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Turn 6-1066

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1 Turn 6-1066 on Sun Feb 05, 2017 1:03 pm

OOC wrote:Each turn only has a maximum time limit of a week for actions to be turned in.

Admiral Krenzler:
Neighbor houses in the Korny are happy to trade with you.  You have not heard word from the dispatch you sent to the Capitol just yet.  Trade with Nestav has picked up again.  Your merchants inform you that the newly formed Kingdom of Nestav is a power on the rise (being in the middle of incorporating a fifth house’s lands into their kingdom) but are suffering a multitude of attacks right now.

Your caravan escorts bring back news that the ones attacking them are using hit-and-run tactics with centipede- and scorpion-armed automated carts.  Thanks to help from the local lord’s forces an ambush spot along the attacker’s usual route has been picked.

You gain 1 Wealth from trade.

A messenger arrives from House Da’Bolero wishing to deliver a missive to the Lord of the Tip and Arn Segal.

4 turns to convert Levies.  2 turns to complete Archer, Commander, Engineer, Infantry training.  Mangonel and Scorpions are complete.

The forces sieging Cyneburg Fortress fled when they caught sight of you; their leader was almost slain during the rout.  The enemy had failed to capture the first fort of the chain.  Your scouts report that the enemy fled back to their lands to the east.

House Isabjorg sends word that they beat back one opponent, their banner house is on the retreat, and their northern opponent is picking at them with hit-and-run tactics using centipede- and scorpion-armed automated carts.

4 turns to complete Green Archer training.  2 turns to complete Green Levies training.  2 turns to integrate Knut lands into your kingdom.

Ninritut Quy informs you that her proposed workshop would cost 1 Wealth and take 47 turns at most (if you only have 1 Pop working on it).

Those nobles seeking protection were rounded up and executed on your border.

Word begins to trickle about a mass of displeased people fleeing into the outskirts of the Storm Valley region.

The brigand army had dug in and fortified their position, even going so far as to build a wooden wall around their camp.

Shu has begun construction on a great number of ships using lumber brought in from their lands.

11 turns for the rings to be forged.  9 turns for the ports to be complete.  8 turns for the University to be complete.  3 turns for the roads to be complete.  2 turns for the Hamlet to be complete.

Diplomatic relations seem to be going well across the board.  Your merchants return from northern Silver Coast ports stating that they have been driven away.  You receive a missive the Laven Empress asks if she may visit your isles.

You gain 2 Wealth from trade.  23 turns for the shipyards to be complete.  10 turns for the University to be complete.  2 turns for the Marketplace to be complete.  2 turns for the gnolls to be intergrated into your population.

Onyx Aurelius:
27 turns for the Institute to be complete.  24 turns for Town upgrade to be complete.  5 turns for Road overhaul to be complete.

Your scouts note that Shu lies to the east.  To the north is a major trading port that is being occupied by Chu soldiers.  The scouts believe that all yuan-ti look the damn same, and can only tell them apart by what color uniform they wear.

The ‘Venom League’ as others have nicknamed them are a collection of five Houses at the border of the Snakeway and Korny regions.  They occupy a powerful garrison post of the old empire, but have been reclusive since the empire’s fall.  What causes them to stir now is unknown.  Word has not come back from Arn Segal yet.

78 turns for the port to be complete.

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2 Re: Turn 6-1066 on Tue Feb 07, 2017 6:28 pm

Initial Roll: 26. House Fortune: +10. Total: 36 Result: Boon.     Resource Split: 4d3. Rolls: Population: +3, Land: +1, Wealth: +3, Power:+1

Spring sees a population increase, as well a small increase house wealth. Bern Leeman KorAzor is content with the current situation, as no major incidents have been reported. Additional population are assigned to the various projects being worked on, as the spring season is best for working. 1 additional population is assigned to each of the current projects. The town project now had 4 population, the institute now has 5 population, and the road system now has 2 population working. The remaining population is left to work on farming and fishing for the coming seasons.

House Filbert is contacted about the possibility of lending additional population/resources towards the new town.

Local Garrison units are stationed to protect trade in the immediate area.

Stat changes:
Defense:0 Influence:13 Land:1+1=2 Population:13+3=16 Power:0+1=1 Wealth:2+3=5

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3 Re: Turn 6-1066 on Tue Feb 07, 2017 9:48 pm

The Empress will be gladly welcomed into the Isles and given special treatment while she is visiting. Diplomacy will be conducted while she is visiting, with attempts to establish a trade treaty of some sorts to put the Laventino's goods onto the trading market.

Diplomats and the Head of Economic development and trade is sent to the northern ports that have suddenly become hostile. It is attempted for the sort of friendly ports to work out some sort of agreement that both sides will be happy with. For those who are unresonable though, They are merely left a slip of paper which reads "This Port is now Embargoed until Further Notice". For these ports, The Isles will use its trade influence to steer the trade away from these specific ports.

To the southern part of the Silver Coast where relations have been good so far, diplomats continue working on keeping it that way and begin seeing who would be open to starting a Trade League.

Diplomats are sent to the Chu kingdom to the temporary Embassy until the more permanent one is completed.

Diplomats in the Nestavian Kingdom continue to improve relations..And will ask them about the possibilities of co-leading a Trade League once they have settled problems with their neighbors and secured themselves a port.

True Training of the current army of the Isles and its navy begins but for one Archer...

Will edit in rp with Onyx here...

Fortune Roll:
4,1,5,4,1,3,6,+11=35 Blessing
1d6=6, Power improved by 6

House Stats:
Def: 5
Inf: 9
Land: 1
Law: 46
Pop: 39
Pow: 4+6-10 (Fortune) (Will edit and put in training)
Wealth: 0+2-2 (Trade)

Last edited by Spartanmario on Wed Feb 08, 2017 11:05 am; edited 2 times in total

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4 Re: Turn 6-1066 on Wed Feb 08, 2017 2:29 am

Fortune Roll:
7d6 = 26 + 6 = 32 Growth; 1d3 = +2 to Wealth

A missive is sent to House Isabjorg asking where they would like Nestav's armies to be placed in order to strengthen their border, or if the Nestavian military can aid in Isabjorg's situation in other ways. Lord Protector Edward is ordered to stand on guard while garrisons are stationed at both Cynburg Fortress and Skyreach Citadel in the case one of Nestav's neighbors get uppity. Scouts will be sent with the missive in case Isabjorg requires more specialized eyes on his borders.

King Valganis is very open to the idea of a trade league with the Seven Isles Union. However, the situation in Nestav will have to improve militarily before any proper expansion towards the central Silver Coast shoreline can be considered.

King Valganis orders the construction of a new Military Academy of average size. 5 Wealth and 10 Population is being allocated to this main project.

4 turns to complete Green Archer training. 2 turns to complete Green Levies training. 2 turns to integrate Knut lands into your kingdom.

King Valganis will also order a notice be posted in the Varvol Central Square to all in the kingdom, be it citizen or merchant, that Nestav is looking for healthy, living drakes and wyverns to be captured and brought to Skyreach Citadel. Injury and death will not be reimbursed, and as such personal safety is stressed above all else. Hunting techniques, habitats, and other relevant information will be displayed with the board in the Central Square to be read out by a castle messenger once a week. 3 Wealth will be initially allocated to this second project.

House Stats (Turn 6):
Def = 3
Inf = 9
Lan = 6
Law = 35
Pop = 22
Pow = 0
Wea = 1

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5 Re: Turn 6-1066 on Wed Feb 08, 2017 12:01 pm

The Commander will lead the ambush, consisting of the trained Infantry, two units of the levy Infantry, the levy Archers and both units of cavalry.  Trade will continue, as will construction and training efforts.  Meanwhile, a unit of trained Archers will be recruited (-6 Power).

House Fortune Rolls:
House Geirmund: 7d6 + 8 = 36 (Blessing) 1d6 = 5 Power

Clan Grimmore: 9d6 - 7 = 27 (Growth) 1d3 = 2 Power

End of Turn Stats:
House Geirmund: Defense 8, Influence 4, Lands 4, Law 28, Population 21, Power 8, Wealth 2

Clan Grimmore: Defense 11, Influence 10, Lands 2, Law 22, Population 20, Power 4, Wealth 5

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6 Re: Turn 6-1066 on Wed Feb 08, 2017 12:59 pm

The Army of Ponthus will erect walls around the walls of the bandits. This will be a siege. Engineers will construct and man Catapults to begin lobbing stones and burning wood and barrels of feces at the defenders. There will be a 24/7 watch for any movement from the bandits, hostile or otherwise.

The Nobles will continue pushing for a fair and just constitution for the average man.

11 turns for the rings to be forged. 9 turns for the ports to be complete. 8 turns for the University to be complete. 3 turns for the roads to be complete. 2 turns for the Hamlet to be complete.

Rolled a blessing. 3 in Land and Wealth:

Def +11
Influence +3
Lands +5
Law +16
Pop +39
Power +11
Wealth +12
Glory: 3

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7 Re: Turn 6-1066 on Sun Feb 12, 2017 1:24 am

fortune roll:
cursed -6 to wealth

I'm going to have my scouts investigate the port town full of snake people

Current house stats:
Def 5
Inf 24
lan 1
law 22
pop 22
Pow 3
Wea 6

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8 Re: Turn 6-1066 on Sun Feb 12, 2017 3:09 am

I add 2 Pop to build the port.

I attempt to investigate the forces of the Venom League; how many units do they have? What movements have they made recently? Who is their target, if they have any?

If they do not consider me an enemy, try to open relations with them  so we can trade in the future.

Fortune roll:
I choose to improve one resources; Law.

Having achieved 21 Law, my Law Fortune modifier goes from -5 to -2. My House Fortune total reaches +4.

Current stats:

Current Stats:
Def 6
Inf 1
Lands 0
Law 21
Pop 20
Power 0
Wealth 3
House Fortune Total  = 4
3 Pop used for building Port

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9 Re: Turn 6-1066 on Sun Feb 12, 2017 3:46 am

House Purchases:
House Fortune Upgrades:
House Zenna + 1d6 Power (5)
House Sonaglio + 1d3 Law (2)
House Scala + 1d6 Wealth (6)
House Skitter + 1d3 Power (1)
House Stinger + 1d6 Wealth (3)
Updated Stats:
House Zenna
Power 6

House Sonaglio
Law 19

House Scala
Wealth 3

House Skitter
Power 3

House Stinger
Wealth 6
Arn Radnor and Arn Segel finalising work for the war, sending missives to their bannerhouses asking for at least 1000 troops per house at the begining of the month.
Training and Purchases:
House Scala
Constructing Mangonel (3 wealth, 3 Population invested)
House Fortune Rolls:
House Zenna 21 (19+2) Growth
House Sonaglio 29 (27+2) Curse
House Scala 31 (25+6) Growth
House Skitter 28 (23+5) Boon
House Stinger 27 (25+2) Blessing

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10 Re: Turn 6-1066 on Sun Feb 12, 2017 2:52 pm

start construction with 3 pop to start with. is sad that did not get to the fleeing noble in time. send scout to look at the fleeing people and set up couple of check point to check over the people and if need be help set up temporary accommodation

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