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Tamriel Imperialis V2 (RP)


HyperionSibuna
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The Rift

 

(Sorry I was jammed, but i’m going to war with the remnants in Morrowind)
 

Overview:

Population: Nord

Military size: 66,000

Gold this turn: 10,000 Base. 14,000 Tax. 3,000 Trade. Additional income (6,000) Merchant Guilds (50,000) (Total of 83,000)

Gold in treasury: 0

 

Military Report:

Recruitment in progress.

Army

Total Military size: 66,000

Skirmishers: 16,000

Heavy Infantry: 33,000

Long-Bowmen: 15,000

Light Cavalry: 2,000

Mages: 0

Battering Rams: 0

Catapults: 0
Trebuchets: 4

Ladders: 1,000

 

Economic Report:

Gold this turn: 81,000

Gold in treasury: 0

Trade Partners: Windhelm, Bruma and The Pale.

Dynastic Report:

Carsten Law-Giver (22)

Faide Law-Giver (21) (Deceased)

Halister (4)
Sinding (3)

Irlkon (2)

Steynn (2)
Sertilde (2)

 

Technological Report:

None.

New technologies acquired

None.

Actions:

 

12,000 is spent buying Falkreath and its lands from Bruma.

 

25 Catapults are built. (10,000)

 

300 Restoration mages are brought into the military. (12,000)

 

20,000 Skirmishers are recruited and trained. (20,000)

 

5,000 Longbowmen are recruited and trained. (5,000)

 

16,000 Heavy infantry are recruited and trained. (24,000)

 

War with Morrowind. (MOD)

 

Covert Actions. (MOD)

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The Sky is on Fire

 

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Archduchy of Camlorn:

 

 

Camlorn war drags on. It has been years since Highrock has known peace. Thousands have died, for now the Camlorn holds their current positions. Many of the soldiers wondering when the war will be over. So they can finally go home to their families. Many living in the cities believe that the war is won, and a resolution should be found. A few small protests form against the war. However these are quickly silenced.

 

More men are recruited into the ever-growing army. Many of these men eager for a fight. The courtship of the Archduchess continues, progress slowly being made. She invites him to stay at her keep for a few weeks. So they may have the chance to get to know each other better.

 

Economic investments are made, which provides Camlorn with more taxes and more capacity for trade. (+2,000 Septims per turn, +1 Trade Slot)

 

Fortifications are improved across the nation. New outposts and watchtowers are raised. Old fortifications are repaired and refurbished. Checkpoints are set up. There are many abandoned forts dotting the landscape of Camlorn, now inhabited by less friendly individuals and groups. Commanders suggest that a small task force is set up to clear out these forts and regarrison them with troops.


 

Kingdom of Aurion:

 

The victory at the Battle of Aurion turns the tide of the war in the favor of the Queen and her followers. They push back and easily recapture lost territory and are now poised to siege Auridon’s mainland city.

 

The raiding of Auridon and the blockade does not have the effect that the Queen had expected, the Kingdom of Auridon gaining more war-support. As many in their lands view the Kingdom of Aurion as traitors and willing to work with savages who have been raiding and pillaging their lands for thousands of years.

 

The effect this has is that, Auridon raises a new army to threaten Aurion. Some foreign powers even beginning to sway into Auridon’s favor. If Aurion wants to win, they must end the war and end it quickly.


 

The Orentius Empire:

 

Corrupt officials are difficult to spot out, as they can easily blend in and pretend to be loyal subjects of the Empire. The purging of these officials is a slow and almost impossible task at this point. With thousands of bureaucrats running the Empire alone, not to mention the vassals.

 

Increasing centralization is a bold move, which is not well received by the vassals. As they were promised relatively high autonomy. The Grand Dukes wish to arrange a meeting with the Emperor to discuss this change of their autonomy.

 

Leyawiin refuses the Empires ‘offer’. In other news repairs to the Imperial city is slowed to a halt, as separatists continue to harass and attack the Kvatchi occupiers. Many survivors claiming that these separatists came from the sewers underneath the Imperial City. Who are using the sewer system as a way to house their insurrection.

 

Education reforms begin within the empire, the peasantry and lower class citizens receive much needed education. Learning about mathematics, reading and writing. Centurions begin to discipline unruly men within the legions. Raising the professionalism of the Legions to a very high standard.


 

Kingdom of Senchal:

 

New roads and routes are created to streamline trade coming in and out of Senchal. These new roads provide a quicker and safer way for goods to travel to Senchal. Which increases productivity and profit for the Kingdom. (+1 trade slot, +2,000 per turn)

 

A merchant hall is built in the city of Senchal. (+5,000 Septims per turn)


 

Elsweyr:

 

The Argonians agree to a trade post. Allowing the Khajiits to build one in the city of Helstrom. Duchy of Torval, the Duchy of Haven and the Kingdom of the Dune politely refuse the offer made by the mane.

 

The investment into the economy and farms bears its fruits. (+1 trade slot, +1,000 gold)


 

Kingdom of Cheydinhal:

 

Fortifications begin to be constructed on the ways in and out of Morrowind, a large task as well but this should be able to be completed by the end of the next year. If they receive sufficient funding of course.

 

Cheydinhal constructs five transport ships and one warship by the end of the year, and begin construction of five more transports. The groundworks of a strong navy.

 

 

The Invasion of Leyawiin goes smoothly, managing to capture large swathes of territory. Along with this, they surround the many cities that Leyawiin has on their side of the Niben river. By the end of the year, the Cheydinhal legions begin to lay siege up the cities. (Skype)

 

Argonia accepts the trade agreement.


 

The Kingdom of Rihad.

 

(Skype me first, forgot to do your encounter.)

 

Two trading posts are created. (+20,000 Septims per turn)


 

Jarldom of the Rift:

 

Falkreath is bought from Bruma and war is declared in Morrowind.

 

A letter arrives in Riften, a Black Hand.

 

 

 

tc6ZEss.png

 

World Events:

 

The White-Gold tower becomes a pillar of fire for a night. Frightening the inhabitants of the Imperial city. This worries even the Kingdom of Argonia.

Edited by HyperionSibuna
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The Orentius Empire

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Emperor Marcus Orentius. 4E.

  Last year seemed like it was going at a snail's pace. Not much was done thanks to insurrectionists in the sewers impeding progress. Marcus had a plan for them though, and he didn’t intend on being merciful. With the situation in the Imperial City now being handled, Marcus could focus on other things like the need for special individuals to handle something even the Royal Guard could not. Delicate procedures not just anyone could accomplish. In other news Marcus has ordered the research of agricultural advancements to hopefully help yield more crops and allow the populace to feel more comfortable reproducing. Along with this research project comes another for the military, with the intent to improve weapon and armor smithing techniques. 

Income

Base Income: 10,000 Septims.

Tax from Provinces: 16,000 Septims, 28,000 from Vassal tax.

Income from trade: 3,000 Septims, 10,000 from Dune’s Guildhall.

Total: 67,000 Septims.

Dynasty

Emperor Marcus Orentius (24)

Empress Iyria Orentius (23)

Tytus Orentius (5)

Tiber Orentius (Deceased)

Military

Kvatch 1st Legion:
45,000 Imperial Heavy Infantry

25,000 Imperial Light Infantry

5,000 Imperial Heavy Cavalry

20,000 Imperial Archers

5 trebuchets
 

500 Royal Guard.

Actions

Bam bam in the ham.

 

The vassals meeting request are accepted gratefully. ((Mod))

 

More guards are dedicated to help defend the workers while they continue to rebuild.

 

The Sewers in the Imperial City are going to be cleared by Marcus and the Royal guard.((Mod))

 

Covert actions are covert. ((Mod)) (-27,00 Septims)

 

Agricultural techniques are to be researched and looked into. (-10,000 Septims)

 

Better weapon and armor smithing techniques are researched. (-30,000 Septims.)

 

The Legion mobilizes. ((Mod))

Edited by NunuTheGreat
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Kingdom of Senchal

 

One year into his rule, Ak’idzo begins a reformation within the Kingdom of Senchal, clearing out the old guard and placing in his own hand-picked nobles and politicians, as well as taking actions to improve the economy and have the Kingdom boost into a great power.

 

 

Income

Base Income: 10,000 Septims

Tax from Provinces: 9,000 Septims

Income from Trade: 10,000 Septims

Total: 29,000 Septims

 

Dynasty

King Ak’idzo [26]

Queen Ja’irra [16]

 

Military

Standing Army: 34,000

12,500 Khajiit Senche Archers

10,000 Khajiit Senche Riders

40 Catapults

15 Battering Rams

6,000 Khajiit Light Infantry

2,000 Khajiit Heavy Infantry

2,000 Khajiit Archers

1,500 Cathay-Raht Infantry

 

Actions

A Trade Agreement is sent to The Orientius Empire. [Mod/User]

 

A Meeting is held with the Dune to discuss matters within Elsweyr [Mod]

 

Ak’idzo and Ja’irra begin a crackdown of disloyal politicians and all spies  [Mod]

 

To Improve the economy of the population, Ak’idzo also sends a request to Skingrad in the Orientus Empire to build a Guild Hall in the city.  [-10,000 Septims] [Mod/User]

 

To further the improvement of the prosperity of the People of Senchal, a Guild Hall is to be built in the Dune [-10,000 Septims]

 

9000 Khajiit Men and Women are recruited to join the ranks of Senchal as Light Infantry [-9,000 Septims]

 

Edited by Vanity707
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The Elsweyr Empire

 

As the Mane gets home he reconsiles some difficult decisions he has to make. After days and weeks of thinking Mane Ri’khaj finally decides what to do. He calls his military advisors and tells them its time to start training and requests for 5000 cathary-raht to be trained. Then calls to his messenger to send a letter to leyawin offering a guarantee of independence just incase. Finally he uses 10k to build the guild hall with the argonians. Then gives his 5k charity to the white claw society to help the poor in out towns.

 

Actions 25k to military

10k to guild hall

5k to charity

Send leyawin a letter (mod)

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Golden Kingdom of Aurion


While the Auridon Army is gathering it’s full force on its island, the Aurion Royal Army under Queen Athaere leads them to capture the city of Karnwastern. While the Royal Army goes to Siege and Surround the city the 2nd Army moves to capture the remaining areas of the Mainland.


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-Battle Plans-

Royal Army (Red)

12,000 Light Infantry

1,500 Heavy Infantry

5,000 Archery

355 Destruction Mages

325 Restoration Mages

25 Mage Artillery

2 Trebuchets

 

2nd Army (Blue)

6,000 Light Infantry

2,000 Light Cavalry

2,000 Archers

100 Destruction Mages

50 Restoration Mages

 

Sea Elves

Mission is to Blockade the Auridon Peninsula to not allow troops to arrive to the mainland. They are free to Pirate and attack Auridon ships, they also may keep what they capture.

 

-Actions-

Standard Tax Income - 10,000 Septims

Province Taxes  - 10,000

Trade - 2,000

Guild Merchant Halls (Torval,Elsweyr) - 10,000

 

Hiring out the Sea Elves - 10,000 Septims

 

4,000 Archers - 2,000 Septims

5,000 Heavy Infantry - 12,500 Septims

1 Battering Ram - 1,500 Septims

2 Trebuchets - 6,000 Septims

 

Upon Sieging the mainland capital of the Auridon Kingdom, a group of men lead by Councilor Aelsinire and High Priest Telion are sent to deliver a message to it’s ruler on behalf of Queen Athaere (Mod)

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The Kingdom of Rihad

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((No rp this turn))

 

Army:

total army

Cavalry:

4000 mounted palace guards, 2500 light cavalry

Infantry:

10k palace guards, 5000 skirmishers

Misc.:

5000 archers, 200 mages

Total troops: 27,7k troops

 

The 1st army of Rihad:
Cavalry:

2500 mounted palace guard

500 light cavalry

Infantry:

4k palace guards

2k skirmishers

Misc:

2000 archers, 150 mages

10 catapults

Total troops: 10,15k

 

Defensive forces

Cavalry:

0 mounted palace guard

500 light cavalry

Infantry:

3k skirmishers

Misc:

1000 archers, 0 mages

Total troops: 5k

 

 

 

Income:

Base: 10k septims

Provinces: 6k septims

Investments: 5k septims
Trade: 3k septims

Guildhalls: 30k septims

Total: 54k septims

 

Treasury: 0k septims

 

Actions:

Military:

Recruitment:

8k archers are recruited (4k gold)

7k palace guard are recruited (17.5k gold)

Total: (21.5k gold)

 

Economy:

10k is spent on another Guildhall in the Redguard kingdom that does not have any yet

 

3.5k Construction begins on a temple to Ebonarm. Which is done as gratitude from Haserick to Ebonarm for granting him victory. [MOD]

 

Diplomacy

For next year assistance is asked from Sentinel, in order to help Haserick with the siege of the final Skaven city. In order to return the favor of Haserick helping Sentinel when their capital was besieged. [MOD]

 

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Jarldom of Windhelm

 

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Activity:

 

Pending.

 

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Statistics:

 

Income - 102,000 Septims (10,000 Base, 4,000 Tax, 1,000 Investment, 3,000 Trade, 4,000 Caravans, 80,000 Trade Posts)

 

Constructs - Windhelm Barracks

 

Production - N/A

 

Technology - Larger Caravan Holds

 

Standing Army - (149,900) 30,000 Skirmishers, 75,500 Heavy Infantry, 38,000 Longbowmen, 6,000 Light Cavalry, 100 Restoration Mages, 300 Destruction Mages, 2 Rams, 15 Catapults, 1 Great Ram

 

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Diplomacy:

 

Leader - Oskar Alfriksson-Stormcloak (26)

 

Trade - Orsinium, The Rift, The Pale

 

Allies - The Pale (Military)

 

Dynasty -  Children: Brigitte Alfriksson-Stormcloak (5), Oskar Alfriksson-Stormcloak (3), Alfrin Alfriksson-Stormcloak (3), Brunhilde Alfriksson-Stormcloak (1), Struttgar Alfriksson-Stormcloak (1)

 

Conflicts - N/A

 

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Actions:

 

Upgrading merchant guilds! (40,000 Septims)

 

46,500 heavy infantry and 2,500 light cavalry, 20,000 archers, 20,000 skirmishers, 200 mages.  (129,000 Septims)


A Great Ram enters production. (15,000 Septims Invested)

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The Rift

 

Not much happens this year in the Rift, just more recruiting.
 

Overview:

Population: Nord

Military size: 107,300

Gold this turn: 10,000 Base. 23,000 Tax. 3,000 Trade. Additional income (6,000) Merchant Guilds (50,000) (-10,000 from 100k troops) (Total of 82,000)

Gold in treasury: 0

 

Military Report:

Recruitment in progress.

Army

Total Military size: 107,325

Skirmishers: 36,000

Heavy Infantry: 49,000

Long-Bowmen: 20,000

Light Cavalry: 2,000

Mages: 300

Battering Rams: 0

Catapults: 25
Trebuchets: 4

Ladders: 1,000

 

Economic Report:

Gold this turn: 82,000

Gold in treasury: 0

Trade Partners: Windhelm, Bruma and The Pale.

Dynastic Report:

Carsten Law-Giver (23)

Faide Law-Giver (22) (Deceased)

Halister (5)
Sinding (4)

Irlkon (3)

Steynn (3)
Sertilde (3)

 

Technological Report:

None.

New technologies acquired

None.

Actions:


 

25 Catapults are built. (10,000)

 

300 Restoration mages are brought into the military. (12,000)

 

20,000 Skirmishers are recruited and trained. (20,000)

 

10,000 Longbowmen are recruited and trained. (10,000)

 

16,000 Heavy infantry are recruited and trained. (24,000)

 

1,500 Light Cavalry are recruited and trained. (6,000

 

Covert Actions. (MOD)





 

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