Round One, Turn Two
1079 - The Jarl of Finster arrives, sacking the City of Verona and establishing his own Jarldom in Albion.
1081-2 - The Sack of Sitra:
- During this conflict, several minor nations switched sides in treachery to the Kingdom of Primeria.
- The Conclave of Sitra was destroyed following a detente between powers over the invasion of Finster.
The Sack of Sitra was a close-run thing, and though lauded for his victory the Jarl of Finster soon found himself facing deep internal opposition from how close the war had come to failure and their own destruction, to say nothing of foreign agents stirring up the thralls in his lands. Meanwhile, Primeria found itself with four vassals of dubious loyalty to juggle and the potential ire of their former masters to reckon with.
The trade links of Verona continued to collapse in the years following Sitra, even as the Benetsiyan League struggled to prop them up in Verona's absence. After the recent years of war, many hoped for a time of peace and rebuilding before conflicts stirred once again. Only in Phantoni did trade begin to flourish again, as the duchy and their allies the Imperial City negotiated fresh treaties and sealed their alliance with bonds of commerce and friendship.
The standing 2 Unrest in Finster (after peacekeeping) has reduced the PC available to its ruler by 2 this turn. The Jarl starts the turn with 10.6 PC instead of 12.6.
Relations between the ruling Plutocrats of the The Imperial City of Yul and their ally the Duchy of Phantoni have improved as a result of several recently agreed trade concessions between the city and duchy. The ruling body of Yul is very Pleased with their allies and more likely to be generous in future negotiations.
Unless reassigned, invested Influence will be applied at the end of turns.
Primeria: (-) Your stewards are too busy consolidating your new alliances to trouble you. All is quiet in Primeria.
Bentanii: (-) After the recent debacle you are too busy handling the complaints and bickering of the aristocracy to pay much attention to petty crises or opportunities. You have two turns left to acquire 2 Economic infrastructure or a new minor ally.
Finster: (Major Crisis) Your recent endeavour was ballsy, but ultimately successful. Even so ruling over a nation of vikings is dangerous and unstable at the best of times, particularly given the foreign agitators still active in your lands. There have been grumblings a-plenty among your carls and a few of the braver named men gaze enviously upon your throne. Many of the warriors who travelled with you aren't entirely after a life of danger and glory, they just want to loot enough to buy a plot of land and some sheep and pay Olaf's bride price for his daughter (Olaf has a lot of daughters). At the same time those who do lust for killing and victory find their deeds increasingly empty without some way to frame it as heroism over slaughter.
You have
three turns to either
build or capture 2 Economic or Social Infrastructure, settling restless warriors on fresh grazing land or else rebuilding the old hero cults of the distant homeland to give meaning to your men. Failure will result in a
civil war as new Jarls declare themselves and vie for your throne. You may acquire 1 Economic and 1 Social infrastructure to satisfy the conditions, it doesn't have to be one or the other.
Phantoni: (-) The artisans are happy, the fields are productive. Relations with Yul are better than ever and by the next turn you expect them to be solid and reliable allies. Nothing more needs be said here.
Iron Wall: (Minor Crisis) The recently disastrous war was less than ideal for morale and you have lost a great deal of prestige among your nobles. You need to do something
impressive this turn or else you will lose face and your relationship with the aristocracy will suffer. Your advisors suggest the creation of a Grand Army (at least 6 Might) or perhaps the erection of a new cathedral (1 Social Infrastructure) would settle concerns in the minds of your petty lords.
You have two turns left to capture economic infrastructure or acquire a new ally or vassal for more political capital.
Ferdicis: (Minor Opportunity) A small cabal of enterprising craftsmen and bankers (all minor cousins of the family) have approached you with an offer. In light of recent events the land formerly claimed by Sitra has become lawless and unclaimed, but before the shattering of the Conclave Sitra was famous for its rich claybeds and pottery. The cabal has already laid claim to one of the best claybeds and has the artisans and experience to work it, but lack the tools and wealth to establish kilns and a glazing works. In exchange for the right to run the clayworks thereafter, this cabal will
reduce the PC required to construct your next 2 Economic Infrastructure by a quarter. You'll still have to pay the full 4 Wealth, but you need only spend 3 PC/Inf to do it. This only applies to the next two Economic Inf you build.
In addition, you have two turns left to acquire 2 Economic Infrastructure to prevent dissolution of your assets.
Kingdom of Primeria
Your traditional feudal state, with king and a large aristocracy holding the land. The state symbol is are three golden lilies on a green field.
Government: Monarchy
Primary Power Base: Aristocracy
4 Economic Infrastructure
4 Military Infrastructure
2 Social Infrastructure
10.4 Wealth, 4 Might
Projected Income: +2.4
Economy: 8 [8 @ 100%]
Might: -3.6 [-4 @ 90%]
Social: -2 [-2 @ 100%]
Influence Budget: 2 [2 @ 100%]
Suppress Unrest: -
Sway Barony of Jonasburg: 2
Unassigned: 0
Social Order
Stability: 8
Unrest: 1 (-3)
+1 from 10 Infr (+0.1/Infr after perks)
-0 from Influence
(-3 while Peacekeeping)
Perks
8 Stability
Leader gets 40% of Clout.
-0.1 Unrest/Infr
10% Reduced Upkeep for Might
20% Discount on Might Recruitment
Power Bases
Ruler: 4 Clout (+4 PC/turn)
Aristocrats: 6 Clout. Neutral to Ruler [25% PC]. (+1.5 PC/turn)
Unrest Penalty to PC: None
Current Political Capital: 8.2 PC
Allied Factions: Principality of Hakkaman, Free City of Sovigrad, Strongholds of Hark, County of Mercassia
Liga Bentanii, or Benetsiyan League.
This republic, with its five families, exists to enrich, and what could be more profitable than conquest?
Government: Hegemony
Primary Power Base: Aristocracy
7 Economic Infrastructure
3 Military Infrastructure
0 Social Infrastructure
12.4 Wealth, 2 Might
Projected Income: +12.4
Economy: 14 [14 @ 100%]
Might: -1.6 [-2 @ 80%]
Social: -0 [-0 @ 120%]
Influence Budget: 0 [0 @ 100%]
Suppress Unrest: -
Unassigned: 0
Social Order
Stability: 6
Unrest: 0 (-4)
+0 from 10 Infr (+0/Infr after perks)
-0 from Influence
(-4 while Peacekeeping)
Perks
6 Stability
Leader gets 20% of Clout.
-0.2 Unrest/Infr
20% Discount on Might Recruitment
20% Decreased Upkeep on Might
20% Increased Upkeep on Social Infrastructure
Power Bases
Ruler: 2 Clout (+2 PC/turn)
Aristocrats: 8 Clout. Neutral to Ruler [25% PC]. (+2 PC/turn)
Unrest Penalty to PC: None
Current Political Capital: 4 PC
Allied Factions: Republic of Mecklen, Monylnar Tribe.
Jarldom of Finster
Ruled by its Jarl, these hard men live from trade and raiding.
Government: Monarchy
Primary Power Base: Kleptocracy
5 Economic Infrastructure
4 Military Infrastructure
1 Social Infrastructure
18.8 Wealth, 2 Might
Projected Income: +7
Economy: 10 [10 @ 100%]
Might: -2 [-2 @ 100%]
Social: -1 [-1 @ 100%]
Influence Budget: 1 [1 @ 100%]
Suppress Unrest: -
Sway Own Kleptocrats: 1
Unassigned: 0
Social Order
Stability: 6
Unrest: 4 (2)
+2 from 10 Infr (+0.2/Infr after perks)
-0 from Influence
+2 from Foreign Influence
(-2 while Peacekeeping)
Perks
6 Stability
Leader gets 40% of Clout.
Double Income from Razing Infrastructure
40% Reduced Cost for Might Recruitment
Power Bases
Ruler: 4 Clout (+4 PC/turn)
Kleptocrats: 6 Clout. Neutral to Ruler [25% PC]. (+1.5 PC/turn) {1/6 Inf invested toward improving relations.}
Unrest Penalty to PC: None
Current Political Capital: 10.6 PC
Allied Factions: The Pankhaganate of Yon'daer, the Free City of Higgs
Duchy of Phantoni
A small duchy centered in a prime trade route. It is a center of learning as artisans and scholars from across the world flock to it.
Government: BUREAUCRACY
Primary Power Base: TECHNOCRACY
4 Economic Infrastructure
2 Military Infrastructure
4 Social Infrastructure
4.5 Wealth, 6 Might
Projected Income: -3.5
Economy: 8 [8 @ 100%]
Might: -7.5 [-6 @ 125%]
Social: -4 [-4 @ 100%]
Influence Budget: 4.8 [4 @ 120%]
Suppress Unrest: -
Improve Relations w/ Yul Plutocrats: 4.0
Improve Relations w/ Trilanian Stratocrats: 0.8
Unassigned: 0.0
Social Order
Stability: 2
Unrest: 1 (-3)
+1 from 10 Infr (+0.1/Infr after perks)
-0 from Influence
(-3 while Peacekeeping)
Perks
2 Stability
Leader gets 20% of Clout.
-0.1 Unrest/Infr
20% Bonus to Influence Generation
1/3 Decreased Cost to build any Infrastructure
25% Increased Upkeep on Might
Power Bases
Ruler: 2 Clout (+2 PC/turn)
Technocrats: 8 Clout. Neutral to Ruler [25% PC]. (+2 PC/turn)
Unrest Penalty to PC: None
Current Political Capital: 6 PC
Allied Factions: Duchy of Trilania, Imperial City of Yul
The Iron Wall
A nation suited in the mountain ranges of the north.Their high walls and defended passes keep them safe.
Government: Monarchy
Primary Power Base: Aristocracy
2 Economic Infrastructure
6 Military Infrastructure
2 Social Infrastructure
11.3 Wealth, 1 Might
Projected Income: 1.1
Economy: 4 [4 @ 100%]
Might: -0.9 [-1 @ 90%]
Social: -2 [-2 @ 100%]
Influence Budget: 2 [2 @ 100%]
Suppress Unrest: -
Unrest in Finster: 1
Sway Red Baronies (Bentanii): 1
Unassigned: 0
Social Order
Stability: 8
Unrest: 1 (-3)
+1 from 10 Infr (+0.1/Infr after perks)
-0 from Influence
(-3 while Peacekeeping)
Perks
8 Stability
Leader gets 40% of Clout.
-0.1 Unrest/Infr
10% Reduced Upkeep for Might
20% Discount on Might Recruitment
Power Bases
Ruler: 4 Clout (+4 PC/turn)
Aristocrats: 6 Clout. Neutral to Ruler [25% PC]. (+1.5 PC/turn)
Unrest Penalty to PC: None
Current Political Capital: 6.2 PC
Allied factions: The Pleasure Lands
The Ferdicis Family
A immensely rich family of traders, bankers and shipowners, they made their name famous by commissioning numerous works of arts and exposing them for the (noble) public to admire in some of their numerous palaces. They have business interests all over the continent, from Trilanian vineyards to gold mines in Higgs. For they trading and banking business, they have agents in every city, who double up as an impressive intelligence network.
The word is that several influential leaders, such as the Count of Mercassia or the Baron of Jonasburg are deep in their pockets...
Government: Federation
Primary Power Type:Technocracy
8 Economic Infrastructure
2 Military Infrastructure
0 Social Infrastructure
16 Wealth, 3 Might
Projected Income: +12.25
Economy: 16 [16 @ 100%]
Might: -3.75 [-3 @ 125%]
Social: -0 [-0 @ 90%]
Influence Budget: 0 [0 @ 120%]
Suppress Unrest: -
Unassigned: 0
Social Order
Stability: 2
Unrest: 0 (-4)
+0 from 10 Infr (+0.0/Infr after perks)
-0 from Influence
(-4 while Peacekeeping)
Perks
2 Stability
Leader gets 10% of Clout.
-0.2 Unrest/Infr
20% Bonus to Influence Generation
10% Decreased Upkeep on Social Infrastructure
2/3 Decreased Cost to build Social Infrastructure
1/3 Decreased Cost to build other Infrastructure
25% Increased Upkeep on Might
25% Increased Cost on Might Recruitment
Power Bases
Ruler: 1 Clout (+1 PC/turn)
Technocrats: 9 Clout. Neutral to Ruler [25% PC]. (+2.25 PC/turn)
Unrest Penalty to PC: None
Current Political Capital: 3.25 PC
NPC Factions: The Jonasburg Barony
Minor States
Principality of Hakkaman - Plutocratic Monarchy | 3E/1M/2S | 2 Might | Allied to Primeria
Free City of Sovigrad - Aristocratic Oligarchy | 2E/3M/1S | 3 Might | Allied to Primeria
The County of Mercassia - Platocratic Monarchy | 2E/2M/2S | 1 Might | Allied to Primeria
The Strongholds of Hark - Hegemonic Aristocracy | 3E/2M/2S | 2 Might | Allied to Primeria
Republic of Mecklen - Democratic Monarchy | 1E/4M/1S | 1 Might | Allied to Liga Bentanii
The Monylnar Tribe - Stratocratic Monarchy | 2E/4M/0S | 4 Might | Allied to Liga Bentanii
The Pankhaganate of Yon'daer - Imperial Kleptocracy | 2E/4M/0S | 1 Might | Allied to Finster
The Free City of Higgs - Platocratic Oligarchy | 2E/2M/2S | 1 Might | Vassal of Finster
Duchy of Trilania - Stratocratic Monarchy | 3E/1M/1S | 5 Might | Allied to Phantoni (0.8Inf invested - Neutral: Phan)
Imperial City of Yul - Plutocratic Oligarchy | 2E/2M/2S | 2 Might | Allied to Phantoni (0.4Inf invested - Pleased: Phan)
The Pleasure Lands - Democratic Bureaucracy | 2E/1M/3S | 1 Might | Allied to the Wall
The Jonasburg Barony - Kleptocratic Monarchy | 1E/4M/1S | 1 Might | Allied to the Ferdicis (2Inf inv. - Neutral: Pri)
The Red Baronies - Aristocratic Hegemony | 4E/2M/0S | 6 Might | Neutral (Neutral: Bent - 2Inf invested)
The Duchy of Morgrad - Aristocratic Monarchy | 3E/1M/2S | 4 Might | Neutral
The Free City of Fengrad - Plutocratic Hegemony | 4E/1M/1S | 6 Might | Neutral
The Archbishopric of Suul - Theocratic Monarchy | 3E/2M/1S | 4 Might | Neutral
The Kingdom of Miring - Plutocratic Monarchy | 2E/2M/2S | 2 Might | Allied to Elbreth, Preston
The Kingdom of Elbreth - Aristocratic Monarchy | 2E/2M/2S | 2 Might | Allied to Miring, Preston
The Kingdom of Preston - Stratocratic Monarchy | 2E/2M/2S | 2 Might | Allied to Miring, Elbreth