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From Ruination [FRP]


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Galaharian League

 

*While the core provinces and people of the League lived in rich splendor, things elsewhere are changing. The entirety of the Greenthroat Pact is now wrapped up in two costly wars. While not directly in either, the League is still very much involved. Even now slaves from the Carrowlands are pouring back in. Tantamount to the good work the League’s mercenary band under Sforza is doing in the war. And the League is about to enter a whole new level of involvement in the Forest War. Even now hundreds of brave Stormriders are readying themselves. Just ahead looms the Greenthroat, and their fate.

 

Elsewhere just as frothy expeditions are taking place. This perhaps is a truly massive undertaking however. A battle, to the other two skirmishes. The Passanaese had proven to be worth of Galaharian patronage. Whether they wanted it or not. Though gold was not exactly buying loyalty, that was not the Duke’s plan. He is simply giving gold to the Passan City and “Defenders” order. Eventually their wealth would be known to all the other scattered Passans people..... 

 

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**However the Duke did wish to prove to them he was worthy of their support, and knowledge. After seeing the marvels of this “Ocean Road” Giovinco Barbaro’s mind was quite made up. The dark forest of the south was a brooding, ominous threat. Clearly the Passans despised it. And so in an effort to help protect them, and win their loyalty, the League will assume the mantle of the first line of defense. Right in the middle of the Ocean Road, a grand League Citadel is to be built. Called the “Storm Keep” it will dominate the flat and hard land for kilometers around. Thousands of slaves will be used in it’s building.

 

***A mission is also sent to the far off Kingdom of Karel. Using Hakkan guides, they travel by land to this strange land. Though the two nations seemed at odds, it was assume both would be just as happy for Galaharian trade and supply. In other areas the League’s expeditions to Hilmedhi and Bulgar were already paying off. Rare wood begins to flow in, and is stockpiled. Elsewhere the new city of “Aulemi” is finally renovated. A port and Merchants quarters is established. And yet another League guild rises into prominence. 

 

caravan_2.jpg?1448132096

 

****Batista’s Landing continues it’s plans. 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 ten 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.

 

****A note on religious tolerance; Only in the metropolitan city of Batista’s Landing is it openly tolerated. Everywhere else in the League is still strictly allowed to only worship the Deep One. Almost ¾ of the League’s slaves are their own citizenry who stayed away from the Deep One. Yearly they are sacrificed in the harbor, and yearly the League expand’s the Deep One’s influence. They hope, and even pray, that this one Cities reforms will not anger their god enough to smite his “favorite” child.

 

Mod Actions

 

*Sending 1k Stormriders to enslave and plunder the Darkyrian citizens still left alive.

 

**Building the “Storm Keep” to win more Passan support.

 

***Using Hakkan contacts to try and establish trade with Karel. Also using Danwent embassy to contact and trade with the League’s Eadni brethren.

 

****Continued work into reforming Batista’s Landing into a true jewel. -3k

 

Financial Actions

 

Building a Citadel -40k [Entire available fleet and Adventurer Company used to protect it’s work, 10k slaves]

 

Building a port/merchants guild in new city -25k

 

Building a new settlement to connect Ocean Road/Storm keep to the League’s trade routes -5k

 

Using a loan from the Fey to build a Trading Company -7.5k

 

Storm_Keep.png

 

 

 

 

 

 

 

 

Edited by GrimBeard
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THE KINGDOM OF NUMERIA

The Royal Era of Aemer, A.E 411 (Year 1511)

 

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Unbothered by the confines of his Royal Privilege, the young king, Aemyr, ‘the Falcon’ as he would style himself nowadays, strolled about his camp leisurely. Getting in touch with his soldiery, he’d been seen raising a mug here and there as the army toasts for good favours in the battle to come - a rare sight for a commoner who will most likely never see a Monarch this close again in their life. Many of these combatants were survivors of the first battle of the war four years ago, prepared to settle the odds once more.

 

No drinks, nor companionship could mask the uneasiness Aemyr has been experiencing, his virgin battle would be dedicated to a foe twice as strong as him, only his wits could save his people in this conflict, a heavy duty for one to be burdened with. He would find solace in his dreams, visions of the far west, exotic lands, the feeling of flight, grandeur and wealth never seen before - his mind blended with the noise and commotion of the camp life, the ringing of steel as the smithies straightened out kinks in armor, the neighing of horses throughout the rows of tents, and the boisterousness of the camps’ inhabitants.

 

He’d now feel at peace with himself, his thoughts gathered and refined as he readied himself. Now would be the time for his army to cross into the lands of the Ischyroi and begin battle within the Sehmonians.

 

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ROYAL ACTIONS

Available Imperial Denarii (Gold): 47,500

 

In order to further faciliate the advancement of the passageway through the Roots of the World, the mining settlement of Mineria receives in increase in Crown Investment, establishing the outpost into a properly functioning town. [500k pop target acquired, upgrading Mineria from Settlement to Town]

 

As the heartland of the  Kingdom rapidly devolves into a mess of secular and religious ideologies based upon the results of the War against Sehmon, a faction of Elemental Fanatics within the Royal Court pushes their agenda forth for the construction of a Hermitage. They are of the belief that increased, greater devotion to the many aspects of their God will lead them on the path to eternal paradise, having come to the conclusion that their salvation is derived from the Will of the Elements. [Initiating construction of Hermitage | 10000/50000]

 

As the wave of religious fanaticism continues to sweep throughout the Kingdom, a group of zealots within the Tyrian Council begin the redirection of funds towards the expanding of their Temple, establishing a site of religious worship to contest the one back at the Royal Capital. [Temple in Tyria upgraded to Church | 20000/20000]

 

Eight Regiments of the King’s Medium Infantry are brought up to proper logistical standard, now outfitted with the finest Numeria can offer its common soldier. [Upgrading 8 (4000) Units of Medium Infantry to T3 | 16000/16000]

 

Saving 1500g


KINGDOM OF NUMERIA STATS MENU

Leader: Aemyr V of House Namyr

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

Cities: Nyria [Merchant Guild]

Tyria [Merchant Guild, Church]

Tyniria [Merchant Guild]

Arris [Merchant Guild]

 

Towns: Mineria

 

Settlements: N/A

 

Fortress: Helmden

 

Current Projects:

Researching Osmalt (Rare Mineral)

Developing Mountain Highway near Mineria

 

Population: 6,047,618 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 [All T3] (Unique Heavy Inf)

12 (6000) units of Medium Infantry [All T3] (Numerian Serjeants)

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

6 (3000) units of Light Archers (Woodland Guards)

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

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

 

Total Infantry Count: 17,500 - 35 units

 

Magia

14 Adepts, 2 Magi

 

Navy

N/A

 

Economy:

Base Income: 3000g

Economic Points: 5000g

Town: 6000g

Population: 18,000g

Trade: 1000g (Republic of Danwent)

Merchants Guilds: 15000g (Lyria, Tyria, Nyria, Tyniria, Arris)

Manufactorie(s): 1000g (Lyria)

Treasury: 2500

 

Upkeep:

Infantry: 5000

Fortress: 2000

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

Total: 47,500

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Commonwealth of Ruhn 

 

 

 

Fortress Bergen was silent as the graves and shrines that surrounded its outer reaches. The guards on its imposing walls stared down at the desert sands in the distance on their decade-long vigil to protect against heathen bands that never came. The fortress was constructed on the foundations of a previous, larger structure that records spoke of extremely sparsely. Such was the nature of young nations—no-one ever thought to preserve the past when the present was so much more pressing.

 

It was here that Lord Protector Charles Ortmeir had come, escorted by a small contingent of light cavalry. Passing through its gates brought back old memories that the wrinkled general could only smile about. How many years ago was it when he first passed through the portcullis? Thirty? Forty?

 

The Vulture War was a brutal, bloody slog in which the Commonwealth was tempered in fire and blood. Elders like himself could remember when Ruhn was a petty city-state no more worthy of existence than the repugnant, fat tics that leeched off the coasts of Trader’s Bay. What was now the city of Bruger was once a godless, wretched nest of degenerates that dared to challenge Ruhn. It took ten years to finally put down the heathens and purge it of the impious. When he traveled along the Vulture Highway, he could still recognize the rocks and crags where skirmishes were fought and the faithful stood and fell. Sometimes he could still smell the blood, and remember the laughter, screams, and roars of men. When the heathens were defeated, the city’s name was changed, and its history scuffed from all records. No-one would remember an independent Bruger—not even its original name. This fortress was the final holdout of those men who, in their folly, thought to die standing. They certainly died, though perhaps not in the way they expected...

 

The Lord Protector dismounted his horse and strode towards the Fortress commander. The man was almost as old as himself, but deep gashes and scars had mulched his face beyond the ability to accurately discern it. His ragged features juxtaposed against his smart, black jerkin and silver buttons that were the hallmark of Ruhnnite officers. With what was almost recognizable as a smile, the soldier saluted, and stood straight. “At your command, Lord Ortmeir.” Charles answered the proclamation with a laugh.

 

“Jargun, please. I would have hoped you’d refrain from the pomp. Besides, last I heard you were also a lord, my lord.” At this, Jargun shrugged.

“Can’t say it suits me. My wife seems to like it, though.” He wiped his malformed nose with an exquisite sleeve. “That’s womenfolk for you, I s’pose.”

 

Charles smirked and followed Jargun deeper into the fortress. Soldiers and workers stood to attention or bowed respectfully as they passed through the second layer of defenses into a large courtyard. Dozens of soldiers stood on the ramparts watching over the scene beneath them, quietly assessing the people below.

 

A thousand ragged men were kneeling around a small shrine of bone. All of them were shackled, bruised, and silently praying towards the idol while an imposing, heavily bearded man in traditional temple attire calmly administered to them. Raising his hands towards the shrine, his deep, gravelly voice reverberated around the tall walls as he roared scripture.

 

“And in the dark the child wept for the fire, now lost, was all that warmed him. The deep silence frightened him, and he shivered in that cold, empty place. And in this silence, He spoke:

 

“Take heed, for I see you. Breathe, so I may know you. Let your heart beat in my service, and your eyes see only Me.”

 

And the child did as he was told, and He-That-Waits took him into his arms and pulled his soul from his frail and frigid body. He would stand beside Him, awaiting the coming days, for he was the first among the dead, and our first ancestor. And with eternal patience He told the child his duties.”

Watching from the entrance to the courtyard, the two lords observed curiously.

 

“They came here all quiet-like, my Lord. You barely need any guards to watch them--they mostly just eat, sleep and pray.” Charles nodded along to Jurgan’s words, half-listening. “You’d think they’d be more rowdy, bring cutthroats and all.”

 

“They were cutthroats once. Now they’re ‘reformed.’ The priest, there, is responsible for their new views on purpose and piety.” As if spoken to, the tall priest stared towards the lords blankly before returning to his sermon. He was a good head above most men, and certainly sterner than even the most pious of acolytes.

 

“The bone-carver?” Jargun scrunched what little of his face remained in surprise. “He does seem a bit gruff for the average preacher. Where did you dig him up?”

 

“A dungeon. Never inquired as to his crime, but he could quote the holy words from memory. Clearly very pious, though with an unfortunate penchant for violence.” Charles stroked his chin, smiling. “We left him with a few prisoners for a month, and they came out pious, obedient, and willing to do His work.” He glanced at Jargun, and took off his black, broad-brimmed hat. “Show respect now, Lord Jargun. We are in the presence of the ancestors, and I believe that shrine is made from less pious prisoners that failed the good Speaker‘s high standards.

 

Jargun proceeded to take off his own hat and kneel down, but shivered when he noticed that Speaker Melchior Hoffman was glaring at him from across the courtyard.

 


 

Misc. Effects:
Colonial Bureaucracy: 400,000 pop required for towns.
Tablet of Zakhet: 5% off of all construction prices.
Seljin Fish & Chips: 0.25% growth per turn.

 

Accounts:
Base Gold:
9,000 gold,
Towns/Cities: 12,000 gold,
Merchants guilds: 12,000 gold,
Population: 12,000 gold,
Trade: 4000 gold (1000 from port),
Manufacturers: 4000 gold,
Upkeep: -5,500
Total: 47,500 Gold (48,150 incl. vault)
-650 in vault.

 

- New farmlands spring up on the fertile coastlines of Ruhnnite territory. (-4750 gold towards 1 farm stack)
 

-Pioneers choose to head north, braving the sparsely scouted woods and coastlines to find virgin lands to settle. (-9500 gold towards two settlements)
 

-The deserts must be cleared! The first expedition since the original five years back is sent to scout/purge tribal remnants downriver from the new settlements. Using equipment, carts, tabards, and other useful bits and pieces from the previous expedition, the smaller force marches west along the riverbank, searching for tribal savages. The party consists of 500 veteran T4 light cavalry, 1000 T2 medium infantry, 1000 T2 medium archers, and 250 T2 veteran medium archers. (-3000 gold for supplies)

 

4sNvXaE.jpg

 

-Back in the hinterlands of Ruhn, more aspiring peasants are gathered for vigorous training into light cavalry. Learning from the harsh training from previous years, this next group will be just as well-drilled as the last. (-8,000 gold towards 500 veteran light cavalry, which will be clad in T4 light armour)
 

-The first groups of pious Crag-Runners are amassed. One thousand begin their brutal training in Fortress Bergen. (-6000 gold towards 1000 T2-armoured crag-runners)

-A small flotilla of ships are constructed in the Shatterbridge dry-docks. Two small, quick galleys, and one bulbous cog are commissioned for future seaborne endeavors. (-7500 gold towards two galleys and one cog)
 

-The Ruhnnite scholars are perplexed, but not unsurprised by the puzzling tablet. They order significant amounts of wine, a full catch of freshly-caught Seljin fish, and 20 jars of Alex Jones’ Brain Pills (TM) to vastly increase their IQ as they research. Math might be difficult, but with these great powers, they can at least make a decent start. (-5000 gold towards researching the operation of the ‘Levers of the Divine,’ total of 8000 gold invested.)

-1750 gold sent to vault increasing it to a total of 2400 gold.

 

 



 

Population: 4,238,061 citizens.

 

 

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

Leberstadt (Town)
Barter Town (Town)
Staublund (Settlement)

 

Defensive Structures:
Fortress Bergen

 

Other Investments:
17 Farm stacks (18 next turn)
4 Manufactories

 

Edited by Catostrophy
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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

 

3,610,943

 

Income

 

Base: 7,000

 

Towns/Cities: 6,000

 

Population: 11,000

 

Trade: 4,000

 

Trade Caravels: 16,000

 

Manufactories: 3,000

 

Merchant Guilds: 6,000

 

Port: 2,000

 

Upkeep: -11,300

 

Total: 43,700

 

Treasury

 

Start: 66,900

End:  700

 

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: 1,583,470

 

Anmyr (City) Population of City and Surrounding Area: 843,470

 

The Midnight Anvil (Fortress) Garrison: 900 Greenthroat Guard, 500 Light Archers

 

Modryn (Town) Population of Settlement and Surrounding Area: 600,470

 

Tal Silvoc (Town) Population of Settlement and Surrounding Area: 583,470

 

Buildings

 

Shrine

Temple x2

Farms x6

Merchant Guilds x2

Manufactory x3

Port

 

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)

 

7,550 Greenthroat Guard (Medium Infantry/Archers)

 

2,000 Light Infantry

 

3,150 Light Archers

 

250 Veteran Light Archers

 

12 Trade Caravels

 

6 Adepts

 

Detailed Military List

 

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

 

Activity

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Within the borders of the Kingdom there would be consolidation of the current territorial gains of the Fey, seeking to consolidate and expand their borders in order to sustain their growth. To the effort of inspiring growth more farmlands are readied to allow the Fey Cities and lands to be less sparsely populated and for life to flourish throughout the Greenthroat. New Elite Units are formed in the home territories as well, in order to send them to assist in the war against the Carrow Lords as to maintain the Greenthroat Pact in order to continue cordial relations with the neighbours of the Fey. War was becoming a fast acquaintance of the people in the Kingdom, having to pay out to meet the ends of one major war their army was fighting and sending support to friends of the Fey for theirs.

 

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In the realm of Darkyria the summer had past and the army spent another Winter in this land which day by day is becoming more like the home that they had left so many years ago. The Forest had grown around the City and spread to all territories the Darkyrians could no longer exercise control over, forcing displaced peoples to flee to their capital and leaving their Southernmost city alone and abandoned by their main army, time was now firmly on the side of the Fey Army and there was nothing the necromancers could do about it. Soon the City would be under complete control of the Fey and then they’d finally meet the humans in the field, allowing some frustration to be relieved by bitter soldiers.

 

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As the Darkyrian Army grows on the border of the occupied territories they attempt to probe and scout their way through the regrown forests, only to find well placed arrows and ambushes from Greenthroat riders to run them down and send them to the God they revere as they do. The Fey would allow the occasional survivor so that they might tell tales of what they encountered, to see if their fanaticism in the death god outweighed natural instincts to survive that surely the humans must have. With the springs approaching the assault on the City could go ahead as planned, any who would get in the way would be summarily slaughtered, civilians would simply be better off avoiding the marching Fey Columns.


 

Expenditure

 

15,000 is spent on consolidating the territory around the West Most City of Tal Sivoc which is the Westernmost City of the Kingdom, consolidating the border around the frontier before the interior town of Modryn is seen to. (Modryn is due East of the of Tal Sivoc while the latter is on the Western Frontier)

 

20,000 is spent on building 4 farms.

 

500 is spent maintaining supply routes through the Greenthroat from Galahar.

 

16,000 is spent on recruiting 1,800 Greenthroat Guard with Iron Weapons, they are to be sent to the front upon completion of their training.

 

7,200 is spent on taking Soldiers from the Home Garrison Greenthroat Guard and upgrading them into Elites with T3 Equipment. Upon their completion that will be sent to aid the Bordeleaux.

 

7,500 is loaned to the Galaharian Bank.

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The Auldhauan Hierarchy of Melda

 

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Income:

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

{Capital City [3,000G] – 3,000G

{Towns} - 9,000G

{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)]} – 18,000G [6047624 Population]

{Manufactories [1,000G Each]} - 3,000G

{Commercial Buildings [3,000G x #Merchant’s Guilds, 1000G per TradePartners/2 per port]} – 13,000G

{Greenleaf} – 2,000G

Total – 61,500G

Stored Gold:

Total – 5,000G

Costs:

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

{Navy Upkeep [1,000G x ShipWorth/5,000]} – 7,000G [5 Cog, 8 Caravel - 39,500G]

Total – 9,000G

Start of Year Treasury – 57,500G

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, 4 Auldhauan Cogs; IN PROGRESS: 1 Carrack, 1 Galley, 1 Cog

Religion – 3 Noble Adepts

New Auldhau [Level – Capital] –  POI [Shorebridge], Fortress, Walls, Place of Worship, Merchant’s Guild, Port, Temple, School, Manufactories [3], Shrine, Hermitage, Church [In Progress]

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

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

Mirvliecht [Level – City] - Greenleaf, Merchant’s Guild [In Progress]

Alsmacht [Level – Town]

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

Drakisl [Level – Settlement] [IN PROGRESS]

Graevisl [Level – Settlement] [IN PROGRESS]

Eisenhau [Level – Settlement] [IN PROGRESS]

Ostliecht [Level – Settlement] [IN PROGRESS]

 

With every prior colony expanded into either a town or a city, the House of Auld sen Mel declares it now both necessary and feasible to expand their control of Melda to the entirety of the island group. Of the five cogs in the Auldhauan Navy, four are sent on colonial expeditions.

 

It is further announced that a concubine of the House Auld sen Mel has given birth to a pair of twins, named Gieren and Aische respectively. Graevien, Lord of the Auldhauan Hierarchy, has declared there shall be a celebratory feast for the occasion.

 

GI47z7N.png

 

In addition, Melda’s newest city, Mirvleicht, is granted a branch of the Merchant’s Association. From here, it is expected the plentiful Greenleaf within its borders will be exported to the rest of the Hierarchy.

 

In the capital of New Auldhau, perhaps in light of the recent declarations of the adepts and magi within the city, it is announced that the boons of the Married Gods have not been missed – a grand church is built, and plans for the construction of a monastery in the coming years drawn up.

 

To support the continued defense of the Meldan Isles, it is demanded the navy expand. Utilizing the port in New Auldhau, and the recent naval manufactories, the first of what is to be a grand fleet is produced.

 

[10,000G] – Merchant’s Guild

[18,000G] – Four new settlements

[18,000G] – Church

[10,000G] – A carrack, galley, and a cog.

[0G] – The Auldin tribe Melda is in contact with are asked if there survives any more, further east, or if the great ice bridge on the wastes from whence they came still exists.

[1,000G] – A great celebration is held in the capital, for the heirs to the Hierarchy have been born. For two days and nights, grand, flamboyant parades of knights and trumpeteers march the decorated streets and great amounts donated to charities and the religious sites within New Auldhau.

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The Fortress Libraries

1511

 

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Points and Basic Stats:

Population: 1,915,642 Humans

Cities: The Bastion, Fort Vane

Buildings: Merchant Guild, Temple, Shrine, School, Trading Company x 3, Manufactory x 2, Farmland x 6 (+2%), Bog Silk Market

Economy: 6

Education: 7

Size: 2

Military: 2

Mysticism: 4

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

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: 3900

Base: 3000

Econ Points: 6000

Pop: 4500

Trade: 7000

Merchant Guild: 3000

Manufactories: 2000

Bog Silk: 3000

Enclaves: 6000

---

Total Funds: 38,400

 

Actions:

  • Librarian Enclave constructed in Ischyros. [10,000]
  • Librarian Enclave constructed in Danwent. [10,000]
  • Three fish farms in the Stinkswamp. [15,000]
  • CLAIRVOYANCE on the source of the disease and foul air in the south-east.
  • Expedition to the POI west of the Library lands, south of Knauledge and north of Ischyros, near the Trident. [1000]

2400 saved.

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Eleventh Post

 

Kingdom of Bulgar

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The king, seeing that as his kingdom grows, he must too offer the branch of diplomacy to his neighbors, foreign and domestic nobles are invited within the capital to speak with each other. Invitations to the nations surrounding the Kingdom of Bulgar are sent. As far as the diplomats with their guards can go they do, to places known and unknown, asking for minor nobles to join in a large court session. High Lord Relis Korkus plans several activities in his invitation:

Nobles of foreign and domestic lands, my family and nation wishes to invite you to discuss items of every sort from the religion of the lithborn to the future and wellbeing of the nation. Activities of archery and horseback riding will also occur for those of more martial aptitudes while those of merchant minds are offered to watch the effects of the mystically deadly plants of the Last Rage. This offer extends to all nobles low and high to come visit the capital and see what the kingdom has to offer in all of its aspects. One statement is that you do not bring your ideology of your god’s to preach in our lands, you may question our faith but you are not to preach your own as you will be escorted out and back to your nation of origin. May you be princes or priests, all are welcomed. The Crown hopes to see many old and new faces.

High Lord Relis Korkus

In conjunction of the growing nature of the kingdom, one thousand newly outfitted infantrymen are recruited as well as the newly established Clerics of the Holy Banner. Leaders of the temple shall be allowed to dawn the armor of Grimsborith and lead the clerics in their support of the Crown and God.

 

Before Turn

Population: 7,751,284 (7%)

Cash: 81,000

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

 

After Turn

Population: 8,293,874 (7%)

Cash: 1500

GP: 5k Eco + 3k cap + 3k city + 18k town + 24k pop + 12k merch + 6k trade + 2.5k The Last Rage + 21k manufactory + 4k Trade Deals + 2k Port - 6k mili = 94.5k p/t
Military: 2500 light Cav, 3500 Light Archers, 1450 M.Inf T2, 12,500 M.Inf T1, Ballistae (3 units), Clerics of The Holy Banner 1000
Building: 4 merchants guild, temple, place of worship, manufactories (21), Farmland (32), Market T2, Port, Trade Post

Previous Research: Properties of The Last Rage

 

Factory (x6) 45k

Farms (x4) 20k

Settlement Constatiga 5k

Settlement becomes a town

Medium Inf T1 1,000 (4k)

Clerics of the Holy Banner 1000 (5k)

Holding open court 500

Edited by Dtrik
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Spoiler

 

 

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EMPIRE OF BOURDELEAUX

Ruler: H.I.M. Emperor Adrian II

Government: Imperial Constitutional Monarchy

Population: ~ 6,864,754

Allies: Galaharian League, Kingdom of Fyr-Darrick

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


 

37JbCahnb-LhxZCZ0dEO3U8034DeFzVpRUU9rvbNZPaC7V4R4rm417hvlPcwiwPHrYSqTLd12vIcjvpcsofxHZC0L3onC7EaT2pow36_eQQm5BGMUxRCeB9-v3RovZ-w7MDaRm9c

Captain Sir Chilfroy Chauvet leading the Souvesian Skullcaps into battle during the Carrow Wars, c. 1510.

 

The Emperor remembered it clearly, his life flashing before his eyes as the hulking Lord Terakan was bearing down upon him, cutting down any Bourdelaux man who stood in his way and casting them aside with ease. With a tremendous blow, he crushed the Emperor’s arm, leaving Adrian reeling in pain. In a bout of courage and loyalty, a member of the Imperial Guard, thrust himself in front of both Adrian and Terakan. Though, he was fatally wounded by Terakan and died where he stood, his lungs crushed through the sheer force of the man’s strike. However, his sacrifice, bought time for his Phoenix Guard comrades to respond. Much like a band of poachers hunting an elephant, it took many a men to bring him down. Though when he fell, it was sounded around the battlefield.

 

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Mounted Men-at-Arms of the 1st Cavalry Regiment wreak havoc in the Carrow left.

 

All took notice, Bourdelaic, Carrow, and Galaharian alike. The man the Carrow thought invincible had been slain before their very eyes -- truly, what hope was there? At this event, many Carrow levy units turned tail and fled back to the Citadel. Meanwhile, the Black Army was left to lick their wounds. As the dust settled, the corpses and bodies of friend and foe alike were scattered across the plains. Indeed, it was a victory. However, Adrian had hoped that it would not have to come to this and the Carrow would submit at the sight of his army. He had to commend them for their bravery in the face of overwhelming odds. Though, was it instead stupidity and the command of some craven that sent the men of Carrow to the battlefield?

 

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A dramatization of the surrender of Lord Temak Kan at the outskirts of Carrow, c. 1510

 

Terakan lay dead at Adrian’s feet. Tarkanet, arguably the most vocal, aggressive, and senile during his visit to the Citadel was not to be found. No confirmation of his death could be had among the Bourdelaic soldiers. However, a Carrow Lord had managed to been taken alive. The young Lord Temak Kan, who had so valiantly led his Knights of Ogrun against the Black Army forces for some years now, the terror that lay in the dark and preyed upon the unwary. The Emperor was brought before the Lord Temak Kan, who knelt beside his wolf-stead, stroking it’s fur as it had been wounded by the stand of the League’s Men. Either wise or opportunistic, he had struck a deal with the Emperor -- that he will serve and govern Carrow in his stead, and aid in Tarkanet’s disposal. To this they shook, both agreeing to rid of the tyrant and see the peaceful assimilation of Carrow into the Empire. Temak merely cared for his people, and resistance had become futile -- his only condition was the safety of his people.


 

Emperor Adrian cast his gaze once more across the battlefield. However, now he had been surrounded by many of the men who had fought by his side. Both the captured Carrow and the standing Bourdeleaux had been witness to the deal struck by the two men. The Emperor was worried and weak. Though he needed to seek treatment for his arm, he knew had to speak with the Lord Temak Kan urgently. He grunted in pain, as he straightened, ignoring the wound temporarily. What better time than to speak with them?

 

“MY LOYAL SUBJECTS. SOLDIERS OF BLACK ARMY, HEED ME. GOD STANDS WITH US ON THIS DAY, SMILING UPON OUR VICTORY. HE HAVE TAKEN ANOTHER STEP TOWARDS THE COMPLETION OF HIS GRAND PLAN. DO NOT MOURN FOR THOSE WHO ARE FALLEN, AS TRULY THEY HAVE RECEIVED FAVOR IN THE EYES OF THE GREAT SUN. THEY HAVE ASCENDED BEYOND OUR MORTAL PLANE AND JOIN HIS WARM EMBRACE. IT IS A FATE WHICH EVENTUALLY BEFALLS ALL MEN PIOUS AND OF INTEGRITY. HOWEVER, THAT DAY HAS YET TO COME. FOR AS LONG AS WE DRAW BREATH, THE SUN SHALL LIGHT OUR PATH. WE WILL BE HIS INSTRUMENTS AND RETURN ORDER AND STABILITY TO THIS ACCURSED CONTINENT, FOR WE ARE HIS CHOSEN. IN HIS NAME, WE SHALL FORGE A GREAT EMPIRE, THE LIKES THE WORLD HAS NOT SEEN SINCE THE TIME OF SYMON. IN THE NAME OF THE GREAT SUN, AND IN THE NAME OF YOUR EMPEROR WE TAKE CARROW!”

 

“AVE IMPERATOR.” cried a man, whose fire burned from within his heart. Not long after, one after another followed suit. A sea of men -- a black tide, joined in unison praising the efforts of their Emperor and God. To this, Adrian was relieved, long having doubted the morale of the men of his command. Though, as they shouted “Ave Imperator”, all doubt in his mind has subsided. One way or another, Carrow would fall.

________________________________________________________________________________________________________

EMPIRE OF BOURDELEAUX INFO

Farmlands - 14 Farmlands

Cities:

Souvois - Merchant’s Guild, Place of Worship, Church

Omignon - Merchant’s Guild

Vascogne - Merchant’s Guild

Towns:

Auxenvort

Suttre-upon-the-Twins

St-Villard-upon-the-Barrier

Senzia-by-the-Bay

Manufactories - N/A

________________________________________________________________________________________________________

FINANCES AND ACTIONS

 

Income: 59,500g (Base - 3k, 6 Economy Pts - 6k, Pop - 19.5k, Resources - 3k, Merchant Guilds - 9k, Trade - 6k, Cities/Towns - 12k, Incoming Caravels - 1k)

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

-3000g Wolf attack on northern frontier

+2500 savings

Available: 49,000g

 

[9,000g] Loan payment to Galaharian League

0SQjgFdbAG6un7iV9K_pKzVDimarQw7TkBHnimwNKHM76lk7JnR7k9RwpGOPMuNC-WPu8dsNE8SI4vPMaSei-4jP5daaTLEYDjESX3C7j5J0JSx3CP6rrT-4HbfBMhnxc93vAG6W

[5,000g] Construction of Settlement

[20,000g] Construction of 4 Farmlands Stacks.

[8,000g] Recruiting 1 T4 Heavy Infantry

[6,000g] Recruiting 1 T4 Medium Infantry

1,000 gold to treasury.

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Surya

1511

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I’m too much of a wagecuck to actually transcribe the entire plane scene from The Dark Knight Rises. I guess you’ll just have to imagine the fire………..

 

----------

 

Signs of strife. Ravi Singh’s dramatic exit from Surya only slightly succeeds in undermining the Sattva’s authority...but even a slight change makes a large difference in a realm so thinly spread. Rumors of the Mahasattva’s presence and subsequent cover-up force the mirrored city to resort to more heavy-handed justice, which in turn leads to conflict with bandits. And news soon arrives that the exile Ravi Singh is goading them on.

 

For better or for worse, he does not stay around Surya’s confederacy for long. Captain Billapu Willsonpur of the civil watch nearly apprehends him near Seringapatna, but the boat on which he was transporting the fugitive is later found sunk...with no survivors. Yet the search continues quietly: despite their public assurances to the contrary, the Sattva now believe the sword Ravi carries to be of great importance, and he could well have survived. He is, after all, a very big guy.

 

---------

 

Economy

 

Expenditure (89,000 Gold + 2,500 Saved)

 

Routine farm expansion. [3 Farms; 15,000 gold]

 

Due to increasing lawlessness on the frontiers, the borders of the Suryan confederacy remain contained for now. New settlers instead gather by the Sea of Surya, where order reigns and they can live in peace. [Settlement; 5,000 gold]

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In an effort to stabilize the realm, the cities of Pratyush and Chandra are ordered to establish the Civil Watch, a semi-unified police force which will keep the roadways clear and seek out bandits. While certainly not proper soldiers, the new garrison service should be able to provide peace, freedom, justice and security to Surya’s new empire. [12,000 T1 light infantry; 24,000 gold]

 

With the secret of mining red marble finally discovered, investment pours to Mount Metar, and a sizeable mining operation is soon underway. [Mine; 7,500 gold]

 

Industrial expansion continues in the capital despite difficulties elsewhere. [5 factories; 37,500 gold]

 

[2,500 gold saved]

 

----------

HIZGFMPWn3vzgBvXq1wE5msu2qZNVh9B1EaCa04ClkvXDBrXgMss4OI_YkAYRLDTdo-LqAiO4jfUfOsV2FYHs_up4O7xsWcxiea2o0L1ZytdyUScxxZE-AD5Wd6JrLyLAw6FrFc2
 

Population 8,256,247


 

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The Kingdom of Hilmedhi

 

The drastic shift of mood in the Kingdom was drastic, compared to the years past. It was filled with excitement, the Queen’s reappearance and the birth of two twin girls.

Though one thing, sent a shock through the Kingdom. The sudden decimation of Karak’Azul, a local fishing village, was odd enough to terrify those who heard about it. An entire village gone, without a trace of their belongings taken. All that remained were throat’s that were cut ear to ear and a young boy. Who was in the jungle at the time the mist set in.

 

Ashur was brought before the King, right before the first celebration of birth in 27 years. The boy, no older than four years of age was very naive about what had happened or what was happening to him. And his adoption into the Cinder family. Throck ached for the boy and his loss, but he also knew this boy was the only thing that connected this mysterious culling to his nation. He was determined to find out what had happened.

 

Nation Stats:
Population: 3,075,000

Income: 41,500

Upkeep: 2,000

Net Revenue: 39,000

Navy:
One Caravel


Actions:
Construction of one farm to keep up with the growing population. (4,000 Gold)

The initial plan for a navy had started construction. With the construction of 5 Caravels, and 2 Galleys. (25,000k)

The one caravel, and 3,000 men begin to patrol the coastline and search for clues or anything suspicious. (5,000 Gold)

The scholars are put to task, in discovering what the ‘Pearl in the Sea’ is. (5,000 Gold.)  

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D U C H Y  O F U L Y A D AR

Related image

 


 

 

The pits of the Grumblers grumbled through this year. Tykir is urging his people for blood, and his people are preparing to deliver his wishes to him. If Blood he wants, blood he shall receive.

 

Next year is the year of Snaithor, the Sacrificer, in the Ulyadar calendar. It is on this year that, according to tradition, the blood god demands sacrifices from the Ulyadi in the form of tribute, or bloodshed.

 

Maps of the known world have been reviewed and discussed, and large cogs begin to prepare themselves at the harbor in Yakur...

 


 

 

NATION INFO

-toYBOmwsibas_hG7AdLibWdtrz_9xoz7VZdtgSWEii1zgUlqVvbQ933y_-W8zBA_F1qz5MNj4FfmUkYcSYVa6jqhf_32i_HnZ0vr_Thz_IfLaNLK6JpH4u1Ix1fZ2wvOWNvczq6u

 

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:3626031+5%= 3807333

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)+7k(MANUFACTORY)+6K(TOWN BONUS)+500(Bulgar trading thing)+1k(from last turn)=50K GOLD


 

GOLD FOR THIS TURN:44K

 

BUILDINGS

FARMS:14

MERCHANT COMPANY:3

TEMPLE:1

MANUFACTORY:7

PORT:1

TRADING COMPANY:1

SETTLEMENTS:2

TOWNS:0

CITIES:4

 

KEY CHARACTERS

DUKE ARVID, DUKE OF ULYADAR

PRINCE BRUCE OF ULYADAR

TANCRED, ORACLE OF THE BLOOD FORGE


 

 


 

ACTIONS

-Tancred, overtaken by a religious storm, and with the fervent blessings of the Duke, expands the temple even more, doubling its size and using his power to even begin teaching an adept to unlock his true power!(35k to a cathedral.)

 

-With the expansion of Rypapa into a city, the government authorizes the establishment of a Merchants guild to stimulate commercial growth in the city.(-10k for a merchant guild.)

 

-A trade offer is extended to the respectable city of trident, as the enemy of my enemy is my friend!

 

-Archives, ruins, libraries, and even the librarians are searched to find any information on what could be the origin of a tall, pale peoples that haunt the duchy of ulyadar….

 

-2 units of medium infantry and 1 unit of light infantry are raised. (-5k)

 

 












 

Edited by Alfonso X el Sabio
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1511

 

In the far east, people are on the move. The order has broken away from its isolation upon the Gelder islands, electing instead to settle upon the long abandonned coasts of the Lastlands, as they intensify their raids against the Bloated Throats, claiming many lives in vicious small-scale battles within their territory. No quarter is given, or expected.

 

To the north of the Bloated Throats, a new faction rises as the disparate villages of this hostile region rise up against the growing tide of death worshippers, in a desperate attempt to stop their advance. They are led by a man and a woman, married it seems, and survivors of a village to the south. Sole survivors of their homestead, they have now unified the Eastern Ash against the Throats, and prepare to take the fight to them.

 

In the South East, the Eadni and the Mongerellians begin to muster their fleets as the Eadni settle upon the hand itself in a bold and brazen move. A clear challenge to the previously dominant naval force of the far east, a clash seems almost inevitable.

 

Following their second victory against Numeria, the Sehmon king makes an official declaration within his capital, renaming the Remnants to the Sehmon Empire, the successor of Symon. He calls for all those loyal to the Empire to bend the knee before the throne.

 

Things happen within the Greenthroat, and not a soul hears about them, as the rumors are choked by trunk and root.

 

Tensions between the Hakkan and the Kingdom of Karel have risen a notch this year, as a thousand strong army has been seen by both sides, roaming the desolate region between the two, and both are accusing the other of mustering forces for a decisive battle.

 

But at the same time, the Kingdom of Karel must turn its focus northwards, as the Auldic tribes move south for the first time in centuries, settling only a few hundred kilometers north of Karel.

 

A new people have appeared along the southern coasts of the Loba desert, a people who came from deep within the desert, and now settle a new, harsh land. Little is known of them, but they have spread quickly enough, and seem both fierce and determined to survive.


 

The Kingdom of Five

 

The new settlements follow a pattern similar to the previous ones, when it comes to their geography. What lands the Swine do find are open, flat fields, perfect for agriculture, if less fertile than those of their homeland. The one settlement near the Hakkan does find itself often traversed by Hakkan ‘merchants’ who have a sharp eye for every detail, and often linger long, looking around the settlement, as if assessing it.

 

Other than that, there is little to disrupt their expansion, and the Swine continue to grow like a pus-filled tumor in the north of Aros. Will anyone ever stop the tide of porc?


 

The Republic of Danwent

 

An interesting political reform indeed, and some Sehmon scholars are most interested in visiting the Senate, if allowed, so that they may learn of these foreign and all together strange method of governance.

 

An ambitious expansion project indeed. For the most part, it goes quite well, unexpectedly so, perhaps. Hybria and Shovia are founded with no troubles at all. Shovia finds itself in fertile enough land, though it faces surprisingly bitter winters, brought forth by the chilling winds from the mountains, while Hybria, despite being so close to Shovia, has a warm climate all year around, and it surrounded by hilly terrain rich in iron ore and marble.

 

Tzarkyii fares just as well, founded around the bubbling source of a tributary to the great river Tulla (so called by the Sehmon). However, the settlers meant for Esorvor face much trouble. In fact, it proves impossible for them to even settle, as constant bandit attacks harry them until they are forced back. The whole situation is unaided by heavy Sehmon and Ischyrosi patrols that often stop them and search them for Numerians fleeing the decisive Sehmon victory to the north. In the end, the expedition must be called off.


 

The Galaharian League

 

A mighty citadel. It dominates the land bridge at its thinnest point, projecting the power of Galahar to an entirely new level in the region. Many of the Passanese look upon it with awe and recognition, happy that many of their worries are alleviated, as their people must no longer bleed from the threats in the forest. However, not all the Defenders are so happy, and some seem resentful that their position has been usurped by an outsider. Nonetheless, most, if resentful, make no mess of it and continue with their duties. Though some do bear warnings for the Galaharians. In addition, the heavy use of slaves allows for cheaper costs, though quite a surprising proportion seem to go insane before they can be worked to death. (-5% to build price) (Discord)

 

Unfortunately, the Hakkan have no interest in guiding the Galaharians to the far off, and barely known kingdom of Karel. Any offer is promptly rejected, and the expedition dies before it can even be kicked off.

 

The Storm Riders do manage to catch some stragglers, fleeing from the city taken by the Fey. Many have already died within the forest, or slipped through Galaharian nets, but 2.000 are captured and brought back to their cities.

 

And every year, Batista’s Landing becomes a more impressive sight, with flocks of ships piling into its harbors every day, their sails and styles all as varied as the people under the sun. It is quite the cosmopolitan city, with some saying that 20% of its population is not even galaharian, but merchants and traders from other regions! (+1000 a turn, Growing Center of Trade)


 

The Kingdom of Numeria

 

A bloody war has left Numeria with a bloody nose, and as the remainder of their army pulls back and flees from the Ischyrosi border, a delegation of Sehmon diplomats approach Arrisport, escorted by two dozen cavalry men. (Discord)

 

In the rest of Numeria, the people may be shaken, but their great forest inspires them with confidence, and the fervor to which they adhere to their god steels their heart. After all, not every war is won in the first engagements. Sometimes, men must bleed and bleed before their enemies fall.

 

The Sehmon armies march in behind their envoys, and simply stake their claim to a large portion of land and by the cusp of the new year, they have encamped by a few days march from Arris. (Discord)

 

And a new, foreign envoy approaches Numeria. (Discord)


 

The Commonwealth of Ruhn

 

A gift from He-That-Waits to his most faithful speaker. (Discord)

 

The expedition into the desert proves more than simple. In fact, the Defilers barely even resist, as most of them are old, women or children. Those who can flee the advancing raid, while a few brave souls try to stall and fight them back. In the end, the Ruhnnites capture about 3000 people, kill 250 in combat, and can guess with some accuracy that only a thousand or so escaped. The fate of the survivors now rests in their hands. Though one may note that slavery is common enough in the Free Cities, if the Ruhnnites are inclined to trade.

 

The settlers fare well in these empty lands. The two settlements flourish without any issue, though they find little of interest in the region. It is, it seems, simply a forest, and some open fields along the coast.Though the forest does hold some bandit hideouts, they really offer little more than token resistance before melting away.

 

The Levers of the Five Divines continue to with hold many of their secrets. It seems that even the immense IQ given to them by their pills can do little but further their knowledge at a snails pace. Though the scholars are confident that they are making progress in understanding the incredibly complex inner working of these gigantic systems, they must also accept the reality that there is still much, much, much to understand.


 

The Kingdom of Fyr-Darrick

 

Little it to be said about the inner goings on of the Fyr-Darrick.

 

However, on the Darykyrian front, the skirmishes now erupting on the edges of the forest and fierce, and often favored for the Fey. Little effect is seen when it comes to the survivors they send back. However, the Darkyrians have been actively burning sections of the forest nearest to their heartlands, scorching swaths of trees, though many resist the flames well enough, and others grow back swiftly. Nonetheless, ashe and smoke fill the air, and drift south with the winds, casting a pall on the Fey. Whatever waits for them, will be out in the open, without the trees over their heads.


 

The Auldhauan Hierarchy of Melda

 

And so the two heirs are born, and Gieren has eyes of silver, and Aische eyes of gold. The priests in proximity to them claim that they feel the approval of the Lord and Lady upon them, stronger than ever, and both have already manifested an unexpected and impossible aptitude for magic, casting extremely weak and watered down versions of the holy spells. (2 magi born, ten turns until they are actually capable, however.)

 

The Auldic tribes say that the great ice barriers still exist, blocking any passage by sea to the east. They say that they themselves tried many times to return, but were rebuffed by the brutal winters and freezing temperatures. Of those in the easy, they can only claim that they once had been in contact with tribes further away, but that they lost contact with them years ago, after a series of vicious winters cut them off, and they could no longer locate them come the summer thaw.

 

And what glorious festivities indeed, and in the center of them, two blessed children.


 

The Fortress Libraries

 

The casters of the Clairvoyance spell are eventually guided to the Stitches by the pull of the spell, at which point the spell no longer has anything to provide them. However, once can definitely feel the effects much more in this region, only a short trip west of the Stitches. The air is poisonous, and the winds do blow to a south-western angle. However, the spell did leave the impression that the answer was not entirely here, but it had nothing else to say. The adept described the phenomenon much like a human without the ability to explain a concept that he did not fully understand.

 

Point of Interest - The Emberfields: As for the explorers to the west, they smell the point of interest before they see it. It is covered in dark clouds of smoke, and stinks of burning peat. Upon their approach, they understand why. Here, the ground is less stable, and many gaps exist within it, from whence great gouts of flame erupt sporadically. The grass was burned away long ago, leaving a barren region of dirt and fire. It seems as if a thick layer of peat lies beneath the surface, still simmering and burning. One librarian recalls a text from the library claiming that once a great battle was fought in this approximate location, eons ago, but the account was vague at best.


 

The Kingdom of Bulgar

 

It seems that not all nations trust the green people of the north, but nonetheless, House Blackmarrow, the True Chapel of Knauledge and the Herzaka send their respective envoys to this meeting of nation. The House of Blackmarrow send a prince along with his escort of Black Guard, to visit the nation and see what is being said. The Herzaka send a small band of riders dressed in various leathers. Their leader bears many colored beads and bones on his jerkin and seems to command quite some respect. Finally, the True Chapel sends a group of scribes and a master Librarian to record the event. Other nations such as Fyr-Darrick or Ulyadar may have also heard the offer. (Discord event, if you would like)


 

The Empire of Bourdeleaux

 

A great victory has been claimed by Bourdeleaux. With it, lord Temak Kan promises to pacify the land, and over the year he does begin such. Most of Carrow seems happy enough to follow in his stead and surrender after the decisive victory. Those that resist are quickly and quietly quelled by the fangs of Orgrun wolves. As such when winter falls, Bourdelaux finds its borders expanded to encompass 800.000 new souls, and a singular new town.

 

The southern settlement is placed upon the edges of what is locally known as the Redlands, due to the red dust that rises with high winds, and the presence of sandstone in great amounts. But while this land is a little more barren than the Bourdelean homeland, it is far from infertile, and soon the settlement is thriving.


 

Surya

 

With the influx of new guards and soldiers, banditry does indeed take a downturn within Surya once more, as many of the brazen opportunists melt back into their everyday life once they see soldiers patrolling the roads from time to time.

 

And so a mine is established within Mount Metar. A deadly place for most.


 

The Kingdom of Hilmedhi

 

The mists roil up along the shore once more, and a village is left much like the previous one. Every man woman and child has their throat slit, and this time, there are no survivors. The patrols find it when the blood is still fresh, after having seen the mist on the horizon. And while they find no trace of the attacker, they do find something... (Discord)

 

For the most part, the scholars only find references to the Pearl In the Deep in old folklore stories from this region, that predate their arrival and have seeped into their own common superstitions. They speak about pearls that guided men through the harshest water, and stopped them from falling through the sea. It is all terribly vague, even for the astute Hilmedhi researchers.


 

The Duchy of Ulyadar

 

Trident accepts the trade deal happily enough. They seem to be a very trade-oriented and mercantile nation.

 

As for the tall ones, little is found. The few traces they do find are in the carvings around the Blood Forge, often showing people praying before the mountain. While the carvings are worn with time, there might very well be a similarity between the two. Whoever they are, it seems that they worshipped the Blood God within this same temple, and left hundreds of years ago.

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Republic of Danwent – 1512

 

 

News of the failed venture for Esorvor trickled into the steadily growing capital city of Tzaria, and even further at its heart, into the great hall of the Senate, where now many more seats were occupied by new Senators from all over the growing Republic, even with two new political parties staking their claim. A new dress code “inofficially” was introduced as the various parties were wearing distinctly colored robes from eachother to ascertain who belongs to whom. For most, it was convenient as with so many new faces not everyone was quite known to eachother yet, and it eased finding friends and foes alike in the eternal debating club the Senate often proved to be.

 

Regardless, Esorvor was on everyone’s mind. And thus the Senate came to a very quick but blunt conclusion. Send them again. And send troops with them. Crack down on the banditry and gently remind the troops of Sehmon and Ischyros, that they should avoid harassing the citizens of Danwent, lest they tarnish the very promise and word of their ruling dynasty. Thoryus Armon himself left, chosen by the Senate, to lead the second attempt at settling in such a strategic spot. For all the Republic wanted, was prosperity for all.

 

On the other hand, the scholars of Sehmon received a grand welcome, with all their needs fulfilled and freely introduced to the spectator stands, where they were provided with writing and drawing materials, as well as guides that explained to them (in quiet of course, during active sessions of the Senate) as to how it works. They elaborate that within the Republic of Danwent, a single man or woman has a certain degree of rights and that these rights must lawfully be represented, and this through the local region’s senators. Depending on the status of the region (focused around distinct settlements, towns and cities) the region would receive a certain amount of seats in the senate. Within those regions, as this was a recent development, the people who are registered there as inhabitants and therefore citizens, were eglible to vote or to be voted for, for these seats. All things considered this would lead up to a total of 92 seats currently active. Senators would be chosen for lifetime however.

 

Otto Mikkelbach was named the leader of the newly formed “Frontier” party. A born Carrowman, who arrived along with the other 27,000 refugees from the Carrowlands, the first Senator of the newly formed town of Hybria, where all the carrow people were directed to. Similarly, the devout Kaylius Sarnari was appointed as leader of the newly formed Adherence Party, their political stance was one of faith and devoutness.

 

The ongoing battles of Numeria and Sehmon bring more corpses down the river at Koryii, where they are carefully fished out, cleaned, embalmed and placed in humble wooden coffins, distinctively marked with a known symbol of each nation, given the remnants could be identified. These coffins are offered to the nations to be returned, otherwise they would be buried in a graveyard south of the city.

 

At the same time, living soldiers of Numeria were apprehended as they were fleeing into the Republic’s territory. The 250 men were cared for and healed to the best capabilities of the people of Danwent, but retained in house arrest. In respect to that, Aywentos Rumaari, as the original spokesman for Danwent in the talks with Numeria would be sent over to discuss what is to happen to these runaways.

 

The new leader of the Adherence Party, Kaylius Sarnari is being sent over (with a respective guardforce) to the Carrowlands, to contact the Bordeleaux, as the matter of the Suntemple in Salthands Delta was still unresolved. Whilst they also inquired with the Fortress Librarians, more avenues of inquiry might be insightful, and the Bordeleaux men were followers of the bright one, the sungod.

 

Lastly, Theodos Abemani was seen to set sail for the League of Galahar. With an interesting proposal in mind.

 

Nation Info:

Government:

Republic, ruled by 92 senators (lifetime positions).

Traditionalist League: 9 Senators

Commoner’s League: 23 Senators

Prosperous Path Party: 27 Senators

Stalwart Guard: 18 Senators

Frontier: 6 Senators

Adherence Party: 5 Senators

Unaffiliated: 4 Senators

 

Senate Seats: 92 total, 92 filled

 

People of note:

Aywentos Rumaari (Senator of the Traditionalist League), aged 35

Dionius Liber (Senator of the Commoner’s League), aged 37

Theodos Abemani (Senator of the Prosperous Path Party), aged 35

Thoryus Armon (Senator of the Stalwart Guard), aged 38

Otto Mikkelbach (Senator of the “Frontier”), aged 29

Kaylius Sarnari (Senator of the Adherence Party), aged 32

 

Population: 7,876,545 this year. (4,500,000 Starter)

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

32 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) – Merchant Guild

Koryii (600,000 inhabitants) – Merchant Guild

 

Towns:

Wessevith (500,000 inhabitants)

Raedia (500,000 inhabitants)

Hybria (500,000 inhabitants)

 

Settlements:

Shovia

Tzarkyii

 

National Budget:

Treasury: 3,100 Duwats.

Income: 82,500 Duwats

Base Income: +3,000 Duwats

Economic Points: +4,000 Duwats

Merchant Guilds (5): +15,000 Duwats

Trade Partners: (Sehmon Remnants, Kingdom of Numeria, Ischyros, Bordealeux, Eadni, Galahar) +6,000 Duwats

Trade node of Susvii: +2,000 Duwats

Population Taxation: +22,500 Duwats

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

Towns & Cities: +15,000 Duwats

Moranese Wheat: +1,500 Duwats

Manufactory in Tzaria: +1,000 Duwats

Road tolls: +1,500 Duwats

Exports: +3,000 Duwats

Esorvor Resources: +5,000 Duwats

 

Expenditure: 9,000 Duwats

Armed Forces:  -4,000 Duwats

Total of 15,500 men. Equals -5,000 gold for land maintenance.

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

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

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

2 companies of Danwentii Pavise Crossbows (T3 Unique Crossbows) at 1,000 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: 76,600 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 the Republic. (-15,000 Duwats)

 

Susvii receives its long awaited Trade Port, making it a fully fledged trading and harbor city. (-13,500 Duwats)

 

The Republic again sends settlers to the intended location just outside their national borders to establish the settlement of Esorvor. This time however, they are duly accompanied by troops, as 4,000 armed soldiers under command of the Senator Thoryus Armon start scouring the countryside for bandits and to prevent the Sehmon and Ischyrosi patrols from harassing their people. The former are carefully reminded that acting against the citizens of the Republic does quite much go against the treaty the Imperial Prince has signed in the name of his father, and that by intentionally going with such misconduct they are slandering the very word and promises of their ruling dynasty, something that would not be really coming for such a noble and powerful nation and family. (-5,000 Duwats)

 

G53W6qQ.png

 

Three new keeps are going into construction, to be manned by the soldiers of the Republic. This is to ease the growing tension amongst the populace and to give them more safety as a whole. They are to be built in Tzarkyii, Hybria and Koryii. (-30,000 Duwats)

 

Two more companies of the new Danwentii Pavise Crossbows are drilled in the capital. (-9,000 Duwats)

 

The remaining coin is spent in Hybria in order to probe the mountains for rare ores and riches. (-4,000 Duwats)

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Spoiler

 

 

The Fortress Libraries

1512

 

VK1pbNl.png

 

 

 

With an almighty groan, the great gates of the mountain stronghold were opened to the gathered Triumvirs, and the other dignitary councils of the Libraries. For years, the combined rates of the Changing God’s people had toiled to recreate their ancient Bastion in the south at the site of Fort Vane, and now their toil has been rewarded. Colonists from the deeps have walked proudly into the light of the open sky to forge a new home for the Great Corpus, taming the harsh lands at the Stinkswamp’s northern edge. In the shadow of a tall mountain, an outpost was founded and grew outward, and under the oversight of the High-Quartermaster Maria Vane, the surveyor rate had prospected and excavated. Now, all could see their triumph. A sturdy complex now existed within the mountain, ready to be safely expanded above and below the surface. Fort Vane’s surface architecture had expanded toward the mountain, creating an outer town around the new great gates. The town would remain... but now all effort would be put into the expansion of the city to come.

 

A new Fortress Library was soon to be born. Now would come the work of creating cavernous archives, scholarly research halls, and sanctums of devotion for the Changing God. His Manifold Glory is praised in jubilant processions and illusory displays of symbols of the faith in the skies above the town. The offerings to the God of Change are generous and joyful – many are her gifts, and many are the thanks that he is given. Many faced, fractal statues are erected in the honour of the omni-gendered, omni-scient, omni-present deity, gilded, draped with symbols of the Fortress Libraries, and annointed with oils. In this time of greatest Change in 700 years of seclusion, now is the time to seek the blessings of their patron – in an uncertain world, the god of uncertainty is one to keep on your side.

 

 

U1t4YRx.png

 

 

Points and Basic Stats:

Population: 2,049,737 Humans

Cities: The Bastion, Fort Vane

Buildings: Merchant Guild, Temple, Shrine, School, Trading Company x 3, Manufactory x 2, Farmland x 9 (+4%), Bog Silk Market

Economy: 6

Education: 7

Size: 2

Military: 2

Mysticism: 4

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

Enclaves: Blackmarrow, Knauledge, Ulyadar, Ischyros, Danwent

 

Army:

500 T1 Librarian Knights (50 men per unit)

1000 T1 Medium Infantry

1000  T1 Light Infantry

3 Adepts

 

Economy:

Saved: 2400

Base: 3000

New Towns/Cities: 3000

Econ Points: 6000

Pop: 6000

Trade: 7000

Merchant Guild: 3000

Manufactories: 2000

Bog Silk: 3000

Enclaves: 10,000

---

Total Funds: 45,400

 

Actions:

  • Fort Vane becomes a city – nay, a true Fortress Library! [15,000]
  • Prayers and offerings are given, and auspicies and augurs cast in the name of the Changing God to bless and sanctify the new Fortress Library. May his wisdom and many faces smile upon the Great Endeavour! [4800]
  • Two trading companies constructed. [12,600]
  • Ashval approached for trade, and permission for the construction of an Enclave.
  • The Trident approached for trade, and permission for the construction of an Enclave.
  • Outpost of Hardshore constructed on the east coast. [5000]
  • An Adept and a unit of Librarian knights dispatched to Danwent to investigate the ruined Sun Temple there. They depart on the fastest riverboat available!
  • 2 cohorts of Medium Infantry receive T3 gear. [4000]

4000 saved.

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Commonwealth of Ruhn

 

 

 

The Lord Ministers were surprised to be assaulted on their return to parliament—assaulted by pleas! Shrine-tenders, Speakers, Acolytes, and even a Veiled Diviner from nearby cities were on their knees outside of Lordly domiciles humbly begging for succor. He-That-Waits, you see, had sent a sign of his favor! His eyes were on the Commonwealth, and it was only right that He and the ancestors were honored appropriately.

 

They followed noblemen like hungry dogs, their bone-chimes and holy vestments rattling down the roads and drawing the attention of the common folk. Embarrassed, and feeling guilty for their clear lapses in faith and duty, many entered the Parliament with the afterlife on their minds.

Much to the irritation of Lord Chancellor Bruger, expansion projects were put on hold in favor of building a monumental shrine to His glory and grace. An older shrine atop Mount Ruhn was to be dismantled and its holy occupants incorporated into the greater edifice. Its planned grandeur was matched only by the galling price tag. Still, the parliament eventually agreed to a budget and the funds were allocated to the jubilant holy men. One newly ordained Veiled Diviner, Melchior Hoffman, was especially pleased, though none could tell due to said ‘veil.’

 

He had risen through the ranks from both the favor of Lord Protector Charles Ortmeir, and his sheer, unyielding faith. He chose to take a vow of silence until the new monument was built out of respect for He-That-Waits. In his silence, he wondered if his ancestors were proud of him.

 

The town of Leberstradt is seeing a slew of immigration due to the unusual levers that are its namesake. It is slated for an infrastructure upgrade so that the people can walk across cobble roads rather than a sea of mud and filth.

 

After the surrender of the wretched river-savages, the Ruhnnite authorities are divided on how to act. They could simply exterminate them, but the commander of the expeditionary force balked at the thought of slaughtering women and children. Slavery was banned and abhorred in the Commonwealth, and they would stand for neither the sale nor use of slaves. There were only two options, and they are presented to the Defilers forthwith.

1.     They could abandon their false, heathenish God/s, join in exalting the ancestors, and attain citizenship under Commonwealth protection and law, or;

2.   They could gather what meager possessions they had left and march south under the supervision of the Commonwealth soldiers. They would be escorted past the ancient library and then left to their own devices. The Commonwealth had no designs on the deeper desert. At least, not yet...   

 


 

Misc. Effects:
Colonial Bureaucracy: 400,000 pop required for towns.
Tablet of Zakhet: 5% off of all construction prices.
Seljin Fish & Chips: 0.25% growth per turn.

 

Accounts:

Base Gold:
9,000 gold,
Towns/Cities: 15,000 gold,
Merchant guilds: 12,000 gold,
Population: 13,500 gold,
Trade: 4000 gold (1000 from port),
Manufacturers: 4000 gold,
Upkeep: -7,500
Total: 50,000 Gold (52,400 incl. vault)
2400 in vault

 

-More pioneers strike out into the woodlands and open fields of the northern hinterlands, grasping every ounce of land they can find. (-4750 gold towards a farm stack)
 

-The city of Leberstadt is given its much-needed upgrade. (-14,250 gold towards upgrading Leberstadt to a city)
 

-At the very top of Mount Ruhn construction begins for a great grave garden and shrine. Ancestral bones from dozens of smaller shrines are gladly donated to its construction by pious citizens. The monument is relatively humble despite this, but only because many of the architects have a feeling there may be more construction to come... (-19,000 gold towards a shrine, unlocks T2 magic)
 

-Ruhn is not the only city that receives such attention, however. Bruger, the second original Ruhnnite city is given their own temple of worship. Such things are important to the faithful. (-9,500 towards a temple in Bruger)

 

-Having finally constructed a small fleet of ships, the Commonwealth sends out an expedition to explore the Hungry Sea. Small islands spotted from the mainland on clear days are chartered for exploration. (-2000 gold towards an expedition of three ships. One would break off from the other two to explore the large Island to the East, while the other two will head north.

 

Brxblf6.jpg
 


Population: 4,545,321 citizens.

 

 

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

Leberstadt (Town) (City) (Next turn)
Barter Town (Town)
Staublund (Town)
Oakwood (Settlement)
Shadowcliff (Settlement)


 

Defensive Structures:
Fortress Bergen

 

Other Investments:
18 Farm stacks (19 next turn)
4 Manufactories

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