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Tamriel Imperialus (RP)


HyperionSibuna
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The Rift

 

After the southern jarls declined the meeting, 500 light cavalry are sent to the Jarldom of Solitude carrying an invitation to Riften. In hopes that Jarl Vongrik will understand the dangers of allowing the savages to hold Markarth. Jarl Oskar of Windhelm is also sent another invitation. More soldiers are trained, and public speeches are held weekly warning the people of Riften about possible Forsworn supporters within the city.

 

With the success of Riften’s lumber mills, its seems perfect that the scouting party discovered suitable land mostly covered in forest. 20,000 Nords are sent with 1000 light infantrymen to start construction. It’s expected to be prepared and ready for lumber mills in a year.


 

Overview:

Population: 50,050

Population growth per year: 8,500 (+350 for 3 turns) (+500 for 1 turns)

(+1000 for 2 turns)

Military size: 3,500

AP this turn: 17 AP

AP in treasury: 0

 

Military Report

People allowed in service: 17,518 People in service: 3,500

 

Army

Total Military size: 3,500

Light Infantry: 2000

Heavy Infantry: 1000

Light Cavalry: 500

Heavy Cavalry: 0

 

 

Economic Report

AP this turn: 17

AP in treasury: 0

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

Dynastic Report

Carsten Law-Giver (21)

Faide the Nightingale (20)

 

Technological Report

Nothing is being researched.  

 

New technologies acquired

None.

 

Actions

 

Recruit and train 500 heavy infantry. (-3 AP)

 

Recruit and train 2000 light infantry. (-4 AP)

 

After the scouting party discovered the forested area west of Riften, 20,000 Nords are sent there with 500 light infantry and 250 light cavalry  to build a new settlement. The Troops are to return to Riften upon completion.

(-10 AP)  

 

After their training 1000 light infantry are sent to guard the new settlement. The other group of 1000 are sent to patrol between Riften and the new Settlement. (-0 AP)

 

Bam-Bam in the Ham (-0 AP)


 

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4E 485

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The Colovian Highlands:

 

Finally, it is time to expand, now that the region is free of goblins and vermin the construction of a new town is easy. With no fear of being attacked by Goblins, the city is complete by the end of the year, its administration slowly organizing the people. A glorious day.

 

With the expansion comes patrolling these new lands. A legion is plenty enough to keep down the riff-raff as well as repel any bandits that try to loot the town. Though an interesting discovery is made during one centuries patrol. It seems there is an Ayleid ruin deep within a forest. According to reports, it may be active.

 

The old imperial roads have been neglected for decades leading to erosion and decay. With the renovation of the road system in and out of Kvatch, it makes caravans traveling easier and safer. Patrols are now able to protect the Caravans more efficiently and as a result more trade begins to flow into Kvatch.

 

The Sandstorm in Hammerfell is disastrous, though Kvatch is prepared. With the rationing of food, the city will survive the storm. Though the populous is unhappy because of this. They eventually settle back down. The end of the year marks the storms end, everything returning to normal.

 

Talks in Anvil go surprisingly well, Marcus divorcing his current wife on rumors of adultering. Which end up to be true as investigations show she was having an affair with Artonius. A royal guard. Though Marcus quickly marries Lady Vona Scinonicus of Anvil. Their matrimony is followed by the union of Kvatch and Anvil into a new state. With Marcus and Vona ruling their respective titles and their dynasty binding as one. (+5 AP per turn)


 

Realm of Nifelheim:


 

The expansion of Nifelheim is finally here. By mid-year, the new settlement of Muspelgrad is constructed. The local government slowly organizing the populous. Before long they receive orders to begin farming. The land being suitable is an excellent place for farms. At the end of the year, basic farms are finished. (+250 Pop per turn)

 

All acts initiated this year pass, their effects implemented by the end of the year. A great achievement for Nifelheim (+1 AP for 2 turns)

 

With the college now complete, it was a matter of time before prominent mages begin making their way. This year and master in Illusion joins the college. Pledging his support. He hails from Cyrodiil and comes from Imperial City.

 

Multiple consorts are presented to Lopt (Skype you details)

 

Notable duelists are hard to come by, ones who are willing to join. Even harder. Though a few candidates are available, they are not of world renown. Lopt does have an easier time finding generals though, a retired Imperial General living his retirement in Highrock is summoned to Lopt. After a bit of convincing, he agrees to tutor Lopt in military theory and tactics.

 

 

 

 

The County of Falinsesti:
 

The improvement upon the educational system of Falinesti begins to provide results, from last year the literacy rate among the masses has shot up to 79 percent. An impressive number. Now with the investments, many more skilled workers are coming out of school already knowing one or two skilled crafts, dropping unemployment in Falinesti. (+2 Ap for 3 turns)

 

The docks of Falinesti have been neglected ever since the flu ravaged Valenwood, nearly wiping out the Bosmer. An order was issued to begin the reconstruction of these docks. The end of the year marks the completion of this project. With trade now available to come in through sea this will surely be an economic bonus. With these boons, it attracts unwanted attention. Soon Sea elf raiders begin pirating around the waters of Valenwood, Elsweyr, and Cyrodiil.


 

The Brotherhood of the Sword:


 

This year marks the beginning of the vast military reforms the Brotherhood begins. Firstly by reorganizing how troops are dispersed. There are simple to complete with Baurean’s assistance. Many soldiers try out for the elite arrow battlegroups. Though by the end of the year, only 100 of them are suitable to be allowed to join. Baurean insists that he takes control of these elite troops. (+100 Heavy Infantry)

 

Gogaas finds more trouble with the training, it seems that the military is not his forte.

 

The envoys are welcomed warmly by Rihad and Gilane, though that’s as far as they get with talks.

 

Naval designs are difficult to improve upon, though they observe how the Auridonian ships are much different than those of the Imperials or Redguards. It seems their ships are built to resist the hard seas and tough weather conditions while maintaining the balance between speed and maneuverability. A true example to build upon, only if they had more funding.

 

The construction of the new city is complete and the administration begins working on getting the people to work.


 

Jarldom of Windhelm:


 

500 more troops are recruited throughout the year, growing the growing army of Windhelm. They will be stationed in Windhelm until further notice. Meanwhile, 1000 troops are sent to Kynesgrove to keep the peace and protect the settlement. Reaching there safely, they begin their duties.

 

The farms of Kynesgrove grow, with the fertile lands and perfect climate the fields truly prosper. Producing bountiful amounts of grain. Able to feed to the population during winter. (+700 Pop per turn)

 

As the troops enter the mine they encounter a powerful Vampire clan inhabiting the mine. After a brief skirmish, the troops were forced to retreat. It seems the mine has become a Vampire safe haven. The nords lost 23 soldiers to the engagement. It seems a larger force is needed to clear out the cult.

 

The wedding is celebrated, all the court congratulating the new couple.


 

Kraviran Tribes:


 

Siege defense training concludes by the end of the year. Many of the troops are familiar with siege defense and are ready in case of they are sieged. Meanwhile, the Grand Bazaar takes underway. 1000 troops being deployed to keep the peace within the city. Many merchants and officials enjoy the Grand Bazaar and of course, the other...parts of the city. (+4 AP for 1 turn)

 

Tax reforms begin, by the end of the year, they are completed. Many of the citizens don’t understand these reforms but are happy enough to follow them anyways. (+1 AP for 1 turn)

 

Both regions refuse the trade agreements.

 

The sabotage of the Dune is successful, all targets have been destroyed. The Dune, catching on begin a city-wide search of the culprit. All buildings and supplies damaged or destroyed are quickly repaired and replaced. Later in the year, an envoy reaches the Kraviran Tribes. A declaration of war.


 

Union of Bruma-Falkreath:

 

The union of Bruma and Falkreath are celebrated by their citizens. Less so by the Jarl of Whiterun who finds this union as expanding into Skyrim. Nonetheless, people begin to freely travel between two cities. Many nords arriving in Bruma for education in skilled crafts.

 

With the expansion of the Hunting lodge, more food and furs begin making their ways into Falkreath and Bruma. Increasing the production of quality goods. Another investment into local tanners make this industry boom in Bruma, exports going out all around Cyrodiil. With the exception of the Imperial city. Falkreath also prospers, as the Jarl orders the construction of lodging camps to begin harvesting wood. (+4 AP for one turn)

 

With the Imperial Reclaimers claiming more and more of the Heartlands, it seems natural to recruit more troops. A further 500 Heavy Infantry joined the army. Beginning their training in multi-terrain warfare, formation fighting and cohesive exercises. A tall bill for the army, though they meet the requirements by the end of the year. 10 mages are also recruited, all of them being skilled in Restoration. A useful group when they are needed. The military of Falkreath, however, needs a bit of catching up to do. Though they understand formations and strategy. Currently, the composition of them makes them only useful for raiding and harassing the enemy.

 

With additional funds coming in from the crown, Castinus makes excellent progress in increasing the size of the private sector in Cyrodiil. Already the effects can be seen. Unemployment is at an all-time low. Falkreath also sees small growth.

 

The WInter’s Breeze continues their mission, gathering more information. Their annual report indicated that Vidinia currently has his eyes set on reclaiming the heartlands, as well as controlling the Bay of Nibenay. However, they have difficult times trying to infiltrate the higher chains of command and the Council. Though recruitment of more operatives is successful, they provide little in information this year. No signs of corruption can be found, Vidinia has an iron fist locked on the city. They still remain undiscovered.


 

The Imperial Remnant:

 

The small effort is rewarded, as the crop diversity means they will be able to continue to grow food even when the main crops have failed. Many of the farmers approve of this move. Further increasing public support of the Remnant. (+400 Population per turn)

 

The city of Cheydinhal grows ever more with investments, now it is a bustling center of trade. With Dunmer merchants now coming in from Morrowind, the city prospers. (+1 AP per turn)

 

2000 more troops join the army. Swearing oath to the remnant.



 

The tribe of the Sarpa:


 

Continued investments are directed to the area surrounding Helstrom once again, clearing out land so they can continue building additional farms. A worthy investment. (+6 AP for 1 turn)

 

More farms are created. (+700 Pop per turn)

 

1000 more troops join the Sarpa army, raising their total count to 3500. A respected number among the tribes.

 

Swamp-in-Head arrives in Archon, a large city. Much larger than the city of Helstrom. He makes his way to his tent. The meeting of the chiefs will take place within the next few days. For now, he can enjoy the city. (Skype)


 

Kingdom of Orsinium


 

The Kingdom of Orsinium begins to rebuild what they have destroyed. Beginning with Gastemarch, reconstruction of homes and businesses conclude by the mid-year. After a month of rest, the walls and keep are reconstructed as well. Restoring it to its previous state.

 

It seems that Agrum heard a voice during the pilgrimage, could it be possible that it’s Malacath? No matter, the voice spoke to him. Inspired him, and congratulated him on his conquests. It seems Malacath is pleased with Agrum.

 

It seems nobody in Highrock wants to trade with Orsinium, though Agrum receives a peculiar offer. The High Chiefdom of the Forsworn has sent an envoy to Orsinium, offering a mutual trade agreement. The intentions of the Forsworn are unknown. Though their control of Cidna mine may prove an economic bonus to the Kingdom.

 

10 mages are recruited, joining the ranks of the Orcish army.


 

Jarldom of the Rift:


 

Over 2500 hundred troops were trained this year, joining the now large army of Riften, meanwhile, a small contingent of them are sent to protect the Nord settlers heading westwards. By the end of the year, a new city is constructed. A glorious day for Riften.

 

1000 troops are sent to the new settlement to act as guards.

 

Bam-Bam in the Ham is successful.

 

Solitude agrees to a meeting.


 

World Events:

 

Sea elf raiders begin pillaging the coast of Valenwood, Elsweyr, Cyrodiil, and Hammerfell. Taking prisoners and burning down villages. There seems to be a growing issue. The Kingdom of Auridon is currently trying to prevent any raiders from pillaging the Summerset Isles.

 

Morrowind begins to centralize its government, abolishing the Elective Monarchy in favor of an Agnatic Primogeniture. Securing the line of succession and preventing any claimants to the throne. For now. They begin to rapidly expand their military, recruiting over 20,000 conscripts to the Kings Army.

 

Auridon slowly recovers, as the civil war devastated much of the farms and cities. They begin to reach out to Valenwood and Elsweyr. Asking for any help in rebuilding their nation.

 

 

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Edited by HyperionSibuna
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 The county of Falinesti

                              the_elder_scrolls__flag_of_valenwood_by_

"What do you mean pirates ?" Ulwnis said in a threatening low tone, rubbing his temples as he felt his already quite significant amount of stress he normally already had doubling in less than a minute. The servant spoke softly. "Just as I reported sir, any ships leaving port have been attacked by sea elf pirates. This has neutralized any profit that could be gathered from the port. The other regions of Valenwood as well as Hammerfell, Elsewyr, Cyrodiil and hammerfell. It is a global catastrophe "

 

Ulwnis sighed at this and turned to look out of the window. He swore he could hear the screams of his wife as she bore his children. He did not care much for her except the strategic benefits she gave. She was a young woman and as he found out in bed had quite a bit of endurance. But he did not feel any particular feeling of 'love' for her. She was just another tool to get what he wants. But he did keep up an appearance of love and affection to her. It would not do to let his true ambitious and uncaring nature slip to the public. So he would need to keep up appearances and make sure that it seemed like he was constantly busy with the affairs of state. Though to be honest he was busy with that almost all the time. 

 

He rubbed his chin as he contemplated what to do, he wanted to get a strong economy and more trade. For this purpose he could do more inland trade but he had a feeling that if he did not deal with this problem soon it would grow to bite him in the ass. The easiest solution was to try and gain as much people as possible to aid him in his venture. He knew that he was not the only one whose trade was threatened by this and any help he could get with this would go a long way to stabilize the situation. But what should he personally do, he did not want to put all of his annual budget into shipbuilding but clearly there was a great need for more ships to deal with these pirates. He then turned to his personal messenger and said. "Send a message to all the lords of Valenwood, Cyrodill and Hammerfall which border the sea. Tell them that Lord Protector Ulwnis Nightshade, count of Falinesti calls for a gathering to discuss how to deal with these pirates and the threat they will pose to us. Furthermore send message for increased patrols along the coast to spot any approaching threats and make sure our villages do not get sacked by these pirates understood.

 

The messenger nodded at this and took Ulwnis's silence as a queen to leave which it was in all honesty. Ulwnis then began to write in his diary, which also doubled as a notebook. It also held many of the notes he used to analyze certain situations and helped make a proper assessment of any minor or major crisis he needed to deal with. In this case it was the new sea pirates. He also made a quick rough drawing of the map of Tamriel and analyzed the map as well as the places hit. He marked the coastal areas that were hit with a red line and observed the map. He saw that the areas that were hit were quite far spread out, indicating that the sea pirates had either a lot of minor bases and a main base or was more of a loose confederation of pirates. Each having an area in which their own fleet operated with their own bases. He found the latter the most likely option and put orange dots on locations where he expected the pirate bases to be. He was almost 100% sure that souther Valenwood was raided from one of the minor island chains to the south. Whilst the western coast of Valenwood, Cyrodiil and the coast of Hammerfel was raided from four possible bases. 

Now that he knew the possible location he needed to find a way to deal with the pirates in naval combat. This would be the hardest part as this whole conflict relied on naval supremacy. After some mental calculation Ulwnis thought that if he managed to build a trade outpost this year he could get a large increase in budget after two years if next year he built a trade post he could increase his budget by a large amount and could get inland trade with the other states of Valenwood or some from Cyrodiil if they would not accept. Ulwnis's thoughts were then interrupted. When he saw a woman enter his room. He knew that this was one of the women who had the task to help deliver his wife's child. He got a cold feeling as he saw that she had tears on her face. "My lord I got bad news." She said in between sobs "During her attempt to put a child on this world your wife died due to unknown causes. We attempted to try and see if we could try to extract the baby in another way but when your wife died she died with it. You are now a widow sir."

 

Ulwnis blankly looked out, phasing out of existence for a moment before saying "Leave now !" Which the midwife quickly did.

 

After she closed the door Ulwnis screamed in frustration. The women how dare she die during childbirth. He would have needed her for his plan to annex Arenthia. Well she wouldn't have needed to be alive but she would have at least needed to deliver a child onto the world.Now he had no heir and one of his plans were ruined. Arkay was cruel, he had taken only death and had given no life in return. But it was no problem, his plans would recover. He would eventually get what he wanted, sea pirates or women who could not even give birth wouldn't stop his destiny. If worst came to worst and he couldn't get a child at all he could just adopt one eventually

 

Actions

11ap goes into building a Trading post. 

 

0 ap goes to sending the body of Ulwnis's wife who died in childbirth (due to bad rolls) back to her family. 

 

0 ap is spent calling for a gathering of at least all of the lords and ladies of Valenwood who have territories on the coast as well as those of Hammerfall and Cyrodiil if they were willing. This gathering would be held in Falinesti if all parties approved and would deal with the issue of the sea pirates. 

 

Income

6ap standard

3 ap trade

1 ap from Falinesti city (Teirm)

2 ap (for 3 turns)


Total ap:11ap

 

Trade

Arenthia     (land)

Greenheart (sea)

Elden root  (land)

 

 

Military

500 Heavy infantry

500 light infantry

 

Population

56,05k bosmer (wood-elves)

2250 smug bastards (altmer (high elves)) 

 

Total:

57,4k pop.

 

Pop growth

8k base pop growth

 

 

 

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The Union of Kvatch-Anvil

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“Death before dishonor” -Marcus Marius Orientius

Marcus spoke with anxiousness “We need to dispatch these sea elves at once if Anvil is to keep her people and land safe.”  Vona spoke back with an uncertainty in her voice “I do not know if we have the resources and or training to deal with such experienced raiders, but I will give the orders regardless.” With a newfound income many issues had to be addressed by Marcus and his wife. The first thing was the construction of a battering ram, and 40 or so ladders. There will be wars to come and diplomacy will not always work so we must be ready. To go along with the construction of a battering ram and ladders a new siege formation is formed called Testudo. The formation would fully protect all legionaries until they got to the wall and the wall or gate was taken down. With the reports of a Ayleid ruins, a fraction of the legion are sent to explore it. Nothing else caught the attention of the union.

 

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National Overview

Population: 63,400 Imperials

Population growth this year: 10,850

Military size: 6,500
AP this turn: 10 AP

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Military

People allowed in service: 22,190

People in service: 6,500

 

Army

Total Military size: 6,500

Light Infantry: 4,500

Heavy Infantry: 1,000

Light Cavalry: 1,000

Heavy Cavalry: 0

 

Navy

None.

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Economy

AP this turn: 15

AP in treasury: 0

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

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

 

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Dynasty

 

Nobility

Marcus Marius Orientius (22) (Red)

Lady Vona Scinonicus (18)

Commanders

Legatus Tiberius Acacious (Adopted) (26) (Blue)

 

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Technology

No technologies are being researched at this time.

 

New technologies acquired

None.

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Actions


The creation of siege engines is needed and recognized by Marcus. The construction of 1 battering ram is ordered with the head of the battering ram actually being the Kvatch wolf. (-3 AP)

 

Siege ladders are being constructed (-2 AP)

 

Anvils soldiers are put on notice that they might be needed to mobilize (-0 AP)

 

A new formation is being developed being known as testudo. The formation will be implemented for siege warfare to protect every soldier until they reach the wall. (-0 AP)

 

Another town is to be constructed next to the northern province. (-10 AP)

 

Bam-bam in the ham (-0 AP)

 

Marcus has with his wife from  Kvatch to their destination the city state of Chorrol. He brings them an offer. ((Mod))

Edited by NunuTheGreat
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Jarldom of Windhelm

 

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Activity:

 

Marshall Olaf sat within the war room, looking over the several pegs that had been across the board. “And the heavy infantry we sent to the mine?” He asked while looking up towards his captain across from him, “Found a vampire cult. Lost a few men, but not crippling.” Olaf nodded and looked up towards the western edge of the board, “Nifelheim is recruiting mages for others, are they not? Bring us two dozen and we’ll be able to take it.” The captain nodded before leaving and finding Flak to pay Nifelheim.

 

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Statistics:

 

Population(Total) - (60,400) 54,700 Nords, 5,700 Dunmer

 

Population Growth - 9,200 Nords, 675 Dunmer (2 More turns)

 

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

 

Constructs - N/A

 

Production - N/A

 

Developing Technology - N/A

 

Developed Technology + Bonuses - N/A

 

Standing Army - 2500 Light Infantry, 500 Heavy Infantry, 500 Light Cavalry

 

Navy - N/A

 

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Diplomacy:

 

Leader - Oskar Alfriksson-Stormcloak (32)

 

Trade - Nifelheim, The Rift, Winterhold

 

Allies - N/A

 

Dynasty - Wife: Katsri Windcaller (26)

 

Conflicts - N/A

 

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Actions:

 

24 destruction mages are trained and purchased from Nifelheim. [8 AP]

 

Men are replaced, and more are trained (500 Light infantry, 500 light cavalry). [3 AP]

 

The trading district of Windhelm is more heavily patrolled by the influx of infantry in hopes of having more neighbouring traders deal their business there due to the lack of criminals. [0 AP]

 

The new cavalry riders are sent east to an old Eastmarch Imperial camp, in hopes of finding something of use. [0 AP]

 

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

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

4E 385

 

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In a somewhat controversial turn of events, King Agrum decrees that in Orsinium's new settlements and the majority of the capital, the conjugal laws of the Strongholds will (largely) not apply. In a traditional stronghold only the chieftain is permitted to marry and father children, leading many cuckolded young male Orcs to leave the strongholds for a life on the road. Many young Orcish women are . There are notable exceptions to the new law. Firstly, the traditional strongholds will not be affected, only new settlements founded by the King as proper metropolitan centers. Those who wish their communities to follow the old ways are more than welcome to. Secondly, the ruling chieftain of a city is permitted to run his household according to the old laws. Thirdly, in Orsinium City, nobles are permitted to run their families according to this.

 

The King does not intend these laws to destroy the ancestral ways, but in the name of social harmony in the new clan-diverse and populous cities Agrum will not abide quarrels over who is sleeping with who.

 

Another proclamation accompanies this. Whereas before Orcs who did not like the stronghold way of life had to leave Orcish society altogether, now they are welcome to stay in the new capital and contribute to the good of the Kingdom or join the professional army.

 

More mundane matters concern the bulk of Agrum's time. Orcs are renowned metalworkers, so it is only fair that Orsinium produces the finest weapons and armour in all of Tamriel! Accordingly, a ready source of metal needs to be found. True, small veins and claims are operated by the various clans and Orsinium is already importing ore from other areas, including the acclaimed Cidna mine in Markarth, but to outfit a professional army on a reliable basis requires something more expansive, and much closer to Orsinium's heartland. Scouts and locals are sent out looking for appropriate mines, with the help of scrying from the newly recruited mages.

 

Continuing with the investment in turning Orsinium's lands into something more resembling a functional kingdom, the King invests in the country's economy. Secure routes through the mountains are established, patrolled by loyal soldiers of Orsinium and more local clan warriors, complete with rest stations and - in places - the construction of bridges and secure paved roads to prevent the all too common occurence of falling off a metre-wide track into a mile-wide ravine...

 

Overview:

Population - 57,100 Orcs (base & +300 for 2 turns)

Provinces - Orsinium, Groshnikh, Gastemarch

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

4AP in Farms

5AP in Orsinium City fortifications.

 

Army:

Manpower: 9010 / 19,985

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7000 Light Infantry

2000 Heavy Infantry

10 Mages

 

Actions:

AP Total: 9

Base: +6

Trade: +3

 

0AP - Searching settled provinces for resources, especially mines or any significant ruins.

 

0AP - Social reforms.

4AP - 1000 light cavalry riders are recruited. These will prove useful for policing and swift responses in tricky terrain of the Wrothgarian mountains.

5AP - Investment is put into encouraging the economy in Orsinium and its owned and friendly territories, including infrastructure projects.

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The Brotherhood of the Sword

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Christophe began to grow concerned for his Cavalry forces, seeing them lacking in number. In the next few months he began to recruit 1,500 more Light Cavalry to strengthen the Shock battlegroups. With the founding of a new town the Grand Master sought to expand the economy by investing some coin and time into businesses. As he continued with the teaching of his protégé, he was disappointed with his military training, so Gogaas was instructed to train with the Light Infantry hoping to further enhance military skill in his pupil. While ensuring Gogaas was also remaining to his advisor duties, he asked Gogaas to bolster trade relations with the Brotherhood’s trade partners, especially Riften. Wondering who are possible allies in the realm, the Grand Master sends a diplomat to Sentinel to figure out who else if possible is hated by Sentinel. After spending many nights by himself, with merely a spicy book and his right hand, Christophe searches for a wife to help him not be a lonely idiot. In the wake of the sandstorms and understanding that the current city farms may not be enough for the Brotherhood's interests, Christophe establishes the Food and Supply Act: requiring families to have their own personal farms in the event that the cities can not provide enough the citizens shall provide for themselves and the government. Understanding Tlorkum's request for these troops, Christophe grants him the soldiers but demands they remain as a new and separate group now known as the "1st Arrow Battle Group". With the Sea Raiders roaming the seas, more thought is put into the naval designs and Christophe invests more time and manpower into the project, seeking to find a counter to these Sea Raider's numbers.

Overview

Population: 55,100 Red Guard

Population growth per year: 8,500(+300 For 1 Turns)

Military size: 4,850
AP this turn: 10 AP (6 Base + (3 Trade) + (1 Economy))

AP in treasury: 0

 

Buildings

Small Farms (3 AP Invested)

 

Army

Total Military size: 4,850

Light Infantry: 3,500

Heavy Infantry: 600

Light Cavalry: 750

Heavy Cavalry: 0

 

Navy

Caravel: 1

 

Economic Report

AP this turn: 10 (6 Base + (+3 Trade)(+1 Economy))

AP in treasury: 0

Trade Partners: Riften, Rihad, Gilane

Projects

Army Organization (0 AP Invested)

Economic Investment (10 AP Invested)

Leader Report

Casimir Christophe (33)

Gogaas Caorman (21)

Baurean Tlorkum (23)

Technological Report

Ship Designs (0 AP invested)

Actions

1500 Light Cavalry are to be recruited(1000 Light Cavalry + “Redguard Bonus”)(-4 AP)

 

The 100 Elite Arrow Heavy Infantry are placed under General Tlorkum as the "1st Arrow Battle Group" (-0 AP)

 

A spy is sent to Sentinel to see who they consider enemies other than the Brotherhood ((Mod))

 

Economic Investment (-2 AP)

 

Gogaas is sent to train with the Light Infantry to further his combat training (-0 AP)

 

Gogaas is also sent to Gilane, Riften, and Rihad to help bolster trade relations (-0 AP)

 

Christophe searches for a possible wife, even a Grand Master needs some spicy time (-0 AP)

 

Christophe goes to the meeting of the lords in Falinesti to discuss the Sea Raider issue (-0 AP)

 

The Food and Supply Act is put in place, requiring citizens to have their own personal farms/gardens to ensure food surplus (-2 AP)

 

New naval designs are sought to make our ships sturdier, stronger, and more useful during naval combat and amphibious assault (-2 AP)

 

Edited by ItsMarkTheArk
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Realm of Nifelheim

"Adjudication by Immolation."

 

Lopt’s education in military strategy was under swift development with the Imperial general. Surely he would have much to learn from the renown legions of Cyrodil. Perhaps some battle strategy and tactics would be learned. He would turn to other matters. The expansion to the north did leave something to be desired back home in Calastar. He would begin economic stipulation in the city, investing into manufacturing and commercial development of the middle class of citizens. He would renew old acts, but hold off on signing any new pieces of legislation into acts for this year as he wished not to flood the realm with reform. In light of the orc advancements in High Rock, Lopt would begin training of defensive tactics including siege defense tactics for the army. He would then begin training of the light cavalry to develop lancing tactics as well as development of a diamond formation.

 

Lopt would also receive a letter from an envoy heralding from the Jarl of Windhelm. He is requesting to recruit 2 classes of mages from the college. Lopt would sign the order and approve the recruitment. (+4 AP)

 

Lopt would use the funds gained from the Nords in expansion of the military.  (500 light infantry, 500 heavy infantry). (-4AP)

 

Would marry Rianciene Cartieri, a daughter of a local nobleman.

 

Actions:

Income:

6 AP base

3 AP trade

+1 Bonus

+4 College

-10 into economic stipulation of Calastar

-4 Recruitment

 

Projects:

College of Calastar, complete

Farms +500 pop (1 turn remaining), functional

Marines: 2 turns invested, complete

Phalanx formation: 2 turns invested, complete

Peltast formation: 1 turn invested, complete

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

 

College of Calaster:

Argonian Restorationist Master

Imperial Illusionist Master

 

Active Acts:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

Settlements:

Total population: 58,000


 

Orders:

Economic Stipulation(-10 AP)

 

Infantry is to begin defensive tactics training.

 

Cavalry is to begin lance and diamond formation training.

Stats:

Current Military Population: 4,000

1,000 Heavy Infantry-Marines

2,500 Light Infantry

500 Light Cavalry

0 Naval Units

 

 

Farms-250 additional growth, 1 turns remaining

Council:

Lord Lopt (22)

Steward Gromindal (71)

Marshal Montrimere (38)

Spymaster Sleipter (39)

High Priest of Magnus Artorial (55)

Chancellor Brotliechter (45)

 

Edited by Legorious
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Union of Bruma-Falkreath

 

Base AP: 14 (+4 1 turn) 18

Population: 62,550

Military: 4500 Light Infantry

2000 Heavy Infantry

500 Light Cavalry

10 Mages (10 Restoration)

 

Word caught Lycinia's ears of the Jarl of Whiterun's comments, which after a short conversation with Hrogar, were deemed unworthy of a reply. If the Jarl had such a problem with it, then he could travel south himself and attempt to rip the union apart. He'd fail in the endeavor. 

 

The training of the military went well, however the Nords still needed to catch up. Their prowess in battle is a well known fact throughout Tamriel, but they need to be able to work together with the rest of the army rather than running off on their own. The training continues in Falkreath, where those who work well together are to travel south to train with Bruma's legionaries for three months a year. The soldiers are to be watched consistently to see whether any have leadership potential, or an obvious prowess in battle. 

 

Meanwhile, competent hunters and those skilled with the bow are approached to join the auxiliary as archers. For three months a year, they would train as bowmen, whilst the rest of the year they would return to their jobs, unless the Union was at war. Rather than being trained as ranks however, which would essentially negate each individual archers skill, they are to be trained to work in groups of 8, which would fluidly travel around the battlefield as sharpshooters, at a much closer range than usual, which would be more akin to that of when they were hunting. This would help their accuracy as well as making a battle seem more like a familiar environment. Volunteers are asked to sign up to the program, where they would then receive a increase in salary for being both a reserve-soldier and a hunter. (2AP)

 

A new village is to be constructed in the province west of Bruma, closer to the fertile valleys that run from there. Before the settlers are to leave, 500 cavalry scout ahead, followed by 1000 light infantry to clear any hostile groups from the area. They are to stay until the village has basic defenses and a garrison in place. (10AP)

 

Castinus has proved an invaluable asset to Bruma, and has brought the city much wealth through his knowledge of trade. As such, he is offered nobility and the title of Earl, with a plot of land outside the city attached to it. It is hoped that this motivates him to further push Bruma to greatness. 

 

Money is spent injected into the tanning industry. Each skilled craftsmen are to take two apprentices to teach the craft to, in order to keep the quality of the goods leaving Bruma high. Also, they are commissioned to provide thick leather armor to the light infantry soldiers of Bruma and Falkreath. This heavy undertaking would be a steady process, and adequate funds are injected into the trade to encourage good work from the craftsmen, as well as expansion of the industry. (4AP)

 

The Winter's Breeze find little weakness in the higher-ups of the Imperial Reclaimers, and so whilst some continue to attempt to climb the ranks, others turn their eyes to the commonfolk. Information as to how the local populace finds life under the military junta is sought, as well as any who defy the government or wish to see change. 

 

More money is injected into the economy. (2AP)

Edited by DigitalRescue
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Kraviran Tribes

 

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"It is time to expand and create a new city, one that will be just as prosperous as our own, then we deal with the Dune." -Ra'Kazajir Vaskir

 

Overview

_______________________________

Population: 54000

Military Number: 4000

Available Manpower: 19040

Population Growth: 8650 a year

Unlocked Technologies: Terrace Farming, Advanced Military Doctrine

Currently Researching: Handheld Firebombs

Current Economic Status: Booming

Current Construction: New Town

Current Political Projects: War with The Dune

Current AP: 16

___________________________________________

Current Bonuses:

|+100 Population 3 turns|

|+550 Population 2 turns|

|+4 AP from Trade Partners|

|+4 AP from Grand Bazaar 1 turn|

|+1 AP from Tax Reforms 1 turn|

_________________________________________

 

A war they have asked for, a war they will receive, Ra'Kazajir stood in his war room, speaking with his Captain, Captain Do'kazar, a veteran soldier and one of the military leaders of the Kraviran tribes, there were others but Ra'Kazajir did not trust them, he looked down at his map, stepping back for a moment, speaking up,

 

"Do'kazar, my friend, I leave the Dune to you, do what you must, achieve victory, whatever you need, I will give."

 

Do'kazar offered a nod as Ra'Kazajir left, slowly moving towards the map, sighing before he began moving some pieces around the map, remaining silent as he formulated his plan, nodding for a moment before he began to move out, walking past Ra'Kazajir's room, and out of the palace, his men starting to mobilize as he climbed onto his Senche-Tiger, slipping his helmet on and then moved out of the walls of the city, to carry out his plan. 750 Khajiit warriors set out from Kravir, two hundred and fifty light infantry, two hundred and fifty Senche mounted Archers and two hundred and fifty Senche-Mounted Spearmen set out to harass and raze The Dune lands.

 

Ra'Kazajir sat in his room, sighing for a moment as he looked at his blank scroll, sighing for a moment before he dips his pen in the ink and began writing, it is time for expansion he details that twenty thousand people are to go to the region to the west to build a new town known as Kachi, he also states that 500 heavy infantry and 250 light cavalry are to go and guard the civilians against desert raiders and The Dune, leaving 1750 troops to defend Kravir from any attack, but they were ready none the less.

 

Do'kazar moved out with his unit, making way towards the Dunelands, it would take a few days, and he intentionally stopped at oasis spots to refill on water and rest, eventually, they'd make it to the outskirts of Dune lands and now prepare for any encounters.

 

 

 

Military

___________________________________________________________________

 

|Assign 750 soldiers to go into Dune Lands for Skirmishes| -3 AP

|Assign 750 soldiers to defend the settlers of Kachi| -3 AP

|1750 Soldiers left to defend Kravir| -0 AP

 

 

Construction

______________________________________________________________

 

|Begin Construction of the town of Kachi| -10 AP

 

Diplomatic/Political

________________________________________________________________

 

|No actions were taken this turn|

 

 

 

 

 

 

 

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The Sarpa

 

Stats:

Capital: Helstrom

1 province

 

20 AP in Economy (2 AP)

8 AP in farms (4% bonus pop growth)

 

57,800 Argonians

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

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

+1,900 event for this turn

 

2,500 Light Infantry

1,000 Heavy Infantry

 

Trade with Markmount, Stormhold (occupied), Stonefalls (2 AP)

Defensive Pact with Stonefalls

 

----

 

Thief-of-Tails maintains the course of action for the Sarpa during Swamp-in-Head's absence. Planning ahead, he sends many settlers out in order to claim a new province for their tribe. Other than that, rain falls, as the people expect Swamp-in-Head's return.

 

----

 

6 AP (default)

2 AP (trade)

2 AP (economic improvements)

6 AP from event (this turn only)

 

Actions:

 

5 AP into economy.

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

10 AP to claim the province south in the region. Establishing a new town.

 

Swamp-in-Head enjoys Archon and meets other tribal chiefs. Swamp-in-Head attempts to garner interest from the other tribes for mutual trade and prosperity. He also advertises a united front against the encroaching Dunmer. Whilst Stonefalls is somewhat bearable and temperate as opposed to the rest of Blackmarsh, it is still Blackmarsh and by no means their territory.

 

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Imperial Remnant

4E 385


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-Statistics-

AP Base: 6

Economy: 3

Trade AP: 4

 

Population: 61,600

Population Growth Per Year: 10,400

Farm Investment/Base Percentage: 15%

Army

4000 Light Infantry

1000 Heavy Infantry

500 Light Cavalry

 

Leadership

Legion Commander - Marius Decius Arteius (41)

Legionary Maximus Arteius (21)

 

Actions

A large settlement project takes place and they expand into the province north of them in the same Region (10 AP)

 

Fox Hunt (3 AP)

 

Instead of waiting for the situation to deteriorate or break into Hostilities the Remnant dispatches a diplomat to the Imperial Reclaimer's in Imperial City. (Mod)

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The Rift

 

While in its current state the Ratways are just a cesspool for crime and homeless, after the criminals are cleaned out the Ratways could be made into a proper Barracks. So 250 heavy infantrymen are sent empty the riff raff from its halls. Any and all valuables will be confiscated.  

 

The meeting with Jarl Vongrik went well, it was decided that the two Holds would march upon Markarth to retake the city in five years time. Jarl Oskar also stated that he would join in the siege.   

 

Overview:

Population: 60,400

Population growth per year: 8,500 (+350 for 2 turns)

(+1000 for 1 turns)

Military size: 6,000

AP this turn: 9 AP

AP in treasury: 0

 

Military Report

People allowed in service: 21,140 People in service: 6,000

 

Army

Total Military size: 6,000

Light Infantry: 4,000

Heavy Infantry: 1,500

Light Cavalry: 500

Heavy Cavalry: 0

 

 

Economic Report

AP this turn: 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 (22)

Faide the Nightingale (21) 

Halister Law-Giver (1)

 

Technological Report

Nothing is being researched.  

 

New technologies acquired

None.

 

Actions


 

Bam-Bam in the Ham part two electric boogaloo  (-4 AP)

 

250 Heavy Infantry are sent into the Riften Ratways to clear out the troublemakers, using whatever force deemed necessary. (-5 AP)



 

Edited by Gomrum
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4E 486:

 

 

The County of Falinesti:

 

The raiding continues throughout the year. With Sea elves abducting thousands of civilians from Elsweyr, Hammerfell, Cyrodiil, and Valenwood. Many citizens demanding something to be done. Finally, an envoy from Summerset arrives at Falinesti, the King of Alinor is requesting all the lords, ladies, counts and dukes to convene in Alinor. Their ships would be protected.

 

A day of mourning in Arenthia, the royal family thanks for the return of her body. Her funeral is held not shortly after.

 

The expansion of trade is of utmost importance. With significant funding from the crown, the road system and trading infrastructure have been expanded. Allowing the possibility of an additional trade partner. (+1 Additional trade slot)


 

The Colovian Highlands:

 

The construction of the battering ram is completed. With the ram being the Colovian wolf. Siege ladders are also constructed. While Anvils troops are put on notice. Preparing for when they are to be called. Later in the year, both militaries began training in a new formation. The testudo formation. Useful in defending troops against arrows and other projectiles.

 

Another town is constructed. Settling near a river running through the mountains.

 

The meeting goes poorly, as the Chorral want nothing to do with Kvatch. On the way back, they are stopped by a Remnant Century. Asking for Marcus to come to the Imperial city. He obliges and begins his way to the city.

 

Reaching it by the end of the year he is put in a luxurious district. A meeting of the current Consul and the Lords of Cyrodiil will happen soon. For now, Vona will rule of Marcus’ domain while he is away.

 

An envoy reaches him in the city, informing him of his wife giving birth to a baby girl.

 

Bam-Bam is successful.


 

Jarldom of Windhelm:

 

Mages are recruited from Nifelheim, being sent to Windhelm soon after. More troops join the army, 1000 in total. The new cavalry riders are sent to the Imperial camp, soon after arriving they engage a small bandit force. Beating them back easily they find nothing of value except a few old Imperial flags and some leather strips. The camp was stripped a long time ago.

 

With the additional guards stationed in the guarding district. Merchants feel much safer in the streets of Windhelm. More merchants coming in. Later in the year, an envoy is sent to Windhelm, that all Dunmer merchants must leave the city by the order of King Cyllo Dres. They comply, all the Dunmer merchants leaving Windhelm, Riften, and Winterhold. It seems the Kingdom has issued an embargo on Skyrim. (+5 AP for one turn)

 

Bam-bam is good.


 

Kingdom of Orsinium:

 

This year is of change, with the breaking of tradition it's now official that all males are able to sleep with whoever they want. This seems to give Orsinium the much-needed population boost it needed. Though not all are happy with this. The other Orcish strongholds seem to disagree with this breaking of tradition. (+1200 Pop per turn)

 

Scouts return with news, it seems any province around Orsinium is a suitable location. With the mountains providing a defensible position for any settlement built there would prosper. In terms of mines, all they can find are coal and iron veins.

 

More troops are recruited. Joining the Orcish army. They are sent in policing the lands of Orsinium, already showing results as they have cleared out many bandit hideouts and camps. Allowing for orcish settlers to set up new villages and towns.

 

Investment begins into the economy. It seems it has lagged behind its neighbors and more importantly the Bretons. With this small push, it can finally start competing with its neighbors.


 

The Brotherhood of the Sword:

 

It seems Gogaas is not the cunning warrior as Christophe believes. Once again making a fool of himself in front of the troops. The army believes that Tlorkum is a much better protege. Many officers in the army agreeing.

 

The spy that was sent into Sentinel is quickly apprehended and executed. They did not learn where the spy came from. Christophe finds some suitable women for..spicy time.

 

Gogaas has better times in negotiating with the merchants of Riften, Gilane, and Rihad. Their merchants impressed by Gogaas. A small economic investment also encourages Khajiit caravans to begin making the long journey over. (+1 AP for one turn)

 

With the food and supply act established many small farms are built in peoples homes. Securing a constant food supply for the thousands of citizens. (+750 Pop per turn)

 

With funding finally received the designers can finally begin making new ships. Within the end of the year, a few new designs are presented to Christophe. One is a large ship, capable of going a respectable speed with good armor. However, the maneuverability is lacking. Another design is of similar size, but lacking armor and firepower. Making it up with speed and maneuverability. Another is a balance in between all the factors. But it is small.


 

Realm of Nifelheim:

 

The Economic stipulation into Calastar pays off, many more merchants, traders, and craftsmen call this city home. The economy begins to boom as more trade and more goods are produced at a steady rate. (+1 AP per turn)

 

The wedding of Lopt and Rianciene is celebrated in Calastar. A happy day for the both of them. They are officially wed under Mara. The children of the union being under Lopt's dynasty.

 

Recruitment of 1000 troops is complete. They are stationed in Calastar.

 

A new mage has pledged herself to the College of Calastar. A master in Conjuration. With the capture of the College of Winterhold many students escape to Calastar, joining the growing amount of students. (+3 AP for 5 turns)


 

Union of Bruma-Falkreath

 

The Nords begin their training at the start of the year. Continuing throughout, many officers show great promise. Though one stands out from the rest. A tactical genius. This man managed to beat Imperial officers during combat exercises and even best a Centurion in combat. His name is Agnippr the Calm. The Nord troop’s organization has increased. Comparable to those of the Imperials.

 

The program finds great success with 500 men already signing up, completing their training and returning home. The program will provide a quick force of skirmishers which the Union can call upon in times of war. (+500 Light infantry, +25 Light Infantry added to this number per year. These troops can only be called during times of war.)

 

The troops sent ahead to clear out any hostile forces, facing a small goblin army they quickly crush them. The settlement is finally set up. The troops stationed there to protect it.

 

Castinus is given the title of Earl, he begins development of his land. Farms and lumber mills are setups to begin constructing housing for those who live under him. Halfway through the year, he constructs his hall as well as housing for the workers. Then at the end of the year, he constructs multiple coal mines, a great economic bonus to Bruma for sure. Trade continues to flow, with even Dunmer merchants coming from Morrowind to trade. (+1 AP for 5 turns. +500 Pop per turn.)

 

With more money coming in,  guided by Castinius the tanning industry increases considerably in Bruma. High-quality furs and hides being produced are exported to Bruma’s trading partners and from there to lands such as Blackmarsh, Morrowind, and even the Summerset Isles. (+4 AP for 1 turn)

 

The Winter’s Breeze continues their mission, infiltrating the civilian society. It seems a majority of the population of Imperial City is made up of soldiers and their families. However, the population in the Heartlands are lowly farmers and peasants. With the lands being controlled by the Legatus stationed in the province.

 

A letter is sent to the Countess of Bruma, requiring her to come to Imperial City, as the Consul is hosting a meeting with all Imperial nobility.


 

Kraviran Tribes:

 

Surprisingly the Kraviran tribe's war against the Dune was successful, however costly for the Dune. As the Imperial Mercenaries, they hired decided to sack the city. Taking their entire treasury and killing much of the populous. Crippling the city. A victory nonetheless.

 

The town of Kachi is constructed. A glorious day for the Tribes as they continue to expand.


 

The tribe of the Sarpa:

 

The meeting with all the other Argonian chiefs goes surprisingly well as even the Gideon find common ground with the Sarpa. They all agree that a free trade agreement will be signed between all the tribes. The Chief of Naga even suggesting a defensive pact to be signed. Though the Chief of Archon and the Chief of the Blackrose refuse this proposal. At the end though, they all agree that they should build up their forces in order to take back Stormhold from the Dunmer. They plan their invasion within the coming years. The Chief of Archon telling them all when the time is ready. He will call them back, for now, they all return back to their respective tribes.

 

Even more, investments are poured into Helstrom, expanding the city even further allowing for more trade to flow in. (+1 AP per turn, +750 Pop per turn)

 

More farms are constructed. (135 Pop per turn)

 

A new town is established. With a new hist tree being planted there.


 

The Imperial Remnant:

 

A new settlement is constructed north of Cheydinhal. With the construction, it marks a historical day of the expansion of the Imperial Remnant.

 

The diplomat sent to Imperial city returns to Cheydinhal, it seems the Grand Consul required Marius’s presence in the Imperial city.

 

Fox Hunt brings more pelts.


 

Jarldom of the Rift:

 

Bam Bam Part two is very successful, another son is born.

 

The battle in the Ratways was tough. The entered, ambush after ambush they slowly cleared the scum out. Finally reaching their base. After a fierce battle, the Thieves Guild are finally driven out of Riften. Their riches and spoils confiscated by the Jarl. (+12 AP for 1 turn)

 

 

World Events:

 

The Dunmer invasion of Skyrim begins, with the quick defeat of the Winterhold army they raze Winterhold, seizing as many provinces as they can. Capturing much of the region and the College of Winterhold.

 

Dunmer envoys arrive in Windhelm and Riften. Offering them vassalization in order to escape total destruction.

 

The Imperial Reclaimers invite all Imperial lords to the Imperial City for a meeting discussing the future of Cyrodiil.

 

The sandstorm comes back, ravaging Hammerfell. This one is much larger and more powerful than the last one. Once again, appearing in the same place as before. Meanwhile in High Rock, torrental downpour begins to flood the lowlands. Destroying much of the farms in the southern provinces. Though in the Wrothgar Mountains and the coast seem to prosper from this rain. 

 

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Edited by HyperionSibuna
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The Kraviran Emirate

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"A new age is upon us, with this show of power we will secure the loyalty of Torval and Corinth soon, or else they will die in the sand." -Ra'Kazajir 

 

 

 

Overview

_______________________________

Population: 92500

Military Number: 4000

Available Manpower: 32375

Population Growth: 8650 a year

Unlocked Technologies: Terrace Farming, Advanced Military Doctrine

Currently Researching: Handheld Firebombs, Advanced Irrigation

Current Economic Status: Booming

Current Construction: Farms & City Reconstruction

Current Political Projects: Trade Deals

Current AP: 11

___________________________________________

Current Bonuses:

|+100 Population 2 turns|

|+550 Population 1 turns|

|+4 AP from Trade Partners|

_________________________________________

 

Victorious at last, Ra'Kazajir stands at his balcony, looking around his city that remained under repair as he walked inside, this was a victory to be sure, the Kraviran Tribes would no longer just be a tribe, now it would become the Kraviran Emirate, Ra'Kazajir becoming the Emir of the newly formed nation, Do'kazar being his right-hand man, work was to begin. Ra'Kazajir sat back on his floor mat, a table being brought to him once more with scrolls and the like, but this time, he got a sweet roll with it, grabbing the sweet roll and eating it quickly he turned his attention to the scrolls, grabbing one and unrolling it to start writing things down.

 

On the first scroll, he details the mass construction and reconstruction of farms on a large scale and upgrading the Dune's farms to the Terrace farming used by the Kravirans. He gives this scroll to a Servant, grabbing another Scroll, unrolling it and starting to write down on it, detailing that Advanced Irrigation techniques are to be researched so crops can be grown throughout the entire year, giving researchers plenty of funds and demanding results at the end of the year.

 

Speaking of the end of the year, Ra'kazajir was now thirty-six and it was time to find a wife, he sends a request to all of his wealthy clients and the leaders of Torval and Corinth to see if there are any young women able for marriage. This was only for the first wife, to produce an heir and hopefully have an advantage due to her possible status.

 

Once the requests are sent, he takes two more scrolls, rewriting his trade offering to Corinth and Torval, the two tribes who denied him, perhaps they can reconsider...

The Dune Settlement to the south is also renamed Kazar, in honor of Do'kazar, the man who captured the city within a day.

 

 

Military

___________________________________________________________________

 

|No actions were taken this turn| 

 

 

Construction

______________________________________________________________

 

|Construct/Repair Terrace Farms across all provinces| -8 AP

 

 

 

Diplomatic/Political

________________________________________________________________

 

|Research Advanced Irrigation Farming for Year-long growth| -3 AP

|Send requests for women for marriage| -0 AP

|Resend Trade deal to Torval| -0 AP

|Resend Trade deal to Corinth| -0 AP

 

 

 

 

 

 

 

 

 

 

Edited by Vanity707
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