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Turn 10-1068

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1 Turn 10-1068 on Sun Aug 20, 2017 12:32 pm

Bradley3000:

Crensler:
Neither of the rival Houses in the peaks attempt to move into the lands claimed by Geirland, as they lack the necessary power to challenge what’s there. Warg hunting brings in larger numbers than the previous month, but a great many of them are sickly and/or wounded.

With the recent acquisition of Runelight Port and Heard Hall, some of the minor aggressors in the ongoing war take what remains of their forces and heads to either spot to pledge their support.

All research projects show progress without incident or tragedy.

3 turns for Trained Commander(x3) training to be complete. 1 turn for Green Commander(x2) training to be complete. Large Steel Mill construction is now complete. Brewery construction is now complete. Trained Warships(x5)/Green Infantry(x5)/Archers(x3)/Smart Golems(x2) training is now complete.
[1 turn for Green Engineers/Infantry(x2) training to be complete.]

FreelanceZero:

JaxVaeus:
Local town watches grow as panic increases from the koth. The forging of several special blades has begun. Wyvern hunting has begun. Several research projects have begun. Those into the mutative effects are killed as the animals are driven insane and slaughter them before breaking free to wreak havoc on Ponthos. Those pouring Set’s blood on the blood crystal discover--much to their disappointment--that nothing happens.

News comes from Ponthos--an army of 100,000 from Laventino has arrived according to the call for help.

Trained Engineers(?) training is now complete.

LadyoftheBlackRose:

SpartanMario:
The Isles ships quickly ferry the laventines over. [You gain 5 Wealth.]

Research projects have begun.

Onyx Aurelius:
Work on the spire has gotten as far as it could before pirate attacks halted trade across the sea while some progress has been made in clearing out the rubble of the ever-increasing habitable zone. Those coming from Set lands ask to take up work on the lands freshly left by the kreatheans. Those on the expedition report a portal in the sea that opens to a strange land of unnatural calmness. The Houses of Korny state they will fight alongside House Aurelius when the time comes.

All research projects progress along with incident.

12 for College expansion to be complete. 4 turns for border forts to be complete. 1 turn for the Dock Yard to be complete.

Wanderer_in_Rags:
The rest of the kreathean population is moved to their new home while surviving locals come to bow to their saviors. Those hunting the koth younglings find they were already put to the sword by a battered and bloody army from House Da’Bolero lands. Mercenary Captains are brought to discuss any aggreement.

24 turns to repair Small Town outer wall. 1 turn for Trained Commander(x3) training to be complete. Trained Cavalry training is now complete.

wolfking2k:
The hunt for the wildest and cruelest animals has begun.

News comes from Ponthos--an army of 100,000 from Laventino has arrived according to the call for help.

9 turns for the Mage’s College upgrade to be complete. Trained Tauber training is now complete.

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2 Re: Turn 10-1068 on Wed Aug 23, 2017 2:37 am

Fortunes of the Kingdom:
7d6+3= 15 BLESSING +6 POW

Actions:
The mercenary Captains are brought together and consulted, they are asked what they wish in return for their swords against the Koth-- Kreathean needs the soldiers, and these men and their forces would be welcomed.

The people of the lands which now belong to Kreathean are welcomed as folk of the Kingdom, they are counted and seen to. Out of those willing to work and the old Kreath folk, 6 POP are put on repairing the castle.

The lieges and rulers of Nestav, Aurelion, Khugomid and Arcadia are invited cordially to the coronation of the Lord-Commander next month.

Captain Rufus and his troops return to the fold, his soldiers of the lost 3rd Legion and those old Ythri riders that chose to remain are welcomed into the army.

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3 Re: Turn 10-1068 on Sat Aug 26, 2017 12:06 pm

fortune roll:
Roll(7d6)+5:
5,4,4,4,4,5,3,+5
Total:34 Growth. Rolled 1d3 got a 3. 3 to power

actions:
The gnolls will point the direction to laventino aswell as send the newly trained Battle mages to work as wayfinders.

The gnolls will also send Dirtfang and Soretongue to Chu on a diplomatic mission.

Holy child Viengos Blightwatch is to begin her teachings, and learn basic, and safe spells.

researches:
Ward magic

house stats:
Def 14
Inf 27
lan 15
law 51
pop 48 (47 with current projects) (1 in college)
Pow 22
Wea 29

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4 Re: Turn 10-1068 on Sat Aug 26, 2017 8:52 pm

Turn Actions:
The wargs will be treated for their sicknesses and/or injuries, the care provided the best the kingdom can offer.  Efforts to clear the mines and reopen them continue and the farmland is tended to so it can yield crops again.  The watch station system is to be expanded throughout the realm.  With the warships completed they are set to protect Geirland merchant ships and, with the signing of the STG accords, hopefully this will mean new revenue for the kingdom.  The brewery is put into immediate use, dwarven ale to be produced and sold on the market, as well as to fulfill the deal with the Seven Isles.  Meanwhile the Green Infantry(x5)/Archers(x3)/Smart Golems(x2) will be brought up to Trained.

Research Projects:
Research into handguns, mass production of weapons, rune trigger/matrices, the magical energy problem, mythril, refrigeration tech and the newer, larger, more powerful steam engines continue.

House Fortune Rolls:
House Geirmund: 7d6 + 8 = 38 (Growth) 1d3 = 2 Wealth
Clan Grimmore: 9d6 - 7 = 28 (Boon) 1d6 = 4 Power, 1d6 = 5 Wealth
House Adulwulf: 9d6 - 7 = 24 (Growth) 1d3 = 3 Population
House Brynjarr: 7d6 + 1 = 26 (Blessing) 1d6 = 4 Wealth
House Osgar: 7d6 + 15 = 39 (Growth) 1d3 = 3 Power
House Byrn: 7d6 + 4 = 32 (Growth) 1d3 = 3 Power

End of Turn Stats:
House Geirmund: Defense 7, Influence 4, Lands 10, Law 30, Population 33, Power 6, Wealth 5

Clan Grimmore: Defense 11, Influence 10, Lands 7, Law 25, Population 31, Power 6, Wealth 7

House Adalwulf: Defense 0, Influence 11, Lands 0, Law 35, Population 24, Power 4, Wealth 5

House Brynjarr: Defense 0, Influence 0, Lands 0, Law 27, Population 25, Power 4, Wealth 4

House Osgar: Defense 0, Influence 25, Lands 0, Law 72, Population 26, Power 3, Wealth 3

House Byrn: Defense 2, Influence 15, Lands 0, Law 53, Population 34, Power 7, Wealth 8



Last edited by Crensler on Sat Aug 26, 2017 11:39 pm; edited 1 time in total

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5 Re: Turn 10-1068 on Sat Aug 26, 2017 10:01 pm

Actions:
The Isles Continues to make the new bombs
Uzario Creates a periodic Table and more advance research into chemistry begin.
Research into metallurgy for cheaper steel begins for the airship project.
Trade Relations with Ponthos, Harichu, and Nestav are attempted to be increased.
A stargate is packed up and sent out after the expeditions to find one of the fledgling colonies to set it up at. Another is sent to Nestav to for testing purposes.

House Roll:
Isles:
1,6,3,1,5,5,4,+19=44 BOON
2d6:5+3
House Cleomund:
6,3,1,5,5,6,5,-1=30 Blessing
d6:5
House Adalfarus:
5,6,5,1,4,6,5-4=28 Boon
2d6:6+2

House Stats:
House Glearre:
Def: 5
Inf: 12
Land: 7
Law: 74
Pop: 47
Pow: 17+5=22
Wealth:12+3+2=17 (Market+Port: d6=2)
HOUSE FORTUNE: 19 (Mine +5)
House Cleomund:
Def:2
Inf:0
Land:0
Law:39+5
Pop:41
Pow:3
Wea:5
House Adalfarus:
Def-5
Inf-2
Lan-0
Law-21+8
Pop-22
Pow-5
Wea:18



Last edited by Spartanmario on Sun Sep 10, 2017 12:08 am; edited 1 time in total

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6 Re: Turn 10-1068 on Sun Aug 27, 2017 1:48 am

Fortunes:

Outer Khanid:(HF+5)   Roll:20 Result:25(Growth)    Allocation: Power

Inner Khanid:(HF+10)  Roll:32 Result:42(Boon)      Allocation: Power+Law

Khanid Coast:(HF+16) Roll:26 Result:36(Boon)       Allocation: Law+Land+Power+Wealth
Stat Changes:

Outer Khanid:
Defense:4 Influence:10 Land:1 Law:31 Population:45 Power:3+3=6 Wealth:4

Inner Khanid:
Defense:11 Influence:8 Land:6 Law:33+6=39 Population:38 Power:3+5=8 Wealth:12

Khanid Coast:
Defense:14 Influence:20 Land:5+1=6 Law:45+3=48 Population:44 Power:10+2=12 Wealth:44+1(HF)+5(Port/Market)-1(Imports)=49 Lloyds coffers:17 wealth

Conversion(s): Khanid Coast: Convert 10 wealth to 5 power at standard rate
Actions:

Research:
College: Metallurgy(Joint Project), Clockworks(Joint Project), Magic(Joint Project)
Joint Vehicle Project 

Glider Facility: Flight(General), Blackpowder(General) 
-----------------------------------------------------------
Local:
Work continues to reclaim various sections of the ruins, new areas are converted to housing and storage. There is a question posed if it is possible to use some of the space to grow food underground. Work is ordered to continue on the spire as spare material becomes usable.

The Dockyard project continues

The fleeing refugees are put to work in the recently vacated fields under a similar agreement to the Kreatheans, grow what you need, trade what you wish, do not cause trouble, there is a small tithe on the goods you produce, as the land is still owned by the regional rulers.

The boarder forts continue construction.

An appraisal is done to find out how much it will be to outfit all archers with new steam guns.

Food continues to be stockpiled at the ruins site.
------------------------
STG merchants make their runs for the year, under escort from Aurelion ships

The expedition forces are given orders to attempt to establish a base on the island closest to the portal they entered from, and to map said island.

Aurelion ships begin somewhat regular patrols of shipping routes, as well as STG ports.

There is a message sent to Nestav in regards to the possibility of trading for a handful of golems, their usage is not specified. 

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7 Re: Turn 10-1068 on Sun Aug 27, 2017 5:41 am

Actions:
Mines will continue to be set up as the expansion of the military continues. As part of the mine expansion, mines will be built in House Hadran's lands. (-10 Wealth) Saved Glory will be converted to Power. (+4 Power)

Travelling and local merchants alike will be asked about rumors and gossip of the local lands and Nestav's surrounding neighbors. Scouts will be sent to scour the lands for bandits or threats.

Upgrading: (-12 Pow Total)
x6 Cavalry from Green to Trained

Producing: (-30 Pow Total)
-Smart Golems, Trained (DM+9)(60exp) Athletics 2, Endurance 1, Fighting 3
-Smart Golems, Trained (DM+9)(60exp) Athletics 2, Endurance 1, Fighting 3
-Smart Golems, Trained (DM+9)(60exp) Agility 2, Awareness 1, Marksmanship 3

Research: Improved Metallurgy, Improved Martial Arts, Naval Projects

Fortune Rolls:
Ythri: 27+8=33 Growth; +2 Power
Agra: 18+5=23 Curse; -3 Pop
Cyneburg: 25+3=28 Boon; +4 Pop, +4 Power
Hidegard: 10+4=24 Growth;  +1+4=+5 Wealth
Hadran: 20+0=20 Blessing; +6 Power
Ekkebert: 22+4=26 Blessing; +5+1=+6 Wealth

House Stats:
HOUSE YTHRI
Def 3
Inf 1
Lan 2
Law 35
Pop 35
Pow 14
Wea 9
Glory 0
House Fortune +8

(First Generation)
First-born son (Age:26)(Married to Arn Emily Hidegard), Second-born daughter (Age:24)(Married to House Aurelion)
(Second Generation)
First-born Daughter
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 40
Pop 44
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 32
Pop 31
Pow 0
Wea 1
House Fortune Total +2d6+2

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

HOUSE HIDEGARD
Def 2
Inf 6
Land 4
Law 26
Pop 64
Pow 0
Wea 7
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-34
Pop-41
Pow-0
Wea-0
House Fortune +0(+5)

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

HOUSE EKKEBERT
Def-0
Inf-10
Lan-0
Law-23
Pop-20
Pow-0
Wea-20
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 (Arn Edward von Keller), Elite (140exp) Warfare 5, Fighting 4, Command 5
-Commander, Veteran (100exp) Command 7, Fighting 3, Warfare 0
-Commander (Arn Milford Cyneburg), Trained (60 exp) Warfare 4, Fighting, Command 2

--Protector Guard, Elite (DM-6)(140exp) Athletics 4, Endurance 5, Fighting 5
-Protector Guard, Trained (DM+0)(60exp) Athletics 2, Endurance 2, Fighting 2
-Protector Guard, Trained (DM+0)(60exp) Athletics 2, Endurance 2, Fighting 2
-Protector Guard, Trained (DM+0)(60exp) Athletics 2, Endurance 2, Fighting 2

--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, Trained (DM+3)(60exp) Athletics 2, Endurance 2, Fighting 2

--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, Trained (DM+12)(60exp) Endurance 2, 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, 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)(50exp) 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 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+6)(110exp) Agility 3, Awareness 2, Marksmanship 5
-Archers, Trained (DM+9)(40exp) Agility 2, Awareness 1, Marksmanship 3
-Archers, Trained (DM+9)(40exp) Agility 2, Awareness 1, Marksmanship 3
-Archers, Trained (DM+9)(40exp) Agility 2, Awareness 1, Marksmanship 3
-Archers, Trained (DM+9)(40exp) Agility 2, Awareness 1, Marksmanship 3
-Archers, Trained (DM+9)(40exp) Agility 2, Awareness 1, Marksmanship 3

--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, Trained (DM+3)(60exp) Agility 3, Animal Handling 1, Fighting 2

--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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