stEspIINES - Realised Dreams

Kuataim looked up as Vaizhid entered the throneroom.

"Here is the map, as you requested, sire." He held up a sheet of papyrus.

"Let me see it."

Vaizhid walked up to the Emperor and presented the map.

"This is where Khuzamua wishes for our new cities to be built:"

OOC: New city locations are red dots

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Orders coming tommorow......

To Chicken Raiders

Sending an embassy should be simple if you know your own lands as well as you claim. And I have been warned to beware that which seeks to destroy the balance of the world. Any of those two nations that border you fit the description?
 
Still lacking all orders :rolleyes:

From: Chicken Raiders

We will show your embassy the way. Neither Empire is in our view likely to destroy the balance of the world....use your judgement, you shall see soon.
 
Orders will be sent soon. I have no homework today (Yays!:D) and the diplo is squared-away.
 
More Orders May Come. Watch this Space.

-Make 500 more Horsemen

-Make 500 Spearmen

-Make 500 Axemen

-Make 200 Chosen Sworsmen

-Convert our "Warriors" to Axemen and Spearmen (half/half)

-Try creating 100 "Alesian Cataphracts". Go about this by creating horse armor, and armor for the rider. Hopefully our horses are robust enough to bear the bronze armor. (Hopefully!) These Cataphracts are very, very powerful, able to turn the tide of a battle with a single charge, snatching victory from the deepest jaws of defeat!

-Try finding iron. Ask around. Try sending expeditions to find it. Ask the Chicken Raiders if they have such things. (They have them darn mountains)

-Fill in territorial gaps with villages and military outposts.

-Work on sanitation (Population, yo!) And granaries. Basically, whatever makes my population grow, just do it.

- Send embassies under Chicken Raider escort to both empires over the lake. I want FULL reports on both nations when I get back. Military, major industry, diplomatic mannerisms, culture, religion, government, etc etc. (PM these to me)

-Begin construction of a great Temple to all the gods in Alesiana. The statues are to be bronze, and this will surely prove that I am a great ruler in both peace AND war.

-The brown tracks are scouting parties. They are to explore the route I have charted. If the one in the south is going into Chicken Raider territory, tell them it's just a scouting party, no military expedition. If they ask us to leave, do so immediately.

-Make more roads. Simple.

-Expand as depicted on the map. Send SMALL groups of colonists to the three sites (look carefully), I don't want my population growth to be hindered. By small, I mean about 500-1000 people. (It doesn't take too much to establish a prosperous colony). The areas in red are where we'll establish small military ouposts, to take control of the territory.
 

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Orders:
Expand, building 6 new cities according to the map on my previous post.
Train 250 Spearmen, 250 Axemen, and 250 Archers (can I afford this?)
Build 15 Vemezhi (can I afford this?)
 
Orders:
- Sacrifice all prophets for being so prophety (we don't recognize prophets as fatalism is traditionally opposed by our culture).
- Add another thousand men into our army. We have more then enough to take their place. Five hundred warriors, five hundred archers. They are to defend our land.
- Build outposts and trade posts on the roads between our settlements. Encourage people to settle down in that area, but make sure they are under our control.
- Encourage polygamy to increase that population growth.
- The Grand Army is to send out small groups of scouts (from amongst the warriors). They are scout the territory around us carefully, while the rest of the army builds an enormous fortified camp (Kar-Merages) and stockpiles various supplies. Fend back the enemy assaults by letting them come close to the fortress, and then by running out of it with bloodthirsty yells straight at the enemy. Once our scouts find the enemy camps/settlements/cities, we are to send most of the army out of the camp. We will employ the now-experienced scouts to locate enemy ambushes and flanking maneuvers, while we move across the land, pillaging the settlements. If we face an enemy army, first off scare the enemy elephants away with small animals we should capture. Afterwards, our infantry will tie down the enemy infantry, allowing OUR elephants to execute a brilliant flanking maneuver. Teach the elephants to move fast, so that if the enemy uses torches or small animals, our elephants will already trample the enemy forces. Never retreat when facing a battle, fighting with enormous zeal and blood lust.
- After the enemy armies in the field were crushed and enemy settlements were pillaged, turn to the enemy fortified cities. If we have more then three cities, surround the three of those that are the closest to each other. Divide our army into three equal units for this purpose and use scouts as fast runners - if one army is threatened, it is to send one and fall back, luring the enemy so that our other army can surround the enemy force. Anyway - starve the garrison out, and tell them that we will allow anybody who converts to surrender and leave the city (see below). If the enemy garrison surrenders, again, disarm them and initiate the usual conversion procedures. Treat the citizens who don't resist well, as in don't kill them outright unless they commit blasphemy. Make an example of those who do.
- As always, allow captured enemies to convert. To see that they are sincere, have them drink some of the blood of those who don't agree to convert or who don't drink the blood. Converted Ones will be used as cannon fodder of our army for their first major battle. After that, those of them who survived that will become warriors with all the priveleges of those.
 
WM - yes you can afford that

Any more orders going to come in, I know we have 3 days left and sorry for delaying it but leaving things to the last minute isn't always best :)
 
Espírito said:
Any more orders going to come in, I know we have 3 days left and sorry for delaying it but leaving things to the last minute isn't always best :)

Ahem, YES. And three or four more stories, besides.
 
Can't you update earlier just for once?

But anyway, as long as its faster then a certain other NES I won't specify... ;)
 
a good story (and orders) will coem later today to describe said map with new settlments :)

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WM - it is thought that that many increases in military would be too mcuh

das - sorry i cant update faster because I have so much homework and it really does take many hours to update. + i only update with all orders.

xen - eyrinsport might not e able to be built because it is so far away it would take many years to get settlers and supplies that far. just a hint on distance :)
 
Holy crap, Xen, do you want to make a Rome just by overexpanding? :p

Espirito, more stories to come tonight I daresay...
 
@espirito- I'll move the port to a location more near Avernum (or, just not build it)

@das- I'm approachign this NES in a openminded matter- I've deicded that the my general goal will be the better ment of my nations its culture, and military mover all threats- but that dosent mean I'm lookign for any fights ;)

it dose mean that I want to have all needed resources internally, whithing the empire, or have enviroments where resources can be grow, or raised, fi they happen to be living resources; thier is also the fact that I would rather enjpy having access ot many a trade route, which it best doen by having many ports of call, all over the Thralni Sea.

the only areas I could see me fighting for are perhaps the eastern hilllands, and mabey the souther stint of the river Avernos, because its the sacred rivier of the Avernites, and surelly whatever avernites inhabit those areras woudl be more happy under direct avernite rule ;) though I'm not compelled to press either matter, at least not at the moment- woudl rather play the part of the adventurer, explorign the world around him, taking notes, and going on epic adventures.
 
Gods, Mortals, and Uncharted Lands

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Avernum was at the beckoning of a mighty new era- the main Avernite tribes, after years, upon years of feuding and instrife, were finally united, under the banner of the Avernite nation- and the gods did smile upon the nation.

Large, and well unfied, the Avernites improved thier cities- and thier population- with much enthusiams and vigor, striving to impress the new nation that seemed to be croppin gup all around them, as Avernum explored the world around it, comign in contact with strange lands an dpeoples, bartering for new goods in forgin markets, and sellign the wares of Avernite production, the gods were happy,t he land was plentiful, the people joyus, and the amry unequalled- all is good within the great realm of Avernum.

But even in this era of exploration and when the world is new, and beckoning to be explored and tamed by hearty Avernite adventurers, the basic needs still chime through- Avernum had access to a host of different materials, theat was indeed, certian, and with the knowledg o pf ruit farming, along with crops to farm bestowed upon Avernum by the Northmen of the jungle kingdom, along the river Tinraya, Avernum could begin turning its attention to aquiring more varried resources- Avernum was not a greedy nation, mind the observer,
but dose want to be indipendent, and not have to rely on another nations well disposition for our basic needs- this, and the will of our clerics and wisemen, that Avernum should expand, and show to barbarian tribes, and to soem extent, other true nations, the light of Avernite culture was of course all the reason avernum needed to continue its broad expansion and colonization efforts- in this case, to consolodate more moutians, where new metal resources might be gatherd, to fully claim the great lake, and the chain of hills the guarded it against the
desert of the east, and to create a string of ports along the great Thralni Sea, to create good ports for merchatns, and any future avernite colonies in those areas, and then to fully bring them into the nation- omen from the Sun God were good, a "solar ecplise" had occured- a momentus event, for it symbolized Sol Invictus, and his followers triumphing over evil, and those who would oppose the avernites, and any of the followers of the Invincible Sun.

The great sigil harkond great things, it was said; it was sign that the cities of Zyphir, and Tinraya shoudl be expanded into full shrines of the religion,, that the city of Avernum itself shoudl be agian expanded upon, and that for th egenral well beign fo the nation, expansion, ans more importantlly, consolodation of both territory longe regarded as Avernum, and resources in those territories; it was a sigil that new innovations shoudl be made, for the sun was not the strict symbol of SOl Invictus, it was also the symbol of the god of invention, and innovation, a god that had a wide spread following, even if he was no where in regard to the invincible sun himself.
The counil, after long deliberations on the subject soon created a loose outline for what the natiosn curren tgoals shoudl be;

-consolodation of the regions spaced between cities
-colonization to aquire more varried, and new resources
-betterment of the existing cities of Zyphir, and Tinraya, two important centers of trade commerce, and in Zyphirs' case, a holy site in its own right- these would be improved by creating a well made street system, battlements, and expanded shrines (being loacted on rivers, water and sanitation were non issues for the towns)
-expansion, and betterment of the military, with particuler regard given to the ships of the fleet
-expermintation with new technologies, including, but not excluded to attemptign to work with any new minrals found, and domestication of other animals, and lookign to see what other forms of plants might be edible

Of course, whiel th epopulace was excited abotu all these things, the people wer emost cutious about the new colonies- a streak for adventure had always run throught eh Avernite veins, somthing of a national calling,adventure and its attending skills, a traveller might say; and so the people were most anxious to hear abotu what new towns in distand lands woudl be created...

The Central Colonies
-firstlly, and most importantlly, were perhaps the three most boring fo the list, adventure wise goes, but safer for full fledged famillies to move to, and get the sens eof frontir living, and moreover, were going to be- at least in the beginnign, the most profitiable

-Hectar; a city made in the middle of sternally claimed, but unsettled Avernite lands, it was atop many hills, and offered many chances for mineral riches, though it was assured soem sort of comercial success because of its position as a good overland trade routes center
-Silvar; aptlly named, for it was reported that in the highlands of the area, many mineral riches could be found, situted as far in the highlands fo the area as exploration would allow, much was hoped for, and it sister city
-Porters Retreat; another well named city, this city was located at a high elivation then was silvar, and while that was not particulery impressive a height, it was enough to make the porters whom carried goods when travelling to the area to call it a fine restign spot- a retreat formt he other wise harsh on the legs land of the highlands; again, much int he way of mineral wealth was supected in this area of highlands

The Norther Colonies
-important centers in thier own right, these were created mostlly to expand the bases of exploration Avernum had in the north, as well as offer a better buffer for the inner Avernite cities

-Keep of Ahonar; Named after the intrepid exploere whom first contacted the northen junglekingdom, its site was agreed to by the nation of Avernum, and Khumasu, as they are called, it was to act as a great center of trade, hence the position between the the existing borders of avernum, and thier kingdom- and exicting prospect, many a merchant and tradesmen seemed prepared to go to the city, to see what the northern jungle kingdom had to offer the Avernite markets
-Ft. Inario; Named after a particulery mighty adventurer, said to have rid the local populace of a band of brigands,as well as soem sort of "monsters", of various descriptions and anatomies- with only the help of his two most trusted comapanions, it was deicided that in hso honour, a Ft woudl be create din his honor, to do forever what he himself did in life; help protect avernum, by bringing in an untamed fringe of Norther territory- no one knew what to expect of the region however
-Cholchia; an exiciteing new site on the great Thralni Sea, it was to act as a great commercial hub for th emainland sof avernum, and the the northern colonie,s though much debate was made about creating a city on the islands opposite the site, no conclusion had beached, as of yet, what the final verdict of the island settlment woudl be
-Dyradia; by far, the northern most coloby of the empire, almost nothign was know except the basics of the land by Avernum- it was sure to brign about many adventures, and hearty settlers and explorers, but no one, yet knew what to expect

The Eastern Colonies
-Cities meant mainally to seadfast Avernum sposition, Avernum mad no no secret its want to consolodate the eastern hill lands, and create a border land of the rumoured "sea of sand: that lay beyond it.

-Calloc; This citgies intent was to be a base of exploration, and settlment farther east, in the hill lands; it was at the eastern most frigne fo Avernums explorations of the east, and so a great start poitn for further expeditions- patrols had reported catching sight fo patrols of yet another nation alogn the fringe of known lands,but as of yet, no contact had been made
-Osoth; since the discover of the Southern Sea, a confirmation of what the southern kingdom told, and showed avernum on thier maps (but far removed from thier territory, the sea had been discovered) Avernim wished a coastal border on the south, to gain access to good port faciliteis, soem fo which woudl indeed, be made soon- the cioty of ostoh, located ina more familliar settign to most avernites, still offered a taste of the unexplored east, and offered a strategic safeguard, once the eastern border was fully fleshed out

The Western Colonies
-port settlments founded on the edge of the great sea, no one, repeat no one, had any true idea of what to expect- one of the best reasons, the populace gave its opinion, of actually setteling those sites- to see what thier was to see.

-Mernia; a port relitivlly close to home, it was in a good spot to one day become a prized port alognthe great sea, beacon to merchant ships, and located two days or so of good sailing away from the capital
-Eyrinsport; before geting into the settlment itself, no one had decided on where the city shoudl be located- some favored a several days good sailign from mernia, to have a clear and esatblished route of ports going west; other argued that it should be ont he frigne of Avernite territory, and other argued for a settlment in the middle of the two extreams; only was thign was for sure, that it was goign to be an exciteing center for the Avernite naval expolorers

The Southern Colonies
-perhaps some of the most exciting areas of settlment, they are also amoung the easyiest to access; close to home, and located along a great river that connected to the river Avernos,and thus a well accessed route for ships of vasriosu size and cargos to travel upon

-Krizsan; this settlment had the most talk out of almost all the colonies buzzing around it- located on the southern sea, at the head of the river (i wrote this rivers name down in an older story, but I have momentarilly forgot it) it was to be Avernum great port gateway to the southern sea, and the lands beyond!
-Erox; an important strategic site, and estined to be a good overland route back to the mainlands of Avernum, it was a promising site in th ehighlands, and agian, offered many great chances for mineral wealth
-Marish; another strategic city, this was also a very highland city, located in the mountians; it offered very promsing signs of mineral wealth- only small exploratiosn had yet looked over the exact area, but glittering rocks, the shoen int he kigh seemd to be thier, but in what quantities, no one could surelly say
 
@espirito- are oyu allowed to make cities beyond the lands you have explored?
 
Espirito, how much could I theoretically recruit without destroying my economy?

And I assume I can get archers in this day and age, no?
 
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