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Gomrum

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  1. The Rift Not much happens this year in the Rift, just more recruiting. Overview: Population: Nord Military size: 107,300 Gold this turn: 10,000 Base. 23,000 Tax. 3,000 Trade. Additional income (6,000) Merchant Guilds (50,000) (-10,000 from 100k troops) (Total of 82,000) Gold in treasury: 0 Military Report: Recruitment in progress. Army Total Military size: 107,325 Skirmishers: 36,000 Heavy Infantry: 49,000 Long-Bowmen: 20,000 Light Cavalry: 2,000 Mages: 300 Battering Rams: 0 Catapults: 25 Trebuchets: 4 Ladders: 1,000 Economic Report: Gold this turn: 82,000 Gold in treasury: 0 Trade Partners: Windhelm, Bruma and The Pale. Dynastic Report: Carsten Law-Giver (23) Faide Law-Giver (22) (Deceased) Halister (5) Sinding (4) Irlkon (3) Steynn (3) Sertilde (3) Technological Report: None. New technologies acquired None. Actions: 25 Catapults are built. (10,000) 300 Restoration mages are brought into the military. (12,000) 20,000 Skirmishers are recruited and trained. (20,000) 10,000 Longbowmen are recruited and trained. (10,000) 16,000 Heavy infantry are recruited and trained. (24,000) 1,500 Light Cavalry are recruited and trained. (6,000 Covert Actions. (MOD)
  2. The Rift (Sorry I was jammed, but i’m going to war with the remnants in Morrowind) Overview: Population: Nord Military size: 66,000 Gold this turn: 10,000 Base. 14,000 Tax. 3,000 Trade. Additional income (6,000) Merchant Guilds (50,000) (Total of 83,000) Gold in treasury: 0 Military Report: Recruitment in progress. Army Total Military size: 66,000 Skirmishers: 16,000 Heavy Infantry: 33,000 Long-Bowmen: 15,000 Light Cavalry: 2,000 Mages: 0 Battering Rams: 0 Catapults: 0 Trebuchets: 4 Ladders: 1,000 Economic Report: Gold this turn: 81,000 Gold in treasury: 0 Trade Partners: Windhelm, Bruma and The Pale. Dynastic Report: Carsten Law-Giver (22) Faide Law-Giver (21) (Deceased) Halister (4) Sinding (3) Irlkon (2) Steynn (2) Sertilde (2) Technological Report: None. New technologies acquired None. Actions: 12,000 is spent buying Falkreath and its lands from Bruma. 25 Catapults are built. (10,000) 300 Restoration mages are brought into the military. (12,000) 20,000 Skirmishers are recruited and trained. (20,000) 5,000 Longbowmen are recruited and trained. (5,000) 16,000 Heavy infantry are recruited and trained. (24,000) War with Morrowind. (MOD) Covert Actions. (MOD)
  3. The Rift With the peaceful transition into the Rift, there is now the business of training an army capable of protecting its home. More archers and infantry would be needed. With the interest of rebuilding the once vaste trading power of the Rift, riders are sent to the cities of Stormhold, Bruma and Chorral bringing building plans and resources to construct the guild halls. As for Carsten he will spend the majority of the year training with Ragnar in fort Dawnguard, returning home during anytime off he had from his travels. Overview: Population: Nord Military size: 49,000 Gold this turn: 10,000 Base. 12,000 Tax. 3,000 Trade. Additional income (6,000) Merchant Guilds (20,000) (Total of 51,000) Gold in treasury: 0 Military Report: Recruitment in progress. Army Total Military size: 49,000 Skirmishers: 16,000 Heavy Infantry: 25,000 Long-Bowmen: 6,000 Light Cavalry: 2,000 Mages: 0 Battering Rams: 0 Catapults: 0 Trebuchets: 4 Ladders: 1,000 Economic Report: Gold this turn: 51,000 Gold in treasury: 0 Trade Partners: Windhelm, Bruma and The Pale. Dynastic Report: Carsten Law-Giver (21) Faide Law-Giver (20) Halister (3) Sinding (2) Irlkon (1) Steynn (1) Sertilde (1) Technological Report: None. New technologies acquired None. Actions: 10,000 is spent building a Merchant Guild in Bruma. 10,000 is spent building a merchant guild Chorral. 10,000 is spent on building a merchant guild in Stormhold. 8,000 Heavy infantry are trained. (12,000) 9,000 Longbowmen are trained. (9,000) Covert Actions. (MOD)
  4. The Rift With many of the Rifts resources being spread among its territories, it was time to expand its trade outside of Skyrim. Builder will be sent to Chim and Cheydinhal to construct the promised merchant halls, both expected to be finished by the end of the year. With the new trebuchets built, it was time to have them brought to Riften and get a proper trained team to operate them. On top of this more soldiers would be needed to protect the Rift and her peoples, 8,000 Heavy infantry would be trained and placed with the rest of the men. With his victory in traditional combat against jarl Yngolf, Carsten inheirets Whiterun, naming Yngolfs son Thane of the city. Overview: Population: Nord Military size: 28,000 Gold this turn: 10,000 Base. 8,000 Tax. 3,000 Trade. Additional income (6,000) Merchant Guilds (5,000) (Total of 32,000) Gold in treasury: 0 Military Report: Recruitment in progress. Army Total Military size: 28,000 Skirmishers: 8,000 Heavy Infantry: 17,000 Long-Bowmen: 3,000 Light Cavalry: 0 Mages: 0 Battering Rams: 0 Catapults: 0 Trebuchets: 4 Ladders: 1,000 Economic Report: Gold this turn: 32,000 Gold in treasury: 0 Trade Partners: Windhelm, Bruma and The Pale. Dynastic Report: Carsten Law-Giver (20) Faide Law-Giver (19) Halister (2) Sinding (1) Technological Report: None. New technologies acquired None. Actions: 10,000 is spent building a Merchant Guild in Chim. 10,000 is spent building a merchant guild Cheydinhal. 8,000 heavy infantry are recruited and trained. (12,000) Whiterun is inherited into the Rift. Covert Actions. (MOD) Bam Bam in the Ham.
  5. The Rift With the new year still being fresh, the young Jarl looks to act on the deals made with Chim, a grant is to be given to the at the price of 6,000 gold. On Top of this a merchant hub is to be built in Riften this year, and one in chim the next. Hoping to expand Riften grasp on trade in the north of Tamriel. An agreement is made with Chim to have their engineers build trebuchets for Riten, this will only project the holds power further, hopefully projecting the Rifts military prowess further. With the arrival of the Argonians in Riften, a counter offer is made. Now the lizardmen would bring experienced restoration mages to train the Nords in the temple of Mara. And with their apparent weaknesses the Rifts Army will march into Oreleth to claim the rest of their lands before any other nation could, if contact is made with another's army they would be given the option to leave, or face Riftens forces. Overview: Population: Nord Military size: 28,000 Gold this turn: 10,000 Base. 8,000 Tax. 3,000 Trade. Additional income (Fisheries 6,000) (Total of 27,000) Gold in treasury: 0 Military Report: Recruitment in progress. Army Total Military size: 28,000 Skirmishers: 8,000 Heavy Infantry: 17,000 Long-Bowmen: 3,000 Light Cavalry: 0 Mages: 0 Battering Rams: 0 Catapults: 0 Trebuchets: 4 Ladders: 1,000 Economic Report: Gold this turn: 27,000 Gold in treasury: 0 Trade Partners: Windhelm, Bruma and The Pale. Dynastic Report: Carsten Law-Giver (19) Faide Law-Giver (18) Halister (1) Technological Report: None. New technologies acquired None. Actions: 6,000 is granted to the city of Chim. 10,000 is spent on building a merchant hub Riften. 11,000 is spent buying trebuchets. War is declared on Oreleth. Covert Actions. (MOD)
  6. The Rift With his return, Carsten would again be faced with the Rifts economical issues. The Fisheries have received funding for expansion, seeing as it can only go well another grant of 5,000 would be granted. On top of this homes would be needed for the workers, 10,000 should cover Riftens expansion. With the apparent danger the Rifts safety, Carsten would seek the guidance from his gods, taking a month and a half to journey to the top of the Throat of the world on a pilgrimage. His wife, Faide Law-Giver would join him. Once again trusting Skegglund with the city, though this time only for a month. With the Rifts army built strong, these men would need training to stay in shape in case any invader, be it the long nosed bastards to the south, or the darkie pigs to the east try their luck. 5,000 is spent on training, Carstens huscarls would teach those deemed most capable to train the army. Overview: Population: Nord Military size: 28,000 Gold this turn: 10,000 Base. 8,000 Tax. 3,000 Trade. (Total of 21,000) Gold in treasury: 0 Military Report: Recruitment in progress. Army Total Military size: 28,000 Skirmishers: 8,000 Heavy Infantry: 17,000 Long-Bowmen: 3,000 Light Cavalry: 0 Mages: 0 Battering Rams: 0 Catapults: 0 Ladders: 0 Economic Report: Gold this turn: 21,000 Gold in treasury: 0 Trade Partners: Windhelm, Bruma and The Pale. Dynastic Report: Carsten Law-Giver (18) Faide Law-Giver (17) Technological Report: None. New technologies acquired None. Actions: 5,000 is granted to the Fisheries. 10,000 is spent on expanding Riften. 5,000 is spent on training the army. 1,000 is spent on ladders. Covert Actions. (MOD)
  7. The Rift Skegglund, still hellbound on rebuilding an army that can protect the beauty of the Rift would again call for a mass recruitment. Reserving the heavy infantry to a Nord only position, the Imperial volunteers would be allowed to join the skirmishers or long-bowmen, a rider would be sent to Whiterun. (Mod) Overview: Population: Nord Military size: 15,000 Gold this turn: 10,000 Base. 8,000 Tax. 3,000 Trade. (Total of 21,000) Gold in treasury: 0 Military Report: Recruitment in progress. Army Total Military size: 15,000 Skirmishers: 4,000 Heavy Infantry: 8,000 Long-Bowmen: 3,000 Light Cavalry: 0 Mages: 0 Battering Rams: 0 Catapults: 0 Economic Report: Gold this turn: 21,000 Gold in treasury: 0 Trade Partners: Windhelm, Bruma and The Pale. Dynastic Report: Carsten Law-Giver (17) Technological Report: None. New technologies acquired None. Actions: 9,000 Heavy infantry are to be recruited. (12,000) 4,000 Skirmishers are to be recruited. (4,000) A grant of 5,000 gold is given to the Riften fisheries. (5,000) A Rider is sent to Whiterun (Mod)
  8. The Rift In the absence of young Carsten, Skegglund would oversee most business in the Rift. With the Holds bountiful resources it was far past time to start putting the many goods of the Rift on the market, and so riders were sent with offers to the nearby Holds and Duchies. Leaving the city with some gold, a horse, weapons and basic tools for life on the road. The young Jarl would travel around the Rift, speaking to its people taking any job within reason. Be it from Highwaymen, Wolves or any other nuisance that plagues his Hold. Carsten improving his martial prowess slowly throughout the year would be making a small name of himself. With the cities guard practically in ruin, it was time to rebuild the defense of the Riften, Soldiers would be recruited trained and sent on their duties throughout the city. Stomping out crime where ever it came up, and considering it's the thieves capital of Skyrim, there was always stomping needing doing. Overview: Population: Nord Military size: 0 Gold this turn: 10,000 Base. 8,000 Tax. 0 Trade. (Total of 18,000 Gold in treasury: 0 Military Report: Recruitment in progress. Army: Total Military size: 0 Skirmishers: 0 Heavy Infantry: 0 Long-Bowmen: 0 Light Cavalry: 0 Mages: 0 Battering Rams: 0 Catapults: 0 Economic Report: Gold this turn: 18,000 Gold in treasury: 0 Trade Partners: Pending Dynastic Report: Carsten Law-Giver (16) Technological Report: None. New technologies acquired: None. Actions: 8,000 Heavy infantry are to be recruited. (12,000) 4,000 Skirmishers are to be recruited. (4,000) 3,000 Longbowmen are to be recruited. (1,500) Carsten leaves Riften and journeys around the hold for the year. (500) Trade deals are sent to Windhelm, The Pale and Bruma. (0) Covert actions.
  9. The holding you wish to play: The Jarldom of the Rift Leader name and background: Carsten Law-Giver was the heir to the Mistveil Throne, his father's final wish being that the young Nord (16 YO) makes a name for himself before he leads. There being no time to mourn the lad left Riften shortly after his father's ceremony, equipped only with his sword and shield Carsten would seek glory and prestige. Until his return his father's court wizard and trusted friend, Skegglund would oversee the cities activities. Carsten on the other hand would travel around the Rift seeking to better the lands he will one day lead. The city of Riften, being the thieves capital of Skyrim has its issues. Other then this the hold is in a relatively stable condition. Skype Name: You already got it B
  10. Clan Skryre Application Nation: Clan Skryre Leader name: Skran Warpchewer For years the old ruins in the swamp that rests on the border between Estalia and Tilea has remained calm and quiet. But as of recent faint green lighting can be spotted in the towers, and the uneasy feeling of perverted eyes spying on you from the dark. But surely these are just rumors, the city has been nothing but a pile of rocks and decrepit towers. The plague should have killed any bandit not protected by the safe quarantines of a city. But still rumors from passing by merchants and travelers come spreading word of seeing ratmen in the surrounding wilds. But surely these are the words of a paranoid man scared of his own shadow, or perhaps at most a beastmen savage who managed to escape the diseases grasp. There is no use putting the fair citizens at unease over a children's bedtime tale. Beneath a colossal tower that pierces the skys, the Rat-like men plot their return. With their once uncountable numbers being reduced to a mere fraction, the surviving skaven within the burrows collect under one Banner. Clan Skryre, once a Great Clan of the Under-Empire is now no more then the surviving Ratmen of Skavenblight. The Skaven a cunning jealous race there is no shortage of back-stabbing and murder. But now a powerful Warlord has risen up to lead his deceitful brothers. A Warlock Engineer by the name of Skran Warpchewer, a average sized Skaven who has devotes most of his time keeping what little machines the ratmen still possess. Has risen to power within the Clan and assumed his rightful place as Clanlord of Skryre. His fellow clanrats either loyal or to scared to oppose him, it’s time to rebuild Skryre to it’s once great power. Luckily the breeding pits still retain enough “ladies” to sustain the Skaven for now. Before taking the throne to Skryre, the Warplock Engineer now Clanlord was a relatively quiet Skaven. Calculated when he saw an opportunity for action. With the previous Warlord spending most of his time either hiding in his chambers from rivals or laying claim on the Breeders, his reputation within Skavenblight was worth less then Slave-Dung. Most of the clanrats plotted behind his back and those who didn't were to dull too join the masses led by none other than Skran who jerry-rigged some old Doom-Wheels to crush any still loyal to the coward. Needless to say with the ratmen numbers mean everything. “Listen to clever Skran or kill-murder and feed you to clan, time for grow-breed is now. The Breeders are few, but we will need more-more clanrats to expand mighty Skryre.” -Clanlord Skran shortly after his coup succeeded and he killed the previous lord of Skryre. Discord name: Big Iron#1807 Do you know Warhammer Fantasy: Yes
  11. The Rift With their great advances in their combat training, Carsten often boasts about his pride in the boys. Seeing the free real estate in Morrowind, the Riftmen march off for a short war with the westernmost faction in Morrowind. Returning home within the month. (Already did the encounter with Hyperion) Overview: Population: 157,600 (Nords) 60,000 (Dunmer) (total 217,600) Population growth per year: 8,500 Nords and 10,000 Dunmer. Military size: 24,500 AP this turn: 13 AP AP in treasury: 0 Military Report People allowed in service: 76,160 People in service: 24,500 Army Total Military size: 24,500 Light Infantry: 16,000 Heavy Infantry: 8,000 Light Cavalry: 500 Heavy Cavalry: 0 Economic Report AP this turn: 13 AP in treasury: 0 Trade Partners: The Jarldom of Windhelm, The Colovian Highlands and The Jarldom of Whiterun. Dynastic Report Carsten Law-Giver (33) Faide the Nightingale (32) Halister Law-Giver (12) Valgtr Law-Giver (11) Freija Law-Giver (2) Technological Report Nothing is being researched. New technologies acquired None. Actions 1,500 Light Infantry are recruited and trained. (-3 AP) Settlers are sent to build a town in the province north of Riften. (-10 AP) Carsten would continue to take his sons out on hunts throughout the year. (-0 AP) Post war Bam-Bam in the Ham occurs. (-0 AP) The Boys continue their training with Carsten. (-0 AP) The Western Morrowind faction is annexed after a short war. (-0 AP) Carsten and the boys continue with their hunts throughout the year. (-0 AP) Covert actions.
  12. The Rift With the end of the blizzard, the fishermen of the Rift dismantle their cabins and return to their duties in the Fishery. Carsten taking notice of his sons improvements with his training, decides its time to reward the boy. “Lad, your starting to shape up, and with the looks of you now you’ll soon be quiet the warrior. As long as you can continue your training, I see no problem with you continuing with your reading.” A reward of one thousand septems are given to Valgtr. As they are getting older the boys will need to know how to keep themselves fed outside of the city. Carsten takes the boys out on hunts regularly, teaching them the basics of survival. The boys are also to spend 1 hour a night with their mother, learning about politics and the different holds of Skyrim. Carstens first daughter is born, Freija Overview: Population: 149,100 Population growth per year: 8,500 Military size: 24,500 AP this turn: 11 AP AP in treasury: 0 Military Report People allowed in service: 52,185 People in service: 24,500 Army Total Military size: 24,500 Light Infantry: 16,000 Heavy Infantry: 8,000 Light Cavalry: 500 Heavy Cavalry: 0 Economic Report AP this turn: 11 AP in treasury: 0 Trade Partners: The Jarldom of Windhelm, The Colovian Highlands and The Brotherhood of the Sword. Dynastic Report Carsten Law-Giver (32) Faide the Nightingale (31) Halister Law-Giver (11) Valgtr Law-Giver (10) Freija Law-Giver (1) Technological Report Nothing is being researched. New technologies acquired None. Actions Halister and Valgtr continue their combat training with their father.(-0 AP) Economic investments (-5 AP) Carsten seeing his sons improvements in his personal combat strength, gives the boy a loan to spend on his hobbies. (-1 AP) Carsten goes on hunts with his sons throughout the year teaching them lessons on surviving outside a city's walls. (-0 AP) Both boys are to spend an hour each day with their mother to teach them about politics and the other holds of Skyrim. (-0 AP) Carsten trains with his master at arms throughout the year to brush up with his axe and shield. (- 4) A group of scouts are sent to search the outer borders of the Rift, looking for anything of interest. (-1 AP) Covert actions.
  13. The Rift Noticing his youngest falling behind in his training, Carsten sets up daily training sessions with his halls master at arms, Valgtr will attend these sessions on top of his training with his father, and continue until he catches up with his brother. With the fisherman's success throughout the blizzard, grants are given to have the men bring any fish not needed by the city market to be brought to the fisheries breeding pools. Overview: Population: 140,600 Population growth per year: 8,500 Military size: 24,500 AP this turn: 11 AP AP in treasury: 0 Military Report People allowed in service: 46,235 People in service: 24,500 Army Total Military size: 24,500 Light Infantry: 16,000 Heavy Infantry: 8,000 Light Cavalry: 500 Heavy Cavalry: 0 Economic Report AP this turn: 11 AP in treasury: 0 Trade Partners: The Jarldom of Windhelm, The Colovian Highlands and The Brotherhood of the Sword. Dynastic Report Carsten Law-Giver (31) Faide the Nightingale (30) Halister Law-Giver (10) Valgtr Law-Giver (9) Technological Report Nothing is being researched. New technologies acquired None. Actions Halister and Valgtr continue their combat training with their father.(-0 AP) Economic investments (-5 AP) On top of his training with his brother and father, Valgtr will attend a session with the halls master at arms daily. (-4 AP) Any fish not bought by the city's market will be brought to the fisheries breeding pools. (-2 AP) Covert actions.
  14. The Rift While the blizzard batters the farms and freezes lake Honrich, the fishermen start building multiple ice fishing cabins on sled legs to keep the fishermen safe during the storm. Carstens sons will begin basic combat training, they will be trained by their father for now. Overview: Population: 132,100 Population growth per year: 8,500 Military size: 24,500 AP this turn: 10 AP AP in treasury: 0 Military Report People allowed in service: 46,235 People in service: 24,500 Army Total Military size: 24,500 Light Infantry: 16,000 Heavy Infantry: 8,000 Light Cavalry: 500 Heavy Cavalry: 0 Economic Report AP this turn: 10 AP in treasury: 0 Trade Partners: The Jarldom of Windhelm, The Colovian Highlands and The Brotherhood of the Sword. Dynastic Report Carsten Law-Giver (30) Faide the Nightingale (29) Halister Law-Giver (9) Valgtr Law-Giver (8) Technological Report Nothing is being researched. New technologies acquired None. Actions Halister and Valgtr begin basic combat training from their father.(-0 AP) Economic investments (-6 AP) The workers of the fishery are given lumber and grants to start ice fishing throughout the blizzard. (-4 AP) Covert actions.
  15. The Rift With the war closing to end, Carsten heads back to Riften calling for both of his sons to return home. With the boys being away for so long the two would need to catch up on the their education. And while the war went relatively well for The Rift, its very well known that Riften is falling a bit behind when it comes to its yearly income. Grants are given to the Lumber mills and Fishery in hopes to bring more trade into the Rift. Overview: Population: 123,600 Population growth per year: 8,500 Military size: 24,500 AP this turn: 9 AP AP in treasury: 0 Military Report People allowed in service: 43,260 People in service: 24,500 Army Total Military size: 24,500 Light Infantry: 16,000 Heavy Infantry: 8,000 Light Cavalry: 500 Heavy Cavalry: 0 Economic Report AP this turn: 9 AP in treasury: 0 Trade Partners: The Jarldom of Windhelm, The Colovian Highlands and The Brotherhood of the Sword. Dynastic Report Carsten Law-Giver (29) Faide the Nightingale (28) Halister Law-Giver (8) Valgtr Law-Giver (7) Technological Report Nothing is being researched. New technologies acquired None. Actions With their return to the Rift, both Halister and Valgtr will have to catch up on their education.(reading writing and basic math) (-0 AP) Economic investments (-9 AP) Covert actions.
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