Lords 51: Siri, The Age of Awakenings

Turn 3 Stat sheets mailed in early August - August 20th.  "My Lords" uploaded and complete.
Turn 4 Due Date: Monday, September 4th, 2000

Main website for Siri at www.warriorshall.com
My Lords Nation Link found here
LOTE Homepage for all the campaigns.



Campaign Notes
The HBZ number of 1 (for many of you) is in regions, not in action points.  If a Postal or Royal Road of some kind is built then the range is extended as normal.
Trade Income
I have been calculating this using the tax rate for the nation vs the normal 100%, or 95% for Lizardmen, 110% for other races, etc.  I'll fix this next turn.  I won't go back and subtract any GP that was over and above what you have already gotten.
Drop Policy
Players that do not return email, have not sent in turns since the startup AND have not paid any funds to date in the campaign are being dropped this turn.  I feel I'm being reasonable in expecting activity of some nature.  There is a steady flow of incoming, new players to the game.  We have 7 new players since last turn.
NFP Support
This optional rule is in place, next turn its something to be aware of.. It is not as harsh as the one listed in the rulebook.  6% for all races but Elves and Dwarves who pay a 3% replacement NFP cost.


The Rumor Mill for Turn 3

Northern Geographic Region:
Phantom Fortress
Orc Tribes in the Moutains around the Bay of Vhaliano report seeing a strange floating construction in the mists.  Perhaps they ate some strange mushrooms in the foothills or something.

Developement halted
Workers halted bridge work when what was supposedly a fist sized chuck of gold was found in the Craggy River.  There was a labor shortage or workers after that, but shallow pans were a hot item in the local village.

Western Shore sees Villages rise
Those travellers that survive the journey report several larger villages along the western shore both in the Faera Bank and along the Melea Coast.  They are large enough to dock and gather supplies.

River Goblins
At the headwaters of the Faera Waterway a large and growing tribe of Goblinoids is taking charge.  They have raised an army of both riders and infantry and even look to expand into Orc lands as well.

Central Geographic Region:
Dwarven Clatter
Once again the Dwarven Halls ring with the sound of steel shod boots in preperations for war.  Armies are being conscipted and trained.

Wee Folk Merchants
After a few years of struggle some leadership rises to the fore and brings together the various merchant houses of Parit.  They expand and grow out into a fledgling nation.  The finer things in life are most welcome from anyplace that they can be found.

Enslavment continues
The area near the Graye River is a dangerous place to be.  The Goblinoids in the area are taking enslaving entire populations regardless of who they are and using them to expand their lands.

Beautiful Mistress
The rave among the human court is the forbidden love story of the Emperor Spaln duc Koln and his young princess.  Apparently she even gave birth to twin boys which shall possibly rise up one day to take control of the central human land holdings.

Slayer taken ill
Rumors abound of an assassination attempt on the mighty Orc leader dubbed "The Slayer" for his ruthlessness and tactics in taking over the Dwarven holds of Orgonmith.

Eastern Geographic Region:
Flower Power
Tales spread quickly of an old man who seems to have appeared in several human nations with the ability to vanish as if he had never been there.  He councils wisely and does magic tricks for children where he makes mostly flowers appear out of thin air.  After his departure those that have seen him speculate that perhaps his abilities are beyond sleight of hand.

Infighting
To no ones surprise a nasty revolt takes place against one of the larger tribal leaders in Pena.  The goblins there fight each other tooth and claw until a strong, new warchief rises up.

Migration difficult
The elven kingdoms of the East are spreading their borders throughout the forests nearby.  A challenge lies in the fact that Orcs have penetrated most of those same lands and have driven native peoples into the forest as well.  How to move these folk and where will be a puzzling riddle to solve.

Bad Storms
Trade ships hug the waters close to shoar on the Ninus Drift as bad storms blow several merchant ships onto the rocks near the Mohanhi Chain.

Western Geographic Region:
UnderWorld Exploitation
Some rare ores which primarily come from the depths are being traded throughout the western lands by all of the races who thrive below ground.

Halfling Charm
The Nu'jree tolerate the Halfling diplomats who arrive claiming great profits, abundant food and generally lots of "neat stuff" for everyone.  They stay so long in fact that the Nu'jree get tired of the talking themselves and agree to sign something just to have them leave and go elsewhere.  The wee folk seem to have endless curiosity at times and the diplomats find that they seem to have acquired writing instruments and other interesting trinkets from their hosts.

Bloodskulz Rise up
The self proclaimed Godking goes on a brutal campaign to eliminate some neighboring pests.  He adds to the Orcish legend in general as the cruelty given out to the Halflings turns to a cannibalistic feast of sorts before returning the rest of the slaves home.

Gate
Some Magi of the Nu'jree folk in the Trujillo forests have supposedly opened a Mystical Gate allowing them to travel great distances to far off Nu'jree lands.

Oasis or Tall Tale
A sun bleached man rides into El Simbal on an emaciated camel, its hard to tell but amazingly he seems to have come from the East..  Both are barely alive and the man dies after telling of a grand tale of crossing the Desert of Despair.  It is a favorite amongst the tale spinners for a few months and is seldom heard after that.  One of the more ingenious storytellers brought in a scrawny camel after telling his version of the story claiming the animal knew the way back East.

Racial Unification
Rumors abound about a coalition of Elves, Dwarves and Humans which have united under one banner to deter an invasion by Goblin and or Orc forces.

Southern Geographic Region:
Grand Fesitval of Games
The people of Huszgud and their King throw a mighty festival.  Its a tournament of indulgence and brutality at first as 1000 slaves are used up in the gladiator combats that take place.  In the end it appears that the master of ceremonies Punjaturis did indeed have a plan and it worked beautifully.  Vikquiria, a powerful man rises up to a potentail position of power in the Slaver lands.

Smoke Ring Contest
The Tobacco family sponsors the annual Smoke Ring blowing contest for anyone with a pipe and the ability to blow large smoke rings.  Those with a magical streak are especially welcome as sometimes they can make smoke come out in other colors and hues.  Crim Spudtree won last season when his winning smoke ring supposedly 2 wee folk feet across.

Dragon / Human Realm
Nearby nations and travellers note that the man folk of Yazli Gru seem to name and worship everything related to Serpants and Dragons.  A wild rumor even exists that some of the Leaders in the government are actually shape shifted Dragons wielding power together to claim the northern Serpant River for themselves.  One thing is certain.  The citadel of Draco now protects the largest city in the South and possibly all of Huahn.

Pirates?
Citizens of Green Field called an alarm after seeing a fleet of sleek, swift moving vessels come down the coast.  They were just as quickly gone as they had come and some wondered if the ringers of the alarm bell had ever heard of the story of something about wolves and calling too often for help.



Working on the following improvements:
1) Order Form - I've hired someone to work on being able to (optionally) input turns via the web, have Stat Sheets print out, and produce a program to helm me with saving some time, etc.  He did have an excellent start but was unable to continue as he knew too little about the game mechanics and prior to school starting we do not have enough time to hash something more concrete out.  He did get an Order Form done which will be optional to use.  I'll put it online once he finalizes some work to get it to email to me what you type in.
2) Rule Booklet download - A one piece download, full supplement to a typical LOTE rulebook.  Slow going, many real life projects this summer.
3) Automated AP calculator - done with scripts and such
4) Optional E-mail accounts for Warriorshall.com with access via a new Web Based interface that the ISP uses now.
5) Music Channel coming back up soon - File is done, I guess the Streaming program is needed on the Server and then were back up.


Notes on "My Lords"
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 another section of the world.
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.  Some races have larger resources of NFP vs Gold.  Most Goblin nations come to mind.


Generally I use the website to post what is going on in the campaign and the Lords 51 mailing list which I would recommend joining.  If someone emails me individually about it and several others have as well I may just post something vs sending 10 emails out to 10 seperate peopls.  The majority of the time though I respond to every person within a day or two.  If I've not responded don't be shy and ask again.


Stat Sheets & Newsfaxes Completed since May 1st, 2000 - 3.  4 Months for 3 turns isnt bad.  This last one was real slow and I aplogize about that.


Contacting the GM:
Turn Fees:  $4
Overseas Players: $2 - my conversion rate is a killer and I like having new players typically not seen in the U.S. LOTE games


jnmj@dwave.net (alternate)