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HyperionSibuna

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  1. 4E: 491 (MAP COMING SOON) Kingdom of Orsinium: The construction of the Arena is completed by mid-year, the drafting of Orcish troops increase the speed of construction immensely. Soon a tournament is held in the arena. The first few rounds end uneventfully, a few people killed nothing too bad. Most of the competitors are Orcs, though there are plenty of other races in attendance as well. It also seems some Imperial nobles also watch the fights. The latter rounds become much more interesting as certain individuals shine out from the rest. An orc calling himself Lugdul Snad quickly defeats his opponents and moves onto the semi-finals. Another Orcish warrior, her name being Mogdrza Ogafish also moves onto the semi-finals. The last two are a Nord warrior from Solitude and a Khajiiti woman from Dune. Soon the fight begins between Lugdul and Mogdrza, the fight is tough, bloody and brutal. Many bets were placed on Lugdul, the crowds would be disappointed as the two gladiators manage to kill themselves at the same time during their fight. Now it came down to the Large burly Nord from Solitude and the small nimble Khajiit from Dune. The fight began with the Nord charging the small Khajiit, using his acrobatics he quickly dodges out of the way slashing at the Nord as he dodged away. This continued for a few more minutes before the Khajiit defeated the Nord, being named Champion of the Arena. Many envoys return empty-handed, they report when they arrived at the previous strongholds in Skyrim and around the coast it was completely abandoned. The plague seems to have wiped these small clan-holds out. The Envoys sent to where the Wood-Orcs live also return empty-handed, though they do report large snake men inhabiting the old strongholds. The wives begin their investigation into the Vampire coven, talking with witnesses, visiting the abandoned town and villages. Studying the thrall corpses. By the end of the year, they form a basic report. They deduce that the Vampire is not working alone and may be working with either a group or working for a high power. However, the location of this vampire is unknown. The talks with the pilgrims also give no information. A small survey party ventures out to mark any places of interest, though the landscape is mostly dotted with abandoned towns and villages. They return with a report of an abandoned Breton town southeast of Orsinium. It may have goodies inside. Continued excavation at the mine begins to take effect, as the miners discover a small iron vein running through a small cave system going deep into the mountains. They quickly go to work, mining any ore they can see but dare not to venture into the dark cave. (+1 AP for 3 turns) Bam-bam is good. As two more daughters are born. Jarldom of Windhelm: Riots erupt in small dunmer villages and countrysides of Windhelm. Many of them protesting the war, the troops are dispatched to quell this little riot. Soon many of the troublemakers are arrested and their houses raided. This development leads to the rise of a political movement in Windhelm, a small party led by Dunmer demand an audience with the Jarl of Windhelm. Wanting an end to the war. Their satisfaction is met when they learn of a peace offering being sent to the Dunmer. However many nationalistic words are absolutely furious about this peace offering. They demand the full destruction of the Dunmer Kingdom and the enslavement of their race. These two parties clash in the streets of Windhelm, luckily more guards were just deployed to Windhelm. Soon many of the ringleaders for both parties are arrested. Nord troops capture any Dunmer forces retreating through the pass, one the way they secure the once proud Gloombound mine. It seems to have collapsed and large boulders and stones block the entrance. Anyways the prisoners are sent to a small camp being constructed far from the city of Windhelm, awaiting their fate. The Windhelm army marches to Winterhold, expecting a fight they brought their whole force but when they arrived there was nobody. It seems the Dunmer have retreated from Skyrim. The city of Winterhold was completely destroyed. Thought the College was intact. The Windhelm armies set up camp near Winterhold, awaiting their new orders. A small cavalry detachment is sent to scout around Winterhold for anything out of the ordinary. They find the occasional bandit and highwayman but they report with nothing of interest. Soon Oskar returns to Windhelm to find a new wife, the death of his previous one still affects the court but within the year he finds and weds a new woman. They are married in a small temple and the city celebrates the marriage. A happy day for him. The envoy sent to Mournhold returns with a message for Windhelm, they are will to discuss peace talks. The County of Falinesti: The Ranger Initiative is set up, many of the new guard commanders personally seeing this through. As training begins they weed out the weak and physically incapable. The training lasts for two years and will test every man who enters it. Soon by the end of the year, over 200 applicants are approved. Their first year of training concluded they will soon begin their second year. The additional funds are rather transported to a small officer school the New Guard constructed, selecting only the promising and brave for the officer training. Many men and women sign up for the officer academy. The end of the year marks the graduation of the first class of officers and field commanders from the school. They are trained to the best of their abilities and may prove worthy to fight the Altmer. A counterintelligence agency is created, their agents sent across Falinesti to monitor for any activities. Soon they manage to kill many Altmer agents in the capital posing as merchants. One agent, in particular, shining above the rest with consistent arrests and captures of enemy agents. The troops are sent to recapture stolen goods and such from the bandit camps. They march out from Falinesti early in the morning. Arriving at their destination by afternoon. They rest and eat before launching a surprise attack on the bandits. Killing many of them and capturing a few, stolen good are confiscated and sent back to the capital. Though a small detachment come across a cave of Darkroot cultists, a small fight breaks out. The Falinesti troops quickly defeat the cultists and capture a few of them. Many people are sent to the gulags. Food is gathered and a large enough stockpile is collected. The meeting of the free lords will take place in Tierm next year, as many of the lords are still making preparations. The end of the year marks the grand festival the peasants always have. Though for nobles it is a more elegant affair. Many lesser lords and knights are in attendance. The party is filled with laughter and fun, and opportunities. Some suitable consorts are presented to Ulwnis. All of them are young and filled with spirit. One girl in particular moves with grace and beauty. Many of the lesser lords commenting on her beauty. They are right, she is one of the most beautiful girls there. Falinesti joins the Accord. (+1 AP per turn) Duchy of Leyawiin: Soon envoys are sent back and forth discussing the marriage ceremonies. It will take place in Imperial City, all the Lords and ladies are invited to the wedding. However, Vidinia approaches Marcus. He tells him to be wary of the Argonians, as they may seem friendly and warm but are truly beasts and savages. The Emirs and Lords of Southern Cyrodiil join the trade accord, however, the Lords of Valenwood abstain, rather forming their own trade league within Valenwood. The Chiefs of Blackmarsh also abstain from the accord, declaring that they will never trade with Imperials. The economic investments are successful, already many lumber workers praise the investments into their industry. The production of lumber increases exponentially. With this development, carpenters and other professions that are related begin making quality goods. Furniture, housing, weapons, ships. (+1 AP per turn) More troops are recruited, moving to join the ever-growing legion of soldiers. However, a small group is sent to scout out Telepe. They return with a report indicating that bandits have made a small stronghold near the ancient temple. The Brotherhood of the Sword: The speech is well received by the peasants and lords. The peasants were more concerned about their giant **** statue that the political turmoil that surrounds it. Anyways, Casimir and Tona meet in secret, the former asking the latter to make sure the troops would be ready to fight the Altmer in the future. She gives him assurance that the troops will be ready when the time comes. Anyways, commanders and generals gather for a meeting about the city of Sentinel. Ever since it grew into the capital of Hammerfell many powers have tried to invade and capture the city, from the Aldmeri Dominion to Orcs and rival Redguard factions. The city will be a tough nut to crack. Tona suggesting the construction of many siege engines to even have a chance against the walls of the city. The troops are sent to clear out the Dwemer ruins, they depart and the march ahead is only a few days. Once they arrive they set up a small camp outside of the ruins. The commander in charge orders the troops to enter the site. They fight the ancient Dwemer constructs and traps, a few of them being killed. All they really find is a few trinkets here and there, perhaps an excavation of the site would prove more bountiful. An investment into the economy is made, (+1 AP per turn) as well as an expansion westwards. A new settlement is constructed and it is now a tradition to build a large phallic statue in the center of it. Tona visits the village the personally oversee the management and organization. The law is enacted, soon by the end of the year, a large group of eligible men and women show up to training camps all around the lands. Their very basic training only consisting of a few weeks. The Union of Kvatch-Anvil: The fort is taken and the earl captured, an envoy is sent for an offer of a ransom but he returns empty-handed. It seems the Duke of the area has no interest in the Earl or his well being. A few Dunmer prisoners also captured was a singular knight. Who is being transported to Kvatch. The Knight reaches Kvatch with no issue, his family given safe passage as well. Soon festivities begin in Kvatch, celebrating the military and their countless victories during the history of Cyrodiil. Vona coming to attend the festivities. She sends a letter to Marcus about the party, detailing how many of the Kvatch nobles are still enthusiastic about the war. However soon later another letter reaches Marcus. It seems Vona has fallen ill with a rare disease, the same one her father died from. She asks for Marcus to come back to Anvil to care for the children. Meanwhile, some loyalists in Anvil managed to uncover a conspiracy to replace Vona as the Lord of Anvil. This group is looking to install Vona’s uncle as the Lord of Anvil and to break the union. Some of them were promptly captured but the leadership managed to escape. With Vona falling ill and Marcus still out in Morrowind, this movement may be dangerous. The tribe of the Sarpa: The city of Helstrom suffered a tragedy this year as a fire killed over 20 argonians. Guards begin investigating this incident. Anyways the bill for a unified currency is signed and soon the Argonian Chiefdoms begin adopting the system, making trade between them even simpler. Swamp-in-Head’s raids go well, capturing many Dunmer garrison troops and retainers. A few of Gideon's troops break off and begin conducting their own raids. Focusing on civilian targets than military ones. They capture thousands of slaves and slaughter thousands more. Meanwhile, the tribe of Archon and company capture the cities of Arnesia and Silnum. With this, of course, a retaliation came, their armies were engaged by the Dunmer near the city of Tear. However, the argonians had one advantage of the Dunmer, sheer numbers. As soon the Dunmer forces were routed and the Argonians regrouped. More swamp fish farms are constructed, is much much larger than before they provide a large food source for the ever growing population of Argonians. With this development, a few wealthy plantation owners begin purchasing Dunmer slaves from the Gideon. (+1200 Argonian Population per turn. +100 Dunmer Population per turn) The Imperial Remnant: Tensions rise between Cheydinhal and Skingrad, as the Lord of Skingrad calls Marcus a traitor for not joining in the war against the Dunmer. It seems a conflict may be brewing between the two. Nonetheless, Marcus is invited to Vidinia’s personal residence to discuss a private matter. The wedding is grand and spectacular as it is all paid by Vidinia. The two newlyweds walk out of the grand temple in each other's arms, smiles on both of them. Vidinia is also in attendance, he remarks to Marcus on how well mannered his boy is. More cavalry is recruited. Foxhole. Union of Bruma-Falkreath: The Altmer merchant begins work on the paper industry, allocating the funds to increasing the volume of production of the paper. With the assistance of the Lumber industry. The Altmer makes great strides, however, the other merchant in employed by Castinus and begins a similar process. It seems a rivalry is growing between the two. More troops join the third legion. Soon the legions stationed on the border move out towards their objectives. Bruma’s troops and a few of the Reclaimers are to secure the area around Kragenmoor, meanwhile, the bulk of the troops move towards the city. (Skype) Jarldom of the Riften: More troops are trained and covert actions are covert. During the year the Regent running Riften was displaced by another, starting a small fight within the realm. A small battle occurs outside of Riften between to two Regent claimants. The New one wins and resumes to administer the realm. He sends an envoy to Carsten asking him the progress on the war. County of Haven: Haven joins the southern trade accord. (+1 AP per turn) Another law is passed, easily enforced by the guards and troops. Defenses and traps are constructed around the area of Haven. Just in case **** goes down. More troops are recruited and the two citizens begin their indoctrination. Emirate of Kraviran: Troops are trained, covert actions remain covert. Realm of Nifelheim: Dockyard construction begins, though there are some difficulties as many of the workers demand higher wages and safer work environments. Soon a small council of workers forms a party to protests against the monarchy. More troops are trained. Lopt marries his new wife, Riand. World Events: The Council of Legates has been dissolved by Vidina. Adopting a Hereditary monarchy instead. Little of the population contest this power move as a majority of the Population living in the Reclaimer lands. No matter the fact now Vidinia must choose an heir, as he is unmarried and in need of a son. In other news their armies move towards their objectives in Morrowind, razing and destroying the land behind them. Capturing and raiding small villages and towns. The Altmer Kingdom is suspiciously silent this year as no news come from them. The strange ships from the sea appear once again, this time off the coast of Skyrim and Valenwood.
  2. 4E 490: The Union of Kvatch-Anvil: More troops join the Kvatch legion. All of them soon being deployed over to Skyrim. These men are green, having no prior combat experience. With all of these new troops, the Legion needs a new legatus. With the death of Tiberius, many new candidates are available. The lesser nobles seem to accept this compensation, though they will withhold their troops only for defense of Kvatch or Anvil. They also force Vona to hold her new army for defense, threatening to take up arms against her if she moves the legion to Skyrim. The peasants continue to cause unrest, adopting a mostly anti-war attitude. Riots begin to happen in Kvatch and Anvil. They want an end to the war. Charcoal is starting to be produced, a moderately sized mine is constructed and soon charcoal is extracted. Should further investments go into the mine, it would prove quite valuable. The miners also discover a small gem deposit in the mine. The Brotherhood of the Sword: Tona begins to drill the troops, quickly raising their professionalism and readiness. The troops like Tona surprisingly, finding her a competent commander and a good leader. Once again no word returns of a skilled tactician for the brotherhood. More troops are put under her command. The talk with Tona concludes with a small outline of her expansions. First, the Brotherhood must secure Sentinel. As it is a very wealthy city and a large dockyard for a navy. Then they must control the entire coast of Hammerfell. Then expand into the desert. The troops sent in to clear the ruins are successful. Further exploring the ruin they find a large bronze door, cogs and pipes surrounding it. Dwemer ruins. Tona begins her training in the arcane arts, easily mastering restoration and destruction. She also begins her etiquette training. Mostly successful at that as well. Though the search for a new head of trade is fruitless. For now, Gogaas was the only one skilled in that department. Soon an Altmer diplomat approaches Casimir, the Kingdom of Aurion-Auridon demand that the Brotherhood bend the knee. If they do, the Brotherhood will receive economic investments until it is self-sufficient. The redguards will have their military capped at no more than 10,000 men. Casimir accepts, becoming a vassal of the High Elves. (+10 AP for 4 Turns, After that, +5 AP for 2 turns, then -3 AP per turn. The military is capped at 10,000. 3,000 Altmer troops will be garrisoned in your cities.) Jarldom of Windhelm: Men are trained. The battle begins, the Dunmer force numbering about 20,000 march down the road leading from Winterhold to Dawnstar. There the Forsworn begin their ambushes, successfully disrupting the Dunmer force. Though they are eventually defeated as their entire army is wiped out. The Dunmer continue their march. Near Dawnstar the Nords ambush the Dunmer. The battle was long, it was brutal. Both sides being bled. The Jarl of Dawnstar was slain, and the Jarl of Solitude was captured. Both of their armies shattered and defeated. Though Windhelm and a small army of Orcs managed to beat back the Dunmer. Declaring victory but at what cost? 21,000 sons and daughters of Skyrim laid dead. Solitude and Dawnstar both back out of the war, with the death of the Jarl of Dawnstar, the hold devolves into civil war. Meanwhile, Solitude is forced out of the war by the Dunmer, for the safe return for Jarl Vongrik. Though they give him a parting gift, he is castrated. Now with the Dunmer forces in Skyrim retreating the passes into Morrowind are open. The County of Falinesti: The researching of the water-powered textile mills begins, many of the features are already known. Though to apply these to the fabrication of quality goods is a challenge. This does not stop researchers as by the end of the year, a basic prototype of the mill is completed. Ready to begin testing. New troops are trained, all of them being from the new schools and academies. They are obviously a cut above everybody else. A true professional army. Their officers though are ambitious. Very ambitious. Soon things get violent. As a Captain in this military begins to purge the old guard. Replacing them with his own troops. The scouts return with the basics, small bandit camps. The occasional cave systems leading to bandit hideouts. Nothing of interest really. Union of Bruma-Falkreath: The Bruma Trading Company continues to rake in revenue and profit for the Union, Castinius continuing to invest into it, as well as to his hold. Increasing the production of coal from Bruma. The interviews with the two candidates conclude, Vialfre Vanette once again says she was a merchant in the City State of Chim, she was the head of a small paper mill in the County, though false accusations by the Lord of Chim forced her out of the city. Meanwhile, Corrirnil Larethael claims he is from Alinor, sent to Bruma to begin trading in the city. He is a skilled merchant, claiming to be very popular in Aurion. The mages are recruited, they begin to make the journey to Bruma, passing through Falkreaths lands. Then making their way down to Bruma. They join the growing legion who were just recently expanded. Meanwhile, the survivors from the Battle near the pass funnel their way into Bruma. They hail from Anvil’s legion. With the provisions and blessing, they pledge to join Bruma’s legion. (+500 Light Infantry) A new legion is recruited. With the appointment of Zenone Felance, he begins to drill the cavalry in new tactics and formations. Putting emphasis in heavy cavalry and full charges. He does make a complaint though, as he finds Bruma’s horse insufficient. Recommending the purchase of steeds from Whiterun or Solitude. As their horses are much stronger and bigger. Vidinia takes Angnippir’s plans into consideration, though he points out of they were to move up towards the pass. The terrain there is Ashlands and lava fields. This would cause a logistical nightmare as that may mean their supply routes would be open to raids. He then proposes that Bruma would head up towards the pass and link up with any Nord forces crossing, while the Reclaimers would divide their forces. Moving 5 Legions towards Kragenmoor and the other 5 to capture the surrounding area. The scouts report nothing coming through the pass, though as soon as they make their way through the pass. They are ambushed by Dunmer cavalry. It seems there may be some activity on the other side. The tribe of the Sarpa: Markets and Public meeting houses are built. The first assembly in one of these houses is between all of the merchants in Argonia. They propose that Argonia will use a singular currency and will not trade with outsiders. (+1 AP per turn) Large Swampfish farms are constructed, able to feed Helstrom and the other cities efficiently the fish provide a very stable food source. As well as goods that can be sold to outsiders. As the eggs are a delicacy in Aurion. (+800 Pop per turn) The Dunmer garrison forces were completely destroyed by the Argonian forces, with envoys reaching Swamp-in-Head that the city of Stormhold has been recaptured. Though the death of the Chief of Archon is saddening, his son takes on the role of Chief. He is called Chief Jykarnum. An ancient name, it was the name of an Argonian warrior who managed to hold off against the Akaviri invaders. Nonetheless, the Argonians are free to move into Morrowind, the other army beginning to move towards the city of Narsis, Jykarnum recommending that the other army moves towards Tear and Arnesia. Duchy of Leyawiin: Talks with Vidinia begin as Marcus convinces him to wed Ciissinia. Vidinia gives Marcus his blessing to wed his sister, on the grounds that Marcus must visit the Imperial city for at least one season every year. With the marriage, Vidinia gives gifts of gold to Marcus. (+2 AP for one turn) A new legion is created, being stationed in Leyawiin they stand ready for any assignment. Economic investments are completed. (+1 AP per turn) The Argonian chiefs once again complain about the tolls, though they will pay for now. As the ongoing war in Morrowind is much more important. The second phase is initiated, the Khajiit naval caravans happily pay the toll to trade with Imperial City. The Argonians and Altmer also paying their tolls. The bridges begin construction, though many bridges have been built across the river before. All of them were destroyed in the 2nd Great War between the Aldmeri Dominion and their Allies, and the Empire, with their Allies. By the end of the year, the bridges finish completion. A small garrison of 250 men guard the bridges and enforce any land tolls. Which once again, the Khajiit are happy to pay. (+1 AP for 10 Turns) The Imperial Remnant: The spies are executed, all of them shouting. Long Live Skingrad! Before their heads are lobbed off and put on a pike. The lord of Skingrad does not take kindly to this. Threatening the Remnant. Maximus explores the Imperial city, finding a plethora of women interested. (Skype) 5,000 troops are trained a massive recruitment. All of them joining the growing legion of the Remnant. What did the grape say when the fox stood on it? Nothing, it just let out a little wine. The Kingdom of Orsinium: Agrum wins the battle, his orcs performing valiantly. Killing many darkies. He returns home, selecting only the strongest for wives. He selects about 6 more. All of them already fit for breeding. Mages are recruited, Orc mages are hard to come by. Though this doesn’t stop Orsinium. Excavations begin at the new town, already they strike coal. Though some miners believe if they dig deeper. They may strike something else. Work on the farms begin, the other orcish regions have been lagging behind on farming technology. Though the Bretons have made great leaps. Trying to recreate that, new techniques are used. They are successful, providing more yield. (+800 Pop per turn) The County of Haven: The port is expanded, during the great Flu, the port was abandoned, neglected. Many were scared to repair it as the port was the main cause of the flu spreading into Valenwood. Finally, the port is repaired and expanded. (+1 AP per turn) The wagon makes it back to Haven. The ranger school is established, already many skilled hunters and bowmen begin their training. Though it will take a few years, the school will provide elite soldiers. The contingent of men marches out to sweep the area. (Skype) Soon the Thieves guild begin to set up their operations in Haven. Soon many “goods” begin to flow into Haven, the guild giving the crown a very small amount to them. (+1 AP for 2 turns) They report back to Haven. (Skype) Realm of Nifelheim: A new town is settled. With the protection of the troops, the settlers construct the a new city. New consorts are presented. (Skype) A new space is constructed for the Mages Guild, soon the Guild is reformed by a mysterious figure. Nonetheless, the guild occupies the space in the college. The vampire is somewhere out there, but it continues to elude Nifelheim. The Nation State of Chorral: Economic investments. (+1 AP per turn) Jarldom of the Rift: More troops are trained. Covert actions remain covert. The battle at the pass is a resounding victory for the Nords. Their path into Morrowind is open. The Kraviran Emirate: Mages, footmen, and riders are recruited. All of them joining the growing army. Spy stuff, sneak sneaky khajiit. World Events: The Kingdom of Morrowind makes peace with Solitude and Dawnstar. Now the Dunmer begin a mass recruitment, rumors of Dunmer forces moving from Blackmarsh to Skyrim make their way to Cyrodiil and Skyrim. Nobody is sure how many. The Altmer make their move, vassalizing The Brotherhood, Woodhearth, and Greenheart. It does seem this new king wants to recreate the Aldmeri Dominion. A worrying development for those in Elsweyr and Valenwood. Once again, the strange ships make an appearance. This time off the coast of Elsweyr and Valenwood. Attacking some villages and abducting some citizens before disappearing into the fog. At the end of the year, the most detailed account of the 2nd Great War is finally released. The book begins with the tensions of the White-Gold Concordat reaching an all-time high the war would happen eventually. Who would strike though, that was the real question. The Empire had lost the Skyrim Civil war, losing a majority of their troops along with it. Now was the time to strike, in 4E 208 the Aldmeri Dominion attacked. The Imperials this time were ready, as they built great fortifications on the border. However, the Aldmeri Dominion had a trick up their sleeve. During this time, Blackmarsh were unified under a Warlord named Kills-for-Fun. The Aldmeri enticed the warlord by promising him lands in Cyrodiil. Soon Argonia joined the war against the Imperials. The Empire was pushed all the way back to the Imperial City, it once again fell under siege in 4E 210. Skyrim joined the war against the Aldmeri Dominion in 4E 213, the war continued for decades. Eventually culminating in the death of the Emperor and his dynasty. The social and economic collapse of The Empire, the High Chiefdom of Argonia, and the Aldmeri Dominion. The war officially ended in 4E 290. Only a few short years before the outbreak of the Flu.
  3. 4E 489: Realm of Nifelheim: Once again Lopt tries for a son. His tired wife could not handle anymore as she has a miscarriage and dies. An unfortunate event, though this does open up the opportunity for Lopt to find another wife. Perhaps this one will be able to bear a son. Operations against the thralls continue on into the year, though it only seems to be slowing them down. More and more villages fall to these thralls. Only to return after they’ve been driven out. Later in the year thralls begin to appear less often, it seems the joint efforts of the Bretons and the Orcs have beaten them back. Another mine is constructed, once again mages being used to cut the costs in half. This time they find Corundum, a useful material in reinforcing armor and weapons. More troops are recruited this year, many of them coming from peasant families. By the end of the year, the Winter Festivities begin in Calastar, thousands of peasants coming out to celebrate. Many lords also hold their own “private” festivities. Lopt is invited to once such “party.” The Union of Kvatch-Anvil: More troops are recruited and trained. They wait for Anvil’s legion to arrive. After a few days, both nations armies set off towards Riften, A few weeks later they arrive later engaging the Dunmer army in the Battle of Riften Pass. The battle was brutal as the entire Anvil legion was wiped out. Over 10,000 men lost in the blink of an eye. Survivors tell the horrors they saw. Though the troops of Kvatch held, soon withdrawing to Riften. The battle ended in Status quo. Though Kvatch claims victory, Morrowind also claims victory. All in all, over 11,000 Imperials and 12,000 Dunmer troops were killed in the battle. Marcus was also seriously injured. With the result of the battle, many of the lesser lords and peasants demand compensation from Kvatch. A few lords already threatening to rise up against both Anvil and Kvatch. Marcus was seriously injured in the battle, with the mages and priests of Mara he makes a full recovery. Though the dagger pierced his abdomen so he may have digestive issues for the rest of his life. Duchy of Leyawiin: The year dawned on a new Leyawiin, already Rimmen and Senchal agreed to the trade deals. Khajiiti caravans entering the city soon after. The Imperial city also agrees to a trade deal. Meanwhile, the Emir of Rimmen contemplates the thought of a defensive pact. Marcus would receive an answer later in the year. Agreeing to both the non-aggression pact and the defensive pact. The Reclaimers also agree to a non-aggression pact for now. The tolls are introduced and it seems to be effective. It seems almost everybody is happy with paying the tolls for now. However, the Argonian Tribes of Stonefalls, Gideon, and Blackrose seem unhappy. Declaring the bay of Nibenay international waters, which means no one power owns it. Investments in the economy go well, with its position at the mouth of the river, the fishing business prospers. Though the logging industry is small and mostly underdeveloped it slowly begins to pick up steam as investments allow local business owners to trade with foreign merchants. However, the tanning industry experiences a large growth. As the forests and hills are filled with wild game. All in all, a worthwhile investment. Many stewards return with many choices for the young duke. Already many of the lesser lords are offering their daughters and sisters to the Duke in hopes of increasing their own prestige as well as their overall position within the Duchy. (I will skype you the choices) The tribe of the Sarpa: Many of the chiefs agree with a system to warn them of incoming attacks, the Chief of Stonewastes can provide the building materials for such a task. Though as the meeting continues the subject of the Hist voices comes up, many of the Chieftains worried about what the Hist said. The Chief of Archon stands, raising his voice. “Brothers, we are all scared of this new threat. But we must deal with the one above us, if we cannot secure the safety of Blackmarsh, then how will we ever defeat this mysterious threat.” The tent roared in cheers and applause. Soon the Chiefs begin marching out towards Morrowind, Sarpa being assigned with Archeph, Blackrose, and Thorn. While Gideon, Stonefalls, Archon, and Naga head towards the city of Stormhold. Improvements continue, the road systems expand even further as the dirt paths are replaced with mudstone paths. Much easier to travel. With the dangerous journey through Blackmarsh, many traders seem reluctant to go southwards. Even with the new paths, the fear of another plague still haunts the minds of many. Even then, travel between the holdings of Sarpa is much easier. More economic investments. Mages are recruited and more light infantry is recruited. Union of Bruma-Falkreath: Formally adopting the Bruma Trading Company brought great benefits for the crown. As the revenue from both the tanning industry and the now growing paper industry begins to flow in like never before. Castinus once again using his skills to make trade flow in easier. Already many merchants sign up to trade under its name. (+8 AP for one turn, then 2 AP per turn. Must invest at least 1 AP per turn to keep the company running. This number increases depending on the number of goods produced.) More investments into the economy. The investment into the paper industry is successful. Soon high-quality paper begins being shipped out by the Bruma Trading Company, this time with another merchant leading it. This time led by Vialfre Vanette, she is a successful merchant that was stationed in Chim before moving to Bruma in search of better opportunities. Though she also has fierce competition as an Altmer merchant by the name of Corrirnil Larethael also is producing paper. Troops are sent to protect the trade routes between Chorral and Bruma. Strengthening the bond between the two. More troops join the Legion, soon they begin a mass training exercise. Once again training in the fields, the mountains, the hills, the forests. However many candidates show leadership ability. A majority of them being cavalry officers, a few of them proposing radical ideas. One such candidate is Zenone Felance. He proposes a new way of cavalry combat. Currently, the light cavalry is equipped with either sword and shield or a small spear. He proposes a large lance and for the cavalry to be heavily armored. Reports come back to Falkreath and Bruma as it seems the Dunmer army has been engaged by the forces of Anvil and Kvatch. Severely weakening the Dunmer troops. However, if the Dunmer were smart, reinforcements would already be coming in from Morrowind. Vidinia’s reinforcements finally arrive. Soon he calls all the legates to his war tent to explain the battleplan. Kingdom of Orsinium: The Orcish contingent moves out, within a few weeks march they meet Solitudes forces. Together they march eastwards towards Dawnstar. Setting up camp nearby, scouts report a large Dunmer army heading westwards, towards Dawnstar. Numbers range between 14,000-24,000. Though they can’t know for sure. For now, the Orcs wait for the Dunmer troops. Anti-Vampire activities end as the Thralls finally stop coming. For now, the peace is restored. More troops are recruited. Temple refurbishments are finally completed as the temple is fully reconstructed and renovated. Agrum once again hears the voice of Malacath. Congratulating him, pleased with his performance Malacath offers Agrum his blessing. The settlement is finally completed. A glorious day for Orsinium! Many influential clans offer their daughters for marriage. Hopefully gaining favor with Orsinium. The Brotherhood of the Sword: The genital statue is reconstructed, with the statue being constructed of stone there is no possibility of it being destroyed. Once again, a giant orgy surrounds the statue. The troops once again being sent in to disperse the peasants. Maybe the giant statue is magical. Christophe selects his new protege, Tona. A female warrior skilled in all forms of combat and a great commander. As well as an adept mage in destruction and illusion. An excellent choice, however many of the lesser lords have doubt if a woman can really lead the Brotherhood. Nobody in Skyrim or Hammerfell answer the call for a skilled military tactician. Though some recommended searching in Cyrodiil or Highrock. The explorers return with only a few artifacts. Though a discovery they made is of an old Aldmeri Dominion camp. Though it is overrun with undesirable creatures. The Imperial Remnant: The economy expands, allowing for more room for growth. (+1 AP per turn) Fox lair. The County of Falinesti: A new settlement is established, in its current state the only goods it can produce is food and lumber. Though if expanded it has the potential to produce much more. The final stretch is completed as the entirety of the population is literate and educated. Some already making innovations, mostly in farming and agriculture. Though some in the military begin proposing radical ideas. As the Bosmer are well known for their archery perhaps there is a way to improve upon that idea. The gift is well received, though Aurion is reluctant to trade with Falinesti. In the end, they decline the trade agreement. The Gulags expand, the criminals working there provide a very cheap labor force. (+1 AP for 3 turns) The search begins within the militaries ranks to find a capable leader. Though the problem is, a majority of the troops are rough and rowdy men. Rather getting drunk than participating in any drills. The officers are the same. With no threats to worry about the military has been slacking. Though the children who stood out seem to outperform even the professional military officers. Jarldom of Windhelm: War has come, with a rousing speech made by Oskar the troops head out. With two catapults accompanying them they meet the forces of Dawnstar and Solitude. Scouts indicate the Dunmer army a few days march away from Dawnstar, the Jarl of Solitude proposes a plan. With the thick forests and snow, he suggests the Forsworn troops when they arrive begin ambushing the Dunmer. While Solitude and Dawnstar set up defenses. Meanwhile, Windhelm will be positioned in hills, to ambush the Dunmer army when they lay siege to Dawnstar. While Oskar is away a courier informs him of grave news. His wife, died while giving childbirth. Unfortunately, the child died as well. The County of Haven: Economic investments are finally completed. The grand marketplace is constructed, with its construction trade flows into Haven. (+1 AP) The lumber mill and sawmill is built, with the abundance of trees, it begins to grow rapidly. (+3 for 3 turns) The tasks are completed without a problem. Many marksmen sign up, wishing to see glory and fame. Though they care little for the war against the Dunmer. They will take the opportunity to fight for honor and fame. The troops sent out to protect the merchants are successful. No raider dares to attack any caravans now. A letter comes back to Haven. It seems that the Thieves guild has been taken in by another nation. Though the letter does not state who it is. They are intrested in expanding their operations in Haven though. Jarldom of Riften: Troops are trained, war is here. Will Riften hold? Or will it be swept into the dustbin of history? Marcus Marius Orentius shows up to the Riften gates battered and bloodied. He is quickly taken in by the troops and sent to the temple of Mara. His legion camped outside, waiting for the news of their lord. Soon he is fully healed by the priests and priestesses. A few days later envoys from Whiterun and Falkreath come to Riften, saying the armies of both will arrive in a few short days. Finally reinforcements. The Kraviran Emirate: A new settlement is constructed, aided by the new highway system construction goes smoothly. The settlers are protected and Kraviran expands. The Kraviran highways are almost completed. The troops come back empty-handed, all they could find is sand and more sand. In the city of Dune a radical element forms, against the Kraviran Emirate these radicals wish to liberate Dune. Soon they begin to attack guards and troops. Destroying any Kraviranian caravans coming into the city. The Citystate of Chorral: Chorral expands eastwards, claiming a new town. World Events: The Altmer expand, claiming provinces in Hammerfell and create a small colony on the southern coast of Valenwood. Soon colonizing any island near them. It seems that the King of Alinor wants to expand his domain into the main continent of Tamriel. The Dunmer march towards Dawnstar, meanwhile Dunmer troops are repositioned near the border of Cyrodiil and Blackmarsh. Reinforcements come in from Morrowind using the pass. The Imperial Reclaimer's troops finally arrive. Soon the battle plan is set. The Reclaimers and Skingrad will move their troops towards Narsis, while Bruma and another contingent of Reclaimer troops will move towards Kragenmoor. If the two cities are captured they will move southwards towards Mournhold. War breaks out in Elsweyr as the Emirate of Cornith and The Emirate of the Peliates declare war. Before long a battle takes place near Cornith resulting in a Phyyric victory for the Peliates. Cornith turns to its neighbors asking for assistance. For now, the Vampire thralls seem to have been defeated. Though many villagers and townsfolk are missing. Of the coast of Blackmarsh, the strange ships appear once more. More of them this time.
  4. 4E 488 Jarldom of Windhelm: Last year the Jarldom expanded, setting up a new settlement east of Kynesgrove. Clearing out any scum that resided in the area. Finally setting up the settlement, it can begin growing. Meanwhile, 500 Light Infantry are recruited, joining the army. This year a mass military expansion is ordered, with 1500 Cavalry, 1000 Heavy Infantry, and 2000 Light Infantry joining the vast Windhelm army. They are trained and ready for combat. Soon many of them get bored, some even brewing their own mead and getting incredibly drunk. A few men accidentally bump into a Giant camp. After much fighting and two grown nord men screaming like little girls, the Giants are killed. Meanwhile, Bam-Bam is good, producing Twin girls. Union of Bruma-Falkreath The army begins to make their journey eastwards, constructing impressive road systems along their way. Once they reach the Chim border they are confronted by a few Chim messengers, with a reply to Lycinia’s letter. “To the Countess, Our pulling out of the agreement was right and just as we currently have a non-aggression pact with the Dunmer Kingdom, signed by both the Imperial Remnant and the King of Morrowind. Breaking this treaty would not only lower our reputation with the Dunmer but ruin the reputation we have built with the Remnant. However, I will allow your troops to pass through Chim lands. Hopefully, this will assist in the war effort. Sincerely, The Lord of Chim.” The other lords continue to fulfill their promise, training their armies and begin moving them eastwards. Making camp near the border, it seems that the War may be starting shortly. As a messenger reaches Bruma. Informing the Countess that the Reclaimer forces will begin moving out towards the border. About 8 Legions will be sent with a further 8 sent in as reinforcements a few weeks after. The detachment of troops makes it to Cloud Ruler Temple, clearing out any pest or vermin inside. However, it is suspiciously clear. Once finally captured they begin to search for gear. Finding a bountiful amount of old Blades Armor and Weaponry, however, any literature seems to have been taken. No matter, settlers begin to repopulate the old fortress. It needs renovations. The lands around though make perfect for towns and villages. With her pregnancy, Jarl Hrogar begins to worry about his wife greatly. Praying to the Divines each day, finally, the day comes. Lycinia gives birth, a healthy baby boy is born. Lycinia had a healthy delivery and is recovering. Hrogar relaxes, he lets Lycinia choose the name for the boy. Kingdom of Orsinium: Anti-vampire actions begin, soon they begin reclaiming villages from the Vampire Thralls. Research into the attacks indicated that this Vampire seems to be targeting remote towns and villages. These villages have little to no protection making them very easy to attack. Soon though a major attack comes, as a horde of thralls attacks the city of Gastemarch. The fight rages on for hours, though the Orcs beat back these thralls. Sustaining no casualties. A resounding victory. Reconstruction of the Temple of Ire begins, with its significant importance the reconstruction of this holy site to Malacath severely increases Agrum’s reputation within his population. Finally, at the end of the year, the reconstruction is complete. Soon, Agrum hears a voice. A voice congratulating him. Though this voice heeds a warning to Agrum, do not trust the one who has no soul. A cryptic message, whatever that means. Settlers begin setting up a new town, with their escorts fighting off any thrall attacks. Finally reaching the location and begin construction. Finishing by the end of the year. Agrum attends to...personal matters. Bam-Baming his way through a majority of his wives. Soon a few give birth, a few die trying. As they say, only the strongest will survive. Twin girls, then Twin boys, three more girls and finally another boy. Quite the year. Imperial Remnant: Maximus soon reaches the Imperial city, beginning his tutelage soon after. Receiving monthly reports by Vidinia. Maximus is taking well to his studies. He’s currently being taught philosophy, mathematics, poetry, military theory, and most importantly leadership skills. Vidinia is impressed by Maximus' knowledge. He extends thanks to Marius for trusting him to teach Maximus. A new town is settled. With the goblin scum being ousted out of the area. Soon a the town grows into a city.. Fox hunt, hey you caught a wolf! County of Falinesti: Economic improvements are finally completed, with the final investment the economy begins to boom. With trading flowing in Falinesti prospers. (+1 AP per turn) Continued investment keeps the literacy rate up, as well as make more skilled craftsmen. With the forests of Valenwood, there are bountiful resources. Soon small shops, using loans begin to produce goods. Exotic crops, small trinkets. Though craftsmen begins making quality garments and robes. A very valuable resource. It seems there are no lords with available daughters. War games in schools are nothing new. Most children already pretend to play war. Though a few of them stand above the rest. Even then, they are still only children. Perhaps looking through the actual ranks of the military may provide better results. A small thieving syndicate was captured late in the year, all of their members being imprisoned. Waiting for their punishment. The tribe of the Sarpa: The raids end successfully, with the defeat of a small Dunmer scouting force heading into Blackmarsh. As well as the capture of a few prisoners and their equipment. Soon the raiding party returns home. A new village is constructed, a hist tree being planted soon after. Meanwhile, infrastructure improvements begin as a new basic road system begins to be constructed between each hold in the Sarpa lands. From dirt paths to basic roads. A significant improvement, this makes travel much easier in the swamp. The voice of the hist whispers into Swamp-in-Head’s ears, the hist warns him of an impending threat. Ships numbering within the thousands, death and destruction never seen before. The Hist has been right of these kinds of prophecies before. He would be a fool if he ignored it. The Union of Kvatch-Anvil: Vona seems to have other plans with the captured raider, rather sentencing him to his death to fight for the masses. She would rather use him in the upcoming war. Assigning him the leader of a small cavalry detachment assigned to Anvil’s legion. Meanwhile, their troops march north towards Kvatch. Finally reaching there by the end of the year. More troops are recruited and joining the rapidly growing army. A strong son is born, finally a legitimate heir to Kvatch. Though Vona much rather prefers the older daughter as heir to Anvil. City State of Chorrol: A new city is founded on the Orange road, with an expansion of the walls and construction of more housing for the growing population. The troops protecting the trade route seems to ward off any bandits or raiders from even attempting to attack. Jarldom of Riften: 1000 Heavy Infantry are trained, joining the large Rift forces. Meanwhile, all the troops dispersed protecting the land and patrolling. While the Light cavalry takes up the mantle of protecting the trade routes. The troops complete their drilling and sit in Riften for what it seems for months. Soon a scout bursts into the hall, tired and injured. He looks to Jarl Carsten. “The Dark Elves...they’re here.” According to the report, the dark elf army numbering 20,000 crossed through the straight in between the mountains. Taking out the small scouting force nearby before setting up camp. Meanwhile, other runners coming from Dawnstar speak of a large Dunmer force moving upon them. The Dark Elves have invaded. The Brotherhood of the Sword: The search for a new protege does not take long as many options are presented to Christophe. A majority of them being from the Brotherhood, a few of them being skilled diplomats and merchants. A few being warriors and commanders. Rihad and Anvil extend their gratitude for the kind letter. The speech manages to calm the masses down, as the death of their beloved Gogaas and the capture of Tlorkum upset many. Though what really calms them down is the giant wooden Genitalia in the center of town. Soon after a few lads who got extremely drunk decided it would be a good idea to light the wooden artwork on fire. Soon they were captured by the peasants and stoned to death Another settlement is constructed with 1000 troops sent to protect the colonists. Anti-ship barriers are constructed and they are completed by the end of the year. The Kraviran Emirates: Construction of large moon-sugar plantations is completed. Providing a stable food source for Khajiit. As well as a valuable trade good for alchemists in foreign nations. Though a skooma epidemic begins shortly after as the surplus of moon sugar means skooma is much easier to produce and obtain. The new highways begin to take shape, stretching through miles of desert. Though the construction of this scale may need more funding as currently. The highway is only a quarter to the way operational. Two sons are born, one from Vajabi. Hers was born during Secunda Full, the other born under Secunda Waxing. Both during the Masser Waxing Phase. Realm of Nifelheim: The mine is finally completed, using mages as a labor force drastically decreased the cost of the mine. Quicksilver is found and soon becomes the primary resource of the mine. Soon after excavation begins with the first few hauls being quite profitable (+2 AP per turn) The vampire hunt begins, beating back mindless thralls is one thing. Though catching the Vampire behind it, is another. Again and again, the vampire eludes the hunting party. Though the thrall problem seems to be quelled. Soon an Altmer Alterationist pledges himself to the college of Calastar. He is a master in his field. Bam-Bam is good as twin girls are born. The County of Haven: New roads are constructed, allowing trade caravans to travel much easier and safer to Haven. A wise move as the forests of Valenwood is prime locations for ambushes. The elite guard is formed, only the best are in it. Completely loyal to Aragorn. The lords return the letters with apologies, as all of their daughters are already wed. World Events: The Dunmer have invaded, marching 20,000 troops into Riften and marching a further 20,000 troops towards Dawnstar. It does not take long before Skyrim mobilizes. Already Whiterun’s 14,000 and Solitude’s 12,000 begin marching eastwards. Meanwhile, the Forsworn are beginning to call all of their tribal chiefs to war. The Jarl of Falkreath begins to march his men eastwards to reinforce Riften. Soon after the invasion of Skyrim, the Chief of Archon once again calls all Argonian chiefs to Archon. Once there he begins to deliver a passionate speech. The time is now, for Stormhold. Soon Archon, Naga, Stonewastes, Blackrose, Gideon, and Markmount raise their troops. Gathering in Archon before making a push northwards. Similarly, Vidinia sends an envoy to all in Cyrodiil. Imploring them to hold their forces at the border and wait for the Reclaimer reinforcements. The Vampire attacks in High Rock continue, this time the thralls targeting large villages and even cities. Though ineffective, the attacks continue.
  5. 4E 487: The Kraviran Emirates: With the victory against the Dune, now it is time to build. Much of the populous was slaughtered, their farms burnt to the ground. The city of Dune was sacked, all of its wealth stolen. The city is in ruins. It would take years before the city recovers. Progress begins later in the year, reconstructing the farms of Dune is a great start. By the end of the year, the new farms are completed. (+ 1500 Pop per turn) Research into advanced irrigation goes smoothly as the system is simple, reliable and quick. (+500 Pop per turn) Many suitors are brought, but finally, three are picked. Vajabi, the most beautiful women in all of Elsweyr is selected to be as the primary wife. All children from her are for continuing the lineage and bloodline. Taisi, daughter of a very powerful merchant. She is set as the secondary wife, she will be elevated to the Head of Commerce while her father is promoted to Hazinedara. Also known as the Royal Treasurer. Finally the tertiary wife is Ararassa, a relative of the Emir of the Peliates. She is set as the Sheikh of the Dune. Any of her children will rule the Dune as vassal lords to Kraviran. Cornith agrees to the trade deal. The Brotherhood of the Sword: Disaster, Gogaas has not returned from his task. Later on, it seems he was assassinated before he even reached the army. His corpse was found naked in the desert. His throat skill and his eyes gouged out. Tlorkum begins his raiding training, deciding to disobey Christophe and begin striking out on his own. Raiding Anvil’s trade routes to Rihad. One raid goes quite poorly for him as he is apprehended and imprisoned in Anvil. The Lady sending a ransom letter to the Order. Though the light Cavalry does gain skill in raiding tactics. Economic investments continue, money being poured into Morokath. Increasing the prosperity of the city. Later in the year festivities of Fertility and Family begin, many of the peasants celebrate in the usual manner of bam-bam in the ham in the middle of the streets. It got so bad that the army had to go in and break up the orgy going on. A giant wooden replica of the male genitalia was constructed by the peasants. (+1000 Pop per turn) The envoys return, both the Lord of Rihad and the Lord of Gilane are indifferent about the Order of Sentinel. It seems that they don’t care about them. The sudden change to a religious focus seems to be mostly shrugged off by the population. As they care little for the other pantheons. Perhaps if Heathens and heretics are invading them, maybe they would have more religious zeal. Before Tlorkum left to begin training he begins to draw up plans for the defense of the city. Currently, the city sits on the coast, able to besiege from the land and the sea. Perhaps increasing the defenses against a naval siege would be a great start. The rationing is successful, not many die from the sandstorm. The Union of Kvatch-Anvil: Many troops are trained and join the Kvatch army, meanwhile in Anvil over 5,000 more troops are recruited. Forming the new Anvil Legion. It is formally called Legionus Anvil. Joining the joint army. The Lady of Anvil has also begun a mass exercise of the army. Raising their professionalism. The Colosseum is successful, raising peoples spirits and scaring the criminals and scum. Bam-Bam is Bueno. Another girl is born. Kingdom of Orsinium: The diplomatic mission is a success as they return with a plethora of information. It seems all the Jarls of Skyrim have already gathered for a meeting about the Dunmer. A grand coalition formed against them. The members consist of Falkreath, Solitude, Dawnstar, Whiterun, Riften, Windhelm, Winterhold, and the Forsworn. All of their armies gearing up for an invasion. Meanwhile, the Dunmer forces are hard to scout out and gauge. Though survivors of Winterhold tell of tens of thousands of men. Thousands of cavalry troops and heavy infantry. Large siege weapons. More troops are recruited, joining the growing Orcish army. Finally, economic investments are completed. (+1 AP per turn) The Union of Bruma-Falkreath: Agnippr ascended's to Legatus, beginning to select his officers. A majority of them being imperials. With his selections complete he begins to go to work. As the legion is green he needs experience. He begins drilling them constantly, war games after war games. Scenario after scenario. He moves them north to begin their winter training. Practicing in the mountains of the pale pass. They continue to move northwards, practicing in the thick forests of Falkreath. Then back down south. Training in the hills and fields. With each exercise, the Legion and their officers gain more and more experience. Now all they need is combat to continue to improve. Another legion is created, then both participating in the Grand Military parade taking place in Bruma. Many lesser nobles in attendance. Even an envoy from the Imperial city in attendance. The Reclaimers are impressed, later the legions return to their normal posts. Earl Castinus continues his progress with the economy. Creating many merchant guilds in Bruma. Sending them off to trade in far-off lands. Meanwhile, he continues to develop his lands. Developing the coal mines he has constructed, as well as beginning production of cloth. He also recruits 100 men personally to protect his land. They are able to be called to arms in case of war. The Jarl of Whiterun accepts the non-aggression pact with Bruma, later the Jarl of Whiterun invites the Jarl Hrogar to Whiterun for a meeting about the Dunmer. Returning soon after with good news. It seems the Jarls have agreed to retaliate against the Dunmer. The Winter’s Breeze leave the Imperial city, returning to Bruma. Awaiting their new orders. More funds are invested into Bruma. As a result, many more private businesses open up. One specializing in the production of paper. A very useful product. Production of it is small, though with investments by Castinus it slowly begins to grow. Lycinia reaches Falkreath and spends a season with her husband, it was quite the time. And as Hrogar found out. She is quite the woman. Bam-Bam is successful. The double returns, the meeting was about the Dunmer invasion of Skyrim. It seems that all the lords have agreed to begin raising an Army to help the Nords. Even the Reclaimers will use their troops against the Dunmer. The tribe of the Sarpa: Continued economic stimulation, this time focusing on the internal infrastructure of Helstrom. Roadways replace dirt paths. Structures are constructed of mud are reinforced with wood and stone. This increases the defensiveness of the city of Helstrom. More farms are constructed, cutting down more trees and clearing the swamp. (+750 Pop per turn) Troops are trained, ready for combat. The Imperial Remnant: The meeting goes well, relations between the Reclaimers and the Remnant improve significantly. Expansion continues, another city being settled west of the Capital. Pretty nice fox hunt. (Skype) Realm of Nifelheim: 30 Mages are recruited, each being specialized in Alteration. Later they are sent to assist in the construction of the mine. Using their telekinesis magic they significantly increase the speed and drastically reduce the cost of the mine. Soon the mine is almost complete. The army begins training in the Imperial style of combat. Soon adopting Imperial tactics and strategy. Lopt approaches the Masters of the College. Asking them to teach him, they oblige. Beginning with Conjuration. It will take years, but Lopt will be able to grasp the basics. His military education continues. Learning as much as the old Imperial knows. Lopt is knowledgeable in tactics and strategy. Another tax reform is passed, taking effect later in the year. Bam-Bam is good, as Lopt finds out. His wife has endurance. Soon a girl is born. The Rift: Lots of troops are trained. Soon after the birth of a second son many odd things begin to happen. Firstly farmers report that their livestock has been slain. Soldiers describe the corpses as mutilated and disfigured. Only a few creatures are capable of such actions. One being a werewolf. It seems there may be one in Riften. The County of Falinesti: A Carrack is constructed, finished by the end of the year. The economy slowly improves, once again a worthy investment World Events: It would happen anytime, the old Altmer King has passed, his son. King Andellor rises to the throne, unhindered as he begins to show his ambitions. Sending the Altmer fleet to destroy the Sea Elf fleet. Engaging them and completely wiping out their main capital ships. A victory, he then moves onto his next phase of plans. Beginning the complete reconstruction of Summerset. With funds coming in from an unknown source the Altmer recover quickly. Some believe it the work of the gods. The Dunmer armies to begin to reorganize. The conscripts being drilled to form a semi-professional army. More troops are recruited. Joining the Dunmer forces, however, their Navy also grows. Beginning to raid the Argonian coast. Stealing entire villages to sell as slaves. Off the shores of Morrowind strange ships with foreign banners sail past. It seems that they are scouting out Morrowind. Meanwhile, in Highrock villages both Orcish and Breton have been raided and burned by what reports seem to indicate as mindless thralls. There may be a powerful Vampire behind this. For now, villages and towns are either being raided and burned or their entire populous turned into thralls. A skirmish takes place in Blackmarsh as a Dunmer force once again tries to abduct Argonians. This time being beaten back the Chief of Archon who was visiting a tribe for trade talks. This shows Nirn that the Dunmer aren’t invincible. The meeting in Imperial City goes well as they all agree to begin building up their forces to attack the Dunmer, however, the Lordship of Chim has decided otherwise.
  6. 4E 486: The County of Falinesti: The raiding continues throughout the year. With Sea elves abducting thousands of civilians from Elsweyr, Hammerfell, Cyrodiil, and Valenwood. Many citizens demanding something to be done. Finally, an envoy from Summerset arrives at Falinesti, the King of Alinor is requesting all the lords, ladies, counts and dukes to convene in Alinor. Their ships would be protected. A day of mourning in Arenthia, the royal family thanks for the return of her body. Her funeral is held not shortly after. The expansion of trade is of utmost importance. With significant funding from the crown, the road system and trading infrastructure have been expanded. Allowing the possibility of an additional trade partner. (+1 Additional trade slot) The Colovian Highlands: The construction of the battering ram is completed. With the ram being the Colovian wolf. Siege ladders are also constructed. While Anvils troops are put on notice. Preparing for when they are to be called. Later in the year, both militaries began training in a new formation. The testudo formation. Useful in defending troops against arrows and other projectiles. Another town is constructed. Settling near a river running through the mountains. The meeting goes poorly, as the Chorral want nothing to do with Kvatch. On the way back, they are stopped by a Remnant Century. Asking for Marcus to come to the Imperial city. He obliges and begins his way to the city. Reaching it by the end of the year he is put in a luxurious district. A meeting of the current Consul and the Lords of Cyrodiil will happen soon. For now, Vona will rule of Marcus’ domain while he is away. An envoy reaches him in the city, informing him of his wife giving birth to a baby girl. Bam-Bam is successful. Jarldom of Windhelm: Mages are recruited from Nifelheim, being sent to Windhelm soon after. More troops join the army, 1000 in total. The new cavalry riders are sent to the Imperial camp, soon after arriving they engage a small bandit force. Beating them back easily they find nothing of value except a few old Imperial flags and some leather strips. The camp was stripped a long time ago. With the additional guards stationed in the guarding district. Merchants feel much safer in the streets of Windhelm. More merchants coming in. Later in the year, an envoy is sent to Windhelm, that all Dunmer merchants must leave the city by the order of King Cyllo Dres. They comply, all the Dunmer merchants leaving Windhelm, Riften, and Winterhold. It seems the Kingdom has issued an embargo on Skyrim. (+5 AP for one turn) Bam-bam is good. Kingdom of Orsinium: This year is of change, with the breaking of tradition it's now official that all males are able to sleep with whoever they want. This seems to give Orsinium the much-needed population boost it needed. Though not all are happy with this. The other Orcish strongholds seem to disagree with this breaking of tradition. (+1200 Pop per turn) Scouts return with news, it seems any province around Orsinium is a suitable location. With the mountains providing a defensible position for any settlement built there would prosper. In terms of mines, all they can find are coal and iron veins. More troops are recruited. Joining the Orcish army. They are sent in policing the lands of Orsinium, already showing results as they have cleared out many bandit hideouts and camps. Allowing for orcish settlers to set up new villages and towns. Investment begins into the economy. It seems it has lagged behind its neighbors and more importantly the Bretons. With this small push, it can finally start competing with its neighbors. The Brotherhood of the Sword: It seems Gogaas is not the cunning warrior as Christophe believes. Once again making a fool of himself in front of the troops. The army believes that Tlorkum is a much better protege. Many officers in the army agreeing. The spy that was sent into Sentinel is quickly apprehended and executed. They did not learn where the spy came from. Christophe finds some suitable women for..spicy time. Gogaas has better times in negotiating with the merchants of Riften, Gilane, and Rihad. Their merchants impressed by Gogaas. A small economic investment also encourages Khajiit caravans to begin making the long journey over. (+1 AP for one turn) With the food and supply act established many small farms are built in peoples homes. Securing a constant food supply for the thousands of citizens. (+750 Pop per turn) With funding finally received the designers can finally begin making new ships. Within the end of the year, a few new designs are presented to Christophe. One is a large ship, capable of going a respectable speed with good armor. However, the maneuverability is lacking. Another design is of similar size, but lacking armor and firepower. Making it up with speed and maneuverability. Another is a balance in between all the factors. But it is small. Realm of Nifelheim: The Economic stipulation into Calastar pays off, many more merchants, traders, and craftsmen call this city home. The economy begins to boom as more trade and more goods are produced at a steady rate. (+1 AP per turn) The wedding of Lopt and Rianciene is celebrated in Calastar. A happy day for the both of them. They are officially wed under Mara. The children of the union being under Lopt's dynasty. Recruitment of 1000 troops is complete. They are stationed in Calastar. A new mage has pledged herself to the College of Calastar. A master in Conjuration. With the capture of the College of Winterhold many students escape to Calastar, joining the growing amount of students. (+3 AP for 5 turns) Union of Bruma-Falkreath The Nords begin their training at the start of the year. Continuing throughout, many officers show great promise. Though one stands out from the rest. A tactical genius. This man managed to beat Imperial officers during combat exercises and even best a Centurion in combat. His name is Agnippr the Calm. The Nord troop’s organization has increased. Comparable to those of the Imperials. The program finds great success with 500 men already signing up, completing their training and returning home. The program will provide a quick force of skirmishers which the Union can call upon in times of war. (+500 Light infantry, +25 Light Infantry added to this number per year. These troops can only be called during times of war.) The troops sent ahead to clear out any hostile forces, facing a small goblin army they quickly crush them. The settlement is finally set up. The troops stationed there to protect it. Castinus is given the title of Earl, he begins development of his land. Farms and lumber mills are setups to begin constructing housing for those who live under him. Halfway through the year, he constructs his hall as well as housing for the workers. Then at the end of the year, he constructs multiple coal mines, a great economic bonus to Bruma for sure. Trade continues to flow, with even Dunmer merchants coming from Morrowind to trade. (+1 AP for 5 turns. +500 Pop per turn.) With more money coming in, guided by Castinius the tanning industry increases considerably in Bruma. High-quality furs and hides being produced are exported to Bruma’s trading partners and from there to lands such as Blackmarsh, Morrowind, and even the Summerset Isles. (+4 AP for 1 turn) The Winter’s Breeze continues their mission, infiltrating the civilian society. It seems a majority of the population of Imperial City is made up of soldiers and their families. However, the population in the Heartlands are lowly farmers and peasants. With the lands being controlled by the Legatus stationed in the province. A letter is sent to the Countess of Bruma, requiring her to come to Imperial City, as the Consul is hosting a meeting with all Imperial nobility. Kraviran Tribes: Surprisingly the Kraviran tribe's war against the Dune was successful, however costly for the Dune. As the Imperial Mercenaries, they hired decided to sack the city. Taking their entire treasury and killing much of the populous. Crippling the city. A victory nonetheless. The town of Kachi is constructed. A glorious day for the Tribes as they continue to expand. The tribe of the Sarpa: The meeting with all the other Argonian chiefs goes surprisingly well as even the Gideon find common ground with the Sarpa. They all agree that a free trade agreement will be signed between all the tribes. The Chief of Naga even suggesting a defensive pact to be signed. Though the Chief of Archon and the Chief of the Blackrose refuse this proposal. At the end though, they all agree that they should build up their forces in order to take back Stormhold from the Dunmer. They plan their invasion within the coming years. The Chief of Archon telling them all when the time is ready. He will call them back, for now, they all return back to their respective tribes. Even more, investments are poured into Helstrom, expanding the city even further allowing for more trade to flow in. (+1 AP per turn, +750 Pop per turn) More farms are constructed. (135 Pop per turn) A new town is established. With a new hist tree being planted there. The Imperial Remnant: A new settlement is constructed north of Cheydinhal. With the construction, it marks a historical day of the expansion of the Imperial Remnant. The diplomat sent to Imperial city returns to Cheydinhal, it seems the Grand Consul required Marius’s presence in the Imperial city. Fox Hunt brings more pelts. Jarldom of the Rift: Bam Bam Part two is very successful, another son is born. The battle in the Ratways was tough. The entered, ambush after ambush they slowly cleared the scum out. Finally reaching their base. After a fierce battle, the Thieves Guild are finally driven out of Riften. Their riches and spoils confiscated by the Jarl. (+12 AP for 1 turn) World Events: The Dunmer invasion of Skyrim begins, with the quick defeat of the Winterhold army they raze Winterhold, seizing as many provinces as they can. Capturing much of the region and the College of Winterhold. Dunmer envoys arrive in Windhelm and Riften. Offering them vassalization in order to escape total destruction. The Imperial Reclaimers invite all Imperial lords to the Imperial City for a meeting discussing the future of Cyrodiil. The sandstorm comes back, ravaging Hammerfell. This one is much larger and more powerful than the last one. Once again, appearing in the same place as before. Meanwhile in High Rock, torrental downpour begins to flood the lowlands. Destroying much of the farms in the southern provinces. Though in the Wrothgar Mountains and the coast seem to prosper from this rain.
  7. 4E 485 The Colovian Highlands: Finally, it is time to expand, now that the region is free of goblins and vermin the construction of a new town is easy. With no fear of being attacked by Goblins, the city is complete by the end of the year, its administration slowly organizing the people. A glorious day. With the expansion comes patrolling these new lands. A legion is plenty enough to keep down the riff-raff as well as repel any bandits that try to loot the town. Though an interesting discovery is made during one centuries patrol. It seems there is an Ayleid ruin deep within a forest. According to reports, it may be active. The old imperial roads have been neglected for decades leading to erosion and decay. With the renovation of the road system in and out of Kvatch, it makes caravans traveling easier and safer. Patrols are now able to protect the Caravans more efficiently and as a result more trade begins to flow into Kvatch. The Sandstorm in Hammerfell is disastrous, though Kvatch is prepared. With the rationing of food, the city will survive the storm. Though the populous is unhappy because of this. They eventually settle back down. The end of the year marks the storms end, everything returning to normal. Talks in Anvil go surprisingly well, Marcus divorcing his current wife on rumors of adultering. Which end up to be true as investigations show she was having an affair with Artonius. A royal guard. Though Marcus quickly marries Lady Vona Scinonicus of Anvil. Their matrimony is followed by the union of Kvatch and Anvil into a new state. With Marcus and Vona ruling their respective titles and their dynasty binding as one. (+5 AP per turn) Realm of Nifelheim: The expansion of Nifelheim is finally here. By mid-year, the new settlement of Muspelgrad is constructed. The local government slowly organizing the populous. Before long they receive orders to begin farming. The land being suitable is an excellent place for farms. At the end of the year, basic farms are finished. (+250 Pop per turn) All acts initiated this year pass, their effects implemented by the end of the year. A great achievement for Nifelheim (+1 AP for 2 turns) With the college now complete, it was a matter of time before prominent mages begin making their way. This year and master in Illusion joins the college. Pledging his support. He hails from Cyrodiil and comes from Imperial City. Multiple consorts are presented to Lopt (Skype you details) Notable duelists are hard to come by, ones who are willing to join. Even harder. Though a few candidates are available, they are not of world renown. Lopt does have an easier time finding generals though, a retired Imperial General living his retirement in Highrock is summoned to Lopt. After a bit of convincing, he agrees to tutor Lopt in military theory and tactics. The County of Falinsesti: The improvement upon the educational system of Falinesti begins to provide results, from last year the literacy rate among the masses has shot up to 79 percent. An impressive number. Now with the investments, many more skilled workers are coming out of school already knowing one or two skilled crafts, dropping unemployment in Falinesti. (+2 Ap for 3 turns) The docks of Falinesti have been neglected ever since the flu ravaged Valenwood, nearly wiping out the Bosmer. An order was issued to begin the reconstruction of these docks. The end of the year marks the completion of this project. With trade now available to come in through sea this will surely be an economic bonus. With these boons, it attracts unwanted attention. Soon Sea elf raiders begin pirating around the waters of Valenwood, Elsweyr, and Cyrodiil. The Brotherhood of the Sword: This year marks the beginning of the vast military reforms the Brotherhood begins. Firstly by reorganizing how troops are dispersed. There are simple to complete with Baurean’s assistance. Many soldiers try out for the elite arrow battlegroups. Though by the end of the year, only 100 of them are suitable to be allowed to join. Baurean insists that he takes control of these elite troops. (+100 Heavy Infantry) Gogaas finds more trouble with the training, it seems that the military is not his forte. The envoys are welcomed warmly by Rihad and Gilane, though that’s as far as they get with talks. Naval designs are difficult to improve upon, though they observe how the Auridonian ships are much different than those of the Imperials or Redguards. It seems their ships are built to resist the hard seas and tough weather conditions while maintaining the balance between speed and maneuverability. A true example to build upon, only if they had more funding. The construction of the new city is complete and the administration begins working on getting the people to work. Jarldom of Windhelm: 500 more troops are recruited throughout the year, growing the growing army of Windhelm. They will be stationed in Windhelm until further notice. Meanwhile, 1000 troops are sent to Kynesgrove to keep the peace and protect the settlement. Reaching there safely, they begin their duties. The farms of Kynesgrove grow, with the fertile lands and perfect climate the fields truly prosper. Producing bountiful amounts of grain. Able to feed to the population during winter. (+700 Pop per turn) As the troops enter the mine they encounter a powerful Vampire clan inhabiting the mine. After a brief skirmish, the troops were forced to retreat. It seems the mine has become a Vampire safe haven. The nords lost 23 soldiers to the engagement. It seems a larger force is needed to clear out the cult. The wedding is celebrated, all the court congratulating the new couple. Kraviran Tribes: Siege defense training concludes by the end of the year. Many of the troops are familiar with siege defense and are ready in case of they are sieged. Meanwhile, the Grand Bazaar takes underway. 1000 troops being deployed to keep the peace within the city. Many merchants and officials enjoy the Grand Bazaar and of course, the other...parts of the city. (+4 AP for 1 turn) Tax reforms begin, by the end of the year, they are completed. Many of the citizens don’t understand these reforms but are happy enough to follow them anyways. (+1 AP for 1 turn) Both regions refuse the trade agreements. The sabotage of the Dune is successful, all targets have been destroyed. The Dune, catching on begin a city-wide search of the culprit. All buildings and supplies damaged or destroyed are quickly repaired and replaced. Later in the year, an envoy reaches the Kraviran Tribes. A declaration of war. Union of Bruma-Falkreath: The union of Bruma and Falkreath are celebrated by their citizens. Less so by the Jarl of Whiterun who finds this union as expanding into Skyrim. Nonetheless, people begin to freely travel between two cities. Many nords arriving in Bruma for education in skilled crafts. With the expansion of the Hunting lodge, more food and furs begin making their ways into Falkreath and Bruma. Increasing the production of quality goods. Another investment into local tanners make this industry boom in Bruma, exports going out all around Cyrodiil. With the exception of the Imperial city. Falkreath also prospers, as the Jarl orders the construction of lodging camps to begin harvesting wood. (+4 AP for one turn) With the Imperial Reclaimers claiming more and more of the Heartlands, it seems natural to recruit more troops. A further 500 Heavy Infantry joined the army. Beginning their training in multi-terrain warfare, formation fighting and cohesive exercises. A tall bill for the army, though they meet the requirements by the end of the year. 10 mages are also recruited, all of them being skilled in Restoration. A useful group when they are needed. The military of Falkreath, however, needs a bit of catching up to do. Though they understand formations and strategy. Currently, the composition of them makes them only useful for raiding and harassing the enemy. With additional funds coming in from the crown, Castinus makes excellent progress in increasing the size of the private sector in Cyrodiil. Already the effects can be seen. Unemployment is at an all-time low. Falkreath also sees small growth. The WInter’s Breeze continues their mission, gathering more information. Their annual report indicated that Vidinia currently has his eyes set on reclaiming the heartlands, as well as controlling the Bay of Nibenay. However, they have difficult times trying to infiltrate the higher chains of command and the Council. Though recruitment of more operatives is successful, they provide little in information this year. No signs of corruption can be found, Vidinia has an iron fist locked on the city. They still remain undiscovered. The Imperial Remnant: The small effort is rewarded, as the crop diversity means they will be able to continue to grow food even when the main crops have failed. Many of the farmers approve of this move. Further increasing public support of the Remnant. (+400 Population per turn) The city of Cheydinhal grows ever more with investments, now it is a bustling center of trade. With Dunmer merchants now coming in from Morrowind, the city prospers. (+1 AP per turn) 2000 more troops join the army. Swearing oath to the remnant. The tribe of the Sarpa: Continued investments are directed to the area surrounding Helstrom once again, clearing out land so they can continue building additional farms. A worthy investment. (+6 AP for 1 turn) More farms are created. (+700 Pop per turn) 1000 more troops join the Sarpa army, raising their total count to 3500. A respected number among the tribes. Swamp-in-Head arrives in Archon, a large city. Much larger than the city of Helstrom. He makes his way to his tent. The meeting of the chiefs will take place within the next few days. For now, he can enjoy the city. (Skype) Kingdom of Orsinium The Kingdom of Orsinium begins to rebuild what they have destroyed. Beginning with Gastemarch, reconstruction of homes and businesses conclude by the mid-year. After a month of rest, the walls and keep are reconstructed as well. Restoring it to its previous state. It seems that Agrum heard a voice during the pilgrimage, could it be possible that it’s Malacath? No matter, the voice spoke to him. Inspired him, and congratulated him on his conquests. It seems Malacath is pleased with Agrum. It seems nobody in Highrock wants to trade with Orsinium, though Agrum receives a peculiar offer. The High Chiefdom of the Forsworn has sent an envoy to Orsinium, offering a mutual trade agreement. The intentions of the Forsworn are unknown. Though their control of Cidna mine may prove an economic bonus to the Kingdom. 10 mages are recruited, joining the ranks of the Orcish army. Jarldom of the Rift: Over 2500 hundred troops were trained this year, joining the now large army of Riften, meanwhile, a small contingent of them are sent to protect the Nord settlers heading westwards. By the end of the year, a new city is constructed. A glorious day for Riften. 1000 troops are sent to the new settlement to act as guards. Bam-Bam in the Ham is successful. Solitude agrees to a meeting. World Events: Sea elf raiders begin pillaging the coast of Valenwood, Elsweyr, Cyrodiil, and Hammerfell. Taking prisoners and burning down villages. There seems to be a growing issue. The Kingdom of Auridon is currently trying to prevent any raiders from pillaging the Summerset Isles. Morrowind begins to centralize its government, abolishing the Elective Monarchy in favor of an Agnatic Primogeniture. Securing the line of succession and preventing any claimants to the throne. For now. They begin to rapidly expand their military, recruiting over 20,000 conscripts to the Kings Army. Auridon slowly recovers, as the civil war devastated much of the farms and cities. They begin to reach out to Valenwood and Elsweyr. Asking for any help in rebuilding their nation.
  8. 4E 484 Realm of Nifelheim: 484 is a great year for the realm of Nifelheim. The college of Calastar is finally completed, with the final touches being made. Already, countless mages and scholars begin making their way to the college. A sizable donation comes in from the College of Winterhold. Training continues for the army, soon the concept of the “phalanx” formation becomes familiar. By the end of the year, a majority of the army soon adopting this technique. Though a small group of 500 men begins training in pletfast formation. A much easier concept to grasp now that they know phalanx. Within the next year, these troops will be ready. Many reforms are passed this year, the “Commercial Liberty Act” increasing the revenue that Nifelheim received from trade partners. (+2 AP for one turn) The next reform passed is the “Common Levy Act”. Already, men across the realm go to their local training field. Completing their mandatory basic training. This has the effect of raising the professionalism of the conscripts. Whenever they are recruited. The immigration reform act is passed as well, though not many immigrants were entering Nifelheim anyway. Though the ones who were are grateful. The finally the last reform is called the “Arcane tutor Act” Already many esteemed mages and scholars pledge. One, in particular, is an Argonian restorationist, famous in Blackmarsh. Jarldom of Windhelm: With the chaos last year, it did not take long before the violence was stopped. Major crackdowns on dunmer gangs end successfully as the rough and rowdy are driven out of Windhelm, being either locked up or sent back to Morrowind. (Unrest in Windhelm has ceased) Finally, the time has come for Windhelm to expand. The settlers and troops move southwards, encountering the typical bandit and brigand. Finally reaching the ruins of Kynesgrove. A year passes and finally, the city is reconstructed. The population settles down, a grand day for Windhelm. With the Dunmer quelled and the Nords happy, the troops patrolling the streets find it easier to police the city. The Colovian Highlands: Though the organization of the Colovian Highlands is superb, it could go further. The glory of the old Empire inspire the centurions and commanders to make a greater effort to recreate the Imperial Legion. Finally, after a year of grueling training and exercises, the first Colovian Legion is ready. Prepared to eat their own guts and ask for seconds. With Tiberius at its head, it seems nothing can stop them. To replace the losses suffered by the first battle against the Goblins, 400 more riders are recruited. Joining the large Colovian Military. Another bold move is standardization of equipment, in the past each Legionnaires armor was unique. Now with standardization, the equipment can be produced at large quantities. Putting much less strain on the armor and weaponsmiths of Kvatch. The scouts sent to investigate the Redguards come back empty-handed, finding nothing of use. For now, the troops posted on protecting trade routes deter any raiders. The Imperial Century sent to clear out the remaining goblins come back victorious. The path to expansion is now open. With the restrictions put in place by the last Imperial Emperor during the time of the great Flu lifted, goods large in bulk begin to flow into Kvatch. The city begins to boom, increasing productivity. (+3 AP for one turn) Kraviran Tribes: It has been truly a great year for the Kraviran Tribes, with a constant flow of trade coming in. The coffers have never been this filled. Alas, with such trade. Tragedy always strikes. A minor plague outbreak ravages the city. Killing 1400, it is dealt with quickly but shows the city is still vulnerable to outbreaks. The recruitment of soldiers continues, with another 2000 troops joining the ranks. After the plague, construction begins within the city. The growing population is a mild concern, luckily new housing created this year alleviates any concern about overcrowding. The people are grateful for this, further increasing their confidence in the administration. Fish farms are built on a river not too far from the city. These fish are used to feed to growing population. Though the farm is small, it does provide a small food surplus to help the population. (+250 Pop for 1 turns) Increased funding for the Fire bomb project begins to show results. Though they are a long way from producing a working prototype. They’ve begun to make great strides in how the firebombs function. Though it won’t be ready by the end of the year. Spys are sent to the Dune, a few weeks pass before reports come back to Kraviran. A general consensus is that the Dune is planning something, perhaps an invasion. Or a very large raid, no matter the outcome. Troop movements indicate large-scale exercises and recruitment. The city of Dune itself has changed, from a small town it has grown into an inland center of trade. Caravans coming in from Cyrodiil, Argonia, Valenwood. Jarldom of Riften: More troops join the ranks of Riften, all swearing allegiance to the Jarl. While 250 riders head south, scouting out a suitable location for expansion. Noting that most of the terrain south is mountains and hills. Covered by forests. Not suitable places for farming, though the Lumber industry that could grow there seems profitable. The lumber mills, being given their grants begin to make good work. Harvesting over three times the lumber than they did last year. These are exported to Riften’s trade partners. Though the drawback is that a majority of the forest around Riften is cut down. (+8 AP for 1 turn) All the messages sent to the Jarls across Skyrim are met with the same reply, there will be no meeting about the Forsworn. The other holds deemed them not a threat, due to their distance away. Though the Jarl of Solitude shows some concerns. The Imperial Remnant: With the final push the Remnant economy booms, with caravans and merchants coming in. The city expands. The additional farms constructed are used to feed the growing military and the citizens. (+1 AP per turn, +200 Population for 1 turn) The Duke of Thorn accepts the Remnants demands, a sizable ransom is paid. For the safe return of the heir to Thorn. With this agreement, the Kingdom must sign a pact of nonaggression with Chim and the Remnant, valid for ten years. As well as to begin trade with the Remnant. (+5 AP for one turn) More troops are trained. Swearing an oath of loyalty. County of Falinesti: After those smug bastards made their comment, a massive amount of funds came in. Construction began within mear days of the new year. By midyear, the middle section was completed. A few months pass, the final section is completed. Showing those smug bastards who’s boss. The city, now completely reconstructed and renovated is the crown gem of Valenwood. Falinesti’s neighbors are in awe. The greatest construction feat in Bosmer history. (+1 AP per turn, +400 Pop for 1 turn) The Lord of Arthenia offers his young daughter up for marriage. She is strong and healthy. All the refugees scanned and processed are just poor people escaping war and famine. Kingdom of Orsinium: A great victory has been secured from Orsinium, now the process of rebuilding begins. Though much of the countryside of Gastemarch had been untouched. The holding itself was looted and nearly destroyed. Much of what was once the city of Gastemarch is now smoldering ruins. Though, a great victory nonetheless. With the war over, the vassal levies raised in the war are finally sent home. (-2000 Heavy Infantry, -1000 Light Infantry) The other Orcish tribes congregate within Orsinium to discuss, though they dislike the idea of unifying their tribes. They do propose a large defensive alliance, as well as non-aggression pacts. With the publication of the great victory, many orcs living in lesser clans begin migrating to Orsinium. With hope for glory and honor. (+1500 Pop for 1 turn) The expansion of Orsinium begins, though the city has been sacked and rebuilt many times. The city still has room to grow. The defenses are refurbished to meet requirements. Meanwhile, housing is constructed outside of the walls to house more citizens. The investment into hunting prove fruitful, the growing problem of food is quickly solved. Though not as effective as farms. With the conquest of the lowlands, farms are able to be set up. Though small, they provide a stable food source for the growing population. (+200 Pop for 3 turns) The tribe of the Sarpa: Expansion of Helstrom continues, most of the land surrounding the city is swamps and ruins. Now with more funding, these lands can be transformed into spaces for new villages and farms. Though the ruins may prove an issue. Mazzatun ruins dot the landscape of Blackmarsh, removing them is a great sin against the Hist. More farming grounds are constructed, with this the population growth increases. The irrigation system is a revolutionary system. Drastically increasing crop yield. (+1200 Pop for 2 turns) More troops are trained, joining the tribes growing army. All Argonian tribes are interested, though they care less for the trade opportunities. They want to take Stormhold back, it seems that the Chief of the Archon. Chief Nazatun sends a letter to Swamp-in-Head, asking for him to come to the city of Archon. A majority of the other tribes would be attending as well. The Brotherhood of the Sword: The final economic investments are complete. The city expands, increasing production. (+1 AP per turn) Gogaas begins his training with the Heavy infantry, though not the most brilliant warrior. He slowly begins to learn. By the end of the year, he has grasped the basics of combat. He has a long way to go till he becomes an expert. More farms are constructed, always good. (+300 Pop for 2 turns) Christophe finds only finds one capable general for his troops. Baurean Tlorkum, a previous selection as a protege he is the only skilled warrior capable of leading troops. Envoys return with reports, the Lord of Rihad and Gilane seem indifferent about the Brotherhood, enjoying the peace between each other. Though the Lord of Sentinel seems aggressive against the Brotherhood. City State of Bruma: The founding of a new town goes without a hitch, the troops stationed to protect the settlers ward off any attempts of a raid or attack. By the end of the year, a basic administration has been set up and the city begins to organize. A glorious day for the City state of Bruma. With Castinus being elevated to the esteemed position of Master of Coin, the city of Bruma begins to see economic growth. He begins his reign by increasing the production of goods in the city, expanding smelteries and tanners. Producing quality goods able to be exported to trade partners. (+2 AP for one turn) A new organization is founded, called the “Winter’s Breeze.” Their first mission is to enter the Imperial City, it won't be easy. The road there is a wild, dangerous place. Though they make it inside in the end. Within the walls, they begin their mission, information collection. Agents are implanted into the military itself, making notes of troop numbers and compositions. A report comes in by the end of the year. The total troop count of the Imperial Junta is between 14 to 17 Legions, and a further 3 legions stationed in the heartlands. Their leader, Urelius Vidinia is an Imperial General elected by the Military Council set up by each Legatus of each legion. Though this is the only information they can gather so far. The Union of Falkreath and Bruma is celebrated in both holds. (I’ll skype you) World Events: The end of the Altmer civil war, the Kingdom of Auridon is victorious and the Thalmor has been defeated. Peace has finally returned to the Summerset Isles, but at what cost? Tens of thousands dead, countless thousands homeless. It will take time, but Auridon will recover. The Kingdom of Morrowind razes the city of Stormhold, slaughtering the entire population. What remains now is ashes and blood. In response, the Chief of the tribe of Archon call all the Argonian chiefs to a grand meeting in the City of Archon. A great sandstorm begins in the desert of Hammerfell, severely affecting the regions of Hammerfell and western Cyrodiil. Reducing crop yield.
  9. 4E 483 The Imperial Remnant: With the previous investment into the city of Cheydinhal, it has been prospering. With the population boom earlier in the year. The city has become a symbol of the Empire, now with the Dunmer famine over. Hundreds of Dunmer merchants begin conducting business within the city. (+1 AP per turn, Permanently) With the great population boom, the army, of course, expands as well. Thousands of young men and women sign up for the imperial legion. By the end of the year, 1500 troops join the Legion’s ranks. All swearing an oath of allegiance to the Remnant. The raid on the Remnants trade routes ends horribly for the Dunmer, though they are able to kill many merchants. Their forces were routed and prisoners were taken. Later on, though, a majority of them are released. Except one, Adrnas Vadur. Who at a glance doesn’t seem to amount to much. Until you look at who he really is, the Heir to the Duchy of Tear in the Kingdom of Morrowind. The remnant has made quite the catch. The Colovian Highlands: With the great victory against the Goblin army. Marcus returns home a hero, his people chant. “Marcus! Marcus!” Crowds form around his legion, a hero's welcome. Soon he must attend to business. His loyal advisor Hernandius quickly approaches Marcus. “My lord, it is so nice to see you back. There are many things to attend to. Bandits are raiding our trade routes to the City State of Bruma” Hernandius says. The bandits have been identified as Redguard raiders, far from their home. Trying to seek riches from the caravans Should the trade route be neglected. The bandits would cripple The Colovian Highlands economy. The Colovian army, now larger and with experience under their belt sit anxiously at Kvatch. Waiting for their next raid against the Goblins. Many Centurions approach Marcus, demanding the full destruction of the Goblin threat to the north. The Brotherhood of the Sword: A wise choice putting his new protege as an advisor, the trading between Rihad and Gilane improves due to both the troops protecting the caravans and now that Gogaas is managing it. Surely this will bring great profit to the order. (+1 AP for 2 turns) The 1000 troops sent to scout out the next few territories return unscathed. They report there is nothing but a few rouge settlements and some bandit hideouts. It seems the road for expansion is clear for the Brotherhood. The other thousand join the general ranks. The Brotherhood is not able to find out who has been raiding their trade routes. They only know the,e raiders have stopped. Rather not fighting a thousand of trained troops. The year concludes with the construction of a small farm and the training of the troops in multi-terrain tactics. Though the only terrain they can train in is desert. (+500 Pop for 3 turns) Realm of Nifelhiem: At the beginning of the year, the college remains incomplete. Though with significant funds much progress is made with the college. From foundations, the basic structure is completed. By the end of the year, the entrance, grand hall, and mess hall have been completed. Though they are empty. All trade routes are protected, though this doesn’t increase profit. Nifelhiem’s neighbors are grateful for the gesture. Marine training continues, troops now familiarizing themselves with marine warfare. They gain a sense of skill. The training pays off as by the end of the year, a basic unit of marines is formed. 1000 troops begin specialization training. Pike combat is nothing new to the army, they’ve been doing it for eras. Though the problem is the Phalanx formations. This concept is completely unknown to the army. Though they grasp the basic concept quickly. The Orcish tribes flat out reject the diplomats sending them back as soon as they arrive. They have no interest in diplomacy with the Bretons. Jarldom of Riften: The reopening of the Riften docks should have been good news. The dunmer refugees work for much less than Nord workers, so naturally, the company who took the docks hired only Dunmer. This upset the Nord population, feeling that the dunmer are vermin. Soon crime against the Dunmer rose, murders were a common occurrence. Luckily not as bad as Windhelm. Though now the docks are open, there is an abundance of food. (+1000 Pop for 3 turns) Recruit of new troops go well, the cavalry is sent to join the troops already patrolling around Riften. The end of the year is celebrated as the marriage between Carsten Law-Giver and Faide the Nightingale. Kraviran Tribes: The construction of roads and pathways begin, though unopposed. Dune Raiders come trying to halt progress. Though this proves insufficient. The roads are completed, making the trade come and go faster and much safer. A worthy investment. (+1 AP for 1 turn) Development of the internal infrastructure of the city goes well. From a small city, it grows. A gem in the desert. Truly an impressive feat. The Dune watch with jealous eyes. (+100 Pop for 5 turns) Research into advanced farming techniques goes well. Khajiiti farmers quickly adopt these new techniques. Increasing the crop yield. (+550 Pop for 3 turns) Research into these ‘firebombs’ go slowly. The concept is unknown. Perhaps within the next few years, they may be able to perfect a method. Kraviranian troops would be considered a warband more than a professional fighting force. The time for that will end. With funds from the treasury, the troops begin reorganizing from bands of troops. To proper regiments and formations. Not at the same level as the Imperials of course. The Cavalry detachment returns unscathed they report nothing of interest. Seems the road to expansion is secure. The County of Falinesti: A massive project is ordered. Many experts believe it would not be completed but the first few stages begin. The outer ring of this grand plan is nearly completed by mid-year. With continued funding, by the end of the year, the outer ring is completed and construction of the mid-ring begins. Though more funding is needed for this ambitious project. Though with the reconstruction of the city, more emphasis is Construction of schools goes beautifully. The young are being, “educated” in history and culture. Though the masses are educated. Continued investment may provide usefully. The Lady of Southpoint accepts Falinesti’s offer of a defensive alliance. Jarldom of Windhelm: With the docks finally renovated and completed, trade flows into Windhelm(+1 AP per turn). However, thousands of Dunmer refugees flood into Windhelm, taking many jobs and crowding the streets. The Nord population, understandably upset with this begin murdering Dunmer. The Dunmer fight back, in the following clash known as the Great Massacre which over 359 dunmer were killed. Tensions rise. With the end of the great famine, the flow of dunmer slowly decays. Though many stay in Skyrim. (Unrest within the city of Windhelm) The expansion of housing within the snow quarter alleviate some of the tensions. Eventually, violence spreads as a group of nords set fire to one of the buildings. Killing over 20 Dunmer, in retaliation the Dunmer launched an attack against the nords. Killing 4 guards and 30 nords. The man in the cell reveals that Bjorm is holed up in Whiterun. City State of Bruma: Recruitment of soldiers are completed, all of them swear an oath of allegiance to the Countess Lycinia. Meanwhile, the detachment of cavalry makes an expedition to the promising territory. Making notes, the position for the city or fortress is upon a hill overlooking large plains, a small forest is nearby for timber and a small river is close by. However, it seems that there is no place for any future mines. With funds recycled back into the economy, Bruma finds itself with the founding of the Bruma Trading Company, headed by Castinus Juronicus. A young merchant and successful merchant. (+1 AP for 1 turn) The plain clothed man began his perilous journey. Departing Bruma, within two weeks, travel he makes it to Imperial City. A few weeks later he returns with his report. It seems Imperial Isle and a small section of the Heartlands are controlled by a Military Junta controlled by Urelius Vidinia. The city seems to be slowly and surely recovering, in his time there he remarks that the troops guarding the island number in the tens of thousands. Surely at least 10 Legions were there. Messengers return with many choices for Countess Lycinia. (I’ll skype you the choices) The tribe of the Sarpa: With the final investment into Helstrom, it prospers. From a small tribal holding, it now grew into a proper city. Though not as prosperous as the city of Archon it is second. (+1 AP per turn) Saltrice farms are constructed, large ones at that. With the production of such a useful material for potions and poisons. The Sarpa truly make a profit. (+2 AP for one turn) The tribe of Stonefalls and Sarpa make their alliance official. World Events: The Dunmer famine finally ends with the coronation of a new King, Morrowind slowly recovers and begins to expand. They send 20,000 Dunmer settlers into Cyrodiil settling on lands in the east. Meanwhile, the military is drastically reduced. A contingent of about 10,000 men sent to protect the settlers. Though the Dunmer armies invade Stormhold, capturing the city and enslaving the Argonian population. The Aldmeri Civil war continues into its second year, with no clear victor in sight. Thousands of Altmer refuges continue to flee. A majority of them going to Valenwood and Elsywer. Major news comes from Markarth as the Jarl has been deposed and replaced by the Forsworn, instating a new Kingdom. Declaring the city of Markarth belongs to the Forsworn, this may spell trouble for Jarls in the Reach.
  10. 4E 382 The Colovian Highlands: With the new lord inaugurated early this year the talks of an heir to the realm were brought up, the Lord sent out envoys and emissaries out to find a suitable consort for his Excellency. Three young, beautiful women were brought to his lordship. In the end, he selected Cerana Vitiian, the daughter of an extremely wealthy merchant. Who is happy to pay for the entire wedding. (+3 AP) All the envoys sent out to secure trade deals return with good news, all offers have been accepted by their lords. Not soon after, caravans depart The Colovian Highlands towards their new trade partners. Later during the season, 1000 more able bodies men join the ranks of the Colovian Military. Archers and Men at Arms alike swear allegiance to Lord Marcus Marius Orientius. With his military expanded, a detachment of 500 men is sent off to unclaimed provinces. Weeks pass by as no reports come in. A month passes by until there is a knock at the gate, it seems the contingent is back. But only 442 of them. The detachment report that Ayleid ruins spread across the lands used to shelter refugees during the flu. How every they’ve been overrun with bandits, marauders, and goblins. 58 of them perished when they were ambushed by a goblin army numbering in the thousands. They mark suitable locations for future settlement. Meanwhile, Lord Marcus orders the construction of new farms and farmhouses outside the city walls. The farmable lands plus the proximity to the city make these farms profitable. Significantly increasing population growth. (+800 Pop for 3 turns) The tribe of the Sarpa: The City of Helstrom, the source of the Knahaten flu is seen as an unholy place. The source of all evil, however, the Argonians don’t care. Swamp-in-Head’s investments into the current economic situation of Helstrom prove profitable. The city expands, accommodating more merchants. Though no foreign merchants dare to come. With this investment, the city is sure to prosper, but it still needs a little more encouragement. (+1000 Population for 1 turn) 500 more Argonian warriors join the ranks of the Sarpa Tribe, filling the roles of archers and bruisers. Talks with the tribes begin, the Tribe of Markmount and Stormhold welcome the Sarpa with open arms, accepting a mutual trade deal. The Tribe of Gideon straight out rejects the Sarpa. The tribe of Archon, though hesitant at first agree to a trade deal. Though soon a power struggle in the tribe forces them to cut trade with the Sarpa. Stonefalls, making sure they haven’t been singled out send an envoy to the Sarpa offering trade and a mutual defensive alliance against Gideon. Kraviran Tribes: Ra'Kazajir’s rousing speech is met with roaring applause and clapping. But now he gets down to business. The Colovians, The Peliates, The City State of Anvil and The City State of Bruma accept their trade deals, however. The Dune rejects the trade deal, declaring the Kraviran are nothing but bloodthirsty savages. Soon Khajiit caravans depart the city, heading to their destinations The Army is not neglected either, as an expansion is ordered. 1000 men answer the call as half of them are trained into light infantry, while the other half are trained as light horsemen. By the end of the season, the troops are fully trained and equipped. The last orders are carried out, a basic farm is constructed. Though its yield is not much it does provide a stable food source for the growing population (+500 population for 3 turns) The Moonsugar farm on the other hands is much more profitable since many moonsugar farmers were killed by the flu. The sugar is a rare commodity, making it quite expensive to purchase. (+1 AP for 2 turns) The Imperial Remnant: With the rise of a new faction in Cyrodiil, The Imperial Remnant. A lot of red flags were thrown around. Even though of this suspicion The Lord of Chim accepts the Imperial Remnants trade deal. Soon after, caravans begin arriving at Cheydinhal. Bruma accepts as well, though the Rift politely refuses. The city of Cheydinhal experiences a massive growth. With trade flowing in and the population growing, the city begins to expand. New buildings and farms are built, further increasing the growth of the city. (+1200 Pop for 1 turn) The Brotherhood of the Sword: Not long after Christophe took power the search for a potential protege ends with the selection of Gogaas Coarman, a profitable merchant. This is a wise choice and the council accepts it. However, the other choice Baurean Tlorkum feels that this choice isn’t wise. That HE should be the rightful heir. The Lords of Rihad and Gilane accept the Grandmasters trade deal, not soon after caravans filled with goods flow into Kvatch. However, the trade routes with Rihad and Gilane are being raided by an unknown faction. The 500 troops that are sent to protect the Riften trade route, however, have a better time repelling the raiders. Though they fail to capture any of the raiders. Using wood imported from Riften, The Brotherhood of the Sword build their first naval vessel. A new Caravel is constructed. Realm of Nifelheim: Lord Lopt begins his reign by ordering the recruitment of 500 light infantry. By mid-year, the troops are equipped and ready for combat. They are sent out to survey. Months pass before the infantry returned. Though many of them are bloodied and bruised they survived. The report indicates that most of the lands outside the city are uninhabited, ghost towns dotting the landscape. However, one of the field commanders reports that the orcs of Orsimer were massing a large number of troops from a Grand Campaign. Though these reports are dubious at best, primarily because the Commander was known for being mad. New farms are constructed, although small in nature. They are adequate for the current population and will be able to sustain them for a few more winters. (+500 Pop for 3 turns) The training of marine infantry is a foreign and unknown concept to make of the officers in charge, though they do make some strides. Some of the troops slowly and surely begin to grasp the concept of marine warfare. It is a long road until they have perfected it The Lords of Wayrest and Camlorn accept Lopt’s trade agreements, though many others simply dismiss the young ruler. Later during the season, construction begins on a massive new project. Though the funding they receive is minimal, great strides are made. Massive amounts of stone and timber are harvested for this project. By the end of the year, the foundations of the college are completed. Jarldom of Windhelm: With the rise of Jarl Oskar Alfriksson-Stormcloak, there was bound to be trouble. A rival claimant to the Jarldom of Windhelm storms into the hall. Claiming Bjorm Jorgisorsson-Stormcloak are the rightful heir to the throne. He was shortly escorted out of the hall, locked up for the night. This may spell troubles in the future but for now, great strides are made. During the Flu, the docks of Windhelm were closed for fear of spreading the flu even faster. It’s been years and they have been truly neglected. With funding from the royal treasury, the docks are reopened and expanded. Increasing the economic output of Windhelm. However, this does have the adverse effect of allowing hundreds of Dunmer refugees to flow once again into Windhelm. (+675 Pop for 5 turns) With the sudden influx of Dunmer refugees crime naturally rose, but Jarl Oskar wisely assigned his light infantry to patrol and keep the peace in Windhelm, though there are rumors that the crime in Windhelm is slowly getting organized. With trade routes now open with Riften and Winterhold, many Dunmer decide to migrate to the two holds, dispersing the insane amount of refugees coming in. With all this going on, the Jarl begins searching for a Housecarl, though many soldiers are considered. Two truly stand out, first is a female, Katrsi Windcaller. She is skilled in two-handed combat. The next one is Vigsgar Alfriksson-Stormcloak, a distant cousin of the Jarl. He is an absolute loyalist and is skilled with one hand and a shield. City State of Bruma: The Hunting guild proves successful, as every season each hunter brings in a respectable amount of meat. Able to sustain their families, though poaching still remains, it has been made into a very minor issue. As barely any of the population dare to poach. Though the hunting also has an economic bonus. Furs make an excellent resource to sell (+1 AP for 2 turns) With the construction of farms in fertile lands. It seems the City State of Bruma is bursting at the seams with food. Thus making the population boom. (+850 Pop for 3 turns) 500 Riders are recruited, trained in the ways of the horse. Finally, a cohort is sent through the Pale Pass. Making notes of any bandit encampments, then easily clearing them out. In their notes, the mark a hilled are overlooking large plain. A possible location for either a fortress or future city. Though the journey back is without danger, they are ambushed by a Forsworn raiding party. Though they lose 50 men. The Cohort manage to beat the Forsworn back. Jarldom of the Rift: Not much happens in the Rift, other than the sudden influx of Dunmer Refugees. Though it’s not as bad as Windhelm or Winterhold. (+350 Pop for 5 turns) The troops sent out to protect the trade routes are effective at dealing with Bandits and Brigands. 1000 more troops join the ranks of the Rift, bolstering their army. With investment from the Crown, the farmlands outside Riften walls begin to prosper. Producing food for the populace. (+500 Pop for 3 turns) County of Falinesti: The task of improving the farming of Falinesti is difficult, but not impossible. Within the year, great strides have been made in crop growing. With the funds of the crown, farmers have developed a method to double their crop yield using the current space they have. Truly an impressive feat, and their neighbors catch on. (+1200 Pop for 3 turns) All of the Wood Elf counties are friendly towards each other, though only three of them accept trade deals. They are Arenthia, Greenheart and Elden Root. All of the wood elf states are impressed with Falinesti’s innovations and seem to approve. They all seem to currently be peaceful, though one namely Southpoint seems they want to negotiate an alliance with Falinesti. World Events Rumors spread quickly, but it seems the Kingdom of Auridon has plunged into a civil war after a failed Thalmor coup. With the entire nation at war, hundreds of Altmer refugees begin fleeing Auridon, a majority of them either settling in Valenwood or Hammerfell. This may spell problems for the rulers there. An event that must be closely monitored. The Kingdom of Morrowind suffers a terrible famine, causing thousands of refugees to flee into Skyrim.
  11. Tamriel Imperialus (PLAYERS HAVE THE GRAY DOTS) 4E 382 Following the 2nd Great war between the Aldmeri Dominion and the Empire. Both Empires were severely weakened and after decades of war, were not prepared for the great Knahaten Flu. The year was 4E 308 the Knahaten Flu resurfaced once again. It all started in the city of Helstrom in Blackmarsh, most say it was the work of the Argonians, but some think that all the war and death caused it. No matter the reason it quickly spread once again throughout Tamriel killing millions in its wake. The Empire and Aldmeri dominion unable to cope with its destruction, they collapsed quickly due to death and civil wars of succession. A similar situation happened in Skyrim. The end of the Stormcloak dynasty spelled disaster for all the Jarls, who now fought over the crown. Fracturing Skyrim. It is now 4E 382. Tamriel is recovering, the Dark Elves reorganizing into a proper nation and the High Elves follow soon after. But most of Tamriel is still in ruins. The Empire and Dominion are a memory of the past. GAME MECHANICS Some House Rules -Don't be a fool -Use Common Sense -If you have a question, ask before acting -You're free to give feedback and give me ideas for future additions to the FRP -A turn is a year and you may post once per turn -You can still sign up! The max is eighteen players. Apply in the OOC post.
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