Times For Heroes: Chapter 1, Origins

Besides the central kingdom of Reipoh'viy, there have emerged among the Peit'hom two other great fiefdoms. Together, these three formed the Second Alliance of the Peit'hom to drive away the Centaur migration that threatened to drive the Little Folk from their hills, valleys, and ridges. The two kingdoms that join Reipoh'viy are:

Reipwa'viy
Peit'hom
Government Type: Noble Republic
Patron Gods: Lowkey, Jainah
Production Points: 10,000
Cities: none
Military: none
Technologies: none

Spreading southwards from their northerly capital of Pwa'viy (OTL Green Bay, Wisconsin) along the western shores of Lake Granac, Reipwa'viy has developed the most uniquely of the members of the Second Alliance of the Peit'hom. Unlike it's western and southern brethren, who grew up as pastoralists among the lush valleys of the the Crossar Valley, the Reipwa'viy'ez turned to the vast waters of Granac. In addition to Pertruc of the Jest they have thus put their faith in Mahbo the Bounty-giver, known to other folk as Jainah of the Sea, learning under her guidance to utilise Pertruc's ingenuity in building fast and nimble ships to ply Granac's stormy and azure waters.

Rei'orc'yi
Peit'hom
Government Type: Noble Republic
Patron Gods: Lowkey, Crezth
Production Points: 10,000
Cities: none
Military: none
Technologies: none

As the southernmost and westernmost of the three kingdoms Rei'orc'yi is the most exposed of the kingdoms. This has bred a proud and strong military tradition, which combined with easy access to the mining fiefdoms to the southwest has turned the Rei'orc'yi'ez into great smiths and shapers of metal. In turn, a fondness for the products of the earth has led this kingdom towards the worship of Pinfer the Smith, Lord of the Hammer and Bellows, often called Crezth of the Underground by others. With their humble but beloved capital of Orc'yi (OTL Fon du Lac, Wisconsin), the people of Rei'orc'yi'ez stand as the ever-vigilant front-line in defense of the Second Alliance.

EDIT: As long as we're on the subject, I would recommend changing the name of villages to towns. Villages, being the smallest settlement-type in common usage in the English language, will exist without interference. Towns, the next leg up, could, however, reasonably require funding. Also, I think Iggy has a point, though I would suggest that the first city, as the centre of the nation/race, be allowed to be constructed without sans town. After that towns (hopefully less expensively) would have to be established before cities could rise.
 
The Drell stalked through the thick underbrush, trading quick glances at each other as they advanced. One calmingly stroked one of the skulls hanging around its waist, murmuring to hisself- another felt the dull edge of its cleaver with its toughened lips, half-testingly, and half affectionately. All the while, they continued their advance through the forest, all knowing that their destination would soon be upon them. Then, on some subtle signal, all came to a halt. The sounds of a great river softly worked their way through the trees.

Hreth rac thereg bren!

Hath.

Fec haroth- gha!

With that, the Drell launched themselves out of the bushes, towards the enemy- battle awaited.
 
I'll just eliminate villages then. That seems to be the simplest way to go. If you built villages, I'll change it into equal value of cities.
 
EQ, is there any reason at all to build villages? Mathematically speaking, it's much more effective to build cities.

Mathematically speaking it makes sense to put all your eggs in the one basket, reality tends to dictate otherwise. With the propensity of Silvers and silvesque militarism in the NESing kingdom. One should wonder why people would not want to invest 1/10th of their "savings" in any single enterprise vs. sinking 1/10th of their "savings" in a diversified portfolio. Sure the returns of sinking 1/10th of your savings in a single enterprise offers better returns but you don't have the law of large numbers on your side. It might also suit some players backgrounds such that they might not build cities.
 
King Scharnhorst "the Wise" looked out upon his kingdom. It was covered in waterways, ideal for the transport of goods from city to city. But one thing puzzle Scharnhorst...how were goods to travel to and from inland cities, or cities not on rivers or large lakes? Scharnhorst stroked his beard and began to think of a solution. Suddenly his head popped up. Roads, no, tunnels...roads and tunnels. Yes, that was it! All the cities not connected to a waterway would be connected to the rest of the kingdom through roads and tunnels. With these, goods would not need to be sent through the wilderness, or have to face dense forests without a path. Scharnhorst leaned back in his chair, pleased with himself. They didn't call him "The Wise" for nothing.
 
Well I have a majority of orders, So I'll do an update tonight when I return.
 
ORDERS:

Raise 500 warriors,250 Dai-Amonomo,250 Gilimakiri, and 250 Dai-Gilimakiri. A total of 2250 bucks.

Expand.
 
Who the hell is this milarqui guy!? Every time he sees an opportunity, he goes and tries to make himself mod.

If EQ sees a problem, he'll address it. I aint got time to PM orders atm. Mind your own business, will ya?
 
EQ, sorry for the mess up with the orders. I was extremely busy a the moment. Anyways, keep all of the cities I listed originally. That is, build ten cities, and use the correct price. My first orders had 10 cities at the price of 15. So when I went to fix my orders, I took away five cities. However, the actual problem was the amount of points I was using.

Also, a story should come in soon.
 
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