EnforcerSetup

Shale Randomperson's NB

Mar 18th, 2016
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  1. Name: The Empire of Shale
  2. Race: Faunus (Human with animal traits)
  3.  
  4. Government: The Lord Regent , and the Council of Representatives, which is made up of representatives of each faction
  5.  
  6. Factions: The Hunters Guild, who license and train those who hunt monsters for resources; The Academy for Dust Sciences, where research into the use of magical crystals and their forms takes place; The Forge, where most of those wishing to learn how to create weaponry and artificing go; The Celestial Church, split among rather friendly factions of the Lunar Regents and the Solar Invictus.
  7.  
  8. Religion: Worship if the Lunar God Argent and the Solar Goddess, his sister Olwen. Magic is seen as a gift from them, to be used for the betterment of everyone, but is not seen as only under the purview of the Church. General nature worship is also common, but has no formalized church.
  9.  
  10. Economy: Barter Economy leaning towards a Social Market Economy, with coinage called Zeni, usually held on a string
  11.  
  12. Backstory: Once, long ago, a group of settlers left their land, both the origin and the reason now possibly lost to history. They traveled long and far, unsure of what they were looking for until they found it, one night, on the full moon. Upon it's light they found a site where crystals were growing, each a different color, and with some light experimentation, their own power. Such a resource pushed alchemy and artifice to the forefront, and the traveler's took up worship of the Sun and Moon, who they believed brought them to this blessed place. A town soon built up, and from there it grew as mining and crystal growing techniques were tested, refined, and tested again. The Lord Regent now sees it fit to start expanding their influence, in hopes of finding more suitable sites for not only crystal farming, but to help keep pace with growth in general. Several guilds have started up, having built their own buildings, none of them yet finding friction, but mainly assistance with the others, between the Hunters Guild providing the muscle to keep the fledgling country safe, the Academy and The Forge keeping them supplied and pushing magic and science along, and the Celestial Church providing some sort of moral frame of reference. Being where they were, the Hunters Guild was created to help fend off creatures as needed, and they took to using the parts they could as new, stronger weapons, starting a cycle that persists today.
  13.  
  14. Money: 18 [+10/turn from population][-2/turn from units][Becomes +14/turn from pop next turn]
  15.  
  16. Population: 14 [+4/turn]
  17.  
  18. Food: 8/turn
  19.  
  20. Armies:
  21. [Spearmen: x1, -2 money/turn]
  22.  
  23. Slaves: 0
  24.  
  25. Settlements: (in format, city (level) [happyness] and buildings underneath, must do this for every settlement)
  26.  
  27. - Perforo (Capital) [Content]
  28.  
  29. - Buildings: Capitol Fort [+3 to all defending units in capitol]
  30.  
  31. Resources:
  32. [Elemental Crystals: 2][+1/turn]
  33. [Marble: 0][+.1/turn]
  34.  
  35. Trade Routes:
  36.  
  37. Policies:
  38.  
  39. Bonus/Detriments:
  40. Bonus:
  41.  
  42. The dust fields - you start with a magical location known as the dust fields that contain elemental crystals. The crystals are evenly split between Fire, Water, Air, Earth, Light, Dark, Metal, and Nature. Add resource [Elemental crystals: 1 +1/turn]
  43.  
  44. The guild - You have a dedicated group of monster hunters. As an action you can put a bounty on certain monster and if they are successful they will return with the monster parts. They will take some for their own use through.
  45.  
  46. All in good fun - There is some competition between the Academy, Guild, and Forge to have the best displays during holidays and events. Whenever you roll to increase happiness or fluff a holiday event roll a d100 for how rowdy it gets, and how much property damage the Regent has to pay for.
  47.  
  48. Research Progresses:
  49. Crystal Knowledge 12/500
  50. Defense Research 96/100
  51.  
  52. Technology:
  53. [Stone working I]
  54. [Copper II]
  55. [Iron I]
  56.  
  57. [Artifice I]
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