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Thread: Arla E'than OOC

  1. - Top - End - #1
    Ettin in the Playground
     
    PirateWench

    Join Date
    Feb 2015
    Gender
    Female

    Default Arla E'than OOC

    This is for Fields of Blood if you are not samduke or pife get the heck out!



    Spoiler: Details
    Show

    Arla E'than

    Name: Arla E'than
    Governing Style Noble
    Civilization: Cultured
    Race: Elf

    Descriptor:
    The primary goals for the city are to establish a viable trading port and city with minimum assistance from the homeland to that end it was determined that they would build constructs to be used as the labor force of the city. With the constructs doing the hard work of mining, cutting timber, working the fields and some even act as boarder guards. The construct only make up the main workforce of roughly 35% of the populace. The Elves make up roughly 60% of the populace with the remaining as humans.
    With the constructs as the labor force the people are able to concentrate on manufacture of building items, textiles, and various other goods that could be used for trade.
    With the main military regiments consisting of both elven warrior and construct combined. A mixed industry society, the people of Arla E'than are craftsmen, soldiers, mages and explorers. The buildings are a thing to behold all built by the construct labor force.

    Spoiler: Starting Package
    Show
    Benefits:
    The Land Smiles: You receive one Beneficial Realm Benefit for your first season (in addition to the random roll you will make) (If rolled or selected twice, roll again, your realm will have (3) effects the first season
    The Land Smiles: You receive one Beneficial Realm Benefit for your first season (in addition to the random roll you will make)
    *
    A local hero (DM will create) of 5th Level (Again, DM will determine class, etc) offers their services to the new Regent. This NPC COULD affect relations with local native populations.
    Windfall: (7%) more RP for your Regents Income, once that amount is determined
    *
    Logistical Genius: Whoever packed your ships did a great job. You start with 3750 RP instead of 2500 (Can only be rolled or selected once)
    Regent +1 Level (Can only be rolled once. Cannot be selected)
    National Pride: +3 Morale, +2 to Command, and +1 MAB to all units for one year (Can only be selected once)
    Allowance: Instead of 1500, you will receive 2000 RP on each successful Resupply (Can only be rolled or selected once
    First Contact: You make friendly contact with an NPC realm
    Influx of Colonists: You carried a heavy load of Colonists with you. You may advance your Thorpe to a Hamlet for free. (Can only be rolled or selected once)


    3750 starting RP
    120 RP from Dagna
    3870 RP for starting units
    2000 RP on each successful Resupply

    Governed Provinces: Arla E'than
    Explored Provinces: landing zone
    Province, Terrain: Forest
    Population Center: Arla E'than - Hamlet
    Production: 8
    Total Production (Terrain Modifier*Size Modifier*250) 1,000
    Cost: 0
    Upkeep: 150

    Starting units
    A-elf Scout
    A-elf Med Infantry
    A-elf Archers
    Clockwork Dragon
    Elf builder

    Unit Cost: 2,910
    Unit Upkeep: 608


    Governing Style Upkeep
    provs: cost
    1: 0
    2-3: 4
    4-6: 8
    7-8: 12
    9: 16
    10: 20
    +1: +4
    Maximum 80

    Table 3.5: Taxation Level to determin regent income
    Taxation Levels Bonus
    Light Taxation +19
    Moderate Taxation +29
    Heavy Taxation +39

    Unit upkeep is paid from Regent Income.


    +3 Morale, +2 to Command, and +1 MAB to all units for one year

    Spoiler: Built Upgrades
    Show

    n/a


    Spoiler: rulz
    Show

    Cultured: Full resource exploitation; can Bank Income

    Noble The cost to upgrade a province is only 75% of normal. Irregular troops cost 25% less. When a Noble regent declares war, automatically gains a free unit of irregular troops in every garrisoned population center (Remember, your capital is garrisoned for free).

    All Capitals come Garrisoned for free - meaning you can train troops freely in them.
    Free Garrison in Capital doesn't increase upkeep by 25%, it does however increase upgrade costs by 25%

    upgrades
    Thorpe 500 RPs
    Hamlet 1,000 RPs
    Village 5,000 RPs
    Small Town 20,000 RPs

    Production Modifier
    Thorpe: .25
    Hamlet: .5
    Village: 1

    Elf - Forest - production for that season is 8
    multiply by 250 total production in Resource Points multiply RP by .5 = 1,000 RP

    MOVE
    Type: Free
    Cost: 12 RPs per unit per week in provinces you govern, 48 RPs
    per unit per week otherwise

    To determine how many MPs it takes to move through a
    province, take the provinceís base production by race (see Table
    2.4: Production, p. 15) and find that number on Table 3.19:

    Movement by Province. This assumes the moving units are composed
    of that realmís primary race and attached special units. Units
    able to fly all day ignore terrain (all provinces cost two MPs).
    Production Movement Cost
    1 18
    2 14
    3 12
    4 10
    5 8
    6 6
    7 4
    8 2

    Season 1 Starts-
    1. Roll for a random season event. (Pages 29-30, you will roll 1d100 on the Spring Events table).
    2. We will NOT be performing a realm morale check for the first season, but all other seasons, we will.
    3. Collect RP's. This is when we need to figure out how much your province produced. Your production modifier, size of your settlement, assets, random event modifiers if any, etc. Page 32 details how this money can be/must be split up. You will also determine how heavily you are going to tax your citizens. Please note: there is a house rule that you can choose to either roll a 1 or a 20 (meaning you are intentionally taking as little, or as much as you can, respectively).
    4. Pay Upkeep- Please note, some upkeep is paid from Realm Income, other upkeep from Regent income. Don't forget Governing Style Upkeep (detailed on page 34) It won't play a role until you have more than one province, but you'll want to be familiar with the concept.
    5. Declare Regent Actions
    6. Declare Realm Actions
    For both regent actions and realm actions, we will interact and I will let you know how that is progressing.
    7. Declare and execute martial actions (ahh, this is the stuff most of you have been waiting for.. You start getting to move your units, exploring your areas, running into other settlements..
    8. Roleplaying- Whether that is internal to your realm, (a meeting between your top councilors, a chance interaction in the streets of your capital, ) or an "adventuring" opportunity "My Lord, the 3rd Scout Company discovered an old tower, covered with moss and crackling with lightning. We didn't dare go in".. each of you will have roleplaying opportunities in plenty. Basically, once we reach this point of the first season, if you and I aren't trading messages on an almost daily basis on some matter or another, you aren't trying hard enough, lol.

    Once we have gone through all 13 weeks of the Season, I issue you experience points for your character (250 per Season, plus any bonus xp I give you through roleplaying, plus any "adventuring" xp you earn".

    then start Season 2+

    Upgrade Options
    Regent actions
    Hamlet to Village - this is a must
    moderate taxation to pay for upgrades
    scouts are necessary to annex wild provinces
    Spring: Time for the peasants to plant crops, and for a young nobleman to plan for war

    Ports:
    Ports cost 500 RP x (settlement production modifier squared). So, 500 for a village, 2000 for a small town, etc.
    Only villages and above can have ports
    Once a province has a port, it becomes 25 percent more expensive to upkeep and 25 percent more expensive to upgrade
    Logging Camp
    Cost: Equal to provinceís base seasonal production
    Benefit: Province produces 25 percent more RPs
    Restriction: Forest hexes only
    Special: Elven realms may construct logging camps without
    water access.
    Sawmill
    Cost: Equal to twice provinceís base seasonal production
    Benefit: Province produces 50 percent more RPs
    Restriction: Forest hexes only
    Special: Elven realms may construct sawmills without water
    access.
    Crop Rotation
    Cost: Equal to provinceís base seasonal production
    Benefit: Province produces 25 percent more RPs
    Restriction: Plains hexes only
    Irrigation
    Cost: Equal to twice provinceís base seasonal production
    Benefit: Province produces 50 percent more RPs
    Restriction: Plains hexes only
    Fishmarket
    Cost: Equal to provinceís base seasonal production
    Benefit: Province produces 25 percent more RPs
    Restriction: Only in hexes directly adjacent to the ocean
    Fishing Fleet
    Cost: Equal to twice provinceís base seasonal production
    Benefit: Province produces 50 percent more RPs
    Restriction: Only in hexes directly adjacent to the ocean
    Mine
    Cost: Equal to provinceís base seasonal production
    Benefit: Province produces 25 percent more resources
    Restriction: Mountain or hill hexes only
    Special: Dwarven realms may construct Mines in mountains
    without water access.
    Smelter
    Cost: Equal to twice provinceís base seasonal production
    Benefit: Province produces 50 percent more RPs
    Restriction: Mountain or hill hexes only; must already have a
    Mine
    Special: Dwarven realms may construct Smelters in mountains
    without water access
    Signal Tower
    Cost: 50 RPs; +10 RPs per season for upkeep
    Benefit: A Signal Tower can be placed in any explored, but not
    governed, province. It allows the regent to know of the arrival of
    armies in the province, and to immediately move any armies in any
    adjacent provinces, which have sufficient movement points
    remaining, into that province and initiate an attack
    Supply Cache
    Cost: 200 x population centerís RP multiplier per week of
    stored supplies; maximum is 13 weeks
    Benefit: A population center with a Supply Cache is harder to
    starve into submission during a siege, as it maintains warehouses
    of salted meats, stored grain, jugs of water, and so on (see Sieges,
    p. 82).
    Marketplace
    Cost: 100 x population centerís RP multiplier squared
    Benefit: A Marketplace allows local merchants to sell their
    goods in a central location, as well as encouraging farmers from
    outlying villages (which are assumed to exist in most provinces) to
    come and sell food. This increases the overall efficiency of the
    population center, reducing upkeep costs by 10 percent.
    Only villages and larger can have Marketplaces.



    Spoiler: workers
    Show

    Human Laborers
    Race Human
    Unit Type: IRRegular
    Training Level: 1
    Training Type: Worker
    Subtypes: n/a
    Feats: n/a
    Weapons: n/a
    Armor: n/a
    Cost: 30
    Upkeep: 8
    MAB: n/a
    RAB: n/a
    AC: n/a
    Melee Power: n/a
    Ranged Power: n/a
    Toughness: n/a
    Wound Levels: 2
    Morale: -5
    Command: n/a
    Fort SV: n/a
    Ref SV: n/a
    Will SV: n/a
    Shock Factor: 0
    Movement Speed: 6
    Movement Points: 42
    Special Abilities: n/a
    Unit Size 100

    Elven Builders
    Race Elf
    Unit Type: IRRegular
    Training Level: 1
    Training Type: Worker
    Subtypes: n/a
    Feats: n/a
    Weapons: n/a
    Armor: n/a
    Cost: 30
    Upkeep: 8
    MAB: n/a
    RAB: n/a
    AC: n/a
    Melee Power: n/a
    Ranged Power: n/a
    Toughness: n/a
    Wound Levels: 2
    Morale: -5
    Command: n/a
    Fort SV: n/a
    Ref SV: n/a
    Will SV: n/a
    Shock Factor: 0
    Movement Speed: 6
    Movement Points: 42
    Special Abilities: n/a
    Unit Size 100

    Race Aquatic Desert Forest Hills Marsh Mountain Plains Underground
    Drow 1 1 3 1 4 5 1 8
    Dwarf 1 2 1 5 1 8 2 4
    Elf 3 2 8 2 2 1 3 3
    Fey 2 2 7 4 3 3 2 1
    Gnome 2 2 4 4 1 6 2 3
    Goblin 2 1 3 4 2 5 3 4
    Halfling 3 1 4 5 2 3 5 1
    Hobgoblin 1 2 2 3 1 6 4 5
    Human 3 2 4 4 2 2 6 1
    Jotunn 1 1 5 4 1 8 3 1
    Lizardfolk 4 1 3 2 7 4 2 1
    Necropolitan 1 6 2 3 1 4 2 5
    Orc 2 2 5 3 3 3 2 4


    Spoiler: Force Organization Chart
    Show

    Company A
    1:elf Scout
    1:elf Med Infantry
    1:elf Archers

    Spoiler: Individual Unit Information
    Show


    Spoiler: Humans
    Show

    Human Scout
    Race Human
    Type Regular
    Training Level: 1
    Training Type: Martial
    Subtypes: n/a
    Feats: n/a
    Weapons: sword
    Armor: light
    Cost: 475
    Upkeep: 119
    MAB: 5
    RAB: n/a
    AC: 14
    Melee Power: 7
    Ranged Power: n/a
    Toughness: 23
    Wound Levels: 2
    Morale: 2
    Command: 2
    Fort SV: 4
    Ref SV: 5
    Will SV: 1
    Shock Factor: 0
    Movement Speed: 6
    Movement Points: 42
    Special Abilities: n/a
    Unit Size: 100

    Human Med Infantry
    Race Human
    Type Regular
    Training Level: 1
    Training Type: Martial
    Subtypes: n/a
    Feats: n/a
    Weapons: sword & shield (Med)
    Armor: medium
    Cost: 450
    Upkeep: 113
    MAB: 5
    RAB: n/a
    AC: 16
    Melee Power: 10
    Ranged Power: n/a
    Toughness: 25
    Wound Levels: 2
    Morale: 2
    Command: 0
    Fort SV: 6
    Ref SV: 3
    Will SV: 1
    Shock Factor: 0
    Movement Speed: 5
    Movement Points: 35
    Special Abilities: n/a
    Unit Size: 100

    Heavy Calvary
    Race Human
    Unit Type: Martial
    Training Level: Warrior 2
    Training Type: Heavy Calvary
    Subtypes: Mount Attack
    Feats: n/a
    Weapons: sword & shield (Med)
    Armor: heavy
    Cost: 1030
    Upkeep: 258
    MAB: 10
    RAB: n/a
    AC: 16
    Melee Power: 20
    Ranged Power: n/a
    Toughness: 33
    Wound Levels: 2
    Morale: 7
    Command: 2
    Fort SV: 6
    Ref SV: 5
    Will SV: 1
    Shock Factor: 0
    Movement Speed: 8
    Movement Points: 56
    Special Abilities: Unbreakable
    Unit Size 100


    Spoiler: Elves
    Show

    Elven Scout
    Race Elf
    Unit Type: Regular
    Training Level: 1
    Training Type: Martial
    Subtypes: n/a
    Feats: n/a
    Weapons: sword
    Armor: n/a
    Cost: 565
    Upkeep: 141
    MAB: 5
    RAB: n/a
    AC: 14
    Melee Power: 7
    Ranged Power: n/a
    Toughness: 253
    Wound Levels: 2
    Morale: 2
    Command: 2
    Fort SV: 3
    Ref SV: 3
    Will SV: 1
    Shock Factor: 0
    Movement Speed: 6
    Movement Points: 42
    Special Abilities: n/a
    Unit Size 100

    Elven Med Infantry
    Race Elf
    Unit Type: Regular
    Training Level: 1
    Training Type: Martial
    Subtypes: Archer
    Feats: n/a
    Weapons: sword & shield (Med), bow
    Armor: medium
    Cost: 560
    Upkeep: 140
    MAB: 4
    RAB: 5
    AC: 17
    Melee Power: 9
    Ranged Power: 10
    Toughness: 25
    Wound Levels: 2
    Morale: 2
    Command: 2
    Fort SV: 4
    Ref SV: 4
    Will SV: 1
    Shock Factor: 0
    Movement Speed: 5
    Movement Points: 35
    Special Abilities: n/a
    Unit Size 100

    Elven Archer Light Infantry
    Race Elf
    Unit Type: Regular
    Training Level: 2
    Training Type: Martial
    Subtypes: Archer, Composite Mighty Heavy Ranged
    Feats: n/a
    Weapons: sword & shield (Med), bow
    Armor: elven chain
    Cost: 795
    Upkeep: 199
    MAB: n/a
    RAB: 6
    AC: 18
    Melee Power: n/a
    Ranged Power:14
    Toughness: 24
    Wound Levels: 2
    Morale: 2
    Command: 2
    Fort SV: 6
    Ref SV: 4
    Will SV: 2
    Shock Factor: 0
    Movement Speed: 6
    Movement Points: 42
    Special Abilities: Unbreakable
    Unit Size 100



    Spoiler: Constructs
    Show

    Iron Defenders
    Scout Regular Light Infantry
    Race: Construct
    Unit Type: Martial
    Training Level: Regular
    Training Type: Light Infantry
    Subtype: Scout
    Special Abilities: Construct traits, LLV, DV
    Feats: Weapon Focus (bite)
    Weapons: N/A
    Armour: N/A
    Cost: 500
    Upkeep: 50
    MAB: 6
    RAB: 0
    AC: 17
    Melee Power: 10
    Ranged Power: 0
    Toughness: 23
    Wound Levels:2
    Morale: N/A (Constructs never check morale)
    Command: +1
    Fort: +1
    Ref: +5
    Will: +1
    Move: 10
    Movement Points: 70
    Shock Factor: 0
    Unit Size: 100

    Razor Hawks
    Scout Regular Light Infantry
    Type of Unit: Martial (Aerial)
    Race: Construct
    Training Level: Regular
    Training Type: Light Infantry
    Subtype: Scout
    Special Abilities: Construct Traits, LLV, DV
    Feats: Weapon Focus (bite)
    Weapons: n/a
    Armour: n/a
    Cost: 520
    Upkeep: 52
    MAB: 5 (4 vs ground targets)
    RAB: 0
    AC: 17
    Melee Power: 9
    Ranged Power:0
    Toughness: 23
    Wound Levels:2
    Morale: N/A
    Command: +1
    Fort: 0
    Ref: 7
    Will: 1
    Move: 3 (Fly 18)
    Movement Points: 128
    Shock Factor:0
    Unit Size: 100

    Clockwork Dragon
    Race Construct
    Type Huge
    Training Level: N/A
    Training Type: Martial
    Subtypes: Aerial
    Feats: flyby attack
    Weapons: Claw 2d6, Claw 2d6, Bite 1d8, Breath Weapon 6d6 50ft cone
    Weapon Options: bite/claws
    Armor: +6 Natural Armor
    RP Cost 960
    Upkeep 120
    Str 20
    Dex 18
    Con -
    Int 10
    Wis 11
    Cha 7
    MAB 13
    RAB 10
    AC 20
    Melee Power 12
    Ranged Power 13
    Toughness 18
    Wound Levels 3
    Morale 6
    Command -2
    Fort SV 2
    Ref SV 5
    Will SV 1
    Shock Factor 6
    Movement Speed 6 g / 20 f
    Movement Points 42 g / 140 f
    Special Abilities Construct traits, darkvision 60 ft., low-light vision
    Unit Size 1





    Spoiler: leaders
    Show

    Regent:Dagna
    Spymaster:Lilliana
    Others:
    Level 5: Arlayna Elf Seer

    Level 1: 2- Elf Adept
    Level 1: 2- Elf Aristocrat
    Level 1: 2- Human Expert
    Level 1: 2- Elf Warrior


    Spoiler: Template
    Show

    Year 00 : Season: X
    Turn X Realm Stage
    Random die results: (I.E. Realm Event, Morale, Tax.)

    Random Event:
    Nothing of Note

    Morale Check:
    N/A

    Collect RP's for Reagent, Y Saved previously: Z Saved for Realm:
    Balances: Reagent, Ream

    Taxes
    On Reagent:
    -X Units:
    -Y Settlements
    29.30 Hamlet 150
    Remaining RP:

    On Realm:
    -X Improvement Upkeep
    Remaining RP:

    Reagent Actions

    Realm Actions

    Martial Actions
    Spoiler: Space Saver
    Show

    Week 1 Record:

    Week 2 Record:

    Week 3 Record:

    Week 4 Record:

    Week 5 Record:

    Week 6 Record:

    Week 7 Record:

    Week 8 Record:

    Week 9 Record:

    Week 10 Record:

    Week 11 Record:

    Week 12 Record:

    Week 13 Record:

    Week 2 Record:


    Non-Realm Action Records:

    Roleplay Notes Record:
    Last edited by samduke; 2019-08-08 at 08:32 PM.

  2. - Top - End - #2
    Ogre in the Playground
     
    BardGuy

    Join Date
    Jul 2010

    Default Re: Brightstone Mansion Contruction

    In addition to the level 5 NPC (are you sure you want them as your Captain of the Guard? Not that it would be a problem, but it will be an individual you came across after landing (it's your "the land smiles" realm benefit. )) It's fine if that's the role you want them to fill, just wanted to check.

    Also, I owe you a few options for the friendly contact you have already made with an NPC province/realm.

    You can choose to have met and have established friendly relations with one of the following; (Any of the three that you do NOT choose, will not end up starting the game near you, and may not be in the game at all).

    a) A nomadic tribe of Ibixian (goatfolk, from MM3). They are a barbaric culture that likes to avoid most other races (though they love fighting, melee combat in particular). They are especially interested in a trade agreement with you at this time, and would potentially be amenable to loaning you warbands (units) of infantry from time to time as long as the relationship remains good.

    b) A tiny (Thorpe sized) kingdom of Abeil (bee-people). Having just recently ascended to queendom, Queen Rhynahyn showed considerable excitement about the potential for having an ally outside her own race. There is another, larger kingdom of Abeil somewhere on the continent (maybe, if you end up choosing this realm as your ally), but until Rhynahyn proves herself, she is not likely to receive much help from them.

    c) a fey kingdom of unknown size (they didn't tell you). You know that at least two of the Ruling Council are Dryads, but beyond that, they have been close-mouthed so far. The diplomat you met with is very cautious with what she shares (so far), but was able to tell you that their realm is often troubled by a primitive but numerous tribe of humans that resides nearby.

  3. - Top - End - #3
    Ettin in the Playground
     
    PirateWench

    Join Date
    Feb 2015
    Gender
    Female

    Default Re: Brightstone Mansion Contruction

    Quote Originally Posted by pife View Post
    In addition to the level 5 NPC (are you sure you want them as your Captain of the Guard? Not that it would be a problem, but it will be an individual you came across after landing (it's your "the land smiles" realm benefit. )) It's fine if that's the role you want them to fill, just wanted to check.
    Ahh No then I changed them to the npc position with their details blank

    Also, I owe you a few options for the friendly contact you have already made with an NPC province/realm.

    c) a fey kingdom of unknown size (they didn't tell you). You know that at least two of the Ruling Council are Dryads, but beyond that, they have been close-mouthed so far. The diplomat you met with is very cautious with what she shares (so far), but was able to tell you that their realm is often troubled by a primitive but numerous tribe of humans that resides nearby.
    Being Elf race having a FEY kingdom as an ally seems most likely and presents the factor of hey I go here and deal with the humans and earn more trust ect..
    Last edited by samduke; 2019-07-23 at 05:24 PM.

  4. - Top - End - #4
    Ogre in the Playground
     
    BardGuy

    Join Date
    Jul 2010

    Default Re: Brightstone Mansion Contruction

    Ability scores for your NPC

    (4d6b3)[11]
    (4d6b3)[13]
    (4d6b3)[16]
    (4d6b3)[16]
    (4d6b3)[10]
    (4d6b3)[13]

    HP
    (4d6)[2][1][6][4](13)

    It's almost like she saw you coming. The spotter in the crow's nest reported someone standing on the beach as your ships approached for the first time. Your landing party found her still standing there, and they report that she asked for you by name.

    When she is brought into your presence, the first thing you note is her electric blue eyes. They shine, almost as if (but not quite) as though there is a light behind them. Her gaze locks with yours.

    Spoiler: Arlayna
    Show


    Before you can speak, she holds out her hands in a calming gesture, her long, supple fingers spread wide, showing that she holds neither weapon nor malice. Please, she begins. I have been awaiting your arrival for some time.

    Surely you have questions, and she assures you that she will answer them all. Her basic story boils down thusly;

    She is a Seer, an arcane watcher of the future, and she has known of your approach for weeks. She tells you that she claims no city nor nation as her own, but has been wandering for some years, seeking knowledge and enlightenment. It was only a fortnight ago that she was exploring an ancient, crumbling guardtower, and came upon the unmarked corpse of an elven male. She could surmise no cause of death, and, when she communed with his spirit, even he had no idea what had killed him.

    On his body, she found little of value. Lockpicks, an empty wineskin, assorted coins totaling less than 5 gold sovereigns, a few other assorted belongings.... And a strangely light, obviously hand crafted silver chess piece. It seems to be warm to the touch.

    Spoiler: She hands you this
    Show




    **DM NOTE** If you accept this character as your perk NPC, the conversation can continue. If not, let me know, and the aforementioned scene never occurred.
    Last edited by pife; 2019-07-23 at 07:24 PM.

  5. - Top - End - #5
    Ettin in the Playground
     
    PirateWench

    Join Date
    Feb 2015
    Gender
    Female

    Default Re: Brightstone Mansion Contruction

    Quote Originally Posted by pife View Post
    Ability scores for your NPC

    [roll0]
    [roll1]
    [roll2]
    [roll3]
    [roll4]
    [roll5]

    HP
    [roll6]

    It's almost like she saw you coming. The spotter in the crow's nest reported someone standing on the beach as your ships approached for the first time. Your landing party found her still standing there, and they report that she asked for you by name.

    When she is brought into your presence, the first thing you note is her electric blue eyes. They shine, almost as if (but not quite) as though there is a light behind them. Her gaze locks with yours.

    Spoiler: Arlayna
    Show


    Before you can speak, she holds out her hands in a calming gesture, her long, supple fingers spread wide, showing that she holds neither weapon nor malice. Please, she begins. I have been awaiting your arrival for some time.

    Surely you have questions, and she assures you that she will answer them all. Her basic story boils down thusly;

    She is a Seer, an arcane watcher of the future, and she has known of your approach for weeks. She tells you that she claims no city nor nation as her own, but has been wandering for some years, seeking knowledge and enlightenment. It was only a fortnight ago that she was exploring an ancient, crumbling guardtower, and came upon the unmarked corpse of an elven male. She could surmise no cause of death, and, when she communed with his spirit, even he had no idea what had killed him.

    On his body, she found little of value. Lockpicks, an empty wineskin, assorted coins totaling less than 5 gold sovereigns, a few other assorted belongings.... And a strangely light, obviously hand crafted silver chess piece. It seems to be warm to the touch.

    Spoiler: She hands you this
    Show




    **DM NOTE** If you accept this character as your perk NPC, the conversation can continue. If not, let me know, and the aforementioned scene never occurred.
    no character is fine what class is seer? what book is it?

  6. - Top - End - #6
    Ogre in the Playground
     
    BardGuy

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    Default Re: Brightstone Mansion Contruction

    Seer is one of the "Giants and Graveyards" base classes that, by player request, was approved for use in this game. Giants and Graveyard
    Last edited by pife; 2019-07-24 at 06:37 AM.

  7. - Top - End - #7
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    BardGuy

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    Default Re: Brightstone Mansion Contruction

    I finally got smart enough to start a notebook with each character and what we agreed upon, lol. Looking back over my notes, did we ever determine who you had made first contact with? I could have sworn we did, but I don't see it on giant or discord, so I might have just gotten mixed up with another PC.

  8. - Top - End - #8
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    PirateWench

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    Default Re: Brightstone Mansion Contruction

    Quote Originally Posted by pife View Post
    I finally got smart enough to start a notebook with each character and what we agreed upon, lol. Looking back over my notes, did we ever determine who you had made first contact with? I could have sworn we did, but I don't see it on giant or discord, so I might have just gotten mixed up with another PC.
    it was further up in this stuff
    c) a fey kingdom of unknown size (they didn't tell you). You know that at least two of the Ruling Council are Dryads, but beyond that, they have been close-mouthed so far. The diplomat you met with is very cautious with what she shares (so far), but was able to tell you that their realm is often troubled by a primitive but numerous tribe of humans that resides nearby.

    answer
    Being Elf race having a FEY kingdom as an ally seems most likely and presents the factor of hey I go here and deal with the humans and earn more trust ect..

  9. - Top - End - #9
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    BardGuy

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    Default Re: Brightstone Mansion Contruction

    Quote Originally Posted by samduke View Post
    it was further up in this stuff
    c) a fey kingdom of unknown size (they didn't tell you). You know that at least two of the Ruling Council are Dryads, but beyond that, they have been close-mouthed so far. The diplomat you met with is very cautious with what she shares (so far), but was able to tell you that their realm is often troubled by a primitive but numerous tribe of humans that resides nearby.

    answer
    Being Elf race having a FEY kingdom as an ally seems most likely and presents the factor of hey I go here and deal with the humans and earn more trust ect..
    Perfect. I'll work out more of the details and give you an update on everything you were able to learn about them. Arlayna will be able to assist with this as well. While she isn't "from" that community, she's been around long enough to know who they are, what they are about, and some tidbits you'll find useful.

  10. - Top - End - #10
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    BardGuy

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    Default Re: Brightstone Mansion Contruction

    Let me just say that your organization skillz are awesome! I need to step up my game, lol!

    By the way, the one thing I didn't see was the cost or upkeep for the worker units. Are you still intending to arrive on the island with three elven worker/builder units?

    Ack, just when I got started, my wife told me she needed something. Apologies, I will have to come back to this later. But damn.. You're easily the most organized player in the game, well done! Several times in the last few minutes I thought to myself, "I'll have to ask her about.. oh wait.. there it is, nevermind", lol! I love it!

    So, once again, apologies for the delay.

  11. - Top - End - #11
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    PirateWench

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    Default Re: Brightstone Mansion Contruction

    Quote Originally Posted by pife View Post
    Let me just say that your organization skillz are awesome! I need to step up my game, lol!

    By the way, the one thing I didn't see was the cost or upkeep for the worker units. Are you still intending to arrive on the island with three elven worker/builder units?

    Ack, just when I got started, my wife told me she needed something. Apologies, I will have to come back to this later. But damn.. You're easily the most organized player in the game, well done! Several times in the last few minutes I thought to myself, "I'll have to ask her about.. oh wait.. there it is, nevermind", lol! I love it!

    So, once again, apologies for the delay.
    workers under workers tab have the cost you told me listed 30 RP, with no upkeep.. please check that tab

  12. - Top - End - #12
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    PirateWench

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    Default Re: Brightstone Mansion Contruction

    **** edited as of 8/5/19 ****
    Season 1 Start
    1. Roll for a random season event. (Pages 29-30, you will roll 1d100 on the Spring Events table).
    (1d100)[26] *edit (1d100)[26] = Nothing of Note

    2. We will NOT be performing a realm morale check for the first season, but all other seasons, we will.
    Pass

    3. Collect RP's. This is when we need to figure out how much your province produced. Your production modifier, size of your settlement, assets, random event modifiers if any, etc. Page 32 details how this money can be/must be split up. You will also determine how heavily you are going to tax your citizens. Please note: there is a house rule that you can choose to either roll a 1 or a 20 (meaning you are intentionally taking as little, or as much as you can, respectively).
    Collect 1,000 RP from production, Moderate Taxation (1d20+29)[44] multiply by 1000 to determine the regentís take, the rest belongs to the realm as surplus
    *Edit (1d20+39)[44] multiply by 1000 = 44% or 440 RP leaving 560 RP for realm - must spend from both for total upkeep * not sure where re-supply comes in at
    regent income 7% 440 would be 31

    4. Pay Upkeep- Please note, some upkeep is paid from Realm Income, other upkeep from Regent income. Don't forget Governing Style Upkeep (detailed on page 34) It won't play a role until you have more than one province, but you'll want to be familiar with the concept.

    Total Production: 1,000 RPs : Total Upkeep: 758 RPs : Banked RP:
    *900+242= 1,142 RP for movement ect anything left over after end of season to be banked

    5. Declare Regent Actions
    *Edit see below

    6. Declare Realm Actions
    For both regent actions and realm actions, we will interact and I will let you know how that is progressing.
    what ever applies here

    7. Declare and execute martial actions (ahh, this is the stuff most of you have been waiting for.. You start getting to move your units, exploring your areas, running into other settlements..
    *Edit see below

    8. Roleplaying- Whether that is internal to your realm, (a meeting between your top councilors, a chance interaction in the streets of your capital, ) or an "adventuring" opportunity "My Lord, the 3rd Scout Company discovered an old tower, covered with moss and crackling with lightning. We didn't dare go in".. each of you will have roleplaying opportunities in plenty. Basically, once we reach this point of the first season, if you and I aren't trading messages on an almost daily basis on some matter or another, you aren't trying hard enough, lol.
    setup the level 1 npcs as advisors in their respective roles, setup the level 5 advisor in repective role, set spymaster to collecting information, regent unknown actions as of this post

    ****
    Last edited by samduke; 2019-08-05 at 01:59 PM.

  13. - Top - End - #13
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    BardGuy

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    Default Re: Brightstone Mansion Contruction

    Spoiler: Map of the area around Arla E'than
    Show


    Last edited by pife; 2019-08-03 at 09:51 PM.

  14. - Top - End - #14
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    BardGuy

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    Default Re: Brightstone Mansion Contruction

    Quote Originally Posted by samduke View Post
    ****
    Season 1 Start
    1. Roll for a random season event. (Pages 29-30, you will roll 1d100 on the Spring Events table).
    [roll0] *edit (1d100)[26] = Nothing of Note

    2. We will NOT be performing a realm morale check for the first season, but all other seasons, we will.
    Pass

    3. Collect RP's. This is when we need to figure out how much your province produced. Your production modifier, size of your settlement, assets, random event modifiers if any, etc. Page 32 details how this money can be/must be split up. You will also determine how heavily you are going to tax your citizens. Please note: there is a house rule that you can choose to either roll a 1 or a 20 (meaning you are intentionally taking as little, or as much as you can, respectively).
    Collect 1,000 RP from production, Moderate Taxation [roll1] multiply by 1000 to determine the regentís take, the rest belongs to the realm as surplus *Edit (1d20+29)[44] multiply by 1000 = 44% or 440 RP leaving 560 RP for realm - must spend from both for total upkeep * not sure where re-supply comes in at

    4. Pay Upkeep- Please note, some upkeep is paid from Realm Income, other upkeep from Regent income. Don't forget Governing Style Upkeep (detailed on page 34) It won't play a role until you have more than one province, but you'll want to be familiar with the concept.

    Total Upkeep: 802 RPs * edit leaving 198+380 banked RP for movement ect anything left over after end of season rebanked

    5. Declare Regent Actions
    builder 1: plant fields, builder 2 plant more fields * if i cant have 2 fields then they help out building the port, builder 3 build Port

    6. Declare Realm Actions
    For both regent actions and realm actions, we will interact and I will let you know how that is progressing.
    what ever applies here

    7. Declare and execute martial actions (ahh, this is the stuff most of you have been waiting for.. You start getting to move your units, exploring your areas, running into other settlements..
    company A: move northwest 1 hex and explore, anex if able , continue until no movement towards 7.26 or combat
    constructs: hawks & dragon fly west to other ocean edge then head north scouting towards 3.26 until no movement or combat

    8. Roleplaying- Whether that is internal to your realm, (a meeting between your top councilors, a chance interaction in the streets of your capital, ) or an "adventuring" opportunity "My Lord, the 3rd Scout Company discovered an old tower, covered with moss and crackling with lightning. We didn't dare go in".. each of you will have roleplaying opportunities in plenty. Basically, once we reach this point of the first season, if you and I aren't trading messages on an almost daily basis on some matter or another, you aren't trying hard enough, lol.
    setup the level 1 npcs as advisors in their respective roles, setup the level 5 advisor in repective role, set spymaster to collecting information, regent unknown actions as of this post

    ****
    Let me check on the workers thing, you're right, I may have misquoted. If I did, I'll also make sure to make a comment in the main ooc.

    When you say "planting fields", I'm not sure what you mean. In a "FoB" sense, you would be able to build Crop Rotation or Irrigation (page 19), either of which would increase your production. Remember, most of the mechanics are abstracted. It's assumed that your citizens are building houses, farms, businesses, etc.. Different Assets like mines, and fishmarkets, logging camps, etc, are detailed in the Assets section (as well as several more in the "Additional Assets you can build" spoiler. Workers can make building roads and assets and such cheaper, and sometimes faster.

    The terrain that you are in is a forest hex, though, and crop rotation and irrigation assets can only be built in plains hexes.

    Spoiler: Additional Assets you can build
    Show

    RP Costs to build and/or maintain need to be determined, will likely be realm-specific

    -Assassin's guild, requires Mob asset. Assassin special units can be created, highest level equal to the highest potential level of a regent's cohort. Non-good realms only. Due to the prevalence of state-permitted assassination, each asset of this type created in a realm results in a -1 to any realm Morale rolls.

    -Alchemist Guild. Cultured or Civilized only. Allows alchemical items to be bought at 70% normal price. Adds 1RP to every NPC Merchant's successful trip.

    -Monastery. Maximum population: Village. Allows monk special or elite units to be mustered. (details to be determined) (Max of one unit per year)

    -Slave Market. Despot or non-good. Sell off % of conquered populations for RP, or create penal units. Garrison must be one province size higher. Aquatic port or conquered territory asset required. Merchants that originate from and deliver to another evil realm that allows slavery gains 1d3 more RP per round trip

    -Fighting Pit. Non-LG, non-Noble governing style. Village or larger. Gang asset required. Despots require one less unit garrisoned (bread and circuses). Once a year a single level-5 fighter or barbarian (the streetfighter champion!) can be recruited at reduced cost.

    --Arena. Requires fighting pit and small town or larger. Training cost for martial units reduced by 10% (not including weapons and armor), as arena doubles as off-season training facility. A level-6 fighter, barbarian or monk can be recruited once a year at a reduced cost (DM choice).

    --Coliseum. Arena and menagerie required, Small City or larger. Despots need garrison as to one province size smaller. One elite unit (exotic as the DM wants to create, PC class, monstrous or otherwise) up to HD 10 can be recruited at half usual price. 1/ season max. Mercenaries are drawn to your province more frequently. +3 to annual Realm Morale, but any event that causes a revolt in this province risks the gladiators breaking free and adding 1d3 units of pissed off, highly trained warriors joining the revolt.

    -Food Bank. Non-evil only. Small town or larger. Acts as a supply caches, reduces unrest in times of strife.
    --Shelter. Required Food Bank. Prevents population of province reducing in a disaster, allows repatriation of refugees of any adjacent province. Can also be used as a diplomatic tool. An example how to use: if a hamlet adjacent is conquered, a population # equal to the next size down (thorpe) moves to your shelter. The next time you build a new thorpe, you can upgrade it at a discount to a hamlet using the repatriated population.

    -Ghetto/racial district. Civilized, Small City or larger. You can have the equivalent of a thorpe-sized population of a secondary race for the sake or using the province terrain-type. You can also muster this race as a unit once per year at double the cost.

    -Naval yard. Requires port. Depending on technology, available asset and technology, various warships can be created.

    -Bardic Tradition: Barbarian or Nomadic only. Fills the role of the Arcane Tower/Guild Hall asset, as it can roll with the camps. (Caps at level 5)
    --Hall of the Skalds- Upgrade to the Bardic Tradition, allows progression to level 9

    -Fighter's Academy-Muster fighters at lower cost. Culture/Civilized only.
    Elite Academy-You can secund an elite unit (level 5 or higher maybe?) to the academy, and all martial units in that province gain an additional feat as per the secunded unit.

    -Sacred/Profane Cathedral; Requires Temple or Druid circle asset. Allows regent to muster "holy" warriors such as paladins, blackguards etc depending on alignment.

    -Library: Cultured or Civilized. Increase knowledge checks for regent. Checks can improve with larger libraries. Minimum small town province size.


    That being said.. Ooh! I need to update your map to show where the fey kingdom you ran into is, and get you some details on that. I will edit that into this post shortly, working on it now!

    (And when figuring out your money, did you remember to add 7% to your regents income? )
    Last edited by pife; 2019-08-03 at 02:09 PM.

  15. - Top - End - #15
    Ettin in the Playground
     
    PirateWench

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    Default Re: Brightstone Mansion Contruction

    Quote Originally Posted by pife View Post
    (And when figuring out your money, did you remember to add 7% to your regents income? )
    no is it 7% of the production? or 7% of ?
    and where does the resupply come in at?
    I will edit the above for worker jobs then
    Last edited by samduke; 2019-08-03 at 02:40 PM.

  16. - Top - End - #16
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    BardGuy

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    Default Re: Brightstone Mansion Contruction

    Spoiler: Updated map of Arla E'than
    Show




    On the map, the Green squares represent Wild hexes. If there is no green square, the hex can be considered explored. The red Star is your Capital. The purple stars are the settlements of the Green Sovereignty, the fey kingdom you have made contact with.


    Hex 8.29 is called Sylnserine. It is a "village", but only loosely. Really, it's more like several sprawling camps, in which a number of wood elves, satyr, different kinds of fae (such as pixies, nixies, grigs, etc) live and work and play in a stunning setting of sunlit glades, deep forest groves, and a magnificent spring that bursts forth from a stand of boulders with enough force to knock a man down. It is from here that three Dryad "sisters" rule with a light but cautious hand.

    7.29 is Yale Ancalen, and is mostly populated by elves who live in a treetop thorp.

    7.30 is called Lonely Cypress, for obvious reasons. An ancient cypress tree grows in the center of a stand of oak and ash. It is considered a very holy place, and the thorp that surrounds it contains several druids and rangers, some of fey or elven stock, but surprisingly, a number of humans are to be found here as well.
    Spoiler: Lone Cypress
    Show




    So far, the representatives of the Green Sovereignty have been respectful and welcoming. They seem mildly concerned that you may try to expand into their territory, and have tentatively asked questions about your intentions. Arlayna is familiar to them, she has visited them before, and she informs you that she can answer some of your questions if you have any. She also tells you that the Sentinel (a massive treant druid) is one of the oldest beings on Kronjewelen, and may be able to tell you something about the silver knight you have.

    When you calculated your income, what was the full amount that was "regent income" That is what you add 7% to. It won't come up to a huge amount, but hey, RP is RP, right, lol?

    Your resupply will come from Heimat at the beginning of each season (except winter). This should happen without fail for the first two years, although, if some regents went to extreme efforts (and nobody has mentioned it yet, btw), it is POSSIBLE that it could be delayed, interrupted, or, under the most extreme circumstance, destroyed or stolen. It will land at your capital. If you wanted to, you could (in theory) have it land elsewhere and set up a satellite colony there, BUT, there are significant disadvantages in doing so until you have either ports, or roads connecting distant settlements.
    Last edited by pife; 2019-08-03 at 10:13 PM.

  17. - Top - End - #17
    Ettin in the Playground
     
    PirateWench

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    Default Re: Brightstone Mansion Contruction

    taking the time to meet with the Green Sovereignty having Arlayna nearby as an intermediary. Dagna explains the purpose of why she is there and her goals for establishing complete sovereignty over the area, telling them that allies of Arla E'than will be looked upon as though they were her own people, noting their concerns with unruly humans nearby, if you can give me an idea of where they might be located, I have some allies that came with me, I can send to the humans and if needed deal with them but I would rather they became allies as well increasing the might of Arla E'than. I will be sending out, our armed forces they may need to travel through your areas, I ask that you allow them free and safe passage so that they may do their jobs of expanding the area for Arla E'than

    (Edit post 12 edited and changes below)
    RP: 1,142 RP for movement after upkeep
    Road 100 RP
    logging 8 RP
    sawmill 16 RP
    fish market 8
    fish fleet 16
    movement RP costs: 60 x 13 weeks =780 for Spring Season
    1142-928= 214 RP to be banked

    6. Declare Realm Actions
    For both regent actions and realm actions, we will interact and I will let you know how that is progressing.

    elf builders
    12 RPs per unit per week in provinces you govern

    week 1: build road from 9.30 into 8.29
    Benefit: units move faster
    Cost: 100 rp

    Week 2: Logging Camp
    Benefit: Province produces 25 percent more RPs
    Cost: 8 RP

    week 3: Sawmill
    Benefit: Province produces 50 percent more RPs
    Cost: 16 RP

    week 4: Fishmarket
    Benefit: Province produces 25 percent more RPs
    Cost: 8 RP

    week 5: Fishing Fleet
    Benefit: Province produces 50 percent more RPs
    Cost: 16

    Week 6+ done for spring

    7. Declare and execute martial actions
    Company A
    slowest elf unit Movement Points: 35 ground
    Dragon unit Movement Points: 140 fly
    move from 9.30 to 9.29 (2 g / 2 f : mp)
    scout & anexed (so that I can count it's production in summer season)
    9.29 into the realm * may move more if able otherwise done for spring
    12 RPs per unit per week in provinces you govern
    12 RPs per unit per week in provinces you govern
    12 RPs per unit per week in provinces you govern
    12 RPs per unit per week in provinces you govern
    Last edited by samduke; 2019-08-05 at 06:50 PM.

  18. - Top - End - #18
    Ogre in the Playground
     
    BardGuy

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    Default Re: Brightstone Mansion Contruction

    Okay, we'll get into the RP scene with the Green Sovereignty shortly. The first thing is making sure we're aligned on the mechanics of your move. (That has been what has taken most of the time with players, everyone has interpreted the rules slightly differently, and I've had to sort through it and make sure everyone is using the same calculations.

    Quote Originally Posted by samduke View Post
    taking the time to meet with the Green Sovereignty having Arlayna nearby as an intermediary. Dagna explains the purpose of why she is there and her goals for establishing complete sovereignty over the area, telling them that allies of Arla E'than will be looked upon as though they were her own people, noting their concerns with unruly humans nearby, if you can give me an idea of where they might be located, I have some allies that came with me, I can send to the humans and if needed deal with them but I would rather they became allies as well increasing the might of Arla E'than. I will be sending out, our armed forces they may need to travel through your areas, I ask that you allow them free and safe passage so that they may do their jobs of expanding the area for Arla E'than

    (Edit post 12 edited and changes below)
    RP: 1,142 RP for movement after upkeep
    Road 100 RP
    logging 8 RP
    sawmill 16 RP
    fish market 8
    fish fleet 16
    movement RP costs: 60 x 13 weeks =780 for Spring Season
    1142-928= 214 RP to be banked

    6. Declare Realm Actions
    For both regent actions and realm actions, we will interact and I will let you know how that is progressing.

    elf builders
    12 RPs per unit per week in provinces you govern

    week 1: build road from 9.30 into 8.29
    Benefit: units move faster
    Cost: 100 rp

    Week 2: Logging Camp
    Benefit: Province produces 25 percent more RPs
    Cost: 8 RP

    week 3: Sawmill
    Benefit: Province produces 50 percent more RPs
    Cost: 16 RP

    week 4: Fishmarket
    Benefit: Province produces 25 percent more RPs
    Cost: 8 RP

    week 5: Fishing Fleet
    Benefit: Province produces 50 percent more RPs
    Cost: 16

    Week 6+ done for spring

    7. Declare and execute martial actions
    Company A
    slowest elf unit Movement Points: 35 ground
    Dragon unit Movement Points: 140 fly
    move from 9.30 to 9.29 (2 g / 2 f : mp)
    scout & anexed (so that I can count it's production in summer season)
    9.29 into the realm * may move more if able otherwise done for spring
    12 RPs per unit per week in provinces you govern
    12 RPs per unit per week in provinces you govern
    12 RPs per unit per week in provinces you govern
    12 RPs per unit per week in provinces you govern


    There seems to be a little confusion here. First, all regent and realm actions are declared in Week 1 of the Season. (See "Turn Sequence" on page 28). Second, you only get one full season or two standard "Realm Actions" per Season, and you have 5 Listed (You have four "Buy Improvement" standard actions, (a Logging Camp, a Sawmill, a Fishing Fleet and a fishmarket), and one full season action (Build Road), which you can't build into 8.29 because it doesn't belong to you, it belongs to the Green Sovereignty.

    Also, the costs of the Assets you're looking to build.. The Logging camp and the Fishmarket each cost the equivalent of one seasons base production. The Sawmill and the Fishing fleet each cost 2x your province's base production. You are in a forest, and your primary race is Elven. (production value of 8, x 250 is 2000 RP. You have a hamlet, which has a production multiplier of .5, so that takes your production down to 1000 RP. So the Fishmarket and the Logging Camp are 1000 RP each, the Sawmill and Fishing Fleet 2000 each.

    So I wasn't sure what you meant with "Cost 16".

    Trust me, you're not the only one that has had questions or difficulties, lol. That's one of the things that has taken me so long to get through everyone.


    Lets do it this way..

    Which units, (and how many of each) did you bring with you? (Just unit name and cost/upkeep please).

    We will subtract that from your 3750 starting RP, and that will tell us how much of your starting funds you have remaining when Season 1 starts. (This can be spent as either Regent Income OR Realm Surplus, as needed).

    You are Noble and Cultured, so that won't modify any of your production values. Your province's base production at this time is 1000 RP per season.

    You now have to split your province production into Regent and Surplus funds.

    Your province has a base production of 1000 RP. It looks like when you did this, you came up to 44% taxation, meaning you have 440 RP in Regent and 560 in Surplus

    Your hamlet will cost you 150 RP in upkeep, plus 25% for your port, meaning your Hamlet's upkeep is 187.5 (When you received your port, I gave the option for it to either not increase upgrade costs, or upkeep costs, and if I recall correctly, you chose upgrade costs, but correct me if I'm wrong. This comes from Realm Surplus

    We can then total your Unit Upkeep. This amount comes from your Regent Income.

    Once that is all done, you can perform

    Realm Actions: one full-season OR two standard actions, plus unlimited free realm actions

    Regent Actions- You ALSO can take one full season or two standard regent actions, plus unlimited free actions.

    Martial Actions- You can take any number of martial actions (Actions start on page 35).


    Once we have all of that figured out, lets figure out which of your units you would like to move, and where. And we can also start on the RP with the Green Sovereignty. Sound good? Let me know if you have any questions or if I got any of my assumptions incorrect.

    (And I would never, ever ignore a player. I'm sorry you felt that way. Lets have some fun! )

  19. - Top - End - #19
    Ettin in the Playground
     
    PirateWench

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    Default Re: Brightstone Mansion Contruction

    3750 starting RP
    120 RP from Dagna
    3870 RP for Starting

    Starting units
    A-elf Scout
    A-elf Med Infantry
    A-elf Archers
    Clockwork Dragon
    Elf builder
    Unit Cost: 2,910
    Unit Upkeep: 608

    Year 00 : Season: Spring
    Turn 1 Realm Stage
    Random die results: (I.E. Realm Event, Morale, Tax.)
    (1d100)[26] *edit (1d100)[26]

    Random Event:
    Nothing of Note

    Morale Check:
    N/A

    Collect RP's 1000 collected. 44% 440 +7% 31= 471 for Reagent, Y Saved previously: 3870. Z Saved for Realm: what ever is left over
    Balances: Reagent 3870+471, Ream, 560

    Taxes
    On Reagent:
    -X Units: 2,910
    -Y Settlements
    Hamlet 150
    Remaining RP: 810

    On Realm:
    -X Improvement Upkeep
    Remaining RP: 560

    Reagent Actions
    ?

    Realm Actions
    Total Movement RP for all starting units: 60 per week in provinces I govern

    builders ( Attempt a logging camp at 1000 RP but I don/t think there is RP for it )
    12 RPs per unit per week in provinces you govern

    Martial Actions
    Spoiler: Space Saver
    Show

    Week 1 Record:
    Company A
    slowest elf unit Movement Points: 35 ground
    Dragon unit Movement Points: 140 fly
    move from 9.30 to 9.29 (2 g / 2 f : mp)
    scout & anexed (so that I can count it's production in summer season)
    9.29 into the realm * may move more if able otherwise done for week 1
    12 RPs per unit per week in provinces you govern
    12 RPs per unit per week in provinces you govern
    12 RPs per unit per week in provinces you govern
    12 RPs per unit per week in provinces you govern

    Week 2 Record:

    Week 3 Record:

    Week 4 Record:

    Week 5 Record:

    Week 6 Record:

    Week 7 Record:

    Week 8 Record:

    Week 9 Record:

    Week 10 Record:

    Week 11 Record:

    Week 12 Record:

    Week 13 Record:

    Week 2 Record:


    Non-Realm Action Records:

    Roleplay Notes Record:
    taking the time to meet with the Green Sovereignty having Arlayna nearby as an intermediary. Dagna explains the purpose of why she is there and her goals for establishing complete sovereignty over the area, telling them that allies of Arla E'than will be looked upon as though they were her own people, noting their concerns with unruly humans nearby, if you can give me an idea of where they might be located, I have some allies that came with me, I can send to the humans and if needed deal with them but I would rather they became allies as well increasing the might of Arla E'than. I will be sending out, our armed forces they may need to travel through your areas, I ask that you allow them free and safe passage so that they may do their jobs of expanding the area for Arla E'than
    Last edited by samduke; 2019-08-09 at 01:25 AM.

  20. - Top - End - #20
    Ogre in the Playground
     
    BardGuy

    Join Date
    Jul 2010

    Default Re: Arla E'than OOC

    Rolling on behalf of Samduke to determine how long it takes for the scouts to annex 8.28. (your infantry unit in 9.29 will take the rest of Season 1 to wrap up exploration).

    (1d12+1)[5]

  21. - Top - End - #21
    Ogre in the Playground
     
    BardGuy

    Join Date
    Jul 2010

    Default Re: Arla E'than OOC

    Additional rolls for Arlayna

    Spoiler: Arlayna's rolls
    Show

    (1d20+14)[22]
    (1d20+14)[18]


    Resist rolls
    (1d20)[4]
    (1d20)[10]
    (1d20)[10]
    (1d20)[8]
    (1d20)[16]

    (1d100)[72]



  22. - Top - End - #22
    Ettin in the Playground
     
    PirateWench

    Join Date
    Feb 2015
    Gender
    Female

    Default Re: Arla E'than OOC

    a post to keep this active

  23. - Top - End - #23
    Ogre in the Playground
     
    BardGuy

    Join Date
    Jul 2010

    Default Re: Arla E'than OOC

    Dagna's Diplomacy roll- (1d20+12)[23]

  24. - Top - End - #24
    Ettin in the Playground
     
    PirateWench

    Join Date
    Feb 2015
    Gender
    Female

    Default Re: Arla E'than OOC

    Random Event (1d100)[89]

  25. - Top - End - #25
    Ettin in the Playground
     
    PirateWench

    Join Date
    Feb 2015
    Gender
    Female

    Default Re: Arla E'than OOC

    Dagna listens to what Arlayna says then agrees to allow the Telepathic Bond, on the subject of barbaric humans hills to the west of the Green Sovereignty, inform them that we will look into that human tribe but need a better idea of location if available and then we can see what can be done this year to resolve the issue.

    *
    what I am looking for is map number for the tribe of humans to ascertain direction to send units if they need to cross boarders of Green Sovereignty and then as the scouts/dragon and infantry/archers are sitting and annexing that is pretty much it for the season and you did not answer this - Attempt a logging camp at 9.30 500 RP ) -> is this taken out of Realm or Regent?

    going into summer so before that I want to make sure that i have the factors straight
    Logging Camp: Benefit: Province produces 25 percent more RPs
    - Province is that just the hex it is in or all annexed hexes?
    - What is the upkeep? and is that paid from regent or realm ?
    Banked 870 RP going into summer this goes to realm correct?

    Year 00 : Season: Summer
    Turn 1 Realm Stage
    Random die results: (I.E. Realm Event, Morale, Tax.)
    house rule that you can choose to roll a 20 heavy taxation, Heavy Taxation +39 =59%

    Random Event:
    Random Event (1d100)[89] = 88-89 Immigrants
    Immigrants: The dawning spring brings with it those seeking a new start and a better life. A single thorpe (chosen by the regent) upgrades to a hamlet. If there are no thorpes, the smallest existing population center increases by one step.

    Morale Check:
    N/A for the 1st year

    Collect RP's
    forest 9.30,9.28,8.28 = 26*250=6,500 * village 1 = 6,500 * taxes 59% (3,835) + reagent income 7% (455) remaining = 2,665+Banked 870 RP = Realm 3,535 , Reagent 4,290
    Resupply: 2000 RP * not sure if that is realm or reagent ?

    Taxes
    On Reagent:
    level 9 +1,000 exp
    -X Units: 608 rp
    -Y Settlements
    Village 225 RP
    Governing Style Upkeep cost: 4 RP
    Remaining RP (Realm 3,535 , Reagent 3,453)

    On Realm:
    -X Improvement Upkeep
    Logging Camp: 9.30 :
    Remaining RP: (3,535 Realm)


    Reagent Actions
    recruit
    Human Builders Cost: 30 rp
    Human Scout Cost: 475 rp
    Human Heavy Calvary Cost: 1030 rp

    Human Builders construct a Logging Camp in 9.28 8*250=1000 / 2 = 500 rp
    Elven Builders construct a Sawmill in 9.30 10*250=1250 / 2 = 625 rp

    Realm Actions
    Total Movement RP for all starting units: 84 per week in provinces I govern <13 weeks =1,092 rp>
    12 RPs per unit per week in provinces you govern

    Remaining RP (Realm 793 , Reagent 2,448)

    Martial Actions
    Spoiler: Space Saver
    Show

    Week 1 Record:
    human builders move to 9.28 construct a Logging Camp
    elven builders construct a Sawmill in 9.30
    Human scout & Human Heavy Calvary move to ?
    elven scout and dragon move to ?
    elven archers and infantry move to ?

    Week 2 Record:

    Week 3 Record:

    Week 4 Record:

    Week 5 Record:

    Week 6 Record:

    Week 7 Record:

    Week 8 Record:

    Week 9 Record:

    Week 10 Record:

    Week 11 Record:

    Week 12 Record:

    Week 13 Record:

    Week 2 Record:


    Non-Realm Action Records:
    Remaining RP (Realm 793 , Reagent 2,448)
    Banked 3,241+2,000 maybe

    Roleplay Notes Record:
    Last edited by samduke; 2019-09-05 at 05:10 PM.

  26. - Top - End - #26
    Ogre in the Playground
     
    BardGuy

    Join Date
    Jul 2010

    Default Re: Arla E'than OOC

    Hey there Sam! Very sorry for my absence. I was losing my mind at work. I still have to read your email and PM's, but will get you updated in just a few minutes.

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