《A Traveller's Journey; A litRPG Tale. (part 1 complete.)》Chapter 39: Fort Black Flame

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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

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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

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.

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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.

Become a Master Alchemist(Passive)

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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