AgeOfJarls
Found settlements, rescue settlers and let them work and fight for you. Co-op, existing worlds.Age of Jarls (Era Jarlów)
Found a settlement, rescue settlers and let them live, work and fight for you — in single player, on a dedicated server and in co-op. Works in new and existing worlds.
Features
- Settlers — every settler has a name, looks, an origin and up to three of 13 traits (diligent, strong,
hawk-eyed, night owl, veteran...). Order them with [E] (window) or the command wheel (radial, like the emote
wheel): press H while looking at a settler — up to 40 m away — to call it (come to me!), stop it, send it to
attack, fall back, go home or open its window; press H looking elsewhere for your squad's orders, with the creature
in your sight as the attack target. The game's wheel (G) has the same squad orders under Commands. By default a
settler is knocked out, not killed: it gets up with its gear (permanent death is an option). In Realistic mode
(
General/Mode) a knocked-out settler waits for help - you ([E]) or a settler nearby - and dies afterSettlers/RescueMinuteswithout it; workers then also carry a limited load per trip. Its window's Equipment tab takes single items back (Take / Take 1) or the whole bag, worn gear included, straight into your inventory - also in co-op, whichever machine simulates the settler. A settler that follows you is your guard: it keeps to your shoulder, out of the camera, and fights the enemies that come for you - never farther from you thanCommands/GuardLeash. Settlers around you are on the map like players, in gold. The mod updates itself from its update page (https://aoj-updates.pages.dev) in the main menu and asks for a restart; off withUpdates/AutoUpdate. Portals: your jump is quicker, your followers come along, and settlers take a portal on their own when it shortens a trip. Areas: press Z on the big map to mark a warehouse (its chests count as the settlement's, also behind a portal) or any named area of your settlement; the map shows the settlement circle and its areas. - They fight like you do — a settler raises its shield (or weapon) against a blow about to land, times it for a perfect block once it has learned the creature's wind-up, turns on the enemy striking it, fights with the weapon of its role (bow from afar, melee up close) and backs off when caught with only a bow in hand.
- Jarl's Table — founds a settlement (radius 30–60 m, tiers 0–7 unlocked by bosses). Its window has tabs for the settlement, the members, the settlers (orders, dismissal), work, storage, defence and the chronicle.
- Built together, bigger together — every player who joins (as a member) adds the tier's settler limit again (two players = twice the settlers), more radius and more worker places at the totems. Up to two Jarls rule with equal rights; below them Hersirs run the settlement, Huscarls lead the troop and Karls live there and bring their settlers; guests only look. Sieges grow with the number of players at home.
- Life at home — settlers get a free bed (they sleep in it at night), eat from the Settlement Cauldron, carry what they find into sorted chests (same item → same kind → an empty chest, never mixing; [Shift+E] on a chest sets what it is for), open and close doors, and heal in bed when wounded. Morale (food, bed, variety, feasts) sets their work pace.
- Work Totems — Woodcutter, Hauler, Miner, Smelter, Builder, Farmer and Cook: standards you plant anywhere in the settlement, no workbench needed. Set the zone (8–30 m), the hours and a priority: free settlers take free places by themselves (or assign them by hand). Upgrade a totem (3 levels) for more places and faster work. Woodcutters can replant. Tools come from you (axe, pickaxe, hammer).
- While you are away — when you come back, the settlement credits the work of your absence (up to 2 days): wood, stone, bars from the smelters, cooked food, the harvest.
- Recruitment — castaways reach the shore after your first table and walk to it; captives wait behind bars in enemy camps (also in old worlds): beat the guards or break the bars and set them free. The shore and every camp with a captive are pinned on everybody's map.
- Troop and sieges — combat roles (warrior, archer, shieldbearer, spearman, berserker), War Banners (posts) and an Armory the troop takes and returns gear to. From tier 1 settlements are sometimes besieged while you are home — later from several sides, with siege units that go for the walls; Builders put back what was destroyed. The alarm sounds by itself and puts a pin on everyone's map.
Manual in the game
Press F6 (UI/HelpKey) in the game for the full manual: getting started, settlers, orders and guards, work,
storage, needs, the troop and defence, the map, portals, playing together, keys, console commands and settings.
Installation
Install with r2modman / Thunderstore Mod Manager, or copy plugins/AgeOfJarls to BepInEx/plugins.
Everyone on a server needs the mod (the server too). Requires BepInEx and Jotunn.
Configuration
BepInEx/config/*AgeOfJarls*.cfg (synced from the server): settler health and death, loot, work speed, hunger,
catch-up, captive camps, sieges and the alarm (Sieges/AlarmMinThreats, AlarmCooldownSeconds), settler blocking,
gear wear, the members' bonuses and the number of Jarls, and whether settlers bump into players and into each other
(Settlers/CollideWithPlayers, Settlers/CollideWithSettlers; off = you walk through each other, hits land either
way). Local: the command wheel key (Commands/WheelKey, default H) and reach (Commands/LookRange), the manual's
key (UI/HelpKey, F6) and the size of the mod's windows (UI/Scale, default 1.3). Balance data in BepInEx/config/AgeOfJarls/*.json
(traits, tiers, names, storage kinds, siege waves, totem levels).
Console (devcommands)
aoj_info, aoj_settlers, aoj_settlement, aoj_totem [upgrade], aoj_debug, aoj_perf [seconds], aoj_dump <prefab>, aoj_rank <rank> <player>,
aoj_jarl <player>, aoj_spawn, aoj_despawn [radius], aoj_catchup <hours>, aoj_siege, aoj_morale <0-100>,
aoj_captive, aoj_reload_defs.


