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Tamriel Imperialus (RP)


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The County of Haven 

 

Actions: 

In the County recently cleared out by the Haven military, settlers set out to claim new land for Haven (10 AP) 

 

More Economic investments! (6 AP) 

 

12 Obsidian weapons are granted to the Elite guard of Haven ontop of three being set aside for the young boys. (0AP) 

 

A letter is sent out inquiring interest on these weapons up for sale. (0 AP) 

 

Patrols pick up around the cities of Haven, the Avkavrii were here. War was soon on its way. 

 

Population: 78,000 Bosmer 

24 Akvarii

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The Rift

 

No RP this turn again, I'm away from home for the week.

 

Overview:

Population: 115,100

Population growth per year: 8,500

Military size: 22,000

AP this turn: 9 AP

AP in treasury: 0

 

Military Report

People allowed in service: 40,285 People in service: 22,000

 

Army

Total Military size: 22,000

Light Infantry: 14,500

Heavy Infantry: 7,000

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 (28)

Faide the Nightingale (27)

Halister Law-Giver (7)

Valgtr Law-Giver (6)

 

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)  

 

The Nord who overthrew my court wizard is to be executed and replaced by Irnsrnolfr the Ironhand, a trusted veteran. (-0 AP)

Carsten rides to Kvatch to visit his family. (-0 AP)

Covert actions are covert.







 

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4E  491:

6toObco.png
 

Union of Kvatch-Anvil:

 

The execution and death of the three traitorous nobles are celebrated in Kvatch. However many nobles in Anvil see this as a threat to their [power. Nonetheless, the message is clear, betrayal means certain death. Already some nobles from Anvil have pledged their allegiance to Marcus. Others have remained silent on the matter. The general population also seems to have taken notice of the one going political struggle. Many peasants from the rural communities pledge their support to the new pretender while the cities are divided on who to actually support.

 

Marcus receives a letter from Vidinia asking him if he needs any assistance in helping his sick wife recover. Anyways the health of Vona quickly deteriorates as by the end of the year. She is unable to speak or even lift a finger.

 

Titanus sends a report back to Marcus detailing what has happened. No enemy forces have appeared to engage ours, the Nords from Whiterun are getting restless and have decided to go ahead and move north to capture a minor city. We’ve received reports that Imperial forces have been engaged south of us.

 

Anyways the rest of the year is uneventful. As nothing major happens.


 

The County of Falinesti:

 

Troops come out in the thousands, unlike their old predecessors they have been drilled to the bone. The only thing they know is to fight and die for Falinesti. Many officers take it upon themselves to begin military exercises and drills to sharpen the troops' skills and abilities. A few officers approach Ulwnis asking if they could take some troops out to a nearby unclaimed province for exercises.

 

In the latter months of the year the lawmakers approved the Militia act, already many families had weapons in the house. Especially the houses on the frontier. To defend from bandits and what not. In the cities, however many homes did not have any sorts of weapons due to the citizens relying on the guards for protection. Nearly every household that can afford it has weapons. The maps of water sources and others supplies are handed out to the higher staff of the military. Soon they begin making plans for possible ambushes against the Altmer forces.

 

Ulwnis talks with the girl go surprisingly well, she is very intelligent, skilled at manipulating others points of views and beliefs. She is also skilled at regulation income coming in and out of cities, she seems like a very good candidate for marriage. Her father has invited him over for dinner to discuss a future marriage.

 

The Altmer houses were hard to find, but a few were uncovered. Documents and letters described a full-scale invasion of Valenwood would be unlikely, as they are keen on taking it in sections to easily govern it. Documents also highlight plans for an invasion of Anvil and expansion into Cyrodiil. The main military goal in Valenwood is to set up a loyal puppet regime and go towards the two main goals. Imperial City and Elsweyr.



 

Jarldom of Windhelm:

 

With the funding they receive the armies at Winterhold begin reconstructing farms and roadways leading in and out of the city. Though a very cold winter this year dashes any hopes for any crops growing. Even then the construction goes well, roads and some buildings are able to be rebuilt. The previous Jarl of Winterhold makes an appearance, thanking Oskar for recapturing his hold. He also makes it quite clear that he wants his hold back.

 

An expansion is made, with a new settlement being constructed. Using lumber from the local forest a large wooden palisade is built around the city. A regional governor appointed to overview its construction. First on the list is a water mill near a river to provide food and clean water to the city.

 

The forces at Gloombound mine begin moving the rocks they can, though there are many large boulders in their way. They press on, breaking these large boulders into more manageable pieces. Even as they break the boulders, they soon realize the entire mine as collapsed. This includes the mineshafts.

 

The Varangian guard is selected and approved by the higher command. They are presented to Jarl Oskar for final inspection. Meanwhile, Bjorm struts into the hall confidently, a cocky smile on his face. Many of the lesser lords give him a certain look. Anyways he is in Windhelm ready for whatever talk Oskar is going to have with him.


 

Kingdom of Orsinium:

 

A new settlement is constructed, using stone from the nearby mountains and wood from a small forest to build it. Another regional chieftain is assigned to the hold and soon the population begins to grow.

 

Troops are sent into Fargranash mine, into the dark eerie cave. As they continue to descend, the smell of blood and gore gets stronger and stronger. Soon they approach a door of an ancient tomb. It seems elven in origin. The troops enter, they fight through hordes of skeletons and zombies. When they enter the second level of the chamber, they find themselves fighting a massive bone colossus. Many of them perishing in the fight, unable to defeat it they withdraw. Quickly telling the king of what they have found. This might be the Vampire’s lair.

 

Another Championship is held, with many contestants entering. The fighting lasts all throughout the day ut once again, the previous champion is victorious. Many orcs cheering their name as he exited the arena.


 

The Tribe of the Sarpa:

 

Raids continue in the south of Morrowind, undisturbed entire villages and towns of Dunmer are sent back to Blackmarsh. But news reaches Swamp-in-Head. The argonian forces of Archon have engaged a large Dunmer army north of his position and they are calling for aid. Already the other Argonian tribes are moving to his position.

 

Anyways the economic council begins minting these coins based on ancient argonian gems. These coins are made of iron and copper. With the face of Argonian heroes on the front and back. Soon after many other tribes begin adopting the currency. Simplifying trade within Blackmarsh. (+1 AP Per turn)

 

Many more warriors and siege equipment are recruited, soon their training is down and they are ready for combat.

 

The first shipment of Dunmer reaches Helstrom. (+6000 Dunmer Population)


 

The Brotherhood of the Sword:

 

Another settlement is constructed, using sandstone and trees from the coast to make buildings and a palisade. Soon after a large statue of you know what is constructed in the center of the town. A festival happening shortly after. The town is named Christophe.

 

More funds are put into the economy. Helped by of course the Altmer Kingdom. (+1 Ap per turn)

 

Troops are sent to be trained under Tona, a report indicated that a majority of the army and population are very supportive of Tona. Anyways the training ends soon after and they return to the capital city.

 

Many other lords of Hammerfell refuse to talk to Christophe. Declaring him a traitor of the people for siding with the Altmer.


 

Duchy of Leyawiin:

 

The Legion arrives on the island mostly unopposed. As they are dispersed to secure it some of them meet some Argonian locals, they are unaffiliated with any tribe and were merely inhabiting the island when the Flu broke out. They learn that Leyawiin is claiming the island and are willing to join the Duchy as its citizens, though they do ask for some funds to help build their fishing wharf. (+5000 Argonian Pop, +2000 Argonian growth per turn)

 

Two caravels are built and by the end of the year they link up with the Classis I. Protecting the lower Niben and the bay are simple tasks. They manage to defeat a small smuggler force trying to enter Imperial City, they captured about 3 tons of Moonsugar and 2 tons worth of Skooma.

 

The forces sent in easily clear out the bandits in the outer sections of the ruins. However, the ones deeper to have something afflicting them. They seem to be in a trance, it might be due to an Ayleid relic, or a daedric one. The troops camp outside the ruins, they are sure if they enter they will be affected as well.

 

The Argonian chief of Stonewastes does not sign the non-aggression pact. He wants no business with outsiders.


 

The Imperial Remnant:

 

Mages and heavy cavalry are recruited. Many of the troops welcoming them as one of their own. A centurion does bring up a question to Marcus regarding the use of the heavy cavalry. He asks why don’t they use the Nordic war horses Bruma and Whiterun are selling for the heavy cavalry. They are much bigger and stronger than the Imperial warhorses.

 

Foxhole


 

The County of Haven:

 

Settlers construct a new settlement by a large oak tree near a river. Using nearby trees they make a basic wooden palisade. A regional governor appointed to oversee everything.

 

More economic investments are made and the economy prospers because of the result. Soon many traders far and wide come in and begin selling their wares and goods. The traders come from far away lands such as Cyrodiil and Hammerfell. Some from Skyrim as well.


 

Jarldom of the Rift:

 

More troops are trained and a new regent is selected. At the end of the year Carsten rides to Kvatch to visit his family and his wife. Though his wife is absent from the reunion.

 

Covert actions.

 

 

World Events:

 

Reports from Morrowind show that the strange ships have landed and out came beings that looked like monkeys, scholars point out that these creatures are in fact the Tang Mo from Akavir. Communication with them is difficult because of the different languages but some translators decipher that a large war between the Tsaeci and the Ka'Po'Tun is occurring. These Akaviri must be refugees.  They are sheltered safely by the Dunmer.

 

The Kingdom fo Aurion-Auridon begin to make their moves, crushing the Bosmer Kingdom within the year, with the capture of the Capital the lord is executed in full public view. This sends red flags throughout Tamriel. Many experts believing that a second Aldmeri Empire may be coming. This new king is ambitious. As he also captures a failing kingdom in Highrock. Easily defeating their armies and executing the lord.

 

In Cyrodiil, the Reclaimers make their move as they declare the Empire is reborn. It is formally called the Cyrodiilic Empire, but many outside of Cyrodiil just call it the Vidinian Kingdom, they are not worried about this pretender to the Imperial throne. 

 

By the end of the year, strange things begin happening on Nirn, the weather patterns begin to fluctuate wildly, soon a never-ending season of rain descends upon Cyrodiil and Valenwood, meanwhile, a strong blizzard grips Skyrim and Highrock. Hammerfel once again has a dangerous sandstorm while Blackmarsh and Morrowind experience an intense heatwave. Elsweyr seems to be mostly unaffected.

 

G1HmggE.png

 

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The Union of Kvatch-Anvil

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“Death before dishonor” -Marcus Marius Orientius

With the traitors in Anvil still not settled and a rising revolt brewing Marcus decides it would be best if the Legion withdrew from Morrowind. When the arrive from Morrowind they will march to Anvil and all the lords who did not pledge themselves to the Union will be dealt with swiftly and decisively by the Legion those who refuse to kneel will be captured and brought to Anvil. All will be given a chance to kneel at first. Also with reports from the Bosmer of an invasion of Anvil Marcus would use this to his advantage. Without Kvatch Anvil would fall within a year and put under control of the tyrannical Altimer.

 

With a letter coming from Vidina offering assistance for his wife’s illness, Marcus accepts almost immediately with no hesitation. It seems that Marcus would go to extreme lengths to see his wife happy and healthy again. Marcus has sent out riders to search for an Argonian healer who saved Marcus many years ago.

 



 

 

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National Overview

Population: 137,850 Imperials

Population growth this year: 10,850

Military size: 26,510
AP this turn: 16 AP

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Military

People allowed in service: 44,450

People in service: 26,510

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 trade bonus. 5 from unification with Anvil. 1 from Province bonus.

 

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

 

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Dynasty

 

Nobility

Marcus Marius Orientius (29)

Lady Vona Scinonicus (25) (Wife)

Caesia Scinonicus Orientius (7) (Daughter)

Lyloe Scinonicus Orientius (6) (Daughter)

Titus Gavius Scinonicus Orientius (5) (Son)

 

Commanders

Titanus Anzidius (30) (Legatus)

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Technology

No technologies are being researched at this time.

 

New technologies acquired

None.

 

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Actions

Vidnina’s offer of help is accepted (-0 AP)

 

1,000 more heavy infantry are recruited (-6 AP)

 

A trebuchet is ordered for construction (-8 AP)

 

Many years ago an Argonian helped save Marcus, he is sought after to use his healing abilities to heal Vona. (-2 AP)


The legion is withdrawn from Morrowind and marched to Union territory to be reassigned. ((Mod))

Actions be covert ((Mod))

 

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The Brotherhood of the Sword

image.png.0cd147d46b38dc66f4f6df858b761c5f.png

 

“These Altmer… believe that their magic will save them and bring them to rule Hammerfell, but they forget that we, the Redguard shall always be the ones to put them in their place” ~Casimir Christophe

 

Plans are made to prepare the cities for ay possible naval invasion, seeing that the Brotherhood navy is insufficient to hold off any invasion. As well Casimir looked over at the Altmer troops garrisoned in the capital and realized the distinct use of mages in the Altmer army, so Casimir goes to Tona: “Tona, the Altmer army is a very simple force. Except for the mages within their ranks. The mages in the army are going to be an issue so we must find a way to combat them” Tona responds “I shall gather the commanders and see what we can do, train the forces in the of the blade, train them against the magical arts and see what improvements can be made”.

 

Overview

Population: 125,850 Red Guard

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

Military size: 9,750

AP this turn: 24 AP (6 Base + (3 Trade) + (4 Economy) + (1 From Provinces) + (10 Overlord Investment 2 Turns))

AP in treasury: 0

 

Buildings

Small Farms (3 AP Invested)

 

Army

Total Military size: 9,750

Max Military Size: 44,047

Light Infantry: 6,500

Heavy Infantry: 1,100

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): 600 Heavy Infantry

 

 

Navy

Caravel: 1

 

Economic Report

AP this turn: 24 (6 Base + (+3 Trade)(+4 Economy)(+1 Provinces)(+10 Altmer 2 Turns))

AP in treasury: 0

Trade Partners: Riften, Rihad, Gilane

Projects

Army Organization (0 AP Invested)

Economic Investment (40 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 (40)

Lesheda Christophe (31)

Tona (24)

Technological Report

Ship Designs (2 AP invested) = Complete

 

Actions

Another town to the north of the capital Taneth is to be settled, the town will be named Alik’shar. (-10 AP)

 

Rh2IvaL.png.aca85a91bf3b797fe48bde7a636c0647.png

 

Naval barriers are set up along the coast of the entire Brotherhood, set to prevent small ships from landing and engaging the cities (-8 AP)

 

Casimir calls for Tona and the commanders to train all of the soldiers in Anti-mage warfare and to see what improvements can be made in equipment against mages (-6 AP)

 

Casimir speaks to his architects and weapon designers to come up with formidable weapons against ships aside from the conventional siege weaponry (-0 AP)

 

 

 

 

 

 

 

 

Edited by ItsMarkTheArk
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The county of Falinesti

                              the_elder_scrolls__flag_of_valenwood_by_

 

https://www.youtube.com/watch?v=11sCnwENMkQ&index=5&list=RDv1aGwX4htkM

 

Ulwnis stood outside of the city of Falinesti observing the massive amounts of work that was happening in front of him. In front of him was the military of Falinesti, a strong force of 2000 Heavy and 3000 light infantry standing in formation. (the other 1000 light infantry were on garrison duty). 

Behind them, the massive works in the city could be seen. Around the wall simply anyone who wanted to get a few coins, mostly the poor were working on digging a large moat around where the city wall would be. The aforementioned city wall was also being built. Here masons, as well as common manpower, worked to create a strong defensive wall around the city to make sure that the Altmer could not enter the city. 


In the distance, Ulwnis could barely make out the works even further back. Here he could just make out the building of the citadel. Or rather the renovation of his old keep. There the citadel was built,  a stronghold to retreat to in case the walls would fall down. 

Ulwnis nodded approvingly at this. He now truly had a three-layered defense of his capital. First, he had the outer walls and moat which defended the edges of the city. Making sure the Altmer had to put in at least a little effort to built Siege towers or catapults and towers to either bring down the walls or climb them. On top of that, they provided good cover for archers to reign down fire upon the invading force.

 

 

If/when the walls were breached there was the city itself. Even the city was built like a fortress. With the roofs being easily usable as an area for archers to fire into the streets and to hit enemy archers on a lower roof. This was further aided by the structure of the buildings itself. The city was built in a web pattern with several chokepoints. It was easy to lock down the city with a large number of barricades that could be used to retreat to several times. Then when even that failed there was the Stronghold. This final line of defense was to make sure that the enemy either got so many losses they needed to retreat, make the enemy victory as costly as possible or to simply delay the enemy. 

Ulwnis thought of this and knew that he would need to delay an Altmer force as long as possible. He would need to make sure that he could delay the Altmer long enough to get reinforcements to help take out any forces besieging the city. Luckily enough for him, he was being busy with just that. Making sure he had allies that would aid him so as to make sure that a second Aldmeri dominion did not rise again.

 

But Ulwnis then mentally chided himself, for drifting off from the military assembled before him.

 

Honestly, Ulwnis was proud of the men in front of him. The new guard of the military had gone beyond his wildest expectation. He had expected progress from them but the sheer initiative and devotion of them were amazing. They had of their own volition carried out the purge of the old guard, they had built an officer academy of the excess funds for the ranger program and on top of that, they even now went to train without any push from him to do so.

 

Truly he was proud of these soldiers, and now it was time to show his appreciation and to inspire them. "Soldiers of Falinesti, we are faced with a grave threat. Today and in the coming years, we will be faced with the ever-present threat of the kingdom of Aurion-Auridion. As some of you might know they just recently slaughtered and killed a bosmer lord and usurped his nation. The Aldmeri might give one excuse or the other but we all know why they have come here, for power. These Altmer crave power, have craved it for thousands of years. It is why they have formed the Aldmeri dominion time and time again and it is why they have PURGED OUR PEOPLE TIME AND TIME AGAIN !!!!! " Ulwnis said in a loud, confident and outraged voice. "The Altmer will not change, they will always have a lust for power that drives them ever Onwards, it is an endless cycle of Hate, Destruction, and genocide. It is a cycle that has continued on for many years BUT NO MORE. You the brave soldiers of Falinesti, the strength of my arm and the will of the people will break this cycle. We will break this cycle and destroy it thoroughly that it will never rise again. The war with the Altmer which will inevitably come may take months, years or decades but we will stand firm and continue fighting. May it is on the beaches, the woods or this very city we will fight them will all our fury and valor. We will fight until The Altmer are defeated forevermore. "

 

Ulwnis breathed for a moment after this before saying in a loud voice once more"Men, are you with me ?" To this, there was the sound of a silence for a moment and Ulwnis wondered if he had made a mistake but then an extremely loud chant started. A chant that had started in the officer academy, where the troops learned to trust one another, learned discipline and courage. A chant that was drilled into the very hearts of these men.

 

"URAH! URAH! URAH! URAH! URAH! URAH! URAH! URAH ! " and so it continued on and Ulwnis started to get a little wet in the eyes. No, he was not feeling emotional, he just had something in his eyes. This was what Ulwnis himself thought and everyone would tell if anyone saw him like this.

 

Actions

5 ap is spent on building a strong stone wall around the city of Teirm.

 

5 ap is spent building the citadel, a military stronghold in the center of the city. A last line of defense in Teirm if the walls fall.

 

3 ap is spent on restoring the Militia initiative. As in the previous year, an administration error occurred and funding was given to the project that never existed in the first place

 

2 ap, a 10 feet wide, 5 feet deep moat is dug around the entirety of the city of Teirm. 

 

2 ap is spent on finishing the research into textile mills

 

0ap All trees in a 5-10km area around Falinesti are cut down. These trees would be sold for profit but more importantly, it meant a besieging force had no cover and would need to put more effort into supplying wood for siege weaponry. 

 

0ap, Ulwnis heads to the invite of the Bride's father. He goes to accept his offer to wed with his daughter. However, 4 guards go with Ulwnis for security and any drinks offered are first extensively tested for poison

 

0ap the request for the military to train in the unclaimed territory is accepted however the area in which the military goes to train is first extensively scouted by the Rangers to make sure there are no great threats or danger. Or that they are at least aware of the danger.

 

0ap learning the arts of metallurgy from Anvil (Nunez is sending me teachers to teach me this)

 

Income

6ap standard

4 ap trade

2ap economy

2ap from docks 

2 ap for 10 turns (gulags)

1 ap South Tamriel trade accord


Total ap:17ap

 

Trade

Arenthia     (land)

Greenheart (sea)

Elden root  (land)

Southpoint (sea)

 

Navy

1 carrack 

 

Military

 

4000 light infantry 

2000 Heavy Infantry

 

50 rangers 

 

150 rangers Auxiliaries

 

Population

106,65k bosmer (wood-elves)

6750 smug bastards (altmer (high elves)) 

 

Total:

113,4k pop.

 

Pop growth

8k base pop growth

Edited by Roberik
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Imperial Remnant

4E 391

flag_of_the_greater_empire_of_tamriel_by

 

Maximus walks through the Imperial City, the sun had just sunk below the horizon. Two legionnaires walk at his flanks, bodyguards were something he had been well used to by now. On his way through the courtyard his guards were suddenly struck by a flash of green, paralyzed where they stood.

 

For a moment Maximus was worried, a cloaked figure stood before him as if out of thin air “Still playing with soldiers are we?” a playful tone asked followed by a giggle.

 

“Kariea..do you have any idea what my father would-..” she sighs “Flay me, skin me, hang my body off the castle wall, blah blah blah.”

 

“Why can’t friends simply spend time together?” she asked. Maximus glanced to his indisposed guards “Relax..” she said “They aren’t hurt.”

 

“You know full well why we can’t..” he sighed “I’ll try and talk to him but you remember what happened last time.”

 

She groaned “It was self defense what else was I supposed to do..”

 

“Maybe not fry them with lightning?” he answered, She gave him an odd look “He had his weapon drawn, besides we’re a lot more powerful at magics than you humans are.”

 

“You don’t have to remind me.”

 

“I’ll be seeing you soon.” and with a blink of an eye she was gone again. The Soldiers finally broke free. “Sir are you okay?..” they asked

 

“It’s alright men, just an old friend.”


 

-Statistics-

AP Base: 6

Province: 1

Economy: 4

Trade AP: 4

 

Population: 147,799

Population Growth Per Year: 12,203

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 (47)

Maximus Decius Arteius (27) - Imperial City

 

Actions

Cheydinhal mobilizes its the Legion and marches out along with Imperial forces into Morrowind, 1,000 Light Cavalry and 1,000 Light Infantry remain behind to guard the region (Mod)

 

Cheydinhal begins to greatly expand its infrastructure and economy (15 AP)


 

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

4E 492

 

GbGso1I.png

 

- trolololololol -

 

Overview:

Population - 115,400 Orcs (base & +1200 for reforms & +800 for farms)

Provinces - Orsinium, Groshnikh, Gastemarch, Fargranash, NewSettlementburg

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 / 40,390

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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 2 turns)

 

4AP - Farm/hunting investment to stave off the blizzard hunger.

6AP - 1400 heavy infantry recruited. (Orc bonus = 100 extra heavies per 250 recruited)

2AP - A comprehensive force is sent into the mine to defeat the vampiric/necromantic forces. It includes the generously compensated khajiit champion of the arena.

0AP - Arena contest!

 

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The Sarpa

 

Stats:

Capital: Helstrom

3 provinces

 

50 AP in Economy (5 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)

 

140,704 Argonians

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

14,686 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

7,197 Dunmer

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

+100 event growth per turn

+6,000 this turn

 

5,500 Light Infantry

2,000 Heavy Infantry

10 Mages

40 Ladders

1 Battering Ram

 

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

Defensive Pact with Stonefalls

 

----

 

With the unified currency being expanded upon still, in a dryer hilly location in their territory, the Sarpa begin to dig a mine for future exploits. Curious what the earth may yield to either supply their smiths with the materials for improved weaponry, or riches for the merchants of Blackmarsh.

 

Further north, the whole Argonian army in the East turns West, to assist Archon in their impeding battle against the Dunmer. Swamp-in-Head is in command, supported by Broke-his-Claws. This time, they do not halt to pillage and plunder, but move straight over, sending back what they have gained with escorts that have arrived from the freshly trained men, to send it back to the capital of theirs, along with the prisoners of course.

 

----

 

6 AP (default)

3 AP (trade)

5 AP (economic improvements)

1 AP (eventbased, per turn)

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.

2 AP into training light infantry.

3 AP into training heavy infantry.

7 AP into digging mines.

 

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Duchy of Leyawiin

 

A new province is settled over the Niben River. The aim is to fully secure Leyawiin's hold on the river, and the bay by extension, by ensuring that there were no other threats, either from bandits, creatures, or other nations down the line. 

cc01431113d31058cfa38e2d23092a2f.png

 

In order to combat the eldritch forces that prevented a proper expedition and clearing into Telepe, Marcus Aemilius arranges for the recruitment of 20 mages, half trained in Restoration to ward against the enrapturing spell, and half trained in alteration to provide some foresight by detecting any hostile creatures, living or dead, in advance. Once the mages arrived, they would move in with the already camped out troops and attempt to clear Telepe of the seemingly malevolent presence inhabiting it.

 

The smugglers who had attempted to sneak a full 5 tons of drugs into the Imperial City are given an opportunity to gain amnesty from Leyawiin's law. They are given back command of their ships on the condition that they go sell the skooma and moonsugar on in Blackmarsh and return to Leyawiin with the profits. A few hostages are taken to prevent them going back on their word.

 

Marcus Aemilius gets down to bidniss with Cissiinia.

 

Action Summary:

Settling new province [10AP]

Recruiting 10 Restoration Mages [4AP]

Recruiting 10 Alteration Mages [4AP]

Expedition to Telepe [See Above]

Selling on Skooma/Moonsugar in Blackmarsh

B A M   B A M

 

Leyawiin Info

 

Edited by hellfiazz
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The Rift

 

With the war closing to end, Carsten heads back to Riften calling for both of his sons to return home. With the boys being away for so long the two would need to catch up on the their education.

 

And while the war went relatively well for The Rift, its very well known that Riften is falling a bit behind when it comes to its yearly income. Grants are given to the Lumber mills and Fishery in hopes to bring more trade into the Rift.

 

Overview:

Population: 123,600

Population growth per year: 8,500

Military size: 24,500

AP this turn: 9 AP

AP in treasury: 0

 

Military Report

People allowed in service: 43,260 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: 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 (29)

Faide the Nightingale (28)

Halister Law-Giver (8)

Valgtr Law-Giver (7)

 

Technological Report

Nothing is being researched.  

 

New technologies acquired

None.

 

Actions

With their return to the Rift, both Halister and Valgtr will have to catch up on their education.(reading writing and basic math) (-0 AP)

 

Economic investments (-9 AP)

 

Covert actions.

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Overview

_______________________________

Population: 177,503

Military Number: 6760

Population Growth: 21,300

Available Manpower: 62,126

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: 24

___________________________________________

Current Bonuses:

|+6 AP from Trade Partners|

|+12 AP [Skipped Turn]|

_________________________________________

 

No RP this Turn

 

 

 

Military

___________________________________________________________________

 

|Finish Research on Handheld Firebombs| -8 AP

|Recruit 1000 Light Senche Riders| -4 AP

|Issue new Firebombs| -0 AP

 

Construction

______________________________________________________________

 

|Construct Catapult| -5 AP

|Construct Battering Ram| -3 AP

|Produce new Firebombs|  -4 AP

 

Diplomatic/Political

________________________________________________________________

 

|War Actions| [MOD]

 

 

 

 

 

 

 

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4E 492:


6toObco.png

 

The Union of Kvatch-Anvil:


 

The court physicians and the legendary Argonian healer continue to work on Vona. By the end of the year, they send a letter to Marcus, detailing her recovery. She will be able to walk around within a few months time.

 

With the ongoing crisis in Anvil and Kvatch, the Imperial City has decided to call a meeting between the two parties. Kindly asking for the lesser nobles of Kvatch including Marcus, and the lesser nobles of Anvil, Vona is also invited if it’s possible for her to attend.

 

In the summer of the year, a small outbreak of measles in a small hunting village a few miles outside of Kvatch occurs. The continuous rain in Cyrodiil also begins to have an effect on the farms and crops. Many of the fields are flooding, the crops dying. A few small towns and villages have been forced to go on their food reserves. To feed their cattle and themselves. However, Kvatch still has a large supply of grain to feed them for a few more years.


Anvil is having a similar issue, however, the Lord Mayor of Anvil has begun constructing large fishing wharves in order to provide food for the city. They also send food to the smalls towns and villages around Anvil.

 

The city of Anvil has pledged its support for the continuation of the Union, however, the outlying villages and towns have declared their loyalties to the pretender of Anvil. The lesser Lords of Anvil having trouble with collecting taxes from their fiefs. Many of them request assistance from the crown to put down the troublemakers by force. (-2 AP per turn until resolved)

 

More troops are recruited, as well as a trebuchet.

 

A portion of the Dunmer Treasury is received. (+8 AP)

 

Covert Actions (Skype)


 

The Brotherhood of the Sword:


 

Another settlement is constructed, some of the locals being recruited as city guards. The naval barriers are set into place, however, an Altmer fleet dock in the capital city of the Brotherhood, preventing them from laying any traps there. The Altmer send a large force numbering forty thousand through the Brotherhoods lands. Most likely to attack a neighboring nation.

 

The training against a mage army begins, many of the troops slowly grasp anti-mage warfare. However, a majority of them have any actual experience in fighting mages. So the training goes very slowly.

 

The architects and the designers begin drafting ideas for a new anti-ship weapon. However they are stuck, as a majority of the good designs they’ve come up with call for static positions along the coastline. They assume the Brotherhood needs a transportable weapon system capable of moving from place to place.


 

The County of Falinesti:


 

War was coming, Falinesti had to prepare. Construction of the stone wall begins. An easy project it is finished by the end of the year, however, the citadel is another issue. The massive projects need more workers and more resources to complete. With the current funding, they finish the base of this massive fortress. A moat is dug around the city, being completed quickly. The trees around the city are also cut down.

 

The Military begins to expand on their own, with officers going to remote villages and recruiting many men and women into the army. Their training takes a whole year, the size of the military expands greatly because of this. However, a majority of the officers request more funding from the crown. As a general has brokered a deal with an arms dealer in Skingrad for iron and steel weapons. Which would be useful for a war against the Altmer. (+1500 Light Infantry)

 

Funds are poured into the advancement of textile mills. It is a relatively known technology to those in Cyrodiil and Highrock, however, the rest of Tamriel needs to catch up. Anyways the funds provided to give a boost to their research. A few small mills opening by the end of the year. Slowly producing goods.

 

The meeting has no signs of foul play, they have a nice dinner together and the father gives Ulwinis his blessing to wed his daughter.

 

The Military drill in the unclaimed land ends uneventfully. As they conclude their drills and wargames.


 

The Imperial Remnant:

 

Troops march out towards the battelfield, Linking up with Reclaimer forces for a final battle against the Dunmer. It is clear the Kingdom of Morrowind is ready to peace out but they just need some encourgment. The battle begins, the Imperial forces number over 160,000 while the Dunmer forces number 200,000. It lasts five days, the Imperial forces are victorious. Soon a peace treaty is signed between the Imperial states and Morrowind. The Remnant gaining a portion of the treasure. (+6 AP)

 

A large investment is made into the economy, promoting local businesses to open as well as a small brewing industry to grow. They produce their own special ale which many of the locals remark as being the best in Cyrodiil. Soon the company exports this ale to the Imperial City, the locals love it and soon demand for this ale rises exponentially. A small tanning industry also grows, providing high-quality leather for armor and weapons. (+ 1 AP per turn)


 

Kingdom of Orsinium:


 

With the blizzard completely killing the farms and freezing many of the livestock the hunters begin hunting the wildlife around Orsinium. With the investment they receive large hunting companies provide food for both Orsinium and the surrounding chiefdoms. For now, however, the blizzard continues.

 

The force heads into the cave, fighting through hordes of vampire thralls. The Arena champion with them, they finally beat the large bone colossus and move onto the next chamber. Defeating even more thralls and a few vampires. They finally reach the last chamber, facing the final challenge. The fight is hard, brutal. Many perish but the champion manages the slay the vampire lord. But at a coast, as he is infected with the curse. The job is done, however.

 

Another contest is held, this time the champion is an orc warrior from Orsinium. As the current champion was out fighting vampires when the contest was held.

 

Heavy infantry is recruited.


 

The tribe of the Sarpa:

 

The army moves towards the impending battle, sending their last prisoners back over to Helstrom. They join Archon’s forces in the battle of Math Guuar. The argonians number 60,000 while the Dunmer number over 82,000. The first day of the battle ends inconclusively, as the Dunmer and Argonian forces suffer similar losses. The second day of the battle begins badly for the Argonians as the chief of Stonewastes is slain and the Chief of Naga is captured by the Dunmer. However later in the day, a counter-attack led by Sarpa and Gideon forces manage to inflict heavy casualties. Soon the third-day dawns and Archon assaults the Dunmer, using guars to outmaneuver the Dunmer. While the rest of the tribes distract the Dunmer forces. Archon smashes into the backlines, causing a rout and the Argonians are victorious, capturing many Dunmer soldiers. The Dunmer suffered 70,000 losses while the Argonians suffered 45,000 losses. (+ 12,000 Dunmer, -2,000 Light Infantry.).

 

The tribe of Archon sign a peace treaty with the Dunmer and Sarpa receives a portion of the loot. (+5 AP)

 

The mine excavation begins, though what they mostly find is useless mud and dirt. However, at the end of the year, they discover a large cave system deep in the mine. Already there are reports of veins of copper.


 

Duchy of Leyawiin:


 

The mages and troops are sent into the ruins, using their magic to shield the troops from the spell they manage to clear out the ruins. Taking no casualties. However, they enter the antechamber and discover the source of the corruption. An ancient Ayleid artifact that was built to pacify the minds of the nede slaves. It seems that was the source of the enrapturing spell. No man can get close to it as even with wards they feel their mind slipping away.

 

The smugglers head to Blackmarsh, selling the first few of shipments successfully. They return with the profits and continue this dark business. (+2 AP per turn)

 

A new province is settled and any bandits or brigands are cleared out. A local governor is appointed to oversee construction of the city.

 

Bam-Bam is good as a strong son is born.

 

A portion of the Dunmer treasury is recieved. (+5 AP)


 

Jarldom of the Rift:

 

Economic investments (+1 AP per turn)

 

The blizzard currently rocking Skyrim affects the Rift considerably as lake Honrich freezes over. Stopping the fishing industry in Riften. With food imports from Whiterun also ceasing the city goes onto their food reserves.


 

Kraviran Emirates:


 

The firebomb project is complete and is soon issued to the Light infantry units all over Kraviran. Light Senche riders are recruited, as well as the construction of a catapult and a battering ram.

 

The War Council is called (Skype)

 

 

World Events:

 

The Imperial City signs a peace treaty with the Dunmer at the end of the year, after the devastating loss the Dunmer suffered at the hand of the Remnant and the Reclaimers. The treaty calls for a large payment of gold and to cede Eastern Morrowind to the Reclaimers. In which they create many client states controlled by Loyal legates. Their armies are sent in to keep the peace in these new states.

 

The Argonians also sign a peace treaty, calling for a 20-year non-aggression pact between all of the Argonian states and Morrowind. As well as a substantial portion of the treasury. As well as open borders with Morrowind.

 

The Altmer launch an invasion of Hammerfell, with the reason of subjugation. The Altmer vassals are also called into the war.

 

 

The strange weather patterns continue, storms enveloping Cyrodiil and Valenwood. Blizzards rocking Skyrim and Highrock, sandstorms devastating Hammerfell and Elsweyr. An intense heatwave in Blackmarsh and Morrowind.

 

rd18JPU.png

Edited by HyperionSibuna
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The Sarpa

 

Stats:

Capital: Helstrom

3 provinces

 

55 AP in Economy (5 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)

7 AP into mines (potential for copper)

 

159,224 Argonians

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

16,885 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

-2,000 military losses, this turn only

20,089 Dunmer

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

792 growth

+100 event growth per turn

+12,000 this turn only

 

4,500 Light Infantry

2,500 Heavy Infantry

10 Mages

40 Ladders

1 Battering Ram

 

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

Defensive Pact with Stonefalls

 

----

 

At long last, some peace and quiet, after a yearlong bloody feud with the Dunmer. It was a good show of force, yet generous enough to show willingness for peace in the end. Swamp-in-Head sloshes with his head, engaging into politics yet again, overseeing the market business, negotiating with other tribes, to establish something more lasting for all of Blackmarsh. He proposes, the great commercial plaza of Blackmarsh. Helstrom is in the center of Blackmarsh and would offer itself as an ideal location with roughly even distances. Along with that, he proposes the construction of a road network, whilst it may ease travel for potential enemies, in the immediate future, Blackmarsh is safe and if the Argonians keep together, it will stay that way.

 

 

----

 

6 AP (default)

3 AP (trade)

5 AP (economic improvements)

1 AP (eventbased, per turn)

1 AP (eventbased, per turn)

1 AP (eventbased, per turn)

9 AP (Spoils of War, this turn only)

 

Actions:

 

5 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 claiming a province east of the capital.

4 AP into expanding the farms in the provinces.

7 AP into driving additional mineshafts and deepening the mine itself.

 

 

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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) - (139,850) 126,800 Nords, 13,050 Dunmer

 

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

 

Income - 28 AP ( 6 Base, 3 Trade, 2 Economy, 2 from provinces, 1 Population)[AP from the last turn as well]

 

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 (38)

 

Trade - Nifelheim, The Rift, Winterhold

 

Allies - N/A

 

Dynasty - Wife: Lynma Enrarikesdottir (27), Son(s): Olfrik Windcaller-Stormcloak (6), Daughter(s): Brunhilde Windcaller-Stormcloak (5), Dusty Windcaller-Stormcloak (5)

 

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]

 

The Gloombound mine is reconstructed with supplies being sent to the men currently stationed there. [25 AP]

 

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