Lords of the Earth Campaign 19

Turn 00: Anno Domini 900

Industrial Stage Zero: The Middle Ages

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ANNOUNCEMENTS AND GM COMMENTS


Welcome to Lords of the Earth, Campaign 19! This is a game of empire building set in an historical setting. You will have the chance to control the rise and fall of empires through political, economic, military, espionage, and religious activities. Since this is an open ended game, covering a span of centuries, you will have the opportunity to do pretty much anything you can imagine.

I'm shooting for a 4-week turnaround for this campaign - three weeks for you to submit your orders and one week for me to process them. I have allowed extra time before the first turn to ensure everyone has enough time to get the rules, maps, etc.

Feel free to change the names of your nation, ruler, etc. at will.

If you want to submit material for the newsfax, either as the "mouthings of the emperor" or as background material to help me write things up, by all means do so. However, I reserve the right to make necessary changes.

- Steven Olson

HOW NATIONS ARE SELECTED

With the selection of nations done, let the planning beginning. Enjoy yourselves now!


FREE START RULES

In a free start, your nation consists of your homeland (and perhaps another region), your king, and your heir.

You also have 200 Gold Points (GP) and 100 National Force Pool (NFP) which you may use to customize your starting position. Your Free Start money can be spent thus:

Region: You may for a one time cost expand the gold value of a region. It do this you take the value it has now and times it by 10 for the cost to increase it's value to the next level. If you wish to increase to yet again you must do the same thing again. 10 times current value to increase to the next level.
This is done by taking the GPv of the region and times it by 10 for get the cost in GP and NFP to expand the region up 1 GPv. This can be done to a 4 GPv maximum. If the region has a 0 GPv then your cost is 5 GP and 5 NFP.
City: You may either build a new city or expand an existing city at a cost of 10 GP. You may only build a city or expand an existing city in your existing starting regions. This can be the regions that were bought also. The max city GPv is limited to the maximum the terrian type can handle.
Army: Since you start with no troops you'll need to build some of these to defend yourself. For all nations: Infantry costs 2 GP each; Cavalry, 3 GP each (New World and Sub Saharan Africa cannot build Cavalry); Siege Engines, 4 GP each; and Warships, 4 GP each (home coast or home port only). Remember you must have a QR of a 4 to build elite units. There is no NFP cost. You may only build up to 40 mobile army units on your free start turn. Nations in the New World, Oceania, and sub-Saharan Africa may not build cavalry.
Fortifications: There is no limit to the amount of fortifications you can build. For all nations: Field Forts cost 4 GP each; Wall Points (for cities and fortresses) 5 GP each. The foundations of Fortresses and Port Fortresses can be built at a cost of 8 GP each.
Neighboring Regions: You may buy neighboring regions that don't border any other empire at various costs depending on the status. Eligible regions must touching your starting region(s). The costs to buy neighboring regions (and everything in it - i.e. cities) are as follows: Friendly regions cost 50 GP; Full Allied 40 GP; Economic Allied 35 GP: Tributary 30 GP; Feudal Allied 25 GP; Non-Paying Tributary 20 GP; and Claimed 10 GP. You will get no troops from any purchased friendly or allied regions for use on your first turn (if allied (the normal troops will be available on your second turn)). You also cannot use any allied leaders purchased this way in your first turn. Nor may you buy a homeland of another start nation.
Tribal Points and Colonies: Tribal Points (tbl) can be bought at 20 GP this turn only. Uninhabited regions next to your starting regions or any of your purchased regions can be colonized at the cost of 20 GP but cannot be improved until it is cultivated.
Cultivation: Your starting regions and any region you have purchased can be brought under cultivation with the expenditure of 50 GP and 25 NFP. Deserts, Tundra, Mountains, and Oases cannot be cultivated in this fashion.
Seafaring Culture: You may switch to Seafaring if your nations description allows it. The cost to do so is 25 GP. You may not otherwise change your culture. Seafaring nations may select one (1) adjacent seazone which can be considered part of the homeland for the purpose of buying neighboring regions. Seafaring nations may buy "rutters" of any arrows which leave this homeland seazone for 25 GP per segment.
Changing Society or Economic Type: 50 GP is required to change your Society Type from Caste to Clan, Fanatical or Open. 50 GP is required to change your Economic Type from Agrarian to Slave, Guild or Free.
Religion: You can increase or decrease your Religious Strength by one (1) at the cost of 25 GP per move either way.
Religious Primate: Will not allowed until turn ten and beyond.
Secret Empire: Will not be allowed until turn ten and beyond.
Public Works Bonus: Each PWB can be bought at the cost of 8 GP or 4 NFP. You can place them in the city or region of your starting regions or any region you have purchased. NOTE: Your starting regions already have some PWB in them using their orginal map values (Intensive Cultivated regions have 4 x GPv, Cultivated regions have 3 x GPv, Island regions have 2 x GPv, Wilderness and Jungle regions have 1 x GPv, and all other will have 0 x GPv).
Investments: You can spend any amount of GP in your investments. Investments include your government stats: Bureaucracy Level (BL), Infrastructure (Infra); your intelligence stats: Operations Capacity (OC), Operations Bonus (OB), Assassins Capacity (AC) and Assassins Bonus (AB); your Army Quality Ratings (AQRs): Infantry QR, Siege QR and Warship QR; and your religion stats: Religion Operations Capacity (ROC) and Religion Operations Bonus (ROB). The Free Start Turn is the best time to invest in these ratings for all GP invested will be doubled.
Saved GP and NFP: Just in case you want to pass up all these wonderful bargains, you can save your gold for future use. But the NFP is lost after this turn.


FREE START ACTIONS

Your king (and heir, if of age) may perform any action described in any of the Lords of the Earth Rulebooks (with or without armies under their command). There are some restrictions: You may not perform Diplomacy on any region that you have purchased this turn. Conversely, any Diplomacy by other nation on any region that you have purchased will be ignored. If the instructions for your nation require you to build units, they may be regular or inexperienced; light, medium, or heavy - as long as the base type is the same. You can attack nearby nations with your army but beware, they may do the same to you! If you are wiped out in your Free Start Turn, I will activate a random neutral region that does not border anyone and give you the opportunity to try again. This Free Start is allowed for all player nations only on the first turn. If there are still nations left that do not have players, these nations will vanish and so will their Free Start gold. The Free Start Turn will cost $3.00. If you have any questions just contact me.


Contacting the Game Master

You can contact me at the following address:

Steven Olson
3175 N Price Rd.
Apt. 1256
Chandler, Az. 85224

Or call:

(480) 897-9073 (before 9pm Arizona time please)

The best way to contact me is by email. I will answer mail as soon as I receive it.
My address is: solsonesq@aol.com.


GENERAL THRONE ENTERPRISES INFORMATION AND PRICES


WORLD WIDE WEB HOME PAGE!


Throne Enterprises Home Page can be found at:
http://www.throneworld.com/lords/index.html

Click here to find out about other Lords of the Earth campaigns.


VARIOUS FEES AND LEVIES


Normal Turns: $3.00


MAPS

Will be available via the main web page only. Make sure you gain one of these maps for your area.

MAP CHANGES

I have made a few alterations to the maps. These will only be reflected on maps you get from me.

  1. Move the border between the Bay of Biscay and the Celtic Sea north, so that it is possible to move directly between the English Channel and the Bay of Biscay. Brittany no longer borders the Celtic Sea.
  2. The Dvina and Dnepr rivers no longer connect. The current border is now the northen end of the Dnepr. The Dvina extends only as far south as the Kur-Polotsk border. A level 3 canal can be built to connect the rivers.
  3. The Grand Canal in China has not be built. So the rivers of the Yangtze and Yellow don't connect.
  4. Another change it's in the Black Sea. Most will notice that there's a Black Sea and Mare Negri (French for Black Sea). Mare Negri is now called Western Black Sea. And the Black Sea half is now Eastern Black Sea.

ORDERING THE RULEBOOK Lords of the Earth Campaign 16 uses the Middle Ages version 5.5 rulebook. You must order the rulebook from Thomas Harlan. Do not send money to me! The price is $5.00 (e-mailed pdf), $15.00 (mailed), or $20.00 (overseas); payable to:
Thomas Harlan
4858 East 2nd Street
Tucson, AZ 85711-1207


RULES ERRATA AND REMINDERS

Please read the rules supplement, on the Lords19 web site.


TROOP CONVERSIONS

Infantry (200 men = 1 point)
Cavalry (200 men and 200 horse = 1 point)
Siege Engineers (200 men = 1 point)
Warships (2 ships = 1 point)
Transports (2 ships = 1 point)


EUROPE

Northern Europe

THE COMMONWEALTH OF ICELAND
Erik the Sheepish
STARTS WITH: Iceland
Those who settled in Iceland were peaceful types who want nothing to do with the violent world. Those who show adventurous and cruel tendencies are put to sea on Viking long boats.
Must be seafaring.

THE NORWEGIANS
Olaf Haraldson
STARTS WITH: Hordaland
Olaf Haraldson has finally rallied the routed Norse after they were forced from Norway by the Danes. Haraldson is now bent on revenge.
Must build 10i. Can be seafaring.

THE KINGDOM OF THE SVEAR
Olof Skutkonung of Uppsala
STARTS WITH: Uppsala
The Swedes have begun to prosper on their quiet bay.
Can be seafaring.

THE SAXON KINGDOM OF ENGLAND
Ethelred the Redelless, King of England
STARTS WITH: Sussex (London)
The Saxons were united during the struggles against the Danelaw in the 9th century. The Danes haven't given up; they raid the coastline still.

Western Europe

THE KINGDOM OF GERMANY
Otto III, Herzog of Saxony, King of Germany
STARTS WITH: Saxony
Otto calls himself the Holy Roman Emperor, but the Church has not yet recognized him as such. He first needs to gain the support of the German dukes. Otto's Kingdom is the remnant of East Francia.
Must invest 10 in BL, 10 in Infra.

LE ROYAUME DE FRANCE
Robert (II) the Pious, King of West Francia
STARTS WITH: Ile de France (Paris)
Charlemagne's empire is now just a shadow of its former greatness. The King's influence doesn't carry far outside Paris.

LE ROYAUME DE BOURGOGNE
Rudolf III, King of Burgundy
STARTS WITH: Burgundy
The Burgundians were once part of the Charlemagnian empire, but have once again regained their independence.

THE DUCHY OF BOHEMIA
Sviatopluk
STARTS WITH: Bohemia
A nominal possession of the HRE. The Bohemians are Czech Slavs.

EL REINO DE NAVARRE
Sancho the Great, King of Navarre
STARTS WITH: Navarre
Sancho has turned his backwards estate into the most powerful kingdom of Christian Spain.
Must build 10i.

THE REPUBLIC OF VENICE
Guilando, Doge of Venice
STARTS WITH: Verona (Venice)
The Venetians control the land around their island city.
Can be seafaring.

THE KINGDOM OF SICILY
Rapheal, King of Sicily
STARTS WITH: Sicily (Palermo)
The kingdom of Sicily was started over the agruement of who controlled the seas.
Can be sea-faring.

Eastern Europe

THE ESTS
Siakhau
STARTS WITH: Estonia
These are Baltic heathens who want to make trouble for the more settled regions in their area.

THE DUCHY OF POLAND
Boleslav the Brave, Duke of Poland
STARTS WITH: Kauyavia
Boleslav once declared himself a vassal of Otto III, but he's since changed his mind. Boleslav wants to expand Polish power everywhere so he can call himself a king. He has asked the Pope to help.

THE ORIENTAL ROMAN EMPIRE
Basil II, Eastern Roman Empire
STARTS WITH: Constantinople (Constantinople), Thrace (Heraclea)
The Byzantine Empire, as it is also known, is at the peak of its power. Basil has fought successful wars against the Bulgars and the Arabs.
Must invest 25 in BL, 25 in Infra.


ASIA

The Middle East

THE HAMADID EMIRAT
Sa'id ad Dawla Sa'id
STARTS WITH: Syria (Damascus)
To dissuade the Fatamids from attacking, the Hamadid have sworn fealty to the Buyid Emir of Emirs.

THE BUWAYID EMIRATES
Baha ad Dawla Firuz, Emir of Emirs, Protector of the Baghdad Caliph
Al Qa'im, Kaliphat Rasul Allah, Commander of the Faithful
STARTS WITH: Mesopotamia (Baghdad)
The Buwayids are the greatest of the Daylami, for they were able to capture the Abbasid Caliph in Baghdad and imprison him in his own palace. The Buwayids use the Caliph to assert their legitimacy with the Fatimids.
Must invest 10 in BL, 20 in Infra.

Persia

THE KARAKHANAT OF ILIG
Ahmad Arslan, Kara Khan
STARTS WITH: Kara-Khitai (Samarkhand)
The Karakhanids came out the east and overran the Samanid Emirat in 999.
Must build 25c.

India

THE PRATIHARA EMPIRE OF KAUNAJ
Vijayapala, Emporer of India
STARTS WITH: Rajput (Kaunaj)
The Pratiharas once ruled much of India, but their fortunes have waned due to their decadent ways.

THE PALA OF BENGAL
Mahipala, Raja of Bengal
STARTS WITH: Maghada (Bihar)
The Bengal are a Hindu kingdom ruled by Pala kings.

THE CHOLA MANDALAM
Rajaraja, Rajasraya, Rajakesarivarman Arunmorivarman
STARTS WITH: Chola (Tanjore)
The Chola have built up a strong kingdom in the south of India.

Indochina and Indonesia

THE KINGDOM OF CHAMPA
Viaya Sri Harivarman II
STARTS WITH: Champa (Vijaya)
The Chams came from the sea to settle here in ancient times. They too are Hindu but hate the Khmer anyway.

East Asia

THE XI XIA KINGDOM
Chao-Lung, King of the Tanguts
STARTS WITH: Wu Hai
The Xi Xia were too late to claim much of Tang China, but they're dangerous enough that the Song pay them off, too.
Must build 10c, 10i.

THE EMPIRE OF JAPAN
Fujiwara Michinaga, Kanpuku of the Bakufu
Tenno Sanjo, 67th Emperor of Japan
STARTS WITH: Yamato (Heian)
For centuries the Empire has been administered by the Fujiwaras, regents for the Imperial family. Japan has pretty much kept to itself.

DA SONG HANDI GUO
Song Chen-Zhong, Son of Heaven, Emperor of the Middle Kingdom
STARTS WITH: Anhui (Chiangning)
The Song Empire emerged from the the confusion caused by the fall of the Tang to unite much of China. They pay tribute to the Khitan Khanate to preserve the peace.
Must invest 25 in BL, 25 in Infra.


OCEANIC

Polynesia and Australia

THE MOLUCCANS
Yabnagu
STARTS WITH: Moluccas
A small pagan kingdom at the center of several islander trade routes.
Can be seafaring. No cavalry.

THE MAREE TRIBES
Yamma Yamma
STARTS WITH: Maree
The great lake to the north is salty, but provides enough resources that a small permanent settlement has formed.
Can be seafaring. No cavalry.

THE ARIKAT OF THE MAAORI
Komoto
STARTS WITH: Te Ika a Maui
These brave Polynesians stumbled onto two great islands, which they proceeded to colonize.
Can be seafaring. No cavalry.


AFRICA

Northern Africa

Western Africa

THE DIA KINGDOM OF SONGHAY
Dia Kenken, King of Songhay
STARTS WITH: Songhai (Timbuctu)
All kings in Songhay are called Dias. The Songhay are supposed to be subservient to the Ouagadou.

THE TWIFO-HEMAN NATION
Meyen Kokwasi
STARTS WITH: Akan
The Twifo-Heman are the dominant tribe in this tse-tse infested region.
No cavalry.

Eastern Africa

THE MAKURIA KINGDOM OF DONGOLA
Raphael, King of Nubia
STARTS WITH: Nubia
Thus Nubian Kingdom has cut off contact with the outside world. They don't like Muslims, and they don't like the Byzantines either.

Southern Africa

THE BAKONGO KINGDOM
Oduduma, King of Bakongo
STARTS WITH: Kongo
The Bakongo exist at the mouth of the Kongo river.
No cavalry.


THE NEW WORLD

North America

THE MISSISSIPPI EMPIRE
Powtuneep, Son of the Sun
STARTS WITH: Michigamea (Cahokia)
The Mississippi Culture, centered at Cahokia, have taken control of a wide body of land in the Central Snake Plains. Their powerful cult have influenced their neighbors in all directions. The Mississippi are ruled by priest-kings who live atop earthen mounds and claim to be descended from the Sun itself.
No cavalry.

THE MIWOK CONFEDERATION
Running Bear
STARTS WITH: Yokuts
The land of the valley have come together to form a confederation to protect their lands from outsiders.
No cavalry.

THE BLUE STAR PEOPLE (ANASAZI)
Unkestine
STARTS WITH: Anasazi (Chaco)
The Anasazi are the ancestors of all the Pueblo Indians. They had developed a high culture in their area.
No cavalry.

THE PLAQUEMINE NATCHEZ
Mukalus
STARTS WITH: Atakapa (Ayoel)
The Plaquemine are Mississippian mound builders of the Lower Snake. They pay homage to Cahokia occasionally. Their rites center around the Emerald Mound.
No cavalry.

Meso America

THE TOLTEC HEGEMONY OF CHICHEN ITZA
Xiu Cinteotl
STARTS WITH: Maya (Chichen Itza)
Topiltzin who founded Tula and introduced the worship fo the gentle, Teotihuacan god, Quetzalcoatl, to the warlike Toltecs was eventually driven out in 859. He and his followers eventually sailed to Maya land and turned the minor Maya temple city of Uucil Abnal into a major ceremonial and commerical center. Topiltzin's Maya born successors, the Xiu, are now the rulers of the peninsula.
Must build 10i. No cavalry.

THE ARAWAK OF THE ISLANDS
Ahabatey
STARTS WITH: Arawak
These are syphilis infested islanders.
Can be Seafaring.

THE TOLTEC KINGDOM OF TULA
Matlaccoatzin
STARTS WITH: Otomi (Tula)
The warlike followers of the god, Tezcatlipoca, and their coyote, jaguar and eagle warrior clans rule Mexico.
No cavalry.

THE CHIBCHAN KINGDOM
Tukan, King of the Chibchan
STARTING WITH: Chibcha
The Chibchan like to mine their mountains for silver and trade it to the Moche for llamas.
No cavalry.

South America

THE KINGDOM OF PARAIBA
Savuro, King of Paraiba
STARTING WITH: Paraiba
They live along the Brazilian coast, where the cacti are weird.
No cavalry.

THE MIGHTY INCAN EMPIRE
Tatam Yach
STARTS WITH: Inca (Cuzco)
The followers of the Weeping God once controlled all of Birú. Now they are in decline, but they're not out of the game yet.
Must build 10i. No cavalry.

THE DUCHY OF SHOKLENG
Capiwab
STARTS WITH: Shokleng
Also along the Brazilian coast. Further south, then Paraiba is though.
No cavalry.

THE MAPUCHE NATION
Black Rock
STARTS WITH: Mapuche
Ornery Indians of the far south.
No cavalry.


ISI List for Turn 000
#Nation Name MSIESI Players NameTV
1The Buwayid Emirates 36.418 James Chancy3.0
2The Pala of Bengal 33.116 Charles Darden1.1
3The Toltec Hegemony of Chichen Itza 28.017 Jon Grover1.1
4The Pratihara Empire of Kaunaj 28.137 Allen Moorehead1.1
5The Hamadid Emirat 27.139 Helmer Jensen1.1
6Da Song Handi Guo 25.13 Aerin Rosenberg1.8
7The Oriental Roman Empire 25.48 Bruce van Etten7.2
8The Mighty Incan Empire 25.013 Geran Watson1.1
9The Miwok Confederation 25.030 Rob Otts0.3
10The Empire of Japan 24.129 James Cochran1.1
11The Saxon Kingdom of England 20.426 Jeff Morrison0.7
12The Duchy of Bohemia 23.035 David Maher0.3
13The Republic of Venice 23.139 Ron McBride1.8
14The Kingdom of Champa 22.16 Chris von Albercht1.8
15The Mississippian Empire 22.019 Tom Dagget1.8
16The Arawak of the Islands 21.04 Tavis Burdun0.3
17The Chibchan Kingdom 21.033 Jeff Krauss0.3
18The Duchy of Poland 20.014 Shaun Yauch3.0
19El Reino de Navarre 20.020 Ron Meinung0.3
20The Dai Kingdom of Songhay 20.125 Alex Bierwag1.1
21The Arikat of the Maaori 20.027 Liz Young0.3
22The Karakhanat of Ilig 19.431 Ian Cahill3.0
23The Xi Xia Kingdom 19.033 Warren Voight0.3
24Le Royaume de Bourgogne 19.036 Douglas Salter0.3
25The Bakongo Kingdom 19.040 Jeff Krauss0.3
26The Duchy of Shokleng 19.043 Allen Moorehead0.3
27The Kingdom of Paraiba 18.022 Sam Freese0.3
28The Kingdom of Sicily 18.124 Truitt Black1.8
29The Plaquemine Natchez 18.039 Ron Meinung1.8
30The Toltec Kingdom of Tula 18.042 James F. Marshall1.1
31The Kingdom of Germany 17.023 David Salter0.3
32The Maree Tribe 17.038 Peter Morzinski0.3
33The Kingdom of Svear 16.028 Brian Sico0.3
34Le Royaume de France 16.434 Robert Hanson2.0
35The Twifo-Heman Nation 15.01 Russell Reid1.3
36The Chola Mandalam 15.17 Ken Larsen1.8
37The Norwegians 15.011 JJ Martel0.3
38The Mapuche Nation 15.032 Jordan Tungson0.3
39The Moluccans 15.041 Tom Dagget1.3
40The Blue Star People 14.02 Victor Stein1.6
41The Makuria Kingdom of Dongola 12.521 John Rascon0.3
42The Ests 10.010 Brian Clay0.3
43The Commonwealth of Iceland 10.012 John Smith0.3

Created by Steven Olson