Rivellesk

Sep 17, 2019 9:48 pm
Current Territory

https://lh4.googleusercontent.com/ki3GKrIrihOj8cFciLIaeb0WDPw5zsM1l2BUVNS0nkh8hjWClNCt41QHW7k=w2400


Current Population: 22,000 (This is map generated. If it needs to be raised or lowered, I can do it, but the exact population doesn't really give or take anything away mechanically.)
Sep 18, 2019 2:48 am
Nation: Rivellesk

Government Type: Free baronies, feudal

Capital City: Vodspitz

Resources:
Vodspitz
- metal (copper, iron)
- chemical (salt, sulphur, silica, zinc)
- chemical (salt, sulphur, silica, zinc)

Vodklivt
- wood
- wood

Population: 61000

Predominant Races: human 76%, triton 18%, avariel 6%

Geography: the Riev peninsula and surrounding archipelago
Last edited October 12, 2019 12:27 am
Sep 18, 2019 2:48 am
The Riev archipelago consists of over three thousand islands, the smallest of which are no more than a couple of miles wide, the five largest home to the Sea Barons of Riev, the nation collectively known as Rivellesk (Rievllesk), or the 'jewels of the Riev'. This maritime nation extends to the peninsula it encircles, where a sixth ruler, the Count of Riev, oversees the waters from his castle at Vodspitz (or Seaspire), built atop a massive cliff that overlooks the entire northern seaboard, like a majestic lighthouse thousands of feet in the air. In fact, situated as the islands are on overlapping tectonic plates, a good number of them are volcanoes, though none are currently active.

Rivellesk is a prosperous sea-faring kingdom, without the associated ill-repute that comes from maritime piracy and shady buccaneers. It is said its people are born with sea legs first, before they learn to walk. All families, rich or poor, own some form of boat or watercraft. Bigger merchant ships sail with permits of trade, corsairs with letters of marque. In many ways the largely human population owes its prosperity to the harmonious relationship with the triton kingdom of Sleshelissa, which it borders and actively trades with, deep sea resources supplying the mainland with rare minerals. Intermarriage is not uncommon, nor frowned upon. Some of the more mountainous islands are home to the avariel, or winged elves.

Riev has been largely left unmolested since the time of the empire. No other nation has had the maritime ability to fully invest in an invasion of the islands. Vodspitz castle and the surrounding lands offer a more tempting target, but as a territory it is more of a figurehead than an actual capital to rule from.
Last edited September 29, 2019 12:16 pm
Sep 24, 2019 3:31 pm
Week 1

Wealth 1
Military 4
Workforce 0
Culture 0
Unrest 0
City 1
Province 4

Events
A ship carrying precious cargo belonging to the Count of Riev is sunk off the coast of an outer island. Traces of triton magic are found in the area.
A nearby dwarven citadel is troubling you, forcing you to decide between conquering it or giving in to their demands.

Turn Summary
Development 2 (Province 1, Province 2, per this week's event)
Expansion 1 (Province 2)
2 Military moved into expanded province
Using 4 Workforce: 1 to get Metal, Chemical, Chemical, 1 to get Refined Metal from Metal + Chemical, 1 to get Armament from Refined Metal + Chemical, 1 conscripted to Military
1 Culture converted to 1 Wealth
Last edited October 13, 2019 11:50 am
Oct 4, 2019 12:14 pm
Week 2

Wealth 1
Military 6
Workforce 1 (leftover unused)
Culture 0
Unrest 0
City 1
Province 7
Armament 2

Events
- Ice extended down further than ever before during the winter, and it is not clearing the sea lanes as quickly as you need it to.
- A nearby dwarven citadel is troubling you, forcing you to decide between conquering it or giving in to their demands.

Turn Summary
Expansion 1 (Province 3, adjacent to the existing two)
Development 2 (Province 1, Province 3)
2 Military moved into expanded province
Using 6 Workforce: 1 to get Metal, Chemical, Chemical, 1 to get Refined Metal from Metal + Chemical, 1 to get Armament from Refined Metal + Chemical, 3 conscripted to Military, generating 1 Unrest
Using 1 Culture to negate 1 Unrest
Last edited October 13, 2019 11:49 am
Oct 11, 2019 1:22 pm
Week 3

Wealth 1
Military 9
Workforce 0
Culture 0
Unrest 0
City 2 (Metal, Chemical, Chemical, Wood, Wood)
Province 10 (Province 1 developed 3x, Province 2 developed 1x, Province 3 developed 1x, Province 4 developed 1x)
Manufactured Goods: Armament 3, Gunpowder 1

Events
- Ice extended down further than ever before during the winter, and it is not clearing the sea lanes as quickly as you need it to.
- A nearby dwarven citadel is troubling you, forcing you to decide between conquering it or giving in to their demands.

Turn Summary
Development (in Province 1)
Conquest (per this week's event, Province 4)
Development (per this week's event, in Province 4)
2 Workforce to produce Metal, Chemicalx2, Woodx2, 1 Workforce to make 1 Gunpowder from Chemicalx2, 1 Workforce to make Refined Metal from Wood + Metal, 1 Workforce to make Armament from Wood + Refined Metal, 5 Workforce conscripted (2 Unrest)
2 Cities give 2 Culture, used to generate -2 Unrest
Last edited November 6, 2019 10:40 am
Oct 16, 2019 2:07 pm
Week 4

Wealth 2
Military 9
Workforce 13
Culture 0
Unrest 0
City 2 (Metal, Chemical, Chemical, Wood, Wood)
Province 13 (Province 1 developed 4x, Province 2 developed 1x, Province 3 developed 1x, Province 4 developed 1x, Province 5 developed 1x)
Manufactured Goods: Armament 4, Gunpowder 2


Events
- A massive wave from the southwest crashes into the islands, displacing many.
- The ancient Citadel(Castle) has many secrets, and the walls begin whispering them.

Turn Summary
Development (Province 1)
Expansion (Province 5)
Development (Province 5)
2 Workforce to produce Metal, Chemicalx2, Woodx2, 1 Workforce to make 1 Gunpowder from Chemicalx2, 1 Workforce to make Refined Metal from Wood + Metal, 1 Workforce to make Armament from Wood + Refined Metal, 5 Workforce conscripted (1 Unrest)
2 Cities give 2 Culture, used to generate -1 Unrest and 1 Wealth
Last edited November 6, 2019 10:40 am
Oct 23, 2019 12:55 pm
Week 5

Wealth 4
Military 9
Workforce 17
Culture 0
Unrest 0
City 2 (Metal, Chemical, Chemical, Wood, Wood)
Province 17 (Province 1 (contains city) developed 6x, Province 2 developed 1x, Province 3 developed 1x, Province 4 (contains city) developed 1x, Province 5 developed 1x, Province 6 developed 1x)
Manufactured Goods: Armament 5, Gunpowder 3

Events
- More simulacrums of current residents are found. Was this truly an Imperial project if it is ongoing?
- The work of rebuilding from the tsunami hits a snag when an ancient treaty is discovered that give the tritons full dominion over all the islands.

Turn Summary
Development (Province 1 twice)
Expansion (Province 6)
Development (Province 6)
2 Workforce to produce Metal, Chemicalx2, Woodx2, 1 Workforce to make 1 Gunpowder from Chemicalx2, 1 Workforce to make Refined Metal from Wood + Metal, 1 Workforce to make Armament from Wood + Refined Metal, 2, 5 Workforce conscripted
2 Cities give 2 Culture, makes 2 Wealth
Last edited November 6, 2019 10:41 am
Oct 31, 2019 1:53 pm
Week 6

Wealth 7
Military 12
Workforce 21
Culture 0
Unrest 0
City 3 (Metal, Metal, Chemical, Chemical, Wood, Wood, Livestock)
Province 21 (Province 1 (contains city x2) developed 7x, Province 2 developed 1x, Province 3 developed 1x, Province 4 (contains city) developed 1x, Province 5 developed 1x, Province 6 developed 1x, Province 7 developed 1x, Province 8
Manufactured Goods: Armament 5, Gunpowder 1, Gun1, Cannon 1

Events
- A prominent citizen whose personality changed drastically a few months ago crumbles to ash. Was he beset by a curse, or was he a doppelganger?
- Fish are beaching themselves across the islands.

Turn Summary
Development of Province 1
Expansion and Development of Province 7
Expansion of Province 8
Workforce:
Metalx2, Chemicalx2, Woodx2, Livestock (3), Metal+Wood=Refined Metal(1), Refined Metal+Chemical+Wood+Gunpowder=Gun(1), Gunpowder+Metal+Chemical=Cannon(1), 7 Military(7)
3 Cities=3 Culture, makes 3 Wealth
Last edited November 6, 2019 10:43 am

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