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From Ruination [FRP]


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Realm of Darkyria

 

“So then, the Font of Life is no rumor then?” Maerek asked as they walked around the palace, his helmet held at his side still in his armor from his combat practice. “I suppose you’re here then to demand something of me.”

 

“I wouldn’t dare make a demand of you my Lord.” the Magi spoke respectfully “However I do believe we can greatly earn more favor from After if we could somehow twist the Font of Life..into something he could use.”

 

“But before we could have the power to attempt such a great undertaking, we must earn his favor that we may be granted a further understanding of the powers that he grants.”

 

“Then I suppose it is settled..do not make me regret this Kael’ryn..I don’t take wasted time or gold lightly.”

 

“Of course my Lord.” he would be bow before dismissing himself.

 

Kael’ryn and his followers have taken an increased interest in the Font of Life. Hoping that perhaps the power could be shifted and twisted away from the Elder God and be controlled by the Kingdom. But only time, gold and research would be able to know if such could be possible.

 

While facing the nightmarish creatures of the Greenthroat was an everyday occurrence for the people of Darkyria, the Kingdom has proposed a means to help secure the immediate vicinity of the Kingdom or so they hoped.

 

The Kingdom of Darkyria has begun to establish a bounty for the more dangerous creatures that terrorize the lands.

 

-OOC-

Army

5 Units Light Infantry (T1/Regulars)

2 Units Medium Infantry (T1/Regulars)

3 Units Light Archers (T1/Regulars)

Upkeep - 2,000

 

Infrastructure

Shrine - Tier 2 Death Magic

Temple - 5 Adepts 1 Magi

 

Leaders

King Maerek

Prince Aryn (Aerek)

Master Kael, Magi of Death

 

Income

Capital - 3,000 Gold

Merchant Guild - 3,000 Gold

Manufactory - 1,000 Gold

Economy Investment (5) - 5,000 Gold

Population 2,600,000 - 7,500 Gold

Upkeep -2,000 Gold

Total - 17,500


 

-Actions/Expenditures-

 

The 2nd Manufactory is supply the final funding needed to finish it’s construction - 1,500 Gold

 

At the continued pushing effort’s of the lead Magi of Death, King Maerek demands the construction of a more dedicated building for God of Death, A Hermitage - 16,500 Gold/50,000

 

The Kingdom works to establish a Hunter’s Guild within its borders, seeking to secure support and abled volunteers as a first step throughout the year. The goal is to gather skilled marksman and hunters that are willing to risk life and limb for gold and glory, hunting the beasts of the Greenthroat.

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1503

 

The world can do little but watch as nations grow, thrive, and conquer. To the east, the Sehmon Remnants seem to be silent, as the coronation of their new king approaches upon the horizon. It is as if the entire nation is holding a collective breath, waiting to see what Almeric IV has in store for them.

 

Upon the eastern border of the Greenthroat, the Herzaka have been seen to move in large bands of men on horseback, riding across those open fields between the Roots of the World and the Greenthroat, though few could fathom what their intentions are.

 

Finally, to the east, the Free City of Lem has called for a council of the cities within its borders, in which one of the events will be the judging of a heretic priest of the God of Death.

 

New nations on the Map

The Werens - North West of Melda

The Passans - West of the Galaharian League

The Men of Ölm - North of Bulgar & Fyr-Darrick

The Defilers - South of the Free Cities of Triad


 

The Kingdom of Bulgar

 

An old tome is found buried within one of the Bulgar’s more venerable herbalists’ libraries. It explains that the Last Rage is a flower that enables the one who ingests it to increase his performance by a substantial amount. However, it is a dangerous substance, as it typically leads to the death of the user. Some notes display that it can be diluted enough to give a weaker, but still powerful boost in energy, though the results are typically devastating and may leave the user crippled with nausea and pains for a week or two. The other, more powerful method kill them. Some notes reveal that its name originates from certain zealot units that would ingest it if they intended to fight to the death, or saw no escape from their current predicament. (The Last Rage unlocked = Herblore)

 

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The Order

 

And the Gelder Islands do indeed become a little bit less of a shithole.

 

sldHau9.jpg


 

The Auldhauan Hierarchy of Melda

 

And a settlement is established upont the nearest Twin. The island is wild and rough, covered in dense forest and sloping hills. Here, winter is a harsh affair and wild animals roam free. In the first months, it is not rare for the settlers to hear wolves howl right outside their thin walls of wood. But nonetheless, they persevere. The second  colony is unfortunately a failure. As they approach the bay, they discover something quite awful, and must turn back. It seems that even the peninsula is mostly uninhabitable.

 

The painkiller that was discovered within this area last year has yet to truly reveal its properties, as it seems as if chewing on the leaf itself does not have a significant effect, as was shown when a settler was bitten by a wolf. The herbalists of Melda will need to work harder to unlock it, no doubt.

 

Perhaps unsurprisingly, the nations take very badly to the proselytizers. The Free Cities, liberal in beliefs as they are, allow them to remain, but refuse to allow them to publically preach, restricting them to a single small building in the outskirts of the cities, where they may preach to those willing to come and listen. However, the Auldic Tribes hold the worship of the Deep One close to their hearts, and reject them, allowing them only to camp outside of their villages for as long as it takes for them to leave. The Kingdom of Karel, on the other hand, immediately imprisons them, and stops trading with the Hierarchy, warning them to never attempt to bring their god into their own lands again.

 

Point of Interest: The Sundering of Ismekh. Perhaps a city once stood here. It is hard to tell from such a distance, as the waters within the bay are quite simply impassable. They seem to whirl and eddie around the central island continuously, dragging any ships into their strong tide and smashing them against the various rocks that jut out of the bay. Above the island itself, a permanent storm rumbles and crackes, spurting gouts of lightning down into the water below. Even the peninsular arms surrounding the bay are not truly safe. On a clear day, on may see from a distance that the island sports great ruins, often obscured by mist and continual rain. But it seems quite suicidal to venture any closer. (Point of Power: The Deep One, discovered.)

 

florian-dreyer-winter-scene.jpg?14706500


 

The Empire of Bourdeleaux

 

The settlement is quite easily...settled? There are few people in this hilly land. It seems that few people feel comfortable with the Greenthroat so close. The land itself is mainly rough and rocky, the soil is poor and the mountains close, but land is land, in the end.

 

A great feast can do nothing but lighten the mood of those waiting for battle. And the men do indeed find themselves a little more jolly as they polish their weapons and prepare for war.

 

This year, no wolves strike out against the northern villages. Perhaps the watch did its job, or the wolves have satiated their hunger. Either way, they are not heard or seen within Bourdeleaux.

 

And so the Empire goes to war, with the clang of hammer upon steel and the tramp of boots on unconquered land. (discord)

 

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The Republic of Danwent

 

The dig continues, and more mysteries are uncovered… (discord)

 

More men to flock to the banner, more buildings to be populated and more farms to be sown.

 

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The Kingdom of Five

 

The envoy is accepted amongst the Hakkan.

 

The settlement is thus founded upon the open fields of central Aros. They face no opposition, though there are quite a few relatively prosperous villages in the area. (+5000 population)

 

leanna-russell-lrussell-final.jpg?154500


 

The Galaharian League

 

The food offerings left in the north do not seem to do much. Once again, as winter scrapes its icy claws over the land, leaving behind frost and freeze, the wolves return. The food is left mostly untouched, but the villagers are killed, and what buildings they can actually damage, are damaged. Some are eaten, in parts of completely, but for the most part they are left dead upont he ground, to be entombed within the cold snow. Their tracks, where they can indeed be followed, lead north and as they cross into the Greenthroat, are almost instantly lost. (-1000 Gold this turn.)

 

A new settlement, and in a key position. It is one of the few places where a ship going to the Hungry Sea can resupply before making the last leg of its journey. Not only that, but it offers calm waters for those who may seek shelter from the storms in the rainy seasons within Revar’s Gulf.

 

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Surya

 

Farms, farms and more farms. When will it all end?

 

To the north, the pirates strike out against the Suryans in more force than in the previous year. They seem quite confident in holding the opposing coasts and raid the Suryans with impunity. Typically they strike fast and hard, hitting isolated villages and murdering or capturing the citizens. In some of the raids, small squares of red leather are left upon the bodies with the common man writing equivalent for ‘Bad choice’. (-2000 gold this turn.)

 

VtgIvZn.jpg


 

The Kingdom of Numeria

 

The settlement is thus created, right in the shadow of the mountains. For now though, the pass proves to be quite the imposing crossing. In many areas, it is but a narrow path along the side of a mountain, in others, a trail at the bottom of a deep valley, victim to the whims of the mountains and the snow and rocks high above. Nonetheless, the land it settled. And as they do settle it, some prospectors do find a true deposit of that glassy black stone. (Rare Mineral discovered: Osmalt, requires research to acquire it.)

 

Troops, buildings and religious edifices rise up within the cities of Numeria, to serve the cause of their King.

 

The King of Sehmon welcomes the Numerian delegates with what amounts to friendliness, when coming from the Remnants. (discord event)

 

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The Commonwealth of Ruhn

 

The Free City of Lem rejects this offer, and rejects the envoy, turning him back from their walls before he has time to resupply and rest. They do nothing more this year, though those few merchants who may venture forth to Lem do find the atmosphere quite hostile.

 

The adept thus seeks to ease those who suffer, there amongst the peasants outside the walls. For a while, he does his duty well, and serves his god faithfully. Unfortunately, word must have slipped from peasant to merchant at some point during the spring months, for during the summer, as he revives a dead child within a small village, a contingent of cavalry rides up. He is surrounded and taken back to the Free City of Lem, to be tried for ‘heresy’. What faith he may have spread amongst the plebe is quickly quelled by an influx of priests from Lem, who preach of the Deep One. (discord)

 

It is a well drilled and well prepared army that the Ruhnnites have mustered, supplied and equipped to deal with the scorching heat of the desert.

 

AXNd6lT.jpg


 

The Kingdom of Fyr-Dannick

 

And this year, the wolf does lead those fey scouts to a very interesting place. (discord)

 

Indeed, the impassable nature of the forest do lend the Fey a great amount of discretion within their forests. Scouts would no doubt struggle greatly to count their numbers or find their armies.

 

t1XQxMT.jpg


 

The Duchy of Ulyadir

 

The sacrifices are made and blood spills forth, melding with the lava below with a hiss. A drip in an ocean that has been growing for millenia.

 

PoI discovered: The Stitches. As the expeditionary team approaches the Stitches, the sun begins to wane. Every day they get closer, the sun weakens even further, as an almost unnoticeable cloud of ash has thickened above their heads. It begins to snow once they reach the foothills, a snow of cinders and ash that covers the land in a thick crust of grey. Every man must soon acustom himself to living surrounded by this cloying dust, and more than a few begin to cough horribly. They suffer their first earthquake as they make their way between two hills. A gap open up in the ground and before the man can scream, one of their own is engulfed by the ground itself. As they camp that night, the men are attacked by wolves, misshapen creatures riddled with disease, and more than a few fall before these creatures. By the fifth day beneath the cloud, only half the party remains. The others have died to the perilous ground, or the creatures, and one was lost during the night. It seems as if the Stitches are a land of unstable tectonic activity, rough terrain of stone and dirt, volcanoes, mutated beasts and perpetual night and ashfalls. By the eighth day, the man see no end to them and must turn back. Only 4 men return to report on the situation.

 

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The Helmedhi Kingdom

 

The settlers make the difficult trip north. While a few die on the way, they do arrive at the location. Unfortunately, the difficult terrain and geography mean that they have not been able to secure and assimilate all the land around them. Instead, they now hold a decent chunk of land around these groves of Ulan Trees. Their benefits seem straightforward. These trees are made of an oily and very light wood that allow for quite quick, if not particularly resistant, ships. Unfortunately, this wood also seems to be quite sensitive to fire, due to its oily nature. And so the settlement takes its place upon the shores of the river, ready to send its logs downstream.  (Rare Good acquired: Ulan Trees)

 

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The Kingdom of Darkyria

 

Unfortunately, there are very few men within the kingdom who are motivated to do it purely upon the basis of glory. After all, even a peasant must feed his family, and a little gold goes a long way in funding such a project. Though with the added prospect of pay, there seems to be a good amount of interest in the concept.

 

And in the year 1503, as the dark hours of winter creep across the forested lands of Darykria, packs of wolves fall upon the borders of the kingdom, killing those unfortunate peasants and leaving their bodies to fertilize the soil. They attack in great numbers, as if they had been mustering their forces, and leave very few villages completely untouched. (-2000 Gold next turn, -5000 population.)

 

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Map of Turn 3

 

Spoiler

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Galahar League

 

Duke Giovinco Barbaro and his party examined yet another ravaged corpse. The Wolves had come back against all hopes. Duke Barbaro himself had championed trying to work with the wolves. But Reaver Admiral Ormanno Sforza was proven right. They could not leave food for these beast, or reason with them. Though both had distaste for these forest dwelling Humagi, they were still Leagues-men. Arrayed behind the Duke was Galahar’s first official army in decades.

 

For years and years the Guilds and Cities had maintained their own local garrisons and outpost. The armies were largely mercenary based, the scum of the land. Mostly in furs and leathers, they policed and taxed the land in the name of their payer. In battle they were average, and of no note. The Barbaro’s in days past had retained a small professional army. But as Guilds grew, and Duke’s shrunk, the odds changed. But Giovinco was living in a harsh new world. He had the support, and the allies. The new Adventurer Band is officially minted.

 

For now the best of the various garrisons, these men will be the Duke’s new professional army. They are supplemented with hordes of the ‘Adventurers’ giving the band it’s name. They will wear gaudy uniforms, all lace, feather, and angular cuts. The more somber veterans stick to standard uniform. Jackets buttoned down a side, with the Duke’s personal crest.

 

These new soilders under the Duke and Sforza’s lead will spend the year patrolling their land, ensuring a quick response to any Wolf raids. They will make no incursions of their own however.

 

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The newly minted settlement of Galileria is put under the stern watch of the navy. More troops arrive to garrison the tenuous grip on the land. Ships will patrol the route, and guard their trade. Elsewhere buildings begin, and projects grow. Trade continues to expand in Galahar, the Guilds raving for new routes. Research continues as well, as a new “Nuncio” class is designed.

 

With the fall of Westfal, many Guildsmen smell a zesty opportunity. The Duke would not let them sail to conquer however. To step on the Empire’s toes was too much. However even he could not stop the Guilds. They wanted slaves, gold, and wood. And so the entire Galahar fleet, and Ormanno Sforza himself, sail to Westfal. They only make temporary camp on the South West banks. Horses are seen roaming the land, delivering edicts. Galaharian troops begin to round up as many slaves and gold and loot as they feasibly can, as Westfalian slaves start to pour in as well.

 

Actions

 

37.5k  Gold Total

 

Continuing research into Carracks/Nuncios -10k

 

Upgrading 4 Units of Med. Inf. to T3 Armor -8k

 

Upgrading 2 Units of Med. Archers to T3 Armor -4k

 

Upgrading 1 Unit of Light Horse to T3 Armor -2k

 

Building 1 Trading Company -7k 

 

Stored for next Season +3k

 

Sending 2 Med Inf, 2 Med. Archers, 2 Light Infantry, 5 Acolytes, to guard border form wolves.

 

Sending the Fleet and Army to plunder the corpse of Westfal. (4 Caravels, 2 Galleys, 1 Cog. 3 Units of troops, 1 Magi). -3.5k

 

 

 

 

Edited by GrimBeard
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The Eadni Civilization
1503

Geography
Capital City: Madinah Al-Salaam
            Population: 1,500,000
Important Locations
Khaleej Al-Eadn
- Saharaa Al-Sumaq
- Qar’a Te’Towel.  

--
Economy
Treasury Reserves: 
60,000 Gold

Current Income:15,500 Gold per Year
--
Military
Land Forces

First Regiment of Archers (500 Men)

Naval Forces: 
Malik al B’har (Galley)
--
Education
Major Universities: 

Jamia Al-Salaam


-Still pondering a story line, but wanted to get the post up. May do a story post this turn, or wait to start it in earnest until next turn. - 

Expenditures
Treasury Reserves: 
60,000 Gold

The Expansion of the Commercial District of Salaam

With the ambitious plans for the expansion of the Merchant Fleet as decreed by the new Amir, the first order of business is the construction of a number of buildings to support the new fleet. The House Ghobrial Trade Company is awarded new company building in the district while the Navy of the Emirate is given stewardship over the new port. The Merchants Guild is also awarded a new home within the Commercial District, a gift meant in part to reconcile things between the House of Erakat and the influential Merchant caste.
(-)32,000 Gold

Manufacturing Improvements

West of the commercial district, old shells of ancient buildings from the period of the Exiled Kingdom are to be renovated and reconstructed such that they can house a pair of large manufactories which will produce naval goods and the complex navigational tools unique to the Eadni civilization.

(-)15,000 Gold

Honoring the Deep One
On the advice of Chief Priest Ali ibn Ibrahim, the Amir orders the masons to restore the poorly kept Place of Worship within the city to the Deep One. The Place of Worship is located within the newly renovated Port District and is to be maintained by the Cult of The Deep One which resides in the city.
(-)5,000 Gold

Feeding The Eadni
The flatlands once roamed by the nomadic Eadni have proven to be very fertile – especially on those lands which lay against the great River Eadn. As Salaam continues to grow, the Amir wisely chooses to expand the farms into the flatlands to feed the Eadni people. 

(-)5,000 Gold

Saving For The Future
After the Amir and his Stewards finished going through the expenditures of the Emirate this year, they were pleased to see that they had managed to do so well within the means of their budget. Rather than over-spending to simply hit the budget, the Amir made the prudent decision to save these funds for the next year.
3,000 Gold saved to next turn!

Pilgrimage to The Far Lake

Deep within the Sumaq desert, there is a great lake which thousands of Eadni have travelled to since the establishment of the Erakat Emirate and Cult of The Deep One. It is here that one is said to be most connected with the Deep One, for it is in these isolated waters surrounded by nothing but rolling sand is his voice most powerful. About a dozen small Houses have set out together independently to make the trip (numbering about 100 in total). The Amir dispatched about a tenth of the First Regiment of Archers (50) to ensure their safe travels to the Far Lake so that these families could worship in peace. 
No Gold

Diplomatic Communication

Diplomatic missions travel to visit the Duchy of Ulyadar, The Order, The Mongerellians and the Bloated Throats. It is the first diplomatic endeavor conducted under the Amir’s now decade long reign. The main objective is to open trade relations though other matters may soon come 

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Fourth Post

 

Kingdom of Bulgar

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A massive celebration occurs in the city of Wilpont. The hundreds of thousands of residents cheer as a noble council has deemed them worthy of the designation as a proper city. Thousands of gold pieces were invested in the town by both the crown and the nobles to strengthen the realm economically. An annual report of taxing states that the city now produces a decent amount of gold back into the crown’s coffers as well as potential areas of interest in the city for expansion. Several adepts from the royal court arrive in Wilpont doing minor acts of faith.

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Simple farm expansion continues as the populace demands more food from its sudden growth. Nearly every lithborn seems to be content with the new treatment as food seems to be one of the few issues the common lithborn can ignore. New jobs are created from the population expansion allowing the Kingdom of Bulgar to be the  first kingdom to hit a population of 5 million and have one of the largest economies of the world.

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Hidden to the north and relatively isolated, the people of the kingdom often live peaceful lives enjoying the natural beauty of the northern plains. Slowly the burgeoning empire enters into a golden era under Relis. A new settlement by the name of Titanhold is established on the eastern border. The populace is kept close to allow for quick transportation of goods as the north is open for movement but also open for bandits and raiding.

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Before Turn

Population: 5,012,752

Cash: 37500

GP: 5k Eco + 3k cap + 3k town + 15k pop + 9k merch + 3k trade + 2.5k The Last Rage + 1k manufactory - 1k mili = 40.5k p/t
Military: 2500 light Cav, 500 Light Archers
Building: 3 merchants guild, temple, place of worship, manufactories (1), Farmland (8)

Previous Research: Properties of The Last Rage

 

After Turn

Population: 5,263,389 (5%)

Cash: 2500

GP: 5k Eco + 3k cap + 3k city + 15k pop + 9k merch + 3k trade + 2.5k The Last Rage + 1k manufactory - 1k mili = 40.5k p/t
Military: 2500 light Cav, 500 Light Archers
Building: 3 merchants guild, temple, place of worship, manufactories (1), Farmland (11)

Established Wilpont as a city

Previous Research: Properties of The Last Rage

 

Expanded Wilpont to a city: 15k

Built 3 farms: 5k*3=15k

Built settlement Titanhold(4): 5k

Edited by Dtrik
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The Order

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Brother Aurelius of the inquistion wandered through the streets of the capital. Walking with confidence and looking around. Seeing how the merchants cut deals, trying to each gain the advantage in a deal until a compromise was agreed upon. Whilst at the same time a few pickpockets cut the purses of those who were not careful, or had fat purses. With the biggest targets being those who had both fat purses and a lack of security. Aurelius supposed he could apprehend the thiefs but what would it do. They would be improsined,sent to the foster system and more likely than not continue their activites. In the extreme cases a hand or a finger was cut off but the guards preffered not to do that. Aurelius just pitited the children who needed to pickpocket in the first place.

 

Often their parents (if they had any) could not take care of them or did not have the funds to take care of them. Furthermore, the boys did not have much of a future beyond working in one of the manufacturies or one of the ranches. Not much of a job prospect. It was a shame that these children would never learn. Aurelius himself had been born a poor boy but at a young age he had been inducted into the order. It was a shame that these children probaply wouldn’t join the order. Probaply discouraged by the high death rates that were quite common. THough they were neccesary to weed out the weak.

 

The thing was that civilians would just not be educated. Because …...................

 

Wait why weren’t they educated ? Setting up some old retired members of the order to teach or have other scholars do so would be a relatively cheap thing. Furthermore, it would increase the knowldge of the citizens and make it so the people who studied were more likely to be of the upper class. In the long run making more money as these citizens paid taxes which would compensate for paying for an education. Whilst it would also create a more scholarly soceity, which might worship the Fallen One more.  Seeing as they would have more wealth to dedicate to him-who-lies-buried. HE WAS A GENIUS !!!!!!

 

Thus Brother Aurellius returned to the inquisition headquarters. Where he informed his superior of this idea, who informed their superior who informed the Grand Inquisitor. This process took long but paid off. Soon the council accepted the idea and a nation school system was made. Having a school inside each of the major settlements and cities of the order.

 

And thus as the year passed young Brother Aurellius managed to convince the council to fund this initiative. Which would set the road for making the isles of Gelder a centre of learning. The question would be, would this learning be used for good or for evil ?

 

Population: 2,73 million

Farms: 2, bonus (0%)

 

 

Economy:

Expenses:

In order to make it so that the people of the Gelder Isles have an actual future,  rather than being destined to merely suffer a hard life on the fields the next generation would be intelligent. Thus the Order opens up a series of schools accros the cities and settlements that it holds. As well as building several laboratories for the pursuit of SCIENCE !!!!!!! (25k gold. +15% research bonus)

 

Finally another ranch is built on the Gelder isles. Making sure that the people have enough food so as to allow for a reasonable expansion of families. (5k, +1% bonus)

 

Diplomacy:

The trade offer of the Eadni is accepted. And the ports of the Gelder isles are opened to the Eadni.

 

Income:

Economy Investment: 8k gold

Capital: 3k gold

Population: 7,9k gold

Cities: (Riad) 3k

Trade: 1k gold

Merchant guilds: 6k

Manufacturies: 10k

(Settlement) black spot 1k

Military Maintenance: -1k gold

Total gold: 38,9k

 

 

Treasury: 8,9k gold

 

Settlement progress:

Idaha (309k)

To go: 191k

Edited by Roberik
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THE KINGDOM OF NUMERIA

The Royal Era of Aemer, A.E 403 (Year 1503)

 

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The Roots of the World


No roleplay because fuc u


 

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.

 

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. In recent days a peculiar discovery has been made beneath its walls.

 


ROYAL ACTIONS

Available Imperial Denarii (Gold): 28,500

 

In order to accommodate the rising radicalization of the Numerian People in regards to their Elemental God, a central hub of worship is constructed within a year’s time. On top of the Place of Worship within Lyria, a Shrine is established, from here, the Magi of Numeria may draw forth newfound powers from this pool of elemental energy. Unlocking Tier 2 Magic. [20000/20000]

 

The unknown blackened stone found upon the outskirts of the newly settled mining town, Mineria, caused much commotion. Nowhere else in Numeria had a perfectly smooth, glass-like stone, except the ruins found within Helmden, which was known to only a select few. Correlations were made between the two, and the King issued for a proper investigation into this material known as ‘Osmalt’. The Royal Treasury redirects some funds from its budget to ensure a concise and coherent report is established, allowing for research facilities to be constructed within the growing Settlement of Mineria. [4250g dispatched for research]

 

An ambitious project now commences within Mineria. In order to effectively and safely cross the Roots of the World, the King announces his plans to carve a passageway through the mountain range. Several Regiments of Infantry are called forth to partake in the excavation, alongside with civilian contractors, where they are stationed in work camps, from which they begin to lay down the foundations for roadwork at the entrance of the mountain pass. [4250g dispatched for construction]

 


KINGDOM OF NUMERIA STATS MENU

Leader: Aemyr V of House Namyr

Capital: Royal City of Lyria [Merchant Guild, Place of Worship, x1 Manufactory, Temple]

Cities: Nyria [Merchant Guild]

Tyria [Merchant Guild, Temple]

 

Towns: N/A

 

Settlements: Tyniria

Mineria

 

Fortress: Helmden

 

Population: 4,917,271 Total

500,000~ in Lyria

300,000~ in Tyria

200,000~ in Nyria

3,500,000~ in rural regions

 

Military:

Army

5 (2500) units of Medium Infantry (Numerian Serjeants)

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: 13,000

 

Magia

10 Adepts

2 Magi

 

Navy

N/A

 

Economy:

Base Income: 3000g

Economic Points: 5000g

Population: 13,500g

Trade: 3000g (The Eye, Republic of Danwent, Sehmon Remnants)

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

Manufactorie(s): 1000g (Lyria)

 

Upkeep:

Infantry: 4000

Fortress: 2000

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

Total: 28,500

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Surya

1504

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The Maharajas’ palace in Chittor was rudimentary at best. The city was large and vital to supplying the Suryan heartlands, but it had no real wealth, and it showed. The palace was more of a wooden mansion on the river Joor, and every morning Kunwar would stand on its back porch and watch the sunrise across the water. It was a simple life, but one he enjoyed, for he was on the frontier.

 

But that could soon change, for the city was awash with immigrants. Settlers from the banks of the Kumbha Strait had poured into Chittor for weeks, and it was all he could do to hold them back. It wouldn’t be right to claim more land without approval from the capital, but soon enough he might have no choice. They were ambitious people, and they thought they would find riches beyond the river.

 

Sir?” Kunwar did not turn around, for the golden glow of Mihir on the Joor was too captivating. But he knew it would be Ravi, his most capable underling. “Your guest is at the docks. Should I send an escort?”

 

Kunwar smiled, and turned. “No, I think I’ll go myself. Wonderful morning for a ride in any case.”

 

Of course, sir.” The burly major looked concerned. “Will you be indisposed all day?”

 

Most of it, I should think. Is there a problem?”

 

No, sir. Not yet anyway. It’s just the inlanders are packing their bullocks. They say they’ve hired a barge and they’ll be crossing before no-” He stopped, for Kunwar had slammed his hand down on the verandah railing.

 

I’ve had far too much of these people, major!”

 

Yes, sir.”

 

No patience at all!”

 

Yes, sir.”

 

Don’t they understand these things take time?”

 

Apparently not, sir.”

 

The Maharajas grumbled something about discipline and the rule of law. “Well major, I don’t know about you, but I’m tired of dealing with this. When one sends an emergency message to Surya, one expects it to be treated as an emergency. If those people want to cross the river I certainly can’t be held responsible.”

 

The major, still standing at attention, seemed to disapprove, but said nothing.

 

Of course if they do cross and die,” Kunwar continued, “it’ll be my fault regardless. No, we have to act. Well, you do.”

 

Sir?”

 

Someone needs to go east with them. Can’t be me. No, I’ll give you the 2nd Lancers, and you can try to keep them safe.”

 

Can’t imagine there’s much to be safe from over there,” Ravi replied. “But I’ll go.”

 

Good. You did well in command here, Ravi. Keep order, make sure the settlers keep performing the proper rites, and try and direct them somewhere suitable. If it’s a success, I’ll see if I can’t have you made Maharajas.”

 

Yes, sir. Thank you sir.”

 

Dismissed, major.”

 

Yes, sir.”

 

Kunwar sighed. Perhaps at last this ordeal would be over. He hadn’t realize how much of a toll it had taken on him, but the thought of being rid of thousands of refugees instantly made him breath easier. With a whistle, he called for a servant to ready his horse.

 

Then he left his meager palace and rode to the docks, where Arwana was waiting for him.


 

----------

 

An uneventful year in the grand history of Surya and its colonies. Though vicious raids menace the north, the realm as a whole prospers. Despite the aggression, the settlement of Seringapatna has grown considerably in size, and Surya dispatches an experienced general by the name of Sarjee Scindia to manage its defense and development. With such a responsibility lifted from her shoulders the Maharajas of Varchas is able to travel more, and pays a visit to her friend in Chittor.

 

The steam monsoon hangs particularly heavy this year over the capital, and perhaps that contributes to migration away from the heartlands. A group of settlers strike out this year from the plains between Surya and Chittor, and head east. They hope for fertile soil and unclaimed lands.

 

---------

 

Economy

 

Expenditure (42,000 Treasury)

 

Accursed pirates. They cannot run forever…. [2,000 gold.]

 

In time, a Suryan army will cross the strait, and Suryan plows will till the soil where pirates now hide. Unfortunately the interior is more pressing for the time being, but the Maharajas have not forgotten the plight of what they call the Red Coast. In the south, the city of Chittor recruits and equips an entirely new unit of lancers, which immediately rides north to reinforce the garrison at Seringapatna. With any luck, increased patrols will lessen the pirate threat. [5,000 gold, T3 light cavalry]

 

It comes through the gates of Surya daily. Chicken, pork, lamb for the priests. Fresh fruit, plucked from the rainforest and cultivated on fertile ground. Millet and rice, in cartloads so big they need teams of elephants to be moved. Fish, dragged from the sea and cooked in ovens as hot as the sun. [6 farms for 30,000 gold]

 

The lush wilderness of Pratyush beckons. Maharajas Kunwar of Chittor gives shelter to a party of settlers passing through his city, and furthermore directs his deputy Ravi Singh to take command of the movement. Together with 500 Chittori lancers, the expedition heads east. [5,000 gold for a new settlement]

 

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Population: 5,135,130


 

Edited by Zanderaw
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D U C H Y   O F U L Y A D AR

 


 

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The waters of the expanse were wild, causing the old wood of the group of ships slamming against the waves methodically as they cross every wave. The group had been chasing a pod of Black Whales for days upon days without end. The pod of whales were desperately gliding away from their predators, in an almost elegant but bloody manner, as several of them had been struck a couple of times by several lucky harpoon shots. On the deck of the ships, it was a completely different story. Drummers banging on hide drums keeping the rowers below deck on time, the captains above deck relaying orders , and the fishers keeping a steady eye on the prize, an iron spear at the ready.

 

Out of this pod of roughly 12 whales, this entire group will likely catch only 1 or 2, and go home extremely happy. It was about tiring the whales out over a gradual period of time, and catching the weak ones who lag behind the group. The pod was significantly slower than originally when the convoy first spotted them, but they were still agile enough that they could outrun the convoy of ships.

 

On one of the ships was Eilif. Eilif was a very  experienced fisher. He'd had gone on hundreds of voyages throughout his long life, and over time he has developed a keen eye for the weak ones of the pod. He had been watching one whale, on the right side of the pack, whos pace has been considerably slower lately since the other members of the pod. The tip of his spear traced the movements of the whale for days, however it still remained out of range for him. The convoy was getting ready for a poach, and his ship was luckily designated to be the intercepting party. A poach, amongst Ulyadar fishermen, is when a group of the fishing convoy detaches from the main group, and sail to a predestined destination. The main convoy of ships would then lead the pod of whales to the group, and the pod would be intercepted, and a hail of harpoons and arrows would be launched at them. It usually takes no more then 4 poaches to capture one or two whales, however this would be the pods 6th poach. This pod was a fiery, and very jittery. Eilif however, had been preparing for this poach. He was confident that he would be able to strike down a beast, and go home a hero. Eventually Eilifs ship, accompanied by a sizeable amount of ships peeled off from the main convoy, and sailed for a location several leagues northwest, where the pod would be led.  Eilif made sure to make the captain stationed his ship so where the right side of the pod would fall right on their ship. And after, he patiently waited. He was one of the more quiet ones on the ship, preferring to enjoy the company of the fresh sea breeze and the rhythmic melody of the waves slapping the wood of the boat, rather than entertain himself in drunk fights of the other sailors.

 

After a day and a half of waiting, the bright red flags of the convoy appeared on the horizon. Immediately, there was a frenzy. During a poach, the rowers come out from their oars, and take up small bows with wooden arrows and place themselves on the sides of the ship, often times brutishly shoving the experienced fishers and harpooners out of their spots. Eilif however would not miss this chance. When a ginger began to shove Eilif ever so slightly out of his prime spot on the starboard side of the ship, he threw the man overboard, and never again did anyone try to take his place again, especially not the poor Ginger who arrived with a beautiful array of barnacle cuts all across his back.

 

The ships were closer now, close enough that the screams and shouts of the men on the other convoy could be heard, and flag signals began to be relayed between the ships. Captains sounded their horns alerting the men of an approaching pod. Men notched their arrows, tied knots around their harpoons, and performed small rituals of fortune and luck. The pod was in sight now, the whales gracefully surfacing up and blowing out a large cloud of air, being greeted by a raining hailstorm of arrows, swords, spears, pikes, and harpoons alike. Many of the pod scattered or dived into the safety of the unknown depths, however Eilifs patience paid off. He spotted his target, as he recognized it by a arrow hanging from the right side of his tail. His harpoon remained steady, slowly following the path of the beast before it is sprung from Eilifs hand, lodging itself on the right side of its stomach, blood immediately spilling out, turning the surrounding waters into a reddish colour. The whale immediately dived down, as is instinct for this species, and a silence fell upon all of the ships as they scour the waters for evidence of a body floating on the surface. For several long moments, no words were said, and everyone was hoping for good results, praying for the black body of the coveted creatures to surface.

 

Eventually, a man on the adjacent ship to Eilif began wailing, pointing to a black smudge in the distance, bobbing up and down on the choppy waves. Immediately rejoice fell upon the party, as their goal had been fulfilled, and they would return to port with a prize. It is whos prize it belonged to that still remained a question to many on the ships, however Eilif, remained confident that his family symbol would be on that Harpoon lodged on the beasts tail, signifying that the kill is his, and Eilif is gifted the fin of the whale, the symbolically most important part of the whale to fishermen.

 

As a group of rowboats departed from the group towards the whale, Eilif remained calm, while the rest of the crew remained anxious. Talk of what each man was going to do with the fin filled the deck, whether it was to sell it, to make a elegant soup with it, or to hang it up on the wall as a trophy for all his descendants to remember. When the harpoon was brought back wrapped in fur, as it has always been done, the men of the boat huddled around it, anxiously waiting to find the owner of the harpoon, the victor of the catch.The fur was pulled away, and from the center of the huddle a man shouted “EILIF!”, and the entire ship swarmed the old fisherman, overwhelming him with comments of joy, and gratitude, and filling him with joy.

 

 

 


 

 

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: 2703750+5%=2838938

ARMY:

4000 MEDIUM INFANTRY

ARMY UPKEEP: 1K GOLD

NAVY:3 GALLEY 3 COGS

UPKEEP FOR NAVY:2K GOLD

 

GOLD:3K(BASE)+7.5K(POP)+3K(TRADE)+3K(MERCHANT GUILD)+2k(PORT)+ 4K(ECON POINTS)=23.5K GOLD

GOLD AFTER UPKEEP:20.5K GOLD

 

GOLD FOR THIS TURN:25K (4.5K SAVED OVER FROM LAST TURN)

 

BUILDINGS

FARMS:2

PORT:1

TEMPLE:1

MERCHANT COMPANY:2

TRADING COMPANY:0

 


 

ACTIONS

-In the coastal city of Rypapa, the people use ancient techniques to section off a small pen of water in the rivers and coast where they will grow small fish hatcheries. The ice is cleared daily, and walls of stone keep the fishes in side the pen. These fish farms keep the people of Rypapa fed year round as the ice is constantly cleared off from the top of the pens.(-10k, 2 Farms)

 

-As the Temple is completed, and Tancreds sacrifices have proved that one temple will not suffice for the future needs and services of the Duchy, the Duke sponsors another expansion of the Oracle of the Blood Forge. A Church begins construction at the ancient ruins of the Forge, enough to fit approximately 1000 faithful followers of Tykir, or perhaps an equivalent number of sacrifices to him… (-5K, 5/20k)

 

-The Royal Whaling Company is established in the southern city of Yakur. This Company is established by the Crown, as a result of the an increased amount of disputes in the Royal Fishing Company regarding the beasts, whom are of very high value in the Duchy. Therefore, to please certain voices and influential statesmen in the Duchy, a separate company is created dedicated to the capture of these beasts. They work in the waters mostly North of the Peninsula, around the frozen waters where they are found most often.(Trading Company, -10k)

 

 











 

 

Edited by Alfonso X el Sabio
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Kingdom of Five

1504

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Nation Roleplay:

The Prince seems to have been sent off on a journey out of country sparking much intrigue within the citizenry and upper echelons. Leotard ensures his people it is for the betterment of all and that his son will return within the next five years. Secretly the beginning of the Fallen court forms underground with large areas cut open and built up to establish an order built specifically for the illusion of godship for the king and his offspring. Protected and secured and with the prospect of actual powers becoming a reality, the excess money was given out to the people of the realm as gratitude.

 

Not much else has happened other then the announcement of a Non-aggression pact with Hakkan, a once paranoid relationship cast aside by understanding. A golden age indeed.

Population: 4,917,272 Fivians

Gold Expenditure: 41,000 Gold - 3,000 Upkeep  = 38,000 (Per Turn Income: 38,000)

(10,000 Gold and then 10,000 Gold) The king grows paranoid and orders the construction of a small building for the growing cult following the fallen god. To complement this building of great magical importance, a place for the cult followers is built. Prince Dakkar takes great interest in this place of magic and study and devotes most of his time now to studying to become a masterful magi of its new order.  [A place of worship is built in the capital, underground which is followed by a Tier 1 temple.] {5 Adepts and 1 Magi}

 

(15,000 Gold) Another three farms are built to help prepare for the upcoming increase of population, work also begins on a order of government based directly on farming. (9 Farms now.)

 

(3,000 Gold) Gold is granted to all major settlements specifically for the increase of quality of life.

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The Auldhauan Hierarchy of Melda

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“Let the lesser people see our Light. Little else will be necessary to become their heroes.” 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]} – 3,000G

{Population [1,500G*(Pop./500,000)]} – 13,500G [4,917,272 Population]

{Commercial Buildings [3,000G x #Merchant’s Guilds, 1000G per TradePartners/2 per port]} – 10,000G

Total – 33,500G

Stored Gold:

Total – 4,500G

Costs:

{Army Upkeep [1,000G x #Soldiers/3,3000]} – 1,000G [5,500 Soldiers]

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

Total – 1,000G

Start of Year Treasury – 37,000G

 

Total Investments:

Army – 2,000 T1 R M Cavalry, 500 T1 R M Archers, 3,000 T1 R M Infantry, 1,000 T3 R M Infantry [IN PROGRESS] 2,000 T1 R Light Archers [IN PROGRESS]

Navy – 1 Minoleki Cog, 4 Auldhauan Caravels [IN PROGRESS], 1 Auldhauan Cog [IN PROGRESS]

Religion – 10 Adepts [5 Noble Duets], 1 Magi

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

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

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

Mirvliecht [Level – Settlement]

Alsmacht [Level – Settlement]

Isthmacht [Level – Settlement] – [IN PROGRESS]

Islmacht [Level – Settlement] – [IN PROGRESS]

 

 

A success, in the eyes of the clergy. The temple built, proselytizers in the Free Cities accepted, if not welcomed. The expeditions to Karel and the Auldin Tribes had been somewhat less than they had wished for – when news of Karel’s arrests were made known, they had even pushed for war. Auld sen Mel had stayed silent on the matter.

 

The ruling class, after all, was searching for new opportunities abroad. Their first two colonies had performed exceptionally – they wanted more, and Lord Graevien would indulge them. On the turn of the year, he sends the colony ship to the narrow isthmus north of the Kingdom of Five, in the hopes that they might find a strait of some sort that would make the trade journeys to the Auldin Tribes far less perilous. To the Free City of Lem, he sends a delegation, asking for passage through to the Hungry Sea – this, of course, with a healthy sum of bribe money for the city’s patriarchs. If it should be accepted, the moment the cog returns from the isthmus, another set of colonists would be prepared and sent to the Hungry Sea.

 

2L4mN5U.png

Black – Colony Expedition 1 Route, Red – Colony Expedition 2 Route

 

[4,500G] – A settlement, on the isthmus in the Sea of Five, is to be built. The same composition of settlers, but instead of 100 cavalry, 75 infantry and 25 cavalry are sent. 100 archers are sent as well.

 

[500G] – A bribe to the Free City of Lem, to let Auldhauan colony ships pass through. It is hinted that the trade caravels soon to be built by the Hierarchy will first go to Lem if it is accepted.

 

[4,500G] – If the bribe goes through, the cog will sail down the River Lem and plant their flag at the opening of the river into the Hungry Sea. Again, 100 archers, 75 infantry, 25 cavalry.

 

[16,000G] – Four caravels are built by the Auldhauan Hierarchy.

 

[1,500G] – A second cog is built by the Aldhauan Hierarchy.

 

[0G] – Military compositions in Alsmacht and Mirvliecht are changed to mirror the other settlements.

 

[2,000G] – 2,000 T1 R Light Archers join the fray.

 

[4,000G] – 1,000 T3 R Medium Infantry are recruited.

 

[0G] – A delegation is sent to scope out the newly-emerged Weren people, and, if friendly, offer them trade.

 

[0G] – Noble Duets are sent to each of the Free Cities’ Married Gods monasteries, where they offer healing to any that might need it, free for those that come regularly to the weekly church sessions and convert to the religion of the Married Gods.

 

[1,000G] – The strange herb is shipped back to New Auldhau, where herbalists intently study its possible uses.

 

2,000 Auldhauan-minted Gold left in treasury.

 

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Republic of Danwent

 

 

It was a rare sight, but that’s what it was. Not just one, but two senators at the same time helping to build. With their very own hands. Theodos, fresh father of twin girls, was covered in dust, dirt on his nose, carting stone bricks along with fellow citizens of the Republic, inhabitants of Tzaria. His project for this very year was to establish the trade port of Tzaria, fully functional with the capacity to house traders from abroad. Whilst Susvii where he spent the previous year, was growing nicely, it was not quite ready to accommodate the traffic that a trade port would bring along with it. So it was Tzaria first, and he’d do his best to make it right. The picture was very similar further into the city in the holy district, where the first proper temple of the Republic for the Elder Soul was beginning to grow. Dionius, with a pregnant wife of his watching was laying brickwork for the very temple he had dreamed of. And whilst doing so, with the intent to appease the Elder Soul, to bless him with many healthy sons and daughters. Whilst his two friends were busy with interior affairs, Aywentos himself was busy with the coronation of the new King of Sehmon. A trade partner it was, and for such the connections had to be kept up, relations to be maintained.

 

The year also held some less enjoyable, but important news. Two senators recently died, one of sickness, the other of simple age at 68. With these new positions open, there was a race in the Republic as it has been in the past centuries, a popular event, which brought out many candidates from all over, assembling in the cities, debating and discussing. After all, any citizen could become a Senator. And any citizen could vote for his favorite candidate. Activity and new wind, fresh motivation for the people overall and praises for the three young Senators who were leading them were countless!

 

Nation Info:

Government:

Republic, ruled by 50 senators.

 

People of note:

Aywentos Rumaari (Senator of the Traditionalist League), aged 28

Dionius Liber (Senator of the Commoner’s League), aged 30

Theodos Abemani (Senator of the Prosperous Path Party), aged 28

 

Population: 4,922,422 this year. (4,500,000 Starter)

Growth: 3% + 1,125% (farms)

5 farmsteads.

 

Cities:

Tzaria (850,000 inhabitants) (Capital)

Essevith (750,000 inhabitants) (Starter)

Ruhia (550,000 inhabitants) (Starter)

 

Towns:

None. Yet.

 

Settlements:

Wessevith

Susvii

 

National Budget:

Treasury: 0 Duwats.

Income: 38,500 Duwats

Base Income: +3,000 Duwats

Economic Points: +4,000 Duwats

Merchant Guilds in Tzaria, Essevith & Ruhia (2): +9,000 Duwats

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

Trade node of Susvii: +1,000 Duwats

Population Taxation: +13,500 Duwats

Rebalance of Farms: +4,000 Duwats

 

Expenditure: 5,000 Duwats

Armed Forces:  -3,000 Duwats

Total of 11,000 men. Equals -3,000 gold for land maintenance.

11 companies of Bronze Legion (T2 Unique Regular Medium Infantry) at 5,500 men

11 companies of T1 Regular Light Archers at 5,500 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: 33,500 Duwats
 

Republican Actions:

 

Another stretch of land is claimed for farmlands, irrigation ditches running through them from the famous rivers in the Republic. (1 farmstead for 5,000 Duwats)

 

The long awaited construction of a temple in the capital Tzaria begins. Wise men from all over the Republic are hoped to flock to it, as well as the place of worship that is already standing in the allocated “holy district” of the expansive capital. (-5,000/10,000 Duwats)

 

As Susvii does not have the size required yet, the construction of the first national trade port will happen in Tzaria instead. (-13,500 Duwats, I am Human, thus discount)

 

The remaining funds are allocated to the establishment of a last outpost further North, to act as the gateway city into the Republic. Koryii shall be its name. (-5,000 Duwats)

 

Any people present in these stretches of lands the Republic is claiming for itself are of course offered to join the nation as equal citizens, with the right to vote for the Senatorial positions, including the two that freed up recently, due to the death (illness and old age) of the Senators who held them. To easen the burden of being introduced in such a vast nation, funds are allocated. Whatever is not being used by the people, will be invested in order to facilitate the construction of proper roads. (-3,000 Duwats)

 

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The remainder of the funds are allocated to the continued cleanup for the Salthand Delta and the excavation of the underground temples or tombs they encountered, as well as securing the building from flooding and cave-ins. (-2,000 Duwats again)

 

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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

 

2,785,120

 

Income

 

Base: 7,000

 

Population: 7,500

 

Trade: 4,000

 

Manufactories: 1,000

 

Merchant Guilds: 6,000

 

Upkeep: -7,000

 

Total: 18,500

 

Treasury

 

Start: 25,500

End: 10,500

 

Trade Partners

 

Galaharian League

Empire of Bordeleaux

Kingdom of Hilmedhi

Kingdom of Bulgar

 

Cities, settlements and Fortresses

 

Talsyn (Capital), Population of City and Surrounding Area: 1,555,000

 

Anmyr (City) Population of City and Surrounding Area: 755,000

 

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

 

Modryn (Settlement) Population of Settlement and Surrounding Area: 475,000

 

Buildings

 

Place of Worship

Temple

Farms x2

Merchant Guilds x2

Manufactory x1

 

Military

 

5,000 Greenthroat Riders

 

5,000 Medium Infantry

 

2,500 Light Infantry

 

3,500 Light Archers

 

Activity

 

A sizable army of Fey had assembled the year prior awaiting word back from their scouts in the far reaches of the Greenthroat, speaking of an enemy to the West. At last word had finally reached back and the location of the enemy had at least been revealed, having cut down swathes of the forest deep within the Greenthroat such a crime could not go unpunished. The assembled army would March Westward to meet their enemies with no remorse, no warning and no mercy. Their numbers would be obscured by the Greenthroat itself and those outsides would be unaware for the war that would be waged within the Greenthroat.

 

Economic improvements would be a priority to continue the development and continued prosperity of the Kingdom as it lags behind its contemporary neighbours, the price of a large Military was high and it was time to catch up. More manufacturers were required to be built to increase the overall revenue of the Kingdom. Aside from that, the remainder of the treasury would be left untouched in order to fund building future religious buildings in the following year.

 

Expenditure

 

15,000 would be spent on building two Manufactories

 

Military Maneuvers

 

An Army of Fey would march from their borders heading West. (Exact numbers will be told to the Mod)

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EMPIRE OF BOURDELEAUX

Ruler: H.I.M. Emperor Adrian II

Government: Imperial Constitutional Monarchy

Population: ~ 4,917,272

Allies: N/A

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

____________________________________________________

 

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The Emperor addresses the masses regarding the capitulation and absorption of the Westfalians into the Empire of Bourdeleaux. c. 1504

 

After the Peace of Ulgar was signed by the newly appointed governor Elfred and the Emperor himself, all hostilities between the Empire and the Westfalians was brought to a close, with the latter being integrated into the Imperial sphere of influence. The news had come as a relief to many a knight and foot soldier alike, both sharing no interest in prolonging the war in the South. For now, the men in the camp rejoiced. Aside from solidifying the remaining unruly tribes under the rule of Elfred of Ulgar, it seemed that the majority had flocked to Elfred’s banner and indeed looked forward to the prosperity and bright future that came with being an Imperial citizen.

 

Perhaps even more ecstatic was the family of those soldiers who eagerly awaited the return of their sons at home. While it was not the cleanest victory to be had by Bourdeleaux, it was one nevertheless. For centuries the people of Bourdeleaux have preached bringing light and civilization to outsiders. At last it would seem that the prophecies would come true. To many, this was thought of as merely the beginning of a great period of growth for the Empire. Senior members of the Sun Cult had convened and declared a new period within the Imperial Calendar; the Eternal Solstice. The name quickly caught on and became widespread from all reaches of Bourdeleaux with morale at an all-time high.

 

As Emperor Adrian and the Black Army were spotted upon the outskirts of Souvois, the gates were raised immediately followed by a flocking of men, women, and children to the city streets. As they made proud strides through the city, they were greeted by adoring cheers and cries of joy. Children cautiously approached the returning soldiers, offering curious looks to their hardened faces, and poking at their ebony black armor. The Black Army’s return was a truly inspiring sight. For many a soldier, the presence of women was definitely a sight for sore eyes. For those who had wives, they would most certainly celebrate in the bedchambers.

 

The now, the Emperor would seek his own retreat from the affairs of state, leaving. Afterall, how unlikely it is for the Empire to collapse after one day of the Emperor’s non-presence.

 

____________________________________________________

 

ACTIONS

 

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

Upkeep: 3,000g

Available 35,500g + 2,500 from treasury = 38,000

 

[25,000g] In fears of potential famine and the hardships of winter, the agricultural sector is expanded, with large tracts of land being granted to yeomen. Construction of 5 farmland stacks.


 

[10,000g] The War of Westphal highlighted both the weaknesses and strengths of traditional bows. However, they did not satisfy the Black Army’s requirements in specific scenarios. A great deal of resources is poured into perfected a new crossbow design to out Black Army skirmisher units. Researching crossbows.

 

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[1,000g] Rumors of the river valley to the east of Bordeleaux arouse the curiosity of many a commoner and nobleman alike. The optimistic hope that the land has more to offer than the Barrier River hinterlands.  After some time, the Crown decides to sponsor an expedition eastwards and potentially establish the offshoot of the Barrier as a potential border.. Surveying surrounding area and exploring point of interest.

 

[1,500G] After the War of Westfal, the Emperor promised to alleviate some of the expenses of post-war reparations, as well as building churches and infrastructure within Westfalian lands. The Emperor kept to his word and devoted a decent sum of gold to rebuilding the Province of Ouestphal.

 

[500g] A celebration and feast of immense scale is held in the capital city of Souvois upon the return of the Emperor and the Black Army.



 

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The Commonwealth of Ruhn

 

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(Props to Zanderaw for the map. Cheers m8)

 

Lots of Discord stuff. No RP for this year.


 

Gold Accumulation:
Base:
9000,
Merchant’s Guilds:
6000,
Taxes:
7500,
Trade:
2000,
Vault: 
7000,
Military Upkeep: -8000.
Total:
16,500 gold (23,500 inc. Vault)

Spending:

 

-Due to the expanding complexity of the Commonwealth’s armed forces, a sweeping reform program is put into effect to train and maintain professional officers and specialist combat units. Also, to keep down skyrocketing wages. (-15,000 gold towards a military academy)

-More pioneers trudge their way out of the mountains to the verdant coastland along the Hungry Sea. Most of the colonists are uncomfortable being near it, but land is land. (
-5000 gold towards farms)

-The Commonwealth approaches the Passans across the Hungry Sea with a request for trade rights.

 

-3500 gold is placed in the vault.

 

Stats:
 

Population: 2,852,850 citizens.

Cities & Investments:
Ruhn (Merchant’s Guild, Temple)
Bruger (Merchant’s Guild)
Riveruhn (settlement)

 

Defensive Structures:
Fortress Bergen

Other Investments:
5 Farm stacks.



 



 

 

Edited by Catostrophy
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