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Tamriel Imperialis V2 (RP)


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The Kingdom of Rihad

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Haserick looks at the war map lain down before him. Showing the entirity of Tamriel. Mainly focusing on it’s northern territories. As he saw it he frowned. His eyes could not help but drift towards Skaven. The arch-duchy of Skaven, it disgusted Haserick. A state that could conquer the land of Hammerfell without any issue but an attack on it would cause thousands of Imperials to stream over the border. Haserick would not complain about it being unfair, there was no use, but it was. 

Still, he needed to deal with this. But for now he needed to wait. Eventually an oppertunity would hopefully arise. And so Haserick stood, looking at the map and planning.

((Sorry, little rp this time))

 

Army:

Cavalry:

2000 mounted palace guards, 2000 light cavalry

 

Infantry:

5000 palace guards, 5000 skirmishers

 

Misc.:

3000 archers, 100 mages

 

Income:

Base: 10k septims

Provinces: 6k septims

Investments: 1k septims
Trade: 3k septims

Total: 20k septims

 

Treasury: 0k septims

 

Actions:

Military:

Recruitment:

1000 mounted palace guard (5000 septims)

3000 palace guard (7500 septims)

50 mages (2000 septims)

1000 archers (500 septims)

Total: 15k septims

 

Economy

6k septims are put into expanding the carriages used for trading. With Haserick having heard rumors of how effective they were with Windhelm and hoping to copy it’s succes. [MOD]

 

 

Diplomacy:

Haserick and his wife try Bam Bam again [MOD]

 

Limited support is sent to the war with Orisium. With Haserick stating that he keeps most of his army in reserve in order to use it if an oppertunity arises. The limited support consists of a cavalry contingent of 500 heavy and light cavalry. Mostly intendent to support Sentinelese infantry. Being used to flank and rout the enemy. [MOD]

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Jarldom of Windhelm

 

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Activity:

 

WIP

 

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Statistics:

 

Income - 45,000 Septims ( 10,000 Base, 4,000 Tax, 1,000 Investment, 3,000 Trade, 4,000 Caravans, 8,000 Gray Tax, 10,000 Trade Posts, 5,000 Selling Leather)

 

Constructs - Windhelm Barracks

 

Production - N/A

 

Technology - Larger Caravan Holds

 

Standing Army - (42,100) 7,000 Skirmishers, 19,000 Heavy Infantry, 14,000 Longbowmen, 2,000 Light Cavalry, 25 Restoration Mages, 75 Destruction Mages

 

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Diplomacy:

 

Leader - Oskar Alfriksson-Stormcloak (21)

 

Trade - Orsinium, The Rift, The Pale

 

Allies - The Pale (Military)

 

Dynasty - Wife: Brunhilda Alfriksson-Stormcloak (20) Children: Brigitte Alfriksson-Stormcloak (0)

 

Conflicts - N/A

 

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Actions:

 

A further expansion to the Windhelm military is made: 2 rams, 15 catapults, 7000 archers, 10000 heavy infantry, 100 mages (25 restoration, 75 destruction), 2000 light infantry, 1,500 light cavalry. (30,000 Septims)

 

An improvement is made to the walls of Windhelm, adding additional palisades as well as improving the sturdiness of the walls themselves with new, metal-braced frames. (15,000 Septims [15,000 Invested])

 

Oskar trains with the best men within Windhelm, utilizing the training field as well. (16,000 Septims [Personal treasury])

 

To ensure the new Grey Tax goes through, heavy infantry are set to patrol the streets rather than the typical regular guard. (MOD)

 

The Dunmer revolt is quelled with a force of heavy infantry, and thus the tax is SLIGHTLY reduced to accommodate their needs. (MOD)

 

Covert actions. (MOD)

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Kingdom of Senchel 

 

A mass military recruitment drive begins, with the world tensions beginning to heat up. 

 

Actions: 

 

Recruitment Drive: 

500 Senche Archer Riders (7k)

1,000 Senche Riders (6k) 

4,000 Khajiit Heavy Infantry (6,000)

3,000 Khajiit Light Infantry (3,000) 

4,000 Khajiit Archers (4,000) 

 

Nations are offered to buy spots in Senchel Dry Docks. (Mod)

 

The Borders to Valenwood remain closed. 

 

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The Power in the Swamp:


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Jarldom of the Rift:


 

The grant given to the city of Chim puts a relief on the middle class and lower class within the city. Which up to this point, had been facing difficult times. Many of their friends and family leaving the working force to join the army. The grant really helps stabilize the city. Which begins to expand, experiencing a very large population boost. A majority of them being Argonians and Nords.

 

The merchant hub in Riften is fully operation. In its current capacity it can only produce little coin. The leader of the hub reminds Carsten that if the state invests into this hub, that there will be plenty of profit. (+5,000 Septims per turn)

 

The war with Oreleth is quick, no lives had to be sacrificed as the Dunmer saw the overwhelming Nord force coming straight for them. Their lands are annexed and the Rift grows stronger. The last two remaining Dunmer nations form defensive alliances with one another. In other news, the trebuchets are finally completed. The Imperial Siege engineers being paid at the end of the year.


 

Grand Duchy of Kvatch:


 

The Imperial Confederation is officially dissolved after the sedition of Kvatch, Anvil, Chorral, Bruma, Dragonstar, and Morthal. The long standing defense against foreign powers invading Cyrodiil has been destroyed. The Imperial City can only sit and watch, warning all of the powers who have left to be wary.

 

Kvatch is no more after the sedition from the Confederation, Colovian holds unite into the Kingdom of Colovia. The Kingdom becomes the new dominant power in Cyrodiil consisting of the Grand Duchy of Anvil, Chorral, and Bruma all of which hail Marcus of Kvatch as King of Colovia. This new Kingdom stuns many in Hammerfell, Valenwood and even a few in Skyrim. Fearing the return of an Empire.

 

The Khajiit allowed into the city are merely peasants searching for a new way of life. They work just as hard as any colovian for the food they put on the table. They become loyal subjects of the Kingdom. However, due to certain laws. They are unable to serve in the military.

 

The argonian envoys study all the material they can, learning much about Imperial tactics and formations. As well as military doctrine and standards. By the end of the year they give their thanks to the Kingdom, heading back to Blackmarsh. (+8,000 Septims)

 

The army is trained, boys becoming men. Many of the legates and centurions gaining much-needed experience in leading one of the largest forces in all of Tamriel. This training would harden the Kvatch troops.



 

Archduchy of Camlorn:


 

Victory at the Battle of Northpoint raises the morale of the Breton forces significantly, they settle in for the winter near Northpoint. Just incase the orcs try to attack once again. Along with this, another investment is made into the economy. Improving it significantly. (+1,000 Septims per turn, +1 Trade slot)

 

The Kingdom of Hegathe redirects their army towards Daggerfall, landing their troops and is threatening a push against the Camlord forces holding the line. Camlorn receives news that the Kingdom of Gilane has joined the war against the Bretons.



 

The Grand Duchy of Cheydinhal:


 

The Khajiit merchants from the Kingdom of Dune construct their merchants guild. Housing a small population of Khajiit in Cheydinhal. However this merchants guild provides a large amount of gold for the Grand Duchy. As well as an automatic non-aggression pact with the Kingdom of Dune. (+5,000 Septims per turn)

 

The investment in the docks have finally yielded the results the crown were looking for. A large trade increase as well as the ability to produce ships at a much faster pace. (+4,000 Septims per turn. Ships are much cheaper to produce.)

 

Twins are born, one boy and one girl. Both are in good health. The fort continues construction, many buildings being set up inside of the fort. The beginnings of a large dungeon are finished by the end of the year. The engineers estimate they will be able to finish the fort within the next year.



 

Kingdom of Orsinium:


 

The battle at Northpoint puts a small bump in Orsinium’s plans. However envoys from Gilane reach Orsinium. Telling the injured Agrum who is currently recovering that the Kingdom of Gilane will join the war on Orsinium’s side. Assisting the Hegathe army against Sentinel. Which they succeed in capturing many territories. Beginning to lay siege to the city of Sentinel itself.

 

The Orcish strongholds within the Dragonstar and Skaven duchies all rise up and pledge their support for Orsinium. Distracting the Imperials from sieging down cities. They move their armies to deal with the rebellions. Only leaving small garrison forces to hold down the land they have occupied.

 

Solitude begins to siege the most Northern east city. Imperial’s cutting them off from receiving any food and supplies. Currently the war is not in Orsinium’s favor. However more allies join, maybe this will tilt the war into the favor of the aggressors.

 

The mercenaries slow the Nord and Imperial armies significantly, however they cannot stop forces of 20,000 or more. However they harrass anybody they can.


 

Kingdom of Aurion:


 

The spymaster indeed slows down the Auridon forces, however he reports that the Auridon troops are occupying some of Aurion’s southern territories. With reinforcements on the way to begin a large siege of the Capital. The loss of Aurion would mean defeat.

 

The 2nd Army pushes on towards Auridon. Cut off from supplies many of the troops have to scavenge from the land. Which causes many of the locals to see the Aurion army as nothing more than bandits and brigands. Causing many of them to join the garrison preparing in Auridon to destroy the 2nd Army.

 

The Elsweyr merchant hall is constructed, providing much needed money for the crown. Which could help it win the war. Along with this, Torval builds a merchant hall in Aurion as well. (+5,000 Septims per turn)


 

Elsweyr:


 

The trading hall opening in Aurion provides a large amount of gold and goods for the Mane. Which increases the economy even more. Troops are recruited and the Argonians are greeted warmly. The Khajiit merchants teaching them all they can about trade practices and the art of diplomacy. (+10,000 Septims per turn.)

 

White claw society is given another gift.



 

The Kingdom of Rihad:


 

The Kingdom of the Dune build their trading hall in Rihad, many Khajiit merchants moving in and calling Rihad home. This provides a nice amount of income for the Kingdom. Which no doubt will be used efficiently. (+5,000 Septims per turn)

 

Carriages are expanded and the entire trade network of Rihad is revised. Streamlining it and making it more efficient and easy. As well as safer. (+4,000 Septims per turn)

 

Haserick’s wife gives birth to triplets. Two daughters and one son.


 

Jarldom of Windhelm:


 

The Dunmer population of Windhelm leave the area. A majority of them settling in Dawnstar and the surrounding area. (No more Grey Tax)

 

The walls of Windhelm are reinforced. Large sections of it receiving these metal braced frames. New watchtowers are erected and by the end of the year, the walls have been bolstered and refurbished. (+10 in defensive siege rolls)

 

Oskar trains with the best men in his army, gaining dueling experience and his men gaining general combat experience.


 

Kingdom of Senchal:


 

Troops are recruited, the Kingdom of Dune is interested in buying spots in the Senchel drydocks. They are asking for a price and are willing to pay it. Other than that, nothing much happens in the Kingdom.

 

 

 

World Events:

 

The Kingdom of Argonia continues in its modernization. Expanding roadways and cities. Settlements are being reconstructed with stone and wood instead of mud. Their army also expands significantly, over 20,000 join the ranks of the Argonian Kingdom. Their military begins to be reorganized. Adapting to the model of the Imperial legions.

 

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Kingdom of Colovia

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King Marcus Orentius. 4E.

 

Now King of Colovia, Marcus sat at a table with a map sprawled out on it. The map was of the Kingdom and its borders. The current borders bothered Marcus, the old duchy borders were fine how they were. To organize the Kingdom the old borders would have to return and Marcus had a plan for that. The thought of returning Skingrad’s land back to the exiled family even crossed his mind. To further the realms prestige, tactical maneuvers would need to be made, even though they might spark controversy.

 

The soldiers now being officially trained have a lot more to work on and as such more septims are going to the training of legionaries. To add to the very large Kvatch legion more men are called upon, much like last year and the years before those. Nobody would get in the way of the new kingdom, at least while Marcus is around. Nothing else of note takes the King’s attention.


 


Diplomacy

….

Income

Base Income: 10,000 Septims.

Tax from Provinces: 12,000 Septims, 28,000 from Vassal tax.

Income from trade: 3,000 Septims, 5,000 from Dune’s Guildhall.

One turn: 8,000

Total: 66,000 Septims.

 

Dynasty

Marcus Orentius (22)

Iyria Orentius (21)

Tytus Orentius (2)

Tiber Orentius (2)

Military

Kvatch 1st Legion:
25,000 Imperial Heavy Infantry

20,000 Imperial Light Infantry

3,000 Imperial Heavy Cavalry

5,000 Imperial Archers

2 trebuchets

Actions

20,000 Heavy Infantry, 5,000 light infantry, and 10,000 archers and 3 trebuchets. (-57,500 Septims)

 

More training for the soldiers. (-8,500 Septim. 11,500 Septim already invested. )

 

The vassals are called upon. ((Mod))

Edited by NunuTheGreat
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T H E  G R A N D  D U C H Y

O F

C H E Y D I N H A L

 

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The political  landscape of Cyrodil was changing, to the west Kvatch had reformed into the Kingdom of Colovia, most of the Colovian duchies has sworn allegiance to the King even the Dukes allies in Bruma had done so.

 

As usual, the imperial city sat and waited. The duke realised there’d be no more promise in a defensive pact with them since the confederation was effectively no more. In that case, was there any reason to remain in the dying confederation. Perhaps… no, not yet.

 

In his private study the Duke of cheydinhal pored over past maps of the county of Cheydinhal and even the empire of Tamriel; what had happened since then, how had his people fallen so far from grace. No, he would revive past glories, and restore Cyrodil for the imperials alone, that policy will have to wait though.

 

Suddenly a errant man rushed into his study, breathless. Gnaeus turned to the man his eyes flaring, furious that he had interrupted him during his own private thoughts. The mans eyes went wide when he saw what the dukes face looked like, eventually he stammered out his message. “Y-your gra-grace. Your w-wife she’s given b-birth to twins.” He announced, his face white. The duke stood up, thanked the man quietly and left to see his wife and the future of his realm.

 

During the early months of 842 the duke spent his days in Cheydinhal, keeping his wife company while she cared for her new-born. His bruman wife had refused the offer of a wet nurse and instead wanted to care for her children herself. Gnaeus had the privelage of naming his son Julius, while his wife had the privilege of naming their daughter Lucania.

 

After that however the Duke decided the time was finally right for a royal progress to see the state of his realm, he begins his journey accompanied by the first legions cavalry first south to the docks at the mouth of the Carbolo river and officially opens them in his royal name. After this he journeyed north to the southern fort that had been constructed in the last few years. Progress had been made on the stone structure and it was almost complete all it needed was some extra Septims which Gnaeus would pledge he would give, he would also discuss an invasion of Stormhold with the legate of the second legion who was posted there. He named the fort Scecario after his family name.

 

After this, he rode north at a slow pace to Harluns Watch and after receiving the rest of the first legion outside the city gates he marched in and paraded the legion around the city. It was a strong display of Imperial power none could refute. After this he returned to Cheydinhal and an even greater parade took place as a day of festivities took place.

 

After this parade Gnaeus held a speech for the citizenry of the capital and announced that the Grand Duchy would be reformed into the Kingdom of Cheydinhal and therefore he would no longer bow to the corrupt and lazed republic of the Heartlands.

 

He was now a King, and his wife a Queen. As King, his first act would be to spend a large amount of Septims building new stone walls around the city to give it a defensive edge against any opposing army in sieges. The ranks of the first and second legion would also be bolstered bringing the size of each up to 21,000 men. A small sum of Septims would be sent to the southern fort as well. In June he sent messengers to the second legion to begin marching into  argonian occupied cyrodil. Messengers would be sent to Stormhold with a declaration of war. Requests would be sent to Argonia asking them to join.

 

 

 

S T A T I S T I C S

 

Standing Army: 

 

The First Legion (Legate Whitodus) (Garrisoned at Cheydinhal)

6,000 Light Infantry

4,000 Archers

2,500 Heavy Infantry

1,000 Light Cavalry

500 Heavy Cavalry

Total: 14,000

2 Trebuchets

1 Battering Ram

 

The Second Legion (Legate Moslenagus) (Encamped at Fort Scecario in the southern borders of the Duchy)

6,000 Light Infantry

4,000 Archers

2,500 Heavy Infantry

1,000 Light Cavalry

500 Heavy Cavalry

3 Trebuchets

25 Battlemages

Total: 14,025

 

Leader: Gnaeus Secario (28)

Julius Scecario (1)

Luciana Scecario (1)

 

GDP: 10,000 Base, 6,000 from Taxes, 12,000 from Trade. (Initial trade deals + Docks and Merchants Guild)

 

S U M M A R Y

 

6,000 Light Infantry raised (6,000)

4,000 Heavy Infantry raised (8,000)

4,000 Archers raised (2,000)

10,000 Septims invested into raising stronger stone walls around Cheydinhal.

500 Light Cavalry raised (1,500)

500 invested into completing Fort Scecario (500)

 

 

 

TOTAL 28,000/28,000 USED.

Edited by UnusualBrit
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The Kingdom of Rihad

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Haserick sat in his throne room. Pondering on what he should do. He did not want to be involved in this war with Orisium. He would have preferred to attack Skaven now that it was vulnerable. However, he could not do so as long as his ally in Sentinel was being besieged and being threateneed with destruction. As such Haserick pondered.

 

It was a normal day in the great hall of Sentinel when Haserick came to a decision. He then called for a meeting with his military commanders and prominent nobles. Once this meeting was assembled he spoke to the assembled lords, ladies and commanders. “Men of Rihad. As of this moment our ally of Sentinel is being besieged by a force of humans who have sided over the orcs rather than fight with their own kind. And I am disgusted by them. They besiege honest folk because they are allied with the orisimer of all people. We can not stand for any ally of ours to be harrased by such a foe. As such an army will be led North. 

 

He then turned to Braika, his foremost military commander. “Braika. Though I know you are skilled in combat  you will need to stay here.” Braika sputtered in outrage as this and as she was about to reply to Haserick’s statement he raised his hand for silence. “That is because I will lead the army North myself. You will need to stay here to respond to any threats. Delaying them with your numerically inferior forces and maintaining order in the kingdom. I can only trust my most skilled military commander with this task. Whilst I myself wish to see the enemy’s of Sentinel vanquished by my hand. 

 

Braika grudginly nodded at this though she still felt a little resentment. Just as Haserick had expected. Haserick then looked at a map of the local area around Sentinel and spoke. “As of right now the capital of Sentinel is being besieged by the orismer’s allies. We will need to make sure the city does not fall. In order to do this we will start with harrasing the enemy forces. Whilst we might outnumber them we do not know the composition of their troops and as such I want to weaken them as much as possible before fighting a conventional battle. Furthermore I wish to do something of an... experiment so to speak.

 

Haserick then began explaining his battle plan to the assembled commanders. Who would in part execute it.

 

Army:

total army

Cavalry:

3000 mounted palace guards, 2000 light cavalry

Infantry:

8000 palace guards, 5000 skirmishers

Misc.:

4000 archers, 150 mages

Total troops: 22,150k troops

 

The 1st army of Rihad:
Cavalry:

2500 mounted palace guard

1500 light cavalry

Infantry:

7k palace guards

3k skirmishers

Misc:

4000 archers, 150 mages

Total troops: 18,15k

 

Defensive forces

Cavalry:

500 mounted palace guard

500 light cavalry

Infantry:

1k palace guards

2k skirmishers

Misc:

1000 archers, 0 mages

Total troops: 5k

 

 

 

Income:

Base: 10k septims

Provinces: 6k septims

Investments: 5k septims
Trade: 3k septims

Guildhall: 5k septims

Total: 29k septims

 

Treasury: 20k septims

 

Actions:

Military:

Recruitment:

1000 mounted palace guard (5000 septims)

500 light cavalry (500 septims)

2000 palace guard (5000 septims)

50 mages (2000 septims)

1000 archers (500 septims)

Total: 13k septims

 

Seeing the need for something more effective in rousing the spirits of his men Haserick commisions work into a new kind of drum. Something with a bit more kick and something that can give more enthusiasm to the troops. (snare drum) [MOD] (7k Septims)

Economy

 

 

 

Diplomacy/Military:

The 1st army of Rihad is sent North towards Sentinel. Here they are to move North until they reach the capital city of Sentinel. From there on they will head North towards the city of Sentinel. At first staying a distance of about 10miles from the city and setting up a fortified encampment.

 

Once the encampment is set up and well foritifed and if it is not attacked small units of light cavalry will be sent out. They will, with the help of the local populace as guides amongst the terrain, ambush supply convoys of the besieging armies. Making use of quick strikes and retreats. This will inevitebly force the hostile armies to divert more troops to protect their caravans and to grow weary. Lessening the amount of effective troops.

 

Then another part of the plan begins. When it is night quick attacks of the besieging forces will happen accompanied by the sound of a horn.  These attacks consist of quick strikes by heavy cavalry. Lead by Haserick himself in order to ensure it’s effectiveness. This horn will sound each night, however, only one in five times that the horn blows is there an attack. With the timing of course being random.

 

This will ensure that the hostile soldiers are conditioned to fear the sound of the horn and wake up when it is heard. This will increase exhaustion from the soldiers as they are unaware if the horn is actually the sound of an attack. This psychological warfare is partly an experiment by Haserick to see how effective it can be in warfare.

 [MOD/Skype]

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Jarldom of Windhelm

 

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Activity:

 

Pending.

 

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Statistics:

 

Income - 32,000 Septims ( 10,000 Base, 4,000 Tax, 1,000 Investment, 3,000 Trade, 4,000 Caravans, 10,000 Trade Posts)

 

Constructs - Windhelm Barracks

 

Production - N/A

 

Technology - Larger Caravan Holds

 

Standing Army - (62,800) 12,000 Skirmishers, 29,000 Heavy Infantry, 18,000 Longbowmen, 3,500 Light Cavalry, 50 Restoration Mages, 150 Destruction Mages, 2 Rams, 15 Catapults

 

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Diplomacy:

 

Leader - Oskar Alfriksson-Stormcloak (25)

 

Trade - Orsinium, The Rift, The Pale

 

Allies - The Pale (Military)

 

Dynasty - Wife: Brunhilda Alfriksson-Stormcloak (24) Children: Brigitte Alfriksson-Stormcloak (3)

 

Conflicts - N/A

 

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Actions:

 

More men for more land. 4000 archers, 10000 heavy infantry, 100 mages (25 restoration, 75 destruction), 5000 light infantry, 1,500 light cavalry. (32,000 Septims)

 

Diplomats are sent out to scout for potential locations to set up trade guilds. (MOD)

 

Gimme that bam bam baby. (MOD)

 

Covert actions. (MOD)

 

Not-So-Covert actions as the nords march west. (MOD)

Edited by Quackers
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The Rift

 

    With many of the Rifts resources being spread among its territories, it was time to expand its trade outside of Skyrim. Builder will be sent to Chim and Cheydinhal to construct the promised merchant halls, both expected to be finished by the end of the year.

With the new trebuchets built, it was time to have them brought to Riften and get a proper trained team to operate them. On top of this more soldiers would be needed to protect the Rift and her peoples, 8,000 Heavy infantry would be trained and placed with the rest of the men.  

With his victory in traditional combat against jarl Yngolf, Carsten inheirets Whiterun, naming Yngolfs son Thane of the city.  

 

Overview:

Population: Nord

Military size: 28,000

Gold this turn: 10,000 Base. 8,000 Tax. 3,000 Trade. Additional income (6,000) Merchant Guilds (5,000) (Total of 32,000)

Gold in treasury: 0

 

Military Report:

Recruitment in progress.

Army

Total Military size: 28,000

Skirmishers: 8,000

Heavy Infantry: 17,000

Long-Bowmen: 3,000

Light Cavalry: 0

Mages: 0

Battering Rams: 0

Catapults: 0
Trebuchets: 4

Ladders: 1,000

 

Economic Report:

Gold this turn: 32,000

Gold in treasury: 0

Trade Partners: Windhelm, Bruma and The Pale.

Dynastic Report:

Carsten Law-Giver (20)

Faide Law-Giver (19)

Halister (2)
Sinding (1)

 

Technological Report:

None.

New technologies acquired

None.

Actions:

 

10,000 is spent building a Merchant Guild in Chim.

 

10,000 is spent building a merchant guild Cheydinhal.

 

8,000 heavy infantry are recruited and trained. (12,000)

Whiterun is inherited into the Rift.

 

Covert Actions. (MOD) 

 

Bam Bam in the Ham.



 

Edited by Gomrum
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Operation C.L.A.W.S OUT

 

Ri’khaj feeling worried sends blahblahblah blahh vlahh

Blahhblahh  to go help out blahblahblah then we will send blahh

To help out the people of bosmer Then we will plan out how we will expand

Into blahblahblah Then our men can move through blahblahblah without any problem. After he sent the septiums out he packed up and is leaving his general in charge till he gets back from blahblahblah

 

Actions:

Blahblah 10k

Blahblah 10k

Blahblahblah 18k

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Golden Kingdom of Aurion

the_elder_scrolls__flag_of_the_aldmeri_d

Queen Athaere stood watching as she stared down the enemy army outside the city walls. Reports had indicated the enemy to be roughly 20,000 in number, perhaps more perhaps less. Either way it was a bad situation.

 

But alas there was hope..a raven had brought a message in the night that Martial Adus and the majority of the 2nd Army had escaped Auridon and made it to the mainland...this was the chance to break the Siege...

 

-Battle Plans-

Capital Army

8,000 Light Infantry

6,000 Archery

2,000 Light Cavalry

75 Destruction Mages

25 Restoration Mages

 

2nd Army

4,000 Light Infantry

1,500 Heavy Infantry

2,000 Archers

150 Battle Mages

25 Mage Artillery

Naval Assets


 

-Actions-

Standard Tax Income - 10,000 Septims

Province Taxes - 6,000

Guild Merchant Halls - 10,000

 

The Kingdom of Aurion calls upon the offered made to them by their Sea worthy friends - 18,000 Septims

 

8,000 Light Infantry recruited - 8,000 Septims




 

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Archduchy of Camlorn


The fifth year was marked with the victory of the young Archduke over the Orcish King at Northpoint. But such a victory was naturally due to the sacrifices made by the men of Northpoint as well. Regardless of it, having saved the Archduchess from the claws of the Orsimer, Silus was with all intent to continue the war, to rectify the injustices done to the Bretons in the past. All the while he continues to keep in touch with the Archduchess of Northpoint, both charmed by her beauty, as well as her kindness, which he understood as necessary. With burdened heart, but clear mind he continues the war against Orsinium.

 

To Sentinel he sends notes of apology, as his forces are tied in combat with both Redguards and Orcs, West and East. The Kingdom of Rihad however proves to be a valuable ally to assist them in the current war against Gilane that has chosen to backstab them in the right time. Silus condemns both Gilane and Hegathe for their opportunistic and imperialistic behaviour, attacking realms in weakness and aiding unjust wars declared against peaceful lands.

 

Income

 

Base Income: 10,000 Septims

Tax from Provinces (16/4=4): 8,000 Septims

Income from Economic Investments (40k): 4,000 Septims

Income from trade: Northpoint, Gilane, Sentinel, Rihad. 4 x 1,500 = 6,000 Septims

Total: 28,000 Septims.

 

Military

 

Standing Army: 25,190 men, 5 catapults

 

First Army (lined into second army)

3,000 Breton Light Infantry

2,000 Breton Heavy Infantry

5,000 Breton Archers

5 Breton Catapults

 

Second Army (To Orsinium! And the surrounding lands mostly.)

4,000 Breton Light Infantry

4,500 Breton Heavy Infantry

6,500 Breton Archers

190 Breton Mages

Actions

Recruitment

 

4,000 Breton Archers (-2,000 Septims)

50 Breton Mages (-2,000 Septims)

4,000 Breton Light Infantry (-4,000 Septims)

4,000 Breton Heavy Infantry (-8,000 Septims)

5 Breton Catapults (-2,000 Septims)

 

Silus begins courting the Archduchess, writing letters en route, as he travels with his second army, with personal visits to Northpoint in between. Naturally, and he makes no secret of it, does he wish to marry her, asking for her hand ever so often. Honesty is a strong point of his after all. ((Mod))

 

A diplomat is sent to the King of Orsinium, bringing a letter from the young Archduke himself. There is acknowledgement of the Orcish prowess in battle written in it, but also a simple statement of the intentions of Silus himself. The Western territories of the Orcish Kingdom are to be ceded, nothing more nothing less. With the hint, that it may be early to call it a victory for the Bretons, it is however advisable to make amends to save lives and focus on enemies more... relevant. ((Samo!))

 

The First Army, freshly reinforced simply increases the prepared fortifications and holdouts they already made those years ago, effectively encircling the city of Daggerfall too, which should run low on supplies by now, coming into the third year of isolation. Any approaching vessels in the harbor of Daggerfall are naturally harassed by archery fire from the nearby cliffs and mountains which the Bretons have long taken for themselves, knowing exactly what the Redguards are planning. At the same time catapults are now being brought into the prepared positions in order to lockdown the harbor too and destroy any anchored ships there. ((Mod)) – Later, still in the same year the hungered out troops of the Redguards surrender the city to the well-fed and highly moraled First army of Camlorn. As soon as they open the gates and disarm the foreigners, they bring much required food and supplies from the outlying countryside to the citizens as well as the new prisoners. They should not hunger, just because they were soldiers of another realm.

 

 

To avoid fighting the Orcs on unfavourable terms, Silus orders the Second army of Camlorn to begin occupying/conquering the countryside around the city provinces. In addition to that, for their military alliance, he requests that the armies of Northpoint act in the same manner in the vicinity, to allow to aid eachother, should the Orcs make an attempt at attacking them, whilst doing so. ((Mod))

 

Supporter of the recently successful Archduke rally in all towns and cities of Camlorn for volunteers and contributions for the ongoing war against the Reguards and Orcs. The noble families of Camlorn are requested to send their professional retinues and retainers to support their liege in this justified defensive war against the Orsimer. With the promise of distributing newly gained holdings amongst the younger lordlings of these families and potential monetary recompensation after the war. ((Mod))

 

The captured Orsimer are disarmed and distributed in the cities of Camlorn, where they are to work and live amongst the Bretons, as armorers, smiths, carpenters, a few dedicated ones as hunters, to be integrated into the civilian life, slowly but steadily. The population should be shown that it is not them who are their enemies, but their leaders who have caused suffering and injustice. ((Mod))

 

Investments into the economy with the remainder of the yearly budget. (-10,000 septims)

 

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

4E 841

 

GbGso1I.png

 

The Camlorn offer of surrender terms is cordially refused, but returned with a personal congratulations of victory at Northpoint from King Agrum.

 

Overview:

Leader: King Agrum gro-Kharog

Provinces: 11

Trade: Windhelm

Current Septims: 18k

 

Military:

Grand Army of Orsinium (at Orsinium City)

9000 Orc Heavy Infantry

4000 Orc Skirmishers

8000 Orc Archers

2000 Orc Light Cavalry

80 Orc Mages

5 Catapults


23,080

 

Income:

Base Income: 10k

Province Income: 10k (Orc Bonus – 4 Provinces = 2500)

Trade: 1000

Economic Investment: 2000



Income Next Turn: 18k

 


 

Actions:

Recruitment:

  • 6k – 15 Catapults
  • 6k – 4000 Orc Heavy Infantry
  • 1.5k – 2500 Orc Longbowmen
  • 3.5k – 50 Orc Mages
  • 1k – 1000 Orc Skirmishers
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Rise of an Emperor:

0iwKfAA.png

 

Kingdom of Colovia:


 

The Kingdom goes to war, occupying the lands of Whiterun and Riften that they hold in the dejure Bruma area. After this, a peaceful resolution is found with the Jarl of Riften. The Rift will relinquish their claims to their territories in Bruma. Whiterun is also peaced out at the end of the war. As the Jarl of the Rift annexed the realm into his own.

 

A lot of troops are recruited, boosting the Kingdom’s military numbers to number 1 in the entirety of Tamriel. Not even the Kingdom of Argonia has that many men and women serving in its armed forces. They are truly the strongest military power at the moment.

 

Late in the year, Marcus receives troubling news. His son Tiber was found assassinated in his chamber.Seemingly poisoned. His first born Tytus however was found safe and sound in the arms of a wet nurse, the culprit is yet to be found.

 

The Kingdom of the Dune upgrade their merchant hub within the city, providing more funds for Kvatch as well as Dune. (+5,000 Changes to +10,000)

 

The soldiers are trained even more. Reaching the maximum amount of skill they can achieve without facing any real combat. They are truly an elite fighting force.


 

The Grand Duchy of Cheydinhal:


 

The Kingdom of Cheydinhal is established, officially ending the Imperial confederation for good. Envoys from the Imperial city arrive in Cheydinhal, asking for the Nibenese king for protection against the increasingly threatening Colovians.

 

More troops are recruited, nothing new with that. Meanwhile, the fort is finally completed. With large stone walls and towers, as well as a moat to boot. This fort will be difficult to take, but easy to defend. Along with the fort, a small village is established nearby. Providing food and construction supplies to the fort.

 

Stronger stone walls are constructed around the city of Cheydinhal. Providing stronger defenses that will make some armies tremble at the sight of the walls. (+5 to defense rolls, can be improved further)

 

The Kingdom of the Dune upgrade their merchant hub within the city, providing more funds for Cheydinhal as well as Dune. (+5,000 Changes to +10,000)


 

The Kingdom of Rihad:


 

The Kingdom of Rihad’s plan to harry and disrupt the siege works. As the continuous night attacks and ambushes put enough strain on the invading army that they eventually break off the siege. However, instead of heading back to their territory. The move northwards, heading the city of Orsinium to assist their Orc allies.

 

The Kingdom of Sentinel sends thanks to Rihad, and their forces soon reoccupy their territory. Attaching to the Rihad forces. The King leading his army personally. In other news, the snare drum has been invented.

 

The Kingdom of the Dune upgrade their merchant hub within the city, providing more funds for Rihad as well as Dune. (+5,000 Changes to +10,000)


 

Jarldom of Windhelm:


 

The diplomats sent out return with wonderful news, the Kingdom of Gilane and the Grand Duchy of Bruma would like for Windhelm to build a merchant hub. Diplomats report that these two nations would be a good start.

 

Troops are recruited, they would not see the fighting happening in the west. The Windhelm army marches westwards, in the middle of the year they take Morthal from Imperial forces. They keep pushing westwards, meanwhile the Pale forces storm through Solitudes lands, besieging the capital city by the end of the year.

 

Two more children are born, one girl and one boy. Regrettably Brunhilda died in childbirth. The priests could only save the children and not her. The boy was also born sickly, the priests cared for him for the next few weeks. The boy eventually made a full recovery.



 

Jarldom of the Rift:


 

A merchant hall is built in Chim. (+5,000 per turn)

A merchant hall is built in Cheydinhal. (+10,000 Per turn)

 

After a traditional duel over the holding of Whiterun, Carsten of the Rift is victorious. Inheriting the land and half of the armed forces of Whiterun. The transition of power goes smoothly, as the Thane of Whiterun ensures there is no unrest. (+8,000 Light infantry, 4,000 Longbowmen, 2,000 Light cavalry. You will get province bonus instantly.)

 

Triplets are born, two boys and one girl. Faide had complications during birth but she survived. She will be in recovery for a few months. All three babies are healthy and strong. Seems like Carsten has a powerful NUT.



 

Elsweyr:


 

Troops are sent out to Aurion to help out. Landing where the Aurion army also landed. These troops will no doubt help with the reconquest of the main island. Other than that, not much happens in Elsweyr.

 

(PM me for the other thing.)



 

Kingdom of Aurion:


 

A large sea elf fleet is at the Kingdoms disposal, consisting of over 10 warships, 20 transports and 10 galleys. A sizable fleet, they expect a large amount of payment for each year they’re in the Kingdoms employment. (10k income for every year they are hired.)

 

More troops are recruited, for now the siege around Aurion holds. The food supplies dwindling.


 

Archduchy of Camlorn:


 

The victory at Northpoint does indeed help Silus with his ultimate goal of his campaign. Courting the Duchess of Northpoint, she is flattered by his attempts. She informs him that they will discuss marriage when the war is over. For now she reminds him to focus on the war.

 

The Camlorn and Northpoint armies occupy the rest of Orcish territory that isn’t a city or major settlement. The orcish forces are now in the mountains. A dangerous place to invade, at the moment the war seems like a certain victory of Camlorn and its allies.

 

 

Camlorn’s noble families pledge their forces to the war. A sizeable force of Heavy infantry joining the Camlorn army. (+8,000 Heavy infantry, +2000 Light Cavalry)

 

The Orcs sent across Camlorn with good intentions fall short, as most of them simply return back to Orsinium to fight the Bretons. Only a small amount of them decide to stay in Camlorn.

 

Investments are made into the economy. (+1,000 Septims per turn, +1 Trade partner slot)


 

Kingdom of Orsinium:


 

Troops are recruited, envoys from Solitude arrive. Offering the Orcs white peace, as they are being invaded by the Pale and Windhelm. Not much happens other than that.


 

World Events:

 

The Kingdom of Argonia and the Kingdom of Cheydinhal invade Stormhold, finally all of Blackmarsh is unified. With that out of the way, Argonia continues to modernize. Their roads and cities similar to those in Cyrodiil and Skyrim. Nearly all of the dirt paths have been replaced with stone ones. They continue to modernize their military, over 50,000 joining this year alone.

 

The Kingdom of Argonia begins construction of a large navy to defends its shores. Later in the year, the Kingdom declares war on the Kingdom of Deshaan and the Kingdom of Orethan. The Large Argonian army defeating the combined Dunmer forces at the battle of Deshaan. Over 120,000 Argonians fought over 75,000 Dunmer troops. To nobodies surprise the Argonians come out victorious. Capturing the city and slaughtering the entire population. Enslaving any captured soldiers.

 

The Kingdom of Deshaan falls not to long after the battle. Now the only enemies left for the Argonians is Orethan. Who peace out at the end of the year, they are forced to pay a ridiculous amount of coin and give up some border regions to the Argonian Kingdom. Along with reducing their army size to no more than 55,000 men.

 

kR8VuY4.png

 

 

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

4E 841

 

GbGso1I.png

 

The white peace from Solitude is accepted. ((more to be added later))

 

Overview:

Leader: King Agrum gro-Kharog

Provinces: 7

Trade: Windhelm

Current Septims: 18k

 

Military:

Grand Army of Orsinium (at Orsinium City)

13,000 Orc Heavy Infantry

5000 Orc Skirmishers

11,000 Orc Archers

2000 Orc Light Cavalry

130 Orc Mages

20 Catapults


31,150

 

Income:

Base Income: 10k

Province Income: 2.5k (Orc Bonus – 4 Provinces = 2500)

Trade: 1k

Economic Investment: 2k



Income Next Turn: 15.5k

 


Current Septims: 18k

 

Actions:

10k – A significant investment is made into the modernisation and securing of Orsinium City’s defenses. Walls are reinforced, towers and crenalations strengthened. Even though snowmelt provides plentiful water, deeper wells and reservoirs and prepared in the event of protracted siege. Already a formidable bastion, manned by a race renowned for their defensive skill, the aim is to make taking the stronghold-city even MORE daunting to the Bretons. Orsinium endures.

 

4k – 10 catapults are produced. Any breton legion approaching orsinium will be showered with the ruined stone remains of Orsiniums past. Even in death, an Orc’s works can smite the enemies of Malacath.

 

4k – Arcane and priestly resources are dedicated to a great ritual in Agrum’s name. At the fabled Temple of Ire, the counsel and blessings of the pariah god, patron of the shunned, the daedric prince Malacath are sought. As is his teaching, the Orsimer do not beg for aid and are fully prepared to stand against their foes alone. Instead they ask for Malacath’s blessing to their righteous cause, and any words of wisdom he may have for King Agrum in this uncertain time.

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