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Turn 11-1067

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1 Turn 11-1067 on Sun Jun 04, 2017 12:49 pm

Arcacius:
2 turns for Green Cavalry(x2)/Infantry(x12)/Archers(x4) training to be complete.

Bradley3000:
Representatives are sent out to the STG and Seven Isles.

The closest two Houses surrender immediately upon the Allies marching on their lands, asking for leniency. The third, closest to Nestav, has already sent a peace offering to King Valganis. Hrothgar’s forces return home, looking to recover their losses.

You gain 1 Wealth from trade. 3 turns for Grand University construction to be complete. 5 turns for Marketplace construction to be complete. 1 turn for Green Commander training to be complete.  2 turns for Green Crusader(x6) training to be complete. 1 turn for Green Archer(x6) training to be complete.

Crensler:
House Adalwulf, on the border of Nestav, has agreed to fall under your rule.  They ask for immediate support as the undead have hit them hardest and their territory is almost completely overrun.

Examination of the ore reveals that it is silvery-white in hue; light, but durable; and really malleable. The runesmiths have come up with a way to incorporate runes into the forging process which allows for enchantments to be more easily cast into the weapons.

12 turns for the Brewery to be complete. 3 turns for the Silver Mines to be complete. 2 turns for the University to be complete. 1 turn for Green Peasant Levies(x5) training to be complete. 1 turn for Green Dwarven Quarrelers training to be complete. The Siege Workshop is now complete. Green Infantry(x3) is now complete.

FreelanceZero:
Your spies bring back word that members of the Northern Coalition wish to surrender.

The enemy’s castle is taken without too much of a struggle.  There were 34 casualties during the attacks, 11 of which died.

2 turns for Trained Commander training to be complete. 1 turn for Smelter construction to be complete. Small Town construction is now complete.

JaxVaeus:
All 400 men were sacrificed, but nothing came from it.

More fox people are magically created.  Their population is around 600.

Research into the planks wheels has begun.

You gain 1 Wealth from trade. 6 turns for the Mausoleum to be complete.

Spartanmario:
Representatives arrive from Houses of the Northern Coalition wishing to surrender to you.

You gain [13 Wealth] from the Kingdom of Arcadia for the purchase of black powder cannons and powder.

You gain 1 Wealth from trade. 2 turns for Green Warship training to be complete.

Onyx Aurelius:
The STG representatives arrive to give their message only to find the Houses on the coast itself demanding they surrender to House Aurelius. The diplomats sent to the Houses of Korn receive mostly warm welcomes, what with their armies being away.

Clockwork research has found a way to control the speed of wagons by switching between different sized gears. Metallurgical research has run into a snag for the time being. Mana crystal research has found a way to project a ward from a tiny shard.

The engineers sent to SilverCreek Port state that it will take [6 Wealth] to repair the damage to the walls.

Queen Aslaug of the Kingdom of Arcadia arrives with news that the docks have been repaired and they wish for another examination.

You gain 7 Wealth from trade. 15 turns for the Dock Yard to be complete. 6 turns for the Glider Facility to be complete.1 turn for Trained Garrison(x3)/Special/Scouts training to be complete. Trained Warship training is now complete. The Road Network is now complete.

Wanderer_In_Rags:
2 turns for Green Support/Raiders(x2) training to be complete.[11 Power]

wolfking2k:
After days of ‘interrogating’ the assassins both of them talk state as much as they know about the Brotherhood, which isn’t a whole lot. Mainly that the Brotherhood is brand new and they were tasked with removing political corruption from the kingdom. The assassin that wasn’t hanged was found dead the next day in his cell.

The Serpent’s Red Venom is safely contained, but those under its thrall fought against it being moved.  They were put down, but they rose again later with more of their bodies being crystallized. One former guard in particular is nothing but crystal now.  None of them respond to any orders from others.

There is a breakthrough in the utilization of magic with the berserker serum to greatly nullify pain. The beast masters find, much to their dismay, that they can only give simple commands to their now insane mutated charges that were part of the original creature’s training.  Anything past that can result in the creatures attacking their handlers in confusion.  Nothing is gleamed from the study of the Serpent’s Red Venom.

3 turns for War Smithy to be complete. 3 turns for Port Repairs to be complete.

Zeiss:
Books are supplied from Laventino already translated. Those seeking to learn the laventine written language have run into a major obstacle; mainly that their writing involves over 2,000 symbols for their basic words.  The farmers are looking for ways to grow crops on water in accordance with the laventine method.

You gain 1 Wealth from trade. 10 turns for the Serpent Road Lift to be complete. 4 turns for Trained Personal Guard training to be complete. Wealth-to-Power conversion is now complete.



Last edited by SilverDragonRed on Mon Jun 05, 2017 9:02 am; edited 1 time in total

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2 Re: Turn 11-1067 on Sun Jun 04, 2017 10:52 pm

Actions:
Governor Aleksander will order that the the production of fox people stops for now, the naturalists being ordered to focus on classifying and writing down all herbal cures and remedies within the House Lanore Lands. He orders all of them to do this and take detailed notes on each plant and how it effects people. He says these will be books and references for all people to be able to use and study freely. His quote is thus: "We need to be able to heal our sick and wounded. We have remedies, let us make them known for all to use them."

He will check on the status of the Balloon as well, to see how months of uninterrupted experimentation has worked for it. He will also spend the crown's money to irrigate a nearby swamp for farmland (10 Wealth). He will also give each man in the military time off during the mourning and encourage artists and sculptors to bring forth their trade. He will spend gold (5 wealth) to organize an Arts Carnival within the palace next month. All artists, poets, actors, singers, bards, sculptors, painters, anything will be encouraged to come from around the kingdom to showcase their work and sell it.
Invitations will be sent to Laventino, Shu, Chu, Ju, Seven Isles, House Fletcher, The other half Ponthos, House Gerimund, The Northern Kingdoms, The Venom League, House Nestav, and even the Harichu to come and join in the festival.

Aleksander will also commission a trade ship from the promise of future return investment. He calls for the ship to be built in Heinrich's memory and asks for any shipwrights to take the contract as a gift to the crown with 15% future return investment.

Also he will have the church go door to door of veterans and check on their well-being and mental health. Being a soldier himself, he knows how it is. They will be given gold (5 wealth) to ensure the health of those they check up on.

Also also, Aleksander will invite lady wulfen to live with him in the castle

Finally, 1,000 men from across the army have volunteered for a final sacrifice. They come a little from each unit within the army. Against Aleksander's will, led by the Guard Captain, they will sacrifice themselves trying to bring back Heinrich in secret. This will be done deep within the swamps away from prying eyes. It will also be done on midnight of a full moon.





Status:
+5 to Wealth

Def +20
Influence +3
Lands +0
Law +27
Pop +49
Power +0
Wealth +5 (+5 from rolls, -10 from farms, -5 from Carnival, -5 from church house calls)
Glory: 13


Holdings:
Mines x2
Clergy
Artisan
Hall
Superior Castle
Tower x2
Roads
Large Town
Large University
Port x2

-----------------------------------------------------------------------------------------------------------------------
Governor 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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3 Re: Turn 11-1067 on Tue Jun 06, 2017 9:56 am

House Fortune Rolls:
House Fletcher Fortune Roll:
I roll 32 adding on my House fortune of 8 giving me 40. This gives me Boon. I improve Wealth by 2d6 - I roll 11. Because of my port I also gain +1 wealth

Current stats - House Fletcher:

Glory: 15

Defense: 13
Influence: 18
Lands: 11
Law: 36
Population: 49 (5 due to construction)
Power: 0
Wealth: 13


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 (Trained, Discipline +0) 2 Endurance, 3 Fighting, Agility 1

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 Discipline +12) Endurance 2
2000 Engineers (Green Discipline +12) Fighting 2


2 large Steam Cannons
5 Black Powder Cannons

House Stewart Roll:
I roll 29 adding the House Fortune of 7 giving 36. This gives Blessing. I improve Power by d6 - I roll 6. Because of the Port I also gain +1 Wealth


Defence: 0
Influence: 4
Land: 2
Law: 23
Population: 12
Power: 7
Wealth: 10

Holdings:
1 x Port
Small Castle
Artisan
Granary

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

150 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 Wealth by 2d6 - I roll 11. Because of the Port I also gain +1 Wealth

Defence 27
Influence 9
Lands 24
Law 13
Population 33 (10 due to construction)
Power 6
Wealth 20

Holdings:
Hall
1 x Port
Steeple

Commander, Trained (Lady Asluag) Command 3, Fighting 1, Warfare 2
Commander, Green (Dougal Dixon) 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:


With the army now returned King Edwards eyes turn toward unification, a message is sent out to all the southern Silver Coast rulers to attend a Council of unification with the sole aim of unifying the south. In the mean time the army is sent under Lord Adam Stewart to beat back the raiding Korns on all southern land. While there he is instructed to earn the favour of the populace by giving out +3 Wealth in donations to towns.

An organisation is set up while there that will pressure the Lords of the south to accept unification.

The Council will meet on the last day of the month where a feast of epic proportions will be put on.

Everyone apart from Ser Marcus will be there as he will be representing Arcadia in the festival at Ponthos.



House Stewart Actions:





House Aslaug Actions:


The 3000 Green Archers will be trained at the cost of +6 Power. The House will also invest in Edwards unification effort with +3 Wealth spent on the Council.



Current Stats:
House Fletcher:


Glory: 15

Defense: 13
Influence: 18
Lands: 11
Law: 36
Population: 49 (5 due to construction)
Power: 0
Wealth: 10


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 Discipline +12) Endurance 2
2000 Engineers (Green Discipline +12) Fighting 2


2 large Steam Cannons
5 Black Powder Cannons



House Stewart:


Defence: 0
Influence: 4
Land: 2
Law: 23
Population: 12
Power: 7
Wealth: 10

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 0
Wealth 17

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)

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4 Re: Turn 11-1067 on Sat Jun 10, 2017 12:13 pm

Actions:
With their recent victories against the undead, the forces of Geirmund Hold take some time to bury their dead, tend to the wounded and rest before they will go about engaging in another battle.  With the recent surrender of the Northern Coalition, Thrand finds himself with two new banner houses on top of House Adalwulf, having five thousand of his citizens sent to support the flagging industry of House Osgar (-5 Population from Geirmund, +5 Population to Osgar.  The training of the Quarrelers and raising of the levies continue, while the new Infantry are to be brought up to Trained.  The 13 Glory, meanwhile, will be converted to Population, 8 for House Geirmund and 5 for Clan Grimmore.  Finally the newly freed up 5 Population of Clan Grimmore are tasked with beginning work on the new Large Port.  Also Lady Rinoa's cousin, the Lady Sonja, will visit the art festival in Ponthos, both to test the political waters and see what the situation there is like.  And to see the art.

Research Projects:
Testing of this new metal will continue, to figure out what uses it will have when compared to steel.  The rune smiths are thanked for their efforts thus far and asked to see if it would be possible to incorporate these runes into siege and ranged weaponry.  Meanwhile Loregar is tasked with prototyping the steam golem he and Ninritut came up with.

Current Armed Forces:
House Geirmund/Clan Grimmore: 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 3/Awareness 2/Marksmanship 3

Trained Crusader units 1 and 2: Discipline Modifier +9, Athletics 4/Endurance 3/Fighting 3

Trained Cavalry Unit 1: Discipline +3, Agility 3/Animal Handling 2/Fighting 4

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

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

Kampfwagons (Scorpians): 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 3, Endurance 2, Fighting 3

House Adalwulf:Infantry, Trained (DM+6) Athletics 5, Endurance 1, Fighting 0

Infantry, Trained (DM+6) Athletics 5, Endurance 1, Fighting 0

Infantry, Trained (DM+6) Athletics 5, Endurance 1, Fighting 0

Archers, Veteran (DM+6) Agility 5, Awareness 2, Marksmanship 3

Archers, Veteran (DM+6) Agility 5, Awareness 2, Marksmanship 3

Cavalry, Elite (DM-3) Agility 3, Animal Handling 1, Fighting 10

Commander, Green Command 2, Fighting 0, Warfare 2

House Brynjarr: Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

Garrison, Veteran (DM+0/6) Awareness 1, Endurance 9, Fighting 0

House Osgar: Arn Osgar, Elite Command 8, Fighting 1, Warfare 5

Engineers, Trained (DM+9) Endurance 0, Fighting 0, Warfare 6

Engineers, Trained (DM+9) Endurance 0, Fighting 0, Warfare 6

Garrison, Trained (DM+3/9) Awareness 0, Endurance 0, Fighting 6

Garrison, Trained (DM+3/9) Awareness 0, Endurance 0, Fighting 6

House Fortune Rolls:
House Geirmund: 7d6 + 8 = 33 (Growth) 1d3 = 3 Wealth

Clan Grimmore: 9d6 - 7 = 28 (Boon) 1d6 = 5 Population 1d6 = 6 Wealth

House Adalwulf: 9d6 - 7 = 20 (Blessing) 1d6 = 6 Population

House Brynjarr: 7d6 + 1 = 30 (Blessing) 1d6 = 4 Population

House Osgar: 7d6 + 15 = 42 (Boon) 1d6 = 5 Population 1d6 = 4 Wealth

End of Turn Stats:
House Geirmund: Defense 7, Influence 4, Lands 10, Law 30, Population 31, Power 9, Wealth 9

Clan Grimmore: Defense 11, Influence 10, Lands 7, Law 25, Population 31, Power 7, Wealth 8

House Adalwulf: Defense 0, Influence 16, Lands 0, Law 35, Population 14, Power 4, Wealth 3

House Brynjarr: Defense 0, Influence 2, Lands 0, Law 27, Population 14, Power 1, Wealth 0

House Osgar: Defense 0, Influence 35, Lands 0, Law 72, Population 19, Power 8, Wealth 4

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5 Re: Turn 11-1067 on Sun Jun 11, 2017 1:38 am

Actions:
(-4 power due to training required for warships.)

Uzario, being in Ponthos, will offer his help in the kingdom's attempts to revive their late lord.

Merchant neko in Ponthos will begin to try and get in on the spice trade there.

Construction begins on a mine and Artisan with 20 pop each.
House Fortune Roll:
2,3,1,6,4,5,3+11=BLESSING
2d3:3+2
House Stats:
Def: 5
Inf: 9+1=10
Land: 5
Law: 66
Pop: 43+3=46
Pow: 9-4=5
Wealth:6+13+1+2+4=26 (Fortune) (Market+Port: d6=4)
Army and Research:

Construction Projects: Artisan and Mine (40 Pop)

NAVY:3 Warships +4 In Construction
Warship, Trained (70 exp). +2 Awareness, +2 Fighting, +2 Marksmanship
Warship, Green (50 exp). +2 Awareness, +0 Fighting, +2 Marksmanship
Warship, Green (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship
Warship, Green (Under Construction) (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship
Warship, Green (Under Construction) (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship
Warship, Green (Under Construction) (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship
Warship, Green (Under Construction) (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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6 Re: Turn 11-1067 on Sun Jun 11, 2017 2:57 am

Fortune roll:
Roll(7d6)+5:
4,4,4,6,5,1,4,+5
Total:33 growth. rolled 1d3 got a 3

actions:
A ward is to be put up around the Serpent's Red Venom, and immediate research into it is to begin.

The scouts are also ordered to search the mountains, and nearby region for prey they are to catalog all forms of life they encounter, and the list brought to Blackfang for study.

A diplomat will also be sent to Wu to learn more of the region, and how it differs from Shu, and Chu.

The college's research will also turn from General to studying necromantic arts

Current house stats and research:

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 27
Wea 40

Serpent's red venom, Berserker solution, Necromancy, animal life in surrounding regions.

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7 Re: Turn 11-1067 on Sun Jun 11, 2017 3:24 am

House Purchases:
House Fortune Upgrades:
House Zenna + 1d3 Wealth (3)
House Sonaglio + 2d6 Wealth (7)
House Scala + 1d3 Wealth (1)
House Skitter + 1d3 Wealth (2)
House Stinger + 1d6 Wealth (6)
Updated Stats:
House Zenna
Wealth 13

House Sonaglio
Wealth 7

House Scala
Wealth 12

House Skitter
Wealth 7

House Stinger
Wealth 7
House Fortune Rolls:
House Zenna 28 (26+2) Boon
House Sonaglio 30 (25+5) Blessing
House Scala 28 (22+6) Boon
House Skitter 30 (25+5) Blessing
House Stinger 28 (26+2) Boon

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8 Re: Turn 11-1067 on Sun Jun 11, 2017 3:37 am

Fortune roll:
I roll 31, to which I add my House Fortune of 12, giving me 43. Thus, I gain Boon.

I improve 2 resources by 1d6 points; Power and Wealth. I roll 3 and 4, respectively.

Because I own a marketplace and a part, I roll another 1d6 for Wealth. I roll 6.

I also get 1 more Wealth from trading with Laventino.

Because of the Power conversion being complete, I add 5 to Power.

Def 6
Inf 0
Lands 0
Law 21
Pop 34
Power 9
Wealth 20
House Fortune Total  = +12
20 Pop used for building Lift system.

Actions:
I spend 8 Power to train 1 Cavalry unit, trained (Discipline Modifier +3) Agility (2), Animal Handling (2), Fighting (2)

Laventino teachers must use a method to teach their children how to read and write. We will use the same one, and perfect it if we can, but without treating the students like children.

Remember how I conquered House Njall by raiding the surrounding villages with cavalry and put up a siege on their castle? I will have my House and Banner Houses uses this tactic as their signature in war. We won't rely only on it, but it's too useful not to use again.

Since it's my last turn playing this campaign, here's what I would wish for my house and banner houses: they attempt to join the Laventino Empire as subjects. That was actually my intention from the beginning. If it's impossible, try to become some sort of protectorate.

Otherwise, I'd just have them stay independent, and maybe be conquered by someone else who's smarter than my bern.

Although, you're the GM, so if you want to do something else with my territory, feel free to do so. I won't oppose it in any way. These are only a few ideas I had.

Thank you for everything again.

Projects:
Teach the populace and nobles houses how to read Laventino's language by using their teaching methods.

Build printing presses.

Construction of the lift system for the Serpent Road. Pop:20. Turns: 9

Personal Guard training. Turns: 4
Calvary training. Turns: ?

Current stats:
Def 6
Inf 0
Lands 0
Law 21
Pop 34
Power 1
Wealth 20
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);
In training1 Personal Guard unit, trained, (Discipline Modifier 0) Athletics (2), Endurance (2), Fighting (2)
In training 1 Cavalry unit, trained (Discipline Modifier +3) Agility (2), Animal Handling (2), Fighting (2)

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9 Re: Turn 11-1067 on Sun Jun 11, 2017 4:31 pm

Actions:

Local

Work proceeds on the various projects: Glider Facility, Experimental Dock, Ruins
Research continues on these fronts: Clockworks(General/Reliability), Metallurgy(Corrosive resistant iron/steel), Mana crystals(Warding/General)

Special preparations are made to a number of ships for a long term voyage, including the outfitting of two different ships with communication equipment, and a number of others with special facilities to produce rations from freshly caught marine life, and with extended storage for various supplies. (A total of 5 wealth is spent to procure rations and outfit the ships)

International:

Merchants are sent to the greater khorne region to open up trade and establish basic relations.

STG merchants begin trading with Arcadia after the inspection report comes back with no major issues.


Stat Changes:

Outer Khanid:
Defense:4 Influence:7 Land:1 Law:23 Population:44+1 Power:6 Wealth:10

Inner Khanid:
Defense:17 Influence:6 Land:6 Law:20 Population:36 +1 Power:7  Wealth:9

Khanid Coast:
Defense:11+1 Influence:15 Land:4 Law:33 Population:44 Power:6 Wealth:31-6(Repairs to silvercreek)-1(Imports)-5(Provisions)=19  Lloyds coffers:2 wealth

Forces:


Total Holdings, from all regions.

Commander List:
Commander(Elite) Command 10, Fighting 0, Warfare 4
Commander(Veteran) Command:6, Fighting 1, Warfare:3
Commander(Veteran) Command 5, Fighting 2, Warfare 3
Commander(Veteran) Command 3, Fighting 4, Warfare 3
Commander(Trained) Command 1, Fighting 4, Warfare 1
Commander(Green) Command 0, Fighting 0, Warfare 2

Infantry:
Infantry(Trained)(DM+6) Athletics 2, Endurance 2, Fighting 3
Infantry(Trained)(DM+6) Athletics 0, Endurance 4, Fighting 2

Garrison:
Garrison(Trained)(DM+3/9) Awareness 3, Endurance 1, Fighting 3   
Garrison(Trained)(DM+3/9) Awareness 2, Endurance 1, Fighting 3  
Garrison(Trained)(DM+3/9) Awareness 1, Endurance 2, Fighting 3

Enginners:
Engineesr(Elite  )(DM+3) Endurance 2, Fighting 5, Warfare 7 
Engineers(Trained)(DM+9) Endurance 4, Fighting 0, Warfare 2
Engineers(Trained)(DM+9) Endurance 4, Fighting 0, Warfare 2

Archers: 
Archer(Trained)(DM:+9) Agility 1, Awareness 2, Marksmanship 3

Naval:
Warships(Elite) (DM+0) Awareness 8, Fighting 3, Marksmanship 3
Warships(Trained) See turn 12
Warships(Trained) See turn 12


Misc:
Cavalry(Trained)(DM+3) Agility 3, Animal Handling 1, Fighting 2
Nobles(Trained) (DM+3) Athletics 0, Endurance 3, Fighting 3
9x Peasants(Green)(DM+15) (Will deal with stats later)

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