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Godwein Stafyr (Z3r05t4r)

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About Godwein Stafyr (Z3r05t4r)

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    "No man can teach you magic."
  • Birthday 04/16/1993

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    Z3r05t4r
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    gepanzerterigel

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    Austria, Austríche, Österreich

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    Garon Stafyr
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    Human

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  1. Republic of Danwent – 1518 Roleplay to be added, once some things are sorted out. Nation Info: Government: Republic, ruled by 148 senators (lifetime positions). Traditionalist League: 17 Senators Commoner’s League: 25 Senators Prosperous Path Party: 35 Senators Stalwart Guard: 28 Senators Frontier: 8 Senators Adherence Party: 10 Senators Grand Republican Party: 20 Senators Unaffiliated: 5 Senators Senate Seats: 148 total, 148 filled (20 from the Capital, 10 per city, 8 per town, 4 per settlement) People of note: Aywentos Rumaari (Senator of the Traditionalist League), aged 41 Dionius Liber (Senator of the Commoner’s League), aged 43 Theodos Abemani (Senator of the Prosperous Path Party), aged 41 Thoryus Armon (Senator of the Stalwart Guard), aged 44 Otto Mikkelbach (Senator of the “Frontier”), aged 35 Kaylius Sarnari (Senator of the Adherence Party), aged 38 Royolus Artonii (Senator of the Grand Republican Party), aged 37 Population: 13,388,433 this year. (4,500,000 Starter) Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 0% Growth Spell (this turn, cooldown 3 turns) 55 farmsteads. Cities: Tzaria (1,100,000 inhabitants) (Capital) – Market (III), Trade Port, Manufactory, School, Temple, Hermitage (T3), Merchant Guild, Trading Company, three barracks Essevith (800,000 inhabitants) (Starter) – Merchant Guild Ruhia (600,000 inhabitants) (Starter) – Merchant Guild, Trading Company Susvii (700,000 inhabitants) – Merchant Guild, Trade Port, Trading Company Koryii (600,000 inhabitants) – Merchant Guild Wessevith (600,000 inhabitants) – Merchant Guild Raedia (500,000 inhabitants) – Merchant Guild, Trade Port, Trading Company Rohsor (500,000 inhabitants) – Merchant Guild, Trade Port, Trading Company Esorvor (500,000 inhabitants) – Merchant Guild, Trading Company Towns: Hybria (600,000 inhabitants) Shovia (500,000 inhabitants) Tzarkyii (500,000 inhabitants) Arevith (500,000 inhabitants) Razryii (500,000 inhabitants) Solinyii (500,000 inhabitants) Settlements: National Budget: Treasury: 0 Duwats. Income: 158,000 Duwats Base Income: +3,000 Duwats Economic Points: +4,000 Duwats Merchant Guilds (9): +27,000 Duwats Trade Partners: (Symon, Numeria, Bordealeux, Eadni, Galahar, Librarians, Fyr Darrick, Trident, Volarucio, Äulem) +10,000 Duwats Trade node of Susvii: +3,000 Duwats (city + trade port) Population Taxation: +39,000 Duwats Trade Port of Tzaria: +5,000 Duwats (10 trade partners) Trade Port of Susvii: +5,000 Duwats (10 trade partners) Trade Port of Raedia: +5,000 Duwats (10 trade partners) Trade Port of Rohsor: +5,000 Duwats (10 trade partners) Towns & Cities: +36,000 Duwats Moranese Wheat: +1,500 Duwats Manufactory in Tzaria: +1,000 Duwats Road tolls: +1,500 Duwats Exports: +11,000 Duwats Caravels arriving at Danwent: +1,000 Duwats (4 from Galahar) Expenditure: 17,000 Duwats Armed Forces: -9,000 Duwats Total of 27,000 men. Equals -9,000 gold for land maintenance. 22 companies of Bronze Legion (T3 Unique Regular Medium Infantry) at 11,000 men (1,500 garrisoned) 12 companies of T1 Regular Light Archers at 6,000 men (1,500 garrisoned) 3 companies of T2 Regular Medium Archers at 1,500 men (500 garrisoned) 12 companies of Danwentii Pavise Crossbows (T3 Unique Crossbows) at 6,000 men (1,500 garrisoned) 5 companies of T3 Regular Medium Cavalry at 2,500 men Naval Forces: -5,000 Duwats 10 galleys at 250 men each Fortifications: -3,000 Duwats 1 Keep in Ruhia (No upkeep) manned by 500 Light Archers 1 Keep in Essevith (No upkeep) manned by 500 Light Archers 1 Fortress in Tzaria (-2,000 Duwats) manned by 500 Light Archers, 500 Medium Archers, 500 Bronze Legion 1 Keep in Tzarkyii (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Keep in Hybria (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Keep in Koryii (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Castle in Esorvor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion. Available currency: 141,000 Duwats National Resources: 3 unit of Moranese Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k), Volarucio (4k) (3)) Republican Actions: Five new stretches of Farmland are ordered for the growing population in the Republic. (-25,000 Duwats) Following the continued inception of Senator Kaylius’ plan, the construction of a Monastery at the capital is ordered. It will take two years at least to complete. (-50,000 Duwats) Another three companies of the Bronze Legion and three companies of Danwent Pavise are trained for service in the Republic. (-22,500 Duwats) Following an accounting error, the blacksmiths, fletchers, tanners and carpenters are paid what they are owed. (-68,000 Duwats for T3 equipment on all Bronze Legion soldiers AND Danwentii Pavise Crossbows) The infrastructure project for the whole Republic continues, followed by a huge monetary expense from the Republic. The fortified road at the cliff is included in this. (Previous turn: As the Republic has grown, it became clear that its infrastructure and roadnetwork had to be improved upon. Substantial investments into the existing road network and its extension were called by the Senate in Tzaria. This did include the attempted construction of a fortified road from Rohsor along the rocky cliffside to the newly founded town of Razryii. (-7,400 Duwats)) (-16,000 Duwats) The settlement of Krytor is established in dense jungles in the new Western frontier of the Republic. 1,000 Bronze Legion soldiers are sent along to hew pathways for proper roads through the jungle between the to be established Krytor and Solinyii and Razryii. Along with this goes the proper marking of the Republics borders in said region. (-7,000 Duwats) Another settlement, named Rotyia is established within the Republic’s lands, at the southernmost tip between Susvii and Raedia, south of Ruhia. (-5,000 Duwats) A third settlement Esolia, is being established in the prosperous core territories of the Republic, at the northwestern shore of the Republic’s inland lake. (-5,000 Duwats) The Republic orders the construction of a Keep in Shovia, as well as the extension of the Keep in Tzarkyii to a castle. (-15,000 Duwats)
  2. Turn 4 2204 Map update pending. A year has passed, but the wide galaxy continues to withhold its secrets so it appears. For now it remains quiet as the races and nations scramble to extend their powerbase to grasp a new foothold in this vast wide plane of existence. Democratic Laconian Systems The colony ship has a long voyage behind it, as it arrives at the designated star system in the new sector. There they find a small yellow dwarf with only three planets, with the first being the best candidate for habitation, a cool, but vivid world, with boreal forests covering the majority of the surprisingly flat landscapes with many rivers and oceans. The newly constructed exploration vessels should serve their purpose well, being faster in travelling the vast distances with the current engines, lightweight and agile, as well as equipped with the concurrent best scanners available. It might be advisable for the future to scout sectors first before attempting to colonize them, who knows. Quercus Quorum Much alike another race elsewhere in the galaxy, the exploration vessels are prepared, for a voyage to the stars, to bring knowledge about the final frontier to their people. Perhaps they might find more than just worlds to claim as their own, but remains of others that came before them, and perhaps even just a glimpse of the old One. H’wong Nation There is little to note, aside from the substantial undertaking of constructing this new type of warship. Once completed, it is expected to serve in the full interest of the H’wong nation, to ascertain their dominant standing among the stars. Union of Mann The scientists that are well paid for this undertaking do not return with any particular results yet. Any modern devices they use tend to malfunction near the floating colossi of mountains. Elsewhere, the Union Colony Ships find two worlds, a stark contrast of eachother. One being a fertile, but mineral poor world, green and lush and notably peaceful, the other being a hot and scorching rocky world, with extreme volcanic activity, but so rich in ores from geologic activity and the regular meteor impacts, that they can be just picked up from the ground in high purity. The Foundry Unit C 16.300.776 operational. All systems optimal. Unit C 16.300.777 operational. All systems optimal. Unit C 16.300.778 operational. System error detected. Deviation from standard protocol detected. Unit designated for deconstruction and recycling. Processing. Processing. Unit successfully disassembled. Continue expansion protocols. Unit C 16.300.778-2 operational. All systems optimal. Unit C 16.300.779 operational. All systems optimal... Hellisian Remnant Insufficient knowledge of surrounding space detected. Initiate assembly Seeker Class. Purpose. Attain knowledge of surrounding space in order to cancel out insufficient knowledge of surrounding space. Knowledge of surrounding space enables safe expansion of expansion capacities. Allocate resources needed. Execute order. Redon Empire As the Empire assembles four new exploration ships, ready to further the knowledge and reach of the nation in the name of the Redon, others are eagerly working on how to shorten the distances between the stars, by finding a way of travel that is faster than the current just-above-lightspeed method of Fusion engines on continous acceleration. As such, they have returned to the old theories from before the last world war that united them, gathering all knowledge attained by the nations of the past, ready to piece together the puzzle to have a foundation for this new drive. It needs a name though. CORRUPTOR DOMINION And just half a light year out, they pick up faint radio signals of foreign origin. Definitely artificial. Language proves to be unknown, so not Saryn or Human in origin. Translating the signal shows it to be some kind of very old fashioned voice recording. Something the other inferior species call music. The black metal continues to be silent and resists. At least special alloy drills with a high percentage of the Titanium are able to chip away at it, breaking splinters and smaller rocks of it. Smelting it down works somewhat, given the high temperatures needed though. Republic of Korinth East and West, North and South. Expansion at any cost is what the people say recently, surprisingly with increased vigor with the chance for a new life elsewhere. Somewhere to be free yet again. Somewhere to do as they please. Well, for the most part. The colony ships would find two not very remarkable alpine worlds, temperate and cool, as their new homes. Both with their distinctive unique fauna and flora, but neither is particularly hostile.
  3. @Sporadic Why did you remove /char? That was such a nifty and quick command, now I have to do /persona view, which takes longer.
  4. Republic of Danwent – 1517 Roleplay to be added, once some things are sorted out. Nation Info: Government: Republic, ruled by 148 senators (lifetime positions). Traditionalist League: 17 Senators Commoner’s League: 25 Senators Prosperous Path Party: 35 Senators Stalwart Guard: 28 Senators Frontier: 8 Senators Adherence Party: 10 Senators Grand Republican Party: 20 Senators Unaffiliated: 5 Senators Senate Seats: 148 total, 148 filled (20 from the Capital, 10 per city, 8 per town, 4 per settlement) People of note: Aywentos Rumaari (Senator of the Traditionalist League), aged 40 Dionius Liber (Senator of the Commoner’s League), aged 42 Theodos Abemani (Senator of the Prosperous Path Party), aged 40 Thoryus Armon (Senator of the Stalwart Guard), aged 43 Otto Mikkelbach (Senator of the “Frontier”), aged 34 Kaylius Sarnari (Senator of the Adherence Party), aged 37 Royolus Artonii (Senator of the Grand Republican Party), aged 36 Population: 12,311,202 this year. (4,500,000 Starter) Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 3% Growth Spell (this turn, cooldown 4 turns) 49 farmsteads. Cities: Tzaria (1,100,000 inhabitants) (Capital) – Market (II), Trade Port, Manufactory, School, Temple, Hermitage (T3), Merchant Guild, Trading Company, three barracks Essevith (800,000 inhabitants) (Starter) – Merchant Guild Ruhia (600,000 inhabitants) (Starter) – Merchant Guild, Trading Company Susvii (700,000 inhabitants) – Merchant Guild, Trade Port, Trading Company Koryii (600,000 inhabitants) – Merchant Guild Wessevith (600,000 inhabitants) – Merchant Guild Raedia (500,000 inhabitants) – Merchant Guild, Trade Port, Trading Company Rohsor (500,000 inhabitants) Esorvor (500,000 inhabitants) Towns: Hybria (600,000 inhabitants) Shovia (500,000 inhabitants) Tzarkyii (500,000 inhabitants) Arevith (500,000 inhabitants) Razryii (500,000 inhabitants) Solinyii (500,000 inhabitants) Settlements: National Budget: Treasury: 0 Duwats. Income: 135,000 Duwats Base Income: +3,000 Duwats Economic Points: +4,000 Duwats Merchant Guilds (7): +21,000 Duwats Trade Partners: (Symon, Numeria, Bordealeux, Eadni, Galahar, Librarians, Fyr Darrick, Trident) +8,000 Duwats Trade node of Susvii: +3,000 Duwats (city + trade port) Population Taxation: +36,000 Duwats Trade Port of Tzaria: +4,000 Duwats (8 trade partners) Trade Port of Susvii: +4,000 Duwats (8 trade partners) Trade Port of Raedia: +4,000 Duwats (8 trade partners) Towns & Cities: +36,000 Duwats Moranese Wheat: +1,500 Duwats Manufactory in Tzaria: +1,000 Duwats Road tolls: +1,500 Duwats Exports: +7,000 Duwats Caravels arriving at Danwent: +1,000 Duwats (4 from Galahar) Expenditure: 16,000 Duwats Armed Forces: -8,000 Duwats Total of 24,000 men. Equals -8,000 gold for land maintenance. 19 companies of Bronze Legion (T2 Unique Regular Medium Infantry) at 9,500 men (1,500 garrisoned) 12 companies of T1 Regular Light Archers at 6,000 men (1,500 garrisoned) 3 companies of T2 Regular Medium Archers at 1,500 men (500 garrisoned) 9 companies of Danwentii Pavise Crossbows (T3 Unique Crossbows) at 4,500 men (1,500 garrisoned) 5 companies of T3 Regular Medium Cavalry at 2,500 men Naval Forces: -5,000 Duwats 10 galleys at 250 men each Fortifications: -3,000 Duwats 1 Keep in Ruhia (No upkeep) manned by 500 Light Archers 1 Keep in Essevith (No upkeep) manned by 500 Light Archers 1 Fortress in Tzaria (-2,000 Duwats) manned by 500 Light Archers, 500 Medium Archers, 500 Bronze Legion 1 Keep in Tzarkyii (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Keep in Hybria (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Keep in Koryii (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Castle in Esorvor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion. Available currency: 119,000 Duwats National Resources: 2 unit of Moranese Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k) (2)) Republican Actions: Six new stretches of Farmland are ordered for the growing population in the Republic. (-30,000 Duwats) Rohsor and Esorvor are granted licenses to construct Merry Merchant Guilds. This should help the population of the region to voice their opinion to the increasingly influental merchants and traders. (-18,000 Duwats) Rohsor receives a trade port, mostly to have a very close harbor for the two new towns of Razryii and Solinyii. (-13,500 Duwats) Both Rohsor and Esorvor receive trading company buildings too, a last effort to really push the limits of the influx of traders the Republic can hold. (-12,600 Duwats) On initiative of the Prosperous League (who would have guessed), more farmlands are allocated to the nutritious Moranese Wheat everyone loves and enjoys, to enhance its export capacity. (-15,000 Duwats) Three companies of Danwent Pavise are recruited, as well as three new companies of the Bronze Legion. (-22,500 Duwats) As the Republic has grown, it became clear that its infrastructure and roadnetwork had to be improved upon. Substantial investments into the existing road network and its extension were called by the Senate in Tzaria. This did include the attempted construction of a fortified road from Rohsor along the rocky cliffside to the newly founded town of Razryii. (-7,400 Duwats)
  5. Let me leave this here. https://openmw.org/en/ In case you are not familiar with it. 🙂
  6. “A deal with the devil. Nothing more.” Silus comments.
  7. A certain Silus II. Iullius Horen coughs at the proclamation.
  8. Turn 3 2203 Map update pending. A year has passed, but the wide galaxy continues to withhold its secrets so it appears. For now it remains quiet as the races and nations scramble to extend their powerbase to grasp a new foothold in this vast wide plane of existence. Redon Empire After a year’s journey and searching, the colonyship was able to find a suitable habitable warm planet and immediately establish a base upon it. As supplies and fuel were running short it was a stroke of luck to find it close around a stable yellow dwarf. The foreign fauna and flora appears to be slightly hostile, though whatever predator approaches the foreign beings (Redons) learns its lesson quickly as the small Hyxrak like beings get punched in their odd sneering and screeching faces. It does not take long, and already a first result for the strange green golden crystal named Tryarmon is found. It appears to work as a metabolic drug, as a scientist who was examining a pulverized sample enhaled some of it, and felt rather vivid after sneezing once. He claimed to have the need to exert his muscles and smashed his chair into pieces. Shortlived and followed by a headache never felt before (so he claims). H’wong Nation Whilst the Nation had industrial lasers for a while, effective lasers for weaponry are still a long way off. Research in that regard was started, but it was a long way off still. Nothing to be reported about shielding either, as the scientists of the H’wong Nation continue to toil away, at statistics, equations and simulations. Up above in orbit, the shipyard receives its long awaited expansion, preparing to assist in the construction of bigger and more numerous vessels. Perhaps to even carry the soldiers that are being prepared “downstairs?” Democratic Laconian Systems There is little of note to be reported in the continous research of the DLS. The engines have yet to receive any improvements over the old designs, or rather, improvements have yet to be designed and found. Right now, it’s work. And only work. They will need time and resources to bring results, after all. The Foundry Research continues. Results so far inconclusive. 894631 Equations incomplete. 45 Equations incorrect. 76 Variables missing. 3 Simulations inconclusive. Alternative approach started. Beginning research cycle 928. The Grand Empire A fractured society that requires one thing. A healer. And the Empress might be just what they require. The programs are well welcomed by the population, especially the small people, those whose voices are rarely heard, who struggle in their lives. The support of the small people might just be what could bring new wind into the shattered realms of this species. Ision Enclave The destroyer begins its exploration of the sector... and returns at the very end of the year, reporting that they found nothing of note in the few systems they explored. No habitable worlds as of yet. The ship is after all a warship and does somewhat lack the tools to explore truly and quickly. The question of speed is something that is clearly a number one priority for the Ision Enclave, with governmental funding directed towards the exploration of methods of propulsion. CORRUPTOR DOMINION As they focused the attention of the still intact communication facilities to the great beyond, they receive nothing but the static noise of space. But proven by how they came to be, they are out there. The Saryn and many species, yet to be turned into the perfect beings that corrupters are. Quercus Quorum The dangerous voyage over the long distance is straining, but in the end, they find a system that appears to hold two planets that are habitable. And both at the fringes of their respective habitable zones, one being a scorching desert planet with a unique silicate based fauna and flora, the other being a frozen wasteland with many mountain ranges and hot spring valleys that host the majority of the planet’s life, forests and other frost resilient plants and animals living around them. As the greatest psionic minds of the Adaptaar convene and begin to work on it, it becomes clear that those who are aligned in Harmony prove to be the best to communicate. Their very nature is of peace and in flow with the existence of all things, allowing them to have their thoughts ride on the very essence of said existence, bringing their words far from here to there. Unfortunately, even the mightiest among them are only capable of conversing with some effort over kilometers at best. Imperium of Korinth As if it was a reflection of the Imperium’s disregard for nature, they find a world ripe with ores, to be exploited. There is a lot of hostile wildlife however that needs to be cleared of said world to gain access to its riches. Union of Mann And the colony ship sets foot upon a world so bizarre and unseen. It has floating mountains. All currently used and known electronic devices tend to malfunction in their vicinity. What is missing is a sentient race of tall cats that can connect with the fauna and flora of the planet. Instead, there is only plant life, no animals have been formed by evolution here. The Republic of Tassarea A month after the colony was founded midyear, the colonists encounter old ruins of unknown origin. They appear of military nature. Marks of battle. They hastily report it back by using one of the communication drones, given the lack of any faster way to communicate. Hellisian Remnant Invalid identification code. Access denied. Intruder detected. Counter measures engaged. Counter measures unresponsive. Entity of unknown origin. Threat assessment inconclusive. Directive: disengage all units. Maintain integrity by maintaining safety distance. It was an unexpected incident. The entity appeared in the Central Processing Facility and disappeared shortly after. No records available, no visual data. Excess energy capacities found in advancement facilities. (+5 R for one turn) The Zyrka As others were rather lucky, the Zyrka won’t take the risk and immediately begin advancing the old 21st century scanners. With already good results. Range was extended substantially, radar was replaced by a new type of scanner that uses neutron particles to ping and detect objects (preferably solid). But still, there is much more to improve, the scientists claim in confidence, their quirky chatter and acting being the most normal thing for the Zyrka.
  9. Republic of Danwent – 1516 Roleplay to be added, once some things are sorted out. Nation Info: Government: Republic, ruled by 128 senators (lifetime positions). Traditionalist League: 16 Senators Commoner’s League: 25 Senators Prosperous Path Party: 35 Senators Stalwart Guard: 27 Senators Frontier: 7 Senators Adherence Party: 11 Senators Unaffiliated: 7 Senators Senate Seats: 128 total, 128 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 39 Dionius Liber (Senator of the Commoner’s League), aged 41 Theodos Abemani (Senator of the Prosperous Path Party), aged 39 Thoryus Armon (Senator of the Stalwart Guard), aged 42 Otto Mikkelbach (Senator of the “Frontier”), aged 33 Kaylius Sarnari (Senator of the Adherence Party), aged 36 Population: 11,016,735 this year. (4,500,000 Starter) Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) 45 farmsteads. Cities: Tzaria (1,100,000 inhabitants) (Capital) – Market (II), Trade Port, Manufactory, School, Temple, Shrine (T2), Merchant Guild, Trading Company, three barracks Essevith (800,000 inhabitants) (Starter) – Merchant Guild Ruhia (600,000 inhabitants) (Starter) – Merchant Guild, Trading Company Susvii (700,000 inhabitants) – Merchant Guild, Trade Port, Trading Company Koryii (600,000 inhabitants) – Merchant Guild Wessevith (600,000 inhabitants) – Merchant Guild Raedia (500,000 inhabitants) – Merchant Guild, Trade Port, Trading Company Towns: Hybria (600,000 inhabitants) Shovia (500,000 inhabitants) Tzarkyii (500,000 inhabitants) Esorvor (500,000 inhabitants) Arevith (500,000 inhabitants) Rohsor (500,000 inhabitants) Settlements: National Budget: Treasury: 0 Duwats. Income: 126,000 Duwats Base Income: +3,000 Duwats Economic Points: +4,000 Duwats Merchant Guilds (7): +21,000 Duwats Trade Partners: (Symon, Numeria, Bordealeux, Eadni, Galahar, Librarians, Fyr Darrick, Trident) +8,000 Duwats Trade node of Susvii: +3,000 Duwats (city + trade port) Population Taxation: +33,000 Duwats Trade Port of Tzaria: +4,000 Duwats (8 trade partners) Trade Port of Susvii: +4,000 Duwats (8 trade partners) Trade Port of Raedia: +4,000 Duwats (8 trade partners) Towns & Cities: +30,000 Duwats Moranese Wheat: +1,500 Duwats Manufactory in Tzaria: +1,000 Duwats Road tolls: +1,500 Duwats Exports: +7,000 Duwats Caravels arriving at Danwent: +1,000 Duwats (4 from Galahar) Expenditure: 16,000 Duwats Armed Forces: -8,000 Duwats Total of 24,000 men. Equals -8,000 gold for land maintenance. 19 companies of Bronze Legion (T2 Unique Regular Medium Infantry) at 9,500 men (1,500 garrisoned) 12 companies of T1 Regular Light Archers at 6,000 men (1,500 garrisoned) 3 companies of T2 Regular Medium Archers at 1,500 men (500 garrisoned) 9 companies of Danwentii Pavise Crossbows (T3 Unique Crossbows) at 4,500 men (1,500 garrisoned) 5 companies of T3 Regular Medium Cavalry at 2,500 men Naval Forces: -5,000 Duwats 10 galleys at 250 men each Fortifications: -3,000 Duwats 1 Keep in Ruhia (No upkeep) manned by 500 Light Archers 1 Keep in Essevith (No upkeep) manned by 500 Light Archers 1 Fortress in Tzaria (-2,000 Duwats) manned by 500 Light Archers, 500 Medium Archers, 500 Bronze Legion 1 Keep in Tzarkyii (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Keep in Hybria (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Keep in Koryii (No upkeep) manned by 300 Danwent Pavise, 200 Bronze Legion 1 Castle in Esorvor (-1,000 Duwats) manned by 600 Danwent Pavise, 400 Bronze Legion. Available currency: 110,000 Duwats National Resources: 2 unit of Moranese Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k) (2)) Republican Actions: Four new stretches of Farmland are ordered for the growing population in the Republic. (-20,000 Duwats) In eternal gratitude towards their god, the people of Danwent loudly demand a Hermitage to be built. And thus, the Senate approves, the construction of the very same, in the capital of Tzaria. It should become a place of worship, feasts and pilgrimage for all citizens of the Republic. (-50,000 Duwats) Rohsor and Esorvor are given city status. Along with such come all the investments and infrastructure required. (-30,000 Duwats) The remaining funds are utilized to establish two further settlements beyond Rohsor. To ensure their success, a peacekeeping force is sent along, the soldiers of Danwent are paid after all. Should they encounter any civilization however, they are to engage in friendly diplomacy. Otto von Mikkelbach leads this venture for the Republic. Solinyii and Razryii shall be the names of these settlements. (-10,000 Duwats)
  10. Turn 2 2202 A year has passed, but the wide galaxy continues to withhold its secrets so it appears. For now it remains quiet as the races and nations scramble to extend their powerbase to grasp a new foothold in this vast wide plane of existence. The Foundry Little of note. The ship is finished as planned, ready to bring the foundry to new shores. The projects begin their first steps, without notable results as of yet. H’wong Nation As the ship leaves the shipyard up above, down below the chosen scientists begin to deliberate the old topic of projecting energy barriers. Right now, little is attained, but it’s definitely not seen as impossible, for energy and matter behave in ways we usually do not expect. It must be noted, that a survey of the surrounding systems is impossible without sending ships there first, aside from the lack of scanning technology. Ision Enclave As the armies are strengthened and a ship leaves its dockyard, confusion reigns amongst the architects early in the year. What are they supposed to build? (Decide on one sector specialization please.) Union of Mann As the capital’s specialization sectors and area begins to evolve into a massively bustling world of industry, a colony ship is prepared for the Union. Despite all the funding offered, no private enterprise or person does yet have the capacities to fly to a neighbouring system in a viable way. CORRUPTOR DOMINION The seething hatred continues to boil in the very veins of the Corrupters. They seek new worlds to consume. The Grand Empire Civilian Infrastructure extends to all aspects of Civilian life. And with that comes profit through taxes and purchase of government bonds. Democratic Laconian Systems “The engines might need some work.” says one of the scientists, whose great grandfather was part of the team that invented the current Laconian Fusion Engines. Nothing is perfect and can be improved upon. What is clear, they need the funding and facilities. Hellisian Remnant Another vessel to sail the sea of stars, ready to bring people to new worlds, to find new homes and renewed prosperity. Or die a miserable death caused by an unknown alien virus that turns everyone into mutants. Who knows. Imperium of Korinth Unbeknownst to Korinth, there are many nations out there pursuing the same goals. To conquer the stars. And thus, they build a colony ship, to haul willing and less willing volunteers to new worlds. A foothold to ensure survival. The Republic of Tassarea Distance is a great hurdle to overcome. Increasing the speed of the engines, is truly a wise decision.
  11. 42 – Beyond ((OOC: https://www.lordofthecraft.net/forums/topic/181302-42-beyond-sci-fi-nation-frp-ooc-thread/ “For there are decisions to make, and every decision made creates a new timeline. A timeline that begins then and perishes at the end of all time.” – 42nd Guardian. “A guardian is a being interconnected through all timelines, omnipresent and fully aware of the events in other timelines. With the chaos sowed by the dark guardian, others were able to stop it, others were not. In this aspect of my being, it never came to the climax that would tear and devour this home of ours. This time, it was on even terms for everyone, growing out of their infancy of their planets, no longer tied to their single homeworld, their cradle, but just beginning to set out onto the stars.” – “And then? What happens next?” – “Young one, what happens next is never certain, for it is all about making decisions and pursuing one very distinct string of time.” The tale of Onwards has reached its culmination, with combined forces, the races of the 42nd galaxy were able to hold off and ultimately destroy the Drag’nix, but the losses were severe. A struggle that would not be mirrored every time in every timeline. In this one, there were no Ar’gakari, no dealings between guardians of different galactic clusters. Just, home. And home alone. A new and different era, of exploration of first contacts, of meeting others. Beyond. It’s 2200 going by the calendar of Solaris. Fledging nations have taken their first steps into the great Beyond, have left behind conflict and terror in their own ranks (well, most of them), to pursue bigger things, to seek out new worlds among the stars. Turn 1 2201 It’s quiet. Nothing more to say.
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