Eilam, a medieval fantasy Nations Game
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							<h1 class="p-title-value">Eilam, a medieval fantasy Nations Game
	
	

	

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					<div class="bbWrapper">Note on Militaries<br>
<br>
<br>
You may only have as many armies as you have vassals. Ei if you have 4 vassals, you can have 5 armies, (counting your own)<br>
<br>
<br>
While they may have troops added too and subtracted from them, they cannot have this done while on campaign, obviously. They must be encamped in de jure AND de facto friendly territory to re-stock manpower.<br>
<br>
<br>
TURN ONE<br>
<br>
<br>
YEAR 1001<br>
<br>
<br>

		
		
	


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<br>
FACTION: Kharadin<br>
<br>
<br>
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<br>
<br>
1: Months Fazr to Zur<br>
<br>
<br>
(Spring) COLD RAINY SEASON<br>
<br>
<br>
With the New Year comes new ambitions. Kharadin emissaries arrive at the court of the Count of Anonas. People line the streets to catch a glimpse of the reclusive mountain people. After some time, a deal is struck, and the Kharadin and Anonas agree to pre-set borders. The Anonas will not trespass north of the River Khavi.<br>
<br>
<br>
2: Months Azr to Ehib (Late Spring, Early summer) HOT SEASON<br>
<br>
<br>
The Kharadin move to expand along the mountain range during the hot season, but unseasonable rains in the region make for slow progression. Kharadin engineers are dispatched to complete the project, saving it from being bogged down in landslides.<br>
<br>
<br>
3: Months Ahriv to Izha (HOT RAINY SEASON)<br>
<br>
<br>
The rains intensify, and, combined with just plain bad luck, slow down progress for southern expansion. The engineers, working around the clock, manage to expand the nation southwards. Some people are heard to say that this year is inauspicious.<br>
<br>
<br>
4: Months Zedze to Ahrar ( HARVEST SEASON<br>
<br>
<br>
People are encouraged to enter the areas recently claimed and developed. The weather has cleared up by this point, and harvest season sees a nice haul, as well as migration. Most families choose to migrate next year, though putting it off for now, as winter is closing in fast.<br>
<br>
<br>
5: Months Zahaz to Nezr (WET COLD SEASON)<br>
<br>
<br>
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<br>
<br>
The plains to the east and west have been scouted out. The only people out there appear to be extremely fractious groups of hunter-gatherers, some of them normal humans, others more Kharadin in appearance. The plains people make no hostile overtures, but don’t seem to be particularly interested in talking to the Kharadin, preferring to observe them from a distance. The scouting groups report that they must return earlier than expected. This far north, winter comes without warning, and no one wants to be stuck on the steppe when it turns to a frozen tundra.<br>
<br>
<br>
6: Months Yavr to Uzun (FREEZING SEASON)<br>
<br>
<br>
Winter arrives colder than normal, but the Kharadin throw a lavish festival celebrating their culture, greatly increasing public cheer.<br>
<br>
<br>
Economy: 10 -- Artisan-focused, with adaptive agriculture<br>
<br>
<br>
Military: 8<br>
<br>
<br>
Authority: 9<br>
<br>
<br>
General Intelligence: 13<br>
<br>
<br>
Loyalty: 14 (+1 for festivities)<br>
<br>
<br>
Population: 5<br>
<br>
<br>
Infrastructure: 12<br>
<br>
<br>
MILITARY<br>
<br>
<br>
Army: Infantry Base<br>
<br>
<br>
-Standing: 8,000 elite troops, standing army<br>
<br>
<br>
-Levy: Medium Low (Expected 8 to 14000)<br>
<br>
<br>
Navy: Dismal<br>
<br>
<br>
Ships: Low Dingheys<br>
<br>
<br>
______________________________________<br>
<br>
<br>
GRAND REPUBLIC OF LAVUSA<br>
<br>
<br>
1: Months Fazr to Zur (COLD RAIN SEASON<br>
<br>
<br>
Lord Heraklius shocks the city by converting to Quwainnism publically. In return, the Quwainni port of Eskos is ceded to his control for the remainder of his natural life. His wife and children also convert. The mostly Choirling population of Eskos<br>
<br>
<br>
(Pay attention to linguistic cues in city names, they will hint at what a city and it's population are like. Or, granted, you could just ask me)<br>
<br>
<br>
rejoices, to be under the command of a majority Choirling nation.<br>
<br>
<br>
2: Months Azr to Ehib (HOT SEASON)<br>
<br>
<br>
The fleet size is increased, despite protests by many workers. The reason they give is that they fear that Lavusa will soon become a Quwainni territory.<br>
<br>
<br>
3: Months Ahriv to Izha (HOT RAINY SEASON)<br>
<br>
<br>
A national tax survey is carried out, increasing revenue. This takes the rest of the year, during wich nothing interesting happens, save for in Nazr<br>
<br>
<br>
5: Months Zahaz to Nezr (WET COLD SEASON)<br>
<br>
<br>
Several ships go missing in heavy storms.<br>
<br>
<br>
Economy: 16 [increased tax revenue)<br>
<br>
<br>
Military: 6<br>
<br>
<br>
Authority: 5<br>
<br>
<br>
General Intelligence: 13 (Bughers)<br>
<br>
<br>
Loyalty: 6<br>
<br>
<br>
Population: 8<br>
<br>
<br>
Infrastructure: 15<br>
<br>
<br>
MILITARY<br>
<br>
<br>
Army: Cavalry Base, Cavalry Focus<br>
<br>
<br>
-Standing: 6,000 elite troops, standing army<br>
<br>
<br>
-Levy: Medium Low (6 to 10,000 expected)<br>
<br>
<br>
Armies<br>
<br>
<br>
Standing Army: 6,000 troops.<br>
<br>
<br>
Base: Cavalry<br>
<br>
<br>
Support: Infantry<br>
<br>
<br>
Navy: Powerful<br>
<br>
<br>
Fleet: 200 ships<br>
<br>
<br>
Fleets: 2 fleets of 100 ships each. (Shallow/Deep Water Hulls)<br>
<br>
<br>
1st and 2nd flotillas<br>
<br>
<br>
Base: Heavy War Galleys<br>
<br>
<br>
Support: War Galleys<br>
<br>
<br>
Patrol: Attack Sloops<br>
<br>
<br>
Scout: Cutters<br>
<br>
<br>
________________________________________<br>
<br>
<br>
KINGDOM OF NEPHELAIR<br>
<br>
<br>
1: Months Fazr to Zur (COLD RAIN SEASON<br>
<br>
<br>
A planned expansion towards the west gets off to a shaky start. Barbarians, approached with offers of lordships, turn them down, with Lord Elgrey’s messengers returning in pieces, or even not at all. In response, a force of 5,000 soldiers is raised, to begin an expedition into A’wanwan, to fight it’s self proclaimed king. The campaign is long, with both sides suffering victories and defeats. In the first few months, the Nephelair forces make headway.<br>
<br>
<br>
2: Months Azr to Ehib (HOT SEASON)<br>
<br>
<br>
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<br>
The campaign continues on into Azr, before grinding to a halt, when Nephelair forces pursuing a small group of barbarians are ambushed and defeated at the battle of Weeping Ridge, among the peaks of Dur Akksa. Both sides engage in further skirmishes, but Elgrey settles into a captured A’wani hill fort for the summer, and sends most of his men home to attend to the plantings and harvest.<br>
<br>
<br>
3: Months Ahriv to Izha (HOT RAINY SEASON)<br>
<br>
<br>
A road-building project begins, increaseing the infrastructure of Nephel.<br>
<br>
<br>
4: Months Zedze to Ahrar ( HARVEST SEASON<br>
<br>
<br>
A new call for troops is put out for troops to fight in the west. Only a few dozen troops respond, however, as it’s the harvest season, and nearly everyone is needed in the fields.<br>
<br>
<br>
5: Months Zahaz to Nezr (WET COLD SEASON)<br>
<br>
<br>
Lord Elgrey’s campaign is continued, driving towards the plains of Dukban. However, the Dukbanni natives, accompanied by Druzineh sellswords and a large amount of Verrunian “Golden Sword” mercenary troops attack the Nephelair advance army en mass during this muddy time of year, while it’s bogged down. Elgrey’s force is shattered, routed and forced to retreat, losing most of their gains, and Elgrey himself is reported missing after the battle.<br>
<br>
<br>
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<br>
The following month, Elgrey resurfaces, having been dragged through the streets of the A’wani king’s capital town, and ritually dismembered.<br>
<br>
<br>
6: Months Yavr to Uzun (FREEZING SEASON)<br>
<br>
<br>
As winter closes in, a mining imitative begins, but is soon forced to halt until summer, as the high passes freeze over. Meanwhile, lords Hake and Barrist argue over who should get Elgrey’s lands, seeing that the man himself died with no designated heirs, aside from his infant nephew.<br>
<br>
<br>
Economy (Focus on trading and mining) 9<br>
<br>
<br>
Military: 17 (8 to unit types, 9 to general acumen)<br>
<br>
<br>
Authority: (Absolute Monarchy supported by feudal lords) 10<br>
<br>
<br>
General Intelligence: (Nobility and peasantry educated by teacher priests 10<br>
<br>
<br>
Loyalty: 9<br>
<br>
<br>
Population: 8<br>
<br>
<br>
Infrastructure: 7<br>
<br>
<br>
MILITARY<br>
<br>
<br>
Army: Infantry Backbone, Elite Cavalry<br>
<br>
<br>
-Standing: 10,000 elite troops, standing army<br>
<br>
<br>
-Levy: High (25,000 expected)<br>
<br>
<br>
Armies<br>
<br>
<br>
Advance Army (Lord Elgrey) -DESTROYED<br>
<br>
<br>
Base: Infantry<br>
<br>
<br>
Focus: Knightly Cavalry<br>
<br>
<br>
Support: Light Infantry<br>
<br>
<br>
Standing Army (Royal) 10,000 soldiers<br>
<br>
<br>
Base: Heavy Infantry<br>
<br>
<br>
Focus: Heavy Cavalry<br>
<br>
<br>
Support: Light Infantry<br>
<br>
<br>
Navy: Nonexistant<br>
<br>
<br>
New Points To Allocate to either Military, Loyalty, Population or Authority.<br>
<br>
<br>
1, for actions in the war.<br>
<br>
<br>
______________________________________<br>
<br>
<br>
VERUN<br>
<br>
<br>
1: Months Fazr to Zur (COLD RAIN SEASON<br>
<br>
<br>
The Verrunian Golden Sword mercenaries are rated at cheap prices for good work. They gain employment, primarily in huge numbers by the Durkuban barbarian tribes, who seek an edge to use against the encroaching Nephelair.<br>
<br>
<br>
2: Months Azr to Ehib (HOT SEASON)<br>
<br>
<br>
Attempts are laying roads are made, but meet with some serious difficulties due to the unseasonable storms turning the northern ground spongy and muddy.<br>
<br>
<br>
3: Months Ahriv to Izha (HOT RAINY SEASON)<br>
<br>
<br>
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<br>
<br>
Scouts going north, looking for new mounts actually find something, a mountain peak with several hundred griffins roosting there. For the next few months, they steal several hundred eggs<br>
<br>
<br>
(in 2 years, Verun will have a permanent increase in 1 mil, and receive 200 Griffon Riders)<br>
<br>
<br>
4: Months Zedze to Ahrar ( HARVEST SEASON<br>
<br>
<br>
A new system of controlled female labor, planned childbearing and state-funded nurseries promises an increase in the general public (+2 POP IN TEN TURNS) +1 pop immediately<br>
<br>
<br>
5: Months Zahaz to Nezr (WET COLD SEASON)<br>
<br>
<br>
Foreigners are encouraged to migrate to Verun, and to be embraced as equals, and fellow Verunnians, for the price of serving in the Foreiga, or foreign standing military. This is wildly popular with Barbarians, but the influx shows mostly men entering Verrun, and these men nearly all desire local wives, which soon means that the single female population is significantly lower, and there are now a large portion of unmarried men in Verrun, who are becoming agitated.<br>
<br>
<br>
<div class="bbImageWrapper  js-lbImage" title="1-anglo-saxon-warriors.jpg" data-src="/proxy.php?image=https%3A%2F%2Fdeadliestblogpage.files.wordpress.com%2F2012%2F10%2F1-anglo-saxon-warriors.jpg%3Fw%3D2222%26h%3D3026&amp;hash=7c231e1a295f4e357d9a8fd096afc450" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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	</div><br>
<br>
<br>
This also means that several barbarian tribes around Verun have merged with Verun itself, nearly doubling the size of the kingdom within a few months. This comes at a price though. With these newcomers, sectarian violence reaches an all-time peak.<br>
<br>
<br>
6: Months Yavr to Uzun (FREEZING SEASON)<br>
<br>
<br>
A new military system will be implemented, when Verun sorts out it’s internal problems, and meets the economic and military demands. (+4 POINTS TO MILITARY AND 4 MORE UNITS, IN 6 YEARS)<br>
<br>
<br>
Furthermore, a Verunnian scouting party goes missing in the mountains. An armed expedition sent after it discovers that the party was buried in a massive landslide.<br>
<br>
<br>
(Note, klim, please remind me of these increases when the time comes)<br>
<br>
<br>
STATS:<br>
<br>
<br>
Economy: (Agricultural and Merc-Work) 8<br>
<br>
<br>
Military: 14<br>
<br>
<br>
Authority:Total New Monarchy 12<br>
<br>
<br>
General Intelligence: Males 10<br>
<br>
<br>
Loyalty: 14<br>
<br>
<br>
Population: 6<br>
<br>
<br>
Infrastructure: 7<br>
<br>
<br>
New points to allocate: 2<br>
<br>
<br>
MILITARY<br>
<br>
<br>
Army: Infantry Backbone, Elite Infantry<br>
<br>
<br>
-Standing: 13,000 elite troops, standing army<br>
<br>
<br>
-Levy: High (18,000 expected)<br>
<br>
<br>
Armies<br>
<br>
<br>
Foreiga (Royal) 3,000 soldiers<br>
<br>
<br>
Base: Heavy Infantry<br>
<br>
<br>
Focus: Heavy Infantry<br>
<br>
<br>
Support: Light Cavary<br>
<br>
<br>
Standing Army (Royal) 10,000 soldiers<br>
<br>
<br>
Base: Heavy Infantry<br>
<br>
<br>
Focus: Heavy Infantry<br>
<br>
<br>
Support: Elite Chosen Cavalry<br>
<br>
<br>
Navy: Nonexistant<br>
<br>
<br>
________________<br>
<br>
<br>
ATTOLIA<br>
<br>
<br>
Nothing to report<br>
<br>
<br>
SANSKIRRI<br>
<br>
<br>
1: Months Fazr to Zur (COLD RAIN SEASON<br>
<br>
<br>
Sanskirri ships set sail, after a great public address by the High Ulama, and begin a great campaign of militaristic conversion. They land at every tiny harbor, protected cove and fishing village on the coasts of the Silver Sands and convert almost the entire population to Quwainnism, either through argument or threat. Those that do not comply are executed or burned alive, but nearly all of the heathens of the desert convert, many so immediately seized with zealous piety for their newfound religion that they strike inland, to convert their neighbours.<br>
<br>
<br>
2: Months Azr to Ehib (HOT SEASON)<br>
<br>
<br>
As the new converts begin a campaign of militaristic conversion, helped along by Sanskirri preists, hardened Sanskirri warriors press inland, subduing the desert tribes in a seriese of bloody battles. Under their sword-flag, the desert tribes either bend the knee or fall before the scythe.<br>
<br>
<br>
3: Months Ahriv to Izha (HOT RAINY SEASON)<br>
<br>
<br>
A secret meeting is held with the ruler of Rayjan.<br>
<br>
<br>
4: Months Zedze to Ahrar ( HARVEST SEASON<br>
<br>
<br>
Roads are meant to be built in the converted regions, however, the vast new gains combined with an already poor understanding of infrastructure means that this will have to wait.<br>
<br>
<br>
5: Months Zahaz to Nezr (WET COLD SEASON)<br>
<br>
<br>
Other Quwainni nations are approached with offers of trade protection. The Rayjan and Quwain proper accept (See Quwain) but the others are busy with inland interests.<br>
<br>
<br>
6: Months Yavr to Uzun (FREEZING SEASON)<br>
<br>
<br>
Nothing to report, trade continues as normal.<br>
<br>
<br>
Economy: 6 (Fishing, Shipbuilding and Raiding.)<br>
<br>
<br>
Military: 19 (9 to unit types, 10 to acumen)<br>
<br>
<br>
Authority: 13 (Absolute Theocracy)<br>
<br>
<br>
General Intelligence: 6 (Clerical nobility)<br>
<br>
<br>
Loyalty: 12<br>
<br>
<br>
Population: 10 (2 million)<br>
<br>
<br>
Infrastructure: 5<br>
<br>
<br>
MILITARY<br>
<br>
<br>
Army: Infantry Base, Cavalry focus<br>
<br>
<br>
-Standing: 20,000 troops, standing army<br>
<br>
<br>
-Levy: Very High, 30,000 to be expected<br>
<br>
<br>
Armies<br>
<br>
<br>
Standing Army: 20,000 troops<br>
<br>
<br>
Base: Light Infantry<br>
<br>
<br>
Support: Light Cavalry<br>
<br>
<br>
Elite: Heavy Cavalry<br>
<br>
<br>
Navy: Powerful<br>
<br>
<br>
Fleet: 600 ships<br>
<br>
<br>
Base: Heavy War Galleys<br>
<br>
<br>
Support: War Galleys<br>
<br>
<br>
Patrol: Attack Sloops<br>
<br>
<br>
Scout: Cutters<br>
<br>
<br>
Fleets: 3 fleets of 200 ships each<br>
<br>
<br>
1st 2nd and and 3rd corsair groups<br>
<br>
<br>
1st Corsair Group<br>
<br>
<br>
Base: Raiding Sloops<br>
<br>
<br>
Focus: Light War Galleys<br>
<br>
<br>
Support: Converted Cogs<br>
<br>
<br>
Scout: Small Sailboats<br>
<br>
<br>
2nd Corsair Group: 200 ships<br>
<br>
<br>
Base: Raiding Sloops<br>
<br>
<br>
Focus: Great Galleys<br>
<br>
<br>
Support: Converted Cogs<br>
<br>
<br>
Scout: Small Sailboats<br>
<br>
<br>
3rd Corsair Group<br>
<br>
<br>
Base: Raiding Sloops<br>
<br>
<br>
Focus: War Galleys<br>
<br>
<br>
Support: Converted Cogs<br>
<br>
<br>
Scout: Light Sloops<br>
<br>
<br>
QUWAINN<br>
<br>
<br>
1: Months Fazr to Zur (COLD RAIN SEASON<br>
<br>
<br>
Barbarian pirates strike from protected coves in Deridune, cutting the Quwainni Empire’s trade by no small margin. In response, the Grand Vizier obtains a small fleet from his vassal-allies in the Sanskirri territories, and sails to Deridune to burn the ports.<br>
<br>
<br>
2: Months Azr to Ehib (HOT SEASON)<br>
<br>
<br>
Massive Sea-Striders emerge from the surf, in accordance with their mysterious and unpredictable hatch cycle. Though these creatures destroy several remote fishing villages, a decent amount are slain, and their shells are to be implemented into a new scale-type armor for use in his heavy cavalry and infantry forces.<br>
<br>
<br>
<a href="http://3d-wallpaper.net/wp-content/uploads/2016/04/creature_attack.jpg" target="_blank" class="link link--external" data-proxy-href="/proxy.php?link=http%3A%2F%2F3d-wallpaper.net%2Fwp-content%2Fuploads%2F2016%2F04%2Fcreature_attack.jpg&amp;hash=e618f8801ab9872fe901afec9da3434b" rel="nofollow ugc noopener">http://3d-wallpaper.net/wp-content/uploads/2016/04/creature_attack.jpg</a><br>
<br>
<br>
3: Months Ahriv to Izha (HOT RAINY SEASON)<br>
<br>
<br>
A small expedition expands the borders northwards<br>
<br>
<br>
4: Months Zedze to Ahrar ( HARVEST SEASON<br>
<br>
<br>
Aqueduct ditches are built from jungle rivers, to carry freshwater into the deserts in preparation for a irrigation. The main issue that remains, however, is that the jungle water is not suitable for immediate consumption.<br>
<br>
<br>
5: Months Zahaz to Nezr (WET COLD SEASON)<br>
<br>
<br>
The Quwainni public engineers begin working on the aqueduct project.<br>
<br>
<br>
6: Months Yavr to Uzun (FREEZING SEASON)<br>
<br>
<br>
With no worry about the cold this far south, work continues well into the winter.<br>
<br>
<br>
-STATS UNKNOWN-<br>
<br>
<br>
_________________<br>
<br>
<br>
RAYJAN REPORT<br>
<br>
<br>
Early Year<br>
<br>
<br>
The Rayjan sell ports to the Evarim in Lavusa in exchange for their leader’s conversion to Quwainnism.<br>
<br>
<br>
Mid Year<br>
<br>
<br>
Trade continues as usual<br>
<br>
<br>
Late Year<br>
<br>
<br>
As Rayjan expands westwards, it’s borders bump into that of Narryea, and a small clash between local forces breaks out and ends in a Rayjan victory.<br>
<br>
<br>
_________________<br>
<br>
<br>
NARRYEA REPORT<br>
<br>
<br>
Early Year<br>
<br>
<br>
Expansion eastward begins<br>
<br>
<br>
Mid Year<br>
<br>
<br>
A large ceremony is held, hailing the Narr of Narryea as a God-Given ruler.<br>
<br>
<br>
Late Year<br>
<br>
<br>
As Rayjan expands westwards, it’s borders bump into that of Narryea, and a small clash between local forces breaks out and ends in a Rayjan victory.<br>
<br>
<br>
__________________<br>
<br>
<br>
THE COVENANT<br>
<br>
<br>
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	</div><br>
<br>
<br>
1: Months Fazr to Zur (COLD RAIN SEASON<br>
<br>
<br>
King Avanar spends the cold, rainy season preparing for war. Against who, few know.<br>
<br>
<br>
2: Months Azr to Ehib (HOT SEASON)<br>
<br>
<br>
When the summer sun finally arrives, it shines off of chainmail, as Covenanter knights begin a Holy War against the barbarians of the Eilamite Plains, making good headway.<br>
<br>
<br>
<div class="bbImageWrapper  js-lbImage" title="Britain's%20Bloodiest%20Dynasty%20-%20battle%20scene.jpg" data-src="/proxy.php?image=https%3A%2F%2Fwww.knowledge.ca%2Fsites%2Fknowledge.ca%2Ffiles%2Fmedia%2FBritain%27s%2520Bloodiest%2520Dynasty%2520-%2520battle%2520scene.jpg&amp;hash=1dcfc75adc5f28e5cc3926b5f15f8969" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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	</div><br>
<br>
<br>
3: Months Ahriv to Izha (HOT RAINY SEASON)<br>
<br>
<br>
King Avanar orders his campaign to the north suspended, and puts out the call for nobles of a rank with himself to bring their sons to view his daughters, should they wish to enter an alliance with the Covenant.<br>
<br>
<br>
4: Months Zedze to Ahrar ( HARVEST SEASON<br>
<br>
<br>
The fortress-cities of Garandell and Amaran go to war for religious reasons, supposedly one city contested another’s interpretation of a verse, and things heated up from there.<br>
<br>
<br>
5: Months Zahaz to Nezr (WET COLD SEASON)<br>
<br>
<br>
Things slow down for the winter<br>
<br>
<br>
6: Months Yavr to Uzun (FREEZING SEASON)<br>
<br>
<br>
A small sea expedition is planned for next spring<br>
<br>
<br>
______________________________<br>
<br>
<br>
FORHAYNE REPORT<br>
<br>
<br>
Early Year: A peaceful early year allows the Forhayni to focus on consolidating rule for their new count. The rest of the early months pass without issue, aside from mysterious vessels with black hulls and black sails being sighted off the coast, heading south.<br>
<br>
<br>
Mid Year: A small military campaign westwards brings the reclusive, peninsular Forhayne further inland. A small local uprising among Forhayne’s civilian populace is quelled, with the new count promising them ‘”the land from the Eastern Sea to the Western Coast, north of the Arak mountains.”<br>
<br>
<br>
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	</div><br>
<br>
<br>
Late Year: The military expedition prepares to leave next spring, and is now well provisioned, and set to conquer.<br>
<br>
<br>
__________________________________<br>
<br>
<br>
TORAN REPORT<br>
<br>
<br>
Early Year: Reports of black-hulled vessels off the coast are unsubstantiated, though several ships are sent out to investigate and discover nothing. This is merely a distraction, however, as the King of Toran throws a lavish ceremony to celebrate the marriage of his 10 year old son to his first wife, a barbarian princess, who’s dowey is the conversion of her tribe and the fealty of her father.<br>
<br>
<br>
Mid Year: Shock! The King’s new in-laws are discovered secretly worshipping at pagan shrines. In response, Toranic troops rouse them form their beds late at night and bring them before the Testimonial Courts, who pronounce the guilty of apostasy, and execute the barbarian lord and his wife the next morning, displaying a quarter of their bodies at each entrance to their capital of Harcourt. Their lands pass to his daughter, and so to her husband, and by extention the King of Toran.<br>
<br>
<br>
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	</div><br>
<br>
<br>
Late Year: A new castle, Daynfort, is built at the new border.<br>
<br>
<br>
___________________________<br>
<br>
<br>
KARAQ REPORT<br>
<br>
<br>
Early Year: A demand is issued to the Quwainn lord of Arqa to hand over some of his land. He refuses, and the King of Karaq invades immediately. The campaign on land is wildly successful, as one of the Lord of Arqa’s holdings falls within a month. The other is beset by a Covenanter naval invasion.<br>
<br>
<br>
<div class="bbImageWrapper  js-lbImage" title="MedievalDDay3.jpg" data-src="/proxy.php?image=http%3A%2F%2Fi107.photobucket.com%2Falbums%2Fm309%2FChernayaAkula%2FWhIf%2FMedievalDDay3.jpg&amp;hash=65c6ce6f0df4b7b7b904b170771f8c95" data-lb-sidebar-href="" data-lb-caption-extra-html="" data-single-image="1">
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	</div><br>
<br>
<br>
Mid Year: As the war progresses, a third front is opened up. The Lord of Arqa, humiliated, offers surrender, but the Covenanters announce that they will accept nothing more than the total annexation of Quwainni land in the north of the Sea of Kymatis.<br>
<br>
<br>
Late Year: The campaign slows down when the Covenanters run out of supplies, but they will be getting more soon.<br>
<br>
<br>
____________________________<br>
<br>
<br>
EVARIM<br>
<br>
<br>
1: Months Fazr to Zur (COLD RAIN SEASON<br>
<br>
<br>
Imperiator Narses Kontos passes several dubiously-received decrees regarding the welfare of the poor. Though this is popular among beggars and prostitutes, who receive stipends, his council soon recinds the decree, as it is deemed too much of a strain on the coffers.<br>
<br>
<br>
2: Months Azr to Ehib (HOT SEASON)<br>
<br>
<br>
An Evarim festival celebrating the Eternal is given special precedence, and the masses are overjoyed, especially when free drink is flowing, sponsored by the government.<br>
<br>
<br>
3: Months Ahriv to Izha (HOT RAINY SEASON)<br>
<br>
<br>
The military is disarmed temporarily and deployed to the countryside, to build large farms, at the decree of the Imperiator.<br>
<br>
<br>
4: Months Zedze to Ahrar ( HARVEST SEASON<br>
<br>
<br>
Imperiator Narses is offered a betrothal by one of his vassals, but his councilors shoot down the proposal, like they have all others thus far. The reason for this is uknown, but word begins to spread in Alexionopolis that once a week, Narses is known to disappear from his bedchamber, and turn up again the following evening. Given his already scant presence in court, these rumors spread like wildfire.<br>
<br>
<br>
5: Months Zahaz to Nezr (WET COLD SEASON)<br>
<br>
<br>
Chamberlain John of Arana is stabbed to death dicing in a public drinking hole. Military officials arrest all involved and execute the lot of them, before a public funeral display is put out. However, the rumor mill has started up again, and questions fly as to why the Chaimberlain was in a slum tavern.<br>
<br>
<br>
6: Months Yavr to Uzun (FREEZING SEASON)<br>
<br>
<br>
Oficcials span the length and breadth of the Empire, exhorting the values of the military, encouraging a significant amount of youths to join.<br>
<br>
<br>
________________________________<br>
<br>
<br>
REPUBLIC OF CIRA<br>
<br>
<br>
Early Year<br>
<br>
<br>
Alarmed by the expansion of Karaq, the eastern cities of Cira fortify their borders and step up horse patrols.<br>
<br>
<br>
Mid Year<br>
<br>
<br>
Baselius Andros throws yet another huge harvest feast. However, disaster strikes when, halfway through the feast, an assassin attempts to kill him. He lives despite being stabbed in the belly, by his enormous girth. The blade cuts through flesh and fat, but no more. The would-be murderer is apprehended and imprisoned for questioning. Several weeks later, he is executed.<br>
<br>
<br>
Late Year<br>
<br>
<br>
The military forces of Cira begin a buildup in the north, drawing away from the border with Karaq.<br>
<br>
<br>
____________________________________<br>
<br>
<br>
COUNTY OF ANONAS<br>
<br>
<br>
Early Year: A deal is struck with the Kharadin Kingdom (See Kharadin Turn)<br>
<br>
<br>
Mid Year: The Anonas slowly expand along the Khavi river<br>
<br>
<br>
Late Year: Their holdings along the Khavi are consolidated.<br>
<br>
<br>
END OF TURN ONE</div>
				
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