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Lords of the Earth
Campaign Twenty-Eight

Religion Rules

 

Religious Types

Pagan: Pagan religions are the basic forms of superstition and belief. While these beliefs can be as strong as any Saint's, they are still very limited in scope. Religious practices and specific beliefs are extremely localized. Each region and city has their own customs and patron deities, there is no real cross-cultural paganism. Paganism as a state religion is somewhat misconstrued. Only Nomadic, Barbarian, and Pre-Columbian positions will be likely to have pure paganism. A state religion of paganism carries with it many disadvantages, most especially penalties to missionaries. Pagans are both easier to convert, and harder to gain converts with. However, once a nation becomes civilized, the state paganism will gradually become more Organized on its own.

PEU
European Pagan
PAS
Asian Pagan
PAF
Afrikan Pagan
POC
Oceanic Pagan
PAM
Amerind Pagan
PAN
Animist Pagan

Organized: Organized religions have developed a very real structure. No longer are beliefs purely based on location, instead customs and practices are centralized around something more - likely a Holy City or Holy Text of some sort. Organized religions throw off many of the disadvantages of Paganism - even though they still might worship traditionally 'Pagan' gods. Monotheism is not a requirement of Organization. After existing for 50 years game time, Organized religions are eligible for becoming hierarchal. Note that the process is still difficult, even when one becomes eligible.

A
Atlantean
B
Bhuddism
D
Dongolan
CCO
Coptic Christian
CTC
Traditional Catholic
CGA
Gaelic Christian
CTR
Tribal Christian
CNE
Nestorian Christian
H
Hinduism
ISH
Shi'a Islamic
IAL
Alawis Islamic
IWA
Wahhabi Islamic
Z
Zimbabwan

Hierarchal: Hierarchal religions have become powers unto themselves. The religion in question has taken on a State-like quality, sometimes intertwined, sometimes separate from actual nation-states. Hierarchal religions have the capability to create Religious Primacy positions - the traditional Primacy positions that are open to players.

CRC
Reformed Catholic
CEO
Eastern Orthodox
CPR
Protestant Catholic
ISU
Sunni Islamic

 

Religious Interaction Tables

x
T
T
H
T
T
T
T
H
H
H
H
-
-
H
-
H
H
H
-
T
T
T
x
T
T
T
T
-
T
H
H
H
H
-
-
H
-
H
H
H
-
T
T
T
T
x
T
T
T
-
T
H
H
H
H
-
-
H
-
H
H
H
-
T
T
H
T
T
x
T
T
T
T
H
H
H
H
-
-
H
-
H
H
H
-
T
T
T
T
T
T
x
T
-
T
H
H
H
H
-
-
H
-
H
H
H
-
T
T
T
T
T
T
T
x
-
T
H
H
H
H
-
-
H
-
H
H
H
-
T
T
T
-
-
T
-
-
x
-
-
-
-
-
-
-
-
H
-
-
H
-
-
-
T
T
T
T
T
T
-
x
H
H
H
H
H
H
-
-
H
H
-
-
-
-
H
H
H
H
H
H
-
H
x
T
T
T
H
T
H
T
H
H
H
T
-
-
H
H
H
H
H
H
-
H
T
x
T
T
H
T
H
T
H
H
H
-
-
-
H
H
H
H
H
H
-
H
T
T
x
T
H
T
H
T
H
H
H
-
-
-
H
H
H
H
H
H
-
H
T
T
T
x
H
T
H
T
H
H
H
-
-
-
-
-
-
-
-
-
-
H
H
H
H
H
x
H
-
-
-
T
-
T
-
-
-
-
-
-
-
-
-
H
T
T
T
T
H
x
-
-
-
T
-
T
-
-
T
T
T
T
T
T
-
-
H
H
H
H
-
-
x
-
-
-
T
-
-
-
-
-
-
-
-
-
H
-
T
T
T
T
-
-
-
x
-
-
H
-
-
-
T
T
T
T
T
T
-
T
T
T
T
T
-
-
-
-
x
T
T
-
H
-
T
T
T
T
T
T
-
T
T
T
T
T
T
T
-
-
T
x
-
-
-
-
T
T
T
T
T
T
H
-
T
T
T
T
-
-
T
H
-
-
x
-
-
-
-
-
-
-
-
-
-
-
T
-
-
-
T
T
-
-
-
-
-
x
-
-
T
T
T
T
T
T
-
-
-
-
-
-
-
-
-
-
H
-
-
-
x
-
T
T
T
T
T
T
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
x

Read Table Across. So, Roman Catholics are tolerant of other Christians (EO and CP) but Hostile to Islamics, while the Pagan Religions are generally tolerant of everyone. A dash indicates the Religions have not yet contacted each other. How such Religions come in contact for the first few decades will determine their initial rating, and that rating may change a few times before things fully gel into a permanent rating. A nation may only control a Region or City of a differing religion at a certain level. This is dependant upon both how that Religion views your own, as well as your national Religious Strength.

Your National RS
Their Religious Tolerance to Your Religion
Same ( x )
Tolerant ( T )
Hatred ( H )
1
Homeland
Friendly
Allied
2-3
Homeland
Friendly
Economic Allied
4-5
Homeland
Allied
Economic Allied
6-7
Homeland
Economic Allied
Tributary
8-9
Homeland
Economic Allied
Non-Paying Tributary
10
Homeland
Tributary
Pacified ( Tributary )

So, A Roman Catholic Region would at best accept Allied status under a Non-Christian ( Hated ) State.

 

Schisms and Heresies

Schisms and Heresies exist when a rift in belief, practice, or ritual occurs within a specific religion, causing a separation or birth of a new type of religion.

Heresy: Heresies are usually very localized when they start. A strange practice or belief grows to a Regional or City scale, suppressing or supplanting the local orthodox religion. Heretical versions of a Religion will be marked with a small "H" next to the normal Religious symbol. Heresies carry all the attributes of their base religion - tolerances and hatreds being the same. They are also considered the same religion as their base one. However, if a Heresy is allowed to grow or exist for a few turns, it will eventually become a new religion on its own, which can cause grief in positions who control the now Heretical lands. If a Heresy is crushed, it reverts back to the base religion.

Schism: A schism can only occur in Hierarchal religions which have created a Primate Religious Authority. The Primacy position itself splinters into one or more competing factions all vying for ultimate control of the religion in question. Each splinter faction (schismatic) has all the powers associated with the Primacy in question. A schism ends in one of three ways:

1) Sole Survivor - If at any given time only one schismatic faction remains, it becomes the de facto primacy.
2) Successful Synod - By calling a Synod, a schismatic faction invites the leaders of all the nations practicing the schismatic religion to speak on the issue. Each nations votes for one of the schismatic factions. If one of the factions gains a three-quarters majority, the other factions must rejoin with the winner or become heresies.
3) 50 years - If a schism continues for 50 years, the strongest faction automatically becomes the 'victor' - all other factions must either rejoin with the victor or become heresies. Factors which go into 'Strength' include National Influence, Religious Structures and Megaliths, and Government statistics.

 

Primate Religious Authorities

Nation States under Hierarchal religions may eventually desire to create a more powerful role for their religion. By investing state-like powers into a religion a new force can be brought onto the world stage. When initially created, these fledgling Primacies can be controlled by a single nation. However, with this combination of powers comes decreased stability. Odds are that the primacy will eventually spread beyond the state in question, and in turn spread out from under the state's control.

Primacies can only be created by nations with high Religious Strengths. A leader from the nation must be assigned to head the new primacy and a City must be designated as the center-spot of the new Primacy. When a Primacy is newly created, it actually becomes a Schismatic faction of the religion and must compete with any existing primacies of that religion.

 

The Power of Faith

While Science and Reason are beginning to escape the grasp of a tightly controlled church in the Renaissance, the faith of the people so paramount in the medieval times is still a very real effect. Pious, and perhaps opportunistic rulers can take advantage of this power in a number of ways.

Holy Cities

Whether it be the towering spires and artistic treasures of the Vatican or the subtle and dry mosques of Mecca, Religious Cities have always held a place of significance for the faithful. Holy Cities have a variety of benefits to the controlling nation.

1) Holy Cities inherently receive a bonus to Resistance Value and Income.
2) If a Holy City is ever Conquered by a Nation of another Religious Type, any Nation of a Religion that views the city as Holy may call for a Holy War to reclaim the conquered city. Normally, only a Primacy or three Open Nations working in Concert may call a Holy War. The stated goal of the Holy War must either be to restore control of the city to its previous owner, or to create a new 'Crusader State' based around the Holy City.
3) If the Holy City is ever openly destroyed, a Holy War is automatically called by the former owner's religion with the stated goal of destroying the party responsible.
4) Leaders may undertake a pilgrimage to a Holy City of their Religion. Doing so has a chance of raising the leader's statistics.

There are three types of Holy Cities in the game: Permanent, Relic based, and Sect based:

Permanent These Cities are always Holy to their respective Religions. Even if destroyed, as long as one city level is ever rebuilt over the ruins, it will regain its Holy status. Permanent Holy Cities start out at Level Five, and do not require megalithic support. Levels may be added to these Cities as normal to augment this number.
Relic Based These Cities are Holy to a respective type of Religion (Christians, Muslims, Buddhists) and cross normal Sect lines. The city with the most enshrined Relics in each Religion Type carries this title. Note: to take this title from another city one must surpass the current level of the existing Holy City.
Sect Based These Holy Cities are generally the most fluid, and are usually only Holy to one Sect of the Religion (Protestants, Roman Catholics, Gaelic Christians). The City in each sect containing the Highest level of Holy Megalith claims this title. Note: to take this title from another city one must surpass the current level of the existing Holy City.

Current Holy City List

City
Type
Level
Holy To
Jerusalem Permanent Five
Mecca Permanent Five
Rome Permanent Five
                         
Buda Sect Based Two
Erfurt Sect Based One
Moscow Sect Based One  
Shiraz Sect Based Two  
Jenne Sect Based One  
Bihotzharri Sect Based One                    

Relics

Religious items can also carry a certain amount of power with them. Seen as a direct connection to the Divine, these items grant bonuses to the leaders that carry them. Some relics will grant direct bonuses to statistics, others bonuses to specific actions, and others still might reduce the chance of dynastic failure. These bonuses only apply when a leader is actively carrying the relic with him.

Relics may also be enshrined, permanently put on display in a location. Not only does this grant the leader a permanent bonus to one of his statistics, but it also creates a level one Holy Megalith in the location. This may end up making the location a Holy City. If the Relic Megalith is ever destroyed completely, the Relic is destroyed along with it.

Rumors of various Relics will surface throughout the game, generally as the result of Random Events. Once a rumor surfaces, national leaders may begin hunting for the Relic by using the Research Relic [RRL] action. This will point the leader to a possible location of the Relic. Once the location is narrowed down to a specific region, a successful Investigate Location [IL] action will retrieve it. Should the IL action fail, then the location doesn't pan out, the relic is a fake, or some other disaster befalls the investigation. The leader must start from scratch and look elsewhere. The RRL action may also be used to discover the effects of unknown Relics.

Current Relic List

Relics listed in Italics have not yet been discovered, and the RRL action may be used to divine their location.

Name Effect Usable By Notes
Fragment of the True Cross +1 Combat
After the defeat of the Kingdom of Jerusalem, the True Cross fell into the hands of Islam and was split into five pieces. Carrying one of the pieces into battle confers a bonus for the army. Many speculations abound on what will happen should all five pieces be reassembled into one.
Saint John's Palanquin +2 to Primacy Site Foundation
After the Kingdom of Hungary discovered the Head of John the Baptist, the fledgling Baptist Church reunited the head with the Saint's Body within this ornate palanquin. Bearing it allows a Primacy leader greater ease in attempting Site Foundation checks.
The Pendragon Crown +1 Admin
The Legendary Crown of King Arthur Pendragon. Discovered by a Burgundian bricklayer on the Island of Orkney, this Relic grants the bearer an increased effectiveness in Administration.
The Seal of Rasulullah Lowers chance of DF The Seal of the Prophet Muhammad. When in the possession of a leader (Usually an Heir) ascending to the position of Ruler, the Seal is a potent sign of Allah's favor of the new Ruler. Such a leader will have an easier time in the transition of power.

 

Religious Action Chart
Action
Primacy
Nation
Excommunication 
Yes
No
Interdict Nation 
Yes
No
Exact Tithe 
Yes
No
Revoke Tithe
Yes
Yes
Establish Church 
Yes
No
Found Abbey 
Yes
No
Canonize Monastery 
Yes
No
Consecrate Cathedral 
Yes
No
Bless Holy Capital
Yes
Yes
Loot Site
Yes
Yes
Seize Site
Yes
No
Sway Flock
Yes
No
Preach 
Yes
No
Take Indulgences 
Yes
No
Bishopric Support 
Yes
No
Call Synod
Yes
Yes*
Create Hierarchy
No
Yes
Create Religious Primacy No Yes
Undertake Pilgrimage Yes Yes
Research Relic Yes Yes
Enshrine Relic Yes Yes

Excommunication
Type: Leader Action
Stat: Charisma
Code: EXC
Cost: 1 AP ( Pope Only )

This power causes the Excommunicated player to be considered of a Hostile religion by their populace (assuming that the populace is not already Hostile). This results in, among other things, revolts, insurrection, and the defection of Armies and Leaders. It is a power best used sparingly, and only in extreme circumstances. The misuse, or overuse, of this power will dull its effects. Any individual Leader may also be excommunicated at the will of the Primate. The Excommunication may also be lifted or annulled by the will of the Primate.

Interdict Nation
Type: Leader Action
Stat: Charisma
Code: IN
Cost: 5 APs ( Pope Only )

A more widespread form of Excommunication, Interdict may be laid upon any region or group of regions of the same religion as the Primate. Its effects are to cause all other nations of the same religion to cease trade with the Interdicted region(s) and for any Armies of those regions to be treated as of a Hostile religion. The use of Interdict should be even less frequent than Excommunication, for it tends to cause entire nations to be lost to the control and influence of the Primate. If a nation of the same religion continues to trade with an Interdicted area, then there is cause for the Primate to take action against that nation. All leaders and inhabitants of an Interdicted region(s) are considered to be Excommunicated. The Interdict may be lifted or annulled at the will of the Primate.

Exact Tithe
Type: Leader Action
Stat: Diplomacy
Code: EXT
Cost: 5 APs

One of the powers of Primacies is the ability to levy a tithe upon the nations of its Religion to further finance the operations of the Church. The tithe can be as high as (Influence)% of the nation's revenue. Exacting a Tithe is not always successful and depends on the leader's Charisma, the Church's Influence, the Target Nation's Religious Strength and of course, the percentage of tithe desired. At whatever level of tithe the Holy Primate has successfully exacted on any or all nations at any particular turn, that amount is then deducted from the target nation or nation's National Revenue the following turn. Tithe to a Primate at less than 4% has no effect on your national treasury. The national tax rate is reduced 1% for every percentage point over 4% tithe to the Primate. Note, however, that the abuse of this power is a good way of turning the nobility, and, through them, the local clergy of the nation, against the Primate. The Tithe is set and then automatically collected on a per turn basis. Once a Tithe has been set and successfully exacted, it will continue for following turns until the tithe is revoked by the Primacy or the Nation. The GP from Tithing appears in the Primacy's Saved Gold each turn.

Revoke Tithe
Type: Leader Action
Stat: Diplomacy
Code: RVT
Cost: 5 APs

A given nation may be upset with who is Tithing their populace, or by how much their populace is being tithed. Using this action the Nation attempts to remove or revoke completely the tithe placed upon them. Primacies also use this action when wishing to lower or remove a Tithe themselves.

Loot Religious Site
Type: Leader Action
Stat: Combat
Code: LR
Cost:

This action undertakes to destroy and steal the wealth of a given religious structure. Note that leaders ordered to Loot sites of their own Religion must undertake a check versus the Religious Strength of the Nation, otherwise they refuse to perform the sacrilege. Also, looting sites of your own Religion gives a Primacy a valid reason for Excommunication.

Seize Site
Type: Leader Action
Stat: Combat
Code: SS
Cost: 5 APs

On a successful roll, a targeted site will be seized and transferred to the acting Primacy or Cardinals control. There is a possibility that the site will degrade one or more levels in the process. This action may only be undertaken against similar types of sites - Primacies against Primacies, Cardinals against Cardinals, etc.

Sway Flock
Type: Leader Action
Stat: Charisma
Code: SWF
Cost: 5 APs

On a successful roll, a targeted religious site will degrade one level. National Influence acts as a positive modifier for you, while his National Influence and current Site Level act as a negative. NOTE: Within the Religious community, this is a legitimate way to try and gain temporal power. It is not generally considered an act of aggression.

Bishopric Support
Type: Leader Action
Stat: Diplomacy
Code: BIS
Cost: 5 APs

For primacies, this action remains the same though now is actually undertaken as an action.

Call Synod
Type: Leader Action (King Only)
Stat: Admin
Code: CAS
Cost: 5 APs

The Primacy Leader himself attempts to call a Synod to end a Religious Schism through peaceful means. If successful, the following turn, all Open Nations of the Religion must vote for which faction they wish to endorse as the 'Official' Primacy or must Abstain. Players which do not submit votes (Or nations which are currently unplayed) leave the decision to the people, who will vote for whichever Primacy has a higher Influence within the nation. If there is a tie, the people will Abstain. If either side receives two-thirds of the votes, they are the victor. The loser must then Reconcile with the winner, or break away from the faith, and become a heretical version of the Religion.

If the Open Nations of a Religion wish to force a Synod upon warring Primacies, they may do so, but three Rulers must successfully make the roll. More than three can attempt this in the same turn, and as long as at least three are successful, the Synod will go ahead. The Synod will take place in whichever city the King with the most successful roll is located.

Create Hierarchy
Type: Leader Action ( King Only )
Stat: Charisma
Code: CRH
Cost: 5 APs

This action is used by the leader of an Organized religion to try and create a new Hierarchal form of that Religion. First, there must exist a Holy City to the base religion. If one does not exist, the Nation must undertake an National Project to found one (Though this new city will only be Holy to the New Religion). If the action is successful, a new religion is formed from the old and a second Charisma check is made. Success indicates the Base Religion remains Tolerant of the New, while failure instills a hatred between the two.

Create Religious Primacy
Type: Leader Action
Stat: Admin
Code: CRP
Cost: 5 APs

This action is used to Create a new Primacy for a Hierarchal Religion. The Cost is 100 GP and 25 NFP in resources. The Action must be undertaken by the Leader chosen to head the new Primacy. The Nation in question must decide what kind of Primacy will be founded.

1) Integral - The Primacy is intertwined with the powers of State itself. The nation becomes a Primacy Position with Land Holdings equal to the former nation. This can be a powerful combination while it lasts, but severely decreased stability results. Eventually the powers of church and state will dramatically separate.

2) Controlled - The Primacy becomes a separate position under the control of the founding Nation. While controlling the Primacy, the nation loses one of its Lieutenant leader slots.

3) Separate - The Primacy becomes a completely independent position.

Successful use of this power when a Primacy for the religion already exists automatically starts a Schism.

Undertake Pilgrimage
Type: Leader Action
Stat: Special
Code: UNP
Cost: 5 APs

This action may be undertaken by a National Leader in a Holy City of the leader's religion. Once performed, a check is made against one of the leader's statistics to see if it increases. A die is rolled to see what statistic is checked:

1-2 Combat
3-4 Diplomacy
5-6 Charisma

Once the statistic to check has been determined, two D6 are rolled against the current value of the statistic. If the roll is over the current value, the statistic increases by one. For example, a leader with a Combat rating of Eight would need a Nine or better on the roll to see an increase in the rating. Players may spend gold to influence this roll, gaining a +1 to the roll for each 250 gold in donations and alms given to the churches and people of the city. Note that a nation may never receive more bonuses to this roll then the LOWER of either the Megalithic Value of the Holy City, or the National Religious Strength.

Royal Family members may also undertake pilgrimage. In this case, they must be transported by a National Leader, who spends the 5 AP for each family member under his care. If a family member aged 10-14 undertakes a pilgrimage, two statistics have a chance of increasing. The D6 roll from above instead determines which stat is NOT checked for increase.

Once a Leader has successfully received a stat increase, they may no longer gain benefits from a pilgrimage. (Though may still perform the action for non-leader Royal Family members). Leaders which have gained a stat increase will be marked with a small cross before their religious notation on the stats sheet.

Research Relic
Type: Leader Action
Stat: Diplomacy
Code: RRL
Cost: 5 APs

This action may be undertaken in an attempt to discover the location of a Relic currently unfound within the game. For every three levels of success on the roll, one more step toward the specific location is discovered according to the following chart:

Success Result
1-3 Continent
4-6 Geozone
7-9 Nation
10-12 Region

Thus, only upon achieving a roll 12 above the Skill Check will a specific location be discovered. Leaders may continue to research a given Relic from turn to turn, adding the success roll together. Ex: A Leader gaining a +5 success on one turn learns that the Relic he is searching for is somewhere within Eastern Europe. On the next turn, he gains a +7, pinpointing the specific region. He may then perform an IL action to gain the Relic.

Relics which have their powers listed as Unknown may also be researched to divine what the effect actually is by those who possess it. Once successful, the effect will be listed in the Relic Chart. Relics in the posession of a Nation will be listed in the Custom Units section. The only fields which matter are: Name (Name of the Relic) and Build At (Current Location of the Relic).

Enshrine Relic
Type: Leader Action
Stat: Charisma
Code: ERL
Cost: 5 APs

This action is used to permanently enshrine a Relic as a Megalithic Project. If successful, the Leader performing the action receives a +1 to one statistic of the Player's choice. Additionally, this has a chance of creating a Relic Based Holy City in the location.