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Turn 6-1068

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1 Turn 6-1068 on Sun Jul 23, 2017 12:49 pm

The fighting between the Southern Silver Coast and Korn breaks down into a stalemate. Groups of raiders play havoc in the coastal region.

Reports spread out of exterminations of certain cities and towns in Chu by the king of Chu. Revolts and mutinies have sprung up because of the harsh measures by the new ruler. Laventino continues to advance deep into Chu territory, purportedly without much opposition.
Arcacius:

Bradley3000:

Crensler:
Golem creation starts off smoothly--those refugees who volunteered maintain their personas and identities after the procedure while those from the jails fall under the sway of those with golem control rods. Already the memorial has 21 names inscribed.

With help from Laventino the alchemists were able to create a sample of black powder without any undue accidents. The current project into firearms suffers an accidental explosion in the workshop. Rune research stalls for the moment. Those looking into magical matrices suffer badly after an accident with 2 people dying, which causes the mythril/magic connection research to stall. Those working on kampfwagons figure out that the improved steam engines can compensate for the extra weight from armor being added to the vehicles.

10 turns for Large Steel Mill construction to be complete. 5 turns for the Brewery to be complete. 1 turn for Trained Infantry(x2)/Archers(x2)/Cavalry training to be complete. Large Port construction is now complete.
[3 turns for the Serpent Road Lift to be complete.]

FreelanceZero:
Prospectors are sent out to conduct a new metallurgical assessment and find the areas where the previous one was conducted.

A new type of smelting technique is developed to improve metallurgy. A new brutal martial arts is beginning to take form based on Ancient Nestav’s and Tasha’s styles. The Naval research has stalled.

House Cyneburg’s granary stores catch fire.

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

JaxVaeus:
6 units are outfitted with wheellock guns. The army readies itself for war, but is slow to do so. Ju sends their army to join with that of Ponthos.

Not much progress has been made in the balloons project

4 turns for Trained Engineers(?) training to be complete.

SpartanMario:
The new ships begin to ply to seas only to find groups of pirates preying on boats of refugees fleeing from the south. Those in the expedition run into a group of ship from House Aurelia doing a similar expedition. The docks are repaired and are brought up to the standards put forth by the STG.

New ways of firefighting and fire prevention are being looked into. Laventino has yet to reply to the offer about the teleportation circle.

Onyx Aurelius:
The ruins are cleared out entirely with some looking to expand the open area into the large caved-in part.

Diplomats come back from around the Serpent and Korn regions with news that various Houses are taking the news seriously and coming together to withstand the koth attack. They state it will take some time before they are ready to march. Mercenary companies contemplate whether to side with House Aurelia and Kreathea.

The expedition is sent out, only to find groups of pirates preying on boats of refugees fleeing from the south. A similar expedition from the Seven Isles is also come across.

The construction of a kampfwagon based on the design presented by Laventino has begun. Those learning about Flight has put forth what they have so far to great success. Black powder research has finally been able to create a batch of it without causing an explosion.

5 turns for the Dock Yard to be complete.

Wanderer_in_Rags:
A unit of Trained Mercenary are hired for the attack on the coast. The army is fully mustered and ready to set sail for the coastline to the north infested with koth. Additional Mercenary companies are contemplating whether to join with Kreathea against this plague.

4 turns for Trained Cavalry training to be complete. 3 turns for Trained Infantry training to be complete. 2 turns for Levies-to-Archers(?) conversion to be complete. 2 turns for Trained (?) training to be complete.

wolfking2k:
The army has finished mustering for war against the koth. Ju sends their army to join with that of Ponthos. Wu sends word asking for Ponthos to hurry. Shu sends word that they have also finished mustering their army, and are marching. Chu sends no reply. Laventino sends word that they unfortunately cannot send their troops to help until ships have been built to transport them over.

The Brotherhood member died during the torture only to be resurrected by a necromancer and tortured to death again and again. In his increasing insanity he reveals that the Brotherhood was responsible for poisoning the well.

1 turn for Green Beast Master training to be complete. 4 turns for Trained Tauber training to be complete. 2 turns for Green Criminals(5)/Firepelts(2) training to be complete.



Last edited by SilverDragonRed on Sun Jul 23, 2017 9:36 pm; edited 1 time in total

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2 Re: Turn 6-1068 on Sun Jul 23, 2017 4:43 pm

To War!:
The Kreathean army sails north to the Silver Coast with the Lord-Commander at their head, and will begin hit-and-run skirmish actions against their hated foes after sending out scouts to locate pockets of the koth. They will secure beachheads and base camps for any allied forces arriving, and any civilians that can can be saved will be taken from the dangerous areas.

The Captains that did not set out upon the war to the Silver Coast are left orders to train for command of the second wave of reinforcements. (Three Trained Commanders)

Armies of the Kingdom:


Lord-Commander Segarus the Resilient (Elite Commander) Command (6) Warfare (4) Fighting (4) (Upgraded Armor and Weapons)

The Circle of Honor (Elite Knights(Personal Guard)) Athletics(5)  Endurance (5) Fighting (4)(Upgraded Armor and Weapons)
Far-Eye Legion (Elite Archers) Agility (5) Awareness (4) Marksmanship (5) (Upgraded Longbows)
The Guard (Elite Infantry) Athletics (4) Endurance (6) Fighting (4) (Upgraded Armor and Weapons)

Trained Scouts -5 POW Awareness (3) Stealth (3) (Upgraded Bows)

Trained Archers  Agility (3) Marksmanship (3)
Green Archers  Agility (1) Marksmanship (1)
Green Archers  Agility (1) Marksmanship (1)

Trained Infantry  Athletics (2) Endurance (3) Fighting (1)  
Green Infantry  Endurance (2)
Green Infantry  Endurance (2)
Green Infantry  Endurance (2)

Green Crusaders  Athletics (1) Endurance (1)

Green Support  Healing (2)

Green Engineers  Warfare (2)

1x Trebuchets



Last edited by The_Wanderer_In_Rags on Sun Jul 30, 2017 3:29 am; edited 5 times in total

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3 Re: Turn 6-1068 on Sun Jul 23, 2017 7:43 pm

Turn Actions:
New safety measures are instituted in the research lab, in an effort to keep further accidents from happening.  The golems are to be treated with the same respect as professional soldiers, even the ones taken from death row, though the control rods will continue to be used in the latter cases for obvious reasons.  With the progress in kampfwagon research, designs are drawn up for new armored versions, with vents for fresh air and shielding for the boiler included, as well as "murder slots" for the crew to attack from with spears or ranged weapons besides the main gun, and a locking mechanism inside the hatch leading into the crew compartment so enemies can't just climb in after them.  Training will continue as before, while 5 units of Green Warships will begin training/production in the new port.  Speaking of the ports, the STG is to be contacted about joining their little trade circle.  Finally the Population spent on the Large Port is to be shifted to the construction of the Large Steel Mill.

Research Projects:
With the new safety measures taken into account, and the dead researchers buried with respect and their families notified about their deaths in the service of the Kingdom of Geirland, research into rune triggers, firearms, mythril and magical matrices will continue.  Research into mass producing weapons without losing quality, refrigeration technology/magic, refining black powder now that we know how to create it and how to bypass the need to use the caster's own life force when using magic, perhaps through tapping into elemental energies or something, will begin.



Last edited by Crensler on Mon Jul 31, 2017 2:19 am; edited 1 time in total

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4 Re: Turn 6-1068 on Sun Jul 23, 2017 10:45 pm

Fortune:
Forgoing it this turn

Actions:
Lord Blackfang will gather his army aswell leaving behind a single group of peasent levies behind. The other troops still being trained are to be sent to the main army to aid as soon as possible.

Blackfang's army is to travel along side Ju and Shu's aswell as what ever troops the warlords could muster.

Troops:

1 Guerrillas Discipline 3, Athletics, Marksmanship, Stealth 2. Green
1 Guerrillas Dscipline 9, 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 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) 4 Armor, Athletics 2, Endurance 2, Fighting 2. trained
1 Mercenaries 1 pt* (Discipline Modifier +3) 4 Armor, Athletics 2, Endurance 1, Fighting. Green
1 Mercenaries 1 pt* (Discipline Modifier +3) 4 Armor, Athletics , Endurance 1, Fighting 1. Green
3 Proto berserkers (Discipline Modifier +15) 1 Armor, Athletics 1,Endurance 1, Fighting 1, Stealth, Green
2 Fire pelts 4 pts (Discipline Modifier +12) 5 Armor, Athletics 1, Endurance 1, Fighting 1, Green [upgraded with flamethrowers]
1 Commander FlameMane 5 inf, 1 Command, Fighting 1, Athletics 1, Warfare, 6 Armor. Green (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]
1 Commander Bernhardt Command 2, Fighting 2, Warfare 2, Trained[60 xp] (Discipline Modifier +6)
1 Commander Blackfang Command 2, fighting 2, warfare 2, trained Discipline mod 6

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5 Re: Turn 6-1068 on Sun Jul 30, 2017 12:57 am

Fortunes:

Outer Khanid:(HF+5)   Roll:23 Result:28(Boon)       Allocation: Power+Defense+Law+Influence

Inner Khanid:(HF+10)  Roll:21 Result:31(Growth)   Allocation: Defense

Khanid Coast:(HF+16) Roll:20 Result:36(Boon)       Allocation: Power+Defense+Wealth+Influence
Stat Changes:

Outer Khanid:
Defense:2+2=4 Influence:9+1=10 Land:1 Law:25+3=28 Population:45 Power:2+1=3 Wealth:14--10(Artisan)=4

Inner Khanid:
Defense:7+3=10 Influence:6 Land:6 Law:31 Population:37 Power:3 Wealth:12

Khanid Coast:
Defense:11+3=14 Influence:18+2=20 Land:4 Law:43 Population:44 Power:5+3=8 Wealth:29+2+3(Port/Market)-1(imports)=33  Lloyds coffers:2 wealth
Actions:


Research:
College: Metallurgy(Joint Project), Clockworks(Joint Project), Magic(Joint Project)
The joint vehicle project continues

Glider Facility: Flight(General), Blackpowder(General)

Local:
The project leads are given go ahead to try and reclaim the caved in area, anything of note should be reported back to Starforger Hall
(30 pop total, pulled from various regions)

The Dockyard continues

Work begins on an artisan in the Outer Khanid sub-region.(-10 wealth)
International:
Work continues to try and prepare a "phantom army", though given recent developments in the east mercenary groups are not pressed to accept the current offer.

The Ata-Raxia issue is brought up before an emergency council in the Khanid region, the koth are also a topic of discussion but are given less attention.

Food trade increases with the neighboring regions, and long lasting food begins to be stockpiled.

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6 Re: Turn 6-1068 on Sun Jul 30, 2017 6:46 pm

Actions:
Grain is to be sent from all of Nestav's houses to Cyneburg to make up for the lost foodstuff.

All research is to continue where possible.

x3 Green Protector Guard and x1 Wyvern Cavalry will be trained up to Trained. (-8 Power)

Research: Improved Metallurgy, Improved Martial Arts, Naval Projects

Fortune Rolls:
Ythri: 24+8 = 32 Growth; +1 Power
Agra: 15+5 = 20 Blessing; +4 Power
Cyneburg: 27+11 = 38 Growth; +3 Power
Hidegard: 26+4 = 30 Blessing; +6+6 Wealth
Hadran: 22-1 = 21 Growth; +2 Law
Ekkebert: 30+1 = 31 Growth; +1+3 Wealth

House Stats:
HOUSE YTHRI
Def 3
Inf 1
Lan 2
Law 35
Pop 35
Pow 26
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 7
Law 35
Pop 47
Power 4
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 25
Pop 27
Pow 3
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 64
Pow 6
Wea 44
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-5
Law-26
Pop-41
Pow-0
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-13
Pow-0
Wea-10
House Fortune +1

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

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

--Wyvern 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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