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The Fortress Libraries

1505

 

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The first year of the Great Emergence proved to be one of both wonders and tribulations for the Librarians. For the first time in 750 years, the vault-dwelling scholars of the Bastion have left their underground archives en masse, to explore, to catalogue, to interact with others for the first time in centuries. That last was not strictly true, but the Raids of Bloodline Diversification are considered a distasteful chapter in the storied history of the Librarians and though many are descended from the “reluctant converts”, none in living memory had ever seen the sky before. Indeed, such was thought dangerous by the original scholars of the Librarians. Who would choose a life of dank seclusion in preservation of an empire’s lost knowledge, when they could roam the world and watch a sunrise? A mass exodus would surely attract the attention of barbarous marauders, and such a loss of breeding stock would spell doom for the Great Endeavour’s long term success. Many a schism and skirmish was generated by the problematic existence of the outside world, and the intensification of librarian religiousity was in part in order to give sacred purpose to their admittedly limited lives. One day, their toil and confinement would give way to a rebirth of knowledge and enrich the Empire-To-Come, albeit many generations ahead of them. But as one is often reminded by the simple fact of the Libraries’ existence, a life is fleeting, a library is eternal. To be a Librarian, even a lowly serf unskilled of arms or wit, is to be part of something greater. And now, the faith of generations has been rewarded.

 


 

The Librarian Knights, those who have mastered the art of both the warrior and the scholar, are prepared for their duty. The Emergence’s date was pre-ordained, and training for the role of exploration and recovery of knowledge lost to the Library in the collapse began many decades before. After a few days getting used to the idea of a vast open sky above their heads, and a constant bright light source existing for half the day, a number of the Knights are dispatched on missions by the master of their order, the High-Guardian Theodor Kryze. Long have they read of the outside world, and prepared for its eccentricities. Now is the time to put theory into practice. They head off on scouting assignments or as diplomatic emissaries of the newly emerged order. Their charge is to explore, to discover, to evaluate. They carry with them the hopes of uncounted generations, and the blessing of the God of Change.

 

As their advanced scouts move out into the world, preparations are made for more extensive departures from the deeps, and more intensive interactions with the outside. New chambers are excavated and constructed in the upper reaches of the Bastion. The High-Quartermaster Maria Vane directs the construction efforts with fervour and passion, the finest talent of her generation of civilian workers. As the High-Magus Allidar Varchus consecrates new sanctums of the Changing God’s power, he also oversees the intensification of research into the glacial mass that is the Great Corpus – the thousands upon thousands of tomes stored and preserved within the Bastion and its satellite vaults. No longer can the Librarians be content with simply conserving the books – they had to read them, in earnest, and understand them. Theory must be put to practice, as with the Librarian Knights. Some elders mutter about how their forefathers who put down the Rebellion of the Editorialists would react to such things, but most accept this change in doctrine as a necessary one. For Change is their God. His gifts are sought in this uncertain time in new and pre-existing shrines and magical sanctums. Is this new world any better than the anarchy that has existed for 750 years? Does it deserve the gifts that the Librarians can bestow upon it? Or should the gates of the Bastion be closed once more, in anticipation of a better future. Questions indeed to ponder.

 

 

Points and Basic Stats:

Population: 1,500,000 Humans

Cities: The Bastion

Economy: 6

Education: 7

Size: 2

Military: 2

Mysticism: 4

 

Army:

500 Librarian Knights (50 men per unit)

1000 Medium Infantry

1000 Light Infantry

 

Economy:

Starting Funds: 45k

Late Start Bonus: 10k

Pop: 4.5k

---

Total Funds: 59.5k

 

Actions:

  • Librarian Knight unit dispatched to scout the Stinkswamp for any useful or unusual features. Identification of local villages and tribes would be nice.
  • Librarian Knight unit dispatched to scout the local mountains around the Bastion. Locations for possible settlement are also considered.
  • Librarian Knight unit dispatched south, through the mountains and into the large forest. This area is evaluated as above.
  • Librarian Knight unit dispatched to Ulyadar. Friendly introductions are made... and its culture and technology quietly evaluated. Trade is also sought.
  • Librarian Knight unit dispatched to House Blackmarrow. Mission the same as previous.
  • Librarian Knight unit dispatched to the Chapel of True Knauledge. Ditto. On a side note, the envoys are ordered not to make fun of the spelling mistake.

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  • Merchant Guild constructed in the Bastion. (9k) (Human discount for Commercial)
  • Temple constructed in the Bastion. (10k)
  • School constructed in the Bastion. (10k)
  • Shrine constructed in the Bastion. (20k)

10500G saved for next turn.

 

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The Commonwealth of Ruhn

 

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A light drizzle of rain pattered down on the dutiful citizens of Ruhn. The cloudy sky cast a particularly gloomy light on the mountain city, while the sea of wide-brimmed hats splashed through the shallow puddles of the cobblestone streets. Suddenly, the low, monotonous chanting of the Temple’s Acolytes started echoing throughout the city, which surprised most of the citizenry, who were used to

hearing such things during evening prayer. Shouts from the city guard confirmed what some had suspected—the soldiers had returned.

 

A procession entered the city gates made up of five regiments of soldiers, all of whom wore white cloth affixed to their left arms. These apparent ‘veterans’ marched in parade-ground time, on both horseback and foot, and their black and brown tabards stained a deep red. Behind each regiment was a horse-drawn cart, each one filled with pelts, primitive weapons and armour. The cart that drew the most attention contained onyx-black tablets, covered in strange, exotic symbols. This one seemed to have the most soldiers around it, and they glared at any citizen who drew too close.

The colours and items were so dreadfully foreign, some of the citizens walked away, muttering and shaking their heads from the sheer heathenism. The rest of the people watched on curiously, and smiled at the procession with a ‘well done!’ being spoken by the occasional eccentric.

A veritable cacophony of emotion by Ruhnnite standards.

The soldiers marched down the main street while merchants quickly moved their stalls and produce out of the troopers’ way. The soldiers were greatly respected for their deeds, and no-one wanted to be seen halting their parade.

 

As they marched into the main square outside of the Grey Manor, the Parliament greeted them stoically on the steps. The only one who had the merest hint of a smile was Lord Protector Charles Ortmeir, who was glad to see his brother back in triumph. Otto Ortmeir, the expedition’s marshal, rode up to the steps and bowed respectfully towards the Lord Ministers, who did little more than nod in his direction. At the command of the Lord Protector himself, beer and salted beef were arranged for the veterans, who happily marched to the local barracks to enjoy their returning feast.

 

Parliament filed back into the Grey Manor with the Marshal in tow for a detailed debriefing. The stone tablets accompanied them. There would be much to speak about, for sure.

 

 

Gold Accumulation:
Base:
9000,
Merchant’s Guilds: 6000,
Taxes: 7500,
Trade: 3000,
Vault: 3500,
Military Upkeep: -5500.
Total: 
20,000 gold (23,500 inc. Vault)

Spending:


-The parliament comes to the conclusion that the upkeep of future Ruhnnite expansion requires industrialization. Subsidies are awarded to crafting and smithing guilds in order to achieve such. (-15,000 gold towards two industry stacks)
 

-Further pioneers settle along the riverlands, drawing more farmers and craftsmen to the now thriving village of Riverruhn. (-5000 gold towards one farm stack)

-3500 gold remains in the vault.

Stats:

Population: 2,995,493 citizens.

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

 

Defensive Structures:
Fortress Bergen

Other Investments:
6 Farm stacks.


 

 

Edited by Catostrophy
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The Kingdom of Hilmedhi

 

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The night was wet, and humid. A miserable night for those who lived on the street levels. Even with the constant downpour, the town was shrouded in an eerie silence. A figure stumbled through the rain, her amber hair covered soaked to a dim and dull red. She was walking alone, leaving a local tavern and on her way home. Some torch lights from local house lit the way, for her to stumble down. Quickly those faded into distance as she worked her way down towards the Palace. Traveling through the church district and making her way home. Little did she know behind her stalked two men, cloaked in shadows as the creeped from alleyway to alleyway until they were close enough to make a move.

 

In her drunken state, she couldn’t be bothered to look back and check on the noise that was being made behind her. She just wanted to make it home. Her regrets of skipping her daughter’s wedding, and neglecting her husband had finally gotten to her. She was sorry, and wanted to make amends. In this moment of regret, she started to sob, stopping in her tracks. This would prove to be her final mistake. In a moment’s notice, she was gone. The streets were empty and quiet. The Queen had disappeared, with not a peep of sound.

 

------

 

An outburst of anger and confusion erupted from the throne room “What do you mean? She did not come home? She’s just gone?” The High King had a very anger scowl upon his face. The room around him was in disarray, the a dining table had been flipped on it’s side with the contents spread across the floor. Several things had been smashed against walls with the debris laying there. The council stayed quietly, with their hands stowed away behind their back.

 

“Yes, she had disappeared.” A young male dwarf had stepped forward, the short beard had given it away. Is young features unscared from the horrors that laid within the jungle. He had pitch black hair, with dark blue eyes to match. “No trace of where she disappeared at. No sign of a struggle either.” He looked down, at the changing appearance of the King’s facial expression. As it twisted into sadness, “Sir, I checked the shipping logs as well. Nothing left here last night or this morning.” He stepped back in line, the others glared at the man. In disapproval, and scorn.

 

The High King, sat up from his throne. Gripping his warhammer, and placing it on his shoulder. He walked forward towards the dwarf, extending his free arm to meet the the dwarf’s hand. “Thank you, Captain Yufuc. I appreciate the honesty you keep with me. You’ve shown a great deal of promise, and I respect a fellow dwarf who can speak his mind without fear.” He cracks a short smile, before he heads for the door. “Find her.”

 

Actions:

The Mountain Highway project continues. (10,000 Gold)

 

A new expedition to the north is commissioned, trying to see if the jungle ever ends. (5,000 Gold)

 

One new Caravel is constructed. (4,000 Gold)

 

End turn treasury: 3,000 Gold

 

Population: 2,227,000 Pop

Pop growth: (5%)

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1505

 

Events have been put into motion that cannot be so easily undone. As Numeria marched upon the Eye, the Iris and Ischyros, the Sehmon Remnants muster their own forces swiftly, and hurry to intercept this new foe. None can predict what the outcome may be, for two pretenders for a long lost crown now scrabble for the remnants of an Empire. All that one may tell, is that there will be blood in the water, and the wheat will be well fertilized for years to come.

 

To the west, it seems as if those raiding bands that have plagued the southern borders of the Free Cities peter out during the summer months, and finally disappear entirely, though none could guess at what brought out this change.


 

The Galaharian League

 

The Westfallian survivors take to their new land well enough. They are few, and they truly compose only a miniscule fraction of the population, so they have little influence and for the most part, simply meld into the Galaharian society to some extent. They make up, at most, a small tributary settlement, but their numbers are few, and they cannot truly begin a state of their own.

 

And with the Galaharian retreat from the forest, most of the wolf attacks cease. Those rare few who wander into the woods for illegal lumbers often do not return, and some of the patrols still marching through this land are only found dead and mauled a few weeks after they never report in. But these lands are wild now, and the forest reclaims them with astounding speed. In many places, patrols swear that they saw plants growing before their own eyes. Soon enough, even the patrols struggle to make their way through the dense young forest sprouting over abandoned villages.

 

Point of Interest: The Burnt City of Rimihn. The explorers find little more than the scorched remains of a once great city. The docks are clearly demarcated, and some sunken boats can even be seen at the bottom of the bay on a clear day. But the stones used to make the piers have melted and warped. Many of the buildings are naught more than piles of rubble and burnt stone walls stare down at the explorers, their blackened surfaces looming over them like ghosts, the last citizens of Rimihn, still waiting for release. But more is to be found than simple scorched rubble. (Discord)

 

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The Kingdom of Bulgar

 

More farms, more money, more people. Surely, the Kingdom of the Lithborn seems to be thriving.


 

The Kingdom of Fyr-Darrick

 

And so, the army marching West finally finds its mark. (Discord)

 

Point of Interest: The Westward Wolf Dens - As the Fey explorers go farther north, they meet the wolves once again. The wolves allow them to pass them and do not trouble them much, though the lead explorer is allowed to visit the wolf dens themselves. Located in a deep glade within the forest, they consist of a series of large caves upon the sides of a small valley. In the middle of the valley is a tree of completely black wood, and a small pond. The tree seems to pulse with life, as plants grow thick and freely around it, and small white flowers grow within its boughs. The wolves regularly watch the tree, or patrol around it, but never drink from the pool at its feet. Their caves are deep and comfortable, though in the end they are still the homes of wild animals.

 

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The Auldhauan Hierarchy of Melda

 

And so the Melands go on another perilous colonization trip. Thankfully, it seems that the ismuth was not afflicted by such troubles as seen in their previous years. They settle within the looming ruins and nothing comes to threaten their sleep.

 

Point of Interest: The City of Krel - Mostly ruined and empty, only a few buildings remain standing. However, skeletons litter many districts, as do arrowheads and old boulders. It seems as if Krel fell to a siege, and faced bitter fighting within its walls. Many districts also appear to have been burnt out. There is little of value left, as either time or looters have taken their due, but one lucky man does find a most interesting sword while exploring a ruin. More by luck than anything else, he slips and tumbles into a small hole, where a skeleton lies, a curved sword gripped in its white fingers. A sword made of a milky white metal, that seems to glow in the moonlight. As for the canal itself, it is quite the affair, a large gash slashing through the city, with many old, ruined bridges lying either at the bottom of the canal, or barely bridging it. On both sides, huge piles of rocks and mounts of dirt seem to have blocked it off, for quite a long time, as most of it seems to have been filled up with dirt over the centuries.

 

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As a gesture of appreciation, the city of Risme dedicates two of its own caravels to the Meldan trade route, bringing in moderate amounts of silk, and other luxuries from the Risman coast.

 

The envoys of the Kingdom of Karel scoff at the offer and turn away the Meldan’s quickly, reminding them not to tread upon their soil unless they are invited to.

 

A tricky piece of greenery. The painkiller seems to have a complex way of reacting with other reagents, but little by little, the herbalists do claim that they are on their way to creating a most effective painkiller out of it.


 

The Republic of Danwent

 

And the diggings continue, with more things to be revealed at every turn.

 

Not only that, but a ragged man in ragged armor arrives at the capital, claiming to hold vital information for the survival of Naros… (discord)

 

 

The Kingdom of Five

 

The new settlement is installed upon the coast of the Sea of Five. The land is just as flat and fertile as most of the lands east of the Ynkan river, which is to say, less than the west, but better than many other places in the world. To the south, those forbidden mountains still loom over the landscape, like a warning. But for now, the Kingdom of Five prospers, and their people grow richer and their cities more wealthy.


 

Surya

 

Perhaps the pirates are bored, or perhaps they have other things to focus on this year. Either way, their raids abate, though their ships are still seen coming and going from the northern coast of the Gôlun sea, heading both east and west. Until autumn, when an unnaturally deep mist swaths the entire sea for two weeks, making ship-born travel nearly impossible. By the time it passes, no more pirate ships are seen by the fishermen within the sea.


 

The Empire of Bourdeleaux

 

The Bright One answers the prayers of the faithful. (discord)

 

The valleys around the fortress are harsh, but the land is a touch more gentle than the hinterlands to the north. Still, life within this mountainous climate is not easy, but the Grey Keep watches over them from a distance, like a dragon seated upon a hilltop, and the settlers cannot help but sleep a little more soundly.

 

The Grey Keep itself is mostly empty. Traces of its past inhabitants remain, touches of a history that has now slipped into legend. Here, carved into stone lies a talon, elsewhere, a black rectangle, resting upon one of its angles looms over a door. The armory is mostly empty, apart from some rusted remains, and the crypts and dungeons have long been cleared out. Whatever secrets were once held within the Grey Keep have been lost to time, or taken by those who once inhabited it when they departed. The only true symbol of the past is a single tapestry, found rolled up in a corner of a room. Unfurled, it is faded and terribly damaged, but it reveals the unmistakable shape of the Grey Keep, surrounded by men on horses, shooting flocks of arrows. Unmistakable upon the walls of the keep is a crowned man holding a great Talon banner.

 

The settlers upon the southern bay find much more hospitable land than their northern counterparts. Easy fields, with a forest nearby and an abundance of small rivers trickling down from the mountains. Unfortunately, those who do explore the forests on their way south find it to be...a simple forest. Old and thick in many parts, their greatest surprise is a few roving bands of westfallians who refused to assimilate. Most flee at the sight of the Bourdeleans, deeper into the woods.


 

The Order

 

The first obstacle for the explorers comes in the shape of the Bloated Throats. Now holding the mouth of the river, they appear upon the shorelines when the galley sails up the delta. Screaming incoherently, they rain down arrows upon the singular ship, killing many of those who cannot fit under the decks. But sail on the men do, down the river and into the desert. They are first stopped when their ship brings them to a most splendid place.

 

Point of Interest: Sunport - A patch of fertile land within the desert is their first warning that they may be approaching civilization, or what was once civilization. The second is the first bridge, and the guard towers. Two huge watch towers on each side of the river, joined by a bridge arching high above it. All of them in nigh perfect condition, a testament to the architectural prowess of their builders. As they delve further within the ruins, they thicken until they are surrounded on every side by great bridges, and old constructs. Greatest of all, perhaps, is a splendid temple of marble and stone that sits upon the edge of the river. Within it, a great sun rests on a pedestal as large as a house. The sun itself glows from within. Carved from red stone, it is veined by fire and pours forth heat into the room. The ruins are great and sprawling, so much so that one could not hope to see them all in a single expedition.

 

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So, the men leave it behind and head into the desert. There, disaster strikes. The expedition had only ventured a few days into the open desert when a great gap opens up beneath them as they march. It comes from nowhere, and half the expedition falls within it. Then, as suddenly as it came, the gap in the earth seals itself once more, and the screams of their brothers are cut short. The next day, the party loses another half of its people in the night, as unknown, huge creatures attack their camp. By the time they are forced to turn back, only a fifth of those who made it past the Bloated Throats remain. And so, as the year comes to an end, they find themselves once more within the ruins of Sunport.


 

The Eadni Civilization

 

The expedition to the west goes well indeed, and they are able to reliably map out the lands all the way to the foot-like peninsula  near the western edge of the desert. There, they find a most excellent bay, an indent within the peninsula itself, in which the waters are calm and the tides as reliable as the sunrise. Further west they venture, sticking the coast, until they reach a curious land, and a curious port. (discord)

 

The Mongerellians reject this offer, simply stating that if they have an interest in controlling trade within their islands, then they themselves are more than prepared to foot the bill, and reap the profits.


 

The Kingdom of Numeria

 

And so the Numerian army marches forth. (discord)

 

Two ponderous siege towers soon loom over the settlement of Arris.

 

As one may imagine, the king of Sehmon is properly outraged by the actions of Numeria. In turns, his own banners are gathered, and word makes its way west that they too march fast towards Ischyros, it quickly becomes apparent that it will be the nexus of the troubles to come.

 

The way is long and hard, though the city state of Trident itself does offer succor to the Numerian envoys, and shows them the way north kindly enough, the roads are old, and the lands between the Blackmarrow mountains and Trident are wild and untamed, barely touched by civilization over the past few hundred years. Only a few settlements line the river, and wolves and other animals reign supreme. But finally, the envoys do arrive at the dagger like range of mountains that define Blackmarrow borders, and they are swiftly intercepted. (discord)

 

 

The Duchy of Ulyadir

 

Another settlement within the shade of the glaciers. One can only hope that global warming will take centuries more to come.

 

The Blood Forge is an ancient thing. A behemoth of a time long past, and as they seek out caves and valleys, and ruins and wrecks, they discover little. Some things are evident, such as old writing carves into half-shattered pillars, but the words are completely illegible, the script beyond foreign, unknown and without any similarities to what the children of Ulya know. Some carvings do reveal a different tale, but even these are quite different, old and perhaps confusing. In their age, it is hard to decipher them, but they clearly show a tall, thin people bowing before the mountain itself, they show them armed and fighting other humans, with strange symbols above their heads. They show groups of people with their hands raised and a great being within their midst. Another shows three great columns upon which rest three spheres.There is little continuity between these different carvings, and little to be found that could explain them.


 

The Fortress Libraries

 

The Stinkswamp is...a swamp. Thick, pungent and quite massive, it stretches far to the north and east in particular and apart from a few safe pathways, it quite dangerous to navigate, and a few intrepid explorers are engulfed by its deceptive terrain. Nonetheless, they do find and bring back a few interesting specimens, mainly small caterpillar like creatures, who thrived in certain areas of the swamp and surrounded themselves in a highly resilient type of silk. (bog silk worms discovered, but not acquired yet.)

 

The mountains and the forest beyond are not in any way exceptional. They are, for all intents and purposes, simply a forest and a mountain range like many other that cover the continent of Naros. Of note though, the forest seems to have a perpetual sour smell, and many of the explorers developped hacking coughs during the expedition. Not only that, but the trees themselves seem sick, dropping, with leaves of poor color and twisted trunks. An unhealthy land.

 

As the Librarians attempt to reach the Ulyadir, they are thwarted by the land that separates them.

 

“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. Soon, it becomes impossible to continue as earthquakes, wild animals deranged by disease and the choking atmosphere kill off half the envoys before they can escape the clutches of this terrible land.”

 

As such, only ship-bound contact seems to be possible with the Librarian’s neighbors to the north-east.

 

Blackmarrow accept the offer of trade from the Libraries. To the wise eyes of the Librarians, the people of Blackmarrow are tall, resilient and pale-skinned. They live a very traditionalistic life with a penchant for military power. Many of their people bear the scars of battle and their cities are surrounded by walls that look ancient even to the Librarians, who have dwelt for a long time behind the same defenses. If one thing can be said about the Blackmarrow, it is that they seem to be firmly ensconced within their land, and have been so for much longer than most of those known to the Libraries.

 

As for the True Chapel of Knauledge, they welcome the Librarians with quite a bit of amicability. They themselves seem to be holders of knowledge, as their only true city surrounds a mighty fortress library of their own! Some of them claim proudly that it was once the greatest library on the continent, and that they now act as the true protectors of the lost knowledge of old.


 

The Commonwealth of Ruhn

 

The black tablets find a new home. For now.

 

The spoils of war taken from the Defilers amount, according to a certain pawn shop owner within Ruhn, (who holds a small shop called Hephorstus), amounts to 3000 gold. (+3000G this turn).


 

The Kingdom of Hilmedhi

 

And as investments continue to flow in, the mountain highway continues.

 

These intrepid explorers do discover one thing. The jungle ends, and it ends abruptly. One moment they are amongst the thick, humid atmosphere and the next, the trees peter off and leave only an open savannah. Further exploration reveals that the savannah quickly becomes a scorching desert of red sand farther north, with flashes of lightning shaking it even from afar.

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Galaharian League

1506

 

Duke Giovinco Barbaro held his nine month pregnant wife in his arms, on a balcony in the palace. Panning below him was Batista’s Landing in all it’s rich splendor. And ever more glorious, the Ocean beyond. He had been keeping himself and his Duchess busy. Very busy. And to have all of their strenuous efforts come to fruition at once was... most gratifying. Even now Barbaro influence was growing, seeping into more far flung League provinces. The lovers kiss, and head back inside. Back into the realms of Rule, and Leagues.

 

Now six representatives of Galahar’s trade network were represented. One neutral merchant form each nation trading with the League. To advise on local customs, and pass news back. They were paid copious amounts of gold, and were in Barbaro pockets. Less weasels and more Dragon like was Ormanno Sforza and his Reavrii Guild. They had recently come back from their colony, at the Duke’s request. Moraine also attended, far more silent with the Duke’s wife now a reality. The Ovest and Throatavilla Guilds also attended, and the Generals and Admirals. It seemed Duke Barbaro had grand news.

 

“Members of the League, thank you for coming out of your way. Batista’s Landing will accommodate you all, and see to your needs whilst you remain. But I did not call the power of Galahar here to sit on the beach.” The Duke begins in his silky voice, eyes aflame. The Leaguesmen begin to thump on the tables, adding a beat to his speech. They sensed great change was coming.

 

“Today marks the first day of a treaty signed with our Neighbors. The Kingdom of Fyr-Darrick and Empire of Bordeleux. We have all mutually signed the others as friends and trade partners. We will respect each other’s borders, and paths of Expansion. This marks the start of great camaraderie within the Green Throat. Trade will flow faster and faster, through a stable group of Nations!.”

 

Cheering s abruptly cut off as he continues what was thought to be a done speech.

 

“Our borders are secure, our armies large, and our fleets able. Our neighbors seek gold and mutual gain. The Deep one himself favors us! The Adventure Company has found.... something. Something the Deep One himself meant for us to find. While I can’t reveal what they found, I will reveal what I will do about it.”

 

He scans the room, making eye contact with many. Finally he finds the man he was looking for. Sforza. The Duke stands, and continues.

 

“We have also recently designed an entirely new breed of Ship. One the Deep One himself would be proud of. Myself, and the Adventure Company, shall set sail. We will set out to find great fortune, and spread the Deep One’s power!’

 

As he shouts this out, his wives water breaks and she enters labor. Rushed off by Moraine to birth it, the hall erupts. This clear sign of favor sent them into a religious fervor. For long minutes this ‘Courtesan Duke’ is praised. All the while he had kept his gaze locked with Sforza, measuring him.

 

“And the esteemed Reaver Admiral shall rule in my stead while I am gone, alongside my beloved Wife. We have much work to do before I leave.”

 

Financial Actions

 

Population; 5,054,127

 

Income; 45k

 

Turning Colony into a proper city -15k

 

Building 1 Nuncio -9k

 

Building 4 Cogs -4.5k

 

Building 2 Galleys -5k

 

Building 1 Trading Company -7k

 

Preparing for Duke’s voyage -3k

 

 

 

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

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Castle Thornfell

 

 


 

 

The Throne room was a cozy place. Along the wall were elaborate tapestries depicting stories and songs, of long haired men armed with swords hacking down what can only be inferred as demons and devils, and others depicting the construction of large cities, towns, and great monuments of old. Behind the old oak engraved throne, is the Gulf of Ulya, its dark blue waters calmly swaying back and forth at the sides of large oaken ships docked at the Port of Ulya.

 

Inside the Throne Room, however,there was a series of  rather important events unfolding. The expeditionary group had returned from the Blood Forge, their faces still covered in black dust, and their hair reeking of Sulfur toxins, even the bottom portion of Tancred infamous Wolf pelt had been slightly singed off. They were presenting different reports and paintings of inscriptions and ruins found on the age old monuments, all seemingly unlinked, un connected. They however, all tell a different story, a story not yet known to even the most learned and holy of the Dukedom.

 

“My lord, this is arguably the most… interesting… of the pictures.” A black armoured arm would extend towards the Duke, where a servant would carry the piece of coloured hide up the steps into the hands of the Aged Duke. Hed groan in thought, and run his hand through his white frizzy beard. “This is what exactly was inscribed?” Arvid would ask, his pearly blue eyes grazing the surface of the sketch. “Yes my lord, exactly.” After a moment of silence, the Duke would pass the parchment over to the young prince, who would do likewise. “The size of those people are only seen in one place in this entire continent. Our neighbors, The Blackmarrow. In only the past few years, they have shown a questionable amount of hostility towards us, while we have been nothing but amiable towards their people. This land, which we all think we know so well, has its mysteries. The Blackmarrow is a part of that mystery. We do not know the meaning of this, however we will find the meaning of it. We do not know of the hidden power of Assirbanakh, nor why to does it face the Blackmarrow. To answer these questions, will take knowledge, knowledge we do not have.” The Duke would stop his address to the convened council of the counts and lords of the realm, sighing. “I am forced to contract the help of a special breed of scholars to the south of us, across the Forbidden Stitches, whom have been inscribing the stories of these old lands for longer then many of our clans have been alive, an idea which was suggested by my son.” The room would erupt into a murmur, fur covered lords with stone and wooden crowns on their heads turning towards each other and talking in a frenzy. “You will be hospitable to them, as they seek nothing but the furthering of their knowledge, even about us,” declared the Duke over the drones of the debacle amongst the nobility, which quiets down. “It will be law, as is the power vested in me by the House of Ulya.” Arvid would slice his palm open, allowing the blood to drip into a small channel built into the floor of the throne room, into a small hole never to be seen again. The Nobility kneel at the spilling of the blood of Arvid, and bow their heads, symbolically accepting the decree of the Duke.

 


 

 

NATION INFO

toYBOmwsibas_hG7AdLibWdtrz_9xoz7VZdtgSWEii1zgUlqVvbQ933y_-W8zBA_F1qz5MNj4FfmUkYcSYVa6jqhf_32i_HnZ0vr_Thz_IfLaNLK6JpH4u1Ix1fZ2wvOWNvczq6u

 

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

POPULATION2841090+5%=2983145

ARMY:

ARMY UPKEEP: K GOLD

NAVY:3 GALLEY 3 COGS

UPKEEP FOR NAVY:2K GOLD

 

GOLD:3K(BASE)+7.5K(POP)+4K(TRADE)+6K(MERCHANT GUILD)+2k(PORT)+ 4K(ECON POINTS)+1k(MANUFACTORY)=27.5K GOLD

GOLD AFTER UPKEEP:25.5K GOLD

 

GOLD FOR THIS TURN:25.5K

 

BUILDINGS

FARMS:7

MERCHANT COMPANY:2

TEMPLE:1

MANUFACTORY:1

PORT:1

TRADING COMPANY:1

SETTLEMENTS:3

TOWNS:0

CITIES:2

 

KEY CHARACTERS

DUKE ARVID, DUKE OF ULYADAR

PRINCE BRUCE OF ULYADAR

TANCRED, ORACLE OF THE BLOOD FORGE


 

 


 

ACTIONS

-With the new settlement comes a migration of peoples and more food being required to feed such peoples. One of the first tasks the colonizers undertake clearing two parcels of ice off the Bay of Ulya, and creating the infrastructure needed for two fish hatcheries and farms. This technology has spread through most of the Dukedom, and is now commonplace even used in small scale tribal settlements.(2 Farms, -10k)

 

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-Duke Arvid continues to fund expansion to the ends of the peninsula, establishing a small camp  high up in the The Father, thousands of feet in the sky in the mountain range which separates the Glaciers. According to Ulyadar tradition, it was here where The Father of the Mountain, had two daughters, Asdis and Alfdis. The two daughters were reckless, and in one of their games of roughness, killed their mother, at which the Father was furious. As a consequence, the Father cursed them to be seperated for eternity, in his own tears, slowly creeping further and further away from each other. As a result of this urban legend, the Town is called Vyaya, meaning “Father” in Northron. (-5K)

 

-Tancred, following the expedition into the Blood Forge, continues overseeing the construction of a church for the Blood God, at the Blood Forge. It is now half way done, and the makings of a humble place of worship are evident in the bleak, volcanic environment. (-5k,(10k/20k)

 

-Following an agreement with the Librarians, they lead them into their lands and up the slopes of the Grumblers, specifically Mt. Arfast, to the site of the Blood Forge. Here, the people of Ulyadar hope to use their vast reservoirs of knowledge to uncover more information on the perplexing ruins of the Blood Forge. (2k for the expedition, Librarians used this time  same group from last time.)

 

-Hearing stories and legends of wild proportions and magnitude, Arvid funds an expedition into the glacial lands of the Dukedom. They are armed to the teeth and bone, expecting the worst from these mysterious and seemingly hostile lands. They are tasked with mapping the glaciers, surveying the land for possible colonisable land and searching far and wide for anything interesting. (2.5k to Expedition.

 

-Trade envoy sent to Kingdom of the Bulgars












 

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Surya

1506

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The sky was black, yet the sun never truly set on Surya.

 

Flickering light danced on every wall, on every surface. The towers of the mirrored city loomed above, scattering the warmth of their bonfires to every street. The great temple of Mihir, beautiful and awesome, cast no shadow for each wall and column shone with the glory of the Bright One himself. And within its high courtyards, a woman screamed.

 

She screamed as she had screamed for six hours, surrounded by stern priests and worried nurses. She screamed to the sky, to her god, and to the shadowy figures she saw reflected in the mirrors. She screamed without feeling the searing ring of fire which surrounded her mere feet away. No, Arwana Kaur screamed from labor.

 

On a balcony overlooking the courtyard, Kunwar watched with bated breath, for things were not going well. The priests had begun their invocations in earnest, fearing the worst.

 

“Great Mihir, we call to you from our darkness! Do not abandon this woman in her time of need, but drive off the enemy! We call to you, O Mihir, bring new life into your kingdom, and may its path be luminous!”

 

Footsteps approached from behind, and Kunwar turned to see the high sun-seer, his beard long and braided. In silence, he too came to the balcony, and nearly imperceptibly shook his head.

 

“An unfortunate dalliance, Kunwar.” There was regret in the man’s voice, but also acceptance. Kunwar may have taken offense under different circumstances, but now he was far too concerned.

 

“Is this punishment?” The Maharajas looked over to the priest, who only glanced back for a moment, without answering.

 

“The Nameless One is strong tonight, Kunwar,” he said finally. “He knocks on our gates, he worsens our struggles. But he fears the light. He always has, and he always will, for Mihir is stronger.”

 

“...guide us through the night, Mihir! If this woman be impure, let her now be cleansed of her corruption! Let the child within her be…”

 

The sun-seer turned again towards Kunwar. “There is only light in Surya.” And he swept from the balcony, disappearing into the temple.

 

“...for when the night seeks to devour us, we stand unafraid! Our faith is our sword, your light is our shield!”

 

The flames flared suddenly and unexpectedly, bathing the courtyard in blazing light. The priests fell back, taken off guard. From the center of the fire, Arwana let out another, ear-piercing shriek of terror and agony. For a moment, Kunwar thought he saw a face in the fire, a woman with long hair and vengeful eyes.

 

Then there was silence, until the cries of a baby replaced Kunwar’s lover’s. For a moment, no one spoke. One of the nurses stepped over the dying flames, and took the girl into her arms, gazing sadly at the woman who had borne her. Then she handed the child to one of the priests, who turned to Kunwar and held the baby in the air.

 

“Padma Viswan!”

 

Kunwar could barely look at his daughter. He was focused on Arwana, who lay lifeless on a stone table. He nodded in acknowledgment, and turned away. Behind him, the priests had clustered around, and continued their chanting.

 

“Though she now passes on, Mihir, let her not be devoured! Illuminate her path, and steer her to a land of eternal light….”

 

---------

 

Economy

 

Expenditure (47,500 Gold + 1,500 Saved)

 

Millet, wheat and rice. [2 farms for 10,000 gold]

 

The Sea of Chandra is at last clear of pirates, and the Rajas whose duty it is to safeguard trade do not think too much about the blessing. No doubt they’ve simply moved elsewhere. In anticipation of blossoming commerce through the strait, Seringapatna constructs a full harbor to profit off passing ships. [13,500 gold for port]

 

Smoke rises south of the mirrored city, as the craftsmen of the realm expand their trade. The other cities demand fine metalwork, carpentry, art! [15,000 gold for two manufactories]

 

In order to bring the presumably-fertile soil of the Joor valley under Suryan control, an expedition departs up the river, to establish a settlement in the south. The mountain looms in the distance…. [5,000 gold for settlement]

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The 2nd Chittori Lancers, previously stationed to guard the fledgling town of Manasur, are recalled. They are now to accompany the settlers south, and beyond. Never ones to resist the wilderness, they set off up the Joor river, to investigate the great mountain. [1,000 gold for supplies/equipment]

 

[4,500 gold saved]



 

----------

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Population 5,879,210


 

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Kingdom of Five

1506??

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Nation Roleplay:

Nothing happened this year, really just building.

Population: 5,331,306 Fivians

Gold Expenditure: 45,000 Gold - 3,000 Upkeep  = 42,000 (Per Turn Income: 42,000) + 2k from last year.

 

(40,000 Gold) 6 more farms this year… 21 Farms yeet yuh? (4% bonus!)

 

(0 Gold) To curb the apparent aggression of the Meldan’s, Leotard sends out detachments of soldiers numbering 2,000 for the north and south expansion.

 

ecde429edbca7306bbba2e7d0f37dfd9.png

 

(2,000 Gold) This year, King Leotard decrees that 2,000 surplus gold is now on the market and to obtain at least 1,000 of it a man must find a special resource within the land of five. (Prospecting in the Kingdom for special resources, 1k gold per prospector if they find the resource.)

Edited by Devland99
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Sixth Post

 

Kingdom of Bulgar

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The groundwork for another farm push is laid out. An inner council plans on where the last section of massive farmland will be and begins to supply money to it. They expect this last push to get the population to be well fed enough to produce more, capable offspring. At the same time the council begins to plan a budget for the next year. A judge from a leading minor noble family spoke to the council, “Men, I believe we will need to figure out a cause for greater economic growth in the realm rather than continue on it greater farm output.” Several council members looked at the judge with questioning eyes before another noble who has benefited from the farm investments speaks, “Perhaps or perhaps not, if we continue our investments into the farmlands we will continue to provide a larger economic base. We need lithborn for any futures plans of industry.” “Yes,” spoke the judge, “but at the same time we will reach a capacity in which a majority of our populace will need jobs of higher caliber than the simple ones that provide current the current inflow of revenue.” The multitude of nobles discussed amongst each other what possible decision could be made. The murmuring ebbed for a moment allowing an old noble from the founding family of Highreach to speak, “From our economic reports we can predict that with another surge of investment for the farmlands we will reach our highest growth rate possible as well as afterward we will only need to supply a short percentage of taxes to them afterward. I can expect that by the years end and the starting of the new year beginning we can provide a subsidiary investment into the industrial sector.” Within hours a decision was made for the economic policy for the next two years.

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To the east thousands of warriors ride around the broken wall near Titanhold. The light cavalry force works with hit and run tactics while screening the advance of the medium infantry toward a mock enemy. The light archers position themselves above the wall shooting arrows allowing covering fire as each unit made its moves.

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A military garrison order is sent to the Imperial Commadant Lord Kizer Tornhand commanding the army to move southward and set up a base of security for a new settlement named Aquilla. Plans are laid out to provide supplies to the troops while there. The force of 4,500 immediately moves out from the training area near Titanhold to occupy the new land.

(The trade request would be accepted next turn from Ulyadar)
 

Before Turn

Population: 5,526,559 (5%)

Cash: 52000 (4k from last round)

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

 

After Turn

Population: 5,913,418 (7%)

Cash: 2000

GP: 5k Eco + 3k cap + 3k city + 4k town + 16.5k pop + 12k merch + 3k trade + 2.5k The Last Rage + 1k manufactory - 1k mili = 49k p/t
Military: 2500 light Cav, 500 Light Archers, 1500 Medium Inf
Building: 4 merchants guild, temple, place of worship, manufactories (1), Farmland (24)

Previous Research: Properties of The Last Rage

 

Built a settlement(Aquilla): 5k

Built farms 5k*9=45k

Edited by Dtrik
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The Auldhauan Hierarchy of Melda

0IQBf8z.png

 

Income:

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

{Capital City [3,000G] – 3,000G

{Towns} - 3,000G

{Trade [#Partners x 1,000G]} – 3,000G

{8 Trading Caravels [Max 16]} – 5,000G [Risme], 5000G [Auldin Tribes][INACTIVE]

{2 Inbound Trading Caravels} - 500G [Risme]

{Population [1,500G*(Pop./500,000)]} – 15,000G [5,216,734 Population]

{Manufactories [1,000G Each]} - 2,000G [INACTIVE]

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

Total – 42,500G

Stored Gold:

Total – 1,000G

Costs:

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

{Navy Upkeep [1,000G x ShipWorth/5,000]} – 7,000G [3 Cog, 8 Caravel - 36,500G]

Total – 9,000G

Start of Year Treasury – 34,500G

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, 8 Auldhauan Caravels, 2 Auldhauan Cog. [1 Cog in Progress]

Religion – 3 Noble Adepts

New Auldhau [Level – Capital] –  POI [Shorebridge], Fortress, Walls, Place of Worship, Merchant’s Guild, Port, Temple, School, Manufactories [2]

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

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

Mirvliecht [Level – Settlement] - Painkiller

Alsmacht [Level – Settlement]

Grellhau (Formerly Ishau)[Level – Town - Upgrading to City] - POI [City of Krell]

 

-

 

Markus ran as fast as he could. In the winding, dark alleys of the ruined outskirts of Grellhau, jumping over the moss-covered ruins of ancient buildings. His wiry frame was weighed down by the package strapped to his back - as long as an axe, wrapped in rough-hewn cloth. With it, he would never outrun them. His sister had fallen half an hour prior, collapsed among the rubble, but perhaps, he thought, he could lose them among the ancient city. He could take a ship to the Free Cities, or Karel, or even the Kingdom of Five if need be. He could disappear. He dodged left, into another alley, then froze.

 

Before him stood a woman in a long, white dress of Risman silk, her face obscured by a golden mask. He spun around, and the color drained from his face - a man in layered silk jackets and the same golden mask held a longsword, pointed it towards him. White runes wrote themselves into the air, and, just as silent as the duo themselves, a blinding light shot forth. Markus’ scream never left his mouth.

 

-

 

The Auld sen Mel Fortress’ throne room was the busiest it had been in years. In the center of the ornate room’s raised pedestal sat the Lord of the Auldhauan Hierarchy on a golden throne, the silver seat of his sister empty. Below, a long line of Chevalier-Governors, councillors, and priests waited for him to hear their pleas.

 

“Holy Graces, Grellhau grows fast. Already we host half a million, an-” Graevien held up his hand, nodding, and the Chevalier-Governor went silent. This was his moment - the fastest rising prodigy of the Chevalier Assemblies, Kier sen Grell, lowered his head, prayed to the Lord.

 

“Let us form its provincial government,” Graevien commanded. With excitement, Kier bowed.

 

“Holy Grace!”

 

-

 

Haeviel gazed lazily at the jester, sighing to herself.

 

“What rhymes with alive, but should have died?” the man in costume spoke in a shrill voice, terrible makeup and macabre expression painting his face.

 

“...The Kingdo-”

 

“The Kingdom of Five!” he screamed, laughing to himself.

 

Haeviel sighed again, then looked across the room. There stood Aladhiel Yast, smiling at the jester’s torturing of the incarnation of the Lady.

 

“Send this man away and let’s host a real festival,” Haeviel said aloud, waving her hand and looking out the window towards the Great Square.

 

-

 

“Holy Grace, let us conquer the world. The Kingdom of Five is disorganized and weak, Karel is stagnant, the Auldin tribes a weaker version of ourselves.”

 

“Our military is strong, Parovien, but such is not the way of the Married Gods’ followers.”

 

“Then what of the growing. secret religious group in the Kingdom of Five?” Graevien tilts his head, frowns, then stands.

 

“Tell the Fivers that such instability is not good for trade. We will assist their king in keeping control of his pitiful nation.” He frowns, looking about the room at the assembled aides and soldiers.

 

“Begin the construction of two Naval Manufactories, that we can build a mighty fleet. Send our armies to the mainland, and prepare to assist the Swine.”

 

[15,000G] - Hundreds of workers are collected, sent to the fast-growing Grellhau, and construction begins on the city. Districts are cleaned of the rubble and the skeletons, anything of use is collected for the government, and Grellhau upgrades itself from a town to a city.

 

[1,000G] - The Hierarchy orders a massive project, and a thousand Auldhauan Mint is invested into the cleaning and reopening of the Grellhau Canal.

 

[1,500G] - The ruling house holds a massive celebration in New Auldhau - Noble Duets use Holy Smite to execute the worst criminals of the Hierarchy as ritual sacrifices to the Lord and Lady, and dozens of court cases are presided over the most influential personages of the nation. Food, drink, and entertainment are offered free to all!

 

[0G] - A screaming, crazed jester is sent into the desert south of the Free Cities.

 

[2,000G] - Researchers continue to explore the use of the strange painkiller, to ensure it has no side effects. Shipments begin to the Temple of New Auldhau to help the surgeons there keep their patients calm. [School Bonus][5,200G Total]

 

[15,000G] - Two Naval Manufactories are built in New Auldhau.

 

[0G] - Expansionism intensifies.

 

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[0G] - An offer is sent to the Kingdom of Five - Melda will help King Swine form a proper national religion, or Melda will need to intervene to protect trade interests in the region.

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THE KINGDOM OF NUMERIA

The Royal Era of Aemer, A.E 406 (Year 1506)

 

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The Fortress of Helmden, upon the River Dawenti


THE LUCKY

Aemyr sighed a sigh of relief, the ‘negotiations’ in the high north of Blackmarrow had gone in his favours, his right hand man, Velar Daeryen returning with a band of northling warriors. It put some of his worries at rest, now capable of having his full dedication towards the conquering of The Iris and the subsequent Sehmonian marching upon their location.

 

It was just a matter of time until a battle of epic proportions would unfold near The Eye. All there was left to do, was to bestow the situation onto his subordinates on the field, and hope that the Elements are guiding them.

 


THE TRUTH

“Bunch o’ horseshiet this is, Raekie.” groaned an exhausted infantryman to his friend by his side.

“Tell me about it.” was the equally exasperated reply.

 

“Oy, shut it! We’re not singing cadences here.” barked a boisterous, grizzled old man.

 

The duo grumbled quietly; they had been marching for weeks, ever since they left Army Camp Arris. The terrain was flat, with little attractions to occupy the mind, the infantry of the 1st Royal-Regiment of Tyria would have to entertain themselves with the noise of their own marching.

 

The general consensus among the troops was the feeling of unease - they had their duties to fulfill as career soldiers of Numeria, but to suddenly mobilize the entire army and march them across the Prairies of Dule and fight some foreign and recently unknown nation, proved to be a difficult issue to comprehend. Still, orders were orders, and the Tyrian Regiment was considered to be the finest at following them.

 

Regardless, the soldiers were soon expected to cross into the territories belonging to the Ischyros, where they would be regrouped with Blackmarrow Reinforcements, and partake in a battle of the largest proportion the Numerian people have ever had.

 


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): 30,000

 

The Temple within Lyria undergoes remarkable changes as thousands of worshippers flock to the Capital to be in the presence of their Elemental Gods. Many within the Kingdom are under the belief that the Elements will guide Numeria to its victory, and that the Magia will be the heralds of said accomplishments, the representatives of the Elements. [Lyria Temple Upgrade to Church | 20000/20000]

 

3 (1500) units of Light Cavalry are mobilized on the outskirts of the Arris Army Camp. [9000/9000]

 

Remaining 1000g stockpiled

 


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

 

Current Projects:

Researching Osmalt (Rare Mineral)

Developing Mountain Highway near Mineria

Invading Ischyros

 

Population: 5,216,732 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)

5 (2500) units in T3 Steel Equipment

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)

3 (1500) units in training

 

Total Infantry Count: 15,500 (17,000 next turn)

 

Magia

6 Adepts (10 Adepts, 1 Magi next turn)

 

Navy

N/A

 

Economy:

Base Income: 3000g

Economic Points: 5000g

Town: 3000g

Population: 15,000g

Trade: 1000g (Republic of Danwent)

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

Manufactorie(s): 1000g (Lyria)

 

Upkeep:

Infantry: 5000

Fortress: 2000

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

Total: 30,000

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EMPIRE OF BOURDELEAUX

Ruler: H.I.M. Emperor Adrian II

Government: Imperial Constitutional Monarchy

Population: ~ 5,422,522

Allies: N/A

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

_______________________________________________________________________________________________________________

 

The Emperor was flushed with trepidation and skepticism. He had awoke, sweat-stained and out of breath in the mid of night. What he had dreamt had stirred him deeply. He knew not what exactly what to make of it. The only logical assumption he could’ve made was divine intervention from God. Perhaps his prayers had been heard. Of course they were, the cries and prayers of the faithful always fell upon the Great Sun’s ever presence. He had known himself as a devout and reverent man, but never once thought himself capable or worthy of having audience with God himself. For, it was the Great Sun who implanted those memories -- those visions, within his head at slumber. Yet the Emperor dared not question God’s reasons. The Great Sun had a plan for Emperor Adrian, ambiguous and concise as it was -- rule. Rule; the Emperor would command vast armies and control immense territories, all united in faith to God, Emperor, and Country. Seemingly with the permission of God, he knew now he could not falter.

 

The Emperor knew exactly what he must do. It was if several decades from now were already implanted in his mind. Were it by God or his own volition, Adrian now had never felt such confidence and pride in his actions present and future. Immediately, he called for a convention of the war council. The highest ranking lords and military commanders flocked the Imperial palace. Ornate sigils and bright heraldry flew from the retinues of these esteemed men, all heeding to Emperor’s summons. His Lords had utmost respect for their Emperor, and all would likely give their life so that he may live. They gathered in a dank, and dimly lit chamber. At the center stood a round table, surrounded by many men; adorned in the finest armor and cloth, old and grizzled, fiercest of fighters, though importantly, absolutely loyal to the Emperor.

 

He made no hesitation. The divine mandate was received. “My Lords of Bourdeleaux. We have allowed ample time for our army to recuperate from following the annexation of Westfal. However, it is time the Black Army marches forth once more.” The Emperor, dragged his finger across the length of a map of the known world, pressing it to a small nation to east of Bourdeleaux. “Here is our target -- the Carrow Lords. For they have been led astray -- colluding with the forces of Darkness. They must see God’s light ,as all men must. We will give them the privilege to peacefully submit to Imperial rule... should they refuse, then we shall unleash the Black Army upon them. One way or another, the Carrow Lords will be subjugated under the banner of the eternal and glorious Sun.”

_______________________________________________________________________________________________________________

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

Treasury: 1,000

Available: 41,000g

 

[Non-expenditure] Hardened soldiers from the War of Westfal are placed into heavily-armed and trained vanguard units.

 

[Non-expenditure] An envoy is sent to the Carrow Lords asking for their submission to Bourdelaic rule. If they shall hear him, he is to explain that they will be granted full Bourdelaic citizenship and will be self-governance in a semi-autonomous province akin to that of Westfal. If the negotiations were to deteriorate, the Black Army would have secretly deployed

much assets to the eastern border in preparation of a potential war of subjugation under the banner of the Oriflamme of Saint-Villard. High off their previous victory, the soldiers of Bourdeleaux are eager once more to do battle.

 

[16,000g] Upgrading 4 Units of Medium Infantry to T4

[18,000g] Recruitment of 2 Units of Veteran T4 Heavy Infantry

[6,000g] Recruitment of 1 Unit of T4 Medium Infantry

[1,000g] Training 1 Unit of Phoenix Guard to Veteran

 

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The Commonwealth of Ruhn

e0bcjjR.jpg


The temple at the heart of Ruhn’s largest grave garden was eerily silent, despite the populous congregation that had gathered there. Men, women and children had come to witness the grace and charity of He-That-Waits in the presence of their ancestors. The eyeless skulls of the walls and roof stared down at the large, circular alter that, despite the mortal material it was constructed from, held a trio of chanting acolytes as they swung incense burners and circled a, gaunt, armoured man that drew the undivided attention of the spectators.

 

“To our ancestors we beseech, 
that they deliver our plea.”

 

The monotonous drones from the Acolytes were repeated by the crowd. A small family, a woman and her two children, stared the most intently of all. Fresh tears on the faces of the little ones brought sympathetic cooing from the older members of the gathered, but they had little smiles on their faces regardless. They would not be sad for long.

 

“His patience is eternal,
and Their watchful gaze see all.
We humbly entreat His benevolence,
and give succor to the meek and humble.”

 

The Temple became bitterly cold, and the lanterns that illuminated the space struggled to stay alight. Such was the stillness of the room that the only indication the people still lived were the little puffs of their breathing that hung in the air. The acolytes rested their incense-burners next to the body, and placed their hands on their ward. One rested his palms lightly on the right side of the soldier’s chest.

 

“Let breath return, to sing Your glory.”

 

The second, placed his hands on the left.

 

“Let every heartbeat drum in Your service.”

 

The final priest placed a hand on their ward’s throat, and the other over his eyes.

 

“Let every word be said in Your name.
Let Them see through his eyes.”

 

There was a shimmer around the alter, and the bitter cold coalesced in around the acolytes. They raised their hands up, and the whole temple spoke in unison.

 

“Through oath and bone, let soul return.”

 

The corpse on the alter began to shudder. Colour returned to his face, and his midsection heaved upwards. The children and their mother huddled close to one another, watching in part fear, fascination, and excitement.

 

“Let him return to us.”

 

A gasping, ragged breath sucked through the lips of the rosy-cheeked soldier, and he writhed on the altar with wild frightened eyes. His family began to cry, but did not yet dare approach. As the priests calmed him, and placed holy marks upon his head, he looked to his wife, and smiled weakly.

 

The congregation was disappointed with the soldier’s outburst of emotion, but he had just been brought back so the local overlooked it.

 

Gold Accumulation:
Base:
9000,
Merchant’s Guilds: 6000,
Town: 3000,
Taxes: 9000,
Trade: 3000,
Manufacturing: 2000 gold,
Loot, this turn only: 3000 gold,
Vault: 3500,
Military Upkeep: -5500.
Total:
 29,500 gold (33,000 gold inc. Vault)

Spending:

 

-Further industrialization is deemed necessary for the future of the Commonwealth’s expansionist policies. The citizenry requires gainful employment, and the state needs a veritable pile of wealth! (-15,000 gold towards manufacturies)

-With the recovery of the black tablets from the Loba desert, the Commonwealth puts out a call for men of higher learning to aid in the translation. A large building is put aside for them to both meet and store their research. Some are referring to the building as the ‘School of Natural Philosophy,’ while others are just calling it ‘the building filled with smart folks.’ (
-10,000 gold towards a school)

-Another set of intrepid settlers march out to Ruhnnite march out to Riverruhn, settling near the northernmost parts of the river. (
-5000 gold for a farm stack)

 

-With the success of the expedition, the Commonwealth Parliament examines a set of ancient maps of the Loba Empire. They choose to send out three parties of explorers: (-3000 gold)
i. The first would head north to the woodlands close to the mountainous capital. There, they would survey the trees and mark out places for future logging camps and farmsteads.
ii. The second would cross the ancient bridge connecting the Seljin Straits to survey the land to the east for future settlement and exploitation.
iii. Using the ancient maps as a guide, the final expedition would march back through the deserts once travelled by the first Ruhnnite army. Following the river, they would explore and survey a third city that the Kassadenians did not show them. They did not seem concerned with ‘liberating’ it before, so perhaps they wouldn’t mind if the Commonwealth had a little poke around in the dust...?

 

3xLsHxJ.jpg
 

Stats:
 

Population: 3,145,268 citizens.

Cities & Investments:
Ruhn (Merchant’s Guild, Temple, Military Academy, school [next turn])
Bruger (Merchant’s Guild)
Riveruhn (town)

 

Defensive Structures:
Fortress Bergen

Other Investments:
7 Farm stacks.
2 Manufacturies


 

 

 

Edited by Catostrophy
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The Fortress Libraries

1506

 

VK1pbNl.png

 

 

 

Much and more has been revealed in the second year of Emergence. The children of the Bastion reach out eagerly to consume the new knowledge available and to discover all there is to know in their immediate vicinity. Of great interest are their neighbours on all sides, in particular the servants of the God of Magic to the west – possessing a similarly advanced library to their own - and the Blood God worshipping Ulyadi to the north-east. Though clearly barbarous and squallid in nature, their nature as humagi was intriguing. Even more intriguing was the offer the Ulyadi emissaries came with. They spoke at length of a great ruin, an ancient centre of the Blood God’s worship, its nature and power far beyond their ability to divine – and so they came to the Librarians, whose prowess in the fields of ancient wisdom has already spread far and wide. The Ulyadi name it “the Blood Forge” a name swiftly researched within the annals of the Great Corpus. To their surprise, the records are incomplete... imperial scholars knew of this place as a locus of vast power and favour for the maligned god, but knew not its location. This is indeed a great opportunity! To expand upon knowledge, to explore the TRUE unknown BEYOND the bounds of their cavernous archives. The mission is swiftly approved. A detachment of Librarian Knights, themselves gifted scholar-explorers, are sent with a newly minted Adept of the Changing God on expedition with the Ulyadi back to their homeland. There, in the freezing north, the Librarians go to unearth secrets long buried...

 

Expansions and investments continue along divised pathways, overseen by the erstwhile High-Quartermaster. Under her direction, an external enclave – ABOVE the ground! – is added to the bastion, for use as a hub of trade to better service the new influx of foreign traffic and commerce into the nation. This trading company, though largely involved with the acquisition of foreign materials, is soon fed by the creation of vast underground manufactories. These forges and workshops are home to the hardworking men and women of the civilian orders, their artisans working to produce items of prestige and exotic calibre from ancient blueprints from the Great Corpus, generating knickknacks and basic household items of ancient imperial styles to trade with the outside world. A great chimney now juts out of the Bastion’s mountain, funneling out the fumes and smog of the industry within.

 

As well as her efforts within the bounds of Librarian territory, High-Quartermaster heads north with a small army of builders and pioneers to construct the first expansion of the order’s territory. Intrigued by the prospect of utilising the resilient silk of the native bog worms, and creating a more easily traversible route through the Stinkswamp, Maria Vane and her expedition travel north up a more reliable waterway of the fetid marshes. They reach the foothills of the mountain range that shields the territory of Blackmarrow from the rest of the continent, and with it the source of the river. Surveyors swiftly get to work assessing the mountain formation furthest south for excavation. It has always been the intention of the Librarians to have more than one Fortress Library. To put all of ones eggs in one basket, so to speak, is foolhardy. The Great Corpus must be copied and interred faithfully in many repositories across the world, so that should one suffer and unspeakable calamity, the world of generations and the knowledge of a lost empire will not be snuffed out. An outpost is built, and settled sparsely, its colonists preparing to begin exploitation of the worms, and the surveyors begin the long task of assessing the local geology for the digging of a new Fortress Library.

 

 

tMvlJSm.png

((IGNORE WHITE CIRCLE. NORTH RED CIRCLE IS THE NEW OUTPOST))

 

 

Points and Basic Stats:

Population: 1,545,000 Humans

Cities: The Bastion

Buildings: Merchant Guild, Temple, Shrine, School

Economy: 6

Education: 7

Size: 2

Military: 2

Mysticism: 4

Trade Partners: Blackmarrow, Knauledge, Ulyadar

 

Army:

500 Librarian Knights (50 men per unit)

1000 Medium Infantry

1000 Light Infantry

3 Adepts

 

Economy:

Saved: 10500

Base: 3000

Econ Points: 6000

Pop: 4500

Trade: 3000

Merchant Guild: 3000

---

Total Funds: 30k

 

Actions:

  • 50 Librarian Knights and 1 Adept are sent home with the Ulyadi envoys to study the Blood Forge (Discord, with Ulyadar).
  • Emissaries dispatched to Bulgar. Their mission is familiar. Introductions, cultural evaluation, technological scrutiny and trade request.
  • ^ that, but for the Herzaka. With a new trading company constructed, there is a trade slot available.
  • Emissaries sent south into the lands of the Southern Naros Trade Zone, along the gold route from Blackmarrow, to discover the strange lands and peoples spoken of there... and to pry into the old Imperial heartlands.
  • The two adepts left at the Bastion pool their CLAIRVOYANCE power for signs on how to proceed. Any insight from the God of Change is appreciated.

---

  • Trading Company constructed in the Bastion. (6.3k) (Human discount on Commercial)
  • Manufactory in the Bastion. (7.5k)
  • Farmlands. (5k)
  • Outpost near bog silk worm node. (5k)

6200G saved.

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The Kingdom of Fyr-Darrick

 

JbRwYWM5gBZXZCY2TN4B3wnPsLb4kekRt7KQ_AWAGeYP6XWHOXaWYIMXuctnkggt4RkWBlIe-b-fQVQs1Otp5pPtiUJKXvzDowbybPnowaQJ6rDp3yvjDmGJIJw0Fn1-8ZPL1UjM


 

Nation Stats

 

Leaders

 

King Eonir the Great Stag

 

High Priestess Dycha

 

Prince Aeleandor the Warden

 

Population

 

3,012,384

 

Income

 

Base: 7,000

 

Towns/Cities: 3,000

 

Population: 9,500

 

Trade: 4,000

 

Manufactories: 3,000

 

Merchant Guilds: 6,000

 

Upkeep: -7,000

 

Total: 25,500

 

Treasury

 

Start: 35,500

End: 0

 

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: 1,650,000

 

Anmyr (City) Population of City and Surrounding Area: 820,000

 

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

 

Modryn (Settlement) Population of Settlement and Surrounding Area: 591,000

 

Buildings

 

Place of Worship

Temple

Farms x2

Merchant Guilds x2

Manufactory x3

 

Military

 

4,750 Greenthroat Riders

 

4,250 Medium Infantry

 

2,250 Light Infantry

 

3,200 Light Archers

 

250 Veteran Light Archers

 

Detailed Military List

 

https://docs.google.com/document/d/1grgCqnxr1FzkeS9S5YSXjYJZ3CeDbDvHp2pcC5QxLWo/edit?usp=sharing

 

Activity

 

The Campaign had truly begun in the realm of Darkyria and the first blows had been dealt, losses were heavy on both sides in the initial clash with similar losses. The outlying city of the Darkyrian Kingdom would be besieged as it served as the main bulwark against the invading forces of the Fey. The merchants of Galahar were taking full advantage of the situation, with the formation of a supply route for troop replenishments and reinforcements along with regular supplies the Galahar would turn a profit on the hardships of the Fey and Darkyrian alike.

 

At home the Princely Council of the Fey had arranged a political marriage between the Kingdom of Bulgar and the Kingdom of Fyr-Darrick, uniting the Lithborn and Fey in a union of friendship and compassion. Though the obvious ulterior motives were perhaps the long term involvement of the Lithborn armies in their war against the necromantic Kingdom to the West of them deep in the Greenthroat. For now only Galahar were aware of the war in the Greenthroat and they intended to take full advantage of it.

 

Within the Warcamp of the Great Stag, the King of the Fey and of Fyr-Darrick the mood was dour, many of the Officers within the army were optimistic hoping they’d be able to take the Darkyrians by surprise but evidently they had prepared and plans had to be changed in order to achieve victory in this war. It would be a long war, perhaps the last war of the Great Stag. The mood in the Royal tent was one of discontent, some voices wishing to go home.

 

“We were too optimistic in our march, we thought we could rush in and take down the Kingdom within a year. They knew we were coming, which means they caught one of your scouts.” An officer would state, looking the leader of the Eyes of the Forest in the tent with some contempt. “The Scouts were fresh, it is regrettable but we can’t do anything about it now. Our God demands we remove this stain from the world, they raise the dead and must be stopped.” the Veteran Archer says. The King would sit staring daggers at the table as those around him would bicker.

 

Eonir would stand and begin wandering over to the entrance of his tent as those around him would continue to discuss the war. The Fey King would look on in the distance seeing the City that was blocking his campaign that had become his obstacle that could claim his life should he lack proper caution. He would finally break his silence “We will stay here, we will use the Galaharians to supply us and we will maintain constant and total war until we’ve been victorious or until we’ve all been killed.”

 

The War Council would fall silent and all look to their King, they would remain composed in an almost uniform stoicism betraying little emotion. “Yes my King.” the lead Archer would say, before the rest of the Council would follow suit. In the Capital, Prince Aeleandor would send word to the Bulgar.

 

Expenditure

 

10,000 would be spent on Siege Equipment.

 

500 would be spent on securing the Galaharian supply routes for troop transport and supplies.

 

15,000 would be spent on a Military Academy in the homeland.

 

8,000 would be spent on recruiting 1,000 Medium Infantry with T2 Equipment which would be transported to the War Camp in Darkyria

 

2,000 would be spent on T2 Equipment and transporting it to supply an additional 1,000 Medium Infantry with said equipment.

 

Military and Adventure Maneuvers

 

The Army in Darkyria would begin to settle in for the Winter, the supply routes established to limit attrition. Adepts would be used to ensure disease wouldn’t be spread using rituals.

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