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SprylliNES II: Oracles and Oligarchs

Discussion in 'Never Ending Stories' started by spryllino, Aug 15, 2010.

  1. spryllino

    spryllino Deity

    Joined:
    Jan 13, 2010
    Messages:
    3,162
    Location:
    England
    Status: This NES is regrettably dead.

    Presently, new players to take existing clans (the An'Topi horse-breeders and farmers, and the Tal Rynn stone masons and miners) are welcome, and players who wish to pursue a different trade are encouraged to diversify either the Tal Rynn or the An'Topi rather than creating their own clan. Nevertheless, I may still accept new clans into the NES, if they are well in keeping with the storyline and they do not obstruct other players. Further opportunities will be opening up in future updates.

    Previous thread

    Update 1 - Wherein Dis wars with the Magareanen and drives them out of its territory, and the Magareanen sue for peace; Dis also inflicts a defeat on some pirates. The Senate raises an army and a poll tax to pay for it. The Demoites and Hlyngbanites ally through marriage. The Tralysan design a rudimentary cannon. Tensions mount between the Loresian and Pheresian Leagues over a pirate attack on Syly from Loresian waters; the Demoite governor of Ucpleria is accused of collaboration with the pirates. Theopleria allies with Rorarym against the Syllianen and drives them out of their land.

    Summary:

    The city, Dis, is now a mercantile republic in an era similar to the renaissance of our world. The players each represent a clan of merchants and businessmen. Each clan has a single, unelected seat on the Senate. The Temple is also important to the NES, and also holds a seat on the Senate.

    Each update represents 3 years. The present year may be described as the year 600, as precisely 600 years have passed since the death of the Priest Hadak in Ancient Times, and this has been adopted as a suitable event for the start of a calendar.

    The Population of Dis is 75000.

    This NES is a continuation, albeit greatly separated in terms of time from it, of SprylliNES I. I hope my changes to the ruleset will ameliorate some of those aspects of the old ruleset that caused the senate and thread to be inactive and the prophecies to be neglected. The BT should give the NES a significantly richer setting. If I have succeeded in allowing this NES to be a good bit more active than the previous one, I hope I may look forward to moderating a fun and engaging NES for a good while, and if not, I have little doubt that I will soon find myself going back to the drawing-board.

    Players, especially for existing NPCs but also for new clans, are always desirable at any point in the NES, provided there is no huge flaw in your application or in your behaviour in the thread.

    The Senate and Clans

    All the clans have a seat on the Senate; the Temple also has a seat on the Senate. The senate can levy taxes and tariffs and pass legislation of any sort. All clans must have a speciality, and each clan controls a large share of the business of this speciality in the city.

    NPC clans, especially the landholding aristocratic clans, are very open to bribery when voting. Please address any bribes by PM. Otherwise, I as the moderator will largely adopt a principle of the NPCs abstaining on anything unless their clear interests are at stake.

    The Senate too has stats, under the stats for the Clans, the Temple, and the Judiciary. Every turn there must be a budget that has more ayes than nays to its name; in the event of a tie, the Temple casts the deciding vote. If there is no budget, no funds will be spent (and I will get a bit fed up).

    Senate votes are cast and counted in this social group, which all players should join.

    The Temple

    The Temple comprises two players, the Prophet and the Dean. The Priesthood no longer exists and its functions have largely been merged into the Dean’s.

    The Prophet devises a set of prophecies each turn that come true in the next Update. The Prophet also devises interpretations for the Prophecies, which may or may not be accurate interpretations. The Prophecies and the Interpretations are then sent to me. I will then post them on the thread so that the players can use them to devise their course of action for the turn based on them. The Prophet’s identity is hidden.

    The Dean controls the doctrine of the Temple and advocates the Temple’s political opinions in the Senate. Almost all the people in the city (except the people of the Pheresian Quarter in the Southern part of the city) are adherents to the religion of the Temple. The lower classes in particular are very loyal to it.

    The Judiciary

    The judiciary for all cases is controlled by a panel of judges without a jury, containing three appointed by the Senate and three appointed by the Temple. Judges hold their position until unseated by their resignation, death, or a senate vote. All important cases are judged by the whole board of six judges. New judges are chosen from the ranks of the Guild of Law in Hlyngba, which caters for the legal education of judges and orators. As such, many of the potential judges are in fact members of a clan. When a new election is decided on, a list of candidates will be provided by the moderator. The present judges and their affiliations are noted under the stats.

    Harbour Authorities

    The city now has them! They are nominally under the control of an appointee of the Senate (the Harbourmaster, who is responsible for collecting tariffs and providing a certain yearly payment to the Senate.

    Offices

    Other than the judiciary, there are several offices that must have a senator fill them. The office of governor is there in each colony merely to preside over the local council (of colonists) and report their actions to Dis, keep an eye out for suspicious activity, and control any garrisons in that colony. An election must be held for any office if four clans vote no confidence in a current office-holder.

    A full list of offices with their holders is under the stats.

    Income and Upkeep

    Income is measured in shillings. A shilling is a lot of money, as you can see from the upkeep values below. For convenience, it is worth about what it was worth in SprylliNES I. Income is contributed by your clan’s members and by the income from businesses owned by your clan.

    Income can be stored away physically (but of course it can be raided physically too) in a treasury. This is also shown in the stats. When you bank shillings, you should tell me where to store them.

    All objects possessed by a clan have an initial cost and an upkeep value. The following are common objects; for anything else, ask the moderator.

    Merchant ships cost 40 shillings initially, and subsequently 20 shillings each turn.
    Warships cost 100 shillings initially, and subsequently 60 shillings per turn, not including marines.
    Soldiers cost 6 shillings initially, and subsequently 2 shillings each turn. (4 shillings of the initial cost is armour, and cheaper armour can be purchased from a metal-working clan)
    Warhorses cost 6 shillings initially, and subsequently 2 shillings each turn.
    Labourers cost 4 shillings initially, and subsequently 2 shillings each turn. (if equipment is bought, then the labourer is let go and then called up again, the equipment does not normally need to be bought twice)
    Beasts of burden cost 2 shillings initially, and subsequently 1 shilling each turn.
    Slaves cost 8 shillings initially, and subsequently 1 shilling per turn. (but they can be cheaper from a slave-trading clan.)

    Other prices for guidance only (ask the moderator for confimation):

    Spoiler :
    30 shillings for a small wooden house. (2 up, 2 down)
    40 shillings for a slightly bigger house (2 up, 3 down)
    280 shillings for a large official building (240 goes on stone; 40 goes on labour)
    110 shillings for a plantation
    100 shillings for a workshop
    160 shillings for a large mill
    140 shillings for a demitemple
    30 shillings for a small shrine
    450 shillings for a printing press workshop


    Levying Troops

    Individual clans can levy up to 50 soldiers for every plantation they own at the cost of 1 shilling each. These soldiers cannot be employed as cavalry. Levying them decreases the productivity of the plantations, especially if they are kept levied during the harvest. Levied soldiers are not eager to go campaigning abroad.

    If the Senate orders a general levy, all workers on all clans' plantations are called up, in addition to workers on private farms (although most farms are owned by clans).

    Membership and Prestige

    Every clan has a membership, representing the wealthy benefactors and investors of the clan. These members alone can be used in your private army, but only as cavalry. Your prestige increases if prestigious, rich, sorts of people join you, and your prestige declines if you let riff-raff into your clan. Each member gives you a subsidy each year of 1 to 6 shillings depending on their wealth (but you always have to pay for their horses if you want them to have horses). Your membership can increase for many reasons, and increased popularity and prestige will encourage new members. You can give your members some things to do in your orders, but they will not really exert themselves, and you must remember that they are the, aristocratic or at very least middle-class, bosses and owners of the clan, and not the workers. They cannot be used for menial or day-to-day work.

    Every clan has a popularity stat. This is useful as an indicator of how popular your clan is. Of course, the Temple always has greater popular respect than its prestige stat would indicate.

    Other Things:

    The maps are lower down the page with a description of the city.

    Orders, I hope, will be concise but interesting, with a clearly defined spending section.

    Stories and good orders may cause me to give the writer a bonus.

    Spoiler example :
    Lepserian/NPC
    Speciality: Shipwrights
    Income-upkeep-tax: 3000 shillings-1600 shillings-300 shillings=1100 shillings
    Treasury: 4000 shillings
    Members: 500, contributing 1500 shillings out of your income
    Popularity: 0
    Assets: 160 ships for sale at 40 shillings each!

    Spending:

    300 shillings on 150 labourers to start work on another ship.
    400 shillings on hiring 40 armed guards for the shipyard.
    500 shillings in protection money to the Scara'moosche clan.

    Unfunded Actions:

    Send a labourer to the market every day to advertise our ships.
    Sail a ship over to the islands to learn new shipbuilding techniques from the people of Bok.
    Sell the ship that the Ogluy clan ordered.

    Contingencies:

    If anyone tries to damage the ships, tie them up and take them to the Senate for trial.


    Stories may cause their writer to receive a bonus. I appreciate all efforts to make this world more vivid and interesting.

    How to join this NES:

    At the moment, new players are encouraged to take one of the numerous and varied NPC clans if they wish to join, as this will allow for the storyline to develop more smoothly. However, if you wish to create a new clan, which you are still welcome to, please apply to join (on the thread or by PM) by giving your clan a name, a speciality, a brief description/history, a justification for why your clan has suddenly appeared in the storyline, and any other information about your clan. I would prefer it if you didn’t recycle names from other NESes; this is a tedious practice. At the moment, I would particularly appreciate a clan specialising in settling people in the colonies. Here is a template.

    Clan Name:
    Speciality:
    Description/History:
    Other:
     
  2. spryllino

    spryllino Deity

    Joined:
    Jan 13, 2010
    Messages:
    3,162
    Location:
    England
    The Setting (from ancient times)

    The city is a quiet seaside town. Away to the north are hills that stretch so far that no-one can confidently say where they end, and arable plains are the main feature of the landscape for many miles along the coast, after which the beaches turn to cliffs and the farmland turns to forest. The hilly area is lightly forested, with valleys where large tribes of sedentary locals live. Rumours of a great civilisation in the North are sometimes to be heard in the city, but no-one can give any details about it.

    The city is built on a small river that flows through the north side of the city and enters the sea to the east, outside the walls, and around the mouth is the lesser port of Yglissy, where fishermen carry out their work. On the north side of the river is a somewhat steep hill, the Ulerian hill, on which many of the poorer houses are, and this gradually slopes downwards on the other side into the thick woodland beyond.

    On the south side of the river is the open market, which is sandwiched between the sacred area of the Temple on the west side and the Kings’ Hill on the other side. On this small hill are found the Senate and the headquarters of several of the city’s older, more established clans.

    A wide road runs from the market to the port, and on either side of it stretch roads, and on these roads, small shops and pubs and houses can be found. Larger houses are occasionally found for the more prosperous middle-class families, many of whom have businesses at the ends of the roads near the city walls. This area is known as the Southern city. The South-eastern quarter of the Southern city is almost entirely inhabited by people of the Loresian religion, a foreign cult from a long way down the coast, and these people are thought of as heretics by a substantial minority of the population.

    The city thins out before the gates, and the wide road proceeds out from the gates through miles of cornfields and vineyards up to the main port, Ferante. Here great merchant ships dock and trade deals are worked out with the people of the islands to the south and with the other towns along the coast. Many shipwrights live in the houses by the dock, and all around the dock are workshops where fine exports are made from imported and local goods.

    To the northwest of the Temple, along the riverbank on both sides, are many of the other wealthy families of the city. They live in large houses with gardens, and there is a theatre here too. Roads lead out of the gate from this area, known as Hlyngba, along the southern perimeter of the woodland and lead to the farms along the coast.



    The Maps:

    The maps are below. Each of the coloured areas is one of the quarters of the city. The holes in the city wall are the gates. The ][ symbols are bridges. The red area is the main road and the marketplace. The green quarter includes some houses, but these are in the western part and these are separated by the darker green line from the Temple's grounds.

    Spoiler three maps :




    The Quarters:

    A description of each quarter is in Update 0.
     

    Attached Files:

  3. spryllino

    spryllino Deity

    Joined:
    Jan 13, 2010
    Messages:
    3,162
    Location:
    England
    Introduction to SprylliNES Part Two

    Six centuries have passed, and empires have risen and fallen around Dis. Despite all the ravaging, revolutions and wars the city of Dis has endured, it has grown and prospered anyway. Empires have surrounded it and vassalised it, but, for this trading town, isolated between the wooded hillsides and the southern sea, these Empires have had little effect; as they fell, Dis was careful to seize a portion of the wealth and territory of each. Now Dis has a trading empire that stretches well beyond where the Ancients thought the world ended. The mercantile clans of the city have grown and pocketed most of this new empire’s wealth, and the old aristocratic Senate has been replaced by a new Signoria, where the wealthy clans of the city hold all the power, and where each clan holds a single vote irrespective of the will of the populace. Dis has advanced immensely in culture and education in these six centuries, and the status of culture and education is not dissimilar to that of the OTL Italian renaissance.

    The First Century was a century of peace. Exploration went ahead quickly and shipbuilding techniques progressed a lot. Trade routes and then embassies were founded in the great Pypumite kingdom, originally discovered by the Verisimilitude Clan, and with the three distant leagues of cities, the Loresian and the Pheresian Leagues in the East, and the Piglean League in the West, centred on Theopleria.

    In the second half of the first century, the Piglean cities outside the League began piracy against Kyly, Dis, and the other cities in the region. Gerignia and Ucpleria found themselves unable to defend themselves sufficiently, and, once many of their citizens had emigrated in fear to Kyly or Dis, they joined the Piglean League for protection. Meanwhile, the Loresian and Pharesian Leagues, which formed separately at the beginning of the century, consciously and ostentatiously began to rival each other in wealth and power.

    The Second Century was a century marked by sea-borne wars everywhere. The Loresian and Pharesian leagues each took over, sometimes by force, the cities belonging to the Loresian culture that were not already in their possession, and then they spent the rest of the century in intermittent wars. In Dis, the Loresian quarter was full of riots, which ended in the pro-Pharesian party’s favour. This further undermined the Senate’s authority in the area, because the two leagues had, despite their religions being identical, proclaimed the other’s a heresy, and each had instated a centralised religious authority, a Grand Patriarch, and so the Pharesians in Dis (previously known as Loresians) have since been fanatically loyal, like their compatriots, to the Pharesian Grand Patriarch.

    Meanwhile, Kyly joined the Piglean League at the beginning of this century, and used its position when it left again to cause the League to split. This came about following the Piglean League’s failure to prevent an enormous number of pirates and barbarians of the Siglen tribe from razing and pillaging Bok. The attack was also aimed at Cleria, Bok’s colony, and it was well funded by the Clyrite king, who was eager to cut off the supply of stone from Bok to Pypum, which he was at war with. Coincidentally, the Pheresian League happened to attack Ucpleria at the same time, and so the Kylite fleet was left to deal with the Pheresians on its own, with the result that it arrived at Cleria to find that Bok had been razed following the defeat of the Piglean League’s fleet. Nevertheless, the Kylite fleet defeated the pirates, and, not seeing the worth of Theopleria and its neighbours as allies, Kyly left the League, followed by Cleria, Ucpleria, and Gerignia, which all submitted to Kyly as dependencies.

    In the South, the Clyrite and Pypumite kingdoms went to war inconclusively several times in bloody battles over very little territory.

    In the Third Century the Loresian and Pharesian Leagues’ wars became more intermittent. The Clyrites were supplanted by the Letricians, and these Letricians were generally more friendly towards the Pypumites than the Clyrites ever were. Therefore, trade boomed, especially after the Piglean League’s demise, the destruction of Bok, and the resulting increase in piracy. Dis exploited this overland trade by founding, at the mouth of the river Gliryfyn, which ran right into the former heart of the Clyrite Kingdom, the city of Digliryfyn, on the southern side of the straits. The ferrying of many fine goods, from Pypum and Letricia, and from the great inland kingdoms yet further to the south-east, across the straits to the north, brought enormous profits to the merchant clans of Dis and increased their power relative to the elite clans. A huge number of public buildings remain from this time because it was at this point that the elites, in order to get their lost prestige back, finally managed to subdue the Muren and acquire their stone-mine; stone had been in short supply for many decades given that Bok, the other main stone producer, had been razed by the Siglen.

    The Fourth Century was a troubled century. Huge armies of well-armed and well-led soldiers came down from the distant cold lands and rivers in the north. They subdued the legendary Kingdom of the Northern River over the Hills, and then military colonies of northmen began to appear in each of the barbarian lands. The tribes that would not admit a colony were massacred. However, the assault slowed as the northmen reached the middle of the vast hills, and the tribes nearest to Dis had to pledge merely nominal allegiance. Dis followed suit. The threat from the northmen, Kyly, and even, perhaps, from a growing Dis, caused the Lissen, Uclissen, and Oclissen to coalesce into a single tribe, and the Cybulen and Bulen alike pledged allegiance in fear of all the surrounding powers.

    The northmen (OOC: think a cross between Romans and Vikings) were admittedly overextended, but they were more than capable of campaigning outside their power base. They did not ask for Kyly’s allegiance, and it was now abundantly clear to all that their main purpose in marching so far south had been the dismantlement of Kyly’s trading empire, specifically the colonies that had been founded to the far north of Kyly. The Northern Emperor commanded the Senate of Dis to march against Kyly. The High Prince of Liss and his subordinate chieftains sent down their armies too from the hills, and, after a protracted siege, Kyly surrendered. The barbarians enslaved its population, and, apart from a northmen colony, the Kylite farmland was taken by Dis. Gerignia and Ucpleria, along with Cleria, became loyal vassals of Dis, and Ucpleria in particular received large numbers of colonists, who worked the newly acquired farmland and gave the area new-found prosperity. The area to the east of Dis was now a melting-pot of culture from Dis, Gerignia, Ucpleria, Kyly, the barbarians, and the northmen alike. They set to renovating their navies, and, with the help of captured Kylite ships (whose sailors were more than happy to exchange their defunct Kylite citizenship for citizenship in Dis) they began the arduous and long task of subduing the pirates in alliance with Theopleria and even the Pheresians.

    In the Fifth Century, the Lissen-Bulen tribal confederation, to everyone’s surprise, used their new-found enormous slave population from Kyly to initiate a huge cultural and political flowering. They became a single monarchy with elaborate customs and they quickly developed a sense of constitutionalism: their law had a fixed, written, and enlightened form by the middle of the Sixth Century. They exchanged their culture with the south through Dis, and Dis grew even more prosperous and populous with the enormous amounts of trade that this surprising new civilisation was generating. Other tribes, including the Magareanen, Moreuen, Pleren, and Lycelen, began to ape the customs of the great Kingdom of Liss.

    This economic and political flowering, especially on top of the enormous increases in the trade through Dis over the previous centuries, had a profound impact on Dis. New doctrines of rationalism undermined the middle classes’ respect for the Senate and Temple, and the merchants, whose main grievance was simply the elites’ gross inefficiency secured a rearrangement of the city’s constitution, resulting in the oligarchic government of today. The Temple, nevertheless, retained its seat on the Senate, and kept the allegiance of the lower classes and even some of the wealthier citizens.

    The Sixth Century was another of peace. The northmen’s empire slowly declined due to internal problems and their armies withdrew from the south, leaving independent colonies behind to fend for themselves. Political institutions were cemented in this century in most states, as the oligarchy stabilised in Dis, the constitutional monarchy stabilised in Liss, which conquered the Lycelen, and Pypum and Letricia continued the development that had been going on for a long time of feudalism. As authority became rather decentralised to the various lords of the multitude of fiefs, some principalities fragmented around the edge of Letricia especially. Dis founded a few colonies further up the Gliryfin river, although the countryside here is ruled by a creole population of mixed Dis-Clyrite descent.
     
  4. spryllino

    spryllino Deity

    Joined:
    Jan 13, 2010
    Messages:
    3,162
    Location:
    England
    Current Stats:

    Stats after Update 2:

    Spoiler :

    Assir/Kentharu
    Speciality: Generalship/Farming
    Income-upkeep-tax: 3375 shillings-600 shillings-506 shillings=2269 shillings
    Treasury: 473 shillings
    Members: 235, contributing 1140 shillings out of your income
    Popularity: 5
    Assets: 6 plantations at Dis; 7 plantations at Gerignia; 7 plantations at Ucpleria; 11 plantations in the Gliryfin river valley; 5 plantations at Cleria; 1 college at Dis (-40 shillings); 300 students (+2 shillings each); 50 professors (-4 shillings each); 1 merchant ship (-20 shillings); 1 college at Ucpleria (-40 shillings); 300 students (+2 shillings each); 50 professors (-4 shillings each); 3 beer breweries (-30 shillings; +315 shillings); 1 printing press workshop (-30 shillings); 10 King-class suits of armour (-20 shillings); 10 warhorses (-20 shillings)

    An’Topi/NPC (Julius Gandi’s creation)
    Speciality: Horse-breeding/Farming
    Income-upkeep-tax: 1730 shillings-50 shillings-260 shillings=1420 shillings
    Treasury: 1200 shillings
    Members: 170, contributing 850 shillings out of your income
    Popularity: 0
    Assets: 3 plantations at Dis; 5 plantations at Gerignia; 7 plantations at Ucpleria; 6 plantations in the Gliryfin river valley; 3 plantations at Cleria; sale of 100 foals each turn (+4 shillings each); stables (-50 shillings);

    Demoites/1stcitizen
    Speciality: Fishing/Mining/Farming/Populist Leadership
    Income-upkeep-tax: 2563 shillings-737 shillings-384 shillings=1442 shillings
    Treasury: 80 shillings
    Members: 150, contributing 750 shillings out of your income
    Popularity: 3
    Assets: 2 plantations at Dis; 3 plantations at Gerignia; 3 plantations at Ucpleria; 5 plantations in the Gliryfin river valley; 3 plantations at Cleria (total 328 shillings from farming);
    90 fishing boats in Yglissy (80% of Yglissy fishermen; +180 shillings; -45 shillings); 4 barges for carrying fish up the river (100% of regular river-barge trade; +60 shillings; -20 shillings); 40 fishing boats in Ucpleria (10% of fishermen in Pheresian waters; +170 shillings; -20 shillings); 41 workers (-82 shillings); 30 horses (-60 shillings); 50 soldiers (-100 shillings); paper sales and savings (+75 shillings, viz. 20% of Lupus production of one mill)
    200 silver-miners at Cleria (80% of miners at the Cleria silver mines; -400 shillings); mint at Cleria (+1000 shillings; -10 shillings)

    Hlyngbanites/Vertinari118
    Speciality: Academics
    Income-upkeep-tax: 1022 shillings-294 shillings-153 shillings=569 shillings
    Treasury: 1780 shillings
    Members: 150, contributing 600 shillings out of your income
    Popularity: 4
    Assets: 2 plantations at Dis; 3 plantations at Gerignia; 3 plantations at Ucpleria; 5 plantations in the Gliryfin river valley; 20 shops rented in Dis (+20 shillings); 50 houses rented in Dis (+50 shillings); 1 college (-50 shillings); 410 students studying for free; 54 professors (-4 shillings each, two offering free literacy); 10 soldiers (-20 shillings); paper sales and savings (+75 shillings, viz. 20% of Lupus production of one mill)

    Verisimilitude/Azale (Kraznaya’s creation)
    Speciality: Slave-traders
    Income-upkeep-tax: 2640 shillings-920 shillings-396 shillings=1324 shillings
    Treasury: 1950 shillings
    Members: 160, contributing 800 shillings out of your income
    Popularity: 0
    Assets: 90% of Dis-Pypum trade, with exclusive privileges (+450 shillings; -80 shillings in tariffs); 80% of Dis-Letricia trade, with exclusive privileges (+350 shillings; -60 shillings in tariffs); 90 slaves, captured in the north, sold per turn in peacetime (80% of northern slave trade; +720 shillings); 6 slave-catchers (-330 shillings); 40 criminals sold per turn as slaves (100% of criminal slave trade; +320 shillings); 13 merchantmen (-260 shillings); 95 soldiers (-190 shillings)

    Tralysan/merciary
    Speciality: Apothecary
    Income-upkeep-tax: 2210 shillings-785 shillings-332 shillings=1093 shillings
    Treasury: 2484 shillings
    Members: 260, contributing 1010 shillings out of your income
    Popularity: 3
    Assets: 1 college (-50 shillings); 150 students (+2 shillings each); 40 professors (-4 shillings each); 7 rare herbs stalls, 1 in each colony and in Dis (+35 shillings, although it is largely the Tralysan buying these herbs, so the trade is circular otherwise); 10 rare herbs stalls in foreign ports (+200 shillings); apothecary stall in Dis (+100 shillings); apothecary stalls in 16 cities (+480 shillings); hospital with wards for 50 patients in Dis (-300 shillings); hospital with wards for 30 patients in Ucpleria (-150 shillings); metal workshops (-5 shillings); sale of metal pots, implements etc. (4% of market; +45 shillings); cannon smithy (-20 shillings to maintain); 50 soldiers (-100 shillings)

    Antulan/Masada or Bill3000 (whoever sends orders!)
    Speciality: Metal-working/Glass-making/Mining
    Income-upkeep-tax: 2200 shillings-320 shillings-330 shillings=1550 shillings
    Treasury: 5370 shillings
    Members: 160, contributing 640 shillings out of your income
    Popularity: 0
    Assets: 50 silver-miners at Cleria (20% of miners at the Cleria silver mines; -100 shillings); mint at Cleria (+250 shillings; -10 shillings); metal workshops (-80 shillings); sale of arms to regular citizens (85% of market; +170 shillings); sale of metal pots, implements etc. (80% of market; +890 shillings); glass workshops (-50 shillings); sale of glass ornaments, jewellery, and containers (95% of market; +250 shillings); Antulialos in Igglelelen territory (-80 shillings)

    Haji/Adrogans
    Speciality: Import/Export
    Income-upkeep-tax: 2903 shillings-1374 shillings-435 shillings=1094 shillings
    Treasury: 3190 shillings
    Members: 180, contributing 880 shillings out of your income
    Popularity: 6
    Assets: 10% of Dis-Pypum trade without exclusive privileges (+88 shillings; -15 shillings in tariffs); 20% of Dis-Letricia trade without exclusive privileges (+86 shillings; -29 shillings in tariffs); 75% of trade with the West with exclusive privileges (+429 shillings; -50 shillings in tariffs); 70% of trade with the East with exclusive privileges (+350 shillings; -100 shillings in tariffs); carriage of goods within the empire (70% of internal seaborne trade; all other profits); small shrine in Digliryfyn; 25 merchantmen (-500 shillings); 1 warship (-60 shillings); 6 disguisedly armed merchantmen (-120 shillings); 215 soldiers (-430 shillings); 25 horses (-50 shillings)

    Lupus/Northen Wolf
    Speciality: Forest Industry
    Income-upkeep-tax: 4135 shillings-1962 shillings-620 shillings=1553 shillings
    Treasury: 419 shillings
    Members: 100, contributing 400 shillings out of your income
    Popularity: 4
    Assets: 5 sawmills (+2160 shillings; -50 shillings on upkeep); 100 sawmill workers (-300 shillings); 300 lumberjacks (-900 shillings); furniture workshop (+120 shillings; -20 shillings); 60 beasts of burden (-60 shillings); 80 carts shared with the Tal Rynn; 3 paper mills (+975 shillings; -120 shillings); 88 riders operating an occasional postal service (+480 shillings; -352 shillings); offices in Dis, Gerignia, Ucpleria, Liss, Ocliss, Ucliss, Implyry, Blegog, and Rorarym (-20 shillings); 20 office workers (-60 shillings); 40 soldiers (-80 shillings)

    Tal Rynn/NPC (Owen Glyndwr's creation)
    Speciality: Masonry/Mining
    Income-upkeep-tax: 2200 shillings-650 shillings-330 shillings=1220 shillings
    Treasury: 1100 shillings
    Members: 100, contributing 400 shillings out of your income
    Popularity: 0
    Assets: 200 stone-miners in Muren territory (80% of miners at the Muren stone mines; -400 shillings); 80 beasts of burden shared with the Lupus (-80 shillings); 8 masonry shops in Dis and other cities (+1800 shillings; -200 shillings)

    Rah Kyl/Anonymoose
    Speciality: Banking
    Income-upkeep-tax: 1260 shillings-58 shillings-189 shillings=1076 shillings
    Treasury: 14896 shillings
    Members: 250, contributing 600 shillings out of your income
    Popularity: 0
    Assets: For loans, speak to the player. Private loans with private citizens give all present income. Bank (-50 shillings); half a college (-20 shillings); 120 students shared with the Bast (+half shilling each); 4 professors shared with the Bast (-2 shillings each)

    Bast/Cull
    Speciality: Astronomy/Banking/Cartography/Bookselling
    Income-upkeep-tax: 1230 shillings-213 shillings-185 shillings=832 shillings
    Treasury: 14494 shillings
    Members: 250, contributing 600 shillings out of your income
    Popularity: 1
    Assets: For loans, speak to the player. Private loans with private citizens (+300 shillings); Bank (-50 shillings); horoscope sales (+40 shillings); 50 Astronomy students (+50 shillings); Bookshop in Dis (+100 shillings; -20 shillings); Bookshop in Ucpleria (+80 shillings; -15 shillings); half a college (-20 shillings); 120 students shared with the Bast (+half shilling each); 4 professors shared with the Bast (-2 shillings each); 60 soldiers (-120 shillings);

    Veredictum/Luckymoose
    Speciality: Wine-making
    Income-upkeep-tax: 1540 shillings-360 shillings-231 shillings=949 shillings
    Treasury: 1500 shillings
    Members: 200, contributing 800 shillings out of your income
    Popularity: 1
    Assets: 4 large Vineyards; 80 grape-pickers for summer only (-80 shillings); 2 Wineries (-80 shillings); Red wine sales (40% of sales; +400 shillings); White wine sales (50% of sales; +240 shillings); Sparkling wine sales (10% of sales; +100 shillings); (Effective monopoly on wine production); stores of aging wine produced by one vineyard*turn; 100 soldiers (-200 shillings)

    Thali/Owen Glyndwr
    Speciality: Prostitution
    Income-upkeep-tax: 1500 shillings-432 shillings-225 shillings=843 shillings
    Treasury: 1400 shillings
    Members: 130, contributing 520 shillings out of your income
    Popularity: 0
    Assets: 6 Brothels in Dis; 2 Brothels in Gerignia; 3 Brothels in Ucpleria; Private resale of prostitutes (+40 shillings); 66 soldiers (-132 shillings)

    Whaladians/Heraclius49
    Speciality: Theatre/Textiles/Painting/Sculpture/Architecture/Teaching
    Income-upkeep-tax: 1718 shillings-444 shillings-258 shillings=1016 shillings
    Treasury: 2398 shillings
    Members: 115, contributing 455 shillings out of your income
    Popularity: 3
    Assets: Hlyngba Theatre, smaller, more expensive (+153 shillings; -20 shillings); 12 actors in Hlyngba (-36 shillings); Southern City Theatre, larger, cheaper (+200 shillings; -40 shillings); 5 actors in Southern City (-15 shillings); Costume manufacture (-20 shillings); Upper-class tailor's shop (+120 shillings; -20 shillings); 5 lower-class tailor's shops (+450 shillings; -25 shillings); Architects (no profit unless hired by a clan; -20 shillings); 2 sculpture studios (+80 shillings; -20 shillings); 40 art students (+2 shillings each); 2 teachers (-4 shillings each); sale of artworks abroad (+160 shillings); Club (+20 shillings); 4 merchant ships (-80 shillings); 20 labourers (-40 shillings); 10 slaves (-10 shillings); art studio (+20 shillings); 100 soldiers (-200 shillings); 10 warhorses (-20 shillings)

    Picoles/Agent 89 (Haseri’s creation)
    Speciality: Dean
    Income-upkeep: 2040 shillings-935 shillings=1325 shillings
    Treasury: 2730 shillings
    Members: 33, contributing 165 shillings out of your income
    Popularity: 5
    Assets: The Temple at Dis (+500 shillings; -80 shillings); the Civil Service (-100 shillings); the Mint (+100 shillings); 10 demi-temples in Dis (+100 shillings; -50 shillings); The Temple at Gerignia (+200 shillings; -40 shillings); The Temple at Ucpleria (+300 shillings; -40 shillings); The Temple at Digliryfin (+400 shillings; -50 shillings); The Temple at Cleria (+300 shillings; -20 shillings); The demi-temple in Muren territory (+20 shillings; -5 shillings); 12 demi-Temples in other cities of the empire (+120 shillings; -50 shillings); 4 poorhouses on the Ulerian Hill (-100 shillings); 50 soldiers (-100 shillings); 150 workers (-300 shillings)



    Harbourmaster - Antulan
    First senatorial judge - Bast
    Second senatorial judge - Tralysan
    Third senatorial judge – non-affiliated
    First sacred judge - Picoles
    Second sacred judge - Veredictum
    Third sacred judge - Assir
    Governor of the whole Gliryfin valley - Verisimilitude
    Governor of Cleria – Verisimilitude
    Governor of Digliryfyn - Haji
    Governor of Pratlyr - Antulan
    Governor of Pratfyn - Hlyngbanite
    Governor of Gerignia - Thali
    Governor of Ucpleria – Assir
    Commander of the Army – Assir
    Grand Admiral – Haji
    Minister of Police - Assir


    The Senate has a treasury of 12040 shillings, and levies a tax of 15% currently from all clans' incomes except the Dean's. This tax income comes to 4834 shillings this turn. In addition, the Senate places a tariff on all imports into Dis, and this tariff income comes to 454 shillings. The Senate also levies a poll tax on all male citizens who are capable of paying it, and this poll tax income comes to 4650 shillings. This gives a total regular Senate income of 9938 shillings each turn.

    The Senate has to maintain 14 official buildings at 140 shillings, 67 warships at 4020 shillings, 975 marines at 1950 shillings, 250 military policemen at 500 shillings, 55 tax collectors at 110 shillings, 1000 infantry at 2000 shillings, 100 cavalrymen at 200 shillings, and their 100 horses at 200 shillings, giving total upkeep costs coming to 9120 shillings.

    Net Senate funds for this turn: 12838 shillings.

    In the city, there are around 75000 people. In Ucpleria there are around 22000 people. In Cleria there are around 8000 people. In each other city there are around 6000 people. None of these figures include rural population.
     
  5. spryllino

    spryllino Deity

    Joined:
    Jan 13, 2010
    Messages:
    3,162
    Location:
    England
    Update Zero

    That is the story of the city, but the story of its people and its politics is just as varied, and just as the fortunes of the city waxed and waned, clans grew and shrunk. New clans emerged and ancient clans evolved, as many became greater than ever they were before. The names of the old aristocrats, embedded in the city’s history since times immemorial, are joined by the merchants, and blacksmiths and astronomers and apothecaries alike share the authority of the city’s government.

    Dis is still divided into a number of quarters, but they no longer have any political purpose, and are now merely traditional. The smaller divisions (such as Hlyngba Minor) are no longer relevant. The quarters are marked on the map.

    Yglissy was a fishing village, at the mouth of the river, a while ago, but now it is a bustling commercial port, although less important by a long shot than Ferante. Little by way of manufactures is exported through Yglissy, and few raw materials for manufacturing enter the city by this port, but it is quite important because it receives many goods that the city is not self-sufficient in, like sugar, and staples that do not need to be processed through the industries of Inland Ferante, such as grain.

    Ferante is the industrial base of the city, and all raw materials for manufacturing come in through this port, and most goods made in the city leave the city here. The Inland part is full of workshops manufacturing all sorts of important goods for the city and for export. Ferante has few houses; most workers in Ferante come from the Southern City.

    The Southern City is the most populated area of the city. It is composed of lots of streets of houses, which vary in size and grandeur greatly. These streets lead off the main road between the market and Ferante, and so, apart from the locals who operate shops or taverns out of the fronts of their own houses, most people here work in Ferante, although some work in the market. The Southern City is much larger, and most of the extra 15,000 people who now live in the city live here, and so the walls have been broken down in places to make room for expansion, and many houses and streets have been built further down the road towards the harbour.

    The Pheresian Quarter (formally called the Loresian Quarter before the Loresian religion underwent a schism) is largely inhabited by Pheresians. They are obviously still not very respectful towards the Senate and they make a potential fifth column.

    Kings’ Hill houses the Senate-house and most important official buildings. Some clans have a mansion here.

    The Ulerian Hill is the poorest part of the city, as it always has been. Although many people here work for the Clans as servants or in the industries of Ferante, the Ulerian Hill contains some privately owned workshops too. The Hill is not quite as horrible a place as it once was, but that isn’t saying much.

    Hlyngba is full of mansions, although some of the parts nearest to the city centre are now inhabited by more middle-class families, many of whom belong to the old trading clans like the Tralysan. Like the Southern City, Hlyngba has expanded through the now-decrepit city walls, with many new mansions being built immediately outside the city’s bounds.

    In terms of trade, Dis, with its firm control over the stone mines to the north and silver mines in the region of Cleria, is an exporter of stone, and an important centre of manufacturing, and is particularly renowned for its blacksmiths of the Antulan Clan. The Antulan have also diversified and developed new technology, such as the stirrup, which it copied from the Clyrites, and the clan is also renowned for its beautiful glass manufactures. The Antulan were also among the greatest proponents of the colonisation of Digliryfin, and, in the Fifth Century, they founded their own small colony on the Igglelelen coastline for the harvesting of its fine sand, essential for the best glass manufactures; this step has allowed them to drive almost all other glass manufacturers, whose glass is worse and at the same time more expensive, out of business.

    The Demoite Clan largely controls the silver-mining business, although the Tal Rynn Clan and the Muren, who now form a city clan just as much as a barbarian tribe, dominate the stone mines in Muren territory, and the Antulan also have a share of the silver mines.

    Dis imports goods that cannot be made in Dis itself, like sugar, spices, slaves, ivory, and metals such as copper and iron. The colonies along the Gliryfin River prove crucial to this trade, and many barges from Dis carry metals down from the Clyrite-Letrician principalities in the hills along the upper course of the river; metals are also imported from the far north over the hills, although this trade route is more arduous and generally less profitable. Luxury goods such as sugar are mainly imported through Pypum from uncharted lands to the far south. While the Haji Clan dominates the colonial trade and the trade with the other nearby cities, the Verisimilitide Clan, once a mere association of slave-traders, has developed contacts and trading privileges in the far away kingdoms of Letricia and Pypum, and the Haji clan is having difficulty elbowing its way into these centres of trade.

    Dis is no longer self-sufficient in terms of food. The farms around Dis (controlled by the Assir, and An’Topi mostly, although some are controlled by the Demoites and Hlyngbanites) provide the majority of Dis’s grain, but maybe as much as 10% of Dis’s grain is imported from Theopleria, Sychles, and the valley of the Gliryfin river. The fisheries of Dis are operated by the Demoites, but fish are admittedly more plentiful further east. Even new Demoite fisheries at Ucpleria have largely failed to compete with the established Pheresian and Loresian ones.

    Wine is largely produced by the wineries run by the Veredictum clan, which has used its position in the Senate to further the cause of the Temple and its doctrine in the city.

    Despite a lull in building activity in Dis a few hundred years ago, resulting in the Lupus Clan and indeed the Tal Rynn having difficulties on that front, they have both bounced back and have been exporting goods heavily to Liss, which is more sparsely forested than Dis and has a less developed stone-mining industry. Both these clans are consequently quite rich, and their labourers are in constant employment with the clan, in large numbers, allowing both clans to have considerable sway with the masses for their political aims. The Lupus Clan offers remarkably high wages to good lumberjacks, and while this cuts significantly into their profits, they thereby gain great loyalty from most of their workers.

    The Demoite Clan, or more properly the Demoite League of Fishermen, Farmers, Labourers and Miners, is also quite respected by its labourers because, as well as operating as a conglomerate of various different businesses, it runs a trade union, the Disian Alliance of Labourers and the Chamber of Universal Prosperity, which attempts to better the lot of the people by promoting the use of ethical business practices in the city. It also runs various charities (+1 Demoite popularity)

    The Thali Clan arrived in Dis in the middle of the Fourth Century, and quickly – although no-one is quite sure where they got their money to do it from – managed to drive the old city brothel out of business with their much cheaper prostitutes. The Thrali Clan was notable for keeping the city from going to war with the Northmen towards the end of the Fourth Century, and its leaders were particularly eager to ally with the Northmen, and this alliance, as anyone can see, brought the city substantial profits, to the Thali Clan’s credit.

    The education and research activity of the city is concentrated in the hands of the Hlyngbanites, and the Tralysan, Assir, and Bast clans, each of which has formed its own educational establishment.

    The Hlyngbanites, as inventors and researchers, remain way out in front, and their military leaders have proved themselves great many times alongside the Assir commanders in Dis’s wars over the centuries. They expanded their business assets considerably and they run them very efficiently, and now they run their university for free; they rent out various shops in the city, and own some farms outside the city, and the Hlyngbanites are some of the most important landlords in Dis, as well as holding some land in the colonies. Hlyngbanite officials hold important positions as diplomats in most other nations in the world, and they have, over the years, put forward many excellent proposals to the Senate on how the city could better itself by introducing foreign practices or adopting new technology. Nevertheless, while the Hlyngbanites often act as ambassadors to the other nations of the world, the local offices of the Haji Clan have come to take on some of the features of consulates, particularly in the colonies.

    The Tralysan Clan has been expanding its network of herb-trading and using its wing at the university for the purposes of developing new medicines. They also possess a new hospital that makes them significantly more popular, and their continued policy of recruiting members from the students leaving their university wing has given them one of the larger clan memberships. They have developed many important medicines, and their chemical research has recently yielded the discovery the explosive properties of black powder; many imagine that this could be useful for new weaponry.

    The Assir’s university has gained a reputation for cultural and artistic education, and it is popular with conservative aristocrats who wish little other than to turn their sons into gentlemen. Generalship and military skills are also taught at the Assir College.

    The Bast Clan is busily stargazing, and making a good bit of money on horoscopes, particularly through sales to the Pheresians in the city, who love horoscopes. Their funds mostly come from sales of nautical charts and instruments and books, and their bank also provides a neat profit for them, and their astronomy students also add to the clan’s funds. This clan’s position among the other clans in the Senate, despite its relative lack of riches, was assured by the activities of its cunning leader, called Sil, in the Fifth Century. Their bank is rivalled by that of the Rah Kyl, whose ranks have swollen on account of the refugees from Kyly, where they came from.

    Crime is quite commonplace in the city, and there are plenty of thieves and pickpockets around; smuggling is not out of the ordinary either. Much of this crime is known to be highly organised.

    Anyway, there are matters immediately at hand, and the Senate therefore needs to deal with various important matters. Firstly, a large convoy of grain belonging to the Haji Clan was ambushed by pirates, in the largest pirate attack for decades, and many are wondering if this indicates an alarming new tendency: is piracy in the Southern Straits coming back to life? The reduced supply forced grain prices up, and there were bread riots towards the end of the year. If another convoy is sunk, there could well be a disastrous famine.

    Furthermore, the Magareanen raided the mine in Muren territory last year, claiming it was within their territory, and this has done serious damage to the profits of the Demoites, Tal Rynn and Assir. The Muren militia is clearly not sufficient on its own to defeat the Magareanen invasion that many expect to come in the next few years.

    Ambassadors have arrived from your ally Theopleria. Everyone knows that Theopleria has always wanted to subdue the Syllianen, the barbarians of its hinterland (and it has tried and failed quite a few times), but now they ask if you will help them to do so. Theopleria claims that it has conclusive evidence that the Syllianen bribed the pirates to their south to attack the convoy of grain belonging to the Haji Clan.

    OOC: The important things now are,

    1) do you want the present clans in their present offices? You, as senators, are allowed to swap your offices with each other, or between you elect a different clan.
    2) I need a budget, as always, and orders from all players.
    3) The prophet should send me a prophecy and its probable interpretation, which I shall post, and you should make use of.
    4) What do you want to do about the pirates, Theopleria, and the Magareanen?
    5) So far, none of you have any guards or soldiers, and you have very full treasuries. This is intentional, so that players can have their armies of whatever composition they want.
    6) Do you want a tax rate of 10%, or would you prefer to change it?

    If I somehow missed out something, please tell me and I will endeavour to correct it. No doubt there are probably quite a few mistakes in the stats that I would be delighted to be informed of.

    1stcitizen and Bill3000: your excellent orders went into far more detail than I decided to include in the update, but feel free to post them to further illustrate your clans’ histories anyway.
     
  6. spryllino

    spryllino Deity

    Joined:
    Jan 13, 2010
    Messages:
    3,162
    Location:
    England
    Stats after Update 0:

    Spoiler :

    Assir/Kentharu
    Speciality: Generalship/Farming
    Income-upkeep-tax: 2180 shillings-240 shillings-218 shillings=1670 shillings
    Treasury: 1400 shillings
    Members: 200, contributing 1000 shillings out of your income
    Popularity: 0
    Assets: 4 plantations at Dis; 6 plantations at Gerignia; 6 plantations at Ucpleria; 8 plantations in the Gliryfin river valley; 4 plantations at Cleria; 1 college (-40 shillings); 300 students (+2 shillings each); 50 professors (-4 shillings each)

    An’Topi/NPC (Julius Gandi’s creation)
    Speciality: Horse-breeding/Farming
    Income-upkeep-tax: 1730 shillings-50 shillings-173 shillings=1957 shillings
    Treasury: 1200 shillings
    Members: 170, contributing 850 shillings out of your income
    Popularity: 0
    Assets: 3 plantations at Dis; 5 plantations at Gerignia; 7 plantations at Ucpleria; 6 plantations in the Gliryfin river valley; 3 plantations at Cleria; sale of 100 foals each turn (+4 shillings each); stables (-50 shillings);

    Demoites/1stcitizen
    Speciality: Fishing/Mining/Farming/Populist Leadership
    Income-upkeep-tax: 2620 shillings-510 shillings-262 shillings=1848 shillings
    Treasury: 1300 shillings
    Members: 150, contributing 750 shillings out of your income
    Popularity: 1
    Assets: 2 plantations at Dis; 3 plantations at Gerignia; 3 plantations at Ucpleria; 5 plantations in the Gliryfin river valley; 3 plantations at Cleria (total 320 shillings from farming);
    120 fishing boats in Yglissy (80% of Yglissy fishermen; +360 shillings; -60 shillings); 4 barges for carrying fish up the river (100% of regular river-barge trade; +60 shillings; -20 shillings); 40 fishing boats in Ucpleria (10% of fishermen in Pheresian waters; +150 shillings; -20 shillings);
    200 silver-miners at Cleria (80% of miners at the Cleria silver mines; -400 shillings); mint at Cleria (+1000 shillings; -10 shillings)

    Hlyngbanites/Vertinari118
    Speciality: Academics
    Income-upkeep-tax: 910 shillings-250 shillings-91 shillings=569 shillings
    Treasury: 800 shillings
    Members: 150, contributing 600 shillings out of your income
    Popularity: 0
    Assets: 2 plantations at Dis; 3 plantations at Gerignia; 2 plantations at Ucpleria; 5 plantations in the Gliryfin river valley; 20 shops rented in Dis (+20 shillings); 50 houses rented in Dis (+50 shillings); 1 college (-50 shillings); 350 students studying for free; 50 professors (-4 shillings each)

    Verisimilitude/Azale (Kraznaya’s creation)
    Speciality: Slave-traders
    Income-upkeep-tax: 2100 shillings-230 shillings-210 shillings=1670 shillings
    Treasury: 1200 shillings
    Members: 160, contributing 800 shillings out of your income
    Popularity: 0
    Assets: 14 trade voyages to Pypum per turn with exclusive privileges (80% of Dis-Pypum trade; +350 shillings; -70 shillings in tariffs); 12 trade voyages to Letricia per turn with exclusive privileges (70% of Dis-Letricia trade; +300 shillings; -60 shillings in tariffs); 90 slaves, captured in the north, sold per turn in peacetime (80% of northern slave trade; +720 shillings); 6 slave-catchers (-330 shillings); 40 criminals sold per turn as slaves (100% of criminal slave trade; +320 shillings); 5 merchantmen (-50 shillings)

    Tralysan/merciary
    Speciality: Apothecary
    Income-upkeep-tax: 2035 shillings-510 shillings-204 shillings=1321 shillings
    Treasury: 1200 shillings
    Members: 230, contributing 920 shillings out of your income
    Popularity: 2
    Assets: 1 college (-50 shillings); 150 students (+2 shillings each); 40 professors (-4 shillings each); 7 rare herbs stalls, 1 in each colony and in Dis (+35 shillings, although it is largely the Tralysan buying these herbs, so the trade is circular otherwise); 10 rare herbs stalls in foreign ports (+200 shillings); apothecary stall in Dis (+100 shillings); apothecary stalls in 16 cities (+480 shillings); hospital with wards for 50 patients (-300 shillings)

    Antulan/Bill3000
    Speciality: Metal-working/Glass-making/Mining
    Income-upkeep-tax: 2200 shillings-320 shillings-220 shillings=1660 shillings
    Treasury: 1500 shillings
    Members: 160, contributing 640 shillings out of your income
    Popularity: 0
    Assets: 50 silver-miners at Cleria (20% of miners at the Cleria silver mines; -100 shillings); mint at Cleria (+250 shillings; -10 shillings); metal workshops (-80 shillings); sale of arms to regular citizens (85% of market; +170 shillings); sale of metal pots, implements etc. (80% of market; +890 shillings); glass workshops (-50 shillings); sale of glass ornaments, jewellery, and containers (95% of market; +250 shillings); Antulialos in Igglelelen territory (-80 shillings)

    Haji/Adrogans
    Speciality: Import/Export
    Income-upkeep-tax: 2837 shillings-483 shillings-284 shillings=2070 shillings
    Treasury: 1200 shillings
    Members: 160, contributing 800 shillings out of your income
    Popularity: 0
    Assets: 4 trade voyages to Pypum per turn without exclusive privileges (20% of Dis-Pypum trade; +88 shillings; -30 shillings in tariffs); 5 trade voyages to Letricia per turn with exclusive privileges (30% of Dis-Letricia trade; +129 shillings; -43 shillings in tariffs); 20 trade voyages with the Western city states per turn with exclusive privileges (70% of trade with the West; +400 shillings; -80 shillings in tariffs); 20 trade voyages with the east without exclusive privileges (70% of trade with the East; +350 shillings; -130 shillings in tariffs); carriage of goods within the empire (70% of internal seaborne trade; all other profits); 20 merchantmen (-200 shillings)

    Tal Rynn/NPC (Owen Glyndwr's creation)
    Speciality: Masonry/Mining
    Income-upkeep-tax: 2000 shillings-650 shillings-200 shillings=1150 shillings
    Treasury: 1100 shillings
    Members: 100, contributing 400 shillings out of your income
    Popularity: 0
    Assets: 200 stone-miners at Cleria (40% of miners at the Cleria silver mines; -400 shillings); 50 beasts of burden for carrying stone (-50 shillings); 8 masonry shops in Dis and other cities (+1600 shillings; -200 shillings)

    Rah Kyl/Anonymoose
    Speciality: Banking
    Income-upkeep-tax: 1200 shillings-50 shillings-120 shillings=1030 shillings
    Treasury: 14000 shillings
    Members: 250, contributing 600 shillings out of your income
    Popularity: 0
    Assets: For loans, speak to the player. Private loans with private citizens give all present income. Bank (-50 shillings).

    Bast/Cull
    Speciality: Astronomy/Banking/Cartography/Bookselling
    Income-upkeep-tax: 1170 shillings-85 shillings-117 shillings=968 shillings
    Treasury: 14000 shillings
    Members: 250, contributing 600 shillings out of your income
    Popularity: 0
    Assets: For loans, speak to the player. Private loans with private citizens (+300 shillings); Bank (-50 shillings); horoscope sales (+40 shillings); 50 Astronomy students (+50 shillings); Bookshop in Dis (+100 shillings; -20 shillings); Bookshop in Ucpleria (+80 shillings; -15 shillings)

    Lupus/Northen Wolf
    Speciality: Forest Industry
    Income-upkeep-tax: 2520 shillings-1270 shillings-252 shillings=998 shillings
    Treasury: 1100 shillings
    Members: 100, contributing 400 shillings out of your income
    Popularity: 0
    Assets: 5 sawmills (+2000 shillings; -50 shillings on upkeep); 100 sawmill workers (-300 shillings); 300 lumberjacks (-900 shillings); furniture workshop (+120 shillings; -20 shillings)

    Veredictum/Luckymoose
    Speciality: Wine-making
    Income-upkeep-tax: 1620 shillings-80 shillings-162 shillings=1378 shillings
    Treasury: 1100 shillings
    Members: 200, contributing 800 shillings out of your income
    Popularity: 0
    Assets: Vineyards; 40 grape-pickers for summer only (-40 shillings); Winery (-40 shillings); Red wine sales (40% of sales; +420 shillings); White wine sales (50% of sales; +300 shillings); Sparkling wine sales (10% of sales; +100 shillings); (Effective monopoly on wine production)

    Thali/Owen Glyndwr
    Speciality: Prostitution
    Income-upkeep-tax: 1500 shillings-300 shillings-150 shillings=1050 shillings
    Treasury: 1400 shillings
    Members: 130, contributing 520 shillings out of your income
    Popularity: 0
    Assets: 6 Brothels in Dis; 2 Brothels in Gerignia; 3 Brothels in Ucpleria; Private resale of prostitutes (+40 shillings)

    Whaladians/Heraclius49
    Speciality: Theatre/Textiles/Painting/Sculpture/Architecture/Teaching
    Income-upkeep-tax: 1520 shillings-224 shillings-152 shillings=1144 shillings
    Treasury: 1250 shillings
    Members: 110, contributing 440 shillings out of your income
    Popularity: 0
    Assets: Hlyngba Theatre, smaller, more expensive (+150 shillings; -20 shillings); 12 actors in Hlyngba (-36 shillings); Southern City Theatre, larger, cheaper (+200 shillings; -40 shillings); 5 actors in Southern City (-15 shillings); Costume manufacture (-20 shillings); Upper-class tailor's shop (+120 shillings; -20 shillings); 5 lower-class tailor's shops (+450 shillings; -25 shillings); Architects (no profit unless hired by a clan; -20 shillings); 2 sculpture studios (+80 shillings; -20 shillings); 40 art students (+2 shillings each); 2 teachers (-4 shillings each)

    Picoles/NPC (Haseri’s creation)
    Speciality: Dean
    Income-upkeep: 1740 shillings-415 shillings=1325 shillings
    Treasury: 1405 shillings
    Members: 33, contributing 165 shillings out of your income
    Prestige: 0
    Assets: The Temple at Dis (+500 shillings; -80 shillings); the Civil Service (-100 shillings); the Mint (+100 shillings); 10 demi-temples in Dis (+100 shillings; -50 shillings); The Temple at Gerignia (+200 shillings; -40 shillings); The Temple at Ucpleria (+300 shillings; -40 shillings); The Temple at Digliryfin (+400 shillings; -50 shillings); The demi-temple in Muren territory (+20 shillings; -5 shillings); 12 demi-Temples in other cities of the empire (+120 shillings; -50 shillings)



    Harbourmaster - Antulan
    First senatorial judge - Bast
    Second senatorial judge - Tralysan
    Third senatorial judge – non-affiliated
    First sacred judge - Picoles
    Second sacred judge - Veredictum
    Third sacred judge - Assir
    Governor of the whole Gliryfin valley - Verisimilitude
    Governor of Cleria – Verisimilitude
    Governor of Digliryfyn - Haji
    Governor of Pratlyr - Antulan
    Governor of Pratfyn - Hlyngbanite
    Governor of Gerignia - Thali
    Governor of Ucpleria - Demoite


    The Senate has a treasury of 15000 shillings, and levies a tax of 10% currently from all clans' incomes except the Dean's. This tax income comes to 2815 shillings this turn. In addition, the Senate places a tariff on all imports into Dis, and this tariff income comes to 454 shillings.

    Net Senate funds for this turn: 18269 shillings.

    In the city, there are around 75000 people.
     
  7. spryllino

    spryllino Deity

    Joined:
    Jan 13, 2010
    Messages:
    3,162
    Location:
    England
    Spare
     
  8. spryllino

    spryllino Deity

    Joined:
    Jan 13, 2010
    Messages:
    3,162
    Location:
    England
    Spare. You may post.
     
  9. Bill3000

    Bill3000 OOOH NOOOOOOO! Supporter

    Joined:
    Oct 31, 2005
    Messages:
    18,464
    Location:
    Quinquagesimusermia
    Antulan History

    First Century

    Continuing to take advantage of its new special relationships with the elite clans, the Antulans continued to expand their market through Dis, using their newfound prestige to gain new clients, both common and elite; this fame allowed the Antulan clan to gain more relative to its competitors. The clan expanded outside the city of Dis, selling weapons and other metalworks with the newly discovered Loresian and Pheresian Leagues, and the Pypumite kingdom. The clan imported its metals from the northmen as well as Bok and its Clerian colony.

    In the second half of the century, as piracy increased, Antulan trade was disrupted - the Antulan clan purchases warships to protect their imports overseas. The clan gets a membership boost from smith immigrants from Gerignia and Ucpleria.

    Second Century

    The Antulans made a breakthrough when an Antulan smith was clever enough to create a novel type of equipment for horseriding - a light frame, meant to hold the foot of a rider, attached to a saddle by a strap - the stirrup. This invention was monopolized at first by the Antulans, and sold to the various cities and kingdoms, although it was soon imitated soon after by local smitheries in other cities and kingdoms. This invention allowed the Clyrites to attack Bok and Cleria, which had the unintended consequence for the Antulans and the city of Dis of the disruption of the stone trade. Nonetheless, the Antulans managed to propel themselves up to be the undisputed leader of Dis metalworking, and the merchant family began putting other smitheries out of business or purchasing competitors outright with their increased capital.

    Third Century

    By this time, the Antulans had a network of people who were not blood relatives. These groups were assimilated into the clan and treated as if they are part of the family; a rite to be adopted into the clan is established, and a hierarchy is developed within the clan; concentric "circles of trust" are established, from the head to the inner family, to distant family, down to the actual merchants. This enabled the clan to expand outside the city, and critically, recruit foreign merchants receptive to the clan.

    The Antulans were a key proponent in lobbying the founding of the colony of Diglirygyn, a new colony of Dis, wary of the strategic importance of the river mouth. This enabled the Antulans to gain great wealth through overland trade. The Antulan clan diversifies its tradecraft, moving into the jewelry and glassmaking trades. The elite clans, desperate to increase their prestige, purchase highly ornate ceremonial armor from the Antulans, the armor eventually to become symbols of Dis rule and shown symbolically on the coat of arms of the city. This infuse of capital allows the Antulans to further expand their glassmaking and jewelry trades.

    Fourth Century

    The Antulan trade in the north was disrupted when the northmen came down, making the Antulans focus southwards for their metal imports. However the Antulans took advantage of the Disian conquest of the former Kyly lands, establishing branches of the merchantry in the cities of Gerignia, Ucpleria, and Cleria and making significant gains in the metalworking and glassmaking trades there. The Antulan clan managed to purchase a share of the Clerian silver mines (20%) which they used to their advantage in their jewelry-making.

    Fifth Century

    The Antulans prosper through trade with the Lissen-Bulen kingdom. By this point, the Antulans have completely dominated their trade specialities of metalworking and glassmaking within the Disian realm. Seeking to expand their glassmaking trade, the Antulans found a colony at the Igglelelen, named Antulialos, to mine quality sand for their glassmaking.

    The Antulans, one of the clans who were angry at the gross inefficieny of the Disian elite clans, helped in amending the city's constitution to create the new Disian oligarchic government, with which it became a member.

    Sixth Century

    The Antulans monopolize the metalworking and glassmaking industries within the Disian realm, as well as a significant portion of the jewlery trade. The clan has evolved into a fairly autocratic structure, ruled by something akin to a pater familias, descendants of the founder, Quillan Antulan; although it isn't completely hereditary as management talent is more important.

    The Antulans continue to expand their trade both inside the Disian realm as well as with other cities newly independent from the northmen. A major player in the construction of the new Dis colonies up the Gliryfin river, the Antulans desire to expand further inwards on the southern continent, to directly control the metal mines with which it had become dependent on for the past several hundred years.
     
  10. 1stcitizen

    1stcitizen Prince

    Joined:
    Feb 17, 2010
    Messages:
    552
    @spryllino, do you still have my orders? Could you foward them back to me, as I left them on my other computer. I don't remember the division of the clan I made.

    To: Hlyngbanites, Tralysan, Assir, and Bast clans
    From: The Demoite League Communne
    Topic:Educational Endowment

    We wish to send our youth to recieve higher education, but cannot decide upon which facility to send our sons and daughters. We are also reminded of the importance of proper education for all of the next generation. We wish to have a competition, to find the best educational facilitity in Dis, we will send obsevers to colleges city-wide. Should your clan participate and win we shall send all of our clan youth to your college and award your college an endownment of 1500 Shillings over 5 years. (2 turns). We believe that this will help improve education and no matter who is the winner, all citizens of Dis will gain! So will you would care to partake in our challenge?
     
  11. Cull

    Cull Big Daddy

    Joined:
    Feb 21, 2010
    Messages:
    2,838
    From: Clan Bast
    To: The Most Honored Senate


    Fellow senators and most blessed Dean, we propose raising an army to strike out against the pirates who bring us woe, and their supporters, the Syllianen, who dare strike out against us. Let the clans unite under this goal, let us smite these villains from their thrones built from the loot they take from us. All of us will be effected if we do not take action right now, and let all of us fight. The pirates and the Syllianen must be destroyed. And the end result will see a stronger ally in Theopleria, and our shipments safe again.

    As for the Magareanen, we see that while peace may be established with them, we face two roads. We can fight now, bring the fight to them, most likely dying as they kill us in their land, or we can do the same to them. We call for a defense to be established, and walls and towers to be built. We shall best our enemies once more, and be triumphant yet again.

    To: The Demoite League Comunne
    From: Clan Bast


    We shall partake in your challenge.
     
  12. Northen Wolf

    Northen Wolf Young Hunter

    Joined:
    Feb 11, 2008
    Messages:
    2,241
    Location:
    Estonia
    To: Tal Rynn
    From: Lupus

    We are offering a trade proposal to you. Our merchants have been using middlemen to transport our wood-related products to areas which need them, while Your merchants have your own caravans and trade routes. But this system is ineffective for both of us, our middlemen take much profit to themselves and your caravans often return empty-handed or are not fully loaded.

    We are offering to loan 80 beast of burden-carts for you, in exchange we ask for trade partnership. Our offer is simple, whenever your caravans are not fully loaded or have unloaded cargo and Clan Lupus has cargo that needs to be transported, you will allow us to use your caravans. And same rules apply for our caravans.

    This means that we share our caravan trade routes with each other and maximize their usage for both of us. Of course this requires some central management and clever planning and timing of trade routes, but we expect this deal provide both clans 20-30% increase in revenue and maximizing usage of trade caravans.

    We are willing to pay the costs for Centralized Trading Routes Management(CTRM). CTRM members will be sitting behind maps and dealing with trading caravans optimization, this of course means that both clans share their trading info (how much, form where, to where and when) with each other. We are willing to take that risk.
     
  13. Anonymoose

    Anonymoose KING OF MEESE

    Joined:
    Aug 25, 2009
    Messages:
    1,236
    Location:
    Hall of the Moose King
    Subscription post.
    IC: the Rah Kyl clan is ready to loan to any who may need it.
    PM me for details.
     
  14. spryllino

    spryllino Deity

    Joined:
    Jan 13, 2010
    Messages:
    3,162
    Location:
    England
    To: Lupus
    From: Tal Rynn


    We are delighted with your excellent offer, and we hope that it will bring prosperity for both our clans.

    To: Demoites
    From: Assir


    We, by far the best College in town, will be delighted to accept your funding if you wish to grant it to us, and any prospective students or other visitors are welcome to come and see our outstanding facilities.
     
  15. Cull

    Cull Big Daddy

    Joined:
    Feb 21, 2010
    Messages:
    2,838
    The Bast Clan is ready for business, and its coffers are open to loans from other clans.

    OOC: PM me for loans.
     
  16. 1stcitizen

    1stcitizen Prince

    Joined:
    Feb 17, 2010
    Messages:
    552
    The Demoite League has given their full support to you in this endevor. We shall await for your proposal.

     
  17. Bill3000

    Bill3000 OOOH NOOOOOOO! Supporter

    Joined:
    Oct 31, 2005
    Messages:
    18,464
    Location:
    Quinquagesimusermia
    The Antulan Clan is willing to support crushing the pirates, and we are more than willing to craft the high quality weapons and armor necessary to raise the army to do so.
     
  18. Northen Wolf

    Northen Wolf Young Hunter

    Joined:
    Feb 11, 2008
    Messages:
    2,241
    Location:
    Estonia
    OOC: We should first Decide moderator then start dealing with issues.

    IC:
    Clan Lupus is against declaring war on Syllianen, as it is simple propaganda to fund war-industry (blacksmiths, armorers, military clans). We do not support loss of life and declaration of war based off some shady and unverified "evidence".

    It is known fact that Syllianen have been constantly under political pressure and threats of Theopleria, who claim that Syllianen lands belong to them. Becuse of this political affair, we believe that evidence may be manufactured or not properly verified.We would like to see this evidence to make sure it is "not manufactured" and verify that this evidence clearly points to Syllianen connection with the pirates before doing any rash actions.

    However, we support building a navy to fight pirates and secure our seas both today and tomorrow. And should evidence confirm what our allies claim, we support declaration of War.
     
  19. 1stcitizen

    1stcitizen Prince

    Joined:
    Feb 17, 2010
    Messages:
    552
    We shall arm 1/4 our fishingboats (30) and train them for combat, to act as a reserve force against pirates. (How much would this cost?)
     
  20. Vertinari118

    Vertinari118 Deity

    Joined:
    May 4, 2008
    Messages:
    2,067
    Location:
    An island near to Europe
    We, the Hlyngbanites, would gladly admit your inspectors into our university. We offer the widest range of subjects of any institution in the city from the three sciences and mathematics through philosophy, rhetoric and law to new subjects such as accountancy and a new area known as economics (the study of the production, distribution and sale of goods and services). We offer different courses for different needs from a short crash-course in basic mathematics and accountancy for a shopkeeper to several years of intensive study in a science or mathematics for a true academic. For the youth of such a noble and distinguished house as the Demoites we would recommend a year or two studying mainly rhetoric, philosophy and law, for a comprehensive knowledge in these areas offers a comprehensive advantage in a political career, as well as mathematics, accountancy and economics, for familiarity with these topics will make financial decision-making both easier and more profitable, finally rounding off the education with some education in the sciences. Of course if the Demoite League would prefer some knowledge of military matters or another subject opposed to those offered then they need only ask. If it is a subject we are unfamiliar with we will endeavour to use the full weight of our diplomatic and academic relationships with other nations to acquire an exchange of professors so the desired subject may be taught. As you know our clan is proud to charge no fees for education so any endowments made would be purely a charitable act and greatly appreciated not by the university but by the city itself. We hope that you will find our offer most satisfactory and, may I say to our rivals, let the best institution win.
     

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