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Elder Scrolls: The Land of Ellond

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Jorunn looked at Hiedrik as he told the news about the Dunmer. However, this isn't what interested him. The cave to the south did. The colonists appeared to be of no threat to his people, so he must focus on the cave. He can't let a threat such as that to be alive any longer. Jorunn rallied his men. The five cavalry that did not go to the east would be helping. In total, eighty good men would be going to the south to deal with the creatures. Jorunn also ordered a fort to begin to be constructed to the east in case the Dunmer grew smart and decided to attack. With this order, he sent fifteen builders and ten swordsmen to protect them. After a few of his houses are built, he would also send Hiedrik to oversee the construction.

 

TASKS:

1. Send a small garrison of eighty soldiers to deal with the threat to the south.

2. Send builders and soldiers to begin building a fort to the east.

3. Begin to use the Skyforge to smith good arms and armor.

4. Begin to hurry the construction of the houses. 

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Ellmer

As Vyzna stood, watching the Apprentices train with the Adepts, he nodded in approval as he watched his daughter casting fluidly. He turned to face his bookshelves, and pulled a few books off the shelf, before sitting at his desk. Reaching for his tea, as he read a few paragraphs of the first book, he paused, and reread a line. Setting the book down, he leaned back, and took a sip of his tea. After a few moments of silent thought, he reached out, and picked up a small piece of charcoal. Setting his tea down, he began to write a note out. Sending for a messenger, Vyzna wrapped the paper up, and tied it off, handing it to the messenger. The messenger dashed off with the note, and Vyzna settled back into his chair, resting his weary bones.

 

ACTIONS

1. A small group of Ellmer would be sent to watch the Giants from afar. They were to keep their distance, and merely watch in case the giants started to venture too close to Ellmer territories.

2. A stone wall would continue to be produced. (1 Season)

3. Mage and Military training continues as before.

4. Miners and Smiths would continue working, and stockpiling.

 

POPULATION

Overall: 1000

Military: 250

Mages: 50

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Brutus sighed wearily, letting the tension of the voyage drain. His hand were white, from gripping the ship's railing so hard. They had come so far, only for it all to be dashed on the rocks. The storms surrounding this isle were something else, not right. But the council's preparations shone through. The ships and the men crewing them were quality. It had all been so long ago, back in Tamriel. Brutus had known something was coming, though not exactly what. Trade was shriveling up, as it always did when war beckons. Through his eyes-and-ears, rumors of this new land surfaced. And so his choice had been made. True, he was a rich man, but this venture was no small fish. Brutus had been forced to form a group. A very select group, but still a group. Several merchants had bought in, adding their influence and resources. Alongside them were several other notable leaders.

 

So he was first among equals, but it all didn't matter anymore. They had arrived, the promise land was right there. Ever vigilant, the flotilla's light ships moved forward. Where they had arrived, a river appeared to join the ocean. Not risking to explore more, the rest of the group moved in. It had all seemed so long ago, those first days. As planned, the large cogs containing the supplies are emptied. They themselves were then torn apart for lumber. The lighter vessels, some cogs, and the warships all remained intact. And thus the capital had been founded. The people started calling it Tear, as it seemed the river was weeping. Unlike other colonist, this group all remained in the capital. Besides various outpost, the city was all there was. But it was a big city, and growing fast. The whole population lived there, adding to the cities value. 

 

This whole venture was both similar and unlike other colonies. Brutus and the council looked at it with logic. Every person was skilled in some way, or could learn new skills. No people were taken for relation or culture ties. They had all been chosen, sifted from the dirt. Each colonist would help in some way, add a skill to the small city. For now they just lived in the city, improving it. Besides the colonist, there was Brutus's body guard, a mercenary company, and a troop of Imperials.

 

The only other notable place besides Tear is to the north. Laying alongside the river, the outpost borders the western forest.  From there lighter ships are sent north to scout. It also serves as a relay for troop patrols. Across the river, a forester camp is started. Harvesting heavily, they then cart the logs to the river. From there the outpost team picks it up, and relays it to Tear. The city demands lumber, needs it to grow. Quarries, mines, and farms also snake out from the city proper.

 

 

Mod needed for;

Scouting up-river

 

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Ghasgol Clan 

 

Rambob looked upon his village in pleasure, his orcs were excited to be upon new lands. Thirsty for blood, and thirsty for wealth. But Rambob and the elders knew that the time would come for blood and wealth. They were not equipped well enough or had a large enough military to be able to sustain a long term military campaign. So a massive domestic campaign would begin. 

 

To the south, was large deposits of oricalcum and Rambob has had his eyes on it since the day he had landed and the scouts reported it to him. Rambob gathered 100 of his best men to start the expansion south. To start the construction of the mines (3 pages when land is conquered) 

 

((Sorry for short post exhausted..))    

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MODPOST

 

Goblin: The fort would take time, as the materials to build it would need to be transported there before it could be constructed. 1 Season to Establish Fort, 2 Seasons to build Fort.

 

Hary: Your scouts would return, with no major news, other than the wild animals in the region were plentiful.

 

UPDATED PLAYER MAP

 

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Belikr Daar gives his mages the go ahead to train as they always have until a way to counter act the affects of heavy armor is found. One the the Military Commanders would approach him "Sir, I believe the time has come to sent out a patrol again, Our surrounding seem the same but with the Newcomers coming to the lands we have no idea what might be there now." The Belikr would nod "Send them."

 

Population

1,000 Total Population

50 mages in total

(10 Adept, 20 Apprentice, 20 Novice)

200 Solders

670 Civilians, Merchants and other Non-Military Personnel


 

Actions

Kovgam Ore Forges Begin Construction (2 pages)

 

Above ground building for housing and a Guard Post begin Construction (3 Pages)

 

Scouts are sent to search the lands around the borders

 

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Mod Post

 

Angel: Your scouts would see a group of Lizard looking Men (argonians) setting up camp and basic defenses

 

Moth: Your scouts would report the giants simply milling about north of the border

 

(sorry for the lack of filler guys)

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MOD POST

 

ATMORANS

 

The lead foreman while not too happy about trying to rush the construction of the homes does come up with a way it can be finished much much sooner however it will consume more resources away from other projects. (1 Page to finish homes, Other projects takes penalty to time to devote resources)

 

The small contingent of men move out across the plains to the east to begin transporting supplies to construct the fort as ordered by their leader, however it will fall slightly behind schedule as resources were allocated to finishing the homes of their citizens for the coming winter. (5 Pages)

 

The skyforge is put to work, however to fill an order for the entire army will take time and resources. The blacksmiths make no promises for time, however they claim it should be done before fall of next year (3 Pages)

 

The Army moves south to deal with the supposed rumors, some of the men see this movement as more of a relief mission to raise peoples spirits and show them their is nothing to fear. As they approach the cave they realize it is too large for the entire army to move through, the commander in charge orders 3 small group of 10 men to move in and scout out the cave. The after some time one of the 10 groups returns, They report the caves tunnels are extensive and aren't easy to traverse, their group had reached a dead end. Hours go by the 20 men remaining have not been heard from. The whole camp is suddenly spurred into action as a group of 9 men come running out of the tunnel yelling and crying out for reinforcements, the sight of hardened warriors turning as white as ghosts is haunting enough, but what follows after is just as nightmarish as the rumors claim.

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The Giant Creature stands at eye to eye height with the soldiers, however it is much larger, as wide as 4 men shoulder to shoulder, its front arching pincers make it seems even taller. The 9 men attack it out of desperation, the army converges on the beast and it finally goes down after a gruesome fight. Several men whom were bitten by the creature die a short agonizing time later due to a a strange substance its teeth inject into its victims.

In total 17 Men perish or are presumed dead.

 

GHASGOL CLAN

 

The Orcs begin to settle well in their new lands. Many of the expeidtion to the south grow excited to begin expanding into new lands, the procurement of the new ores will greatly bolster the moral and strength of their armies. The 100 set off immediatly into the new lands, they encounter no immediate resistance in the new lands as it seems ripe for the taking. It will take some time to properly establish an outpost and mine for those moving their to properly live and operate in the new region (3 Pages)

 

URAMER

 

The Scouts return with little news, the only thing of note is they believe to have been on the trail of some colonist to the east however they were not able to keep up with them and had lost their track. They wore dark robes and masks, they were unable to confirm anything else.

 

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Jorunn sighs as the men return. He quickly hears of what happened, though it was unfortunate, he is glad that the threat is dealt with. Jorunn orders them to get their rest and fill their stomachs with the finest mead in the village. With the threat neutralized, Jorunn hatches more of his plans. He gathers the his scouts, and equips them with more than enough provisions to last them a while. They are each given weapons, as well. As soon as they are ready, Jorunn sends them to the southern coast to see if they can find any colonists down there. He orders them to bring them back to the village should they find any.

 

Tasks:

1. Send scouts to find colonists on the southern coast. Should they find any, they would hopefully be brought back to the village.

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Time and dates have soon lost it's meaning to the people of Tear. All they knew for now was what was in front of them. The city of Tear was coming together. Thanks to the lumber coming downriver, the city could grow. Walls are put off, the resources needed to house a thousand or so people. The merchant council was smart, and introduced structure. The colony did not just spring up, it was planned. The heart of the city is the council grounds. No building has yet been started in the field. Around that were four main lanes. One lead to the growing docks, the other to the cities limits. Shops, inns, brothels, hawkers, they all gathered on the main lanes. They were the centers of commerce, social gathering, and public events. Sprouting from these main lanes are the side roads. This is the true heart of the city, where the people live. Most houses were a story or two tall, with lumber still scarce. The style of architecture was still Imperial, but had distinct differences. More emphasis is put on the front porches, and windows. Many porches boasted a picturesque garden, or seats. The windows are oval, making the buildings look like ships springing from the ground. This new fascination of ship like buildings is soon coined Oceanic. Already the powerful merchant councilmen were pulling strings to make large manors.

 

Spreading out from this controlled growth of a city is the suburbs. Their style is not distinct, merely cheap and easy to build huts. This population is the true core of the colony. The workers, the mercenaries, all the jobs that were needed but viewed with distaste. The streets were less lively (though still planned), mainly just enough room for people to move. The people here were not poor or the low caste however. Every man or women in the colony was pained by the merchants, they had a job to do. Though the streets are quiet, the people are not lethargic. Pride is taken in the industrious attitude of the whole colony. These people were here to build and settle, start a new and bustling world. They would not just sink back into merely living and getting by. Tear would be a grand city, positioned where river meats ocean. 

 

The river itself was proving as valuable as it's salty cousin. At the changing of the tides, the river's current would change. This enabled larger ships to travel a small distance up-river into tear's safer anchorage. It also meant light ships could get a head start on going upriver. Riding the tide for as long as possible, before resorting to oar or sail. The ships that went far up-river were mainly for the growing lumber camp. Instead of clumsily floating logs down river, a system is set. The lumber will be shipped to the growing outpost on the river. From there it will be processed then sent south to Tear by ship. The only to go even further then this are the soilders. Though the scouts brought no troubling reports, they would be vigilant. Farms are being started all up and down the river north of Tear. With the growth of farmland, the merchant council acts. Soldiers are sent throughout their territory, to garrison small post. This way they could react at the scene fast. It would make it easier then assembling a force after hearing word.  

 

Things were settling, but time was still needed for all the roles to be felt out. For now the power was in Brutus and the merchant council. No official government is formed, but they are in charge. But with people growing more comfortable in their new city, they act. Loudest among them is the officer of the Imperial troop contingent. His name was Lan, a grizzled veteran of fifty years. He had two concerns, the well-being of the Empire, and of his men. He was sent to accompany Brutus with one hundred of his best men. They were there to help Brutus establish a new Imperial foothold. Secretly they were also there to influence events, naturally. Though not concerned yet, Lan wanted to keep a tight hold on order. So he asks Brutus personally to send word back to Cyrodiil. He feared the merchant council wanted power, away from the Empire. But by meeting Brutus, he implied a few things. Brutus knew his position, the entire colonie's position, is unstable. Tear was not ready yet to be independent, it was simple. And so their sturdiest cog is chosen. Accompanied by a light escort, they would brave the seas again. The ships will be lightly crewed, but well supplied. Their mission was simple, to bring a message back to the empire. A personal report from Brutus, he would say Tear has been established in the name of the Empire. He would request that the Empire send back some form of help, whatever it be. The goal was to prove their loyalty, and maybe receive some added help.

 

Mod actions needed for;

Message back to Empire

How successful Tear's growth is

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Holy Imperian Kingdom of Ellond

 

The construction and reestablishment of New Cyrodiil goes well and comes closer to fruition every passing day. However, the people of Tyro's Landing grow worrisome at the latest rumors spread around about the returning scouts.

 

In response to the aggressive actions against the scouting party, Lady Maeria as given orders for a detachment of soldiers to be sent in response to this unjustified act of aggression.

 

Legate Kaer has mustered 75 Men to move northeast where the scout party encountered the enemy.

The Army consists of

15 Scouts

20 cavarly

30 Auxiliry

10 Archers

 

Once the Army has been dispatched, the scouts will keep an eye out once they near the location. Now that they are aware of the presence of tribals they will not be caught off guard this time. Once the enemy has been identified the army will muster and await orders should the enemy numbers be too great and require reinforcements.

 

Actions

1. Scouts and a small force are sent to identify and analyze the enemy. (MOD)

2. Construction projects continue as planned.

3. 2 Ships are dispatched, one will travel Northerwest along the coast line in hopes of spotting other colonist, another will travel southeast along the coast with the same objective. (MOD)

 

 

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ELLMER

 

As Vyzna and his son sit, drinking tea the night before the expedition to the north, Refni checks her sons backpack for the third time that night.

"I'm proud of you son. You're strong, smart, and compassionate. You'll go far in life, I'm sure. I'll be even more proud when you walk back through the gates, preferably with a deal in hand."

Hyrd nodded, his mind on the expedition. Vyzna, eyeing his son, chuckled and set down his tea. "Go to bed, son. You'll need your rest."

-------------------

Hyrd arose the next morning, and pulled on the leather armor his parents had painstakingly put together for him, a months ago. It will good quality, and met military standards, so his Superiors had no problem with him wearing it on this expedition, instead of his military standard iron. This  pleased him, as lighter armour meant he was lighter on his feet, even if he did sacrifice a little defense for speed. He picked up his pack, and checked through it to make sure he had his supplies. Confirming everything was there, he quickly did a check on his bow, and his sword. His bow, hand-crafted by himself, was well-oiled. His sword, military standard, was sharp, and the blade was clear of rust. Gathering the rest of his equipment, he headed outside to meet the rest of the expedition.

 

Outside, his family was waiting to send him off. Vyzna gave him a hand-carved charm, as a good luck token. His mother and sister each gave him a kiss on the cheek, wishing him good fortune. As Hyrd walked away, he turned to face his family, and waved, a smile on his face. At the gate, the rest of the expedition was waiting. As soon as he arrived, they set off, heading to the north.

 

ACTIONS

1. An expedition of 30 Ellmer soldiers would be sent north, keeping their distance from the giants, and anything else that might be a threat, taking note of it as they went. They would head for the Felician Capital, in an attempt to forge some type of alliance, or trade deal.

2. The walls are finished.

3. Mages and the remaining Military continue training

4. The Harvesters, Miners, and Smiths would continue stockpiling.

 

POPULATION

Total: 1000

Military: 250

Mages: 50

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House Telvanni

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The growth of the city was complete as the wizard tower of Tel Holvar was complete and Mithrad did not need to live in the conditions of a ashlander, but the conditions of a Telvanni Wizard!!!! With his Wizard and botanists free, he commanded three adepts to head over to the fort ground in order to help defend it in case of attack by pirates of natives. The rest he told to train in the tower in order to increase their skill in magic or other things that students did. Mithrad then gave a speech to a detachment of ''laborers'' and their guards who were part of the levy. Their task was to move logs and yurt making materials to build up the fort. The construction had already begun by the founding group, but the surplus of supplies would allow for a nice fort that was built in a style common in southern Morrowind where argonian raids were common.

 

For now things seemed to be going a long as planned. Mithrad had a female dunmer assistant named Niarima who was a rather good speaker and would do anything to advance in House Telvanni. For this reason Mithrad spawned an idea to send her off with a detachment of 10 levies to the west where he hoped she and the men would end up meeting natives or other refugees. Maybe trade would be good as lonely dunmer breeding in a settlement for a little would most likely harm their future kin. He hoped that meeting dunmer from maybe another group...oblivions he would be fine with meeting a group of Dunmer. As much as Mithrad liked House Telvanni it would be nice to meet others as hearing old elders ramble out laborers and magic gets old for a younger House leader. 

 

Actions 

1. Sent a surplus of supplies to the fort and three adepts to the fort. 

2. More levies to the fort

3. Sent 10 levies with Niarima to the west ( maybe the larger islands or mainland )

4.  The remaining mages are all training

 

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MODPOST

Hary: The Cog sent back to Cyrodil would be lost quickly in the storm, and would not come to shore anywhere near Tear. (You lose 30 men, and that ship)

Tear's growth would be steady, but the lumberyard would send a report that half the forest had been cut down, and a new source would be needed soon.

 

Tyro: The Scouts would return, informing them that the Tribals are large in number (around 100 of them), use crude iron and stone equipment, and animal hides as armor. However, before they could get much else information, they had been seen, and chased away.

The Ships would be unsuccessful in locating any other settlements in either direction.

 

Region: As winter approaches, a chill can be felt in the air. Soon, snow will fall, and the hardiness of everyone will be tested.

 

 

EDIT: Goblin: The Adepts, Supplies, and Levies, would arrive at the Fort, exhausted, but otherwise fine.

Niarima and her Levies would head east, in the hopes of finding another landmass (2 Seasons until you'll know the results)

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The Ghasgol Clan 

As reports pour into to Rambob's house, a smile forms on his face as the Clan has experience no natives or blood thirsty creatures that roamed their original homeland. It was looking more and more promising as the days pasted by. During the passing days, Rambob had spoken to his engineers and his quartermasters about building a stone walls around the capital of Ghasgol. (MOD NEEDED!) 

 

As the news flies around the surrounding settlements about the new settlements excitement in the Orcs is high as moral sores! The labor leaders use this as an excuse to push for the orcs to work harder and work longer than before. (Mod needed for results) 

 

Boul'Ghasgol the younger brother of Rambob had been delegated to handle all military matter until the domestic matters have been settled. Boul, was a strong and cunning orc. He had served along in the Imperial army and was a distinguished solider and was renown for his combat skills that were set well above those of his peers. He had placed an order in for the leatherworkers to create their renown leather armor enough to outfit 100 soldiers. (MOD) 

 

Scouts are sent northward, to look for hostile natives or creatures in potential settlement locations. (Mod)     

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