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Turn 9-1067

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1 Turn 9-1067 on Sun May 21, 2017 2:17 pm

The War on the Silver Coast escalated with the South sending two armies in an attempt to lift both sieges.  At Inga Tower they were crushed and driven from the field before the North turned around and drove Nestav’s army from the field just as easily.  At SilverCreek Port they managed to struggle through mounting casualties and win the day, but scant hours later at dawn were decisively defeated by the North’s reinforcements.  Out of the 83,000 total sent to help out only 29,400 limp back home; all but 10,000 of them being cavalry.  With their food stores burned the army besieging Inga Tower left to join the other ongoing siege.  Ambitious Korns of the Korny region throw their support in for the North by invading their weakened and/or crippled neighbors on the Silver Coast.

The North attempted a naval invasion of the Seven Isles at the same time as what remained of Chu’s navy.  Between the combined might of the navies of the Seven Isles, Arcadia, the South, and Laventino the enemy was forced into abandoning their plans.  The 24,000 meant to invade the Isles were sent to SilverCreek Port to invade from the sea.  Laventino then promptly declared war on the North. Harichu raiders attacked and sacked several ports along the coast belonging to the North.

Word comes from the Tip of the Serpent in the Crescent Serpent Mountains, “The Black Tide comes in a few scant years.”  The remnants of the Kingdom of Krethea summons all parties to a meeting to prepare for the coming of the koth.

Arcacius:

Bradley3000:
Lady Selina tells of her kidnapping and how they were kept blindfolded when under the care of the Blood Moon pirates.  She nearly breaks down when it gets to her trip to Ponthos and her subsequent kidnapping after a failed assassination.  What she remembers most about most about the Brotherhood is the fact that they are vampires.

7 turns for Marketplace construction to be complete. 1 turn for Dock Repairs to be complete. 1 turn for Population-to-Power conversion to be complete. 1 turn for Green Engineers(x2) training to be complete. Trained Personal Guard training is now complete. Green Garrison training is now complete.

Crenzler:
Tests on the prototype reveal that is close to being as fast as the spring-driven wagons but able to run for much longer, and the wood plank treads allow for the wagons to handle rougher terrain than normal.  The runesmiths have come out with their first set of armor enhanced with runes to be doubly protective without penalty[or increase in Bulk].  They forged a piece of plate armor for Lady Hilda.  In the tunnels a recently cleared cave-in reveals an ancient mine that goes down for some distance where they find deposits of unknown rocks(along with the bodies of the ancient workers).

Scouts report that the opposition in Snorri has made no moves.  Undead in other parts of the Peaks have overrun some of the Houses to the southeast of Geirmund lands; their numbers swelling as a result.

14 turns for the Brewery to be complete. 5 turns for the Silver Mines to be complete. 4 turns for the University to be complete. 2 turns for the Siege Workshop to be complete. 2 turns for Green Infantry(x3) to be complete. Green-to-Trained training is now complete.

FreelanceZero:
The morale of the army is low, but the angry fervor of the citizenry rises.  The scouts report that the North army burned all nearby villages and farms around Inga Tower before they departed.  Careful watch is maintained for any sign of their return.

Word comes in from Cyneburg Fortress.  More Houses have joined in on the siege, looking to pounce on a weakened Nestav.

One of the spies sent out was summarily caught and executed.  Word comes one of the others they are continuing to train up more soldiers for the war.  The Houses of Magnhild and and Dagfinnr are unsure of whether they will join the war and which side to join.  Adalwulf is currently bogged down with undead to do anything.  The Houses north of them are clamoring to tear into a perceived weak Nestav and claim some glory for themselves.

4 turns for Trained Commander training to be complete. 3 turns for Smelter construction to be complete. 2 turns for Small Town construction to be complete. Trained Commander training is now complete.

JaxVaeus:
Word of the rumor of rebellion reaches the ear of Von Strauss.  You lose 7 Population from Von Strauss’ purgings.

The ritual for the magical creation of a new race has been moderately successful as a few of the vampiric women who volunteered become fox-women.  The mechanism for the wheel lock is created and tested, proven to be effective at igniting the powder.

You gain 1 Wealth from trade. 8 turns for the Mausoleum to be complete. 1 turn for the Town construction to be complete. Trained Warships(x2) training to be complete.

Spartanmario:
General panic spreads through the citizens but also a sense of national pride at beating back the two strongest fleets in the region.

You gain 1 Wealth from trade. 1 turn for the shipyards to be complete. 1 turn for Green Warship/Cavalry training to be complete. Green Cavalry/Infantry training is now complete.

Onyx Aurelius:
Metallurgical research has come back with miniaturized cartridges for the smaller steam hand cannons capable of withstanding the immense pressures of the steam’s popping, as well as a way a mold for easier production.

The ruins are mapped out to the extent of is explorable.  No further koth or surprises are found.

Importation of mana crystals begin from Laventino at [-1 Wealth] per turn.

You gain 1 Wealth from trade. 17 turns for the Dock Yard to be complete. 8 turns for the Glider Facility to be complete. 3 turns for Trained Garrison(x3)/Special/Scouts training to be complete. 2 turns for Trained Warship training to be complete. 2 turns for the Road Network to be complete. 1 turn for Green Peasant Levies training to be complete.

Wanderer_In_Rags:
Diplomats have been sent to all corners of the country.

1 turn for Green Infantry/Engineer training to be complete.

wolfking2k:
Blackfang and the heir of Wulfen return to Ponthos and the shadow that fallen over the kingdom.

Seeing as how there are no light crystals in the kingdom the test had to be changed.  The blood crystals prove to powerful but exceptionally fragile when casting spells.

The creation of the beastmasters unit is nearly complete.

5 turns for War Smithy to be complete.

Zeiss:
Lady Gertrude returns to you lands after what remained of her family was assassinated.

The printing presses are reverse-engineered and production has begun on several of them. An intense schooling of the laventine language has begun is going smoothly, despite the resentment it causes with House Njall and the peasantry in general.

You gain 1 Wealth from trade. 24 turns for the Serpent Road Lift to be complete. 2 turns for Wealth-to-Power conversion to be complete. Trained Commander training is now complete.

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2 Re: Turn 9-1067 on Sun May 21, 2017 10:50 pm

fortune roll:

Roll(7d6)+8:
3,1,3,4,3,5,3,+8
Total:30 Growth. rolled 1d6 got a 6, 6 to power

house actions:
Blackfang will immediately send out the shadowfangs to hunt down every single brotherhood member in secret, while publicly he will announce a large reward of 5 wealth, and nobility, to any that bring him the brotherhood's corpses.

Lord Blackfang will also order that larger less intelligent creatures than gnoll to be sacrificed in order to make more blood shards.

Lord Blackfang will also begin expanding into the abandoned shu port, and immediately set 32 of his population into rebuilding it

Blackfang will also send a missive to Amelia asking how the war against Chu is going, and various questions about the northern silver coast, and the things transpiring there.

The gnolls will also attempt to create a blood shard from the snake's blood, and will use it in a safe environment for spell casting.

Blackfang will send another missive to Amelia informing her that he is sorry for what his troops did, and that they worked as mercenaries what they do while working for another is out of his control

current stats:

Current stats:

Def 14
Inf 32
lan 15
law 51
pop 51 (1 with current projects) (10 in forge, 1 in college, 7 with lanore 32 in shu port.)
Pow 21
Wea 37

Glory 3
Fortune 5

Troops
1 Guerrillas Discipline 3, Athletics, Marksmanship, Stealth 2. Trained
1 Guerrillas Dscipline 3, athletics 1, marksmanship 3, stealth 4 Trained[60 xp] 3 pts (Discipline Modifier +6) *-3 Wealth
1 Raiders 3 pts (Discipline Modifier +3) Agility, Endurance 3, Fighting 1. Green[20 xp] 1 pt (Discipline Modifier +9) *-1 Wealth
1 Cavalry 5 pts (Discipline Modifier -3) Agility 3, Animal Handling 3, Fighting 2 Trained[60 xp] 3 pts (Discipline Modifier +6) *-3 Wealth
2 Engineers 4 pts (Discipline Modifier +3) Endurance, Fighting, Warfare
1 Support (Discipline Modifier +3) Animal Handling, Endurance, Healing 2, Trained
1 Personal Guard 6 pts (Discipline Modifier -6) Athletics, Endurance 1, Fighting
1 Scouts 2 pts (Discipline Modifier +3) Awareness, Endurance, Stealth 1
1 Peasant Levies -2 pop (Discipline Modifier +6) Animal Handling, Awareness, Survival 1
1 Commander Grimebolt Command 3, Fighting 4, Warfare 5, Dscipline 3. Elite [100 xp] 5 pts (Discipline Modifier +3) *-6 Wealth
1 Nobles 5 pts (Discipline Modifier -3) Athletics, Endurance 1, Fighting
1 Mercenaries 1 pt* (Discipline Modifier +3) Athletics 2, Endurance 2, Fighting 2. trained
1 Mercenaries 1 pt* (Discipline Modifier +3) Athletics 2, Endurance 1, Fighting. Green
1 Mercenaries 1 pt* (Discipline Modifier +3) Athletics , Endurance 1, Fighting 1. Green
2 Criminals 1 pt (Discipline Modifier +15) Endurance 1, Fighting 1, Stealth, Green
3 Proto berserkers (Discipline Modifier +15) Endurance 1, Fighting 1, Stealth, Green
1 Firepelts 4 pts (Discipline Modifier +12) Athletics, Endurance 1, Fighting 1, Green
1 Commander FlameMane 5 inf Command, Fighting 1, Warfare Green[20 xp] 1 pt (Discipline Modifier +9) *-1 Wealth
1 Special, Green[Cavalry Archers] (DM+9) Endurance 2, Fighting, Marksmanship [Upgraded Melee Weapons, Upgraded Short Ranged Weapons, Non-upgraded Long Ranged Weapons]
1 Special, Green[Cavalry Archers] (DM+9) Endurance 2, Fighting, Marksmanship [Upgraded Melee Weapons, Upgraded Short Ranged Weapons, Non-upgraded Long Ranged Weapons]
1 Special, Green[Cavalry Archers] (DM+9) Endurance 2, Fighting, Marksmanship [Upgraded Melee Weapons, Upgraded Short Ranged Weapons, Non-upgraded Long Ranged Weapons]
1 Special, Green[Cavalry Archers] (DM+9) Endurance 2, Fighting, Marksmanship [Upgraded Melee Weapons, Upgraded Short Ranged Weapons, Non-upgraded Long Ranged Weapons]
1 Special, Green[Cavalry Archers] (DM+9) Endurance 2, Fighting, Marksmanship [Upgraded Melee Weapons, Upgraded Short Ranged Weapons, Non-upgraded Long Ranged Weapons]
1 Special, Green[Cavalry Archers] (DM+9) Endurance 2, Fighting, Marksmanship [Upgraded Melee Weapons, Upgraded Short Ranged Weapons, Non-upgraded Long Ranged Weapons]

Current research:
Beast masters, general research in college, and berserker solution. The gnolls also continue to search for a court wizard.



Last edited by wolfking2k on Wed May 24, 2017 11:15 am; edited 5 times in total

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3 Re: Turn 9-1067 on Mon May 22, 2017 8:38 am

House Fortune Rolls:
House Fletcher Fortune Roll:
I roll 19 adding on my House fortune of 8 giving me 2  = 27. This gives me Boon. I improve Population by d6 - I roll 5. Because of my port I also gain +1 wealth

Current stats - House Fletcher:

Defense: 13
Influence: 18
Lands: 11
Law: 36
Population: 33 (16 due to construction)
Power: 0
Wealth: 10


Holdings:
1 x Port
Castle

Commander Adams (Veteran) (Inf Command 5, Fighting 3, Warfare 2)

3000 Archers (Trained Discipline +3 ) 3 Marksmanship, 2 Awareness, 1 Agility
5000 Infantry (Trained Discipline +0) 2 Fighting, 2 Endurance, 2 Athletics
2000 Cavalry. (Trained Discipline +3) 2 Agility, 2 Animal Handling, 2 Fighting
1000 Personal Guard (Green, Discipline +3) 1 Endurance, 1 Fighting

3000 Archers (Green Discipline +12) 0 Agility, 1 Awareness, 1 Marksmanship
2000 Infantry (Green Discipline +9) 1 Fighting, 1 Endurance, 2 Athletics

2 large Steam Cannons


House Stewart Roll:
I roll 27 adding the House Fortune of 7 giving 34. This gives Growth. I improve Wealth by d3 - I roll 2. Because of the Port I also gain +1 Wealth

Defence: 0
Influence: 4
Land: 2
Law: 23
Population: 36 (10 when conversion complete)
Power: 5 (31 when conversion complete)
Wealth: 8

Holdings:
1 x Port
Small Castle
Artisan
Granary

Commander Rodger (Veteran) (Inf Command 6, Fighting 2, Warfare 2)

50 Warships Trained (DM+6) Awareness 3, Fighting 0, Marksmanship 3
2000 Cavalry Trained (DM+3) Agility 2, Animal Handling 2, Fighting 2

House Aslaug:
I roll 23 adding the House Fortune of -5 this giving me 18. This gives Boon. I improve Population by 2d6 - I roll 10. Because of the Port I also gain +1 Wealth

Defence 27
Influence 14
Lands 24
Law 13
Population 33
Power 31
Wealth 26

Holdings:
Hall
1 x Port
Steeple

Commander, Trained(Lady Asluag) Command 3, Fighting 1, Warfare 2

3000 Archers, Green (DM+12) Agility 1, Awareness 1, Marskmanship 1
1000 Cavalry, Veteran (DM+0) Agility 4, Animal Handling 3, Fighting 3
5000 Crusaders, Trained (DM+9) Athletics 1, Endurance 4, Fighting 1
3000 Engineers, Trained (DM+9) Endurance 4, Fighting 0, Warfare 2
3000 Nobles, Elite (DM-3) Athletics 4, Endurance 6, Fighting 4
50 Warships, Trained (DM+6) Awareness 6, Fighting 0, Marksmanship 1



Actions:


House Fletcher Actions:


A huge building to research new technology is constructed, other than Asengard Keep itself it is to be the most magnificent construction in the history of House Fletcher, messages will be sent far and wide with the promise of reward for wise men who come to Arcadia and join the newly created the Order of Progress. House Fletcher invest +10 Wealth and +5 Population, House Stewart pledges +8 Wealth and House Aslaug pledges +16 Wealth and +23 Population. There will be no greater place of learning on the coast and even the world.

With the army marching out, Queen Aslaug will act as regent of Arcadia.

In a slap in the face to Prince Jaime just before leaving Edward changes the rules of succession once more to Absolute primogeniture meaning Princess Selina is now the official heir to the throne of Arcadia. This is done in secret however, as Edward does not want to panic Selina or anger Jaime.



House Stewart Actions:






House Aslaug Actions:
1 Green Commander (Dougal Dixon) will be created at the cost of +1 Power and +5 Influence

6 Units of Green Archers are trained at the cost of +24 Power



Current Stats:
House Fletcher:


Glory: 15

Defense: 13
Influence: 18
Lands: 11
Law: 36
Population: 39 (5 due to construction)
Power: 0
Wealth: 0


Holdings:
1 x Port
Castle

Commander Adam (Veteran) (Inf Command 5, Fighting 3, Warfare 2)

3000 Archers (Trained Discipline +3 ) 3 Marksmanship, 2 Awareness, 1 Agility
5000 Infantry (Trained Discipline +0) 2 Fighting, 2 Endurance, 2 Athletics
2000 Cavalry. (Trained Discipline +3) 2 Agility, 2 Animal Handling, 2 Fighting
1000 Personal Guard (Green, Discipline +3) 1 Endurance, 1 Fighting

3000 Archers (Green Discipline +12) 0 Agility, 1 Awareness, 1 Marksmanship
2000 Infantry (Green Discipline +9) 1 Fighting, 1 Endurance, 2 Athletics

3000 Garrison (Green

2 large Steam Cannons


House Stewart:


Defence: 0
Influence: 4
Land: 2
Law: 23
Population: 36 (10 when conversion complete)
Power: 5 (31 when conversion complete)
Wealth: 8

Holdings:
1 x Port
Small Castle
Artisan
Granary

Commander Rodger (Veteran) (Inf Command 6, Fighting 2, Warfare 2)

50 Warships Trained (DM+6) Awareness 3, Fighting 0, Marksmanship 3
2000 Cavalry Trained (DM+3) Agility 2, Animal Handling 2, Fighting 2

House Aslaug:


Defence 27
Influence 9
Lands 24
Law 13
Population 33 (10 due to construction)
Power 6
Wealth 10

Holdings:
Hall
1 x Port
Steeple

Commander, Trained(Lady Asluag) Command 3, Fighting 1, Warfare 2

3000 Archers, Green (DM+12) Agility 1, Awareness 1, Marskmanship 1
1000 Cavalry, Veteran (DM+0) Agility 4, Animal Handling 3, Fighting 3
5000 Crusaders, Trained (DM+9) Athletics 1, Endurance 4, Fighting 1
3000 Engineers, Trained (DM+9) Endurance 4, Fighting 0, Warfare 2
3000 Nobles, Elite (DM-3) Athletics 4, Endurance 6, Fighting 4
50 Warships, Trained (DM+6) Awareness 6, Fighting 0, Marksmanship 1

3 Medium Steam Cannons




(In progress)



Last edited by Bradley3000 on Sat May 27, 2017 6:23 pm; edited 1 time in total

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4 Re: Turn 9-1067 on Thu May 25, 2017 4:18 pm

Actions:
House Geirmund and Clan Grimmore will convert 5 Population each into Peasant Levies.  Clan Grimmore will also train 1 Green Special Unit (Dwarven Quarrelers) Agility/Endurance/Marksmanship.  Training of the Green Infantry will continue and all construction projects will also continue.  With the defeat of the undead at Snorri Hallows, Lord Thrand, after allowing his forces the chance to rest and resupply, will press on with his army, intent on ending the threat of the necromancers once and for all.

Research:
Efforts to produce rune forged weapons will continue, research into the unknown rocks/ore will begin once the dead miners are given a proper burial and further uses for the steam engine outside of military applications will be looked into.

Current Armed Forces:
Trained Infrantry unit 1: Discipline Modifier +6, Athletics 3/Endurance 3/Fighting 4

Trained Infrantry unit 2: Discipline Modifier +6, Athletics 2/Endurance 3/Fighting 3

Trained Infrantry units 3 through 5: Discipline Modifier +6, Athletics 2/Endurance 2/Fighting 2

Trained Archer unit 1: Discipline Modifier +9, Agility 2/Awareness 2/Marksmanship 3

Trained Archer units 2 and 3: Discipline Modifier +9, Agility 2/Awareness 2/Marksmanship 2

Trained Crusader units 1 and 2: Discipline Modifier +9, Athletics 2/Endurance 3/Fighting 3

Trained Cavalry Unit 1: Discipline +3, Agility 3/Animal Handling 4/Fighting 4

Trained Cavalry Unit 2: Discipline +3, Agility 3/Animal Handling 4/Fighting 4

Veteran Commander (Lord Thrand): Command 4/Fighting 5/Warfare 5

Veteran Engineer Unit 1: Discipline +6, Endurance 3/Fighting 3/Warfare 4

Veteran Engineer Unit 2: Discipline +6, Endurance 4/Fighting 3/Warfare 3

Trained Special Units 1 and 2 (Dwarven Thunderers): Discipline Modifier +6, Agility 3/ Endurance 2/Marksmanship 3

Kampfwagons (Steam cannon and Scorpions): Discipline +12, Marksmanship 1/Fighting 1/Warfare 2

Kampfwagons (Centipedes): Discipline +12, Marksmanship 2/Fighting 1/Warfare 2

Support Units 1 and 2: Discipline Modifier +6, Animal Handling 2, Endurance 2, Healing 4

Personal Guard Unit: Discipline Modifier +0, Athletics 2, Endurance 2, Fighting 2

Fortune Rolls:
House Geirmund: 7d6 + 8 = 28 (Boon) 2d6 = 9 Power

Clan Grimmore: 9d6 - 7 = 26 (Blessing) 1d6 = 6 Power

End of Turn Stats:
House Geirmund: Defense 7, Influence 4, Lands 10, Law 30, Population 27, Power 9, Wealth 6

Clan Grimmore: Defense 11, Influence 10, Lands 7, Law 25, Population 20, Power 7, Wealth 5

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5 Re: Turn 9-1067 on Sat May 27, 2017 10:49 pm

Fortune roll:
I roll 30, to which I add my House Fortune of 12, giving me 42. Thus, I gain Boon.

I improve 2 resources by 1d6 points; Power and Wealth. I roll 5 and 5, respectively.

Because I have a marketplace and a port, I improve Wealth by an additional 1d6. I roll 5.

I also get 1 more Wealth from trading with Laventino.

Current stats
Def 6
Inf 0
Lands 0
Law 21
Pop 34
Power 8
Wealth 12
House Fortune Total  = +12
10 Pop used for building Lift system.

Actions:
Projects:
Teach the populace and nobles houses how to read Laventino's language.

Build printing presses.

Construction of the lift system for the Serpent Road. Pop:10. Turns: 24

2 turns for Wealth-to-Power conversion to be complete.

I add 10 more Pop on the construction of the Serpent Road.

I continue to prepare for the Empress' visit. I invest 2 Wealth to make sure it goes smoothly.

I ask my Laventino contacts if it would be possible to send books with more advanced farming methods than we have. I prefer to convince the peasantry of learning the Laventino language by using the carrot instead of a stick.

Current stats:
Def 6
Inf 0
Lands 0
Law 21
Pop 34
Power 3
Wealth 10
House Fortune Total  = +12
20 Pop used for building Lift system.

Army stats:

2 Infantry units, trained (7 pts) (Discipline Modifier +6) Athletics (2), Endurance (2), Fighting (2);
2 Units of Infantry, trained (Discipline Modifier +6) Defence=8 {Armor=3}, Morale=9 {Endurance=3}, Fighting=3, Base Damage=7
1 Cavalry unit, trained (5 pts) (Discipline Modifier +3) Agility (2), Animal Handling (2), Fighting (2);
1 Mercenary unit, trained (4 pt)* (Discipline Modifier +9) Athletics (2), Endurance (2), Fighting (2);
1 Mercenary unit, elite (10 pt)* (Discipline Modifier +3) Athletics (4), Endurance (4), Fighting (6);
2 Units of Engineers, green (Discipline Modifier +12) Defence=5{Armor=2}, Morale=9 {Endurance=3}, Fighting=2, Base Damage=1
{Armed with Centipedes} Base Damage=1
1 Commander, trained (3 pt), (5 inf), (Discipline Modifier +6) Command (3), Fighting (0), Warfare (3);

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6 Re: Turn 9-1067 on Sat May 27, 2017 11:21 pm

Actions:
An area of the main caravan camp will be set aside for delegates to the meeting, whenever they should arrive.

With word coming down through many channels of the fighting Nestav faces, Kreathean swears aid should Nestav see fit to call upon them for it.

(Fortunes will be added when I can)

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7 Re: Turn 9-1067 on Sun May 28, 2017 4:08 am

House Purchases:
House Fortune Upgrades:
House Zenna + 1d3 Power (2)
House Sonaglio + 1d3 Power (1)
House Scala + 1d6 Power (5)
House Skitter + 1d3 Power (3)
House Stinger + 1d3 Power (2)
Updated Stats:
House Zenna
Power 10

House Sonaglio
Power 21

House Scala
Power 10

House Skitter
Power 17

House Stinger
Power 12
House Fortune Rolls:
House Zenna 28 (26+2) Boon
House Sonaglio 30 (25+5) Blessing
House Scala 27 (21+6) Blessing
House Skitter 23 (18+5) Curse
House Stinger 28 (26+2) Boon
Actions:
"This is bad timing." Bern Harris says, brow furrowed. "I had hoped that house Yngvarr had learned it's lesson last time, and a meeting to discuss the koth, may pull our resources away." He turns to his children, alone in the hall, "I will bring one squad of soldiers with me as I go to the meeting." He immediately raises his his hand to silence Arn Segel and his inevitable retort, "At this point in time, should something happen on the way to this meeting, one will need to be here to manage the household, and with you replacing me in the future it makes sense to not take the unnecessary risks."

Bern Harris turns to his other son, "As for you, you need to deal with the problem of House Yngvarr. We will leave some men here, and I recommend the same of our Banners. The rest of the men you will take north as soon as possible, and crush them. We gave them a chance last year, do not make the same mistake again. Dismissed." He finishes, not giving time for retorts from his children.

Armies:
At the start of next month Bern Harris will be taking the squad of personal guards, natch, while the all the houses will be sending the following troops to destroy house Yngvarr.

Zenna
Commander, Trained
Engineers, Green W/Mangonel
Cavalry, Trained x4

Sonaglio
Commander, Trained
Archers, Trained x2
Guerrillas, Green x3

Scala
Engineer, Trained W/Mangonel
Engineer, Trained W/Scorpion

Skitter
Commander, Trained
Infantry, Trained x3
Archers, Trained x5

Stinger
Cavalry, Trained x6 (Upgraded Close combat and Armour)
Mercenaries, Elite (Upgraded Close Combat and Armour)

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8 Re: Turn 9-1067 on Sun May 28, 2017 1:24 pm

Actions:
Everything is prepared and 2 wealth invested so when the shipyard is done,
the various clipper hulls can be built and tested on open waters directly around the isles with a unit of warships guarding them to ensure no pirates try to steal these prototypes. The various clippers are as followed:
Extreme Clipper-Speed is Life, Great for light weight and highly valuable items
Medium Clipper-Good balance between speed and cargo, good for general purpose transport of cargo
Composite Clipper-An attempt to blend steel and wood designed ship together to make a strong ship and able to carry 5-8% more cargo than standard clippers while retaining the speed. (No high expectations for this one OOC yet, metal Riveting isn't there yet to support it so think of this as more of research towards things like riveting that made composite clippers possible)

An Offer is extended and kept up for anyone whose a part of the STG to be able to build ships here.
They will get the same bonus as the Isles gets and only has to pay 2 additional wealth per warship unit they order (for total of 9 wealth instead of 14 wealth) Civilian Ships only cost 1 additional wealth per every 50 ships.

The Farms setup in Harichu land follows the agreement as best as possible, though there are at least 3 families there out of the various ones that volunteered to go. That line wasn't very long either so beggars can't be choosers in the isles case. If the amount they are able to grow hits the quota agreed upon, some of the farmers will try to grow this sugar and coca they see in the harichu to try and make some extra profit for themselves.

Some merchants (female) visit the harichu as well after hearing rumors about Sugar and Coca and decide to buy some up and see what it can be used for to sell elsewhere. (Maybe bake a victory cake)

Uzario returns home from the dungeons this turn and takes up headmaster at the College, beginning his own research into subjects. He takes interest in the Blood crystal which Rana brings back from Ponthos.

Conversion:
1 glory to 1 Influence
1 glory to 1 Power
10 Glory to 10 Law (NATIONALISTIC PRIDE!)

House Roll:
6,2,2,3,6,1,4,+10=34
Growth, 1 resource to two things

House Stats:
Def: 5
Inf: 9
Land: 5
Law: 53
Pop: 41
Pow: 4+1=5
Wealth:27+1+2=30-2=28 (Fortune) (Market+Port: d6=2)
Glory: 5+7=12-12=0

Army and Research Projects:

NAVY-2 Warships +1 In Construction
Warship, Trained (70 exp). +2 Awareness, +2 Fighting, +2 Marksmanship
Warship, Green (50 exp). +2 Awareness, +0 Fighting, +2 Marksmanship
Warship (Not Available), Green (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship

ARMY
Infantry, Trained (60 exp)
Infantry, Green (20 exp)
Infantry, Green (20 exp)
Engineers, Green (20 exp)
Archer, Trained (60 exp)
Archer, Trained (60 exp)
-Will update stats for crossbowmen soon
Crossbowmen, Veteran (120 exp)
Crossbowmen, Veteran (120 exp)
Crossbowmen, Veteran (120 exp)
Crossbowmen, Veteran (120 exp)
Gryphon Calvary, Trained (60 exp)
Gryphon Calvary, Green (20 exp)
Gryphon Calvary, Green (20 exp)
Gryphon Calvary (Not Available: 1 Turn Remaining), Green (20 exp)
Commander, Green (20 exp)

Research
Chemistry Research (General)-
Research is done to figure out why things react as they do.

Ship Research and Construction (Clipper Project)

Research into Mana, the Crystals, and potential ways to generate more mana for use in spells and other constructions.

Flying Shuttle (Pre-industrial research):
Investment already been made and some people are trying to figure out how to take Cloth faster and cheaper with the same amount of labor.

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9 Re: Turn 9-1067 on Sun May 28, 2017 5:21 pm

Actions:
The army will continue resting, but key officers and commanders will be notified that the army will be marching to deal with the recent surge in attacks on Cyneburg Fortress come next month.

All research will proceed as usual. (Golemancy, Air cannons, Officers Corps)

Fortune Roll:
7d6 = 20+6 = 26 Blessing; +3 to Power, +2 to Wealth

House Stats:
Def = 3
Inf = 1
Lan = 2
Law = 37
Pop = 27
Pow = 20
Wea = 7

Army Stats:
--Commander, Elite (140exp) Warfare 5, Fighting 4, Command 5
-Commander, Green (20 exp) Warfare 2, Fighting, Command
--Protector Guard, Elite (DM-6)(140exp) Athletics 4, Endurance 5, Fighting 5
-Personal Guard, Green (DM+3)(20exp) Athletics 1, Endurance 1, Fighting
--Green Nobles (DM+6)(20exp) Athletics, Endurance 1, Fighting 1
--Engineers, Elite (DM+3)(160exp) Endurance 5, Fighting 3, Warfare 8
-Engineers, Trained (DM+9)(70exp) Endurance 2, Fighting, Warfare 5
-Engineers, Green (DM+12)(50exp) Endurance 1, Fighting 1, Warfare 3
--Scouts, Trained (DM+6)(90exp) Awareness 2, Endurance 3, Stealth 4
-Green Scouts (DM+12)(50exp) Awareness 2, Endurance, Stealth 3
--Infantry, Green (DM+6)(50exp) Athletics 2, Endurance 2, Fighting 1
-Infantry, Green (DM+6)(50exp) Athletics 2, Endurance 2, Fighting 1
-Infantry, Trained (DM+6)(50exp) Athletics 2, Endurance 2, Fighting 1
-Infantry, Trained (DM+6)(60exp) Athletics 2, Endurance 3, Fighting 1
-Infantry, Trained (DM+6)(60exp) Athletics 2, Endurance 3, Fighting 1
-Infantry, Trained (DM+6)(60exp) Athletics 2, Endurance 3, Fighting 1
--Archers, Veteran (DM+9)(110exp) Agility 3, Awareness 2, Marksmanship 5
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
-Archers, Green (DM+12)(40exp) Agility 1, Awareness 1, Marksmanship 2
--Cavalry, Trained (DM+3)(80exp) Agility 3, Animal Handling 3, Fighting 2
-Cavalry, Trained (DM+3)(60exp) Agility 3, Animal Handling 0, Fighting 3
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Cavalry, Green (DM+6)(20exp) Agility 1, Animal Handling, Fighting 1
-Garrison, Trained (DM+3/+9)(70exp) Awareness 3, Endurance 4, Fighting 0
-Garrison, Green (DM+3/+9)(40exp) Awareness 1, Endurance 3, Fighting 0
-Mercenaries, Trained (DM+9)(80exp) Athletics 2, Endurance 4, Fighting 2
-Mercenaries, Trained (DM+9)(70exp) Athletics 2, Endurance 3, Fighting 2
-Scorpion x2
-Manongel x2
-Centipede x1
-Steam Cannons, Small x1

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10 Re: Turn 9-1067 on Sun May 28, 2017 5:44 pm

Actions:
With Von Strauss dead, Aleksander will assume the role of Provisional Governor until the next of kin could be found. His first work is to offer condolences to all those who lost men to Von Strauss's Tyranny. His second motion is to contact the magicians in Bloodmouth and his own lands to gather together for a dangerous experiment.

Using powdered blood crystals tattoo'd within the skin, Each bone dipped in steel and coated in silver with the rings of power embedded within, and soul crystals embedded within the heart, they will try to resurrect him Heinrich. The master of arms, Lord Harris Von Lanorii, a staunch supporter of Heinrich will sacrifice himself to make a deal with death. They want Heinrich's soul, Ser Eriks Soul, and Von Strauss's Soul. The other two are to be given to Heinrich's soul to make it stronger, richer.

The deal with death will be pleaded, with the loyalists willing to pay any price.

The rituals to make fox people will continue, enough are to be made so they can breed in a stable population. Aleksander will ask, not order, the Naturalists(scientists) to find a way to make it easier for carts to move over muddy ground without having to put planks down on the road. Perhaps a way to put the planks on the wheels or something of the sort could be devised.

Aleksander will also send a diplomat to house House Geirmund and The Laventino's to Formally Apologize for the actions of Von Strauss. Each Diplomat is to be instructed to request permission to stay within the realms to maintain communications between the nations.

Finally a diplomat will be sent to Chu citing that it is time for the to fulfill their end of the bargain.




Status and Rolls:
+3 to Wealth.

Def +20
Influence +3
Lands +0
Law +27
Pop +49
Power +0
Wealth +17
Glory: 13


Holdings:
Mines x2
Clergy
Artisan
Hall
Superior Castle
Tower
Roads
Large Town
Large University
-----------------------------------------------------------------------------------------------------------------------
Commander Aleksander (Green)(Inf Command 1, Fighting , Warfare 2)

Commander Zhukov (Trained) (Inf Command 3, Fighting 3, Warfare 1)

Commander Farhowl (Veteran) (Inf Command 3, Fighting 4, Warfare 5)

3,000 Royal Guard (Trained) (18 power) (Discipline Modifier -6)(Athletics +1) (Armour 6, Pen -3) (Defence 5)(Morale 6)(BD: 8 )(Athletics 1, Endurance 2, Fighting 5)

1,000 Personal Guard, Elite (13 Power)(Discipline Modifier -6) Athletics 2, Endurance 5, Fighting 9

1,000 Scouts (Trained) (2 Power) (Discipline Modifier +0)(Defence 5)(Morale 6)(BD: 3) )Awareness 1, Endurance, Stealth 4)

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

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

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

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

7,000 Archers (Trained)(Discipline Modifier +0)(Athletics +1)(Armour 2, Pen -1)(Defense 5)(Morale 5) (BD: 5)(Agility 2, Awareness 1, Marksmanship 2)

5,000 Calvary (Trained)(Discipline Modifier -3)(Athletics+3)(Armour 0, Pen 0)(Defense 5) Morale )(BD: 6) (Agility 2, Animal Handling 1, Fighting 5)

600 Proto-Dragoons (Trained)(Discipline Modifier -3)(Athletics+3)(Armour 0, Pen 0)(Defense 5) Morale )(BD: 6) (Agility 3, Animal Handling 1, Fighting 4)

1,000 Heavy Calvary (Trained)(Discipline Modifier -3)(Athletics+3)(Armour 0, Pen 0)(Defense 5) Morale )(BD: 6) (Agility 2, Animal Handling 2, Fighting 4)

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

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

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

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

100 Warships (Trained) (Discipline Modifier +6) (Athletics +1) (Armor 10) (Defence 7) (Morale 6[2]) (BD: 5) (Awareness 1, Fighting 2, Marksmanship 3)

---Equipment---


Gunpowder Cannon- 5 Batteries (Medium)
Health: 30
Range:500 yards
Movement: Stationary
Armor Rating: 7
Damage:7

Gunpowder Cannon - 1 Battery (Small)
Health: 15
Range: 200 yards
Movement: 10 yards
Armor Rating: 7
Damage: 5

Total fluff:
50 Small Cannons
250 Medium Cannons

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