Lords of the Earth
Campaign 32:

The Birth of Magic

Rules notes

In addition to the new magic rules being used in this campaign, I want to keep everyone up to date on the variations on the standard rules that are in use in this campaign. I have also included some notes as to what has changed in the 5.8 editions of the rules.

Combat Rules

The Lords17 Combat Rules will be in use in this campaign. I will get a copy integrated into this site, but for now go here.

Rules options/modifications:

Here are the modifications and options from the 5.8.x books in use in this campaign. I have also included some important changes from 5.7 to 5.8.
Slave Economic Base
A nation using small amounts of sNFP does not automatically become a slave nation. The exact amount is secret, so you'll be taking a risk. A nation which actively enslaves people will still be immediately converted into a slave economy.
Homeland Tax Rate (Table 2-13)
Homelands have a tax rate of 2.0 as reflected in the rulebooks. (This is mentioned because it is run as 1.0 in many campaigns as the stats program default was 1.0 until recently)
Agro Consumption (2.11.3)
Note that saved NFP consumes Agro points.
Selling Agro Surplusses (2.11.5.2)
Agro surpluses must be stored (at a cost of 1GP/Agro) before they can be traded to another nation.
Agro Surplus Conversion (Table 2-33)
Note the changes in the conversion table form previous versions.
Training Levels (5.4.3)
Training Levels are in use.
Equipment Classes (5.4.4)
Equipment Classes are in use.
Leader Types (Table 7-1)
A Wizard may occasionally be generated in place of a Lieutenant. A player may also request that their next Lieutenant be a Wizard instead.
Have Children (7.2.4.18)
Only Kings and Heirs may use the HC action. Other leaders will have families generated as needed.
Religious SIte Income (Table 9-7)
The 5.7 income values are in use.
Control Status Taxation Multiple
Church 0.1
Abbey 0.25
Monestay 0.5
Cathedral 0.75
Holy City 1.0
Secret Empire Income (Table 11-1)
Control Status Taxation Multiple
Cell 0.25
Lodge 0.5
Temple 0.75
Stronghold 1.0
Investigate Location (11.1.6.5)
Anly Leader may perform an IL action.
Embark on Quest (7.5.9 Renaissance Rules 2.1.2)
An Leader may use the EQ (Embark on Quest) action. Difficulties and rewards to be determined on a case by case basis.
AutoRule/AutoAdmin
Eligible leaders will Rule/Administer for the first 3 turns, to give everyone achance to get their feet off the ground.
MaxTax
The dreaded MaxTax will be in use, at the incredibly easy rate of 2.0. Note that at this point that means it will have virtually no effect. However, allow me to say this isn't as easy as it first appears.
Sea Trade Durations
No nation has sea trade routes at the beginning. I am allowing everyone to set them up as they wish. This has the unfortunate side effect of making all of the durations very low. So any routes opened in the first three turns will have a bonus to their duration as follows.
Turn 1 100 years
Turn 2 75 years
Turn 3 25 years