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 Empire of Ezria (WAR)

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Mille Sessau
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Posts : 567
Join date : 2011-02-18

PostSubject: Empire of Ezria (WAR)   Tue Apr 12, 2011 6:40 am

Kingdom Name:
Kingdom of Ezria

Kingdom Race:
Avians - Avians stand six and a half feet tall with a humanoid frame and distinct avian features. They have talons for appendages, a beak instead of a human orifice and nose, and a huge set of feathered wings. They hatch eggs instead of live births. Their own race has its legends set in stone with the Lizardmen. Most Avian Kingdoms have a founding within huge mountain resorts rather than across the plains. Average lifespan of 180 years.
Flight - Avian Warriors and Skirmishers may take short range flight during maneuvers, but not during combat.
High Culture - All Luxury Resource Nodes generate +1 Culture a week.

Arrogant - Avian Kingdoms have decreased diplomacy with all other kingdoms.
Xenocentric - Avian Kingdoms must pay double for non-Avian mercenary units.

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):
Capital: Coronne - Sitting on the highest peak of the mountains and is the largest city and cultural epicenter of the Empire. Over 30,000 call this place home, the city also hosts the Imperial Court and the immense bureaucracy that comes with it. It is a city of great wealth, intrigue, and vice.

Majitra - The religious heartland of the country, it is here where the Chosen One (explained in history section) was born more than 250 years ago. A cult has since sprung up around his birth and to worship the Imperial Family, thousands make the journey here each year in pilgrimage. The city is also renowned for its massive stone deposits.

Agrinia - Nestled in the fertile valleys of the mountains, Agrinia is a major trade hub and economic powerhouse of the country and the gateway to Ezria.

History:
Sitting in the mountains, Ezria is a hard land that despite war, misfortune, and famine has managed to thrive and prosper. Present day Ezria did not emerge until the Chosen One, King Zargari the Great was born more than 250 years ago into a world consumed by violence, blood, and the entire population on the brink of extinction after generations of fighting amongst themselves and the local human tribes folk for whom the Ezrian's had a long standing hatred for. He lead the Ezrian people out of Majitra against the mountain tribesfolk and through a series of bloody (and genocidal) wars over a period of thirty years that saw the deaths of thousands, established Ezria as a nation to be reckoned with in the region and solidified its hold on the bulk of the mountains. The entire ruling family descends from Zargari, and his line has since been declared 'Divine' and is worshipped by the majority of the population. Since the passing of Zargari the Great, his grandson has since assumed control of the country with an increasing eye on expanding his nation's domain into the fertile 'flat lands' below.

Government Civic
Oligarchy - Oligarchy is a form of government in which a small segment of society has all of the power. Power might be held by a specific family or tribe, or people of a certain religion or from a special caste. Usually the rich or militaristically imbued are the ones with the power. Some oligarchies can be good in nature, though this is rare.
-- Military Units fighting in Home territory fight as Veteran -- High Morale.

Labor Civic
Trade Guilds - Trade guilds are organizations of workers who have banded together to gain better working conditions, increased salaries and so forth for their members. The trade guilds negotiates contracts with the employer, hopefully achieving more success than any individual employee could on his or her own. If the negotiations are unsuccessful then the trade guild might organize a work stoppage (or "strike"), limiting or curtailing the employer's income. Many kingdoms have bitterly resisted the creation of guilds and more than a little blood has been shed over the matter.
-- Allows the kingdom to build Guild Halls.
-- All cities in the kingdom start with a Guild Hall.

Legal Civics:
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.

[ Tax Rate of 8 ]

Religion Civic:
Paganism - The people don't have any true to heart beliefs. These people may belief this, those people may believe that, but the society of this kingdom isn't run on the worship of a deity, it's social and military policies are not dictated by holy books, and its cuisine is not limited to only clean and approved animals. Although called paganism, the trait is exemplified more by a lack of general beliefs, rather than the wrong belief.
-- +2 Happiness for every 33% of the kingdom that is Pagan and -1 Happiness for every 33% that is Religious.
-- Decreases all Religions in all cities by 8% a week.

Military Civic:
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: Discipline -- Warriors.




Population: 105,400. ( +900 a week ) ( 900 since new city ) ( Elves not counted until Happiness is 40/100 )

Happiness: 182/300 ( -2 ) (-2 for Taxation) ( +6 for Paganism )

Religion: Pagan ( 100% Pagan / 0% Growth)

Mabiya: 34/100 ( -3 )

105,000 Avians (77% of Kingdom of Ezria)
25,700 Elves (23% of Kingdom of Ezria)

Military Points: 0

Economic Points: 12 (Increase of 19 a week) (+2 for Hero)

Cultural Points: 6 (Increase of 6 a week)

Ezrian Military

11 Warrior Regiments
-- (3,300 Avian Warriors)

6 Skirmisher Regiments
-- (1,800 Avian Skirmishers)

8 Swordsmen Regiments
-- (2,400 Avian Swordsmen)

5 Swordsmen Regiments
-- (1,500 Elvish Swordsmen)

4 Light Cavalry Regiments
-- (1,200 Avian Light Cavalry)

4 Heavy Cavalry Regiments
-- (1,200 Avian Heavy Cavalry)

1 Heavy Cavalry Regiments
-- (300 Elvish Heavy Cavalry)

12 Catapults
-- (440 Avian Soldiers)

3 Blood Wing Companies
-- (300 Avian Warriors)

Ezrian Navy

3 Biremes
-- (450 Elvish Sailors)

2 Triremes
-- (300 Elvish Sailors)

LIMITS

Iron:
32/0.

Wood:
27/20.

Horses:
9/0.


Ezrian Resources

Foodstuffs (Agrina) - 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.


Rare Goods - Rare goods are hard to find items that are very valuable in the market setting. They include but are not limited to; furs, jewels, spices and mithril.
-- Jewels: Generate 2 Economic Points per week and 2 Cultural Point per week unless being traded away in a Moderate or Massive amount.

Wood -Wood, found primarily in huge forests are useful for building huge fleets of ships as well as creating minor defensive walls and outposts within the borders of a kingdom.
* Wood is now required to purchase Wood Constructs, Catapults, Battering Rams, Siege Towers and all Ships.
* Generates 2 Economic Point a week unless being traded away in a Moderate or Massive amount.
* For every ONE Wood Resource Node, you can support 20 Ships and/or Siege Equipment at any one time.
* Generates 2 Economic Points a week unless being traded.
* Goblins and Dwarves cannot select this resource if using Underground Kingdoms.


Constructs

Guild Hall - 20 Economic Points - The Guild House is useful for generating revenue in a kingdom, both yours and neighboring ones. For every Guild House constructed in your own land, the owner generates +1 Economic Points per week. Constructing one in a neighbors land generates +2 Economic Points for the owner, and +1 Economic Points for the kingdom in which it was built in. Maximum of 1 per city. (Coronne)

Guild Hall - 20 Economic Points - The Guild House is useful for generating revenue in a kingdom, both yours and neighboring ones. For every Guild House constructed in your own land, the owner generates +1 Economic Points per week. Constructing one in a neighbors land generates +2 Economic Points for the owner, and +1 Economic Points for the kingdom in which it was built in. Maximum of 1 per city. (Majitra)

Guild Hall - 20 Economic Points - The Guild House is useful for generating revenue in a kingdom, both yours and neighboring ones. For every Guild House constructed in your own land, the owner generates +1 Economic Points per week. Constructing one in a neighbors land generates +2 Economic Points for the owner, and +1 Economic Points for the kingdom in which it was built in. Maximum of 1 per city. (Agrina)

Courthouse - 22 Economic Points - Stone - The Courthouse helps deal with lawlessness and crime in major cities. For every Courthouse built, generates +2 Happiness per week. Maximum of 3 Courthouses per city. (Majitra)

Well Developed Roads - The roads are cartographed and well laid. Multiple paths are laid and this will speed up the movement of all soldiers as well as siege equipment within the kingdom.
* Requires Stone Resource Type or receiving Moderate Stone Resources.
* Costs 26 Economic Points.


Major Stone Walls (AGRINA) - These are thirty foot high walls that are six feet wide with an equally thick set of gates. Guards can patrol the top and catapults will not be able to break these walls down. The only way to enter a city with these walls is the use of a tower, or a battering ram to open the front gates.
* Requires Stone Resource Type or receiving Moderate Stone Resources.
* Purchasing one of these allows you to build them around one city of your choosing.
* Costs 38 Economic Points.


Cultural Activites
Major Border Expansion -
* Expands kingdoms borders in one direction a moderate amount.
* Costs 22 Cultural Points.

Establish New City - The kingdom dictates that a new townsend must be established. People move into the designated area, the settlement is named and officially recognized on the map. The uses pertain primarily for new establishments for commerce, defense or just because the kingdom
* Establishes a new city for the kingdom.
* Requires at least 3,000 population growth since last use or first use.
* Costs 10 Cultural Points.

Shrine - 12 Economic Points - The Shrine is a minor monument celebrating some great feat of old or recent and passed leader. For every Shrine constructed +1 Cultural Points are generated a week. Maximum of 3 per city.

Trade Agreements
Tribes of Ejrahk
-- Trading 5 Wood for 10 Iron. (-1 EP, +1 EP)
-- Built Trade Hall in Kresh. (+2 EP)
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