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 [ACCEPTED] Republic of Ever-Winter (NTS)

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Jaymes



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PostSubject: [ACCEPTED] Republic of Ever-Winter (NTS)   Mon Feb 21, 2011 10:23 pm

Kingdom Name: Republic of Ever-Winter

Kingdom Race: Dwarves - Dwarves are one of the ancient races on the planet. They are a stockier race, standing at about four and a half feet tall. It's common in their culture to have long beards and usually, while history has indicated that most of their recorded empires have been built underground, some surface dwelling dwarven cultures have been observed. The Dwarves have a natural pennant for mining and casting, but what is the most known facet of them is their stubborn politics. Average lifespan of 450 years.
Underground Tunneling - Dwarves are master miners and engineers. They can create massive, sprawling underground complexes within only a few years and the Dwarves are one of two races that can maintain and uphold such vast monuments of architecture. With these huge underground kingdoms, it is much easier to defend the few entrances, and easy to land hit and run attacks on enemy kingdoms.
* Dwarven Kingdoms may be built Underground or Above Ground.
Stubborn - The Dwarves do not easily forget. Remember that time your ancestors didn't want to sell any mithril to the Dwarves? They didn't forget. The Dwarves take grudges into the realm of centuries, and seeing as how only Elves outlive Dwarves, most cultures' children are the ones that suffer since they were not the ones responsible for committing whatever minor offense may have turned the Dwarves shoulders cold.
* Dwarves have lowered diplomacy with kingdoms that they have a bad or shaky history with.

Kingdom Size: Moderate - A moderate kingdom possesses a capital and two cities, as well as having adequate land surrounding all three settlements for sufficient growth. A moderate sized kingdom is ripe both for growth as well as conquest.
* Has two cities and the Capital.

Name of the Capital and surrounding Cities (if any):
Ever-Winter, Capitol City of the Republic: Ever-Winter is located within the northern most mountain. The city itself is a series of levels stacked on top of one another within the walls of a naturally large cave. All levels have an open view towards the inner sanctum of the cave where grated sun tunnels made by dwarven engineering let naturall light come in and reflect off mirriors to light up the Capitol City as well as the nearby black lake within the mountain. During the night though they moved the mirrors to make the city and surrounding areas dark and used glow worm lamps to guide their way.

The City of Ever-Winter is the newest dwarven City built with the aid of the Operis Dwarven Clan and is where the majority of the Scola Dwarven Clan reside. Ever-Winter is where the majority of the Warriors come to train to learn from the more skillfull Schola Dwarves. The city's clan prides itself on the martial powers of their Heavy Infantry.

Never-Winter, Sister City of Ever-Winter: Originally home of the Operis Dwarven Clan the city like all cities within the Republic now hold a variety of the three Dwarven clans. But much like the other cities who's majority are the clans who lived there for centuries before the Operis Clan is the clear majority within the city. Never-Winter is located in the southern mountain. The city is located at the heart of the mountain. Within it there is a huge stalagmite that meets a equally large stalactite. Within this naturally occuring form the Dwarves of the Operis clan have built their homes.

Unlike the sister city of Ever-Winter the city of Never-Winter is relatively dark. The only light is provided glow worm lamps. Not many other clans dwarves except the Operis decide to live here besides the occasional Operis or Purpura. The city's clan pride themselves on their superier mining skills and construction skills with stone.

Black Lake City: Located near the center of the 8 mile diameter lake that is black as night. The city is delved into the very stalagmite that reachs for the ceiling of the cave. The stalagmite itself is something similar to an iceberg but made of rock that touches the very bottom of the lake. The Purpura Clan lives here the only clan to, as a whole, not fear water and can swim. Near the bottom of the city there it becomes increasingly hot. Some miles below the stalagmite is a lava tunel that the Purpura clan uses to heat their forges which are at the lowest level possible. Those forges are responsible for providing all the weapons and armor for the Republic.

To get to the city anyone would board one of the many boats captained by two Purpura Dwarves. The boats were attached to a chain that the pilots then would pull moving the boat towards the city or away from it. The city itself was lit much in the same manner as Ever-Winter with a large amount of mirrors reflecting light throughout the city during the day and using glow worm lamps at night.

Other areas, buildings, or contructs of notice within the Republic:

Warrens: Owned by cities these are smaller caves and caverns that grow the food for the Republic within the mountain kingdom. They house a large variety of foods and animals. They are spread throughout the Snowy Mountain Range and only few are maintained by the Republic at any one time allowing the soil to regain nutrients to produce quality food. The glow worms are normally harvested from the warrens and have a life span of some 10 to 15 years.

Black Lake: Although the Warrens provide the majority of the food the Black Lake provides a variety other then beef and chicken with the fish within the lake. Unlike fish in any normal body of water the fish within the Black Lake are blind and pure white. Due to the darkness of the lake they have no need of sight or camouflage.

North and South Entrance: An entrance at the northern most mountain, where Black Lake City and Ever-Winter City reside opening to the Northern lands of the republic, and one at the southern mountain, where the City of Never-Winter resides opening the republic to the south-western land of the southern-most mountain. They each lead to the outside world but are camouflaged to appear as just another part of the mountain. These entrances are enough to allow the travel of 10 horses abreast to travel through in any one direction at a time. The maximum amount of people whom could enter the undermountain kingdom would be 20 horses wide. These monumental portals are safely gaurded by the elite of the Republic.

Grand House of Thanes: Located in a warren along the Regent's Road, relatively halfway between the northern most mountain of the Snowy Mountain Range, the Grand House of Thanes (GHoT) is an amphitheater where those wishing to sit in on discussions can; the seating in the amphitheater resembles a larger pentagon from an over head view. A Pentagon table is located with fives seats, the amphitheater circles the Thanes, Regent, and General who are present for discusions.

Regent's Road: A road built in times past but maintained by todays dwarven culture the road is an underground route traveling from the northern most mountain of the Snowy Mountain Range the the southern most mountain by keep the road going throug warrens of the lesser mountains to the east of both individual mountains. The road leads to all the food warrens, the GHoT, as well as conecting the cities together.

Kingdom Government: Republic - A Republic is about as close to a democracy as one can get. Led by a single leader, the people vote him or her in and that leader has to rule by a series of established laws, failure to rule by those laws will end with that leader being taken out of office. A republic also has popular suffrage where people are given the right to vote.
Power of the People - The people are the ones with true power in a Republic. What the people want they get, and generally speaking the people dictate how well the country is fairing based entirely on their own attitude.
* All Trade Agreements and Natural Resource Nodes make either 50% more or less depending on the people's welfare.
Divided People - What the people want, the people get and if the leader of the Republic is doing something they don't want, they'll let the leader know.
* Public dissent occurs if the leader does something unwanted by the population.

Kingdom's Population Size and Population Growth: 125,000 Population - Growth is 1,900 per week due to chosen traits

Kingdom's National Trait: Cultural Enlightenment - The culture of the kingdom is going through a sort of enlightenment period. New discoveries are being founded every day, the people are happy and the things are generally on the up and up. Culture is spreading very quickly into the surrounding nations and the population is also expanding rather quickly.
* Population increases by 1,200 a week.
* Receive 4 more Cultural Points a week.
* Increases standard of living within the kingdom.


Kingdom's Military Trait: Advanced Training - The kingdom has given more time and training to a certain type of soldiery. It may be the Light Cavalry, used for scouting and quick flanking types, or it may be the Light Infantry have had their training and equipment bolstered so that they may go head to head with other kingdoms Heavy Infantry, but all the surrounding kingdoms understand that these well trained units are a symbol of national heritage.
* One type of Military Unit is always considered Veteran.
Heavy Infantry is always considered Veteran

Kingdom's Economic Trait: Taxation - The kingdom has decided that it can vary the level of taxation upon its citizens. The economy can flux and the taxation rate can be adjusted to ensure the people are kept happy. When the taxation rate increases, the revenue of the kingdom increases but the unrest within the kingdom increases as people make less and less for themselves.
* Allows to tax between 0 Economic Points per week for all citizens all the way up to 20 Economic Points
* Happiness of the kingdom depends largely on the current rate of taxation.
* Must select a Tax Rate every week.

Current Tax Rate 8

Kingdom's Social Trait: Honorable - The people of the kingdom are very honorable. They show this both in their traditional, cultural mannerisms as well as their warfare. They do not take slaves, and all prisoners of war are treated with respect. They have increased diplomatic relations with all surrounding kingdoms, and one would be hard pressed to find a reason to dislike such a person.
* Increases martial prowess in battle.
* Military Alliances generate 2 Economic Points and 2 Cultural Points a week.
* Cannot be used with Slavery trait.


Kingdom's Weakness Trait: Rebels & Outlaws - The kingdom is played by lawlessness. The highroads are attacked routinely by bandits, rebel groups opposing the standing leadership seek to usurp him, and outlaws roam the plains. Increased security is required to ensure the safety of the kingdom.
* Causes logistics problems.
* Hurts Trade Agreements.
* Costs 10% of your Military Points a week.


Kingdom's Military / Military Spending:
Total Military Points = 125 MP

Light Infantry Company - 2 Military Points
Light Infantry are meagerly trained soldiers that are used for skirmishes and policing. They are useful for marching long distances and are quick to organize into formations and reorganize if routed or told to retreat. They however will not stand up to Heavy Infantry in battle. Light Infantry can be of any genuine orientation but the primary purpose is that in regards to Heavy Infantry they are less armed and armored.
* Comprised of 300 soldiers.
16 Light Infantry Companies - Costs 32 MP - 93 MP Left

Heavy Infantry Company - 3 Military Points
Heavy Infantry are the real meat and potatoes. They are the knights, the men-at-arms, the berserkers. They are slower on the move than Light Infantry, they are slower to reorganize and slow to organize into formation, but while in prolonged combat they excel. Comparatively, they are heavier armed and armored than Light Infantry.
* Comprised of 300 soldiers.
12 Heavy Infantry Companies - 36 MP - 57 MP Left

Light Cavalry Company - 3 Military Points
Light Cavalry is useful for flanking and scouting, although they have to be lightly armed and the mounts themselves are not armored to ensure they can move with great agility and maintain their endurance. Light Cavalry is more powerful as a shock force rather than one for sustained combat.
* Comprised of 300 soldiers & mounts.
8 Light Cavalry Companies - 24 MP - 33 MP Left

Heavy Cavalry Company - 4 Military Points
Heavy Cavalry is absolutely destructive to stationary infantry formations. The soldier and the mount are both heavily armored and although slower than Light Cavalry, they are very useful in both charges as well as sustained combat against any other kind of troop.
* Comprised of 300 soldiers.
4 Heavy Cavalry Companies - 16 MP - 17 MP Left

Catapult - 1 Military Point
A catapult is a wooden device used to propel stones or flaming material across a huge distance. They are siege weapons but can also be used in battle, although with a bit more difficulty. They are somewhat inaccurate and one shot is fired about every five to six minutes. They are also slow to move unless well developed roads are available. They come with a small crew as well.
10 Catapults - 10 MP - 7 MP Left

Battering Ram - 1 Military Point
A battering ram is a wheeled cart with a huge metal and wooden ram attached to it that can be swung back and forth to destroy wooden walls, or the gates of stone walls. They are also slow to move unless well developed roads are available. They come with a small crew as well.
2 Battering Rams - 2 MP - 5 MP Left

Siege Tower - 5 Military Points
A siege tower is a huge siege weapon used to beat walled cities. A Siege Tower must be operated by a single non-mounted company to be moved, and it's purpose it to attach to a wall and allow troops to enter the tower, climb the ladders than exit from the top onto the enemy wall. They can be destroyed but only with considerable effort as they can not be simply pushed away from wall.
1 Siege Tower - 5 MP - 0 MP Left

Kingdom's Resource Nodes / Economy: Foodstuffs - Foodstuffs are staple foods raised in farms as agriculture, or hunted in the forests and on the plains in order to feed the entire population. They are absolutely essential to the livelihood of a kingdom and without it, a kingdom will quickly drop into recession and its people will begin to starve and die at an alarming rate.
* Feeds the entire population.
* Portion of the population will begin to starve if a Moderate or Massive amount is traded away.
* Generates 1 Economic Point a week unless being traded away in a Moderate or Massive amount.


Stone - Stone quarries, while seemingly less important in retrospect of iron and gold mines are equally as important. Stone quarries are used primarily for the construction of walls and roads and buildings.
* Generates 2 Economic Point a week unless being traded away in a Moderate or Massive amount.
* Useful for Constructs.
* Decreases the price of all Stone Constructs by 3 Economy Points.


1 EP Generated from Food + 2 EP from Stone + 8 from Taxtation = 11 Economy Points
(Not shure if my goverment trait comes into play from the begining in which case the 11 EP would add or subtract 1.5 Economy Points)

Kingdom's Cultural Points:
Base start off of 2 + 4 from Cultural Enlightenment = 6 Cultural Points Generated in a week.

Kingdom History:

Dwarven Wars: Long ago the Purpuras Clan of Black Lake City were at war with the stone mining dwarves of the Operis Clan of Never-Winter City. The Never-Winter Dwarves were not a competent fighting people but their defenses were sound. Their stone walls and spiraling city was the defeat of the Purpuras Clan's main attack which failure was catastrophic. Prior to the main assualt many battles were unsuccessfully fought by the defenders of Never-Winter in the warrens between the two cities for two long years. Finally the Operis Clan closed themselves in their city a natural fortress.

When the Purpuras breached the walls no defenders were found and unruly dwarves began pillaging while portions continued to rise up the levels of the city. When they were nearing the half way point the whole Never-Winter Army appeared easily silicing through the small numbers that hadn't stopped to pillaged the lower levels.

As the army of Never-Winter marched down through the levels their enemies of the Purpuras Clan began to turn and flee, a full fledged route. Chasing the warriors of Black Lake City out of their city the Never-Winter forces continued their pursuit all the way to Black Lake where they turned around fearing the waters.

Arrival of the Scola Clan: When the army of Never-Winter returned home they saw that another clan of dwarves had mined their way into the undermountain kingdom and were camped outside the city of Never-Winter. Fearing that the city would be assualted the tired warriors attempted to break through and rally for the cities defense beleiving that the new dwarves were another force of the Purpuras Clan.

When they attempted the tactic with tired soldiers they were met with feirce resistance but to the armies surprise the enemy's skills at warfare exceeded those of even the Purpuras'. There were casualties on both sides but mostly the Never-Winter army was disarmed and captured with efficiency. They were then released after convincing the Thane of the Operis clan to join forces in an alliance of dwarves. The dwarves of Never-Winter were so overjoyed that their husbands, sons, and fathers returned to them that they pledged to aide in the construction of the Scola Clan's city of Ever-Winter.

Establishment of Ever-Winter and the Republic's Southern Entrance's/GHoT: The dwarves of Never-Winter suggested prime locations for the new city of Ever-Winter but the current Thane of the Scola Clan decided to locate their city near the Black Lake even after being warned of the Purpuras Clan. As construction of the City went underway no sign of those island dwarves appeared not for a century during which time the city was complete as well as the southern entrance to the dwarven kingdom. It was later known that the dwarves from the island were replenishing their loses from their previous engagement with the dawrves from Never-Winter.

Birth of the Republic and Establishment of the Nothern Entrance: After a century of peace between the Dwarves of Operis and Scola Clans the Purpuras Clan began a new assualt but this time against the Scola Clan who had built a city so near their own. Beleiving their martial powers to be greater then the Scola the Purpuras were surprised to find a Scola army marching out of the city to meet them on the open feild. The battle that ended the war between dwarves was finished by the end of the day. Many dwarves today beleive that the needless lives lost on that day is the reason why the Black Lake turn black as night with all the dwarven blood running into the lake.

Although there were casualties on both sides it was clear that the Scola were the superior warriors and recieved far less casualties. The first lose that the Purpuras Clan had ever acheived on an open feild. The surviving portion of dwarves who came from the island were then instructed to take the remaining forces of the Scola Army across the lake which they did at sword point and with a great deal of argument. When they reached the Island the Scola did not pillage or raze the city but contacted their leaders and released the prisoners as long as they were to return across the Lake with the Purpuras leaders in tow.

With the gathered leaders of the Black Lake City as well as the Scola's Clan own they met the leaders of the Operis Clan halfway between Ever-Winter and Never-Winter in a empty warren. There the leaders agreed to become one people, one republic where all dwarves could prosper and live peacefully among eachother. As a sign of good faith the Operis Clan build the northern entrance with their clans best stone reinforced by the Purpuras Clan's best metals. The birth of the republic was founded. The Thanes of each clan continued to meet in that same warren and dwarves of their clans came to listen. Soon the GHoT was built and maintained for the Rebublic and during the opening ceremony a Regent was annouced to be the Scola Thane whom was the cause of this new prospering republic.

Boundaries of the Republic and Sun Tunnels Established: After the the establishment of the republic and the construction of the north entrance as well as the GHoT the Regent thought it best to establish boundaries of their undermountain kingdom. Sending out parties with metal stakes the dwarven repbulic set their boundary markers a mile appart. While the Scola Dwarves accomplished this task the Operis Dwarves left the underground kingdom when night was approaching and climbed the mountains above the Cities of Ever-Winter and Black Lake City to delve into the mountain from above letting the light shine down. Finishing the tunnels that were barely wide enough for a dwarve to out strech their arms they toped them with metal grates preventing any animals from falling into the tunnel plumeting to their death.

Contact with the Kingdom of Ezria: During the construction of the sun tunnels the dwarves noticed the makings of cities and informed their Thanes. An emessary was sent to the unknown people who was to inform them that the mountains didn't belong to those winged creatures but that other mountains in the far west were teh Scola Clan originally hailed from were uninhabited by dwarves. The dwarven emessary was never heard of again and many beleived he was killed when sent to suggest other lands for those flying creatures.

The dwarves of the Republic were intent on going to war with these appart invaders of their homeland when the humans came. War with the Humans and what were known to be Avians after a few raids. The dwarves let the humans and avians fight beleiving that whichever that one would be too weak to oppose them. Unfortuanately after the Avians had won, the dwarven people had a change of heart and were content with isolationism. Let the creatures above forget they ever existed.

Begining of Exploration: Present day the dwarves of the Republic have begun to explore beyond their undermountain kingdom. A few selected among them oppose this exploration and prefer the isolation of past among dwarves. Some have gone so far as to rebel and become outlaws among the dwarves but the republic perseveres with the majority support of exploration and trade with those outside their Republic, outside of their race.

Important People:

Regent Thrag Sheilds: Thrad Sheilds is the current Regent of the Republic of Ever-Winter. He was the General of the armies before becoming Regent but was forced upon the position due to the Republics favor of him over the former Regent who attempted to rule with military power. Upon becoming Regent he steped down from leading the armies to allow someone else to take up that calling. He is averaged for a dwarf and otherwise invisible to any outsider. Dark hair, long flowing beard, stocky and barely over 4.5 feet tall there's really nothing special about the Dwarf except for the fact that his personality and sense of honor inspired his people to follow him. He originally belonged to the Operis Clan.

Thane Anvil Hammerfell: Anvil Hammerfell is one of the older dwarves within the Republic. He's the Thane of the Scola Clan, the elected leader for his clan. The dwarf is 417 years old. Besides being the longest standing member of the council he serves the republic by instructing younger dwarves on combat and technique. Although old and slower then most dwarves he commands the respect from his fellow dwarves because of his vast knowledge of combat and experience.

Thane Flint Stokes: Flint Stokes is a younger dwarve opposite to Thane Anvil Hammerfell. Although only 121 years old the young dwarve rose quickly within the Operis Clan. His natural talent at mining for stone improved the mining buisness of his family as well as prevented from accidents. This led to his position as safety inspector, which earned the support of his clan as his severe inspection brought back the level of excellence in mining safety which allowed mines to remain open without any accidental cave in's or deaths that slowed production. Due to his efforts his clan improved finacially as well as the lose of lives decreased. Thus he was elected for their Thane, although other clans say at too young an age.

Thane Steel Brimstone: Leader of the Purpuras Clan he represents the city of Black Lake when the Thanes gather with the Regent once a week to present the peoples needs and wants to ensure all from his city are happy or relitively so. Steel, unlike most dwarves, stands near five foot. A giant among his people. His long red beard has been singed to nothing more a 1/4 of an inch from his face from working in the forges deep below. His arms are powerfully built, even for one of his stocky race from constant work with metal.

General Sid Oaks: A warrior born and breed his family hails from the Scola Clan who came from distant mountains. Taller he stands around 4 foot 9. He has a long black beard that's braided in one long braid. His hair is tied back coming down to his shoulders. His a gruff older dwarf 263 years old. Not yet old enough to retire but definately no longer a young rookie. Always one of few words he rarely speaks unless it's about fighting then you can't get the old dwarf to keep quite. General Oaks was always seen wearing his armor and carrying a large hammer, that would take some lesser dwarves, in one hand and his shield in the other.

The Nine: Elite warriors of the Dwarven Repbulic these skill full dwarves make fighting appear as if a beautifull dance of blades. All are equiped with a standard sword as well as a weapon of choice. Their armor the finest metals forged from the Purpuras Clan of Black Lake City. Selected not only for their fighting powers these Dwarves appearence in build is so remarkable that any one could be mistaken should The Nine had helmets that covered their face. As it is the only reason any dwarf can tell the warriors appart is because their helmets protect the back and top of their heads but open in the front allowing them clear view of everything within their sight. Legends say in Ancient times a Regent was killed. The attackers attempted to remove the body so the beloved Regent's body would never be found but The Nine held the mass of hundreds at bay, dying to the last but buying enough time for the 2nd Dwarven Legion to arrive. They were buried within stone tombs near their Regent to forever protect his soul.

Kingdom's Location: Can't save the map and draw my boarders because the right clicky button doesn't work on my laptop. Similar southern boarder as the Avians just not as far to the left before heading up. Keep the mountains within my boarders and the number 2 when going north striaght up to the little narrow land that juts out into the sea. That should cover the bottom and left. Right side is basically same boarder as the Elves except that some of the mountains reside in their land so if you could also include them in my boarder while basically following 'em north I'd appreciate it. Sorry dumb laptop screwing up should have done it at my brothers appartment on his comp.


Last edited by Mille Sessau on Mon Apr 11, 2011 9:31 am; edited 12 times in total (Reason for editing : Added The Nine to Current Leaders and Changed Current Leaders to Important People.)
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PostSubject: Re: [ACCEPTED] Republic of Ever-Winter (NTS)   Tue Feb 22, 2011 11:03 pm

Republic of Ever-Winter

Republic - A republic is a form of government in which people or the representatives of the people have ultimate power rather than the power being vested in a monarch or despot. The people or their representatives may elect a leader, but that leader's power derives from the consent of the people.
-- Generates +1 Happiness per city per week

Free Workers - Workers in the kingdom can work with whom they please. Some wish to be masons, some wish to be scribes and others wish to join the military. There is no hierarchy that dictates who is born into what. Farmers becoming kings is still a near impossibility, but only in a society where workers are free to work where they wish is it possible that innovative new ideas can be added, traded and viewed to become usable, rather than in a heavily protected society where artists trudge stone and masons fight in the king's army.
-- Requires only 30 Economic Points for a Golden Age requirement.
-- Capital starts with a Library Construct and all other Library Constructs cost 5 Economic Points less.

Taxation - The kingdom has decided that it can vary the level of taxation upon its citizens. The economy can flux and the taxation rate can be adjusted to ensure the people are kept happy. When the taxation rate increases, the revenue of the kingdom increases but the unrest within the kingdom increases as people make less and less for themselves.
-- Taxation Rate: Anywhere from 0 to 10.
-- For every level of taxation past 7, a decrease of 2 Happiness points a week occurs.
-- For every level of taxation of 6 or below, an increase of 2 Happiness point a week occurs.

Republics Tax Rate: 8

Free Beliefs - Free religion is the policy of a state which does not mandate which religions its members must adhere to. All religions are welcome, and let the spiritual marketplace decide among them. Though perhaps implemented for more noble reasons, free religion often has the effect of limiting the power of any individual religion. In states with one religion, the people in charge of that religion may wield a great deal of power. States with free religion generally attempt to treat them all equally, ensuring that none can become ultimately dominant.
-- Kingdom gains +1 Cultural Points a week for every Minor Religion and +2 Cultural Points a week for every Major Religion that has at least 10% followers in it's kingdom.
-- Religion does not effect Happiness in the kingdom.

Advanced Training - The kingdom has given more time and training to a certain type of soldiery. It may be the Light Cavalry, used for scouting and quick flanking types, or it may be the Light Infantry have had their training and equipment bolstered so that they may go head to head with other kingdoms Heavy Infantry, but all the surrounding kingdoms understand that these well trained units are a symbol of national heritage.
-- One type of Military Unit is always considered Elite in a single category: Morale, Discipline, March.

Swordsmen -- Discipline



Population: 133,000. ( +1,200 a week )

Military Points: 169

Happiness: 182 / 300 ( -3 )

Religion: Free Beliefs ( 0% all religions / 0% growth )

Economic Points: 12 (Increase of 13 a week)

Cultural Points: 62 (Increase of 4 a week)

Republic Military

12 Spearmen Regiments
-- (3,600 Dwarven Light Infantry)

8 Skirmisher Regiments
-- (2,400 Dwarven Skirmishers)

11 Swordsmen Regiments
-- (3,300 Veteran Dwarven Swordsmen)

6 Light Cavalry Regiments
-- (1,800 Dwarven Light Cavalry)

2 Heavy Cavalry Regiments
-- (600 Dwarven Heavy Cavalry)

20 Catapults
-- (400 Dwarven Soldiers)

2 Battering Rams
-- (40 Dwarven Soldiers)

3 Siege Tower
-- (150 Dwarven Soldiers)

LIMITS

Iron:
33/0.

Wood:
25/0.

Horses:
8/0.

Culture

Library - 36 Economic Points - Stone - The Library is the apex of learning and culture in a kingdom. A Library generates +2 Economic Points, +2 Cultural Points and +1 Happiness Point per week. Maximum of 3 per city.

Minor Work of Art - A minor work of art ; whether it be a painting, a book or the newest play has just been created. It offers a small bit of cultural boost in whatever kingdom it surfaces in and all those who come into contact with it become relatively intrigued by the culture from which it stemmed for its unique ideas.
* Spreads a small amount of culture.
* Costs 4 Cultural Points.
* Instantly generates 3 Happiness Points.

Resources

Foodstuffs - Foodstuffs are staple foods raised in farms as agriculture, or hunted in the forests and on the plains in order to feed the entire population. They are absolutely essential to the livelihood of a kingdom and without it, a kingdom will quickly drop into recession and its people will begin to starve and die at an alarming rate.
* Feeds the entire population.
* Portion of the population will begin to starve if a Moderate or Massive amount is traded away.
* Generates 1 Economic Point a week unless being traded away in a Moderate or Massive amount.


Stone- Stone quarries, while seemingly less important in retrospect of iron and gold mines are equally as important. Stone quarries are used primarily for the construction of walls and roads and buildings.
* Generates 2 Economic Point a week unless being traded away in a Moderate or Massive amount.
* Useful for Constructs.
* Decreases the price of all Stone Constructs by 3 Economy Points.


Constructs

Fortress - A huge fortress of stone, it can hold 30 Military Units and has the equivalent of Minor Stone Defensive Walls and has small towers posted on all corners with a central gate. These can be built anywhere.
* Requires Stone Resource Type or receiving Massive Stone Resources.
* Costs 54 Economic Points.

Library - The Library is the apex of learning and culture in a kingdom. A Library generates +2 Economic Points, +2 Cultural Points and +1 Happiness Point per week. Maximum of 3 per city.

Forge - The Forge increases the yearly yields for Gold and Gem Resources. For every Forge, each of those Resources generate +1 Economic Points and +1 Happiness Points per week. Maximum of 3 per city.
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[ACCEPTED] Republic of Ever-Winter (NTS)
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