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Turn 5-1066

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1 Turn 5-1066 on Mon Jan 23, 2017 3:23 pm

Arcacius:
Brigands, raiders, and thieves are back into the swing of things by attacking isolated farms and groups of soldiers.  House Songalio’s Population is reduced by 1 due to the slaughter.

The messenger you sent to the Capital has finally returned.  He is bloodied and bruised, but he states it is from the hazardous travel, capture and torture by an House he had to endure.

Crensler:
Your merchants are being ambushed and killed as they attempt to enter Nestav lands.

Construction on the Institution has begun.  18 turns to complete.

FreelanceZero:
The occupation of House Knut is rocky at best right now.  3 turns to integrate Knut lands into your kingdom.

The young Lord of House Cyneburg arrived to inform you that Cyneburg Fortress is under siege by their neighbors to the east.  House Isabjorg is also reporting that the lands of him and his banner house are under attack from multiple directions.

House Hidegard’s Population is reduced by 1 due to the recent slaughter.

Work has begun on your nations Constitution.

greywolf:
The Lord of House Heard was furious to hear that his son was slain in battle against your forces.  He is amassing a new army to try and crush you with.

Banner-lords of House Chlothar are in open revolt against Cola Wolfgang.  Many of them are pleading for your assistance in their war.  A few of them (who had conquered some of your lands previously) are asking to become a banner-lord under you for protection.

Lady Frida wishes to become a vassal of House Runelight.

Ninritut Quy presents another idea to your court; a small wheeled model propelled forward by steam power from a central pot.  She asks for a research center so she may continue her work.

JaxVaeus:
The Civil Clash is over and House Wulfen is back under your banner.  Work has begun on the new nation’s Constitution.

Under the agreement with Shu construction has begun on an artificial port for both Lannore and Wulfen lands.  Shu soldiers move into your burgeoning hamlet to construct ships next to the port.  10 turns to complete the port.

Land atop the serpent has been bequeathed to you for the established of Tribe Bloodmouth and Clan Bloodclaw.  Refugees from your lands, that fled to Shu, have been returned and placed under these House’s authority.

3 turns for the Hamlet to be complete.  9 turns for the University to be complete.  12 turns for the rings to be forged.

Spartanmario:
Chu agrees to allow for an embassy as long as the Isles obeys the stipulations they put forth.  The Isles are allowed to trade in only the designated port.  The embassy itself will take 36 months to complete (this project cannot be sped up), but Chu will loan out an ambassadorial estate to them for the time being (price of which is 1 Wealth per turn).

Chu declines the offer to establish an embassy in your Capital, but they appreciate the offer.

You gain 3 Wealth from trade.  3 turns for the Marketplace to be complete.  11 turns for the University to be complete.

Onyx Aurelius:
The Lord of House Filibert sees the reasoning behind the proposed integration and begins the process on his end.

Merchants begin trading in earnest.  They report that the trade scene across the Drakon Sea is almost entirely done by the Seven Isles Union.

You gain 1 Wealth from trade.  Engineers estimate 1 Wealth and 5 turns to overhaul the roads.  An estimated 114 turns is needed to complete the Institution.

wolfking2k:
Your House has been granted lands atop the god-serpent by Shu.  A massive group of refugees who fled to Shu have been placed under your authority.

Zeiss:
Lannore’s daughter makes it safely to your lands.

You find a series of missives from Arn Segal from a distant isolated House who was trying to form a trade alliance with you.  The messengers were all lost during the winter and only now got to you.

The assessment on building a port is finished.  They conclude that it will take 1 Wealth and 78 turns to complete.

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2 Re: Turn 5-1066 on Tue Jan 24, 2017 1:39 pm

Fortune Roll:
7d6 = 30 + House fortune of 12 = 42 Boon. 2d6 roll = 10. Resources placed towards land.

Actions:
Bern Leeman, with new resources garnered over the last month has ordered the start of the construction of a new town near port sarum, one with enough size to house both House Aurelion's population, and the population of House Filbert. The new market district is to be named after House Filbert when it is constructed.

Engineers are given the go ahead to upgrade local road system, using the wealth garnered from trade over the last month.

A merchant envoy is sent to the Seven Isles Union, in addition to a diplomatic detachment. They have orders to make contact, trade, and open diplomatic talks.

The new Institution has been assigned 3 additional population for a total of 4 in order to advance construction. The new town is assigned 3 total population in order to begin construction.

Stat changes:
Defense:0 Influence:13 Land:1+10(from fortune)-10(spent to upgrade community) = 1 Population:13 Power:0 Wealth:2+1(from trade) -1(spent to upgrade roads)= 2

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3 Re: Turn 5-1066 on Fri Jan 27, 2017 4:04 pm

Actions:
House Geirmund will begin scouting the trade routes for any signs of those who attacked their merchants.  Speaking of which, any merchants heading into Nestav will be escorted by the infantry and cavalry, in groups small enough to keep from upsetting anyone and still large enough to protect them should the need arise.  The levy cavalry will take over watching the borders for the time being while the levy infantry and archer's training regime will be stepped up.  House Geirmund will also see about trading with other neighboring lands, starting with House Gundahar and eventually with Arcacius as well.

Fortune Rolls:
House Geirmund: 7d6 + 8 = 39 (Boon) 2d6 = 6 Power

Clan Grimmore 9d6 - 7 = 37 (Boon) 4 d3 rolls = 3 Defense, 2 Lands, 2 Power, 3 Wealth

End of Turn Stats:
House Geirmund: Defense 8, Influence 4, Lands 4, Law 28, Population 21, Power 9, Wealth 1

Clan Grimmore: Defense 11, Influence 10, Lands 2, Law 22, Population 20, Power 2, Wealth 5

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4 Re: Turn 5-1066 on Sun Jan 29, 2017 5:50 am

Turn action:
The House Lanore Nobles will encourage the constitution to protect the civil liberties of the kingdom's people. They will also push for rights of the people and state funded education programs to bring literacy up.
The army will march north to the bandit camps and proceed to surround it fully. Once surrounded with the entirety of the army, they will receive an ultimatum. Surrender and serve 6 years, or be attacked and rot in the stocks or assist the Shu as.. "helpers."

The construction of roads will begin (-5 land) with the arrival of the shu builders and the unification of wulfen. Roads be overseen by Imperial Engineers and will assign the locals to assist with pay and double rations (Going to have 10 pop working on it)



Another unit of royal guard will be sent to House Wulfen to oversee training of the crews.
The training of the criminals will take eight months to complete, and they will be trained as follows:
3,000 Infantry
1,000 Calvary
2,000 Archers


Shu are constructing the port. 10 turns to complete the port. 3 turns for the Hamlet to be complete.  9 turns for the University to be complete.  12 turns for the rings to be forged. 8 Turns for training.


House Fortune/Status:
House fortune rolls: 28 (boon) +6 to Lands, +4 to Power

(New stats after Wulfen assimilation and house fortune rolls)

Def +11
Influence +3
Lands +2 (-5 for road construction)
Law +16
Pop +39
Power +11
Wealth +9
Glory: 3


--------------------------------------------------------------------------------------------------------------------------
Commander Aleksander (Green)(Inf Command, Fighting , Warfare 2)

Commander Zhukov (Trained) (3 Power) Command 2, Fighting 3, Warfare 1

3,000 Royal Guard (Green) (18 power) (Discipline Modifier -6)(Athletics +1) (Armour 6, Pen -3) (Defence 4)(Morale 6)(BD: 8 )(Athletics 1, Endurance 1, Fighting 2)

1,000 Personal Guard, Elite (13 Power)(Discipline Modifier -6) Athletics 2, Endurance 5, Fighting 7

1,000 Scouts (Green) (2 Power) (Discipline Modifier +3)(Defence 5)(Morale 6)(BD: 3) )Awareness 1, Endurance, Stealth 1)

1,000 Garrison (Green) (12 Power) (Discipline Modifier -3/+3)(Athletics +1) (Armour 3, Pen -2) (Defence 5 )(Morale 9)(BD: 6) (Awareness, Endurance 1, Fighting 1)

2,000 Raiders (Green) (Discipline Modifier +3)(Athletics+1)(Armour 2, Pen -1)(Defence 5)(Morale 6)(BD: 6)(Agility, Endurance , Fighting )

1,000 Archers (3 pts) (Discipline Modifier +3)(Athletics +1)(Armour 2, Pen -1)(Defence 3)(Morale 5) (BD: 5)(Agility 1, Awareness, Marksmanship 1)

1,000 Calvary Archers [Special] 4 pts (Discipline Modifier +0))(Athletics +1)(Armour 2, Pen -1)(Defence 3)(Morale 5) (BD: 4)(Agility 1, Animal Handling 1, Marksmanship)

4,000 Garrison (Green) (12 Power) (Discipline Modifier -3/+3)(Athletics +1) (Armour 3, Pen -2) (Defence 5 )(Morale 9)(BD: 6) (Awareness, Endurance 1, Fighting 1)

3,000 Criminal, Green (2 Power)(Discipline Modifier +15) Endurance 1, Fighting 1, Stealth 0

3,000 Criminal, Green (2 Power)(Discipline Modifier +15) Endurance 0, Fighting 1, Stealth 1

3,000 Archers (Trained)(Discipline Modifier +0)(Athletics +1)(Armour 2, Pen -1)(Defense 5)(Morale 5) (BD: 5)(Agility 2, Awareness, Marksmanship 1)

5,000 Calvary (Trained)(Discipline Modifier -3)(Athletics+3)(Armour 0, Pen 0)(Defense 5) Morale )(BD: 6) (Agility 2, Animal Handling, Fighting 2)

1,000 Engineers (Green)(Discipline Modifier +3)(Athletics)(Armour 2, Pen -1)(Defense 5)(BD: 4)(Morale 7) (Endurance 1, Fighting, Warfare 1)

7,000 Infantry (Green)(Discipline Modifier +0)(Athletics+1)(Armour 3, Pen -2)(Defence 5) (BD: 6) (Athletics 1, Endurance , Fighting 1)


---------------------------------------------------------------------------------------------------------------
New Assets

Hall
Ruins
Mine



Last edited by JaxVaeus on Fri Feb 03, 2017 8:08 pm; edited 2 times in total

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5 Re: Turn 5-1066 on Sun Jan 29, 2017 3:12 pm

Actions:
In response to Chu, their terms will be agreed to but the payments will start next turn when the diplomatic team and Embassy employees are sent. The King, with his advisors, begin combing through their diplomats to ensure the best is sent to the Chu to keep them happy and continue to have good relations with them.

The merchant Envoy from House Aurelion is received and given audience with the king and other influential people within the Union. The results of such talks and diplomacy will be posted next turn.

With the Nestav Kingdom, official diplomats are now sent to them to continue building relations.

With the boon happening, King Isen orders the construction of the Royal Navy Shipyards (Large) and enough population is assigned to ensure it is done within 2 years time for when the engineers will be ready begin mass production of their designs. Careful planning is laid to ensure the port can continuously be either expanded upon to modernized as time goes and houses all the facilities and manufactories required in building of ships, such as making of ropes, sails, anchors, etc.
Total Cost: 10 Wealth (6 paid so far, construction will proceed as far as 60% before problems arise)

Fortune Roll:
7d6: 5,6,5,6,3,3,4 +10 Mod=42 BOON
Will improve two resources by d6
5 and 4

House Stats:
Def: 5
Inf: 9
Land: 1
Law: 41+5 (Fortune)
Pop: 39
Pow: 0+4 (Fortune)
Wealth: 3+3-6 (Trade)

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6 Re: Turn 5-1066 on Mon Jan 30, 2017 3:18 am

Fortune roll:
Roll(7d6)+3: 5,5,6,3,3,2,6,+3
Total:33
rolled 1d3 = +3 to power

action:
Recon surrounding people, and locations

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7 Re: Turn 5-1066 on Mon Jan 30, 2017 3:37 am

Fortune Roll:
7d6 = 27+6 = 33 Growth; Add 1d3 = 3 Power

Actions:
Upon hearing of the siege of Cyneburg Fortress, the Lord Protector will be once again sent out on expedition with all of the soldiers under Nestav's command, minus the 5,000 who are safeguarding House Hidegard and integrating House Knut's lands. The same army will be utilized to aid House Isabjorg immediately afterwards; scouts are sent ahead of the army to assess the road for ambush and predetermine the enemy's positions.

The Dungeon Expedition continues with the aid of House Glearre of the Seven Isles Union and House Lanore of the Slaangu Coast.

Convert 8 Glory from last turn's battles into Power (+8 Power).

Training will begin on two new Green Archer regiments and four Green Peasent Levy regiments. (-12 Power, -8 Population)

House Stats (Turn 5):
Def = 3
Inf = 9
Lan = 6
Law = 35
Pop = 22
Pow = 0
Wea = 7

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8 Re: Turn 5-1066 on Sun Feb 05, 2017 12:18 am

Actions:
I begin construction on the port, investing 1 Wealth and 1 Pop. (Do I need to permanently subtract one Pop from my stats?)

I exchange 1 Influence into 1 Law.

I contact Arn Segal's house, and ask them what he has been accused of exactly, and how we can get him back from the Venom League, if it isn't too late.

I also investigate the Venom League to find out more information about them.

My heir marries Lannore's daughter, after they've learned a little about one another, and how their marriage will fare.

Fortune roll:
I choose to gain one resource in Law instead of rolling.

Current stats:
Def 6
Inf 1
Lands 0
Law 20
Pop 20
Power 0
Wealth 2

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9 Re: Turn 5-1066 on Sun Feb 05, 2017 4:17 am

House Purchases:
House Fortune Upgrades:
House Zenna + 1d6 Power (1)
House Sonaglio + 1d3 Law (1)
House Scala + 1d3 Wealth (1)
House Skitter + 1d6 Power (2)
House Stinger + 1d3 Wealth (1)
Updated Stats:
House Zenna
Power 1
Influence 0
Wealth 10

House Sonaglio
Law 17
Population 24

House Scala
Wealth 0

House Skitter
Power 2

House Stinger
Wealth 3
Actions:
Inside House Zenna, there is strife amongst the ruling family. Bern Harris wishes to be as a turtle and defend itself from those who would wish them harm while doing nothing to antagonize them. Arn Segel wishes to try and find a diplomatic response to any and all situations. Arn Radnor wishes to show that when a snake is cornered, it bears its fangs to demotivate those who would do harm. In the past the final say would come to Bern Harris as he is the head of the house, but any with power must understand that without the support of the keystones you do not have the support to your claim. This is what Bern Harris must learn.

While in peace times the idea of rolling up in your shell is more than respectable, in war one must be able to adapt to ones environment. While Bern Harris is one who kept his head down and let the keystones of power go about their business, Arn Radnor, due to his closeness with the military side of things and their goings on, had garnered the support of both Steward Olson and Artisan Walker. Arn Radnor gained Steward Olson's support by following his advice, when Bern Harris would mostly brush it off saying "this is the way it has always been done." Though the following of Olson's advice was more out of a general lack of carring on how things got done. Arn Radnor had gotten the respect of Artisan Walker by simply asking him to make something, instead of the endless repair that was asked of him.

All of this was sparked when the messenger returned. An act that was done by Bern Harris to appease Arn Segel, has shown that this is a time of darkness. A messenger sent in an effort of peace was attacked, kidnapped, and tortured. Along with the attack on House Sonaglio's people Arn Radnor and Arn Segel demand a response, while Bern Harris feels it would be best to do what has always been done, nothing. At dinner a few days later Arn Radnor made a proclamation, "At the months end I shall be leading a war party to deal with these bandits once and for all. And, when summer comes we will march on House Yngvarr and demand recompense for the insult of attacking a messenger with the intent of peace." The Tip erupted in arguments as Bern Harris began a speech on how he was the Head of the Tip and that you would follow his rulings to the letter. Walker and Olson tried to convince him that this was a wise move, to the response of being ignored. Even Arn Segel agreed that violent action is better than none, but Arn Radnor stood and waited for the room to quiet. When the din finally lowered Arn Radnor spoke, "As your son, and Master at Arms, you need to understand that while I appreciate your thoughts, that wasn't a question, but a statement." The Tip was silent for the rest of the night.
Training and Purchases:
House Zenna
Levies -> Archers (4 Turns Remaning)
Training Commander (Green) (1 power, 5 Influence)
Training Engineers (Green) (3 power)
Constructing Mangonel (3 wealth, 5 population invested)

House Scala
Constructing x2 Scorpions (2 wealth, 4 Population invested)

House Skitter
Archers, green x2 -> Archers, Trained x2 (4 power, 2 turns remaining)
Infantry, Green x2 -> Infantry, Trained x2 (4 Power 2 Turns remaining)

House Stinger
Levies x3 -> Archers x3 (4 Turns Remaining)
Levies x6 -> Cavalry x6 (4 Turns Remaining)
House Fortune Rolls:
House Zenna 27 (25+2) Blessing
House Sonaglio 22 (20+2) Growth
House Scala 35 (29+6) Blessing
House Skitter 32 (27+5) Growth
House Stinger 30 (28+2) Blessing

OOC: Sorry for the wait, was going to post this morning, but power was out until I had to go to work.

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10 Re: Turn 5-1066 on Sun Feb 05, 2017 6:35 pm

action:
all forces are to be on alert scout are to monitor enemies movements

if the runelight are will to accept she will make it so for the Lady Frida and her host

consult Ninritut Quy on the plans she has for the research center (ooc how much wealth is this costing me)

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