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About Dtrik
- Birthday 12/23/1998
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dtrik #2019
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Dtrik
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dougy98
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Only Black Dwarf
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Ohio
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Dangren Starbreaker
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Cave Dwarf
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Upon the recent trial of dwedmar within clans killing, I now ask the crown, to what extent does the crown demand internal clan issues to be under the power of the crown? As citizens within the kingdom, we, through popular sovereignty provide the crown the power to operate and assign ourselves to behave in accordance to the articles of the land so much so that even the crown may be subject to them from time to time. We clans who provide the crown the ability to operate, I ask onto the crown powers, to what extent does each clan have the right to enforce the rules of the clan both written and unwritten within each clan’s culture to operate in such that punishments and laws within such are enforceable by each clan? Does a clan have the right to impose the punishments that each clan member assigns themselves to by claiming the clan name of such clan? Though as the crown powers assemble to properly judge an individual within a judgement by the High Court, the clan should then as well by the same powers empowering the crown to operate through popular sovereignty to then enforce such clan customs onto it’s clan members. To this I must proclaim that therefore in a proper trial by each clan, they retain the right to trial such clan members to the punishments within the clan even unto the extent of an expulsion and execution of such members. As this is a recent established working of the government, I believe the crown should respond to this and furthermore establish legislation onto the topic of clan rights within the lawful articles of the kingdom. Dangren Starbreaker
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For accounting information, Accepted, you are the son of Gardath Starbreaker.
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was told to Like and comment so liek an coomentj
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Dangren would pen back to the clergy You have stated many things but yet none actually address the subject of the validity of Grimdugan as stated within the first portion of my thesis. There is no light in which Grimdugan can be seen as a holy creation of Yemekar when Armakak is the entire aspect of mercantilism, wealth, cleverness, and the rest while Grimdugan is a corruption of Armakak, being greed, thieves, and shadows. Also toward your cause of stating a tribute to the Brathmordakin, let it be known that of all the dwedmar who worship the Brathmordakin, I am the only who contains the holy power of the gods. I shall decide what tribute I pay toward the gods as they demand of me, not of the dwedmar who switch titles around and make positions when it suits them. When the dwedmar properly worship the gods then they shall receive gifts not bound to material wealth. Within my soul I am attached to a god, their essence flows through me. The dwedmar carry wealth with them through their days, I carry the spirit. To reply to your statement “Now by extension, I ask what does one need to create? Materials, to be sure, and would not the people of the Forge-Father not be entitled to the best materials for their crafts? Would it not be an immense blessing, not a curse, to have an affinity for gathering materials of great value? I think any dwed who does not actively seek to dishonor Ogradhad by denying common sense would be able to agree to such a conclusion that greed is not inherently wrong by any means, and in fact is a blessing.” You confuse the aspects of Armakak for that of Grimdugan. For you state the generation of wealth and then call it motivated by greed yet the worker forging the item does not do it for greed but to generate his own wealth for that is his job. You then state that the curse of Iblees of greed to be a blessing. Which, as I believe, would be the treadings onto true heresy. This would lead down the path of questioning, there must only be two outcomes, Grimdugan must be a puppet of Iblees that continues the cycle of greed within the dwedmar or if Yemekar truly made Grimdugan, then Yemekar cursed the four descendant races as he created the god of greed meaning he cursed us with greed. By this I would rather assume Iblees controls Grimdugan over our creator dooming us with a curse. By the warped logic you state, you would be implying Yemekar created the curse which is why you see it as a blessing. Finally, it is the wisdom of Ograhad in which I question the validity of Grimdugan, not by clouded sight. Why should one pray to a god of greed when one can pray to a god of enterprise. Armakak can be seen as a balance toward wealth. It is plain to see that Armakak supports mercantilism but in moderation, as long as both parties are satisfied. While Grimdugan can be seen as a tipped scale, in favor of the one who wishes for more, who takes advantage of one party so that one is satisfied. Dangren Starbreaker
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On the Godhood of Grimdugan To the dwarven clergy I write this theory questioning the validity of worship to Grimdugan. There has yet to be a sighting of the Brathmordakin member known as Grimdugan. We acclaim to know of his existence yet when we ask for prayers to be answered by him, by our greed, does that truly enter into a god's mind for answer? If Grimdugan's aspect is that of greed and wealth, and our curse set by Iblees is that of greed and longing for wealth, does that not make the existence of Grimdugan the effect of a curse? Truly Grimdugan must either be a cloak of a dark god we give power to through prayer, the creation of Iblees to prolong our curse indefinitely, or the physical manifestation of our intense greed causing a curse to become a being. Grimdugan's existence stands opposed to Yemekar and the balance he stands by. If Yemekar is balance, Grimdugan is excess. To abide by one is to disagree with the other. We believe that Grimdugan is the god of Greed but we do not know of his time of creation nor is he tied to any other god in any other race's pantheon for they do not have the curse of intense greed as our's. We inheritted the worship of Grimdugan from that of our Ironborn rulers centuries ago yet we know that they were impowered by Iblees' servant Khorvad. This then leads me to presume if Grimdugan is excess, and Khorvad is power, what is to say that Iblees is not the leader of the corrupt dwedmar pantheon with Khorvad and Grimdugan as his aspects. As we have seen before, it is not hard for a godly aspect to be able to hide their true colors with masks. From this I would ask the dwedmar, we must investigate the legitimacy of Grimdugan for if he is greed and our curse is greed, why must we worship a curse. What is the founding of Grimdugan, was it gods that made him or was it our excess greed that created this god? Dangren Starbreaker ((Those who wish to respond, please do so in writing to this for easy documentation for the clergy and to prevent nonsense tangents.))
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Dangren reads the paper and then stops reading it, he then rereads it and stops on the second line fifth word, he then sets it back down. Dangren – The First Horseman, holy paladin of Xan Charles – The Second Horseman, champion of war ??????? – The Third Horseman, famine ??????? – The Fourth Horseman, sickness and death The horsemen of the apocalypse are coming... be prepared.
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I wish to call to court Garrond Frostbeard in a lawsuit due to the kidnapping of a foreigner and the purposeful torture of such individual with intent on enslaving. On the date of 16th of the Grand Harvest 1757 Garrond Frostbeard, employing the use of the grunt Dein Frostbeard and the human Patrinus, kidnapped an unnamed female with intent to enslave after kidnapping and torturing under the pretext of the woman being a dark mage without proof. When questioned about his intention with the woman who was unable to be seen but was heard being gaged and tortured by Patrinus. Both I and Tormir Starbreaker questioned Dein Frostbeard on what he was guarding after we heard the female’s voice screaming for help, and when Dein denied the request Garrond Frostbeard stepped in and threatened to fight me. When I questioned him under what authority he was acting on, whether it was his clans or the legion, he stated it was both. When told I was a practicer of holy magic so I would be able to determine if the woman was a dark mage or not, Garrond sought to fight me again. Being a man of holy nature, I declined to shed any blood and concluded that I would seek do process for this action in court. I am suing Garrond Frostbeard under the charges of: Section 6 Indecency 1.1 Indecency is the crime of intentionally or negligently offending a citizen of Urguan by expressing non-political speech which a reasonable person may consider morally repugnant. Vigilantism 3.1 Vigilantism is the crime of unnecessarily undertaking law enforcement without legal authority. Slaving 6.1 Slaving is the crime of unlawful possession, transport, sale, or purchase of enslaved persons. Section 5 Harassment 1.1 Harassment is the crime of persistent harrying of or hostile towards a citizen of Urguan despite multiple verbal warnings. Impersonation of a Public Official 3.1 Impersonation of a Public Official is the crime of assuming the identity of a public official of Urguan or another government, assuming a title to which one does not have right, or falsely acting as a representative of a public official of Urguan or another government.
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Twenty Third Post The Holy Empire of Grimsborith A public letter of apology is sent to the Kingdom of Numeria. Lords and Ladies of Numeria, Of the misguided actions of the Lithborn army, we confirm the actions of intrusion and trespass to be against the edicate of our noblemen and seek to mend relations with acceptance of forgiveness from the kingdom. Though we cannot correct the transgressions we have laid upon you, we do strive to obtain a constructive peaceful existence between our two realms. As an offer of peace, the Holy Empire of Grimsborith would like to send a lord to understand the customs of the Kingdom of Numeria and as well receive a lord or lady of your realm to understand ours. Daerin Korkus, Emperor Regent, His Highness Crown Prince of The Holy Empire of Grimsborith, Imperial Commandant of The Imperial Army of Korkus, Lord Steward of The Northern Holds With the letter that is sent to the Numerian king, several chests of gold are sent, containing the worth of 6,000 gold. As thousands of men are recruited on the eastern reaches of the empire, new sounds come from the men… they are… singing? “Company! Forward! March!” rings the command from a senior captain in charge of drilling his new recruits. Each human and lithborn within the company, dawned in newly designed steel armor, begins his march on the left foot. Thud- Thud- Thud- racks the ground to the hundreds of soldiers marching in unison around the training fields. “Left! Left! Lefty Righty Le-o!” screams the senior captain to his trainees who land their left foot to the cadence. “Now! Are we ready to try it out?!” shouts the senior captain as he marches the company formation. In a brief and loud response the men yell, “Yes sir!” Breaking a sly smile across his face, the senior captain continues with a confirmation of an execute command sequence, “Left! Right! Left! - Left! Right! Left!” The soldiers had been trained in drill for months now and recognized the command sequence, they were about to do a movement. Several other senior captains and other officials who had been walking around the training field stopped to watch the formation. This was it, it was time for the recruits to show what they had done for months outside of their normal training, drill, and they would be damned if they screwed it up for their commander now. “By the left face! March!” shouted the senior captain, and in an instant the men shifted their steps in a pivot to the left. Hundreds had just shifted in a single command. “By the right face! March!” and again in an instant the men faced back to their original front. Inhaling deeply the senior captain approved and sung a cadence all the men had heard before and hoped to hear again, it was the chilling cadence that only senior captains who had been in the training field for a long time had the ability to produce. As if honey dripped from their lips, the men gravitated to the song. The trainees knew their part in the song, they were to keep their tempo and sing to each ending the same two lines. Now we are ready to head to War, Way, ay, roll an' go! Our boots an' our clothes boys are all in the pawn, timme rollickin' randy dandy O! Heave a mawl, oh, heave away, Way, ay, roll an' go! The chow's on call an' to which we haul, timme Rollickin' randy dandy O! Heave a mawl, oh, heave away, Way, ay, roll an' go! The chow's on call an' to which we haul, timme Rollickin' randy dandy O! Come break me balls, bullies, an' heave her away, Way, ay, roll an' go! Soon we'll be marchin' her 'way down the Bay, timme Rollickin' randy dandy O! Sing goodbye to Sally an' goodbye to Sue, Way, ay, roll an' go! For we are the boy-os who can kick 'er through. timme Rollickin' randy dandy O! Lookin’ to see that the enemy comes, Way, ay, roll an' go! Soon we'll be drivin them back to their homes, timme Rollickin' randy dandy O! Barracks 24 (120k) Monster (3k) Spreading of the forest within the empire (50k) + help from adepts and magi (myst 4) Medium Infantry 6,000 T3 (48k) Medium Cavalry 1,000 T3 (16k) Settlements 7 (35k) Northern reaches, they are settled on the coast. Farmland 8 (20k) Apology to Numeria for trespass (6k) Saved 3,100
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Nineteenth Post Kingdom of Bulgar Before Turn Population: 15,580,340 (7%) Cash: 201,000 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 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 After Turn Population: 17,449,981 (12%) Cash: 500 GP: 5k Eco + 3k cap + 21k city + 57k town + 51k pop + 21k merch + 7k trade + 2.5k The Last Rage + 48k manufactory + 6k Trade Deals + 15k Port + 3k point of control - 21k mili = 218.5k p/t Building: 7 merchants guild, 2 temple, place of worship, shrine, 2 church, cathedral, hermitage, monastery, great wonder, manufactory (48), Farmland (71), Market T2, Port 5, Trade Post 3, Prestigious Laboratory Previous Research: Properties of The Last Rage, Heavy Inf Merchant Guild 2 20k Port 15k Heavy Infantry 2,000 T3 24k Light Archers 8,500 T1 17k Light Infantry 6,000 T1 12k Heavy Infantry Equipment 2,000 T3 8k Monster 3k Farmland 8 16k Cathedral 40.5k Settlements 3 15k built in the west Barracks 6 30k The twins are birthed near the POI holy pond and dipped into the water with Daerin holding each of them by their ankles. The entirety of the adepts and magi are there, praying over the children as they are birthed and then baptised in the water. Adepts and magi begin growing the Greenthroat Forest into the empire’s lands, bringing the lithborn closer to their ties. Twentieth Post Kingdom of Bulgar Before Turn Population: 17,449,131 (12%) Cash: 219,000 GP: 5k Eco + 3k cap + 21k city + 57k town + 51k pop + 21k merch + 7k trade + 2.5k The Last Rage + 48k manufactory + 6k Trade Deals + 15k Port + 3k point of control - 20k mili = 218.5k p/t Building: 7 merchants guild, 2 temple, place of worship, shrine, 2 church, cathedral, hermitage, monastery, great wonder, manufactory (48), Farmland (71), Market T2, Port 5, Trade Post 3, Prestigious Laboratory, Barracks 6 Previous Research: Properties of The Last Rage, Heavy Inf After Turn Population: 19,543,027 (12%) Cash: 2100 GP: 5k Eco + 3k cap + 24k city + 66k town + 58.5k pop + 21k merch + 9k trade + 2.5k The Last Rage + 58k manufactory + 6k Trade Deals + 20k Port + 3k point of control - 21k mili = 248k p/t Building: 7 merchants guild, 2 temple, place of worship, shrine, 2 church, cathedral, hermitage, monastery, great wonder, manufactory (58), Farmland (82), Market T2, Port 5, Trade Post 5, Prestigious Laboratory, Barracks 12 Previous Research: Properties of The Last Rage, Heavy Inf Settlement 4 (20k) Barracks 6 (30k) Farmland 11 (27.5k) City Upgrade (15k) Trade Post 14k Factories 10 (75k) Medium Infantry 2,500 T2 (15k) Heavy Cavalry Research 17.4k*+15%=20k Monster 3k Adepts and magi continue growing the Greenthroat Forest into the empire’s lands, bringing the lithborn closer to their ties. Twenty First Post Kingdom of Bulgar Before Turn Population: 19,543,027 (12%) Cash: 256,100 (+2k last turn) GP: 5k Eco + 3k cap + 24k city + 66k town + 58.5k pop + 21k merch + 9k trade + 2.5k The Last Rage + 58k manufactory + 6k Trade Deals + 20k Port + 3k point of control - 21k mili = 254k p/t Building: 7 merchants guild, 2 temple, place of worship, shrine, 2 church, cathedral, hermitage, monastery, great wonder, manufactory (58), Farmland (82), Market T2, Port 5, Trade Post 5, Prestigious Laboratory Previous Research: Properties of The Last Rage, Heavy Inf, Heavy Cav After Turn Population: 21,000,000 (12%) (nerfed down) Cash: 12,600 GP: 5k Eco + 3k cap + 36k city + 57k town + 60k pop + 24k merch + 9k trade + 2.5k The Last Rage + 58k manufactory + 6k Trade Deals + 20k Port + 3k point of control - 24k mili = 259.5k p/t Building: 8 merchants guild, 2 temple, place of worship, shrine, 2 church, cathedral, hermitage, monastery, great wonder, manufactory (58), Farmland (97), Market T2, Port 5, Trade Post 5, Prestigious Laboratory Previous Research: Properties of The Last Rage, Heavy Inf, Heavy Cav Farmland 15 (37.5k) Merchants Guild (10k) Settlement 5 (25k) City Upgrade 4 (60k) Monster 3k Heavy Cavalry T3 4,000 (88k) Light Infantry T1 10,000 (20k) Adepts and magi continue growing the Greenthroat Forest into the empire’s lands, bringing the lithborn closer to their ties. Twenty Second Post Kingdom of Bulgar Closing the summary of the war with the Trve Chapel of Knauledge, a cleric inserts the prime copy of the book into a shelf within the Great Temple. Written in golden ink the tale reads: The One Day War In the year 1516, citing the weakness of the True Chapel of Knauledge and their lack of rule over the citizens of the Auld lands, His Majesty High Lord Relis Korkus sent an army under the command of his son Prince Hector Korkus to subdue the civilians of the Chapel lands. Thousands of lithborn marched into Chapel lands, their numbers over thirty thousand loyal soldiers. To oppose the invasion, the Chapel conscripted thousands of unwilling men to protect themselves in their fortified library, their numbers dwindling at seven thousand. Wishing for a quick end, and understanding that an unnecessary slaughter could be avoided, His Highness Prince Hector sent out a diplomat to the Chapel leaders requesting a parley. Chapel Monks, caring not for the denizens of Auld, sent a monk to speak on the terms of surrender. In a brief conversation The True Chapel of Knauledge allowed its population and towns to be vassalized by the Kingdom of Bulgar, on the condition that the True Chapel of Knauledge itself, and its fortified library, were allowed to continue as a neutral, independent enclave within their borders with its monks and knowledge remaining under its own control. Prince Hector, believing he had achieved what his father had prescribed for him to do, accepted the surrender allowing the annexation of over a million and a half men and women in a day. Relieved the Auld men who had been pressed into service by the monks were allowed to head back to their homes unhindered. With the agreement came the ancient city of Auld, the capital of an ancient empire and several economic resources the kingdom still uses to date. Ever merciful, High Lord Relis divided the lands of those who would have sought to undermine the conquest and granted the lands to lords who bent the knee. Most notable of the land division was that of House Tralen’s lands to the lords of House Ozark. A letter is sent to the inquistorial head, Head Priestess Taper Greenhand: Head Priestess Taper Greenhand, You are hereby charged in searching within the capital lands for heresies not inline of the teachings and religion of Grimsborith. Your task with the inquisition is to be supplied by two thousand five hundred dracma. Should your investigation upturn items of suspicion the crown shall supply more to the cause of interrogation and extermination of those heresies against Grimsborith. Given under crown approval you are allowed to use the tools you see fit, within the limits of discretion and secrecy, and use the chambers of the temples to execute this order. 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 Before Turn Population: 21,000,000 (12%) (nerfed down) Cash: 272,100 (+12,600 from last turn) GP: 5k Eco + 3k cap + 36k city + 57k town + 60k pop + 24k merch + 9k trade + 2.5k The Last Rage + 58k manufactory + 6k Trade Deals + 20k Port + 3k point of control - 24k mili = 259.5k p/t Building: 8 merchants guild, 2 temple, place of worship, shrine, 2 church, cathedral, hermitage, monastery, great wonder, manufactory (58), Farmland (97), Market T2, Port 5, Trade Post 5, Prestigious Laboratory Previous Research: Properties of The Last Rage, Heavy Inf, Heavy Cav After Turn Population: 22,890,000 (9%) (nerfed down) Cash: 100 GP: 5k Eco + 3k cap + 36k city + 66k town + 64.5k pop + 36k merch + 9k trade + 2.5k The Last Rage + 61k manufactory + 6k Trade Deals + 36k Port + 3k point of control - 27k mili = 301k p/t Building: 12 merchants guild, 2 temple, place of worship, shrine, 2 church, cathedral, hermitage, monastery, great wonder, manufactory (61), Farmland (97), Market T2, Port 9, Trade Post 5, Prestigious Laboratory Previous Research: Properties of The Last Rage, Heavy Inf, Heavy Cav Merchant guild 4 (40k) Port 4 (60k) Heavy Infantry T3 4,000 (48k) Light Infantry T1 3,000 (6k) Monster (3k) Barracks 18 (90k) Factory 3 (22.5k) Rooting out heresy with inquisition in capital (2.5k)
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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) secret moves
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Arya becomes Captain Crunch and begins her spin off series with the Marvelous Misadventures of Flapjack to find the Candy Island west of Westeros.
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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)
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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)
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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)
