Thyren Kingdom

The sister kingdom to the Gran Dutchy of Geoff. The Thyren Kingdom used to be a controlled territory by the Dutchy, but after the Green Scourge tore through their lands, the borders have sense been redefined, and new kingdoms have risen. The Thyren Kingdom is the largest of these new territories. They enjoy a neutral border with the Dutchy, being separated by the chaotic Dim Forest. They are in a joint war with the Valley of the Mage, who has been accused of sending magical spies and abatures into both kingdoms in attempts to undermine them after the Scourge.

Territories

Stark Keep

The capital of the Thyren Kingdom, this once hilly shepherding town has become the seat of power for the kingdom. It is here that the Duke Lauren II reigns from his throne. The surrounding area is still very much open shepherding fields and farmland, being kept clean and pristine from massive urbanization.

Hochoch

The largest, and only, city in the entire Thyren Kingdom. The city of Hochoch is a large town that started out as a small fishing warf. Since the Javan River is so abundant with fresh salmon and other fish, the community was able to grow without the fear out exhausting any food supplies. The town's location wasn't random, despite its small origins. The city was strategically founded on a trade route between the at the time keep of the first King Geoff, his granite mine which is still mining granite from the hills, and the southern kingdoms via the Javan waterway.

Granite Quarry

This small mining community has been around since before the split with the Gran Dutchy of Geoff. It is here that the large granite blocks of many structures that dot the region were mined from the earth. Such structures include the Stark Keep, Hookerhill Keep in its entirety (minus the shanty town in the outer bailey), and the capital of the Gran Dutchy itself, and castle of King Geoffry IV, Gottfried.

New Orlanes

This settlement was settled before the Green Scourge, and didn't become a name on maps until after the destruction. With many lands unable to grow crops immediately after the Scourge, Orlane was an oddity. Being founded in a valley of unusual greenery, the community blew up into a massive farming town within just 8 short years. In recent years the village was beset by an evil cult that was routed by traveling adventures and passing knights. Rumor has it that the sinister cult was based out of the Rushmoors, somewhere in that fetid swamp.

Foreign Relations

Trade & Transport

Bonus Resources

Bonus resources are the most frequently found type of resource, and they are the most versatile in a strategic sense. They provide food, production, or money, benefiting a nearby city, and they can be improved for even greater benefits.
  • Copper (+2 money) (mining) (mine)
  • Cattle (animal husbandry) (pasture)
  • Deer (+1 production) (animal husbandry) (camp)
  • Fish (+1 food) (celestial navigation) (fishing boats)
  • Sheep (+1 food) (animal husbandry) pasture)
  • Stone (+1 production) (masonry) (quarry)
  • Wheat (+1 food) (pottery) (farm)

Luxury Resources

Luxury resources are commodities highly prized by Citizens, and their availability helps increase Citizen happiness by granting Amenities. Most Luxury Resources are provided by the land, and you can access them by improving a hex/tile that contains the resource or even founding a settlement on it (provided you've access to the technology necessary to improve it). Some, however, are exclusive products of specific city-states and may only be obtained via them. Yet others are the lifework of Great Merchants, who you will need to attract to your settlements in order to access the resource.
  • Cotton (+3 money) (plantation)
  • Furs (+1 food, +1 money) (camp)
  • Marble (+1 culture) (quarry)

Strategic Resources

Strategic resources re those that are important from a military standpoint. They also provide some bonuses, but more importantly, when the relevant hex/tile improvement is built on them, they provide access to vital materials which allow you to build important military units.
  • Horses (+1 production, +1 food) (pasture)
  • Iron (+1 science) (mine)
  • Lumber (+1 production) (lumber mill)

Maps

  • New Orlanes
  • Hochoch
Founding Date
4113 SE
Type
Geopolitical, Kingdom
Predecessor Organization
Leader
Official State Religion
Location
Controlled Territories
Notable Members

Allies, Declared Friends

Diplomatic Agreements

Alliance
Open Borders
Research Agreement
Defensive Pact

Unfriendly

Diplomatic Agreements

Open Borders
Trading

Relationship Log

Making an unfavorable first impression. (-1)
Offering a trade route. (+2)
Moving military units near their borders persistently. (-2)
Having a different Government.
Settling in lands they consider theirs. (-3)
Fulfilling a diplomatic promise you made to them. (+3)
Making an Open Borders agreement. (+3)
Fighting a common enemy.

Friendly

Diplomatic Agreements

Open Borders

Unfriendly

Diplomatic Agreements

Grievances

Relationship Log

Warmongering/Grievances.
Moving military units near their borders persistently. (-2)
Having a different Government.
Denouncing.
Defensive Pact. (Gran Dutchy of Geoff)

At Defensive War

Diplomatic Agreements

Warmongering
Grievances

Relationship Log

Warmongering/Grievances. (Repeated Offense)
Having A Different Government.
Denouncing. (Repeated Offense)
Performing An Espionage Mission Against Them, And Getting Caught. (-5). (Repeated Offense)
Declared war on an ally.

At War

Diplomatic Agreements

Warmongering
Grievances

Relationship Log

Warmongering/Grievances. (Repeated Offense)
Moving Military Units Near Their Borders Persistently. (-20) (Repeated Offense)
Having A Different Government.
Denouncing. (Repeated Offense)
Performing An Espionage Mission Against Them, And Getting Caught. (-50). (Repeated Offense)

Articles under Thyren Kingdom


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