Lords of the Earth 34
The Dawn of Civilization
Year 81 - 84
Turn 19
GM notes:
v City builds: Please make sure that if you’re trying to build a city in a region that isn’t connected to your homeland via a line of controlled regions then you ship the materials to the site. Even if the target region is controlled. Also,name those cities or I wont build them!!
v Mobile troop builds: ensure when you are trying to build troops that you’re paying attention to your HBZ. You cannot build mobile troops in a region or city that is outside of this range. Also if your homeland is an island then you have to build the troops there and then ship them to your target area. Yeah it this is one of the drawbacks of having your Homeland on an Island.
Wall Points: I’ve changed this due to some very good arguments of various players. The Wall Point level will be tied to the Siege AQR. For example; if you have a siege rating of 4 that’s the max number of WP’s you may build around any given city.
Any AP’s currently over this limit are grandfathered and can remain in place, if you demobilize them to increase city size then they are gone and you are limited to you Siege rating.
v Garrisons: If you pacify a region or city and don’t leave a garrison I get to pick what troops to leave behind unless you don’t mind the region revolting.
v Field Forts: No limits for the amounts of these in a region.
v Trade and trade ranges: I have gone through and filled in the Ren ratings for trade ranges. I put them in at the appropriate level for your culture type. Just a note your trade ranges are as follows.
o Nomadic = 1
o Barbarian = 2
o Civ = 3
o Seafaring = 4
If you have trade routes that are over this range I will give you till turn 25 to get in range or Ill cancel the route. Mostly this will mean you will have to raise your tech level so you can up your culture. For example; if you are a barbarian culture and at tech level 3 you will need to go up to tech level 4 in order to get civilized culture. Tech 3 doesn’t allow civilized culture.
v Religions: I will be going through the past faxes and getting a feel for how religions stack up as far as relations to each other. Ill post a table once I get it up, I should have it done by next turn. As for now I will say this, all religions are considered Pagan still. Once a religion has been around for a half century and has a PRA then I will consider it organized. I say this so people will not have to feel locked into a religion. At the moment the following religions are organized;
o Druids of the Olde Gods
o Oracle of Delphi
o Madregaist Church
v Unplayed nations: I will be taking actions for unplayed positions, I won’t bother writing an entry for them since all I will do is Dp, build cities and PWB and initiate projects and the like. Unless the nation is built for war I won’t use its military and I will never attack a player neighbor.
v Primacy co-builds: Are allowed, in exchange for a city level the PRA will get one up on the site level in the city or region. If the PRA builds PWB then the influence will go up by one point. This is still subject to the one city level per turn and PWB maxes so make sure your coordinate with your hosts on the cities your building in.
v Player balances: There are many of you that owe me cash. If your balance is more than 10 bucks in the hole for T19 I will process your turn but not send results to you til you bring the balance up. Im an understanding guy so if you talk to me about it and let me know when you can pay I will be happy to make arrangements.
v Raise religious strength: Many of you have been trying this op repeatedly and failing. So I will give you a tip so you wont be beating your head up against the wall. The base value for this op is your RS – X. So if you start out with a 4RS your rate of success will be very slim. If you fail the op by even one point you lose a RS point. So in other words, this op is hard to pull off. So save yourselves the headache and try to run this op on your neighbors. If you make the roll he gets the RS point, if you fail nothing happens. So partner up and run the op on each other, you can also have multiple successes in one turn from more than one neighbor.
v Nations co investing: You may invest in a neighbors stats if you meet two conditions. First, the investor must be of a higher tech level than the receiver, and second, there must be an existing trade route between your two nations. Nations partaking of this kind of action must indicate on their orders that the action will take place. Therefore if one of the nations doesn’t write it down the investment will be lost or just not happen. The gold invested will go into effect the same turn and will not be subject to the customary one turn delay that effects transfers.
v Cultivated region improvements: You may, at the price of a colonization action, improve a 1GPv region up to a 2GPv. Once tech levels get a bit higher I may allow nations to improve homeland regions past the base map values.
Troop Conversions
Infantry 200 men = 1 point
Cavalry 200 men and 200 mounts = 1 point
Siege Engineers 200 men = 1 point
Warships 1 ship = 1 point
Transports 1 ship = 1 point
Field forts 1 fort = 1 point
Walls 10 feet = 1 point
NORTHEAST ASIA
Mercenaries available for next turn:
Condotierri: 3i, 2xi, 1c, 1s, 10w, 2t
QRs: i5, w5, s4, c5
THE EMPIRE OF THE SUN (Asiatic Pagan)
Emperor Okida, King of Taiwan
Diplomacy: none
The whole nation paused for the entire cycle to mourn the death of their greatest leader in memory. Empress Ariko was to be memorialized outside the city of Edo, a very lifelike representation was begun in the foothills of the mountains over looking the city. It would take time to complete, but once finished it would display the Empress’ striking beauty and stand as a monument to her legacy.
The Emperor and his men spent the entire cycle distributing all the royal grain and rice to the common man. It has been a tradition as far back as most can remember for the king to mark the transition from one ruling body to another and allow the peasants to offer tribute at the crown’s expense. This action greatly pleased the people and their faith in the new ruler swelled.
THE KINGDOM OF KO-CHOSON (Asiatic Pagan)
Minjung Wang, Emperor of the Ko-Choson Empire
Diplomacy: Silla [f], Anshan [f]
More diplomacy in Silla and Anshan, while the capital was expanded. Attempts by the king to create a family were halted due to the death of his wife.
In the trade quarter of the city of Pyongyang a displaced Jewish trader was sitting in the Empire of the Sun’s storehouse. The man, Saul by name, was an original refugee from Mesopotamia that was given safe haven by the Sun. The wise Empress allowed the newcomers to do what they did best and Saul was a man of money. His trade took him to Ko-Chosen and as far away as Wu during the year. Saul was especially troubled this night, he had just gotten the news that his peoples greatest friend had passed away. The Empress Ariko would be sorely missed.
While Saul was distractedly pouring over his ledgers he failed to notice several men approach him from all sides in his office. Not all in Asia had accepted the presence of foreign merchants in their cities, and these men were no exception. The beating Saul would take would have killed a normal man. But, Saul had someone on his side that evening. While he was unconscious and fighting for his life the entire storehouse was engulfed by a soft pink light. When Saul awoke he was surrounded by bystanders that had come to see the commotion and the light.
The men that had accosted Saul were seated around him in a circle. One at each of the major and minor compass points, eight in all. Saul was disoriented, but at the forefront in his mind he saw the source of the light. The most beautiful woman he had ever seen was standing over him and seemed to be speaking. The words he made out were, “Take these men of evil and use them, as I have changed their hearts. They will serve as an example to all, that all shall have the chance to stand at my side.”
Saul then took the men he had just been attacked by and sent them forth to spread the word. Ariko was back and she was here for her children.
(GM note: Pyongyang is now a holy city of a new Asiatc/Jewish religion as yet to be determined, I will allow the players to basically mold it into whatever they see fit.)
THE JADE DRAGON (Oceanic Pagan)
Emperor Shen Tzu
Diplomacy: none
No orders.
THE JINN DYNASTY (Asiatic Pagan)
Emperor Wang Xu-Jinn, Fourth Emperor of the Jinn Dynasty, Guardian of the
Forbidden City and Keeper of the Coral Throne
Diplomacy: Funiu [f]
Again Kaifeng and Anshan were expanded and the royal road was extended out to the city of Haikeng.
Other than that, troops were built and rearranged in order to see to the defense of the realm.
THE SUBLIME KINGDOM OF WU (Oceanic Pagan)
King Sui-Juen, the Beloved
Diplomacy: none
Ming and his wife added another boy and a girl to the nursery, after that his wife succumbed to a pox and died.
Attempts from the King to motivate people to come to temple more often were meet with indifference. Other than that basic economic development was all that took place.
SOUTHEAST ASIA
Mercenaries available for next turn:
Condotierri: 1xei, 10i, 2xi, 1c, 1xc, 1s, 2w, 2t
QRs: i5, w5, s4, c4
THE LAND OF THE GOLDEN LOTUS (Oceanic Pagan)
King Raputta, God-King of Chola, Lord of the Golden Mask and the Emerald Throne
Diplomacy: Abadan [a], Johor [f]
The God-King finally died at the ripe old age of 76 and Raputta took the helm of the kingdom without incident. Many are worried that Raputta wont last long with the crown either considering his advanced age.
Chewi in Malabar was expanded and trade in various places was increased along with new routes being started. Other than that all was quiet in the kingdom.
THE KINGDOM OF KHEMER (Oceanic Pagan)
King Tharhon
Diplomacy: Thaton [f]
King Tharhon sends Siangh to Thaton in order to finish the talks and find him a wife. The local headsman was impressed enough that he joined with the kingdom fully.
Shortly after Tharhon’s wife came to the capital he tried to start a family. Unfortunately his wife wasn’t up to having kids and she died in childbirth within the year.
As in Wu, people weren’t taking well to the crown telling them when and how often they should worship.
Finally a port city was founded in Thaton, named Tamir.
THE CONCLAVE OF THE GANGES (Oceanic Pagan)
King Saj II, Rightful King of the Conclave of the Ganges
Diplomacy: Dahala [f], Pawar [ea]
This cycle would be marked with widespread death within the royal circle. First Saj the king would die and then shortly after one of his most trusted Leiutenants would follow him. If that wasn’t enough crown prince Undashar would eventually cross over to the after life as well. Saj the Second took power without incident much to his relief, but the people would pass rumors that the palace was suffering from a curse.
During all the death Saj II adds two little girls to the royal family then his wife dies on the third attempt. Bombay and Kaunaj are expanded and much work is done in Vatsa to improve the quality of life for the peasants. A postal road now reaches down into Dahala, and Saj II announces a project to steer the nation towards a more open philosophy doing away with the feudalism that is in place now.
THE GAUR NATION (Oceanic Pagan)
King Sajvala II
Diplomacy: Mandalay in Pegu [f], Burma [f]
Finally the efforts in Mandalay and Burma paid off as both city and region joined fully with the kingdom.
A new city was founded in Burma as a part of its new status and it was named Bhamo. The road network was extended from Burma down to Ava, with plans to eventually go all the way to the coast.
THE ISLAND KINGDOM OF JAVA (Oceanic Pagan)
King No Name
Diplomacy: None
No Orders
MIDDLE EAST
Mercenaries available for next turn:
Condotierri: 10xc, 2w, 1hw
QRs: c4, w4
THE KINGDOM OF HIALEA (Oceanic Pagan)
King Nahen, King of the Scythians
Diplomacy: Oman [fa]
Arimaspi was able to get the tribes of Oman to pledge some form of support to the crown.
The King ordered his son Farsad to set out from Fars with troops in tow to make slave raids on the desert tribes south of the Persians. The King actually tagged along to get some campaign experience, his son was worried because his father had no clue how to run a war and didn’t want his unwanted suggestions.
Farsad strikes out from Fars and heads north into Zagros, narrowly missing the Persian army and settlers that were sent to reclaim the region. After Zagros the army heads fro Khvor. The raid is successful but due to the isolated nature of the region there weren’t many people around to be enslaved. This theme would plague the expedition to its end in Bandar.
Shir Kuh would prove to be a morale killer for the army. Upon reaching the region the Prince found nothing to take, people or loot. So the army proceeded to Neyriz. While the troops were focused on the route ahead a they failed to see the tell tale signs of a sinkhole in front of the Kings personal cavalry squadron. The sinkhole would claim 800 cavalry soldiers before the army would be able to get reorganized.
Pushing on into Neyriz and Kuh’Laleh’Zar, Farsad would meet minimal amounts of people to put under the yoke and even less material to loot. All in all the campaign wouldn’t meet the Kings expectations.
Meanwhile back at home the Kings son, Prince Hasan attempted to have people take their religious duties more seriously. The overtures met with quiet failure.
THE KARA-KHATAI KINGDOM (Asiatic Pagan)
King Volkan
Diplomacy: Kashmir [ne], Georgia [nt]
The nation of the Khitai would be plagued by the worst bout of death the world has seen in a long while. First Lord Krull would die while on a diplomatic mission to Kashmir. The Kashmir governor took it as a bad sign and refused to join the empire.
Then Orion himself would succumb to a fever as would Kazim from Kophat Dagh. Luckily Volkan was on hand to pick up the reigns from his ailing father. Finally to top it off the new kings brother would die in the night after catching a chill from swimming in the Caspian Sea. The nation would sit back and wonder what they had did to anger the gods.
The only bright spot in the whole affair would be that Lord Zaban made a little headway with the tribemen in Georgia. The postal road from the capital to Bokhara was improved to a royal road as well.
THE KINGDOM OF PERSIA (Asiatic Pagan)
King Ardavan
Wise Lord of Persia, Creator of Light &Destroyer of Darkness
Diplomacy: Khvor [ne]
The Persians settle the region of Zagros with willing colonists and get off to a bad start with the desert tribes of Khvor.
Needs a player.
THE MONARCHY OF PATZINAK (Asiatic Pagan)
King Alexander II
Diplomacy:
No orders. Needs a player
THE KINGDOM OF CARCHEMISH (African Pagan)
King Alma
Diplomacy: Carhae [f]
Prince Laban was able to convince the region of Carhae to fully join the empire. While Laban was away the King was lying on his death bed. Finally at the end of the cycle he died of a horrible cough. The heir, Alma was able to succeed him without incident.
THE ISLAND KINGDOM OF RHODES (Oracle of Delphi)
King Agis
Diplomacy: Cilicia [fa]
The capital was expanded and Cilicia was added to the roles of the empire. Otherwise the heir, Xenephon, attempted to add kids to the family line and was thwarted by the woman he chose dying during her birth taking the child with her.
Operations in Egypt wouldn’t go well for the Rhodians. Basil went amongst the masses and tried to extol the virtues of the Oracle. The locals steadfastly held to their worship of the Sun God. Meanwhile the Prince Laertes went also to Egypt to look into the underbelly of the region. He found nothing of note, probably because he went in like a bull in a china store.
EASTERN EUROPE
Mercenaries available for next turn:
Condotierri: 10i, 2c, 2xc, 2w, 2t, 9hei
QRs: i5, w4, s4, c4
Merc Commanders: Bismark MB59 (aged 53) Cannot be hired by DOG nations.
THE KINGDOM OF TROY (Oracle of Delphi)
King Theseus
Diplomacy: Abasigia [f]
Theseus was finally able to produce some kids, but after two daughters his new wife from Abasigia couldn’t take the strain of another one and passed away.
Colonists are sent to Galatia to increase the population of the region. The new settlers are well received and the region prospers.
THE KINGDOM OF GREECE (Oracle of Delphi)
Queen Delphinia Zecharias
Diplomacy: Sicily [colonized to friendly], Corsica [nt]
Delphinia wished her empire extended out to the vacated lands of the Sicilians and it was made so. Her men and ships moved across the Med and not only settled the island of Sicily they made some nominal headway in Corsica. Unfortunately the missionaries that the diplomats brought to sway the Catholics in Corsica away meet with stiff resistance.
To balance out the happiness of the cycle, there had to be some sadness. The nation mourns the loss of one of the greatest generals in recent memory. Achilles passed away at the age of 58.
THE ORACLES OF DELPHI (Oracle of Delphi)
Oracle Jessica Fadon of Delphi
Diplomacy: none
No Orders. Needs a player.
THE Kipchak Hordelands (Druids of the Olde Gods)
King Ivanov
Diplomacy: Atelzuko [ne], Veposkava [t], Kirivitch [f], Livonia [ne]
Missionaries in Atelzuko lost ground, as the locals weren’t interested one bit in changing their ways. On top of that insult many of the leaders tasked with making diplomatic overtures couldn’t get the chieftains to budge. The exception being Kirivitch and Veposkava, the men that were sent there were able to strike a chord. Boris the Drunkard embarrassed himself in Livonia during his talks and subsequently passed on from alcohol poisoning during his trip.
Other than the diplomatic follies, the king ordered massive irrigation channels and roads to fixed up in Novgorod and Minsk.
THE UNITED TRIBES OF THE FOREST KINGDOM (UTFK) (Druids of the Olde Gods)
King Weir, Ruler of the Forest Kingdom
Diplomacy: Bohemia [a]
Out with the old and in with the new, or so the saying goes. The King Duran passed away this cycle and the heir, Weir, took the throne with no incidents. Prince Fagan, even more aged than the king, would pass away a year later at the tender old age of 76.
The new King Weir set about trying to secure his line on the throne, but was only able to produce one girl before his wife died.
A new port city was built on the Black Sea in the region of Moldavia, it was christened Odessa.
The Bavarians are met at the border and are escorted through without much hassle, they are even given a parting gift of gold to ensure they would behave themselves.
DRUIDS OF THE OLDE GODS (Druids of the Olde Gods)
Lilith, Gothrithar of the Druids, beloved of the Gods
Diplomacy: Little Poland [mn], Poland [mn], Ile de France [ch], Polotsk [ch], Kiev [ch], Munster [ne]
The ladies of the Druids went forth and spread the word. Sites were upgraded in the UTFK lands and new ones were established in the midst of the Cuman. Attempts to increase and establish a tithe with the former barbarians were met with stiff resistance. The consequence was that the DOG’s lost any and all influence within the Cuman.
On the other hand the church had a new convert. Malvina, one of the newest of the priestesses went south and east to meet the migrating Bavarians. Once on station in Goryn, she extolled the virtues of the Druidic teachings and made a convincing case to the Bavarian nobility. In the end King Christian chose to follow the new faith, as the Catholic ways were almost extinct.
NORTHERN EUROPE
Mercenaries available for this turn:
Condotierri: 3hi, 2i, 10xi, 2c, 2w, 2t, 1s
QRs: i5, w4, s4, c5
THE KINGDOM OF THE SVEAR (Oracle of Delphi)
King Ymir of Giantstock
Diplomacy: None
No orders.
THE WARRIOR CLANS OF CUMAN (Druids of the Olde Gods)
King Gan-Chinua, Kahn of the Cuman, Slave-master of France
Diplomacy: Tver horde [f]
Massive projects were initiated in Paris, while Gan-Chinua tried to extend his family tree, but his wife died in the process. The Tver horde was finally integrated into the fold.
THE KINGDOM OF LORRAINE (Oracle of Delphi)
King Harold
Diplomacy: none
A large sum of gold was given to the Bavarians to end the war and convince them to settle elsewhere. It worked and the Bavarians left to head east, all the while the Lorrainers shadowed the Bavarian nomads that were leaving to join their liege lord.
THE UNITED REPUBLIC OF VOLGARIA (Druids of the Olde Gods)
King Christian
Diplomacy: none
Christian left Sicily and headed all the way north via the Italian peninsula. Once there he broke his column and sent a few select men back to the homelands to inform their countrymen that the nation was headed in a new direction. Many things would not go well for the mobile nation but they would eventually reach their goal.
The heir, Eric and a few others went north without troops into the recently conquered regions of Franconia and Bavaria in order to gather the people that were left and convince them that moving would be in their best interest.
The King and his best general, Bismark would press on to the east to the region of Goryn. Once on station, there was a representative of the Druidic Church to meet them.
Back in Bavaria, it seems that Eric the heir wasn’t happy with the way the king was handling affairs and thought he could do better. Eric approached Lord Apulian to ask him if he was of the same mind. Lord Apulian listens to the heir’s madness and holds his tongue until he can get the message to Lord Khemet, the newly adopted Prince of the realm. Khemet places the heir under arrest after Lord Apulian winds up dead, it seems Eric found out about the leak and was doing away with the only witness to his utterances. Khemet carries the captive heir on with the baggage train to see what the king would make of it.
While in Goryn the king and the DOG priest begin discussions about the conversion of the wandering tribes of Germans. It seems their “God” has abandoned them and the Druids would be happy to assist the displaced wanderers. The king is taken by the offers and philosophies of the Druids and orders that the nation will follow a new path. Unfortunately, for Christian his best commander would have different ideas. Bismark would not hear of converting to some pagan religion just because times were hard. This was just a test of faith from God and Bismark is seeing his king fail. Bismark leaves the camp with a small contingent of troops never to be seen again.
Khemet arrives on the scene to inform the king of what has happened in Bavaria. The King doesn’t take the treachery lightly, considering what has just happened with Bismark. Christian orders that Eric be put to death, for it has come to light that he has been looking for an opening to exploit for many years now.
After the smoke settles, Christian and Khemet, press on to the region of Patzinak where hopefully they can find shelter from the storm.
KINGDOM OF ALBA (Druids of the Olde Gods)
King Kyle
Diplomacy: Faeroes [f]
King Kyle would return home after a severe battering in the Freya Bank, losing two ships in the process. He would return just in time to take control of the national army as its previous commander died in the presence of the king.
Lieutenant Blaine was sent out to the Faeroes to finish what the king had started and he sealed the deal in the nick of time, as he died at the conclusion of the talks. Not a good cycle to be an Alban Lieutenant.
Malcolm, meanwhile set about ensuring his legacy. While his bride died during birth she was able to give him a little girl for her efforts.
THE UNITED KINGDOM OF AVALON (Druids of the Olde Gods)
King Buford, Ruler of the United Kingdom of Avalon, Protector of Portugal
Diplomacy: Portugal [+5 YfC], Lindisfarne [ne]
Lord Buford would bring joy to the entire kingdom when he succeeded in making an heir and a spare. Lord Shakespeare made some headway in bringing the Portuguese closer to the crown. Other than that, there were just quiet building projects in London and Oakham.
THE GREEN TRIBE (Druids of the Olde Gods)
King Arthur
Diplomacy: Limousin [ne]
The diplomatic efforts in Limousin were brought to a screeching halt, mainly due to the death of Prince Cuchlain.
Further investments into a city in Ulster were made as well as funding for various internal projects.
SOUTHERN EUROPE
Mercenaries available for next turn:
1hec, 1hei, 1hc, 2hi, 5i, 2xi, 3c, 5xc, 3s, 1xew, 1hw, 2w, 2xw, 2t
QRs: i5, w4, s4, c5
THE KINGDOM OF GRANADA (Druids of the Olde Gods)
King Corum
Diplomacy: none
No orders.
THE KINGDOM OF LOMBARDY (Roman Catholic)
King Odotheus
Diplomacy:
Sensing the weakness of the Sicilians Odotheus ordered his men to move from the south of Italy and meet up in the north. The regions of Calabria, Campania and Latium quickly fall and swear fealty to the Lombard king. Italy is at last united under one crown.
NORTHERN AFRICA
Mercenaries available for next turn:
Condotierri: 5c, 1xc, 13i, 1xi, 11w, 11t
QRs: i5, w6, s4, c4
THE SULTANATE OF MORROCO (Madregaist)
Sultan Ghalib
Diplomacy: Kabilya [ea]
A new city was founded in the region of Indijl, named Barmi.
Further attempts to get the laity of the nation to embrace Madregaism more were met with hesitation.
Zatho was able to further strengthen ties to the region of Kabilya.
SOUTHERN AFRICA
Mercenaries available for next turn:
3hi, 9i, 7xi, 2w, 5hw, 1xw, 2t
QRs: i3, w4, s4, c3
THE KINGDOM OF PUNT (Oracle of Delphi)
King Falilikish, the Lion
Diplomacy: Levant [f]
Major inroads were made in converting the heathens of Petra.
Two new cities were founded in the regions of Petra and Levant, named Falilae and Gaza, respectively.
The King attempted to add to his lineage but his wife wasn’t up to the task and died in childbirth. The heir on the other hand was more successful and added a little girl to his nursery with his Levantine bride.
THE KINGDOM OF IFE (African Pagan)
King Bu 'wagu II, Lord of the Niger
Diplomacy: Kwarafara [ne], Gagnoa [ne]
Another city was founded on the banks of the Niger in the region of Benin, it was named Whydah.
Both the King and Torga failed in their attempts to woe the tribes of Kwarafara and Gagnoa.
Other than that, many forts were built in various regions throughout the realm.
THE MADREGAIST CHURCH (Madregaist)
Primate Tuhara
Diplomacy: none
No Orders
THE KINGDOM OF TIMBUKTU (Madregaist)
King Lasaka Mansa, the Second
Diplomacy: Ghana [f], Dogamba [nt], Zerma [ne]
The king personally ushered Ghana into the empire and ordered the postal road network to be extended down to Hausa, where a new city was to be founded named Jenne. While one of the kings men tried to the same in Zerma, but the locals dismissed his overtures out of hand due to his apparent need to be somewhere else.
Missionaries also made some headway in Gurma, sooner or later the pagans would come over to the Earth Mother.
THE SEAHOLD OF TAKRUR (Madregaist)
King Adama
Diplomacy: None