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Galaharian League

 

Arrayed along the docks of Batista’s Landing was a mighty fleet indeed. Scores of cogs, Galleys, merchant vessels, and other crafts docked side by side. Towering above them all was the Duke’s Nuncio. Orderlies and Clerks thronged the area, signing papers, checking list, and waving various signals with flags. Soldiers were everywhere, loading up, or helping. Many citizens and merchants were also boarding. It would seem the Duke and Senate had ambitious plans. Never one for war, the League was content to remain at peace. And a total consolidation of the Realm is taking place.

 

*Learning valuable information of the Gulf’s west bank, the Passanese had made themselves a target for the League. A target of friendship, and patronage. Reports of the forest were troubling, considering the League had a large city so near. Not one for threats resting on a border, the Duke resolves to take further measures. He and a personal vanguard of troops and ships will come back to the same Passanese city. They will bring gold, and promises of more. However the League is clearly only supporting the city and “The Defenders”. As they grew richer then their swamp faring brethren, it was clear where the influence and power was now tilting to the city. The League’s Van heads south to scout.

 

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Closer to the City so near this mysterious forest, a proper garrison and fort will soon be raised. It becomes a regular route for the League’s fleets and ocean born armies to visit. In a further act the League also begins to consolidate her immediate locale. No long would the scattered sects of Humagi on the more remote Galaharian isles be allowed to live free of the League. Several settlement expeditions are sent forth. More interestingly, the League goes to properly scout the Wet Throat, and establish an outpost.

 

**In Batista’s Landing itself, the Senate and Guilds have passed some moderate reforms. Though slavery is still a rampant and state sanctioned trade, regular citizens are gaining increasing rights. The League’s nine or so trade partners citizens and merchants are also encouraged to migrate to the League’s Capital or set up offices. The increasingly rich and influential city is being cultivated into the “Gates of the World” a sprawling metropolis to connect West and East.

 

ab3bc8150858f1edace89f082bdface0.jpg

 

The Bank of Galahar is also expanding it’s financial dealings and reputation. The ongoing loan from the Bourdeleux continues. Galaharian masons and merchants also depart to Hilmedhi. There they will build a Lumber Mill for their ally. They also retain rights to it’s production for five years however. A mission is also sent to the far off Kingdom of Bulgar. Using Fey guides, they travel up the League owned Barrier River to Bulgar. There they build a Trading Company for them, and establish trade.

 

On a more military front, the League takes no official action. However Ormanno Sforza raises a small band of mercenaries with his own finances. This non state sanctioned band will soon be put to use. Leaving his pregnant wife, the army travels to the Bourdlaic frontier. There they will join a growing battle. Hearing of it’s already dangerous reputation, Sforza will personally command his contingent.

 

Financial Actions

Income; 72.5k

 

Building city in PoC colony -15k

Building Trading Company/one for Bulgar -14k

Building 3 Units of Storm Riders -18k [T3]

Building 3 Settlements -15k

Building Lumber Mill on Hilmedhi’s Resource, and obtaining rights to it’s production for 5 years -7.5k

 

Mod Actions

 

*Renewed Mission to Passanese/Scouting South of their City -3k

 

3 Settlements Expansion.

 

Red Line is the Scouting Force. [The Duke (T4 Armor), 1 Unit of Veteran Bourdlaic Knights (T4), 2 Units of Medium Inf (T3), 3 Units of Light Inf (T3), 2 Units of Leagues-Men (T3), 1 Unit of Medium Archers (T3), 1 Unit of Medium Horse (T3). -3k Gold for expedition.

 

Expansion.png

 

**Beginning to sculpt the League’s Capital. [Religious toleration, open immigration, etc.]

 

A small private mercenary band and Ormanno Sforza depart to the Carrow War.

 

300px-Reislaeufer_Luzerner_Schilling.jpg

 

 

Edited by GrimBeard
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Kingdom of Five

1509

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Nation Roleplay:

Nothing cool is happening over here.

Population: 7,038,530 Fivians

Gold Expenditure: 78,850 Gold - 7,000 Upkeep + 500  = 71,850 Gold

(20,000 Gold) 4 Farms are built to maintain growth.

 

(30,000 Gold) With so many towns and so little main hubs for them to bring their trade too, it was decided that two of them closest to the capital would be chosen to be expanded into cities. (2+ Cities)

 

(21,000 Gold) 3,000 T2 Medium infantry are recruited, equipped and trained into the standing military and 500 T2 Rangers of the Swinedom are hired up to better scout the perimeter of the Kingdom.

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The Fortress Libraries

1510

 

VK1pbNl.png

 

 

The Triumvirate are most pleased with the progression of events thus far. New lands have been claimed for the dissemination of the Great Corpus, and even more lands have been explored – including the old imperial heartlands. As would be expected from that great cradle of empire, many civilised nations have arisen, and the age old story of internecine border conflicts is well underway. Could one of these nations be the foreseen Empire-To-Come? Improbable, but worth investigation. Their task complete, the emissaries sent southward begin to return home, having contacted many nations of interest to the Librarians. Administrative complexes are expanded at the Bastion to prepare for trade contact, and the Republic of Danwent and the Sehmonians are sent requests for such endeavours. The Librarians consolidate their gains in the north and prepare to inveigle their way into the south.

 

Finding their work on the exploitation of Bog Silk having provided dividends, the researchers and artisans are given a new task. From explorations west and the apparent dominance of river travel in the flow of trade from north to south Naros, the Librarians begin to find their own methods of travel wholly... inadequate. A vast network of rivers links the open plains of the west, and continues southward through the lands of Ischyros, Sehmon, Numeria and Danwent. Surely Librarian traders, dignitaries and expeditions could travel around the region much faster if they didn’t have to slog their way over land or use cobbled together or purchased river transports – not to mention easier navigation of the treacherous Stinkswamp. Researchers and designers invest considerable time in the development of fast, shallow hulled craft for easy river travel, taking full advantage of the web of rivers they find themselves on.

 

As one expedition returns from the southern mountains, another is sent off far to the east. The last scouts sent eastward encountered the Stitches, and promptly decided the east was something best avoided. Further south, however, beneath the snowline, the Stitches seem to end. It is high time, the High-Guardian decides, in his capacity as master of scouts, that the east deserves another look. A survey team of librarian knights and civilians is dispatched into the expanse of grassland beyond the Stinkswamp toward the distant mountains and the seas beyond. There they will survey the region for resources, safe harbours, and the development of a possible third Fortress Library... one can never have enough homes for the Great Corpus, after all.

 

MsRPzCl.jpg

 

 

Points and Basic Stats:

Population: 1,824,642 Humans

Cities: The Bastion, Fort Vane

Buildings: Merchant Guild, Temple, Shrine, School, Trading Company, Manufactory x 2, Farmland x 5 (+2%), Bog Silk Market

Economy: 6

Education: 7

Size: 2

Military: 2

Mysticism: 4

Trade Partners: Blackmarrow, Knauledge, Ulyadar, Bulgar, Ischyros

Enclaves: Blackmarrow, Knauledge, Ulyadar

 

Army:

500 T1 Librarian Knights (50 men per unit)

1000 T1 Medium Infantry

1000  T1 Light Infantry

3 Adepts

 

Economy:

Saved: 0

Base: 3000

Econ Points: 6000

Pop: 4500

Trade: 5000

Merchant Guild: 3000

Manufactories: 2000

Bog Silk: 3000

Enclaves: 6000

---

 

Total Funds: 32,500

 

Actions:

  • Two Trading Companies at the Bastion, making possible the next two trade requests. [12,600]
  • Sehmon approached for trade^.
  • Danwent approached for trade^.
  • Ischyros is asked for permission to construct a Librarian Enclave in their city.
  • Expedition of Librarian Knights dispatched eastward, to survey the lands from the Libraries territory to the mountains to the east, all the way through to the sea beyond. [1000]
  • Development of a fast shallow-hulled boat capable of river transport, more advanced than anything currently used by default as river transport.[10,000] (Education 7 + 10% SCHOOL bonus to research)
  • The 3 Adepts use CLAIRVOYANCE to aid the boat research and development.
  • Farmland. [5000]
  • If at all possible without offending the natives, the Librarians in the Blackmarrow Enclave attempt to gather information on the two Places of Interest rumoured to exist within the House’s borders. One is next to the capital, so at least that one should be easy to get information on.

3900 saved.

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Republic of Danwent – 1510

 

 

Now with 100% less RP.

 

Nation Info:

Government:

Republic, ruled by 50 senators (lifetime positions).

Traditionalist League: 4 Senators

Commoner’s League: 17 Senators

Prosperous Path Party: 15 Senators

Stalwart Guard: 10 Senators

Unaffiliated: 4 Senators

 

People of note:

Aywentos Rumaari (Senator of the Traditionalist League), aged 33

Dionius Liber (Senator of the Commoner’s League), aged 35

Theodos Abemani (Senator of the Prosperous Path Party), aged 33

Thoryus Armon (Senator of the Stalwart Guard), aged 36

 

Population: 6,626,023 this year. (4,500,000 Starter)

Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea)

26 farmsteads.

 

Cities:

Tzaria (1,000,000 inhabitants) (Capital) – Market, Trade Port, Manufactory, School, Temple, Place of Whorship, Merchant Guild, Trading Company

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

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

 

Towns:

Susvii (500,000 inhabitants)

Wessevith (500,000 inhabitants)

Koryii (500,000 inhabitants)

Raedia (500,000 inhabitants)

 

Settlements:

 

 

National Budget:

Treasury: 700 Duwats.

Income: 64,500 Duwats

Base Income: +3,000 Duwats

Economic Points: +4,000 Duwats

Merchant Guilds in Tzaria, Essevith & Ruhia (3): +9,000 Duwats

Trade Partners: (Sehmon Remnants, Kingdom of Numeria, The Eye, Carrow Lords, Eadni, Galahar) +6,000 Duwats

Trade node of Susvii: +1,000 Duwats

Population Taxation: +19,500 Duwats

Trade Port of Tzaria: +3,000 Duwats (6 trade partners)

Towns: +12,000 Duwats

Moranese Wheat: +1,500 Duwats

Manufactory in Tzaria: +1,000 Duwats

Road tolls: +1,500 Duwats

Exports: +3,000 Duwats

 

Expenditure: 8,000 Duwats

Armed Forces:  -4,000 Duwats

Total of 14,500 men. Equals -4,000 gold for land maintenance.

14 companies of Bronze Legion (T2 Unique Regular Medium Infantry) at 7,000 men of 7,000 men

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

3 companies of T2 Regular Medium Archers at 1,500 men

 

Naval Forces: -2,000 Duwats

4 galleys at 250 men each

 

Fortifications:

1 Keep in Ruhia (No upkeep)

1 Keep in Essevith (No upkeep)

1 Fortress in Tzaria (-2,000 Duwats)

 

Available currency: 57,200 Duwats
 

National Resources:

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

 

Republican Actions:

 

Three new stretches of Farmland are ordered for the growing population in Raedia. (-15,000 Duwats)

 

Susvii is being expanded and given the infrastructure to be a true city of the Republic. (-15,000 Duwats)

 

Koryii is being expanded and given the infrastructure to be a true city of the Republic. (-15,000 Duwats)

 

Given the battlefield experiences earlier against the Sehmon and Ischyrosi, the Senate has made the decision that it would be important that the ranged forces of Danwent utilized a similar approach as the Phalanx units, carrying tall shields to guard themselves. This is to be done in combination with the crossbow, a weapon of which they have heard rumors and have seen samples of from travellers from abroad. (-9,100 Duwats into Crossbow research. With the school that should count as 10,010)

 

The remainder is retained for future expenditure. (3,100 Duwats)

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THE KINGDOM OF NUMERIA

The Royal Era of Aemer, A.E 410 (Year 1510)

 

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Numeria rides out!


 

Wary of the encroaching powers circling about the flanks of his Kingdom, the Aemyr V issues forth a commandment to his citizenry - by the King’s own decree, the Banners of Numeria are once again rallied, this time lead personally by the Monarch. Straddled upon one of Numeria’s finest steed at the head of the column, Aemyr is accompanied by the two most notable Lords of his Kingdom, the disgraced Duke of Tyria, and the Duke of Nyria, with their subordinates in tow, they make the command center of the army group.

 

The Pride of Numeria had been dealt a fair blow three years prior to this assembly, an insult that must be remedied by Numerian standards - with revenge to be had, and their own monarch leading them into battle, thousands of Numeria’s finest were ready to plunge themselves into the corpse churner, The Kingdom of Sehmon was an affront to the existence of Numeria, a blemish upon its records, an accident needing to be corrected - the King was assured that his previous loss against Sehmon served to teach his followers a lesson, a lesson needing to be confirmed in the upcoming battle.

 

As the Regiments assembled on the outskirts of Arris, is expected of the Numerian host to cross into the Ischyroi borders in a year’s time, with the intent of wrestling control of the city-state away from Sehmonian influencing, by means of a traditional pitched battle, pitting the two forces against each other.

 


ROYAL ACTIONS

Available Imperial Denarii (Gold): 37,500

 

A Numerian army is dispatched from its borders with its destination being the City of Ischyroi. The host is led by King Aemyr V of Namyr, with his flanks trusted to the Dukes of Tyria and Nyria. [Military Actions]

 

A contingent of Lyrian Sentinels are called forth to the King’s Banner. [2 (1000) units of Lyrian Sentinels | 12000/12000]

 

Prior to their departure into the Ischyroi City-State, the Regiments of Heavy Infantry are outfitted with the finest equipment Numeria has to spare. [5 (2500) units of Heavy Infantry upgraded to T3 | 10000/10000]

 

To replenish the losses incurred earlier in the war, additional Regiments of the Woodland Guards are mobilized and attached to the departing army. [2 (1000) units of Woodland Guards | 4000/4000]

 

A merchants guild is constructed within Arris, with the primary task of supplying the Regiments of Numeria. [Merchant Guild in Arris | 9000/9000]

 

2500g Saved

 


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]

Arris

 

Towns: N/A

 

Settlements:

Mineria

 

Fortress: Helmden

 

Current Projects:

Researching Osmalt (Rare Mineral)

Developing Mountain Highway near Mineria

 

Population: 5,871,474 Total

500,000~ in Lyria

300,000~ in Tyria

200,000~ in Nyria

3,500,000~ in rural regions

 

Military:

Army

5 (2500) units of Heavy Infantry [All T3] (Dismounted Knights)

2 (1000) units of Lyrian Sentinels (T3 Unique Heavy Inf) [Next Turn]

8 (4000) units of Medium Infantry (Numerian Serjeants)

4 (2000) units in T3 Steel Equipment

6 (3000) units of Light Infantry (Numerian Swordsmen/Spearmen)

4 (2000) units of Light Archers (Woodland Guards)

Recruiting 2 (1000) units of Light Archers (Woodland Guards) [Next Turn]

2 (1000) unit of Light Cavalry (Numerian Rangers)

2 (1000) units of Medium Cavalry (Numerian Squires)

 

Total Infantry Count: 15,500 - 31 units

 

Magia

10 Adepts, 1 Magi

 

Navy

N/A

 

Economy:

Base Income: 3000g

Economic Points: 5000g

Towns: 6000g

Population: 16,500g

Trade: 1000g (Republic of Danwent)

Merchants Guilds: 12000g (Lyria, Tyria, Nyria, Tyniria)

Manufactorie(s): 1000g (Lyria)

 

Upkeep:

Infantry: 5000

Fortress: 2000

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

Total: 37,500

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Commonwealth of Ruhn

 

Another year, another round of advancements to be made. Not much to report on Ruhn, with the exception of a high profile murder of a civil servant. Also, I’m fully employed, unlike certain mods I could mention...

 

And there was a problem with the sun. Crops died. I dunno, man. I’ve been busy! The next post will be good guys! I swear!!

 


 

 

Accounts:

Base Gold: 9,000 gold,
Towns/Cities: 9000 gold,
Merchants guilds: 9,000 gold,
Population: 10,500 gold,
Trade: 3000 gold,
Manufacturers: 4000 gold,
Upkeep: -5,500
Total: 36,000 Gold (40,200 incl. vault)
4200 in vault

 

-12,750 towards port at Shatterbridge,
-9500 towards settlements,
-5750 towards farm stack,
-8550 towards merchant guild in Shatterbridge,

-3000 to further research is put into the translated Tablet of Zakhet, in order to understand the ‘Levers of the Divines.’
-650 left in vault

 

aqgtrkj.jpg


 

Population: 3,951,572

 

Cities & Investments:
Ruhn (Merchant’s Guild, Temple, Military Academy, school)
Bruger (Merchant’s Guild)
Riveruhn (Merchant’s Guild)
Shatterbridge (Merchant’s Guild, Port) (Next turn)

Leberstadt (Town)
 

Defensive Structures:
Fortress Bergen
 

Other Investments:
16 Farm stacks (17 next turn)
4 Manufacturies
 

 

Edited by Catostrophy
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EMPIRE OF BOURDELEAUX

Ruler: H.I.M. Emperor Adrian II

Government: Imperial Constitutional Monarchy

Population: ~ 6,528,337

Allies: N/A

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


 

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Troublemakers rounded up following the initial gains during the Black Army’s invasion

 

____________________________________________________

 

The Bourdelaic camp glowed brightly upon the grassen hilltop. Lights from hundreds of campfires illuminated the otherwise barren plains, tucked away behind hastily erected wooden palisades. Where otherwise activity in the valley was scarce, now the full weight of the Black Army host was bearing down upon the heart of the Carrow Lords, the citadel of Carrow itself. The hardy men of Bourdeleaux pushed forwards in a forced march, aiming to catch their foe off guard. Thus far, the gamble proved successful, the Army now firmly embedded into Carrow Lords territory like a tick upon a deer. They knew of the Black Army’s gains near the borderlands but opted not to engage. In fact, the men of Bourdeleaux were relieved, using this precious downtime to gain a night’s rest following their forced march.

 

The moon had rose at its highest peak, and activity had largely died down within the camp. A handful of soldiers huddled around a fire for warmth. Some of the men wore their tunics while others remained clad in their armor, comfortable in it even. They formed a haphazard circle around flames, some laying back, others bent forwards upon logs, or others with their legs spread before them. They conversed with each other as the flame sizzled, embers dispersing into the night sky and plumes disappearing before their eyes against the stark black. Closest to the fire sat a man of horse, indicated by his scout armor he still bore. He shivered, staring deeply into the flames, still and silent.

 

Another soldier slid towards the scout, arse dragging across the dirt. He tapped the scout upon the shoulder, and shot a curious look, “Ay, you. You alright, pal?”

 

The shaken scout’s eyes widened, turning to face his fellow soldier, “Yes..” he managed, “There’s things out there… in the dark. The night is full of horrors.”

 

“Eh?” the soldier questioned.

 

“Do yourself a favor. Stray no farther than you must from the main host, and never lose sight of your fellow man… Something lurks beyond these wooden walls, stalking us now...”

 

The soldier knew not what to make of what he had been told, nodding as he patted the poor soul upon the shoulder. Rising to his feet with a strained grunt, he told the man, “I’ll keep that in mind, but for now I ought to relieve the sentry. Get yourself some rest, we march again upon the ‘morn.” he said, slinging his shield over his shoulder, sword in tow. And like that, he disappeared into the night, leaving the scout to his devices.

 

____________________________________________________

 

ACTIONS

 

Income: 56,500g (Base - 3k, 6 Economy Pts - 6k, Pop - 19.5k, Resources - 3k, Merchant Guilds - 9k, Trade - 4k, Cities/Towns - 12k)

Upkeep: 5,000g (Army), 5,000g (Veterancy) = 10,000g.

1000 from treasury

Available: 47,500g

 

[8,500g] 8,500g is sent to the Galaharian League for the second loan payment

[10,000g] Researching trebuchet construction.

[24,000g] Recruitment of 3 Units of Bourdelaic Heavy Milites  (T4 Heavy Infantry)

[2,500g] Recruitment of 5 Units of Voulge Militia (Light Infantry)

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D U C H Y   O F U L Y A D AR

Related image

 

 

 


 

 

NATION INFO

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

POPULATION: 3,453,363+5%= 3626031

ARMY: 50 assorted, maddened soldiers.

ARMY UPKEEP: 0K GOLD

NAVY:3 GALLEY 3 COGS

UPKEEP FOR NAVY:2K GOLD

 

GOLD:3K(BASE)+12.5K(POP)+5K(TRADE)+9K(MERCHANT GUILD)+2k(PORT)+ 4K(ECON POINTS)+5k(MANUFACTORY)+6K(TOWN BONUS)+500(Bulgar trading thing)=46K GOLD


 

GOLD FOR THIS TURN:44K

 

BUILDINGS

FARMS:12

MERCHANT COMPANY:3

TEMPLE:1

MANUFACTORY:5

PORT:1

TRADING COMPANY:1

SETTLEMENTS:1

TOWNS:1

CITIES:3

 

KEY CHARACTERS

DUKE ARVID, DUKE OF ULYADAR

PRINCE BRUCE OF ULYADAR

TANCRED, ORACLE OF THE BLOOD FORGE


 

 


 

ACTIONS

-With the vast construction of fish farms in the area of Rypapa, they have experienced a massive population boom as a result of an abundant and constant supply of fish for food. The settlement of Rypapa, which a couple years ago was nothing but a mere collection of towns is now given the royal status of a town, and giving a Lord as a result. Funds are directed from the treasury to the expansion of the city.(-15k)

 

-2 more fish farms are created, this time near the settlement of Odeilia to stimulate population growth,(-10k)

 

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-Stumped by recent events in the glaciers and inability to cross the Alps which traverse the two, efforts to colonize the peninsula use ships to maneuver. Men depart from the port city of Yakur on 3 cogs carrying colonists which hog the coastline in search of a ideal place to land and create a settlement. (Purple circle east,-5k)

 

-Two manufactorries are constructed in Rypapa to aid in the industrialisation and subsequent expansion in its transformation into a sprawling urban center.(15k)

 

-Tancred, has become a changed man. A rather impactful vision coinciding with the completion of a church at the Blood Forge has resulted in his power being substantially increased, he is now the most powerful mage ever recorded in the history of the Ulyadar. An idea befalls him as a result of his vision and discoveries at the blood forge. 10 criminals are brought to the blood forge, as well as with the greatest blacksmith in the region. The 10 criminals are sacrificed to the fiery depths below, and using his magic he attempts to infuse the power of the blood god and, and the blood of the sacrifices into legendary weapon.

 

-The 1k is stored in the vaults until a later time.

 

-One maddened soldier is brought to the Librarians, whom try and use their magic to find out what happened to the group that went into the glaciers.

 

 

Edited by Alfonso X el Sabio
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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

 

3,472,061

 

Income

 

Base: 7,000

 

Towns/Cities: 6,000

 

Population: 9,500

 

Trade: 4,000

 

Trade Caravels: 11,000

 

Manufactories: 3,000

 

Merchant Guilds: 6,000

 

Port: 2,000

 

Army Upkeep: -8,300

 

Naval Upkeep: -4,000

 

Total: 36,200

 

Treasury

 

Start: 43,500

End:  7,300

 

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: 1,550,000

 

Anmyr (City) Population of City and Surrounding Area: 810,000

 

The Midnight Anvil (Fortress) Garrison: 1000 Greenthroat Guard, 500 Light Archers

 

Modryn (Town) Population of Settlement and Surrounding Area: 560,000

 

Tal Silvoc (Town) Population of Settlement and Surrounding Area: 550,000

 

Buildings

 

Place of Worship

Temple

Farms x4

Merchant Guilds x2

Manufactory x3

 

National Idea

 

Guardians of the Forest: For Centuries the Fey peoples had watched over the Forest with careful vigil, many never ending their watch and opting to continue service in the Army of the Fey rather than retire to find a craft outside of Military pursuits. 20% Cost reduction on Veteran and Elite Cost, 10% reduction on upkeep costs for Veteran and Elites.

 

Military

 

5,000 Greenthroat Riders (Medium Cavalry)

 

6,650 Greenthroat Guard (Medium Infantry/Archers)

 

2,000 Light Infantry

 

3,150 Light Archers

 

250 Veteran Light Archers

 

8 Trade Caravels

 

Detailed Military List

 

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

 

Activity

 

The Assaults on the City made significant progress though were stalled as the Darkyrians managed to put together defences and as such the gains would not be abandoned but no further progress would be made in attempting to capture the city that year. The Fey Army still had supplies and the Darkyrians would have expended many lives and resources in its defence, a general order would be given that come the next assault all would be considered combatants if they got in the way of the Fey, the fanatical devotion of death by some of the Darkyrians had embittered to any sense of reasonable quarter. More troops would be moved in over the course of the year to help fill replacements of those lost in the assaults.

 

Most of the losses sustained could be accounted for and income was rising back in the homeland, a missive from the King however put some of the Princes in an anxious move, a proposed migration to repopulate the region with Fey. This meant that all humans would be depopulated from the region either through forced migration or effective genocide, there was naught that could be done as the Sages of the Elder Soul had said the Forest demands their removal through whatever means necessary.

 

On the streets of what was to the Fey an unnamed city the scene would be grim, piles of bodies would be burning and smoke would rise as far as the eye could see. From the walls the regrowth of the forest offered respite to many of the fanatical elements of the Fey Army and its leadership, despite the generous offer of civilians leaving many would not as they’d find themselves killed before they’d reach Fey controlled territory in the City. This was but the first siege they’d go through and there was at least another for them to come.

 

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Fey Sappers would shore up the defences for the new siege camp around the walls, seeking to ensure no enemy would get the jump on them. This war took grim determination and was beginning to shape the culture of the Fey from within the army and spreading to the capital with the shocking stories that would come out from the warfront. More soldiers being recruited, more armour being produced, the Royal Fey Army seemingly being relied on and discovering the potential of outside threats.

 

Expenditure

 

Another 16,000 would be spent on Trade Caravels once again.

 

10,000 would be spent on constructing two farms.

 

10,000 would be spent constructing a temple in the City of Anmyr

 

500 would be spent with the Galaharian Merchants, maintaining the flow of goods, supplies and men towards the front.

 

6,000 would be spent recruiting 900 Greenthroat Guard (T2 Unique Infantry) would be recruited and sent to the front for the next year. The equipment required for them would be ready for them at T2 Iron.

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Tenth Post

 

Kingdom of Bulgar

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A settlement is founded north by the name of Northernedge. As the first established outpost for the Lithborn deeper into the woods, an adept is sent for a one year period to communicate with the animals to ensure that proper peaceful relations are maintained with any beasts that might threaten the establishment.

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Senior Formation Captain Lord Bildon Highbrow stood within a tent with the Vice Commandant and other junior Formation Captains. He moved his hands across a map of the scouted terrain of the Darkyria lands. He had requested more troops as the Vice Commandant had seen they needed to take the Darkyrian city. The city had been more trouble than what was expected but a foothold was now in the city and was ready to be assaulted next year. They fey would have the be the ones to push into the city as the Lithborn had taken too many casualties and it would take 2 years for any reinforcements to come, 3 if a new army was drafted. With talks breaking down with the Fey, Imperial Commandant Prince Daerin had to pack up the army and bring it back home on the orders of High Lord Relis Korkus. It had appeared thousands had decided to not pay their due taxes and the army was needed back home to execute justice. It would now take two years to bring the main army back so a new one had to be drafted and if it had to be drafted, it would the start of a premier army. Nearly the entire income for the nation had been set toward recruiting thousands of men with a goal of next year spawning even more openings.


 

Before Turn

Population: 7,244,191 (7%)

Cash: 74,500 (+1k from last turn)(-10k mod event)

GP: 5k Eco + 3k cap + 3k city + 12k town + 21k pop + 12k merch + 5k trade + 2.5k The Last Rage + 15k manufactory + 4k Trade Deals + 2k Port - 1k mili = 82.5k 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 (15), Farmland (29), Market T2, Port

Previous Research: Properties of The Last Rage

 

After Turn

Population: 7,751,284 (7%)

Cash: 0

GP: 5k Eco + 3k cap + 3k city + 15k town + 22.5k pop + 12k merch + 6k trade + 2.5k The Last Rage + 15k manufactory + 4k Trade Deals + 2k Port - 6k mili = 81k p/t
Military: 2500 light Cav, 3500 Light Archers, 1450 M.Inf T2, 11,500 M.Inf T1, Ballistae (3 units)
Building: 4 merchants guild, temple, place of worship, manufactories (15), Farmland (32), Market T2, Port, Trade Post

Previous Research: Properties of The Last Rage

 

Farmland (15k)

Settlement Equina becomes a town

Settlement 5k Northernedge

Medium Infantry Recruitment (11k T1 troops, 44k)

Light Archer Recruitment (3k T1 troops, 6k)

Ballistae (3 units) 4.5k

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Surya

1510

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“On the charge of cowardice….on the charge of insubordination….on the charge of failure! The Sattva call forth Ravi Singh!”

 

Ravi was pushed forward, and he frowned at the jeering onlookers. On the journey home he had almost convinced himself that this wasn’t waiting for him. The solemn feelings in that mausoleum, the strangers he had met there, the treasure he had brought back...something had told him the priests would be interested. But one did not simply lose their entire command and come out unscathed.

 

A bearded priest stood at the end of the great hall, shouting angrily beneath an ornate carving of the sun. All around, the room was full of angry citizens. He walked forward, head held high despite the humiliation. There was nothing he could have done.


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“We, the voice of Surya, call forth this man to answer for the deaths of five hundred warriors, sons of Mihir all! We call him forth to answer for his contempt for Mihir’s will, for his reckless arrogance!”

 

The crowd roared, a thousand voices echoing through the court. Surya’s army was small, and the loss of a single unit was dearly felt.

 

“As he holds our lord of light in contempt, so should every Suryan hold him! For a commander to return alone when his men have perished…such cowardice shames us all!”

 

Ravi was at the end of the hall now, where he could clearly see the disdain on the Sattvas’ faces. “Does the Disgraced have anything to say?” The speaker was ancient and his beard hung below his waist. On his forehead was an image of the sun, the symbol of the pure. This man had never been more than a half-day’s ride beyond the walls.

 

The former officer looked up, into the mirrors on the walls which illuminated him to the whole room. “I am no coward,” he said in a booming voice. “I am here because the enemy released me. Because of the artifact I have brought to you.”

 

Some of the priests chuckled. Some appeared annoyed. The crowd grew quiet.

 

“The sword, noble priests,” he continued. “It belongs here.”

 

“This sword?” An aide brought the Sattva a straight-edged blade, which he held up derisively. It was plain, undecorated and unremarkable. “This is what you stake your reputation on, deserter? A common farmer is better-armed.”

 

Ravi was undeterred. “The men who ambushed us, blessed Sattva. They were protecting it.” If anything the audience appeared less convinced, but he pressed on. “The sword is for the ‘marked one.’ You know of whom I speak?”

 

The priest stared at him, without responding. Many had made this claim in the past, and Ravi knew it would not be taken lightly. He turned to the crowd, and spoke up. “The Mahasattva is alive! She is here, in the city! Would you like to know her name?”

 

A murmur was building now in the hall, but the Sattva spoke again before he could go on. “Your audacity sickens me, Major Singh. You will not swindle the holy city again with false appeals to its dearest hopes. If the Mahasattva was reborn, we would know. And if we knew, the city would know.”

 

Ravi looked back at him with defiance. “But you do know! You have known for years!” The audience was growing louder, though it was difficult to tell what they really thought of the spectacle. Still he shouted to them: “She is here! Do you want her name?!”

 

The priests were all on their feet now, indignant. The lead spoke again, though now he had to truly bellow to be heard. “I will hear no more, deserter! See what we think of your artifact!” And he threw the plain sword, and Ravi winced as it clattered to the floor before him. He picked it up protectively. “Perhaps you will need it when you leave here. This council has made its decision!” The guards on either side of the officer grabbed hold of him, but he held the old sword tightly. It was undamaged.

 

“In the light of Mihir, we deny Ravi Singh further sanctification!” The crowd was a cacophony of anger, and many now tried to push down onto the court floor. “Never again will he walk through the gates of Surya! Never again will he guide its people forward! In the light of Mihir, we name him Tamas!”

 

Ravi was no longer paying attention. He looked to the crowd, hoping at least some of them were shouting on his behalf. “Do you want her name?!” He looked from face to face, desperately searching for support as he was dragged from the room.

 

If it was there, it could not come to his aid. None of the onlookers made it past the guards onto the hall’s floor, and Ravi was pulled to the exit. “Padma Viswan!”

 

The doors swung closed, and the sound inside was abruptly cut off. That night it rained, and could only struggle across the Suryan countryside. But in the mirrored city, had a mess to clean up.

 

---------

 

Economy

 

Expenditure (89,500 Gold + 5,000 Saved)

 

Routine farm expansion. [2 Farms; 10,000 gold]

 

The peaceful and unimpeded expansion of the Suryan realm continues to enrich its capital, which becomes increasingly urban. [10 Factories; 75,000 gold.]

 

Some superior Suryan settlers settle some seaside! [Settlement; 5,000 gold]

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Now practically living among the ruins at Metar’s base, the original explorers of the area still receive funding to continue their fruitless experiments with the volatile stone there. A couple of buildings which poke above the surface have been refurbished, and parts of the jungle have been cleared to support a permanent community. Soon enough there might be a town! [Marble research; 1,000 gold.]

 

Despite the loss of an entire unit of cavalry, the military remains committed to surveying the frontier well ahead of the rapid advance of colonists. The 1st Lancers are deployed to the east. [Exploration; 1,000 gold.]

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[2,500 gold saved]

 

----------

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Population 7,711,446


 

Edited by Zanderaw
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The Kingdom of Hilmedhi

 

The nights had been silent for several years now, the King’s hope of ever finding his Queen was diminishing. Until a fateful night, a figure appeared through the piercing darkness. The men who worked the gates of the Kaz’Durn, buzzed as not many visitors came their way from the North. The amber hair, flashed as the figure staggered forth. “HALT!” The guardsmen, had their bows aimed at the new arrival. Drawing them back, ready to shoot as the figure kept approaching. Then the figure collapsed, face first into the fresh dirt road that led into the new sprawling city. Commands could be heard, ordering the gate and a party of men to retrieve the figure from the darkness. As the Captain approached, the amber hair laid out in front of her. The royal decorations that held her hair gleaned from the torch light. Her arms covered in scars, like a victim of torture and warfare. He nearly puked seeing some of the things done to this poor soul.

 

As he reached down to reveal the figure’s face, the more he realized who it was. He unveiled the figures face, showing the scared cheek and eye of the High Queen. The amount of damage done to her, it was a shook she could have lived. The scars in her arm, weren’t regular scars however. They were patterns, like runes. The moment of shock was over, and action was taken. The city that was dead in the night, was awakened. The Queen had been found, and tension restored. For now…

Statistics:
Population: 2,927,000
Treasury: 41,500 (1 Turn income bonus, and previous years treasury remains included)

Actions:

The expansion of the Hilmedhi economy was something not even the King expected. New ways of income had been opened up with breaking of isolation. Throck, thought it was best to capitalize on this even further. With the additional construction of a port. (12,000 Gold)

With that would come with the opening of a new Merchant Guild (8,000 Gold)

 

With the expansion and growth of the Kingdom, an influx of military recruitment is done.
 

Recruitment of T3 Ironbreakers (8,000)
Recruitment of three units of T3 Medium Infantry (12,000 Gold)

Treasury: 1,500 Gold for next year.

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1510

 

World Events

 

It is said that in the far west, Xian Wa, Queen of the Xian Kingdom, has finally appointed an heir, after decades of uncertainty. A young man of the third class, only one rung above the lowest of the low. To be renamed as Xian Lao. Few protest her choice, for she has ruled well and rightly, and she herself came from the Second Class, far removed from the aristocrats.

 

To the east, it is said that the Order has sent raiding parties out to strike at the Bloated Throats, small groups in galleys that raid the encampments of these savages and slaughter them all before retreating to their island.

 

Further south, tensions have risen between the Mongerellians and the Eadni Civilization, over some perceived insult or other, and ships have been recalled for the muster on each side.

 

News also spreads from within Naros itself. Trident, long a city-state built upon the remainders of a great city, has declared itself an independent nation now, and claimed the lands around it, establishing tolls upon the rivers over which it lords, much to the discontent of the Blackmarrow.

 

Another Karel battalion clashed with Hakkan forces in the south-east of Naros. It has become a tradition now, their little conflicts rising up in gouts over the years, little more than showboating on each side.


 

The Auldhauan Hierarchy of Melda

 

The canal every continue to redefine itself, and though there is still work to be done, it is noticeably more prepared to act as it was intended, than a few a years ago.

 

As for the rest, Auldhau continues to exist peacefully in its corner of the earth, under the benevolent eye of the Lord & Lady.


 

The Galaharian League

 

While the Passanese appreciate these gifts, they remain cautious of the outsiders, to some extent, and the Defenders share very few of their secrets. As a traditional and old order, the promises of gold do not sway their devotion.

 

The scouts going south find little, the land being mainly barren and empty, blasted by storms and high winds all year long, until little more but grass and rocks remain. However, at the narrowest point of the landbridge, the scouts find an old road. Two dozen meters wide, it is a flat expanse of uniform rock slicing from sea to ocean, with ruins of old cities on each side, though the ruins are barren and bereft of much but crumbling stone. Beyond that, the edge of the forest looms, a dark line on the horizon.

 

Religious tolerance is a foreign notion to most nations, as it is well known that gods are jealous, and those who invite more than one into their home often invite their jealous discord. But the Galaharians do it nonetheless.

 

Of the year, two settlements are finished, the third failing to stablize, rushed as it was. In the south, along the coast of the Aulem peninsula, the Galaharians find the land rough, and hard to traverse or settle. Wild animals, thick junglers and disease make their lives hell, and they struggle to expand beyond their settlement.


 

Kingdom of Five

 

Truly a quiet corner of the world. Little happens in the Kingdom of five this year, as they continue to build their empire.


 

The Fortress Libraries

 

Sehmon accepts the trade deal, and though they seem continually suspicious of the Librarians, they do offer them some modicum of respect usually kept for their own kind.

 

The current oversee of Ischyros, a Sehmon Lord, allows the Librarians to build their building within the walls of the great city.

 

Once again, the Librarian explorers are faced with an empty land of brown grass and open fields, followed by jagged mountains and an abrupt, barren coast. Little of note, and the fields seem to contain some sickness in the air, for many of the Librarians are wracked with coughs and rashes.

 

The boat is done easily enough. A swift, small thing, ideal for darting around rivers, it really is just a significantly better engineered small sailboat, that can also act as a simple rowboat. The bright minds of the Enclave have no trouble with it.

 

Point of Interest - Sentinel: Easy enough to find, the massive fortress of the Lord Blackmarrow sits atop an island connected to the city of the same name by an old stone bridge. It is said that this fortress has been there since before the Symon Empire, and will continue to exist long after it fades from memory. Three towers lie within its heart, one which is forbidden to all but the Lord himself, and those priests that reside within it, but are never seen.

 

Point of Interest - The Black Fang: Another fortress of great renown, it is the home of the Black Guard, elite of the elite within Blackmarrow, they are renowned for their size, height, absolute loyalty, and their martial skill. They have held this fort for as long as most remember, and lived through many terrible sieges, but they refuse to share their deep knowledge.


 

The Republic of Danwent

 

Two new great cities rise.

 

A quiet year for the republic of Danwent, though trouble brews to their direct north, and often farmers and fishermen find Numerian or Sehmon men floating down the river, their corpses bloated and slashed by steel. Apparently, peace only extends as far as their borders.


 

The Kingdom of Numeria

 

As the Numerian army marches towards Ischyros, the Sehmon army musters up once more to meet it. Initial reports display that is has grown since the last time, inflated by conscripts and men pulled from low-risk areas in the Remnants. It seems that they are once again ready to face Numeria and repeat what they have begun to call ‘the glorious victory of the true Empire.’ Though for now, their ruler sticks to the title of King. (Discord)


 

The Commonwealth of Ruhn

 

Fishermen begin to pull out a new kind of fish from the waters of the pinched part of the Hungry Sea. Gleaming and fat, one of them can often feed a family for days. These purple-hued fish soon begin spread to all fishing villages, as they flock to the areas in which they can be found. (Seljuk Fish discovered and acquired, +0.25% growth)

 

Two new settlements, one smack dab in the middle of the desert! While the Ruhnnites struggle to feed the outpost within the desert, stopped by the imposing levers and the cliffs upon which they rest, the two settlements do flourish in time.

 

Little more is gleaned from the tablets, the deeper intricacies are either not in the text in some cases, or still far too complex for the small-brained Ruhnnites.


 

The Empire of Bourdeleaux

 

More soldiers, and a war!

 

And as winter falls, once again the wolves strike at the northern frontier, gnawing and killing peasants like chaff, before retreating into the woods once more. Few survive to see them, but reports are the same as they always were. Large, brown wolves, slaughtering villages but rarely eating the peasants, leaving them to rot. (-3000G this turn)



 

Duchy of Ulyadir

 

The peninsula itself flattens out towards the end, becoming an open, ice-blasted region covered in snow and stone, with ice sheets often sprouting off from the shores. To the north, leering mountains and glaciers, to the south, the open sea. A hostile spot, but the Ulyadar are used to it, and they fare well enough, creating a new settlement on the edge of the known world.

 

Tancred follows a path favored by his god, it seems. As the men die, the blade glimmers for a moment, small red lines appearing in the metal, as if embedded within it from the beginning. When touched by specks of blood left by the criminals, he feels a sense of power run through him… then the blade shatters in his hand, showering him in shrapnel. It seems that there is more to it than simple sacrifice. (You need to research this)

 

And the librarians do speak to him.


 

The Kingdom of Fyr-Darrick

 

Buildings, and a rising economy upon the edges of the forest, where merchants still dare to venture. For none may go further, it seems, but the Barrier offers a lifeline of goods to a people isolated, though well fed by the forest.

 

Speaking of the forest, the war rages one. Scouts continually report that the Darkyrians are gathering as many men as they can around their capital, but the land around the besieged city has begun to regain its forest at an alarming rate, and the scouts and riders have repulsed some ventures into it easily enough. It seems as if the city is truly alone.


 

The Kingdom of Bulgar

 

A step into the forest. Here the trees grow far thicker than upon the edges, often choking out the light, but the settlement is founded without trouble, and the animals seem unconcerned, for the most part. It seems as if the forest has not rejected the Bulgar.

 

Towns rise, and lithborn march to the orders of their leaders, with this new regulatory force, the people resy easy.


 

Surya

 

The land along this coast is dryer, yes, but still hospitable, and most Suryan crops still grow easily here. Many fishing villages along this coast are willing to join the nation, still fearing the pirates. To the west, thunder continues to rock the skies, often for days on end. (+5000 peasants)

 

Progress on the red marble is as slow as ever, as the suryan intellectuals chip away at it and try various ways of pacifying its burning moods.

 

As Surya grows, so do the amount of filthy tamas bandits. At first few, the lack of any true policing force for the nation cause them to begin their growth in the outer regions, soon expanding exponentially as they realize just how unprotected many villages are. Soon, very few roads in the agricultural outskirts of the nation are safe. (-15k until army is 15k in size.)


 

The Kingdom of Hilmedhi

 

Buildings to build, soldiers to levy. A busy year of preparation and construction for the Hilmedhi, marred only by a single raid upon a village near the coast, on a night of heavy mists. Most villagers were found dead, the others disappeared, and no sign of their attackers, or of any looting. (Discord)


 

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Kingdom of Five

1510

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Nation Roleplay:

Another year, another explosive growth for papa pig.

Population: 7,531,227 Fivians

Gold Expenditure: 78,850 Gold - 8,000 Upkeep + 800  = 76,300 Gold

(20,000 Gold) 2 Merchant guilds are built in the newly created cities of the Kingdom.

 

(20,000 Gold) 4 Farms are built to keep up speed!

 

(15,000 Gold) 3 Settling parties are sent south and declared to set up in the various locations southbound, they’re escorted by a unit of rangers and two units of light infantry.

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(15,000 Gold) Another urban center appears this time to one of the settlements closest to the Hakkan, it shall become grounds for a diplomatic center between the Swine and the bird-men in the east.

 

(5,000 Gold) Constructing a barracks in the capital. (5k+ to my large ass cap!)

 

(1,300 Gold is saved.)

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Republic of Danwent – 1511

 

 

The year begins with the finalization of the previously kept silent electoral reform. Each city now holds ten seats in the Senate, with Tzaria as the capital holding twenty. Townships are holding eight and settlements four. This reform was pushed for the demand of more representation amongst the population. Naturally this event massively bolstered the amount of seats in the Senate itself, and with it comes a new frontier spirit as people who wish for representation, seek to found new settlements that are acknowledged by the Capital’s administration.

 

The coming year would decide which parties are present in the Senate and how numerous some of them may be...

 

Nation Info:

Government:

Republic, ruled by 50 senators (lifetime positions).

Traditionalist League: 5 Senators

Commoner’s League: 16 Senators

Prosperous Path Party: 15 Senators

Stalwart Guard: 11 Senators

Unaffiliated: 3 Senators

 

Senate Seats: 92 total, 50 filled, electoral reform in progress.

 

People of note:

Aywentos Rumaari (Senator of the Traditionalist League), aged 34

Dionius Liber (Senator of the Commoner’s League), aged 36

Theodos Abemani (Senator of the Prosperous Path Party), aged 34

Thoryus Armon (Senator of the Stalwart Guard), aged 37

 

Population: 7,205,800 this year. (4,500,000 Starter)

Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea)

29 farmsteads.

 

Cities:

Tzaria (1,000,000 inhabitants) (Capital) – Market, Trade Port, Manufactory, School, Temple, Place of Whorship, Merchant Guild, Trading Company

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

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

Susvii (600,000 inhabitants)

Koryii (550,000 inhabitants)

 

Towns:

Wessevith (500,000 inhabitants)

Raedia (500,000 inhabitants)

 

Settlements:

Hybria

Shovia

Esorvor

Tzarkyii

 

National Budget:

Treasury: 3,100 Duwats.

Income: 67,000 Duwats

Base Income: +3,000 Duwats

Economic Points: +4,000 Duwats

Merchant Guilds in Tzaria, Essevith & Ruhia (3): +9,000 Duwats

Trade Partners: (Sehmon Remnants, Kingdom of Numeria, The Eye, Carrow Lords, Eadni, Galahar) +6,000 Duwats

Trade node of Susvii: +2,000 Duwats

Population Taxation: +21,000 Duwats

Trade Port of Tzaria: +3,000 Duwats (6 trade partners)

Towns & Cities: +12,000 Duwats

Moranese Wheat: +1,500 Duwats

Manufactory in Tzaria: +1,000 Duwats

Road tolls: +1,500 Duwats

Exports: +3,000 Duwats

 

Expenditure: 8,000 Duwats

Armed Forces:  -4,000 Duwats

Total of 14,500 men. Equals -4,000 gold for land maintenance.

14 companies of Bronze Legion (T2 Unique Regular Medium Infantry) at 7,000 men of 7,000 men

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

3 companies of T2 Regular Medium Archers at 1,500 men

 

Naval Forces: -2,000 Duwats

4 galleys at 250 men each

 

Fortifications:

1 Keep in Ruhia (No upkeep)

1 Keep in Essevith (No upkeep)

1 Fortress in Tzaria (-2,000 Duwats)

 

Available currency: 62,100 Duwats
 

National Resources:

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

 

Republican Actions:

 

Three new stretches of Farmland are ordered for the growing population in Raedia. (-15,000 Duwats)

 

Two Merry Merchant Guilds in the new cities of Susvii and Koryii. (-18,000 Duwats)

 

Four new settlements are set up out there, expanding the Republic’s Domain massively. Hybria at the Western mountain reaches. Shovia at the plains to the West. Esorvor towards Ischyros, to act as a gateway city for land travel from there into the Republic. Tzarkyii at the birthplace of one of the many rivers into Sehmon. (-20,000 Duwats)

 

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Two units of the newly founded Danwentii Pavise Crossbows are being recruited into the armed forces of the Republic. More military spending is looming on the horizon. (-9,000 Duwats)

 

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