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Dtrik

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Posts posted by Dtrik

  1. Upon the recent trial of dwedmar within clans killing, I now ask the crown, to what extent does the crown demand internal clan issues to be under the power of the crown?

     

    As citizens within the kingdom, we, through popular sovereignty provide the crown the power to operate and assign ourselves to behave in accordance to the articles of the land so much so that even the crown may be subject to them from time to time. We clans who provide the crown the ability to operate, I ask onto the crown powers, to what extent does each clan have the right to enforce the rules of the clan both written and unwritten within each clan’s culture to operate in such that punishments and laws within such are enforceable by each clan?

    Does a clan have the right to impose the punishments that each clan member assigns themselves to by claiming the clan name of such clan? Though as the crown powers assemble to properly judge an individual within a judgement by the High Court, the clan should then as well by the same powers empowering the crown to operate through popular sovereignty to then enforce such clan customs onto it’s clan members. To this I must proclaim that therefore in a proper trial by each clan, they retain the right to trial such clan members to the punishments within the clan even unto the extent of an expulsion and execution of such members.

    As this is a recent established working of the government, I believe the crown should respond to this and furthermore establish legislation onto the topic of clan rights within the lawful articles of the kingdom.

     

    Dangren Starbreaker

  2. On 6/19/2019 at 6:52 PM, Prifter said:

    Application

    Name: Grugni

    Username: Prifter

    Character’s age: 196

    Biography: 

    Grugni was born to a blacksmith and his miner wife. At a young age, he was taught how to work the forge and mine the necessary ores in order to accomplish his craft. For his Trial of Creation, Grugni forged an axe made of pure iron with a seasoned oak handle braided with rawhide,  which he still carries to this day. In the following years, he began forging more and more, understanding that to honor his clan’s tradition, he must become a great blacksmith. Considering his growing interest in armouring, he began writing a book on various techniques an armorer must truly master to elevate his craft. In this book, he wrote about techniques such as planishing, the importance of the safety edge and the ideal heat colours for various metals . The part of the book that took the longest for Grugni to write is the segment  about metal heat treatment techniques as he traveled far and wide across the realm to consult many blacksmiths for their opinion on the matter. 

     

    A few years after completing his Trial of Knowledge, he witnessed the War of the Beards, luckily escaping the war with his life. He fled Kal’Tarak with the rest of his family after the fall of Kaz’Ulrah by the hands of the Coalition and would join Agnarumm with the rest of his clan. After settling in Agnarumm, he heard legends about a forgotten craft named Golemancy that can only be taught by a master. Even if the legends spoke about an excruciating process to learn Golemancy, it sparked something inside Grugni. He swore  that one day, he would find a master of Golemancy and prove his worth to Yemekar.  In the search of knowledge to become a master smith and perhaps more, he joined the expedition to Arcas and settled in the city of Kal’Varoth where he resides to this day.

    Ancestry: Unknown.

    Discord: Prifter#9804

    Skin: 

    dddd.PNG

    For accounting information,  Accepted, you are the son of Gardath Starbreaker.

  3. Dangren would pen back to the clergy

     

    You have stated many things but yet none actually address the subject of the validity of Grimdugan as stated within the first portion of my thesis. There is no light in which Grimdugan can be seen as a holy creation of Yemekar when Armakak is the entire aspect of mercantilism, wealth, cleverness, and the rest while Grimdugan is a corruption of Armakak, being greed, thieves, and shadows.

    Also toward your cause of stating a tribute to the Brathmordakin, let it be known that of all the dwedmar who worship the Brathmordakin, I am the only who contains the holy power of the gods. I shall decide what tribute I pay toward the gods as they demand of me, not of the dwedmar who switch titles around and make positions when it suits them. When the dwedmar properly worship the gods then they shall receive gifts not bound to material wealth. Within my soul I am attached to a god, their essence flows through me. The dwedmar carry wealth with them through their days, I carry the spirit.

    To reply to your statement “Now by extension, I ask what does one need to create? Materials, to be sure, and would not the people of the Forge-Father not be entitled to the best materials for their crafts? Would it not be an immense blessing, not a curse, to have an affinity for gathering materials of great value? I think any dwed who does not actively seek to dishonor Ogradhad by denying common sense would be able to agree to such a conclusion that greed is not inherently wrong by any means, and in fact is a blessing.”

    You confuse the aspects of Armakak for that of Grimdugan. For you state the generation of wealth and then call it motivated by greed yet the worker forging the item does not do it for greed but to generate his own wealth for that is his job. You then state that the curse of Iblees of greed to be a blessing. Which, as I believe, would be the treadings onto true heresy. This would lead down the path of questioning, there  must only be two outcomes, Grimdugan must be a puppet of Iblees that continues the cycle of greed within the dwedmar or if Yemekar truly made Grimdugan, then Yemekar cursed the four descendant races as he created the god of greed meaning he cursed us with greed. By this I would rather assume Iblees controls Grimdugan over our creator dooming us with a curse. By the warped logic you state, you would be implying Yemekar created the curse which is why you see it as a blessing.

    Finally, it is the wisdom of Ograhad in which I question the validity of Grimdugan, not by clouded sight. Why should one pray to a god of greed when one can pray to a god of enterprise. Armakak can be seen as a balance toward wealth. It is plain to see that Armakak supports mercantilism but in moderation, as long as both parties are satisfied. While Grimdugan can be seen as a tipped scale, in favor of the one who wishes for more, who takes advantage of one party so that one is satisfied. 

    Dangren Starbreaker

  4. On the Godhood of Grimdugan

    To the dwarven clergy I write this theory questioning the validity of worship to Grimdugan. There has yet to be a sighting of the Brathmordakin member known as Grimdugan. We acclaim to know of his existence yet when we ask for prayers to be answered by him, by our greed, does that truly enter into a god's mind for answer? If Grimdugan's aspect is that of greed and wealth, and our curse set by Iblees is that of greed and longing for wealth, does that not make the existence of Grimdugan the effect of a curse? Truly Grimdugan must either be a cloak of a dark god we give power to through prayer, the creation of Iblees to prolong our curse indefinitely, or the physical manifestation of our intense greed causing a curse to become a being. 
    Grimdugan's existence stands opposed to Yemekar and the balance he stands by. If Yemekar is balance, Grimdugan is excess. To abide by one is to disagree with the other. We believe that Grimdugan is the god of Greed but we do not know of his time of creation nor is he tied to any other god in any other race's pantheon for they do not have the curse of intense greed as our's. We inheritted the worship of Grimdugan from that of our Ironborn rulers centuries ago yet we know that they were impowered by Iblees' servant Khorvad. 
    This then leads me to presume if Grimdugan is excess, and Khorvad is power, what is to say that Iblees is not the leader of the corrupt dwedmar pantheon with Khorvad and Grimdugan as his aspects. 
    As we have seen before, it is not hard for a godly aspect to be able to hide their true colors with masks. From this I would ask the dwedmar, we must investigate the legitimacy of Grimdugan for if he is greed and our curse is greed, why must we worship a curse. What is the founding of Grimdugan, was it gods that made him or was it our excess greed that created this god?

     

    Dangren Starbreaker

     

    ((Those who wish to respond, please do so in writing to this for easy documentation for the clergy and to prevent nonsense tangents.))

  5. Dangren reads the paper and then stops reading it, he then rereads it and stops on the second line fifth word, he then sets it back down.


    Dangren – The First Horseman, holy paladin of Xan

    Charles – The Second Horseman, champion of war

    ??????? – The Third Horseman, famine

    ??????? – The Fourth Horseman, sickness and death

     

    The horsemen of the apocalypse are coming... be prepared.

  6. I wish to call to court Garrond Frostbeard in a lawsuit due to the kidnapping of a foreigner and the purposeful torture of such individual with intent on enslaving.

     

    On the date of 16th of the Grand Harvest 1757

    Garrond Frostbeard, employing the use of the grunt Dein Frostbeard and the human Patrinus, kidnapped an unnamed female with intent to enslave after kidnapping and torturing under the pretext of the woman being a dark mage without proof. When questioned about his intention with the woman who was unable to be seen but was heard being gaged and tortured by Patrinus. Both I and Tormir Starbreaker questioned Dein Frostbeard on what he was guarding after we heard the female’s voice screaming for help, and when Dein denied the request Garrond Frostbeard stepped in and threatened to fight me. When I questioned him under what authority he was acting on, whether it was his clans or the legion, he stated it was both. When told I was a practicer of holy magic so I would be able to determine if the woman was a dark mage or not, Garrond sought to fight me again. Being a man of holy nature, I declined to shed any blood and concluded that I would seek do process for this action in court. I am suing Garrond Frostbeard under the charges of:

    Image result for dwarven jury

    Section 6

    Indecency
    1.1 Indecency is the crime of intentionally or negligently offending a citizen of Urguan by expressing non-political speech which a reasonable person may consider morally repugnant.

    Vigilantism
    3.1 Vigilantism is the crime of unnecessarily undertaking law enforcement without legal authority.
    Slaving
    6.1 Slaving is the crime of unlawful possession, transport, sale, or purchase of enslaved persons.
     

    Section 5

    Harassment
    1.1 Harassment is the crime of persistent harrying of or hostile towards a citizen of Urguan despite multiple verbal warnings.

    Impersonation of a Public Official
    3.1 Impersonation of a Public Official is the crime of assuming the identity of a public official of Urguan or another government, assuming a title to which one does not have right, or falsely acting as a representative of a public official of Urguan or another government.
     

     

     

     

     

     

     

  7.  

    Twenty Third Post

     

    The Holy Empire of Grimsborith

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    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.

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    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. 

    dNdGh6yF1NV5M8lg58XgN5zvSBIWGyUzZhAYsDv3bj9Csv0tuZKBPWrIVVGdbkKRYeZW08God82EA3xYDULmSHBS8YEVKIQjn3E1U96buWliZ5zOcGTNPkOWAGobfsHWNt-jwUiJ

    “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

  8.  

    Nineteenth Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    Bv17mTjoAiDLoRSQVKLpmS38UWHnXfEyw28dC6H6gHng2xPi4U6jlE4yq84mAtLN6M2F4iAUHVxM5Nd3FEZoKA7zbVYPsKhJCz56iJ8FNuoIQdgZlv2IyZtgHfY-BICE6RL1zMkH

    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

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    _LDEQdZCU6sBaB6A6HIRbBY5hwC6zREY3Pt4WgF_h-zUH0I1E0aDsoQxVMhi-k4dYbt-LWqb-a-gA-HM2X8dNoA4s7N-AQqEFqDtxNnX5zg3bm4Mh3VnGROcXRtJgehQb6WQD8GU

    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

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    X-9A80NGJIkNt7ktqFakdU2KzCvyd-d9eeJRL8_3USHgZ-E4hJS5EgvCazrl54IaBE2qjIc4WcVEHPvQ7iWf24ktn89Q_5SDe8dgacKtPR7e_6lXXqYoZZ2BpM5ehcNc9BK5Tglk

     

     

    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

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    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)

  9.  

    Eighteenth Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    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 

  10.  

    Seventeenth Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    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.

    Kk1EWn2Ek0RgMRoayvLXvu_gX1qsp2yBlMCGD5wVO0Apr5-ARKUCxrkuFidBM1e5mrIjWJlkb26Rt-Xva1f62kFRNtH1xMZzm7qPj9O3sCxF4o2NUMscOP9IZulb8fRxj09zLdNz

    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)

  11.  

    Sixteenth Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    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.

    mpTGAIDYpETrrskZFC2m4Q9-WfIxJu1QNFSeV8ONTlnz2NV62a55nWlzRvT6dfsAPtjA7kp0Lec2g2AYKGHlttLmxeSy5YpKWhD6CDpmc1klrUkrpNgVGNtqP1Bv7lPk-o01BjWp

    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.

    IIqOm4qJYuWuhZMlDJjPvqSyhzXL85sAXwLlkMhm-H98RfgiU28rLfC3Buw8R29via5J0SmVVNrKBaCcyNNCyPpTvGos4u5fPbPDFUKrj6-oUQIeRSRsGno40IGSFLpZ_Y6zYJSO

     

    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)

  12.  

    Fifteenth Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM


     

    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)

  13.  

    Fourteenth Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    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.

     

    8mZlCrREhnXLaB5lov5Pjv4p8cX6Ulag1ceO2BvLG0FG9Etx4q8smDzxESQZBeRdKVOogFmqkmW5t5sVJxiBCJsmYO3HuZNFKkD0-EXr70Z9YWvzuPmLCnm9Pf8NxsdbkGVuYX6l

    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)

  14. Twelfth Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    ((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

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    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.

    o7FHp3FIdnvXxh1e2CQKKPcFPV_FyR-rGjsjvOaybz9awe7QSyhDGwYyJb7pwtFlRINRuRk_UYEduLRuKrftjTxjXFE2Okmrcv5nYjm_AfItAcevCeGY4-HLuhUso-hVUdjoxj9A

    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.

    IbC1d5YRkRHKHb0mJYjevQ-8V4Xi4Q6goevpsywbRth5qu-S0l-OYE2JVLYj9NDizL5nwzXxCNm-NOvCQ3OLyRntesTCyCYHU7mqemr_qL7-a-5Ld6W-O05FUPxmxXVn39wSjwUE


     

    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)

     

  15.  

    Eleventh Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

     

    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

  16.  

    Tenth Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    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.

    _Z4Gl7V5mCiBchOUfmTzdoqRuHlv1TeDjdBhdsGeHe3xTBfj2vG6-CZqMXFVkVbRqW2ix5Lygw3IZ2w0A3J_TlQuUD6q60koCjOiEnzkVNTDrjZ0X56iMVC77YEEPxXcUyrfLatD

    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

  17.  

    Ninth Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    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…

    VLUdiDYuQ0OzmsT5XP5dOhDNqzEXPcHpgGqMGoHuj3GnbnXVWykD_OT1V0Y6vCFnlsAxlT3FcRTbU6cX6UPezOuU8qxfBSzFF702B-85Uo6P1QLuJR-uuMEwzVsk6DsXMcgTYWs0

    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.

    TEHgfbJAEIA5hccf39B50qUU9MBA44n4Hj0-OGXqc0R4wb_Fw-PkA5jONeY3Me94pfk92fSJZzBB1cMp9_SxoXgW0LsbTQhmDKNXWSJAJMq1f5mAIdl3N3ToCm4vPhxbFihlYFsk

    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)

  18.  

    Eighth Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    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.

    HAgetSIDXGun3Moh9grIMGfq2NWLTUlldU6g5oisDwrTOXKIx2KOGTTpGIQJJ-R_4DNW7tZUe640ExsEINymlhSNdCEXuRLLyvy19dUxHK8B_t_kKpY5qElg6DB4rOYWRfoSJ6wA

    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.

    NxllnUErowBRTFVkR8XXBxnPR85Gm8kgy4f0q71sVXozk-lLSvjn8TczsoTItvp_i0kNkuRma_3OQV9y8PZFJp09d3e7rLALREdZjgd7Fj_DzsY2RSB_EHOVE6tI0p2JCa_0boeG

    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)

  19.  

    Seventh Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    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.

    8KqygEwByzU8HuXjm1iy-wh9OJTZpsODBVLR5W6PcrL3_4L32AWTt2rz2-DQ3b_GDbTtGC0Z92WTkG7TuXjlt0XNnuyj6OnbiPY0VhqkuZOAz8pJpC8oUseFEo-RkSidqTGC4zzF

    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.

    AhI-GeOJDKmG6YHlI3BjLZOujIdGDkyyBOKWXIhvdGp52j3y6ffqxDcVKdFU1K6fRb4TPuwnFNumka1le7S2H7_XQOBXx3lZFAiIzEvHoSn6NJrLA7NdzbR021YlWtUrebrFXleY

    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.

    P3HCmzXmzLTeSvf_WJoYZuOwt1FxwpiwiP9c4jOZkH5zMY3qd6DkDYSUf-STwwJJivB6Msa4ljo8nM6PpBkeClNjdQqDmwSyl2BVzlGepFc7MMLeO9PfJ9MPk9uaWmbgWSgHNkpB

    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

     

  20.  

    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.

    Rt1PSqqDqCZCAwDV7gK_IWMv7gi3mURYYKLEfxqY7vyyhbzJsTwrtkaqv8ERfDLme0NNp0l6-wAm1p2hu27m3AKefPO4YOIVj8YGcWpE4TOqAp6-KkCVB-70Oy2-qOd9jKLD0QFr

     

    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.)

    sz5K6rOag4SyycJkKD919V4C-x4cKFtJH70mOBv38qkJ6zIzhtTZxD_KwF0u-u0uLpIBpBf91SEyEPbD39miV_9Dnn69dCAXvRREtqe98T3IrmPb20pYurRTuIexUcSrHtZ6MIkZ

     

    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)

    rBJ5SLH--_9ZLfEJUi4VHcE28_awGcs780Tha-BpwZqMXfDDqdR0dx2YbklFpBfzFRBQzoiLSAO6vy8XQhrvLLuEkf_cP0xZZqbJbWzwTVdd4TOZYcUlMuHWrh5otuxm_RuxRYuj

     

    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.

    Rwv3csHKgn2pPh5TXuybpvCsh5UN1BUKXxbQkRUERX_H_gqkbfbt7ZjT1KW0SNTDx8szQtXDNiExolN69NnnVIy9PKDPlx5tNX8CBDaNIfCvYHQaSbWxbWR64G2cvcdgZdV7vNUV

     

    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)

    3BCbTpjNgaLyfwtUahmyTvt0vtHf9dXUvGC5KyLD8L8QG9TAf--eil2hc11qNSY3zg0wA6PDzFZxIsEkDSgW9eAkEnYs5I1fCkYhUV1c6lfCrNGVlYEDseg7CXgT1Ez8wzARxyRz

    Spoiler

     

    Extra Event

    You can attempt to persuade the traveling monk ship to become established with you. PM me the amount you wish to invest in them BEFORE you post. All investments are lost once you tell me how much you invest.

     

  21.  

    Sixth Post

     

    Kingdom of Bulgar

    Q5Pc-3dMdcM8BmPAUxjtal0lnpx5PQUsB5Q3ebOEZxAHfNW_rMAweT9o_d5ibrfL6NKpErvrQJuhjDblsOSBp_AEfRBMqxmMex8Fbp0RukBVY6XqdYOVOdtoGjy9RUYMf8GbmQwM

    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.

    sH8lrje5rIAZilsKVGuOADMmjpiJGjjdGY25VGrUkNf4o442vrRBcmgHwrM_vbOvbxqDL9CpGoAsNcHG6X4W7C3Dry5lYsIkMs5BWY9OmLS_lIp56SoAbYm8F_6b3hZDsWBDRWKs

    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.

    qayxKiS5VRAd_-RqPaSBecY-71oJ3psuUtFYpETtvdx1MPhpo7atFXjcfHg5oFwtQj7A-vtyuShOEfg689QJ-odoFyW6weEUqrFg-YUa-2iETmKAiur9dVck9RMq88KygZCbbJEH

    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

  22.  

    Always War

    egUvi52lkY-yJy30uW-Ckj7X-UVmc-qLAYClkp-zetcdHK3rP7CjG54UALFFbIrpDnUSO1alqYrqKFMoUoDPk_gV7npj-v9eK6X2-hkoyjFgkWRxOB3uYNSnNJogA8ap3Za9f4oJ

    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?

     

    PFyZZwT-oKmfmCnEvNghsLaN5nq9zVlCnpR04xKhloGAbQSdFuB-m6yAhnrdrKxkSJoNEwYb4wDg1GRMQ1XI7qDolHxpTSR7DZD2p_lPRuEZufHQHVyb0wElQ9FYW12ddIL-ru3Y

     

    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!

    -ZVlsk_Gi7vGFPGfQ6usoeIOeEJT1qJX0x0C3g1UaTsrRpr5J2zdACGXuzYS58Oz1N6mS3Z_jtCSzZOQvQwjwDV8SkKH-bz7fj0SZDM0AKbOMCdbTuSSl3PO9jPc3smWSZ4GL73r

    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.

    yvqzvt7ZlHkzQttFAQtidC1_x08lvkkqsJHrjkM2fv_W9KRLRgCCnKqa7JKpkBMiJ_90ZDt2FeIjLCtbMe3v4qh3bRPlI4r__NQYhJqkm4WkerpGa_0B-FFAAUpHewDfhGgbX00M



     

    7Qf-Lqt6a9YZMOhLl-ITR6FvHWOkDuYrO7i7FpP06F8-liDBE0TuP5Qfuvj3dhgiv21dsuWh7SICv4ujQQYr81bDBbhAI2WcihMAMzmsau0DSwUnoAQAuZCcqJiviREpo5yC4bXw


     

    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.

    ngVBMZECqKH4Kc3Xv4aftjRhouCokLrm15MAsKf8yYUGFgtAHo6qSvzuKO178fmT5oGVxj8B0jkFFWChsxyE3Udhc4c-UUXeOg8y2FIZ46QAsgD8a0CiGTVqjReyK7IPnlpT8YTK

    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.

     

    Spoiler

     

    Spoiler

    Since you guys are new to frps you can format your posts to the template below. This is not to be a 1 for 1 copy but to allow you to get a rough estimate on what I am looking for on a post.

     

    Roleplay: (In the county of… lord…. Calls a council of his minor barons. The lord stands before his court assembled, “Men, it has come time that….”) With a decent amount of rp

    [insert picture] Should be relevant to the actions taken

    Roleplay: Just add more roleplay

     

    Summary of actions w/ costs:

    -Built 2 vineyards, 1 stable

    Any other actions w/ costs

    -Sent 200 light infantry to reinforce w/ baron Torik’s army, paid each man an extra small sum of gold to boost their morale, 30 gold.

    Total Buildings w/ revinue streams and maintenance costs

    Population/1000 = income, income + any buildings

    385,000/1000 = 385 gold + 20 from trade w/ the county of Haplin + 60 from 2 vineyards = 465 gold (You use the gold income from last turn to finance things on the next turn, so this 465 would be your income for next turn)

     

  23. 1 hour ago, UnusualBrit said:

    Culture: Anglo-Saxon

    Religion: Christianity

    County Name: Wessex

    Brief History: The Kingdom of Wessexs has existed for a few hundred years, and a few years ago it’s existance was threatened by the rise of the Kingdom of Guthrum. The crafty Danish King had been losing the war against Wessex until he employed a master stroke; he bribed the noble men of Wessex to remain quiet when he attacked the capital of Winchester while the people of Wessex celebrated their christian festivities. This plan worked and he caught the city off guard, capturing it easily as well as Alfred the King of Wessex himself who had failed to escape. Guthrum executed him and declared himself King of Wessex. He held this position for a few years until Alfred’s son Edward seeking vengeance rose up in revolt and defeated and killed Guthrum and his supporters on the field at the Battle of Winchester. The Kingdom has been deeply troubled yet this young King is ambitious and seeks to conque r the remnants of Guthrums former Kingdom.

    Ruler Family: N/A

    -Crown Ruler Edward the Elder

    -Crown Consort Ecgwynn

    -Crown Prince/ess Aethelstan

    -Prince/ess Several 

    Possible Internal Rivals (Please name 3)

    1.) The Barons of Wessex, while many of the wealthy lords who had betrayed his father who had been slain by the Danish King Guthrum were defeated at the Battle of Winchester by the young Edward along with their new King, then subsequently executed. Many powerful lords still remain and this is still a grave issue threatening the young King’s position as King of Wessex. 

    2.) Edward’s cousin, Aethelwold the son of Alfred’s brother.

    3.) The Church, the Church may not always agree with Edward’s policies. Though their support in these matters is paramount, Edward must find some way to secure their support. 

    edited england.jpg

    Accepted

  24. 2 hours ago, Cpt_Noobman said:

    Application

    Culture: Anglo-Saxon

    Religion: Christian

    County Name: Dabington

    Brief History: The Dabington family stretches back many generations and the current generation believes that their ancestors have always posessed the land on which they now reside. Several ambitious counts have arisen in the past and expanded their territory and influence only for their successors to lose it once more after their deaths.

    Ruler Family: The Dabingtons

    -Crown Ruler Reginald Dabington

    -Crown Consort Alice Dabington

    -Crown Prince/ess N/A

    -Prince/ess James Dabington, Reginalds first child, he is currently 8 years old. He is a bastard son of Reginald but that is not public knowledge. Alice is aware of this fact but acts as if the boy is her own. Although she loves him well, she has refused to bear any children unless or until she discovers who the boys true mother is.

    Possible Internal Rivals (Please name 3)

    1.) Mayor of Umbridge, a popular town within Dabington that pledges loyalty to the Count but often acts autonomously.

    2.) Arthur Dabington, step brother of Reginald with a weak claim on power but ambitious nonetheless

    3.) Victoria Dabington, Reginalds step mother, Arthur’s mother, widow of Reginald’s father Alexander. She was Alexanders second wife.

     

     

    edited england.jpg

     

    1 hour ago, lucasking321 said:

    Application

    Culture: Celtic

    Religion: Christian

    County Name: Nostrilville

    Brief History: Nostrilville was founded by Lord Jundi Honker, He claimed the county by slaying the last rulers of house Mouthal during the year 876. Despite being a land of common farmers the people of Nostrilville tend to be very greedy. 

    Ruler Family: House of Snot.

    -Crown Ruler Samuel Burgen Snot III

    -Crown Consort Lysa Biggen Snot

    -Crown Prince/ess N/A

    -Prince/ess Prince Thaldorn Snot IV, is currently 19 years of age, He was the only child and so he is very spoiled and brat like.

    Possible Internal Rivals (Please name 3)

    1.) Mayra Earmor, The Mayor of Burgdorp a small town in the west. She is a 76 year old women that often steal from the poor.

    2.)  Doctor Drip is a known madman in the town of Snottingham.

    3.) Coufen Dorling is a small man at the height of 5’0 ft he is the shady  fourth cousin of Lord Jundi Honker.

     

     

    4e46330b3f327303cb9472366a2a3853.png.561c804fc1a7c4e58a9804683dcb11a3.png

     

     

     

     

    50 minutes ago, bov61 said:

    Application

    Culture: Celtic

    Religion: Christianity

    County Name: Dundalk (Dún Dealgan)

    Brief History: Named for the capital city, the county of Dundalk had only been united under one ruler for two generations, but that century has been one of prosperity and relative peace. The warlike people have since grown into farmers and craftsmen, with their main exports being fish and woodwork, but will still take up arms for the defense of their homes. After a recent tragedy, the county is left to the young petty king of fourteen years, King Daniel Tíreachán II

    Ruler Family: House Tíreachán

    -Crown Ruler: King Daniel Tíreachán

    -Crown Regent: Queen Mother AIleen

    -Crown Consort: N/A

    -Crown Prince/ess: Niall Tíreachán

    -Prince/ess: N/A

    Possible Internal Rivals (Please name 3)

    1.) Cormac Tíreachán – Brother of the late King Daniel Tíreachán I

    2.)  Niall Tíreachán –  Younger brother of King Daniel Tíreachán II

    3.) Quinn Pierce – Mayor of the city of Dundalk

     

    Map- https://gyazo.com/a28ad8bf236e20c3a6c5b592525e50a0

     

     

    33 minutes ago, sneakybandit said:

    Application

    Culture: Danes

    Religion: Norse

    County Name: Hamgormany

     

    Brief History: The people of Norgormany left their homes in Denmark after the local jarl ordered their leader banished for not providing enough pork for his army. Using what money his family had built up over the years Hamri Saltinsson hired warriors along with ships to take them to their new home, England. The winds were favorable and Hamri was able to make landfall and after one decisive battle Hamri slew Lord Cuthwulf and claimed the land as his own.

     

    Ruler Family: The Saltinssons

    -Crown Ruler King Hamri Saltinsson, the current ruler of Hamgormany, he is 45 years old

    -Crown Consort Queen Yri, Hamri’s wife, she is 32 years old

    -Crown Prince/ess Bacun Hamrisson, the firstborn son of King Hamri, he is currently 13 years old

    -Prince/ess Chup Hamrisson, the second born son of King Hamri, he is currently 9 years old

    Possible Internal Rivals (Please name 3)

    1.) Wiburt, the nephew of Lord Cuthwulf and claims the land of Hamgormany, much of the land’s Christian population support him as their true lord

    2.) Bob, a local peasant with a silver tongue who travels around the land trying to convince the peasants to rise up to overthrow King Hamri Saltinsson and establish a democratic state.

    3.) Beffri Saltinsson, Hamri's half brother who traveled with him to England, he is known to be very ambitious

    4b7c01288d96e5634c5881054db9b040.png

     

    Accepted! I will created an updated map in a bit containing your guy’s info!

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