I still think that calling for an inspection was a bit premature
" Every turn you don't summon a Guild inspector, they will grow angrier -- take care you do not force them to send one of their own accord, as he will not be very charitable. "
The earlier we call for an inspection, the better. It is state as clearly as possible.

1st stop Lond Daer to sell the stone
and the north with diplomatic visits to two of Lindon's ports.
It's an interesting option. I approve it.
 
[X] Plan Ships
-[] Build A Shaping Hall: A domed hall of cast stone, where the Shapers may plan, gather, and study. Most every colony has one. It would allow for a greater variety of construction projects, they assure you, and allow for several projects to be worked on at once. (Grows Shaper Influence)
-[] Build A Shipyard: To properly utilize the Shipwright you brought with you, you begin construction on a great shipyard where vessels in the Númenórean style may be built.
--[] Ûrîphêl
-[] Plan An Expedition:
--[] The Pillar of Heaven
--[] Inzilbeth Seastrider
--[] (Special) (Requires Inzilbeth) Reunite the Crew of the Pillar
--[] Custom Route: Lond Daer for Trade, Lindon and Pelargir for Diplomacy.
--[] Trade and Diplomacy
---[] Stone
-[] Build a Ship
--[] Cannibalize Ships if unable to obtain wood from another source.
-[] Ironbark: In the deeps of the Iron Forest dwells an ent, an old thing with old eyes. He is no foe, not yet. But he is no friend of men, you do not think. Not anymore. Break words with him, and see if the strength of oak and yew might be bent in friendship. (requires hero)
--[] Imrazor
-[] Scout Gundabad: Beyond the Misty Mountains lies a mountain the dwarves mourn in their hearts. Evil stirs there now. Send rangers to scout the Mountain, and see what wakes in the north. A sizeable population of your people support doing this -- 4 Speakers are behind it.
--[] Barazîr
-[] Search For Signs of Gundabad's Influence: There are whispers. Shadows in the dark. Shapes in the waters. Eyes in the forests. Evil awake in the lands of men. Orcs are about all Eriador, from the wide woods of Minhiriath to the ruins of Eregion. Seek them, and uncover their vile purpose. (Takes Two Turns)
-[] Send An Envoy to Brun Gledd: Several leagues north of the city lies Brun Gledd, a town built into and under six seperate hills. It was dug by the dwarves long ago, but it's first name is now long lost, and it is ruled by the Enedwaithrim and their aging lord Braelor. Send an envoy to break words with the Middle-Men.
-[] Explore Enedwaith: There is still much in the lands around your city that you do not know. Send searchers to find valuable natural resources or ancient treasures, and map your new home fully. A sizeable share of your people support doing this -- 3 Speakers are behind it.
-[] The Gwathlo: You have made contact with the master of the Gwathlo, and the ford is held, as it has been for ten thousand lifetimes of the small men, by Númenór. If you so wish it, your men may pass beyond the ford, and see how Minhiriath has changed in ten centuries. The men of Tharbad speak of myraid towns and villages, and of civilizations flourishing in the wild. Venture past the Greyflood, and see what has become of these lands.

This plan is effectively the same as Survey the Land, the plan that Fission Battery put up, with two differences.

The first change is that I swapped out the Rivendell action for the Build Ship action. My main concerns are navigating the political situation with our immediate neighbor, the weirdness with Gundabad, and preparing for our upcoming inspection. While I don't have any problems with sending an envoy to Rivendell, I don't expect doing so to help with any of our more immediate concerns. Nor do I expect any public order problems, as we're hitting all the other big things and doubling down on naval progression. If we're unable to obtain a source of wood, we'll cannibalize other ships. They're not doing much as is, and we took extra, so I don't expect it to be a concern.

The second change is to the route our ship is taking. I'm visiting Lond Daer for the stone trade, then Lindon and Pelargir for diplomacy, as they're two of the options available to us in the Diplomacy tab that can be reached via expedition. If Lindon isn't an acceptable option due to this being an expedition instead of a normal action, then any of the three cities in the pregen Lindon route would be put in its place.
 
[] Ironbark: In the deeps of the Iron Forest dwells an ent, an old thing with old eyes. He is no foe, not yet. But he is no friend of men, you do not think. Not anymore. Break words with him, and see if the strength of oak and yew might be bent in friendship. (requires hero)
- [] Uruphel


I will be honest, I am tempted to change my vote to see this in action. I bet it will be hilarious:V

Edit:

[X] Plan Inspector Calls
 
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Reading through the update now:

They all wore armor of pitch-black, with great visored helms filigreed with silver, and underneath it all thick heavy tunics of shifting silver metal. Save for a few, their faces were all obscured, and some, she saw, wore their helmets even at rest or sleep. As she arrived at their camp, she called out to the guards in a tongue of the men of the east, announcing her name and her purpose, and to her surprise, they replied in Adunaic, the tongue of Westernesse.

"I thought your people knew not the speech of the West?", she questioned them.

"We did not, when first we met your kind," answered one of the guards. "We have since learned."

With that strange statement, they led her silently through a maze of dark tents to a wide-open grassy field where many of the dark-armored dwarves sat eating and talking in the khuzdul-speech. Even here, they still wore the great helms, only lifting them up as needed to pass food under the grilled visors. They led her through the mess-field to a great table that stood apart from the others, and where a single dwarf sat and ate alone. Only then did the dwarf-guard speak again, his voice a growl.

"You are before Vâr."

Their leader wore armor black as boiled pitch that caught the light strangely and shone at odd angles. Great runes were carved on it in the khuzdul-script of the dwarves, hard glossy black letters that seemed to move in the light of their own accord. Completing it all was a great visored helm with a golden crest, embossed with silver and gold, beneath which nothing could be seen of the wearer's face save two dark eyes glinting behind the grille.
Vâr daughter of Vâr did not stir, but the eyes under the black visor gleamed. "Vâr's Folk do not enjoy the luxuries of the Longbeards, nor may we until Vâr's bones sit right in stone. We are dressed forever for war, and all of us who can bear arms from the day they may walk."



"Ullo there," he started in slow, halting Adunaic. "I'm Froin. Captain of the Gate."

She pulled herself up to her great height. "Hail, dwarf. I am Ûrîphêl, Razanaur's daughter and Núnadië's child. I come over the western seas in the name of Tar-Calmacil the King, and my voice is the voice of the Land of the Star."

The Dwarf whistled appreciatively. "Well...as I said, I'm Froin."

i love Froin and i want to protect him

Froin fingered his belled beard again. "Well-llll. The merchants have been mighty sore of late. Many of the towns in these parts have had less and less to trade these past years -- near half of what they make is sent downriver to some new lord of theirs. They must roam further and further. It is no matter to the city herself, as the traders out of the east-gate gather more than needed from the elves and travelers down the Great River. But on our side of the mountain the Guard have had to tighten our belts a few winters, it is true. We could use something to fill our bellies. And..."

The Dwarf thought a moment on what he was about to say, then shrugged. "Perhaps it is my old age, but I remember the men of these parts being fatter in my youth, and greater in number. It is a painful tribute indeed that this lord wrings from them, I suspect, and were I younger and bolder, I might march down the river and have words with him myself. But alas, I am the Captain of the Gate. I cannot forsake the post, even for mercy's sake."

Ûrîphêl grimaced. The dwarf could be speaking of none but the halfbreeds of Tharbad. Perhaps they were not so innocent as they pretended -- no tribute came from Tharbad to the King, and none had been ordered.

Okey-dokey, it's looking increasingly like we may need to press the "regime change" button.

And yet...

You have heard many arrogant men in your long years, and many foolish men too, and lies without count. You notice a tenseness in his voice, behind the self-righteousness and the ice. He knows more than he dares say, you gather, of the attitudes of the King and his Men. But his offhanded comment about the tribute has revealed his hand -- that is the root of the fear, you would guess. Ar-Belzagar the Conqueror does not frown on tribute, so long as the greater share of it ends in his hand. For nearly a hundred years, one could well argue, Hazrabân and his father have stolen from the crown. High are the walls of Tharbad, and sharp the spears of the Baradhrim, but here at least is a chink in the armor. The Lord of Tharbad is very, very afraid.

He bows in the rite of farewell, though with considerably less deference than he did in greeting. "Fare thee well, Sea-Lord. Think on my offer, and for your people's sake choose well."

Diplomatic Opportunity Unlocked!
The Lord of the Tower:
At the close of your terse meeting, the Warden of Tharbad made you an offer: the tribute of all the lands south of the Gwathlo, which he currently holds, or claims to hold. Implicit in this offer was a desire to keep the affairs of Middle-Earth between those who rule on Middle-Earth. As is often said in the colonies of Númenór, "Êphal îdôn Yôzâyan, Êphalak îdôn ka-Bâr"-- Númenór is distant and the King is far away. You perceived something of his true heart in this discussion, and understand that you might have more leverage with the master of the ford than first believed.

Interesting...

Clearly we've found a match for the pride of the Lord of the Tower.
 
" Every turn you don't summon a Guild inspector, they will grow angrier -- take care you do not force them to send one of their own accord, as he will not be very charitable. "
The earlier we call for an inspection, the better. It is state as clearly as possible.
The same principles of IRL site inspections can apply; It is entirely possible to call for an inspection too early, when there not enough built to warrant looking at. Which gives the impression of looking like you're trying to weasel out of a proper inspection later on.

It's already been called for, so there's no avoiding it now, but it does mean we'll need to act accordingly to have started the 'desirable' infrastructure to show the inspectors we mean business.


[X] Plan Surveying the Land

This plan seems to break the earth in a pretty good way to start necessary groundwork and establish an understanding of what dealing with Tharbad further would entail.
 
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[X] Plan A mixed expedition
-[X] Build A Shipyard:
To properly utilize the Shipwright you brought with you, you begin construction on a great shipyard where vessels in the Númenórean style may be built.
-[X] Build A Shaping Hall: A domed hall of cast stone, where the Shapers may plan, gather, and study. Most every colony has one. It would allow for a greater variety of construction projects, they assure you, and allow for several projects to be worked on at once. (Grows Shaper Influence)
--[X] Uriphel
-[X] Scout Gundabad:
Beyond the Misty Mountains lies a mountain the dwarves mourn in their hearts. Evil stirs there now. Send rangers to scout the Mountain, and see what wakes in the north. A sizeable population of your people support doing this -- 4 Speakers are behind it.
--[X] Barazir
-[X] Search For Signs of Gundabad's Influence:
There are whispers. Shadows in the dark. Shapes in the waters. Eyes in the forests. Evil awake in the lands of men. Orcs are about all Eriador, from the wide woods of Minhiriath to the ruins of Eregion. Seek them, and uncover their vile purpose. (Takes Two Turns)
-[X] Send An Envoy to Brun Gledd:
Several leagues north of the city lies Brun Gledd, a town built into and under six seperate hills. It was dug by the dwarves long ago, but it's first name is now long lost, and it is ruled by the Enedwaithrim and their aging lord Braelor. Send an envoy to break words with the Middle-Men.
-[X] Send An Envoy To Rivendell: Imladris, or Rivendell, is an elvish stronghold deep in the heartlands of Eriador. Founded and ruled by the Elf-Lord Elrond Halfelven, it serves as a bastion of wisdom and learning in these later days of the world, projecting Elvish might into all eastern Eriador. The elves of Rivendell are force to be reckoned with, and are great traders and loremasters besides. It would not be unwise to make their acquaintance. A very large portion of your people support doing this -- 6 Speakers are behind it. 1 is stringently opposed, representing the farmers.
-[X] Ironbark:
In the deeps of the Iron Forest dwells an ent, an old thing with old eyes. He is no foe, not yet. But he is no friend of men, you do not think. Not anymore. Break words with him, and see if the strength of oak and yew might be bent in friendship. (requires hero)
--[X] Imrazor
-[X] Explore Enedwaith:
There is still much in the lands around your city that you do not know. Send searchers to find valuable natural resources or ancient treasures, and map your new home fully. A sizeable share of your people support doing this -- 3 Speakers are behind it.
-[X] The Gwathlo:
You have made contact with the master of the Gwathlo, and the ford is held, as it has been for ten thousand lifetimes of the small men, by Númenór. If you so wish it, your men may pass beyond the ford, and see how Minhiriath has changed in ten centuries. The men of Tharbad speak of myraid towns and villages, and of civilizations flourishing in the wild. Venture past the Greyflood, and see what has become of these lands.
-[X] Plan An Expedition:
--[X] The Pillar of Heaven
--[X] Inzilbeth Seastrider
--[X] (Special) (Requires Inzilbeth) Reunite the Crew of the Pillar
--[X] Custom Route: Lond Daer for Trade, Lindon and Pelargir for Diplomacy.
--[X] Trade and Diplomacy
---[X] Stone

This plan is Surveying the Land with the Expedition going to Lindon and Pelargir instead of trying to sell stone at three ports.
 
I think I'm going to draft a plan and post in in an hour or two.

There are a few problems here - the Tharbad issue, the conflict between the Dwarves, and also, how we best shape our burgeoning colony towards our dream of being a city of the Iron Foam, filled with craft and industry, bordered by the river and connected to other Free Peoples by friendship and swift boats.

Food for thought: The Dwarves did not fight Sauron because they cared about the Dark Lord or sought to keep Middle-Earth free. They have never cared about these things, or if they did, never enough to send more than a token force. They opened their gates and fought him with the fullness of their strength because he attacked their friends.

HE PROTEC

HE ATAC

BUT MOST OF ALL

HE LOVE YOU BACC
 
So, I thought it was actually worth going back to the start of the quest and looking at some of our aspirations for our colony, which really played into the choices we made setting it up, because we've gotten to one of the first key junctures now where that plays in. Then I thought it would help to look at some of the problems we face now, and the opportunities they might conceal, before going to some proposed solutions, which inform the plan below. It's a little involved, but thanks for taking the time to give it a look.

Challenges and Objectives
Looking back to the start of the quest, we invested heavily into a vision for our colony, which led to some quite pronounced choices:
- A hub of crafts with a heavy involvement of the Shapers, so that we could become a forge for the North, a fortress city filled to the brim with artifice and crafts which we might preserve even after the demise of Numenor itself.
- We picked our location on the Isen partly because we could be further from the attention of the King's Men, and secondly because it was the closest to the Dwarves of Khazad-Dum, who from the outset the quest wanted to befriend.
- We picked a heavy number of the Faithful because we wanted to remain Elf-Friends, and remain to the original ideals of Westernesse and be friends to all Free Peoples.
- At great expense, we decided to bring our own shipwright, and pick the great iron port, so that our colony would be not just a forge, but a manufactory-port, a hub of industry able to then trade the fruits of its crafts far and wide, and reap the rewards of doing so.
- We decided to pursue trade and diplomatic links with Tharbad and Lond Daer, as well as the local Middle Men - creating a system of alliances and trade links in the North which could resist the rising Shadow, as well as hopefully stay a boring periphery as far as the King's Men were concerned.

This motivates, I think, what we want to try and shoot towards now - a growing hub of crafts and commerce, building fledgling alliances in the North with our neighbours, which can one day form a web of prosperity and an iron shield against the power of Mordor.

Next, we face some big problems here in this update, and also a few opportunities:
- Tharbad is putting its boot to the neck of the local Middle Men. The "protection" they offer is actually from orcs and trolls, not just other protection rackets sovereigns, so in a sense they are morally better than most sovereigns, but it still wouldn't be acceptable even without the many diplomatic problems it introduces.
- The Dwarves of Khazad-Dum, who we chose our colony location simply to be close to, want us to help the people who live along the Gwaltho before they will trade with us or befriend us. That makes Tharbad a key objective by itself.
- The Enedwaithrim, our neighbours, are people we really want to have on our side, as they can sell us mutton and wool, grain in bad winters, and will buy our crafts. The issues with Tharbad are also a key point to forming closer ties with them.
- Tharbad apparently has not been paying taxes for centuries and fears any gaze of royal authority in their general direction, especially given their new protection racket. We have reason to fear that too, if it happens, but it also provides a "chink in their armour" as the update says.
- The war of the Blacklocks and Longbeards is unfortunate, and threatens to complicate what we wanted to be a simple alliance. However, both of them want our food.
- There is a growing darkness to the North, wreathing Mt. Gundabad in shadow and malice.
- Our Speakers would like us to befriend and visit the local elves, to send expeditions outwards, and to set up new industries. In short, to expand, grow, and realise our vision for the colony.

Proposed Solutions
On the broad strokes stuff, I think that it is really important that we begin laying as much groundwork now for our longer-term plans. We want to establish trade links with all of the North, we want to begin our fledgling industries, and we want to start the foundations of our mercantile and naval strength. It is less important, though by no means unimportant, that we expand in other areas - we had a focused vision for what we wanted our city to be, a fortress and forge of iron foam, and we should stay true to that.

On the near-term problems, by far the biggest of which is Tharbad, I think we need to act decisively to ensure a lasting compromise is met, or this problem will drag on forever. Peace, alliance and trade with the local Middle Men, and an ally and trading partner in Tharbad, is essentially crucial for everything else we set out to accomplish here. In terms of how we do that, I think the key point would be to use Tharbad's fear of a Royal inspection, as well as offer them some juicy carrots as well as that stick. This will mean a write-in, and I think we want to lay the foundations of lasting diplomatic settlement between us, Tharbad, the men of Brun Gledd, and the other Middle Men.

As far as the Dwarven war goes, for now I think we should deal with our nearer-term concerns and attempt to stay neutral. In the longer term however, we may try to be a neutral trading partner for both sides, or perhaps pick one, although that probably means the Longbeards. Finding Var's ring for the Blacklocks seems like a bit of a longshot.

Plan

[X] Plan Laying the Foundations
-[X] Construction
--[X] Build A Shaping Hall.
---[X] Ûrîphêl
--[X] Build A Shipyard.
-[X] Options (8)
-[X] Defence
--[X] Scout Gundabad.
---[X] Barazîr
--[X] Search For Signs of Gundabad's Influence.
-[X] Diplomacy
--[X] Send An Envoy To Rivendell.
--[X] Send An Envoy to Brun Gledd. (Write-In, see below.)
--[X] The Lord of the Tower.
---[X] Write-In: (Imrazôr)
---[X] The League of Enedwaith
---[X] We will attempt to broker a lasting peace settlement between Tharbad, the men of Brun Gledd, and the local Middle Men, To do so, we will create a league in which all of the major stakeholders have representation, and can resolve disputes, raise concerns to be decided mutually. We shall form a League of free Men.
---[X] Tharbad will end the extractative tributes it levies from its subjects through fear and main force - they shall become League members, subordinate but with rights.
---[X] The sentinels of Tharbad may still ask for less penurious contributions for the defence they provide - official League contributions.
---[X] As Tharbad helps us to fight Gundabad, Târ Nîlon will pay League contributions also, in coin and also through lending our skilled crafts, and our ships. We will also pledge rebuild Tharbad's wall next year, once they have joined the League.
---[X] Through trade with us, and through us the rest of the North, Tharbad should be no worse off and will in time actually grow far wealthier by trade, as we shall do also.
---[X] Brun Gledd will join the League, agree to provide at least some token contributions for its common defence as a show of good will. In return, they will remain independent, their brothers will gain in freedom, and in years to come we will trade together and girt their warriors in steel.
---[X] Braelor of the Enedwaithrim and the Warden of Tharbad shall swear a binding oath of peace, for themselves and their heirs unto the tenth generation, under our gaze and in the sight of Eru and the Vala.
---[X] Raise the rising spectre of Mt Gundabad, sharing Barazîr's findings, and that free Men standing together for the common defence is the only way forward now that the thread from the Shadow is greater than it has been in a millenium.
---[X] Make it clear to both sides that this is the best deal they are likely to get. For Tharbad, raise the fear that we will go to the King and negotiate with the next Warden, as well as of Mt Gundabad. For Brun Gledd, focus their minds with the prospect that this is their best and only chance of a settlement which does not end with them as the feudal subjects of some Westron prince.
---[X] Try to negotiate firmly, but don't play such hardball that if a lesser settlement is possible which is still in the spirit of this, we can't agree on it.
-[X] Exploration
--[X] Explore Enedwaith
--[X] The Gwathlo
-[X] Seafaring
--[X] Plan An Expedition
---[X] Inzilbeth Seastrider
---[x] The Pillar of Heaven
---[x] Gather a Volunteer Crew
---[X] Elf-Friendly Colonies: Pelargir to Edhellond, to Lond Daer. (Costs 1 supplies)
---[X] The Three Jewels: Forlond, Harlond, and Mithlond (Costs 1 supplies)
---[X] Trade & Diplomacy: (Trading Stone with Lond Daer, building ties with all, and investigating what they might like to trade on future trips.)

Rationale
- On the construction side, we're getting our shipyard set up, which will be the nucleus of our mercantile and naval power, and is half of our plan for the city.
- We're also building the Shaping Hall, to be an HQ for our efforts to become a massive centre of crafts and industry. This might seem backwards - why not build a Crafting Hall first, and start having fine work for export immediately? But I think it is important to start with first things first, and given our plans, the Shaping Hall is a necessity.
- On top of that, the ability to conduct multiple construction projects without assigning heroes will be really useful, especially given we will need someone to build the harbour.
- Next, the diplomatic summit. This is a big one, and I will readily admit that it is really ambitious. However, I think we have a lot of things working in our favour here:
- We are offering some really big carrots here. The wall and our skilled labour, which we know Tharbad really wants. A diplomatic settlement which preserves their image of themselves as honour protectors of the region. Trade, and access to the markets of the whole of Middle-Earth.
- On top of that, we know Tharbad is really frightened of a Royal Inspection, so we kind of have them over a barrel here. (We don't really want to pull the trigger there, but they don't know that, and if it came to it, we could do so without shooting our own nose off.)
- On top of that, we have a common enemy in Mt. Gundabad, a rising threat that is probably greater than it has been since a millennium ago. A common enemy always does a lot to help people pull together.
- Scouting our local area seems prudent, since it is important to us and in this early phase of the game, we really do want to get a firm idea of our surroundings.
- In terms of the sea expedition, I think that visiting both all of the colonies which are friendly to the Faithful (or in our orbit as Lond Daer is), and then a big visit up north to Lindon is a really good pairing. Trading stone with Lond Daer should open up a trade connection which we have wanted since the start of the game, and the other options start friendships which we can expand on later.

Got to run and have supper now, but I would welcome comments and discussion! (Also votes. :D)
 
- In terms of the sea expedition, I think that visiting both all of the colonies which are friendly to the Faithful (or in our orbit as Lond Daer is), and then a big visit up north to Lindon is a really good pairing. Trading stone with Lond Daer should open up a trade connection which we have wanted since the start of the game, and the other options start friendships which we can expand on later.
Don't we need all the stone we can get for our own purposes?

Other than that, it's very ambitious but I am kind of all for it?
Or at least for some move in this kind of direction.

[X] Plan Laying the Foundations
 
[X] Plan Laying the Foundations

Hmm. I feel like it's a bit too ambitious. maybe I am just understimating the MC. But I suppose it's worth a shot.
 
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Don't we need all the stone we can get for our own purposes?

I assume that if it was given as an option, we can trade some, just not maybe in huge quantities. My thinking here is that we're more opening the door to a future trading partnership here than trying to make mad $$$ on this initial expedition.

Good point though, we could check.

@Telamon, can we trade some stone on our sea expedition, whilst also doing Construction this turn? If so, would that mean it's a more modest volume for now?
 
I assume that if it was given as an option, we can trade some, just not maybe in huge quantities. My thinking here is that we're more opening the door to a future trading partnership here than trying to make mad $$$ on this initial expedition.

Good point though, we could check.

@Telamon, can we trade some stone on our sea expedition, whilst also doing Construction this turn? If so, would that mean it's a more modest volume for now?

If you're being offered a construction opportunity, you have enough stone stored to at least finish the very basics of the project (or the Shapers wouldn't be offering), and if you are being offered a trading opportunity, you have
surplus stone left over that a fair amount can be traded.

I am trying to stay away from hard numbers and a more general "we have enough to do this and maybe enough to do that", which is IMO more in the spirit of Tolkien than spreadsheets detailing nonexistent stone ledgers. You will have to figure out how much/how little of a resource you have based on context clues and what vote options are offered...as well as me just saying in the text if you have/don't have enough of something. Supplies sort of forced my hand in that doing it without a hard number/statistic made Seafaring even more complex.

We'll see how well that works out, though.
 
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If you're being offered a construction opportunity, you have enough stone to at least finish the very basics of the project (or the Shapers wouldn't be offering).

I am trying to stay away from hard numbers and a more general "we have enough to do this and maybe enough to do that", which is IMO more in the spirit of Tolkien than spreadsheets detailing nonexistent stone ledgers. You will have to figure out how much/how little of a resource you have based on context clues and what vote options are offered...as well as me just saying in the text if you have/don't have enough of something. Supplies sort of forced my hand in that doing it without a hard number/statistic made Seafaring even more complex.
Is this normal stone we can get from the quarry or some of the stone turned into Numenorean Iron that we brought over?
 
My Tolkien lore is horribly rusty; do Men of Númenór not eat marine products or why have fishing rights not come up yet? Because who gets to fish where is Serious Business -to the point wars have nearly started over it.
 
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