Esme and its surrounding hamlets lie on the landward side of the Akkan hills on the Devseg plateau, prime grazing lands for the flocks of the Khuzaits and their confederates.">
<Components>
<Village
id="castle_village_comp_K1_2"
village_type="VillageType.steppe_horse_ranch"
hearth="106"
gate_rotation="0.508"
bound="Settlement.castle_K1"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_K2"
name="{=Settlements.Settlement.name.castle_K2}Akiser Castle"
owner="Faction.clan_khuzait_4"
posX="709.885"
posY="371.244"
culture="Culture.khuzait"
gate_posX="707.9659"
gate_posY="371.5294">
<Components>
<Town
id="castle_comp_K2"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_castle_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.908"
prosperity="480" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="khuzait_castle_002"
scene_name_1="khuzait_castle_002"
scene_name_2="khuzait_castle_002"
scene_name_3="khuzait_castle_002" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_K2_1"
name="{=Settlements.Settlement.name.castle_village_K2_1}Akiser"
posX="713.851"
posY="397.271"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.castle_village_K2_1}Akiser sits in the southern reaches of the Akkan hills. The land here is exceptionally broken and weathered, revealing seams of iron in the sides of the gullies and ravines.">
<Components>
<Village
id="castle_village_comp_K2_1"
village_type="VillageType.iron_mine"
hearth="194"
gate_rotation="0.508"
bound="Settlement.castle_K2"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_K3"
name="{=Settlements.Settlement.name.castle_K3}Hakkun Castle"
owner="Faction.clan_khuzait_8"
posX="721.218"
posY="410.942"
culture="Culture.khuzait"
gate_posX="722.9106"
gate_posY="410.3058">
<Components>
<Town
id="castle_comp_K3"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_castle_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.908"
prosperity="660" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="khuzait_castle_siege_001"
scene_name_1="khuzait_castle_siege_001"
scene_name_2="khuzait_castle_siege_001"
scene_name_3="khuzait_castle_siege_001" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_K3_1"
name="{=Settlements.Settlement.name.castle_village_K3_1}Hakkun"
posX="708.536"
posY="417.264"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.castle_village_K3_1}The village of Hakkun is perched atop the escarpment of the Akkan hills. The people of these parts have long mined silver from the mountains, a trade that the Khuzait khans were happy to encourage when they conquered this region.">
<Components>
<Village
id="castle_village_comp_K3_1"
village_type="VillageType.silver_mine"
hearth="132"
gate_rotation="0.508"
bound="Settlement.castle_K3"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_K4"
name="{=Settlements.Settlement.name.castle_K4}Tepes Castle"
owner="Faction.clan_khuzait_1"
posX="710.073"
posY="498.92"
culture="Culture.khuzait"
gate_posX="710.8811"
gate_posY="500.6931">
<Components>
<Town
id="castle_comp_K4"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_castle_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.908"
prosperity="530" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="khuzait_castle_siege_001"
scene_name_1="khuzait_castle_siege_001"
scene_name_2="khuzait_castle_siege_001"
scene_name_3="khuzait_castle_siege_001" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_K4_1"
name="{=Settlements.Settlement.name.castle_village_K4_1}Tepes"
posX="698.84"
posY="500.487"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.castle_village_K4_1}Tepes sits overlooking a tributary of the Karakaz, a river that flows from the north into Lake Tanaz, which the Empire calls Tanaesis. This district specializes in the harvest of timber which is floated down the river and sold to the lake towns.">
<Components>
<Village
id="castle_village_comp_K4_1"
village_type="VillageType.lumberjack"
hearth="465"
gate_rotation="0.508"
bound="Settlement.castle_K4"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_K5"
name="{=Settlements.Settlement.name.castle_K5}Khimli Castle"
owner="Faction.clan_khuzait_7"
posX="746.521"
posY="472.011"
culture="Culture.khuzait"
gate_posX="744.9202"
gate_posY="472.3744">
<Components>
<Town
id="castle_comp_K5"
is_castle="true"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_castle_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.908"
prosperity="520" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="khuzait_castle_002"
scene_name_1="khuzait_castle_002"
scene_name_2="khuzait_castle_002"
scene_name_3="khuzait_castle_002" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_K5_1"
name="{=Settlements.Settlement.name.castle_village_K5_1}Khimli"
posX="740.446"
posY="484.562"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.castle_village_K5_1}Khimli sits in a basin the Devseg plateau. Though this land is dry most of the year, it experiences winter snowfalls and muddy springs. Fine clay can be collected from the pools left by the snowmelt and the rains.">
<Components>
<Village
id="castle_village_comp_K5_1"
village_type="VillageType.clay_mine"
hearth="363"
gate_rotation="0.508"
bound="Settlement.castle_K5"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_K6"
name="{=Settlements.Settlement.name.castle_K6}Dinar Castle"
owner="Faction.clan_khuzait_6"
posX="695.454"
posY="573.924"
culture="Culture.khuzait"
gate_posX="693.9964"
gate_posY="572.9048">
<Components>
<Town
id="castle_comp_K6"
is_castle="true"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_castle_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.908"
prosperity="620" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="khuzait_castle_002"
scene_name_1="khuzait_castle_002"
scene_name_2="khuzait_castle_002"
scene_name_3="khuzait_castle_002" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_K6_1"
name="{=Settlements.Settlement.name.castle_village_K6_1}Dinar"
posX="719.816"
posY="580.276"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.castle_village_K6_1}Dinar lies in the far north of the Khuzait confederacy, along the Karakaz river. Snow-bound for much of the year, the spring grasses nonetheless sustain sizeable herds of sheep, the thick wool of which protects them from this land's icy winds.">
<Components>
<Village
id="castle_village_comp_K6_1"
village_type="VillageType.sheep_farm"
hearth="240"
gate_rotation="0.508"
bound="Settlement.castle_K6"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_d" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_K6_2"
name="{=Settlements.Settlement.name.castle_village_K6_2}Karahalli"
posX="692.123"
posY="588.924"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.castle_village_K6_2}Karahalli lies in the far north of the Khuzait confederacy, not far from the icy Byalic Sea. Snow-bound for much of the year, the spring grasses nonetheless sustain sizeable herds of sheep, the thick wool of which protects them from the icy winds blowing off of the waters.">
<Components>
<Village
id="castle_village_comp_K6_2"
village_type="VillageType.sheep_farm"
hearth="415"
gate_rotation="0.508"
bound="Settlement.castle_K6"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_K7"
name="{=Settlements.Settlement.name.castle_K7}Simira Castle"
owner="Faction.clan_khuzait_7"
posX="773.039"
posY="379.774"
culture="Culture.khuzait"
gate_posX="772.9034"
gate_posY="377.9733">
<Components>
<Town
id="castle_comp_K7"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.908"
prosperity="420" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="khuzait_castle_002"
scene_name_1="khuzait_castle_002"
scene_name_2="khuzait_castle_002"
scene_name_3="khuzait_castle_002" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_K7_1"
name="{=Settlements.Settlement.name.castle_village_K7_1}Simira"
posX="780.221"
posY="400.774"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.castle_village_K7_1}Simira sits near the east of the Devseg plateau, as it begins to descend into the great grass sea of the east. Villagers here raise cattle bred to withstand both cold winters and hot summer.">
<Components>
<Village
id="castle_village_comp_K7_1"
village_type="VillageType.cattle_farm"
hearth="177"
gate_rotation="0.508"
bound="Settlement.castle_K7"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_b" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_K8"
name="{=Settlements.Settlement.name.castle_K8}Erzenur Castle"
owner="Faction.clan_khuzait_9"
posX="712.864"
posY="333.277"
culture="Culture.khuzait"
gate_posX="711.4721"
gate_posY="332.2444">
<Components>
<Town
id="castle_comp_K8"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.908"
prosperity="430" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="khuzait_castle_002"
scene_name_1="khuzait_castle_002"
scene_name_2="khuzait_castle_002"
scene_name_3="khuzait_castle_002" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_K8_1"
name="{=Settlements.Settlement.name.castle_village_K8_1}Erzenur"
posX="719.985"
posY="262.71"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.castle_village_K8_1}Erzenur alongside the Tiagys river, known in the local dialect as the Teyagh. The waters here have a distinct reddish tint from the iron in the soil, which the villagers mine from riverside outcrops.">
<Components>
<Village
id="castle_village_comp_K8_1"
village_type="VillageType.iron_mine"
hearth="370"
gate_rotation="0.508"
bound="Settlement.castle_K8"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_K9"
name="{=Settlements.Settlement.name.castle_K9}Kaysar Castle"
owner="Faction.clan_khuzait_6"
posX="707.939"
posY="547.437"
culture="Culture.khuzait"
gate_posX="707.3231"
gate_posY="546.0911">
<Components>
<Town
id="castle_comp_K9"
is_castle="true"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_castle_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.908"
prosperity="520" />
</Components>
<Locations
complex_template="LocationComplexTemplate.castle_complex">
<Location
id="center"
scene_name="khuzait_castle_siege_001"
scene_name_1="khuzait_castle_siege_001"
scene_name_2="khuzait_castle_siege_001"
scene_name_3="khuzait_castle_siege_001" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
</Locations>
</Settlement>
<Settlement
id="castle_village_K9_1"
name="{=Settlements.Settlement.name.castle_village_K9_1}Kaysar"
posX="726.58"
posY="549.436"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.castle_village_K9_1}Kaysar sits in the north and east of the lands ruled by the Khuzaits, in the valley of the Karakaz river. This district is snowbound for much of the year, but villagers still raise herds of cattle bred to withstand the icy winds coming downriver from the north.">
<Components>
<Village
id="castle_village_comp_K9_1"
village_type="VillageType.cattle_farm"
hearth="339"
gate_rotation="0.508"
bound="Settlement.castle_K9"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_battania_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_K9_2"
name="{=Settlements.Settlement.name.castle_village_K9_2}Payam"
posX="715.06"
posY="563.231"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.castle_village_K9_2}Payam lies alongside the Karakaz river in the cold north of the Khuzait lands. Though the land is snowbound much of the year, the villagers sow wheat and barley as soon as the melt starts, taking in a good crop before the autumn.">
<Components>
<Village
id="castle_village_comp_K9_2"
village_type="VillageType.wheat_farm"
hearth="204"
gate_rotation="0.508"
bound="Settlement.castle_K9"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_battania" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_c" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- clan 3, Arkits, lords 5, 9, 15 -->
<Settlement
id="town_K1"
name="{=Settlements.Settlement.name.town_K1}Baltakhand"
owner="Faction.clan_khuzait_2"
posX="732.504"
posY="536.542"
culture="Culture.khuzait"
gate_posX="730.2615"
gate_posY="536.8068"
text="{=YNm9vaHw}Baltakhand, the Fortress of the Axe, was settled by the Iltanlar, mountain-dwelling cousins of the Khuzaits. Centuries ago their beys descended into the plains and created the fortress here that guards the portages of Iltan, the network of lakes and rivers that divides the Sturgian lands from the Khuzaits' realm. Bitter winters protected them from the reach of the Empire, but no blast of wind was cutting enough to stop the horsemen of Khan Urkhun, who 40 years ago forced this town to submit to the khanate.">
<Components>
<Town
id="town_comp_K1"
is_castle="false"
level="1"
background_crop_position="0.0"
background_mesh="gui_bg_town_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.008"
prosperity="1800" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="khuzait_city_b"
scene_name_1="khuzait_city_b"
scene_name_2="khuzait_city_b"
scene_name_3="khuzait_city_b" />
<Location
id="arena"
scene_name="arena_khuzait_a" />
<Location
id="tavern"
scene_name="khuzait_tavern_a" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
<Location
id="house_1"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="house_2"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="house_3"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K1_1"
name="{=Settlements.Settlement.name.village_K1_1}Fisnar"
posX="708.931"
posY="531.474"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K1_1}Fisnar sits alongside the Zakhan, a tributary of the Karakaz river. Though this valley is snowbound for much of the year, the spring grasses nonetheless sustain sizeable herds of sheep, the thick wool of which protects them from this land's icy winds.">
<Components>
<Village
id="village_comp_K1_1"
village_type="VillageType.sheep_farm"
hearth="152"
bound="Settlement.town_K1"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_d" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K1_2"
name="{=Settlements.Settlement.name.village_K1_2}Ulaan"
posX="727.05"
posY="567.562"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K1_2}Ulaan sits in the valley of the Karakaz river. The villagers, nomads who have recently been forced by the khans to settle, have learned to grow flax in this low-lying marshy land.">
<Components>
<Village
id="village_comp_K1_2"
village_type="VillageType.flax_plant"
hearth="224"
bound="Settlement.town_K1"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_d" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_K4_2"
name="{=Settlements.Settlement.name.castle_village_K4_2}Kuruluk"
posX="713.453"
posY="517.762"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K1_3}Kuruluk sits alongside the Zakhan, a tributary of the Karakaz river. Though this valley is snowbound for much of the year, steppe ponies thrive on the spring grasses and in the winter dig through the snow for food, their thick coats protecting them from the icy blasts of wind.">
<Components>
<Village
id="castle_village_comp_K4_2"
village_type="VillageType.steppe_horse_ranch"
hearth="235"
bound="Settlement.castle_K4"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_c" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K1_4"
name="{=Settlements.Settlement.name.village_K1_4}Asalig"
posX="735.834"
posY="514.359"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K1_4}Asalig sits at the foot of Bars Dag, one of the peaks that marks the edge of the Devseg plateau. Villagers raise horses in the lower slopes, keeping watch for the snow leopards for which the peak is named.">
<Components>
<Village
id="village_comp_K1_4"
village_type="VillageType.steppe_horse_ranch"
hearth="321"
bound="Settlement.town_K1"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_b" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- White fortress-->
<Settlement
id="town_K2"
name="{=Settlements.Settlement.name.town_K2}Akkalat"
owner="Faction.clan_khuzait_4"
posX="726.701"
posY="372.704"
culture="Culture.khuzait"
gate_posX="726.4065"
gate_posY="370.1996"
text="{=4UNOQQRa}The town that the Khuzaits know as Akkalat, the White Fortress, was built by the fearsome Padishah Hoshtar on one of his periodic attempts to conquer the Devseg. For decades the sacred flame that burned from the top of the citadel symbolized his suzerainty over the tribes here. But the Padishah's realm like the Empire is on the defensive and has retreated to the east. Today the Khan's horsetail banners fly in its place.">
<Components>
<Town
id="town_comp_K2"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_town_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.008"
prosperity="1700" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="khuzait_town_g"
scene_name_1="khuzait_town_g"
scene_name_2="khuzait_town_g"
scene_name_3="khuzait_town_g" />
<Location
id="arena"
scene_name="arena_khuzait_a" />
<Location
id="tavern"
scene_name="khuzait_tavern_a" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
<Location
id="house_1"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="house_2"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="house_3"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K2_1"
name="{=Settlements.Settlement.name.village_K2_1}Karakalat"
posX="755.17"
posY="395.284"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K2_1}Karakalat lies in a basin in the flat, eastern edges of the Devseg plateau. Until recently, this land was dominated by nomads, and it is still famous as a breeding ground for horses.">
<Components>
<Village
id="village_comp_K2_1"
village_type="VillageType.steppe_horse_ranch"
hearth="216"
bound="Settlement.town_K2"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_j" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K2_2"
name="{=Settlements.Settlement.name.village_K2_2}Tismil"
posX="718.979"
posY="355.624"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K2_2}Tismil sits on the Ozu river, which drains the southern end of the Devseg plateau. The people of this land are sheep-herders, who have thrived under Khuzait overlordship as the khans keep nomadic raiders at bay.">
<Components>
<Village
id="village_comp_K2_2"
village_type="VillageType.sheep_farm"
hearth="162"
bound="Settlement.town_K2"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_g" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_K8_2"
name="{=Settlements.Settlement.name.castle_village_K8_2}Gereden"
posX="703.672"
posY="321.564"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K2_3}Gereden and its outlying hamlets on the southern end of the Devseg plateau, near the juncture of Ozu and Teyagh rivers. Though rough country, it is known for the fine clay that can be gathered from the ravines.">
<Components>
<Village
id="castle_village_comp_K8_2"
village_type="VillageType.clay_mine"
hearth="272"
bound="Settlement.castle_K8"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_a" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_K3_2"
name="{=Settlements.Settlement.name.castle_village_K3_2}Kiraz"
posX="738.013"
posY="406.449"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K2_4}Kiraz lies in a basin at the southern end of the Devseg plateau. Until recently, this land was dominated by nomads, and the people here still make their living by raising sheep.">
<Components>
<Village
id="castle_village_comp_K3_2"
village_type="VillageType.sheep_farm"
hearth="253"
bound="Settlement.castle_K3"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- clan 1, Urkhunait, lords 1, 7, 10, 13 -->
<!-- swamp city, Atil -->
<Settlement
id="town_K3"
name="{=Settlements.Settlement.name.town_K3}Makeb"
owner="Faction.clan_khuzait_1"
posX="685.692"
posY="480.056"
culture="Culture.khuzait"
gate_posX="683.6556"
gate_posY="480.812"
text="{=bPDqyqkb}Makeb sits on the northern tip of Lake Tanaesis, Tanaz in the steppe tongue. Here, it guards the cataract over which the Karakaz river empties into the lake. This city has long been ruled by petty khans and shahs, who collect tolls from traders forced to haul their boats around the rapids. The last of those rulers was beheaded by Urkhun himself after he refused a demand of tribute, after which the ruling family of the Khuzaits seized this town for themselves.">
<Components>
<Town
id="town_comp_K3"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_town_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.008"
prosperity="3700" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="khuzait_town_f"
scene_name_1="khuzait_town_f"
scene_name_2="khuzait_town_f"
scene_name_3="khuzait_town_f" />
<Location
id="arena"
scene_name="arena_khuzait_a" />
<Location
id="tavern"
scene_name="khuzait_tavern_a" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
<Location
id="house_1"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="house_2"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="house_3"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K3_1"
name="{=Settlements.Settlement.name.village_K3_1}Shapeshte"
posX="685.203"
posY="495.721"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K3_1}Shapeshte sits where the waters of the Zakhan river meet the Karakaz. The village makes its living from mining nearby salt deposits.">
<Components>
<Village
id="village_comp_K3_1"
village_type="VillageType.salt_mine"
hearth="212"
gate_rotation="0.008"
bound="Settlement.town_K3"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_c" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K3_2"
name="{=Settlements.Settlement.name.village_K3_2}Hanekhy"
posX="713.596"
posY="491.358"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K3_2}Hanekhy sits atop a northern spur of the Akkan hills. The reddish streaks in the soil and rocks testify to rich iron deposits, which are mined by the villagers.">
<Components>
<Village
id="village_comp_K3_2"
village_type="VillageType.iron_mine"
hearth="139"
bound="Settlement.town_K3"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_b" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K3_3"
name="{=Settlements.Settlement.name.village_K3_3}Mazen"
posX="679.939"
posY="466.064"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K3_3}The fishing village of Mazen sits on the northern end of Lake Tanaesis, which the Khuzaits call the Tanaz sea. The villagers set nets in the nearby Karakaz river to catch a variety of fish migrating to and from the lake.">
<Components>
<Village
id="village_comp_K3_3"
village_type="VillageType.fisherman"
hearth="178"
bound="Settlement.town_K3"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_a" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- clan 2, Khergits. lords 3, 4f, 8, 14 -->
<Settlement
id="town_K4"
name="{=Settlements.Settlement.name.town_K4}Ortongard"
owner="Faction.clan_khuzait_3"
posX="745.826"
posY="448.187"
culture="Culture.khuzait"
gate_posX="743.0511"
gate_posY="443.6095"
text="{=Dxnj5JQE}Ortongard sits in the dry center of the Devseg plateau, which is dry for most of the year but offers rich grazing in the spring. Founded by Darshi-speaking merchants, it made its wealth buying horses, sheep and cattle from the surrounding herding villages and sending them west to the markets of the empire in huge drives, accompanied by guards to ward off raiders from the steppes. Neither its walls nor its mercenary armies could withstand the coming of Khan Urkhun, however, who it granted to the Khergit clan in recognition of their valor.">
<Components>
<Town
id="town_comp_K4"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_town_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.008"
prosperity="3200" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="khuzait_town_e"
scene_name_1="khuzait_town_e"
scene_name_2="khuzait_town_e"
scene_name_3="khuzait_town_e" />
<Location
id="arena"
scene_name="arena_khuzait_a" />
<Location
id="tavern"
scene_name="khuzait_tavern_a" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
<Location
id="house_1"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="house_2"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="house_3"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_K5_2"
name="{=Settlements.Settlement.name.castle_village_K5_2}Omrotok"
posX="764.184"
posY="455.996"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K4_1}Omrotok sits at the foot of the Sulun Dag mountains, that mark the eastern border of the Devseg plateau. Villagers go to the nearby woods to harvest one of the Devseg's few sources of timber.">
<Components>
<Village
id="castle_village_comp_K5_2"
village_type="VillageType.lumberjack"
hearth="370"
gate_rotation="0.508"
bound="Settlement.castle_K5"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K4_2"
name="{=Settlements.Settlement.name.village_K4_2}Ransam"
posX="765.346"
posY="421.777"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K4_2}Ransam in the southeastern plains of the Devseg plateau. Villagers, who not long ago still lived a nomadic lifestyle, specialize in the rearing of horses.">
<Components>
<Village
id="village_comp_K4_2"
village_type="VillageType.steppe_horse_ranch"
hearth="108"
bound="Settlement.town_K4"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K4_3"
name="{=Settlements.Settlement.name.village_K4_3}Mivanjan"
posX="778.934"
posY="435.546"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K4_3}Mivanjan sits at the foot of the Sulun Dag mountains, that mark the eastern border of the Devseg plateau. Villagers, who not long ago still lived a nomadic lifestyle, raise sheep in the foothills.">
<Components>
<Village
id="village_comp_K4_3"
village_type="VillageType.sheep_farm"
hearth="204"
bound="Settlement.town_K4"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_l" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K4_4"
name="{=Settlements.Settlement.name.village_K4_4}Urunjan"
posX="729.983"
posY="428.774"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K4_4}Urunjan near the western edge of the Devseg plateau, at the foot of the Akkan hills. Villagers raise cattle here that are bred to withstand both the hot summers and freezing winters.">
<Components>
<Village
id="village_comp_K4_4"
village_type="VillageType.cattle_farm"
hearth="159"
bound="Settlement.town_K4"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_i" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_K5"
name="{=Settlements.Settlement.name.town_K5}Chaikand"
owner="Faction.clan_khuzait_1"
posX="684.811"
posY="421.592"
culture="Culture.khuzait"
gate_posX="684.8689"
gate_posY="419.071"
text="{=SUnaVliN}Chaikand sits by the reed-marshes on the edge of Lake Tanaesis. In the years when the east was an imperial protectorate, boats laden with hides, wool and salt shuttled across the lake's placid waters, returning with imperial silks and silver. With the coming of the Khuzaits and the subsequent wars the water-trade stopped, but Chaikand remains a major trade entrepot and military base, the fief of the ruling Urkhunait clan. From the pavilions of his palace, the khan can look out across the lake and see the hazy outline of hills that he may one day graze his horses upon.">
<Components>
<Town
id="town_comp_K5"
is_castle="false"
level="2"
background_crop_position="0.0"
background_mesh="gui_bg_town_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.508"
prosperity="3900" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="khuzait_city_a"
scene_name_1="khuzait_city_a"
scene_name_2="khuzait_city_a"
scene_name_3="khuzait_city_a" />
<Location
id="arena"
scene_name="arena_khuzait_a" />
<Location
id="tavern"
scene_name="khuzait_tavern_a" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
<Location
id="house_1"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="house_2"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="house_3"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_K2_2"
name="{=Settlements.Settlement.name.castle_village_K2_2}Kamshar"
posX="677.361"
posY="384.64"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K5_1}Kamshar sits by the shores of Lake Tanaesis, which the Khuzaits call the Tanaz Sea. The fishing is poor in these parts but villagers collect clay from the lakeside for sale to the potters of Chaikhand and other towns.">
<Components>
<Village
id="castle_village_comp_K2_2"
village_type="VillageType.clay_mine"
hearth="150"
bound="Settlement.castle_K2"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait"
gate_rotation="0.008" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_a" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K5_2"
name="{=Settlements.Settlement.name.village_K5_2}Okhutan"
posX="689.435"
posY="406.915"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K5_2}Okhutan is a village at the center of a wheat-growing district on a narrow stretch of plain between the Akkan hills and Lake Tanaesis, which the Khuzaits call the Tanaz Sea.">
<Components>
<Village
id="village_comp_K5_2"
village_type="VillageType.wheat_farm"
hearth="326"
bound="Settlement.town_K5"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K5_3"
name="{=Settlements.Settlement.name.village_K5_3}Ispantar"
posX="692.479"
posY="396.231"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K5_3}Ispantar is a village on a rocky spur of the Akkan hills overlooking Lake Tanaesis, which the Khuzaits call the Tanaz Sea. The villagers here make most of their income from the raising of sheep.">
<Components>
<Village
id="village_comp_K5_3"
village_type="VillageType.sheep_farm"
hearth="327"
bound="Settlement.town_K5"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K5_4"
name="{=Settlements.Settlement.name.village_K5_4}Pabastan"
posX="677.576"
posY="439.742"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K5_4}Pabastan sits in the narrow plain between the Akkan hills and Lake Tanaesis, which the Khuzaits call the Tanaz Sea. This land is fine country for wheat.">
<Components>
<Village
id="village_comp_K5_4"
village_type="VillageType.wheat_farm"
hearth="239"
gate_rotation="0.008"
bound="Settlement.town_K5"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_a" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="town_K6"
name="{=Settlements.Settlement.name.town_K6}Odokh"
owner="Faction.clan_khuzait_5"
posX="752.864"
posY="336.823"
culture="Culture.khuzait"
gate_posX="750.5866"
gate_posY="335.7404"
text="{=ygJkPxyc}The town of Odokh sits at the foot of Kohi Rohini, the mountains of the dawn. Among the most remote of the towns of the Devseg, it is reputed to have been the abode of King Ahhak, a mythical tyrant from whose shoulders flowed serpents. Even today the Kohi Rohini has a reputation for black magic and mystery that helps keep outsiders at bay. The city fell during the Khuzait conquest to the Harfit clan, who have intermarried with the mountain peoples, and who honor their customs, participate in their rituals, and keep their secrets.">
<Components>
<Town
id="town_comp_K6"
is_castle="false"
level="3"
background_crop_position="0.0"
background_mesh="gui_bg_town_khuzait"
wait_mesh="wait_khuzait_town"
gate_rotation="0.008"
prosperity="1700" />
</Components>
<Locations
complex_template="LocationComplexTemplate.town_complex">
<Location
id="center"
scene_name="khuzait_town_004"
scene_name_1="khuzait_town_004"
scene_name_2="khuzait_town_004"
scene_name_3="khuzait_town_004" />
<Location
id="arena"
scene_name="arena_khuzait_a" />
<Location
id="tavern"
scene_name="khuzait_tavern_a" />
<Location
id="lordshall"
scene_name_1="khuzait_castle_keep_a_l1_interior"
scene_name_2="khuzait_castle_keep_a_l2_interior"
scene_name_3="khuzait_castle_keep_a_l3_interior" />
<Location
id="prison"
scene_name="khuzait_dungeon_a" />
<Location
id="house_1"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="house_2"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="house_3"
scene_name="khuzait_house_c_interior_a_house" />
<Location
id="alley" />
</Locations>
<CommonAreas>
<Area
type="Backstreet"
name="{=a0MVffcN}Backstreet" />
<Area
type="Clearing"
name="{=LWHIVshb}Clearing" />
<Area
type="Waterfront"
name="{=Rr1cy5Sk}Waterfront" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K6_1"
name="{=Settlements.Settlement.name.village_K6_1}Karahan"
posX="760.082"
posY="309.814"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K6_1}Karahan lies in in the foothills of the Kohi Rohini, the mountains of the dawn. The villagers here buy horses from the wandering tribes, and raise some of their own, making this the source for many of the steeds ridden by the Khuzait armies.">
<Components>
<Village
id="village_comp_K6_1"
village_type="VillageType.steppe_horse_ranch"
hearth="221"
bound="Settlement.town_K6"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait"
gate_rotation="0.008" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_e" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K6_2"
name="{=Settlements.Settlement.name.village_K6_2}Nutyuk"
posX="772.258"
posY="313.308"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K6_2}Nutyuk sits beneath the outcrop known by its Darshi name, the Kohi Rohini, the mountains of the dawn. The villagers here, mostly recently settled nomads, raise sheep like their ancestors.">
<Components>
<Village
id="village_comp_K6_2"
village_type="VillageType.sheep_farm"
hearth="168"
bound="Settlement.town_K6"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_f" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="village_K6_3"
name="{=Settlements.Settlement.name.village_K6_3}Danara"
posX="752.231"
posY="354.592"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K6_3}Danara sits by the salt lake that the Khuzaits know as Tsanga Nor, the pool that quenches no thirst. The villagers of these parts extract salt from the bitter waters.">
<Components>
<Village
id="village_comp_K6_3"
village_type="VillageType.salt_mine"
hearth="272"
bound="Settlement.town_K6"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_a" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<Settlement
id="castle_village_K7_2"
name="{=Settlements.Settlement.name.castle_village_K7_2}Kohi Ajik"
posX="775.679"
posY="358.509"
culture="Culture.khuzait"
text="{=Settlements.Settlement.text.village_K6_4}Kohi Ajik lies in a narrow, dry valley at the foot of the so-called Lover's Mountain, from which its name derives. The peoples of this land buy horses from the nomads to their east and sell them to the Khuzait aristocracy in the towns.">
<Components>
<Village
id="castle_village_comp_K7_2"
village_type="VillageType.steppe_horse_ranch"
hearth="230"
bound="Settlement.castle_K7"
background_crop_position="0.0"
background_mesh="gui_bg_village_khuzait"
wait_mesh="wait_khuzait_village"
castle_background_mesh="gui_bg_castle_khuzait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.village_complex">
<Location
id="village_center"
scene_name="khuzait_village_k" />
</Locations>
<CommonAreas>
<Area
type="Pasture"
name="{=fOUsLdZR}Pasture" />
<Area
type="Thicket"
name="{=66Mzk0NZ}Thicket" />
<Area
type="Bog"
name="{=iXA5SttU}Bog" />
</CommonAreas>
</Settlement>
<!-- Hideouts -->
<!-- Forest Bandit Hideouts -->
<Settlement
id="hideout_forest_1"
name="{=Settlements.Settlement.name.hideout_forest_1}Hideout"
type="Hideout"
posX="108.402"
posY="473.336"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_1"
map_icon="bandit_hideout_b"
scene_name="bandit_forest"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="6.283" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_2"
name="{=Settlements.Settlement.name.hideout_forest_2}Hideout"
type="Hideout"
posX="184.235"
posY="457.45"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_2"
map_icon="bandit_hideout_b"
scene_name="forest_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="6.283" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_3"
name="{=Settlements.Settlement.name.hideout_forest_3}Hideout"
type="Hideout"
posX="293.032"
posY="394.175"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_3"
map_icon="bandit_hideout_b"
scene_name="forest_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="6.283" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_4"
name="{=Settlements.Settlement.name.hideout_forest_4}Hideout"
type="Hideout"
posX="223.087"
posY="418.691"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_4"
map_icon="bandit_hideout_b"
scene_name="bandit_forest"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="6.283" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_5"
name="{=Settlements.Settlement.name.hideout_forest_5}Hideout"
type="Hideout"
posX="279.403"
posY="445.3"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_5"
map_icon="bandit_hideout_b"
scene_name="bandit_forest"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_6"
name="{=Settlements.Settlement.name.hideout_forest_6}Hideout"
type="Hideout"
posX="352.494"
posY="479.395"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_6"
map_icon="bandit_hideout_b"
scene_name="forest_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_7"
name="{=Settlements.Settlement.name.hideout_forest_7}Hideout"
type="Hideout"
posX="226.351"
posY="369.353"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_7"
map_icon="bandit_hideout_b"
scene_name="forest_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_8"
name="{=Settlements.Settlement.name.hideout_forest_8}Hideout"
type="Hideout"
posX="124.146"
posY="414.629"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_8"
map_icon="bandit_hideout_b"
scene_name="forest_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_9"
name="{=Settlements.Settlement.name.hideout_forest_9}Hideout"
type="Hideout"
posX="428.862"
posY="429.779"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_9"
map_icon="bandit_hideout_b"
scene_name="bandit_forest"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_10"
name="{=Settlements.Settlement.name.hideout_forest_10}Hideout"
type="Hideout"
posX="423.514"
posY="518.672"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_10"
map_icon="bandit_hideout_b"
scene_name="bandit_forest"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_11"
name="{=Settlements.Settlement.name.hideout_forest_11}Hideout"
type="Hideout"
posX="516.705"
posY="291.281"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_11"
map_icon="bandit_hideout_b"
scene_name="bandit_forest"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_12"
name="{=Settlements.Settlement.name.hideout_forest_12}Hideout"
type="Hideout"
posX="527.042"
posY="361.786"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_12"
map_icon="bandit_hideout_b"
scene_name="forest_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_13"
name="{=Settlements.Settlement.name.hideout_forest_13}Hideout"
type="Hideout"
posX="571.169"
posY="473.383"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_13"
map_icon="bandit_hideout_b"
scene_name="forest_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_14"
name="{=Settlements.Settlement.name.hideout_forest_14}Hideout"
type="Hideout"
posX="596.407"
posY="329.583"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_14"
map_icon="bandit_hideout_b"
scene_name="bandit_forest"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_15"
name="{=Settlements.Settlement.name.hideout_forest_15}Hideout"
type="Hideout"
posX="629.996"
posY="282.011"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_15"
map_icon="bandit_hideout_b"
scene_name="forest_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_16"
name="{=Settlements.Settlement.name.hideout_forest_16}Hideout"
type="Hideout"
posX="621.124"
posY="602.496"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_16"
map_icon="bandit_hideout_b"
scene_name="forest_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_17"
name="{=Settlements.Settlement.name.hideout_forest_17}Hideout"
type="Hideout"
posX="334.133"
posY="583.473"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_17"
map_icon="bandit_hideout_b"
scene_name="bandit_forest"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_18"
name="{=Settlements.Settlement.name.hideout_forest_18}Hideout"
type="Hideout"
posX="232.77"
posY="490.767"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_18"
map_icon="bandit_hideout_b"
scene_name="bandit_forest"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_forest_19"
name="{=Settlements.Settlement.name.hideout_forest_19}Hideout"
type="Hideout"
posX="407.011"
posY="413.637"
culture="Culture.forest_bandits">
<Components>
<Hideout
id="hideout_forest_19"
map_icon="bandit_hideout_b"
scene_name="bandit_forest"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<!-- Sea Raider Hideouts -->
<Settlement
id="hideout_seaside_1"
name="{=Settlements.Settlement.name.hideout_seaside_1}Hideout"
type="Hideout"
posX="614.067"
posY="552.248"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_1"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_c"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_2"
name="{=Settlements.Settlement.name.hideout_seaside_2}Hideout"
type="Hideout"
posX="534.593"
posY="510.002"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_2"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_c"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_3"
name="{=Settlements.Settlement.name.hideout_seaside_3}Hideout"
type="Hideout"
posX="486.944"
posY="474.928"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_3"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_a"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_4"
name="{=Settlements.Settlement.name.hideout_seaside_4}Hideout"
type="Hideout"
posX="530.143"
posY="548.0861"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_4"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_b"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_5"
name="{=Settlements.Settlement.name.hideout_seaside_5}Hideout"
type="Hideout"
posX="457.611"
posY="601.017"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_5"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_c"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_6"
name="{=Settlements.Settlement.name.hideout_seaside_6}Hideout"
type="Hideout"
posX="406.49"
posY="563.587"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_6"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_a"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_7"
name="{=Settlements.Settlement.name.hideout_seaside_7}Hideout"
type="Hideout"
posX="351.851"
posY="583.98"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_7"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_a"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_8"
name="{=Settlements.Settlement.name.hideout_seaside_8}Hideout"
type="Hideout"
posX="168.076"
posY="594.821"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_8"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_a"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_9"
name="{=Settlements.Settlement.name.hideout_seaside_9}Hideout"
type="Hideout"
posX="135.125"
posY="560.642"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_9"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_b"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_10"
name="{=Settlements.Settlement.name.hideout_seaside_10}Hideout"
type="Hideout"
posX="88.64"
posY="493.211"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_10"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_a"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_11"
name="{=Settlements.Settlement.name.hideout_seaside_11}Hideout"
type="Hideout"
posX="76.51701"
posY="444.097"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_11"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_b"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_12"
name="{=Settlements.Settlement.name.hideout_seaside_12}Hideout"
type="Hideout"
posX="134.344"
posY="358.804"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_12"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_b"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_13"
name="{=Settlements.Settlement.name.hideout_seaside_13}Hideout"
type="Hideout"
posX="97.569"
posY="459.903"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_13"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_b"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_14"
name="{=Settlements.Settlement.name.hideout_seaside_14}Seaside Hideout"
type="Hideout"
posX="250.631"
posY="610.56"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_14"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_b"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_15"
name="{=Settlements.Settlement.name.hideout_seaside_15}Hideout"
type="Hideout"
posX="437.188"
posY="562.006"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_15"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_a"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_16"
name="{=Settlements.Settlement.name.hideout_seaside_16}Hideout"
type="Hideout"
posX="146.713"
posY="600.55"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_16"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_a"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_17"
name="{=Settlements.Settlement.name.hideout_seaside_17}Hideout"
type="Hideout"
posX="609.053"
posY="513.029"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_17"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_c"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_18"
name="{=Settlements.Settlement.name.hideout_seaside_18}Hideout"
type="Hideout"
posX="140.944"
posY="508.345"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_18"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_c"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_19"
name="{=Settlements.Settlement.name.hideout_seaside_19}Hideout"
type="Hideout"
posX="314.367"
posY="578.319"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_19"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_b"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_seaside_20"
name="{=Settlements.Settlement.name.hideout_seaside_20}Hideout"
type="Hideout"
posX="530.909"
posY="600.547"
culture="Culture.sea_raiders">
<Components>
<Hideout
id="hideout_seaside_20"
map_icon="bandit_hideout_c"
scene_name="sea_bandit_c"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_seaside"
gate_rotation="0.0" />
</Components>
</Settlement>
<!-- Mountain Bandit Hideouts -->
<Settlement
id="hideout_mountain_1"
name="{=Settlements.Settlement.name.hideout_mountain_1}Hideout"
type="Hideout"
posX="84.386"
posY="443.612"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_1"
map_icon="bandit_hideout_c"
scene_name="mountain_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_2"
name="{=Settlements.Settlement.name.hideout_mountain_2}Hideout"
type="Hideout"
posX="366.682"
posY="390.826"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_2"
map_icon="bandit_hideout_c"
scene_name="mountain_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_3"
name="{=Settlements.Settlement.name.hideout_mountain_3}Hideout"
type="Hideout"
posX="366.167"
posY="435.373"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_3"
map_icon="bandit_hideout_c"
scene_name="mountain_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_4"
name="{=Settlements.Settlement.name.hideout_mountain_4}Hideout"
type="Hideout"
posX="494.313"
posY="317.845"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_4"
map_icon="bandit_hideout_c"
scene_name="forest_hideout_003"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_forest"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_5"
name="{=Settlements.Settlement.name.hideout_mountain_5}Hideout"
type="Hideout"
posX="211.852"
posY="431.598"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_5"
map_icon="bandit_hideout_c"
scene_name="mountain_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_6"
name="{=Settlements.Settlement.name.hideout_mountain_6}Hideout"
type="Hideout"
posX="300.554"
posY="418.204"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_6"
map_icon="bandit_hideout_c"
scene_name="mountain_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_7"
name="{=Settlements.Settlement.name.hideout_mountain_7}Hideout"
type="Hideout"
posX="389.32"
posY="496.813"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_7"
map_icon="bandit_hideout_c"
scene_name="forest_hideout_003"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_8"
name="{=Settlements.Settlement.name.hideout_mountain_8}Hideout"
type="Hideout"
posX="140.432"
posY="570.851"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_8"
map_icon="bandit_hideout_c"
scene_name="forest_hideout_003"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_9"
name="{=Settlements.Settlement.name.hideout_mountain_9}Hideout"
type="Hideout"
posX="141.346"
posY="403.553"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_9"
map_icon="bandit_hideout_c"
scene_name="mountain_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_10"
name="{=Settlements.Settlement.name.hideout_mountain_10}Hideout"
type="Hideout"
posX="177.329"
posY="368.759"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_10"
map_icon="bandit_hideout_c"
scene_name="forest_hideout_003"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_11"
name="{=Settlements.Settlement.name.hideout_mountain_11}Hideout"
type="Hideout"
posX="375.568"
posY="309.261"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_11"
map_icon="bandit_hideout_c"
scene_name="mountain_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_12"
name="{=Settlements.Settlement.name.hideout_mountain_12}Hideout"
type="Hideout"
posX="482.222"
posY="412.831"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_12"
map_icon="bandit_hideout_c"
scene_name="forest_hideout_003"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_13"
name="{=Settlements.Settlement.name.hideout_mountain_13}Hideout"
type="Hideout"
posX="500.603"
posY="451.703"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_13"
map_icon="bandit_hideout_c"
scene_name="forest_hideout_003"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_14"
name="{=Settlements.Settlement.name.hideout_mountain_14}Hideout"
type="Hideout"
posX="543.159"
posY="306.59"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_14"
map_icon="bandit_hideout_c"
scene_name="forest_hideout_003"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_15"
name="{=Settlements.Settlement.name.hideout_mountain_15}Hideout"
type="Hideout"
posX="615.21"
posY="457.487"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_15"
map_icon="bandit_hideout_c"
scene_name="mountain_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_16"
name="{=Settlements.Settlement.name.hideout_mountain_16}Hideout"
type="Hideout"
posX="593.191"
posY="316.852"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_16"
map_icon="bandit_hideout_c"
scene_name="mountain_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_17"
name="{=Settlements.Settlement.name.hideout_mountain_17}Hideout"
type="Hideout"
posX="626.9399"
posY="300.134"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_17"
map_icon="bandit_hideout_c"
scene_name="forest_hideout_003"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_18"
name="{=Settlements.Settlement.name.hideout_mountain_18}Hideout"
type="Hideout"
posX="445.633"
posY="291.691"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_18"
map_icon="bandit_hideout_c"
scene_name="mountain_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_19"
name="{=Settlements.Settlement.name.hideout_mountain_19}Hideout"
type="Hideout"
posX="392.234"
posY="538.926"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_19"
map_icon="bandit_hideout_c"
scene_name="mountain_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_mountain_20"
name="{=Settlements.Settlement.name.hideout_mountain_20}Hideout"
type="Hideout"
posX="300.788"
posY="358.485"
culture="Culture.mountain_bandits">
<Components>
<Hideout
id="hideout_mountain_20"
map_icon="bandit_hideout_c"
scene_name="mountain_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_mountain"
gate_rotation="0.0" />
</Components>
</Settlement>
<!-- Desert Bandit Hideouts -->
<Settlement
id="hideout_desert_1"
name="{=Settlements.Settlement.name.hideout_desert_1}Hideout"
type="Hideout"
posX="255.912"
posY="209.816"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_1"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_2"
name="{=Settlements.Settlement.name.hideout_desert_2}Hideout"
type="Hideout"
posX="269.642"
posY="184.297"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_2"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_3"
name="{=Settlements.Settlement.name.hideout_desert_3}Hideout"
type="Hideout"
posX="347.056"
posY="129.24"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_3"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_4"
name="{=Settlements.Settlement.name.hideout_desert_4}Hideout"
type="Hideout"
posX="336.468"
posY="107.548"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_4"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_5"
name="{=Settlements.Settlement.name.hideout_desert_5}Hideout"
type="Hideout"
posX="376.954"
posY="163.965"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_5"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_6"
name="{=Settlements.Settlement.name.hideout_desert_6}Hideout"
type="Hideout"
posX="431.986"
posY="144.789"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_6"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_7"
name="{=Settlements.Settlement.name.hideout_desert_7}Hideout"
type="Hideout"
posX="604.471"
posY="106.999"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_7"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_8"
name="{=Settlements.Settlement.name.hideout_desert_8}Hideout"
type="Hideout"
posX="463.47"
posY="62.205"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_8"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_9"
name="{=Settlements.Settlement.name.hideout_desert_9}Hideout"
type="Hideout"
posX="449.111"
posY="116.429"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_9"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_10"
name="{=Settlements.Settlement.name.hideout_desert_10}Hideout"
type="Hideout"
posX="503.17"
posY="148.64"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_10"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_11"
name="{=Settlements.Settlement.name.hideout_desert_11}Hideout"
type="Hideout"
posX="483.342"
posY="92.914"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_11"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_12"
name="{=Settlements.Settlement.name.hideout_desert_12}Hideout"
type="Hideout"
posX="560.545"
posY="85.535"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_12"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_13"
name="{=Settlements.Settlement.name.hideout_desert_13}Hideout"
type="Hideout"
posX="601.874"
posY="131.923"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_13"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_14"
name="{=Settlements.Settlement.name.hideout_desert_14}Hideout"
type="Hideout"
posX="586.283"
posY="86.338"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_14"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_15"
name="{=Settlements.Settlement.name.hideout_desert_15}Hideout"
type="Hideout"
posX="415.877"
posY="95.572"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_15"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_16"
name="{=Settlements.Settlement.name.hideout_desert_16}Hideout"
type="Hideout"
posX="323.825"
posY="145.596"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_16"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_17"
name="{=Settlements.Settlement.name.hideout_desert_17}Hideout"
type="Hideout"
posX="509.221"
posY="81.224"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_17"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_18"
name="{=Settlements.Settlement.name.hideout_desert_18}Hideout"
type="Hideout"
posX="519.672"
posY="97.472"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_18"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_004"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_19"
name="{=Settlements.Settlement.name.hideout_desert_19}Hideout"
type="Hideout"
posX="313.039"
posY="147.791"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_19"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_desert_20"
name="{=Settlements.Settlement.name.hideout_desert_20}Hideout"
type="Hideout"
posX="427.317"
posY="72.497"
culture="Culture.desert_bandits">
<Components>
<Hideout
id="hideout_desert_20"
map_icon="bandit_hideout_a"
scene_name="desert_hideout_002"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<!-- steppe Bandit Hideouts -->
<Settlement
id="hideout_steppe_1"
name="{=Settlements.Settlement.name.hideout_steppe_1}Hideout"
type="Hideout"
posX="740.035"
posY="415.456"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_1"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_2"
name="{=Settlements.Settlement.name.hideout_steppe_2}Hideout"
type="Hideout"
posX="766.276"
posY="359.616"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_2"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_3"
name="{=Settlements.Settlement.name.hideout_steppe_3}Hideout"
type="Hideout"
posX="681.213"
posY="578.786"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_3"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_4"
name="{=Settlements.Settlement.name.hideout_steppe_4}Hideout"
type="Hideout"
posX="772.667"
posY="439.476"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_4"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_5"
name="{=Settlements.Settlement.name.hideout_steppe_5}Hideout"
type="Hideout"
posX="728.737"
posY="274.518"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_5"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_6"
name="{=Settlements.Settlement.name.hideout_steppe_6}Hideout"
type="Hideout"
posX="715.351"
posY="424.309"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_6"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_7"
name="{=Settlements.Settlement.name.hideout_steppe_7}Hideout"
type="Hideout"
posX="695.768"
posY="430.423"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_7"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_8"
name="{=Settlements.Settlement.name.hideout_steppe_8}Hideout"
type="Hideout"
posX="707.449"
posY="283.696"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_8"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_9"
name="{=Settlements.Settlement.name.hideout_steppe_9}Hideout"
type="Hideout"
posX="754.052"
posY="460.73"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_9"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_10"
name="{=Settlements.Settlement.name.hideout_steppe_10}Hideout"
type="Hideout"
posX="768.746"
posY="402.739"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_10"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_11"
name="{=Settlements.Settlement.name.hideout_steppe_11}Hideout"
type="Hideout"
posX="680.429"
posY="508.224"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_11"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_12"
name="{=Settlements.Settlement.name.hideout_steppe_12}Hideout"
type="Hideout"
posX="740.796"
posY="503.267"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_12"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_13"
name="{=Settlements.Settlement.name.hideout_steppe_13}Hideout"
type="Hideout"
posX="722.755"
posY="522.901"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_13"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_14"
name="{=Settlements.Settlement.name.hideout_steppe_14}Hideout"
type="Hideout"
posX="782.63"
posY="373.865"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_14"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_15"
name="{=Settlements.Settlement.name.hideout_steppe_15}Hideout"
type="Hideout"
posX="712.914"
posY="477.246"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_15"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_16"
name="{=Settlements.Settlement.name.hideout_steppe_16}Hideout"
type="Hideout"
posX="743.392"
posY="565.318"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_16"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_17"
name="{=Settlements.Settlement.name.hideout_steppe_17}Hideout"
type="Hideout"
posX="742.281"
posY="384.199"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_17"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_18"
name="{=Settlements.Settlement.name.hideout_steppe_18}Hideout"
type="Hideout"
posX="711.63"
posY="235.058"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_18"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_19"
name="{=Settlements.Settlement.name.hideout_steppe_19}Hideout"
type="Hideout"
posX="733.888"
posY="607.623"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_19"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<Settlement
id="hideout_steppe_20"
name="{=Settlements.Settlement.name.hideout_steppe_20}Hideout"
type="Hideout"
posX="763.14"
posY="601.441"
culture="Culture.steppe_bandits">
<Components>
<Hideout
id="hideout_steppe_20"
map_icon="bandit_hideout_a"
scene_name="hideout_steppe_001"
background_crop_position="0.0"
background_mesh="empire_twn_scene_bg"
wait_mesh="wait_hideout_desert"
gate_rotation="0.0" />
</Components>
</Settlement>
<!-- Retirement Settlement -->
<Settlement
id="retirement_retreat"
name="{=8dDNWHR4}The Retreat"
posX="360.21"
posY="405.52"
culture="Culture.empire"
text="{=!}This is the retirement retreat location.">
<Components>
<RetirementSettlementComponent
id="retirement_component"
map_icon="bandit_hideout_b"
background_crop_position="0.0"
background_mesh="gui_bg_village_battania"
wait_mesh="retirement_wait" />
</Components>
<Locations
complex_template="LocationComplexTemplate.retreat_complex">
<Location
id="retirement_retreat"
scene_name="scn_retirement"
max_prosperity="100" />
</Locations>
</Settlement>
</Settlements>
```
>   <br> ![[encyclopedia_calradica.gif|center|300]]<br>
>*“A massive `Mount & Blade` wikipedia.”*<br>About [Encyclopædia Calradica](About-the-Encyclopædia.md)<br>About the [Project](Project-(Pillar).md)<br>About the [Author](Horseapple.md) <br>