Round One, Turn Three - The Philosopher King
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 stalemate detente between powers.
1090 - The Philosopher Count Robert the Just ascends the throne of Mercassia.
The various states of Albion embraced a period of relative peace and security during the late 1080s, bar the bluffs and blackmails of various minor powers. This balance was disrupted by the appearance of Robert the Just, a holy man of noble birth and conduct. Robert proved a charismatic orator of the type seen once a generation and of inviolate virtue and chivalry. His influence threatened to shift power ever increasingly into the hands of the growing Kingdom of Primeria.
The Primerian Ambassador to the Jonasburg Barony successfully negotiates some marriages between the courtiers of the various states. Relations between Primeria and Jonasburg are presently Pleased.
Robert the Just has ascended to the position of Philosopher Count of Mercassia. His influence is beginning to flip Jonasburg and the Pleasure Lands over to alliance with his legal masters, the Primerians.
Primeria: (Major Opportunity) Robert the Just is an honourable man guided purely by his conscience and code of conduct. He is also massively persuasive and will flip two minor nations over to the Kingdom as allies (with a base relation of Pleased) next turn. All you need to do is
keep him alive. Prevent Mercassia being captured or subjugated and stop Robert from being assassinated and the two nations will be yours.
Liga Bentanii: (Minor Crisis) The philosophies of Robert the Just have caused a great yearning among the common citizens of the League for the voice of God, notably lacking in the profit-minded hegemony. If you do not mandate the construction of (or capture) a new Cathedral (1 Social Inf.) by the end of the turn a new Displeased power base will appear within the League and remain Displeased until a cathedral or equivalent is provided.
In addition, unless you are able to acquire 2 new Economic Infrastructure or a new vassal or ally by the end of the turn, you will suffer a massive financial crash. Your chancellor notes that the Duke of Phantoni presently has a large army and not a great deal of money; he might be amenable to a deal.
Finster: You have two turns remaining to satisfy your people with either more religion or more arable land and avert a revolt.
Phantoni: Your treasurer is deeply alarmed by the state of your finances; unless you acquire more money or disband part of the army, you are facing bankruptcy within the next few years. He suggests employing the army in some deal with one of the other great powers.
Iron Wall: (Major Crisis) The Pleasure Lands are deeply swayed by the words of Robert the Just. If Mercassia does not either willingly switch its alliance or get conquered this turn, the Pleasure Lands will flip alliance to Primeria.
In light of the current crisis, the aristocrats have stopped their grumbling about a new grand army or cathedral and are busy worrying about losing their last remaining ally instead.
Ferdicis: (Major Crisis) The Jonasburg Barony is deeply swayed by the words of Robert the Just. If Mercassia does not either willingly switch its alliance or get conquered this turn, the Baron of Jonasburg will flip alliance to Primeria.
You also have one turn remaining to capture or build 1 Economic Infrastructure or a financial cataclysm will occur.
Special Condition: It is possible to
Assassinate Robert the Just. An assassination attempt will cost
2 Wealth and has a 1/3 chance of succeeding.
Protecting Robert the Just is as simple as assigning
Might to bodyguard him (this costs no PC, but the Might can't be used for anything else while bodyguarding him). On an assassination attempt, the assassin automatically fails and 1 Might is lost.
Otherwise, the best way to kill Robert the Just is to capture Mercassia. If Robert the Just should flip alliance
willingly to another side, the Pleasure Lands and Jonasburgs will flip over to that side next turn if Robert is still alive. Note that in order to do this you would need to throw a total of 7.2 Influence at Mercassia this turn to make them flip (and all of it geared toward a single side as the new master). Robert the Just is a
philosopher king and thus extremely difficult to bribe (300% normal cost).
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
9.4 Wealth, 6 Might
Projected Income: +0.6
Economy: 8 [8 @ 100%]
Might: -5.4 [-6 @ 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: 12.1 PC
Allied Factions: Principality of Hakkaman, Free City of Sovigrad, Strongholds of Hark, County of Mercassia
Vassals: Duchy of Morgrad
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
21.6 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: 6.4 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
6 Economic Infrastructure
4 Military Infrastructure
1 Social Infrastructure
26.2 Wealth, 3 Might
Projected Income: +8
Economy: 12 [12 @ 100%]
Might: -3 [-3 @ 100%]
Social: -1 [-1 @ 100%]
Influence Budget: 1 [1 @ 100%]
Suppress Unrest: -
Sway Own Kleptocrats: 1
Unassigned: 0
Social Order
Stability: 6
Unrest: 4 (1)
+2 from 10 Infr (+0.2/Infr after perks)
-0 from Influence
+2 from Foreign Influence
(-3 from Peacekeeping)
Perks
6 Stability
Leader gets 40% of Clout.
Double Income from Razing Infrastructure
40% Reduced Cost for Might Recruitment
Power Bases
Ruler: 4.4 Clout (+4 PC/turn)
Kleptocrats: 6 Clout. Neutral to Ruler [25% PC]. (+1.5 PC/turn) {2/6 Inf invested toward improving relations.}
Aristocrats: 0.6 Clout. Pleased with Ruler [40% PC].
Unrest Penalty to PC: -1
Current Political Capital: 9.15 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
1 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: 2
Improve Relations w/ Trilanians: 2.8
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: 8 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
12.4 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: 11.7 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
26.25 Wealth, 3 Might
Projected Income: +14.25
Economy: 18 [18 @ 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)
Plutocrats: 0.9 Clout. Pleased with Ruler [40% PC]
Unrest Penalty to PC: None
Current Political Capital: 3.96 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
The Duchy of Morgrad - Aristocratic Monarchy | 2E/1M/2S | 4 Might | Vassal of 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
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 | 2E/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 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