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1. General Rules
2. Optional Rules
3. New Rules
4. Regions
5. Races
6. Religions
7. Special Structures
8. A Message from the GM
9. Charts - All updated charts can be found here: CHARTS
10. Frequently Asked Questions
11. How to Complete an Order Form


Lords of the Earth Campaign 54, "Lords of Theeurth" is a version of the popular Lords of the Earth game, set in my own fantasy world of Theeurth. 

To contact the GM, use this e-mail:
To join the Mailing List, click here.


1.1. Rules Version. Starting Turn 16, Lords of Theeurth uses version 6.5.10 of the LOTE rules, which may be downloaded
HERE. Anything on this website supersedes those rules, however.

1.2. Deadlines. Deadlines are firm. Late orders will only be accepted if you have made arrangements with me in advance.

1.3. Turn Fees. Turn fees are a flat $5.00 per turn. No turns will be processed for an account with less than $5.00 in it. 

1.4. Submitting Orders.
1.4.1. Mandatory Order Form. Players MUST use the Excel spreadsheet found here.  Other forms will not be processed. 

1.4.2. Order Title. Please always use the following nomenclature for the title of your Excel orders: "Name_L54_TURN.xls", with the name being a single word with an initial capital and lower case letters and the turn being three digits.  So, Tirgonia's orders would be entitled: "Tirgonia_L54_028.xls"  Make it easy for me and I'll make it fun for you.

Please use the same nomenclature for the subject line of the e-mail carrying your orders.  Thanks!

1.4.3. How to Complete an Order Form. See the extensive discussion HERE.

1.4.3. Don't Enter Zeroes.  When filling out your orders, leave empty any Investment fields which are zero.

1.4.4. Fractional NFP.  You can save fractional NFP, but you can't spend fractions of NFP (please, no 0.7 NFP spent on a project!)  The sole exception is when 1/2 NFP is spent on investments or Public Works, because this can be entered into XStats as the equivalent of 1 GP (i.e., not as a fraction).

1.4.5. Movement. List EVERY region or sea zone your army, fleet or leader must cross, and list it on a separate line.  And list the moves on the line with the region in which you START.
Good Example:
Region A Move 1 AP
Region B Move 1 AP
Region C Load Ships 1 AP
Move 1 AP
Sea Zone 1 Move 1 AP
Sea Zone 2 Move 1 AP
City Z Diplomacy 12 AP

Bad Example:
Region A
City Z Move 6 AP
Diplomacy  12 AP

1.4.6. +1 Bonus.  If you provide a national flag (100 pixels wide), an image of your King or best leader (for the fax), and a web site for your nation (must include very obvious link to Lords 54), I'll give you a +1 bonus for one of your leader's action rolls. You must specify which leader CLEARLY in his orders.

1.4.7. Silly Names.  In the opinion of the GM, far too many fantasy games with plenty of potential are ruined by dumb name gags.  Please do not do this.  Try to name your cities and leaders in a manner reflective of the culture. Put another way, leaders and cities with joke or ridiculous fantasy names will suffer deservedly horrid fates. Names Taken from Recognizable Sources. No "Aragorns", "Captain Kirks" or "Harry Potters." Exercise your imagination and try to come up with names that fit the language and culture of your people.  There are many sources online to aid you.

1.5. Playing Under an Alias.  It is fine to play under an alias.  But it is not fine to disguise your identity from the GM.  Please do not do this.  Neither of us will be happy with the results.

1.6. Players with Two Nations.  I will permit current players to play two positions, provided that the two are, in the sole opinion of the GM, not both able to influence any third position. No player may play a secret empire and another position.


Infantry (200 individuals = 1 point)
Cavalry (200 individuals = 1 point)
Siege Engineers (200 individuals = 1 point)
Aerial Beast Riders (200 individuals = 1 point)
Ships (1 ship = 1 point)
Skyships (1 ship = 1 point)

2.1. Trade. Hands-Off Trade (HOT) will be on.  Players should note that all new trade routes will be accepted unless the player specifically states otherwise (each turn).

2.2. Auto-Rule. Auto Rule will be off from the start. Make sure you issue Rule and/or Administer orders where necessary.

2.3. Force Point Troop Support (2.10.2) and Banks (2.15) and Catholic Usury Restrictions (9.6.10) are not in effect.

2.4. Other Rules. Training Levels (5.4.8), Equipment Classes (5.4.9), Investigate Location (, Conduct Census (, Re-Equip Troops (, Upgrade Troops (, Rearrange Expenditures (8.3.18), Revise Orders (8.3.19), Education of Royalty (, Increase Loyalty (, Intervene in Mercantile Affairs (, and Seize Merchant Shipping (, are all available.

Embark on Quest ( is not used.

2.5 Other Nation Types. Secret Empires exist in this campaign. Religious Primacies, Religious Orders and Merchant Houses do not, as of Turn 28.

2.6. Turn Length. Turns are five-year turns.

2.7. Imperial Size Divisor.  All regions and geozones in Lords of Theeurth have an ISD of "3". This can be improved to "4" via the means described in the Basic Rules.

2.7.1. Change to the ISD rule.  BR Rule is hereby changed as follows:

The words "Has a Royal Road in it" are replaced with "Has a Royal Road which leads back to the national capital (or homeland if there is no capital) via a contiguous, controlled set of Royal Roads."

To the words "Has a non-mountain border to an adjacent controlled Cultivated or Intensively Cultivated region with a Royal Road" add "which leads back to the national capital (or homeland if there is no capital) via a contiguous, controlled set of Royal Roads."

"Contiguous" is here defined to include a water gap, of whatever length, so long as both ends of the gap terminate in an unblockaded port and the entire gap is within the nation's trade range.

2.8. Tech Transfers.  Tech Transfers are not allowed in Lords of Theeurth.

2.9. Natural Cultivation. Natural Cultivation (Rule 10.10) is NOT in use.  Regions become cultivated only through the cultivation megalithic construction, or through certain powerful magics.

2.10. Have Children. The Have Children order can be given without costing AP any time the King, Queen or Heir is in the capital (not the homeland) and issuing the following orders: Rule, Administer, Defend, React or Govern.

2.11. Colonization. Colonizing any area (region or city) requires that the region be Pacified, Unsettled or Friendly. The area may be colonized on the same turn in which it is pacified. This is true whether or not the colonization is accomplished with Tribal Points.

2.11.1. Colonizing areas not adjacent to a controlled area requires the use of the Colonize Region order (, even if the colonization is done with Tribal Points.

2.11.2 The Colonize Region order will be based on Charisma, as written in the BR, not Admin/Loyalty, as written in the GM's Handbook.

2.12. Intervene in Mercantile Affairs - Any movement of MSP between routes, or any rebasing of routes requires the use of an Intervene in Mercantile Affairs (IMA) order by the King or Heir (requires 6 AP).  This includes both internal and external routes.

2.13. Scorched Earth. If a Scorched Earth operation on a region worth more than 1GpV is interrupted by the arrival of enemy troops, the Scorching army will have looted a proportional amount of the regional Public Works, but will not have destroyed the cultivation.  Only a completed Scorched Earth action may destroy cultivation.

2.13.1. Failure of Cultivation. If the cultivation of a region is destroyed, it will revert to its previous type if that type was Hills, Jungle, Steppe or Swamp.  Cultivated land that was previously Forest will become Steppe if the cultivation is destroyed.

2.14. Mass Conscription. NFP gathered by the use of Mass Conscription (BR 5.4.4) can only be used to create "ii" (inexperienced infantry) units.

2.15. Diplomacy. Offers of royal marriage will only be useful as a Diplomacy tool when made to a region dominated by the same species, even if the nation is Cosmopolitan.

2.16. Table 6-7. For some reason, Table 6-7 in the Base Rules is just wrong.  A lot.  The corrected version, at least for Lords 54, may be found on the CHARTS page.


3.1. General.

3.1.1. New TerrainLords of Theeurth does not use the Tundra or Wilderness terrain type, but does add three new terrain types: Forests, Hills and Swamps.  Unless otherwise stated, these follow the rules for Wilderness terrain.

3.1.2. Homeland. The Homeland region income multiple is 1.3 and the Homeland does not contribute to the Imperial Size of the nation.

3.1.3. Cosmopolitan Society.  Civilized and Seafaring nations may become "Cosmopolitan".  Cosmopolitan societies tend to include many races and to see fewer distinctions between them.  All Racial Interactions improve by one level (Tolerant becomes Friendly, Hatred becomes Tolerant).  Note that this relationship is one-way.  A Cosmopolitan nation may tolerate orcs, but orcish regions outside the nation will still view it with hatred.

A civilized or seafaring society becomes Cosmopolitan by meeting each of the following requirements:
 - At least 25% of its regions are inhabited by races other than the nation's dominant one.
 - No region inhabited by a race other than the nation's dominant one is at P or PT status.
 - The nation has improved its Imperial Size Divisor.
 - This state of affairs has persisted for at least two generations (60 years).

3.1.4. Changing Government Types (Dictatorship). A dictatorship may change to an Imperial or Centralized Monarchy at TL3 with no prerequisites simply by declaring the change.  The nation immediately undergoes the possibility of a Dynastic Failure (DF). A dictatorship may change to an oligarchy as the result of civil war, dynastic failure or the destruction of the capital.

3.1.5. NFP Limits. Nations (of any sort) may not stockpile more NFP than three times their replacement (but can always stockpile up to 10 NFP, even if this violates the rule). Any excess is lost. Nations may continue to stockpile vast hoards of treasure at will.

3.2. Leaders.

3.2.1. Names.  Name your cities and your leaders, and those leader's kids.  Terrible things will happen to unnamed cities and people.

3.2.2. Female Leaders.  This is a fantasy game, so I'm not going to worry about whether a nation will accept a female leader.  Females must still deal with the rigors of childbirth, however. 

3.2.3. Allied Leaders I. Allied and Feudal Allied leaders may only garrison their troops in the region or city they control. 

3.2.4. Allied Leaders II.  Allies cannot conduct (but may aid) diplomacy.

3.2.5. Royal Marriages. Offers of royal marriage will only be useful as diplomatic tools when offered to regions dominated by the same race.

3.2.6. Maximum Number of Leaders. Mercenary leaders are included in the maximum number of leaders a position may have (Tech Level +6). If you're already at your maximum, you can't hire that merc leader.

3.3. Orders.

3.3.1. Writing Orders I. Write out both the order and the abbreviation (i.e., "Espionage (ES)"). An explanatory note in the Notes section is a very good idea.  If the GM doesn't understand what you meant, there will be no chance to argue what should have happened.

3.3.2. Writing Orders II. Do not say "DP +all" or "Preach +all", etc., or you will receive no bonus for the additional time.  Calculate the additional AP spent.  It isn't hard.

3.3.3. Writing Orders III. The correct way to write a diplomacy order is to put ALL the modifiers in the action column.  Modifiers hidden in the notes or elsewhere in the order form will be ignored, even if later discovered.  Thus, a correctly written order looks like this:

RIGHT! Echoriath Diplomacy
(DP + 36 AP + 1 GP + Assist from L04, L05 + Intel + Magic + Royal Marriage)
40 Royal Marriage: Princess Juliana  

The same order, incorrectly written, might look like this:

WRONG! Echoriath Diplomacy 40 Prince Marcus spends 1 gp to bribe the royal chamberlain and gets help from Senators Perfidius and Ahrendus.  Magic and intel are also used.  He offers marriage to Princess Juliana  


3.3.4.  Colonization. Any region on the map can be colonized to at least 1 GPV unless it has a region value of (0/0).  Those regions which can be colonized to a higher level are indicated by a red number under the region value which is the highest GPV achievable for that region.  If a region has no such red numbers, then it cannot be colonized beyond 1 GPV. There are no "Colonizable Regions" as that term is defined in BR

3.3.5. Tribal Points.  Tribal Points retain their religion and when used to convert a region to Friendly, they will convert the region to their religion, not to the national religion, if that is different.  This will not be the case where Tribal Points are settled into a pre-existing Friendly city.

3.3.6. Loot and RaidLoot is automatically halved, with the other half going to your troops as a reward.  You can order that the troops be given nothing and that you keep it all, but you run the risk of a mutiny.

3.3.7. Conceal Fact. This order should come with a cool (but brief!) cover story.  CF orders with no supporting details are not only boring but probably doomed to failure...

3.3.8. Going Mercenary. Bored and impoverished barbarians have always found ready employ in neighboring wealthy empires, especially during civil wars. Thus players are free to put some or all of their troops out for bid. Any desired restrictions may be applied, and any contractual arrangements agreed upon between the parties. As with all such arrangements between players, they are worth the bytes they are encoded with, honor being the sole guarantor.

Such an army may be advertised via the mailing list, or this may be handled by notice in the newsfax under the Mercenaries section.

These armies must come with their own leaders, though contingency orders may be left for others to manage them should these be slain. Units are considered to be part of a Feudal Ally nation, and thus must be ordered to return home by the end of the turn. If left leaderless, they will move directly homeward despite this handicap.

Credit: Chris Cornuelle and Lords 13.

3.3.9. Hiring Mercenaries. Mercenary troops and leaders will only begin the turn in the national capital.  The only exception is if the capital is besieged.  Then, they will appear in the closest unbesieged Friendly city.  If no unbesieged friendly cities are available, then the closest unbesieged allied or economic allied city.  If none of those are available, you're out of luck!

3.3.10. Govern Order.

Code:  GV
BAC: At least one full year
Stat: Admin
Results:  This action must be executed by an Heir, Prince, or Lieutenant in a city controlled by the nation. For each full year spent on the Govern action, the leader makes an Admin check. If successful the number of PWB in the city is increased by one. A critical failure on this check may result in the reduction of PWB.

A leader's Admin rating relates directly to their Loyalty, though both ratings are unknown to the owning nation. However, a savvy player could use a Governorship position to get a sense for a leader's personal interests. A Governor that regularly improves the the public works in a city is likely to be loyal to the crown.

Only one leader can govern in any one city per turn.
Credit: Scott Stricklin and Lords 52.


3.3.11. Destroy Magic Base.

Destroy Magic Base
Code:  DMB
Target: Other Nation's Magic Ops or Magic Bonus
Type: Assassin
Results:  This operation must be directed against a given Magic base. If successful, the target MC or MB will be reduced by some number of points. Like its Intel and Assassin counterpart, Conceal Fact may be useful in hiding the execution of this action.


3.3.12. Destroy Road.

Destroy Road




At least 1




This action can only be attempted in a region you control. If successful, any royal road or postal road in the region will be destroyed. This action may be attempted immediately after a region becomes Pacified or Pacified Tributary. Five points of troops can destroy the road system of a one GpV region per Destroy Road action.

A Scorched Earth action will also destroy any roads in the region.


3.4. Movement.

3.4.1. Secret Movement.  Secret Movement adds one AP to each region crossed.  Its result if successful is to keep the movement out of the newsfax, and not to trigger enemy armies with orders to React.  It is not the same as the Evade order. It may be combined with the Evade order.

3.4.2. Evade.  Evade adds one AP to each region crossed.  Its result if successful is to allow infiltration of a region, avoiding contact with any enemy armies in that region.  It is not the same as the Secret Movement order. It may be combined with the Secret Movement order.

3.4.3. CanalsShips treat canals as rivers.  Canals present no travel obstacle to land-based units, and are not treated as rivers by them.

3.4.4. Harboring Ships. You must bring your ships into harbor at the end of every turn.  Ships which cannot reach harbor may beach on a nearby land region and suffer some amount of attrition.  Ships which remain at sea at the end of a turn will suffer severe attrition.

3.4.5. Rutters.  Each nation starts out with the rutters (sea charts) to all the sea zones it can reach with its trade range.  Every nation with a port on the Valesian Sea (the great inner sea) has rutters for the whole Valesian Sea.  The same is not true of the Ymarian Sea (the large southern inner sea).  If you don't have the rutters, your leaders can't sail there without first exploring the area or somehow acquiring the rutters from the locals.

3.4.6. Riverine Movement. Only light warships and light transports may travel on a river.  

3.4.7. City Movement. It costs 0 AP to move between a land region and a city within that region.  It costs 1 AP to move between a sea zone and a port adjacent to that sea zone.

3.4.8. Exploration. It is significantly more difficult and dangerous to explore a sea zone beyond your trade range, and becomes more difficult and dangerous with distance.

3.4.9. Sailing Distances. Prior to the Renaissance, ships may not safely proceed great distances from their home bases, regardless of rutters.  Maximum safe distance from a friendly (Tributary or better) port equals AP x Navigation Rating.   For these purposes, the Navigation ratings are: Seafarer - 0.5; Civilized - 0.4; Barbarian - 0.3; Nomadic - 0.2. Moving beyond this limit is likely to result in attrition. Non-open nations use a Nav rating of 0.4, and may count the distance either from a port they hold at Tributary or better or one in which their status is (Monastery, Temple, Order Estates) or better.

3.4.10. Movement is Not Combat. No combat order includes the movement necessary to move into the region.  You must first enter a region, then attack it.

3.5. Combat.

3.5.1.  Combat VariantLords of Theeurth uses a variant combat system (loosely modeled on Lorne Colmar's, for those of you familiar with it) that accentuates the use of morale and makes sheer number slightly less important.  This has three primary effects for the player: Breakoff PointsWhile not required, it is urged that all armies (whether or not you intend them to go into combat) are given a breakoff point, a percentage of losses at which the army commanders have orders to withdraw from combat. Training and Troop Quality. Elite units and good QR's will count for a bit more than the standard system, and numbers for a bit less. Advantage and Disadvantage. Certain troop types function better or worse in certain terrain.  This is represented by the Advantage chart on the Chart page.

3.5.2. Unique Build Charts. Most nations in Lords of Theeurth have a unique build chart. Be sure to check your unique build chart when writing your orders.

3.5.4. Leaderless Armies. If attacked, leaderless armies gain a temporary commander with a Combat skill of (1D10/ 2) rounding down. 

3.5.5. Field Forts. The maximum number of Field Forts that can be built in a region is equal to ((1 + GpV of the region) * Siege QR of the building nation.)

3.5.6. Fortresses. Regional fortresses affect the region; city fortresses affect the city.  You cannot have both types in a single region. City fortresses may be built right into a city.  It is not necessary to build the fortress next to the city and then expand the city around it, as with the standard rules.  

3.5.7. Regional Genocide and Enslave Population.  If either action is used against a race or religion different than the nation's dominant race or religion, any regions of that race or religion within the nation will immediately undergo a revolt check.  

3.6. Trade.

3.6.1. Seafaring Nations and Conduit Cities. Each Seafaring nation is allowed multiple conduit cities, but only one conduit city may be used per trade route. A conduit city is a city within the seafaring nation's trade range of 4.  Trade range is then extended a further 4 sea zones from the conduit city, allowing  a maximum trade range of 8 for seafaring nations.

3.6.2. TradeTrade routes must go through regions and cities that are at Non-Paying Tributary status or better. 

3.6.3. Royal Roads. Royal Roads in regions held by you alone at less than Tributary status (C, NT, FA) allow the passage of trade goods.

3.6.4. Creating MSP. MSP is only built in the following way: 0.1 NFP and 4gp creates 3 MSP. This uses 1 Yard Capacity. This is similar to building one cog and converting it to 3 points of merchant shipping, but is much more simple. 

3.6.5. NFP Across the Sea. In order to deliver NFP and gold to a site not connected to your Homeland Build Zone (HBZ) by controlled land regions, a Leader must transport it by ship.  However, Religious Primacies, Religious Orders and Secret Empires may ignore this rule for site upgrades only (i.e., these nation types can draw on local resources for site upgrades, but not other projects).

3.6.6. Trading Rutters. All nations begin the game with rutters for all seazones within [Trade Range] of their controlled Port Cities. In addition to Exploring for additional rutters yourself, you may trade rutters with other Nations. To trade rRutters with another Empire, you must pen and ink enough Maps to spread throughout a Kingdom. This is done by constructing the 'Seazone Rutter' at a cost of 10 GP and 1 NFP. Once given or sold to another nation, these Seazone Rutters may be disbanded to add the rutter to the receivers sheet. Rutters may be transferred along a Trade Route. Transferred rutters are automatically disbanded in the same turn unless noted otherwise by the receiving player.
Credit: Matt Holy and L28:Deus Vult!

3.6.7. City Trade Codes. A city on a road will receive an "R" spacer code only if that road leads to the national capital (or homeland if there is no capital) via a contiguous, controlled set of Royal Roads. "Contiguous" is here defined to include a water gap, of whatever length, so long as both ends of the gap terminate in an unblockaded port and the entire gap is within the nation's trade range.

3.7. National Projects.

3.7.1. National Projects Backslide If a project is overdue (time requirement paid, but gold or NFP not fully paid) it will backslide by 25% per turn down to nothing. 1gp and 1NFP payment on the project will stop the backslide for a turn.

3.7.2. Regional CultivationThis is a complete change to the rule in the standard rulebook.  The Base MC level of Regional Cultivation is 2, with a minimum time-frame of 10 years.However, there are no terrain modifiers to this number, so Forest, Jungle, Hills, Steppe and Swamp (including the racial variations thereof) may all be cultivated for 100 gold and 50 NFP.  Barbarian, Nomadic and Seafaring cultures modify this by 1.5. Jungle Cultivation. The standard LOTE rule that cultivated jungles return to jungle 100 years after their cultivation does not apply to the following nations ONLY: All sathla plus any nation whose original homeland was in a jungle (Ahum, Anku Elevya, Lekandi, Mekebele, Meneen, Ukanve, Virityal, Wayahapta, Weshtayo and Zikuyu)

3.7.3. Intensive Cultivation. This requires a further level 2 MC (or a level 3 MC, where stated below under Regions Eligible for Intensive Cultvation).  It requires Tech Level 004.

3.7.4. Roads. Unlike the standard rules, wherein roads are built from Region center to Region center, all Postal and Royal Roads in Lords of Theeurth are built from Region center (or city) to Region border.  Thus, the entirety of the project is kept within a single region.  See the CHARTS page for more information.

3.7.5. More Projects. See Section 7, Special Structures.

3.8. Adventurers.

Adventurers are special units which can be sent to perform certain specialized tasks without the aid of a leader, including Investigate Location and Adventure.  Adventurers, like leaders, have a limited lifespan, and will disband when this age is reached (this is true even for long-lived races).  Some Adventurers will grow in fame, and their cost to hire (or their upkeep, for sponsored Adventurers) will go up accordingly.

3.8.1. Hire Adventurers Order.  

Code:  HA
BAC: 2
Stat: Charisma
Results:  The Hire Adventurers orders allows the nation to direct the hired adventurers to perform one of several tasks:
1) the Adventurers can be set to Investigate a Location.  
2) the Adventurers can be set to simply "adventure", in which case the nation may or may not profit from the venture.
3) the Adventurers can be set to deal with a particular local problem (bandits, monstrous infestation, a missing princess, etc.)
4) the Adventurers can be set on a quest for a particular item desired by the nation.

The adventurers hired may be mercenaries or they may be sponsored by the hiring nation, but in either case, this order is required to activate them.  This order may not be given by Allied or Feudal Allied leaders.

3.8.2. Mercenary Adventurers. In addition to the regular mercenaries, each geographic region will have a number of adventuring companies available for hire.  These will sign on with the highest bidder.  

3.8.3. Sponsored Adventurers.  For each Adventurer's Guild owned by a nation, that nation may sponsor a company of Adventurers. Sponsored Adventurers will (usually) work only for their sponsor nation.  Nations need not bid for the services of sponsored adventurers, but they are responsible for the upkeep costs.  

Sponsoring (building) an Adventuring Company costs 10 gp and 1 NFP.  Upkeep for a beginning Adventuring Company is 1 gp.  More experienced Adventuring Companies will have more expensive upkeep costs.

3.9 Greater Tribes.
[Credit: Scott Stricklin / L52]

There are many tribes on the face of Theeurth which have grown large enough to spread across several regions of the map. Such unorganized entities tend to keep to themselves and don't form into larger nation states but if attacked will defend themselves with vigor. Such tribes are represented on the map by small blue text showing the tribe's name.

Under normal circumstances when a neutral region is attacked the locals form together into a Native Army who's strength is relative to the GPv and Resistance Value of the region. In the case of the Greater Tribes, a Native Army is generated for the target region and for each region that contains other members of the tribe. These additional armies may, or may not, then join the initial Native Army in fighting the invaders. Greater tribes can also produce leaders of better quality than those of mere regions.

Imperialistic nations should take heed of these Greater Tribes and consider the potency of the response should they decide to whack the hornet's nest with a stick.

3.9.1. Greater Tribes within a Nation State. The rules above apply to Greater Tribes within neutral regions outside the control of any nation state.  When a nation state controls a region peopled by members of a Greater Tribe, threatening that region will no longer rouse the ire of tribe members in other regions.  However mistreatment of the tribe members by the controlling nation state will potentially cause other regions that contain members of the tribe to come to their defense.

3.10. Flying Units. There are two basic types of flying units in Lords of Theeurth: airships and aerial beast riders.  Each has its own quality rating, just like infantry or cavalry.  However, you may not invest in either until the GM says you can. Players who finally receive flying units are generally surprised to find out how flimsy they are.  Don't be. They add value to a fighting force and can act as raiders, but generally are not a strong independent force for battle.

3.10.1. Airships. Airships may cross sea zones, but must pay terrain costs.  They are generally small and flimsy, but excellent for scouting and adding value to an army or navy.

3.10.2. Aerial Beast Riders. Aerial Beast Riders may not cross sea zones, and must pay terrain costs.  They can be carried in ships like any other unit.  They are somewhat more robust than airships and make excellent raiders and scouts.

3.10.3. Acquisition of Flying Units. There are many ways.  Figuring them out is half the fun.  Try something and see if it works!

3.10.4. Can my Flying unit...? Except as noted above, flying units cannot do anything that cavalry and infantry cannot (including air trade routes, retreating into the air to avoid battle or reconnaissance into adjacent regions.)



The world is known as Theeurth, but the main continent of the game is called Vatheria. Vatheria, in turn, is divided into five large regions, defined below.  Among other things, each has its own pool of mercenaries.

Medarhos -  All regions north of the Valesian sea and bounded on the east by a line running from the Shattered lands around the Taklamakas mountains, to the mouth of the Lower Wolf River.  Includes all outlying islands.

Vales - (pronounced "vall-ayz")  All regions south of the Valesian Sea and the Shattered Lands.  Includes outlying islands to the west and south, but not the region of Farmuz nor the island-continent of Ukele.

Ukele - The island continent of Ukele and its outlying islands.

Serikku - All regions east of (and including) the Taklamakas mountains and the Shattered Lands and south of the Wolf River.  Includes the outlying islands to the east of the Dragon's Reach, but not those of the Ymarian Sea.  Also includes the island-continent of Permanga.

Changshai - All the regions of the Changshai peninsula and its outlying islands, including those in the Ymarian sea.  Also includes the Hecadian peninsula.  Bounded on the north by the Kiwarma desert.

4.1. Regions Eligible for Intensive Cultivation.

4.1.1. Medarhros. Adoria. Greensward.

4.1.2. Vales. Akin.  Ham. Habu (3). Naqada.

4.1.3. Ukele. None.

4.1.4. Serikku.  Ateside. Chamir. Diangam (3). Forecen.  Golpardin. Kasadir. 

4.1.5. Changshai. Balrava. Atruvai. Bukkuturru (3). Erjie(3). Karinoy. Kumidor. Kumpawi. Lian. Masugin. Rajahdan. Randar. Satulki (3). Xiluan.



Lords of Theeurth differs from most Lords of the Earth games in that humans are not the only race present in the game.  Other player races are listed below.

5.1. Race v. Culture. Just like humans, nations of other races are either Civilized, Barbarians, Seafaring, Nomadic or Cosmopolitan.

5.2. Player Races.  

5.2.1. Dwarves. See the Dwarves page here

5.2.2. Elves. See the Elves page here

5.2.3. Giants. See the Giants page here.

5.2.4. Halflings. See the Halflings page here.

5.2.5. Har'keen. (Ant-men) See the Har'keen page here

5.2.6. Hobgoblins. See the Hobgoblins page here

5.2.7. Orcs. See the Orcs page here

5.2.8. Sathla. (Serpent-Men) See the Sathla page here.

5.2.9. Saurus. (Lizard-men) See the Lizard-men page here.

5.2.10. Taurids.  See the Taurid page here.

5.3. Racial Interactions. Each races views others as either Friendly, Tolerated or Hated.  This can be modified by Culture Type (See Rule 3.6) and Religion (See Rule 6.2).  This value has a similar effect to that of Religious interactions in the Base Rules.


 Racial Interaction Chart
  Human Dwarf Elf Giant Halfling Har'keen Hobgoblin Orc Saurus Sathla Taurid
Human F T T T T T T T T T T
Dwarf T F T H T T H H T H T
Elf T T F T F T H H T H T
Giant T H T F T T T T T T T
Halfling T T F T F T H H T H T
Har'Keen T T T T T F T T T T T
Hobgoblin T H H T H T F H T T H
Orc T H H T H T H F H T H
Saurus T T T T T T T H F H T
Sathla T H H T H T T T H F H
Taurid T T T T T T H H T H F


5.4. Governmental Variations to the Racial Interaction Chart. Certain governmental types will make races more tolerant towards other races.  See "New Rules."

5.5. Races and Terrain.  Certain races interact with certain terrains in unique ways. For instance, Elves fare better in Forests and Jungles than other races.  See the individual race pages for details.

5.6. National Race v. Local Race. When a realm composed predominantly of one race acquires control of a region dominated by another race, the terrain advantages or penalties of the local race determine the economics of the region. However, for movement and combat purposes, an army is always assumed to be of the national race.

Example: The elven nation of Elain acquires the mountainous region of Ruun-Dal via diplomacy.  Ruun-Dal is inhabited mostly by dwarves.  For economic purposes, the local race dominates and the dwarven advantages in mountains apply for such things as gold, Agro and NFP production (modified by the racial relations -  "tolerant" in this case).  However, when the Elaini army later meets an enemy in battle in the high passes of Ruun-Dal, the national race dominates and elven disadvantages in the mountains apply. 

  5.7. Maximum Region Status by Racial Interaction. 

2.21a. Maximum Region Status by Racial Interaction
Friendly HM/F
Tolerated A
Hated EA


6. Religions

One very important fact differentiates religion in Theeurth from religion in most games of Lords of the Earth: the gods take an active part in the activities of mortals!  There are many religions in the part of Theeurth where this game takes place.

6.1. The Court of the Grail.  The largest religion in Theeurth, the Court of the Grail is dedicated to a pantheon of sixteen good gods: Agaleus, god of Justice and Death; Artorius, god of Strength and Valor; Borlamnos, god of magic and knowledge; Calandra, goddess of the Earth; Daria, goddess of the Hunt; Erdhon, the Sun God; Eristemus god of Travelers and Merchants; Fargalann, god of Strategy and Victory; Ilion, goddess of madness and inspiration; Mordhal, god of the Forge; Omara, goddess of Hearth and Home; Roldein, god of the Waters; Selene, goddess of the Moon; Thandor, god of the Winds; Valendria, goddess of Love, Beauty and Music; Valkrys, goddess of Wisdom and Renewal.  Although there are religious organizations dedicated to each of the gods, they are represented as a whole by the most powerful of Theeurth's churches, known simply as "The Great Church".

6.1.1. The Way of the SwordThis new heretical Grail religion posits that Artorius is the king and true father of the gods. It values strength and honor above all other pursuits.  It views the Great Church as misguided, but tolerable.  For now. 

6.2. The Dark Court.  Malbor the Great King, Drauluin the Undead, Caravok the Destroyer, Andobulos the Plaguebringer and Evaless, Mother of Monsters are collectively the Dark Court.  They are seen by some as forces for evil, but to their worshipers, they are gods of freedom, strength and creativity. 

6.3. The God-Emperor.  The nation of Shanatar is ruled by a god.  Literally.  The people of Shanatar worship their emperor as the only true god, and when he dies, they worship the new emperor as his reincarnation.  Seen as blasphemy by the followers of the Grail, there is nonetheless great power in such worship.  Whether god or demon or something else entirely, Emperor Nivraan III is the center of one of Theeurth's most powerful churches.  The church's outlook is neither good nor evil.

6.4 Maddari. The female knights of Ahuran worship Maddari, the mother goddess, goddess of a thousand faces.  They see the goddesses of the Court of the Grail as aspects of Maddari, and the gods as aspects of her son/consort Jehail.

6.5. Aeolan.  The nation of Ianthe worships an ancestor god named Aeolan, who lived in the mortal world some eight centuries ago.  All the Archons and Crystal Knights are believed to be his descendants.  The worship of Aeolan is very chauvanistic - only the children of Aeolan are fit to rule, while all others are destined to be slaves.

6.6. Atumna. Followed almost exclusively by the Serpent-Men of the south and south-west, Atumna centers around the worship of a being known as Udjo, the Serpent.  In female form, Udjo is a protector goddess, the symbol of justice and time.  In male form, Udjo is a trickster god, emblematic of craft, guile and change.

6.7. Orithia.  Orithians worship the power they believe lies behind all the gods.  They teach that the gods and celestials, while great, are merely those in whom the Divine Spark which permeates all living things has shown through most clearly.  Any being, from animals to man, may become a god, and so closer to the Source.

6.7.1. Heretical Orithia. The Falesian Heresy is a puritanical version of Orithia which mandates a stringent life of contemplation and introspection, and prohibits all forms of immodesty in clothing, action or speech.  It is extremely intolerant of orthodox Orithia and vice-versa.

6.8. Kifan. Commonly known as the Elemental Church, this Changshai variant of the Great Church focuses almost entirely on the five Elder gods of Water, Air, Earth, Fire and the Void, called the Five Divine Dragons.  The other "gods of the Grail" are seen as lesser ministers or aspects of the Five Divine Dragons.

6.9. Nuree.  The natives of the Rajadan peninsula worship a three-faceted goddess called Vindah.  One face, Jelan, represents creation and light.  Another, Kadhis, represents destruction and darkness.  The third, Olas, represents time and fate.

6.10. Zaoism. The newest religion in Theeurth, centered on the saurus empire at Anku Elevya.  Its followers believe the world is an illusion, the dream of two slumbering dragons which represent the opposing forces in all things.  Zaoists believe that these dual forces continuously struggle, for if one dragon defeats the other it will awaken and this dream, the Zao of this universe, will come to an end. It prohibits the killing of dragons.

6.11. The Spirit Cults.  Not all worship in Theeurth is so organized.  Many millions worship more primitive gods and nature spirits.  These ancient forms of worship are collectively known as the Spirit Cults.  They are disorganized and (with the exception of the bloody Serriku cults) neither good nor evil in outlook.  There are different forms of Spirit Cults in each of Vatheria's regions. They use the rules for pagans in the Base Rules.

6.11. Religious Interaction.

  Court of the Grail Dark Court Maddari Aeolan God-
Atumna Orithia Kifan Nuree Zaoism Medarhos Spirit Cults Vales Spirit Cults Ukele Spirit Cults Serriku Spirit Cults Changshai Spirit Cults
Court of the Grail - H T H H H T T H T H T T H T
Dark Court H - H H H H H H H H H H H H H
Maddari T H - H T T T T T T T H T H T
Aeolan H H H - H H H H H H H H H H H
God-Emperor H H T H - T T H H T T T T H T
Atumna H H T H T - T T T T T T T H T
Orithia T H T H T T - T H T T T T H T
Kifan T H T H H T T - H T T T T H T
Nuree H H T H H T H H - T T T T H T
Zaoism T H T H T T T T T - T T T H H
Medarhos Spirit Cults H H T H T T T T T T - T T H T
Vales Spirit Cults T H H H T T T T T T T - T H T
Ukele Spirit Cults T H T H T T T T T T T T - H T
Serriku Spirit Cults H H H H H H H H H H H H H - H
Changshai Spirit Cults T H T H T T T T T H T T T H -

 6.12. Good vs. EvilAlthough not a part of the standard LOTE rules, the concepts of Good and Evil are vital parts of Lords of Theeurth.  Given that the gods are real and active participants in the world, moral choices made by mortal rulers can have far-reaching effects.

Certain religions have a core set of prohibitions against which the gods have set their prohibition and which they will act to punish.

Prohibited by the Lords of the Grail and Maddari:

  • Necromancy or the summoning of demons.
  • Regional Genocide against a region loyal to the same religion.
  • Enslavement (whether by Enslave Population or by raids) of any population loyal to the same religion (enslavement of barbarians is just fine).

Prohibited by Orithia:

  • Necromancy or the summoning of demons.
  • Regional Genocide against a region loyal to Orithia.

Prohibited by Kifan:

  • Regional Genocide against a region loyal to Kifan.
  • Slavery or the use of sNFP.

Prohibited by Zaoism:

  • Regional Genocide against a region loyal to Zaoism.
  • The killing of dragons.


7. Special Structures

7.1. City Structures

Certain unique structures, representing a powerful or important subgroup, may be built in a nation's cities.   Each such Special Structure carries with it an advantage for the nation in which it is found.  Each is a level 1 Megalithic Construction unless stated otherwise.  No city can support a Special Structure unless it is at least size 3.  A city must be size 6 or greater to support two Special Structures and size 9 or greater to support three. Unless otherwise noted, multiple versions of the same Special Structure convey no additional bonuses.  

7.1.1. Adventurer's Guild.  An Adventurer's Guild allows the owning nation to sponsor its own company of adventurers. A nation may have build no more than one Adventurer's Guild per two points of BL, rounded down (i.e., a nation must have a BL of 4 in order to support two Adventurer's Guilds). REQUIRED MINIMUM TECH LEVEL :04

7.1.2. Wizard's Guild. A wizard's Guild improves the chances that new Leaders will have a non-zero Sorcery rating (see "Magic".)  In addition, a wizard's Guild improves the efficiency of investments in Magic Ops, Magic Bonus and Magic QR's. REQUIRED MINIMUM TECH LEVEL :04

7.1.3. Merchant's Guild. A nation with a Merchant's Guild gains a 5% bonus to its tax rate. REQUIRED MINIMUM TECH LEVEL :04

7.1.4. Thieves' Guild. A nation with a Thieves Guild gains +1 bonus to Intel and Assassin Bonus.  However, a Thieves' Guild also imposes a -5% penalty to the nation's tax rate.  Thieves Guilds often crop up on their own and are notoriously difficult to be rid of.  However, many monarchs find that their usefulness outweighs their effects on taxes. REQUIRED MINIMUM TECH LEVEL :02

7.1.5. Aqueduct. Base Level One x (City GPv/5)
A large monolithic construction providing water to a controlled city. The aqueduct reduces the effects of plague by providing fresh and clean water. Aqueducts also allow +1 city size. PWB built within the city will include public fountains and baths. The larger the city, the larger the size of the aqueduct system required required. REQUIRED MINIMUM TECH LEVEL :04

7.1.6. Arena. Base Level One x (City GPv/5)
A large and impressive arena and stadium for games constructed in a controlled city. An Arena provides a small bonus against revolt in
the city as the circus and spectacles entertain the urban population. The larger the city, the larger the arena required to hold the populace. REQUIRED MINIMUM TECH LEVEL :04

7.1.7. National Library. A national library can be constructed in a controlled city. It provides a small bonus to an RF concerned with matters of history, geography and literature. There is a small chance that among its volumes hide certain rare and disturbing tomes – which is not always a good thing…REQUIRED MINIMUM TECH LEVEL :04

7.1.8. Palace. A palace can be constructed only in the national capital. This complex of audience halls and offices provides a small bonus to the King's Admin rating when he is in residence. REQUIRED MINIMUM TECH LEVEL :02

7.1.9. Religious Complex. Base Level One-Three
A Religious Complex can be constructed in a controlled city or region by a nation or a primacy. This complex of shrines, statues, audience halls and offices provides a small bonus to the Religious Strength of the nation. If built in a region not of the national religion it may provoke a revolt. If there is no revolt then there will be a shift towards the national religion. . REQUIRED MINIMUM TECH LEVEL :03

7.1.10. Staff College. Base Level Two
A Staff College can be constructed in a controlled city or fortress. A Staff College provides a small bonus to investments in Infantry, Cavalry and Siege QRs. It also provides a small Combat bonus to any combat within the host city or region as the cadets reinforce the militia and any standard army units. REQUIRED MINIMUM TECH LEVEL :07

7.1.11. Naval College. Base Level Two
A Naval College can be constructed in a controlled port city or port fortress. A Naval College provides a small bonus to investments in the Warship QR. It also provides a small Naval bonus to any combat within the host city or region as the cadets reinforce the militia and any standard naval units. REQUIRED MINIMUM TECH LEVEL :07

7.1.12. Engineering College. Base Level Two
An Engineering College can be constructed in a controlled city. An Engineering College provides a small bonus to investments in the Siege QR and R&D projects. It also provides a small Siege bonus to any combat within the host city or region as the cadets reinforce the militia and any standard army units. REQUIRED MINIMUM TECH LEVEL :07

7.1.13. Intelligence College. Base Level Two
An Intelligence College can be constructed in a controlled city. It provides a small bonus to investments in Int and Assassin ratings. REQUIRED MINIMUM TECH LEVEL :07

7.1.14. National Monument. Base Level One
A National Monument can be constructed in a controlled city or region. It commemorates a historical figure (intended to enhance the
national identity – such as Arminius in Germany or Vercingetorix in France), a royal or military leader or to mark the site of a military victory. If the city or region is merely pacified building the monument may provoke a revolt; in friendly regions the monument reduces the chance of rebellion.  REQUIRED MINIMUM TECH LEVEL :04


7.2. Megalithic Constructs (Regional Structures)

7.2.1. Tower of Wizardry. Base Level One
A Tower of Wizardry increases the chance that a spell directed at the region by a foreign power will fail.  It also absolutely prevents the use of the Gateway spell to travel directly to the region.  REQUIRED MINIMUM TECH LEVEL :05

7.2.2. Defensive Dike. Base Level .5 (can only be built in Cultivated and Intensively Cultivated Regions)
A Defensive Dike is a poor man's Great Wall built along a designated border between two regions.  A Defensive Dike multiplies the combat value of the defending army that is behind it by 1.25. By itself it has no defensive strength, so it must have an army or garrison behind the Defensive Dike to be effective. Field Forts may garrison a Defensive Dike segment. A Defensive Dike can be built to front a Great Wall segment to enhance its effects. .  REQUIRED MINIMUM TECH LEVEL :03

7.2.3. Religious Complex. Base Level One-Three
A Religious Complex can be constructed in a controlled city or region by a nation or a primacy. This complex of shrines, statues, audience halls and offices provides a small bonus to the Religious Strength of the nation. If built in a region not of the national religion it may provoke a revolt. If there is no revolt then there will be a shift towards the national religion. . REQUIRED MINIMUM TECH LEVEL :03

7.2.4. National Monument. Base Level One
A National Monument can be constructed in a controlled city or region. It commemorates a historical figure (intended to enhance the national identity – such as Arminius in Germany or Vercingetorix in France), a royal or military leader or to mark the site of a military victory. If the city or region is merely pacified building the monument may provoke a revolt; in friendly regions the monument reduces the chance of rebellion.  REQUIRED MINIMUM TECH LEVEL :04

7.2.5. Canals. Base Level Varies
The following are locations where canals can be built and their Base Level. All canals cut through one or more regions, not along their borders.

Location Base Level
Phaedon-Lyodan Canal (Riandos & Zenoton) 5 each
Mulgaunt Canal (Dursarc & Ishta) 5 each
Upper Mulgaunt Canal (Gaja, around the cataract) 3
Ulailai Canal (Reeka and Oiohutu) 5 each
Songtide Canal (Desiket & Mbarre) 5 each
Chamir-Gardagos Canal (Depema) 4
Artaxes Canal (Phalego, around the cataract) 2


7.3. Other. I am willing to consider other Special Structures invented by the players.  If I approve your idea, it will require both an R&D project (see the Modern Rules) and at least a level 1 MC to build.


8. A Message from the GM

Lords of Theeurth is a game in which some random and unpredictable things will happen.  If you play, some of them will happen to you. 

I believe that this creates a more interesting and dynamic game.  There are many gamers who do not share this philosophy. They prefer games with a great deal of predictability and little risk of disaster.  I respect that position, and so I am taking this opportunity to tell you directly that if you are in that category of gamer, then this game is not for you.  For those of you who are/were players in Lords One, I like features like The Ice and the Martians. 

On the other hand, if you enjoy a detailed milieu with a dedicated GM, a rich newsfax and a sense of fun, then I hope that you will give Lords of Theeurth a try.  I look forward to having fun together!

- Scott Nolan
   Fairfax, Virginia
   2 June 2005


Page Created 13 March 2005
Page Last Updated 3 November, 2009