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Imperial Remnant

4E 389

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My son, it is now your twenty fourth year day and I know that you have yet to go upon your obligations for the family name. I’m sure your studies and tutelage under Vidinia are taxing and time consuming. However ensuring our lineage should be a priority at your age. I won’t be here forever to guide or help you. It’s time you step up and try to make a path of your own for our Family.

My prayers are with you. Father.”

 

Maximus sighed setting the letter down as he opened a small cloth wrapped package that came with the letter. A decorative Amulet of Mara.

 

Oh for Talos sake..

 

-Statistics-

AP Base: 6

Province: 1

Economy: 4

Trade AP: 4

 

Population: 113,600

Population Growth Per Year: 10,400

Farm Investment/Base Percentage: 9%

 

Army

4000 Light Infantry

1000 Heavy Infantry

500 Light Cavalry

 

Leadership

Legion Commander - Marius Decius Arteius (44)

Legionary Maximus Arteius (24) - Imperial City

 

Actions

At the advice of his father Maximus he would try to find the time under Vidinia’s tutelage to find a suitable spouse. Wearing the necklace of Mara his father gifted him openly. (Mod)

 

In Cheydinhal, Marius personally oversees the public execution of the eight spies captured from Skingrad. Their punishment of beheading should be a clear message for Skingrad. (Mod)

 

Cheydinhal begins a MASSIVE Recruitment Drive to continue for the next few years. It begins by recruiting 5,000 Light Infantry (10 AP)

 

Foxhole (5 AP)

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X=====][  Kingdom of Orsinium  ][=====X

4E 389

 

GbGso1I.png

 

 

--- Forthcoming ---

 

Overview:

Population - 89,200 Orcs (base & +1200 for reforms)

Provinces - Orsinium, Groshnikh, Gastemarch, Fargranash

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

4AP in Farms

5AP in Orsinium City fortifications.

5AP in Temple of Ire (Orsinium City)

10AP in Economy

 

Army:

Manpower: 12,410 / 31,220

----

8000 Light Infantry

3400 Heavy Infantry

1000 Light Cavalry

10 Destruction Mages

 

Actions:

AP Total: 11

Base: +6

Trade: +3

Economy: +1

Provinces: +1

 

0AP - The Orcish force participates in the battle against the Dunmer alongside the Nords. (MOD)

0AP - Agrum chooses his new wives after returning home... should he do so, that is. (MOD, after battle)

4AP - 10 alterationist mages are recruited.

3AP - Prospecting and initial excavation begins at the new town of Fargranash, looking to establish the beginnings of a mine.

4AP - Work begins in expanding lowland farms and improving their yields, using techniques observed from other regions. Additionally, hunting and livestock herds are bolstered.

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The County of Haven 

 

Aragorn, took the news of the Altmer invasion with stride. His nation was not prepared to take on such an extreme threat, but he also did not see them as such a thing that needed to be poked. He would start to prepare his men, and new things would begin to pop up. Tactics and organization would start to sweep over the Haven military. 

 

Actions: 

The port within Haven would start construction. The fit more ships, and soon to fit the official Haven Navy. (10/10 AP into Economics) 

 

A wagon begins its trip towards Kvatch, guarded by 500 Light Infantry, 250 Heavy Infantry. (2 AP)

 

A Ranger school is established. Hoping to gather the elite of the elite into the Haven army. (1 AP) 

 

The county to the West was something that Aragorn had his eyes set on, he dispatched a unit to sweep the area and clear it of any potential threats and also search for anything of note. 1,000 Light Infantry 250 Heavy Infantry and 500 Light Cav are dispatched. (MOD 0 AP) 

 

The Thieves guild is dispatched another letter to accept their deal of expanded operations. 

 

The group in Southport stays still and is asked for a report back. (0 AP MOD) 

 

=====

Population: 66,000 Bosmer 

Military: 

6,000 Light Infantry 

500 Heavy Infantry 

500 Light Cavalry 

AP:

Base: 6 

Trade: 3

Economic: 1 

Saw Mill: 3 (2 Turns remaining)  

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Realm of Nifelheim

"Adjudication by Immolation."

Lopt lay mourning over his late wife’s bed. Although the restorationists said that there was nothing left to be done, he could not believe them. Regardless, reality would prove cruel and he would be left without a wife, and much worse, no one to mother his children.

 

Shortly afterwards, as diplomacy dictates, Lopt would seek another wife.

 

This year would mark the settling of the eastern province by the Bretons. They would move in earlier in the year accompanied by 2000 light infantry and 500 light cavalry.

 

As well, this year would mark the elevation of the College of Calaster to the University of Calaster. This elevation is necessary with the opening of a new wing: The Mages Guild. With their previous dissolution, Calastar would offer them a new home.

 

He would send out invitations to nearby and distant realms for suitable consorts.

 

Actions:

Income:

6 AP base

3 AP trade

1 AP economic stipulation

+3 mage influx, 3 turns remaining

+2 Quicksilver

+1 Corundum

+4 Recruitment of Mages

+1 per 100,000 population

Expenditures:

-10 Settling new town

-10 AP Construction of Mages Guild, Alterationist assistance

-1 AP recruitment of 500 light infantry

 

Projects:

University of Calastar, complete

-Restorationist

-Illusionist

-Conjurationist

-Alterationist

-Mages Guild

Quicksilver Mine: +2 AP

Farms 2 AP invested

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, 5 turns invested

Lopt is being tutored by mages of the college, 4 turns invested

Imperial Training of Military, 4 turn invested

Mage Heavy armor training, 3 turn invested

 

University of Calastar:

Argonian Restorationist Master

Imperial Illusionist Master

Breton Conjurationist Master

Altmer Alterationist 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: 105,500

Growth: 9,000

Calastar

-College of Calastar

Muspelgrad

Arnorhold 

 

Orders:

Settle eastern province with the help of 2000 light infantry and 500 light cavalry (-10 AP)

 

Construct mages’ guild (-10 AP)

 

The vampire hunt continues.

 

500 light infantry are recruited

Stats:

Current Military Population: 6,500

1,000 Heavy Infantry-Marines

5,000 Light Infantry

500 Light Cavalry

0 Naval Units

 

Mages: 60 Total

30 Alterationist Experts

15 Evocationists Experts

10 Restorationist Experts

5 Conjurationist Experts

 

 

 

Council:

Lord Lopt (26)

Lorinth(3)-daughter

Aemilia(2)-twin daughter

Ericka(2)-twin daughter

 

Edited by Legorious
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The Nation State Of Chorrol

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Not much happened this year.

 

----Actions----

(10 AP) The investment into the economy of Chorrol.

 

----INFO----

Population: 90,000 Imperial Citizens

 

Military: You thought.

 

Trade: Skingrad, Chim, Rihad

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The Rift

 

No RP this turn, busy with things.

 

Overview:

Population: 96,100

Population growth per year: 8,500

Military size: 16,000

AP this turn: 9 AP

AP in treasury: 0

 

Military Report

People allowed in service: 33,635 People in service: 16,000

 

Army

Total Military size: 16,000

Light Infantry: 11,500

Heavy Infantry: 5,000

Light Cavalry: 500

Heavy Cavalry: 0

 

 

Economic Report

AP this turn: 9

AP in treasury: 0

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

Dynastic Report

Carsten Law-Giver (26)

Faide the Nightingale (25)

Halister Law-Giver (5)

Valgtr Law-Giver (4)

 

Technological Report

Nothing is being researched.  

 

New technologies acquired

None.

 

Actions

1,000 Heavy Infantry are recruited and trained. (-6 AP)

 

1,500 Light infantry are recruited and trained. (-3 AP)  

Covert actions are covert.





 

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The Kraviran Emirate

 

 

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Overview

_______________________________

Population: 126,344

Military Number: 4000

Population Growth: 15,161

Available Manpower: 44'220

Unlocked Technologies: Terrace Farming, Advanced Military Doctrine, Advanced Irrigation

Currently Researching: Handheld Firebombs

Current Economic Status: Booming

Current Construction: Highways, Siege Weapons

Current Political Projects: 

Current AP: 12

___________________________________________

Current Bonuses:

|+6 AP from Trade Partners|

_________________________________________

 

No RP this Turn

 

 

 

Military

___________________________________________________________________

 

|Recruit 10 Restoration Mages| -4 AP

|Recruit 1000 light mounted footmen| -4 AP

|Recruit 250 Heavy Senche Riders|-3 AP

|Recruit 500 Light Spearmen|

 

Construction

______________________________________________________________

 

|No Actions are taken this turn| -0 AP

 

Diplomatic/Political

________________________________________________________________

 

|Espionage| -0 AP [MOD]

 

 

 

 

 

 

 

 

 

 

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4E 490:

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The Union of Kvatch-Anvil:

 

More troops join the Kvatch legion. All of them soon being deployed over to Skyrim. These men are green, having no prior combat experience. With all of these new troops, the Legion needs a new legatus. With the death of Tiberius, many new candidates are available.

 

The lesser nobles seem to accept this compensation, though they will withhold their troops only for defense of Kvatch or Anvil. They also force Vona to hold her new army for defense, threatening to take up arms against her if she moves the legion to Skyrim.

 

The peasants continue to cause unrest, adopting a mostly anti-war attitude. Riots begin to happen in Kvatch and Anvil. They want an end to the war.

 

Charcoal is starting to be produced, a moderately sized mine is constructed and soon charcoal is extracted. Should further investments go into the mine, it would prove quite valuable. The miners also discover a small gem deposit in the mine.


 

The Brotherhood of the Sword:

 

Tona begins to drill the troops, quickly raising their professionalism and readiness. The troops like Tona surprisingly, finding her a competent commander and a good leader. Once again no word returns of a skilled tactician for the brotherhood. More troops are put under her command.

 

The talk with Tona concludes with a small outline of her expansions. First, the Brotherhood must secure Sentinel. As it is a very wealthy city and a large dockyard for a navy. Then they must control the entire coast of Hammerfell. Then expand into the desert.

 

The troops sent in to clear the ruins are successful. Further exploring the ruin they find a large bronze door, cogs and pipes surrounding it. Dwemer ruins.

 

Tona begins her training in the arcane arts, easily mastering restoration and destruction. She also begins her etiquette training. Mostly successful at that as well. Though the search for a new head of trade is fruitless. For now, Gogaas was the only one skilled in that department.

 

Soon an Altmer diplomat approaches Casimir, the Kingdom of Aurion-Auridon demand that the Brotherhood bend the knee. If they do, the Brotherhood will receive economic investments until it is self-sufficient. The redguards will have their military capped at no more than 10,000 men. Casimir accepts, becoming a vassal of the High Elves. (+10 AP for 4 Turns, After that, +5 AP for 2 turns, then -3 AP per turn. The military is capped at 10,000. 3,000 Altmer troops will be garrisoned in your cities.)


 

Jarldom of Windhelm:


 

Men are trained.

 

The battle begins, the Dunmer force numbering about 20,000 march down the road leading from Winterhold to Dawnstar. There the Forsworn begin their ambushes, successfully disrupting the Dunmer force. Though they are eventually defeated as their entire army is wiped out. The Dunmer continue their march.

 

Near Dawnstar the Nords ambush the Dunmer. The battle was long, it was brutal. Both sides being bled. The Jarl of Dawnstar was slain, and the Jarl of Solitude was captured. Both of their armies shattered and defeated. Though Windhelm and a small army of Orcs managed to beat back the Dunmer. Declaring victory but at what cost? 21,000 sons and daughters of Skyrim laid dead. Solitude and Dawnstar both back out of the war, with the death of the Jarl of Dawnstar, the hold devolves into civil war. Meanwhile, Solitude is forced out of the war by the Dunmer, for the safe return for Jarl Vongrik. Though they give him a parting gift, he is castrated.

 

Now with the Dunmer forces in Skyrim retreating the passes into Morrowind are open.


 

The County of Falinesti:


 

The researching of the water-powered textile mills begins, many of the features are already known. Though to apply these to the fabrication of quality goods is a challenge. This does not stop researchers as by the end of the year, a basic prototype of the mill is completed. Ready to begin testing.

 

New troops are trained, all of them being from the new schools and academies. They are obviously a cut above everybody else. A true professional army. Their officers though are ambitious. Very ambitious. Soon things get violent. As a Captain in this military begins to purge the old guard. Replacing them with his own troops.

 

The scouts return with the basics, small bandit camps. The occasional cave systems leading to bandit hideouts. Nothing of interest really.


 

Union of Bruma-Falkreath:

 

The Bruma Trading Company continues to rake in revenue and profit for the Union, Castinius continuing to invest into it, as well as to his hold. Increasing the production of coal from Bruma.

 

The interviews with the two candidates conclude, Vialfre Vanette once again says she was a merchant in the City State of Chim, she was the head of a small paper mill in the County, though false accusations by the Lord of Chim forced her out of the city. Meanwhile, Corrirnil Larethael claims he is from Alinor, sent to Bruma to begin trading in the city. He is a skilled merchant, claiming to be very popular in Aurion.

 

The mages are recruited, they begin to make the journey to Bruma, passing through Falkreaths lands. Then making their way down to Bruma. They join the growing legion who were just recently expanded. Meanwhile, the survivors from the Battle near the pass funnel their way into Bruma. They hail from Anvil’s legion. With the provisions and blessing, they pledge to join Bruma’s legion. (+500 Light Infantry)

 

A new legion is recruited. With the appointment of Zenone Felance, he begins to drill the cavalry in new tactics and formations. Putting emphasis in heavy cavalry and full charges. He does make a complaint though, as he finds Bruma’s horse insufficient. Recommending the purchase of steeds from Whiterun or Solitude. As their horses are much stronger and bigger.

 

Vidinia takes Angnippir’s plans into consideration, though he points out of they were to move up towards the pass. The terrain there is Ashlands and lava fields. This would cause a logistical nightmare as that may mean their supply routes would be open to raids. He then proposes that Bruma would head up towards the pass and link up with any Nord forces crossing, while the Reclaimers would divide their forces. Moving 5 Legions towards Kragenmoor and the other 5 to capture the surrounding area.

 

The scouts report nothing coming through the pass, though as soon as they make their way through the pass. They are ambushed by Dunmer cavalry. It seems there may be some activity on the other side.


 

The tribe of the Sarpa:

 

Markets and Public meeting houses are built. The first assembly in one of these houses is between all of the merchants in Argonia. They propose that Argonia will use a singular currency and will not trade with outsiders. (+1 AP per turn)

 

Large Swampfish farms are constructed, able to feed Helstrom and the other cities efficiently the fish provide a very stable food source. As well as goods that can be sold to outsiders. As the eggs are a delicacy in Aurion. (+800 Pop per turn)

 

The Dunmer garrison forces were completely destroyed by the Argonian forces, with envoys reaching Swamp-in-Head that the city of Stormhold has been recaptured. Though the death of the Chief of Archon is saddening, his son takes on the role of Chief. He is called Chief Jykarnum. An ancient name, it was the name of an Argonian warrior who managed to hold off against the Akaviri invaders. Nonetheless, the Argonians are free to move into Morrowind, the other army beginning to move towards the city of Narsis, Jykarnum recommending that the other army moves towards Tear and Arnesia.


 

Duchy of Leyawiin:

 

Talks with Vidinia begin as Marcus convinces him to wed Ciissinia. Vidinia gives Marcus his blessing to wed his sister, on the grounds that Marcus must visit the Imperial city for at least one season every year. With the marriage, Vidinia gives gifts of gold to Marcus. (+2 AP for one turn)

 

A new legion is created, being stationed in Leyawiin they stand ready for any assignment.

 

Economic investments are completed. (+1 AP per turn)

 

The Argonian chiefs once again complain about the tolls, though they will pay for now. As the ongoing war in Morrowind is much more important. The second phase is initiated, the Khajiit naval caravans happily pay the toll to trade with Imperial City. The Argonians and Altmer also paying their tolls.

 

The bridges begin construction, though many bridges have been built across the river before. All of them were destroyed in the 2nd Great War between the Aldmeri Dominion and their Allies, and the Empire, with their Allies. By the end of the year, the bridges finish completion. A small garrison of 250 men guard the bridges and enforce any land tolls. Which once again, the Khajiit are happy to pay. (+1 AP for 10 Turns)


 

The Imperial Remnant:

 

The spies are executed, all of them shouting. Long Live Skingrad! Before their heads are lobbed off and put on a pike. The lord of Skingrad does not take kindly to this. Threatening the Remnant.

 

Maximus explores the Imperial city, finding a plethora of women interested. (Skype)

 

5,000 troops are trained a massive recruitment. All of them joining the growing legion of the Remnant.

 

What did the grape say when the fox stood on it?

Nothing, it just let out a little wine.


 

The Kingdom of Orsinium:

 

Agrum wins the battle, his orcs performing valiantly. Killing many darkies. He returns home, selecting only the strongest for wives. He selects about 6 more. All of them already fit for breeding.

 

Mages are recruited, Orc mages are hard to come by. Though this doesn’t stop Orsinium.

 

Excavations begin at the new town, already they strike coal. Though some miners believe if they dig deeper. They may strike something else.

 

Work on the farms begin, the other orcish regions have been lagging behind on farming technology. Though the Bretons have made great leaps. Trying to recreate that, new techniques are used. They are successful, providing more yield. (+800 Pop per turn)


 

The County of Haven:

 

The port is expanded, during the great Flu, the port was abandoned, neglected. Many were scared to repair it as the port was the main cause of the flu spreading into Valenwood. Finally, the port is repaired and expanded. (+1 AP per turn)

 

The wagon makes it back to Haven.

 

The ranger school is established, already many skilled hunters and bowmen begin their training. Though it will take a few years, the school will provide elite soldiers.

 

The contingent of men marches out to sweep the area. (Skype)

 

Soon the Thieves guild begin to set up their operations in Haven. Soon many “goods” begin to flow into Haven, the guild giving the crown a very small amount to them. (+1 AP for 2 turns)

 

They report back to Haven. (Skype)


 

Realm of Nifelheim:

 

A new town is settled. With the protection of the troops, the settlers construct the a new city.

 

New consorts are presented. (Skype)

 

A new space is constructed for the Mages Guild, soon the Guild is reformed by a mysterious figure. Nonetheless, the guild occupies the space in the college.

 

The vampire is somewhere out there, but it continues to elude Nifelheim.


 

The Nation State of Chorral:

 

Economic investments. (+1 AP per turn)


 

Jarldom of the Rift:

 

More troops are trained. Covert actions remain covert.

 

The battle at the pass is a resounding victory for the Nords. Their path into Morrowind is open.


 

The Kraviran Emirate:

 

Mages, footmen, and riders are recruited. All of them joining the growing army.

 

Spy stuff, sneak sneaky khajiit.


 

World Events:

 

The Kingdom of Morrowind makes peace with Solitude and Dawnstar. Now the Dunmer begin a mass recruitment, rumors of Dunmer forces moving from Blackmarsh to Skyrim make their way to Cyrodiil and Skyrim. Nobody is sure how many.

 

The Altmer make their move, vassalizing The Brotherhood, Woodhearth, and Greenheart. It does seem this new king wants to recreate the Aldmeri Dominion. A worrying development for those in Elsweyr and Valenwood.

 

Once again, the strange ships make an appearance. This time off the coast of Elsweyr and Valenwood. Attacking some villages and abducting some citizens before disappearing into the fog.

 

At the end of the year, the most detailed account of the 2nd Great War is finally released. The book begins with the tensions of the White-Gold Concordat reaching an all-time high the war would happen eventually. Who would strike though, that was the real question. The Empire had lost the Skyrim Civil war, losing a majority of their troops along with it. Now was the time to strike, in 4E 208 the Aldmeri Dominion attacked. The Imperials this time were ready, as they built great fortifications on the border. However, the Aldmeri Dominion had a trick up their sleeve. During this time, Blackmarsh were unified under a Warlord named Kills-for-Fun. The Aldmeri enticed the warlord by promising him lands in Cyrodiil. Soon Argonia joined the war against the Imperials. The Empire was pushed all the way back to the Imperial City, it once again fell under siege in 4E 210. Skyrim joined the war against the Aldmeri Dominion in 4E 213, the war continued for decades. Eventually culminating in the death of the Emperor and his dynasty. The social and economic collapse of The Empire, the High Chiefdom of Argonia, and the Aldmeri Dominion. The war officially ended in 4E 290. Only a few short years before the outbreak of the Flu.

 

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X=====][  Kingdom of Orsinium  ][=====X

4E 390

 

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Agrum and his troops return home triumphantly! Many are the trophies that they bring back from the battle, and many are the dunmer skulls that adorn the great gates of the capital. The dead are remembered in song and feast, and the living show off their scars with pride. With the return of the army, and the proof of Orsinium's strength shown to the world, the kingdom turns to interior matters. Let the Nords and Dunmer grind themselves into pulp. The royal focus is now on building the nation.

 

Construction begins on a Grand Arena in Orsinium City. In the days of the old empires, many of the champions of the famed Imperial Arena were orcs, and that tradition is set to continue. Stone is quarried and workers are put to work - even troops are drafted in to aid in the construction.

 

Although the new Orsinium is the strongest orcish voice in Wrothgarian, and has good ties with the strongholds of Skyrim and other areas, contact with other more notable Orsimer population centres has been limited since the great Flu. Envoys are dispatched to the more far flung parts of Tamriel to ascertain their status. The areas in particular to establish contact with are the clan of Betnikh island, off the coast of Daggerfall, the clans of the Dragontail mountains between Hammerfell and Skyrim, and the Wood Orcs of Valenwood.

 

Despite the recent lull in vampire activity, the culprit coven was not identified. Anti-vampire activities resume, now that the troops are home from Skyrim. Shadow-Wife Kulra, along with the newly married Mage-Wife Hazmakh, are assigned the joint task of investigating the insidious attacks. Kulra focuses her efforts on surveiling the previous centres of the thrall attacks, as well as colating reports from outlying regions and places that seem like good targets for the vampires. Hazmakh, though rather young and still barely out of her apprentice robes, tells of the connection between Vampires and Molag Bal, the Daedric prince of schemes, brutality and rape. She takes a similar surveiling approach to Kulra. As probably the largest and most ostentatious shrine to Malacath on Nirn, the Temple of Ire has become not just a magnet for pious orcs but also more "hobbyist" pilgrims - daedra worshippers, scholars, conjurationist mages, the odd apocalyptic cultist etc. Some of these are questioned for links to Molag Bal shrines or worshippers. True, not all vampires are pious adherents to the Prince of Schemes, but investigating the dreadful world of Molag Bal worshippers is sure to lead to some sort of lead. Even if not... it's nice for the Kingdom to be aware of the more hostile daedra worshippers in High Rock.

 

Overview:

Population - 97,400 Orcs (base & +1200 for reforms & +800 for farms)

Provinces - Orsinium, Groshnikh, Gastemarch, Fargranash

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

8AP in Farms

5AP in Orsinium City fortifications.

5AP in Temple of Ire (Orsinium City)

10AP in Economy

 

Army:

Manpower: 11,620 / 34,090

----

7800 Light Infantry

3300 Heavy Infantry

500 Light Cavalry

10 Destruction Mages

10 Alteration Mages

 

Actions:

AP Total: 11

Base: +6

Trade: +3

Economy: +1

Provinces: +1

 

0AP - Anti-Vampire investigations.

0AP - Envoys to Betnikh, Dragontail and Valenwood orcs.

1AP - A survey is conducted of all interesting ruins, dungeons or other oddities in the Wrothgarian mountains.
5AP - More work is put into the mine at Fargranash.

5AP - Grand Arena.

0AP - Royal bam bam with the wives, with the exception of Kulra and Hazmakh - bam bam is withheld till they catch some vampires!

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Jarldom of Windhelm

 

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Activity:

 

Spoiler

 

 

 

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A sea of red ran through the northern passage between Winterhold and Dawnstar. Thousands of bodies lay there, with minimal being apart of the Windhelm army. Both forces from Solitude and Dawnstar were crippled, and their leaders maimed or killed. The battle had taken the lives of fifteen hundred Windhelm soldiers, though many more in the allied armies suffered the same fate. Jarl Oskar emerged from the fray with a large majority of his force behind him. The head of the Dunmer general was firmly planted atop the banner that leads the formation.

 

The army headed back to their holding in Windhelm, where they were greeted by loved ones and proper care, something they were not able to stop for on the way from the far northern reaches of Skyrim.


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Within the later months of the year, the children of Windhelm set forth once more, this time with several thousand heading north to Winterhold. A total force of six thousand light infantry, one thousand heavy infantry, twenty mages, and both catapults are sent to the ‘abandoned’ hold of Winterhold.

 

A second force is sent east, merely twenty-five hundred light infantry, five hundred heavy infantry, four mages, and one thousand light cavalry.

 

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Statistics:

 

Population(Total) - (109,250) 99,200 Nords, 10,050 Dunmer

 

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

 

Income - 11 AP ( 6 Base, 3 Trade, 2 Economy)

 

Constructs - N/A

 

Production - N/A

 

Developing Technology - N/A

 

Developed Technology + Bonuses - N/A

 

Standing Army - (16,050) 12,000 Light Infantry, 2,000 Heavy Infantry, 2,000 Light Cavalry, 24 Destruction Battle Mages, 2 Catapults

 

Navy - N/A

 

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Diplomacy:

 

Leader - Oskar Alfriksson-Stormcloak (36)

 

Trade - Nifelheim, The Rift, Winterhold

 

Allies - N/A

 

Dynasty - Wife: Lynma Enrarikesdottir, Son(s): Olfrik Windcaller-Stormcloak (4), Daughter(s): Brunhilde Windcaller-Stormcloak (3), Dusty Windcaller-Stormcloak (3)

 

Conflicts - Dark Elves (War)

 

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Actions:

 

Men are trained and armed. A total of 3,500 light infantry and 500 heavy infantry now guard Windhelm. [10 AP]

 

An expansion north is set to begin. [1/10 AP]

 

The siege of Winterhold begins. [MOD]

 

The secondary force heads east, routing the final batches of Dunmer into the pass and heading to Gloombound Mine to secure it. [MOD]

 

Light cavalry scouts the southern Winterhold land as well as the lands surrounding the Jarldom for Dunmer or other creatures. [MOD]

 

Oskar is wed once more. [MOD]

 

A peace offering is sent to the Dunmer. [MOD]

Edited by Quackers
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The county of Falinesti

                              the_elder_scrolls__flag_of_valenwood_by_

 

In his throne Ulwnis contemplated, it seemed he would need to accelerate his plans for militarization. It seemed the Altmer were up to their old tricks once again. Attempting conquer Valenwood once more in an effort to reform the Aldmeri dominion. Ulwnis could in no way stand for anyone being above him in position. It was simply something that he did not even consider, it was just as logical to him as that the sky was blue, why would he be the vassal of someone he was superior to and would only decelerate his growing power and would restrict him. But he also knew that in a conventional war he would in no way be able to defeat the Altmer, which was why he would need to fight unconventionally. Make sure that he had more advantages than the Altmer had so that he could if not defeat them make sure that they did not defeat him and cause a stalemate. But how could he do that, the Altmer had much more troops than him and a larger fleet so they could fight him both in a direct front or they could do a naval invasion. He would need to counter either option but how.


Then Ulwnis got a sudden sense of inspiration. He could not win from the Altmer in a direct fight which was why he would not fight in a conventional way. He would fight them in the forests, taking advantage of the large amount of forests in his lands as well as his people's inherent knowledge of it. He could simply destroy the supplies of the enemy, set up lightning ambushes, assassinate enemy generals and officers from a far off distance by archery and stay hidden whilst doing so. They could make sure that his enemies would not even get to fight a direct confrontation. Still it would be wise if he built defenses around his cities and set up a stockpile just in case there was a long siege. He would also need to make sure that he set up funding for the militia act which could prove critical in the defense of the city. But the two most essential parts would be to Have a strong outer wall as well as a inner citadel to take care of defenses. He could use his army as well as a citizen militia to thus easily and effectively defend his capital. But he would also have to make sure his port was defended. 


But to defend his port he could use his army. He would need more troops for this but he was sure that they could hold the port of Falinesti so as to take out any naval invasion.  Yes he could do that but he would also need to make sure there weren't any spies or thieves in his territory, he would need to set up an intelligence service to make sure of that. But that would not be much of a problem and more traditional, Ulwnis then continued plotting the rest of the day on how to make sure his territory did not get conquered by the Altmer.

 

Actions

12 ap is spent on setting up the rangers. An organization with the goals of being skilled in (In order of importance): Stealth, sabotage, scouting/setting up ambushes, archery, knives (if they have to get in close quarter combat). This organization will have a set number of 50 Rangers and with each Rangers only being allowed to have one apprentice. If one ranger dies the other apprentices will be judged for who is the most competent to take the position. Most of the funds are used to train these rangers in the aforementioned topics and fight a guerrilla war if needed.

 

They are also to be trained in the tactics, military and mindset of the high elves as they are the most likely opponent of Falinesti in the future.

 

3ap is spent on setting up counter-intelligence agents to take care of internal security from spies or from revealing secrets. As of right now their goal is to find any and all spies that are in Falinesti and arrest them or eliminate them if there are no other choices available.

 

0ap is spent sending detachments of the new soldiers to attack the bandit hideouts, reclaim their stolen goods in the name of the state and capture the bandits so as to let them work in the gulags.

 

0ap together with the to be captured bandits the old guard military (except those judged to not be incompetents) are sent to the gulags so as to be of use to the state.

 

0ap is spent organizing a secret meeting of the remaining free lords of Valenwood and sending letters to all the remaining nations to discuss the issue of the High elf invasion of Valenwood

 

0ap is spent gathering food and supplies that could make sure that the city of Tierm could survive a siege of about 2 years long.

 

0ap Falinesti joins the Southern Tamriel Trade Accord

 

Income

6ap standard

4 ap trade

2ap economy

2ap from docks 

1 ap from gulags (2 turns)


Total ap:15ap

 

Trade

Arenthia     (land)

Greenheart (sea)

Elden root  (land)

Southpoint (sea)

 

Navy

1 carrack 

 

Military

500 Heavy infantry ? (old guard)

500 light infantry ?(old guard)

4000 light infantry (new guard)

 

Population

91,15k bosmer (wood-elves)

6250 smug bastards (altmer (high elves)) 

 

Total:

97,4k pop.

 

Pop growth

8k base pop growth

Edited by Roberik
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Duchy of Leyawiin

 

The marriage of Marcus Aemilius Caro and Ciissinia Vidinia was to be quite the spectacle, with two of the most prosperous houses in Cyrodiil coming together. All the lords of Cyrodiil are invited, from Cheydinhal to Anvil, Bruma to Bravil. Leyawiin's allies in Rimmen are also invited. Marcus of course acceded to Vidinia's terms of blessing, with regular visits to the Imperial City being likely anyway. Leaving the planning of the wedding to his stewards and the House of Vidinia, Marcus gets his minds to matters of the realm. [MOD for NPCs]

 

The complaining Argonians had given Marcus quite the grand idea: the South Tamrielic Trade Accord. The idea was a simple one: promoting trade between the nations of Elsweyr, Valenwood, Blackmarsh, Cyrodiil, and the Altmer - with Leyawiin at the heart. The signatories would be afforded exemption from the Niben Toll and the Bridge Toll, in exchange for establishing a merchant presence in Leyawiin and conducting trade there. The Accord is advertised as not only a way to have freer trade around the Niben, but also to allow nations to conduct their trade with nations that normally would be too far or too difficult to reach, as their merchants could collectively do business in the centrally located Leyawiin. As the host to this, Leyawiin would of course enjoy sizable benefits from the amount of traders coming to Leyawiin and conducting business there. As stated, all the lords of Cyrodiil, Elsweyr, Valenwood, and Blackmarsh are invited to the South Tamrielic Trade Accord, at well as the Altmer. [MOD for NPCs]

 

More mundanely, another investment is made into the local industries, this time with a focus on the logging industry which had been slower to grow than others, despite the rich forests across the Niben. Furthermore, another 1,000 Heavy Infantry are recruited, trained, and placed in the Legio I Leiavinium, replacing 1,000 Light Infantry who are moved into the Cohors I Auxilia.

 

Scouts are sent to the Ayleid Ruin of Telepe, only a short ride from Leyawiin, to determine if there are any hostile presences based in there. If not, they are instructed to see if they can explore it.

 

Actions Summary

[+2 AP from Vidinia gift]

Caro-Vidinia Marriage

South Tamrielic Trade Accord [See Above]

Economic Investment - Logging Focus [10AP]

1,000 Heavy Infantry [6AP]

Scouts to Telepe

 

Leyawiin Info

 

Edited by hellfiazz
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The Brotherhood of the Sword

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“The people of the Brotherhood, we have been put in a very unfortunate circumstance that will have some benefits and some future consequences. The Altmer kingdom has demanded we support them or we parish in return for this they will give extreme support to the economy and the people of the Brotherhood. In this event we are choosing the long road to victory and taking this opportunity to expand the Brotherhood’s power tremendously. This will not be easy or simple, but these Altmer will vastly fund the Brotherhood and aid us in the wars we have to come. Allow me to make this as clear as glass, the Altmer, is ONLY a temporary issue that we must tolerate. No matter what we will forever be the Brotherhood, and nobody will ever take that from us. Eventually they will be forced out of our lands and it will be a difficult trial for all of us. Eventually the Brotherhood will rise from the sands and strike down all those who oppress us. We are the Brotherhood of the Sword, and we will survive by the sword!” ~Casimir Christophe

Overview

Population: 105,350 Red Guard

Population growth per year: 10,250(8,500 Base + 750 FNS Act + 1,000 Genital Statue)

Military size: 9,250

AP this turn: 21 AP (6 Base + (3 Trade) + (2 Economy) + (10 Overlord Investment 4 Turns))

AP in treasury: 0

 

Buildings

Small Farms (3 AP Invested)

 

Army

Total Military size: 9,250

Max Military Size: 33,285

Light Infantry: 6,500

Heavy Infantry: 600

Light Cavalry: 2,250

Heavy Cavalry: 0

 

Shock Battlegroups: 6,500 Light Infantry 2,250 Light Cavalry

Shield Battlegroups: 500 Heavy Infantry

Arrow Battlegroups(Elite): 100 Heavy Infantry

 

 

Navy

Caravel: 1

 

Economic Report

AP this turn: 21 (6 Base + (+3 Trade)(+2 Economy)(+10 Altmer 4 Turns))

AP in treasury: 0

Trade Partners: Riften, Rihad, Gilane

Projects

Army Organization (0 AP Invested)

Economic Investment (20 AP Invested)

Food and Supply Act = Complete

Cavalry Raid Tactics (1 AP Invested)

Ship Barrier's(Taneth) (1 AP Invested)

Discipline (6 AP Invested)

Leader Report

Casimir Christophe (38)

Lesheda Christophe (29)

Tona (22)

Technological Report

Ship Designs (2 AP invested) = Complete

 

Actions

Christophe makes a grand speech to his people (RP)

 

The offer of vassalage is accepted but Christophe asks Tona to ensure the troops prepare to fight the Altmer in the future (-0 AP)

 

Tona is sent to gather the troops and commanders and layout reconnaissance and attack plans for the city of Sentinel beginning the first stage of expansion (-0 AP)

 

1,000 Light Infantry and 500 Heavy Infantry are sent with explorers to find a safe means entering the Dwemer ruins and to find out what is inside (-0 AP)

 

Christophe invests the Altmer coin into the economy of the Brotherhood, more especially business around the towns (-10 AP)

 

The unclaimed province to the West is claimed for the Brotherhood and settlers are sent to build the new town of Cronia (-10 AP)

 

 Rh2IvaL.png.20d8eaf2945257a65d627adc1bee6f6d.png

A new law is enacted, the “Civil Military Act” will train all males and females of eligible health and age in basic military training in the event that a mass conscription of troops takes place to increase recruit skill level (-1 AP)

Edited by ItsMarkTheArk
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The Union of Kvatch-Anvil

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“Death before dishonor” -Marcus Marius Orientius

(No RP this post.)

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National Overview

Population: 117,650 Imperials

Population growth this year: 10,850

Military size: 21,510
AP this turn: 17 AP

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Military

People allowed in service: 41,117

People in service: 21,510

Siege Equipment

Ladders: 40

Battering Ram: 1

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Economy

AP this turn: 17

Where’s my AP coming from?: 6 Base, 3 From trade, 1 from bonus, 5 from unification with Anvil. 2 from Haven.

 

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

 

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Dynasty

 

Nobility

Marcus Marius Orientius (27)

Lady Vona Scinonicus (23) (Wife)

Caesia Scinonicus Orientius (5) (Daughter)

Lyloe Scinonicus Orientius (4) (Daughter)

Titus Gavius Scinonicus Orientius (3) (Son)

 

Commanders

Legatus Tiberius Acacious (diseased)  

 

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Technology

No technologies are being researched at this time.

 

New technologies acquired

None.

 

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Actions

 

A diplomat is to meet with the King of the Dunmer. ((Mod))

 

Marcus and his legion followed by the nordic armies are to continue onwards to the fort on the other side of the pass depending on how the diplomat reports back. ((Mod)) ((Depending on outcome of diplomat.))

 

A new town is constructed east of Kvatch. (-10 AP)

 

To ease the common folk in the gold coast region, they have been promised to be completely left out of the war effort and a feast it to be held to remember the fallen from the coast. The people of Colovia are to take over fully in the war effort. (-5 AP)

 

1,000 light infantry are to join the garrison  (-2 AP)

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The Sarpa

 

Stats:

Capital: Helstrom

3 provinces

 

40 AP in Economy (4 AP)

12 AP in farms (2% bonus pop growth)

6 AP into road infrastructure (some dirt roads instead of paths)

8 AP into Swamp Fish Farms in the region

 

106,025 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

+750 event growth per turn

+135 event growth per turn

+800 event growth per turn

Unknown number of Dunmer prisoners

 

3,500 Light Infantry

1,500 Heavy Infantry

10 Mages

 

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

Defensive Pact with Stonefalls

 

----

 

A unified currency is widely supported by the Sarpa, it should help bolster the prosperity of the Argonian people and in the long range forge and deepen the ties between the still separate clans. Furthermore, financing wars is a bit of a thing, so there's that. Speaking of war, Swamp-in-Head with his aides proceed to carefully plunder the Dunmer countryside, heading towards the previously suggested targets, laying ambushes whereever they go in order to deal with any retaliating forces that may be. Just one step at a time. Also taking prisoners to send them back to the Sarpa clan's capital.

 

 

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6 AP (default)

3 AP (trade)

4 AP (economic improvements)

1 AP (eventbased, per turn)

1 AP (eventbased, per turn)

 

Actions:

 

5 AP into more economic improvements, for markets, public meeting houses.

8 AP into constructing swamp fish farms.

2 AP into Light Infantry

 

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