[][Standing]High Nobility. Your family hails from imperial blood or from among the family of an Elector Count, or from amongst the family of a Magister-Lord; with deep connections to the seats of imperial power and an an ability to bend the ears of those within high seats. Your family's patriarch or matriarch deigned to bid for this governorship on a whim, and your mildly disposable nature as the 5th son/daughter has left this incredibly dangerous task in your hands. Your old family's purse-strings are held tight, but their high status has guaranteed that you will not be without favours to call in.
Begins with Low Funds, Medium Building Resources, Medium Food, High Favours.
Unique Colony Trait: Friends in High Places - Purchases made with Favour (From Imperial & Imperial Allied Sources) are 10% cheaper.
Unique Personal Trait: Protected Person - You begin with the Bodyguard trait (Beginning the story with a small squad of dedicated protectors)
[][Standing]Low Nobility. Your family hails from lower nobility; the grafs, barons, counts and other titled nobles which make up the empire's vastly varied governance and the bulk of their military command. You are the scion of one family amongst these dozens, a 3rd son/daughter whose success or failure will have vast implications on your family's coming fortunes. Not able to generate the high favours of a more powerful dynasty or the huge funds of a merchant empire, your family's holdings are still large enough to endow your colonial efforts with enough to promise a steady start, and connections to a trading house of sprawling connections.
Begins with Medium Funds, Medium Building Resources, Medium Food, Medium Favours.
Unique Colony Trait: Horse Trading - +1 slot when searching for colonial advisors, advisor upkeep is 5% cheaper.
Unique Personal Trait: Guiding Servant - You begin with the Family Friend trait (Beginning the story with an Advisor already hired)
[][Standing]The Gentry. Your family hails not from old blood and the established families of power, but from the newly ennobled among the empire's upper-middle ranks of citizens. Whether you are the scion of an estate manager or a landed knight the point is that your family is new to the ranks of entitled power, hungry for power or prestige. Your family got lucky in success at the imperial auction, purchasing your governorship at a price some might find suspicious, given your family's middling favour in the eyes of longer-established dynasties. Regardless, you are the 2nd son or daughter of your line, only one below the heir, and as such no expense has been spared in your personal preparation or securing prospective colonists, though this has left the expedition poorer for construction materials.
Begins with Medium Funds, Low Building Resources, High Food, Medum Favour.
Unique Colony Trait: Advertised Establishment - Your colony begins with 1 additional Manpower, the cost to import skilled colonists is 10% cheaper.
Unique Personal Trait: Educated Scion - You begin with the Crafter trait (Beginning the Story with a trade skill, unlocking access to related blueprints.)
[][Standing]A Merchant Dynasty. Your family is a noble house or blue-blooded in any way beyond distant or unprovable relatives, though it could be argued that your vitae has a certain gilded tint. Your governorship was secured by the sheer wealth your family can bring to bear, their connections at markets across the old-world being enough to earn them a seat at an auction typically reserved for those with blood in the imperial game of state. This huge wealth has required a certain appreciation among your family for the lurid and darkened underbelly of the Empire's markets, whether or not you choose to embrace it, and an upstart family of merchants has certainly soured the mouth of some in the courts of imperial power.
Begins with High Funds, Medium Building Resources, Medium Food, Low Favour.
Unique Colony Trait: Friends in Low Places - Begin the story with access to the Imperial Grey Market, Purchases made from the Grey Market are 10% cheaper.
Unique Personal Trait: Commercial Knack - You begin with the Merchant trait (Beginning the Story with the Mercantile skill, unlocking access to the Trade Docks and Counting House blueprints.)