Jump to content

Dtrik

Member
  • Posts

    596
  • Joined

  • Last visited

Reputation

330 Incredible

About Dtrik

  • Rank
    Only Black Dwarf
  • Birthday 12/23/1998

Contact Methods

  • Discord
    dtrik #2019
  • Minecraft Username
    Dtrik
  • Skype
    dougy98

Profile Information

  • Gender
    Male
  • Location
    Ohio
  • Interests
    You bby

Character Profile

  • Character Name
    Dangren Starbreaker
  • Character Race
    Cave Dwarf

Recent Profile Visitors

15822 profile views
  1. For accounting information, Accepted, you are the son of Gardath Starbreaker.
  2. was told to Like and comment so liek an coomentj
  3. I only rp with halflings because they are the only ones that respect thi$ bread.

  4. 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
  5. 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)
  6. 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
  7. 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.

  8. 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)
  9. 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)
  10. 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)
  11. 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)
  12. 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)
  13. 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
  14. 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
  15. 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)
×
×
  • Create New...