The Kingdom of Tinansoar (12 months played)
Total Kingdom Statistics
Economy Bonus: + 35 - Current Unrest (+10 Buildings, +16 Leadership Roles, +5 Special Resources and Terrain, +2 Roads/Rivers, + 2 Taxes, -Current Unrest)
Loyalty Bonus: +28 - Current Unrest (+8 Buildings, +17 Leadership, +2 Special Terrain, +2 Alignment, + 1 Festival Edicts, - 2 Tax Edicts, -Current Unrest)
Stability Bonus: + 39 - Current Unrest ( +12 Buildings, +13 Leadership, +2 Government, +2 Alignment, +1 Roads and Rivers, +5 Special Resource and Terrain, +1 Roads and Rivers, +1 Promotion Edicts, +2 from Allies, -Current Unrest)
Current Command DC (20 + Size + # of City Districts) : 31 + Unrest/turn (+10 Size, +1 City Districts, + Unrest /Turn)
Current Treasury : 25 BP ( +5 Bp /Turn Special Rescources)
Contributions to Treasury:
Leadership
Ruler: Yogvir, Son Kallad, Son of Hrothgar Slayer of Dragons (+2 Stab)
Consort: N/A
Counselor: Svetlanna Leveton (+3 Loyalty)
General: Kesten Garess (+ 3 Stability)
Grand Diplomat: Pawny (+3 Stability)
High Priest: Rhodan, Devout of Sarenrae (+5 Stability)
Magister: Granny Fenwill (+5 Economy)
Marshal: Jack (+3 Economy)
Royal Assassin: Auchs and Akiros Insmorte (+6 Loyalty, -1 Unrest/turn w/ Roll)
Master of Whispers: Qiao Yifan (+6 Econ)
Treasurer: Oleg Leveton (+3 Economy)
Warden: Akiros Insmorte (+4 Loyalty)
Royal Enforcer: Al Azeem (+4 Loyalty, -1 Unrest/turn w/ Roll)
Viceroy to Tatzylford: Loy Rizbin (+2 Economy)
Viceroy to Tatzylford: Loy Rizbin (+2 Economy)
Kingdom Statistics Breakdown
Capital City : New Dawn City ((Terrain Benefits: Central Location(+1 Econ, +1 Lty), Defensible Hill(+1 Stab)) (Settlement, Population: Small Town, 4,000 )
Government: Oligarchy
Alignment : Chaotic Neutral (+2 Loyalty, +2 Stability)
Kingdom Size (Hexes Claimed) : 10 Population (Size x 250+ City Pop.) : 6500
Unrest /Turn: +3 (+1 Foundry, +2 Events) (-2 /turn w/Roll from Leadership, -1 /turn w/Roll on Rivers, -1 /turn w/Roll against Fey)
Current Unrest : 4
Current Unrest : 4
Kingdom Consumption ( +10 Size +1 City Districts +2 Edict Penalty +0 Army Consumption
-3 per SR Farm - 2 per Farm, -1 per Fishery) : 1
# of Roads ( +1 Econ/ 4, +1 Stab/8) : 9
# of Farmlands (-2 Consumption each) : 3
# of SR Farmlands (-3 Consumption each) : 2
# of Fisheries (-1 Consumption each) : 0
# of River Hexes (+1 Econ/4, +1 Stab/8) : 4
# of Landmark Hexes (+1 Lyt each) : 2
# of Non-Farm SR Hexes (+1 Econ Each) : 2
# of Landmark Hexes (+1 Lyt each) : 2
# of Non-Farm SR Hexes (+1 Econ Each) : 2
Edicts
Promotions: Light ( +1 Stab, +1 Consumption)
Taxation: Standard ( +2 Econ, -2 Lyt)
Holidays: 1/Year ( +1 Lyt, +1 Consumption)
-Founders Day (The day of Tinansoars founding)
Exploration Edicts: N/A
- Teams on Expedition: N/A
- Teams Available: Narthopple Expedition
Vassalage Edicts: Colony ( Tatzylford )
Diplomatic Edicts: N/A
Adventuring Contracts: None
-Adventuring Teams Available: None
Trade Edicts: N/A
Terrain Improvements and Special Resource Hexes
National Landmarks (+1 Lyt ) : 5.5
Fort ( +2 Stab, +4 Defense, +1 Consumption ) : TBA
Watch tower ( +1 Stability each, May Upgrade to Fort) :4.6
Gold Mine (+2 Econ, +2 BP/ Income Phase) : 3.5
Silver Mine (+2 Econ (+1 Foundry), +2 BP (+1 Foundry)/ Income Phase): 5.6
Quarry (+1 Stab, +1 Bp): 4.6
Coachwood Grove Saw Mill ( +1 Stab and Econ, +1 BP/Income Phase): TBA
Farmland (-2 Consumption Each) : 4.5, 4.6 , 5.6
Special Farmland (-3 Consumption Each) : 5.4, 2.6
Fishery (-1 Consumption Each): TBA
Vineyard (-1 Consumption Each) : TBA
Cave (+1 Stab each) : 4.6, 4.4
No Farms or Fisheries: 4.7, 6.4, 7.4
No Roads: 4.4
Hexes Not Available for Improvement : 5.2
Hexes Claimed : ( Resources or Improvements )
6.5 ( F:R:L ), 5.2 ( V:Tatzylford ), 5.3 ( SR-Lumber:R:LM ), 5.4 ( SF:R ), 5.5 ( F:R ), 5.6 ( SR-Silver:M:R:V ), 4.4 ( R ), 4.5 ( R ), 4.6 ( R:F:L:SR-Cave ), 4.7 (R), 3.3 ( SR- Temple ), 3.5 ( SR-Gold:M:R:Wtch:F ), 2.6 ( SF:R ), 1.1 (Oleg's: R ), 3.6 ( F:R ), 6.4, 7.4 (Wtch)
**Terminology for Hexes Claimed**
S = Special, F= Farm or Fishery, SR-**= Special Resource- Type, Wtch= Watchtower, M= Mine, R=Road, L= Landmark, LM= Lumber Mill, V=Vassals
Diplomacy and Vassalage
*Details on allies gained either through Diplomatic Edicts, Vassalage Edicts, or just plain good Luck and Roleplaying*
National Allies (Other Nations)
Ambassadors (* will mark Tinansoar own Ambassadors)
Vassals (Colonies)
Tatzylford : Small Frontier Settlement located in the River Ford where our Heroes found and slew a mated pair of Tatzylwyrms. Mayor Roy Lizben of Tatzylford now serves as Tinansoar's Viceroy for this colony until it grows large enough to be fully integrated into its Mother Kingdom.
National Allies (Non Nations)
Sootscale Kobold Tribe: Named after it's cheiftan, Cheif Sootscale, this Kobold tribe has become beholden to Sonari and our Heroes after being rescued from their crazed shaman some time ago. Now that Tinansoar has claimed the silver mine that the tribe lives in, they have been integrated into the Kingdom as miners and over the course of the last year have nearly mastered the craft. Now almost entirely left to their own devices (apart from the constant vigilance of Marshal Jacks patrols) the Sootscale Kobolds flourish beyond the general expectation of their race, even producing from amongst them several Artisans.
Allied Individuls
Mistress Tiressia (Female Dryad): Tiressa is a Dryad who seems to wield considerable power and influence within the natural ecosystem of The Narlmarches (the forest within the Greenbelt). After our Heroes selflessly agreed to aid her in protecting the forest from a wickedly evil plant menace known as a Scythe Tree as well as a pair of strange plant like creatures from another dimension in the form of Plantoids, The Mistress of the Wood has agreed to an alliance with the Kingdom of Latveria. Tiressia now watches over the Kingdoms western borders within The Narlmarches and will provide our heroes with updates if any threats arise in that region. (Tiressia'a influence greatly decreases the likelyhood that the common Citizens of Ti man soar will be plagued by the tricks of the Fey that call the Greenbelt home, as a result Kingdom Stability is increased by +1 and -1 Unrest /turn if generated by Fey).
Melianesse (Female River Nixie): Another Strange fey creature, this one known as a River Nixie, Melianesse is a sorceress among her kind. She has lived within the intricate river systems of the Greenbelt for quite a number of years and knows this places waterways better than nearly anyone else! After our Heroes happened upon an encounter between Melianesse and a group of humans, Melianesse has been convinced that our Heroes are something more than simple humans... because of this ( and in no small part due to the fact that our Heroes can seemingly call upon the aid of Mistress Tiressia at a whim ) Melianesse had formed an alliance with the Kingdom of Latveria. In return for more care when cultivating the forrest along the Greenbelts Riverways for its Lumber, Melianesse has agreed to watch over the Kingdoms rivers, and report to our Heroes of any threats or problems that may arise on any of them.
(Melianesse's vigilance on the Greenbelts water ways provides the Kingdom +1 Stability, -1 Unrest /turn against events involving the Kingdoms Rivers)
Settlement Statics
New Dawn City
Law :
Crime :
Corruption :
Lore :
Economy :
Society :
Base Value (Limit on Items that may be readily available for purchase): 500 GP
Current Buildings ( Kingdom Bonus / Settlement Bonus ) : Castle ( +2 to All Stats, +8 Defense, Claimed by King Yogvir), Town Hall (+1 to All Stats), Inn (+1 to Econ and Lyt, +500 Base Value, Owned and operated by The League of Boot and Trail), Houses x1 (Prerequisite for other Buildings), Library (+1 Econ and Lty), Smithy (+ 1 Econ and Stab), Mill ( +1 Econ and Stab), Foundry ( +1 Econ and Stability, Increase Silver Mine benefits by 1, +1 Unrest/ Turn), Theater (+2 Econ and Stab), Brewery (+1 Lyt and Stab), Citern (+1 Stab), Everlight Temple ( Temple of Sarenrae NG +2 Lyt and Stab),
Current Discounts ( Buildings that may be Built for Half Price) : Noble Villa, Barracks, Dump, Jail, Watchtower, Dance Hall, Exotic Artisan, Inn, Park, Tavern, Graveyard, Monument, Shrine
Magic Item Slots:
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