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From Ruination [FRP]


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Galaharian League

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Duchess Arraign Barbaro stood in the crows nest of her personal Nuncio. A ship that had fought Mistreavers before. They had painted over the burns, in Barbaro blue and silver. But the scars remained underneath. On this very deck the Duchess had taken a previous wound. Ever since she wears a bronze mask, imaged like the Being that had once given her a powerful vision. Two adepts and three others sat in a ring around her. Summoning a wind every once in a while, the League vanguard speared ahead of the Coalition. The other three were merchants, representatives of the Ivory Bank. All were eager to make port again. Though they had no need for water, food supplies were down to hard tack. 

 

“I trust we all know our duty by now?” The Duchess cooly queries from behind her mask. The retinue all nod, knowing she was not one for speaking back. “Soon enough we will reach Worsicani, and the rest of our forces. The true hunt will begin, and you all have your part to play.” At this the five nod, and leave the Duchess to ponder from her roost. In a few days land is dighted, the League’s island as expected. Waiting for them are the Coalition’s proud allies, the Danwenti. Their war-fleet and troops were docking in the League’s newest city. Mingling with the Hilmedhi and Galharian fleets, the three become one. The Duchess is placed as their overall commander, while the other two nations choose Admirals to represent and lead their contingents.

 

*From now on the fleet is on complete look out. Their main task is to hunt down the trail the Mistreavers have been leaving. Picking up troops from their island, the League’s contingent of troops is almost doubled. Whilst they had a different job, the main army will stay with the Coalition fleet as far as Eadni. In fact the entie fleet will now be sailing for Eadni waters. A long time ally and trade partner, the League and Eadni were on cordial relations. They also both worshipped the Deep One. It is the Coalitions intent to enlist the Eadni fleet’s help in the hunt for the Mistreavers. Galahar more personally offers troops and aid in the Eadni war with Mongrellia. The Duchess will personally ask for a parlay with the Eadni leadership.

 

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Reaver-Admiral Ormanno Sforza’s rule has been far from cozy. The whisperings of Slave rights and Democracy had been utterly squashed. Cloaked mercenaries and soilders belonging to lord Sforza roam Galahar at night. No one is safe, and many disappear. Ironically Church and State both endorse this move. Giovenco Barbaro’s progressive party was being outnumbered in both resources and senate seats. A conservative opposition had grown, then surpassed the Barbaro senate. In a further stroke of irony however, this led to the reversal of the league’s liberalization. The Senate and Capital is put back under order, and the status quo retained. League rule will remain absolute, in the hands of the Noble and Rich. Slaves will remain where they belong; in chains.

 

**In more official matters of state, Sforza and the Senate continue to reform and enact their ambitions. The growing Mercenary quarter in Batista’s Landing is continued to be allowed to grow. However Sforza will quietly alter it’s growth from behind closed doors. Continued settlement sponsors and state subsidies are granted to these growing Mercenary Companies. But the League will now endorse those more inclined to support Galahar. Some of the more outspoken Captains against Galahar [Though using their City for connivence] even disappear. Captains and men raised to Captains in Companies who are loyal to the League receive the funds, and more brutal help needed. This is all in a move to start a growing pro-Galahar sentiment in the various Merc. Companies in the Capital.

 

***The Ivory Bank also continues to ramp up the scale of their involvement in the Passan City-States. For an entire decade now Galaharian merchants and nobles have settled in the passans. They have become completely interwoven into the passanese economy. From the shadows they had even begun to support and foster Passans loyal to the league. Passan soilders and war heroes had even served with the Duke. The Passan Guardians had even joined the League in arms, defending the Storm Keep, to keep the forest of darkness at bay. led by three illustrious passan commanders, they were considered allies and friends of Galahar.

 

***With all this in mind, the Bank enacts a new wave of policy. They begin to become more firm in their actions to secure friendship to the league. Using their deep connections, funds, and local merchants, the Bank begins to subtly begin to garner support from each Passan City. While some cities were more backwards, like the rural tribes, other cities were becoming cosmopolitan and mercantile. The overall phase of this new plan is to begin and rally the scattered support bases. They will see how much support each they can get from each City and Passan Tribe.  And begin asses just how much the League’s investments have paid off for a decade of work. 

 

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Giovenco Barbaro, Duke of the League, Lord of Batista’s Landing, Commander of the Adventure Company, Warden of the Storm Keep, and the League’s first Explorer stands proudly in his war tent. A faint mist enshrouds the tent, and is ringed by Leagues-men and Freed-men. Around the tent was an entire war-host. After the Field of Tears, many of these stood empty. But what remained of the Coalition was stronger for it. They have fought numerous wars, in different regions of the world. The Hakkan still stood tall, their army intact. The League proudly trumpeted and marched about. The Fey cavalry kept to themselves in their camp ringed by trees. The Bourdelaic Knights and foot sparred with any they could find. The Hilmedhi drank and caroused with all, new to the company. The Passan soilders sulked about, foraging for the army.

 

****Hakkan the Undying, Chosen of God and Master of the Skies had personally prompted the Duke to march. Assessing his Host, Giovenco was far from certain. Even before the Field of Tears they had been a small army. Now, well it went without saying. The wounded and dead pile up. But he would never refuse such a order. The way he went about it however, would be far from straight forward. As the army marches on Karel, Hakkan and Fey outriders are launched in numerous bands. They will be the eyes and ears of the army. Their overall goal, to find and lure the Karel army......

 

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Population;  6,999,27

Income; 116.5k

 

Mod Actions

 

*Coalition Fleet Continues Hunt/Asking Eadni to join hunt and parlay

 

**Continued Mercenary Manipulation -10k [20k Total]

 

***New phase of Passan Manipulation -11k [50 total] / Continued Passan bank Growth -5k [12k total]

 

****Coalition Host marches on Karel, sending scouts.

 

[Map] Building 2 new settlements -10k

 

Financial Actions

 

Continued Danwent bank investment -5k [15k Total]

Redacted; 13k

Finishing Hermitage; 21.5k

Building Port and Merchants Guild in new City; 25k

Upgrading 1.5k Med. Inf to T3 [6k]
 

 

 

 

 

 

 

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DUCHY OF ULYADAR

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1514

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The morning light bathed the room through the flimsy blue curtains, illuminating the cozy wooden space. It was simple, and humble, with a large hunky wardrobe in one corner, and a small nightstand in the other,  on each side of the bed which lay occupied in the middle of the room. Around the room, lay an assortment of clothes strewn upon the ground. A womans white dress, with a blue corset and linen undergarment, and a large man’s  tunic and trousers lay in a trail leading from the door to the bed. Smaller accessories lay dispersed everywhere, as well as furs, hanging on the posts, on the floor, on the wardrobe, everywhere.

 

On the white sheets of the bed lay two individuals. On the right, one fragile, petite figure lay on her stomach, clutching a cushion, the rays of the sun catching her flowing blond locks of hair, and her pleasant skin on her back. On the left lay a massive individual, laying on his back and his red eyes gazing blankly towards the ceiling. His head, encompassed by his mane of hair, laid on his hands. His swollen pectoralis muscles steadily bounced up and down with every breath he took, and his abdominal muscles stretched and contrasted with his diaphragm. The two bodies lay completely still for several other minutes, the only sounds reaching the sounds of footsteps in the hall and the muffled voices of maids.

 

The tranquility and silence of the room is broken by the sound of ruffling sheets as the smaller body shifts herself in the bed, turning her face to meet that of her partner. The flowing blond hair leads to a perfectly symmetrical, round face, with a softly curving nose, and rosy pink cheeks. Her green eyes canvass her partners body. “How long have you been awake?” croaks a soft voice. After a short pause, the beast next to her responds, “Not long, the maids are up”  The girl lets out a light snicker as she draws herself closer to the man, placing her arm on his chest, while he remains unmoved. “People will begin to ask questions as to where is the daughter of the Count of Tykirfell” she says, resting her face on him. “They won't question me” he replied calmly. “My father and my brother will” the woman answers back, jokingly. “They fear me.” The woman does not respond, simply staring blankly towards the wall.

 

15 minutes go by, in silence, as the two lay upon each other, contemplating. Bruce then stretches his body out, his feet protruding out from under the sheets and past the bed at least 2 feet, as he pulls his hand from under his head and lightly brings it to rest on the woman's bottom. The blond head quirks up, “Your leaving?” Bruce says nothing as he sits up on the bed, the bed creaking loudly as he pauses, scratching his beard and ruffling his hair in the mirror on the wall before he throws off the sheets, and stands, the floor creaking with every stride as his naked body retrieves his trousers and he sticks one leg in each hole and yanks them up. “You'll be back, won't you?” she asks once more, this time propping her head up on her arm. “I'd like to.”he responds as he wrings his belt through the loops and places his arms through the holes of his tunic. “I’d like to have some company if im not to leave this room.” she says, in a condescending tone. “You will, fret not, i'll come visit you.” “You said that yesterday and you didn't.” “That was yesterday, woman.” he says as he throws on his bear fur, and clicks the brooch to secure it. He walks over to the wardrobe and casts open the doors, pulling out two broad axes, and a plain wooden shield. “I must prepare the men” he states simply, as the lady lies back on the bed, and Bruce passes the threshold into the room and bangs the door behind him.

 

As his leather boots thud with each step his gargantuan frame takes, he makes his way down the long stone hall of the palace. At the end of the hall, the doors remain propped open, the white light of the courtyard illuminating the hallway. The faint sounds of iron clanging, men shouting and conversing, horses neighing and wood clapping on wood creeped its way across the hallway and into the ears of Bruce. Bruce’s pace picked up slightly as he procures a small grin. A door opens on the right in front of Bruce, and out comes a middle-aged maid with a tray of plates of food and drink. “Oh, my liege, i was just bringing y-” begins the lady, in a kind-hearted matter, showing him the tray. Bruce, meanwhile, completely bypasses the lady, not even acknowledging her presence as he nearly trips over her, sending the maid and the tray reeling to the wall, and making the plates and cups rattle. The maid spends a couple minutes securing the contents on the tray with caution and with haste, as she finally dispatches herself against the wall, brushing her apron lightly as she attempts to reach out to Bruce, who is already almost to the door. “My, my lord, would you like me to leave it in your room?” Once more, Bruce ignores the woman, his large physique disappearing into the light of the courtyard.

 

As Bruce appears, his ruby eyes cast themselves over a snow filled courtyard littered with at least a two units of men. They are divided across the square courtyard, each engaging in their own activities. In one corner, a dense line of archers are shooting at bullseyes laid on ice. In another, a line of soldiers surround 8 small circles where one on ones are taking place. In another square, a man is shouting orders to lines of men in formation. In the last corner, horses ride back and forth with men swinging various pole arms at dummies in the sand.

 

As Bruce makes his way through the center of the courtyard, the various activities stop, and like a wave the heads of the soldiery turn to face the Duke. He makes his way through the center, not acknowledging the bowing heads of his men, and instead he begins to take off his furs, and he casts his broad axes to one side. He reaches the corner with the one on ones, and reaches for a pole in a barrel full of various pole arms. He grabs a rickety wooden shield, and moves to the center of the square. “One of you bastards step up, I want to fight.” He says calmly, the rest of the infantry has now laid down they arms and created a large square surrounding Bruce. There is no movement from the crowd, and no one steps up. Bruce lets out a long sigh, and points to a man with braided blond hair in front of him. “You, here.” Bruce says, pointing to the ground in front of him. The poor victim looks to his sides, and downwards, until he is pushed forward and given jeers of encouragement by his comrades. He solemnly grabs a pole and a shield, and assumes his stance. “Widen your feet, you don't serve mead don't you,” Bruce says, as he assumes his stance. The rest of the men respond with laughs and insults as they overlook the spectacle. “Go on” says Bruce, and with a shrilling yell the man shifts his feet, attempting a slice at bruce with the pole, which is easily parried by his shield, and he attempts to truck Bruce over with his body. Instead his body bounces off the huge mass, and it sends him faltering a few steps in the snow. The spectators break into a fit of muffled snickers and murmurs as a result, and Bruce pulls the fallen soldiers up to his feet. “Try again, but lower.” He repeats the process, but the outcome is repeated once more as he is sent flying back several paces. “A poorly paid ***** puts more effort then you, AGAIN!” The man charges, anger infuriates him as, in a flash, he swings the wooden pole down on Bruce’s head, and bring his shield under bruce's for a punch on his stomach. Instead, Bruce throws his arm up, connecting his pole with his opponents elbow, and sending it reeling back, before he lowers his shoulder and drives against the punch, throwing his arm out in the process and sending the man flying once more several feet back. A collection of yells and jeers of approval spring out from the crowd, and Bruce walks over and pulls the fallen man up, brushing off the dirt from his body lightly. “The only way you wont fight like a drunken walrus is if you swing swiftly and with strength.” He says to him, before he sends him off towards his eagerly receiving comrades.

 

“Next.” he'd say, glancing around at his surroundings and waiting for another opponent.



 

 


 

 

 

NATION INFO

 

CITIES:

Ulya(Capitol)(Starter)

Yakur

Alost (Port)(Starter)

Tykirfell

Odeilia

Rypapa

TOWNS:

Elirkuta

Grimsar

SETTLEMENTS:

Halsar

Skalanes

POPULATION:5255022+8k x 7%=5623434

ARMY:

(2500)5 units of T3 Medium Infantry

(2000)4 units of T3 Medium cavalry

ARMY UPKEEP: 1K GOLD

NAVY:

10 COGS

5 GALLEYS

UPKEEP FOR NAVY:5K GOLD UPKEEP

 

GOLD:3K(BASE)+16.5K(POP)+8K(TRADE)+18K(MERCHANT GUILD)+8k(PORT)+ 4K(ECON POINTS)+7k(MANUFACTORY)+18K(TOWN BONUS)+500(Bulgar trading thing)=83K GOLD


 

GOLD FOR THIS TURN:77K

 

TRADING PARTNERS: Chapel of True Knauledge, Fortress Libraries, Kingdom of Bulgar Trident, Volaruci Princedoms, The Antigonid Dynasty, Kingdom of Icefeld, The Nascent Kingdom

 

BUILDINGS

FARMS:23

MERCHANT COMPANY:6

CATHEDRAL:1

CHURCH:1

SHRINE:1

MANUFACTORY:7

PORT:2

TRADING COMPANY:3

SETTLEMENTS:3

TOWNS:1

CITIES:6

SHRINE:1

 

TOTAL MAGI:4

TOTAL ADEPT:36

 

KEY CHARACTERS

DUKE BRUCE OF ULYADAR

TANCRED, ORACLE OF THE BLOOD FORGE

LUDIN, ORACLE OF ASSIRBANAKH

DUKE ARVID, DUKE OF ULYADAR(DECEASED)

 

 


 

ACTIONS

 

-The strange occurrence happening in the northern islands has dumbfounded the nearby colonists in the village of Skalanes. Trapper after trapper is sent out, father then ever in search of anything moving, but they find nothing. Even whaling voyages come back with their nets empty, and their hooks dry, and the fishermen bitter. Some clever man decides to try something different at an attempt to decipher the mystery. He, along with 7 others, bring an array of animals, to the islands, and record how they react. He brings a seagull, a eagle, a penguin, a seal, a fox, a dog, and a reindeer, and they observe the response of the animals to the strange winds.

 

-The Kingdom of Icefeld, whom have developed an amicable relationship with an aspiring coastal petty lord on the northern coast near the city of Rypapa, on an isolated village. These foreigners spent many a night in the hold of the count, going by the name of Bali Gilsonn. As a result of the extended stay of the Icefeldian explorers in the hold of the hospitable Lord Gilsonn, they have also engaged in several enlightened discussions and research. They have reportedly procured a new class of calvary, capitalizing on the use of bulky plate armour, using ideas brought to Ulyadar from the boiling forges of Icefeld. In conjunction they also developed a new, more advanced form of bow, using a series of gears and levers, how helpful they have been! (50% off on research for Heavy Cavalry and Crossbowmen, -10k gold, -5k gold. Icefeld research on Heavy Infantry 50% off)

 

-Corresponding with the raising of the levy across the realm, existing barracks are becoming cramped and some even filled to the brink with men. In order to accomodate more men, more barracks are whipped up, and recruitment continues.(3 barracks,-15k)

 

-4 units of T3 Medium Infantry are recruited.(-16k)

 

-1 Unit of T3 Heavy Infantry is recruited.(-6k)

 

-An Icefeld Embassy is established in Ulya.

 

-The trade offer is  accepted with the Nascent Kingdom.

 

-2 farms are constructed near the new settlement of Skalanes to facilitate its expansion(-10k)

 

-A bigger, better, faster, stronger, warship is researched for a surely impending battle.(-15k to researching Carracks, 15/25k)









 

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1517

 

The Eadni have called for an embassy in their capital, which the Mongerellians, after their stinging defeat, have agreed to. The details have yet to be ironed out.

 

In the East, after the massacre of Blood Hill, the bloated throats run rampant through the land, massacring entire villages and carving deep, bloody furrow into the Ashval as they rampage through the land in a chaotic manner.

 

The Hakkan and Karel forces once more march upon each other, a few days march from the old battlefield.




 

The Fortress Libraries

 

Buildings.

 

Medical research continues, as the libraries advance into territory unknown and unexplored by the greatest minds of their day and age. Some foreigners even come to their lands now, paying large sums to be healed by those who they claim can perform miracles. (+5000 G this turn.)


 

The Republic of Danwent

 

An dangerous venture for the Republic, but these people of Danwent are well-versed in the construction of roads, if not in the scaling of cliffs! By the end of the year, as winter sweeps its cold cowl over the mountains, the road has already been half-way built, if not more. The men in charge should be confident in their ability to finish it in the next year, proper funding accounted for.

 

A diplomat from the Symon Empire arrives in the year, requesting that the Danwent Republic curb its political believers, and pulls them out of the Symon Empire. For from where else could such toxic beliefs come from?!


 

The Kingdom of Five

 

Piles of discarded alloys and melted lumps of metal fill the workshops of every blacksmith trying to find the new perfect metal. The adepts, with no real knowledge at all when it comes to smithing and the work of metals, contribute little, and their work continues to be excruciatingly slow.

 

More settlements. Further south, the land often becomes more rugged as the Swine leave behind the fertile fields of their homelands for open grassland. While it is a good place to sow seed, it cannot be compared the fertile vales of their home.


 

The Antigonid Dynasty

 

Truly, they live upon the edge of the world. At night, the stars above the Antigonid’s shine brightly, foreign shapes to the rest of the world, and occasionally, great whales surge from the waters off the coast, basking in the warmth of a summer sun.

 

The Scholar’s League attracts only a few minds, for few can truly be motivated to leave their well-established homes or laboratories without the welcoming clink of gold.

The excavations go well enough, but the more they dig, the more disappointed they are. Few traces of any civilization touch these lands. In one place, an old cairn is found, with a few old gold coins and a rusted saber. In another, a boat, some sort of galley, half-buried into the ground, most of it rotted into dust and sludge. But they find no real traces of any cities, or large settlements. The land seems wild, untouched by the past.


 

The Morning Kingdom

 

The Order, though tentative, agrees to trade agreement. They maintain a cool façade when speaking to the Morning envoys, but their eyes are full of hostility.

 

Ashval cannot agree to trade at the time being, as their entire government is in shambles. They only request aid from the Morning Kingdom, and promises of trade and friendship should they fight to stop the Bloated menace. The Eadni accept trade.

 

The Expedition into Cairn begins on the surface levels, well explored in previous years, these seem to be residential for the most part, though even here, skulls and bones are oft embedded into the walls, and signs of death and the worship of death are everywhere, from the carved skulls to the statues of a hooded figure at intersections within this underground city. The lower they go, the less hospitable the levels get. Broad streets with slanting slits allowing for some sunlight turn into narrow, dark passages, where the walls are made only of skulls, the supports of bones. Here they find the greatest amount of crypts, tombs and mass graves, with altars to a deadly god everywhere, and old rooms that could only have had strange and heathenish rituals. Where the upper levels were maze-like to the unfamiliar eye, these catacombs are truly tortuous, paths varying in level, cutting over each other and winding around forever. Rooms may have ten openings, all at different levels, all leading into random directions. Some men get lost, their shouts echoing around and around forever in the heavy air, their torches flickering out as their shouts grow more and more desperate, and ever more distant from the main party. But that is not all that can be found in the deepest depths of the crypt city of Cairn. (Discord)


 

The Commonwealth of Ruhn

 

Today marks a monumental day for the Commonwealth. For the first time since they discovered them all those years ago, the scholars, enlisting the help of many a laborer, managed to activate the mechanisms for the Levers...Then they jammed, and trapped one of the large basins filled with water, and a single trial ship, mid-way down the cliff. Despite the apparent trauma for those trapped in the ship, the scholars celebrate! Only a few kinks to iron out, and soon they will be able to unlock them entirely!

 

The southern search parties, making their way along the river, finally find what they have been searching for. Large, lazy lizards with thick skin and vicious claws sit around the edges of the river, at peace with themselves and their surroundings. No doubt, they will soon be at peace with being cut up and sent to tanning vats! (Sandcrawler Rare good discovered)

 

Lounging the mountains allows them to avoid the most punishing of storms, but a midway through their difficult journey, they are overtaken by a violent firestorm as it breaks itself upon the mountainside in a clash of stone and fire. Cowering in the sand does not provide very good cover, and before it is done, one Acolyte and five men are taken by the storm.

 

Lord Karx is more than happy to welcome their envoy, and sends a gift of good will to Ruhn. A healthy sum of 3.500 gold in jewels and spices.


 

The Kingdom of Icefeld

 

The strait is nearly drowned in ice and icebergs, drifting south in a long procession, like a dozen hulking vessels. Ice crashes and crunches around them continually, and the trip is nothing even remotely close to safe. But headed by Franz Josef, they navigate these lethal waters and make it across, where they move south, and do indeed hit forests and open taiga before another vicious winter howls down from the north to entomb them in ice and snow.

 

The Men of Ölm are cautious people, and they are often seen as little more than flitting shadows under the eves of the trees. As the Icefeldians breach the treeline, they find themselves in a new world of chokingly thick trees and an undergrowth so dense that a man could fall all the way in, and still not hit solid ground. A treacherous place, but the men of Ölm navigate it well, and eventually show themselves, requesting rather brusquely what business the ‘deadland people’ want. (Discord)

 

An expensive vessel, but designed by good minds, it will fulfil its purpose.


 

The Princedom of Volarucio

 

The Blackmarrow accept trade with the Princedom, allowing their envoy to spend his visit, and the furiously violent winter, deep within the island keep of Sentinel, off the coast of the capital itself.

 

The scholars will have to look with a more specific goal in mind! (ask me in Discord for research in Knauledge.)

 

As for the settlers, by the end of the year, they are cut off from their homeland by Lithborn expansion.

 

The City-State of trident also sends a missive to the Princedom, announcing that they will be expecting their loan to be returned within the coming five years, with an interest of 10%.


 

The Kingdom of Bulgar

 

Buildings.

 

Of the five settlements, one is delayed by bad weather, and the abysmal organizational skills of one of the Foremen in charge of it. However, the remaining ones are established , effectively cutting off the small group of Volarucian settlers who make their way to the freezing coast in the north.


 

The Kingdom of Hilmedhi

 

The ballista are nothing special. Upon further study, they seem to be quite the straightforward model. The only change is the red marble heads attached to their bolts.

 

The runes are completely foreign to anything that the researchers have seen before, and with little to not ground for reference, they simply stall at them. However, they have figured out most of the mechanisms surrounding the crystal, bar the crystal itself, and the runes.

 

The runes to ignite weapons are straight-forward enough, and soon the greatest Magesmiths of the nation are able to ignite swords through careful processes and even more cautious runescribing. The issue here lies with the complexity and difficulty of production. (High tier)


 

Surya

 

The raids abate in the more heavily patrolled areas, but in others, they continue to sneak out and ravage villages. These swarthy warriors are fierce and driven, and in equal engagements, the civil watch is often routed and killed. Many a woman is carried off, and many a man slaughtered. (-200 civil watch, -4000 gold.)

 

Tribesmen. (Discord)


 

The Empire of Bourdeleaux

 

The Herzaka do not react any further to the Bourdelean presence in the region, though they very often skirt the horizon on their horses, before fading away into the great open sea of grass.

 

The coastal ambitions of the Empire must be curbed, for the mountains are rough, and the settlers must either find a way to circumvent them without intruding on Aulem land, or go by sea. The other settlement, at the foot of the pass, is easily established. Soon, a thriving community grows, through they must prepare for the winter months, when their way home is cut off by ferocious snowstorms.


 

The Kingdom of Fyr-Darrick

 

The City-State of Trident declines the offer, based mainly on the distance of the Fey relative to them, and the lack of assurances or collateral. Additionally, they fear that with the Fey so far removed from them, they may not feel obligated to repay the loan in the given time.

 

Other than that, the forest continues to protect the fey, sheltering them from the outside world, though once more, a single wolf makes its way to adepts within the Fey borders. It speaks of Fey-beings leading non-fey deep into the heart of the forest, and bares its teeth at the notion. Surely, those of the forest know this is not to be done.


 

The Galaharian League

 

Discussions with the Eadni are to be had. (Discord)

 

The rather heavy-handed attempt at manipulating the mercenary companies through violence and money goes poorly, as quite a few up and leave as the pattern continues to repeat itself, sailing or marching for Throataville, the Hilmedhi, Ruhn or Danwent, depending on their tendencies. Their numbers are diminished, but some still stay, though loyalty is hard to find once coins stop clinking.

 

The Three passan commanders in Storm Keep are named Elmo Morahg, Juston Belltower and Loro of Scuttlebrick.

 

Many of the cities nearer to the coast, and more developped, seem quite happy with how things are going. After all, they have seen naught but improvements in their lives since the Galaharians showed up on their shores. Inland, the story is a little different, as swamps and bad roads keep them more isolated, and they have a more traditional outlook on life. Here, support of the Galaharians is notably lower.

 

March, march.


 

The Duchy of Ulyadar

 

The eagle kills the seagull, the fox kills the eagle. The reindeer gores a man, the seal kills the penguin and flops into the water, never to be seen again. Their violent reaction happens far faster than those of the men, with the fox lasting longest before it turns into a raging, frothing mess of a creature, running around in circles and ripping at its tail furiously.

 

These same trackers see a thick, huge wall of fog creep over the horizon one day, then disappear from sight. A strange phenomenom, going north east.


 

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Kingdom of Five

1517

SEUOt1KKvLcA7Iv101MLgp3vF3erTIFaRHddkcL631QiaYw9XEd66Cce11z2m4vQHOwLuSpVqIiyp0LYw41Ws0XH2ePJFzP5THEZknGRlVINoTZxZIrCbBtwjqT2eAVycC0pMdhi

Nation Roleplay:

The Captain shouted to his men, “Berkshire company, form up!” and the rustle of 125 men quickly forming a fighting block alerted him to their well training. Berkshire formed up the far left flank of their battalion, a fully locked shield wall holding them together as they advanced. Ahead of them stood the Basque battalion, their crinkle of armor and marching steps could be heard as well as their knight shouting orders. “Brace for contact, shields lock and spears and swords up!” The two groups marched towards each-other and the oinks from both sides began to rise up as they clashed in the middle. Wooden swords and quarterstaff spears made their presence known with every shield strike and yelp from the stricken men. Every thirty minutes the groups would ebb and flow from each other as to rest then fight once more.

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Screaming interrupted the soldiers as their baron rode past on his steed shouting at the top of his lungs. “Our rangers spotted the thugs that attacked Hereford!” The captains and sergeants ran up the lines shouting for a marching order immediately, the men quickly taking a breather as they form up and prepare for their fast move to catch up to the brigand band. “Essex battalion, march!” then so set forth the group all five hundred men rustling on a days march north to catch up with the tyrants in the east.

 

Reaching the plains of Hereford they spotted a truly massive brigand band of men, they at least had a company sized element ahead of them. The noise of the battalion alerted them and immediately they could be seen forming rank and shouting up and down their line. Screams and shouting came from the Swine baron and shifting around the column into a standard formation to engage the heathens. Eagerly the battalion clattered on its shields and began to march at the call, their opponents looked entirely distraught at what they were up against with some breaking off and running.

 

The men clashed and it all went black as adrenaline and training took over like an instinct.

 

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Population: 11,867,457 Fivians

Gold Expenditure: 166,150 Gold with Upkeep

(35,000 Gold | Completing Cathedral) The first cathedral of the fallen order is completed in the catacombs of the fortress in the Golden boar, the first list on the agenda is for the entirety of the assembled to let loose their prayers with Dakkar the head magi attending. [25 Adepts, 3 Magi.]

 

(36,000 Gold) 4 Guilds are built the last four cities of the Kingdom under Hog’s supervision. [12,000 Gold+]

 

(67,500 Gold) 5 more ports are built along the coastal cities ranging from the northern side of the Kingdom, all but the south was left for this upgrade.

 

(14,550 added | 30,000 Gold previous turns) Swinium Alloy research continues, some gold is even spent on finding more talented smiths from other nations to try their hand with great reward promised.

 

(12,600 Gold) Two more trade companies are built in the capital’s port district maxing out the total the Kingdom can have.

 

[!] Towns grow!

Edited by Devland99
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Republic of Danwent – 1518

 

Following the concerning news from the East about the Bloated Throat Hordes tearing into other humble nations such as the Republic, it became immediately clear that they had to lend assistance and intervene early, lest sooner or later Danwent itself might be the next target for this horde. Senator Thoryus Armon of the Stalwart Guard and General Hasoran Alaari are tasked with assembling troops to march them first North and then East, passing through Numeria and then into Volarucio, where they will presumably be joined by another force of them. The goal is to reach the Librarian fortress to then decide what action to take further as a coalition force against the Bloated Throats.

 

Following an error in administration, a very overdue debt was paid to the smiths of the Republic, hindering the progression on Senator Kaylius’ strategem. It would simply have to wait.

 

The missive from the Symon Empire is received with all respect and courtesy, although he is informed that after the visit of Dionius Liber and Aywentos Rumarii two years ago, they have not taken any action regarding the democratic movement in the Symon Empire. It being an internal affair of said nation, in order to uphold the treaty which does entail acknowledgement of the integrity of the other nation, the Republic officially proclaims that it will not interfere in any affairs in the Symon Empire.

 

Theodos Abemani proceeds to rally the fleet of the Republic to join the newfound allies in the Galaharian League and Kingdom of Hilmedhi, to ascertain that the steamstealer threat would be taken care of, once and for all, lest they will threaten the coastlines of Symon, Danwent, Eadni and many other nations again.

 

Senator Otto von Mikkelbach travels North in the meantime to visit the Kingdom of Bulgar, at the same time with Kaylius Sarnari travelling to Fyr-Darrick. The purpose is to establish more proper relationships with their brethren in faith.

 

 

More Roleplay might be added, once some things are sorted out.

 

Nation Info:

Government:

Republic, ruled by 148 senators (lifetime positions).

Traditionalist League: 17 Senators

Commoner’s League: 25 Senators

Prosperous Path Party: 35 Senators

Stalwart Guard: 28 Senators

Frontier: 8 Senators

Adherence Party: 10 Senators

Grand Republican Party: 20 Senators

Unaffiliated: 5 Senators

 

Senate Seats: 148 total, 148 filled (20 from the Capital, 10 per city, 8 per town, 4 per settlement)

 

People of note:

Aywentos Rumaari (Senator of the Traditionalist League), aged 41

Dionius Liber (Senator of the Commoner’s League), aged 43

Theodos Abemani (Senator of the Prosperous Path Party), aged 41

Thoryus Armon (Senator of the Stalwart Guard), aged 44

Otto Mikkelbach (Senator of the “Frontier”), aged 35

Kaylius Sarnari (Senator of the Adherence Party), aged 38

Royolus Artonii (Senator of the Grand Republican Party), aged 37

 

Population: 13,388,433 this year. (4,500,000 Starter)

Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 0% Growth Spell (this turn, cooldown 3 turns)

55 farmsteads.

 

Cities:

Tzaria (1,100,000 inhabitants) (Capital) – Market (III), Trade Port, Manufactory, School, Temple, Hermitage (T3), Merchant Guild, Trading Company, three barracks

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

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

Susvii (700,000 inhabitants) – Merchant Guild, Trade Port, Trading Company

Koryii (600,000 inhabitants) – Merchant Guild

Wessevith (600,000 inhabitants) – Merchant Guild

Raedia (500,000 inhabitants) – Merchant Guild, Trade Port, Trading Company

Rohsor (500,000 inhabitants) – Merchant Guild, Trade Port, Trading Company

Esorvor (500,000 inhabitants) – Merchant Guild, Trading Company

 

Towns:

Hybria (600,000 inhabitants)

Shovia (500,000 inhabitants)

Tzarkyii (500,000 inhabitants)

Arevith (500,000 inhabitants)

Razryii (500,000 inhabitants)

Solinyii (500,000 inhabitants)

 

Settlements:

 

National Budget:

Treasury: 0 Duwats.

Income: 158,000 Duwats

Base Income: +3,000 Duwats

Economic Points: +4,000 Duwats

Merchant Guilds (9): +27,000 Duwats

Trade Partners: (Symon, Numeria, Bordealeux, Eadni, Galahar, Librarians, Fyr Darrick, Trident, Volarucio, Äulem) +10,000 Duwats

Trade node of Susvii: +3,000 Duwats (city + trade port)

Population Taxation: +39,000 Duwats

Trade Port of Tzaria: +5,000 Duwats (10 trade partners)

Trade Port of Susvii: +5,000 Duwats (10 trade partners)

Trade Port of Raedia: +5,000 Duwats (10 trade partners)

Trade Port of Rohsor: +5,000 Duwats (10 trade partners)

Towns & Cities: +36,000 Duwats

Moranese Wheat: +1,500 Duwats

Manufactory in Tzaria: +1,000 Duwats

Road tolls: +1,500 Duwats

Exports: +11,000 Duwats

Caravels arriving at Danwent: +1,000 Duwats (4 from Galahar)

 

Expenditure: 17,000 Duwats

Armed Forces:  -9,000 Duwats

Total of 27,000 men. Equals -9,000 gold for land maintenance.

22 companies of Bronze Legion (T3 Unique Regular Medium Infantry) at 11,000 men (1,500 garrisoned)

12 companies of T1 Regular Light Archers at 6,000 men (1,500 garrisoned)

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

12 companies of Danwentii Pavise Crossbows (T3 Unique Crossbows) at 6,000 men (1,500 garrisoned)

5 companies of T3 Regular Medium Cavalry at 2,500 men

 

Naval Forces: -5,000 Duwats

10 galleys at 250 men each

 

Fortifications: -3,000 Duwats

1 Keep in Ruhia (No upkeep) manned by 500 Light Archers

1 Keep in Essevith (No upkeep) manned by 500 Light Archers

1 Fortress in Tzaria (-2,000 Duwats) manned by 500 Light Archers, 500 Medium Archers, 500 Bronze Legion

1 Keep in Tzarkyii (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion

1 Keep in Hybria (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion

1 Keep in Koryii (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion

1 Castle in Esorvor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion.

 

Available currency: 141,000 Duwats
 

National Resources:

3 unit of Moranese Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k), Volarucio (4k) (3))

 

Republican Actions:

 

Five new stretches of Farmland are ordered for the growing population in the Republic. (-25,000 Duwats)

 

Following the continued inception of Senator Kaylius’ plan, the construction of a Monastery at the capital is ordered. It will take two years at least to complete. (-50,000 Duwats)

 

Another three companies of the Bronze Legion and three companies of Danwent Pavise are trained for service in the Republic. (-22,500 Duwats)

 

Following an accounting error, the blacksmiths, fletchers, tanners and carpenters are paid what they are owed. (-68,000 Duwats for T3 equipment on all Bronze Legion soldiers AND Danwentii Pavise Crossbows)

 

The infrastructure project for the whole Republic continues, followed by a huge monetary expense from the Republic. The fortified road at the cliff is included in this. (Previous turn: As the Republic has grown, it became clear that its infrastructure and roadnetwork had to be improved upon. Substantial investments into the existing road network and its extension were called by the Senate in Tzaria. This did include the attempted construction of a fortified road from Rohsor along the rocky cliffside to the newly founded town of Razryii. (-7,400 Duwats)) (-16,000 Duwats)

 

The settlement of Krytor is established in dense jungles in the new Western frontier of the Republic. 1,000 Bronze Legion soldiers are sent along to hew pathways for proper roads through the jungle between the to be established Krytor and Solinyii and Razryii. Along with this goes the proper marking of the Republics borders in said region. (-7,000 Duwats)

 

Another settlement, named Rotyia is established within the Republic’s lands, at the southernmost tip between Susvii and Raedia, south of Ruhia. (-5,000 Duwats)

 

A third settlement Esolia, is being established in the prosperous core territories of the Republic, at the northwestern shore of the Republic’s inland lake. (-5,000 Duwats)

 

The Republic orders the construction of a Keep in Shovia, as well as the extension of the Keep in Tzarkyii to a castle. (-15,000 Duwats)

 

1buJwk4.png

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Eighteenth Post

 

Kingdom of Bulgar

Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

An imperial decree written under the guidance of His Majesty Emperor Relis Korkus by His Highness Crown Prince Daerin Korkus reads:

“Given under my hand in the year of our lord Grimsborith, 1518, in recognition of a growing empire and a to provide security to the inhabitants of the Holy Empire of Grimsborith, the Imperial Army of Korkus is to be divided under the rule of the crowned monarch to be ran by those that which the majesty deems fit, into the categories Marching Army and Realm Guard Force. The use of the Marching Army is to execute the will of the Emperor as for the Realm Guard Force is to be used for domestic operations in keeping to the defense of the empires vassal lords lands and people. As to the founding of the Legio Gravibus V, comprised of the skilled and most veteran of warriors is to be established as apart of the Marching Army to provide support in the worst endeavors. May the changing light of Grimsborith guide us. So signed under my hand.”

Daerin Korkus, Emperor Regent, His Highness Crown Prince of The Holy Empire of Grimsborith, Imperial Commandant of The Imperial Army of Korkus, Lord Steward of The Northern Holds

 

With the northern region established, the army sent there is pulled back and the Realm Guard Force continue to do their empire wide patrols of the land.

 

The Inquisitorium Patricum is founded headed by the now High Priestess Lord Oracle Taper Greenhand.

 

Daerin Korkus marries a lithborn noble from the capital named Syrila Deathand. The Deathands were the second clan to turn when Grimsborith made his offer in the Greenthroat many centuries ago and in keeping with the stability of the realm, the two were wedded. Reports show that Syrila is pregnant and is carrying twins. Imperial physicians state that it is a girl and a boy she is carrying.

 

Before Turn

Population: 14,561,345 (10%)

Cash: 191,000 (+2k from last turn, +1k settlement on point)

GP: 5k Eco + 3k cap + 18k city + 42k town + 43.5k pop + 15k merch + 7k trade + 2.5k The Last Rage + 48k manufactory + 6k Trade Deals + 12k Port + 1k point of control - 14k mili = 188k p/t
Military:

2,500 Light Cavalry T2

1,500 Light Archers T2

4,500 Light Archers T1

15,950 Medium Infantry T2

3,000 Medium Infantry T3

3 units Ballistae

1,000 Clerics of The Holy Banner

6,500 Heavy Infantry T3

500 Veteran Heavy Infantry T3

500 Light Infantry T1

10 Adepts; 1 Magi


Building: 5 merchants guild, temple, place of worship, shrine, church, hermitage, monastery, manufactory (48), Farmland (59), Market T2, Port 4, Trade Post 3, Prestigious Laboratory

Previous Research: Properties of The Last Rage, Heavy Inf

 

After Turn

Population: 15,580,340 (7%)

Cash: 0

GP: 5k Eco + 3k cap + 21k city + 48k town + 46.5k pop + 15k merch + 7k trade + 2.5k The Last Rage + 48k manufactory + 6k Trade Deals + 12k Port + 2k point of control - 15k mili = 201k p/t
Marching Army:

2,500 Light Cavalry T2

1,500 Light Archers T2

3,500 Light Archers T1

13,950 Medium Infantry T2

6,500 Heavy Infantry T3

500 Veteran Heavy Infantry T3

1,000 Clerics of The Holy Banner

3 units Ballistae

1 Monster

10 Adepts; 1 Magi

1,000 Clerics of The Holy Banner

 

Realm Guard Force:

3,000 Medium Infantry T3

2,000 Medium Infantry T2

1,000 Heavy Infantry T1

1,000 Light Archers T1

500 Light Infantry T1


Building: 5 merchants guild, temple, place of worship, shrine, church, hermitage, monastery, great wonder, manufactory (48), Farmland (63), Market T2, Port 4, Trade Post 3, Prestigious Laboratory

Previous Research: Properties of The Last Rage, Heavy Inf

 

Delayed Settlement Finished 1

Settlement 2 (10k)

City 1 (15k)

Great Wonder (135k)

Farmland 4 (20k)

Heavy Inf 1,000 T1 (8k)

Monster (3k)

secret moves 

Edited by Dtrik
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The Fortress Libraries

1518

 

VK1pbNl.png

 

 

Across the world known to the Librarians, hurried messengers pound the roads of foreign lands to bring the decree of the Triumvirs to their ambassadors. The news will surely have reached all by now – Bleeding Hill. A colossal and bloody defeat at the hands of a ravenous, chaotic horde of Bloated Throats. For once, the circumspect Librarians do not hoard this knowledge but spread it far and wide.

 

From the frozen lands of Ulyadar and Blackmarrow, to the basking summer lands of the Antigonid King and Symon Emperor, emissaries attend the courts of rulers friendly to the Librarian cause. They paint a dire picture – a tide of mindless bloodshed, hunger and death bubbling forth from the rotting meat of sundered Ashval, roiling out to devour the world and plunge civilisation into endless chaos. Those accompanied by adepts show the horrified suzeraines of the foreign lands illusions of the enemy. The vicious, souless eyes. The broken, chipped teeth. The mix of blood and acid running down their disfigured throats. The message of the Librarians is clear. They ask for aid for the beleagured Ashvali, and indeed all good peoples of this world, in smothering this existential threat before it can grow more powerful.

 

Some pledge support immediately, and send troops to rally with the Librarians. Others guard their answers closely. Only time will tell if they will join the army of civilisation being rallied in the lands of the Fortress Libraries for a great crusade against the merciless hordes in the far east.

 


xAlFCBr.jpg

 

  Hide contents

 

Points and Basic Stats:

Population: 3,072,331 Humans

Cities: The Bastion (fortress), Fort Vane, Hardshore (keep)

Buildings: Merchant Guild x 3, Temple, Church, Shrine, Hermitage, School, Trading Company x 6, Manufactory x 2, Farmland x 12 (+4%), Bog Silk Market

Economy: 6

Education: 7

Size: 2

Military: 2

Mysticism: 4

Trade Partners: Blackmarrow, Knauledge, Ulyadar, Bulgar, Sehmon, Danwent, Trident, Ashval, Volarucio, Fyr-Darrick

Enclaves: Blackmarrow, Knauledge, Ulyadar, Danwent, Trident, Ashval

 

Army:

5 T1 Librarian Knights (50 men per unit)

1100 T3 Medium Infantry

1400 T4 Light Archers

500 T3 Medium Cavalry

970 T2 Light Cavalry

---

3975 troops

 

10 Adepts

1 Magi

 

Economy:

Saved: 2700

Base: 3000

New Towns/Cities: 6000

Econ Points: 6000

Pop: 9000

Trade: 10,000

Ports: 5000

Merchant Guild: 9000

Manufactories: 2000

Bog Silk: 3000

Enclaves: 12,000

Rich Sick People: 5000 (one turn)

Upkeep: -1000

---

Total: 71,700

---

Total Funds: 71,700

 

Actions:

  • CALL TO ARMS: Duchy of Ulyadar
  • CALL TO ARMS: House Blackmarrow
  • CALL TO ARMS: Princedom of Volarucio
  • CALL TO ARMS: Republic of Danwent
  • CALL TO ARMS: Symon Empire
  • CALL TO ARMS: Antigonid Dynasty
  • 1000 T3 Medium Infantry [8000]
  • 1000 T4 Light Archers [10,000]
  • 1500 T1 Light Infantry [3000]
  • Antigonid enclave! [10,000]
  • Three Barracks, one in each city! [15,000]
  • Heavy infantry research! [15,000] (10% School Bonus + Ed 7)
  • Outpost! [5000]
  • Farmland! [5000]

700

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Antigonid Dynasty

1518


The Expedition along the World’s Edge


Ever since the expedition had been forced to abandon their small merchant vessel after a deadly storm battered itself against the World’s Edge; the thick all engulfing jungle enveloped the small troop of men as they hacked their way through the jungle. It was all they had known for now days. On all sides, plants, ferns, and trees of all shades of green and sizes covered them as if they were within a giant’s throat. Even the sun’s rays seldom shined upon them, with all but faint rays penetrating the thick jungle canopy. When night falls, true darkness sets in. Neither the moons light, nor the shining stars breach the all encompassing darkness. The damp jungle wood, often making the lighting of fires nearly impossible. Despite this, as the men attempt to rest, what they swear is the distant shrills of unknown beasts keep them ever vigilant.

Ser Edrich hacked a rather resilient sapling several times with his spatha until it finally splintered into tens of pieces and fell to the jungle floor. The motions of frequently clearing aside small and resistance foliage had almost become thoughtless for Edrich. He didn't even think about the actions, his arm simply swung the now surely dulled blade, his mind oblivious to it. He stepped over the felled sapling cautiously, continuing through the jungle. Behind him, the rest of the company's footsteps were nearly silent, absorbed by the thick foliage.


“Edrich!” One of the men from the near centre of the column called out as the knight hacked his way through yet another shrub.  “How many more days do you reckon we’ll be on this march? If our vessel had not nearly sunk, we’d have already arrived days ago. I don’t think I can stand this jungle anymore.”

“Nor can I, Marcus. It shouldn’t be much longer on foot. As long as we stick to the coastline and this stream, We should arrive within a day or two. Pray to Voleus, and perhaps we’ll get there before nightfall.. ” The Knight responded as almost the entirety of his foot sunk into a thick mud, another common occurrence. Edrich withdrew his foot without much trouble before the march once more resumed.


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(Purple= area explored by expedition | Red= new settlement)
__________________________________________________________________________________________

 

Actions & Spending

Gross Income + Treasury: 43,300 Denarii

Net Income: 39,300 Denarii

 

Financial Actions:
-5,000 a new outpost, known as Asterion, is settled on the World’s Edge. The settlers are sent with 300 Light Infantrymen [t3] to protect and help settle the city.

-5,000 further expansion of farmlands to continue to population growth continues
-13,500 The port ruined during the seizure of Pelos is finally restored, and proper commerce begins to flow into the Royal Capital.

-15,000 The town of Valandovos is given full fledged city status, as well as all the accompanying infrastructure.

 

Mod Actions:

-800 A small! expedition led by Ser Edrich Palgos and 10 Silver Legionnaires [t3] dedicated to exploring and better charting the area surrounding Asterion is funded by the Royal Crown..
 

Edited by Krefarus
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EMPIRE OF BOURDELEAUX

Ruler: H.I.M. Emperor Adrian II

Heir: H.I.H. Crown Prince Philip

Government: Imperial Constitutional Monarchy

Population: ~ 12,017,837

Allies: Galaharian League, Kingdom of Fyr-Darrick

Trade Partners: Galaharian League, Kingdom of Fyr-Darrick, Kingdom of Helmedhi, Passans, Republic of Danwent, Hakkans, Princedoms of Volarucio

____________________________________________________

THE SUN RISES IN THE EAST

 

War was commonplace in Narosi politics, yet almost none of it affected Bourdeleaux. Sealed off in the west, surrounded by a plethora of ancient castles and immense mountains, West Naros was largely shielded from the feuding Kingdoms. Yet this allowed the emergent state of Bourdeleaux to grow thus far unopposed, swiftly consolidating their power. With the Carrowlander resistance largely subdued, Imperator Adrian II turned his ambitions elsewhere - the East. The land in which the Sun rises. Perhaps it was destiny. Nevertheless, Emperor Adrian sought to capitalize on the turmoil. Under the pretense of bringing culture and religion to rabble of Naros had Adrian waged his wars of aggression upon his neighbors. Yet all knew better than to question the actions of the Crown. The Church certainly could not complain, as more and more were welcomed into the Sun’s embrace. Neither could the smiths who forged the plate upon the soldiers’ backs or the mining industry which subsequently boomed. The sons and brothers knew no better, believing themselves to be upholders of the mantle of responsibility. Adrian continued to count his blessings, as such a situation could not be more optimal. Rumors poured westward, trickling into the Imperial Palace. War between the so-called Symon Empire and the Kingdom of Numeria. He believed them to be war-torn and tattered, little more than specks to be mopped up.

He knew what he must do. His men yearned to take battle once more, longing for adventure and comradery in arms. For too long had they cooped up near the Citadel at Carrow. The majority of the besieging force marched north, joining with elements from the Capital as they made for the Roots. A bold move for sure, one that may cost him everything, though Adrian was one to gamble.

An ancient Bourdelaic proverb goes “nothing ventured, nothing gained.”

 

THE ISSUE OF DEMOCRACY

 

A further rumor to surface from the east was the rise of Democracy, a radical form of governance which shook the very foundations upon which Naros was founded - which called for a government elected by and for the people. Unacceptable! The people knew not what was good for them. They were too near-sighted and possessed by selfish and blind desires. Power had to be kept away from the people at all cost. Any democratic movements were heavily repressed. Any who spoke aloud against the Bourdelaic establishment were rounded up and ‘reeducated’. This had set the framework for the Imperial Secret Police, which dealt with internal strife and political dissidents and sought out threats before they had even surfaced. Under no circumstance would a democratic foothold be established in Bourdeleaux, with all members swearing loyalty directly to the Emperor.

____________________________________________________

EMPIRE OF BOURDELEAUX INFO

 

Farmlands - 49 - 12,250,000

Cities:

Souvois - Merchant’s Guild, Place of Worship, Church, Port, Barracks (6)

Omignon - Merchant’s Guild

Vascogne - Merchant’s Guild

Towns/Settlements:

Suttre-upon-the-Twins

Senzia-by-the-Bay

Vispard

Adana

Frigia

Mennebor

Coutrinia

Rune

Verendelia

Plestiphor

Touvres

Benninbinges

Epsomme

Werdaux

 

Army:

~25,000 personnel

 

Army Roster:

https://docs.google.com/document/d/1uz7RhOXZ31mOyTUpTkdSSq2LA6RIsM_hhQw2GFjNCvk/edit?usp=sharing

 

Navy:

N/A

 

____________________________________________________

FINANCES AND ACTIONS

 

Income: 112,000g (Base - 3k, 6 Economy Pts - 6k, Pop - 36k, Resources - 3k, Merchant Guilds - 9k, Trade - 9k, Cities/Towns - 45k, Incoming Caravels - 1k)

Upkeep: 8,000g (Army), 9,000g (Veterancy) = 17,000g.

+5,700

[0g] Scouts are sent forward to probe the Roots of the World. Them, alongside with Galaharian intelligence are utilized to cross the passage into foreign lands - the farthest Bourdelaic excursion eastward. The majority of the Black Army marches north, close behind, and leaving the countryside with two options; submission or destruction. Bourdeleaux invades Numeria.

 

[0g] An emissary approaches the court of the Volarucian Princedoms, formally requesting a nonaggression pact between the two nations.

 

[0g] Settlements upgraded to Towns!

 

[15,000g] Constructing 3 Farms to feed Carrowlander and Besieging Soldiers’ mouths alike.

[10,000g] Constructing 2 Settlements in the Southeast to urbanize the Carrowlander populations.

[15,000g] Constructing 3 Barracks in Souvois to feed the military-industrial complex.

 

[13,000g] Recruiting 1 Unit of T4 Heavy Cavalry

[16,500g] Recruiting 1 Unit of T4 Knights of Ogrun

[12,000g] Recruiting 2 Units of T4 Medium Infantry

[16,000g] Recruiting 2 Units of T4 Heavy Infantry

[3,000g] Recruiting 3 Units of Light Bows

200

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DUCHY OF ULYADAR

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1518

 


 

“MORE MEAT” grunts Bruce as he spends the everlasting winter training with his soldiers, eating, sacrificing, and plowing fields. A productive year!

 


 

 

 

NATION INFO

 

CITIES:

Ulya(Capitol)(Starter)

Yakur

Alost (Port)(Starter)

Tykirfell

Odeilia

Rypapa

TOWNS:

Elirkuta

Grimsar

Halsar

SETTLEMENTS:

Skalanes

POPULATION:5623434+8k x 7%=6017634

ARMY:

(4500)9 units of T3 Medium Infantry

(2000)4 units of T3 Medium cavalry

(1000) 2 unit of T3 Heavy Infantry

(1000) 2 Units of T3 Crowssbowmen

ARMY UPKEEP: 1.5K GOLD

NAVY:

10 COGS

5 GALLEYS

UPKEEP FOR NAVY:5K GOLD UPKEEP

 

GOLD:3K(BASE)+18K(POP)+8K(TRADE)+18K(MERCHANT GUILD)+8k(PORT)+ 4K(ECON POINTS)+7k(MANUFACTORY)+21K(TOWN BONUS)+500(Bulgar trading thing)=87.5K GOLD


 

GOLD FOR THIS TURN:81K

 

TRADING PARTNERS: Chapel of True Knauledge, Fortress Libraries, Kingdom of Bulgar Trident, Volaruci Princedoms, The Antigonid Dynasty, Kingdom of Icefeld, The Nascent Kingdom

 

BUILDINGS

FARMS:25

MERCHANT COMPANY:6

CATHEDRAL:1

CHURCH:1

SHRINE:1

MANUFACTORY:7

PORT:2

TRADING COMPANY:3

SETTLEMENTS:3

TOWNS:1

CITIES:6

SHRINE:1

BARRACKS:3

 

TOTAL MAGI:4

TOTAL ADEPT:36

 

KEY CHARACTERS

DUKE BRUCE OF ULYADAR

TANCRED, ORACLE OF THE BLOOD FORGE

LUDIN, ORACLE OF ASSIRBANAKH

DUKE ARVID, DUKE OF ULYADAR(DECEASED)

 

 


 

ACTIONS

-A new ship is developed in the duchy, a large battleship suitable for battle on the high seas.(Carracks researched, -10k)

 

-2 fish farms are constructed.(-10k)

 

-2 Units of T3 Heavy Infantry are recruited.(12,000)

 

-2 Units of T3 Crossbowmen are recruited.(10,000)

 

-4 Units of T2 Light Infantry(8000)

 

-2 Units of Regular T3 Polar Bear Cavalry(30,000)

 

-1k is stored in the treasury.

 

-A lone vessel, manned by one man, completely hairless and dressed in a black robe, makes the journey northeast, following the mist, in an attempt to gain information about the mist, or the mysterious island chain.

 

-Bruce himself, along with Tancred and Ludin, make the journey across the snowy hills and mountains to seek knowledge from the stone of the ancient Assirbanakh.

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Galaharian League

 

Wheels churn throughout the maritime empire of Galahar. In every city rich merchants grow richer, and slaves toil in their thousands. Whilst the League’s nobility is flung across the world on galant adventures, the home remains quiet. As it should be, peace and trade dominate Revar. With nothing of passing interest, little is marked in the history annals for this most drull of years. Behind the curtains however, the show goes on as always.

 

Mod Actions

Income; 116.5k

 

[!] Research into Greenleaf, and building T1 over it. -15k

 

[!] Training Adepts to control which direction they can summon/push winds -6.5k

 

[!] Redacted -10k

 

Financial Actions

 

Building 10 Manufactories -75k

Establishing 2 Settlements -10k

 

Map for settlement expansion this year and year before;

 

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The Kingdom of Fyr-Darrick

 

mbuIqczbKX77ZPcT-PO0KBlRkNnLh8yHhprPumm40R4hPbtR_rcImtY0WjIsu8X69nkxXis9B-owXmbjzVZgu_2A29ayJXKRzPcyy8OkMjcUwsuEDyu-OiBcaoHFNmSsp1UiPjUa


 

Nation Stats

 

Leaders

 

King Eonir the Great Stag

 

High Priestess Dycha

 

Prince Aeleandor the Warden

 

Population

 

5,426,640

 

Income

 

Base: 7,000

 

Towns/Cities: 12,000

 

Population: 15,500

 

Trade: 6,000

 

Trade Caravels: 16,000

 

Manufactories: 3,000

 

Merchant Guilds: 12,000

 

Port: 3,000

 

Upkeep: -13,500

 

Total: 61,000

 

Treasury

 

Start: 66,500

End: 3,500

 

Trade Partners

 

Galaharian League

Empire of Bordeleaux

Kingdom of Hilmedhi

Kingdom of Bulgar

Republic of Danwent

Fortress Libraries

 

Cities, settlements and Fortresses

 

Talsyn (Capital), Population of City and Surrounding Area: 1,241,222 66,995

 

Anmyr (City) Population of City and Surrounding Area: 1,041,222

 

The Midnight Anvil (Fortress) Garrison: 500 Light Archers

 

Modryn (Town) Population of Settlement and Surrounding Area: 820,769

 

Tal Silvoc (City) Population of Settlement and Surrounding Area: 840,796

 

Tal Dovar (Town) Population of Settlement and Surrounding Area: 740,752

 

Glade of the Eternal Midnight (City) Population of Settlement and Surrounding Area: 741,805

 

Buildings

 

Shrine

Hermitage

Monastery

Temple x2

Church x1

Farms x11

Merchant Guilds x4

Manufactory x3

Port

Barracks x2

 

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

 

4,050 Greenthroat Riders (Medium Cavalry) T2/3 Equipment

 

300 Greenthroat Riders Veteran (Medium Cavalry) T3 Equipment

 

7,950 Greenthroat Guard (Medium Infantry/Archers), T2/T3 Equipment

 

200 Greenthroat Guard Elite (Medium Infantry/Archers), T3 Equipment

 

4,000 Heavy Infantry, T3 Equipment

 

2,250 Light Infantry

 

3,000 Light Archers

 

200 Veteran Light Archers, T2 Equipment

 

12 Trade Caravels

 

16 Adepts

 

1 Magi

 

3 Mangonels

 

Military Equipment

 

Iron (T2): 3,700 Equipped, 3,200 Stored

 

Leather (T2): 750 Equipped

 

Steel (T3): 12,800 Equipped

 

Detailed Military List

 

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

 

Activity

 

The time had come and all the forces on the war table had finally come together for the next stage in the War in the Forest, or to some the War for the Forest. Thousands more troops have arrived to reinforce the Fey Army from Galahar and from the Holy Empire of Grimsborith, now tipping the numbers into the Feys favour for the first time since the war began. King Eonir would order a march, bringing forth all the veterans, commanders and officers that had been acquire over the course of the war. These last few years of the campaign would be decisive.

 

Within the heartlands of Fyr-Darrick much of the treasury had been freed up for at least this year alone, leading to the Warden of Fyr-Darrick, Prince Aeleandor to order many manufacturers to be constructed within the territory of the heartland so that revenues could increase over the next year. Part of his many schemes to grow the Kingdom through patience and economics rather than the traditional Fey isolationism. Though it is upsetting some of the conservatives at home due to the Port City of Anmyr being the focus of much of the treasury, coincidently being Aeleandors own City.

 

Expenditure

 

3,000 is spent on the creation of an Ent.

 

60,000 is spent on building 8 Manufactories.

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THE PRINCEDOMS OF VOLARUCIO

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Pikemen and a Rodelero of the Tercio de Viscount de Palma


CITIES AND POPULATION

Population: 4’422’157(+289300 next turn)

Cities:

Toulagoza (Capital)

Grandiz

 

Towns:

Lanovia

Tanovaz

 

Settlements:

Luegerfeurt

Gronindam

 


FINANCES

Funds this Turn: 49’500
Income:

30’500 Gold (Base – Economic Points, Cities, Towns and Population)

4’000 (Manufactories)

7’000 (Trade – The Chapel, Duchy of Ulyadar, Trident, Fortress Libraries, Danwent, Bourdeleaux)

6’000 Gold (Merchant’s Guilds)

Total: 49'500 Gold (Turn 5)

 

Expenses:

3’000 Gold (Troop Upkeep)

2’000 Gold (Fortress Upkeep)

41’500 Gold (Military Purchases)

 

Total Remaining: 3000 Gold

 


ACTIONS

-Tanovaz becomes a town.

 

-Prince August of Toulagoza raises the first regiment of his new Army of Volarucio, the Tercio de Viscount de Palma.

3 units of Volarucian Tercios (Medium Unique Infantry) – 10’500

2 units of Crossbowmen – 6’000

1 unit of Rodeleros (Light Infantry) – 1’000

All T3 equipment – 12’000

Total: 29’500 Gold

 

-T3 equipment is purchased for the cavalry.

6 units worth of gear – 12’000 Gold.

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Kingdom of Hilmedhi

 

With production cane quotas and with an increase of quotas the King commissioned for a large scale economic expansion.

 

Population: 4,345,000

Income: 76,500 (+10,000 from Surya)

 

Actions:

Nine manufactures are built (45,000 Gold)

 

Sun’s Crossing is upgraded into a city (12,500 Gold)

 

At the request of their INFERIOR SURYAN COUNTERPARTS the Hilmedhian Engineers look into creating a system of pulleys that would assist in construction of certain projects (11,500 Gold)


 

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Commonwealth of Ruhn

 

 

 

The Commonwealth of Ruhn is a land permeated by a fervent belief in duty, discipline, and piety. Each citizen knows their place in the world, and stride through life with righteous purpose. But there are those who transgress against the laws of the Commonwealth, for even the generous liberties afforded to citizens are not enough to abate the natures of men. Commonwealth law focuses deeply on punishment over rehabilitation, and hard labour is long, cruel, and isolating.

 

Every day, Speakers from the temples make small pilgrimages to the dungeons where the refuse of society sits and festers. Murderers, thieves, vagrants, and rapists count the hours in silence, only allowed the chance to speak and socialize when the time comes for prayer. To those whose sentences last for years, the moments of prayer are the only light in their misbegotten lives. In time, many begin to understand the frightful, ultimate truth—they are a sinner. Their ancestors would be disgusted with them, and their bones would be tossed into the mud unmourned and untended. Guilt begins to overtake them as they pray. In the few moments they have in open air, they approach the Speaker leading the service. Is there a way to make peace with their ancestors? How could they redeem themselves in the eyes of He-That-Waits?

 

And the Speaker will tell them that there is a way to utterly cleanse them of sin.

 

The march to Fortress Bergen is grueling, as no rest is allowed with the exception of midday and evening prayer. The prisoners, still wrapped in their heavy chains, are given little food or water, and those that fall are allowed a few minutes to stand, or be tossed down the side of the steep cliffs. This horrible treatment is tolerated by the prisoners, as redemption is offered only to those who make the journey. Those of weak body and will are slowly culled from the ‘pack’ as they trudge along the long, steep, winding path. The last leg of the Vulture Highway is littered with old, rusting weapons and hollow abandoned villages. Both are temptations to the prisoners insincere in their devotion. The weapons are unusable, and should their ward touch an old sword the guards cut them down without mercy or reprieve. Those that slip away from the group are ignored and left behind—starvation will be their reward, and should they reappear, they are killed on sight. There are no second chances for these people, and even the accompanying Speakers show no pity.

 

Roughly a third of the prisoners arrive at the fortress malnourished and exhausted. When they enter, their chains are removed and they are treated to a hearty dinner of barley and beef stew, and allowed generous time to sleep for the night. After midday prayer the next day, they are assessed.

 

The men and women are sorted out from one-another and put into small ‘units’ under the command of a veteran soldier. They are taught to fight with axe and mace—the simple weapons of the honest soldier. Training lasts from dawn until evening, with only a break at midday to pray. They are fed well and treated with respect by the soldiers at the fortress, for they were clean of the sins from their previous life. For a month the training continues, until finally the second assessment begins.

 

The larger, stronger men are sent to the veteran infantry regiments, and the women are pulled away to perform other duties to the state. The rest are divided into two groups, depending on their own preference and heavily influenced by the opinions of their trainers. One group focuses on short blades and shields, while the other focuses on javalins, bows, and crossbows. Individuals are switched and swapped between until all have found their proper place.

 

A year of physical training, long marches, mountaineering, field craft, and the recruits are ready for the final assessment. The regiments are sent out to hunt bandits, tribesmen, and any lawbreaker who might make their homes in the countryside. They hunt their former fellows and bring them to justice - capture or kill - and send the living to the dreaded city dungeons.

 

And that is how the Commonwealth recruits its specialist infantry.

 

 

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: 30,000 gold,
Merchant guilds: 27,000 gold,
Population: 19,500 gold,
Trade: 18,000 gold from six trade partners (incl. 12,000 from four ports),
Manufacturers:
10000 gold,
Harkon’s Gems: 4000 gold,
One time dispensation from lord Karx: 3500 gold,
Upkeep: -9,500 gold

Total: 111,500 gold (116,100 gold incl. vault)
4600 in vault

 

-Pioneers spread across the ranges of Commonwealth territory in an attempt to build their own ranches and villages. (-9500 gold towards 2 farm stacks)
 

-A worrying build up of military forces are noticed in the neighboring Kingdom of Five. Parliament pushes through a bill to increase spending on the soldiery in the current moment, and further on in the year. (-29,000 gold towards 1000 T3 regular Hillmen, and 500 T3 veteran Hillmen)

-Frustrated still, the scholars continue their work. It seems that He does not yet wish the project to finish. Such is the way of His hand and His will. The Scholars struggle onward despite the small setback. They were so close! So close!! (-10,000 gold towards researching the levers, total of 70,000 gold invested. Please let this end, Eric. ? )
 

-There was something... nebulous on the horizon. Something frightening and worrisome. Claims of dreams guiding mad kings, and strange men far to the West make the simple people of Ruhn worried. The Veiled Diviners petition parliament for yet another monument to the Lord of Thereafter. A vast hermitage is planned for construction to surround the great shrine on top of Mount Ruhn. Living spaces, artworks, monuments, and complexes of bone pepper this great structure. The smallest hint of Loba influence might be noted by those who are learned in history. (-50,000 gold towards hermitage for glorious death god, unlocks T3 magic)
 

-The moment the crawlers are found, every hunter exploring the Loba Desert charges south to find them. Ragged settlements begin to dot the southern waters, eventually coalescing into ragged, shabby village. Here the hunters drag back their catch for skinning, while local researchers dissect the remains for study. (-4750 gold towards a settlement near the ameniable sand-crawlers)
RCJVssY.jpg

 

-2850 gold left in vault.

 

 

 

Population: 6,917,490 citizens.

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

Leberstadt (Merchant’s Guild, Port, Temple)
Barter Town (Merchant’s Guild)
Staublund (Merchant’s Guild, Port, Temple)
Eichenholz (Merchant’s Guild)
Shadowcliff (Merchant’s Guild, Port)

Aschengrube (Town)
Carroburg (Town)
Brakkenbridge (Town)
Krokodilsee (Settlement)(Next turn)

 
Defensive Structures:
Fortress Bergen

 
Other Investments:
28 Farm stacks (30 next turn)
10 Manufactories


Trade Partners:
Kingdom of Five,
Kingdom of Karel,
Auldhuin Hierarchy of Melda,
The Passans,
Kingdom of Hakkan,
Galaharan League.

Edited by Catostrophy
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