Jump to content

Dtrik

Member
  • Posts

    596
  • Joined

  • Last visited

Everything posted by Dtrik

  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)
  16. 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)
  17. 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
  18. 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)
  19. 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
  20. 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.
  21. Accepted! I will created an updated map in a bit containing your guy’s info!
  22. Fifth Post Kingdom of Bulgar Gold is shipped to the several leading merchants of Wilpont, they begin to establish a merchant guild within the city. Hundreds of Lithborn begin to be drawn to being merchants within the city. New merchants petition the crown in several delegations within the palace grounds… “My king, most noble of all lords, ruler of all Lithborn and First Magi of Grimsborith, “ spoke one of the merchants from Wilpont, “We have come, as heads of several merchant families to request a sponsorship from you.” The High Lord seated on a simple throne, rose his eyebrows at the merchant delegate, “And you have come to my court wishing for?....” the king spoke. “O’Lord we have come to request the sponsorship of your hand to delegate to us the title of gentry,” spoke the man, his head bowed to the high request. “We have returned the crown with profits unmatched by any kingdom known to us and hope to-” the merchant delegate is interrupted by the king.. “You have returned what the crown has gifted you, do not forget that most grateful trader.” The noble troubled, stumbled over his words, unable to speak until the king did so, “But I do understand your qualms, you have led your guilds well and have provided a return to the lands as well as the people with the wealth of your service. To this I congratulate you.” The merchant paused and thanked the king before the king continued, “As such, I will not grant you the title to be a full peer of the realm but I will grant you the noblehood of gentry. Continue to serve the realm and one day your families may seek a higher status amongst thy peers.” More farms are established across the realm to provide for the thousands of lithborn seeking food. Hundreds of food stalls are created everyday across the kingdom selling the finished harvests of potatoes, wheat, figs, sugar, carrots and other foodstuffs. Happiness remains constant and some of the gold provided to farmers to expand plots, are added as prizes to those who can harvest the most crops in the seasons. In conjunction with this growth, Titanhold becomes a town in which several new gentry establish themselves leading to a sudden influx of gold. Old noble ties repay their debts to the king and the coffers leading to the economic advancing of the kingdom. Before Turn Population: 5,263,389 (5%) Cash: 43000 (+2500 from last turn) GP: 5k Eco + 3k cap + 3k city + 15k pop + 9k merch + 3k trade + 2.5k The Last Rage + 1k manufactory - 1k mili = 40.5k p/t Military: 2500 light Cav, 500 Light Archers Building: 3 merchants guild, temple, place of worship, manufactories (1), Farmland (11) Previous Research: Properties of The Last Rage After Turn Population: 5,526,559 (5%) Cash: 4000 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 Built merchant guild: Wilpont (10k) Built 6 Farms: 5k*4=20k Titanhold becomes a town Recruitment of T2 Medium Inf: 1500 (9k)
  23. 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? Rules Cultures to choose from are: Danes | Celtic | Anglo-Saxon Religions to choose from are: Cult of Druii | Christianity | Norse Your culture is a general majority of your populace but does not constitute it as an overbearing majority. Each player is the status of a High Chieftain/Petty King. You can choose any culture and any religion. This game will be heavy on diplomacy between players. Areas not occupied are open territories that could possibly be filled by players or NPCs at a later date. Each player gets 1 city as their capital of your choice. Your city can be placed anywhere on the map within your territory. Each plot gets 5 towns to place anywhere with your choice of naming. Towns and cities do not produce gold themselves, instead the population of each determines their income, this equation is determined by: Population/1000=Income Investments into cities and towns are required to allow continual growth, you can also expand to create new towns at anytime but that can come at the drawback of easy raid targets. Your capital starts off at 200,000 population and towns have 45,000 population. Multiple builds can be built and contain different bonuses. Troops have their own block for costs and maintenance. Trading is a useful asset that provides 20 gold per partner that connects to their border. Navies maintain an upkeep based on the type of ships. As this is a pretty early time there are a few ship types. (Triremes, Longship, and Sloop) Triremes are good navy versus navy ship, Longships are transport ships that move troops and are the core of raiding, sloops are scout ships that can recon. Starting off you get 10 points to put into different categories to give you a start game bonus. -Gold: 1 point = 200 gold -Heavy Infantry: 3 points = 1 Heavy Infantry Unit -Mixed Infantry: 1 point = 1 Mixed Infantry Unit -Ship Package: 4 points = 2 Trireme, 5 Longships, 1 Sloop -No Unit Maintenance For First 3 Turns: 3 Points -Extra Population: 2 points = 25,000 Map (Scotland and Ireland are not available for picking) Copy the image, fill in your spot, and post it. Join The Discord Here Application Culture: Religion: County Name: Brief History: Ruler Family: -Crown Ruler -Crown Consort -Crown Prince/ess -Prince/ess Possible Internal Rivals (Please name 3) 1.) 2.) 3.)
  24. Fourth Post Kingdom of Bulgar A massive celebration occurs in the city of Wilpont. The hundreds of thousands of residents cheer as a noble council has deemed them worthy of the designation as a proper city. Thousands of gold pieces were invested in the town by both the crown and the nobles to strengthen the realm economically. An annual report of taxing states that the city now produces a decent amount of gold back into the crown’s coffers as well as potential areas of interest in the city for expansion. Several adepts from the royal court arrive in Wilpont doing minor acts of faith. Simple farm expansion continues as the populace demands more food from its sudden growth. Nearly every lithborn seems to be content with the new treatment as food seems to be one of the few issues the common lithborn can ignore. New jobs are created from the population expansion allowing the Kingdom of Bulgar to be the first kingdom to hit a population of 5 million and have one of the largest economies of the world. Hidden to the north and relatively isolated, the people of the kingdom often live peaceful lives enjoying the natural beauty of the northern plains. Slowly the burgeoning empire enters into a golden era under Relis. A new settlement by the name of Titanhold is established on the eastern border. The populace is kept close to allow for quick transportation of goods as the north is open for movement but also open for bandits and raiding. Before Turn Population: 5,012,752 Cash: 37500 GP: 5k Eco + 3k cap + 3k town + 15k pop + 9k merch + 3k trade + 2.5k The Last Rage + 1k manufactory - 1k mili = 40.5k p/t Military: 2500 light Cav, 500 Light Archers Building: 3 merchants guild, temple, place of worship, manufactories (1), Farmland (8) Previous Research: Properties of The Last Rage After Turn Population: 5,263,389 (5%) Cash: 2500 GP: 5k Eco + 3k cap + 3k city + 15k pop + 9k merch + 3k trade + 2.5k The Last Rage + 1k manufactory - 1k mili = 40.5k p/t Military: 2500 light Cav, 500 Light Archers Building: 3 merchants guild, temple, place of worship, manufactories (1), Farmland (11) Established Wilpont as a city Previous Research: Properties of The Last Rage Expanded Wilpont to a city: 15k Built 3 farms: 5k*3=15k Built settlement Titanhold(4): 5k
×
×
  • Create New...