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Turn 11-1068

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1 Turn 11-1068 on Sun Aug 27, 2017 12:47 pm

The King of Chu is assassinated. An old legend-made-flesh Sword Saint Kensei Tencia Kobayashi is crowned the new monarch. Chu then unconditionally surrenders to Laventino, ending their war. All territories of Chu are declared a protectorate state, and become part of the Laven Empire.

Bradley3000:
An invitation arrives for Lord-Commander Seagarus’ coronation.

Crensler:
The wargs show signs of improving while more brought in. Farmlands are cleared of weeds and grass, ready for next years crops. Mines are stabilized with new bracings, where needed, and men are already plunging into them to bring the ore out.

Small hand cannon prototypes are made. Mass Production, Magical Energy, Refrigeration Tech stalls. Rune Triggers/Magical Matrices are found to be capable of a lot of things, and testing of all the ideas prove successful so far. A prototype large steam engine is made.

2 turns for Trained Infantry(x5)/Archers(x3)/Smart Golems(x2) training to be complete. 2 turns for Trained Commander(x3) training to be complete. Green Commander(x2) training is now complete.
[Green Engineers/Infantry(x2) training is now complete.]

FreelanceZero:
Merchants find bandit activity plaguing Houses Isabjorg and Hakon. Nestav’s immediate neighbors to the north are still dealing with their northern neighbors and the mess caused by the Silver Coast War. Those houses to the south of Cyneburg Fortress turn their gaze to the easy prey of the newly emergent Silver Kingdom.

The ancient Executioners who turned against Mad King Marcus wish to join the present day Protector Guard.

An invitation arrives for Lord-Commander Seagarus’ coronation. A message arrives from House Aurelion regarding the possible trade of a handful of golems.

All research projects progress.

6 turns of mine construction to be complete. 4 turns for Trained Smart Golem creation to be complete. 2 turns for Trained Cavalry(x6) training to be complete.

JaxVaeus:

LadyoftheBlackRose:

SpartanMario:
The multiple endeavors continue without incident. Harichu ships are seen to be fighting the pirates that have sprung up over the last year.

Onyx Aurelius:
The appraisal comes up with [1 Wealth per unit] to outfit the archers with the new steam hand cannons. The refugees get to working the fields like the old occupants. Those looking to farm underground find the conditions unsuitable to do so.

An outpost is set up on the island that surrounds the portal, and the entire thing is quickly scouted and mapped.

An invitation arrives for Lord-Commander Seagarus’ coronation.

The new vehicle is coming along. Flight stalls. Black powder gains some progress.

11 for College expansion to be complete. 3 turns for border forts to be complete. Dock Yard is now complete.

Wanderer_in_Rags:
The captains of the various companies are brought in to speak with Seagarus.  Rufus and his men join the kreathean people, along with those from the old Six Kingdoms Alliance.  The surviving natives of the region bow to Seagarus and join the kreathean people.

5 turns to repair Small Town outer wall. Trained Commander(x3) training is now complete.

wolfking2k:
Your diplomats are left to wait a long time in Chu while they deal with the chaotic transition into their new situation.

Viengos Blightwatch manages to create a usable ward.  No other tauber is capable of pulling off yet.

8 turns for the Mage’s College upgrade to be complete.

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2 Re: Turn 11-1068 on Fri Sep 01, 2017 10:47 pm

Fortunes of Kreathean:
7d6+3= 36 BLESSING +5 POW

Actions:
With invitations sent and work on the castle proceeding, the coronation is set for the next month and the turning of the new year. The Kreath people celebrate, and those new to Kreathean will be welcomed and brought into the celebrations-- for the survivors of the Tide, their festivities are two-fold.

The Lord-Commander will speak at length to the mercenary captains, telling them quite simply and very honestly of the threat they face, and of the need for every man with the will to defend his home with sword in hand-- Now more than ever before in remembrance. He tells them that whatever they require, Kreathean will see that it is done and provided. But men stout of heart and strong of will are needed, these mercenary companies are those men nearest at hand. With reports from the south by hawk and raven what they are, time is growing short. He awaits their decision.

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3 Re: Turn 11-1068 on Sun Sep 03, 2017 12:03 am

Fortunes:

Outer Khanid:(HF+5)   Roll:22 Result:27(Blessing)   Allocation: Power+Wealth

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

Khanid Coast:(HF+16) Roll:31 Result:47(Boon)        Allocation: Law+Land+Power+Wealth
Stat Changes:

Outer Khanid:
Defense:4 Influence:10 Land:1 Law:31 Population:45 Power:6+2=8 Wealth:4+1=5

Inner Khanid:
Defense:11 Influence:8 Land:6 Law:39+3=42 Population:38 Power:8 Wealth:12

Khanid Coast:
Defense:14 Influence:20 Land:6+2=8 Law:48+3=51 Population:44 Power:12+2=14 Wealth:49+1(HF)+6(Port/Market)-1(Imports)-1(Archer Upgrades) 
Lloyds coffers:17 wealth
Actions:

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

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

Dockyard: shipbuilding(Propulsion methods)
---------------------------------------------------
Local:
Ruins project continues, additional mana crystal is imported to try an make up for shortfalls.

Boarder forts continue construction

Archers are upgraded with steam weapons(-1 Wealth)

An assessment is done to figure out costs to upgrade current mining areas across the region, including mining elevators and new tools.
------------------------------------------
International:
A representative on behalf the region attends the Kreathean coronation, bearing an enchanted bow from the Varvol expedition as a gift for the new king.

STG ships continue trade under escort from Aurelion ships

The expedition team is given additional orders to try and scout the islands closest to forward base, and to report anything exceptionally unusual.

a request for a magical specialist is sent to Laventino, the only details provided are that a specialist in "Large scale magical constructs" is desired

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4 Re: Turn 11-1068 on Sun Sep 03, 2017 2:38 am

Actions:
Isles navy is sent out to hunt down the pirates
Continue stargate experiment in Nestav and Isles lands.
Continue growing trade power.
Queuing up Ships for construction
Will do rolls tomorrow

House Roll:
Isles:
4,2,1,5,1,3,5,+20=41 Growth
2 resources by 1
House Cleomund:
4,5,1,1,1,6,2+0=20 Blessing
d6:5
House Adalfarus:
1,3,2,4,5,4,3-4=18 Blessing
d6:2

House Stats:
House Glearre:
Def: 5
Inf: 12
Land: 7
Law: 74
Pop: 47
Pow: 22+1=23
Wealth:171+3=21 (Market+Port: d6=3)
HOUSE FORTUNE: 19 (Mine +5)
House Cleomund:
Def:2
Inf:0
Land:0
Law:44+5=49
Pop:41
Pow:3
Wea:5
House Adalfarus:
Def-5
Inf-2
Lan-0
Law-29+2=31
Pop-22
Pow-5
Wea:18



Last edited by Spartanmario on Sun Sep 10, 2017 12:17 am; edited 1 time in total

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5 Re: Turn 11-1068 on Sun Sep 03, 2017 6:15 am

Actions:
A missive will be sent to Isabjorg and Hakon asking if they would like military support with any major bandit camps. Cyneburg Fortress will be ordered to keep their vigilance.
(Now) Advisor Valganis will be travelling to the coronation of Seagarus with Lord Protector Edward and an honor guard of Protector Guard bearing an artisan-crafted engraved sword.

The trade of smart golems with House Aurelion will be agreed to at the cost of aviation experience.
Merylin von Braken will be sent to negotiate and oversee the transfer of goods on Nestav's behalf.

All ancient executioners will be allowed service into the modern day Protector Guard. Training will be provided to those who want to adjust to halberds rather than continue using greatswords.

Another unit of Wyvern Cavalry will be recruited at Trained ranking. (-8 Power)

Research: Improved Metallurgy, Improved Martial Arts, Naval Projects

Fortune Rolls:
Varvol: 29+8=37 Growth; +3 Law
Agra: 23+5=28 Boon; +4 Law, +2 Land
Cyneburg: 25+6=31 Growth; +2 Law
Hidegard: 24+4=28 Boon; 12+4=16 Wealth
Hadran: 28+0=28 Boon; +9 Law
Ekkebert: 26+4=30 Blessing; +5+5 Wealth

House Stats:
HOUSE YTHRI
Def 3
Inf 1
Lan 2
Law 38
Pop 35
Pow 6
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 9
Law 44
Pop 44
Power 0
Wealth 0
House Fortune Total +6

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

HOUSE CYNEBURG
Def 4
Inf 2
Land 0
Law 34
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 23
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-43
Pop-41
Pow-0
Wea-0
House Fortune +1(+6)

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-30
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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6 Re: Turn 11-1068 on Sun Sep 03, 2017 11:56 am

Fortune roll:
Roll(7d6)+5:
1,4,3,5,6,2,1,+5
Total:27 Blessing. Rolled 1d6 got 5, 5 to power

actions:
Veingos's teachings are to continue, aswell as the hunt for the powerful beast.

Dirtfang, and Soretongue will continue to try and speak with who ever is running Chu at this time.

Necromancers will also continue to resurrect the dead for military use

current projects:
Warding magic, mage college expansion, the hunt.

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

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