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From Ruination [FRP]


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Kingdom of Hilmedhi 

 

The search for the Queen continues, as the first ship of the Kingdom leaves port searching for new lands. The populus was excited and scared, with the Queen’s disappearance and the new achievement by the Kingdom attempting to be the first to discover some unknown land. In the domestic sense, the men of the Miner’s Guild continue their mountain highway towards the capital. Exploration and discovery was at a peak for the once dormant kingdom, having a greed to find new resources and expand their grasp of the peninsula. 

Nation Statistics 

Population: 2,409,000 

Treasury: 25,000

Military
T1 Light Infantry: 500

T2 Medium Infantry: 1,000

T1 Light Cav: 500

T1 Medium Infantry: 1,000

T3 Medium Infantry: 1,500

T1 Light Archers: 1,000 

 

Actions: 
Mountain Highway contains construction, the grand feat and accomplishment driving the Dwarfs to finish this tunnel (10,000 Gold)

 

Two Expeditions are sent off, the first naval exploration mission is sending it towards the northwest. Using some knowledge of the previous expedition. (10,000 Gold) 


The second expedition follows the river that flows all the way through the peninsula. They follow it up northward, trying to find the source of the river. (5,000 Gold) 
 

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The Eadni Civilization
1506

Population: 1,591,350
Internal Storyline
The story of the Eadni Civilization will continue in 1507…

Economic Actions
The Continued Growth of the Eadni Merchant Fleet

With the discovery of a new trade partner to the East, another pair of Merchant Caravels are built to foster trade between the Eadni and this new civilization.

(-11,000 Gold)

 

Internal Economic Expansion
A new manufactory is built to focus on the production of naval goods. The push is funded in part by the Merchant’s Guild in an effort to counter-act the growing influence of the House of Ghobrial. 

(-7,500 Gold)

 

Funds Move East
Upon the completion of the Merchant Caravels, they would rendezvous with the crew of the 
Malik al-Bahr to deliver fresh supplies. Upon the delivery of those supplies at the new port, the galley would continue to journey further East in search of new ports and new trade partners.

(-2,000 Gold)

 

The Exploration and Excavation of Midwe
After the pilgrimage, the Chief Priest expresses a dire need to excavate the ruins of Midwe and further explore the shores of the Far Lake (Lake Midwe). This would be a multi-year operation steadily funded by the Cult of the Deep One with some financial support from the Prince himself. 
(-1,000 Gold)

 

Savings
The Eadni State once again stays under budget, returning an impressive 7,000 gold back to the treasury of the state. 

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1506

 

 

 

Galaharian League

 

And thus the first Nuncio sails forth from the shipyards of Batista’s Landing. A magnificent creature, as hulking as it is graceful, some compare it to a whale, venerable and immense. Others to a giant beetle. Either way, the first Nuncio sets sail this year, with many great things awaiting it, no doubt.


 

The Duchy of Ulyadir

 

Unfortunately, the mountains prove to be just as vicious as the glaciers. They are almost entirely impassable, covered in snow all year around and victim to storms as powerful as the breath of gods. The settlers are eventually forced to turn back, lest they lose themselves within the deadly valleys and peaks. (5k refunded)

 

The expedition over the glaciers fares almost as badly as the settlers. The last that they are seen is their vague shapes cresting the top of the glacier after a long and perilous climb in which more than one find their death. Weeks go by, until finally a watcher sees activity at the top of the glaciers. A man, descending! He is alone, and he seems to struggle, rushing and stumbling as he crawls down the ice. Then, half way down he slips, tumbles, falls. His body smashes into the ice below. When he is recovered, the rescuers find him quite dead. In his back is a broken arrow shaft. The arrow itself, when pulled out from within his chest, is made of a transparent, ice-like material. It freezes even the hardy Ulyadir, and neither melts not breaks, radiating a bone-chilling cold to any within a few meters. Of the rest of the party, none ever return.


 

Surya

 

Point of Interest: Metar Mountain - The mountain looms over the explorers like some old, disgruntled god. Its flanks are covered in thick jungle, and as the men approach, they find themselves fighting through the undergrowth for every step forward. Soon the slog becomes painfully difficult, and the slopes ever more abrupt. One man, as he stumbles, find himself looking at an old stone pillar, a simple thing, perhaps a directional indicator. It stands somewhat slanted, cracks running through it and vines growing thick, so thick that it nearly looks like a tree trunk. He is the first to find such a thing, but not the last. The more the men look, the more they realize that in their struggle, they have arrived in some ancient installation, whose only remains are a few stones that were once shaped by men. But as they decided to move up the slopes even further, a man shouts out. It is but a sliver, but the stone he finds is red, and pulses ever so slightly in his hand. It radiates a nigh imperceptible heat, and seems to be streaked by veins of fire. Perhaps there is more to be found. (Rare Mineral discovered: Red Marble) (discord)


 

The Kingdom of Five

 

F A R M S.

 

Unfortunately, without settlements to consolidate the land, the expansion does not go quite as well as planned.

 

The prospectors, while avid and enthusiastic, unfortunately find nothing within the Kingdom of Five that may qualify as a rare good, or mineral.


 

The Kingdom of Bulgar

 

The new settlement fares well enough. It is set up near the looming northern edge of the Roots, with open fields to the west. There is little of note within this land, beyond the green grass and the occasional herd of horses galloping through.


 

The Auldhauan Hierarchy of Melda

 

The first investments into clearing the canal have little effect. It seems as if such a project is no little undertaking, as kilometers upon kilometers of land must be dug and cleared of rubble, dirt, and other undesirable objects, while at the same time engineering something that will last.

 

Greenleaf continues to unveil its secrets to the herbalists, though there is yet more to be found.

 

Upon the day of celebrations, the locale is given what many may see as a miracle. A golden rainbow crosses the sky over the party, lasting only for a few minutes before fading away.


 

The Kingdom of Numeria

 

And as the sun rises over a new year, so do envoys of the Sehmon cross those empty and abandoned land between the two armies, demanding to speak to a person of authority within the camp. (Discord)


 

The Empire of Bourdeleaux

 

The Carrow Lords make it known to the envoy that any sort of offer is both insulting and preposterous. They are the heirs of House Tarkan, mighty among the high lords of Symon, they will not bow to some lowly nation born on a forgotten edge of the continent. Their hostility to the notion of submission is as evident as it is vitriolic. Though they do send the envoy away in good health, and respect the rules of hospitality.


 

The Commonwealth of Ruhn

 

The explorers within the forest to the north find, for the most part, a nondescript forest of little interest. It has wood, some hills, some wild animals, but nothing of note.

 

The lands to the east of the straights are for the most part, flat and open. There is little here beyond fields of grass, some hillocks and small patches of trees. The mountains that cage in this little area are tall and dark, almost foreboding, though none of the explorers find anything remotely ominous beyond some iron deposits. All in all, the land seems perfectly hospitable, if a little boring.

 

Following along the river in the desert, this band of explorers lands upon the archives that had already been exhumed by their brethren in years past.


 

The Fortress Libraries

 

The Herzaka are hard to find, as they are nomadic folk, who roam the open fields between the roots of the World and the Greenthroat. However, when found, they seem to have little interest in the concept of trade.

 

The Blood Forge once again opens itself to scrutiny, as new eyes come to inspect it. (Discord)

 

It seems as if such magic was never intended for such vague and broad questions, as the two adepts find only vague images and unclear ideas that leave them, ultimately, more confused than before they cast their spell. All they could glean from their spellwork was that the future, as it has always been for the Libraries, lies in knowledge.

 

Such an expedition south soon peters out without the appropriate funds, and the men are forced to turn back for lack of gold to supply themselves with food and water.


 

The Kingdom of Fyr-Darrick

 

The supply lines into the forest face little opposition. Indeed, it seems as if even wild animals do not attack the pack animals, or prey upon small groups of travelers as they venture through the forest and into the Realm of Darkyria.

 

The army does indeed find itself relatively comfortable for the winter. Here, the wind is bitter and the snowstorms can be quite violent, but they find a surprising amount of animals to hunt, and supply lines combined with the tender ministrations of their adepts do help the army through the winter relatively unscathed.


 

The Kingdom of Hilmedhi

 

The tunnel goes deep and far, stable and wrought by the hands of great craftsmen, it would seem. For the most part, those parts which have already been finished are quite well done, and only a few sections collapse. These issues are quickly remedied, however, and by the end of the year it seems as if the tunnel is about ¾’s of the way done. A great feat indeed.

 

The northwest expedition finds little of note, at least at first. The desert stretches on for an eternity, simple coasts of sand, neverending and stretching deep inland. This makes ressupply tremendously difficult for the explorers, but they do find themselves in luck when one day they find themselves in some sort of straight, with a land of lucious jungles and fresh water to the south. (You discovered the southern tip of Esma)

 

Point of Interest - The Deathgate: The river expedition fares better. Upon exiting the jungle the river seems to calm down a bit, and they encounter no more troubling waterfalls. The land itself is rough, but nothing near as brutal as the main body of the desert to the west. Instead, they find themselves in some sort of savannah, until they finally reach the source of the river. A sense of unease covers this place. It is a tall hill, with the river spewing forth from the bottom, like some sort of mouth belching forth a torrent of water from deep below ground. Old ruins line the hill, in the shape of what might have been a wall once. Of note, the hill is surrounded by nothing but dirt. No grass grows on it, and no animals are there to fill the air with their cries. When one of the men attempts to drink the water from its very source, he falls to the ground almost immediately, dead. Yet only a mile or two downriver, the water seems to have been perfectly drinkable. A strange phenomena indeed. (Point of Power: The Death God, discovered)


 

The Eadni Civilization

 

The expedition continues eastward, and finds a new port. (Discord with Czar)

 

The first year, little is found within the ruins of Midwe. Though there are carvings, most are of writing, and those that do depic drawing are typically artistic interpretations of the Sun, with different landscapes beneath it, flourishing and growing. Most of these landscapes, however, do not show something that corresponds to Midwe itself.

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Kingdom of Five

1507

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Nation Roleplay:

Storyboarding!

Population: 5,745,537 Fivians

Gold Expenditure: 48,500 Gold - 3,000 Upkeep  = 45,500

 

(10,000 Gold) 2 mandatory farms to maintain current speed!

 

(25,000 Gold) 2,000 Light Archers are recruited alongside another 2,000 Medium infantry. In tandem, each city is expected to carry a garrison well over a thousand and to provide these garrisons begins a town guard which starts this year with 2,500 Light Infantry equipped with shitty iron and bronze. [Archers and Medium are tier 2] {2500 Light Infantry are T1} [Holy crap thats alot of upkeep!]

 

Expansion for this year!
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(10,000 Gold) With expansions into the frontier not going well, new settlements are placed along the WOULD BE newly claimed land and with that guards from the newly recruited soldiers. To keep in within the NAP, navigators plot out the land claim carefully.

 

(0 Gold) The Hierarchy is asked to stay out of the affairs of the Swinedom, King Leotard himself stating that these are actually temples set up to worship himself!

 

(500 Gold Saved.)

Edited by Devland99
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Republic of Danwent – 1506

 

It’s a mostly quiet year, with a lot of political maneuvering in the background one could say. The balance of power in the Senate shifts uncomfortably. The Stalwart Guard gains two members, the Commoner’s league losing two. A senator shifts from the Prosperous path to the Traditionalist League, as well as one signing off to be unaffiliated. The Alliance of the Commoners, Traditionalists and Prosperous Path manage to still hold  the vast majority in the Senate.

 

Nation Info:

Government:

Republic, ruled by 50 senators (lifetime positions).

Traditionalist League: 14 Senators

Commoner’s League: 12 Senators

Prosperous Path Party: 11 Senators

Stalwart Guard: 11 Senators

Unaffiliated: 2 Senator

 

People of note:

Aywentos Rumaari (Senator of the Traditionalist League), aged 30

Dionius Liber (Senator of the Commoner’s League), aged 32

Theodos Abemani (Senator of the Prosperous Path Party), aged 30

Thoryus Armon (Senator of the Stalwart Guard), aged 33

 

Population: 5,349,712 this year. (4,500,000 Starter)

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

6 farmsteads.

 

Cities:

Tzaria (900,000 inhabitants) (Capital) – Market, Trade Port, Manufactory, School, Temple, Place of Whorship, Merchant Guild

Essevith (800,000 inhabitants) (Starter) – Merchant Guild

Ruhia (600,000 inhabitants) (Starter) – Merchant Guild

 

Towns:

Susvii (500,000 inhabitants)

 

Settlements:

Wessevith

Koryii

 

National Budget:

Treasury: 0 Duwats.

Income: 43,500 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

Manufactory in Tzaria: +1,000 Duwats

 

Expenditure: 5,000 Duwats

Armed Forces:  -3,000 Duwats

Total of 11,500 men. Equals -3,000 gold for land maintenance.

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

12 companies of T1 Regular Light Archers at 6,000 men

 

Naval Forces:

A rowing boat.

 

Fortifications:

1 Keep in Ruhia (No upkeep)

1 Keep in Essevith (No upkeep)

1 Fortress in Tzaria (-2,000 Duwats)

 

Available currency: 38,500 Duwats
 

National Resources:

1 unit of Moranese Wheat for trade (Market in Tzaria)

 

Republican Actions:

 

Large scale farming is the next agenda for the Alliance, as the school has already been erected. For the commoners, a specified fair wheat price is the goal, but for such, the supply needs to be sufficient. Whilst the farmers might disagree with the loss of potential income (able to sell wheat at a higher price), they are however taxed less to compensate for such. It’s a move of deregulation, promoted by the Prosperous Path. The Commoner’s League signs in, the Traditionalists are indifferent about it, partially supporting and abstaining, with the Stalwart Guard maintaining the opposition. (-30,000 Duwats for 6 stretches of farmland)

 

The underground temple in the Salthand Delta is being turned more and more into a holy site, with the continous investments flowing in. By now the priesthood has joined in, to repair it. (-2,000 Duwats)

 

The remaining funds are allocated to improve the road system throughout the entire Republic, to allow quicker and safer travel for carts, heavier ones even, to allow troops to traverse the vast hill and plains dominated landscape of the nation more quickly. It should bring more prosperity to all citizens. (-6,500 Duwats)

 

 

-------

 

Republic of Danwent – 1507

 

War. With a bare majority of 26 versus 24 votes, the Republic of Danwent formally declares war on the Kingdom of Sehmon. As a public statement, the proclamation of laying claim to all of Naros and the independent realms and people living on it is a threat that can not be ignored. The freedom of the citizens of the Republic must be safeguarded at all cost. Very soon after the forces of the Republic are rallied and mobilized, marching towards the Iris, the army led by Aywentos Rumaari himself, who brought the declaration of war up in the Senate.

 

Nation Info:

Government:

Republic, ruled by 50 senators (lifetime positions).

Traditionalist League: 13 Senators

Commoner’s League: 12 Senators

Prosperous Path Party: 11 Senators

Stalwart Guard: 11 Senators

Unaffiliated: 3 Senator

 

People of note:

Aywentos Rumaari (Senator of the Traditionalist League), aged 31

Dionius Liber (Senator of the Commoner’s League), aged 33

Theodos Abemani (Senator of the Prosperous Path Party), aged 31

Thoryus Armon (Senator of the Stalwart Guard), aged 34

 

Population: 5,643,947 this year. (4,500,000 Starter)

Growth: 3% + 2,25% (farms) + 0,25% Moranese Wheat

12 farmsteads.

 

Cities:

Tzaria (900,000 inhabitants) (Capital) – Market, Trade Port, Manufactory, School, Temple, Place of Whorship, Merchant Guild

Essevith (800,000 inhabitants) (Starter) – Merchant Guild

Ruhia (600,000 inhabitants) (Starter) – Merchant Guild

 

Towns:

Susvii (500,000 inhabitants)

Wessevith (500,000 inhabitants)

 

Settlements:

Koryii

 

National Budget:

Treasury: 0 Duwats.

Income: 46,000 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) +3,000 Duwats

Trade node of Susvii: +1,000 Duwats

Population Taxation: +16,500 Duwats

Trade Port of Tzaria: +1,000 Duwats (3 trade partners)

Town of Susvii: +3,000 Duwats

Town of Wessevith: +3,000 Duwats

Moranese Wheat: +1,500 Duwats

Manufactory in Tzaria: +1,000 Duwats

 

Expenditure: 5,000 Duwats

Armed Forces:  -3,000 Duwats

Total of 11,500 men. Equals -3,000 gold for land maintenance.

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

12 companies of T1 Regular Light Archers at 6,000 men

 

Naval Forces:

A rowing boat.

 

Fortifications:

1 Keep in Ruhia (No upkeep)

1 Keep in Essevith (No upkeep)

1 Fortress in Tzaria (-2,000 Duwats)

 

Available currency: 41,000 Duwats
 

National Resources:

1 unit of Moranese Wheat for trade (Market in Tzaria)

 

Republican Actions:

 

A trading company is built in the Capital city of Tzaria. (-6,300 Duwats)

 

A new outpost is settled West of Ruhia. A new settlement to be called Raedia. Furthermore, the borders of Kroyii are to be cleaned up properly to ascertain the control of the land. (-5,200 Duwats)

 

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Four galleys are built in order to begin a naval presence of the Republic on Sea. (-10,000 Duwats)

 

Three new companies of the Bronze Legion are recruited into the army. (-9,000 Duwats for 1,500 Regular T2 Medium Infantry)

 

Three companies of a brand new archer retinue are recruited into the army. (-10,500 Duwats for 1,500 Regular T2 Medium Archers)

 

 

 

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Seventh Post

 

Kingdom of Bulgar

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The economic plan known as ‘Coin Pusher’ is in full swing. The focus on subsidized farming is decreased and a greater focus on expansion both economically and spatially. Towns are now planned out further from cities to allow for a greater living space for lithborn. Tax streams from the broad populace are used to fund factory constructions which begin to produce larger supplies of arms which the government buys for its expanding military. In preparation for its border defense if the southern nations attempted transgression, the kingdom had begun to set up plans a few years earlier to slowly strengthen a possible war time economy. A call to arms had been sent by the Fey to the Lithborn in help against an unnatural threat against the forest. It was apparent to the court as to why the Fey had wished for such a fast wedding but that was apart from the current matter.

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High Lord Relis Korkus stood outside a simple wooden door with his second son Hector Korkus who was clad in golden armor and a purple cape. Hector had asked his father to accompany him to this situation as he had experience in handling a new responsibility in life. Prince Hector looked for his father for a moment, “Your Majesty, I thank you for coming to this occasion. I was unsure who would be able to offer me advice to this new…-” Hector’s words were suddenly drowned out by a scream and then a moan. Another scream and a deeper moan. Hector pawed at the door but his father blocked the handle with his hand. “I can offer you this advice my son, what is happening in there you do not want to see.” A deep grunt soon led to a scream, but it was not the original scream from before. Relis smiled to his son before using his hand over the handle to turn it, letting the prince enter.

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Within the chamber was the elven princess Elaenoria with her newborn son. Hector came over to his wife, kneeling next to her. Stroking the head of their son, the prince looked into the baby’s eyes and stated, “His name shall be Thalan.” The prince then kissed his wife and departed the room, outside of the palace was the army now under the command of Imperial Commandant Crown Prince Daerin Korkus who was waiting for Imperial Vice Commandant Prince Hector to finish up with the birth. A shout was heard and the army lurched forward, they were on their way to reinforce the fey to the west.

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The settlement of Steppton is built to the east, causing the borders of the kingdom to be redrawn from the rulership over the increasing size.


 

Before Turn

Population: 5,913,418 (7%)

Cash: 51000 (+2k last turn)

GP: 5k Eco + 3k cap + 3k city + 3k town + 16.5k pop + 12k merch + 4k trade + 2.5k The Last Rage + 1k manufactory - 1k mili = 50k 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

 

After Turn

 

 

Population: 6,327,357 (7%)

Cash: 1500

GP: 5k Eco + 3k cap + 3k city + 6k town + 18k pop + 12k merch + 4k trade + 2.5k The Last Rage + 3k manufactory + 4k Trade Deals - 1k mili = 59.5k p/t
Military: 2500 light Cav, 500 Light Archers, 1500 M.Inf T2, 500 M.Inf T1
Building: 4 merchants guild, temple, place of worship, manufactories (3), Farmland (26), Market T2

Previous Research: Properties of The Last Rage

 

Built Farms 5k*2=10k

Built Settlement Steppton: 5k

Settlement Aquilla becomes a town

Recruitment of 500 Medium Inf

Built Market 17.5k

Factory 15k

 

Edited by Dtrik
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Galaharian League

 

Population; 5,205,750

 

Trumpets and booming drums filled the air in a clamorous din. Out on the open ocean, noise travelled far. As the Duke stood at the fore of his very own Nuncio, G.L.S Wanderer. The wind ran through his hair, as the sounds of music filled his ears. Packs of dolphins played with the boats, and raced them. Off in the distance Whales coming to mate in the Gulf are seen by their plumes. And behind the Duke and his Wanderer nothing natural followed. Behind him was a fleet of ships, all flying banners of the League. Curiously one ship also flew the Bourdelaic banner. It would seem the League’s new ally’s had also sent men on this expedition.

 

After a year of preparation, and final last minute ones this year, Giovinco has set sail. Armed with knowledge of the Coast, and navigation tools, he was quite confident. He, his fleet, and the Adventurer Company made a formidable naval presence. The navy first stops in Bordeleux, to pick up some Imperial troops and explorers/envoys. They then head down the coast to the realm of Aulum. There the Humagi and Humans met, and intermingled. It was also the last known port to the League. They filled their provisions, sacrificed some slaves, and sail into the unknown. The Deep One would show them the way.

 

ships_fantasy_art_artwork_medieval_1920x

 

At home life continues as normal. The influx of slaves from abandoning the woods has led to increased building projects. Across the League new works spring up. And in the center is Batista’s Landing. Where all the wealth and trade flows, and power resides. Ormanno Sforza is now acting Regent of Duke Barbaro’s two year old son. Sforza and barbaro’s wife Hilmidhi wife will rule when Giovinco is away sailing. Right before he left, the Duke also have his permission to Sforza to marry.

 

Now technically a part of an Imperial family, Sforza begins to make preparations for his wedding with Princess Sophia Adelaide. It will bind the two nations closer together. And form an alliance of strong proportions. The Greenthroat Nations were all solid and respectable. Unlike other places of the world, stability and status quo reigned here. The Rich League, Mighty Empire, and Mysterious Kingdom all live in harmony.

 

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Financial Actions

 

47.5k Gold

 

Building Port in western and new City -30k

 

Building Merchant’s Guild in new City -10k

 

Building a Trading Post -7k

 

 

 

Mod Actions

 

The Duke sets sail for new shores! (You have all info needed in pms) -4k Gold from this Turn and Last to prepare for voyage.

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EMPIRE OF BOURDELEAUX

Ruler: H.I.M. Emperor Adrian II

Government: Imperial Constitutional Monarchy

Population: ~ 5,639,422

Allies: N/A

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

____________________________________________________

 

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The Castle of Lassus at dusk, southern Bourdeleaux; c. 1506

 

“My liege, come. Taste the vintage from the previous year’s spoils, would you?” came a voice from the opposing end of the room. A small group of men were gathered near a small table in a corner. They stood in a dark and cool cellar, numerous kegs holding wines of untold ages lining the stone cobbled walls. The only light that entered the room was through a narrow grated that opened outwards to ground level, shining the Sun’s light upon a glass bottle that glew magnificently. Wrapped around the circumference of the bottle was a thin label; indicating the fabled and desired Talousian Wine. The bottle itself stood as a testament to the perfection and pride that the Bourdelais had in their wineworks.

 

Entering the room, was the Emperor, who often made it a happy to conduct his own census of his vassals. Talouse in particular was a favored destination. Comfortably warm in the summer, upon the Gulf, and devoid of the commoner riffraff, the area had become a favored vacation spot for the Imperial aristocracy. Many of which owning estates with vast swaths of farmlands and vineyards. The Emperor himself, being among those who lavished in the southern lifestyle. He smiled, coming to meet the men at the table, overjoyed to taste the fruits of their labor.

 

Another man, a pot-bellied and thick-necked who was no doubt a local lord, gripped the bottle and poured the Emperor a glass of his own. The red liquid sloshed and filled the glass half-full; a modest amount.

 

“This is from your own vines, Lord Lassus?” the Emperor inquired, reaching for the glass.

 

“Of course, my Liege. Picked and personally pressed.” he boasted proudly, setting aside more and filling more cups for the other men.

 

“Well, I do hope you wash then.” the Emperor chuckled, raising the glass to his chin.

 

The men around chuckled as well, some more loudly than others. A mix of lesser lords and knights, they knew they ought to laugh at the Emperor’s jests, funny or not.

 

“Everyone has a glass then, yes?” another man asked.

 

“Seems so.” the Emperor said, exchanging glances with the other men, eager to taste.

 

“Then we shall drink, to the Empire!” exclaimed Lassus, raising his glass in toast, followed by several other wishes of good health and stability as glasses clinked.

 

Along with the other men, Emperor Adrian took a generous sip of his wine, smiling pleasantly as the taste danced upon his tongue, swishing the contents around. With a nod of approval, he said, “It’s good -- very good! Make me more of that, and ship it to the Imperial Palace!”

____________________________________________________

ACTIONS

 

Income: 47,500g (Base - 3k, 6 Economy Pts - 6k, Pop - 16.5k, Resources - 3k, Merchant Guilds - 9k, Trade - 4k, Cities/Towns - 6k)

Upkeep: 4,000g (Army), 3,000g (Veterancy) = 7,000g.

Available: 40,500g

 

[40,000g] Even greater swaths of land are set aside for the yeomen. In addition communal farms exempt from a Lord’s tithes are also expanded so that the people may enjoy a greater surplus to retain. Construction of 8 stacks of Farmland.
 

500 gold stored in treasury.

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THE KINGDOM OF NUMERIA

The Royal Era of Aemer, A.E 407 (Year 1507)

 

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Final moments before the Battle of Ischyros


CRY HAVOC AND LET SLIP THE DOGS OF WAR

 

“Forward March!” the yells carried across the plains of Ischyros as massive formations of infantry lurched forth towards their target. Across the vast expanse of these dry-lands, were the enemies, the Sehmonians, ambitious and foolhardy war-mongers to the common Numerian, while in reality they were most likely of the same stock as any other. Nevertheless, commands were issued, and enemies were formed, the Sehmonians would have to die to satiate the growing imperialistic pride of Numeria.

 

The army of Numeria followed its standard doctrine of combat, arranging themselves into a three line deep formation, with gaps left in-between the Regiments. The ranged divisions of the formations kept close to their counterparts, knowing full well the possible cavalry dominance the Sehmonian might field within this battle. All in all, it was a formidable array of soldiery, the orders being fulfilled to a precise point.

 

As for the common man itself, it was a dirty sight as any other conflict; soldiers emptied their stomachs out of anticipation for the coming battle while marching, grizzled sergeants kept on a facade of certainty and officers appeared bewildered. Cavalry ran along the lengths of the lines, relaying orders and missives, ensuring for a cohesive force ready for engagement. It was a chaotic but functional fighting force.

 

Victory was the only thing expected from this engagement, failure to acquire such would bring the most utmost shame upon one’s self, and above all else, a great shame to their King and Country.

 


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

 

Having been given a sufficient amount of time for preparations, further work is underway within the Town of Tyniria. Infrastructure expands, walls are erected, and a formal local government rules in stead of the King. The expenditures required to improve the Town are funded from the coffers of the Royal Crown. [Tynyria Upgraded to City | 15000/15000]

 

The Merchant Guilds of the Kingdom take keen notice of the rate of growth within Tynyria and thus petition the Guild Master, His Majesty Aemyr V to fund the establishing of a hub of merchantry within the newfound City. [Merchant Guild built within Tyniria | 9000/9000]

 

Within the minds of the Forward Command Staff of Numeria upon Ischyros soil, they believe the upcoming battle to be one already won, and thus report the necessity for improved sieging equipment. [Tier 1 Siege Gear unlocked | 5000/5000]

 

Remaining 1000g stockpiled

Total: 2000g stockpiled

 


KINGDOM OF NUMERIA STATS MENU

Leader: Aemyr V of House Namyr

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

Cities: Nyria [Merchant Guild]

Tyria [Merchant Guild, Temple]

Tyniria [Merchant Guild] (Effective Next Turn)

 

Towns: N/A

 

Settlements:

Mineria

Arris

 

Fortress: Helmden

 

Current Projects:

Researching Osmalt (Rare Mineral)

Developing Mountain Highway near Mineria

Invading Ischyros

 

Population: 5,373,233 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)

4 (2000) unit of Light Cavalry (Numerian Rangers)

 

Total Infantry Count: 17,000

 

Magia

10 Adepts, 1 Magi

 

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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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

 

3,132,879

 

Income

 

Base: 7,000

 

Towns/Cities: 3,000

 

Population: 9,500

 

Trade: 4,000

 

Manufactories: 3,000

 

Merchant Guilds: 6,000

 

Upkeep: -7,400

 

Total: 25,100

 

Treasury

 

Start: 27,500

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: 1,681,000

 

Anmyr (City) Population of City and Surrounding Area: 851,000

 

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

 

Modryn (Town) Population of Settlement and Surrounding Area: 600,000

 

Buildings

 

Place of Worship

Shrine

Temple

Farms x2

Merchant Guilds x2

Manufactory x3

 

Military

 

4,750 Greenthroat Riders

 

5,250 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 Army in the Realm of Darkyria was growing, wintering for the siege as they arrived ensuring a continued swelling in the numbers that were arriving. No assaults for this year more consolidation of their position. Protected caravans would travel up and down from the territory of Galahar and a fee had to be paid to ensure they would keep coming, the greediness of the Galaharian Merchants was to be expected and remembered in future when it is advantageous for the Fey to do so. As such more reliable allies were on their way, the Lithborn of the Kingdom of Bulgar were sending a force to aid the besieging force. The Fey Army would continue to build up for their assaults in the following year, training, drilling and never remaining comfortable.

 

At home strengthening the Economy was needed to maintain the war in the West, Prince Aeleandor had a difficult task ahead of him while he stewarded the realm. The Fey people were never the most industrious nor their merchants out for pure self interest, making it difficult to achieve economic growth. Though to this effort at least a port on the Barrier river would be constructed in the City of Anmyr, the only City with access to the Barrier that would allow for complete Ocean access and increased trade volume between the Fey and those whom they choose as their trade partners. The factories would be put to task creating new weapons as to supply the men in the West.

 

Meanwhile on the warfront….

 

The Camp Quartermaster would be hard at work filling in order requests and taking inventory, thousands of new men arrived by the year along with more equipment to arm them with, it was a busy time as the army wintered outside the city. Numbers were swelling on the outside, though those on the inside had the capabilities of raising the dead in truth it was unknown what the enemies numbers were. However those living required food and eventually whatever stores they had before will run out. The Harvests outside the walls would be taken or sabotaged to ensure further starvation of the City within.

 

The Infantry would regularly patrol, the Scouts would regularly keep their eyes peeled for enemy activity. It was expected the Darkyrians were amassing an army deeper in the Heartland. The Fey would be ready regardless of if they came or if they waited for the City to fall. Even if the defenders had to be starved to surrender, seeing whether or not the general population are as fanatical as the soldiers if they would greet death willingly or if they’d rather live.

 

Expenditure

 

15,000 is spent on building a Port in the City of Anmyr, ensuring trade across the Barrier flowing into this allocated port.

 

12,000 is spent on recruiting 2,000 Medium Infantry to be transported to the front for the following year with T2 Equipment.

 

500 is spent paying the Galaharian Merchants to maintain their supply routes.

 

Military Maneuvers

 

The Siege would continue, the Army would supervise the planting and harvesting of crops in the surrounding villages, utilising their Cavalry and Reserve Infantry. Due to the relative openness and the superior scouting ability of the Fey it is rather unlikely they’ll be ambushed. The Peasants would be told they’d be compensated in the following year. The Army would ensure a firm but fair treatment of the civilians outside the walls, if one commits a crime it is dealt with firmly but innocence aren’t punished.

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Surya

1507

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You are a piece of poop. Imagine your life, if you will. Perhaps you have been born in the Republic of Danwent? A beautiful place to be sure, especially for one of your people. There you will sit baking on the street for months, offending all who pass by, until at last the Senate Subcommittee on Anti-defecation appoints a subchair to organize elections on the post of weekly poo remover. A fine career, to be sure. Perhaps you were extruded in Melda, where you rain from upper windows onto pedestrians on the street below? Equally admirable.

 

Perhaps you’ve been born in the Kingdom of Bourdeleaux, where peasants use you to flavor their wine in protest against the tyrant nobles? Or maybe in Ruhn, where the swarthy natives lay each of your kind on small tables for inspection before you attempt to fertilize their barren countryside?

 

You could even have been born among the fey, where the citizens are so crippled by military taxes that they cannot even afford chamber pots. Even better, you could be dumped into the Well of Eternity, where the Numerians will happily drink you and call it an elixir of life.

 

If you are truly lucky, you could aspire to be born in the Kingdom of Five, where you will be pressed warmly against your parent’s skin for weeks, before they decide to finally clean their one set of clothes.

 

Sadly, none of this has come to pass. You have been born in the worst possible place for one of your kind - Surya. With a plop, you fall past a solid gold toilet seat into a pool of pristine water. Optimistically, you think that perhaps you are on a Galaharian ship, dropped into the bilge to slosh around and spread your scent through all of steerage. Then a valve opens up and you’re being swept away, down an intricate system of pipes to ground level, until at last you reach the sewers and you know the true horror of your fate.

 

Thousands of your brothers surround you, all pushed helplessly into a central stream before they even have a chance to stain the walls. There is no hot sun to draw the flies to you, no bare-footed children to track you inside their homes, there are not even any noses to smell you. Resigned to your doom, you float (for you are a floater) down the stream, under the walls, until at last you emerge into a pool of water hyacinths, whose feathery roots strain the tainted water.

 

A great melancholy falls over you as you look up from your final resting place at the shimmering city in the distance. You’ve been robbed, and the people over those walls barely ever knew you existed. As you slowly disintegrate in the cleansing pond, you think to yourself that if there is such a thing as poo-reincarnation, a merciful god will put you anywhere but here next time.

 

---------

 

Economy

 

Expenditure (56,000 Gold + 4,500 Saved)

 

In the Joor valley, more and more farms spring up: the promise of fertile and available land draws migrants from the heartlands more each year. [2 farms; 10,000 gold]

 

At the Joor’s headwaters, the discovery of Mount Metar piques the interest of several Rajas, and they organize a permanent settlement in the fringes of the mountain’s jungle. Even at the very base, the new village still has a beautiful view of the valley. [Settlement; 5,000 gold]

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At the center of a rapidly-expanding realm, Surya is more and more expected to provide supplies for the outer territories. Thriving industries of all types expand throughout the island. [5 Manufactories; 37,500 gold]

 

In an effort to screen the frontier for possible dangers and provide maps for inevitable colonization, the 2nd Chittori Lancers are sent west, to scout the area for future expansion. [Exploration; 1,000 gold]

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The red marble of Mount Metar is interesting, to say the least. But until it can be harvested without being destroyed, it is entirely useless. Funds are allocated to keep an expedition supplied as they continue to experiment. [Marble Research; 1,000 gold]

 

[6,000 gold saved]

 

----------

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Population 6,290,755


 

Edited by Zanderaw
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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]

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

{Population [1,500G*(Pop./500,000)]} – 15,000G [5,373,236 Population]

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

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

Total – 49,500G

Stored Gold:

Total – 0G

Costs:

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

{Navy Upkeep [1,000G x ShipWorth/5,000]} – 7,000G [4 Cog, 8 Caravel - 38,000G]

Total – 9,000G

Start of Year Treasury – 40,500G

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, 3 Auldhauan Cogs, 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], Manufactories [1][INACTIVE]

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

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

Mirvliecht [Level – Settlement] - Greenleaf [Unresearched]

Alsmacht [Level – Settlement]

Grellhau [Level – City] - POI [City of Krell], Merchant’s Guild [INACTIVE], Keep [INACTIVE]

 

-

 

The Auldhauan Hierarchy was all but silent to the outside world, compared to the other nations of Aros. Perhaps there was internal turmoil. Maybe, instead, they simply wished to consolidate their hold on the outlying territories. Regardless, it is obvious the incarnation of the Enlightened Kingdom of old did not take the Kingdom of Five’s NAP to heart, given its king’s untrustworthy manner. A keep is erected in Grellhau, and the transport of soldiers to garrison the city is a constant sight. Money is poured into the construction of the Grellhau Canal, the largest investment ever made outside of normal buildings by the Hierarchy, and the building of naval manufactories and ships in New Auldhau continues.

 

Of note to the outside world is that the Kingdom of Five’s response is not responded to in any official capacity, but upon meeting the Fiver scouts at the border of the isthmus, the Auldhauans simply erect small barriers and camps to ensure no military forces cross into Auldhauan soil. They even offer some extra rations to the Fivers, as if it is charity to a starving beggar.

 

[10,000G] – Merchant Guild – Another Trade Association and Collaborative Merchantfolk Guild of Aulhau branch is constructed, this time in the very quickly growing city of Grellhau.

 

9,000G – Canal [10,000G Total] – Which ancient civilization built such a wonder? Thousands of Auldhauan Mint are paid into laymens’ salaries by the House Auld sen Mel for the repair process, and it is widely thought that this new route would make transport to not only the Auldin Tribes easier, but to the Old Country possible.

 

10,000G – Keep – To the north of the ruined canal, bordering it and the Sea of Five, a keep is built to garrison the city in case the Fivers decide the NAP is no longer necessary.

 

7,500G – Manufactory – The obsession of Auldhau with naval manufactories is obvious, if not strange. Another one is built in the capital.

 

1,500G – Another Cog.
 

2,000G – Greenleaf Research [7,500G Total]

 

[0G] – The Kingdom of Karel is, if the canal is finished, banned from travelling through it until proper relations are re-established.

 

[0G] – Expansion.

 

C4zStAo.png

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The Fortress Libraries

1507

 

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The mission to Ulyadar’s Blood Forge yields more questions than answers. A ruin of seemingly impossible age, founded long, long before the Old Empire. Of what they discovered there, the Librarians have their suspicions, and plan accordingly. In the meantime, they seek to cement their good relations with the Ulyadi by establishing a permanent embassy in their capital. Half diplomatic post, half scholarly institute, the embassy is planned to be the ideal cultural bridging point between the Librarians and the Ulyadi. Similar offers are sent to other neighbouring powers, namely Blackmarrow and their fellow knowledge seekers in the Chapel of Knauledge. All three requests are sent with the appropriate gifts.

 

Meanwhile, the explorers sent southward the previous year are thoroughly debriefed from their sadly harrowing and hungry ordeal. It appears that a great deal of resources will be needed to travel into the old Imperial heartlands to see what has become of them. This year, a new expedition is prepared, well provisioned and well endowed with gold to speed their journey. The Quest for Knowledge must continue!

 

The new outpost in the far north of the Stinkswamp, now known as Fort Vane in honour of the High-Quartermaster, sees a steady stream of colonists from the Bastion. They are shepherded northward upriver to the settlement, constructed out of what wood there is available, and local stone quarried from the mountain adjacent to the Fort. That same mountain is undergoing heavy surveying for suitability to build a new Fortress Library, with much of the stonework in the outpost built from probing tunnels into its depths. Overseen by Maria Vane, the civilian orders begin efforts to farm the local bog silk worms and develop methods of industrial refinement of their prized silk. Meanwhile, development of farmlands continues near the Bastion, and the manufactory caverns are expanded. A great expansion requires great resources.

 

 

Points and Basic Stats:

Population: 1,591,350 Humans

Cities: The Bastion, Fort Vane

Buildings: Merchant Guild, Temple, Shrine, School, Trading Company, Manufactory, Farm

Economy: 6

Education: 7

Size: 2

Military: 2

Mysticism: 4

Trade Partners: Blackmarrow, Knauledge, Ulyadar, Bulgar

 

Army:

500 Librarian Knights (50 men per unit)

1000 Medium Infantry

1000 Light Infantry

3 Adepts

 

Economy:

Saved: 6200

Base: 3000

Econ Points: 6000

Pop: 4500

Trade: 4000

Merchant Guild: 3000

Manufactory: 1000

Payment from Ulyadar: 2000

---

Total Funds: 29,700

 

Actions:

  • The scouts and emissaries are redispatched southward, given ample provisions and money to buy more. Should they have a surplus of money, they also generously compensate local guides and scholars for information on the lands they pass through... as well as lavish gifts to local nobility. Their expedition moves south along the main artery of trade that runs from Blackmarrow to the soon-to-be-discovered southern Narosi nations. [5700G]
  • Librarian diplomats seek to establish a permanent embassy in the lands of Ulyadar. This embassy doubles as a school for willing students. They offer a generous diplomatic gift in return. [2000G]
  • ^ that but for Knauledge. [2000G]
  • ^ that but for Blackmarrow. [2000G]
  • A market is built at Fort Vane for the Bog Silk. [7500G]
  • Colonists are moved out of the Bastion and shepherded to Fort Vane, hoping to grow the outpost into a town in the coming years.
  • Farmland. [5000G]
  • Manufactory. [7500G]

3000G saved.

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D U C H Y   O F U L Y A D AR

Related image



 

 


 

 

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

POPULATION: 29831450+5%= 3132302

ARMY:

ARMY UPKEEP: K GOLD

NAVY:3 GALLEY 3 COGS

UPKEEP FOR NAVY:2K GOLD

 

GOLD:3K(BASE)+9K(POP)+5K(TRADE)+6K(MERCHANT GUILD)+2k(PORT)+ 4K(ECON POINTS)+1k(MANUFACTORY)+3K(TOWN BONUS)+2K(TEMPORARY LIBRARIAN BONUS)=33K GOLD


 

GOLD FOR THIS TURN:33K

 

BUILDINGS

FARMS:9

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

 

-The Town of Tykirfell, a bustling settlement symbolizing the expansion northwards of the people of Ulyadar receives the blessings of the Duke as they recieve much love from the treasuries which bless the town with new roads, better buildings, and even a garrison! It will soon be called the City of Tykirfell!(15k to turn Tykirfell into a city.)

 

-Two new manufactories are built as a result of the bustling expansion of Tykirfell.(15k)

 

-More work is done on expanding the Temple to the blood god.(8K/20K)

 












 

Edited by Alfonso X el Sabio
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The Kingdom of Hilmedhi 

 

The Queen’s search contiunes, with little to no hope on finding her the King begins his search for a new wife. A heart broken King is a dangerous king, and the shadows around him begin to creep. Like they crept in and took his wife. 

 

Stats: 
Population 2,530,000

Net Income: 26,500

Upkeep: 1,000 Gold

 

Actions: 

Three long years of hardwork was coming to fruition, more money is donated to finishing the Mountain Highway. (10,000 Gold) 


More Farms are commissioned. (5,000 Gold) 

 

Two settlements are constructed, one in the mountain pass on the peninsula leading towards the tip, and the other on the tip of the peninsula. (10,000 Gold) 

https://gyazo.com/6172232c21e82b56761b3d71a8bf5c52

 

Putting the remaining gold into the vaults of Cinder’s Valley. (1,500 into next turns treasury.) 

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