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From Ruination [FRP]


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Kingdom of Hildemhi

 

Population: 2,180,000

 

Income: 22,000 Gold

(1,000 Upkeep)

 

With the growing expanse of the Kingdom’s reach, food was becoming in short supply. Throck set out sets of the jungle next to the river to be cleared out for farm land. (4 Farms) (20,000 Gold)

 

With the new settlement founded, a group is sent out towards the mountain range to prospect it for minerals, and begin the base planning for a mountain tunnelway. (2,000 Gold)


 

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1504

 

News filters around those inhabitants of the far east. The Bloated Throats are on the move, slaughtering every single village they come across, and feeding on the corpses, some say! What is clear, is that they have seized the mouth of the Maw and hold it fast in their grimy hands.

 

With the fall of Westfal, many survivors, unwilling to live under the hegemony of the Bourdelean Empire, fleet to the seas, or south, running into the welcoming lands of the Men of Aülem.


 

The Galaharian league

 

The defense against the wolves works, to some extent. But the villages remain, and the wolves know the land, and know their prey. If nothing else, the damage is mitigated for this year, as they only attack in quite isolated villages and do not strike out against the armed forces of Galahar.

 

Research, construction and training, it all goes well, carried by the burgeoning industrial might of the League.


 

The Eadni Civilization

 

All construction projects go well as farms flourish, manufactories rise under the heavy hammer of craftsmen and gold tumbles into the new guilds.

 

The Mongerellians tentatively accept the envoys from the Eadni, though they seem a tad guarded by their close neighbor. On the other hand, the envoy sent to the Bloated Throats is never heard from again. Either he died on the way there, or he was killed by those people.

 

Point of Interest: Lake Midwe. No one knows exactly what this lake is. All that they know is that those who cross is seem to experience something while upon its water, and once their crossing is finished, they have become shaken by madness, their minds purged of who they once were, left as shaken husks muttering nonsense words in an incomprehensible language. The lake seems to continually project mirages upon its surface and its center is not visible at all, hidden behind...well, nothing. Upon the shores of this lake are the ruins of an old city, known as Midwe itself. There is little left but the grandiose ruins, though many items of gold and other jewels still remain. It seems as if it has been spared from looting over the centuries. (+3000 gold next turn).

 

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The Kingdom of Bulgar

 

And so a new settlement rises, in the shadow of the Old Wall. It is surrounded by open fields, stretching all the way until they are abruptly interrupted by the Roots of the World.

 

As a new settlement rises, so does a new city, a thriving place, full of life and energy.


 

The Order

 

The pursuit of knowledge thus begins within the order. A rare thing indeed, in this fledgling world.

 

 

The Kingdom of Numeria

 

Osmalt seems to be an incredibly resilient stone, capable of resisting the blows of most pickaxes and stubbornly refusing to be shaped by masons and sculptors alike. One can only wonder how some of the wonders of the ancient world were successfully shaped. But the first chip has been made, and what a remarkable chip it is. One thing is certain, Osmalt must be the most resilient material known to Numeria.

 

It is tough work, dangerous work. The Roots of the World are unforgiving in their nature, and nature is unforgiving in its weather. Even in summer, the toil proves to be fatal for many, and back breaking for others. By the end of the year, some limited progress has been made in establishing some groundwork for future work, in the lower altitudes. No doubt, many of the workers dread the future years, in the bitter cold, hacking away at ice and stone. But a man must provide for his family, in the end.


 

Surya

 

M O R E F A R M S.

 

The settlement is safely established. Flat open fields of lush grass and fertile soil surround it, and a gentle river runs along its edge, throwing itself into the Esman Sea. An idyllic picture, no doubt. To the south, a mountain of truly titanic proportions rears up from the ground, throwing a shadow on the land around it. Its tremendous flanks are covered partially in green, but even from the new settlement one can witness the sun reflecting like gold upon its snow capped top.


 

The Duchy of Ulyadir

 

More buildings are erected within these cold, frozen lands.



The Kingdom of Five

 

It cannot be said that the health of the people has always been the primary concern of the Kingdom of Five. Yet, here the King stands, giving away his own hard-earned money to the plebe. They do appreciate it, and though some lords take their fair share of the money, the streets do seem a little cleaner, and the rivers a little less muddy. Some of the citizens of Five are even capable of scrubbing a little of that dirt off their grubby bodies. An improvement to be sure. (+0.25% growth just for this next turn)

 

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The Auldhauan Hierarchy of Melda

 

The Hierarchy may have reached too far too fast. With a single cog to their name, supplying even two overseas holdings already becomes a struggle. The settlement aimed for the vaguely mapped Ismuth to the west of the Kingdom of Five turns into a simple scouting operation as the ship must return or let their other holdings wither, and no real colony can be established. As brief as it is, they only have time to find the ruined walls of a city, and what seems like a large, thoroughly clogged canal cutting through these ruins.

 

To the south, the Free City of Lem simply refuses them access when they arrive later in the year, only allowing them to trade within the port, but not venture up river. It seems that such a minor bribe will do little to affect the thriving city, especially if the tradeoff is giving up their upriver control.

 

When the explorers arrive upon the island of Werren, they find...nothing. A handful of villages who have no idea why someone may come to their land, and an empty, barren, rocky island.

 

It seems as if the Free Cities have also had enough of the preachers. Lem, Cinolek and Eslem completely eject them, as they begin to realize that they are not simply there to establish a small church. Only the city of Risme (westernmost) allows them to stay, apparently they simply do not care about the missionaries. The Patrons of the Free Cities make it explicitly clear that while they are not as religiously zealotic as the Kingdom of Karel, such attempts to convert their population will be met with further consequences if they continue.


 

The Republic of Danwent

 

Twins, not a single child. Twins with eyes as green as the back of a leaf after a spring rain. With skin the color of rich earth, strong and hardy at birth and already quite tall. Perhaps the Elder Soul answered such a plea after all.

 

As the settlers expand their holdings, they come across an interesting crop, growing wildly within the fields to the south of the river. Tall, golden wheat that grows easily and quickly, resilient as extremely nutritious, it requires much less land for a great amount of yield, leading to a surplus of food in the North, and surrounding areas to these new fields. (Rare Good Acquired: Moranese Wheat. +0.25% growth per turn.)

 

And so excavations do continue.


 

The Kingdom of Fyr-Darrick

 

The army begins its long march.


 

The Empire of Bourdeleaux

 

The land to the west is rugged, even more so than the hinterlands near the Barrier. Mountains rear up on every side and valleys are divided by tall, craggy hills. Perhaps the vista is beautiful to some, in its full, primal splendor, a land where man struggles to live in this day and age. Nonetheless, some villages do still exist, poor little hamlets that live off their goats and scrape a living off the specks of dirt that gather upon the stones. One thing does grab the interest of all settlers, however…

 

Point of Interest discovered: The Grey Keep. - An ancient fortress rises upon a hill with the most commanding view of the surrounding area. With the river on one side and the mountains only a few dozen kilometers on the other, it has the potential to effectively control the entire valley. Wide and relatively flat, its pale stone seems to have survived the centuries easily enough, though many parts are now in ruin. In some places, a talon-like mark has been emblazoned into the stone. (Fortress for 60% off)

 

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Faced with conversation and pacification, a lot of the Westfal population simply goes along with it. Those who resist are either forcefully pacified by Elfred and his men, or flee to the lands of Aülem, or by sea. (+2000G this turn, spoils of war.) (+100.000 population)

 

What a feast it is, as the people of Bourdeleaux rejoice at their first great conquest.


 

The Commonwealth of Ruhn

 

The Passans seem to be a loose confederation of villages and small towns scattered around the windblown land between the Hungry Sea and Revar’s Gulf. For the most part, they are not particularly wealthy, but they do make up for it in determination and grit, as their lives are definitely not easy upon this sparse land. All in all though, they seem amiable enough and while some of the towns do not agree to trade their meagre goods, others do, and all in all, both sides come out the better for it. Of note among the Passans, is their southernmost town, Paguard. No richer than the others, its people are hardened and tough, with good equipment and an extremely well trained military force. They act, according to the other towns, as guardians against the Darkness.

 

The Kassedenian Guard arrives in Ruhn.


 

The Kingdom of Helmedhi

 

The mountains around the new settlement are, for the most part, quite similar to their southern brothers, both in richness of minerals as well as in wealth of jungle terrain. But no minerals of exceptional value are found. However, prospecting for a good tunnelway does go well, and the expert diggers within the Kingdom quite easily set up the first openings and find potential pathways through previously existing caves.


 

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Galaharian League

 

The sounds of celebration are heard throughout the entire Capital. Batista’s landing is packed to the brim with people. Merchants from various countries intermingled with the sea folk, all rather drunk. After a grand wedding, The Duke and his circle had headed north. There they had spent the year valiantly defending Galahar from the Wolf folk. Giovinco was angered, at the waste of it all. He had sent word to his Fey friends of the wood. Their advice had left a bitter drought to swallow.

 

However when the Duke came back, he learned his Duchess was with child. His first true heir, it was a massive occasion. To take his wives mind away from troubling news in Hilmedhi, he throws grand balls and plays for her.

 

 

*Under the Duke’s reluctant orders, wooding operations in the Green Throat cease. Isolated communities are abandoned, the population condensing into more defensible locations away from the woods. The army will still patrol the abandoned land, but they will leave it for nature to take back. Near the Green Throat city of Ovest, more men arrive. The League’s land gate to the uncharted west, it was a vital hub. There as well some Chiefs from a fallen Westfal are settled, as a formal Vassal state to the League. They will be left to their own devices, and act as a tributary state to the City of Ovest, to supplement the League’s Western city.

 

In other news a resurgence of Galaharian finance is ascending. Trade partners were lining up, Galahar being a friend to all. Guilds are furiously scrambling for the contracts to build Ports and Guild Houses in their own domains. Clerks in the thousands descend on ware houses and ships, taking inventory. Soon enough Galahar’s colony will be a city in it’s own right as well.

 

In more martial news Galahar’s very own ship is about to be completed. Dubbed a ‘Nuncio’ class, it was bigger, and better, then the average Carrack. It was a mobile tribute to the Deep One. A ship designed to travel long and far, and to bring trade to even the most remote lands. A storm ship, with weapons and cargo aplenty. Strapped to either side were two coastal skiffs, armed boats in their own right. The ship will enter production next year, in tandem with the Duke’s heir being born. A marvelous omen!

 

**A band of Adventurers finally get approval to go back and explore the seemingly abandoned city. On it’s own island, it is hard to reach. So they set out when the sea is calmest, with a small navy. The Adventure Band will scour the City.

 

Financial Actions

 

42.5k Income

 

Completing Carrack/Nuncio Research -10k

 

Building Trading Company -7k

 

Building Port in Eastern City -15k

 

Settling refugee Westfal denizens in a settlement near Ovest as a tributary state. Allocated funds and slaves.

 

-5k Building a Settlement 

 

-5k Population; Slaves for Westfal

 

Recruiting 2 Units of Light Inf/1 Unit of Light Archers -3k

 

Mod Actions

 

*Withdrawing from Green Throat frontier.

 

**Returning to POI (2 Galleys, 1 Cog, 2 Units of men) -2.5k

 

 

 

 

 

 

 

 

 

 

 

Edited by GrimBeard
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Fifth Post

 

Kingdom of Bulgar

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Gold is shipped to the several leading merchants of Wilpont, they begin to establish a merchant guild within the city. Hundreds of Lithborn begin to be drawn to being merchants within the city. New merchants petition the crown in several delegations within the palace grounds…

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“My king, most noble of all lords, ruler of all Lithborn and First Magi of Grimsborith, “ spoke one of the merchants from Wilpont, “We have come, as heads of several merchant families to request a sponsorship from you.” The High Lord seated on a simple throne, rose his eyebrows at the merchant delegate, “And you have come to my court wishing for?....” the king spoke. “O’Lord we have come to request the sponsorship of your hand to delegate to us the title of gentry,” spoke the man, his head bowed to the high request. “We have returned the crown with profits unmatched by any kingdom known to us and hope to-” the merchant delegate is interrupted by the king.. “You have returned what the crown has gifted you, do not forget that most grateful trader.” The noble troubled, stumbled over his words, unable to speak until the king did so, “But I do understand your qualms, you have led your guilds well and have provided a return to the lands as well as the people with the wealth of your service. To this I congratulate you.” The merchant paused and thanked the king before the king continued, “As such, I will not grant you the title to be a full peer of the realm but I will grant you the noblehood of gentry. Continue to serve the realm and one day your families may seek a higher status amongst thy peers.”

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More farms are established across the realm to provide for the thousands of lithborn seeking food. Hundreds of food stalls are created everyday across the kingdom selling the finished harvests of potatoes, wheat, figs, sugar, carrots and other foodstuffs. Happiness remains constant and some of the gold provided to farmers to expand plots, are added as prizes to those who can harvest the most crops in the seasons. In conjunction with this growth, Titanhold becomes a town in which several new gentry establish themselves leading to a sudden influx of gold. Old noble ties repay their debts to the king and the coffers leading to the economic advancing of the kingdom.


 

Before Turn

Population: 5,263,389 (5%)

Cash: 43000 (+2500 from last turn)

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)

Previous Research: Properties of The Last Rage

 

After Turn

Population: 5,526,559 (5%)

Cash: 4000

GP: 5k Eco + 3k cap + 3k city + 3k town + 16.5k pop + 12k merch + 3k trade + 2.5k The Last Rage + 1k manufactory - 1k mili = 48k p/t
Military: 2500 light Cav, 500 Light Archers, 1500 Medium Inf
Building: 4 merchants guild, temple, place of worship, manufactories (1), Farmland (15)

Previous Research: Properties of The Last Rage

 

Built merchant guild: Wilpont (10k)

Built 6 Farms: 5k*4=20k

Titanhold becomes a town

Recruitment of T2 Medium Inf: 1500 (9k)

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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

 

2,896,524

 

Income

 

Base: 7,000

 

Towns/Cities: 3,000

 

Population: 7,500

 

Trade: 4,000

 

Manufactories: 3,000

 

Merchant Guilds: 6,000

 

Upkeep: -7,000

 

Total: 23,500

 

Treasury

 

Start: 34,000

End: 10,000

 

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: 1,600,000

 

Anmyr (City) Population of City and Surrounding Area: 770,000

 

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

 

Modryn (Settlement) Population of Settlement and Surrounding Area: 526,000

 

Buildings

 

Place of Worship

Temple

Farms x2

Merchant Guilds x2

Manufactory x3

 

Military

 

5,000 Greenthroat Riders

 

5,000 Medium Infantry

 

2,500 Light Infantry

 

3,500 Light Archers

 

Activity

 

Night was falling upon the assembled Army of King as it lay encamped on its long march across the Greenthroat. The Great Elk mounts of the riders were unsaddled and unhitched simply strolling close to the camp, the markings of the Elder Soul glowing off their fur and antlers as darkness fell on the army. The camp itself would be situated in one of the many glades that can be found in the forests of the Greenthroat, allowing the Fey to see the sky and the green fireflies that illuminated it around them. King Eonir would stray to the edge of the camp seeking the solitude of the forests at this late hour, knowing it was but hours before the Army would go on its long march again, the King himself being an Elder Fey only sleeps but a few hours a night, requiring little time in the camp.

 

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The King would sigh, staring into the abyss that is the greater forest, listening to the various animals, insects and birds that would be out during the late hours. In the corner of his eye he would spot one of the Eyes of the Forests in the trees, simply watching him. “Is it not treason to spy on your King?” Eonir would ask, though not turning his head to the Scout. “Forgive me my King, but the Eyes of the Forest must never cease their gaze on the King. We lost two Scouts to the enemy, one may have been captured, they may know we’re coming.” the Eye of the Forest responds, descending from the tree.

 

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“Why is it that out of ten, only eight returned?” Eonir would inquire to the Fey Archer, “They were fresh, as is most of the Army.” the lone Scout would respond, letting out a sigh over his fallen brothers. “Then we will improve some of your numbers and send you forward to scout the enemy.” The King states, the Eye of the Forest nodding to his monarch before returning to his post and maintaining his vigil over the King of the Fey. After the morning came, the training would begin as the Army would march onwards towards their foe, whether or not they knew about the impending war on their lands was irrelevant the forest was home to the Fey and none could prepare for an army of Fey.

 

Back in the borders of the Kingdom of Fyr-Darrick the High Priestess Dycha and the favoured Prince Aeleandor would rule in the stead of the King, maintaining the role of Steward so that the Kingdom might function in the meantime. With the High Priestesses influence on the Kingdom much of the treasury would be dedicated to religious and magical pursuits, as such a Shrine to the Elder Soul would be erected costing the treasury much of its income this year, coupled with the pressures of training units to veterancy and the upkeep that will come with that the financial pressures of the Kingdom would be raised but careful spending would be kept to ensure the budget surplus.

 

The outsiders would be blissfully ignorant of the movements of the Fey Army, none would know that it had marched from the Borders of the Kingdom the previous year allowing the Kingdom to maintain its influence through its strong army. Merchants travelling in the Kingdom would be heavily guarded by the remaining Greenthroat Riders and other Military units to maintain this facade, it was of the utmost importance that all foreigners believed the Fey Army was within striking distance of them at all times. Other than that an expedition was required to scout the lands to the North

 

Expenditure

 

2,000 would be spend on raising one unit of Light Archers and Light Infantry to Veterancy

 

20,000 would be spent on building a Shrine to the Elder Soul

 

2,000 would be spent on an expedition North

 

Military and Adventure Maneuvers

 

The Army would continue to March Westward

 

An Expedition would be sent North

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The Auldhauan Hierarchy of Melda

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Income:

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

{Capital City [3,000G] – 3,000G

{Trade [#Partners x 1,000G]} – 3,000G

{4 Trading Caravels [Max 16]} – 5,000G [INACTIVE]

{Population [1,500G*(Pop./500,000)]} – 15,000G [5,064,790 Population]

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

Total – 34,000G

Stored Gold:

Total – 7,000G

Costs:

{Army Upkeep [1,000G x #Soldiers/3,000]} – 2,000G [8,500 Soldiers]

{Navy Upkeep [1,000G x ShipWorth/5,000]} – 4,000G [2 Cog, 4 Caravel]

Total – 6,000G

Start of Year Treasury – 35,000G

 

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, 2,000 T1 R Light Archers

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

Religion – 3 Noble Adepts

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

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

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

Mirvliecht [Level – Settlement]

Alsmacht [Level – Settlement]

Ishau [Level – Settlement] – Take Two [IN PROGRESS]

 

medieval_ruins_by_narandel-d6ruzxw.png

 

“And you say this is what lays to the North?”

 

Graevien stared hard at the sketch, at what their scouts declared must be the ruins of an ancient capital. A canal, clogged by years of neglect, walls waiting to be manned. The perfect location for an Auldhauan mainland city. They would be able to reach the Auldin Tribes without crossing the perilous northern straits, and perhaps repair relations with the Karelians.

 

“My liege, we have enough population to support another real city. Perhaps...” Parovien trailed off, glancing at the Solarium’s world map.

 

“Send another colonization group, and make it clear to the world that we are finished for a time.”

 

-

 

[4,500G] – The second Auldhauan Cog, not having to deal with resupplying the two previous colonies, is sent to colonize the ruined city found on the isthmus! Over the course of the year, twice the normal amount of soldiery is sent, and this time they are accompanied by a Noble Duet. As the settlement starts at the base of the city’s clogged canal, the army moves forth, clearing district by district, gathering anything of note to ship back to New Auldhau.

 

[17,500G] – Four more caravels, and a third cog, are built by the Auldhauan Hierarchy.

 

[2,000G] – Herbalists of the Auldhauan Hierarchy are hired en masse to research the strange plant’s properties! [3,000G Total]

 

[0G] – The four caravels built the previous year begin to trade with Risme, as a sign of gratitude. There are no further expansions to missionary presence in the city, and the missionaries already there stop openly preaching, though they continue to offer healing to those that come willing to pay or convert.

 

[0G] – Another group is sent to visit the villages on the barren island. This time, they simply ask about the customs and religion of those that live on the isle.

 

[1,000G] – The Kingdom of Karel is promised 1,000 Auldhauan Mint if they allow Meldan traders back into the city. They are also promised no more such missionary attempts will be made, though Karelian nobles are always welcome to come to Melda to be healed by the Married Gods’ disciples.

 

[10,000G] – A Schul is built in New Auldhau, to teach the many bright minds that live among the faithful of various worldly subjects.

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Republic of Danwent

 

The opposition just received a new face. A man of ambition, clearly. A voice of blunt and proud promises. Appealing to the masses. Enticing them. Thoryus Armon, who in a swift motion got elected by the people and gathered the support of eight senators. Including himself, it gives him 9 votes. His agenda: War and military. Protection of borders. The returned Aywentos and his Traditionalist League soon find some common ground with the Stalwart Guard, the party of Thoryus. However, his allies Theodos and Dionius and their party members strongly declined the agenda of the newcomer, stating it was too aggressive, did neither preserve peace nor prosperity. Their goal was neutrality and growth. Nothing more. Nothing less.

 

For most matters the Stalwart Guard remained in the opposition, with the triple alliance of the other parties running things smoothly. But things might yet change, depending on the political and international climate. Aywentos was already wary about exactly that.

 

Nation Info:

Government:

Republic, ruled by 50 senators (lifetime positions).

Traditionalist League: 13 Senators

Commoner’s League: 14 Senators

Prosperous Path Party: 13 Senators

Stalwart Guard: 9 Senators

Unaffiliated: 1 Senator

 

People of note:

Aywentos Rumaari (Senator of the Traditionalist League), aged 29

Dionius Liber (Senator of the Commoner’s League), aged 31

Theodos Abemani (Senator of the Prosperous Path Party), aged 29

Thoryus Armon (Senator of the Stalwart Guard), aged 32

 

Population: 5,125,472 this year. (4,500,000 Starter)

Growth: 3% + 1,125% (farms) + 0,25% Moranese Wheat

6 farmsteads.

 

Cities:

Tzaria (900,000 inhabitants) (Capital)

Essevith (800,000 inhabitants) (Starter)

Ruhia (600,000 inhabitants) (Starter)

 

Towns:

Susvii (500,000 inhabitants)

 

Settlements:

Wessevith

Koryii

 

National Budget:

Treasury: 0 Duwats.

Income: 42,500 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: +15,000 Duwats

Trade Port of Tzaria: +2,000 Duwats (4 trade partners)

Town of Susvii: +3,000 Duwats

Moranese Wheat: +1,500 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: 37,500 Duwats
 

Republican Actions:

 

The temple is finished. Due to an error in the national ledger, the cost to finished it is substantially higher. (-9,000 Duwats to finish it up (10k total). I was 4,000 Duwats too high, so I deducted it from the Temple construction progress)

 

A market is being ordered for Tzaria, to treat with the new crop that was found and is now growing plentiful in the warm and vast farmlands of the Republic. (-7,500 Duwats)

 

A manufactory is being ordered to be constructed in Tzaria. (-7,500 Duwats)

 

In a plea by the Commoner’s league, and with thorough and mutual agreement from all senators (50!) a school is being constructed in the capital, to be open for everyone to access and learn. (-10,000 Duwats)

 

The remaining funds are used to train another company of light archers to supplement the national garrisons and guard forces. (-1,000 Duwats for 1 unit of T1 Light Archers).

 

The remaining funds are allocated into the ongoing project of securing, clearing and repairing of the underground temple or shrine in the Salthand Delta. As well as the continous clearing of it. (-2,500 Duwats)

 

 

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Kingdom of Five

1504

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Nation Roleplay:

Nothing of note happens in the Five this year, food prices however are at an all-time low with more farms being built across the vast lands of the Kingdom. The recent development of the fourth city in the east has also brought great prosperity for the people there now on the frontier.

 

Prince Dakkar continues his training to become a Magi to the Fallen one, his studies and spirit becoming increasingly harder to comprehend and nail down. King Leotard however seems to be growing more benevolent as the time goes and people have began to disregard him as human altogether even more so now.

Population: 5,113,962 Fivians

Gold Expenditure: 45,000 Gold - 3,000 Upkeep  = 42,000 (Per Turn Income: 42,000)

(15,000 Gold) A recently developed town is transformed into the fourth city of the nation, festivals and all are held in celebration. (Hey look extra buildings!)

 

(5,000 Gold) Once again the time has come for expansion with much of it focused on going north-east to abide by the agreements of the Hakkan non-aggression pact. Much of this is spearheaded by 2,000 medium infantrymen clearing the path for a large group of expeditioneers. (1+ Settlement.)

 

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(20,000 Gold) 4 more farms this year! That takes me up to 13 farms granting me an extra 2%!

 

(2,000 Gold is saved to the treasury.)

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Surya

1505

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Though the founding of Surya is shrouded in legend and mystery, its recent history is less so. For the majority of its existence, the mirrored city has restricted its citizens from leaving its central island, on the grounds that the surrounding world was corrupted beyond repair and anyone who left would return only as a spy for the nameless god. Such isolation was not conducive to the pursuit of knowledge. The years melted away uncounted, and though the city was kept pristine and beautiful the people forgot what they knew of the outside world.

 

Thus, though Surya has stood in place for uncountable centuries, it has been barely more than a hundred years since the first Suryans made their mark on the outside world. In the year 1392, a disgruntled party of Tamas turned their backs on Mihir and crossed Arjun’s channel, striking off into the wilderness in search of a better life. The Sattva within the mirrored city were weak at the time, content to feast off the island’s bounty, and did nothing. No soldiers were sent to stop them.

 

In time, these dissidents founded the city of Chittor on the banks of the Joor river. The settlement grew quickly, worshipping a profane god of the earth and forest. By 1420 Chittor had settled vast swaths of land across Pratyush, and Suryan-descended villages dotted the landscape. Still the Sattva remained oblivious.

 

After another ten years, rumors of the outside world had penetrated into the mirrored city despite the priesthood’s best efforts. Trade between the Tamas on the island and the settlers beyond became difficult to control, while uncontrolled expansion continued throughout Pratyush. A town to the north, Varchas, defied the control of both Surya and Chittor and declared their own realm, in service to yet another profane god of the sea.

 

It was Varchas that finally stirred the mirrored city to action, though it took time. Positioned as it was on valuable straits with connections to the outside world, it grew more quickly than Chittor ever had. While Chittor’s economy was agrarian, Varchas made its profit hauling exotic goods across the sea. While Chittor was peaceful, Varchas quickly amassed a large standing army. Varchaasi ships were seen in the Kumbha strait, menacing the city of cities, though they lacked the strength to assault the walls.

 

In 1439, Varchas invaded the vastly larger Chittori territory. Their disciplined army quickly overran most of the north, and even the recalcitrant Surya could not avoid the news. Still, the city slept as the war escalated. Chittor fought back with swift cavalry, Varchas advanced with stout spearmen. By 1445, a total Varchaasi victory seemed imminent.

 

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Soldiers of Varchas march south

 

It was only then that Surya intervened. The lazy, myopic Sattva priests had for too long stood idle while the balance of power changed on the mainland. A coalition of influential Rajas in the city rose up in the earliest known use of violence within the mirrored city. Ostensibly led by a jingoistic Sattva called Rahul Gupta, the Rajas shut the great gate of Surya to prevent anyone from escaping, and then stormed the great temple of Mihir. The realm was changed overnight.

 

Imagine the surprise of Varchas when their undefeated army caught its first sight of Chittor, only to find that the way was blocked. All the Rajas of Surya had been gathered and had ridden hard to join the fight. At the battle of the Joor, Varchas’ legendary spearmen first encountered a match in Surya’s warriors, and Surya used the influence from their victory to demand Chittor’s allegiance. A maharajas was installed, the Elder Soul’s cult was stamped out, and the two cities at last turned their attention north.

 

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The Chittori-Suryan invasion force

 

For nearly forty years the war raged, for Varchas had grown strong and large. But Surya had an unyielding leader in Rahul Gupta. Her armies marched through jungles and plains, her ships fought Varchas to a standstill. The city did not fall easily. The battle of Varchas was without contest the bloodiest fight of the conflict, as the worshippers of the Deep One stubbornly resisted through every street, until at last the Maharajas of Chittor finally broke the last regiment with a charge on his elephant.

 

The war of unity came to an end in 1485. It would be years before the unfaithful cults in Varchas were truly suppressed, but for now the fighting is over, and Surya is universally recognized as the greatest city on the continent. Half a century of fighting has left their army weakened, but for the first time in the mirrored city’s immeasurable history, their interests lie abroad. With an expansionist leadership, perhaps the time for Mihir’s ascendance has come again?

 

----------

 

Surya’s influence grows, as the new settlement of Manapur erects its buildings on the shores of the Kaitna river. To the south is the largest mountain anyone has ever seen, and many of the colonists wish to go visit it. But the cavalry sent to control the expedition reins them in for now, and the town grows. News of this discovery will not take long to reach the heartlands, in any case….

 

Arwana Kaur, the maharajas of Varchas, returns to Surya while leaving her post in the capable hands of a deputy. Surprisingly for a woman her age, it seems she’s pregnant! The child will need to be born within the mirrored city to follow in her footsteps as a Rajas.

 

---------

 

Economy

 

Expenditure (38,000 Treasury)

 

Fields of grain and spices are planted around Chittor, and bees cluster over them making sweet honey. [1 farm for 5,000]

 

Despite frequent pirate raids, the settlement of Seringapatna on the Red Coast has grown significantly. Scindia is raised to a full Maharajas, and the city is recognized as a the center of a province in its own right. [15,000 gold for upgrade to city]

 

As Seringapatna is located so strategically, merchant flock naturally to the city, ready to exploit the commerce that flows through it. [9,000 gold for merchant guild]

 

In the growing urban center just outside Surya’s walls, artisans of every trade work to make goods for the wider realm. [7,500 gold for manufactory]

 

[1,500 gold saved]

 

----------


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Population 5,494,589


 

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Spoiler

 

 

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EMPIRE OF BOURDELEAUX

Ruler: H.I.M. Emperor Adrian II

Government: Imperial Constitutional Monarchy

Population: ~ 5,213,963

Allies: N/A

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

_______________________________________________________________________________________________________

 

 

 

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The interior of the Church of the Holy Disciples of the Brazier and Moravec the Saviour, Souvois, Bourdeleaux; c. 1505

 

At the highest point in the grand city of Souvois, rested a monument more splendid than any of the other architectural works and buildings below; the sacred Mother Church of the faith of the Great Sun. Officially, dubbed the Church of the Holy Disciples of the Brazier and Moravec the Saviour; the locals have colloquially come to regard it as All Martyr’s Church. It was a structure unrivaled in beauty and majesty, constructed by the greatest minds the Empire had to offer. It is to reach out to the Sun itself and represents the new heights that the Bourdlais can achieve when united in faith.

 

The structure itself was so grandiose that many found it remarkable that it could even stand. The buttresses of the structure alone stood nearly four stories in height. From all corners of the city, the two steeples that comprised the westwork could be seen. Atop these towers, rung the bells which would summon them the Souvesian denizens to mass or to alert them of impending danger; in any case, echoing throughout the city. The hoisting of the bell, perhaps the most momentous task in the church’s construction; many a tales told about its nature and origin. As one approached the entrance of the church. They would be greeted by the imposing dual iron doors which safeguarded the interior. Some several inches thick, and possessing engravings of two holy martyrs; the doors depicted Saint Villard and Saint Ambroise in all their glory. Clad in their battle regalia and weapons in tow, they were regarded as the ‘warrior saints’ and protectors of the hearth, they served as a constant reminder of the true meaning of the Faith; to act as the light against the darkness.

 

Yet most remarkable above all, figuratively and literally, was the depiction of Moravec the Saviour upon the tympanum. Constructed and inlaid with the finest of stones and gems, Moravec stood ever-watchful and judging as he acted as a bulwark against the forces of evil. He himself wielded a fierce sword, which seemed to command the energy and power of the Sun’s light. The Sun itself was in the background, as a halo of sorts around Moravec’s head. Solar rays radiated outwards from this focal point, physically pushing back creatures of darkness. Within the darkness of either side of the two-dimensional carving were horrible monstrosities, symbolizing the worst that humanity had to offer, or perhaps what true demons lurk beyond. The balance of good versus evil served as a testament to the righteousness of their cause and a constant reminder of the strength the Bourdelais truly possessed. They were the chosen of God.

 

_______________________________________________________________________________________________________

 

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The Reliquary Chapel of Exalted Moravec; pilgrims paying homage to the Saviour away from the main mass; c. 1493

 

The interior of the Church was greatly considered. A long nave stretched the length of church, leading up to the altar which stood raised a child’s height over the whole floor. A great altar sat central upon the dais, with several candles and a golden statuette of the Sun resting atop it. Beneath the altar however, is said to be the final resting place of Moravec, sanctifying the entirety of the Church and all its goers. Several centuries have gone since his passing, and no one knows now if it is merely a tale or if his bones truly do rest beneath their feet.

 

Just behind the altar and towards the apse was another, yet grander construct. A large brazier of ebony black steel, with unfathomably close attention to precision and detail. It stood raised upon its own platform, giving credence to its importance. Within it burned a fire so warm and so bright, that much of the church was engulfed with its heat and light. It was no ordinary fire pit that lay in the Church for convenience sake. The proud sons and daughters of Bourdeleaux knew it as the Eternal Flame; a brazier that has stayed alight since much before their birth and beyond. Stokers of the flame came and went, yet the flame was persistent and had never extinguished. Many had come to regard it as a symbol of the prosperity of the Bourdelaic people; As long as the flame was lit, the great Empire of Bourdeleaux shall never falter.

 

_______________________________________________________________________________________________________

 

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The Kindling, an event in which citizens throughout the Empire light torches in remembrance of the great martyrs of the Empire, Adrian’s Forum; c. 1504

 

Attending to the Holy Brazier today was the Emperor himself. Even he, mightiest among men, was humbled in the presence of the eternal flame, a symbol of the Great Sun’s power and majesty on earth and the Heavens. Even he, proudest of men, was reduced in size to the engulfing warmth of the fire. His head lowered, daring not to gaze on to the flame in challenge. Even he, commanding legions of soldiers and ruling a vast empire, was but a mere servant of the Great Sun.

 

The Emperor had come seeking guidance. With God, he consulted and pleaded aloud, mumbling his prayer. Tucked behind his sprawling cloak and shriveled in form, he was shrouded from sight, and inaudible to the ear. The onlookers and daily goers of the Church were in awe. Some stopped and stood while others quietly conversed among themselves. What could bring the Emperor to summit, were he not in a time of great need. Members of the clergy performed their rites, while in the pews, the masses heeded.

 

Paying no mind, the Emperor reached out to the Heavens. He dared lift his chin, to the Great Brazier. “O Lord, Who be in Heaven, the Lord of Light be thy name. I have done just as you have demanded and brought light to the lands of Westfal What more would you have our people do? We have resolved to conquer great expanses of land and converted many a pupil in your name. Shall we not relent? Is this truly your design, for us to bring our enemies fire and sword...? No,I understand now -- in entirety. O Lord, who am I to question your Great Plan?” He paused, lowering his eyes a moment, before it had struck him. He then returned with renewed vigour, staring intensely into the flame ahead of him. Embedded deep within it was the resolution which he had so sought. His pupils dilated and he recoiled as he was flushed with divine intercession. “I understand as I now see your presence. The Great Darkness looms on the horizon. You see what we cannot not, you know what we cannot fathom. How narrow-minded we are; Man. We will make the necessary preparation, O Lord. We will face the Great Foe and vanquish the forces of Evil once and for all -- For we are your chosen and the instruments of your will. All in time will feel your warm embrace.”


Sol Invictus.

 

 

_______________________________________________________________________________________________________

 

ACTIONS
 

Income: 43,000g (Base - 3k, 6 Economy Pts - 6k, Pop - 15k, Resources - 3k, Merchant Guilds - 9k, Trade - 4k, Cities/Towns - 3k)

Upkeep: 3,000g

Gold from Event: 2,000

Available: 42,000g

 

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[5,000g] The discovery of the Fortress draws the ever-curious man eastwards. Some settle the area nearby, while others come to view it as a holy site. Construction of settlement in the eastern valley.

 

[2,000g] When the Emperor hears news of this tremendous discovery, he travels to gaze upon the magnificent structure himself. Immediately captivated, he orders the most learned and knowledgeable citizens of the Empire to uncover its secrets.

 

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[5000g] In an effort to secure more lands for the Empire, another settlement is founded in a small bay to the south, near the newly acquired Westfalian lands.

 

[5,000g] Construction of 1 additional farmlands stack.

 

[24,000g] Upgrading 6 Units of Medium Infantry to T4

 

[3000g] Recruitment of 1 Unit of Crossbowmen

 

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[2,000g] In a effort to discover more about the forests, an expedition is mounted to survey and scout the wooded lands in Bourdeleaux’s south.

 

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The Order

main-qimg-84782a5ca6325fff444141ac665fe9

A lone man stood atop the citadel of the Capital, looking down at the bustling city. Looking down upon those who often acted in vain and in ignorance. Who were unaware of that which lied beyond. The dogs of the Bloated Throats as well as other threats which might lie to the West and to the North. Yet that was why they were civilians and not of the Order. It was they who sacrificed so the civilians would live carefree, only focusing on sustaning themselves and paying taxes. Which would then be given to the order, who would carefully take care of it. 

 

Then Lucius heard something behind him, the sounds of footsteps. He looked back and saw nothing, thus he dismissed it as a figment of his imagination. But then Lucius’s paranoia as the head of the inquisition kicked in. There was the possibility that there was someone. Thus Lucius turned around, heading towards the disruption. He looked around and saw nothing, except shadows and ledges. But then Lucius noticed that one shadow was more solid than the other and drew his sword. This drew a figure cloaked in darkness from behind the spot where he was hiding. The figure and Lucius stared at each other, with the most likely would be assasin having a look of hatred in his eye. As well as having some kind of short sword. The man was silent until saying with fury.

 

For the Shadowed One.” Then the figure charged at Lucius with his short sword. Lucius, who was standing close to a ledge remained calm, waited until the assasin was close and then dropped his sword and took a physical stance. He swatted away the short sword of his assasin with his hand and took a grip of his opponent’s shoulders and hips with his arms and legs respecively. He then rolled down towards the ground lifting his assasin up and then throwing him off. The assasin then realized he was falling and then was a blood red splatter on the courtyard of the Order. 


For a second Lucius wondered who the assasin could work for, then he realized he would need to explain flying assasins and spoke. “Oh bugger me.

Population: 2,84 million

Farms: 3(5), bonus (1%)

Times 1.04

 

 

Economy:

Expenses:

Several more manufactories are built, in order to allow for the economy to once again grow and allow for the government to have a larger budget. As well as once more decreasing unemployment to nearly nill. Due to the unemployed quickly working in the Manufactories in order to get the money and food to sustain themselves. THough the amount of unemployed is very low now so the capacity to build new manufactories is limited. (30k) (+4k)

In order to sustain a larger population for the isles of Gelder the fishing business is promoted. Seeing as, though tumulteous, the isles of Gelder have large amounts of fish in the surrounding waters. As such these natural resoruces will be harnessed by the order in order to properly feed the isles of Gelder and make their population grow. (10k, +2 farms)

 

Diplomacy:

An expedition is mounted to the South with the order’s galley heading to this time find their goal and explore the deserts to the South. Heading towards locations where rumors are abound. As well as uncovering some secrets that the sands to the South might hold. Thus the brave company of 150 medium infantry and 100 archers go forward. Becoming true explorers. (4,8k)

https://imgur.com/a/dWeOVMs

((Note, the expedition will not head through territory of the Eadni, if any of the points on the map are in their area of control.))

 

Income:

Economy Investment: 8k gold

Capital: 3k gold

Population: 8,5k gold

Cities: (Riad) 3k

Trade: 2k gold

Merchant guilds: 6k

Manufacturies: 10k

(Settlement) black spot 1k

Military Maintenance: -1k gold

Total gold: 40,5k

 

 

Treasury: 3k gold

 

Research: 15% discount for tech research

 

Settlement progress:

Idaha (321k)

To go: 179k

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The Eadni Civilization
1504


An Excerpt from the Journal of Abdullah Ghobrial; 1503
This morning, I felt compelled to eat a modest breakfast then head out for a quiet stroll about the Port district. While I walked, I could not help but be overwhelmed by the vastness of the new construction efforts being undertaken by the state. An entirely new ship-yard was under construction and the Merchant’s Guild has appeared to been able to saw the Amir into granting them land within the district. While these developments may be excellent for the state, I must consider whether or not these developments will work in the interests of our family.

For the last two decades, our family has had a monopoly on trade within the city. Now, with the invention of new navigation technologies (in part financed by my own house), foreign markets are beginning to open up to Eadni goods. Unfortunately, this development has emboldened the lesser merchants who coalesced into the Merchant’s Guild to attempt to beat us to these markets. They have done everything in their power to gain favor from the Amir and pry him from the influence of the House of Ghobrial. This cannot stand. 

In response to these actions, I have devised a plan this afternoon which I do believe will allow us to finally crush those dishonorable guildsmen. The House of Ghobrial will utilize its vast wealth to construct several massive ships capable of quickly conducting business with the outside world. These ships will far surpass the capabilities of anything the guildsmen will be capable of building, and we will ensure that the designs for this ship do not slip from the grasp of the House of Ghobrial. 

Within the city, we must also begin to utilize our wealth to remind the Amir of who truly controls the coffers of this city. Should he continue to appease the guildsmen and ignore the best interests of the state (our own), then we ought to begin the consideration of more drastic options to ensure the well-being of our marketplace. 

---
Pilgrimage to The Far Lake

It had been many years since Eadni faithful had travelled to the Far Lake, but it was at the insistence of the Chief Priest of the Cult of the Deep One, Ali ibn Ibrahim, that the Eadni visit the lake this year. According to the Chief Priest, the Deep One had called out to him personally and commanded the journey. 

Samir Abbas thought nothing of the claim, in fact, he was skeptical of the existence of the Deep One himself. He had no intention of making the pilgrimage like others within his unit, but nonetheless, he was assigned as one of the fifty archers of the First Regiment to accompany the pilgrims on their journey through the desert. 

Rather than marching through the shifting, scorching sands of the Sumaq desert, the Eadni pilgrims were guided by the Deep One along the River Eadn to their destination. Samir could not help but admire the sheer beauty in the radical contrast between the flowing blue waters of the ancient river and the deep browns and golds of the sands on either side of him. For nearly a month, the party would travel as far as they could upriver before landing on the shore to make camp for the night. The First Regiment would lift the small boats from the waters, flipping them over such that the pilgrims could sleep safely and warmly beneath them while the archers patrolled the camps. No threats ever came, the routine remained the same, and the Eadni continued up the river. 

When the Far Lake finally came into sight, the Chief Priest began to offer up several prayers and the water around him rippled with such intensity that every boat in the party began to rock softly as they moved steadily up-river. As the party continued, Samir could not help but notice a brief look of unease on the priest’s face as he continued his camp. Before entering the lake proper, the Chief Priest ordered the boats to land and proceeded to organize a small ritualistic totem on the shores of the lake. 

 

The pilgrims fell to their knees before the Chief Priest and the junior priests who quickly beckoned them to join in their now feverish chanting. Again, the waters began to ripple around the lake. This went on for some time until the priest ordered a group of ten pilgrims to raise one of their boats and embark for the center of the lake.

 

Samir watched them as they performed their task with a tremendous fervor. His eyes scanned the remainder of the shore, astonished by its size and beauty. He watched the group of ten pile into the boat as the priest sent them off with a long chant. They sat with their heads bowed with one of their hands in the water while the other rowed slowly toward the center of the lake. 

 

Within a few moments though, their posture quickly changed. They began to move erratically, one of the men went after one of the others, grabbing her throat and strangling her to death. Others quickly overwhelmed him, beating him furiously to death before tossing him into the dark blue waters of the lake. The remainder then set upon each other, furiously battling for their lives. The other pilgrims watched helpless while the priests merely looked on, stone-faced and silent.

 

Samir felt himself move instinctively toward his bow, lifting it up over his head and drawing an arrow. The other archers watched him but did not move to intervene while the priests remained oblivious to Samir, too engaged in the carnage out on the boat. Samir drew back his bowstring, breathing deeply before letting the arrow fly.

 

It found its place in the back of one of the crazed men who promptly fell into the water. Only three remained, still setting upon each other without care for the intervention from the shore. Samir did not hesitate to let out a second, a third, and a fourth in short order, sending the remaining men to their deaths in the water. 

 

By now the priests were screaming at Samir to cease, to let the battle on the water run its course, but Samir was numb. He dropped his bow, shaking his head and spitting into the sand. 

 

Soon after, the remainder of the pilgrims would be cast off. Each one was told that the others were unfit to see the Deep One completely, but that if they were judged to be worthy the gift from their God would be one of indescribable awe. 

 

Samir and the other guards merely watched, knowing the consequences of attempting to intervene. When the ritual was done, all that remained were the fifty archers and the small group of priests. 

 

“Let us return to Salaam.” The Chief Priest turned to the guards, smiling to them and beckoning them back to their boats. 

 

Samir looked at him with disgust, turning away from him to prepare his boat for the journey home. 

Expenditures
Treasury: 
27,500 Gold

 

The Rise Eadni Merchant Fleet

In response to the need to maintain secure trade partnerships, the House of Ghobrial Trade Company implores the state to invest in a number of new, state-of-the-art Caravels conceptualized by the captain of the Malik al-B’har, Mahmoud Mara. Detailed market assessments are given to the Amir and his stewards who ultimately approve the construction of the fleet starting with the construction of four Merchant Caravels. 
(-) 22,000 Gold

The Exploration of the Waters Beyond the Gulf
The House of Ghobrial Trade Company also petitions the Amir to send the Malik al-B’har to the West in an attempt to discover new lands with the potential to establish trade outposts. They also are interested in the discovery of new potential trading partners though this is a secondary concern. 
(-) 2,000 Gold

 

An Offer to the Mongerellians
After making first contact with the Mongerellians, a tentative offer is made to the peoples of the peninsula to the Eadni’s east. The Eadni are a commercial people, and they promote prosperity wherever they may go – including within their neighbors. The Eadni request permission to construct a trade output (replacement for settlement) in Mongerellian lands and offer to foot the bill themselves. In exchange, the Eadni would split the profits with the Mongerellians. 
(No Gold, would be paid out next turn) 

Savings
The Eadni once again managed to complete their goals under budget, re-investing the rest of their money back into the state’s treasury.
3,500 Gold Saved

 

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THE KINGDOM OF NUMERIA

The Royal Era of Aemer, A.E 404 (Year 1504)

 

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CONTROLLING DESTINY

 

The abrupt declaration of Almeric IV of Sehmon had rattled the Royal Court of Numeria; his intentions to unite all of Naros under the guise of the Ancient Symonian Empire deeply disturbed the ruling class. To be subject to the will of a foreigner, was a fate worse than death; the Numerians couldn't allow the Sehmonians to expand their influence any further, and so, they sought to establish a division between the Continent. Following a unanimous decision, the Council of Eight and the Namyrian Monarch issue out the call for mobilization - war would be had.

 

And so the populace readied themselves for war - it was a spectacular sight to behold, the entire armed forces of the Realms of Numeria mobilized into one. Banners from all corners of the Kingdom could be seen along the marching column as the Regiments fulfill their duty. The Greytalon Banner of Symon the Unifier is raised at the head of the army, as are the ancient Crest of the Talon Grasping the Crown and the Sword of Symon himself. Word spews forth throughout Naros, tales that indicate of a Numerian Army marching with the Sacred Body of Symon Greytalon.

 


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 a 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): 29,000

 

An Invasion Force is dispatched from the City of Nyria, heading eastward on its route towards the City of Ischyros. To further extend their zone of control, and range of army logistics, the Settlement of Arris is founded - primarily just a hub of military activity, it is later supplement with convoys of civilian affairs as it is expected for Numerian presence in the region to be permanent. [5000/5000 gold]

 

While establishing themselves a new forward command center in Arris, all Regiments designated under the classification of ‘Medium Infantry’ are outfitted with newfound equipment. The crafting guilds of Lyria had been working around the clock to produce armour capable of withstanding activite war procedures, having recently procured the goods necessary from the Roots of the World after success in the mining sectors. [5 (2500) units of Medium Infantry upgraded to T3 (steel) | 10000/10000 gold]

 

In order to fuel the war effort, 5 (2500) additional Regiments of Medium Infantry are raised at the beginning of the year and spend the majority of it being trained in matters of combat and discipline. [5 (2500) units of Medium Infantry recruited | 10000/10000]

 

Capitalizing on the vast amount of forestry within Numeria, an initiative to construct siege equipment is underway. The first batch focus on a pair of Siege Towers and are immediately shipped to Arris. [4000/4000]

 

The Settlement of Tyniria saw continuous development as settlers rushed to the newlands. Royal Surveyors in the region have recently designated Tyniria to the status of a fully fledged town, recognized by the Royal Court as a proper hub of Numerian activity. [Non-expenditure]

 

Ravens from the interior of Numeria are sent out in droves to the nations of Central Naros as the people of the continent are made aware of the unfolding situation – officially and publicly, King Aemyr V of House Nymeria denounces the claims established by King Almeric IV and his followers, in which they announce their ambition of invading all of Naros under their centralized control during his coronation. While war was not outright declared upon the Sehmonians, the Kingdom of Numeria has begun to take the steps necessary to take the fight to Sehmon. The City-State of Ischyros proved to be the first target of Aemyr V, for his troops now lay siege to its nation. Thousands of Numerian Infantry begin to march over the border, awaiting for their invasion to be contested. [Invasion of the Ischyrosi City-State | Denunciation of the Sehmonian Ambition]

 

From the newly established Settlement of Arris, bands of envoys are dispatched north along the Trident, with their destination being the People of House Blackmarrow. They attempt to establish a line of dialogue, the envoys acting as representatives of the Numerian Will. [Discord Pms | For Moderator]

 

The Fortress of Helmden also sees a spike in diplomatic activity as another band of envoys are dispatched to the Republic of Danwent, heading for their Capital of Tzaria should they be uninterrupted. The Duke of Nyria himself leads the delegates, hoping to come into contact with a familiar face before addressing the Senate of Danwent, Aywentos Rumaari. [Discord Pms | For @Godwein Stafyr (Z3r05t4r)]

 


KINGDOM OF NUMERIA STATS MENU

Leader: Aemyr V of House Namyr

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

Cities: Nyria [x1 Merchant Guild]

Tyria [x1 Merchant Guild, Temple]

 

Towns: Tyniria

 

Settlements:

Mineria

 

Fortress: Helmden

 

Population: 5,064,789 Total

500,000~ in Lyria

300,000~ in Tyria

200,000~ in Nyria

3,500,000~ in rural regions

 

Military:

Army

10 (5000) 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 (15,500 Next Turn)

 

Magia

6 Adepts

 

Navy

N/A

 

Economy:

Base Income: 3000g

Economic Points: 5000g

Population: 15,000g

Trade: 2000g (Republic of Danwent, Sehmon Remnants)

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

Manufactorie(s): 1000g (Lyria)

 

Upkeep:

Infantry: 4000 (5000 Next Turn)

Fortress: 2000

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

Total: 29,000

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D U C H Y   O F U L Y A D AR

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Tancred leads the group, his upper body covered in black pelts, his long untamed ginger mane dangling down his shoulders. The rest of the group had a similar attire, covered in black cloth and hide from head to toe. At the middle of the pack, an silver armoured knight lead the group through the chaos that is the volcanic landscape of the Grumblers. Exposed ravines of lava, trapped toxic gasses shooting out from small tunnels in the ground, and loose ground were all some of the many dangers that faced many of them on their expedition. They were climbing the east side of the King of Mountains, Mt. Arfast. Snow here fell but never reached the ground, the scorching heat sending it back into the heavens before it can create its usual white canvass. The snow here was ash, ash from the mouths of the volcanos. This type of snow was unknown to the Ulyamen, and their blood did not run strong enough to mitigate its harsh toll on their bodies, especially their lungs.

 

The group neared the Forge, the goal of their expedition. As they reached the forge, the array of unmoving black-stone monuments seemed ever more distant and mysterious to the explorers as they spread out, canvassing the ruins of a forgotten people. Soldiers precariously lifted stones  with the tip of the blades, sticking their head inside grottoes only to find themselves facing a sea of molten rock, and entered vast systems of tunnels, praying for a useful find in the ancient moments of old, and hoping that their blood may not find itself spilt on the Holy Grounds.

 

 


 

 

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NATION INFO

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

POPULATION:2731818+4%=2841090

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)+6K(MERCHANT GUILD)+2k(PORT)+ 4K(ECON POINTS)+1k(MANUFACTORY)=26.5K GOLD

GOLD AFTER UPKEEP:23.5K GOLD

 

GOLD FOR THIS TURN:23.5K

 

BUILDINGS

FARMS:4

MERCHANT COMPANY:2

TEMPLE:1

PORT:1

TRADING COMPANY:1

 

KEY CHARACTERS

DUKE ARVID, DUKE OF ULYADAR

PRINCE BRUCE OF ULYADAR

TANCRED, ORACLE OF THE BLOOD FORGE


 

 


 

ACTIONS

-Fish farms are proving very useful for the settlements in the North. They offer a steady source of food even through the harshest, most bitter frosts. In three separate locations, hatcheries sprout up, most often near on rivers or coastlines near colonies and settlements. (3 Farms, -15k)

 

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-A settlement is settled at the mouth of the River Blud and the Lake Loch, named after a old champion of Tykir, who seeked refuge many times on the white snow banks of the glacial like.  This settlement will likely serve as a base of operations for explorations into the ice plains adjacent to it. To settle the lands, they utilize regular communications between Tykirfell and the new settlement, given the name Odeila, meaning “mouth” in Northron. Sleighs pulled by dogs race back and forth, and during the warm season, rafts filled with goods go to and fro the fledging settlements. The Duke creates a new County for this town, the County of the Blue lake, ruled by Count Raoul III of House Hautefell.(-5k)

 

-Tancred and his core of shamans, as well as some 100 soldiers lead an exploratory expedition to the ancient ruins of the Blood Forge. They bring 3 adepts with them, hoping to use their knowledge in the magics of the blood god to unlock any secrets that these age old ruins have in store for them. They bring weapons, and equipment to protect themselves from the elements, as wild as they are in this environment. They camp at the site for months on end, until they encounter anything useful where they are to report directly to the Duke. (-3.5k)

 

-The Duke, once hearing of a civilisation of cave-dwelling librarians to his south, sends a trade envoy to them to facilitate the mutual exchange of goods and commerce, and establish amiable relations.

 

-Serving nothing but a drain on resources and the coffers of the Duchy, the nations standing military is sent home to their families to alleviate more gold to be used for more pressing needs.(4000 medium infantry sent home)












 

 

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