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HyperionSibuna

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About HyperionSibuna

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  1. HyperionSibuna

    [RP] Dawn of Divinity

    Vyrnen: Guardian of all earthly creatures. Vyrnen rests for the time being. Waiting to gain more power before doing anything else.
  2. HyperionSibuna

    Tamriel Imperialis V2 (RP)

    The Power in the Swamp: Merchant Republic of Leyawiin: The war with the Stonewastes finish within the year, the entire argonian army is routed. With help from the Sarpa. The Cyrodiil regions are reconquered. After the war, the army is dispersed to put down any rebels. With these new territories, this boosts Leyawiin’s power. However, the Imperial population in this territory has diminished. Argonians making up a large percentage of the inhabitants of this territory. Economic investments are made. (+1,000 per turn) Grand Duchy of Cheydinhal: The invasion of Oreleth goes surprisingly well, as they encounter little to no resistance in Cyrodiil. Occupying all of the territories and begin to lay siege upon Kragenmoor. With these successes many believe the war to be won already. However, rumors say that the Dunmer are coming to reclaim their territories. Construction continues, basic stone walls being erected. With this small investment, the garrison expands to about 200. Envoys and merchants from Dune arrive in Cheydinal, requesting an audience with the Grand Duke over business he may be interested in. Which will benefit both Dune and Cheydinhal. Jarldom of the Rift: The city of Riften expands, more housing and farmlands are built. The population increases considerably. With this taxes increase significantly. As well with this, the dockyards expand once more. Reaching maximum capacity. (+ 6,000 Septims per turn ) The expansion of Riften prompts many migrants to travel to the city. A majority of them being Argonians from Blackmarsh, they settle inside of the city. Many of them finding work in the docks, as well as some joining the city guard. This sudden influx of Argonians begins to create more jobs and businesses. The training of the army begins, many of the men have never fought before. So this training increases both the professionalism as well as their experience twice fold. Now all they need is a bit of combat, which they get very quickly. The city guard is sent in to clear the Ratways, exterminating any thieves guild member or associate. The city ran red with blood, after this the army was sent out all across the Rifts territories. Killing anybody they deemed to be a criminal. Carsten goes on another adventure, talking to both the Lords of Bruma and Chorral. Jarldom of Windhelm: The envoys sent to the surrounding nations return with good news. Whiterun and the Pale are willing to allow Windhelm to set up trading posts. Which will increase both the income of Windhelm, but as well as the income of the Pale and Whiterun. These trading post will take a year to construct. So the benefits will not be available immediately. Oskar’s advisors recommend that a council of merchants is created, to streamline the trade coming in and out of Windhelm. Riders sent out to Dragonstar and Morthal report that their forces combined don’t even compare to the Windhelm army. However it is possible by the end of this year, their numbers may have replenished. The scouts sent to Chorral tell of a force 20,000 strong and growing. The secret meeting occurs, in which the topics discussed is known to only those who attended...and those individuals alone. Skirmishers are sent to Whiterun. Scouting out their forces, they number about 20,000. Being comprised of Heavy Infantry and archers, with a small force of light infantry and cavalry. They are currently stationed near the border with Dawnstar. Heavy infantry begin to patrol the streets, however now the Dunmer have simply refused to pay the tax. Causing mass unrest and riots within the Grey Quarter, the Captain of the guard requests that they go in and…”quell” this uprising. Kingdom of Rihad: During the majority of the year, all is quiet in the Kingdom of Rihad. Life continues as normal. However later in the year, an envoy from Sentinel arrives. Asking the King of Rihad to join the Grand Coalition against the warmongering Orcish Kingdom. Who have declared war against the Arch-duchy of Northpoint in order to vassalize them. Khajiit merchants also arrive in Rihad, asking for an audience with the King in order to discuss business that he would be most interested in. These merchants are from the Kingdom of the Dune. Kingdom of Orsinium: War is declared, the Orsinium army marches to the city of Northpoint. Setting up camp around its walls. Already the Strongholds in Northpoint pledge their support to Orsinium. Raising up an additional 4,000 heavy infantry for the Orsinium army. The Duchy of Solitude, Skaven, Dragonstar, and the Kingdom of Sentinel all declare war upon Orsinium. They claim to protect Northpoint and curb the power of Orsinium before they endanger the entirety of Tamriel. These declarations of war do not frighten the Orcish army, they welcome it actually. This war will either cement the Kingdom of the dominant power in the region, or it will be swept away in the history books. The war attracts many mercenary companies to Orsinium, offering their services in the war. Of course they expect loot and riches, as well as a steady payment every month. Many suitable wives are brought to the King. Allowing him the choice to whichever he pleases. Final economic investments are made. (+1,000 Septims per turn) Archduchy of Camlorn: War is declared, the army of Camlorn marches to meet the army of Northpoint. The commander of the Northpoint army tells Silus that the Archduchess is trapped in the city, as the orcs have camped around it. Cutting it off from the rest of the nation. As a result, the envoys could not reach the city. Messengers from Dragonstar, Skaven and Solitude reach Silus. Telling they have pledged their forces in the gallant feat of arms. Ready to defend the sovereignty of Northpoint. The Kingdom of Hegathe joins the war on the side of Orsinium. Moving their troops into Sentinel’s territories. Investments are made into the economy, providing high taxes and more jobs for the peasants. (+1,000 per turn) Kingdom of Aurion: The war begins to go drastically south for Aurion, when the 1st army is completely wiped out. Leaving only the second army standing. Threatened to be trapped on Auridon. However, the naval battle that ensued ended in a draw. Which in this context, is a victory for Aurion. Now the Auridon army is threatening a push towards the Capital itself, which could end the war. The navy finally constructs two warships, they are a good size and are able to take a beating from both projectiles and to some extent. Magic. Auridon retakes their lost territories, and make frequent excursions into Aurion territory. Stealing supplies and cattle from the farmers. Merchants from the Duchy of Torval arrive in Aurion, requesting an audience with the Queen. The Kingdom of Senchal: The bandits are captured and executed. Checkpoints are created in order to prevent the plague from spreading into Senchal. Which indeed prevents it from spreading any further into Elsweyr. The plague is contained in Valenwood. Decimating the Wood Elves. A drydock begins construction, by the end of the year. A suitable dock is built. Able to construct ships much faster and much cheaper than ever before. Not much happens in Senchal, the people are happy and the realm is at peace. Elsweyr: Advisers are hired, anyways. The leader of Dune patiently waits for the Mane to arrive. Investment into social programs is a new concept in Tamriel. Thus many don’t what to do with this investment. A few monks and priests have used this money to fund free healthcare. Along with this, there is an economic boost from the investment. (+1,000 Septims per turn) Grand Duchy of Kvatch: Even more men and women join the Kvatch Legion, making it one of the biggest fighting forces in the known world. Although they have numbers, the Kvatch troops are not experienced. Only completing basic training they have no combat experience. Two sons are born, the older one being named Titus. The younger one being named Tiber. Iyria does not have any complications during the birth and is recovering. Later in the year, many Khajiits turn up to the gates of Kvatch. They have come from Dune and want to enter Kvatch for work. Some to settle and raise their families. As well as an eagle from the Knights of the nine, calling Marcus to their headquarters. World Events: A new nation is born in the harsh swamps of Blackmarsh, the Kingdom of Argonia is created. Ruled by a young warlord by the name of Jaxil Rikari, this development sends Morrowind into a bit of a panic, as the Argonians announce their ambitions. The complete and utter eradication of the Dunmer race. For now, they wish to modernize the Argonian state, sending envoys to Kvatch and Chorral. With a request to study their legions and military tactics. Envoys are sent to Elsweyr and Senchal with a request to study trade practices and trading methods. The final set of envoys are sent to the Rift and Windhelm. With requests to study weapon and armor forging.
  3. HyperionSibuna

    A Manifest Destiny 2036 - OOC Thread

    Application: Your Discord’s name: YouhaveitB Your Nation: Bohemian State Short background of nation: After the collapse of the EU many Czech’s began to wander to the extremes, if you lived in the Czech republic. You were either in the far right, or the far left. However, this time the far right won the national elections. Officially banning all other parties. Soon the Grand Chancellor position was created. Seated in that position was Lukáš Čapek. A former military officer in the Czech ground forces. Government type: Autocracy Suggestions/Feedback: Beat me off Nations standing army/navy. https://www.globalfirepower.com/country-military-strength-detail.asp?country_id=czech-republic
  4. HyperionSibuna

    Tamriel Imperialis V2 (RP)

    The Interregnum: Kingdom of Aurion: The Kingdom of Aurion declares war upon the Kingdom of Aurion. Within the first few weeks the Aurion armies moved unopposed throughout the countryside. Capturing the few villages and townships near the border. The Auridon army nowhere to be found. The Aurion navy begins construction, however the limited funding does mean they can only produce a dozen transport ships by years end. These ships are large, able to hold about 500 men without horses and about 250 men with horses. Other than this, nothing major happened in Aurion. Jarldom of the Rift: Carsten continues his journey. Traveling through the mountains. Whilst there he is ambushed and captured by bandits. Being held there for a few days before escaping with some other prisoners. Forming a warband they travel the Colovian Highlands, completing bounties and jobs for Bruma, Kvatch and finally Anvil. Selling a relic he collected along the way. Once his party had their rest the warband returned to Riften. Now 18, Carsten has grown into a man. A lot of men join the army. A majority of them being Imperial peasants from the city of Chim and the surrounding villages. The rest of the recruits are nords from the villages around Riften. Now that Carsten is back at court a group of Imperial merchants request an audience with the Jarl over the future of the city of Chim. The grant of gold given to the fisheries expand the docks around Lake Honrich. Many dunmer and imperials come to Riften for work and a better life. However there is a slight problem with the housing situation. A majority of these dockworkers are homeless as there are not enough homes for them. The rider returns from Whiterun, the Jarl has offered the sale of the two provinces for a modest sum of 20,000 Septims. Grand Duchy of Kvatch: Dune surrenders the Imperial city of Skingrad as well as the regions around the city to Kvatch. In exchange Kvatch will allow Dune merchants to operate in Kvatch, as well as set up a merchant's guild within the city. Along with this Kvatch will house the merchants, guards and their families within the city. The Dune is willing to pay Kvatch a percentage of their profits. (+5,000 Septims per turn) Kvatchi troops are dispatched to protect both Kvatch caravans, as well as the Khajiiti caravans entering and leaving the city. The merchants give their thanks to Marcus. Marcus leaves to join the Knights of the Nine, he travels to Anvil in search for this order. After a search he finds the order. They give him a task, this task would not be easy. So Marcus set out, traveling the dangerous wilds of Anvil. After finishing his quest Marcus is officially inducted into the Knights of the Nine. Archduchy of Camlorn: Envoys return from Northpoint bringing wonderful news to Silus. The leader of Northpoint was an unwed maiden. Her name is Clara Monnette, she is the daughter of the previous Archduke who did indeed have a son. However, the boy died in a skirmish against an Orcish stronghold in Northpoint territory. A marriage between Silus and Clara would be strategic. However, would require Silus to court her. Northpoint, Sentinel and Gilane are willing to trade with Camlorn. However, they demand a non-aggression pact be signed between them. If not, they refuse to trade. The First army of Camlord finds no resistance in their occupation of the countryside. Many bretons welcomed and cheered them. However, a few locals warned them that a large Redguard force is stationed in Daggerfall. Economic investments are made. (+1,000 Septims) Grand Duchy of Cheydinhal: The beginnings of a fort is constructed upon a hill on the border between Cheyndinal and Oreleth. A small investment of only 2,500 means not much progress. A basic outline of the fort is made. Wooden walls are raised and the basic buildings are constructed. A small garrison of around 250 men occupy the fort. Spies sent into Oreleth report that the Dunmer are mounting an attack into a neighboring Dunmer Kingdom. The agents say that Oreleth have no interest in Cyrodiil for now. The spies sent into the Stonewastes report that the Argonians are having a succession crisis. With three factions fighting over the Chiefdom. Bruma offers their oldest daughter. She is 22 years old and is willing to wed the Grand Duke of Cheydinhal. Troops are recruited and siege weapons are constructed. The Kingdom of Senchal: More troops are recruited, not much happens in Senchal. Merchant Republic of Leyawiin: The two Khajiiti provinces that Leyawiin controlled is sold to Senchal, as well as another legion being raised by Leyawiin. Meanwhile the diplomat returns from Naga, the tribe of Naga is willing to participate in a joint invasion of the Stonewastes. Other than that, not much happens within the Republic. The people are content with the current state of affairs. The Kingdom of Rihad: The military academy is finally completed. It is quite an impressive achievement. Some call it revolutionary. In the past only persons of noble birth were able to obtain high quality marshall education. Now with the academy, even the common man and obtain this kind of education. This if they can afford it. The road system is expanded across the entire Kingdom, allowing for safer and much faster travel across the vast deserts and plains. This indeed increases revenue. (+1,000 Septims per turn) The King of Sentinel offers his 16 year old sister to the King of Rihad. Elsweyr: A response comes from Dune. The King is willing to talk with the Mane, however he invites the Mane to Dune rather than going to him. A lot of investment goes into the economy. (+2,000 Septims per turn) The troops sent deal with the bandits easily. Kingdom of Orsinium: Not much happens in Orsinium, troops are recruited and the economy begins to experience growth. (+1,000 Septims per turn) Jarldom of Windhelm: The investments made into the carriages is more than enough. These enlarged carriages carry three times the goods that the previous ones did. Along with this, these caravans also provide a lot of work for former soldiers and mercenaries. (+4,000 Septims per turn) Oskar raises the taxes for the Dunmer population in Windhelm and they are not pleased with this at all. However, they pay the increased taxes for now. However many in the court warn Carsten that if he continues to tax the Dunmer. A revolt may soon follow. (+8,000 Septims per turn) Many Dunmer are forced out of their homes as a proper training field is constructed within Windhelm. Providing a place for soldiers to train and hone their skills. With this, the candidates of Huscarls is reduced to a select 200 men and women. Bam Bam is done, after a few months Brunhilda returns to Windhelm to give birth to their child. It is a baby girl. World Events: A series of succession wars break out in Blackmarsh, many thousands of lives are lost however two dominant powers emerge. The Tribe of Naga and the Tribe of Sarpa. Both with completely different foreign policies. The Naga wish to remain isolated and keep the old ways. However, Sarpa wants to embrace change, to modernize Blackmarsh. In Hammerfell Imperial duchies expand, capturing even more territory from the disunited redguards. In Valenwood, a terrible plague spreads across the land. Killing thousands within the first few months. Cyrodiil may be in danger of this new disease.
  5. HyperionSibuna

    [RP] Dawn of Divinity

    Vyrnen: Guardian of all earthly creatures. Vyrnen begins to explore the world that its brethren have created. Going to the shattered mountain in the middle, to the many landmarks that the gods created. It looked down upon all of the sentients it had created. The Nyrnen were still Vyrnen’s pride and joy. Yet they have strayed far from the path that the Guardian of all Earthly creatures had created them for. The influences and actions of other deities have plagued and clouded their minds. However the Ravaniin were untouched, savages compared to the Nyrnen however they still have potential. To protect the Ravaniin, Vyrnen creates an avatar to guard these beings from the other gods and their dastardly avatars. This avatar would be able to take the form of a Ravaniin to blend in with their society. Helping them advance so they may stand a chance in this world. After this creation Vyrnen returns to its island, resting for the time being. Ap used 10 Use to create an avatar 1 Avatar left
  6. HyperionSibuna

    Tamriel Imperialis V2 (RP)

    The Interregnum: Grand Duchy of Kvatch: The Grand Army of Kvatch expands with it’s new recruitments. Over 11,000 men and women enlist into the army. Completing their training by the end of the year. A majority of these troops are young men, having seen little to no combat in their lives. Although they may be green, these troops are ready for anything the gods may throw at them. All envoys return from their assignments with wonderful news, Anvil, Chorral and Leyawiin have all accepted the proposal for trade. Caravans from these nations begin their journey to Kvatch. However the roads are not safe anymore. Ever Since the collapse of the Empire, highwayman and bandits plague these traders. The merchants of Kvatch plead for Marcus to deploy troops to protect the trade routes. Marcus returns to Kvatch with a new bride, Iyria. She is the sister of the Grand Duke Arminius Horanis, the leader of the Grand Duchy of Chorrol. This causes an alliance to form between the two nations, as their dynasties become closer. Any caravans trying to enter Kvatch are stopped and searched, already a large skooma ring has been discovered and dealt with. As well as many smugglers and thieves trying to pose as merchants and traders. Jarldom of Windhelm: The Windhelm Dockyards experience a large renovation. With this expansion the volume of goods entering Windhelm is nearly doubled. Which increases economic stimulation. Trade agreements with The Pale, Rift and Orsinium are accepted. (+1,000 Septims per turn) A garrison force is made, from the local men and woman in Windhelm and the surrounding villages. With this force Oskar begins to survey the ranks to find any potential candidates for his force of Huscarls. Oskar returns to Windhelm with his bride to be, the sister of the Jarl of the Pale. She is called Brunhilda. With this marriage the Pale and Windhelm sign a military alliance. The Kingdom of Rihad: Men and woman from across the Kingdom join the ever growing army. Many of them becoming palace guards and skirmishers. The construction of a military begins, by the end of the year the basic facilities are built and instruction can begin. However an investment this small may not provide the adequate results that King Hasericks was hoping for. All envoys return with good news, Wayrest, Sentinel and Hegathe accept their offers for trade. However only Sentinel has suitable consorts for marriage. Leaving Haserick with few options. Jarldom of the Rift: Carsten leaves Riften at the age of 16, a baby-faced boy who has little to no experience. His first few encounters allow him to gain the combat experience he needs. After a few more adventures he sets on a quest to explore the disappearances of some villagers. Entering the cave he has run ins with dangerous were-beast. A werebear attacks Carsten and almost kills him, the beast mauls him and nearly leave him dead if it were not for a traveling mage healing Carsten’s wounds. He then continues on his journey, ending up in Whiterun by the end of the year, now 17 he still has much to learn. Meanwhile in Riften Skegglund begins recruitment of an army to protect Riften’s territories in Cyrodiil and Skyrim. A main bulk of these troops are Nords, however a few Imperials volunteer. A majority of them becoming Skirmishers and archers. All trade deals are accepted. Merchant Republic of Leyawiin: The Leyawiin Legion is completed, quite an impressive force of soldiers has been assembled and currently awaiting orders from their Legate. Scouts return by the end of the year to deliver their report. Scouts tell of a force of 10,000 being assembled near the Cyrodiil border. Many of the senate doubt these number, believing that the argonians only have a meager force of 5,000. However scouts also report forces of imperials being pressed into Argonian service. Trade caravans come in from Kvatch and Senchal, boosting the Merchant Republic’s economy. Grand Duchy of Cheydinhal: Imperial city agrees to the trade agreement that Cheydinhal proposes, however they state clearly that they are not willing to sell the two border provinces to Cheydinhal. Agents send a report that the Dunmer are raising an army about 10,000 strong. The exact makeup of this force is unknown. The agent in Stormhold reports that their base of operations have been discovered and they have been forced out of the capital city of Stormhold for the time being. The Harlun swatch docks are constructed by the end of the year. Prepared for whatever the crown needs of them. The Kingdom of Senchal: A massive harbor is built allowing for an immense amount of imports and exports. Stimulating the Senchal economy and promoting business growth as well as an influx of foriegn merchants buying Khajiiti goods. (+1,000 Septims per turn.) All trade offers are accepted and soon caravans from these realms begin to enter Senchal, however many of them are attacked by bandits and brigands. One bandit group call themselves the Ghosts of the Sands they are known for taking no prisoners and killing everybody in the caravan, sending their decapitated corpses to Senchal. Kingdom of Elsweyr: The economy of Elsweyr grows, giving boosts to taxes and production. (+1,000 Septims.) All trade offers are accepted and merchants begin to make their way to Elsweyr, however the same group of bandits attacking Senchal’s trade routes begin to attack the Mane’s. Kingdom of Orsinium: Troops are recruited and garrisoned around Orsinium. This year was simply uneventful for the orcs. Kingdom of Aurion: Troops are recruited, men and women are ready for the eventual reunification war against the Kingdom of Auridon. Other than that, not much happens in the Summerset Isles. Archduchy of Camlorn: Troops are recruited and finish their training by the end of their year. Along with investments to the economy and envoys returning with a list of potential consorts to the Archduke not much happens. World Events: Not much happens in the world, for now, there seems to be peace in all corners of Tamriel. However tensions rise, soon all it may take is a spark to set the world aflame.
  7. HyperionSibuna

    Tamriel Imperialis V2 (OOC)

    accepted
  8. HyperionSibuna

    Tamriel Imperialis V2 (OOC)

    accepted
  9. HyperionSibuna

    Tamriel Imperialis V2 (OOC)

    It’s not an option, edit your post with your skype please.
  10. HyperionSibuna

    Tamriel Imperialis V2 (OOC)

    Accepted
  11. The Second Interregnum 4E 837 During the Skyrim civil war, the Imperials had invested much into keeping the Nords under their control, yet a hardfought loss at Whiterun would put an end to their campaign. In turn resulting in the Treaty of Windhelm, effectively crippling the Empire. Soon after the Skyrim campaign, High Rock made bold demands of separation. A few tense encounters later, and said demands were accepted. The Aldmeri Dominion faced a similar issue as the Bosmer rebellion in 4E 309 happened and ended in success. The Khajiit also declared independence after witnessing that their overlords could be beaten and just as the Bosmer won, the Khajiit did too. Both of the rebellious puppet states caused the Altmer to once again take a stance of isolationism, where they now fight and squabble amongst each other for power in the Summerset Isles. In the south the Argonian Kingdom invaded Morrowind viciously taking land and slaves. They then turned their attention to the now weakened Cyrodiil who were still humiliated by their defeats. The Argonians launched attack after attack seizing land along the border. Seeing their time to shine, the Nords, Bosmer, Dunmer, and Khajiit launched simultaneous attacks. Cyrodiil desperate to not be demolished got their act together assembling a colossal army. The Imperial forces delivered decisive blows to each of their invading neighbors forcing one after another to sue for peace but to immediately end all fighting the territories taken were allowed to be kept by the invaders. After years of defeat and disgrace the Imperials tried again to conquer Skyrim and parts of Hammerfell with their colossal crusading force. The initial strike was devastating and all was looking good for the Imperials until the King of Skyrim himself led an ambush forcing an Imperial retreat. What then ensued was infighting, officers bickering over control and decision making, the campaign was halted. It did not take long before the colossal Imperial army dispersed. A long period of relative peace reigned over Tamriel lasting near five hundred years. During this time the Kingdom of Skyrim dissolved, the Argonians fractured, Hammerfell split apart and chunks were taken by the Imperials, the Orcs in Highrock fled to their mountains where they formed the Orcish Kingdom, and though the Empire was weakened it reorganized into the Imperial Confederation.
  12. HyperionSibuna

    Tamriel Imperialis V2 (OOC)

    Accepted
  13. HyperionSibuna

    Tamriel Imperialis V2 (OOC)

    Accepted B
  14. HyperionSibuna

    Tamriel Imperialis V2 (OOC)

    Accepted
  15. HyperionSibuna

    Tamriel Imperialis V2 (OOC)

    Accepted
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