Jump to content

HyperionSibuna

Member
  • Posts

    84
  • Joined

  • Last visited

Everything posted by HyperionSibuna

  1. 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.
  2. It’s not an option, edit your post with your skype please.
  3. 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.
  4. Tamriel Imperialis V2 This is an Elder Scrolls FRP, my first one was a bit rough and a little shaky. So we’re doing it again, and this time it will be a lot more refined and polished Lore 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 a 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 a 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. Guidelines Every nation in this FRP will start with 0 military and a base income of 10,000 gold. Each race has its own military and passive bonuses which will influence how they play. All races have individual unit trees. (Check sheet below) If you have any questions please ask me (Hyperion), this is the sheet. Rules Please for the love of all that is holy use common sense. If you attempt to power rp it will not end well for you. Be creative with your ideas anything is possible, this is Tamriel. Ask before you act, I will most likely respond at some point in the day. Application The holding you wish to play: Leader name and background: Skype Name:
  5. Vyrnen: Guardian of all earthly creatures. Vyrnen is not done creating yet, looking upon the world Vyrnen notices a large problem. The oceans lack intelligent life, quickly getting to work Vyrnen creates a peculiar life form to inhabit the world-spheres oceans. These creatures would stand around six to seven feet, almost as tall as the Ravaniin. However, they would have four arms as well as webbing on their hands and feet. They also have razor-sharp claws but their diet mostly consists of the underwater plants and small animals. Vyrnen decides to name them Krykal. Kyrkal would be fast breeders, the females able to give birth to over a hundred Kyrkal over their lifetime. Unlike most primitive societies where the males are the leaders, the Kyrkal society requires both a strong male and female. Both ruling as equals. The Kyrkal can also live outside of the water, however, they much prefer the water over the land. The Kyrkal have a tough hide covering their body, which helps them against large predators as well as Nryen hunters trying to make a meal out of them. Their hide is strong, quite strong. Said to be nearly impervious to spears and arrows. When underwater Kyrkal speaks in squeaks and hums, able to communicate with each other hundreds of miles away. Making organization and coordination easy. If they are on the surface their speech resembles a growl. Once Vyrnen is satisfied it returns to the island it calls home. Beginning to interact with the small population of Nyrnen still living on the island. Who is cut off from the rest of their race. Vyrnen begins to teach them everything it can before heading back to rest. 10 AP used 2 AP left
  6. Vyrnen: Guardian of all earthly creatures. Vyrnen awoke to explore the world after the long slumber. Observing how the Nrynen has flourished. With high spirits Vyrnen creates a new sentient species and releases them upon the world. They reside in the far north, primarily on the largest continent. Morphing the local ravens into a large creature standing around eight feet tall. Losing their ability to fly however gaining intelligence, strength, speed and the ability to see in both light and dark environments. Primarily on a meat-based diet, these creatures are dubbed Ravaniin by Vyrnen. 10 AP used to create race 3AP left
  7. Vyrnen: Guardian of all earthly creatures. Vyrnen awoke from its slumber, observing the world. With a new pool of power to call upon Vyrnen set out, exploring the world. Finding that it has changed very little. Vyrnen decides to return to its island. Checking on the status of its beautiful little creatures. They have prospered and number in the thousands. Populating the island, Vyrnen decides to introduce them to other parts of the world. Setting them free on the continents around the island. Once they have been introduced to a majority of the world Vyrnen decides to give them one final gift, sentience. Allowing them to think freely on their own. No longer held back by their basic intelligence. Vyrnen’s little creatures would be set free upon the world. Hopefully, they will be able to survive outside of the island. Race created -20 AP 5 ap left.
  8. Vyrnen: Guardian of all earthly creatures. After bringing life to the moon Vyrnen looked upon the work it has done. Satisfied with this Vyrnen returns to the island. Once again checking on the special creatures placed there by Vrynen hundreds of years ago. These beasts would retain the same biology. Possessing a thick and tough layer of bark across a majority of their body. As well as animal-like features and stature. They would dominate the island, along with another species of large snakes and birds. Much different to the creatures on the rest of the world sphere. Now it was time to rest, as Vyrnen needs to regain the power it needs for an ambitious creation it has planned. 15 AP total. No actions
  9. -Vyrnen: Guardian of all earthly creatures. Vyrnen looked upon the world. Taking in the sheer beauty of the scenery. The trees, the green grass swaying in the wind. The small bugs crawling on the ground. A pack of wolves moving through the serene forest. All that Vyrnen could do was smile if indrik could smile that is. The large beast would move through the forest. Moving to the place where it had created ape-like creatures years ago. The large indrik arrives in a clearing in the forest. There would be a large pond. Around it was curious creatures, apes at first glance however on closer inspection these apes have been changed. A bark like material covering a majority of their body. They have long tails with spike-like protrusions at the end of them. If these creatures stood upright they’d be around 5 feet. They possess an almost wolf-like face, with a long muzzle. Razor sharp canines, but they also have molars and incisors. Indicating that their diet mainly consists of both meat and plants. Vyrnen transforms into one of these creatures, deciding to spend the next few months living with them. The creatures showed no sign of sentience. However, they have organized themselves into large groups. Each with a leader of sorts, the leader is always male. As they are much bigger and stronger than the females. However, only the alpha male has breeding rights with the females of the group. Leading to many males abandoning their pack in search for another. Usually killing the previous alpha male and asserting themselves as the alpha. All of this intrigued Vrynen, who after a few months of living with them decided to continue to work on the island. The island would be quite small, only a small dot compared to the rest of the world. However while Vyrnen was walking around the island it realized something. There is so much more that can be created, so much more than the small island paradise. So Vyrnen set out, heading out into the void. Looking back at the now small sphere. The blue ball looked so beautiful from out in the void. However, there was one glaring problem. The red moon was lifeless, Vyrnen moved to this moon. Creating an equally red atmosphere to surround the moon. Once there was breathable air, Vyrnen moved down onto the surface. Shaping continents, rivers, oceans, lakes, and everything in between. Then creating sturdy and hardy crystalline creatures. Ranging from large predators to giant herds and even avian species. There would be lakes and oceans of what seemed to be red water. Similar to the color of blood. These creations would not impede with the main purpose of the moon. Simply being there to add life and excitement to a rather dull place. ------------------------------------------------------------------------------------------ Actions: Creation of an atmosphere and Biosphere on the crimson moon orbiting the world sphere. As well as the creation of nonsentient crystal like creatures. (-2 AP)
  10. Vyrnen: Guardian of all earthly creatures. With life blossoming on the island Vyrnen can only look upon it with pride, however the rest of this world needs this gift. So Vyrnen sets out, marveling at what its brethren have done with the planet. Vyrnen begins to work, bringing life to the oceans. Making all manners of creatures, ranging from small fish to large predators. Making coral reefs, underwater gardens. Once satisfied with the amount of life in the oceans it moves from continent to continent. Creating many different biomes, each filled with unique animals and plants. Ranging from deserts to large plains and rolling hills. Tundra and arctic regions. With the creation of magic, this presents an opportunity. With the creation of all these new creatures and plants. Vyrnen imbues them with a little bit of magical essence. Creating atronochs, magical and trees, mystical creatures such as indriks, griffins, and of course large titanic beasts that dot the landscape. With all of these major creations, Vyrnen retires to its island. Deciding to experiment with a type of creature. That does not yet have the intelligence of a deity. However, had the potential to grow and eventually come close to what some may call as sentience. This race would be mammalian, starting off as small ape-like creatures. Carefully nurtured and watched by Vyrnen. Major Actions: Creation of multiple biomes and life across the whole planet. Animals and plants populating every corner of the globe. The oceans are also brought to life. Some animals are imbued with magical essence giving them special properties. Minor Actions: Creation of an ape-like race on Vyrnen’s island. Who would be carefully monitored and watched by the god.
  11. Vyrnen: Guardian of all earthly creatures. Vyrnen looks upon the other deities crowding around this new...world. However something was terribly wrong, this planet would be shrouded in darkness. Unable to support life. Vyrnen moves a safe distance away from this sphere. A large glowing mass beginning to form in front of it. Eventually, once it is a sufficient size, Vyrnen releases this glowing ball of energy. Allowing it to take shape into the first star. Satisfied with this the orange mass moves to this new world. It was barren, the only thing littering this world was an endless expanse of stone. Vyrnen grumbles under its breath, there was no air. Once again Vyrnen would have to fix this world. Creating a thick atmosphere to surround and protect this world from the deadly rays of the sun. Then moving down to the surface it would begin to make oceans and seas, covering a majority of the planet in water. Leaving six large continents. Once finished it would look proudly upon it’s work. Deciding to rest on a remote island far away from either continent. Vyrnen taking the form of a large indrik. Once on the island, it would begin to fill it with trees, shrubs, bushes, and many other plants. Leaving the rest of the world to its brethren. Waiting for them to have their fun before breathing life into the entire world. Major Actions: Creation of a Sun, air, and water. Minor Actions: Creation of dirt, sand, gravel, and all types of plants on an island far away from any of the main continents.
  12. Forum Name: HyperionSibuna Skype: HyperionSibuna God Name: Vrynen, Guardian of all earthly creatures. Appearance: The Guardian takes multiple forms, however the ones it uses the most is that of an Indrik. Which would be a deep gold and white, however, Vrynen is also known to take the forms of many different creatures, and beings. Ranging from deers, foxes, insects, and arachnids. It is also known to take forms of sentient creatures. The guardian is genderless, however, its voice would be that of a male and a female. Agenda: Vrynen’s agenda will be to preserve and protect all earthly creatures on its realm, sentient or not. With this, it would most likely oppose any god trying to destroy that it has created, it will protect and form of life it sees. Description: Many times Vyrnen has fought to protect its creatures. Many times those same creatures who it created cast him out as a false deity in favor of more destructive beings. However, Vyrnen still loves all of its animals. Whoever worships Vyrnen would be considered cultists of some kind. The deity demands that all worshipers must abandon their old ways and be fully devoted to protecting nature. As a reward, many of those mortals receive a boon. In the form of a magical transformation into whichever animal they choose. Vyrnen’s only goal is to maintain and protect its creatures. Sample Creation: The Realm of Hyvern, a mystical land said to be populated by every type of creature. With endless resources and materials, this realm would be a paradise. Able to sustain all forms of life, it is also Vrynen’s personal realm. As it has direct control over it. Able to manipulate the weather, the geography, the creatures. How long the days are. This realm is also the destination of all those who serve it in life.
  13. 4E: 495: Kingdom of Orsinium: Envoys come into Orsinium from the other orcish holds. Each of them with the same answer. They refuse to unite with Orsinium, citing that the Altmer are much more interested in Hammerfell and Valenwood rather than Highrock. Whether this is true or not is yet to be decided. Surveyors are sent out all across the land, in search of rare materials and metals. A small band of them split off from the main group. Searching the hills and mountains around the coast, while the rest search more inland. They return by the end of the year empty-handed. ONly a few copper deposits were located. A new settlement is constructed, a lesser noble taking up position and overseeing the constructed as well as the recruitment of a small guard force from the men in the tribe. The watchtowers are built, spanning all cross Orsinium’s territory. All of them leading to the Grand Army encampment outside of the city. This will provide a very effective warning system in case of an Altmer attack. Another arena championship, another champion. This one is a female argonian warrior from Helstrom. The old champion being defeated quite easily. Jarldom of Windhelm: (Skype encounters first.) The Union of Kvatch-Anvil: Thousands of new troops flock to the legion. They were green but were more than enough to replace the losses from the war. The veterans from the legion would be tasked with the training of the recruits. Shaping them from boys into men, from men into warriors. It is an enormous task but in the end. Kvatch will have a professional fighting force. Titus is delighted with the purchase of a northern foal. Naming his steed Alega. The search for a possible bride for Titus begins. Envoys are sent all around Cyrodiil, Skyrim, and Hammerfell to asses noble daughters to see who are worthy. Many candidates are presented to Marcus. However, Titus seems disinterested in the whole betrothal affair. Rather spending time with his new found friends in the Imperial City, one, in particular, being the daughter of a Khajiit merchant operating in the city. (Skype) The funds sent to Skingrad certainly help with the reconstruction. The newly appointed nobles sending the peasants to work in the fields. Soon the city is operating at half capacity. Though the road ahead is long. The tribe of the Sarpa: A new and improved road system is constructed, very similar to many eras ago when the ancient argonians built mighty temples and cities. However, the roads were a great start, making travel around Blackmarsh quicker and much more safer. Increasing the capacity of trade. (+2 Trade slots) Economic improvements are made, increasing the income and quality of life in Helstrom. (+1 AP per turn) Another fish farm is built, increasing the growth of the population. (+1200 Pop per turn) The County of Falinesti: A gulag is constructed, many criminals from all across Falinesti are sent there as punishment. The worst offenders, in particular, are sent as the first batch of...residents. Meanwhile, the crime in Falinesti starts to drop, considerably. As the jails empty. Secret stuff (Skype) The soldiers of Falinesti are already exceptional troops. However the military academy is welcomed, many of the officers begin sending talented NCO’s and Junior commanders to the academy. A province is settled. Bam Bam in the ham, no child this time. You do hurt your hip though. Grandeza of Taneth: The troops are quickly recruited from the city population and trained. The Altmer assault would begin soon. For now, preparations were made. Tona taking charge of the defense of the outer walls, while Christophe took charge of the cities inner defenses. Soon the day dawned, Altmer trebuchets rained hell upon the walls of Taneth. Over 50 firing at the same time, the walls held for the first few days. However, on the sixth day, a sizeable breach was made. Allowing the Altmer forces to assault the city. The fight lasted for another week, Altmer blood running high. The redguards fighting valiantly but to no avail. As the city was over-run. Tona and Christophe managed to escape the slaughter. (Skype me if you want to play a government in exile, or as the puppet state) Jarldom of the Rift: Hallister and Valgtr continue their training. Both boys showing great promise, at the beginning of the training both of them were just scrawny little nords. But when they came in the last day of the year, they were muscular. They had the skills of a true Nord warrior. Though Faide has been complaining about them smelling quite awful after each sparring session. The scouts return with no news. As the area wound Riften would be dull. With the occasional encounter with a Khajiit caravan. Covert actions Imperial Remnant: The mine is completed, they find large deposits of iron in the mine. Providing a stable source of the material for armor and weapons. (+1 AP per turn.) An economic expansion is made, increasing the trade and income of Cheydinall. (+1 AP per turn.) Light infantry is recruited. Duchy of Leyawiin: The hunting and logging focus begins to bring in large amounts of revenue from Blackwood. A worthy investment as the logging industry continues to grow immensely. (+ 2 AP per turn) Still no Ayleid scholars can be found, however, the college of Winterhold seems interested in the Ayleid artifact and has offered their assistance. Both accept the trade deals. County of Haven: The defenses are expanded, more traps are set. The walls are also reinforced. Soon the city of Haven finishes their expansion. With this, a small economic expansion is also finished, providing the city with more revenue and trade. (+1 AP per turn) The army patrols report nothing out of the ordinary. The surrounding counties accept the offer, waiting for the first shipment of weapons. Some already paying Haven. (+5 AP) Food stockpiling begins. World Events: With the conquest of Taneth, Sentinel and many other cities in Highrock and Hammerfell. The Altmeri Empire is overstretched. To solve this issue, large client states are created to streamline the bureaucratic efficiency and to help put down revolts within these regions. Three new states are created, The Duchy of Woodheart in Valenwood. The Kingdom of Western Hammerfell, and the Kingdom of Western Highrock. Local rulers were appointed in each. For now the Altmer rest, content with their current conquests. For now many turn their eyes eastward, towards Morrowind ad the warlords continue to battle it out. The city of Mournhold has been captured by a warlord, declaring himself High King of Morrowind. However many others challenge him. Meanwhile, in the rest of the provinces, it is relatively quiet.
  14. 4E: 494 County of Falinesti: More textile mills are constructed, beginning to produce high-quality goods/ They are soon exported all across Tamriel. Most merchants praising these high-quality textiles, however, Falinesti is not the only one as a competitor appears. The nation of Torval in Elsweyr begins exporting their own high-quality goods, catching the eye of even the Imperial City. However, they honor their deal with Falinesti. Sending them the gold. (+10 AP) More iron is imported from Cyrodiil, being used to forge more armor and weapons for the Wood-elf army. Many blacksmiths come from Kvatch and Anvil to help the Bosmer with this task. By the end of the year a majority of the army. The gulag gets a sudden influx of..participants. Many of them being murders and rapists. It’s clear that another gulag may be needed. Secret stuff. (Skype) The Union of Kvatch-Anvil: The war was brutal for the Kvatchi army, many husbands, brothers, uncles, and cousins never came home. It was a devastating loss for the Union as it shows the world that their army is not invincible. However, even with these losses, the war was won, with a heavy price. Skingrad has been destroyed, the cities reduced to ashes. The countryside set ablaze. (+42 AP) It wasn’t long before the replacements volunteered, none of them were drafted. Tens of thousands of men join the army. Replacing all of those lost and then some. The military grows in size considerably, however, all of these new troops are green. (+10,000 Light infantry from men enlisting.) With the rain slowly dying out over the course of the year, Anvil and Kvatch fill up their food stores. To make sure that if another never-ending season of rain happens again. That they will be prepared. Now the agricultural industry must pick up where they left off. Anvil continues to grow their army, this year reaching their all-time high of about 20,000 men. Their navy also increasing in size. As they build two carracks, using whatever funds they have left they begin construction of a citadel. Brotherhood of Morwha: The year begins well, as the covert actions the Brotherhood took is yet to be discovered by the Altmeri forces. However, disaster strikes, as envoys come to Christophe, bringing him dire news. The Altmeri forces have successfully defeated the Redguard coalition, shattering their forces. Making them retreat to Sentinel. Meanwhile, the poisoned supplies reach the Altmer lines, killing thousands. An in-depth investigation begins. Half of the year passes eerily quiet as no news from the Altmer or the Redguards come. The sandstorms let up, the moons lighting the desert sands. From the horizon of Taneth a singular scout is seen, tall, his armor glistening in the moonlight. Soon by dawn, an entire Altmer force has come, some say numbering over 60,000. They’ve come to reclaim their vassal state. They set camp outside of the city. Duchy of Leyawiin: *The envoy returns from the Imperial city, bringing news that Vidinia will dedicate one of his fleets to the protection of Leyawiin merchant vessels, the fleet soon arrives in Leyawiin’s docks. It consists of 10 Galleys, and five carracks. More than enough to repel the Argonian ships. Meanwhile, the envoys sent to Torval and Cornithe come empty handed, as both nations are busy fighting each other to accept another trade deal. Meanwhile, a new galley is constructed, as well as the recruitment of 500 heavy infantry. A trade post is constructed, increasing the trading range and capacity of Leyawiin considerably. The tribe of the Sarpa: More economic improvements are made, a few of the lords agreeing to the unified currency and road network linking all of Blackmarsh together. However, the Chief of Gideon and Naga seem to reject this proposal, decided to isolate themselves from the other chiefdoms. The mine is completed, it yields moonstone. A useful material in crafting lighter and stronger armors. (+3 AP per turn) More infantry is trained. Jarldom of the Rift: The blizzard finally ends, and Riften quickly recovers. Reseeding the fields and farms. Lake Honrich finally unfreezing by years end. The fishing industry finally gets back to business. Meanwhile, Valgtr begins his intensive training. Already large changes are seen in the boy, his rather...round build is refined to a more suitable shape of a rectangle. His personality also changes, seeming timid and nervous is replaced with boisterous and rowdy. Though one thing certainly is clear, his pure hatred of his father. His deepest desire is to finally beat the man in combat. The other son, Halister continues to grow in his combat prowess, already becoming an expert with a shield and sword. However, it’s clear the divide between the two boys, as Valgtr is much bigger and stronger and Halister is smaller and weaker. This divide grows bigger every day. Jarldom of Windhelm: The blacksmiths and craftsmen begin working on these new armors and weapons. Presenting many designs and styles to Oskar, letting him choose how the armor will be crafted and how the weapons will be shaped. For now, they begin work on the easier parts of the armor, the buckles, belts, and other necessities. A training yard is constructed, the garrison and little Olfrik using it whenever they can. A sick house is constructed, beginning to heal and cure the sick Dunmer in the quarter. Five restoration mages being recruited for this purpose. (+5 Restoration mages) Bjorm is made Thane of Winterhold, beginning to finish up the construction of the city. Even though small, it provides Windhelm with a significant income boost. Meanwhile, the soldiers finish up the construction. The city operating at full capacity. (+4 AP per turn) The troops sent east retreat back to Windhelm, many of them protecting the caravans coming in and out of Windhelm. Imperial Remnant: A large mining project is underway. However, they will need to wait till next year for it to be finished. Kingdom of Orsinium: The Breton champion ponders his offer, taking the position he is in very seriously. One one side he seems very interested in Orsinium’s offer, but on the other side if really is the Dragonborn, then there must be an even bigger event than the Altmer invasion coming to Nirn. Worrying about the latter he politely refuses Agrum’s offer. Rather traveling to Skyrim to begin his training with the greybeards. Improving the fortifications of Orsinium is no easy task, as the city itself is built into the mountains. Already giving it a very strong defensive position. Though they have a crack at it. Constructing large stone walls that cover a majority of the city. As well as a moat and castle towers. Heavy infantry is recruited, meanwhile, Agrum’s children begin their training. Learning combat techniques. The Championship ends with a new victor, an Orc from Orsinium claims the title champion. County of Haven: Heavy infantry is recruited, they join the rest of the army with the new training regiments. Making them far more experienced and raising their morale. The search party returns empty handed, it seems the Akaviiri has slipped away. The defenses of Haven are improved, wooden palisades and walls are replaced with stone. Small outpost towers are transformed into proper guard towers. A new forge is also constructed, supply the army with metal weapons and tools. World Events: The war between Solitude, Falkreath and the Forsworn is over. As the Nords restore the Jarldom of Markarth and Morthal. The Forsworn retreating into the mountains, declaring they will keep fighting till the bitter end. However, for now, the Nords are back in power. With this victory Solitude expands into Highrock, annexing their former neighbor. Meanwhile, in Morrowind the Warlords continue to fight each other, alliances are broken. Hundreds of thousands die. It seems like never-ending bloodshed in Morrowind. In Hammerfell the Altmer begin to lay waste to the Redguard cities, capturing Helgathe and are at the gates of Sentinel. The strange weather patterns end all across Tamriel, returning to normal. It seems the cause of it was a weather stone the Altmer possessed.
  15. 4E 493: The tribe of the Sarpa: The plans of a continental road system throughout all of Blackmarsh is sent to all the chiefs. Soon envoys return with all chiefs agreeing on the new road system to be constructed across Blackmarsh. There is also news that all of the beacons ordered years ago have also been constructed. The peasants decided to have a life festival of sorts around the Hist tree in Helstrom. Thousands come in attendance. Even foreigners from Cyrodiil arrive. Eager to see how the Argonians party. The festival celebrates the Hist tree, it continues on until the end of the year. Giving the crown plenty of revenue. (+2 AP) Economic improvements are made, with the terrain and climate of Blackmarsh many quality goods such as cotton or flax cannot be made. As the weather and wildlife will kill the crops. However, farmers have discovered an ultra-rare plant that is said to make a beautiful fabric. A few farmers begin to cultivate it alongside their own crops. Many call it Ancestor Silk. A hardy crop. (+1 AP per turn) The farmers begin to expand their own farms. Producing more crops than many of them need. As a result, large granaries are built by these farmers to store the excess grain just in case of emergencies. The city of Helstrom also stores its excess food supplies. With the end of the war, many soldiers return home. Their families elated. Soon many of them take up civilian jobs to keep them busy. A majority of them joining the miners working in the shaft right now. Soon they begin excavating what they can. With additional funding to pay and support them. The miners make great progress. Discovering an even larger vein of Copper. They begin mining this copper. (+1 AP for 3 turns) Argonians of all walks of life heads out of Helstrom, into the unknown. Passing the border they venture into the unclaimed wilderness of Blackmarsh. Some of them bringing their Dunmer servants with them. They wander for months until they find a clearing in the swamp. Ancient Argonian ruins. They send whatever troops they have to clear it out, before long they set up the ruins as their new city. Naming it Zul-xahel. A petty chief is appointed the head of the city and soon construction begins. The loot from the ruins is sent back to the crown. (+1 AP) Jarldom of Windhelm: The troops stationed in Winterhold get to work in reconstructing the city. Helping whatever is left of the populace to rebuild houses, road networks, farms, mills. Anything that can help the city. However the ongoing blizzard blankets the landscape, so there is no chance for them to produce food. The city of Winterhold is currently being run by a regional governor. He requests that food supplies be sent up to the city to feed the population until the blizzard is over. The ongoing blizzard blankets the entirety of Skyrim. Halting food production, as covering many of the roads and paths. Many unfortunate caravans leaving Windhelm have been attacked by small bands of raiders. Taking many goods from them. The troops sent to guard these Caravans also have a hard time finding these raiders. Currently, the problem is isolated on the frontier. The city of Windhelm continues to operate under the blizzard. Even the Dunmer helping out in clearing the snow from roofs, streets, and gutters. Though many Dunmer in the Quarters freeze to death from lack of proper winter clothing. Their bodies burned as to prevent disease. However, a small plague spreads within the quarter. Infecting many Dunmer and some nords who pass by there. Lynma begins lecturing the children as best she can. Oskar’s daughters seem interested in learning crafting abilities. Such as weaving and weaponsmithing. While little Olfrik seems disinterested from anything of the sort, rather he seems more interested in fighting. He starts picking fights with many noble boys in the Kingdom. Sons of lesser nobles, sons of the royal guards, pretty much any male boy in the court are targeted. He wins some fights and loses some. Lynma asks Oskar what should she do with the rowdy boy. Gloombound mine is reconstructed, however when miners enter they do not find much ebony. A few small veins here and there. A majority of the ebony veins had been mined out in the past, they begin excavating what they can. Shipping out ebony to Windhelm. However, with this setback, they do discover something sweet. Very large deposits of moonstone deep within the mine. Soon the miners begin extracting this moonstone. Although it’s not what they were looking for, it is an expensive material to export. (+3 AP per turn. +4 AP from remaining Ebony) The County of Haven: The mine is constructed, soon miners begin excavating what they can. As they dig and dig some begin to lose hope about finding anything worthwhile. Soon all of their worries are answered as they hit Quicksilver. A very useful material in armor and weaponsmithing. Soon cart full of the stuff is sent back up to the surface. (+2 AP per turn) A forge is constructed in the city of Haven, with the materials being purchased from Cyrodiil and the metals being extracted from the mines they get to work. Skilled armorsmiths beginning to craft the Bosmer metal weapons and armor. However there are so few of them too fill the massive quota. By the end of the year, only the high ranking members and officers receive weapons and armor forged by these blacksmiths. There is a commotion in the city, as many civilians see Tsaesci slither out of the city, the guards tried to stop them however many of them are found dead. The blood drained out of their bodies. Their eyes lifeless. It seems the Akaviiri escaped but to where? Nobody knows. Many officers request that a small search party be formed to bring the Akaviiri back. (-24 Akaviiri pop) The County of Falinesti: A large recruitment campaign is held. Thousands of men and women signing up for the army. The Altmer population within the city seem anxious if a war happens. Many of them pleading their Bosmer companions not to join the army. Anyways the recruits are sent off to basic training camps, a few promising recruits are sent to the officer schools and academies. Many officers oblige in his request. These will be the last batch of recruits for now. Large textile mills are constructed in the northern regions of Falinesti, large amounts of quality textiles begin to be produced in these mills. Within the year the first few shipments are sent out to Leyawiin and its surrounding neighbors. The Imperial City is also very keen on purchasing these textiles and sends an offer to Falinesti. They are willing to pay over 12000 gold coins for a constant supply of textiles for 3 years.(+2 AP per turn) The marriage ceremony is grand, a large ceremony is held in the grand palace within the city. Both of the families celebrating the marriage. The after party begins, many falinesti nobles in attendance. Even some generals also attend the festivities. Soon many begin saying their goodbyes, and then it’s just Ulwinis and his wife. Well, one thing leads to another. Caravans begin coming in the hundreds, filled to the brim with unrefined iron ores. They soon make their way into the markets and craftsmen of Falinesti. They begin producing iron-tipped arrows and some iron daggers and swords. At a slow rate though, as there not many skilled craftsmen in Falinesti. The commanders burst into Falinesti's throne room with urgent news, the Altmer have declared themselves an empire. They are launching an invasion of Hammerfell. If there was any time to attack the Altmer, it would be now. The Brotherhood of the Sword: Further economic investments are made, the investments increasing the prosperity of the nation as a whole. With these investments, farms are also improved. With a small number of funds coming in from the crown they simply enlarge the farms to produce more grain. However with the ongoing sandstorm. The production of grains is halted. Tona begins her training with the troops. Improving her own magical abilities as well. The training ends by the end of the year, as the troops are as trained as they can be. All they need now is some combat to sharpen their skills. Once again, no lords of Hammerfell wish to talk with Christophe. A council is called to discuss how they can sabotage the Altmer army. Many ideas include the poisoning of water supplies in the desert. However, the commanders are clueless on how to successfully defeat the Altmer army. A ceremony is held in Taneth, many peasants and lords alike join in with the festivities. Celebrating the Brotherhood and what they stand for. Cavalry is sent to protect the border. Duchy of Leyawiin: The envoy returns with good news, as Vidinia has pledged not to expand anymore into the southern regions. They entrust those regions with Leyawiin as they refocus their efforts elsewhere. The colonists head out, traveling through miles of mud and bog to reach their new homes. Soon they set up new cities in the ruins of the old ones. Using their stored food supplies to feed the citizens. An envoy is sent all across Cyrodiil. Searching for any Ayleid experts. By the end of the year they return empty-handed, soon the envoys are sent back out again. Searching through Hammerfell, Skyrim, Highrock, Elsweyr, and Valenwood. They will most likely return by the end of next year. A caravel is constructed, soon being sent to protect the trade in the Lower Niben and Topal bay. They engage a small force of Argonian pirates, destroying their ships easily. They did not manage to capture any sailors. As the year continues they encounter the occasional smuggler, confiscating their goods and imprisoning them. (+3 AP) Though soon they are engaged by a large Argonian fleet, consisting of 5 Galleys and 5 Cogs. The battle is quick, as both sides suffer no casualties. Just damaged ships and injured sailors. The fleet retreats back to Leyawiin for repairs. Soon an envoy from Blackmarsh arrives, demanding that Leyawiin removes their naval presence from the Topal Bay. Threatening to blockade the river if they do not heed to their demands. The Union of Kvatch-Anvil The meeting in the Imperial city goes swimmingly as the Imperial city has agreed to send funds to Anvil to refurbish and regrow their military. Soon large amounts of gold arrive in Anvil, thousands of new recruits join the Anvil army and navy. By the end of the year, over 7,000 troops and five ships are recruited and constructed. The final economic investments are finalized in Kvatch. Bringing in more revenue and trade. However, in Anvil, the large economic reforms are completed. Soon large amounts of trade flow into Anvil. Filling their coffers, Anvil also increases the amount of gold they send to Kvatch in accordance to the percentage of their income. (The +5 is replaced by a +8 AP per turn) The Warhammer begins construction, the metals being selected. The blacksmith decides to use a combination of steel and ebony to provide maximum strength. It takes almost half of the year to forge this mighty weapon. It is soon presented to Marcus, a very heavy weapon. The Smith advertises that it can crush a dragon’s skull with one swing. Titus is sent to the Imperial city, taken in by Vidinia to be taught everything he has to know of ruling a nation. Titus is introduced to Maximus, the son of Marius who rules over Cheydiinhal. Who is also being tutored by Vidinia. Titus is shown around the Imperial city, visiting the market district. As well as the other districts. He is being housed in the Imperial palace near the center of the city. Anvil sends Kvatch a small shipment of expensive silks and cloth as a gift. The lesser nobles also send a gift of gold to Marcus personally as an expression of their loyalty to the continuation of the Union. (+2 AP) The Imperial Remnant: With the final economic investments completed, the economy begins to boom. With trade coming in from all over Cyrodiil. Cheydiinhal begins to prosper, the city expanding slowly. However the local brewery begins to expand out from Cheydiinhal, setting up operations in the Imperial city, Chim, Bruma, Chorral and surprisingly enough. In Riften a small tavern begins serving this drink. Soon the brewery begins to send a small cut of their profits to the Remnant. As thanks. (+3 AP) Settlers head out, moving towards a suitable location for a new city. By the end of the year, the city is established, a regional governor being appointed to oversee the construction. Foxhole Kingdom of Orsinium: The people will always remember their champion who died in the service of the Kingdom. Many people mourn her loss. The championship is dedicated to her. Anyways the fights begin, round after round warriors from all over Tamriel fight. 5v5, 4v4. 10v10. The entire day was filled with honor and glory, but by the end of the day a new champion is crowned...a Breton warrior came in unknown, but made himself known very quickly. As he quickly defeated even the greatest warriors Orsinium has. His final test came. The Arena master unleashes a large beast upon the champion, a giant colossus. The fight is long, brutal. At some points, it seems the champion is losing, at others it seems the colossus is losing. However something..strange happens, as when the colossus is about to crush the small man. A shout is heard, nothing like anybody has heard before. The colossus is frozen, turned into ice. The champion stands and looks to the crowd. All of them in dead silence. In other news, the vampire lair is looted, as well as the continuation of the mine. The loot is sent back to Orsinium, meanwhile the miners discover a sizable vein of copper. Extracting it as quickly as they can. (+3 AP. +1 AP for 3 turns) Economic investments are made, they are completed by the end of the year. (+1 AP per turn) Jarldom of the Rift: Halister and Valgtr begin their training with Carsten. Halister easily grasps the basics of combat and fighting. Preferring to fight with a sword and shield than anything else. However, Valgtr falls behind quickly. As he prefers reading books of Nord heroes rather to going to training. Faide lectures him on many subjects such as history, literature, and rulership skills. Economic investments are completed. (+1 AP) The ice fishing works, as they are able to catch enough fish to feed the population of Riften. World Events: The Altmer continue their expansion, conquering a lord in Hammerfell and two lords in Highrock. Annexing their lands. Soon they declared themselves to be Altmeri Empire. Officially declaring their ambitions. They soon launch a full-scale invasion of Sentinel in Hammerfell. Prompting all of the lords to declare war on the Altmeri Empire and their vassals. The entire Altmeri Empire’s armies moving towards Hammerfell. A small force being left to protect their Valenwood and Highrock territories. The Kingdom of Morrowind collapses, as internal power struggles divide the nation. The Imperial city puppets grabbing more territory. Now multiple warlords fight for the crown of Morrowind. The Forsworn has been invaded by Solitude and Falkreath. With the claim that they will restore the Jarldom of Markarth and Morthal. The first battle takes place near the Forsworn-Solitude border. It is a resounding victory for Solitude as the Forsworn troops are completely annihilated by the Solitude army. Many experts in Cyrodiil compare the Solitude forces to that of an Imperial Legion. The siege of Markarth begins.
  16. 4E 492: The Union of Kvatch-Anvil: The court physicians and the legendary Argonian healer continue to work on Vona. By the end of the year, they send a letter to Marcus, detailing her recovery. She will be able to walk around within a few months time. With the ongoing crisis in Anvil and Kvatch, the Imperial City has decided to call a meeting between the two parties. Kindly asking for the lesser nobles of Kvatch including Marcus, and the lesser nobles of Anvil, Vona is also invited if it’s possible for her to attend. In the summer of the year, a small outbreak of measles in a small hunting village a few miles outside of Kvatch occurs. The continuous rain in Cyrodiil also begins to have an effect on the farms and crops. Many of the fields are flooding, the crops dying. A few small towns and villages have been forced to go on their food reserves. To feed their cattle and themselves. However, Kvatch still has a large supply of grain to feed them for a few more years. Anvil is having a similar issue, however, the Lord Mayor of Anvil has begun constructing large fishing wharves in order to provide food for the city. They also send food to the smalls towns and villages around Anvil. The city of Anvil has pledged its support for the continuation of the Union, however, the outlying villages and towns have declared their loyalties to the pretender of Anvil. The lesser Lords of Anvil having trouble with collecting taxes from their fiefs. Many of them request assistance from the crown to put down the troublemakers by force. (-2 AP per turn until resolved) More troops are recruited, as well as a trebuchet. A portion of the Dunmer Treasury is received. (+8 AP) Covert Actions (Skype) The Brotherhood of the Sword: Another settlement is constructed, some of the locals being recruited as city guards. The naval barriers are set into place, however, an Altmer fleet dock in the capital city of the Brotherhood, preventing them from laying any traps there. The Altmer send a large force numbering forty thousand through the Brotherhoods lands. Most likely to attack a neighboring nation. The training against a mage army begins, many of the troops slowly grasp anti-mage warfare. However, a majority of them have any actual experience in fighting mages. So the training goes very slowly. The architects and the designers begin drafting ideas for a new anti-ship weapon. However they are stuck, as a majority of the good designs they’ve come up with call for static positions along the coastline. They assume the Brotherhood needs a transportable weapon system capable of moving from place to place. The County of Falinesti: War was coming, Falinesti had to prepare. Construction of the stone wall begins. An easy project it is finished by the end of the year, however, the citadel is another issue. The massive projects need more workers and more resources to complete. With the current funding, they finish the base of this massive fortress. A moat is dug around the city, being completed quickly. The trees around the city are also cut down. The Military begins to expand on their own, with officers going to remote villages and recruiting many men and women into the army. Their training takes a whole year, the size of the military expands greatly because of this. However, a majority of the officers request more funding from the crown. As a general has brokered a deal with an arms dealer in Skingrad for iron and steel weapons. Which would be useful for a war against the Altmer. (+1500 Light Infantry) Funds are poured into the advancement of textile mills. It is a relatively known technology to those in Cyrodiil and Highrock, however, the rest of Tamriel needs to catch up. Anyways the funds provided to give a boost to their research. A few small mills opening by the end of the year. Slowly producing goods. The meeting has no signs of foul play, they have a nice dinner together and the father gives Ulwinis his blessing to wed his daughter. The Military drill in the unclaimed land ends uneventfully. As they conclude their drills and wargames. The Imperial Remnant: Troops march out towards the battelfield, Linking up with Reclaimer forces for a final battle against the Dunmer. It is clear the Kingdom of Morrowind is ready to peace out but they just need some encourgment. The battle begins, the Imperial forces number over 160,000 while the Dunmer forces number 200,000. It lasts five days, the Imperial forces are victorious. Soon a peace treaty is signed between the Imperial states and Morrowind. The Remnant gaining a portion of the treasure. (+6 AP) A large investment is made into the economy, promoting local businesses to open as well as a small brewing industry to grow. They produce their own special ale which many of the locals remark as being the best in Cyrodiil. Soon the company exports this ale to the Imperial City, the locals love it and soon demand for this ale rises exponentially. A small tanning industry also grows, providing high-quality leather for armor and weapons. (+ 1 AP per turn) Kingdom of Orsinium: With the blizzard completely killing the farms and freezing many of the livestock the hunters begin hunting the wildlife around Orsinium. With the investment they receive large hunting companies provide food for both Orsinium and the surrounding chiefdoms. For now, however, the blizzard continues. The force heads into the cave, fighting through hordes of vampire thralls. The Arena champion with them, they finally beat the large bone colossus and move onto the next chamber. Defeating even more thralls and a few vampires. They finally reach the last chamber, facing the final challenge. The fight is hard, brutal. Many perish but the champion manages the slay the vampire lord. But at a coast, as he is infected with the curse. The job is done, however. Another contest is held, this time the champion is an orc warrior from Orsinium. As the current champion was out fighting vampires when the contest was held. Heavy infantry is recruited. The tribe of the Sarpa: The army moves towards the impending battle, sending their last prisoners back over to Helstrom. They join Archon’s forces in the battle of Math Guuar. The argonians number 60,000 while the Dunmer number over 82,000. The first day of the battle ends inconclusively, as the Dunmer and Argonian forces suffer similar losses. The second day of the battle begins badly for the Argonians as the chief of Stonewastes is slain and the Chief of Naga is captured by the Dunmer. However later in the day, a counter-attack led by Sarpa and Gideon forces manage to inflict heavy casualties. Soon the third-day dawns and Archon assaults the Dunmer, using guars to outmaneuver the Dunmer. While the rest of the tribes distract the Dunmer forces. Archon smashes into the backlines, causing a rout and the Argonians are victorious, capturing many Dunmer soldiers. The Dunmer suffered 70,000 losses while the Argonians suffered 45,000 losses. (+ 12,000 Dunmer, -2,000 Light Infantry.). The tribe of Archon sign a peace treaty with the Dunmer and Sarpa receives a portion of the loot. (+5 AP) The mine excavation begins, though what they mostly find is useless mud and dirt. However, at the end of the year, they discover a large cave system deep in the mine. Already there are reports of veins of copper. Duchy of Leyawiin: The mages and troops are sent into the ruins, using their magic to shield the troops from the spell they manage to clear out the ruins. Taking no casualties. However, they enter the antechamber and discover the source of the corruption. An ancient Ayleid artifact that was built to pacify the minds of the nede slaves. It seems that was the source of the enrapturing spell. No man can get close to it as even with wards they feel their mind slipping away. The smugglers head to Blackmarsh, selling the first few of shipments successfully. They return with the profits and continue this dark business. (+2 AP per turn) A new province is settled and any bandits or brigands are cleared out. A local governor is appointed to oversee construction of the city. Bam-Bam is good as a strong son is born. A portion of the Dunmer treasury is recieved. (+5 AP) Jarldom of the Rift: Economic investments (+1 AP per turn) The blizzard currently rocking Skyrim affects the Rift considerably as lake Honrich freezes over. Stopping the fishing industry in Riften. With food imports from Whiterun also ceasing the city goes onto their food reserves. Kraviran Emirates: The firebomb project is complete and is soon issued to the Light infantry units all over Kraviran. Light Senche riders are recruited, as well as the construction of a catapult and a battering ram. The War Council is called (Skype) World Events: The Imperial City signs a peace treaty with the Dunmer at the end of the year, after the devastating loss the Dunmer suffered at the hand of the Remnant and the Reclaimers. The treaty calls for a large payment of gold and to cede Eastern Morrowind to the Reclaimers. In which they create many client states controlled by Loyal legates. Their armies are sent in to keep the peace in these new states. The Argonians also sign a peace treaty, calling for a 20-year non-aggression pact between all of the Argonian states and Morrowind. As well as a substantial portion of the treasury. As well as open borders with Morrowind. The Altmer launch an invasion of Hammerfell, with the reason of subjugation. The Altmer vassals are also called into the war. The strange weather patterns continue, storms enveloping Cyrodiil and Valenwood. Blizzards rocking Skyrim and Highrock, sandstorms devastating Hammerfell and Elsweyr. An intense heatwave in Blackmarsh and Morrowind.
  17. 4E 491: Union of Kvatch-Anvil: The execution and death of the three traitorous nobles are celebrated in Kvatch. However many nobles in Anvil see this as a threat to their [power. Nonetheless, the message is clear, betrayal means certain death. Already some nobles from Anvil have pledged their allegiance to Marcus. Others have remained silent on the matter. The general population also seems to have taken notice of the one going political struggle. Many peasants from the rural communities pledge their support to the new pretender while the cities are divided on who to actually support. Marcus receives a letter from Vidinia asking him if he needs any assistance in helping his sick wife recover. Anyways the health of Vona quickly deteriorates as by the end of the year. She is unable to speak or even lift a finger. Titanus sends a report back to Marcus detailing what has happened. No enemy forces have appeared to engage ours, the Nords from Whiterun are getting restless and have decided to go ahead and move north to capture a minor city. We’ve received reports that Imperial forces have been engaged south of us. Anyways the rest of the year is uneventful. As nothing major happens. The County of Falinesti: Troops come out in the thousands, unlike their old predecessors they have been drilled to the bone. The only thing they know is to fight and die for Falinesti. Many officers take it upon themselves to begin military exercises and drills to sharpen the troops' skills and abilities. A few officers approach Ulwnis asking if they could take some troops out to a nearby unclaimed province for exercises. In the latter months of the year the lawmakers approved the Militia act, already many families had weapons in the house. Especially the houses on the frontier. To defend from bandits and what not. In the cities, however many homes did not have any sorts of weapons due to the citizens relying on the guards for protection. Nearly every household that can afford it has weapons. The maps of water sources and others supplies are handed out to the higher staff of the military. Soon they begin making plans for possible ambushes against the Altmer forces. Ulwnis talks with the girl go surprisingly well, she is very intelligent, skilled at manipulating others points of views and beliefs. She is also skilled at regulation income coming in and out of cities, she seems like a very good candidate for marriage. Her father has invited him over for dinner to discuss a future marriage. The Altmer houses were hard to find, but a few were uncovered. Documents and letters described a full-scale invasion of Valenwood would be unlikely, as they are keen on taking it in sections to easily govern it. Documents also highlight plans for an invasion of Anvil and expansion into Cyrodiil. The main military goal in Valenwood is to set up a loyal puppet regime and go towards the two main goals. Imperial City and Elsweyr. Jarldom of Windhelm: With the funding they receive the armies at Winterhold begin reconstructing farms and roadways leading in and out of the city. Though a very cold winter this year dashes any hopes for any crops growing. Even then the construction goes well, roads and some buildings are able to be rebuilt. The previous Jarl of Winterhold makes an appearance, thanking Oskar for recapturing his hold. He also makes it quite clear that he wants his hold back. An expansion is made, with a new settlement being constructed. Using lumber from the local forest a large wooden palisade is built around the city. A regional governor appointed to overview its construction. First on the list is a water mill near a river to provide food and clean water to the city. The forces at Gloombound mine begin moving the rocks they can, though there are many large boulders in their way. They press on, breaking these large boulders into more manageable pieces. Even as they break the boulders, they soon realize the entire mine as collapsed. This includes the mineshafts. The Varangian guard is selected and approved by the higher command. They are presented to Jarl Oskar for final inspection. Meanwhile, Bjorm struts into the hall confidently, a cocky smile on his face. Many of the lesser lords give him a certain look. Anyways he is in Windhelm ready for whatever talk Oskar is going to have with him. Kingdom of Orsinium: A new settlement is constructed, using stone from the nearby mountains and wood from a small forest to build it. Another regional chieftain is assigned to the hold and soon the population begins to grow. Troops are sent into Fargranash mine, into the dark eerie cave. As they continue to descend, the smell of blood and gore gets stronger and stronger. Soon they approach a door of an ancient tomb. It seems elven in origin. The troops enter, they fight through hordes of skeletons and zombies. When they enter the second level of the chamber, they find themselves fighting a massive bone colossus. Many of them perishing in the fight, unable to defeat it they withdraw. Quickly telling the king of what they have found. This might be the Vampire’s lair. Another Championship is held, with many contestants entering. The fighting lasts all throughout the day ut once again, the previous champion is victorious. Many orcs cheering their name as he exited the arena. The Tribe of the Sarpa: Raids continue in the south of Morrowind, undisturbed entire villages and towns of Dunmer are sent back to Blackmarsh. But news reaches Swamp-in-Head. The argonian forces of Archon have engaged a large Dunmer army north of his position and they are calling for aid. Already the other Argonian tribes are moving to his position. Anyways the economic council begins minting these coins based on ancient argonian gems. These coins are made of iron and copper. With the face of Argonian heroes on the front and back. Soon after many other tribes begin adopting the currency. Simplifying trade within Blackmarsh. (+1 AP Per turn) Many more warriors and siege equipment are recruited, soon their training is down and they are ready for combat. The first shipment of Dunmer reaches Helstrom. (+6000 Dunmer Population) The Brotherhood of the Sword: Another settlement is constructed, using sandstone and trees from the coast to make buildings and a palisade. Soon after a large statue of you know what is constructed in the center of the town. A festival happening shortly after. The town is named Christophe. More funds are put into the economy. Helped by of course the Altmer Kingdom. (+1 Ap per turn) Troops are sent to be trained under Tona, a report indicated that a majority of the army and population are very supportive of Tona. Anyways the training ends soon after and they return to the capital city. Many other lords of Hammerfell refuse to talk to Christophe. Declaring him a traitor of the people for siding with the Altmer. Duchy of Leyawiin: The Legion arrives on the island mostly unopposed. As they are dispersed to secure it some of them meet some Argonian locals, they are unaffiliated with any tribe and were merely inhabiting the island when the Flu broke out. They learn that Leyawiin is claiming the island and are willing to join the Duchy as its citizens, though they do ask for some funds to help build their fishing wharf. (+5000 Argonian Pop, +2000 Argonian growth per turn) Two caravels are built and by the end of the year they link up with the Classis I. Protecting the lower Niben and the bay are simple tasks. They manage to defeat a small smuggler force trying to enter Imperial City, they captured about 3 tons of Moonsugar and 2 tons worth of Skooma. The forces sent in easily clear out the bandits in the outer sections of the ruins. However, the ones deeper to have something afflicting them. They seem to be in a trance, it might be due to an Ayleid relic, or a daedric one. The troops camp outside the ruins, they are sure if they enter they will be affected as well. The Argonian chief of Stonewastes does not sign the non-aggression pact. He wants no business with outsiders. The Imperial Remnant: Mages and heavy cavalry are recruited. Many of the troops welcoming them as one of their own. A centurion does bring up a question to Marcus regarding the use of the heavy cavalry. He asks why don’t they use the Nordic war horses Bruma and Whiterun are selling for the heavy cavalry. They are much bigger and stronger than the Imperial warhorses. Foxhole The County of Haven: Settlers construct a new settlement by a large oak tree near a river. Using nearby trees they make a basic wooden palisade. A regional governor appointed to oversee everything. More economic investments are made and the economy prospers because of the result. Soon many traders far and wide come in and begin selling their wares and goods. The traders come from far away lands such as Cyrodiil and Hammerfell. Some from Skyrim as well. Jarldom of the Rift: More troops are trained and a new regent is selected. At the end of the year Carsten rides to Kvatch to visit his family and his wife. Though his wife is absent from the reunion. Covert actions. World Events: Reports from Morrowind show that the strange ships have landed and out came beings that looked like monkeys, scholars point out that these creatures are in fact the Tang Mo from Akavir. Communication with them is difficult because of the different languages but some translators decipher that a large war between the Tsaeci and the Ka'Po'Tun is occurring. These Akaviri must be refugees. They are sheltered safely by the Dunmer. The Kingdom fo Aurion-Auridon begin to make their moves, crushing the Bosmer Kingdom within the year, with the capture of the Capital the lord is executed in full public view. This sends red flags throughout Tamriel. Many experts believing that a second Aldmeri Empire may be coming. This new king is ambitious. As he also captures a failing kingdom in Highrock. Easily defeating their armies and executing the lord. In Cyrodiil, the Reclaimers make their move as they declare the Empire is reborn. It is formally called the Cyrodiilic Empire, but many outside of Cyrodiil just call it the Vidinian Kingdom, they are not worried about this pretender to the Imperial throne. By the end of the year, strange things begin happening on Nirn, the weather patterns begin to fluctuate wildly, soon a never-ending season of rain descends upon Cyrodiil and Valenwood, meanwhile, a strong blizzard grips Skyrim and Highrock. Hammerfel once again has a dangerous sandstorm while Blackmarsh and Morrowind experience an intense heatwave. Elsweyr seems to be mostly unaffected.
×
×
  • Create New...