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 Post subject: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 10:07 pm 
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Diplomacy 168 4E

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 :Twisted Evil: . What you say and how you say it can have serious affects on the game (more about that later) so be careful.
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?

Stability +1
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

Vassal States
Spoiler:
Skyrim
High Rock
Hammerfell

The Dominion
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?

Stability +5
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

Vassal States
Spoiler:
Valenwood
Anequina
Pellitine

Skyrim
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


Hammerfell
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.

Stability +5
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

Valenwood
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.

Stability +2
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

Anequina
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.

Stability +2
Places
Spoiler:
Rimmen (Capital)
Ruler: ???
Est Income: 1000

Orcrest
Ruler: ???
Est Income: 800

Dune
Ruler: ???
Est Income: 700

Riverhold
Ruler: ???
Est Income: 1000

Pellitine
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.

Stability +2
Places
Spoiler:
Senchal (Capital)
Ruler: ???
Est Income: 2100

Torval
Ruler: ???
Est Income: 1000

Cornith
Ruler: ???
Est Income: 800

Black Marsh
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?

Stability +5
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

Dunmer
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.

Stability +5
Places
Spoiler:
Solstheim (Capital)
King: ???
Est Income 1500

High Rock
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.

Places
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


Game Mechanics
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

Kings and Vassals
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.

Combat
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

Troop Movement
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.

Subterfuge and Assassinations
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.

Heroes
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.)

Stability
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)

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Diplomacy 168 4E The Great War


Last edited by General Grumble on Sun Mar 18, 2012 6:32 pm, edited 19 times in total.

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 10:21 pm 
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A few things worth noting:
While Falinesti is the largest city in Valenwood, Silvenar has long been the home of the Kings and the capital.
Whiterun should probably have a better economy than Falkreath, considering the fact that it is Skyrim's primary trade hub.


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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 10:34 pm 
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Eltee wrote:
A few things worth noting:
While Falinesti is the largest city in Valenwood, Silvenar has long been the home of the Kings and the capital.
Whiterun should probably have a better economy than Falkreath, considering the fact that it is Skyrim's primary trade hub.

I'll switch the capital from Valenwood to Silvenar. However, there's no rating for the amount of trade which passes through a city probably a mistake but it would take too much to change it now it would have too many knock on effects. I suppose I could give the roads a bump to indicate the extra trade.

Thanks for the corrections. Did I see you wanted to reserve Valenwood? :D

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Diplomacy 168 4E The Great War


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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 10:35 pm 
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I think I will.

Do I create a character sheet for my leader?

EDIT:

PS, perhaps certain nations should receive discounts for certain units. For example, the Bosmeri with Bows, the Altmeri with magicians, the Nords with warriors... Ect.


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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 10:42 pm 
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no, no need. Make up a character and let me know the name. The rest is up to you, let people know exactly who you are when the game starts.

edit: There are bonuses which make your Bosmeri archers far better than any others but I wanna keep the costs the same. It's just easier to manage that way.

I'll send you the PM of a full view of your cities and starting treasury

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Diplomacy 168 4E The Great War


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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 10:46 pm 
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Kay. King Eplear II of the House Camoran.

A few more things: It is mentioned in the third edition of the Guide to the Empire that the traditional capital of Argonia was Helstrom, in the heart of Black Marsh.

The local rulers of Valenwood are termed 'Treethanes.' Also from the 3rd edition of the Guide.


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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 10:51 pm 
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Also you write that the Black Marsh can use the Shadowscales... but haven't they been dipatched?
By the way I think that I will join.

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 11:06 pm 
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Can I join? If so, can I get Skyrim?

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 11:08 pm 
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Dibs on black marsh!
I'm making up one character as we speak!

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 11:11 pm 
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No! the Black Marsh must be mine!!
What if I take some cities? :P

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 11:13 pm 
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We can share black marsh! Share sharey?

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 11:16 pm 
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Sharesharashareshoshoshary!!!!
That's okay, I will PM you.

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 11:28 pm 
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POMC S117 Skyrim added

Skyr & The-Shadow-One you can't both be Black Marsh and although one of you could take the role of a city I wouldn't advise it. Black Marsh is in serious financial trouble. They have like no money at all. I'd suggest one of you take something else otherwise I'm giving it to The-Shadow-One as he specified Black Marsh first.

The Shadow Scales (for game purposes) have been reformed just to give Black Marsh some hope because otherwise they'd be really really boring ;)

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Diplomacy 168 4E The Great War


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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Wed Mar 14, 2012 11:33 pm 
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But me and skyr sorted out an idea for black marsh... :(

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Thu Mar 15, 2012 7:42 am 
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Can i be the count of Chorrol? :D

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Thu Mar 15, 2012 7:51 am 
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Well this looks complicated enough. :lol:

Sure, I'll join. I'll submit a character sheet tomorrow, and we can talk about who I'll be in terms of power.

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Thu Mar 15, 2012 8:02 am 
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Can I take the Dominion, specifically Alinor.

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Thu Mar 15, 2012 8:15 am 
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I'm still a little confused about the way things will go. I hope we can figure that out as we go along. :oops:

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Thu Mar 15, 2012 8:23 am 
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Also, pity there are no naval units in-game, Summerset always did have a vastly superior navy :P

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Thu Mar 15, 2012 8:41 am 
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Can I join as the Dunmer?

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Thu Mar 15, 2012 10:08 am 
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Added Savilius Count of Chorrol, OblivionDuruza The Dominion, ArgonianDunmer Dunmer

OblivionDuruza wrote:
Also, pity there are no naval units in-game, Summerset always did have a vastly superior navy :P

This is an Elder Scrolls game you wouldn't expect it to arrive complete would you? Perhaps Navies will be added in the game of the year addition :lol:

FrostMage don't worry about a character sheet just let that come naturally if you need any help you can always ask. As for who to be we need an Emporer, Hammerfell is quite strong, one of the large states in High Rock will be a very interesting game.

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Diplomacy 168 4E The Great War


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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Thu Mar 15, 2012 4:26 pm 
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Elden Root was named capital of Valenwood during the Aldmeri Dominion by the Thalmor.

From the wiki. I was wrong, it looks like. *hangs head*


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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Thu Mar 15, 2012 7:30 pm 
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OblivionDuruza wrote:
Also, pity there are no naval units in-game, Summerset always did have a vastly superior navy :P




As a hater of the Dominion, your Thalmor scum shall fall beneath my blade! :lol:

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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Thu Mar 15, 2012 8:01 pm 
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 Post subject: Re: Diplomacy 168 4E - The Great war
PostPosted: Thu Mar 15, 2012 10:12 pm 
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I am JVElEven, and I consider this very interesting.

I inquire whether it is possible to obtain the Reach, or at least the Hold in which Markarth is capital. The Reach as independent state! TO glory! Hopefully.

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