Players can choose any open faction or if all factions are taken they can take control of a city. Simply post which position you would like and I will send you a PM with the cities hidden attributes (more about that later). All moves, alliances, trade deals or whatever else are to be sent to me via PM. The thread is for talking in character about you, your cities, your enemies or your plans you are under absolutely no obligation to tell the truth
Factions
The Empire
Savilius
Description
Spoiler:
The Empire is now a shadow of its former glory. Titus Mede has just ascended to the throne. With it's guilds in disarray or have been completely destroyed. The once great power has begun to look like a paper tiger. Their strength lies in the wealth and specialised troops of their provinces. Will Titus Mede's reign be able to restore the Empire to it's former glory or consign it to the pages of history?
Places
Spoiler:
Imperial City (Capital)
Emperor: Titus Mede (Savilius)
Est Income 1500
Anvil
Count: ???
Est Income 1600
Kvatch
Count: ???
Est Income 800
Chorrol
Count: ???
Est Income 800
Skingrad
Count: ???
Est Income 1200
Cheydinhal
Count:???
Est Income 900
Bravil
Count: ???
Est Income 600
Leyawin
Count:
Est Income 400
Emperor: Titus Mede (Savilius)
Est Income 1500
Anvil
Count: ???
Est Income 1600
Kvatch
Count: ???
Est Income 800
Chorrol
Count: ???
Est Income 800
Skingrad
Count: ???
Est Income 1200
Cheydinhal
Count:???
Est Income 900
Bravil
Count: ???
Est Income 600
Leyawin
Count:
Est Income 400
Spoiler:
Skyrim
High Rock
Hammerfell
High Rock
Hammerfell
OblivionDuruza
Description
Spoiler:
The Altmeri Dominion has risen greatly in power since the Oblivion crisis. Led by the Thalmor they look to establish Mer dominance over the races of Men. With the potential to become the greatest power Tamriel has ever seen. Their Mage academys are unrivalled and produce arguably the best troops in the land. The ports of Summerset Isles provide most of the income and the strong walls keep that income safe. Will the Dominion become the next great power or will they lose Tamriel to the races of Man again?
Places
Spoiler:
Alinor (Capital)
Ruler
??
Est Income 1800
Cloudrest
Ruler
??
Est Income 900
Dusk
Ruler
??
Est Income 1200
First Hold
Ruler
??
Est Income 800
Lillandril
Ruler
??
Est Income 1600
Shimmerene
Ruler
??
Est Income 1300
Sky Watch
Ruler
??
Est Income 600
Sunhold
Ruler
??
Est Income 1000
Ruler
Est Income 1800
Cloudrest
Ruler
Est Income 900
Dusk
Ruler
Est Income 1200
First Hold
Ruler
Est Income 800
Lillandril
Ruler
Est Income 1600
Shimmerene
Ruler
Est Income 1300
Sky Watch
Ruler
Est Income 600
Sunhold
Ruler
Est Income 1000
Spoiler:
Valenwood
Anequina
Pellitine
Anequina
Pellitine
POMC S117
Description
Stability +3
Spoiler:
Skyrim the home of the Nords and loyal vassal of the Empire, at least for now. Skyrim boasts strong infantry and some lucrative cities with good mines and farm land. Will the Nords stay loyal and help rebuild the Empire or look to forge an independent state of their own?
Spoiler:
Solitude (Capital)
Ruler: High King Sven Torryg (POMC S117)
Est Income 1700
Markath
Jarl Uiaerren the White (JVElEven)
Est Income 1500
Riften
Jarl ???
Est Income 1200
Falkreath
Jarl ???
Est Income 600
Whiterun
Jarl ???
Est Income 800
Winterhold
Jarl ???
Est Income 100
Windhelm
Jarl ???
Est Income 900
Dawnstar
Jarl ???
Est Income 1200
Morthal
Jarl ???
Est Income 400
Ruler: High King Sven Torryg (POMC S117)
Est Income 1700
Markath
Jarl Uiaerren the White (JVElEven)
Est Income 1500
Riften
Jarl ???
Est Income 1200
Falkreath
Jarl ???
Est Income 600
Whiterun
Jarl ???
Est Income 800
Winterhold
Jarl ???
Est Income 100
Windhelm
Jarl ???
Est Income 900
Dawnstar
Jarl ???
Est Income 1200
Morthal
Jarl ???
Est Income 400
addictedtomorrowind
Description
Spoiler:
Hammerfell home of the Redguards. The most loyal province of the Empire. Their income comes mainly from the ports and the roads. They produce the best warriors in Tamriel only rivaled by the Orcs of Orsinium. They have some rivalry with Skyrim mainly over the ownership of Dragonstar although the Dominion are the immediate threat to worry about.
Places
Spoiler:
Sentinel (capital)
King ???
Est Income 1700
Dragonstar
Ruler: ???
Est Income: 1300
Elinhir
Ruler: ???
Est Income: 700
Gilane
Ruler: ???
Est Income: 700
Hegathe
Ruler: ???
Est Income: 1200
Rihad
Ruler: ???
Est Income: 1400
Skaven
Ruler: ???
Est Income: 100
Stros M'kai
Ruler: ???
Est Income: 1700
Taneth
Ruler: ???
Est Income: 600
King ???
Est Income 1700
Dragonstar
Ruler: ???
Est Income: 1300
Elinhir
Ruler: ???
Est Income: 700
Gilane
Ruler: ???
Est Income: 700
Hegathe
Ruler: ???
Est Income: 1200
Rihad
Ruler: ???
Est Income: 1400
Skaven
Ruler: ???
Est Income: 100
Stros M'kai
Ruler: ???
Est Income: 1700
Taneth
Ruler: ???
Est Income: 600
Eltee
Description
Spoiler:
Valenwood is a vast tropical land where food and timber are plentiful. They are subservient to the Dominion but some may question if they share the Dominion's goal of racial supremacy. Boasting the best archers in the land they will play a key role in any conflict.
Places
Spoiler:
Elden Root (Capital)
King Eplear II (Eltee)
Est Income: 700
Silvenar
Treethane: ???
Est Income: 800
Falinesti
Treethane: ???
Est Income: 500
Arenthia
Treethane: ???
Est Income: 600
Green Heart
Treethane: ???
Est Income: 1200
Haven
Treethane: ???
Est Income: 1700
South Point
Treethane: ???
Est Income: 1100
Diss
Treethane: ???
Est Income: 1300
King Eplear II (Eltee)
Est Income: 700
Silvenar
Treethane: ???
Est Income: 800
Falinesti
Treethane: ???
Est Income: 500
Arenthia
Treethane: ???
Est Income: 600
Green Heart
Treethane: ???
Est Income: 1200
Haven
Treethane: ???
Est Income: 1700
South Point
Treethane: ???
Est Income: 1100
Diss
Treethane: ???
Est Income: 1300
Description
Spoiler:
The Northern State in Elsweyr dominated by arid deserts which make food sparse however the ancient trade caravan networks make up for this. Loyal to the Dominion due to crediting them with restoring the two moons. The thieves guilds can be utilized to to provide some subterfuge. With a long hatred of the Argonians to the east, potential conflict with their former masters the Empire in the North and the possibility of uniting Elsweyr by outmanoeuvring Pellitiine in the south the possibilities for this little state are vast for the right King.
Places
Spoiler:
Rimmen (Capital)
Ruler: ???
Est Income: 1000
Orcrest
Ruler: ???
Est Income: 800
Dune
Ruler: ???
Est Income: 700
Riverhold
Ruler: ???
Est Income: 1000
Ruler: ???
Est Income: 1000
Orcrest
Ruler: ???
Est Income: 800
Dune
Ruler: ???
Est Income: 700
Riverhold
Ruler: ???
Est Income: 1000
Loocem
Description
Spoiler:
The tropical Southern kingdom of Elsweyr relies on it's ports for income with the capital Senchal boasting the largest port in Tamriel. The thieves guilds can be utilized to to provide some subterfuge. With a long hatred of the Argonians to the east and the possibility of uniting Elsweyr by outmanoeuvring Anequina in the North the possibilities for this little state are vast for the right King.
Places
Spoiler:
Senchal (Capital)
Ruler: ???
Est Income: 2100
Torval
Ruler: ???
Est Income: 1000
Cornith
Ruler: ???
Est Income: 800
Ruler: ???
Est Income: 2100
Torval
Ruler: ???
Est Income: 1000
Cornith
Ruler: ???
Est Income: 800
Skyr
Description
Spoiler:
The Argonians are independent once more but destitute. With very little infrastructure they must come up with a radical plan to gain some kind of regular income. The one strength they can rely on is the Shadowscales elite assassins who can also turn their hand to other forms of subterfuge. While the Argonians did conquer much of VVardenfell they found little of value there. To expand to the North they must re-colonize the empty cities. While they also need to be wary of the Dominion backed Khajiit to the East. The Argonions are in a perilous situation who will save them?
Places
Spoiler:
Thorn (Capital)
Ruler: Tar-Maan
Est Income: 1000
Stormhold
Ruler: ???
Est Income: 0
Helstrom
Ruler: ???
Est Income: 0
Archon
Ruler: ??? The-Shadow-One
Est Income: 200
Blackrose
Ruler: ???
Est Income: 100
Gideon
Ruler: ???
Est Income: 200
Lilmoth
Ruler: ???
Est Income: 300
Soulrest
Ruler: ???
Est Income: 200
Ruler: Tar-Maan
Est Income: 1000
Stormhold
Ruler: ???
Est Income: 0
Helstrom
Ruler: ???
Est Income: 0
Archon
Ruler: ??? The-Shadow-One
Est Income: 200
Blackrose
Ruler: ???
Est Income: 100
Gideon
Ruler: ???
Est Income: 200
Lilmoth
Ruler: ???
Est Income: 300
Soulrest
Ruler: ???
Est Income: 200
ArgonianDunmer
Description
Spoiler:
The Dunmer formerly ruled over all of Vvardenfell until Red Mountain erupted. The remaining Dunmer either resettled across the empire while the many went to the unaffected island of Solstheim. Solstheim has been greatly improved since and can produce good archers and has strong walls. The Dunmer's main asset is the Morag Tong an ancient guild of assassins who are among the best in Tamriel when it comes to subterfuge. The goal of any King in this province should be expanding their income and repopulating Vvardenfell to do this diplomacy will be key.
Places
Spoiler:
Solstheim (Capital)
King: ???
Est Income 1500
King: ???
Est Income 1500
Description
Spoiler:
High Rock is unlike any other province in Tamriel as it is not governed by a central authority but as independent rival city states who only answer to the Empire. For anyone controlling a city in High Rock the goal should be to unite the province. If this goal were achieved High Rock could be a formidable power as they boast a large economy and diverse troops with very high quality infantry from Orsinium and mages from elsewhere.
Spoiler:
Daggerfell (capital)
King Andre Malachite (Masked Pillow)
Est Income: 2100
Wayrest (Capital)
King: ??? (Frostmage)
Est Income: 2100
Orsinium (Capital)
King: ???
Est Income: 1200
Camlorn (Capital)
King: ???
Est Income: 1200
Evermore (Capital)
King: ???
Est Income: 600
Farrun (Capital)
King: ???
Est Income: 600
Jehanna (Capital)
King: ???
Est Income: 800
North Point (Capital)
King: ???
Est Income: 600
Shornhelm (Capital)
King: ???
Est Income: 800
King Andre Malachite (Masked Pillow)
Est Income: 2100
Wayrest (Capital)
King: ??? (Frostmage)
Est Income: 2100
Orsinium (Capital)
King: ???
Est Income: 1200
Camlorn (Capital)
King: ???
Est Income: 1200
Evermore (Capital)
King: ???
Est Income: 600
Farrun (Capital)
King: ???
Est Income: 600
Jehanna (Capital)
King: ???
Est Income: 800
North Point (Capital)
King: ???
Est Income: 600
Shornhelm (Capital)
King: ???
Est Income: 800
Economy
Spoiler:
Each city has a list of attributes each one has a star rating currently ranging from 0* - 6*.
Farmland: per * earns 100 - costs 1000 to improve
Mining: per * earns 200 - costs 2000 to improve
Port: per * earns 200 costs 4000 to improve
Roads: per * earns 100 costs 1000 to improve
Of these ports are the most important part of your economy as with every trade deal secured your port will gain an extra 100 per * per turn. For example a 5* port earns an extra 500 per trade deal whereas a 1* port only earns 100.
Other important buildings
Barracks - needed for producing guards and infantry, cost 5000 to improve, the rating of your Barracks will produce better troops
Mages Academy - needed to produce Spellswords and Battlemages, costs 8000 to improve, the rating of your Academy will produce better troops
Archery Range - needed for producing archers costs 5000 to improve, the rating of your Range will produce better troops
Assassins Guild - required to do assassination missions, costs 20000 to improve, the higher the rating the higher your chances of success
Thieves Guild - required for subterfuge missions, costs 20000 to improve, the higher the rating the higher your chances of success
Walls - determines how long your city can hold out under siege, gives a defensive bonus to troops defending a city, defends against subterfuge and assassinations, costs 10000 to improve
Other actions
Colonize - Cost 5000. Must border Vvardenfell to be able to colonize a city there.
Raise Stability - costs 2000
Farmland: per * earns 100 - costs 1000 to improve
Mining: per * earns 200 - costs 2000 to improve
Port: per * earns 200 costs 4000 to improve
Roads: per * earns 100 costs 1000 to improve
Of these ports are the most important part of your economy as with every trade deal secured your port will gain an extra 100 per * per turn. For example a 5* port earns an extra 500 per trade deal whereas a 1* port only earns 100.
Other important buildings
Barracks - needed for producing guards and infantry, cost 5000 to improve, the rating of your Barracks will produce better troops
Mages Academy - needed to produce Spellswords and Battlemages, costs 8000 to improve, the rating of your Academy will produce better troops
Archery Range - needed for producing archers costs 5000 to improve, the rating of your Range will produce better troops
Assassins Guild - required to do assassination missions, costs 20000 to improve, the higher the rating the higher your chances of success
Thieves Guild - required for subterfuge missions, costs 20000 to improve, the higher the rating the higher your chances of success
Walls - determines how long your city can hold out under siege, gives a defensive bonus to troops defending a city, defends against subterfuge and assassinations, costs 10000 to improve
Other actions
Colonize - Cost 5000. Must border Vvardenfell to be able to colonize a city there.
Raise Stability - costs 2000
Spoiler:
The Empire and the Dominion both start with vassals or client states. The relationship between a vassal and it's ruler is not an equal one. If you are lucky enough to have vassals then you must set a % of their income which you wish to receive per turn. The vassal has no say in how much you can take. But beware set the % too high and they could revolt against you, set it too low and you could be left behind by your rival. It's probably best to negotiate with your vassal just how much they should pay you for your protection, but of course you don't have to. Players who control cities will act as a vassal to the player who runs the province.
Troop Types
Spoiler:
Guards - basic militia, cost 100 to train, cost 100 per turn to maintain
Infantry - All round troops, cost 300 to train, 200 upkeep
Archers - Defensive troops, cost to train 100, 100 upkeep
Spellsword - Attacking magic troops, cost to recruit 300, 400 upkeep
Battle Mage - Shock troops, cost to recruit 400, upkeep 500
If controlling an entire province your troops will be recruited from the best available city. If controlling a single city your troops all come from there
Infantry - All round troops, cost 300 to train, 200 upkeep
Archers - Defensive troops, cost to train 100, 100 upkeep
Spellsword - Attacking magic troops, cost to recruit 300, 400 upkeep
Battle Mage - Shock troops, cost to recruit 400, upkeep 500
If controlling an entire province your troops will be recruited from the best available city. If controlling a single city your troops all come from there
Spoiler:
Within your own province your troops can Fast Travel but in enemy territory they can only move one city per turn travelling over sea also takes one turn. There are no fleets in this game but troops can still move by sea. The player is free to make up any story they like about their sea travels as the effects will not feature in game. The exact combat attributes will remain known only to me. There will be an element of luck involved in every battle.
Spoiler:
Thieves Guild
reconnaissance - allows you to see all troops within a city, all buildings of a city and anything else relevant to that area. Costs 1000.
Theft - Send your thieves out to do what they do best steal some of a cities income for your own treasury. Costs 2000.
Sabotage - Reduce the rating of one of your targets buildings 7000
De-stabilize - Reduce the stability of the province. 2000
Assassins Guild
Assassinate leader - cost 10000. A leader will always be found in the capital.
Assassinate Hero - cost 5000. You must know where a hero is in order to assassinate them.
reconnaissance - allows you to see all troops within a city, all buildings of a city and anything else relevant to that area. Costs 1000.
Theft - Send your thieves out to do what they do best steal some of a cities income for your own treasury. Costs 2000.
Sabotage - Reduce the rating of one of your targets buildings 7000
De-stabilize - Reduce the stability of the province. 2000
Assassins Guild
Assassinate leader - cost 10000. A leader will always be found in the capital.
Assassinate Hero - cost 5000. You must know where a hero is in order to assassinate them.
Spoiler:
Each player has an equal chance of discovering a hero every turn regardless of the size of their Kingdom or City. This means the more players within your province the more chance you have of finding a Hero. Some Heroes will be scripted i.e. it's possible we could see Ulfric in Skyrim, although most will be completely random giving the player a chance to make up their back story. If you receive a hero it will be announced which province he is in but not which city.
Heroes have 4 main stats randomly assigned which go up to 10* and 4 main actions
Send Hero to ??? province to search for relics - Adventure - 10% chance per *
Manage Economy - Mercantile - 10% bonus to income per *
Lead Army - Leadership - 10% bonus to combat per *
Assassin/subterfuge - Sneak - 10% chance of success per *
(If your enemy gets a 10* Sneak only Akatosh can save you.)
Heroes have 4 main stats randomly assigned which go up to 10* and 4 main actions
Send Hero to ??? province to search for relics - Adventure - 10% chance per *
Manage Economy - Mercantile - 10% bonus to income per *
Lead Army - Leadership - 10% bonus to combat per *
Assassin/subterfuge - Sneak - 10% chance of success per *
(If your enemy gets a 10* Sneak only Akatosh can save you.)
Spoiler:
Stability effects how stable your province is it ranges from -5 to +5 the lower your stability the greater the chance of a rebellion. Random events can occur based on your stability if your stability is positive so will the events if it's negative so will the events. Stability can be lowered by your enemies, by going into debt, by losing battles or by your behaviour in the thread. Stability can be raised by you, by winning battles, finding relics or by your behaviour in the thread. (Little hint impress me with your roleplay and gain stability)







