@ArenaSnow you start off with 20 specials but you can train more it will just take longer than a regular troop. For example it takes me 1 in game day (1 hr in real life) to train a dark elf for a hellhound it will take 5 in game days(5hrs) the more powerful your special is than your regular troop the longer it takes to train.
Northgard The capital itself, the port-city of Northgard, is the center of the Kingdom and is the location from which the rest of the nation is held together. Heavily protected and the main recruiting center for the armies and navies.
Skullenport Second largest city in the Kingdom, and the one holding the most crime and arguably the least control. Ruled by a corrupt administration which only pledges loyalty to the government for the sake of protection on one end and territory claiming on the other, it is a town that both holds some of the best “dirty fighting” sailors in the Navy and some of the more deadly pirates across the seas. Little has been done about the crime rate, as everyone has been too damn lazy to do anything.
Union City Third largest city in the Kingdom, and one that holds the southern border from invasion. Located just above the Redwall Mountains, it is a center of the Kingdom’s authority on the southern continent’s mainland and a primary recruitment spot for various roles, as well as a civilian center.
The Pale Tower A tower built in another Era, when Greater Beings had still walked the realm and created great towers to solidify their power. Once a beacon of great magical power, it has since been overused and expended, and now fights for its right to exist as the monarchy keeps denying to take it down, in favor of old traditions.
North Down A fortress that has stood since before the current line of kings, it has been marked as the center of the Kingdom’s power - garrisoning its fleets with a large port and ensuring the security of nearby areas with a good standing army that can be, at a good pace, transferred between Northgard and Union City.
White Isle A colony that has been known for many troubles, both internationally and with local authority, White Isle is perhaps the most distant holding of the Kingdom and the least secure of the lot. Sporting a governor and administration that tends to put down rebellions more often than not, it is one place where the Navy has seen considerable action.
Icewall Bay The sea between the two continents, and one that is in good part controlled by the Kingdom, although not completely by any means. Patrols frequent the sea, particularly in the area near the capital, and tend to face off against pirates at a good rate - a zone that is almost perfect for getting experience in the ranks.
Oud Bay Inside the Kingdom’s sphere of control, the lack of powerful nations and the surrounding nature of the Kingdom around it make it a zone that can be called secure by the Kingdom, although pirate threats linger, particularly coming from Skullenport.
Eastholm A small city, the northernmost bastion of the Kingdom’s authority. Lightly guarded and a key exporter of crops. A frequent vacation place for the nobility.
Neuval An almost mysterious town on a more mysterious island; the one place that the Kingdom can call its own there. With a tendency to be the place where the more… strange folk come from, it is also quite distant from the Kingdom’s center of authority and generally left to its own devices.
Redwall Mountains (Border) An almost treacherous set of mountains, although not nearly as bad as the Icewall Mountains. Also happens to be the Kingdom’s best raw material area. 80% of the Kingdom’s mines lay along the Redwall mountains.
Icewall Mountains (Border) The truly treacherous mountains, with long winded peaks, horrible weather and a tendency to be crappy to be at temperature wise, although pretty enough at a distance. It effectively seals off the northern border. Material worth is minimal - although many ores are estimated to be buried within, teams of miners have been lost to the constantly shifting weather alone, let alone rumored wildlife in the mountains that have been reported from special lions to full out dragons, although the last bit has not been proven.
Dynamic Info/Other
Leadership type: Monarchy Current King: King Augustine II
The Augustine Kings Starting with King Augustine I, who overthrew the former weak king Vestillian V, the Augustine line has had the power in the Kingdom for the last century or so. Starting with a powerful naval commander and now lying with a moderately powerful but old king, it is a line that may go down due to negligence, as the new heir James Augustine proves to be less than responsible and rash in his decisions. It is a line used to taking down any contenders to the throne, including the popular Tody of Northgard and the would-be contender from Union City, Lord Aristogan.
Royal Naval Administration Consists of 9 experienced admirals; carries out the orders of the King and in all other things is the most powerful group in the Kingdom, even rivalling the king himself in authority. Professional and almost modern in its leadership structure; almosta contrast to the nobility of the rest of the Kingdom. Notable Members: Rodgerick Orsillian, North Down naval commander.
Council of Nobles An assortment of loosely united nobility that sometimes petitions the King for things, and once in a while gets them. Although it holds authority across all the main holdings of the kingdom, it tends to be useless in colonies and if pitted against the Navy’s leadership.
Skullenport Governorship Corrupt as can be, with the governor Lord Berrund being the worst of the lot. Nobody really wants to do anything about it, considering he has the funds to buy off anyone not one of the above, and wordsmanship to convince the above of his “loyalty”.
White Isle Governorship A force of largely mercenary fighters under the loose command of Governor Agar, they have a tendency to respond to any challenge to authority with force rather than diplomacy that could come in handy.
Dukes of Northgard Although many dukes in Northgard tend to be apart of the Council of Nobles, some stay independent and ultimately minor in national affairs, although of some stature in the city itself. Their sons tend to be part of the highly trained Knights of Northgard. The most prominent Duke that is not of the Council of Nobles is Duke Henry, an old authority in the town and a friend of the King.
Barons of Eastholm Small in anything related to national affiars, they tend to be the ones who actually live in Eastholm proper rather than being vacationing Dukes, Lords and other nobles. They hold the city’s power and are the ones where the money passing around in the area goes through.
Pirate Nation A small, loosely organized force of pirates in Skullenport, protected by the corrupt government in exchange for riches looted at sea. Spread across the Oud and Icewall bays, they answer firstly to Baron Tyrril, residing in Skullenport proper and quite rich from his organization, and Captain Dretchil, a man of great infamy in the Icewall bay.
(dynamic information which I shall update every couple of posts based on a variety of factors, and of course my mood)
Harvests and Food Supply: Average, Stable Circumstances of note: None at this time. National Public Order: Circumstances of note: None at this time. Production: Minimal Circumstances of note: Stalled due to lack of activities. King’s Authority: Solid Circumstances of note:
Resource circumstances: No particular shortages; currently looking to export wood and swords.
Armies and Navies Knights of Northgard: Used in emergencies and for city security, elite level. Sir Rodger, 50 members, full supply, high morale, in Northgard
Navies: Primary fighting forces of the Kingdom. Professional, with highly trained sailors, but lacking a bit in numbers as possibly compared to others on a ship-by-ship basis. Good at sea, not as good on land, particularly against land formations. I: Admiral Albrecht, 30 ships, 10 “Pounder” warships, full supply, high morale, in Northgard II: Admiral Bidell, 30 ships, 5 “Pounder” warships, full supply, high morale, in Union City III: Admiral Orsillian, 20 ships, 5 “Pounder” warships, full supply, high morale, in North Down IV:Admiral Jobst, 10 ships, full supply, high morale, in White Isle V:Admiral Gerrin, 10 ships, full supply, high morale, in Neuval
North Down Garrisoned Army: Largest standing army of fairly professional soldiers, mostly professional swordsmen with some cannons and archer divisions. General Vernin, 400 members, full supply, high morale, in North Down
Northgard Garrison: Mostly militia with some supporting cannons. Captain Bradshaw, 100 members, full supply, high morale, in Northgard
Union City Garrison: Same as Northgard. Captain Nervall, 100 members, full supply, high morale, in Union City
Skullensport Garrison: Although the city itself often turns up pirates and the like who actually like their home in time of need, the garrison itself is a bit lacking and often brawls with said pirates, leaving corruption to finish off guards with integrity. Captain Handrick, 50 members, full supply, low morale, in Skullensport
White Isle Garrison: Battle hardened - pretty much from putting down rebellions. General Landrakes, 100 members, full supply, moderate morale, in White Isle
Eastholm Garrison: Relatively untrained and inexperienced, as well as small and often pushed around by the Barons. No particular leader, 50 members, full supply, moderate morale, in Eastholm
Neuval Garrison: Experienced in skirmishing, after small battles with natives outside of Neuval. Also folks that aren’t particularly happy with their job and a common post to send folks that didn’t quite follow orders as well as would have been liked… Captain Ermund, 50 members, full supply, low morale, in Neuval
Redwall Mines Garrison: The mines need some security, too. Consisting of relatively casual soldiers and often a first-time spot for new troops. Captain Newberg, 100 members, full supply, high morale, in Redwall Mines (Mountains south of Union City)
More to potentially be added, once other matters settle down.
@ArenaSnow how did u shade the map, what did u use
Honestly, I used an improv function with a program older than Windows XP.... just selected the areas at a small level, and filled in the area with a shading. Took a little while and a bit of patience to do as well.
If ya want, I can do it for the big map (nations already filled in).