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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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    Male
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    Austria, Austríche, Österreich

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  • Character Name
    Garon Stafyr
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    Human

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  1. Kingdom of Danwent – 1526 It is just the second year after the coronation of Thoryus Armon as King of Danwent. The lands are prosperous, the people happy, the realm appears now stable, after a new order has taken grip. Corrupt offices everywhere were purged, many overloaded bureaucratic hierarchies have been purged. Streamlining the whole system in line with a feudal hierarchy, there are now few governing the many, appointed by nobody else than the King himself, though their descendants may inherit their titles and domains. But the King does not rest, and already he is preparing plans for the immediate and distant future. He has now to step into a political game of balance carefully, not to be drawn into needless wasteful wars. Potential alliances with Numeria and Symon pending, he is yet considering to head East to destroy the Bloated Throats once and for all, before they threaten all of Naros. The Green Throat Pact still looms, and Galahar rules the waves. So much to consider for one man. And Thoryus wanted exactly that. Nation Info: Government: Feudal Monarchy with one King. People of note: King Thoryus Armon, aged 52 High Priest Kaylius Sarnari, aged 46 Duke Aywentos Rumaari, aged 49 Duke Otto von Mikkelbach, aged 43 Duke Hasoran Alaari, aged 46 Count Theodos Abemani, aged 49 Count Tarun Syndrii, aged 34  Population: 30,522,561 this year. (4,500,000 Starter) Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 3% Growth Spell (cooldown 4 turns) + 2% Elder Soul Blessings (T5) + 1% growth (this turn + next, by event) 137 farmsteads. Cities: Tzaria (1,500,000 inhabitants) (Capital) – Market (IV), Trade Port, Manufactory, School, Church, Great Wonder (T5), Merchant Guild, Trading Company, three barracks, Military academy, Tall Stone Wall (1 layer) Essevith (1,000,000 inhabitants) (Starter) – Merchant Guild, three barracks, Temple Ruhia (1,000,000 inhabitants) (Starter) – Merchant Guild, Trading Company, three barracks Susvii (1,000,000 inhabitants) – Merchant Guild, Trade Port, Trading Company, three barracks Koryii (1,000,000 inhabitants) – Merchant Guild, three barracks Wessevith (1,000,000 inhabitants) – Merchant Guild, three barracks Raedia (1,000,000 inhabitants) – Merchant Guild, Trade Port, Trading Company, three barracks Rohsor (600,000 inhabitants) – Merchant Guild, Trade Port, Trading Company, three barracks, Temple 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 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) Towns: Settlements: National Budget: Treasury: 7,250 Duwats. Income: 257,000 Duwats Base Income: +3,000 Duwats Economic Points: +4,000 Duwats Merchant Guilds (12): +36,000 Duwats Trade Partners (12/14): (Symon, Numeria, Bordealeux, Eadni, Galahar, Librarians, Fyr Darrick, Trident, Volarucio, Äulem, Elea (blockade), Nascent) +16,500 Duwats Trade node of Susvii: +3,000 Duwats (city + trade port) Population Taxation: +91,500 Duwats Trade Port of Tzaria: +5,000 Duwats (11/12 trade partners) Trade Port of Susvii: +5,000 Duwats (11/12 trade partners) Trade Port of Raedia: +5,000 Duwats (11/12 trade partners) Trade Port of Rohsor: +5,000 Duwats (11/12 trade partners) Trade Port of Razryii: +5,000 Duwats (11/12 trade partners) Trade Port of Solinyii: +5,000 Duwats (11/12 trade partners) Trade Port of Rotyia: +5,000 Duwats (11/12 trade partners) Towns & Cities: +51,000 Duwats Danwentii 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: 30,250 Duwats Armed Forces: -17,250 Duwats Total of 51,100 men. Equals -17,000 gold for land maintenance. -250 gold for Veteran Upkeep. Bronze Legion (T3 Unique Medium Infantry) at 12,175 men (2,700 garrisoned) – Regular Bronze Legion (T3 Unique Medium Infantry) at 250 men – Veteran (upkeep -50% from academy) T1 Regular Light Archers at 3,750 men (1,500 garrisoned) T2 Regular Medium Archers at 1,500 men (500 garrisoned) Danwentii Pavise Crossbows (T3 Unique Crossbows) at 7,425 men (3,300 garrisoned) T3 Regular Medium Cavalry at 2,500 men T3 Light Infantry at 13,500 men T3 Light Archers at 8,500 men T3 Symonese Heavy Infantry at 500 men T3 Symonese Medium Infantry at 1,000 men 1 Mage 16 Adepts 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: 234,000 Duwats National Resources: 4 unit of Danwentii (Moranese) Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k), Surya (5k) (3)) Actions: Twenty stretches of Farmland are ordered for the growing population in Danwent. (-50,000 Duwats) All cities receive low stone walls to ascertain their safety. (-167,500 Duwats, 22,500 covered by event) The city of Caldria in the East receives a tradeport, now urgently necessary, given the circumstances. (-13,500 Duwats) The remaining funds are listed publicly in multiple languages as a reward for people who can give proper information to the King regarding a species of giant eagles. Simultaneously, all adepts and mages in Danwent begin to command swarms of birds to seek out such giant beasts that might roam the skies in the mountains and high peaks. Specifically in the West at Rohsor and Hybria, although they should also skim the mountains of the Roots of the world. (-3,000 Duwats + magic being utilized, MOD)
  2. “What ideas?” St. Godwein himself inquires calmly with his fellow man.
  3. Turn 11 2211 Map update, see Discord Chat. Space gets smaller with the increasing discovery of technologies to bridge the distances. For the future, it might hold dread and riches alike. --- Democratic Laconian Systems The grav plates are functional. A comfortable gravity setting that allows crews to operate as if they were on a planet, faster, more efficient and a lot less disorienting. The Warp engines however remain without news of note. A somewhat cold and rugged world seems the most suitable candidate this time, as the colony ship makes a choice and lands on one of the many highland plateaus. The Republic of Tintra inquires if the Democratic Laconian Systems have made contact with another species before them. U N I O N T H U L È E N E As if they are gods, the majority of the Rontan either flee, or curl up, when they see these foreign beings, towering tall with their miracle tools appear. Whilst there is the possibility of conversing with some of them now, the very diverse Rontan are fearful of the Humans they encounter. Proper contact and eye-to-eye negotiation is far out, very far out. In both sectors, two worlds covered in islands and vast oceans are taken as homes. Neither appear to have anything of note. Speaking of note, nothing of note do the exploration vessels find this time around, barren rocks, gas giants, countless stars. Talarak Clan And the next sector shows the same as last year... but then, in the next sector beyond that one, they warp into a system with a mining outpost. Construction unknown, race unknown, and the station is active and manned, with small ships flying about gnawing at numerous asteroids in said system. The Talarak exploration ship has gone unnoticed. The Stealth mechanics are stealthy. No notable progress this year. The Republic of Tassarea Minor calculus adjustments with automated intelligent systems do improve the efficiency and reduce the need of labour at last. (-10% L needed for each RF, unique tech) Even more Protorian settlers. They seem to like it in the Republic. A good change of scenery! And people, haha. (+25,000 Protorians) Redon Empire There is little to report from the exploration. The Humans though agree that a meeting could take place, on the discovered colony of theirs, preferably not on Earth, as they do not wish to freely disclose the location of their homeworld. The Remnant Test Channel open. Sending data package. Received. Confirm. Return to sender. Confirm. Data package transmitted successfully. Packet loss 3%. Acceptable margin of error, permits operation without hindrance. Continue on. Installation of new communication array recommended. (Quantum Communications achieved) The Foundry 404. The Antebellum Corporation They expand the shipyard without issue, the funds are abundant, the resources paid for and freely available. Whilst the communications research division continues to struggle with the topic, the biological department reports in, that these cyclops are that way, due to natural evolution, whereever they evolved, that is. They have increased muscle strength and bone density, which does imply a higher gravity on their homeworld. The genetic material is unfortunately in a very decayed condition, with more fresh material they could research much more. Or experiment. Republic of Korinth And so the first Korinthian forcefield projector, or short deflector, was created, fully operational, ready to be integrated into ships, mounted on fortifications or simply installed on your door, if you don’t like your neighbour that much. Following the encounter with these odd foreigners, it might be necessary to take measures and precautions for a potential conflict. H’Wong Nation The Ha’wun drive. An ambitious project that might not yield fruits immediately. But it has promise, as the comitee agrees to grant funding to the head scientist who proposed it. Riding on Stellar substrings, something she discovered two years ago, it might allow the ship to manipulate these substrings to push the ship about space at insane speeds. Faster than Light. UNION OF SOVIET SOCIALIST PLANETARY REPUBLICS For some reason, the scientists find over one night, a fully detailed plan and construction and instruction manual in English, French, German, Spanish, Italian, Latin and Russian on their servers, stored there by a console from the main lab where they have been doing their research on a potential FTL drive. It appears to be some kind of “Light” engine. Lightwave Engine it says, storing solar winds and utilizing them as fuel to pass lightspeed. (Lightwave Engine T1)
  4. Danwent – 1524 “For war does not judge the man who lights the pyre. It only consumes and that’s it.” 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 47 – undecided Dionius Liber (Senator of the Commoner’s League), aged 49 – supporting the Republic Theodos Abemani (Senator of the Prosperous Path Party), aged 47 – absent, party supporting the Republic King Thoryus Armon (Senator of the Stalwart Guard), aged 50 – leading Otto Mikkelbach (Senator of the “Frontier”), aged 41 – supporting Thoryus Armon Kaylius Sarnari (Senator of the Adherence Party), aged 44 – supporting Thoryus Armon Royolus Artonii (Senator of the Grand Republican Party), aged 43 – leading the Republic Hasoran Alaari (General of the Stalwart Loyalists), aged 44 Tarun Syndrii (General of the Grand Republicans), aged 32 Population: 24,017,569 this year. (4,500,000 Starter) (deducted losses before calculation, coming to 21,686,292) Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 0% Growth Spell (cooldown 2 turns) + 2% Elder Soul Blessings (T5) 97 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: 750 Duwats. Income: 228,000 Duwats Base Income: +3,000 Duwats Economic Points: +4,000 Duwats Merchant Guilds (11): +33,000 Duwats (Rohsor inactive) 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: +72,000 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) 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) Reparations from Bourdeleaux: +5,000 Duwats (this turn only) Expenditure: 31,250 Duwats Armed Forces: -18,250 Duwats Total of 54,850 men. Equals -18,000 gold for land maintenance. -250 gold for Veteran Upkeep. Bronze Legion (T3 Unique Medium Infantry) at 11,675 men (2,700 garrisoned) – Regular Bronze Legion (T3 Unique Medium Infantry) at 250 men – Veteran (upkeep -50% from academy) T1 Regular Light Archers at 3,750 men (1,500 garrisoned) T2 Regular Medium Archers at 1,500 men (500 garrisoned) Danwentii Pavise Crossbows (T3 Unique Crossbows) at 5,425 men (3,300 garrisoned) T3 Regular Medium Cavalry at 2,050 men T3 Light Infantry at 13,500 men T3 Light Archers at 8,500 men Militia T1 Light Infantry at 4,100 men T1 Light Archers at 2,150 men Disarmed (POW) Bronze Legion (T3 Med. Inf.) – 500 men Danwent Pavise (T3 Crossbow) – 450 men Skirmish Archers (T1 Light Archers) – 400 men Riders (T3 Med. Cavalry) – 50 men Militia Archers (T1 Light Archers) – 250 men Militia Men (T1 Light Inf.) – 300 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: 197,500 Duwats National Resources: 4 unit of Moranese Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k), Surya (5k) (3)) Republican Actions: Twenty stretches of Farmland are ordered for the growing population in Danwent. (-50,000 Duwats) Four new companies of Danwent Pavise are recruited in the realms at the end of the year. (-26,000 Duwats) A new companies of Bronze Legion join the national ranks. (-5,000 Duwats) A new company of Riders join the armed forces of Danwent. (-8,000 Duwats) Twentyone barracks are erected throughout Danwent, to bolster the military capabilities of the nation itself. (-105,000 Duwats) The remainder is being retained. (-3,500 Duwats) All militia are disbanded and may head home. --- Kingdom of Danwent – 1525 So dawns a new time for the Danwent, now duly named Kingdom of Danwent. Thoryus Armon has achieved his goal and obtained absolute power in the rich nation of Danwent. The question is, where will he lead it, in a world that unravels more and more, with wars in the west and the east. In his own lands, reforms came through, shaping the hierarchy severely with the introduction of nobility ranks. Nation Info: Government: Absolute Monarchy with one King. People of note: King Thoryus Armon, aged 51 High Priest Kaylius Sarnari, aged 45 Duke Aywentos Rumaari, aged 48 Duke Otto von Mikkelbach, aged 42 Duke Hasoran Alaari, aged 45 Count Theodos Abemani, aged 48 Count Tarun Syndrii, aged 33 Population: 26,599,181 this year. (4,500,000 Starter) (deducted losses before calculation, coming to 24,017,319) Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 0% Growth Spell (cooldown 1 turns) + 2% Elder Soul Blessings (T5) 117 farmsteads. Cities: Tzaria (1,500,000 inhabitants) (Capital) – Market (IV), Trade Port, Manufactory, School, Temple, Great Wonder (T5), Merchant Guild, Trading Company, three barracks, Military academy Essevith (1,000,000 inhabitants) (Starter) – Merchant Guild, three barracks Ruhia (1,000,000 inhabitants) (Starter) – Merchant Guild, Trading Company, three barracks Susvii (1,000,000 inhabitants) – Merchant Guild, Trade Port, Trading Company, three barracks Koryii (1,000,000 inhabitants) – Merchant Guild, three barracks Wessevith (1,000,000 inhabitants) – Merchant Guild, three barracks Raedia (1,000,000 inhabitants) – Merchant Guild, Trade Port, Trading Company, three barracks Rohsor (600,000 inhabitants) – Merchant Guild, Trade Port, Trading Company, three barracks 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: 3,500 Duwats. Income: 259,500 Duwats Base Income: +3,000 Duwats Economic Points: +4,000 Duwats Merchant Guilds (12): +36,000 Duwats Trade Partners (10/14): (Symon, Numeria, Bordealeux, Eadni, Galahar, Librarians, Fyr Darrick, Trident, Volarucio, Äulem) +15,000 Duwats Trade node of Susvii: +3,000 Duwats (city + trade port) Population Taxation: +79,500 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) Symon gift: +7,500 Duwats Numeria gift: +6,500 Duwats Elea gift: +2,000 Duwats Expenditure: 30,250 Duwats Armed Forces: -17,250 Duwats Total of 51,100 men. Equals -17,000 gold for land maintenance. -250 gold for Veteran Upkeep. Bronze Legion (T3 Unique Medium Infantry) at 12,175 men (2,700 garrisoned) – Regular Bronze Legion (T3 Unique Medium Infantry) at 250 men – Veteran (upkeep -50% from academy) T1 Regular Light Archers at 3,750 men (1,500 garrisoned) T2 Regular Medium Archers at 1,500 men (500 garrisoned) Danwentii Pavise Crossbows (T3 Unique Crossbows) at 7,425 men (3,300 garrisoned) T3 Regular Medium Cavalry at 2,500 men T3 Light Infantry at 13,500 men T3 Light Archers at 8,500 men T3 Symonese Heavy Infantry at 500 men T3 Symonese Medium Infantry at 1,000 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: 232,250 Duwats National Resources: 4 unit of Moranese Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k), Surya (5k) (3)) Actions: Twenty stretches of Farmland are ordered for the growing population in Danwent. (-50,000 Duwats) All remaining towns are given city status. (-120,000 Duwats) Following the long wish from now High Priest Kaylius, the Republic constructs Temples in Essevith and Rohsor, whilst expanding the temple in Tzaria to a Church. (-55,000 Duwats) The remainder is being retained. (-7,250 Duwats)
  5. Turn 10 2210 Map update, see Discord Chat. “Greed is eternal!” – Rule of Acquisition #10 And so a peaceful quiet species got plundered by the overarmed star bandits named the Talarak Clan. Killing hundreds, destroying the lives of thousands. Who knows what repercussions that might have. Otherwise it remains quiet. Too quiet. Nothing is heard from nowhere, as nations are yet to find ways to communicate over the vast and endless distances in realtime. --- Democratic Laconian Systems Despite their lack of cooperation, the Republic of Tintra is somewhat forthcoming with news and information. Aside from the Xryxik, the Humans of the DLS are the first other sentient species they have met. They have learned a harsh lesson and lost many lives, hence the suspicion, but they show no hostility towards mankind. The research for artificial gravity makes a little leap, as they finally figured out a very important formula in the whole ordeal. With that breakthrough the rest of the math should be done quickly and next year they could be done with a functional type of grav-plate. Nothing new on the warp drive though. Still chewing on the numbers. South seems quite normal, there are star systems... and nothing else of note, common planets, unremarkable habitable worlds with only little diversity in their fauna and flora. Talarak Clan The plunder is rich and bountiful. The Libellans did keep their word. (+40 M, +50 S, +10 A, +250,000 Credits) The next sector to the west leaves the exploration crew dissatisfied. Nothing there. Empty worlds. Floating rocks. At least good for firing practice, although the Libellan live targets were nice practice. The Remnant Designation Seeker#001. Operating at normal efficiency. Exploration inconc... foreign object detected. Satellite class. Not of remnant origin. Research inconclusive. Calculation XX01Beta incomplete. Alternate path detected. Designated XX01Gamma. Processing. Processing. Processing... The Foundry Software error in Drone #7XA993M. Independent decision making matrix detected. Terminating. … Terminated faulty drone. Proceed with normal directive. H’Wong Nation With all the fiscal problems and bureaucratic nonsense going on... somehow, the shipyards built two frigates instead of one. Nobody knows how that could have happened, but going through all inventories and stocks, it seems they actually built two. Somehow. UNION OF SOVIET SOCIALIST PLANETARY REPUBLICS The rather shallow survey yields no result, for the lack of speed on the exploration crafts. Perhaps better drives would allow them to cover more ground more quickly and more efficiently? U N I O N T H U L È E N E The species names itself Rontan in various languages, but the term Rontan appears to be the most common name. They are confused, irrated, but also fearful of this tall and towering species of soft complexion, compared to the stout and hard buglike Rontan. Aside from all the technological advantages, physiological, the Rontan is superior to a Human in some aspects, without modern armaments, a Rontan can be hard to kill. But, their language is cracked and they can easily converse with most of the species now. The exploration vessels find no world or resources of note, although again, like their comrades elsewhere in the galaxy, they lack the technology to explore so much further. Republic of Korinth Whilst there has not been a breakthrough, they are on a good path and it might soon be necessary to have shields of some sort soon. Contact has been made, when a probe, upon return reports of foreign machines and probes, not of the Republic. Hand in hand, the addition of warships to the fleet might just be what is needed to defend the interest of the Republic in this increasingly active galaxy (something they don’t quite realize yet). Redon Empire Red dar Imperiad! A wave of devotion flows through the Empire, after the news of first contact seem to have trickled through. Conquest some shout, alliances say others. The decision however, lies with the Redon and he is the one they shall follow. Now and always. (+2 M and +10,000 credits) CORRUPTOR DOMINION Only together they can make the galaxy and the universe perfect. That is what every corrupter knows. And what every corrupters hates. But still they must find a way to bridge the distances to be able to fight together against those that want to avoid perfection and seek to remain wrong in their existence. So far, nothing has given away its workings, no solution has been found yet, and so they screech and scream and beat eachother up, over nothing and nothing. But after conflict there is time to focus on the research. Corrupters never rest. The Antebellum Corporation And it shows some effect. Still. (+0.075% pop growth this turn) Some return, others don’t. The one that headed West, found its unfortunate demise at the hands of something or someone, and the Corporation does not know. Perhaps for the best? Research department reports in: we got it! A functional Warp engine is now available and reliable for mass production and addition to all vessels. Retrofitting might take a bit though. (T1 Warp) The Republic of Tassarea New colonists arrive from the Protorian Council! (+15,000 Protorians)
  6. Just don’t submit any lore, don’t try to bring diversity to LotC, let the people in charge do as they please and focus on playing a common character that has no special traits, unique features, magics of note, no background and is just a blank filler for your persona slots, something you use to hop on to PvP or do some low level RP. Sounds harsh, but I personally have no proper trust in the LT. It’s probably because I am still salty about my Steam Golem Lore being denied almost three years ago. As my fellow LotCer Porkgasm stated, would it not be also a bit more helpful to have proper LT input from the start in order to shape a piece of lore that is compliant with existing lore AS well as satisfies the needs of the people who wish to contribute to the world itself by giving options and possibilities rather than restricting them?
  7. 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)
  8. Turn 9 2209 Map update, see Discord Chat. For some it is peace, for others it is war. Chapters are being closed, to make space for new ones, where the races of this galaxy have found first friends and foes, to engage in exchange of words or in exchange of blows. Republic of Korinth With a substantial improvement in both speed and efficiency, the new engines are finally complete at this stage. (T1 Fusion Engines) Whilst science fiction has always depicted shields and other methods of energy fields, nothing has ever been tried before in Korinth and thus the scientists proceed to establish the fundamentals first, for the lack of real reference. H’Wong Nation Nothing new. The ships reach the designated sector after a prolonged journey. Running out of supplies though they return home soon thereafter. Democratic Laconian Systems As the NAP is signed, the Tintra do send a destroyer with an entourage to the Laconian home system, previously announcing their impending arrival over badly spoken English. On the other hand, whilst the diplomats of the Humans are grudingly accepted with a good touch of mistrust (mostly motivated by the return of the deceased and their personal items), the troops are denied entry into the Republic itself. Foreign soldier are not to be on the soil of Tintra. The east appears to be... a wide stretch devoid of any planets, merely some singular stars without stellar bodies, two sectors long (so far), a zone of empty and dead space. The Republic of Tintra declines to offer assistance. It becomes clear through contact, that they do have Warp Engines themselves already. Talarak Clan The beings which inhabit the system appear to be some kind of plant people. Rather short, with thin appendages, their heads wrapped in a mesh of twig bones. All hails are duly ignored by the Alduu’uuranean crew manning the exploration ship. The species appears to fly many different colors and banners, meaning they are a fragmented people, however, given the look of their colonies, they do internationally cooperate. A lot. Armed forces and space ships are very few in number, three corvette sized ships struggle with their engines to try to catch up with the exploration ship to apprehend it or stop it at least. Hah. The math continues. The Antebellum Corporation With the poor finally able to afford food, they seem to want to have children, given if the state continues handing out rations to them. (+0.05% pop growth this turn) Of the four exploration vessels one goes missing in the West. That however would not be known to the Corporation for the lack of communication methods at this point in time. The science team reports they are finished with the study of the alien machinery. Ready to construct their own prototype they request equal funding to make a proper and reliable model based on their math and projections they have nailed down. The biology department continues to work on the riddle of life, still nothing particular to report. Quercus Quorum After intensive research, they find a method to disable a genetic trigger that lies dormant in most Adaptaar’s lives, only to activate in the late 80s, which can cause cellular degeneration in affected cells, shortening their effective lifespan, accelerating the process of aging. (+0.02% pop growth) The exploration ships cruise off into the vast ocean of stars. They may find many wonders or simply nothing. Such can only be told once they return home next year! The fourth of the group returns home, refitting. Based on the principle of the detection device the scientists begin drafting solutions of bridging the distance in terms of communication and allowing for even faster response times (warp-speed courier ships have been put into use recently, but that is still with delay of days between the colonies). There is promise in this pursuit. U N I O N T H U L È E N E The abductions go easy and completely unhindered by the inhabitants of the world, as they pluck singular specimens of these roaches from the surface at late nights, when alone or otherwise occupied and unexpecting. However, some individuals, mostly male, of one or the other tribe are excellent hunters it seems and one crewmember of the Union dies to an unexpected counterattack of a roach, another six wounded to various degrees. Also they show remarkable resilience in terms of sedation, as they soon realize they need sedative enough to put an elephant to sleep to maintain the conciousness of the roaches out of order. Other than that, everything goes smoothly. At the end of the year the exploration vessels returns, showing some damage to its engine and outer hull. Asteroid strike, with luck they managed to maintain the engine running and return home. The Republic of Tassarea The friendship with the Protorians begins to bear fruit as an influx of new people arrives in the Republic, seeking new lives and endeavours outside of the commonplace Protorian Council space. (+15,000 Protorians, secondary population gained) The trade agreement grants new business opportunities, rarities from both nations can be easily exchanged and sold on eachothers markets. (+10,000 C per turn for the trade agreement) The cultural exchange which onsets, offers opportunities to learn and study the history and.. well, culture of the other nation, from the early beginnings on towards the stars. (+5 R per turn, for 10 turns) The migration treaty allows for immigration as mentioned above. (+0.05% pop growth on all biological population) Redon Empire The colony ship arrives, and for the reminder of how home is, the captain and colony leader agree upon settling the bigger of the two arid worlds. The other planets however are so close and within reach, that moving over to them should be very easy. The Remnant Alternate solution detected. Reliable method of movement and transportation. Combining Solar Leaf studies and wormhole research. Analyzing. Model complete. Projections show promise. Breakthrough achieved. Lightwave Engine. (Lightwave Engine T1 (FTL drive)) UNION OF SOVIET SOCIALIST PLANETARY REPUBLICS In the sector south of the capital, in an otherwise unremarkable solar system, a world strewn with what appears to be black and white crystals. And they appear to react violently when in close proximity to eachother. The whole planet is tectonically active, which causes this event to happen more than once in a while. Perhaps there is potential in this? The Foundry 11111001011110001101100011111111120111110001-... Error. (+1 R) CORRUPTOR DOMINION Fusion cutters. They manage to not only cut off a leg off my pestering fellow corrupter, but also seem to mine Itoron quite steadily, with time and patience of course. Now, smelt it down and we should be ready to go! SCREEEECH.
  9. Danwent – 1522 “He who sows, shall reap.” “Betrayal?!” Thoryus Armon shouted stand in the center of the Great Senate Chamber. “You have betrayed your very own words Senators. You sent me away, with the notion of having no influence in the vote whether we want to stand with Numeria, an ally of ours or not! You were the ones who betrayed their trust, you who betrayed the friendship we built over this past decade!” – “We made the choice for the benefit of the Republic, Senator Armon.” replies Dionius Liber. “War is not good for us. It brings only suffering to the people of Danwent.” – “But breaking treaties and oaths makes us look weak and untrustworthy, Senator Liber.” comes the reply. “And don’t speak for the Republic, you coward hold no intent of protecting truly. You... all of you fail to see the greater picture!” Thoryus fumes. “We have no allies in this world. We have the Empire of Bourdeleaux breathing down our neck. We have the Symon with their dubious intentions to the East. A self-indulging League of Galahar claiming shores near us, plucking our fleets to fight in their battles. This is dangerous to the nation, to the people of Danwent! Where are you protecting it, truly? By hosting games?” – “Senator-“ begins Royolus Artonii for a moment. – “Don’t Senator me, you fool. Grand Republican Party, my arse. All you do is prance about all high and mighty and these other goons that follow you are none the wiser!” Thoryus stares into the faces of the attending men. “You broke a promise. I can not fix that broken promise. But yes, I can see the error here. The source of flaw. And that, I shall fix.” His gaze halts at Aywentos who sits there, brooding, his eyes focused on Thoryus on the central aisle. “Yes, I will fix this. With your support or without it.” … The news would soon ripple throughout the reaches of Naros. The Republic of Danwent has fallen into a civil war. Thoryus Armon has proclaimed himself King of Danwent and is now marching through the land from hold to hold, city to city, ascertaining his control. Under leadership of Royolus Artonii, the Republicans have organized themselves to prepare for a defense. It’s clear that it would come to battle between the two parties rather sooner than later. Whilst most garrison remain and wide stretches of the Republic are not directly affected as of yet, Senators and mayors of settlements have spoken out their support for one side or the other, a rift beginning to form. The only question is, will this rift turn into a frontline? 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 45 – undecided Dionius Liber (Senator of the Commoner’s League), aged 47 – supporting the Republic Theodos Abemani (Senator of the Prosperous Path Party), aged 45 – absent, party supporting the Republic King Thoryus Armon (Senator of the Stalwart Guard), aged 48 – leading Otto Mikkelbach (Senator of the “Frontier”), aged 39 – supporting Thoryus Armon Kaylius Sarnari (Senator of the Adherence Party), aged 42 – supporting Thoryus Armon Royolus Artonii (Senator of the Grand Republican Party), aged 41 – leading the Republic Hasoran Alaari (General of the Stalwart Loyalists), aged 42 Tarun Syndrii (General of the Grand Republicans), aged 30 Population: 19,596,200 this year. (4,500,000 Starter) Growth: 3% + 4,5% (farms) + 0,25% Moranese Wheat + 1% (national idea) + 0% Growth Spell (cooldown 3 turns) + 2% (this turn, Elder Soul Blessing) 77 farmsteads. Cities: Tzaria (1,100,000 inhabitants) (Capital) – Market (IV), Trade Port, Manufactory, School, Temple, Monastery (T4), 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: 3,500 Duwats. Income: 217,500 Duwats Base Income: +3,000 Duwats Economic Points: +4,000 Duwats Merchant Guilds (12): +36,000 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: +58,500 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: 22,500 Duwats Armed Forces: -9,500 Duwats Total of 29,500 men. Equals -9,000 gold for land maintenance. -500 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 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: 198,500 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. (-50,000 Duwats) And at last, the construction of the Great Wonder is being concluded right before Thoryus’ return from the Bloated Throats. Kaylius Sarnari is more cheerful than ever and he and his followers proclaim that the holy sites of the nation shall be places of neutrality and peace, then with the onset of the civil war even more important. (-115,000 Duwats / 115,000 required ( 35,000 already invested )) Following the onset of the civil war, massive numbers of men are drafted into the armies of both sides. 10,500 T1 Militia and 6,000 T1 Militia Archers (-33,000 Duwats) The remainder is being retained. (-500 Duwats)
  10. Turn 8 2208 Map update, see Discord Chat. For some it is peace, for others it is war. Chapters are being closed, to make space for new ones, where the races of this galaxy have found first friends and foes, to engage in exchange of words or in exchange of blows. --- Democratic Laconian Systems As an unremarkable tropical jungle planet gets claimed by the DLS, they begin to learn and understand the language of their new neighbours. They are the Tintra, of the Republic of Tintra. Their species, humanoid, a bit shorter, but strongly built with the distinct lack of color (grey skin, hair, eyes, and so on) has been in a devastating war against a race that was called Xryxik. This eight-limbed bug species was hostile from the very start, immediately engaging the Tintra’s ships where they could find them. Devolving into a war with no possibility of negotiating a peace, the Xryxik overstepped the boundaries of conventional warfare when they carpet nuked one of the Republican worlds, killing 230 million Tintra in the process. In a monstrous effort, the Republic mobilized all resources and power, built an ocean of warships to overwhelm the Xryxik first in space, and to obliterate their homeworld with their own nuclear arsenal. This gruesome war lasted for four years, and the DLS just made contact six months after its end. Talarak Clan They find a world that is apparently inhabitated by an early spacefaring species. There are numerous satellites in orbit around the celestial bodies, two small colonies on the moons of the homeworld this species holds. They have not detected the arrival of the Talarak Clan fleet yet on the very fringes of the solar system. And the continue to study the wavelength breaking method to begin cloaking their vessel. So far they are still at the math, but they know quite well where they want to go. The Remnant Wormhole Project. Calculation 1078772. Results remain inconclusive. Continue. Calculation 1078773. Result designates as variable z88_3.1. Continue... Solar wind collection analysis. Energy gain possible. Investigation to continue. Leviathan species appears to propel itself with energy conversion. Must investigate further. Quercus Quorum Dissolving resolution on a subatomic level allow for FTL pings and scans on shorter ranges. The sensors developed are capable of measuring an object’s speed, size and primary composition on a distance of several light years. This should allow for more efficient and careful search of moving objects in approach or similar, although finding objects of small size is difficult on such a distance. Healthcare has always been a topic for the Adaptaar. Living a long and fulfilled and mostly spiritual life is beneficial to all and the society. Whilst they have decoded the grand scheme of the Adaptaar genetic code, much is still to be learned and discovered, as they are wondrous creations of the Old One, whose wisdom has no bounds. The healers travel around the worlds of the Quercus Quorum, bringing aid to those in need. Wounded, ill, poor, there are still those that can not help themselves. (0.25% pop growth for the next three years, psionic powers in cooldown) Republic of Korinth Faster and faster they go, but not fast enough. At least going by the scientists who continue to push the limits of the fusion engines. Further and further, improvements here and there. Many more to be found, many more to be added and introduced to what may become a new generation of Fusion Engine. The Republic at the same time, comfortably colonizes a lush world which appears to be teeming with flowers that seem to have a very aphrodisiac effect. Grand Empire Three weeks after the last ring of bunker fortifications on Ium go up, a hostile fleet is on approach. They attack and demobilize a few unfortunate civilian vessels, boarding them before they approach the planet itself. The militia and troops on the ground there are rallied prepared to defend against this unknown foe! For the Empress! H’wong Nation Neither projects reaches any point of conclusion. The laser weaponry is still being developed to be completely reliable and somewhat efficient, and the upgrades to the kinetic weaponry show little results by the end of the year. The Republic of Tassarea They can rejoice, as by the end of the year, the Protorian Council and the Republic of Tassarea formally sign a Non-Aggression-Pact, a trade agreement, a cultural exchange agreement and a migration treaty. The openess of both races is very compatible, so friendships between the two species should be very easy to establish, despite possible early linguistic barriers. (Discord) The trade and tourist world has yet to show its results, but the Protorians show interest in its potential and begin to establish a world as such themselves for the people of Tassarea to come visit. UNION OF SOVIET SOCIALIST PLANETARY REPUBLICS Neither of the exploration ships find any habitable worlds, struggling with the sheer distance of things right now. U N I O N T H U L È E N E The Union discovers a world inhabitated by a primitive species that is about in the early bronze age. Dangerous territory to approach into, lest they might be seen as gods. This species appears to be some kind of oversized cockroach, strong physiology, hard carapace, capable of rolling for quick and defensive movement. Hm, I wonder what they call themselves. The Foundry Massive energy buildup detected in facility X553-9-A-A-2. Analyzing. Distributing excess energy to maintain network integrity. No danger detected, source unknown. (+5,000 C) CORRUPTOR DOMINION No, says the Itoron and continues to resist. Redon Empire At long last, after many years of toiling away and trying to get together the high quality resources needed to finish the ship, it rises up, ready to claim another world for the Imperium. Red dar Imperiad! Union of Mann They find a lot of alien technology, hardware and wiring, power banks, magnetic generators, and so forth. The list of parts is highly complex and very long. But once the scientists can make head and tails out of them, they might be able to reproduce the effects of this definitive space bending engine, this warp thing, and start designing their own! Being completely new lifeforms to mankind, analyzing their preserved frozen bodies is like discovering a new continent at once. So much to learn so much to see, so many mysteries behind the essence of life and creation, yet to be answered.
  11. Divayth Fyr signs, after long travels through the lands.
  12. Republic of Danwent – 1521 More Roleplay might be added, once some things are sorted out. Nation Info: Government: 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: 172 total, 172 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 44 Dionius Liber (Senator of the Commoner’s League), aged 46 Theodos Abemani (Senator of the Prosperous Path Party), aged 44 Thoryus Armon (Senator of the Stalwart Guard), aged 47 Otto Mikkelbach (Senator of the “Frontier”), aged 38 Kaylius Sarnari (Senator of the Adherence Party), aged 41 Royolus Artonii (Senator of the Grand Republican Party), aged 40 Hasoran Alaari (General of the Republic), aged 41 Tarun Syndrii (General of the Republic), aged 29 Population: 17,694,401 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) 71 farmsteads. Cities: Tzaria (1,100,000 inhabitants) (Capital) – Market (III), Trade Port, Manufactory, School, Temple, Monastery (T4), 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 (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) Solinyii (500,000 inhabitants) Rotyia (500,000 inhabitants) 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) Settlements: Caldria Morvera National Budget: Treasury: 1,500 Duwats. Income: 181,500 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: +52,500 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) Towns & Cities: +45,000 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: 22,000 Duwats Armed Forces: -9,000 Duwats Total of 29,850 men. Equals -9,000 gold for land maintenance. 25 companies of Bronze Legion (T3 Unique Medium Infantry) at 12,350 men (2,700 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) 15 companies of Danwentii Pavise Crossbows (T3 Unique Crossbows) at 7,500 men (3,300 garrisoned) 5 companies of T3 Regular Medium Cavalry at 2,500 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: 161,000 Duwats National Resources: 3 unit of Moranese Wheat for trade (Market in Tzaria) (Exporting to Sehmon (3k), Trident (4k), Surya (5k) (3)) Republican Actions: Six new stretches of Farmland are ordered for the growing population in the Republic. (-30,000 Duwats) The new cities of Rotyia, Solinyii and Razryii all receive both a Merry Merchant Guild and a Port to accommodate the commerce to be. (-27,000 Duwats for Merchant Guilds, -40,500 for Ports) Caldria and Morvera both receive many new inhabitants, the settlements and surrounding lands soon to grant them township. (That should be self explanatory.) They finish the expansion of the capacities for the Moranese Wheat trade. That should push them to the limit, enough to support one more export. (-10,000 Duwats) And at last, the construction of a Great Wonder for their faith begins in Tzaria. It should be a symbol for the citizens of the Republic. One of peace, one of hope, probably moreso, in these trying times. (-35,000 Duwats / 150,000 required) In an unusual move, the Senate passes the construction of the Military Academy of Danwent! The Stalwart Guard rejoices, others are slightly concerned however. (-15,000 Duwats to build the whole thing at once) The remainder is being retained. (-3,500 Duwats)
  13. Turn 7 2207 Map update, see Discord Chat. Another year gone by, but first contacts have been made. Friend or foe, that will be shown, as mentalities meet eachother, ideas and concepts begin to clash and the women and men in charge decide whether they go to war, or keep the peace, for the interest and benefit of their own people. --- The Remnant Leviathian species is capable of absorbing solar winds. Transforming solar winds into biological energy required for its internal functions to continue. Minerals absorbed from dust and rocks from the solar system are sustenance from which it forms all necessary ingredients for its continued existence. A copying of this conversion method might prove valuable to the Remnant. Continued observation and intensified research possible. Conceptualization of Wormhole technology continues. Goal is to fold space between two locations to allow almost instant travel. Assessment of difficulty inconclusive. Continue research. Democratic Laconian Systems As they travel, within the year, they encounter another devastated world to the South, in the same way as the first one, a similar picture cast on the planet. In the North however, they are drawn into an encounter they might have wanted to avoid. (Event) With scraps and fragments from the alien station, they happen to find a harmless piece of plating, that shows a very intricate series of micro generators held within, that are indeed capable of generating a comfortable 1 G when powered. Immediately the scientists go to reverse engineer and research it, but thus far they have not cracked the code yet. The language department makes very little progress thus far. They have systemized the “letters” and symbols roughly, but without a point of reference this will be an impossible task. U N I O N T H U L È E N E Little of note happening. Aside from the sighting of an old man in a white suit who appears to have enjoyed wandering the planet. In sixteen locations. In two hours. Ominous. Grand Empire There are greater concerns for the Grand Empire so it seems. The colony to the North reports that civilian vessels have been assaulted by unknown forces, people kidnapped and cargo stolen. So far, the reports lack major visual data, aside from fragments of bad quality images with grey rectangular shapes that shoot red beams. Quercus Quorum And by the end of the year, with the onset of the new one, the scientists report back to have rushed into a first functional warp engine. Not quite perfect yet, but it works, and it moves the prototype ships between their two claimed systems within very short spans of time. Travelling several times light speed, accelerating to it in minutes, instead of days. It is a glorious day for the Quorum. The macro sensor technology hits a few roadblocks this year and yields no particular results. Yet. H’wong Nation Nothing new to report from the laser armament technology division, as they continue to toil away, with the math down, experimenting mostly with lenses, focusing devices, energy cells to bring a suitable downsized techtype of a handheld laser into play for the Nation. Republic of Korinth Perfect. The warp drives are now fully available to all ships of the Republic. Rejoice! The stars are now closer than ever. Maneuverability of ships outside of the newly found realm of warp speed is important, so the upgrades to the fusion engines become paramount to allow better and faster in-system travel. The scientists agree, there is a lot of potential to be gained here. Redon Empire Reports follow. The first speaks of nothing of note, star systems with common worlds and nothing noteworthy. The second arrives with the same conclusion. The third however reports of a star system that holds FOUR habitable worlds, two worlds dry and reminiscient of their homeworld, desert worlds and arid, the third a world of blue and oceans, and the third a world of ice and coldness, where only the hardest of fauna and flora seems to thrive. But nothing strikes as much as the report that they encountered another civilization. Odd in appearance, the exploration vessel managed to identify a colony of some sorts (going by the small size of the settlement) on another world, where these people just recently have set foot upon. They appear fair in skin, but have hair in common colors like the Redons. The Republic of Tassarea With the Protorian vessel at their side, the crew rejoices as they prepare to embark on the first voyage of the explorer ship of the Republic. Their first destination, next year of course, might be the Protorian homeworld. As guests and friends. Who knows. The world they finally decide upon is similar to the one at home. A good climate, stable gravity, secure enviroment, friendly fauna and flora. Perfect for the Tassareans to thrive. UNION OF SOVIET SOCIALIST PLANETARY REPUBLICS The exploration vessels find a world, that seems to be teeming with a metal unknown and incredibly heavy. It is dark, almost pure black in appearance, incredibly dense as opposed to lead for example, and abundant in the system (eastern sector) where they found it. The planet itself is a rocky and mountaineous planet, rich in other ores and metals as well of course. Union of Mann Little can be gained from the bodies without tests. They died of asphyxiation in the vacuum of space and of course freezing to death in the sheer cold. CORRUPTOR DOMINION Oh and a massacre it will be. (Event) It does not yield, it does not budge, it chips and is resistant to all attempts. The Corrupters are mad, insane even as they toil away at breaking and bending this forsaken metal to their will. The Foundry Additional appendages prototype #5 resulted in a decrease in utility and efficiency of 8.7%. Increase in weight of 9%. Detach immediately, scrap prototype, restart with prototype #6. Armor plating priority one. Move utility priority to rank 3. 7 bugs detected since last cycle. Patched immediately, results inconclusive, smooth operation of designated software sector ascertained. Control Core almost operational. Additional resources required for completion of task. Once task is complete, awaiting further drones to command with new control core. Talarak Clan The clan proceeds to construct their first warships from the resources they had stockpiled in the previous years. Now with the new leadership, it was certain they’d soon move to greener pastures and claim something for themselves, riches, goods, weapons, especially weapons. Everyone needs a gun, just more weapons. A stealthy approach might be the best idea, the researchers of the clan agree as they begin to work in the research module of the massive mothership, as it floats through the sea of stars, accompanied by the dozens of civilian vessels that act as homes for their people too. Not everyone lives on the mothership of course.
  14. Turn 6 2206 Map update pending. (See Discord Chat) 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 It does turn out differently than expected what they find in those foreign remnants, but they bring back interesting bits and pieces of technology regardless. The increased armament is to serve security. That is the public opinion indeed, as recruits flock to the newly established space forces of the Systems. The Antigravity research has begun hitting some dead ends, the scientists struggling. In the end, a proposal is followed, to begin from a blank slate and trying to reinvent the concept of gravity as a whole. Quercus Quorum The concept of a FTL drive is nothing new and one method in particular seems to be most promising. Warp. Thus the scientists begin to pursue and expand the knowledge of the Quercus Quorum for the Warp Field Theory in hopes of finding a solution to the problem of distance and travel time. The exploration vessels return with news that they encountered more worlds rich and teeming with life, fauna and flora created so diverse and beautiful, a testament to the Old One who is guiding them through the sea of stars. Hellisian Remnant Biological entity detected. Assessing threat. Negative. Entity territorial. Remains of Recon 001 detected. Fragments too damaged for recovery. Continuing observation. Processing data... Results: space being in worm shape. Consumes stellar gas, debris and bathes in sunlight utilizing extendable solar “leaves”. Continue observing. Republic of Korinth The news ripple through the Republic. For many delayed, as they live on other worlds. In a breakthrough event a team of three scientists breaks the code to Warp and has soon finished a prototype for a satellite. With pre-programmed coordinates, said satellite manages to warp to a different system and back in one piece! Audio, video and other scanner data indicate the full success of the new engine! A glorious day for the Republic! H’wong Nation The scientists improve the general energy efficiency and coverage of the deflector dish, stating there is more potential to it yet, to be discovered. The industrial laser technology downsizing steps ahead at a good pace, coming closer to be more viable for handheld weapons, also soon to open a branch to develop bigger weaponized lasers for tanks and fighter craft. But a decision as made and the focus goes towards the handheld version. And that is still a good way off. CORRUPTOR DOMINION The frigate finds a small pearl of blue, where they manage to observe a species of monkeys strolling around, a lack of perfection that reflects itself in their backwards technology, where they have cheap scrapheaps of cars that fume and smoke using the dirty and impractical resource known as oil, with their primitive giant trains of steel using the dirt known as coal. They need to be perfected, and so the Corrupters have to give them their face. More drills break as well as limbs as the strong punish the weak for their failures. Itoron remains resistant, and the titanium drills are unable to do more than chip and break little pieces off. A very tedious process that will yield little of the resource if this continues. So far no new ideas have been sprouted. Union of Mann The freighter reaches the destination without further ado, where everything was left as before. Eerie. Silent. Cold. And dead. Redon Empire It is unsettling as over one night, the Redon scientists find a completely newly devised and correct model of the Warp Fiel Theory. Flawless to the dot. Security cameras only have recordings of a humanoid in a white suit showing up at one of the consoles one night, typing eagerly (at an incredibly fast pace, the monitor of the console had trouble keeping up so it seemed), just to vanish four minutes later again. No face, just the back of his head, with grey hair to match the white suit. He was not a Redon. And Warp works. The Grand Empire Quiet. Too quiet. The Foundry Experiment 1,247,909,991 unsuccessful. Calculation wrong. Out of alternatives. Beginning reassessment of previous attempts... The Republic of Tassarea The guests upon Tassarea who introduce themselves as Protorians are kind enough to assist with the development of the Warp technology of the Tassareans. With that concluded the Republic is already able to construct engines that can drive ships faster than light. This will knit together the worlds of the Republic, but also bring them closer to these potential friends and allies of the Protorian Council. USSPR Comrade. We are ready for the massive expansion of our space, so that everyone may profit equally from its riches. For such, comrade, we have built these colony ships that shall set upon the worlds that these other two vessels may find. Glory to Communism and the ideal of equality!
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