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Turn 4-1068

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1 Turn 4-1068 on Sun Jul 09, 2017 2:09 pm

Arcacius:

Bradley3000:
The South is united just in for the Korns to arrive for another season of campaigning. King Edward wins some respect with his gracious concession.

Black powder research is underway.

Crensler:
The first golems are produced, but are inert without a soul to control them. The first of the rune crafted arrow and quarrel heads along with hand cannon pellets and cannons balls are made. Research into firearms has begun. Research into the kampwagons has begun.

A boat full of refugees from the far south arrive at your port.

16 turns for Large Steel Mill construction to be complete. 7 turns for the Brewery to be complete. 2 turns for Large Port construction to be complete. Trained Quarrelers training is now complete. Peasant Levy conversion is now complete.
[5 turns for the Serpent Road Lift to be complete. Trained Cavalry training is now complete.]

FreelanceZero:
The diplomats send a letter back saying that he is being taken to Laventino’s capitol.

Research into improving metallurgy and improving martial arts has begun. The galleons and schooners show a lot of issues with the larger ship almost sinking.

A boat full of refugees from the far south arrive at your port.

Hostile lands are now integrated. [You lose 6 Law.]

2 turns for Green Protector Guard(x2)/Green Wyvern Cavalry training to be complete.

JaxVaeus:
Lady Gertrude returns willingly to her ancestral lands without child as she suffered a miscarriage.

1 turn for the Mausoleum to be complete.

Spartanmario:
Assessments of the newly integrated lands is underway. The creation of the UPS has begun.

A boat full of refugees from the far south arrive at your port.

Chemistry research leads to a conflagration breaking out in the University. The Mana Crystal experiment ends with the test crystals breaking after a week of being in a coal fire. Berserker Potion research gets busted by the guard when they discover the researchers began a betting ring on the hallucinogenic rage animal fights, but it is promising to be a success. Flying Shuttle research has stalled. Those working on the portal project discover there is nothing mentioned about them in any of the magical texts.

Onyx Aurelius:
A few of the merchants come back with damaged hulls.  They report pirate attacks. Lots of seamen answer the call for the ‘Extended Voyage’ job just so long as the pay is good. The harichu throw their full support behind the trade agreement.

The ruins are all cleared out with the laventine dead ready to be sent back with the three ships of theirs that sailed into port. (All of them are angry when they learn that Krethea used their dead as political leverage.) Support structures are being built for the foundational columns that dot the place.

The scouting team comes back with word that Ata-Raxian outriders are close to the serpent. From the refugees they learn that the bulk of Ata-Raxian forces coming this direction are sure to cross the serpent during the next season.

Metallurgy research has stalled. Clockwork research manages to find a way to store mechanical energy. The team looking into Magic research is still trying to digest everything from Drakomedia’s book.

10 turns for the Dock Yard to be complete. 1 turn for the Glider Facility to be complete.

Wanderer_In_Rags:
1 turn for Green Peasant Levy training to be complete. Green Crusader training is now complete.

wolfking2k:
By the time Warlord Tryouts are over there are 16 left with a total of 122 dead and 41 severely maimed in the martial contest. Out of those looking to become Blackfang’s wife only 16 make it to the martial contest.

With the help of Uzario of the Seven Isles the embodiment of Death was contacted again. It let Heinrich’s soul return to the mortal realm. His soul is unfused with anything due to the tampering of his body and the fact that it is not possible.

Those at the smithy believe they created the perfect weapon for the berserker; a hook blade. Berserker Serum research ran into an issue when nearly everyone there flew into a berserk rage and attempted to kill everyone at the college. Necromantic research and the formation of a Battle Mage unit have stalled.



Last edited by SilverDragonRed on Tue Jul 11, 2017 10:55 am; edited 1 time in total

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2 Re: Turn 4-1068 on Sun Jul 09, 2017 6:03 pm

Fortunes of the Road:
7D6+3= 18 BLESSING +4 POW

Actions:
A new small-legion of the Circle of Honor will be trained, new Knights welcomed into the fold.

Upon learning of Laventino's anger, a formal apology is sent to the Laventine representatives in Port Sarum assuring them that political leverage was not the intent, and such an incident shall not happen again.

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3 Re: Turn 4-1068 on Thu Jul 13, 2017 10:00 pm

fortune roll:
Roll(7d6)+5:
5,5,2,4,1,4,6,+5
Total:32 Growth. rolled 1d3 got a 3. 3 to power

actions:
The tournaments will continue, but now that the weak have been purged rules will be implemented to prevent further deaths.

An Diplomat Goldgrinder will be sent to arcadia with an escort of five berserkers.

Blackfang will send for the diplomat sent to Wu curios as to why nothing has been heard for a couple months.

The gnolls will also hire a unit of beast masters (Gimme stats, and cost)

and the creation of undead armies will continue(need cost on this)

The mercenaries are also be given the berserker serum, and hook weapons supplied to them, and the proto berserkers. (How much will this cost?)

A diplomat will be sent to the Red Moons pirates

Flamemane, and a group of two hundred Fire pelts will be sent to Nestav bearing the white flag in hopes of entering the dungeon.

The hunt for the brotherhood assassins through the secret Shadowfangs will continue.

house stats:
Def 14
Inf 27
lan 15
law 51
pop 51 (43 with current projects) (1 in college, 7 with lanore)
Pow 33
Wea 39

current research:
Necromancy, Battle Mages

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4 Re: Turn 4-1068 on Sat Jul 15, 2017 11:00 pm

Turn Actions:
The refugees are put through quarantine and questioning, while the golems are placed in secure storage while more are constructed and volunteers are sought to begin experimenting with their operation.  Whether they come from the citizenry, who are told exactly what they're signing up for, or from death row, as an alternative to being hung, decapitated and so on, doesn't matter.  Thrand wants results, as long as the subjects are willing ones.  Training of 2 Infantry, 2 Archers and 1 Cavalry to Trained begins.

Research:
Research into applications for runes beyond amplification is begun, such as placing them on a device to trigger a spell, like a lightning bolt or what have you.  A means of improving firearms is continued to be sought and refining the black powder is worked on as well.  Mithril and kampfwagon research also continue. Lastly, magical research is conducted, namely in the form of spell matrices, like code that can trigger certain effects (see magical programming, like you would for software today). The last four workstations are focused on this effort, if possible, as there are nine research slots in total and only five are being used.

Current Military Strength:
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 8: 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

Trained Special Unit 3 (Dwarven Quarrelers): Discipline Modifier +6, Agility 2/ Endurance 2/ Marksmanship 2

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



Last edited by Crensler on Sun Jul 16, 2017 3:00 am; edited 1 time in total

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5 Re: Turn 4-1068 on Sun Jul 16, 2017 2:41 am

Fortune(s):

Outer Khanid:(HF+5)   Roll:21 Result:26(Blessing)  Allocation: Power+Defense+Law+Influence

Inner Khanid:(HF+10)  Roll:17 Result:27(Blessing)  Allocation: Power+Defense

Khanid Coast:(HF+16) Roll:31 Result:47(Boon)       Allocation: Power+Defense+Wealth
Stat Change(s):

Outer Khanid:
Defense:10+1-10(Upgrade)=1 Influence:7+1=8 Land:1 Law:23+1=24 Population:45 Power:6+1-6(Training)=1 Wealth:14

Inner Khanid:
Defense:17+2-10(Upgrade)=9 Influence:6 Land:6 Law:31 Population:37 Power:7+2-6(Training)=3 Wealth:12

Khanid Coast:
Defense:12+6-10(Upgrade)=8 Influence:15 Land:4 Law:43 Population:44 Power:6+2-6(Training)=2 Wealth:17+2(Fortune)+4(Port)-1(Imports)=22  Lloyds coffers:2 wealth
Actions:

Research:
College: Metallurgy(Principles/fundamental understanding), Clockworks(Vehicle Research), Magic(Magically reinforced materials)

Glider Facility: Flight(General), Blackpowder(Burn Time/Duration)

Local:
The resource survey of the new islands continue, emphasis is placed on larger islands capable of sustaining small communities

Preparations continue for the "Expedition Voyage", recruits are given assurances that they will be paid well for their work

Ruins project continues
Military:

Defense holdings are upgraded in the following areas:
Inner Khanid, Outer Khanid, Khanid Coast. (-10 Def from each sub region)

The 6 green infantry and 3 green archers are brought up to trained level(-18 Power from collective houses)
International:
Merchant ships begin to be escorted by military ships as an anti piracy measure, Trade continues with the Harichu

A single small team of diplomats is sent west to attempt to make contact with Ata-raxia, hopes are not high however.

Additional teams of messengers and diplomats begin fanning out to surrounding lands, warning of both the impending Koth, but more importantly warning of Ata-Raxia's possible invasion, scouting reports, refuge claims, along with the original missive are presented as evidence of such. The oddly made armor, what few historical records that could be found, and other minor pieces of evidence are presented when the Koth question is raised.

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
Infantry(Green  )(DM+9) Athletics 0, Endurance 1, Fighting 1
Infantry(Green  )(DM+9) Athletics 0, Endurance 1, Fighting 1
Infantry(Green  )(DM+9) Athletics 0, Endurance 1, Fighting 1
Infantry(Green  )(DM+9) Athletics 0, Endurance 1, Fighting 1
Infantry(Green  )(DM+9) Athletics 0, Endurance 1, Fighting 1
Infantry(Green  )(DM+9) Athletics 0, Endurance 1, Fighting 1

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
Archer(Green)  (DM:+12)Agility 0, Awareness 1, Marksmanship 1
Archer(Green)  (DM:+12)Agility 0, Awareness 1, Marksmanship 1
Archer(Green)  (DM:+12)Agility 0, Awareness 1, Marksmanship 1

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 2
Cavalry(Trained)(DM+3) Agility 3, Animal Handling 1, Fighting 2
Nobles(Trained) (DM+3) Athletics 0, Endurance 3, Fighting 3

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6 Re: Turn 4-1068 on Sun Jul 16, 2017 4:56 am

Actions:
With the recompiling of houses finished, a new survey of the wealth and minerals in each of Nestav's new lands are to be conducted.

Various houses are instructed to begin improving various aspects as part of Nestav's new standardization plans.

A survey is conducted to see if House Hidegard's and Silvercreek Port's population can be safely and culturally integrated into House Ekkebert's lands to make up for the lost manpower during the previous war.

The refugees are allowed into the nation on the terms that they do not stand idle and put themselves to work. They will also be asked about what drove them to seek refuge in Nestav.

Fortune Rolls:
Ythri: 31 Growth; +2 Law
Agra: 32 Growth; +1 Law
Cyneburg: 25 Growth; +2 Law
Hidegard: 33 Growth; +3 Law
Hadran: 22 Growth; +2 Law
Ekkebert: 27 Blessing; +5 Law

House Stats:
HOUSE YTHRI
Def 3
Inf 1
Lan 2
Law 35
Pop 35
Pow 12
Wea 12
Glory 4
House Fortune +8

First-born son (Age:26)(Married to Lady Hidegard), Second-born daughter (Age:24)(Married to House Aurelion)
Defense: Superior Castle (Skyreach Citadel)
Lands: Mountains, Ruins, Lake, WoodsH, Roads, Small Town
Wealth: Artisans, Mines, Military Academy


HOUSE AGRA
Def 0
Inf 11
Lands 0
Law 35
Pop 47
Power 0
Wealth 0
House Fortune Total +5

Second-born daughter (Age:19)
Defense: Superior Castle (Porny Keep)
Lands: Hills
Wealth: Mines


HOUSE CYNEBURG
Def 4
Inf 2
Land 0
Law 28
Pop 27
Pow 0
Wea 1
House Fortune Total +2d6-1

Defense: Superior Castle (Cyneburg Citadel)
Lands: Mountains, Roads, Ruins
Wealth: Lightwood


HOUSE HIDEGARD
Def 2
Inf 6
Land 4
Law 22
Pop 70
Pow 0
Wea 16
House Fortune +4

Defense: Tower (Inga Tower), Small Castle (Silvercreek Port)
Lands: Coast, Large Town, Plains, Roads, River, WoodsH
Wealth: Granary, Clergy, Marketplace, Port, Steeple, Smeltery


HOUSE HADRAN
Def-0
Inf-2
Lan-0
Law-24
Pop-41
Pow-7
Wea-0
House Fortune -1

Third-born son (Age:22), Fourth-born son (Age:16)
Defense: Small Castle
Lands: Small Town, Hills, Rivers
Wealth: Granery


HOUSE EKKEBERT
Def-0
Inf-10
Lan-0
Law-19
Pop-8
Pow-2
Wea-0
House Fortune -4

First-born daughter (Age:16), Second-born daughter (Age:16)
Defense: Small Castle
Lands: Coast, Small Town, Road, River
Wealth: Artisan, Marketplace, Port

Military:
--Commander, Elite (140exp) Warfare 5, Fighting 4, Command 5
-Commander, Veteran (100exp) Command 7, Fighting 3, Warfare 0
-Commander, Trained (60 exp) Warfare 4, Fighting, Command 2

--Protector Guard, Elite (DM-6)(140exp) Athletics 4, Endurance 5, Fighting 5
-Personal Guard, Green (DM+3)(20exp) Athletics 1, Endurance 1, Fighting

--Nobles, Veteran (DM+0)(100exp) Athletics 6, Endurance 3, Fighting 1
-Nobles, Veteran (DM+0)(100exp) Athletics 6, Endurance 3, Fighting 1
-Nobles, Veteran (DM+0)(100exp) Athletics 4, Endurance 4, Fighting 2
-Nobles, Green (DM+6)(20exp) Athletics, Endurance 1, Fighting 1

--Crusaders, Veteran (DM+6)(100exp) Athletics 2, Endurance 3, Fighting 5
-Crusaders, Veteran (DM+6)(100exp) Athletics 2, Endurance 3, Fighting 5

--Engineers, Elite (DM+3)(160exp) Endurance 5, Fighting 3, Warfare 8
-Engineers, Trained (DM+9)(70exp) Endurance 2, Fighting, Warfare 5
-Engineers, Trained (DM+9)(60exp) Endurance 2, Fighting 1, Warfare 3
-Engineers, Trained (DM+9)(60exp) Endurance 2, Fighting 1, Warfare 3
-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, Elite (DM+0)(140exp) Athletics 6, Endurance 3, Fighting 5
-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
-Infantry, Trained (DM+6)(60exp) Athletics 4, Endurance 1, Fighting 1

--Archers, Elite (DM+3)(140exp) Agility 5, Awareness 5, Marksmanship 4
-Archers, Elite (DM+3)(140exp) Agility 4, Awareness 4, Marksmanship 6
-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, Elite (DM-3)(140exp) Agility 3, Animal Handling 1, Fighting 10
-Cavalry, Elite (DM-3)(140exp) Agility 3, Animal Handling 1, Fighting 10
-Cavalry, Elite (DM-3)(140exp) Agility 3, Animal Handling 1, Fighting 10
-Cavalry, Elite (DM-3)(140exp) Agility 3, Animal Handling 1, Fighting 10
-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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7 Re: Turn 4-1068 on Sun Jul 16, 2017 2:52 pm

Actions:
The boat of refugees is allowed to dock, but is investigated for why they are here and ensure no diseases or anything undesirable enters the isles.

Repairs are done to the college and 20 pop assigned to the repairs, given 5 gold to rebuild what was damage as well as do some improvements that the engineers came up to the structure.

Research begins into firefighting and prevention?

The scientists conducting the illegal betting circle are reprimanded.

The mage and scientists working on making working Stargates begin to study the underlying nature of magic. They know teleportation magic is a possibility due to the incident with Empress Amelia all that time ago. A request is sent to Laventino if they may share how these teleportation circles work and what would be needed to be exchanged for this information.

Repairs begin on the dockyard in the newly integrated lands to bring it up to STG standards, knowing full well what they are after having an stg port.

The newly built clippers begin to plow the sea trades, and a treaty is sought to officially make it possible for the isles to buy up and sell Sugar and coca from the harichu.  With them built, 6 different expeditions are sent out with 12 clippers each. Loaded up with supplies, men and a few volunteer colonist, they begin to use the old maps of the world and plot different courses to confirm the maps. They are also on the lookout for land untouched by the koth where a colony can be set up, the volunteer colonists then would be dropped off and begin developing a colonial base.

House Rolls:
Isles:
3,3,2,4,6,1,6+19=44 BOON
4d3:3+2+1+3
House Cleomund:
4,3,5,2,1,6,2-1=22 Growth
d3:3
House Adalfarus:
6,6,6,5,3,4,2-4=28 Growth
d3:1

House Stats:
House Glearre:
Def: 5
Inf: 12+2 (Fort)
Land: 5
Law: 73+1 (Fort)
Pop: 47
Pow: 11+3 (Fort)
Wealth:7+3+4-5=9 (Market+Port: d6=4) (Fortune) (Expenses)
HOUSE FORTUNE: 19 (Mine +5)
House Cleomund:
Def:2
Inf:0
Land:0
Law:31+3=34
Pop:41
Pow:3
Wea:5
House Adalfarus:
Def-5
Inf-2
Lan-0
Law-18+1=19
Pop-13
Pow-5
Wea:18

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