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Jarldom of Windhelm

 

9GltUVGX_Xp5D-3T4ji7EDcAnOehNsO5lgZZrZ_r6ij_xiJ6ueDjbKhQtut1gF-4ew2vGFeb3KUbdbZwAq3Zv_xwg1tLtJkCIniTyLQCinRjbKRZuIl2kMiLVq99hmTQTa1h9otE

 

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Activity:

 

Spoiler

 

 

 
 

 

“You share your father’s temper, aye.” Lynmra mentioned idly as she tended to the bruised Olfrik’s injuries within his room. A smile cracked at her lips as she watched the young boy attempt to hold in his pain, though evidently failed. “There is no one else around, no need for showmanship.” She muttered while wrapping a bandage around a scrape on his elbow. As she finished her work, Jarl Oskar entered the room and made eye contact with the boy.

 

“I hear you’ve been causing trouble, son.” His eyes narrowed as he approached the bedside of the child. He moved to sit beside the youngster and placed his arm around his shoulders. Lynmra tilted her head at Olfrik, watching the interaction. “You know, dealing with all these lesser lords… It isn’t as fun as fighting their children.” He muttered quietly to him, his hand on his shoulder applying some pressure to emphasize the point. “I.. I understand, father.” Olfrik muttered to Oskar. It seemed to be enough as Oskar stood and left the room with Lynmra.


 

As the Gloombound mine is reopened, many are lost at the low amount of Ebony they found. Nonetheless, they begin to haul the two crates of supplies back to Windhelm, along with the first shipment of mined Moonstone they found that had become abundant in the mine.

 

The Privy Council of Windhelm had several ideas of what to do with the recent influx of resources from the Gloombound mine. The final decision, made by Jarl Oskar himself, had agreed with Marshall Olaf. Melt it down to forge weapons and arms with it. The Ebony would not be widespread, only used in weapons specifically manufactured for the Huscarls of the house. A new line of armour would be produced, utilizing the rugged nordic steel and lightweight elven moonstone.

 

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Statistics:

 

Population(Total) - (200,550) 186,500 Nords, 14,050 Dunmer

 

Population Growth - 9,500 Nords, 1,000 Dunmer

 

Income - 22 AP ( 6 Base, 3 Trade, 3 Mines, 2 Economy, 2 from provinces, 2 Population, 4 Ebony)

 

Constructs - Docks of Windhelm

 

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, 4 Restoration Mages, 2 Catapults

 

Navy - N/A

 

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Diplomacy:

 

Leader - Oskar Alfriksson-Stormcloak (32)

 

Trade - Nifelheim, The Rift, Winterhold

 

Allies - N/A

 

Dynasty - Wife: Lynma Enrarikesdottir (28), Son(s): Olfrik Windcaller-Stormcloak (7), Daughter(s): Brunhilde Windcaller-Stormcloak (6), Dusty Windcaller-Stormcloak (6)

 

Conflicts - N/A

 

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Actions:

 

Construction of ebony and moonstone weapons begins for the Huscarls of Windhelm. Elder blacksmiths with knowledge of the way of crafting Ebony are called from across Skyrim to assist with the construction. A special side order is put in, a great weapon for the Jarl himself (Mod). [5 AP (5 AP Invested)]

 

With the newly found Moonstone deposits, the dark elf craftsmen and Nord smiths are put to work with creating and manufacturing new sets of armour for the Huscarls made of both Nordic steel and elven moonstone. [5 AP (5 AP Invested)]

 

A new training yard starts construction within Windhelm for the forces and young Olfrik. [2/15 AP]

 

A sick house is constructed to deal with the recent outbreak in Windhelm. [10 AP]

 

Oskar’s cousin, Bjorm, is made the Thane of Winterhold for the time being as a way to prove himself worthy of a landed title. [MOD]

 

The soldiers in the east retreat back to Windhelm, offering protection to the many caravans within their lands. [MOD]

 

With the food deliveries, the men in Winterhold are once more ordered to begin reconstruction with the leftover supplies. [MOD]

Edited by Quackers
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Imperial Remnant

4E 393


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-Statistics-

AP Base: 6

Province: 1

Economy: 6

Trade AP: 4

Bonus: 3

 

Population: 191,349

Population Growth Per Year: 14,449

Farm Investment/Base Percentage: 9%

 

Army

9000 Light Infantry

1000 Heavy Infantry

3000 Light Cavalry

500 Heavy Cavalry

5 Destruction Mages

5 Restoration Mages

 

Leadership

Legion Commander - Marius Decius Arteius (50)

Maximus Decius Arteius (30) - Imperial City

 

Actions

 

A Large Mining project begins, while it won’t be finished till next year, they hope the results are well worth the effort (20 AP)

 

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

4E 493

 

GbGso1I.png

 

- me not that kind of orc! -

 

Overview:

Population - 133,400 Orcs (base & +1200 for reforms & +800 for farms)

Provinces - Orsinium, Groshnikh, Gastemarch, Fargranash, Nagorach

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

12AP in Agriculture

5AP in Orsinium City fortifications.

5AP in Temple of Ire (Orsinium City)

5AP in Grand Arena (Orsinium City)

20AP in Economy

Copper mine in Fargranash

 

Army:

Manpower: 13,020 / 46,690

----

7800 Light Infantry

4700 Heavy Infantry

500 Light Cavalry

10 Destruction Mages

10 Alteration Mages

 

Actions:

AP Total: 16

Base: +6

Trade: +3

Economy: +2

Mines: +3

Provinces: +1

Events: +1 (for 3 turns)

 

0AP - The Breton champion, seemingly a fabled dragonborn, is invited to stay in the royal palace while the nature of his power is confirmed. In an audience with Agrum, the Orc King acknowledges the animosity between Bretons and Orcs but asks if the new champion would consider joining forces with Orsinium should the Altmer continue to push north. Race hate aside, he points out that Orsinium is far stronger than any other power in High Rock, and the only ones capable of putting up a significant fight. Together, they can free High Rock from the marauding elves.

10AP - Work begins on improving the fortifications of Orsinium City, keeping in mind the continued Altmer expansion into High Rock.

6AP - 1400 heavy infantry are recruited, for the coming hostilities. (orc bonus, yaddah yaddah)

0AP - Although only 4 or 5 years old, Agrum's children are introduced to basic combat techniques. It's never too early!

0AP - As always, an arena championship.

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County of Haven

 

Actions: 

AP: 17 

Heavy infantry recruitment begins (6AP) 

 

A new forge is constructed to fit the demands of the military and Valenwood (2AP) 

 

A large search party is sent out to find the Akvarii (0AP)

 

A new training regiment is established. To make the Army of haven more disciplined. (7AP) 

 

Upgrading the defenses of Haven (2AP) 

 

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4E: 494


 

County of Falinesti:

 

More textile mills are constructed, beginning to produce high-quality goods/ They are soon exported all across Tamriel. Most merchants praising these high-quality textiles, however, Falinesti is not the only one as a competitor appears. The nation of Torval in Elsweyr begins exporting their own high-quality goods, catching the eye of even the Imperial City. However, they honor their deal with Falinesti. Sending them the gold. (+10 AP)

 

More iron is imported from Cyrodiil, being used to forge more armor and weapons for the Wood-elf army. Many blacksmiths come from Kvatch and Anvil to help the Bosmer with this task. By the end of the year a majority of the army.

 

The gulag gets a sudden influx of..participants. Many of them being murders and rapists. It’s clear that another gulag may be needed.

 

Secret stuff. (Skype)


 

The Union of Kvatch-Anvil:

 

The war was brutal for the Kvatchi army, many husbands, brothers, uncles, and cousins never came home. It was a devastating loss for the Union as it shows the world that their army is not invincible. However, even with these losses, the war was won, with a heavy price. Skingrad has been destroyed, the cities reduced to ashes. The countryside set ablaze. (+42 AP)

 

It wasn’t long before the replacements volunteered, none of them were drafted. Tens of thousands of men join the army. Replacing all of those lost and then some. The military grows in size considerably, however, all of these new troops are green. (+10,000 Light infantry from men enlisting.)

 

With the rain slowly dying out over the course of the year, Anvil and Kvatch fill up their food stores. To make sure that if another never-ending season of rain happens again. That they will be prepared. Now the agricultural industry must pick up where they left off.

 

Anvil continues to grow their army, this year reaching their all-time high of about 20,000 men. Their navy also increasing in size. As they build two carracks, using whatever funds they have left they begin construction of a citadel.


 

Brotherhood of Morwha:

 

The year begins well, as the covert actions the Brotherhood took is yet to be discovered by the Altmeri forces. However, disaster strikes, as envoys come to Christophe, bringing him dire news. The Altmeri forces have successfully defeated the Redguard coalition, shattering their forces. Making them retreat to Sentinel. Meanwhile, the poisoned supplies reach the Altmer lines, killing thousands. An in-depth investigation begins.

 

Half of the year passes eerily quiet as no news from the Altmer or the Redguards come. The sandstorms let up, the moons lighting the desert sands. From the horizon of Taneth a singular scout is seen, tall, his armor glistening in the moonlight.

 

Soon by dawn, an entire Altmer force has come, some say numbering over 60,000. They’ve come to reclaim their vassal state. They set camp outside of the city.


 

Duchy of Leyawiin:


 

*The envoy returns from the Imperial city, bringing news that Vidinia will dedicate one of his fleets to the protection of Leyawiin merchant vessels, the fleet soon arrives in Leyawiin’s docks. It consists of 10 Galleys, and five carracks. More than enough to repel the Argonian ships.

 

Meanwhile, the envoys sent to Torval and Cornithe come empty handed, as both nations are busy fighting each other to accept another trade deal. Meanwhile, a new galley is constructed, as well as the recruitment of 500 heavy infantry.

 

A trade post is constructed, increasing the trading range and capacity of Leyawiin considerably.


 

The tribe of the Sarpa:

 

More economic improvements are made, a few of the lords agreeing to the unified currency and road network linking all of Blackmarsh together. However, the Chief of Gideon and Naga seem to reject this proposal, decided to isolate themselves from the other chiefdoms.

 

The mine is completed, it yields moonstone. A useful material in crafting lighter and stronger armors. (+3 AP per turn)

 

More infantry is trained.


 

Jarldom of the Rift:

 

The blizzard finally ends, and Riften quickly recovers. Reseeding the fields and farms. Lake Honrich finally unfreezing by years end. The fishing industry finally gets back to business.

 

Meanwhile, Valgtr begins his intensive training. Already large changes are seen in the boy, his rather...round build is refined to a more suitable shape of a rectangle. His personality also changes, seeming timid and nervous is replaced with boisterous and rowdy. Though one thing certainly is clear, his pure hatred of his father. His deepest desire is to finally beat the man in combat.

 

The other son, Halister continues to grow in his combat prowess, already becoming an expert with a shield and sword. However, it’s clear the divide between the two boys, as Valgtr is much bigger and stronger and Halister is smaller and weaker. This divide grows bigger every day.


 

Jarldom of Windhelm:

 

The blacksmiths and craftsmen begin working on these new armors and weapons. Presenting many designs and styles to Oskar, letting him choose how the armor will be crafted and how the weapons will be shaped. For now, they begin work on the easier parts of the armor, the buckles, belts, and other necessities.

 

A training yard is constructed, the garrison and little Olfrik using it whenever they can.

 

A sick house is constructed, beginning to heal and cure the sick Dunmer in the quarter. Five restoration mages being recruited for this purpose. (+5 Restoration mages)

 

Bjorm is made Thane of Winterhold, beginning to finish up the construction of the city. Even though small, it provides Windhelm with a significant income boost. Meanwhile, the soldiers finish up the construction. The city operating at full capacity. (+4 AP per turn)

 

The troops sent east retreat back to Windhelm, many of them protecting the caravans coming in and out of Windhelm.


 

Imperial Remnant:

 

A large mining project is underway. However, they will need to wait till next year for it to be finished.


 

Kingdom of Orsinium:

 

The Breton champion ponders his offer, taking the position he is in very seriously. One one side he seems very interested in Orsinium’s offer, but on the other side if really is the Dragonborn, then there must be an even bigger event than the Altmer invasion coming to Nirn. Worrying about the latter he politely refuses Agrum’s offer. Rather traveling to Skyrim to begin his training with the greybeards.

 

Improving the fortifications of Orsinium is no easy task, as the city itself is built into the mountains. Already giving it a very strong defensive position. Though they have a crack at it. Constructing large stone walls that cover a majority of the city. As well as a moat and castle towers.

 

Heavy infantry is recruited, meanwhile, Agrum’s children begin their training. Learning combat techniques.

 

The Championship ends with a new victor, an Orc from Orsinium claims the title champion.


 

County of Haven:

 

Heavy infantry is recruited, they join the rest of the army with the new training regiments. Making them far more experienced and raising their morale.

 

The search party returns empty handed, it seems the Akaviiri has slipped away.

 

The defenses of Haven are improved, wooden palisades and walls are replaced with stone. Small outpost towers are transformed into proper guard towers. A new forge is also constructed, supply the army with metal weapons and tools.


 

World Events:

 

The war between Solitude, Falkreath and the Forsworn is over. As the Nords restore the Jarldom of Markarth and Morthal. The Forsworn retreating into the mountains, declaring they will keep fighting till the bitter end. However, for now, the Nords are back in power. With this victory Solitude expands into Highrock, annexing their former neighbor.

 

Meanwhile, in Morrowind the Warlords continue to fight each other, alliances are broken. Hundreds of thousands die. It seems like never-ending bloodshed in Morrowind.

 

In Hammerfell the Altmer begin to lay waste to the Redguard cities, capturing Helgathe and are at the gates of Sentinel.

 

The strange weather patterns end all across Tamriel, returning to normal. It seems the cause of it was a weather stone the Altmer possessed.

 

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

4E 494

 

GbGso1I.png

 

- zug zug! -

 

Overview:

Population - 142,400 Orcs (base & +1200 for reforms & +800 for farms)

Provinces - Orsinium, Groshnikh, Gastemarch, Fargranash, Nagorach

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

12AP in Agriculture

15AP in Orsinium City fortifications.

5AP in Temple of Ire (Orsinium City)

5AP in Grand Arena (Orsinium City)

20AP in Economy

Copper mine in Fargranash

 

Army:

Manpower: 14,420 / 49,840

----

7800 Light Infantry

6100 Heavy Infantry

500 Light Cavalry

10 Destruction Mages

10 Alteration Mages

 

Actions:

AP Total: 16

Base: +6

Trade: +3

Economy: +2

Mines: +3

Provinces: +1

Events: +1 (for 2 turns)

 

0AP - The Orcish polities still not sworn to the Orsimer throne are given a stark warning. The High Elves want all of Highrock for themselves. Bend the knee and join as one against the Altmer, or suffer under their yoke. This message is particularly directed at Altmer-adjacent Gavaudon.

1AP - Surveyors begin looking for a new mine location. Preferably somewhere rich in metals useful for war...

10AP - A new settlement is constructed, expanding Orsinium's territory into another province of Gastemarch's region ((that one cutting into my nice green blob)).

5AP - A system of watchtowers and early warning signal fires is constructed to provide early warning of Altmer invasion. The signals all lead back to the Grand Army encampment outside Orsinium City.

0AP - As always, an arena championship! Who needs the Imperial City, when you can have the finest arena in the world up in the rocky north.

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Jarldom of Windhelm

 

9GltUVGX_Xp5D-3T4ji7EDcAnOehNsO5lgZZrZ_r6ij_xiJ6ueDjbKhQtut1gF-4ew2vGFeb3KUbdbZwAq3Zv_xwg1tLtJkCIniTyLQCinRjbKRZuIl2kMiLVq99hmTQTa1h9otE

 

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Activity:

 

Life goes on normally within the borders of Windhelm for the year.

 

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Statistics:

 

Population(Total) - (211,550) 196,500 Nords, 15,050 Dunmer

 

Population Growth - 10,000 Nords, 1,000 Dunmer

 

Income - 22 AP ( 6 Base, 4 Winterhold, 3 Trade, 3 Mines, 2 Economy, 2 from provinces, 2 Population)

 

Constructs - Docks of Windhelm, Windhelm Barracks (4/15)

 

Production - N/A

 

Developing Technology - N/A

 

Developed Technology + Bonuses - N/A

 

Standing Army - (16,055) 12,000 Light Infantry, 2,000 Heavy Infantry, 2,000 Light Cavalry, 24 Destruction Battle Mages, 5 Restoration Mages, 2 Catapults

 

Navy - N/A

 

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Diplomacy:

 

Leader - Oskar Alfriksson-Stormcloak (33)

 

Trade - Nifelheim, The Rift, Winterhold

 

Allies - N/A

 

Dynasty - Wife: Lynma Enrarikesdottir (29), Son(s): Olfrik Windcaller-Stormcloak (9), Daughter(s): Brunhilde Windcaller-Stormcloak (8), Dusty Windcaller-Stormcloak (8)

 

Conflicts - N/A

 

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Actions:

 

Further resources are pooled into the weapon crafting of the Huscarls. Oskar takes a liking to a particular warhammer design made by a Dunmer-Nord partnered smithy and orders it’s construction for the later days (Mod). [15 AP (20 AP Invested)]

 

Designs are set and chosen, with the armour now being ordered and forged for the Huscarls. [5 AP (10 AP Invested)]

 

Further work is put into the barracks.  [2 AP (4/15) ]

 

As the men of Winterhold are free from their duties, an expedition south-east is set to scavenge the ancient Mzulft ruins for anything of value. The expedition is headed by Oskar himself.  [MOD]

 

A request is made to the Winterhold College. [MOD]

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The Union of Kvatch-Anvil

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“Death before dishonor” -Marcus Marius Orientius

The war ended in one foul swoop from the Colovian Legion. It was a victory but at what cost? Although recruits joined the army by the thousand more would be needed. A recruitment drive is initiated bringing in 3,000 heavy infantry, 5,000 light infantry, 10 destruction mages, and a hefty 1,000 heavy cavalry. Marcus could not stress the importance of the military to the people of Kvatch. Once the recruitment is finished, all legionnaires will begin training as soon as possible. With the loss of 3/4ths of the elite guard replacements would be needed. The new men would be taken from the ranks of the legionaries who distinguished themselves in the war with Skingrad. On the topic of Skingrad it would need funds to be rebuilt, with the large income this year funds were distributed to Skingrad for rebuilding.

 

Being back home is enjoyable for Marcus, once more the visits with his son continued and more and more time was spent with his wife and daughters. When his son visited in the middle of the year Marcus had a surprise for the little lad. He was getting to the age where it was about time he learned responsibility. A small northern war horse foal from whiterun was bought by Marcus and brought south for Titus, It would grow into a beast just like his son. Titus would need to be married as soon as possible. Marcus and Vona will begin searching for possible suitors from Cyrodiil, Hammerfell, and Skyrim.

 

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Military

Population: 363,823 (+200k pop from Skingrad's Annexation)

Population growth per year: 14,933

People allowed in service: 92,338

People in service: 21,000

Siege Equipment

Ladders: 40

Battering Ram: 1

Trebuchets: 2

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===========================================================

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Economy

AP this turn: 64

Where’s my AP coming from?: 6 Base, 5 From trade. 8 from unification with Anvil. 2 from Province bonus. 1 from economy. 42 from Skingrad’s treasury. (occupation of multiple cities)

 

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

 

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Dynasty

 

Nobility

Marcus Marius Orientius (32)

Lady Vona Scinonicus (28) (Wife)

Caesia Scinonicus Orientius (10) (Daughter)

Lyloe Scinonicus Orientius (9) (Daughter)

Titus Scinonicus Orientius (8) (Son)

 

Commanders

Titanus Anzidius (33) (Legatus)

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Technology

No technologies are being researched at this time.

 

New technologies acquired

None.

 

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Actions

3,000 Heavy infantry are recruited. (-18 AP)


1,000 Heavy Cavalry (-12 AP)

 

10 Destruction mages are recruited (-4 AP)

 

5,000 Light infantry (-10 AP)

 

Training is conducted for the men focusing on Discipline, loyalty, and combat ability. (-8 AP)


A northern foal is bought for Titus. (-2 AP)


To accommodate the damage done to Skingrad and to aid rebuilding it’s lands a large sum of money is granted to it’s nobility whose lands were damaged (-10 AP)


Titus would need to be married when he takes the throne, possible brides are looked at from Cyrodiil, Hammerfell, and Skyrim. Primarily noble women with titles or noble names. (-0 AP)

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The Sarpa

 

Stats:

Capital: Helstrom

4 provinces (1 AP)

 

70 AP in Economy (7 AP)

16 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)

25 AP into mines (1x 3 AP, Moonstone Mine)

 

207,437 Argonians

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

25,471 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

 

24,963 Dunmer

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

2,564 growth

+100 event growth per turn

 

 

5,500 Light Infantry

2,500 Heavy Infantry

10 Mages

40 Ladders

1 Battering Ram

 

Trade with Markmount, Blackrose, Stonefalls (3 AP)

Defensive Pact with Stonefalls

 

----

 

Ever so slightly dismayed by the unwillingness to pursue prosperity for their own people, Swamp-in-Head proceeds to deal with the remaining Lordships of Blackmarsh. Styling himself now as Lord Chieftain of the Sarpa, he orders that the streets should be solidified, heavy rocks and material to prevent them from sinking into the surrounding swampy areas, heightened, to be resistant to the changing levels of water in the swamps. In order to still allow water to flow between the swathes of swamplands, every ten meters a long tube is placed in the roads to allow water, fish and other swamp animals to pass around between the puddles. It would be a great undertaking, but it should allow quicker response times between the territories for emergencies, and also allow traders to haul large carts between the cities, filled with goods and merchandise. He nods with a splashing noise to conclude his decision, and soon the councillors go off to do their duties.

 

----

 

6 AP (default)

3 AP (trade)

7 AP (economic improvements)

1 AP (eventbased, per turn)

1 AP (eventbased, per turn)

1 AP (eventbased, per turn)

1 AP (eventbased, per turn)

1 AP (eventbased, 2 turns)

3 AP (mining capacity)

1 AP (provinces)

 

Actions:

 

10 AP into more economic improvements, discussion with the other tribes in Blackmarsh about a great commercial exchange, based upon the unified currency and a road network for the whole land.

10 AP into expanding the road infrastructure, solid paved streets with smooth stone tiles, between the cities and regions, sloped to let rainwater flow off into the ground left and right. The other lords who agree on unified currency and the road network are approached during this project, in order to ascertain where they should build them, and to connect them.

3 AP into training more Heavy Infantry.

2 AP into establishing another fish farm.

 

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The county of Falinesti

                              the_elder_scrolls__flag_of_valenwood_by_

Ulwnis looked out to the bed in front of him with something that had merely been the talk of speculation for most. As most of the servants, soldiers, and people of Falinesti, in general, had only seen Ulwnis with a stern look. Ulwnis had a smile on his face.

 

He looked down to the bed with white linen stained with some blood as the nurses held the twin babies that his wife had birthed him. To him, he had not ever seen two children as beautiful as these. Though it was not a surprise that he had children born to him. His wife, Ulwnis shivered at thinking of her a little, to put things lightly she liked to do it a lot.

 

Still, it brightened his generally cold heart to see his children there, crying loudly indicating that they were of good health. Ulwnis could not help but grin and feel the best he had since he had been a child. Just enjoying the moment and thinking of how he could best spend time with his children.

 

But then after he got a moment of joy the grim reality of life set in. He would not have a future for his children if the Altmer took over all of Valenwood and ruled it under their dominion. They would at best be allowed to live their lives in peace as commoners though the far more likely and disturbing option would be that the Altmer would execute them as well as his wife. 

Ulwnis clenched his fists at this. Realizing that he would need to win this war. He would need to stomp the Altmer out of Valenwood before they could create too much of a foothold. Once that damned colony of there was taken over by him he could easily hold his coast and prevent naval invasions from the Altmer.  But to do that many other things would need to fall into place first.

 

 Thus as Ulwnis though of how to defeat the Altmer, he took a final proud glance at his children before going to the war room to create a brighter future for these two bright stars.

 

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

 

And as two stars were born into the world another two died.

 

Delroth Willowdale clenched his fists as he looked at the corpses of two of his friends. Delroth had been a soldier of Falinesti, serving to help lord Ulwnis succeed in his Coup. But now he and his comrades sat in the shitty confines of the Gulags of Falinesti.

 

The lord that they had brought to power had betrayed them. Shifting his trust to a younger generation, a generation of green indoctrinated fools. The purge had begun with some animosity between the two generations. Lord Ulwnis had been sure to separate the old and new guard from each other. As they were enjoying life and having fun whilst the new guard were all too serious, paranoid and all seemed to have sticks up their arses. 

 

Looking back on it the signs were clear. With some brief profiling being done to see who of the old guard were salvageable and not drunk and partying. Though Delroth supposed he had been too drunk to notice any of these things. Then he remembered the executions, he was just peeing outside in the bushes when he saw a group of new guard enter the barracks. They left with all the men in the barracks who had still been recovering from a booze-filled night.

 

Then one of them with a metal greatsword cut of the necks of many of his friends and companions. As they had no way to escape, as their necks were forced down onto chopping blocks he was forced to watch his friends die. He fled but was soon caught by the new guard. Then it seemed Lord Ulwnis had interfered, stopping the new guard from massacring the old guard further. No rather that son of a **** had put them into these work camps, gulags he called them and gulags these pits of despair came to be known ass. Here they were fed properly yes but the treatment of them was cruel and they had to do incredibly hard work. At the end of the day, everyone was dead tired after having done a day of work and were forced to their barracks only to work another day.

 

His two friends had been working one day when a man forgot to yell timber when he felled a tree and the trunk crashed into their legs. They could not move but had been recovered from the tree and they survived the fall of the tree.

 

What they did not survive however was the executioner's blade. Being determined by the Camp officer to be a waste of food the both of them were brough to the choppin block and their heads were seperated from them. Now Delroth watched the corpses of what were once his friends and turned away. With a few tears in his eyes but his eyes furious. Determining to one day have revenge on the traitor that was Ulwnis Nightshade.

 

Actions

8ap a large GULAG is made for the state. Holding the criminals in Falinesti who have committed capital crimes. 

8ap MORE SECRET STUFF

6ap a military academy is built for all of the soldiers of Falinesti. The hope is that this will increase the skill and professionalism of the Falinesti soldier.

10 ap a province is settled to the south

0ap involuntary bam bam in the ham ham

 

Income

6ap standard

4 ap trade

4ap textile mills

2ap economy

2ap from docks 

2 ap for  7 turns (gulags)

1 ap South Tamriel trade accord

10 ap (1 turn only) Imperial textile deal


Total ap:31ap

 

Trade

Arenthia     (land)

Greenheart (sea)

Elden root  (land)

Southpoint (sea)

 

Navy

1 carrack 

 

Military

 

7000 light infantry 

3000 Heavy Infantry

 

50 rangers 

 

150 rangers Auxiliaries

 

Population

114,65k bosmer (wood-elves)

6750 smug bastards (altmer (high elves)) 

 

Total:

121,4k pop.

 

Pop growth

8k base pop growth

5% standard growth

 

 

https://imgur.com/a/8PQPjsV

The province that will be settled to the south

 
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Edited by Roberik
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Grandeza Of Taneth

 

 

 

“War time my Sandy boys, no yellow elf man will take down the statue of Morwha, for the great statue of Genitalia!!!” ~Casimir Christophe

 image.png.0cd147d46b38dc66f4f6df858b761c5f.png

 

 

Overview

Population: 156,600 Red Guard

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

Military size: 9,350

AP this turn: 15 AP (6 Base + (3 Trade) + (5 Economy) + (1 From Provinces))

AP in treasury: 0

 

Buildings

Small Farms (4 AP Invested)

 

Army

Total Military size: 9,350

Max Military Size: 51,223

Light Infantry: 5,000

Heavy Infantry: 2,100

Light Cavalry: 2,250

Heavy Cavalry: 0

 

Shock Battlegroups: 5,000 Light Infantry 2,250 Light Cavalry

Shield Battlegroups: 1,500 Heavy Infantry

Arrow Battlegroups (Elite): 600 Heavy Infantry

 

 

Navy

Cogs: 8

Galleys: 2

Caravel: 1

 

Economic Report

AP this turn: 15 (6 Base + (+3 Trade)(+5 Economy)(+1 Provinces))

AP in treasury: 0

Trade Partners: Riften, Rihad, Gilane

Projects

Army Organization (0 AP Invested)

Economic Investment (50 AP Invested)

Food and Supply Act = Complete

Cavalry Raid Tactics (1 AP Invested)

Ship Barrier's (Full Coast) (10 AP Invested)

Discipline (16 AP Invested)

Anti-Mage Warfare (6 AP Invested)

Leader Report

Casimir Christophe (43)

Lesheda Christophe (34)

Tona (27)

Technological Report

Ship Designs (2 AP invested) = Complete

 

Actions

3,000 Light Infantry and 1,000 Heavy Infantry are to be recruited (-12 AP)

 

10 Oil Pots are ordered for the defense of Taneth (-3 AP)

 

The entire army is set to defend the walls of the Taneth, Led by Christophe and Tona, with Tona controlling the elite Heavy Troops (-0 AP)((Mod))

 

A grand speech is made to the people in the defense of Taneth (-0 AP)((Mod))

 

Emissaries are sent out by the cover of night to request aid from the fair lords of Tamriel (-0 AP)

 

 

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The Rift

 

With the end of the blizzard, the fishermen of the Rift dismantle their cabins and return to their duties in the Fishery.

 

Carsten taking notice of his sons improvements with his training, decides its time to reward the boy. “Lad, your starting to shape up, and with the looks of you now you’ll soon be quiet the warrior. As long as you can continue your training, I see no problem with you continuing with your reading.” A reward of one thousand septems are given to Valgtr.

As they are getting older the boys will need to know how to keep themselves fed outside of the city. Carsten takes the boys out on hunts regularly, teaching them the basics of survival.

The boys are also to spend 1 hour a night with their mother, learning about politics and the different holds of Skyrim.

 

Carstens first daughter is born, Freija  

 

Overview:

Population: 149,100

Population growth per year: 8,500

Military size: 24,500

AP this turn: 11 AP

AP in treasury: 0

 

Military Report

People allowed in service: 52,185 People in service: 24,500

 

Army

Total Military size: 24,500

Light Infantry: 16,000

Heavy Infantry: 8,000

Light Cavalry: 500

Heavy Cavalry: 0

 

 

Economic Report

AP this turn: 11

AP in treasury: 0

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

Dynastic Report

Carsten Law-Giver (32)

Faide the Nightingale (31)

Halister Law-Giver (11)

Valgtr Law-Giver (10)
Freija Law-Giver (1)

 

Technological Report

Nothing is being researched.  

 

New technologies acquired

None.

 

Actions

Halister and Valgtr continue their combat training with their father.(-0 AP)

 

Economic investments (-5 AP)

 

Carsten seeing his sons improvements in his personal combat strength, gives the boy a loan to spend on his hobbies. (-1 AP)

 

Carsten goes on hunts with his sons throughout the year teaching them lessons on surviving outside a city's walls. (-0 AP)

 

Both boys are to spend an hour each day with their mother to teach them about politics and the other holds of Skyrim. (-0 AP)

 

Carsten trains with his master at arms throughout the year to brush up with his axe and shield. (- 4)

 

A group of scouts are sent to search the outer borders of the Rift, looking for anything of interest. (-1 AP)


 

Covert actions.

 

 

 

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Imperial Remnant

4E 393



 

-Statistics-

AP Base: 6

Province: 1

Economy: 6

Trade AP: 4



 

Population: 191,349

Population Growth Per Year: 14,449

Farm Investment/Base Percentage: 9%

 

Army

9000 Light Infantry

1000 Heavy Infantry

3000 Light Cavalry

500 Heavy Cavalry

5 Destruction Mages

5 Restoration Mages

 

Leadership

Legion Commander - Marius Decius Arteius (50)

Maximus Decius Arteius (30) - Imperial City

 

Actions

 

Finishing the mine (5 AP)

 

Economic expansion (10 AP)

 

Recruiting 1000 light infantry 2 ap

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latest?cb=20140328071740

Duchy of Leyawiin

 

Actions Summary:

Economic Investment; Focus Hunting and Logging in Blackwood [20AP]

Waiting for Ayleid scholar envoys, additional funding [1AP]

Sending Classis I "Nibenus" with Imperial ships to fight Argonian fleet

[Classis I is 1 galley, 3 caravels, 2 cogs]

Trade envoys to Chim and south-west Morrowind Reclaimer puppet

 

Leyawiin Info

 

Edited by hellfiazz
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County of Haven:

 

Expanding the defenses of Haven (7 AP) 

 

Economic Expansion (10AP)

 

The army is set on high alert, regular patrols are sent out with a crefew being inacted across the nation (0AP)

 

A message is sent out to the surrounding counties, offering upgraded weapons and armor for their militaries for cheap. (0AP) 

 

Food stockpiling beings. (0AP) 

 

Population: 94,000 Bosmer 

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