Ok some basic rules:
Each turn you have four action and one action for your avatar. Your avatar can only make that action. Moving from one place to another is a free action (you can do other things while travelling or as you get to the place) but may take several turns.
Each turn you get 4 summoning powers. You can only use one of them each turn. Unused cards stay. The powers that you get are random, and they can be: summoned units, summoned heroes, summoned creatures, summoned treasures or divine spells. Summoned units, heroes, creatures or treasures stay in game as long as the stability roll is passed. For each summoned creature, hero, treasure or unit that you have in game you have to get less than a 7-N on a six sided die roll, N being the number of summoned units, heroes, treasures and creatures you have. If you roll equal to or more than 7-N, you have to discard one of the summoned units, heroes, treasures or creatures. Some artifacts can modify the roll.
Some more powerful summoning powers may require for a roll. The roll will be made with a random characteristic. Summoners may roll a second time to see which characteristic will be used and use the highest of them.
I'm finishing the random summoning powers.
Also I'll post your units, resources and results of your actions in spoilers, but you'll send me your actions for the turn on a pm. When you want to use the chessmaster power, you choose a player and you get to see their actions and change one of them.
Note on Population: This isn't the whole population. Just the ones not doing anything vital like producing the weapons for your soldiers.
Lennobor the Flame of the Past:
Buildings: You have the ruins of the main city and the castle. The castle is in good conditions, but the city is in need of serious repairs.
Population: You have one unit of swordmen (200 of them), one unit of peasants (200 of them) and one unit of archers (200 of them).
Resources: The ruins are covered with the weapons of the dead, and the mines of the island are in good condition. There is also a dense forest in the island.
Magic: You had in your tomb The Breaker of Evil, a mighty two handed axe with an aura of angelic power. It is magical weapon that gives a bonus of +2 when rolling to hit.
Calagar, Knight of the Black Eagle
Buildings: You have a castle and a village in the island. Both of them are in perfect condition.
Population: You have a unit of peasants (200 of them) and a unit of skeleton swordmen (200 of them)
Resources: There is a little mine near the castle, which may contain something interesting, but is not in very good condition. The farms around the village are in good condition.
Magic: There is an oracle nearby. You don't know its exact location, but it may be useful.
Eridan The Wave Claimer
Buildings: You have a small harbour with a shipyard, as well as a fortified village.
Population: You have a unit of peasants (200 of them), a unit of soldiers (200 of them) and some light fishing ships that can be used for exploration. (40 of them)
Resources: There is a little forest nearby, but the island is small and although the fishing is okay, there are little resources.
Magic: You've got a small amulet. It reduces by 15% the possibility of your ships being affected by storms during their travels.
Roland Darkknoll the Wise
Buildings: There is a small village with a small harbour.
Population: You've got a unit of peasants (200 of them)
Resources: The fishing is good and there is a forest in the island which provides you with building materials.
Magic: You've got the Bloody Dawn, a magical ship immune to the perils of the ocean.
wer6's avatar *INSERT NAME HERE*
Buildings: You have a small fortified village.
Population: You have a unit of peasants (200 of them)
Resources: There is a little mine in the island.
Magic: There is a Stone Circle in the island. Summoning of nature related powers that require a roll is made with a +1 bonus to the characteristic.
In order to get more units, you need infrastructure. Once you have it, you may create units until their unit cost is equal to your resources (so a unit of archers, which has a cost of one, will need for you to have resources one). The first X worth of units is free, X being your population level. Don't worry, you'll be able to rise this by getting more food, and that kind of things.
I'll send you a pm with your powers for the first turn.
EDIT: Magic, how could i forget about magic...
Magic is a bit free. Just say what you want to do, and depending on the difficulty, i'll give you a bonus or a penalty to the roll. Starting a fire in a dense forest is easy and is automatic (only by rollind double six you can fail), but rising an army of several thousand men from the dead is difficult and time consuming