Lords 51: Siri, The Age of Awakenings
Year 385 (D.R.) Daeran Reckoning

Turn 6 Stat Sheets sent by Feb 2, 2002
Turn 7 due date Feb 21st, 2002

Main website for Siri at www.throneworld.com/lords/lote51/
My Lords Nation Link found here
LOTE Homepage for all the campaigns.



Campaign Notes, Rules to watch for.
Turn Number
0 is not a recognized number by the processing program.  So with that I'm alligning the entire campaign to Turn 6.  All documentation for this turn should have a 6 on it vs a 5 or a mixed batch.  Next turn will be 7.  I should have implemented this earlier, but its not too bad to to now.  The only impact it has on you is in your My Lords sections.  It all matches up now with what is on the stat sheet.
NFP Support
This rule will take place on turn 8's stat sheets.  I want to make sure and give every player a turn or two of having that "Army NFP Support" line listed on their sheet and the definate rule posted in a rulebook and on the web before I finalize using it.
Army Agro Consumption
At present there is a good deal of discussion about Horses, Wolves, etc having an added Agro Consumption cost factoring in that a Mount will need to eat as well as the Rider.  Once I figure out a decent way of doing this, perhaps by doubling the amount used to calculate Agro Army Conspumption for those units I'll let you know.
Migration
Two forms of Migration now are in place.  Forced and Incentive based.  Others may occur but those are strictly from the GM's standpoint.  With a Forced Migration you basically round up the people and move them using troops, etc.  In some instances given the nature of the relationship with the race, etc. a people can be voluntarily moved from one location to that of one of their liking.  Those are Incentive based Migrations.
Slave Revolts
Future builds using unsupervised slaves will run into challenges.  Many nations within the campaign have this type of economy, but few are ensuring they have the necessary troops in the regions in which the slaves are being used.


The Rumor Mill for Turn 6
Northern Geographic Region:
Orc Mystery
Patrols grow in strength and tighten in certain areas.  It would appear something is targetting them or they are having exceedingly bad luck with falling rocks.  Strange thing is some of the shattered patrols were found out in the open with rocks littered nearby weighing 2 or more Stone a piece.  Totems supposedly warding off earth elementals are in high demand.

Elven Libraries
Knowledge, especially ancient knowledge is a difficult thing to come by.  Elven scholars in the area keep one of the most sacred reserves of ancient scrolls, maps, and information found anywhere.

Lizardmen send "foodstuffs"
Human settlers get some interesting gifts from their neighbors.  In a diplomatic effort it appears odd water plants and gigantic frog legs are sent by the cart load.  "Tastes a lot like chicken" exclaims one young lad after tearing off a piece of the 2 foot long leg.

Central Geographic Region:
Soil stained Red
Dwarves and Goblins rekindle old hatreds.  Battles with thousands of participants are fought and fairly widespread.  More than one Dwarven nation comes out of seclusion to drive back the goblinoids from ancient lands.

Letter on dead Nu'jree scholar
The wee folk sure can be annoying at times stealing anything not nailed down or in ones hand.  However of note is the fact that the people thrive along the coast while all around them swirls chaos.  A good tobac pipe shared and tales told around the fire has been a most pleastant experience.  Shall I continue to remain vigilant for the wild surge marked by your theory or return home?  <unintelligable signature>

Ambitious Lizard Folk
A great workforce carries away dirt and material from the southern shore of Squid Lake.  Half way through the year it is apparent they will establish a canal system of sorts with Sa Lake.

Eastern Geographic Region:
Goblin discontent
After being pushed from their lands for the past few years several tribes band together and put a stop to the incursion.  Only one major battle has taken place so far, but mobilization could happen.

Road network
It appears that humans along the north and south coast of the area have connected the lands with a road of sorts.  Perhaps this paves the way for future trade expansion on the Ninus Drift and deep waters of Polynelo.

Elves expand
Regardless of the division Elven Nations have now taken back a good portion of the Ancient Elven nation of Urus.  Once the mightiest empire in the East, now the lands have become inhabited with the newer races of Man.

Celebration goes wild
Troops on leave in E'nov are treated to a massive feast.  So great was the expense that wagonloads of Paske cheese from their brethren came in.  Someone had a sense of humor as a shipment of Amuni mushrooms accidentally came as well.  Four days after the festivities the Wee Folk were still finding their brethren in the strangest of places after wandering off on some halucination.  A delicacy by human standards it has the effect of a drug to the little ones.  The sale of it is illegal in any place that wishes to keep some sort of law enforced.

Western Geographic Region:
Orcs continue offensive
Many regions near the Szlo and Bebido Rivers have come under the military 'protection' of the Blood Skullz.  At this pace they will come up against the Desert of Despair and the coastal waters of the Arge Sea.

Triumvirate
Persistant actions taken by Human, Elf, and Dwarf form a strange alliance of regions protecting the people within.  The only other recourse is destruction and strange times bring about strange results.

Light Globes
Some Nu'jree trickery is making its way around.  A non burning lamp, seemingly magical in nature is being sold to the highest bidders.  The only folk to afford them so far have been Dwarves.

Bizarre storm
Elven, Dwarven, and Nu'jree ports along the Lower Val river are all disrupted for a period of days when gigantic water spouts and other destructive forces of nature hammer anyone and anything floating on the water or near the shore.

Southern Geographic Region:
What a harvest!
Southern farmers near the oceans reap a harvest never seen before in their lifetimes.  Shipments are sent out to several nearby nations opening up new accounts for many merchants.

The "Sun King" resurfaces
To the ancestral credit of the Lizardmen of Kiku the leader proclaims himself "Mazdamundi, the Sun King"  A title and position of importance not held for many generations.  Perhaps some of the other traditions will be taken up as well.

Festival
The truly massive city of Serpent Head throws open the doors in celebration.  Nearby nations are invited to send small boats to take place in a race of sorts.  Lizardmen hold obvious advantages as things progress, but considering the variety of folk it was fairly entertaining for all.  Strangely robed figures somehow create a  brilliant light show of sorts to end the several day event.  



Notes on "My Lords"
NRR is actually roughly the ESI in a typical LOTE campaign.
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.


Fun Stuff - Just getting a turn done and out, that was fun.


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)