LORDS OF THE EARTH CAMPAIGN 54
"LORDS OF THEEURTH"

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FREQUENTLY ASKED QUESTIONS
At present, there haven't been a whole lot of frequently asked questions.  But in anticipation that there will be, I have created this page.

1.0. General

1.1. Scope of the Game

Q: Will I be able to do everything in L54 that a country or group could do in an RPG (e.g., raise dracolisks, meddle with dead gods, learn secrets man was not meant to know)?
A: Yes.  This sort of thing is highly encouraged.  Be bold, be creative, and of course be prepared to have the GM rain on your parade, or at least make the parade march uphill.  Such things will usually be handled with the Research Project mechanism.  

1.2. The Excel Order Sheet

Q: There isn't enough room in the cell to tell you what I wanted to say.
A: The row height is set to 11.25.  Right-click on the row number, select "Row Height" and enter a multiple of this number (22.5, 33.75, 45.0, etc.) for more room.  Right-click again, select "Format Cells", select "Alignment" and click "Word Wrap".  DON'T increase the column width, or it will not print properly.

Q: There aren't enough "Army" blocks for all my leaders!
A: Copy one of the existing blocks to the bottom, as many as you need.  Make sure all the copies are above the gray bar that contains your position name.

1.3. Geography

Q: What is the minimum region status through which trade can pass?
A: Tributary.

Q: What is the minimum city status in which a fleet may berth at the end of a turn?
A: Non-Paying Tributary (NT) or permission of the owning player..

Q: If a port city is shown on the border between two sea zones, is it adjacent to both?
A: Yes.

Q: When a region is subjected to a slave raid, does it yield results based on its actual terrain, or on how the native race values it (e.g., more from dwarven hills as opposed to regular hills)?
A: Based on the race present in the region.

Q: To which rivers are the cities of Pyrayus (in Kerma) and Merwal (in Habu) adjacent?
A: Both cities are adjacent to all three nearby rivers: The Middle Artaxes, the Lower Artaxes and the Lethes.

1.4. Movement

Q: Does it cost an AP to enter a city?
N: Yes and No. If you are in a land region, entering or exiting a city in that region costs 0 Action Points. However, if you are in a sea zone (including a river), you must pay 1 AP to enter an adjacent city. However, if you then move on to the surrounding land region (in the same turn), it costs you one less AP then normal, since you have already paid that 1 AP.

Example: If you enter the Adramagdus mountains from the land side, it will cost you 3 AP. To then enter the city of Muzir costs you 0 AP. However, if you start in the Sea of Bells and enter the city of Muzir, that will cost you 1 AP. To then continue into the Adramagdus mountains (in the same turn) will cost you 2 AP, for a total of 3.

Q: Can I issue an order to do nothing for awhile, so that one leader waits for another to show up before acting?
A: Yes.  It's a Hold order.  The first leader issues a Hold order until he's ready to act.

1.5. Investments

Q: I have a "0" in "Airship" and "Aerial Beast" QR's.  Can I invest in these?
A: No.  This is an exception to the general rule.  The secrets of Airships and aerial beast riders must be discovered in play.  

Q: I have a "0" in Magic Ops/Magic Bonus.  Can I invest in these?
A: Yes.  Magic is everywhere in Theeurth.

Q: I'm not an Elf or Dwarf.  Can I invest in Elf or Dwarf magic?
A: No.

Q: Who can invest in "Holy" or "Unholy" magic QR's?
A: Only a religious primacy, religious order or certain secret empires.

1.6. Builds

Q: When I build troops intended for the army of a Full Ally as per the Basic Rules (5.4.8), do I build them in my Homeland Build Zone (HBZ) or in the allied region?
A: I don't know that there is a "right" answer for all LOTE games.  For this game, if you want to take advantage of the 1/2 NFP cost, you MUST build the troops in the ally's region, and that the HBZ does not apply.  The ally must not be isolated, or you can't get the money and your half of the NFP there.  Also, you must have a land route to the allied region from your capital, or you will need to ship your half of the NFP to the region on transports.

1.7. Trade

Q: What actions require an Interfere with Merchant Affairs (IMA) order, and what can be done without it?
A: Inter-nation Trade Fleets may be freely initiated.  Starting MSPs will be determined by the computer. To add MSPs to an existing Inter-nation Trade fleet or to move MSPs between fleets requires an IMA action.

Internal Trade/Fishing Fleets may be freely initiated.  Starting MSPs are added by the player, without a need for an IMA. Additional MSP may be added to an existing fleet without an IMA action. However, to move MSP between existing fleets does require an IMA action.

Moving ANY type of fleet to a new port requires an IMA action.

1.8. Intel/Assassin Ops

Q: Must a Leader be in the region/city where the Intel or Assassination is taking place?
A: Yes. As Thomas Harlan puts it:" James Bond doesn't sit in Mayfair sipping martinis while the action is in Togo!"

1.9. Miscellaneous

Q: Why is the "ascending order of control" in Rule 2.14.6 different from the ordering of the region control status in Table 2.7?  Which is correct?
A: Both are correct.  Rule 2.14.6 correctly states the order of control, while Table 2.7 correctly states the amount of money one can squeeze from a particular region.  One can take more from a pacified region than a tributary region because the point of a sword is a marvelous argument for digging deep at tax time.

Q: How do merchants, RO's, PRA's and SE's interact with the intrinsic Yard  Capacity of cities?  Must they share with the Open Nation?  Who takes precedence if both try to use the same capacity?
A: The open Nation always takes precedence. Merchants can build their own industrial capacity, which they have sole access too... but otherwise everyone has to share.

An agreement amongst the players may occur, of course, but the order of
precedence if there are multiple IndCap builds occurring would be:

1. Open Nation
2. Primacy
3. Religious Order
4. Merchant House
5. Secret Empire

Q: A Leader set to "Rule" can also issue the "Have Children" order simultaneously for no additional AP.  Are there any other orders that will permit this?
A: Yes.  A King or Heir in the capital may issue free "Have Children" orders while also issuing "React", "Administer" or "Govern" orders. They will not automatically do so.  Only if you issue the order.

2.0. Races 

2.1. Dwarves

2.2. Elves - 

Q: Won't the immortality of the elves give them a huge advantage by perpetuating good leaders?
A: It will also perpetuate terrible leaders.  It will give rise to fewer chances for Dynastic Failure, but that's in the nature of the elves of Theeurth.  This is Lords of the Earth, and it was never intended that all the positions have the same power or advantages, or be balanced with all other positions.

3.0. Positions

Q: Does (Position X) have any kind of cool unique magic to go with it?
A: Just what you see on this site.

4.0. Combat

4.1. React Order

Q: How does the React order work?  Do extra AP's help?
A: Each LOTE GM is given broad latitude to decide how armies and leaders react to danger and invasions.  Here's how I do it.  

There are four states of readiness: Defend, React, Attack and Everything Else.

Defend: Almost nothing will cause a Defending army to move from its prepared position.

React: If the Army is set to react when the danger becomes apparent, the Leader will make a React roll to see how quickly he responds.  At that point, he will act either according to conditional orders or according to what the GM thinks he would do (based on his situation, knowledge and Combat ability).  Don't bother writing "React if invaded".  This is just "everything else" to me.  

Extra AP's don't make one react more efficiently.  The question is, is the leader issuing a React order when he becomes aware of the danger?

Attack: Armies ordered to attack will react less quickly than armies ordered to React, but still maintain some tactical flexibility.  However, if they are off in some distant region, they may never hear of the danger.

Everything Else: If a leader understands that a danger or invasion is happening, he will react eventually.  This will be according to your conditional orders or according to what the GM thinks he would do.

Note that any reaction depends on the Leader's knowledge of the danger.  Using an RF op will improve the chances of leaders being aware of danger in a timely manner.

5.0. Magic

5.1. Spells

5.2. Leader Sorcery

5.3. Artifacts

Q: How can I get more magical artifacts?
A: There are many ways.  Leaders might find clues to their location in dusty tomes and ancient legends (i.e., through the use of RF actions), or stumble upon them in some shadowed necropolis (Investigate Location action).  Or an Adventuring Company might be commissioned to recover one.  Or you can steal one from your neighbors.  Or defeat a terrible dragon and ransack its hoard.  There are many ways.

Q: How do I know what each one does?
A: You can gather clues by reading the newsfax.  You can do some of the aforementioned research in dusty tomes.  Certain Divination spells will reveal the appropriate information.  Additionally, certain items will reveal their own abilities when discovered.

Q: Do artifact abilities stack? (i.e., if I have two general bonuses to combat, do I get the bonus for both)?
A: It depends on the type of artifact.  Two items that both improve your Leader Combat ability will not stack.  Two items, wielded by two different leaders, that give additional Combat Strength, will stack.

 

Page Created 16 October 2005
Page Last Updated 19 January 2006