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Tamriel Imperialus (RP)


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The Brotherhood of the Sword

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With the success of the Naval research coming to light, Christophe decides which designs shall be used. Considering recent success in the cities, the Brotherhood invests a large sum into economic prosperity. With Gogaas’ mixed success and the Army’s preference to Tlorkum, Christophe offers Gogaas one last chance to prove his worth in the most important matter, leadership of the populace, Christophe states “If you fail at this task, then you cannot be the protégé and heir to this land, only a leader may lead, and you may not be a military man, but you are a shrewd merchant, so make a bargain to the army to prove your worth, let them decide”. This is the final trial for Gogaas, if he succeeds at gaining the trust of the army then he remains, but Christophe understands it will be difficult. As the Food and Supply Act has more than great success, A festival of Fertility and Family is held so that “Those can love one another for more than just a free sweetroll”. Realizing the Redguard’s superiority in Light Cavalry, Christophe orders Tlorkum to train them in the art of Raiding Tactics to pillage and sabotage enemies. Seeing, the spy killed and his head roll on the gates of Taneth was very appalling, so Christophe sends an Envoy to Rihad and Gilane to see what they think of Sentinel.

 

Christophe begins to look to the gods during this time of great concern, and one night… one really drunken and possibly hallucinogenic night, Christophe claims a god came to him and the night and told him “The Brotherhood is the embodiment of the gods, and you are the Prophet, go unto your people and show them the true way of Yokuda, bring unto them the truth, and bring unto heretics the fire and flame for which they deserve. He goes to his advisor the next day proclaiming, “This is the Kingdom of the Gods, and we… WE ARE THEIR INSTRUMENT!!!”. (Though his advisor just thought he drank too much ale the night before… he still began a push to a religious focus)

Overview

Population: 64,350 Red Guard

Population growth per year: 9,250(8,500 Base + 750 FNS Act)

Military size: 6,250

AP this turn: 11 AP (6 Base + (3 Trade) + (1 Economy) + (1 for One Turn))

AP in treasury: 0

 

Buildings

Small Farms (3 AP Invested)

 

Army

Total Military size: 6,250

Light Infantry: 3,500

Heavy Infantry: 600

Light Cavalry: 2,250

Heavy Cavalry: 0

 

Navy

Caravel: 1

 

Economic Report

AP this turn: 11 (6 Base + (+3 Trade)(+1 Economy)(+1 For One Turn))

AP in treasury: 0

Trade Partners: Riften, Rihad, Gilane

Projects

Army Organization (0 AP Invested)

Economic Investment (12 AP Invested)

Food and Supply Act = Complete

Leader Report

Casimir Christophe (34)

Lesheda Christophe (27)

Gogaas Caorman (22)

Baurean Tlorkum (24)

Technological Report

Ship Designs (2 AP invested) = Complete

 

Actions

The first design is selected for the Carracks (Gorsair Design), favoring armor and size of ship, and the Caravels are of the second design (Cloak Design), favoring maneuverability for the lighter ships. (-0 AP)

 

Economic Investment into the Western Brotherhood town of Morokath to vastly increase revenue in the town. (-8 AP into Economy)

 

Gogaas is offered a position as Head Minister of Trade as an offer if he fails to prove to the army that he will do right by them. Gogaas is to explain his plans for the military, if he fails to convince them through speech, then Christophe will reconsider his protégé position. (-0 AP)

 

A small festival of Fertility and Family is thrown to inspire new couples and families to form (-1 AP)

 

The Cavalry forces begin to train in raiding and looting tactics (-1 AP)

 

An Envoy is sent to Rihad and Gilane to ask them of their opinion of Sentinel ((Mod))

 

The Brotherhood pushes a more religious focus on the people of their realm, attempting to incite religious zeal and prejudice against other pantheons. (-1 AP)

 

Christophe asks Tlorkum to send troops to recon the city of Sentinel,  to see if they have defenses and how best to possibly attack (-0 AP)

 

As the sandstorms rolls around Christophe orders the people to ration and make full use of the Food and Supply Act, as well as securing goods and other such. (-0 AP)

Edited by ItsMarkTheArk
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The Union of Kvatch-Anvil

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“Death before dishonor” -Marcus Marius Orientius

 

 

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National Overview

Population: 74,250 Imperials

Population growth this year: 10,850

Military size: 6,500
AP this turn: 15 AP

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Military

People allowed in service: 25,988

People in service: 6,500

 

Army

Total Military size: 6,500

Light Infantry: 4,500

Heavy Infantry: 1,000

Light Cavalry: 1,000

Heavy Cavalry: 0

 

Navy

None.

 

Siege Equipment

Ladders: 40

Battering Ram: 1

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Economy

AP this turn: 15

AP in treasury: 0

Where’s my AP coming from?: 6 Base, 3 From trade, 1 from bonus. 5 from unification with Anvil.

 

Trade Partners: The Rift, Bruma, and The Kraviran tribes.

 

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Dynasty

 

Nobility

Marcus Marius Orientius (23) (Red)

Lady Vona Scinonicus (19) (Orange)

Caesia Orientius (1) (Magenta)

Commanders

Legatus Tiberius Acacious (Adopted) (27) (Blue)

 

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Technology

No technologies are being researched at this time.

 

New technologies acquired

None.

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Actions


4,500 light infantry are trained with the legion’s methods of training. (-9 AP)

 

1,000 Heavy Infantry are recruited and trained using the legion’s training methods. (-6 AP)

 

For the people of Kvatch a spectacle was put on at the colosseum. Criminals who committed major offences such as rape, murder or other horrid crimes are to be thrown into the colosseum and fight for their lives. If they live, they get banished and branded as criminals. If they die it’s more of a show for the people. For entry a citizen will be charged a flat fee of nothing detrimental. (-0 AP)

 

A diplomat is sent to the High Elves (-0 AP) ((Mod))

Edited by NunuTheGreat
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X=====][  Kingdom of Orsinium  ][=====X

4E 385

 

GbGso1I.png

 

Spoiler

 

 

Agrum took counsel with his inner circle, a mix of warleaders, provincial chieftains and the more capable minds from his own family. Aside from more mundane matters, the issue of the dunmer invasion of Skyrim was of significant concern. Kulra, Agrum's Shadow-Wife, was particularly concerned. As with Orcish hierarchical tradition, each wife of a chieftain's expansive marital circle was given an epithet best suiting her abilities and renown. Prior to joining Agrum's early campaign to claim Orsinium, and before marrying him, Kulra had enjoyed a somewhat chequered past as a hired knife and eavesdropper in the duchies of the Iliac Bay, earning her the role of spymaster liaison between clandestine sources and the royal household. "Talk is that King Cyllo has brought up tens of thousands of conscripts and marched them into Winterhold, crushing everything in their path. They show no signs of stopping." Borog gro-Razog, once a noted gladiator and now a commander in Orsinium's army, scoffed loudly. "The Flu must have hit the nords hard if they're struggling to stop some ill-fed bunch of dunmer rabble." He turned to Agrum. "What concern of this is ours, my king? There's an entire province between us and Morrowind. The arrogant fools will grind themselves down on nordic blood, and if they ever think to cross into Wrothgarian they'll face the might of Orsinium! The 'skill' of dunmer conscript peasants aside, they'll have spread themselves too thin to be anywhere near a threat. Besides, Skyrim would be ripe for conquest at the end of such a campaign, whoever wins out."

 

Agrum spoke up. "You'd have me consider conquering the world before we've even united our own people? Such was the path of many other kings of Orsinium before me. Their folly only brought doom to our lands." He stood, tracing a path from Winterhold eastward on the painted-hide map on the table before them. "You speak the truth Borog, in that Morrowind poses no great threat to us here. But you lack vision. If the nords win, as well they might given time, little will have changed for us. But imagine if the saviours of Skyrim were the proud warriors of Orsinium. A nation making its mark for the first time in the world - not as petty raiders or fractured clans, but as an army marching forth to face the dishonourable horde of Cyllo Dres. Not only would the Nords be in our debt, but Tamriel, and all the clans of Wrothgarian and Dragontail, would know our strength. They would know that Orsinium is a true force in the world, and not a passing moment in history."

 

The council concluded and events were put into motion. Kulra and Borog would go to Skyrim on a diplomatic mission, together with Word-Wife Hagril, a diplomat and sister-wife to Kulra. They go ostensibly to pave the way diplomatically for potential Orcish intervention in the war, but also to scout out the disposition of the nordic forces - to see if they are in any way capable of fending off such a large dark elf invasion, even with Orsinium's help.

 

Overview:

Population - 65,600 Orcs (base & +300 for 1 turns & +1200 for reforms)

Provinces - Orsinium, Groshnikh, Gastemarch

Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn

4AP in Farms

5AP in Orsinium City fortifications.

5AP in Economy

 

Army:

Manpower: 10,010 / 22,960

----

7000 Light Infantry

2000 Heavy Infantry

1000 Light Cavalry

10 Mages

 

Actions:

AP Total: 9

Base: +6

Trade: +3

 

0AP - Diplomatic mission to Skyrim. Starting with meeting the Forsworn in Markarth, then up to Solitude. Emphasis is put on gauging the Dunmer Invasion and the responses of Skyrim's factions to it.

1AP - 500 light infantry recruited.

3AP - 700 heavy infantry recruited into the regular army. ((base 500 & +200 due to racial bonus)).

5AP - Finishing lvl 1 economy upgrade.

 

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Union of Bruma-Falkreath

 

Base AP: 14 (+4 1 turn, +1 5 turns) 19

Population: 73,050 (10,500 per turn)

 

Military:

First Legion, stationed in Bruma 

3000 Light Infantry

2000 Heavy Infantry

500 Light Cavalry

10 Mages (10 Restoration)

 

Auxiliary (Patrols, Garrison duty, Guard duty)

1500 Light Infantry

500 Skirmishers (+25 per turn)

 

As hoped, the scouting for leadership potential went well among the Nords, one shining out from the crowd - being able to beat Imperial officers tactically, as well as winning against one of the legions best Centurions in one-on-one combat. As a result, Agnippr the Calm is invited to Bruma personally, and offered the role of Legatus, in control of the Union's first proper Legion, with men of his choosing filling the officer ranks below him. He is also consoled on how to further improve the military, as well as being asked to run large-scale war games to better train the men. Hopefully, his is a name which will be written in the history books as a brilliant soldier and commander. With the first Legions creation, another is needed to protect the hold against any potential enemies throughout the land. A total of 2000 promising warriors are recruited to be heavy infantry within the Legion (12AP), as well as 2500 light infantry (5AP). When they are trained, they will combine with the Auxiliary to create the Second Legion of the Union, followed by a military parade to show the force that Bruma has to offer to protect its citizens, as well as highlighting the military as a prestigious and honorable career choice. 

 

Image result for imperial art elder scrolls

 

The third town, built around Applewatch farm west of Bruma, absorbs its name and is finally set up. Located on a hill above the fertile valley that holds most of Bruma's farms, it'll prove to be an important settlement within the nation. Timber from Falkreath is sent to the town in order to help with construction. 

 

Jarl Hrogar informed his wife that the Jarl of Whiterun had expanded south, within spitting distance of the Pale Pass, which could threaten the trade between the two regions. As a result, the Union asks for a non-aggression pact with the Jarl of Whiterun, especially in this pressing time, with the Dunmer invading the north of the country. A refusal to this pact would mean raised tensions and a more militarized presence on the border with Whiterun Hold, in order to ensure the safety of Union's trade and citizens. A message is also sent to the Stormcloak Jarl of Windhelm, and the Jarl of the Rift, offering coin as support against the Dunmer invasion, which also acts as a sign of goodwill from the Union of Bruma-Falkreath.

 

The Winter's Breeze are told to leave the Imperial City and instead travel back to Bruma, as unity within the city seems too high to infiltrate. There, they receive new orders. (Skype)

 

Money is invested into the city of Bruma, to encourage growth of private industries. (2AP)

 

Finally, Countess Lycinia has been requested to travel to the Imperial City by the Consul Vidinia. As noone outside of Bruma knows her face, she instead sends a trusted adviser to take on her persona and speak on her behalf in case of foul play. She tells no one of this, and even leaves at the same time as her double. However, as her double travels south with a small contingent of 16 heavy infantry as bodyguards, Lycinia travels north, to spend a season with her husband in Falkreath, doing the horizontal tango. (BAM BAM) Her double is to report the meaning of the meeting as soon as possible.

Edited by DigitalRescue
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The Sarpa

 

Stats:

Capital: Helstrom

2 provinces

 

25 AP in Economy (2 AP)

9 AP in farms (2% bonus pop growth)

 

66,685 Argonians

Growth: (3% baseline, 3% primary race, 2% farm level)

8,000 static baseline (percentile growth is below static baseline currently)

+750 event growth per turn

+135 event growth per turn

 

2,500 Light Infantry

1,000 Heavy Infantry

 

Trade with Markmount, Stormhold (occupied, replaced by Blackrose), Stonefalls (3 AP)

Defensive Pact with Stonefalls

 

----

 

Swamp-in-Head returns on his Guar, along with his company and the news he brings from the meeting. "To arms!" is what he shouts as he wanders through the streets. "Prepare for a war!" So Thief-of-Tails and the other Clan leaders begin to rally willing men and women, training them, preparing them for the coming fight against the Dunmer. It won't be easy, but they shall not give in.

 

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6 AP (default)

3 AP (trade)

2 AP (economic improvements)

1 AP (eventbased, per turn)

 

Actions:

 

5 AP into economy.

3 AP into farming grounds. The irrigation system continues improvement as the centerpiece of them.

3 AP into the training of Heavy Infantry

1 AP into the training of Light Infantry

 

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Imperial Remnant

4E 385

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-Statistics-

AP Base: 6

Economy: 3

Trade AP: 4

 

Population: 72,000

Population Growth Per Year: 10,400

Farm Investment/Base Percentage: 15%

Army

4000 Light Infantry

1000 Heavy Infantry

500 Light Cavalry

 

Leadership

Legion Commander - Marius Decius Arteius (42)

Legionary Maximus Arteius (22)

 

Actions

Marius Decius attends a meeting at the Imperial City (Mod)

 

The Remnant expands directly west of the capital (10 AP)

 

Fox Hunt (3 AP)

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Realm of Nifelheim

"Adjudication by Immolation."

 

 

The coronation of the lady of Calastar was a beautiful ceremony with illusionists performing great feats to entertain the guests while delicious food was offered to the guests. The humble lady now takes her place at her husband’s side and is gracious for her elevation into true nobility. The military performed rounds of exercise and drill under the new Imperial general who would show them discipline. Lopt would ask the general to develop legionary tactics for his men.

 

Lopt, currently being the archmage of the college, would recruit 30 alterationists the state (-6 AP)

 

Lopt would then meet with his steward.

 

“Gromindal, I realize your age is beginning to wear on you, but I trust your abilities are still sharp, after all, you served by adoptive father’s father. Nonetheless, I wish for you to begin construction of a mine in the great peak which dominates our landscape. I wish for the newly recruited mages to assist in the construction, as they would be invaluable in the art of telekinesis.”

 

The steward nods and makes his way out.

 

Lopt would sign a tax reform, installing a new progressive tax.

 

Lopt would then make his way over to the college, and when signing documents for recruitment he looks over tomes that he has read in the past with his previous tutor. Inspired by the exposure he decides to seek personal tutoring by the masters of the college.

 

Upon returning to his chamber, Lopt would...invite his wife to bed.

 

Actions:

Income:

6 AP base

3 AP trade

1 AP economic stipulation

+1 Reforms

+3 mage influx

-6 AP Mages

-8 AP Mine

 

Projects:

College of Calastar, complete

-Restoration

-Illusionist

-Conjurationist

Farms +500 pop (1 turn remaining), functional

Marines: 2 turns invested, complete

Phalanx formation: 2 turns invested, complete

Peltast formation: 1 turn invested, complete

Lopt is being tutored in military strategy by a retired Imperial General

The army begins Imperial exercise

 

College of Calaster:

Argonian Restorationist Master

Imperial Illusionist Master

 

Active Acts:

Commercial Liberty Act-Grants charters to commercial enterprise based in Calastar

Common Levy Act-Citizens aged 16-25 must serve 1 year in the military

Arcane Tutor Act-Continuous offering of jobs for scholars and mages for the growing college.

Immigration Reform Act-Immigrants who stay for 15 years and serve in the military for 5 years will obtain citizenship, leaving will terminate unless under special grant.

Frontier Land Grant Act-which will grant land to families of 4+ individuals who will pledge to settle in the new land.

Immigrant Resettlement Act-which will grant immigrants land and citizenship if they settle in new provinces and raise families of 4+ members. Will omit them from military service during the 15 years.

Scholar Exchange Act-which will offer scholarly exchange of documents with collegial institutions for mutual advance in education.

Economic Entrepreneurship Act-which will grant charters to commercial enterprises who open business in Muspelgrad.

Military Scholar Act-which will grant scholarship to mages of the college of Calastar if they pledge to enlist in military service following their graduation.

Lumber Harvest Act-which will mandate collection of lumber for future projects.

Forrest Replantation Act-which will seek to replant depleted or diminished forests for future harvest.

Hunting Rights Act-which grants citizens exclusive right to game in the realm.

Foreign Weapon Ban-which forbids the ownership of weapons for foreign immigrants not currently serving in the military.

Privatization of Weapons and Arms Act-which will contract production of weapons and armor to private industries.

Standardization of Weapons and Arms Act-which will establish a standard for weapons and arms in the military.

 

Settlements:

Total population: 68,000

Calastar

-College of Calastar

Muspelgrad

 

Orders:

Recruitment of 30 alterationist mages (-6)

 

Construction of mine (8/13)

 

The army is to begin imperial exercise.

 

Lopt begins being tutored by the master mages of the college.

 

Lopt’s military education is continued.

 

Progressive tax reform is passed.

 

Bam bam in the ham.

 

Stats:

Current Military Population: 4,000

1,000 Heavy Infantry-Marines

2,500 Light Infantry

500 Light Cavalry

0 Naval Units

 

 

Farms-500 additional growth, 2 turns remaining

Council:

Lord Lopt (23)

Steward Gromindal (72)

Marshal Montrimere (39)

Spymaster Sleipter (40)

High Priest of Magnus Artorial (56)

Chancellor Brotliechter (46)

 

Edited by Legorious
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The Rift

 

News of the Dark Elf invasion makes way to Riften, carried by a Dunmer runner. The elf offers Riften safety if Carsten bends the knee to their king. Only a few days after the Dunmer was sent back, another runner from Whiterun arrives. A moot will take place in Dragon’s Reach. After a short preparation Carsten and one hundred men head to Whiterun and attend the meeting.

 

Preparing for the war, 7,500 Nords are trained and many more are to come after.

 

 

Overview:

Population: 70,250

Population growth per year: 8,500 (+350 for 1 turns)

Military size: 6,000

AP this turn: 21 AP

AP in treasury: 0

 

Military Report

People allowed in service: 24,588 People in service: 6,000

 

Army

Total Military size: 6,000

Light Infantry: 4,000

Heavy Infantry: 1,500

Light Cavalry: 500

Heavy Cavalry: 0

 

 

Economic Report

AP this turn: 21

AP in treasury: 0

Trade Partners: The Jarldom of Windhelm, The Colovian Highlands and The Brotherhood of the Sword.

Dynastic Report

Carsten Law-Giver (23)

Faide the Nightingale (22)

Halister Law-Giver (2)

Valgtr Law-Giver (1)

 

Technological Report

Nothing is being researched.  

 

New technologies acquired

None.

 

Actions

1,500 Heavy Infantry are recruited and trained. (-9 AP)

 

6,000 Light Infantry are recruited and trained. (-12 AP)

 

100 Heavy Infantry accompany Carsten on his trip to Whiterun. (-0 AP)

 

 

 




 

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 The county of Falinesti

                              the_elder_scrolls__flag_of_valenwood_by_

 

 

 

Actions

8 ap for building a carrack to use against the sea pirates

4 ap for improving the economy 

 

Income

6ap standard

4 ap trade

1 ap from Falinesti city (Teirm)

2 ap (for 2 turns)


Total ap:12ap

 

Trade

Arenthia     (land)

Greenheart (land)

Elden root  (land)

Southpoint (land)

 

 

Military

500 Heavy infantry

500 light infantry

 

Population

54,05k bosmer (wood-elves)

2250 smug bastards (altmer (high elves)) 

 

Total:

65,4k pop.

 

Pop growth

8k base pop growth

 

 

 

Edited by Roberik
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4E 487:

 

 

 

 

 

The Kraviran Emirates:


 

With the victory against the Dune, now it is time to build. Much of the populous was slaughtered, their farms burnt to the ground. The city of Dune was sacked, all of its wealth stolen. The city is in ruins. It would take years before the city recovers. Progress begins later in the year, reconstructing the farms of Dune is a great start. By the end of the year, the new farms are completed. (+ 1500 Pop per turn)

 

Research into advanced irrigation goes smoothly as the system is simple, reliable and quick. (+500 Pop per turn)

 

Many suitors are brought, but finally, three are picked. Vajabi, the most beautiful women in all of Elsweyr is selected to be as the primary wife. All children from her are for continuing the lineage and bloodline. Taisi, daughter of a very powerful merchant. She is set as the secondary wife,  she will be elevated to the Head of Commerce while her father is promoted to Hazinedara. Also known as the Royal Treasurer. Finally the tertiary wife is Ararassa, a relative of the Emir of the Peliates. She is set as the Sheikh of the Dune. Any of her children will rule the Dune as vassal lords to Kraviran.

 

Cornith agrees to the trade deal.

 

The Brotherhood of the Sword:

 

Disaster, Gogaas has not returned from his task. Later on, it seems he was assassinated before he even reached the army. His corpse was found naked in the desert. His throat skill and his eyes gouged out. Tlorkum begins his raiding training, deciding to disobey Christophe and begin striking out on his own. Raiding Anvil’s trade routes to Rihad. One raid goes quite poorly for him as he is apprehended and imprisoned in Anvil. The Lady sending a ransom letter to the Order. Though the light Cavalry does gain skill in raiding tactics.

 

Economic investments continue, money being poured into Morokath. Increasing the prosperity of the city. Later in the year festivities of Fertility and Family begin, many of the peasants celebrate in the usual manner of bam-bam in the ham in the middle of the streets. It got so bad that the army had to go in and break up the orgy going on. A giant wooden replica of the male genitalia was constructed by the peasants. (+1000 Pop per turn)


 

The envoys return, both the Lord of Rihad and the Lord of Gilane are indifferent about the Order of Sentinel. It seems that they don’t care about them.

 

The sudden change to a religious focus seems to be mostly shrugged off by the population. As they care little for the other pantheons. Perhaps if Heathens and heretics are invading them, maybe they would have more religious zeal.

 

Before Tlorkum left to begin training he begins to draw up plans for the defense of the city. Currently, the city sits on the coast, able to besiege from the land and the sea. Perhaps increasing the defenses against a naval siege would be a great start.

 

The rationing is successful, not many die from the sandstorm.


 

The Union of Kvatch-Anvil:

 

Many troops are trained and join the Kvatch army, meanwhile in Anvil over 5,000 more troops are recruited. Forming the new Anvil Legion. It is formally called Legionus Anvil. Joining the joint army. The Lady of Anvil has also begun a mass exercise of the army. Raising their professionalism.

 

The Colosseum is successful, raising peoples spirits and scaring the criminals and scum.

 

Bam-Bam is Bueno. Another girl is born.


 

Kingdom of Orsinium:

 

The diplomatic mission is a success as they return with a plethora of information. It seems all the Jarls of Skyrim have already gathered for a meeting about the Dunmer. A grand coalition formed against them. The members consist of Falkreath, Solitude, Dawnstar, Whiterun, Riften, Windhelm, Winterhold, and the Forsworn. All of their armies gearing up for an invasion. Meanwhile, the Dunmer forces are hard to scout out and gauge. Though survivors of Winterhold tell of tens of thousands of men. Thousands of cavalry troops and heavy infantry. Large siege weapons.

 

More troops are recruited, joining the growing Orcish army.

 

Finally, economic investments are completed. (+1 AP per turn)


 

The Union of Bruma-Falkreath:

 

Agnippr ascended's to Legatus, beginning to select his officers. A majority of them being imperials. With his selections complete he begins to go to work. As the legion is green he needs experience. He begins drilling them constantly, war games after war games. Scenario after scenario. He moves them north to begin their winter training. Practicing in the mountains of the pale pass. They continue to move northwards, practicing in the thick forests of Falkreath. Then back down south. Training in the hills and fields. With each exercise, the Legion and their officers gain more and more experience. Now all they need is combat to continue to improve.

 

Another legion is created, then both participating in the Grand Military parade taking place in Bruma. Many lesser nobles in attendance. Even an envoy from the Imperial city in attendance. The Reclaimers are impressed, later the legions return to their normal posts.

 

Earl Castinus continues his progress with the economy. Creating many merchant guilds in Bruma. Sending them off to trade in far-off lands. Meanwhile, he continues to develop his lands. Developing the coal mines he has constructed, as well as beginning production of cloth. He also recruits 100 men personally to protect his land. They are able to be called to arms in case of war.

 

The Jarl of Whiterun accepts the non-aggression pact with Bruma, later the Jarl of Whiterun invites the Jarl Hrogar to Whiterun for a meeting about the Dunmer. Returning soon after with good news. It seems the Jarls have agreed to retaliate against the Dunmer.

 

The Winter’s Breeze leave the Imperial city, returning to Bruma. Awaiting their new orders.

 

More funds are invested into Bruma. As a result, many more private businesses open up. One specializing in the production of paper. A very useful product. Production of it is small, though with investments by Castinus it slowly begins to grow.

 

Lycinia reaches Falkreath and spends a season with her husband, it was quite the time. And as Hrogar found out. She is quite the woman. Bam-Bam is successful.

 

The double returns, the meeting was about the Dunmer invasion of Skyrim. It seems that all the lords have agreed to begin raising an Army to help the Nords. Even the Reclaimers will use their troops against the Dunmer.


 

The tribe of the Sarpa:

 

Continued economic stimulation, this time focusing on the internal infrastructure of Helstrom. Roadways replace dirt paths. Structures are constructed of mud are reinforced with wood and stone. This increases the defensiveness of the city of Helstrom.

 

More farms are constructed, cutting down more trees and clearing the swamp. (+750 Pop per turn)

 

Troops are trained, ready for combat.


 

The Imperial Remnant:

 

The meeting goes well, relations between the Reclaimers and the Remnant improve significantly.

 

Expansion continues, another city being settled west of the Capital.

 

Pretty nice fox hunt. (Skype)


 

Realm of Nifelheim:

 

30 Mages are recruited, each being specialized in Alteration. Later they are sent to assist in the construction of the mine. Using their telekinesis magic they significantly increase the speed and drastically reduce the cost of the mine. Soon the mine is almost complete.

 

The army begins training in the Imperial style of combat. Soon adopting Imperial tactics and strategy.

 

Lopt approaches the Masters of the College. Asking them to teach him, they oblige. Beginning with Conjuration. It will take years, but Lopt will be able to grasp the basics. His military education continues. Learning as much as the old Imperial knows. Lopt is knowledgeable in tactics and strategy.

 

Another tax reform is passed, taking effect later in the year.

 

Bam-Bam is good, as Lopt finds out. His wife has endurance. Soon a girl is born.


 

The Rift:

 

Lots of troops are trained. Soon after the birth of a second son many odd things begin to happen. Firstly farmers report that their livestock has been slain. Soldiers describe the corpses as mutilated and disfigured. Only a few creatures are capable of such actions. One being a werewolf. It seems there may be one in Riften.


 

The County of Falinesti:

 

A Carrack is constructed, finished by the end of the year.

 

The economy slowly improves, once again a worthy investment


 

World Events:

 

It would happen anytime, the old Altmer King has passed, his son. King Andellor rises to the throne, unhindered as he begins to show his ambitions. Sending the Altmer fleet to destroy the Sea Elf fleet. Engaging them and completely wiping out their main capital ships. A victory, he then moves onto his next phase of plans. Beginning the complete reconstruction of Summerset. With funds coming in from an unknown source the Altmer recover quickly. Some believe it the work of the gods.

 

The Dunmer armies to begin to reorganize. The conscripts being drilled to form a semi-professional army. More troops are recruited. Joining the Dunmer forces, however, their Navy also grows. Beginning to raid the Argonian coast. Stealing entire villages to sell as slaves.

 

Off the shores of Morrowind strange ships with foreign banners sail past. It seems that they are scouting out Morrowind.

 

Meanwhile, in Highrock villages both Orcish and Breton have been raided and burned by what reports seem to indicate as mindless thralls. There may be a powerful Vampire behind this. For now, villages and towns are either being raided and burned or their entire populous turned into thralls.

 

A skirmish takes place in Blackmarsh as a Dunmer force once again tries to abduct Argonians. This time being beaten back the Chief of Archon who was visiting a tribe for trade talks. This shows Nirn that the Dunmer aren’t invincible.

 

The meeting in Imperial City goes well as they all agree to begin building up their forces to attack the Dunmer, however, the Lordship of Chim has decided otherwise.

 

 

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Edited by HyperionSibuna
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Jarldom of Windhelm

 

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Activity:

 

Will update later

 

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Statistics:

 

Population(Total) - (80,150) 73,100 Nords, 7,050 Dunmer

 

Population Growth - 9,200 Nords, 1,000 Dunmer

 

Income - 28 AP ((11 AP Last turn) 6 Base, 3 Trade, 2 Economy, 5 Gifted)

 

Constructs - N/A

 

Production - N/A

 

Developing Technology - N/A

 

Developed Technology + Bonuses - N/A

 

Standing Army - (8,500) 5,000 Light Infantry, 1,500 Heavy Infantry, 2,000 Light Cavalry

 

Navy - N/A

 

9GltUVGX_Xp5D-3T4ji7EDcAnOehNsO5lgZZrZ_r6ij_xiJ6ueDjbKhQtut1gF-4ew2vGFeb3KUbdbZwAq3Zv_xwg1tLtJkCIniTyLQCinRjbKRZuIl2kMiLVq99hmTQTa1h9otE

 

Diplomacy:

 

Leader - Oskar Alfriksson-Stormcloak (34)

 

Trade - Nifelheim, The Rift, Winterhold

 

Allies - N/A

 

Dynasty - Wife: Katsri Windcaller (28), Son(s) Olfrik Windcaller-Stormcloak (1)

 

Conflicts - Dark Elves (War)

 

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Actions:

 

(Last turn)

 

Expansion is set to the east of Kynesgrove. [10 AP]

 

500 men are recruited. [1 AP]

 

(This turn)

 

1,500 Light cavalry are trained. [6 AP]

 

1,000 Heavy infantry are trained. [6 AP]

 

2,000 Light infantry are trained. [4 AP]

 

B A M - B A M  I N T H E H A M. [0 AP]

 

Edited by Quackers
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Union of Bruma-Falkreath

 

Base AP: 14 (+1 4 turns) 15 (5 gifted to Windhelm) 10

Population: 83,550 (10,500 per turn)

 

Military:

First Legion, stationed in Bruma 

3000 Light Infantry

2000 Heavy Infantry

500 Light Cavalry

10 Mages (10 Restoration)

 

Second Legion, stationed in Falkreath

4000 Light Infantry

2000 Heavy Infantry

 

Auxiliary (Patrols, Garrison duty, Guard duty)

525 Skirmishers (+25 per turn)

100 Light Infantry (Castinus' guards)

 

Legatus Agnippr had spent the year training his new men relentlessly - both legions spending weeks drilling in every sort of environment, fighting in war games and working on formations. The training exercises scaled from thousands of men in a shield wall, to just 8 in a small testudo, fighting off a superior force. It didn't stop there - the men were tested in one-on-one and one against a group combat in the camps, the best among them receiving commendations, promotions or rewards for their combat prowess. But there's only so much training could do, and save for the odd bandit or marauder, most of the men had never seen combat. That was soon to change.

 

Image result for roman armor marching art

 

Lycinia's double had returned from the Imperial City, running through everything that had been said with the countess, and the details of the pacts, as well as her chat with Vidinia. Plans began being drawn up for the legion's move westward, to attack Morrowind in conjunction with the rest of Cyrodiil in order to help out the Nords in Skyrim, whilst Jarl Hrogar takes his men north to rally with the rest of the Jarls. They would set off east, creating roads as they went, and creating a primary and secondary fortified camp before they reached Chim's land. With his recent pulling out of the deal, the Lord of Chim is sent a message. 

 

"To his Lordship,

It is hoped that you would reconsider pulling out of the agreement that you accepted in the Imperial City. As I'm sure you're aware, your lands border a considerable swathe of Morrowind's, and are directly in the route that Imperial armies must pass through in order to reach the Dunmer. I plead you to reconsider your withdrawal from the agreement, or at the very least allow the brave armies of Cyrodiil to pass through your lands unhindered, whilst helping to support and supply them as they fight their campaign. Refusal to do this would be detrimental to the war effort, and would look like you're helping the enemy you agreed to fight. Needless to say, refusal would be an unwise decision, as a road would be carved through your land regardless.

Sincerely,

Lycinia Batiatus, Countess of Bruma"

 

Another message is sent to the remaining nobles of Cyrodiil, encouraging them to stick to their word and take up arms and march their armies eastward against the Dunmer threat immediately.

 

A small detachment of of soldiers are tasked with going north to Cloud Ruler Temple, north west of Bruma. When it is cleared out, settlers are sent to repopulate the old Blades fortress and the land surrounding it. It is also to be searched for weaponry or Blades literature. (10AP, settled province north west of Bruma).

 

The Winters Breeze receive their new orders. (Skype)

 

Lycinia takes all the steps possible to ensure her pregnancy goes smoothly. An heir will soon be born.

Edited by DigitalRescue
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X=====][  Kingdom of Orsinium  ][=====X

4E 387

 

GbGso1I.png

 

  Reveal hidden contents

 

For now, the expedition to Skyrim is held off and a thorough investigation is started into the source of the thrall attacks. Clan chiefs are put on notice to assist the investigation and the Army of Orsinium begins cleansing actions against any raided towns harbouring thralls. The mages of the court are put to work in investigating the aftermath of such skirmishes - if there is a vampire, its needs to be taken down swiftly. If forces need to be sent into Breton lands to quell the threat, then so be it. A vampire coven cannot be allowed to take root ANYWHERE in Tamriel.

 

Agrum declares that the Temple of Ire, a shrine to Malacath dating from the previous phase of occupation in the Second Era and now mostly ruined, is to be refurbished. How better to show the dedication of the people of Orsinium to a strong Orcish people than rebuilding one of the largest temples to Malacath there has ever been?

 

After the area is secured by the armed forces, settlers from Orsinium are sent into the region south-east of the capital to build a new town, further expanding the reach of Orsinium in Wrothgarian. Resources are needed elsewhere, so the work will not be finished this year, but the settlers manage to establish a camp and begin construction of a new fortified stronghold-city.

 

With the Orcish horde staying put for the time being to deal with the domestic threat, Agrum is faced with a lot of time on his hands. He turns his mind to more, ahem, "dynastic" matters. Despite having a dozen wives (at last count), he has yet to have any children. Plenty of things are to blame for this, mostly being on campaign, or the wives themselves being far too busy with their assigned duties - after all, Orcish noblewomen are NOT simpering Breton wenches who sit in palaces sipping tea. They work for a living! That being said, Agrum makes sure everyone has a little time off for "rebuilding the proud orcish race", as some of the more tactless pieces of Orsinium propaganda call it. The thought of possibly living with multiple pregnant orcish women is somewhat terrifying to the young King, but needs must.

 

 

Overview:

Population - 73,800 Orcs (base & +1200 for reforms)

Provinces - Orsinium, Groshnikh, Gastemarch

Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn

4AP in Farms

5AP in Orsinium City fortifications.

10AP in Economy

 

Army:

Manpower: 11,210 / 25,830

----

7500 Light Infantry

2700 Heavy Infantry

1000 Light Cavalry

10 Mages

 

Actions:

AP Total: 10

Base: +6

Trade: +3

Economy: +1

 

1AP - Anti-Vamp activities.

4AP - Temple refurbishment.

5AP - Settling south-east of Orsinium City.

0AP - BAM BAM with the wives.

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Imperial Remnant

4E 385

flag_of_the_greater_empire_of_tamriel_by
 

Marius plants a hand on Maximus’s shoulder “I’ll hear no argument from you on this.” Maximus looked at his father somewhat angered “I’ve served in the Legion for years, you’re sending me off to the Imperial City? I want to be here with you, with our people!

 

Marius shakes his head “They are all your people. You’re going, one day soon the Empire will rise from the ashes and you will be apart of it.

 

I want to be like you!

 

Well I want you to be better!..” he sighs “Son, you’ve more than proven yourself to me. You have my respect.

 

Maximus nods “You’ve always had mine Father.

 

-Statistics-

AP Base: 6

Economy: 3

Trade AP: 4

 

Population: 82,400

Population Growth Per Year: 10,400

Farm Investment/Base Percentage: 15%

Army

4000 Light Infantry

1000 Heavy Infantry

500 Light Cavalry

 

Leadership

Legion Commander - Marius Decius Arteius (43)

Legionary Maximus Arteius (23) - Imperial City

 

Actions

Marius sends his son Maximus to the Imperial City under the tutelage under Vidinia.

 

The Remnant claims the final province to the northwest cornering off the northern area of their Region (10 AP)

 

Fox Hunt (3 AP)

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 The county of Falinesti

                              the_elder_scrolls__flag_of_valenwood_by_

 

Ulwnis sat in his throne room, thinking hard. He was personally happy with the defeat of the sea pirates at the hands of the Alter last year and for the large amount of resources that now entered the port of Falinesti. The rise of the young new king on the throne had proven prosperous for now but Ulwnis could not help but mistrust him. 

For one he was suspicious of where the young king was getting the resources necessary to rebuild the nation. The old king had barely won a civil war against the Thalmor and then suddenly out of nowhere this young king got the money to rebuild the nation. Ulwnis did not like it one bit. And whilst the young king's ambitious nature had for now proven advantageous for Ulwnis he knew that that would not last. He knew that before the High elves had ruled over Valenwood and was suspicious to see if this young king was going to recreate the Aldmeri Dominion. At the very least it would be wise to remain suspicious of this young lord but it would prove much more advantageous to build up the economy whilst he could. Military was good but he suspected that it was near impossible for him to go toe to toe with the Altmer. 


But eventually he knew it was near certain that one day his realm would truly go to war and he would need to be ready for that day. First he would need the resources to supply his army, navy and to fund new innovations. Innovation was one subject Ulwnis was fascinated by. If one army was more advanced than the other than it could defeat an army many time's larger than itself. If war with the Altmer ever came he would need a more advanced army and navy if he wished to be victorious. Still as of right now the best way to prevent war and economic disaster was to get good relations with the Altmer.

 

Ulwnis then started to think about a possible new marriage. If he got married to another lordship he could create a strong relation and possibly alliance which he could use. And once his order of assassins was established he could even assassinate the royal family of whatever nation he had married into so that his son, daughter or wife would inherit it and he could be regent. 

 

Then he cleared himself from these thoughts, it would be better to focus on the now. As he would also need to make sure to inspect whether the resources allocated to education were being used properly and he could maybe spend some time at the training yard, sitting on a throne all day would make him stiff and a ruler who could not defend himself was eventually doomed to fail. This he had learned when he had taken over the lordship of Falinesti from the previous ruler. In personal combat he had easily defeated him and Ulwnis wanted to be sure that he could at least defeat most of the people who would try and usurp his position. Still if his 'history and culture' classes proved to be successful he did not need to worry too much about a revolt happening.  
 

These were some thoughts that went through the head of Ulwnis Nightshade as he made his way towards the training yard.

 

----[rp to be finished at a later date]--------

 

Actions

6 ap is spent into further improving the economy of Falinesti. This is done by giving loans to the ambitious and skilled craftsmen of Falinesti so that they will create new business, improve their wares and thus give more taxes as well as eventually paying back the loans. (startup loans) (economy)

 

The road to 100% literacy continues and 9 ap is invested into once more improving the system of primary schools so that each and every citizen of Falinesti knows how to read road signs, and also documents and such.  As well as the rest of the subjects needed for a good education that were stated previously. 9ap

 

0ap is spent sending letters to the other lords of Valenwood. Saying that Ulwnis wants to marry and if any wishes to have a daughter of theirs mary him send responses to the letters. 

 

0ap the school system is made use of to see if there prove to be students with great potential and intelligence. Specifically if there are any students who seem to be skilled in leadership and has affinity with ground warfare and one other who has an affinity to the warfare of the sea. 

 

0ap checking for activity of thieves or criminals in Falinesti 

 

Income

6ap standard

4 ap trade

1 ap from Falinesti city (Teirm) (economy)

2 ap (for 1 turn)

2ap from docks 


Total ap:15ap

 

Trade

Arenthia     (land)

Greenheart (sea)

Elden root  (land)

 

Navy

1 carrack 

 

Military

500 Heavy infantry

500 light infantry

 

Population

71,15k bosmer (wood-elves)

2250 smug bastards (altmer (high elves)) 

 

Total:

73,4k pop.

 

Pop growth

8k base pop growth

Edited by Roberik
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