Post by dragonlord7012 on Nov 26, 2015 5:55:10 GMT
Kingdom Name: The Gurd Magocracy ("The Gurd" is more prevalent a title.)
Race: Goblins (Gurd)
Origin: Old Kingdom (hid away to the north to avoid the Empire, now returning after its fall.)
Religion: Pagan (Darvinism)
Monarch: Grendel
- Mage Retinue[Enchantment]
Starting Points: 22
-Set Village Warren( Iron) 2pt //Northern Edge
-Set Village Frong(Wood) 2pt //south of the river, nest to Western forest branch..
-Set village Crag (Stone) 3pt //Between both river villages, north of river in middle of nowhere
-Set Village Lask (Saltpeter) 2pt //NW near forest
-NewVillage [4] -3pt
-NewVillage [4] -3pt
-NewVillage [4] -3pt
-NewVillage [4] -3pt
-Add starting gold. -1pt
Capital: Aurora
Core: Palace [Free wall] //overlooks lake
-Court Chapel (Priest Retinue)
Core: Artisan Block
-Construction Guild (Architect Retinue)
Core: College (Any-Retinue Slot)
- University
Core: Market
-Guild House
Core: Traditional Barracks
Settlements:
Capital:Aurora
1 Iron villages
1 stone villages
1 wood villages
1 saltpeter villages
5 food
Castle[no upkeep]
[Food consupmtion 17/20]
[[Plz msg me on steam if this is incorrect again]]
Military:
1 Goblin Musket
2 Pike
History:
The history of the Gurd has its roots in magic. Long before the goblin wizards of Aurora took to libraries, and researching. Before the architects and craftsman began to carve beauty into the raw resources put before them. The goblins of the far north waged endless, bloody war upon one another. This was all changed, or so the historians tell, when the leader of clan Gurd, Darvin was dying on the battlefield had a vision which lent his spirit newfound strength. He taught his clan of what he saw, and the children of Darvin, the first of the Modern Gurd, all possessed magics previously unheard of in the isolated northern lands. By virtue of superior strength did they continue to wage war, and as is the eventuality of thos with without power fighting those with it. They soon conquered the lands before them. But peace was not quick in coming. Even united under the title of a single clan, old grudges held firm, and soon the united people fell apart once more.
Worse than ever where the wages of war, for now fire and magick joined, blade and steel. It soon appeared that a final victor would forever be out of grasp. However one last hoe existed for the Gurd. The years had not been kind to the goblin patriarch Darvin. Living long past the avg age of the time. His health had fluctuated several times in the last year, and his time was running out. He had became more and more isolated from his children, and the entirety of his people, who where rapidly becoming his decedents. He called for a meeting along the northern lake where he spent his short childhood before his people where forced to move away, fleeing a then rival clan. There he told the leaders of his clan his discoveries, and revealed the existence of two additional visions. He gave them his notes. Everything he had collected in his lifetime, from the scant learning he picked up in his time as a warrior, to his life's work researching his original vision. The clans then ended their wars that day, and fulfilled his final wish. The majority of them agreed, but not all. The Gurd are an obstinant people, bowing to anyone who has not personally gained their respect goes against their very being. The outsiders waged ware on the new capital of Aurora, and over generations of goblins, the days of the outer clans dwindled to nothing.
It would of been the new age of prosperity for the Gurd, if not for the Empire. A small contingent of Imperial soldiers came down the river one day with unknown weapons in tow, and seeing their low magics across their people, said they where a blessed people, and that they must turn themselves over to their control. The Gurd did what was in their nature. They refused, eventually negotiations broke down and combat broke out as the entire regiment and escort where slain. Thinking the matter was taken care of, they went back to their daily lives, researching and building.
But that peace was short lived, even by the lifespan of goblins. A small army came to find their missing men, wielding the new weapons in thousands. The Gurd fought back, and repelled them again, but only thanks to the massive sacrifices of the warriors of the day. Then the second hammer blow came, when they found out just how large the Empire truely was. With great trepidation they came to an unhappy conclusion. They couldn't win. And so, like Darvin who left the very same lake to escape and survive in his youth. The Gurd left to the far north, taking the invaders weapons with them to study, far beyond the reaches of the empire. The time they spent in the north was harsh, but they survived. And they returned to find their villages partially destroyed by the invaders. But the Gurd endured, they rebuilt, and now that they have returned, they can finally make the mark on the world that had for so long been put aside.
Placement: Picture shows preferred general location of settlement. Any unlisted just keep them NORTH of the river. in that general area.
Should map be extended up, put them NORTH of the river, with one on the north bank of the mouth.
Trait: THE GURD: Mage Caste = Monarch retinue type is ALWAYS Mage. In any College district that has an Academy of Magic, every other expansion grants a Mage Retinue with a school related to the particular construct. Mage Warrior School grants two additional War-Mages. Cannot build Militia Armory barracks expansion, and all districts and villages grant only ONE levy unit each when mobilized.
Race: Goblins (Gurd)
Origin: Old Kingdom (hid away to the north to avoid the Empire, now returning after its fall.)
Religion: Pagan (Darvinism)
Monarch: Grendel
- Mage Retinue[Enchantment]
Starting Points: 22
-Set Village Warren( Iron) 2pt //Northern Edge
-Set Village Frong(Wood) 2pt //south of the river, nest to Western forest branch..
-Set village Crag (Stone) 3pt //Between both river villages, north of river in middle of nowhere
-Set Village Lask (Saltpeter) 2pt //NW near forest
-NewVillage [4] -3pt
-NewVillage [4] -3pt
-NewVillage [4] -3pt
-NewVillage [4] -3pt
-Add starting gold. -1pt
Capital: Aurora
Core: Palace [Free wall] //overlooks lake
-Court Chapel (Priest Retinue)
Core: Artisan Block
-Construction Guild (Architect Retinue)
Core: College (Any-Retinue Slot)
- University
Core: Market
-Guild House
Core: Traditional Barracks
Settlements:
Capital:Aurora
1 Iron villages
1 stone villages
1 wood villages
1 saltpeter villages
5 food
Castle[no upkeep]
[Food consupmtion 17/20]
[[Plz msg me on steam if this is incorrect again]]
Military:
1 Goblin Musket
2 Pike
History:
The history of the Gurd has its roots in magic. Long before the goblin wizards of Aurora took to libraries, and researching. Before the architects and craftsman began to carve beauty into the raw resources put before them. The goblins of the far north waged endless, bloody war upon one another. This was all changed, or so the historians tell, when the leader of clan Gurd, Darvin was dying on the battlefield had a vision which lent his spirit newfound strength. He taught his clan of what he saw, and the children of Darvin, the first of the Modern Gurd, all possessed magics previously unheard of in the isolated northern lands. By virtue of superior strength did they continue to wage war, and as is the eventuality of thos with without power fighting those with it. They soon conquered the lands before them. But peace was not quick in coming. Even united under the title of a single clan, old grudges held firm, and soon the united people fell apart once more.
Worse than ever where the wages of war, for now fire and magick joined, blade and steel. It soon appeared that a final victor would forever be out of grasp. However one last hoe existed for the Gurd. The years had not been kind to the goblin patriarch Darvin. Living long past the avg age of the time. His health had fluctuated several times in the last year, and his time was running out. He had became more and more isolated from his children, and the entirety of his people, who where rapidly becoming his decedents. He called for a meeting along the northern lake where he spent his short childhood before his people where forced to move away, fleeing a then rival clan. There he told the leaders of his clan his discoveries, and revealed the existence of two additional visions. He gave them his notes. Everything he had collected in his lifetime, from the scant learning he picked up in his time as a warrior, to his life's work researching his original vision. The clans then ended their wars that day, and fulfilled his final wish. The majority of them agreed, but not all. The Gurd are an obstinant people, bowing to anyone who has not personally gained their respect goes against their very being. The outsiders waged ware on the new capital of Aurora, and over generations of goblins, the days of the outer clans dwindled to nothing.
It would of been the new age of prosperity for the Gurd, if not for the Empire. A small contingent of Imperial soldiers came down the river one day with unknown weapons in tow, and seeing their low magics across their people, said they where a blessed people, and that they must turn themselves over to their control. The Gurd did what was in their nature. They refused, eventually negotiations broke down and combat broke out as the entire regiment and escort where slain. Thinking the matter was taken care of, they went back to their daily lives, researching and building.
But that peace was short lived, even by the lifespan of goblins. A small army came to find their missing men, wielding the new weapons in thousands. The Gurd fought back, and repelled them again, but only thanks to the massive sacrifices of the warriors of the day. Then the second hammer blow came, when they found out just how large the Empire truely was. With great trepidation they came to an unhappy conclusion. They couldn't win. And so, like Darvin who left the very same lake to escape and survive in his youth. The Gurd left to the far north, taking the invaders weapons with them to study, far beyond the reaches of the empire. The time they spent in the north was harsh, but they survived. And they returned to find their villages partially destroyed by the invaders. But the Gurd endured, they rebuilt, and now that they have returned, they can finally make the mark on the world that had for so long been put aside.
Placement: Picture shows preferred general location of settlement. Any unlisted just keep them NORTH of the river. in that general area.
Should map be extended up, put them NORTH of the river, with one on the north bank of the mouth.
Trait: THE GURD: Mage Caste = Monarch retinue type is ALWAYS Mage. In any College district that has an Academy of Magic, every other expansion grants a Mage Retinue with a school related to the particular construct. Mage Warrior School grants two additional War-Mages. Cannot build Militia Armory barracks expansion, and all districts and villages grant only ONE levy unit each when mobilized.