Turn 2 completely finished: June 20th, 2000
Turn 3 Due Date: July 7th
Main website at www.warriorshall.com
My
Lords Nation Link found here
LOTE Homepage for all the
campaigns.
Northern Geographic Region:
Humans Thrive on shore
Despite hugging the coast, a group of Humans have banded together and
constructed a thriving city protected by a towering fortress.
Omis Swamps
The illness that killed King G'kulas daughter is said to have come
from relatives who live in the wetlands there.
Bustling activity.
A goblin king with unusual skill has banded together the tribes on
the headwaters of the Faera Waterway
Halflings enslaved
Thousands of Wargs and their Riders were seen south of the Graye River
with a very large group of Halfling captives.
Central Geographic Region:
Abundant Harvests
Locals tell of the excellent growth of agriculture in some areas this
past season. Hopefully the trend will continue.
Halfling Merchants
The wee folk struggle to come up with the funds necessary to build
all of the ships and lack a strong enough leader to really make things
work. They will continue in their efforts.
Trade explodes
In every kingdom and every dale it seems that trade negotiations are
in progress. It is hoped that several long term deals were hammered
out. Race matters little to the merchants throughout the area.
Ghost ships
The summer festivities abrubtly halted for all of a day when Justin
Springer, a local cheese maker reported seeing at least "a dozen scary
looking raiders" along the shore as he strolled to work. Later it
was found that he had almost drank a bottle of Elven wine by himself the
evening prior.
Eastern Geographic Region:
Cutters spotted
The Count of Eliar reported seeing an armada of smaller warships skimming
through the waves along The Deeps of Polynelo. It appeared they were
sailing to the West.
Elves prosper
The huge forest on the tip of the peninsula houses one on the last
bastions of Elven heritage. They expand out into the forest territories
of their ancestors. Hostilities flare when orcs are encoutered, at
least its not open warfare . . . yet.
Ant Farming
Giant insects and goblins were supposedly seen working together to
create what looked like a gigantic mound atop a large hill along the Bay
of Gargantium.
Half Elven nations?
Several Republics have sprang up with what looks to be a cross between
humans and elves. They seem rather charming and have certainly taken
hold from the Coast all the way to the interior regions.
Western Geographic Region:
Goblin and Orc Kin fairly Passive
Considering the threat of attack that could exist in the West there
have been few skirmishes to date during this Age.
Elves on the move
The majestic Elven nation of Telthiriel is making a serious bid to
organize a large Elven empire amongst the ancestral forests. Their
home once stretched from the great lakes deep into the heart of Western
Huahn.
Bollinger Notorious
Anyone traveling on the waters anywhere near The Mouth of Valaia stops
at the growing human city. Its entertainment and variety of people
that live there make it a hot spot for just about anything.
Desert expanding
Its no wonder the Nu'jree have moved into Valdivia. Sandstorms
and heatwaves have unnaturally been pushing the desert into this region.
At this rate it will not be long before the desert spreads into bordering
lands.
Southern Geographic Region:
Empire struggles
The supporters of the cause have not yet been able to establish a strong
foothold in key areas. It is a good sign however that there are those
who wish to see its rise.
Archers of Hicus Sea
Some friendly competition between bowmen in a small town named Green
Field appears to have attracted many sharpshooting folk. One tale
was told of a man who was shooting apples off of his brothers head from
50 paces away. This rumor began in the citadel at Basuskuk however,
so its truth may have been exagerated by the wee folk.
Magic or Luck?
The Haflings in Sinla take a great deal of time enjoying life, yet
their nation runs without hardly any trouble at all. Some nearby
say magic is involved or maybe the luck of the wee folk has taken root
in their lands.
Lizard Runes
The lands of Kiku are rumored to have housed some of the oldest nations
in Huahn. The swamps were created when a cataclysm of mysterious
origin lowered the lands for hundreds of miles. Today, when granted
access, those interested in ancient magics and lore study the runes which
dot the landscape.
Orcs enthralled
Within the lands of the Kotum Clans exist a strange storyteller.
Supposedly she has the ability to see into the future and has made quite
a living off of some Orcish superstitions.
I'm glad to have gotten that turn out. It was challenging as I leave in 5 hours for a business trip in Nashville and it was necessary to stay up a few days at ridiculous hours. Regardless I hope you enjoy the newsfax entries. I spent time with every single nation basically coming up with something. It was always a fun part of the game for me to read what was going on in my region of the world. My goal was to make sure everyone had at least a paragraph of something.
Working on the following improvements:
Automated AP calculator - done with scripts and such
Rule Booklet download - A one piece download, full supplement to a
typical LOTE rulebook.
Formatting of Stat Sheets - I realize some come out sort of weird at
times. I'll work to clean them up and improve upon the design.
NRR is actually roughly the ESI in a typical LOTE campaign. The ranking starting this turn is true to where you place in roughly 60 positions in the game.
MSI is modified for the values of the various units and such, but is also a fairly accurate measure of your nations Military Strength vs that of the other nations in the game.
Rank on the Home page is for your Military Strength in your Geographic region. What might be 1st in one region would be 6th in antother section of the world.
For those having challenges getting into their site contact me so I can help you out. With only a stat sheet to look at, no map and no newsfax I can't expect you to enjoy the game. If your username does not seem to be working when you try and log on, use the name that is on the "Nation Link" page exactly as it is shown with the underscores and the passcode from before. Basically I looked at the entire game and redid those nations that had unique names or that changed them to something unique for turn 1. From this point on that will be kept at a minimum as it is tedious, time consuming work.
Player Note - The rankings at this point will jump up and down
depending on what you do economically. Literally to go up a couple
of spots might only be an extra gp or two. This also does not factor
in manpower (NFP) although I may think of a way to do that at some point
in time.