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From Ruination [FRP]


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“To do right by the people can only led to grief, to do right by me can only lead to hell. Is the path of the righteous to be eternally damned to fail?” -Symon the Unifier, circa. y.22

 

 

Year 1500

 

The great Empires of old fell 750 years ago. The Symon Empire, spreading across most of Naros, crumbled away into turmoil and civil war in the year 766, leading the continent into Anarchy. The Enlightened Kingdom of Auldhau would fall soon after, with its great troves of knowledge condemned to burn or be forgotten. In the east, the Exiled Kingdom, the last remnant of the First Men of Naros, falls to dissent and the Desert. Its gleaming cities were devoured by sand and its people choked upon their walls turned to dust. Even the Pirates fled west, far away from this damned continent.

Yet even Aros was not spared. Many of its nations fell into chaos, victims of the aftershocks caused by the Symonian Empire’s destruction. In two-hundred years, all the major powers had been razed to the ground, and little more was left but roving warlords and city-states struggling for survival.

But a new dawn rises above this hell-ridden land. After 750 years, the people are reuniting once more. Old tales are told, and crumbling ruins are explored once more. The lawless still roam, but strong men have forged new kingdoms, and with them, new crowns. Perhaps one day, they will honor the memory of their ancestors, and reforge those broken Empires, or shape new and even greater Realms. Only the Gods can say…

 

In these dark days, it is the old fish wives who turn their rheumy eyes to the sky. The moon hangs low over the horizon like a fat coin waiting to tip and tumble down below the craggy mountains. Yet even as the sun rises and eclipses it, a few stars still linger rebelliously, like children lying in bed, resisting the pull of sleep. When so many stars remain in the sky at dawn, the wrinkled old women gut their fish and mutter to each other about the Star-Touched, and the dark omens that they bear. Perhaps the Gods will have their word after all.


 

_____

 

 

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A map without any names, for simple editing if you require it.

Spoiler

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Zones of Knowledge

The Red Lines depict the extent of your knowledge. Beyond these lines you are aware of very little and your maps become extremely unreliable. The higher your education, the better your maps in general. If your nation bridges a Line, look for the side with the largest amount of your territory. You are also aware of any nation that borders you, regardless of whether or not you have a majority of your land in their zone. If a nation only has a small amount of land in your zone, then you only vaguely know of their position, and who they are, but have no real contact.

 

NPC Nations

Are nations with names written in black. Player nations are in white.

 

Stars

Represent capitals. Yes, not all NPC’s have a capital.


 

The Commonwealth of Ruhn

 

The dour mountain-folk have wreathed their lives and temples in bones and death. Perhaps their rough history of crime and war will alienate the neighboring Free Cities of Triad, or will they find within them an unlikely ally? That remains to be seen. What is known, is that to the east, a strange construct looms over the coast, only seen from the mountains on a clear day.


 

The Galaharian League

 

Having fled far, these seafaring folk have seen their own bodies shaped by their travels. Surrounded by unpredictable forces, and gated to the North by a veritable wall of trees as impassable as a cliff, one thing is clear: The Galaharian League holds the center of the world in its hands.


 

The Danwent Republic

 

Few are the men who dare to say that their ancestry stretches back to before the Symon Empire. Fewer still are those who might be right. Most live in the Republic of Danwent. Yet these proud men must always watch the roads east, for there lies the Sehmon Remnants, and their fanatical adherence to old beliefs…

 

Point of Interest: The Salthand Delta. Mostly unfertile, this land seems to have suffered a great many battles and saltings over the centuries. Oftentimes, boys playing in the mud may find rusted swords or old bones. But even greater secrets lie beneath the ground…

 

 

The Realm of Darkyria

 

Most who venture into the Greenthroat never return. Yet some, somehow, carve their place out within these savage and unforgiving landscape. The Darkyrians will never be able to sleep with both eyes closed, and death always lurks around the corner. But what is death to the deathless?

 

Point of Interest: The Font of Life. The Source of the Wandring River bubbles up deep within the Greenthroat. Perhaps the spirit of the Elder Soul lingers within this glade, for the Font of Life spews forth water of such vitality and quality that nations a thousand kilometers away once tore each other to shreds for control of the smallest sections of that river. (+1% pop growth) (Point of power for the Elder Soul)


 

The Kingdom of Five

 

These heathens have attracted little love from their neighbors or the gods, yet they somehow persist and grow, spreading across the fertile lands of the Vale of a Thousand Currents. But how long could it last, when their neighbors, the Realm of Hakan, despise them so?

 

Point of Interest (North): The Ynkan river, Mother of a Thousand Currents, Seed of Life. It has taken many a name throughout its years, and fed a hundred empires. As wide as a like, it flows into a thousand different rivers and feeds the bountiful lands around it. But such a wide river is more than a lifeline, it is a wall as great as any castle may ever hope to have.

 

Point of Interest (South): Along the greatest arm of the Ynkan River are spread ancient terrasses, now little more than hills, they are littered with ruins. Some say great farms once lay here, but who can differentiate legend from reality? (3 Farms for 3500G instead of 5000G)


 

The Empire of Bourdeleaux

 

It is said tha the Empire was born of the great Duchy of Selrok, an ancient vassal of the Symon Empire, but only the Emperor can reinforce such a belief. With the Sun as their guide, perhaps the Empire will find a way to navigate the complex web of nations surrounding it, and come out on top…

 

Rare Resource: A strange metal was found in the easternmost salient of the Empire, naught but a few years ago. Black as night and hardier than any steel, it has resisted any attempts at unveiling its secrets, but the greatest minds of the Empire may still find out what it has to say for itself.


 

The Order

 

In a world in which Gods rule the minds of men, few can say that they have reject them. Fewer still would dare to adopt the Fallen One as their patron, yet The Order has done both. Great glories could await these scions of mankind, just as much as great disasters.


 

The Kingdom of Fyr-Darrick

 

Others took the name of Fey in ancient days, but there are few left to remember, and to distrust. The Fey of Fyr-Darrick watch over the Greenthroat, the heart of the Elder Soul, and in return, the Elder Soul watches over them. It is a rare thing to have a deity play favorites, but perhaps the Elder Soul has found its champion. Beware, outsiders, for within the forest, the laws of man forsake you, and nature takes its rightful place.


 

The Kingdom of Numeria

 

To go so far, and be stopped by the Roots of the World. The Numerians are not the first to have had their dreams crushed by these imposing peaks. But they are the first to rebuild them anew, in the shadow of their greatest obstacle.

 

Point of Interest: The Well of Eternity: Called Lake Lyria by the Numerians, the Well of Eternity glimmers at night, as if stars were drifting from its surface to rejoin their brethren within the sky. It is said that those who are ailing may come to the Well and find themselves rejuvenated. And some have even found that the water of Lyria, when stored, may act as a far better healing agent than others within this world.

 

Bonus: Numerian Lore Masters: The Kingdom of Numeria has ancient maps of the Symon Empire, with a few markets of interest upon them…


 

The Auldhauan Hierarchy of Melda

 

The secluded Hierarchy of Mela has seen itself split from the rest of Aros for decades. However, should it wish, it has an entire world to explore and bathe in the light of the Lady and the Lord.

 

Point of Interest (Both): Is it an ancient construct, or a natural wonder? No one knows. A victim to the tides of the ocean, a huge rocky shelf blocks off the straight for half of every day, as the tides recede and create a landbridge between the two islands. On each side, old crumbling towers and walls watch over them, the withered sentinels of a fallen kingdom.


 

Surya

 

The Bright One smiles upon the nation of Surya. May their gleaming mirrors illuminate the world with the light of Mihir, and guide it unto a new age. Perhaps they should begin with the Red Sun Pirates to the North, who patrol the Golûn with greed tainting their heart.

 

Point of Interest: The Boiling Sea. A great sheet of vapor rises like a barrier to the west of Surya, hundreds of kilometers long. Its origin is easy enough to find: the inland sea of Golûn. Those first explorers foolish enough to step into it sound found their feet thoroughly scalded, as the sea is at a constant simmer, never cooling even in the coldest days. Not even boats last long within this sea and those that do more often than not lose themselves within the mist. When the winds are right, the Boiling Sea brings great swaths of mists out across Surya, like a veil pulled across the Sun.


 

The Kingdom of Bulgar

 

There are those touched by wild magic and those who have been thoroughly warped. It will be hard to find those who easily trust the Lithborn, especially within the superstitious Hezaka, guardians of that-which-they-know-not. But Grimsbortish will guide them, as he always has.

 

Point of Interest(West): The Earth’s Womb. A perfect cirle 150m in diameter, the Earth’s Womb is a pool with unfathomable depths. Little is known of what lies at the bottom, if there is indeed a bottom, but great power revolves around this one place. (Point of power for the Elder Soul.)

 

Point of Interest(East): The Old Wall. An ancient line of fortifications running down all the way from forest to mountain on the Bulgar border. While in ruin, their imposing stature might remind the passing merchant of the great powers of old, and why in the world they would have built such imposing fortifications in such an empty place...


 

The Duchy of Ulyadar

 

The Children of Ulya live in a unforgiving land, a mistress as cruel and cold as the winds that rip over their homesteads in the coldest of nights. But the cold does little to those whose blood runs as hot as theirs. One can only hope that the treachery of this land does not spill it.

 

Point of Interest(West): Assirbanâhk: An ancient monolith of stone looms over the Bay of Ghosts, staring mutely towards the coasts of Blackmarrow. Its inscrutable face holds the wrinkles of a thousand winters. Carved and cracked by the bitterest winters of the world, Assirbanâhk still stands strong, and its watchful eye forever lingers upon these frozen waters. (Benefit gained if attuned with by 2 magi.)

 

Point of Interest(East): The Blood Forge: Said to be the home of the Blood God by some, this giant volcano is a part of a series of four called the Grumblers. It is a towering monolith with deep clefts gouged into its sides from which spew forth gouts of molten lava. A wild thing from afar, as one approaches, they may observe that the lava is channeled into carefully organized paths, that leads it to pool before an ancient, crumbling building at the foot of the Forge. (Point of power for the Blood God.)


 

The Kingdom of Helmedhi

 

Long have these stout people lived in isolation, cut off from the world by sea, jungle and mountain. Yet they have found a way to adapt, and some might even say to thrive. Few threaten their lands, and perhaps their innate ingenuity will bring them to great heights…

 

Point of Interest: The Dorhimi Docks: Great docks once stood here, created by a forgotten nation, they remain as the last bastion of their great wealth and powerful navies. (One port at 50% off)


 

Ischyros

 

Long has this metropolis grown, deep within the heartlands of the once Empire of Symon. Now it must turn to look at those large nations that surround it, and decide upon a course of action, for the survival of its people.

 

Point of Interest: The Iris. For as long as the people of Ischyros can remember, the Iris has stood upon the tip of the peninsula. None can recollect its origins, or its original purpose, but all have seen its walls, as black as night and as smooth as glass. Its single white tower reaches for the heaves above from within its circular walls. Narry a scratch on them, and no way of climbing them. Indeed, these high-reaching walls seem to repel any attacker. An invisible barrier has always stood between the Iris and its surroundings, leaving it as if frozen in time…

 

 

The Fortress Libraries

 

The Libraries have long stayed hidden, concealed from the world by the Stinkswamp, their minds turned inwards, to the pursuit of knowledge. But they lie in the heart of Naros, and even those blinded to the world of today, must venture furth, or the great treasures of the ancient world may be forever lost. A caretakers work is never over in these years of ruin and rebirth.

 

 

The Kingdom of Icefled

 

Few are those brave enough to venture into the deep north, and fewer more are those who could claim to have survived there for centuries. Yet somehow, impossibly, Icefeld persists in one of the most unforgiving climates upon the twin continents. To their north, ice sheets and freezing sea, to their south, a forest as deep and ancient as the world. Only the Men of Ölm live in any proximity to the Icefeld, but they stay away, keep to the forest and rarely show themselves. Every decision can mean life or death in the north, and for the King of Ice and Stone, there are still many to make.

 

Rare mineral acquired: Iceglass.
 

Have at it.

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The Galaharian League

 

The Galaharian League spanned hundreds of wheels in true splendor. It’s largely coastal population was teeming with diversity. In the capital many different types and sects of Humagi walked shoulder to shoulder. The solemn and tall Nobility from The Coins were the minority in this League. And yet they ruled, and their culture predominated. In their sleek trousers and long dyed leather coats, they made for striking figures. Hats were all the fashion in the League, and changed every fortnight. 

 

They lived side by side with the more burly, and squat descendents of “The Reaver King”. By now a myth, he was the leader of the Humagi pirates to the far east. They (and the Coins people) had made a compact. The Lords with their Cogs and Trade Hulls merged with the Pirates and their war ships. They travelled west, reaving and saving as they went, picking up many more ethnic sects on the way.

 

These ‘Revari’ wore decadent and colorful sashes, tunics, vest, and lace. They typically walked barefoot (as any sailor knew shoes on a boat meant death), and had a variety of striped, pinned, slashed, trousers or shorts. Both sects followed the Deep one, and were ardent Sea Faring Humagi.

 

Millions lived in the League, and follow its law and decree. They had settled on a thin strip of land, lost between two seas. One of water, the other, trees. In present day this developed Nation was largely mercantile and oceanic. Guilds of various types and sizes ruled in the cities, under the Duke and Senate’s keen (and sometimes worried) gaze. 

 

The country was teeming with villages, predominantly on the coast. There Humagi and nature lived in tandem. Wild animals would stroll right up to houses, and let the Humagi pet them. Sea creatures teemed near these villages. Farther north near the Green Throat, and more inland, the population was sparser and more rugged.

 

New_Land_by_Radojavor.jpg

 

--

 

Batista’s Landing, a sprawling pearl at the tip of the Narvani peninsula. The city truly started at her docks, where thousands visited daily. A broad array of local and sometimes foreign items could be found. Fish by the hundreds, and all sorts of other trinkets littered the docks in bazaars. Warehouses, taverns, and brothels stood side by side. Sailors and merchants littered the quay. And above all was the predominant guilds flag, ‘The Revarini’.

 

The city proper was a tiered array of mainly wood and stone houses shaped like various Sea objects. A inn shaped like a ship could be on the corner of a street, While further down a community of houses most barrel like clustered together. Wheels and nets festooned roofs, and wooden bridges connected many taller buildings and gardens.

 

At the center of the city lay the Duke’s Palace, the League’s Senate houses, and the Guilds official offices and commerce buildings. From here the nation’s power resided, and where the vast wealth was stored. Every day soldiers, envoys, sailors, lords, guildsmen, tax collectors, wives, tours, and other people met. And sitting in his solar at the head of it all was Giovenco Barbaro. Duke of Galahar, ‘Lord of the League’, Governor of Batista’s Landing, and commander of the garrison.

 

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--

 

Tall and solemn/long faced like all his noble ancestors, Duke Barbaro was a very young Humagi. With long black hair arrayed in curls, olive skin, and emerald green eyes, he was nicknamed the ‘Courtesan Duke’. Perhaps for his striking beauty, like any of Batista’s famed canal courtesans, or perhaps for his love of said courtesans. 

 

Arrayed before him was the most -officially- powerful men and women in the League. They all had a stout glass of seawater, and a plate of fresh fish from the Gulf. There sat Moraine, a consort to the Duke, and priestess of the Deep One. She arched and eyebrow and smiled. Next to her were several lesser priest, and church leaders. They represented a strong bloc within the more coastal regions, where the Deep One ruled.

 

Next to her retinue were several prominent members of the various Guilds. Many hailed from the Twin cities of the League. To the east was the prosperous Throatavilla. There Governor Salvanzo and the Narosi Guild held the wealth. They had lucrative deals with both the Humagi of the Green throat, and of the plains bordering them. From there many foreigners and wealth flowed into the League.

 

To the west the smaller and poorer city of Ovest sat on her river and bay. There the Green Throat was always close, and ominous. The people and scattered Guilds mostly kept to extracting resources and fish from the bay. They were of less import, but still were powerful enough to require seats.

 

Then there were of course the elected Senators from the Republic Houses. There the Guilds, Revari, Duke, Governors, and all others had their hands in the honey pot. The Senate was more a chess board for the true power in the league.

 

And  there was Ormanno Sforza, current ‘Reaver Admiral’ of the League’s navies, Chief of her land armies, and prominent member in the Batista’s Landing based Revarini guild. Loud and boisterous where Duke Barbaro was solemn and quiet, aggressive, drunk, deadly, all things that could describe Admiral Sforza as he styled himself. He was a descendent of the famed Reaver King, and the Duke’s counterpart in the League. While the Duke ruled, and held hereditary power, the Reaver Admiral commanded her armed forces, and chaired all expeditions.

 

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--

 

With such a mighty assembly gathered, the wheels of state begin to churn. The Guilds headed by Salvanzo had written a petition to the Duke and Senate. They want to expand the quarters and size of the Merchant Guilds in each city. They will begin to work on larger mercantile routes and deals, and begin to build roads. The Duke easily accepts, as matters move on.

 

Sforza, eager to expand the League’s navy, wanted to build a true port in Batista’s Landing. From there he would begin to assemble skilled sailors, and build a war fleet. Upon getting the funds approved, he storms out to get to work at once as is his way.

 

In a move to appease his Consort and Priestess Moraine, the Duke also approves funding for a holy church to the Deep One in the capital. From there the Religion and Power of the Sea God will reside eternally. 

 

A mix of adventurers, noble’s sons, rich guilders, soilders, and other sorts also petitioned the Duke. They wanted leave to form a citizen cavalry unit. They would be working closely with Admiral Sforza, and his growing ambitions in certain areas.

--

Actions

 

First Turn Investment (60k Gold)

 

Building a Merchant’s Guild in Capital and Two Cities -30k (+9k Income)

 

Building a Port in Capital -15k

 

Building Place of Worship in Capital -7.5k (1 point into Myst -25% cost)

 

Recruiting one unit of Light Horse -3k 

 

Starting Trade Pacts with; Empire of Bourdeleux, Kingdom of Fyr-Darrick

 

Offering Trade Pacts with; Commonwealth of Ruhn, Kingdom of Hilmedhi
 

 

 

 

Edited by GrimBeard
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Kingdom of Bulgar

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For decades the Kingdom of Bulgar has retained power over the northern territories in silence but with a growing economy, half breed lithborn spread to other kingdoms in search for trade partners. With many of them born of other humagi decent, they focus on their efforts on them. Taxes from the millions are set aside for a merchant guild, the ground breaking in the capital for the new establishment. Orders ring out across the kingdom as the surrounding cities also create their own branches of merchant guilds. High Lord Relis Korkus is seen to be expanding the economy of the nation for a growing populace.

A diet of noble lithborn are assembled with the king speaking to all so he does not have to repeat himself like in many of his meetings. “It is time for expansion, to fuel the growing populace’s desire for a greater kingdom, we will be establishing merchant guilds in each of the cities as well as I am sending the crown prince to establish a third settlement. The world changes around us and we will need a strong border as well as securing of the mystical locations in both the east and the west. Upon the next year we will be developing the military. Each noble is ordered to draw men up in preparation for the up and coming conquests. The mysterious wall to the east will be examined and if suitable manned with a guard force for eastern securities.”

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Thousands of men and women sign up for an expedition of settlement near the northern lands. Crown Prince Daerin Korkus leads the lithborn in the new settlement, his advisors being the lesser nobles of the capital hoping to achieve a higher status in this new city.

A proud lithborn stood at the foot of Daerin Korkus, crown prince of the powerful kingdom of Bulgar, his stance kneeling before him. “Lord Prince, the expedition has gathered and are ready to set off as your command. One thousand of the Enforcers of Bulgar have been properly assigned and are collecting the final pieces of their equipment.” The Crown Prince nodded to the noble and grumbled out, “And of the path way? Has it had the guards stationed out to secure the area before the settlers are moved?” “I have had the guards informed that 200 of them are to lead in a vanguard a few miles ahead of the group and leave sentinels along the road to guide us while the remaining 800 are to guard your Lord Prince’s presence as well as the nobles of the initial settlers,” spoke the kneeling noble. Daerin smiled as he had planned this with his father and was finally able to execute the power his birthright gave him.  “Good, I will be finished handling some affairs. Ready all final implements, we will set off in one hour.”

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Investments:

Merchant Guild in Grimpoint(Star)

Merchant Guild in Ikarus(1)

Merchant Guild in Tufhan(2)

Establishment of a new settlement occurs in the northern regions, Wilpont(3).

Recruited 500 archers.

House Blackmarrow is approached for a trade route.

The True Chapel of Knauledge is approached for a trade route.

The Eye is approached for a trade route.

The Sehmon Remnants is approached for a trade route.

 

Start of Turn

Cash: 37500

GP: 5k Economy + 3k capital + 12k from population = 20k p/t

Military: 2500 light Cav

After Turn

Cash: 1500

GP: 5k Economy + 3k capital + 12k population + 9k merchant guilds - 1k military = 28k p/t

Military: 2500 light Cav, 500 Light Archers

Edited by Dtrik
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THE KINGDOM OF NUMERIA

The Royal Era of Aemer, A.E 400 (Year 1500)

 

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The Royal Palace of Namyr, situated within the City of Lyria upon the Well of Eternity.


To manifest a destiny into reality

Aemyr gazed over the waters of Lyria from his perching spot upon the Tower of Tymer in the Namyrian Palace - he watched on with interest as the Lyrian Sentinels begun their nightfall duties. The young monarch was always fond of seeing the Sentinel outposts set their bonfires alight along the Lyrian coastline ever since he was a child. The desolate Tower gave Aemyr peace in his mind, being unbothered by his princely duties as he would laze around watching the Well of Eternity shine vibrantly once the stars come out.

 

But, now ever since he had come of age, he was a monarch, and had to act as such. Aemyr felt an intense responsibility to his people as a King, having inherited the namesake of Aemyr the Unifyer, the first King of Numeria, he felt that his duty was to bring about a new Golden Age, one to surpass all others since the Kingdom’s Four-Hundred year long existence. No longer would the Numerians shackle themselves to their forests, they would burst onto the world stage, claiming their rightful spot in history.

 

And so, as if casting aside his childish youth, Aemyr stepped down from his window, turning his back upon his attachment to the Well of Eternity, and casting his gaze towards the future.

 


To go East, one must first go West

The Royal Council of Eight had been unanimous in the agreeance of the King’s ambitions, they would facilitate the bud of such plans - the plans were to head eastward, from where their ancestors had come from 700 years ago, reclaiming their birthright and carving out an Empire from the ruins of the elder one, bringing prosperity to those they believed to be beneath themselves.

 

To undertake such a vast Campaign, the Kingdom must first be secured from any threat. The past several centuries had given way to the rise of several neighbouring powers, some even contesting the ownership of the Roots of the World with their mere presence. The vast mountain range was seen as a paternal figure for the Numerians, believing it to contain part of the God of Element’s Fire Spirit deep within, while the Lake of Lyria, known in ancient tongue as the Well of Eternity, containing the Spirit of Water. To let others and their Gods tarnish such locations would be a travesty to the Rule of the Namyrian Monarchs, and so, the preliminary plans for conquering and expansionism were laid down.

 

The Southern Capital of the Kingdom, Tyria, would see an increase in military presence as the bulk of the Royal Army would be maneuvering itself into position to claim the vast forests west of the Dewanti River. From there, if the Elements willing, they would sweep over the Carrow Lords, claim their land and people as their own and continue northward to the Herzakan in a clockwise fashion, securing the base of the Mountains.

 

Diplomats are sent out in droves to those in range of Numerian Influence, attempting to open up lines of dialogue with one another. Primarily, they wish to introduce foreign commerce and trade into the previously closed-off and xenophobic forest-dwellers, stimulating the economy for greater height. The Kingdom of Fyr-Darrick is notably excluded from this initiative, the Numerians unsure of what to make of those from the Green Throat, a forest they have had thought to be even more hostile than their own.

 


 

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A Lyrian Sentinel clad in his ceremonial armor. Adorned with the plumes of a Numerian Gryphon.

 

Kingdom Information:

 

The Well of Eternity, a Lake that contains magical properties throughout its waters capable of curing ailments and healing wounds. The Capital of the Kingdom is situated upon its shores, the Kings of Namyr using the waters as a tool to rule. The Lake Sentinels of Lyria, a prestigious organization under the jurisdiction of the King ensure the sanctity of the waters remain pure of any foreign intrusions.

 

Numerians, once xenophobic and isolationist people, in recent years they have been brought out from their holdings for expeditions into the unknown. Their distinct looks and rich history only fuels their beliefs of being superior to the other cultures of Naros - regardless, they are still pragmatic, and know how to hold their cards and when to play them.

 

Aemyr V, the newest addition to the lines of Numerian Monarchs. An diligent young man with the ambitions of campaigning easterward in order to secure splendour and wealth, as well as the reclamation of the Numerian birthplace. Aemyr also has a keen interest in the ruins of the old Symonian Empire, having been raised upon lectures of the ancient nation by Numerian Lore Masters that still retained accurate details of such an Empire.

 

Tyria, the Capital of the Duchy of Tymar, the southernmost Province of the Kingdom. It's one of the founding cities of the Numerians in the region, having been the home of the ancient Tymerian Kings.

 

Nyria, the northernmost Settlement of Note in the Kingdom. Having once been the location of where the Royals would retreat to for vacation, it grew into prominence during the reign of Daemyr the Good. Daemyr was infatuated with the people that had begun to settle near the Royal Manors, and planted the seeds to what would later become a bustling city.

 

Woodlands, the forest in which the Numerians occupy, which they claim that they had once controlled the entirety of these woods. The woods are home to various creatures, benign and benevolent, for the density gives way for life to flourish under its canopies. The Numerians have never been able to fully tame these woods, their settlements still being prey to opportunistic beasts. The Woodland Guard patrol the entirety of these forests, focused primarily upon the matters of ensuring that there is no foreign interference.

 

The Royal Army, the largest military organization of the Kingdom. During the Era of the Councillor War, Aemyr IV reformed it into a singular fighting force, taking away the nobility’s right to having personal levies, and instead introducing regiments and units of Royal Combatants. The Army garrisons various fortifications throughout the Kingdom and are beholden only to the King.

 

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Red = Invasion Route | Black = Trade Diplomats | Purple = Future Borders


ROYAL ACTIONS

Available Imperial Denarii (Gold): 32,500

 

The King establishes the Royal Merchant Company with himself at its head, begining the construction of a headquarters in Lyria and two other chapters in the Cities of Tyria and Nyria. 3 Merchants Guilds (27k)

Applying Human Commercial Discount Perk, 10% off of 10k = 9k. 9k x 3 = 27k

 

In order to assist the growing Expeditionary Army preparing to head southward, a Unit of Light Cavalry is recruited. Not expected to be of any real use within the dense forests in any combat situation, they are instead planned for reconnaissance purposes and eventually they will be used in their field of prowess when engaging the Carrow Lords in the future. (3k)

 

On the outskirts of Lyria, a series of deforestation projects begin, aimed at clearing the woodlands to make way for a new district. Word is that a manufacturing district will be established in about two year’s time. (2500/7500)

 

Diplomats are sent to the Empire of Bourdeleaux @TankM1A2, Republic of Danwent @Godwein Stafyr (Z3r05t4r), Kingdom of Bulgar @Dtrik, and Ischyros @The_Mad_Skylord to attempt establishing trade between Numeria and their Nations.

 

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The Royal Army Standard of the Lyrian Sentinels | Primary Battle-Standard of the Kingdom


KINGDOM OF NUMERIA STATS MENU

Leader: Aemyr V of House Namyr

Capital: Royal City of Lyria

 

Population: 4,500,000 Total

500,000 in Lyria

300,000 in Tyria

200,000 in Nyria

3,500,000 in rural regions

 

Army:

Military Points: 4

1 Fortress (2k Upkeep)

 

15 (7500) units of Light Infantry (Numerian Swordsmen/Spearmen)

5 (2500) units of Light Archers (Woodland Guards)

[Currently Recruiting] 1 (500) unit of Light Cavalry (Numerian Rangers)

Total Infantry Count: 10,500

 

Economy:

Economy Points: 5

37,500 Imperial Denarii

Upkeep:

Infantry: 3000

Fortress: 2000

-----------------------

Total: 32,500


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The Auldhauan Hierarchy of Melda

 

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”From the Lord’s Light comes the Lady’s Blessings”

 

Income:

{First Turn [Economy Points x 7,500G]}  – 22,500G

{Economy Point [Economy Points x 1,000G]} – 3,000G [INACTIVE]

{Capital City [3,000G] – 3,000G [INACTIVE]

{Trade [#Partners x 1,000G]} – 0G [INACTIVE]

{Population [1,500G*(Pop./500,000)]} – 13,500G [4.5m Pop][INACTIVE]

{Commercial Buildings [3,000G x #Merchant’s Guilds, 1000G per TradePartners/2 per port]} – 0G [INACTIVE]

Total – 22,500G

Costs:

{Army Upkeep [1,000G x #Soldiers/3,3000]} – 0G [2,500 Soldiers]

{Maintenance} – 0G [Capital Fortress exempt]

{Navy Upkeep [1,000G x ShipWorth/5,000]} – 0G [0 Ships]

Total – 0G

Start of Year Treasury – 22,500G

 

Total Investments:

Army – 2,000 Medium Cavalry, 500 Medium Archers

New Auldhau [Level – Capital] –  Fortress, Walls, Place of Worship, Merchant’s Guild [In Progress]

Little Auldhau [Level – City] – Keep, Merchant’s Guild [In Progress]

Strakzhau [Level – City] – Keep

 

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New Auldhau, the great Bastion sel Auld in the background.

 

3 The Lady’s Embrace | 1500

 

Where might one find the last vestiges of a millenia-old empire? A flourishing state of blessed Humans, well-learned, well-fed, far from the ruination of the Naros? Those of the Order of Elders might mention the name New Auldhau, though only in passing. It has become nearly forgotten, secluded on a set of islands large enough to house its own sea. Their only neighbor, the despotic Kingdom of Five, is only warily traveled to by the poorest of Meldan tradesmen. Far more would rather seek their fortunes in the Xian Kingdom, where strange customs are king, or by joining one of the colonization initiatives of the Lord Auld sen Mel.

 

The many faithful travel great distances to New Auldhau, the Shorebridge creating easy transport for the merchant circles of Little Auldhau to cross the strait and for the chevaliers to patrol the vast lands of the Hierarchy. In the center of New Auldhau, the Bastion sel Auld, a massive fortress as old as the Hierarchy itself, stands, a constant reminder of the powers of the House Auld sen Mel, and directly south is the Great Square of the Two Rulers, where the Meldan Humagi might come in great numbers to worship the Lord and Lady on prayer days.

 

Though today was not a prayer day, the city clamored, for the Lady Auld sen Mel had made an appearance at the Great Square, flanked by dozens of guardian chevaliers. While, as Lady, she would never speak to the mindless peasantry, she was there nonetheless – twin heralds in tow. Fanfare, a short parade, and the declaration began.

 

“An initiative never before seen in our fair isles shall begin today,” the duet exclaimed, “One that will forever improve our people’s quality of life.” The collective gasps of thousands, cheers beyond count, regardless of the fact that such a declaration could not be remotely heard even halfway across the square!

 

“The Grand, Ancient, Majestic and Wise House Auld sen Mel, true and only inheritors of the will of the Enlightened Kingdom of Auldhau, grace us with their newest creation! The Trade Association and Collaborative Merchantfolk Guild of the Auldhauan Hierarchy is to be born this day, an incredible boon to the prosperity of our peoples. Their edict creates the Twin Guilds of New and Little Auldhau, that the multitudes of caravans that travel the Shorebridge daily may create even greater wealth as a group.” At their pause, an even greater number of cheers than before break out! Truly, the Lord and Lady blessed the commonfolk this day. Unfortunately, the commonfolk did not understand a third of what was said.

 

“Lady Haeviel Auld sen Mel, Blessed is Her Name and Titleage by Our Heroine the Lady, also wishes the populace know our newest plan. Indeed, in her great wisdom, we all truly gain. By her will, the scholars of this Enlightened Hierarchy shall search high and low for our records on the heretics of the East and of the South, that we might allow their pitiful excuses for nations to bask in the light of our Lord and Lady!” More cheers! Woe to the unbelievers! As the procession recedes, the populace positively pounces at the opportunity to sign up for the new merchant’s guilds, and many fall to their knees and pray on the spot!

 

-

 

The rhythmic tapping of boots across the hard marble floor of the Auld sen Mel solarium jolted Parovien Yast out of his daydream, gazing at the central table once more. On it, a map of everything the Auldhauan regime knew – not much by any real standards. Just before the well-embellished edges of the map are, on the eastern edge, the coastline and marked capital of the Kingdom of Five. In Parovien’s eyes, such a place would never prove a threat to their proud Hierarchy – a “nation” of savages, barely capable of maintaining a society even while living in a fertile river valley. To the south of Melda was the Xian Kingdom and Order of Elders, two nations the Meldans had tactfully ignored, or sought simply superficial relations with, for centuries. They too were barbarians, though slightly less so than the Fivers. The entrant was just his sister, Aladhiel, come to assist in her duties as Chancellor.

 

“My Lord,” Parovien started, looking at the man to his left. Compared to the shining bronze of Parovien’s armor, the unrefined iron, of Graevien’s emitted a far more dour look. Graevien glanced up from the map at which he had stared intently for hours, and Parovien continued. “Should we not just expand, and allow nature to take its course?”

 

At this, the Lord of the Auldhauan Hierarchy gazed at the Meldan Isles. Of them, the Isles of the Lord and Lady were essentially fully controlled by the Hierarchy, but the Twins were not, and the north of the Sea of Melda was essentially unexplored. This would have to change.

 

“Wild expansion is not the way of our Hierarchy, Ser Yast. We work carefully, in such a way that the Lord and Lady approve,” Aladhiel spoke, and at this Parovien frowned. You are my sister, you witch – is calling me Ser Yast necessary? After another moment, he spoke again.

 

“Then, Lord, shall I organize a disciplined search of the Shorebridge’s ancient monuments?”

 

Graevien tapped the table, twice, and a courtier stepped in, head bowed, in his hands a pillow covered in small statuettes. He placed one on the Shorebridge, nodding. “Take five hundred chevaliers and scour the landmarks. Whatever we might add to our knowledge alcoves will benefit us.” Parovien clicked his boots together, and, bowing, stepped out of the solarium.

 

 

Summary of Actions

20,000G – Merchant’s Guilds are built in New Auldhau and Little Auldhau respectively, to ensure trade along the Shorebridge remains well-administrated.

Non-Expense – Auld sen Mel courtiers scour the libraries of New Auldhau, searching for information on the Order of Elders, Kingdom of Xian, and that strange city to their south (Free Cities of Triad), presumably to decide whether eventual diplomatic groups are necessary or worth the expense.

Non-Expense – Meldan diplomats approach the Kingdom of Five with an offer – the Hierarchy’s maps of the southern edges of Aros and the Golun Sea for the Kingdom of Five’s knowledge of the rest of the mainland. They also ask for a trade agreement.

Non-expense – 500 cavalry ride out from New Auldhau, searching the destitute towers for any clues as to the nature of the ancient kingdom. (Searching POI’s, for clarification)

500G – Explorers and adventurers are commissioned by the House Auld sen Mel to map out the Eastern Twin, the eastern edge of the Lady, and the southern tip of the Shield in preparation for the founding of a new frontier settlement. They are to look especially for strange occurrences or minerals, though a fertile plain might please the Married Gods just as well.

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Ending Gold: 2,000G

 

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Kingdom of Five

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Nation Roleplay:

The people were heavily dissatisfied with the lack of food plaguing the kingdom, hundreds starved as they toiled in the meager farms that had been built years ago and certainly more were needed for such a growing population. A decree was put out and soon the funding for it, three large farms were built on the ruined farms and to the gleeful farmers they found richer soil. Towards the end of the year, the first crops were planted and many hoped to see their harvest make it to the next year.

 

Eagerly the people crowded by the large guild districts being built in their cities, the minds of men working there was alluring and so was their teachings. These three guilds brought only benefits to the Kingdom with overall apprenticeships rising throughout it, it wasn’t long before many young men in the city began to idol these old craftsmen.

 

A depressing amount of goods was produced annually by the Kingdom overall, many people had little income or jobs to work and without the ability to expand people began to bicker. Prince Dakkar personally used his funds to construct two manufactures within the capital inviting hundreds around to work in these two “industrial” centers. It was not long before over 1,243 lucky peasantry was hired to man the stations of the facilities, the pay was set at 1 gold an hour… an amazing amount.

 

Traditionally, the King performs an act to assure his bloodline is still imbued with god like powers. This years performance lead Leotard to set a barn on fire with just the swipe of his hand killing two ‘criminals’ inside of it prompting his guard to clap and the locals to bow and cheer.

 

Population: 4,500,000 Fivians

Gold Expenditure: 60,000 Gold (Per Turn Income: 35,500 + 4,500)

 

(10,500 Gold) 3 Farms are built to provide food to the growing Kingdom, they’re placed upon the fabled great farms enjoying their fertile soil. (1.5%+ Growth)

 

(27,000 Gold) 3 Major Trade guilds are founded in each city of the Five, their expertise in the art of trade is a welcome change to the many dimwitted citizens of the town with bartering and a common currency forming shortly after. (9,000 + Gold per turn.)

 

(15,000 Gold) The construction of two manufactures in the capital thanks to the prince’s investment. (2,000+ Income per turn.)

 

(0 Gold) King Leotard gratefully accepts a trade agreement, shortly after maps from the mainland are sent to the Meldan in agreement to their offer.

 

(7,500 Gold is put away in the treasury as a bonus this year.)

Edited by Devland99
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The Order

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The capital city of Almourol, also known as the Order’s crown jewel. It represented the might and splendor of the order in equal measure. It was patrolled by troops but what was most impressive was the wealth of the city. The streets were bustling, children playing and the sound of arguing could be heard in the market.  Whilst the streets were not ‘clean’ per say the main road was not full of **** as could be found in some other cities and villages. This was done in part by the Street Cleaners guild. Which was funded by the Order in order to keep the streets clean. Seeing as it seemed to improve the amount of commerce going on and it decreased unrest.

 

At the heart of the capital city sat a castle. This was the true heart of the Order, the pseudo-nation/military organization. 

Matsumoto_Castle05s5s4592.jpg

It was a sign of harmony, of balance. Unblemished by the touches of the god. Created by pure human ingenuity and holding no artifact revering the gods. Whilst the Fallen One was praised to a degree he was mainly seen as a tool. Regardless, the architecture of the building was a sight to see. It was partially made the way it was for aestethics as well as practicallity. Every so often the capital had to deal with earthquakes as well as the rest of the country. Thus the buildings style had evolved in such a way to minimize the damage earthquakes could cause.
The keep itself was bustling with people. Wheter it be warriors of the military branch, inquisitors dedicated to the Fallen One or adminstrators maintaining the finances of the order. In the courtyard Warrior Monks trained with armor and blade. Testing their skills against each other so they would properly serve the order.

 

This was all seen by the three most powerful people of the order. As they oversaw the courtyard and by a larger extent the city from the highest tower of the keep. These were the three rulers of the Order. The Grand Inquisitor, Grand Treasurer and Grand Marshal. They sat at a thick oaken table as the three of them looked on a map on a round table. Presenting the most accurate map that could be aquired. Describing the nearby areas. The Grand Marshal started with speaking. “Mhm. It seems to me our greatest threat is the Duchy of Ulyadar. They have a decent naval focus and a large focus on the military. Furthermore, they worship the blood god. So it is highly likely that we will eventually have to deal with them. Thus I propose that we begin investing more into a navy so as to counter this possible threat. 

 

The Grand Inquisitor frowned at hearing this and the Grand Treasurer had a look of pure disapproval. “Whilst I see the truth in the threat that might be gained from the Duchy we do not yet have the funds to maintain a large navy. Since it takes a lot of funds to maintain a navy at a decent price. I say we give a trade proposal. If they refuse we know their intentions and if they accept more profit for us.” The Grand Treasurer then diverted the topic.

 

Talking about trade. We should have more trade relations. Our islands mainly trade between themselves and we would make more profit if our merchants had a larger market to export our goods too. As such I wish to start a motion to send offers for trade agreements to The Bloated Throats, House Blackmarrow and the Mongrellians. In the hope that much profit is made. Who is in favor ?” At this two hands quickly went up and a second went up reluctantly. Realizing it was probaply for the best of the order to have a larger income. 

 

Then the Grand Inquisitor spoke. “Unless there are any other issues that need to be addressed I call this meeting adjourned, anyone ?” No new hands came up and as such the meeting was finished. With the leaders of the orders leaving their seats as each went on to do their duty. The Grand Inquisitor, Alva went to the the dungeons of the castle. Where business was handled that should always remain in the dark, protecting the nation from hidden threats. Inside these dungeons were traitors, infiltrators and criminals. All those who would undermine the order either directly or indirectly. 

Alva thought of the other rulers as he walked through the dungeons. They were needed but sometiems they were fools. They saw the obvious threats that were presented and how to get more money. They were good at those things but oblivious to the threat inside. More nations have fallen from inside threats than outside threats and they needed to keep that in mind. However, he supposed that was why he was Grand Inquisitor. To deal with the weaknesses of the Military and Finances. Finally he arrived in the lowest level of the dungeon. Where the torture chambers were as well as the classified documents, though they were of course hidden.

 

As Alva picked up the documents from their hiding spots he though about them. They held great secrets. The plans for the future, the influential people most likely to be open to treachery and possible threats. He was quite sure that if the general populace knew even half of what was inside of these documents they would rebel. But that is why they didn’t know. Then he grabbed the documents with the dark seal. The Seal of the fallen one. And as Alva looked at it he whispered. “Soon.

 

 

Population: 2,5 million

 

Economy:

Expenses:

Two merchants guilds are funded by the Order. One in the capital of Almourol, one in the city of Riad. Here they will provide a stable ground for transactions and they serve as a way to monitor income: ( 20k) (+6k income)

 

Furthermore a massive initiative is initiated on the main isle of Gelder. Simply known as Gelder. This initiative promotes the building of a massive amount of manufactories. Increasing the economic output of the country. With this action businesses like logging, blacksmithing, carpenting and other crafts are advanced. However funding this initiative takes a large amount of income from the coffers of the guild. (37,5 k gold) (+5k income)

 

Diplomacy:

Envoys are sent to The Bloated Throats, House Blackmarrow, The Mongrellians and The Duchy of Ulyadr. Requesting a trade agreement with these nation. (MOD&PLAYER)

 

Income:

Economy Investment: 8k gold

Capital: 3k gold

Trade: 0 gold

Commerical buildings: 0gold (next turn 11k)

Population: 6k gold

Cities: (Riad) 3k

Military Maintenance: -1k gold

Total gold: 22k

 

Treasury: 2,5k gold

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The Kingdom of Fyr-Darrick

 

Nation Stats

 

Leaders

 

King Eonir the Great Stag

 

High Priestess Dycha

 

Prince Aeleandor the Warden

 

Population

 

2,500,000

 

Income

 

Base: 7,000

 

Population: 7,500

 

Trade: 2,000

 

Upkeep: -7,000

 

Total: 9,500

 

Treasury

 

30,000

 

Trade Partners

 

Galaharian League

Empire of Bordeleaux

 

Cities, settlements and Fortresses

 

Talsyn (Capital)

 

Anmyr (City)

 

The Midnight Anvil (Fortress)

 

Military

 

5,000 Greenthroat Riders

 

5,000 Medium Infantry

 

2,500 Light Infantry

 

2,500 Light Archers

 

Activity

 

Long had the Fey of Fyr-Darrick had remained isolated with little contact with the outside world and few allowed within the borders of the great forests. The deep wood stirred as the Priests of the Elder Soul prophesied there would be great change in the world and that it was the task of the King to prepare the Kingdom for great change, expansion and interaction with the greater world. The Fey people of the Green Throat were long lived and the Great Stag had reigned for well over a century, he was getting on in his years and the various Princes of Fyr-Darrick were anticipating the eventuality of the Priesthood selecting a new Monarch of the Woods.

 

Though sternly with authority the King asserts his position and power and that he is the chosen of the Elder Soul to rule the Green Throat and maintain it under his protection and set forth his plans for the Fey people. The population had been swelling within the current borders and as is natural a migration was required to expand the borders of the Kingdom so that more of the Woods could be covered and protectors from those within and without the Green Throat.

 

Through the agents of the Galaharian League the Fey people would seek more traders from the outside to have their dealings with. Coin was required to fill the coffers of the great forested Kingdom and all means and measures would be taken to see the treasury filled so that the Fey could be well armed, well fed and live well in the harsh and mysterious forests. Trade with nations and Trade Caravels would be sought should they traverse across the river known as the Barrier.

 

Lastly the King recognised that friendly relations between the Galaharians and the Fey would be beneficial and would extend an offer of defensive alliance with one another, the Armies of Fyr-Darrick protecting Galahar and the Fleet of Galahar protecting Fyr-Darrick. Such a partnership was seen as vital in what was a changing world in changing times.

 

Gold Expenditure

 

A Merchants Guild would be established in the Capital and the sister City of the Kingdom, making them the centres of where Goods and Imported and Exported towards the Galaharian League and Empire of Bordeleaux. (20,000 Gold)

 

Farmlands would be expanded to feed a growing population. (5,000)

 

A new settlement would be sought to be established to the West in order to expand the borders of the Kingdom. (5,000)

 

Military Maneuvers

 

Greenthroat Riders would be sent in small quantities to scout around the current borders and would protect settlers as they’d move to expand the borders of the Kingdom. (Mod)

 

Scouts from the Kingdom would be sent across the river around the plains region to seek contact with others for the potential of trade. (Mod)

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Surya

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Kunwar Viswan, Maharajas of Chittor, wiped sweat from his brow. The steam monsoon was at its most intense, and so the air was chokingly hot, the humid heat that made a man feel he was being boiled alive. Yet to Kunwar, it signalled that he was almost home. A year he had spent in the darkness, serving Mihir at the cost of his own purity, and though he tried to rule Chittor with his best judgment he knew that the longer he stayed away from Surya the more that judgement would be tainted.

 

When was the last time you were sanctified, Ravi?” He asked his second suddenly, turning to face the man who rode beside him. Ravi was burly for a cavalry officer, with a large waxed mustache that now repelled drops of the man’s sweat.

 

Ravi thought. “Five years, maybe? Not easy making the trip. Chittor’s so busy these days.”

 

Kunwar shook his head disapprovingly. “Dangerous, captain. Dangerous. At least you’re here now.” The air was hazy courtesy of the monsoon, but even so the hot sun blazed down on his skin. Further east, he knew, it would meet cooler winds and the steam would condense into rain, watering the plains around Chittor. When he returned to his post, there would be a bountiful harvest in the making.

 

“Nearly there, I think,” he commented, and as if in answer the haze cleared for a moment, and light glinted into his eyes. The glittering Kumbha strait lay before him, and on the other side, the greatest city in the world.

 

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Walls of Surya, eastern water gate

 

Surya could not be missed even from this distance, for it was the mirrored city, where the light of Mihir never faded. Each tower and house within the walls was covered from top to bottom with mirrors of the finest quality, strategically angled to spread the light of bonfires across the city at night. In that way one city on the earth was sheltered from the night, its people untainted. But in the day, the mirrors reflected the sun outward, warning all that they were approaching a wonder of the world.

 

Kunwar, like all Rajas, had grown up inside the walls, but he was in awe nevertheless whenever he returned. “You see, Ravi! Mihir reaches out to us!” He spurred his horse forward, while Ravi followed slightly less enthusiastically.

 

----------

 

It was another two hours before they reached the strait, and another hour after that before they could take a ferry to the city docks, but when they finally stepped through the shining gates Kunwar was no less enthusiastic. He yearned to step through the fire unharmed, to be sanctified as soon as possible. Unfortunately, he had barely stepped foot inside the mirrored city before a bearded Sattva approached him. Purification would have to wait, for the highest of the priests wished to speak to him.

 

In a stone-carved room illuminated with fires and more mirrors, he found the man. Chanda Mazumdar had not been high sun-seer for long, but he was in his position for a reason. Kunwar had not met the man since his ascension, but he knew better than to underestimate him.

 

“We have not seen you in some time, Maharajas.” The Sun-Seer was at prayer before a large open window, and did not turn. Kunwar bowed his turbaned head nonetheless.

 

“Chittor is demanding, Holiness. Surya needs its supplies. I try to return each year.”

 

“I see Arwana nearly every month.”

 

Kunwar suppressed his annoyance. “Varchas is up the strait. It is not such a difficult trip.” But knowing the Sattva would not accept such an answer, he went on. “I have no excuse, Holiness. But my loyalty is to Mihir, as always.”

 

Good.” The priest nodded, and got to his feet. When he turned, Kunwar saw an old and stern man with a painted forehead, and a long white beard. “It is good that you are here now, Kunwar,” Mazumdar called him by his first name. “After you are purified, I have a job for you.”

 

In the city?”

 

“No, north.” The sun-seer stepped closer. “Pirates.”

 

Kunwar frowned. “I would think,” he replied, “that the maharajas of Varchas would be better suited to such a task.”

 

The priest responded with a full-bellied laugh. “Have you met Arwana? No, she’s not suitable. We don’t have the men to waste on the kind of assault she’d try, and besides...these thieves are an opportunity.”

 

“You want me to make a deal?”

 

“I want you to demand a deal, Kunwar. Mihir does not barter with criminals.”

 

Kunwar was silent.

 

“You will take an expedition north, and you will tell them that Mihir’s protection falls upon them. Henceforth, they will be guarded from any who might menace them on land. But in exchange…” He smiled. “A tithe of their loot must be sent to Surya each year. And of course, any of them who attack our ships must be turned over, in the future.”

 

Steep terms, Holiness.”

 

“The thousand spears behind you should prove persuasive. But try not to need them.”

 

Kunwar raised an eyebrow, but nodded. The infantry regiments of Surya all came from Varchas, and so were under the command of Arwana Kaur, the city’s maharajas. She had a temper, and he suspected she wouldn’t be pleased that they were being borrowed.

 

I’ll go to Varchas at once, then.” He was not worried about Chittor. It was about time Ravi had a taste of governorship anyway. Still, as the sun-seer wrote out the orders for him, he could not help but feel apprehensive. It was the darkness infesting him, surely. The sanctification ceremony could not come quickly enough.

 

----------

 

Proud, wealthy, and sprawling, the realm of Surya is nevertheless unready for conflict. There is much to do within its borders, and so this year the Sattva of the mirrored city command that commerce among their subjects be allowed to blossom. The Rajas interpret this by implementing their own merchant guilds loyal to the faith, and by granting land to the Tamas, that they might prosper and know Mihir’s grace.

 


 

 

Economy

 

Expenditure (45,000 Treasury)

A merchant’s guild is established in each of the three cities under Mihir: Surya, Varchas and Chittor. [27,000]

 

The farms around Chittor are expanded, with more rice fields planted every day. [15,000]

 

Kunwar Aswan leads an expedition north, with 500 light cavalry lancers and 1,000 spearmen. He is to demand to meet representatives of the pirate lords there, and present Mihir’s generous terms. [No expenditure]

 

Tamas traders from Varchas soon arrive on the shores of the Xian Kingdom, the Order of Elders, and the Surukai. They seek profit, and wish to open up various trading ventures. [No expenditure.]

 

[3,000 saved]

Edited by Zanderaw
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Commonwealth of Ruhn

 

 

 

In the windy southern mountains, the droning warble of a bugle echoed between the crags and cliffs of the rocky climes. A formation of clanking, jingling soldiers marched in unison down a wide, cobblestone road that weaved between the high peaks. The small unit was on a standard - albeit pointless - patrol along the stretch of the Vulture Highway; the long, winding road between Ruhn and Bruger. It was pointless in that there hadn't been a single bandit on the road since the Vulture Wars. The Commonwealth had butchered every degenerate mob of rabble from East to West. 

 

At the head of the procession marched a captain, only discernible from the other troops by the red cloak he wore. His eyes were fixated on the dancing black shapes further down the road. They were unmistakably the vultures that the highway was named for. There were far fewer of them since the fighting had ended, but their presence always foreshadowed a corpse on the road. Sure enough, the unit stumbled upon a cart with squawking vultures scattering away from the carrion. As per their training, the soldiers unlimbered their axes and raised their shields.

 

 


mFn2j8B.jpg

 

Most "civilised" countries used swords for their infantry, but swords required finesse. Any peasant could swing an axe, and in these mountains breaking shields was more important than a timely riposte or stab. With the crossbowmen behind the shield-bearing soldiers,

they formed a circle around the cart while the captain surveyed the scene. 

 

 


Fc2h4EU.jpg

 

He could tell it was a standard tribal attack even with the vultures having their way with the corpses. The removal of the heads and mutilation of the genitals pointed clearly at that conclusion. The victims were a father and son, yet surprisingly no mother was present. She would probably have been taken for their "amusement," if she existed. Most likely she was dead by now anyway, so they needn't hurry in their investigation at least. One of the soldiers called him over to a trail of footprints and blood. Standard orders were to track malcontents and deliver lawful Commonwealth justice. The captain left ten men behind to deal with the remains of the man and the boy--it would be disrespectful to their souls and ancestors to leave them for the birds if they could help it.

 

The dour party, ninety men strong, moved off-road and followed the trail of the tribesmen. The savages were poor at covering their tracks, and one of their party was bleeding badly. At around midday they found the mother. The tribesmen had treated her poorly. Had her throat not been sliced to the bone, her other varied injuries would have seen her depart regardless. Perhaps she would have preferred death by then, judging by her other injuries? The captain made note of this as he tallied up their crimes; robbery, murder, dishonoring the righteous dead, and now this.

Two men were left behind to deal with the woman's remains, and perform the ancestral rite. She would be honoured appropriately, buried, and then the two would join the others back on the road. The remaining host continued following the trail. After hours of marching up and down steep slopes, they spotted smoke in the waning sunlight. A camp of forty, dressed in furs and tattered cloth. The majority of their men appeared to be old, or adolescent. The fathers of the boys must have been killed during the Fighting. The younger ones must have just touched manhood, thus the elders thought it best to teach them tribal ways. Perhaps the elders took the young widows as wives? 

 

The captain ordered his men to stay put, and out of sight. As darkness fell and the savages returned to their tents, the soldiers surrounded the camp. The sentries were quickly dispatched with a few, well-placed crossbow bolts. One elder had attempted to scream with two bolts in his lungs. It amused the troops, at the very least. The axe-wielding soldiers marched into the camp itself, and the slaughtering began in earnest. What few fuzz-chinned warriors awoke offered little resistance to trained killers. The tents were drenched in blood as axes landed on soft, unprotected bodies. Shrill screams echoed around the mountains as each man was dragged from his tent and methodically dismembered. The captain himself was not exempt from this work--he himself delivered the appropriate punishment to multiple tribesmen in the camp.

Spotting a unspoiled tent, the captain tore down the fur that covered the entrance, and spotted two profligates cowering at the back. A mother and her young daughter. The woman looked up at captain with a face of fear, anger, and hatred. She babbled out in broken Ruhnnic begging for mercy, as she hugged her confused and sleepy daughter tightly. It was good that she drew the girl so close to her. One less swing to make.

 

With a vile, violent crunch, the captain delivered Ruhn's law to the two dangerous criminals, and departed for the next tent.

 

 


 

Ruhnnic Parliamentary Citizen’s Missive 

All citizens are informed that the Lord Chancellor and his cabinet, with approval of the gathered Lord Ministers, have ratified the
Ruhn Expansion and Reclamation Act of 1500. It is the opinion of the Parliament that in order to safeguard the future prosperity and safety of the Commonwealth the borders of the nation must extend to both deter aggressive acts on her core territories and obtain important resources. The Commonwealth is currently seeking citizens with a penchant for forestry, farming, and adventure to be sponsored as pioneer colonists. One ought seek the Commonwealth State magistrate’s office for further information and documentation. Those unable to read or write may request a reading from the magistrate, but this may incur monetary compensation depending on the hour. 

All documentation
must be signed with the individual name or special mark unique to that individual. X’s are no longer considered legal declarations of consent due to influxes fraudulently signed paperwork.

With patience, and in duty,

The Commonwealth Parliament.

 

 

Treasury Expenditure: 45,000 gold for this turn.

-18,000 gold for two merchant’s guilds.

-10,000 gold for 10 unit’s worth of iron armour,

-15,000 gold towards farmlands expansions.

-2000 gold placed in the great vault. (Total of 2000)

 

Misc. Actions:

Offers of trade are sent outward into the surrounding nations of:
-The Free Cities of Triad,
-The Kingdom of Five,
-The Realm of Hakan,
-Kingdom of Karel.

Even if some of them contain unusual looking humans, the Commonwealth citizens do not judge for the most part. All people who enter Ruhn are advised not to disrespect the shrines and priests present there, lest they themselves wish to be added to the shrines themselves. A great honour for any Ruhnnite.

 

4,000 Ruhnnic Soldiers march out of the mountains on the first phase of Ruhn’s expansion plans. 2,000 march west, securing and claiming the lands before the river, but avoiding the lands already claimed by the Free Cities--not wishing to cause problems with a possible trade partner. 2,000 march east to the ocean, both to secure the remaining land and investigate reports of a construct seen in the distance.

 

RtdgbpZ.jpg

 

 

Statistics:

Population: 2,500,000

 

Cities & Investments:

Ruhn,
Bruger,

Defensive Structures:
Foretress Bergen,

Other Investments:


 

Edited by Catostrophy
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Kingdom of Hilmedhi

The Start of a New Era

 

        The halls of Cinder’s Valley, filled with music and cheers that were typical heard in a tavern. Many of its patrons were jolly and cheerful in celebration. Trade with other ‘beings’ was soon to start, many were excited that they would be traveling to explore new places, as 99% of the Hildemhi population had never left the lush forest or the icy peaks of it’s peninsula . A few dwarves were dancing around the room, carelessly as if they just struck gold. Some others in the room were less excited, and rightfully so.  

 

       High Queen Ruthna, looked at the room and shook her head in disappointment. They were to relaxed, and she understood why. Though many had forgotten the history of their people. She looked over to Throck. “You know why I cannot enjoy this celebration.” Her golden brown eyes were clouded with a mist of distrust, and it was brought out more by her amber hair. “This Leagu…” She was cut off by Throck’s chainmail covered hand being placed on her arm. The coldness of the metal links, sent a small chill down her spin.

“Your concern is noted my love.” He shifted his head over towards her, his long white beard covering most of his facial features. The man had seen his fair share of the world, and what it had held. “Trust is earned, and they will be restricted to our port.”

“I am worried about you.”

“Worry to much, and see your mind lost. Have faith in our God, he will guide us in the right direction.” He tapped her on the arm, and moved it back towards his specially forged warhammer. “You’re more worried about our daughter, than I.” He chuckled, “She takes after you, these humans. Could not handle her.” He looked towards her again, as her smile cracked. The entire room around him went silent, her beauty captured his soul. As it always had.

“Perhaps you are correct.” Her smile kept on. Her worries washed away. For now.

 

  In the background, a hooded dwarf was lurking in the shadows. His dark red beard peaked out. The only visible feature of his. He approached around the group slowly, approaching from behind Throck. As he creeped closer, and reached around for the King’s arm. The king reacted quickly, snatching the arm of the unknown man. Before letting go, as he peered through the shadows that concealed the man. “Thames. What the hell are you doing.”

   “Sorry my King. They are here.” He would give him the message, as he stepped back revealing his face. He had a slash down the right side of his face. His amber beard, connected to his long red braided hair. “I’ll meet you outside.” He raised his hood back up, and shifted his feet.

 

  “They are?” He looked at his wife, “We will be back. The Galaharians have arrived ahead of schedule.” He grabbed his engraved warhammer, and shifted his armor around. “Blessings come from above.” He kissed his wife on the forehead.  
================================================================


Kingdom Information

 

Character’s:
High King Throck Cinder IV

Age: 40

Location: Cinder’s Valley

Relationship: Married to Ruthna

Situation: Negotiations with the Duke

 

High Queen Ruthna Cinder

Age: 35

Location Cinder’s Valley

Relationship: Married to High King Throck

Situation: Drinking her worries away.

 

Princess Airlia

Age: 17

Location: Cinder’s Valley; Palace

Relationship: Betrothed to Duke Barbaro

Situation: Excited

Cardinal Thames X

Age: 38

Location: Dorhimi Docks

Relationship: None

Situation: Monitoring the Galaharian merchants.

 

Military

1,000 T1 Medium Infantry

500 T1 Light Infantry

500 T1 Light Cavalry

500 T1 Medium Archers


 

Investments & Buildings:
Dorhimi Docks (Port)
Silhemi Place of Worship

1x Manufactories

  

Income:

Treasury: 30,000

Base: 3,000

Population:6,000

Trade: 1,000

Economy: 4,000

Upkeep: None

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Actions:

 

The reconstruction of Dorhimi Docks, a bastion of the New Era for the Hilmedhians (7,500) (50% Off Port Cost)

 

Building a merchant's guild near Dorhimi (10,000)

 

Constructing a manufactory near Cinder’s Valley (7,500)

Prospecting the mountains for minerals and resources. (5,000)

 

Delegates are sent to The Kassadeian Guard, The Maginese, and The Kingdom of Five requesting trade. (MOD+DEV).  

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Republic of Danwent

 

 

Another year has dawned on the peaceful Republic of Danwent. Little news and activities marked the previous decade, but now since the ascension of the three young men Aywentos Rumaari, Dionius Liber and Theodos Abemani to Senator, there was a fresh wind coming to blow within the nation. The ambition and eagerness of the trio was remarkable, and they themselves equally persuasive towards the other Senators and powerholders in the Republic. Albeit there were a handful of hardliners that were keen on preserving the status quo as much as possible, the remaining senators were convinced that the trio was necessary to bring new prosperity and get rid of the (fat and lazy) stagnation they had in the past years. Aywentos and Dionius both garned the support of twelve senators each, Theodos able to gain the support of another thirteen. This political coalition of fourty senators of their otherwise different opinions and views would give them the power they needed to push reforms and reshape the nation as times needed it. The remaining ten senators banded together to maintain the opposition, for better or worse.

 

After long and tedious sessions it was decided that the populace was lacking certain produce in their diet. The allocation of funds to construct additional farmsteads was therefore granted with the grand majority of 100%. As money is a commodity that should flow, between workers and merchants and craftsmen, a central guild building was proposed and promptly agreed upon to be constructed in the capital city of Tzaria. The excavation of the Salthand Delta was only barely passed, with Theodos and Aywentos and their Senators just barely managing a majority. The Commoner’s league was opposed, although less concerned with the outcome. To quote Dionius: “We could have saved the Duwats for more dire times, but what comes first, comes first.”

 

Last was the envoy from the neighbouring Kingdom of Numeria. Whilst there was not much of note to be heard in the past decades, aside from usual infighting monarchies tend to have, it’s the first time they sent an envoy and actively reached out to the Republic. Naturally, the request for trade was granted, equally inquiring if their own merchants may traverse the Kingdom to sell their produce.

 

Nation Info:

Government:

Republic, ruled by 50 senators.

 

People of note:

Aywentos Rumaari (Senator of the Traditionalist League), aged 25

Dionius Liber (Senator of the Commoner’s League), aged 27

Theodos Abemani (Senator of the Prosperous Path Party), aged 25

 

Population: 4,500,000 this year.

Growth: 3% + no modifiers

 

National Budget:

Treasury: 30,000 Duwats.

Income:

No income to be reported this year.

 

Expenditure: (does not apply Turn 1)

Armed Forces:  -3,000 Duwats

Total of 10,000 men. Equals -3,000 gold for land maintenance.

10 companies of Bronze Legion (T2 Unique Regular Medium Infantry) at 5,000 men

10 companies of T1 Regular Light Archers at 5,000 men

 

Naval Forces:

A rowing boat.

 

Fortifications:

1 Keep in Ruhia (No upkeep)

1 Keep in Essevith (No upkeep)

1 Fortress in Tzaria (-2,000 Duwats)

 

Available currency: 30,000 Duwats
 

Republican Actions:

 

One Merry Merchant Guild is to be constructed in the capital of Tzaria. (-9,000 Duwats)

 

Excavation of the Salthand Delta is ordered. For relics of times old, but also to see if there is anything of note to be found. Workers will be paid accordingly. (-2,000 Duwats)

 

Two farmsteads are constructed in order to feed the growing population. (-14,000 Duwats)

 

The merchants of the Kingdom of Numeria are welcomed with open arms, the hamlets, towns and cities always glad for a visit from abroad. The Republic approaches the other immediate neighbours with offers of trade, namely the Eye, the Carrow Lords and the Sehmon Remnants.

 

A place of worship is erected in Tzaria. (-5,000 Duwats)

 

 

 

 

 

 

 

 

 

 

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EMPIRE OF BOURDELEAUX

Ruler: H.I.M. Emperor Adrian II

Government: Imperial Constitutional Monarchy

Population: ~ 4, 500,000

Allies: N/A

Trade Partners: Galaharian League, Kingdom of Fyr-Darrick

 

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Map of the Empire of Bordeleaux, commissioned by His Imperial Majesty, Adrian II.

 

Nestled upon the eastern banks of the Gulf of Revar, lies the quaint and formidable Empire of Bourdeleaux. It is easily distinguishable by sky-reaching castles and holdfasts, almost always surrounded by golden fields of wheat or barley. With much of the economy invested into agriculture, the nation is more than capable of feeding itself -- and then some.

 

At first glance, the people of Bourdeleaux appear relatively unremarkable. Yet upon closer inspection, they are the prosperous and warm-spirited children of the Great Sun. Once fractured tribes; they were united in faith. The Sun was divine; a heavenly body. It came to and fro everyday. It provided light and a warm embrace. It allowed the crops to flourish and the Boudelais to grow strong and repel the forces of darkness. It was also an all-knowing and ever watchful father, presiding over every aspect of daily life and guiding his children.

 

During the Darkness, it was Moravec Sun-touched who brought the ancient Bourdelaic tribes together and cast aside each other’s differences. A figure of myth and legend, it was he who cast aside the hordes of Darkness and brought light to the lands of Bourdeleaux.

 

To this day, his descendants rule as Emperors of Bordeleaux, wielding the sword Dawnbringer of their forefather. Foremost the Emperor is the Chosen of the Great Sun, deemed the shepherd of the Sun’s Flock, so to speak. Secondly, he is an administrator, managing the intricacies and daily functions of his people and guiding them along the path of Salvation. Yet, power is not solely invested in the Emperor. As per arrangement with the great chieftains of old, he would not rule with an iron fist. The subordinate lords and the people were afforded and guaranteed several rights, set in stone by Moravec numerous centuries ago in Moravec’s Code.

 

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The City of Souvois, Capital of the Empire of Bordeleaux

 

The sprawling metropolis that is Souvois is said to be the birthplace of Moravec. Though the loyalty and faith in the Great Sun was held above all, Moravec is regarded as a Prophet, the chosen of the Sun; hence the moniker, the Sun-touched. It was there he dedicated a great city to the Father, high atop the Voryseille Cliffs.

 

The walls of Souvois stand tall over the surrounding countryside. With walls constructed of painted limestone, the great city seems immaculate against the horizon. Many have come to question the city’s seemingly heavenly construction. Some suspect that perhaps divine intervention allowed it to achieve such a grandiose scale. Yet, the exact details are lost to the ages -- the great city dating back some seven hundred years ago. Nevertheless, grand city remains the commercial hub and heart of the Empire and very seat and symbol of Imperial power itself.

 

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Two soldiers of the Phoenix Guard screen petitioners amidst the Imperial Court

 

The Emperor sat upon his gilded throne, towering above all in the surrounding chamber. Flanked on either sides were members of his household and his closest advisors. A pristine red carpet lined the aisle, tracing back to the iron doors at the opposite end of the throne room. Lined along the carpet were members of the City Guard and the stalwart soldiery of the Empire. Behind them were the general citizenry; either eager to catch glimpse of their great leader or present to voice their numerous concerns.

 

It was important to the Emperor Adrian that he held these court sessions often. Never did he shirk from his duty; always tending to the needs of the common man. So much so that many had come to regard him as Adrian the Assiduous. Monikers aside, he had viewed it as every ruler’s responsibility to relate to his subjects instead of having his lackeys deal with them. Already had he seen the vast line of petitioners forming along the aisle, leading through the doors and beginning in the Castle’s foyer.

 

The Emperor was now some ten years into his reign. He was an aged man, with hints of grey apparent in his hair and beard. Wrinkles creased his features as he listened intently to the needs of his people. He offered brief words to each, but every sentence was meticulously crafted after deep pondering. One by one he filtered through the petitioners. When he decided he’d had enough, he’d simply wave his hand, following by, “That will be all for today.” His soldiers would then move in to break up the line, and the commoners, some disappointed, would return to their lives and hopefully have another chance for audience with the Emperor.

 

With the petitioners dispersed, he’d begin with matters pertaining to the Empire as a whole. Commotion continued for some time until he captured their attention with two strikes of his scepter against the tiled floor. “Loyal subjects and citizens of the Empire. We have known great growth and prosperity over the past decade thanks all to your contributions and toil. Toil is the epic of man, for we are all burdened by the need to work and sustain our families. Yet, we cannot rest. The Great Sun has plans for all us, and we must bring glory to his name. Decadence has never been our way and so we must continue to make strides! Even now, lawless brigands inhabit swaths of land to our south, and ripe, fertile, and uncolonized lands lay to the East in the Barrier River Valley. In the name of the Great Sun we must pacify and bring order and civilization to these lands. I urge all of ours smiths to forge fine armor, fletchers to craft bows, and leatherworkers saddles for our cavalry. The Crown is willing to offer favorable contracts to those craftsmen willing to comply… May you find the Great Sun’s embrace…”

 

--

 

ACTIONS

 

First Turn Investment  (45k Gold)

 

[-4,000g] Constructing Place of Worship -60% (Humagi; 2 Mysticism Points)  - In an effort to appease God and the spiritual needs of the populace, a place of worship is constructed in the capital of Bordeleaux, in the city square for all to visit.

 

[-7,500g] Construction of T1 Mine over the ‘black metal’ - Prospectors and miners are sent eastwards to investigate claims of the strange metal with night black properties.

 

[-30,000g] Construction of Merchant’s Guild in the Capital (Souvois), the North (Vascogne), and the South (Omignon) - In order to ensure the control and flow of goods and money into the Bordelais economy, several merchant guilds are sponsored in the Empire’s great cities.

 

[-3,000g] Recruitment of 1 Medium Infantry and 1 Light Archer

 

[-500/15,000g] Beginning research of T3 Heavy Infantry

 

Accepting trade deals with the Kingdom of Numeria and the Kingdom of Hilmedhi

 

Income: 22,500g (Base - 3k, 6 Economy Pts - 6k, Pop - 13.5k)

Upkeep:


 

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D U C H Y   O F U L Y A D AR

 


 

Related image

The outskirts of Ulya

 

The children of Ulya live in an unforgiving land, with the grand city of Ulya as its hearth. The elements, to a foreigner, can be lethal. There have been many tales of foreigners who have turned black as a result of the daily overnight freezes, turning hard as rock in a matter of hours. A man of Ulya however never freezes. His blood runs as red and hot as red stone of Mt.Arfast, the largest mountain of the Grumblers. They are immune to the Black Death which afflicts the foreigners, resulting in the mutilation of their bodies and the loss of several limbs. This gift, have allowed them to dominate what many old Empires and Kingdoms have inscribed in their now dusted texts and tablets as an inhospitable land. While southern invaders and occupiers have called the land a harsh, icy wasteland, the Reykverfis have called this land, their heartland, their home, with the people thriving on the effects of the icy landscape.

 

From the jutting icebergs of the Frozen Gulf to the smoky white peaks of the Grumblers the people of these lands have mastered their environment. A quick stroll through the marketplace and port of the capitol will reveal that to you. Large convoys of Fishing ships are always present at the port of Ulya, whom leave into the blue in groups of 30-40 and return full to the brink of seafood.When the waters start to thaw, entire nets of shiny silver fish are deposited on the frozen boardwalk of the port, just below dangling Black Whales, which are the trophies of the convoy. Government Inspectors measure the whale, as the Duke each year rewards the lucky man who manages to kill the largest of these majestic deep sea creatures. One whale can feed an entire neighborhood for almost a year. Another group of soldiers oversee the collection of the 1/10th tax on all fishing convoys, which is seized in the name of the crown. On smaller ships, a variety of flipperred animals are dangling off the side of ships, strung by hooks up to the mast. One ship has 2 layers of a variety of penguins, walruses, and seals. One by one, a group of men standing on a raft hugging the ship is yanking the produce off the hook and tossing them on the deck of the port, where another group stacks them on wheelbarrows which are transported into one of the dozens of indoor markets. Here, artisans and traders fill shops and stores with layers upon layers of thick furs, pickled meats of all different kinds, and baskets full of plump dark berries of a variety of colours ranging from a vibrant purple to dark blue.  Fur clad traders and mothers yanking distracted children back with arms reach roam between these shops, stores, and mobs attempting to secure the best price possible, utilising everything to their advantage, including their voices especially. This was crunch time within the Duchy, as within a week the ports would freeze over, and the fishing convoys would depart once more to start the cycle once again.

Related image
The thaw of the Bay of Ghosts, with one ship in Harbor.

 

This was the closest thing which the people of Ulyadar got to urban, cosmopolitan life, which is found in the cities of Ulya anf Yakur built under the mandate of the Duke Wimunt II of Ulya. However deep within the mountain sides or the snowy plains, life was a completely different story to tell. In these settings, technology is nearly non existent as these people live frozen in the ages and eons of their ancestors of old. They live mostly in small personal or familial structures built into the ice, called igloos. These igloos look like mere lumps of snow from afar, but inside can be spacious, and provide comfort to the inhabitants. The igloos house 4-6 people, and are found in clusters of 6-10 as related families commonly band together to form clans. A group of clans make up a tribe, of which there are 13 in the peninsula, all with their own subculture, traditions, and pedigrees. It is from these people, the backwards clans men of the white plains, that the people within the society contact for furs. These are the hunters, the warriors, the fur trappers. It is common to see hundreds of these strong burly men covered from head to toe in ornate furs in the markets, his eyes glancing over hundreds of tools for his laborious lifestyle. These people are the harvesters of wealth within the Duchy of Ulya, the exploiters of the luxurious Fur which a man will go mad for. When they find something they look for, they simply yank out one of the lower laying furs from their garments, and hand it to the lucky merchant. These people, albeit backwards and uncivilised in their ways, are the ones that the Duke relies upon to make up the core of the Levy, as many of these people are already handy with the bow or the sword.

 

These two types of lifestyles, and the interactions between them, is what fuels the Dukedom. The peoples in the city rely upon the wild people for furs, while the wild people rely on the city people for tools and for food many times. What often times acts as a centripetal force between these two distinct classes is their unwavering faith-in Tykir, or the Blood God.

Image result for volcano forge fantasy art
The Grumblers
The Blood God is the fear of every single living being in the land, it is he whom the men and women of Ulya go to for guidance, for power, for strength. To communicate with him one must go through Tancred, the newly declared Oracle of the Forge. He has been granted this prestigious title by rebuilding a powerful shrine to Tykir at the highest peak of the Grumblers, on Mt. Arfast. This ceremony was conducted in private and needed the sacrifices of 10 individuals, 2 must be in love, 2 must be in pain, 2 must be bonded, 2 must have been in conflict, and 2 must have been bleeding, with cuts along the arms, thighs, and neck.  The ceremony, an anticipated event among the elite, was left to the hands of Tancred, and it was conducted privately in the smoldering peaks of the Grumblers. When Tancred arrived the following morning with a body covered in painted blood with white characters inscribed all over his body, in the midst of the groans and explosions of Mt. Arfast, signaling impending eruption to all the people of Ulya, many people knew immediately that Tancred had achieved to restart the Broken Oracle, or the Oracle of the Blood Forge. With this Oracle now the people had a channel of communication with Tykir, and Tancred served as the median. Tancred, now has grown in name and in influence to the Duke. The first reading of the Oracle dictated that a Blessing on the people of Ulya had been cast by Tykir, which has been reported to the people in the word of a Royal Proclamation:

 

“To the Honourable people of Ulya,

As I am sure many of you all know, as many of you all have read the texts and noticedthe signs, that the Great Tykir, is listening to us now. Yes, the Blood God has now cast his Blessings upon us, his loyal subjects. Shaman Tancred has managed to open the Oracle of the Blood Forge, and just like in the stories of old, God now speaks with us, God now talks with us, and God now blesses us, he blesses us with his guidance and his power to grow like the stars in the sky, and like the fish and the sea. In Honour of this revelation, a new town will be built at the mouth of Lake Svalfi, named Tykirfell. This will be a Bastion in the name of our lord, and a promise to him on the behalf of his subjects, to never falter in granting him undying allegiance and faith.

Duke Arvid III of Ulya”

 

 


 



 

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Big Star: Capitol(Ulya), Big circle:City(Yakur), Small circle: Town/Settlement(Tykirfell)



 

 


 

ACTIONS

STARTING GOLD:30K

Merchant Guild:-10K(23k left)

Settlement:-5K(18k left)

Port:-15K(0K left)

Exploration of Blood Forge

Trade offers with:House Blackmarrow, Chapel of True Knauledge, Kingdom of Darkyria, and Herzaka





 

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”The city of Ischyros has existed on her peninsula for over a thousand years, from her first days as a mere fishing village along the coast, to her life as a vast, sprawling metropolis, covering the Iris Peninsula from east to west.  The history of Ischyrosi politics was, much like the history of Ischyrosi expansion, a convoluted and confusing affair. Ischyrosi politics can be said to have truly begun near 400 years before the Fall, in the days of the Town Council, which would, in time, evolve to become the Ischyrosi Senate. In her early days, Ischyros was ruled by a King, who was advised by the Senate. The last of these Kings, Parmenos, would become infamous in Ischyrosi history, and would be the primary reason for a violent hatred of royalty among the citizenry.

 

Parmenos came to power in the Year 976, after the turbulence of the Fall of Symon had receded and Ischyros herself had already swollen vastly in size and power. He quickly established himself as a charming and charismatic ruler, winning himself many sycophants among the city’s Senators. He was, in reality, a cold and a cruel man, who would swiftly become famed for his debauchery and vice. Violence, murder, torture and worse, Parmenos’ opposition found themselves brutalized by the Tyrant, but he maintained his grip on power for decades, largely by ensuring the loyalty of the army. From this position of power, he forced the Senate into obscurity, often forcing Senators' daughters to become his concubines and relegating the great men of state to menial duties. Years of military campaign saw the tyrant King extend his rule of a vast sway of tribes and villages down what is now known as the River Isch, and to consolidate these gains and to protect his capital, Parmenos ordered the construction of a series of great fortifications. Around Ischyros, he constructed what would become known as the Parmenian, or the Tyrant's, Walls, buttressed by two major fortresses - Peismataris and Stoikos – and culminating in the citadel in the centre of the City, known as Kardiapolis. The final fortification to be constructed by the Tyrant was a vast fortress at the beginning of the Iris Peninsula, originally known as Parmenopolis, but known now as Kastropolis.

 

The rule of the Tyrant would come to an end in the Year 1018 when, in a fit of rage, he ordered the Senate to commit suicide. Such an extreme step saw a glut of Senators join the opposition, led by the Senator Kastros, a man of iron will and godly fortitude. Rallying them in the benches of the Senate building, he enticed them to break the senatorial benches and to use the lumps of timber as clubs to beat their king to death with. What followed was a purge. The city garrison, largely loyal to the now rebel senators and the idea of a republic, threw their lot behind Kastros and executed many of Parmenos’ most loyal servants, sending his son and the few remaining of his henchmen fleeing from the city, to the half constructed fortress of Parmenopolis. There, they mustered thousands of men to retake the city and to declare Parmenos II as King of Ischyros.

 

Their dreams were cut short when, at the head of a bare thousand men Kastros – given power and appointment by the newly revitalised Senate – sallied forth and, in a feat of pure military genius, brutally routed an army that had near thrice as many men as he. Parmenos II was slain, and Kastros ordered a series of crucifixions among the remaining soldiery and royal advisers. Kastros promptly returned to Ischyros in great glory, where he was given the first Ovation in the Senate, after he had declined the honour of a Triumph. Rather than seize power for himself, Kastros laid down the constitution of the Republic, becoming one of the first two Consuls in Ischyrosi history. Kastros would go down in history as the father of the Republic of Ischyros, and his legacy is forever immortalized in the fortress of Kastropolis.

-The History of Ischyros, Volume 1, Chapter 6”

 

The midsummer sun beat down on the cobbled streets as people bustled about their business in the heaving streets of Ischyros. Men, women and children scuttled around the cobbles, basking in the noon heat. Shouts, laughing and the general bustle of a huge city crowded the air and gave an upbeat, though claustrophobic air. This happy air blanketed Ischyros, and the many millions of citizens were oblivious to the heated arguments and debates raging close to them, high above in the colonnaded Senate Building.

 

”This Republic is built upon the backs of her people! Those people need, more than any condescending claims of national greatness, grain! The people need grain! And land upon which to farm it – land hogged largely by the land owning elite of this Senate, who own thousands of acres collectively, but prefer to employ vast numbers of slaves to farm luxuries, such as olives and oranges! Where is their concern from the national interest? Do they care nothing for the masses of this city, who fight the wars of the Republic and provide the majority of her tax income?” Thundering shouts and objections rang out across the floor, as men voiced either disapproval or echoed support. Sitting in their curule chairs, raised on a slight dais and facing the senatorial benches, the Consuls Aeropas and Koinos sat silently, offering none of their opinions. Aeropas was renowned as a leader of the Conservatives, while Koinos was famed for his sympathies with the Populists. Both were withdrawn from the debate, which had raged for days over the course of the session. ”This  city is built upon the backs of her people – but it is financed by the purses of her senators! Over fifty percent of our taxes are raised from the incomes of the great estates, income born from the sale of fruit and oil, of grape and wine – are we to abandon these funds for the sake of mere grain? Already our coffers are forced to pay out vast sums of coin to give free bread to the people, what more do they wish?”

 

Back and forth, to and fro went their arguments, one side desperate to enforce the limits of the state own land and to redistribute the vast estates to the Ischyrosi people, and the other eager to maintain their profits, upon which the entire Republic’s economy was primarily based. Senators, clad in their white togas, twice became so incensed of the argument that they had to be broken apart as they traded blows.  ”Only a populist would believe dividing the estates to be the solution to a grain crisis!” Yelled one Senator, looking near fit to split his neighbor, who was loudly booing with the other men of the people. ”Perhaps we should let the citizens of Ischyros decide what they want? A plebiscite should be called by the Tribunes! Let us dispense with these formalities!” And finally, there was action from the Consuls, Koinos nodded his approval, but Aeropas stood, staring down upon the many hundreds of assembled senators, who had fallen silent under the gaze of their Consul. ”Since when has it been the policy of Ischyrosi Senators to bicker like angry children – on the very floor of the Senate, no less! Such actions are shameful, as are the suggestions of some that they should subvert the authority of this body which, though not laid down in law, acts often as the very voice of our people.” The Consul Aeropas gathered his purple toga and descended to the floor, while Koinos watched with narrow eyes. ”We are not so far gone that we cannot afford to be reasonable – most of our citrus fruits and our olives come from the south, while all of our grain is produced in the north. Here is what I propose – we will divide some of the northern estates for the benefit of the people, and leave the great coin earning estates in the south intact.” There was no explosive applause, but there was nothing in the way of massive objection either, and the bill of the Consul Aeropas was passed, in the Year 1500.

 

Construction:

-Merchant’s Guild – 10’000 gold

-Censor’s Offices (Merchant’s Guild) – 10’000 gold

 

Treasury:

-Starting Funds – 30’000 gold

-Expenditure:

--Upkeep – 3'000 gold

--Fortress – 2’000 gold

--Buildings – 20’000 gold

 

Total Remaining: 5’000 gold

Edited by The_Mad_Skylord
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