Work continues as a brisk pace.
Currently being worked apon.
The Map.
I'm in the highly entertaining process of teaching myself to be a mapper. However since most of the process is from a standard players point of view. Potentially boring I will show you the Map I am working from and explain the factions from my recollections from the books. Obviously I will have to go through the books with a fine tooth comb to finalize towns and provinces. But thats work for later.
The Duchies.
Buck: Home of the old Farseer Kings. It's militia and towns people hardened by raids from the OutIslanders it features the remains of the King and King in Waiting guard. Highly trained and Loyal men and women ready to lay their life for their monarchy. The majority have pledged fealty to the Bastard FitzChivalry Farseer.
Proposed features at present; Buck trains the aforementioned Monarch guard units which are skilled and trained Heavy Infantry. It's Aor units are on the lighter side and foccussed around hunting and town milita. However due to the level of forging and the Town of Forge itself there are much heavier options and Horse support at the higher levels of Barracks
Bearns; The Northern Duchy due to the proximity to the Outislands and the Mountain Kingdom the western towns are hardy folk whilst those from the Coastal Area's are well experienced in raiding warfare. A strong trade hub with the Northern Mountain Kingdom and maintains good relations with the remainder of the Kingdom.
Proposed features at present. Intergration with Mountain Kingdom soldiers at it's borders and Coastal militia and soldiers feature higher experience then those from Inland Duchies. Strong Trade infrastructure and populatino growth due to Supplies with trade and fishing.
Tilth: An Inland province and the smallest of the Six Duchies. Bordered by the Rivers Boar and Vin it features strong trading prospects and adept caravan guards. Following suit with a long term friendly relationship with Farrow it has closed the border with the Mountain Kingdom and maintained a capable garrison.
Proposed features at present. Strong economic potential and perhaps one of the harder factions due to size and surrounding factions of Farrow and Bearns. Somewhat acceptable natural AoR roster however nothing special.
Farrow: Home to the last true Farseer King Regal. Having moved from Buck to Farrow prior to his assassination the competing capitols of Buckeep and Tradeford has lead to the formation of a secondary base of the Kings Guard. Like it's neighbour Tilth, Farrow is a trade hub. If it can maintain good relations with the Duchies it can amass great wealth to fund a capable army of experienced Farrowmen whom are skilled on the plains.
Proposed features at present. Recruitment of Kings guard similar to Buck, less attack and defence in exchange for higher morale. Strong Economic potential similar to Tilth. Focus on skirmishers and lighter Cavalry due to the flatlands nature of the Farrow Plains
Shoaks; At present perhaps the strongest Duchy. Many years of near constant Skirmish's against the neighbouring Chalced States have led to a strong standing force built for combat against a varying and powerful foe. A Coastal Duchy with access to strong trade links Shoaks is in a strong position.
Proposed features at present. A natural experience bonus to all Shoaks troops recruited on the western provinces to represent the quality of soldiering due to the constant border raids. This effect is not replicated on the coast as much but due to raids by Outislanders there is a hardiness to the men there. A more professional armed force then any other Duchies.
Rippon; Engaged in a slight dispute prior with Shoaks it's Dukes have managed to eke out some land between Farrow and Shoaks in the past. Unlike Shoaks it cannot field better quality men. However due to the Outisland raids the men on the Coast are hardier in a similar vein to Buck
Proposed features at present. Another capable if slightly poorer faction. Two strong factions on it's richer borders and Raiders threatening the coastline.
Others.
Chalced States; A land built on the backs of slaves. Unlike the lands of Jamaillia Chalced uses it's slaves not only as servants but as capable soldiers. Fuelled by Cindin and Elfbark they make hardy, fanatic men skilled in pike. Backed up by strong professional Mercenary Companies the Chalced armies are highly trained and capable.
Proposed features at present. Two diverse rosters. A slave roster featuring light fast, hardy strong units with the ability to beserk and the professional Roster featuring more heavily armoured and skilled units to provide a strong hybrid force.
The Mountain Kingdom: Isolationist and secluded the Mountain Kingdom is self sufficent but capable. Long at the recieving end of Six Duchy steel now they see an oppotunity to reclaim lost land in Farrow, Tilth and Bearns.
Proposed features at present. Skirmishers and Light/Heavy infantry with a focus on hiding troops skilled in snow. Limited Cavalry support.
Theres the current faction overview. As always this is due to change.