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Turn 2-1068

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1 Turn 2-1068 on Sun Jun 25, 2017 12:52 pm

Laventino begins its march from the Chu port they conquered 9 months ago.  A battle at sea between the two results in a decisive defeat for the Laventine fleet and their retreat back to their home port.
Arcacius:
Both armies suffer badly from malnutrition and the cold of winter.  Yngvarr is getting very desperate.

Bradley3000:
Most of the scouts are killed getting into the Korn region, but those who do quickly hide themselves and start gathering intelligence.

Bern Hrothgar agrees to stand by Arcadia in the meeting.  The others in the region agree, with great reluctance, to come.

1 turn for Marketplace construction to be complete. 1 turn for Green Archers(x9)/Engineers(x2)/Garrison(x3)/Infantry(x2) training to be complete. 1 turn for Grand University construction to be complete. Trained Archers training is now complete.

Crensler:
A wedding is held in Laventino for Hilda and Xanthia.

Examination of Lady Zau’s handwriting reveals that it is not close to the fluid style present in the letter from Chu.

Golem research has a successful test with the steam-powered variant. Mythril research has begun. Rune crafting for range weaponry has stalled.

18 turns for Large Steel Mill construction to be complete. 9 turns for the Brewery to be complete. 4 turns for Large Port construction to be complete. 2 turns for Trained Quarrelers training to be complete. 2 turns for Peasant Levy conversion to be complete. Trained Infantry(?) training is now complete. The Silver Mines is now complete.
[7 turns for the Serpent Road Lift to be complete. 2 turns for Trained Cavalry training to be complete. 1 turn for Trained Personal Guard training to be complete.]

FreelanceZero:
Scouts come back with word that the siege was lifted by winter and Cyneburg Fortress still stands, albeit with quite a few less men alive to defend it.

2 turns for hostile lands to be integrated.

JaxVaeus:
The Art Festival proved to be a great success with the Kingdom of Ju and harichu expressing a desire to begin trade with Ponthos.

3 turns for the Mausoleum to be complete.

Spartanmario:
The investigation into the berserker serum potion begins.

No advancement on any research.

Onyx Aurelius:
The Korns graciously accept the invitation to the Winter Solstice celebration.

The STG ship is accepted into the harichu port.

No advancement on Clockwork or Metallurgy research. The Warding research resulted in another fatal lab accident as the mana crystal exploded and gravely injured little miss mana neko.

Envoys from the Kretheans arrive at Port Sarum looking for diplomats to represent them.

12 turns for the Dock Yard to be complete. 3 turns for the Glider Facility to be complete. 1 turn for the Guild to be established. 1 turn for Levies conversion to be complete.

Wanderer_In_Rags:
2 turns for Green Crusader training to be complete. {10 Wealth for a full Green war-legion of Mercenaries.}

wolfking2k:
The missive is sent out and already seems to be drawing promises of a crowd.

The lone drakeling sent out went berserk and killed 174 people across 69 hours of being hunted down. He returns to Blackfang with a missing arm and eye but still alive.

No advancements have been made in the research of Serpent’s Red Venom, berserker serum, or necromancy.  The bestiary is complete.

War Smithy is now complete. Port Repairs are now complete.

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2 Re: Turn 2-1068 on Thu Jun 29, 2017 12:34 am

Fortunes of the Road:
7d6+3= 29 BOON +6 POW +5 WEL

Actions:
Construction of a unit of trebuchet for the engineers to make use of will begin after permission is sought and gotten from House Aurelion to use their forests.

Scouting parties will be dispatched ever-further south of the snake, seeking to learn the course and location of the Horde if at all possible. So too will they search for viable places to mount a defense, whether the army be the Kingdom alone or the whole of the region. Mountains, river valleys, anything to slow the blind rush of the Tide. Intelligence is an absolute necessity now, for time is beginning to run.

The forges ring with the sounds of hammers upon metal as the production of plate armor begins in earnest, the craftsmen turning their craft to what had been forgotten.

Another unit of peasant levies will be raised from those willing, and they will be trained by the Far-Eyes in marksmanship to join the growing legions of the Kingdom.

Lady Maleta, first-born of Segarus, will at last meet with King Valganis to finalize an alliance between Kreathean and Nestav if the King is willing.

A gift of 3 WEALTH will be offered to Bern Leeman and House Aurelion for the coming festival of the Starforger.

Projects:
the Seeking will continue, searching out those with the Talent to become mages.

Lord-Commander Segarus, during a break from the meeting, commissions a group of illuminators and writers to put the most recent chapters of the Ballad to parchment.
Though the old tomes may well be forever lost, the history of the Kreath people and their allies will not be allowed to fall to dust.

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3 Re: Turn 2-1068 on Sat Jul 01, 2017 7:25 pm

House Fortune Rolls:
House Fletcher Fortune Roll:
I roll 27 adding on my House fortune of 8 giving me 35. This gives me Blessing. I improve Wealth by d6 - I roll 4. Because of my port I also gain +1 wealth and +1 Wealth from Trade.

Current stats - House Fletcher:

Glory: 15

Defense: 25
Influence: 18
Lands: 11
Law: 36
Population: 49 (5 due to construction)
Power: 0
Wealth: 32


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

(Training) 3000 Archers (Green Discipline +12) 0 Agility, 1 Awareness, 1 Marksmanship
(Training) 6000 Archers (Green Discipline +12) 0 Agility, 1 Awareness, 1 Marksmanship
(Training) 2000 Infantry (Green Discipline +9) 1 Fighting, 1 Endurance, 2 Athletics

3000 Garrison (Green Discipline +12) Endurance 2
(Training) 2000 Engineers (Green Discipline +12) Fighting 2


2 large Steam Cannons
5 Black Powder Cannons

House Stewart Roll:
I roll 28 adding the House Fortune of 7 giving 35. This gives Growth. I improve Wealth by d3 - I roll 2. Because of the Port I also gain +1 Wealth


Defence: 10
Influence: 4
Land: 2
Law: 23
Population: 12
Power: 2
Wealth: 15

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

6000 Crusaders (Green)

House Aslaug:
I roll 32 adding the House Fortune of -5 this giving me 27. This gives Blessing. I improve Law by d6 - I roll 4. Because of the Port I also gain +1 Wealth

Defence 32
Influence 9
Lands 24
Law 17
Population 33 (10 due to construction)
Power 2
Wealth 23

Holdings:
Hall
1 x Port
Steeple

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

(Training) 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:


Preparations are made for a leadership vote with the intention of electing the first ruler of an almost completely united south. Edward puts himself forward for this position. Coronation plans are also made for whomever is elected in the coming days.

+5 Wealth is invested in the beginning of defence constructions for the houses bordering the Korns. The local rulers are politely asked if they would invest manpower into the project. These fortifications will also be built (with their permission) in the lands of those that chose not to unite.

With the construction of the Grand University almost complete word is sent out that King Edward is seeking someone to oversea it and researchers who will swear an oath of secrecy. A promise of gold is given to those that arrive.





House Stewart Actions:






House Aslaug Actions:






Current Stats:
House Fletcher:


Glory: 15

Defense: 25
Influence: 18
Lands: 11
Law: 36
Population: 49 (5 due to construction)
Power: 0
Wealth: 27


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: 10
Influence: 4
Land: 2
Law: 23
Population: 12
Power: 2
Wealth: 15

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 32
Influence 9
Lands 24
Law 17
Population 33 (10 due to construction)
Power 2
Wealth 23

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


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4 Re: Turn 2-1068 on Sat Jul 01, 2017 9:19 pm

Fortune:


Outer Khanid: No Roll Allocation: Defense

Inner Khanid: No Roll  Allocation: Law

Khanid Coast: No Roll Allocation: Law
Stat Changes:

Outer Khanid:
Defense:7+1=8 Influence:7 Land:1 Law:23 Population:45 Power:6 Wealth:14

Inner Khanid:
Defense:17 Influence:6 Land:6 Law:22+1=3 Population:37 Power:7 Wealth:10+2=12

Khanid Coast:
Defense:12 Influence:15 Land:4 Law:38+1=39 Population:44 Power:6 Wealth:22-12(Festival)-1(Imports)=9  Lloyds coffers:2 wealth
Actions:

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

Research in warding stops after the second major accident, in it's place starts a new initiative; to pick up where Drakomedia stopped in regards to the study of magic in a controlled and understood fashion. The project comes as a direct result of the realization that magic is still poorly understood at a more base level, a realization spurred from recent accidents, and reports from abroad.

With the completion of the new glider facility close at hand, workers and populace are sent to the site early to work on blackpowder fuel. The main glider hanger is unfinished, and as such, flight trails are delayed.
Local:
The Festival of the Starforger commences, the populace celebrating another good year, and the merchants thankful for their fortunes.

The survey of local islands continue, though it slows as winter sets in more fully.

Preparations of several modified cargo ships continue, two of them having communications equipment installed, and cannons fitted.

International:
The Khanid region welcomes representatives from the Khorn regions to discuss trade agreements, and to share in the festival going on.

Kreathean envoys are met with, and discussions begin in regards to diplomats.
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
Garrison(Trained)(DM+3/9) Awareness 3, Endurance 1, Fighting 3
Garrison(Trained)(DM+3/9) Awareness 3, Endurance 1, Fighting 3
Garrison(Trained)(DM+3/9) Awareness 3, Endurance 1, 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)(DM+6) Awareness 1, Fighting 2, Marksmanship 3
Warships(Trained) DM+6) Awareness 1, Fighting 2, Marksmanship 3


Misc:
Special(Trained) (DM+6) Awareness 2, Endurance 2, Healing  
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)
(Peasants coveted to Infantry, and archers, 6 infantry and 3 archers.)

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5 Re: Turn 2-1068 on Sun Jul 02, 2017 3:31 am

fortune roll:
Roll(7d6)+8:
1,1,5,3,5,4,4,+8
Total:31 growth. rolled 1d3 got 3. 3 to power

actions:
Blackfang will hold a screening over the people coming to join ponthos, and begin making plans on how to divvy up the lands.

Another screening will be had amongst those wishing to marry Blackfang. They'll be put through martial, and diplomatic tests, and trials to see if they are worthy to be his wife.

The young Veingos Blightwatch will also begin schooling in the basic, and proper use of magic, aswell as very basic teachings

The gnolls will also share the information of the bestiary with house Lanore, and sell it to those who are interested.

The gnolls will also send for the STG to ask about setting up trade.

current house stats:
Def 14
Inf 27
lan 15
law 51
pop 51 (43 with current projects) (1 in college, 7 with lanore)
Pow 30
Wea 39

current projects:
Necromancy, berserker solution, battle mages

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6 Re: Turn 2-1068 on Sun Jul 02, 2017 11:58 am

Actions:
Announce Wedding, continue research. Clipper production soon? (when does the prototype stage end??). Mine and Artisian ETA?

House Fortune:
4,1,2,3,1,5,5,+14=35 BLESSING
2d3:3+3

House Stats:
Def: 5
Inf: 10
Land: 5
Law: 71
Pop: 47
Pow: 5+3=8 (fortune)
Wealth:12+3+3=18 (Market+Port: d6=3) (Fortune)
HOUSE FORTUNE: 14

Army and Research:

Construction Projects: Artisan and Mine (20 Pop Each. Total Pop:40)

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 (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship
Warship, Green (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship
Warship, Green (20 exp). +0 Awareness, +0 Fighting, +2 Marksmanship
Warship, 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.

Berserk Potion:
Find out how to make animals go mad and attack each other
Cause Koth to go mad and attack each other?

Flying Shuttle (Pre-industrial research): (PAUSED)
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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7 Re: Turn 2-1068 on Mon Jul 03, 2017 12:44 am

Actions:
More men are to be sent to garrison Cyneburg Fortress at the earliest safe convenience. A messenger is to be sent, also at the earliest safe convenience, to Lord Protector Edward to ready the army to march on Cyneburg as soon as the winter is over.

Fortune Roll:
7d6 = 17+6 = 23 Curse; -1 to Law

House Stats:
Def = 3
Inf = 1
Lan = 2
Law = 39
Pop = 30
Pow = 26
Wea = 12

Researching: Air Cannons, Officers Corps

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