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DUCHY OF ULYADAR

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1522

 

 


 

The mist engulfs the nations actions.

 


 

NATION INFO

 

CITIES:

Ulya(Capitol)(Starter)

Alost (Port)(Starter)

Yakur

Tykirfell

Odeilia

Rypapa

Elirkuta

Grimsar

Halsar

TOWNS:

Skalanes

Kjolr(income next turn)

Krossa(income next turn)

SETTLEMENTS:



 

POPULATION:7373520+6k x 7%= 7890086

ARMY:

(8000)16 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

(2000) 4 Units of T2 Light Infantry

(500)2 Units of T3 Polar Bear Cavalry

(1000) 2 Units of T2 Light Archers

(1500) 3 Units of T3 Light Cavalry

ARMY UPKEEP: 3.5K GOLD

NAVY:

10 COGS

5 GALLEYS

4 CARRACKS

UPKEEP FOR NAVY:10K GOLD UPKEEP

 

GOLD:3K(BASE)+22.5K(POP)+8K(TRADE)+18K(MERCHANT GUILD)+8k(PORT)+ 4K(ECON POINTS)+7k(MANUFACTORY)+24K(TOWN BONUS)+500(Bulgar trading thing)=95K GOLD


 

GOLD FOR THIS TURN:81.5K

 

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:32

MERCHANT COMPANY:6

CATHEDRAL:1

CHURCH:1

SHRINE:1

MANUFACTORY:7

PORT:2

TRADING COMPANY:3

SETTLEMENTS:3

TOWNS:1

CITIES:6

SHRINE:1

HERMITAGE:1

BARRACKS:6


 

BUILDINGS IN PROGRESS:

MONASTERY: (20K/90K)

 

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 towns of Elirkuta, Halsar, and Grimsar are all given loicenses for a guild hall for artisans and merchants to sell and display their wares. (-30k)

 

-City charters are given to the towns of Kjolr, Krossa, and Skalanes.(-45)

 

-Colonists set out, founding a town nestled at the base of the Hukux Alps, and the foot of the ice wastes. Such a precarious position for a town, surely, but nonetheless the colonists trudge on through the cold, and set up the beginnings of a town. (-5k)

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((All new settlements, for eric ease. New settlement is one closest to glacier.))

 

-A group of learned scholars and curious nobles pitch in funds to search for more information regarding the nations ancient past, the first men of the world, the Sinissk. Excavations are conducted across the land, starting with the area around Assirbanakh, the Blood Forge, and where the chamber of weapons were found.(-1.5k)

 

Edited by Alfonso X el Sabio
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Surya

1522

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The largest piece of red marble any Suryan has ever seen towers above a host of Chosen warriors, who kneel before it in reverence. It is carved by craftsmen long lost to time, carved in the shape of a sun, and the warmth it emanates reminds all of Mihir’s grace.  Here, in the bleached bones of an ancient civilization, there is still beauty.

 

In Surya too there is beauty. It has remained beautifully pure for generations, untouched by the darkness which enveloped the outside world. For centuries it has bided its time, waiting for the moment when the Rajas may finally take up arms, the moment when they may reclaim the world from evil. In the mind of every true soldier of Mihir, the question is asked: has that time come? The night god’s forces march on Surya’s lands, yet the Mirrored City grows ever stronger. The world trembles at the sight of its army, and wise nations seek its favor. Perhaps the Eternal Day is near.

 

No. As the Rajas walk between shattered temples and blasted cities, they force themselves to suppress such thoughts. This land has fallen far since the days of the ancients. The forces of darkness mass in the north, near unstoppable in power. Foreigners infest the world with heretical religions, each more perverse than the last. Outside the holy city, the world is ugly, dark, and brutish.

 

But yet, so long as Surya still stands...perhaps it can be beautiful again.

 

---------

 

Current Statistics

 

Expenditure (258,000 Gold)

 

Routine farm expansion. [4 Farms; 20,000 gold]

 

Routine industrial expansion. [8 Factories; 60,000 gold]

 

Further Suryan expansion occurs on the far southern end of their empire. [4 Settlements; 20,000 gold]

xNPq05HLxOBjbrIPqTvBIoLirUnD70C4bxFkNFuEkqtx8IwDfHbgLPa8DmkHmCvgU_8FQQsr-_Orfi2Rk43owRSYc3yO8aZUBTT20R2pfqB4J6Uz6an-6z4nuDnOS9bz1KTjnWGo

 

Gohatti, Delhar, Karnawad and Sehore all expand into cities worth defending. [4 city upgrades with guilds; 96,000 gold]

 

Powerfvl Sunclad regiments join the army of Aros, empowering it to enforce Suryan will. [1,250 Veteran T3 Heavy Inf; 35,000 gold]

 

The city of Chittor contributes a higher quality of soldier than their already famous lancers, as two companies of their tulwar-armed champions arrive to prove their worth. [500 Veteran T3 Medium Cav; 18,000 gold]

 

From the forges of the Hilmedhi, new weapons arrive on Suryan shores. They spew fire which comes not from Mihir, but which burns just as hot. A fine tool against His enemies… [Unit of flamethrowers; 4,500 gold.]

 

[Special construction; 2,000 gold]

 

[Work on T4 Magic; 1,500 gold; 10,200 total.]

 

Riders set out from Mangaluru, investigating the Stormlands to the north to evaluate the possibility of settlement. [Expedition; 1,000 gold.]

vMabPtJBUkc1U_WdwEGuv2oHfylPOuKddAXHyiAhJpZsR5SbirSrQpqygUXwywVN2u0gTbKyFC674zDv-PPgmeknJMKaqrioXa04hXcFhYOJFG8ibCG8laC87al4lsjgioaBDiU3

 

[0 gold remaining]

 

----------

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Population 17,459,476

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Kingdom of Icefeld

1522

____________________________

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Winter had come harsly, the first major expedition in Icefeld History fell flat upon its face within several months of departure, what began as a cheery trek across the Ice with visions of glory and success were dashed upon the windswept coasts of the western shores when Ser Franz made the unilateral decision to beat a hasty retreat back across the ice as spring neared. Many men died in the cold winter through which it was thought to be prepared from. Such folly would require much of a debate when the Army returned home that summer.

 

It was clear that new ideas would be required if Icefeld sought to control the Icefields, to endure them was one thing, but to master them was a complete other and it would require the nations greatest minds to achieve the ability to do such.

 

____________________________________________________________________

 

Actions

 

Large amounts of provisions are shipped to the army to facilitate its return through the  spring and summer including 150 horses upon the return to the frontier villages

9000 gold


 

The problems that arose from the expedition to the Auldic tribe troubled many within the kingdom. The Kingdoms brightest minds convened at the Hall of Builders within Kaldvask, for a month they spoke and spoke and spoke before realizing an idea. The strong winds of the Icefields blew at immeasurable speeds and battered any man who dared to venture into it. Why not harness the wind on land as they had on waves? To make the fierce wind of which was their enemy, an ally? 

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The initial plan set forth by the builders is to develop a working prototype of the aptly named Land-Sailer. The frame of a galley would be constructed of lighter cedar rather than the oak meant for rough seas. lighter materials, saving a large amount of weight due to the absence of waterproofing. Iron wood stoves would be carefully spread around the ship to provide warmth when travelling, Several large sails tower above the covered deck to provide maximum wind coverage.

 

The Land ship would experiment between enlarged cart wheels, or large waxed wooden skis

 

The plans for such a prototype are expertly crafted and a large amount of gold goes towards them as well as prototype construction.

80,000gold (Education level 5)

 

Population
2,500,000 Base

4,516,505 Growth

 

Total Population: 7,016,505

Cities- 2

Towns- 8

Settlements- 0

 

Treasury

5,100 gold

 

Trade Partners

Blackmarrow

Ulaydar

Men of Olm

 

Financial

Base Income: 3000g

Trade: 3000g

Economic Points: 6000g

Merchant Guilds: 6000g

Towns: 21,000g

Foundry: 11,000g

Iceglass: 4500g

Population: 22,500g

Upkeep: -7000g

 

Military

2,350 Icefeld Raiders T1

2,300 Medium Infantry T1

9,950 Icefeld Sappers T1

1,400 Medium Archers T1

900 Heavy infantry T3

1,400 Crossbowmen T3

5000 Medium Infantry T3

400 Heavy Cavalry T3

1 Caravel

2 Galley’s

 

Industry

30 Mushroom Farms

2 Merchant Guilds

11 Foundries

1 Tier 1 Iceglass Mine

Edited by Taketheshot
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1522

 

World Events

 

With the Swine incursions into Eslem’s land, Governor Julun has went to speak to the Governor of Minolek on the issue. After a few days of debauchery and discussion, it is eventually decided that Swine armies and armed men, or warships will no longer be welcome in the free cities. However, as news filters down that a massive Swine host is approaching the city, the decision becomes suddenly harsher…

 

It seems that Hakkan and Karel have smoothed over their issues for now, as Hakkan the Undying, Chosen of God and master of the skies returns fades back into the background of the world.

 

But in the distant North, the Auldic tribes continue their war against the Karel. A war of raiding parties and lightning strikes. Even though the Karel army maneuver around to try and strike back, the Auldic forces always fade away into the wilderness. More than that, their transient villages are never struck, leaving the Karel forces eternally frustrated.

 

The Symon Empire continues to grow slowly, as more men trickle into the border forts of Numeria. The rest of the Empire is settling into an uneasy expectation of peace, as the now matured Emperor continues to push for more expansion. But where?!

 

A great tragedy befalls the democratic elements of the Symon Empire! In one bloody night, about a dozen of their major elements are found murdered in their beds. They seem to have had their throats slit, with the rest of the household often unaware of the coming and going of the murderer. Of note, Dunwicks seal is often left behind, though this is immediately put aside as obvious bait. Many of the dead had once been peace-seekers, less militant aspects of the democratic body.

 

In the far east, the Order continues to advertize itself as a military mercenary order.

 

The Bloated Throats continue to sweep through the lands, seeking fresh meat. Muddy Creek is now in significant danger of being attacked, as countless thousands of Bloated roam the land.


 

The Kingdom of Five

 

No port can be built, and as such, the galleys must row their men ashore in rowboats, or by grounding themselves. Either way, the settlement is soon detected by Eslemn who sends a strong contingent of men, along with an envoy to discuss their situation. Until an agreement has been reached, they refuse to offer supplies for sale to what they can only see as an invasion force. (Discord)

 

The pirate raids continue, with the Meldans apparently unable to counter them. They state that there is something unnatural going on, as if the pirates could almost detect their ships, and swoop around them without trouble. (-7.500G)


 

The Republic of Danwent

 

Civil War! Soon after its declaration, the Symon Empire proclaims its support of the new King of Danwent. In a surprise move, they halt their advance into the deep forests of Numeria, fortifying a strong position near the edge, and sending 5.000 men looping around to join up with the nearest northern royalist forces.

The Eadni have nothing to say about the situation. Trident remains neutral, maybe. Blackmarrow seem to have no concern for the Civil War, though an envoy voices what appears to be the opinion of the House. May the strongest survive. (Discord)


 

The Kingdom of Bulgar

 

The Twins come out changed. (Discord)

 

As the forest swells, animals and wolves make their way into the Lithborn lands, a rare event. The wolves pad through their lands with an apparent lack of concern, curiously inspecting the new woodlands. If spoken to by the adepts or magi, their response is unanimous, to the letter. “The Home approves.”


 

The Morning Kingdom

 

Buildings!

 

Within the crypts, children begin to disappear. They always go to play within the dead city, but rarely have they gotten lost, and never have they quite simply never returned, or been found.


 

The Empire of Bourdeleaux

 

With the pass to Numeria closed, the Empire of Bourdeleaux must now sweep its men back through another path. Though it can be safely said that many of the soldiers, despite being cut off from their homeland, breath a sigh of relief at skipping another excursion through the vicious mountains.

 

Another vision, seared into the mind of the Emperor. (discord)


 

The Kingdom of Numeria

 

The expedition faces some hardship. Indeed, flying so high, in such a bitterly cold place is difficult, especially with high winds tossing them around. But eventually, they succeed in crawling up over the edge, though one adept is splattered against the wall by a strong gust. What they find is a place beyond what man can conceive. (discord) (-1 adept)

 

Expensive reforms indeed. Such a massive shift in the military structure of the nation has to shake up a nation. Indeed, by the end of the year, 1000 men have flocked to the banner out of fervor, and awe at the reshaped army. (1000 light infantry, seasoned.)

 

Oi vey, units must now be recruited in full, not partial count. (You can adjust this and have them this turn, if the money you had spent in 1522 allows for full unit recruitment.)

 

As for the Symon Empire, it sends an envoy into the forest, bearing a white flag. (Discord)


 

The Antigonid Dynasty

 

On their way through the Eadni lands, the survivors are treated well. Their wounds are tended to, and they are given significantly cheaper supplies to make their way home.

 

This year, Aegos hears nothing. He feels the occasional thrum of power, as if he were touching the vein of a sleeping giant, pumping raw power through its cosmic body. But Voleus says nothing, does nothing. The powerful magic of the world remains latent, stable, balanced.


 

The Princedom of Volarucio

 

WAAAG. (Discord)


 

The Commonwealth of Ruhn

 

A quiet year for the Ruhnbois. It seems that they have no wish for witty commentary as they create more farms. How disappointing…


 

The Fortress Libraries

 

With the constant pressure from the Throats and the limited access to resources due to the danger of the land, swaths of walls are still made of wood by the end of the year. But at least Mud Creek now has a keep, and some walls.

 

The Symon Empire agrees to the Librarian request.

 

As for Blackmarrow, they send no more men to the fight. In fact, they have been exceptionally quiet for the past few years, beyond their expeditionary force in Numeria.

 

These mountains are some of the more hospitable ones found on the continent. As such, the Librarians manage to establish some rough settlements in the valleys dividing the peaks. Not the nicest places, perhaps, but a man can live there and not starve.


 

The Kingdom of Fyr-Darrick

 

A long trip, a great reward. (Discord)


 

The Kingdom of Hilmedhi

 

The tunnel is expanded easily enough. It seems that the hardest part was simply the labor required to make it in the first place. Either way, it can now accommodate great rows of men, travelling safely below the vicious jungles of the peninsula.

 

As for the road to the Death Gate, it is finished in the same year that it is begun. Indeed, the lands beyond the jungle are flat and open savannah, and there is little here to disrupt the work, or give any true challenge to the minds of the minermen.

 

As for the sewers, well, they are certainly cleaned up and working better now! Though one might wonder why they required such vast sums of gold in the first place!


 

The Duchy of Ulyadar

 

The Ulyadar have seen markings before, carvings and drawings of these once people. However, their script, when it is found, is completely alien, bearing no resemblance to anything they may have seen before. They do manage to unveil some more ruins though, a building here, some bones here, a tomb there. The tomb holds some old carvings, more detailed than the ones damaged by thousands of years of wind and snow.

 

They show cities, and long lines of soldiers marching forth, into a setting sun.


 

Surya

 

Two groups of scout, going into strange lands. Those going south are surrounded on each side by storms that never seem to shift as they make their way down a corridor of untroubled green land. However, one man who went foraging inland disappeared for weeks, before finally re-appearing. He claims to have only been gone for a few days!

 

The northern expedition soon hits rocky, disrupted land. Here the soil itself often trembles and little grass grows over a barren, rugged landscape that seems to be at war with itself. To the west, an ever present storm, crackling over distant islands, hidden by rain and mist.


 

The Kingdom of Icefeld

 

The army returns, safely enough. Some still die from disease, accidents or the lingering effects of starvation, but for the most part, those who survived the winter return home, gaunt, weary and struck by the horrors of an eternal, freezing night. (500 more dead, distribute as you will.)

 

The land-ship seems to be a promising concept, and through the constant toil of Icefeld’s greatest minds, it seems as if the progress is most promising. Indeed, by the end of the year, they are trying out the first models on the flat ground between forest and mountain, where the snow does not truly ever melt. Unfortunately, a problem becomes immediately apparent. A galley-sized ship is quite simply too big, too heavy despite the changes. They struggle to move, and often sink into the snow by their own weight. Nevertheless, a framework for success has been crafted.


 

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Kingdom of Five

1522

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Nation Roleplay:

Halfway written, women leaves in 2 days PLEASE PLEASE REMIND ME AND HARASS ME.

Population: 17,847,466 Fivians

Gold Expenditure: 255,650 Gold with Upkeep

(15,000 Gold) A Temple pops up near the capitals closest cities, Ockham, quickly becoming an outpost for the fallen order. [3 Adepts]

 

(47,000 Added | 57,000 Gold now Invested) [Actual super secret information!]

 

(98,500 Gold) War was all the rage within the Swinedom and with it the necessity of good soldiers. 500 T3.5 Heavy Elites, 100 T3 Elite Rangers, 1,000 T3 Veteran Rangers, and 1,000 T3.5 Heavy Veterans. (14 Units) 

 

(10,000 Gold) Crossbows.

 

(60,250 Gold) Under the watch of the army, two fortresses are built to protect the rest of the Swinedom from the east. [250 for special]

 

(24,000 Saved)

 

[!] 4 Towns! 

 

(32,500 Gold) Large naval production begins across the nation as couriers and funds are flown around madly. To ensure the entirety of nation is protected another 13 Galleys are built.

Edited by Devland99
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EMPIRE OF BOURDELEAUX

Ruler: H.I.M. Emperor Adrian II

Government: Imperial Constitutional Monarchy

Population: ~ 17,084,618 (next, 18,280,541)

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, Aulem, House Blackmarrow, Trident

____________________________________________________

 

With all Bourdelaic wars abroad drawn to a close, Emperor Adrian seeks to focus efforts on the homefront. Several more towns are constructing, and existing towns apply for their municipal charters. There seems to be an effort to focus urbanization upon Bourdeleaux’s western stretch of coastline. Meanwhile, freeing up the east to act as a militarized frontier, with tracts of land giving to families of veterans, or fiefs to be given to loyal bannermen to the Imperial throne.

 

In the Imperial City, the Souvesian College of Sourcery undergoes heavy renovation. They begin to dabble further with the blessings bestowed upon them by the Great Sun - in part, due to returning military advisors from the Field of Tears. In addition, quarters are expanded to accommodate additional adepts. Sir Florent Deliviere is appointed as Archmage.

 

The College is promised substantial funding over the coming years. The practical applications of Solar Sourcery simply cannot be ignored, and would have potentially turned the tide for the Black Army on many occasions. Thus, the Emperor signs off on Deliviere’s Magus Auxilia Act of 1522, which mandates all Source-wielders serve within the Black Army. However, their conscription comes with the bonus of double-pay that of a footsoldier.

 

Bourdeleaux makes no ambitious expansion efforts. Rather, the Empire moves to solidify their hold upon the border provinces. 6th  and 7th Brigade are moved to the northern border with Herzaka, in anticipation of conflict with Bulgar. 7th Brigade is moved to the border of Danwent to prevent the turmoil of civil war from spewing over the Bourdelaic border.

 

To ensure no mishap should happen again, a nonaggression pact is proposed to the Kingdom of Numeria with discussible tenure. A trade agreement is also proposed.

 

In lieu of contemporary events, Emperor Adrian II calls together a council of nations, his main issue of contention - the aggression and unchecked expansion of the Lithborn Empire. Couriers ride or sail for the following nations, informing them of the council: the Galaharian League, the Kingdom of Numeria, the Antigonid Realm, the Herzaka, the House of Blackmarrow, and the Princedoms of Volarucio.

 

After countless years of neglect, the Emperor and his Small Council, agree on a budget for the Bourdelaic Navy. A fleet of carracks is commissioned. Two keels are laid down at the Mondesport in Souvois for service; the HIMS Prince Adrian and the HIMS Ambre Clad.

 

Meanwhile, the Bourdelaic Expeditionary Force swings southward, attempting crossing through Danwentii territory to return to Bourdeleaux. A declaration is given to all participants of the Civil War, that should any harm come to them, appropriate measures will be taken in response. The Carrow Garrison remains on standby on the border should they require aid.

 

Lord Marshal Theobald of Onofrio returns with crucial knowledge and insight on the shortcomings of Bourdelaic logistics and supply lines.

 

In addition, the Pontifex Maximus recognizes the piety and deeds of another one of its devout. Thus recognizing Charles of Talouse as Blessed Charles of Talouse.

 

____________________________________________________

CITIES

  • Souvois (12 Barracks, 1 Port, 1 Place of Worship, 1 Temple, 1 Merchant’s Guild)

  • Omignon (1 Port, 1 Merchant’s Guild)

  • Vascogne (1 Port, 1 Merchant’s Guild)

  • Senzia-by-the-Bay (1 Port, 1 Merchant’s Guild)

  • Alingavia (1 Port)

 

TOWNS

  • Suttre-upon-the-Twins

  • Vispard

  • Adana

  • Frigia

  • Mennebor

  • Coutrinia

  • Rune

  • Verendelia

  • Plestiphor

  • Touvres

  • Benninbinges

  • Epsomme

  • Werdaux

  • Serridinia

  • Wetz

  • Lusignan

  • Gadebors

  • Alingavia

  • Talouse

  • Lassus

  • Vermont

 

SETTLEMENTS

  • Brevonnes

  • Moraviscourt

  • Venderval

 

FARMLANDS - 69 - 17,250,000

SETTLEMENT CAP - 53

RECRUITMENT CAP - 8

____________________________________________________

FINANCES AND ACTIONS

 

Income: 195,500g (Base - 3k, 6 Economy Pts - 6k, Pop - 51k, Resources - 6k, Merchant Guilds - 12k, Trade Partners - 10k, Ports - 25k, Cities/Towns - 78k, Incoming Caravels - 1k)

Upkeep: 18,000g (Army), 7,000g (Veterancy) =25,000g.

+2,500 from treasury

 

[0g] Calling together nations for the Bulgar Question.

[0g] After returning to friendly territory, the BEF takes a moment of respite before marching north once more.

 

[20,000g] 2nd Loan payment to Galahar

[25,000g] Construction of 5 Farms

[0g] Upgrading Brevonnes, Moraviscourt, and Venderval to Towns

[15,000g] Constructing 3 Settlements: Annecy, Valence, Vussel. The Black Army moves into the these frontier areas to protect the colonization efforts.

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[18,000g] Upgrading Place of Worship to Shrine in Souvois

[22,500g] Upgrading Temple to Church in Souvois

[15,000g] Upgrading Talouse to City

[15,000g] Constructing Port in Talouse

[10,000g] Constructing Merchant’s Guild in Talouse

[10,000g] Constructing Merchant’s Guild in Alingavia

[15,000g] Constructing 3 Barracks in Souvois

[6,000+2mil points] Constructing 2 Carracks

500

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The Fortress Libraries

1523

 

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At the front, the Librarian army continues to make camp outside the new walls of Mud Creek. Theodor Kryze makes sure enough shipments from the homelibraries reach this place, for the Ashvali people are taxed enough without having to feed and shelter an army of over twelve thousand men. Among these shipments are carpenters and supplies for the crafting of a long-thought-out new form of field artillery. Whilst the traditional ballista has its use, it is of little consequence against a horde of infantry. The new Repeating Ballista, is a fascinating contraption of levers, pulleys and folding mechanisms, a lighter-weight design that (although sacrificing overall punching power compared to its traditional cousin) can fire numerous heavy bolts a minute over long range. Furthermore, its design is incorporated onto a wheeled cart, braced while firing, but allowing it to be packed and redeployed elsewhere far easier than a dedicated siege weapon. Six of these weapons are constructed outside Mud Creek and field tested on target dummies – the sight of such targets being accurately skewered from long-range brings a cheer from the war-weary soldiers and civilians.

 

Following good negotiations with King Eonir of the Fey, the Librarians take residence in a site prepared for them as an Enclave. Their adjustments to the plot of land are minimal, merely the addition of more buildings, and underground areas. As per their agreement, and their own sense of self-preservation, the newly resident scholars and diplomats never dwell into the wilderness without the protection of a Fey Adept. Similarly, an enclave is constructed in the Symon capital, to facilitate relations with the Empire, regulate trade and investigate the heartlands of Ancient Symon.

 

In the mountains, good construction work continues in the new settlements of Skypeak and Highhold. Food is sourced, as is timber, and scouts work with farmers to wrangle together herds of local grazers for food and clothing. Much of their supplies are still imported from the wider lands of the Fortress Libraries, especially the nearby Bastion, with transport facilitated by the construction of new roads into the highlands. Sentries remain on watch for incursions by the Bloated Throats, whose hunting grounds in Ashval border these mountains, but with no citizens or military personnel heading that way from the new towns they hope that they avoid their attention. With that prospect, the scouts and sentries are also alert for bands of refugees in Ashval eeking out a living in this hardy terrain. Any found are invited to join the new settlements, or settle villages for themselves under the mantle of Librarian rule.

 

Meanwhile, an entirely new outpost is constructed in the far north. Since the first years of the Emergence, shipments of goods and librarian personnel had trekked north from the Stinkswamp to the shore of the Frozen Bay, as it is known to the Ulyadi. There, on a semi-permanent landing site, they swap goods with Ulyadi traders and take the ships of the hardy northerners to the port of Ulya. Now, High-Quartermaster Vane has decreed that the site, in unclaimed territory, should be made into a permanent outpost of the Librarians – to better facilitate trade, and Librarian interests in the northern seas. The House of Blackmarrow are of course informed of the developments and assured that it is not an infringement on their territory – despite bordering their claims. The new outpost is constructed with swiftness and care, for the bay is known to be subject to frequent ash storms coming off the nearby Stitches. It is likely that most of the eventual city will be covered, or built underground, to save the lungs of the settlers, and their chilled bones in the harsh snows this far north. Nevertheless, the cause of the Libraries is just and hardships must be endured for the eventual good of the whole. The new settlement is named Ashenport.

 

bAyr96A.png

 


 

  Hide contents

 

Points and Basic Stats:

Population: 4,308,387 Humans

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

Towns:

Outposts: Highhold, Skypeak

Buildings: Merchant Guild x 4, Temple, Church, Cathedral, Shrine, Hermitage, School, Trading Company x 6, Manufactory x 8, Farmland x 17 (+4%), Bog Silk Market, Barracks x 3

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, Antigonids, Volarucio

 

Research & Technology

Advanced Fortifications (10% off Fortification buildings)

Superior River Boats

Bog Silk Exploitation

Medical Knowledge (35k)

Heavy Infantry

Poisons (10k)

 

Army:

At Home:

1000 T3 Heavy Infantry

1500 T3 Medium Infantry

2500

 

In Ashval:

254 T3 Librarian Knights (50 men per unit)

1000 T3 Heavy Infantry

2275 T3 Medium Infantry

250 T3 Medium Infantry Veterans

4500 T1 Light Infantry

2400 T4 Light Archers

450 T3 Medium Cavalry

970 T2 Light Cavalry

---

12,099

 

Total Manpower Mobilised:

14,599

 

25 Adepts

3 Magi

 

Economy:

Saved: 4700

Base: 3000

New Towns/Cities: 9000

Econ Points: 6000

Pop: 12,000

Trade: 10,000

Ports: 5000

Merchant Guild: 12,000

Manufactories: 8000

Bog Silk: 3000

Enclaves: 16,000

Unit Upkeep: -4000

Veteran Upkeep: -1000

---

Total: 83,700

---

Total Funds: 83,700

 

Actions:

  • 500 T3 Heavy Infantry. [6000]
  • 6 Repeating Ballistae constructed. Built in Ashval, no need to move them from the Libraries to the front. [5000]
  • New settlement constructed on the bay between Blackmarrow and Ulyadar. Ashenport. [5000]
  • Skypeak and Highhold upgraded to Towns.
  • Symon Enclave. [10,000]
  • Fyr-Darrick Enclave. [10,000]
  • Farmland. [5000]
  • Manufactory x 2 [15,000]
  • Barracks x 3 [15,000]
  • Work continues on a Monastery at the Bastion. [10,000] (30k total of 100k)

2,700 saved

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THE KINGDOM OF NUMERIA

The Royal Era of Aemer, A.E 423 (Year 1523)

N7jyU0pae86l7Y_9xRy21mxTQO5TjUlBNC-21veLsJxbAtayD_B5zk1_SJbPLriK_uwMDwNfgJUfUfoFv_GX9MLs6jdyiNbetCok6tThIff7rxNaNCrsiTHUk-ojY6GqBYqQCuRn

 


THE WOODS OF LYRIA, 

23rd of Numir’s Coming, A.E 423

 

“A splendid display of tactfulness, Sire.” commented a certain, Ayrin Aenyr, Count of Aenyria and Marshal, sitting comfortably within the royal pavilion. It remained silent for a moment as the other man concluded his issuing of orders, writing off the last of his commandments. Following a drawn out sigh, the King perked his gaze up, snapping his fingers towards another man present, the Duke of Tyria, Tymaros Tyria, “The map, if you could, Duke.” The gruff Tyrian Duke obliged, bringing forth a scroll - he unfurls it, pinning the corners of the parchment to the desk. The King turned his attention upwards to Ayrin, an index pointed at the young nobleman, “And, Count – enough with the pleasantries, we all know I had no part in securing the peace with these Black Ones. Gods above only know why they sought me out after all these years.” Aemyr spoke as he rises to stand, his palms laid flat upon the table, gazing upon the marked objectives on the map, “Perhaps the western Sun Emperor was in the mood to embarrass himself?” The Count chimed in once more, hoping his quip competent enough to elicit a jestful response. “I do not know.” the King replied in his usual candidness. Taking note of the blunt nature of his Liege, the Count soon fell silent, finding no hope in attempting to alleviate the tense atmosphere of the pavilion, instead contenting himself with the observing of the King’s tacticians as they gathered around the unfurled map.

 

Aemyr gestured forth with a wave of his hand, having a servant bring forth several pawns. Once settled in their positions, a rare smirk spread across the King’s visage. He swept aside the figures representing the Bourdelaic Invaders, then he gathered together his own pieces in the vicinity, and moved them east. The pawns now piled on top of those of Symonian colors, indicating of the King’s decision to return east to lay waste to the invaders. The strategist take keen note of these, working around the King to establish the means of communications, logistics, and maneuvers, the pavilion now buzzing with activity as tacticians clamour to figure out the most effective ways to achieve their goals. Numeria had suffered long enough now, it was time for Symon to feel the same pain, multiplied tenfold.

 

Not wishing to cause any further interruptions, Aemyr retreated from the area. He tucked his hands behind his back and made his way out. His stroll caught the attention of his Sentinels, who were quickly waved down, as he wished to remain alone. As he strolled about his camp, the King as usual garnered the attention of his common soldiery, elated to be in the presence of their monarch. He eventually finds himself in an obscure part of the Camp and sits himself upon a barrel, a lone eye gazing down upon his now open palm. His visage sharpens as he concentrated his will, playing with his thoughts as he attempted to formulate what he was envisioning. He’d soon startle himself, as flames manifested within his hand spontaneously, forming from seemingly nothing. Ever since the Siege of Arris, he found himself capable of sprouting minuscule balls of fire if he simply focused himself to do so. An odd discovery, as it was never recorded for Namyrians to be capable of the magical arts. He bemused himself with the thought that his God had approved of his actions, toying about with the flickering flame in his hand, captivated by the sight of it until the long hours of the night. 

 

THE LEDGER OF THE ROYAL REALMS

Penned by the hands of the Royal Scribe, Ouros Belari, A.E 304

Updated by the High Chancellor, Velar Daeryen, A.E 423

 

THE CROWNLANDS - THE CAPITAL, LYRIA

The first Numerian settlement west of the Iris. Contains cultural significance, epicenter of all Royal activity, site of the Well of Eternity, and center of the bureaucratic hive. It is largely urbanized, with most of its populace residing within the metropolis. 

 

Ruler: His Majesty, Aemyr V of House Namyr.

Encompasses: 

The Capital, Lyria

The County of Lyria

The County of Namyria

The hereditary realm bestowed upon the first born male child of the incumbent monarch. Currently ruled directly by Aemyr due to the lack of royal offspring.

The County of Tymeria

Another hereditary realm, bestowed upon the second born child of the incumbent monarch. Currently ruled directly by Aemyr due to the lack of royal offspring.

The Barony of Daenyria

The last of the hereditary realms, bestowed upon the third born child of the incumbent monarch. Currently ruled directly by Aemyr due to the lack of royal offspring.

 

THE DUCHY OF TYRIA

The foremost vassal realm of the Numerian Kingdom. Home of the Tyrian Lineage, once ancient Kings during the Age of Conflict. It encompasses much of the Numerian martial prowess, being the center of where most notable Numerian militaristic figures hail from.

 

Ruler: His Grace, Tymaros II of House Tyria

A gruff old man with much experience with the ways of Numerian politics. He is like his own people, a man of martial tendencies. Despite being responsible for the first loss in the opening engagement against Symon, his record and demeanour has earned little in repercussions. His rule is dominated by his stern strictness, reminiscent of an infantry sergeant. He is 67 years of age.

 

Encompasses: 

The County of Tyria

The County of Tyniria

Ruler: Lord Var of House Tyria

The County of Mineria

Ruler: N/A

The Barony of Grelderia

Ruler: Lord Grelden of House Famyr

 

THE DUCHY OF NYRIA

Once part of the Crownloads, the Nyrian Duchy has long since evolved past such, a fully fledged realm of Numeria. The land here is peaceful, save for recent events, namely the Sehmonian Invasion. The local populace contents itself with the matters of agriculture and forestry, 

 

Ruler: His Grace, Aenon of House Namyren

The complete opposite of the Tyrian Duke, Aenon is a laid back, casual ruler. He ensures his rule’s stability through subterfuge and skillful diplomacy when it comes to having to do so. Aenon is also related to the King, Aemyr Namyr, though several times removed, as the Nyrian Duke’s House was founded as a branch of the Royal House approximately a century ago. They are also good friends, having grown up closely and amiably in their youth for Aenon was sent to Lyria for his tutelage. 

 

Encompasses: 

The County of Nyria

The County of Aenyria

Ruler: Lord Ayrin of House Aenyr 

 

THE MARGRAVE OF ARRIS

The first stake of land made outside of the Forests of Numeria. A settlement once nestled upon the end of a river, flourishing into a vast city over the years. It has seen the worst out of all the realms in recent times, besieged twice and conquered by foreign invaders. It is currently a defunct title, a result of a successful Symonian Invasion of the region, but it's holders still considered Numerian Nobility.

 

Ruler: Lord Aeryn of House Qohiria

The man responsible for acquiring victory over the Symonians at Arris the first time it was besieged – he led sallying of the City’s Garrison at the most opportune time, swiping aside the meager defense Dunwick had left behind. And as his King’s army was crumbling, his arrival turned the battle entirely in Numerian favor. He is known to be cold, devoid of any compassion, a result of his tenure upon Numeria’s frontier with its enemy. He is however, a diligent and competent Numeria.

 

Encompasses:

The Margravedom of Arris

The County of Arniria

 

END OF DOCUMENT

 

A STRANGE ENCOUNTER - AN ADEPT’S DETAILING OF THE MOUNTAIN EXPEDITION

 

With Numerian Mages having been perfecting their flight capabilities for the past years, it was decided that now was the best chance to inspect the anomalous structure that was due north of the Numerian Capital. Approximately a hundred personnel struck forth from Lyria, establishing a campsite at the base of the mountains. Only a group of ten had been chosen to scale the sheer height of this strange wall, the structure being so tall that the clouds covered the top of it. These ten members of the expedition were made up entirely of magical stock, nine Adepts and one Magi, the leading mage being Naemyr Faenyn. A well renowned Magi of the Cult of Nyria, he excelled in his understanding of elemental magic, being one of the first to adopt the ability of flight alone - he was normally studious, and held great compassion for his studies and those who followed them. It was as good as any group could get.

 

Upon climbing a sufficiently enough amount of terrain before it got treacherous, the Mages were instructed to incant the spell of flight, their feet moving off of the ground as they began to levitate. They were wrapped in as many articles of clothing and fur as they could be, fully aware of the bitter cold one experiences once flying in the clouds - from hereon they communicated with each other solely through coded gestures, refusing to speak as it would mean removing their scarfs around their face. Though the party had expected the winds to be rough, one Adept was surprisingly not up to the task, as a sudden bout of turbulence struck him and sent him spiraling into the side of the mountain. The unlucky mage was killed on impact, and his body fell down to the base of the mountain. It was decided that the party must carry on, having already been so close to reaching the top - and reach it they did. 

 

It clearly wasn't anything they were expecting at all. Once they landed upon the edge of the cliff, they were greeted with a vast openness, or nothingness, depending on one’s viewpoint. There was nothing at all obstructing their view, no mist, fog, smoke, nothing at all only a peculiar purple haze, but nevertheless, the mages were incapable of making any sense of it, as if their eyesight suddenly deteriorated sharply, everything becoming blurry except those close to one another. Believing there to be a substance in the air causing such an anomaly, Magi Naemyr ordered for one of his Adepts to conjure a ball of flame, with the intent of launching it forth towards the haze.

 

A minute goes by silently as the group attempts to locate any change in their setting, but nothing occurs, leading Naemyr to lead his group forth, seeing no danger in doing so. Which proved to be a great mistake, once within with haze, the party rapidly deteriorated. Men began to ask peculiar questions - why a deceased grandmother was there, a man crying upon seeing his wife that had been killed in the Sack of Arris, talks of giant wolves and the likes. Quite strange, but to Naemyr, he saw nothing special of note, only a pair of mice scampering about his feet. But he realized the danger this newfound area brought to his subordinates, and quickly rearranged them, forcing them back to the cliffside. 

 

But the allure of the unknown was simply too strong for Naemyr, he did not remain with his Adepts, and instead continued on by himself, where he disappeared for hours. Only to appear later into the day. In a snap of lighting, Naemyr manifested seemingly out of the air itself beside his Adepts, he lacked any articles of clothing, and his arms were thoroughly scarred with marks of lightning. He seemed entirely out of it, his gaze staring off into the distance without any purpose behind it. Quickly did his Adepts realize that he would fall prey to the dangers of the cold, and so rushed forth and covered him in as much as they could. They quickly made their way off of the cliff, flying back down to where the camp was set up.

 

Only after several weeks of coping, was Naemyr capable of explaining the result of his findings, a tale known only to a few selected members of the Royal Cults of Numeria, and the King.

 


ROYAL ACTIONS

Available Imperial Denarii (Gold): 52,500

 

The Bourdelean extension for trade is accepted, as well as their wish for establishing a non-aggression pact, which the Numerians offer a ten year duration before renewing. However, in regards to the trading request, there is an alteration. Merchants from the west may only travel through the Roots of the World, once the passageway is appropriately cleared and maintained, and are extensively inspected by the authorities in Mineria. They are also disallowed from travelling to the Royal Capital and anything North of it - essentially being barred from half of the Numerian Kingdom. Bourdelaic Traders may only operate within the Duchy of Tyria, the southern half of Numeria. There is still a great amount of hatred towards these westerners, and it shows in the populace, but foreign and exotic goods will nonetheless attract the attention of the Numerians. [Accepting Trade and NAP with Bourdeleaux with minor alterations]

 

As the current generation of soldiery retires from service, they are given the option to make a new life in the government driven artificial settlements that have been constructed to suit their needs. Four of these new initiatives have been established throughout Numeria, and are now ready to accept thousands of new citizens. [Upgrading 4 Settlements to Towns]

 

As the King once again routinely sallies out against the Symonian Invaders, he calls forth additional banners to meet him at the battlefield. [Two units (1000) of Heavy Infantry are recruited at T3 | 24000/24000]

 

Wishing to supplement the Blackmarrow elements of his Army, Aemyr recruits for additional combat units capable of meeting his allies standards. [Two units (1000) of Medium Cavalry recruited at T3 | 16000/16000] 

 

In order to unlock the capabilities behind the means of excavation of the material known as Osmalt, a School of Scholarly learning is established within Tyria. Though it offers many more curriculums than just the analysing of rare minerals, a main focus of this new established institution of learning is the specific studying of Osmalt. From utilizing magic in creative ways, to filtering through any documents in hopes of finding anything related to Osmalt, researchers in Tyria work tirelessly to crack this enigma. Additionally, a band of students are sent along the southern reaches of the Roots of the World, heading for the Carrow Citadel in hopes of observing what they believe is to be Osmalt and document their findings there. [School in Tyria constructed, applying 2 points in Education as well as School additional bonus to research Osmalt | 10000/10000]

 

Saving 28500

 


KINGDOM OF NUMERIA STATS MENU

Leader: Aemyr V of House Namyr

Capital: Royal City of Lyria [Merchant Guild, Hermitage, x5 Manufactory, Church, x3 Farms]

Cities: Nyria [Merchant Guild, Temple]

Tyria [Merchant Guild, Church, School]

Tyniria (+3k) [Merchant Guild, Temple]

Arris (+3k) [Merchant Guild] | OCCUPIED BY FOREIGN INTRUDERS |

Mineria (+3k) [Merchant Guild]

Aenyria (3k) [Merchant Guild, Church]

 

Towns: Grelderia (3k)

 

Settlements: Nyniria

Qhoheria

Taelniria

Yaeliria

 

Fortress: Helmden

 

Current Projects: 

Researching Osmalt [2 Education + School bonus]

 

Population: 8,622,453 Total

500,000~ in Lyria

400,000~ in Tyria

300,000~ in Nyria

300,000~ in Mineria

 

6,500,000~ in rural regions

 

Military:

Army

 

8 (3000) units of Heavy Infantry [All T3, Seasoned] 

2 (1000) units of Heavy Infantry [All T3]

1 (500) unit of Lyrian Sentinels [All T3, Seasoned] 

??  (2750) units of Blackmarrow Heavy Infantry [T4] (No Upkeep)

?? (925) units of Blackmarrow Veteran Heavy Infantry [T4] (No Upkeep) 

 

15 (7500) units of Medium Infantry [All T3, Seasoned] 

 

11 (6500) units of Light Infantry [All T3, Seasoned] 

 

7 (3500) units of Light Archers [Unique]

 

1 (500) unit of Light Cavalry 

9 (4500) units of Medium Cavalry [All T3, Seasoned] 

 

Total Infantry Count: 30,675 - ??? units

 

Magia

35 Adepts, 3 Magi

 

Economy: 

Base Income: 3000g

Economic Points: 5000g

Town: 12000g [9000] (Tyniria, Arris, Mineria, Aenyria, Grelderia)

Population: 25500g

Trade: 2000g (Republic of Danwent, Empire of Bourdeleaux)

Merchants Guilds: 21000g [18,000] (Lyria, Tyria, Nyria, Tyniria, Arris, Mineria, Aenyria)

Manufactorie(s): 5000g (Lyria)

Treasury: 1500

 

Upkeep: 

Infantry: 9000 + 5500 (EXP) = 14,500

Fortress: 2000

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

Total: 52,500

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Commonwealth of Ruhn

 

 

 

Every day felt longer than the last, and Wolden could only tell the passing of the hours from the sliver of light that pierced the murky blackness of his cell. He grew to learn the time of day from the position that light took on the mossy stone. He even started marking it, making rough guesses of the time. Once, he tried counting the minutes in an hour, but the monotony drove him to have conversations with himself. He welcomed such small bouts of madness--anything to keep his mind occupied during the endless days and nights.

 

But today was a good day. The best day of the week! It was the day for prayer! The day he could breathe fresh air and stand in the sunlight--if only for an hour. It always began at midday when the sun was at its peak, and he couldn’t wait to feel the warm rays on his face. Speaker Vichas would smile at him, and treat him like a human being. He would be told how he could redeem himself in the eyes of his ancestors. Wolden never knew his family, but he knew now that they’d be ashamed. The light was touching the fifteenth notch he had scratched on his wall. They were a whole five minutes late! What was taking them so long?! His whole body ached to leave the cell.

 

The echoes of heavy footsteps made their way towards him. The sound of jingling keys and shouts from the guards heralded blessed freedom. Clicks, clacks, and the groaning hinges of the thick wooden revealed the hard faces of his rescuing ‘angels.’

 

“Is it time?” Wolden rasped. He couldn’t even try to contain his excitement. 

 

“Nay, we just walked all the way down here to say ‘hello’.” The guard remarked, his voice dripping with sarcasm. He stomped over to Wolden and hauled him on his feet. “Two-one-three, alive and hearty!” He gruffly called out of the cell. He shoved Wolden out the door and a second guard affixed his manacles to a long, heavy chain.

 

Wolden glanced around himself. He could see the man from cell 212 being dragged out by the legs, to his very loud and violent protests. “Two-one-two, alive and all too bloody hearty!” A struggling guard remarked. “Someone help me clobber this animal!” Wolden looked away as two other guards removed wooden clubs from their belts and marched towards the scene. The screaming and struggling abated after a few loud ‘thwacks,’ and Wolden felt a hard tug on the chain. He hated 212.

 

There was a distinct absence of someone in front of him. A guard walked out of cell 214. “Two-one-four, dead.”

 

“Finally!” A growly voice behind him quipped.

 

There was a loud clap, and a yelp.

 

“Shut it, or you’ll be picking your teeth off the ground!” A second voice barked.

 

Wolden felt a small pang of sadness. 214 was always quiet, never pulled at the chain, and spoke his prayers reverently. He was a good prisoner, and he would miss him. It suddenly occurred to him that he never saw 214’s face. What was his name before he came here...?

 

“Walk on, prisoners,” a large guard sneered as he grasped the end of the chain. “Time for your prayers.” He wrenched at the chain, nearly tripping Wolden over as he marched up the flight of steep steps obscured in the dark.

 

Wolden could taste the air changing with each footstep. Would he see a bird today? The stairs stretched flight after flight, and other chained prisoners joined the merry band. Some looked like him, with eyes wide with hope and muted excitement. Others stared forward blankly, their eyes glazed over and silently shuffling up the steps. The rest yelled, jeered, pushed and shoved. The arrogance! How could they act this way before this wonderful moment? Perhaps they needed a few more years contemplating? Wolden hated those prisoners most of all. They always made everything difficult with their idiotic rowdiness and put the guards in a hateful mood. Once, 212 struck a guard, and they didn’t feed the prisoners on his level for two days. Wolden promised himself he would kill 212 if he brought that on him again! The murderous feeling once felt so foreign to him, but now wishing death upon others was as natural as breathing. He wasn’t sure how to feel about it. Probably good.

 

A cold chill passed through his ragged clothes when he stepped foot into the midday light. The air was fresh and crisp -- the smell of firewood, beef stew, and incense was on the air. He glanced around the open grounds of the great prison. Hundreds of other prisoners were taking their places in organised lines, while dozens of Speakers began their sermons and blessings. Wolden shivered fitfully as a stiff breeze cut through his rags like a knife through paper. It was closing in on winter.

 

This would be his second year in the dungeon.

 

He was eighteen winters in age.

 

“Don’t bleedin’ dawdle, slime!” The guard dragging the chain roared. “If you dare keep the Speakers waiting I won’t feed you for a week!”

 

It wasn’t Wolden’s fault! His co-prisoner behind him was picking fights, shouting obscenities, and spitting at guards. The pace came to a complete stop as 212 drove his fist into one of the guards coming to discipline him. Furious-looking wardens began surging towards the wild man, pushing prisoners out of the way with little resistance. Two particularly burly looking men shoved past Wolden, drawing their wooden batons. The beating began in earnest after that. Wolden didn’t dare turn around, lest he draw the guard’s ire. 212’s screams quickly turns to muffled moans, and the strikes from the guards took on a wetter tone--like a washerwomen slapping laundered clothes on a rock. A deep sense of satisfaction swept over Wolden as the moans turned to begs for mercy. Just punishment. Praiseworthy. Minutes went by until the sound stopped completely. The guards pushed past him again, this time leaving bloodstains on his ragged clothes. The angry guard holding Wolden’s chain slowly moseyed up to him, putting his face a hair’s breadth from his own. His breath reeked of beer, beef, and barley. Wolden’s eyes were planted squarely at the ground, not daring to look the man in the eye.

 

“Am I going to have a problem with you too, lad?”

 

Wolden quickly shook his head. “No, sir. I’m here to pray.”

 

The guard grunted, and tugged Wolden’s chain, guiding him to a position in the dead-silent crowd of prisoners. The patient Speakers began their service with the opening canticle.

 

“They wait.

They watch.

They judge.

By His grace and patience, They guide.”

 

Wolden joined in the opening prayer. Today he would pray harder than ever before. He felt shame for his larcenous past. He needed to be cleansed of his sin. He needed to atone. Perhaps today would be enough, and They would forgive him? He never knew if his family had a shrine, but he hoped their bones were being tended to.

 

The sermon continued on for an hour, with readings from the Book of Righteousness and the Book of Work.

 

“A farmer was greatly enriched by a bountiful crop. He traded his millet for handsome cloth and exotic feathers to place in his hat. His acts angered his ancestors, who appeared before him.

 

“You are guilty of the Twin Sins of Waste,” Spoke They.

 

“The waste of wealth; frivolous expenses towards foolish vainglory gain you nothing but contempt. The man in service to coin will drown himself in excesses afforded to him. The man who masters coin will spend it wisely and charitably, both in service to his family, his people, and his ancestors.

 

The waste of pride; to take pride in excess is to take pride in dust. The man who steals to feed his children has a greater right to pride than the man who dons gold and jewels for his own joy and arrogance.

 

The man saw the wisdom in his ancestors words, and burned his new clothes as an offering to honour them.”

 

Wolden liked that passage. There was a small implication that thieves could take pride in something. Not that he was stealing for anyone other than myself. He shook the thought from his head and listened to the final canticles of the service. After the sonorous thanks to the ancestors were gicven, the Speakers divided themselves into two groups. One group took part in serving the prisoners hearty garlic and beef stew, donated to the prison on this day of prayer. The other holy men remained where they were to talk and give guidance to those who asked for it.

 

Most were drawn to the tantalizing smell of the beef, fearing missing out on a taste. A large minority, Wolden included,  stayed behind to ask the Speakers questions. Wolden remained at the back, searching the lines for the man he always sought after on prayer day.

 

“Hello, Wolden.” A soft voice spoke at his side. Wolden’s eyes quickly brightened upon seeing Speaker Vichas, his mentor. His trustworthy friend. The man was middle-aged and rail-thin with a wiry beard that reached all the way to his belt. Despite his gaunt features, his kind smile always made the young convict feel at ease.

 

“Hello Vichas! I was looking for you! I liked the sermon today! Could I talk to you?”

 

The Speaker smiled kindly and chuckled. “You would not rather eat first? I know those in charge here are rather stringent with what you poor sinners may have, and beef is not a luxury most here would enjoy.”

 

Wolden quickly shook his head. “No no, Vichas. I can do without!”

 

This only made the Speaker’s smile grow wider. “Your piety shames even we of His Temple, Wolden. Even if you came to His fold later than most.” He placed a hand gently on Wolden’s shoulder. “How is your hand, my child? Do you still feel the pain?”

 

Wolden grasped the knuckles on his left hand instinctively, feeling the void where his ring-finger once was.

 

“It’s not hurt for a long time, Vichas! I should have lost it from my right hand. It was a just ruling. A just ruling...” He repeated the term to himself several more times under his breath before Speaker Vichas regained his attention.

 

“My child, how many more years are you to stay here?”

 

It was as if an ice-cold claw had ripped into Wolden’s stomach as he thought of the rest of his sentence. Images flew through his mind; his cold cell, the stagnant water dripping from his window-sill, the endless days and nights of silence, the fear, the guilt.

 

“Two years,” Wolden quietly spoke.

 

Speaker Vichas moved himself to meet Wolden’s vacant stare.

 

“Do you think you can remain here for two years, my child?”

 

Wolden felt his head shake as if by instinct. Not that he needed to register it consciously. The thought of remaining here for all that time frightened him deeply.

 

“C-could I atone for my sins another way? I will never steal again, Speaker! I swear it! You need to tell them! Would you please tell them, Vichas?” Wolden couldn’t help but let his voice waver as he spoke. He was helpless. He was weak. Vichas –blessed Vichas – could surely do something for him!

 

Vichas nodded his head slowly, and drew Wolden away from the others.

 

“I cannot influence the law, my child.”

 

Wolden felt the icy claw in his stomach tighten its grip.

 

“But,” he continued, “there is a way for you to atone. If you are willing.”

 

Wolden had never been more willing in his life.

 


 

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: 39,000 gold,
Merchant guilds: 36,000 gold,
Population: 28,500 gold,
Trade: 32,000 gold from eight trade partners (incl. 24,000 gold from six ports),
Manufacturers: 20000 gold,
The Levers of the Divines: 6000 gold,
Major Trade Route ownership: 3000 gold,
Harkon’s Gems: 4000 gold,
Upkeep: -12,750 gold

Total: 164,750 (164,850 gold incl. vault)
100 in vault

 

-Chunko-bunko farmarillos pop up around the mountains of Ruhn’s heartland hand-in-hand with new settlements. (-14,250 gold towards three farm stacks)
 

-Two new settlements are... settled in the Commonwealth’s hinterland. One, named after the late Lord Protector Charles Ortmeir, another, named after the rough skins that flowed down the Loba River, and the third named rather unoriginally. (-14,250 gold towards three settlements)


-Military expansion continues. It will continue expand until the enemies of the Commonwealth kneel before its people, begging for mercy. A shame, then, that the Commonwealth has no official procedure or paperwork for ‘mercy.’ (-14,250 gold towards three barracks)

 

-Hunters originating from the hellscapes of Loba are drafted and given quality training from foreign instructors and Hillmen advisors. They will be a firm counter against the foul armour of the Commonwealth’s enemies. (-17,000 gold towards three battalions of T3 crossbowmen, two being veterans)
 

-Hunters from the black forests of the north are drafted and given quality training by foreign instructors and Hillmen advisors. They would blot out the sky with their arrows. (-16,500 gold towards three battalions of T3 veteran medium archers)
 

-Mountain farmers and labourers are drafted from the surrounds of the city of Bruger, and given quality training by foreign instructors and veterans from the Loba campaigns. They would be a steady bullwark against the horrors that may come against the Commonwealth forces. (-10,000 gold towards two battalions of T3 veteran medium infantry)
 

-In the coming military ventures of the Commonwealth, Parliament knew that they would need more than mere soldiers to gain crushing victories against their enemies. The ancestors must be honoured, and He-That-Waits placated if total victory is to be gained. Though some in parliament question the reasoning behind spending such vast sums of wealth on the structure at this recent juncture, the faithful poo-poo them into submission. The great monastery atop Mount Ruhn would be a true sight to behold... next year when they have the funds to complete it. (-50,000 towards a great monastery to He-That-Waits)
 

-The Commonwealth Military Academy begins putting into practice standards and tactics involving field artillery. They decide to splurge on some ballistae... (-7500 gold for five units of ballistae)
 

… and some trebuchets. I mean, they spent all that money researching them, so why not, right...? (-18,000 gold towards two units of trebuchets)

3000 gold added to vault, total of 3100 gold.

 

 

 


Population: 9,816,014 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 (Merchant’s Guild)
Carroburg (Merchant’s Guild, Port)
Brakkenbridge (Merchant’s Guild, Port)
Krokodilsee (Town)
Kargholz (Town)
Deepwater (Town)
Blackwood (Town)(Next turn)
Deepwood (Town)(Next turn)
Mount Ortmeir (Settlement)(Next turn)
Highcrag (Settlement)(Next turn)
Skinner’s Lane (Settlement)(Next turn)

 
Defensive Structures:
Fortress Bergen

 
Other Investments:
39 Farm stacks (42 next turn)
20 Manufactories
9 barracks (12 next turn)


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

Surya.

 

Edited by Catostrophy
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The Realm of Westfal

Neue Sillmar. The biggest village of the, whatever it was, that Westfal was now. But two decades ago it had been an empty piece of land. Still firmly in the hands of mother nature. Without man’s touch put upon it. Yet now, through war and migration a new people had settled this once pure land. Making it their home.


The people of Westfall had once lived South-East from their current settlements in Galahar. They had lived as feuding tribes, but with strong traditions and inherent culture. Where strength was respected most of all, wheter this was either physical or mental. That had all changed however when they were cast out from their lands. By the Empire. Most stayed in their ancestral lands, satisfied to be under the rule of kings and dynasties. However, there were some who fled. And got refuge in a new land. Where they created a new home for themselves.

 

In Westfall, by the generosity of the duke, the refugees had gotten a piece of land to call their own. Here the Westfalians made new homes, had children, and build up their own communities. Slowly rebuilding into a new soceity. 

 

Yet, some old Westfalians asked themselves, would there be a Westfal in 20 more years. The population of the small colony had grown exponentially, yet now the young nearly outnumbered the old. And the new generation didn’t remember the old Westfal. They were more Galaharian than traditional Westfalian. They followed Galaharian customs, used the Galaharian language and wore Galaharian clothing. Though to be fair to them, the Galaharian clothes were a much better fit for this enviroment. 

However, it was clear. There was a growing divide between the old generation and the young.

 

---===---

 

This brings us to the story of Sveryar Vilskanien and Melgar Karaskov. Old and young. Tradition and progress. Autonomy and integration. It was a tale that would be ignored by writers, most likely insignificant to history. Yet for this small community, long forgotten to those who looked down on the world from above maps, this was a conflict that would determine the very future of their people. 

---===---

 

Sveryar Vilskanien stood at the ledge of a cog of the Galaharian navy. When in full gear he would look impressive. His face almost fully concealed by the helmet. In full plate black iron armor. And of course his weaponry also inspired some fear. He basicly has two sets of weapons. A sword and shield and finally, a warhammer. When fighting lightly armored opponents or when in an enviroment with little room to move, like in sieges, he would use his sword and shield combo. With Sveryar using a standard short sword of Galaharian fashion, as well as Galahrian shield. Both best used in formations.

 

However, his other weapon was of distinctly Westfalian design. It was a Warhammer. Decorated with miniature engraved skulls. As well as designed to kill with ruthless effiency. In order to smash through the armor of enemy knights or the like. Ideal to use against heavy infantry and the like. This was all supplemented by Sveryar himself. Being a man of about 40 years of age he was still young when Westfal fell. Whilst not toned, he is of a heavy figure and with large amounts of muscles. Though they could be dismissed as fat by an ignorant soul. With them he could lift his Warhammer near-effortestly, at least that is what it looked like to other soldiers. Whilst normal soldiers could only lift it with great difficulty and only give a couple of swings. To intenstify his intimidating presence he had several small scars around his body. Though his face remained unmarred except from a small scar on his right cheek. Clearly seen, seeing as the man did not have a beard. For one reason or another.

 

All in all a man to be impressed, feared and intimidated by.

 

Which was why it was all the more satisfying to see him keeling over the edge of the ship. Emptying the contents of his bowels out into the sea. To the amusement of the crew. As the man did not have his armor on he was right now a lot less terrifying than normal. It was even a comedic sight to see. Especially considering that he was the only person who was having this issue. Considerg all of the others were natural born Galaharians. 

Sveryar’s aid, Stephanos had to keep himself from sniggering. Seeing the sight of his leader and technically his owner suffering from something like sea-sickness. 


Sveryar himself could not pay attention to this. As he was feeling absolutely horrific and whilst not mentally cursing him, was silently reproving of the Deep One. What use was it praying to a god of the sea when he did not even give him sea legs. Finally, after what felt like hours but was more around 2 or 3 minutes, Sveryar stopped gagging. Mainly because his stomach was now empty of liquids and solids and he had by now recovered. Though his face was still suspiciously pale.

 

Stephanos, spoke in a cheeky voice. Still amused by his commander’s suffering. Especially since he knew Sveryar would not notice at this moment. 

Would you like to have some water sir ? Or perhaps some bread ?

 

Struggeling to speak, and feeling especially weak right now. Sveryar grumbled. “Don’t call me sir” and then, after taking a few more second Sveryar said. “But yes, that would be appreciated. Even though my stomach is screaming at me right now. Scheisse” Stephanos nodded at this and went to the medium-sized keg of water. Which wast mostly on the ship for the few non-Galaharians like Sveryar. After which he went to the brig to get some bread from the cook there. When he finally returned to Sveryar he looked to stand more solidly on his feet. By now he could even talk without laboring. “Well come and give the bread to me. Even though I feel like my own stomach is in a civil war right now.” Stephanos snickered a little at that and then handed a loaf of brown bread to Sveryar. Who then proceeded to tear it off into little chunks and slowly eating it. Even though he looked to intensely revile eating anything right now. 

 

After Sveryar had finished about half a loaf of bread he took the cup of fresh water from Stephanos and slowly begin sipping it. And then let out a semi-reliefed sigh. 

 

Then, one of the sergeant of the Galaharian Heavy Infantry Unit went up to Sveryar and asked. 

Sir, anymore news on when the assault will begin ?” Sveryar, softly glaring at his sergeant spoke. “How am I supposed to know, by the Hertzog, I know just as much. If not less. Than you do. The Admiral has not given the word yet of when we are to attack.” The Sergeant had to snicker as Sveryar used the word Hertzog rather than duke. Whilst he did know fluent Galaharian it was clear it was not his native language.

 

The sergeant nodded, a little resigned as he, just like the other men, was quite bored from waiting until the attack. The Sergeant then looked at Stephanos, whilst raising his eyebrow as well as getting a small smile. “You look to be in a good mood Stephanos. Are you happy that you do not have to carry the captain’s weaponry right now ?” Stephanos, as good an actor as could be found in Bastista’s landing looked affronted at this. “How dare you make that assumption. It is an honor to carry the weaponry of the captain. My heart is filled with joy, knowing I will stand trusty by my commander’s side.” As he finished speaking Stephanos snorted. And both he, and the sergeant began laughing loudly. Whilst Sveryar himself scowled weakly, whilst muttering. 

Be glad that we are not on land right now, or you wouldn’t know how many laps you two would need to make in full armor. Now , go , both of you. Let me wallow in my misery until I can crush some monarchist skulls.” Both of the insubordinate men nodded at this. Whilst saluting the captain they spoke in unison. “Yes Capain” Before both walking off to the crew quarters.

 

Meanwhilst Sveryar grunted, wallowing in the knowledge that it would be another day before he could get of the damned ship. 

Then he almost keeled over again as the waves began to grow more tumeltous. Whilst hoping that the laughter he was hearing in the distance was just seagulls.

 

---===---

 

((More rp will come later))

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Twenty Third Post

 

The Holy Empire of Grimsborith

Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

A public letter of apology is sent to the Kingdom of Numeria.

Lords and Ladies of Numeria,

Of the misguided actions of the Lithborn army, we confirm the actions of intrusion and trespass to be against the edicate of our noblemen and seek to mend relations with acceptance of forgiveness from the kingdom. Though we cannot correct the transgressions we have laid upon you, we do strive to obtain a constructive peaceful existence between our two realms.  As an offer of peace, the Holy Empire of Grimsborith would like to send a lord to understand the customs of the Kingdom of Numeria and as well receive a lord or lady of your realm to understand ours.

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 letter that is sent to the Numerian king, several chests of gold are sent, containing the worth of 6,000 gold.

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As thousands of men are recruited on the eastern reaches of the empire, new sounds come from the men… they are… singing? 

“Company! Forward! March!” rings the command from a senior captain in charge of drilling his new recruits. Each human and lithborn within the company, dawned in newly designed steel armor, begins his march on the left foot. Thud- Thud- Thud- racks the ground to the hundreds of soldiers marching in unison around the training fields. “Left! Left! Lefty Righty Le-o!” screams the senior captain to his trainees who land their left foot to the cadence. “Now! Are we ready to try it out?!” shouts the senior captain as he marches the company formation. In a brief and loud response the men yell, “Yes sir!” Breaking a sly smile across his face, the senior captain continues with a confirmation of an execute command sequence, “Left! Right! Left! - Left! Right! Left!” The soldiers had been trained in drill for months now and recognized the command sequence, they were about to do a movement. Several other senior captains and other officials who had been walking around the training field stopped to watch the formation. This was it, it was time for the recruits to show what they had done for months outside of their normal training, drill, and they would be damned if they screwed it up for their commander now. 

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“By the left face! March!” shouted the senior captain, and in an instant the men shifted their steps in a pivot to the left. Hundreds had just shifted in a single command. “By the right face! March!” and again in an instant the men faced back to their original front. Inhaling deeply the senior captain approved and sung a cadence all the men had heard before and hoped to hear again, it was the chilling cadence that only senior captains who had been in the training field for a long time had the ability to produce. As if honey dripped from their lips, the men gravitated to the song. The trainees knew their part in the song, they were to keep their tempo and sing to each ending the same two lines.

Now we are ready to head to War,

Way, ay, roll an' go!

Our boots an' our clothes boys are all in the pawn, timme

rollickin' randy dandy O! 

Heave a mawl, oh, heave away,

Way, ay, roll an' go!

The chow's on call an' to which we haul, timme 

Rollickin' randy dandy O! 

Heave a mawl, oh, heave away,

Way, ay, roll an' go!

The chow's on call an' to which we haul, timme 

Rollickin' randy dandy O! 

Come break me balls, bullies, an' heave her away,

Way, ay, roll an' go!

Soon we'll be marchin' her 'way down the Bay, timme

Rollickin' randy dandy O! 

Sing goodbye to Sally an' goodbye to Sue,

Way, ay, roll an' go!

For we are the boy-os who can kick 'er through. timme

Rollickin' randy dandy O! 

Lookin’ to see that the enemy comes,

Way, ay, roll an' go!

Soon we'll be drivin them back to their homes, timme

Rollickin' randy dandy O!

 

 

Barracks 24 (120k)

Monster (3k)

Spreading of the forest within the empire (50k) + help from adepts and magi (myst 4)

Medium Infantry 6,000 T3 (48k)

Medium Cavalry 1,000 T3  (16k)

Settlements 7 (35k) Northern reaches, they are settled on the coast.

Farmland 8 (20k)

Apology to Numeria for trespass (6k)

Saved 3,100

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Antigonid Dynasty

1523

----------------------------------=0=----------------------------------

As Aegos paces before the various holy men and priests of the kingdom. They sit there silently, listening, observing. The High Priest Aleuas opens his mouth to speak, but he is cut off by the King’s words. Aegos stops before them, looking to the ceiling then to the men in front of him, breathing deeply”

 

“The Great Titan hears my prayers. Deep into the night at the holy site, I feel his presence, I feel his power thrumming through the world. Why then, does he simply acknowledge me? Why does the Ancient One not speak? Why does he not offer his guidance?”

 

Now,  Aleuas offers his council. He shifts in his chair, adjusting his robes before he begins to speak. “Your Grace, To feel Voleus’ power is a sign in and of itself. You must not forget the rebellion of the gods. The fruits of their corrupt labour has caused The Ancient One to be blocked from this mortal plane almost entirely. Perhaps he has not yet the capability to speak to his faithful, but yet you felt his presence. This is good. The Great Titan approves your actions, he blesses your crusade. Every idol the legions topple, every unbeliever who is slain is another drop of strength sapped from treacherous Gods, another crack in the veil of darkness..”

 

“Of course, how could one be so blind. Truly, Aleuas, your council has never failed me.. The Sacred Few must be gathered, the Great Titan’s crusade is nearly upon us..”

 ---------------------=0=---------------------

“Before there was everything, there was nothing.. A great sea of black and darkness consumed the universe. Then, a great spark, a sea of silver light, a pulse echoed across the cosmos. The Great Titan, seeking more, cast the darkness aside. In its place a virgin universe. However, his creation was wild and untenable. To remedy, The Ancient One formed 5 primordial Gods from his essence to govern all that was his. The Gods of Life and Death to hold balance between mortal creatures, the God of Elements to shape and manage his worlds, the God of the Seas to guide and manage the seas and storms, and finally the God of Sun, for which he used to channel his light onto the earth. Knowing his work was done, and well managed, the Ancient One rested, entered a deep slumber. However, despite his infinite wisdom and divinity, the Gods grew jealous and spiteful of the Ancient One’s power. They rebelled against him, creating servants of their own to aid their struggle. With their power, and Voleus’s Slumber, they cast the Great Titan from the realms of men. They created the Great Veil of Darkness to block his light and severe their connections him. All while he slumbered. Without his guiding hand, the Gods run rampant acting on their own desires, desecrating his followers, and warring among themselves. Now only vestiges of the silver sea breach our realm. This can no longer stand.. the rebellion of the Gods must end, order must be restored to the mortal plane. That is why you have been summoned here. My servants have failed me, I trust that you sacred few will not. Great legions will desecrate and tear down the god’s idols. Where we march, Voleus’ blessing follows.. The Ancient One will be awoken, a war in heaven is soon upon us. I ask you Sacred Few, will you follow me? Aegos VII, Redeemer of the East, Hegemon of the Latesian Freehold, Triumpher of Mongerellia, and upholder of house Antigos!? Will you carry the Great Titan’s battle standards into the heart of Naros, and beyond? Will you desecrate the god’s idols, and end their pathetic rebellion? Will you awaken the Ancient One, and restore order to this world! Will you join me in my great crusade!” 

 

As the King finishes his rousing speech the hall erupts into a hurricane of religious fervor. Lords and Knights thrusting their blades towards the ceiling let out zealous cheers and oaths. Among them, the most notable of the Sacred Few, the most pious and wealthy Antigonid nobles. Lord Ouranus of Asterion, Lord Odias of Solace, & Lord Orion of Valandovos. Faithful and devoted vassals of House Antigos, they are selected by King Aegos to personally lead his armies in the coming wars to end the god’s rebellion.

 

Then, through the large palace window, a flash of pale light illuminates the room. The mood of zeal of excitement ceases on the spot. In the hall, silence ensues. Only the burning of embers and the breaths of their comrades could be heard. The King rises from his chair at the head of the hall. “The Great Titan has spoken! His blessing is upon us! Raise the Legions, call the banners, in due time, we set out!” Once more, the hall erupts.

 

However, in the meantime, The King and his retinue would sail north and discover the source of this pillar of light...

 ---------------------=0=---------------------

Actions & Spending

Gross Income + Treasury: 114,600

Net Income: 108,600

 

Financial Actions:

-Routine Farm Expansion (10,000)

-Five more manufactories sprout up in Asterion (37,500)

-Smiths are instructed on how to properly forge heavy equipment (15,000)

-3,000 Silver Legionnaires are raised. They are equipped with the last of the equipment from the mongerellian campaign. (24,000)

-3 Adepts are called into the service of the Kingdom (Temple) (15,000)

-The King brings more, and more offerings to the holy site. It is eventually declared an official place of worship (5,000) (place of worship)

 


Mod Actions:

-The King continues his daily worship for the entirety of the year. On land or sea, a brazier is lit and offerings are given(5,000)

-The King and his retinue sail north to the lands of the Ulyadi to discover the source of this pillar of light.

-A diplomatic mission in order to establish formal relations with the alleged ‘Kingdom of Numeria’ is sent on its way

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[Last Turn’s Actions. Post for this turn/RP separate]

 

1522

Population; 8,608,216

Income; 170.5k

 

Establishing  2 Towns

-25k Building Port and Merchants Guild in City 

-24k 2,000 Stormriders T3

-18k 4 Trebuchets

-9k 6 Magonels

-6k 8 Ballistae

-45k Cathedral 

-15k Temple

-2 Keeps
-8k 8 Units of Light Infantry [T0]
 

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T H E   M O R N I N G   K I N G D O M

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“Those of the Night cling to Stars and Moons, false idols and usurpers that they are. Pale imitations of its glory, none shine so bright as the Dawning Sun. Birthed by the Mother and guided by the Father, the Morning will dispel them all.” 

The Sermons of Guan Yu

 

The Morning Kingdom had attained a great victory against the scourge to the west, crushing many thousands of the mutants and driving thousands more from the battlefield. And yet, Guan Liang was not satisfied with the campaign’s result. The Morning Army was not sufficient in size to proceed to the centre of the the Throats and destroy it, and Guan Zheng had been forced to end the campaign. Regardless, the victorious general was greeted with great praise and fervour upon his return – his victory was no less glorious.

 

Nonetheless, planning and preparation for such a second campaign began already. Upon their return, one contingent of medium infantry is set through an intense training program, with those failing to meet the high standards deemed necessary being transferred to the two units of regular medium infantry that are recruited this year. The efficacy and necessity of archers in combating the enemy had been clearly demonstrated in the campaign, and as such another 1,000 of them are recruited. What’s more, another 500 War Spiders emerge from the breeding pits in the Virid Brume and scuttle along to join the rest of the army.

 

An understanding of the finds from Cairn was also deemed a top priority for dealing with both current threats to the Kingdom. A number of scholars of both the material and magical studies are gathered to begin work on discerning the nature and purpose of the black gems recovered from the crypt-city. Furthermore, more are summoned to study the artworks and books taken from the city, and attempt to decipher the language and the meanings of these artefacts. The Morning King of course covers the cost of their labour and resources.

 

Finally, in an effort to promote the growth of the Morning Kingdom’s population, Guan Liang provides a great number of peasant families throughout the realm with plots of arable land in new territory and the means to grow crops and breed livestock on them. Not only will this provide more room in the heartlands with many people now flocking to the edges of the Morning Kingdom’s territory, but the additional food will hopefully prevent the starvation and famine that would potentially restrict growth.

 

Such a venture also provided the latest settlement to the North, on the border with the Librarians, with enough people in the hinterlands and the outpost itself for it to be considered a town. The Morning King awards a charter recognising such, and the name of Fuxiao.

 

The Morning King dispatches a number of envoys and priests to the Northern realm of Blackmarrow, whom he has heard share their faith. Co-operation with those of the true faith would be vital in the years to come, and the Morning King is deeply curious about their own practices and knowledge regarding their shared gods.

 

S U M M A R Y

Upgrade 1 Unit Medium Infantry to Veteran [1,000 Gold]

2 Units T3 Medium Infantry [8,000 Gold]

2 Units T3 Medium Archers [9,000 Gold]

1 Unit T3 Zhizhou Gou [6,500 Gold]

Research of Black Gems of Cairn [2,000 Gold]

Research of Books / Artwork from Cairn [1,000 Gold]

7 Farms [35,000 Gold]

New Town

Mission to Blackmarrow

 

Morning Kingdom Statistics

Edited by hellfiazz
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Danwent – 1523

 

 

“A bloody harvest, don’t you think?” – “As long as it ain’t ours.”

 

The first to make his move was Otto von Mikkelbach. Leading a force against Shovia, battle is joined there between the Royalists and Republicans. Shortly after, Hasoran Alarii rides to battle destined for Ruhia, leaving the city of Essevith behind, that has been calling for peace and negotiations.

 

In Shovia, whilst it is phyrric, Otto von Mikkelbach wins and immediately marchest East to Ruhia, burning the important bridge there down to delay potential pursuing forces, such as the League’s men that have taken a good foothold in the West.

 

At Ruhia, whilst also taking many losses, Hasoran Alaari wins decisively with the help of the flanking Kaylius Sarnari who has left Rotyia behind to outmaneuver the Republicans. Now numerically far superior, the Royalists can attempt at Tzaria.

 

Thoryus Armon travels to Essevith with Aywentos, neutral ground, who repeats his call for negotiations between the feuding parties, before more blood is being spilled.

 

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

 

Nation Info:

Government:

Civil War:

King Thoryus Armon + Stalwart Loyalists

vs

Grand Senator Royolus Artonii + Grand Republicans

 

Republic, ruled by 186 senators (lifetime positions).

Traditionalist League: 19 Senators

Commoner’s League: 30 Senators

Prosperous Path Party: 41 Senators

Stalwart Guard: 30 Senators

Frontier: 11 Senators

Adherence Party: 13 Senators

Grand Republican Party: 23 Senators

Unaffiliated: 19 Senators

 

Senate Seats: 186 total, 186 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 46 – undecided

Dionius Liber (Senator of the Commoner’s League), aged 48 – supporting the Republic

Theodos Abemani (Senator of the Prosperous Path Party), aged 46 – absent, party supporting the Republic

King Thoryus Armon (Senator of the Stalwart Guard), aged 49 – leading

Otto Mikkelbach (Senator of the “Frontier”), aged 40 – supporting Thoryus Armon

Kaylius Sarnari (Senator of the Adherence Party), aged 43 – supporting Thoryus Armon

Royolus Artonii (Senator of the Grand Republican Party), aged 42 – leading the Republic

 

Hasoran Alaari (General of the Stalwart Loyalists), aged 43

Tarun Syndrii (General of the Grand Republicans), aged 31

 

Population: 21,702,792 this year. (4,500,000 Starter)

Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 0% Growth Spell (cooldown 2 turns) + 2% Elder Soul Blessings (T5)

87 farmsteads.

 

Cities:

Tzaria (1,100,000 inhabitants) (Capital) – Market (IV), Trade Port, Manufactory, School, Temple, Great Wonder (T5), Merchant Guild, Trading Company, three barracks, Military academy

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 (600,000 inhabitants) – Merchant Guild, Trade Port, Trading Company

Rohsor (600,000 inhabitants) – Merchant Guild, Trade Port, Trading Company

Esorvor (600,000 inhabitants) – Merchant Guild, Trading Company

Razryii (600,000 inhabitants) – Merchant Guild, Trade Port

Solinyii (500,000 inhabitants) – Merchant Guild, Trade Port

Rotyia (500,000 inhabitants) – Merchant Guild, Trade Port

 

Towns:

Hybria (700,000 inhabitants)

Shovia (600,000 inhabitants)

Tzarkyii (600,000 inhabitants)

Arevith (600,000 inhabitants)

Esolia (500,000 inhabitants)

Krytor (500,000 inhabitants)

Caldria (500,000 inhabitants)

Morvera (500,000 inhabitants)

 

Settlements:

 

 

National Budget:

Treasury: 500 Duwats.

Income: 215,500 Duwats

Base Income: +3,000 Duwats

Economic Points: +4,000 Duwats

Merchant Guilds (12): +36,000 Duwats (Rohsor inactive -1)

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: +64,500 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)

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

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

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

Towns & Cities: +51,000 Duwats

Moranese Wheat: +1,500 Duwats

Manufactory in Tzaria: +1,000 Duwats

Road tolls: +1,500 Duwats

Exports: +12,000 Duwats

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

 

Expenditure: 28,250 Duwats

Armed Forces:  -15,250 Duwats

Total of 46,000 men. Equals -15,000 gold for land maintenance. -250 gold for Veteran Upkeep.

2x? companies of Bronze Legion (T3 Unique Medium Infantry) at 11,775 men (2,700 garrisoned) – Regular

1 company of Bronze Legion (T3 Unique Medium Infantry) at 250 men – Veteran (upkeep -50% from academy)

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)

15 companies of Danwentii Pavise Crossbows (T3 Unique Crossbows) at 7,475 men (3,300 garrisoned)

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

 

Militia

21 companies of T1 Light Infantry at 10,500 men

12 companies of T1 Light Infantry at 6,000 men

 

Naval Forces: -5,000 Duwats

10 galleys at 250 men each

 

Fortifications: -8,000 Duwats

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

1 Castle in Hybria (-1,000 Duwats) manned by 600 Danwent Pavise, 400 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

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

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

 

Available currency: 187,750 Duwats
 

National Resources:

4 unit of Moranese Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k), Surya (5k) (3))

 

Republican Actions:

 

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

 

16,150 soldiers of Danwent die in the Civil War.

 

Both sides recruit fresh T3 Bronze Legion troops, as well as other supplementary forces.

 

Royalist

3 companies Bronze Legion T3 @ 500 men each (-15,000 Duwats)

12 companies Light Infantry T3 @ 500 men each (-36,000 Duwats)

9 companies Light Archers T3 @ 500 men each (-27,000 Duwats)

 

Republican

3 companies Bronze Legion T3 @ 500 men each (-15,000 Duwats)

15 companies Light Infantry T3 @ 500 men each (-45,000 Duwats)

8 companies Light Archers T3 @ 500 men each (-24,000 Duwats)

 

The remainder is being retained. (750 Duwats)

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