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LORDS OF THE EARTH CAMPAIGN 54 |
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Home
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MSI Background
Rules Magic
Cultures Archive
Theeurth
RPG Site 1.
General Rules
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Lords of the Earth Campaign 54, "Lords of Theeurth" is a version of the popular Lords of the Earth game, set in my own fantasy world of Theeurth. To contact the GM, use this
e-mail: nolan@erols.com |
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1. GENERAL 1.4.2. Order Title. Please always use the following
nomenclature for the title of your Excel orders:
"Name_L54_TURN.xls", with the name being a single word
with an initial capital and lower case letters and the turn being three digits. So, Tirgonia's
orders would be entitled: "Tirgonia_L54_028.xls" Make it easy for me and I'll make it fun
for you.
Please use the same nomenclature for the subject
line of the e-mail carrying your orders. Thanks! 1.4.3. How to Complete an Order Form.
See the extensive discussion HERE.
1.4.3. Don't Enter Zeroes. When
filling out your orders, leave empty any Investment fields which are zero.
1.4.4. Fractional NFP. You can save
fractional NFP, but you can't spend fractions of NFP (please, no 0.7 NFP
spent on a project!) The sole exception is when 1/2 NFP is spent
on investments or Public Works, because this can be entered into XStats
as the equivalent of 1 GP (i.e., not as a fraction).
1.4.5. Movement. List EVERY region or
sea zone your army, fleet or leader must cross, and list it on a
separate line. And list the moves on the line with the region in
which you START.
1.4.6. +1 Bonus. If you provide a
national flag (100 pixels wide), an image of your King or best leader (for the fax), and a web site for your nation (must include very obvious link to Lords
54), I'll give you a +1 bonus for one of your leader's action rolls. You must specify which leader CLEARLY in his orders.
1.4.7. Silly Names. In the opinion of
the GM, far too many fantasy games with plenty of potential are ruined
by dumb name gags. Please do not do this. Try to name your
cities and leaders in a manner reflective of the culture. Put another
way, leaders and cities with joke or ridiculous fantasy names will
suffer deservedly horrid fates.
1.4.7.1 Names Taken from Recognizable
Sources. No "Aragorns", "Captain Kirks" or "Harry
Potters." Exercise your imagination and try to come up with
names that fit the language and culture of your people.
There are many sources online to aid you. 1.5. Playing Under an Alias. It is
fine to play under an alias. But it is not fine to disguise
your identity from the GM. Please do not do this. Neither of
us will be happy with the results.
1.6. Players with Two Nations. I
will permit current players to play two positions, provided that the two
are, in the sole opinion of the GM, not both able to influence any third
position. No player may play a secret empire and another position. |
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2. OPTIONAL RULES
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| 3. NEW RULES 3.1. General.
3.2. Leaders.
3.3. Orders.
3.4. Movement.
3.6. Trade.
3.7. National Projects.
3.8. Adventurers. Adventurers are special units which can be sent to perform certain specialized tasks without the aid of a leader, including Investigate Location and Adventure. Adventurers, like leaders, have a limited lifespan, and will disband when this age is reached (this is true even for long-lived races). Some Adventurers will grow in fame, and their cost to hire (or their upkeep, for sponsored Adventurers) will go up accordingly.
There are many tribes on the face of
Theeurth which have grown large enough to spread across several regions
of the map. Such
unorganized entities tend to keep to themselves and don't form into
larger nation states but if attacked will defend themselves with vigor.
Such tribes are represented on the map by small blue text showing the
tribe's name.
3.10. Flying Units. There are two basic types of flying units in Lords of Theeurth: airships and aerial beast riders. Each has its own quality rating, just like infantry or cavalry. However, you may not invest in either until the GM says you can. Players who finally receive flying units are generally surprised to find out how flimsy they are. Don't be. They add value to a fighting force and can act as raiders, but generally are not a strong independent force for battle.
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| 4. REGIONS The world is known as Theeurth, but the main continent of the game is called Vatheria. Vatheria, in turn, is divided into five large regions, defined below. Among other things, each has its own pool of mercenaries. Medarhos - All regions north of the Valesian sea and bounded on the east by a line running from the Shattered lands around the Taklamakas mountains, to the mouth of the Lower Wolf River. Includes all outlying islands. Vales - (pronounced "vall-ayz") All regions south of the Valesian Sea and the Shattered Lands. Includes outlying islands to the west and south, but not the region of Farmuz nor the island-continent of Ukele. Ukele - The island continent of Ukele and its outlying islands. Serikku - All regions east of (and including) the Taklamakas mountains and the Shattered Lands and south of the Wolf River. Includes the outlying islands to the east of the Dragon's Reach, but not those of the Ymarian Sea. Also includes the island-continent of Permanga. Changshai - All the regions of the Changshai peninsula and its outlying islands, including those in the Ymarian sea. Also includes the Hecadian peninsula. Bounded on the north by the Kiwarma desert. 4.1. Regions Eligible for Intensive Cultivation.
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| 5. RACES
Lords of Theeurth differs from most Lords of the Earth games in that humans are not the only race present in the game. Other player races are listed below. 5.1. Race v. Culture. Just like humans, nations of other races are either Civilized, Barbarians, Seafaring, Nomadic or Cosmopolitan. 5.2. Player Races.
5.4. Governmental Variations to the Racial Interaction Chart. Certain governmental types will make races more tolerant towards other races. See "New Rules." 5.5. Races and Terrain. Certain races interact with certain terrains in unique ways. For instance, Elves fare better in Forests and Jungles than other races. See the individual race pages for details. 5.6. National Race v. Local Race.
When a realm composed predominantly of one race acquires control of a
region dominated by another race, the terrain advantages or penalties of
the local race determine the economics of the region. However, for
movement and combat purposes, an army is always assumed to be of the
national race.
5.7. Maximum Region Status by Racial Interaction.
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6. Religions 6.1. The Court of the Grail. The largest religion in Theeurth, the Court of the Grail is dedicated to a pantheon of sixteen good gods: Agaleus, god of Justice and Death; Artorius, god of Strength and Valor; Borlamnos, god of magic and knowledge; Calandra, goddess of the Earth; Daria, goddess of the Hunt; Erdhon, the Sun God; Eristemus god of Travelers and Merchants; Fargalann, god of Strategy and Victory; Ilion, goddess of madness and inspiration; Mordhal, god of the Forge; Omara, goddess of Hearth and Home; Roldein, god of the Waters; Selene, goddess of the Moon; Thandor, god of the Winds; Valendria, goddess of Love, Beauty and Music; Valkrys, goddess of Wisdom and Renewal. Although there are religious organizations dedicated to each of the gods, they are represented as a whole by the most powerful of Theeurth's churches, known simply as "The Great Church".
6.2. The Dark Court. Malbor the Great King, Drauluin the Undead, Caravok the Destroyer, Andobulos the Plaguebringer and Evaless, Mother of Monsters are collectively the Dark Court. They are seen by some as forces for evil, but to their worshipers, they are gods of freedom, strength and creativity. 6.3. The God-Emperor. The nation of Shanatar is ruled by a god. Literally. The people of Shanatar worship their emperor as the only true god, and when he dies, they worship the new emperor as his reincarnation. Seen as blasphemy by the followers of the Grail, there is nonetheless great power in such worship. Whether god or demon or something else entirely, Emperor Nivraan III is the center of one of Theeurth's most powerful churches. The church's outlook is neither good nor evil. 6.4 Maddari. The female knights of Ahuran worship Maddari, the mother goddess, goddess of a thousand faces. They see the goddesses of the Court of the Grail as aspects of Maddari, and the gods as aspects of her son/consort Jehail. 6.5. Aeolan. The nation of Ianthe worships an ancestor god named Aeolan, who lived in the mortal world some eight centuries ago. All the Archons and Crystal Knights are believed to be his descendants. The worship of Aeolan is very chauvanistic - only the children of Aeolan are fit to rule, while all others are destined to be slaves. 6.6. Atumna. Followed almost exclusively by the Serpent-Men of the south and south-west, Atumna centers around the worship of a being known as Udjo, the Serpent. In female form, Udjo is a protector goddess, the symbol of justice and time. In male form, Udjo is a trickster god, emblematic of craft, guile and change. 6.7. Orithia. Orithians worship the power they believe lies behind all the gods. They teach that the gods and celestials, while great, are merely those in whom the Divine Spark which permeates all living things has shown through most clearly. Any being, from animals to man, may become a god, and so closer to the Source.
6.8. Kifan. Commonly known as the Elemental Church, this Changshai variant of the Great Church focuses almost entirely on the five Elder gods of Water, Air, Earth, Fire and the Void, called the Five Divine Dragons. The other "gods of the Grail" are seen as lesser ministers or aspects of the Five Divine Dragons. 6.9. Nuree. The natives of the Rajadan peninsula worship a three-faceted goddess called Vindah. One face, Jelan, represents creation and light. Another, Kadhis, represents destruction and darkness. The third, Olas, represents time and fate. 6.10. Zaoism. The newest religion in Theeurth, centered on the saurus empire at Anku Elevya. Its followers believe the world is an illusion, the dream of two slumbering dragons which represent the opposing forces in all things. Zaoists believe that these dual forces continuously struggle, for if one dragon defeats the other it will awaken and this dream, the Zao of this universe, will come to an end. It prohibits the killing of dragons. 6.11. The Spirit Cults. Not all worship in Theeurth is so organized. Many millions worship more primitive gods and nature spirits. These ancient forms of worship are collectively known as the Spirit Cults. They are disorganized and (with the exception of the bloody Serriku cults) neither good nor evil in outlook. There are different forms of Spirit Cults in each of Vatheria's regions. They use the rules for pagans in the Base Rules. 6.11. Religious Interaction.
6.12. Good vs. Evil. Although not a part of the standard LOTE rules, the concepts of Good and Evil are vital parts of Lords of Theeurth. Given that the gods are real and active participants in the world, moral choices made by mortal rulers can have far-reaching effects.
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| 7. Special
Structures
7.1. City Structures Certain unique structures, representing a powerful or important subgroup, may be built in a nation's cities. Each such Special Structure carries with it an advantage for the nation in which it is found. Each is a level 1 Megalithic Construction unless stated otherwise. No city can support a Special Structure unless it is at least size 3. A city must be size 6 or greater to support two Special Structures and size 9 or greater to support three. Unless otherwise noted, multiple versions of the same Special Structure convey no additional bonuses.
7.2. Megalithic Constructs (Regional Structures)
7.3. Other. I am willing to consider other Special Structures invented by the players. If I approve your idea, it will require both an R&D project (see the Modern Rules) and at least a level 1 MC to build.
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8. A Message from the GM
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Page Created 13 March 2005 |
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