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Chapter 39: Fort Black Flame

  The announcement made the guild chat chaotic as no one knew what happened. The multiple super guild leaders in the country started calling Sicily to get a snoop on the big news which Sicily ignored. Peter went outside the administrative block and went to check out the rest of the territory.

  A vast majority of the denizens of fort Black Flame were elves. This might be due to the closeness of the place to the Aarelith Kingdom. Peter and the girls steeled outside the castle enjoying the warmer climate. The ice that froze the territory had long disappeared as the curse of the frozen king was released. The newly formed water had formed into a pond towards the south-west of the territory.

  Sitting on a bench watching the Black Flame flag flying on the flagpole, Peter entered the territory management panel.

  Welcome to the territory management panel.

  Multiple options were present which all represented the state of the region.

  Black Flame Guild Dukedom

  Level: 1

  Owner: Guildmaster Black Flame

  Denizens: 200 adults 12 children

  Majority population race: Elves

  Territory Guardian: None

  Civilians

  Troop leaders: 10

  Common Soldiers: 140

  Labourers: 30

  Builders: 6

  Artisans: 4

  Going through the chain of command Peter enabled second in command admin rights to Sicily. "Thanks," Sicily said, going through the system interface herself.

  LEADERSHIP

  Sovereign: Blackbeak

  Second in command: Budding Rose

  Law Enforcement: Rubian Fayol

  As a sovereign of the dukedom, you have the following options available.

  Marquees: 0/1

  Earl: 0/2

  Viscount: 0/2

  Baron: 0/5

  Baronet: 0/8

  Knight: 0/20

  Going through the list, Peter gave the top three positions to the girls and allotted Eric to a viscount.

  What followed was the division of land which Peter happily handed over to Sicily, the current Marchioness. Sicily took over the territory distribution.

  Leaving the leadership to Sicily, Peter went over through the construction. The fort which was directly under the duke became visible on the semi-transparent map. The few buildings that were already up we're easy to identify.

  BUILDINGS

  Castle

  The castle of the duke.

  Housing: 7 adults

  Storage: 500,000 inventory stackable

  Servant Quarters

  Housing: 40 adults, 10 children

  Storage: 2000 inventory stackable

  Training Yard

  Empty

  Army Barracks

  Housing: 150 adults, 2 children

  Storage: Armoury stackable

  Mage Tower

  Abandoned

  Administrative Office

  Housing: 3 adults

  Letting it rest for the time, Peter went over the next tab.

  FINANCE

  Costs

  Current upkeep cost: 200,000 gold/14 days

  Current balance: 12,800,000 gold

  This book was originally published on Royal Road. Check it out there for the real experience.

  Food: 30 gold/14 days

  Clothing: 10,000 gold/14 days

  Army Maintenance: 40,000 gold/14 days

  Salary: 135,000 gold/14 days

  Tax to Empire: 0 gold/14 days

  Income:

  Tourism: 0 gold/14 days

  Research: 0 gold/14 days

  Tax received: 0 gold/14 days

  Assets:

  Agriculture Assets: 0 gold

  Mining Assets: 350,000,000 gold

  Forestry Assets: 120,000 gold

  Fishing Assets: 0 gold

  Building Assets: 500,000,000 gold

  Advanced civilisation:

  Reach Territory level 2 to unlock.

  'I'll let Eric take care of it.' Dodging another bullet peter went to the next menu.

  A massive list of all available buildings buildable for the current level was shown. Peter went through the list looking for more details.

  CONSTRUCTION

  (Current limit:5)

  Mage Tower

  The mage tower helps to promote and provide for the learning of the mana arts. Unlocks magic casters for the army and the civilians

  Infirmary

  Provides health care to the civilians. Unlocks professional support for healers.

  Temple of Skilo

  Unlocks support for battle priests. Can decrease standing with the non-skiloist nations.

  Market

  Unlocks trade routes with an affiliated town/city.

  Housing

  Built a housing district outside the fort for powerful families.

  Tavern

  A place for adventurers to relax

  Adventures Guild

  A small guild for the local to post jobs for travelling adventurers.

  Prison

  Holding cells for maintaining peace in the region

  Mine

  Prospect the mines in the region and receive a temporary boost in income.

  Crafting Region

  A town region allocated for crafters to efficiently work together. These regions help crafters to work faster. Preferably near a market and warehouses.

  Warehouses

  Allows the people in the territory to store the excess goods.

  Peter went through the list looking through the cost of various buildings. Finally, he decided on building a few.

  Market

  Unlocks trade routes with an affiliated town/city.

  Small market

  Create a small market. This allows the opening of a trade route with an adjacent town. Require high standing with a city/town in the region.

  Gold: 10,000

  Builders: 1

  Labourers: 10

  Time: 2 days

  Bazaar

  A medium shopping area. This will lower the tourism prospects but is more cost-efficient. Will receive travelling merchants.

  Gold: 8,000

  Builders: 1

  Labourers: 4

  Time: 1 day

  Market District

  Sufficiently allocate a part of the region to the markets. Zoning and dedicated shops will be unlocked. Require high standing with a city/town in the region.

  Gold: 80,000

  Builders: 5

  Architect: 1

  Labourers: 30

  Time: 14 days

  Peter chose to go with the small market and expand it at a later time. He was asked to make a location outside the fort. Luckily Sicily had allotted the immediate front of the fort gate for his territory. There was enough space to occupy two Port Blairs.

  'Need to make a path towards the forest and one that goes towards the Aarelith Kingdom.' After making the path, the territory map was instantly updated for all the girls. Sicily had divided the region such that the south-west belonged to her while the north-east became Peter's. The path was mostly through Peter's domain cutting into Sicily's territory at the south.

  The road construction took one builder and 10 labourers. He allowed for the small market and then decided to ask Sicily for her opinion who was sitting right across from him busy in the interface. He wasn't worried about the upkeep but he lacked the business knowledge of how to make things work. He had already planned to join the empire since Hedgesnow was the only place he had a good standing at.

  "Hey," Peter called Sicily. "How do we get more people in the territory? I will need more people to work in the region soon." "Guild territory must be maintained by the guild. Most guilds do all the maintenance themselves. It's a good way to earn taxable income. If the tax rate is low we will start slowly receiving more people." Sicily gave Peter a small rundown of the working of guild territories.

  "But this territory is too big. I'm afraid even if we try, we won't be able to develop it fully." She went back to focusing on her territory. Anya and Mary were waiting at the side so that the two could finish what they wanted to do.

  "Ok. I'm done with the basics. We will go over to my region. I still need to go and visit the new town I'm building. Come see me later." Saying so, Sicily and the girls went leaving Peter behind.

  Housing District

  Unlocks property sales in the territory.

  Small housing district

  Provide house plots for 10 small houses.

  Gold: 1000

  Labourers: 5

  Time: 1 day

  Medium housing district

  Provide house plots for 8 medium houses.

  Gold: 2500

  Labourers: 8

  Time :1 day

  Large housing district

  Provide housing plots for 10 medium houses.

  Gold: 15000

  Builders: 2

  Labourers: 10

  Time: 1 day

  Allocating a part of the region for the housing area, Peter was asked whether to start construction. Considering no one knew of the place Peter decided to leave it to the future buyers.

  Going through the list one last time Peter decided to build an adventurers guild. This was a must-have for any town and Peter had no choice but to build one in the future.

  Adventures Guild

  A place for the adventurers and locals to interact with each other. Job requests can be placed in the guild and adventurers can take them up as a quest.

  Local Adventurers Guild

  A guild house scalable of distributing quest in the local territory. The guild can take up quests for regional territory.

  Gold: 50,000

  Labourers: 4

  Builders: 1

  Time: 5 days

  Regional Adventurers Guild

  Reach territory level 3 to unlock

  Finishing up the building, Peter went through the quests.

  


      
  1. Become a Master Alchemist(Passive)


  2.   


  Alder has shared an invitation for you to attend the alchemy pavilions completion. Qualify before the time runs out.

  - Reach level 30 in Alchemist Job

  - Create a Unique Product

  Time remaining: 26:03:44:12

  'It shouldn't be too hard. I will try and reach 30 tomorrow.' Peter logged out in the castle and soon went to take a nap.

  *****

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