Province of Windheath
Date: Early July, Year 1011
(OOC: Assume that turns might pass only a half or a quarter month if people are doing stuff. Funds will still be calculated on the next month)
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http://i1132.photobucket.com/albums/m576/Aesthus/AdvisorTalarionsHouse.jpgBoth the Thief Guild and the Advisor Talarion both prepare their defenses for the kings wager...
While two Guilds of adventurers bicker over whose the best, the Lord silences them.
"Gentlemen! No need to fight. Each of you should bring your greatest champion, and have them duel for my entertainment. The winner of this bout will be declared head of Adventuring in the Kingdom, and be given total control of the other one. Sounds fun, right?((Describe who you send to the duel, if you agree to it. Winner is the more creative one :3 ))
Advisor Shadenight returns victorious, with carts of Dragon Bones and Pelts. The Lord almost forget about the casualties when he sees them.
"Quite-mount the largest skull in the Hall, and bring me their hearts to feast on. I've heard Dragon hearts increase virility...oh, I think I can finally trust you at the head of of our army, Advisor Shadenight. We should have a nice, quiet time to rebuild any lost forces.(Shadenight +3 Favor)
Then news comes in of a massive horde of Ice Monsters gathering off the shores of Windhearth intent on pillage, and the bandits have begun to raid again. Oh dear.
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At the Black Tower, Master Spy Hikari follows Advisor Ochita arrive to the Great Wizards home, and gain entrance beside each other.
Ochita goes first, and demonstrates a few of his prepared spells...
(Effect:4, pass) For his first trick, he succesfully transmutes a rat into a cat, and the Wizard seems interested.
"I see you've been practicing. Continue."(Effect:3, pass) Next, Ochita displays an advanced shield spell using fire and ice. It's difficult to juggle three types of energy at once, and he's only moderately successful.
"Impressive. But you need to know your limitations..."(Effect:1, fail) Ochitas next trick is to summon illusions, but Blastomro is used to MUCH better. They don't even come out in color, and fade in and out.
"...I've seen better Illusion magic on a first year school graduate with a lightning bolt on his forehead..."(Effect:3, pass) Ochita's final trick is summon up some spirits-he's successful, but the ghosts are old and boring, and won't stop talking about something called "reagannomics".
"Your summoning could use work..."The Wizard thinks long and hard... (Effect:2+3-1=4)
"I always like a challenge. Your hired! "((Choose four magic schools that Blastomro teaches you in before you return to the court))
Then he turns to Hikari. (Effect:2)
"Show me your magic, potential apprentice! "Hikari derps. He's no magician. Why did he come in this way, where he was sure to be captured? Maybe this was a bad idea...he's thinking he should probably try to escape, when he drops to floor with a plop, in a new small furry body, with a long pink tail and whiskers. He's been transformed into a rat by Blastomros magic.
The Wizard chuckles and place him in an iron cage. Squeak!?
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Meanwhile...Religious Advisor Ochita hears word from from the priests... (Effect: 1+1=2). Bad news-the Papal Court is demanding more 'time' to reach a decision on Church sponsored Necromancy, by which they mean, more payoffs. To the tune of a 2000 gold!
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Shootandrun hatches a daring escape plan (Effect:6, lol overshot). In a amazing display of leadership and planning, he turns the angry soldiers back to his side, and gives the signal. The Gnolls apparently were not expecting a prisoner escape, and the captured sailors overrun the Gnoll Guards, steal their weapons and take off in the captured Balenars-he moved fast enough that he still had enough men to capture the second ship as well. His men set fire to many Gnoll ships, and take off under the cover of night, none the wiser. Needless to say, the Gnolls wake up very angry, and with less soup than they would have liked...they sent runners to all their villages....
Shootandrun and his men arrive back in the the port city a few days later, a little worse for wear. And very angry.
Ice Gnoll Clan Meeting
Date: Mid-July, Year 1011
The Ice Gnoll Chiefs and their allies had discussed the matter for a week, and they agreed. It was time to marshall the battle fleet and lay waste to the Province of Windheath. Even better, the Mindflayer Viking Beserkers had agreed to join in the fun. And the Polar Krakens. And the Walrusmen Pirates. And the...
Advisor Shadenight is currently being considered for Military Leader, and has offered tale of his military prowess, particularly relating to non-honorable combat, and demonstrated skill at diplomacy. The Lord was leaning toward his appointment..or was, until the debacle with the bandits. (0 Support)
Advisor Furtuka is currently being considered for Military Leader, and has retaken the rebelling town with minimal death and damage to the locals. (+1 Support)
Advisor Digital Hellhound is being considered for Head Diplomat, and his hardline toward the Lords divine right has earned him a small amount of favor. The arrival of a diplomat prompted the Lord to promote Digital Hellhound to the position. (+1 Support)
Cartographer Kinsen and Fallen Angel Asgard are being considered for a suicide mission to the lands of the Man Eating Polar Trolls, and have not disagreed. They will depart soon, NEVER TO RETURN. They never returned.
-Resources-
Food-?
Stone-?
Metal-?
Wood-?
Arcana-? (OOC:used for spellcasting)
Total Gold income=3,300 gold per turn
Total Gold expenses= -2,420 gold per turn
[300 Spearman/600 Gold]
[200 Swordsman/1400 Gold]
[50 Hobilars(Light cavalary] 350 Gold
[100 Foot Archers/ 300 Gold]
[1 Medium Ship/ 120 Gold]
Total profit= +850 Gold per turn
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Current money in treasury=5,000 Gold
-Monthly Wages-
Small ship 40 Gold
Medium ship 120 Gold
Large ship 250 Gold
Knights 60 Gold
Mounted Archers 7 Gold
Armoured Infantry 7 Gold
Hobilars(Light cavlary) 7 Gold
Naval Crew 4 Gold
Foot Archers 3 Gold
Spearmen 2 Gold
Unique
Wizards 90 Gold
Mercenaries 3 Gold
Zombies/Skeletons 1 Gold
Skirmishers/Militia 1 Gold
1.Current Royalty
Lord: Lord Hearth (Dwarmin)
Advisors
Digital Hellhound (1/10 favor) {Head of Diplomacy}
Kilakan (3/10 favor)
Furtuka (-1/10 favor)
shadenight123 (-2/10 favor) {Head of the Army, responsible for military training, deployment, and tactics}
Talarion (7/10 favor) {Head of Advisors, bears responsibilty for everything bad that happen on advice from advisors}
Taricus (3/10 favor) {Head Seneschal for the entire province-he has control over justice and matters of administration}
Deadmeat1471 (-1/10 favor) {Head of province Sanitation, responsible for... *flushing noise*}
Ochita (4/10 favor) {Assigned Religious Envoy of the Crown}
hubris_incalculable (-1/10 favor)
Humble Advisor/Farmer Nirur Torir (-1/10 favor) {Assigned Head of Agriculture, sponsored by Advisor Shadenight}
peglegpengeuin 1/10 favor) {Assigned Head of Alchemists}
Advisor Shootandrun (1/10 favor) {Head of the Navy. A little waterlogged.}
Minions
Thief Guild Leader Dsarker
Adventurer Guild Leader Kadzar (-4/10 Favor)
Wandering Traveller BnR0cK (-4/10 favor)
Reanimated Court Jester Hitty40 (-10/10 favor)
Executed
Dead Cartographer Kinsen (-3/10 favor) {Bones turned into Ogre Thongs.}
Double Fallen Angel Asgard (-3/10 favor) {Feathers used for Ogre Arrow Shafts.}
Insane Beggar Stabbymcstabstab (-10/10) {Used as bait to catch Carp}
Polymorphed
Hikari, Rodent Assassin
Imprisoned
2.Current Issues
Giant Horde of Ice Gnolls/Mindflayer Vikings/Krakens/Walrusman Pirates coming to destroy kingdom
Remove the bandits haunting the hills around our villages (Leaders have arise, and they have begun raiding again)
Windheath Navy
1.
Twenty five to fifty Sloops and Schooners operated by private owners, they are usually used for fishing in the warmer months. They are more often than not pressed into service defending against the Gnoll Pirates who attack in the winter. They are motivated, but relatively unarmed.
2.
Ten 50 ton Corvettes that routinely patrol for pirates in the winter, and spend the summers trading and fishing-often acting as escorts to the larger and smaller vessels. They are generally the best armed and best trained of the militia navy.
(Humakt, Flanker, Warborn, Exiter, Wallshallia, Rebeccas Thrust, The Pride of Windheath, Red Dawn, Cold Grave, and Frostlass)
3.
Six 200 ton Balener Vessels, usually used for whaling, but are more often than not pressed into service defending against the Gnoll Pirates who attack in the winter. They have minimal armaments, but their crews are combat experienced and hardened to the harsh conditions in Windheaths polar ocean.
(Domitus, Odinir, Hinland, Brootur, Nordland and the Freyja)
4.
Four 400 ton "Buza" vessels, the sort with high gunwales, remnants of ships from a Mindflayer Viking fleet that attacked long ago and were captured. Like most of the ships, they are used to move out laden heavy with goods in the summer for trading, and used for attacking the Gnoll Tribes Villages in the winter, usually transporting local milita for amphibious invasions. Deep draft means they can't dock in shallow water docks, and have to be housed at only port in the kingdom.
(The Windlord, Bezerkar, Kraken and Hearths Pride)
5.
One 500 ton Barque, manned by the Kings Marines, it rarely if ever actually take to the sea for a good reason-the ship is barely seaworthy, and the crew is inexperienced, and unmotivated, though they are well armed. The locals joke is it makes a better cafe than a fighting ship, with the respective Captain often holding lavish parties on deck, and regularly entertaining local politicians (and their daughters).
(The Albatross)
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Good ideas get you favor, ideas that work give you favor, suggesting good ideas first that work out give you the most.
If your suggestions fail, or otherwise don't produce, favor goes down.
Roleplaying wise, I'm much more likely to listen to someone with a higher level of favor.
Starting off, I'll roll 1d6 for every person that expresses interest in a cabinet position.
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