Lords 51: Siri, The Age of Awakenings
Year 387 (D.R.) Daeran Reckoning

Turn 8 My Lords & Stat sheets completed by February 20th, 2003
Turn 9 due date Wednesday, March 10th, 2003

Main website for Siri at http://lords51.throneworld.com/
LOTE Homepage for all the campaigns.


Campaign Notes, Rules to watch for.

NFP Support (implemented)
This has gone into effect and is shown on your sheets already subtracted from the total available NFP.

Army Agro Consumption (implemented)
Any Mounted unit required twice as much agro as a non Mounted unit Since I've got the 51 STATs type program working this was easy to implement.

Unit Builds
In each racial chart is a list of places which units can be constructed. This will be enforced more rigidly as certain units require more organized services like those offered in Towns, Cities, or Fortresses. Here are the abbreviations. New specialized units based on QR's will be given build requirements as well.

HM - Unit can be built in the Homeland of the Nation, regardless of whether there is a city or not
FC - Unit can be built in a Friendly city within the Homeland Build Zone of the nation
FV - Unit can be built in a Friendly Village, Town, or City within the HBZ of the nation.
FT - Unit can be built in a Friendly Town or City within the HBZ of the nation.
F - Unit can be built in a Fortress
CR - Unit may be built in a controlled region
PV - Can be constructed in a Port Village or larger
PT - Can be built in a Port Town or larger
PC - Can be built in a Port City

CCR
Just a note of caution on how far away the King is from the Capital and how far a nation can spread.  The BL along with the Kings own (unknown rating, but a minimum of 1, could be up to 6 however) rating determine his effectiveness as far as revolts, loyalty checks and all that fun stuff.  If the King is out of range of the Capital and Leaders are out of range of both the King and the Capital expect trouble at some point.

51 STATS & Trade I've had quite a bit of help and with a couple of months of data entry and ensuring calculations are correct I've got a GM backend to this campaign to help improve the turn around time. Most of the drag was the hand calculation of everything in the game. I'm more a creative type person and endless number crunching doesn't appeal if it can be avoided. As I progressed through the turn I linked up as much of the trade results as well which helps.

The Rumor Mill for Turn 8

Northern Geographic Region:
Prek Bek Kaille
Those that have dealings with the Goblin tribes of the north hear of this term numerous times over the course of the year. What it means few know, but it seems to have something to do with going to a watery grave. Oh well the thoughts and actions of the mostly barbaric folk can only be guessed at.

Nu'jree disposition
Several groups of Nu'jree philosophers and colonists decide to join with the stronger governments in the region. They hope it will give them some protection from the slave labors of many regions in the area. Access to cities and the luxuries that come with it is welcome site as well.

Speaking with the Dead
A blind soothsayer is seen along several Towns and Villages on the Hie Coast. He is recalled my many as he yells out names of the Dead he is speaking with. Anyone willing to listen seems to confirm he knows about some lost relative or another. Of course he is probably a charlatan having practiced for many years. Regardless it is somewhat strange that he gets around to such a wide area.

Central Geographic Region:
Death fog
For a time those who inhabited the eastern banks of Crescent Lake took to locking their doors on the mornings where thick fog rolled in. Apparently earlier in the year some odd dense fog would appear without a sound and leave whole villages with nothing but empty huts and doorways. Even the stout hearted Dwarves avoided the waters until afternoon when the sun usually seemed to clear it up.

Blood Wine
The origins of the drink are forgotten but its safe to say potent home brewed liquor as well as blood from places best unknown is used. Some Orc tribes drink nothing but the stuff and often it is used on occasions of importance. Often a helm, or improvised drinking vessel is used and those that drink from it add a few drops of their own blood by cutting their palms over the wine.

Elf captives return home
Many mothers relate the tale of how a far off Elven folk were fleeing, lost in the wilderness for some time. Their journey was difficult and what may have taken but two weeks normally took months and many hardships. The people carried many things that were of little use except for the memories that each item had. Eventually when they gave up those things and moved onwards their wilderness journey ended and they were able to settle down building a new life, in a new forest.

Eastern Geographic Region:
News of War and Battle spreads quickly
A united front of Elves, Men, Dwarves and even Wee Folk stand strong against the imminent onslaught of Orcish ambition. Many thousands perish from every side and no ground is given by anyone. It is impossible to not hear news of heroic and fell deeds done depending on the race and location visited. Tales begin to spin of all kinds. Orcs tell of great battles fought with slaughter and great chieftens. Elves speak of being on the "Hunt" for their most hated foe. Dwarves speak of a long march and a great siege. Wee Folk soon tell of sling stones felling large Orcs from afar. Musicians play the "Charge of the Light Bridage" and of how many fell never to return to the field of battle. Goblins even tell of Riding down retreating invaders, although no one seems to recall hearing or seeing goblins on the field of battle.

What the . .
After paying the wretch of a goblin a local merchant in the middle kingdoms finds that days later the fabrics brought sell unbelievable fast. Not only that but he figures out quickly he didnt charge nearly enough for the stuff. His wife even seems to have bought some garment made with the stuff off the black market right under the mans nose. It cost him three days wages where at first he could have given her bundles of the strange cloth. He had learned his lesson, and he kept a close watch out for the return of the nice ugly fellow or so he thought him now.

Forest Guardians
Tales reach the ears of loggers that Orcish timber cutters near what used to be the Great Wood were found totally mangled by some great strength. Of course they say, after all Elves live there and kill Orcs on site. Those stories go around a time or two and die off. Later in the year in a seemingly connected incident but on a much larger scale. Entire encampments of Orcs merely vanish and the fine goods produced from wood harvested in the region have since stopped being seen. Where clearings used to be now think patches of forest seem to go on without end.

Western Geographic Region:
You've got my . . whoa!
Ships sailing for the treasures of great dark pearls find they are not the first to have arrived. In fact what seemed at first to be a simple thing of conquer or a lucrative trade offer turns into something of a diplomatic retreat. Ships never seen before in the region appear in numbers to daunt any fleet.

Fireworks
Halflings are mightily pleased when their Nu'jree neighbors show them some celebration. In the eyes of the Wee Folk the beauty of it is the beginning and the end where some kind of sticks are lit with a torch and send up plumes of smoke along with making a heck of a racket. They inquire if the sticks can be purchased even at ridiculous prices but no Nu'jree merchant dealing in such things is quite that desperate.

Fishing, a dangerous occupation
Luckily for the men of Surinam they do not harvest the fish from the Mouth of Bebidon with any great frequency. It becomes even less frequent when tales come in of birds picking men out of their own boats as an eagle plucks a fish out of water. Apparently great laughs were had until several slashed up goblin corpses fell clear out of the sky one day. They smashed into a fair sized fishing boat near the shores of Sucre sinking it and killing several crew members.

Land of Milk & Honey
Many throughout Huahn know of the prosperity of the Badger lands. Seemingly they are blessed for word is spread of the fine fields of Dehkel growing such as abundance as some small kingdoms itself.

Southern Geographic Region:
Do I hear 5 Silver Creps?
With the significant opportunities making themselves felt throughout the Southlands many, many more people are setting up shop. Goods stream in from nations so far away it may take a man a year to travel there on foot.

Dragon Cult
Amongst the many realms of man along the river one appears to worship the Dragon. Not only do their cities bear some sort of similar name, but statues abound with depictions of the creatures sitting, in flight, or lying on some horde of treasure.

Enzlavement of allz
Huge armies of strong lizardmen raid, enslave and take whatever is necessary to maintain their steady growth. Some sort of bizarre ritual seems to have taken place along the Alompol Sea creating something of a fervor talking about an Age of Chaoz



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 - Working every day for two months, hmm that was fun. Truly though I've picked up some new Cartography software and rebuilt LOTE 51 to better accomodate myself to speed up processing.


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