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From Ruination [FRP]


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Realm of Darkyria

 

Deep within the woodland realm of the Greenthroat, a dark kingdom tirelessly works day and night to secure itself from the threats and hostility of dark woods. Having escaped death and destruction once before, Darkyria and it’s people embrace death as welcomed guest.

 

For it one can learn to embrace death, one could..learn it’s secrets.

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Night’s Keep, Capital of Darkyria

 

Aeryn parried a blade again and again, before finding a metal boot kicking him in the chest as he fell back onto the ground. The air stolen from his lungs, as he stares up at what of the sky he can see through the thick trees.

 

“Master Aeryn, you’ve been neglecting your practices...again.” the armored the figure scorned. “How do you ever hope to take your father’s place if you can’t even hold up in a fight?”

 

“It’s Aerek! For the hundredth time!” he stood up lunging forward taking a swing “Same as my Grandfather!” his attacks are parried again and again as the sword strikes his hand, he reels back dropping the sword.

 

“Until you prove your worth to have your grandfather's name you are who ever your father says you are. Now once again, pick up your weapon you have a lot to learn.”

 

The two continued practice long into the day, Kael stood with a sigh watching from a distance

“Such wasted potential as a sword fighter..The Undying Lord could give you so much more.”


 

-OOC-

First turn Economy - 7,500 x 5

37,500

 

Construction of a Merchant’s Guild begins - 7,500/10,000

 

Construction of Temple - 10,000 Gold

 

Construction of a Shrine - 20,000 Gold


 

   

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From Ruination Year 1501

 

 

Changelog - Please look at the Announcement channel on Discord for a detailed account of the changes I have made to the rules for Turn 1. Don’t worry, it won’t change this much often.

 

Spoiler

 

  • If you made trade agreements with nations that are now outside of your zone of Knowledge, you may find new ones and count their income this turn.
  • The Trade system has been reworked. Please look Rules doc and ask in help if you need to.
  • You must now research and unlock T3 units to be able to recruit them.
  • Siege Equipment & Siege Gear added.
  • Zones of Knowledge have now become Trading Zones.
  • New Rare Goods and Rare Minerals. Rare Goods may be multiplied in Markets and Lumber Mills, much like mines for minerals.
  • The Farming system has been revamped. You must now have 1 farm per 250k pop. If you do, you gain a flat 4% bonus. If you do not, then you lack the surplus food to stimulate such growth.
  • Towns have been added as an intermediate between Settlements and Cities. They give you the bonus income and require 500k pop. However, cities now cost 15000G to found, but allow you to build city-specific buildings.

 



 

 

Prelude W – The Dust Devil 

Prelude E – The Golden Eye

 

Who can say where the wind blows? It is alltogether far too early to tell, for these nations are but birthing their first sparks of ambition, and fire has yet to be lit.

 

 

Galaharian League

With so many riches flowing through the nations, such great tracts of land, and so few men to guard it, a lot of the gold is lost to corruption and theft. (-5000 Gold per turn until your army reaches 10.000)

 

The merchant’s guilds are soon built and eagerly filled by prospective merchants with an eye for gold and a heart of stone.

 

As the guilds are done, so are the docks at Batista’s Landing. No doubt riches will soon pour forth.

 

An easy month of december upon the high seas signals the Deep One’s pleasure at the Place of Worship constructed by his followers.

 

Horsemen are easy enough to come by in the open fields of the League. They flock to the banner, eager to defend their homes from bandits and outside threats.

 

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The Kingdom of Bulgar

Curious. Upon the edge of the kingdom’s northern holdings, within the Greenwood itself, a few herbalists from a logging village come upon a strange plant. Little red flowers upon black stems, they smell of poison. One fool, after having decided to ingest it, goes mad, lashing out at those around him before clutching his chest and falling dead. (Rare Good acquired: The Last Rage.)

 

Merchant Guilds a plenty, all of them finished in good time.

 

The Kingdom of Bulgar is quick to learn of a neighboring nation, a few hundred kilometers down the Barrier. They go by the name of the Kingdom of Fyr-Dannick, and seem to stick to the Greenthroat. However, their gold is real, and they hold a city next to the river. Enough for trade, at least.

 

The True Chapel of Knauledge accepts the offer of trade, as does House Blackmarrow.

 

michal-kvac-kings-stronghold-1500.jpg?15


 

The Kingdom of Numeria

The Fortress bordering Danwent has been finished for a while now. However, a small group of workers expanding a cellar hit something strange. A smooth, glassy wall of black stone, as impenetrable as a wall of steel… (discord)

 

Merchant Company upon merchant company. It is done.

 

Horsemen flack to the banners of their lords. While indeed of doubtful effectiveness in the forest, they will make excellent scouts.

 

The deforestation begins. Ancient titans, older than empires, fall before the axemen of Numeria.

 

Expansion into the southern forest goes well, but they can only go so far upon camps and outposts. It would seem that a more permanent base of operations is required to consolidate any further holdings. (Settlement)

 

(See Trade Zone changes in the Changelog)

 

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The Auldhauan Hierarchy of Melda

More Merchant’s Guilds!

 

There is little to nothing about the Elders and the Xian Kingdom. Perhaps the barest mention of something existing far south of the Hierarchy, but nothing more. (Change in Zones of Knowledge, PM if you’d like to research two other nations.)

 

There is much to be said of the Free Cities of Triad, however. Apparently, they have had control on the bay for as long as Meldan records exist. They are always portrayed as greedy, uncouth and unrepentantly opportunistic, with little regard for others. Slavery is also said to be quite popular amongst these cities.

 

The Kingdom of Five would no doubt know little more than the hierarchy, and their maps would be poorer.

 

The horsemen find little amongst the ruins. Shattered by a thousand winters and gutted by vicious winds, little remains but shells. Walls slouch down over barren halls and snow-filled rooms. It seems that whichever kingdom once ruled over these lands has been forgotten by time itself…

 

The South of the Lady is very similar geographically to the north. Mountains marching up the western coast, with flat open fields to the east, blown by snow for a good third of the year. The Shield is even colder than the Lady. It seems that it does indeed shield the Hierarchy from many a vicious and uncompromising wind from the arctic north.

 

However, the search of the Twin does bear fruit. One of the explorers find a plant he does not recognize and brings it back to the herbalists of the kingdom. After only brief testing, it seems to be an effective painkiller when crushed and boiled.

 

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The Kingdom of Five

With so many riches flowing through the nations, such great tracts of land, and so few men to guard it, a lot of the gold is lost to corruption and theft. (-5000 Gold per turn until your army reaches 10.000)

 

The ancient farms still hold some of the most fertile soil in the world. Once the stones have been cleared away and the terraces restored, crops begin to flourish in abundance.

 

More Merchant’s Guilds!

 

The manufactories are easily finished, and soon workers flow in.

 

WwdXfFK.jpg

 

 

The Order

You know of Ulyadir.

 

More merchant’s guilds!

 

The enormous amount of manufacturies demand heavy labor from the citizens of the Order all the way until the month of november, when harsh winds sweep in from the north and blast the open fields of the Gelder Islands. But they toil away resolutely, for any who live upon these islands must be more than stoic. And as December dawns, they finish their project.

 

The Bloated Throat envoy never returns. Apparently, he was killed.

 

The Mongerellians gladly accept this envoy. He is welcomed warmly and treated well. They warn him, though to late for his fellow envoy, that the Bloated Throats are vicious humagi living in a desolate land. Their teeth are sharp and acidic saliva burns raw trails down their jaws. More animal than man, they should be left alone. (See changelist for others.)

 

6sfW0HB.jpg

 

 

The Kingdom of Fyr-Dannick

Merchant’s Guilds and Farms!

 

In the deepest parts of winter, when the ancient trees of the Greenthroat are bowed beneath the weight of the elements and snow lays as thick upon the treetops as upon the ground, a pack of enormous wolves makes its way through the Kingdom. They are seen only by a rare herbalist or hunter, but seen they are. Brown of fur and as tall as a man! Says the hunter, half-incoherent with fear. Their tracks lead out of the Greenthroat and across the Barrier. They leave every citizen of the Fyr-Dannick unharmed, and their cattle untouched. Tracks reveal that they come from the North.

 

The Greenthroat Riders are unopposed. No wild animals attack them, most seem to leave them space. Though one child is bitten by a fox when the boy tries to snap a sapling in half for play.

 

The scouts who cross into the fields to the east see only a few horsemen at one point during their travels. However, upon seeing them the horsemen loose a single red arrow in their direction and gallop away.

 

raphael-lubke-cahlabrok-flat.jpg?1547927

 

 

Surya

More Merchant’s Guilds!

 

Fields are sown and farmsteads are built. The rich lands of Esma grow luscious with rice.

 

The Pirates agree to speak to him. (discord)

 

ilmari-kumpunen-forgotten-forest-temple.

 

 

The Commonwealth of Ruhn

More Merchant’s Guilds!

 

Blacksmiths clang away at their forges high atop the mountains, until the soldiers of Ruhn are clad in thick iron, forged from that found within their tall mountains.

 

The lower hills allow for some farms. While the rugged land spurns the seeds sown by the Ruhnnites, some take hold, and grow meager crops for the hill-dwellers.

 

The Realm of Hakan, The Kingdom of Karel and the Free Cities of Triad refuse the Ruhnite trade offers, stating their recent expansion as the reason. However, while the envoy is within the Free City of Lem, an interesting man finds him… (discord)

 

The expansion goes well, though Ruhn will need to consolidate both eastern and western holdings to go any further.

 

As the Ruhnnites arrive upont he shore of the Hungry sea, they find a curious thing. A truly huge bridge rises up from the earth like a serpent, and shoots across the straights. Old, ruined towers stand proudly upon it at intervals, overwatching the straights from above. A few sections have old, rusted and jammed gates. They are usually followed by gaps, obviously old drawbridges now rotted through. While destitute and ruined, the bridge allows for crossing, and many of the gates and towers look promising. (Non-functional PoC and ruined Bridge-Fortress.)

 

RhzG7w6.jpg


 

The Helmedhi Kingdom

The docks are finished within the year. An accomplishment, to be sure!

 

More Merchant’s Guilds and Manufactories!

 

The hills seem to be full of iron, copper and other base minerals. No fabled or unknown ones though…

 

(See Changelog for trade changes)


 

The Republic of Danwent

More Merchant’s Guilds and farms!

 

The Sehmon Remnant’s grudingly agree to trade, as do the Carrow Lords. Neither seem particularly friendly, and seem to look down upon the Republic.

 

The digs go well enough, though not much is found this year. Of note though, the diggers do find a curiously curved sword made of black metal that seems to have not even rusted or been damaged by its stay deep beneath the ground. It has strange carvings upon its side, perfectly preserved through time. The writing seems to predate the Symonic alphabet and is quite unrecognizable.

 

fWZRoqP.jpg

 

 

The Empire of Bourdeleaux

You know of the Carrow Lords.

 

The Sun shines upon Bourdeleaux, granting them am bountiful harvest. Truly, the Bright One does appreciate adulations.

 

An old man from a village near the metal deposit spends a few hours leading a certain prospector named Alfred d’Exupery through the countryside. Their search is inconclusive, but some of his tales do jog Alfred’s memories. Upon his return to Bordeleaux, he scours some old tales and...there! He finds more than one mention of men clad in black steel upon which even Crossbow bolts struggled to find a weakness. It seems as if this metal may very well be Black Iron. (Rare mineral acquired: Black Iron.)

 

The recruitment goes well.

 

(Trade changes, see changelod)

 

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The Duchy of Ulyadir

More Merchant’s Guilds!

 

As the settlers approach the glaciers to the North of their nation, their truly epic proportions are finally revealed. Creaking and groaning like ancient giants forged of ice, the frozen behemoth rises up to meet the sky, high above the heads of the settlers. It joins witt the mountains around it to form a wall that cuts across the northern north-eastern horizon. Even from where these settlers stand, they can feel the deep, bitter cold that soaks into their bodies as they approach the glaciers. Though of course, they feel little true cold. But they settle well enough, despite the gorge being nigh-completely covered in ice.

 

The port is finished easily enough.

 

The Blood Forge seems to have few other physical secrets to reveal. However, one thing is clear. The Forge is ancient, and was once crafted and worked upon by people of great architectural ability. Much of the slopes have sighs of old ruins, and the dark tunnels that snaked through the volcano, while viciously dangerous, reveal some old writing upon the walls, along with illustrations faded with time. Neither resemble anything even close to what the Ulyadir know of.

 

The Herzaka and the True Chapel of Knauledge accept trade. Blackmarrow refuses to trade with Ulyadir and sends the envoy off without allowing him past their walls. (see trade changelog for Darkyria)

 

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Ischyros

The Merchant’s Guilds are finished easily enough, and two districts suddenly find themselves welcoming an influx of income and new jobs.

 

The Iris remains a stalwart and silent background to the boisterous city. Nothing disturbs it, even rain seems to turn away from it and there is nothing upon the walls or the tower that betrays the presence of wind behind its invisible shell.

 

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The Kingdom of Darkyria

These holy places are soon finished, and the God of Death welcomes them with easy passings for the fallen and few diseases within the deep hours of winter. Despite this, Darkyrian villages find themselves attacked by wild animals none to often, and their houses are ringed with pelts and furs, while their graveyards grow every winter.


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Republic of Danwent

 

New faces that bring new prosperity. New opportunities for the people of Danwent. Jobs, homes and new frontiers. The current direction of the trialition of the Senators Dionius, Aywentos and Theodos is to prosper and grow, the Republic, their people and the borders. Susvii within the borders of the Republic to the South, to provide new opportunities to the merchants, a future site to build a trade center for the whole region. Wessevith in the North, to claim more of the lands that lie beyond the Duwent and Esswent River.

 

Other than that, nothing of note occurs, aside from Theodos’ marriage that is being celebrated with the common people of the city of Tzaria. It’s a quiet and prosperous year.

 

 

Nation Info:

Government:

Republic, ruled by 50 senators.

 

People of note:

Aywentos Rumaari (Senator of the Traditionalist League), aged 26

Dionius Liber (Senator of the Commoner’s League), aged 28

Theodos Abemani (Senator of the Prosperous Path Party), aged 26

 

Population: 4,635,000 this year.

Growth: 3% + 1,5%

2 farmsteads. (0,75% each)

 

National Budget:

Treasury: 0 Duwats.

Income: 27,500 Duwats

Base Income: +3,000 Duwats

Economic Points: +4,000 Duwats

Merchant Guild in Tzaria: +3,000 Duwats

Trade Partners: (Sehmon Remnants, Kingdom of Numeria, The Eye, Carrow Lords) +4,000 Duwats

Population Taxation: +13,500 Duwats

 

Expenditure: 5,000 Duwats

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: 22,500 Duwats
 

Republican Actions:

 

Another Merry Merchant Guild to be built in Ruhia in the West to acommodate the influx of traders from abroad. (-9,000 Duwats)

 

Two new settlements are given funding. One being Susvii in the South, located at a wide open natural bay, ideal for ships to dock in the future and to transport goods to and from. The other being Wessevith, over the border to the North, along with claiming vast swathes of the lush and fertile plains there. The military is partaking in scouting the lands and securing it. If there are any hamlets, towns or people living there, they are invited to join the Republic of Danwent as equal members with full citizenship. In order to hold up to the promise, they also bring gifts along. (-10,000 Duwats for the Settlements, 1,500 Duwats as gifts)

 

8Fwgkzi.png

 

The remaining Duwats go into the further excavation of the Salthand Delta. The Senate has decided to try cleaning and clearing it out to make the area arable in the future. (-2,000 Duwats)

 

 

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The Order

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Commander Elias of the Order looked down. He was positioned on the top of a large hill. Looking down his focus was on the waters before him. What he saw was an important possible asset for the Order. It was winter, the wind was blowing and in the bay he was looking at the water was mostly still. The water barely moved, only rippling with the wind but few if any waves from the sea entered the bay. This made it an ideal location for a new settlement. Seeing as it would alllow the order to further control trade. However, as of right now Elias was a little annoyed. 

He had been ordered to protect the settlers going to create a settlement on this from any animals and to help create the basis of a town. On paper and in actuality it gave him much resoponisbility and the oppertunity to rise further in the ranks. However, the result of this is that Elias had to go outside of the city and endure the damned winds. 

Whilst he was born on the isles of Gelder and was able to function regardless of the winds it still grated on his nerves. The howling of the wind and the pressure on his armor as he moved forwar. No matter how long you lived on the isles it would always annoy you. Still, it was simply a fact of life that things were this way. Soon the other person in charge of the expedition, brother Alerick of the treasury, arrived on the top of the hill. Watching as slowly a train of carts laden with supplies made it’s way to the construction site. Where a settlement would start construction soon. When Alerick stood next to Elias he spoke. “
The reports seem to be correct. This is really a good location for trade. Ships can easily dock here and will not be affected by storms or other such events. I can easily see it growing into a major port with enough time and effort.” 

Elias merely grunted at this. Already dreading the months he would have to pass without anyone with his level of martial prowess to spar with. Seeing Elias grunt Alerick frowned. He then spoke slowly. “
I am not entirely sure why you dislike this mission. It is of crucial importance for the order and it allows you to rise up higher in the ranks if it is succesfull. Especially if this settlement one days grows to become a city. In which case it could get massive profits from the bay and would generate massive profits for the order to benefit from.”  Elias frowned and then answered. Because I believe that there are better things for the Order to put our funds into. Rather than buildings settlements or manufactories we should focus on building on launching a punitive expedition against the Bloated Throats.” As Alerick heard Elias speak he nodded, slowly. Realizing that Elias followed the more militaristic mentality of the order. Aiming to put more focus on the military and to possibly conquer and claims lands outside of the isles. Like the land of the Bloated Throats. It was a minority view amongst the military as they were mostly isolationist but it was quite a major ideology in the military. Alerick then spoke slowly.

 

Whilst it is unfortunate what happend with Brother Samuel it can’t be turned back. And sending out punitive campaigns would simply cause the deaths of more people. Rather we should focus on growing the economy. Allowing us to build and maintain a stronger army in the future rather than in the present.” Ellias then stocily said. “Agree to disagree.”

 

Alerick then notioned that most of the caravans had almost arrived at the arrival point and spoke. “In any case we should get back, duty calls.” To this Ellias nodded affirmatively and both of them headed down the hill.

 

Population: 2,575 million

 

Economy:

Expenses:

A new settlement is made on Gelder. Seeing as there is a prime oppertunity for a natural harbor there. The settlement is to be called Idanha (5k) (Building it on a black Marker for increased profit.) (+1k income)

 

More manufacturies are built. Seeing as there is still a large amount of people that can be employed and since the Order needs extra income for it’s future projects. Thus two more manufactories are commisoned, one on the isle of Braerbant and one on the isle of Limbur. (15k) (+2k income)

 

 

 

Diplomacy:

No diplomatic actions this turn

 

Income:

Economy Investment: 8k gold

Capital: 3k gold

Trade: 0 gold

Commerical buildings: 0gold (next turn 11k)

Population: 6k gold

Cities: (Riad) 3k

Trade: 1k gold

Merchant guilds: 6k

Manufacturies: 5k

Military Maintenance: -1k gold

Total gold: 34k

 

Treasury: 4,5k gold

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Galaharian League 
1501

 

Population (Year 2)


4,635,000
 

As a new year comes to a start, many things are changing. Duke Giovinco Barbaro had left on a state visit to the Kingdom of Hilmedhi. A place where many guilds such as the Revarini or Salvanzo and his louts had interest. But The Duke had beat them there, while they all idled back in Galahar. There Reaver Admiral Ormanno Sforza rules for the year in Giovinco's stead. It was a stark difference to how the Barbaro’s liked to run it….

 

A dour collection of Guildsmen from Ovest walk the hallowed halls of the palace. On either side is ample display of Barbaro wealth and power. However they hear some very un Barbaro noises as they reach the throne room. Giggling, the sounds of rowdy Revari music, tankards clinking together, and other sounds of revelry. It was true The Courtesan Duke was notoriously rowdy as well. But he kept it out of the palace.

 

As they enter the building for a meeting, they see the chaos of the Barbaro throne room. Ormanno sforza lounges on a cushion, next to the Duke’s throne. Dozens of Lords, Ladies, airy Courtesans, horrified Guildsmen, Council Members, and others mix together. The Ovest guild sadly tucks away their scrolls. It had detailed the loss of quite a large amount of gold. But now work was getting done with the Admiral's party.

 

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--

 

Many days later the celebrations die down -at great cost- and the wheels of state begin to turn yet again. The Duke had left behind quite the to do list for his cabinet. And the Senate/Guilds were clamoring for all the new trade opening up. Ormanno as well was busy building his fleet.

 

As the wheel of state glide, the people of Galahar remain in peace. The lack of a military force was felt, but many were safe in their land. They had a natural affinity to it and it’s creatures. They knew as long as they tended the land, it would nurture them.

 

However some more inland Humagi have forgotten the peace and wisdom of the Deep One. Turning to banditry, they had plagued some land routes, or simply stolen. But High priestess Moraine and her retinue did not take lightly to it. Rallying the ‘Adventurers’ private army, they rode to scour the countryside clean. Over ten thousand are rounded up, mostly inland Humagi who shun the Deep One. Sacrifices being to be made in the new place of worship, as the rest are enslaved.

 

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--

 

Giovinco Barbaro returns to the League, with news that will change it forever. He has officially been betrothed to the King of the Hilmedhi’s daughter. A collective sigh of disappointment can be heard in the capital from hundreds of fair maidens who had hoped to wed this dashing Courtesan Duke. But in a stroke the Duke had proved his merit.

 

He had won the guilds trade deals, won himself a strong position as a Prince in a foreign land, and saved the Hilmedhi from Sforza's vicious ambitions. It consolidated Barbaro power in an unstable time. And things were indeed unstable. Troubling reports leaked out of the Greek Throat.

The army will begin to increase, as the navy begins true building as well. The gold not pissed away partying or as gifts is put to good use.

 

Actions

 

Economy (Turn 2)

3k Base

8k Bonus

13.5k Pop Bonus

9k Merchant Guild

4k Trade

2k port Bonus

-1k Upkeep
-5k Penalty

 

33.5k Total 

 

 Actions

Upgrading 2 Units of Med. Inf./2 Med. Archers. to T2 Equipment -4k

Recruiting 2 Units of Medium Inf with T2 Equipment -6k

Recruiting 3 units of Light Infantry -3k

Recruiting 3 Units of Light Archers -3k

Recruiting 1 Unit of Light Infantry -1k

Building 2 Caravels -8k

Building 1 Galley -2.5k

Building 1 Cog -1.5k

Gold to The Himedhi -1k

Gold to who knows where -2k

Starting Temple in capital -1.5k

 

Mod Actions

 

Enslaving 10k pop straying from Deep One. Many will be sacrificed in harbor, the rest enslaved. 

 

Duke betrothed to Kingdom of Hilmedhi princess. ANY NATION Galahar can contact and is of a friendly inclination is invited to what will soon be a legendary wedding. Preparation begins, security and flamboyant spending taking priority.

 

Sending a small group of merchants to explore strange rumors of an Interesting crop of islands west of the City. (Exploring POI)


 

Edited by GrimBeard
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EMPIRE OF BOURDELEAUX

Ruler: H.I.M. Emperor Adrian II

Government: Imperial Absolute Monarchy

Population: ~ 4,635,000

Allies: N/A

Trade Partners: Galaharian League, Kingdom of Fyr-Darrick, Kingdom of Helmedhi, Carrow Lords

 

--

 

“Your Imperial Majesty.” came a muffled voice outside the Emperor’s bedchambers, following by a harshly rasping on the reinforced doors.

 

Emperor Adrian sharply awoke from his slumber, and broke out into an immediate scowl. He squinted a number of times as he cast off the red, gold-embroidered blanket that cover his bed. He slothfully positioned himself upright, still hunched over off the edge of the bed. He sighed softly, casting a glance toward the opposite end of the bed where his wife, the Empress, Isabelle of Hainault, lay. She too had woke, tossing over and laying on her side, shooting him a look of curiosity. “Does he realize the time it is?” she asked, as the bright rays of early morning pierced through the stained glass window of the palace bedchambers.

 

“Evidently not.” replied the Emperor, rubbing at his eyes with his eyes with a closed hand. “It must be important.” he paused, then calling out to the voice, “What is it?”

 

“Your Imperial Majesty. T-th-” he stammered. “The Duke of Luombard seeks your audience.”

 

“Now, does he know what it is?” he abruptly rose, throwing up his hands.

 

“I-I don’t know, my liege.”

 

“That wasn’t for you to answer.” the Emperor rolled his eyes. “Very well, invite him into the throne room, I’ll be down in a moment.” he added, now wrapping a belt around his waist.

 

“Shall I accompany you?” asked Isabelle, laying still upon the bed, a woman a two years short of her husband and the daughter of an esteemed Duke. Though her wrinkles had begun to show, she still possessed delicate features and long and youthful cascading locks of brunette hair.

 

“If it so pleases you. Though, I warn you these Dukes and their politics.”

 

“I think I can handle it.” she smiled.

 

“Very good, then we shall… go down together.” he said slipping his arm through a sleeve.

 

--

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The Imperial Palace on the outskirts of Souvois

 

 

The throne room was devoid of life and quiet, in stark contrast to when Imperial Court is held. The only inhabitants were a herald, the Duke of Luombard, and members of his retinue, and soldiers of the household guard who always held watch. An awkward silence emerged as the herald averted any and all eye contact.

 

At the pass of eight minutes, the Emperor and Empress-consort had arrived. Naturally, the Emperor drifted to his throne and sat himself upon it.

 

At their entry the herald perked, “Your Imperial Majesty, Theodore de Thessedennes, Duke of Luombard.” he said, before sinking back.

 

The Emperor chuckled, “You’d better have good reason for waking me at this hour.” he said, his tone held friendly towards the Duke. It was evident that they were at least well acquainted.

 

“Your Imperial Majesty, of course.” he bowed lowly before his presence before erecting himself once more. “I wouldn’t have made this trip myself were it not urgent.”

 

“Out with it.” the Emperor motioned him on.

 

“The rogue state to the south of the Empire… I grow worried of their intentions.”

“...and what would you have me do?” the Emperor questioned, raising a brow.

 

“Well, pacify them.” the Duke said nervously.

 

“Lord Thessedennes, it is your duty to defend your own lands.”

 

“My liege, the South is sparsely populated and near entirely dedicated to lumber and agriculture... and its harvesting season... While I do maintain my own forces, I wouldn’t want to drag more men away from their duties.”

 

The Emperor nodded, considering what he’d been told, “Very, well… Here’s what shall be done, gather what men you can muster around Omignon.”

 

“Your Imperial Majesty?”

 

“My sword arm itches. I’ll bring my own host and we shall sally forth together. For now, we’ll gather what information we can about these Raiders. I’ll have a courier deliver a message to you in the coming days.”

 

“O-of course, Your Imperial Majesty. Thank you.”

 

“You may go.” the Emperor waved him off, “Go with God, Lord Thessedennes.” And with that the Duke departed and they stood among an empty throne room once more. He sank into his seat.

 

“Marching south now, are you?” the Empress asked, laying a hand upon his arm.

 

“It appears so. As full of **** as that man is, it may... be an opportunity to expand the realm. I must speak with the marshals at once, if you’d excuse me.”

 

--



 

RESOURCES

 

Income: 38,500g (Base - 3k, 6 Economy Pts - 6k, Pop - 13.5k, Resources - 3k, Merchant Guilds - - 9k, Trade - 4k)

Upkeep:


 

ACTIONS

 

[14,500+500/15,000g] Finishing research of T3 Infantry - Many of the Emperor’s military advisors suggest furthering development of heavy, shock troops for close-in and decisive melee combat.

 

[22,000 g] Recruitment of 7 Units of Medium Infantry, 1 Unit of Light Infantry, 1 Unit of Medium Cavalry

 

[1,000g] Troops are stationed along the southern border of the Empire. In addition, scouts devoid of any Sun-related insignia and colors enter the lands of the Westfal Raiders to get an idea of troop numbers and defenses. (Mod)


 

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THE KINGDOM OF NUMERIA

The Royal Era of Aemer, A.E 401 (Year 1501)

 

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The Royal Army’s march southward.


SECRETS UNCOVERED

Aemyr sat heavily upon his Throne, his visage appearing weary as he listened on to the drones of countless petitioneers. He grimaced at the thought of having to endure another uneventful Courtly session, his fingers drumming upon the throne impatiently. Nevertheless, disregarding such thoughts, the young man effectively and diligently carried out his duty, dealing with the many issues of his complaining nobility, and the qualms of the peasantry.

 

His interest would change however, as he spots a man dressed in the fashion a Numerian Scholar would typically be wearing. With an eyebrow raised the King receives entertaining news - court is quickly dismissed and the scholarly man is brought quickly to the King’s own office, at which point discussions broke out between the two, as if they were excited children. A breakthrough in history had been made by a Numerian Scholar; for the past centuries, the people of Numeria had been struggling in the dark in regards to their past as a result of the Symonian Empire’s collapse, now they may uncover the truths to many wonderful things with just a singular map.

 

Oddly enough, the Numerians are situated upon what is believed to be the Imperial Crownland of Symon, a peculiar location, since it was popularly believed that ancient Numerians were mistreated by their Symonian overlords in the past. From the King’s perspective and the knowledge he had of basic history, he was unable to make sense out of anything from the document, it was an accepted fact that the Numerians had inhabited the Lake of Lyria, the Well of Eternity, since time immemorial these silver haired people lived in these forests.

 

A confusing factor to think about, for too arduous for the King to even grasp with all his current duties, he therefore issues his newly acquainted Scholarly friend to form a Society regarding the research of ancient history upon the matters of Numerian Origins and Imperial Symonian knowledge. Numeria will uncover the secrets of Naros.

 

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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.

 

NEW

 

The Grelden Forest, the southern reaches of the forest the Numerians currently inhabit. It was recently dubbed to such a name due to its name being present upon the re-discovered map of the Symonian Empire in the exact location. The region is in the process of being colonized by Numerian settlers as the Kingdom stretches its borders.

 

Tyniria, the center of the colonization of Grelden. Tyniria is the first settlement constructed within the Forest of Grelden, serving as a base of operations for activities further southward. It is inhabited by the poor and the destitute and garrisoned by a large Royal Army presence. The colonization of Grelden is a carefully articulated one, a process of gentrification is underway within the heartland as poorer populations are enticed to become settlers in these new lands. The name of the settlement simply means Tyria-Minor, the smaller sister city of Tyria.

 

The Fortress of Helmden, these imposing fortifications sit over the river junction between the nations of Numeria and Danwent. They had been built several centuries before, during the reign of Taemyr the First, however in recent times they have fallen into disrepair, the threat of banditry gone and the people of Danwent having never entered hostilities against Numeria. Several weeks ago, a peculiar discovery has been made beneath its walls.


ROYAL ACTIONS

Available Imperial Denarii (Gold): 27,500

 

From the Fortress of Helmden and the City of Tyria, the Royal Army marches into the southern reaches of the woodlands now dubbed Grelden. In the previous year, smaller detachments had begun the construction of outposts and fortified camps, now with the influx of the entire Royal Army these positions are expanded greatly as convoys of settlers rush over the border to their designated points. The Council issues a subsidization campaign for the colonization of these woodlands, establishing the Settlement of Tyniria (Tyria Minor). [5000/5000]

 

In order to fuel the growing ambition of Numeria’s outward goals, the factories that had previously been worked upon are now prioritized for completion. This new hub of metallurgy and other crafts is expected to produce proper Numerian Goods and Weaponry, and in the future are expected to receive shipments from the depths of the Roots of the World once mining operations commence upon these mountains. [2500(last turn) + 5000 = 7500/7500]

 

The Royal Pantheon of the Elements within Lyria undergoes renovations and upgrading, the structure having been long lost to time and ruin. Now in its stead, a proper Place of Worship is formed, from which citizens can now properly pray to their respective Elements. [10000/10000]

 

In conjunction with the formation of a Place of Worship, a new Temple undergoes preliminary construction within Lyria near it. Forming the basis of the Royal Magician Cult. [5000/7500(25% off of 10000)]

 

Reports of the new discovery made within the Fortress of Helmden make their way to the Royal Capital much to the curiosity of the King. He orders for the immediate and effective excavation of this new archeological site, spending his own funds into uncovering what lies beneath the Fortress. [2500 Gold spent to accurately and properly excavate the Wall of Black Stone]

 

Funded by the Royal Throne, dozens of expeditionary parties are formed in their designated locations. They are properly equipped for the tasks ahead of them, ensuring for proper protection against the weather and ample supplies - their task is to delve into the Roots of the World, prospecting for minerals, possible routes of passages and whatever else may be found within these mountains. [5000 Gold spent to improve the chances of the expeditions surviving]

 

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KINGDOM OF NUMERIA STATS MENU

Leader: Aemyr V of House Namyr

Capital: Royal City of Lyria [1 Merchant Guild, Place of Worship, 1 Manufactory (Finished This Turn)]

Cities: Nyria [1 Merchant Guild]

Tyria [1 Merchant Guild]

 

Town: N/A

 

Settlements: Tyniria

 

Fortress: Helmden

 

Population: 4,635,000 Total

500,000~ in Lyria

300,000~ in Tyria

200,000~ in Nyria

3,500,000~ in rural regions

 

Army:

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

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

1 (500) unit of Light Cavalry (Numerian Rangers)

Total Infantry Count: 10,500

 

Economy:

Base Income: 3000g

Population: 13,500g

Trade: 2000g (The Eye, Republic of Danwent)

Merchants Guilds: 9000g (Lyria, Tyria, Nyria)

Manufactory: 1000g (Lyria) [Finished this Turn]

Economic Points: 5000g

 

Upkeep:

Infantry: 3000

Fortress: 2000

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

Total: 32,500

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Surya

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They were not receptive.” Kunwar chuckled and sipped from a cup of creamy, spiced  tea. “Dirty pirates.”

 

What else could you expect?” His host replied. “They’re Tamas, and criminals already. They don’t understand anything but force.”

 

Kunwar looked up skeptically at the woman. Arwana Kaur had been a beautiful woman in her youth - he should know, since the two had grown up together. These days her age was beginning to show, and her face was marred by a near-permanent scowl. The realities of governorship had taken their toll, but still she was his friend.

 

Now the two sat on a sun-baked terrace in her city, Varchas. Ships came and went, whether to sea or into the Kumbha strait, where the mirrored city waited. To the north, they would be sailing through the Sea of Chandra, where the Red Suns would hunt them. Perhaps, though, they would hunt them a little less now that Kunwar had thrown them from the Suryan coast.

 

They’ll be back, you know.” Arwana’s tone was more distasteful than concerned. “And while you’re back in Chittor getting fat, I’m stuck defending a coastline twice as long.”

 

You did ask for this posting.”

 

She grumbled. “It’s fine. Maybe this means something will finally happen around here. I wasn’t built for managing tax policy, Kunwar.”

 

In that case, you’re welcome.” Kunwar grinned. Arwana may have disliked being a bureaucrat, but she wasn’t bad at it. When a Suryan army had taken this city fifteen years prior it had been poor and disgusting, with the residents openly defecating in the streets. Now it was the gateway to Pratyush and Chandra, nearly as rich as Surya itself, and the streets were pristine. It put his own work in Chittor to shame.

 

She looked at him, and smiled for the first time that day. “Why don’t you stay longer? A few days can’t hurt.” And he truly wanted to. It had been almost a decade since the two had last had time together.

 

Instead Kunwar shook his head. He’d been away from his post for too long already. He had a ship booked for the next morning. Surya would want his report. There were a hundred reasons he had to go. Even so, as he left he realized just how remote Chittor really was. He really must come home more often.

 

----------

 

Even as their soldiers strike out against pirates in the north, Mihir’s faithful turn their attention inward. On the coasts of the Sea of Surya, more and more citizens take advantage of the Sattva’s land grants, and farms spring up to supply the mirrored city. Not just rice is raised here but fruit, livestock, spices gathered from every corner of the realm. And why not? There is little to threaten the city, not yet. So the three castes work in peace, and savor the Bright One’s sweet bounty.

 

---------

 

Economy

 

Expenditure (36,500 Treasury)

 

Settlers from the core territories are recruited and sent north, where they claim an outpost on the eastern peninsula of the former pirate lands. [5,000 gold for an outpost on PoC]

 

As soldiers will be needed to defend the new territory, the city of Varchas recruits a new regiment of light spearmen, to help keep order over their stretch of coast. [1,000 gold, basic light infantry]

 

Most of the realm’s income goes to further developing agriculture on the coasts surrounding the mirrored city. Mihir’s chosen will prosper. [30,000 gold for 6 farm districts]

 

[500 gold saved.]

Edited by Zanderaw
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The Commonwealth of Ruhn

 

 

"To Him we give our praise,
to Them, we thank for our blessings.
To Him, we beg for their protection,
to Them, we honour their memory.

Vessels discarded--holy and sanctified.
Laid as link--witness through bone.
Watch and wait--patience of eternity.
Their duty is finished--their Duty has now begun.

His power,
their Hand."

 

-The Rite of Interment

 

The chanting of the Temple acolytes was observed by a silent throng of commoners and nobles alike in the Grave Garden. The rattling of the priest's bone-covered vestments were the only noise breaking the otherwise venerable silence as the body of Hanz Bruger was lowered into his resting place. It would be improper to cry at such a time, as he was not truly lost. He had gone to join the ancestors in the serenity of the afterlife to watch over his descendants and the people of Ruhn. There, he would be with He-That-Waits, and whisper the prayers of his family to Him.

As the Acolytes carefully covered the grave with soft earth, the crowd quietly evaporated. The man’s son had donated a finger-bone to the Temple, and the acolytes were very eager to place it with the others.

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Grave gardens were not as morbid as the name might imply. If a visitor had not been told that the dead were buried beneath the dark green grass, they might think the land was a public park. Beneath the shady willows and wildflowers, the dead were interred into the earth as per tradition. Graves themselves were unmarked, so one could always expect to dig up another’s ancestor or two. Aside from the slight awkwardness of it, the act wasn’t profane—the acolytes would re-sanctify the bones and be reburied. If burying them again wasn’t an option, the remains would be built into holy necklaces, staves, and apparel for the priests, or crafted into idols for smaller shrines around the Commonwealth. Even in death, the citizens would perform their duties. It was important for the dead to be honored, and in this place they could all be honored the best.

Lord Chancellor Johann Bruger gave one last silent prayer toward the place his father had been buried. Some day another would be interred in the same spot, and he wished to say his final farewell while his body was still mostly whole. By the graces of his other ancestors, he wished his father well in his new Duty. He only managed five steps before the first of the day’s problems trudged up towards him.

“Humble blessings, my Lord,” a short, wiry man with a thick beard wheezed as his quickly removed his hat. “I pray your father had an easy passing?”

Johann nodded slowly. Lord Treasurer Fitzroy Velburg was an opportunist at core, and the most aggressive bean-counter in parliament. Though he was respectful in holy places, he straddled the line of decency as closely as possible. “It was dignified and silent, much like the man himself. It took a whole night, however.” Johann looked to the acolytes walking back to the chapel. “Though I know Him to be infinitely patient, I imagine even He was tired of waiting.”

Fitzroy nodded quickly, showing a surprising amount of sympathy. “May he judge you fairly.”

“Walk with me, Lord Treasurer,” Johann commanded as he departed the garden. A sycophant he may have been, but Velburg could always be relied upon for timely reports.

The pair ambled down the merchant’s road toward the Grey Manor. A sea of black, white, and brown coats and hats shunted around the busy street. Silent, mail-clad guards watched them carefully and ran down cut-purses and pickpockets among the crowd. They stood to attention as the lords passed, and even the local merchants and market-goers bowed reverentially. The less scrupulous offered discounts on their wares to the pair, but were politely ignored.

 

“The Hakanites and Karel welcome our merchants happily, my Lord. No doubt we’ll be seeing their stalls among our own soon enough.”

“A fine way to report that the Free Cities have declined our offer.”

“Ah, well, yes. They have indeed refused. But what does it matter, my Lord? They are but profligate heathens! If I recall, however, we do have some soldiers still in the area...”

Johann sighed.

“What are a few heathen farmsteads compared to the prosperity of the Commonwealth, Lord Bruger? A few burghers and caravans cleaved could certainly make the Free Cities reconsider-“

Johann stopped in his tracks and stared down the Treasurer with a cold glare. “Your advice is noted, but I will confer with the appropriate authorities on the use of our axes. Now, if you will excuse me...”

The Lord Chancellor marched away from the frustrated treasurer as quickly as possible towards his private quarters in the Grey Manor. It was true what was said about funerals—they were more likely to make one irritable than sad.

 

 


 

Gold Accumulation:
Base:
9000,
Merchant’s Guilds:
6000,
Taxes:
7500,
Trade:
2000,
Vault:
2000,
Military Upkeep: -3000.
Total:
21,000 gold.

Spending:

-At the request of First Rector Melchior Hoffman, a larger, centralized temple is to be constructed in out of respect for the ancestors and He-That-Waits. Many of the older citizens are giddy at the opportunity to be the first interred within the grand structure. (-10,000 gold towards a Temple)

-Colonists from the mountains begin settling along the newly claimed western riverlands. The first farms begin to spring up, no doubt with more coming in later years. (
-5000 gold towards farmlands)

-To act as both an administration centre and drop-off point for millet and barley, a small settlement is established right at the river’s fork. (
-5000 gold towards settlement, represented by the arrow)

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-The remaining 1000 gold is placed in the vault for future use. (Total of 3000 gold in the vault)

-Missives are sent to the Realm of Hakkan to inform local merchants that the Commonwealth is seeking to hire two ships with generously proportioned cargo holds for an expedition to the south. Prices are negotiable. 

 

 

Stats:
 

Population: 2,612,500 citizens.

Cities & Investments:
Ruhn (Merchant’s Guild, Temple [next turn])
Bruger (Merchant’s Guild)
Riveruhn (settlement) [Next turn]

 

Defensive Structures:
Fortress Bergen

Other Investments:





 

 

Edited by Catostrophy
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Kingdom Of Hilmedhi

 

The High Queen sat on upon her balcony, looking out upon the setting sun. Reminiscing on her earlier years, the years before her royalty. Similar to her daughter, she traveled to a distant land. Far away from her home, but not as far as her daughter would travel. Her concern was beginning to melt with each passing day and her conversation with the Duke, but she lingered on a few word. Sending her only child into a ‘pit of vipers’ was not something a parent would usually do but politics and security sometimes changed that. Over the past year, she had trained Airlia more than she usually does. In all manners, political or in warfare.

 

She broke her stare that rested upon the horizon, and let out a sigh. She only had a year left with her daughter. She would try to enjoy it the best she could, but she could feel herself slipping closer and closer to darkness.

-------



 

Actions:

Treasury: 18,000

Base: 3,000

Trade: 3,000

Economy: 4,000

One-Turn: 1,000

Population: 6,000

Improvements: 1,000


 

In the Jungles of Hilmedhi, a group is sent out to explore the jungle even further. To see what it might hold. (3,000 Gold)

 

Two more manufacturers are ordered for construction next to the mountainside of Cinder’s Valley. (15,000 Gold)  

 

A trade offer is sent off to the Men of Aulem (MOD)

 

Kingdom Information

 

Character’s:
High King Throck Cinder IV

Age: 41

Location: Cinder’s Valley

Relationship: Married to Ruthna

Situation: With his daughter, giving her some fatherly advice.

 

High Queen Ruthna Cinder

Age: 36

Location Cinder’s Valley

Relationship: Married to High King Throck

Situation: Drinking her worries away (again).

 

Princess Airlia

Age: 18

Location: Cinder’s Valley; Palace

Relationship: Betrothed to Duke Barbaro

Situation: With her father, on the Dorhimi Docks.

Cardinal Thames X

Age: 39

Location: Silhemi Place of Worship 

Relationship: None

Situation: Studying the day of the Culling.

 

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

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Kingdom of Five

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Nation Roleplay:

Incredible displays of corruption had become so apparent to Leotard that he began to squash them out using his ‘godlike’ powers to burn all those he had investigated over the year. The public display was spread around the Kingdom by word as many officials in the government began to lax some corrupt tendencies and assert their loyalty to the Kingdom by increasing the tithes of their soldiers.

 

The recent arrival of such motley men had led to a restructuring of the Kingdom’s military, 1,000 men would be assigned to cover an assigned city or region of its land called Regional Regiments. During wars they would be selected by the King to form an Army group. Its logistical woes would be dealt with by the Prince who would take up most military matters for the year.

 

Trade flow from outsiders brought many wares people had no luxury of before, the influx of jobs from the manufactories was also a welcome sight as people began to afford decent clothing and housing. It was a great time to be a denizen of the five, especially the stronger military men whom was the dream of any lady.

Population: 4,635,000 Fivians

Gold Expenditure: 41,500 Gold - 5,000 = 36,500 (Per Turn Income: 38,500)

 

(30,000 Gold) King Leotard in his lavish squeal declares the formation of the Guards of Five, over 7,500 men are recruited from the streets and trained into fighting men. They soon receive equipment from the previously build Manufactoriums.

 

(5,000 AP) The construction of the first settlement in decades to the East of the Kingdom, the people sent are accompanied by two regiments of men, 1,000.

 

(1,500 Gold left for next year.)

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The Auldhauan Hierarchy of Melda

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“Victory is life with hands held and death with gazes locked.” -Rituals of the Lord and Lady

 

Income:

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

{Capital City [3,000G] – 3,000G

{Trade [#Partners x 1,000G]} – 0G

{Population [1,500G*(Pop./500,000)]} – 13,500G [4.635m Pop]

{Commercial Buildings [3,000G x #Merchant’s Guilds, 1000G per TradePartners/2 per port]} – 7,000G

Total – 26,500G

Stored Gold:

Total: 2,000G

Costs:

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

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

Total – 0G

Start of Year Treasury – 28,500G

 

Total Investments:

Army – 2,000 Medium Cavalry, 500 Medium Archers

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

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

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

 

The Lord of Melda, Graevien, stared hard at his sister. She stood in the Solarium in loose-fitting robes, covered in emblematic jewels and watched him in return with a sly smile.

 

”Haeviel,” he started, inhaling before glancing at the young man next to her. “Who is this?”

 

”Just a bodyguard of mine, brother – you should consider acquiring yourself one.”

 

”Send him away, Haeviel. This is becoming ridiculous.”

 

”Perhaps you would not be so inclined, brother, if you had seen the specimens from the Free Cities.”

 

”And find myself with a single child instead of twins? You mistake our purpose, Haeviel. Though,” Graevien stops for a moment, glancing at the escort, “We have found ourselves a similar opportunity.”

 

[50G] – The Auldin Tribe previously contacted is once more addressed by a very cold Auldhauan dignitary, asking for any written documents stored, any knowledge of, or any relics of their old world. He brings 50 Auldhauan Golds’ worth of wheat and metal cooking utensils to trade, and promises more if any such wanted items can be found.

 

[15,000G] – A new port is constructed, for the grand Auldhauan Hierarchy to begin its colonization of foreign shores.

 

[10,000G] – Another Merchant’s Guild, this time in Strakzhau, is funded and established.

 

[Non-Expenditure] – Offers of trade are sent to the Auldin Tribe, the Kingdom of Karel, and the Free Cities of Triad.

 

[Non-Expenditure] – 1,000 Chevaliers ride to the Lady’s southeast, placing territorial flags as they move – claiming once and for all the entirety of the Lord and Lady for the Auldhauan Hierarchy.

 

Ending Gold: 3,450

 

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Kingdom of Bulgar

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High Lord Relis Korkus stood at the forefront of the temple. Dressed in gold sewn purple cloth garb he held a knife above the chest of a beleaguered man. His hands were bound to together as well as his feet with his back arched against a stone altar. The king lifted the cupped knife before slowly inserting it into the man’s chest. Ripping open a gash in the dying man’s chest, two high ranked priests aided in widening the orifice. With the help of his priest the king slashed the connective tissue surrounding the heart and turn toward the crowd below. Heart in hand, still beating, he lifted it toward the sky. An great fire had been set up next to the sacrificial altar and in went the heart as the High Lord threw it.

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Carts of goods travel through the Greenthroat, new items of lithborn design and old items of ancient empires go with as well to the kingdom hidden in the leaves. The Kingdom of Fyr-Darrick is approached for a trade route through the forest. Plans are established should they accept in using the many river systems and forest pathways for immediate trade.

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Cavalry forces are sent along the southern border in screening movements for the archers. Hundreds of light infantry archers and light cavalry shift across the great plains in military movements. Across from the military movements are onlookers from the many great families of Bulgar. Thousands of high nobles and courtiers applaud from the shifts from the show of force. High Lord Relis Korkus, in golden armor and purple clothes stands as the primary observer from a constructed wooden deck. He pointed to his second son explaining, “We are a peaceful people my son, but we must always be prepared for war. I would rather never have to see a lithborn die in a false cause but I fear that kingdoms are changing around us and we must reignite the warrior culture of our ancient past. These men are cavalry, the most noble of the military’s men. Upon each horse is a lesser noble.” The king brings his son closer and points to a location off in the distance, “Look out in the distance for a short banner. Each lithborn carries a symbol of his house on him somewhere on his armor.”


 

Before Turn

Population: 4,635,000

Cash: 34500
GP: 5k Economy + 3k capital + 13.5k population + 9k merchant guilds +2k trade deals - 1k military = 31.5k p/t
Military: 2500 Light Cav, 500 Light Archers

Building: 3 merchants guild, place of worship
 

After Turn

Population: 4,774,050

Cash: 4000

GP: 5k Eco + 3k cap + 13.5k pop + 9k merch + 2k trade + 2.5k The Last Rage + 1k manufactory - 1k mili = 35k p/t
Military: 2500 Med Cav, 500 Light Archers
Building: 3 merchants guild, temple, place of worship, manufactories (1)

Research: Properties of The Last Rage (3000)

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D U C H Y   O F U L Y A D AR

 


 

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The snow, to the caravan, was like dust in the wind as the brutal wind made every step feel like a battle. Even though these people felt very little cold, they still remained covered from head to toe in furs as they trekked towards the white crags of the glaciers. Icey bits in a blizzard  acted like arrowheads, and pierced your skin causing cuts and piercings all over your body. “We are almost to the river!” shouted the lead man over the howls and roars of the icy wind. They had been granted by the Duke a charter of expansion into the territory of the Tribe of Elesikel, whom had suffered a tribal defeat in a skirmish in the ice plains adjacent to the River Siya. It was this who encouraged the Duke to send an expedition to settle the mouth of the frozen river, and to exert an ever increasing control over the savage tribes of the land.

 

The caravan moved ever so slowly, every pace seeming like an eternity as the conditions of the blizzard continue to worsen. One more step, thought Gnupa, the leader of the expedition. And one more step indeed, they got slowly got closer, winning the battle against the elements as they reached the rocky banks of the frozen solid river. Its smooth, elegant sheet of ice contrasting heavily against the adjacent lands riddled with large rocky boulders dotting the lands east of the river, and the ominous icy plains filled with dangers found in the glaciers to the west of the river Siya.

 

Gnupa removed his hide back from atop his back, and took out his pick as he hammered in a rope into the earth, securing the long line of travelers behind him into the ground. He motioned with his fur covered arms to sit down, to anchor the line even more, as 3 individuals appear from what seems like the unknown and unseeable end of the line, all carrying a black fur covering, showcasing their authority to the colonists. They all approached Gnupa slowly, who was on the ground removing his snowshoes and putting on a pair of shoes with a single blade fastened to the bottom. The other 3, without saying a word, would follow suit, putting on their ice gliding shoes.

 

Gnupa was already be down by the ice when the other 3 had their shoes on, drilling a hole into the icey blanket of the river to make sure the cover was thick enough to glide on. Once he reached the cool waters of the river, he splashed a bit on his face and on the blade of his shoes, before graciously stepping onto the ice, his body effortlessly gliding through curves and rock deposits with every step. His other three partners would join him, skating through the mirror-like cover of the river, racing up and down, scouting the banks for a suitable place for settlement. Every now and then, a strong gust of wind would come from the east, almost knocking them over on their face, but that did not happen easily, as every child of Ulyadar learned how to glide almost after they learned how to run.

 

After an hour of gliding through the river Siya, the 4 overseer's had found a suitable place for the planned town. It had not only connections to the river, but to the ocean, and the ice on the opposite side of the river was even strong enough for a house, according to Tyrian, however he was known for stupid outbursts. The blizzard had died down significantly by the time the 4 men returned to the long train of settlers, and up they went to the designated area, and within 6 months the town had its first warm season, and witnessed the River Siya melt and freeze for the first time. A festival was held on this occasion, as is always, and the town of Ryapa had begun under the patronage of the Duke of Elesikel.


 

 

 

 

 

 


 

 

NATION INFO

 

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Big Star: Capitol(Ulya), Big circle:City(Yakur), Small circle(South east): Settlement of Tykirfell, Small circle (North): Settlement of Rypapa

POPULATION:2,500,000+.03=2575000

ARMY:

1000 LIGHT INFANTRY

1000 LIGHT ARCHER

4000 MEDIUM INFANTRY

4000 MEDIUM ARCHER

ARMY UPKEEP: 3K GOLD

NAVY:3 GALLEY 3 COGS

UPKEEP FOR NAVY:2K GOLD

 

GOLD:3K(BASE)+7.5K(POP)+3K(TRADE)+3K(MERCHANT GUILD)+1k(PORT)+ 4K(ECON POINTS)=21.5K GOLD

GOLD AFTER UPKEEP:16.5K GOLD


 

 


 

ACTIONS

1.5K-TEMPLE(15K LEFT)(2.5K/10K)

5K-SETTLEMENT(10K LEFT

10K-FARMLANDS(0 LEFT)

-Some men are sent home in the warm season to tend to their families.(-6k, Light Infantry+Archers, Medium Archers.)

 


 







 

Edited by Alfonso X el Sabio
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Posting for Will (Kingdom of Fyr-Dannick) as he is ill.

 

The Kingdom of Fyr-Darrick

 

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Nation Stats

 

Leaders

 

King Eonir the Great Stag

 

High Priestess Dycha

 

Prince Aeleandor the Warden

 

Population

 

2,575,000

 

Income

 

Base: 7,000

 

Population: 7,500

 

Trade: 3,000

 

Merchant Guilds: 6,000

 

Upkeep: -7,000

 

Total: 16,500

 

Treasury

 

16,500

 

Trade Partners

 

Galaharian League

Empire of Bordeleaux

Kingdom of Hilmedhi

 

Cities, settlements and Fortresses

 

Talsyn (Capital), Population of City and Surrounding Area: 1,512,500

 

Anmyr (City) Population of City and Surrounding Area: 712,500

 

The Midnight Anvil (Fortress) Garrison: 1000 Medium Infantry, 500 Light Archers

 

Modryn (Settlement) Population of Settlement and Surrounding Area: 350,000

 

Military

 

5,000 Greenthroat Riders

 

5,000 Medium Infantry

 

2,500 Light Infantry

 

2,500 Light Archers

 

Activity

 

The Coffers of the Kingdom began to swell but more was needed to be done to fuel the upcoming change in times. Fyr-Darrick required a strong military in order to protect the woods and it needed coin to fuel it, there could be no growth without opening the Kingdom up further even potentially allowing human trade. Goods flowed in and out of the City of Anmyr, being on the river it is frequented by many and for most outsiders is all they see of the Kingdom, very few are allowed deeper into the Woods.

 

A Temple was required for the faithful to visit, since basically all the Kingdom were the faithful it was seen as a priority by the Royal Treasury to hurry along the process as such funds would be appropriated for such a divine cause. Other such expenditures including the building of a new set of farmland. The trade agreement proposed by the Northern Neighbours of the Kingdom would be accepted.

 

Expenditure

 

10,000 Is spent on building a Temple to the Elder Soul.

 

5,000 Is build on additional Farmlands

 

Military Maneuvers

 

Scouts would be sent Westward to see what they can find. (Mod)

 

The King himself would find himself moving Northward, to discover the origins of the Wolves with a Retinue of one hundred. (Mod)



 

Prince Aeleandor is sent to the Galaharian League, the Kingdom of Fyr-Darrick itself had been invited attend the wedding of the Galaharian Duke. Though not exactly enthused by the prospect of enduring the ceremony of an outsider the Prince listened to the command of his King whom was in turn supported by the High Priestess. He would be sent with a contingent of the Green Throat Riders and Royal Guards to attend both the wedding and partake in the tourney afterwards.

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