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

Turn 9 My Lords Completed May 17th, 2003, may take a couple days to get maps corrected. Let me know.
Turn 10 due date Monday, June 22nd, 2003

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


Campaign Notes, Rules to watch for.

Next turn deadline
My family and I will be going to Florida for about 2 weeks in early to mid June. I think its better to have the turn be due when I get back hence the 4 weeks.

NFP Support (implemented)
This has gone into effect and is shown on your sheets already subtracted from the total available NFP. Everyone was pretty good with this rule so next time I do a Rumors piece I'll probably leave this off.

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.

Trade Routes If a trade route section goes through your lands you need to put in your orders who will be allowed to trade along those routes. Such as Orcs passing through Elven lands to trade with others, etc. This is the first turn where a good deal of trade passed through other peoples lands via that system. I'll be getting more strict with it as time passes.

The Rumor Mill for Turn 9

Northern Geographic Region:
Coastline awakens
The area dubbed The Free Cities saw a great deal of increased activity. Merchants hustled and many new Inns were opened along the sea shore.

Dag the Bloody
A grizzly diplomatic error lead to the misfortune of one Dag. It seems after his death there started a saying whenever a person tried to do something at odds with the sitation. "You trying to pull a Dag the Bloody on us ere?", it didnt seem to be dying off as other such sayings frequently did.

Mystery Lake
Several times rumors persist that some magical creature dwells in the Juxto Basin with a horn thought to have the powers of healing and longevity. It is said that the Elves imbibe a drink made with it and that is the reason for their long life spans.

Central Geographic Region:
Wee Folk
Wherever there is commerce it seems the Halflings have their hands in it to some degree. The little folk show a great deal of interest in all that goes on. Supposedly they have given grants to both Lizardmen and Orcs to continue their efforts.

Dwarven Boats, sure.
Upon the Val river several sightings have been made of Dwarves building prototypes for their own watercraft. Most often in shallow bays and inlets as everyone knows that Dwarves typically sink like rocks in the water. Bets are hedged in the Badger lands as to the ability of the vessels to actually float if they ever travel out of the River.

Lock the doors and night.
In the foothills along the Amphero Bay travelers have been waylaid at night time. This continues to occur frequently enough that folk either clear out of certain parts or no longer travel there. Survivors have mentioned some large dark skinned brutes about 10 feet tall bearing huge clubs.

Eastern Geographic Region:
News of War and Battle spreads quickly
Continued news of battles and deeds pours forth. The Battle of Ghach is recounted about once a week or so for quite some time. Its outcome and those that participated seems to vary from Inn to Inn depending on the customers they serve and the racial make up at that time.

Orc Raids
Along with the tales of war comes many tales of being raided by bands of Orcs and Goblins. Some quick attacks stealing livestock and others ransacking villages.

Great Eastern Route
With the construction of many routes through many lands news travels far and wide about places never heard of before. It seems the Humans of the Plains may not be human after all, but Elves. The Orcs coming in from the far north never really arive, its just small bands of opportunists selling ore stolen from Dwarves. All sorts of guesswork and rumors.

Western Geographic Region:
Exploration
Men from a southern land make their stop at several ports along the western shore. It cannot be false for every port along the way seems to have had those same visitors. Are they looking for conquest or are they looking for goods to trade? Their vessels are fairly impressive sized ships of war, but no one can guess their intent. At least not yet.

Gambling, we want some too.
The Wee Folk of Maroura and the folks of the Badger lands seem to get along quite well. Something of a tourism industy seems to have grown up there. As a result the Wee Folk have greatly expanded their own cities in the hopes of drawing enough people to spend their wealth there. If not they don't seem to mind the company and the funny tales told by Nu'jree and Dwarves.

Mountain Skeletons
As Orcs go about their labors in Uldak Haj a few bizarre skeletons are found. They seem to be from the sea, but that is a long way off. No matter some are taken down and the skulls used as Totems.

Southern Geographic Region:
Age of Chaosz
As trade from Lizardmen reaches new heights their preaching about some sort of end of the world grows cumbersome. Their persistent though and tell people to prepare for the Minions of evil or something like that.

Bloated Orcs
Orcish bodies wash up along the shores of Hurba. Not a totally unusual occurance, but these have some sort of flower tatoo on their foreheads which looks awefully fresh. Not enough is seen as the fish or some larger sea creatures have gotten to a few of the bodies first.

Camel bearing Nu'jree
The Barren Wastelanls are a rough place to enter. Some Nu'jree from Hura appear to have lost their way and somehow wind up being carried to Szeguda. The lone survivor speaks of a small lake with strange trees and of many beautiful women running around on the sands. He also tells of gigantic desert bugs of some sort as well who help him find his way to civilized lands.



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 - Watching my smallest children play outside, going to Coranodo near San Diego, and looking forward to some golf this upcoming week.


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