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Tamriel Imperialus (RP)


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Imperial Remnant

4E 389

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-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

9000 Light Infantry

1000 Heavy Infantry

500 Light Cavalry

 

Leadership

Legion Commander - Marius Decius Arteius (45)

Legionary Maximus Arteius (25) - Imperial City

 

Actions

Cheydinhal blatantly ignores Skingrad, Marius referring to their threats as empty and spineless.

 

Marius and Maximus both attend the wedding in the Imperial City, whilst Maximus prepares for his own next year.

 

2,500 Light Cavarly are recruited (10 AP)

 

Foxhole (5 AP)

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Bruma 

 

AP: 16

 

3AP invested into economy 

the Altmer merchant is hired to lead the paper company and is given a start up budget of (3AP). She is tasked with making the industry boom within its first year, or see her role given to the other merchant.

500 heavy cav are recruited to join the third legion (6AP)

1000 heavy infantry are recruited to join the first legion (4AP)

 

Agnippr and his men are to support the Reclaimers that are securing the area around Kragenmoor (Skype I guess idk)

 

the third legion is to move westwards

 

The lord of Leyawiin is asked if the Bruma Trading Company could establish a permanent vendor in Leyawiin, in order to export their goods of leathers, furs and paper further across Tamriel. 

 

Edited by DigitalRescue
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The Rift

 

No RP this turn again.

 

Overview:

Population: 106,600

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: 36,610 People in service: 18,500

 

Army

Total Military size: 18,500

Light Infantry: 13,000

Heavy Infantry: 6,000

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 (27)

Faide the Nightingale (26)

Halister Law-Giver (6)

Valgtr Law-Giver (5)

 

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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County of Haven 

 

With the recent clearing of the nearby province a success and bringing in some fantastic rewards and great potential. 

 

Actions: 

 

Joining the Southern Tamerial Trade Accord, giving Aragorn a place to export the excess lumber. (0 AP) 

 

A law is passed through the council, making sure that replanting the trees cut down is made a priority. 

 

Indoctrination of two new citizens of Haven begins ( 2 AP) 

 

With recent news of the Altmer vassalizing most the coastline and offering Southport a troubling deal. Through the forest, traps and defenses are built. (3 AP) 

 

1,000 Heavy infantry are recruited (6 AP) 

 

10 Illusion Mages are recruited (4 AP) 

 

Population: 

70,000 Bosmer

12 Tsaceii 

 

 

 

 

Edited by Sneaky2
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Overview

_______________________________

Population: 141,505

Military Number: 5760

Population Growth: 16,980

Available Manpower: 49,526

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 1000 Light Senche Riders| -4 AP

 

Construction

______________________________________________________________

 

|Construct Catapult| -5 AP

|Construct Battering Ram| -3 AP

 

Diplomatic/Political

________________________________________________________________

 

|Espionage| -0 AP [MOD]

 

 

 

 

 

 

 

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Realm of Nifelheim

"Adjudication by Immolation."

 

The sea before Nifelheim lay rowdy and roaring, with the young despot overlooking its tantrum from atop his tower.

 

“The sea lays waiting for us to impregnate her with our fine seamen.” He would remark to himself. Lopt then would sign the order for the construction of a new dockyard where ships of the line will be produced.

 

Furthermore, 500 additional heavy infantry with marine training will be recruited.

 

Later in the year he would be greeted by three consorts, but would agree to marry Riand Nortte, the daughter of a noble of Camlorn, hoping to bring the two dynasties closer together.

 

Actions:

Income:

6 AP base

3 AP trade

1 AP economic stipulation

+3 mage influx, 2 turns remaining

+2 Quicksilver

+1 Corundum

+1 Per 100,000 population

-13 AP Building Dock

-3 AP Heavy 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, 6 turns invested

Lopt is being tutored by mages of the college, 5 turns invested

Imperial Training of Military, 5 turn invested

Mage Heavy armor training, 4 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: 114,500

Growth: 9,000

Calastar

-College of Calastar

Muspelgrad

 

Orders:

-13 AP Dock

-3 AP 500 Heavy infantry

Stats:

Current Military Population: 7,000

1,500 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 (27)

Lorinth(4)-daughter

Aemilia(3)-twin daughter

Ericka(3)-twin daughter

 

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4E: 491

 

(MAP COMING SOON)
 

Kingdom of Orsinium:

 

The construction of the Arena is completed by mid-year, the drafting of Orcish troops increase the speed of construction immensely. Soon a tournament is held in the arena. The first few rounds end uneventfully, a few people killed nothing too bad. Most of the competitors are Orcs, though there are plenty of other races in attendance as well. It also seems some Imperial nobles also watch the fights.

 

The latter rounds become much more interesting as certain individuals shine out from the rest. An orc calling himself Lugdul Snad quickly defeats his opponents and moves onto the semi-finals. Another Orcish warrior, her name being Mogdrza Ogafish also moves onto the semi-finals. The last two are a Nord warrior from Solitude and a Khajiiti woman from Dune.

 

Soon the fight begins between Lugdul and Mogdrza, the fight is tough, bloody and brutal. Many bets were placed on Lugdul, the crowds would be disappointed as the two gladiators manage to kill themselves at the same time during their fight.

 

Now it came down to the Large burly Nord from Solitude and the small nimble Khajiit from Dune. The fight began with the Nord charging the small Khajiit, using his acrobatics he quickly dodges out of the way slashing at the Nord as he dodged away. This continued for a few more minutes before the Khajiit defeated the Nord, being named Champion of the Arena.

 

Many envoys return empty-handed, they report when they arrived at the previous strongholds in Skyrim and around the coast it was completely abandoned. The plague seems to have wiped these small clan-holds out. The Envoys sent to where the Wood-Orcs live also return empty-handed, though they do report large snake men inhabiting the old strongholds.

 

The wives begin their investigation into the Vampire coven, talking with witnesses, visiting the abandoned town and villages. Studying the thrall corpses. By the end of the year, they form a basic report. They deduce that the Vampire is not working alone and may be working with either a group or working for a high power. However, the location of this vampire is unknown. The talks with the pilgrims also give no information.

 

A small survey party ventures out to mark any places of interest, though the landscape is mostly dotted with abandoned towns and villages. They return with a report of an abandoned Breton town southeast of Orsinium. It may have goodies inside.

 

Continued excavation at the mine begins to take effect, as the miners discover a small iron vein running through a small cave system going deep into the mountains. They quickly go to work, mining any ore they can see but dare not to venture into the dark cave. (+1 AP for 3 turns)

 

Bam-bam is good. As two more daughters are born.


 

Jarldom of Windhelm:


 

Riots erupt in small dunmer villages and countrysides of Windhelm. Many of them protesting the war, the troops are dispatched to quell this little riot. Soon many of the troublemakers are arrested and their houses raided. This development leads to the rise of a political movement in Windhelm, a small party led by Dunmer demand an audience with the Jarl of Windhelm. Wanting an end to the war. Their satisfaction is met when they learn of a peace offering being sent to the Dunmer.

 

However many nationalistic words are absolutely furious about this peace offering. They demand the full destruction of the Dunmer Kingdom and the enslavement of their race. These two parties clash in the streets of Windhelm, luckily more guards were just deployed to Windhelm. Soon many of the ringleaders for both parties are arrested.

 

Nord troops capture any Dunmer forces retreating through the pass, one the way they secure the once proud Gloombound mine. It seems to have collapsed and large boulders and stones block the entrance. Anyways the prisoners are sent to a small camp being constructed far from the city of Windhelm, awaiting their fate.

 

The Windhelm army marches to Winterhold, expecting a fight they brought their whole force but when they arrived there was nobody. It seems the Dunmer have retreated from Skyrim. The city of Winterhold was completely destroyed. Thought the College was intact. The Windhelm armies set up camp near Winterhold, awaiting their new orders. A small cavalry detachment is sent to scout around Winterhold for anything out of the ordinary. They find the occasional bandit and highwayman but they report with nothing of interest.

 

Soon Oskar returns to Windhelm to find a new wife, the death of his previous one still affects the court but within the year he finds and weds a new woman. They are married in a small temple and the city celebrates the marriage. A happy day for him.

 

The envoy sent to Mournhold returns with a message for Windhelm, they are will to discuss peace talks.


 

The County of Falinesti:

 

The Ranger Initiative is set up, many of the new guard commanders personally seeing this through. As training begins they weed out the weak and physically incapable. The training lasts for two years and will test every man who enters it. Soon by the end of the year, over 200 applicants are approved. Their first year of training concluded they will soon begin their second year.

 

The additional funds are rather transported to a small officer school the New Guard constructed, selecting only the promising and brave for the officer training. Many men and women sign up for the officer academy. The end of the year marks the graduation of the first class of officers and field commanders from the school. They are trained to the best of their abilities and may prove worthy to fight the Altmer.

 

A counterintelligence agency is created, their agents sent across Falinesti to monitor for any activities. Soon they manage to kill many Altmer agents in the capital posing as merchants. One agent, in particular, shining above the rest with consistent arrests and captures of enemy agents.

 

The troops are sent to recapture stolen goods and such from the bandit camps. They march out from Falinesti early in the morning. Arriving at their destination by afternoon. They rest and eat before launching a surprise attack on the bandits. Killing many of them and capturing a few, stolen good are confiscated and sent back to the capital. Though a small detachment come across a cave of Darkroot cultists, a small fight breaks out. The Falinesti troops quickly defeat the cultists and capture a few of them.

 

Many people are sent to the gulags. Food is gathered and a large enough stockpile is collected.

 

The meeting of the free lords will take place in Tierm next year, as many of the lords are still making preparations. The end of the year marks the grand festival the peasants always have. Though for nobles it is a more elegant affair. Many lesser lords and knights are in attendance. The party is filled with laughter and fun, and opportunities. Some suitable consorts are presented to Ulwnis. All of them are young and filled with spirit. One girl in particular moves with grace and beauty. Many of the lesser lords commenting on her beauty. They are right, she is one of the most beautiful girls there.

 

Falinesti joins the Accord. (+1 AP per turn)


 

Duchy of Leyawiin:

 

Soon envoys are sent back and forth discussing the marriage ceremonies. It will take place in Imperial City, all the Lords and ladies are invited to the wedding. However, Vidinia approaches Marcus. He tells him to be wary of the Argonians, as they may seem friendly and warm but are truly beasts and savages.

 

The Emirs and Lords of Southern Cyrodiil join the trade accord, however, the Lords of Valenwood abstain, rather forming their own trade league within Valenwood. The Chiefs of Blackmarsh also abstain from the accord, declaring that they will never trade with Imperials.

 

The economic investments are successful, already many lumber workers praise the investments into their industry. The production of lumber increases exponentially. With this development, carpenters and other professions that are related begin making quality goods. Furniture, housing, weapons, ships. (+1 AP per turn)

 

More troops are recruited, moving to join the ever-growing legion of soldiers. However, a small group is sent to scout out Telepe. They return with a report indicating that bandits have made a small stronghold near the ancient temple.


 

The Brotherhood of the Sword:


 

The speech is well received by the peasants and lords. The peasants were more concerned about their giant **** statue that the political turmoil that surrounds it. Anyways, Casimir and Tona meet in secret, the former asking the latter to make sure the troops would be ready to fight the Altmer in the future. She gives him assurance that the troops will be ready when the time comes.

 

Anyways, commanders and generals gather for a meeting about the city of Sentinel. Ever since it grew into the capital of Hammerfell many powers have tried to invade and capture the city, from the Aldmeri Dominion to Orcs and rival Redguard factions. The city will be a tough nut to crack. Tona suggesting the construction of many siege engines to even have a chance against the walls of the city.

 

The troops are sent to clear out the Dwemer ruins, they depart and the march ahead is only a few days. Once they arrive they set up a small camp outside of the ruins. The commander in charge orders the troops to enter the site. They fight the ancient Dwemer constructs and traps, a few of them being killed. All they really find is a few trinkets here and there, perhaps an excavation of the site would prove more bountiful.

 

An investment into the economy is made, (+1 AP per turn) as well as an expansion westwards. A new settlement is constructed and it is now a tradition to build a large phallic statue in the center of it. Tona visits the village the personally oversee the management and organization.

 

The law is enacted, soon by the end of the year, a large group of eligible men and women show up to training camps all around the lands. Their very basic training only consisting of a few weeks.


 

The Union of Kvatch-Anvil:


 

The fort is taken and the earl captured, an envoy is sent for an offer of a ransom but he returns empty-handed. It seems the Duke of the area has no interest in the Earl or his well being. A few Dunmer prisoners also captured was a singular knight. Who is being transported to Kvatch.

 

The Knight reaches Kvatch with no issue, his family given safe passage as well. Soon festivities begin in Kvatch, celebrating the military and their countless victories during the history of Cyrodiil. Vona coming to attend the festivities. She sends a letter to Marcus about the party, detailing how many of the Kvatch nobles are still enthusiastic about the war. However soon later another letter reaches Marcus. It seems Vona has fallen ill with a rare disease, the same one her father died from. She asks for Marcus to come back to Anvil to care for the children.

 

Meanwhile, some loyalists in Anvil managed to uncover a conspiracy to replace Vona as the Lord of Anvil. This group is looking to install Vona’s uncle as the Lord of Anvil and to break the union. Some of them were promptly captured but the leadership managed to escape. With Vona falling ill and Marcus still out in Morrowind, this movement may be dangerous.


 

The tribe of the Sarpa:


 

The city of Helstrom suffered a tragedy this year as a fire killed over 20 argonians. Guards begin investigating this incident. Anyways the bill for a unified currency is signed and soon the Argonian Chiefdoms begin adopting the system, making trade between them even simpler.

 

Swamp-in-Head’s raids go well, capturing many Dunmer garrison troops and retainers. A few of Gideon's troops break off and begin conducting their own raids. Focusing on civilian targets than military ones. They capture thousands of slaves and slaughter thousands more. Meanwhile, the tribe of Archon and company capture the cities of Arnesia and Silnum. With this, of course, a retaliation came, their armies were engaged by the Dunmer near the city of Tear. However, the argonians had one advantage of the Dunmer, sheer numbers. As soon the Dunmer forces were routed and the Argonians regrouped.

 

More swamp fish farms are constructed, is much much larger than before they provide a large food source for the ever growing population of Argonians. With this development, a few wealthy plantation owners begin purchasing Dunmer slaves from the Gideon. (+1200 Argonian Population per turn. +100 Dunmer Population per turn)


 

The Imperial Remnant:


 

Tensions rise between Cheydinhal and Skingrad, as the Lord of Skingrad calls Marcus a traitor for not joining in the war against the Dunmer. It seems a conflict may be brewing between the two. Nonetheless, Marcus is invited to Vidinia’s personal residence to discuss a private matter.

 

The wedding is grand and spectacular as it is all paid by Vidinia. The two newlyweds walk out of the grand temple in each other's arms, smiles on both of them. Vidinia is also in attendance, he remarks to Marcus on how well mannered his boy is.

 

More cavalry is recruited.

 

Foxhole.


 

Union of Bruma-Falkreath:


 

The Altmer merchant begins work on the paper industry, allocating the funds to increasing the volume of production of the paper. With the assistance of the Lumber industry. The Altmer makes great strides, however, the other merchant in employed by Castinus and begins a similar process. It seems a rivalry is growing between the two.

 

More troops join the third legion. Soon the legions stationed on the border move out towards their objectives. Bruma’s troops and a few of the Reclaimers are to secure the area around Kragenmoor, meanwhile, the bulk of the troops move towards the city. (Skype)


 

Jarldom of the Riften:

 

More troops are trained and covert actions are covert.

 

During the year the Regent running Riften was displaced by another, starting a small fight within the realm. A small battle occurs outside of Riften between to two Regent claimants. The New one wins and resumes to administer the realm. He sends an envoy to Carsten asking him the progress on the war.


 

County of Haven:

 

Haven joins the southern trade accord. (+1 AP per turn)

 

Another law is passed, easily enforced by the guards and troops. Defenses and traps are constructed around the area of Haven. Just in case **** goes down.

 

More troops are recruited and the two citizens begin their indoctrination.


 

Emirate of Kraviran:

 

Troops are trained, covert actions remain covert.


 

Realm of Nifelheim:


 

Dockyard construction begins, though there are some difficulties as many of the workers demand higher wages and safer work environments. Soon a small council of workers forms a party to protests against the monarchy.

 

More troops are trained.

 

Lopt marries his new wife, Riand.

 

 

World Events:

 

The Council of Legates has been dissolved by Vidina. Adopting a Hereditary monarchy instead. Little of the population contest this power move as a majority of the Population living in the Reclaimer lands. No matter the fact now Vidinia must choose an heir, as he is unmarried and in need of a son. In other news their armies move towards their objectives in Morrowind, razing and destroying the land behind them. Capturing and raiding small villages and towns. 

 

The Altmer Kingdom is suspiciously silent this year as no news come from them.

 

The strange ships from the sea appear once again, this time off the coast of Skyrim and Valenwood.

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The Union of Kvatch-Anvil

DukdQ7aQLId3STzlznNODfaoM4l9k5ph7W8_2i8DXs1RljJ4BaB7yA8twui_62viNnY5k2b_EkG9wx94nrPNhUeakylmJ5Tq_d6mwEWdi4kJyk0nhxofGhd9AfoEofoeawVYfBU7

“Death before dishonor.” -Marcus Marius Orientius

After the victory at the fortress Marcus had given the payment to the warriors helping in their assualt, and had planned for all the men to celebrate to raise morale and with good news of the party going well in Kvatch. Marcus was excited to get to continue the war effort. That soon changed when bad news came. Marcus was not taken by surprise expecting something to happen to his wife seeing the disease ran in her direct family but he didn’t know it would happen so soon. Marcus began worrying about his children that have this rare disease in their bloodline. 

When hearing about the traitorous movement in Anvil and the plans to overthrow his dying wife with a relative made Marcus furious, beyond furious in all honesty. He had already castrated and branded one man, he was not afraid to do it to another especially someone who threatened his family's livelihood and claim
. Treason was not going to be accepted especially when he was off fighting while they sat back in the comfort of their homes with their family and friends nearby. If an when the rest of the conspiracy leaders and followers are captured they will all be put to death in front of the people. Hanged, beheaded, quartered, it does not matter to Marcus. A message would be sent by the end of this situation to all of those who wish to displace him and his family.

 

Before leaving the front an elite guard are to be picked from the Legion’s ranks. The men chosen would be the strongest, most loyal, and disciplined out of the Legion's ranks willing to follow orders down to the letter and die at a moments notice.  As for the campaign,  Titanus the legion's new Legatus would take command and discuss the next movements within Morrowind with the other Nord leaders.

 

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National Overview

Population: 127,000 Imperials

Population growth this year: 10,850

Military size: 21,010
AP this turn: 17 AP

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Military

People allowed in service: 44,450

People in service: 21,010

Siege Equipment

Ladders: 40

Battering Ram: 1

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Economy

AP this turn: 16

Where’s my AP coming from?: 6 Base, 3 From trade, 1 from bonus, 5 from unification with Anvil. 1 from Province bonus. 1 from 100k pop.

 

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

 

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Dynasty

 

Nobility

Marcus Marius Orientius (28)

Lady Vona Scinonicus (24) (Wife)

Caesia Scinonicus Orientius (6) (Daughter)

Lyloe Scinonicus Orientius (5) (Daughter)

Titus Gavius Scinonicus Orientius (4) (Son)

 

Commanders

Titanus Anzidius (29) (Legatus)

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Technology

No technologies are being researched at this time.

 

New technologies acquired

None.

 

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Actions

The Khajiit warriors are paid for their “service” during the siege before Marcus leaves. (-1 AP)

 

Letters are sent asking if the Union can join the Southern Trade accord.

 

Before Marcus leaves for his elite guard are to be chosen from the ranks of each unit. Afterward they will leave for Kvatch to deal with the issues at home. ((Mod))

 

As for the reinforcements promised to the frontline when Marcus arrives at Kvatch 5,000 light infantry and 1,000 heavy infantry are to be recruited. (-16 AP)

Edited by NunuTheGreat
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The county of Falinesti

                              the_elder_scrolls__flag_of_valenwood_by_

It was almost never silent in the streets of Falinesti. During the day the normal activities happen, people worked, sold their goods or had a friendly talk with their neighbors but at night it was a different kind of world. At night teens sat in pubs drinking and defying the wishes their parents, at night the crime rate increased, and at night a war of shadows was waged.

 

Feri, the most promising agent of Lord Ulwnis was well equipped to deal with the war in the shadows. She had been born an orphan, occasionally having mentors but most of the time living alone. To make sure she did not starve Feri was a thief, often stealing food or selling information as she stuck to the shadows. On a few occasions she had worked for military intelligence before during the purge of the military. In this she had helped find the locations of the old guard and make sure the purge was helped along successfully. But with the formation of the agency she was quickly determined to be a suitable candidate for it. As she had a reputation at being the best at her line of work in Falinesti and with the training of the agency her skills improved even more.


Feri had had an education at the school system and had learned there how to read, how to count and other things. Whilst it might not seem important to some the skill of reading allowed her to more effectively gather information and during the real culture part of the history and culture lessons she learned more about the mindset of the Altmer, the most likely people to have spies in Falinesti. Which was not a surprise, amongst high command and the military the mood and mindset could be felt, they were preparing for a war. And she too needed to serve in this war but in a different way than others, she was the blade amongst the darkness that would protect Falinesti from the rot that were Altmer agents. In the year she had gotten a large number of Altmer agents taken out, making sure that they could no longer report information to their king and intercepting their messages. It was a good job really, she got paid and she could do what she enjoyed most, stalking in the shadows. Now she was doing her job once more, she had overheard from one of the Altmer she had interrogated before killing her that she had a meeting with two other Altmer agents. She had taken the clothes of the now dead Altmer and was making her way towards the meeting.

 

With her hood on she was sure that at least from a distance she would not be recognized by the Altmer. Inside the sleeves of her jacket Feri could feel the comfortable weight of her knife. The knife had a poison on it that would knock her enemy out whilst also keeping them alive. Making sure that they could be successfully dealt with later whilst keeping them alive. Feri noted that she was almost at the planned location and noted that she was a few minutes late, arriving a little late would mean that the other two Altmer agents would already be there. And when she turned a corner and walked into a secluded alley she could indeed see two figures standing there whispering to each other. When they saw her they nodded in her direction but could not see her faces due to the lack of light and the hood obscuring her face. As she walked calmly towards them she heard the words "Have you got any news ?" To which she remained silent as she had now reached her targets and in one swift move cut both of them before they had any time to react. They then after seeing they were betrayed grabbed their weapons but both Altmer had slow movement and after about 10 seconds they fell down.  Feri then smiled, satisfied that she had done her job and left the bodies here, obscured behind one of the doors of the abandoned houses in the street. She knew they would be picked up in 5 minutes by one of her associates and then taken to interrogation whilst the sleep potion would last for another 10 minutes.

 

Thus Feri made her way back to the middle district of Teirm. There at one inconspicuous alley she claimed her way up against two walls and got into her hidden place in-between four apartments. The room she had her residence in was a large open space with a small shack and cot inside of it. It was supposed to have been a garden for the apartments but there was a change mid-construction which resulted in there no longer being funding for the garden. Thus the room remained and was closed off with a few walls but that would not stop someone dedicated and skilled like her and so she had her hidden room. Fully of the record and only known to the agency she then lay down inside the shack on the comfortable mattress and went to sleep but only after locking the door. For today her work had been done but she knew that her work never stopped. 

 

 

Actions

12 ap is spent recruiting 2000 heavy infantry for the coming war with the Altmer. Making good use of the officers from the academy to make sure the soldiers are properly led and in good condition.

 

4 ap is spent on funding and subsidizing  the Militia act. The militia act is that every family must have at least one bow or arrows or any other type or projectile weapon and a person to use them ( particular in Teirm), though if a person is more familiar with bladed weapons a bladed weapon. The goal of this is to make sure that particularly the city of Teirm has local defenders to defend it who can make use of the roofs to rain down arrows upon the enemies. And in peace time in the smaller town and villages it can be used against bandits or other local dangers.

 

2 ap is spent creating anti-Altmer propaganda and spreading it to the public. To make sure that there will be only few if any sympathizers amongst the populace. Though it is made sure that this propaganda is focused on the state not the people since there is a significant Altmer population.

 

0ap Ulwnis talks with the so called beautiful girl and goes to judge her. A.k.a. if she is intelligent and could possibly win the hearts of the people and other lords and ladies to get himself more support. This Ulwnis does to make sure he does not merely have a trophy wife but an intelligent one he could use himself. 

 

0ap with the help of the scoutings from earlier a map is created of Falinesti, on these maps the locations of all water sources are noted down as well as the locations of food and other supplies. The aim of this is to make sure that if the Altmer attack these supplies could quickly be sabotaged and force any incoming Altmer army to rely on a long supply chain which could be interrupted by the rangers.

 

0 ap is also spent on making sure the gathering of the lords is properly protected and make sure that no Altmer agents or troops could surprise the meeting as well as inspecting the premise of the meeting multiple times for explosives and there would be many more security measures. Furthermore, the Altmer agent's houses would be raided and searched for letters and other pieces of intel which could indicate military goals and possible routes of attack etc. If there were also any remaining survivors of Altmer spies they would be interrogated

 

Income

6ap standard

4 ap trade

2ap economy

2ap from docks 

3 ap from gulags (1 turn) (and 2 ap for 10 turns after this)

1 ap South Tamriel trade accord


Total ap:19ap

 

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)

 

200 rangers (applicants)

 

Population

98,65k bosmer (wood-elves)

6750 smug bastards (altmer (high elves)) 

 

Total:

105,4k pop.

 

Pop growth

8k base pop growth

 

Edited by Roberik
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Jarldom of Windhelm

 

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Activity:

 

Nothing of great importance happens within Windhelm.

 

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Statistics:

 

Population(Total) - (119,450) 108,400 Nords, 11,050 Dunmer

 

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

 

Income - 13 AP ( 6 Base, 3 Trade, 2 Economy, 1 Population [1 From population last turn])

 

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 (37)

 

Trade - Nifelheim, The Rift, Winterhold

 

Allies - N/A

 

Dynasty - Wife: Lynma Enrarikesdottir (26), Son(s): Olfrik Windcaller-Stormcloak (5), Daughter(s): Brunhilde Windcaller-Stormcloak (4), Dusty Windcaller-Stormcloak (4)

 

Conflicts - N/A

 

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Actions:

 

Supplies are sent to Winterhold to rebuild the city. The army there is tasked with the labour of construction to allow the remaining citizens to work fields and other menial tasks for the army. [3 AP]

 

An expansion westward is made, expanding the Jarldom once more. [10/10 AP]

 

The forces at Gloombound Mine begin moving the rocks out of the mine, hoping to open it and give forth its bounty of Ebony. [0 AP]

 

Training is done and selection is completed. The ranks of the Varangian Guard are once more filled. [0 AP]

 

The once troublesome Bjorm is summoned to Windhelm to meet with Oskar. [MOD]

 

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

4E 491

 

GbGso1I.png

 

- Will do later -

 

Overview:

Population - 106,400 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)

5AP in Grand Arena (Orsinium City)

10AP in Economy

 

Army:

Manpower: 11,620 / 37,240

----

7800 Light Infantry

3300 Heavy Infantry

500 Light Cavalry

10 Destruction Mages

10 Alteration Mages

 

Actions:

AP Total: 12

Base: +6

Trade: +3

Economy: +1

Provinces: +1

Events: +1 (for 3 turns)

 

10AP - New settlement constructed in the last remaining province of the Orsinium/Wrothgarian region.

1AP - Anti-Vampire activities.

1AP - Clearing of the dark cave in Fargranash Mine.

0AP - Another annual Arena Championship is held in Orsinium.

0AP - Falinesti, Haven and NPC bosmer informed of the snakemen in the old wood orc strongholds.

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The Sarpa

 

Stats:

Capital: Helstrom

3 provinces

 

45 AP in Economy (4 AP)

12 AP in farms (2% bonus pop growth)

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

16 AP into Swamp Fish Farms in the region (4% bonus pop growth)

 

122,383 Argonians

Growth: (3% baseline, 3% primary race, 2% farm level, 4% fishing wharfs)

12,723 growth

+750 event growth per turn

+750 event growth per turn

+135 event growth per turn

+800 event growth per turn

+1,200 event growth per turn

988 Dunmer

Growth: (5% baseline, 2% farm level, 4% fishing wharfs)

+100 event growth per turn

 

 

4,500 Light Infantry

1,500 Heavy Infantry

10 Mages

 

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

Defensive Pact with Stonefalls

 

----

 

The Argonian forces under Swamp-in-Head continue their operations in southern Morrowind, carefully maneuvering, plundering towns, taking prisoners to send them back to their capital, along with goods and resources. He is making sure that at least his men are not killing them. Living they may prove more useful than dead. Thief-of-Tails goes along back with them, to Helstrom to assume governance of the tribe, as the previous governor Walks-the-Moon died due to an acute overdose of ricewine, skooma AND moonsugar.

 

In the meantime the Helstrom's economic council has begun the minting of the new coinage, they have agreed upon with the other participating tribes, to be exactly weighed to a set of specific holy gems of each participating tribe, ensuring the coins true value.

 

----

 

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 ware exchanges and minting unified currency regulated with distinctive weights.

3 AP into building a battering ram.

2 AP into building ladders.

2 AP into training light infantry.

3 AP into training heavy infantry.

 

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The Brotherhood of the Sword

image.png.0cd147d46b38dc66f4f6df858b761c5f.png

 

“My reign may not be as long as I may wish for it to be, but I must leave behind a legacy of Sand and Blood, so for personal purposes we shall procure this new land and name it after me, the first Grand Master to rule us” ~Casimir Christophe

 

Overview

Population: 115,600 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: 23 AP (6 Base + (3 Trade) + (3 Economy) + (1 From Provinces) + (10 Overlord Investment 3 Turns))

AP in treasury: 0

 

Buildings

Small Farms (3 AP Invested)

 

Army

Total Military size: 9,250

Max Military Size: 40,460

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: 23 (6 Base + (+3 Trade)(+3 Economy)(+1 Provinces)(+10 Altmer 4 Turns))

AP in treasury: 0

Trade Partners: Riften, Rihad, Gilane

Projects

Army Organization (0 AP Invested)

Economic Investment (30 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 (39)

Lesheda Christophe (30)

Tona (23)

Technological Report

Ship Designs (2 AP invested) = Complete

 

Actions

Another town even further west is to be settled, the town will be named after Casimir and will be named Christophe. (-10 AP)

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Casimir allocates more funds into the economy, seeking to further the Brotherhood’s strength (-10 AP)

 

500 Heavy Infantry are to be trained under Tona’s command (-3 AP)

 

Casimir orders 500 Light Infantry to guard the newly constructed settlement (-0 AP)

 

Casimir sends his aids around the capital of Taneth and the other towns asking for opinions on the Altmer situation from nobles, commoners, and others alike. (-0 AP)

Edited by ItsMarkTheArk
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Duchy of Leyawiin

 

With the acceptance of the other nations for the Southern Tamrielic Trade Accord, Leyawiin was noticeably more prosperous. Merchants from across the southern portion of the continent did business in the city, bringing both goods and customers to the Leyawiinian market. 

 

However, to make sure this prosperity was maintained, steps would have to be taken. One of which was securing Topal Island, an unclaimed island in Topal Bay. Such an island was a potential base for pirates, which was of course a threat to the Southern Tamrielic Trade Accord's routes. The Cohors I Auxilia, composed of 2,000 men, sails over on the Classis I Nibenus to dispatch of any pirates. Once cleared, the island would be settled and a new town built.

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The Argonian Lord on the western Blackmarsh Coast are assured that Leyawiin's seizure of the island is purely to protect trade, and that Leyawiin has no designs on Blackmarsh. They are offered non-aggression pacts to officialise this assurance.

 

Two caravels are built in order to help patrol the Topal Bay and Lower Niben, and to protect trade. They begin construction, and upon completion they would link up with the Classis I Nibenus [2 cogs] and begin protecting trade in the bay and river. 

 

The scouts report from Telepe was somewhat troubling. The bandits not only precluded entry into the Ayleid Ruin, but the presence of bandits so deep in the Leyawiinian heartland was sure to cause all sorts of problems if left untreated. As such, the Legio I Leiavinium is dispatched to clear out the bandit stronghold near Telepe. Once successful, explorers would be sent to explore the ruin, and find any treasure and artifacts, whether they're magical or mundane.

 

Actions Summary

Settling Topal Island [10AP]

Assuring western Argonians and offering NAPs

Building 2 Caravels [8AP]

Beginning patrolling Topal Bay and Lower Niben

Clearing out Telepe with 3,000 Heavy Infantry and 2,000 Light Infantry, then exploring

 

Leyawiin Info

 

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Imperial Remnant

4E 391

(Will add more later, irl kinda took up muh time)

“Ready! Aim! Loose!” the instructor cried out as a large line of men fire their arrows towards their targets.

 

Maximus walks along a higher pathway watching the others down below, his wife Avrerlena at his side. “So you’ve seen battle before?” she asks curiously

 

“I have, I was with the detachment that fought off the Dunmer raid between Cheydinhal and Chim. It was...quite the experience.”

 

-Statistics-

AP Base: 6

Province: 1

Economy: 4

Trade AP: 4

 

Population: 135,596

Population Growth Per Year: 12,096

Farm Investment/Base Percentage: 9%

 

Army

9000 Light Infantry

1000 Heavy Infantry

3000 Light Cavalry

 

Leadership

Legion Commander - Marius Decius Arteius (46)

Maximus Decius Arteius (26) - Imperial City

 

Actions

 

5 Destruction and 5 Restoration Mages are recruited (4 AP)

 

500 Heavy Cavalry (6 AP)

 

Foxhole (5 AP)

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