Lords of the Earth 

CAMPAIGN TWENTY-FOUR (OLD WORLD) 

The Age of the Crusades

Turn 34

1166 ~ 1170 Anno Domini
526 ~ 530 in the year of the Hegira

Announcements and items of note

General Stuff: Well, we’ve got 10 players or so but I’m still sorting out so I won’t be charging for the next turn but will most probably start charging for Turn 36.

 

Moving to version 6 of the rules: We’re moving to version 6 of the rules this turn so you’ll have to convert your units. Could you take a look at the units you’ve got already and if you can’t build them in the v6 build charts, use their costs from the v5 rulebook to create some new ones.

 

The Map: Remember, I’ve initially cut the map back to just Western Europe with some Non-Player nations at the edges. If all goes well I’ll expand out from here and maybe add some other core areas such as China. So if you’re up for it then drop me an email at (lords24gm@throneworld.com) and I’ll set you up. Old players of the open nations get first choice.

 

Current Active Non-Player Nations (ANPN) – these are the only open player positions:

 

The Uighurs – a settled horde currently in Bohemia

The Duchy of Bohemia – pulling its shattered Duchy together

The United Isles of Iceland and Ireland – wanting vengeance for Orkneys raids

The Kingdom of Lombardy – a reel kingdom from Salerno

The Kingdom of Savoy – a rebel kingdom from Salerno

The Magyarskorzag – a horde

The Eflak Tribes – a horde

The Bulgari Bogdan – a horde

The Romani – a horde

 

Non-Player NationsNon-Player Nations are nations which can be influenced by player nations. The primary method of doing this is through conducting DP (Diplomacy) actions on them. All the normal levels of control are applicable to NPNs. Their RV is the sum of all their Friendly and Homeland Regions and Cities.  There is an extra level of control over Allied and that is Free State. A Free State is the same a fully player controlled nation but one where you do not want to merge your nation with the NPN. Feudal Allied, Allied and Free State NPN’s under your control provide leaders and armies to do your bidding; all others do not. Also, when an NPN king dies, a roll will be made to see if the level of control degrades. Note: It is hard to increase the status of NPN nations. Don't be surprised if your diplomacy attempts don't succeed rapidly. It is recommended that you spend lots of gold, time, and intel (Support Diplomacy operations) when doing Diplomacy on NPNs. 

Control

Tribute

You get...

You can...

Cost to you

Claim

0%

--

--

--

Non-paying Tributary

0%

--

--

--

Feudal Ally

0%

--

Use the NPNs army as a Feudal Ally

--

Tributary

Up to 25%

Gold

--

--

Economic Ally

Up to 50%

Gold

--

--

Allied

Up to 50%

Gold, stat sheet

Issue orders to leaders

Normal turn cost

Free State

Up to 75%

Gold, stat sheet

Build and invest with their GP and NFP, issue orders to their leaders.

Normal turn cost

Incorporated

100%

Regions and armies are added to your stat sheet

NPN becomes part of your nation

N/A

Active NPNs: When a non-player nation becomes active, either through player activity or fate then it will undergo its own agenda. This usually means expanding its borders by the best means at its disposal, be it diplomacy or conquest.

Active NPNs will not attack or attempt to lure away regions of a nation with a greater MSI. They will attempt to gain regions of the same language and religion first before looking further afield.

If there are no candidate regions or their imperial size is such that they are inflicted with taxation penalties, they will concentrate on improving their internal affairs.

Active NPNs are now available for a player position.

A list of NPNs will be included in the MSI table as well as a listing in the newsfax as to who has any influence in them or their activation status.

The Pope - The Pope is currently run by the Western Roman Empire – see the rules below if you want to control his eminence

Control of the Papacy: In Lords 24 we will not always have a player Pope (or Caliph etc for that matter) and the following rules are used to determine which player faction controls the Pope’s actions. This can change anytime due to the make up of the votes. If the Papacy becomes an active NPN it will pursue its own goals, independent of the controlling faction. Also, if it becomes an Active NPN it will be subject to the Active NPN rules and become available for a Player.

As long as there is a non-player Pope the following rules are in effect:

  • Each Catholic Nation may declare their support for a faction or none at the end of each turn.
  • Each nation is allotted a number of votes and the faction that has the highest number of votes will control the Papacy. Votes are allocated as follows:
    • Each Catholic Nation: 1 vote
    • Each Catholic Religious Order: 1 vote
    • Whoever controls the city of Rome: 3 votes
    • Whoever controls the city of Constantinople: 1 vote (since the patriarchate of Const. is now part of the Roman Church)
    • Whoever controls the city of Thessaloniki: 1 vote (since the patriarchate of Thessaly is now part of the Roman Church)
    • For each Cathedral status within regions or cities controlled by a nation: 1/2 (one-half) a vote
    • Whoever is crowned Holy Roman Emperor: 1 vote (in addition to the national vote)

Each turn, each Nation must include on their orders how they will cast their vote. Nations or Orders may abstain from voting (and will, if they do not indicate their vote). In the unlikely event of a tie, no faction will control the Pope.

The controlling faction must appoint a player as spokesman for the upcoming turn. That player will receive the Papacy stat sheet and can issues orders for the Pope in the following turn. They will however be charged the normal turn fee.

Rules that will be moved shortly (when I get time…)

Leader conditionals in case of invasion:  If a situation occurs in which a nation is invaded and the capital or homeland is threatened, and the leaders of that nation are off doing other stuff, what happens? Do they return to save the nation? To deal with this situation and so as to avoid any chance I might resort to "second guessing" a player, I do the following: I make a combat stat check for each leader to see if they return with their troops to the capital to try to defend it. Otherwise, they continue on with whatever orders they had been originally given. The king will automatically return however. Note that all of this applies *only* in those cases where the player has not given conditional orders for their leaders. 

Leader precedence: In those cases where there are multiple leaders with armies fighting together, unless otherwise specified, the main leader will be determined by rank. Thus, the main leader will first be the king (if present), then the heir, then the princes in (descending) order of age. After that (if there are only Lieutenant type leaders) then the one with the highest combat rating will be in charge. 

Death of leaders during a turn: If a leader dies during the turn, I generate a new leader then and there right after they died, and have the new leader complete their planned actions. If it really matters, like during a war where every action point matters, I will have a delay of 1-12 AP (1d12) for the replacement leader to come "on-scene."

Historicity: Sometimes, when you get new leaders, I will give them names that are historical. This can sometimes happen even if you give them names, since I feel it adds something to the game. If you *really* want to give your leaders non-historical names, that's fine, I guess, just let me know. Also, just so you know, names that are clearly dorky, well, I reserve the right to modify them slightly so the game just doesn't seem silly.   

New World Results: This is the news for the Old World. The New World is run currently not open for play. 

The Schism: The Schism in Catholicism is technically over, due to events this turn. This does not mean that the religion is monolithic once again, nor that its troubles are over, but the Paris Papacy has been forced back into the fold, so to speak. It survives as the Anacletan Order, which is, admittedly, somewhat hostile to Rome but has been forced to acknowledge that the Pope is the head of the Catholic Church. 

MAXTAX: MAXTAX is in effect, it is set at 2.5. this means that regions and cities with more than one owner (for example, if an Open Nation, a Religious Primate, and a Religious Order all have some status in the region or city) would proportionately share the tax and NFP revenues of the region/city up to the maximum tax setting.

Other campaign 24 Old World specific rules...Are listed on the website, under "Rules and Clarifications" at http://www.throneworld.com/lords/lote24/rules.html. I recommend looking at them, since although the L24 specific rules and clarifications are not listed on this newsfax, they all still remain in force and "not seeing them on the newsfax" is not an acceptable reason for not knowing about them.

How to make your GM happy (PLEASE READ! REALLY!):

Please send any and all Lords24 correspondence to lords24gm@throneworld.com .

NOMENCLATURE 

Turns are currently five (5) years long. Base tax rate is 100%. 
Infantry (200 men = 1 point), Cavalry (200 men = 1 point), Siege Engineers (200 men = 1 point), Warships (2 ships = 1 point), Transports (2 ships = 1 point). 

LORDS 24 WEB RESOURCES 

The Lords Twenty-Four homepage is at: 
http://lords.throneworld.com/lote24/index.html

All of the on-line resources, including order forms, mailing lists and web-sites for Lords of the Earth are summarized on this page: 
http://lords.throneworld.com/?page_id=2

You can subscribe to the Lords 24 mailing list by pointing your web-browser at: 
http://games.groups.yahoo.com/group/lote24

…and following the instructions on that page.

VARIOUS FEES AND LEVIES 

At the moment the turns are free….

We are using the latest v6.3.5 of the basic rule book that can be found here

http://lords.throneworld.com/players/loterule/rules.html

 


Turn 35 Orders due by

December 17th  2007 and a Happy New Year!

Without further ado, the news for these years in Lords 24 history...


Scandia and the Out Isles

 

 

Saxon Kingdom of England

(Roman Catholic, Anglo-Saxon)

Diplomacy: None

The succession of the English throne is uneventful following the death of King James in 1152.

 

Jarldom of Orkeneyjar

(Roman Catholic, Norse)

Diplomacy: None

The rich island Jarldom of Orkney was much fortified by the ancient Bjorn Torvalds while his more vigorous son Halfdan set off for some Viking on the Irish. The Irish were not quite as weak or rich as Bjorn had hoped as they encountered the Irish princess Fionna and her fleet of the shores of Munster. The sharp skirmish that followed saw Halfdan wounded, Lars Svenson captured and Fionna dead! The raids went ahead with the incapacitated Halfdan slipping in and out of fever. Halfdan made his excuses on returning to Kirkval, blaming his wounds on his inability to capture Armagh and the paltry loot brought back for his trouble. The priests were busy throughout the islands raising the piety of the simple folk.

 

Kingdom of Svear

(Roman Catholic, Norse)
Diplomacy: The Norwegians (fails), Skane (FA), Skanet (T), Segervik (T)

Gustaf sent his able son Erik Gustafson west to the Norwegians with instructions to find a wife and bring their poor neighbours closer to the Svear’s influence. Erik successfully found a wife but found the strange Norwegians far too insular and suspicious to listen to his proposals.

 

Western Europe

 

Das Deutches Konigsreich

(Roman Catholic, Old High German)

Diplomacy: Holstein (rebels), Alsace (rebels), Stuttgart (rebels), Osnabruck (rebels), Leipzig (rebels), Amsterdam (rebels), Lausatia (rebels), Pomern (rebels), Bremen (A), Pomerania (C)

Heartbroken at the loss of so many brave German souls, Emperor Joseph passed away early in 1151. The succession of Frederick to the empire’s throne was not uncontested. Bruno felt that he had a valid claim and contested his right to succeed Joseph. A great gathering of the empire’s nobility sought to settle the issue quickly in light of the hated Uighur’s appearance in Bohemian and eventually agreed to Frederick’s right to become Emperor. Surprisingly, Bruno also renounced his claim and the coronation was assured. However, several of the outlying provinces did not agree and took the opportunity to declare themselves free of Barbarossa’s rule. The issues of court caused Frederick to cut short his courting of the beautiful and charming daughter of the Duke of Bremen. The betrothed couple hurried back to Saxony for their wedding and the eventual coronation of Frederick as Emperor. Frederick’s brother, Brankoening, was presented to court on his majority. The following years were blessed with peace, despite the ever present threat of Uighur attack.

 

The Duchy of Bohemia

(Roman Catholic, Czech)

Diplomacy: Bochnia (rebels), Franconia (rebels), Switzerland (rebels), Vienna (rebels), Praha (rebels), Libice (rebels).

Torn apart by the Uighurs the Duchy was inflicted further damage when disillusioned provinces and cities pulled away and declared their independence. With the loss of Bohemia, the Duke was forced to set up his court in the rich lands of Bavaria.

 

Principality of Salerno

(Roman Catholic, Italic)

Diplomacy: Sicily (revolts), Sardinia (revolts), Apulia (revolts), Tuscany (revolts), Kingdom of Lombardy created (Lombardy and Romagna), Kingdom of Savoy (Savoy)

The death of Marco Silvio in 1152 caused repercussions across the whole of Italy. Ricardo Castillo had taken the opportunity to marry Marco’s daughter and state his claim to the Principality through his new wife. Moving before the young Marco could react he had consolidated his control of Naples and from that the Salernese court. Marco was captured trying to rally support and thrown into prison. Seizing the opportunity to wrest some control for themselves, Octavio Brucellus claimed the title of King of the Lombards and set up court in Vincenci, while Scungili the Younger became King Scungili I of Savoy. The lords of Sicily, Sardinia, Apulia and Tuscany declared their independence.

 

GM Note: The Kingdoms of Savoy and Lombardy are now Active NPNs.

 

The Uighur Horde

(Asiatic Pagan, Turkic)

The peoples of Austria and Bohemia were enslaved and their land taken by the Uighur tribes. Thakir consolidated his dominions by settling these fertile lands and by pushing eastwards to consolidate his dominion. However, the greatest horde ever to reach Europe was not that easily swayed, the khans of the multitude of tribes that made up the Uighur horde would have none of the petty and cowardly ways of Thakir and headed east for new plunder. The tribes of Eastern Europe were swelled by these incomers and looked towards their own gain.

 

GM Note: The Magyarskorzag, the Eflak Tribes, the Romani and the Bulgari Bogdan tribes are all now Active NPNS/Hordes – ouch

 

Norman Kingdom of France

(Roman Catholic, Norse)
Diplomacy: Paris (T), Calais (A)

Louis VI remarries from amongst the Parisian nobility. The marriage was ill fated when Louis’ new wife died during childbirth, his only successor a sickly girl. The royal road north from Paris into the fields and orchards of Vermandois was completed and opened by Louis’ brother, the Prince Fulbert.

 

Republic of Venice (La Serenissma) 

(Roman Catholic, Italic)

Diplomacy: None

A quiet time in the lands of Venice.

 

The Akramid Caliphate

(Sunni Islam, Arabic)
Diplomacy: Badajoz (NT), Talavera (FA)

Fearing the Christian north, Mohamar strengthened the defences of the Caliphate while at the same time pushing its influence north into Talavera and Galacia.

 

The Knights of Malta

(Roman Catholic, Old High German)

Diplomacy: None

Following their departure from the Holy Land, the Knights of Malta gave shelter to many refugees from German Bohemia. The city of Valletta was built during these years and Grand Master Stephan used his extensive knowledge to create a fortified city save from all but the most ardent attacker.

 

The Middle East

 

The Rum Khanate of Turkiye

(Roman Catholic, Turkic)
Diplomacy: Pamphyla (NT)

Tyox ordered the construction of a road from Bursa, over the mountains, and into Kor. The cultivation of Isauria was completed.

 

The Western Roman Empire

(Roman Catholic, Serbo-Croat)
Diplomacy: None

Euthemius pulled back the Thessaly with the Roman army waiting for a Venetian withdrawal from Salerno’s lands. His ancient relative the Princess Zoe dies during this time along with her younger sister Irene. His influence in the courts of Europe successfully allowed him to influence the Pope.

 

GM Note: The WRE is currently controlling the NPN Pope.