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HyperionSibuna

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  1. Vukal's Tribe Actions: Province Directly under capital colonized 2 RP into leather armor 3/10 1 construction yard build
  2. VUKAL'S TRIBE Actions: 1 Construction yard Deathclaws sent to province right below capital to scout it out
  3. VUKAL'S TRIBE The sun rose on a chilly morning in the Chicago area, however the wasteland would not have the peaceful serene morning of the past, a screech of multiple death claws could be heard throughout the wasteland. A new litter of deathclaws have been born, Vukal looking over his young. Eyeing each of them as they clawed towards their mother for food. He would be squating, prodding at them with his massive claw, moving them along gingerly. His eye however catches one lagging behind, a smaller deathclaw, weakly clawing towards her mother. Vukal lets out a gentle hiss, taking large powerful strides towards the small child. "Weak..." Vukal mutters, seeing the wimp of a deathclaw. The large male would watch for just a moment, witnessing one of his young struggling to crawl. The others made it but this one...Vukal lets out a gentle hiss, his mate already tending to the ones that made their way to her. His eyes would glaze upon his mate once more, then back to the small weak child. A long quiet growl would emanate as he picks up the weak creature. Holding the baby girl by the tail. The creature doesn't fight back, she shows no fight. No strength...no will to live...with no hesitation he would place the baby into his mouth, chomping it in half. She didn't deserve to live he thought as he would chew and swallow one half of the child, spitting the other half out. "Only the strong...survive." He mentions to his mate who would hiss in response, she did not dare question Vukal, she quickly returned to tending the rest of the litter. The other deathclaws begin to gather at the meeting circle, Vukal beginning to speak. "Time...has come to grow" Vukal says simply, letting out another series of low growls and screeches. The message is clear, they cannot survive by sitting idly by. Quickly the other deathclaws repeat the same proccess as Vukal, picking the weakest of each of their litters, and purging them. Making sure only the strongest babies survive. The male deathclaw watches on, seeing each family purge themselves of the weak. Then he moves to one of his most trusted members, instructing them on how they will need more food for the young...and with more food, they will be able to secure their tribe for the next couple years. Actions: 2 Agricultural houses built -10000 Caps Research begins into T2 Armor (1/10)
  4. Application: (STARTING STATS WILL BE DETERMINED IN DISCORD DMS) Faction Name: Vukal’s Tribe Civilization Type: Tribal AF Faction Backstory: The Enclave in their infinite wisdom would begin testing the FEV on the wastelands inhabitants, specifically tests subjecting the deathclaw population. Dozens upon dozens of deathclaws were forcibly ripped away from their packs and families to undergo horrific testing by the sinister Enclave. Giving them cognative thought and reason, and as well as the ability to speak...however acting more like a parrot as they repeat simple words and phrases. A majority of them having the intelligence of an 8 year old child but some have been documented to show intelligence and reason of a human adult. Along with the inteligence they also showed ability to use tools and weapons. Along with the ability the craft basic and crude items, such as the previously mention tools and weapons. Luckily they were contained for the past ten years. However a breach occurred in one of their facilities in the New Mexico Area proved disastrously for the enclave. All of their personnel died within the facility The revolt was led by one of these modified Deathclaws...one that showed advance thought and reasoning. As well as the ability to form complete sentences and hold a conversation. After the subject escaped it set more than a couple dozen free into the wild, the survivors escaping the facility and forming a large pack. Enclave members began a massive manhunt of sorts of the deathclaws, catching and killing more than a dozen. However the leader who had named himself Vukal led the deathclaws in a sort of migration northwards, crossing the large empty plains of nuclear waste, and eventually settling in the Chicago area. Believe they would be far away from the Enclave hunting parties. Eventually reports have been heard of an organized deathclaw “tribe” inhabiting the former Mckrinley Park area. With many scouts sent in usually not making out...or even worse, spewing nonsense of talking deathclaws! However...this rumors may end up being true. Characters (Minimum 1, Max 5) Character 1 (Leader): Vukal (Adult Intel) Character 2 (Custom): J’kora (Child level) Character 3 (Custom): Xalyu (Child Level) Character 4 (Custom): Warkon (Child Level) Character 5 (Custom): Q’aryua (Child level) Discord: I’m in it already BABYYYY
  5. Tribes of Blackmarsh -No actions this turn, the war in morrowind continues.
  6. Tribes of Blackmarsh The expulsion of the Dunmer goes slowly and to be frank. Ineffective, so the High Chief of Argonia devises a new plan. With the support of the other tribes in Blackmarsh. The High Chief calls upon them to raise their levies and send them north into the Argonian controlled part of Morrowind, to begin a mass genocide of the Dunmer population. Along with the vassal levies. The new massed army of 10,000 men would march north towards the two houses who seem to be supporting the “rebels.” Envoys are dispatched to these two houses, citing the treaty that ended the Accession War. Which stated if any of the Great Houses were to get involved with the affairs of Blackmarsh and her controlled territories. A swift invasion would follow suit, as well as citing that a pact of non-aggression was still active between the nations for the next two years.
  7. Tribes of Blackmarsh As the new High Chief is sworn in, a vow is made to the argonian people. No longer will Blackmarsh and the Argonian people be servants of foreign nations and races. Only the argonians will rule the lush and dense swamps of Blackmarsh. Jakor promises glory and prosperity for the Argonian people, vowing to keep and fight for this promise until his final breath. With the recent addition of Southern Morrowind from the Dark Elves, unrest must have been forseen, as for centuries the Dunmer terrorized and brutalized the Argonians, enslaving entire tribes and villages. Now the tables have turned, as his first decree, the new Highchief orders the expulsion of Dunmer living within Argonian territory, any who resist will either be enslaved or executed. Resettling the area with Argonians. Following this decree, the High Chief would begin to restructure the region, centralizing and bringing more control to the crown. Citing that in order to protect the Argonian people from foreign invaders, they must first unify as one. Proposing the creation of the Kingdom of Argonia, with all of the major tribal chiefs being summoned to the City of Helstrom. Jakor is willing to negotiate and debate on the status of all the major tribes within Blackmarsh. Meanwhile, as the other tribal chiefs begin their travels to Helstrom, the argonian people must modernize in order to stay on par with the Dunmer and other threats that Blackmarsh must face. Work begins on modernizing the cities of Blackmarsh, transforming them from dirty mud huts into large stone structures. Reminiscent of those from the ancient argonians. Coin would be funneled into the refurbishment of the cities of Helstrom, Stormhold, Stonewastes, Lilmoth and Tear. Along with the modernizations of the cites, more troops will be needed to protect these cities. A decree is issued all throughout Blackmarsh summoning over 10,000 able-bodied men and women to report to Helstrom to begin training. As well as the contruction of armor and weapons for this many new recruits. Forming two new armies that will be the backbone of the Argonian military. Actions: Expulsion of Dunmer from controlled territories Centralizing and consolidating the tribes to form a unified state Modernization of the cities of Helstrom, Stormhold, Stonewastes, Lilmoth and Tear The recruitment of over 10,000 new troops over the course of the year.
  8. Factions name: High Chiefdom of Helstrom Discord: Hyperion#1741 Brief history of your faction: Following the Oblivion Crisis, the people of Helstrom experienced a economic boom and revival of the old argonian culture that was lost to the swamps of Blackmarsh, further boosted by the argonian invasion of Morrowind during the explosion of the Red Mountain. Now that time has passed and the world around them is changing, High Chief Jakori of the clan Rivanni is crowned High Chief of Helstrom, tasked with turning a small chiefdom into a unified and powerful argonian state to fight the outside influences of the Aldmeri Dominion, Dark Elves and the possible resurgence of the empire. (I’ll add some more when I get home here)
  9. Vyrnen: Guardian of all earthly creatures. Bouta hit you with the big phat did nothing this turn
  10. The Sky is on Fire 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. 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.
  11. The Bohemian State In the year of our Lord 2039: Bohemia marches out to war, troops crossing the Polish border and heading over to the front lines. This will be the first test of the new and improved Bohemian army. A trial by fire. The men are ready for whatever faces them. Investments: 50 AP into Foundries 25 into Agriculture 25 into Commerce Trade: USA Ukraine Poland Germany Austria Switzerland Resources: Thorium Graphene Actions: 10 AP into 1,000 Tanks 5 AP into 12,500 Heavy Infantry 5 AP into 25,000 Infantry Diplomats sent to Slovakia to continue to butter them up. Bohemia joins the war declared by Poland. Research: T2 Artillery (20/20 RP) T2 Body Armor (6/20 RP)
  12. Rise of an Emperor: Kingdom of Orsinium: The city of Orsinium modernizes their defenses. The orcs are already well known for siege defenses. This action seems a bit overkill to many that live outside of Orsinium. The city does receive much needed upgrades to walls, towers and anything else that might help them in a defensive siege. The ritual ends with no words from Malacath, for now the orcs are on their own. In other news, they have constructed 10 more catapults, which will help them defend their cities and even give them the possibility to push out if they so choose. The Duchy of Skaven requests a white peace with the Kingdom of Orsinium. Kingdom of Colovia: The Imperial city is captured, the colovian military did not suffer as much as the local population did. Civilians were butchered, over 250,000 were killed as the invaders captured the city. With the city in their hands King Marcus declared himself Emperor. Leyawiin immediately disputed that claim, calling Marcus a bloodthirsty warlord, not an emperor. Hernandius accepts the offer and becomes the captain of the royal guard, training the men to the best of his abilities. These royal guards are the best that Kvatch has to offer. By the end of the year the men are well equipped and trained, some say they are even better duelists than Marcus. Funds sent to Anvil are well used, as they begin construction of a few more naval vessels. Which will surely please the King of Colovia. Along with this, the roads and bridges across the Kingdom of renovated and improved. Improving travel and transportation of goods across the Kingdom. A festival is held in Kvatch, nothing interesting happens there. Jarldom of the Rift: Merchant Halls are built in Bruma, Chorral, and in Stormhold. Along with this more infantry are trained. Carsten heads down to Kvatch for a little ‘vacation.’ (+30,000 Septims per turn) Kingdom of Aurion: The Battle of Aurion ends in a strategic victory for the defenders. Managing to push back the besiegers as well as thin their numbers significantly. This victory will surely send those spineless cowards a message. That Aurion will not back down. Not even with their barbarians knocking at their gates. More mages are recruited. Kingdom of Cheydinhal: More troops are recruited and trained. The Cheydinhal Army becoming an elite fighting force. Comparable to the legions of old. These troops sit eager, waiting for the chance to test their skills in battle. Leyawiin sends a reply to the King, denying his offer. Will Cheydinhal go to war over this? The Kingdom of Rihad: War is delcared, Rihadi troops marching out to meet the enemy in the fields. However they manage to encircle the city with no problem. The Skaven army nowhere in sight. The cowards they are. For now the Rihad army sits encamped around the city. Ebony armor is much more expensive than what Haserick expected, 1,000 gold only managing him to get the leather straps for this set of armor. Many in his court tell him that ebony is an extremely rare material. As a result it is extremely expensive. The steel plate however is much easier to manufacture, a 4k investment into it is also a bit inadequate. Much more gold is needed if he wants to equip his personal retinue with the best gear. A new furnace is created, which will help Rihad in making higher quality arms and armor. Elsweyr: More troops are recruited, along with this Bosmer suffering is eased. The disease which only seems to be afflicting them begins to slowly die down. The Valenwood plague is finally over. The Bosmer nations are grateful to the Mane for his support in their darkest years. Argonians appreciate the lessons that Elsweyr is teaching them about trade. Jarldom of Windhelm: New merchant hubs are created in Stormhold, Dawnstar, Chorral, and Leyawiin. Providing Windhelm with plenty of gold. (+40,000 Septims per turn) The search for the ebony in the old mines begin. The mines have been long cleared out, it has been hundreds of years since any ebony has been found in the mines. Pioneers recommend that they begin construction of a new mine in the mountains. Perhaps there is ebony there to be found. Oskar’s training goes smoothly, gaining knowledge of personal combat as well as leadership and tactics. (Skype) Merchant hubs are now capped to 6
  13. Rise of an Emperor: 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.
  14. The Bohemian State In the year of our Lord 2038: WIth the discovery of Thorium within the Bohemian mountains, a new issue arose. The protection of the strategic resource. The Grand Chancellor enacts a new military expansion in the form of the construction of more fighters as well as AA for the ground troops. Which will protect the Bohemian border for the time being. Diplomats are also sent to Slovakia, with the mission of buttering up the officials in Slovakia. As well as bringing up the idea of reunification, the main idea behind it is that all Slavs are brothers. Prospectors are sent all across Bohemia in search of more strategic resources that the State could either sell or keep, for now, Thorium is offered to Poland and Poland alone. If they are to refuse, then Slovakia will be offered the resource. Investments: 50 AP into Foundries 25 into Agriculture 25 into Commerce Trade: USA Ukraine Poland Germany Austria Switzerland Resources: Thorium Actions: 4 AP into 400 AA 6 AP into 125 Fighters 10 AP into prospecting for resources across Bohemia. 3 AP into 750 APCs 3 AP into 7500 Heavy infantry Research: 7RP into T2 Artillery (19/20)
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