Date: July, Year 1011
(OOC: Assume at the start of every turn, which happens over a month, the Lord and his advisors are meeting again to discuss matters.)
Advisor Shadenight orders traps to be laid for the terrible Dice Dragons! (Effect=3) A few Dragons fall for it, but the rest quickly catch on. He orders an ambush, and volleys of arrows begin decimating the ranks. The Dragons roll toward the remaining soldiers (Effect, 5+1=6), but the cavalry intercept them, and drives them off the field. Nearly all the Dragons, and their spawn, are dead by sundown. Advisor Shadenight is left with the casualty numbers, and is left to report them and the outcome of the battle to the Lord.
Casualties 68 Foot Archers dead, wounded or eaten
26 Hobilars dead, wounded or eaten
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Naval Head Shootandrun leads his militia fleet to attack the Ice Gnolls.. (Effect=1) The attack goes well at first-they don't run into any Gnoll ships, and set fire to the enemies docks before fleeing! Shootandrun wonders where the enemy ships are...given that its a summer month, they are probably...right there. His fleet collides with the Ice Gnolls in a fog bank, and they start fighting right off. To Shootandrun's dismay, most of his militia ships are not fighting to win, but fighting to retreat! They were actually quite used to the Gnolls raids, having long accepted them as a fact of life, so they have no desire to die here and leave their families to starve without income.
Shootandrun tries to rally his forces, (Effect=1) but to no avail. He's not even the captain of the ship he's on, after all-the Hinland. You hear Captain Whittaker of the Hinland shout "Toss em overboard, lads! We'll say the Gnolls got em!", and thusly do you plunge into the freezing sea, along with the other stranded seamen.
Amazingly, most of the ships are able to escape the Gnolls, with only two Balenaar vessels captured-The Nordland and the Freyja.
Shootandrun is hauled up from the ocean in a fish net by laughing Gnolls. The other captured sailers know exactly who to blame for their predicament.
They take him and the rest of the crews back to their village, and force them to rebuild the docks his fleet just burnt. They don't bother to give you much food or water-once someone collapses from exhaustion, they pick him up and take him to communal cookpot bubbling in the center of town, to be boiled alive and turned into soup. Advisor Shootandrun feels very tired already...
((Explain how you try to escape, if you do. Remember, most of the other prisoners hate you for getting them into this mess.))-----------------------------------------------
The Lord is in a funny mood this month. He is gifted a golden sceptor from Advisor Furtuka (Effect=4). He likes it, and adds it to the treasure. hoard.
"Good work Advisor Furtuka. One can never have enough garish knick-Knacks."(
Furtuka +2 Favor)
He listens the to Master Thief, and then Head Advisor Talarion.
"
Dsarker, if your thieves are so skilled, I offer them a challenge-steal the magic carpet I gifted Advisor Talarion last month, from his very own home.
Head Advisor Talarion, if you retain posession of the item in a months time, I will grant you the position of Head of Magicians! Ehehehe!
((Talarion should describe where he is keeping the magic carpet, and Dsarker should describe how he would get in, and what precautions to take. Talarion can PM me what hidden traps and alarms he would install as defense.))He recieves a message, stating Head of the Navy Shootandrun was sadly killed while fighting Ice Gnolls. He shows no visible reaction.
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Meanwhile...Religious Advisor Ochita has mollified the church, somewhat. They explain the "investigations" will be done by trained Paladins, sifting through the Nercomancers personal life and effects to determine if they can be trusted or not. During this time, The Necromancers will spend a year under church watch, looking for signs of possession or corruption.
Current state of Priests Demands
-Lord Hearth swears fealty to Orcus Pontifex, the Ogre Battle-Pope, and his Holy Miter of Smiting. {
Unapproved}
-Any Necromancers who want to be accredited must spend a minimum of a year undergoing "investigation". They are trying to be more specific.{
Unapproved}
-All Necromancers and created Zombies are to wear magical tracking devices, which will allow the church to find them if they go renegade {
approved}
-Any Undead must be created from the bodies of heathens or animals, and not the faithful.{
approved}
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 (3/10 favor) {Head of Diplomacy}
Kilakan (5/10 favor)
Furtuka (1/10 favor)
shadenight123 (-2/10 favor)
Talarion (9/10 favor) {Head of Advisors, bears responsibilty for everything bad that happen on advice from advisors}
Taricus (5/10 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 (6/10 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 3/10 favor) {Assigned Head of Alchemists}
Minions
Thief Guild Leader Dsarker
Adventurer Guild Leader Kadzar (-2 Favor)
Wandering Traveller BnR0cK (-2/10 favor)
Reanimated Court Jester Hitty40 (-10/10 favor)
Cartographer Kinsen (1/10 favor)
Fallen Angel Asgard (-3/10 favor)
Insane Beggar Stabbymcstabstab (-10/10)
Executed
Imprisoned
Shootandrun (3/10 favor) {Head of the Navy. Our country is mostly landlocked, except for a few miles of coastline that are locked in ice for 7 months of the year. He's currently being held by Ice Gnolls.}
2.Current Issues
Choosing a Head Advisor
The Lord wants new throne though, and a large table, for the planning room. (describe them in detail)
Put down the rebellion in Rumblebumblings-on-windywaters with minimal loss of life
Remove the bandits haunting the hills around our villages (Leaders have arise, and they have begun raiding again.)
Horde of Six-Sided Dice Dragons rolling though provinces (all of the horde destroyed)
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.
Four 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 and Brootur)
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.