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Turn 8-1066

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1 Turn 8-1066 on Sun Feb 19, 2017 11:54 am

News from the north tells of an army coming out of the gate of Laventino to butcher their own army occupying the serpent.  The Governor of the region was beheaded and his head stuck on a pike.  Chu is enraged by the yuan-ti caught in the slaughter and forcefully expels all Laventino citizens there on pilgrimage.

A single message depicting a speech coming from the west spreads like wildfire across the land.
Message:
Bandits, thieves, brigands, outcasts, criminals.  Such worthless titles have been slapped onto us by the weak, the sick, and the dying embers of old dusty empires.  They are to us as we are to them: scum and undesirables all.  You came here...NO, you were drawn HERE because we are the strong, the willful, and the unbowed.  HERE is where we make our mark, our legacy that the weak will fear to speak.  A new power is rising; Ata Raxia’s ascension is assured.  Its growth given sustenance by the blood of the past.  Where we go the ground will shake, the forests will tremble, the rivers shiver, and cities quake.  We will crash upon this world like a mighty wave and we will drown the weak in their blood and choke the rest with their dead.  This world is ours!  TO WAR!!!

Admiral Krenzler:
The surprise attack against the raider outpost was a success.  The outpost was destroyed after being looted of its equipment, its engineers killed or captured, and the steam cannons battlewagons were captured with only a few of them being destroyed by the inhabitants.

34 turns for the watch station system to be complete.  4 turns to complete Trained Garrison training.

Arcacius:
Your troops are stopped at the border of House Raginmar.  The Lord of the House will allow you passage through if you promise to hand him any lands that you take from Yngvarr.  In addition, he will provide food and shelter for your men at the price of 1 Wealth.

FreelanceZero:
House Knut’s lands become yours; decrease Law by 3.  You gain access to a Port and all the mercantile assets they possessed.

Lady Hidegard is pregnant; rumors and gossip abound that the baby is Prince Kero’s.  Suitors from around the land come to try to get Princess Natalya’s hand in marriage.

A compilation of the various Houses of the Silver Coast is being made, but time will need to be spent to separate gossip from fact.  A horse rides from the northern portion of the coast with a knapsack containing a head and a note.  “Your attempts to spy on us is taken as an act of war.  Do not attempt again or we will crush you.”

In the fifth floor of the dungeon a room was found hidden behind a collapsed tunnel.  It contains schematics and notes on a ‘hand-held cannon’ that appears to use air pressure instead of steam to propel the projectile.  One of the drawings even depicts the hand cannon firing a crossbow bolt.

9 turns for the Military Academy to be complete.  Green Archer and Levy training is complete.

greywolf:
13 turns to complete the Workshop.

JaxVaeus:
The alchemist’s first son burned to death along with the basket thanks to an improperly tied knot that led to the burning oil spilling.  Luckily the actual balloon was safe from the fire and things did prove successful until the tragedy.  Work has started on ways to improve steel smelting.

Scouts come back from the port having made meticulous note of each and every officer.  The only defensive works are pointed towards the port in the form of their ships.

9 turns for the rings to be forged.  7 turns for the ports to be complete.  6 turns for the University to be complete.  1 turn for the Roads to be complete.  The Hamlet is now complete.

Spartanmario:
Laventine citizens expelled from their pilgrimage in Chu elect to try and enter your lands instead of return to the ever-growing crises back home.  The family of the Governor manage to reach the Isles as well.  4,300 citizens of the Isles willingly volunteer to fight for Empress Amelia.  They are drilled to operate in a manner very distant from conventional wisdom of battle.

Spies send back a report compiling rumors and heresay.  Amongst them are persistent talks between the multitude of Houses and nobles.  Speculation is that they are pooling their armies together for an attack.  One of the spies was caught and hung, accusations being that he was sent by Nestav.

You gain 1 Wealth from trade.  21 turns for the shipyards to be complete.  8 turns for the University to be complete.  The Marketplace is complete and the gnolls are citizens of the Isles (+2 pop).

Onyx Aurelius:
The surveyor comes back from his mineralogical expedition with the Lord of House Baggi in tow.  The Lord pleads for your protection seeing as he only commands less than 2,000 troops.  His House would repay greatly with free access to the vast mine they possess.  A gem given as a gift is noted to looked similar to the raw ‘mana crystal’ ore bought from the Seven Isles.

Word is spread far and wide about the ship design competition, but will take some time for specialists to arrive with their ideas.  Scouts are sent out, but have not reported anything other than the surrounding Houses bear no hostile intent towards you.

Lord Filibert sends almost his entire population to assist in the ongoing construction projects.

12 turns for the Institute to be complete.  10 turns for Town upgrade to be complete.  1 turn for Road overhaul to be complete.

wolfking2k:
Many of the female tau in your lands are pregnant.  Those who weren’t forced to breed begin to formulate the spell.  The Court Tauber states that the spell will require a couple of hundred lives to fuel it.

One of the tauber state that the Yuan Kings are likely in their capitols.  Ju King is 150 miles away.  Shu King 200 miles.  Chu King 400 miles.  Wu King 800 miles away.

Word is passed from an informant that one of the Shu Generals is not very happy with the king right now and wishes to have him replaced.

Zeiss:
Your expedition begins its long journey to find the source of the rumored distilled zinc.  Meanwhile the investigation into Laventino reveals that they have not made any trade agreements with anyone in their centuries of isolation behind the wall.

(Your Banner Houses have developed daddy issues from feeling abandoned and neglected by you.)

12 turns for the Port to be complete.



Last edited by SilverDragonRed on Wed Feb 22, 2017 3:21 pm; edited 2 times in total

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2 Re: Turn 8-1066 on Sun Feb 19, 2017 3:03 pm

fortune roll:
7d6 3,4,1,1,3,6,6,+3=27 blessing
rolled 1d6, 6 to power

Actions:
I'll send my first born heir Farhallow inform house lanore of the shu general displeased with his leader

I'll also have my scouts memorize the banners of all four kings, and have them report back and begin recreating the banners from memory

I'd also like to send men to look at the surrounding areas for precious resources, materials, and minerals

I'm also going spend 1 wealth, and put 2 of my population into making a tiny mages school

I'll send a "diplomat" to the Ata Raxia, along side house lanore and challenge them to a tournament and feast

current house stats:

Def 5
Inf 24
lan 3
law 22
pop 22
Pow 6
Wea 2

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3 Re: Turn 8-1066 on Sun Feb 19, 2017 7:36 pm

Actions:
House Geirmund will send delegates to Nestav, to inquire about a defensive alliance given the recent turn of events, escorted by Rengar the Black and a small group of the trained Infantry.  Meanwhile, several of the steam cannon battle wagons are to be disassembled and the cannons mounted on the battlements of Drakenguard Keep and Grimnar Citadel.  Clan Grimmore will commit a further 7 Population to the construction of the watch stations and House Geirmund will commit a further 5 Population to the Institute.  House Geirmund will begin training two units of Green Crusaders (-10 Power) and, lastly, the levies will begin training to become the actual units of infantry, cavalry and archers.

House Fortune:
House Geirmund: 7d6 + 8 = 34 (Blessing) 1d6 = 4 Power

Clan Grimmore: 9d6 - 7 = 26 (Growth) 1d3 = 3 Wealth

End of Turn Stats:
House Geirmund: Defense 8, Influence 4, Lands 7, Law 28, Population 21, Power 2, Wealth 6

Clan Grimmore: Defense 11, Influence 10, Lands 5, Law 22, Population 20, Power 2, Wealth 3

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4 Re: Turn 8-1066 on Mon Feb 20, 2017 11:55 am

Fortune::
7d6=35+10(House Fortune) =45 Result:Boon Resource Allocation: Wealth + Power
Actions:

Local:
With the mineralogical report in hand, Bern Leeman Kor-Azor sends the report as well as the "Gem" over to court specialists, in an effort to confirm whether or not the "Gem" is actually Mana Crystal Ore.

The head of house filbert is sent a personal thanks from House Aurelion, and is publicly praised for their contribution to ongoing development.

The Lord of House Baggi is brought in to explain the situation more fully, however this is done in secret, the public explanation given is discussions on exporting this new "Gem" which has been brought.

Scouts are given new orders: Stop looking for possible ruin sites, and do thorough reports on the military strength on each of the houses nearby, as well as report any major disputes causing fighting.

House archivists are tasked with preparing a report of the local houses, in preparation of further action.

International:
Kelon Kor-Azor, along with a mixed contingent of troops, though consisting primarily of engineering teams, is sent on a diplomatic mission to the kingdom of Nestav. The engineers take with them a medium steam cannon, in addition to their standard gear. The entire envoy is sent on a handful of House Filbert's Elite Warships, enough to take them, but leaving most at home.


Stat Changes::
Defense:0 Influence:13 Land:2 Law:26 Population:16 Power:3+4=7 Wealth:7+4-2(For the steam cannon)=9

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5 Re: Turn 8-1066 on Tue Feb 21, 2017 4:28 pm

Fortune:
5,3,4,5,1,2,5,+10=35 Blessing
2d3=2,3

Actions:
All Laventino citizens currently trapped in Chu are allowed free passage to the Isles where they can stay for as long as they wish.

Intel of the north is shared with anyone deemed friendly enough, aka anyone who won't rat on that the intel came from the isles. In particular, the Nestav kingdom is given this intelligence.

Many southern ports are contacted about making and meeting for the formation of a Trade League, with the clipper schematics (Not a complete one, but enough to gather interest) shown to them as a way to increase profit from trade routes, create new trade routes, and out do the northern silver coast in trade. Only those in the trade league be able to purchase the clippers off of the Isles for a pretty decent price once the shipyard is completed and promises to be cheaper than if they tried to construct the ship themselves.

Due to the booming trade thats still obviously happening with chu and the southern silver coast, a small tax is levied and passed by parliament. The most any citizen currently is getting taxed is 20% of their income, with 8.25% sales tax being the big tax currently. This is advertised with nationalism and telling people to do their part to support the kingdom.

House Stats:
Def: 5
Inf: 9
Land: 3
Law: 48+3=51 (Fortune)
Pop: 39+2=41 (Event)
Pow: 0
Wealth:1+1+2+5-1+6=14 (Trade) (Fortune) (Market+Port: d6=5) (Payment Chu) (expedition)
NEW HOUSE FORTUNE: 10



Last edited by Spartanmario on Tue Feb 21, 2017 9:13 pm; edited 1 time in total

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6 Re: Turn 8-1066 on Tue Feb 21, 2017 6:22 pm

Fortune Roll:
7d6 = 21 + 6 = 27 Blessing; Add +3 to Power, Add +2 to Wealth

Actions:
The newly trained Green Archers will continue their training; One thousand peasent levies will be trained to become cavalry; the other three thousand will begin training into infantry.

Assess the new port and its assets, as well as anything of use in the new Knut state. An assessment will also be made of its population and the people will be asked if anything is required to aid in their endeavors to make Nestav more prosperous.

The Kingdom of Nestav will receive all delegates. From House Gerimund, the defensive alliance will be agreed to, though due to the distance, only half of Nestav's armies can be sent to aid House Gerimund should the need arise. From House Aurelion, a non-aggression pact is negotiated with and the expeditionary forces are admitted into the Varvol Dungeon. Kelon Kor-Azor is allowed his opportunities to vie for the Princess's favor in any way allowed without harm to others; many of the Protector Guard will be around to enforce the regulations, and have orders to remove any troublemakers using any means necessary. As it stands, Princess Natalya doesn't seem to have taken interest in any of the suitors as of yet.

A message is sent to the Northern Silver Coast who had sent the horse with the head, with the same horse but the head removed with a letter in its place.

"To whom it may concern,

You have no authority to order the Kingdom of Nestav. If you think you can enforce it through might of arms, then let us consider this; even if the armies of your houses can be considered equivalent to ours, Nestav is willing to fight to the bitter end. Our armies will clash, and both be left in ruins. While surely our lands will be devoured by our voracious neighbors, please look to your own neighbors, and to each other, and ask yourselves this; Which one of them won't betray you should your armies be destroyed, and your lands laid bare?

The Kingdom of Nestav awaits your response." The message is signed by King Valganis personally.

9 turns for the Military Academy to be complete. 4 turns for Peasant Levy conversion (3 Infantry, 5 Cavalry). 2 Turns for Archer Training.

House Stats:
Def = 3
Inf = 9
Lan = 6
Law = 32
Pop = 22
Pow = 5
Wea = 4

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7 Re: Turn 8-1066 on Sat Feb 25, 2017 9:58 am

House Purchases:
House Fortune Upgrades:
House Zenna + 1d3 Power (1)
House Sonaglio - 1d6 Law (1)
House Scala + 1d3 Wealth (3)
House Skitter + 1d6 Power (1)
House Stinger + 1d6 Wealth (5)
Updated Stats:
House Zenna
Power 9
Wealth 12

House Sonaglio
Law 19

House Scala
Wealth 9

House Skitter
Power 14

House Stinger
Wealth 14
Actions:
Arn Radnor and his army continues making their way north.
House Fortune Rolls:
House Zenna 28 (26+2) Boon
House Sonaglio 26 (24+2) Blessing
House Scala 31 (25+6) Growth
House Skitter 31 (26+5) Growth
House Stinger 26 (24+2) Blessing
OOC:
I am out of town this week. While I can post I will not be able to respond in depth. Sorry.

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8 Re: Turn 8-1066 on Sat Feb 25, 2017 11:08 pm

Fortune roll:
I roll 25, to which I add my House Fortune of 5, giving me 30. Thus, I gain Blessing.

I improve two resources by d3 points; Power and Wealth. I roll 2 for Power, and 1 for Wealth, but because I possess a marketplace, I get 1 more Wealth.

Actions:
I add 4 more Pops to the construction of the Port.

My Banner Houses seem to prefer that I get more involved in their own politics. So I will diplomatically contact them, ask for an update on their situation, and promise them my support for any problem they might be faced with.

I start trading with my banner houses.


Current stats:
Def 6
Inf 1
Lands 0
Law 21
Pop 20
Power 2
Wealth 5
House Fortune Total  = +5
10 Pop used for building Port

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9 Re: Turn 8-1066 on Sun Feb 26, 2017 1:28 pm

Actions:

I'll send a "diplomat" to the Ata Raxia, alongside The bloodmaw Clan and challenge them to a tournament and feast. The diplomat will be the greatest warrior but also the heartiest capable of joke and fighting in equal measure. He is to earn respect of the war chiefs in honorable melee.

From now on The ropes on the 'balloon' will be triple checked. The Alchemist's Son II will be testing this turn.

A message will be sent, in utmost secret, to the Shu General who is less than loyal along with a 'gift' of gold for him and his brood. The message will be very formal and friendly, but also strongly worded and backed with a blood signature.

Catapults from the tower siege will be moved in secret near the port, and the scouts will try and observe any Chu officers that don't follow proper protocol or that might have let their guard down under a false sense of security

Finally, the court magicians and wizards will begin studying the Golem, which is kept in separate rooms and separate boxes through the castle. Specifically the Magic that holds it together and will attempt to replicate it on Criminals held in the dungeons. This experiment will be done under utter secrecy and the highest guard with our only blood mages and Elites monitoring the cruel experiment

House fortune and status:
House Fortune Roll: 30 Blessing

5 to Lands (+6 to Wealth from the Expedition)

Def +13
Influence +3
Lands +7
Law +27
Pop +39
Power +11
Wealth +18
Glory: 3

Holdings:
Mines x2
Clergy
Artisan
Hall
Superior Castle
Tower
--------------------------------------------------------------------------------------------------------
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)
--------------------------------------------------------------------------------------------------------------------

9 turns for the rings to be forged. 7 turns for the ports to be complete. 6 turns for the University to be complete. 1 turn for the roads to be complete.

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