Round One, Turn One
The land of
Albion has not known peace or unity since the days of the
Vvardic Empire, hundreds of years ago. When the Empire retreated from the land, dozens of petty states and kingdoms arose to take its place and the realm has been in a state of petty squabbling ever since. In the most recent decades there were five major players in Albian politics; the
Kingdom of Primeria, the
Benetsiyan League, the
Duchy of Phantoni, the
Iron Wall and the
Serene City of Verona. The three monarchies struggled for dominion of the land as the two great trade leagues fought for dominion over the seas.
The careful balance of politics was shattered with the arrival of the
Jarl of Finster, a raider from a distant land who arrived with longboats full of warriors and a lust for gold and power. The Jarl's men crashed through Verona atop a tide of blood, slaughtering indiscriminately and putting the once great city to fire and the sword. The nearby Pankhaganate of Yon'daer, a coalition of tribes of horsemen who had harried Verona for generations, welcomed the Jarl in and gave them assistance against the fat merchant princes. Verona's ally, the Free City of Higgs, surrendered immediately and offered itself up as a vassal to the Jarl rather than suffer the same fate as the Serene City.
Will these strange invaders lay all of Albion to wrack and ruin, or will they be the catalyst to unite the warring factions once and for all? Only time will tell.
Primeria: (-) Primeria is on the far side of Albion and your holdings are largely unaffected by the arrival of the Jarl.
Bentanii: (Major Crisis) Despite your antagonism with the city, the Benetsiyan trade network was inextricably linked with that of the Veronan merchants and has now been thrown into chaos! If you cannot stabilise the trade network with new treaties, countless investments will collapse. You have
Three Turns to gain
one new minor
Ally, either by negotiation or by force (blackmailing them into vassalage through threat of force or actual invasion),
or construct or capture
two Economic Infrastructure to provide an industrial base for your trade. If you fail, you will lose half of your Economic Infrastructure.
Finster: (Minor Opportunity) The invasion is going well and you have established a foothold on Albion, but why stop there? Your carls are eager for plunder, so provided you
raze two infrastructure from somewhere before the next turn, you'll get a bonus
8 Political Capital for your troubles.
Phantoni: (Minor Crisis) The scholars and artisans who make up your primary power base are deeply alarmed by the arrival of the raiders. They want you to increase the standing army by
2 Might by the end of the turn (before any conflicts) and have at least
2 Might left at the end of the turn (after conflicts) or you will suffer a relationship penalty with the technocrats.
Iron Wall: (Minor Opportunity) The fall of Verona has put many neighbouring powers into a state of alarm, and you are an indisputably mighty force. The nobles of the Wall are eager to extend their power beyond the limits of the realm in a political manner.
Ally or
Vassalise one minor power within
three turns for a bonus
8 Political Capital. Alternately,
capture Economic Infrastructure within the next
three turns for a bonus of
3 Political Capital per Infrastructure taken.
Ferdicis: (Major Crisis) Your family was based primarily in the Serene City and although your family head was able to escape and you still possess assets all across Albion you now lack a headquarters for your league. You have
three turns to construct or capture
two Economic Infrastructure to serve as an industrial and administrative base for the family or you will lose half of your existing Economic Infrastructure.
I've added a new mechanic: Vassalisation. Vassalisation is a diplomatic option; essentially all you do is blackmail the minor state you want into becoming your ally. You don't need them to like you and you don't need to even invade them, you just need to convince them that you've enough force to either wipe them out or seriously harm them if they don't comply. Provided you can get them to fold, they'll join your side as an ally.
You might need to invade them anyway just to soften them up a little, mind. It really depends how credible a threat you are. They'll take into account whether you've followed up on threats in the past, so if you want to go down the vassalisation route you'd best not go soft on anyone.
Vassals will generally provide defensive assistance as an ally will, but you don't need to worry about making them happy. They won't sit out of a war unless they think they can get away with it, or find a new overlord to protect them, since they know that if you aren't crushed by the war you'll come back and wipe them out for their insolence.
Also, the map is purely for fluff. There are no geographical restrictions on moving anywhere. Everyone has been set to 10 Wealth and 4 Might as resources, by the by. If you want more might, you'll need to spend. There is no income or upkeep on the first turn either. All Influence is unassigned as well, so you may assign those Inf points freely on the first turn (no PC cost).
Round One FactionsKingdom 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 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: -
Unassigned: 2
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: 5.5 PC
Allied Factions: Principality of Hakkaman, Free City of Sovigrad
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
10 Wealth, 4 Might
Projected Income: +10.8
Economy: 14 [14 @ 100%]
Might: -3.2 [-4 @ 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
10 Wealth, 4 Might
Projected Income: +5
Economy: 10 [10 @ 100%]
Might: -4 [-4 @ 100%]
Social: -1 [-1 @ 100%]
Influence Budget: 1 [1 @ 100%]
Suppress Unrest: -
Unassigned: 1
Social Order
Stability: 6
Unrest: 2 (-2)
+2 from 10 Infr (+0.2/Infr after perks)
-0 from 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)
Unrest Penalty to PC: None
Current Political Capital: 5.5 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
10 Wealth, 4 Might
Projected Income: -1
Economy: 8 [8 @ 100%]
Might: -5 [-4 @ 125%]
Social: -4 [-4 @ 100%]
Influence Budget: 4.8 [4 @ 120%]
Suppress Unrest: -
Unassigned: 4
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: 4 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
10 Wealth, 4 Might
Projected Income: -1.6
Economy: 4 [4 @ 100%]
Might: -3.6 [-4 @ 90%]
Social: -2 [-2 @ 100%]
Influence Budget: 2 [2 @ 100%]
Suppress Unrest: -
Unassigned: 2
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: 5.5 PC
Allied factions: The Strongholds of Hark, 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
10 Wealth, 4 Might
Projected Income: +11
Economy: 16 [16 @ 100%]
Might: -5 [-4 @ 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 County of Mercassia, 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
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 | 4 Might | Allied to Finster
The Free City of Higgs - Platocratic Oligarchy | 2E/2M/2S | 2 Might | Vassal of Finster
Duchy of Trilania - Stratocratic Monarchy | 3E/1M/1S | 5 Might | Allied to Phantoni
Imperial City of Yul - Plutocratic Oligarchy | 2E/2M/2S | 2 Might | Allied to Phantoni
The Strongholds of Hark - Hegemonic Aristocracy | 3E/1M/2S | 5 Might | Allied to the Wall
The Pleasure Lands - Democratic Bureaucracy | 2E/1M/3S | 1 Might | Allied to the Wall
The County of Mercassia - Platocratic Monarchy | 2E/2M/2S | 2 Might | Allied to the Ferdicis
The Jonasburg Barony - Kleptocratic Monarchy | 1E/4M/1S | 2 Might | Allied to the Ferdicis
The Conclave of Sitra - Theocratic Bureaucracy | 2E/1M/3S | 1 Might | Neutral
The Red Baronies - Aristocratic Hegemony | 4E/2M/0S | 6 Might | Neutral
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