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 Empire of Mille Sessau (WAR)

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Mille Sessau
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Join date : 2011-02-18

PostSubject: Empire of Mille Sessau (WAR)   Tue Apr 12, 2011 11:31 pm

Kingdom Name: Empire of Mille Sessau.

Kingdom Race:

Humans - Humans are the youngest race around, and they have the most to learn. However, humans are also the most eager to learn the ancient art of magic, and they are also one of the more honorable races. Human kingdoms are varied and diverse, which leads credence to the idea that humans are a powerful race indeed. Average lifespan of 70 years.
Strength of Men - Humans have increased fighting prowess against non-Human races.
Natural Diplomats - All Trade Agreements generate +1 Economic Point per Resource being traded to another kingdom.

Easily Corrupted - Human leaders are easily corrupted or bribed.
Disunity - Increases chance of Heretics and civil wars occurring.


Kingdom Size:

Massive - A massive kingdom has large swathes of land and four secondary cities along with the capital. The largest problem with a massive sized kingdom is that it becomes exceedingly difficult to defend its large borders.
* Has four cities and the Capital.


Name of the Capital and surrounding Cities (if any):

Jaudeaux - The capital of Mille Sessau, Jaudeaux is home to the arts and the birthplace of Sessauan philosophy and the self-proclaimed center of culture in the world. Also here is the Grand Palace of the Emperor, as well as the Sacellum of Sessau, the grand religious shrine of the new gods. Jaudeaux sits in the center of the great plains and serves as the centerpiece for trade and travel within the Empire. There are two sides of Jaudeaux however, Inner Jaudeaux and Outer Jaudeaux. Outer Jaudeaux is the outer rim of the great city where slums and the lesser elegant buildings stand. Inner Jaudeaux is full of huge noble houses and the important political monuments of the Empire.

Val Avos - Val Avos lies right on the edge of the Great Plains and the Long Desert. It is known as the "Gem of the Empire," because all of the jewelry in Mille Sessau comes from Val Avos. It is the least habited town in the Empire, comprising only about 9,000 people. It is ruled by the Count of Val Avos, who currently is the oldest nobleman in the Empire, but he rules with a kind hand and it is often said that serfdom does not exist in Val Avos, although this is clearly false.

Saint-Mille - The original capital of the people of Mille. It is the second largest city in Mille Sessau. It lies on the western border of Mille Sessau, with the Count of Saint-Mille's large estate existing right on the small lake, called Les Bleu. Saint-Mille is noted for it's long avenues and grand bazaar in the center of the city. Saint-Mille is surrounded on all sides by large agricultural farms.

Chouannerie la Que - The town of Chouannerie la Que is the primary porthub in Mille Sessau and lies in the northeastern region of the empire. It is also home to Les Royales and the Grand Admiralty, which is where naval officers of Mille Sessau are trained. Chouannerie la Que is very humid and is noted for much of the serfs living near the beach and it's huge clocktower near the dockworks.

Gharonne - Gharonne is a large town that lies in between Val Avos and Jaudeaux. Much like Jaudeaux it is home to excessive culture and has a similar construction set up, there is an Inner Gharonne and Outer Gharonne. The nobility here is known for bickering about wealth more than art and culture which is why the other nobility considers Gharonnian nobility a step below, though in the Empire's Court they are all equal. Gharonne is home to the best fur hunters in the Empire, and in the summer seasons they all meet here to tell their tales and sell their furs from the winter.




Monarchy - Monarchy is a form of government where power is vested in an individual. Often, but not always, power passes to the monarch's heir upon the current ruler's death. (There are some elected monarchies, but not many.) Monarchy is similar to despotism, but with one important difference: the monarch rules within the state's laws, while a despot is above all law. It is of course quite possible for a monarch to be a despot - but it is also possible for a monarch to be part of a political process which allows the people a good deal of freedom.
-- Theaters built in the capital generate +2 more Cultural Points.

Labor Civic

Serfdom - Serfdom is the enforced labor of serfs on the fields of landowners, in return for protection and the right to work on their leased fields. A kingdom with serfdom always has a viable work force, but they are not always happy. If you need something built, you'll always have a large supply of workers. They own only the clothes on their back and for working on their lords fields they are given food and shelter. Civil unrest is common in serfdoms, but someone not working is very uncommon.
-- Irrigation Farmlands generate +2 more Economic Points per week.
-- Lumber Mills generate +2 more Economic Points per week.

Legal Civic

Vassalage - Under vassalage, the power and prestige in a nation is held by those who own the land. The more land one owns, the more powerful one is. In some cases land ownership may be limited to members of a certain class, tribe, religion, or even gender. Great care must be taken by the elite to see to it that the great unwashed mass of peasants don't become angry with them, as such situations often end with a radical redistribution of land, which may or may not be accompanied by the executions of the former landowners.
-- Generates +1 Cultural Points per city per week.
-- Once a week, every city in the kingdom grants a free military unit.

Religious Civic

Mysticism - Mysticism is the pursuit of communion with, identity with, or conscious awareness of an ultimate reality, divinity, spiritual truth, or a god through direct experience, intuition, instinct or insight. Mysticism usually centers on a practice or practices intended to nurture those experiences or awareness. Mysticism may be dualistic, maintaining a distinction between the self and the divine, or may be nondualistic. Differing religious traditions have described this fundamental mystical experience in different ways.
-- Kingdom will have a Minor Religion that starts at 35% of the kingdoms population. Your kingdom's capital will be that Minor Religion's capital.
-- +2 Happiness Points for every Natural Resource Node your kingdom possesses.

Military Civic

Conscription - In times of war, many of those serving in non-military roles are put through a hurried training, given a weapon and ordered to the front. They do not have to pay for their own weapons or training, the kingdom pays for it as the kingdom is the one who needed them there. They are fed, but as soon as the kingdom no longer needs them they will be disbanded and returned to their original form of work.
-- Warrior Companies, Swordsmen Companies and Light Cavalry can be purchased at a price of 1 Economic Point.
-- For every one Military Unit conscripted, 1 Happiness point is automatically deducted.

Population: 69,000. ( +1,600 a week ) ( 2,200 since new city )

Happiness: 325/500. ( -2 )

Military Points: 19

Economic Points: 6 (Increase of 7 a week) (+2 Racial Trait)

Cultural Points: 4 (Increase of 9 a week) (-2 Trading)

Religion: Van Sessau Monotheism (Minor Religion / 42%) ( 0% Weekly Growth )

Mille Sessauan Military

12 Spearmen Regiments
-- (3,600 Human Spearmen)

9 Swordsmen Regiments
-- (2,700 Human Swordsmen)

8 Light Cavalry Regiments
-- (2,400 Human Light Cavalry)

3 Heavy Cavalry Regiments
-- (900 Human Heavy Cavalry)


Mille Sessauan Navy

4 Biremes
-- (480 Human Sailors)

1 Trireme
-- (200 Human Sailors)

2 Galleys
-- (600 Human Sailors)

2 Transports
-- (200 Human Sailors)

LIMITS

Iron:
24/0.

Wood:
9/0.

Horses:
8/20. ( -10 for Trade )

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.


Foodstuffs (400+ Population Growth) - 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.
* Every Foodstuff Resources after the Kingdom's first increase the Kingdom's population by 1,000 a week.
* Foodstuffs are required for every civilization.
* Generates 1 Economic Point a week unless being traded.

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.
* If starting with this resource, you MUST choose one of the sub-types.
-- Furs: Generate 1 Economic Point and 4 Cultural Points per week unless being traded away in a Moderate or Massive amount.


Horses - Horses have and will always been an absolutely essential crutch to warfare. Without access to the domesticated horse, cavalry cannot be called into action. This resource allows you to utilize and purchase Cavalry units.
* Generates 2 Economic Point a week unless being traded.
* Allows the purchase of Cavalry units.
* For every ONE Horse Resource Node, you can support 20 Cavalry units.

Constructs

Major Colony -- New Mille
* Cost 20 Economic Points
* 4,000 citizens - 4 Economic Points a week to maintain
.

Cultural Activities

Major Border Expansion -
* Expands kingdoms borders in one direction a moderate amount.
* Costs 22 Cultural Points.
(Mille Sessau)

Major Border Expansion -
* Expands kingdoms borders in one direction a moderate amount.
* Costs 22 Cultural Points.
(Mille Sessau)

Minor Border Expansion - The kingdom knowingly expands its own borders, a small amount of villagers move into the area and set up small establishments and the kingdom notes the expansion on all of its official cartographical documents.
* Expands kingdoms borders in a single direction.
* Costs 8 Cultural Points. (ONLY COST 4 DUE TO TRAITS -- New Mille)

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.

Minor Border Expansion
- The kingdom knowingly expands its own borders, a small amount of villagers move into the area and set up small establishments and the kingdom notes the expansion on all of its official cartographical documents.
* Expands kingdoms borders in a single direction.
* Costs 8 Cultural Points. (ONLY COST 4 DUE TO TRAITS -- Northwest Mille Sessau)

Major Border Expansion -
* Expands kingdoms borders in one direction a moderate amount.
* Costs 22 Cultural Points.
(Mille Sessau)

Missionary (8 Cultural Points)
* Spreads 5% religion.

Trade Agreements
Merenaz Caliphate
-- Trading 10 Horses for Gems ( -10 Horses -1 EP / +1 EP, +1 CP) (+1 EP)

Republic of Ever-Winter
-- Trading Furs for Marble ( -2 CP / +1 EP ) (+1 EP)
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