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Dtrik

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About Dtrik

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    Only Black Dwarf
  • Birthday 12/23/1998

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    Ohio
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    You bby

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    Dangren Starbreaker
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    Cave Dwarf

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  1. Eighteenth Post Kingdom of Bulgar An imperial decree written under the guidance of His Majesty Emperor Relis Korkus by His Highness Crown Prince Daerin Korkus reads: “Given under my hand in the year of our lord Grimsborith, 1518, in recognition of a growing empire and a to provide security to the inhabitants of the Holy Empire of Grimsborith, the Imperial Army of Korkus is to be divided under the rule of the crowned monarch to be ran by those that which the majesty deems fit, into the categories Marching Army and Realm Guard Force. The use of the Marching Army is to execute the will of the Emperor as for the Realm Guard Force is to be used for domestic operations in keeping to the defense of the empires vassal lords lands and people. As to the founding of the Legio Gravibus V, comprised of the skilled and most veteran of warriors is to be established as apart of the Marching Army to provide support in the worst endeavors. May the changing light of Grimsborith guide us. So signed under my hand.” Daerin Korkus, Emperor Regent, His Highness Crown Prince of The Holy Empire of Grimsborith, Imperial Commandant of The Imperial Army of Korkus, Lord Steward of The Northern Holds With the northern region established, the army sent there is pulled back and the Realm Guard Force continue to do their empire wide patrols of the land. The Inquisitorium Patricum is founded headed by the now High Priestess Lord Oracle Taper Greenhand. Daerin Korkus marries a lithborn noble from the capital named Syrila Deathand. The Deathands were the second clan to turn when Grimsborith made his offer in the Greenthroat many centuries ago and in keeping with the stability of the realm, the two were wedded. Reports show that Syrila is pregnant and is carrying twins. Imperial physicians state that it is a girl and a boy she is carrying. Before Turn Population: 14,561,345 (10%) Cash: 191,000 (+2k from last turn, +1k settlement on point) GP: 5k Eco + 3k cap + 18k city + 42k town + 43.5k pop + 15k merch + 7k trade + 2.5k The Last Rage + 48k manufactory + 6k Trade Deals + 12k Port + 1k point of control - 14k mili = 188k p/t Military: 2,500 Light Cavalry T2 1,500 Light Archers T2 4,500 Light Archers T1 15,950 Medium Infantry T2 3,000 Medium Infantry T3 3 units Ballistae 1,000 Clerics of The Holy Banner 6,500 Heavy Infantry T3 500 Veteran Heavy Infantry T3 500 Light Infantry T1 10 Adepts; 1 Magi Building: 5 merchants guild, temple, place of worship, shrine, church, hermitage, monastery, manufactory (48), Farmland (59), Market T2, Port 4, Trade Post 3, Prestigious Laboratory Previous Research: Properties of The Last Rage, Heavy Inf After Turn Population: 15,580,340 (7%) Cash: 0 GP: 5k Eco + 3k cap + 21k city + 48k town + 46.5k pop + 15k merch + 7k trade + 2.5k The Last Rage + 48k manufactory + 6k Trade Deals + 12k Port + 2k point of control - 15k mili = 201k p/t Marching Army: 2,500 Light Cavalry T2 1,500 Light Archers T2 3,500 Light Archers T1 13,950 Medium Infantry T2 6,500 Heavy Infantry T3 500 Veteran Heavy Infantry T3 1,000 Clerics of The Holy Banner 3 units Ballistae 1 Monster 10 Adepts; 1 Magi 1,000 Clerics of The Holy Banner Realm Guard Force: 3,000 Medium Infantry T3 2,000 Medium Infantry T2 1,000 Heavy Infantry T1 1,000 Light Archers T1 500 Light Infantry T1 Building: 5 merchants guild, temple, place of worship, shrine, church, hermitage, monastery, great wonder, manufactory (48), Farmland (63), Market T2, Port 4, Trade Post 3, Prestigious Laboratory Previous Research: Properties of The Last Rage, Heavy Inf Delayed Settlement Finished 1 Settlement 2 (10k) City 1 (15k) Great Wonder (135k) Farmland 4 (20k) Heavy Inf 1,000 T1 (8k) Monster (3k)
  2. Arya becomes Captain Crunch and  begins her spin off series with the Marvelous Misadventures of Flapjack to find the Candy Island west of Westeros.

    1. Shmeepicus

      Shmeepicus

      don’t kill me pls 😂

    2. Dtrik

      Dtrik

      Drogon did his spin off series as Toothless in How to Train Your Dragon.

    3. drfate786

      drfate786

      Yes, Astrid is actually Dany’s corpse.

  3. Seventeenth Post Kingdom of Bulgar Five settlements are built in the northern regions, taking advantage of the wood and amount of animals in the region, the settlements firmly establish themselves. Setting up a base of logging and replanting the settlements are scheduled to pour money into the coffers of the nation in a year’s time. Two farms are established northward to allow for expansion into the snowy north, with the lithborn skill though in planting crops in the north they easy create the base of food for themselves. Ten thousand troops are sent north to protect the investment from attacks from creatures or anything else that may stop the developments. Back at the capital, the expansion of the religious grounds continues. Construction of a monastery occurs with supplies being brought in by the newly constructed ports from the two cities along the mouth of the major river opening. Before Turn Population: 13,237,587 (7%) Cash: 200,000 (+ 35500 saved from last turn) GP: 5k Eco + 3k cap + 12k city + 36k town + 39k pop + 15k merch + 7k trade + 2.5k The Last Rage + 48k manufactory + 6k Trade Deals + 6k Port - 14k mili = 165.5k p/t Military: 2,500 Light Cavalry T2 1,500 Light Archers T2 4,500 Light Archers T1 15,950 Medium Infantry T2 3,000 Medium Infantry T3 3 units Ballistae 1,000 Clerics of The Holy Banner 5,000 Heavy Infantry T3 500 Veteran Heavy Infantry T3 500 Light Infantry T1 10 Adepts; 1 Magi Building: 5 merchants guild, temple, place of worship, shrine, church, hermitage, manufactory (48), Farmland (58), Market T2, Port 2, Trade Post 3, Prestigious Laboratory Previous Research: Properties of The Last Rage, Heavy Inf After Turn Population: 14,561,345 (10%) Cash: 2000 GP: 5k Eco + 3k cap + 18k city + 45k town + 43.5k pop + 15k merch + 7k trade + 2.5k The Last Rage + 48k manufactory + 6k Trade Deals + 12k Port - 14k mili = 191k p/t Military: 2,500 Light Cavalry T2 1,500 Light Archers T2 4,500 Light Archers T1 15,950 Medium Infantry T2 3,000 Medium Infantry T3 3 units Ballistae 1,000 Clerics of The Holy Banner 6,500 Heavy Infantry T3 500 Veteran Heavy Infantry T3 500 Light Infantry T1 10 Adepts; 1 Magi Building: 5 merchants guild, temple, place of worship, shrine, church, hermitage, monastery, manufactory (48), Farmland (59), Market T2, Port 4, Trade Post 3, Prestigious Laboratory Previous Research: Properties of The Last Rage, Heavy Inf Settlement 5 (25k) Monastery (90k) Port 2 (30k) H. Inf 1,500 T3 (18k) Upgrade to City 2 (30k) Farmland 1 (5k)
  4. Sixteenth Post Kingdom of Bulgar With the vassalation of the Chapel of Knauledge’s populace, the kingdom pulls back its troops, leaving a garrison of humans in charge of guarding the vassal populace. As the capital celebrates the bloodless victory, the kingdom restructures itself to handle the population increase. As the crown has subjected humans to its will and won a 1 hour war called by the Lithborn ‘The One Day War’, the nation renames itself to the Holy Empire of Grimsborith. Assuming the title of Emperor, Relis Korkus now reigns as one of the largest nations in the known world with one of the most premier armies. Several farms are created within the kingdom with three settlements being founded at the fringes of the nation to control the mountain border with the southern horse tribes and provide a buffer to possible southern aggression northward. To the west the king leaves with thousands of troops to relieve the fey in the forest. The men are heavily armed and seem keen on finishing the war. Mages train their newly acquired magic skills in preparation for the holy war in the forest. The kingdom has grown well and it is time to impose the might of the lithborn onto weak nations both near and far. Before Turn Population: 10,871,577 (7%) Cash: 139,500 (+500 from last turn) GP: 5k Eco + 3k cap + 9k city + 27k town + 31.5k pop + 12k merch + 6k trade + 2.5k The Last Rage + 44k manufactory + 6k Trade Deals + 6k Port - 13k mili = 139k p/t Military: 2500 L.Cav, 6000 L.Archers, 15,950 M.Inf T2, Ballistae (3 units), Clerics of The Holy Banner 1000, H.Inf T3 5,000, H.Inf T3 V 500 Building: 4 merchants guild, temple, place of worship, shrine, manufactories (44), Farmland (44), Market T2, Port 2, Trade Post 3 Previous Research: Properties of The Last Rage, Heavy Inf After Turn Population: 13,237,587 (7%) Cash: 29500 GP: 5k Eco + 3k cap + 12k city + 42k town + 39k pop + 15k merch + 6k trade + 2.5k The Last Rage + 48k manufactory + 6k Trade Deals + 6k Port - 14k mili = 170.5k p/t Military: 2,500 Light Cavalry T2 1,500 Light Archers T2 4,500 Light Archers T1 15,950 Medium Infantry T2 3,000 Medium Infantry T3 3 units Ballistae 1,000 Clerics of The Holy Banner 5,000 Heavy Infantry T3 500 Veteran Heavy Infantry T3 500 Light Infantry T1 10 Adepts; 1 Magi Building: 5 merchants guild, temple, place of worship, shrine, church, hermitage, manufactory (48), Farmland (58), Market T2, Port 2, Trade Post 3, Prestigious Laboratory Previous Research: Properties of The Last Rage, Heavy Inf Hermitage (45k) Farmlands 10 (50k) Settlement 3 (15k)
  5. Fifteenth Post Kingdom of Bulgar Before Turn Population: 10,160,352 (7%) Cash: 138,500 (+5k over charge) GP: 5k Eco + 3k cap + 9k city + 24k town + 30k pop + 12k merch + 6k trade + 2.5k The Last Rage + 44k manufactory + 6k Trade Deals + 6k Port - 10k mili = 138.5k p/t Military: 2500 L.Cav, 6000 L.Archers, L.Inf 3,500, 9450 M.Inf T2, 6,500 M.Inf T1, Ballistae (3 units), Clerics of The Holy Banner 1000 Building: 4 merchants guild, temple, place of worship, manufactories (44), Farmland (41), Market T2, Port 2, Trade Post 3 Previous Research: Properties of The Last Rage, Heavy Inf After Turn Population: 10,871,577 (7%) Cash: 500 GP: 5k Eco + 3k cap + 9k city + 27k town + 31.5k pop + 12k merch + 6k trade + 2.5k The Last Rage + 44k manufactory + 6k Trade Deals + 6k Port - 13k mili = 139k p/t Military: 2500 L.Cav, 6000 L.Archers, 15,950 M.Inf T2, Ballistae (3 units), Clerics of The Holy Banner 1000, H.Inf T3 5,000, H.Inf T3 V 500 Building: 4 merchants guild, temple, place of worship, shrine, manufactories (44), Farmland (44), Market T2, Port 2, Trade Post 3 Previous Research: Properties of The Last Rage, Heavy Inf Upgrade to H.Inf (42k) H.Inf T3 2,000 (24k) Veteran Status 500 H.Inf (2k) Equipment T2 6,500 (13k) Farmland 3 (15k) Settlement (5k) Shrine (18k) Church (18k) L.Inf 500 (1k)
  6. Fourteenth Post Kingdom of Bulgar Two cities are established on the river where the last two settlements were established a year prior. Plans are made to heavily boost their trade capacity in the year coming to allow for a surplus of goods to enter the kingdom. In conjunction the trade capacity within the kingdom is increased to allow more trading partners who wished for open trade. Money is fueled into establishing trade routes offered by other nations to allow their goods to be entered into the lands. In preparation for a possible war, spies are employed to enter into the Chapel lands and figure out what their army size and composition is. Nothing else interesting happens this year. Before Turn Population: 9,495,656 (7%) Cash: 129,000 (+5k from gift) GP: 5k Eco + 3k cap + 3k city + 24k town + 27k pop + 12k merch + 6k trade + 2.5k The Last Rage + 44k manufactory + 4k Trade Deals + 2k Port - 8k mili = 124.5k p/t Military: 2500 light Cav, 3500 Light Archers, 1450 M.Inf T2, 12,500 M.Inf T1, Ballistae (3 units), Clerics of The Holy Banner 1000 Building: 4 merchants guild, temple, place of worship, manufactories (44), Farmland (39), Market T2, Port, Trade Post Previous Research: Properties of The Last Rage After Turn Population: 10,160,352 (7%) Cash: 0 GP: 5k Eco + 3k cap + 9k city + 24k town + 30k pop + 12k merch + 6k trade + 2.5k The Last Rage + 44k manufactory + 6k Trade Deals + 6k Port - 16k mili = 133.5k p/t Military: 2500 L.Cav, 6000 L.Archers, L.Inf 3,500, 9450 M.Inf T2, 6,500 M.Inf T1, Ballistae (3 units), Clerics of The Holy Banner 1000 Building: 4 merchants guild, temple, place of worship, manufactories (44), Farmland (41), Market T2, Port 2, Trade Post 3 Previous Research: Properties of The Last Rage M.Inf T2 2,000 (12k) L. Inf 6,000 (12k) T2 Equipment (6,000) 12k Trading Company: 2 (14k) Port: 1 (15k) City 2 (30k) Farmland 2 (10k) Settlement Riverstip (5k) Research heavy inf (15k) Spies are sent to The Chapel (4k)
  7. Twelfth Post Kingdom of Bulgar ((Had drill, was unable to post)) Before Turn Population: 8,293,874 (7%) Cash: 95,000 (+1500 last turn) GP: 5k Eco + 3k cap + 3k city + 18k town + 24k pop + 12k merch + 6k trade + 2.5k The Last Rage + 21k manufactory + 4k Trade Deals + 2k Port - 7k mili = 93.5k p/t Military: 2500 light Cav, 3500 Light Archers, 1450 M.Inf T2, 12,500 M.Inf T1, Ballistae (3 units), Clerics of The Holy Banner 1000 Building: 4 merchants guild, temple, place of worship, manufactories (21), Farmland (36), Market T2, Port, Trade Post Previous Research: Properties of The Last Rage After Turn Population: 8,874,445 (7%) Cash: 500 GP: 5k Eco + 3k cap + 3k city + 21k town + 25.5k pop + 12k merch + 6k trade + 2.5k The Last Rage + 31k manufactory + 4k Trade Deals + 2k Port - 8k mili = 107k p/t Military: 2500 light Cav, 3500 Light Archers, 1450 M.Inf T2, 12,500 M.Inf T1, Ballistae (3 units), Clerics of The Holy Banner 1000 Building: 4 merchants guild, temple, place of worship, manufactories (31), Farmland (39), Market T2, Port, Trade Post Previous Research: Properties of The Last Rage Factories 75,000 (10) Farmland 15,000 (3) Settlement founded 5,000 Thirteenth Post Kingdom of Bulgar The landscape of the Bulgar nation changes as more factories are created and more land is assumed by the country to handle the new capacity of production. Factories are combined from being simple mills and bakeries to being large complexes processing whole wheat into baked loaves of bread in just hours. Clothing prices drop for the lithborn causing new fashions to arise, one such is the use of the overcoat and tricorn cover, which are dyed a series of different colors. The rich and noble, wishing to stay ahead of the fashion curve, begin wearing gilded tricorns with silver feathers denoting their wealth and swaggers sticks topped in gold. Newly designed uniforms are issued for during duty when not in full battle dress as well as during leave time for the soldiers. With colors inspired by the Greenthroat as well as the new production method for clothing, troops are assigned a standard uniform containing small parts of lithborn history, the white sash across their chest for their history living in the snowy north, the green from their place of holy transformation, the red midriff sash in their bloody service in the wars of consolidation, and the light green trousers in contrast to the dark green coat in the recognition of the fading of clothing from service to the crown. The top though only has to be worn though during duty hours. Before Turn Population: 8,874,445 (7%) Cash: 107,500 (+500 last turn) GP: 5k Eco + 3k cap + 3k city + 21k town + 25.5k pop + 12k merch + 6k trade + 2.5k The Last Rage + 31k manufactory + 4k Trade Deals + 2k Port - 8k mili = 107k p/t Military: 2500 light Cav, 3500 Light Archers, 1450 M.Inf T2, 12,500 M.Inf T1, Ballistae (3 units), Clerics of The Holy Banner 1000 Building: 4 merchants guild, temple, place of worship, manufactories (31), Farmland (39), Market T2, Port, Trade Post Previous Research: Properties of The Last Rage After Turn Population: 9,495,656 (7%) Cash: 0 GP: 5k Eco + 3k cap + 3k city + 24k town + 27k pop + 12k merch + 6k trade + 2.5k The Last Rage + 44k manufactory + 4k Trade Deals + 2k Port - 8k mili = 124.5k p/t Military: 2500 light Cav, 3500 Light Archers, 1450 M.Inf T2, 12,500 M.Inf T1, Ballistae (3 units), Clerics of The Holy Banner 1000 Building: 4 merchants guild, temple, place of worship, manufactories (44), Farmland (39), Market T2, Port, Trade Post Previous Research: Properties of The Last Rage Factories 13 (97,500) Settlement Founded (5,000) Settlement Founded (5,000)
  8. Eleventh Post Kingdom of Bulgar The king, seeing that as his kingdom grows, he must too offer the branch of diplomacy to his neighbors, foreign and domestic nobles are invited within the capital to speak with each other. Invitations to the nations surrounding the Kingdom of Bulgar are sent. As far as the diplomats with their guards can go they do, to places known and unknown, asking for minor nobles to join in a large court session. High Lord Relis Korkus plans several activities in his invitation: Nobles of foreign and domestic lands, my family and nation wishes to invite you to discuss items of every sort from the religion of the lithborn to the future and wellbeing of the nation. Activities of archery and horseback riding will also occur for those of more martial aptitudes while those of merchant minds are offered to watch the effects of the mystically deadly plants of the Last Rage. This offer extends to all nobles low and high to come visit the capital and see what the kingdom has to offer in all of its aspects. One statement is that you do not bring your ideology of your god’s to preach in our lands, you may question our faith but you are not to preach your own as you will be escorted out and back to your nation of origin. May you be princes or priests, all are welcomed. The Crown hopes to see many old and new faces. High Lord Relis Korkus In conjunction of the growing nature of the kingdom, one thousand newly outfitted infantrymen are recruited as well as the newly established Clerics of the Holy Banner. Leaders of the temple shall be allowed to dawn the armor of Grimsborith and lead the clerics in their support of the Crown and God. Before Turn Population: 7,751,284 (7%) Cash: 81,000 GP: 5k Eco + 3k cap + 3k city + 15k town + 22.5k pop + 12k merch + 6k trade + 2.5k The Last Rage + 15k manufactory + 4k Trade Deals + 2k Port - 6k mili = 81k p/t Military: 2500 light Cav, 3500 Light Archers, 1450 M.Inf T2, 11,500 M.Inf T1, Ballistae (3 units) Building: 4 merchants guild, temple, place of worship, manufactories (15), Farmland (32), Market T2, Port, Trade Post Previous Research: Properties of The Last Rage After Turn Population: 8,293,874 (7%) Cash: 1500 GP: 5k Eco + 3k cap + 3k city + 18k town + 24k pop + 12k merch + 6k trade + 2.5k The Last Rage + 21k manufactory + 4k Trade Deals + 2k Port - 6k mili = 94.5k p/t Military: 2500 light Cav, 3500 Light Archers, 1450 M.Inf T2, 12,500 M.Inf T1, Ballistae (3 units), Clerics of The Holy Banner 1000 Building: 4 merchants guild, temple, place of worship, manufactories (21), Farmland (32), Market T2, Port, Trade Post Previous Research: Properties of The Last Rage Factory (x6) 45k Farms (x4) 20k Settlement Constatiga 5k Settlement becomes a town Medium Inf T1 1,000 (4k) Clerics of the Holy Banner 1000 (5k) Holding open court 500
  9. Tenth Post Kingdom of Bulgar A settlement is founded north by the name of Northernedge. As the first established outpost for the Lithborn deeper into the woods, an adept is sent for a one year period to communicate with the animals to ensure that proper peaceful relations are maintained with any beasts that might threaten the establishment. Senior Formation Captain Lord Bildon Highbrow stood within a tent with the Vice Commandant and other junior Formation Captains. He moved his hands across a map of the scouted terrain of the Darkyria lands. He had requested more troops as the Vice Commandant had seen they needed to take the Darkyrian city. The city had been more trouble than what was expected but a foothold was now in the city and was ready to be assaulted next year. They fey would have the be the ones to push into the city as the Lithborn had taken too many casualties and it would take 2 years for any reinforcements to come, 3 if a new army was drafted. With talks breaking down with the Fey, Imperial Commandant Prince Daerin had to pack up the army and bring it back home on the orders of High Lord Relis Korkus. It had appeared thousands had decided to not pay their due taxes and the army was needed back home to execute justice. It would now take two years to bring the main army back so a new one had to be drafted and if it had to be drafted, it would the start of a premier army. Nearly the entire income for the nation had been set toward recruiting thousands of men with a goal of next year spawning even more openings. Before Turn Population: 7,244,191 (7%) Cash: 74,500 (+1k from last turn)(-10k mod event) GP: 5k Eco + 3k cap + 3k city + 12k town + 21k pop + 12k merch + 5k trade + 2.5k The Last Rage + 15k manufactory + 4k Trade Deals + 2k Port - 1k mili = 82.5k p/t Military: 2500 light Cav, 500 Light Archers, 1500 M.Inf T2, 500 M.Inf T1 Building: 4 merchants guild, temple, place of worship, manufactories (15), Farmland (29), Market T2, Port Previous Research: Properties of The Last Rage After Turn Population: 7,751,284 (7%) Cash: 0 GP: 5k Eco + 3k cap + 3k city + 15k town + 22.5k pop + 12k merch + 6k trade + 2.5k The Last Rage + 15k manufactory + 4k Trade Deals + 2k Port - 6k mili = 81k p/t Military: 2500 light Cav, 3500 Light Archers, 1450 M.Inf T2, 11,500 M.Inf T1, Ballistae (3 units) Building: 4 merchants guild, temple, place of worship, manufactories (15), Farmland (32), Market T2, Port, Trade Post Previous Research: Properties of The Last Rage Farmland (15k) Settlement Equina becomes a town Settlement 5k Northernedge Medium Infantry Recruitment (11k T1 troops, 44k) Light Archer Recruitment (3k T1 troops, 6k) Ballistae (3 units) 4.5k
  10. Ninth Post Kingdom of Bulgar The men under the command of Crown Prince Daerin and Prince Hector meet with the fey within the realm of Darkyria. Thousands of lithborn, inexperienced in true war, rub their tired eyes and set their packs down to rest as they march into the siege camp. Daerin immediately leaves to convien with the Fey king, he was here to solidify the alliance between the two kingdoms, though he did not fully agree with the marriage being the reason why. Imperial Vice Commandant Prince Hector yells to the column of men, his command echoes down the line as each lithborn repeats the call, “Company Commanders Up!” Movement occurs as a few dozen lithborn nobles take mounts and ride up to the Prince. Once they all arrived Hector began to speak to them. “Captains, section your companies behind the fey encampment. Afterward, decide which company will be taking the guard shifts and which company will be the quick reaction force. When you are finished, have the men set up camp. This is going to be a long siege, have your men unpack everything they want, they will be here for a bit. Understood?” Each noble nodded as he replied, “Yes sir!” Daerin began walking through the different camp sections for the elves. He was not familiar and decided to walk into a rather large and magnificent looking tent to discern directions, there he saw a ginger fey noble but Daerin was unable to tell what degree of nobility he was… With Guwanti being a secured launching point for trade in the east, it quickly developed into being a town. Thousands of merchants flowed into the town as it focused trade from the nerds, d-bois, and 9 tailed fox. This year a new settlement would be established, it was set up in the more northern areas of the Lithborn kingdom. As a joke between many of the nobles, the town is named Equina though it is located within the woods with land unsuitable to raising horses. Factories continue to be constructed in the kingdom, doubling within the year as families move from the fields to the towns and cities for jobs. An invention of meat between two slices of rye is created called “meat bread”, with the inventor securing a loan to build an establishment called McMeaties. Within the year, he is expected to generate nearly 1,000 gold for the kingdom through his growing business. Soon many towns will have a McMeaties in them. “McMeaties, The Meaties You Can Trust.” The embassy request from The Fortress Libraries is denied, a message is returned back to them stating, “On perceived grounds of spying by a foreign nation, your nation’s request for an established embassy is denied. All further requests will be denied for an indefinite period of time.” Before Turn Population: 6,770,272 (7%) Cash: 71,000 (+1k from last turn) GP: 5k Eco + 3k cap + 3k city + 9k town + 19.5k pop + 12k merch + 4k trade + 2.5k The Last Rage + 7k manufactory + 4k Trade Deals + 2k Port - 1k mili = 70k p/t Military: 2500 light Cav, 500 Light Archers, 1500 M.Inf T2, 500 M.Inf T1 Building: 4 merchants guild, temple, place of worship, manufactories (7), Farmland (28), Market T2, Port Previous Research: Properties of The Last Rage After Turn Population: 7,244,191 (7%) Cash: 1000 GP: 5k Eco + 3k cap + 3k city + 12k town + 21k pop + 12k merch + 4k trade + 2.5k The Last Rage + 15k manufactory + 4k Trade Deals + 2k Port - 1k mili = 82.5k p/t Military: 2500 light Cav, 500 Light Archers, 1500 M.Inf T2, 500 M.Inf T1 Building: 4 merchants guild, temple, place of worship, manufactories (15), Farmland (29), Market T2, Port Previous Research: Properties of The Last Rage Farmland (5k) Guwanti becomes a town Settlement Equina 5k Factory 8 (60k)
  11. Eighth Post Kingdom of Bulgar A port is built in the capital to allow greater travel up and down the Barrier. Several small merchant boats are slowly built by adventurous merchants to attempt to drive their own income higher. The borderland settlement of Steppton becomes a town as farmlands are established in the area allowing a population boost to occur while securing the land that was settled and guarded. In replacement of the town is a new settlement called Guwanti, located closer to the Chapel of Knauledge. Settlements seem to be focused eastward as 3 out of the 4 trade partners the kingdom has are in the east. Guwanti is established with 500 men-at-arms doing patrol routes to secure the new border. Several new smithies pop up in the country as armors have seen an increase of their wares being purchased outside of the kingdom. Merchants of trader nations and of no nations arrive to the lands of the Lithborn asking for arms and armor for distant realms, no effort is established though to search for these third party buyers. Local temples are paid to produce copies of works, driving a renewed market to read these expensive items as several kingdoms are paying thousands in far away places to have them. A delegation is sent to the Chapel of Knauledge to see what the history and religion is of their people. Before Turn Population: 6,327,357 (7%) Cash: 61000 GP: 5k Eco + 3k cap + 3k city + 6k town + 18k pop + 12k merch + 4k trade + 2.5k The Last Rage + 3k manufactory + 4k Trade Deals - 1k mili = 59.5k p/t Military: 2500 light Cav, 500 Light Archers, 1500 M.Inf T2, 500 M.Inf T1 Building: 4 merchants guild, temple, place of worship, manufactories (3), Farmland (26), Market T2 Previous Research: Properties of The Last Rage After Turn Population: 6,770,272 (7%) Cash: 1000 GP: 5k Eco + 3k cap + 3k city + 9k town + 19.5k pop + 12k merch + 4k trade + 2.5k The Last Rage + 7k manufactory + 4k Trade Deals + 2k Port - 1k mili = 70k p/t Military: 2500 light Cav, 500 Light Archers, 1500 M.Inf T2, 500 M.Inf T1 Building: 4 merchants guild, temple, place of worship, manufactories (7), Farmland (28), Market T2, Port Previous Research: Properties of The Last Rage Steppton becomes a town Port (15k) Settlement Guwanti is founded (5k) Farmland (10k) Factory (4) (30k)
  12. Seventh Post Kingdom of Bulgar The economic plan known as ‘Coin Pusher’ is in full swing. The focus on subsidized farming is decreased and a greater focus on expansion both economically and spatially. Towns are now planned out further from cities to allow for a greater living space for lithborn. Tax streams from the broad populace are used to fund factory constructions which begin to produce larger supplies of arms which the government buys for its expanding military. In preparation for its border defense if the southern nations attempted transgression, the kingdom had begun to set up plans a few years earlier to slowly strengthen a possible war time economy. A call to arms had been sent by the Fey to the Lithborn in help against an unnatural threat against the forest. It was apparent to the court as to why the Fey had wished for such a fast wedding but that was apart from the current matter. High Lord Relis Korkus stood outside a simple wooden door with his second son Hector Korkus who was clad in golden armor and a purple cape. Hector had asked his father to accompany him to this situation as he had experience in handling a new responsibility in life. Prince Hector looked for his father for a moment, “Your Majesty, I thank you for coming to this occasion. I was unsure who would be able to offer me advice to this new…-” Hector’s words were suddenly drowned out by a scream and then a moan. Another scream and a deeper moan. Hector pawed at the door but his father blocked the handle with his hand. “I can offer you this advice my son, what is happening in there you do not want to see.” A deep grunt soon led to a scream, but it was not the original scream from before. Relis smiled to his son before using his hand over the handle to turn it, letting the prince enter. Within the chamber was the elven princess Elaenoria with her newborn son. Hector came over to his wife, kneeling next to her. Stroking the head of their son, the prince looked into the baby’s eyes and stated, “His name shall be Thalan.” The prince then kissed his wife and departed the room, outside of the palace was the army now under the command of Imperial Commandant Crown Prince Daerin Korkus who was waiting for Imperial Vice Commandant Prince Hector to finish up with the birth. A shout was heard and the army lurched forward, they were on their way to reinforce the fey to the west. The settlement of Steppton is built to the east, causing the borders of the kingdom to be redrawn from the rulership over the increasing size. Before Turn Population: 5,913,418 (7%) Cash: 51000 (+2k last turn) GP: 5k Eco + 3k cap + 3k city + 3k town + 16.5k pop + 12k merch + 4k trade + 2.5k The Last Rage + 1k manufactory - 1k mili = 50k p/t Military: 2500 light Cav, 500 Light Archers, 1500 Medium Inf Building: 4 merchants guild, temple, place of worship, manufactories (1), Farmland (24) Previous Research: Properties of The Last Rage After Turn Population: 6,327,357 (7%) Cash: 1500 GP: 5k Eco + 3k cap + 3k city + 6k town + 18k pop + 12k merch + 4k trade + 2.5k The Last Rage + 3k manufactory + 4k Trade Deals - 1k mili = 59.5k p/t Military: 2500 light Cav, 500 Light Archers, 1500 M.Inf T2, 500 M.Inf T1 Building: 4 merchants guild, temple, place of worship, manufactories (3), Farmland (26), Market T2 Previous Research: Properties of The Last Rage Built Farms 5k*2=10k Built Settlement Steppton: 5k Settlement Aquilla becomes a town Recruitment of 500 Medium Inf Built Market 17.5k Factory 15k
  13. Always War 891 The world is cruel in its many workings, God favors some and not others yet to those who need him the most, he allows them to be swallowed in darkness. Why have the raids come again?! Only a century back had the raids started and ceased but yet the raiders, the Northmen, have come back. From distant lands of weak crop and heavy snow. The men even the Norse view as less Norse and more the creation of Loki. Giants of men with white beards and pale skin. Each took what they wished of the land and gave only blood of those that held it back. County of Dabington The movement of troops works in securing the money to reach the towns. An surprising factor occurs though, as several troops march they begin to see the movement of a group of men… and women? It had appeared that the raidings had forced many of those living in the Kent region to pick up their lives all together and leave. They lead carts of goods and animals, their entire life on their back. In front of the line are clergy holding up a silver cross with red rubies and blue sapphires. (Two actions can be taken: Attack them all with your soldiers and loot 1,000 gold OR acquire 7,000 new population to your capital.) Chiefdom of Hamgormany Thousands of Christians leave the city after the proclamation is given. They had not chosen to be the captive slaves to a Norse lord who believed his gods were better than GOD! Others who had married into Norse families begin to accept the proclamation and accept the title of being Norse, whether they truly believe it or not, only they would know. Nearly 10,000 Christians leave the land. The Druii could not care as the Norse gods were just another set of beings that nature created. They openly denied the Norse gods being superior though and continued their lives. Many Norse state they are Christians converting to claim the half taxes causing tax income to drop by 120 gold that year! A village to the south is scouted pulling reports of 13,000 refugees. Whether they are armed or not and the amount of wealth they have on them are unknown though. (Two actions can be taken: You can attack the 10,000 Christians leaving your land for 700 gold, or let them leave peacefully OR attempt to attack the 13,000 refugees) County of Nostrilville The soldiers seem relatively bored at their posting at Lugerton. Raiders seem to be heavily focusing in the eastern half of the island. With the peace though, some of the soldiers find time to speak to the populace of Lugerton and assure them of their safety. A force of 250 light infantry join the garrison in Lugerton as some people feel pride in their ruler for keeping them unaffected by the raiders. With the temple and shrine finished, there is an outstanding happiness in the realm as it seems that God favors the inhabitants of Nostrilville. County of Dundalk A noble claiming to be the rightful lord of Kent arrives to the court of the young King Daniel. “Your majesty, I was once a proud king like you but now my home and land is taken by the Norse men to the east. My people leave every day and I am without an army only a claim. I offer my daughter and heir to you, Princess Liana (18) in exchange for your help in the reconquest of my land. (Two actions can be taken: Accept the Princess and receive a dowry of 200 gold OR decline and keep searching)
  14. Sixth Post Kingdom of Bulgar The groundwork for another farm push is laid out. An inner council plans on where the last section of massive farmland will be and begins to supply money to it. They expect this last push to get the population to be well fed enough to produce more, capable offspring. At the same time the council begins to plan a budget for the next year. A judge from a leading minor noble family spoke to the council, “Men, I believe we will need to figure out a cause for greater economic growth in the realm rather than continue on it greater farm output.” Several council members looked at the judge with questioning eyes before another noble who has benefited from the farm investments speaks, “Perhaps or perhaps not, if we continue our investments into the farmlands we will continue to provide a larger economic base. We need lithborn for any futures plans of industry.” “Yes,” spoke the judge, “but at the same time we will reach a capacity in which a majority of our populace will need jobs of higher caliber than the simple ones that provide current the current inflow of revenue.” The multitude of nobles discussed amongst each other what possible decision could be made. The murmuring ebbed for a moment allowing an old noble from the founding family of Highreach to speak, “From our economic reports we can predict that with another surge of investment for the farmlands we will reach our highest growth rate possible as well as afterward we will only need to supply a short percentage of taxes to them afterward. I can expect that by the years end and the starting of the new year beginning we can provide a subsidiary investment into the industrial sector.” Within hours a decision was made for the economic policy for the next two years. To the east thousands of warriors ride around the broken wall near Titanhold. The light cavalry force works with hit and run tactics while screening the advance of the medium infantry toward a mock enemy. The light archers position themselves above the wall shooting arrows allowing covering fire as each unit made its moves. A military garrison order is sent to the Imperial Commadant Lord Kizer Tornhand commanding the army to move southward and set up a base of security for a new settlement named Aquilla. Plans are laid out to provide supplies to the troops while there. The force of 4,500 immediately moves out from the training area near Titanhold to occupy the new land. (The trade request would be accepted next turn from Ulyadar) Before Turn Population: 5,526,559 (5%) Cash: 52000 (4k from last round) GP: 5k Eco + 3k cap + 3k city + 3k town + 16.5k pop + 12k merch + 3k trade + 2.5k The Last Rage + 1k manufactory - 1k mili = 48k p/t Military: 2500 light Cav, 500 Light Archers, 1500 Medium Inf Building: 4 merchants guild, temple, place of worship, manufactories (1), Farmland (15) Previous Research: Properties of The Last Rage After Turn Population: 5,913,418 (7%) Cash: 2000 GP: 5k Eco + 3k cap + 3k city + 4k town + 16.5k pop + 12k merch + 3k trade + 2.5k The Last Rage + 1k manufactory - 1k mili = 49k p/t Military: 2500 light Cav, 500 Light Archers, 1500 Medium Inf Building: 4 merchants guild, temple, place of worship, manufactories (1), Farmland (24) Previous Research: Properties of The Last Rage Built a settlement(Aquilla): 5k Built farms 5k*9=45k
  15. Always War The year is 890AD, the Roman Empire has fallen long ago and the many culture of the land surrounding England have invade. The Danes, Celts, and Saxon tribes of the region were the initial invaders. For many decades the separate cultures kept to their original practices but over time, several began to blend with the populace. With the ambitions of rulers, raiding parties became settlers across the island. The Saxons were the first to fully integrate into England, becoming the Anglo-Saxons. Christianity hit with the influx of these new settlers causing several of these Anglo-Saxon tribes to forgo their initial pagan ways to that of God’s light. On the west the primary group of peoples were the Danes, being led long ago by Hulfgar the Red, claiming to be the descendant of Thor. This initial tribe having been broken into several chiefdoms under dozens of rulers claiming the title of Ruler of Danes. From the East invaded the Celts, warriors of blue paint and bare bodies. Being some of the first raiders, they found little interest in settling until later causing them to be some of the last to colonize the land. Under a united druid cult, the many celtic rulers often balance the worship of the forest and its spirits with their ambitions to conquer one another. A new times has come and the realm is changing. Will the new rulers of this age solidify their families claim to the rest of England? The year is 890 AD and several petty kingdoms laid claim to vast pieces of land across England. A majority of the populace was desidingly Christian but had several different cultural backgrounds. To the Welsh region, two major powers emerged, the counties of Nostrilville and Dundalk. Though their lands were extremely close, a long period of peace was sustained from their mutual faith in God. With new rulers for the these realms, time only can tell when that peace may break down. To the eastern coast laid the chiefdom of Hamgormany, fueled by a desire of conquest by their past leaders, these Norse pagans settled on the coastline most suited like their original lands. For the heel of the island was the petty Kingdom of Wessex. Ruled by a monarch with deep ties to the clergy but wrecked by several years of instability, only the future may hold an answer to the legacy of this kingdom. And finally to the north of Wessex was the county of Dabington. A fairly new regional power, also ruled by a christian monarch, they lay on the welsh gateway to the rest of the island. The gods seem to bless each ruler but only through their wise rule will they be able to build a legacy to stand the tests of time. RAIDS! Several dozen warbands are seen roaming the countryside on the southwestern tip of the island. Reports stream in of the raiders arriving in serpent shaped longboats carrying hundreds of men across the coast. Outlying villages seem to disappear overnight as the raiders loot and pillage to then burn what they cannot keep. Migrants stream into different counties as the peasants lose faith in their lords and seek new lands and gentry to work under. Not many are lucky to escape as primarily women and children are kidnapped and enslaved, working as oarsmen until they are either killed or sold back home or abroad. The Chapel of Saint Abselema A chapel located on the north western portion of the island known as Ireland, has been attacked! With a small fleet of longboats, Norse raiders under the banner of Harold Humtog attacked the fortified chapel of Saint Abselema. Reports had come in and several men had been gathered from that lived on the chapel grounds to repel the invaders. Nearly 200 men had come with pitchforks and knives in hand to repel the invading raiders but it was not enough. With nearly 300 well equipped vikings, it was not enough. The peasant levy had been routed in nearly the first half hour of combat with dozens of deaths on the Christian forces, many more were captured and led back to the boats to possibly never see their families again. Enough time though was salvaged to allow the local abbot to move the Finger of Saint Abselema from the chapel to a sloop provided for several years ago by a french bishop in Paris on his site seeing adventure of the isles. Abbot Henry Tatleworth took the sloop with a few of the monks and headed westward. They were moving the relic to a safer location as well as a small fortune of gifts and trinkets donated over the decades.
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