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Middle-earth Guide - Home of Middle-earth Strategic Gaming

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Page 1: Middle-earth Guide - Home of Middle-earth Strategic Gaming
Page 2: Middle-earth Guide - Home of Middle-earth Strategic Gaming

TThhee MMiiddddllee--eeaarrtthh™™

PPBBMM GGuuiiddee

VVeerrssiioonn 11..1188

CCrreeddiittss

GGaammee CCoonncceepptt aanndd DDeessiiggnn William Feild, Peter Stassun GGaammee PPrrooggrraammmmiinngg William Feild, Peter Stassun PPrroojjeecctt CCoonnttrriibbuuttiioonnss Jason Duerstock, Gisela Feild, Ulrico Font, John Williford SSppeecciiaall CCoonnttrriibbuuttiioonnss Coleman Charlton, Peter Fenlon, Kurt Fischer, John Morgan, Bruce Neidlinger, Jessica Ney - Iron Crown Enterprises, Inc. Steve Feibus - Apple Computer, Inc., 11sstt EEddiittiioonn RRuulleebbooookkss TTeexxtt William Feild, Lorrie Stassun, Peter Stassun 11sstt EEddiittiioonn RRuulleebbooookkss LLaayyoouutt && DDeessiiggnn William Feild, Lorrie Stassun, Peter Stassun GGuuiiddee LLaayyoouutt && DDeessiiggnn John Davis AAddddiittiioonnaall GGuuiiddee TTeexxtt John Davis, M. E. Games Ltd Staff and Players AArrttwwoorrkk Anne Stokes

"The Hobbit", "The Fellowship of the Ring", "The Two Towers", "The Return of the King" and "The Lord of the Rings" and the names of the characters, events, items and places therein, are trademarks of The Saul Zaentz Company d/b/a Tolkien Enterprises and are used, under license, by Game Systems International Ltd. Copyright © 2006-10 by Game Systems International Limited. All rights reserved. Except as permitted under the Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means without prior written (not emailed) permission of the publisher.

Page 3: Middle-earth Guide - Home of Middle-earth Strategic Gaming

‘One Ring to rule them all, One Ring to find them, One Ring to bring them all and in the darkness bind them.’

The Fellowship of the Ring, Book One, II – The Shadow of the Past

Page 4: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – A – Introduction

CCoonntteennttss

CONTENTS A – INTRODUCTION

1 – WELCOME 2 – WHAT IS PLAY-BY-MAIL? 3 – HOW TO USE THIS GUIDE 4 – INTERACTING WITH ME GAMES LTD 5 – READ THE HOUSE RULES!

B – BASICS 1 – WINNING 2 – STAYING ALIVE 3 – GAME TIME AND SEASONS 4 – NATIONS, THEIR RELATIONSHIPS, ALLEGIANCES & ENEMIES 5 – YOUR TURN, A BRIEF OVERVIEW

C – CHARACTERS 1 – NUMBER OF 2 – SKILLS 3 – ORDERS 4 – CHALLENGE RANK 5 – HEALTH 6 – DEATH 7 – STEALTH 8 – SPECIAL ABILITIES 9 – HOSTAGE 10 – DOUBLE AGENTS 11 – CHARACTER MOVEMENT 12 – COMPANIES AND COMPANY MOVEMENT

D – POPULATION CENTRES 1 – SIZE AND LOCATION 2 – FORTIFICATIONS 3 – LOYALTY 4 – CAPITAL 5 – PRODUCE AND PRODUCTION 6 – HIDDEN? 7 – SIEGED? 8 – SIGHTINGS 9 – PORTS AND HARBOURS

E – ARMIES 1 – TROOP TYPES 2 – WEAPON AND ARMOUR RANK 3 – RECRUITMENT 4 – MORALE RANK 5 – TRAINING RANK 6 – STRENGTH 7 – CONSTITUTION 8 – BAGGAGE TRAIN 9 – FOOD 10 – WAR MACHINES 11 – ARMY MOVEMENT 12 – NAVIES

F – MAGIC 1 – CASTING RANK 2 – SPELL TYPES 3 – RESEARCH 4 – LOST SPELLS

G – COMBAT 1 – PERSONAL CHALLENGES 2 – ARMIES 3 – POPULATION CENTRES 4 – NAVIES

H – ECONOMY 1 – INCOME 2 – EXPENSES 3 – BALANCING THE BOOKS 4 – ADVICE FOR A HEALTHY ECONOMY

I – MISCELLANEOUS 1 – ARTIFACTS 2 – ENCOUNTERS 3 – RUMOURS 4 – EFFECTS OF NATION RELATIONS 5 – COMMUNICATION 6 – VICTORY CONDITIONS 7 – RATING SYSTEMS

J – RECEIVING YOUR RESULTS 1 – EMAIL 2 – RESULTS SHEET 3 – .XML FILE 4 – PLAYING BY PAPER

K – SENDING YOUR ORDERS 1 – BY FILE 2 – BY PAPER 3 – BY EMAIL 4 – ABBREVIATIONS

L – ORDERS 1 – GENERAL SEQUENCE OF EVENTS 2 – LIST OF ORDERS # – ORDER DETAILS

120 – Cast Heal Spell 175 – Change Allegiance 180 – Upgrade Relations 185 – Downgrade Relations 205 – Use Combat Artifact 210 – Issue Personal Challenge 215 – Refuse All Personal Challenges 225 – Cast Combat Spell 230 – Attack Enemy 235 – Attack Nation 240 – Defend 250 – Destroy Population Centre 255 – Capture Population Centre

Page 5: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – A – Introduction

260 – Siege Population Centre 270 – Destroy/Capture Ships 275 – Scuttle Ships 280 – Abandon Ships 285 – Reaction to Encounter 290 – Investigate Encounter 300 – Change tax rate 310 – Bid from Caravans 315 – Purchase from Caravans 320 – Sell to Caravans 325 – Nation Sell to Caravans 330 – Cast Conjuring Spell 340 – Transfer Food: Population Centre to Army 345 – Transfer Food: Army to Population Centre 347 – Transfer Food: Army to Army 349 – Transfer War Machines: Army to Army 351 – Transfer Weapons: Army to Army 353 – Transfer Armour: Army to Army 355 – Transfer Troops: Army to Army 357 – Transfer Ships 360 – Transfer Artifacts to Character 363 – Transfer Hostages to Character 370 – Upgrade Troop Weapons 375 – Upgrade Troop Armour 400 – Recruit Heavy Cavalry 404 – Recruit Light Cavalry 408 – Recruit Heavy Infantry 412 – Recruit Light Infantry 416 – Recruit Archers 420 – Recruit Men-at-Arms 425 – Retire Troops 430 – Put Troops on Manoeuvres 435 – Put Army on Manoeuvres 440 – Make War Machines 444 – Make Armour 448 – Make Weapons 452 – Make Warships 456 – Make Transports 460 – Remove Harbour 465 – Remove Port 470 – Destroy Population Centre Stores 475 – Destroy Bridge 480 – Remove Fortifications 490 – Build Bridge 494 – Fortify Population Centre 496 – Build Road 498 – Threaten Population Centre 500 – Recruit Double Agent 505 – Bribe/Recruit Character 520 – Influence Your Own Population Centre Loyalty 525 – Influence Other’s Population Centre Loyalty 530 – Improve Harbour to Port 535 – Add Harbour to Population Centre 550 – Improve Population Centre 552 – Post Camp 555 – Create Camp 560 – Abandon Camp 565 – Reduce Population Centre

580 – Spread Rumours 585 – Uncover Secrets 600 – Counter Espionage 605 – Guard Location 610 – Guard Character 615 – Assassinate Character 620 – Kidnap Character 625 – Release Hostage 630 – Rescue Hostage 635 – Interrogate Hostage 640 – Take Custody of Hostage 645 – Imprison Hostage 650 – Execute Hostage 655 – Demand Ransom for Hostage 660 – Offer Ransom for Hostage 665 – Sabotage Bridge 670 – Sabotage Fortifications 675 – Sabotage Harbour or Port 680 – Sabotage Production Stores 685 – Steal Artifact 690 – Steal Gold 700 – Forget Spell 705 – Research Spell 710 – Prentice Magery 725 – Name New Character 728 – Name New Character as Commander 731 – Name New Character as Agent 734 – Name New Character as Emissary 737 – Name New Character as Mage 740 – Retire Character 745 – Create Company 750 – Disband Company 755 – Join Company 760 – Leave Company 765 – Split Army 770 – Hire Army 775 – Disband Army 780 – Transfer Command 785 – Join Army 790 – Leave Army 792 – Drop Artifact 794 – Anchor Ships 796 – Pick up Artifact 798 – Pick up Ships 805 – Use Movement Artifact 810 – Move Character 820 – Move Company 825 – Cast Movement Spell 830 – Move Navy 840 – Stand and Defend 850 – Move Army 860 – Force March Army 870 – Move Character & Join Army 900 – Find Artifact 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre

Page 6: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – A – Introduction

925 – Recon Area 930 – Scout for Characters 935 – Use Scrying Artifact 940 – Cast Lore Spell 942 – Move Turn Map 945 – Use Hiding Artifact 947 – Nation Transport 948 – Transport by Caravans 949 – Transfer Ownership 950 – Relocate Capital 960 – Increase Caravan Prices 965 – Reduce Caravan Prices 990 – One Ring

M – SPELLS 1 – SPELL LISTS # – HEALING SPELLS

2 – Minor Heal 4 – Major Heal 6 – Greater Heal 8 – Heal True

# – DEFENSIVE SPELLS 102 – Barriers 104 – Resistances 106 – Deflections 108 – Blessings 110 – Protections 112 – Shields 114 – Barrier Walls 116 – Force Walls

# – OFFENSIVE SPELLS 202 – Call Fire 204 – Wild Flames 206 – Wall of Fire 208 – Words of Pain 210 – Words of Calm 212 – Words of Paralysis 214 – Call Winds 216 – Wild Winds 218 – Wall of Wind 220 – Words of Agony 222 – Words of Stun 224 – Words of Command 226 – Chill Bolts 228 – Frost Balls 230 – Wind Storms 232 – Fire Bolts 234 – Fire Balls 236 – Fire Storms 238 – Summon Wind Spirits 240 – Summon Fire Spirits 242 – Words of Death 244 – Fearful Hearts 246 – Summon Storms 248 – Fanaticism

# – MOVEMENT SPELLS 302 – Long Stride 304 – Fast Stride

306 – Path Mastery 308 – Capital Return 310 – Major Return 312 – Return True 314 – Teleport

# – LORE SPELLS 402 – Perceive Allegiance 404 – Perceive Relations 406 – Divine Army 408 – Perceive Nationality 410 – Divine Allegiance Forces 412 – Research Artifact 413 – Scry Population Centre 414 – Scry Hex 415 – Scry Area 416 – Reveal Production 417 – Divine Characters With Forces 418 – Locate Artifact 419 – Divine Nation Forces 420 – Reveal Character 422 – Perceive Power 424 – Perceive Mission 426 – Divine Army True 428 – Locate Artifact True 430 – Reveal Character True 432 – Perceive Secrets 434 – Reveal Population Centre 436 – Scry Character

# – CONJURING SPELLS 502 – Weakness 504 – Sickness 506 – Curses 508 – Conjure Mounts 510 – Conjure Food 512 – Conjure Hordes

N – 1650 MODULE # – NATIONS

1 – The Woodmen 2 – Northmen 3 – Éothraim 4 – Arthedain 5 – Cardolan 6 – Northern Gondor 8 – Dwarves 9 – Sinda Elves 10 – Noldo Elves 11 – Witch-king 12 – Dragon Lord 13 – Dog Lord 14 – Cloud Lord 15 – Blind Sorcerer 16 – Ice King 17 – Quiet Avenger 18 – Fire King 19 – Long Rider 20 – Dark Lieutenants 21 – Corsairs

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Middle-earth PBM – A – Introduction

22 – Haradwaith 23 – Dunlendings 24 – Rhudaur 25 – Easterlings

O – 2950 MODULE # – NATIONS

1 – The Woodmen 2 – Northmen 4 – Dúnadan Rangers 5 – Silvan Elves 6 – Northern Gondor 7 – Southern Gondor 8 – Dwarves 9 – Sinda Elves 10 – Noldo Elves 11 – Witch-king 12 – Dragon Lord 13 – Dog Lord 14 – Cloud Lord 15 – Blind Sorcerer 16 – Ice King 17 – Quiet Avenger 18 – Fire King 19 – Long Rider 20 – Dark Lieutenants 21 – Corsairs 22 – Rhûn Easterlings 23 – Dunlendings 24 – White Wizard 25 – Khand Easterlings

P – FOURTH AGE MODULE 1 – NATION CREATION 2 – DIFFERENCES TO 1650 RULES

Q – BATTLE OF THE FIVE ARMIES MODULE # – NATIONS

10 – The Goblins 11 – The Warg Riders 12 – The Elves 13 – The Dwarves 14 – The Northmen

2 - ARTIFACTS 3 – DIFFERENCES TO 1650 RULES

R – THE UNTOLD WAR OF THE RING S – KIN STRIFE T – VARIANTS

1 – 12 VS. 12 2 – GUNBOAT 3 – ALL NEUTRAL GAME 4 – BATTLE OF THE FIVE ARMIES ADVANCED 5 – WAR OF THE RING

U – J. R. R. TOLKIEN 1 – THE WORLD OF MIDDLE-EARTH

V – PLAYER-COLLATED INFORMATION

1 – 1650 ARTIFACT LIST 2 – 2950 ARTIFACT LIST 3 – FOURTH AGE ARTIFACT LIST

W – HOUSE RULES 1 – OUR CONTACT DETAILS 2 – PROCESSING TIMES 3 – ONLINE TURN SUBMISSION 4 – FUNDING YOUR ACCOUNT 5 – NEW PLAYERS 6 – ACCOUNT NUMBERS 7 – BULLETIN BOARDS 8 – ADDRESS CHANGES 9 – NEWS FROM BREE 10 – JOINING NEW GAMES 11 – GAME WINNERS CERTIFICATES 12 – YOUR CONTACT DETAILS 13 – CEASING PLAY AND TAKING OVER DROPPED POSITIONS 14 – CORRECTIONS TO TURNS 15 – SHADOW TURNS 16 – MISSING TURNS 17 – WHAT IS YOUR FRONT SHEET? 18 – WHAT IS THE XML FILE? WHAT IS PALANTIR? WHAT IS AUTOMAGIC? WHAT IS MEOW? 19 – DIPLOMATIC MESSAGES 20 – PLAYING MORE THAN ONE POSITION 21 – ALIASES 22 – PRISONERS 23 – RULINGS 24 – SPECIAL SERVICE TURNS 25 – GM PLAYERS 26 – GM INTERFERENCE 27 – WE WORK CEASELESSLY ON YOUR BEHALF 28 – BUT MISTAKES WILL HAPPEN 29 – SO PLEASE KEEP CALM 30 – CONTACTING PLAYERS WHO HAVE MADE ERRORS 31 – TURN WRITING - WHAT TO DO, AND WHAT NOT TO DO 32 – SAMPLE EMAIL ORDER FORMAT 33 – TARIFF 34 – A COMEDY OF ERRORS

X – REFERENCE CHARTS 1 – CHARACTERS 2 – POPULATION CENTRES 3 – COSTS 4 – ARMIES 5 – COMBAT 6 – MAP ICONS 7 – ORDER ABBREVIATIONS 8 – SPELLS 9 – THE NATIONS OF MIDDLE-EARTH 10 – GENERAL SEQUENCE OF EVENTS 11 – ORDERS

GLOSSARY DISCLAIMER

Page 8: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – A – Introduction

AA –– IInnttrroodduuccttiioonn

11 –– WWeellccoommee Welcome to ‘Middle-earth Play by Mail’TM (ME-PBM), the classic confrontation between Good and Evil, set in the world of J. R. R. Tolkien’s ‘Lord of the Rings’ and ‘The Hobbit’. Depending on the module you choose to play in, you can lead armies during the build up of military forces prior to the Battle of the Five Armies described in ‘The Hobbit’, or seek control of the lands of Middle-earth in the Third and Fourth Ages before, during and after the time of the War of the Rings.

22 –– WWhhaatt iiss PPllaayy--BByy--MMaaiill?? Imagine an internet game where you had dozens of opponents, where you had time to pause for thought and really plan your next series of moves, and where you didn't have to pay for each minute of phone time. Imagine receiving all the emails you could ever want from your allies and enemies, discussing tactics, suggesting strategies, negotiating deals and threatening retribution. Imagine that this game has a flavour and history equalled only by your favourite role-playing game. That's PBM. It works like this: You buy a 'start-up' in one of our games and we send you the rules, background information, and a list of other people playing on your side. Every few weeks (usually every two weeks, depending on the type of game) we send you a turn, either by post or by email. This gives you detailed reports of what is happening in the game, often with maps and personalised descriptions. These will generally span from 6-30 pages. You read your reports, email, phone and write to your allies and enemies, ponder your choices and eventually write down a list of things that you want to do. Then you email or post this to ME Games by the deadline we gave you with your turn. On the day after the deadline we take all of these orders and instructions and feed them into our computers. The computer then processes the game, and determines what has happened. We send out a new turn, and the process starts all over again. If you have never tried it before, we promise that it will be nothing like any other kind of gaming you have experienced.

33 –– HHooww TToo UUssee TThhiiss GGuuiiddee In the following Guide you will learn not only the rules of ME-PBM, but also find advice on how to make use of the characters and armies that you will control, for better or for worse, in your attempt to explore and conquer the lands of Middle-earth. We have attempted to make it as easy as possible both to navigate and to understand, but, due to the amount of information contained here, and the fact that this information is intended to cater to both the new player to the expert, please take a moment to familiarise yourself with its layout. Each chapter covers one area of ME-PBM, within which are a number of sections. The bulk of these cover the rules and mechanics of the game; these are then followed by a detailed example of a turn, orders, spells, and information specific to the various game modules. Each section should cover everything you need to know to understand the following section. The first time you read these rules, we suggest you at least skim through it in the order it is written in order to get a grasp of the basic concepts of the game. Otherwise, if you start in the middle, you may find that concepts are talked about of which you are not yet aware.

Page 9: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – A – Introduction

With the exception of the Battle of the Five Armies module (which uses a reduced set of orders and simplified game mechanics) the rules for all the modules are, for the most part, the same. There are some differences, of course, and these will be detailed in the Modules and Variants chapters. But as the 1650 module is the most commonly played, unless stated otherwise please assume that this book is referring to the 1650 module rules. The Guide is designed to be an ongoing, modular source of information. Which is to say that in the future we hope to add further information and advice. For this reason, we have not used a standard page numbering system. Instead, each section within a chapter has been given a number. For example, the section of the Guide covering character abilities is C – 8. This means that if we decide to add another page of advice to character abilities, references to section C – 8 will remain accurate, whereas if references were to a page number, these would become out of date. In addition, if you choose to print out this Guide, when newer versions become available you will not have to print out the entire Guide again, but can just print out the new pages and add them in to your folder. The exceptions to this numbering system are the chapters covering spells, orders and nations. In these, instead of arbitrarily giving each order, spell or nation a section number, we have given their sections the same number as the order, spell or nation. So order 690 is to be found in L – 690, whilst spell 4 is found in section M – 4, and Nation 1 for the 1650 module found in N – 1.) In such cases, the appropriate heading in the contents is marked with an #, to represent a variable number.) Everything that can be achieved in the game is accomplished through the issuing of orders. Wherever the rules state that something can be done, then, it is safe to assume that the mechanics of how to do so will be covered in greater detail in the section on the relevant order. For example, section E – 2 states that you can improve the type of weapons your troops are wielding, whilst the details on how exactly to do so will be found in section L – 370 (where the appropriate order is described). The glossary at the end of the Guide is not comprehensive, but we hope it will be useful in getting to grips with the various terms used in the game. If you are in doubt as to the meaning of a term, then, please make use of it! Finally, a note on electronic versions of this Guide. We envisage that most people will view this on their computer. In which case we recommend that you view it as an acrobat.pdf file, and make use of the bookmarks on the left-hand side of the page, which will make navigation through the Guide much easier. (If you have bookmarks turned off on your version of Acrobat, we recommend you turn them on again!) Alternatively, if you are viewing this as a Word document in Office2003 or later editions, bear in mind that to make full use of the contents page you may need to Ctrl+LClick instead of just LClick to be taken to the appropriate section (depending on how you have set up your version of Word). If you are online while reading it in either form, you can also make use of the occasional links to appropriate sections of our website.

44 –– IInntteerraaccttiinngg wwiitthh MMEE GGaammeess LLttdd The following is not related to the rules and mechanics of the game, but rather information you will need to know in order to actually play. Strictly speaking, perhaps, it should not form part of the introduction, and does break our general aim of not mentioning anything in the Guide that relies on an understanding of information found later on. However, it is vital that you see, read and inwardly digest this information, so we have placed it here in the hope that it will have less chance of being missed amidst the bulk of the rules.

PPrroocceessssiinngg TTiimmeess Games are processed – which is to say run – at 10am BST on the day after the due date shown on the turn. Your orders must be with us by that time at the very latest. Also, bear in mind that even the internet is not instantaneous, and emails sent to us at 9.59am will probably not arrive in time.

FFuunnddiinngg yyoouurr AAccccoouunntt Your account must have enough credit in it to pay for your next turn. If there not sufficient funds in your account when the game is processed, you will be charged an additional fee, and may not receive your results until payment is made.

AAccccoouunntt NNuummbbeerrss When you first start playing, you will be allocated an account number. Please mention this in all correspondence with us.

Page 10: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – A – Introduction

CCoorrrreeccttiinngg EErrrroorrss In a perfect world, errors would not occur. However, we acknowledge that on occasion, mistakes will be made. If you think there has been an error in processing your turn, please get in touch as soon as possible, and, if the fault is ours and you contact us promptly, we will rectify the error.

55 –– RReeaadd tthhee HHoouussee RRuulleess!! These are found at the end of this Guide, on our website, or can be sent to you on request, and not only cover in greater detail the topics mentioned above, but also cover all aspects of interacting with ME Games when playing Middle-earth. Please do read these, or at least take the time to familiarise yourself with what is covered in them so you know where to look if you need help. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr V – House rules

Page 11: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – B – Basics

BB –– BBaassiiccss

11 –– WWiinnnniinngg There are several ways of determining how well both you and your team are doing, and several ways of achieving victory. These will be discussed in detail later on in this book, when all the terms and mechanics necessary to understanding them have been explained. However, it is often helpful to bear in mind the aim of a game when reading the rules, and so for now, it should suffice to say that the aim of ME-PBM is to conquer the lands of Middle-earth by destroying those nations who oppose you. How you do this – be it through routing their armies, capturing their population centres, or killing their leaders – depends on your own style of play and the abilities of your nation. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 990 Orders; One Ring OOtthheerr I – 6 Miscellaneous; Victory Conditions

22 –– SSttaayyiinngg AAlliivvee There are three ways in which your nation can be eliminated from the game, though there are many ways in which these can be achieved. The first is to end a turn with no major towns or cities: your nation must have a capital, and only major towns and cities can be capitals. (Note that you can lose your last major town or city during a turn but still remain alive if by the end of the turn you have gained another major town or city which can then become your capital.) The second is to bankrupt your nation by forcing your tax rate above 100%, upon which your subjects, with some justification, rebel. And the third is to have all your characters killed or kidnapped. The game mechanics involved will all be described later on, but it is worth bearing these conditions in mind as you read on, so that you might begin to work out how to defeat your enemies. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr C – 1, 5, 6 Characters; Number of, Health, Death D – 4 Population Centres; Capital H – Economy

Page 12: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – B – Basics

33 –– GGaammee TTiimmee AAnndd SSeeaassoonnss Time in the game flows at the same speed as it does in the ‘real world’. Games beginning during winter, for example, will commence with winter as their initial season, and the seasons then proceed to change even as the seasons we all endure change. Most games are played to a fortnightly turnaround (one turn is received every two weeks), but some are played weekly or three-weekly. When planning, then, bear in mind that a game played to a weekly turnaround will have twice as many ‘winter’ turns as one played to a fortnightly turnaround. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr D – 5 Population Centres; Produce And Production H – 1 Economy; Income

44 –– NNaattiioonnss,, TThheeiirr RReellaattiioonnsshhiippss,, AAlllleeggiiaanncceess && EEnneemmiieess

AAlllleeggiiaanncceess The twenty five nations of Middle-earth are initially divided into three allegiances: The Free Peoples, The Dark Servants and The Neutrals. Or rather, the Free Peoples and the Dark Servants are allegiances formed on the sides of Good and Evil respectively, whilst the Neutrals are nations who have yet to decide which side to join. In the 1650 and 2950 modules, neutral nations must join either the Free Peoples or the Dark Servants, whilst in Fourth Age (1000) modules, they can either join the Free Peoples, the Dark Servants, or choose to band together to form a third allegiance, capable of achieving victory in its own right. The Free Peoples are an alliance of nations who seek to destroy those nations who follow Sauron, the Lord of the Rings. Arrayed against them are the Dark Servants, the minions of Sauron, bound to serve him, yet each also seeking to increase their own power. It is the aim of each allegiance, or side, to defeat the opposing side, and through so doing achieve victory. In addition to this, each individual nation has their own goals and aims, by which an overall winner can be determined in the victorious side.

RReellaattiioonnsshhiippss As well as nation allegiances, every nation has an individual relationship with each of the other nations in the game. This relationship reflects the disposition of the nation’s populace, troops, and characters, towards the other nation. Relations range (from most to least friendly) as follows: FFrriieennddllyy –– TToolleerraanntt –– NNeeuuttrraall –– DDiisslliikkeedd –– HHaatteedd These relations affect many aspects of the game, which will be described in detail at a later date. In the meantime, all it is necessary to know is that the less friendly your relation to another nation, the less effective their offensive actions against your nation are likely to be, and vice versa. Also, it is important to remember that your nation’s relationship to another nation will not necessarily be the same as their relationship to you. Which is to say that just because you are tolerant to another nation does not mean that they do not hate you. An enemy nation is a nation to whom your relations are either disliked or hated, and a nation which considers your nation an enemy is a nation whose relations to you are either disliked or hated.

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Middle-earth PBM – B – Basics

FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 175 Orders; Change Allegiance L – 180 Orders; Upgrade Relations L – 185 Orders; Downgrade Relations OOtthheerr H Combat I – 4 Miscellaneous; Effects Of Nation Relations

55 –– YYoouurr TTuurrnn,, AA BBrriieeff OOvveerrvviieeww A detailed ‘walk-through’ of a turn report can be found later on in this Guide, when you will be familiar with all the terms and mechanics referred to. However, before going any further it may be useful for you to know, in broad terms, what information you receive each turn. And if you do not understand all the terms used, please do not worry about this, for as you continue to read the Guide, hopefully all will be made clear!

FFrroonntt SShheeeett This contains your personal details, such as your address, account balance, etc., and contact details for other players in your allegiance.

RReessuullttss SShheeeett This is the main body of your turn, wherein all the information regarding your nation can be found. This includes information on the following:

Season Relations with other nations Population centres (settlements) your nation owns Armies (and navies) your nation owns Companies led by your characters

Market prices and economic details Rumours and messages for your nation Orders given in the last turn The characters of your nation

TThhee MMaapp On the last page or pages of your turn results you will see a map of your theatre of war in the ME-PBM world. This map is divided into hexes, with each hex being of one of the following types of terrain:

Open seas Coastal waters Shore/plains Open plains Hills & rough

Mixed forest Desert wastes Fens & swamp Mountains

The map also shows the major rivers, minor rivers, bridges, fords, roads, ports, harbours, population centres, and – perhaps most importantly – armies and navies in the area. The map is not ‘wraparound’, which is to say that you cannot move off the edge of one side of the map and appear on the edge of the other side.

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Middle-earth PBM – B – Basics

OOrrddeerrss SShheeeett If you play by paper, you use these sheets to write your orders for the next turn, and to send them to us. If you play by email, instead of an orders sheet you write your orders using specially written computer software, and send us a file created by this program. The due-date – which is to say the day by which you must get your orders to ME Games – is found here. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 910 Orders; Scout Area L – 925 Orders; Recon Area L – 942 Orders; Move Turn Map OOtthheerr F –11 Armies; Movement

Page 15: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – C – Characters

CC –– CChhaarraacctteerrss Richly detailed heroes and personalities are what lend Tolkien's works much of its wonder. And it is through these heroes, or characters, that ME-PBM is played. The only way you can affect the world is by giving your characters orders: you issue orders to your characters, who, through implementing them, then affect your nation and the world around them. Throughout the rules we have used the convention of saying that ‘you’ may do something: this, then, refers to the fact that you can order your characters to do something. Your nation begins with eight characters, many of which are taken from Tolkien’s writings. Each turn, your characters will be pictured on your results sheet, together with their name, character ID, statistics, and the results of any acts they have performed that turn. The character’s ID consists simply of the first 5 characters of their name (ignoring case and accents, but including punctuation and blank spaces), and is used to refer to that character – and for others to refer to them – in orders (detailed later).

11 –– NNuummbbeerr ooff The maximum number of characters your nation possesses is dependent on how long the game has been going for. You may train new characters up to the character limit, and if you have reached the maximum number of characters, it will state this on your results sheet. Characters who are held hostage count towards this maximum number. The maximum characters allowed at any point the game is as follows: NNuummbbeerr ooff CChhaarraacctteerrss Turn Number

Characters Available

1 – 5 12 6 – 10 15 11 – 15 17 16 – 20 19 21 onwards 21

Because the orders to train new characters come after characters die in a turn, if you think a character will die in a turn, it is possible to try and name a character to replace them even if you are at your character limit. However, bear in mind that if no characters die, you will have wasted your order. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 725 Orders; Name New Character L – 728 Orders; Name New Character as Commander L – 731 Orders; Name New Character as Agent L – 734 Orders; Name New Character as Emissary L – 737 Orders; Name New Character as Mage L – 740 Orders; Retire Character OOtthheerr C – 9 Characters; Hostage L – 1 Orders; General Sequence of Events

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22 –– SSkkiillllss Whether male or female, goblin or elf or Nazgul, all characters have one thing in common. They each have skill ranks which indicate their abilities – or lack thereof – in the four professions of commander, agent, emissary, and mage. Some characters are only skilled in one profession, others capable in two or even three areas. Skill ranks normally range between 10 and 100, although the possession of magical items may increase a character’s skill rank beyond the 100 limit. These skills can be improved by successfully performing certain actions (orders) throughout the game, or through interacting with random encounters. CCoommmmaanndd RRaannkk This determines a character's ability to lead armies, to erect fortifications at population centres, and make overall leadership decisions. AAggeenntt RRaannkk This determines a character's ability to perform espionage, assassination and theft. EEmmiissssaarryy RRaannkk This determines a character’s ability to perform diplomatic and political tasks. MMaaggee RRaannkk This determines the character’s ability to learn spells, and how effective they are when cast. CChhaarraacctteerr TTiittlleess bbyy RRaannkk Rank Commander Agent Emissary Mage 10-19 Veteran Journeyman Envoy Apprentice 20-29 Hero Footpad Kingsman Acolyte 30-39 Commander Agent Emissary Mage 40-49 Captain Cutpurse Ambassador Mystic 50-59 Lord Burglar Warden Enchanter 60-69 Regent Rogue Banneret Warlock 70-79 Warlord Spy Curate Conjurer 80-89 General Thief Proclamator Sorcerer 90-99 Marshal Assassin Legate Wizard 100 Lord Marshal Guild Master Herald Arch Mage

Note that if a character has more than one skill, their title is generally that of their highest skill. However, in certain circumstances their secondary skill title may be used, such as the commander of an army, who, when being identified as the army commander, will be referred to by their command title, even if they have a higher rank in a different skill. Titles are not affected by items which increase ranks. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr L – 2 Orders; List of Orders

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33 –– OOrrddeerrss Orders are commands which you issue to your characters. They are the means by which you accomplish all of your actions in the game. Each character can issue two orders a turn, though they do not have to issue two orders. A list of orders you can issue to your characters is to be found later in these rules, together with a description of each order, and the prerequisites needed to successfully issue that order. Each order falls into a certain type. The following types of orders can only be done by a character once per turn:

Command orders Agent orders Emissary orders Mage orders Movement orders (including movement spells) Healing spells Combat spells Conjuring spells Lore spells

That is to say that a character may not, for example, issue two command orders in a turn. Neither could they enact two agent orders, nor cast two healing spells or attempt two movement orders. However, it is possible for them to perform, for example, a command order and an agent order (provided they have the appropriate skill ranks), or a movement order and a healing spell. All other orders in the game may be issued twice per turn without restriction. These are called:

Miscellaneous Orders Most orders have prerequisites. Prerequisites are those factors needed to successfully issue the order. Prerequisites might include the character having a particular skill, resource materials, and/or costs, as well as location requirements. FFoorr EExxaammppllee In order to build a tower at a population centre, there must be 1000 units of timber at the population centre to build a tower, 1000 gold must be in your treasury to pay for the construction, a character with command rank must be at the population centre to build the tower, the population centre must belong to your nation, and there cannot already be any fortifications at the population centre. Note: miscellaneous orders often require the character to have a particular skill. However, a miscellaneous order requiring command skill is still a miscellaneous order and not a command order, therefore can be issued twice per turn. If an order fails, the cost (be it gold or resource materials) is not paid. The exception to this rule is order 705 (Research Spell), which uses 1000 gold whether or not the order is successful. Each order also indicates whether any additional information is required to accomplish the order. Be sure to include all additional information required, and in the correct order, or the order may fail. Assuming the order does not automatically succeed, the success of an order is primarily determined by the skill rank involved (the type of the order). In general, the rank is added to a randomly generated number (between 1 and 100), other relevant modifiers are added or subtracted, and if the resulting sum exceeds a hidden number which represents the difficulty of the task, then the order is successful. In some cases, the extent to which a character succeeds or fails is also determined by this sum, in others there is a second roll.

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Such orders will have an associated 'difficulty' rating to help you judge whether a character is ready to attempt that order. These orders are rated as easy, average, and hard. Actual difficulties within each of these ratings will vary, but guidelines are given below: EEaassyy Skill ranks of the order type between 20 - 40 have a fair/reasonable chance of success. AAvveerraaggee Skill ranks of the order type between 40 - 60 have a fair/reasonable chance of success. HHaarrdd Skill ranks of the order type between 60 - 100 have a fair/reasonable chance of success. Some orders, on the other hand, automatically succeed. This means that if the prerequisites are all fulfilled then the order will succeed, although that is not to say the order will necessarily achieve the intended result. For example, the instruction to your commander ordering their army to attack an opponent’s force might succeed, but the battle may nevertheless be lost. Orders have both an 'order number' and an 'order code'. The order number indicates where in the game's sequence of events the order is executed. The lower the number, the sooner it is executed. Orders are executed in ascending order according to their number, not in the order that you issue them to your characters. The order code serves as a handy mnemonic (way of remembering) for the order itself. If you are writing a turn by hand (instead of using one of the software packages available), you must use the order number when you are filling out your turn sheet. You may include the code as well, if you like, but if there is any disparity between code and number, and we cannot determine from the context of the order which you intended, we will use the number. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – Orders OOtthheerr -

44 –– CChhaalllleennggee RRaannkk Characters also have a challenge rank, which is used when two characters fight each other. This rating is based upon the character’s skill ranks, though it is also affected by any relevant artifacts the character may be carrying, or a special ability (both of which will be explained later). A character’s challenge rank is given on the result sheet, and is determined as follows:

100% of highest skill rank challenge rating +

25% of each other skill rank challenge rating +

challenge rank artifact bonuses +

special ability bonuses Command challenge rating: 100% of the command rank (including artifacts which add to command rank) Mage challenge rating: 100% of the mage rank (including artifacts which add to mage rank) Agent challenge rating: 75% of the agent rank (including artifacts which add to agent rank) Emissary challenge rating: 50% of the emissary rank (including artifacts which add to emissary rank)

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Rounding of figures in working out challenge ranks is a little esoteric. You do not need to know how it works, but if you are interested, it does so as follows. The highest skill challenge rank rating is determined, and rounded down to the nearest whole number. The other skill rank challenge ratings are determined, added together and then rounded down to the nearest whole number. This combined figure is then multiplied by 25% and again rounded down to the nearest whole number. Finally, the two figures (the rounded highest skill challenge rank rating, and the rounded 25% the rounded combined ratings of the other skill ranks) are added together. If this is unclear, please see the examples below. Finally, note that the skill rank challenge rating is based on the challenge rating of each skill, not the skill rank itself. So for example, a character with 50 emissary and 40 commander obviously has a higher emissary rank than command rank, but since the challenge rating of an emissary rank is only 50% of the rank whilst the challenge rating of a commander is 100% of the rank, the emissary challenge rating is 25 whilst the commander challenge rating is 40, giving the character 100% of their commander challenge rating and 25% of their emissary challenge rating, not vice versa. FFoorr EExxaammppllee A character with 80 mage rank will have a challenge rank of 80: 100% of 100% of mage rank = 80 A character with 85 agent rank will have a challenge rank of 63: 100% of 75% of agent rank rounded down = 63.75 rounded down = 63 A character with 80 command rank and 40 mage rank will have a challenge rank of 90: 100% of 100% of command rank, plus 25% of 100% of mage rank = 80 + 10 = 90 A character with 80 emissary rank and 50 command rank will have a challenge rank of 60: 100% of 100% of command rank, plus 25% of 50% of emissary rank = 50 + 10 A character with 75 agent rank, 11 command rank and 25 emissary rank will have a challenge rank of 60: 100% of 75% of agent rank rounded down, plus 25% of (100% of command rank plus 50% of emissary rank rounded down) rounded down = 56.25 rounded down + 25% of (11 + 6.25 rounded down) rounded down = 56 + 4 = 60 FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 210 Orders; Issue Personal Challenge L – 215 Orders; Refuse All Personal Challenges OOtthheerr C – 8 Characters; Special abilities G – 1 Combat; Personal Challenges I – 1 Miscellaneous; Artifacts

55 –– HHeeaalltthh Characters also have a rating which indicates their current health. Like the skill ranks, this ranges from 0 (in this case representing death) to 100 (fully healed). A character’s health rank will normally be increased by 14 points at the start of each turn that the Character is 'injured' (which is to say their health rank is less than the maximum of 100) until it reaches 100 again, and can also be affected by healing spells. Some characters may have a special ability which allows them to heal at a faster rate.

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 605 Orders; Guard Character L – 610 Orders; Guard Location L – 615 Orders; Assassinate Character L – 620 Orders; Kidnap Character OOtthheerr C – 8 Characters; Special Abilities F – 2 Magic; Spell Types G – Combat M – 2,4, 6, 8 Spells; Spell Details

66 –– DDeeaatthh A Character whose health is reduced to 0 is assumed to have died (or, if immortal, to have left the realm of Middle-earth.) The character may no longer be given orders, and will quickly disappear from your turn reports. Any artifacts that the character had at the time of their death will either be dropped where they died, taken by their slayer, or picked up by a character of the same nation in the same hex as the deceased character. If a character dies, any orders given to them that turn which have not yet been completed will fail. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr G – Combat I – 2 Miscellaneous; Encounters L – 1 Orders; General Sequence of Events

77 –– SStteeaalltthh Another rank which characters possess, and that indicates their natural stealth. This normally ranges from 0 (no stealth – the level of most characters) to 40, though artifacts can increase stealth ranks further. The degree of stealth that a character possesses is determined when they are created, and unlike skill ranks, a character’s stealth rating cannot be improved through training. A character will automatically get the benefit of the stealth during attempts to fulfil their own orders, but not when another character is seeking to harm him. They will also be harder to spot by scouting orders, or a population centre’s scouting. And finally, a character with high stealth is more likely to escape being held hostage, or indeed, being captured in the first place. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr C – 8 Characters; Special Abilities

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88 –– SSppeecciiaall AAbbiilliittiieess Characters may be lucky enough to have a special ability. These abilities may affect skill ranks, stealth ranks, health ranks, improve their challenge rank, etc. If a character possesses such a special ability, this will be indicated on the turn sheet when the character is first created. If the ability is that of ‘double healing’ (the character heals more quickly than other characters) then a ‘+’ sign will appear by their health rank. If the ability is that of an increased challenge rank, then a ‘†’ will appear by the challenge rank, with the extra challenge bonus included in the challenge rank of the character. If the ability improves one of the character’s skills, then after having been mentioned when the character is created, it is simply part of the character’s skill rank. (Later on in this Guide, the details of each nation’s starting characters are listed. In additon, one character chosen at random in each nation will have an additional special ability.) FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr P –1 Fourth Age Module; Nation Creation

99 –– HHoossttaaggee If your character is very unfortunate, they may find himself held captive by another character, perhaps following a defeat in battle, or as the result of being kidnapped, for example. Characters which are held captive can not be given orders, and may be interrogated, imprisoned or offered for ransom by their captors. They will automatically attempt to escape each turn, with their chance of success being dependent on the agent and stealth ranks of the characters involved. (Hostages with no agent or stealth skills still have a chance of escape, but only a small one.) Other characters may also try to rescue the character. However, you will also not know from your turn sheet where characters held hostage are located until they manage to escape, although it is possible to locate them through magical means. A character can hold up to three other characters hostage, and there can only be a limited number of hostages at any point in the game. This exact number is hidden, but is approximately 50. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 620 Orders; Kidnap Character L – 625 Orders; Release Hostage L – 630 Orders; Rescue Hostage L – 635 Orders; Interrogate Hostage L – 640 Orders; Take Custody of Hostage L – 645 Orders; Imprison Hostage L – 650 Orders; Execute Hostage L – 655 Orders; Demand Ransom for Hostage OOtthheerr -

1100 –– DDoouubbllee AAggeennttss It is possible for emissaries of other nations to recruit the services of one or more of your characters (and vice versa), so that they become a double agent. Double agents will give the nation they are working for the same information that appears about them on your turn sheet, including where they are, and what they are doing. Further, if you order your character who is a double agent to perform an action detrimental to the nation they are working for, that action has a far greater chance of failure than normal. Double agents can be ferreted out by your own nation’s agents, and forced to stop working for the other nation.

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 500 Orders; Recruit Double Agent L – 600 Orders; Counter Espionage OOtthheerr -

1111 –– CChhaarraacctteerr MMoovveemmeenntt To move a character, you simply order them to do so. The order is given by an individual character, and all that is necessary is to select a destination hex. This destination hex must be within 12 hexes of the initial hex location, and not be a sea hex, but movement is regardless of intervening terrain type, so that they can be moved across the sea. Characters will not meet other characters or armies while travelling, but may still meet them at their destination. Note that you cannot move a character from a sea hex in this way – they must continue to move with the navy they are travelling with. Alternatively, characters can join armies, companies and navies, and will then move automatically when the army, navy or company moves. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 755 Orders; Join Company L – 785 Orders; Join Army L – 810 Orders; Move Character L – 870 Orders; Move Character And Join Army L – 825 Orders; Cast Movement Spell L – 905 Orders; Scout Army OOtthheerr E – 10 Armies; Movement

1122 –– CCoommppaanniieess AAnndd CCoommppaannyy MMoovveemmeenntt Characters can form and move with companies. A company is a group of between two and nine characters who have decided to move together, and whose movement is directed by a single company commander. The characters do not have to be of the same nation, but a character attempting to join a company must have friendly relations to the company commander, and vice versa, in order to successfully join. (If their nations’ relations then alter once the character has joined, however, the character does not have to leave the company.) In order to form a company, the character to become the company commander must issue a ‘create company’ order, and at least one other character must issue a ‘join company’ order in that same turn. Once the company is formed, it can be moved by the company commander issuing a ‘move company’ order, whereupon all the characters in the company will move together. This is the chief benefit of a company, as, with one character issuing a movement order which moves them all, the other characters can issue two orders and still move, instead of having to spend an order moving.

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Any character (except for the company commander) may leave the company at any time by issuing a ‘leave company’ order or simply moving away. A company is disbanded if it ever has less than two characters (including the company commander) in it, or if the company commander issues a ‘disband company’ order, or if the commander is killed and there are no suitable characters to take command. If a commander dies and there is more than one suitable character (a character with command skill) who can take command, then the character with the highest command rank does so. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 745 Orders; Create Company L – 750 Orders; Disband Company L – 755 Orders; Join Company L – 760 Orders; Leave Company L – 770 Orders; Transfer Command L – 820 Orders; Move Company OOtthheerr -

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DD –– PPooppuullaattiioonn CCeennttrreess Population Centres are one of the keys to victory. They allow nations to harness natural resources, generate revenue, and to build armies. The bigger the population centre, the more gold it can generate through taxation, but the less products it will accumulate for use in your war efforts. There is a limit to the number of population centres which can be in the game at any single time, and when this limit is reached, no further population centres can be created until others are destroyed.

11 –– SSiizzee aanndd LLooccaattiioonn A hex may have, at most, a single population centre. The size of population centres range from rruuiinnss –– ccaammpp –– vviillllaaggee –– ttoowwnn –– mmaajjoorr ttoowwnn –– cciittyy (Ruins being unowned and uninhabited population centres.) Population centres may degrade in size when captured in an attack, when their loyalty drops below a certain rating, or when the nation controlling them becomes eliminated. Camps that are decreased in size in this manner will have their populace evacuate, and the camp will disappear if the population centre has no fortifications, or become a ruin if it had fortifications. A new population centre can only be built in a hex which has no existing population centre larger than ruins. The size of a population centre determines a number of other factors. The chart below shows the following:

The amount of tax revenue (gold) generated by a population centre a turn if your nation has a 100% tax rate.

The number of troops available for army recruitment at the population centre per turn. If an army seeks to recruit more men than the population centre has available, the army will recruit the maximum possible. If more than one army attempts to recruit at a population centre, and between them they attempt to recruit more men than are available, the order in which each army recruits is determined at random. The army who then recruits first recruits all the men it can, before the second army attempts to recruit.

EExxaammpplleess 1) An army is seeking to recruit 300 men from a village, which only has 200 men available to be recruited a turn. As such, the army will only recruit 200 men. 2) Two armies are both seeking to recruit 300 men from a major town, which only has 400 men available to be recruited a turn. The army lucky enough to recruit first will recruit 300 men, then the second army will recruit the last 100.

The size of army the population centre can feed each turn.

The inhabitants of a population centre will seek to feed the armies of its own nation, and, if the population centre is not hidden, those it has friendly relations towards. This saves the army from having to use its own reserves of food. (If there is more than one army at the population centre, the forces are fed on a proportional basis, according to how much food each army requires.)

The average force needed to assault (capture or destroy) the population centre.

The average size of the force needed to threaten a population centre. These figures, together with the troop numbers needed to overcome fortifications (see next section below) are very rough estimates, based on heavy infantry troops with little training, poor weapons and armour, and with the population centre possessing an average loyalty. More detailed information regarding combat can be found later in the Guide.

The cost required to increase the size of the population centre.

The percentage of the population centre’s resources available for use.

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PPooppuullaattiioonn CCeennttrree SSiizzee FFaaccttoorrss Population Centre Size

Revenue at 100% Tax Rate

Recruits available per turn for armies

Number of troops which can be fed*

Approximate force needed to assault

Approximate force needed tothreaten

Defensive Value

Cost to increase size (or build camp)

Percentage of resource production available

Camp 0 100 0 100 100 200 2000** 100 Village 2500 200 200 150 200 500 4000 80 Town 5000 300 1000 400 1000 1000 6000 60 Major Town 7500 400 2500 900 2500 2500 8000 40 City 10000 500 5000 2100 5000 5000 10000 20

*Infantry troops – cavalry troops require twice as much food as infantry, and so a population centre can only feed half as many cavalry troops. ** If being created by an emissary. The cost is 4000 if a commander is posting the camp. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 550 Orders; Improve Population Centre L – 552 Orders; Post Camp L – 555 Orders; Create Camp L – 560 Orders; Abandon Camp L – 565 Orders; Reduce Population Centre OOtthheerr D – 6 Population Centres; Hidden H – Economy

22 –– FFoorrttiiffiiccaattiioonnss Fortifications can be built to help defend a population centre. These range from TToowweerr –– FFoorrtt –– CCaassttllee –– KKeeeepp –– CCiittaaddeell Each level of fortification increases the population centre’s defences, which must be overcome in the event of being assaulted or threatened by an enemy army. Their presence also helps restrict movement through the area of armies belonging to nations the population centre’s nation does not have friendly or tolerant relations with. Armies that are defending their own population centres will also receive a bonus to their combat defence based upon the level of fortifications. Fortification levels are increased through issuing the fortify population centre order. Only one level of fortifications can be erected per turn. For example, a tower cannot be improved to a keep in one turn even if three characters were available to give the necessary orders. It is, however, possible for an agent to reduce an enemy population centre’s fortifications (L – 670) by more than one level in a single attempt on given turn.

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To build fortifications requires both gold and timber: FFoorrttiiffiiccaattiioonn CCoossttss Fortification Type Gold Cost Timber Cost Defensive Value Approximate number of

troops needed to overcome Tower 1000 1000 2000 800 Fort 3000 3000 6000 2400 Castle 5000 5000 10000 4000 Keep 8000 8000 16000 6400 Citadel 12000 12000 24000 9600

Timber must be available in the population centres’ stores, whilst the gold must be available in the nation’s reserves. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 480 Orders; Remove Fortifications L – 494 Orders; Fortify Population Centre L – 670 Orders; Sabotage Fortifications OOtthheerr G – 3 Combat; Population Centres

33 –– LLooyyaallttyy Every population centre has a loyalty rank. This is a number from 1 (lowest loyalty) to 100 (fanatical loyalty). The loyalty rank of a population centre is established when it comes into possession of a nation (either created or captured), based upon the skill rank of the character who establishes or captures it. Loyalty is important when trying to resist a threatening or attacking army, whilst population centres with too low a loyalty risk the population leaving in disgust. If a population centre’s loyalty rank drops to 15 or below, then it has a chance of deteriorating from one size level down to the next each turn. Camps that are decreased in this manner will have their populace evacuate and the camp will disappear entirely. Having characters, armies, or fortifications at the population centre, however, will stop this deterioration, and capitals will not degrade in this manner. If a population centre has 15 or less loyalty, it is also at greater risk of being taken over by another nation’s emissary. Loyalty of all population centres of a nation may be reduced whenever any population centre of the nation is lost as a result of being threatened, captured or destroyed, and when the nation’s tax rate is increased. In addition, loyalty in population centres can increase or decrease by up to 4 points or more each turn depending on the current tax rate (increasing if the tax rate is low, decreasing if the tax rate is high). Loyalty of all population centres will decrease if the nation’s capital is lost in any way (see below for information on capitals). The efforts or presence of travelling non-player characters (NPCs) can also affect the loyalty. Your emissaries can improve the loyalty of your population centres, whilst enemy emissaries can work to decrease population centre loyalty. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 520 Orders; Influence Your Own Population Centre Loyalty L – 525 Orders; Influence Other’s Population Centre Loyalty OOtthheerr G – 3 Combat; Population Centres

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44 –– CCaappiittaall Each Nation has one population centre designated as its capital. If a capital is lost, another city or major town will automatically take over as the nation’s capital. The capital serves as the 'seat of power' for the nation, and its safety is vital to the nation's survival: if your capital is lost and there is no other major town or city which can take over as your nation’s capital by the end of the turn, then your nation will be removed from play at the end of that turn. Certain orders can only be given by characters that are located at the capital, and all new characters will come into play at the capital. The location of the capital is assigned at game start, and capitals will not deteriorate due to low loyalty. Since the treasury of the Nation is kept at the capital, the gold reserves of a nation are the most vulnerable to agents stealing there. If a capital population centre is captured or destroyed, then the capital (along with its gold reserves) will be relocated to another major town or city, if possible. If this is not possible at the end of any given turn, then the nation falls and is removed from play. The fall of a nation's capital, whether or not it is then established at a different population centre, will also cause all of that nation's population centres to lose about a fifth of their Loyalty. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 950 Orders; Relocate Capital OOtthheerr L – 2 Orders; List of Orders

55 –– PPrroodduuccee aanndd PPrroodduuccttiioonn For each population centre you possess, your turn-sheet will detail both the amount of products that population centre has accumulated for use, and amount it is due to produce during the coming turn. Population centres produce less in winter. This is important to bear in mind when planning a nation’s economy, especially since the turn-sheet estimations do not take into account season changes. LLeeaatthheerr Used in the construction of leather armour, and saddles for cavalry armies BBrroonnzzee Used in the construction of bronze armour and weapons SStteeeell Used in the construction of steel armour and weapons MMiitthhrriill Used in the construction of mithril armour and weapons FFoooodd Consumed by armies and navies in the field, and by population centres under siege TTiimmbbeerr Used in the construction of fortifications, bridges, ships, harbours, ports and war machines MMoouunnttss Used to form cavalry units for the armies GGoolldd Used to finance your nation’s activities

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Products can be used as above or sold for gold. Any food created is considered to be the excess over and above what the population needs to survive.

CClliimmaattee The climate of a hex where a population centre is located affects the amount of products a population centre produces. The table below gives the percentage of potential hex production produced in different climates. PPeerrcceennttaaggee ooff PPrroodduuccttiioonn bbyy CClliimmaattee TTyyppee Climate Leather Bronze Steel Mithril Food Timber Mounts Gold Polar 10 30 30 30 10 10 10 30 Severe 20 40 40 40 20 20 20 40 Cold 30 60 60 60 30 30 30 60 Cool 80 100 100 100 80 80 80 100 Mild 90 100 100 100 90 90 90 100 Warm 100 100 100 100 100 100 100 100 Hot 80 80 80 80 80 80 80 80

TTeerrrraaiinn Different terrain types support different types of production. The list below shows which hexes are most likely to produce each product type, and is useful when deciding where to try and build new population centres.

Leather: can be found in shore/plains, open plains, hills & rough, desert wastes Bronze: can be found in hills & rough, mountains Steel: can be found in hills & rough, mountains Mithril: can be found in mountains Food: can be found in shore/plains, open plains, hills & rough, mixed forest Timber: can be found in hills & rough, mixed forest Mounts: can be found in shore/plains, open plains, hills & rough, desert wastes Gold: can be found in hills & rough, mountains

FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 310 Orders; Bid From Caravans L – 315 Orders; Purchase from Caravans L – 320 Orders; Sell to Caravans L – 325 Orders; Nation Sell to Caravans L – 947 Orders; Nation Transport L – 948 Orders; Transport by Caravan OOtthheerr H – Economy

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66 –– HHiiddddeenn?? Population centres can be hidden. If a population centre is hidden, it will not appear on other nations’ maps, and only the owning nation may enter it, or transfer goods (with the exception of gold) to and from it. These restrictions do not apply to movement into or through the hex containing the population centre, only to interaction with it. Which is to say that enemy armies can move through the hex as if there were no population centre there, no matter what fortifications the population centre has. Fortifications, ports and harbours associated with the population centre will also be hidden, but bridges, fords, and roads present in hexes with hidden population centres will be visible. Characters and armies belonging to the nation which owns the hidden population centre will appear, and can be interacted with, in the normal manner. (Note that although a population centre may be hidden, if it is a starting population centre then its location will still be known to other players, as this information is found in this Guide in the chapter detailing the appropriate module.) FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 945 Orders; Use Hiding Artifact OOtthheerr M – 434 Spells; Reveal Population Centre

77 –– SSiieeggeedd?? A population centre is considered to be sieged either if an army is actively laying siege to it, or if it was attacked by an army that turn, whether or not the attack was successful. Which is to say if your settlement successfully withstood an attack it will be considered under siege, whilst if you successfully took an opponent’s settlement, it will be under siege for the rest of that turn. (If a population centre is defended by armies from attack, and is therefore not involved in the combat, it will not be under siege.) Population centres under siege cannot be used for certain orders (see section on orders), and generate no tax revenue or products. When under siege, the population will start to consume their food stores. When the food stores run out, the loyalty of the population centre will begin to decrease. The amount of food the population centre will consume each turn if under siege is as follows: FFoooodd CCoonnssuummppttiioonn uunnddeerr SSiieeggee Size of population centre Food consumed per turn under siege Camp 500 Village 1000 Town 2000 Major Town 3500 City 6000

FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 260 Orders; Siege Population Centre OOtthheerr G – 3 Combat; Population Centres

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Middle-earth PBM – D – Population Centres

88 –– SSiigghhttiinnggss Any character (or NPC) entering the hex where a non-hidden population centre of another nation is situated runs the risk of being sighted and their presence brought to the attention of local rulers. The chance of a character being sighted is based on the population centre’s loyalty and size, and the total ranks of the character (with the higher the character’s rank, the greater the chance of their being recognised). The names of any characters or NPCs sighted will appear on your result-sheet beneath the population centre at which they were spotted.

99 –– PPoorrttss aanndd HHaarrbboouurrss Ports and harbours allow ships to be anchored at population centres. Furthermore, ships can also be built in ports. Ships can only be anchored in ports, harbours and shore hexes. (Note that if you anchor ships in a harbour, and that harbour is destroyed, the ships remain.) Harbours can be built in towns, major towns and cities, whilst ports can only be built in major towns and cities. If a port is present in a population centre that is reduced in size to smaller than can support it, then it is reduced to a harbour, whilst if a harbour is present in a population centre that is reduced in size to smaller than can support it, then the harbour is lost. Any ships that were anchored in the harbour (even in a non-shore hex) can still be picked up by that nation's armies in the hex. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 452 Orders; Make Warships L – 456 Orders; Make Transports L – 460 Orders; Remove Harbour L – 465 Orders; Remove Port L – 530 Orders; Improve Harbour to Port L – 535 Orders; Add Harbour to Population Centre L – 830 Orders; Move Navy OOtthheerr E – 12 Armies, Navies

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Middle-earth PBM – E – Armies

EE –– AArrmmiieess Armies are one of the most important means by which you defend your population centres, and take enemy population centres. An army must be composed of a minimum of 100 troops and an army commander (a character with the commander skill). If an army ever contains less than 100 troops at any point in a turn, then it will be disbanded. Furthermore, if the army commander is captured or killed and there are no other characters travelling with the army that can assume command (which is to say, have a command skill), then again the army will disband.

11 –– TTrroooopp TTyyppeess There are six different troop types available, and an army can consist solely of one type, or of several, and as long as there are at least 100 troops overall, it does not matter how many troops of each type the army contains. Nations may have different races and creatures making up these troop types. The Free People, for example, may have men riding on war horses for their cavalry troops, whereas a Dark Servant's forces may consist of orcs on wargs. But in both cases, the troops are considered to be cavalry. The troop types available are as follows: HHeeaavvyy CCaavvaallrryy Tough shock troops with excellent mobility, formidable in clear terrains though less so in rougher terrains. Around twice as effective as heavy infantry, but expensive to maintain. LLiigghhtt CCaavvaallrryy Less effective than heavy cavalry, nevertheless they retain excellent mobility, and are cheaper to maintain than heavy cavalry. HHeeaavvyy IInnffaannttrryy The standard troop type. Weaker than cavalry, and slower, but tough enough for most jobs. LLiigghhtt IInnffaannttrryy Weaker than heavy infantry, their main advantage, aside from their cheapness to maintain, is that they are reasonable in rougher terrains. AArrcchheerrss Cheap to hire, they are the only troop to start with steel weapons (steel tipped arrows), making them an excellent choice if you are looking for offensive capability at the cost of defensive ability. MMeenn--aatt--AArrmmss The cheapest troops to maintain, they are also the least effective. Troops require food to eat, and gold to maintain. These costs are detailed below, and are explained further in the army food (E – 9) and the economy (H – 2) sections. If an army is at a population centre that belongs to the same nation or a nation which has friendly relations towards the army, that population centre will help to feed the troops (see section D – 1).

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Middle-earth PBM – E – Armies

MMaaiinntteennaannccee CCoossttss Troop Type Cost in gold per troop per turn Cost in food per troop per turn Heavy Cavalry 6 2 Light Cavalry 3 2 Heavy Infantry 4 1 Light Infantry 2 1 Archers 2 1 Men-at-Arms 1 1

For Example: An army consisting of 4000 heavy infantry in a plains hex will eat 4000 food from the baggage train and cost 16000 gold to maintain each turn. The same army in a hex with a major town belonging to the same nation will have 2500 of its troops fed by the army, leaving the remaining troops to consume 1500 food from the baggage train. It will still cost 1600 gold to maintain. Troop types perform differently in different terrains, and also have a favoured tactic (tactics are issued when an army attacks). These differences, and what affect they have in combat, will be covered in more detail later on in this book (G – Combat) . FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 400 Orders; Recruit Heavy Cavalry L – 404 Orders; Recruit Light Cavalry L – 408 Orders; Recruit Heavy Infantry L – 412 Orders; Recruit Light Infantry L – 416 Orders; Recruit Archers L – 420 Orders; Recruit Men-at-Arms L – 770 Orders; Hire Army OOtthheerr G – 2 Combat; Army H – Economy

22 –– WWeeaappoonn AAnndd AArrmmoouurr RRaannkk Each troop type of an army also has an individual weapon and armour rank. This represents the average quality of all the weapons and armour currently in use by that specific troop type (since troops recruited into an existing army may have different weapons to the older troops). Weapon ranks range from a value of 10 (wooden weapons) to 100 (an army equipped entirely with mithril weapons), and armour ranks range from 0 (no armour) to 100 (mithril armour). The higher the weapon rank, the more damage is inflicted upon enemies in combat, and the higher the armour rank, the less damage is inflicted on your troops by the enemy. Weapons and armour are created using appropriate stores from the population centre where the troops are hired or recruited. It is also possible to upgrade both weapons and armour, thereby issuing your troops with better equipment. In order to do this, the weapons or armour must already be in the army’s baggage train (see below), not merely in the stores of a population centre. If you do this, all replaced weapons or armour are then discarded. It is not necessary to improve the weapons or armour of all the troops of that type in an army to gain some benefit. If you only replace some of the weapons or armour, the new ranks are calculated using an average of the sum of the two types of weapon (old and new) involved. The relevance of these values will be explained later (G – Combat), but for now it is sufficient to note that the higher the value, the better the equipment.

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Middle-earth PBM – E – Armies

WWeeaappoonn RRaannkkss Weapon Type Value Wood 10 Bronze 30 Steel 60 Mithril 100

AArrmmoouurr RRaannkkss Armour Type Value Leather 10 Bronze 30 Steel 60 Mithril 100

FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 370 Orders; Upgrade Troop Weapons L – 375 Orders; Upgrade Troop Armour L – 400 Orders; Recruit Heavy Cavalry L – 404 Orders; Recruit Light Cavalry L – 408 Orders; Recruit Heavy Infantry L – 412 Orders; Recruit Light Infantry L – 416 Orders; Recruit Archers L – 420 Orders; Recruit Men-at-Arms L – 444 Orders; Make Armour L – 748 Orders; Make Weapons L – 770 Orders; Hire Army OOtthheerr E – 3 Armies; Recruitment G – 2 Combat; Army

33 –– RReeccrruuiittmmeenntt Armies are created at population centres, and further recruits can be raised there as well. This is done using the hire army and recruit troops orders respectively. An army that recruits at a population centre will need to decide upon what type of armour and weapons will be given to these new troops. If the population centre present has enough materials of the appropriate type (leather, bronze, steel, mithril) in stores, then the armour and/or weapons will be fashioned from the population centre’s stores. If there are not enough stores available to create the armour and/or weapons, then the troops will be recruited without armour and with wooden weapons (at no material cost). The number of recruits available at any given population centre (detailed in the section on population centres) is the total number available from the population centre that turn. In other words, a camp can only provide 100 troops a turn, not 100 troops per character recruiting. More than one army can recruit from a single population centre, but the limit cannot be exceeded. For example, two armies could recruit from the same town on the same turn but could not recruit more than 300 troops between them. If an army attempts to recruit more troops than are available, then the maximum available will be recruited. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 400 Orders; Recruit Heavy Cavalry L – 404 Orders; Recruit Light Cavalry L – 408 Orders; Recruit Heavy Infantry L – 412 Orders; Recruit Light Infantry L – 416 Orders; Recruit Archers L – 420 Orders; Recruit Men-at-Arms L – 770 Orders; Hire Army OOtthheerr M – 512 Spells; Conjure Hordes

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Middle-earth PBM – E – Armies

44 –– MMoorraallee RRaannkk Armies have a morale rank. This is a value from 1 (lowest morale) to 100 (maximum morale). The higher the army's morale, the better they will fight. The morale of an army is defined as the collective cohesiveness of the troops constituting that army under its current commander. In other words, the morale reflects the collective pride and courage of the troops, and their faith in its commander in the heat of battle (or lack thereof). Recruiting more troops into an army will not lower its morale, but transferring command of the army to another commander may well do so. A newly hired army (as opposed to an existing one which recruits new troops into its ranks) typically begins with a low morale. Morale can be increased through victory in combat, and decreased through events including marching without food or force marching. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 780 Orders; Transfer Command L – 850 Orders; Move Army L – 860 Orders; Force March Army OOtthheerr G – 2 Combat; Armies

55 –– TTrraaiinniinngg RRaannkk Each troop type of an army has an individual training rank. This is a value from 10 (the worst training level) to 100 (representing elite troops). The training rank is reflective of the ability of the troops to maintain formations and tactics in the heat of battle. The higher the training rank, the better that troop type will fight in battle. Training ranks can be increased by specific training orders, or as a result of combat experience. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 430 Orders; Put Troops on Manoeuvres L – 435 Orders; Put Army on Manoeuvres OOtthheerr G – 2 Combat; Armies

66 –– SSttrreennggtthh The basic strength of an army is based upon the quantity and type of troops present. This is then further modified for each combat by the following factors (those of which have not yet been explained will be covered later):

Nation Relations to other nations Tactics Morale Training Weapons Terrain Climate Combat spells Artifacts Army commander Presence of NPCs

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Middle-earth PBM – E – Armies

FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr G – 2, 3, 4 Combat; Armies, Population Centres, Navies

77 –– CCoonnssttiittuuttiioonn The constitution of an army represents its defensive capacity. The basic constitution of an army is based upon the quantity and type of troops present. This is then further modified for each combat by the following factors:

Armour Local fortifications belonging to the army’s nation

BBaassiicc TTrroooopp CCoommbbaatt VVaalluueess Troop Type Strength Constitution Heavy Cavalry 16 16 Light Cavalry 8 8 Heavy Infantry 10 10 Light Infantry 5 5 Archers 6 2 Men-at-Arms 2 2

FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr G – 2, 3, 4 Combat; Armies, Population Centres, Navies

88 –– BBaaggggaaggee TTrraaiinn Armies also have a baggage train which travels with them. This baggage train is where war machines, spare weapons, spare armour, and food supplies for troops and their mounts in the army are carried. If an army disbands for any reason, the baggage train is lost. It may also be captured during combat. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 440 Orders; Make War Machines L – 444 Orders; Make Armour L – 446 Orders; Make Weapons OOtthheerr G – 2, 3 4 Combat; Armies, Population Centres, Navies

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Middle-earth PBM – E – Armies

99 –– FFoooodd Food is consumed by an army each turn at the rate of one food unit per troop of heavy infantry, light infantry, archers and men-at-arms, and at a rate of two food units per troop of heavy cavalry or light cavalry (one for the troop and one for the mount). If an army is at a friendly population centre (which is to say, the population centre’s nation has friendly relations towards the army’s nation) then the population centre will automatically provide as much food as it can spare (the amount each population centre type can provide is detailed in the section on population centres). This food is consumed before food from the baggage train. If an army's size exceeds the limit a population centre can provide, the remainder of the needed food will be taken from the army's baggage train. (For example: an army with 6000 troops is at a city. The city will automatically provide food for 5000 of the army's troops. The remaining 1000 troops will consume 1000 food from the army's baggage train.) If a population centre has more than one army outside it, it will split the food it has available to provide proportionally between the armies present, according to how much food each army requires. If an army does not have at least one unit of food in its baggage train after food consumption in a turn (even if located at a population centre), the troops will begin to forage for food, and both movement and morale (up to 10 morale points a turn) will be reduced. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 310 Orders; Bid from Caravans L – 315 Orders; Purchase from Caravans L – 340 Orders; Transfer Food: Population Centre to Army L – 345 Orders; Transfer Food: Army to Population Centre L – 347 Orders; Transfer Food: Army to Army OOtthheerr D – 5 Population Centres; Produce And Production E – 8 Armies; Baggage Train E – 11 Armies; Movement H – 2 Economy; Expenses

1100 –– WWaarr MMaacchhiinneess War machines include many different type of devices: catapults, ballistae, movable towers, battering rams, etc., all of which are not individually specified, but covered by the single category of war machine. War machines can be useful in normal combat against other armies in the field, but are most useful in assaulting, sieging and threatening population centres, where they come into their own. War machines are used to destroy a population centre’s fortifications, and thus make it much easier to gain control of them. Although an army can take a population centre without war machines, the troop losses will be greater, and the chances of success decreased. War machines may be destroyed during the course of any type of combat, not just combat involving a population centre. A war machine is (very) roughly equivalent to 50 Heavy Infantry, or 25 Heavy Infantry when threatening. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 440 Orders; Make War Machines OOtthheerr D – 2 Population Centres; Fortifications G – 2-3 Combat, Armies; Population Centres

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Middle-earth PBM – E – Armies

1111 –– AArrmmyy MMoovveemmeenntt To move an army, the army commander issues an order giving the string of directions through which they wish the army to travel, with one direction for each hex the army is to enter. For example, to move three hexes north-west, they would issue ‘nw, nw, nw’. The directions an army can travel in are north-east, east, south-east, south-west, west, and north-west (since the map is divided into hexagons, it is not possible to move directly north or south). In addition, it is possible to issue a ‘home’ movement order, which instructs the army to wait where it is. Each hex is a particular terrain type, and, based on the type of the troops in the army, costs a different amount of movement points to enter. Each army can have a maximum of 14 movement points, each representing a day spent in travel or – in the case of a ‘home’ movement, a day of rest. Please note that moving evasively and/or without food will slow down the army during its movement. A few things to note with regard to army movement:

A home movement (a day of rest) costs 1 movement point.

Armies cannot move from one mountain hex directly into another mountain hex unless there is a road or ford present.

Armies are also prohibited from crossing major river hex-sides unless a bridge is present. Rivers, both major and minor, run along the sides of the hexes ('hex-side'). Whenever your armies move across a hex-side with a river running along it, they will be considered to be trying to cross that river. Armies can cross minor rivers with only a slight penalty in movement, but cannot cross major rivers at places where there is not either a bridge or a ford. Note that bridges and fords cross only one hex-side and, therefore, you must travel from the hex on one side of the bridge/ford directly across the hex-side to the hex on the other side of the bridge/ford in order to successfully utilise said bridge or ford. Roads work in the same manner, moving through specific hex-sides. If an army does not move exactly as the road does, then it will not be able to avail itself of the enhanced movement rate the road provides. All hex-side features always affect movement in both directions.

If more than one army of the same allegiance appears at a population centre, only one icon will appear on the turn map.

If an army enters a hex where there is an army belonging to a nation which is not tolerant or friendly to the army or to whom

the army is neither tolerant or friendly, or a fortified population centre belonging to a nation which is not tolerant or friendly to the army, then it will normally be forced to stop in that hex. If the army is large enough, however, they may be able to either force their way past armies, or even ‘overrun’ a smaller army, in which case all troops and characters in the smaller army are killed. It is not possible to force past a fortified population centre in this manner, though an army can attempt to pass it by moving evasively (see below).

Armies can choose to move evasively. This gives them a chance of moving past enemy population centres and armies where

otherwise they would be stopped (see above point). It also means that they are less likely to appear on enemy nations’ population centre and army reports. Success is based on their command skill and the size of the army (a high command skill is required for a good chance of success). Moving evasively doubles the movement cost for each hex (applied after a cost for moving unfed troops, if applicable).

Armies travel at the rate of their slowest troop type. War machines and the amount of items in a baggage train have no affect

on travel rates. The following charts show what each type of troop spends in movement points for each different terrain. Movement cost is computed by determining the appropriate terrain cost (for the hex being moved into), then modifying it by any hex-side costs. Fractional costs (for example, those incurred through travelling without food) are rounded upwards for each hex travelled, and are applied to the hex terrain cost after all factors are taken into account (such as crossing a river, ford or bridge). Thus it is possible for an army to find itself unable to move in a direction even for one hex, if the movement cost for that hex is higher than the army’s movement points a turn.

If an army has no food, the movement cost to move through a sector, and over rivers, bridges and fords, is increased by 1/3

(as shown in the table below), and each time it is issued a move order, the army will lose 1-5 morale. This extra cost is applied after extra movement costs for a hex such as a river or bridge have been added to the movement cost of the hex.

Armies may also choose to 'stand and defend'. This means that the army will attempt to prevent the passage of enemy armies

from their initial hex location through the defended hex-sides, although a large enough army might still push past or over-run the blocking army. The defended hex-sides include the hex-side in the direction chosen along with the two adjacent hex-sides (see details of order 840 – Stand and Defend for clarification on this).

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Middle-earth PBM – E – Armies

AArrmmyy MMoovveemmeenntt TTeerrrraaiinn CCoossttss ffoorr NNoorrmmaall MMoovveemmeenntt Terrain Infantry or Infantry and Cavalry

Mixed*

Cavalry alone

Normal cost (unfed cost)

Road cost (unfed cost)

Normal cost (unfed cost)

Road cost (unfed cost)

Shore 3 (4) 2 (3) 2 (3) 1 (2) Plains 3 (4) 2 (3) 2 (3) 1 (2) Rough 5 (7) 3 (4) 3 (4) 1 (2) Forest 5 (7) 3 (4) 5 (7) 2 (3) Desert 4 (6) 2 (3) 2 (3) 1 (2) Swamp 6 (8) 3 (4) 5 (7) 2 (3) Mountains 12 (Not allowed) 6 (8) 12 (Not allowed) 3 (4) Shore with Bridge/Ford 4 (6) 3 (4) 3 (4) 2 (3) Plains with Bridge/Ford 4 (6) 3 (4) 3 (4) 2 (3) Rough with Bridge/Ford 6 (8) 4 (6) 4 (6) 2 (3) Forest with Bridge/Ford 6 (8) 4 (6) 7 (10) 3 (4) Desert with Bridge/Ford 5 (7) 3 (4) 3 (4) 2 (3) Swamp with Bridge/Ford 7 (10) 4 (6) 6 (8) 3 (4) Mountains with Bridge/Ford Not allowed 7 (10) Not allowed 4 (6) Shore with Minor River 5 (7) 4 (6) 4 (6) 3 (4) Plains with Minor River 5 (7) 4 (6) 4 (6) 3 (4) Rough with Minor River 7 (10) 5 (7) 5 (7) 3 (4) Forest with Minor River 7 (10) 5 (7) 7 (10) 5 (7) Desert with Minor River 6 (8) 4 (6) 4 (6) 3 (4) Swamp with Minor River 8 (11) 5 (7) 7 (10) 5 (7) Mountains with Minor River Not allowed 8 (11) 14 (Not allowed) 5 (7) Major river Not allowed Not allowed Not allowed Not allowed Seas/Coast Not allowed Not allowed Not allowed Not allowed If moving evasively, the above costs are doubled. *Infantry here includes heavy infantry, light infantry, archers and men-at-arms. FFoorr EExxaammppllee Plains without food costs infantry 4 Forest and minor river without food costs armies with infantry troops 10 Rough with road without food costs armies with infantry troops 4 Rough and minor river without food costs armies consisting only of cavalry 7 Mountain without food or a road through it costs any troops 16 and is therefore impossible FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 840 Orders; Stand and Defend L – 850 Orders; Move Army L – 860 Orders; Force March Army OOtthheerr B – 5 Basics; Your Turn, A Brief Overview J – 2 Receiving your turn; Results Sheet

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Middle-earth PBM – E – Armies

1122 –– NNaavviieess Navies are armies with sufficient ships to carry the men. These ships are listed in the force’s baggage train. In order to form a navy, then, you simply have an army pick up ships at a hex where ships belonging to your nation have been anchored. Most orders which can be issued to armies can also be issued to navies (as long as the navy is able to anchor its ships). There are two kinds of ship, transports and warships. Transports carry troops (150 cavalry or 250 infantry per vessel) but are not very effective in combat, whilst warships do not carry troops and are instead used in combat. Each ship is considered to be fully-crewed by its own sailors, who do not come from or form part of the army troops. If an army has some ships but too few to carry the men it will remain an army, and if it moves inland will leave the ships anchored behind. Alternatively, if a navy recruits more troops than the ships can carry, it will turn into an army, keeping the ships unless it then moves inland, at which point the ships will be anchored. Navies may only enter water hexes, hexes with a major river alongside, shore hexes, or hexes containing a port or harbour. (Any navy that is on a shore hex, a hex containing a harbour or port, or a hex with a major river along its side, can be considered as being in that hex for purposes of movement. However, they are still ‘offshore’ rather than disembarked and on the land.) Any movement into a shore or port hex (that does not have a major river) will stop movement for that turn. Movement along coastal water hexes is generally safe, assuming the fleet does not encounter an enemy fleet. Naval movement in the open seas, however, can be very dangerous, with the fleet being at risk from storms, pirates, or more exotic catastrophes. If a navy enters a hex where there is a navy belonging to a nation which is not tolerant of friendly to the navy, or to whom the navy is neither tolerant or friendly, then it will normally be forced to stop in that hex. If the navy is large enough, however, they may be able to either force their way past, or even ‘overrun’ a smaller navy, in which case all troops and characters in the smaller navy are killed. If a navy starts a turn on a land hex, then it may anchor its ships and turn into an army either by issuing orders to move inland (either an 850 – Move Army or an 860 – Force March Army order), upon which the ships are anchored at that hex, or by issuing the anchor ships order (thereby remaining on the same hex). These ships will remain there until either they are picked up by any army of the same nation, captured by another nation, or scuttled, abandoned or destroyed through the issuing of the appropriate order. In a similar manner, if a navy is ordered to attack an army in the same hex, it will anchor its ships and land, turning into an army in order to attack. NNaavvyy MMoovveemmeenntt CCoossttss Terrain Fed Cost Unfed Cost Hex with a major river hex-side 1 2 Seas 1 2 Coast 1 2 Shore with no major river hex-side 1, and ends movement 2, and ends movement Hex with port but no major river hex-side 1, and ends movement 2, and ends movement Hex with harbour but no major river hex-side 1, and ends movement 2, and ends movement Others not allowed not allowed If moving evasively, the above costs are doubled FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 270 Orders; Destroy Ships L – 275 Orders; Scuttle Ships L – 280 Orders; Abandon Ships L – 357 Orders; Transfer Ships: Navy to Navy L – 452 Orders; Make Warships L – 456 Orders; Make Transports L – 794 Orders; Anchor Ships L – 798 Orders; Pickup Ships L – 830 Orders; Move Navy OOtthheerr B – 5 Basics; Your Turn, A Brief Overview D – 9 Population Centres; Ports And Harbours

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Middle-earth PBM – F – Magic

FF –– MMaaggiicc Magic in ME-PBM takes the form of spells, which may be cast by characters with mage skill, or with an artifact which allows them to cast a specific spell.

11 –– CCaassttiinngg RRaannkk Each spell has a casting rank. This is a value independent from the mage rank of the character, and ranges from 1 (denoting worst proficiency) to 100 (maximum proficiency). This is assigned to a spell when it is first learned, and is based on (though not identical to) the character’s mage rank. To actually cast a given spell, a random number from 1 - 100 is generated and added to the casting proficiency rank. If the sum of these numbers is greater than a hidden target number (of around 100, but which may vary), then the casting is successful. The proficiency rank in casting a particular spell will be improved by 1-5 points on successfully casting that spell. A character must know a spell to be able to cast it. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr C – 2 Characters; Skills

22 –– SSppeellll TTyyppeess Full details of all spells available can be found in the chapter on spells. These fall into several ‘lists’, which in turn fall into one of several categories, each of which category requires a different order to cast the spell. The lists and their categories are as follows: CCaatteeggoorryy LLiisstt Healing Healing Mastery

Healing Ways Combat Barrier Mastery (Defensive)

Resistance Mastery (Defensive) Fire Mastery (Offensive) Word Mastery (Offensive) Wind Mastery (Offensive) Dark Summons (Offensive) (Lost List)

Conjuring Spirit Mastery (Lost List)

Conjuring Ways (Lost List) Movement Movement Mastery

Return Mastery Teleport Mastery (Lost List)

Lore Perceptions

Divinations Artifact Lore Scrying Hidden Visions

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Middle-earth PBM – F – Magic

Mages are able to cast two spells per turn, as long as the spells are of different categories (which is to say, require different spell orders). However, casting a second spell will damage the casting character by draining points from their health rank. The amount of health lost will depend on the combined difficulties of the spells being cast. To cast a spell, simply issue the appropriate spell order, follow it with the spell number of the desired spell, and include any indicated additional information. Note that the order number for casting a given spell category (not the number of the individual spell) indicates its position in the game’s sequence of events (explained later). FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 120 Orders; Cast Heal Spell L – 225 Orders; Cast Combat Spell L – 330 Orders; Cast Conjuring Spell L – 825 Orders; Cast Movement Spell L – 940 Orders; Cast Lore Spell OOtthheerr C – 3 Characters; Orders M – Spells

33 –– RReesseeaarrcchh Rather than indicating the character’s ability to cast a spell, a character’s mage rank governs their proficiency in learning new spells. The higher the mage rank, the higher the chance of researching (learning) a new spell. A character can know up to 15 spells at once (though it is possible to order them to forget certain spells in order to allow them to learn others). The difficulty of researching each spell varies, but to provide you with an approximate idea of how hard a spell is to research, each spell is given a difficulty rating: EEaassyy Easy spells mean that characters with a mage rank of 10 – 40 have a fair chance of success of learning the spell. AAvveerraaggee Average spells mean that characters with a mage rank of 30 – 70 have a fair chance of success of learning the spell. HHaarrdd Hard spells means that character with a mage rank of over 60 have a fair chance of success of learning the spell. In order to successfully research a spell, the character must already know a spell from the same list which is either easier or of the same difficulty as the spell being researched. Which is to say that in order to learn an average spell from a list the character must already know an easy or average spell from that list, and in order to learn a hard spell from a list the character must already know an average or hard spell from that list. There is no such prior requisite to learning an easy spell from a list. (The exception to this is the Teleport Mastery list where the are no easy spells, so that no easy spell need be learned before the average difficulty one.)

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 700 Orders; Forget Spell L – 705 Orders; Research Spell OOtthheerr F – 4 Magic; Lost Spells M – Spells

44 –– LLoosstt SSppeellllss Some spells are not widely available to be researched by all mages; these are known as lost spells. The ability to research lost spells can be gained from encounters, artifacts, or as an ability of a particular nation. If you have access to a single lost spell, that does not mean you have access to all spells in that list. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 705 Orders; Research Spell OOtthheerr I – 1 Miscellaneous; Artifacts I – 2 Miscellaneous; Encounters N – 1-25 1650 Module; Nation Details O – 1-25 2950 Module; Nation Details P – 1 Fourth Age Module; Nation Creation Q – 10-14 Battle of the Five Armies Module; Nation Details

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GG –– CCoommbbaatt Combat in Middle-earth can take four forms:

Challenges between individual characters Battles at sea between navies Battles between armies Attacks by armies on population centres.

11 –– PPeerrssoonnaall CChhaalllleennggeess Characters of any kind (not just commanders) may issue a formal challenge to other characters in the same hex. This is called a personal challenge. The following restrictions apply to this:

It is not possible to challenge a character who has issued the Refuse Personal Challenge order. Or rather, as you do not know in advance whether an enemy character has refused personal challenges, it is perhaps more accurate to say that you may challenge that character, but the challenge will not be accepted, and no personal challenge fight will take place.

It is not possible to challenge an army commander unless the challenger is in an army, or the challenger is an army

commander himself.

A character can only fight one personal challenge each turn. If there are multiple challenges in the same hex, the highest ranking character (based on natural skill ranks) will challenge first, so that if your character is the next highest ranking character and is trying to challenge the same character as the highest ranking character, your character’s challenge will not take place.

A character cannot issue a challenge and also issue the refuse personal challenge order on the same turn.

A character cannot challenge characters belonging to their nation.

If challenge is offered and not refused, then a battle to the death will commence between the two characters, who duel with blades or magic, depending on their skills. This fight’s result will be based on their challenge ranks, with their health representing how many blows they can endure. Bear in mind that there is a random element to the outcome of challenges – possessing the highest challenge rank does not guarantee victory. Success in the challenge will increase the abilities of the winning character. If the character is an army commander, then success will also increase their army's morale rank, while the morale rank of the loser's army will diminish. If an army loses its commander because of challenge, and there is no other character with command rank in the army to assume command, then the army will rout and be disbanded. If a proffered challenge is rejected by an army commander, then the morale rank of the challenger’s army will still increase, and the challenged army’s morale decrease.

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PPeerrssoonnaall CCoommbbaatt EEqquuaattiioonn The following is all calculated automatically by the ME-PBM program. So it is not necessary to understand the following equation in order to issue a personal challenge, but rather it is set down in case you wish to know the specific details of how the combat is run. SStteepp 11 –– CCaallccuullaattee CChhaalllleennggee RRaannkk ffoorr EEaacchh CChhaarraacctteerr

This is already calculated and can be found on the result sheet for the character’s nation, or can be determined as described in section C – 4.

SStteepp 22 –– CCoommbbaatt RReessoolluuttiioonn

A random number from 1 – 100 is calculated for each character and added to their challenge rank. If the number is between 1 – 5, a second number from 1 – 100 is generated, and subtracted from the character’s challenge

rank. (If the second number is also between1 – 5, however, a third number is not generated.) If the number is between 96 – 100, a second number from 1 – 100 is generated, and added to the character’s challenge rank.

(If the second number is also between 96 – 100, however, a third number is not generated.) Whichever character has the highest result wins the round, and the loser loses a random amount of health between 1 and the

number equal to the winning character’s result minus the losing characters result. FFuurrtthheerr RRoouunnddss ooff CCoommbbaatt

Repeat step 2 until the health of one character reaches zero or less and dies. The remaining character is the victorious. FFoorr EExxaammppllee Hallas challenges Angulion HHaallllaass hhaass tthhee ffoolllloowwiinngg:: Command 40 Agent 10 Emissary 0 Mage 0 Health 100 The artifact Turantir, which gives a 500 combat bonus, and therefore a 10 point challenge rank bonus AAnngguulliioonn hhaass tthhee ffoolllloowwiinngg:: Command 10 Agent 20 Emissary 65 (30, plus the artifact Pectoral, which increases his emissary rank to 65) Mage 30 Health 56 SStteepp 11 –– CCaallccuullaattee CChhaalllleennggee RRaannkk ffoorr EEaacchh CChhaarraacctteerr Hallas’s skill ranks and artifact give him a challenge rank of 51. Angulion’s skill ranks give him a challenge rank of 45. SStteepp 22 –– CCoommbbaatt RReessoolluuttiioonn A random number of 65 is generated and added to Hallas’s challenge rank, giving him a total of 116. A random number of 42 is generated and added to Angulion’s challenge rank, giving him a total of 87. Hallas therefore wins the round by 29 points. A random number between 1 and 29 is generated. This amount of 18 is deducted from Angulion’s health, leaving him on 38 health. Neither character has zero or less health, so combat continues... SStteepp 22 iiss rreeppeeaatteedd A random number of 26 is generated and added to Hallas’s challenge rank, giving him a total of 77.

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A random number of 98 is generated and added to Angulion’s challenge rank, giving him a total of 143. Because this random number is between 96 – 100, a second number of 86 is generated and also added to Angulion’s challenge rank, giving him a total of 229. Angulion therefore wins the round by 113 points. A random number between 1 and 113 is generated. This amount of 111 is deducted from Hallas’s health. This reduces Hallas’s health to less than zero, so Angulion wins the combat, but remains injured. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 210 Orders; Issue Personal Challenge L – 215 Orders; Refuse All Personal Challenges OOtthheerr I – 1 Miscellaneous; Artifacts

22 –– AArrmmiieess Army combat results depend on the following factors:

Quality and quantity of troops Command rank of the army commanders involved Army morale Training of the troops Armour and weapons of the troops Terrain and climate of the hex Number of war machines involved Spells cast by mages Artifacts held by characters Relations between armies NPCs present with armies Any fortifications present on a population centre in the hex Tactics

RReellaattiioonnss Armies may only attack armies of other nations whom they either dislike or hate, but will defend against any army which attacks them, regardless of their relationship to them. The less friendly your nation’s relations towards the attacking nation, the greater the benefit to your army: EEffffeecctt ooff RReellaattiioonnss oonn CCoommbbaatt Relation towards Enemy Army Effect on Combat Strength Friendly - 25% Tolerant - 10% Neutral 0% Disliked + 10% Hated + 25%

The terrain affects troops in the manner detailed below:

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TTrroooopp TTeerrrraaiinn PPeerrffoorrmmaannccee Troop Type Shore Plains Rough Forest Desert Swamp Mountains Heavy Cavalry Average Good Poor Poor Average Poor Poor Light Cavalry Good Good Average Poor Good Poor Poor Heavy Infantry Average Good Average Average Average Poor Poor Light Infantry Average Average Good Average Average Average Average Archers Average Good Good Average Good Poor Average Men-at-Arms Average Good Good Average Average Average Average

Further, each nation has a preferred terrain for fighting in, where their troops will be more effective. These are detailed in the section on nations later in the Guide.

TTaaccttiiccss If you issue an attack order, you may also specify a tactic for the army. If you do not specify a tactic, then the standard tactic will be used. These tactics are as follows: CChhaarrggee The entire army makes a fast, all-out attack against the enemy’s front lines. FFllaannkk A part of the army thrusts towards the enemy front lines, whilst another part circles to one side in order to attack the vulnerable side and rear of the enemy position. SSttaannddaarrdd The army is split evenly between attacking the front line and flanks of the enemy force. SSuurrrroouunndd The army attempts to encircle the enemy, thus cutting off their retreat and preventing them from bringing their force to bear. HHiitt aanndd RRuunn The army divides into several smaller units, to execute quick skirmish attacks and rapid retreats against the enemy. AAmmbbuusshh The army attempts to make best use of the available terrain to conceal itself, and so lure the enemy into the area in order to execute a surprise attack. Different troops perform better or worse depending on the tactic issued to them: TTrroooopp PPrreeffeerrrreedd TTaaccttiiccss Troop Type Best Tactic Worst Tactic Heavy Cavalry Charge Ambush Light Cavalry Surround Ambush Heavy Infantry Flank Surround Light Infantry Hit and Run Charge Archers Ambush Flank Men-at-Arms Hit and Run Charge

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Further, tactics are more effective against some tactics than others: TTaaccttiicc vvss.. TTaaccttiicc Tactic Best Against Worst Against Charge Hit and Run Ambush Flank Ambush Surround Standard Flank Charge Surround Flank Hit and Run Hit and Run Surround Flank Ambush Charge Flank

AAmmbbuusshh CChhaarrggee SSttaannddaarrdd FFllaannkk HHiitt aanndd RRuunn SSuurrrroouunndd Indicates a large advantage over Indicates a smaller advantage over An army may prepare for the possibility of battle without actually attacking by issuing a defend order (order 240 – Defend). This means that the army can be given tactics in anticipation of a battle, but if not attacked, will not initiate an attack itself.

OOtthheerr The damage contributed by offensive spells, artifacts and NPCs (non-player characters) with an army are added directly to the strength of the army. The damage absorbed by defensive spells are deducted directly from the strength of the opposing army before it is inflicted upon your army. Each war machine with the army adds 50 points of strength to the army. Combat between armies continues until one army is entirely destroyed. Characters on the losing side of a battle may escape unscathed, or become captured, wounded or even killed. Characters with the winning army may be also wounded or killed, but the victorious army commander will always survive.

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AArrmmyy CCoommbbaatt EEqquuaattiioonn The following is all calculated automatically by the ME-PBM program. So it is not necessary to understand the following equation in order to issue an attack with an army, but rather it is set down in case you wish to know the specific details of how the combat is run. Combat calculators are also available which will help you to determine whether or not you will be successful in combat – for more information see Chapter K – Sending in your Orders. SStteepp 11 –– CCaallccuullaattee AArrmmyy CCoonnssttiittuuttiioonn FFoorr EEaacchh SSiiddee

For each troop type, multiply the number of troops by the troop base constitution (Basic Troop Combat Values table in E – 7), then increase this by a percentage equal to the armour value of that troop type (see turn Results Sheet for troops’ armour values).

Add together the constitutions for each troop type to calculate the total army constitution. SStteepp 22 –– CCaallccuullaattee AArrmmyy SSttrreennggtthh FFoorr EEaacchh SSiiddee

Base Strength – For each troop type, multiply the number of troops by the individual troop strength (Basic Troop Combat Values table in E – 7), to obtain the base strength for each type of troop in the army.

Modifier – Add the following numbers together, divide them by four, and apply the result as a percentage to the base strength of each troop type in the army:

1. Training Rank (see turn Results Sheet). 2. Weapon Rank (see turn Results Sheet). 3. Troop Terrain Modifier – A figure ranging from 60 – 100, dependent on whether the troops perform poorly or

well in that terrain (see Troop Terrain Performance table above). 4. Troop Tactic Modifier – A figure ranging from 90 – 115, dependent on the troop’s favoured tactics (see Troop

Preferred Tactic table above). Add the modified base strength for each troop type together to calculate the army’s total strength.

SStteepp 33 –– AAppppllyy OOnnggooiinngg CCoommbbaatt BBoonnuusseess FFoorr EEaacchh SSiiddee

Modifier – Add the following numbers together, divide them by four, and apply the result as a percentage to the army’s total strength:

1. Command Rank – The command rank of the army’s leader (see turn Results Sheet). 2. Climate –Your nation’s climate and terrain modifier (see Nation Climate and Terrain Modifier Percentage tables in

the appropriate nation sections in the module chapters). 3. Terrain – Your nation’s climate and terrain modifier again (see Nation Climate and Terrain Modifier Percentage

tables in the appropriate nation sections in the module chapters). The first time is to take into account climate, and the second time terrain.

4. Army Morale –The morale rank of the army (see turn Results Sheet). Tactics – If an army’s tactic is best against the opposing army’s tactic, their army strength is increased, and if an army’s

tactic is worst against the opposing army’s tactic, their army strength is decreased (see Tactic vs. Tactic table above). The exact percentage is hidden, but is approximately +/- 10%. Bear in mind that this affects both armies.

Relations – The relation of the army’s nation to the opposing nation affects the army’s strength by a percentage (see Effect of Relations on Combat table above).

SStteepp 44 –– AAppppllyy RRoouunndd OOnnee CCoommbbaatt BBoonnuusseess FFoorr EEaacchh SSiiddee Note that these only apply to the first round of combat the army has engaged in a turn. So if the army was a navy at the start of the turn, and had fought a navy battle before moving on to fight an army battle, ignore this step.

Offensive Magic – Add the amount of damage being dealt by offensive magic to the strength of the character’s army. Defensive Magic – Subtract the amount of damage being avoided by defensive magic from the strength of the opposing army

to the character. Combat Artifacts – Add the value of any combat artifact being used to the strength to the owner’s army. War Machines – Each war machine adds 50 points to the army’s strength. Dragons and NPCS – Each dragon adds somewhere in the region of 20,000 or more points to the army’s strength. Other

NPCs and creatures may also lend strength to army. SStteepp 55 –– CCoommbbaatt RReessoolluuttiioonn

Each army will take as damage the total strength of the opposing army, which is removed from their troops’ constitution in the following manner:

1. Calculate what percentage of the total army constitution has been taken as damage.

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2. Each troop type’s total constitution is reduced by this percentage. Then divide the remaining total constitution by the troop type’s individual troop constitution to determine how many troops are left.

War machines may be damaged and lost, in approximate proportion to the number of troop losses. FFuurrtthheerr RRoouunnddss ooff CCoommbbaatt

Repeat steps 1, 2, 3 and 5 until one army no longer has any troops remaining. (But not step 4 – these bonuses only apply to the first round of the first battle fought by an army in a turn.)

If the victorious army has less than 100 troops remaining, it will disband. FFoorr EExxaammppllee Hallas’s army attacks Angulion’s army. First Round Only. TThhee rreelleevvaanntt iinnffoorrmmaattiioonn rreeggaarrddiinngg HHaallllaass’’ss aarrmmyy iiss aass ffoolllloowwss:: Army morale 60 War machines 20 Heavy Cavalry 500, with training 40, weapon 30, and armour 60 Archers 200, with training 30, weapon 60, and armour 0 Men-at-Arms 600, with training 10, weapon 10, and armour 10 Hallas belongs to the Cardolan nation, whose relations to the Witch-king are disliked Hallas has issued the tactic charge Hallas has a command rank of 40 With Hallas’s army is a mage who successfully casts the spell Fire Balls (234) TThhee rreelleevvaanntt iinnffoorrmmaattiioonn rreeggaarrddiinngg AAnngguulliioonn’’ss aarrmmyy iiss aass ffoolllloowwss:: Army morale 40 War machines 0 Heavy Infantry 1000, with training 50, weapon 30, and armour 10 Angulion belongs to the Witch-king nation, whose relations to Cardolan are hated Angulion has issued no tactic, so his army will use the standard tactic Angulion has a command rank of 10 Angulion has artifact Gurthang (169), which adds 2250 points in combat TThhee rreelleevvaanntt iinnffoorrmmaattiioonn rreeggaarrddiinngg tthhee sseeccttoorr iiss aass ffoolllloowwss:: Terrain type Hills and Rough Climate Cold SStteepp 11 –– CCaallccuullaattee AArrmmyy CCoonnssttiittuuttiioonn ffoorr EEaacchh SSiiddee For Hallas Heavy cavalry have 16 constitution, so 500 heavy cavalry have 8,000 constitution. Hallas’s heavy cavalry have armour 60, so have 8,000 + 60% of 8,000 = 12,800 constitution. Archers have 2 constitution, so 200 archers have 400 constitution. Hallas’s archers have no armour, so have 400 + 0% of 400 = 400 constitution. Men-at-arms have 2 constitution, so 600 men-at-arms have 1,200 constitution. Hallas’s men-at-arms have 10 armour, so have 1,200 + 10% of 1,200 = 1,320 constitution. Therefore Hallas’s army has a total constitution of 12,800 + 400 + 1,320 = 14,520.

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For Angulion Heavy infantry have 10 constitution, so 1000 heavy infantry have 10,000 constitution. Angulion’s heavy infantry have 10 armour, so have 10,000 + 10% of 10,000 = 11,000 constitution. Angulion only has heavy infantry, so his army has a total constitution of 11,000. SStteepp 22 –– CCaallccuullaattee AArrmmyy SSttrreennggtthh ffoorr EEaacchh SSiiddee For Hallas Base strength Heavy cavalry have 16 strength, so 500 heavy cavalry have 8,000 base strength. Archers have 6 strength, so 400 archers have 2,400 base strength. Men-at-arms have 2 strength, so 600 men-at-arms have 1,200 base strength. Modifier for heavy cavalry Heavy cavalry training rank = 40 Heavy cavalry weapon rank = 30 Troop terrain modifier for heavy cavalry in hills and rough = poor. (This exact figure is hidden, but for the purposes of this example we will assume the minimum, which is 60.) Troop tactic modifier for heavy cavalry told to charge = best tactic. (This exact figure is hidden, but for the purposes of this example we will assume the maximum, which is 115.) So, total modifier for heavy cavalry: (40 + 30 + 60 + 115)/4 = 61.25 Heavy cavalry base strength multiplied by modifier percentage = 8,000 x 61.25% = 4,900. Modifier for archers Archers training rank = 30 Archers weapon rank = 60 Troop terrain modifier for archers in hills and rough = good. (This exact figure is hidden, but for the purposes of this example we will assume the maximum, which is 100.) Troop tactic modifier for archers told to charge = worst tactic. (This exact figure is hidden, but for the purposes of this example we will assume the minimum, which is 90.) So, total modifier for archers: (30 + 60 + 100 + 90)/4 = 70 Archers base strength multiplied by modifier percentage = 2,400 x 70% = 1,680. Modifier for men-at-arms Men-at-arms training rank = 10 Men-at-arms weapon rank = 10 Troop terrain modifier for men-at-arms in hills and rough = good. (This exact figure is hidden, but for the purposes of this example we will assume the minimum, which is 100.) Troop tactic modifier for men-at-arms told to charge = worst tactic. (This exact figure is hidden, but for the purposes of this example we will assume the minimum, which is 90.) So, total modifier for men-at-arms: (10 + 10 + 100 + 90)/4 = 52.5 Men-at-arms base strength multiplied by modifier percentage = 1,200 x 52.5% = 630. Total army strength = modified strength for each troop type added together = 4,900 + 1,680 + 630 = 7,210. For Angulion Base strength Heavy infantry have 10 strength, so 1,000 heavy infantry have 10,000 base strength. Modifier for heavy infantry Heavy infantry training rank = 50

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Heavy infantry weapon rank = 30 Troop terrain modifier for heavy infantry in hills and rough = average. (This exact figure is hidden, but for the purposes of this example we will assume the average, which is 80.) Troop tactic modifier for heavy infantry given no troop tactic (so standard) = neither best or worst tactic (This exact figure is hidden, but for the purposes of this example we will assume the average, which is 112.) So, total modifier percentage for heavy infantry: (50 + 30 + 80 + 112)/4 = 68 Heavy infantry base strength multiplied by modifier percentage = 10,000 x 68% = 6,800. Total army strength = modified strength for each troop type added together = 6,800. SStteepp 33 –– CCaallccuullaattee OOnnggooiinngg CCoommbbaatt BBoonnuusseess ffoorr EEaacchh SSiiddee For Hallas Modifier Command rank = 40 Climate modifier for Cardolan in cold hills and rough = 95 Terrain modifier for Cardolan in cold hills and rough = 95 Army morale = 60 So, modifier percentage = (40 + 95 + 95 + 60)/4 = 72.5 Total army strength multiplied by modifier percentage = 7,210 x 72.5% = 5,227 Tactics Hallas’s tactic is charge, Angulion’s tactic is standard. Charge is neither best or worst against standard, so the army strength isnot altered. Relations Hallas’s nation dislikes Angulion’s nation, so the army strength is increased by 10%: 5227 + 10% = 5749 For Angulion Modifier Command rank = 10 Climate modifier for the Witch-king in cold hills and rough = 95 Terrain modifier for the Witch-king in cold hills and rough = 95 Army morale = 40 So, modifier percentage = (10 + 95 + 95 + 40)/4 = 60 Total army strength multiplied by modifier percentage = 6,800 x 60% = 4,080 Tactics Angulion’s tactic is standard, Hallas’s tactic is charge. Standard is worst against charge, so the army strength is reduced by 10% (the exact percentage is hidden, but this is the maximum reduction for worst tactics): 4,080 – 10% = 3,672. Relations Angulion’s nation hates Hallas’s nation, so the army strength is increased by 25%: 4,080 + 25% = 4,590 SStteepp 44 –– AAppppllyy RRoouunndd OOnnee CCoommbbaatt BBoonnuusseess ffoorr EEaacchh SSiiddee For Hallas Offensive Magic A character with Hallas’s army successfully casts a Fire Balls spell (234), which adds 1000 points to the strength of the army, increasing the army strength to 5,080. Defensive Magic

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There are no characters casting defensive magic in Hallas’s army. Combat Artifacts Hallas is not wielding a combat artifact. War Machines There are 20 war machines with Hallas’s army, each of which adds 50 points to the strength of the army, increasing the army strength to 6,080. Dragons and NPCS There are no dragons or other NPCs with Hallas’s army. For Angulion Offensive Magic There are no characters casting offensive magic in Angulion’s army. Defensive Magic There are no characters casting defensive magic in Angulion’s army. Combat Artifacts Angulion wields a combat artifact which adds 2,250 points of strength to the army, increasing the army strength to 6,840. War Machines There are no war machines with Angulion’s army. Dragons and NPCS There are no dragons or other NPCs with Angulion’s army. SStteepp 55 –– CCoommbbaatt RReessoolluuttiioonn Hallas’s army has a total strength of 6,080 and a total constitution of 14,520. Angulion’s army has a total strength of 6,840 and a total constitution of 11,000. Hallas’s army inflicts damage on Angulion’s army: Angulion’s army had 11,000 constitution and is taking 6,080 damage (Hallas’s army strength), so takes 55% of its total constitution as damage (6,080/11,000 x 100) Angulion’s heavy infantry had a total constitution 11,000 and are taking 55% damage, leaving them with 4,950 constitution. Heavy infantry have 10 constitution, so Angulion is left with 4950/10 = 495 heavy infantry. Angulion has no war machines to lose. Angulion’s army inflicts damage on Hallas’s army: Hallas’s army had 14,520 constitution and is taking 6,840 damage (Angulion’s army strength), so takes 47% of its total constitution as damage (6,840/14,520 x 100) Hallas’s heavy cavalry had a total constitution 12,800 and are taking 47% damage, leaving them with 6,784 constitution. Heavy cavalry have 16 constitution, so Hallas is left with 6,784/16 = 424 heavy cavalry. Hallas’s archers had a total constitution 400 and are taking 47% damage, leaving them with 212 constitution. Archers have 2 constitution, so Hallas is left with 212/2 = 106 archers. Hallas’s men-at-arms had a total constitution 1,320 and are taking 47% damage, leaving them with 699 constitution. Men-at-arms have 2 constitution, so Hallas is left with 699/2 = 349 men-at-arms. Hallas has 20 war machines. His army was damaged by 47%, so he loses approximately 9 war machines. SStteepp 66 –– FFuurrtthheerr RRoouunnddss ooff CCoommbbaatt Both armies still have troops remaining, so a second round of combat is fought by the remaining troops: Steps 1, 2, 3 and 5 (but not 4) are repeated.

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CCoommbbaatt aaggaaiinnsstt MMuullttiippllee AArrmmiieess When more than one army is involved on either or both sides, the damage each army deals is divided proportionately between the opposing armies. Bear in mind, however, that because your army’s strength depends on your nation’s relations with an opposing nation and your tactics compared to theirs, your army’s strength will be calculated separately against each opposing army. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 230 Orders; Attack Enemy L – 235 Orders; Attack Nation L – 240 Orders; Defend OOtthheerr E – Armies

33 –– PPooppuullaattiioonn CCeennttrreess There are four ways in which an army can affect an enemy population centre:

By threatening it By laying siege to it By capturing it By destroying it

TThhrreeaatteenniinngg Threatening is a way of gaining possession of a population centre without loss of troops. However, the order will fail if there are armies or navies present in the hex who consider your army an enemy (whose relations to you are either disliked or hated). The order to threaten a population centre only needs to be given by a single army or navy commander, upon which any other armies or navies of the same nation present will also help, increasing the chances of success. Other factors which play a part in the success of threatening a population centre include: the command rank of the threatening army or navy’s commander, the size of that army or navy, and the loyalty of the populace of the population centre, the size of the population centre, and the presence of any fortifications and/or war machines.

SSiieeggiinngg Laying siege to a population centre does not, in itself, allow your army to take possession of it. Instead, it weakens the population centre so that subsequent attacks are more likely to succeed. Sieging a population centre prevents the populace from foraging for food, and so forces them to consume their food stores. When these stores run out, the loyalty of the population centre will then begin to drop. Sieging a population centre also prevents trade caravans from reaching it, so that the centre cannot sell or buy goods, nor have goods transported to it. Sieging is not automatically successful, but dependent on the army, and the army commander, laying siege. If the sieging army possesses war machines, these will bombard the population centre, and there is a chance that this will result in a reduction of the fortifications. Note, finally, that it is possible to lay siege to a population centre even if there is an enemy army present.

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CCaappttuurriinngg aanndd DDeessttrrooyyiinngg Assaulting, which is to say either attempting to capture or destroy a population centre, is perhaps an easier way to take a population centre than through threatening it, but involves losing troops. It is easier to destroy a population centre than to capture it. A successful destroy order will make the centre into an unowned ruins, whilst a capture will degrade it in size by one level. Each war machine in an assaulting army contributes 200 points of strength to the army, which is used to overcome the defensive value of the population centre and its fortifications. If more than one nation is involved in a successful assault on a population centre, then the largest remaining army (determined by number of troops in the army rather than total constitution) involved in the fight will take control of the population centre for its nation. As with army versus army combat the command rank of the army commander, the army morale, the training of the troops, the armour and weapons of the troops, terrain and climate of the hex, number of war machines involved, relations between the nations, presence of NPCs, spells cast by mages, and artifacts held by characters, all play a part in determining the battle’s result. Failure to destroy or capture a population centre does not necessarily result in the loss of the attacking army, but it may do so. Furthermore, characters in the unsuccessful army may be injured or killed.

CCoommbbaatt EEqquuaattiioonn ffoorr AAssssaauullttiinngg PPooppuullaattiioonn CCeennttrreess The following is all calculated automatically by the ME-PBM program. So it is not necessary to understand the following equation in order to issue an assault on a population centre with an army, but rather it is set down in case you wish to know the specific details of how the combat is run. Combat calculators are also available which will help you to determine whether or not you will be successful in combat – for more information see Chapter K – Sending in your Orders. Also, note that this equation is to assault a population with intent to capture. An assault to destroy is easier, but how much easier is something which must be discovered in the course of play. SStteepp 11 –– SSiieeggee

The population centre becomes sieged, and will remain that way for the rest of the turn, regardless of the result of the assault. SStteepp 22 –– CCaallccuullaattee AArrmmyy CCoonnssttiittuuttiioonn

For each troop type, multiply the number of troops by the troop base constitution (Basic Troop Combat Values table in E – 7), then increase this by a percentage equal to the armour value of that troop type.

Add together the army constitutions for each troop type to calculate the total army constitution. SStteepp 33 –– CCaallccuullaattee AArrmmyy SSttrreennggtthh

Base Strength – For each troop type, multiply the number of troops by the individual troop strength (Basic Troop Combat Values table in E – 7), to obtain the base strength for each type of troop in the army.

Modifier – Add the following numbers together, divide them by four, and apply the result as a percentage to the base strength of each troop type in the army:

1. Training Rank 2. Weapon Rank 3. Troop Terrain Modifier – A figure ranging from 60 – 100, dependent on whether the troops perform poorly or well

in that terrain (see Troop Terrain Performance table above). 4. Troop Tactic Modifier – Troop tactics do not affect population centre combat, so this figure is always 100.

Add the modified base strength for each troop type together to calculate the army’s total strength.

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SStteepp 44 –– AAppppllyy OOnnggooiinngg CCoommbbaatt BBoonnuusseess ttoo AArrmmyy SSttrreennggtthh Modifier – Add the following numbers together, divide them by four, and apply the result as a percentage to the army’s total

strength: 1. Command Rank – The command rank of the army’s leader. 2. Climate –Your nation’s climate and terrain modifier (see Nation Climate and Terrain Modifier Percentage tables in

the appropriate nation sections in the module chapters). 3. Terrain – Your nation’s climate and terrain modifier again (see Nation Climate and Terrain Modifier Percentage

tables in the appropriate nation sections in the module chapters). The first time is to take into account climate, and the second time terrain.

4. Army Morale – The morale rank of the army. Relations – The relation of the army’s nation to the opposing nation affects the army’s strength by a percentage (see Effect of

Relations on Combat table above). SStteepp 55 –– AAppppllyy RRoouunndd OOnnee CCoommbbaatt BBoonnuusseess ttoo tthhee AArrmmyy SSttrreennggtthh Note that these only apply to the first round of combat the army has engaged in a turn. So if the army was a navy at the start of the turn and had fought a navy battle before moving on to assault the population centre, or has already fought an army, ignore this step.

Offensive Magic – Add the amount of damage being dealt by offensive magic to the strength of the character’s army. Combat Artifacts – Add the value of any combat artifact being used to the strength to the owner’s army. Dragons and NPCS – Each dragon adds somewhere in the region of 20,000 or more points to the army’s strength. Other

NPCs and creatures may also lend strength to army. SStteepp 66 –– WWaarr MMaacchhiinneess

If there are war machines present in the army, compare the number of war machines multiplied by 200 to the defensive value of the population centre’s fortifications (Fortification Costs table in section D – 2).

If the number of war machines multiplied by 200 is greater than the fortification value, all fortifications are destroyed. If the number of war machines multiplied by 200 is less than the fortification value, the fortifications are reduced by the

proportion of the war machines multiplied by 200 to the fortification value. SStteepp 77 –– CCaallccuullaattee PPooppuullaattiioonn CCeennttrree DDeeffeennssiivvee VVaalluuee

A population centre has a single defensive value, which is used both to inflict and resist damage (the equivalent of both army strength and constitution). This is determined by adding the basic defence of the population centre (Population Centre Size Factors table in section D – 1) to the defensive value of any remaining fortifications (Fortification Costs table in section D – 2), and adding the loyalty as a percentage. (So that a loyalty of 50 will add a further 50% of the total population centre and fortification defensive value, not half the defensive value.)

SStteepp 88 –– CCoommbbaatt RReessoolluuttiioonn

The defensive value of the population centre, minus the amount of damage being avoided by defensive magic if it is the first round of combat, is inflicted as damage upon the army. This is removed from the troops’ constitution in the following manner:

1. Calculate what percentage of the total army constitution has been taken as damage. 2. Each troop type’s total constitution is reduced by this percentage. Then divide the remaining total constitution by the

troop type’s individual troop constitution to determine how many troops are left. War machines may be damaged and lost, in approximate proportion to the number of troop losses. If, after the population centre has inflicted damage, the army has zero or less constitution the assault has failed, and the

population centre is undamaged. If, after the population centre has inflicted damage, the army has more than zero constitution remaining, and its strength

(before taking troop casualties) is less than the defensive value of the population centre, the assault has failed, and the population centre is undamaged.

If, after the population centre has inflicted damage, the army has more than zero constitution, and has a strength (before taking troop casualties) equal or greater to the defensive value of the population centre, the assault is successful. If the assault was to capture the population centre, it is reduced in one level by size and captured, or, if the assault was to destroy the population centre, the population centre is destroyed.

If the assault is unsuccessful, the character leading the army, and characters with the army, may be killed. Whether or not the assault is successful, if the army has less than 100 troops remaining, it will disband.

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FFoorr EExxaammppllee Hallas’s army assaults Angsul in an attempt to capture it. TThhee rreelleevvaanntt iinnffoorrmmaattiioonn rreeggaarrddiinngg HHaallllaass’’ss aarrmmyy iiss aass ffoolllloowwss:: Army morale 60 War machines 20 Archers 200, with training 30, weapon 60, and armour 0 Men-at-Arms 600, with training 10, weapon 10, and armour 10 Hallas belongs to the Cardolan nation, whose relations to the Witch-king are disliked Hallas has issued the tactic charge Hallas has a command rank of 40 With Hallas’s army is a mage who is casting the spell Barriers (102) TThhee rreelleevvaanntt iinnffoorrmmaattiioonn rreeggaarrddiinngg AAnnggssuull iiss aass ffoolllloowwss:: Size Town Fortifications Tower Loyalty 70 Angsul belongs to the Witch-king nation, whose relations to Cardolan are hated TThhee rreelleevvaanntt iinnffoorrmmaattiioonn rreeggaarrddiinngg tthhee sseeccttoorr iiss aass ffoolllloowwss:: Terrain type Open Plains Climate Severe SStteepp 11 –– SSiieeggee Angsul becomes sieged SStteepp 22 –– CCaallccuullaattee AArrmmyy CCoonnssttiittuuttiioonn Archers have 2 constitution, so 200 archers have 400 constitution. Hallas’s archers have no armour, so have 400 + 0% of 400 = 400 constitution. Men-at-arms have 2 constitution, so 600 men-at-arms have 1,200 constitution. Hallas’s men-at-arms have 10 armour, so have 1,200 + 10% of 1,200 = 1,320 constitution. Therefore Hallas’s army has a total constitution of 400 + 1,320 = 1,720. SStteepp 33 –– CCaallccuullaattee AArrmmyy SSttrreennggtthh Base strength Archers have 6 strength, so 400 archers have 2,400 base strength. Men-at-arms have 2 strength, so 600 men-at-arms have 1,200 base strength. Modifier for archers Archers training rank = 30 Archers weapon rank = 60 Troop terrain modifier for archers in hills and rough = good. (This exact figure is hidden, but for the purposes of this example we will assume the maximum, which is 100.) Troop tactic modifier is always 100 So, total modifier for archers: (30 + 60 + 100 + 100)/4 = 72.5

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Archers base strength multiplied by modifier percentage = 2,400 x 72.5% = 1,740. Modifier for men-at-arms Men-at-arms training rank = 10 Men-at-arms weapon rank = 30 Troop terrain modifier for men-at-arms in hills and rough = good. (This exact figure is hidden, but for the purposes of this example we will assume the minimum, which is 100.) Troop tactic modifier is always 100 So, total modifier for men-at-arms: (10 + 10 + 100 + 100)/4 = 60 Men-at-arms base strength multiplied by modifier percentage = 1,200 x 55% = 720. Total army strength = modified strength for each troop type added together = 1,740 + 660 = 2,460. SStteepp 44 –– CCaallccuullaattee OOnnggooiinngg CCoommbbaatt BBoonnuusseess ttoo tthhee AArrmmyy SSttrreennggtthh MMooddiiffiieerr Command rank = 40 Climate modifier for Cardolan in cold hills and rough = 95 Terrain modifier for Cardolan in cold hills and rough = 95 Army morale = 60 So, modifier percentage = (40 + 95 + 95 + 60)/4 = 72.5 Total army strength multiplied by modifier percentage = 2,400 x 72.5% = 1,784 Relations Hallas’s nation dislikes Angsul’s nation, so the army strength is increased by 10%: 1,740 + 10% = 1,962 SStteepp 55 –– AAppppllyy RRoouunndd OOnnee CCoommbbaatt BBoonnuusseess ttoo tthhee AArrmmyy SSttrreennggtthh Offensive Magic There are no characters casting offensive magic in Hallas’s army. Combat Artifacts Hallas is not wielding a combat artifact. Dragons and NPCs There are no dragons or NPCs with Hallas’s army. SStteepp 66 –– WWaarr MMaacchhiinneess Hallas’s army has 20 war machines. Angsul has a tower, which has a defensive value of 2,000. The number of war machines x 200 = 4,000. This is greater than the defensive value of the tower, so the tower is destroyed. SStteepp 77 –– CCaallccuullaattee PPooppuullaattiioonn CCeennttrree DDeeffeennssiivvee VVaalluuee The basic defensive value of a town is 1000. The tower has been destroyed, so does not add any defensive value. The loyalty of the population centre is 70, so the total defensive value of the population centre = 1000 + 70% = 1,700. SStteepp 88 –– CCoommbbaatt RReessoolluuttiioonn Hallas’s army has a total strength of 1,962 and a total constitution of 1,720. Angsul has a defensive value of 1,700. Angsul inflicts damage on Hallas’s army: Hallas’s army had 1,720 constitution and is taking 1,700 - 500 damage (Angsul’s defensive value minus the damage avoided by the defensive spell cast) = 1,200 damage, so takes 69% of its total constitution as damage (1,200/1,720 x 100)

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Hallas’s archers had a total constitution 400 and are taking 69% damage, leaving them with 124 constitution. Archers have 2 constitution, so Hallas is left with 124/2 = 62 archers. Hallas’s men-at-arms had a total constitution 1,320 and are taking 69% damage, leaving them with 409 constitution. Men- at-arms have 2 constitution, so Hallas is left with 409/2 = 204 men-at-arms. Hallas has 20 war machines. His army was damaged by 69%, so he loses approximately 14 war machines. Hallas’s army has more than zero total constitution, and its total strength before taking damage (1,962) is more than the defensive value of Angsul (1,700), so the assault is successful. Angsul is reduced in size by one level, becoming a village, and is captured by the Cardolan nation. Hallas’s army still has more than 100 troops, so it will not disband. Further Reading Orders L – 240 Orders; Defend L – 250 Orders; Destroy Population Centre L – 255 Orders; Capture Population Centre L – 260 Orders; Siege Population Centre L – 498 Orders; Threaten Population Centre Other D – 1-4, 7 Population Centres; Size And Location, Fortifications, Loyalty, Capital, Sieged E – Armies

44 –– NNaavviieess In navy combat, the fighting takes place between the ships (and their crews), not the troops on board those ships. The transports have very little offensive capability, but the warships in a navy will act to protect the transports, and will be destroyed in combat before transports are damaged. Naval combat is affected by the following factors:

Command rank of navy commanders involved Tactics used Relations between nations Artifacts NPCs present Spells cast Nations’ naval expertise

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A few points to bear in mind:

Navies may only attack navies of other nations whom they either dislike or hate, but will defend against any navy which attacks them, regardless of their relationship to them.

The less friendly your nation’s relations towards the attacking nation, the greater the benefit to your navy (see Effect of

Relations on Combat table above, G – 2).

A navy cannot be attacked by an enemy army, but if the ships can be anchored in the hex, it can initiate an attack against an army. In such a case the navy will anchor its ships and the troops will go ashore, thus becoming an army.

A navy can also attack an enemy population centre. If the navy seeks to destroy or capture the population centre, the force

will anchor its ships and the troops will go ashore, thus becoming an army (again, providing the ships can be anchored). If a navy seeks to threaten the population centre, however, whilst it must be able to anchor its ships in the hex, it will not do so, instead remaining a navy. Navies cannot lay siege to population centres.

A navy may prepare for the possibility of battle without actually attacking by issuing a defend order (order 240 – Defend).

This means that the navy can be given tactics in anticipation of a battle, but if not attacked, will not initiate an attack itself.

Navy battles take place before army battles, which take place before population centre battles. It is theoretically possible, then, for a navy to be involved in three battles in a turn if they first attack a navy, then land to attack an army, before finally moving against a population centre.

Combat artifacts will have their effects divided by 100, as will some spells (see chapter on spells for specific spells which are

affected in this manner).

All ships have a constitution of 3. The strength of a warship varies between 2 and 5 depending on the nation’s naval expertise, and can be found under the nation details later in the Guide. All transports have a strength 1.

NNaavvyy CCoommbbaatt EEqquuaattiioonn Navy combat is calculated automatically by the ME-PBM program. However, combat calculators are available which will help you to determine whether or not you will be successful in combat – for more information see Chapter K – Sending in your Orders. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 230 Orders; Attack Enemy L – 235 Orders; Attack Nation L – 240 Orders; Defend OOtthheerr E – 12 Armies; Navies

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HH –– EEccoonnoommyy If the characters and armies are the limbs of a nation, then the economy is its backbone, and gold its blood. Without a stable economy a nation cannot field armies, create population centres, or support characters. Or, to put it another way, it is vital to maintain a healthy economy. Get it right, and everything else falls into place. Get it wrong, and your nation will collapse. The essence of economy is simple. Most aspects, or parts, of a nation, including characters, armies, navies, harbours, ports, ships, and fortifications, require gold to be spent on them each turn. And each turn, this gold is deducted from your nation’s gold reserves.

11 –– IInnccoommee There are five main ways of gaining gold: from taxing your population centres, from gold mined (produced) by your population centres, through selling products to the market, through stealing gold from other nations, and through having it sent to you by another nation. The first two of these occur automatically each turn, whilst the others are achieved by issuing orders to characters. It is important to note that whilst gold is taxed from and produced by population centres, it is not held in them. In fact, it is easiest to think of a nation’s gold reserves as not actually held at any one location, but rather the amount of gold available for the nation to use.

TTaaxx This percentage rate, changed by issuing an order, determines how much gold each of your population centres raise each turn. All taxes are automatically added to your nation’s gold reserves. Population Centre Gold Raised Camp none Village 25 x tax rate Town 50 x tax rate Major Town 75 x tax rate City 100 x tax rate High tax rates do not make for happy subjects, and the higher the a nation’s tax rate, the higher the chance of population centres losing loyalty each turn. (This possible loss per turn is in addition to more substantial, one-off loyalty reductions whenever the tax rate is increased.) If the loyalty drops too much, the population centre may will degrade. The amount of tax generated by a population centre is based upon the tax rate and the size of the population centre (see Population Centre Size Factors table, D – 1) .

MMiinniinngg As well as paying gold in taxes, some population centres also produce gold in the same way that they produce other products such as leather, bronze, etc. This amount is also added to your nation’s gold reserves each turn, which is why each population centre on your Results Sheet will give an ‘expected production’ amount of gold, but never have any gold in its stores – it goes directly to your nation’s reserves.

MMaarrkkeett One of the most effective ways of raising gold for your nation is by selling goods to the market, either a specific amount from a single population centre, or a percentage from all your population centres. The market does not have limitless buying power, and so only a limited amount of each type of goods can be sold to the market each turn. This limit for each nation is approximately 20,000 gold’s worth of products per turn at the start of the game, and then varies as the game progresses according to the total amount of gold in the game (with little money in the game, the limit is reduced). The exact amount is not given on the turn sheet, but through keeping a careful eye on what you have been able to sell in the past, you can gain a rough idea of the amount you can sell in the future.

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It is also possible to bid for and buy goods from the market. When doing so, there are three important factors to bear in mind:

The amount you may spend on market purchases is determined by adding together your nation’s current reserves and the expected revenue to be gained (see H – 3 for details of these amounts).

Each nation has a maximum limit of approximately 20,000 gold available to spend on each product each turn at the start of the game. This limit will then fluctuate during the game, depending on the state of the market.

There is only a limited amount of each type of product available for all the nations each turn, which figure is given in the market report on your turn.

It is possible, then, through cooperation with other nations in your allegiance, to 'corner' the market on a given item, or to 'flood' the market so as to lower the market price. However, be warned that selling a product to the market makes it available for enemies to purchase! Please bear in mind that the market purchase price is the price per unit which the market charges for those units of materials you might wish to purchase, and the market sell price is the price per unit which the market will give you for units of materials you wish to sell. And finally, note that the market is sometimes referred to as the ‘trade caravans’, especially in the orders section of the turn. There is no difference between the market and the trade caravans.

SStteeaalliinngg GGoolldd Agents can steal gold from other nations’ population centres. However, this order can fail, and the amount of gold gained from the order varies according to a number of factors. See L – 690 for more information on stealing gold.

RReecceeiivviinngg GGoolldd ffrroomm OOtthheerr NNaattiioonnss You can ask another nation to send you gold. See L – 948 for more information. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 300 Orders; Change Tax Rate L – 310 Orders; Bid from Caravans L – 315 Orders; Purchase from Caravans L – 320 Orders; Sell to Caravans L – 325 Orders; Nation Sell to Caravans L – 690 Orders; Steal Gold L – 948 Orders; Transport by Caravan OOtthheerr B – 3 Basics; Game Time And Seasons D – 1 Population Centres; Size And Location D – 5 Population Centres; Produce And Production D – 7 Population Centres; Sieged

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22 –– EExxppeennsseess Maintenance costs are worked out automatically and given on your Results Sheet, and are calculated using the following figures: MMaaiinntteennaannccee CCoossttss Item Cost in gold Each Heavy Cavalry troop 6 Each Light Cavalry troop 3 Each Heavy Infantry troop 4 Each Light Infantry troop 2 Each Archer 2 Each Men-at-Arms 1 Each Harbour 250 Each Port 500 Each Warship or Transport ship 50 Each Fortification (per level) 500 Every Character (per skill point) 20

Note that troops which are hired/recruited in a turn do not add to the maintenance bill for that turn, whilst troops that die in battle during a turn do not reduce that turn’s maintenance costs. Which is to say that changes in troop numbers one turn will only effect the following turn’s maintenance costs. Finally, bear in mind that some orders require gold to successfully issue. These costs are not considered part of maintenance.

33 –– BBaallaanncciinngg TThhee BBooookkss A detailed description of the Results Sheet can be found later in this Guide. However, because understanding the Maintenance Costs section as found in the Results Sheet is vital to running your nation’s economy, this will be covered here instead. The following information regarding economy will be found on your Results Sheet: MMaaiinntteennaannccee CCoossttss ffoorr NNeexxtt TTuurrnn CCuurrrreenntt TTaaxx RRaattee RReevveennuuee EExxppeecctteedd NNeexxtt TTuurrnn CCuurrrreenntt GGoolldd RReesseerrvvee The use of ‘next’ and ‘current’ is a little confusing, but essentially, current means the gold you have available at the start of the turn for which you are about to issue orders, and next means the costs and revenue expected during the turn for which you are about to issue orders. So, you have your current gold reserves, which, added to the expected revenue, must cover your maintenance costs. Which is simple enough. However, there are a few points which need to be considered, and these revolve around the order in which events happen in a turn. All orders given to characters take place in ascending order according to their number, so that order 325 occurs before order 690. These orders form the majority of events which occur during each turn. However, there are also other events, such as paying maintenance costs, which occur amongst the orders. A full list of events, in the order they occur, can be found in the section on Orders O – 1. But the ones which are important to bear in mind when calculating your nation’s economy occur, in order, as follows:

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Combat takes place Voluntary tax changes take place Population centre production takes place, tax revenue is received Market buy transactions take place Market sell transactions take place Maintenance is charged, and forced tax rate increase may occur Orders which may require gold take place Agents steal gold Orders which may require gold take place Nations send gold

So, why are these events important to your nation’s economy?

CCoommbbaatt ttaakkeess ppllaaccee Even if a troop or character dies, or a population centre is destroyed, its cost must still be paid for the turn. This means that the maintenance costs for armies, navies, population centres, fortifications and characters will remain the same even if the army, character or population centre is destroyed. However, if one of your populations centres is lost during combat, you will not get the revenue from that population centre. So if, for example, a town which produces 200 gold, and earns 1000 gold from tax is lost, you will get 1200 gold less than the figure given as the ‘Revenue Expected Next Turn’ shows. (And yes, this means that you are paying maintenance on a population centre you no longer own, whilst it does not give you revenue.) Also, remenber that if a population centre is lost in combat, this may cause another population to lose loyalty and reduce in size, further affecting the income you will receive. And that finally, you will not gain income from any populations under siege, including both those being sieged by enemy armies and any you have taken from other nations during the turn.

VVoolluunnttaarryy ttaaxx cchhaannggeess ttaakkee ppllaaccee The Revenue Expected Next Turn assumes that you will not change your nation’s tax rate. So, if you order a character to change the tax rate, you need to adjust your expected revenue accordingly. This is a good way of getting extra gold to cover your maintenance costs, but bear in mind that the order can fail or only partially succeed. Also, an increase in tax rate may decrease the loyalty of your population centres, perhaps causing them to reduce in size and so adversely affect expected revenue.

PPooppuullaattiioonn cceennttrree pprroodduuccttiioonn ttaakkeess ppllaaccee,, ttaaxx rreevveennuuee iiss rreecceeiivveedd As already explained, because this takes place after both combat – where population centres can be lost or sieged – and tax changes, this amount may not be the same as that given as the ‘Revenue Expected Next Turn’ figure.

MMaarrkkeett bbuuyy ttrraannssaaccttiioonnss ttaakkee ppllaaccee Since this comes after population centre production, it is possible to spend the gold you have just gained. However, remember that at this point you have not yet paid your maintenance costs!

MMaarrkkeett sseellll ttrraannssaaccttiioonnss ttaakkee ppllaaccee This is a very useful way of gaining enough gold to pay your maintenance costs.

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MMaaiinntteennaannccee iiss cchhaarrggeedd,, aanndd ffoorrcceedd ttaaxx rraattee iinnccrreeaassee mmaayy ooccccuurr At this point, the gold is deducted from the nation’s reserves. What happens if there are not enough funds to cover the maintenance costs? Well, all is not lost, because at this point your nation will automatically increase its tax rate, and collect the extra gold from your population centres, in an attempt to generate enough to pay for maintenance. So if, for example, a nation’s maintenance cost is 1000 gold more than its revenue and its tax rate of 20% is earning 2000 gold a turn, the tax rate will be increased to 30%, at which point the extra 1000 gold is collected and paid out as maintenance. In practice, of course, the figure will not be so exact, but the process is the same. Which sounds good. But bear in mind that an increase in tax rate will adversely affect loyalty, perhaps even causing a population centre to reduce in size (and so generate less gold in taxes, forcing the tax rate even higher to compensate). More importantly, the tax rate may be forced above 100% in an attempt to generate sufficient gold to pay for maintenance. And

If the tax rate is forced above 100% the nation is eliminated from play.

OOrrddeerrss wwhhiicchh mmaayy rreeqquuiirree ggoolldd ttaakkee ppllaaccee The cost of these orders is not a part of the Maintenance Costs detailed on the Results Sheet, so if you are issuing orders which cost gold, take care to ensure you have sufficient gold to pay for them.

AAggeennttss SStteeaall GGoolldd Because this occurs after maintenance is paid, it cannot be used to pay the current turn’s maintenance. As such, if relying on stealing gold to pay for your maintenance, you must remember to steal gold the turn before it will be required.

OOrrddeerrss wwhhiicchh mmaayy rreeqquuiirree ggoolldd ttaakkee ppllaaccee The cost of these orders is not a part of the Maintenance Costs detailed on the Results Sheet, so if you are issuing orders which cost gold, take care to ensure you have sufficient gold to pay for them. However, as some of these orders take place after 690 (Steal Gold), if you are fairly certain your agents will successfully steal gold, you can issue orders assuming that the money will be available.

NNaattiioonnss sseenndd GGoolldd As with agents stealing gold, because this occurs after maintenance is paid, it cannot be used to pay the current turn’s maintenance. As such, if you are relying on another nation sending gold to pay for your maintenance, you must remember to have that gold sent the turn before it will be required. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr D – 3 Population Centres; Loyalty L – 1 Orders; General Sequence of Events

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44 –– AAddvviiccee ffoorr aa HHeeaalltthhyy EEccoonnoommyy (Written by Dan Newman.) PPllaann aahheeaadd!! Economies need to be managed for the turn after the coming one. Expenses can't be reduced for the coming turn. Any troops or characters lost or retired still require maintenance, so they need to be managed in advance. For example, if you have a total upkeep of 40,000 gold, and your results suggest that next turn you will only have 10,000 gold, you have to do something about it this turn. If necessary, ask another player in your team to send you gold. Fortifications and harbours are paid for before they are removed or reduced during a turn. Gold transfers from allies arrive at the end of the turn, so must also be completed a turn in advance. SSeett ttaaxxeess ttoo 6600%% oorr 3399%%.. These are the highest rates with an (average) stable loyalty or likely to result in a small loyalty gain. A character with 50 command rank has a fair chance of raising taxes to 60%. A character with 40 command rank may succeed. When taxes go up, population centres suffer an initial loyalty reduction. Those that drop to 15% or below may degrade, so raise your taxes early so that camps you then place do not suffer this loyalty reduction. CCoouunntt yyoouurr ggoolldd ccaarreeffuullllyy!! Your projected income equals tax revenue plus your population centre’s gold production from mines. Gold production from mines is only affected by seasons: it is unaffected by tax rates or upgrades in population size. So doubling your taxes won’t double your gold income from population centre mines. You can sell products to cover your expenses, but remember that any population centre under siege won’t sell its products, or provide tax revenue. PPllaaccee yyoouurr ccaammppss eeaarrllyy...... Camps are a source of revenue, through products and gold mine revenue. The total number of population centres is limited, so once your emissaries are strong enough, start building camps. You’ll know the limit has been reached when your emissaries who fail to create a camp are no longer told that “continued efforts may succeed.” BBuutt nnoott ttoooo eeaarrllyy!! Camps with loyalty of 15 or less have a chance of being lost, and loyalty can change slightly each turn. Since the loyalty of new camps is equal to half the emissary skill of the character who creates them, it makes sense to create camps with characters who have an emissary skill in the high 30s or greater. If your emissaries do not have sufficient emissary skill, use the 520 – InfYour order to increase their skill level. UUppggrraaddee yyoouurr ccaammppss.. Upgrade your camps to villages once the population centre limit has been reached. Camps produce no tax revenue (though they may mine gold), but villages do. Upgrading to a village provides the same additional income as any other upgrade (975 at 39% taxes or 1500 at 60%), and they are the least expensive to do. Villages also continue to produce well. Camp to village upgrades only succeed when the population centre loyalty plus the character’s emissary rank is around 75 or greater. NNaattsseellll eeaacchh ttuurrnn Issue Nation Sell to Caravan orders (order 325) at your capital each turn. The market will accept, very approximately, about 20,000 gold’s worth of product from each player in a turn. Make sure you sell as close to this amount as possible each turn.

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Middle-earth PBM – I – Miscellaneous

II –– MMiisscceellllaanneeoouuss

11 –– AArrttiiffaaccttss Artifacts are magical legacies from an earlier age of Middle-earth. These relics can come in many forms, including rings, wands, weapons, armour, as well as in other more esoteric items. The acquisition, or loss, of some of the powerful artifacts has changed the course of Middle-earth’s history, no item more so than the One Ring itself, greatest of the Rings of Power. Some artifacts may be specifically aligned to good or evil, whilst others are not aligned at all. If an artifact is aligned, only characters of nations with the same allegiance as the artifact’s alignment can use the artifact. Those artifacts that are of no alignment have no such restrictions and can be used by any character, not just those of neutral nations. Regardless of an artifact’s alignment, however, any character may possess any artifact, although they may not be able to gain any benefit from it. Artifacts with no alignment are sometimes referred to as neutral, though this is somewhat misleading as characters of both Good, Evil and Neutral nations can use them.

Most artifacts grant the owner a fixed benefit, such as an increase to a statistic or bonus in combat. Artifacts which give a bonus in combat also give that bonus/50 as a bonus to challenge rank. Others can only be used when activated by an order, such as scrying artifacts which are used, somewhat predictably, by

issuing a scrying artifact order. A few artifacts will allow the bearer access to lost spells Others still have powers which remain hidden until the spell 412 – Research Artifact is cast upon them.

Skill ranks adjusted upward by artifacts will appear in parentheses next to the base skill rank. For example, a character with a command rank of 50 bearing an artifact that adds 10 to command rank will be shown as command 50 (60) on the result-sheet. If a character has a skill rank of 0, an artifact cannot increase this rank, but as stealth is not a skill rank, if they have a stealth rank of 0 then this can be increased through use of an artifact. In addition, artifacts which increase a character’s mage skill also increases their individual spell casting ranks. (In this case, the bonus is not added to the individual spell ranks on the turn sheet, but included in brackets before the spell list.) Skill ranks adjusted by artifacts can exceed the normal 100 limit. The adjusted skill rank of a character affects the chance of success for an order, but only the ‘natural’ skill rank of the character affects the effects of the order where applicable. (This will be explained in the section on orders.) Artifacts are carried by characters, and transferred between characters. The maximum number of artifacts any one character may carry is six, although you can only use one combat artifact (weapon) at a time. Combat artifacts in use appear with a ‘√ ‘ beside them in the character section of the results sheet. A character will automatically use the first combat artifact they pick up. If they then gain a second combat artifact and want to use that instead, they must either issue the Use Combat Artifact order to swap artifacts, or transfer the first artifact to another character, at which point they will automatically use the second one (or, if they have more than two remaining artifacts, the most powerful one). There are two types of artifact which relate to spells. The first type allows access to a lost spell, or lost spell list. Only a character with mage rank can use these, and, when they have them in their possession, research the specified spell or spells. The second type allows a character to cast a specific spell, regardless of whether or not they have any mage rank. This is the only instance where the prerequisite of an order (that only characters with mage skill can issue spell-casting orders) can be ignored. Artifacts may be gained when a character kills or captures a character from another nation who holds artifacts, stolen from another character, or gained from an encounter. Alternatively, they can be searched for, though even if you know where an artifact is there is no guarantee that your characters will necessarily be able to find it. Artifacts may be dropped (hidden) in any hex, or at a population centre, at which point they are lost to your nation, although you can search for them again. The character who drops the artifact will have a higher chance of recovering it than other characters. In addition, if the artifact was dropped at a population centre, characters belonging to same nation as the population centre will also have a higher chance of recovering it.

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 205 Orders; Use Combat Artifact L – 360 Orders; Transfer Artifacts to Character L – 685 Orders; Steal Artifact L – 792 Orders; Drop Artifact L – 805 Orders; Use Movement Artifact L – 900 Orders; Find Artifact L – 935 Orders; Use Scrying Artifact L – 945 Orders; Use Hiding Artifact L – 990 Orders; One Ring OOtthheerr I – 2 Miscellaneous; Encounters M – 412 Spells; Research Artifact M – 418 Spells; Locate Artifact M – 428 Spells; Locate Artifact True U – 1 Player-Collated Information; 1650 Artifact List U – 2 Player-Collated Information; 2950 Artifact List U – 3 Player-Collated Information; Fourth Age Artifact List

22 –– EEnnccoouunntteerrss During the course of their travels, both characters journeying alone and commanders of armies may happen upon some of the many creatures, characters and places which make up the rich world of Middle-earth. These encounters may vary from the investigation of a cave, to a talk with Gandalf, to a brush with one of the great dragons! Depending on the character (their skills, allegiance, etc.) and their reaction to the encounter, they can result in anything from the gaining of artifacts, information or gold, to violent death. Characters will first be made aware of an encounter by a message in the turn. Following this, any character in the same hex can then investigate the encounter. The following turn they will receive a more detailed account of whatever is awaiting them. Sometimes this is a fixed event, but often they will be given several choices of ways in which to react, such as attack, talk, run away, etc. It is then up to you whether or not to react to the encounter, but be aware that if the character does not react, they are assumed to run away. And turning your back on a potentially violent encounter is not always the best course of action... FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 285 Orders; Reaction to Encounter L – 290 Orders; Investigate Encounter OOtthheerr -

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33 –– RRuummoouurrss Rumours of secret plans and activities are common trade throughout most civilised regions. Like all such gossip, some is true, some greatly exaggerated, and some simply false. These tales would normally arise from unusual activities such as armed conflicts, challenges or assassinations, but might also tell of a nation’s more closely guarded secrets. Remember, rumours can be dangerous to act upon without careful consideration or confirmation, but may be just as dangerous to ignore. Your nation has a fair chance of hearing rumours each turn, but in addition to this emissaries can attempt to uncover secrets, to try and discover further rumours regarding the area they are in. Bear in mind, however, that another emissary order allows them to spread false rumours, so do not believe everything you hear, even if it comes on the authority of one of your emissaries. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 580 Orders; Spread Secrets L – 585 Orders; Uncover Secrets OOtthheerr -

44 –– EEffffeeccttss ooff NNaattiioonn RReellaattiioonnss Some of these effects, in particular those which relate to combat, have already been mentioned. But the following is a more comprehensive list of the affects of your nation’s relations to other nations, and/or their relations towards you. Some are affected by your relation to other nations, some are affected by their relations towards you, and some by both, this being covered in the appropriate section of the rules, mostly in the chapter on orders.

AAggeenntt oorrddeerrss aaffffeecctteedd bbyy rreellaattiioonnss Scouting Stealing Sabotaging Rescuing Kidnapping Assassinating Counter-espionage

EEmmiissssaarryy oorrddeerrss aaffffeecctteedd bbyy rreellaattiioonnss Influencing the loyalty of other nations’ population centres Transferring ownership of population centres Recruiting double agents

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OOtthheerr EEffffeeccttss ooff rreellaattiioonnss The relations of nations must be friendly or tolerant to each other to enable their armies and navies to pass each other in a hex, or to enable an army of one to pass a fortified population centre of another.

Only nations which are disliked or hated by your nation are considered enemies by your own forces, and it is only against enemy nations that you can issue offensive orders, for example to attack their armies, population centres and ships. However, your troops will always defend themselves against any nation if attacked, no matter your relationship towards them.

Only nations who are friendly to your nation will allow your army to pick up goods from their population centre. The

relationship of your nation to theirs is irrelevant.

Only nations who are friendly to your nation can transfer goods from their army to your army or population centre. The relationship of your nation to theirs is irrelevant.

Companies can only be formed of characters who have mutually friendly relations with the company commander.

The less positive your relation to another nation, the more fiercely your armies and navies fight against them. Which is to say

your armies will fight better against a hated nation than a tolerated one.

A Free Peoples nation can only have neutral, tolerant or friendly relations towards another Free Peoples nation, can have hated, disliked, neutral or tolerant relations toward a Neutral nation, and may only have hated, disliked or neutral relations towards a Dark Servants nation.

Conversely, a Dark Servants nation can only have neutral, tolerant or friendly relations towards another Dark Servants nation,

can have hated, disliked, neutral or tolerant relations toward a Neutral nation, and may only have hated, disliked or neutral relations towards a Free Peoples nation.

A neutral nation may have any relation towards other neutral nations, but not friendly or hated relations with a Free Peoples

or Dark Servants nation.

An attempt by a neutral nation to change allegiance to the Free Peoples or Dark Servants may be affected by their relations to the various nations on the allegiance they are attempting to join. After a successful allegiance change, relations will automatically be altered sufficiently to satisfy the restrictions detailed above.

A nation that has friendly relations towards you can build ships at your ports.

FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 180 Orders; Upgrade Relations L – 185 Orders; Downgrade Relations OOtthheerr E – 10 Armies; Movement G – Combat

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55 –– CCoommmmuunniiccaattiioonn One of the richest aspects of any play-by-mail game is the interaction between players:

Your front-sheet will give you contact details for your allies. (If you are a neutral player, you will not see details of other players until you change allegiance, at which point you will see your new allies’ details.)

If you want to talk to the opposition, the easiest method is via either our mailing list or on the Middle-earth forum. Details of

both can be found on our website at http://www.middleearthgames.com.

You can also send a diplomatic message to another player via ourselves. Simply send us an email with the message and the player it is to go to, and we will pass the message along with their next turn. Alternatively, if you do not have access to the internet, if you write a letter to any other nation or nations in the game and send it in with your turn, we will pass it on to the appropriate player when they receive their next turn. Note that we do not guarantee the accuracy or truth of any correspondence we pass on in this way.

66 –– VViiccttoorryy CCoonnddiittiioonnss

GGaammee VViiccttoorryy A game is won by a team, not an individual player. A game can end in one of two ways:

Either the Free Peoples or the Dark Servants have all been eliminated, whereupon the surviving allegiance are victorious.

Or the One Ring has been found, and taken to Mount Doom (hex #3423), there to be either given to Sauron or destroyed, depending on whether the character belongs to the Dark Servants or Free Peoples. Whereupon the allegiance whose character gave up the ring is victorious.

Note that these are the basic victory conditions. Other modules and variants may have additional ways of achieving victory. See individual modules for any changes or differences in victory conditions.

VViiccttoorryy PPooiinnttss Victory points do not affect or contribute to victory of the game itself. Instead, they are calculated for each nation each turn, to give you an idea of how well your nation is doing compared to other nations. (But not cumulative – they are recalculated each turn, not calculated and added to last turn’s points.) Then, when the game has ended, the victory points of each nation are checked in order to establish individual placings for the nations. You will receive a list detailing the victory points and ratings of all nations, with the top three nations on the winning side considered to have won first, second and third places. Victory points are gained in two ways: from achieving specific victory conditions, and from being highly placed in various areas of play. Only those gained from the various areas of play are calculated and given each turn – those gained from achieving specific victory conditions are not included in a nation’s total until the game finishes.

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AArreeaass ooff PPllaayy For each area of play, nations will earn victory points based on their ranking as follows:

Ranking Victory Points 1st Place 500 2nd Place 450 3rd Place 400 4th Place 367 5th Place 333 6th Place 300 7th Place 275 8th Place 250 9th Place 225 10th Place 200 11th – 25th Place 100

Note that eliminated nations are still ranked amongst active nations, though they cannot win the game, and are not included amongst the first, second or third places overall. The areas are as follows: PPooppuullaattiioonn CCeennttrreess Based upon the total number of population centres, their size and their loyalty AArrmmiieess Based upon the total number of troops, type of troops, morale of armies, and troop training, weapons, and armour of each troop type. CChhaarraacctteerrss Based upon the total number of characters, and their command, emissary, agent and mage rank. Basically, the total upkeep cost of all a nation’s characters. WWeeaalltthh Based upon the total gold reserves of the nation.

IInnddiivviidduuaall VViiccttoorryy CCoonnddiittiioonnss Each nation starts the game with five individual victory conditions, which vary from game to game. For each one achieved, the nation gains 100 victory points. Note that these points are only calculated when a game ends, meaning that firstly your victory points total during the turn does not include points gained for individual victory conditions, and that secondly you must not only achieve an individual victory condition but still be fulfilling its criteria at the end of the game to gain the victory points. The various types of individual victory condition are as follows: TTeerrmmiinnaattiioonn ooff CChhaarraacctteerrss This victory condition requires that your nation be responsible for the killing of at least ten characters belonging to nations other than your own, either through personal challenge or through assassination. No other kills will count. A victory condition more commonly found amongst Dark Servant nations. AAccqquuiissiittiioonn ooff AArrttiiffaaccttss This victory condition requires that your nation hold ten artifacts in addition to the number of artifacts held at the start of the game. They do not have to be useable by your nation, they just have to be artifacts. If the game is completed by the One Ring being taken to Mount Doom by your nation, the One Ring will not count as one of the ten artifacts.

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HHoollddiinngg aa PPaarrttiiccuullaarr PPooppuullaattiioonn CCeennttrree This victory condition requires that your nation own a particular population centre. The particular population centre in question being specified in the victory condition. If the population centre is destroyed, holding a new population centre on the hex will fulfil the victory condition. HHooaarrddiinngg MMiitthhrriill This victory condition requires that your nation have more mithril in population stores than any other nation. HHooaarrddiinngg AArrttiiffaaccttss This victory condition requires that your nation possess more artifacts than any other nation. If the game is completed by the One Ring being taken to Mount Doom by your nation, the One Ring will not count as one of your artifacts. HHoollddiinngg aa PPaarrttiiccuullaarr AArrttiiffaacctt This victory condition requires that your nation own a particular artifact. The particular artifact in question being specified in the victory condition. DDeeaatthh ooff aa PPaarrttiiccuullaarr CChhaarraacctteerr This victory condition requires that a particular character be dead at the end of the game. It does not matter how they die, or by whose hand or knife. The particular character in question being specified in the victory condition, and usually someone your nation has a reason for disliking. If another character is subsequently created with the same name, you do not have to kill them too.

77 –– RRaattiinngg SSyysstteemmss As well as victory points, which give an indication of a nation’s comparative strength, there are also several other ratings systems by which you can compare your play not only to other nations in a single game, but also your play throughout all the games you have played against the play of others. These also take into less ‘tangible’ aspects of play such as team-work and experience. For more details regarding these Rating Systems, please visit our website at http://www.middleearthgames.com.

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Middle-earth PBM – J – Receiving Your Results

JJ –– RReecceeiivviinngg YYoouurr RReessuullttss Whilst it is possible to play by post, we recommend that, if possible, you play the game by email, which is to say, send in your orders and receive your turn results by email. Assuming that you play by email, then, every turn you will receive your results in the following manner: AAnn EEmmaaiill Containing non-game related information such as your name, account number, etc. AA RReessuullttss SShheeeett In the form of an Acrobat (.pdf) file attached to the email, containing information about your nation and its activities. AAnn ..xxmmll ffiillee Attached to the email, containing much of the information found in the .pdf but in code form, which can be imported into a variety of programs to help you better keep track of your position and write your turn, and shared with other members of your team should you wish to do so.

11 –– EEmmaaiill This contains the following information:

Your name Your address and contact details (Your email address is always given out to your allies by default if you are playing by email,

and your postal address if your are playing by paper. So if you do not wish these contact details to be passed on, please get in touch.)

Your account number Your account balance Your allies’ contact details Current games you are playing in Messages from ME Games for the game A remittance ‘tear off slip’ to return with payment for game turns (when necessary)

FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr K – 1 Sending Your Orders; By File V – House rules

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22 –– RReessuullttss SShheeeett At the top of the first page appear the game number and module. Below this there are three pieces of information: your victory point total (calculated each turn), your five individual victory conditions, and, after turn zero, the top three players on your own side. All Free Peoples will get a list of the top three Free Peoples, all Dark Servants will get a list of the top three Dark Servants, and all Neutrals the top three nations, regardless of alignment. Below the Victory point section, on the left, is your name and account number (please include your account number in all communications with us). To the right of this appears, from top to bottom, your game number, player number, turn number, free turns counter, security code, and special service indicator. These with the exception of the turn number and security code will be the same for length of the game. Turn number indicates the number of turns you have played, not the number of turns the game has run. Thus it is not uncommon for turn numbers to vary slightly from player to player. The security code is a four-digit number randomly generated each turn. This code is required to authorise any changes or requests for information directed to MEPBM. The special service indicator will be marked yes, meaning that if you do not get a turn in by the next due date, a fixed set of orders will be run for each of the characters in your position. The rest of the sheet is divided into sections as follows:

SSeeaassoonn This indicates whether it is spring, summer, fall (autumn) or winter. The season, in conjunction with location, affects the climate of each hex.

RReellaattiioonnss This section details your relations to the other nations.

PPooppuullaattiioonn CCeennttrreess This section shows each of the population centres under your control, listed in alphabetical order. For each population centre, you're shown its name, location, size, fortification level, presence of harbours and ports, loyalty, whether it is hidden, whether it is sieged, expected production for that population centre, and current stores. Location tells you the number of the hex the population centre is in, the terrain in that hex and the current climate in that hex. The hidden indicator shows 'YES' if the Population Centre is hidden and 'NO' if it is not. The siege indicator operates in the same manner, showing 'YES' if the population centre was under siege by an enemy army for the turn just passed, and 'NO' if it was not under siege. Expected population centre production is shown for each of the eight products: leather, bronze, steel, mithril, food, timber, mounts and gold. Expected production is determined by the size of the population centre and the climate, and may be less than the maximum possible hex production. Season changes affect climate, and are not taken into account in the expected production figures, so it is important to take this into account. Below the production numbers are shown the amount in stores for each of the seven market products (not gold, as that is sent straight to the nation reserves). The last item of information for each population centre is the presence of any foreign characters, armies and navies in that hex.

AArrmmiieess aanndd NNaavviieess In this section each of your armies will be listed under its commanding character, in alphabetical order. If you have any navies, they will follow the armies, in the same format. To the right of each commander's name will be the army's location, and the location’s terrain and climate. Following the commander's name will be a complete listing of all the army's attributes: morale, the number of transport and war ships (plus the number of war ships required to carry the troops currently in the army), the army's travel mode, and a listing of all troops, by type, including training, weapon and armour ranks. Also listed will be any items in the army's baggage train, including food and war machines. Any other characters with the army – including NPCs – will be listed below the baggage train information. Finally, below each army's information will be a report of any population centres and other armies that have been sighted at the same location, with those belonging to other nations marked in bold.

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CCoommppaannyy CCoommmmaannddeerrss All the companies your characters are commanding will be listed here, together with the characters in them. Charcters belonging to other nations will be marked in bold.

MMaarrkkeett PPrriicceess Each of the seven available market products has its own column. In each column, the first line shows the name of the product, the second line shows how many units (if any) of that product are available, the third line shows the amount of gold you must pay to purchase one unit, and the fourth line shows the amount of gold you will receive by selling one unit to the market.

MMiisscceellllaanneeoouuss Information under this section includes revenue and maintenance costs, total product stores, the names of any hostages in your possession, a listing of all artifacts in your possession, any general messages about events involving your nation, and any encounter and combat messages. Note that all maintenance costs and revenue for the next turn are expected figures. Changes in season and orders given, among other things, can effect the actual figures. Note also that there are two artifact listings, one of artifacts currently held by characters and one of artifacts known to be secreted in hexes or population centres. Additionally, messages may appear here regarding the fulfilling of certain victory conditions and regarding new character availability.

OOrrddeerrss GGiivveenn This lists all of your characters and the orders issued by each for the turn. Note that this chart reads across, left to right, rather than top to bottom as it is on your turn sheet. Also note that each character is listed twice, once for each order. Any character given less than two orders will show 'no order given' to the right of the character's name.

CChhaarraacctteerrss This section shows each of your characters, and their ranks and possessions, along with a description of each character's activities for that turn. Any characters who possess rank-enhancing artifacts will have the enhanced rank appear in brackets next to those ranks that are affected. Also, any characters who know spells will have the casting rank appear in brackets next to each spell. Any characters who possess combat artifacts will have a ‘√’ appear next to any combat artifact that is currently being used. An '†' or '+' next to a rank indicates a special ability – healing twice as fast, or challenge rank bonus.

MMaappss This section includes a graphic representation of your homeland and some scouting/reconnaissance reports. The turn map allows you to take in a great deal of information at once. Represented on the map are terrain (including roads and rivers) population centres (ruins have no icon), fortifications and armies. Note that army icons represent the presence of one or more armies of that allegiance. For example, a Free Peoples’ army icon in a hex could signify one army, two armies, even three or more. The scouting/reconnaissance reports will be smaller versions (7 hexes) of the turn map with the same type of information and representations.

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MMaapp IIccoonnss

Camp Tower Harbour

Village Fort Port

Town Castle Good Armies

Major Town Keep Evil Armies

City Citadel Neutral Armies Road Minor River Major River Bridge Ford

Open Seas Coastal Waters Shore/plains Open Plains

Hills & Rough Mixed Forest Desert Wastes Fens & Swamp Mountains

TTuurrnnsshheeeett The turnsheet is used if you are playing by paper, to fill in orders for each of your characters, and return them to us. However, if you are playing by email it is still of use, in that it lists each of your characters who are both alive and not held hostage, and so can be given orders. It also gives the due date. The due date is the date by which the turn sheet must reach our offices – not the date to send it to us! FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr J – 4 Receiving Your turn; Playing By Paper K – 1 Sending Your Orders; By File

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33 –– ..xxmmll FFiillee Unlike the .pdf file containing the results sheet, the .xml file cannot be viewed alone. Instead, it contains information which can be imported into a variety of programs, which can then be used to collect, collate and store information regarding your position. These programs will be described in the section below (K-1 – Orders). FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr K – 1 Sending Your Orders; By File V – House rules

44 –– PPllaayyiinngg BByy PPaappeerr Whilst we encourage people to play by email, if you do not have access to email, or prefer to play by paper, you may do so. In which case, each turn you will receive the following by post: FFrroonntt sshheeeett Containing the same information as would be found in the email if playing by email. RReessuullttss sshheeeett A print out of the file of the Results Sheet normally attached to the email if playing by email. Includes the turn sheet as well. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr K – 2 Sending Your Orders; By Paper V – House rules

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KK –– SSeennddiinngg YYoouurr OOrrddeerrss Each turn, having received your results, you must write your orders and return them to us to be processed. It is possible to send back your orders to us in three ways: by file, by paper, or in an email.

11 –– BByy FFiillee Of these methods, the vast majority of players choose to send back their orders by file, which are then imported directly into our computers, as this means there is no chance of errors being made in the inputting of your orders. There are two programs currently available which allow you to write your orders and save them as a file: Automagic and MEOW. When you have created this file, it can either be sent to us as an attachment to an email, or via the website http://www.meturn.com where you can send the file to us directly.

AAuuttoommaaggiicc This is both an order writer and database. The database side of the program contains a great deal of game information which you can then add to and update as the game continues, and allows you to import information directly from your turn to save entering it all by hand. In addition, it contains charts with information from this Guide that you need to write your turns, calculators to help plan your economy and military campaign, and much more. The order-writer side of the program allows you to create your orders for the coming turn, and will check your orders for most common errors, before giving you the option of saving your order file to send to us later, or emailing it to us automatically. To run Automagic requires a computer with Microsoft Excel 07 or later.

MMEEOOWW This is another order writer, which is simpler to use than Automagic, but does not include a database. Instead, you can import information from your turn regarding your characters, then enter orders for these characters. Like Automagic, MEOW will also check your orders, as well as containing help and information on each order. To run MEOW requires the Java 1.3 program (or better), which can be downloaded for free via our website.

wwwwww..mmeettuurrnn..ccoomm This is not a program, but rather a website where you can send to us your turn file without the need to attach it to an email.

CCoommbbaatt CCaallccuullaattoorr Not a turn-writing program as such, but an aid to turn-writing. The combat calculator will take information about armies and population centres, and estimate the results of a battle. This is a player-written program, and based on equations which are not guaranteed to be entirely accurate. However, it has proven to be fairly accurate, and certainly a good guide as to how successful an attack may be.

PPaallaannttiirr As the name suggests, this program imports information from your turn and those of your allies, and uses this to create and keep updated a colour map of Middle-earth, including population centres, armies, roads, rivers and other pertinent information for each hex. The program also includes a map of the world at game start for each module, and can either show a full map of the world, or the portion of the map as seen by each nation in their turn. The Palantir can only run on computers with Windows.

OOtthheerr We are frequently adding new pieces of software to the game, in order to help you play. For details of all the latest software, please go to our website: http://www.middleearthgames.com. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr V – House Rules

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22 –– BByy PPaappeerr If you do not have access to email or the internet, and so are receiving your results by paper, you can also return your orders by post. Simply complete the turn sheet which comes as a part of your results, and return it to us. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr V – House rules

33 –– BByy EEmmaaiill There is really little reason why you would want to send your orders in the body of an email, since if you have access to a computer and to email, you can use a turn-writing program to create a file and send this to us as an attachment. However, that said, we do accept orders written into the body of an email – simply follow the format of the example below as closely as possible. SSuubbjjeecctt lliinnee ME29/24 (Replace ME29/24 with your game number and nation number.) MMaaiinn bbooddyy ooff tthhee eemmaaiill ME 29 Player: 24 Security Code: 1234 Due Date: 15th July 2002 Fred Bloggs a/c: 109999 Turn Number: 15 (Replace these details with your details for this game.) Alfred (alfre) @1234 (Com, Age, Emi) 810 MovChar 1235 900 FindArt 86 Beattie (beatt) @ 2345 (Com) 947 NatTran 1234 le 100 948 TranCar 2345 4321 go 10,000 (Replace characters and orders with your own.) Please note that character must be set out in alphabetical order, and only characters eligible to be given orders included (not hostages, for example) – failure to do so may result in the wrong orders being assigned to characters, which we will be unable to correct. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr V – House rules

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44 –– AAbbbbrreevviiaattiioonnss The most common items of required information for orders have abbreviations which are quicker and easier to use than the entire word. These must be used. For example, if you try and sell ‘food’ instead of ‘fo’, the order will fail. The abbreviations to use are as follows: GGooooddss Mounts mo Leather le Bronze br Steel st Mithril mi Food fo Timber ti Gold go TTrrooooppss Heavy Cavalry hc Light Cavalry lc Heavy Infantry hi Light Infantry li Men-at-Arms ma Archers ar

AArrmmyy DDiirreeccttiioonnss Home (stand still) h North-east ne East e South-east se South-west sw West w North-west nw Normal no Evasive ev MMiisscceellllaanneeoouuss Female f Male m No n Yes y Neutral n Evil e Good g Wood wo None no

Finally, four points to keep in mind while writing orders:

Character IDs are always five letters long and lower case

Spa c es and pu.n;ctuation count as letters for character IDs - âccënts do not. (âccën is five letters)

Hex numbers are always four digits long

Orders take place according to their numerical sequence, not the order in which you issue them to characters FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr V – House rules

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LL –– OOrrddeerrss

11 –– GGeenneerraall SSeeqquueennccee ooff EEvveennttss Events can either consist of orders carried out by characters, or things which take place every turn regardless of orders issued. They are listed below in the order that they occur within the turn. Orders take place in numerical sequence based on their order numbers, not the order in which you issue them. If an order is not specifically mentioned below, then, it simply takes place in its numerical order (the list is intended to show when non-order events take place in relation to the various orders, not to list every order). 11 Characters heal naturally and healing spells are cast 22 Allegiance and relation changes take place 33 Personal challenges between characters take place 44 Combat (navy, army and population centre) takes place and combat spells are cast 55 Encounters are reacted to 66 Voluntary tax changes take place, loyalties may be affected 77 Population centre production, tax revenue is received, loyalties change according to tax rate 88 Market buy transactions take place (310 and 315) 99 Market sell transactions take place (320 and 325) 1100 Food and other items (including transferring, but not picking up, of artifacts and prisoners) are picked up, transferred, conjured or otherwise moved 1111 Food (and morale) is consumed by armies. 1122 Maintenance is charged 1133 Check to see if nation’s tax rate is sufficient to cover maintenance costs. If not, tax rate is increased to compensate. If this raises tax rate to over 100%, bankruptcy will occur and the nation will be eliminated from play. 1144 Other command orders take place 1155 Emissary orders take place 1166 Agent orders take place 1177 Characters being held hostage attempt to escape 1188 Other mage orders take place 1199 New characters are created 2200 Army and company orders (other than combat) take place 2211 Ships and artifacts are picked up and dropped 2222 Character and army movement takes place 2233 Scouting takes place, lore spells are cast 2244 Population centres are hidden 2255 Goods are transported (947 and 948) 2266 Population centres are transferred, voluntary capital moves take place 2277 New market prices, maintenance costs and revenues are calculated 2288 The One Ring order attempts take place From the above sequence, you will see that you purchase products from the market before a check is made to see if the nation has sufficient funds to cover maintenance costs. This means that a nation can bankrupt itself through buying from the market, so please be careful when buying goods! FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr H – Economy K – Sending Your Orders

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22 –– LLiisstt ooff OOrrddeerrss In the following lists, for ease of reference orders have been grouped according to type rather than in numerical sequence. RReessttrriiccttiioonn LLeeggeenndd c characters with command skill only a characters with agent skill only e characters with emissary skill only m characters with mage skill only com army or navy commanders only company company commanders only

with army or navy commanders or characters with an army or navy only without characters not in command of an army, navy or company only cap can only be issued at the capital fa can only be issued in the Fourth Age Module k can only be issued by the North or South Kingdom spell may improve spell casting rank increase may increase a skill rank

CCoommmmaanndd SSkkiillll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

175 Change Allegiance c, cap average ChAlleg 180 Upgrade Relations c, cap easy UpStNat 185 Downgrade Relations c, cap easy DnStNat 230 Attack Enemy c, com automatic increase AttEnmy 235 Attack Nation c, com automatic increase AttNat 240 Defend c, com automatic increase Defend 250 Destroy Population Centre c, com automatic increase DstPop 255 Capture Population Centre c, com automatic increase CptrPop 260 Siege Population Centre c, com (of army) average increase SiegPop 300 Change Tax Rate c, cap easy to av. ChTaxRt 400 Recruit Heavy Cavalry c, with automatic HvCvlry 404 Recruit Light Cavalry c, with automatic LtCvlry 408 Recruit Heavy Infantry c, with automatic HvInfan 412 Recruit Light Infantry c, with automatic LtInfan 416 Recruit Archers c, with automatic Archers 420 Recruit Men-at-Arms c, with automatic MenAtAr 430 Put Troops on Manoeuvres c, with automatic increase TrpsMan 435 Put Army on Manoeuvres c, com automatic increase ArmyMan 460 Remove Harbour c easy RmvHar 465 Remove Port c easy RmvPort 470 Destroy Population Centre Stores c average DstStor 475 Destroy Bridge c average DstBrdg 480 Remove Fortifications c hard RmvFort 490 Build Bridge c average BldBrdg 494 Fortify Population Centre c average increase FortPop 496 Build Road c, fa, k, e hard BldRoad 498 Threaten Population Centre c, com hard increase Threat 552 Post Camp c, com average PosCmp 725 Name New Character c, cap automatic NamChar 728 Name New Character as Commander c, cap automatic NamComm 745 Create Company c, without automatic CreCmpy 750 Disband Company c, company automatic DsbCmpy 770 Hire Army c, without automatic HrArmy 780 Transfer Command c, com/company automatic TrComm 950 Relocate Capital c, cap easy ReloCap 960 Increase Caravan Prices c, fa, k, e, cap hard IncrCar 965 Reduce Caravan Prices c, fa, k, e, cap hard ReduCar

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CCoommmmaanndd MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

270 Destroy Ships c, com automatic DstShp 275 Scuttle Ships c, com automatic ScttShp 280 Abandon Ships c, cap automatic AbanShp 340 Transfer Food: Population Centre to Army c, with automatic TrPo2Ar 345 Transfer Food: Army to Population Centre c, with automatic TrAr2Po 347 Transfer Food: Army to Army c, with automatic TrFood 349 Transfer War Machines: Army to Army c, with automatic TrWarMa 351 Transfer Weapons: Army to Army c, with automatic TrWpns 353 Transfer Armour: Army to Army c, with automatic TrArmr 355 Transfer Troops: Army to Army c, with automatic TrTrps 357 Transfer Ships c, with automatic TrShp 370 Upgrade Troop Weapons c, with automatic UpWpns 375 Upgrade Troop Armour c, with automatic UpArmr 425 Retire Troops c, with automatic RtrTrps 440 Make War Machines c, with automatic MakWrMa 444 Make Armour c, with automatic MakArmr 448 Make Weapons c, with automatic MakWpns 452 Make Warships c, with automatic MakWShp 456 Make Transports c, with automatic MakTShp 660 Offer Ransom for Hostage c, cap automatic RansOff 765 Split Army c, com automatic SplArmy 775 Disband Army c, with automatic DsbArmy 794 Anchor Ships c, com automatic AnchShp 798 Pick up Ships c, com automatic PickShp 925 Recon Area c, or a dwarf easy Recon

AAggeenntt SSkkiillll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

600 Counter Espionage a average increase CntrEsp 605 Guard Location a automatic increase GrdLoc 610 Guard Character a automatic increase GrdChar 615 Assassinate Character a hard increase Assass 620 Kidnap Character a hard increase Kidnap 630 Rescue Hostage a hard increase Rescue 635 Interrogate Hostage a average increase Interr 665 Sabotage Bridge a hard increase SabBrdg 670 Sabotage Fortifications a hard increase SabFort 675 Sabotage Harbour or Port a hard increase SabPort 680 Sabotage Production Stores a hard increase SabStor 685 Steal Artifact a hard increase StlArt 690 Steal Gold a hard increase StlGold 731 Name New Character as Agent a, cap automatic NamAgen 905 Scout Army a, or a dwarf average ScoArmy 910 Scout Area a, or a dwarf automatic ScoArea 930 Scout for Characters a, or a dwarf average ScoChar

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AAggeenntt MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

625 Release Hostage a automatic Release 640 Take Custody of Hostage a automatic Custody 645 Imprison Hostage a automatic Imprsn 650 Execute Hostage a automatic Execute 655 Demand Ransom for Hostage a automatic RansDmd 915 Scout Hex a, or a dwarf easy ScoHex 920 Scout Population Centre a, or a dwarf easy ScoPop

EEmmiissssaarryy SSkkiillll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

500 Recruit Double Agent e average increase Double 505 Bribe/Influence Character e average increase Bribe 520 Influence Your Own Population Centre Loyalty e automatic increase InfYour 525 Influence Other's Population Centre Loyalty e average increase InfOthr 530 Improve Harbour to Port e easy Har2Por 535 Add Harbour to Population Centre e easy AddHar 550 Improve Population Centre e average increase ImprPop 555 Create Camp e easy increase CreCmp 560 Abandon Camp e easy AbanCmp 565 Reduce Population Centre e easy ReduPop 734 Name New Character as Emissary e, cap automatic NamEmis 942 Move Turn Map fa, c, e, cap average MvTnMap 949 Transfer Ownership e easy TrOwner

EEmmiissssaarryy MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

580 Spread Rumours e automatic SprdRum 585 Uncover Secrets e average Uncover

MMaaggee OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

710 Prentice Magery m automatic increase PrenMgy 737 Name New Character as Mage m, cap automatic NamMage

MMaaggee MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

700 Forget Spell m automatic ForgtSp 705 Research Spell m varies RsrchSp

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MMoovveemmeenntt OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

810 Move Character without automatic MovChar 820 Move Company c, company automatic MovCmpy 825 Cast Movement Spell m, without varies spell CstMvSp 830 Move Navy com automatic MovNavy 840 Stand and Defend com automatic Stand 850 Move Army com automatic MovArmy 860 Force March Army com automatic ForcMar 870 Move Character & Join Army without automatic MovJoin

HHeeaalliinngg SSppeellll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

120 Cast Heal Spell m varies spell CstHlSp

CCoommbbaatt SSppeellll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

225 Cast Combat Spell m varies spell CstCbSp

CCoonnjjuurriinngg SSppeellll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

330 Cast Conjuring Spell m varies spell CstCjSp

LLoorree SSppeellll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

940 Cast Lore Spell m varies spell CstLoSp

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MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

205 Use Combat Artifact automatic UsCbArt 210 Issue Personal Challenge automatic increase IssPers 215 Refuse All Personal Challenges automatic RfsPers 285 Reaction to Encounter automatic ReacEnc 290 Investigate Encounter automatic InvEnc 310 Bid from Caravans automatic BidCar 315 Purchase from Caravans automatic PrchCar 320 Sell to Caravans automatic SellCar 325 Nation Sell to Caravans cap automatic NatSell 360 Transfer: Artifacts to Character automatic TrArt 363 Transfer: Hostages to Character automatic TrHost 740 Retire Character automatic RtrChar 755 Join Company automatic JnCmpy 760 Leave Company without automatic LvCmpy 785 Join Army without automatic JnArmy 790 Leave Army without automatic LvArmy 792 Drop Artifact automatic DropArt 796 Pick up Artifact easy PickArt 805 Use Movement Artifact automatic UsMvArt 900 Find Artifact hard FindArt 935 Use Scrying Artifact automatic UsScArt 945 Use Hiding Artifact automatic UsHiArt 947 Nation Transport cap automatic NatTran 948 Transport by Caravan cap or origin hex automatic TranCar 990 One Ring automatic OneRing FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – Orders OOtthheerr L – 1 Orders; General Sequence of Events

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## –– OOrrddeerr DDeettaaiillss

112200 –– CCaasstt HHeeaall SSppeellll Type of Order Healing spell Difficulty of Order Varies - spell casting rank Order Number 120 Order Code CstHlSp Prerequisites The character has mage skill and the spell being cast is known by character, or The character has an artifact which allows them to cast a heal spell The target character is at same location Required Information Spell ID # Target character ID This order allows a character to attempt to cast any heal spell which they know upon any target character (including themselves) in the same hex. Casting proficiency of the heal spell cast will be improved by 1-5 points upon successful casting of the spell. If the target character is not at the same location they will not be healed, but successful casting will still improve casting proficiency of the character. For example: angul, 120,2,bilbo, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 700 Orders; Forget Spell L – 705 Orders; Research Spell OOtthheerr C – 5 Characters; Health F – 1-3 Magic; Casting Ranks, Spell Types, Research

117755 –– CChhaannggee AAlllleeggiiaannccee Type of Order Command Difficulty of Order Average Order Number 175 Order Code ChAlleg Prerequisites The character has command skill The character is at their own capital The nation is neutral Required Information New allegiance (g or e) This order allows a Neutral nation to change its status from Neutral to either Good (The Free Peoples) or Evil (The Dark Servants). The success of the order is based on the command rank of the character giving the order, and the relation of the nation towards the other nations of the allegiance they are seeking to join. Once the status has actually been changed, from this point onwards the nation will be either a Dark Servant or a Free People, and subject to all this entails, so cannot change allegiance again. For example: angul, 175, g,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 180 Orders; Upgrade Relations L – 185 Orders; Downgrade Relations OOtthheerr B – 4 Basics; Nations; Their Relationships, Allegiances And Enemies I – 4 Miscellaneous; Affects of Nation Relations

118800 –– UUppggrraaddee RReellaattiioonnss Type of Order Command Difficulty of Order Easy Order Number 180 Order Code UpStNat Prerequisites The character has command skill The character is at their own capital The character’s nation is not already friendly towards target nation Required Information Target nation # (1 – 25) This order allows a character to improve the relation their nation has to another target nation. Success is based on the character's command rank. If successful, the relations will improve by one level – from hated to disliked, for example, or from tolerant to friendly. For example: angul, 180, 13, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 175 Orders; Change Allegiance L – 185 Orders; Downgrade Relations OOtthheerr B – 4 Basics; Nations, Their Relationships, Allegiances And Enemies I – 4 Miscellaneous; Affects of Nation Relations

118855 –– DDoowwnnggrraaddee RReellaattiioonnss Type of Order Command Difficulty of Order Easy Order Number 185 Order Code DnStNat Prerequisites The character has command skill The character is at their own capital The character’s nation does not already hate target nation Required Information Target nation # (1 – 25) This order allows a character to worsen the relation their nation has to another target nation. Success is based on the character's command rank. If successful, the relations will worsen by one level – from disliked to hated, for example, or from friendly to tolerant.

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For example: angul, 185, 13, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 175 Orders; Change Allegiance L – 180 Orders; Upgrade Relations OOtthheerr B – 4 Basics; Nations, Their Relationships, Allegiances And Enemies I – 4 Miscellaneous; Affects of Nation Relations

220055 –– UUssee CCoommbbaatt AArrttiiffaacctt Type of Order Miscellaneous Difficulty of Order Automatic Order Number 205 Order Code UsCbArt Prerequisites The artifact is in the character's possession The artifact is a combat artifact The artifact alignment matches allegiance of character's nation Required Information Artifact ID # This order allows a character to equip any combat artifact which is in their possession. This artifact will then be used by the character in combat. The bonus from a combat artifact will affect combat whether the character commands the army, or is simply travelling with the army. The effect lasts until the artifact is lost, stolen, dropped or traded, or until another combat artifact is equipped through the use of this order. If the artifact is aligned, then it must match the allegiance of the character's nation in order to be used. For example: angul, 205, 130, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 175 Orders; Change Allegiance OOtthheerr G – Combat I – 1 Miscellaneous; Artifacts

221100 –– IIssssuuee PPeerrssoonnaall CChhaalllleennggee Type of Order Miscellaneous Difficulty of Order Automatic Order Number 210 Order Code IssPers Prerequisites The target character is of a different nation If the target character is an army or navy commander, then the character must be with, or in command of, an army or navy The target character is at same location

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Required Information ID of target character This order allows a character to offer a personal challenge to another character of a different nation at the same location. If the challenged character is an army commander, then the challenge may only be given by a character with, or in command of, an army or navy. Only one personal challenge may be fought by each character each turn. The challenge ranks of the characters involved are the primary factors in determining the outcome of a personal challenge, which is always to the death. The victor will gain an increase of 1-15 points on the skill rank of the skill with the highest challenge rank. For example: angul, 210,bilbo, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 215 Orders; Refuse All Personal Challenges OOtthheerr C – 4 Characters; Challenge Rank G – 1 Combat; Personal Challenges

221155 –– RReeffuussee AAllll PPeerrssoonnaall CChhaalllleennggeess Type of Order Miscellaneous Difficulty of Order Automatic Order Number 215 Order Code RfsPers Prerequisites None Required Information None This order allows a character to refuse all personal challenges offered by other characters at the same location on that turn. If this order is not given, a character will be assumed to accept any personal challenge made (although only one personal challenge can be fought by a character a turn – if there are multiple challenges in the same hex, the highest ranking character will challenge first). If the character is an army or navy commander and a challenge is refused, this may result in the loss of morale rank (1-15 points) for the army or navy. This order is ignored if an Issue Personal Challenge order has also been issued by the character in the same turn. For example: angul, 215, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 210 Orders; Issue Personal Challenge OOtthheerr C – 4 Characters; Challenge Rank G – 1 Combat; Personal Challenges

222255 –– CCaasstt CCoommbbaatt SSppeellll Type of Order Combat spell Difficulty of Order Varies Order Number 225 Order Code CstCbSp

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Prerequisites The spell is known by the character, or The character has an artifact which allows them to cast a combat spell Required Information Spell ID # This order allows a character to attempt to cast any combat spell which they know. The chance of success is based upon the character’s casting rank for that spell. This casting rank will be improved by 1-5 points upon successful casting of the spell. In order for the spell to affect combat, the spell character must be travelling with the army involved in the combat. For example: angul, 225,108, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr C – 2-4 Combat; Armies, Population Centres, Navies F – 1-3 Magic; Casting Ranks, Spell Types, Research M – 102-248 Spells; Combat Spells

223300 –– AAttttaacckk EEnneemmyy Type of Order Command Difficulty of Order Automatic Order Number 230 Order Code AttEnmy Prerequisites The character is an army or navy commander Required Information Combat tactic to be used (ch, fl, st, su, hr, or am) This order directs an army or navy to attack all armies and navies in the hex that are considered enemies by your nation, where possible. Victory in combat will increase the morale rank of the army or navy by 1-10 points, the command rank of any commanders with the army by 1-5 points, and the training rank of the troops by 1-5 points. If a navy attacks an army then it will land, anchor ships and become an army. If an army or navy has less than 100 troops remaining after a combat, it will disband. For example: angul, 230, fl,

FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 225 Orders; Cast Combat Spell L – 235 Orders; Attack Nation L – 240 Orders; Defend OOtthheerr E – Armies G – 2-4 Combat; Armies, Population Centres, Navies

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223355 –– AAttttaacckk NNaattiioonn Type of Order Command Difficulty of Order Automatic Order Number 235 Order Code AttNat Prerequisites The character is an army or navy commander Required Information Target nation # (1 – 25) Combat tactic to be used (ch, fl, st, su, hr, or am) This order directs an army or navy to attack all armies and navies belonging to a specified enemy nation in the hex, where possible. Victory in combat will increase the morale rank of the army by 1-10 points, the command rank of any commanders with the army or navy by 1-5 points, and the training rank of the troops by 1-5 points. If a navy attacks an army then it will land, anchor ships and become an army. If an army or navy has less than 100 troops remaining after a combat, it will disband. For example: angul, 235, 5, su, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 225 Orders; Cast Combat Spell L – 230 Orders; Attack Enemy L – 24 0 Orders; Defend OOtthheerr E – Armies G – 2-4 Combat; Armies, Population Centres, Navies

224400 –– DDeeffeenndd Type of Order Command Difficulty of Order Automatic Order Number 240 Order Code Defend Prerequisites The character is an army or navy commander Required Information Combat tactic to be used in case of combat (ch, fl, st, su, hr, or am) This order allows an army or navy commander to specify a tactic to be used that turn in case of attack, without actually initiating combat. Success in combat, if it occurs, will increase the morale rank of the army or navy by 1-10 points, the command rank of any commanders with the army or navy by 1-5 points, and the training rank of the troops by 1-5 points. If an army or navy has less than 100 troops remaining after a combat, it will disband. If a navy issues a defend order in a hex where there is a population centre of the same nation, and it can anchor at the hex, it will land, become an army and defend the population centre if the centre is attacked. For example: angul, 240, hr, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 230 Orders; Attack Enemy L – 235 Orders; Attack Nation

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OOtthheerr E – Armies G – 2-4 Combat; Armies, Population Centres, Navies

225500 –– DDeessttrrooyy PPooppuullaattiioonn CCeennttrree Type of Order Command Difficulty of Order Automatic Order Number 250 Order Code DstPop Prerequisites The character is an army or navy commander The character is in the same hex as a population centre The population centre is not hidden The nation owning the population centre is considered an enemy Required Information Combat tactic to be used in case population centre is defended by an army or navy (ch, fl, st, su, hr, or am) This order directs the army or navy to attack an enemy population centre which is in the hex and is not hidden. This order, if successful, will reduce the population centre to ruins. Giving this order will also cause you to do battle with any armies of the nation that owns the population centre that are in the hex, and any navies of that nation that are in the hex if they have chosen to defend the population centre. If the defending armies and navies are defeated, this order also causes the population centre to suffer the consequences of a siege regardless of whether it is destroyed or not. If the assault is successful, morale rank of the army is increased by 6-15 points, the command rank of any commanders with the army by 1-5 points, and the training rank of the troops by 1-5 points. This is in addition to any similar increases gained from defeating any armies or navies defending the population centre. If this order is given to a navy then it will land, anchor ships and become an army. If an army or navy has less than 100 troops remaining after a combat, it will disband. For example: angul, 250, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 240 Orders; Defend OOtthheerr D – Population Centres E – Armies G – 1 Combat; Population Centres

225555 –– CCaappttuurree PPooppuullaattiioonn CCeennttrree Type of Order Command Difficulty of Order Automatic Order Number 255 Order Code CptrPop Prerequisites The character is an army or navy commander The character is in the same hex as a population centre The population centre is not hidden The nation owning the population centre is considered an enemy Required Information Combat tactic to be used in case population centre is defended by an army or navy (ch, fl, st, su, hr, or am)

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This order directs the army or navy to attack an enemy population centre which is in the hex and is not hidden. This order, if successful, will reduce the population centre by one size, and transfer ownership of the population centre to the nation whose army has the most troops in at the end of the assault. Giving this order will also cause you to do battle with any armies of the nation that owns the population centre that are in the hex, and any navies of that nation that are in the hex if they have chosen to defend the population centre. If the defending armies and navies are defeated, this order also causes the population centre to suffer the consequences of siege regardless of whether it is destroyed or not. If the assault is successful, morale rank of the army is increased by 1-10 points, the command rank of any commanders with the army by 1-5 points, and the training rank of the troops by 1-5 points. If this order is given to a navy then it will land, anchor ships and become an army. If an army or navy has less than 100 troops remaining after a combat, it will disband. For example: angul, 255, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 24 0 Orders; Defend OOtthheerr D – Population Centres E – Armies G – 1 Combat; Population Centres

226600 –– SSiieeggee PPooppuullaattiioonn CCeennttrree Type of Order Command Difficulty of Order Average Order Number 260 Order Code SiegPop Prerequisites The character is an army commander The character is in the same hex as a population centre The population centre is not hidden The nation owning the population centre is considered an enemy Required Information None This order causes the army to siege an enemy population centre which is in the hex and is not hidden. A siege will prohibit normal production and will eventually starve out the populace. If sufficient war machines are present, then the defending fortifications may be reduced. Giving this order will not cause you to do battle with the armies of the nation that owns the population centre which might be present, but any such armies will add to the difficulty of the siege. Success is based on the command rank of the army commander, the size of the population centre, the size of the sieging army, the presence of any war machines, and the presence of any defending fortifications. Army size and strength (for purposes of siege) are based on troop numbers and the presence of war machines. Other sieging armies will contribute to the success of this order. A successful siege will increase the command rank of any commanders with the army by 1-5 points, and cause the population centre to suffer the affects of a siege for that turn. For example: angul, 260, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr D – 7 Population Centres; Sieged E – 10 Armies; War Machines

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H – 1, 3 Economy; Income, Balancing The Books

227700 –– DDeessttrrooyy//CCaappttuurree SShhiippss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 270 Order Code DstShp Prerequisites The character is a navy commander The ships are anchored, and in the same hex as the character The character’s navy has at least one warship There are no enemy armies or navies in the hex There are no armies or navies who consider your navy an enemy in the hex If there is in an enemy port or harbour in the hex, the navy’s warships must outnumber total enemy warships in the hex Required Information None This order allows a navy commander with at least one warship to destroy or possibly capture enemy ships that have been anchored in a shore hex. If the anchored enemy ships are in a port or harbour, then the navy commander must have warships greater in number than the total number of warships held by their enemies at that location. This order cannot be done if there are any enemy armies or navies present, or any armies or navies present who consider the commander’s nation an enemy. If successful, this order will capture or destroy all anchored enemy ships at that location and increase the morale rank of the navy by 1-5 points. The number of ships captured depends upon the number of ships and the warship strength of the attacking navy. For example: angul, 270, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr E – 12 Armies; Navies

227755 –– SSccuuttttllee SShhiippss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 275 Order Code ScttShp Prerequisites The character is an army or navy commander The ships are anchored in the same hex, and not assigned to an army or navy Required Information # of warships # of transports This order allows an army or navy commander to scuttle anchored ships belonging to their nation. The ships will be permanently destroyed. For example: angul, 275,20,10,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 280 Orders; Abandon Ships OOtthheerr E – 12 Armies; Navies H – 2 Economy; Expenses

228800 –– AAbbaannddoonn SShhiippss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 280 Order Code AbanShp Prerequisites The character has command skill The character is at their own capital The ships are anchored (not assigned to an existing army or navy) The ships belong to the character’s nation Required Information Hex location # of warships # of transports This order allows a character in the nation's capital to release ownership of some of their nation's anchored ships, no matter where they are. This order will eliminate those ships permanently from the game. For example: angul, 280, 2628, 20,10, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 275 Orders; Scuttle Ships OOtthheerr E – 12 Armies; Navies H – 2 Economy; Expenses

228855 –– RReeaaccttiioonn ttoo EEnnccoouunntteerr Type of Order Miscellaneous Difficulty of Order Automatic Order Number 285 Order Code ReacEnc Prerequisites The character is not an army or navy commander The character is not travelling with an army or navy Required Information Response (varies according to encounter) This order allows a character to react to a special encounter located in the hex that they are in. The response must be between 1 and 17 characters long, with the first letter of each word capitalised.

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For example: angul, 285, One Ring, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 290 Orders; Investigate Encounter OOtthheerr I – 2 Miscellaneous; Encounters

229900 –– IInnvveessttiiggaattee EEnnccoouunntteerr Type of Order Miscellaneous Difficulty of Order Automatic Order Number 290 Order Code InvEnc Prerequisites The character is not an army or navy commander The character is not travelling with an army or navy Required Information None This order allows a character to investigate rumours of strange goings-on, or to seek out details of special encounters which they have been made aware of in the hex. For example: angul, 290, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 285 Orders; Reaction To Encounter OOtthheerr I – 2 Miscellaneous; Encounters

330000 –– CChhaannggee ttaaxx rraattee Type of Order Command Difficulty of Order Easy to Average Order Number 300 Order Code ChTaxRt Prerequisites The character has command skill The character is at their own capital Required Information New tax rate This order allows a character in the nation's capital to change the tax rate (and so revenue) for the nation. The new tax rate may be either higher or lower than current rate, but must be from 1 and 100 (inclusive). Success is based on both the command rank of the character, and the amount and direction of the change. Changes to lower tax rates are relatively easy, whilst the higher the hoped-for tax rate, the harder the task. High tax rates will adversely affect the loyalty of the nation’s population centres, while lower taxes may increase their loyalty. This will take the form both of an immediate loyalty change, together with a possible change each turn. For example: angul, 300, 65,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr D – 3 Population Centres; Loyalty H – Economy

331100 –– BBiidd ffrroomm CCaarraavvaannss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 310 Order Code BidCar Prerequisites The character is in the same hex as a population centre belonging to their nation The population centre is not under siege Required Information Product to be bid upon (le, br, st, mi, fo, ti, or mo) # of units to be purchased Amount of gold bid (the price per unit, not total amount) This order allows the character to bid on one product at a price of your own choosing. The bid must be above the current market purchase price for that item. Bear in mind that the amount of goods available for all the nations each turn is limited, so if more than one nation bids for the same product, the items will be sold in order of the bid values, beginning with the character who placed the highest bid. (If two equal bids are made, they are dealt with in random order.) If the product purchased is food, and the character is with an army or navy or is an army or navy commander, then it will be added to the army or navy baggage. Otherwise, the goods will be placed in the stores of the population centre. For example: angul, 310, fo, 3000, 2, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 315 Orders; Purchase from Caravans L – 320 Orders, Sell to Caravans L – 325 Orders, Nation Sell to Caravans OOtthheerr D – 5 Population Centres; Produce And Production H – 1 Economy; Income

331155 –– PPuurrcchhaassee ffrroomm CCaarraavvaannss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 315 Order Code PrchCar Prerequisites The character is at their own nation's population centre The population centre is not under siege

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Required Information Product to be purchased (le, br, st, mi, fo, ti, or mo) # of units to be purchased This order allows a character to buy a selected amount of one product from the market, at the current market purchase price. Bear in mind that the amount of goods available for all the nations each turn is limited, so if more than one character tries to purchase the same product, the characters will be sold to in a random order. Also, this order takes place after the bid from caravans order, so the amount of goods available might already be somewhat depleted. If the product purchased is food, and the character is with an army or navy (or is an army or navy commander), then the food will be added to the army or navy baggage. Otherwise, the goods will be placed in the stores of the population centre. For example: angul, 315, le, 2000, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 310 Orders; Bid from Caravans L – 320 Orders, Sell to Caravans L – 325 Orders, Nation Sell to Caravans OOtthheerr D – 5 Population Centres; Produce And Production H – 1 Economy; Income

332200 –– SSeellll ttoo CCaarraavvaannss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 320 Order Code SellCar Prerequisites The character is at their own nation's population centre The population centre is not under siege Required Information Product to be sold (le, br, st, mi, fo, ti, or mo) # of units to be sold This order allows a character to sell an amount of one type of product from the stores of the particular population centre to the market at the market sell price. The gold is then added to the nation’s gold reserves. For example: angul, 320, mi, 897, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 310 Orders, Bid from Caravans L – 315 Orders; Purchase from Caravans L – 325 Orders, Nation Sell to Caravans OOtthheerr D – 5 Population Centres; Produce And Production H – 1 Economy; Income

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332255 –– NNaattiioonn SSeellll ttoo CCaarraavvaannss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 325 Order Code NatSell Prerequisites The character is at their own capital Required Information Product to be sold (le, br, st, mi, fo, ti, or mo) Percentage of product to be sold (1 - 100) This order allows the nation to sell a percentage of its stores of one type of product from all its population centres, at the market sell price. Each of the nation's population centres that are not sieged will sell the requested percentage of the selected item that it currently has in its stores. This order will succeed even if your capital is under siege, but the capital itself will not sell the requested percentage of the item. For example: angul, 325, fo, 98, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 310 Orders, Bid from Caravans L – 315 Orders; Purchase from Caravans L – 320 Orders, Sell to Caravans OOtthheerr D – 5 Population Centres; Produce And Production H – 1 Economy; Income

333300 –– CCaasstt CCoonnjjuurriinngg SSppeellll Type of Order Conjuring spell Difficulty of Order Varies Order Number 330 Order Code CstCjSp Prerequisites The character has mage skill and the spell being cast is known by character, or the character has an artifact which allows them to cast a conjuring spell Required Information Spell ID # ID of target character for spells 502, 504 and 506, or # of item to be summoned for spells 508, 510 and 512 This order allows a character to attempt to cast any conjuring spell which they know. The chance of success is based upon the character’s casting rank for that spell. This casting rank will be improved by 1-5 points upon successful casting of the spell. If no specific quantity of an item to be conjured is given, then the maximum possible are conjured. A quantity of zero cannot be given for spells 508, 510 and 512, but you do not have to give a target character ID for spells 502, 504 and 506 if you merely wish to practice the spell. For example: angul, 330, 508,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr F – Magic M – 502-512 Spells; Conjuring Spells

334400 –– TTrraannssffeerr FFoooodd:: PPooppuullaattiioonn CCeennttrree ttoo AArrmmyy Type of Order Miscellaneous Difficulty of Order Automatic Order Number 340 Order Code TrPo2Ar Prerequisites The character has command skill The character is an army or navy commander, or in an army or navy The population centre is not under siege The population centre is in the same location The population centre is of same nation or the population centre belongs to a nation friendly to the army or navy and is not hidden Required Information # of food units transferred This order allows an army or navy to take food from the stores of a population centre, either of the same nation, or of a nation who is friendly towards the army or navy’s nation. If the population centre belongs to another nation, it must not be hidden. For example: angul, 340, 1632, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr E – 8, 9, 11 Armies; Baggage Train, Food, Movement

334455 –– TTrraannssffeerr FFoooodd:: AArrmmyy ttoo PPooppuullaattiioonn CCeennttrree Type of Order Miscellaneous Difficulty of Order Automatic Order Number 345 Order Code TrAr2Po Prerequisites The character has command skill The character is an army or navy commander, or with an army or navy The population centre is not under siege The population centre is in the same location The population centre is of same nation or the population centre belongs to a nation the army or navy is friendly with, and is not hidden Required Information # of food units transferred

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This order allows an army or navy to transfer food from its baggage train to a population centre, either of the same nation, or of a nation whom the army or navy’s nation is friendly with. If the population centre belongs to another nation, it must not be hidden. For example: angul, 345, 1362, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr E – 8, 9, 11 Armies; Baggage Train, Food, Movement

334477 –– TTrraannssffeerr FFoooodd:: AArrmmyy ttoo AArrmmyy Type of Order Miscellaneous Difficulty of Order Automatic Order Number 347 Order Code TrFood Prerequisites The character has command skill The character is an army or navy commander, or with an army or navy The character receiving food must be an army or navy commander Both armies or navies are in the same hex Both armies or navies are of the same nation, or the transferring army or navy’s nation is friendly to the receiving army or navy’s nation Required Information ID of character receiving food # of food units transferred This order allows an army or navy to transfer food from their baggage train to another army or navy, either of the same nation, or of a nation which the army or navy’s nation has friendly relations friendly with. For example: angul, 347, borom, 3162, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr E – 8, 9, 11 Armies; Baggage Train, Food, Movement

334499 –– TTrraannssffeerr WWaarr MMaacchhiinneess:: AArrmmyy ttoo AArrmmyy Type of Order Miscellaneous Difficulty of Order Automatic Order Number 349 Order Code TrWarMa Prerequisites The character has command skill The character is an army or navy commander, or with an army or navy The character receiving war machines must be an army or navy commander

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Both armies or navies are in the same hex Both armies or navies are of the same nation, or the transferring army or navy’s nation is friendly to the receiving army or navy’s nation Required Information ID of character receiving war machines # of war machines transferred This order allows an army or navy to transfer war machines to another army or navy, either of the same nation, or of a nation which the army or navy’s nation has friendly relations friendly with. For example: angul, 349, halla, 3621, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 440 Orders; Make War Machines OOtthheerr E – 8, 10 Armies; Baggage Train, War Machines

335511 –– TTrraannssffeerr WWeeaappoonnss:: AArrmmyy ttoo AArrmmyy Type of Order Miscellaneous Difficulty of Order Automatic Order Number 351 Order Code TrWpns Prerequisites The character has command skill The character is an army or navy commander, or in an army or navy The character receiving weapons must be an army or navy commander Both armies or navies are in the same hex Both armies or navies are of the same nation or the transferring army or navy’s nation is friendly to the receiving army or navy’s nation Required Information ID of character receiving weapons # of bronze weapons transferred # of steel weapons transferred # of mithril weapons transferred This order allows an army or navy to transfer weapons from its baggage train to another army or navy, either of the same nation, or of a nation which the army or navy’s nation has friendly relations friendly with. For example: angul, 351, halla, 0, 0, 267, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 370 Orders; Upgrade Troop Weapons L – 448 Orders; Make Weapons OOtthheerr E – 2, 8, Armies; Weapon And Armour Ranks, Baggage Train

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335533 –– TTrraannssffeerr AArrmmoouurr:: AArrmmyy ttoo AArrmmyy Type of Order Miscellaneous Difficulty of Order Automatic Order Number 353 Order Code TrArmr Prerequisites The character has command skill The character is an army or navy commander, or with an army or navy The character receiving armour must be an army or navy commander Both armies or navies are in the same hex Both armies or navies are of the same nation, or the transferring army or navy’s nation is friendly to the receiving army or navy’s nation Required Information ID of character receiving armour # of leather armour transferred # of bronze armour transferred # of steel armour transferred # of mithril armour transferred This order allows an army or navy to transfer armour from their baggage train to another army or navy, either of the same nation, or of a nation which the army or navy’s nation has friendly relations friendly with. For example: angul, 353, halla, 0, 56, 0, 267, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 375 Orders; Upgrade Troop Armour L – 444 Orders; Make Armour OOtthheerr E – 2, 8, Armies; Weapon And Armour Ranks, Baggage Train

335555 –– TTrraannssffeerr TTrrooooppss:: AArrmmyy ttoo AArrmmyy Type of Order Miscellaneous Difficulty of Order Automatic Order Number 355 Order Code TrTrps Prerequisites The character has command skill The character is an army or navy commander, or with an army or navy The character receiving troops must be an army or navy commander Both armies or navies are in the same hex Both armies or navies are of the same nation Required Information ID of character receiving troops # of heavy cavalry transferred # of light cavalry transferred # of heavy infantry transferred # of light infantry transferred # of archers transferred # of men-at-arms transferred

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This order allows an army or navy to transfer troops to another army or navy of the same nation. The weapon rank, training rank and armour rank of the army receiving the troops may be affected by the order. If a navy is either receiving or transferring the troops, then it must be able to anchor its ships in the hex, though it will not actually do so. If the transferring army or navy is left with less than 100 troops, then it disbands. Note that food is not transferred. For example: angul, 353, halla, 0, 560, 0, 0, 0, 1000, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 765 Orders; Split Army L – 780 Orders; Transfer Command OOtthheerr E – 1, 2, 5 Armies; Troop Types, Weapon And Armour Ranks, Training Rank

335577 –– TTrraannssffeerr SShhiippss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 357 Order Code TrShp Prerequisites The character has command skill The character is a navy commander, or with a navy , or The character commands an army with ships, or is with an army with ships The character receiving ships must be a navy or army commander Both navies or armies are in the same hex Both navies or armies are of the same nation, or the transferring navy or army’s nation is friendly to the receiving navy or army’s nation Required Information ID of character receiving ships # of warships transferred # of transports transferred This order allows armies or navies to transfer warships and/or transports to other armies or navies of their own nation, or to armies or navies of nations toward whom the navy’s nation has friendly relations towards. If this transaction occurs at sea, then the navy can transfer as many warships as it possesses, but can only transfer transport ships it does not need to carry its own troops. At a port, a harbour or a shore hex, on the other hand, a navy can transfer as many transports and warships as it possesses. If the target is an army, then the navy must be able to anchor its ships to complete the transfer. If such a transfer then results in a navy no longer having sufficient transports to move its troops, then that navy becomes an army. For example: angul, 353, halla, 1, 2, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 452 Orders; Make Warships L – 456 Orders; Make Transports L – 794 Orders; Anchor Ships L – 798 Orders; Pickup Ships OOtthheerr E – 12 Armies; Navies

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336600 –– TTrraannssffeerr AArrttiiffaaccttss ttoo CChhaarraacctteerr Type of Order Miscellaneous Difficulty of Order Automatic Order Number 360 Order Code TrArt Prerequisites Both characters are at the same location The target character is not a hostage or an NPC Required Information ID of character receiving artifacts Artifact ID #s to be transferred This order allows one character to transfer up to six artifacts they hold to another character at the same location. This includes characters of dead nations, if the nation has only recently been eliminated. For example: angul, 360, bilbo, 8, 136, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr I – 1 Miscellaneous; Artifacts M – 412 Spells; Research Artifact M – 418 Spells; Locate Artifact M – 428 Spells; Locate Artifact True

336633 –– TTrraannssffeerr HHoossttaaggeess ttoo CChhaarraacctteerr Type of Order Miscellaneous Difficulty of Order Automatic Order Number 363 Order Code TrHost Prerequisites Both characters are at the same location The target character is not a hostage or an NPC Required Information ID of character receiving hostages Character IDs of hostage characters to be transferred This order allows one character to transfer up to three hostage characters they are holding to another character at the same location. For example: angul, 363, akhor, bilbo, merry,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 620 Orders; Kidnap Character L – 625 Orders; Release Hostage L – 630 Orders; Rescue Hostage L – 635 Orders; Interrogate Hostage L – 640 Orders; Take Custody of Hostage L – 645 Orders; Imprison Hostage L – 650 Orders; Execute Hostage L – 655 Orders; Demand Ransom for Hostage L – 660 Orders; Offer Ransom for Hostage OOtthheerr C – 9 Characters; Hostage

337700 –– UUppggrraaddee TTrroooopp WWeeaappoonnss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 370 Order Code UpWpns Prerequisites The character has command skill The character is an army or navy commander, or with an army or navy Required Information Single new weapon type (br, st, or mi) # of heavy cavalry upgraded # of light cavalry upgraded # of heavy infantry upgraded # of light infantry upgraded # of archers upgraded (This will always be 0) # of men-at-arms upgraded This order allows an army or navy commander, or a character with command skill with an army or navy, to upgrade the weapons of some or all their troops to a single new type. All the weapons used in the upgrading must already be in the baggage train of the army. It is not necessary to upgrade all of a troop types’ weapons; even upgrading a few of them will increase the average weapon rank of that type. Archers cannot have their weapons upgraded. For example: angul, 370, st, 0, 60, 0, 0, 0, 800, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 351 Orders; Transfer Weapons: Army to Army L – 448 Orders; Make Weapons OOtthheerr E – 2 Armies; Weapon and Armour Ranks E – 6 Armies; Strength

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337755 –– UUppggrraaddee TTrroooopp AArrmmoouurr Type of Order Miscellaneous Difficulty of Order Automatic Order Number 375 Order Code UpArmr Prerequisites The character has command skill The character is an army or navy commander, or with an army or navy Required Information Single new armour type (le, br, st, or mi) # of heavy cavalry upgraded # of light cavalry upgraded # of heavy infantry upgraded # of light infantry upgraded # of archers upgraded # of men-at-arms upgraded This order allows an army or navy commander, or a character with command skill with an army or navy, to upgrade the armour of some or all their troops to a single new type. All the armour used in the upgrading must already be in the baggage train of the army. It is not necessary to upgrade all of a troop types’ armour; even upgrading a few of them will increase the average armour rank of that type. For example: angul, 370, st, 0, 60, 0, 0, 0, 800, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 353 Orders; Transfer Armour: Army to Army L – 444 Orders; Make Armour OOtthheerr E – 2 Armies; Weapon and Armour Ranks E – 7 Armies; constitution

440000 –– RReeccrruuiitt HHeeaavvyy CCaavvaallrryy Type of Order Command Difficulty of Order Automatic Order Number 400 Order Code HvCvlry Prerequisites The character has command skill The character is an army or navy commander, or with an army or navy The army is on land, or the navy is in a hex where ships can anchor� The character is in the same hex as a population centre The population centre belongs to the character’s nation The population centre is not under siege Required Information # of heavy cavalry to be recruited Type of weapons to be issued (wo, br, st, or mi) Type of armour to be issued (no, le, br, st, or mi)

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This order allows an army or navy commander or a character with command skill in an army or navy, to recruit heavy cavalry into the army. A navy must be able to anchor in the hex, but will not do so. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from the population centre that turn. There is no minimum number. Troops can be recruited without armour or weapons (in which case they are automatically equipped with wooden weapons at no cost). One mount and two leather are required for each troop of this type, and must be available in the stores of the population centre. If there are not enough mounts or leather then the number of recruits will be reduced accordingly. If there are not enough stores of the appropriate type to produce the requested armour or weapons, then all the new troops’ weapons and/or armour will be changed to wood weapons and no armour. The influx of new troops into an army or navy may affect the training rank, weapon rank, and armour rank of the army or navy. For example: angul, 400, 200, wo, no, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 404 Orders; Recruit Light Cavalry L – 770 Orders; Hire Army OOtthheerr D – 1 Population Centres; Size And Location E – 1 Armies; Troop Types E – 2 Armies; Weapon and Armour Ranks E – 3 Armies; Recruiting M – 508 Spells; Conjure Mounts

440044 –– RReeccrruuiitt LLiigghhtt CCaavvaallrryy Type of Order Command Difficulty of Order Automatic Order Number 404 Order Code LtCvlry Prerequisites The character has command skill The character is an army or navy commander, or with an army or navy The army is on land, or the navy is in a hex where ships can anchor� The character is in the same hex as a population centre The population centre belongs to the character’s nation The population centre is not under siege Required Information # of light cavalry to be recruited Type of weapons to be issued (wo, br, st, or mi) Type of armour to be issued (no, le, br, st, or mi) This order allows an army or navy commander or a character with command skill in an army or navy, to recruit light cavalry into the army. A navy must be able to anchor in the hex, but will not do so. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from the population centre that turn. There is no minimum number. Troops can be recruited without armour or weapons (in which case they are automatically equipped with wooden weapons at no cost). One mount and one leather are required for each troop of this type, and must be available in the stores of the population centre. If there are not enough mounts or leather then the number of recruits will be reduced accordingly. If there are not enough stores of the appropriate type to produce the requested armour or weapons, then all the new troops’ weapons and/or armour will be changed to wood weapons and no armour. The influx of new troops into an army or navy may affect the training rank, weapon rank, and armour rank of the army or navy. For example: angul, 404, 300, wo, st,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 400 Orders; Recruit Heavy Cavalry L – 770 Orders; Hire Army OOtthheerr D – 1 Population Centres; Size And Location E – 1 Armies; Troop Types E – 2 Armies; Weapon and Armour Ranks E – 3 Armies; Recruiting M – 508 Spells; Conjure Mounts

440088 –– RReeccrruuiitt HHeeaavvyy IInnffaannttrryy Type of Order Command Difficulty of Order Automatic Order Number 408 Order Code HvInfan Prerequisites The character has command skill The character is an army or navy commander, or in an army or navy The army is on land, or the navy is in a hex where ships can anchor� The character is in the same hex as a population centre The population centre belongs to the character’s nation The population centre is not under siege Required Information # of heavy infantry to be recruited Type of weapons to be issued (wo, br, st, or mi) Type of armour to be issued (no, le, br, st, or mi) This order allows an army or navy commander or a character with command skill in an army or navy, to recruit heavy infantry into the army. A navy must be able to anchor in the hex, but will not do so. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from the population centre that turn. There is no minimum number. Troops can be recruited without armour or weapons (in which case they are automatically equipped with wooden weapons at no cost). If there are not enough stores of the appropriate type to produce the requested armour or weapons, then all the new troops’ weapons and/or armour will be changed to wood weapons and no armour. The influx of new troops into an army or navy may affect the training rank, weapon rank, and armour rank of the army or navy. For example: angul, 408, 400, st, le, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 412 Orders; Recruit Light Infantry L – 770 Orders; Hire Army OOtthheerr D – 1 Population Centres; Size And Location E – 1 Armies; Troop Types E – 2 Armies; Weapon and Armour Ranks E – 3 Armies; Recruiting

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441122 –– RReeccrruuiitt LLiigghhtt IInnffaannttrryy Type of Order Command Difficulty of Order Automatic Order Number 412 Order Code LtInfan Prerequisites The character has command skill The character is an army or navy commander, or in an army or navy The army is on land, or the navy is in a hex where ships can anchor� The character is in the same hex as a population centre The population centre belongs to the character’s nation The population centre is not under siege Required Information # of light infantry to be recruited Type of weapons to be issued (wo, br, st, or mi) Type of armour to be issued (no, le, br, st, or mi) This order allows an army or navy commander or a character with command skill in an army or navy, to recruit light infantry into the army. A navy must be able to anchor in the hex, but will not do so. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from the population centre that turn. There is no minimum number. Troops can be recruited without armour or weapons (in which case they are automatically equipped with wooden weapons at no cost). If there are not enough stores of the appropriate type to produce the requested armour or weapons, then all the new troops’ weapons and/or armour will be changed to wood weapons and no armour. The influx of new troops into an army or navy may affect the training rank, weapon rank, and armour rank of the army or navy. For example: angul, 412, 300, wo, mi, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 408 Orders; Recruit Heavy Infantry L – 770 Orders; Hire Army OOtthheerr D – 1 Population Centres; Size And Location E – 1 Armies; Troop Types E – 2 Armies; Weapon and Armour Ranks E – 3 Armies; Recruiting

441166 –– RReeccrruuiitt AArrcchheerrss Type of Order Command Difficulty of Order Automatic Order Number 416 Order Code Archers Prerequisites The character has command skill The character is an army or navy commander, or in an army or navy The army is on land, or the navy is in a hex where ships can anchor� The character is in the same hex as a population centre The population centre belongs to the character’s nation The population centre is not under siege Required Information # of archers to be recruited

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This order allows an army or navy commander or a character with command skill in an army or navy, to recruit archers into the army. A navy must be able to anchor in the hex, but will not do so. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from the population centre that turn. There is no minimum number. Archers come with bows (the equivalent of steel weapons) at no cost, but cannot be allocated armour when recruiting. Their armour can then be upgraded later, but they can never be given different weapons. The influx of new troops into an army or navy may affect the training rank and armour rank of the army or navy. For example: angul, 416, 300, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 770 Orders; Hire Army OOtthheerr D – 1 Population Centres; Size And Location E – 1 Armies; Troop Types E – 2 Armies; Weapon and Armour Ranks E – 3 Armies; Recruiting

442200 –– RReeccrruuiitt MMeenn--aatt--AArrmmss Type of Order Command Difficulty of Order Automatic Order Number 420 Order Code MenAtAr Prerequisites The character has command skill The character is an army or navy commander, or in an army or navy The army is on land, or the navy is in a hex where ships can anchor� The population centre is in same hex The population centre belongs to the character’s nation, or in a Fourth Age (1000) game only, the population centre belongs to either the North or South Kingdom which has at least tolerant relations to the character’s nation, and towards whom the character’s nation has friendly relations The population centre is not under siege Required Information # of men-at-arms to be recruited This order allows an army or navy commander or a character with command skill in an army or navy, to recruit men-at-arms into the army. A navy must be able to anchor in the hex, but will not do so. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from the population centre that turn. There is no minimum number. Men-at-arms come with bronze weapons and leather armour at no cost, both of which can then be upgraded later. The influx of new troops into an army or navy may affect the training rank, weapon rank, and armour rank of the army or navy. (Note for players of the Fourth Age module: if recruiting at a North or South Kingdom nation’s population centre in a Fourth Age game, the troops still count towards the population centre’s troop limit for the turn.) For example: angul, 420, 100,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 770 Orders; Hire Army OOtthheerr D – 1 Population Centres; Size And Location E – 1 Armies; Troop Types E – 2 Armies; Weapon and Armour Ranks E – 3 Armies; Recruiting

442255 –– RReettiirree TTrrooooppss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 425 Order Code RtrTrps Prerequisites The character has command skill The character is an army or navy commander, or with an army or navy The army is on land, or the navy is in a hex where ships can anchor Required Information # of heavy cavalry retired # of light cavalry retired # of heavy infantry retired # of light infantry retired # of archers retired # of men-at-arms retired This order allows an army or navy to retire some or all of their troops. If all the troops are retired, or after retiring troops there are less than 100 remaining, then the army or navy is disbanded, and its baggage train lost. Note that the maintenance cost for troops retired in any given gurn still has to be paid that turn. For example: angul, 425, 100, 200, 350, 0, 0, 0, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 775 Orders; Disband Army OOtthheerr -

443300 –– PPuutt TTrrooooppss oonn MMaannooeeuuvvrreess Type of Order Command Difficulty of Order Automatic Order Number 430 Order Code TrpsMan

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Prerequisites The character has command skill The character is an army or navy commander, or in an army or navy The army is on land, or the navy is in a hex where ships can anchor Required Information Type of troops (hc, lc, hi, li, ar, or ma) This order allows an army or navy commander, or a character with command skill in an army or navy, to train a specific troop type within the army or navy. The training rank of the specified troops will increase by 1-10 points (to a maximum of a training rank of 100), and the command rank of the character will increase by 1-7 points. Navies giving this order need to be in a hex where the ships can anchor, but they will not actually do so. For example: angul, 430, hi, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 435 Orders; Put Army on Manoeuvres OOtthheerr E – 5 Armies; Training Rank

443355 –– PPuutt AArrmmyy oonn MMaannooeeuuvvrreess Type of Order Command Difficulty of Order Automatic Order Number 435 Order Code ArmyMan Prerequisites The character is an army or navy commander The army is on land, or the navy is in a hex where ships can anchor Required Information None This order allows an army or navy commander to train all the troops in their army or navy. The training rank of the troops will increase by 1-5 points, the command rank of the character will increase by 1-5 points, and the command rank of all other characters with the army who have a command rank will increase by 1-5 points. Navies giving this order need to be in a hex where the ships can anchor, but they will not actually do so. For example: angul, 435, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 430 Orders; Put Troops on Manoeuvres OOtthheerr E – 5 Armies; Training Rank

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444400 –– MMaakkee WWaarr MMaacchhiinneess Type of Order Miscellaneous Difficulty of Order Automatic Order Number 440 Order Code MakWrMa Prerequisites The character has command skill The character is an army or navy commander, or in an army or navy The army is on land, or the navy is in a hex where ships can anchor The population centre is at the same location The population centre is not under siege The population centre is of the same nation or the population centre belongs to a nation friendly to the army or navy’s nation, and is not hidden The population centre has sufficient timber Required Information # of war machines to be built This order allows an army or navy commander, or a character with command skill with an army or navy, to build war machines at a population centre of the same nation or at a population centre the army or navy is friendly towards. Each war machine needs 500 timber to make, and there must be enough timber in the population centre stores. If there is insufficient timber, as many war machines as possible are still built. The war machines are added to the army or navy’s baggage train. For example: angul, 440, 13, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 349 Orders; Transfer War Machines: Army to Army OOtthheerr E – 10 Armies; War Machines

444444 –– MMaakkee AArrmmoouurr Type of Order Miscellaneous Difficulty of Order Automatic Order Number 444 Order Code MakArmr Prerequisites The character has command skill The character is an army or navy commander, or with an army or navy The army is on land, or the navy is in a hex where ships can anchor The population centre is at the same location The population centre is not under siege The population centre is of the same nation or the population centre belongs to a nation friendly to the army or navy’s nation, and is not hidden The population centre has sufficient stores Required Information # of armour to be made Type of armour to be made (le, br, st, or mi) This order allows an army or navy commander, or a character with command skill with an army or navy, to build armour at a population centre of the same nation or at a population centre whose nation is friendly towards the army or navy. Each suit of armour requires one unit of the appropriate raw material to make, which must be in the population centre stores. If there are insufficient materials, as much armour as possible is still made. The armour is added to the army or navy’s baggage train.

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For example: angul, 444, le, 412, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 353 Orders; Transfer Armour: Army to Army OOtthheerr E – 2 Armies; Weapon and Armour Ranks

444488 –– MMaakkee WWeeaappoonnss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 448 Order Code MakWpns Prerequisites The character has command skill The character is an army or navy commander, or in an army or navy The population centre is at the same location The population centre is not under siege The population centre is of the same nation or the population centre belongs to a nation friendly to the army or navy’s nation, and is not hidden The population centre has sufficient stores Required Information # of weapons to be made Type of weapons to be made (br, st, or mi) This order allows an army or navy commander, or a character with command skill with an army or navy, to build weapons at a population centre of the same nation or at a population centre whose nation is friendly towards the army or navy. Each weapon requires one unit of the appropriate raw material to make, which must be in the population centre stores to make the weapons. If there are insufficient materials, as much weapons as possible are still made. The weapons are added to the army or navy’s baggage train. For example: angul, 448, st, 680, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 351 Orders; Transfer Weapons: Army to Army OOtthheerr E – 2 Armies; Weapon and Armour Ranks

445522 –– MMaakkee WWaarrsshhiippss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 452 Order Code MakWShp Prerequisites The character has command skill The character is an army or navy commander, or in an army or navy The population centre is at the same location

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The population centre is not under siege The population centre is of the same nation or the population centre belongs to a nation friendly to the army or navy’s nation, and is not hidden The population centre has sufficient timber The nation issuing order has sufficient gold The population centre has a port Required Information # of warships to be made This order allows an army or navy commander, or a character with command skill with an army or navy, to build warships in the port of population centre of the same nation or in the port of a population centre whose nation is friendly towards the army or navy. Each warship costs 1500 units of timber, which must be in the population centre stores to make the timber, and 1000 gold, which must be available in the reserves of the nation making the vessels. If there are insufficient materials, as many ships as possible are still made. Vessels are assigned to the army or navy, not the population centre. For example: angul, 452, 2, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 357 Orders; Transfer Ships: Navy to Navy L – 456 Orders; Make Transports L – 530 Orders; Improve Harbour to Port OOtthheerr D – 9 Population Centres; Ports and Harbours E – 12 Armies; Navies

445566 –– MMaakkee TTrraannssppoorrttss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 456 Order Code MakTShp Prerequisites The character has command skill The character is an army or navy commander, or with an army or navy The population centre is at the same location The population centre is not under siege The population centre is of the same nation or the population centre belongs to a nation friendly to the army or navy’s nation, and is not hidden The population centre has sufficient timber The nation issuing order has sufficient gold The population centre has a port Required Information # of transports to be made This order allows an army or navy commander, or a character with command skill with an army or navy, to build transports in the port of population centre of the same nation or in the port of a population centre whose nation is friendly towards the army or navy. Each transport costs 1500 units of timber, which must be in the population centre stores to make the timber, and 1000 gold, which must be available in the reserves of the nation making the vessels. If there are insufficient materials, as many ships as possible are still made. Each transport can carry 250 infantry or 150 cavalry Vessels are assigned to the army or navy, not the population centre. For example: angul, 456, 5,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 357 Orders; Transfer Ships: Navy to Navy L – 452 Orders; Make Warships L – 530 Orders; Improve Harbour to Port OOtthheerr D – 9 Population Centres; Ports and Harbours E – 12 Armies; Navies

446600 –– RReemmoovvee HHaarrbboouurr Type of Order Command Difficulty of Order Easy Order Number 460 Order Code RmvHar Prerequisites The character has command skill The population centre is in the same location The population centre is of the same nation The population centre has a harbour Required Information None This order allows a character with command skill to destroy a harbour in a population centre of the same nation. Success is based on the character’s command rank. For example: angul, 460, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 465 Orders; Remove Port L – 530 Orders; Improve Harbour to Port OOtthheerr D – 9 Population Centres; Ports and Harbours E – 12 Armies; Navies

446655 –– RReemmoovvee PPoorrtt Type of Order Command Difficulty of Order Easy Order Number 465 Order Code RmvPort Prerequisites The character has command skill The population centre is in the same location The population centre is of the same nation The population centre has a port Required Information None

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This order allows a character with command skill to destroy a port in a population centre of the same nation. Success is based on the character’s command rank. For example: angul, 465, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 460 Orders; Remove Harbour OOtthheerr D – 9 Population Centres; Ports and Harbours E – 12 Armies; Navies

447700 –– DDeessttrrooyy PPooppuullaattiioonn CCeennttrree SSttoorreess Type of Order Command Difficulty of Order Average Order Number 470 Order Code DstStor Prerequisites The character has command skill The population centre is in the same location The population centre is of the same nation Required Information None This order allows a character with command skill to destroy the stores of a population centre of the same nation. Success is based on the character’s command rank, and is calculated separately for each type of store. For example: angul, 465, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr D – 5 Population Centres; Produce And Production

447755 –– DDeessttrrooyy BBrriiddggee Type of Order Command Difficulty of Order Average Order Number 475 Order Code DstBrdg Prerequisites The character is an army or navy commander, or the character has command skill, and a population centre of the same nation is in the same location The bridge is on the hex-side of the character’s location Required Information Hex-side of bridge’s location (ne, e, se, sw, w, or nw)

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This order allows a character with command skill, if there is also a population centre of the same nation in the hex, to destroy a bridge. This order can also be given by an army or navy commander, whereby there need not be a population centre present and, if there is, it need not be of the commander’s nation since it is assumed that the troops will be attempting the actual destruction, not the population centre. Success is based on the character’s command rank. For example: angul, 475, ne, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 490 Orders; Build Bridge L – 635 Orders; Sabotage Bridge OOtthheerr E – 12 Armies; Movement

448800 –– RReemmoovvee FFoorrttiiffiiccaattiioonnss Type of Order Command Difficulty of Order Hard Order Number 480 Order Code RmvFort Prerequisites The character has command skill There is a population centre at the same location The population centre is of the same nation The population centre has fortifications Required Information None This order allows a character with command skill to destroy the fortifications of a population centre of the same nation. Only one successful attempt on a single population centre is allowed each turn: if two or more characters issue the order for the same population centre, only one can succeed (though all may fail). Success is based on the character’s command rank, and the degree of success governs by how much the fortifications will be reduced, since it is possible to reduce fortifications by more than one level in a single action. For example: angul, 480, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 494 Orders; Fortify Population Centre L – 670 Orders; Sabotage Fortifications OOtthheerr D – 2 Population Centres; Fortifications

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449900 –– BBuuiilldd BBrriiddggee Type of Order Command Difficulty of Order Average Order Number 490 Order Code BldBrdg Prerequisites The character has command skill The population centre is in the same location The population centre is of same nation The population centre has sufficient timber The population centre is not under siege The nation has sufficient gold No ford or bridge already exists in the hex-side chosen If the hex-side chosen has a major river, a road must lead up to and away from hex-side Required Information Direction of hex-side where bridge is to be built (ne, e, se, sw, w, or nw) This order allows a character with command skill to build a bridge across a river in a hex where there is a population centre of the same nation. Success is based on their command rank. To build a bridge over a minor river costs 5000 timber and 2500 gold. To build a bridge over a major river costs 10,000 timber and 5000 gold, Timber must be available in the population centre’s stores, and gold in the nation’s reserves. In addition, if building a bridge over a major river, the hex-side must already have a road passing through it, so that in effect you are joining up the two halves of the road which meet at the river. For example: angul, 490, e, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 475 Orders; Destroy Bridge L – 635 Orders; Sabotage Bridge OOtthheerr E – 12 Armies; Movement

449944 –– FFoorrttiiffyy PPooppuullaattiioonn CCeennttrree Type of Order Command Difficulty of Order Average Order Number 494 Order Code FortPop Prerequisites The character has command skill The population centre is in the same location The population centre is of same nation The population centre has sufficient timber The nation has sufficient gold The population centre does not have a citadel Required Information None This order allows a character with command skill to build new fortifications for a population centre of the same nation. Success in this attempt is based on the character’s command rank. No population centre can be fortified more than once in any given turn. In order to build the type of fortification chosen, the population centre must already have sufficient timber in its stores, and the nation must have the sufficient gold in its reserves (see section D-2 for costs in gold and timber) . A successful order will improve the character's command rank by 1-5 points.

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For example: angul, 494, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 480 Orders; Remove Fortifications L – 670 Orders; Sabotage Fortifications OOtthheerr D – 2 Population Centres; Fortifications

449966 –– BBuuiilldd RRooaadd Can only be used in the Fourth Age (1000) and Kin Strife Modules Type of Order Command Difficulty of Order Hard Order Number 496 Order Code BldRoad Prerequisites The character has emissary and command skill The character is an army commander The character’s nation is either the North or the South Kingdom There are no armies present in the hex who consider your army an enemy Required Information Hex-side where road being built begins (ne, e, se, sw, w, or nw) Hex-side where road being built ends (ne, e, se, sw, w, or nw) This order allows an army commander of either the North or South Kingdom, with emissary skill, to attempt to build a road which either connects at a hex-side to an existing road, or which completes a partial road already ending in the hex. This order will not succeed if there are any armies of nations who consider your nation an enemy present. Success is based on the command and emissary ranks of the character, the size of the army the character commands, the relation of the character’s nation to the nation of a population centre in the hex if one is present, and the terrain type. Bear in mind that army movement through a hex is only aided by a road when the road reaches uninterrupted from the hex the army travelled from, into the hex. So movement through adjacent mountain hexes, for example, is not permitted until a road is not only present in one of the hexes, but connects both of them. For example: angul, 496, w, ne, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr E – 11 Armies; Movement

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449988 –– TThhrreeaatteenn PPooppuullaattiioonn CCeennttrree Type of Order Command Difficulty of Order Hard Order Number 498 Order Code Threat Prerequisites Army or navy commander only The army is on land, or the navy is in a hex where ships can anchor The population centre is in the same location The population centre is not hidden The population centre is of a disliked or hated nation There are no armies which consider your nation an enemy present Required Information None This order allows an army or navy commander to attempt to gain control of a population centre of a hated or disliked nation which is in the hex, but not hidden, merely by threatening it with attack. This order cannot be done if there are any enemy armies present, or any armies that consider your nation an enemy. Success is based on the character’s command rank, the size of the population centre, the loyalty rank of the populace, the size of the threatening army or navy, the presence of any war machines in the army or navy, and the presence of fortifications in the population centre. Other armies of the same nation as the threatening force in the hex will increase the chances of success (without the need to issue a Threaten order themselves). A successful order will improve the character's command rank by 1-10 points, will gain control of the population centre for the character’s nation, and will affect the population centre’s loyalty. Navies will not anchor ships as a result of this order, but must be able to do so. For example: angul, 498, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr E – Armies G – 2, 3, 4 Combat; Armies, Population Centres, Navies

550000 –– RReeccrruuiitt DDoouubbllee AAggeenntt Type of Order Emissary Difficulty of Order Average Order Number 500 Order Code Double Prerequisites The character has emissary skill Both characters are at the same location The target character is not a hostage or NPC The target character has emissary or agent skill Required Information Target character ID

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This order allows a character with emissary skill to attempt to persuade another nation's character to become a double agent. The target character must have either emissary or agent skill. If successful, the target character becomes a 'double agent' for your nation, and will give you the same information that they give their own nation. Moreover, orders double agents are issued which are detrimental to your nation’s interests (such as influencing one of your population centres, or assassinating one of your nation's characters) will have far less chance of success than usual. Double agents remain recruited until caught by their nation, or re-recruited by another nation. This order can be especially effective when used on an ally’s character, as it works until the double agent is “re-recruited”. Therefore if an enemy ever doubles that character, you will know of this because your double will have worn off. Success is based on the relations that the target character's nation has toward your nation, the skill rank of your emissary, and whether or not the target is already a double agent (in which case, the attempt is easier). If successful, this order will improve emissary rank of the character by 1-10 points. For example: angul, 500, galad, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 505 Orders; Bribe/Recruit Character L – 600 Orders; Counter Espionage OOtthheerr C – 10 Characters; Double Agents

550055 –– BBrriibbee//RReeccrruuiitt CChhaarraacctteerr Type of Order Emissary Difficulty of Order Average Order Number 505 Order Code Bribe Prerequisites The character has emissary skill The nation has sufficient gold Both characters are at the same location The target character is not a hostage or NPC The target character must be of same allegiance if recruiting (not bribing) them Required Information Target character ID Amount of gold for bribe (not less than 500) This order allows a character with emissary skill to attempt to bribe or recruit another nation's character. If successful and the target character is not an army, navy or company commander, and belongs to a non-active nation of the same allegiance (one which is not being run by another player), and your nation does not already have 21 characters, the character will join your nation. (Note that characters from non-active nations are only available to be recruited in such a manner for a limited amount of time, after which they cannot be recruited. However, if successfully recruited, they will remain under your control permanently.) If successful and these conditions are not met, the character will become a 'bribed agent' for one turn and provide confidential information regarding their nation's secrets and interests. Success is based on the amount of the bribe, the skill rank of the emissary attempting the order, and whether or not the target character has already been bribed or is a double agent (in which case, the attempt is easier). If successful, this order will improve the emissary rank of the character by 1-10 points. If two or more characters attempt to bribe/recruit the same character in a single turn, the character who makes the attempt first is randomly determined. In such a case, if the character is successfully recruited, for subsequent characters’ attempts to bribe/recruit that character, it will belong to the nation of the character which just recruited it. For example: angul, 505, thran, 2000,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 500 Orders; Recruit Double Agent L – 600 Orders; Counter Espionage OOtthheerr -

552200 –– IInnfflluueennccee YYoouurr OOwwnn PPooppuullaattiioonn CCeennttrree LLooyyaallttyy Type of Order Emissary Difficulty of Order Automatic Order Number 520 Order Code InfYour Prerequisites The character has emissary skill There is a population centre at the same location as the character The population centre is of the same nation Required Information None This order allows a character with emissary skill to increase the loyalty of one of their own nation's population centres by 1-10 points. Strategic use of this order can increase the defence of a population centre. This is because loyalty has a direct effect on whether a population centre can be threatened, as well as on its defensive level. If successful, this order will improve the emissary rank of the character by 1-5 points. For example: angul, 520, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 525 Orders; Influence Other’s Population Centre Loyalty OOtthheerr D – 3 Population Centres; Loyalty

552255 –– IInnfflluueennccee OOtthheerr’’ss PPooppuullaattiioonn CCeennttrree LLooyyaallttyy Type of Order Emissary Difficulty of Order Average Order Number 525 Order Code InfOthr Prerequisites The character has emissary skill There is a population centre at the same location as the character The population centre is not hidden The population centre is of a different nation There are no enemy armies present Required Information None

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This order allows a character with emissary skill to try and decrease the loyalty rank, and possibly take control of, a population centre belonging to another nation. Success is based on the character’s emissary rank, the relation of the population centre’s nation towards your nation, and the loyalty of the population centre at the time the order is attempted. This order cannot succeed if there are any armies present whose nation dislikes or hates your nation. A quirk of this order is that it is effective against enemies whose relationship to your nation is neutral , regardless of whether they have an army in their population centre or not. If successful, this order reduces the population centre’s loyalty by 5-15 points, and increases the emissary rank of the character by 1-10 points. If the population centre's loyalty drops to 15 or less, there is a chance that the population centre will change ownership to the emissary’s nation. For example: angul, 525, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 520 Orders; Influence Your Own Population Centre Loyalty OOtthheerr D – 3 Population Centres; Loyalty

553300 –– IImmpprroovvee HHaarrbboouurr ttoo PPoorrtt Type of Order Emissary Difficulty of Order Easy Order Number 530 Order Code Har2Por Prerequisites The character has emissary skill The population centre is in the same location The population centre is of the same nation A harbour is present The population centre is either a major town or city The population centre has sufficient timber The nation has sufficient gold There are no armies present that consider your nation an enemy Required Information None This order allows a character with emissary skill to improve a harbour to a port at one of your nation's population centres. Ships can only be built in ports. This order cannot be done if there are any armies present which consider your nation an enemy. Success is based on the character’s emissary rank. The upgrade requires 7500 units of timber, which must be in the in the stores of the population centre where the port is, and 4000 gold, which must be available in the nation reserves. For example: angul, 530, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 452 Orders; Make Warships L – 456 Orders; Make Transports L – 535 Orders; Add Harbour to Population Centre OOtthheerr D – 9 Population Centres; Ports and Harbours E – 12 Armies; Navies

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553355 –– AAdddd HHaarrbboouurr ttoo PPooppuullaattiioonn CCeennttrree Type of Order Emissary Difficulty of Order Easy Order Number 535 Order Code AddHar Prerequisites The character has emissary skill There is a population centre at the same location The population centre is of the same nation The population centre has no harbour or port The population centre is a town, major town, or city The population centre is in a hex adjacent to a sea hex, or with a major river on one of its hex-sides The population centre has sufficient timber The nation has sufficient gold There are no armies present that consider your nation an enemy Required Information None This order allows a character with emissary skill to build a harbour at one of your nation's population centres. This order cannot be done if there are any armies present which consider your nation an enemy. Success is based on the character’s emissary rank. The harbour requires 5000 units of timber, which must be in the stores of the population centre where the harbour is to be built, and 2500 gold, which must be available in the nation’s reserves. For example: angul, 535, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 452 Orders; Make Warships L – 456 Orders; Make Transports L – 530 Orders; Improve Harbour to Port OOtthheerr D – 9 Population Centres; Ports and Harbours E – 12 Armies; Navies

555500 –– IImmpprroovvee PPooppuullaattiioonn CCeennttrree Type of Order Emissary Difficulty of Order Average Order Number 550 Order Code ImprPop Prerequisites The character has emissary skill There is a population centre at the same location The population centre is of the same nation The population centre is not a city The nation has sufficient gold There are no armies present that consider your nation an enemy Required Information None

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This order allows a character with emissary skill to enlarge an existing population centre to the next highest size. No population centre can be improved more than once in any given turn. This order cannot be done if there are any armies present that either hate or dislike your nation. Success is based on the character’s emissary rank, the loyalty rank of the population centre, and the size of population centre (the larger the population centre, the harder the attempt). If successful, this order will improve the emissary rank of the character by 1-10 points. For example: angul, 550, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 552 Orders; Post Camp L – 555 Orders; Create Camp L – 565 Orders; Reduce Population Centre OOtthheerr D – 1 Population Centres; Size And Location

555522 –– PPoosstt CCaammpp Type of Order Command Difficulty of Order Average Order Number 552 Order Code PosCmp Prerequisites The character is an army commander, or the character is in a navy commander, and the navy can anchor at the hex There is no population centre at the location The location is a not a sea hex The nation has sufficient gold There are no armies present that consider your nation an enemy Required Information Name of camp (17 letters or less, with first letter capitalised) This order allows an army or navy commander to create a population centre (a camp) in a hex where there is currently no population centre. There can, however, be ruins there, and any fortifications will be added to the camp. The hex must be a land hex. This order cannot be done if there are any armies present whose nation dislikes or hates your own. Success is based on the character’s command rank. A camp posted in this manner costs 4000 gold, which must be in the reserves of the nation. Bear in mind that there is a maximum population centre limit, which, when reached in a game, will cause this order to fail. For example: angul, 552, Las Nagras, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 555 Orders; Create Camp OOtthheerr D – 1 Population Centres; Size And Location

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555555 –– CCrreeaattee CCaammpp Type of Order Emissary Difficulty of Order Easy Order Number 555 Order Code CreCmp Prerequisites The character has emissary skill There is no population centre at the location The location is a land hex The nation has sufficient gold There are no armies present that consider your nation an enemy Required Information Name of camp (17 letters or less, with first letter capitalised) This order allows an emissary to post a population centre (a camp) in a sector where there is currently no population centre. There can, however, be ruins there, and any fortifications will be added to the camp. The hex must be a land hex. This order cannot be done if there are any armies present whose nation dislikes or hates your own. Success is based on the character’s emissary rank. If successful, the character’s emissary rank will be increased by 1-10 points. A camp posted in this manner costs 2000 gold, which must be in the reserves of the nation. Bear in mind that there is a maximum population centre limit, which, when reached in a game, will cause this order to fail. For example: angul, 555, Falrenost, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 555 Orders; Create Camp OOtthheerr D – 1 Population Centres; Size And Location

556600 –– AAbbaannddoonn CCaammpp Type of Order Emissary Difficulty of Order Easy Order Number 560 Order Code AbanCmp Prerequisites The character has emissary skill There is a population centre at the same location The population centre is a camp The population centre is of the same nation Required Information None This order allows a character with emissary skill to cause a camp of their own nation to be abandoned, so as to leave only ruins. This is sometimes useful to avoid an enemy from moving on to a population centre and threatening it away from you. Success is based on the character’s emissary rank. For example: angul, 560,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 565 Orders; Reduce Population Centre OOtthheerr D – 1 Population Centres; Size And Location

556655 –– RReedduuccee PPooppuullaattiioonn CCeennttrree Type of Order Emissary Difficulty of Order Easy Order Number 565 Order Code ReduPop Prerequisites The character has emissary skill There is a population centre at the same location The population centre is of the same nation The population centre is larger than a camp Required Information None This order allows a character with emissary skill to cause a population centre of their own nation, which is not a camp, to be reduced by one size. No population centre can be reduced more than once in any given turn. Success is based on the character’s emissary rank and the size of the population centre. If a major town is reduced to a town, any port present will be reduced to a harbour. Likewise, if a town is reduced to a village, any harbour present will be destroyed. The capital cannot be reduced below the size of a major town with this order. For example: angul, 565, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 560 Orders; Abandon Camp OOtthheerr D – 1 Population Centres; Size And Location

558800 –– SSpprreeaadd RRuummoouurrss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 580 Order Code SprdRum Prerequisites The character has emissary skill Required Information None

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This order allows a character with emissary skill to falsify some of the rumours that may exist regarding your own nations that are picked up by characters of other nations uncovering secrets that turn. For example, a character or population centre name may be changed. Spreading rumours thus affords some extra protection for your real activities and secrets, by mixing in false rumours in with truthful reports. However, bear in mind that false rumours generated with this order can also appear amidst rumours received by other players in your team about your nation. For example: angul, 580, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 585 Orders; Uncover Secrets OOtthheerr -

558855 –– UUnnccoovveerr SSeeccrreettss Type of Order Miscellaneous Difficulty of Order Average Order Number 585 Order Code Uncover Prerequisites The character has emissary skill Required Information None This order allows a character with emissary skill to discover rumours and secrets regarding other nations, including the locations of larger enemy population centres. These may be true, or may have been deliberately spread by that nation. If the character wishes to focus on secrets about a particular nation, then the order should be given in a population centre owned by that nation. The number of secrets, and the success of the attempt to focus on a specific nation, is determined by their emissary rank. For example: angul, 585, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 580 Orders; Spread Rumours OOtthheerr -

660000 –– CCoouunntteerr EEssppiioonnaaggee Type of Order Agent Difficulty of Order Average Order Number 600 Order Code CntrEsp Prerequisites The character has agent skill The characters to be investigated as double agents are at the same location Required Information None

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This order allows a character with agent skill to try to ferret out those characters of their own nation that have been turned into double agents. Success is based on the character’s agent rank, and that of the suspected double agent/s, as well as the relations between the character’s nation and the nation/s for whom the suspected double agent is working for. Success converts the double agent back to their normal status. For each successful conversion, the agent rank of the character issuing the order is improved by 1-5 points. For example: angul, 600, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 500 Orders; Recruit Double Agent L – 505 Orders; Bribe Character OOtthheerr C – 10 Characters, Double Agents

660055 –– GGuuaarrdd LLooccaattiioonn Type of Order Agent Difficulty of Order Automatic Order Number 605 Order Code GrdLoc Prerequisites The character has agent skill There is a population centre at the same location The population centre is of same nation, or the population centre is not hidden Required Information None This order allows a character with agent skill to guard a population centre (and any bridges on the hex’s sides) for the turn. The character’s agent rank is improved by 1-5 points when this order is given. If another character attempts theft or sabotage at the population centre, and the guarding character successfully thwarts the theft or sabotage, then the guarding character’s agent rank will be improved by a further 1-5 points for each thwarted attempt. A successful guard may kill, capture or injure the intended thief or saboteur, but, conversely, an unsuccessful guard may themselves be injured or killed. The success of the attempt is based on the agent ranks of the characters involved, with a guarding agent likely to be able to guard against a character with up to twice their agent rank. For example: angul, 605, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 610 Orders; Guard Character L – 665 Orders; Sabotage Bridge L – 670 Orders; Sabotage Fortifications L – 675 Orders; Sabotage arbour or Port L – 680 Orders; Sabotage production Stores L – 690 Orders; Steal Gold OOtthheerr D – 6 Population Centres; Hidden

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661100 –– GGuuaarrdd CChhaarraacctteerr Type of Order Agent Difficulty of Order Automatic Order Number 610 Order Code GrdChar Prerequisites The character has agent skill The character to be guarded is in the same location The character to be guarded is not the guarding character If the character to be guarded is a hostage, then the character or population centre holding them must be of the same nation as the guarding character Required Information ID of target character to be guarded This order allows a character with agent skill to guard another character at the same location for the turn. The character’s agent rank is improved by 1-5 points when this order is given. A guard will try to stop assassination and kidnap attempts, as well as the theft of artifacts and the rescuing of characters from the guarded character. If another character makes such an attempt against the guarded character and the guard thwarts the attempt, then the guard's agent rank will be improved 1-5 points more for each thwarted attempt. A successful guard may kill, capture or injure the character making such an attempt, but, conversely, an unsuccessful guard may themselves be injured or killed. The success of the attempt is based on the agent ranks of the characters involved, with a guarding agent likely to be able to guard against a character with up to twice their agent rank. For example: angul, 610, bilbo, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 615 Orders; Assassinate Character L – 620 Orders; Kidnap Character L – 630 Orders; Rescue Hostage L – 685 Orders; Steal Artifact OOtthheerr C – 9 Characters; Hostage

661155 –– AAssssaassssiinnaattee CChhaarraacctteerr Type of Order Agent Difficulty of Order Hard Order Number 615 Order Code Assass Prerequisites The character has agent skill The target character is of a different nation The target character is in the same hex The target character is not a hostage Required Information Target character ID This order allows a character with agent skill to attempt to assassinate another character of a different nation. If the target character is guarded, then this order means that a check is made to see if the assassin is able to defeat or elude the guards before they can make their assassination attempt on the target. Success is based on the agent and stealth ranks of the assassin, the skill ranks of the target, the relations of the two nations involved, and the size of army or navy if the target is an army or navy commander. Failure may mean injury or death even if there are no guards present. If the order is successful, the assassin’s agent rank will be improved by 1-10 points and the target character killed.

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For example: angul, 615, bilbo, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 610 Orders; Guard Character L – 620 Orders; Kidnap Character OOtthheerr C – 6 Characters, Death

662200 –– KKiiddnnaapp CChhaarraacctteerr Type of Order Agent Difficulty of Order Hard Order Number 620 Order Code Kidnap Prerequisites The character has agent skill The target character is of a different nation The target character is not a hostage The target character is at the same location Required Information Target Character ID This order allows a character with agent skill to attempt to kidnap another character of a different nation. If the target character is guarded, then this order means that a check is made to see if the would-be kidnapper is able to defeat or elude the guards before they can make their kidnap attempt on the target. Success is based on the agent and stealth ranks of the assassin, the skill ranks of the target, the relations of the two nations involved, and the size of army or navy if the target is an army or navy commander. Failure may mean injury or death even if there are no guards present. If successful, the assassin’s agent rank will be improved by 1-10 points, and the target character will become a hostage. The hostage’s nation must still pay upkeep on the kidnapped character. For example: angul, 620, bilbo, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 610 Orders; Guard Character L – 615 Orders; Assassinate Character L – 625 Orders; Release Hostage L – 630 Orders; Rescue Hostage L – 635 Orders; Interrogate Hostage L – 640 Orders; Take Custody of Hostage L – 645 Orders; Imprison Hostage L – 650 Orders; Execute Hostage L – 655 Orders; Demand Ransom for Hostage L – 660 Orders; Offer Ransom for Hostage OOtthheerr C – 9 Characters, Hostage

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662255 –– RReelleeaassee HHoossttaaggee Type of Order Miscellaneous Difficulty of Order Automatic Order Number 625 Order Code Release Prerequisites The character has agent skill The hostage Character is held or was imprisoned by the character The hostage Character is at the same location Required Information Hostage Character ID This order allows a character with agent skill to release a hostage that they are holding or has imprisoned at one of their nation’s population centres. The hostage will be released either into the hex where the character is located, or into a random adjacent hex. The hostage will not be able to be given orders until the following turn. For example: angul, 625, bilbo, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 363 Orders; Transfer Hostages to Character L – 620 Orders; Kidnap Character L – 630 Orders; Rescue Hostage L – 635 Orders; Interrogate Hostage L – 640 Orders; Take Custody of Hostage L – 645 Orders; Imprison Hostage L – 650 Orders; Execute Hostage L – 655 Orders; Demand Ransom for Hostage L – 660 Orders; Offer Ransom for Hostage OOtthheerr C – 9 Characters; Hostage

663300 –– RReessccuuee HHoossttaaggee Type of Order Agent Difficulty of Order Hard Order Number 630 Order Code Rescue Prerequisites The character has agent skill The hostage character is at the same hex The hostage character is on land Required Information Hostage character ID Release (y or n)

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This order allows a character with agent skill to attempt to rescue a hostage that is being held in the hex, by defeating or eluding first any guards, and then the character holding the hostage (if any). Success is based on the agent rank of the rescuer and the character holding the target hostage. If the hostage is imprisoned at a population centre, the loyalty and fortifications of the population centre will also affect the chances of success. Failure may mean injury or death even if there are no guards present. If successful, the rescuer’s agent rank will be improved by 1-10 points. If the rescue is successful, the hostage will either be released or taken captive by the rescuing character (depending on the information given with the order). If the hostage is released then they will be released at that location, but will not be eligible to be given orders until the next turn. If the hostage is not released, then the hostage will be held by the rescuing character. If the rescuing character already has three characters held hostage, a random character from the four will be released. For example: angul, 630, bilbo, n, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 363 Orders; Transfer Hostages to Character L – 620 Orders; Kidnap Character L – 625 Orders; Release Hostage L – 635 Orders; Interrogate Hostage L – 640 Orders; Take Custody of Hostage L – 645 Orders; Imprison Hostage L – 650 Orders; Execute Hostage L – 655 Orders; Demand Ransom for Hostage L – 660 Orders; Offer Ransom for Hostage OOtthheerr C – 9 Characters; Hostage

663355 –– IInntteerrrrooggaattee HHoossttaaggee Type of Order Agent Difficulty of Order Average Order Number 635 Order Code Interr Prerequisites The character has agent skill The hostage is held by the character, or the hostage is held in a population centre of the character’s nation The hostage is at the same hex Required Information Hostage character ID This order allows a character with agent skill to interrogate a hostage held either by the interrogator or in a population centre of the interrogator’s nation. Success is based on the agent ranks involved, and will deliver information about the hostage. If successful, the interrogator’s agent rank will be improved by 1-5 points. For example: angul, 635, bilbo,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 363 Orders; Transfer Hostages to Character L – 620 Orders; Kidnap Character L – 625 Orders; Release Hostage L – 630 Orders; Rescue Hostage L – 640 Orders; Take Custody of Hostage L – 645 Orders; Imprison Hostage L – 650 Orders; Execute Hostage L – 655 Orders; Demand Ransom for Hostage L – 660 Orders; Offer Ransom for Hostage OOtthheerr C – 9 Characters; Hostage

664400 –– TTaakkee CCuussttooddyy ooff HHoossttaaggee Type of Order Miscellaneous Difficulty of Order Automatic Order Number 640 Order Code Custody Prerequisites The character has agent skill The hostage is held by another character of the character’s nation, or the hostage is held in a population centre of the character’s nation The hostage is at the same location Required Information Hostage character ID This order allows a character with agent skill to take custody of a hostage at that location from another character or from a population centre of the same nation. For example: angul, 640, bilbo, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 363 Orders; Transfer Hostages to Character L – 620 Orders; Kidnap Character L – 625 Orders; Release Hostage L – 630 Orders; Rescue Hostage L – 635 Orders; Interrogate Hostage L – 645 Orders; Imprison Hostage L – 650 Orders; Execute Hostage L – 655 Orders; Demand Ransom for Hostage L – 660 Orders; Offer Ransom for Hostage OOtthheerr C – 9 Characters; Hostage

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664455 –– IImmpprriissoonn HHoossttaaggee Type of Order Miscellaneous Difficulty of Order Automatic Order Number 645 Order Code Imprsn Prerequisites The character has agent skill The hostage is held by the character There is a population centre at the same location The population centre is of the same nation Required Information Hostage character ID This order allows a character with agent skill to imprison a hostage in a population centre of the same nation at that location. For example: angul, 645, bilbo, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 363 Orders; Transfer Hostages to Character L – 620 Orders; Kidnap Character L – 625 Orders; Release Hostage L – 630 Orders; Rescue Hostage L – 635 Orders; Interrogate Hostage L – 640 Orders; Take Custody of Hostage L – 650 Orders; Execute Hostage L – 655 Orders; Demand Ransom for Hostage L – 660 Orders; Offer Ransom for Hostage OOtthheerr C – 9 Characters; Hostage

665500 –– EExxeeccuuttee HHoossttaaggee Type of Order Miscellaneous Difficulty of Order Automatic Order Number 650 Order Code Execute Prerequisites The character has agent skill The hostage is held by the character, or the hostage is held in a population centre of the character’s nation, or the hostage is held by another character of the character’s nation The hostage is at same the location Required Information Hostage character ID This order allows a character with agent skill to kill a hostage at that location. The hostage must be in the character’s nation’s control, or imprisoned in a population centre of the character’s nation. Note that characters killed in this fashion will NOT count toward the Termination of Characters victory condition. For example: angul, 650, bilbo,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 363 Orders; Transfer Hostages to Character L – 620 Orders; Kidnap Character L – 625 Orders; Release Hostage L – 630 Orders; Rescue Hostage L – 635 Orders; Interrogate Hostage L – 640 Orders; Take Custody of Hostage L – 645 Orders; Imprison Hostage L – 655 Orders; Demand Ransom for Hostage L – 660 Orders; Offer Ransom for Hostage OOtthheerr C – 9 Characters; Hostage

665555 –– DDeemmaanndd RRaannssoomm ffoorr HHoossttaaggee Type of Order Miscellaneous Difficulty of Order Automatic Order Number 655 Order Code RansDmd Prerequisites The character has agent skill The hostage is held by the character, or the hostage is held in a population centre of the character’s nation The hostage is at the same location Required Information Hostage character ID Amount of gold demanded as ransom (greater than 0) This order allows a character with agent skill to set the amount of gold required to ransom a hostage. This demand will be made known to all nations. If it is paid, the hostage will automatically be given to the first nation who pays the ransom. If more than one nation gives an order to pay the ransom on the same turn, an offer will be accepted at random. Ransom demands remain in effect until changed or accepted. If, before the ransom is paid, the hostage is transferred to another character or imprisoned, the ransom demand still remains in effect. For example: angul, 655, bilbo, 6000, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 363 Orders; Transfer Hostages to Character L – 620 Orders; Kidnap Character L – 625 Orders; Release Hostage L – 630 Orders; Rescue Hostage L – 635 Orders; Interrogate Hostage L – 640 Orders; Take Custody of Hostage L – 645 Orders; Imprison Hostage L – 650 Orders; Execute Hostage L – 660 Orders; Offer Ransom for Hostage OOtthheerr C – 9 Characters; Hostage

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666600 –– OOffffeerr RRaannssoomm ffoorr HHoossttaaggee Type of Order Miscellaneous Difficulty of Order Automatic Order Number 660 Order Code RansOff Prerequisites The character has command skill The character is at their own capital The nation has sufficient gold Required Information Hostage character ID Amount of gold offered for ransom (greater than 0) Release (y or n) This order allows a character with command skill to offer an amount of gold to release a character being ransomed. The amount offered in ransom must be equal to or greater than the amount demanded for ransom. If the hostage is successfully ransomed and belongs to your own nation, they will be freed automatically. If the hostage belongs to another nation, you then have the choice of releasing them or keeping them as your own hostage. If more than one ransom offer is made for the same hostage, the offers will be selected at random, and the first offer which meets the ransom demand will be accepted. If no ransom demand has been made for the hostage, this order will fail. For example: angul, 660, bilbo, 6000, n, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 363 Orders; Transfer Hostages to Character L – 620 Orders; Kidnap Character L – 625 Orders; Release Hostage L – 630 Orders; Rescue Hostage L – 635 Orders; Interrogate Hostage L – 640 Orders; Take Custody of Hostage L – 645 Orders; Imprison Hostage L – 650 Orders; Execute Hostage L – 665 Orders; Demand Ransom for Hostage OOtthheerr C – 9 Characters; Hostage

666655 –– SSaabboottaaggee BBrriiddggee Type of Order Agent Difficulty of Order Hard Order Number 665 Order Code SabBrdg Prerequisites The character has agent skill The bridge crosses a hex-side of the hex the character is in Required Information Direction of hex-side where bridge is located (ne, e, se, sw, w, or nw)

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This order allows a character with agent skill to attempt to sabotage a bridge. If the location is guarded, then this order means that a check is made to see if the agent is able to defeat or elude the guards before they can make their sabotage attempt on the bridge. Success is based on the agent rank of the character, and, if there is a non-hidden population centre on the hex, the relations between the two nations. If there is a (non-hidden) population centre belonging to another nation in the hex, failure may result in injury or death. Success will remove the bridge and improve the character's agent rank by 1-10 points. For example: angul, 665, ne, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 494 Orders; Fortify Population Centre L – 605 Orders; Guard Location OOtthheerr E – 11 Armies; Movement

667700 –– SSaabboottaaggee FFoorrttiiffiiccaattiioonnss Type of Order Agent Difficulty of Order Hard Order Number 670 Order Code SabFort Prerequisites The character has agent skill There is a population centre (or ruins) at the same location The population centre is not hidden The population centre is of a different nation The population centre has fortifications Required Information None This order allows a character with agent skill to attempt to sabotage the fortifications of another nation's population centre. The population centre cannot be hidden, and the character must deal with any posted guards. Success is based on the agent rank of the character, and the relations between the two nations. Failure may result in injury or death; success will decrease the fortifications by one level and will improve the character's agent rank by 1-10 points. For example: angul, 670, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 494 Orders; Fortify Population Centre L – 605 Orders; Guard Location OOtthheerr D – 2 Population Centres; Fortifications

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667755 –– SSaabboottaaggee HHaarrbboouurr oorr PPoorrtt Type of Order Agent Difficulty of Order Hard Order Number 675 Order Code SabPort Prerequisites The character has agent skill There is a population centre at the same location The population centre is not hidden The population centre is of a different nation The population centre has a harbour or port Required Information None This order allows a character with agent skill to attempt to sabotage the harbour or port of another nation's population centre. If the location is guarded, then this order means that a check is made to see if the agent is able to defeat or elude the guards before they can make their sabotage attempt on the harbour or port. The population centre cannot be hidden. Success is based on the agent rank of the character, whether it is a port or a harbour that they are trying to sabotage, and the relations between the two nations. Failure may result in injury or death; success will reduce a port to a harbour, or destroy a harbour entirely, and will improve the character's agent rank by 1-10 points. For example: angul, 675, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 357 Orders; Transfer Ships: Navy to Navy L – 452 Orders; Make Warships L – 456 Orders; Make Transports L – 530 Orders; Improve Harbour to Port L – 605 Orders; Guard Location OOtthheerr D – 9 Population Centres; Ports and Harbours E – 12 Armies; Navies

668800 –– SSaabboottaaggee PPrroodduuccttiioonn SSttoorreess Type of Order Agent Difficulty of Order Hard Order Number 680 Order Code SabStor Prerequisites The character has agent skill There is a population centre at the same location The population centre is not hidden The population centre is of a different nation The population centre has stores of the type chosen Required Information Store type (le, br, st, mi, fo, ti, or mo, but not gold)

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This order allows a character with agent skill to attempt to sabotage the stores of another nation's population centre. If the location is guarded, then this order means that a check is made to see if the agent is able to defeat or elude the guards before they can make their sabotage attempt. The population centre cannot be hidden, there must be an amount of the store type being sabotaged in the population centre. This is potentially more devastating than stealing gold, because many nations will horde products, but as such is harder, and failure may result in injury or death. Success will reduce the amount of the stores sabotaged by a percentage based primarily on the character's agent rank and the relations between the two nations, and will improve character's agent rank by 1-10 points. For example: angul, 680, fo, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 470 Orders; Destroy Population Centre Stores L – 605 Orders; Guard Location OOtthheerr D – 5 Population Centres; Produce And Production

668855 –– SStteeaall AArrttiiffaacctt Type of Order Agent Difficulty of Order Hard Order Number 685 Order Code StlArt Prerequisites The character has agent skill The artifact is at the same hex The artifact is secreted (dropped) in a population centre or held by a character If the artifact is in a population centre, then the population centre is not hidden and belongs to another nation If the artifact is held by a character, then character belongs to another nation Required Information Artifact ID # This order allows a character with agent skill to attempt to steal a particular artifact which is at that location. If it is held in a population centre, then the population centre cannot be hidden. If the location (if the artifact is secreted in the population centre) or character (if the artifact is held by a character) is guarded, then this order means that a check is made to see if the agent is able to defeat or elude the guards before they can make their theft attempt. Failure may result in injury or death, even if there are no guards. Success is based on the character's agent rank and the relations between the two nations. Success will gain the character possession of the artifact and will improve their agent rank by 1-10 points. Allied nations will sometimes use this order to attempt to transfer artifacts instead of using 360 – Transfer: Artifacts to Character. This is because the agent will get an increase in their agent skill rank, whilst the character being stolen from will still be able to issue two orders that turn. For example: angul, 685, 56, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 605 Orders; Guard Location L – 610 Orders; Guard Character L – 792 Orders; Drop Artifact OOtthheerr I – 1 Miscellaneous; Artifacts

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669900 –– SStteeaall GGoolldd Type of Order Agent Difficulty of Order Hard Order Number 690 Order Code StlGold Prerequisites The character has agent skill There is a population centre at the same location The population centre is not hidden The population centre is of a different nation Required Information None This order allows a character with agent skill to attempt to steal gold from another nation's population centre. If the location is guarded, then this order means that a check is made to see if the agent is able to defeat or elude the guards before they can make their theft attempt. The population centre cannot be hidden. Failure may result in injury or death, even if there are no guards. Success will gain the character’s nation an amount gold. The amount stolen is not restricted to the amount of gold that the population centre can produce in a turn, and is based on the following factors: the amount of gold in the reserves of the nation stolen from; the amount of gold the population centre generated as a product that turn; the size, loyalty and fortifications of the population centre; whether the population centre is a capital; the character's agent rank; and the relations between the two nations. A character can also steal gold at certain ruins, but will not gain any gold from this. Success will also improve character's agent rank by 1-10 points. For example: angul, 690, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 605 Orders; Guard Location OOtthheerr -

770000 –– FFoorrggeett SSppeellll Type of Order Miscellaneous Difficulty of Order Automatic Order Number 700 Order Code ForgtSp Prerequisites The character has mage skill Required Information 1 to 6 Spell ID #'s to be forgotten This order allows a character with mage skill to forget from 1-6 known spells in order to allow them to learn more spells. Forgetting one spell on a list will not cause the character to lose other spells below or above it in the list. This can be useful if a spell is learned with a low casting rank, since the spell can be forgotten and relearned in one turn, with, hopefully, a higher casting rank. For example: angul, 700, 102, 2, 416,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 705 Orders; Research Spell OOtthheerr F – Magic

770055 –– RReesseeaarrcchh SSppeellll Type of Order Miscellaneous Difficulty of Order Varies Order Number 705 Order Code RsrchSp Prerequisites The character has mage skill The character already knows any prerequisite spells If the spell is lost, the character has access to it The character does not already know the spell The character does not already know 15 spells There is a population centre at the same location The population centre is of the same nation The nation has sufficient gold Required Information Spell ID # This order allows a character with mage skill to attempt to research a new spell. The character must be in one of their own population centres, and their nation must already have the required gold in its vaults. Furthermore, they already know any prerequisite spells required for the spell being researched. Success, and proficiency in the spell if successfully learned, is based on the character's mage rank and the difficulty of the spell being learnt. To research a spell costs 1000 gold, which must be available in the nation’s reserves (not the individual product store of the population centre where the character is located), and is used even if the order fails. If two spells are researched on the same turn, the spell to be researched first is chosen at random. Therefore it is possible, for example, to attempt to learn Wall of Fire (Spell 206) and Fire Bolts (Spell 232) on the same turn. But as it is necessary for a character to know the Wall of Fire spell before they can learn the Fire Bolts spell, if the Fire Bolts spell is researched first then this will fail (because Wall of Fire is not yet known), and only the Wall of Fire spell will then be learned. For example: angul, 705, 428, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 700 Orders; Forget Spell OOtthheerr F – Magic

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771100 –– PPrreennttiiccee MMaaggeerryy Type of Order Mage Difficulty of Order Automatic Order Number 710 Order Code PrenMgy Prerequisites The character has mage skill There is a population centre at the same location The population centre is of the same nation Required Information None This order allows a character with mage skill to engage in intensive magical study. The character must be in one of their nation's population centres. Success will improve the character's mage rank by 1-5 points. With the exception of succeeding in personal combat and through random encounters, this is the only way to increase a character’s mage rank. For example: angul, 710, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 705 Orders; Research Spell OOtthheerr F – 1 Magic; Casting Ranks

772255 –– NNaammee NNeeww CChhaarraacctteerr Type of Order Command Difficulty of Order Automatic Order Number 725 Order Code NamChar Prerequisites The character has command skill The character is at their own capital The nation has sufficient gold The nation has not reached its maximum character limit Required Information Name (between 5-17 letters, with the first letter capitalised) Gender (m or f) Command rank (0, or 10-30) Agent rank (0 or 10-30) Emissary rank (0 or 10-30) Mage rank (0 or 10-30)

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This order allows a character with command skill to train a new character. The character can have points in more than one skill rank if desired, but if they have more than 0 in a rank, they must have at least 10 points (they cannot have 1-9 in a skill rank). The maximum number of total points which can be allocated is 30, and all 30 must be allocated. If any are not allocated in the order, then they are automatically added to the character’s command rank. For example, you may name a character with 30 command rank; or 10 comand rank, 10 emissary rank and 10 agent rank; or 20 command and 10 mage rank. But you could not name a character with 20 command rank, or with 40 command rank, or with 15 command rank and 15 agent rank. Nation abilities which may allow the training of a new single-skill rank characters with more than 30 points do not affect this order: they only affect the four following orders, which name a character of a single specific skill. New mages will receive 1 spell for each 10 points of mage rank, each from a different spell category. The first five letters of the name given (character ID) must be unique in the game, and so duplicate names will be automatically altered. When naming a character, please try to choose names that are in keeping with the world of Middle-earth. A new character costs 10,000 gold, which must be available in the nation’s reserves. For example: angul, 725, Anlayan, f, 10, 0, 20, 0, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 728 Orders; Name New Character as Commander L – 731 Orders; Name New Character as Agent L – 734 Orders; Name New Character as Emissary L – 737 Orders; Name New Character as Mage L – 740 Orders; Retire Character OOtthheerr C – 1, 2 Characters; Number Of, Skills

772288 –– NNaammee NNeeww CChhaarraacctteerr aass CCoommmmaannddeerr Type of Order Command Difficulty of Order Automatic Order Number 728 Order Code NamComm Prerequisites The character has command skill The character is at their own capital The nation has sufficient gold The nation has not reached its maximum character limit Required Information Name (between 5-17 letters, with the first letter capitalised) Gender (m or f) This order allows a character with command skill to train a new commander. The new character will only have a command skill rank (except when, on rare occasion, a bonus skill is granted). The command rank of the new character will be either 30 or at the command rank of the character creating them, whichever is lower. (Unless your nation has the ability to name new commanders at 40, in which case new character will be either 40 or at the command rank of the character creating them, whichever is lower.) The first five letters of the name given (character ID) must be unique in the game, and so duplicate names will be automatically altered. When naming a character, please try to choose names that are in keeping with the world of Middle-earth. A new commander costs 5000 gold, which must be available in the nation’s reserves. For example: angul, 728, Analan, m,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 725 Orders; Name New Character L – 731 Orders; Name New Character as Agent L – 734 Orders; Name New Character as Emissary L – 737 Orders; Name New Character as Mage L – 740 Orders; Retire Character OOtthheerr C – 1, 2 Characters; Number Of, Skills

773311 –– NNaammee NNeeww CChhaarraacctteerr aass AAggeenntt Type of Order Agent Difficulty of Order Automatic Order Number 731 Order Code NamAgen Prerequisites The character has agent skill The character is at their own capital The nation has sufficient gold The nation has not reached its maximum character limit Required Information Name (between 5-17 letters, with the first letter capitalised) Gender (m or f) This order allows a character with agent skill to train a new agent. The new character will only have an agent skill rank (except when, on rare occasion, a bonus skill is granted). The agent rank of the new character will be either 30 or at the agent rank of the character creating them, whichever is lower. (Unless your nation has the ability to name new agents at 40, in which case new character will be either 40 or at the agent rank of the character creating them, whichever is lower.) The first five letters of the name given (character ID) must be unique in the game, and so duplicate names will be automatically altered. When naming a character, please try to choose names that are in keeping with the world of Middle-earth. A new agent costs 5000 gold, which must be available in the nation’s reserves. For example: angul, 731, Enelen, m, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 725 Orders; Name New Character L – 728 Orders; Name New Character as Commander L – 734 Orders; Name New Character as Emissary L – 737 Orders; Name New Character as Mage L – 740 Orders; Retire Character OOtthheerr C – 1, 2 Characters; Number Of, Skills

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773344 –– NNaammee NNeeww CChhaarraacctteerr aass EEmmiissssaarryy Type of Order Emissary Difficulty of Order Automatic Order Number 734 Order Code NamEmis Prerequisites The character has emissary skill The character is at their own capital The nation has sufficient gold The nation has not reached its maximum character limit Required Information Name (between 5-17 letters, with the first letter capitalised) Gender (m or f) This order allows a character with emissary skill to train a new emissary. The new character will only have a emissary skill rank (except when, on rare occasion, a bonus skill is granted). The emissary rank of the new character will be either 30 or at the emissary rank of the character creating them, whichever is lower. (Unless your nation has the ability to name new emissaries at 40, in which case new character will be either 40 or at the emissary rank of the character creating them, whichever is lower.) The first five letters of the name given (character ID) must be unique in the game, and so duplicate names will be automatically altered. When naming a character, please try to choose names that are in keeping with the world of Middle-earth. A new emissary costs 5000 gold, which must be available in the nation’s reserves. For example: angul, 728, Analan, m, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 725 Orders; Name New Character L – 728 Orders; Name New Character as Commander L – 731 Orders; Name New Character as Agent L – 737 Orders; Name New Character as Mage L – 740 Orders; Retire Character OOtthheerr C – 1, 2 Characters; Number Of, Skills

773377 –– NNaammee NNeeww CChhaarraacctteerr aass MMaaggee Type of Order Mage Difficulty of Order Automatic Order Number 737 Order Code NamMage Prerequisites The character has mage skill The character is at their own capital The nation has sufficient gold The nation has not reached its maximum character limit Required Information Name (between 5-17 letters, with the first letter capitalised) Gender (m or f)

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This order allows a character with mage skill to train a new mage. The new character will only have a mage skill rank (except when, on rare occasion, a bonus skill is granted). The mage rank of the new character will be either 30 or at the mage rank of the character creating them, whichever is lower. (Unless your nation has the ability to name new mages at 40, in which case new character will be either 40 or at the mage rank of the character creating them, whichever is lower.) New mages will receive 1 spell for each 10 points of mage rank, each from a different spell category. The first five letters of the name given (character ID) must be unique in the game, and so duplicate names will be automatically altered. When naming a character, please try to choose names that are in keeping with the world of Middle-earth. A new mage costs 5000 gold, which must be available in the nation’s reserves. For example: angul, 737, Elensent, f, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 725 Orders; Name New Character L – 728 Orders; Name New Character as Commander L – 731 Orders; Name New Character as Agent L – 734 Orders; Name New Character as Emissary L – 740 Orders; Retire Character OOtthheerr C – 1, 2 Characters; Number Of, Skills

774400 –– RReettiirree CChhaarraacctteerr Type of Order Miscellaneous Difficulty of Order Automatic Order Number 740 Order Code RtrChar Prerequisites The character is not a hostage Required Information None This order allows a character to retire themselves from duty. This is permanent – you will not be able to use this character again. The character cannot be a hostage. Any hostages held by the character are automatically released, and any artifacts are considered left at the last location. If the character is an army or navy commander and there is another character with command skill in the army or navy, they will take command of the army or navy. If there is no other character with command skill in the army or navy, the army or navy is lost. The character will no longer count towards the nation’s character limit. For example: angul, 740, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 725 Orders; Name New Character L – 728 Orders; Name New Character as Commander L – 731 Orders; Name New Character as Agent L – 734 Orders; Name New Character as Emissary L – 737 Orders; Name New Character as Mage OOtthheerr C – 1 Characters; Number Of

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774455 –– CCrreeaattee CCoommppaannyy Type of Order Command Difficulty of Order Automatic Order Number 745 Order Code CreCmpy Prerequisites The character has command skill The character is on land The character is not an army commander The character is not a company commander Required Information None This order allows a character to create a company which they will then command. At least one other character must issue an order to join the company in the same turn (using the 755 – Join Company order), or the company will not be formed. Companies are a useful way of increasing the effectiveness of groups of agents, mages and emissaries, because only one character per turn needs to issue a move order, thus leaving you with more orders available. For example: angul, 745, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 750 Orders; Disband Company L – 755 Orders; Join Company L – 760 Orders; Leave Company L – 820 Orders; Move Company OOtthheerr C – 12 Characters; Companies And Company Movement

775500 –– DDiissbbaanndd CCoommppaannyy Type of Order Command Difficulty of Order Automatic Order Number 750 Order Code DsbCmpy Prerequisites The character is a company commander Required Information None This order allows a company commander to disband the company so that all characters in the company leave, and are responsible for their own movement from then on. For example: angul, 750,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 745 Orders; Create Company L – 755 Orders; Join Company L – 760 Orders; Leave Company L – 820 Orders; Move Company OOtthheerr C – 12 Characters; Companies And Company Movement

775555 –– JJooiinn CCoommppaannyy Type of Order Miscellaneous Difficulty of Order Automatic Order Number 755 Order Code JnCmpy Prerequisites There is a company at the same location, or there is a commander issuing a create company order in the same location The company has less than 9 members, including the leader The company commander is of the same nation, or the character and the company commander’s nations are friendly towards each other Required Information Company commander’s character ID This order allows a character to join an existing company. The company commander must either be of the same nation as the character, or the nation of the character and the nation of the company commander must be friendly towards each other. For example: angul, 755, frodo, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 745 Orders; Create Company L – 750 Orders; Disband Company L – 760 Orders; Leave Company L – 820 Orders; Move Company OOtthheerr C – 12 Characters; Companies And Company Movement

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776600 –– LLeeaavvee CCoommppaannyy Type of Order Miscellaneous Difficulty of Order Automatic Order Number 760 Order Code LvCmpy Prerequisites The character is in a company The character is not a company commander Required Information None This order allows a character who is not the company commander to leave a company, and remain in the same hex. If this order means the company is reduced to one character the company will disband, but not until the time that a 790 order would be processed. For example: angul, 760, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 745 Orders; Create Company L – 750 Orders; Disband Company L – 755 Orders; Join Company L – 770 Orders; Hire Army L – 785 Orders; Join Army L – 870 Orders; Move character And Join Army L – 810 Orders; Move Character L – 820 Orders; Move Company OOtthheerr C – 12 Characters; Companies And Company Movement

776655 –– SSpplliitt AArrmmyy Type of Order Miscellaneous Difficulty of Order Automatic Order Number 765 Order Code SplArmy Prerequisites The character is an army or navy commander If an navy is being split, then it is in a hex where ships can anchor The new commander has command skill The new commander is in the same hex The commander is on land The new commander is of the same nation The new commander is not already an army or navy commander The new commander is not a company commander Required Information New commander’s character ID # of heavy cavalry # of light cavalry # of heavy infantry # of light infantry # of archers # of men-at-arms

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This order allows an army or navy commander to create another army, by giving part of their army to another character who has command skill but is not already an army or navy commander: you cannot split off troops to another army commander.The new army will inherit the weapon, training, and armour ranks of the original army or navy, but a morale of no more than 30. A proportional amount of food will automatically be transferred to the new army from the old army or navy, but this order does not transfer anything else from the baggage train. If either the original or the new army or navy has less than 100 troops as a result of this order, then that force will be disbanded, and all their baggage lost. Use of this order can avoid using Order 770 – Hire Army. This is because the order essentially takes one army and makes it into two. While it can be used to completely remove all forces under a commander’s control, it differs from 780 – Transfer Command in that the commander issuing the order does not have the option to move with the troops to the army being transferred to. For example: angul, 765, halla, 0, 0, 100, 600, 57, 0, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 355 Orders; Transfer Troops: Army to Army L – 780 Orders; Transfer Command OOtthheerr E – 1, 2, 5 Armies; Troop Types, Weapon And Armour Ranks, Training Rank

777700 –– HHiirree AArrmmyy Type of Order Command Difficulty of Order Automatic Order Number 770 Order Code HrArmy Prerequisites The character has command skill The character is not an army or navy commander The character is not a company commander The character is at population centre The population centre is of the same nation The population centre is not under siege The nation has sufficient gold in its reserves Required Information # of troops Type of troops (hc, lc, hi, li, ar, or ma) Type of weapons to be carried (wo, br, st, or mi) Type of armour to be carried (no, le, br, st, or mi) # of food units This order allows a character with command skill to create a new army by hiring a single troop type at a population centre. The character will then become commander of this army. This is the only order that will create an army where there was not one previously. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from it that turn. The minimum army size is 100 troops. You must also indicate how much food will be transferred to the new army from the population centre stores. All new troops will come with a base training rank of 10 and a base morale rank of 10. Heavy cavalry, light cavalry, heavy infantry and light Infantry come with the specified weapons and armour (if there are sufficient stores), Archers come with weapons equivalent to steel but no armour, and men-at-arms come with bronze weapons and leather armour, both at no extra cost. In these cases, enter ‘wo’ weapons and ‘no’ armour, and they will be automatically allocated the correct equipment. If there are not enough stores of the appropriate type to produce the requested armour or weapons, then the weapons and/or armour issued will be changed accordingly. The new army costs 5000 gold regardless of its size, which must be available in the nation reserves.

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For example: angul, 770, 100, hc, br, st, 1, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 355 Orders; Transfer Troops: Army to Army L – 400 Orders; Recruit Heavy Cavalry L – 404 Orders; Recruit Light Cavalry L – 408 Orders; Recruit Heavy Infantry L – 412 Orders; Recruit Light Infantry L – 416 Orders; Recruit Archers L – 420 Orders; Recruit Men-at-Arms L – 765 Orders; Split Army L – 780 Orders; Transfer Command OOtthheerr D – 1 Population Centres; Size And Location E – 1 Armies; Troop Types E – 2 Armies; Weapon and Armour Ranks E – 3 Armies; Recruiting M – 508 Spells; Conjure Mounts

777755 –– DDiissbbaanndd AArrmmyy Type of Order Miscellaneous Difficulty of Order Automatic Order Number 775 Order Code DsbArmy Prerequisites The character has command skill The character is an army or navy commander, or in the army or navy The army is on land, or the navy is on a hex where ships can anchor Required Information None This order allows an army or navy commander, or a character with command skill in an army or navy, to disband the force. Everything in the baggage train is lost. This cannot be given while at sea. For example: angul, 775, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 425 Orders; Retire Troops OOtthheerr -

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778800 –– TTrraannssffeerr CCoommmmaanndd Type of Order Command Difficulty of Order Automatic Order Number 780 Order Code TrComm Prerequisites The character is an army, navy or company commander The new commander has command skill The new commander is at the same location The new commander is of the same nation If a company is being transferred, then the new commander is not an army or navy commander If an army or navy is being transferred, then the new commander is not a company commander If an army is transferring troops to a navy then that navy must be able to anchor ships If a navy is transferring troops to an army then that navy must be able to anchor ships Required Information New commander’s character ID Join army, navy or company? (y or n) This order allows an army, navy or company commander to give command of their entire army, navy or company to another character with command skill. If the other character does not already have an army, navy or company then they are given command of the one being transferred. If they do already have an army, navy or company, then the one being transferred to them is merged with their existing army, navy or company. It is possible to merge an army with an army, a navy with a navy, or an army with a navy, but a company can only be merged with another company. If command of a navy is transferred to an army commander, then the ships will be anchored. If command of a navy is transferred to a navy commander, then the ships will be transferred as well. The baggage train, and any characters travelling with the former army, navy or company, will also be transferred. The former commander may choose whether or not to stay with the new army, navy or company. If the joining of two companies will result in a company of more than nine characters, then the order will fail. In company transfers, only characters of the same nation as the new company can be transferred – any characters belonging to other nations will leave the company, though they can then rejoin at a later date. For example: angul, 780, bilbo, n, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 353 Orders; Transfer Troops: Army to Army L – 765 Orders; Split Army OOtthheerr C – 12 Characters; Companies and Company Movement E – 1, 2, 5 Armies; Troop Types, Weapon And Armour Ranks, Training Rank

778855 –– JJooiinn AArrmmyy Type of Order Miscellaneous Difficulty of Order Automatic Order Number 785 Order Code JnArmy Prerequisites The character is not an army, navy or company commander The army or navy to be joined is in the same hex The army or navy to be joined is of the same nation Required Information Character ID of commander of army or navy to be joined This order allows a character to join an existing army or navy and to travel with it. While a part of the army or navy, a character does not need to give individual movement orders. If they do give such orders, they automatically leave the army or navy.

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For example: angul, 785, halla, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 790 Orders; Leave Army L – 870 Orders; Move Character and Join Army OOtthheerr E – 12 Armies; Movement

779900 –– LLeeaavvee AArrmmyy Type of Order Miscellaneous Difficulty of Order Automatic Order Number 790 Order Code LvArmy Prerequisites The character is travelling with an army or navy (is not the army or navy commander) If the character is in a navy, the navy must be in a land hex Required Information None This order allows a character to leave an existing army or navy with which they are travelling. They will be placed in the hex the army or navy is currently in. The character may not issue this order while at sea. For example: angul, 790, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 810 Orders; Move Character OOtthheerr -

779922 –– DDrroopp AArrttiiffaacctt Type of Order Miscellaneous Difficulty of Order Automatic Order Number 792 Order Code DropArt Prerequisites None Required Information ID #’s of 1-6 artifacts to be dropped This order allows a character to drop between 1-6 artifacts in the hex that they are in. Artifacts can be dropped in any hex, including sea. The character who drops an artifact has a better chance of finding it again should they look for it later in the game, but even so, finding an artifact is never certain. If an artifact is dropped in a population centre owned by the character's nation, it is considered to be secreted in the population centre and can be more easily found by either the character or by any character of the same nation. However, other characters of the same nation will not have as much chance of finding the artifact as the character who dropped them. If the population centre changes hands, only the character who dropped the artifact will continue to have this greater chance of recovering it.

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For example: angul, 792, 132, 1, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 796 Orders; Pickup Artifact L – 900 Orders; Find Artifact OOtthheerr I – 1 Miscellaneous; Artifacts

779944 –– AAnncchhoorr SShhiippss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 794 Order Code AnchShp Prerequisites The character is a navy commander, or commander of an army with ships The navy is in a shore hex, or the navy is at a population centre with a port or harbour Required Information # of warships to anchor # of transports to anchor This order allows a navy commander to anchor ships in ports, harbours, and in shore hexes. If the navy does not retain sufficient transport ships to carry its troops, it will become an army. For example: angul, 794, 3, 2, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 798 Orders; Pickup Ships OOtthheerr E – 12 Armies; Navies

779966 –– PPiicckk uupp AArrttiiffaacctt Type of Order Miscellaneous Difficulty of Order Easy Order Number 796 Order Code PickArt Prerequisites None Required Information ID #’s of 1-6 artifacts to be picked up This order allows a character to attempt to retrieve 1-6 specific artifacts at their location. Success depends on the character’s skill ranks, the terrain, the presence of population centres, and whether they dropped the artifacts originally. This order can only succeed if issued by the character who dropped the artifacts, or by any character of the same nation if the artifacts are in a population centre belonging to that nation. For example: angul, 796, 13, 2,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 792 Orders; Drop Artifact L – 900 Orders; Find Artifact OOtthheerr I – 1 Miscellaneous; Artifacts

779988 –– PPiicckk uupp SShhiippss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 798 Order Code PickShp Prerequisites The character is an army or navy commander The ships are in the same hex The ships belong to the character's nation Required Information # of warships to pick up # of transports to pick up This order allows an army or navy commander to pick up anchored ships and add them to their army or navy. These ships must already be anchored at the location, and must belong to the character's nation. If, as a result of this, an army has enough ships to transport all the troops, it will be able to move as a navy, and will become a navy when it moves. For example: angul, 78, 2, 13, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 794 Orders; Anchor Ships L – 830 Orders; Move Navy OOtthheerr E – 12 Armies; Navies

880055 –– UUssee MMoovveemmeenntt AArrttiiffaacctt Type of Order Miscellaneous Difficulty of Order Automatic Order Number 805 Order Code UsMvArt Prerequisites The artifact is in the character's possession The artifact alignment matches allegiance of the character’s nation Required Information Artifact ID # This order allows a character to use a movement artifact which is in their possession. The effect lasts for only one turn. This order must be used in conjunction with a movement order in order to work.

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For example: angul, 805, 19, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 830 Orders; Move Navy OOtthheerr I – 1 Miscellaneous; Artifacts

881100 –– MMoovvee CChhaarraacctteerr Type of Order Movement Difficulty of Order Automatic Order Number 810 Order Code MovChar Prerequisites The character is not an army, navy or company commander The destination and current hexes are land Required Information Destination hex (up to 12 hexes away from current hex) This order allows a character who is not an army, navy or company commander to move to any land hex that is up to 12 hexes distant from their present location. Movement cannot be to or from a water hex. If they had been travelling with an army, navy or company, then they will leave. Hostages will travel with the character. For example: angul, 810, 2924, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 820 Orders; Move Company L – 870 Orders; Move Character and Join Army OOtthheerr C – 11 Characters; Character Movement

882200 –– MMoovvee CCoommppaannyy Type of Order Movement Difficulty of Order Automatic Order Number 820 Order Code MovCmpy Prerequisites The character is a company commander Required Information Destination hex (up to 12 hexes away from current hex) This order allows a company commander to move themselves and their company to any land hex that is up to 12 hexes distant from their present location. Movement cannot be to or from a water hex. All characters within the company (and all hostages) will be moved by this one order. For example: angul, 820, 1914,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 745 Orders; Create Company L – 755 Orders; Join Company L – 750 Orders; Disband Company L – 760 Orders; Leave Company L – 810 Orders; Move Character L – 870 Orders; Move Character and Join Army OOtthheerr C – 12 Characters; Companies And Company Movement

882255 –– CCaasstt MMoovveemmeenntt SSppeellll Type of Order Movement Difficulty of Order Varies Order Number 825 Order Code CstMvSp Prerequisites The character is not an army, navy or company commander� The spell is known by the character, or the character has an artifact which allows them to cast a movement spell Required Information Spell ID # Destination hex (within distance specified by spell) This order allows a character to attempt to cast a movement spell which they know. Movement cannot be to or from a water hex. The chance of success is based upon the character’s casting rank for that spell. This casting rank will be improved by 1-5 points upon successful casting of the spell. This spell affects only the character and any hostages they are carrying, and will fail if the character is an army, navy or company commander. This order is considered both a Mage order and a Movement order. For example: angul, 825, 302, 1924, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 705 Orders; Research Spell L – 810 Orders; Move Character OOtthheerr F – Magic M – 302-314 Spells

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883300 –– MMoovvee NNaavvyy Type of Order Movement Difficulty of Order Automatic Order Number 830 Order Code MovNavy Prerequisites The character is a navy commander, or The character is the commander or an army with sufficient transports to carry all the troops, or the character is the commander of an army and there are sufficient transports belonging to the character’s nation and anchored in the hex to carry all the troops in the army (each transport carries 250 infantry or 150 cavalry) Required Information Directions (h, ne, e, se, sw, w, or nw for each hex to be sailed) Travel mode (no or ev) This order allows a navy commander to move their navy. Navies have 14 movement points. The direction of travel must be given for each hex of movement. Movement along coastal water hexes or along rivers is the only safe route of travel. Movement away from the coast runs the risk of destruction from storms or worse. Navies may also try to travel in an 'evasive' manner to help avoid detection by other nations. This mode will reduce movement by doubling movement costs. If the navy moves when it has no food, then morale rank declines by 1-5 points and its movement is reduced. If an army commander issues this order and there are sufficient transports belonging to the character’s nation and anchored in the hex to carry all the troops in the army, then the army will pick up sufficient transports to turn into a navy and move. However, only transport ships sufficient to carry the troops will be picked up: surplas transport ships and warships will be left behind. In order to pick up all ships in a hex, you must use the order 798 – Pick Up Ships before issuing this order. For example: angul, 830, no, e, ne, ne, ne, ne, h, h, h, w, w, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 357 Orders; Transfer Ships: Navy to Navy L – 452 Orders; Make Warships L – 456 Orders; Make Transports L – 798 Orders; Pickup Ships L – 805 Orders; Use Movement Artifact OOtthheerr D – 9 Population Centres; Ports and Harbours E – 12 Armies; Navies

884400 –– SSttaanndd aanndd DDeeffeenndd Type of Order Movement Difficulty of Order Automatic Order Number 840 Order Code Stand Prerequisites The character is an army commander Required Information Hex-side (ne, e, se, sw, w, or nw) This order allows an army commander to station their army so as to try to prevent enemy troops from leaving the hex through certain hex-sides. By choosing a hex-side, the commander orders the army to prevent movement through both that hex-side and through its adjacent hex-sides by enemy armies. If the enemy army trying to move through the hex is large enough, it will destroy your army in passing without stopping. However, if successful, the order will keep an enemy army situated in the hex. If the army is without food, then morale rank will decline between 1-3 points when this order is issued. This order cannot be given to a Navy.

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For example: angul, 840, e, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 850 Orders; Move Army L – 860 Orders; Force March Army OOtthheerr E – 11 Armies; Movement

885500 –– MMoovvee AArrmmyy Type of Order Movement Difficulty of Order Automatic Order Number 850 Order Code MovArmy Prerequisites The character is an army commander Required Information Directions (h, ne, e, se, sw, w, or nw for each hex to be moved) Travel mode (no or ev) This order allows an army commander to move their army. Armies moving using this order have 12 movement points. The direction of travel must be given for each hex of movement. Armies may also try to travel in an 'evasive' manner to help avoid detection by other nations. Moving evasively doubles movement costs. If the army moves when it has no food, then morale rank declines by 1-5 points and its movement costs are further increased. For example: angul, 850, ev, ne, e, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 860 Orders; Force March Army OOtthheerr E – 11 Armies; Movement

886600 –– FFoorrccee MMaarrcchh AArrmmyy Type of Order Movement Difficulty of Order Automatic Order Number 860 Order Code ForcMar Prerequisites The character is an army commander Required Information Directions (h, ne, e, se, sw, w, or nw for each hex to be moved) Travel mode (no or ev)

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This order allows an army commander to force their moving army across greater distances than a normal move army order. Force marching will cause the morale rank to decline by 1-5 points. Armies moving using this order have 14 movement points. The direction of travel must be given for each hex of movement. Armies may also try to travel in an 'evasive' manner to help avoid detection by other nations. Moving evasively doubles movement costs. If the army moves when it has no food, then morale rank declines by 5-10 points instead and its movement costs are further increased. For example: angul, 860, no, ne, e, ne, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 850 Orders; Move Army OOtthheerr E – 11 Armies; Movement

887700 –– MMoovvee CChhaarraacctteerr && JJooiinn AArrmmyy Type of Order Movement Difficulty of Order Automatic Order Number 870 Order Code MovJoin Prerequisites The character is not an army, navy or company commander The army or navy commander the character is joining is of the same nation The destination and current hex locations are both land Required Information Destination hex (within 12 hexes of original hex) Character ID of the character commanding the army or navy commander to be joined This order allows a character to move to any hex that is 12 or less hexes distant from their original location, and join an existing army or navy belonging to the same nation at that location. If the army or navy commanded by the specified character is not at the character's destination hex, the character will simply move to the hex. Movement cannot be to or from a water hex. Any hostages held by the character will travel with them. If the character had previously been travelling with an army, navy or company, this order will cause them to leave. This order cannot result in the character moving a distance of more than 12 hexes from their location at turn start. If, then, the character has already moved with an army, navy or company that turn, and is issued order with a destination further than 12 hexes from where they started the turn, then the order will fail. For example: angul, 870, 1716, halla, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 785 Orders; Join Army L – 810 Orders; Move Character OOtthheerr -

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990000 –– FFiinndd AArrttiiffaacctt Type of Order Miscellaneous Difficulty of Order Hard Order Number 900 Order Code FindArt Prerequisites None Required Information Artifact ID # (optional) This order allows a character to try to find an artifact that is lost or secreted at that location. Success is based on the mage rank of the character, the power of the artifact, and the terrain. If a certain artifact is suspected to be present, and the artifact ID # is provided, then success is more likely should that artifact indeed be there. If the character is attempting to find an artifact which they previously dropped in that hex, then the attempt will be easy rather than hard. Artifacts secreted by other nations’ characters, conversely, are less likely to be found. For example: angul, 900, 1, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 685 Orders; Steal Artifact L – 792 Orders; Drop Artifact L – 796 Orders; Pickup Artifact OOtthheerr I – 1 Miscellaneous; Artifacts

990055 –– SSccoouutt AArrmmyy Type of Order Agent Difficulty of Order Average Order Number 905 Order Code ScoArmy Prerequisites The character has agent skill The character was either within 2 hexes of the location of the army or navy at the start of the turn, or is within 2 hexes of the location of the army or navy at this point in the turn. The character is on land If scouting a navy, the navy is at a land hex Required Information Army or navy commander’s character ID Follow army or navy (y or n) This order allows a character to scout out another nation's army or navy. The character will attempt to pick up the army or navy’s trail if it is within 2 hexes of the character either at turn start or turn end, and report on its current whereabouts and composition. Success is based on the size of the army or navy, the manner in which it is moving, the agent rank of the character, and the command rank of the army or navy commander. If successful, the action can reveal some or all of the following, based on the rank of the agent and their distance from the army or navy being scouted: the army or navy commander and their rank, nationality, travel mode, morale, numbers of troops (by type), current location, and the presence of any population centre at the location. Bear in mind that incorrect reports are also possible. If successful, and the character is not an army, navy or company commander, they may also choose to follow and move with a scouted army, but not a navy at sea. For example: angul, 905, halla, y,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 810 Orders; Move Army OOtthheerr -

991100 –– SSccoouutt AArreeaa Type of Order Agent Difficulty of Order Automatic Order Number 910 Order Code ScoArea Prerequisites The character has agent skill The character is on land Required Information None This order allows a character to scout the area around their current location, both the hex they are in, and the six adjacent hexes around it. Success is based on the agent rank of the character. The details of the scout consist of a map of the scouted area revealing army/navy icons and population centres there, and a written report which might include some or all of the following: the commander and nationality of any armies or navies, and the approximate number of troops. The amount and detail of the reported information is based on the agent rank of the character, whilst details of the hex where the character is located are usually more accurate than those of surrounding hexes, and incorrect reports are also possible. For example: angul, 910, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 925 Orders; Recon Area L – 935 Orders; Use Scrying Artifact OOtthheerr M – 415 Spells; Scry Area

991155 –– SSccoouutt HHeexx Type of Order Miscellaneous Difficulty of Order Easy Order Number 915 Order Code ScoHex Prerequisites The character has agent skill The character is on land Required Information None

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This order allows a character to take a detailed look at the hex where they are located. Success is based on the agent rank of the character, and can reveal some or all of the following about the hex: terrain, climate, type and quantity of production, anchored ships, the presence of any existing population centre, and the presence of foreign armies and navies (reporting either their commander’s name or the army or navy’s allegiance). If there is a population centre in the hex, the agent may also be able to determine its size, the level of any fortifications, the presence of a port or harbour, and whether or not the population centre is hidden. The amount and detail of the reported information is based on the character’s agent rank and incorrect reports are possible. Note that the information is correct at the time of the order being issued, whilst the map is created after all orders have been issued, therefore it is conceivable that there will be discrepancies. For example: angul, 915, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr M – 414 Spells; Scry Hex

992200 –– SSccoouutt PPooppuullaattiioonn CCeennttrree Type of Order Miscellaneous Difficulty of Order Easy Order Number 920 Order Code ScoPop Prerequisites The character has agent skill There is a population centre is at the same location Required Information None This order allows a character to scout a population centre at a hex where they are currently located, including suspected hidden population centres, though these are very difficult to scout. The character may find out some or all of the following information about a population centre: name, owner, loyalty, size, fortifications, presence of a port or harbour, production capability, production stores, siege status, if it is hidden, if it is a capital, and the presence of foreign armies or navies (by nation). Success is based on the agent rank of the character, and affected by the relations between the nations involved. The amount and detail of the reported information is based on the character’s agent rank, and incorrect reports are possible. For example: angul, 920, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr M – 413 Spells; Scry Population Centre

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992255 –– RReeccoonn AArreeaa Type of Order Miscellaneous Difficulty of Order Easy Order Number 925 Order Code Recon Prerequisites The character has command skill The character is on land Required Information None This order allows a character to conduct a reconnaissance of the area around their current location, both the hex they are in, and the six adjacent hexes around it. Success is based on the command rank of the character. The details of the scout consist of a map of the scouted area revealing armies and population centres there, and a written report which might include some or all of the following: the commander and nationality of any armies or navies, and the approximate number of troops. The amount and detail of the reported information is based on the command rank of the character, whilst details of the hex where the character is located are usually more accurate than those of surrounding hexes, and incorrect reports are also possible. Note that the information is correct at the time of the order being issued, whilst the map is created after all orders have been issued, therefore it is conceivable that there will be discrepancies. For example: angul, 925, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 910 Orders; Scout Area L – 935 Orders; Use Scrying Artifact OOtthheerr M – 415 Spells; Scry Area

993300 –– SSccoouutt ffoorr CChhaarraacctteerrss Type of Order Agent Difficulty of Order Average Order Number 930 Order Code ScoChar Prerequisites The character has agent skill The character is on land Required Information None This order allows a character to scout for other nations’ characters at that location. Success, and the amount and detail of the reported information, is based on a comparison of the relative agent ranks of the characters involved, and the attempt is made easier by the presence of a population centre (a camp aiding the most, a city the least). Success may reveal the following information on each character found: title, name or gender, and nationality or allegiance. Incorrect reports are possible. For example: angul, 930,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr M – 436 Spells; Scry Character

993355 –– UUssee SSccrryyiinngg AArrttiiffaacctt Type of Order Miscellaneous Difficulty of Order Automatic Order Number 935 Order Code UsScArt Prerequisites The artifact is in the character's possession The artifact’s alignment matches the allegiance of the character’s nation Required Information Artifact ID # Chosen hex This order allows a character to use any scrying artifact which is in their possession, to reveal details about any chosen hex and the six hexes surrounding it. The amount and detail of the reported information is based on the mage rank and the distance from the character to the hex. Incorrect reports are possible. For example: angul, 935, uthlu, 27, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 910 Orders; Scout Area L – 925 Orders; Recon Area OOtthheerr M – 415 Spells; Scry Area

994400 –– CCaasstt LLoorree SSppeellll Type of Order Lore spell Difficulty of Order Varies Order Number 940 Order Code CstLoSp Prerequisites The spell is known by the character, or The character has an artifact which allows them to cast a lore spell Required Information Spell ID # and one of the following: Character ID for spells 406, 408, 417, 420, 422, 424, 426, 430 and 436 Production type for spell 416 (le, br, st, mi, fo, ti, mo or go), Nation # for spells 404, 419 and 432 Allegiance for spells 402 and 410 (g, n, or e) Artifact ID # for spells 412, 418 and 428 Hex for spells 413, 414, 415 and 434

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This order allows a character with mage skill to attempt to cast a lore spell which they have learned. Success is based on the character’s casting proficiency for the spell, whilst the amount, quality and accuracy of information gained from a successful order may also depend on other aspects, such as the character’s mage skill. Scry spells can also be affected by the distance from the character to the hex. Incorrect reports are possible. Casting proficiency will be improved by 1-5 points upon successfully casting a spell, regardless of the quality of information gained. For example: angul, 940, 428, 87, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 705 Orders; Research Spell OOtthheerr F – Magic

994422 –– MMoovvee TTuurrnn MMaapp Can only be used in Fourth Age (1000) and Kin Strife (1450) Modules Type of Order Emissary Difficulty of Order Average Order Number 942 Order Code MvTnMap Prerequisites The character has emissary and command skill The character is at their nation’s capital The nation has sufficient gold Required Information Direction of map movement (ne, nw, e, se, sw, or w) This order allows a character with both emissary and command skill to attempt to move the turn map their nation receives each turn. The map must remain within normal map boundaries, which is to say you cannot move it off the edge of the game world. The map can only be moved once a turn, and the nation’s capital must appear on the map after the move or the order will fail. Success is based on both the character’s emissary and command ranks, and how central to the map the nation’s capital is (with success being more likely when the capital is located towards the centre of the map). Moving the map east or west will move it one hex, whilst moving the map north-east, north-west, south-east or south-west will move the map two hexes. Note also that moving the map north-east or north-west will result in the same movement of the map north, and moving the map south-west or south-east will result in the same movement of the map south. The cost of moving the map is 5,000 gold up to turn 12, after which the cost is 3,000 gold. For example: angul, 945, w, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 950 Orders; Relocate Capital OOtthheerr J – 2 Receiving Your Turn; Results Sheet

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Middle-earth PBM – L – Orders

994455 –– UUssee HHiiddiinngg AArrttiiffaacctt Type of Order Miscellaneous Difficulty of Order Automatic Order Number 945 Order Code UsHiArt Prerequisites The artifact is in the character's possession The population centre is in the same location The population centre is not under siege The artifact’s alignment matches allegiance of character’s nation Required Information Artifact ID # (41) This order allows a character to use the hiding artifact #41 ‘The Mantle of Doriath’ if it is in their possession. The effect lasts until dispelled, or until the artifact is used again to hide a different population centre, at which point the previously hidden population centre is revealed: the artifact may only hide one population centre at a time. The game typically starts with the artifact “in use” to hide a population centre. The population centre to be hidden cannot be under siege. For example: angul, 945, 41, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr D – 6 Population Centres; Hidden M – 434 Spells; Reveal Population Centre

994477 –– NNaattiioonn TTrraannssppoorrtt Type of Order Miscellaneous Difficulty of Order Automatic Order Number 947 Order Code NatTran Prerequisites The character is at their nation’s capital The origin and destination hex’s population centre is not under siege The destination hex’s population centre belongs to character’s nation Required Information Destination hex Product to be gathered (le, br, st, mi, fo, ti, or mo) % of nation’s total amount of product to be transferred (1-100) This order allows a character at their capital to order a percentage of the nation’s total stores of one product to be gathered from the stores of all their nation's population centres and transported to the stores of that destination population centre. The receiving population centre cannot be under siege, and any other population centre belonging to the nation which is under siege cannot contribute its percentage. The cost of transporting the goods is 10% of the total units transported. If the amount is available in the stores, this 10% is taken in addition to the amount transferred. Or, if there is not a sufficient amount of the product remaining, the cost is taken from the amount transferred. For example, if you have 1000 units of timber, and transfer 50% of them, then 500 units will be transferred, and an additional 50 removed from the stores as the cost of the transfer. If, however, you transfer 100% of the units, then of those 1000, 900 will reach their destination and 100 will be removed from the 1000 as the cost of the transfer. (This means, in effect, that ordering the transport of 100% of a product costs more than transporting 91%, and results in the same amount being transferred.) Gold cannot be transferred with this order.

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For example: angul, 947, 1614, le, 91% FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 948 Transport by Caravans OOtthheerr D – 5 Population Centres, Production

994488 –– TTrraannssppoorrtt bbyy CCaarraavvaannss Type of Order Miscellaneous Difficulty of Order Automatic Order Number 948 Order Code TranCar Prerequisites The character is at their nation’s capital, or the character is at the originating hex The population centre at the originating hex belongs to the character’s nation The origin and destination hex’s population centres are not under siege If the destination population centre belongs to another nation and the product being transferred is not gold, then the destination population centre is not hidden Required Information Originating population centre’s hex Destination population centre’s hex Product to be transported (le, br, st, mi, fo, ti, mo, or go) # of units to be transported This order allows a character at their capital or the originating hex to order the transport of an amount of one product from the stores of one population centre owned by the character’s nation to the stores of any other population centre. The two population centres need not be of the same nation or of the same allegiance; however, if the destination population centre belongs to another nation and is hidden, only gold can be transferred to it. Neither population centre can be under siege. If the product being transferred is gold, then the character must be at their nation’s capital, and the gold will be transferred from the nation’s reserves to the reserves of the nation that owns the destination hex’s population centre regardless of what origin or destination population centres are given. The cost of transporting the goods is 10% of the total units transported. This is taken from the stores in addition to the amount transferred if possible, or, if there is not sufficient remaining, from the amount transferred. If you transfer goods to an ally’s population centre and that population centre is taken by an enemy nation during the turn, then your transfer will still take place and the enemy nation will receive the products. So take care when using this order! For example: angul, 948, 1614, 2924, go, 15000, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 947 Orders; Nation Transport OOtthheerr D – 5 Population Centres; Production H – 1 Economy; Expenses

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994499 –– TTrraannssffeerr OOwwnneerrsshhiipp Type of Order Emissary Difficulty of Order Easy Order Number 949 Order Code TrOwner Prerequisites The character has emissary skill The character is at location of population centre to be transferred The population centre belongs to the character’s nation The population centre is not hidden The population centre is not a capital The target character is at same location The target character is not a hostage or an NPC The target character has emissary skill The nations of the character and target character are not enemies Required Information Target character ID This order allows a character with emissary skill to transfer ownership of a population centre to another nation via an emissary of that other nation. The population centre cannot be the capital nor hidden, both emissaries must be in the population centre’s hex, and neither nation can be an enemy of the other. Success is based on the emissary ranks of the characters involved, the loyalty of the population centre, and the relations between the nations. Loyalty may change as a result of the transfer of ownership. For example: angul, 949, menel, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 525 Orders; Influence Other’s Population Centre Loyalty OOtthheerr -

995500 –– RReellooccaattee CCaappiittaall Type of Order Command Difficulty of Order Easy Order Number 950 Order Code ReloCap Prerequisites The character has command skill The character is at their nation’s current capital The capital and population centre to become new capital are not under siege The population centre to become new capital is a major town or city The population Centre to become new capital is owned by the character’s nation The nation has sufficient gold Required Information Hex location of population centre to become new capital This order allows a character at their capital to make a different population centre the nation’s new capital. Success is based on the command rank of the character. The cost of this is 25000 gold. Note that this order transfers the status of capital to a different population centre. It does not create a second capital. For example: angul, 950, 1614,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr D – 4 Population Centres; Capital

996600 –– IInnccrreeaassee CCaarraavvaann PPrriicceess Can only be used in Fourth Age (1000) and Kin Strife (1450) Modules Type of Order Command Difficulty of Order Hard Order Number 960 Order Code IncrCar Prerequisites The character has emissary and command skill The character is at their nation’s capital The character’s nation is either the North or the South Kingdom The character’s nation must be of Neutral allegiance Required Information % price increase (1-50) This order allows a character of either the North or South Kingdom nation, with both emissary and command skill, to attempt to increase the market prices, to take affect from the turn after the order is given. Success is based on the command and emissary ranks of the character, and the possible increase percentage is limited by the natural emissary rank of the character. Only one successful price increase is allowed each turn, but if more than one successful order is given, the order causing the greatest increase will take place. If an order to reduce market prices is also given by a nation on the same turn, the prices will be affected by both results. For example: angul, 960, 45, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 310 Orders; Bid From Caravans L – 315 Orders; Purchase from Caravans L – 320 Orders; Sell to Caravans L – 325 Orders; Nation Sell to Caravans L – 965 Orders; Reduce Caravan Prices OOtthheerr H – 1 Economy; Income

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996655 –– RReedduuccee CCaarraavvaann PPrriicceess Can only be used in Fourth Age (1000) and Kin Strife (1450) Modules Type of Order Command Difficulty of Order Hard Order Number 965 Order Code ReduCar Prerequisites The character has emissary and command skill The character is at their nation’s capital The character’s nation is either the North or the South Kingdom The character’s nation must be of Neutral allegiance Required Information % price decrease (1-50) This order allows a character of either the North or South Kingdom nation, with both emissary and command skill, to attempt to decrease the market prices, to take affect from the turn after the order is given. Success is based on the command and emissary ranks of the character, and the possible decreased percentage is limited by the natural emissary rank of the character. Only one successful price decrease is allowed each turn, but if more than one successful order is given, the order causing the greatest decrease will take place. If an order to increase market prices is also given by a nation on the same turn, the prices will be affected by both results. For example: angul, 965, 45, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 310 Orders; Bid From Caravans L – 315 Orders; Purchase from Caravans L – 320 Orders; Sell to Caravans L – 325 Orders; Nation Sell to Caravans L – 960 Orders; Increase Caravan Prices OOtthheerr H – 1 Economy; Income

999900 –– OOnnee RRiinngg Can only be used in 1650 and 2950 Modules Type of Order Miscellaneous Difficulty of Order Automatic Order Number 990 Order Code OneRing Prerequisites Allegiance of character's nation is evil or good (not neutral) The character is not with a company or an army The character is located at hex 3423 The character possesses artifact #14 ‘The One Ring’ Required Information None This order allows a character to dispose of ‘The One Ring’ (artifact #14). This order must be given twice in the same turn by the same character. The character must possess The One Ring, must be located in hex 3423, and may not be with a company or army. The allegiance of the character's nation cannot be neutral. If the allegiance of the character's nation is evil then The One Ring is given to Sauron, and if the allegiance of the character’s nation is good then The One Ring is thrown into Mount Doom. Disposal of The One Ring brings the game to an end, with victory going to the allegiance of the character's nation.

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For example: angul, 990, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr B – 1 Basics; Winning I – 1 Miscellaneous; Artifacts M – 418 Spells; Locate Artifact M – 428 Spells; Locate Artifact True

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MM –– SSppeellllss

11 –– SSppeellll LLiissttss The full details of each individual spell will be given in order of their spell number for ease of locating them. However, it is also important to know which category and list a spell belongs to. The following tables, then, list spells according to these criteria.

SSppeellllss bbyy CCaatteeggoorryy Category List Spell Difficulty Spell #

HHeeaalliinngg Healing Mastery Minor Heal easy 2 (Use order #120) Heal True hard 8 Healing Ways Major Heal easy 4 Greater Heal average 6 CCoommbbaatt Barrier Mastery Barriers easy 102 (Use order #225) Defensive Deflections average 106 Shields hard 112 Barrier Walls hard 114 Resistance Mastery Resistances easy 104 Defensive Blessings average 108 Protections hard 110 Force Walls hard 116 Fire Mastery Call Fire easy 202 Offensive Wild Flames easy 204 Wall of Fire easy 206 Fire Bolts average 232 Fire Balls average 234 Fire Storms average 236 Summon Fire Spirits hard 240 Word Mastery Words of Pain easy 208 Offensive Words of Calm easy 210 Words of Paralysis easy 212 Words of Agony average 220 Words of Stun average 222 Words of Command average 224 Words of Death hard 242 Wind Mastery Call Winds easy 214 Offensive Wild Winds easy 216 Wall of Wind easy 218 Chill Bolts average 226 Frost Balls average 228 Wind Storms average 230 Summon Wind Spirits hard 238 Dark Summons Fearful hearts average 244 Offensive Summon Storms average 246 Lost List Fanaticism average 248

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Category List Spell Difficulty Spell #

CCoonnjjuurriinngg Spirit Mastery Weakness easy 502 (use order #330) Lost List Sickness average 504 Curses hard 506 Conjuring Ways Conjure Mounts easy 508 Lost List Conjure Food average 510 Conjure Hordes average 512 MMoovveemmeenntt Movement Mastery Long Stride easy 302 (use order #825) Fast Stride average 304 Path Mastery hard 306 Return Mastery Capital Return easy 308 Major Return average 310 Return True hard 312 Teleport Mastery Teleport average 314 Lost List LLoorree Perceptions Perceive Allegiance easy 402 (use order #940) Perceive Relations easy 404 Perceive Nationality easy 408 Perceive Power average 422 Perceive Mission average 424 Perceive Secrets hard 432 Divinations Divine Army easy 406 Divine Allegiance Forces easy 410 Divine Characters with Forces average 417 Divine Nation Forces average 419 Divine Army True hard 426 Artifact Lore Research Artifact easy 412 Locate Artifact average 418 Locate Artifact True hard 428 Scrying Scry Population Centre easy 413 Scry Hex easy 414 Scry Area average 415 Scry Character hard 436 Hidden Visions Reveal Production easy 416 Reveal Character average 420 Reveal Character True hard 430 Reveal Population Centre hard 434

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CCoommbbaatt SSppeellll SSuummmmaarryy All offensive and defensive combat spells work in essentially the same way, varying only in the amount of damage they inflict or protect against. Whilst full details of each spell is given later, for ease of comparing the various spells available in each list, there follows a list of combat spells, and the damage each is capable of inflicting on an enemy army or protecting against. OOffffeennssiivvee SSppeellllss

List Spell Difficulty Damage Spell # Fire Mastery Call Fire easy 150 202 Wild Flames easy 50-250 204 Wall of Fire easy 100-200 206 Fire Bolts average 1000 232 Fire Balls average 500-1500 234 Fire Storms average 800-1200 236 Summon Fire Spirits hard 1000-2000 240 Word Mastery Words of Pain easy 250 208 Words of Calm easy 100-400 210 Words of Paralysis easy 200-300 212 Words of Agony average 600 220 Words of Stun average 300-900 222 Words of Command average 450-750 224 Words of Death hard 1250-2250 242 Wind Mastery Call Winds easy 400 214 Wild Winds easy 200-600 216 Wall of Wind easy 300-500 218 Chill Bolts average 800 226 Frost Balls average 400-1200 228 Wind Storms average 600-1000 230 Summon Wind Spirits hard 750-1750 238 DDeeffeennssiivvee SSppeellllss List Spell Difficulty Damage Spell # Barrier Mastery Barriers easy 500 102 Deflections average 1000 106 Shields hard 1750 112 Barrier Walls hard 1500-2000 114 Resistance Mastery Resistances easy 100 104 Blessings average 1250 108 Protections hard 1500 110 Force Walls hard 1000-2000 116 FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 120 Orders; Cast Heal Spell L – 225 Orders; Cast Combat Spell L – 330 Orders; Cast Conjuring Spell L – 700 Orders; Forget Spell L – 705 Orders; Research Spell L – 825 Orders; Cast Movement Spell L – 940 Orders; Cast Lore Spell OOtthheerr F – Magic

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## –– HHeeaalliinngg SSppeellllss 22 –– MMiinnoorr HHeeaall Spell List Healing Mastery Difficulty to Research Easy Order to Cast Spell Cast Heal Spell - 120 Spell Number 2 Prerequisites Target character is at the same location Required Information Target Character ID Result if Successful Increase the target character’s health by 20 points, or to their maximum, whichever is less. For example: 120, 2, beneo,

44 –– MMaajjoorr HHeeaall Spell List Healing Ways Difficulty to Research Easy Order to Cast Spell Cast Heal Spell - 120 Spell Number 4 Prerequisites Target character is at the same location Required Information Target character ID Result if Successful Increase the target character’s health by 35 points, or to their maximum, whichever is less. For example: 120, 4, beneo,

66 –– GGrreeaatteerr HHeeaall Spell List Healing Ways Difficulty to Research Average Order to Cast Spell Cast Heal Spell - 120 Spell Number 6 Prerequisites Target character is at the same location Required Information Target character ID Result if Successful Increase the target character’s health by 50 points, or to their maximum, whichever is less. For example: 120, 6, beneo,

88 –– HHeeaall TTrruuee Spell List Healing Mastery Difficulty to Research Hard Order to Cast Spell Cast Heal Spell - 120 Spell Number 8 Prerequisites Target character is at the same location Required Information Target character ID Result if Successful Increase the target character’s health to their maximum. For example: 120, 8, beneo,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 120 Orders; Cast Heal Spell OOtthheerr C – 5,6 Characters; Health, Death F – Magic

## –– DDeeffeennssiivvee SSppeellllss

110022 –– BBaarrrriieerrss Spell List Barrier Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 102 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 500 points, or damage inflicted on a navy the character is with by 5 points. For example: 225, 102,

110044 –– RReessiissttaanncceess Spell List Resistance Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 104 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 750 points, or damage inflicted on a navy the character is with by 7.5 points. For example: 225, 104,

110066 –– DDeefflleeccttiioonnss Spell List Barrier Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 106 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 1000 points, or damage inflicted on a navy the character is with by 10 points. For example: 225, 106,

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110088 –– BBlleessssiinnggss Spell List Resistance Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 108 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 1250 points, or damage inflicted on a navy the character is with by 12.5 points. For example: 225, 108,

111100 –– PPrrootteeccttiioonnss Spell List Resistance Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 110 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 1500 points, or damage inflicted on a navy the character is with by 15 points. For example: 225, 110,

111122 –– SShhiieellddss Spell List Barrier Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 112 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 1750 points, or damage inflicted on a navy the character is with by 17.5 points. For example: 225, 112,

111144 –– BBaarrrriieerr WWaallllss Spell List Barrier Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 114 Prerequisites Character must be with an army unless practicing Required Information None

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Result if Successful Reduces damage inflicted on an army the character is with by 1500-2000 points, or damage inflicted on a navy the character is with by 15-20 points. For example: 225, 114,

111166 –– FFoorrccee WWaallllss Spell List Resistance Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 116 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 1000-2000 points, or damage inflicted on a navy the character is with by 10-20 points. For example: 225, 116, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 225 Orders; Cast Combat Spell OOtthheerr G – Combat F – Magic

## –– OOffffeennssiivvee SSppeellllss

220022 –– CCaallll FFiirree Spell List Fire Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 202 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 150 points, or damage inflicted by a navy the character is with by 1.5 points. For example: 225, 202,

220044 –– WWiilldd FFllaammeess Spell List Fire Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 204 Prerequisites Character must be with an army unless practicing Required Information None

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Result if Successful Increases damage inflicted by an army the character is with by 50-250 points, or damage inflicted by a navy the character is with by .5-2.5 points. For example: 225, 204,

220066 –– WWaallll ooff FFiirree Spell List Fire Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 206 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 100-200 points, or damage inflicted by a navy the character is with by 1-2 points. For example: 225, 206,

220088 –– WWoorrddss ooff PPaaiinn Spell List Word Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 208 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 250 points, or damage inflicted by a navy the character is with by 2.5 points. For example: 225, 208,

221100 –– WWoorrddss ooff CCaallmm Spell List Word Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 210 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 100-400 points, or damage inflicted by a navy the character is with by 1-4 points. For example: 225, 210,

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221122 –– WWoorrddss ooff PPaarraallyyssiiss Spell List Word Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 212 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 200-300 points, or damage inflicted by a navy the character is with by 2-3 points. For example: 225, 212,

221144 –– CCaallll WWiinnddss Spell List Wind Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 214 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 400 points, or damage inflicted by a navy the character is with by 4 points. For example: 225, 214,

221166 –– WWiilldd WWiinnddss Spell List Wind Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 216 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 200-600 points, or damage inflicted by a navy the character is with by 2-6 points. For example: 225, 216,

221188 –– WWaallll ooff WWiinndd Spell List Wind Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 218 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 300-500 points, or damage inflicted by a navy the character is with by 3-5 points. For example: 225, 218,

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222200 –– WWoorrddss ooff AAggoonnyy Spell List Word Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 220 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 600 points, or damage inflicted by a navy the character is with by 6 points. For example: 225, 220,

222222 –– WWoorrddss ooff SSttuunn Spell List Word Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 222 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 300-900 points, or damage inflicted by a navy the character is with by 3-9 points. For example: 225, 222,

222244 –– WWoorrddss ooff CCoommmmaanndd Spell List Word Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 224 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 450-750 points, or damage inflicted by a navy the character is with by 4.5-7.5 points. For example: 225, 224,

222266 –– CChhiillll BBoollttss Spell List Wind Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 226 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 800 points, or damage inflicted by a navy the character is with by 8 points. For example: 225, 226,

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222288 –– FFrroosstt BBaallllss Spell List Wind Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 228 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 400-1200 points, or damage inflicted by a navy the character is with by 4-12 points. For example: 225, 228,

223300 –– WWiinndd SSttoorrmmss Spell List Wind Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 230 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 600-1000 points, or damage inflicted by a navy the character is with by 6-10 points. For example: 225, 230,

223322 –– FFiirree BBoollttss Spell List Fire Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 232 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 1000 points, or damage inflicted by a navy the character is with by 10 points. For example: 225, 232,

223344 –– FFiirree BBaallllss Spell List Fire Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 234 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 500-1500 points, or damage inflicted by a navy the character is with by 5-15 points. For example: 225, 234,

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223366 –– FFiirree SSttoorrmmss Spell List Fire Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 236 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 800-1200 points, or damage inflicted by a navy the character is with by 8-12 points. For example: 225, 236,

223388 –– SSuummmmoonn WWiinndd SSppiirriittss Spell List Wind Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 238 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 750-1750 points, or damage inflicted by a navy the character is with by 7.5-17.5 points. For example: 225, 238,

224400 –– SSuummmmoonn FFiirree SSppiirriittss Spell List Fire Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 240 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 1000-2000 points, or damage inflicted by a navy the character is with by 10-20 points. For example: 225, 240,

224422 –– WWoorrddss ooff DDeeaatthh Spell List Word Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 242 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 1250-2250 points, or damage inflicted by a navy the character is with by 12.5-22.5 points.

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For example: 225, 242,

224444 –– FFeeaarrffuull HHeeaarrttss This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Dark Summons Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 244 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces morale of enemy armies and navies in the hex by 10-20 points. Multiple castings of this spell in a single turn are not cumulative, but the best result will be used. Only Dark Servants may learn this spell. For example: 225, 244,

224466 –– SSuummmmoonn SSttoorrmmss This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Dark Summons Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 246 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Forces enemy armies and navies in the hex to use standard battle tactics during the combat. Only Dark Servants may learn this spell. For example: 225, 246,

224488 –– FFaannaattiicciissmm This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Dark Summons Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 248 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases morale of all armies and navies belonging to the character’s nation in the hex by 5-15 points for the duration of the combat. Multiple castings of this spell in a single turn are not cumulative, but the best result will be used. Only Dark Servants may learn this spell. For example: 225, 248,

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FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 225 Orders; Cast Combat Spell OOtthheerr F – Magic G – Combat

## –– MMoovveemmeenntt SSppeellllss

330022 –– LLoonngg SSttrriiddee Spell List Movement Mastery Difficulty to Research Easy Order to Cast Spell Cast Movement Spell – 825 Spell Number 302 Prerequisites The destination is within 14 hexes of the character’s location The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to any land hex within 14 hexes of the character’s original location. Movement cannot be from a water hex. Hostages will travel with the character. For example: 825, 302, 2134,

330044 –– FFaasstt SSttrriiddee Spell List Movement Mastery Difficulty to Research Average Order to Cast Spell Cast Movement Spell – 825 Spell Number 304 Prerequisites The destination is within 16 hexes of the character’s location The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to any land hex within 16 hexes of the character’s original location. Movement cannot be from a water hex. Hostages will travel with the character. For example: 825, 304, 2136,

330066 –– PPaatthh MMaasstteerryy Spell List Movement Mastery Difficulty to Research Hard Order to Cast Spell Cast Movement Spell – 825 Spell Number 306 Prerequisites The destination is within 19 hexes of the character’s location The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to any land hex within 19 hexes of the character’s original location. Movement cannot be from a water hex. Hostages will travel with the character.

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For example: 825, 306, 2139,

330088 –– CCaappiittaall RReettuurrnn Spell List Return Mastery Difficulty to Research Easy Order to Cast Spell Cast Movement Spell – 825 Spell Number 308 Prerequisites The destination is the location of the capital of the character’s nation The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to the hex containing the capital of the character’s nation. Movement cannot be from a water hex. Hostages will travel with the character. For example: 825, 308, 1514,

331100 –– MMaajjoorr RReettuurrnn Spell List Return Mastery Difficulty to Research Average Order to Cast Spell Cast Movement Spell – 825 Spell Number 310 Prerequisites The destination has a major town or city of the character’s nation The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to the hex containing a city or major town belonging to the character’s nation. Movement cannot be from a water hex. Hostages will travel with the character. For example: 825, 310, 1514,

331122 –– RReettuurrnn TTrruuee Spell List Return Mastery Difficulty to Research Hard Order to Cast Spell Cast Movement Spell – 825 Spell Number 312 Prerequisites The destination has a population centre belonging to the character’s nation The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to the hex containing a population centre belonging to the character’s nation. Movement cannot be from a water hex. Hostages will travel with the character. For example: 825, 312, 1514,

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331144 –– TTeelleeppoorrtt This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Teleport Mastery Difficulty to Research Average Order to Cast Spell Cast Movement Spell – 825 Spell Number 314 Prerequisites The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to any land hex. Movement cannot be from a water hex. Hostages will travel with the character. For example: 825, 314, 1514, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 810 Orders; Move Character L – 825 Orders; Cast Movement Spell OOtthheerr D – 1, 4 Population Centres; Size And Location, Capital F – Magic

## –– LLoorree SSppeellllss

440022 –– PPeerrcceeiivvee AAlllleeggiiaannccee Spell List Perceptions Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 402 Prerequisites None Required Information Allegiance (g, n, or e) Result if Successful Discover all the nations currently of a specified allegiance. For example: 940, 402, e,

440044 –– PPeerrcceeiivvee RReellaattiioonnss Spell List Perceptions Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 404 Prerequisites None Required Information Target nation # (1-25) Result if Successful Discover the relations that a specified nation has towards the character’s nation. For example: 940, 404, 6,

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440066 –– DDiivviinnee AArrmmyy Spell List Divinations Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 406 Prerequisites None Required Information Character ID of army or navy commander Result if Successful Discover the location of the target character’s army or navy, to within one hex of their actual location. The commander must either command an army or navy, or have commanded an army or navy during the turn. For example: 940, 406, earni,

440088 –– PPeerrcceeiivvee NNaattiioonnaalliittyy Spell List Perceptions Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 408 Prerequisites None Required Information Target character ID Result if Successful Discover the nationality of the target character. For example: 940, 408, sarum,

441100 –– DDiivviinnee AAlllleeggiiaannccee FFoorrcceess Spell List Divinations Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 410 Prerequisites None Required Information Allegiance (e, g, or n) Result if Successful Discover the presence of any forces of the specified allegiance that are located within 6 hexes of the character. The hex locations of the forces are not revealed. For example: 940, 410, e,

441122 –– RReesseeaarrcchh AArrttiiffaacctt Spell List Artifact Lore Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 412 Prerequisites None Required Information Artifact ID # Result if Successful May discover some or all of the powers, type, and alignment of the target artifact, dependent on the casting proficiency of the character for the spell, and potency (level) of the target artifact. The character does not have to possess the artifact in question. For example: 940, 412, 21,

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441133 –– SSccrryy PPooppuullaattiioonn CCeennttrree Spell List Scrying Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 413 Prerequisites The target hex is within 12 hexes of the character Required Information Target hex Result if Successful Discover some or all of the following about the population centre in the target hex, affected by the distance of the population centre from the character: name, owner, loyalty, size, fortifications, presence of a port or harbour, production capability, production stores, siege status, if it is hidden, if it is a capital, and the presence of foreign armies or navies (by nation). For example: 940, 413, 2613,

441144 –– SSccrryy HHeexx Spell List Scrying Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 414 Prerequisites The target hex is within 12 hexes of the character Required Information Target hex Result if Successful Discover some or all of the following about the target hex, affected by the distance of the population centre from the character: terrain, climate, type and quantity of production, anchored ships, the presence of any existing population centre, and the presence of foreign armies and navies (by discovering either their commander or the army or navy’s allegiance). If there is a population centre in the hex, the character may also be able to determine its size, the level of any fortifications, the presence of a port or harbour, and whether or not the population centre is hidden. For example: 940, 414, 2614,

441155 –– SSccrryy AArreeaa Spell List Scrying Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 415 Prerequisites The target hex is within 12 hexes of the character Required Information Target hex Result if Successful Gain a map of the scried hex and the six hexes surrounding the scired hex, revealing armies and population centres there, and a written report which might include some or all of the following: the commander and nationality of any armies or navies, and the approximate number of troops. The amount and detail of the reported information is affected by the distance of the character from the hexes. Note that the information is correct at the time of the spell being cast, whilst the map is created after all orders have been issued, therefore it is conceivable that there will be discrepancies. For example: 940, 415, 2615,

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441166 –– RReevveeaall PPrroodduuccttiioonn Spell List Hidden Visions Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 416 Prerequisites None Required Information Production type (le, br, st, mi, fo, ti, mo, or go) Result if Successful Locate hexes within three hexes of the character’s location which contain the specified production type. Up to five hex locations will be revealed, in random order. For example: 940, 416, go,

441177 –– DDiivviinnee CChhaarraacctteerrss WWiitthh FFoorrcceess Spell List Divinations Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 417 Prerequisites The army or navy is located within 12 hexes of the character Required Information Character ID of army or navy commander Result if Successful Identify the characters travelling with the targeted army or navy. The army or navy must be within 12 hexes of the character at the time the spell is cast. The location of the army or navy is not revealed. For example: 940, 417, earni,

441188 –– LLooccaattee AArrttiiffaacctt Spell List Artifact Lore Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 418 Prerequisites None Required Information Artifact ID # Result if Successful Discover the location of the target artifact to within 1 hex, and whether or not it is currently held, dependent on the casting proficiency of the character for the spell, and potency (level) of the target artifact. For example: 940, 418, 81,

441199 –– DDiivviinnee NNaattiioonn FFoorrcceess Spell List Divinations Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 419 Prerequisites None Required Information Target nation # (1-25) Result if Successful Locate all armies and navies of the target nation which are within six hexes of the character. Only the commander’s name and the location of the army or navy is revealed. For example: 940, 419, 19,

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442200 –– RReevveeaall CChhaarraacctteerr Spell List Hidden Visions Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 420 Prerequisites None Required Information Target character ID Result if Successful Locate the specified character to within 1 hex of the character’s actual location (which is to say that the hex discovered is either the character’s location, or adjacent to character’s location). For example: 940, 420, gollu,

442222 –– PPeerrcceeiivvee PPoowweerr Spell List Perceptions Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 422 Prerequisites None Required Information Target character ID Result if Successful Discover the skill rank titles of the target character. For example: 940, 422, earni,

442244 –– PPeerrcceeiivvee MMiissssiioonn Spell List Perceptions Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 424 Prerequisites Target character is active Required Information Target character ID Result if Successful Discover the current orders of the target character (those issued to them on the turn the spell is cast). For example: 940, 424, earni,

442266 –– DDiivviinnee AArrmmyy TTrruuee Spell List Divinations Difficulty to Research Hard Order to Cast Spell Cast Lore Spell – 940 Spell Number 426 Prerequisites None Required Information Character ID of target army or navy commander Result if Successful Determine the target army or navy’s exact location. The target commander must either command an army or navy, or have commanded an army or navy during the turn. For example: 940, 426, earni,

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442288 –– LLooccaattee AArrttiiffaacctt TTrruuee Spell List Artifact Lore Difficulty to Research Hard Order to Cast Spell Cast Lore Spell – 940 Spell Number 428 Prerequisites None Required Information Artifact ID # Result if Successful Discover the exact location of the target artifact, and whether or not it is currently held, dependent on the casting proficiency of the character for the spell, the mage rank of the character for the spell, and potency (level) of the target artifact. For example: 940, 428, 82,

443300 –– RReevveeaall CChhaarraacctteerr TTrruuee Spell List Hidden Visions Difficulty to Research Hard Order to Cast Spell Cast Lore Spell – 940 Spell Number 430 Prerequisites None Required Information Target character ID Result if Successful Locate the specified character’s exact location. For example: 940, 423, gollu,

443322 –– PPeerrcceeiivvee SSeeccrreettss Spell List Perceptions Difficulty to Research Hard Order to Cast Spell Cast Lore Spell – 940 Spell Number 432 Prerequisites None Required Information Target nation # (1-25) Result if Successful Discover some or all of the following about the target nation: victory conditions, location of the capital, status (whether active, inactive or eliminated). For example: 940, 432, 2,

443344 –– RReevveeaall PPooppuullaattiioonn CCeennttrree Spell List Hidden Visions Difficulty to Research Hard Order to Cast Spell Cast Lore Spell – 940 Spell Number 434 Prerequisites None Required Information Target hex

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Result if Successful Reveals if there is a hidden population centre in the target hex. It does not automatically ‘unhide’ the population centre, though it may do so: if the character is at the target hex and the hex contains a hidden population centre, then the enchantment hiding the population centre has a chance – based on the character’s mage rank – of being lifted, in which case the population centre is no longer hidden. For example: 940, 434, 2624,

443366 –– SSccrryy CChhaarraacctteerr Spell List Scrying Difficulty to Research Hard Order to Cast Spell Cast Lore Spell – 940 Spell Number 436 Prerequisites None Required Information Target character ID Result if Successful Discover the skill rank titles of, the artifacts held by, and the spells known by, the target character. The hex location of the character is not revealed. For example: 940, 436, halla, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 175 Orders; Change Allegiance L – 180 Orders; Upgrade Relations L – 185 Orders; Downgrade Relations OOtthheerr B – 4 Basics; Nations, Their Relationships, Allegiances And Enemies C – 2 Characters; Skills D – Population Centres I – 1 Miscellaneous; Artifacts

## –– CCoonnjjuurriinngg SSppeellllss

550022 –– WWeeaakknneessss This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Spirit Mastery Difficulty to Research Easy Order to Cast Spell Cast Conjuring Spell – 330 Spell Number 502 Prerequisites The target character is in the same hex The target character belongs to a different nation Required Information Target character ID Result if Successful Cause a loss of health to another nation’s character in the same hex. The loss of health is equal to the natural mage rank of the character divided by three, rounded down to the nearest whole number. For example: 330, 502, earni,

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550044 –– SSiicckknneessss This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Spirit Mastery Difficulty to Research Average Order to Cast Spell Cast Conjuring Spell – 330 Spell Number 504 Prerequisites The target character is in the same hex The target character belongs to a different nation Required Information Target character ID Result if Successful Cause a loss of health to another nation’s character in the same hex. The loss of health is equal to the natural mage rank of the character divided by two, rounded down to the nearest whole number. For example: 330, 504, earni,

550066 –– CCuurrsseess This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Spirit Mastery Difficulty to Research Hard Order to Cast Spell Cast Conjuring Spell – 330 Spell Number 506 Prerequisites The target character is in the same or an adjacent hex The target character belongs to a different nation Required Information Target character ID Result if Successful Cause a loss of health to another nation’s character in the same hex, or in a hex adjacent to the hex the character is in. The loss of health is equal to the natural mage rank of the character divided by two, rounded down to the nearest whole number. For example: 330, 504, earni,

550088 –– CCoonnjjuurree MMoouunnttss This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Conjuring Ways Difficulty to Research Easy Order to Cast Spell Cast Conjuring Spell – 330 Spell Number 508 Prerequisites The character is at a population centre of their own nation Required Information # of mounts to be conjured Result if Successful Conjure up to 5 mounts per point of natural mage rank of the character. The character must be at a population centre belonging to their own nation. If the number of mounts is not specified, or is given as zero, the maximum possible will be conjured. For example: 330, 508, 200,

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551100 –– CCoonnjjuurree FFoooodd This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Conjuring Ways Difficulty to Research Average Order to Cast Spell Cast Conjuring Spell – 330 Spell Number 510 Prerequisites The character is at a population centre of their own nation, or The character is with an army or navy Required Information # of food to be conjured Result if Successful Conjure up to 25 units of food per point of natural mage rank they possess. The character must be at a population centre belonging to their own nation, or with an army or navy. If the number of food to be conjured is not specified, or is given as zero, the maximum possible will be conjured. If the character is with an army or navy the food is added to the army or navy; if not, it is added to the population centres’ stores. For example: 330, 510,

551122 –– CCoonnjjuurree HHoorrddeess This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Conjuring Ways Difficulty to Research Average Order to Cast Spell Cast Conjuring Spell – 330 Spell Number 512 Prerequisites The character is with an army or navy Required Information # of troops to be conjured Result if Successful Conjure up to 5 men-at-arms per point of natural mage rank they possess. The men-at-arms come equipped with wooden weapons, no armour, and poor training. If the character is with a navy, then the navy must be at a shore hex, and if as a result of the spell, there are not enough transports to carry all the troops, then the navy will become an army with ships. If the number of troops to be conjured is not specified, or is given as zero, the maximum possible will be conjured. Only Dark Servants may learn this spell. For example: 330, 512, 215, FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr C – 5,6 Characters; Health, Death E – 12 Armies; Navies

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NN –– 11665500 MMoodduullee At the end of the Second Age, Sauron was thrown down from power. At the beginning of the Third Age, his ring, the One Ring, vanished from all knowledge of man and dwarf, elf and Maia. But Sauron was only defeated, not destroyed. And the One Ring was only lost; and what was lost, can once again be found. The year 1650 of the Third Age finds Sauron gathering his servants to him once more within the mountain fortress of Mordor, mind and will bent on the discovery of the One Ring and the conquest of the lands of Middle-earth. The Free Peoples of Middle-earth, devastated by the Great Plague, are weakened, scattered, divided. But there is strength still, in the hearts of man and in the mines of the dwarves, and the elves are not yet all gone from the land. And there are yet other nations, independent empires who have managed to remain apart from the struggle between Sauron and the Free Peoples. But who, for good or for ill, will surely play a part in the coming months of conflict. [Note: this module assumes that Sauron makes his bid for domination of Middle-earth shortly after Gondor’s watch on Mordor ceases, a thousand years before his invasion occurs in Tolkien’s “Lord of the Rings”.]

HHiissttoorryy aanndd BBaacckkggrroouunndd The 17th Century T.A. (Third Age) of North-western Middle-earth is a time of political and social upheaval. This area, known simply as the West, encompasses the lands north of Umbar, west of the Sea of Rhûn, and south and east of the Great Sea. Following the end of the Second Age, which culminated in the fall of Sauron and the Last Alliance of Elves and Men, the West entered a brief period of growth and prosperity. Next followed a time of migration and expansion by various Free Peoples, who found themselves needing more land to act as a buffer between their neighbours, as well as to support their growing populace. At around the end of the first millennium, Sauron and his minions began to return. This had a dramatic effect on the peoples of the West, as the establishment of numerous strongholds by Sauron's chief servants, the Nazgûl (‘Ring-wraiths’), took its toll on the neighbouring realms. With the divided realms of Arnor weakened, conflict escalated between Gondor and Umbar, and new disputes arose between factions within Gondor itself, whilst repeated invasions by various Easterling peoples pressured the realms of Rhovanion. Finally, in T.A. 1635-37, the Great Plague swept through Rhovanion, Gondor, and Eriador. The devastation caused by the plague forced all realms and powers to withdraw for a while, consolidating their forces. But now new nations are on the rise: strong neutral empires who have no current allegiance, isolated Free Peoples that were spared the plague, and bastions of the Servants of Darkness that always seem to have forces rallying to their cause. The time is ripe for a powerful leader to forge a strong alliance among the Free Peoples, or the forces of Darkness, and decide the fate of the lands of the Middle-earth.

SSiiggnniiffiiccaanntt EEvveennttss ooff tthhee eeaarrllyy TThhiirrdd AAggee YYeeaarr EEvveenntt 11 A watch is placed on Mordor. 22 Isildur, King of Gondor and Arnor, is killed at the Gladden Fields while en route north. The One Ring vanishes from all knowledge. The realms of the North (Arnor) are sundered and Gondor begins to pursue a separate course. cc.. 225500 –– 885500 Arnor is in general decline. The capital is gradually shifted from Annúminas to Fornost Erain. 449900 First Easterling invasions into Rhovanion. cc.. 11 –– 550000 The end of a series of migrations of Eriadoran Northmen resettling in Rhovanion, begun at the beginning of the Third Age. 774488 Gondor absorbs all the lands east of the Anduin, north of Mordor, south of the Greenwood (Mirkwood), and west of the Sea of Rhûn. The Gondorians call the area Dor Rhúnen. 883300 Conflict begins between Gondor and the Black Númenórean Kingdom of Harad. 886611 Arnor is divided into three lesser kingdoms: Arthedain, Cardolan, and Rhudaur. 991133 First major Gondorian campaigns against Harad.

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993333 Gondor takes the Black Númenórean port of Umbar, capital of Harad. Soon thereafter, the lords of Harad lay siege to the city. cc.. 11000000 Sauron stirs once again. The Valar send five Maia Istari (wizards) to Middle-earth in order to maintain the balance. 11001155 –– 11114499 Gondor reaches the height of its power during the reign of King Ciryaher (Hyarmendacil I). 11005500 Gondor's armies crush the Haradrim. cc..11005500 The Nazgûl reappear. Sauron resurfaces and goes to Dol Guldur. The Greenwood gradually falls under the Shadow. It slowly becomes ‘Mirkwood’. cc.. 11330000 The Nazgûl are sighted once again. Their leader, the Witch-king, founds Angmar in the northern Misty Mountains. He plots against Arnor's three successor states. cc..11330011 –– 5500 Rhudaur ceases to be an independent kingdom. Dunlendings, allies of Angmar, invade and strong influences of the Shadow are present causing divided allegiances. War erupts between Arthedain, Cardolan and the forces of Angmar. cc..11440099 Cardolan is overrun by the armies of Angmar. Rogrog slays Ostoher, the last Lord of Cardolan, during the fighting on the Barrow Downs (‘Tyrn Gorthad’). Arthedain barely weathers the assault. 11440099 –– 11663366 Cardolan declines as an independent kingdom due to internal political struggles. 11443322 –– 4477 The Kin-strife in Gondor. Led by Castamir of Pelargir, the Sea-lords of the South seize control of the kingdom. King Eldacar flees to Rhovanion. 11444477 After a ten year exile, Eldacar returns to reclaim the throne of Gondor. His army of Northmen and Gondorian loyalists vanquish Castamir's rebellious forces at the Crossings of Erui. The Rebels flee by sea and seize Umbar, beginning the rule of the Corsairs. 11663355 –– 3377 The Great Plague, a series of devastating diseases and pestilences, sweep through Rhovanion, Gondor, and Eriador. Calenardhon is gradually abandoned after this time. The Tower of Orthanc (‘Isengard’ or ‘Angrenost’) remains guarded, but its use becomes less frequent. 11664400 The capital of Gondor is moved from Osgiliath on the Anduin to nearby Minas Anor. Osgiliath, already depopulated by the Plague, continues to decline. The watch on Mordor ceases.

TThhee TTwweennttyy FFiivvee nnaattiioonnss ooff MMiiddddllee--eeaarrtthh TThhee FFrreeee PPeeoopplleess 1 Woodmen 2 Northmen 3 Éothraim 4 Arthedain 5 Cardolan 6 Northern Gondor 7 Southern Gondor 8 Dwarves 9 Sinda Elves 10 Noldo Elves

TThhee DDaarrkk SSeerrvvaannttss 11 Witch-king 12 Dragon Lord 13 Dog Lord 14 Cloud Lord 15 Blind Sorcerer 16 Ice King 17 Quiet Avenger 18 Fire King 19 Long Rider 20 Dark Lieutenants

TThhee NNeeuuttrraallss 21 Corsairs 22 Haradwaith 23 Dunlendings 24 Rhudaur 25 Easterlings

Below you will find the details of the starting details of each nation. However, please note that one character in each nation will have a special ability allocated to them which may increase a skill rank above those given. Also, whilst characters will usually start with any artifacts stated, this is not guaranteed. Finally, artifacts increasing skill ranks have not been included in either the character’s skill ranks or challenge rank.

## –– NNaattiioonnss

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11 –– TThhee WWooooddmmeenn The Woodmen are composed of both the Woodmen and the Beornings of Mirkwood. They are a loose collection of hunter-gatherer tribes who live in or below the trees of the great forest. The Beornings are closely related to the Woodmen, although their ancestry is distinct, and a select few can shape-change. The Woodmen numbers are few, generally preferring to blend in with their environment rather than placing a burden upon it. Their clans prefer small centres of population, and hold several sites in the forest as holy. Loosely led by Beoraborn and Waulfa, they possess skilled leaders with great insight and wisdom, and deft agents with speed and cunning. The scattered population of the Woodmen presents difficulty in co-ordinating plans, but they are fierce warriors, effective in almost any terrain, and have rich resources at their disposal.

SSppeecciiaall AAbbiilliittiieess New characters have a greater chance of gaining a bonus to their stealth. New characters may have a bonus to their challenge rank. The following scouting and recon orders issued work as if the character has double the relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout for Characters

Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale when moving, and only lose 2-5 if force-

marching.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Beneoracer 30 10 - - 15 31 Beoraborn 40 10 - 10 15 44 Bornbeneor 30 - 10 - 15 31 Chilperic - - 20 10 - 12 Guntram 10 20 - - - 17 Odagus 10 10 10 - - 13 Osric 40 - - - - 40 Waulfa 30 10 - 10 - 34

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Buhr Fram 2405 Town Buhr Widufiras 2711 Major Town Tower Carrock 2609 Town Hidden Eorcan 2411 Camp Maethelburg 2508 Major Town Tower Capital Sairtheod 2712 Camp Sam Lothduin 2613 Village Vidus 2615 Camp Waetan’s Lodge 2605 Camp Hidden

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SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2508 1200 900 40 2711 600 600 30 2711 600 600 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 90 90 95 87 85 85 Severe 92 92 92 97 90 87 87 Cold 95 95 95 100 92 90 90 Cool 97 97 97 102 95 92 92 Mild 100 100 100 105 97 95 95 Warm 97 97 97 102 95 92 92 Hot 95 95 95 100 92 90 90

WWaarrsshhiipp SSttrreennggtthh 3

22 –– NNoorrtthhmmeenn The Northmen nation is composed of both the Lake-men and Dale-men of Rhovanion, as well as the Dorwinion near the Sea of Rhûn. Their cultures are similar, since all are skilled diplomats and merchants, and together they influence much of the mercantile trade in western Middle-earth. The Northmen aspire to develop and control vast markets, and so acquire considerable wealth. Their numbers are not great, but their settlements are much larger than their neighbours’. The Northmen possess adequate and well-provisioned armies, and also possess a navy at the Sea of Rhûn. Led by Éoder and Gaerandil, the Northmen represent a significant power waiting to be awakened.

SSppeecciiaall AAbbiilliittiieess New emissaries can start with an emissary skill rank of up to 40 when created using the order. 734 – Name Emissary. The nation can buy from the market at 20% less than given buy price (but bids from the market do not gain this price

break). The nation can sell to market at 20% greater than given sell price. All new recruits start with a training rank of 20. The nation can build ships for 750 timber (half the normal cost).

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Barlin 20 10 - - - 21 Beawyn - - - 30 - 30 Dudannis - 30 - - - 22 Eoder 40 10 - - - 41 Frumgara 20 10 10 - - 23 Gaerandil 30 - 10 - - 31 Jirfelien - - - 30 - 30 Odagavia 30 - 10 - - 31

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Buhr Thursaig 3105 Town Tower Dale 3108 Town Tower Dilgul 4217 Major Town Harbour Elgaer 4415 Town Harbour Esgaroth 3109 Major Town Tower Harbour Lest 4017 Town Harbour Londaroth 3110 Village Scari 4015 Town Harbour Shrel-kain 4013 Major Town Fort Port Capital Kardavan 3712 Village Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light Cavalry

Heavy Infantry

Light Infantry

Archers Men-at-Arms

Warships Transports Morale

3108 300 300 300 300 40 3109 300 300 300 300 30 4013 300 600 30 4017 600 300 12 6 20

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 87 82 80 77 77 80 Severe 90 90 85 82 80 80 82 Cold 92 92 87 85 82 82 85 Cool 95 95 90 87 85 85 87 Mild 100 100 95 92 90 90 92 Warm 97 97 92 90 87 87 90 Hot 95 95 90 87 85 85 87

WWaarrsshhiipp SSttrreennggtthh 5

33 –– ÉÉootthhrraaiimm The Éothraim nation includes the sedentary Gramuz peoples as well as the plains-riders who reside on the vast plains of Rhovanion and near the eaves of Mirkwood. A loose collection of semi-permanent clans led by Uirdiks and Mahrcared, the tribes of the Éothraim control considerable territory. While they have chosen to establish few permanent settlements, these ancestors of the Riders of Rohan are capable of placing roots when need dictates. On horseback, the riders of the Éothraim have few equals anywhere in Middle-earth. Their forces enjoy the mobility of cavalry and are masters of the wild horses of the region. Although their dispersed forces and sparse settlements inhibit their power, the Éothraim possess considerable numbers of troops, and have reliable clan leaders.

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SSppeecciiaall AAbbiilliittiieess All new recruits start with a training rank of 20. New commanders can start with a command skill rank of up to 40 when created using the order 728 – Name

Commander. Armies may force march with no loss of morale points. Mages may learn the lost spell 508 – Conjure Mounts.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Aluiric 30 - - - - 30 Atagavia 30 - 10 - - 31 Athaulf 30 - - - - 30 Gisulf 30 - - - - 30 Leofigild 20 10 10 - - 23 Mahrcared 50 - - - - 50 181 Thuidimer 30 10 - - - 31 Uirdiks 20 - - 30 - 35

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Buhr Ailgra 3112 Major Town Tower Buhr Anthar 3217 Camp Buhr Beorills 3416 Camp Buhr Gadraught 3715 Camp Buhr Marling 3612 Major Town Tower Harbour Buhr Padaruik 3819 Camp Buhr Waldlaes 3113 Major Town Tower Buhr Waldmarh 3012 Major Town Fort Capital Buhr Widu 2912 Major Town Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3112 900 300 50 3217 600 600 30 3612 900 300 30 3715 900 300 30 3819 900 300 30

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 97 87 77 82 77 77 Severe 90 100 90 80 85 80 80 Cold 92 102 92 82 87 82 82 Cool 95 105 95 85 90 85 85 Mild 100 110 100 90 95 90 90 Warm 100 110 100 90 95 90 90 Hot 95 105 95 85 90 85 85

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44 –– AArrtthheeddaaiinn The last independent kingdom of the former realm of Arnor, the nation of Arthedain still represents a significant force in the region. From the hills of northern Eriador and led by King Argeleb II, the knights and mages of Arthedain have withstood the evil forces of Angmar for over 300 years. The great power and influence they wielded long ago is no more, yet the memory of former glory remains and serves as a beacon for the people of Arthedain. The blood of the Dúnedain runs rich in the veins of their leaders, who still possess many of the heirlooms of ancient Númenor. Numerous well-fortified towns support the remaining population, and a variety of resources are still abundant in the region. Gifted with few but excellent leaders, the well-provisioned armies of Arthedain are formidable, whilst lately, to bolster their flagging recruitment, mercenaries have been hired to swell the ranks.

SSppeecciiaall AAbbiilliittiieess All new recruits start with a training rank of 20. Armies with food only lose 1-2 morale if force-marching. Armies without food only lose 2-5 if force-marching. Fortifications are built at 1/2 the listed timber cost. New mages can start with a mage skill rank of up to 40 when created using the order 737 – Name Mage.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Alquawen - 10 10 10 - 13 Argeleb 50 - 20 - - 52 5, 31, 33, 38 Bondan 30 - 10 - - 31 Marl Tarma 40 - - 10 - 42 Meneldir 40 - - - - 40 Minastir 20 - 10 - 22 Morwen 10 10 10 - - 13 Sarkar 40 - - - - 40

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Athrad Sarn 1211 Camp Tower Bareketa 1106 Town Tower Bree 1409 Town Tower Caras Celairnen 0907 Town Tower Caras Fornen 1006 Town Tower Culwic 0707 Town Tower Eruimer 0807 Village Fornost Erain 1407 City Castle Capital Malborn High 1406 Village Tower Rood 1307 Village Tarmabar 1109 Town Tower

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SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

1109 600 300 40 1211 600 20 1407 600 600 900 300 300 40 1409 300 600 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 92 90 85 85 82 85 Severe 92 95 92 87 87 85 87 Cold 95 97 95 90 90 87 90 Cool 97 100 97 92 92 90 92 Mild 100 102 100 95 95 92 92 Warm 100 102 100 95 95 92 95 Hot 95 97 95 90 90 87 90

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55 –– CCaarrddoollaann The glory of Cardolan has long passed, and the blood of the Dúnedain runs thin. However, the largest region of the former realm of Arnor still wields much influence, and employs numerous swords in central Eriador. Consisting of several co-operating fiefdoms loosely led by Hallas, Cardolan seeks to be a reunited and restored nation once again. The armies of Cardolan are adequate but lacking in discipline, and consist of large numbers of mercenaries hired to provide quantity if not quality. It is the numerous towns and settlements of Cardolan which help establish their influence over the strategic region of Eriador, and much of their strength lies in the considerable resources available in Eriador. A good navy is also anchored and ready to oversee the extensive coastline and numerous rivers within Cardolan.

SSppeecciiaall AAbbiilliittiieess New armies are hired at no cost. New armies start with a morale of 40. All mercenary recruits (Men-at-Arms) start with a training rank of 25. New commanders can start with a command skill rank of up to 40 when created using the order 728 – Name

Commander. The following scouting and recon orders issued work as if the character has +20 to their relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout for Characters

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Aethelan 10 20 - - - 17 Earnil 40 - - - - 40 Echorion 20 - 10 - - 21 Finduilas III - - 10 30 - 31 Hallas 40 10 - - - 41 Imlach 30 - - - - 30 Lanaigh 30 - - - - 30 Pelendur 30 - 10 - - 31

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Annon Baran 1014 Town Harbour Argond 1514 Town Tower Balost 1317 Town Tower Metriath 1513 Major Town Castle Capital Minas Girithlin 1113 Town Tower Minas Malloth 1510 Town Tower Suduri 1219 Town Fort Harbour Tharbad 1614 Major Town Castle Port Traith Chefudoc 1015 Town Harbour

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

1113 300 300 600 40 1219 300 600 8 4 40 1510 600 300 300 300 600 40 1614 900 8 4 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 92 90 90 85 85 82 85 Severe 95 92 92 87 87 85 87 Cold 97 95 95 90 90 87 90 Cool 100 97 97 92 92 90 92 Mild 102 100 100 95 95 92 95 Warm 102 100 100 95 95 92 95 Hot 97 95 95 90 90 87 90

WWaarrsshhiipp SSttrreennggtthh 4

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66 –– NNoorrtthheerrnn GGoonnddoorr Although no longer the dominant force in western Middle-earth, Northern Gondor still controls a huge domain extending north from the White Mountains, east from the Gap of Isengard, west from the land of Mordor (with outposts still evident in Rhovanion), and south of Mirkwood. The blood of the Dúnedain runs richest in Gondor, and the leaders are well-seasoned veterans of both foreign and internal conflicts. Led by King Tarondor, their armies are well-provisioned and supplied, and have even begun to reach their former proportions once more. Many strong cities and fortified towns are scattered across this vast realm, and several navies help maintain Gondorian interests along the Anduin and the route to the sea. The source of greatest concern for the people of Northern Gondor is not their own strength, but rather the extensive realm they must protect, and the many enemies who reside on their borders.

SSppeecciiaall AAbbiilliittiieess New commanders can start with a command skill rank of up to 40 when created using the order 728 – Name

Commander. Armies with food only lose 1-2 morale if force-marching. Armies without food only lose 2-5 if force-marching. Fortifications are built at 50% of the listed timber cost. All new recruits start with a training rank of 20.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Alandur 40 - 10 - - 41 Caranthir 50 - - - - 50 30 Elatar 60 10 - - - 61 Tarondor 60 10 20 - - 64 29, 49, 57 Telumehtar 60 - - - - 60 Vagaig 40 - - - - 40 Veantur 40 - - - - 40 6, 28, 95 Vinyaran 60 - 10 - - 61 27

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Aglarond 2121 Major Town Fort Angrenost 2119 Town Citadel Bar-en-Tinnen 3026 Town Tower Calmirie 2421 Major Town Fort Dunlostir 2220 Village Imdorad 2622 Town Tower Minas Anor 2924 City Citadel Port Capital Minas Arthor 2926 Town Tower Minas Ithil 3124 Major Town Fort Onodrith 2520 Town Tower Osgiliath 3024 Major Town Fort Harbour Pelargir 2927 City Castle Port Romanost 3116 Town Tower Thorontir 3316 Town Tower Tir Anduin 2619 Town Tower Tir Ethraid 3028 Town Tower Tir Limlight 2617 Town Tower Tir Nindor 3020 Town Tower Warfinger 3716 Town Tower

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SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2119 300 300 300 50 2924 900 300 300 60 2927 300 600 14 7 60 3024 300 300 14 7 60 3028 300 300 300 300 60 3116 600 600 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 92 92 87 85 85 82 85 Severe 95 95 90 87 87 85 87 Cold 97 97 92 90 90 87 90 Cool 100 100 95 92 92 90 92 Mild 102 102 97 95 95 92 95 Warm 102 102 97 95 95 92 95 Hot 97 97 92 90 90 87 90

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77 –– SSoouutthheerrnn GGoonnddoorr The numerous territories and fiefs of Southern Gondor are considered allied with their cousins to the north. However, the recent Kin-strife has strained relations and estranged some of the powers, and many powerful men within the nation ponder their own right to rule all of Gondor. Their realm consists of the lands south of the White Mountains and north of Near Harad. Led by Prince Celdrahil, the forces of Southern Gondor are not to be taken lightly. Numerous well-fortified towns dot a countryside rich in natural resources. A formidable army, in terms of numbers, training, and provisions, and powerful navies that patrol the sea regions south of Gondor and up the Anduin delta, provide considerable deterrent to the other major powers in the region. The mages of Southern Gondor are also very talented, and betray the presence of Elvish blood mixed with that of their Dúnedan ancestors.

SSppeecciiaall AAbbiilliittiieess New recruits start with a training rank of 20. Armies with food only lose 1-2 morale if force-marching. Armies without food only lose 2-5 if force-marching. Fortifications are built at 50% of the listed timber cost. New mages can start with a mage skill rank of up to 40 when created using the order 737 – Name Mage.

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Argirion 50 - - - - 50 Baranor - - - 30 - 30 114 Belechael 30 - 20 - - 32 Camlin 50 - - - - 50 Celdrahil 60 - 10 - - 61 85 Dunsul 50 - - 10 - 52 Marahil 10 10 20 - - 14 4 Saerol - - 10 40 - 41

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Calembel 2424 Town Tower Cirith Dunrandir 2327 Town Tower Dol Amroth 2227 City Fort Port Capital Endil 2328 Town Tower Harbour Ethring 2425 Town Fanuilond 2628 Town Tower Harbour Glanhir 2324 Town Tower Linhir 2527 Major Town Fort Harbour Minas Brethil 2626 Town Tower Morthondost 2223 Major Town Fort Nan Requian 2426 Town Rendul 2225 Town Sarlond 2427 Town Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2227 600 1800 20 10 50 2227 300 600 600 300 20 10 60 2527 300 600 300 10 5 50 2626 300 900 60 2628 300 300 600 300 50

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 90 90 85 85 82 87 Severe 92 92 92 87 87 85 90 Cold 95 95 95 90 90 87 92 Cool 97 97 97 92 92 90 95 Mild 100 100 100 95 95 92 97 Warm 100 100 100 95 95 92 97 Hot 95 95 95 90 90 87 92

WWaarrsshhiipp SSttrreennggtthh 5

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88 –– DDwwaarrvveess The descendants of the Seven Fathers, known among themselves as the "Khazâd", are scattered from one end of Middle-earth to the other. The largest settlement of the Dwarven nation is centred at Khazad-dum, ruled by Báin I, but there are enclaves to be found in the Blue Mountains, the Grey Mountains, the Iron Hills, and the hills near the Sea of Rhûn. The rise of the Dwarves as a power has been prevented primarily by the isolation of their forces, but further hampered by the slow growth of their population. A stout and sturdy race, the Dwarves are blessed with some of the most formidable warriors, pound for pound, to be found in all of Middle-earth. The Dwarves were little affected by the Plague in the early Third Age, and most of the Dwarven population are trained warriors. Thus the Khazâd are capable of fielding a large, well-provisioned, well-led army. In matters other than military, however, the Dwarves are less-skilled. And although their settlements are usually strong and well-fortified, they have limited resources, other than metals, with which to trade.

SSppeecciiaall AAbbiilliittiieess New Heavy infantry recruits start with a training rank of 30. Armies force march with no loss of morale points. Fortifications are constructed at 50% of the listed timber cost. All characters without the appropriate rank may issue the following orders as if they have a skill rank of 50 (this does not

apply if the character has the relevant rank at a lower level – if this is the case, then the order will be performed with the relevant rank):

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Azaghal 30 - - - - 30 Bain I 50 - 10 - - 51 10, 60,102, 120 Falin 40 10 - - - 41 Fulla III 30 - 10 - - 31 17, 140 Gain I 30 - - - - 30 Thelor II 40 - - - - 40 Thrar III 30 10 - - - 31 69 Threlin 40 10 - - - 41

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Azanulinbar-dum 3707 Town Fort Barak-shathur 3607 Village Tower Belegost 0812 Town Fort Celebost 3002 Town Fort Khazad-dum 2212 City Citadel Capital, Hidden Kheled-nala 3916 Village Tower Noegrod 0606 Town Tower Norr-dum 2904 Town Fort Telenaug 0605 Town Tower Zagragathol 0811 Village Tower Zarak-dum 2004 Town Fort

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SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2212 1200 50 2212 1500 300 300 30 3607 600 300 30 3707 1200 300 30 3916 600 300 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 92 95 100 90 92 92 105 Severe 95 97 102 92 95 95 107 Cold 97 100 105 95 97 97 110 Cool 97 100 105 95 97 97 110 Mild 97 100 105 95 97 97 110 Warm 97 100 105 95 97 97 110 Hot 95 97 102 92 95 95 107

WWaarrsshhiipp SSttrreennggtthh 2

99 –– SSiinnddaa EEllvveess The nation of the Sindar consists mostly of Silvan (Wood) Elves, who are led by their Sindar brethren. The Sinda Lords Thranduil and Amroth effectively lead the dispersed forces of the Wood-elves resident in northern Mirkwood and in Lórien. The armies of the Sindar are not numerous, but they are effective, possessing fine-quality weapons and superb leaders. The forces of the Sindar are adept at moving and fighting in their natural terrain – the forest. Skilled mages and numerous agents also keep them well-informed about their surroundings, and the activities of their neighbours. Although their settlements are few and far between (they possess harbours as far away as the Sea of Rhûn and the Great Sea), the Sindar are well hidden and well protected.

SSppeecciiaall AAbbiilliittiieess Ships only cost 500 timber to construct (one third of the normal cost). New recruits start with a training rank of 25. New characters have an increased chance of having stealth. Armies with food only lose 1-2 morale if force-marching. Armies without food only lose 2-5 if force-marching.

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Amroth 60 - 20 - 20 62 Lanthir 30 - - 30 20 37 Nimrodel - - 20 50 20 52 Ohtar 50 10 - - 20 51 Ringlin - - - 50 20 50 35, 64 Taurnil 40 10 - 10 20 44 Tharudan - 20 - 50 20 53 Thranduil 60 - 30 - 20 63 55, 121, 122

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Aradhrynd 2908 City Fort Hidden Caras Amarth 2608 Town Tower Caras Galadhon 2514 City Hidden Ceber Fanuin 2915 Village Cerin Amroth 2413 City Capital, Hidden Edhellond 2325 Major Town Fort Port Galadbrynd 2709 Town Tower Rhubar 4413 Major Town Port Hidden

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2325 300 300 300 20 10 40 2413 900 60 2908 300 300 600 50 4413 300 300 6 3 30

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 92 90 87 100 87 85 85 Severe 95 92 90 102 90 87 87 Cold 97 95 92 105 92 90 90 Cool 100 97 95 107 95 92 92 Mild 102 100 97 110 97 95 95 Warm 102 100 97 110 97 95 95 Hot 97 95 92 105 92 90 90

WWaarrsshhiipp SSttrreennggtthh 5

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1100 –– NNoollddoo EEllvveess Arguably, the Noldo are individually the most powerful of Eru's Children. However, there are now so few of them that their potential to control events is not what it once was. The Noldo nation consists mostly of Wood-elves and a few Sinda Elves who are led by their Sinda and Noldo Lords, Círdan and Elrond. Residing in the westernmost parts of Middle-earth, they survey and consider the changing world from the Grey Havens and Rivendell. By no means strong by military standards, the Noldo still can bring to bear a well-trained, well-armed, and well-led army to back up their demands. Skilled mages and ancient artifacts grant them considerable knowledge of their surroundings, including the affairs of other nations, and well-protected by magical and natural forces, the settlements of the Noldo are perfect havens from which to launch attacks at almost any point in north-western Middle-earth.

SSppeecciiaall AAbbiilliittiieess All new recruits have a training rank of 25. Armies can force march with no loss of morale. All characters may issue order 585 – Uncover Secrets as if they have a skill rank of 40 (or better if they have an emissary

skill rank at higher than 40). New characters have an increased chance of having stealth.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Cirdan 40 20 40 50 25 69 40, 51, 59 Elladan 50 20 - 20 25 58 93, 106 Elrohir 50 20 - 20 25 58 91, 107 Gildor 30 20 20 10 25 38 Elrond 40 - 60 70 25 87 11, 41, 90 Erestor - - 40 60 25 65 26 Gaerdae 50 - - - 25 50 Glorfindel 60 - 30 40 25 74 8, 89

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Elostirion 0810 Town Hidden Forlond 0408 Major Town Fort Harbour Galenros 0808 Village Harlond 0611 Major Town Fort Harbour Imladris 2209 Major Town Hidden Lanthir Lamath 0508 Village Mithlond-East 0710 Town Fort Harbour Mithlond-West 0708 City Fort Port Capital

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

0611 300 600 8 4 50 0708 300 600 12 6 40 2209 300 300 60

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NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 95 92 90 97 90 87 87 Severe 97 95 92 100 92 90 90 Cold 100 97 95 102 95 92 92 Cool 102 100 97 105 97 95 95 Mild 102 100 97 105 97 95 95 Warm 102 100 97 105 97 95 95 Hot 97 95 92 100 92 90 90

WWaarrsshhiipp SSttrreennggtthh 5

1111 –– WWiittcchh--kkiinngg Led by the Lord of the Nazgûl, the Witch-king, the nation of Er-Mûrazôr is one of the most feared in Middle-earth. From his realm of Angmar in the far north, Mûrazôr influences many of the events that transpire in Eriador and the Grey Mountain region. Surrounded by competent leaders and skilled emissaries, the Witch-king can send forth his armies to battle with considerable confidence. His main concern is that many of his troops are so poorly trained that only their sheer numbers make the difference between victory and defeat. Powerful mages and ancient items of power also contribute much to the fear felt in the presence of the forces of the Witch-king.

SSppeecciiaall AAbbiilliittiieess New commanders may start with a command skill rank of up to 40 when created using the order 728 – Name

Commander. Armies without food gain 1-2 morale points when stationary and lose 1-2 morale points when moving (2-5 points when

force marching). Armies with food only lose 1-2 morale points when force marching. Mages can learn the lost spell 244 – Fearful Hearts. Mages can learn the lost spell 512 – Conjure Hordes.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Angulion 10 20 30 30 - 40 157 Ashdurbuk Zalg 60 - - - - 60 67, 68 Cykur 50 - 10 - - 51 Dancu 60 20 - - - 63 100 Durkarian 50 10 10 - - 53 47 Murazor 40 - 40 70 30 85 48, 52, 75, 82, 86 Rogrog 50 - - - - 50 115, 116 Ulrac 50 - 20 - - 52

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Angsul 1905 Village Tower Cargash 1806 Town Fort Carn Dum 1804 Major Town Castle Capital Eldanar 1907 Town Tower Kala Dulakurth 2703 Town Fort Morkai 2005 Village Tower Mt. Gram 2006 Major Town Fort Mt. Gundabad 2305 Major Town Fort Shedun 1906 Village Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

1804 300 300 300 600 60 1806 300 300 300 600 50 2006 600 300 300 600 50 2305 300 600 300 60

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 90 90 85 82 82 87 Severe 92 92 92 87 85 85 90 Cold 95 95 95 90 87 87 92 Cool 97 97 97 92 90 90 95 Mild 100 100 100 95 92 92 97 Warm 97 97 97 92 90 90 95 Hot 95 95 95 90 87 87 92

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1122 –– DDrraaggoonn LLoorrdd Led by the Second of the Nazgûl, the Dragon Lord, the nation of Khamûl is one of the most extensive of the Dark Servants. From his main fortress in southern Mirkwood, the Dragon Lord influences many of the events that transpire in Rhovanion and the Misty Mountain region. Surrounded by a variety of competent emissaries and skilled mages, the Dragon Lord can manipulate the affairs of the region almost at will. His agents frequently infiltrate his adversaries' settlements, yet due to the numerous enemy military forces in the area, the Dragon Lord has not yet openly displayed his growing armies. The Dragon Lord does not like to operate near bodies of water, so maintains no navies and does not even bother to maintain vigilance over the nearby Anduin river.

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SSppeecciiaall AAbbiilliittiieess New characters have an increased chance of having stealth. Mages can learn the lost spell 314 – Teleport. All the following orders issued work as if the character has double the relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if marching, and only lose 2-5 if force-

marching.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Celedhring 20 30 - 50 - 60 155, 156 Duran 60 - 20 20 30 67 Khamul 30 30 30 40 30 53 62, 150, 153 Lhachglin - 20 10 40 - 45 Maben - - 20 50 - 52 154 Orduclax - - - 50 - 50 34 Urgubal 30 - 10 - - 31 99 Wodurishak 40 - 10 - - 41

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Dol Guldur 2715 Major Town Keep Capital Goblin-Gate 2409 Major Town Fort Lag-auris 3104 Camp Lug Ghurzun 3822 Major Town Tower Nahald Kudan 3506 Village Tower Sarn Goriwing 2809 Town Fort Hidden

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2409 300 300 300 300 30 2715 600 600 300 600 60 2715 600 600 300 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 82 87 85 85 80 80 82 Severe 85 90 87 87 82 82 85 Cold 87 92 90 90 85 85 87 Cool 90 95 92 92 87 87 90 Mild 95 100 97 97 92 92 95 Warm 95 100 97 97 92 92 95 Hot 95 100 97 97 92 92 95

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1133 –– DDoogg LLoorrdd Led by the Third of the Nazgûl, the Dog Lord, the nation of Dendra Dwar is both powerful and in ascendance. From his main fortress inside Mordor, the Dog Lord prepares his forces for what he considers his rightful rulership of Ithilien and Rhovanion. Numerous dark mages and skilled agents are in the Dog Lord's service, but his greatest potential lies in the able commanders that handle his growing military might. The forces of the Dog Lord are aptly named, for many of his troops ride the infamous war-dogs and war-wolves that Dendra Dwar himself breeds and trains. This ferocious cavalry is one of the most feared forces Middle-earth. Until recently, the resources available within Mordor were sufficient for the Dog Lord's purposes. However, the need for both more canine-mounts and other war materials has forced Dendra Dwar to look beyond his current haven, and consider extending his domain's boundaries.

SSppeecciiaall AAbbiilliittiieess All new recruits start with a training rank of 20. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching. Mages can learn the lost spell 508 – Conjure Mounts. New characters have an increased chance of having stealth.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Ashburgnul - 20 - 50 - 53 Borhan - 30 - - - 22 Bulrakur 50 - - - - 50 Dendra Dwar 20 - 20 60 30 67 74, 138 Gurthlug 30 - 20 - - 32 160 Kaldurmeir 40 - - - - 40 Krusnak 30 20 - 30 - 42 2, 43, 148 Tonn Varthkur 40 - - 30 - 47 158, 159

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Lag-hundur 3321 Camp Lag-konzi 3121 Camp Lag-ujakdagul 3322 Camp Lag-ulurikon 3421 Camp Morannon 3221 Major Town Keep Capital Ostigurth 3624 Major Town Castle

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SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3221 1200 600 50 3221 900 40 3624 900 30

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 92 87 80 85 82 85 Severe 92 95 90 82 87 85 87 Cold 95 97 92 85 90 87 90 Cool 97 100 95 87 92 90 92 Mild 102 105 100 92 97 95 97 Warm 102 105 100 92 97 95 97 Hot 102 105 100 92 97 95 97

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1144 –– CClloouudd LLoorrdd Led by the Fourth of the Nazgûl, the Cloud Lord, the nation of Jí Indûr is probably the most secretive of all the Dark Servants. From his main fortress in south-western Mordor, the Cloud Lord's minions perform the most delicate of extractions and arrange the most unobtrusive of accidents for the leaders of the Free Peoples. As a result of the exploits of his highly-skilled agents, Jí Indûr also influences and oversees much of the trade and commerce that passes through Harondor. His knowledge of the affairs and plans of his neighbours has allowed the Cloud Lord to begin preparing his forces, both military and arcane, in preparation for his own plans of expansion and domination.

SSppeecciiaall AAbbiilliittiieess Orders 615 – Assassinate Character and 620 – Kidnap Character issued work as if the character has + 20 to their agent

skill rank. New characters have an increased chance of having stealth. All characters may issue order 585 – Uncover Secrets as if they have an emissary rank of 40 (or better if they have an

emissary rank of over 40). New agents can start with an agent skill rank of up to 40 when created using the order 731 – Name Agent.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Araudagul 40 - - - 20 40 Ar-Gular - - 10 20 - 21 Erennis - 40 - - - 30 Gontran - 30 - - - 22 Grasty 30 - - - - 30 Ji Indur 20 40 - 40 30 62 56, 104, 109 Kadida - 30 - - - 22 Shoglic - - - 30 - 30

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Barduath 3428 Town Carach Angren 3222 Camp Fort Kal Nargil 3630 Major Town Castle Capital Kul Tarkorul 3629 Town Tower Nurumurl 3528 Town Rul 3626 Town

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3630 900 900 900 900 900 900 30

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 87 85 82 85 82 85 Severe 90 90 87 85 87 85 87 Cold 92 92 90 87 90 87 90 Cool 95 95 92 90 92 90 92 Mild 100 100 97 95 97 95 97 Warm 100 100 97 95 97 95 97 Hot 100 100 97 95 97 95 97

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1155 –– BBlliinndd SSoorrcceerreerr Led by the Fifth of the Nazgûl, the Blind Sorcerer, the nation of Akhôrahil represents one of the most dangerous conclaves of mages in possession of powerful artifacts among all the Dark Servants. From his main fortress in south-eastern Mordor, the Blind Sorcerer's adepts prepare for the inevitable expansion of his domain into Harad and Khand. Akhôrahil possesses one of the richest regions from which to operate, and controls one of the few navies serving the Dark Servants. Although lacking individuals skilled in the more subtle means of persuasion, the Blind Sorcerer is surrounded by powerful mages and well-supplied forces, and his armies and navies are swiftly becoming a force with which to be reckoned.

SSppeecciiaall AAbbiilliittiieess Ships never suffer from storms, or become lost at sea. New mages can start with a mage skill rank of up to 40 when created using the order 737 – Name Mage. Mages can learn the lost spell 246 – Summon Storms. Mages can learn the lost spell 512 – Conjure Hordes.

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Akhorahil 20 - 20 60 30 76 66, 73 Ethacali 10 - - 40 - 42 Gastmorgath - - - 50 - 50 123 Leardinoth 10 - - 30 - 32 Mardrash - - - 30 - 30 Morarthdur - - - 50 - 50 Naldurgarth - - - 50 - 50 Pochak 30 - - - - 30

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Burch Nurn 4025 Village Tower Luglurak 3929 Major Town Castle Harbour Capital Orduga Aivaisa 4126 Camp Urlurtsu Nurn 3627 Major Town Virk Ulgath 3829 Camp Zarok Ioriag 3928 Camp

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3929 1200 1200 1200 1500 21 30

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 87 85 80 85 80 85 Severe 92 90 87 82 87 82 87 Cold 95 92 90 85 90 85 90 Cool 97 95 92 87 92 87 92 Mild 102 100 97 92 97 92 97 Warm 102 100 97 92 97 92 97 Hot 102 100 97 92 97 92 97

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1166 –– IIccee KKiinngg Led by the Sixth of the Nazgûl, Hoarmûrath the Ice King, the nation represents a formidable and growing force among the Dark Servants. From his main fortress inside Mordor, Hoarmûrath's adept mages and skilled agents have permitted him to maintain constant vigilance and influence over the Ithilien region, while at the same time remaining largely undetected. The Ice King's armies are growing, and pressuring his neighbours is the next step in his plans for expansion. For the rich and poorly-defended lands outside his realm are an attractive goal, and the resource-poor lands of Mordor will not long continue to support the growing might of his forces.

SSppeecciiaall AAbbiilliittiieess New characters have an increased chance of having stealth. New agents may start with an agent skill rank of up to 40 when created using the order 731 – Name Agent. Mages can learn the lost spell 246 – Summon Storms. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Abdahkil - - - 30 - 30 Baltab 30 - - - - 30 Gaurhir - 10 - 30 30 31 25 Gorthog 10 40 - - - 32 Hoarmurath 30 20 - 50 30 58 50, 80, 141 Hukor 30 - - - - 30 Khathog - - - 40 40 20 Virsh - 20 10 - - 16

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Barad Perras 3123 Town Fort Durthang 3122 Major Town Castle Capital Katund-akul 3223 Camp Lag-majakul 3126 Camp Lag-scara 3022 Camp Lag-shemat 3125 Camp

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3122 600 600 600 1200 30 3122 600 600 600 600 1200 30

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NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 92 92 90 90 85 85 90 Severe 95 95 92 92 87 87 92 Cold 97 97 95 95 90 90 95 Cool 97 97 95 95 90 90 95 Mild 100 100 97 97 92 92 97 Warm 100 100 97 97 92 92 97 Hot 97 97 95 95 90 90 95

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1177 –– QQuuiieett AAvveennggeerr Led by the Seventh of the Nazgûl, the Quiet Avenger, the nation of Adûnaphel wields the most well-balanced force of the Dark Servants. From her main fortress south-west of Mordor in Near Harad, Adûnaphel's learned mages, numerous diplomats, and military commanders execute the dire whispers of the Quiet Avenger throughout the region of Harondor and Harad. The location of Adûnaphel's stronghold provides her with a rich source of supplies and good potential for further, albeit controlled, expansion. However, the people at Adûnaphel's disposal are not the best-trained nor the most skilled, and the delicate position of her realm places great emphasis in balancing the many neighbouring forces.

SSppeecciiaall AAbbiilliittiieess All the following orders issued work as if the character has double the relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

All characters may issue order 585 – Uncover Secrets as if they have an emissary rank of 40 (or better if they have an emissary rank of over 40).

New emissaries can start with an emissary skill rank of up to 40 when created using the order 734 – Name Emissary. New commanders can start with a command skill rank of up to 40 when created using the order 728 – Name

Commander.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Adunaphel 30 - 30 40 30 47 97, 143 Ashturg 30 10 - - - 31 Fuinur 30 - 20 20 - 37 Gargal 30 10 - - - 31 Herumor 30 - 20 20 - 37 Ingar 20 - 10 - - 21 Malezar 10 - 10 40 30 43 78 Thergor - 30 - - - 22

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Kul Dinbar 3335 Camp Tower Lugarlur 3034 Major Town Castle Harbour Capital Vamag 2135 Major Town Castle Harbour Jug Rijesha 3533 Town Harbour Tir Harn 3437 Village Tower Wathduin 3234 Village Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3034 300 300 600 30 3034 300 300 300 8 4 30 2135 600 600 600 30 2135 300 300 300 10 5 30

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 87 90 82 87 77 80 Severe 92 90 92 85 90 80 82 Cold 95 92 95 87 92 82 85 Cool 97 95 97 90 95 85 87 Mild 102 100 102 95 100 90 92 Warm 105 102 105 97 102 92 95 Hot 102 100 102 95 100 90 92

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1188 –– FFiirree KKiinngg Led by the Eighth of the Nazgûl, the Fire King, the nation of Ren the Unclean wields the most dedicated force among all the Dark Servants. From his main fortress inside Mordor, the Fire King's mages, numerous agents and military commanders maintain constant pressure and vigilance on the Gondorian towers that surround Mordor and the region of Ithilien. The armies of Ren, although not the most skilled, are typically well-armed, and represented by a diverse mixture of races and peoples. His servants have enabled the Fire King to begin preparing his forces, both military and arcane, in preparation for his own plans of expansion and domination.

SSppeecciiaall AAbbiilliittiieess Armies are hired at no cost. New armies have a morale of 40. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 morale if force-

marching. Mages can learn the lost spell 248 – Fanaticism. Mages can learn the lost spell 512 – Conjure Hordes.

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Nazog - 30 - - - 22 Ren the Unclean 30 - 20 50 30 58 54, 111, 112 Rozilan - - 10 30 - 31 Shagrat 30 - - - - 30 Shogmog 30 - - - - 30 Skargnakh 30 10 - 10 - 34 84 Uklurg 40 - - - - 40 Uthmag - - - 40 - 40

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Barad Ungol 3224 Major Town Castle Capital Barad-wath 3426 Major Town Lag-digturmarr 3225 Camp Lag-flaksharbtur 3325 Camp Lag-vrasfotak 3327 Camp Lag-zajarzot 3324 Camp

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3224 600 300 600 50 3224 600 600 50 3224 600 600 900 50

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 87 87 82 87 80 85 Severe 90 90 90 85 90 82 87 Cold 92 92 92 87 92 85 90 Cool 95 95 95 90 95 87 92 Mild 100 100 100 95 100 92 97 Warm 100 100 100 95 100 92 97 Hot 100 100 100 95 100 92 97

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1199 –– LLoonngg RRiiddeerr Led by the Ninth of the Nazgûl, the Long Rider, the nation of Ûvatha controls one of the most extensive realms of the Dark Servants. From his main fortress near the Sea of Rhûn, the Long Rider's minions infiltrate and pressure many of the peoples that inhabit Rhovanion and the region of Khand. The skilled agents of the Long Rider are able to exert considerable influence on mercantile operations throughout these regions, whilst the vast realm of Ûvatha is patrolled by the superior cavalry that serve as the bulwark of his armies. Whilst perhaps not as highly regarded as some cavalry, nevertheless the exclusively mounted forces of the Long Rider are numerous, well-provisioned and quite capable of carrying out the planned expansion of his domain. And the rich lands found in his realm hold strong potential for this growth.

SSppeecciiaall AAbbiilliittiieess New commanders may have a command skill rank of up to 40 when created using the order 728 – Name Commander. Mages can learn the lost spell 508 – Conjure Mounts. All new recruits have a training rank of 20. Armies can force march with no loss of morale points.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Din Ohtar - 30 10 10 30 25 70 Drurgandra 40 - - - - 40 Goldwine Frec 10 10 10 - - 13 Hargrog 30 20 - - - 33 Lomelinde - 30 - 10 - 25 71, 72 Morlammen - - - 30 - 30 Uvatha 60 20 20 - 30 65 53, 79, 92 Voisiol - - - 30 - 30

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Buth Ovaisa 4325 Camp Lag-malmabus 3230 Camp Lagari Orath 4425 Camp Neburcha 4324 Camp Olbamarl 3329 Major Town Castle Tol Buruth 4215 Major Town Castle Harbour Capital, Hidden

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3230 600 300 40 4215 300 300 300 600 6 6 60 4325 900 900 40

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NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 92 87 77 85 80 85 Severe 90 95 90 80 87 82 87 Cold 92 97 92 82 90 85 90 Cool 95 100 95 85 92 87 92 Mild 100 105 100 90 97 92 97 Warm 97 102 97 87 95 90 95 Hot 97 102 97 87 95 90 95

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2200 –– DDaarrkk LLiieeuutteennaannttss The nation of the Dark Lieutenants represents a strategic centre of power for the Dark Servants. From their main fortress inside Mordor, The Mouth of Sauron (Ûrzahil) and The Warlord (Gothmog) initiate and control events that influence much that transpires in all the regions surrounding Mordor. While the forces that constitute the armies of the Dark Lieutenants are not well-skilled, the seasoned commanders of the Dark Lieutenants are probably the most capable leaders to be found anywhere in Middle-earth, and their presence makes their armies a formidable force. Surrounded by wise mages and protected by artifacts, the Dark Lieutenants' power is rapidly rising, and rivals that of any of the other Dark Servants.

SSppeecciiaall AAbbiilliittiieess Mages can learn the lost spell 244 – Fearful Hearts. Mages can learn the lost spell 512 – Conjure Hordes. New commanders may have a command skill rank of up to 40 when created using the order 728 – Name Commander. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Bolvag 20 - - 50 - 60 46, 117 Carrog - 20 20 30 30 36 Feagwath 30 10 - 50 - 59 Gothmog 70 30 - - - 76 118, 119 Herudor 40 - - - - 40 Miruimor 20 - - 30 - 45 87 Tormog 20 40 - - - 35 Urzahil 20 - 40 70 - 80 3, 45, 58, 37

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Barad-dur 3423 Major Town Capital Carvarad 3621 Town Lag-fhauga 3422 Camp Lag-lithlad 3323 Camp Minas Durlith 3622 Major Town Castle Thuringwathost 3120 Town Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3120 300 300 300 300 300 30 3120 300 300 300 3423 300 300 600 600 70

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 87 85 82 85 82 85 Severe 90 90 87 85 87 85 87 Cold 92 92 90 87 90 87 90 Cool 95 95 92 90 92 90 92 Mild 100 100 97 95 97 95 97 Warm 100 100 97 95 97 95 97 Hot 100 100 97 95 97 95 97

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2211 –– CCoorrssaaiirrss The nation of the Corsairs consists primarily of descendants of the Dúnedan rebels who fled from Gondor in the wake of the Kin-strife wars, and also their Black Númenórean cousins who resided in Umbar prior to the arrival of the rebels. Led by the exceptional sea-captain Angamaitë and the powerful Teldûmeir, the Corsairs have effectively established themselves as a dominant force in the Bay of Belfalas and along the southern coasts. The vast navies of the Corsairs are feared by all and equalled by few. The strategic location of the Corsairs affords them a region that has both plentiful resources, and ready access to the Great Sea, the Harnen and even the Anduin river. Along with a few mages, the skilled diplomats and agents of the Corsairs wield their powers to great effect throughout the neighbouring regions, and have so far managed to keep the forces of both the Free Peoples and the Dark Servants in check.

SSppeecciiaall AAbbiilliittiieess Navies never suffer from storms, or become lost at sea. Ships can be built for 750 timber (half the normal cost). New characters may have a bonus to their challenge rank.

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Adumir 40 10 10 - - 43 Angamaite 50 - 20 10 - 55 Eadur 50 10 - - - 51 Faltur 50 - 10 - - 51 Meriot - - 10 50 - 51 Mireadur 50 10 - - - 51 Sangahyando 40 - 20 10 - 45 Teldumeir 50 20 10 - - 55

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Ardumir 2039 Major Town Fort Harbour Barazon 2437 Town Caldur 2137 Major Town Fort Harbour Eradas 2136 Major Town Fort Harbour Havens of Umbar 2438 City Castle Port Capital Isigir 2236 Major Town Fort Harbour Maros 2337 Major Town Fort Harbour Pellardur 2339 Major Town Fort Harbour

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2136 300 300 300 10 4 50 2137 600 600 16 6 50 2236 300 300 300 300 16 6 40 2438 300 300 600 300 18 7 50

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 87 85 82 85 80 77 Severe 92 90 87 85 87 82 80 Cold 95 92 90 87 90 85 82 Cool 97 95 92 90 92 87 85 Mild 102 100 97 95 97 92 90 Warm 102 100 97 95 97 92 90 Hot 100 97 95 92 95 90 87

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2222 –– HHaarraaddwwaaiitthh The nation of the Haradwaith chiefly consists of the Northern Haradwaith of Near Harad, and the peoples who occupy the semi-arid lands south of Mordor, called Harondor, with their greatest settlements located along the sea-coast and rivers. Led by Haruth Ramam and Carlon, the Haradwaith regard the Belfalas area to be their own, and contest other rival navies for right of passage there. The lands about Harondor provide bountiful resources and afford considerable protection from their powerful neighbours. Surrounded by powerful realms of the Free Peoples and the Dark Servants, the Haradan nation utilises their strategic location and rich resources to thwart these foreign influences. While their main strength lies in their military might of their armies and navies, they also possess individuals with skills in the arcane as well as the more subtle arts.

SSppeecciiaall AAbbiilliittiieess Armies are hired at no cost. New men-at-arms recruits have a training rank of 25. All characters may issue order 585 – Uncover Secrets as if they have an emissary rank of 40 (or better if they have an

emissary rank of over 40). New characters may have a bonus to their challenge rank.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Carlon 30 10 10 - - 33 Ejenna - - 10 20 - 21 Haruth Ramam 40 10 - - - 41 Ossim Rallah 30 - - - - 30 Shabla - 10 - 30 - 31 Shamara Katub - - 10 20 - 21 Ulfacs 30 - - - - 30 Yezmin 10 10 - 10 - 14

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special An Pharaz 2635 Town An Sakal 2731 Town An Zalim 2835 Town Barad Harn 2631 Town Tower Harbour Caras Mirilond 2732 Major Town Fort Port Caras Tolfalas 2430 Town Tower Harbour Eithel Thurin 2630 Town Harbour Has Adri 2632 Town Harbour Has Yayb 2833 Town Harbour Kas Shadoul 2734 Major Town Fort Port Capital Kas Shafra 2534 Major Town Fort Port Methir 2730 Major Town Fort Port Sook Ada 2634 Town Harbour Sukh Akhor 2535 Major Town Fort Port

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SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2534 300 300 300 30 2730 300 300 300 10 5 30 2734 300 300 300 30 2734 300 300 300 600 16 8 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 87 90 80 87 77 80 Severe 92 90 92 82 90 80 82 Cold 97 95 97 87 95 85 87 Cool 100 97 100 90 97 87 90 Mild 102 100 102 92 100 90 92 Warm 105 102 105 95 102 92 95 Hot 102 100 102 92 100 90 92

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2233 –– DDuunnlleennddiinnggss The nation of the Dunlendings encompasses the large region south of the former realm of Arnor in central Eriador. Consisting of several co-operating clans loosely led by Enion and Eríbhen, the Dunlendings seek to be reunited and restored to the lands of their forefathers. Possessing neither valorous nor skilled warriors, the armies of the Dunlendings rely primarily upon their charismatic leaders and sheer numbers to win the day. However, their forces are accustomed to fighting in all types of terrain (the rougher the better), and possess a wide variety of troops to suit their varied styles and expertise. While few of the Dunlendings aspire toward the arcane arts, the few that do so have acquired considerable skill. Surrounded by powerful adversaries, the Dunlendings have quietly reinforced their armies, and plan a return to the days of old when their people were possessed of great power and influence.

SSppeecciiaall AAbbiilliittiieess New characters may have a bonus to their challenge rank. All the following orders issued work as if the character has double the relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

New agents may start with an agent skill rank of up to 40 when created using the order 731 – Name Agent.

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Aonghas 40 10 - - - 41 Daonghlas 40 - 10 - - 41 Elharian - - - 50 - 50 Enion 50 - - - - 50 Eribhen - - - 50 - 50 24, 137 Raonull 20 10 - 10 - 24 Ulf Dilan 40 - - - - 40 Urdrek 30 10 - - - 31

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Angren 1720 Village Arailt 1918 Town Tower Cillien 1916 Village Enedhir 1420 Village Freawul 1922 Town Larach Duhnnan 1817 Major Town Tower Capital Nin-in-Eilph 1715 Village Treforn 2017 Town Wularan 1917 Town

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

1817 300 300 300 300 50 1917 300 300 300 300 40 1918 300 300 300 300 40 1922 300 300 30 2017 300 300 600 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 87 92 85 85 85 92 Severe 90 90 95 87 87 87 95 Cold 92 92 97 90 90 90 97 Cool 95 95 100 92 92 92 100 Mild 100 100 105 97 97 97 105 Warm 97 97 102 95 95 95 102 Hot 95 95 100 92 92 92 100

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2244 –– RRhhuuddaauurr The glory of Rhudaur has long passed, and blood of the Dúnedain almost vanished, but the eastern region of the former realm of Arnor still wields some influence, and employs numerous swords in northern Eriador. Consisting of several fiefdoms, led by Arfanhil and Broggha, Rhudaur seeks to be a reunited and restored nation once again. However, some factions favour the policies of the Dark Servants and others the policies of the Free Peoples, whilst the considerable natural resources of Rhudaur are of interest to both, making such restoration difficult. While the armies of Rhudaur are adequate to defend their borders, they are lacking in discipline, and consist of large numbers of mercenaries. The military commanders of Rhudaur possess some skills in subterfuge and magic, as well as a keen interest in ancient artifacts. This broad spectrum of tools has allowed the leaders of Rhudaur to balance the strong influences of their neighbours whilst harbouring their own desire for expansion. So far.

SSppeecciiaall AAbbiilliittiieess Armies are hired at no cost. New men-at-arms recruits have a training rank of 25. New commanders may have a command skill rank of up to 40 when created using the order 728 – Name Commander. New characters may have a bonus to their challenge rank.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Arfanhil 40 - - - - 40 124 Briam 20 - 10 - - 21 Broggha 20 10 - 10 - 24 63 Marendil 30 - - - - 30 Paddro 20 10 - 10 - 24 Seammu 30 - - - - 30 Sispar 20 10 - 10 - 24 Valadan 30 10 - - - 31

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Cameth Brin 2008 Major Town Fort Capital Elnost 2208 Town Tower Fennas Drunin 1910 Major Town Harnalda 2010 Camp Tower Nothva Rhaglaw 1908 Town Penmorva 2007 Town Tower Thuin Boid 2009 Town Tower Tirthon 2109 Village Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

1908 600 600 300 600 30 1910 300 600 600 600 30 2008 600 600 600 600 600 1200 40

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NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 90 92 92 85 82 85 Severe 92 92 95 95 87 85 87 Cold 95 95 97 97 90 87 90 Cool 97 97 100 100 92 90 92 Mild 100 100 102 102 95 92 95 Warm 100 100 102 102 95 92 95 Hot 95 95 97 97 90 87 90

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2255 –– EEaasstteerrlliinnggss The Easterlings consist of the collection of peoples who occupy the north central region of Middle-earth. This region encompasses part of Rhovanion, and all the lands south of there above the Khand. This diverse nation includes the tribes of the Sagath, Logath, Asdriags, Nuriags, and the Variags. Loosely led by Tros Hesnef in the north and Ovatha II of Khand in the south, the Easterlings are a people with great potential, but equally with numerous pitfalls to overcome. The greatest strength of the Easterlings lies in their fierce and brave warriors, and especially their much-feared cavalry. Competent commanders and numerous warriors make this mobile threat very real indeed. Additionally, their skilled mages and adequate agents help make up for the lack of political envoys, and the abundant availability of resources provides the Easterlings with a rich base for growth. The most difficult barriers to be overcome in the Easterlings’ plans of conquest, however, are the lack of central command, and the dispersal of their forces over much of Middle-earth.

SSppeecciiaall AAbbiilliittiieess New commanders may have a command skill rank of up to 40 when created using the order 728 – Name Commander. New characters may have a bonus to their challenge rank. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Gorovod - 10 - 40 - 41 Huz of Amov 30 10 - - - 31 Nazrog 30 10 - - - 31 Ovatha II 40 10 - - - 41 76, 146 Kav Makow 20 20 - - - 23 Hos Harf - - - 30 - 30 Tros Hesnef 40 - - - - 40 Urdrath 10 - - 30 - 32

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special An Karagmir 3538 Town Ashkiri 3220 Camp Ilanin 3713 Town Harbour Khand Amu 4228 Major Town Laorki 4430 Town Lar-Huz 3605 Town Mistrand 4318 Town Harbour Ovatharac 4335 Town Riavod 4014 Town Tower Harbour Sturlurtsa Khand 4133 City Castle Capital Ursh Lanna 3319 Town

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3713 300 300 300 300 30 4014 900 600 40 4133 300 300 300 300 30 4133 600 900 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 92 85 80 85 77 77 Severe 90 95 87 82 87 80 80 Cold 92 97 90 85 90 82 82 Cool 95 100 92 87 92 85 85 Mild 100 105 97 92 97 90 90 Warm 97 102 95 90 95 87 87 Hot 97 102 95 90 95 87 87

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Middle-earth PBM – O – 2950 Module

OO –– 22995500 MMoodduullee At the end of the Second Age, Sauron was thrown down from power. At the beginning of the Third Age, his ring, the One Ring, vanished from all knowledge of man and dwarf, elf and Maia. But Sauron was only defeated, not destroyed. And the One Ring was only lost; and what was lost, can once again be found. The year 2950 of the Third Age finds Sauron’s servants growing ever more powerful, both within the mountain fortress of Mordor and in the lands beyond. Rumours that the One Ring moves once more on the face of Middle-earth drive him to increasingly desperate attempts to possess it, the Nazgul scouring the land in ceaseless search. The Free Peoples of Middle-earth, first devastated by the Great Plague and then weakened by war and strife, are scattered, divided. But there is strength still, in the hearts of man and in the mines of the dwarves, and the elves are not yet all gone from the land. And there are yet other nations, independent peoples who have managed to remain apart from the struggle between Sauron and the Free Peoples, but who, for good or for ill, will surely play a part in the coming months of conflict. [Note: this module takes place during the War of the Rings, described in Tolkien’s “Lord of the Rings”. However, for purposes of game balance, some of the nations who served him in the War begin this module as neutral. This reflects the fact that, had events in the books have gone differently, they might well have fought on the side of the Free People rather than with the Dark Servants.]

HHiissttoorryy aanndd BBaacckkggrroouunndd The 30th Century of the Third Age in North-western Middle-earth is a time of political and social upheaval. This area, known simply as the West, encompasses the lands north of Umbar, west of the Sea of Rhûn, and south and east of the Great Sea. Following the end of the Second Age, which culminated in the fall of Sauron and the Last Alliance of Elves and Men, the West entered a brief period of growth and prosperity, followed by a long period of migration and expansion, strife and despair, war and recovery, brought about by the return of Sauron and his minions. This had a dramatic effect on the peoples of the West as the establishment of numerous strongholds by Sauron's chief servants, the Nazgûl (‘Ringwraiths’), took its toll on the neighbouring realms. The Kingdom of Arnor were sundered, conflict between Gondor and Umbar escalated, new rivalries threatened to tear part the various factions within Gondor itself, and repeated invasions by various Easterling tribes pressured the Rhovanion peoples. Then, in the Third Age 2911-12, the Fell Winter struck the Rhovanion, Gondor, and Eriador. The devastation following the fierce cold and subsequent flooding forced all realms and powers to withdraw from open conflict, instead to concentrate on consolidating their forces. Finally, around T.A. 2950, Sauron declared himself openly, forcing all to stand with or against him, else face the consequences. And now new nations are on the rise: strong Neutral empires who have no current allegiance, isolated Free Peoples who were spared the Fell Winter, and bastions of the Servants of Darkness who always seem to have forces rallying to their cause. The time is ripe for a powerful leader to forge a strong alliance among the Free Peoples, or the forces of Darkness, and decide the fate of the lands of the Middle-earth.

SSiiggnniiffiiccaanntt EEvveennttss ooff tthhee mmiidd ttoo llaattee TThhiirrdd AAggee YYeeaarr EEvveenntt 11881100 Gondor drives the Corsairs from Umbar. 11885566 –– 9999 An Easterling confederation, the Wainriders, enters Rhovanion and drives the armies of Gondor

westward across the Anduin. Gondor abandons its eastern holdings. 11997744 The armies of the Witch-king overrun Arthedain 11997755 Arvedui, the last King of Arthedain drowns in the Ice Bay. Two of the Palantíri those of Annúminas

and Amon Sûl) are lost when his ship sinks. An army composed of troops from Gondor and the Eriadoran allies defeats the Witch-king. Angmar falls.

11990000 –– 7777 The Éothraim migrate northward, eventually settling in the upper Anduin Valley, becoming the Éothéod.

11998800 The Witch-king re-enters Mordor and gathers his fellow Ringwraiths.

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The Balrog of Moria comes forth and kills Durin VI. 11998811 The Dwarves abandon Khazad-dûm. 11999999 Refugees from Khazad-dûm found a settlement in Erebor (the Lonely Mountain). 22000000 The Nazgûl besiege the Gondorian mountain city of Minas Ithil. cc.. 22000000 –– 22220000 Dwarves of Durin's Kindred begin settling in the southern part of the Grey Mountains. They avoid

contact with the Dragons breeding in the Withered Heath. 22000022 The Nazgûl take Minas Ithil and secure its Palantír (the Ithil-stone). The place is renamed Minas

Morgul. Minas Anor is renamed Minas Tirith (‘Tower of Guard’). 22005500 The Witch-king slays King Eärnur of Gondor outside Minas Morgul, ending the line of the Kings of

Gondor. Mardil, the first of the Ruling Stewards, begins ruling the South Kingdom. Orthanc is locked and the keys are taken to Minas Tirith. 22006633 –– 22446600 Sauron is in the East. The Watchful Peace settles upon north-west Endor. cc.. 22446600 –– 22551100 The Balchoth, another wave of the Easterling invaders, assail Gondor and crosses the Anduin at the

Undeeps. Much of Gondor's northern territories are ravaged, but the Balchoth fail to crush the Dúnedain. The invaders are finally defeated at Parth Celebrant when they meet a Gondorian army supported (at a crucial moment) by the Éothéod of Eorl. The Éothéod are given the land of Calenardhon, although Gondor retains control of the valley around Orthanc.

The Horse-lords claim Calenardhon as the Riddermark. Others call the area "Rohan". 22446633 A Stoor Hobbit named Dëagol finds the One Ring in the murky waters of the Gladden Fields. His

cousin, Smëagol (Gollum), murders him and takes the Ring. 22447755 Orcs overrun Osgiliath. The population flees westward. Although liberated, it remains a deserted

outpost until the end of the Third Age. 22775588 –– 5599 The Long Winter. There is terrible suffering throughout Eriador, Rohan, and certain parts of

Rhovanion. 2759 Helm, last of the first line of Kings of the Mark, dies. A second line of Kings begins. The Dunlendings are driven out of Rohan. Saruman the White is given access to Orthanc. The White Wizard continues his gradual study of the

ways of Darkness. 22777700 Smaug the Golden, a great winged Dragon, flies southward out of the Withered Heath. He destroys

Dale and drives the Dwarves out of Erebor. The Naugrim flee to the Iron Hills. The Men of Dale take refuge to the south, at Esgaroth (Lake-town) upon the Long Lake (Annen).

22779933 –– 9999 The Great War between the Dwarves and Orcs take place along the eastern flank of the Misty Mountains.

22884455 King Thráin II, King of Durin's Folk, is captured by Sauron and imprisoned in Dol Guldur. The last of the Seven Rings of the Dwarves is lost with him.

22888855 –– 33001199 The Haradrim of Umbar and Harad proper launch a continuing series of attacks on Gondor's coasts. 22990011 Gondorian citizens begin to abandon Ithilien and move westwards across the Anduin. 22991111 –– 1122 The Fell Winter strikes Eriador and Rhovanion. Waters from the melting snows flood the lowlands.

Tharbad, the last remnant of old Cardolan, is finally abandoned. Trade between Eriador and Rohan/Gondor, already sporadic, all but disappears.

22994411 The White Council (composed of the Wizards, Elrond, Galadriel, and the other lords of the Eldar) drives Sauron from Dol Guldur. Smaug is killed while attacking Esgaroth.

Dwarves reoccupy Erebor. The Battle of Five Armies. 22994444 The Northmen complete the rebuilding of Dale 22995511 Sauron, now in Mordor, makes himself known and declares his intentions. Dol Guldur is reoccupied by the Nazgûl, and the Dark Lord begins to rebuild Barad-dûr. 22995533 The White Council meets for the last time. Saruman lies about the location of the One Ring. Orthanc is strengthened and refortified.

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TThhee TTwweennttyy FFiivvee nnaattiioonnss ooff MMiiddddllee--eeaarrtthh TThhee FFrreeee PPeeoopplleess 1 Woodmen 2 Northmen 3 Riders of Rohan 4 Dunadan Rangers 5 Silvan Elves 6 Northern Gondor 7 Southern Gondor 8 Dwarves 9 Sinda Elves 10 Noldo Elves

TThhee DDaarrkk SSeerrvvaannttss 11 Witch-king 12 Dragon Lord 13 Dog Lord 14 Cloud Lord 15 Blind Sorcerer 16 Ice King 17 Quiet Avenger 18 Fire King 19 Long Rider 20 Dark Lieutenants

TThhee NNeeuuttrraallss 21 Corsairs 22 Rhun Easterlings 23 Dunlendings 24 White Wizard 25 Khand Easterlings

Below you will find the details of the starting details of each nation. However, please note that one character in each nation will have a special ability allocated to them which may increase a skill rank above those given. Also, whilst characters will usually start with any artifacts stated, this is not guaranteed. Finally, the artifacts in the game have some of their values randomised from game to game, so this may change the printed values. Artifacts which increase skill ranks are not included in the printed value of said rank.

## –– NNaattiioonnss

11 –– TThhee WWooooddmmeenn The Woodmen are composed of both the Woodmen and the Beornings of Mirkwood. They are a loose collection of hunter-gatherer tribes who live in or below the trees of the great forest. The Beornings are closely related to the Woodmen, although their ancestry is distinct, and a select few can shape-change. The Woodmen numbers are few, generally preferring to blend in with their environment rather than placing a burden upon it. Their clans prefer small centres of population, and hold several sites in the forest as holy. Loosely led by Beorn, they possess skilled leaders with great insight and wisdom, and deft agents with speed and cunning. The scattered population of the Woodmen presents difficulty in co-ordinating plans, but they are fierce warriors, effective in almost any terrain, and have rich resources at their disposal.

SSppeecciiaall AAbbiilliittiieess New characters have a greater chance of gaining a bonus to their stealth. New characters may have a bonus to their challenge rank. The following scouting and recon orders issued work as if the character has double the relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout for Characters

Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching.

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Beneoracer 30 10 - - 15 31 Beoraborn 40 10 - 10 15 44 Beorn 40 20 - 10 15 46 Bork 20 - 20 - 15 22 Bornebeneor 30 - 20 - 15 32 Braega 20 - 20 - 15 22 Grimbeorn 40 20 - - 15 43 Waulfa 30 10 - 10 - 34

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Buhr Widufiras 2711 Major Town Fort Capital Carrock 2609 Village Hidden Maethelburg 2508 Major Town Fort Sairtheod 2712 Camp Sarn Lothduin 2613 Camp

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2508 100 40 2711 100 100 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 90 90 95 87 85 85 Severe 92 92 92 97 90 87 87 Cold 95 95 95 100 92 90 90 Cool 97 97 97 102 95 92 92 Mild 100 100 100 105 97 95 95 Warm 97 97 97 102 95 92 92 Hot 95 95 95 100 92 90 90

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22 –– NNoorrtthhmmeenn The Northmen nation is composed of both the Lake-men and Dale-men of Rhovanion, as well as the Dorwinrim near the Sea of Rhûn. Their cultures are similar, since all are skilled diplomats and merchants, and together they influence much of the mercantile trade in western Middle-earth. The Northmen aspire to develop and control vast markets, and so acquire considerable wealth. Their numbers are not great, but their settlements much larger than their neighbours’. The Northmen possess adequate and well-provisioned armies, and also possess a navy at the Sea of Rhûn. Led by Bard I, the Northmen represent a significant power waiting to be awakened.

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SSppeecciiaall AAbbiilliittiieess New emissaries can start with an emissary skill rank of up to 40 when created using the order 734 – Name Emissary. The nation can buy from the market at 20% less than given buy price (but bids from the market do not gain this price

break). The nation can sell to market at 20% greater than given sell price. All new recruits start with a training rank of 20. The nation can build ships for 750 timber (half the normal cost).

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Bain I 40 - - - - 40 Bard I 40 - 20 - - 42 Girion II 30 - 20 - - 32 Koldana 20 10 - 10 - 24 Kynoden - 30 - - - 22 Marcatio - - - 30 - 30 Montieff - - 40 - - 20 Swithwulf 20 10 - - - 21

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Dilgul 4217 Town Harbour Elgaer 4415 Town Harbour Esgaroth 3109 Town Tower Harbour Lest 4017 Village Shrel-kain 4013 Major Town Fort Port Capital

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3109 100 100 30 4013 100 100 40 4217 100 5 3 20

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 87 82 80 77 77 80 Severe 90 90 85 82 80 80 82 Cold 92 92 87 85 82 82 85 Cool 95 95 90 87 85 85 87 Mild 100 100 95 92 90 90 92 Warm 97 97 92 90 87 87 90 Hot 95 95 90 87 85 85 87

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33 –– RRiiddeerrss ooff RRoohhaann The Riders of Rohan represent the descendants of the Éothéod, nomadic plains-riders who formerly resided in the vast plains of Rhovanion and near the eaves of Mirkwood. Led by Théoden, the tribes of the Riders of Rohan control the considerable territory of Calenardhon. While they have chosen to establish few permanent settlements, they are capable of placing roots when need dictates. On horseback, the Rohirrim have few equals anywhere in Middle-earth. Their mastery of the wild horses of the region allow them to field highly-mobile cavalry units. Although their dispersed forces and sparse settlements inhibit their power, this is compensated for by the competency of their leaders.

SSppeecciiaall AAbbiilliittiieess All new recruits start with a training rank of 20. New commanders can start with a command skill rank of up to 40 when created using the order 728 – Name

Commander. Armies may force march with no loss of morale points. Mages may learn the lost spell 508 – Conjure Mounts.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Elfhelm 40 - - - - 40 Elfhild - - 40 - 40 Eomer 30 - - - - 45 199 Eomund 50 - - - - 50 Eowyn 20 - 10 - - 21 Erkenbrand 40 - 10 - - 41 Theoden 50 - 30 - - 93 181, 208 Widfara 20 10 - - - 21

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Aldburg 2421 Village Tower Dunlostir 2220 Village Edoras 2321 Major Town Castle Capital Hornburg 2121 Town Fort Stowburg 2520 Village

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2121 200 40 2220 200 30 2321 100 40 2421 100 20 2520 200 50

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NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 97 87 77 82 77 77 Severe 90 100 90 80 85 80 80 Cold 92 102 92 82 87 82 82 Cool 95 105 95 85 90 85 85 Mild 100 110 100 90 95 90 90 Warm 100 110 100 90 95 90 90 Hot 95 105 95 85 90 85 85

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44 –– DDúúnnaaddaann RRaannggeerrss The vestiges of the last independent kingdom of the former realm of Arnor, the Dúnadan Rangers – or Grey Company – still represent a significant force in the region. Hailing from the hills of northern Eriador and led by Aragorn II, the rangers and mages of the Grey Company have withstood the evil forces around Eriador for many years. The power and influence they wielded long ago is no more, yet the memory of former glory remains and serves as a beacon for the people of Arnor. The blood of the Dúnedain runs rich in the veins of the powerful within the Grey Company, and many of the heirlooms of ancient Númenor still rest in their keeping. Numerous well-fortified towns support the remaining population, and a variety of resources are still abundant in the region. Gifted with few but excellent leaders, the well-provisioned armies of the Dúnadan Rangers are formidable. Lately, to bolster their flagging recruitment, mercenaries have been hired to swell the ranks.

SSppeecciiaall AAbbiilliittiieess All new recruits start with a training rank of 20. Armies with food lose 1-2 morale points when force marching (2-5 points without food). Fortifications are built at 1/2 the listed timber cost. New mages can start with a mage skill rank of up to 40 when created using the order 737 – Name Mage.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Arador 40 - 20 10 - 45 Aragorn II 50 10 20 20 10 141 5, 36, 38, 195, 213 Elboron 30 - 10 10 - 33 Elladan 50 20 - 20 15 68 93, 106 Elrohir 50 20 - 20 15 68 91, 107 Encalion - - - 50 - 50 Halbarad 30 - 10 10 - 33 Meneldir II 30 - - - - 30

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Amon Sul 1609 Camp Castle Bree 1409 Major Town Tower Capital Caras Celairnen 0907 Village Tower Culwic 0707 Village Tower Tarmabar 1109 Village Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

1409 100 40 1609 200 30

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 92 90 85 85 82 85 Severe 92 95 92 87 87 85 87 Cold 95 97 95 90 90 87 90 Cool 97 100 97 92 92 90 92 Mild 100 102 100 95 95 92 95 Warm 100 102 100 95 95 92 95 Hot 95 97 95 90 90 87 90

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55 –– SSiillvvaann EEllvveess The nation of the Silvan Elves consists mostly of the Nandor (Wood-elves), who are led by their Sindar brethren. The Sinda Lord Thranduil commands the dispersed forces of the Wood-elves resident in northern Mirkwood and in Taur Romen. The armies of the Silvan Elves are not numerous, but they are effective, possessing fine-quality weapons and commanded by superb leaders, and are adept at moving and fighting in their natural terrain – the forest. Hidden holdings and numerous agents also keep them well-informed about their surroundings and their neighbours’ activities. Although their settlements are few and far between (they possess harbours as far away as the Sea of Rhûn), the Silvan Elves are well hidden and protected.

SSppeecciiaall AAbbiilliittiieess Ships only cost 500 timber to construct (one third of the normal cost). New recruits start with a training rank of 25. New characters have an increased chance of having stealth. Armies lose only 1-2 morale points when force marching (2-5 points if force marching with no food).

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Argaldor 30 - - - 15 30 Camthalion 30 - - - 15 30 Dorlas 30 - - 30 20 37 Legolas 20 - 10 - 20 21 Lindal 10 20 - - 15 17 Ohtar 50 10 - - 20 51 Ringlin - - - 50 20 80 35, 64 Thranduil 60 - 30 - 20 78 55, 121, 122

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Aradhrynd 2908 Major Town Fort Capital, Hidden Caras Amarth 2608 Village Tower Ceber Fanuin 2915 Camp Galadbrynd 2709 Village Tower Rhubar 4413 Town Harbour

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2908 100 200 50 2915 100 100 30 4413 100 5 3 30

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 87 85 102 85 82 82 Severe 92 90 87 105 87 85 85 Cold 94 92 90 107 90 87 87 Cool 97 95 92 110 92 90 90 Mild 102 100 97 115 97 95 95 Warm 102 100 97 115 97 95 95 Hot 97 95 92 110 92 90 90

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66 –– NNoorrtthheerrnn GGoonnddoorr Although no longer the dominant force in western Middle-earth, the nation of Northern Gondor still controls a large domain extending north from the White Mountains, east from Rohan, west from the land of Mordor, and south of the Falls of Rauros. The blood of the Dúnedain runs rich here, and the leaders of Northern Gondor are well-seasoned veterans of numerous foreign conflicts. Led by the Ruling Steward Ecthelion II, their armies are well-provisioned and supplied, and aspire to reach their former glory once more. Many strong cities and fortified towns are scattered across their realm, and several navies help maintain Gondorian interests along the Anduin and a route to the sea. The source of greatest concern for the people of Northern Gondor is not their own strength, but rather the extensive realm they must protect, and the many enemies who reside on their borders.

SSppeecciiaall AAbbiilliittiieess New commanders can start with a command skill rank of up to 40 when created using the order 728 – Name

Commander. Armies only lose 1-2 morale points when force marching (2-5 points when force marching without food). Fortifications are built at 50% of the listed timber cost. All new recruits start with a training rank of 20.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Anborn 10 20 - 10 - 20 Argirion 50 - - - - 50 Baranor 40 - - - - 40 Boromir 50 - 10 - - 66 196 Denethor II 20 - 30 20 - 28 Ecthelion II 60 - 20 - - 77 29, 204 Faramir 30 10 - 10 - 53 63, 123, 197 Goromil - - - 50 - 50

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Bar-en-Tinnen 3026 Village Tower Henneth Annun 3023 Camp Hidden Imdorad 2622 Town Tower Minas Arthor 2926 Town Tower Minas Tirith 2924 City Citadel Harbour Capital Osgiliath 3024 Town Fort Harbour Pelargir 2927 Major Town Castle Port

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2924 200 600 50 2926 500 200 40 2927 500 12 8 50

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NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 92 92 87 85 85 82 85 Severe 95 95 90 87 87 85 87 Cold 97 97 92 90 90 87 90 Cool 100 100 95 92 92 90 92 Mild 102 102 97 95 95 92 95 Warm 102 102 97 95 95 92 95 Hot 97 97 92 90 90 87 90

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77 –– SSoouutthheerrnn GGoonnddoorr The numerous territories and fiefs of Southern Gondor are considered allied with their cousins to the north. However, the ending of the Line of Kings has strained relations and estranged some of the powers, and many powerful men within the nation ponder their own right to rule all of Gondor. Their realm consists of the lands south of the White Mountains and north of Near Harad. Led by Prince Imrahil, the forces of Southern Gondor are not to be taken lightly. Numerous well-fortified towns dot a countryside rich in natural resources. A formidable army, in terms of numbers, training, and provisions, and powerful navies that patrol the sea regions south of Gondor and up the Anduin delta, provide considerable deterrent to the other major powers in the region. The mages of Southern Gondor are also very talented, and betray the presence of Elvish blood mixed with that of their Dúnadan ancestors.

SSppeecciiaall AAbbiilliittiieess New recruits start with a training rank of 20. Armies only lose 1-2 morale points when force marching (2-5 points when force marching without food). Fortifications are built at 50% of the listed timber cost. New mages can start with a mage skill rank of up to 40 when created using the order 737 – Name Mage.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Adrahil II 60 - 10 - - 71 85 Angbor 50 - - - - 50 Duinhir 50 - - - - 50 Finduilas - - 30 - - 15 Golasgil 20 20 - - - 23 Imrahil 50 - 30 - - 88 191, 206 Lothiriel - - 30 30 - 33 Morwen - - 20 30 - 32

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Dol Amroth 2227 City Fort Port Capital Ethring 2425 Village Fanuilond 2628 Town Tower Harbour Linhir 2527 Major Town Fort Harbour Minas Brethil 2626 Village Tower Morthondost 2223 Town Fort Rendul 2225 Village

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2527 100 100 300 60 2628 200 300 6 4 50 2227 200 300 6 4 50

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 90 90 85 85 82 87 Severe 92 92 92 87 87 85 90 Cold 95 95 95 90 90 87 92 Cool 97 97 97 92 92 90 95 Mild 100 100 100 95 95 92 97 Warm 100 100 100 95 95 92 97 Hot 95 95 95 90 90 87 92

WWaarrsshhiipp SSttrreennggtthh 5

88 –– DDwwaarrvveess The descendants of the Seven Fathers, known among themselves as the "Khazâd", are scattered from one end of Middle-earth to the other. The largest settlement of the Dwarven nation is centred at the Iron Hills, but there are also enclaves to be found in the Blue Mountains and the hills near the Sea of Rhûn. Led by Thorin Oakenshield, the rise of the Dwarves as a power has been prevented primarily by the isolation of their forces, and further hampered by the slow growth of their population. A stout and sturdy race, the Dwarves are blessed with some of the most formidable warriors, pound for pound, to be found in all of Middle-earth. The Dwarves were little affected by the Fell Winters, and most of the Dwarven population are trained warriors. Thus the Khazâd are capable of fielding a large, well-provisioned, well-led army. In matters other than military, however, the Dwarves are less-skilled. And although their settlements are usually strong and well-fortified, they have limited resources, other than metals, with which to trade.

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SSppeecciiaall AAbbiilliittiieess Heavy infantry recruits start with a training rank of 30. Armies force march with no loss of morale points. Fortifications are constructed at 50% of the listed timber cost. All characters may issue the following orders as if they have a skill rank of 50 (this does not apply if the character has the

relevant rank at a lower level – if this is the case, then the order will be performed with the relevant rank): 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 925 – Scout for Characters

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Balin 70 - - - - 70 Dain II 40 10 20 - - 61 210, 211 Dis 20 - - 10 - 22 Gimli 20 10 - - - 21 212 Gloin 40 - - - - 40 Groin 30 - - - - 30 Thorin II 60 10 10 - - 78 83 Thralin III 40 - - - - 40

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Azanulinbar-Dum 3707 Major Town Fort Capital Barak-shathur 3607 Village Tower Belegost 0812 Village Fort Kheled-nala 3916 Village Tower Noegrod 0606 Village Tower Zarak-dum 2004 Camp Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

0812 300 70 3707 200 200 40 3916 300 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 92 95 100 90 92 92 105 Severe 95 97 102 92 95 95 107 Cold 97 100 105 95 97 97 110 Cool 97 100 105 95 97 97 110 Mild 97 100 105 95 97 97 110 Warm 97 100 105 95 97 97 110 Hot 95 97 102 92 95 95 107

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99 –– SSiinnddaa EEllvveess The nation of the Sindar consists mostly of Silvan Elves and the Nandor (Wood Elves), who are led by their Sindar and Noldo brethren. The Lady of the Golden Wood, Galadriel, effectively leads the dispersed forces of the Wood-elves resident in and around Lórien. The armies of the Sindar are not numerous, but they are effective, possessing fine-quality weapons and superb leaders. The forces of the Sindar are adept at moving and fighting in their natural terrain – the forest. Skilled mages and numerous agents also keep them well-informed about their surroundings, and the activities of their neighbours. Although their settlements are few and far between (they possess harbours as far away as the Great Sea), the Sindar are well hidden and well protected.

SSppeecciiaall AAbbiilliittiieess Ships only cost 500 timber to construct (one third of the normal cost). New recruits start with a training rank of 25. New characters have an increased chance of having stealth. Armies lose only 1-2 morale points when force marching (2-5 points if force marching without food).

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Celeborn 60 10 - 20 20 66 Feamire 10 10 20 20 20 41 126 Galadriel 20 - 70 70 25 208 12, 163, 164 Galandeor 30 - - - 30 30 Helkama 20 - - 50 25 70 135 Tathar 30 - - - 15 30 Taurnil 40 10 - 10 20 44 Tharudan - 20 - 50 20 53

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Amon Lind 2115 Village Castle Caras Galadhon 2514 Major Town Hidden, Capital Cerin Amroth 2413 Town Hidden Edhellond 2325 Town Tower Harbour Hidden Nanduhirion 2314 Camp Hidden

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SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2325 100 2 2 40 2514 100 60

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 92 90 87 100 87 85 85 Severe 95 92 90 102 90 87 87 Cold 97 95 92 105 92 90 90 Cool 100 97 95 107 95 92 92 Mild 102 100 97 110 97 95 95 Warm 102 100 97 110 97 95 95 Hot 97 95 92 105 92 90 90

WWaarrsshhiipp SSttrreennggtthh 5

1100 –– NNoollddoo EEllvveess Arguably, the Noldo are individually the most powerful of Eru's Children. However, there are now so few of them that their potential to control events is not what it once was. The Noldo nation consists mostly of Wood-elves and a few Sinda Elves who are led by the Half-Elven Lord Elrond. Residing in the westernmost parts of Middle-earth, they survey and consider the changing world from the Grey Havens and Rivendell. By no means strong by military standards, the Noldo still can bring to bear a well-trained, well-armed, and well-led army to back up their demands. Skilled mages and ancient artifacts grant them considerable knowledge of their surroundings, including the affairs of other nations, and well-protected by magical and natural forces, the settlements of the Noldo are perfect havens from which to launch attacks at almost any point in north-western Middle-earth.

SSppeecciiaall AAbbiilliittiieess All new recruits have a training rank of 25. Armies can force march with no loss of morale. All characters may issue order 585 – Uncover Secrets as if they have a skill rank of 40 (or better if they have an emissary

skill rank at higher than 40). New characters have an increased chance of having stealth.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Ascarnil 40 - - - 25 50 201 Cirdan 40 20 40 50 25 88 40, 51, 59 Elrond 40 - 60 70 25 162 11, 41, 90 Erestor - - 40 60 25 95 26 Galdor - - - 60 20 60 Gildor 30 20 20 10 25 38 Glorfindel 60 - 30 40 25 96 8, 89 Pelnimloth - - 10 20 20 21

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Elostirion 0810 Camp Hidden Forlond 0408 Town Fort Harbour Imladris 2209 Major Town Hidden, Capital Mithlond-East 0710 Town Fort Harbour Mithlond-West 0708 Town Fort Harbour

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

0708 100 2 2 40 2209 100 60

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 95 92 90 97 90 87 87 Severe 97 95 92 100 92 90 90 Cold 100 97 95 102 95 92 92 Cool 102 100 97 105 97 95 95 Mild 102 100 97 105 97 95 95 Warm 102 100 97 105 97 95 95 Hot 97 95 92 100 92 90 90

WWaarrsshhiipp SSttrreennggtthh 5

1111 –– WWiittcchh--kkiinngg Led by the Lord of the Nazgûl, the Witch-king, the nation of Er-Mûrazôr is one of the most feared in Middle-earth. Driven from his realm of Angmar in the far north, Mûrazôr still influences many of the events that transpire in Eriador and the Misty Mountain region from his new capital in Mordor. Surrounded by competent leaders and skilled emissaries, the Witch-king can send forth his armies to battle with considerable confidence. His main concern is that many of his troops are so poorly trained that only their sheer numbers make the difference between victory and defeat. Powerful mages and ancient items of power also contribute much to the fear felt in the presence of the forces of the Witch-king.

SSppeecciiaall AAbbiilliittiieess New commanders may start with a command skill rank of up to 40 when created using the order 728 – Name

Commander. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching. Mages can learn the lost spell 244 – Fearful Hearts. Mages can learn the lost spell 512 – Conjure Hordes.

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Anglach - - - 50 - 50 Angulion 10 20 30 30 - 43 157 Ashburgnul - 20 - 50 - 53 Blogath - - - 40 - 40 Bolg 50 - - - - 91 67, 68 Gaurithoth - - - 40 - 40 Murazor 40 - 40 70 30 133 28, 48, 52, 75, 82, 86 Rogrog 50 - - - - 65 115,116

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Lag-angren 1502 Camp Lag-lach 2311 Camp Minas Morgul 3124 Major Town Castle Capital Mt Gram 2006 Town Fort Mt Gundabad 2305 Major Town Fort

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2006 100 200 50 2305 200 200 50 3124 300 10

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 90 90 85 82 82 87 Severe 92 92 92 87 85 85 90 Cold 95 95 95 90 87 87 92 Cool 97 97 97 92 90 90 95 Mild 100 100 100 95 92 92 97 Warm 97 97 97 92 90 90 95 Hot 95 95 95 90 87 87 92

WWaarrsshhiipp SSttrreennggtthh 3

1122 –– DDrraaggoonn LLoorrdd Led by the Second of the Nazgûl, the Dragon Lord, the nation of Khamûl is one of the most extensive of the Dark Servants. From his main fortress in southern Mirkwood, the Dragon Lord influences many of the events that transpire in Rhovanion and the Misty Mountain region. Surrounded by a variety of competent emissaries and skilled mages, the Dragon Lord can manipulate the affairs of the region almost at will. His agents frequently infiltrate his adversaries' settlements, yet due to the numerous enemy military forces in the area, the Dragon Lord has not yet openly displayed his growing armies. The Dragon Lord does not like to operate near bodies of water, so maintains no navies and does not even bother to maintain vigilance over the nearby Anduin river.

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SSppeecciiaall AAbbiilliittiieess New characters have an increased chance of having stealth. Mages can learn the lost spell 314 – Teleport. The following scouting and recon orders issued work as if the character has double the relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Duran 60 - 20 20 30 67 Gaskbuz 30 - - - - 30 Grashukh 50 - - - - 50 Khamul 30 30 30 40 30 101 62, 150, 153 Maben - - 20 50 - 77 154 Ogrod 40 - - - - 50 99 Rogatha - - - 30 - 30 Skauril - - - 30 - 30

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Dol Guldur 2715 Major Town Keep Capital Goblin-Gate 2409 Village Fort Lug Ghurzun 3822 Major Town Tower Ongushar 2518 Camp Sarn Goriwing 2809 Village Fort Hidden

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2409 300 40 2518 100 200 30 2715 200 200 50

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NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 82 87 85 85 80 80 82 Severe 85 90 87 87 82 82 85 Cold 87 92 90 90 85 85 87 Cool 90 95 92 92 87 87 90 Mild 95 100 97 97 92 92 95 Warm 95 100 97 97 92 92 95 Hot 95 100 97 97 92 92 95

WWaarrsshhiipp SSttrreennggtthh 2

1133 –– DDoogg LLoorrdd Led by the Third of the Nazgûl, the Dog Lord, the nation of Dendra Dwar is both powerful and in ascendance. From his main fortress inside Mordor, the Dog Lord prepares his forces for what he considers his rightful rulership of Ithilien and Rhovanion. Numerous dark mages and skilled agents are in the Dog Lord's service, but his greatest potential lies in the able commanders that handle his growing military might. The forces of the Dog Lord are aptly named, for many of his troops ride the infamous war-dogs and war-wolves that Dendra Dwar breeds and trains. This ferocious cavalry is as one of the most feared forces in Middle-earth. Until recently, the resources available within Mordor were sufficient for the Dog Lord's purposes. However, the need for both more canine-mounts and other war materials has forced Dendra Dwar to look beyond his current haven, and consider extending his domain's boundaries.

SSppeecciiaall AAbbiilliittiieess All new recruits start with a training rank of 20 Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching. Mages can learn the lost spell 508 – Conjure Mounts. New characters have an increased chance of having stealth.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Bulrakur 50 - - - - 50 Daumdorut 30 - - - - 30 Dendra Dwar 20 - 20 60 30 107 10, 74, 138 Gurthlug 30 - 20 - - 62 160 Krusnak 30 20 - 30 - 89 2, 43, 148 Kruxtogg 30 - - - - 30 Rashkuk 30 - - - - 30 Tonn Varthkur 40 - - 30 - 92 158,159

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Lag-dagor 2921 Camp Lag-hundur 3321 Camp Lag-ulurikon 3421 Camp Morannon 3221 Major Town Keep Capital Ostigurth 3624 MajorTown Castle

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2921 200 40 3221 200 200 50 3624 200 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 92 87 80 85 82 85 Severe 92 95 90 82 87 85 87 Cold 95 97 92 85 90 87 90 Cool 97 100 95 87 92 90 92 Mild 102 105 100 92 97 95 97 Warm 102 105 100 92 97 95 97 Hot 102 105 100 92 97 95 97

WWaarrsshhiipp SSttrreennggtthh 3

1144 –– CClloouudd LLoorrdd Led by the Fourth of the Nazgûl, the Cloud Lord, the nation of Jí Indûr is probably the most secretive of all the Dark Servants. From his main fortress in south-western Mordor, the Cloud Lord's minions perform the most delicate of extractions and arrange the most unobtrusive of accidents for the leaders of the Free Peoples. As a result of the exploits of his highly-skilled agents, Jí Indûr also influences and oversees much of the trade and commerce that passes through Harondor. His knowledge of the affairs and plans of his neighbours has allowed the Cloud Lord to begin preparing his forces, both military and arcane, in preparation for his own plans of expansion and domination.

SSppeecciiaall AAbbiilliittiieess Orders 615 – Assassinate Character and 620 – Kidnap Character issued work as if the character has + 20 to their agent

skill rank. New characters have an increased chance of having stealth. All characters may issue order 585 – Uncover Secrets as if they have an emissary rank of 40 (or better if they have an

emissary rank of over 40). New agents can start with an agent skill rank of up to 40 when created using the order 731 – Name Agent.

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Araudagul 40 - - - 20 40 Erennis - - 30 20 - 23 Gulthuin - - 10 20 - 21 Ji Indur 20 40 - 40 30 72 56, 104, 109 Lairathin - 30 - - - 22 Shoglic - - - 30 - 30 Uthlug 20 30 - - - 27 Zaken - 30 - - - 22

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Barduath 3428 Major Town Capital Carach Angren 3222 Camp Fort Kal Nargil 3630 Town Castle Nurumurl 3528 Village Rul 3626 Village

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light Cavalry

Heavy Infantry

Light Infantry

Archers Men-at-Arms

Warships Transports Morale

3222 300 20 3630 300 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 87 85 82 85 82 85 Severe 90 90 87 85 87 85 87 Cold 92 92 90 87 90 87 90 Cool 95 95 92 90 92 90 92 Mild 100 100 97 95 97 95 97 Warm 100 100 97 95 97 95 97 Hot 100 100 97 95 97 95 97

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1155 –– BBlliinndd SSoorrcceerreerr Led by the Fifth of the Nazgûl, the Blind Sorcerer, the nation of Akhôrahil represents one of the most dangerous conclaves of mages in possession of powerful artifacts among all the Dark Servants. From his main fortress in south-eastern Mordor, the Blind Sorcerer's adepts prepare for the inevitable expansion of his domain into Harad and Khand. Akhôrahil possesses one of the richest regions from which to operate, and controls one of the few navies serving the Dark Servants. Although lacking individuals skilled in the more subtle means of persuasion, the Blind Sorcerer is surrounded by powerful mages and well-supplied forces, and his armies and navies are swiftly becoming a force with which to be reckoned.

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SSppeecciiaall AAbbiilliittiieess Ships never suffer from storms, or become lost at sea. All new mages can start with a mage skill rank of up to 40 when created using the order 737 – Name Mage. Mages can learn the lost spell 246 – Summon Storms. Mages can learn the lost spell 512 – Conjure Hordes.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Akhorahil 20 - 20 60 30 80 73, 66 Ethacali 10 - - 40 - 42 Leardinoth 10 - - 30 - 32 Magurgoth 20 20 20 30 30 41 Naldurgarth - - - 50 - 50 Storlaga 20 10 - 50 20 130 7, 22, 140 Uthcu 30 - - - - 30 Vulmek 20 20 - 20 - 28

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Burch Nurn 4025 Camp Tower Luglurak 3929 Major Town Castle Harbour Capital Orduga Aivaisa 4126 Camp Urlurtsu Nurn 3627 Major Town Virk Ulgath 3829 Camp

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3929 300 30 4025 300 20

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 87 85 80 85 80 85 Severe 92 90 87 82 87 82 87 Cold 95 92 90 85 90 85 90 Cool 97 95 92 87 92 87 92 Mild 102 100 97 92 97 92 97 Warm 102 100 97 92 97 92 97 Hot 102 100 97 92 97 92 97

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1166 –– IIccee KKiinngg Led by the Sixth of the Nazgûl, the Ice King, the nation of Hoarmûrath represents a formidable and growing force among the Dark Servants. From his main fortress inside Mordor, Hoarmûrath's adept mages and skilled agents have permitted the Ice King to maintain constant vigilance and influence over the Ithilien region, while at the same time remaining largely undetected. The Ice King's armies are growing, and pressuring his neighbours is the next step in Hoarmûrath’s plans for expansion, for the rich and poorly-defended lands outside his realm are an attractive goal, and the resource-poor lands of Mordor will not long continue to support the growing might of the Ice King.

SSppeecciiaall AAbbiilliittiieess New characters have an increased chance of having stealth. New agents may start with an agent skill rank of up to 40 when created using the order 731 – Name Agent. Mages can learn the lost spell 246 – Summon Storms. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Abdahkil - - - 30 - 30 Gaurhir - 10 - 30 30 51 25 Gorthog 10 40 - - - 32 Hoarmurath 30 20 - 50 30 91 50, 80, 141 Khathog - - - 40 - 50 20 Lugronk 30 - 10 - - 31 Muranog 40 - 20 - - 42 Ulzog 30 - - - - 30

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Barad Perras 3123 Town Fort Durthang 3122 Major Town Castle Capital Katund-akul 3223 Camp Lag-orod 2214 Camp Lag-scara 3022 Camp Hidden

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light Cavalry

Heavy Infantry

Light Infantry

Archers Men-at-Arms

Warships Transports Morale

3122 300 30 3123 300 30

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NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 92 92 90 90 85 85 90 Severe 95 95 92 92 87 87 92 Cold 97 97 95 95 90 90 95 Cool 97 97 95 95 90 90 95 Mild 100 100 97 97 92 92 97 Warm 100 100 97 97 92 92 97 Hot 97 97 95 95 90 90 95

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1177 –– QQuuiieett AAvveennggeerr Led by the Seventh of the Nazgûl, the Quiet Avenger, the nation of Adûnaphel wields the most well-balanced force of the Dark Servants. From her main fortress south-west of Mordor in Near Harad, Adûnaphel's learned mages, numerous diplomats, and military commanders execute the dire whispers of the Quiet Avenger throughout the region of Harondor and Harad. The location of Adûnaphel's stronghold provides her with a rich source of supplies and good potential for further, although controlled, expansion. However, the people at Adûnaphel's disposal are not the best-trained nor the most skilled, and the delicate position of her realm places great emphasis in balancing the many neighbouring forces.

SSppeecciiaall AAbbiilliittiieess The following scouting and recon orders issued work as if the character has double the relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

All characters may issue order 585 – Uncover Secrets as if they have an emissary rank of 40 (or better if they have an emissary rank of over 40).

Emissaries may start with an emissary skill rank of up to 40 when created using the order 734 – Name Emissary. Commanders may start with a command skill rank of up to 40 when created using the order 728 – Name Commander.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Adunaphel 30 - 30 40 30 66 97, 143 Ashturg 30 10 - - - 31 Fuinur 30 - 20 20 - 37 Herumor 30 - 20 20 - 37 Malezar 10 - 10 40 30 53 78 Shebbin Vur 10 - 20 - - 12 Thergor - 30 - - - 22 Zokhad 10 20 - - - 17 120

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Jug Rijesha 3533 Major Town Harbour Kul Dinbar 3335 Camp Tower Lugarlur 3034 Major Town Castle Harbour Capital Tir Harn 3437 Camp Tower Wathduin 3234 Camp Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3034 400 5 3 30 3533 400 200 30

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 87 90 82 87 77 80 Severe 92 90 92 85 90 80 82 Cold 95 92 95 87 92 82 85 Cool 97 95 97 90 95 85 87 Mild 102 100 102 95 100 90 92 Warm 105 102 105 97 102 92 95 Hot 102 100 102 95 100 90 92

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1188 –– FFiirree KKiinngg Led by the Eighth of the Nazgûl, the Fire King, the nation of Ren the Unclean wields the most dedicated force among all the Dark Servants. From his main fortress inside Mordor, the Fire King's mages, numerous agents and military commanders maintain constant pressure and vigilance on the Gondorian towers that surround Mordor and the region of Ithilien. The armies of Ren, although not the most skilled, are typically well-armed, and represented by a diverse mixture of races and peoples. His servants have enabled the Fire King to begin preparing his forces, both military and arcane, in preparation for his own plans of expansion and domination.

SSppeecciiaall AAbbiilliittiieess Armies are hired at no cost. New armies have a morale of 40. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching. Mages can learn the lost spell 248 – Fanaticism. Mages can learn the lost spell 512 – Conjure Hordes.

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Nazog - 30 - - - 22 Ren the Unclean 30 - 20 50 30 72 54, 111, 112 Rozilan - - 20 30 - 32 Shagrat 30 - - - - 30 Skargnakh 30 10 - 10 - 44 84 Snaga 30 - - - - 30 Uklurg 40 - - - - 40 Uthmag - - - 40 - 40

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Barad Ungol 3224 Major Town Castle Capital Barad-wath 3426 Town Lag-digtumarr 3225 Camp Lag-vrasfotak 3327 Camp Lag-zajarzot 3324 Camp

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3224 400 50 3426 400 50

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 87 87 82 87 80 85 Severe 90 90 90 85 90 82 87 Cold 92 92 92 87 92 85 90 Cool 95 95 95 90 95 87 92 Mild 100 100 100 95 100 92 97 Warm 100 100 100 95 100 92 97 Hot 100 100 100 95 100 92 97

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1199 –– LLoonngg RRiiddeerr Led by the Ninth of the Nazgûl, the Long Rider, the nation of Ûvatha controls one of the most extensive realms of the Dark Servants. From his main fortress in Mordor, the Long Rider's minions infiltrate and pressure many of the peoples that inhabit Rhovanion and the region of Khand. The skilled agents of the Long Rider are able to exert considerable influence on mercantile operations throughout these regions, whilst the vast realm of Ûvatha is patrolled by the superior cavalry that serve as the bulwark of his armies. Perhaps not as highly regarded as some riders, nevertheless the exclusively mounted forces of the Long Rider are numerous, well-provisioned and quite capable of carrying out the planned expansion of the Long Rider's domain. The rich lands found in his realm provide a strong potential for this growth.

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SSppeecciiaall AAbbiilliittiieess New commanders may have a command skill rank of up to 40 when created using the order 728 – Name Commander. Mages can learn the lost spell 508 – Conjure Mounts. All new recruits have a training rank of 20. Armies can force march with no loss of morale points.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Din Ohtar - 30 20 10 30 50 78 Giordia - 20 20 - - 17 Hargrog 30 20 - - - 43 198, 203 Lomelinde - 30 - 10 - 48 71, 72 Morlammen - - - 30 - 30 Mornadak 30 - - - - 30 Uvatha 60 20 20 - 30 78 53, 79, 92 Viosiol - - - 30 - 30

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Buth Ovaisa 3017 Village Lagari Orath 4425 Village Olbamarl 3329 Major Town Castle Capital Orduga Harmal 4433 Village Tol Buruth 4215 Village Castle Hidden

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3017 200 400 40 4433 100 500 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 92 87 77 85 80 85 Severe 90 95 90 80 87 82 87 Cold 92 97 92 82 90 85 90 Cool 95 100 95 85 92 87 92 Mild 100 105 100 90 97 92 97 Warm 97 102 97 87 95 90 95 Hot 97 102 97 87 95 90 95

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2200 –– DDaarrkk LLiieeuutteennaannttss The nation of the Dark Lieutenants represents a strategic centre of power for the Dark Servants. From their main fortress inside Mordor, The Mouth of Sauron (Ûrzahil) and The Warlord (Gothmog) initiate and control events that influence much that transpires in all the regions surrounding Mordor. While the forces that constitute the armies of the Dark Lieutenants are not well-skilled, the seasoned commanders of the Dark Lieutenants are probably the most capable leaders to be found anywhere in Middle-earth, and their presence makes their armies a formidable force. Surrounded by wise mages and protected by artifacts, the Dark Lieutenants' power is rapidly rising, and rivals that of any of the other Dark Servants.

SSppeecciiaall AAbbiilliittiieess Mages can learn the lost spell 244 – Fearful Hearts. Mages can learn the lost spell 512 – Conjure Hordes. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching. New commanders may have a command skill rank of up to 40 when created using the order 728 – Name Commander.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Azgurath 40 - - - - 40 Bolvag 20 - - 50 - 72 46, 117 Carrog - 20 20 30 30 36 Celedhring 20 30 - 50 - 130 155, 156 Gothmog 70 30 - - - 95 118, 119 Grishnakh 40 - - - - 40 Tormog 20 40 - - - 35 Urzahil 20 - 40 70 - 121 3, 37, 45, 58

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Barad-dur 3423 Major Town Castle Capital Carvarad 3621 Camp Lag-lithlad 3323 Camp Minas Durlith 3622 Town Castle Thuringwathost 3120 Camp Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3423 300 40 3622 300 40

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NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 87 85 82 85 82 85 Severe 90 90 87 85 87 85 87 Cold 92 92 90 87 90 87 90 Cool 95 95 92 90 92 90 92 Mild 100 100 97 95 97 95 97 Warm 100 100 97 95 97 95 97 Hot 100 100 97 95 97 95 97

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2211 –– CCoorrssaaiirrss The nation of the Corsairs consists primarily of Haradwaith pirates and the Black Númenórean who reside in Umbar. Led by the exceptional sea-captain Sangarunya, the Corsairs have effectively established themselves as a dominant force in the Bay of Belfalas and along the coasts of Harandor. The navies of the Corsairs are feared by all and equalled by few. The strategic location of the Corsairs affords them a region that has both plentiful resources, and ready access to the nearby river valley and the Great Sea. Along with a few mages, the skilled diplomats and agents of the Corsairs wield their powers to great effect throughout the neighbouring regions, and have so far managed to keep the forces of both the Free Peoples and the Dark Servants in check.

SSppeecciiaall AAbbiilliittiieess Navies never suffer from storms, or become lost at sea. Ships can be built for 750 timber (half the normal cost). New characters may have a bonus to their challenge rank.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Allurac 30 - - - - 30 Alukhor 10 20 - - - 17 Bragolmaite 20 - - 10 - 37 202 Earnil II 30 - - 30 - 37 Gedron 20 10 - - - 23 209 Sangarunya 50 - 30 - - 53 Telkurhad 20 10 - - - 21 Vargaelas 40 - - - - 40

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Ardumir 2039 Town Fort Harbour Caldur 2137 Town Fort Harbour Caras Tolfalas 2430 Town Tower Harbour Havens of Umbar 2438 Major Town Castle Port Capital Kas Shadoul 2734 Town Fort Harbour Methir 2730 Town Fort Harbour

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SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

2430 400 9 6 30 2438 600 9 6 40 2734 100 100 30

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 87 85 82 85 80 77 Severe 92 90 87 85 87 82 80 Cold 95 92 90 87 90 85 82 Cool 97 95 92 90 92 87 85 Mild 102 100 97 95 97 92 90 Warm 102 100 97 95 97 92 90 Hot 100 97 95 92 95 90 87

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2222 –– RRhhûûnn EEaasstteerrlliinnggss The Rhûn Easterlings are a collection of peoples who occupy a wide region encompassing part of Rhovanion and all the lands east and south of Rhûn. They include the diverse tribes of the Sagath, Logath, Asdriags, Nuriags, and the Balchoth. Loosely led by Hûz III, the Rhûn Easterlings represent a nation with great potential but numerous pitfalls to overcome. The greatest strength of the Rhûn Easterlings lies in their fierce and brave warriors, especially their much-feared cavalry, whilst competent commanders further enhance their prowess. Additionally, their skilled mages and adequate agents help make up for the lack of political envoys, and the abundant availability of resources provides the Rhûn Easterlings with a rich base for growth. The most difficult barrier to be overcome in the Rhûn Easterling's plans for conquest is the close proximity of the Northmen, who vie for power in the same lands.

SSppeecciiaall AAbbiilliittiieess New commanders may have a command skill rank of up to 40 when created using the order 728 – Name Commander. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching. New characters may have a bonus to their challenge rank.

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Hesnef 30 - 10 - - 31 Hurdriak 30 - 20 - - 32 Huz III 40 10 30 - - 45 Jyganoth 30 - - - - 30 Kav Makow II 20 20 - - - 23 Meonid Ito - - - 30 - 30 Rof Paku - - - 30 - 40 200 Usriev 30 - - - - 30

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Ashkiri 3220 Camp Ilanin 3713 Village Lar-Huz 3605 Village Mistrand 4318 Town Harbour Riavod 4014 Major Town Fort Harbour Capital Ursh Lanna 3319 Village

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

3319 200 30 4014 200 200 30 4318 600 8 4 30

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 92 97 85 82 85 80 82 Severe 95 100 87 85 87 82 85 Cold 97 102 90 87 90 85 87 Cool 100 105 92 90 92 87 90 Mild 102 107 95 92 95 90 92 Warm 97 102 90 87 90 85 87 Hot 97 102 90 87 90 85 87

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2233 –– DDuunnlleennddiinnggss The nation of the Dunlendings encompasses the large region south of the former realm of Arnor in central Eriador. Consisting of several co-operating clans loosely led by Enion, the Dunlendings seek to be reunited and restored to the lands of their forefathers. Possessing neither valorous nor skilled warriors, the armies of the Dunlendings rely primarily upon their charismatic leaders and sheer numbers to win the day. However, their forces are accustomed to fighting in all types of terrain (the rougher the better), and possess a wide variety of troops to suit their varied styles and expertise. While few of the Dunlendings aspire toward the arcane arts, the few that do so have acquired considerable skill. Surrounded by powerful adversaries, the Dunlendings have quietly reinforced their armies, and plan a return to the days of old when their people were possessed of great power and influence.

SSppeecciiaall AAbbiilliittiieess New characters may have a bonus to their challenge rank. The following scouting and recon orders issued work as if the character has double the relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

New agents may start with an agent skill rank of up to 40 when created using the order 731 – Name Agent.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Aonghas 40 10 - - - 41 Calmuad - 10 30 - - 16 Enion 60 - - - - 60 Jeroibha 30 10 - - - 31 Sibroc - 40 - - - 30 Solofhen - - - 40 - 40 Tughaib - - - 50 - 65 24, 137 Urdrek 40 10 - - - 41

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Angren 1720 Camp Cillien 1916 Camp Enedhir 1420 Village Freawul 1922 Major Town Larach Duhnnan 1817 Major Town Tower Capital Wularan 1917 Village

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SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

1817 300 300 40 1922 200 400 40

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 87 87 92 85 85 85 92 Severe 90 90 95 87 87 87 95 Cold 92 92 97 90 90 90 97 Cool 95 95 100 92 92 92 100 Mild 100 100 105 97 97 97 105 Warm 97 97 102 95 95 95 102 Hot 95 95 100 92 92 92 100

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2244 –– WWhhiittee WWiizzaarrdd The realm of the White Wizard has only recently begun to influence the affairs of north-western Middle-earth. Saruman the White, mighty among the Wise, has claimed the Tower of Orthanc and its surrounding vales as his own. While the armies of the White Wizard are adequate to defend the vales, they are lacking in discipline, and consist of large numbers of mercenaries and his own ill-bred Half-orcs. Complementing his forces, Saruman possesses a most persuasive tongue and one of the sharpest minds in Middle-earth. His able agents and subtle diplomats also keep the White Wizard well-informed of events surrounding his growing realm, and allow him considerable influence in the courts of his powerful neighbours. Saruman's keen interest in ancient artifacts leads him to spend much of his time searching for these ancient sources of power and strength.

SSppeecciiaall AAbbiilliittiieess Armies are hired at no cost. New men-at-arms recruits have a training rank of 25. New commanders may have a command skill rank of up to 40 when created using the order 728 – Name Commander. New characters may have a bonus to their challenge rank.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Bill Ferny 10 20 - - - 12 Bugrug 40 - - - - 40 Durbuhuk 20 - - 10 - 22 Grima Wormtongue - - 30 - - 15 Lugdush - 30 - - - 22 Mauhir 30 - - - - 30 Saruman the White - - 70 90 20 128 17, 30, 162 Ugluk 40 - - - - 40

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Angrenost 2119 Major Town Citadel Capital Arailt 1918 Village Tower Lag-sharak 2118 Camp Lag-thugrim 2215 Camp Tower Nin-in-Eilph 1715 Camp Treforn 2017 Village

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

1918 400 40 2119 800 30

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 90 90 93 90 86 85 90 Severe 92 92 96 92 88 87 92 Cold 95 95 98 95 91 90 95 Cool 97 97 101 97 93 92 97 Mild 100 100 103 100 96 95 100 Warm 100 100 103 100 96 95 100 Hot 95 95 98 95 91 90 95

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2255 –– KKhhaanndd EEaasstteerrlliinnggss The Khand Easterlings consist of the collection of peoples who occupy the lands south of the Rhun, and all the lands south of there above the Khand. They include the tribes of the Igath, Nuriags, and the Variags. Loosely led by Ovatha IV, they represent a nation with great potential, but numerous pitfalls to overcome. Their greatest strength lies in their fierce and brave warriors, and especially their much-feared cavalry. Competent commanders and numerous warriors make this mobile threat very real indeed. Additionally, their skilled mages and adequate agents help make up for the lack of political envoys, and the abundant availability of resources provides the Khand Easterlings with a rich base for growth.

SSppeecciiaall AAbbiilliittiieess New commanders may have a command skill rank of up to 40 when created using the order 728 – Name Commander. New characters may have a bonus to their challenge rank. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if force-

marching.

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SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Avas of Igath 20 10 - - - 21 Curuband - - - 30 - 30 Gorovod - 10 - 40 - 41 Itana Ovan 30 - - - - 30 Kionid II 20 - 20 - - 22 Ovatha IV 60 - - - - 75 76, 146 Urdrath 10 - - 30 - 32 Urig 20 - 20 - - 22

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special An Karagmir 3538 Village Khand Amu 4228 Major Town Laorki 4430 Village Neburcha 4324 Camp Ovatharac 4335 Village Sturlurtsa Khand 4133 Major Town Castle Capital

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Warships Transports Morale

4133 200 200 30 4228 200 20 4430 600 20

NNaattiioonn CClliimmaattee aanndd TTeerrrraaiinn MMooddiiffiieerr PPeerrcceennttaaggee Climate Shore Plains Rough Forest Desert Swamp Mountains Polar 85 90 87 80 87 77 77 Severe 87 92 90 82 90 80 80 Cold 90 95 92 85 92 82 82 Cool 92 97 95 87 95 85 85 Mild 97 102 100 92 100 90 90 Warm 95 100 97 90 97 87 87 Hot 95 100 97 90 97 87 87

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PP –– FFoouurrtthh AAggee MMoodduullee At the end of the Third Age of Middle-earth, Sauron was thrown down, his armies scattered, and the One Ring destroyed. But as light has no meaning without darkness to bound it, so with Sauron defeated, the forces of good also departed Middle-earth, Eldar and Istari making their final voyage from the Grey Havens. The age of elves is over. Now begins the true age of man.

NNootteess This module is not recommended unless you have played in a different module in the past. This is because the decisions you make when designing a nation have a large influence throughout the game, and if you make poor decisions through inexperience, this may cause you to have a disappointing game. Due to the module’s nature, the rules and details covering nation creation are subject to change. Whilst then the following details were correct at the time of this Guide being published, we recommend that before playing you download the most up-to-date nation creation details from our website. Click Here to go to the appropriate section of our site. When naming characters and population centres, please try and remain true to the flavour of Tolkien’s world. If you wish, we will create names for you – simply leave the name fields blank. We also reserve the right to rename any potentially offensive names used.

HHiissttoorryy aanndd BBaacckkggrroouunndd At the end of the First Millennia of the Fourth Age, North-western Middle-earth was a time of political and social upheaval. This area, known simply as the West, encompassed the lands north of Umbar, west of the Sea of Rhûn, and south and east of the Great Sea. Following the passing of the Third Age, climaxed by the exploits of the Fellowship of the Ring and the fall of Sauron, the West entered a brief period of consolidation and prosperity, followed by a long period of growth and migration, strife and despair, war and recovery, brought about by the constant expansion of Men. With the passing of Sauron and his mighty minions, the forces of the Dark Servants were in complete disarray. Most of the Orcs, Goblins and Trolls scattered into the mountains and wastes from whence they came, legion in their dark and foul holdings. Yet without strong leaders these races continually warred amongst themselves, their numbers dwindling. However, rumours of the demise of the Lord of the Rings were sure to reach far and wide over the expanse of Middle-earth, and there are Black Lords and Dark Mages eager to fill the power vacuum left behind in the West. By early in the Fourth Age, almost all the other Free Peoples had vacated Endor forever. The Eldar had begun their departure to the West in vast numbers, abandoning many of their former sites. Those remaining of the Eldar travelled only in small companies and many of them wandered into the East eventually. The remaining woodland Elves retained control of only a few remaining well-guarded holdings, whilst to avoid the affairs of the outside world, the stout Dwarves withdrew to quiet bastions in remote hills and mountains. The reclusive Hobbits were generally protected and unnoticed, remaining as they were, holed up in the Shire. But the expansion of the Reunited Kingdom could not go on forever. Internal strife and border conflicts with fierce human realms forced the split of the Reunited Kingdom into two separate nations known as the Twin North and South Kingdoms. And control over the surrounding vassal realms and neighbouring nations ebbed with the passing of time. Year 1000 of the Fourth Age sees, then the rise of upstart nations: new human empires that share a common viewpoint but yet no formal allegiance, isolated Free Peoples who seek to drive men away and regain their former lands, and bastions of the Servants of Darkness with forces ever ready to rally to their cause. The time is ripe for a powerful lord to forge a strong alliance to liberate the remaining Free Peoples, to reunite the forces of Darkness under one strong rule, or perhaps to help establish a new Neutral order amongst the peoples of the West.

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SSiiggnniiffiiccaanntt EEvveennttss ooff tthhee eeaarrllyy FFoouurrtthh AAggee YYeeaarr EEvveenntt 11 The Eldar begin to depart. 22--3322 The Eldar abandon the Tower Hills and the surrounding locales. Only Círdan remains in the Grey Havens. 66 The Shire is made a Free Land, under protection of the Northern Sceptre, and along with the Drúadan Forests

is off-limits to Men. 1155 The rebuilding of Annúminas begins. 6633 King Éomer of Rohan passes away. 110000 Moria is still abandoned. 112200 King Elessar (Aragorn II) passes away. Eldarion becomes King of the Reunited Kingdom. Legolas and Gimli

depart for Aman, marking the final passing of the Fellowship of the Ring. 112211 Queen Arwen passes away. 226644 King Eldarion passes away. Elessar II becomes King of the Reunited Kingdom. 330000--550000 The Men of the West establish major overland trade links with Peoples of the East. Dorwinion and Khand rise

in power. 440000--445500 Relmether, East of Mordor, rises in economic power. 440088 King Elessar II passes away. Elendil II becomes King of the Reunited Kingdom. 443322--886644 The last major Eldar migration through Lindon. Avari groups supplant the Eldar in many of the more guarded

enclaves of North-western Endor. Other Elven sites are abandoned or given over to Men. 555522 The aged Elendil II abdicates the throne of the Reunited Kingdom in favour of his eldest son, Isildur II. 669966 Rather than abdicating the throne of the Reunited Kingdom, Isildur II grants his son lordship over the North

Kingdom. 770000 Isildur II passes away. Anárion II becomes King of the Reunited Kingdom. 770011--771122 The First River War. The Easterling Tribes form a Variag-Nûriag- Nurniag alliance, known as "the Collusion

of the Ûsrievrim," and conquer the Chey lands and all of eastern Rhûn. 775500 The Lords of Umbar declare the waters off the Harad Coast as the Umbarean Sea. The Kingdom of Gondor

faces an economic crisis. 775522--777755 The Sail War. The Kingdom of Gondor struggles against the Umbareans. The Haradrim side with both

belligerents. Gondor ultimately prevails, but the conflict serves to create disharmony among the peoples of the North and South Kingdoms.

777755 Anárion II is murdered after crushing the Umbareans near Linhír. Arathorn III becomes King of the Reunited Kingdom.

778833--880000 The Second River War. The Collusion of the Ûsrievrim is abandoned as civil war rages across central Endor. The Variag-Nûriag- Nurniag triad collapses, with each party becoming the focal point of rival ‘successor alliances’.

779999 Anárion III perishes in the Red Plague. His young son, Beleg II, becomes King of the Reunited Kingdom and moves to stabilise the volatile southern frontier.

880000--11000000 Great migrations of men create turmoil throughout Endor. 880000 The battle of Ethir Harnen. North and South Kingdom naval and land forces crush a large army composed of

Umbareans, Variags, Haradrim, and various mercenary groups from south-western Endor. Serious losses incurred by the North Kingdom, the result of the furious ambush that opened the battle, contribute to a considerable weakening of the North Kingdom. Beleg II is hereafter known as ‘Hyarmendacil III’.

884433 Hyarmendacil III passes away. His son, Eärnil III becomes King of the Reunited Kingdom. 991155 Eärnil III, failing to learn from mistakes made in the past, once more divides the administration of the

Reunited Kingdom. The former realms of Gondor and Arnor are hereafter called the Twin Kingdoms. Eärnil III's two sons, Telumehtar II and Eärnur II, preside over the North and South Kingdoms respectively.

995500 Eärnil III passes away. Telumehtar II becomes King of the Twin Kingdoms. However, Eärnur II challenges his brother and assumes the throne of the North Kingdom.

995533 Telumehtar II marches on the North Kingdom. Eärnur II's brief reign ends. Telumehtar II orders Eärnur II into exile on the northernmost of the Isles of the Dead That Live.

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11000000 Telumehtar II and his three young sons are all murdered. There are no direct heirs. Eärnur II returns from exile to become King of the Twin Kingdoms. The Men of Enedwaith, Minhiriath, and Eregion declare themselves independent.

11000011 Eärnur II is forced to take his own life. South Kingdom oligarchies tighten their rein on both political and economic matters by electing Valamir the Younger as Steward of the South Kingdom. Despite the fact that Eärnur II's son, Arvedui II, is crowned King and reaches his majority later the same year, Valamir acts as the de facto overlord of the South Kingdom.

11000011--11002200 The sundering of the Twin Kingdoms. Arthedain is re-established as the North Kingdom disintegrates. The Shire remains a Free Land.

11002200 Amlaith II, a distant kinsman of Telumehtar II's wife Berúthien, becomes King of the North Kingdom. He declares the Shire a ‘royal protectorate’ and embarks on a program aimed at consolidating the fragmenting North Kingdom.

11002200--11005500 Despite Amlaith II's good intentions, the Shire folk seek Elven aid in order to construct a Girdle of the Shire. Their embassies to the Sindar and Avari of Lindon are only modestly rewarded. While protected by strange weather patterns, the Shire remains vulnerable to any persistent intrusion.

11007722 Valamir the Younger becomes the Ruling Steward of the South Kingdom when the childless King Arvedui II passes away.

11009922 Amlaith II dies while on campaign near Bree. Valamir the Younger passes away later the same year. Valamir's son, Targon, becomes the Ruling Steward of the South Kingdom.

11009922--11009999 The Great Eriadoran War. Amlaith II's son, Eärendur II (‘the Great’), claims a series of great victories over the chieftains of Cardolan and Minhiriath (Valros and Púil).

11110000 Eärendur II proclaims himself King and thus re-establishes the North Kingdom. Targon declares himself King of the South Kingdom and issues a declaration of war against the North Kingdom.

11 –– NNaattiioonn CCrreeaattiioonn In 1650 and 2950 modules of Middle-earth, as a player you choose which position to play from the twenty-five nations. In Fourth Age, however, you have greater freedom in that you can create your own nation, with its own leaders, abilities and lands. This section, then, covers the rules which govern this creation of an empire. Twenty three of the nations are created freely, or at least, within the confines of the rules regarding nation generation, whilst two nations, the North and South Kingdom, are rather more fixed. There are still choices to be made and a certain amount of freedom, but factors such as location of population centres and of course their names, are pre-determined. On the other hand, both the North and South Kingdoms are considerably more powerful than any of the others, with unique advantages and abilities (detailed later in this chapter), which more than makes up for the restrictions placed upon them. The restrictions and advantages relating to nation creation for the Kingdoms is covered at the end of this section. The Kingdoms are popular choices of nations, and we inevitably receive more requests to play them than is possible to cater for. If, then, you submit a Kingdom set-up, please also send in an alternate set-up sheet for a normal nation giving at least two regions (see region section below). Nation Design Sheets are available on request, which provide space for all the information needed, and can filled in and returned to us. These can be found on our website, or will be sent to you on request. Alternatively, simply put all the appropriate information in an email or letter, and send that to us instead. The process of nation creation on your part, and in putting the game together on our part, requires you to submit up to two set-ups to us. In the first, you must submit your Regional Placements, Alliances, and Allegiance, and it is helpful if you also submit SNAs, Characters, Armies and Population Centre details, though you may then modify these in the second set-up. Once we have these initial set-ups from all players, we will contact you with your finalised Region and Allegiance, after which you have one week to submit a second, modified set-up if you so desire. (All these aspects are covered below.) The following sections correspond to information required in the nation set-up sheet forms. At the start of each section is the appropriate part of the set-up sheet form, so that you can see exactly what needs to be completed.

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NNaammee Nation/Realm Name: (The) This can be between 5 and 17 characters long.

AAlllleeggiiaannccee aanndd RRaaccee Allegiance: Race: As with other modules, there are three allegiances: good, neutral, and evil. If you start as good or evil, you cannot change this later in the game. Neutral nations, on the other hand, have the choice of changing allegiance but can also, if they wish, remain Neutral for the duration of the game. And, unlike the 1650 and 2950 modules, the Neutrals can form a side of their own and win. (See section 3 – Differences To 1650 rules for more details on this.) Each allegiance has a variety of races available to it, as follows: Good nations can be Men, Dwarves, or Elves Evil nations can be Non Humans (a combination of orcs, goblins and trolls) or Men Neutral nations can only be Men When choosing an allegiance and race for your nation, bear in mind the following points: Neutral nations cannot start with population centres in mountain sectors, though they can build there as usual during the game. Certain special abilities (covered later on in this section) can only be chosen by certain allegiances and/or races Each race has different advantages when creating characters (covered later on in this section)

RReeggiioonnaall PPllaacceemmeennttss Region Region Name Allegiance (FP, DS, Neutral, Neutral Team, Any, Kingdom) 1 2 3 4 Each player must either choose at least 3 regions from the following list, in order of preference, or choose ‘any region’, which means you do not have a preference. If you choose ‘any region’, you gain 8,000 gold for your nation’s treasury. You cannot choose regions that members of your team have chosen (your team being people you have discussed the game with and/or joined with). RReeggiioonnss Angmar Forlindon Near Harad Rhun Dunland Harlindon North Mirkwood Rohan Eastern Mordor Harondor Northern Mordor South Mirkwood Enedwaith Iron Hills Northern Wastes Southern Mordor Eriador Khand Rhovanion Umbar Far Harad Lorien Rhudaur

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In addition to these are the regions of Arnor and Gondor. These regions can only be chosen by the appropriate Kingdom (North Kingdom or South Kingdom).

Map shown courtesy of Brad Stephens (and Mike Mulka for original concept) We will assign nations to regions. There can be a maximum of one player of each allegiance in any region. Neutrals count as an allegiance.

If you get your 1st choice of region, you lose 5,000 gold from your nation’s treasury. If you get your 2nd choice, you don't gain or lose any gold. If you get your 3rd choice, you gain 3,000 gold. If we are unable to assign you any of your three choices, we will contact you to agree a 4th choice. In this instance, you will

gain 7,000 gold. Example 1 I send in a Free People set-up. I stipulate Rohan, South Harad and South Mordor as my 3 starting regions. Rohan already has a Free People nation, so I am given Rohan, my second choice. As it’s my second choice I don’t gain or lose any gold from my treasury. I can then send in my set-up with population centres in that region. Example 2 I send in Any Region as my choice. This gains me 8,000 gold. I am assigned the Rhun region, and can then send in my set-up with population centres in that region.

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SSppeecciiaall NNaattiioonn AAbbiilliittiieess,, AArrttiiffaaccttss,, WWaarr MMaacchhiinneess,, SShhiippss,, aanndd HHiiddddeenn PPooppuullaattiioonn CCeennttrreess Item Information Description Cost SNA (number) SNA (number) SNA (number) SNA (number) Artifacts (quantity) Each is selected at random and hidden at your capital. (3,000 each; if two or

more selected, one is free!)

Transports (quantity) Each will appear anchored at the capital, if possible. (250 each.) Warships (quantity) Each will appear anchored at the capital, if possible. (250 each.) War Machines (quantity) Will appear in your army, if possible. (200 each.) Hidden Population Centre (#1-4)

6,000 to hide one and only one population centre.

Individual Victory Condition (#1-7)

Victory condition #1-7 (This selection is optional and without cost.) 0

Total Cost 20,000 + northerly location bonus of [ ] limit: Your choice of special nation abilities is one of the most important to be made, as it will affect the way in which you play the nation. There are 34 abilities, and a nation can have up to four of these. Each has a points cost, and you have up to 20,000 points to allocate on not only special abilities, but also artifacts, war machines, warships, transport ships, and hidden population centres. Any points not allocated are converted to gold on a one-for-one basis, and added to your nation’s starting reserves. Special abilities are not cumulative or additive, but rather, where two abilities have the same effect, the better of the two is applied. For example, ability #33 means all warships have a strength of 4, and ability #34 gives warships a strength of 5, so if both are chosen, then, warships have a strength of 5, not 9. And where ability #1 allows scouting and recon orders to be issued as if the character has double their skill rank, and ability #2 allows those same orders to be issued as if the character has +20 to their skill rank, if both are chosen, only one will affect a character issuing the order. (If the character has less than 20 skill rank then ability #2 will take affect, and if they have more than 20, ability #1 will take affect.) Nations located in the north gain an additional bonus to spend on SNAs, artifacts, war machines, ships and hidden population centres. This bonus is as follows:

Lorien, Harlindon and Dunland 500 gold bonus. Eraidor, North Mirkwood, South Mirkwood, Forlindon, Rhudaur and Rhun 1000 gold bonus. Rhovanian, Iron Hills, Nothern Wastes, Angmar 1500 gold bonus.

Note regarding special ability 31 (+20 to kidnap and assassinate): If a nation on either the Free Peoples or Dark Servants allegiance chooses this ability, we will contact the other side to offer them the chance to pick it as well. Only one nation per allegiance can choose this ability, and so if more than one player picks it, it will be randomly determined which get the ability. The special abilities and their costs are as follows: AAbbiilliittyy CCoosstt DDeessccrriippttiioonn 11 9000 The following scouting and recon orders issued work as if the character has double the relevant skill rank: 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

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AAbbiilliittyy CCoosstt DDeessccrriippttiioonn 22 4000 The following scouting and recon orders issued work as if the character has +20 to their relevant skill rank: 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters 33 3000 The following scouting and recon orders issued work as if the character has a relevant skill rank of 50 (or better if they have the appropriate skill rank at higher than 50): 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters This ability can be chosen by Dwarves only 44 2000 New characters have a greater chance of gaining a bonus to their challenge rank. 55 8000 New characters have a greater chance of gaining a bonus to their stealth rank. 66 1000 Armies lose no morale for force marching. 77 1000 Armies with food only lose 1-2 morale if force-marching

Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if marching, and only lose 2-5 if force-marching.

88 8000 The nation can buy from the market at 20% less than the given buy price, and sell to the market at 20%

greater than the given sell price. 99 7000 New emissaries can start with an emissary skill rank of up to 40 when created using the order 734 – Name Emissary. 1100 3000 New mages can start with a mage skill rank of up to 40 when created using the order 737 – Name Mage. 1111 8000 New agents can start with an agent skill rank of up to 40 when created using the order 731 – Name Agent. 1122 3000 New commanders can start with a command skill rank of up to 40 when created using the order 728 – Name Commander. 1133 1000 All new troop recruits start with training 20. 1144 1000 All new troop recruits start with training 25. This ability can be chosen by Elves only. 1155 1000 All new heavy infantry recruits start with training 30. This ability can be chosen by Dwarves only. 1166 100 All new men-at-arms recruits start with training 25. 1177 1000 The nation can build ships at 1/2 the usual timber cost. 1188 2000 The nation can build ships at 1/3 the usual timber cost. This ability can be chosen by Elves only.

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AAbbiilliittyy CCoosstt DDeessccrriippttiioonn 1199 3000 The nation may build fortifications at 1/2 the usual timber cost. 2200 2000 New armies start with a morale of 40. 2211 8000 New armies may be hired at no cost. 2222 100 All characters may issue the order 585 – Uncover secrets as if they have an emissary skill rank of 40 (or

higher if they have an emissary skill rank of greater than 40). 2233 4000 Mages can learn the lost spell 502 – Weakness. 2244 8000 Mages can learn the lost spell 508 – Conjure Mounts. 2255 2000 Mages can learn the lost spell 510 – Conjure Food. 2266 3000 Mages can learn the lost spell 512 – Conjure Hordes. This ability can be chosen by Dark Servants only. 2277 100 Mages can learn the lost spell 244 – Fearful Hearts. This ability can be chosen by Dark Servants only. 2288 100 Mages can learn the lost spell 248 – Fanaticism. This ability can be chosen by Dark Servants only. 2299 2000 Mages can learn the lost spell 246 – Summon storms. This ability can be chosen by Dark Servants only. 3300 4000 Mages can learn the lost spell 314 – Teleport. 3311 20000 Orders 615 – Assassinate Character and 620 – Kidnap Character issued work as if the character has + 20 to

their agent skill rank. This ability can be chosen by Dark Servants or Free Peoples only. Only one nation per allegiance can choose this ability.

3322 100 Navies can travel in open sea sectors without fear of storms or becoming lost 3333 1000 Navy warships have a strength of 4 3344 2000 Navy warships have a strength at 5 Other costs are as follows: AArrttiiffaaccttss 3000 Selected at random amongst those usable by your allegiance, and secreted at the nation’s

capital. If you purchase artifacts, one will be free. (So if you purchase two, they will cost a total of 3000.)

TTrraannssppoorrtt 250 These will appear anchored at your capital if possible, or at another population centre if the SShhiippss capital has no port or harbour. They will anchor at ports in preference to harbours. If they

cannot be anchored at any of your nation’s population centres, they are lost. WWaarrsshhiippss 250 These will appear anchored at your capital if possible, or at another population centre if the

capital has no port or harbour. They will anchor at ports in preference to harbours. If they cannot be anchored at any of your nation’s population centres, they are lost.

WWaarr MMaacchhiinneess 200 These will appear in your army. If you start without an army, the war machines will be lost. HHiiddddeenn PPooppuullaattiioonn 6000 One population centre may be hidden. You must specify which of CCeennttrree your first four population centres (see details on population centres later in this section) is to

be hidden.

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AArrmmiieess Army Commanded by Character # (Must have Command Skill!) Troop Type Cost for 100 Troops Quantity Cost Heavy Cavalry 3000 Light Cavalry 1500 Heavy Infantry 2000 Light Infantry 1000 Archers 1000 Men-at-Arms 500 Total Cost 12,000 limit: You may start with one army, which is allocated to a character with command skill of your choice. You have 12,000 points available with which to buy troop types, and each troop type has a different points cost as detailed below. Troops can only be purchased in increments of 100. Any points not allocated are converted to gold on a one-for-one basis, and added to your nation’s starting reserves. If you do not wish to start with an army, simply leave this section blank and all 12,000 points will be converted to gold. Morale, training, and weapon and armour ranks of the army are either 30 or equal to the highest commander’s command skill rank, whichever is greater. The army will also start with an amount of food which is inversely proportional to the number of troops: approximately 6000 food divided by the number 100 troop increments in the army. For example, if you have 400 heavy cavalry you will have 1500 food. TTrroooopp ttyyppee ccoossttss Troop Type Cost for 100 troops Heavy Cavalry 3000 Light Cavalry 1500 Heavy Infantry 2000 Light Infantry 1000 Archers 1000 Men-at-Arms 500

PPooppuullaattiioonn CCeennttrreess # Population

Centre Name (5-17 characters)

1st Hex 2nd Hex 3rd Hex 4th Hex Upgrade to

Fortify with

Port/ Harbour

Gold Cost

1 Capital 2 Major Town 3 Town 4 Village 5 Camp ? Optional Camp ? Optional Camp Total Cost (8,000 limit): NNaammee Names for population centres must fit the game setting else a random choice for the name will be made.

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NNuummbbeerr ooff,, aanndd SSttaattiissttiiccss You will start with at least five population centres: two Major Towns (one of which is your capital), a Town, a Village and a Camp. One of these (of your choice) gets a free fort: you are still able to upgrade this population centre further, but if you upgrade from a fort to a castle or keep you gain no discount. By spending points you can create up to two more, improve (by one level) population centre sizes that you can, or add fortifications, ports or harbours. Port/Harbours must comply with minimum population centre levels (see Orders #530-535). You have 8,000 points to spend on these improvements/upgrades; unused points will be added to your nation’s starting gold reserves. In addition, if your set-up fulfils various criteria, you may gain bonuses – see below for details. Cost Description 3000 New Camp 4000 Improve Camp to Village 5000 Improve Village to Town 7000 Improve Town to Major Town 8000 Improve Major Town to City 1000 Tower 3000 Fort 8000 Castle free Harbour 2000 Port Examples To improve your Major Town (capital) to a City would cost 8000. To improve your Village to a Town (5000) and put a Tower at both Towns (1000 each) would cost 7000; To add a Camp (3000) and put a Fort at your Town (3000) would cost 6000. In addition, if your set-up is placed in the following regions you gain a further population centre as follows: Rhovanion, Iron Hills, Northern Wastes, Angmar: 1 Major Town Eriador, North Mirkwood, South Mirkwood, Forlindon, Rhudaur, Rhun: 1 Town Lorien, Harlindon, Dunland: 1 Village Enedwaith, Rohan: 1 Camp Finally, the following bonuses can be gained if your set-up fulfils certain criteria:

If all your towns, major towns and cities are placed on a road you may upgrade any village on a road to a town, or a camp to a village, and gain an optional tower on that population centre.

If all your towns, major towns and cities are placed on a on a non-mountain hex you may upgrade any village on a non-mountain hex to a town, or a camp to a village, and gain an optional tower on that population centre

If you have one or more harbours then gain 1,000 points to spend on Population Centre improvements, and 1,000 points to spend on the purchase of Ships and Navy-related SNAs.*

If you have one or more ports then gain 3,000 points to spend on Population Centre improvements, and 2,000 points to spend on the purchase of Ships and Navy-related SNAs.*

* These bonuses are cumulative. With the exception of your capital (whose loyalty will be 75), loyalty will be equal to the highest Emissary rank (minimum 30) of the characters created.

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LLooccaattiioonn Select your choices for the locations of your population centres within your region. You must choose three choices of location for each population centre. The fourth capital location choice must be one of the default capital hexes (marked in orange on the map). Secondary and Tertiary choices will be used in instances of capital population location conflicts and invalid capital selections. Each of your three capital’s location choices must end up at least four (4) hexes from any other nation’s capital. The following restrictions must be met:

All population centres belonging to a nation must be no more than three hexes away from the capital.

All populations must be at least six hexes away from the North and South Kingdom’s capitals (#1108 and #2924).

All population centres must be in the same Region as your Regional choice.

No population centres may be placed on any of the following hexes, either because they are the locations of North and South Kingdom starting population centres, or because they are not available for building on at game start: #0710 #0916, #1108 #1109 #1110 #1209 #1210

#1323. #1407, #1409, #1609, #1828 #2119, #2121,

#2212, #2227, #2438, #2527, #2715, #2924, #2927,

#3024, #3124, #3221, #3423,

If none of your location choices are available, or they are invalid, or none are provided, then a random selection will be made

close to your capital.

CChhaarraacctteerrss # Name

(5-17 characters) Gender (m or f)

Command Rank

Agent Rank

Emissary Rank

Mage Rank

List of spells by spell number if mage rank is 10+

Stealth Rank

Gold Cost

1K 2P 3 4 5 6 7 8 Total Cost (6,000 limit): You start the game with eight characters, two of whom are considered nobility – the ‘King’ (K) and ‘Prince’ (P) characters. Each of these must be given a name and gender, and skill ranks which are purchased with points. You have 6,000 points to spend, with any points not allocated are converted to gold on a one-for-one basis and added to your nation’s starting reserves.

Each character must have a minimum of 30 total skill ranks. Stealth does not count as a skill rank, and can be a maximum of 10. At least one character must have command rank. Assignment of command rank and emissary rank could affect other aspects of your nation (armies and population centres). For every 10 points of mage skill rank purchased for a character, you may also select 1 spell. All spell prerequisites must be

adhered to, and no lost list spells can be chosen unless you have also purchased the appropriate special nation ability. If you do not choose spells, or a spell is invalid, random choices will be made.

All characters will start at your capital. The first character listed will be considered your ‘primary’ character One character at random will start with a random Character Special Ability. Names must have unique character IDs (their first 5 digits), and be between 5 and 17 characters long.

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There are 3 steps in assigning skill ranks to characters: purchasing skill ranks, royalty bonuses, and racial modifiers. SStteepp 11:: PPuurrcchhaassiinngg sskkiillll rraannkkss

Rank Cost according to skill type Command Agent Emissary Mage Stealth 10 200 400 300 100 600 20 300 500 400 200 Not available 30 400 600 500 300 Not available 40 600 800 700 500 Not available 50 1100 1400 1300 1000 Not available 60 1700 Not available 1900 1600 Not available

Dwarves can purchase their 1st Command 60 rank for 1000 points. Elves can purchase their 1st Mage 60 rank for 1100 points. Non-humans can purchase their 1st Agent 50 rank for 800 points. Men can purchase their 1st Emissary 60 rank for 1300 points.

SStteepp 22:: RRooyyaallttyy Character number 1 is your nation’s King or Queen, and character 2 your Prince or Princess. You get an additional 1300 points to spend on your King character, and 800 points to spend on your Prince character. This must be spent on a single or multiple skills (including stealth) that they haven’t already purchased. SStteepp 33:: RRaacciiaall MMooddiiffiieerrss Finally, you can select a single character to receive an additional bonus as follows, depending on your nation’s race and allegiance: GGoooodd Dwarf One character without command rank gains 10 command skill, or one character without agent rank gains 20 agent skill. Human One character without command rank gains 10 Command skill. Elven One character without mage rank gains 30 mage skill and 3 spells. EEvviill Human One character without emissary rank gains 30 emissary skill, or any character gains 10 command skill Non-Human One character without agent rank gains 20 Agent skill. NNeeuuttrraall Human One character without emissary rank gains 30 Emissary skill, or any character gains10 Command skill. EExxaammppllee SStteepp 11:: PPuurrcchhaassiinngg sskkiillll rraannkkss # Name Gender

(M or F) Command

Rank Agent Rank

Emissary Rank

Mage Rank

Stealth Rank

Total Gold Cost

1K Aragorn 40 600 2P Arwen F 30 400 3 Elrond 40 700 4 Celeborn 60 1000 5 Galadriel F 60 1600 6 Legolas 40 800 7 Amroth 30 300 8 Cirdan 40 600 Total Cost (6,000 limit): 6000

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Middle-earth PBM – P – Fourth Age Module

SStteepp 22:: RRooyyaallttyy # Name Gender

(M or F) Command

Rank Agent Rank

Emissary Rank

Mage Rank

Stealth Rank

Total Gold Cost

1K Aragorn 40 50 (K) 600 (+K1300) 2P Arwen F 30 40 (P) 400 (+P800) 3 Elrond 40 700 4 Celeborn 60 1000 5 Galadriel F 60 1600 6 Legolas 40 800 7 Amroth 30 300 8 Cirdan 40 600 Total Cost (6,000 limit): 6000 SStteepp 33:: RRaacciiaall MMooddiiffiieerrss # Name Gender

(M or F) Command

Rank Agent Rank

Emissary Rank

Mage Rank

Stealth Rank

Total Gold Cost

1K Aragorn 40 50 (K) 600 (+K1300) 2P Arwen F 30 40 (P) 400 (+P800) 3 Elrond 40 700 4 Celeborn 60 1000 5 Galadriel F 60 1600 6 Legolas 40 800 7 Amroth 30 300 8 Cirdan 40 30 (r) 600 (r for free) Total Cost (6,000 limit): 6000

FFiixxeedd SSttaarrttiinngg DDeettaaiillss Your nation’s starting tax rate will be set to 40% Your nation will start with 25,000 gold, plus any extra gained from converted points not allocated to special abilities, armies, characters and population centres. Any artifacts hidden at your capital are considered to have been hidden by your nation’s leader, which is to say character number #1 on the nation design sheet. This is important, as it means that this character will be able to pick them up more easily than the other characters.

SSppeecciiaall rruulleess ffoorr SSttaarrttiinngg NNeeuuttrraall TTeeaammss If some of the neutral nations wish to play as a team from the start, these players should make this known when submitting set-ups. Only one nation of such a team can be a Kingdom. In addition to such a team, two neutral players can then join as normal neutral nations (able to change allegiance), in addition to the Kingdoms (one or both, depending on whether one is in the neutral team). If this occurs, the division of nations between allegiances and non-team neutral nations will be altered to ensure a balanced game.

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Middle-earth PBM – P – Fourth Age Module

SSppeecciiaall RRuulleess ffoorr NNoorrtthh aanndd SSoouutthh KKiinnggddoomm The following rules apply to the North and South Kingdom when designing their nations: NNaammee The North and South Kingdom have no choice in the name of their nation! AAlllleeggiiaannccee aanndd RRaaccee The North and South Kingdom must be neutral, and human. RReeggiioonnss If you hope to play a Kingdom you must still select two other region choices, and will gain or lose gold appropriately depending on what choice you receive. SSppeecciiaall NNaattiioonn AAbbiilliittiieess,, AArrttiiffaaccttss,, WWaarr MMaacchhiinneess,, SShhiippss,, aanndd HHiiddddeenn PPooppuullaattiioonn CCeennttrreess Both the North and South Kingdom must choose special ability #19. Both the North and South Kingdom start with 5 artifacts. Additional artifacts may be purchased, but each will cost 4,000 points (which is to say that the Kingdoms do not get a free artifact if purchasing 2 or more). The North Kingdom starts with 3 palantirs, one assigned to their leader, one at #1609 and one at #2119, the Silver Rod of Anduni at #1108, and a random evil artifact. The South Kingdom starts with the Ring of Barahir and Anduril at #2924, one Palantir assigned to their leader, and two random evil artifacts. Each Kingdom may choose to hide any one, but only one, of their first 7 population centres, at the normal cost of 6000 points. AArrmmiieess Both the North and South Kingdom have 40,000 points to spend on armies, and must spend at least 25,000 points Troop costs for both the North and South Kingdom are doubled, as follows: Troop Type Cost for 100 troops Heavy Cavalry 6000 Light Cavalry 3000 Heavy Infantry 4000 Light Infantry 2000 Archers 2000 Men-at-Arms 1000 Both the North and South Kingdom’s army will have more food: approximately 20,000 food divided by the number of 100 troop increments in the army. For example, if you have 400 heavy cavalry you will have 1500 food. Both the North and South Kingdom’s army will have more food: approximately 20,000 food divided by the number of troops in the army.

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Middle-earth PBM – P – Fourth Age Module

PPooppuullaattiioonn CCeennttrreess Both the North and South Kingdom have 15,000 points to spend on population centres Before any improvement, the North Kingdom’s population centres are as follows:

A major-town with keep (the capital), three towns, three villages, and three camps. Therefore, before any improvements, there is a keep at the capital at 1108, and towers at 1407, 1409, 1609, 2212, 2119, and 2112.

The capital must be located at #1108

Six of the other population centres must be allocated to the following sectors:

#1407, #1409, #1609, #2119, #2121, #2212

The final population centres can be allocated to any other sectors following the usual restrictions, except for #1109, #1209, #1110, and #1210, which are not available to be built on at game start.

North Kingdom gets an additional upgrade of any Town to a Major Town/Fort.

1609, 2119, 2121 and 2212 are Strategic Population Centres (relevant to achieving victory in the game).

Before any improvement, the South Kingdom’s population centres are as follows:

A major-town with keep (the capital), three towns with towers, three villages with towers, and three camps with towers.

The capital must be located at #2924.

The other population centres must be allocated to the following sectors: #2227, #2438, #2527, #2715, #2927, #3024, #3124, #3221, #3423.

2715, 3124 and 3423 are Strategic Population Centres (relevant to achieving victory in the game). PPoorrttss//HHaarrbboouurrss If you have one or more Harbours then gain 1,000 gold to spend on PC improvements to your set-up and gain 1,000 gold to spend on start-up for the purchase of Navy related SNAs and Ships. If you have one or more Ports you get 3,000 gold to spend on PC improvements and gain 2,000 gold to spend on start-up for the purchase of Navy related SNAs and Ships. CChhaarraacctteerrss The same rules for creating characters in other nations apply to the North and South Kingdom, except for the fact that the Kingdoms start Neutral and, as such, must be human. Otherwise, the rules are the same. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr R – 5, 6 Variants

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Middle-earth PBM – P – Fourth Age Module

22 –– DDiiffffeerreenncceess ttoo 11665500 RRuulleess The primary difference between the Fourth Age module and the 1650 module is the introduction of nation creation, as has already been covered. But in addition to this, there are several other rule changes, detailed below.

WWiinnnniinngg There are several changes to victory conditions, and the ways in which you can win. Firstly, with the One Ring destroyed, it is not possible to gain victory through taking the Ring to Mount Doom. Instead, a Strategic Victory has been introduced, whereby if any nation other than the North or South Kingdom controls both of the Kingdom’s starting capitals – at #1108 and #2924 – and five of the seven ‘strategic population centres’ – at #1609, #2119, #2121, #2212, #2715, #3124 and #3423 – that nation’s allegiance is victorious. If any of these population centre have been destroyed, it is necessary to build another population centre in the sector and to own that. Note that this does not ensure that the nation owning the population centres is victorious, only their allegiance. Individual victories are determined in the usual manner. Neutral nations are considered an allegiance in their own right, and can win. However, if a neutral nation has not changed allegiance before or on turn 12, they must remain neutral for the rest of the game. In addition to the victory points gained in the standard fashion, for each North or South Kingdom starting capital in a nation’s control at the end of the game, that nation gains 100 victory points. At the end of the game, the North and South Kingdoms either have a victory points total as determined in the usual manner, or 40 x (turn number – 12) victory points, whichever is greater. The game ends on turn 52, even if no allegiance has achieved a victory, at which point victory points are allocated, and individual placings in each allegiance determined. If this happens, no allegiance is considered to have won overall.

NNeeww OOrrddeerrss In addition to the normal Third Age, Circa 1650 module and Third Age, Circa 2950 module orders, the following orders can ales be issued: 496 – Build Road (North or South Kingdom only) 942 – Move Turn Map 960 – Increase Caravan Prices (North or South Kingdom only) 965 – Reduce Caravan Prices (North or South Kingdom only) These are detailed together with the rest of the orders in the K – Orders chapter.

RReellaattiioonnss bbeettwweeeenn NNaattiioonnss Neutral nations can have Hated relations to Free People and Dark Servant nations, and Free People and Dark Servant nations

can have Hated relations towards Neutral nations. (This is due to the Neutrals being a seprate allegiance in the Fourth Age module.)

All nations can have Tolerant, Neutral or Disliked relations to each other with no restrictions. This means that Free People and Dark Servant nations can have Tolerant relations to each other. It also means that nations of the same allegiance can have Disliked relations with each other, and so attack each other.

You can only have Friendly relations with nations of your own allegiance, and only have Hated relations with nations of other allegiances.

NNoorrtthh aanndd SSoouutthh KKiinnggddoommss The North and South Kingdoms also gain the following benefits:

They are not restricted by the usual limits on the number of characters available. Instead, both may have up to 21 characters on any turn.

They receive area maps at game start giving the rough locations of all other nation’s capitals They receive area maps each turn centred on each strategic population centre owned They receive a list of the top three nations (according to victory points) for each allegiance each turn They may issue orders 465, 960, and 965 (see above) Finally, if either Kingdom is eliminated from the game, the market suffers as permanent loss of purchasing power.

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Middle-earth PBM – Q – Battle of the Five Armies Module

QQ –– BBaattttllee ooff tthhee FFiivvee AArrmmiieess MMoodduullee The Battle of the Five Armies centres on the build up of military forces in the area of Mirkwood and the Misty Mountains, prior to the Battle of the Five Armies in The Third Age 2941, and the battle itself. The Free Peoples, on hearing that the dragon Smaug is dead and that the treasure of the Lonely mountain now stands unguarded, are intent on claiming that part of the treasure they consider rightfully theirs, and united in their hatred of the Goblins and Warg Riders. The Dark Servants, well aware of the events that have been unfolding, see no reason that they themselves should not profit from the situation, or at least cause misery amongst the Free peoples. The module was designed primarily to provide an introduction to ME-PBM, although it should also provide an interesting challenge to experienced players. As such, there are few nations, and many of the orders and options available in the full game have been removed (see section 3 – Differences to 1650 Rules, for more details of these changes). TThhee FFiivvee nnaattiioonnss ooff MMiiddddllee--eeaarrtthh TThhee DDaarrkk SSeerrvvaannttss 10 The Goblins 11 The Warg Riders

TThhee FFrreeee PPeeoopplleess 12 The Elves 13 The Dwarves 14 The Northmen

Unlike the character details for 1650 and 2950 modules, artifacts listed as being owned by characters will always belong to them. As such, bonuses to skill ranks from these artifacts have been included (in brackets) in the character’s skill ranks, and taken into account when determining their challenge rank. No armies start with warships or transport ships.

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Middle-earth PBM – Q – Battle of the Five Armies Module

## –– NNaattiioonnss 1100 –– TThhee GGoobblliinnss Led by the Great Goblin Bolg, the Goblin nation is one of the most hated and feared in Middle-earth. Goblin troops are numerous, and have a fanatical hatred of all other races. This, and the fact that they have skilled leaders backed up by competent agents and mages, makes the Goblins formidable foes.

SSppeecciiaall AAbbiilliittiieess Armies lose no morale for force marching. All new troop recruits start at training 20. New armies start with morale 40. New armies can be hired at no cost.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Anglach 40 40 50 Angulion 10 50 30 (50) 61 94 Bolg 70 105 24 Bulrakur 60 60 Duran 60 20 80 121 Gashbuz 30 (55) 55 93 Ogrod 40 40 Rogrog 60 75 81

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Karagas 3405 Camp Lag Agul 3104 Major Town Lag Deras 3207 Camp Lag Kajfa 3203 Village Lag Mithrin 2802 Town Lag Scorba 2902 Town Rhandir 3003 Village Thiach 2904 Major Town Tower Valaina 3103 Major Town Veasse 3303 Village Tower Yalumea 3002 Major Town Fort Capital

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Commander Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Morale

3002 Duran 2000 60 2904 Gashbuz 2000 50 3104 Ogrod 2000 50

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Middle-earth PBM – Q – Battle of the Five Armies Module

1111 –– TThhee WWaarrgg RRiiddeerrss Wargs are great wolves ridden by goblins into battle. Warg Rider armies combine speed and shock tactics to great effect. The Warg Riders are led by the Necromancer, one of the most powerful individuals in Middle-earth. Surrounded by competent commanders and agents, the Necromancer can also call upon the services of many lesser mages, and seems never to run short of mounts for his troops no matter how many are lost in battle.

SSppeecciiaall AAbbiilliittiieess Armies lose no morale for force marching. Armies without food gain 1-2 morale while stationary, and lose 1-2 morale while travelling; troops lose 1-2 morale while

force marching, and lose 2-5 morale while force marching without food. Hire new armies can be hired at no cost.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Ashburgnul 30 60 65 Blogath 50 50 Gaurithoth 50 50 Gollum 20 40 15 Rashuk 40 40 Krusnak 40 40 (60) 70 30 Rashkuk 30 40 11 The Necromancer 40 60 30 70 54

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Angrest 3011 Camp Lag Kanil 2604 Village Tower Lag Praaj 3004 Village Lag Siif 2808 Camp Lag Krazul 2708 Camp Maranwe 2703 Town Tower Mirkwood Fortress 2606 City Castle Capital Sarn Goriwin 2809 Town Tower Snagarl 2811 Camp

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Commander Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Morale

2809 Krusnak 900 30 3004 Rashkuk 900 30 2606 The Necromancer 800 70

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Middle-earth PBM – Q – Battle of the Five Armies Module

1122 –– TThhee EEllvveess The nation of the Wood-elves, led by their king Thranduil, is scattered in mostly small settlements throughout Mirkwood. The Elven armies are not numerous, but due to constant skirmishing against encroaching enemies, they are well trained and well led. The Elven armies are supported by competent agents and powerful mages, who moreover have a Hidden base from which to operate.

SSppeecciiaall AAbbiilliittiieess Armies lose no morale for force marching. All new troop recruits start at training 25. New armies may be hired at no cost.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Argaldor 30 20 30 Camthalion 30 20 30 Dorlas 20 30 (65) 20 70 73 Gwaithir 60 30 60 Legolas 50 40 20 72 Lindal 10 40 20 (30) 32 137 Ohtar 50 20 60 150 Thranduil 60 20 80 140

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Crug Abarr 2912 Major Town Fort Elentiniel 2706 Camp Erelinden 2907 Camp Faltision 2707 Camp Hen Gwirion 3010 Town Tower Kelume 2806 Town Tower Mithrond 2908 Major Town Tower Capital, Hidden Quilari 2608 Village Tower Tol Pantir 2909 Camp Tuilindo 2906 Town Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Commander Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Morale

2908 Ohtar 1200 60 2912 Thranduil 800 60

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Middle-earth PBM – Q – Battle of the Five Armies Module

1133 –– TThhee DDwwaarrvveess The Dwarven nation is centred on the Iron Hills, but recently a daring expedition led by Thorin Oakenshield re-occupied their long-abandoned halls under the Lonely Mountain. The Dwarves are blessed with some of the most formidable warriors to be found in all of Middle-earth. Most Dwarves are trained in the art of combat, burning with fierce hatred towards goblins and Wargs, and so are capable of sending a powerful, motivated and well-led force against their foes. In matters other than military, however, the Dwarves are less skilled.

SSppeecciiaall AAbbiilliittiieess All characters may issue the following orders as if they have a skill rank of 50 (or better if they have the appropriate skill

rank at higher than 50): 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

Armies lose no morale for force marching. All new Heavy Infantry recruits start with training rank 30. New armies can be hired at no cost.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Bilbo Baggins 20 40 (80) 25 45, 116 Bombur 30 (40) 40 17 Dain II 60 70 43 Fili 20 30 27 Gloin 20 20 23 Kili 40 mage 10 42 Oin 20 20 23 Thorin 60 75 8

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Amon Ferin 3806 Village Fort Caras Galan 3607 Town Fort Dain’s Respite 3907 Major Town Tower Goronwe 3807 Town Tower Iron Hold 3707 Major Town Keep Capital Naugrim 3506 Town Tower The Lonely Mountain 3107 Camp Castle Thraktal 3606 Camp Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Commander Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Morale

3707 Dain II 3000 50

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Middle-earth PBM – Q – Battle of the Five Armies Module

1144 –– TThhee NNoorrtthhmmeenn The Northmen are comprised of both Lake-men and Dale-men, whose cultures are similar, with skilled merchants and builders. The Northmen aspire to control all trade within their area and to amass wealth. Their numbers are not great, but they posses adequate and well-provisioned armies led by the formidable warriors Bard I and Beorn. They also possess deft agents, who are both swift and cunning.

SSppeecciiaall AAbbiilliittiieess All characters may issue the following orders as if they have plus 20 to their relevant skill rank:

920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

Armies lose no morale for force marching. The nation can buy from the market at 20% less than given buy price. The nation can sell to market at 20% greater than given sell price. Fortifications can be built at 1/2 timber cost. New armies can be hired at no cost.

SSttaarrttiinngg CChhaarraacctteerrss Name Command Agent Emissary Mage Stealth Challenge Artifacts Bard I 60 75 132, 169 Beorn 40 30 40 20 115 186 Girion II 30 30 35 Koldana 20 30 10 0 (15) 29 166 Kynoden 30 22 Marcatio 30 (45) 45 147 Montieff 30 10 22 Swithwulf 20 20 23

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Harbour/Port Special Akhulsa 3209 Camp Amon Gastal 2810 Camp Asalkai 2910 Camp Beorn’s Homestead 2610 Camp Hidden Bethadal 3411 Camp Buhr Edhel 3105 Town Buhr Gasug 3007 Village Buhr Martis 3311 Village Ered Minrath 3206 Camp Esgaroth 3109 Major Town Fort Capital Haldarion 3310 Camp Mijesec 3110 Village Nimloth 3409 Camp Nuath 3211 Major Town Fort Tol Ithluin 3009 Village Tower

SSttaarrttiinngg AArrmmiieess aanndd NNaavviieess Location Commander Heavy

Cavalry Light

Cavalry Heavy

Infantry Light

Infantry Archers Men-at-

Arms Morale

3109 Girion II 1200 30 3211 Swithwulf 600 40

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Middle-earth PBM – Q – Battle of the Five Armies Module

22 -- AArrttiiffaaccttss There are far fewer artifacts available in the Battle of the Five Armies, all of which are held by characters at game start. Artifact Number

Artifact Name Primary Benefit Alignment Owner at Game Start

8 The Arkenstone Scrying artifact (allows character to issue order 935 – Use Scrying Artifact)

None Thorin, The Dwarves

11 Cubragol + 500 in combat None Rashkuk, The Warg Riders 17 Bracers of

Chennacatt + 10 to command skill None Bombur, The Dwarves

24 Sickle of the Heavens + 1000 in combat None Bolg, The Goblins 30 Staff of Bronze + 20 to mage skill None Krusnak, The Warg Riders 43 Ironfoot’s Hammer + 500 in combat Good Dain II, The Dwarves 45 The One Ring + 40 to stealth None Bilbo Baggins, The Dwarves 54 Cloak of the Heavens + 20 to agent skill None The Necromancer, The Warg Riders 73 Orb of Seeing + 35 to mage skill None Dorlas, The Elves 81 Bloodrunner + 750 in combat None Rogrog, The Goblins 93 Belt of Durin + 25 to command skill None Gashbuz, The Goblins 94 Orb of Dark Seeing + 20 to mage skill Evil Angulion, The Goblins 116 Sting + 500 in combat Good Bilbo Baggins, The Dwarves 121 Fire’s Edge + 750 in combat Evil Duran, The Goblins 132 Raukambar + 750 in combat Good Bard I, The Northmen 137 Helm of Shadow + 10 to stealth None Lindal, The Elves 140 Herugrim + 1000 in combat Good Thranduil, The Elves 147 Headband of Slaeg + 15 to mage skill None Marcatio, The Northmen 150 Gordur + 500 in combat Good Ohtar, The Elves 166 Elenya + 15 to stealth None Koldana, The Northmen 169 Gersebroc + 750 in combat Good Bard I, The Northmen 186 Bear Claws + 2250 in combat Good Beorn, The Northmen FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 360 Orders; Transfer Artifact L – 685 Orders; Steal Artifact OOtthheerr I – 1 Miscellaneous; Artifacts

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Middle-earth PBM – Q – Battle of the Five Armies Module

33 –– DDiiffffeerreenncceess TToo 11665500 RRuulleess

OOrrddeerrss The following orders are the only ones that may be issued: CCoommmmaanndd OOrrddeerrss 230 Attack Enemy 250 Destroy Population Centre 255 Capture Population Centre 400 Recruit Heavy Cavalry 408 Recruit Heavy Infantry 435 Put Army on Manoeuvres 494 Fortify Population Centre 498 Threaten Population Centre 728 Name New Commander Character 770 Hire Army 780 Transfer Command AAggeenntt OOrrddeerrss 605 Guard Location 610 Guard Character 615 Assassinate Character 670 Sabotage Fortifications 680 Sabotage Production Stores 685 Steal Artifact 690 Steal Gold 731 Name New Character as Agent 930 Scout Characters EEmmiissssaarryy OOrrddeerrss None! There are no emissaries in this module

MMoovveemmeenntt OOrrddeerrss 810 Move character 840 Stand and Defend 860 Force March Army 870 Move Character and Join Army SSppeellllss 120 Cast Heal Spell 225 Cast Combat Spell 330 Cast Conjuring Spell 940 Cast Lore Spell MMiisscceellllaanneeoouuss OOrrddeerrss 210 Issue Personal Challenge 215 Refuse Personal Challenges 315 Purchase from Caravans 320 Sell to Caravans 325 Nation Sell to Caravans 340 Transfer food from Population Centre to Army 360 Transfer Artifacts to Characters 440 Make War Machines 775 Disband Army 785 Join Army 920 Scout Population Centre 925 Recon Area 935 Use Scrying Artifact 947 Nation Transport

WWiinnnniinngg The game lasts for 10 turns, after which the various victories are determined. Instead of the usual victory conditions, the following victories can be earned: MMiinnoorr VViiccttoorryy If your nation survives for the entire game, you earn a minor victory MMaajjoorr VViiccttoorryy If a nation of the opposing allegiance is destroyed, each nation of your allegiance earns a major victory TToottaall VViiccttoorryy If all the nations of the opposing allegiance are destroyed, your allegiance wins a total victory

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Middle-earth PBM – Q – Battle of the Five Armies Module

OOtthheerr As can be seen from the nation descriptions above, there are only 5 nations in this module. It is not possible to give tactics in combat. It is not possible to move armies evasively. There is a restricted game map, which consists of the area between and including: #2501 (north-western limit) #4001 (north-eastern limit #2515 (south-western limit) #4015 (south-eastern limit) with the western border following and including the ‘#25xx’ column, and the eastern border following and including the ‘#40xx’ border. Neither armies or characters can move beyond this map. Each nation may only ever have eight characters, excluding hostages. If at any time a nation possess more than eight characters, a randomly chosen character from these is killed. So if you have a character held hostage you can name another to replace them, but if the hostage escapes, a random character will be killed.

Page 298: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – R – The Untold War of the Ring

RR –– TThhee UUnnttoolldd WWaarr ooff tthhee RRiinngg Many are the tales told of the heroes of the War of the Ring, of the time when Sauron’s evil was finally overturned, and his dark shadow banished from the lands of Middle-earth. Of Frodo, the Ring-bearer, and Sam his constant companion. Of the deeds of Aragorn, rightful heir to the throne of Gondor, and those who stood with him. Of Gandalf, servant of the Secret Fire, wielder of the flame of Arnor, and the bringer of hope. And right it is that these tales are told, for such things should never be forgot. Yet theirs is not the whole tale. For even as they struggled and fought, so too did all who would be free, all who would rather die than submit to evil and darkness. And had they not have done so, who is to say but that all of Aragorn’s trials, all of Frodo’s travails, would not have been in vain, and all undone in the end? Wherever the Company of Nine journeyed, darkness followed after, and oft was it left to those who remained behind to face it. In Lorien, three times did Galadriel and her people of the Golden Wood repulse the forces of Dol Guldor, that dreadful fortress in Mirkwood, ancient home and bastion of Sauron, which was the source of the forest’s poison. In Rohan, too, even when Saruman’s forces had been routed at Helm’s Deep, so there still came others after them, both man and orc, to threaten the homes and homesteads of the Riders. And surely the goblins of Moria, stirred like ants in a nest by the passing of the Company, did not then easily return to the deep, but, awoken to the darkness spreading across the land, went forth as they had so many times before, to fall upon the defences of Rivendell, and scour also the Vale of Anduin, east of the Misty Mountains. Yet that was not all. For east of Mirkwood, where the Hobbit Bilbo had once journeyed in quest to the Lonely Mountain, the men of Dale and the Dwarves of Erebor, their ancient quarrels forgot, stood side by side against the forces of Sauron, against orcs and goblins and men of the east and things worse still. For great was the might of Sauron, and many his armies to command, and those that issued forth from Mordor to fall on Gondor were but a part of their number. This, then, is the Untold War of the Ring. And no lesser were the victories won therein, and no greater the sacrifices made, than those by Aragorn or by Boromir, by Frodo or by Theoden. So remember them, and remember them well, that the darkness they faced and overcame in their time does not come to be replaced by the dim dark of forgetting today. The Untold War of the Ring follows the battle for Mirkwood with the Silvan and Sindar taking on the might of the Dragon Lord, the battle for the Misties, and Bain and the Northmen's valiant efforts in the North. In addition we've replicated the battle for the Gap of Rohan between the White Wizard and Rohan. A mini-game lasting for 13 turns, played on a restricted map with improved starting characters, makes for an intense battle. Also featuring a new, team-based victory points system which allows comparison between teams in different games. Because it is very different to the other modules, information about it is not included here, but is instead available in its own module. For more information, then, Click Here to visit our website, and download the Untold War of the Ring module. TThhee TTeenn nnaattiioonnss ooff MMiiddddllee--eeaarrtthh TThhee FFrreeee PPeeoopplleess 1 Northmen 3 Rohan 5 Sylvan 8 Dwarves 10 Noldo

TThhee DDaarrkk SSeerrvvaannttss 11 Witch King 12 Dragon Lord 13 Dog Lord 18 Fire King 24 White Wizard

Page 299: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – S – Kin Strife

SS –– KKiinn SSttrriiffee Kin Strife is a new module, set during the Kin Strife, Third Age Circa 1450. Featuring new nations, characters and abilities, and customisable nation set-ups. Because it is very different to the other modules, information about it is not included here, but is instead available in its own module. For more information, then, Click Here to visit our website, and download the Kin Strife module. TThhee FFoouurrtteeeenn nnaattiioonnss ooff MMiiddddllee--eeaarrtthh TThhee FFrreeee PPeeoopplleess 1 Line of Eldacar 2 Rebels of Ered Lithui 3 Rhovanion 4 Horselords 5 Kingdom of Arnor 6 Quendi

TThhee DDaarrkk SSeerrvvaannttss 11 Line of Castamir 12 Line of Morlean 13 Line of Elendin 14 Southron Kingdoms 15 Hithlum 16 Witch-realm of Angmar

TThhee NNeeuuttrraallss 21 Line of Tirkhor 22 Khazad

Page 300: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – T – Variants

TT –– VVaarriiaannttss As well as standard games of the modules, we also run a number of variants on them. There is really no limit to the type and number of variant games which can be set up, and so if there is any kind of game you would like to play, get in contact and, if it is practical, we will consider running it. The following, however, are the most common variants currently being run. For more details of these, and to see the latest variants, please Click Here to take a look at our website.

11 –– 1122 vvss.. 1122 This variant of both 1650 and 2950 modules sees one of the neutral positions removed from play and the remaining four neutral positions divided amongst the Free People and the Dark Servants at game start. For 1650 games, typically the Easterlings are removed, Rhudaur and Harad allied to the Dark Servants, and the Dunlendings and Corsairs allied to the Free Peoples. For 2950 games, typically the Rhun Easterlings are removed, Corsairs and Khand Easterlings are allied to the Dark Servants, and the White Wizard and Dunlendings allied to the Free Peoples. This variant is typically chosen by groups of players who wish to join up as large teams. A derivation of this is the 10 vs. 10 variant, where all the neutral nations are removed at game start. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr B – 4 Basics; Nations, Their Relationships, Allegiances And Enemies

22 –– GGuunnbbooaatt In this variant no diplomacy is allowed, nor any form of contact between members of the same allegiance. Players run two nations each, with a total of 6 players on a side. Neutrals are pre-aligned. The exact distribution of nations into pairs (or Duos) varies from game to game, and some nations are modified. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr I – 5 Miscellaneous; Communication

Page 301: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – T – Variants

33 –– AAllll NNeeuuttrraall GGaammee The standard battle of Good vs. Evil is done away with in this variant. Instead, it’s everyone for himself, for the most part. The removal of the old division of good vs. evil means that unusual alliances can be formed. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr B – 4 Basics; Nations, Their Relationships, Allegiances And Enemies

44 –– BBaattttllee ooff tthhee FFiivvee AArrmmiieess AAddvvaanncceedd This uses the Battle of the Five Armies nations, but with the full 1650 rules. Some games are set to end on turn 10, others are open-ended. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr Q – Battle Of The Five Armies Module

55 –– WWaarr ooff tthhee RRiinngg This is a variant of the 2950 module, where starting nations are ‘boosted’ so that they are of similar strength to 1650 starting nations, with larger armies, and upgraded population centres. FFuurrtthheerr RReeaaddiinngg OOrrddeerrss - OOtthheerr O – 2950 Module

Page 302: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – U – J. R. R. Tolkien

UU –– JJ.. RR.. RR.. TToollkkiieenn

11 –– TThhee WWoorrlldd ooff MMiiddddllee--eeaarrtthh The world of Middle-earth is the legacy of John Ronald Reuel Tolkien. Born in 1892, he became Reader in English Language at Leeds, then Professor of Anglo-Saxon at Oxford. By the time he died in 1973, his works were being hailed as among the greatest in the fantasy tradition, or indeed any genre. More than just a series of books, his works represent a coherent history and mythology, and in fact are set in an imaginary past of this, our own world. Why? Because, in Tolkien’s own words: “I was from early days grieved by the poverty of my own beloved country: it had no stories of its own, not the quality that I sought, and found in legends of other lands...I had a mind to make a body of more or less connected legend, ranging from the large and cosmogonic, to the level of romantic fairy-story...which could dedicate simply: to England; to my own country.” So it might be argued that whilst his most famous books – The Hobbit and The Lord of the Rings – are great works in their own right, they are also part of a larger whole. And that Tolkien’s true accomplishment cannot be measured in words or books, but in the world he created, left as his legacy for generations of readers to explore and enjoy. FFuurrtthheerr RReeaaddiinngg There are hundreds of works by and about Tolkien, and thousands of websites. The following, then, are but a sample of these. BBooookkss Tolkien, J. R. R.; The Fellowship of the Ring Tolkien, J. R. R.; The Two Towers Tolkien, J. R. R.; The Return of the King Tolkien, J. R. R.; The Hobbit Tolkien, J. R. R.; The Silmarillion Tolkien, J. R. R.; Unfinished Tales Fonstad, Karen Wynn; The Atlas of Middle-earth Foster, Robert; The Complete Guide to Middle-earth Tyler, J. E. A.; The New Tolkien Companion Day, David; Tolkien: The Illustrated Encyclopaedia Day, David; A Guide to Tolkien WWeebbssiitteess The Tolkien Society: http://www.tolkiensociety.org The Encyclopaedia of Arda: http://www.glyphweb.com/arda Resources for Tolkienian Linguists: www.elvish.org/resources.html An Illustrated Biograpy of Tolkien: http://home.freeuk.com/webbuk2/tolkien-biography.htm

Page 303: Middle-earth Guide - Home of Middle-earth Strategic Gaming

Middle-earth PBM – V – Player-collated Information

VV –– PPllaayyeerr--ccoollllaatteedd IInnffoorrmmaattiioonn The following information has been gathered by players. We include it here because it may be of use to you when playing, but we cannot guarantee its accuracy.

11 –– 11665500 AArrttiiffaacctt LLiisstt Points to bear in mind:

The exact value of an artifact’s primary benefit can vary from +5 to -5 points. If the artifact’s primary bonus is to command, agent, emissary or mage skills, then the character must already have more than

0 in the skill to benefit. Bonuses to stealth take affect even if the character has 0 stealth. If the artifact’s primary bonus is to combat, it is divided by 100 in navy combat. The likely owner at game start is either a nation, or the name of an NPC character. It is possible that other artifacts without secondary powers have as-yet undiscovered powers.

Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

1 Ring of Wind + 40 to agent skill None 2 Ring of Stargazing + 30 to mage skill None Dog Lord 3 Ring of Iron Magic + 30 to mage skill Evil Dark Lieutenants 4 Ring of Impersonation + 25 to agent skill None South Gondor 5 Ring of Barahir + 35 to command skill Good Arthedain Bonus against dragons and fell

beasts 6 Ring of Axardil + 10 to command skill None North Gondor Allows any character to cast the

spell ‘314 – Teleport’ 7 Nazguaga + 30 to mage skill Evil Allows a character with mage

skill to attempt to learn spells from the lost list ‘Dark Summons’

8 Lorglin +15 to mage skill None Noldo Elves 9 Elenya + 15 to stealth None 10 Dwarven Ring of Power + 40 to command skill None Dwarves 11 Vilya + 50 to mage skill None Noldo Elves 12 Nenya + 50 to mage skill None Galadriel 13 Narya + 50 to mage skill None Gandalf 14 The One Ring unknown None 15 Tinculin + 40 to mage skill None Allows a character with mage

skill to attempt to learn spells from the lost list ‘Spirit Mastery’

16 Mothras + 500 in combat None 17 Horn of Fear + 500 in combat None Dwarves Allows any character to cast the

spell ‘508 –Conjure Mounts’ 18 Tablets of Dark Knowledge + 15 to mage skill Evil Allows a character with mage

skill to attempt to learn spells from a random lost list (set at game start)

19 Staff of Storms If character is with a navy, it will not be lost at sea or affected by storms

None Allows a character with mage skill to attempt to learn spells from the lost list ‘Dark Summons’

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Middle-earth PBM – V – Player-collated Information

Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

20 Staff of the Serpent + 10 to mage skill None Ice King 21 Staff of Earth Mastery + 20 to mage skill None Allows a character with mage

skill to attempt to learn spells from the lost list ‘Conjuring Ways’

22 Rauzgnagli +1750 in combat Evil 23 Nedelhach + 750 in combat None 24 Ghostbane + 750 in combat None Dunlendings 25 Staff of Bronze + 20 to mage skill None Ice King 26 Mallorn Staff + 25 to mage skill None Noldo Elves 27 Palantir of Osgiliath Scrying artifact (allows

character to issue order 935 – Use Scrying Artifact)

None North Gondor

28 Palantir of Minas Ithil Scrying artifact (allows character to issue order 935 – Use Scrying Artifact)

None North Gondor

29 Palantir of Minas Arbir Scrying artifact (allows character to issue order 935 – Use Scrying Artifact)

None North Gondor

30 Palantir of Orthanc Scrying artifact (allows character to issue order 935 – Use Scrying Artifact)

None North Gondor

31 Palantir of Annuminas Scrying artifact (allows character to issue order 935 – Use Scrying Artifact)

None Arthedain

32 Palantir of Elostirion Scrying artifact (allows character to issue order 935 – Use Scrying Artifact)

None Noldo Elves

33 Palantir of Amon Sul Scrying artifact (allows character to issue order 935 – Use Scrying Artifact)

None Arthedain

34 Orb of Dark Seeing + 20 to mage skill Evil Dragon Lord 35 Orb of Seeing + 30 to mage skill None Sinda Elves 36 Suimbalmynas + 20 to mage skill None Allows a character with mage

skill to attempt to learn spells from the lost list ‘Conjuring Ways’

37 Voice of the Dark Tower + 20 to emissary skill Evil Dark Lieutenants 38 Silver Rod of Aduni + 25 to command skill Good Arthedain 39 Miramarth +15 to agent skill Evil 40 Gaergil If character is with a navy, it

will be safe in sea sectors None Noldo Elves

41 Mantle of Doriath Hides population centre (allows a character to issue order 945 – Use Hiding Artifact)

Good Noldo Elves

42 Collar of Might + 30 to mage skill None 43 Cloak of the Heavens + 15 to agent skill None Dog Lord 44 Collohwesta + 25 to stealth None 45 Cloak of the Abyss + 40 to stealth None Dark Lieutenants 46 Robe of the Orc Priests + 15 to command skill Evil Dark Lieutenants 47 Belt of Durin + 20 to command skill None Witch-King

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Middle-earth PBM – V – Player-collated Information

Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

48 Thologaer Ciryatano + 30 to mage skill None Witch-King 49 Shield of Anarion + 20 to command skill None North Gondor 50 Ovir Crown + 20 to mage skill None Ice King 51 Ossanna + 10 to mage skill None Noldo Elves 52 Morgul Plate + 10 to command skill Evil Witch-King 53 Listening Helm + 10 to agent skill None Long Rider 54 Helm of Sen Jey + 10 to command skill None Fire King 55 Helm of Shadow + 10 to stealth None Sinda Elves 56 Helm of the Mumak-King + 25 to command skill None Cloud Lord Aids in recruiting and fighting

Mumak 57 Helm of Isildur + 20 to command skill None North Gondor 58 Helm of the Dark + 15 to command skill Evil Dark Lieutenants 59 Gaerennon + 20 to command skill None Noldo Elves 60 Durin's Armour and Shield + 15 to command skill None Dwarves 61 Dragon Helm of Dor-Lomin + 15 to command skill None 62 Dragon Helm and Armour + 30 to mage skill Evil Dragon Lord 63 Cu-Saggha-brath + 10 to command skill None Rhudaur 64 Bracers of the Mist + 30 to stealth None Sinda Elves 65 Angbor + 10 to command skill None 66 Bracers of Chennacatt + 10 to command skill None Blind Sorcerer 67 Ulukai + 30 to command skill Evil Witch-King 68 Thrakurghash + 500 in combat Evil Witch-King 69 Erchmar + 750 in combat None Dwarves 70 Ring of Binding + 30 to agent skill Evil Long Rider 71 Talisman of Absorption + 20 to mage skill Evil Long Rider 72 Cloak of Duvorn + 20 to agent skill None Long Rider 73 Yellow Hammer + 500 in combat None Blind Sorcerer 74 War-dancer + 750 in combat None Dog Lord 75 Vasamacil + 750 in combat Evil Witch-King 76 Usriev + 750 in combat None Easterlings 77 Ungolrist + 750 in combat Good Bonus when fighting spiders 78 Sword of Soul Reducing + 500 in combat Evil Quiet Avenger 79 Stormless Bow + 500 in combat None Long Rider 80 Snow Hammer + 500 in combat None Ice King 81 Sil-Maegil + 750 in combat Good Bonus when fighting evil

creatures 82 Romoquenaro + 750 in combat None Witch-King 83 Orcrist + 2250 in combat Good 84 Ongrum + 500 in combat Evil Fire King 85 Navron + 500 in combat None North Gondor 86 Nallagurth + 750 in combat Evil Witch-King Allows a character with mage

skill to attempt to learn spells from the lost list ‘Spirit Mastery’

87 Morlhach + 500 in combat Evil Dark Lieutenants 88 Macirille + 750 in combat None 89 Macilromen + 1000 in combat None Noldo Elves 90 Helkaluin + 1250 in combat None Noldo Elves

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Middle-earth PBM – V – Player-collated Information

Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

91 Gordur + 500 in combat Good Noldo Elves 92 Horse-Tamer + 500 in combat None Long Rider 93 Gurthdur + 500 in combat Good Noldo Elves 94 Glamdring + 750 in combat Good 95 Gildagor + 500 in combat None North Gondor 96 Fohnrad + 500 in combat None 97 Fire's Edge + 750 in combat Evil Quiet Avenger 98 Elhach + 1000 in combat None 99 Elfhewer + 500 in combat Evil Dragon Lord 100 Elfbane + 500 in combat Evil Witch-King 101 E Voronwe + 500 in combat Good Allows any character to cast the

spell ‘314 – Teleport’ 102 Durin's Axe + 750 in combat None Dwarves Allows a character with mage

skill to attempt to learn spells from the lost list ‘Conjuring Ways’

103 Durcrist + 500 in combat Good 104 Dawnsword + 750 in combat Evil Cloud Lord 105 Culok + 500 in combat None 106 Cubragol + 500 in combat None Noldo Elves 107 Curaran + 500 in combat None Noldo Elves 108 Craig-olf-Ti + 500 in combat None 109 Cloud Bow + 750 in combat None Cloud Lord 110 Cirmegil + 500 in combat None 111 Believer's Bane + 500 in combat None Fire King 112 Burning Blade + 500 in combat Evil Fire King 113 Ar-Sil + 750 in combat Good 114 Angian + 500 in combat Good South Gondor 115 Fire Mace + 750 in combat None Witch-King 116 Blood Spike + 750 in combat None Witch-King 117 Hatred Curse + 750 in combat None Dark Lieutenants 118 Skull Flail + 1000 in combat None Dark Lieutenants 119 Moon-Axe + 750 in combat None Dark Lieutenants 120 Hammer of the Deeps + 1000 in combat None Dwarves 121 Troll Slayer + 750 in combat Good Sinda Elves 122 Orc Slayer + 750 in combat Good Sinda Elves 123 Amulet of Communing + 15 to mage skill None Blind Sorcerer 124 Herufea + 10 to command skill None Rhudaur 125 Aeglin + 750 in combat Good 126 Anarmacil + 750 in combat Good 127 Aranruth + 1750 in combat Good Bonus when fighting evil

creatures 128 Aratocam + 1000 in combat None 129 Bow of Thunder and Bone + 500 in combat None 130 Brodic Spear + 500 in combat None 131 Caranlhach + 1750 in combat None 132 Daeron's Rapier + 1000 in combat None

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Middle-earth PBM – V – Player-collated Information

Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

133 Dagger of Green Wisdom + 500 in combat None Allows a character with mage skill to attempt to learn spells from the lost list ‘Conjuring Ways’

134 Dagnirdraug + 750 in combat Good Bonus when fighting wolves 135 Elenruth + 750 in combat None Allows a character with mage

skill to attempt to learn spells from the lost list ‘Spirit Mastery’

136 Foamcleaver + 1500 in combat None 137 Bloodrunner + 750 in combat None Dunlendings 138 Air-cleaver + 500 in combat None Dog Lord 139 Gersebroc + 750 in combat Good Bonus against dragons and fell

beasts 140 Hammer of Returning + 750 in combat None Dwarves 141 Hue Changer + 500 in combat None Ice King 142 Kirrauko + 1250 in combat Good 143 Night Piercer + 500 in combat None Quiet Avenger 144 Orcring + 2250 in combat Good 145 Orcruin + 2250 in combat Good 146 Horse-slayer + 500 in combat None Easterlings 147 Ringil + 2000 in combat Good 148 Sickle of the Heavens + 1000 in combat None Dog Lord 149 Sting + 500 in combat Good 150 Stinging Tongue + 500 in combat Evil Dragon Lord 151 Troll-Cleaver + 2000 in combat Good 152 Turantir + 500 in combat Good Allows any character to cast the

spell ‘314 – Teleport’ 153 Water-skimmer + 750 in combat None Dragon Lord 154 Ring of Bleeding + 30 to mage skill Evil Dragon Lord 155 Taurin + 2000 in combat None Dragon Lord 156 Maranya + 30 to mage skill None Dragon Lord 157 Pectoral + 30 to emissary skill None Witch-King 158 Thunder's Edge + 1250 in combat Evil Dog Lord 159 Skull Helm + 15 to command skill Evil Dog Lord 160 Collar of Command + 30 to command skill None Dog Lord 161 Erivagil + 1500 in combat None Radagast 162 Glosovagil + 1500 in combat None Saruman 163 Mirror of Galadriel + 40 to mage skill Good Galadriel Allows any character to issue

order ‘910 – Scout Area’ 164 Tintelpe + 1750 in combat Good 165 Cuiviegurth + 750 in combat Evil 166 Calris + 750 in combat Evil 167 Aedring + 1000 in combat Good 168 Ancaruin + 2250 in combat Good Allows any character to cast the

spell ‘314 – Teleport’ 169 Gurthang + 2250 in combat Evil Allows a character with mage

skill to attempt to learn spells from the lost list ‘Spirit Mastery’

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Middle-earth PBM – V – Player-collated Information

Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

170 Anguirel + 2250 in combat None Allows a character with mage skill to attempt to learn spells from the lost list ‘Dark Summons’

171 Aracu + 1500 in combat Good 172 Axe of Braogha + 750 in combat None 173 Hammer of Balli + 750 in combat Good 174 Belthronding + 2250 in combat Good 175 Ring of Curufin + 30 to agent skill None 176 Spear of Bladorthin + 1250 in combat None 177 Calninque + 1500 in combat Good 178 Cubeleg + 750 in combat None 179 Durcarak + 1250 in combat Evil 180 Fuinrako + 2000 in combat Evil Allows any character to cast the

spell ‘314 – Teleport’ 181 Herugrim + 1000 in combat Good Éothraim 182 Morgurth + 1000 in combat None 183 Silmaruth + 2000 in combat None 184 Stone-mace of Setmaenen + 500 in combat Good Bonus against undead 185 Headband of Slaeg + 10 to mage skill None Allows a character with mage

skill to attempt to learn spells from the lost list ‘Conjuring Ways’

186 Sceptre of Hent + 750 in combat Good Bonus against wolves 187 The Black Book + 10 to mage skill None Allows any character to cast the

spell ‘314 – Teleport’ 188 E Mere Vardo + 10 to mage skill Good Allows a character with mage

skill to attempt to learn spells from the lost list ‘Spirit Mastery’

189 The Blue Ring + 10 to mage skill Evil Allows a character with mage skill to attempt to learn spells from the lost list ‘Spirit Mastery’

190 Staff of the Wanderer + 15 to mage skill None Allows any character to cast the spell ‘314 – Teleport’

FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 360 Orders; Transfer: Artifacts to Character L – 685 Orders; Steal Artifact L – 792 Orders; Drop Artifact L – 796 Orders; Pickup Artifact OOtthheerr I – 1 Miscellaneous; Artifacts

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Middle-earth PBM – V – Player-collated Information

22 –– 22995500 AArrttiiffaacctt LLiisstt Points to bear in mind:

The exact value of an artifact’s primary benefit can vary from +5 to -5 points. If the artifact’s primary bonus is to command, agent, emissary or mage skills, then the character must already have more than

0 in the skill to benefit. Bonuses to stealth take affect even if the character has 0 stealth. If the artifact’s primary bonus is to combat, it is divided by 100 in navy combat The likely owner at game start is either a nation, or the name of an NPC character It is possible that other artifacts without secondary powers have as-yet undiscovered powers.

Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

1 Ring of Wind + 40 to agent skill None 2 Ring of Stargazing + 25 to mage skill None Dog Lord 3 Ring of Iron Magic + 30 to mage skill Evil Dark Lieutenants 4 Ring of Impersonation + 25 to agent skill None 5 Ring of Barahir + 35 to command skill Good Dunadan Rangers Bonus against dragons 6 Ring of Axardil + 10 to command skill None Allows any character to cast the

spell ‘314 – Teleport’ 7 Nazguaga + 30 to mage skill Evil Blind Sorcerer Allows a character with mage

skill to attempt to learn spells from the lost list ‘Dark Summons’

8 Lorglin +15 to mage skill None Noldo Elves 9 Elenya + 15 to stealth None 10 Wolor Priest Ring + 20 to mage skill None Dog Lord 11 Vilya + 50 to mage skill None Noldo Elves 12 Nenya + 50 to mage skill None Sinda Elves 13 Narya + 50 to mage skill None Gandalf 14 The One Ring unknown None 15 Tinculin + 40 to mage skill None Allows a character with mage

skill to attempt to learn spells from the lost list ‘Spirit Mastery’

16 Mothras + 500 in combat None Allows a character with mage skill to attempt to learn spells from a random lost list (set at game start)

17 Ring of Angrenost + 500 in combat None White Wizard 18 Tablets of Dark Knowledge + 15 to mage skill Evil Allows a character with mage

skill to attempt to learn spells from a random lost list (set at game start)

19 Staff of Storms If character is with a navy, it will not be lost at sea or affected by storms

None Allows a character with mage skill to attempt to learn spells from the lost list ‘Dark Summons’

20 Staff of the Serpent + 10 to mage skill None Ice King 21 Staff of Earth Mastery + 20 to mage skill None Allows a character with mage

skill to attempt to learn spells from the lost list ‘Conjuring Ways’

22 Rauzgnagli +1750 in combat Evil Blind Sorcerer

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Middle-earth PBM – V – Player-collated Information

Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

23 Nedelhach + 750 in combat None 24 Ghostbane + 750 in combat None Dunlendings Bonus against Undead 25 Staff of Bronze + 20 to mage skill None Ice King 26 Mallorn Staff + 25 to mage skill None Noldo Elves 27 Palantir of Osgiliath Scrying artifact (allows

character to issue order 935 – Use Scrying Artifact)

None

28 Palantir of Minas Ithil Scrying artifact (allows character to issue order 935 – Use Scrying Artifact)

None Witch-king

29 Palantir of Minas Anor Scrying artifact (allows character to issue order 935 – Use Scrying Artifact)

None North Gondor

30 Palantir of Orthanc Scrying artifact (allowscharacter to issue order 935 – Use Scrying Artifact)

None White Wizard

31 Palantir of Annuminas Scrying artifact (allows character to issue order 935 – Use Scrying Artifact)

None

32 Palantir of Elostirion Scrying artifact (allows character to issue order 935 – Use Scrying Artifact)

None Noldo Elves

33 Palantir of Amon Sul Scrying artifact (allows character to issue order 935 – Use Scrying Artifact)

None

34 Orb of Dark Seeing + 20 to mage skill Evil 35 Orb of Seeing + 35 to mage skill None Silvan Elves 36 Bone Ring + 15 to mage skill None Dunadan Rangers 37 Voice of the Dark Tower + 20 to emissary skill Evil Dark Lieutenants 38 Silver Rod of Aduni + 25 to command skill Good Dunadan Rangers 39 Miramarth +15 to agent skill Evil 40 Gaergil If character is with a navy, it

will be safe in sea sectors None Noldo Elves

41 Mantle of Doriath Hides population centre (allows a character to issue order 945 – Use Hiding Artifact)

Good Noldo Elves

42 Collar of Might + 30 to mage skill None 43 Cloak of the Heavens + 15 to agent skill None Dog Lord 44 Collohwesta + 25 to stealth None 45 Cloak of the Abyss + 40 to stealth None Dark Lieutenants 46 Robe of the Orc Priests + 15 to command skill Evil Dark Lieutenants 47 Belt of Durin + 15 to command skill None 48 Thologaer Ciryatano + 30 to mage skill None Witch-King 49 Shield of Anarion + 20 to command skill None 50 Ovir Crown + 15 to mage skill None Ice King 51 Ossanna + 10 to mage skill None Noldo Elves 52 Morgul Plate + 10 to command skill Evil Witch-King 53 Listening Helm + 10 to agent skill None Long Rider 54 Helm of Sen Jey + 15 to command skill None Fire King 55 Helm of Shadow + 10 to stealth None Silvan Elves

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Middle-earth PBM – V – Player-collated Information

Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

56 Helm of the Mumak-King + 25 to command skill None Cloud Lord Aids in recruiting and fighting Mumak

57 Helm of Isildur + 20 to command skill None 58 Helm of the Dark + 15 to command skill Evil Dark Lieutenants 59 Gaerennon + 15 to command skill None Noldo Elves 60 Durin's Armour and Shield + 15 to command skill None 61 Dragon Helm of Dor-Lomin + 20 to command skill Good 62 Dragon Helm and Armour + 30 to mage skill Evil Dragon Lord 63 Deepwood Bracelet + 10 to mage skill None North Gondor 64 Bracers of the Mist + 30 to stealth None Silvan Elves 65 Angbor + 10 to command skill None 66 Bracers of Chennacatt + 10 to command skill None Blind Sorcerer 67 Ulukai + 35 to command Evil Witch-King 68 Thrakurghash + 500 in combat Evil Witch-King 69 Corantir + 10 to mage skill None 70 Ring of Binding + 25 to agent skill Evil Long Rider 71 Talisman of Absorption + 20 to mage skill Evil Long Rider 72 Cloak of Duvorn + 20 to agent skill None Long Rider 73 Yellow Hammer + 500 in combat None Blind Sorcerer 74 War-dancer + 750 in combat None Dog Lord 75 Vasamacil + 750 in combat Evil Witch-King 76 Usriev + 750 in combat None Khand Easterlings 77 Ungolrist + 750 in combat Good Bonus when fighting spiders 78 Sword of Soul Reducing + 500 in combat Evil Quiet Avenger 79 Stormless Bow + 500 in combat None Long Rider 80 Snow Hammer + 500 in combat None Ice King 81 Sil-Maegil + 750 in combat Good Bonus when fighting evil

creatures 82 Romoquenaro + 750 in combat None Witch-King 83 Orcrist + 750 in combat None Dwarves 84 Ongrum + 500 in combat Evil Fire King 85 Navron + 500 in combat None South Gondor 86 Nallagurth + 750 in combat Evil Witch-King Allows a character with mage

skill to attempt to learn spells from the lost list ‘Spirit Mastery’

87 Morlhach + 500 in combat Evil 88 Macirille + 750 in combat None 89 Macilromen + 1000 in combat None Noldo Elves 90 Helkaluin + 1250 in combat Good Noldo Elves 91 Gordur + 500 in combat Good Dunadan Rangers 92 Horse-Tamer + 500 in combat None Long Rider 93 Gurthdur + 500 in combat Good Dunadan Rangers 94 Glamdring + 1000 in combat Good Gandalf 95 Gildagor + 500 in combat None 96 Fohnrad + 500 in combat None 97 Fire's Edge + 750 in combat Evil Quiet Avenger 98 Elhach + 1000 in combat None

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Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

99 Elfhewer + 500 in combat Evil Dragon Lord 100 Elfbane + 500 in combat Evil 101 E Voronwe + 500 in combat Good Allows any character to cast the

spell ‘314 – Teleport’ 102 Durin's Axe + 750 in combat None Allows a character with mage

skill to attempt to learn spells from the lost list ‘Conjuring Ways’

103 Durcrist + 500 in combat Good Allows any character to cast the spell ‘408 – Perceive Nationality’

104 Dawnsword + 750 in combat Evil Cloud Lord 105 Culok + 500 in combat None 106 Cubragol + 500 in combat None Dunadan Rangers 107 Curaran + 500 in combat None Dunadan Rangers 108 Craig-olf-Ti + 500 in combat None 109 Cloud Bow + 750 in combat None Cloud Lord 110 Cirmegil + 750 in combat None 111 Believer's Bane + 500 in combat None Fire King 112 Burning Blade + 500 in combat Evil Fire King 113 Ar-Sil + 750 in combat Good 114 Angian + 500 in combat Good 115 Fire Mace + 750 in combat None Witch-King 116 Blood Spike + 750 in combat None Witch-King 117 Hatred Curse + 750 in combat None Dark Lieutenants 118 Skull Flail + 1000 in combat None Dark Lieutenants 119 Moon-Axe + 750 in combat None Dark Lieutenants 120 Amulet of Sea Mastery If character is with a navy, it

will be safe in sea sectors None Quiet Avenger

121 Troll Slayer + 750 in combat Good Silvan Elves 122 Orc Slayer + 750 in combat Good Silvan Elves 123 Wood-shadow + 15 to stealth None North Gondor 124 Robes of Aman + 25 to stealth Good Gandalf 125 Aeglin + 750 in combat Good 126 Anarmacil + 750 in combat Good Sinda Elves 127 Aranruth + 1750 in combat Good Bonus when fighting evil

creatures 128 Aratocam + 1000 in combat None 129 Bow of Thunder and Bone + 500 in combat None 130 Brodic Spear + 500 in combat None 131 Caranlhach + 750 in combat None 132 Daeron's Rapier + 1000 in combat None 133 Dagger of Green Wisdom + 500 in combat None Allows a character with mage

skill to attempt to learn spells from the lost list ‘Conjuring Ways’

134 Dagnirdraug + 750 in combat Good Bonus when fighting wolves

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Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

135 Elenruth + 750 in combat None Sinda Elves Allows a character with mage skill to attempt to learn spells from the lost list ‘Spirit Mastery’

136 Foamcleaver + 1500 in combat None 137 Bloodrunner + 750 in combat None Dunlendings Allows any character to cast the

spell ‘4 – Major Heal’ 138 Air-cleaver + 500 in combat None Dog Lord 139 Gersebroc + 750 in combat Good Bonus against dragons and fell

beasts 140 Red Robes + 10 to command skill None Blind Sorcerer 141 Hue Changer + 500 in combat None Ice King 142 Kirrauko + 1250 in combat Good 143 Night Piercer + 500 in combat None Quiet Avenger 144 Orcring + 2000 in combat Good 145 Orcruin + 2000 in combat Good 146 Horse-slayer + 500 in combat None Khand Easterlings 147 Ringil + 2000 in combat Good 148 Sickle of the Heavens + 1000 in combat None Dog Lord 149 Sting + 500 in combat Good 150 Stinging Tongue + 500 in combat Evil Dragon Lord 151 Troll-Cleaver + 2000 in combat None 152 Turantir + 500 in combat Good Allows any character to cast the

spell ‘314 – Teleport’ 153 Water-skimmer + 750 in combat None Dragon Lord 154 Ring of Bleeding + 25 to mage skill Evil Dragon Lord 155 Taurin + 2000 in combat None Dark Lieutenants 156 Maranya + 30 to mage skill None Dark Lieutenants 157 Pectoral + 30 to emissary skill None Witch-King 158 Thunder's Edge + 1250 in combat Evil Dog Lord 159 Skull Helm + 15 to command skill Evil Dog Lord 160 Collar of Command + 30 to command skill None Dog Lord 161 Erivagil + 1500 in combat None Radagast 162 Glosovagil + 1500 in combat None White Wizard 163 Mirror of Galadriel + 40 to mage skill Good Sinda Elves 164 Tintelpe + 1750 in combat Good Sinda Elves 165 Cuiviegurth + 750 in combat Evil 166 Calris + 750 in combat Evil 167 Aedring + 1000 in combat Good 168 Ancaruin + 2250 in combat Good Allows any character to cast the

spell ‘314 – Teleport’ 169 Gurthang + 2250 in combat Evil Allows a character with mage

skill to attempt to learn spells from the lost list ‘Spirit Mastery’

170 Anguirel + 2250 in combat None Allows a character with mage skill to attempt to learn spells from the lost list ‘Dark Summons’

171 Aracu + 1500 in combat Good

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Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

172 Axe of Braogha + 1000 in combat None 173 Daecollo + 20 stealth None Daeron 174 Belthronding + 2250 in combat Good 175 Ring of Curufin + 30 to agent skill None 176 Spear of Bladorthin + 1250 in combat None 177 Calninque + 1500 in combat Good 178 Cubeleg + 750 in combat None 179 Durcarak + 1250 in combat Evil 180 Fuinrako + 2000 in combat Evil Allows any character to cast the

spell ‘314 – Teleport’ 181 Herugrim + 1000 in combat Good Riders of Rohan 182 Morgurth + 1000 in combat None 183 Silmaruth + 2000 in combat None 184 Stone-mace of Setmaenen + 500 in combat Good Bonus against undead 185 Headband of Slaeg + 10 to mage skill None Allows a character with mage

skill to attempt to learn spells from the lost list ‘Conjuring Ways’

186 Sceptre of Hent + 500 in combat Good Allows any character to cast the spell ‘314 – Teleport’

187 The Black Book + 10 to mage skill None Allows any character to cast the spell ‘314 – Teleport’

188 E Mere Vardo + 10 to mage skill Good Allows a character with mage skill to attempt to learn spells from the lost list ‘Spirit Mastery’

189 The Blue Ring + 10 to mage skill Evil Allows a character with mage skill to attempt to learn spells from the lost list ‘Spirit Mastery’

190 Staff of the Wanderer + 15 to mage skill Good Allows any character to cast the spell ‘314 – Teleport’

191 Aercrist + 750 in combat None South Gondor 192 Maikarama + 750 in combat Good Allows any character to cast the

spell ‘302 – Long Stride’ 193 Raukambar + 750 in combat Good 194 Durlachiel + 750 in combat Good Allows any character to cast the

spell ‘2 – Minor Heal’ 195 Shards of Narsil + 750 in combat Good Dunadan Rangers 196 Mighty Blade + 750 in combat None North Gondor 197 Forest-blade + 750 in combat Good North Gondor 198 Flails of Horseslaying + 500 in combat Evil Long Rider 199 Guthwine + 750 in combat Good Riders of Rohan 200 Mace of the Huntsman + 500 in combat None Rhun Easterlings 201 Runya + 500 in combat Good Noldo Elves 202 Sword of Cleaving + 750 in combat None Corsairs 203 Spear of Following + 500 in combat None Long Rider 204 Steward’s Blade + 750 in combat None North Gondor Allows any character to cast the

spell ‘308 – Capital Return’ 205 Sulhelka + 1000 in combat None

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Artifact Number

Artifact Name Primary Benefit Alignment Likely Owner at Game Start

Secondary Power

206 Foam-light + 15 to command skill None South Gondor 207 Gulthalion + 30 to command skill None 208 Horse-lord’s Shield + 20 to command skill None Riders of Rohan 209 Rat Gauntlets + 15 to agent skill None Corsairs 210 Boots of Iron + 10 to command skill None Dwarves 211 Cloak of Protections + 10 to agent skill None Dwarves 212 Cloak of Hiding + 10 to stealth None Dwarves 213 Cloak of Valacirca + 10 to stealth None Dunadan Rangers FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 360 Orders; Transfer: Artifacts to Character L – 685 Orders; Steal Artifact L – 792 Orders; Drop Artifact L – 796 Orders; Pickup Artifact OOtthheerr I – 1 Miscellaneous; Artifacts O – 2950 Module

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33 –– FFoouurrtthh AAggee AArrttiiffaacctt LLiisstt Points to bear in mind:

Less is known about artifacts in the fourth Age module: unlike other modules, the artifact’s ID numbers change from game to game, and, since, with the exception of the North and South Kingdoms, artifacts are allocated randomly to nations, the artifact list does not show owners. Further, secondary powers are not known at game start.

The One Ring does not exist! The exact value of an artifact’s primary benefit can vary from +5 to -5 points. If the artifact’s primary bonus is to command, agent, emissary or mage skills, then the character must already have more than

0 in the skill to benefit. Bonuses to stealth take affect even if the character has 0 stealth. If the artifact’s primary bonus is to combat, it is divided by 100 in navy combat. It is possible that artifacts have as-yet undiscovered secondary powers.

Artifact Name Primary Benefit Alignment Aedring + 1000 in combat Good Aeglin + 750 in combat Good Aercrist + 750 in combat None Air-cleaver + 500 in combat None Amulet of Sea Mastery If character is with a navy, it will not be lost at sea or affected by storms None Anarmacil + 750 in combat Good Ancaruin + 2250 in combat Good Andúril + 1250 in combat Good Angbor + 10 to command skill None Angian + 500 in combat Good Anguirel + 2250 in combat None Aracu + 1500 in combat Good Aranrûth + 1750 in combat Good Aratocam + 1000 in combat None Ar-Sil + 750 in combat Good Axe of Braogha + 750 in combat None Believer's Bane + 500 in combat None Belt of Durin + 20 to command skill None Belthronding + 2250 in combat Good Black Scale + 30 to command skill Evil Black Staff + 10 to mage skill None Blood Spike + 750 in combat None Bloodrunner + 750 in combat None Blue Bow + 1250 in combat None Blue Ring + 10 to mage skill Evil Boots of Iron + 10 to command skill None Bow of Thunder & Bone + 500 in combat None Bracers of Chennacatt + 10 to command skill None Bracers of the Mists + 30 to stealth None Brodic Spear + 500 in combat None Burning Blade + 500 in combat Evil Calninquë + 1500 in combat Good Calris + 750 in combat Evil Caranlhach + 1750 in combat None Círmegil + 500 in combat None Cloak of Duvorn + 20 to agent skill None

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Artifact Name Primary Benefit Alignment Cloak of Hiding + 10 to stealth None Cloak of Protection + 15 to agent skill None Cloak of the Abyss + 40 to stealth None Cloak of the Heavens + 20 to agent skill None Cloak of Valacirca + 20 to stealth None Cloud Bow + 750 in combat None Collar of Command + 25 to command skill None Collar of Might + 30 to mage skill None Collohwesta + 25 to stealth None Corantir + 10 to mage skill None Craig-olf-Ti + 500 in combat None Cubeleg + 750 in combat None Cubragol + 500 in combat None Cuiviegurth + 750 in combat Evil Culok + 500 in combat None Curaran + 500 in combat None Daecollo + 30 to stealth None Daeron's Rapier + 1000 in combat None Dagger of Green Wisdom + 500 in combat None Dagnirdraug + 750 in combat Good Dáin's Axe + 750 in combat Good Dawnsword + 750 in combat Evil Deepwood Bracelet + 15 to mage skill None Dragon Helm & Armour + 30 to mage skill Evil Dragon Helm of Dor-Lómin + 15 to command skill None Durcarak + 1250 in combat Evil Durcrist + 500 in combat Good Durin's Armour & Shield + 15 to command skill None Durin's Axe + 750 in combat None Durlachiel + 750 in combat Good E Mere Vardo + 10 to mage skill Good E Thrond + 15 to mage skill None E Voronwë + 500 in combat Good Elenrûth + 750 in combat None Elenya + 20 to stealth None Elfbane + 500 in combat Evil Elfhewer + 500 in combat Evil Elhach + 1000 in combat None Erivagil + 1500 in combat None Fire Mace + 750 in combat None Fire's Edge + 750 in combat Evil Flails of Horseslaying + 500 in combat Evil Foam-cleaver + 1500 in combat None Foam-light + 10 to command skill None Fohnrad + 500 in combat None Forest-blade + 750 in combat Good Fuinrauko + 2000 in combat Evil

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Artifact Name Primary Benefit Alignment Gaerennon + 20 to command skill None Gaergil If character is with a navy, it will not be lost at sea or affected by storms None Gersebroc + 750 in combat Good Ghostbane + 750 in combat None Gildagor + 500 in combat None Glosovagil + 1500 in combat None Gordur + 500 in combat Good Gûlthalion + 25 to command skill None Gurthang + 2250 in combat Evil Gurthdur + 500 in combat Good Gúthwinë + 750 in combat Good Hatred Curse + 750 in combat None Headband of Slaeg + 10 to mage skill None Helm of Isildur + 25 to command skill None Helm of Sen Jey + 10 to command skill None Helm of Shadow + 10 to stealth None Helm of the Dark + 15 to command skill Evil Helm of the Mûmak-king + 25 to command skill None Herugrim + 1000 in combat Good Horse-lord's Shield + 15 to command skill None Horse-slayer + 500 in combat None Horse-Tamer + 500 in combat None Hue Changer + 500 in combat None Ironfoot's Hammer + 500 in combat None Kirrauko + 1250 in combat Good K'Prurian Battle Mace + 750 in combat None Listening Helm + 10 to agent skill None Mace of the Huntsman + 500 in combat None Macirillë + 750 in combat None Maikarama + 750 in combat Good Maranya + 30 to mage skill None Mighty Blade + 750 in combat None Miramarth + 10 to agent skill Evil Mirlammenrim + 15 to emissary skill None Moon-Axe + 750 in combat None Morgul Plate + 10 to command skill Evil Morgurth + 1000 in combat None Morlhach + 500 in combat Evil Mormacil + 2250 in combat Evil Mothras + 500 in combat None Nallagurth + 750 in combat Evil Navorn + 500 in combat None Nazguaga + 30 to mage skill Evil Neldelhach + 750 in combat None Nightfang + 750 in combat None Night-piercer + 500 in combat None Ongrum + 500 in combat Evil

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Artifact Name Primary Benefit Alignment Orb of Dark Seeing + 20 to mage skill Evil Orb of Seeing + 30 to mage skill None Orc Slayer + 750 in combat Good Orcring + 2250 in combat Good Orcrist + 750 in combat Good Orcruin + 2250 in combat Good Ossanna + 10 to mage skill None Ovir Crown + 20 to mage skill None Palantír of Amon Sûl Scrying artifact (allows character to issue order 935 – Use Scrying Artifact) None Palantír of Annúminas Scrying artifact (allows character to issue order 935 – Use Scrying Artifact) None Palantír of Minas Anor Scrying artifact (allows character to issue order 935 – Use Scrying Artifact) None Palantír of Minas Ithil Scrying artifact (allows character to issue order 935 – Use Scrying Artifact) None Palantír of Orthanc Scrying artifact (allows character to issue order 935 – Use Scrying Artifact) None Palantír of Osgiliath Scrying artifact (allows character to issue order 935 – Use Scrying Artifact) None Pectoral + 25 to emissary skill None Rat Gauntlets + 10 to agent skill None Raukambar + 750 in combat Good Rauzgnagli + 1750 in combat Evil Red Robes + 15 to command skill None Ring of Angrenost + 500 in combat None Ring of Axardil + 10 to command skill None Ring of Barahir + 35 to command skill Good Ring of Binding + 30 to agent skill Evil Ring of Bleeding + 30 to mage skill Evil Ring of Curufin + 30 to agent skill None Ring of Impersonation + 30 to agent skill None Ring of Iron Magic + 30 to mage skill Evil Ring of Soul-taking + 20 to mage skill None Ring of Stargazing + 30 to mage skill None Ring of the Witch-king + 25 to stealth Evil Ring of Wind + 40 to agent skill None Ringil + 2000 in combat Good Robes of Aman + 30 to stealth Good Robes of Loil + 30 to stealth None Robes of the Orc Priests + 15 to command skill Evil Romoquenáro + 750 in combat None Rúnya + 500 in combat Good Sauron's Javelin + 1500 in combat Evil Sceptre of Hent + 750 in combat Good Shield of Anárion + 20 to command skill None Sickle of the Heavens + 1000 in combat None Sil-Maegil + 750 in combat Good Silmaruth + 2000 in combat None Silver Rod of Andúni + 25 to command skill Good Skull Flail + 1000 in combat None Skull Helm + 15 to command skill Evil Snow Hammer + 500 in combat None

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Artifact Name Primary Benefit Alignment Spear of Bladorthin + 1250 in combat None Spear of Following + 500 in combat None Staff of Bronze + 20 to mage skill None Staff of Earth Mastery + 20 to mage skill None Staff of Storms If character is with a navy, it will not be lost at sea or affected by storms None Staff of the Serpent + 10 to mage skill None Staff of the Wanderer + 15 to mage skill None Steward's Blade + 750 in combat None Sting + 500 in combat Good Stinging Tongue + 500 in combat Evil Stone-mace of Setmaenen + 500 in combat Good Stormless Bow + 500 in combat None Sulhelka + 1000 in combat None Sword of Cleaving + 750 in combat None Sword of Soul Reducing + 500 in combat Evil Tablets of Dark Knowledge + 15 to mage skill Evil Talisman of Absorption + 15 to mage skill Evil Taurin + 2000 in combat None The Black Book + 10 to mage skill None Thôlogaer Ciryatano + 30 to mage skill None Thrakurghash + 500 in combat Evil Thunder's Edge + 1250 in combat Evil Tinculin + 40 to mage skill None Troll Slayer + 750 in combat Good Troll-Cleaver + 2000 in combat Good Turantir + 500 in combat Good Ulûkai + 35 to command skill Evil Ungolrist + 750 in combat Good Usriev + 750 in combat None Vasamacil + 750 in combat Evil Voice of the Dark Tower + 20 to emissary skill Evil War-dancer + 750 in combat None Water-skimmer + 750 in combat None Wôlor Priest Ring + 25 to mage skill None Wood-shadow + 25 to stealth None Yellow Hammer + 500 in combat None

FFuurrtthheerr RReeaaddiinngg OOrrddeerrss L – 360 Orders; Transfer: Artifacts to Character L – 685 Orders; Steal Artifact L – 792 Orders; Drop Artifact L – 796 Orders; Pickup Artifact OOtthheerr I – 1 Miscellaneous; Artifacts P – Fourth Age Module

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WW –– HHoouussee RRuulleess

11 –– OOuurr CCoonnttaacctt DDeettaaiillss BByy PPoosstt ME Games Limited Office A 340 North Road Cardiff CF14 3BP UK BByy PPhhoonnee UK players: 029 2091 3359 029 2062 5665 can also be used if the other line is engaged Overseas players: 011 44 (0)29 2091 3359 (Please contact your local operator for dialling instructions and to confirm the country code to be used.) Phone times: 10am-6:30pm (BST – British Standard Time); 5am-1:30pm (EST) VViiaa oouurr WWeebbssiittee http://www.middleearthgames.com BByy EEmmaaiill [email protected] Within our normal office hours (10am-6.30pm BST, 5am-1.30pm EST) we regularly check our email. Don't forget to put your name, your game and nation, and your account number with each enquiry sent to us, where such details are known. AAuuttoo--rreessppoonnssee ooff eemmaaiillss Our [email protected] email address has an out of office auto-responder, so that within a couple of minutes of sending in turns you should get a reply. If you do not receive this confirmation then we have not received your turn (often because the turn has been sent to a wrong email address: this is the most common mistake, so please check the address carefully). Note that only the [email protected] address offers this. BByy FFaaxx UK players: 029 2062 5532 US players: 1-503-286-2325 (Please contact your local operator for dialling instructions and to confirm the country code to be used if not faxing from the US or UK.) Important: please note that confirmation of a successful transmission from your fax machine IS NOT confirmation that we have received your fax. If you wish to check whether we have received anything sent to us by fax, please contact us by email or telephone.

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FFoorr PPoossttaall ppllaayyeerrss iinn NNoorrtthh AAmmeerriiccaa:: ME Games Ltd c/o John Seals 73 Edgewood Terrace South Bound Brook NJ 08880 USA Phone: (732) 642-8777 EST Weekdays Turns will be sent on to us as soon as John receives them, and he will forward postal results (sent from us to John by email) to players in North America. Please note that you will need to send your turns in one day early so that John has enough time to get them to us. I would advise non-email players who are in a rush to fax us for speed. Better still email us...

22 –– PPrroocceessssiinngg ttiimmeess Games are generally processed at 10am BST (British Standard Time) on the day after the due date. Please ensure that your turns reach us by that time at the very latest. This means that you will need to send your turn in before then to be sure that you allow time for it to reach us – even emails take time to arrive, and can take several hours, or even, if the net is very busy, days. If you send in turns by email, you will receive a receipt from us, so if you have not received this receipt we have NOT received the turn, in which case please try again, else fax or ring your turn in to us. We also suggest that you keep your turn receipts, as this is your proof that we have received your turn. Faxes can be sent up until 10am, but emails are taken from the computer at 9am, so any turns sent to us via email after this time will not make the deadline. We are very strict on this. Also, please bear in mind that we are five hours ahead of North America, so allow extra time for this. Every effort will be made to ensure that the turns are posted or emailed on the day that they are processed – if you don’t get your turn back by around 7pm BST then please contact us for a reprint.

33 –– OOnnlliinnee TTuurrnn SSuubbmmiissssiioonn We have a new turn submission service; you can find it at: http://www.meturn.com. This website allows you to send us your turn without needing you to open and use your mailing program. Please only use it if you have sent your turn to our email address and haven’t received a receipt from us within an hour. Please don't send to both unless you have a problem, as we don't want to get swamped with duplicated turns. Yahoo, Netscape, AOL users, however, are welcome to use this instead of mailing to [email protected] as it will send the attachment as an actual attachment rather than as text in the main body of the email. If you do use this service then please make sure that if you send in attached files from Automagic, you are using 2003e.2 or later – the one with the version numbers. If you create your own turn sheets, then make sure that if you send updated versions then it is clear which is which, and what orders have changed.

44 –– FFuunnddiinngg yyoouurr AAccccoouunntt Please ensure that your account is always in credit! If your account is not in credit, it is known as being in a Low Funds state, and turns may be held back until payment is made (turns are still processed, but not sent out). Normally we only hold back the second turn that goes low funds, but we reserve the right to hold back the first low funds turn if we consider it necessary for consistent offenders. Please note that the correct balance is the one on the Front Sheet, not the one on the Result sheet. You should ONLY use the balance shown on your Front Sheet. If you require a VAT receipt for a payment made to us, please ask.

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Payments can be made through the following means: BByy CCrreeddiitt//DDeebbiitt CCaarrdd To pay via the secure server on our website, go to http://www.middleearthgames.com, and head for the Add Credit link. You will get a World Pay transaction ID when you make a successful payment, so if you don’t get this ID then your transaction has not been successful. Note that if you make a payment via this method, the money will not be added to your account until 9am the next working day (BST). So if, for example, you pay money at one minute past midnight BST on the 1st of the month, it will not reach your account until the start of the working day on the 2nd of the month. Making a payment then sending us your receipt will not help speed up this process, as we must wait until Worldpay releases the money to us the following day. So similarly, we can only release held back turns when we receive the payment details from Worldpay, not when you send us a receipt. If you wish us to process the payment for you, phone, email or fax us giving the following information:

your game account number your name the game that you play in your credit/debit card account number your credit/debit card expiry date your credit/debit card security number (the last 3 digits on the reverse of the card) the amount to be charged, and the name of cardholder if different to your own, or your name exactly as it appears on your card.

Please put any credit card details in a separate email to your turn. We also run a monthly payment scheme, whereby we charge your card a FIXED amount at the start of each month (as specified by you). Note that a position runs two and one eighth turns per month on average for a two week game, so please allow for this when calculating how large a monthly payment you wish to make this. For UK players, there will be a 5% surcharge on payments made to us by credit/debit card, in addition to any charges your company may make. For non-UK players, this service is free. BByy NNOOCCHHEEXX In order to pay us by this method you will need an account with NOCHEX, which can be set up free at http://www.nochex.com. When you have set up a NOCHEX account, you can then pay into our NOCHEX account by following the instructions on their website. To do this, you will need to enter our email address, which is [email protected]. For UK players, there will be a 5% surcharge on payments made to us via NOCHEX, in addition to any charges NOCHEX may make. For non-UK players, this service is free. We will check our NOCHEX account at 8am (UK time) each working day, and add funds received at that time. BByy PPaayyppaall In order to pay us by this method, you will need an account with Paypal, which can be set up free at http://www.paypal.com. When you have set up a Paypal account, you can then pay into our Paypal account by following the instructions on their website. To do this, you will need to enter our email address, which is [email protected]. You will be given the option of providing a reference to accompany the payment. YOU MUST GIVE YOUR ACCOUNT NUMBER. For UK players, there will be a 5% surcharge on payments made to us by Paypal, in addition to any charges Paypal may make. For non-UK players, this service is free. We will check our Paypal account at 8am (UK time) each working day, and add funds received at that time.

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BByy DDiirreecctt PPaayymmeennttss In order to pay money directly into our account, you will need to make arrangements with your own bank. These arrangements differ between banks, so please contact your bank to find out how to do this. You will need some or all of the following information about our bank account: Bank: The Co-Operative Bank Sort Code: 089299 Account number: 69174922 Account name: M. E. Games Ltd In addition, when you make a direct payment you also need to email us with the following information:

your bank sort code the name and number of your bank account your name your Middle Earth account number the amount you have paid

We will then be able to match direct payments received with your account. If you do not send an email, the money will not be added to your Middle Earth account until we can confirm that the payment is from you. This will take both you and us time and effort, and so we will charge an admin fee for this. Paying by Direct Payment is free for both UK and non-UK players. We will check our account at 8am (UK time) each working day, and add funds received at that time. However, please be aware that making payments this way is not instantaneous. It can take up to 5 working days for money to be transferred between UK bank accounts, and up to 20 working days between a non-UK bank and our account. So please take this into account when arranging payments. As normal we will only release held-back turns when we actually receive the funds, not when you make payment. BByy CChheeqquuee If you are in Europe, then mail cheques to our UK address. If you are in North America, please send them to our US office. Wherever they are sent to, cheques are always to be made payable to “M. E. Games Ltd”. Please write your account number on the back of the cheque. BByy CCaasshh oorr PPoossttaall OOrrddeerr Mailed to us at your own risk.

55 –– NNeeww PPllaayyeerrss If you are a new player to the game, then please get in touch with us to tell us which nations you wish to play, if there is any specific game in which you wish to play, and if you wish to play with friends as a team. You don’t need an account number in order to do this: you will only be allocated an account number when you actually start up in a game.

66 –– AAccccoouunntt NNuummbbeerrss Please quote your account number, together with your name, game number and nation where appropriate, in all correspondence. When you first start in a game, you will be allocated a unique 6 digit account number, which you will keep throughout your time with us, and which account is used to fund all the games you play in. To avoid confusion, please ensure that whenever you contact us you include this number (or, if you telephone us, that you have the number to hand).

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77 –– BBuulllleettiinn BBooaarrddss These are available via http://www.middleearthgames.com. Click on the Forums link for details. When using forums, please be polite: use of these often soothe a heated discussion :) MMEE FFoorruumm This is a web-based message board. Visit the PBM Forum at http://www.halo5.net/meforums. To post messages, you will need to create an account at the forum. MMEEPPBBMMlliisstt Subscribe to the MEPBMlist directly by putting your email address in the box called "enter email address here" on the Forums page of our website and click on the Join Yahoo List button. You will be sent emails each time someone posts on the List. This is the most efficient way to get regularly updated information from us. Please note we do not answer rulings on these lists. So if you want a ruling confirmation, or to query a game mechanic, please contact us directly.

88 –– AAddddrreessss cchhaannggeess Please inform us of any changes in your address (both email and postal). Since having your turn mailed or emailed to the correct address is crucial, we suggest that you notify ME Games Ltd as soon as possible whenever you change, or are about to change, your address. If possible, this should be done separately from any turn that you may be sending, so that the notification of change does not get misplaced amidst other turns.

99 –– NNeewwss ffrroomm BBrreeee The free, in-house Middle-earth newsletter is sent out to all active players. If you do not wish to receive it, please let us know. We are always on the look out for contributions, so if you have anything you wish to say or write about the game, Tolkien or Middle-earth, do get in touch. We offer a free turn for every published article of a page or more in length..

1100 –– JJooiinniinngg NNeeww GGaammeess Please do not try to join a new game by purchasing a start-up by credit card on our website – this is intended for new players only! Instead, simply contact us directly via email with the following information:

The number of the game you wish to join (if known). Scenario type (1650, 2950, 1000 or variant, together with turnaround required – either one week, two week or three week). Your name and Account number. Whether you need a copy of the rules or map. Your preferred nation (and at least 3 back-up nations), or state no preference...For available nations in forthcoming games,

look at the Front Sheet, Message Board, Message List or News page of the website. Any players that you are joining with as a team. If you are playing as part of a “Grudge Game” – i.e. as a full team of 10 or

12 – we also need to know the Team Contact, the person we contact when we wish to contact the team as a whole, or who will deal with generic enquiries, which helps us cut down on answering and asking the same question ten times.

Whether you wish to play by post or by email. Whether you wish small or large formatted turns. Contact details if changed (otherwise we’ll use your current ones ). Any funds that you want to add (together with appropriate payment details). Any other salient details – such as “I will be away on Holidays from June 3rd until June 19th”, or “I don’t want to play with

certain players”.

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New game information is regularly updated on the Front sheet and News page of the website, and sent to the MEPBMlist and MEPBM Message board twice a week. We accept set-ups for all three scenarios – 1650, 2950, 1000. However, we only fill one game from each scenario at a time. Teams (up to five aligned players) are allowed in these. We run alternate games of Postal & Email, and Email only games of 2950, so game 235 might be P&E, game 236 Email only, etc., and we also run all-email 1650 and 1000 games from time to time – these will be marked as such on the Front Sheet. It takes roughly 2-4 weeks to fill a normal 2-week turnaround game of 1650, 6-8 weeks for 2950 2-week turnaround games, and 2-3 months for 2-week turnaround 1000 games. 1 week and 3 week turnaround games are always 1650, and these typically take around 2-3 months to fill. “Grudge games” are the exception to this, in that if you have a grudge game team (a full side of 10-12 player) we will try to find opposition for you whilst also filling normal games. We will also occasionally advertise variant games, and details of the rules for such games which will appear on your Front Sheet and the various Lists. Please check those details for such games as they will vary from time to time, and will save you from realising that something that was the case in one game is not the case in a different or later variant of the same game. We will not be able to fix errors that occur due to a player not understanding a variant rule. Variant rules that have caused some “annoyance” include Gunboat and 12v12 pre-aligned Neutral games, so please check these in detail as we are very strict in these situations. If you have £5. in your account on the day that the game is set up (i.e. the day the positions are sent out), then you will be charged £5., which covers your first 2 turns. If you do not have £5. in your account, you will pay for your first turns at the full cost. Note that there are additional charges for setting up Variant and Grudge games (detailed at the end of these rules), and these are charged before the £5. setup charge.

1111 –– GGaammee WWiinnnneerrss CCeerrttiiffiiccaatteess We no longer honour GSI/DGE's Game Winners Certificates. The new Middle-earth GWCs are now in use but have no monetary value.

1122 –– YYoouurr CCoonnttaacctt ddeettaaiillss If you wish your full contact details to be made known to other players on your team, please mention this with your request to join a game. If you do not then we will assume that you would like to keep them private, with the exception of your email address if you are playing by email, and your postal address and phone details if you are playing by post, which will automatically be made known to your team mates unless you specifically request otherwise. Please be aware that we take no responsibility should we send out these contact details and you only later inform us that you would like them kept back. We do not give out Neutral contact details.

1133 –– CCeeaassiinngg PPllaayy aanndd ttaakkiinngg oovveerr DDrrooppppeedd PPoossiittiioonnss If for some reason you wish to drop a position in any of our games, please inform us and your team-mates as quickly as possible, so that other players in the game do not suffer. It only takes a minute to let us know, and it helps those who want to play on – players dropping without warning or letting us know can cause great damage to the games. Refunds of any remaining credit are available. If you cease to play a nation, we will first contact your team-mates to see if any wish to take on the position, before advertising it on the Front Sheet, giving the scenario, the nation and approximate turn number: e.g. 1650: Witch King (mid). If the nation has missed a turn (which is to say it is Special Serviced), then we’ll give whoever picks up the position a free turn, if they are not in that game already. Sending your turn onto your team-mates can be a great help here as well.

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Dropped positions are converted to Inactive status so that their economies and characters are not affected by the program (although players might well have an impact!). Positions that are inactive for over 4 turns will be converted to Expired and are considered no longer playable. If a player misses a turn, we will attempt to contact that player and see if they wish to continue. If we hear nothing back in a 2-6 week period (2 turn deadlines) we sometimes allow other players on the team to put in a Shadow Turn. If a player misses 2 turns in a row then we reserve the right to transfer that position to another player, and drop the former player from the game so that the rest of the team is not penalised. It only takes a minute for players to contact us, even in very busy periods of their life, and we find that if players miss one turn they are much more likely to miss the second turn, and if they miss the second turn then they are very likely to miss subsequent turns.

1144 –– CCoorrrreeccttiioonnss ttoo TTuurrnnss Please ensure that these are clear and easy to read. If you need to make a correction to a turn that you have sent in by paper or email, please ensure that you make clear what change needs to be made (a character ID followed by the new instructions). Unless the turn is completely different, do not send in all of the turn again. Instead, only tell us what changes need to be made, remembering of course to give us your account number, turn due date, game number, nation number and security code. For example: Subject line ME29/12 Correction to turn Main body of email ME29/12 Fred Bloggs 101234 Due 29th October Can you change the following orders please? Murazor (muraz) @3242 (Com) 810 (MovChar) 2342 – old order remaining unchanged 435 (ArmyMan) – changed order If you are sending in a replacement Automagic or MEOW turn, the entire turn should be resent, but please make it clear that it is a replacement turn, preferably by using a recent version of the software that includes order version numbers.

1155 –– SShhaaddooww TTuurrnnss In order to minimise harm caused to a side by a player who does not send in orders, we allow team-mates to send in orders on their behalf. If you do have not heard from a member of your team within a reasonable length of time, then on request we will forward a copy of the uncommunicative nation’s turn (a reasonable length of time being one week for a two week game and a couple of days for a one week game). The team is then allowed to send in a Shadow Turn (orders). This is a turn that we will run if the owner of that nation does not get at turn in themselves. If, however, the owner of the nation does get a turn in, then we will use that in preference to the Shadow Turn. If sending in a Shadow Turn, clearly mark it as such in the subject line. If you do not want your team-mates to receive a copy of your turn in this manner, we urge you to make sure you stay in communication with them. We will, on request, put a note on your account not to send on Shadow Turns to team-mates, but be aware that due to the team-orientated nature of the game, missing a turn can be disastrous for the game, so please make every effort to send in turns, or contact us and/or your team-mates if you are unable to do so.

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1166 –– MMiissssiinngg TTuurrnnss We aim to send out all turns by 5pm UK time (mid-day EST). Some turns will be sent out earlier, but we cannot guarantee this, so please be patient. If you have not received your (email) turn by the next day, on request we will reprint and send that turn by email to you free of charge. However, if you request this on the evening of the process date, we will charge a reprint turn-cost of £2.00/US$3.00/AU$6.00. Once again, please be patient – emails can take a little while to get through the servers, and we have no control over that. We start processing turns at around 10am, beginning with those games with all orders received, and then working through the other games until all are processed. If a game is going to be delayed we’ll contact you.

1177 –– WWhhaatt iiss yyoouurr FFrroonntt SShheeeett?? This is one of the pages found with your turn results. It can be found in the main body of the email with the result sheet that you receive if you play by email, or with your turn if you play by post. It lists your contact details that we have on record for you, your details that you are sending out to team-mates, your account balance, games that you are playing in, current GM messages detailing new games, special scenarios and general information, a section for contacting everyone in that particular game that you are in, and the contact details for your team-mates. Although there is no need to check it every turn, at the start of the game I would strongly advise players to read through it, and keep an eye on it for developments. For example, it will show when a player has been forced out of the game (put Out of Play), if a position has changed hands (with new player taking over the nation), if a position no longer being played but still available (no information), if a Neutral nation has joined your team, or a player has missed a turn (Special Service). Early turns also list the special rules that apply to the game here (often also attached to the email with your first turn).

1188 –– WWhhaatt iiss tthhee XXMMLL ffiillee?? WWhhaatt iiss PPaallaannttiirr?? WWhhaatt iiss AAuuttoommaaggiicc?? WWhhaatt iiss MMEEOOWW?? XML contains information which can be imported into a number of programs, including Automagic, MEOW and Palantir, to save you entering this information by hand. Automagic is an Excel program that reads in the XML that we send out. It checks for valid orders and informs you if there is an error in them. It also creates a file containing your orders that we can use at our end so that we don’t have to input the orders by hand. This virtually eliminates input errors. It also has a combat program (not supported by us) and an economic program (also not supported by us), which have been created by players for their own use. Excel is programmed by Mike Mulka with our assistance. MEOW (Middle Earth Order Writer) is a java application. It, similarly to Automagic, enables you to create a turn to send to us, but is designed to be cross-platform. Programmed by Jason Bennett with our assistance. Palantir is the mapping program. It imports the information from the XML that we send out to players and automatically updates the map with this, including information about armies, population centres, characters, spells etc. You can also import team-mates’ data using their XMLs. At present it does not read all the information from your PDF, but we have still found it very useful.

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1199 –– DDiipplloommaattiicc MMeessssaaggeess We are able to forward messages from you to other players. Please send these in a separate email to your turn, or on a separate sheet of paper if you are playing by post. We then simply forward the email or letter to that player, so if you want any information removed – such as your email address – please CLEARLY state this. As per usual, your name, account number, nation and game are needed, but if you don’t want us to forward any of those details to the player concerned, please inform us. For example: Subject line: ME 29/3 for nation 14, 16, 17 Main body of the email Hya Clint can you pass this onto the following players. 14,16,17 John Roberts, Act 109999, but please do not give out this information! START Dear Cloud Lord – you will die a most horrible death Da Free Peeps Contact us via : [email protected] END We can also send ‘diplos’ to ALL players in the game via the Front Sheet. That way some sort of dialogue can be established. Please note, however, that these methods of communication are slow, in that we only send out diplos on the day the turn is run, though we can send diplos out to the opposition sent in before the game starts with the starting turn. Contacting the player concerned directly (if you know their contact details) or sending something to the MEPBMlist/Forum is a quicker method of establishing contact.

2200 –– PPllaayyiinngg mmoorree tthhaann oonnee ppoossiittiioonn At the start of a new basic game, no player can play more than one position (unless otherwise agreed with both us and the players). Please do not use a pseudonym to run multiple positions – we run plenty of variant games where you are able to run two nations if you wish to. However, if a player drops out, then we will often consider allowing an existing player on that team to take over the position, so that the game will not become unbalanced. Since this system is clearly open to abuse, we reserve the right to judge each case on an individual basis.

2211 –– AAlliiaasseess Aliases, unless you have specifically been given permission to use one, are not allowed. Some players have used them to enable themselves to play more than one nation under assumed names. We leave it to your own honour and sense of fair play to police this. But if we catch you we will penalise you.

2222 –– PPrriissoonneerrss We have prisoners playing in our games. Any game with prisoners playing will be described as such. If you do not want to play in the same game as a prisoner then you will have to join a different game – we allow anyone to join our game, with the only exceptions being players who bring the game into disrepute or break the rules. We have approximately 15-25 prisoners playing. As a GM I have found them to be both polite and communicative (albeit slowly, as they only have access to post not email). Most seem to be aware that they are receiving a privilege and are careful not to have that removed from them whilst they are in jail. However, that said you should bear in mind that some have been incarcerated for very serious crimes. 2950 postal 2-week turnaround and 1650 3-week turnaround games are the games most commonly found with prisoners playing, and I will mark such games on the Front Sheet as being available for prisoners to join.

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2233 –– RRuulliinnggss Occasionally we come across a game situation that we have not encountered before. In such cases calm discussion means that we are able to help, and sometimes change our rulings. If you feel that there is a circumstance or ruling that should be changed please bring it to our attention, and we can investigate the pros and cons of such changes. However, it helps if this is done before the situation actually arises, as the heat of the moment can make such discussion awkward. So if you think you are about to find yourself in such a situation, we advise you to get in touch.

2244 –– SSppeecciiaall SSeerrvviiccee TTuurrnnss A Special Service turn is where a player misses a turn, and the computer creates simple orders on their behalf. All games started with us will automatically have the Special Service option on, and we do not allow the service to be switched off, but we do not charge for this. If you miss the first turn in a game we will write one for you should time allow, but in this case you will not be able to get back to us with orders that you would have preferred to have run. As always, we advise you to get all your turns in well before deadlines!

2255 –– GGMM PPllaayyeerrss We run Middle-Earth PBM primarily out of a sense of love for the gaming hobby. We're all keen gamers, and so play in many of the games. But an individual GM will never referee a game they are playing in, or have any access to the game turns or database. We’ll mark on the Front Sheet when a GM will be playing in that game, but will not tell you which nation (or even allegiance) that GM is playing.

2266 –– GGMM IInntteerrffeerreennccee Sometimes, a situation will arise where we may have to interfere in the running of a game. This is very, very rare, but we do reserve the right to do so where necessary. There has only been one instance in the last three years that I can think of where this has occurred.

2277 –– WWee wwoorrkk cceeaasseelleessssllyy oonn yyoouurr bbeehhaallff Whilst the post office does not work on bank holidays, we do (except Christmas Day and Boxing Day), so please take this into account when sending in turns, else you may miss a deadline. We do, however, sometimes take a week off around the Christmas/New Year period, and will inform you of how you will be affected by this each year.

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2288 –– BBuutt mmiissttaakkeess wwiillll hhaappppeenn In a perfect world, errors would not be made. But we are only human, and acknowledge that on occasion, mistakes will be made. If you think that there has been an error in your turn, please do not panic, as we can sort out nearly any problem or mistake that may have occurred. Simply contact us as quickly as possible (if you leave it too late then we might be unable to fix the error and you will lose out). Please give all the relevant information, including who you think it will impact upon, and we will do our best to resolve the matter. If it's our error, we'll fix it and contact the appropriate parties with the amendment to the turn. For example: Subject line Potential Edit for game 82/6 Main body of the email/letter Game 82 nation 6 Dear GM Unfortunately, last turn you input Vagaig doing an 850 (Move Army) instead of 860 (Force March) and he stopped short of moving to Morannon 3221. This means that the Dark Lieutenants will no longer be facing my army @3220. I have checked my orders and found that the DS @3221 need to be informed. The method we use to perform an edit is to take a back-up disk (containing the game information before it was processed), input the corrected orders on the back-up disk, and re-run the Process program. We then check the result: if the corrected order is successful we edit the information onto the real disk. We then will inform all the appropriate parties with the updated information. We don't send out the new turn, as it will have information on it that would not otherwise have been known – such as Locate Artefact attempts that failed first time but succeeded second time around, etc – but we do inform all parties of all relevant information changed. In the case of the above example, then, we would do the following: Firstly, we check the turn sheet to make sure the player is not mistaken (some apparent edits are due to a misreading of the rules, an error by the player when writing their turn, etc.). Then we perform the edit using the above process. If the move is now successful, the results then go out to the Dog Lord and the Dark Lieutenants explaining that they can now see a Large Army under Vagaig at 3221, and that there is no longer a Free People icon @3220. A similar report will be sent to the owner of the North Gondor. All nations who can see 3220 and 3221 will be informed to the extent that they would be aware of the change, in this case that an army icon has moved. RRaannddoomm eelleemmeennttss Random factors in the Process program – such which army moves first – mean that we cannot always emulate the exact situation which occurred the first time when running a corrected process. But everything is set to exactly the way it was when the game originally processed before the process is run, except of course that the incorrect order is corrected. MMaarrkkeett eerrrroorrss These are about the only errors that we are unable to easily correct. We are physically unable to modify the price or availability of items on the market. And so we work around this should a 315/325 (310/320) order not be input correctly. In the case of a 325/320 error we simply remove the items from your stores and give you the gold equivalent. But in 310/315 cases we have to use a slightly more obscure method...We re-run the edit as explained above, and see what the price changes in market are. We then contact the players informing them of the new cost of items on the market (buy/sell price), and inform them that if there is a player that is selling the item next turn that they need to clearly indicate that this is so. Then, at the start of the next turn, we give the difference in gold to the nation, and allow the order to go through. Alternatively, we calculate the difference in price between the original process results (run with the error), and the reprocessed version (with the correct Market orders input), then refund the difference to the players who have purchased that commodity, so that if they were to have sold the goods next turn they would have the same amount of money. The loss of money made from selling from their stockpile is compensated somewhat by the effective increase in market sell limit.

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This effectively allows us to correct errors in such circumstances, allows the players to manipulate the market to get extra funds out of it, and deals with 99% of the problem. It’s not perfect I know, and we’re still working on this so, if you have any useful ideas then please contact us. Oh, and if the above makes little sense, please do not worry – in the unlikely event of such an edit affecting you, we will go through it all with you.

2299 –– SSoo pplleeaassee kkeeeepp ccaallmm Nearly any problem you may have can be resolved. However, this is made far easier for all concerned by keeping calm. We recognise that when something goes wrong it is understandable that you may be annoyed, but by your remaining calm we can best identify the problem and deal with it efficiently. Also, please be aware that a word spoken in anger is easily forgotten, but putting it into writing – either by letter or email – gives it more weight than might have been intended. Email is particularly open to misrepresentation. Every day we receive an angry worded email or two, and sometimes even an apology for the harsh words a few days later. So please try to keep polite – we're all doing this for fun, and it detracts from the experience for us all when emotions run high.

3300 –– CCoonnttaaccttiinngg PPllaayyeerrss wwhhoo hhaavvee mmaaddee EErrrroorrss As part of our service, we do out best to get in touch with players who have made simple mistakes in their turns (for example, a 325 NatSell order with no product given) before the turn runs. However, we can only do this if you send your turn in by the morning of the due date printed on the turn sheet, which is to say the day before the game runs. Note also that we do not work on weekends, so if your game is due to run on a Monday, you would need to get your orders to us by Friday morning to take advantage of this service. We also need an email address to contact you on. However, we are unable to help with ‘judgement calls’, such as character IDs given, riddle answers, etc. And further, whilst this is a service we do our best to provide, if a mistake made by you slips through, we cannot accept responsibility for this. Also, please be aware that if, due to a player error, we have had to judge what was intended but get this wrong, again, we cannot accept responsibility. In short, we’ll do our best to catch your mistakes and guess what was intended if there is not time to contact you, but cannot guarantee it. So do your best not to make mistakes!

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3311 –– TTuurrnn WWrriittiinngg -- WWhhaatt ttoo ddoo,, aanndd wwhhaatt nnoott ttoo ddoo We strongly advise you to use our automated software to write turns, either Automagic or MEOW.

When playing by email, please order your characters in alphabetical order. This makes turn inputting much easier for us, and

minimises the chance of errors occurring. (If we make an error due to characters being out of order, we will not correct it after the turn is run.)

The rulebook states that you can give either number codes or letter codes for orders. However, as a rule we work from the

numbers, checking them against the letter codes if there appears to be a discrepancy. If possible then we appreciate it if you use numbers codes, and would recommend that you use both to minimise errors (if you do not use both, that means we have no way of checking your orders). All things being equal, if there is a discrepancy we will use the number code. If we notice that one appears to make more sense than the other, we will of course use it, but generally, the number code will take precedence.

4th Age start-ups require players to give three possible locations for their capitals, which must each be ten hexes away from

the others. If they are closer together, we are forced to choose which locations to leave out, which can lead to disappointment.

The new 4th Age start-up form (available from our website or on request) asks which type of 4th Age game you wish to play. We would advise that for a speedy start you tick all games that you can.

The 260 Siege Pop Centre order does work for navies, and they do not anchor ships, but do need to be able to anchor ships.

If a character attempts to do two 705 orders (research spell) for two different spells, the computer randomly selects which goes first. If, then you attempt to research two spells, one of which is the prerequisite for the other, there is a 50% chance that they will be researched the wrong way around so that you do not have the appropriate prerequisite for the higher level spell.

Order 725 (create character) gives a maximum of 30 points to spend on a character's skills.

Orders 728, 731, 734 and 737 allocate 30 points to the appropriate skill (which can rise to a maximum of 40 if the nation has

an appropriate special ability and the character giving the order has a high enough skill). For example, if you have the ability to name Emissaries at 40, then if you use a 40 rank Emissary they will create a new 40 rank Emissary, but if you use a 37 rank Emissary they will create a new 37 rank Emissary.

The 770 order (Hire Army) requires both Mounts and Leather to be at that location when creating cavalry troops.

948 orders are often mixed up. To clarify: order 947 collects a percentage of goods from all your population centres and

deposits this amount into one population centre. The order 948 moves a specific amount of a store type from one population centre to another, including centres belonging to other friendly nations. This also works for gold, but since gold can only be kept at a capital, the order can only be used to move gold from one capital to another (non-hidden) population centre (and then gets transferred to that player’s capital).

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3322 –– SSaammppllee EEmmaaiill OOrrddeerr FFoorrmmaatt The clearer your orders are the easier they will be for us to enter, and so the chance of inputting errors occurring will be minimised. Below is an example of what, for us, is the ideal email turn format. We would ask, then, that you do your best to emulate this as closely as possible. Or, better still, use Automagic or MEOW to send in orders. Subject line: ME29/24 (Replace ME29/24 with your game number and nation number.) Then in the main body of the email (or attached .txt file): ME 29 Player: 24 Security Code: 1234 Due Date: 15th July 2002 Fred Bloggs A/c: 109999 Turn Number: 15 (Replace these details with your details for this game.) Alfred (alfre) @1234 (Com,Age,Emi) 810 MovChar 1235 900 FindArt 86 Beattie (beatt) @ 2345 (Com) 947 NatTran 1234 le 100 948 TranCar 2345 4321 go 10,000 And so on. Basically, please do your best to set out your orders as clearly as possible, with characters in alphabetical order and without the orders either too close together or too spread out.

3333 –– TTaarriiffff For details of all costs associated with playing Middle-earth PBM, view the tariff on our website by Clicking Here.

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3344 –– AA CCoommeeddyy ooff EErrrroorrss This article appeared in News from Bree, the in-game Middle-earth PBM newsletter, and highlights many of the more commonly made errors in turn-writing which the wise player might do well to avoid. It has been oft-claimed, sometimes with justification, that we make errors when inputting turns. And yes, we freely admit that this is the case, and correct them. However, what is less frequently admitted is the fact that we are not the only ones to do this. As such, then, we took time out from our arduous task of running Middle Earth to examine the turns received for one particular game. And found the following errors...

No security code and/or turn number and/or game number. Probably around a third of turns received are missing at least one of these things.

3 and 5 digit hex numbers given for move orders. 3 is understandable, perhaps, but 5 is pretty bizarre.

2 skill orders given for the same skill type. Only one is allowed, so the other will fail, which leaves us with the conundrum of

which you want to attempt. Sometimes easy to deduce, but not always so. We will do our best, but cannot guarantee to pick the one you most wanted to work.

The wrong security code and/or turn number and/or game number. More awkward than the last version, as it leaves us

wondering whether it is the character names or the turn/game numbers that are wrong, or in the case of the security code, whether it is a very late or a very early turn.

Wrong/missing/extra character names/IDs. Another awkward one, as the question is raised as to what characters the orders

are actually intended for.

Orders given for captured characters. This doesn't work!

360 orders with no character ID given, and the same for 355s and 780s.

430 orders given with no troop type. Another common one, this.

520 (InfYour) & 525 (InfOther) getting confused.

610 orders with no character ID. Commonly altered to 605 orders, but this isn't much consolation to the commander lying dead in a pool of their own blood.

A 780 order with extra information such as a hex number or troop type. Strange but true.

810 orders with no hex number, 810 orders with directions instead of a hex number, and 810 orders with hex numbers that

are off the map. This can also apply to 820 & 870 orders, though none were found in this game.

850 orders with no directions, or with a hex number instead of directions. Which also applies to 830 orders.

870 orders given with no character ID. A very common one this; not vital, as the character will still move, but character IDs are not something we can just guess at.

948 orders with only one hex number given, and 947 orders with two. These tend to be important orders, especially the 948

ones, so getting them wrong is not advised.

949s with no character ID. Guaranteed to annoy your erstwhile ally.

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Middle-earth PBM – X – Reference Charts

XX –– RReeffeerreennccee CChhaarrttss

11 –– CChhaarraacctteerrss NNuummbbeerr ooff CChhaarraacctteerrss Turn Number

Characters Available

1 – 5 12 6 – 10 15 11 – 15 17 16 – 20 19 21 onwards 21

CChhaarraacctteerr TTiittlleess bbyy RRaannkk Rank Commander Agent Emissary Mage 10-19 Veteran Journeyman Envoy Apprentice 20-29 Hero Footpad Kingsman Acolyte 30-39 Commander Agent Emissary Mage 40-49 Captain Cutpurse Ambassador Mystic 50-59 Lord Burglar Warden Enchanter 60-69 Regent Rogue Banneret Warlock 70-79 Warlord Spy Curate Conjurer 80-89 General Thief Proclamator Sorcerer 90-99 Marshal Assassin Legate Wizard 100 Lord Marshal Guild Master Herald Arch Mage

Note that if a character has more than one skill, their title is generally that of their highest skill. However, in certain circumstances their secondary skill title may be used, such as the commander of an army, who, when being identified as the army commander, will be referred to by their command title, even if they have a higher rank in a different skill. Titles are not affected by items which increase ranks.

22 –– PPooppuullaattiioonn CCeennttrreess PPooppuullaattiioonn CCeennttrree SSiizzee FFaaccttoorrss Population Centre Size

Revenue at 100% Tax Rate

Recruits available per turn for armies

Number of troops which can be fed*

Approximate force needed to assault

Approximatee force needed tothreaten

Defensive Value

Cost to increase size (or build camp)

Percentage of resource production available

Camp 0 100 0 100 100 200 2000** 100 Village 2500 200 200 150 200 500 4000 80 Town 5000 300 1000 400 1000 1000 6000 60 Major Town 7500 400 2500 900 2500 2500 8000 40 City 10000 500 5000 2100 5000 5000 10000 20

*Infantry troops – cavalry troops require twice as much food as infantry, and so a population centre can only feed half as many cavalry troops. ** If being created by an emissary – the cost is doubled if a commander is posting the camp. FFoorrttiiffiiccaattiioonn CCoossttss Fortification Type Gold Cost Timber Cost Defensive Value Approximate Troops needed to overcome Tower 1000 1000 2000 800 Fort 3000 3000 6000 2400 Castle 5000 5000 10000 4000 Keep 8000 8000 16000 6400 Citadel 12000 12000 24000 9600

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FFoooodd CCoonnssuummppttiioonn uunnddeerr SSiieeggee Size of population centre Food consumed per turn under siege Camp 500 Village 1000 Town 2000 Major Town 3500 City 6000

33 –– CCoossttss TTrroooopp MMaaiinntteennaannccee CCoossttss Troop Type Cost in gold per troop per turn Cost in food per troop per turn Heavy Cavalry 6 2 Light Cavalry 3 2 Heavy Infantry 4 1 Light Infantry 2 1 Archers 2 1 Men-at-Arms 1 1

IInniittiiaall CCoosstt CChhaarrttss To Create, Build or Improve to Gold Cost Timber Cost Other Cost Hire Army 5000 - - Bridge over a Major River 5000 10000 - Bridge over a Minor River 2500 5000 - Create a Camp 2000 - - Post a Camp 4000 - - Castle 5000 5000 - Multi-skilled Character (725) 10000 - - Single-skilled Character (728, 731, 734, 737) 5000 - - Citadel 12000 12000 - City 10000 - - Fort 3000 3000 - Harbour 2500 5000 - Keep 8000 8000 - Major Town 8000 - - Port 4000 7500 - Relocate Capital 25000 - - Tower 1000 1000 - Town 6000 - - Transports 1000 1500 - Village 4000 - - War Machines - 500 - Warships 1000 1500 - Weapons - - 1 unit of product per weapon Armour - - 1 unit of product per person

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44 –– AArrmmiieess WWeeaappoonn RRaannkkss Weapon Type Value Wood 10 Bronze 30 Steel 60 Mithril 100

AArrmmoouurr RRaannkkss Armour Type Value Leather 10 Bronze 30 Steel 60 Mithril 100

BBaassiicc TTrroooopp CCoommbbaatt VVaalluueess Troop Type Strength Constitution Heavy Cavalry 16 16 Light Cavalry 8 8 Heavy Infantry 10 10 Light Infantry 5 5 Archers 6 2 Men-at-Arms 2 2

AArrmmyy MMoovveemmeenntt TTeerrrraaiinn CCoossttss ffoorr NNoorrmmaall MMoovveemmeenntt Terrain Infantry or Infantry and Cavalry

Mixed

Cavalry alone

Normal cost (unfed cost)

Road cost (unfed cost)

Normal cost (unfed cost)

Road cost (unfed cost)

Shore 3 (4) 2 (3) 2 (3) 1 (2) Plains 3 (4) 2 (3) 2 (3) 1 (2) Rough 5 (7) 3 (4) 3 (4) 1 (2) Forest 5 (7) 3 (4) 5 (7) 2 (3) Desert 4 (6) 2 (3) 2 (3) 1 (2) Swamp 6 (8) 3 (4) 5 (7) 2 (3) Mountains 12 (Not allowed) 6 (8) 12 (Not allowed) 3 (4) Shore with Bridge/Ford 4 (6) 3 (4) 3 (4) 2 (3) Plains with Bridge/Ford 4 (6) 3 (4) 3 (4) 2 (3) Rough with Bridge/Ford 6 (8) 4 (6) 4 (6) 2 (3) Forest with Bridge/Ford 6 (8) 4 (6) 7 (10) 3 (4) Desert with Bridge/Ford 5 (7) 3 (4) 3 (4) 2 (3) Swamp with Bridge/Ford 7 (10) 4 (6) 6 (8) 3 (4) Mountains with Bridge/Ford Not allowed 7 (10) Not allowed 4 (6) Shore with Minor River 5 (7) 4 (6) 4 (6) 3 (4) Plains with Minor River 5 (7) 4 (6) 4 (6) 3 (4) Rough with Minor River 7 (10) 5 (7) 5 (7) 3 (4) Forest with Minor River 7 (10) 5 (7) 7 (10) 5 (7) Desert with Minor River 6 (8) 4 (6) 4 (6) 3 (4) Swamp with Minor River 8 (11) 5 (7) 7 (10) 5 (7) Mountains with Minor River Not allowed 8 (11) 12 (Not allowed) 5 (7) Major river Not allowed Not allowed Not allowed Not allowed Seas/Coast Not allowed Not allowed Not allowed Not allowed If moving evasively, the above costs are doubled.

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Middle-earth PBM – X – Reference Charts

NNaavvyy MMoovveemmeenntt CCoossttss Terrain Fed Cost Unfed Cost Hex with a major river hex-side 1 2 Seas 1 2 Coast 1 2 Shore with no major river hex-side 1, and ends movement 2, and ends movement Hex with port but no major river hex-side 1, and ends movement 2, and ends movement Hex with harbour but no major river hex-side 1, and ends movement 2, and ends movement Others not allowed not allowed If moving evasively, the above costs are doubled.

55 –– CCoommbbaatt EEffffeecctt ooff RReellaattiioonnss oonn CCoommbbaatt Relation towards Enemy Army Effect on Combat Strength Friendly - 25% Tolerant - 10% Neutral 0% Disliked + 10% Hated + 25%

TTrroooopp TTeerrrraaiinn PPeerrffoorrmmaannccee Troop Type Shore Plains Rough Forest Desert Swamp Mountains Heavy Cavalry Average Good Poor Poor Average Poor Poor Light Cavalry Good Good Average Poor Good Poor Poor Heavy Infantry Average Good Average Average Average Poor Poor Light Infantry Average Average Good Average Average Average Average Archers Average Good Good Average Good Poor Average Men-at-Arms Average Good Good Average Average Average Average

TTrroooopp PPrreeffeerrrreedd TTaaccttiiccss Troop Type Best Tactic Worst Tactic Heavy Cavalry Charge Ambush Light Cavalry Surround Ambush Heavy Infantry Flank Surround Light Infantry Hit and Run Charge Archers Ambush Flank Men-at-Arms Hit and Run Charge

TTaaccttiicc VVss TTaaccttiicc Tactic Best Against Worst Against Charge Hit and Run Ambush Flank Ambush Surround Standard Flank Charge Surround Flank Hit and Run Hit and Run Surround Flank Ambush Charge Flank

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TTaaccttiicc VVss TTaaccttiicc AAmmbbuusshh CChhaarrggee SSttaannddaarrdd FFllaannkk HHiitt aanndd RRuunn SSuurrrroouunndd Indicates a large advantage over Indicates a smaller advantage over

66 –– MMaapp IIccoonnss

Camp Tower Harbour

Village Fort Port

Town Castle Good Armies

Major Town Keep Evil Armies

City Citadel Neutral Armies Road Minor River Major River Bridge Ford

Open Seas Coastal Waters Shore/plains Open Plains

Hills & Rough Mixed Forest Desert Wastes Fens & Swamp Mountains

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77 –– OOrrddeerr AAbbbbrreevviiaattiioonnss GGooooddss Mounts mo Leather le Bronze br Steel st Mithril mi Food fo Timber ti Gold go TTrrooooppss Heavy Cavalry hc Light Cavalry lc Heavy Infantry hi Light Infantry li Men-at-Arms ma Archers ar

AArrmmyy DDiirreeccttiioonnss Home h Northeast ne East e Southeast se Southwest sw West w Northwest nw Normal no Evasive ev MMiisscceellllaanneeoouuss Female f Male m No n Yes y Neutral n Evil e Good g Wood wo None no

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Middle-earth PBM – X – Reference Charts

88 –– SSppeellllss

Category List Spell Difficulty Spell # HHeeaalliinngg Healing Mastery Minor Heal easy 2 (Use order #120) Heal True hard 8 Healing Ways Major Heal easy 4 Greater Heal average 6 CCoommbbaatt Barrier Mastery Barriers easy 102 (Use order #225) Defensive Deflections average 106 Shields hard 112 Barrier Walls hard 114 Resistance Mastery Resistances easy 104 Defensive Blessings average 108 Protections hard 110 Force Walls hard 116 Fire Mastery Call Fire easy 202 Offensive Wild Flames easy 204 Wall of Fire easy 206 Fire Bolts average 232 Fire Balls average 234 Fire Storms average 236 Summon Fire Spirits hard 240 Word Mastery Words of Pain easy 208 Offensive Words of Calm easy 210 Words of Paralysis easy 212 Words of Agony average 220 Words of Stun average 222 Words of Command average 224 Words of Death hard 242 Wind Mastery Call Winds easy 214 Offensive Wild Winds easy 216 Wall of Wind easy 218 Chill Bolts average 226 Frost Balls average 228 Wind Storms average 230 Summon Wind Spirits hard 238 Dark Summons Fearful hearts average 244 Offensive Summon Storms average 246 Lost List Fanaticism average 248

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Middle-earth PBM – X – Reference Charts

Category List Spell Difficulty Spell #

CCoonnjjuurriinngg Spirit Mastery Weakness easy 502 (use order #330) Lost List Sickness average 504 Curses hard 506 Conjuring Ways Conjure Mounts easy 508 Lost List Conjure Food average 510 Conjure Hordes average 512 MMoovveemmeenntt Movement Mastery Long Stride easy 302 (use order #825) Fast Stride average 304 Path Mastery hard 306 Return Mastery Capital Return easy 308 Major Return average 310 Return True hard 312 Teleport Mastery Teleport average 314 Lost List LLoorree Perceptions Perceive Allegiance easy 402 (use order #940) Perceive Relations easy 404 Perceive Nationality easy 408 Perceive Power average 422 Perceive Mission average 424 Perceive Secrets hard 432 Divinations Divine Army easy 406 Divine Allegiance Forces easy 410 Divine Characters with Forces average 417 Divine Nation Forces average 419 Divine Army True hard 426 Artifact Lore Research Artifact easy 412 Locate Artifact average 418 Locate Artifact True hard 428 Scrying Scry Population Centre easy 413 Scry Hex easy 414 Scry Area average 415 Scry Character hard 436 Hidden Visions Reveal Production easy 416 Reveal Character average 420 Reveal Character True hard 430 Reveal Population Centre hard 434

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OOffffeennssiivvee SSppeellllss List Spell Difficulty Damage Spell #

Fire Mastery Call Fire easy 150 202 Wild Flames easy 50-250 204 Wall of Fire easy 100-200 206 Fire Bolts average 1000 232 Fire Balls average 500-1500 234 Fire Storms average 800-1200 236 Summon Fire Spirits hard 1000-2000 240 Word Mastery Words of Pain easy 250 208 Words of Calm easy 100-400 210 Words of Paralysis easy 200-300 212 Words of Agony average 600 220 Words of Stun average 300-900 222 Words of Command average 450-750 224 Words of Death hard 1250-2250 242 Wind Mastery Call Winds easy 400 214 Wild Winds easy 200-600 216 Wall of Wind easy 300-500 218 Chill Bolts average 800 226 Frost Balls average 400-1200 228 Wind Storms average 600-1000 230 Summon Wind Spirits hard 750-1750 238 DDeeffeennssiivvee SSppeellllss List Spell Difficulty Damage Spell # Barrier Mastery Barriers easy 500 102 Deflections average 1000 106 Shields hard 1750 112 Barrier Walls hard 1500-2000 114 Resistance Mastery Resistances easy 100 104 Blessings average 1250 108 Protections hard 1500 110 Force Walls hard 1000-2000 116

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Middle-earth PBM – X – Reference Charts

99 –– TThhee NNaattiioonnss OOff MMiiddddllee--eeaarrtthh 11665500 MMoodduullee TThhee FFrreeee PPeeoopplleess 1 Woodmen 2 Northmen 3 Éothraim 4 Arthedain 5 Cardolan 6 Northern Gondor 7 Southern Gondor 8 Dwarves 9 Sinda Elves 10 Noldo Elves

TThhee DDaarrkk SSeerrvvaannttss 11 Witch-king 12 Dragon Lord 13 Dog Lord 14 Cloud Lord 15 Blind Sorcerer 16 Ice King 17 Quiet Avenger 18 Fire King 19 Long Rider 20 Dark Lieutenants

TThhee NNeeuuttrraallss 21 Corsairs 22 Haradwaith 23 Dunlendings 24 Rhudaur 25 Easterlings

22995500 MMoodduullee TThhee FFrreeee PPeeoopplleess 1 Woodmen 2 Northmen 3 Riders of Rohan 4 Dunadan Rangers 5 Silvan Elves 6 Northern Gondor 7 Southern Gondor 8 Dwarves 9 Sinda Elves 10 Noldo Elves

TThhee DDaarrkk SSeerrvvaannttss 11 Witch-king 12 Dragon Lord 13 Dog Lord 14 Cloud Lord 15 Blind Sorcerer 16 Ice King 17 Quiet Avenger 18 Fire King 19 Long Rider 20 Dark Lieutenants

TThhee NNeeuuttrraallss 21 Corsairs 22 Rhun Easterlings 23 Dunlendings 24 White Wizard 25 Khand Easterlings

BBaattttllee ooff tthhee FFiivvee AArrmmiieess MMoodduullee TThhee DDaarrkk SSeerrvvaannttss 10 The Goblins 11 The Warg Riders

TThhee FFrreeee PPeeoopplleess 12 The Elves 13 The Dwarves 14 The Northmen

KKiinn SSttrriiffee MMoodduullee TThhee FFrreeee PPeeoopplleess 1 Line of Eldacar 2 Rebels of Ered Lithui 3 Rhovanion 4 Horselords 5 Kingdom of Arnor 6 Quendi

TThhee DDaarrkk SSeerrvvaannttss 11 Line of Castamir 12 Line of Morlean 13 Line of Elendin 14 Southron Kingdoms 15 Hithlum 16 Witch-realm of Angmar

TThhee NNeeuuttrraallss 21 Line of Tirkhor 22 Khazad

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Middle-earth PBM – X – Reference Charts

1100 –– GGeenneerraall SSeeqquueennccee OOff EEvveennttss 11 Characters heal naturally and healing spells are cast 22 Allegiance and relation changes take place 33 Personal challenges take place 44 Combat (navy, army and population centre) takes place and combat spells are cast 55 Encounters are reacted to 66 Voluntary tax changes take place, loyalties may be affected 77 Population centre production, tax revenue is received, loyalties change according to tax rate 88 Market buy transactions take place (310 and 315) 99 Market sell transactions take place (320 and 325) 1100 Food and other items (including transferring, but not picking up, of artifacts and prisoners) are picked up, transferred, conjured or otherwise moved 1111 Food (and morale) is consumed by armies. 1122 Maintenance is charged 1133 Check to see if nation’s tax rate is sufficient to cover maintenance costs. If not, tax rate is increased to compensate. If this raises tax rate to over 100%, bankruptcy will occur 1144 Other command orders take place 1155 Emissary orders take place 1166 Agent orders take place 1177 Characters being held hostage attempt to escape 1188 Other mage orders take place 1199 New characters are created 2200 Army and company orders (other than combat) take place 2211 Ships and artifacts are picked up and dropped 2222 Character and army movement takes place 2233 Scouting takes place, lore spells are cast 2244 Population centres are hidden 2255 Goods are transported (947 and 948) 2266 Population centres are transferred, voluntary capital moves take place 2277 New market prices, maintenance costs and revenues are calculated 2288 The One Ring order attempts take place

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Middle-earth PBM – X – Reference Charts

1111 –– OOrrddeerrss RReessttrriiccttiioonn LLeeggeenndd c characters with command skill only a characters with agent skill only e characters with emissary skill only m characters with mage skill only com army or navy commanders only company company commanders only

with army or navy commanders or characters with an army or navy only without characters not in command of an army, navy or company only cap can only be issued at the capital fa can only be issued in the Fourth Age Module k can only be issued by the North or South Kingdom spell may improve spell casting rank increase may increase a skill rank

CCoommmmaanndd SSkkiillll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

175 Change Allegiance c, cap average ChAlleg 180 Upgrade Relations c, cap easy UpStNat 185 Downgrade Relations c, cap easy DnStNat 230 Attack Enemy c, com automatic increase AttEnmy 235 Attack Nation c, com automatic increase AttNat 240 Defend c, com automatic increase Defend 250 Destroy Population Centre c, com automatic increase DstPop 255 Capture Population Centre c, com automatic increase CptrPop 260 Siege Population Centre c, com (of army) average increase SiegPop 300 Change Tax Rate c, cap easy to av. ChTaxRt 400 Recruit Heavy Cavalry c, with automatic HvCvlry 404 Recruit Light Cavalry c, with automatic LtCvlry 408 Recruit Heavy Infantry c, with automatic HvInfan 412 Recruit Light Infantry c, with automatic LtInfan 416 Recruit Archers c, with automatic Archers 420 Recruit Men-at-Arms c, with automatic MenAtAr 430 Put Troops on Manoeuvres c, with automatic increase TrpsMan 435 Put Army on Manoeuvres c, com automatic increase ArmyMan 460 Remove Harbour c easy RmvHar 465 Remove Port c easy RmvPort 470 Destroy Population Centre Stores c average DstStor 475 Destroy Bridge c average DstBrdg 480 Remove Fortifications c hard RmvFort 490 Build Bridge c average BldBrdg 494 Fortify Population Centre c average increase FortPop 496 Build Road c, fa, k, e hard BldRoad 498 Threaten Population Centre c, com hard increase Threat 552 Post Camp c, com average PosCmp 725 Name New Character c, cap automatic NamChar 728 Name New Character as Commander c, cap automatic NamComm 745 Create Company c, without automatic CreCmpy 750 Disband Company c, company automatic DsbCmpy 770 Hire Army c, without automatic HrArmy 780 Transfer Command c, com/company automatic TrComm 950 Relocate Capital c, cap easy ReloCap 960 Increase Caravan Prices c, fa, k, e, cap hard IncrCar 965 Reduce Caravan Prices c, fa, k, e, cap hard ReduCar

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Middle-earth PBM – X – Reference Charts

CCoommmmaanndd MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

270 Destroy Ships c, com automatic DstShp 275 Scuttle Ships c, com automatic ScttShp 280 Abandon Ships c, cap automatic AbanShp 340 Transfer Food: Population Centre to Army c, with automatic TrPo2Ar 345 Transfer Food: Army to Population Centre c, with automatic TrAr2Po 347 Transfer Food: Army to Army c, with automatic TrFood 349 Transfer War Machines: Army to Army c, with automatic TrWarMa 351 Transfer Weapons: Army to Army c, with automatic TrWpns 353 Transfer Armour: Army to Army c, with automatic TrArmr 355 Transfer Troops: Army to Army c, with automatic TrTrps 357 Transfer Ships c, with automatic TrShp 370 Upgrade Troop Weapons c, with automatic UpWpns 375 Upgrade Troop Armour c, with automatic UpArmr 425 Retire Troops c, with automatic RtrTrps 440 Make War Machines c, with automatic MakWrMa 444 Make Armour c, with automatic MakArmr 448 Make Weapons c, with automatic MakWpns 452 Make Warships c, with automatic MakWShp 456 Make Transports c, with automatic MakTShp 660 Offer Ransom for Hostage c, cap automatic RansOff 765 Split Army c, com automatic SplArmy 775 Disband Army c, with automatic DsbArmy 794 Anchor Ships c, com automatic AnchShp 798 Pick up Ships c, com automatic PickShp 925 Recon Area c, or a dwarf easy Recon AAggeenntt SSkkiillll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

600 Counter Espionage a average increase CntrEsp 605 Guard Location a automatic increase GrdLoc 610 Guard Character a automatic increase GrdChar 615 Assassinate Character a hard increase Assass 620 Kidnap Character a hard increase Kidnap 630 Rescue Hostage a hard increase Rescue 635 Interrogate Hostage a average increase Interr 665 Sabotage Bridge a hard increase SabBrdg 670 Sabotage Fortifications a hard increase SabFort 675 Sabotage Harbour or Port a hard increase SabPort 680 Sabotage Production Stores a hard increase SabStor 685 Steal Artifact a hard increase StlArt 690 Steal Gold a hard increase StlGold 731 Name New Character as Agent a, cap automatic NamAgen 905 Scout Army a, or a dwarf average ScoArmy 910 Scout Area a, or a dwarf automatic ScoArea 930 Scout for Characters a, or a dwarf average ScoChar

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Middle-earth PBM – X – Reference Charts

AAggeenntt MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

625 Release Hostage a automatic Release 640 Take Custody of Hostage a automatic Custody 645 Imprison Hostage a automatic Imprsn 650 Execute Hostage a automatic Execute 655 Demand Ransom for Hostage a automatic RansDmd 915 Scout Hex a, or a dwarf easy ScoHex 920 Scout Population Centre a, or a dwarf easy ScoPop EEmmiissssaarryy SSkkiillll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

500 Recruit Double Agent e average increase Double 505 Bribe/Influence Character e average increase Bribe 520 Influence Your Own Population Centre Loyalty e automatic increase InfYour 525 Influence Other's Population Centre Loyalty e average increase InfOthr 530 Improve Harbour to Port e easy Har2Por 535 Add Harbour to Population Centre e easy AddHar 550 Improve Population Centre e average increase ImprPop 555 Create Camp e easy increase CreCmp 560 Abandon Camp e easy AbanCmp 565 Reduce Population Centre e easy ReduPop 734 Name New Character as Emissary e, cap automatic NamEmis 942 Move Turn Map fa, c, e, cap average MvTnMap 949 Transfer Ownership e easy TrOwner EEmmiissssaarryy MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

580 Spread Rumours e automatic SprdRum 585 Uncover Secrets e average Uncover MMaaggee OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

710 Prentice Magery m automatic increase PrenMgy 737 Name New Character as Mage m, cap automatic NamMage MMaaggee MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

700 Forget Spell m automatic ForgtSp 705 Research Spell m varies RsrchSp

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Middle-earth PBM – X – Reference Charts

MMoovveemmeenntt OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

810 Move Character without automatic MovChar 820 Move Company c, company automatic MovCmpy 825 Cast Movement Spell m, without varies spell CstMvSp 830 Move Navy com automatic MovNavy 840 Stand and Defend com automatic Stand 850 Move Army com automatic MovArmy 860 Force March Army com automatic ForcMar 870 Move Character & Join Army without automatic MovJoin HHeeaalliinngg SSppeellll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

120 Cast Heal Spell m varies spell CstHlSp CCoommbbaatt SSppeellll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

225 Cast Combat Spell m varies spell CstCbSp

CCoonnjjuurriinngg SSppeellll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

330 Cast Conjuring Spell m varies spell CstCjSp LLoorree SSppeellll OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

940 Cast Lore Spell m varies spell CstLoSp

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Middle-earth PBM – X – Reference Charts

MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

205 Use Combat Artifact automatic UsCbArt 210 Issue Personal Challenge automatic increase IssPers 215 Refuse All Personal Challenges automatic RfsPers 285 Reaction to Encounter automatic ReacEnc 290 Investigate Encounter automatic InvEnc 310 Bid from Caravans automatic BidCar 315 Purchase from Caravans automatic PrchCar 320 Sell to Caravans automatic SellCar 325 Nation Sell to Caravans cap automatic NatSell 360 Transfer: Artifacts to Character automatic TrArt 363 Transfer: Hostages to Character automatic TrHost 740 Retire Character automatic RtrChar 755 Join Company automatic JnCmpy 760 Leave Company without automatic LvCmpy 785 Join Army without automatic JnArmy 790 Leave Army without automatic LvArmy 792 Drop Artifact automatic DropArt 796 Pick up Artifact easy PickArt 805 Use Movement Artifact automatic UsMvArt 900 Find Artifact hard FindArt 935 Use Scrying Artifact automatic UsScArt 945 Use Hiding Artifact automatic UsHiArt 947 Nation Transport cap automatic NatTran 948 Transport by Caravan cap or origin hex automatic TranCar 990 One Ring automatic OneRing

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Middle-earth PBM – Glossary

GGlloossssaarryy Note: This glossary describes terms according to their definition in the game, where either the term is a common one used in an unusual manner, or one specific to Tolkien’s world. It does not attempt to cover every word used in common manner in this Guide, nor every aspect of Tolkien’s world. For the latter, please refer to one of the many available encyclopaedias of Middle-earth, and for the former, pleaser refer to a dictionary!

12 vs. 12 A module variant, where one neutral is not played, two neutrals begin the game aligned to the Free Peoples and two aligned to the Dark Servants.

1650 A Middle-earth PBM module. 2950 A Middle-earth PBM module. Account Number A unique 6-digit figure assigned to every player. Acrobat A free piece of software by Adobe, used to view turns in .pdf format. Available to download from

http://www.adobe.com. Agent (1) One of the four skill ranks a character may possess. The other skill ranks are command, emissary and

mage. Agent (2) A character with agent skill rank greater than zero. Allegiance One of three factions, or allegiances, found in the game. The three factions are the Free Peoples, the Dark

Servants and the Neutrals. The Free Peoples and the Dark Servants represent the two sides, or teams, in the game, being good and evil respectively. In the 1650, 2950 and Kin Strife modules, Neutral nations start the game unaligned to either the good or evil, and must choose a side during play, whilst in the Fourth Age module they can either choose a side or form their own allegiance.

Archers One of the six troop types available for armies and navies. Archon A freepiece of mapping software, available to download from http://www.middleearthgames.com. Armour Worn by troops to reduce damage dealt to them in combat. Army A number of troops, led by a commander. Army Commander A character with command skill in charge of an army. Armour Rank A numerical value, which is the average of all the armour currently in use by a specific troop type, which

is used to lessen the damage done to those troops. The higher the value, the less damage is inflicted. Arthedain A Free People nation in the 1650 module. Artifacts Artifacts are used by characters to gain a benefit dependent on the particular artifact. Automagic A free piece of software written in Microsoft Excel, used to write orders. Available to download from

http://www.middleearthgames.com. Autominister A free piece of software used to calculate nation and team finances. Available to download from

http://www.middleearthgames.com.

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Average One of three different difficulty ratings applied to orders and to spells. For average orders and/or spells, characters with the appropriate skill rank between 30 – 70 have a fair/reasonable chance of success.

Baggage Train Armies have a baggage train. This baggage train can carry extra armour, extra weapons, war machines,

food to feed the army, warships and transport ships. Bankrupt If a nation’s tax rate rises above 100% the nation is considered bankrupt and eliminated from play. Battle of the Five Armies A Middle-earth PBM module. Also referred to as BOFA. Blind Sorcerer A Dark Servant nation in the 1650 and 2950 modules.

BOFA A term sometimes used for Battle of the Five Armies. Bronze A product created by population centres, used to make armour and weapons. Camp A type of population centre. Capital The population centre currently considered the seat of a nation’s power. Only major towns and cities can

be capitals. If at the end of a turn a nation has no population centres that can be their capital, the nation is eliminated.

Caravans A term sometimes used to refer to the market. Cardolan A Free People nation in the 1650 module. Casting Rank The proficiency (represented as a number between 1 and 100) a mage has in casting a particular spell. The

casting rank is based on the character’s mage rank, but is independent of mage rank once the spell is learned.

Castle A level of fortifiction a population centre can possess. Challenges See Personal Challenges. Character ID The first five letters of a character’s name. Each character has a unique character ID. Citadel A level of fortifiction a population centre can possess. City A type of population centre. Climate The climate of a hex affects population centre production and combat, and is affected by the season. Cloud Lord A Dark Servant nation in the 1650 and 2950 modules. Coastal Waters A hex terrain type. Combat Calculator A piece of software used to run battle simulations. Command One of the four skill ranks a character may possess. The other skill ranks are agent, emissary and mage. Commander (1) A character with command skill leading an army, navy or company. Commander (2) A character with command skill rank greater than zero. Not often used, to avoid confusion with a force

commander. Company A group of between two and nine characters, travelling together under a company commander. Corsairs A Neutral nation in the 1650 and 2950 modules.

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Dark Lieutenants A Dark Servant nation in the 1650 and 2950 modules. Dark Servants One of the three allegiances to which a nation can belong. The others are Free Peoples and Neutral. Desert Wastes A hex terrain type. Disliked One of the five types of relations. Every nation has a specific relation to every other nation. Dog Lord A Dark Servant nation in the 1650 and 2950 modules. Double Agent A character from another nation who has been persuaded to work for your nation. Double agents provide

reports on their activities each turn and attempt not to work successfully against your nation. Dragons One of the types of NPC that can be encountered during play. Dragon Lord A Dark Servant nation in the 1650 and 2950 modules. Dúnadan Rangers A Free People nation in the 2950 module. Dunlendings A Neutral nation in the 1650 and 2950 modules. Dwarves A Free People nation in the 1650, 2950 and Battle of the Five Armies modules. Easterlings A Neutral Nation in the 1650 module. Easy One of three different difficulty ratings, applied to orders and to spells. For easy orders and/or spells,

characters with the appropriate skill rank between 10 – 40 have a fair/reasonable chance of success. Eliminated The status given to a nation that has been put out of play, usually through game play or, less commonly,

through a request to be put out of play. Elves A Free People nation in the Battle of the Five Armies module. Emissary (1) One of the four skill ranks a character may possess. The other skill ranks are command, agent and mage. Emissary (2) A character with emissary skill rank greater than zero. Encounter An unusual circumstance discovered by a character or army during the course of play. Enemy A nation with whom your own nation has disliked or hated relations to. Ents Living trees, One of the types of NPC that can be encountered during play. Éothraim A Free People nation in the 1650 module. Evasive One of two travel modes available to armies and navies. Fed An army or navy is considered fed if, after troops have been fed in a turn, it has one or more unit of food

remaining in its baggage train. Fens & Swamp A hex terrain type. Fire King A Dark Servant nation in the 1650 and 2950 modules. Food A product made by population centres, used to feed armies, navies and population centres under siege. Force A term occasionally used to describe an army or navy.

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Fort A level of fortifiction a population centre can possess. Fortifications The defensive capabilities of a population centre. Free Peoples One of the three allegiances to which a nation can belong. The others are Dark Servants and Neutral. Friendly One of the five types of relations. Every nation has a specific relation to every other nation. Galadriel An elf who is a character in the 2950 module and an NPC in the 1650 module. Goblins A Dark Servant nation in the Battle of the Five Armies module. Gold A product mined by population centres, raised through taxing population centres, and gained through

selling to the market. Used to fund many orders. GM Gamesmaster – a person who runs Middle-earth PBM. Grudge Game A module variant between teams of players established and agreed on at game start.. Gunboat A module variant with little or no communication allowed between players. Haradwaith A Neutral nation in the 1650 module. Harbour Allows ships to be anchored at a population centre. Hard One of three different difficulty ratings, applied to orders and to spells. For hard orders and/or spells,

characters with the appropriate skill rank between 60 – 100 have a fair/reasonable chance of success. Hated One of the five types of relations. Every nation has a specific relation to every other nation. Heavy Cavalry One of the six troop types available for armies and navies. Heavy Infantry One of the six troop types available for armies and navies. Hex A location on the map, defined by xxyy coordinates. Hidden A state that a population centre can be in, that prevents other nations from interacting with it. Hills & Rough A hex terrain type. Hithlum A Dark Servant nation in the Kin Strife module. Hobbits Shire folk. One of the types of NPC that can be encountered during play. Horselords A Free People nation in the Kin Strife module. Ice King A Dark Servant nation in the 1650 and 2950 modules. Inactive The status of a nation for whom no orders are run in a given turn. Keep A level of fortifiction a population centre can possess. Khand Easterlings A Neutral nation in the 2950 module. Khazad A Neutral nation in the Kin Strife module. Kin Strife A Middle-earth PBM module. Also known as KS.

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Kingdom of Arnor A Free People nation in the Kin Strife module. KS A term sometimes used for the Kin Strife module. Leather A product made by population centres, used in the creation of armour, heavy cavalry and light cavalry. Light Cavalry One of the six troop types available for armies and navies. Light Infantry One of the six troop types available for armies and navies. Line of Castamir A Dark Servant nation in the Kin Strife module. Line of Eldacar A Free People nation in the Kin Strife module. Line of Elendin A Dark Servant nation in the Kin Strife module. Line of Morlean A Dark Servant nation in the Kin Strife module. Line of Tirkhor A Neutral nation in the Kin Strife module. Long Rider A Dark Servant nation in the 1650 and 2950 modules. Loyalists The term for the Free People nations in the Kin Strife module. Loyalty A population centre rating between 1-100, used to define the population centre’s level of support for its

nation. Mage (1) One of the four skill ranks a character may possess. The other skill ranks are command, agent and

emissary. Mage (2) A character with mage skill rank greater than zero. Maintenance The cost, in gold, of maintaining the population centres, harbours, ports, characters, armies and navies in a

nation. This cost is paid each turn. Major River A river that can only be crossed at a ford or bridge. Major Town A type of population centre. Market The means by which products are bought and sold. Also referred to as caravans or trade caravans. Men-at-Arms One of the six troop types available for armies and navies. MEOW A free piece of software used to write orders, available to download from

http://www.middleearthgames.com. Minor River A river that can be crossed without the aid of a ford or bridge. Mithril A product mined by population centres, used in the creation of armour and weapons Mixed Forest A hex terrain type. Morale An army and navy rating between 1-100, used to define the force’s courage, pride and loyalty. Mountains A hex terrain type. Mounts A product gathered by population centres. Used to create heavy cavalry and light cavalry.

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Mumakhil Giant elephants. One of the types of NPC that can be encountered during play. Nation A position in the game, consisting of characters, population centres, armies and navies. It is not a fixed

territory. Navy A number of troops, with sufficient ships to carry them, led by a commander. Neutral (1) One of the five types of relations. Every nation has a specific relation to every other nation. Neutral (2) One of the three allegiances to which a nation can belong. The others are Free Peoples and Dark Servants. Neutral Team A team of Neutral nations starting together in a Fourth Age module, and who are not allowed to change

allegiance. Noldo Elves A Free People nation in the 1650 and 2950 modules. Normal One of two travel modes available to armies and navies. Northern Gondor A Free People nation in the 1650 and 2950 modules. North Kingdom A Neutral nation in the Fourth Age (1000) module. Northmen A Free People nation in the 1650, 2950 and Battle of the Five Armies modules. NPC Non-Player Character. These are individuals who can be encountered during the course of play, and may

choose to aid a nation. One Ring Forged by Sauron himself, the One Ring is among the greatest artifacts ever created in Middle-earth.

Taking the One Ring to Mount Doom will achieve victory in the 1650 and 2950 modules. Open Plains A hex terrain type. Open Seas A hex terrain type. Orderchecker A piece of software used to check orders. Orders Commands issued to your characters. They are the means by which you accomplish all your actions in the

game. Overrun A situation wherein an army of superior size is able to force its way past and overrun an enemy army. The

army being overrun is destroyed. Palantir A free piece of mapping software, available to download from http://www.middleearthgames.com. PC (1) A term sometimes used for population centre. PC (2) A term sometimes used for a character. .PDF A format of computer file used for turns. Personal Challenge Combat between two characters. Pop Centre A term sometimes used for population centre. Population Centre The places where people from your nation choose to live. They create products, generate revenue, and

allow a nation to create characters, build armies, etc. Also referred to as pop centre and PC.

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Port Allows ships to be anchored at a population centre, and ships to be built there. Prerequisite (1) In learning spells, a prerequisite is a spell from the same spell list that is one level lower than the spell

being learned, and needed in order to learn the new spell. Prerequisite (2) In executing orders, a prerequisite or prerequisites are those conditions required to successfully issue the

order. Product An item produced by a population centre. The seven products are: leather, bronze, steel, mithril, food,

timber, mounts and gold. Production The products created/gathered from the hex a population centre occupies. Quendi A Free People nation in the Kin Strife module. Quiet Avenger A Dark Servant nation in the 1650 and 2950 modules. Rebels of Ered Lithui A Free People nation in the Kin Strife module. Relations The disposition of a nation toward another nation. Every nation has a specific relation to every other

nation. The five relations are: friendly, tolerant, neutral, disliked, and hated. Revenue The gold raised each turn by your nation. Rhovanion A Free People nation in the Kin Strife module. Rhudaur A Neutral nation in the 1650 module. Riders of Rohan A Free People nation in the 2950 module. Rhûn Easterlings A Neutral nation in the 2950 module. Sauron The Lord of the Rings. One of the NPCs who can be encountered during play. Seasons The seasons in Middle-earth coincides with the seasons in the real world. Seasons have an effect on hex

climate, which in turn affects population centre production and combat in the hex. Security Code A 4-digit number that changes every turn; must be included with orders to confirm that they are from the

correct player. Sieged A population centre is considered to be seiged if it was attacked or sieged by an army or navy that turn. Silvan Elves A Free People nation in the 2950 module. Sinda Elves A Free People nation in the 1650 and 2950 modules. Skills The four different areas of expertise a character can have knowledge of. The skills are command, agent,

emissary and mage. Stealth is also sometimes considered a skill. Skill Rank A number, generally between 0-100, indicating the level of each skill a character possesses. Skill ranks

can be increased beyond 100 through magic and artifacts. South Kingdom A Neutral nation in the Fourth Age (1000) module. Southern Gondor A Free People nation in the 1650 and 2950 modules. Southron Kingdoms A Dark Servant nation in the Kin Strife module.

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Special Service If nation does not have orders issued for it when a game processed, the computer assigns simple orders to the characters. The turn is then known as a special service turn.

Spell Research The method used by a mage uses to learn new spells. Spell Types Spells fall into one of six different categories. These are: Healing, Defensive, Offensive, Conjuring,

Movement and Lore. Spells Spells are cast by characters with mage skill rank to achieve various results, depending on the type of

magic cast. Stealth A rank which indicates how difficult it is to detect a character. Steel A product mined by population centres, used in the creation of armour and weapons. Tax Rate A percentage set for your nation, which determines how much gold each population centre gives your

treasury each turn (in addition to any gold produced by the population centre). The tax rate can also affect the loyalty of your population centres.

Terrain The hex type of each hex. The nine terrain types are: open seas, coastal waters, shore/plains, open plains,

hills & rough, mixed forest, desert wasters, fens & swamp, and mountains. Timber A product gathered by population centres, used in the creation of ships, bridges, war machines and

fortifications. Tolerant One of the five types of relations. Every nation has a specific relation to every other nation. Tower A level of fortifiction a population centre can possess. Town A type of population centre. Trade Caravans A term sometimes used for the market. Training Rank Each troop type has an individual training rank, which reflects the ability of the troops to maintain

formations and tactics in the heat of battle. Transport Ships Used to transport troops in navies. Travel Mode The travel mode of an army or navy. Affects movement points used, and what may or may not stop the

force. The two travel modes are normal and evasive. Unfed An army or navy is considered unfed if, after the troops have been fed in a turn, there is no food

remaining in the baggage train. Usurpers The term for the Dark Servant nations in the Kin Strife module. Vampires One of the types of NPC that can be encountered during play. Victory Conditions Individual goals for your nation. Not related to overall game victory. Victory Points A guide to how well your nation is doing. Not related to overall game victory. Village A type of population centre. War of the Rings A variant of the 2950 module. War Machines Used by armies to attack population centre.

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Warg Riders A Dark Servant nation in the Battle of the Five Armies module. Warships Vessels with military capability, used in navies. Weapon Rank A numerical value which reflects the average of all the weapons currently in use by a specific troop type,

and affects the damage done by those troops. Weapons Used by troops in armies. White Wizard A Neutral nation in the 2950 module. Witch-king A Dark Servant nation in the 1650 and 2950 modules. Witch-realm of Angmar A Dark Servant nation in the Kin Strife module. Woodmen A Free People nation in the 1650 and 2950 modules. Woses Primitive men. One of the types of NPC that can be encountered during play. .XML A computer file format containing information from turns. Used by various pieces of software.

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DDiissccllaaiimmeerr Adanedhel, Adelard Took, Adorn, Adrahil captain to Ondoher, Adrahil father of Imrahil, Aduial, Adûnaic, Adûnakhôr, Adurant, Aeglos, Aeglos, Aegnor, Aelin-uial, Aeluin, Aerandir, Aerin, Afterborn, Aftercomers, Afterlithe, Afteryule, Agarwaen, Aghan, Aglarond, Aglon, Aiglos, Ailinel, Ainulindalë, Ainur, Music of the Ainur, Aiwendil, Akallabêth, Akallabêth, Alatar, Alatáriel, Alcarin, Alcarin, Alcarinquë, Alcarondas, Aldamir, Aldarion, Aldarion, Erendis, Aldaron, Aldburg, Aldëa, Aldor, Alfirin, Algund, Almaida, Almaren, Almarian, Almiel, Alqualondë, Altáriel, Aman, Mountains of Aman, Amandil, Amarië, Amdír, Amlach, Amlaith of Fornost, Amon Amarth, Amon Anwar, Amon Darthir, Amon Dîn, Amon Ereb, Amon Ethir, Amon Gwareth, Amon Hen, Amon Lanc, Amon Lhaw, Amon Obel, Amon Rûdh, Amon Sûl, Tower of Amon Sûl, Amon Uilos, Amras, Amrod, Amroth, Cerin Amroth, Anach, Pass of Anach, Anadûnê, Anar, Anardil of Gondor, Anardil of Númenor, Anárion son of Elendil, Anárion son of Ancalimë, Anborn, Ancalagon, Ancalimë, Andor, Andram, Andrast, Andrath, Andróg, Androth, Anduin, Ethir Anduin, Mouths of Anduin, Vales of Anduin, Andúnië, Bay of Andúnië, Lord of Andúnië, Andúril, Andustar, Andwise Roper, Andy Roper, Anemones, Anfalas, Anfauglir, Anfauglith, Angainor, Angamaitë, Angband, High-captain of Angband, Siege of Angband, Angbor, Angerthas, Anghabar, Anglachel, Angle Eriador, Angle Lórien, Angmar, Angren, Angrenost, Angrist, Angrod, Anguirel, Annael, Annatar, Annon-in-Gelydh, Annúminas, Sceptre of Annúminas, Stone of Annúminas, Anor, Flame of Anor, Minas Anor, Anórien, Anor-stone, Apanónar, Appledore, Ar-Abattârik, Arador, Ar-Adûnakhôr, Araglas, Aragorn Elessar, Aragorn I, Aragost, Arahad I, Arahad II, Arahael, Araman, Aranarth, Arandor, Arandur, Aranel, Aranrúth, Arantar, Aranuir, Aranwë, Aranwion, Araphant, Araphor, Arassuil, Aratan, Aratar, Arathorn I, Arathorn II, Araval, Aravir, Aravorn, Araw, Kine of Araw, Ar-Belzagar, Archet, Arda, High King of Arda, High Ones of Arda, King of Arda, Lord of the Breath of Arda, Powers of Arda, Spring of Arda, Ard-galen, Aredhel Ar-Feiniel, Ar-Feiniel, Argeleb I, Argeleb II, Ar-Gimilzôr, Argonath, Gates of Argonath, Argonui, Arien, Ar-Inziladûn, Arkenstone, Armenelos, Arminas, Arnor, Dúnedain of Arnor, King of Arnor, King of Gondor and Arnor, Arod, Aros, Fords of Aros, Arossiach, Ar-Pharazôn, Ar-Sakalthôr, Artamir, Artanis, Artano, Arthedain, King of Arthedain, Arvedui Last-king, Arvegil, Arveleg I, Arveleg II, Arvernien, Arwen Evenstar, The Tale of Aragorn and Arwen, Ar-Zimraphel, Ar-Zimrathôn, Ascar, Asfaloth, Ash Mountains, Ashen Mountains, Asphodel, Astron, Atalantë, Atanalcar, Atanamir, Atanatar I, Atanatar II Alcarin, Atanatári, Atani, Atarinya, Athelas, Athrad Angren, Aulë, Aulendil, Avallónë, Tower of Avallónë, Avari, Avathar, Awakening of Men, Axantur, Azaghâl, Azanulbizar, Battle of Azanulbizar, Azog, Bag End, Baggins, Balbo Baggins, Belba Baggins, Bilbo Baggins, Bingo Baggins, Bungo Baggins, Dora Baggins, Drogo Baggins, Dudo Baggins, Fosco Baggins, Frodo Baggins, Largo Baggins, Lily Baggins, Linda Baggins, Longo Baggins, Mad Baggins, Mungo Baggins, Pansy Baggins, Peony Baggins, Polo Baggins, Ponto Baggins, Porto Baggins, Posco Baggins, Rosa Baggins, Bagshot Row, Bain, Balan, Balar, Bay of Balar, Balbo Baggins, Balchoth, Bald Hill, Baldor, Balin, Balrogs, Lord of Balrogs, Bamfurlong, Ban of the Valar, Banakil, Bandobras Took, Bane of Glaurung, Banks, Eglantine Banks, Barach, Barad Eithel, Barad Nimras, Barad-dûr, Downfall of Barad-dûr, Fall of Barad-dûr, Lord of Barad-dûr, Siege of Barad-dûr, Baragund, Barahir grandson of Faramir, Barahir son of Bregor, Ring of Barahir, Barahir son of Hador, Baran, Baranduin, Baranor, Baraz, Barazinbar, Bard I, Bard II, Bardings, Bar-en-Danwedh, Bar-en-Nibin-noeg, Barliman Butterbur, Barrel-rider, Barrow-downs, Barrows, Barrow-wights, Bats, Battle of Azanulbizar, Battle of Bywater, Battle of Dagorlad, Battle of Dale, Battle of Five Armies, Battle of Fornost, Battle of Greenfields, Battle of Nanduhirion, Battle of Sudden Flame, Battle of the Camp, Battle of the Field of Celebrant, Battle of the Hornburg, Battle of the Peak, Battle of the Pelennor Fields, Battle of the Plains, Battle of the Powers, Battle of Tumhalad, Battle of Unnumbered Tears, Battle Plain, Battles of the Fords of Isen, First Battle of the Fords of Isen, Second Battle of the Fords of Isen, Bauglir, Bay, Bay of Andúnië, Bay of Balar, Bay of Belfalas, Bay of Eldamar, Bay of Eldanna, Beacons of Gondor, Bears, Beater, Beechbone, Beeches, Bees, Belba Baggins, Belecthor I, Belecthor II, Beleg of Arthedain, Beleg Strongbow, Belegaer, Belegorn, Belegost, Dwarves of Belegost, Belegund, Beleriand, Drúedain of Beleriand, Elves of Beleriand, Ruin of Beleriand, Wars of Beleriand, West Beleriand, Belfalas, Bay of Belfalas, Bell Goodchild, Belladonna Took, Belthil, Belthronding, Béma, Bent World, Bëor, House of Bëor, People of Bëor, Beorn, Beornings, Bereg, Beregar, Beregond Steward of Gondor, Beregond soldier of Gondor, Beren Erchamion, Beren of Gondor, Bergil, Bert, Berúthiel, Cats of Queen Berúthiel, Berylla Boffin, Bifur, Big Folk, Big People, Bilbo Baggins, Bilbo Gardner, Bill, Bill Ferny, Bill Huggins, Bingo Baggins, Birches, Bird-tamer, Birthday Party, Biter, Black, Black Captain, Black Chasm, Black Gate, Black Hand, Black Land, Black Númenóreans, Black Pit, Black Riders, Black Serpent, Black Shadow, Black Speech, Black Sword, Blackroot, Blackroot Vale, Bladorthin, Blanco, Blessed Realm, Bloodstained, Blotmath, Blue Mountains, Blue Ring, Blue Wizards, Boar of Everholt, Boars, Bob, Bodo Proudfoot, Boffin, Berylla Boffin, Folca Boffin, Bofur, Bolg, Bolger, Estella Bolger, Fastolph Bolger, Fatty Bolger, Filibert Bolger, Fredegar Bolger, Odovacar Bolger, Ruby Bolger, Rudigar Bolger, Bombadil, Bombur, Bonfire Glade, Book of Mazarbul, Bór, Borgil, Borin, Borlach, Borlad, Boromir of Ladros, Boromir son of Denethor I, Boromir son of Denethor II, Boron, Borondir, Borthand, Bowman, Bowman Cotton, Bracegirdle, Hugo Bracegirdle, Lobelia Bracegirdle, Bralda-hîm, Brand, Brandagamba, Kalimac Brandagamba, Branda-nîn, Brandir, Brandy Hall, Master of the Hall, Brandybuck, Celandine Brandybuck, Gorbadoc Brandybuck, Gorhendad Brandybuck, Gormadoc Brandybuck, Marmadas Brandybuck, Melilot Brandybuck, Mentha Brandybuck, Meriadoc Brandybuck, Merimas Brandybuck, Merry Brandybuck, Old Rory Brandybuck, Primula Brandybuck, Rorimac Brandybuck, Saradoc Brandybuck, Brandywine, Brandywine Bridge, Bree, Hobbits of Bree, Men of Bree, West-gate of Bree, Bree-folk, Bree-hill, Bree-hobbits, Bree-land, Bree-landers, Bregalad, Brego, Bregolas, Bregor, Brethil, Men of Brethil, Bridge of Khazad-dûm, Bridge of Mitheithel, Bridge of Stonebows, Bridgefields, Brilthor, Brithiach, Ford of Brithiach, Brithombar, Brithon, Brockenbores, Brockenborings, Brockhouse, Brodda, Lily Brown, Brown Lands, Brownlock, Gilly Brownlock, Bruinen, Ford of Bruinen, Brytta Léofa, Bucca of the Marish, Buck Hill, Buckland, Master of Buckland, Buckland Gate, Bucklanders, Bucklebury, Bucklebury Ferry, Budgeford, Bullroarer, Bunce, Mimosa Bunce, Bundushathûr, Bungo Baggins, Burárum, Burrowes, Burrows, Milo Burrows, Minto Burrows, Mosco Burrows, Moto Burrows, Myrtle Burrows, Butterbur, Butterflies, Bywater, Battle of Bywater, Bywater Pool, Bywater Road, Cabed Naeramarth, Cabed-en-Aras, Cair Andros, Calacirian, Calacirya, Calaquendi, Calembel, Calenardhon, Calenhad, Calimehtar King of Gondor, Calimehtar son of Calmacil, Calmacil, Calmindon, Camellia Sackville, Camlost, Cape Balar, Captain of Despair, Captain of the Southern Army, Captains of the West, Captivity of Melkor, Carach Angren, Caradhras, Caragdûr, Caranthir, Dor Caranthir, Caras Galadhon, Carc, Carcharoth, Carchost, Cardolan, Carl Cotton, Carn Dûm, Carnen, Carnil, Carrock, Castamir, Cats, Cats of Queen Berúthiel, Caves of Androth, Caves of the Forgotten, Cave-trolls, Cedars, Celandine Brandybuck, Celduin, Celebdil, Celeborn Lord of Lórien, Celeborn White Tree, Celebrant, Battle of the Field of Celebrant, Field of Celebrant, Celebrían, Celebrimbor, Celebrindal, Celebrindor, Celebros, Celegorm, Celepharn, Celon, Celos, Cemendur, Ceorl, Cerin Amroth, Cermië, Chamber of Mazarbul, Chamber of Records, Chetwood, Chica Chubb, Chief, Chieftain of the Dúnedain, Chieftain of the North, Children of Aulë, Children of Húrin, Tale of the Children of Húrin, Children of Ilúvatar, Children of the Sun, Chubb, Chica Chubb, Chubb-Baggins, Falco Chubb-Baggins, Poppy Chubb-Baggins, Circles of the World, Círdan the Shipwright, Ciril, Cirion, Cirith Dúath, Cirith Gorgor, Cirith Ninniach, Cirith Ungol, Stairs of Cirith Ungol, Tower of Cirith Ungol, Cirth, Ciryaher, Ciryandil, Ciryatur, Ciryon, Citadel of Gondor, Guards of the Citadel, City of Gondor, City of the Kings, Clayhanger, Lalia Clayhanger, Closed Door, Cloudyhead, Cock-robin, Coirë, Cold-drakes, Coldfells, Combe, Common Speech, 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Edoras, Edrahil, Egalmoth, Egladil, Eglador, Eglantine, Eglantine Banks, Eglarest, Eilenach, Eilenaer, Eithel Ivrin, Eithel Sirion, Ekkaia, Elanor, Elanor Gardner, Elatan, Elbereth, Eldacar of Arnor, Eldacar of Gondor, Eldalië, Eldalondë, Eldamar, Bay of Eldamar, Eldar, Eldarin, Eldarion, Elder Children of Ilúvatar, Elder Days, Elder Kindred, Elder King, Eldest, Eledhwen, Elemmakil, Elemmírë (Elf), Elemmírë (star), Elendë, Elendil, Heir of Elendil, House of Elendil, Mound of Elendil, Star of Elendil, Sword of Elendil, Tomb of Elendil, Elendili, Elendilmir, Elendur King of Arnor, Elendur son of Isildur, Elenna, Elentári, Elentirmo, Elenwë, Elephants, Elessar of Aragorn, Elessar of Eärendil, Elestirnë, Elf-friend, Elf-friends, Three Houses of the Elf-friends, Elfhelm, Elfhild, Elfstan Fairbairn, Elfstone, Elfwine, Elladan, Elmo, Elms, Elostirion, Elrohir, Elrond, House of Elrond, Elros, House of Elros, Line of Elros, Elu Thingol, Eluchíl, Eluréd, Elurín, Elvenesse, Elvenhome, Elvenking, 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Folcwine, Folde, Folk of Haleth, Followers, Ford of Brithiach, Ford of Bruinen, Fords of Aros, Fords of Isen, Battles of the Fords of Isen, First Battle of the Fords of Isen, Second Battle of the Fords of Isen, Fords of Poros, Forelithe, Forest, Forest of Brethil, Forest of Fangorn, Forest of Neldoreth, Forest of Region, Forest River, Forest Road, Foreyule, Forgoil, Forlindon, Forlond, Forlong, Formenos, Forn, Fornost, Amlaith of Fornost, Battle of Fornost, Forochel, Icebay of Forochel, Snowmen of Forochel, Forodwaith lands, Forodwaith people, Forostar, Forsaken Inn, Fortinbras Took I, Fortinbras Took II, Forweg, Fosco Baggins, Fourth Age, Fram, Frár, Fréa, Fréaláf Hildeson, Fréawine, Freca, Fredegar Bolger, Free Peoples, Frerin, Friend-of-Men, Frodo Baggins, Frodo Gardner, Frogmorton, Front Gate, Frór, Frumgar, Fuinur, Fundin, Gabilgathol, Gaffer Gamgee, Galadhon, Galadhriel, Galadhrim, Lady of the Galadhrim, Galador, Galadriel, Mirror of Galadriel, Phial of Galadriel, Galathil, Galathilion, Galdor of Dor-lómin, Galdor of the Havens, Galenas, Galion, Gálmód, Galvorn, Gamgee, Daisy Gamgee, Gaffer Gamgee, Halfast Gamgee, Halfred Gamgee, Hamfast Gamgee, Hamson Gamgee, Marigold Gamgee, May Gamgee, Roper Gamgee, Sam Gamgee, Samwise Gamgee, Gamil Zirak, Gamling, Gammidge, Hob Gammidge, Gammidgy, Gamwich family, Wiseman Gamwich, Gamwich village, Gandalf, Gap of Rohan, Gardner, Bilbo Gardner, Daisy Gardner, Elanor Gardner, Frodo Gardner, Goldilocks Gardner, Hamfast Gardner, Merry Gardner, Pippin Gardner, Primrose Gardner, Robin Gardner, Rose Gardner, Ruby Gardner, Tolman Gardner, Gasping Dust, Gate of Erebor, Gate of Isengard, Gate of Steel, Gate of the Noldor, Gates of Argonath, Gates of Mordor, Gates of Sirion, Gaurwaith, Gelion, Greater Gelion, Gelmir of Angrod's People, Gelmir of Nargothrond, Gerontius Took, Gethron, Ghân, Ghân-buri-Ghân, Giants, Stone-giants, Gift of Men, Gildor Inglorion, Gildor of Dorthonion, Gil-galad, Fall of Gil-galad, Spear of Gil-galad, Gilly Brownlock, Gilraen, Gilrain, Gilthoniel, Gimilkhâd, Gimilzagar, Gimli Elf-friend, Ginglith, Girdle of Melian, Girion, Girithron, Giver of Fruits, Gladden Fields, Gladden River, Glamdring, Glamhoth, Glanduin, Glaurung, Dagnir Glaurunga, Glingal, Glithui, Glittering Caves, Lord of the Glittering Caves, Glóin son of Gróin, Glóin son of Thorin I, Glóredhel, Glorfindel of Gondolin, Glorfindel of Rivendell, Gnats, Goatleaf, Harry Goatleaf, Goblin-cleaver, Goblin-men, Goblins, Goblin-town, Gods, Golasgil, Goldberry, Golden, Golden Hall, Golden Perch, Golden Wood, Lady of the Golden Wood, Goldenbed, Golden-haired, Goldenhead, Goldfather, Goldilocks Gardner, Goldwine, Golfimbul, Gollum, Golodhrim, Golug, Gondolin, Exiles of Gondolin, Fall of Gondolin, Great Gate of Gondolin, King of Gondolin, White Lady of Gondolin, Gondolindrim, Gondor, Beacons of Gondor, Citadel of Gondor, City of Gondor, Council of Gondor, Crown of Gondor, Guard of the Tower of Gondor, King of Gondor, King of Gondor and Arnor, Lord of Gondor, Men of Gondor, Queen of Gondor, Regent of Gondor, Royal House of Gondor, South Gondor, Gondorians, Gonnhirrim, Goodbody, Togo Goodbody, Goodchild, Bell Goodchild, Gorbadoc Brandybuck, Gorbag, Gore, Gorgoroth, Gorgûn, Gorhendad Oldbuck, Gorlim the Unhappy, Gormadoc Brandybuck, Gorthaur, Gorthol, Gothmog Lieutenant of Morgul, Gothmog Lord of Balrogs, Gram King of Rohan, Gram Mount, Great Armament, Great Battle, Great Darkness, Great Gate of Gondolin, Great Gate of Minas Tirith, Great Gates, Great Goblin, Great Gulf, Great Hall of Feasts, Great Hall of Thráin, Great House, Great Jewel, Great Jewels, Great Journey, Great Lake, Great Music, Great Ones, Great Orcs, Great Plague, Great Ring, Great Rings, Great River, Great Sea of the West, Great Siege, Great Smials, Great War of the Ring, Great Worm, Greater Gelion, Green Dragon, Green Hill Country, Green Hills of Gondor, Green Hills of the Shire, Green Mound, Green-elves, Greenhand, Halfred Greenhand, Holman Greenhand, Greenhanded, Greenholm, Fastred of Greenholm, Greenleaf, Greenway, Greenwood the Great, Grey Company, Grey Havens, Grey Mountains, Grey Pilgrim, Grey Wanderer, Greycloak, Grey-elven, Grey-elves, Greyflood, Greyhame, Greylin, Greymantle, Gríma Wormtongue, Grimbeorn the Old, Grimbold of Westfold, Grip, Grishnákh, Grithnir, Gróin, Grond battering-ram, Grond Hammer of the Underworld, Grór, Grubb, Laura Grubb, Guard of the Tower of Gondor, Guarded Plain, Guards of the Citadel, Guild of Venturers, Guild of Weaponsmiths, Guilin, Gulls, Gundabad, Gundor, Gurthang, Guthláf, Gúthwinë, Gwaeron, Gwaihir, Gwaith-i-Mírdain, Gwathir, Gwathló, Gwindor, Hadhodrond, Hador Lórindol, Helm of Hador, House of Hador, People of Hador, Hador of Gondor, Hal Gamgee, Haladin, Halbarad, Haldad, Haldan, Haldar, Haldir of Lórien, Haldir of the Haladin, Haleth daughter of Haldad, Folk of Haleth, House of Haleth, People of Haleth, Haleth son of Helm, Halethrim, Halfast Gamgee, Half-elven, Half-elven Elrond and Elros, Halfling, Halflings, Land of the Halflings, Prince of the Halflings, Halflings' Leaf, Half-orcs, Halfred Gamgee, Halfred Greenhand, Halifirien, Halimath, Hall of Fire, Hallacar, Hallas, Hallatan, Halls of Mandos, Halls of Waiting, Halmir, Háma, Hamfast 'Gaffer' Gamgee, Hamfast Gardner, Hammer of the Underworld, Hammerhand, Hamson Gamgee, Handir, Harad, Far Harad, Men of Harad, Near Harad, Harad Road, Haradrim, Haradwaith, Hardbottle, Hareth, Harfoots, Harlindon, Harlond in Gondor, Harlond in Lindon, Harnen, Harrowdale, Harry Goatleaf, Hasufel, Hathaldir, Hathol, Haudh in Gwanur, Haudh-en-Arwen, Haudh-en-Elleth, Haudh-en-Ndengin, Haudh-en-Nirnaeth, Haven of the Swans, Haven of Umbar, Haven-finder, Havens of Sirion, Havens of the Falas, Elves of the Havens, Hay Gate, Haysend, Hayward, Hob Hayward, Headstrong, Malva Headstrong, Heart of Fire, Heart of the Mountain, Heathertoes, Mat Heathertoes, Heavy-handed, Hedge, Heir of Elendil, Heir of Isildur, Helcar, Helcaraxë, Helevorn, 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