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Samoblivion

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About Samoblivion

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    Sajuuk-Khar
  • Birthday 08/04/1996

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    samoblivion
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    jack.northrop96

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    North Yorkshire, UK

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  1. It has become weirdly apparent that as well as roleplay related to server lore, LotC forums are host to some of the best FRPs on the internet.

    1. B

      B

      owb fallout frp fire apply

  2. Samoblivion

    Tamriel Imperialus (RP)

    X=====][ Kingdom of Orsinium ][=====X 4E 492 - trolololololol - Overview: Population - 115,400 Orcs (base & +1200 for reforms & +800 for farms) Provinces - Orsinium, Groshnikh, Gastemarch, Fargranash, NewSettlementburg Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 8AP in Farms 5AP in Orsinium City fortifications. 5AP in Temple of Ire (Orsinium City) 5AP in Grand Arena (Orsinium City) 10AP in Economy Army: Manpower: 11,620 / 40,390 ---- 7800 Light Infantry 3300 Heavy Infantry 500 Light Cavalry 10 Destruction Mages 10 Alteration Mages Actions: AP Total: 12 Base: +6 Trade: +3 Economy: +1 Provinces: +1 Events: +1 (for 2 turns) 4AP - Farm/hunting investment to stave off the blizzard hunger. 6AP - 1400 heavy infantry recruited. (Orc bonus = 100 extra heavies per 250 recruited) 2AP - A comprehensive force is sent into the mine to defeat the vampiric/necromantic forces. It includes the generously compensated khajiit champion of the arena. 0AP - Arena contest!
  3. Samoblivion

    Onwards [Sci-Fi Nation FRP - RP]

    Asgard Republic Autonomous Client of the Redon Imperium 2155 Leader - Chancellor Veera Stavanger Population - 805,151 Humans 276 Kalronians 13,230 Redons 56 Human-Redons (1,000 Redon Garrison)  --- Total - 818,713 --------- DETAILS: STORY: The Thor Heyerdahl sails through Redon space toward the wild and unclaimed galactic core. It's mission is fairly broad, although a study of the galaxy's supermassive blackhole (at an appropriate distance) is a priority. Filled with scientists from a wide variety of fields, as well as variable gravity labs and containment facilities for a wide array of flora, fauna and phenomena, one crewman described the several year mission as "Pretty damn Star Trek". Still, with no nation claiming this space, and the dangerous state of the galaxy as a whole, security personnel onboard are heavily armed and trained in boarder-repelling tactics. Although only possessing a limited defensive arsenal, the captain has standing orders to distress call to Redon space for help at the first sign of serious danger. The government announces a stimulus package for Asgard businesses. Although not as ravenously capitalistic as the corporate nations, enjoying strict anti-lobbying laws and majority control by the state on crucial industrial sectors, Asgard is far from communist. It's hoped that the investment will begin to correct decades of economic insignificance, and hopefully allow the fairer, less domineering Asgarder companies a chance to compete against the predatory corporate behemoths on a galactic scale. Excavations and engineering work continues at the Saryn hospital in the Os'laran site. Particular care is taken to ensure it is all mapped and accounted for, including any surprises that might be lurking within the ancient laboratories and containment wards. Quarantine procedures remain in effect. The Saryn are thanked for their offer to restore the hospital, but seeing as it is quite far into an icy archaeological site they are asked if it would instead be possible to extricate the medical technology and facilities to an above ground site put aside in Valhalla, the adjacent capital city of the Republic situated less than a kilometre from Os'laran's cavernous entrance. The Saryn team are welcomed with some fanfare into the city, which bares hallmarks of Saryn architectural concerns adapted from neighbouring ruin. Indeed, Os'laran was the salvation of the Valkyrie-1 colonists as the journey from their frozen landing site to the temperate equator would have seen many casualties had not the colonists taken shelter and electrical power from the nearby ruin. That said, the Saryn offer is viewed with a little suspicion by the intelligence community. Perhaps this is an effort to secure technology they would rather have kept out of human hands? Perhaps a hidden project? Assuring them it is all "procedure", the Saryn's equipment is thoroughly checked and scanned upon entry to the site. Intelligence personnel under the guise of research assistants also watch the Saryn closely, in case someone goes off down a hidden passage. Despite Distantium's fantastic progress, funding is reduced for the year in order to allocate more resources to the business investment plan. SPACE FORCES: MILITARY REDACTED --- ARCV Thor Heyerdahl - Science Vessel (Assault Ship-size) GROUND FORCES: 15,000 x Regular Infantry 3000 x Hunter Bot Mk.1 50 x Tank Bot Mk.1 --------- ACTIONS - AP Pool: 34 Base: 4 Naval Upkeep: -4 Colonised Sectors: +2 Population: +4 Resources: +7 Trade: +3 Industry: +12 Agriculture: +6AP [Totals include AP spent this turn and previously] 0AP - Thor Heyerdahl Expedition. 25AP - Business investment. 4AP - Os'laran hospital excavations. (14AP) 5AP - Distantium. (29AP)
  4. Samoblivion

    Tamriel Imperialus (RP)

    X=====][ Kingdom of Orsinium ][=====X 4E 491 - Will do later - Overview: Population - 106,400 Orcs (base & +1200 for reforms & +800 for farms) Provinces - Orsinium, Groshnikh, Gastemarch, Fargranash Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 8AP in Farms 5AP in Orsinium City fortifications. 5AP in Temple of Ire (Orsinium City) 5AP in Grand Arena (Orsinium City) 10AP in Economy Army: Manpower: 11,620 / 37,240 ---- 7800 Light Infantry 3300 Heavy Infantry 500 Light Cavalry 10 Destruction Mages 10 Alteration Mages Actions: AP Total: 12 Base: +6 Trade: +3 Economy: +1 Provinces: +1 Events: +1 (for 3 turns) 10AP - New settlement constructed in the last remaining province of the Orsinium/Wrothgarian region. 1AP - Anti-Vampire activities. 1AP - Clearing of the dark cave in Fargranash Mine. 0AP - Another annual Arena Championship is held in Orsinium. 0AP - Falinesti, Haven and NPC bosmer informed of the snakemen in the old wood orc strongholds.
  5. Samoblivion

    Tamriel Imperialus (RP)

    X=====][ Kingdom of Orsinium ][=====X 4E 390 Agrum and his troops return home triumphantly! Many are the trophies that they bring back from the battle, and many are the dunmer skulls that adorn the great gates of the capital. The dead are remembered in song and feast, and the living show off their scars with pride. With the return of the army, and the proof of Orsinium's strength shown to the world, the kingdom turns to interior matters. Let the Nords and Dunmer grind themselves into pulp. The royal focus is now on building the nation. Construction begins on a Grand Arena in Orsinium City. In the days of the old empires, many of the champions of the famed Imperial Arena were orcs, and that tradition is set to continue. Stone is quarried and workers are put to work - even troops are drafted in to aid in the construction. Although the new Orsinium is the strongest orcish voice in Wrothgarian, and has good ties with the strongholds of Skyrim and other areas, contact with other more notable Orsimer population centres has been limited since the great Flu. Envoys are dispatched to the more far flung parts of Tamriel to ascertain their status. The areas in particular to establish contact with are the clan of Betnikh island, off the coast of Daggerfall, the clans of the Dragontail mountains between Hammerfell and Skyrim, and the Wood Orcs of Valenwood. Despite the recent lull in vampire activity, the culprit coven was not identified. Anti-vampire activities resume, now that the troops are home from Skyrim. Shadow-Wife Kulra, along with the newly married Mage-Wife Hazmakh, are assigned the joint task of investigating the insidious attacks. Kulra focuses her efforts on surveiling the previous centres of the thrall attacks, as well as colating reports from outlying regions and places that seem like good targets for the vampires. Hazmakh, though rather young and still barely out of her apprentice robes, tells of the connection between Vampires and Molag Bal, the Daedric prince of schemes, brutality and rape. She takes a similar surveiling approach to Kulra. As probably the largest and most ostentatious shrine to Malacath on Nirn, the Temple of Ire has become not just a magnet for pious orcs but also more "hobbyist" pilgrims - daedra worshippers, scholars, conjurationist mages, the odd apocalyptic cultist etc. Some of these are questioned for links to Molag Bal shrines or worshippers. True, not all vampires are pious adherents to the Prince of Schemes, but investigating the dreadful world of Molag Bal worshippers is sure to lead to some sort of lead. Even if not... it's nice for the Kingdom to be aware of the more hostile daedra worshippers in High Rock. Overview: Population - 97,400 Orcs (base & +1200 for reforms & +800 for farms) Provinces - Orsinium, Groshnikh, Gastemarch, Fargranash Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 8AP in Farms 5AP in Orsinium City fortifications. 5AP in Temple of Ire (Orsinium City) 10AP in Economy Army: Manpower: 11,620 / 34,090 ---- 7800 Light Infantry 3300 Heavy Infantry 500 Light Cavalry 10 Destruction Mages 10 Alteration Mages Actions: AP Total: 11 Base: +6 Trade: +3 Economy: +1 Provinces: +1 0AP - Anti-Vampire investigations. 0AP - Envoys to Betnikh, Dragontail and Valenwood orcs. 1AP - A survey is conducted of all interesting ruins, dungeons or other oddities in the Wrothgarian mountains. 5AP - More work is put into the mine at Fargranash. 5AP - Grand Arena. 0AP - Royal bam bam with the wives, with the exception of Kulra and Hazmakh - bam bam is withheld till they catch some vampires!
  6. Samoblivion

    Tamriel Imperialus (RP)

    X=====][ Kingdom of Orsinium ][=====X 4E 389 --- Forthcoming --- Overview: Population - 89,200 Orcs (base & +1200 for reforms) Provinces - Orsinium, Groshnikh, Gastemarch, Fargranash Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 4AP in Farms 5AP in Orsinium City fortifications. 5AP in Temple of Ire (Orsinium City) 10AP in Economy Army: Manpower: 12,410 / 31,220 ---- 8000 Light Infantry 3400 Heavy Infantry 1000 Light Cavalry 10 Destruction Mages Actions: AP Total: 11 Base: +6 Trade: +3 Economy: +1 Provinces: +1 0AP - The Orcish force participates in the battle against the Dunmer alongside the Nords. (MOD) 0AP - Agrum chooses his new wives after returning home... should he do so, that is. (MOD, after battle) 4AP - 10 alterationist mages are recruited. 3AP - Prospecting and initial excavation begins at the new town of Fargranash, looking to establish the beginnings of a mine. 4AP - Work begins in expanding lowland farms and improving their yields, using techniques observed from other regions. Additionally, hunting and livestock herds are bolstered.
  7. Samoblivion

    Tamriel Imperialus (RP)

    X=====][ Kingdom of Orsinium ][=====X 4E 388 --- Forthcoming --- Overview: Population - 81,000 Orcs (base & +1200 for reforms) Provinces - Orsinium, Groshnikh, Gastemarch Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 4AP in Farms 5AP in Orsinium City fortifications. 4AP in Temple of Ire (Orsinium City) 10AP in Economy Army: Manpower: 11,210 / 28,350 ---- 7500 Light Infantry 2700 Heavy Infantry 1000 Light Cavalry 10 Destruction Mages Actions: AP Total: 10 Base: +6 Trade: +3 Economy: +1 0AP - Army contingent moves out of High Rock to reinforce Solitude's forces heading to Dawnstar. 4000 light infantry, 2000 heavy infantry, 500 light cavalry and 10 destruction mages. The factions in the path of the army are informed of their intent. Led by Agrum. 0AP - Anti-Vamp activities. 3AP - 700 heavy infantry recruited. (base 500 + orc bonus 200) 1AP - 500 light infantry recruited. 1AP - Temple refurbishment continues. 5AP - Construction of new settlement completed. 0AP - A number of Agrum's wives heroically died in pregnancy and childbirth. To strengthen the political relations of Orsinium, Agrum sends messengers out to influential clans to see if there are any new marriages that can be made.
  8. Samoblivion

    Tamriel Imperialus (RP)

    X=====][ Kingdom of Orsinium ][=====X 4E 387 For now, the expedition to Skyrim is held off and a thorough investigation is started into the source of the thrall attacks. Clan chiefs are put on notice to assist the investigation and the Army of Orsinium begins cleansing actions against any raided towns harbouring thralls. The mages of the court are put to work in investigating the aftermath of such skirmishes - if there is a vampire, its needs to be taken down swiftly. If forces need to be sent into Breton lands to quell the threat, then so be it. A vampire coven cannot be allowed to take root ANYWHERE in Tamriel. Agrum declares that the Temple of Ire, a shrine to Malacath dating from the previous phase of occupation in the Second Era and now mostly ruined, is to be refurbished. How better to show the dedication of the people of Orsinium to a strong Orcish people than rebuilding one of the largest temples to Malacath there has ever been? After the area is secured by the armed forces, settlers from Orsinium are sent into the region south-east of the capital to build a new town, further expanding the reach of Orsinium in Wrothgarian. Resources are needed elsewhere, so the work will not be finished this year, but the settlers manage to establish a camp and begin construction of a new fortified stronghold-city. With the Orcish horde staying put for the time being to deal with the domestic threat, Agrum is faced with a lot of time on his hands. He turns his mind to more, ahem, "dynastic" matters. Despite having a dozen wives (at last count), he has yet to have any children. Plenty of things are to blame for this, mostly being on campaign, or the wives themselves being far too busy with their assigned duties - after all, Orcish noblewomen are NOT simpering Breton wenches who sit in palaces sipping tea. They work for a living! That being said, Agrum makes sure everyone has a little time off for "rebuilding the proud orcish race", as some of the more tactless pieces of Orsinium propaganda call it. The thought of possibly living with multiple pregnant orcish women is somewhat terrifying to the young King, but needs must. Overview: Population - 73,800 Orcs (base & +1200 for reforms) Provinces - Orsinium, Groshnikh, Gastemarch Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 4AP in Farms 5AP in Orsinium City fortifications. 10AP in Economy Army: Manpower: 11,210 / 25,830 ---- 7500 Light Infantry 2700 Heavy Infantry 1000 Light Cavalry 10 Mages Actions: AP Total: 10 Base: +6 Trade: +3 Economy: +1 1AP - Anti-Vamp activities. 4AP - Temple refurbishment. 5AP - Settling south-east of Orsinium City. 0AP - BAM BAM with the wives.
  9. Samoblivion

    Tamriel Imperialus (RP)

    X=====][ Kingdom of Orsinium ][=====X 4E 385 Agrum took counsel with his inner circle, a mix of warleaders, provincial chieftains and the more capable minds from his own family. Aside from more mundane matters, the issue of the dunmer invasion of Skyrim was of significant concern. Kulra, Agrum's Shadow-Wife, was particularly concerned. As with Orcish hierarchical tradition, each wife of a chieftain's expansive marital circle was given an epithet best suiting her abilities and renown. Prior to joining Agrum's early campaign to claim Orsinium, and before marrying him, Kulra had enjoyed a somewhat chequered past as a hired knife and eavesdropper in the duchies of the Iliac Bay, earning her the role of spymaster liaison between clandestine sources and the royal household. "Talk is that King Cyllo has brought up tens of thousands of conscripts and marched them into Winterhold, crushing everything in their path. They show no signs of stopping." Borog gro-Razog, once a noted gladiator and now a commander in Orsinium's army, scoffed loudly. "The Flu must have hit the nords hard if they're struggling to stop some ill-fed bunch of dunmer rabble." He turned to Agrum. "What concern of this is ours, my king? There's an entire province between us and Morrowind. The arrogant fools will grind themselves down on nordic blood, and if they ever think to cross into Wrothgarian they'll face the might of Orsinium! The 'skill' of dunmer conscript peasants aside, they'll have spread themselves too thin to be anywhere near a threat. Besides, Skyrim would be ripe for conquest at the end of such a campaign, whoever wins out." Agrum spoke up. "You'd have me consider conquering the world before we've even united our own people? Such was the path of many other kings of Orsinium before me. Their folly only brought doom to our lands." He stood, tracing a path from Winterhold eastward on the painted-hide map on the table before them. "You speak the truth Borog, in that Morrowind poses no great threat to us here. But you lack vision. If the nords win, as well they might given time, little will have changed for us. But imagine if the saviours of Skyrim were the proud warriors of Orsinium. A nation making its mark for the first time in the world - not as petty raiders or fractured clans, but as an army marching forth to face the dishonourable horde of Cyllo Dres. Not only would the Nords be in our debt, but Tamriel, and all the clans of Wrothgarian and Dragontail, would know our strength. They would know that Orsinium is a true force in the world, and not a passing moment in history." The council concluded and events were put into motion. Kulra and Borog would go to Skyrim on a diplomatic mission, together with Word-Wife Hagril, a diplomat and sister-wife to Kulra. They go ostensibly to pave the way diplomatically for potential Orcish intervention in the war, but also to scout out the disposition of the nordic forces - to see if they are in any way capable of fending off such a large dark elf invasion, even with Orsinium's help. Overview: Population - 65,600 Orcs (base & +300 for 1 turns & +1200 for reforms) Provinces - Orsinium, Groshnikh, Gastemarch Trade - Duchy of Wayrest, Duchy of Camlorn, High Chiefdom of the Forsworn 4AP in Farms 5AP in Orsinium City fortifications. 5AP in Economy Army: Manpower: 10,010 / 22,960 ---- 7000 Light Infantry 2000 Heavy Infantry 1000 Light Cavalry 10 Mages Actions: AP Total: 9 Base: +6 Trade: +3 0AP - Diplomatic mission to Skyrim. Starting with meeting the Forsworn in Markarth, then up to Solitude. Emphasis is put on gauging the Dunmer Invasion and the responses of Skyrim's factions to it. 1AP - 500 light infantry recruited. 3AP - 700 heavy infantry recruited into the regular army. ((base 500 & +200 due to racial bonus)). 5AP - Finishing lvl 1 economy upgrade.
  10. Samoblivion

    Onwards [Sci-Fi Nation FRP - RP]

    Asgard Republic Autonomous Client of the Redon Imperium 2154 Leader - Chancellor Veera Stavanger Population - 752,478 Humans 263 Kalronians 12,600 Redons 53 Human-Redons (1,000 Redon Garrison)  --- Total - 765,394 --------- DETAILS: STORY: ((Will do later)) SPACE FORCES: MILITARY REDACTED --- ARCV Thor Heyerdahl - Science Vessel (Assault Ship-size) GROUND FORCES: 15,000 x Regular Infantry 3000 x Hunter Bot Mk.1 50 x Tank Bot Mk.1 --------- ACTIONS - AP Pool: 32 Base: 4 Naval Upkeep: -4 Colonised Sectors: +2 Population: +4 Resources: +7 Trade: +1 (reduced from +3 due to events) Industry: +12 Agriculture: +6AP [Totals include AP spent this turn and previously] 0AP - Permission is sought from the Redons for the Thor Heyerdahl to travel through their territory in order to explore the galactic core. If granted, the science ship would depart and head off to explore the unknown. 10AP - Asgard Station's shipyard is upgraded to Level 4. 10AP - Significant effort is put into analysing and perhaps reverse engineering the advanced technology in the hospital in Os'laran. Mindful of possible primordial diseases and weird projects lingering, quarantine procedures are followed. 0AP - The Saryn are given a courtesy heads-up on the discovery of the hospital in Os'laran. 12AP - Research funding for the Distantium ion lances is substantially increased.
  11. Samoblivion

    Tamriel Imperialus (RP)

    X=====][ Kingdom of Orsinium ][=====X 4E 385 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 ---- 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.
  12. Samoblivion

    Tamriel Imperialus (RP)

    X=====][ Kingdom of Orsinium ][=====X 4E 384 King Agrum accepts the idea of a broad Orcish defensive alliance against foreign aggression, but boldly sticks to the line that the new Orsinium is the centre of the Orcish world. He is king, and all others are by right his vassals. But for now he accepts that he must prove his worth not by spilling the blood of his own kin, but by working to build a nation worthy of joining. He swears to uphold the sovereignty of the so far independent Orcish clans against threats from the lowland powers, but will not sign treaties of non-aggression. Instead he offers the time honoured traditional practice of intermarriage. History would record the following words. "Orsinium is a nation beyond the confines of the stronghold, but it is the stronghold that anchors our society, our families. Let us avoid strife by sharing blood. Give unto me your finest maiden daughters and sisters to wife, that you may all become my fathers and brothers and war amongst us will be as bitter to our hearts as a venomed dagger." For now, there was parity among the lords of the clans, sealed by intermarriage into Agrum's line. But all knew that Agrum would not be content until the strongholds were united under one flag - one way or the other. No non-aggression pacts have been signed, but against the world, the Orcs for now are united in purpose. Overview: Population - 49,800 Orcs (base & +300 for 3 turns & +1500 for this turn) Provinces - 3 Trade - Duchy of Wayrest, Duchy of Camlorn 4AP in Farms 5AP in Orsinium City fortifications. Army: Manpower: 9000 / 17,430 ---- 7000 Light Infantry 2000 Heavy Infantry Actions: AP Total: 8 0AP - Agrum goes on a pilgrimage to an ancient shrine to Malacath to ask for the daedric patron's guidance, sacrificing troll fat and a daedra heart. 0AP - Once again, another trade partner is sought. 4AP - Funds and resources are diverted to Gastemarch and its new loyal administration, for the rebuilding of their shattered town. 4AP - A council of the finest orcish mages in Tamriel are convened to advise the great king in matters of the arcane, and to provide handy support in times of war. ((AKA, recruiting 10 mages 🙂 ))
  13. Samoblivion

    Tamriel Imperialus (RP)

    X=====][ Kingdom of Orsinium ][=====X 4E 383 Atop the ruin of his enemies did Agrum gro-Kharog, self declared King of Orsinium, stride to a pinnacle amidst the carnage. It was from here that a rival chieftain had declared his claim illegitimate, the goal of a united Orsimer people a heretical lie. Now, King Agrum threw that Chieftain's body from the rock upon which he stood into the rubble below. "BROTHERS AND SISTERS! Murak gro-Yarz is no more, slain by my hand. He issued a challenge to my rule as KING and that challenge was honourably met. Malacath's Code has been satisfied. The lands of the Clan of Gastemarch are now mine by right, as is his clan's loyalty. But this was not a tribal feud of old. I will not scatter his people to the winds. We are Orsimer together, and fighting amongst ourselves is folly! Let it be known that the sons of Murak will hold this city in my name, according to their own tradition - they shall fight for its lordship and decide amongst themselves. Orsinium rules Wrothgarian, but it will not rule over a nation of slaves! Go now, brothers and sisters, to the feast! Victor and conquered will eat and drink together, and celebrate the great kingdom that is to come!" Such was to be the archetype of King Agrum's conquests. Those who did not pledge themselves were laid low and then risen again in service. Right of rule was demonstrated in blood to those who opposed a united Orc homeland, but mercy was shown to the defeated. They would march forward together, and build a lasting nation. Agrum returns to Orsinium, the rebuilt capital of his kingdom, with Nurab, daughter of the defeated chieftain, in tow as a new wife - joining his growing family. He returned to his Keep, in the heart of the fortress city to the cheers of his vassals, wives and children. From his throne he attended to matters of state. Three holds, including Orsinium proper, were now united under Agrum, but the long campaign against his enemies had taken its toll on national food supplies. Furthermore, there remained the issue of the Bretons. Inevitably, word of such a large new Orcish army had leaked out and gripped the hearts of Nifelheim in fear. As amusing as that was, it presented an issue. Bretony was far from a pressing concern, but long had Orsinium of old been subject to pre-emptive strikes by the arrogant Breton kings. This issue would need addressing, but not now. For now, Wrothgarian's future must be secured. Overview: Population - 41,000 Orcs Provinces - 3 Army: 8000 Light Infantry 4000 Heavy Infantry Trade: Duchy of Wayrest Duchy of Camlorn Actions: AP Total: 10 0AP - The remaining clans who have not declared for Orsinium are invited to a gathering at the fortress-city. Hopefully, the largesse displayed and the number of loyal followers and sworn stronghold chiefs will sway even more banners to King Agrum's cause. 0AP - Diplomats are sent out to search for an additional trading partner. 1AP - The new victory is widely publicised in Wrothgarian and spread by word of mouth - carefully - to strongholds throughout Tamriel. All now know the strength of King Agrum. Join the new Orsinium! 0AP - The vassal levies raised in the war are sent home, with war booty and the thanks of their King. 5AP - Orsinium City is fortified more heavily and expanded to hold more residents. 4AP - Investment is put into hunting and agriculture to replenish the stocks of the new kingdom. Though the mountain peaks are not ideal for farmland, cultivation of the newly secured lowlands and expansion of animal herds are encouraged.
  14. Samoblivion

    Tamriel Imperialus (OOC)

    Map Location: Wherever you want to put me in the Wrothgar region, I don't have access to paint atm. Nation/Tribe: Kingdom of Orsinium Capital City: Orsinium Leader: King Agrum gro-Kharug Brief Nation History: Long have the Orcs been splintered and disparate. The sons and daughters of Malacath are a proud and independent folk, with individual stories of honour and glory. In the old Empire they were at times both fierce foes and honoured citizens. Yet throughout their history, they have been shunned and oppressed. Whenever the Orcs have risen, their more "civilised" Breton or Redguard have laid them low. Such is the shame of the Orcs that they lack a homeland in the cartography of the old Empire - their greatest lands lie within Breton dominated High Rock, and others in Hammerfell, but orcish strongholds exist across the length and breadth of Tamriel. But in this age of disease, upheaval and anarchy, one young chieftain comes to unite the Orcs as never before. Orsinium shall be reborn, and no longer will the Orcs be seen as stateless vagrants. Agrum gro-Kharug, son of Vorgosh, has laid claim to the ruins of Old Orsinium and even now his clan and its aspirants work to rebuild its shattered walls. Many cities have born that name, but the one now thronging with worthy warriors is the ancient capital from the time of the Second Era, in central High Rock. It is here that he bellows out his claim to the loyalty of all of Orcish blood. He is now King of all Orcs, champion of Malacath and the one to build a strong nation from the fragmented clans and tribes of the Orcish world. He does not seek to end the age of the strongholds... but if the chieftains of Wrothgar do not swear their fealty to him, King Agrum shall prove his worth in battle. In an age of chaos, Malacath's brood will bring justice and honour to a shattered Tamriel. Never again will Orsinium be sundered. Never again will the Orsimer be maligned. The world will recognise Orsinium as its equal, or be brought to its knees. Skype Username: jack.northrop96 Do you have a general idea of the lore?: Yep, pretty good. I'll consult wikis if need be.
  15. Samoblivion

    Onwards [Sci-Fi Nation FRP - RP]

    Asgard Republic Autonomous Client of the Redon Imperium 2153 Leader - Chancellor Veera Stavanger Population - 703,250 Humans 250 Kalronians 12,000 Redons 50 Human-Redons (1,000 Redon Garrison)  --- Total - 715,550 --------- DETAILS: STORY: ----- SPACE FORCES: REDACTED GROUND FORCES: 15,000 x Regular Infantry 3000 x Hunter Bot Mk.1 50 x Tank Bot Mk.1 --------- ACTIONS - AP Pool: 27 Base: 4 Naval Upkeep: -4 Colonised Sectors: +2 Population: +4 Resources: +6 Trade: +1 (reduced from +3 due to events) Industry: +12 Agriculture: +2AP [Totals include AP spent this turn and previously] 0AP - According with the colonial expansion below, the following TC's are pressed ^ ^ 1AP - Exhaustive surveys are conducted by civilian and military vessels of all currently owned and new TCs for resources and anomalies. 0AP - Over the last year, a planet known as Freyja has been colonised in the sector immediately "south" of Asgard. Although the area has been known to be Itoron-rich, it's only now that government funded efforts have dispatched a colony ship. A somewhat alarming message from the chief science officer describes "a tropical jungle world with some very gentle, terrifying looking plant eating monstrosities of cats". 0AP - Investment from the Redons is used to kickstart itoron mining and refining on Freyja, as well as putting into place the necessary infrastructure to get it into space. Hopefully the terrifying vegan cats won't mind the odd Itoron mine and space elevator here or there. ((An excuse for the 9AP over the limit for industry I incurred last turn. 150/2 is max for 2 CS. Now I have another CS, so the 9AP over the limit goes here.)). 0AP - Asgard opens an embassy on the capital of the Saryn State. Tourism is also permitted between the two nations. 10AP - Massive investment is put into agricultural projects, on all worlds. 5AP - The government, in conjunction with several universities, finances construction of an assault ship-sized civilian vessel for research and exploration purposes. The ARCV Thor Heyerdahl will be equipped with the latest sensor technology, cutting edge laboratories for physics and biological research, as well as dropships for away missions. Equipped with a light armament, the vessel is intended for long-range exploration and study of the universe's secrets. 6AP - Excavations at Os'laran continue! Defensive concerns have sapped government grants for careful excavation of the ancient and technologically advanced Saryn ruins, but for better or worse Asgard now has the resources to spare. 5AP - Research into the Distantium ion lances continues. Hopes are that the weapons will be able to quickly strip enemy shields, or even better, disable them completely from a distance. 0AP - Restrictions on the movement and activities of the Kalronians left over from the Incident are lifted, in thanks for good behaviour, help with military training, and the simple fact that they're no longer at war. The armed guards remain, but more as a policing force to prevent reprisal attacks from an angry human populace at large. The Kalronians are permitted to leave their internment compound - now converted into more of a town, with human residents who moved there for jobs relating to the upkeep of the prisoners making up a good amount of the population - and integrate into wider society. As of yet, however, the Kalronians are not permitted to leave the Republic.
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