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The

K i n - s tr i f e

T hi r d A g e , c i r c a 14 50
A Middle-earth Strategic Gaming Module
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Lead Development
D esi gn
Research
Artwork
Fiction
Editing & Layout
Initial Play-testers

Clint Oldridge
Clint Oldridge, John Davis, Sam Roads, Edward Lane
John Davis, Clint Oldridge
Anne Stokes, Jeremy McHugh, Chris Waller, Mark Pritchard
John Davis
John Davis
Clint Oldridge, Sam Roads, Edward Lane, Mark Jeffries, Tim Jones,
Chris Courtiour, James Rousselle, Mike Mulka, John Choules, John Briggs,
Gavin Kenny, Kenneth C. Shannon III

Based on the works of J.R.R. Tolkien


"Middle-earth" and "The Lord of the Rings", and the names of the characters, items, events and places therein are
trademarks of The Saul Zaentz Company d/b/a Tolkien Enterprises and are used under license to Games Systems
International, Ltd.
Copyright 2011 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.

Kin-strife

Contents

Contents
CONTENTS
INTRODUCTION
PARTIAL GENEALOGY
BACKGROUND
GONDOR
SAURON & THE NAZGUL
ARNOR
THE REALMS OF HARAD
KHAZAD
QUENDI
WELCOME
KIN-STRIFE AT A GLANCE
WINNING
NOTES ON MODULE CREATION
HOW TO USE THIS MODULE
A NOTE ON VERSIONS
NEW TERMS
ADDITIONAL RULES
NATION SET-UPS
JOINING A GAME
NEW ORDERS
NEW ENCOUNTERS
THE ONE RING
RECRUITING NON-PLAYER
CHARACTERS
CHAMPIONS
ARTIFACTS
CHARACTER LIMITS
NEUTRAL NATIONS
ORDER FORMATS
DEFAULT STARTING NATION
INFORMATION
SPELLS
WARSHIPS
POPULATION CENTRE LOYALTY
ARMY MORALE & TROOP
TRAINING
THE NATIONS AN OVERVIEW
THE LOYALISTS
THE USURPERS
NEUTRALS
HOW TO VIEW THE NATION
DETAILS

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#1 LINE OF ELDACAR
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
#2 REBELS OF ERED LITHUI
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
#3 RHOVANION
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
#4 HORSELORDS
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
#5 KINGDOM OF ARNOR
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
#6 QUENDI
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
#11 LINE OF CASTAMIR
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
#12 LINE OF MORLAEN
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
#13 LINE OF ELENDIN
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
#14 SOUTHRON KINGDOMS
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES

#15 HITHLUM
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
#16 WITCH-REALM OF ANGMAR
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
#21 LINE OF TIRKHOR
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
#22 KHAZAD
BACKGROUND
GENERAL INFORMATION
SET-UP TABLES
TABLE F
CHARACTERS
RELATIONS
ARTIFACTS
STORES
ARMY/NAVY TRAINING
INFORMATION
POPULATION CENTRES
LOCATIONS
SPECIAL NATION ABILITIES
POST SCRIPT
APPENDICES
APPENDIX A NON-PLAYER CHARACTERS
APPENDIX B NATION STARTING FORCES
APPENDIX C ARTIFACTS
APPENDIX D SPECIAL NATION ABILITIES
APPENDIX E TIME-LINE
APPENDIX F NEW ORDERS
APPENDIX G TROOP DESCRIPTIONS
APPENDIX H CLIMATE/TERRAIN MODIFIERS
APPENDIX I NATION SET-UP FORM
APPENDIX 2 PRE SET-UP MAP

Kin-strife

Introduction

Introduction
Standing atop the burnished tower of Osgiliath, Orodreth held high his sword, catching the failing sunlight that flung wide
his shadow behind him. In the plaza below the people of Gondor stood watching, a huge throng whose uncertain gaze
rested upon him.
The moment should have been a glorious one. The culmination of five years of campaigning. Of bitter cold mornings after
nights spent on watch, and of bitter tears shed to mingle with the blood of loved ones darkening the battle-ground. Of hard
marches and harder waits, of blisters, sores, stale food and scant sleep. But also of the thrill of battle, the exultation of
leading men into the fray, knowing that they lived, and would die, at your command.
And he had led. Born to nobility but not of the royal line, nevertheless it seemed that he only had to speak and men would
listen, only had to issue an order and the act would be done. At Linhir he had been but a captain, yet it was his men who
had led the uprising, and when it was over, it was he who had been toasted as victor. And from then on, through victory
and setback alike, the men had followed him. Not the sons of Castamir, not even, it seemed at times, Castamir himself.
But him. And surely, there could be nothing better, to be followed, to be obeyed, and to be loved by men for whom your
word is law. So that when, finally, the walls of Osgiliath had opened before them, who else but he could have led the men
through the breach, from outer keep to inner wall; to wrest, finally, the jewel of Gondor's realm from Eldacar's hands, and
claim its crown for Castamir, rightful heir to the throne?
The moment should have been a glorious one. And yet the knot that twisted his stomach was not born of excitement, of
the thrill of victory, but of regret. For the blood which stained the hills of Gondor and slickened the streets of even its
fairest cities was not that of orc, or Variag, or Wainrider, but of the men, and women too, of Gondor herself. The blood of
brother spilt by brother, kin by kin, as the realm had torn itself apart. The war had not been one waged for survival, or
even for the cause of right over wrong, good over evil, but for...for what? Ostensibly for the purity of bloodline, to prevent
the blood of the Lords of Gondor from being further diluted. Yet throughout the age the blood of Dunedain and commoner
had been so inter-mingled that few could claim with certainty that theirs was a pure line. No, that was but a justification for
the war, not its root.
And the root, then? For some, no doubt, it was the quest for power, to advance one's own family line, a goal which for
centuries had been sought through whispers and deals, alliances and politics, but which now over-spilled the boundaries
of tradition and law to rage as a storm of blood and steel. But for every person who fought with such dreams to warm their
nights, another hundred took up arms without hope of power. And for such as them, it was for glory, and for honour, that
they fought, so that the side they chose was merely that, a side, chosen because friends or family had so sworn before
them.
This truth had a bitter taste, but was, even so, understandable. Generations of Gondorians had been raised on stories of
the old wars, of great deeds performed and great victories won. Yet for a lifetime or more, there had been no wars to fight,
no battles to be won; with Sauron quiescent, the South tamed, and even the Easterlings withdrawn, all that remained was
to keep watch on the borders and old places. And what glory was there to be won in that? Scant surprise, then, that when
opportunity arose, so many took to arms. And the common soldier, the minor noble, they cared little for the power
struggles of the royal lines, of the Southron Kingdoms greed, or even the dark rumours which ever surrounded Castamir.
They cared only for the chance to cover themselves in glory and in honour. And Orodreth had counted himself among
them.
Yet now, standing on Osgiliath's tower, he knew that there was no honour to be gained here, no glory to be won. All the
war had done was to water the fields of Gondor with the blood of her own, to satisfy the greed for wealth and power of a
select few who cared nothing for the people or the realm. But even as he cursed them for this, he knew that the blame
was as much his as it was theirs, that evil was not merely done, but allowed to be done. Whether Sauron's hand was
behind the uprising, as some rumours had it, or whether this new evil was born in the hearts of men alone, Orodreth knew
not and cared less. At his sword's edge had the blood of his own kin been spilled, at his word thousands had perished, for
nothing more than the false allure of glory and a concept of purity that was probably no longer anything but a myth, if ever
it had been more. This he had done, and for this, he knew, there was none to blame but himself, none to bear the burden
of guilt but himself.

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So that as he looked, to where his guards held Ornendil, son of Eldacar, defeated Captain of Osgiliath and his own kin,
whom as his enemy he was doomed now to slay else be labelled traitor himself, he knew that far from such a deed being
beyond him, it was merely symbolic of all he had already done. Live now or die, be known by history as hero or traitor,
nothing could erase the deaths of those he had slain, or caused to be slain. Not for survival, not for what was right, but for
selfish glory, at the bidding of greed.
For an eternal moment he held his sword aloft, delaying what could not be delayed, until it seemed that the sun itself
burned in his blade. He had never felt love for Castamir, but now he knew only hatred, for having ordered him to perform
this last act of kin slaying, and for the pleasure that he knew with sudden certainty that Castamir, standing at his side,
would be taking from his discomfort. And hatred for himself, too, born of the knowledge that he had walked too long on
this path to turn aside now. Looking down, he forced himself to meet Ornendil's gaze, almost envying the man even as he
murmured silent apology for what he knew he must do. Then, as the world held its breath, he brought the blade flashing
down, and the Kin-strife took another victim.
For a heart-beat there was silence. Then, as the sun slipped beneath the hills and the dark shadows of Mordor spread
across the city, so a cry went up from the people as they poured forwards, moving in furious rage against the guards who
sought to hold them back. But for all their fury, fist and dagger found little purchase on helm and shield, and at Castamir's
word, blood flowed through the streets, the people of Osgiliath cut down, their final defiance silenced by steel. And as the
night deepened, fires sparked and spread, so that those who did not find death at the hands of Castamir's men found it in
the raging fire that consumed the city.
For a night and a day the city burned, and its razing would linger in the memories of men down through the generations.
And in that night's dark hour, Castamir sealed his own eventual downfall, his true face revealed, as those few who
survived both steel and fire swore that they would neither grieve or rest until Eldacar was restored to the throne. The Kinstrife was not over. It was just begun.

Partial Genealogy
Rhovanion

Gondor

Narmacil
Vidugavia
?
?
Vidurafin
Vidustain

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Calmacil

Minalcar (= Laniel)
Vidumavi

Calimehtar

Valacar

Calimir (= Arthiriel)

Eldacar
Ornendil

Castamir (= Murabeth)
Aldarmir

Vinyaran

Casteher

Castarion

Kin-strife

Welcome

Background
G o nd o r

When the realm of Gondor was founded in the year of the Second Age 3320, the Dunedain who chose to live in the south,
in the lands that look upon the Bay of Belfalas, formed themselves into a defensive coalition known as the Pelargirean
League. Separate from, but closely tied to, Gondor itself as ruled by the sons of Elendir, the League lent military aid to
Gondor when aid was needed, and looked to them for arbitration between members of the league when necessary.
Following the wars of the Last Alliance at the end of the Second Age, however, Dunedain blood of the League was
increasingly diluted, as the Dunedain rulers, few in number, were forced to intermarry with their subject population. This
led to a both a threat to the claim of the Dunedin elite of their innate right to rule, and a growing dissatisfaction amongst
their non-Dunedain subjects who were still considered as lower caste even though their bloodlines were increasingly
mixed with those who ruled. As a result, the League realised that they could no longer impose order upon their people,
and invited the Royal Line of Gondor to rule them. And thus was royal dominion consolidated south and west of Gondor.
The king at the time, Siriondil, delegated his son Tarannon to rule these southern lands from the town of Pelargir, naming
him Captain of the Hosts, though the old rulers of the League retained local authority.
From then on, it became tradition for the heir to the throne of Gondor to take this title until the time came for him to take
the throne. And in the following decades the Pelargir fleet, under command of heirs eager to prove their worth, waged war
against the people of Harad until by the Third Age 1050 all the lands of Umbar and the Ethir were ruled by Gondor.
This tradition, however, was broken when Narmacil took the crown in 1226, since he was childless, and so forced to leave
Pelargir in hands of first a lieutenant, then, in 1240, his brother, Calmacil. In this same year, Wild Men of the East moved
down from the plains beyond the Inland Sea and attacked the northern territories of Gondor. In response, Narmacil
created the office of 'Regent of the Realm', which was conferred upon Calmacil's oldest son, Minalcar, who succeeded in
repelling the Easterlings.
The office of Captain of the Hosts was also altered at this time to Captain of Ships, so that the Regent had authority over
the forces on land, and the Captain of Ships over the naval forces in the south. When Calmacil died, Narmacil, still
childless, appointed Calmacil's younger son, Calimehtar, to the office of Captain. And so was the link severed between
the rule of the south and the royal succession, between Pelargir and Osgiliath.
Meanwhile, the Northmen of Rhovanion, great in numbers, feuded amongst themselves. And when in 1240 the
Easterlings moved west into Rhovanion to threaten both Rhovanion and Gondor, some of the Northmen princes sought to
ally themselves with them. Vidugavia, however, the most powerful of the Northmen princes, offered Minalcar alliance, and
together they drove the Easterlings out of Rhovanion.
In return, Minalcar recognised Vidugavia's claim to Kingship over all the Northmen princes, thus gaining for Gondor the
support of Rhovanion, a bond strengthened by the betrothal of his son Valacar to Vidugavia's daughter Vidumavi. This
alliance was important both to Vidugavia to ensure his control over the Northmen Princes, and also to Minalcar, who was
feeling threatened by his brother's strength in the south.
To further diminish his brother's authority, then, Minalcar replaced local rulers in the south with those loyal to him. In
Anfalas, Linhir, South Ithilien and Harondor, he displaced the Dunedain elite who had ruled there since the Pelargian
league was first established. And in response, these old Lords pledged in secret their allegiance to the Captain of the
Ships, who became seen as a champion of the 'Old Order', of those who saw the political rearrangements forced on them
from Gondor as unjust.
Minalcar was succeeded by Valacar, who had in Vidumavi a Rhovanian wife. And in 1432 when their son, Eldacar, came
to take the throne, this proved the final straw for the old order of the south, who had not only been displaced as rulers by
those loyal to north Gondor, but now found themselves subject to a King whose blood was impure. Forming themselves
into an organisation known as the Traditionalist Confederacy, and still commanding loyalty from the people they had ruled
for centuries, they marshalled under the rulership of Castamir, Captain of the Ships, although his authority was ever
fragile.
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Kin-strife

Welcome

The Confederacy first demanded Eldacar's abdication. Then, when he refused, they gathered their forces and marched on
Osgiliath. In response Eldacar mustered his own forces, including those who answered his call from Rhovanian. And so
began the Kin-strife.
Minas Ithil fell to rebels within its own walls who were loyal to Castamir. But Eldacar succeeded in establishing a
defensive line along the river Erui, and fortified both sides of the Anduin where the Erui gave into it. And so for a time,
Castamir's northward advance was thwarted.
Castamir's forces finally breached the Erui line of defences in the spring of 1433, allowing them to sail up the Anduin and
land forces behind the King's lines in Anorien and Ithilien. But the Prince-president of Minas Anor, still loyal to Eldacar,
barred the passage of the Pelennor on its western bank, whilst the hill forts in Emyn Arnen shut the rebels out of North
Ithilien, thereby protecting Osgiliath. And so both sides prepared for an extended conflict.
Eldacar's men held for four years. But, finally, the strategic hills about Emyn Arnen were lost, and Minas Arnor, sensing
defeat, sided with the traditionalists and surrendered in the autumn of 1437. With both the western approach to Osgiliath
open to him from Minas Anor, and the northern approach open from the hills of Emyn Arnen, Castamir lay siege to
Osgiliath, Gondor's capital. Osgiliath, however, was not built to withstand such an attack, having relied on Minas Anor and
Minas Ithil for its defence. And within but a few months, Osgiliath fell.
Eldacar's eldest son, Ornendil, held the Great Bridge against the enemy, allowing the King and his supporters to escape
into North Ithilien. And from there, they escaped into Rhovanian, where they found refuge with the kinsmen of Eldacar's
mother.
Ornendil himself was captured by Orodreth of Morthond, who knew that by offering Ornendil mercy, the people of
Osgiliath would surrender without further bloodshed. However, others amongst the rebels, jealous of Orodreth's authority,
accused him of treason through his mercy towards Ornendil, and, in order to prove himself loyal, Orodreth was ordered by
Castamir to kill Ornendil. On witnessing this act, the people of Osgiliath rose up in anger, and in response Castamir
ordered them slaughtered and the city put to the torch. An evil which was to be long remembered.
And so, with Gondor taken, Castamir was proclaimed King, rightful heir to the throne.
Leaving Osgiliath in ruins, Castamir returned to Pelargir, naming it the new capital of Gondor. This favouring of the south
did nothing to aid his reputation in the north, however, and the next four years saw growing unrest amongst the people of
Gondor. And seeds of dissention, sown both by Castamir's indifference to the north and also by rumours that Eldacar was
mustering forces to return and reclaim his throne, ensured that increasingly the inhabitants of north Gondor saw
themselves as a conquered people, ruled against their will by Castamir.
In the 1440s, rumours began to circulate that a great host was gathering in Rhovanion under the banner of Eldacar. To
counter this, Castamir sought to raise garrisons at Minas Anor and Minas Ithil. Minas Anor responded, but Minas Ithil rose
in revolt, declaring for Eldacar. And before Castamir could put down this rebellion, Eldacar's forces made themselves
known, moving south towards Gondor. The King was returned.
The year is 1446 of the Third Age of Middle-earth, and the final act of the Kin-strife is begun.

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Kin-strife

Welcome

Sauron & the Nazgul

Still weakened from his defeat at the end of the Second Age, Sauron lacks physical presence enough in the lands of
Middle-earth to directly become involved the wars of Kin-strife. However, with the Nine returned to the world, he is not
without power. And aware that the conflict could only serve to weaken the realm of Gondor, and so serve hasten the end
of both their Watch upon Mordor and the power of the fleets, Sauron's influence can be seen by those with wisdom to
recognise his dark hand.
Ostensibly supporting Castamir, in truth this is only because he understands that should Eldacar succeed in bringing
down the strength of both Rhovanion and the North Kingdom upon the Usurper, the war would be quickly over. As such,
by aiding Castamir, Sauron hopes to prolong the war, thus greatly weakening Gondor no matter which side is eventually
victorious. And so it is that in the north the Witch-king moves against the fragmented Realm of Arnor, whilst spurred into
action by the return of their ancient lord Uvatha the Horseman, the Easterling Variags dream of bloody victory once more,
and dark whispers of glory urge the rest of the Hithlum tribes to march west upon the Northmen of Rhovanion.

Arnor

In the north, King Araphor of the Arthedain people had supported Castamir in the years leading up to the Kin-strife, since
the Pelargirean League sent grain from the south in return for timber. Castamir had also sent a fleet of ships and given
them over to Araphor's command in order to help secure the Gwalthlo river, and re-establish some sense of order in the
near-anarchy of rulerless Cardolan.
However, when the Witch-king moved south in renewed assault, King Araphor had little choice but to seek to counter this
threat. At the same time, Castamir abruptly withdrew all trade links and support. Because of this, and perhaps also
suspecting the Witch-king's influence in what for the Nazgul Lord was a most timely withdrawal of support by Castamir,
Araphor now declares himself against Castamir.

The Realms of Harad

The Kings of Harad, united as the Confederacy of Southron Kingdoms under Zimrakhil and his brother Belphegor, form
the core of the support for Castamir, growing rich from trade in goods necessary for war. Further south, the rulers of the
Raj and realms of Far and Greater Harad have found that their trade in luxury items has been harmed by the Kin-strife,
but are more inclined to wait for order to be restored in Gondor than to seek to play a part in the Kin-strife on either side.

K haz a d

Durin's Folk have benefited from the Kin-strife, selling arms and armour to both sides. However, with Eldacar securing his
position in Rhovanion, trade with Castamir down the Anduin has become difficult. Durin bides his time, but it is clear that
should the war in Gondor become prolonged, he will have to choose a side else risk losing the possibility of trading with
either.

Q ue nd i

The elves of Middle-earth care little for the affairs of men. And yet, as the wiser among their number begin to sense the
dark hand of Sauron behind the Kin-strife, there is some talk of the need to act, albeit indirectly.

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Kin-strife

Welcome

Welcome
Kin-strife at a Glance
Welcome to the Kin-strife!

This module has many new features, and as such is very different to the Third Age, circa 1650; Third Age, Circa 2950 and
Fourth Age, circa 1000 games that you may be used to playing.
We have sought to increase the importance of character development, to re-introduce the element of discovery and
exploration without losing any strategic depth, to allow more of the characters of Tolkiens world to be encountered and to
play a significant role, and finally to introduce a greater flexibility and degree of choice in nation design without losing the
coherence of those nations identity. To this end, the module has several new features, the most important of which can
be summarised as follows:

New Nations

We have created 14 new nations, each with their own unique strengths and weaknesses, characters and items, lands and
population centres.

Nation Design

You now have the option to tailor your nation to your own taste, choosing from thousands of options and possibilities.

New World

Kin-strife has new encounters, new riddles, and new locations. Even the land of Middle-earth itself will look slightly
different to the way it does in other modules, as we have returned to the The Lord of the Rings for our inspiration, to
create a new interpretation of the world.

Non-player Characters

Many of the characters of Middle-earth can now be sought out and recruited to join your side, after which you can control
them as you would your other characters.
Each of these features has required changes in the way that the module is presented, and the game played. So we
recommend that you take the time to read through this module thoroughly, and if you have any questions, please get in
touch.

Winning

To win the game, all opposing nations must be eliminated. (There is no One Ring victory in this module.)

Notes on Module Creation

Although set only two hundred years before the Third Age, circa 1650 module, you will notice many differences between
the world of the 1650 games and that of the Kin-strife, not all of which can necessarily be seen as a result of the different
periods of time. Which is to say that the two centuries dividing the modules are not sufficient to account for all the
differences, be they the establishing or destruction of cities, or the shifting and reforming of nations.
This is because just as the Third Age, circa 1650 module is one possible interpretation of the world of Middle-earth,
translated into a framework suitable for game play, so the Kin-strife module is an alternative one. Both are based firmly on
the writings of Tolkien and the ICE sourcebooks, but this information has then been interpreted to create the two Middleearth PBM modules, in what is at times in a similar manner, and at times in a somewhat different fashion.
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Kin-strife

Welcome

In addition, when there was no information available in the writings of Tolkien, regarding, for example, characters in a
nation or location of population centres, for the Third Age, circa 1650 module this information was created. In the Kinstrife, however, whilst some of these 'blanks' have been filled in for purposes of game balance, so far as was possible,
these options have been left open for you to decide upon as part of the creation of your nation.
Those of you familiar with ICE's Kin-strife sourcebook will notice that several of the characters in the Line of Tirkhor nation
are alive at the time of this module even though, as part of one of ICE's scenarios set during the Kin-strife, there is a large
possibility that they are killed. The reasons for this are twofold. Firstly, at the time of this module (set during the final years
of the civil war), it is unclear whether, according to the ICE scenario, they have yet been assassinated. And secondly,
since their deaths are only a possibility not a certainty in the scenario, it seemed beneficial to the balance of this module
to give them the benefit of the doubt!
Finally, throughout Kin-strife we have remained true to Tolkien, from the placing of towns and cities, to the characters that
populate the world and the forces they command. Sometimes we have added new material in order to make the game
more balanced, or taken inspiration from ICE's works, but when we have done so it has always been within the context
and style of the world that Tolkien created.

How to Use This Module

Unlike previous modules, this document does not contain everything required to play Kin-strife. Instead, unless specified
in this module, the rules for playing the game will remain the same as those for the Third Age, circa 1650 module. As
such, in order to play, you will need the following documents. These are freely available from our website, or as hard copy
on request.

The Kin-strife Module Book

The first is this document, which contains all the information unique to Kin-strife.

A Middle-earth Rulebook

The second is a document containing the rules of Middle-earth. These are best presented in the new Middle-earth Guide,
and we recommend you use these. However, if you do not have the Middle-earth Guide, then the rules used in Kin-strife
are the Third Age, circa 1650 or Third Age, circa 2950 rules with the addition of the new orders available in the Fourth
Age, circa 1000 module. Where a rule given in the Kin-strife module book contradicts one given in a Middle-earth
rulebook, the ruling in the Kin-strife module book takes precedence.

A Note on Versions

At the bottom left-hand side of each page, you will notice a module version number. This is so that if we need to change
any aspect of the module, either permanently or for a particular game, we can ensure you have the correct module
version. In addition, Table F and each individual Nation chapter has its own variant number (i.e. Quendi 002). This is
because out of all the aspects of the game, nation details are those most likely to change. And so if we specify that a
game is to be played using version 1 of the rules, with variant 001 of the Loyalist and Neutral nations but variant 005 of
the Usurper nations, again, you can ensure that you have the correct information. If in doubt whether you have the right
information for any given game, please ask!

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Welcome

New Terms

There are several terms which are used in this module, but not in previous modules. These include the following:
Angmar
Arnor
Cor Aran
Hithlum
Horselords
Khazad
Line of Castamir
The Line of Eldacar
Line of Elendin
Line of Morlaen
Line of Tirkhor
Loyalists
Morgoth
Quendi
Rebels of Ered Lithui
Rhovanion
Southron Kingdoms
Usurpers

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The Realm of the Witch-king, a Usurper Nation.


The old North Kingdom of the Numenorians in exile, a Loyalist Nation.
The Gondorian secret police
The Easterling tribes, a Usurper nation.
The Rhovanion horse-people, a Loyalist nation.
Dwarves, a Neutral nation.
A Usurper nation.
A Loyalist nation.
A Usurper nation.
A Usurper nation.
A Neutral nation.
Those nations loyal to Eldacar, the Once and Future King. These are roughly equivalent to the
Free Peoples of other modules.
The Ancient Enemy, whom Sauron himself once served
Elves, a Loyalist nation
A Loyalist nation.
A Loyalist nation.
A Usurper nation.
Those nations loyal to Castamir, the Usurper. These are roughly equivalent to the Dark
Servants of other modules.

Kin-strife

Additional Rules

Additional Rules
Nation Set-ups

Each nation can be customised through the choosing from various starting options, purchased at game set-up. These
options cover all aspects of a nation, from characters to forces, from population centres to special abilities.

Overview

Every nation can purchase starting options from Table F. In addition, each nation has four tables (J, N, R, and V) of
unique set-up options. Each table consists of options covering a different area of your nation as follows:
Table F

consists of general options (the options in Table F are available to each nation).

Table J
Table N
Table R

consists of military options (each nation has its own unique Table J).
consists of character and magic item options (each nation has its own unique Table N).
consists of population centre and general nation options, as well as options providing information about
artifacts, starting locations of characters, etc. (each nation has its own unique Table R).
consists of Special Nation Abilities (each nation has its own unique Table V).

Table V

Every option has a points cost, and you have a total of 23,000 points to spend. If points are not spent, they are wasted. In
addition to the total points limit, the following restrictions must be adhered to regarding points expenditure on specific
tables:
Table J: You must spend exactly 3000 points on this table.
Table N: You must spend at least 4000 points on this table.
Table V: You must spend at least 4000 points on this table.

Order of Option Purchases

Options purchased will be applied to your nation one table at a time, in alphabetical order of the tables. Options
purchased within a table will be applied to your nation in the order you give them. For example, all Table N options will be
applied before any Table R options, with those Table N options applied in the order you have given them.
Options that provide information about an aspect of the game provide that information as accurate at game start. For
example, if you purchase an option telling you where another nations character is located, and that character is moved
through an option purchased by that nation, you will discover the location they are moved to.
This order of options is important to bear in mind if more than one option affects the same element of your nation, both to
gain maximum benefit from your chosen options, and to avoid options being wasted.
The exceptions to this order are the Castamirs Bribe Options (options 11R021 11R038) and the Eldacars Gift Options
(options 01R030 01R045). These are applied after the Table N options of every nation have been applied.

Example 1
You have four villages, four towns, and purchase two options: option one changes all villages to towns, and option two
gives all towns a fort. If you list them in this order, all your villages will become towns, and all of these will gain forts,
resulting in your nation having eight towns with forts. However, if you list them the other way round, your towns will gain
forts, then your villages will become towns, but these new towns will not receive forts, resulting on your nation having four
towns with forts and four towns without forts.
Example 2
You purchase two options: option one grants one of your towns a fort, and option two turns all of your towns into major
towns. If you list them in this order, both options will take effect. However, if you list option two first, the town you specify
in option one will not be a town when that option is applied, so the option will fail.
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Points to Note

You may not purchase any option more than once.


Unless specifically stated, all options are modifications to your own nation only.

If an option requires a population centre as an additional (either population centre, or village, town, etc.),
please give the name, not the location, of the population centre.
If an option requires a location, this refers to a hex location (for example: 0403).
Army/Navy options chosen that affect another related aspect of that army/navy (morale, training, etc.) will be
taken into account when starting armies are created.
Criteria for an option must be met at the time the option is applied. For example, if you upgrade a population
centre from a major town to a city, then try and further alter that population centre with an option that specifies a
major town, then this second option will fail.
Population Centre Loyalty, Morale, Troop Training levels, and all other statistics expressed as a percentage
cannot be increased above 100, or reduced below 1. If an option is purchased that will increase a statistic above
100 the statistic will remain at 100, and if an option is purchased that will reduce a statistic below 1 the statistic
will remain at 1.
Character skill ranks cannot be increased above 100, or reduced below 0. If an option is purchased that will
increase a skill rank above 100 the skill rank will remain at 100, and if an option is purchased that will reduce a
statistic below 0 the statistic will remain at 0.
The command rank of a character commanding an army cannot be reduced to 0. If an option is chosen which will
cause this to occur, the entire option will fail. For example, if an option reduces command rank and increases
agent rank, if this would cause the command rank to be reduced to zero, no increase in agent rank will be gained.
Starting population centre loyalty is based on the population centres size. (See Population Centre Loyalty
Section.) If, then, population centres are increased or decreased in size as the result of a starting option, their
starting loyalty will alter appropriately. In some cases, an option will specify a loyalty change: this is in addition to
the normal alteration and will be applied at the end of the set-up process to the population centres loyalty as
based on its final size.
Unless otherwise specified in the option details (for example, a specific population described by name), only nonfortified population centres can be moved. (A non-fortified population centre can, however, be moved then
fortified.)
Capitals cannot be reduced in size to below a major town.
Some options consist of eitheror possibilities. In these cases you must choose one possibility, not both.
If given a choice between a and b, or c and d, you must choose either a and b or c and d, not a and c.
Some options require additional information, such as a character, population centre, location or other game
element to be specified. If you choose such an option and do not provide the specified additional information, or
the information is invalid, the option will not be applied to your nation.
If an option causes a character to possess over six artifacts, those above six are dropped at the characters
location.
If an option causes a troop type to gain a type of armour or weapon they cannot use then that particular troop type
does not benefit, but the option still benefits other troop types.
If an option would cause a unit of troops to gain a type of armour worse than that which they already possess,
then that particular unit of troops retain their original armour type, whilst the option still benefits other troops.
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Additional Rules

If an option to upgrade weapon and armour types is chosen, this will affect all appropriate troops: both default
starting troops and any gained from starting options.
If an option allows a town or major town to be upgraded in size, it cannot be hidden at the time that it is upgraded.
If an option requires a character to have a specific rank (such as agent rank), this refers to a rank greater than 0.
If an option allows a character to be doubled, the character must have agent or emissary rank.
Where an options details contradict any of these notes, the option details take precedence.

Default Nation Set-up Options

If you do not wish to create your own nation set-up (or we have not received your nation set-up by the time the game
begins), a default nation set-up will be used. Default options are marked with a tick (3). Note that the default options are
only chosen if you do not send in a nation set-up. Sending in a nation set-up with only half the points spent will not result
in default options being chosen to spend the remaining points.

Joining a Game

There are two main ways of joining a new game. The first is to simply contact us to tell us that you wish to play in a new
game. We will then tell you what variant the next game will be (which version of the module and nation details are being
used). You should then complete nation set-ups for at least three nations you are happy to play, and submit them to us.
When the game is ready to begin, you will be told which of the nations you are playing, and receive your first turn.
The second is to arrange with friends to play as a team. In which case, having agreed this with us, you can decide
between you which nations you will each play, and then submit the nation set-ups to us.

New orders

In addition to the orders available in the Third Age, circa 1650 and Third Age, circa 2950 modules, several additional
orders from the Fourth Age, circa 1000 module can be issued.
The following order is available to all nations:
942 Move Turn Map (order #942)
In addition, the following orders may be available to certain nations, depending on the set-up options chosen:
496 Build Road
960 Increase Caravan Prices.
965 Reduce Caravan Prices.
Details of these orders can be found either in Appendix F at the end of this document, or in the new Middle-earth Guide.

New Encounters

The Kin-strife module features all new encounters. Success or failure may be based on skill ranks, challenge rank, race or
nation to name but a few possibilites. Be aware that as in previous modules some encounters are deadly, though on the
whole you'll find that encounters are more friendly than before. Occasionally characters will compete against NPCs
encountered based on ranks other than Challenge Rank, so be wary. In addition, some encounters might appear at first
glance to be identical to ones from other modules, but you might still find them to be different....

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Additional Rules

T h e O n e R i ng

The One Ring victory is not allowed. At the time of the Kin-strife, the One Ring is still lost, and its tale is told in another
story...

Recruiting Non-Player Characters

Many of the characters wandering the lands of Middle-earth can now not only be encountered, but enlisted to your nation,
after which they can be issued orders as you would command your other characters. In addition, they may bring with them
an additional Special Nation Ability, which you can then make use of.
If you encounter a non-player character (NPC) that has the potential to be recruited, you will be given an Recruit option.
Only characters with the emissary skill have a chance of recruiting an NPC. If a character without emissary skill attempts
to recruit an NPC, the result may range from mildly annoying them to incurring their wrath and enmity.
In order to attempt to recruit an NPC, the following conditions must be met:

Encounter

The character must have encountered an NPC the previous turn, and been given the option to Recruit them.

Allegiance

Loyalist and Usurper nations can attempt to recruit NPCs who are either of the same allegiance or Neutral. (If a Loyalist or
Usurper character attempts to recruit a Neutral NPC, the NPC is treated as if they are of the same same allegiance as the
recruiting character.) Neutral nations can only recruit Neutral NPCs. The allegiance of NPCs is detailed in the Non-player
Characters chapter of this module.

Free NPC Slot

Only one NPC can be recruited per nation each name character phase. Which is to say you can recruit one NPC between
turns 0 5, another one between turns 6 10, etc. If you recruit an NPC and they die, you still cannot recruit another one
until the next name character phase.

Free Character Slot

NPCs count towards your nations character limit. In order to successfully recruit an NPC, then, you must have at least
one free character slot available.

The chance of successfully recruiting an NPC is roughly equivalent to the chance of an emissary successfully performing
the 505 Bribe/Recruit Character order. If the attempt is successful, the NPC joins your nation. From the next turn they
can be issued orders in the same way as for any other character, and in addition you can then make use of any new
Special Nation Ability granted to you by the NPC. If you gain a Special Nation Ability in this manner, you will retain it even
if the NPC is later killed. If you already have the Special Nation ability granted by the NPC, you will not gain any
extra/multiplied benefit.
Other nations of your allegiance having Friendly and Tolerant relations with you will increase the chance of successfully
recruiting an NPC, as it shows the NPC that your team is working well together.
A successfully recruited NPC cannot be recruited by another player whilst they are under your control: they become, in all
respects, another of your characters.
An NPC with mage skill will have spells randomly assigned to them, unless it is otherwise mentioned that the particular
NPC has specific spells.

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Additional Rules

Champions

Some characters are considered exceptional characters: champions. Champion characters can be issued an additional
(third) order each turn. All normal rules and restrictions governing the issuing of orders still apply to this third order, so
that even a champion character cannot be issued two skill orders of the same type in the same turn
For example, Elrond, with mage, emissary and command ranks, could be given the following set of orders:
710 Prentice Magery
550 Improve Population Centre
185 Downgrade Relations
but not these orders:
185 Downgrade Relations
300 Change Tax Rate
408 Recruit Heavy Infantry

Artifacts

Artifact IDs (numbers) will change from game to game.

Character limits

Character limits have been increased as follows:


Turn
05
6 10
11 15
16 20
21+

Total Characters Allowed


15
18
20
22
24

Maximum Recruited NPCs Allowed


1
2
3
4
5

Bear in mind that the total characters allowed includes any Recruited NPCs controlled. This means that if you recruit an
NPC on the same turn as you try and name a new character, successfully recruit the NPC and as a result the character
limit is reached, the name character order will fail.
For Example:
On turn 7 you are allowed a total of 18 characters. This could consists of 2 NPCs and 16 normal characters, 1 NPC and
17 normal characters, or no NPCs and 18 normal characters.

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Additional Rules

Neutral Nations
Neutral Nations Changing Allegiance

Neutral nations have until turn 12 to change allegiance. Which is to say that turn 12 is the last turn they can attempt to
change. If a neutral nation does not change by turn 12, they may continue to play the game, but cannot win.
The two neutral nations are encouraged to each choose a different allegiance, and to change allegiance sooner rather
than later in the game. This is achieved though the incentive of a prize for doing so.
Specifically:
The first neutral nation to successfully change allegiance gains the prize
If the other neutral nation successfully changes to the other allegiance, on the same turn or subsequent turns,
they also gain the prize
If both neutral nations successfully change allegiance to the same allegiance on the same turn, neither gains the
prize.
The prize gained is based on the turn that the nation changes allegiance, as follows:
Turn
14
58
9 12

Prize
One character who is not already a champion becomes a champion.
20,000 gold, placed in the nations treasury.
Upgrade one town to a major town
One character who is not already a champion becomes a champion.
Upgrade one town to a major town
One character who is not already a champion becomes a champion.

The character who becomes a champion is the character with the highest combined skill ranks.
Prizes are gained at the end of the turn when the nation successfully changes allegiance.

Pre-aligned Neutral Nations

If a game is to have pre-aligned neutrals, then unless otherwise stated the Line of Tirkhor will start the game as a Loyalist
nation, and the Khazad will start the game as a Usurper nation. In such a case, they are considered Loyalist and Usurper
accordingly for all starting options. For example, Castamirs Bribes, which can affect all Usurper nations, will also also be
able to affect affect the Khazad.

Order Formats

Orders for this game will only be accepted in the form of a file generated by Automagic or MEOW, sent to us attached to
an email. Both these order-writing packages are freely available on request, or from our website. We will not accept
orders for this game if they are sent on paper, faxed, 'cut and pasted' from Automagic or MEOW into an email, or written
in the body of an email.

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Default Starting Nation Information

Default Starting Nation Information


Spells

Unless otherwise specified (for example, through an option that allows you to pick a particular spell or spells), spells for
characters with mage skill will be randomly determined.

Warships

Warships have a base strength of 3, unless affected by SNAs.

Population Centre Loyalty

Starting population centre loyalty ratings are based on size as follows:


Population Centre Type
Camp
Village
Town
Major Town
City

Loyalty
30
40
55
75
100

Army Morale & Troop Training

Starting army morale and troop training levels will be determined for each individual nation on a case by case method.

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Nations An Overview

The Nations An Overview


Unlike other Middle-earth modules, there are only 14 nations in Kin-strife. This is both to facilitate team-work, and to
ensure that games are filled and so begin more quickly. In a standard game of Kin-strife there are 6 Loyalist nations, 6
Usurper nations, and 2 Neutral nations. If the neutrals are pre-aligned then there are 7 Loyalist nations and 7 Usurper
nations, with the Line of Tirkhor joining the Loyalists and the Khazad joining the Usurpers.
At the core of the Loyalists are Eldacar and his allies, who are attempting to restore him to the throne of Gondor. Fighting
with them are other Free Peoples of Middle-earth, who have found themselves embroiled in the events of the Kin-strife. In
addition, the Loyalists can find further support amongst many of the Wizards and magical beings who walk the world.
Opposing the Loyalists are the Usurpers. As well as Castamir himself and those noble lines bound to him, are the nations
of the south who support his cause, as well as other nations whom Sauron has stirred to action. With close connections to
Saurons Dark Servants and the Nazgul, the Usurpers will find it possible to recruit further Nazgul and monsters to join
them.

The Loyalists

The Loyalists might well be described as falling into two groups: those who have chosen war, and those who have had
war thrust upon them. The Line of Eldacar and the Rebels of Ered Lithui are both determined to see Castamir removed
from the throne, Eldacar because he believes that the throne is his by birthright, and the Rebels because life under
Castamir has become intolerable. And the nations of Rhovanion, also, tied to Eldacar by blood and by alliance, will not
rest until he and his line are restored as the heirs of Gondor. For the Arnorians in the north, however, barely recovered
from the Witch-king's recent assault, the last thing their King wished for was another war so soon, especially with
Castamir's cessation of trade putting a strain on his nation's economy. And the Quendi ever seek to avoid meddling in the
affairs of men, yet, sensing the influence of Sauron behind events overtaking Middle-earth, have little choice but to play
their part in the Kin-strife.

1 The Line of Eldacar

The Line of Eldacar is an agent-based nation in Rhovanion, whose capital is, of necessity, hidden.

2 Rebels of Ered Lithui

The Rebels of Ered Lithui are located around the northern mountains of Mordor. Many of the Rebels are possessed of
stealth, whilst the location of population centres are flexible, allowing them to be moved during game set-up.

3 Rhovanion

The nation of Rhovanion takes its name from the lands its people call home, and is a character-based nation that also has
many population centres.

4 Horselords

The Horselords roam the plains of Rhovanion, and are a cavalry-based nation.

5 Kingdom of Arnor

The Kingdom of Arnor covers a huge expanse of land to the west of the Misty Mountains. With many population centres to
protect, their few armies are stretched thin.

6 Quendi

The Quendi are scattered across the lands of Middle-earth. A character-based nation, a number of their population
centres are hidden.

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Nations An Overview

The Usurpers

The Usurpers are less a unified force than a collection of nations and individuals whose goals, be it for reasons of
necessity or sheer chance, currently coincide. In the north, the Witch-king moves against what remains of old Kingdom of
Arnor. In Gondor, Castamir and his family, aided by the Southron Kingdoms, seek to repel Eldacar and strengthen their
hold over the land. And in the east, the Hithlum seize their opportunity to move against the Rhovanion people. Each
benefits from the others' actions, yet it would be a mistake to call them truly allied. And even within Castamir's own faction
there are divisions, with his father Calimehtar's brothers wielding a great deal of authority, to the extent that there are
some who claim that they are the true powers behind the rebellion.
And yet perhaps there is more unity behind the Usurpers than first appears. For it the Lieutenant of Sauron, the Witchking, who moves in the north. It is another of Saurons Dark Servants, Adunaphel, whose soft voice holds Zimrahkil,
ambassador for the Southron Kingdoms, under her sway. The Cor Aran, or Black Crows, the secret police who maintain
control throughout Gondor, are possessed of secrets and powers only those whose souls have been given over to Sauron
can hope to wield. And the Hithlum, thinking that they fight to carve land for themselves, are by so doing acting according
to Sauron's wishes in breaking the back of the allies of the Dunedain.
Not yet ready to show his martial strength, nevertheless, the dark shadow of Sauron's influence lengthens across the
land.

11 Line of Castamir

The Line of Castamir has many characters and population centres. However, they must share the lands of Gondor, and its
resources, with the Lines of Morlaen, Elendin and Tirkhor.

12 Line of Morlaen

The Line of Morlaen is the second of the three Usurper nations in Gondor, whose leaders command Gondors secret
police, the Cor Aran. It has many agent- and emissary-based characters.

13 Line of Elendin

Responsible for maintaining the outposts of Gondor, The Line of Elendin is the third of the Usurper nations in Gondor, and
can move their turn map to aid them in this task.

14 Southron Kingdoms

The Southron Kingdoms, whose lands spread below Gondor and Mordor, are safe in the knowledge that at least their
southern borders are safe from the possibility of attack.

15 Hithlum

The five tribes of Easterling men boast fine cavalry armies.

16 Witch-realm of Angmar

From the mountains of Angmar, the Witch-king wages war on Arnor with skilled mages and commanders.

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Nations An Overview

Neutrals

The Kin-strife is but a civil war within a single realm. Yet its ramifications are felt throughout Middle-earth, and from the
mountains of Angmar in the north to the Khand desert in the south, in one way or another, few remain unaffected by the
struggle for Gondor's crown. But whilst most choose, or are compelled, to take sides, some however seek to remain
neutral, be it for political reasons as is the case for the Line of Tirkhor, or economical reasons as is the case for the
Dwarves. Yet as the Kin-strife escalates, it is becoming ever clearer that even these nations will surely have to declare for
Usurper or Loyalist cause soon, else become overwhelmed by the war raging about them.

21 Line of Tirkhor

The fourth nation in Gondor, the Line of Tirkhor have sought to remain neutral in the conflict, an attempt made possible by
their strong mages, and the finest cavalry force in Gondor.

22 Khazad

The dwarves of Middle-earth, scattered like the Quendi throughout the land, are renowned for the strength of their cities
walls, defended with great military might.

How to View the Nation Details

Because many of the elements of the nations can be altered as a result of nation set-up choices, the information given
about each nation below must be seen as providing an idea of what that nation may look like, rather than an accurate
description of the nation at game start.
In most cases, the information given is the basic starting information, before any nation set-up choices have been made,
or improvements purchased. Two important exceptions to this are as follows:
The Special Nation Abilities shown are those that can be chosen during nation set-up. A nation will not start with these
abilities unless they are purchased during set-up.
Some nations can choose to purchase extra characters during set-up. These characters are shown in italics on the
character list. As with the Special Nation Abilities, a nation will not start with these extra characters unless they are
purchased during set-up.
Characters of Note are not necessarily the most powerful of the nations characters, though this is often the case. Rather,
they are those that featured most prominently in the Kin-strife, and are mentioned here both to provide a better idea of the
nations, and to facilitate role-playing.
Climate Terrain Modifier tables for each nation have been collated in the appendices rather than divided among the nation
details, to allow more easy comparison between them.
Finally, for some nations, names and descriptions of minor characters, that are not starting characters for that nation,
have been given. We have included these so that, if you wish, you can to create the same characters that were active
during the Kin-strife, and described by Tolkien and ICE.

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#1 Line of Eldacar

#1 Line of Eldacar
Background
"But is it?" Eldacar muttered. "Or is it just foolish pride?"
"Eh?" Started out of his own reverie, Vidurafin looked up from the fire's hypnotic dance to where Eldacar sat opposite him.
"Did you speak?"
Eldacar was silent for a long moment. "I was wondering. For close on ten years I've worked to regain the throne. Lives
have been lost, and countless more men will die in the battles ahead. Always I tell myself that the cause is just, that
Castamir is not fit to sit upon the throne of Gondor. But what if I am fooling myself? What if it is just pride that drives me,
and the desire for power? After all, the blood of the Dunedain runs weaker in my veins than Castamir perhaps he should
be allowed to rule?"
Vidurafin sighed. "If I had a coin for every time I've heard you question yourself..."
Despite himself, Eldacar smiled. "Then we'd be able to buy our victory. I know, I know. But still"
"But still you continue to torture yourself. And it is proper that you do so a leader who does not doubt, who does not
consider the cost of what he is doing, has no right to rule. So let me ask you: do you think that Castamir counts the dead
whose lives bought him the throne? Do you think he suffers nightmares and feels guilt over his actions? No. And that is
why he is not worthy of sitting on the throne, and that is why you must do what you do."
Eldacar nodded.
"There is truth in what you say, I know it. And yet what is done is done. My actions will not restore those who died in the
war to life, all they will do is add to the tally of lives lost. So is it not better to leave him the throne even if, as you say, I
might rule the more wisely, if so doing will save lives? Who am I to decide to send thousands to their deaths?"
"You're right." Emerging from the shadows, Vidustain joined the conversation.
Eldacar, rousing himself at the sight of his friend, grinned. "Why, thank you for your vote of confidence. Shouldn't you be
on patrol in the Brown lands, making yourself useful for a change?"
Vidustain shrugged, settling himself by the fire. "The morning is soon enough to set off. But I meant what I said. You are
right. It is not your place to decide whether or not we should fight this war."
Eldacar frowned. "I had thought you spoke in jest. After all, have I not heard you speak on many occasion of the time
when you and I will ride in victory through the gates of Osgiliath? Do you now doubt this cause is true? If so, I urge you to
speak of it, and freely."
Vidustain waved his hand in dismissal. "No, no, you misunderstand me. When I say that it is not your place to decide
whether to fight, I do not mean that we should not, but rather that the decision is not yours to make. Was never yours to
make."
Vidurafin nodded. "My son speaks wisdom. For a change." He ducked as Vidustain flung a chicken bone his way. "You
always speak as if this war is bought about at your bidding. But ask the rebels who took back Minas Ithil who they fight for,
and it won't be your name they mention. They fight for their families and their friends held captive, or who are forced to
work more as slaves than free men in the fields and in the garrisons. They fight for their homes, and for their freedom. Or
ask the men of Rhovanion why they support you, and the answer will be as mine, that without a Gondor they can trust, our
lands will ever be threatened.
"No, the decision to go to war is not yours. War will come whether you wish it or not. Your part is to be all that they expect
you to be, and to shoulder the burden of doubt that they need not bear it themselves."

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Kin-strife

#1 Line of Eldacar

For a moment the silence was broken only by the soft crackle of the fire. Then Vidustain gave Eldacar's shoulder a push.
"So. Are we done soul-searching for tonight?"
Eldacar smiled, nodded.
"Good," Vidustain said. "Then I propose a toast. To next year in Osgiliath."
Eldacar and Vidurafin raised their mugs. "To Osgiliath."

Led by Eldacar, rightful heir to the throne of Gondor, the Line of Eldacar is a nation in exile. Given sanctuary by the people
Rhovanion, Eldacar's family reside in Buhr Widu, a town whose location and even name is a secret the Rhovanion guard
with their lives, so that even the Cor Aran have, so far, been unable to determine its location. A fact upon which Eldacar's
life has long depended. However, whilst initially his position was a perilous one, the years since his enforced exile have
seen those who fled with him establish several new villages and even towns in the fertile lands of Rhovanion, and also
raise armies of increasing size. Meanwhile, grown bold by the prospect of Eldacar's imminent return, the three watchposts along the Dagorlad road of Romenost, Thorontir and Warfinger have openly proclaimed themselves loyal to him.
Now, with Minas Ithil falling to the Rebels of Ered Lithui, his own son journeying south to take command of the city, and
with the might of the Rhovanion behind him, Eldacar believes himself, finally, to be in a position to retake the throne of
Gondor. And yet even so, he is more than aware of just how perilous his position is, and to the extent that he must rely on
the support of others, both the Rhovanions and the Rebels of Ered Lithui. Without them, he is but a man; with them, he
might once again be King of Gondor.

General Information
Starting Gold
49,600.

Capital

Buhr Widu (Located at 3012)

Characters of Note

Eldacar the Once and Future King. Known as Vulfila when in hiding.
Aerinel, Eldacars wife
Vinyaran, Eldacars youngest son.
Prince Harith, bodyguard to Eldacar. A Southron prince, he was sent to Eldacar when a child.
Magor, Eldacars most trusted agent and spy.

Starting Characters
Character
Aerinel
Carnedil
Eldacar
Harith
Lidmir
Magor
Marencil
Vinyaran

Command Agent Emissary Mage Stealth Location


Notes/Items
0
10
0
20
0
3616 Female
0
10
0
0
0
3116
40
0
20
0
0
2711 Army Commander, Champion
10
10
0
0
0
3316 Army Commander
30
0
0
0
0
3012
0
10
0
20
0
3108
0
10
0
0
0
2711 Can be purchased during nation set-up
10
0
0
0
0
2720 Army Commander

Version 1.00

#1 Line of Eldacar 001

Kin-strife

#1 Line of Eldacar

Starting Population Centres


Name
Buhr Lomia
Buhr Mantros
Buhr Widu
Coron Ereg
Dale
Gurth-coron
Romenost
Thorontir
Warfinger

Location
2711
2720
3012
2220
3108
3219
3116
3316
3616

Size
Major Town
Town
Major Town
Camp
Town
Camp
Town
Town
Town

Fortifications
Notes
Tower
Tower
Harbour
Fort
Capital, Hidden
Tower
Tower
Tower
Tower

Starting Forces
Location

Heavy
Cavalry

2720
2711
3316

Light
Cavalry

Heavy
Infantry

Light
Infantry
200

Archers

Men at
Arms

Warships Transport
Ships
10
10

500
800

Potential Special Nation Abilities

New emissaries can start with an emissary skill rank of up to 40 when created using the 734 Name Emissary
order.
New armies may be hired at no cost using the 770 Hire Army order.
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 armies start with a morale of 40.

Version 1.00

#1 Line of Eldacar 001

Kin-strife

#1 Line of Eldacar

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
01J001
01J002
01J003
01J004

Cost
1000
1000
1000
2000

Option
Army/Navy at 3316 gains 500 LC; Army/Navy at 2720 gains 400 LI.
Army/Navy at 2711 gains 500 HI and 500 LI.
Army/Navy at 3316 gains 500 LC; Army/Navy at 2711 gains 500 AR.
Army/Navy at 3316 gains 800 LC; Army/Navy at 2720 gains 600 LI.

Additionals

Default?

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
01N001
01N002
01N003
01N004

Cost
500
1300
1800
1000

01N005

3000

01N006
01N007

1000
1000

01N008
01N009
01N010
01N011
01N012
01N013
01N014
01N015
01N016
01N017

2700
2000
2000
2500
500
400
800
300
700
1000

01N018

1500

01N019
01N020

2000
2000

01N021

1000

Version 1.00

Option
Eldacar gains 30 Stealth rank.
Eldacar gains 20 Emissary rank.
Eldacar gains 20 Emissary rank.
Eldacar gains Castamir's Bane (750 Combat Item) and Valacar's Mail
(25 Command Item).
Eldacar gains Vidugavia's Needle (1250 Combat Item) and Greenwood
Boots (20 Stealth Item).
Magor gains 10 Stealth rank.
Lidmir loses all Command rank, but gains 10 Agent rank and 10
Emissary rank.
All Characters with Agent skill gain 10 Stealth rank.
A specified Character with Agent skill gains 10 Stealth rank.
A specified Character with Agent skill gains 10 Agent rank.
A specified Character with Agent skill gains 10 Agent rank.
All Characters without Mage skill gain 10 Mage rank.
All Characters with Mage skill gain 10 Mage rank.
All Characters with Mage skill gain 10 Mage rank.
All Characters with Command skill gain 10 Command rank.
All Characters with Command skill gain 10 Command rank.
A specified Character not commanding an Army/Navy moved to
Capital.
A specified Character not commanding an Army/Navy moved to
Capital.
Gain the Character Marencil; lose 8,000 Gold.
Magor gains 20 Mage rank, and has the following spells: Teleport, Scry
Hex, Scry Area and Scry Character.
All Characters without Emissary skill gain 10 Emissary rank.

Additionals

Default?

Character
Character
Character

Character
Character

#1 Line of Eldacar 001

Kin-strife

#1 Line of Eldacar

Table R Population Centres, General Nation Bonuses & Information


Option
01R001

Cost
1500

01R002

2000

01R003

500

01R004

4000

01R005

500

01R006

1000

01R007
01R008

1000
1500

01R009

1000

01R010
01R011
01R012
01R013

1000
1000
2000
800

01R014

500

01R015

1500

01R016

1500

01R017
01R018
01R019
01R020
01R021

1300
1300
1500
400
1000

01R022

500

01R023

700

01R024

1000

01R025

500

01R026

500

Version 1.00

Option
Move Buhr Widu to 2912, 3112, 3013 or 3113. Any Characters at the
old Capital Location who are not Army/Navy Commanders move to
the new Location.
Build a Road from 2711 to 2610, and a Road from 3112 through 3111
to 3010.
The Harbour at 2720 becomes a Port, and Population Centre at 2720
gains 2000 Timber.
Gain a Hidden Camp at a specified Location north of row xx10 and
east of column 24xx.
Lose 20,000 Gold from starting treasury; target Loyalist Nation gains
25,000 Gold.
Target Loyalist Nation gains 5000 Gold, and 5000 Food at their
Capital.
Rhovanion gains 5000 Gold, and 5000 Food at their Capital
Relations with Line of Elendin, Southron Kingdoms and Line of
Castamir downgraded to Hated.
A specified Loyalist Nation upgrades their Relationship with Line of
Eldacar to Friendly, and the Line of Eldacars relations to them are
upgraded to Friendly.
Where possible, all Tolerated Relationships are upgraded to Friendly.
Un-hide Capital. Gain 10,000 Gold in treasury.
All Towns gain one level of Fortifications.
Upgrade a specified non-hidden Town to a Major Town; downgrade a
specified Major Town to a Town.
Upgrade a specified non-hidden Major Town to a City; downgrade two
specified Towns to Villages.
Reduce Loyalty of a specified Major Town by 50; gain a level of
Fortification on that Population Centre.
Upgrade a specified non-hidden Major Town to a City; downgrade a
specified Major Town to a Village.
Gain 2,000 Leather at a specified Major Town or City.
Gain 200 Mithril at a specified Major Town or City.
Gain 500 Mounts at a specified Major Town or City.
Gain the ability to recruit MAs from Friendly Population Centres.
Buy any one option from another Loyalist's Table R at the cost of both
this option and the other Nations option. The following options are
exceptions which can not be chosen: 02R001, 02R014, 03R001,
04R002, 05R002, 05R014, 05R015, 05R020, 05R021, 06R001,
06R002, 06R003, 06R004, 06R005, 06R006 and 06R011.
Start the game with the Character Aldarmir Doubled. (See order 500
Recruit Double Agent.)
Double specified Loyalist Character of a nation other than the Line of
Eldacar. (See order 500 Recruit Double Agent.)
Double three specified Loyalist Characters of a nation other than the
Line of Eldacar. (See order 500 Recruit Double Agent.)
Start the game with the Rhovanion Character Osric, Sesha Fairn or
Granhelm Doubled. (See order 500 Recruit Double Agent.)
Start the game with the Rhovanion Character Osric, Sesha Fairn or
Granhelm Doubled. (See order 500 Recruit Double Agent.)

Additionals
Location

Default?

Location & Pop.


Centre Name
Nation
Nation

Nation

Town & M. Town


M. Town & 2
Towns
M. Town
M. Town to
upgrade,
M. Town to
downgrade
M. Town or City
M. Town or City
M. Town or City
Option

Character
3 Characters
Osric, Sesha
Fairn or
Granhelm
Osric, Sesha
Fairn or
Granhelm

#1 Line of Eldacar 001

Kin-strife

Option
01R027

Cost
500

Option
Start the game with the Rhovanion Character Osric, Sesha Fairn or
Granhelm Doubled. (See order 500 Recruit Double Agent.)

01R028
01R029

1000
2000

All Eldacars Gift options (01R030 01R045) cost 500 less.


All Eldacars Gift options (01R030 01R045) cost 300 less.

01R030

1000

01R031
01R032

1000
1000

01R033

6000

01R034

1000

01R035

1000

01R036

1000

01R037
01R038

1000
1000

01R039

2000

01R040

4000

01R041

3000

01R042

2500

01R043

4000

01R044

2000

01R045

2000

Eldacars Gift. All other Loyalist Nations gain 50 Mithril at their


Capital.
Eldacars Gift. All other Loyalist Nations Capitals gain 5 Loyalty.
Eldacars Gift. All other Loyalist Nations gain the following SNA:
Armies with food only lose 12 morale if Army/Navy forcemarching.
Armies without food gain 12 morale when stationary, only lose 12
morale if marching, and only lose 25 if Army/Navy forcemarching.
Eldacars Gift. Hide any Population Centre not belonging to the Line
of Eldacar.
Eldacars Gift. Give any Population Centre that is not a Major Town
or City to another Loyalist Nation.
Eldacars Gift. Give 2 specified Camps to another single specified
Loyalist Nation.
Eldacars Gift. Give 2 specified Camps to another single specified
Loyalist Nation.
Eldacars Gift. Give 20,000 Gold to another Loyalist Nation.
Eldacars Gift. Three separate specified Population Centres
belonging to another single Loyalist Nation each gain 20 Loyalty; the
Line of Eldacar Nation loses 5,000 Gold.
Eldacars Gift. A specified Character of another Loyalist Nation gains
10 Command rank.
Eldacars Gift. A specified Character of another Loyalist Nation gains
10 Agent rank.
Eldacars Gift. A specified Character of another Loyalist Nation gains
10 Emissary rank.
Eldacars Gift. A specified Character of another Loyalist Nation gains
10 Mage rank.
Eldacars Gift. A specified Character of another Loyalist Nation gains
10 Stealth rank.
Eldacars Gift. Grudge Game Only: A specified Character of
another Loyalist Nation gains 10 rank to a specified skill whose rank
is currently 0.
Eldacars Gift. Grudge Game Only: A specified Character of
another Loyalist Nation gains 10 rank to a specified skill whose rank
is currently 0.

#1 Line of Eldacar
Additionals
Osric, Sesha
Fairn or
Granhelm

Default?

Pop. Centre
Pop. Centre &
Loyalist Nation
2 Camps &
Loyalist Nation
2 Camps &
Loyalist Nation
Loyalist Nation
3 Pop. Centres
Character
Character
Character
Character
Character
Character, Skill
Character, Skill

Note: All Eldacars Gift options (11R030 11R045) are applied after all nations Table N options.

Version 1.00

#1 Line of Eldacar 001

Kin-strife

Option
01R046

Cost
500

01R047

500

01R048

400

01R049
01R050
01R051
01R052
01R053
01R054
01R055
01R056

700
300
500
1500
1100
2200
1500
500

Option
Discover the IDs of 5 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the IDs of 5 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the IDs of 3 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the SNAs of 2 specified NPCs.
Discover the starting location of the NPC Feamirie.
Discover the SNAs of 2 random NPCs (duplicates are possible).
Discover the SNAs of 4 specified NPCs.
Discover the SNAs of 4 random NPCs (duplicates are possible).
Discover the SNAs of 6 specified NPCs.
Discover the SNAs of 6 random NPCs (duplicates are possible).
Discover the ID and name of Artifacts held by a specified NPC
Character.

#1 Line of Eldacar
Additionals

Default?

2 NPCs
4 NPCs
6 NPCs
NPC

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
01V001

Cost
4000

01V002

5000

01V003

2000

01V004

5600

Version 1.00

Option
New Emissaries can start with an Emissary skill rank of up to 40 when
created using the 734 Name Emissary order
New Armies may be hired at no cost using the 770 Hire Army/Navy
order.
New Armies start with a morale of 40.
The following scouting and recon orders issued work as if the
Character has double the relevant skill rank:
905 Scout Army/Navy
910 Scout Area
915 Scout Hex
920 Scout Population Centre
925 Recon Area
930 Scout For Characters
New Emissaries can start with an Emissary skill rank of up to 40 when
created using the 734 Name Emissary order.
New Armies start with a morale of 40.
The following scouting and recon orders issued work as if the
Character has double the relevant skill rank:
905 Scout Army/Navy
910 Scout Area
915 Scout Hex
920 Scout Population Centre
925 Recon Area
930 Scout For Characters

Additionals

Default?

#1 Line of Eldacar 001

Kin-strife

#2 Rebels of Ered Lithui

#2 Rebels of Ered Lithui


Background
Flanked by an honour guard whose mounts moved with heads held high, Prince Aldarmir, son of Eldacar, entered the city
of Minas Ithil. Flags caught in the breeze, emblems of a dozen noble lines, many tattered, yet all proud in the morning air.
Sunlight reflected from the burnished armour and polished swords of soldiers who stood atop the battlements and turrets,
whilst, lining the street four and five deep, the people of the city roared their approval. The air filled with petals tossed from
windows, Aldarmir rode as if through a dream, hand raised in acknowledgement of their welcome.
Coming to a halt at the end of the central avenue, he dismounted to greet the man who made his way down the palace
steps. Spurning the uniform of a soldier and the dress of nobility both, he was adorned instead in stained leather armour,
with a crude yet clearly well-used sword hanging without scabbard from his side. Cheeks unshaven, his face was lined
and weather-worn, though he moved with the strength of a young man. For a long moment the two men stared at one
another, and the crowd fell silent. Then, with slow deliberation, Bregor, leader of the rebels who had claimed Minas Ithil for
Eldacar, lowered himself to one knee, acknowledging his prince.
Drawing his sword, Aldarmir placed the flat of its length first on Bregor's left shoulder, then on his right, before bidding him
rise as Knight of Gondor. And the crowd's cheers were renewed as Bregor stood and accepted Aldarmir's outstretched
hand, so that the words he murmured to Aldarmir as he pulled him close were lost to all but the prince.
"The people love you, princeling. And for that, we need you. But this is my city, and these are my people. We fought for
freedom, not to replace one oppressive rule with another. So you will be our puppet. You will do what we say, and you will
do it when we say. Because we'll be watching you, watching close. And if you don't learn your place, well, you are not the
only one with Dunedain blood in your veins, and if this war has taught us anything, it is that noble blood stains the ground
as easily as that of a commoner. We are at the dawn of new age, an age of freedom, an age of power for the people. It is
we who will return you and your family to the throne, and your debt will be to us. Learn that, and learn that well, and we'll
get along just fine.
"Now, smile for the people. My lord."

Of the people of Gondor, the vast majority remained when Castamir took the throne. Some, however, fled north with
Eldacar, whilst others yet moved east, carving first camps then towns and forts in the mountains of Mordor. At first they
were small in number, but as the years passed and discontent over Castamir's rulership grew, more and more slipped
away to the rebel strongholds. The Cor Aran, aware of the growing danger the rebels presented, especially should they
establish links with Eldacar, sent assassins. But the loyalty of those close to the rebels ensured that few of the Cor Aran
managed even to get near to the strongholds, and those who did inevitably perished, either on the harsh mountains or at
the hands of the Rebel scouts. Castamir was urged to send troops to deal with the Rebels, but by then rumours of
Eldacar's return were rife, and he had neither the time nor the men to deal with them. And in truth, perhaps he
underestimated their strength, their support, and determination. Something that was to cost him dear when, even as
Eldacar approached from the north, Minas Ithil itself fell to the Rebels.

General Information
Starting Gold
13,920.

Capital

Minas Aglar (Located at 3521)

Characters of Note

Bregor, the leader of the rebels.


Aldarmir, eldest son of Eldacar, who has been invited to take command of Minas Ithil.

Version 1.00

#2 Rebels of Ered Lithui 001

Kin-strife

#2 Rebels of Ered Lithui

Starting Characters
Character
Aldarmir
Bregor
Colran
Dreaglin
Emard
Finod
Malscor
Tanor

Command Agent Emissary Mage Stealth Location


Notes/Items
10
0
20
0
0
3124 Champion
50
0
20
0
5
3929
0
30
0
0
5
3224
0
5
10
0
5
3124
20
5
10
0
5
3124 Army Commander
20
5
0
0
5
3421 Army Commander
20
5
0
0
5
3729 Army Commander
0
0
0
40
0
3521

Starting Population Centres


Name
Bar Danath
Bar-en-Mereth
Eithel Gorgurth
Gondbar
Grimfall
Grimford
Hul Borgath
Hunderag Rock
Khosa
Lag Nurnen
Lithui Aren
Malgroth
Minas Aglar
Minas Ithil
Minas Tarrond
Osthalion
Seregost

Location
3229
3331
3335
3223
3921
3421
4133
4135
3733
3929
4121
3125
3521
3124
4031
3224
3729

Size
Fortifications
Camp
Camp
Camp
Village
Town
Village
Camp
Camp
Camp
Town
Camp
Camp
Major Town Tower
Major Town Castle
Town
Town
Town

Notes
Hidden

Hidden
Capital

Hidden

Starting Forces
Location

Heavy
Cavalry

3124
3729
3421

Light
Cavalry
600
100
200

Heavy
Infantry
600

Light
Infantry
600

Archers
600

Men at
Arms
200

Warships Transport
Ships

Potential Special Nation Abilities

New agents can start with an agent skill rank of up to 40 when created using the 731 Name Agent order.
New characters have a greater chance of gaining a bonus to their stealth rank.
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
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).

Version 1.00

#2 Rebels of Ered Lithui 001

Kin-strife

#2 Rebels of Ered Lithui

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
02J001

Cost
1000

02J002
02J003
02J004

1000
1000
2000

Option
Army/Navy at 3124 gains 200 LC, 200 HI, 200 LI, 200AR and
600 MA.
Army/Navy at 3729 gains 700 LC.
Army/Navy at 3421 gains 200 HI, 400 LI, 200 AR and 400 MA.
All Armies/Navies gain 400 LC.

Additionals

Default?

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
02N001
02N002
02N003
02N004

Cost
800
1000
1500
1500

02N005
02N006
02N007
02N008

2000
1500
2500
500

02N009

1000

02N010

1500

02N011
02N012
02N013
02N014

1700
2200
3000
1000

02N015

2000

02N016

300

Version 1.00

Option
Aldarmir gains a 500 Combat Item and a 15 Command Item.
Aldarmir gains 20 Command rank.
Finod and Aldarmir each gain 20 Command rank.
Colran, Dreaglin and Mascor each gain either 10 Agent rank or 10
Emissary rank.
Aldarmir and Bregor each gain 20 Emissary rank each.
Specified Character with Emissary skill gains 10 Emissary rank.
Bregor gains a 500 Combat Item and a 10 Stealth Item.
Gain three 500 Combat Items, which will be randomly allocated to
your Characters.
A specified Character not commanding an Army/Navy moved to
Capital.
A specified Character not commanding an Army/Navy moved to
Capital.
All Characters with Stealth skill gain 5 Stealth rank.
All Characters with Stealth skill gain 5 Stealth rank.
All Characters with Stealth skill gain 5 Stealth rank.
4 specified Characters with exactly 15 Stealth rank lose 15 Stealth
rank and gain 10 Agent rank.
4 specified Characters with Stealth skill lose all their Stealth rank and
gain 20 Command rank. All armies gain 300 Light cavalry.
Lose 10 Emissary rank from specified Character with Emissary rank
of 20 or more. Second specified Character with Emissary skill gains
10 Emissary rank.

Additionals

Default?

Skill
Character

Character
Character

4 Characters
4 Characters
Character to
Lose, Character
to gain

#2 Rebels of Ered Lithui 001

Kin-strife

#2 Rebels of Ered Lithui

Table R Population Centres, General Nation Bonuses & Information


Option
02R001

Cost
1000

02R002

1000

02R003

1500

02R004

1000

02R005
02R006
02R007
02R008

1000
1500
1000
1500

02R009

800

02R010

800

02R011

800

02R012
02R013

1000
1000

02R014
02R015
02R016
02R017

500
500
500
500

02R018
02R019

1100
500

02R020

1100

02R021

400

Version 1.00

Option
Move Minas Aglar to 3420, 3522 or 3422. Any Characters at the old
Capital Location who are not Army/Navy Commanders move to the
new Location.
Move a specified Town to 3531, 3330, 3831, 3821 or 3822.
Destination location cannot already have a Population Centre.
Move a specified Town to 3531, 3330, 3831, 3821 or 3822.
Destination location cannot already have a Population Centre.
Move a specified Camp or Village to any land hex. Destination
location cannot already have a Population Centre. List three possible
Destinations locations (these will be checked for validity in order
given).
Hide specified population Centre smaller than a Town.
Hide specified population Centre smaller than a Town.
Un-hide specified Town you control; gain 15,000 Gold in treasury.
Un-hide specified Population Centre you control; gain 15,000 Gold in
treasury.
Upgrade a specified Camp to a Village; downgrade a specified Village
to a Camp.
Upgrade a specified Village to a Town; downgrade a specified Town
to a Village.
Upgrade a specified non-hidden Town to a Major Town; downgrade
specified a Major Town to a Town.
Specified Desert Hex within Mordor changed to Plains.
Downgrade Relations with the Line of Morlaen and one specified
Nation to Hated.
Upgrade Relations with the Line of Eldacar to Friendly.
Upgrade Relations with any specified Loyalist Nation to Friendly.
Discover Gandalf's start location.
Discover the IDs of 5 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the IDs of 10 random Artifacts (duplicates are possible).
Discover the IDs of 5 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the IDs of 10 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the IDs of 3 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).

Additionals
Location

Default?

Town &
Destination
Town &
Destination
Camp or Village
& 3 Destinations
Camp or Village
Camp or Village
Town
Population
Centre
Camp & Village
Village & Town
Town &
M. Town
Location
Nation
Loyalist Nation

#2 Rebels of Ered Lithui 001

Kin-strife

#2 Rebels of Ered Lithui

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
02V001

Cost
4000

02V002

4000

02V003

6000

02V004

7000

Version 1.00

Option
New Agents can start with an Agent skill rank of up to 40 when created
using the 731 Name Agent order.
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).
New Characters have a greater chance of gaining a bonus to their
Stealth rank.
The following scouting and recon orders issued work as if the Character
has +20 to their relevant skill rank:
905 Scout Army/Navy
910 Scout Area
915 Scout Hex
920 Scout Population Centre
925 Recon Area
930 Scout For Character
New Agents can start with an Agent skill rank of up to 40 when created
using the 731 Name Agent order.
The following scouting and recon orders issued work as if the Character
has +20 to their relevant skill rank:
905 Scout Army/Navy
910 Scout Area
915 Scout Hex
920 Scout Population Centre
925 Recon Area
930 Scout For Characters
New Agents can start with an Agent skill rank of up to 40 when created
using the 731 Name Agent order.
New Characters have a greater chance of gaining a bonus to their
Stealth rank.

Additionals

Default?

#2 Rebels of Ered Lithui 001

Kin-strife

#3 Rhovanion

#3 Rhovanion
Background
Vidurafin stood in the eaves of the great forest. Dusk was settling on the trees, and in the fading half-light bats danced
and swooped, their cries almost beyond the range of his hearing, though he seemed to recall that in his youth they had
been clearer by far. He had always enjoyed this time of the evening, when the duties of day gave way to the quiet of night,
when, throughout the forest and the plains beyond, fires of the villages and camps spread to mirror the stars, his land
delineated and given form. Had always enjoyed the play of the bats, and soft sounds of the creatures of the night as they
stirred in the undergrowth.
Yet now he found himself ill at ease, the darkness seeming no longer a comfort but instead almost threatening. The world
was changing, that he knew, as did any with eyes to see and wit to understand. And it seemed that the land itself was also
restless. Almost daily, the Greenwood gave way yet further to the Mirkwood, as the influence of the Necromancer and his
servants spread. Unnatural creatures lurked in shadows and took wing on the night, creatures that even his best men
feared, whilst the elves were seen but rarely, slowly retreating, giving up their hold on the forest.
And it was not just the Greenwood. On the plains, the scouts of the Hithlum were seen with increasing frequency. Roads
that were once open were now only travelled by those with great need, and then under guard. And to the west, the fertile
lands of the Great River seemed to take on the chill of autumn earlier with each passing year, the dark shadows of the
Misty Mountains reaching out across the land.
Then, of course, to the south there was Gondor.
Over the centuries, the Rhovanions relationship with the men of Gondor had oft-times shifted, sometimes the one
ignoring the other, sometimes trading, sometimes even warily hostile. But in recent centuries, it had seemed that relations
had never been more favourable. Indeed, his own forefathers had secured alliance with the Lords of Gondor, an alliance
sealed in marriage and in blood. And yet now, that very alliance had brought him to the brink of war with Gondor, so that
even as he stood watching the dusk, his men marched south in support of Eldacar.
Was there anything he could have done differently? Surely he could not have refused Eldacar refuge when Castamir had
taken Osgiliath. Then, just as surely, he could not then have refused to aid and defend him, bound as they were by blood
and by alliance. And how could he not later have pledged further support to see him restored to the throne? No, there was
nothing in his actions that he would have altered, could have altered. War, it seemed, was fated. And, if he knew the land
and what it had to tell of the future, he feared that the Kin-strife was but the beginning. That before this was over the world
would be reshaped, reforged either by the courage of man or the darkness of evil. Yet that was not his to worry about. To
him was fallen but one task, to place Eldacar upon the throne once more, whilst ensuring that his own people were
protected. So the fates had decreed. And so it would be.

Ever since, in 1248, King Minalcar of Gondor sent aid to the Rhovanions to help in driving back the latest Hithlum
incursion, the men of Rhovanion have been staunch allies of Gondor. An alliance further cemented first by the marriage of
Vidumavi, daughter of the King of Rhovanion, to Valacar, son of the King of Gondor, then still further when their union
produced Eldacar, heir to the throne of Gondor. When Castamir's rebellion succeeded in overthrowing Eldacar, then, it
was only natural that Rhovanion provide the exiled king with shelter and protection. And only natural, too, that they should
aid him yet further now, in his attempt to re-take the throne. So that whilst the latest Hithlum incursion has forced King
Vidurafin to divide his attention between Gondor and the east, still, when Eldacar marches on Gondor, he will not be
alone.

Version 1.00

#3 Rhovanion 001

Kin-strife

#3 Rhovanion

General Information
Starting Gold

Capital

29,760.

Buhr Waldmarh (Located at 3213)

Characters of Note

King Vidurafin of Rhovanion.

Starting Characters
Character
Aerlac
Ailgrawen
Amandiril
Bearnad
Braccha
Dorradan
Granhelm
Haladan
Osric
Peredan
Sesha
Fairn
Vidurafin

Command Agent Emissary Mage Stealth Location


Notes/Items
30
0
0
0
0
3213 Army Commander
0
20
0
10
0
3006 Female
30
20
20
0
0
2608
30
0
0
0
0
3109 Army Commander
0
0
30
10
0
3212
30
0
0
0
0
3114 Army Commander
30
10
0
0
0
2508 Army Commander
30
0
10
0
0
2619 Army Commander
20
20
0
0
0
2518
20
0
20
0
0
3110
10
10
10
0
0
3213 Female
40

40

2508

Champion

Starting Population Centres


Name
Ariauriath
Buhr Ailgra
Buhr Waldmahr
Caras Amarth
Esgaroth
Falagund
Hithrond
Hope Downs
Hovisae
Iach Celduin
Londaroth
Maethelburg
Methedras
Nimrond
Rogin Galad
Silhith
Strayhold
Tharsul
Thinband
Wellinghall

Version 1.00

Location
2619
3212
3213
2608
3109
2505
2705
2510
3006
3111
3110
2508
3608
2712
3310
2518
3114
2520
3514
2615

Size
Town
Major Town
City
Town
Major Town
Camp
Town
Camp
Town
Town
Town
Major Town
Camp
Camp
Village
Town
Major Town
Town
Village
Town

Fortifications
Notes
Tower
Tower
Fort
Capital
Tower
Tower
Harbour

Tower
Tower
Tower

Tower
Tower
Tower

#3 Rhovanion 001

Kin-strife

#3 Rhovanion

Starting Forces
Location

Heavy
Cavalry

3213
3114
2508
3109
2619

Light
Cavalry

800

Heavy
Infantry
1200
600
600
200
200

Light
Infantry
800
200
400
200
800

Archers

400

Men at
Arms

Warships Transport
Ships

200
400

Potential Special Nation Abilities

New emissaries can start with an emissary skill rank of up to 40 when created using the 734 Name Emissary
order.
The nation can buy from the market at 20% less than the given buy price, and sell to the market at 200% greater
than the given sell price.
The nation can issue the following orders to its characters, assuming the characters fulfil order requirements:
960 Increase Caravan Prices
965 Reduce Caravan Prices
Armies lose no morale for force marching.

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
03J001
03J002
03J003
03J004
03J005

Cost
1000
2000
1000
1000
1000

03J006

1000

Version 1.00

Option
Army/Navy at 3213 gains 400 HI and 400 LI.
Army/Navy at 3114 gains 600 HI, 600 LI, 500 AR and 800 MA.
Army/Navy at 3213 gains 300 HI; Army/Navy at 2508 gains 400 HI.
Army/Navy at 3109 gains 600 LI; Army/Navy at 2619 gains 300 HI.
Army/Navy at 3109 gains 300 LC; Army/Navy at 3109 loses 200 HI and 200
LI.
Army/Navy at 2619 gains 400 LI; Army/Navy at 3213 gains 400 HI.

Additionals

Default?

#3 Rhovanion 001

Kin-strife

#3 Rhovanion

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
03N001
03N002
03N003
03N004
03N005

Cost
1700
3700
1000
2000
700

03N006
03N007
03N008
03N009
03N010
03N011
03N012

700
800
1000
1000
2000
500
3200

03N013

500

03N014

1000

03N015

700

03N016

1500

03N017

2500

Option
Vidurafin gains a 20 Command Item and a 1000 Combat Item.
Vidurafin gains a 10 Stealth Item and a 10 Agent Item.
All Characters with Mage skill gain 30 Mage rank.
Specified Character with Emissary skill gains 10 Emissary rank.
All Characters with Command skill and no Agent skill gain 10 Agent
rank.
A specified Character with Agent skill gains 10 Stealth rank.
A specified Character without Agent skill gains 10 Agent rank.
A specified Character without Emissary skill gains 10 Emissary rank.
A specified Character gains 10 Emissary rank.
A specified Character gains 10 Emissary rank.
A specified Character with Command skill gains 10 Command rank.
4 specified Characters with command rank either gain 20 command
skill each, or 10 agent skill each. Excluding Vidurafin.
Gain three 500 Combat Items, which will be randomly allocated to
Characters.
Gain three 750 Combat Items, which will be randomly allocated to
Characters.
Gain one 1000 combat Item, which will be randomly allocated to a
Character.
specified Character not commanding an Army/Navy moved to your
Capital.
specified Character not commanding an Army/Navy moved to a
Population Centre you control.

Additionals

Default?

Character
Character
Character
Character
Character
Character
Character
4 Characters &
skill to gain

Character
Character &
Pop. Centre

Table R Population Centres, General Nation Bonuses & Information


Option
03R001

Cost
1000

03R002
03R003
03R004

800
500
700

03R005

1200

03R006

1500

03R007
03R008
03R009
03R010
03R011
03R012
03R013
03R014

500
500
3000
1500
2500
800
1000
1200

Build a Road from 2508 through 2609 to 2610.


Build a Road from 3010 to 3109.
Fortify a specified Camp or Village by one level (Population Centre
need not be fortified already).
Fortify a specified Village or Town by one level (Population Centre
need not be fortified already).
Change two specified hexes of Forest terrain within Mirkwood (south
of xx12) to Plains.
Upgrade Relations to Horselords to Friendly.
Downgrade Relations to Witchrealm of Angmar to Hated.
Change Tax Rate to 60%. All Population Centres lose 15 Loyalty.
All Population Centres gain 15 Loyalty.
Gain 1000 Mounts and 2000 Leather at Capital.
Gain 1,000 Timber at a specified Major Town or City.
Gain 500 Mounts at a Major Town or City.
Training of Army/Navy of choice increased by 30.

03R015

2200

Training of Army/Navy of choice increased by 60.

03R016

1500

Add 500 Mounts to specified Loyalist Population Centre that does not
belong to Rhovanion.

Version 1.00

Option
Change Capital to Maethelburg or Esgaroth.

Additionals
Maethelburg or
Esgaroth

Default?

Camp or Village
Village or Town
Two Forest Hexes

M. Town or City
M. Town or City
Army/Navy
Location
Army/Navy
Location
Population Centre

#3 Rhovanion 001

Kin-strife
Option
03R017

Cost
1000

03R018

1000

03R019

1500

03R020

1500

03R021

1000

03R022

1200

03R023

1500

Option
Add 1000 Leather to specified Loyalist Population Centre that does
not belong to Rhovanion.
Add 1000 Bronze to specified Loyalist Population Centre that does
not belong to Rhovanion.
Add 1000 Steel to specified Loyalist Population Centre that does not
belong to Rhovanion.
Add 1000 Timber to specified Loyalist Population Centre that does
not belong to Rhovanion.
Add 2000 Food to specified Loyalist Population Centre that does not
belong to Rhovanion.
Add 2000 Food to specified Loyalist Population Centre that does not
belong to Rhovanion.
Add 2000 Food to specified Loyalist Population Centre that does not
belong to Rhovanion.

#3 Rhovanion
Additionals
Population Centre

Default?

Population Centre
Population Centre
Population Centre
Population Centre
Population Centre
Population Centre

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
03V001

Cost
4000

03V002

4000

03V003

7000

Version 1.00

Option
New Emissaries can start with an Emissary skill rank of up to 40 when
created using the 734 Name Emissary order.
Armies lose no Morale for Army/Navy marching.
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.
The Nation can issue the following orders to its Characters, assuming the
Characters fulfil order requirements:
960 Increase Caravan Prices
965 Reduce Caravan Prices
New Emissaries can start with an Emissary skill rank of up to 40 when
created using the 734 Name Emissary order.
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.
The Nation can issue the following orders to its Characters, assuming the
Characters fulfil order requirements:
960 Increase Caravan Prices
965 Reduce Caravan Prices
Armies lose no Morale for Army/Navy marching.

Additionals

Default?

#3 Rhovanion 001

Kin-strife

#4 Horselords

#4 Horselords
Background
"My Lord!"
Breathless, Eolad, dusty from hard riding, reigned in his lathered mount before Vidustain.
Tossing him a flask, Vidustain bid him drink. Gulping down mouthfuls of water, Eolad emptied the rest over his head
before, somewhat calmer, he began again.
"My Lord, we have found the remains of a camp-fire on the western bank of the Redwater. And there are tracks, leading
not east but west."
Vidustain frowned. "How many?"
"Not more than a dozen. All on horseback, but without spare mounts, unless I miss my guess."
Vidustain blew out his held breath in relief. It was not the army he had feared. But if it were a scouting party, the Hithlum
were growing bold to venture beyond the river. And if it were the reconnaissance for a coming army, then even more vital
that they did not live to re-cross the river and bring back their report. Calling for Falodan he bid him instruct the unit to
prepare to ride, before looking to Eolad.
"I need you to lead us to the scent. Have you strength enough to ride more this day?"
Eolad grinned. "If there is a chance my spear can taste Easterling flesh, I would ride another ten without rest."
Vidustain returned his smile. "Let us hope that will not be necessary. Take for yourself a new mount, and be ready to ride
within the hour."
The tracks had lead west and then turned north, perhaps to complete a circular journey. But, the riders slowed through
need for caution, their tracks became rapidly fresher, and even as the sun was doused by the land, setting Mirkwood
aflame, their dust could be seen. Calling a halt, Vidustain bid his men take mounts that had not yet been ridden that day.
Then, as they discarded travelling cloaks to reveal the shining armour and emblems of Rhovanion, he placed his horn to
his lips, and its bright cry rang out across the plains as the Rhovanion charged.
The battle was scarce worthy of such a name. The Hithlum were equipped for scouting not battle, and their mounts
already weary. And whilst they turned and fought, they could not hope to stand against the charge of the Rhovanion.
Vidustain himself bought the last from his mount, and, moving to stand over him where he lay, pressed the point of his
sword to the man's neck.
"If you value your life, you will tell us your business here," he growled. "Speak, and I will spare you. Remain silent, and
your body will be food for the crows."
The Hithlum opened his mouth as if to speak. But then, sticking out his tongue, he bit down hard with teeth filed to
sharpened points. Mouth filled with blood, with a cry of pain and defiance he spat his severed tongue at Vidustain.
Almost wearily, Vidustain pressed down with his sword, ending the Hithlum's life. Whatever was to be learned, it was not
to be learned from this man. But one thing was certain: the Hithlums' forays were growing more frequent and more bold.
The wind carried a scent of war that would surely not be long in coming. And even as he longed for the chance of glory it
offered, so he could not help but also be afraid, not of death but of failure, with the knowledge that his was the
responsibility for keeping the Easterlings from his peoples homes resting as a heavy weight on his shoulders.
Leaving the fallen Hithlum for the birds, Vidustain led his men south and west, to take report back to his father.

Version 1.00

#4 Horselords 001

Kin-strife

#4 Horselords

If King Vidurafin of Rhovanion aids Eldacar from a sense of duty and family ties, his eldest son, Prince Vidustain , does so
out of friendship. A master of horses, Vidustain has charge of Rhovanion's cavalry, and to him falls the task of patrolling
the vast plains of southern and eastern Rhovanion. With attack imminent from the Hithlum, and Castamir hardly likely to
sit and wait for Eldacar to advance into Gondor, it seems likely that his cavalry will be hard-stretched, forced to guard
against invasion from both south and east. Yet it is a challenge Vidustain relishes, vowing one day to ride victorious
through the gates of Osgiliath at Eldacar's side.

General Information
Starting Gold

Capital

33,720.

Buhr Mahrling (Located at 3612)

Characters of Note

Prince Vidustain, eldest son of King Vidurafin of Rhovanion.

Starting Characters
Character
Adunekhor
Aendwen
Ap-Brigg
Ap-Coleen
Earlan
Eolad
Falodan
Maremil
Thorean
Vidustain

Command Agent Emissary Mage Stealth Location


Notes/Items
0
20
10
20
10
4217 Female
20
0
0
0
0
3512 Female
10
0
0
20
0
3914 Female
20
0
0
20
0
3019 Female
10
0
40
0
0
3612 Can be purchased during nation set-up
20
0
0
0
0
3612 Army Commander
20
0
0
0
0
3914 Army Commander
20
0
0
0
0
3711 Army Commander
10
20
20
0
0
3814 Can be purchased during nation set-up
40
0
0
0
0
4013 Champion, Army Commander

Starting Population Centres


Name
Belicos
Buhr Mahrling
Dilgul
Harnbar
Illanin
Kinshali
Kul-sordas
Minas Garal
Minas Thinram
Mithram
Rhiavod
Shrel Kain
Tarrond
Thindlin
Turkul
Verdalis
Windur
Withered tree
Version 1.00

Location
3416
3612
4217
3712
3713
4017
4119
3512
3819
3814
3914
4013
3019
3715
3119
2411
3711
3217

Size
Village
City
Major Town
Village
Village
Camp
Major Town
Town
Village
Town
Village
City
Town
Village
Town
Camp
Town
Village

Fortifications
Fort

Notes
Capital
Harbour

Tower
Tower
Tower
Fort
Tower

Harbour

Tower

#4 Horselords 001

Kin-strife

#4 Horselords

Starting Forces
Location

Heavy
Cavalry

3612
4013
3711
3914

Light
Cavalry
1000
500
500
500

Heavy
Infantry
500
500
200
200

Light
Infantry

Archers

Men at
Arms
500
500
200
200

Warships Transport
Ships

Potential Special Nation Abilities

New commanders can start with a command skill rank of up to 40 when created using the 728 Name
Commander order.
Mages can learn the lost spell 508 Conjure Mounts.
All new troop recruits start with training 20.
Armies with food only lose 12 morale if forcemarching. Armies without food gain 12 morale when stationary,
only lose 12 morale if marching, and only lose 25 if force-marching.

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
04J001
04J002

Cost
3000
2000

04J003
04J004
04J005

1000
1000
1000

Option

Additionals

Default?

All Armies/Navies gain 400 LC.


Army/Navy at 4013 gains 500 LC, 400 HI and 400 MA; Armies/Navies at
3914 and 3711 both gain 400 HI.
All Armies/Navies gain 100 HI and 700 MA.
All Armies/Navies gain 200 HI and 200 MA.
All Armies/Navies gain 300 AR.

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
04N001

Cost
1000

04N002

2500

04N003
04N004

2500
1000

04N005

1500

04N006
04N007

1000
800

Version 1.00

Option
Specified Character not commanding an Army/Navy moved to your
Capital
Specified Character not commanding an Army/Navy moved to a
Population Centre you control
Vidustain gains a 30 Command Item and a 1000 Combat Item.
Either 3 specified Characters with Command skill each gain 15
Command rank; or first specified Character with Command skill gains
10 Emissary rank and second specified Character with Command skill
gains 20 Agent rank.
Either 3 specified Characters with Command skill each gain 15
Command rank; or first specified Character with Command skill gains
10 Emissary rank and second specified Character with Command skill
gains 10 Agent rank.
All Characters with Command skill gain 10 Command rank.
A specified Character with Command skill gains 10 Command rank.

Additionals
Character

Default?

Character &
Pop. Centre
3 Characters or
2 Characters
3 Characters or
2 Characters

Character
#4 Horselords 001

Kin-strife

04N008
04N009
04N010

1000
2000
1500

04N011
04N012

1500
1400

04N013

2000

04N014
04N015
04N016
04N017
04N018
04N019
04N020

2000
2500
3000
3000
5000
5000
1000

04N021

600

A specified Character with Emissary skill gains 10 Emissary rank.


Adunekhor or Thorean gains 20 Emissary rank.
All Characters with Mage skill gain 10 Mage rank, but if the SNA to
cast Conjure Mounts is chosen, each must have Conjure Mounts as
one of their starting spells.
All Characters with Mage skill gain 10 Mage rank.
Any Characters with Command skill but without Agent skill gain 10
Agent rank.
Any Characters with Command skill but without Agent skill gain 15
Agent rank.
Gain the Character Thorean. Lose 8,000 Gold.
Gain the Character Earlan. Lose 8,000 Gold.
A specified Character with Command skill gains 20 Command rank
A specified Character with Mage skill gains 20 Mage rank
A specified Character with Agent skill gains 20 Agent rank
A specified Character with Emissary skill gains 20 Emissary rank
A specified Character with Command skill and no other skills gains 20
Agent rank and 10 emissary rank.
If Option 04V001 is chosen then all Mages start with the Lost Spell
508 Conjure Mounts.

#4 Horselords
Character
Character

Character
Character
Character
Character
Character

Table R Population Centres, General Nation Bonuses & Information


Option
04R001

Cost
1000

Option
Change Capital to Shrel Kain, Kul-sordas or Dilgul.

04R002

1500

04R003
04R004
04R005
04R006

1500
2500
2000
1500

04R007
04R008
04R009
04R010
04R011

400
500
600
800
800

04R012

800

04R013

800

04R014

800

04R015

1000

04R016
04R017

1500
1000

04R018
04R019
04R020
04R021
04R022

2500
4000
4000
1000
800

Change Capital to Shrel Kain, Kul-sordas or Dilgul. Any Characters


at the old Capital location who are not Army/Navy Commanders
move to the new Capital
A specified Town becomes a Major Town.
A specified Major Town becomes a City.
A specified unfortified Population Centre gains a Fort.
A specified Character who is not an Army/Navy Commander is
moved to your Capital.
Upgrade Relations to Rhovanion to Friendly.
Downgrade Relations to Hithlum to Hated.
Downgrade Relations to any Usurper Nation to Hated.
All Population Centres gain 10 Loyalty.
Upgrade a specified Camp to a Village; downgrade a specified
Village to a Camp.
Upgrade a specified Village to a Town; downgrade a specified
Town to a Village.
Upgrade a specified non-hidden Town to a Major Town; downgrade
a specified Major Town to a Town.
Upgrade a specified non-hidden Major Town to a City; downgrade a
specified City to a Major Town.
Reduce a specified Citys Loyalty by 50; upgrade a specified Camp
to a Village.
A specified City loses 50 Loyalty and gains a level of Fortification
A specified City reduced to a Major Town and gains a level of
Fortification.
All Troops gain Steel Weapons and Steel Armour where possible.
Gain 30,000 Gold.
All Major Towns and Cities gain 500 Mounts and 1000 Leather.
A specified Major Town or City gains 2,000 Leather.
A specified Major Town or City gains 1,000 Timber.

Version 1.00

Additionals
Shrel Kain,
Kul-sordas or Dilgul
Shrel Kain,
Kul-sordas or Dilgul

Default?

Town
Major Town
Population Centre
Character

Usurper Nation
Camp & Village
Village & Town
Town & M. Town
M. Town & City
City & Camp
City
City

M. Town or City
M. Town or City
#4 Horselords 001

Kin-strife
Option
04R023
04R024

Cost
1000
1800

04R025

1000

04R026
04R027
04R028

1500
2000
1500

04R029

2000

04R030

2500

04R031

3000

04R032

1000

Option
A specified Major Town or City gains 500 Mounts.
Three specified Population Centres each gain 300 Mounts and 600
Leather.
Swap the starting locations of two Armies (commanding Characters
remain where they are).
Training of all Armies/Navies increased by 10.
Gain 2000 Food in all Major Towns and Cities.
Gain a Tower on a specified Camp or Village not created with
options 04R029, 04R030 and 04R031.
Gain a Camp in any Plains hex on or east of column 30xx and north
of row xx21 that does not already contain a Population Centre.
Specify three potential hexes, in order of preference. If all potential
hexes already contain Population Centres, the camp will be placed
in the hex north of the first specified hex if possible.
Gain a Camp in any Plains hex on or east of column 30xx and north
of row xx21 that does not already contain a Population Centre.
Specify three potential hexes, in order of preference. If all potential
hexes already contain Population Centres, the camp will be placed
in the hex north of the first specified hex if possible.
Gain a Camp in any Plains hex on or east of column 30xx and north
of row xx21 that does not already contain a Population Centre.
Specify three potential hexes, in order of preference. If all potential
hexes already contain Population Centres, the camp will be placed
in the hex north of a potential hex if possible, again checked in
order of preference.
Morale of specified Army increased to equal the command skill of
the commanding Character.

#4 Horselords
Additionals
M. Town or City
3 Pop. Centres

Default?

2 Army Locations

Camp or Village
3 Locations

3 Locations

3 Locations

Army

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
04V001

Cost
5000

04V002

2000

04V003

4000

04V004

2000

Version 1.00

Option
New Commanders can start with a Command skill rank of up to 40 when
created using the 728 Name Commander order.
Mages can learn the lost spell 508 Conjure Mounts.
All new troop recruits start with Training 20.
Armies with food only lose 12 morale if Army/Navymarching. Armies
without food gain 12 morale when stationary, only lose 12 morale if
marching, and only lose 25 if Army/Navy force-marching.
New Commanders can start with a Command skill rank of up to 40 when
created using the 728 Name Commander order.
All new troop recruits start with Training 20.
Armies with food only lose 12 morale if Army/Navymarching. Armies
without food gain 12 morale when stationary, only lose 12 morale if
marching, and only lose 25 if Army/Navy force-marching.
Mages can learn the lost spell 508 Conjure Mounts.

Additionals

Default?

#4 Horselords 001

Kin-strife

#5 Kingdom of Arnor

#5 Kingdom of Arnor
Background
As the shadows lengthened in the hall of Fornost, Araphor sat in solitude on the throne at its head. Torches had been lit,
yet tonight they seemed to do little to dispel the gloom, accentuating rather than banishing the darkness. In his hands, the
Sceptre of Annuminas, which he twisted slowly, allowing the flickering light to dance on its bejewelled head.
How many Kings had held the Sceptre, and how great had been their majesty? His forefathers had ruled not just a
fragmented realm but one of the most powerful kingdoms in Middle-earth, one of the two centres of the Numenorean
people in Exile. The reach of their arm had stretched even from the Misty Mountains to the western ocean, from Forodreth
to the river Isen, and only Gondor was comparable in glory and might.
But the Kingdom of Arnor had been sundered, split apart by feuding princes. And Araphor supposed he should consider
himself fortunate that history would not cast him as one of those responsible for that act. Yet still, each of the Princes
realms, of Arthedain, Cardolan and Rhudaur, had been great in itself.
Now, however Cardolan was a dark and barren land, the forces of the Witch-king having laid it to waste and to ruin, and
scattered those who had dwelt there. And if Cardolan was no more than a memory, Rhudaur was something worse, a
land in thrall to Angmar, its cities and holds in the hands of servants of darkness. Only the lands of Arthedain remained of
Arnor. And at such a time came the news that still rang in his ears, burned in his mind. The forces of the Witch-king were
abroad once more. Barely two decades after his father, with aid of the Quendi, had finally succeeded in staunching the
Black Tide, the forces of darkness had risen again.
And where now the strength to oppose them? Where now the courage to do what had to be done? His forces, such as
were left to him, were spread thin across the land, whilst those who remained of noble blood, in whose veins ran still the
song of the Dunedain, were too few in number by far. He had hoped, at least, to rely on the support of Gondor. But having
almost torn itself apart in needless civil war, now, when he needed it the most, Castamir had withdrawn Gondor's support,
withdrawn the men and fleets that had patrolled the rivers of Gwathla and Mitheithel. Such an act could not, Araphor
knew, be born of coincidence alone, and did much to confirm the dark rumours surrounding both Castamir's rise to power
and the nature of the allies who had lifted him to the throne. But such bitter knowledge did little other than to set another
enemy against him.
If there was hope, then he did not see it. But if this was to be the end of the Realm of Arnor, and if it was fated that his be
name recorded as the last King of his people, then so be it. What would not be said, he vowed, was that he had failed in
his final duty, or was to have been wanting in battle. Greater hands than his, perhaps, had held the Sceptre before him.
But still, the blood of the Dunedain ran rich in his veins, and whilst strength yet remained him, he would show himself
worthy of his ancestry. Rising to his feet, he called for messengers to take word to the princes of the land. Evil stirred
again in the east. And when it came forth, they would be ready to stand against it. By the blood of the Dunedain, he swore
that it would be so.

In the year 857 of the Third Age, Arnor had been split by its feuding Princes into Arthedain, Cardolan and Rhudaur. Then,
in 1407, the Witch King invasion effectively destroyed both Cardolan and Rhudaur. The Hill Men of Rhudaur had sided
with the Witch-king, and those few Dunedain in Rhudaur loyal to the cause of Arnor fled to Arthedain, whilst Cardolan was
simply overwhelmed. Indeed, only the aid of the Elves of Lindon and Rivendell had enabled Arthedain to turn the Black
Tide.
So it is that the year 1446 sees Rhudaur in the hands of the Witch-king, Cardolan a ravaged and destroyed land, virtually
unpeopled, and only Arthedain remaining. Still, whilst Arthedain might only be a shadow of the glory that was the realm of
Arnor, nevertheless the blood of the Dunedain still runs pure in the hearts of its royal line. And one thing may be counted
on: that so long as that line remains, the Witch-king will never take Arnor.

Version 1.00

#5 Kingdom of Arnor 001

Kin-strife

#5 Kingdom of Arnor

General Information
Starting Gold

Capital

15,520.

Capital: Fornost (Located at 1407)

Characters of Note

King Araphor, ruler of the Kingdom of Arnor.


Argeleb II, son of Araphor.
Malborn II, Seer of Fornost.

Starting Characters
Character
Amlach
Araphor
Argeleb II
Bornandil
Calanar
Calcawe
Cornathel
Erellont
Frianan
Malborn II
Minasdir

Command Agent Emissary Mage Stealth Location


Notes/Items
10
0
0
10
0907 Army Commander
20
0
10
10
1407
40
0
10
0
1715 Champion, with 1000 Combat Item
30
10
10
10
1108
20
0
0
10
1007
30
0
10
10
1506
30
10
0
0
1508
30
0
0
10
1614 Army Commander
0
0
10
20
1407 Female
0
0
0
30
1407
20
0
10
10
1407 Army Commander

Starting Population Centres


Name
Amon Sul
Annon Baran
Athrad Sarn
Baraketta
Belegos
Belial
Bordicae
Bree
Brolorne
Carag Oltas
Caras Calairnen
Caras Fornen
Eridea
Fornost
Guldor
Hamidas
Himaelin
Ilmrond
Kelidos
Kemen Brith
Kemen Girith
Malonn
Narram
Tarmabar
Tharbad
Traith Chefudoc
Version 1.00

Location
1609
1014
1211
1106
1922
2017
1916
1409
1918
1917
0907
1006
1312
1407
0807
1506
1007
1108
1508
1410
1110
1309
1715
1109
1614
1015

Size
Village
Camp
Town
Major Town
Camp
Camp
Camp
Major Town
Camp
Camp
City
Town
Camp
City
Town
Camp
Major Town
Town
Town
Major Town
Village
Village
Town
Village
City
Camp

Fortifications
Castle
Tower

Notes

Harbour

Tower
Citadel

Capital

Tower

Fort
Fort

Port

#5 Kingdom of Arnor 001

Kin-strife

#5 Kingdom of Arnor

Starting Forces
Location

Heavy
Cavalry

1407
0907
1614

Light
Cavalry

Heavy
Infantry
400

1200

Light
Infantry

Archers

Men at
Arms

Warships Transport
Ships

600
1800

Potential Special Nation Abilities

New commanders can start with a command skill rank of up to 40 when created using the 728 Name
Commander order.
The nation may build fortifications at 1/2 the usual timber cost.
The nation can issue the following orders to its characters, assuming the characters fulfil order requirements:
496 Build Road
All new troop recruits start with training 20.

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
05J001
05J002
05J003
05J004
05J005
05J006

Cost
1000
1000
1000
2000
1000
1000

Option
Army/Navy at 1614 gains 1300 AR and 1300 MA.
Army/Navy at 1407 gains 800 LC and 400 MA.
Army/Navy at 0907 gains 600 HI and 400 LI.
Army/Navy at 0907 gains 1300 LC; Army/Navy at 1614 gains 800 MA.
Army/Navy at 1614 gains 600 HI and 400 AR.
Army/Navy at 1614 gains 10 Warships and 6 Transport ships.

Additionals

Default?

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
05N001
05N002
05N003
05N004

Cost
2000
2500
1500
1000

Option
Argeleb gains 20 Command skill and a 20 Command Item.
Argeleb gains 20 Emissary.
Argeleb gains a 20 Command Item and a 750 Combat Item.
Of Araphor, Bornandil and Calanar: one Character gains 10 Command
rank, one gains 20 Command rank, and one gains 30 Command rank.

05N005

1000

Of Araphor, Calanar and Minasdir: one Character gains 10 Command


rank, one different Character gains 20 Command rank, and one
different Character gains 30 Command rank.

Version 1.00

Additionals

Default?

Character to gain
10 skill rank,
Character to gain
20 skill rank,
Character to gain
30 skill rank
Character to gain
10 skill rank,
Character to gain
20 skill rank,
Character to gain
30 skill rank.

#5 Kingdom of Arnor 001

Kin-strife

#5 Kingdom of Arnor

Option
05N006

Cost
1500

Option
Of Argeleb II, Araphor and Bornandil: one Character gains 10 Emissary
rank, one different Character gains 20 Emissary rank.

05N007

1000

Of Calcawe, Erellont and Minasdir: one Character gains 20 Agent rank,


one different Character gains 20 Emissary rank, and one different
Character gains 30 Emissary rank.

05N008
05N009
05N010
05N011
05N012
05N013
05N014
05N015
05N016
05N017
05N018
05N019
05N020
05N021

500
500
1000
800
600
500
1300
800
800
800
1500
2500
4500
300

05N022

500

05N023

800

05N024

800

05N025

600

A specified Character gains 10 Command rank.


A specified Character with Command skill gets 10 Command rank.
Frianan gains a 20 Mage Item; Amlach gains 10 Agent rank.
Araphor gains a 1250 Combat Item.
Araphor gains the 10 Command Item Sceptre of Annuminas.
Araphor gains 10 Emissary rank.
Araphor gains a 10 Emissary Item.
Cornathel gains 20 Agent rank and 10 Mage rank.
Malborn gains 20 Mage rank and 2 Palantirs.
All Characters with 10 Mage rank get 10 Mage rank.
All Characters with 20 Mage rank get 10 Mage rank.
All Characters with 30 Mage rank get 10 Mage rank.
All Characters with 40 Mage rank get 10 Mage rank.
A specified Character who is not an Army/Navy Commander is moved
to your Capital.
A specified Character who is not an Army/Navy Commander is moved
to your Capital.
A specified Character who is not an Army/Navy Commander is moved
to your Capital.
A specified Character who is not an Army/Navy Commander starts at a
specified Population Centre.
Argeleb starts at Capital.

Additionals
Character to gain
10 skill rank,
Character to gain
20 skill rank.
Character to gain
20 Agent rank,
Character to gain
20 Em. rank,
Character to gain
30 Em. rank.
Character
Character

Default?

Character
Character
Character
Character &
Location

Table R Population Centres, General Nation Bonuses & Information


Option
05R001
05R002

Cost
1500
800

05R004
05R005
05R006
05R007
05R008
05R009
05R010
05R011
05R012

300
800
500
800
500
1000
1500
1500
800

Option
A specified Major Town becomes a City.
Araphor moved to any Population Centre; Relations to Witchrealm of
Angmor reduced to Hated.
Upgrade Relations with Quendi to Friendly.
Build Road from 0907 to 1010.
Build Road from 1108 to 1209.
Build Road from 0907 to 1407 (e, ne, e, se, e, e).
All Troops gain Bronze Weapons and Bronze Armour where possible.
All Troops gain Bronze Weapons and Steel Armour where possible.
All Troops gain Steel Weapons and Steel Armour where possible.
Gain 3,000 Leather at Capital.
A specified Major Town or City gains 1,000 Timber.

05R013

1500

A specified Major Town or City gains 500 Mounts.

05R014
05R015
05R016

800
1500
1000

Population Centre at 1614 gains 2 levels of Fortifications.


Population Centre at 0907 gains 2 levels of Fortifications.
A specified Population Centre (including Population Centres with no
fortifications) gains 1 level of Fortifications; 5,000 Gold lost.

Version 1.00

Additionals
Major Town
Pop. Centre

Default?

M. Town or
City
M. Town or
City
Pop. Centre

#5 Kingdom of Arnor 001

Kin-strife
05R017
05R018
05R019
05R020

1500
2000
800
1300

05R021

3000

05R022
05R023
05R024
05R025

500
300
1800
1100

#5 Kingdom of Arnor

A specified unfortified Population Centre gains a Tower; 5,000 Gold lost.


A specified unfortified Population Centre gains a Fort; 8,000 Gold lost.
Every Population Centre gains 10 Loyalty
If you purchase 5 9 options from Table F, gain 2000 points to spend on
Table R.
If you purchase 10 or more options from Table F, gain 4000 points to
spend on Table R.
Discover the SNAs of 2 specified NPCs.
Discover the SNAs of 2 random NPCs (duplicates are possible).
Discover the SNAs of 6 specified NPCs.
Discover the SNAs of 6 random NPCs (duplicates are possible).

Pop. Centre
Pop. Centre

2 NPCs
6 NPCs

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
05V001

Cost
4000

05V002

2000

Version 1.00

Option
New Commanders can start with a Command skill rank of up to 40 when
created using the 728 Name Commander order.
The Nation may build Fortifications at 1/2 the usual Timber cost.
The Nation can issue the following orders to its Characters, assuming
the Characters fulfil order requirements:
496 Build Road
All new Troop recruits start with training 20.

Additionals

Default?

#5 Kingdom of Arnor 001

Kin-strife

#6 Quendi

#6 Quendi
Background
"It has been long since Mithrandir came to Rivendell," Elrond said, rising to greet the old wizard. "Yet whilst I welcome
you, my heart tells me that you are not here to enjoy the music of the Hall of Fire."
Gandalf inclined his head. "Ever is the reputation of Elrond's insight well deserved," he observed. "Tell me; what do you
know of the Kin-strife?"
Elrond raised an eyebrow. "The squabbling of the men of Gondor? I know but little, and pay such news as does reach me
scant heed. Who rules in the south is but of passing interest to me."
"I fear you underestimate the importance of such events," Gandalf said. "In fact, I would risk the opinion that it should be
of great interest to you.
Elrond frowned. "Why so? Since Isildur proved himself too weak to do what should have been done, few of their kind have
shown any greater strength of will. For as long as they keep the watch on Mordor, they serve their purpose. Why should I
care which of them holds the throne?"
Gandalf sighed. "Would that the Kin-strife were but the squabbling of men that you describe it to be. But I fear darker
forces are involved than is readily apparent. And that Sauron himself seeks to twist the conflict to his own end."
At the mention of the Dark Lord, the air in Elrond's hall seemed suddenly chill, a flurry of wind sending autumn's leaves
scurrying across the floor. "Do not speak that name lightly," Elrond counselled.
"I do not," Gandalf countered. "For consider what is known. The men of the south, who support Castamir, are governed by
one I have reason to believe is a servant of Adunaphel. The one who calls himself Horselord and who fires the men of the
east to battle is surely none other than Uvatha. And can it be coincidence that the Witch-king of Angmar chooses this time
to renew his assault on Arnor, so soon after he was driven back? No, I think not. Three Nazgul are clearly involved in this
affair, and those are only the ones whose influence I have managed to ascertain. The times are darker than we thought,
and I fear that before this is done, your squabbling of men will have plunged the entire land into conflict."
Elrond was long silent. Then, finally, he sighed. "I will think on your words, Mithrandir. Never before has your counsel
proven false, and though I hope this occasion will see you proven wrong, I feel and fear in my heart that you have spoken
true. I would invite you to rest here, yet I fancy you have others to visit?"
Gandalf nodded.
"Then you will, I hope, bear to Galadriel my wishes."
Gandalf smiled grimly. "I will indeed. Though if my fears are shown to be correct, I do not doubt but that you and she will
meet again ere long."
He pulled his hat more firmly onto his head, and made as if to leave. "Think well, but do not think for too long, Half-Elven."
Elrond nodded. "As you say. Farewell, Grey Wanderer."
The first people of Arda, the relationships that bind and separate the Quendi are ancient and convoluted. Yet all share in
common a hatred of Sauron, born of dark memories that recall their battles with his master, the Ancient Enemy, battles
which had shaped and reshaped even the land itself. Few in number, and with virtually no armies, nevertheless the
Quendi are amongst the most powerful mages in Middle-earth, whilst the secrets of their towns and cities have enabled
them to endure the strife of the passing centuries. It may be with reluctance that they find themselves forced now to
intervene in the affairs of men once more, but for as long as Sauron's dark presence blights the land, so they will stand
against him.

Version 1.00

#6 Quendi 001

Kin-strife

#6 Quendi

General Information
Starting Gold

Capital

30,320.

Imladris (Located at 2209)


Note: the Quendis map is not centred on the capital, but
on their ancient Kingdom of Lindon in the west.

Characters of Note

Elrond Half-Elven, Prince of Beleriand, and Lord of Imladris, also known as Rivendell.
Arwen Evenstar, daughter of Elrond.
Amroth, King of Lothlorien.
Galadriel, Lady of Light, Lady of Lothlorien, though not yet Queen.
Celeborn, husband of Galadriel.
Legolas, son of Thranduil, and Prince of the Woodland Realm.

Starting Characters
Character Command Agent Emissary Mage Stealth Location Notes/Items
Amarion
10
10
10
0
10
0511 Can be purchased during nation set-up
Amroth
60
10
20
20
15
2137 Army Commander, with 1250 Combat Item
Arwen
0
20
10
40
15
2209 Can be purchased during nation set-up.
With 20 Mage Item Crown of Arwen. Female
Celeborn
30
10
40
30
0
0511 Army Commander
Ciryon
40
30
10
0
0
0909 Army Commander
Elrond
20
0
60
60
15
2209 Champion, with 1250 Combat Item Helkaluine
Galadriel
0
0
50
60
10
2514 Female
Legolas
0
20
30
10
10
2915 With 10 Stealth item

Starting Population Centres


Name
Annon Thalion
Cerin Amroth
Caras Galadhon
Cerin Pelram
Dun-Beleg
Edhellond
Eithel Culroch
Elostirion
Forlond
Galanros
Halls of Thranduil
Harlond
Imladris
Lanthir Lamath
Mithlond
Mithlond South
Ost-amarth
Rhubar
Sarn Celebdor
Sarnost
Tir Amarth
Tir Hargil
Tir Tarsul
Version 1.00

Location
0207
2413
2514
0203
3802
2325
2137
0810
0408
0511
2908
0711
2209
0508
0808
0909
1321
4413
1721
3022
0913
2915
2136

Size
Camp
Town
Town
Town
Town
Town
Major Town
Village
Town
Town
Town
Town
Major Town
Village
City
Village
Camp
Town
Camp
Camp
Village
Camp
Village

Fortifications

Fort
Harbour
Fort
Tower
Fort

Notes
Hidden
Hidden
Harbour
Hidden
Harbour, Hidden
Port, Hidden
Hidden
Harbour
Hidden
Harbour, Hidden
Capital, Hidden by Mantle of Doriath
Port, Hidden
Hidden

#6 Quendi 001

Kin-strife

#6 Quendi

Starting Forces
Location

Heavy
Cavalry

0909
0511
2137

Light
Cavalry
800

Heavy
Infantry

Light
Infantry
200
600

Archers

1200

Men at
Arms
1000

Warships Transport
Ships
15
15
10
10
5
5

Potential Special Nation Abilities

New characters have a greater chance of gaining a bonus to their stealth rank.
Mages can learn the lost spell 502 Weakness.
All new troop recruits start with training 25.
New mages can start with a mage skill rank of up to 40 when created using the 737 Name Mage order.

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
06J001
06J002
06J003
06J004
06J005

Cost
1000
1000
1000
1000
2000

Option
Army/Navy at 2137 gains 200 AR, 600 MA, 5 Warships and 5 Transports.
Army/Navy at 0511 gains 200 LI, 600 MA, 5 Warships and 5 Transport.
Army/Navy at 0909 gains 800 MA, 10 Warships and 10 Transports.
Army/Navy at 0511 gains 400 LI, 5 Warships and 5 Transports.
A specified Navy gains 6 Warships and 6 Transports.

Additionals

Default?

Location

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
06N001
06N002
06N003
06N004
06N005
06N006
06N007
06N008
06N009
06N010
06N011
06N012
06N013
06N014

Cost
2000
2000
1400
2000
1000
300
500
1000
500
1400
1400
1700
700
700

06N015
06N016
06N017

500
300
2000

Version 1.00

Option
Celeborn becomes a Champion; lose 12,000 Gold.
Galadriel becomes a Champion; lose 12,000 Gold.
Elrond gains the 50 Mage Item Vilya.
Arwen gains the 10 Stealth Item Elven cloak.
Elrond gains the Item Mantle of Doriath, and Imladris is hidden by it.
Discover the location of the NPC Cirdan the Shipwright.
Discover the location of Gandalf.
Discover the location of Tinculin at game start.
Discover the location of a specified NPC.
Galadriel gains the 30 Mage Item Elessar.
Galadriel gains the 30 Mage Item Mirror of Galadriel.
Galadriel gains the 50 Mage Item Nenya.
All Characters with Mage skill gain 10 Mage rank.
Legolas, Celeborn and Arwen (if a starting Character) each gain a 750
Combat Item.
Add 5 to a specified Mage Item (to a maximum of 50).
Add 250 to a specified Good Combat Item (to a maximum of 2500).
All Characters gain 10 Stealth rank.

Additionals

Default?

NPC

Artifact
Artifact
#6 Quendi 001

Kin-strife

06N018

1000

06N019
06N020

2000
700

06N021

700

Gain the Character Arwen; Galadriel loses 10 Mage rank; Lose 10,000
Gold.
Gain the Character Amarion; lose 8,000 Gold.
All Mages gain the spell Conjure Spirit Mastery: Weakness. In
addition, Elrond may choose the specified Spirit Mastery spell as one of
his starting spells.
All Characters with Mage skill lose 20 Mage rank (to a minimum rank of 0)
and gain 10 Emissary rank.

#6 Quendi

Spirit Mastery
Spell (optional)

Table R Population Centres, General Nation Bonuses & Information


Option
06R001

Cost
500

06R002

500

06R003

500

06R004

500

06R005

300

06R006

500

06R007
06R008
06R009
06R010
06R011

700
1000
1200
1500
1000

06R012
06R013

1000
700

06R014

1000

06R015

1000

06R016

2200

06R017

2200

06R018

1000

06R019

2200

06R020

2200

06R021

800

06R022

1300

06R023
06R024
06R025
06R026
06R027

600
1400
1000
2100
1400

Version 1.00

Option
Move Caras Galadhon to 2414, 2314 or 2513. (Destination Location
cannot contain a Population Centre.)
Move Cerin Amroth to 2414, 2314 or 2513. (Destination Location cannot
contain a Population Centre.)
Move Edhellond to 1925 or 1626. (Destination Location cannot contain a
Population Centre.)
Move Rhubar to 4212, 4312, 4412 or 4314. (Destination Location cannot
contain a Population Centre.)
Move Dun-Beleg to any Location from 3501 4401 or 3502 4402.
(Destination Location cannot contain a Population Centre.)
Move Halls of Thranduil to 2807, 2907, 2706, 2806 or 2906. (Destination
Location cannot contain a Population Centre.)
A specified Camp becomes a Village.
A specified Village becomes a Town.
A specified non-hidden Town becomes a Major Town.
A specified non-hidden Major Town becomes a City.
Change Capital to Mithlond or Eithel Culroch.
Change Climate of Capital hex to Mild.
Change Weather Type of Location of a specified Location to one type
warmer.
Starting Characters with no other starting bonuses will start with healing
bonuses.
Discover the IDs of 10 random Artifacts not held by Nations or Characters
(including NPCs) at game start (duplicates are possible).
Discover the IDs of 20 random Artifacts not held by Nations or Characters
(including NPCs) at game start (duplicates are possible).
Discover the IDs of 20 random Artifacts not held by Nations or Characters
(including NPCs) at game start (duplicates are possible).
Discover the IDs of 10 random Artifacts not held by Nations or Characters
(including NPCs) at game start (duplicates are possible).
Discover the IDs of 20 random Artifacts not held by Nations or Characters
(including NPCs) at game start (duplicates are possible).
Discover the IDs of 20 random Artifacts not held by Nations or Characters
(including NPCs) at game start (duplicates are possible).
Discover the Location of 6 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the Location of 9 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the SNAs of 2 specified NPCs.
Discover the SNAs of 4 specified NPCs.
Discover the SNAs of 4 specified NPCs.
Discover the SNAs of 6 specified NPCs.
Discover the SNAs of 6 random NPCs (duplicates are possible).

Additionals
Location

Default?

Location
Location
Location
Location
Location
Camp
Village
Town
Major Town
Mithlond or
Eithel Culroch.
Location

2 NPCs
4 NPCs
4 NPCs
6 NPCs

#6 Quendi 001

Kin-strife
Option
06R028

Cost
400

Option
Discover the ID and names of all Artifacts held by a specified NPC
Character.

#6 Quendi
Additionals
NPC

Default?

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
06V001

Cost
5000

06V002
06V003
06V004

2000
600
4000

06V005

3000

Version 1.00

Option
New characters have a greater chance of gaining a bonus to their stealth
rank.
Mages can learn the lost spell 502 Weakness.
All new troop recruits start with training 25.
New Mages can start with a Mage skill rank of up to 40 when created
using the 737 Name Mage order.
The nation can build ships at 1/3 the usual Timber cost.

Additionals

Default?

#6 Quendi 001

Kin-strife

#11 Line of Castamir

#11 Line of Castamir


Background
"I don't want to hear any of your excuses," Castamir stated shortly, leaning forwards on his throne. "Just make sure the
men are raised and armed within a ten day."
"But my Lord!" the captain kneeling before him protested. "The townsfolk are restless as it is. None will come forward
willingly, and if we are forced to resort to a draft, I fear for the"
Rising swiftly, Castamir lashed out with his boot, catching the captain in the head. Falling, for a moment the captain
thought to rise, before, thinking better of the instinct, remaining prone. Castamir knelt beside him, pulling his head up by
the hair.
"Perhaps I did not make myself clear. Perhaps my order was in some way misunderstood as a suggestion. So allow me to
repeat myself. You will return to Hyarpende, and you will raise a further five hundred men, who will march north to Minas
Anor by the end of this month. You will do this, or I will have your head. Do I make myself clear?"
The captain nodded.
"I beg your pardon?" Castamir questioned.
"Yes my Lord," the captain managed.
Castamir smiled, letting the captain's head fall back to the floor.
"That is better. Now go."
As the captain, bowing, took his leave, a figure moved from the side of the throne.
"I am not sure that was wise," Morlaen murmured.
"Wise?" Castamir turned on his uncle. "Eldacar marches on us with the might of Rhovanion behind them, Minas Ithil falls
to rebels, and you question the wisdom of raising more troops?"
"I do not question the need, my Lord," Morlaen said; "I question your method. Did the rebellion at Minas Ithil teach you
nothing? You act as if Gondor is conquered territory, the people to be ordered to obey. But the crown you wear is yours by
right, and the people are in your charge. You might ask much of them, and they will likely do as you wish. But demand it of
them, and Minas Ithil may not be the only city to rise against you."
"If the crown is mine, then the people are mine also," Castamir replied shortly. "They are to be used as I see fit, even as I
would a cup or a vessel."
"A cup will not turn against you if you treat it ill, my Lord. But your people will. And unless you accept that, I fear that you
will not hold the throne long. We can debate philosophy and the duties of a ruler all day, but the plain fact of the matter is
that at present you do not have enough troops even to deal with Minas Ithil, let alone think to put down another rebellion,
should it arise. Like it or not, you are reliant on the people, and if you anger them further, we cannot win this war."
Castamir scowled. But despite his anger, he knew that Morlaen was right. And whilst he knew himself to be many things,
a fool was not one of them. Calling for a messenger, Castamir told him to take word to the captain that he was authorised
to offer two months' wages in gold as incentive to any who would sign up. Then, turning to Morlaen, he raised an eyebrow.
"There. Satisfied?"
Morlaen, smiling, bowed his head.
Version 1.00

#11 Line of Castamir 001

Kin-strife

#11 Line of Castamir

Lead by the Castamir the Usurper, King of Gondor, the Line of Castamir is ostensibly the most powerful and influential of
the Usurpers, with all of Gondor at their command. And yet in truth, Castamirs reign is a fragile one. More than just a
figurehead, nevertheless he is but one of the Lords of Gondor. Both of his fathers brothers, Morlaen and Elendin, wield
great influence, whilst the Southron Kingdoms, providing as they do the resources and funds upon which Castamir's
campaign is waged, are a powerful voice in the realm. As such, then, it is vital that Castamir maintain good relations both
with his uncles and the Southron Kingdoms, if Eldacar is to be repelled and his hold on the Crown of Gondor secured.

General Information
Starting Gold
54,480.

Capital

Pelargir (Located at 2927)

Characters of Note

Castamir the Usurper, King of Gondor.


Queen Murabeth, wife of Castamir.
Prince Casteher, the eldest son of Castamir, and Captain of the Ships. Married to Lothriel.*
Princess Lothriel, daughter of Adrazor.
Castarion, the youngest son of Castamir, and Warden of the Haven.*
Daeron, Squire of Linhir, engaged to Telerien, Murabeth's sister.
Iriel, Mistress of the Cat Cult at Benish Armon.
Telerien, the younger daughter of Telemnar.
Targon. Captain of the Garrison at Pelargir.

*A note on character names: The correct spelling of Casteher is Castaher, and the correct spelling of Castirion is
Castarion. However, because in the game the first five letters of each character must be unique, we have had to change
the spelling slightly.

Minor Characters

These are not starting characters, but are detailed here as suggestions for characters to name during the game.
Alacatar, an officer in Umbars fleet (a commander).
Colfen. Brother of Iriel (an agent and mage).
Eator, aid to Menelmir (an agent and commander).
Gordacar, Squire of Umbar (a commander).
Hirluin, a minor noble (an emissary).
Mardil, Captain of the Watch in Umbar (a commander).
Marmedon, commander of Umbars garrison (a commander).
Menelmir, Lord-captain of the Fleet in Umbar (commander).

Starting Characters
Character
Castamir
Casteher
Castirion
Daeron
Iriel
Lothriel
Murabeth
Targon
Telerien

Command Agent Emissary Mage Stealth Location


Notes/Items
40
0
20
0
0
2627 Champion, with the Dagger of the Usurper and
Usurpers Sword
30
0
10
0
0
2627 Army Commander
20
0
10
0
0
2927 Army Commander
10
0
10
0
0
2829 Army Commander
0
20
0
10
15
2829 Female
0
0
20
10
0
2627 Female
0
50
30
0
0
2928 Female
10
0
40
0
0
2437 Army Commander
0
0
20
0
0
2339 Can be purchased during nation set-up. Female

Version 1.00

#11 Line of Castamir 001

Kin-strife

#11 Line of Castamir

Starting Population Centres


Name
Ang-Gimbatul
Benish Arnon
Cirith Duath
Dol Delgrod
Draug-lomin
Dusalan
Gorost
Grath Murloth
Hyarpende
Isengard
Isgir
Lag-raukonar
Linhir
Maros
Minas Arthor
Overcave
Pelargir
Pellardur

Location
2324
2829
3227
2625
3127
2437
2526
2425
2928
2119
2236
2426
2627
2337
2926
2121
2927
2339

Size
Camp
Town
Village
Camp
Camp
Major Town
Village
Camp
Town
Camp
Village
Village
Major Town
Town
Village
Town
City
Major Town

Fortifications
Notes
Tower
Tower
Harbour
Fort
Tower
Tower
Tower
Tower
Castle
Tower
Tower
Tower
Fort
Fort
Castle
Tower

Port
Harbour
Capital, Port
Harbour

Starting Forces
Location

Heavy
Cavalry

2927
2627
2829
2437

Light
Cavalry
500
500

Heavy
Infantry
400

Light
Infantry
400

Archers
800
400

Men at
Arms
200
100

Warships Transport
Ships
25
25
25

25

500

Potential Special Nation Abilities

New emissaries can start with an emissary skill rank of up to 40 when created using the 734 Name Emissary
order.
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
Navy warships have a strength of 4.
Navies can travel in open sea sectors without fear of storms or becoming lost.

Version 1.00

#11 Line of Castamir 001

Kin-strife

#11 Line of Castamir

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
11J001
11J002
11J003
11J004
11J005

Cost
1000
1000
1000
1000
1000

Option
All Armies/Navies gain 100 LI and 600 MA.
Armies/Navies at 2927, 2627 and 2437 gain 300 LC.
Army/Navy at 2829 gains 600 HI; Army/Navy at 2627 gains 400 LI.
Army/Navy at 2437 gains 300 HI; Army/Navy at 2829 gains 600 HI.
Army/Navy at 2927 gains 400 HI and 800 AR.

Additionals

Default?

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
11N001

Cost
2500

11N002
11N003
11N004

1500
2500
1000

11N005
11N006
11N007
11N008
11N009

1500
2000
800
1200
1000

11N010
11N011

1000
1500

11N012

1500

11N013

2000

Option
Castamir gains the 20 Command Item Knightcaptain's Ring and 10
Agent rank.
Castamir gains the 30 Command Item Crown of Anarion.
Iriel gains the Curse Item Kuileondo.
Casteher gains the Helm of Navigating (allows naval movement without
risk of storms) and the 10 Command Item Mithril Circlet.
All Characters with Command skill gain 20 Command rank.
A specified Character with Emissary skill gains 10 Emissary rank.
All Characters with Mage skill gain 20 Mage rank.
All Characters with Mage skill gain 20 Mage rank.
All Characters with Mage skill will have Weakness as one of their starting
spells.
Iriel will have Sickness as one of her starting spells.
A specified Character other than Castamir without Agent skill gains 20
Agent rank.
A specified Character who is not an Army/Navy Commander is moved to
your Capital.
Gain the Character Telerien; lose 8,000 Gold.

Additionals

Default?

Character

Character
Character

Table R Population Centres, General Nation Bonuses & Information


Option
11R001
11R002
11R003
11R004
11R005
11R006

Cost
1000
2000
300
300
1000
1000

11R007
11R008

1000
1500

11R009
11R010

1000
0

11R011

Version 1.00

Option
Change Capital to Linhir.
Change to Linhir; and Army/Navy at 2627 gains 600 HI.
Downgrade relations with the Line of Eldacar to Hated.
Downgrade relations with the Rebels of Ered Lithui to Hated.
Upgrade a specified non-hidden Town to a Major Town.
Downgrade a specified Population Centre that is not a camp or the
capital by one level and gain 10,000 Gold.
Where possible, all Tolerated Relations are increased to Friendly.
Upgrade the Fortifications of a specified Population Centre (including
unfortified Population Centres) by one level.
A specified unfortified Population Centre gains a Tower.
Gain an extra 1,500 points to spend on Nation Set-up Options; all
Population Centres lose 10 Loyalty.
Gain an extra 2,500 points to spend on Nation Set-up Options; all
Population Centres lose 20 Loyalty.

Additionals

Default?

Town
Pop. Centre
Pop. Centre
Pop. Centre

#11 Line of Castamir 001

Kin-strife

#11 Line of Castamir

11R012

1000

Gain 500 Mounts at a specified Major Town or City.

11R013

3000

11R014

1000

11R015

1000

11R016

500

11R017

300

11R018

300

11R019
11R020

1000
2000

Buy any one set-up Option from another Usurper's Table R, at the cost
of this Option and the Option purchased on the other Table. The
following options are exceptions which can not be chosen: 12R001,
12R002, 12R004, 13R001, 13R008, 13R012, 13R026, 14R001,
14R020, 15R001, 15R002, 15R010, 15R011, 16R005, 16R006 and
16R019.
Start the game with a specified Champion Character of another Usurper
nation Doubled. (See order 500 Recruit Double Agent.)
Start the game with a specified Champion Character of another Usurper
Nation (except Morlaen) Doubled. (See order 500 Recruit Double
Agent.)
Start the game with a specified non-Champion Character of another
Usurper Nation Doubled. (See order 500 Recruit Double Agent.)
Start the game with a specified non-Champion Character of your own
nation Doubled by the Line of Elendin. (See order 500 Recruit Double
Agent.)
Start the game with a specified non-Champion Character of your own
nation Doubled by the Line of Morlaen. (See order 500 Recruit Double
Agent.)
All Castamir's Bribe options (11R021 11R038) cost 500 less.
All Castamir's Bribe options (11R021 11R038) cost 300 less.

11R021

1000

11R022

1000

11R023

1000

11R024

6000

11R025

1000

11R026

1000

11R027

1000

11R028

1000

11R029

1000

11R030

2000

11R031

4000

11R032

3000

11R033

2500

11R034

4000

Version 1.00

Castamir's Bribe. All other Usurper Nations gain 50 Mithril at their


Capital.
Castamir's Bribe. All other Usurper Nations gain 5 Loyalty at their
Capital.
Castamir's Bribe. All other Usurper Nations gain the following SNA:
Armies with food only lose 12 morale if Army/Navymarching. Armies
without food gain 12 morale when stationary, only lose 12 morale if
marching, and only lose 25 if Army/Navymarching.
Castamir's Bribe. Hide a specified Population Centre not belonging to
the Line of Castamir.
Castamir's Bribe. Give a specified Population Centre that is not a
Major Town or City to another specified Usurper Nation.
Castamir's Bribe. Give 2 specified Camps to another single specified
Usurper Nation.
Castamir's Bribe. Give 2 specified Camps to another single specified
Usurper Nation.
Castamir's Bribe. Give 20,000 Gold to another specified Usurper
Nation.
Castamir's Bribe. Three specified Population Centres belonging to
another single Usurper Nation gain 20 Loyalty each; the Line of
Castamir Nation loses 5,000 Gold.
Castamir's Bribe. A specified Character of another Usurper Nation
gains 10 Command rank.
Castamir's Bribe. A specified Character of another Usurper Nation
gains 10 Agent rank.
Castamir's Bribe. A specified Character of another Usurper Nation
gains 10 Emissary rank.
Castamir's Bribe. A specified Character of another Usurper Nation
gains 10 Mage rank.
Castamir's Bribe. A specified Character of another Usurper Nation
gains 10 Stealth rank.

Major Town or
City
Set-up Option

Character
Character
Character
Character
Character

Pop. Centre
Pop. Centre &
Usurper Nation
2 Camps &
Usurper Nation
2 Camps &
Usurper Nation
Usurper Nation
3 Pop. Centres
Character
Character
Character
Character
Character

#11 Line of Castamir 001

Kin-strife

11R035

300

11R036

500

11R037

700

11R038

900

#11 Line of Castamir

Castamirs Bribe. A specified Usurper nation other than the Line of


Castamir, which is not benefitting from options 11R036, 11R037 or
11R38, gains a Camp named Casta Balcher at a specified location that
does not already contain a Population Centre within two hexes of their
default capital. Specify three possible locations in order of preference.
Castamirs Bribe. A specified Usurper nation other than the Line of
Castamir, which is not benefitting from options 11R035, 11R037 or
11R38, gains a Village named Casta Anitha at a specified location that
does not already contain a Population Centre within two hexes of their
default capital. Specify three possible locations in order of preference.
Castamirs Bribe. A specified Usurper nation other than the Line of
Castamir, which is not benefitting from options 11R035, 11R036 or
11R38 gains a Town named Casta Callineth at a specified location that
does not already contain a Population Centre within two hexes of their
default capital. Specify three possible locations in order of preference.
Castamirs Bribe. A specified Usurper nation other than the Line of
Castamir, which is not benefitting from options 11R035, 11R036 or
11R37, gains a Major Town named Casta Cumrolde at a specified
location that does not already contain a Population Centre within two
hexes of their default capital. Specify three possible locations in order of
preference.

Nation,
3 Locations.

Nation,
3 Locations

Nation,
3 Locations

Nation,
3 Locations

Note: All Castamir Bribe options (11R021 11R038) are applied after all nations Table N options.
11R039

400

11R040

900

11R041

1400

11R042

500

11R043

500

Discover the Location of 3 random Artifacts not held by Nations or


Characters (including NPCs) at game start (duplicates are possible).
Discover the Location of 6 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the Location of 9 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the IDs and names of all Artifacts held by a specified NPC
Character.
Discover the Location of the NPC The Blue Wizard.

NPC

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
11V001

Cost
4000

11V002

4000

11V003

2000

11V004

3000

Version 1.00

Option
New Emissaries can start with an Emissary Skill rank of up to 40 when
created using the 734 Name Emissary Order.
Navies can travel in open sea sectors without fear of storms or
becoming lost.
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
Navies can travel in open sea sectors without fear of storms or
becoming lost.
Navy warships have a strength of 4.
Navies can travel in open sea sectors without fear of storms or
becoming lost.
New Emissaries can start with an Emissary Skill rank of up to 40 when
created using the 734 Name Emissary Order.

Additionals

Default?

#11 Line of Castamir 001

Kin-strife
11V005

3000

Version 1.00

#11 Line of Castamir

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

#11 Line of Castamir 001

Kin-strife

#12 Line of Morlaen

#12 Line of Morlaen


Background
"He's done what?!"
Morlaen cursed under his breath. He had thought that even Calimon could mange to oversee the prison camp that was
Osgiliath. How hard a task could it be? And surely one suited to his son's unique combination of casual cruelty and
unparalleled ability to stir up resentment. Sighing, he looked back down at the parchment, reading the details again.
It was a formal letter of complaint, intercepted by the Cor Aran en route to the courts, bringing charges of improper
conduct against Lord Calimon. Despite himself, Morlaen could not help but snort in amusement. Years of civil war during
which kin slew kin and brother betrayed brother, yet still the nobility were concerned with matters of proper conduct. Still,
as improper conduct went, it was fairly impressive, even by Calimon's standards. According to the letter, the Lord
Reanimor, together with his wife and daughter, had paid a visit to Osgiliath, apparently to satisfy themselves as to the
conditions of one of their cousins held there. Whilst Lord Reanimor had been speaking with his cousin, Calimon had kindly
offered to entertain the ladies in his chambers. Where, allegedly, he had then sought to impose himself upon first
daughter and then mother, in return for promises that he would ensure their cousin was well cared for.
Whether or not the ladies thought his offer a fair one was not recorded, for, before Calimon had been able to ply them with
more than a goblet or two of wine, Reanimor had returned in time to see rather more than he would have liked. Gathering
his wife and daughter, he had stormed from the palace, and was now making formal complaint, demanding that Calimon
be removed from office.
In silence, Morlaen handed the letter to Caramir. Who, raising an eyebrow at its contents, looked to his father as he
handed it back.
"If I were you, I should be tempted to let him suffer. It is more than past time he learned that actions have consequences."
Morlaen sighed. "Perhaps you are right. And yet, ask yourself what the consequences would then be for our family.
Osgiliath is but a trophy, a symbol, yet still it is a powerful and potent one, and I would not see its Stewardship leave our
line. Calimon is a fool, but my blood runs through his veins, and as such he is a useful fool. No, this affair must not be
made common knowledge. Reanimor's estate is near Pelagir...I believe you are expected at court there on the morrow?"
Caramir nodded.
"Then I think that perhaps you should pay Lord Reanimor a visit. Accidents do happen, and, after all, these are most
uncertain times."
Caramir smiled, fingering the dagger at his belt. "Indeed. So uncertain, in fact, that I would not be surprised were his wife
and daughter to suffer the same accident."
Morlaen allowed the letter to play over the flame of a candle until it took light.
It is of great comfort to me that one of my sons inherited the wit the other lacks. Now go. It seems that I have a letter of
condolence to write to Reanimors next of kin.

As the elder of Castamir's uncles, Lord Morlaen is the oldest living member of the Line of Calimehtar, and hugely
influential in the royal circles of Gondor. Without Morlaens support, Castamir would not have been able to take the throne,
a fact of which Castamir is well aware, so that Morlaen's counsel is valued most highly by the King. In addition, Morlaen's
eldest son, Caramir, is head of the Cor Aran, Gondor's network of secret police, whose activities even the King is not
always aware. So that whilst lacking in both martial presence and lands, the Line of Morlaen is not a force to be lightly
dismissed.

Version 1.00

#12 Line of Morlaen 001

Kin-strife

#12 Line of Morlaen

General Information
Starting Gold

Capital

14,000.

Calembel (Located at 2424)

Characters of Note

Lord Morlaen, Eldest son of Calimehtar.


Caramir, eldest son of Morlaen, and head of the Cor Aran.
Calimon, younger son of Morlaen.
Angbor, leader of the Cor Aran in Osgiliath.
Sirandir, leader of the Cor Aran in Umbar.
Finrod, leader of the Cor Aran in Minas Anor.
Gilgor, Cor Aran operative in Pelargir.

Starting Characters
Character
Angbor
Calimon
Caramir
Finrod
Gilgor
Morlaen
Sirandir

Command Agent Emissary Mage Stealth Location


Notes/Items
0
10
0
0
5
2436
30
0
10
0
0
2424 Army Commander
0
20
0
0
10
2725
0
10
0
0
0
2424
0
10
0
0
0
0811
20
0
20
0
0
2725 Champion
0
10
10
0
0
3024

Starting Population Centres


Name
Calembel
Cardelos
Celeb-gond
Mar Aran
Eillonud
Feador
Kordas
Kul-vrestik
Minas Brethil
Osgiliath
Tar Beraid
Vel Mord

Location
2424
3621
2724
2725
4215
0811
2436
1210
2626
3024
2809
3630

Size
Major Town
Camp
Camp
Major Town
Camp
Camp
Camp
Camp
Town
Camp
Camp
Major Town

Fortifications
Notes
Fort
Capital
Hidden
Tower

Hidden
Hidden
Hidden
Hidden

Tower
Hidden
Hidden

Starting Forces
Location

Heavy
Cavalry

2424

Version 1.00

Light
Cavalry

Heavy
Infantry

Light
Infantry

Archers

Men at
Arms
100

Warships Transport
Ships

#12 Line of Morlaen 001

Kin-strife

#12 Line of Morlaen

Potential Special Nation Abilities

New agents can start with an agent skill rank of up to 40 when created using the 731 Name Agent order.
New characters have a greater chance of gaining a bonus to their stealth rank.
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).
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

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
12J001
12J002
12J003
12J004

Cost
1000
1000
1000
2000

Option
Army/Navy at 2424 gains 700 LC.
Army/Navy at 2424 gains 2500 MA.
Army/Navy at 2424 gains 100 LC, 500 AR and 1500 MA.
Army/Navy at 2424 gains 1200 LC.

Additionals

Default?

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
12N001
12N002
12N003
12N004

Cost
1500
1000
1000
1500

12N005

1500

12N006
12N007
12N008

2500
2000
2500

12N009

700

12N010

1000

12N011

1500

12N012

2000

12N013
12N014
12N015

1000
500
500

Version 1.00

Option
Morlaen gains a 10 Agent Item.
Morlaen gains 10 Emissary rank.
A specified Character with Emissary skill gains 10 Emissary rank.
Two specified Characters except Morlaen each gain 10 Emissary
rank.
Four specified Characters except Morlaen each either gain 10 Agent
rank or 10 Emissary rank.
Two specified Characters except Morlaen each gain 10 Stealth rank.
Two specified Characters except Morlaen each gain 5 Emissary rank.
Three specified Characters except Morlaen each either gain 10
Agent rank or 5 Emissary rank.
Gain three 500 Combat Items, which will be randomly allocated to
your Characters.
A specified Character who is not an Army/Navy Commander is moved
to your Capital.
A specified Character who is not an Army/Navy Commander is moved
to your Capital.
A specified Character who is not an Army/Navy Commander is moved
to any Usurper Nation Population Centre.
Relations with the Line of Tirkhor downgraded to Hated.
Relations with the Line of Castamir upgraded to Friendly.
Relations with specified Usurper Nation upgraded to Friendly.

Additionals

Default?

Character
2 Characters
4 Characters
& Skill type
2 Characters
2 Characters
3 Characters
& Skill type
Character
Character
Character &
Pop. Centre
Nation

#12 Line of Morlaen 001

Kin-strife

Option
12N016

Cost
500

12N017

700

12N018

1000

12N019

1300

12N020

1600

12N021

1000

#12 Line of Morlaen

Option
Start the game with a specified non-Champion Character of another
Usurper Nation Doubled. (See order 500 Recruit Double Agent.)
Start the game with a specified non-Champion Character of another
Usurper Nation Doubled. (See order 500 Recruit Double Agent.)
Start the game with a specified non-Champion Character of another
Usurper Nation Doubled. (See order 500 Recruit Double Agent.)
Start the game with a specified non-Champion Character of another
Usurper Nation Doubled. (See order 500 Recruit Double Agent.)
Start the game with a specified non-Champion Character of another
Usurper Nation Doubled. (See order 500 Recruit Double Agent.)
Start the game with a specified Champion Character of another
Usurper Nation Doubled. (See order 500 Recruit Double Agent.)

Additionals
Character

Default?

Character
Character
Character
Character
Character

Table R Population Centres, General Nation Bonuses & Information


Option
12R001
12R002

Cost
1000
1000

12R003

1000

12R004

500

12R005
12R006
12R007
12R008

1000
1500
800
4000

12R009

500

12R010

500

12R011

500

12R012

2300

12R013

500

12R014

2300

12R015

400

12R016

1400

12R017

700

Version 1.00

Option
Change Capital to Mar Aran.
Move Mar Aran to 2624, 2825, 2626 or 2726. The destination
Location cannot already contain a Population Centre
Move a specified Camp to any land hex that does not already
contain a Population Centre. (Specify 3 Locations in order of
preference.)
Move Vel Mord to anywhere in the Mountains of Mordor south of
xx27. The destination Location cannot already contain a Population
Centre. If it does, then the Population Centre being moved is moved
East one hex at a time until it no longer clashes. If even the
Eastern-most hex contains a Population Centre, the process is
repeated one line of hexes to the south.
Hide a specified Camp or Village.
Hide a specified Camp or Village.
Gain 1,000 Timber at a specified Major Town or City
Destroy specified bridge.
Start the game with a specified non-Champion Character of another
Usurper nation doubled. (See order 500 Recruit Double Agent.)
Start the game with a specified non-Champion Character of another
Usurper nation doubled. (See order 500 Recruit Double Agent.)
Discover the IDs of 5 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are
possible).
Discover the IDs of 20 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are
possible).
Discover the IDs of 5 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are
possible).
Discover the IDs of 20 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are
possible).
Discover the Locations 3 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are
possible).
Discover the Locations 9 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are
possible).
Discover the SNAs of 2 specified NPCs.

Additionals

Default?

Location
Origin Location &
3 Destination
Locations
Destination
Location

Camp or Village
Camp or Village
M. Town or City
Location & Hexside
Character
Character

2 NPCs
#12 Line of Morlaen 001

Kin-strife
Option
12R018
12R019
12R020
12R021
12R022
12R023
12R024

Cost
500
1500
1100
2200
1500
200
700

Option
Discover the SNAs of 2 random NPCs (duplicates are possible).
Discover the SNAs of 4 specified NPCs.
Discover the SNAs of 4 random NPCs (duplicates are possible).
Discover the SNAs of 6 specified NPCs.
Discover the SNAs of 6 random NPCs (duplicates are possible).
Discover the Location of a specified NPC Character.
Discover the Location of Khamul, Hoarmurath or Ji Indur.

#12 Line of Morlaen


Additionals

Default?

4 NPCs
6 NPCs
NPC
NPC

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
12V001

Cost
4000

12V002

4000

12V003

7000

Version 1.00

Option
New Agents can start with an Agent skill rank of up to 40 when created
using the 731 Name Agent Order.
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).
New Characters have a greater chance of gaining a bonus to their Stealth
rank.
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
New Characters have a greater chance of gaining a bonus to their Stealth
rank.
New Agents can start with an Agent skill rank of up to 40 when created
using the 731 Name Agent Order.

Additionals

Default?

#12 Line of Morlaen 001

Kin-strife

Background

#13 Line of Elendin

#13 Line of Elendin

Looking down from the battlements of Calmirie, the Lord Elendin watched his men train on the grasslands below. One unit
moved and wheeled in response to Alandur's barked orders, which were clearly audible on the crisp morning air. Others
sparred, the harsh ring of steel on steel welcome as any song to Elendin's ears, familiar as the creaking of his own joints
as he flexed his muscles against the cold. The men were well-trained, as capable as any in the realm. Which was, he
considered, as well, given the storm clouds of war that loomed dark on the horizon. And yet, as he watched, he knew
there was something lacking. There was none of the sense of urgency that the eve of war usually brought, no sense of
spirit, if that was the right word. They were good men, and he knew that each, to a man, would spend his life without
hesitation if so commanded. It was not a question of loyalty. But still, when he looked down he saw no enthusiasm, or
even fear, but merely...merely what? Resignation? No, not exactly, for he had seen men who had given up hope, and this
was not the same. Uncertainty? Perhaps, yet that was to be expected, for what was war if not the very essence of
uncertainty? Weariness? Yes, in part, but if so, that was but a symptom, not the cause. So what, then? A lack of
conviction. Yes, that was it. They moved as if by rote, the actions of men who followed orders not because they believed
in them, but because that was what they did.
And who could blame them? The gods knew, Elendin reflected, that he was not sure himself that his nephew's claim to
the throne was valid. Certainly it had seemed so, when the half-blood Eldacar was seeking to displace the old rulers and
change the old ways. But what had the years of struggle bought? Only greater uncertainty, greater unrest. And if he felt
that way, it was no surprise that the men, with nothing to gain, felt the same doubt. There was not a man on the
grasslands below, Elendin knew, who had not lost family or friends in the Kin-strife, and, most likely, not a man who had
not shed the blood of another who in past times he would have called ally.
But that was all beside the point. It was not his place, nor theirs, to question the events that had been set in motion. All
they had to do was to play their part, and remain true to the side fate had placed them on.
Making his way down the stairs, Elendin strode out onto the field. Catching his son's eye, he waited as Alandur wheeled
them into line before him, whilst those sparring also moved to take up their positions. For a moment Elendin paused,
enjoying the sense of their attention upon him. Then, walking slowly up the line, he addressed his men.
"We stand on the eve of war. The so-called Loyalists march on Gondor, and it falls to us to defend her lands. Our lands.
And yet this is no usual war, and they no usual enemy. For they are not orcs or creatures of darkness, but men, men of
Gondor, men like us. Men who we once knew as allies, and as friends. And this makes facing them a hard task. Indeed, I
would rather face a dozen hill trolls than a unit of men I once trained, once knew, once loved.
"Yet like it or not, that is the task now set before us. Now I know that some of you wonder why we are fighting this war.
Some of you may even question whether we should be fighting this war. And that is understandable. But for better or for
worse this war is upon us, and it is not our place to question its wisdom. We are not diplomats, or politicians. Ours is not
the power to influence and shape such decisions, and so ours should not be the burden of questioning their wisdom We
do not rule. We fight. Our honour, our glory, is not to be found in the cause of what we are ordered to do, but in the act of
battle itself.
"I do not ask you to hate those we must face. For they, like us, simply do their duty to their King. But I do ask you to take
pride in your stand against them. Not for the reasons we are bid to do so by politicians, not for Castamir or for the purity of
our rulers' bloodlines, but for the honour of the stand itself. We are soldiers, warriors. Let us take pride in that, and let us
place our faith and our dignity in that. So that whatever the future holds, it will never be said that we did not play our part
in it with honour. Fear, if you will, for that is only natural. But do not doubt that what we do is right, for if we fight with
honour and courage, then it cannot be otherwise. Now rest, for tomorrow we march to glory."
Their cheers ringing in his ears, Elendin watched them file past him into the city. And, as he returned their salutes, he only
wished that he believed his own words.

Version 1.00

#13 Line of Elendin001

Kin-strife

#13 Line of Elendin

At a first glance, the Line of Elendin might appear to be the weakest of the three royal Lines of Calimehtar, without the
might of the Line of Castamir or the influence of the Line of Morlaen. Yet whilst it is true that in some respects the
youngest of Castamir's uncles is also the one most lacking in power, Elendin is nevertheless the most popular with the
people of Gondor. A military officer of long-standing, he is known for both his prowess as a commander and his fairness
as a leader. Those loyal to the Line of Elendin are responsible for ruling many of the further-flung outposts of Gondor,
from Lond Galen in the west to Lond Angren and Calmirie in the north, and to the Havens of Umbar in the south. As such,
a goodly proportion of the troops of Gondor are at his disposal. So that whilst his is potentially a nation at great risk of
attack from many directions, with the proper support of the Southron Kingdoms and the Lines of Gondor, the success or
failure of the Line of Elendin will surely prove crucial in the coming war.

General Information
Starting Gold
48,800.

Capital

Caras Mirilond (Located at 2732)

Characters of Note

Elendin, youngest uncle of Castamir, and Lord of Harondor.


Duranil, Elendin's older son, and Warden of Tolfalas
Alandur, the youngest son of Elendin. Commander of Calmirie.
Saranelda, wife of Alandur
Ecthelion, commander of Lond Angren.
Caranthir, commander of Lond Galen.
Telemnar, commander of the Havens of Umbar.
Ciryang, Prince President of Minas Anor.
Borondir, commander of Minas Anor garrison.
Coratar, a statesman in Minas Anor.

Starting Characters
Character
Alandur
Borondor
Caranthir
Ciryang
Colfen
Coratar
Duranil
Ecthelion
Elendin
Heldiriel
Saranelda
Telemnar

Command Agent Emissary Mage Stealth Location


Notes/Items
30
0
0
0
0
2421 Army Commander
10
0
0
0
10
2924 Army Commander
20
0
0
0
0
1227
30
0
0
0
0
2924
0
20
0
40
0
2438 Can be purchased during nation set-up
0
10
10
10
0
2924
30
0
0
0
0
2430 Army Commander
30
0
0
0
0
1720
30
0
30
0
0
2732 Champion with 10 Command Item, Army
Commander
10
0
0
20
0
3222 Army Commander
0
10
0
20
0
1227 Female
30
0
0
0
0
2438

Version 1.00

#13 Line of Elendin001

Kin-strife

#13 Line of Elendin

Starting Population Centres


Name
Athertos
Calmirie
Carach Annon
Caras Mirilond
Durthang
Gates of Morannan
Havens of Umbar
Lond Angren
Lond Galen
Methir
Minas Anor
Shantytown
Tariath
Tolfalas

Location
2722
2421
2631
2732
3222
3120
2438
1720
1227
2730
2924
2923
3123
2430

Size
Camp
Major Town
Camp
Major Town
Village
Town
City
Town
Major Town
Camp
Major Town
Town
Town
Town

Fortifications

Notes

Fort
Fort
Fort
Keep
Tower
Tower
Fort

Capital, Port

Castle
Tower
Fort
Tower

Port

Port
Port

Harbour

Starting Forces
Location

Heavy
Cavalry

2732
2430
2421
2924
3222

Light
Cavalry
800
800
800
800

Heavy
Infantry
400
300
400
400
400

Light
Infantry
800
300

Archers

Men at
Arms

Warships Transport
Ships
12
11
2
4

800

Potential Special Nation Abilities

New armies may be hired at no cost.


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
The nation can issue the following orders to its characters, assuming the characters fulfil order requirements:
496 Build Road
Navies can travel in open sea sectors without fear of storms or becoming lost.

Version 1.00

#13 Line of Elendin001

Kin-strife

#13 Line of Elendin

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
13J001
13J002
13J003
13J004
13J005

Cost
1000
1000
1000
1000
1000

Option
Navy at 2430 gains 10 Warships and 5 Transport ships.
Army/Navy at 2924 gains 800 LC.
Armies/Navies at 2421 and 3222 each gain 600 LI.
Army/Navy at 2430 gains 400 LI, Army/Navy at 3222 gains 600 LI.
Army/Navy at 3222 gains 800 LC.

Additionals

Default?

Additionals

Default?

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
13N001
13N002

Cost
1000
2000

13N003

3500

13N004
13N005

3500
1000

13N006
13N007
13N008
13N009
13N010
13N011
13N012

800
1200
1000
1500
1500
1500
300

13N013

300

13N014

300

13N015

300

Option
Elendin, Duranil and Telemnar each gain 20 Command rank.
Elendin, Coratar, Heldiriel and Saranelda each gain either 10 Emissary
rank or 10 Agent rank.
Four specified Characters with Command skill each gain either 10
Command rank and 10 Mage rank, or 5 Agent rank.
Elendin gains a 10 Agent Item and a 10 Stealth Item.
Elendin gains a 1250 Combat Item; 2 random Characters gain a 500
Combat Item each.
A specified Character without Agent skill gains 10 Agent rank.
A specified Character without Agent skill gains 10 Agent rank.
A specified Character with Agent skill gains 10 Agent rank.
Two specified Characters without Emissary skill gain 10 Emissary rank.
Two specified Characters (excluding Elendin) gain 10 Emissary rank.
Gain the Character Colfen; lose 8,000 Gold
Move a specified Character that is not in command of an Army/Navy to
3120.
Move a specified Character that is not in command of an Army/Navy to a
Major Town you control.
Move a specified Character that is not in command of an Army/Navy to a
Town or City you control.
Move a specified Character that is not in command of an Army/Navy to a
Village or Camp you control.

Skill
4 Characters &
Skill/s

Character
Character
Character
2 Characters
2 Characters
Character
Character &
M. Town
Character &
City or Town
Character, &
Village or Camp

Table R Population Centres, General Nation Bonuses & Information


Option
13R001
13R002

Cost
1000
500

13R003

500

13R004

500

13R005
13R006

1000
2000

Version 1.00

Option
Change Capital to a specified Major Town or City.
Remove 1 2 Ports or Harbours from one or two specified
Population Centres belonging to your nation; lose 10,000 Gold.
Remove 1 2 Ports or Harbours from one or two specified
Population Centres belonging to your nation; lose 10,000 Gold.
Change tax rate to 26%; all Population Centres gain 10 Loyalty (in
addition to normal Loyalty alteration due to tax change).
Change tax rate to 39% (no change to loyalty).
Change tax rate to 60%; all Population Centres lose 15 Loyalty (in
addition to normal Loyalty alteration due to tax change).

Additionals
M. Town or City
1 or 2 Pop. Centres

Default?

1 or 2 Pop. Centres

#13 Line of Elendin001

Kin-strife

Option
13R007

Cost
3000

13R008

500

13R009
13R010
13R011

1000
1000
300

13R012
13R013
13R014
13R015
13R016
13R017
13R018
13R019
13R020
13R021
13R022
13R023
13R024
13R025

1000
1000
1500
2000
800
800
800
800
1500
2000
2500
1000
2000
500

13R026

300

13R027

2000

13R028

6000

Option
Change tax rate to 73%; all Population Centres lose 25 Loyalty (in
addition to normal Loyalty alteration due to tax change).
Upgrade Relations with the Line of Castamir and one other specified
Usurper Nation to Friendly.
All Usurper Nations upgrade their Relations with you to Friendly.
Upgrade Relations with all Usurper Nations to Friendly.
Upgrade Relations with both Neutral Nations to Tolerated (only
allowed if Neutral Nations are not pre-aligned).
Gain 5,000 Timber at 2732.
The Morale of all Armies/Navies increased by 25.
The Morale of all Armies/Navies increased by 25.
The Morale of all Armies/Navies increased by 25.
Loyalty of specified Town or Major Town increased to 85.
Loyalty of specified Village or Town increased to 75.
Loyalty of specified Camp or Village increased to 65.
Loyalty of specified Camp or Village increased to 55.
Loyalty of all Population Centres increased by 10.
Loyalty of all Population Centres increased by 10.
Loyalty of all Population Centres increased by 10.
A specified Major Town or City gains 500 Mounts
Upgrade two specified Camps to Villages.
Start the game with a specified non-Champion Hithlum or Witch-King
Character doubled. (See order 500 Recruit Double Agent.)
Start the game with a specified non-champion Line of Eledin
Character doubled by the Line of Morlaen. (See order 500 Recruit
Double Agent.)
Move your turn map: specify the new top left hex. The top left hex
must be on an odd-numbered row. For example, 3023 is acceptable,
but 3024 is not.
Grudge Game only: Move turn map of specified Usurper nation:
specify the new top left hex. The top left hex must be on an
odd-numbered row. For example, 3023 is acceptable, but 3024 is
not.

#13 Line of Elendin


Additionals

Default?

Nation

Town or M. Town
Village or Town
Camp or Village
Camp or Village

M. Town or City
2 Camps
Character
Character
Location
Nation & Location

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
13V001

Cost
4000

Option
New Armies may be hired at no cost.

13V002

1500

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
The Nation can issue the following orders to its Characters, assuming the
Characters fulfil order requirements:
496 Build Road
Navies can travel in open sea sectors without fear of storms or becoming
lost.

Version 1.00

Additionals

Default?

#13 Line of Elendin001

Kin-strife

#14 Southron Kingdoms

#14 Southron Kingdoms


Background
"It was, my most noble and honoured Lords, through your wisdom and foresight to grant support when it was most
needed, that Castamir was able to rise to the position he now enjoys. A position from which, during the past decade, he
has been able to reciprocate that support, so that you have enjoyed unhindered trade, a virtual monopoly on Harad goods
sold to Gondor. And if I might have the temerity to point out to you that this trade most flourishes in the area of arms and
armour needed to sustain the very war he sought our financial backing for, well, I am sure you appreciate that irony as
much as I."
Zimrakhil paused, waiting patiently as his meaning gradually sunk in to the Southern Lords he addressed, a ripple of nods
and grins eventually passing round the chamber, before he continued.
"But now you find yourselves at a most critical juncture. For it is clear that Castamir's hold on the throne of Gondor is but a
tenuous one, and that without not only our continued support through supply of war goods, but also our active
participation in the battle for Gondor, he will surely fall. Now it is not impossible that, should Eldacar reclaim the throne, he
will grant us the same favourable trading conditions as Castamir has done. After all, he will have as much need of goods
as Castamir. But it is also not impossible, and, in my mind far more likely, that he will seek to forge new deals and trading
alliances that will, if not cut off your profit entirely, then certainly prove less advantageous than those you now enjoy.
"The choice then, as I see it, is this. You can wait to see who emerges victorious in the Kin-strife, and, risking nothing
now, risk losing all in the future should Eldacar take the throne. Or you can act in support of Castamir, risking much now,
but with much more to be gained."
Zimrakhil paused, ostensibly to give them time to consider the matter, though he knew as well as they, should they not
have been too proud to admit the fact, that they would do whatever he suggested. Still, deciding that they needed one last
push in the right direction, he leaned forwards.
"Or, to put it another way, are you men of inaction or of action? Are you cowards, who will sit on the sidelines of history
and await the charity of the victors? Or are you men of courage, with strength and foresight enough to take hold of your
own destiny?"
When, after the roars had died down, he withdrew from the chamber, it was with their unanimous support to back his
promise of aid to Castamir.
In the privacy of his own rooms once more, Zimrakhil cast off his cloak, tired now that the adrenalin of the moment had
passed. And then froze as he saw a darkly-robed figure rising from his couch. Tall, and with face and form hidden beneath
black silk, nevertheless the figure moved with a grace that was surely feminine, though none had ever dared discover
whether this was in fact so. Falling to his knees before her, he pulled off his right glove to reveal a withered and skeletal
hand, which he held to her in supplication, fearing the pain she might inflict even as he longed for it. Instead of the searing
agony of her touch, however, came but her voice, soft as a whisper, the breath of the winter wind through dead branches.
"You have done well, my servant. Because of you, the harvest of war will reach south. We are pleased. Now, receive our
blessing."
Reaching out, she touched her hand to his, and throwing his head back, Zimrakhil screamed in agony he counted it his
honour to feel, as his mind filled with the burning gaze of a lidless eye.

Version 1.00

#14 Southron Kingdoms 001

Kin-strife

#14 Southron Kingdoms

Without the support of the Southron Kingdoms, Castamir would never have succeeded in taking the throne of Gondor.
And without their continued support, he will certainly not succeed in long holding it. The Confederacy of Southron
Kingdoms is an alliance of the Warlords who rule the lands of Harondor, and are responsible for conducting and
protecting trade with the lands of Harad whose fruits Gondor enjoys. These Warlords were brought together by the hand
of the prophet Zimrakhil, who spoke out in support of the Usurper. Such support made sense for the Warlords, since in his
role as Captain of the Ships Castamir had effectively ruled the ports of Pelargir and Umbar, with whom the Southron
Kingdoms chiefly traded. The fact that Zimrakhil is High Priest and servant of the Nazgul Adunaphel is one not openly
known amongst the Southron Kingdoms. But rumours of his dark allegiances abound and, since they only serve to
increase the fear and respect shown him, he does nothing to allay them. Meanwhile, the increasing popularity of the dark
religions amongst the Southron Kingdoms further strengthens Zimrakhil's and thus Adunaphel's hold over the
Southron Kindgoms, so that in truth it is the both of them, not the Warlords, who wield the true power within the Kingdoms.

General Information
Starting Gold

Capital

37,120.

Kas Shadoul (Located at 2734)

Characters of Note

Zimrakhil, servant and High Priest of Adunaphel.


Belphegor, brother of Zimrakhil.
Adunaphel the Quiet, Nazgul.
Khoradur, a merchant.
Dormir, servant of Adunaphel
Hiriel, wife of Dormir and a servant of Adunaphel.
Carnion, son of Dormir, a servant of Adunaphel and a low-ranked Cor Aran operative.

Starting Characters
Character
Adunaphel
Belphegor
Carndel Malk
Carnion
Dormir
Hiriel
Khoradur
Orf Belarak
Sen Jerral
Tor Artel
Zimrakhil

Version 1.00

Command Agent
0
10
10
10
20
0
0
30
0
0
0
0
0
0
40
0
30
0
30
0
0
0

Emissary
20
0
0
0
0
10
20
0
0
0
20

Mage
40
10
0
0
30
20
0
0
0
0
20

Stealth
20
0
0
0
0
0
0
0
0
0
0

Location
3437
3034
2734
2630
1420
1420
1324
2135
1324
3032
3533

Notes/Items
Champion, Female
Army Commander
Female
Army Commander
Can be purchased during nation set-up

#14 Southron Kingdoms 001

Kin-strife

#14 Southron Kingdoms

Starting Population Centres


Name
An Pharaz
Has Dathuin
Kas Shadoul
Kemen-sereg
Lindhus
Lithu Iamon
Lugarlur
Luinbar
Makam-e-mord
Stolis
Timulion
Tir Harn
Tomozulis
Vamag

Location
2834
2935
2734
3032
1420
1324
3034
2630
3533
2934
3431
3437
1726
2135

Size
Town
Village
Major Town
Camp
Village
Major Town
Town
Village
Camp
Village
Camp
Camp
Village
Town

Fortifications

Notes

Fort

Port, Capital

Fort
Fort

Port
Harbour

Fort
Fort

Harbour

Starting Forces
Location

Heavy
Cavalry

2734
2135

Light
Cavalry
400
400

Heavy
Infantry

Light
Infantry

Archers

Men at
Arms

Warships Transport
Ships

Potential Special Nation Abilities

New mages can start with a mage skill rank of up to 40 when created using the 737 Name Mage order.
Mages can learn the lost spell 510 Conjure Food.
Mages can learn the lost spell 512 Conjure Hordes.
Navies can travel in open sea sectors without fear of storms or becoming lost.

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
14J001
14J002
14J003
14J004
14J005

Cost
1000
1000
1000
1000
1000

Version 1.00

Option
All Armies/Navies gain 5 Warships and 10 Transport ships.
All Armies/Navies gain 400 LC.
All Armies/Navies gain 400 AR and 800 MA.
Army/Navy at 2734 gains 3 Warships, 8 Transport ships and 300 LC.
Army/Navy at 2135 gains 3 Warships, 8 Transport ships and 300 LC.

Additionals

Default?

#14 Southron Kingdoms 001

Kin-strife

#14 Southron Kingdoms

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
14N001

Cost
2000

14N002

1800

14N003
14N004
14N005
14N006
14N007

2000
3500
2000
2500
1200

14N008

700

14N009
14N010
14N011
14N012
14N013
14N014
14N015
14N016

2000
1500
2200
2000
800
1000
500
1000

14N017

200

14N018

300

Option
Adunaphel Gains the 500 Combat Item Fire's Edge, and the 10 Emissary
Item Duv Apel (Morgul Knife).
Adunaphel Gains the 500 Combat Item Nightpiercer and the 10 Emissary
Item Memory's Strings.
Adunaphel and Belphegor each gain 20 Agent rank.
Adunaphel, Hiriel, Khoradur, Zimrakhil each gain 10 Emissary rank.
Adunaphel, Belphegor, Dormir, Zimrakhil each gain 20 Mage rank.
Zimrakhil gains a 10 Agent Item, 20 Mage rank and 20 Emissary rank.
Three of the following specified Characters each gain 20 Command rank:
Belphegor, Carndel Malk, Orf Belarak, Sen Jerral and Tor Artel.
Two of the following specified Characters not specified in option 14N007
each gain 20 Command rank: Belphegor, Carndel Malk, Orf Belarak, Sen
Jerral and Tor Artel.
Zimrakhil becomes a Champion; lose 10,000 Gold.
Gain the Character Tor Artel; lose 8,000 Gold.
Add 10 Agent rank to a specified Character.
Add 10 Emissary rank to a specified Character.
Add 10 Command rank to a specified Character.
Add 10 Mage rank to a specified Character.
Gain three 500 Combat Items, which are randomly allocated to Characters.
Starting Characters with no other starting bonuses will start with healing
bonuses
A specified Character with only Command skill loses 20 Command rank, and
gains 20 Agent rank.
A specified Character with only Command skill loses 20 Command rank, and
gains 20 Emissary rank.

Additionals

Default?

3
Characters
2
Characters

Character
Character
Character
Character

Character
Character

Table R Population Centres, General Nation Bonuses & Information


Option
14R001
14R002
14R003
14R004
14R005
14R006
14R007
14R008
14R009
14R010

Cost
1000
1000
1500
1500
2000
2000
2500
2500
3000
800

14R011

800

14R012

800

14R013

800

14R014
14R015
14R016
14R017
14R018
14R019
14R020

1500
500
500
500
500
500
300

Version 1.00

Option
Change Capital to a specified Major Town or City.
Upgrade a specified Camp to a Village.
Upgrade a specified Camp to a Village.
Upgrade a specified Village to a Town.
Upgrade a specified Village to a Town.
Upgrade a specified non-hidden Town to a Major Town.
Upgrade a specified non-hidden Town to a Major Town.
Upgrade a specified non-hidden Major Town to a City.
Upgrade a specified non-hidden Major Town to a City.
Upgrade a specified Camp to a Village; downgrade a specified
Village to a Camp.
Upgrade a specified Village to a Town; downgrade a specified
Town to a Village.
Upgrade a specified non-hidden Town to a Major Town; downgrade
a specified Major Town to a Town.
Upgrade a specified non-hidden Major Town to a City; downgrade
two specified Towns to Villages.
All Armies/Navies gain 5,000 Food.
Gain 1,000 Bronze at a specified Major Town or City.
Gain 200 Mithril at a specified Major Town or City.
Gain 1,000 Timber at a specified Major Town or City.
Gain 500 Mounts at a specified Major Town or City.
Gain 5,000 Food at Capital.
Start the game with a non-Champion Southron Kingdoms Character

Additionals
M. Town or City
Camp
Camp
Village
Village
Town
Town
Major Town
Major Town
Camp & Village

Default?

Village & Town


Town & M. Town
M. Town & 2 Towns
M. Town or City
M. Town or City
M. Town or City
M. Town or City
Character

#14 Southron Kingdoms 001

Kin-strife

Option

Cost

14R021

500

14R022

1100

14R023

2300

14R024

2300

14R025

500

#14 Southron Kingdoms

Option
doubled by the Line of Morlaen. (See order 500 Recruit Double
Agent.)
Discover the IDs of 5 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are
possible).
Discover the IDs of 10 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are
possible).
Discover the IDs of 20 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are
possible).
Discover the IDs of 20 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are
possible).
Discover the names and IDs of all Artifacts held by specified NPC.

Additionals

Default?

NPC

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
14V001

Cost
2000

14V002

4000

14V003

4000

Version 1.00

Option
Mages can learn the lost spell 510 Conjure Food.
Mages can learn the lost spell 512 Conjure Hordes.
New mages can start with a Mage skill rank of up to 40 when created
using the 737 Name Mage order.
Navies can travel in open sea sectors without fear of storms or becoming
lost.
Mages can learn the lost spell 510 Conjure Food.
Mages can learn the lost spell 512 Conjure Hordes.
Navies can travel in open sea sectors without fear of storms or becoming
lost.

Additionals

Default?

#14 Southron Kingdoms 001

Kin-strife

#15 Hithlum

#15 Hithlum
Background
The night lay heavy across the desert, neither moon or star puncturing the sky. The only light was a distant glow of torch
and camp-fire, a violent hue staining the horizon. As they approached, so figures took form from the darkness, silhouetted
against the fires, ornately-sculpted helms and bristling armour giving them monstrous appearance, as of demons ripped
from the night itself. Sounds, also, could be heard, the whinnying of their mounts, restless in the corrals, the soft ring of
armour as the guards moved around the camp's perimeter, and the occasional burst of laughter, cruel and harsh.
A guttural bark from the night immediately before them demanded they halt, and two guards stepped from the darkness to
block their path. Faces smeared with ash and blood, the guards seemed more devil than man, yet Ovag merely raised a
hand in gesture of peace. "We have business with the Horseman."
One of the two guards loomed close, so that Ovag could smell the scent of death upon his breath, could see the jagged
edges of his teeth, filed to sharp points. For a moment the guard seemed to study him, before, with a shrug of dismissal,
nodding. "You are expected, Easterling. Come."
Gesturing for Ovag and his companion to proceed them, the guards turned towards the camp, others moving in the
darkness to take their place. A wooden palisade rose out of the night before them, and despite himself Ovag blanched at
the row of severed heads adorning the spikes, each mutilated, some missing ears, eyes or nose, some with runes carved
into their flesh, others with pieces of sharpened wood piercing their greying flesh. Passing through an entrance in the wall
above which a head was pinned to the wood by a stake through its mouth, Kav Maklar leaned close to his lord.
"We should not have come here," he murmured. "To ally with such as these is not right."
Ovag touched Kav's arm briefly by way of reassurance. "We need them," he replied. "We need them."
Figures watched them as they passed, the women as fearsome in appearance as the men, scarred and tattooed, eyes
glinting with amusement at the newcomers' discomfort. In the centre of the encampment was a black tent, ragged and
daubed with bloody sigils, and it was before this that they came to a halt. From within there came a sense of evil that was
almost palpable, so that Ovag found himself gritting his teeth, fighting the urge to flee. And of a sudden, he knew that Kav
was right, that even the lands of Rhovanion were not worth such an alliance. But before he could turn, the flap of the tent
stirred, and from it emerged a figure born of nightmare. Dressed in black armour, its large, winged helm was open, and
yet even so, as Ovag stared into the helms depths, he could discern no features within the twisting shadows that danced
there.
He found himself held by the figure's gaze, a sense of ancient malice gripping his mind and his sanity. Probing fingers
seemed to reach into his skull, tearing open his thoughts, laying bare his dreams and his fears. Then the figure laughed,
and thus released, Ovag staggered backwards.
"I am the Horseman, King of the Variags," the figure spoke, voice grating like the twisting of a knife against bone. "And
you, you are nothing, little man. But despite this, I will fight for you. We, the Variags of Khand, will journey north with you,
and your cause will be our cause, your battles our battles."
He leaned in close to Ovag, voice soft now, the caress of death. "And for now, I ask nothing in return. But you will
remember our aid, and your debt to me, and so will your sons and the sons of your sons. And one day I will return to see
that debt repaid."
He stood back, to cry out in a voice that rang throughout the camp. "Variags, we ride this night. And all who stand before
us shall be harvested as corn before the scythe. To arms!"
Throwing his head back he howled, a cry that was taken up by the Variags, and echoed by their dark mounts, so that the
night was rent as if by a thousand demons. Ovag shuddered, bitterly repenting of the urge that had bid him respond to the
Horseman's invitation. What was done was done, and, with the Variags at their side, he knew that the Rhovanion could
not stand against them. But what cost, he wondered, would the sons of his sons one day be called upon to pay?
Version 1.00

#15 Hithlum 001

Kin-strife

#15 Hithlum

Throughout the Third Age, the Easterling tribes of the Sagath, Logath, Asdriags, Nuriags and Variags have sought to
wrest the lands of Rhovanion from the men who dwell there. And always they have been repelled, forced to remain in the
lands east of the sea of Rhun. But now, with the forces of Rhovanion deployed against Gondor in support of Eldacar, and
with promise of both aid and perhaps more important to them acknowledgement by Castamir on behalf of Gondor that
the lands of Rhovanion are rightfully theirs, they move against the Rhovanion with renewed confidence. Their diversity
and scattered tribes are the Hithlums strength and weakness both. A strength, in that they have the capability to strike
into Rhun, Khand or even Mordor with little warning. And a weakness in that their towns are scattered, and thus hard to
defend. But whether or not they succeed in finally conquering the lands of the Rhovanion, it is certain that their struggle is
crucial to the outcome of the Kin-strife.

General Information
Starting Gold

Capital

27,928.

Lag Midor (Located at 4420)

Characters of Note

Ovag Ito, Commander of the Hithlum.


Uvatha the Horseman, King of the Variags and Nazgul.

Starting Characters
Character
Bal Danca
Borash Half-hand
Gelominast
Hort Lenca
Hov Narag
Kav Maklar
Mialavod
Ovag Ito
Sark Relcha
Uvatha

Command Agent
10
0
10
20
10
30
0
0
20
0
10
0
20
0
20
0
10
0
10
20

Emissary
0
0
0
10
0
10
0
0
0
0

Mage
0
0
30
0
10
0
0
0
0
0

Stealth
0
0
0
0
0
0
0
0
0
0

Location
4420
3908
4324
4420
4408
4408
4425
4425
4420
4318

Notes/Items
Army Commander

Army Commander
Army Commander
Champion

Starting Population Centres


Name
Ardror Bal
Barad Nimram
Erlin
Esgaldor
Lag Khandor
Lag Midor
Lag Norvor
Ondicor
Ostimarl
Peliath
Sinfail
Thaurdraug
Urbrith
Urdor
Zar-amu
Zalag-varr
Zar-velesh
Version 1.00

Location
4410
4211
4126
4318
4326
4420
4408
4411
4319
4324
4325
4234
4309
3908
4228
4426
4425

Size
Village
Camp
Camp
Village
Major Town
Major Town
Major Town
Town
Camp
Town
Camp
Camp
Camp
Village
Town
Camp
Major Town

Fortifications

Notes

Tower
Tower
Fort
Fort
Fort
Fort
Tower
Tower

Capital

Tower
Hidden
#15 Hithlum 001

Kin-strife

#15 Hithlum

Starting Forces
Location

Heavy
Cavalry

4408
4420
4425

Light
Cavalry
600
600
600

Heavy
Infantry

Light
Infantry

Archers

Men at
Arms
100
100
100

Warships Transport
Ships

Potential Special Nation Abilities

New armies may be hired at no cost.


Mages can learn the lost spell 508 Conjure Mounts.
New characters have a greater chance of gaining a bonus to their challenge rank.
New armies start with a morale of 40.

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
15J001
15J002
15J003

Cost
1000
1000
1000

15J004
15J005

1000
1000

Option
All Armies/Navies gain 100 LC, 200 HI and 300 MA.
All Armies/Navies gain 300 LC.
A specified Army/Navy gains 500 LC, second specified Army/Navy gains
200 LC.
A specified Army/Navy gains 800 LC.
All Armies/Navies gain 400 HI.

Additionals

Default?

2 Locations
Location

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
15N001
15N002
15N003
15N004
15N005
15N006

Cost
2500
1500
1700
1900
2700
1500

15N007

1500

15N008
15N009

1000
1000

15N010
15N011
15N012
15N013
15N014

600
1000
2000
2500
1000

15N015

1000

Version 1.00

Option
Uvatha gains a 20 Emissary Item and a 500 Combat Item.
Uvatha gains a Conjure Mount Item and a 750 Combat Item.
Uvatha gains the 10 Agent Item Duv Uvha (Morgul Knife).
Ovag Ito gains a 10 Agent Item and a 500 Combat Item.
Ovag Ito gains a 20 Stealth Item and a 750 Combat Item.
All Characters with Command skill either gain 20 Command rank or 10
Emissary rank.
Bal Danca, Ovag Ito, Uvatha, Borash Halfhand and Gelominast either
gain 20 Command rank or 10 Emissary rank.
A specified Character with Emissary skill gains 10 Emissary rank.
All Characters with Mage skill either gain 20 Mage rank or 5 Emissary
rank.
A specified Character gains 10 Command rank.
A specified Character gains 10 Command rank
A specified Character gains 10 Mage rank.
A specified Character gains 10 Mage rank.
Two specified Characters with Emissary skill each gain 10 Emissary
rank.
Gain three 500 Combat Items and one 750 Combat Item, allocated

Additionals

Default?

Skill
Skill
Character
Skill
Character
Character
Character
Character
2 Characters

#15 Hithlum 001

Kin-strife

15N016
15N017

1500
500

15N018

300

15N019

600

randomly amongst Characters.


Move any Character not commanding an Army/Navy to Capital.
Downgrade Relations with either the Horselords or Rhovanion to
Hated.
Upgrade Relations with the Khazad to Friendly if Khazad are a Usurper
Nation at game start, or to Tolerated if Khazad are Neutral.
If Option 15V002 is chosen then all Characters with Mage rank start
with the spell 508 Conjure Mounts

#15 Hithlum
Character
Nation

Table R Population Centres, General Nation Bonuses & Information


Option
15R001

Cost
500

15R002

1000

15R003

4000

15R004

6000

15R005
15R006
15R007
15R008
15R009
15R010

2000
3000
1000
1000
1000
1000

15R011

1000

15R012

1000

15R013

1500

15R014

1500

15R015
15R016
15R017
15R018
15R019
15R020
15R021
15R022
15R023
15R024
15R025
15R026

1000
1000
1200
1400
500
1000
1200
1400
1200
2200
1200
500

Version 1.00

Option
Change Capital to Zar-velesh. Move a specified Character who is not
an Army/Navy Commander to 4425.
Change Capital to Zar-velesh, Lag Norvor or Lag Khandor. Add 200
LC to Army/Navy at Capitals new location if one is present (optional).
Gain 2 hidden Camps at specified Locations not containing
Population Centres along the hex line of 44YY. If there is a Population
Centre in a specified Location, the camp will be moved southwards
until a Location with no Population Centre is reached.
Gain 2 hidden Camps at specified Locations not containing
Population Centres along the hex line of 44YY. If there is a Population
Centre in a specified Location, the camp will be moved southwards
until a Location with no Population Centre is reached.
Hide any 3 specified Camps
Hide any 3 specified Camps
Hide a specified Population Centre.
Hide a specified Major Town.
Hide your Capital.
Move Zar-velesh to a specified Location with no Population Centre
between 4414 and 4432 (inclusive)
Move Zar-velesh to a specified location at or north of 4411 (on the
44xx / 43xx column/s).
Upgrade the Fortifications at a specified Population Centre with a
Tower to a Fort.
Upgrade the Fortifications at a specified Population Centre with a
Tower to a Fort.
Upgrade the Fortifications at a specified Population Centre with a Fort
to a Castle.
All Armies/Navies gain 25 Morale.
Gain 2,000 Leather at a specified Major Town or City.
Gain 2,000 Leather at a specified Major Town or City.
Gain 2,000 Leather at a specified Major Town or City.
Gain 1,000 Timber at a specified Major Town or City.
Gain 500 Mounts at a specified Major Town or City.
Gain 500 Mounts at a specified Major Town or City.
Gain 500 Mounts at a specified Major Town or City.
Specified Army/Navy gains 30 Training.
Specified Army/Navy gains 60 Training.
All Armies/Navies gain 10 Training.
Discover the IDs of 5 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).

Additionals
Character

Default?

Zar-velesh, Lag
Norvor or Lag
Khandor, &
Troops (Yes/No)
2 Locations

2 Locations

3 Camps
3 Camps
Pop. Centre
Major Town
Location
Location
Population
Centre
Population
Centre
Population
Centre
M. Town or City
M. Town or City
M. Town or City
M. Town or City
M. Town or City
M. Town or City
M. Town or City
Army/Navy
Army/Navy

#15 Hithlum 001

Kin-strife

#15 Hithlum

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
15V001

Cost
1000

15V002
15V003

3000
3000

Version 1.00

Option
New Characters have a greater chance of gaining a bonus to their
Challenge rank.
New Armies start with a Morale of 40.
Mages can learn the lost spell 508 Conjure Mounts.
New Armies may be hired at no cost.

Additionals

Default?

#15 Hithlum 001

Kin-strife

#16 Witch-realm of Angmar

#16 Witch-realm of Angmar


Background
"What in the name of the gods is this?!"
Face twisted in distaste, Maksaern spat out the lump of pale and gristled meat, wiping his mouth with the back of his hand
as the globule hissed and fried in the fire.
"Horse meat? I ain't eating no horse meat."
One of his companions looked up from where he sat, stoically chewing on a lump from his own plate.
"You will if you don't want to starve. Leastways, unless you reckon you're hunter enough to find better fare in these parts
in mid-winter."
Maksaern rinsed his mouth out with a swallow from his mug, the bitter ale tasting little better than the meat, though at
least its burning warmth did something to ease the chill of the night.
"And that's another thing. Why the hell are we stuck out here with the breath of the Misties blowing down our backs
anyway? We should be down in the hills, or, better yet, at home with wine and women."
"We're here because this is where we were told to be," came the reply. "As well you know."
"Yea? Well I'm sick of taking orders from some foul-smelling son of an orc. In fact, I've half a mind to"
A sudden blow knocked him off the log he was sitting on, sending him sprawling to the ground, face inches from the fire.
Gasping, he thought to rise, but a grip of iron grasped hold of his head, pulling him up into the air, where he dangled,
staring into the massive features of a troll. Fetid breath washing over him from a mouth twisted by a mass of broken and
blackened teeth, he choked as baleful eyes the size of plates glared at him.
" 'Alf a mind to do what, human?" Rogrog rumbled.
Maksearn opened his mouth to form a reply, but a twist of the troll's hand shook the breath from him.
"If you've 'alf a mind at all, you'll obey orders," Rogrog said. "An' it ain't 'orse meat, it's orc flesh." He grinned. "The last
one who thought he was too good to follow orders."
Giving Maksearn one last shake, he dropped the man to the ground, where he lay, gasping for breath. Rogrog kicked him
in the stomach for good measure.
"So. Are we goin' to be a good soldier an' follow orders?"
Maksaern managed to nod.
"Good. Then get some rest. Tomorrow we march, tomorrow night we fight. An' after that, I reckon as we'll 'ave us some
man flesh to feast on."

Version 1.00

#16 Witch-realm of Angmar 001

Kin-strife

#16 Witch-realm of Angmar

In the year 1300 of the Third Age, even as the hobbits migrated across the Misty Mountains to settle in Eriador, so there
came to the northern lands another, darker, traveller. Murazor, the Witch-king, first among the Nazgul, founded Angmar in
the northern Misty Mountains, and from there gathered to him creatures of darkness with which to over-run and destroy
the already fragmented Dunedain nations of Arthedain, Rhudaur and Cardolan, remnants of the once-great kingdom of
Arnor.
In 1409 the Witch-king made his move, his armies pouring down from the mountains. The Hill Men of Rhudaur, overawed
by the power of the Witch-king, pledged allegiance to him, and those few Dunedain in Rhudaur who remained loyal to the
cause of Arnor fled to Arthedain. Cardolan, on whom the attack was led by the Witch-king himself, was simply
overwhelmed. And only the aid of the Elves of Lindon and Rivendell enabled Arthedain to finally turn the Black Tide.
With the Witch-king's armies forced to retreat back into Rhudaur and the northern mountains, the men of Arthedain
thought themselves safe. But, sensing the fragility of the Arthedain nation, Murazor worked fast to restore his armies,
newly bolstered by the Hill-men of Rhudaur so that now, only two score years later, he prepares once more to drive the
last of the line of Dunedain from Arnor, and claim Eriador for his dark lord.

General Information
Starting Gold

Capital

60,560.

Carn Dum (Located at 1804)

Characters of Note

Murazor, Witch-king of Angmar, a Nazgul.


Gothmog, a troll.
Rogrog, another troll.

Starting Characters
Character
Ashnanku
Broggha
Cynar
Gothmog
Maksaern
Murazor
Ricnau
Rogrog
Seammu
Ulrilca

Command Agent
10
0
20
10
30
0
40
0
0
0
40
0
10
0
30
0
10
0
40
0

Version 1.00

Emissary
0
0
0
0
0
0
0
0
0
0

Mage
20
0
0
0
20
10
0
0
0
0

Stealth
0
0
0
0
0
0
0
0
0
0

Location
2006
1804
2008
2006
1804
2309
2305
1804
2008
1502

Notes/Items
Army Commander
Army Commander
Champion
Army Commander
Army Commander
Army Commander

#16 Witch-realm of Angmar 001

Kin-strife

#16 Witch-realm of Angmar

Starting Population Centres


Name
Cameth Brin
Carn Dum
Dinwall
Dor-gelos
Dun-tarband
Eralda
Eregiath
Fennas Druinin
Fuindor
Goblin-town
Gundabad
Krimpatal
Kul Ardos
Lond-Luin
Lund Gelin
Mount Gram
Ras Morthil
Tar-thoron
Tilram
Zarak Dum

Location
2008
1804
1908
2009
2109
2309
1602
1910
1904
2409
2305
2404
2111
2106
2306
2006
2206
1502
1803
2004

Size
Major Town
Major Town
Camp
Village
Camp
Town
Camp
Town
Camp
Town
Major Town
Town
Village
Camp
Camp
Major Town
Camp
Major Town
Camp
Camp

Fortifications
Notes
Fort
Castle
Capital

Tower

Tower
Fort
Fort
Tower
Fort
Tower

Starting Forces
Location

Heavy
Cavalry

1502
1804
2305
2006
2008

Light
Cavalry

1000
1300

Heavy
Infantry
600
800
400

Light
Infantry
100
200
200

500

500

Archers

Men at
Arms

Warships Transport
Ships

Potential Special Nation Abilities

New commanders can start with a command skill rank of up to 40 when created using the 728 Name
Commander order.
New mages can start with a mage skill rank of up to 40 when created using the 737 Name Mage order.
Mages can learn the lost spell 314 Teleport.
The nation may build fortifications at 1/2 the usual timber cost.

Version 1.00

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Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option

Cost

Option

Additionals

16J001
16J002

1000
1000

16J003
16J004
16J005
16J006

1000
1000
1000
1000

Army/Navy at 1502 gains 100 HC, 200 LC and 300 LI.


Army/Navy at 1502 gains 200 AR and 200 MA; Army/Navy at 1804 gains
600 AR and 600 MA; Army/Navy at 2305 gains 200 AR and 200 MA.
Army/Navy at 2006 gains 700 LC.
Army/Navy at 2008 gains 400 HI; Army/Navy at 2305 gains 500 LI.
Army/Navy at 2305 has 400 HI converted to 400 HC, and 200 LI to 200 LC.
A specified Army/Navy gains 10 War Machines.

Army/Navy

Default
?

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
16N001

Cost
500

16N002
16N003
16N004
16N005
16N006

500
400
1000
1500
1300

16N007
16N008

2300
500

16N009
16N010
16N011
16N012

1800
600
1000
1000

16N013

1000

16N014

1000

16N015

1300

16N016

800

16N017
16N018

300
1000

Version 1.00

Option
A specified Character with Command skill gains 10 Command
rank.
A specified Character with Mage skill gains 10 Mage rank.
Murazor gains 20 Command rank.
Murazor gains 20 Mage rank.
Murazor gains the 10 Agent Item Duv Muor (Morgul Knife).
Murazor gains the 1500 Combat Item Vasamacil, and the 30
Mage Item Seahelm of Ciryatan.
Murazor gains the 20 Emissary Item Crown of Angmar.
Murazor gains the two 750 Combat Items Nallagurth and
Romoquenaro.
Murazor gains the 30 Command Item Morgul Plate.
Cynar gains 10 Stealth rank and 10 Agent rank.
Cynar gains 10 Stealth rank and 10 Agent rank.
Of Ashnanku, Broggha and Cynar: the first one specified gains 10
Command rank, the second gains 20 Command rank, and the
third 30 Command rank.
Of Gothmog, Ricnau and Rogrog: the first one specified gains 10
Command rank, the second gains 20 Command rank, and the
third 30 Command rank.
Of Ashnanku, Maksaern and Murazor: the first one specified
gains 10 Mage rank, the second gains 20 Mage rank, and the
third 30 Mage rank.
Of Broggha, Murazor, Ricnau and Seammu: the first one
specified gains 10 Emissary rank, the second gains 20 Emissary
rank, and the third 30 Emissary rank.
Murazor must have a specified Spell from the Lost List Conjure
Spirit Mastery as one of his starting spells.
Maksaern gains 20 Mage rank.
Starting Characters with no other starting bonuses will start with
Healing bonuses.

Additionals
Character

Default?

Character

Ashnanku, Brogga
& Cynar in Order of
Choice
Gothmog, Ricnau &
Rogrog in Order of
Choice
Ashnanku,
Maksaern &
Murazor in Order of
Choice
3 Characters in
Order of Choice
Spell

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Table R Population Centres, General Nation Bonuses & Information


Option
16R001
16R002

Cost
1000
1000

16R003

1000

16R004

1500

16R005

2000

16R006
16R007
16R008
16R009
16R010
16R011
16R012
16R013
16R014

3000
1500
500
1000
1000
1500
2500
500
500

16R015
16R016
16R017
16R018
16R019

2000
1000
1000
2500
1000

16R020

800

16R021

1200

16R022

1500

16R023

2000

16R024

400

16R025

900

16R026

1400

Version 1.00

Option
Capitals Fortifications improved by one level.
Loyalty of Capital improved to 100; Loyalty of all other Population Centres
improved by 10.
Move a specified Character not commanding an Army/Navy to your
Capital.
Move a specified Character not commanding an Army/Navy to your
Capital.
Change Capital to another Major Town or City.
Upgrade the size of Carn Dum by one level.
Upgrade specified Town to a Major Town
Specified Village gains a Tower
Specified Town gains a Tower
Two specified Camps each gain a Tower
Two specified Camps each gain a Tower
Two specified Camps each gain a Tower
Build a Road from 1803 north west to 1702 then west to 1502.
Build a Road from 1805 south east to 1907, east to 2107, then south west
to 2009.
All Troops gain Bronze Weapons and Steel Armour where possible.
Gain 1,000 Bronze at a specified Major Town or City.
Gain 1,000 Steel at a specified Major Town or City.
A specified Army/Navy gains 60 Training.
The cost of options 16R020, 16R021, 16R022 and 16R023 are reduced
by 500 points each.
Change the terrain type of one of the following hexes to Swamp: 1404,
1504, 1605, 1705
Change the terrain type of one of the following hexes to Swamp: 1404,
1504, 1605, 1705
Change the terrain type of one of the following hexes to Swamp: 1404,
1504, 1605, 1705
Change the terrain type of one of the following hexes to Swamp: 1404,
1504, 1605, 1705
Discover the location of 3 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the location of 6 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the location of 9 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).

Additionals

Default?

Character
Character
Major Town
or City
Town
Village
Town
2 Camps
2 Camps
2 Camps

M.T. or City
M.T. or City
Army/Navy
Location
Location
Location
Location

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Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
16V001

Cost
4000

16V002

2000

16V003
16V004

1000
6000

Version 1.00

Option
New Commanders can start with a Command skill rank of up to 40
when created using the 728 Name Commander order.
The nation may build Fortifications at 1/2 the usual timber cost.
New Mages can start with a Mage skill rank of up to 40 when created
using the 737 Name Mage order.
Mages can learn the lost spell 314 Teleport.
New Commanders can start with a Command skill rank of up to 40
when created using the 728 Name Commander order.
The nation may build Fortifications at 1/2 the usual timber cost.
New Mages can start with a Mage skill rank of up to 40 when created
using the 737 Name Mage order.
Mages can learn the lost spell 314 Teleport.

Additionals

Default?

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#21 Line of Tirkhor

#21 Line of Tirkhor


Background
"I am, of course, most flattered by your offer," Lord Adrazor replied, handing his son-in-law a goblet of wine. "And it is not
one that any man could lightly pass over. Yet I fear that even as I thank your father for the honour of its offering, I must
decline, for the cost of the favour you ask in return is too great. I simply cannot commit my cavalry in support of your
cause, for it would place my own people and lands at risk."
Prince Castaher sighed, turning the goblet in his hands and pretending to study its patterns before replying.
"Your response does not surprise me. In fact, I told my Lord Castamir that you would say exactly that. But come, I am no
diplomat. You can speak plain with me. And I would like to imagine you do not think me so foolish as to believe your
excuse, that the release of a thousand horse for this favour would put your lands at risk. At least do me the honour of
speaking openly what is known to us both. The fact of the matter is that you will not aid us because you will not act
against the enemy Eldacar. Even now, even when he marches to attack Gondor herself, of whom you are one of her
greatest lords and so sworn to her defence, even now, you will not aid us."
Adrazor gestured ambiguously. "Whom you call enemy, others might call rightful ruler. And what you call the defence of
Gondor, some might consider its unlawful holding." Seeing Castaher's face darken, Adrazor raised a hand placatingly. "I,
of course, am not one who would offer such opinion so rashly. After all, is my daughter not your wife, and are our families
not bound by marriage and by blood? But you asked me to speak plain, and so I speak now. Matters are not so clear as
you would like to make out, as well you know. Your father holds the throne, but that does not mean he will continue to do
so, either with or without my aid. And if I support him and if he falls, what then? My first duty is to my people. And when I
say that sending the cavalry you ask for puts them at risk, it is not from invasion in the troops' absence, but of retribution
should Castamir nevertheless fall."
Castaher leaned close, pretence of civility falling away. "Well, father-in-law, since we are now speaking to one another
plainly, let me tell you this in return. You think to avoid choosing a side in this. But there may come a time when those who
are not allied with us will be considered against us. And should such a time come, you may regret not having given us aid
when we asked for it."
Adrazor nodded. "Perhaps. But that time is not yet now, I think. And so my decision stands. Please relate to your father
that I am honoured by his offer, but fear that, nevertheless, I must refuse."
Reaching out, he took the goblet from Castaher's hands. "And now, I am sure that a person of your importance must have
many demands upon them, so I must not be so inconsiderate as to take up any more of your valuable time. But please,
know that my palace is your palace, and I am always honoured by your presence. Good day."

A tangled web of allegiances, marriages and friendships binds the Line of Tirkhor together, even as individual desires,
political ambition and external pressures threaten to tear it apart. The line consists of the three offspring of Tirkhor and
their families, loosely ruled by the word of the eldest son of Tirkhor, Adrazor, Prince of Belfalas, a small Fief in Western
Gondor between the rivers Ringlo and Gilrain. Of the other issue of Tirkhor, the youngest son Edrahil and his own sons
are the Seers of Gondor, guardians of the three Palantirs, whilst Tirkhor's daughter, Miriel, is married to Maeglin of
Morthond, another Fiefdom of Gondor, situated to the North of Belfalas.
The Line of Tirkhor, then, might be seen to consist of two inconsequential Fiefs and a family of Seers. So it is not
immediately obvious either why or how the Line has managed to remain neutral throughout over a decade of civil war in
Gondor.
The reasons lie in the tapestry of interwoven political and blood ties that bind the Line of Tirkhor into the fabric of Gondor
royal society. Lothriel, daughter of Adrazor, is married to Castamir's son, whilst the Line of Tirkhor has long held vows of
faith to the Line of Minalcar, and so now to Valacar.

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#21 Line of Tirkhor

These ties both enable Prince Adrazor to avoid claiming for either faction, and also mean that each is unwilling to press
the matter, else risk the Prince favouring the other. In addition, the rulers of Gondor have ever been forced to rely on the
Seers of Tirkhor in order to wield the power of the Palantirs, so that Castamir is unwilling to completely cut himself off from
the possibility of utilising the information they provide. Though the fact that, unwilling to risk the palantirs coming to harm
in the strife, the Seers have recently removed both themselves and the Palantirs from Orthanc, Minas Anor and Minas Ithil
to a hidden location where they might be kept safe, has hardly served to foster good will between Tirkhor and Castamir.
But perhaps most importantly of all, Prince Adrazor has at his command the only units of heavy cavalry in Gondor. So that
whilst increasingly desperate to have use of these forces, equally, Castamir cannot risk them being used against him, so
dares not force the Prince's hand.
So, then, the Line of Tirkhor has managed to tread the delicate line between Usurpers and Loyalists, with Adrazor
unconvinced of either Castamir's ability to rule or Eldacar's right. But as Castamir grows increasingly desperate for aid in
repelling the forces of Eldacar, and as Eldacar's need for support from western Gondor with which to crush the Usurper
between east and west grows, that line is becoming ever thinner. And it seems almost inevitable that there will come a
time when the Line of Tirkhor must finally chose a side, or perish between them.

General Information
Starting Gold
59,280.

Capital

Lond Ernil (Located at 2227)

Characters of Note

Prince Adrazor of Belfalas, the Swan-prince, eldest son of Tirkhor.


Edrahil, second son of Tirkhor, and seer of Orthanc.
Miriel, the daughter of Tirkhor and wife of Prince Maeglin.
Aradan, the eldest son of Adrazor.
Giladan, the middle son of Adrazor.
Tirazor, the youngest son of Prince Adrazor.
Prince Maeglin, Lord of Morthrond.
Lorin, son of Edrahil and seer of Minas Anor.
Tirion, son of Edrahil and seer of Minas Ithil.

Minor Characters

These are not starting characters, but are detailed here as suggestions for characters to name during the game.

Estel, son of Maeglin (a commander).


Mordulin, daughter of Adrazor, betrothed to Ornendil (a mage).
Ornendil, a healer in Minas Anor (a mage).
Melrandir, a Squire in Lond Ernil (a commander and agent).
Beregond, a Knight of Lond Ernil (a commander).

Version 1.00

#21 Line of Tirkhor 001

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#21 Line of Tirkhor

Starting Characters
Character
Adrazor
Aradan
Edrahil
Giladan
Lorin
Maeglin
Miriel
Tirazor
Tirion

Command Agent
0
0
50
0
0
0
0
0
0
0
20
0
0
20
10
0
10
0

Emissary
30
0
0
10
0
10
10
0
0

Mage
0
0
40
0
30
0
0
30
30

Stealth
0
0
0
0
0
0
0
0
0

Location
2227
2223
2122
1923
2123
2227
2025
1923
2327

Notes/Items
Champion
Army Commander

Army Commander
Female
Army Commander

Starting Population Centres


Name
Imled Druwaith
Kul Bandah
Kul Gorta
Lond Emil
Min-Aear
Minor Carvarad
Morband
Mormoth
Nan-Curunir
Ramthalion
Ringbar
Standing stone
Tarlangband

Location
2326
1923
2225
2227
2125
2124
2328
2327
2223
2122
2025
2022
2123

Size
Camp
Town
Camp
City
Village
Camp
Camp
Village
Camp
Village
Village
Camp
City

Fortifications
Fort
Tower
Citadel

Notes

Port, Capital

Tower
Fort
Tower

Fort

Starting Forces
Location
2227
2223
1923

Heavy
Cavalry
400
400

Light
Cavalry
400
200
200

Heavy
Infantry
600

Light
Infantry
600

Archers
600

Men at
Arms
600

Warships Transport
Ships

Potential Special Nation Abilities

New emissaries can start with an emissary skill rank of up to 40 when created using the 734 Name Emissary
order.
Mages can learn the lost spell 508 Conjure Mounts.
Armies lose no morale for force marching.
The nation can issue the following orders to its characters, assuming the characters fulfil order requirements:
496 Build Road

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#21 Line of Tirkhor 001

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#21 Line of Tirkhor

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
21J001
21J002
21J003
21J004
21J005
21J006

Cost
2000
1000
1000
1000
1000
1000

Option
All Armies/Navies gain 400 HC.
Army/Navy at 2223 gains 400 LC; Army/Navy at 2227 gains 400 LC.
Army/Navy at 1923 gains 800 LC.
Army/Navy at 2227 gains 200 HC and 300 LC.
Army/Navy at 2227 gains 6 Transport ships.
Army/Navy at 2227 loses all noncavalry Troops and gains 500 HC.

Additionals

Default?

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
21N001
21N002
21N003

Cost
1500
700
2000

21N004
21N005
21N006
21N007

2000
8000
8000
500

21N008
21N009
21N010
21N011
21N012
21N013

3000
4000
500
1500
3000
2000

21N014
21N015
21N016
21N017
21N018
21N019
21N020
21N021

2500
2500
3000
3000
3500
2000
3000
1000

21N022

1500

Version 1.00

Option
Edrahil gains a Palantir.
If Edrahil has a Palantir, Lorin and Tirion each gain a Palantir.
A specified Character becomes a Champion. Adrazor loses Champion
status.
Adrazor gains 10 Command rank, 10 Agent rank or 10 Mage rank.
A specified Character becomes a Champion.
A specified Character becomes a Champion.
Move a specified Character who does not command an Army/Navy to a
specified Population Centre.
All Characters with Command skill gain 10 Command rank
Two specified Characters each gain 25 Stealth rank.
A specified Character without Agent skill gains 10 Agent rank.
Adrazor gains 20 Emissary rank
A specified Character with Emissary skill gains 10 Emissary rank.
A specified Character with Emissary skill, excluding Adrazor, gains 10
Emissary rank.
A specified Character without Emissary skill gains 10 Emissary rank.
A specified Character without Emissary skill gains 10 Emissary rank.
A specified Character without Emissary skill gains 10 Emissary rank.
A specified Character without Emissary skill gains 10 Emissary rank.
All Characters with Emissary skill gain 10 Emissary rank.
A specified Character without Mage skill gains 10 Mage rank.
All Characters with Mage skill gain 20 Mage rank.
A specified Character that does not command an Army/Navy moved to your
Capital.
A specified Character that does not command an Army/Navy moved to your
Capital.

Additionals

Default?

Character
Skill
Character
Character
Character &
Pop. Centre
2 Characters
Character
Character
Character
Character
Character
Character
Character
Character
Character
Character

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#21 Line of Tirkhor

Table R Population Centres, General Nation Bonuses & Information


Option
21R001
21R002
21R003
21R004

Cost
300
400
400
1000

21R005
21R006
21R007
21R008
21R009
21R010
21R011
21R012
21R013
21R014
21R015
21R016
21R017
21R018
21R019
21R020

1000
500
500
500
500
1500
2500
1500
2500
1500
2000
3000
500
5000
7000
5000

22R021

400

21R022

500

21R023

500

21R024

500

21R025

400

21R026

2000

21R027

500

21R028

500

Version 1.00

Option
Set Tax rate to 39% (no change to loyalty).
Move Starting map East or West by one hex.
Move Starting map East or West by one hex.
Change Capital to 2123; Fortifications at 2123 improved by one level;
Fortifications at 2227 reduced by one level.
Build a Road from 2023 to 2122 (e, ne); gain 3,000 Timber at 2122.
Build a Road from 1923 east through 2023 to 2123.
Build a Road from 2123 south-east through 2124 to 2225.
Build a Road from 2025 east through 2125 to 2225.
Build a Road from 2225 to 2227 (e, se, sw, w).
All Troops gain Bronze Weapons and Bronze Armour where possible.
All Troops gain Steel Weapons and Steel Armour where possible.
Training of a specified Army/Navy increased by 30.
Training of a specified Army/Navy increased by 60.
Training of all Armies/Navies increased by 10.
A specified unfortified Camp gains a Tower.
All Towers become Forts.
The Fortifications at 2227 become a Fort.
All Forts become Castles.
All Castles become Keeps.
Upgrade Fortifications of a specified Population Centre with a Keep to
Citadel.
Army at 2227 loses 600 HI, 600 LI, 600 AR and 600 MA. Gain 25,000
gold.
If a Neutral Nation at Game Start Only: Relations with all nations
changed to Tolerated, with the exception of Relations with the Line of
Castamir and the Line of Eldacar, which are set to Disliked.
If a Loyalist Nation at Game Start Only: Downgrade Relations with the
Line of Morlaen to Hated.
If a Loyalist Nation at Game Start Only: Downgrade Relations with the
Line of Castamir to Hated.
If a Loyalist Nation at Game Start Only: Upgrade Relations with the
Line of Eldacar to Friendly.
If a Loyalist Nation at Game Start Only: A specified unfortified Camp
gains a Tower.
If a Loyalist Nation at Game Start Only: Gain a Hidden Major Town with
a Fort called Umand Lenath at 1426.
If a Loyalist Nation at Game Start Only: If option 21R027 has been
chosen, move Umand Lenath to the specified Location 1326, 1822 or
1722.

Additionals

Default?

East or West
East or West

Army/Navy
Army/Navy
Camp

Pop. Centre

Camp

Location

#21 Line of Tirkhor 001

Kin-strife

#21 Line of Tirkhor

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
21V001

Cost
3000

21V002

4000

21V003

1000

Version 1.00

Option
New Emissaries can start with an Emissary skill rank of up to 40 when
created using the 734 Name Emissary order.
Armies lose no morale for Army/Navy marching.
Mages can learn the lost spell 508 Conjure Mounts.
The nation can issue the following orders to its Characters, assuming the
Characters fulfil order requirements:
496 Build Road
The nation can issue the following orders to its Characters, assuming the
Characters fulfil order requirements:
496 Build Road
Armies lose no morale for Army/Navy marching.

Additionals

Default?

#21 Line of Tirkhor 001

Kin-strife

#22 Khazad

#22 Khazad
Background
In the still of the early morning the woodland held its breath, only the murmur of the Anduin in the distance breaking the
quiet. A heart beat, a second, and then, with a soft sigh, an axe cut the air, spinning as it described a low arc, tracing a
path through the trees.
"Yeeesssssaaaaarrrrnnnnoooooooooo!"
The peace was broken as the dwarf cried out, initial triumph giving way to sudden horror. And his axe, bouncing off the
top edge of a small upended tree trunk wherein the centre of which was embedded another axe, spun off into the
undergrowth.
"Damnation," Gimlin muttered, pulling at his beard and turning to face his companion's grinning features with a scowl.
"Best out of three?"
Dorin shook his head, sticking out his hand. "That was the second of three. You missed the last one too, remember? Now,
pay up. I need to make some sort of profit from this blasted trip."
Grimacing, Gimlin reluctantly fished two coins from his pouch, handing them over grudgingly. "Lucky, that's what you are.
Besides, my axe isn't straight, I'm sure of it."
Dorin raised an eyebrow. "Well, you know what they say about bad craftsmen blaming their tools. Besides, if I recall, you
made that one yourself, did you not?"
Bickering, the pair retrieved their axes before returning to the wagons, sitting down heavily on ground whose grass was
already flattened, what was meant to have been an overnight camp having been their home now for close on ten days.
They had been meant to meet up with traders from Gondor over a week ago, but, once again, the Gondorians had clearly
been delayed. And the delays were getting worse, too.
"You think they'll show?"
Gimlin didn't need to ask what his brother was referring to, for the same subject was on his mind.
"Couldn't say. Damned humans. Can't build, can't mine, can't keep their appointments. By Durin's beard, I wish we hadn't
come. Don't know why I let you talk me into it."
"Gold, if I'm not mistaken."
"Yes? Well, so far I'm out of pocket, and all I've got to show for it is a blunted axe. I've more than half a mind to"
He fell silent, rising to his feet as the sound of footsteps broke the quiet. For a moment he listened, tense, before
shouldering his axe. "A human. But alone that's odd."
A moment later a man, albeit a ragged and travel-worn specimen, did indeed emerge from the woods. Seeing them, he
nodded in greeting.
"You're late," Gimlin stated shortly.
The man nodded. "Ay. And lucky to be here at all. We were ambushed by men of Rhovanion two days' journey away. My
companions were taken captive, as was our vessel. Only I managed to escape.
"And your gold?" Gimlin asked. "Was that as lucky?"
The man winced. "No. Taken."
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#22 Khazad 001

Kin-strife

#22 Khazad

"Then you can't pay us?"


The man shook his head.
Gimlin spat on the ground. "In that case we'll be leaving. And next time, the cost will be double to cover this wasted trip."
"But the weapons, the arms! We need them! If I return empty-handed the Cor Aran will have my head!"
Gimlin shrugged. "Tell it to someone who cares."
As Dorin urged their mules into life, Gimlin moved to follow, before, as if reconsidering, turning back to the man.
Unslinging his axe, notched now from its glancing blow with the trunk, he tossed it at the man's feet. "Here. Consider it a
gift."
And then the dwarves were gone.

In the first age, the Seven Fathers of the dwarves awoke, and came forth with their Kindreds to explore the land.
Durin, the First father, came upon the Misty Mountains, and established there Khazad-dum, the Dwarf Mansion, which
was to endure through the ages.
Dwalin and Thrar, having journeyed with Durin, continued onwards into the north-west, to found Belegost and Nogrod in
the Blue Mountains. These were lost and most thought destroyed, in the Great Battle at the end of the First Age,
wherein Morgoth was overthrown. And yet some dwarven bands survived, and, in the Second Age managed to reestablish holds in the mountains, though they were but shadows of the holds' former glories.
Thelor's folk dwelt for a time in Mount Gundabad in the northern Misty Mountains, before conflict forced them first east into
the Mountains of Rhun where they established Azanulinbar-Dum, and then, early in the third age, south into Ered Harmal,
establishing the delving called Namagaluz.
Bavor's people journeyed south, to build their homes in the Yellow Mountains of Greater Harad, below the great wastes of
the Harad deserts.
Finally, Druin and Barin's tribe travelled east, far beyond the realms that would later be claimed by the human Easterlings,
to settle in the seaward lands of Ruuriik.
So it is that most of the Seven Kindreds played no part in the history of Middle-earth, or at least, in Northern lands of
Middle-earth of which most is told of in the histories. Of those that did, the most famed line is of course that of Durin. Yet
the lines of Dwalin and Thrar, broken but not destroyed, yet remain in the far north west, and the dwarves of Namagaluz,
ever having taken but little interest in the affairs of men, also endured into the Third Age.
Durin's Folk have benefited from the Kin-strife, selling arms and armour to both sides. However, with Eldacar securing his
position in Rhovanion, trade with Castamir down the Anduin has become difficult. Durin bides his time, but it is clear that,
should the war in Gondor become prolonged, he will have to choose a side else risk the possibility of losing trading links
with both. Meanwhile, the Folk of Dwalin, Thrar and Namagaluz care even less for the affairs of men. Yet the ties that bind
of the Seven Tribes, ancient as they are, are not easily ignored. And should Durin have need, he knows that he might call
upon them to support him.
Note: Dwarven Kings typically take on the name of their ancestors, which makes dating individuals somewhat difficult.
Durin is almost certainly Durin V, since Durins line is fairly well detailed by Tolkien (although he could conceivably be
Durin IV). But the numerals of the other Kings are very much estimations, estimations made more awkward by the fact
that dwarves seem to live anywhere from one hundred to three hundred years, assuming they do not meet their end in
battle. Dwalin and Thrar have been based on Durin, since all three trace their ancestry directly from the Seven Fathers. It
has been assumed, however, that the lines of Threlin and Thulin are weaker, being only indirectly related to the Seven
Tribes, so have shorter life spans, leading to the greater numerals of their current Kings.

Version 1.00

#22 Khazad 001

Kin-strife

#22 Khazad

General Information
Starting Gold
12,000.

Capital

Khazad-dum (Located at 2212)

Characters of Note

King Durin V.
King Dwalin V.
King Thrar V.
King Threlin VI.
King Thulin VI.

Starting Characters
Character
Borin
Durin V
Dwalin V
Fimli
Thoran
Thrar V
Threlin VI
Thulin VI

Command Agent
0
0
20
0
10
0
10
30
10
0
10
0
20
0
20
0

Emissary
30
0
0
0
0
0
0
0

Mage
0
0
0
0
0
0
0
0

Stealth
0
0
0
0
0
0
0
0

Location
2222
2212
3707
0703
3707
2212
4435
4435

Notes/Items
Army Commander, Champion
Army Commander
Army Commander
Army Commander

Starting Population Centres


Name
Aingrod
Azarulinbar-Dum
Belegost
Bizul-baran
Duria
Garol Tagara
Haudh-en-Heru
Haudh-gilril
Kalidasa
Kelai
Khazad-dum
Namagaluz
Naugram
Nimglin
Nogrod
Obruni Waw
Pelkalnin
Skall

Version 1.00

Location
3916
3707
0812
2311
2313
0813
3102
0703
2222
0604
2212
4435
3606
2211
0606
3506
2213
2205

Size
Village
Town
Town
Camp
Town
Village
Town
Town
Town
Town
City
Major Town
Camp
Camp
Town
Town
Town
Town

Fortifications
Tower
Fort
Castle

Tower
Tower
Fort
Tower
Citadel
Fort

Notes

Hidden, Capital

Tower
Tower

#22 Khazad 001

Kin-strife

#22 Khazad

Starting Forces
Location

Heavy
Cavalry

Light
Cavalry

2212
4435
0703
3707

Heavy
Infantry
100
100
100
100

Light
Infantry

Archers

Men at
Arms

Warships Transport
Ships

Potential Special Nation Abilities

New commanders can start with a command skill rank of up to 40 when created using the 728 Name
Commander order.
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.
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
All new Heavy Infantry recruits start with training 30.

Set-up Tables
Table F General Options
See Table F Chapter.

Table J Military

You must spend exactly 3000 points on this table.


Option
22J001
22J002
22J003

Cost
3000
3000
3000

Option
Army/Navy at 2212 gains 900 HI.
Specified Army/Navy at 4435, 0703 or 3707 gains 900 HI.
Armies/Navies at 4435, 0703 and 3707 each gain 300 HI.

Additionals

Default?

Location

Table N Characters & Magic Items


You must spend at least 4000 points on this table.
Option
22N001

Cost
3500

22N002

4500

22N003
22N004
22N005
22N006
22N007
22N008

1000
2000
2000
2000
2000
1000

Version 1.00

Option
3 different specified Characters with Command skill each gain 20 Command
rank once; Durin gains a 20 Command Item and a 10 Stealth Item.
3 different specified Characters with Command skill not named as
additionals in option 22N001 each gain 20 Command rank; Durin gains a 30
Command Item and the 2250 Combat Weapon Durin's Axe.
Dwalin gains 10 Command rank and a 1000 Combat Item.
Dwalin, Durin and Thrar each gain 20 Command rank.
Four different specified Characters each gain 10 Agent rank.
Four different specified Characters each gain 10 Mage rank.
Four different specified Characters each gain 10 Emissary rank.
Move a specified Character not commanding an Army/Navy to the Capital.

Additionals
3 Characters

Default?

3 Characters

4 Characters
4 Characters
4 Characters
Character
#22 Khazad 001

Kin-strife

22N009
22N010

1500
2000

22N011
22N012
22N013
22N014
22N015
22N016
22N017
22N018
22N019
22N020
22N021
22N022

300
700
500
1000
1000
1000
1000
1000
200
750
1500
2500

Move a specified Character not commanding an Army/Navy to the Capital.


Move a specified Character not commanding an Army/Navy to a specified
Population Centre.
Borin gains 10 Emissary rank.
Borin gains 20 Emissary rank.
A specified Character other than Borin gains 10 Emissary rank.
A specified Character with Command skill gains 10 Agent rank.
A specified Character gains 40 Mage rank.
A specified Character other than Fimli gains 10 Agent rank.
Build a Road from 2212 east to 2312.
Build a Road from 2212 west to 2112.
Add 250 to any Combat Item, to a maximum total of 2500.
Gain three 750 Combat Items, hidden at three random Population Centres.
Gain three 750 Combat Items, hidden at three random Population Centres.
If a Usurper Nation at Game Start Only: Thrar, Durin and Dwalin each
gain a Dwarven Ring of Power (40 Mage Item, Reveal Production).

#22 Khazad
Character
Character &
Pop. Centre
Character
Character
Character
Character
Combat Item

Table R Population Centres, General Nation Bonuses & Information


Option
22R001
22R002

Cost
3000
2000

22R003

2500

22R004
22R005
22R006
22R007
22R008
22R009
22R010
22R011
22R012
22R013

3000
3000
1000
1000
1500
1000
1300
2000
1000
1500

22R014
22R015
22R016
22R017
22R018
22R019
22R020
22R021
22R022

1500
2500
1000
2000
2000
2500
4000
5000
500

22R023

500

Version 1.00

Option
Change Capital to any Major Town or City.
Upgrade a specified Village to a Town, and improve its Fortifications by
one level.
Upgrade a specified non-hidden Town to a Major Town, and improve its
Fortifications by one level.
Change Tax rate to 73%; all Population Centres lose 20 Loyalty.
Gain 4,000 Steel, 4,000 Bronze, and 300 Mithril at your Capital.
A specified Population Centre gains 1,000 Bronze and 10 Loyalty.
A specified Major Town or City gains 1,000 Steel and 10 Loyalty.
A specified Major Town or City gains 200 Mithril and 10 Loyalty.
All Population Centres gain 10 Loyalty.
Capital gains 300 Mithril and 10 Loyalty; lose 12,000 Gold.
All options purchased on Table F cost 200 less each.
Disband two different specified Armies/Navies.
All Troops in a specified Army/Navy gain Mithril Weapons and Mithril
Armour where possible.
Training of a specified Army/Navy increased by 30.
Training of a specified Army/Navy increased by 60.
All armies gain1000 Steel Weapons in their baggage trains.
All armies gain1000 Steel Armour in their baggage trains.
A specified army gains 500 Mithril Weapons in their baggage train.
A specified army gains 500 Mithril Armour in their baggage train.
All armies gain 500 Mithril Weapons in their baggage train.
All armies gain 500 Mithril Armour in their baggage train.
If a Usurper Nation at Game Start Only: Downgrade Relations with the
Rebels of Ered Lithui and the Line of Eldacar to Hated.
If a Usurper Nation at Game Start Only: Upgrade Relations with the
Line of Castamir and a specified Usurper Nation to Friendly.

Additionals
M. Town or City
Village

Default?

Town

Pop. Centre
M. Town or City
M. Town or City

2 Armies/Navies
Army/Navy
Army/Navy
Army/Navy
Army/Navy
Army/Navy

Nation

#22 Khazad 001

Kin-strife

#22 Khazad

Table V Special Nation Abilities


You must spend at least 4000 points on this table.
Option
22V001

Cost
4000

22V002

4000

22V003

4000

22V004

1400

Version 1.00

Option
New Commanders can start with a Command skill rank of up to 40 when
created using the 728 Name Commander order.
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
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.
All new Heavy Infantry recruits start with training 30.
New Commanders can start with a Command skill rank of up to 40 when
created using the 728 Name Commander order.
All new Heavy Infantry recruits start with training 30.
Armies lose no Morale for force marching.

Additionals

Default?

#22 Khazad 001

Kin-strife

Table F

Table F
If you are viewing this module on a computer, bear in mind that the BACK bookmark will return you to the last section you
were viewing, allowing you to move easily between this table and others for a particular nation.
If you have printed this module and are reading it on paper, we recommend either keeping this chapter separate so that
both it and nation chapters can be read at the same time, or printing this chapter 14 times and inserting it at the end of
each nation chapter.
Any nation may purchase options from Table F. As with other tables, however, each option can only be purchased once
per nation. For ease of reference, Table F has been divided into different sub-tables.

Characters
Option
00F001
00F002
00F003
00F004
00F005
00F006

Cost
2800
3500
2500
2000
3500
900

00F007

1700

00F008

2200

Option
A specified Character with Mage skill gains 10 Mage rank.
A specified Character with Agent skill gains 10 Agent rank.
A specified Character with Emissary skill gains 10 Emissary rank.
A specified Character with Command skill gains 10 Command rank.
A specified Character with Stealth skill gains 10 Stealth rank.
A specified Character gains two random low-level Artifacts (similar in power to
a 500 750 Combat Item or a 10 Skill Item).
A specified Character who does not command an Army/Navy moved to
Capital.
A specified Character who does not command an Army/Navy moved to a
specified Population Centre.

Additionals
Character
Character
Character
Character
Character
Character

Default?

Character
Character &
Pop. Centre

Relations
Option
00F009

Cost
2000

Option
Where possible, all Tolerated Relations are upgraded to Friendly.

Additionals

Default?

Additionals
Artifact
Artifact

Default?

Artifacts
Option
00F010
00F011
00F012
00F013
00F014

Cost
300
300
800
1700
800

00F015

1700

00F016

700

00F017

1500

Version 1.00

Option
Add 250 to any Good Combat Item (to a maximum of 2500).
Add 250 to any Evil Combat Item (to a maximum of 2500).
Discover the IDs of 3 random Artifacts (duplicates are possible).
Discover the IDs of 10 random Artifacts (duplicates are possible).
Discover the IDs of 5 random Artifacts not held by Nations or Characters
(including NPCs) at game start (duplicates are possible).
Discover the IDs of 10 random Artifacts not held by Nations or Characters
(including NPCs) at game start (duplicates are possible).
Discover the Locations of 3 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).
Discover the Locations of 6 random Artifacts not held by Nations or
Characters (including NPCs) at game start (duplicates are possible).

Table F 001

Kin-strife

Table F

Stores
Option
00F018
00F019
00F020
00F021
00F022
00F023

Cost
2000
1300
1500
1500
1200
2000

Option
Gain 2,000 Leather at a specified Major Town or City.
Gain 1,000 Bronze at a specified Major Town or City.
Gain 1,000 Steel at a specified Major Town or City.
Gain 200 Mithril at a specified Major Town or City.
Gain 1,000 Timber at a specified Major Town or City.
Gain 500 Mounts at a specified Major Town or City.

Additionals
Major Town or City
Major Town or City
Major Town or City
Major Town or City
Major Town or City
Major Town or City

Default?

Army/Navy Training
Option
00F024
00F025
00F026
00F027
00F028
00F029

Cost
2500
3500
2500
2000
1000
2000

Option
Training of specified Army/Navy increased by 20.
Training of specified Army/Navy increased by 50.
Training of all Armies/Navies increased by 10.
Morale of specified Army/Navy increased by 30.
Morale of all Armies/Navies by increased by 10.
Morale of all Armies/Navies increased by 15.

Additionals
Army/Navy
Army/Navy

Default?

Army/Navy

Information
Option
00F030
00F031
00F032
00F033
00F034
00F035
00F036

Cost
1200
700
1700
1700
2400
1700
800

Option
Discover the SNAs of 2 specified NPCs.
Discover the SNAs of 2 random NPCs (duplicates are possible).
Discover the SNAs of 4 specified NPCs.
Discover the SNAs of 4 specified NPCs.
Discover the SNAs of 6 specified NPCs.
Discover the SNAs of 6 random NPCs (duplicates are possible).
Discover the IDs and names of all Artifacts held by specified NPC.

Additionals
2 NPCs

Default?

4 NPCs
4 NPCs
6 NPCs
NPC

Population Centres
Option
00F037
00F038
00F039
00F040
00F041
00F042
00F043

Cost
1500
3000
3500
1000
2800
4000
2000

00F044

3000

00F045
00F046

1000
1000

00F047
00F048
00F049

1000
7000
1000

00F050

1000

00F051

1000

Version 1.00

Option
Move turn map to centre on Capital hex
Move turn map to centre on a specified Population Centre.
Change Capital to a specified Major Town or City
Remove a Harbour or Port from a specified Population Centre
A specified Town becomes a Major Town.
A specified Major Town becomes a City.
Upgrade the Fortifications at a specified Population Centre with a Tower
to a Fort.
Upgrade the Fortifications at a specified Population Centre with a Fort to
a Castle.
A specified Population Centre that can gain a Harbour gains a Harbour.
A specified Population Centre with a Harbour has its Harbour upgraded to
a Port.
A specified Population Centre gains 20 Loyalty.
A specified Population Centre becomes Hidden.
A specified Camp is upgraded to a Village; a specified Village is
downgraded to a Camp.
A specified Village is upgraded to a Town; a specified Town is
downgraded to a Village.
A specified Town is upgraded to a Major Town; a specified Major Town is
downgraded to a Town.

Additionals

Default?

Pop. Centre
M. Town or City
Pop. Centre
Town
Major Town
Pop. Centre
Pop. Centre
Pop. Centre
Pop. Centre
Pop. Centre
Pop. Centre
Camp & Village
Village & Town
Town &
Major Town
Table F 001

Kin-strife

Option
00F052

Cost
1000

00F053

500

00F054

500

Option
A specified Major Town is upgraded to a City; a specified City is
downgraded to a Major Town.
Move up to two specified unfortified Villages to within one hex of Capital.
These villages can not be modified by other options.*
Move up to four specified unfortified Camps to within one hex of Capital.
These camps can not be modified by other options.*

Table F
Additionals
Major Town
& City
1 or 2 Villages
& new
Locations
1 4 Camps &
new Locations

Default?

* If the new Location already has a Population Centre, the specified Population Centre does not move. If two or more
Population Centres are moved to the same Location, then the Population Centre whose first letter is latest in the alphabet
is moved, and the others do not move. (For example: Ziguragil would take precedence over Amaltan.)

Locations
Option
00F055

Cost
1000

00F056

1500

00F057

2500

Option
Change Weather Type of Location of a specified Hex not already modified
by a similar option to one type more clement (each season moves
towards Warm).
Change Weather Type of Location of a specified Hex not already modified
by a similar option to one type more clement (each season moves
towards Warm).
Change Weather Type of Location of a specified Hex not already modified
by a similar option to one type more clement (each season moves
towards Warm).

Additionals
Location

Default?

Location
Location

Special Nation Abilities


Option
00F058

Cost
400

00F059
00F060
00F061
00F062
00F063

400
2000
1000
1000
2000

Version 1.00

Option
Armies with food only lose 12 morale if Army/Navy forcemarching. Armies
without food gain 12 morale when stationary, only lose 12 morale if
marching, and only lose 25 if Army/Navy forcemarching.
All new MenatArms recruits start with Training 25.
The nation can build ships at 1/2 the usual Timber cost.
Mages can learn the lost spell 244 Fearful Hearts (Usurper Nations only).
Mages can learn the lost spell 248 Fanaticism (Usurper Nations only).
Mages can learn the lost spell 246 Summon storms (Usurper Nations only).

Additionals

Default?

Table F 001

Kin-strife

Post Script

Post Script
In the year 1447 of the Third Age of Middle-earth, the remaining forces of Castamir the Usurper were defeated at the
Battle of Erui, and Castamir himself slain by Eldacar's hand.
However, the influence of Castamir did not end with his death. The remnants of his forces, led by his surviving sons, fled
south to Pelargir, and from there to the city of Umbar in the far south. There, among those who had supported them
throughout the Kin-strife, they regrouped, and as the Corsairs of Umbar allied themselves with the men of Harad, taking to
the seas to terrorize the ports of Gondor.
For nearly four hundred years they laid waste to Gondor's southern trade routes, sometimes even reaching deep into
Gondor's territories along her rivers. And they remained at threat until 1810, when King Telumehtar of Gondor finally
retook Umbar. In doing so, he slew the last of the descendents of Castamir, and it is, perhaps, a mark of how significant a
threat the Corsairs had shown themselves to be that from that time Telumehtar onwards was known as Umbardacil, which
means "Victor over Umbar".
And yet even after that, was Castamir's influence truly over? Through his actions he had struck at the heart not only of
Gondor, but of what it meant to be of Gondor. The civil war had set friend against friend, brother against brother, and the
scars it left on the psyche of the people were never to truly heal. For where once there had been a unity, from that time
onwards, whenever there arose disagreement, no matter how slight, always there was a dark whisper in the back of the
mind, a voice that warned against trust, a fear that saw in every act the possibility of betrayal. In the final reckoning, the
true legacy of Castamir was not of bloodshed and fire, but of doubt and mistrust. And so, in the end, the victory was
Sauron's alone.

Version 1.00

Kin-strife

Appendix A Non-Player Characters

Appendices
Appendix A Non-Player Characters

These are characters which can be encountered and recruited. For details on how to recruit an NPC, please refer to the
Additional Rules section of this module.
Abilities implied by the descriptions may not exactly match their powers in the game, and they may or may not be found in
the expected locations.
Not all NPCs will necessarily be found in every game, and additional NPCs not detailed here may also be discovered.
However, the following form the core of the NPCs that are likely to be encountered.

Free Peoples
Cirdan
Cirdan, shipwright and keeper of the Grey Havens, is one of the wisest of the elves to have walked on Middle-earth. And
whilst ostensibly his part in the history of the later ages of Middle-earth has been but a small one, his gifting of Gandalf
with Narya, the elven ring of power, must surely be one of the most selfless and foresighted of acts witnessed in Arda.
The last of the once-great elven mariners, it is to his Grey Havens that the elves of Middle-earth come when they are
weary of the world.
Dameric Took of the Fallohide Clan and Michel Bandy of the Stoors
The Shire will not be formed until the year 1601 of the Third Age, when King Argeleb II of Arthedain grants them
permission to settle in his lands. However, by the time of the Kin-strife most of the hobbit families have already crossed
over the Misty Mountains, fleeing their ancient homes in the Greenwood following the arrival there of Sauron. And they
can be found, if you look very carefully, in east Arthedain. The Stoor hobbits, meanwhile, have re-crossed the mountains
and settled in the Gladden Fields. Although more adventurous than the hearth-loving Shire-folk will come to be, still, even
the stoutest Stoor is more fond of ale than adventuring. Yet even so, their inherent sense of goodness might allow them to
be persuaded to aid in the Kin-strife. Especially, if they think there will be a pouch of Old Toby in it for them.
Gandalf the Grey
Gandalf the Grey, the Grey Pilgrim, the Grey Wanderer. Olorin, Tharkun, Incanus. Mithrandir, Second of the Order of
Istari, Servant of the Secret Fire that is Hope, and wielder of the flame of Anor. Of all the beings that have walked on
Middle-earth, the Grey Wizard surely needs least introduction. His time is not yet come, his glory veiled still in tattered
robes of grey. But still, ever a friend to those who would stand against the Darkness, there can be no greater ally to be
found in Middle-earth.
Goldberry
Wife of Tom Bombadil, Goldberry is a spirit of the water, tied to the rivers and lakes even as Tom is to the earth. Hers is a
beauty of joy and of life, inspiring not fear and reverence but laughter and hope.

Version 1.00

Kin-strife

Appendix A Non-Player Characters

Gwaihir Windlord, Landroval and Meneldor


Ever have the Great Eagles been allies in the fight against the Ancient Enemy and his servants. When the world was still
young, Thorondor, Lord of the Eagles, led his people against the dragons and against Morgoth himself, and such was his
majesty that he was allowed to go into the west when the First Age was done. Those Eagles that yet remain in Middleearth are less mighty than their ancestors, but still remain masters of the skies, whose beak and claws even dragons have
learned to fear. Gandalf earned the friendship of Gwahir when he healed a wound the Windlord had suffered, and in
return, the eagles have come to Gandalfs aid many times. Gwaihirs kin, Landroval and Meneldor the Swift, are names
less frequently mentioned in the histories of Middle-earth, yet ever have they been present at Gwaihirs side.
Koashun
Koashun is the King of Koanoz, a city realm in Harad. Rare amongst the people of Harad, Koashun not only opposes the
ends of League of Southron Warlords, but actively speaks out against the prophet Zimrakhil. Further, his eldest son,
Prince Harith, has pledged service to Eldacar. So far, the Southron Kingdoms have let Koashun in peace, as his rule is
over one of the most ancient and respected kingdoms in the south. Yet as Zimrakhil's influence grows, Koashun knows
that it is surely but a matter of time before the Warlords are persuaded to act against him. And knows further that, if he is
to survive the Kin-strife, he must secure the friendship and protection of the Loyalists.
Losspindel
The Lossidil, or Snow Elves, of the Teleri, make their home in the far north of Forodreth, the Northern Wastes beyond the
Ered Mithrin. Theirs is a barren land, where the legacy of Morgoth and his dread stronghold of Angbad still scar the icy
wastes. From their city of Helloth, ruled by Losspindel, Mistress of the City, scouts wander the land. Few roam as far
south as the Grey Mountains, but, on occasion, they may be seen there. And whilst understandably caring little for the
affairs of those who dwell in the warmer regions, nevertheless in their hearts they still bear a hatred of the Ancient Enemy,
and might even be persuaded to act in the Kin-strife against his servant Sauron.
Radagast the Brown
The last of the Istari to be chosen to journey to Endor, some claim that he is also the weakest, both in strength and in will.
Yet whilst it is true that, in the final years of the Third Age, Saruman will use him as a fool, nevertheless, unlike others
among the Istari he has never fallen prey to greed and darkness. And if his is a fault, it is of caring too much for the beasts
and the trees, and not enough for the affairs of man. From his home at Rhosgobel in the Anduin Valley, the lands of
western Mirkwood fall under his care. Long has he fought the darkness that spreads from Dol Guldur, and perhaps he
might be persuaded to walk further afield, for a time at least.
Saruman the White
In the years of the Kin-strife Saruman has not yet taken residence in Orthanc, nor yet fallen prey to Sauron's dark
influence. And whilst even now the seed of his later villainy resides in his heart, still the hour is not yet late, so that he
might still be considered a force for good.
Tom Bombadil
Oldest of the Maiar to still walk in Endor, Tom Bombadil was also the first to enter Ea. An earth spirit, he dwells in the Old
Forest. And, having cared for the forest for so long, his spirit is tied to the place, so that, whilst within its embrace his
powers are without limit, beyond the forest his strength is largely untried. His soul, too, is tied to the earth, so that, like
other Maiar who have dwelt on Middle-earth for so long, such as the Istari and the Balrogs, he can no longer cast off his
physical form and travel the unseen paths of the Maiar.

Version 1.00

Kin-strife

Appendix A Non-Player Characters

Treebeard, Skinbark and Leaflock


Ents have walked Middle-earth since Yavanna first fashioned them from her thoughts. Slow to anger, yet as Saruman
found to his peril, once roused their fury is that of the storm, and their strength that of the earth.
Oldest of these oldest of mortal creatures, Treebeard is the guardian of Fangorn Forest, last haven for the Ents. And
those ents that yet remember speech and movement do so at his bidding.
Skinbark dwells to the west of Isengard, and his is the care of the birch and ash, the rowan and aspen. Of those ents who
yet walk, he is perhaps the most active, his sap still quick to rise.
And the third of these most ancient Shepherds is Leaflock, his flock the willows the birches, the firs and the pines. He
keeps to the high places of Fangorn, and, though growing more tree-ish with every passing decade, still the sap in him
remains strong, and might yet be awakened to action.
Sulkano and Feamirie
Amon Lind is a small elven fort on the western side of the southern Misty Mountains. More so even than other elves, the
folk of Amon Lind have sought to remain aloof from the affairs of the world, and whilst trading on occasion with other
peoples near them, they have had little interest in what has transpired in the world about them. However, that is not to say
that they do not share the same hatred of Sauron and his minions as all of their kind. And, if sought out, it is possible that
they might be persuaded to stand against him.
Sulkano is an elven smith, a mage and inventor. Obsessed with the concept of flight, he has made several machines
capable of taking to the air, and even, it is rumoured, a flying vessel.
Feamirie is an architect of Amon Lind, and the nearest thing the fort has to a leader. Certainly he is the best swordsmen,
and it is he who leads the frequent raids on nearby orc and troll tribes.

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Kin-strife

Appendix A Non-Player Characters

Dark Servants
Akhorahil
Akhorahil, the Blind Sorcerer, Storm King of Far Harad. Only the fifth of the Nazgul, nevertheless, both as a mage of
unrivalled skill among the dark servants, and as the Witch-king's most valued lieutenant being, in fact, also his cousin
Akhorahil wields both power and respect. The time of the Kin-strife finds him quiet in the far south, gradually restoring his
kingdom beneath the yellow sands. But in his role as lieutenant to the Witch-king, he is also on occasion seen abroad in
the north, where his cousin makes ready to launch further assault on the peoples of Arnor.
Barrow Wight
Barrow Wights haunt the tombs in which they were unhappily laid to rest. And yet they can, if called, move from beyond
their resting places to cast their pale shadows upon the world. Though it would be one in desperate need who dared to
thus call them forth.
Bert, Tom and William Huggins
Ill-tempered and often slow of wit, trolls are the handiwork of Morgoth, who fashioned them in mockery of the Ents. The
three brothers Bert, Tom and William are particularly slow-thinking examples of Troll-kind, but this fact may well allow
someone brave enough to risk their foul anger and fouler breath to more easily persuade them to join the Kin-strife.
Different trolls can abide the sun to varying degrees, and sadly for the brothers, theirs is the tendency to turn to stone at
the slightest hint of sunlight. A fact which will eventually prove their undoing late in the Third Age. But, at the time of the
Kin-strife, they are still a menace to the Rhudaur hills they lay waste to.
Dwar of Waw
Born the son of a fisherman, Dwar's rise in power, first to Lord of the Isle of Dogs in the east and then to a Nazgul, one of
Sauron's most trusted servants, is surely one of the most remarkable in the histories of Middle-earth. And only the Witchking and Khamul the Dragon Lord wield more influence among the forces of darkness. Having passed into shadow with
his master at the end of the Second Age, he awakened again in the year 1051 of the Third Age, dwelling with Sauron in
Dol Guldur before leaving to play his part in preparing for the time when Sauron would finally rise up once more.
Enna San Sarab
One of the most powerful of the daughters of Shelob, Enna San Sarab dwells in Southern Mirkwood. Whilst far weaker
than her mother, nevertheless Enna San Sarab is a feared hunter, and made more so by the fact that she keeps her own
spawn close about her, hundreds of spiders who weave their webs in the darkness of the forest.
Felagrod
Durin's Bane, the Balrog of Moria, born of fire and darkness. At the time of the Kin-strife, the dwarves of Moria have not
yet delved too deeply, and so Felagrod bides his time in the fires below the surface of the world. But already their
hammers awaken him from his slumbers, and he stretches, turning his mind once more to the service of his dark lord.
And, if any are brave enough to risk the deepest rents and chasms, he might be found and brought forth to wreak havoc
on the world once more.
Fha-Korlash
Orcs, or goblins, are perhaps the most pervasive example of Melkor's evil, the corrupted spawn of elves whom he
captured and twisted into dark form. Many times during the ages of Middle-earth have these creatures spread like a
plague across the land, and whilst many times they have been driven back to the dark places of the world, they yet
remain. There have been many orcs to have taken the name Fha-Korlash, for it is both name and title both for the chief of
the Scara-Hair tribe of orcs, found in Northern Ithilien. At the time of the Kin-strife, when the presence of Gondor in the
area is strong, the tribe is but small in number, and reside in the mountains of Mordor itself. But it would take little to
convince them to emerge once more in service of darkness.

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Kin-strife

Appendix A Non-Player Characters

Hoarmurath
Sixth among the Nazgul, Hoarmurath was born to the icy forests of the north, then reborn as Nazgul when Khamul the
Dragon Lord sought him out and offered him Sauron's power. For two centuries Hoarmurath, taking on the title Lord of the
North, then ruled his lands, before, answering Sauron's call, fought and fell with him at the end of the Second Age. As with
many of his companions, the time of the Kin-strife finds Hoarmurath rebuilding his kingdom, whilst also heeding the dark
orders of Sauron.
Ji Indur Dawndeath Amaav III
The Fourth of the Nazgul, Ji Indur was King of the southern lands of Mumakan, home to the legendary Mumakil, or
Oliphants. And, on his rebirth in the year 1050 of the Third Age, he set to retaking his throne, so that the time of the Kinstrife sees him as King Ji Amaav III in the south, even as, among the Nazgul, he is known as Dawndeath, Saurons knife
in the darkness.
Khamul
Khamul, the Dragon Lord of the Easterlings, was born Komul, changing his name to reflect the pronunciation of the Black
Speech when he was summoned to Barad-dur by Sauron. And, when reawakened in the Third Age, Khamul dwelt with his
master in Dol Guldur, commanding the garrison there. Second only to the Witch-king, Khamul is a hunter without equal,
and, despite his position as commander of Sauron's garrison, he is by nature solitary, often acting as Sauron's silent blade
when Ji Indur is otherwise occupied.
Lhachglin and Slyardach the Dindae of Nan Gulduin
A servant of darkness, though but a mortal the mage Lhachglin wields great power, not least the demon Slyardach, the
Dindae of Nan Gulduin, who Sauron has bound to Lhachglins command. From the fortress of Sarn Goriwing in northern
Mirkwood, Lhachglin uses the dark creatures of the forest as spies in service of Sauron, whilst Slyardach is employed as
messenger and assassin.
Old Man Willow
Quite why Old Man Willow is as dark-hearted as he is remains unknown; most likely his soul and heart were twisted by
Morgoth's power aeons ago. Although not having moved for centuries, due in large part to Tom Bombadils efforts to keep
him asleep, Old Man Willow is in fact a huorn, and like all huorns, as with their brethren the ents, he is capable of rousing
himself if necessary. The passing of the years have largely caused him to forget that once he walked the earth, and he
exists now more as if in a dream. But, if he can be roused to anger, he might prove a valuable ally.
Ren the Unclean
Consumed by plague and by fever as a young man, he recovered from the plague that wracked his body but not the fever
that twisted his mind. Speaking of himself as the Fire King, the fire of his madness attracted others to him, so that by the
year 2000 of the Second Age, he was indeed King, in the lands of Chey to the east of the Ered Harmal. Having watched
Ren's rise with keen interest, Sauron offered him a Ring of Power, and so Ren became the eighth Nazgul. Moving once
again on the land, the time of the Kin-strife sees the Fire King seeking to restore his empire, unifying the tribes in Chey
Sart.
Sauron
Lieutenant of Morgoth the Ancient Enemy, Sauron is the most feared and powerful dark presence in Middle-earth in the
Third Age. The time of the Kin-strife finds him in Dol Guldur, in the disguise of the Necromancer. Unwilling yet to reveal
his full power, he works instead through the Nazgul, gathered to him once again, so that not even the Istari yet know the
true nature of the Necromancer, though perhaps some guess. It would be a fool who entered Dol Guldur in the hope of
persuading Sauron to join their cause. Yet nevertheless, it might just be that one who entered with proper supplication
might gain some boon.

Version 1.00

Kin-strife

Appendix A Non-Player Characters

Shelob
An evil from the dark years, Shelob dwelt in the mountains of Mordor before Sauron ever claimed it, and whilst both
benefitted from the other's presence, neither owed nor now owes the other loyalty. If even Sauron dares not demand her
obedience, then, it would be a fool indeed who sought to do so. And yet in return for promise of the blood of others that
she feeds upon, it is possible that she might be persuaded to join, for a time at least, the cause of the Usurpers. For whilst
caring nothing for their cause, there will surely be much blood spilled in the conflict.

Neutral
Istar Luin
Third among the Istari, Istar Luin more than any of his kind spurns the mantle of age his physical form suggests. A hunter
and a warrior, he revels in the pleasures of the flesh, but being thus bound to his physical form, oft-times he falls prey to
its weaknesses, to fear as well as desire, to weariness as well as exhilaration, and to pride as well as pursuit of
excellence. Some claim that his path and his pride can only lead him to turn from serving men to seeking to rule over
them. But if so, the thought of raising his own kingdom is but a dream, and like Saruman, he has not yet entirely
abandoned all thought of his calling to protect the lands of Middle-earth. Still, it would be a brave man, or dwarf, who
thought to remind him of his responsibilities, and perhaps an easier task would be to tempt him instead to abandon such
duties entirely, forsaking them for the temptations of power and darkness.
Malan-buri-Malan
Headman, or buri, of the Woses. Unsurpassed in wood-lore, the Woses are among the most ancient of the races of man,
thought to be primitive by those who judge civilisation only by its material veneer. Caring little for the affairs of the world of
men, and peaceable by nature, nevertheless they will fight to protect their forests, and bear a hatred for those such as
orcs who would burn and destroy them. And, as such, might be roused by any who can persuade them that their lands
are at risk.
Orodreth
Orodreth, son of Maeglin, is, of all the people of Middle-earth, the one with the greatest claim to the throne of Gondor.
This fact is not known to him, however, and indeed only a few know this truth, which is as well for him, since if it were
common knowledge, he would doubtless have been killed long ago by those with aspirations to power.
King Tarannon, ruler of Gondor in the ninth century of the Third Age, was not childless as is generally thought, but
fathered an illegitimate son through Beruthiel, herself also of Numenorean origin. The child was fostered by the first Prince
of Morthond, who, since he himself was childless, passed his house on to the child. And so Orodreth, as eldest son of the
current, aging, prince of Mothrond, can be seen to be the true heir to the Throne of Gondor.
This fact not withstanding, Orodreth's life has been ill-fated indeed. Despite the desire of his family line to remain neutral
in the Kin-strife, eager for glory he pledged his allegiance to Castamir, and was responsible first for the Linhir uprising,
then for the taking Osgiliath. However, forced by those jealous of his success to kill Ornendil, son of Eldacar, as proof of
his loyalty to Castamir, Orodreth then repented of his actions, and his part in the bloody war. After the fall of Osgiliath he
was made Captain of The Ethir by Castamir, a mockery of a position with no authority or men under him, ostensibly
responsible for guarding against pirates in the Anduin delta, though since the pirates are themselves in the pay of
Castamir, he has been instructed not to interfere with them.
Accepting this position as penance, Orodreth lives now in solitude. Yet it is rarely given to those fated to have a great part
to play in the histories to be allowed to remain in such peace. And, to any who could convince him to take their side,
Orodreth would surely prove a most valued ally.

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Kin-strife

Appendix A Non-Player Characters

The Blue Wizard


To name him the lesser of the Five Wizards would be to risk forgetting the power of all the Istari. Yet it is true that of all the
Order, his is perhaps the least part in the history of Middle-earth. His is the knowledge of death, and of grief, and
burdened with such wisdom, some believe it inevitable that he will one day slip from pity and empathy to distain and
loathing for those mortals who suffer and die. But, as with Istar Luin and as with Saruman, The Blue Wizard too has not
entirely put aside his duties to the world, and his heart is not yet inured to grief. And, as such, he might make an ally in the
Kin-strife, for good or for evil.
Turukulon the Worm
Turukulon is one of the few dragons to have been born after Morgoth's defeat at the end of the First Age. However,
stunted in size, he was forced from his home on the Withered Heath, and eventually made his lair in the very south of the
Misty Mountains. There, unlike most of his kind, rather than merely preying on the lesser races he bargained with them,
albeit often only in return for their lives. So that the dwarves fashioned for him a lair, men work for him as spies, and now
even with the elves of nearby Amon Lind he has forged an arrangement, where he helps in their forges in return for
magical knowledge.
However, despite his unusual nature, Turukulon is still a dragon, and in his heart is still the greed for treasure and wealth
that fires all his kind. And as such, he might, with relative ease, be persuaded, or at least paid, to join in the battles of
men.

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Kin-strife

Appendix B Nation Starting Forces

Appendix B Nation Starting Forces


Nation
#

Nation Name

Line of Eldacar

Rebels
of
Ered Lithui

Rhovanion

Horselords

Kingdom of Arnor

Quendi

11

12

Line of
Castamir
Line of Morlaen
Line
of
Elendin

13

14

Southron
Kingdoms

15

Hithlum

16

Witch-realm
of
Arnor

21

Line of Tirkhor

22

Khazad

Version 1.00

Location

Heavy
Cavalry

2720
2711
3316
3124
3729
3421
3213
3114
2508
3109
2619
3612
4013
3711
3914
1407
0907
1614
0909
0511
2137

800
600
100
200

800
1000
500
500
500

Heavy
Infantry

Light
Archers Men at War- Transport
Infantry
Arms ships
Ships
200
10
10
500

600

600

600

200

1200
600
600
200
200
500
500
200
200
400

800
200
400
200
800

400

200
400

1200

500
500
200
200
600
1800

800
200
600

2927
2627
2829
2437
2424
2732
2430
2421
2924
3222
2734
2135
4408
4420
4425
1502
1804
2305
2006
2008
2227
2223
1923
2212
4435
0703
3707

Light
Cavalry

500
500

400

400

1000

15
10
5

15
10
5

200

25

25

100

25

25

12
2

11
4

1200
800
400

500
100
800
800
800
800
400
400
600
600
600

1000
1300

400
400

400
200
200

400
300
400
400
400

800
300
800

100
100
100
600
800
400

100
200
200

500

500

600

600

100
100
100
100

600

600

Kin-strife

Appendix C Artifacts

Appendix C Artifacts
Name
Air-Cleaver
Alambas Juice
Alunthiensal
Amalong
Anarmacil
Andorithel
Angbor
Angol
Armor of Khamul
Ash Nazg (The One Ring)
Athelas
Bamboo Dagger
Banner of Rhovanion
Banner of the Horselords
Banner of the True King
Banner of Tirkhor
Believers Bane
Belt of Traceless Passing
Betheals Eket
Birch-bow of Cimoniemor
Black Helm of Mulak
Black Scale
Black Staff
Blade of the Ranger
Blue Bow
Blue Jacket
Boots of Nightfall
Boots of Shadows Grace
Boots of Tracelessness
Bow of the North
Bow of the Woodland
Realm
Bow of Thunder and Bone
Bracers of Blyga
Bracers of Chennacatt
Bright Shining
Brooch of Lifestealing
Burning Blade
Calehta
Caleinstha
Calris Light Cleaver
Calsetha
Cape of Hiding
Cape of Iridescence
Carn Delthsa
Casfarathel
Castamirs Bane
Celeborns Long Sword
Cirmegil
Cloak of Feathers
Version 1.00

Item Type Primary


Benefit
Bola
Combat 1000
Herb
Command 10
Gem
Mage 20
Armor
Combat 750
Sword
Combat 1000
Sword
Command 10
Gauntlet
Command 20
Cloak
Stealth 10
Armor
Command 15
Ring
Unknown
Herb
Mage 15
Dagger
Combat 500
Banner
Command 10
Banner
Command 10
Banner
Command 10
Banner
Command 10
Bow
Combat 1000
Belt
Agent 10
Sword
Combat 500
Bow
Combat 500
Helm
Combat 2250
Armor
Command 30
Staff
Combat 750
Sword
Bow
Jacket
Boots
Boots
Boots
Bow
Bow

Combat 1750
Combat 750
Emissary 15
Agent 10
Stealth 10
Stealth 20
Combat 1500
Combat 500

Alignment Likely Owner at Game


Start
Evil
NPC Evil, Dwar of Waw
Good
Evil
Good
Good
NPC Good, Feamirie
Evil
Neutral
Nation 22, Durin
Neutral
Nation 22, Durin
Evil
NPC Evil, Khamul
Evil
Good
Evil
Nation 14
Good
Good
Good
Neutral
Evil
NPC Evil, Ren
Neutral
Unknown (Table F)
Evil
Nation 13
Neutral
Unknown (Table F)
Evil
Evil
NPC Evil, Sauron
Neutral
NPC Neutral, The Blue
Wizard
Neutral
Neutral
NPC Neutral, Istar Luin
Good
NPC Good, Tom
Evil
Nation 14, Zimrakhil
Good
Nation 3, Vidurafin
Neutral
NPC Neutral, Istar Luin
Neutral
Good

Bow
Bracers
Bracers
Sword
Amulet
Sword
Sword
Sword
Sword
Sword
Cloak
Cloak
Sword
Armor
Axe
Sword
Sword
Cloak

Combat 750
Command 20
Mage 15
Combat 500
Mage 10
Combat 1500
Combat 500
Combat 1250
Combat 1000
Combat 500
Agent 10
Mage 25
Combat 1750
Combat 1000
Combat 750
Combat 750
Combat 500
Combat 500

Evil
Good
Evil
Good
Evil
Evil
Good
Neutral
Evil
Good
Neutral
Evil
Good
Evil
Good
Good
Evil
Good

Assigned How?
Starts with NPC

Starts with NPC


Can be chosen at set-up
Can be chosen at set-up
Starts with NPC
Can be chosen at set-up

Starts with NPC


Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Starts with NPC
Starts with NPC
Starts with NPC
Starts with NPC
Can be chosen at set-up
Can be chosen at set-up
Starts with NPC

Nation 15, Ovag Ito


Nation 5, Argeleb
NPC Evil, Akhorahil
Nation 2, Aldarmir

Can be chosen at set-up


Can be chosen at set-up
Starts with NPC
Can be chosen at set-up

NPC Evil, Ren


Nation 3
NPC Evil, Barrow Wight
NPC Evil, Felagrod
Nation 2
Unknown (Table F)

Starts with NPC


Can be chosen at set-up
Starts with NPC
Starts with NPC
Can be chosen at set-up
Can be chosen at set-up

Nation 1, Eldacar
Nation 6, Celeborn
Nation 14

Can be chosen at set-up


Can be chosen at set-up
Can be chosen at set-up

Kin-strife
Name
Cloak of Hiding
Cloak of Mirages
Cloak of Winters
Shrouding
Cloud Bow
Collar of Renewal
Corantir
Craig-olf-Ti
Crown of Celethsa
Crown of Anarion
Crown of Angmar
Crown of Arwen
Cu-I-Thang
Cuivegurth
Culok
Dagger of Blinding
Dagger of Green Wisdom
Dagger of Night
Dagger of Orc-slaying
Dagger of Returning
Dagger of Sands
Dagger of the Dancer
Dagger of the Rebels
Dagger of the Usurper
Dagger of the Viper
Dagnirdraug
Dalrim
Dawns Breaking
Dawnsword
Death Mace
Deeds of Perpetuity
Deepcrest Axe
Delvers Staff
Desert Tongue
Distant Fists
Diviner
Dooms Falling
Dragonhelm
Drums of the Deep
Durins Axe
Durins Belt
Duv Adel (Morgul Knife)
Duv Akil (Morgul Knife)
Duv Dwar (Morgul Knife)
Duv Hoath (Morgul Knife)
Duv Jiur (Morgul Knife)
Duv Khaul (Morgul Knife)
Duv Muor (Morgul Knife)
Duv Rean (Morgul Knife)
Duv Uvha (Morgul Knife)
Dwarven Axe
Dwarven Pickaxe
Earring of Souls

Version 1.00

Appendix C Artifacts

Item Type Primary


Benefit
Cloak
Stealth 10
Cloak
Combat 1250
Cloak
Command 20

Alignment Likely Owner at Game


Start
Neutral
Nation 2, Bregor
Evil
Good

Bow
Collar
Crown
Spear
Gem
Crown
Crown
Crown
Bow
Whip
Bow
Dagger
Dagger
Dagger
Dagger
Dagger
Dagger
Dagger
Dagger
Dagger
Dagger
Sword
Boots
Gem
Sword
Mace
Scroll
Axe
Staff
Dagger
Mace
Pendant
Sword
Helm
Drums
Axe
Belt
Dagger
Dagger
Dagger
Dagger
Dagger
Dagger
Dagger
Dagger
Dagger
Axe
Pickaxe
Earring

Evil
Good
Neutral
Neutral
Neutral
Evil
Evil
Good
Evil
Evil
Neutral
Neutral
Neutral
Evil
Good
Neutral
Evil
Neutral
Good
Evil
Neutral
Neutral
Evil
Evil
Evil
Evil
Neutral
Neutral
Neutral
Evil
Neutral
Good
Good
Evil
Evil
Neutral
Neutral
Evil
Evil
Evil
Evil
Evil
Evil
Evil
Evil
Evil
Neutral
Neutral
Neutral

Combat 1000
Command 15
Emissary 10
Combat 500
Mage 10
Command 30
Emissary 20
Mage 25
Combat 750
Combat 2500
Combat 500
Combat 1750
Combat 500
Combat 500
Combat 750
Combat 500
Combat 500
Combat 500
Combat 500
Combat 500
Agent 10
Combat 750
Stealth 10
Mage 20
Combat 1000
Combat 750
Emissary 5
Combat 1500
Mage 10
Combat 500
Combat 750
Combat 500
Combat 750
Command 10
Command 5
Combat 2250
Command 30
Emissary 10
Mage 25
Agent 10
Agent 10
Agent 10
Command 15
Agent 10
Command 10
Agent 10
Combat 500
Command 15
Mage 10

Assigned How?
Can be chosen at set-up

NPC Evil, Ji Indur


Nation 2, Aldarmir

Starts with NPC


Can be chosen at set-up

Unknown (Table F)

Can be chosen at set-up

Nation 11, Castamir


Nation 16, Murazor
Nation 6, Arwen
Nation 15
NPC Evil, Felagrod
Unknown (Table F)

Can be chosen at set-up


Can be chosen at set-up
Starts with Character
Can be chosen at set-up
Starts with NPC
Can be chosen at set-up

Unknown (Table F)
Nation 12
Nation 5, Argeleb
Unknown (Table F)
Nation 14
Unknown (Table F)
Nation 2, Bregor
Nation 11, Castamir

Can be chosen at set-up


Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Starts with Character

Unknown (Table F)
Nation 13, Elendin

Can be chosen at set-up


Can be chosen at set-up

NPC Evil, Ji Indur


Nation 15, Uvatha

Starts with NPC


Can be chosen at set-up

Nation 15, Ovag Ito


Unknown (Table F)

Can be chosen at set-up


Can be chosen at set-up

NPC Evil, Khamul

Starts with NPC

Nation 22, Durin


Nation 22, Durin
Nation 14, Adunaphel
NPC Evil, Akhorahil
NPC Evil, Dwar of Waw
NPC Evil, Hoarmurath
NPC Evil, Ji Indur
NPC Evil, Khamul
Nation 16, Murazor
NPC Evil, Ren
Nation 15, Uvatha

Can be chosen at set-up


Can be chosen at set-up
Can be chosen at set-up
Starts with NPC
Starts with NPC
Starts with NPC
Starts with NPC
Starts with NPC
Can be chosen at set-up
Starts with NPC
Can be chosen at set-up

NPC Neutral, The Blue


Wizard

Starts with NPC

Kin-strife
Name
Earthroot Spike
Easterling Banners
Elenethbiel
Elessar
Elfbane
Elven Banner
Elven Boots
Elven Cloak
Elven Compass
Elven Harp
Erivagil
Ethrond
Ethudils Knife
Eyes of the Well
Far Cutting
Farlsfoil
Fearsome Visage
Feather Bow
Fell Blade
Finder
Fires Edge
Flail of Nine Breezes
Flails of Horseslaying
Foam-cleaver
Fonhrad
Forest Wind
Friastahl
Frost of Helcaraxe
Fuinrauko
Gersebroc
Gift of Aronwe
Glosovagil
Goblin Boots
Goblin Shield
Greenwood Boots
Guardsblade
Gurthdur
Hair of Luthien
Harness of the Golden
Foal
Helkaluine
Helm of Navigating
Helm of Night
Helm of Sen Jey
Horse Helm
Horse-tamer
Hue Changer
Ice-piercer
Implement of Dark Design
Iron Blade
Kamaranel
Kazil Durin (Dwarven RoP)

Version 1.00

Item Type Primary


Benefit
Club
Combat 750
Banner
Command 10
Gem
Mage 15
Gem
Mage 30
Sword
Combat 500
Banner
Command 10
Boots
Combat 500
Cloak
Stealth 10
Compass Combat 1500
Harp
Emissary 5
Sword
Combat 1000
Staff
Mage 10
Dagger
Combat 500
Two
Mage 10
Gems
Sword
Combat 500
Sword
Combat 1250
Armor
Combat 1250
Bow
Combat 750
Sword
Combat 1000
Sword
Combat 500
Sword
Combat 500
Flail
Combat 500
Flail
Combat 750
Sword
Combat 1250
Spear
Combat 750
Horn
Command 20
Sword
Command 10
Gem
Mage 15
Sword
Combat 750
Sword
Combat 1000
Gem
Emissary 10
Sword
Combat 1000
Boots
Combat 1750
Shield
Combat 500
Boots
Stealth 20
Sword
Combat 500
Helm
Command 20
Necklace Emissary 10
Harness
Mage 10

Neutral
Good
Neutral
Good
Evil
Neutral
Evil
Neutral
Neutral
Evil
Neutral
Good
Evil
Neutral
Neutral
Good
Neutral
Good
Evil
Evil
Good
Evil
Good
Good
Evil

Sword
Helm
Armor
Helm
Helm
Lance
Spear
Sword
Dagger
Sword
Gem
Ring

Good
Evil
Good
Evil
Good
Evil
Evil
Good
Evil
Good
Evil
Neutral

Combat 1250
Combat 750
Command 10
Command 30
Combat 500
Combat 1000
Combat 1000
Combat 500
Combat 500
Mage 30
Mage 40

Appendix C Artifacts

Alignment Likely Owner at Game


Start
Neutral
Evil
Neutral
Good
Nation 6, Galadriel
Evil
Nation 12
Good
Good
Neutral
Nation 6, Arwen
Good
Good
Good
NPC Good, Radagast
Neutral
NPC Neutral, Istar Luin
Evil
Nation 12
Evil
NPC Evil, Akhorahil

Assigned How?

Can be chosen at set-up


Can be chosen at set-up
Can be chosen at set-up
Starts with NPC
Starts with NPC
Can be chosen at set-up
Starts with NPC

Unknown (Table F)

Can be chosen at set-up

Nation 6, Legolas

Can be chosen at set-up

Unknown (Table F)
Nation 14, Adunaphel
Unknown (Table F)
Unknown (Table F)
Nation 13, Elendin
Unknown (Table F)
Nation 3, Vidurafin

Can be chosen at set-up


Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up

Unknown (Table F)
Nation 5, Argeleb II

Can be chosen at set-up


Starts with Character

NPC Good, Saruman

Starts with NPC

Nation 1, Eldacar
Nation 13
Nation 5, Argeleb

Can be chosen at set-up


Can be chosen at set-up
Can be chosen at set-up

Nation 6, Elrond
Nation 11, Casteher

Starts with Character


Can be chosen at set-up

NPC Evil, Ren


Nation 4
Nation 15, Uvatha
NPC Evil, Hoarmurath

Starts with NPC


Can be chosen at set-up
Can be chosen at set-up
Starts with NPC

Nation 2

Can be chosen at set-up

Nation 22, Durin

Can be chosen at set-up

Kin-strife
Name
Kazil Dwalin (Dwarven
RoP)
Kazil Thrar (Dwaven RoP)
Knight-Captains Ring
Kuileondo
Lance of Reaching
Leaf-crown of Cimoniemor
Lembas
Listening Helm
Lords Axe of Kendarca
Lorglin
Mace of the Huntsman
Macilromen (sword)
Maelurathang
Mail of Delethal
Mantle of Doriath
Melodys Memory
Memorys Strings
Mesmerisers Glass
Mirror of Galadriel
Mithril Circlet
Mithril Helm
Mithril Ring
Moon Rune
Morgul Plate
Morgurth
Morlhach
Mormacil
Mothras
Mumak-Helm
Nallagurth
Narsils Bane
Narya
Nenya
Nights Passing
Nightfang
Night-piercer
Nightstealer
Numenorean Seal
Old Stave
Omba
Ongrum
Orb of Song
Orc-helm
Ornithopter
Ovir Crown
Palantir of Amon Sul
Palantir of Annuminas
Palantir of Elostirion
Palantir of Minas Anor
Palantir of Minas Ithil
Palantir of Orthanc
Palantir of Osgiliath
Version 1.00

Appendix C Artifacts

Item Type Primary


Benefit
Ring
Mage 40

Alignment Likely Owner at Game


Start
Neutral
Nation 22, Dwalin

Ring
Ring
Gem
Lance
Crown
Food
Helm
Axe
Ring
Mace
Sword
Sword
Armor
Cloak
Flute
Lute
Telescope
Mirror
Crown
Helm
Ring
Gem
Armor
Sword
Sword
Sword
Horn
Helm
Mace
Gauntlet
Ring
Ring
Gem
Sword
Bow
Sword
Seal
Staff
Thng Star
Mace
Orb
Armor
Ornithopto
r
Helm
Palantir
Palantir
Palantir
Palantir
Palantir
Palantir
Palantir

Mage 40
Command 20
Mage 10
Combat 500
Mage 10
Command 5
Agent 10
Combat 750
Emissary 10
Combat 750
Combat 1250
Combat 500
Command 10
Stealth 10
Emissary 10
Emissary 5
Mage 30
Command 10
Combat 1500
Mage 10
Mage 10
Command 30
Combat 500
Combat 750
Combat 1000
Command 10
Combat 750
Command 20
Mage 50
Mage 50
Agent 10
Combat 750
Combat 500
Combat 1250
Emissary 10
Mage 20
Combat 500
Combat 500
Emissary 10
Command 5
Combat 500

Neutral
Evil
Evil
Neutral
Neutral
Good
Evil
Good
Neutral
Good
Good
Good
Neutral
Good
Neutral
Evil
Evil
Good
Evil
Neutral
Good
Neutral
Evil
Evil
Neutral
Evil
Neutral
Evil
Evil
Evil
Good
Good
Good
Neutral
Evil
Evil
Good
Good
Evil
Evil
Neutral
Evil
Good

Command 15
Scrying
Scrying
Scrying
Scrying
Scrying
Scrying
Scrying

Evil
Good
Good
Good
Neutral
Neutral
Neutral
Neutral

Assigned How?
Can be chosen at set-up

Nation 22, Thrar


Nation 11, Castamir
Nation 11, Iriel
Unknown (Table F)
Unknown (Table F)

Can be chosen at set-up


Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up

Nation 15, Ovag Ito


Nation 3

Can be chosen at set-up


Can be chosen at set-up

Nation 3
Nation 6, Amroth

Can be chosen at set-up


Can be chosen at set-up

Nation 6, Elrond
Nation 6, Legolas
Nation 14, Adunaphel

Can be chosen at set-up


Can be chosen at set-up
Can be chosen at set-up

Nation 6, Galadriel
Nation 11, Casteher

Can be chosen at set-up


Can be chosen at set-up

NPC Good, Saruman

Starts with NPC

Nation 16, Murazor


Nation 15
Unknown (Table F)
NPC Evil, Sauron
Nation 15, Uvatha
NPC Evil, Ji Indur
Nation 16, Murazor
NPC Evil, Sauron
NPC Good, Gandalf
Nation 6, Galadriel
Nation 3, Vidurafin
Unknown (Table F)
Nation 14, Adunaphel

Can be chosen at set-up


Can be chosen at set-up
Can be chosen at set-up
Starts with NPC
Can be chosen at set-up
Starts with NPC
Can be chosen at set-up
Starts with NPC
Starts with NPC
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up

Nation 5, Araphor
NPC Good, Tom
Nation 15
Nation 15
Unknown (Table F)

Can be chosen at set-up


Starts with NPC
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up

NPC Good, Sulkano

Starts with NPC

NPC Evil, Hoarmurath


Nation 5, Malborn
Nation 5, Malborn
NPC Good, Cirdan
Nation 21, Lorin
Nation 21, Tirion
Nation 21, Edrahil

Starts with NPC


Can be chosen at set-up
Can be chosen at set-up
Starts with NPC
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up

Kin-strife
Name

Papers of Treaty
Pipe of Mist
Proclamation of Renewal
Promise of Freedom
Rapiers Dance
Rebel Banner
Remmiraith
Ring of Aran
Ring of Axardil
Ring of Life-giving
Ring of Meldain
Ring of Soul-taking

Item Type Primary


Benefit
Scroll
Emissary 5
Flute
Agent 5
Scroll
Emissary 5
Scroll
Emissary 5
Sword
Combat 750
Banner
Command 10
Amulet
Mage 10
Ring
Agent 10
Ring
Command 10
Ring
Mage 15
Ring
Stealth 20
Ring
Agent 10

Ring of Wind
Robes of Changing
Robes of Aman, Blue
Robes of Aman, Blue

Ring
Robes
Robes
Robes

Agent 20
Mage 15
Mage 10
Mage 10

Robes of Aman, Brown


Robes of Aman, Grey
Robes of Aman, White
Rod of the Steward
Romoquenaro
Ruby of Aneathla
Rune Armor
Runya
Sceptre of Annuminas
Sea-helm of Ciryatan
Seal of Approbation
Severed Heads
Shadow Mace
Shield of Dorlin
Shield of Fell Blows
Shield of Mithril
Shield of the White City
Sickle of the Heavens
Silent Wing
Silver Harp
Silverleaf of Lorien
Sky Horn
Small Tooth
Snow Hammer
Southron Banners
Spiderweb Cloak
Spinerunner
Staff of Gandalf
Staff of Radagast
Staff of Saruman
Standard of Arnor
Standard of Elendin
Standard of Morlaen
Standard of the Khazad
Standard of the Usurper
Standard of the Witch-king

Robes
Robes
Robes
Rod
Bow
Ruby
Armor
Sword
Sceptre
Helm
Scroll
Pendant
Mace
Shield
Shield
Shield
Shield
Sword
Dagger
Harp
Gem
Horn
Dagger
Mattock
Banner
Cloak
Sword
Staff
Staff
Staff
Banner
Banner
Banner
Banner
Banner
Banner

Stealth 15
Emissary 20
Emissary 20
Emissary 5
Combat 750
Mage 20
Mage 10
Combat 1000
Command 10
Mage 30
Emissary 5
Command 5
Combat 2000
Combat 1000
Combat 500
Combat 1500
Command 5
Combat 750
Combat 500
Emissary 20
Combat 1500
Command 10
Combat 750
Combat 1000
Command 10
Stealth 5
Combat 750
Mage 20
Mage 10
Mage 20
Command 10
Command 10
Command 10
Command 10
Command 10
Command 10

Version 1.00

Appendix C Artifacts

Alignment Likely Owner at Game


Start
Good
Neutral
Neutral
Neutral
Good
Good
Neutral
Unknown (Table F)
Evil
Nation 12, Morlaen
Evil
Nation 13, Elendin
Good
Evil
Nation 15, Ovag Ito
Neutral
NPC Neutral, The Blue
Wizard
Neutral
Good
Neutral
NPC Neutral, Istar Luin
Neutral
NPC Neutral, The Blue
Wizard
Neutral
NPC Good, Radagast
Good
NPC Good, Gandalf
Neutral
NPC Good, Saruman
Evil
Evil
Nation 16, Murazor
Good
Nation 5, Frianan
Neutral
Good
Nation 3, Vidurafin
Good
Nation 5, Araphor
Evil
Nation 16, Murazor
Neutral
Evil
Evil
NPC Evil, Sauron
Neutral
Nation 22, Dwalin
Neutral
Neutral
Neutral
Good
Nation 3
Good
Nation 2
Evil
Nation 15, Uvatha
Good
Neutral
Unknown (Table F)
Good
Nation 6, Arwen
Evil
NPC Evil, Hoarmurath
Evil
Neutral
NPC Evil, Lhachglin
Neutral
Unknown (Table F)
Good
NPC Good, Gandalf
Good
NPC Good, Radagast
Good
NPC Good, Saruman
Good
Evil
Evil
Neutral
Evil
Evil

Assigned How?

Can be chosen at set-up


Can be chosen at set-up
Starts with Character
Can be chosen at set-up
Starts with NPC

Starts with NPC


Starts with NPC
Starts with NPC
Starts with NPC
Starts with NPC
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Starts with NPC
Can be chosen at set-up

Can be chosen at set-up


Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Starts with NPC
Starts with NPC
Can be chosen at set-up
Starts with NPC
Starts with NPC
Starts with NPC

Kin-strife
Name

Sting

Item Type Primary


Benefit
Sword
Combat 1000

Stinging Tongue
Sukhelka
Swift-passing
Sword of the King
Sword of the Light
Talembril
Tarmellen
Tears of the Night
Tinculin
Tombs Dust
Trollsdirge
Turukulons Claws
Usurpers Sword
Valacars Mail
Valars Grace
Vasamacil
Vidugavias Needle
Vilya
Vipers Sword
War-Dancer
Water-Skimmer
Weeping Flute
Whispering Armor
Whispering Crier
White-shining
Wild Blade
Winds Yearning
Wolor Priests Ring
Woodsmans Axe
Words of Beseeching
Words of Persuasion
Writ of Blood
Writ of the Dunedain
Yellow Boots

Blow Pipe
Sword
Boots
Sword
Sword
Armor
Sword
Gem
Harp
Cloak
Sword
Armor
Sword
Armor
Gem
Sword
Lance
Ring
Sword
Sword
Bola
Flute
Armor
Horn
Armor
Sword
Bow
Ring
Axe
Scroll
Scroll
Scroll
Scroll
Boots

Combat 1000
Combat 750
Mage 10
Command 10
Combat 1000
Combat 750
Combat 1250
Emissary 5
Mage 40
Mage 15
Combat 1000
Combat 2250
Combat 750
Command 25
Mage 15
Combat 1500
Combat 1250
Mage 50
Combat 750
Combat 1000
Combat 1000
Emissary 10
Agent 10
Command 10
Combat 1250
Combat 500
Combat 500
Mage 15
Combat 500
Emissary 5
Emissary 5
Emissary 5
Emissary 5
Stealth 15

Yellow Hammer

Mace

Combat 1000

Version 1.00

Appendix C Artifacts

Alignment Likely Owner at Game


Start
Neutral
NPC Evil, William
Huggins
Evil
NPC Evil, Khamul
Neutral
Unknown (Table F)
Neutral
Good
Good
Nation 3
Neutral
Good
Nation 5, Araphor
Good
Neutral
Evil
Good
Nation 4
Neutral
NPC Neutral, Turukulon
Evil
Nation 11, Castamir
Good
Nation 1, Eldacar
Good
Evil
Nation 16, Murazor
Good
Nation 1, Eldacar
Good
Nation 6, Elrond
Neutral
Unknown (Table F)
Evil
NPC Evil, Dwar of Waw
Evil
NPC Evil, Khamul
Neutral
Unknown (Table F)
Evil
Nation 13, Elendin
Neutral
Unknown (Table F)
Good
Good
Nation 3
Good
Nation 3
Evil
NPC Evil, Dwar of Waw
Good
Neutral
Neutral
Evil
Neutral
Neutral
NPC Good, Tom
Bombadil
Evil
NPC Evil, Akhorahil

Assigned How?
Starts with NPC
Starts with NPC
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up

Can be chosen at set-up


Starts with NPC
Starts with Character
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Starts with NPC
Starts with NPC
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Can be chosen at set-up
Starts with NPC

Starts with NPC


Starts with NPC

Kin-strife

Appendix D Special Nation Abilities

Appendix D Special Nation Abilities

The following is a list of Special Nation Abilities that you may encounter in the game. Not all are available to nations at
game start.
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
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
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
New characters have a greater chance of gaining a bonus to their challenge rank
New characters have a greater chance of gaining a bonus to their stealth rank
Armies lose no morale for force marching.
Armies with food only lose 12 morale if forcemarching. Armies without food gain 12 morale when stationary,
only lose 12 morale if marching, and only lose 25 if forcemarching.
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
New emissaries can start with an emissary skill rank of up to 40 when created using the 734 Name Emissary
order
New mages can start with a mage skill rank of up to 40 when created using the 737 Name Mage order
New agents can start with an agent skill rank of up to 40 when created using the 731 Name Agent order
New commanders can start with a command skill rank of up to 40 when created using the 728 Name
Commander order
All new troop recruits start with training 20
All new troop recruits start with training 25
All new heavy infantry recruits start with training
Version 1.00

Kin-strife

Appendix D Special Nation Abilities

All new menatarms recruits start with training 25


The nation can build ships at 1/2 the usual timber cost
The nation can build ships at 1/3 the usual timber cost
The nation may build fortifications at 1/2 the usual timber cost
New armies start with a morale of 40
New armies may be hired at no cost
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)
Mages can learn the lost spell 502 Weakness
Mages can learn the lost spell 508 Conjure Mounts
Mages can learn the lost spell 510 Conjure Food
Mages can learn the lost spell 512 Conjure Hordes
Mages can learn the lost spell 244 Fearful Hearts
Mages can learn the lost spell 248 Fanaticism
Mages can learn the lost spell 246 Summon storms
Mages can learn the lost spell 314 Teleport
The orders 615 Assassinate Character and 620 Kidnap Character issued work as if the character has + 10 to
their agent skill rank
Navies can travel in open sea sectors without fear of storms or becoming lost
Navy warships have a strength of 4
Navy warships have a strength at 5
The nation can issue the following order to its characters, assuming the characters fulfil order requirements: 496
Build Road
The nation can issue the following order to its characters, assuming the characters fulfil order requirements: 960
Increase Caravan Prices
The nation can issue the following order to its characters, assuming the characters fulfil order requirements: 965
Reduce Caravan Prices

Version 1.00

Kin-strife

Appendix E Time-line

Appendix E Time-line

Any attempt to draw up a complete time-line of events in Middle-earth is doomed to failure, for the task of reducing many
volumes of writing into a brief outline is guaranteed to result in events some consider to be of vital importance being
missed out. And even here, where we have sought only to provide a background necessary for the understanding of the
events of the Kin-strife, the more that we included the more there was that seemed to need to be included, until a point
was reached when it became necessary to enforce a limit that may seem almost arbitrary. As such, this time-line is
necessarily incomplete. However, we hope that this will at least serve to set the events described in this module in their
proper context.

Before the First Age

In the years without time before the first age, Eru creates the Ainur, whose music becomes the lands of Arda.

The Years of the Lamps, the Years of the Trees, and The First Age.
The people of Arda are given shape and form. Elves, dwarves and men inhabit Middle-earth.
At the end of the First Age Morgoth, the Ancient Enemy, is overthrown, though his servant Sauron escapes.

The Second Age


1
32
c. 500
600
c. 1000
c. 1200
c. 1500
c. 1590
c. 1600
c. 1600
1693
1699
1701
c. 1800
3261
3262
3310
3319
3320
3429
3430
3434
3440
3441

The foundation of the Grey Havens in Middle-earth.


The Edain, three of the oldest houses of men, reach the Island of Numenor, west of Middle-earth.
Sauron stirs in Middle-earth.
The first Numenorean ships appear off the coasts of Middle-earth.
Sauron takes Mordor for his own. The building of Barad-dur begins.
Sauron, in disguise, seduces the elves of Eregion.
The forging of the Rings of Power by the elves of Eregion begins.
The Rings of Power are finished.
Sauron forges the One Ring, and completes Barad-dur.
Saurons true nature is revealed.
The War between Sauron and the Elves begins.
Sauron overruns Eregion and Eriador
Sauron driven out of Eriador. Middle-earth is divided, with the Westlands enjoying peace, but the rest of the
lands under Saurons darkness, which long endures.
From this time onwards, the Numenoreans begin to establish their presence on the coasts of Middle-earth.
Ar-Pharazon, King of Numenor, lands at Umbar to challenge Sauron.
Sauron is taken as prisoner to Numenor; historians argue as to whether this was truly in defeat, or by his own
will in order to corrupt the Numenoreans.
Sauron succeeds in seducing the Numenorean King, and in corrupting the people of Numenor.
The destruction of Numenor. Elendil and his sons Isildur and Anarion escape to Middle-earth.
As does Sauron, who, finding much of his lands retaken, retreats to the lands around Mordor.
The foundation of the Numenorean realms in exile, Arnor and Gondor.
Sauron attacks Gondor, taking Minas Ithil.
Isildur escapes, fleeing to Elendil in the North, whilst Anarion defends Minas Arnor and Osgiliath.
A Last Alliance of Elves and Men is formed
The host of the Alliance crosses the Misty Mountains, and defeat Sauron in the battle of Dagorlad.
Sauron escapes to Mordor, and the siege of Barad-dur begins.
Anarion is slain.
Sauron is overthrown by Elendil and the elven king Gil-galad. Elendil and Gil-galad are slain, Sauron passes
away, and the Ringwraiths go into the shadows. Isildur takes the One Ring.

Version 1.00

Kin-strife

The Third Age


1
2

Appendix E Time-line

A watch is placed on Mordor.


Isildur, King of Gondor and Arnor, is killed at the Gladden Fields while travelling north.
The One Ring vanishes from all knowledge.
857
Arnor is divided into three Kingdoms: Arthedain, Cardolan and Rhudaur.
1050 Gondor reaches the height of its power.
A shadow begins to fall on the Greenwood.
c.1000 The Istari come to Middle-earth.
c. 1100 The Istari and Eldar discover that an evil has come to Dol Guldur in the Greenwood. It is thought to be a Nazgul.
1240 The southern lands of Gondor become separated from the royal succession of Gondor, and are governed by
Calimehtar, the Captain of the Ships.
1248 King Minalcar of Gondor aids Vidugavia of Rhovanion in driving the Easterlings from their lands. An alliance is
formed between Gondor and Rhovanion.
1264 Valacar son of Minalcar weds Vidumavi daughter of Vidugavia, further cementing alliance between Gondor and
Rhovanion. Many southern Gondor nobles are uneasy.
1274 Castamir is born to Calmir, the son of Calimehtar, and Eldacar is born to King Valacar.
c.1300 Evil begins to encroach on the lands. Orcs appear in the Misty Mountains, the Nazgul are seen abroad,
and the Witch-king takes Angmar for his own.
1384 Castamir becomes Captain of the Ships.
1409 The Witch-king of Angmar invades the three Kingdoms of Arnor. Rhudaur and Cardolan are overwhelmed, and
only Arthedain succeeds in turning the Black Tide.
1432 King Valacar of Gondor dies, and Eldacar claims the throne. But as he is the son of a Rhovanion woman, the
southern nobility demand his abdication in favour of Castamir. Castamir refuses to abdicate, and civil war results.
1437 Osgiliath is burned, King Eldacar flees, and Castamir the Usurper takes the throne.
1447 After a ten year exile, Eldacar returns to reclaim the throne of Gondor.
The final act of the Kin-strife begins.

Version 1.00

Kin-strife

Appendix F New Orders

Appendix F New Orders


496 Build Road
Type of Order
Difficulty of Order
Order Number
Order Code

Command
Hard
496
BldRoad

Prerequisites

The character has emissary and command skill


The character is an army commander
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 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 characters 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,

942 Move Turn Map


Type of Order
Difficulty of Order
Order Number
Order Code

Emissary
Average
942
MvTnMap

Prerequisites

The character has emissary and command skill


The character is at their nations 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 nations capital must appear on the map after the move or
the order will fail. Success is based on both the characters emissary and command ranks, and how central to the map the
nations 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,

Version 1.00

Kin-strife

Appendix F New Orders

960 Increase Caravan Prices


Type of Order
Difficulty of Order
Order Number
Order Code

Command
Hard
960
IncrCar

Prerequisites

The character has emissary and command skill


The character is at their nations capital

Required Information

% price increase (1-50)

This order allows a character 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,

965 Reduce Caravan Prices


Type of Order
Difficulty of Order
Order Number
Order Code

Command
Hard
965
ReduCar

Prerequisites

The character has emissary and command skill


The character is at their nations capital

Required Information

% price decrease (1-50)

This order allows a character 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,

Version 1.00

Kin-strife

Appendix G Troop Descriptions

Appendix G Troop Descriptions


Nation #
1

Nation Name
Line of Eldacar

Rebels of Ered Lithui

Rhovanion

Horselords

Kingdom of Arnor

Quendi

Version 1.00

Troop Type
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms

Troop Description
Loyalist Mounted Knights
Loyalist Mounted Skirmishers
Loyalist Knights
Loyalist Pikemen
Loyalist Archers
Loyalist Militia
Mounted Rebel Lancers
Mounted Rebel Scouts
Rebel Axemen
Rebel Pikemen
Rebel Archers
Rebel Reserves
Riders of Rhovanion
Mounted Trackers
Rangers of Mirkwood
Woodsmen of the North
Forest Wardens
Foresters
Plainsman Lancers
Plainsman Mounted Scouts
Swordsmen of the North
Plainsman Scouts
Northmen Archers
Camp Guards
Mounted Knights of the Old Realm
Mounted Scouts
Knights of the Old Realm
Rangers of the North
Wildsmen Hunters
Footmen of Arnor
Mounted Knights of Elbereth
Outriders of the Golden Woods
Elven Swordsmen
Elven Scouts
Archers of the Galadhrim
Elven Spears

Kin-strife

Nation #
11

Nation Name
Line of Castamir

12

Line of Morlaen

13

Line of Elendin

14

Southron Kingdoms

15

Hithlum

16

Witch-realm of Angmar

21

Line of Tirkhor

22

Khazad

Version 1.00

Appendix G Troop Descriptions

Troop Type
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms

Troop Description
Mounted Knights of the Royal Guard
Mounted Watchmen
Knights of the Watch
Swordsmen of Gondor
Royal Crossbowmen
City Guardsmen
Mounted Enforcers
Mounted Inquisitors
Crimson Blades
Dark Legions
Black Archers
Footmen of the Night
Mounted Knights of the Old Guard
Scouts of the Realm
Knights of Gondor
Axemen of Gondor
Gondorian Crossbowmen
Footmen of Gondor
Mumakhil Riders
Desert Riders
Whirling Blades of the Sun
Pikemen of the Sun
Black-feather Bowmen
Hordes of the Desert
Riders of the Crimson Sword
Mounted Raiders
Scimitars of the East
Nomad Skirmishers
Archers of the Poison Bite
Slaves
Dark Riders of the North
Warg Riders
Troll Footsoldiers
Orc Hordes
Goblin Archers
Hill-men Clansmen

Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms
Heavy Cavalry
Light Cavalry
Heavy Infantry
Light Infantry
Archers
Men at Arms

Mounted Knights of the Swan


Mounted Scouts
Knights of Belfalas
Guards of the Fief
Royal Crossbowmen
Tower Watchmen
Mounted Axemen
Mounted Scouts
Axemen of the Mithril Blade
Hammer Guard
Crossbowmen of the Silver Seam
Dwarven Phalanx

Kin-strife

Appendix H Climate/Terrain Modifiers

Appendix H Climate/Terrain Modifiers


Nation 1 Line of Eldacar
Climate/Terrain
Shore
Polar
0.9
Severe
0.93
Cold
0.95
Cool
0.98
Mild
1
Warm
0.98
Hot
0.95
Nation 2 Rebels of Ered Lithui
Climate/Terrain
Shore
Polar
0.78
Severe
0.8
Cold
0.83
Cool
0.85
Mild
0.9
Warm
0.88
Hot
0.85

Nation 3 - Rhovanion
Climate/Terrain
Shore
Polar
0.88
Severe
0.9
Cold
0.93
Cool
0.95
Mild
1
Warm
1
Hot
0.95
Nation 4 - Horselords
Climate/Terrain
Shore
Polar
0.9
Severe
0.93
Cold
0.95
Cool
0.98
Mild
1
Warm
1
Hot
0.95

Version 1.00

Plains

Rough

Forest

Desert

Swamp

Mountains

1
1.03
1.05
1.08
1.1
1.08
1.05

0.9
0.93
0.95
0.98
1
0.98
0.95

0.85
0.88
0.9
0.93
0.95
0.93
0.9

0.88
0.9
0.93
0.95
0.98
0.95
0.93

0.85
0.88
0.9
0.93
0.95
0.93
0.9

0.85
0.88
0.9
0.93
0.95
0.93
0.9

Plains

Rough

Forest

Desert

Swamp

Mountains

0.78
0.8
0.83
0.85
0.9
0.88
0.85

0.83
0.85
0.88
0.9
0.95
0.93
0.9

0.88
0.9
0.93
0.95
1
0.98
0.95

0.88
0.9
0.93
0.95
1
0.98
0.95

0.78
0.8
0.83
0.85
0.9
0.88
0.85

0.98
1
1.03
1.05
1.1
1.08
1.05

Plains

Rough

Forest

Desert

Swamp

Mountains

0.9
0.93
0.95
0.98
1.03
1.03
0.98

0.88
0.9
0.93
0.95
1
1
0.95

0.83
0.85
0.88
0.9
0.95
0.95
0.9

0.83
0.85
0.88
0.9
0.95
0.95
0.9

0.78
0.8
0.83
0.85
0.9
0.9
0.85

0.78
0.8
0.83
0.85
0.9
0.9
0.85

Plains

Rough

Forest

Desert

Swamp

Mountains

1
1.03
1.05
1.08
1.1
1.1
1.05

0.9
0.93
0.95
0.98
1
1
0.95

0.85
0.88
0.9
0.93
0.95
0.95
0.9

0.85
0.88
0.9
0.93
0.95
0.95
0.9

0.83
0.85
0.88
0.9
0.93
0.93
0.88

0.85
0.88
0.9
0.93
0.95
0.95
0.9

Kin-strife

Nation 5 Kingdom of Arnor


Climate/Terrain
Shore
Polar
0.95
Severe
0.95
Cold
0.98
Cool
1
Mild
1.03
Warm
1.03
Hot
0.98
Nation 6 - Quendi
Climate/Terrain
Polar
Severe
Cold
Cool
Mild
Warm
Hot

Plains

Rough

Forest

Desert

Swamp

Mountains

0.93
0.93
0.95
0.98
1
1
0.95

0.93
0.93
0.95
0.98
1
1
0.95

0.88
0.88
0.9
0.93
0.95
0.95
0.9

0.88
0.88
0.9
0.93
0.95
0.95
0.9

0.85
0.85
0.88
0.9
0.93
0.93
0.88

0.83
0.83
0.85
0.88
0.9
0.9
0.85

Shore

Plains

Rough

Forest

Desert

Swamp

Mountains

0.9
0.95
0.98
1
1.03
1.03
0.98

0.9
0.95
0.98
1
1.03
1.03
0.98

0.83
0.88
0.9
0.93
0.95
0.95
0.9

1
1.05
1.08
1.1
1.13
1.13
1.08

0.85
0.9
0.93
0.95
0.98
0.98
0.93

0.8
0.85
0.88
0.9
0.93
0.93
0.88

0.83
0.88
0.9
0.93
0.95
0.95
0.9

Plains

Rough

Forest

Desert

Swamp

Mountains

0.93
0.98
1
1.03
1.05
1.03
1

0.88
0.93
0.95
0.98
1
0.98
0.95

0.83
0.88
0.9
0.93
0.95
0.93
0.9

0.8
0.85
0.88
0.9
0.93
0.9
0.88

0.8
0.85
0.88
0.9
0.93
0.9
0.88

0.85
0.9
0.93
0.95
0.98
0.95
0.93

Plains

Rough

Forest

Desert

Swamp

Mountains

0.83
0.85
0.88
0.9
0.95
0.95
0.95

0.8
0.83
0.85
0.88
0.93
0.93
0.93

0.8
0.83
0.85
0.88
0.93
0.93
0.93

0.78
0.8
0.83
0.85
0.9
0.9
0.9

0.78
0.8
0.83
0.85
0.9
0.9
0.9

0.8
0.83
0.85
0.88
0.93
0.93
0.93

Nation 11 Line of Castamir


Climate/Terrain
Shore
Polar
0.88
Severe
0.93
Cold
0.95
Cool
0.98
Mild
1
Warm
0.98
Hot
0.95
Nation 12 Line of Morlaen
Climate/Terrain
Shore
Polar
0.78
Severe
0.8
Cold
0.83
Cool
0.85
Mild
0.9
Warm
0.9
Hot
0.9

Version 1.00

Appendix H Climate/Terrain Modifiers

Kin-strife

Nation 13 Line of Elendin


Climate/Terrain
Shore
Polar
0.98
Severe
1
Cold
1.03
Cool
1.05
Mild
1.1
Warm
1.1
Hot
1.1

Plains

Rough

Forest

Desert

Swamp

Mountains

0.93
0.95
0.98
1
1.05
1.05
1.05

0.83
0.85
0.88
0.9
0.95
0.95
0.95

0.8
0.83
0.85
0.88
0.93
0.93
0.93

0.85
0.88
0.9
0.93
0.98
0.98
0.98

0.83
0.85
0.88
0.9
0.95
0.95
0.95

0.78
0.8
0.83
0.85
0.9
0.9
0.9

Rough

Forest

Desert

Swamp

Mountains

0.85
0.88
0.9
0.93
0.98
0.98
0.98

0.8
0.83
0.85
0.88
0.93
0.93
0.93

1
1.03
1.05
1.08
1.13
1.13
1.13

0.83
0.85
0.88
0.9
0.95
0.95
0.95

0.85
0.88
0.9
0.93
0.98
0.98
0.98

Nation 14 Southron Kingdoms


Climate/Terrain
Shore
Plains
Polar
0.88
0.83
Severe
0.9
0.85
Cold
0.93
0.88
Cool
0.95
0.9
Mild
1
0.95
Warm
1
0.95
Hot
1
0.95
Nation 15 - Hithlum
Climate/Terrain
Polar
Severe
Cold
Cool
Mild
Warm
Hot

Shore

Plains

Rough

Forest

Desert

Swamp

Mountains

0.95
0.98
0.98
0.98
1.03
1
0.98

1.03
1.05
1.05
1.05
1.1
1.08
1.05

0.98
1
1
1
1.05
1.03
1

0.83
0.85
0.85
0.85
0.9
0.88
0.85

0.95
0.98
0.98
0.98
1.03
1
0.98

0.85
0.88
0.88
0.88
0.93
0.9
0.88

0.85
0.88
0.88
0.88
0.93
0.9
0.88

Rough

Forest

Desert

Swamp

Mountains

0.95
0.98
1
0.98
0.98
0.95
0.93

0.9
0.93
0.95
0.93
0.93
0.9
0.9

0.95
0.98
1
0.98
0.98
0.95
0.93

0.95
0.98
1
0.98
0.98
0.95
0.93

1.05
1.08
1.1
1.08
1.08
1.05
1.03

Nation 16 Witch-realm of Angmar


Climate/Terrain
Shore
Plains
Polar
0.93
0.93
Severe
0.95
0.95
Cold
0.98
0.98
Cool
0.95
0.95
Mild
0.95
0.95
Warm
0.93
0.93
Hot
0.9
0.9

Version 1.00

Appendix H Climate/Terrain Modifiers

Kin-strife

Nation 21 Line of Tirkhor


Climate/Terrain
Shore
Polar
0.9
Severe
0.93
Cold
0.95
Cool
0.98
Mild
1.03
Warm
1.03
Hot
1
Nation 22 - Khazad
Climate/Terrain
Polar
Severe
Cold
Cool
Mild
Warm
Hot

Version 1.00

Appendix H Climate/Terrain Modifiers

Plains

Rough

Forest

Desert

Swamp

Mountains

0.88
0.9
0.93
0.95
1
1
0.98

0.85
0.88
0.9
0.93
0.98
0.98
0.95

0.83
0.85
0.88
0.9
0.95
0.95
0.93

0.85
0.88
0.9
0.93
0.98
0.98
0.95

0.8
0.83
0.85
0.88
0.93
0.93
0.9

0.78
0.8
0.83
0.85
0.9
0.9
0.88

Shore

Plains

Rough

Forest

Desert

Swamp

Mountains

0.93
0.95
0.98
0.98
0.98
0.98
0.98

0.95
0.98
1
1
1
1
1

1.03
1.05
1.08
1.08
1.08
1.08
1.08

0.83
0.85
0.88
0.88
0.88
0.88
0.88

0.9
0.93
0.95
0.95
0.95
0.95
0.95

0.88
0.9
0.93
0.93
0.93
0.93
0.93

1.1
1.13
1.15
1.15
1.15
1.15
1.15

Kin-strife

Appendix I Nation Set-up Form

Appendix I Nation Set-up Form

We recommend that you use the Nation set-up files (available on request or from our website) to design and submit your
Nation set-ups. However, if you prefer to submit them by hand, please complete the following form and send it to us, or
submit the details requested on the form by email. Please add more lines to any table field to fit options purchased as
required. If you have not had a nation allocated to you, please submit set-ups for as many nations (that you are willing to
play) as possible.

Nation Set-up form


General Details

Nation name:
Your name:
Your account number:
Game # (if known):
Friends you are joining with (if any):
Players that are joining game that youd like to be on your side (if any):
Players that you would not like to be on your side (if any):
Any other special requirements or requests:

Table F)
i)
ii)

Points sub-total for Table F:

Table J
i)
ii)
iii)

Points sub-total (must be 3000) for Table J:

Table N
i)
ii)
iii)
iv)
v)

Points sub-total for Table N (must be at least 4,000):

Table R)
i)
ii)
iii)
iv)
v)

Points sub-total for Table R:

Table V)
i)
ii)
iii)

Points sub-total for Table V (must be at least 4,000):


Points Total (must be 23,000 or less):

Version 1.00

Kin-strife

Appendix 2 Pre Set-up Map

This is the default map, pre set-ups.

Version 1.00

Appendix 2 Pre Set-up Map

Kin-strife

Disclaimer

Adanedhel, Adelard Took, Adorn, Adrahil captain to Ondoher, Adrahil father of Imrahil, Aduial, Adnaic, Adnakhr, Adurant, Aeglos, Aeglos, Aegnor, Aelin-uial, Aeluin, Aerandir, Aerin, Afterborn, Aftercomers, Afterlithe, Afteryule, Agarwaen, Aghan, Aglarond, Aglon, Aiglos, Ailinel, Ainulindal, Ainur, Music of the Ainur, Aiwendil, Akallabth,
Akallabth, Alatar, Alatriel, Alcarin, Alcarin, Alcarinqu, Alcarondas, Aldamir, Aldarion, Aldarion, Erendis, Aldaron, Aldburg, Alda, Aldor, Alfirin, Algund, Almaida, Almaren, Almarian, Almiel, Alqualond, Altriel, Aman, Mountains of Aman, Amandil, Amari, Amdr, Amlach, Amlaith of Fornost, Amon Amarth, Amon Anwar, Amon Darthir, Amon Dn,
Amon Ereb, Amon Ethir, Amon Gwareth, Amon Hen, Amon Lanc, Amon Lhaw, Amon Obel, Amon Rdh, Amon Sl, Tower of Amon Sl, Amon Uilos, Amras, Amrod, Amroth, Cerin Amroth, Anach, Pass of Anach, Anadn, Anar, Anardil of Gondor, Anardil of Nmenor, Anrion son of Elendil, Anrion son of Ancalim, Anborn, Ancalagon, Ancalim,
Andor, Andram, Andrast, Andrath, Andrg, Androth, Anduin, Ethir Anduin, Mouths of Anduin, Vales of Anduin, Andni, Bay of Andni, Lord of Andni, Andril, Andustar, Andwise Roper, Andy Roper, Anemones, Anfalas, Anfauglir, Anfauglith, Angainor, Angamait, Angband, High-captain of Angband, Siege of Angband, Angbor, Angerthas,
Anghabar, Anglachel, Angle Eriador, Angle Lrien, Angmar, Angren, Angrenost, Angrist, Angrod, Anguirel, Annael, Annatar, Annon-in-Gelydh, Annminas, Sceptre of Annminas, Stone of Annminas, Anor, Flame of Anor, Minas Anor, Anrien, Anor-stone, Apannar, Appledore, Ar-Abattrik, Arador, Ar-Adnakhr, Araglas, Aragorn Elessar,
Aragorn I, Aragost, Arahad I, Arahad II, Arahael, Araman, Aranarth, Arandor, Arandur, Aranel, Aranrth, Arantar, Aranuir, Aranw, 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-Gimilzr, Argonath, Gates of Argonath, Argonui, Arien, Ar-Inziladn, Arkenstone, Armenelos, Arminas, Arnor, Dnedain of Arnor, King of Arnor, King of Gondor and Arnor, Arod, Aros, Fords of Aros, Arossiach, Ar-Pharazn, ArSakalthr, 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-Zimrathn, Ascar, Asfaloth, Ash Mountains, Ashen Mountains, Asphodel, Astron, Atalant, Atanalcar, Atanamir, Atanatar I, Atanatar II Alcarin, Atanatri,
Atani, Atarinya, Athelas, Athrad Angren, Aul, Aulendil, Avalln, Tower of Avalln, Avari, Avathar, Awakening of Men, Axantur, Azaghl, 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-dr, Downfall of Barad-dr, Fall of Barad-dr, Lord of Barad-dr, Siege of Barad-dr, 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
Andni, 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, Dredain of Beleriand, Elves of Beleriand, Ruin of
Beleriand, Wars of Beleriand, West Beleriand, Belfalas, Bay of Belfalas, Bell Goodchild, Belladonna Took, Belthil, Belthronding, Bma, Bent World, Bor, House of Bor, People of Bor, Beorn, Beornings, Bereg, Beregar, Beregond Steward of Gondor, Beregond soldier of Gondor, Beren Erchamion, Beren of Gondor, Bergil, Bert, Berthiel, Cats of
Queen Berthiel, 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 Nmenreans, 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, Br, 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-hm, Brand, Brandagamba, Kalimac
Brandagamba, Branda-nn, 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-dm, 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 Lofa, Bucca of the Marish, Buck Hill, Buckland, Master of Buckland, Buckland Gate, Bucklanders, Bucklebury, Bucklebury Ferry, Budgeford,
Bullroarer, Bunce, Mimosa Bunce, Bundushathr, Bungo Baggins, Burrum, 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, Caragdr, Caranthir, Dor Caranthir, Caras Galadhon, Carc,
Carcharoth, Carchost, Cardolan, Carl Cotton, Carn Dm, Carnen, Carnil, Carrock, Castamir, Cats, Cats of Queen Berthiel, Caves of Androth, Caves of the Forgotten, Cave-trolls, Cedars, Celandine Brandybuck, Celduin, Celebdil, Celeborn Lord of Lrien, Celeborn White Tree, Celebrant, Battle of the Field of Celebrant, Field of Celebrant,
Celebran, Celebrimbor, Celebrindal, Celebrindor, Celebros, Celegorm, Celepharn, Celon, Celos, Cemendur, Ceorl, Cerin Amroth, Cermi, Chamber of Mazarbul, Chamber of Records, Chetwood, Chica Chubb, Chief, Chieftain of the Dnedain, Chieftain of the North, Children of Aul, Children of Hrin, Tale of the Children of Hrin, Children of
Ilvatar, Children of the Sun, Chubb, Chica Chubb, Chubb-Baggins, Falco Chubb-Baggins, Poppy Chubb-Baggins, Circles of the World, Crdan the Shipwright, Ciril, Cirion, Cirith Dath, 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, Coir, Cold-drakes, Coldfells, Combe, Common Speech, Company of the Ring, Coranar, Cordial of Imladris, Cormallen, Corn, Corollair, Corsairs of Umbar, Cotman, Cottar, Bowman Cotton, Carl Cotton, Farmer Cotton, Holman Cotton,
Jolly Cotton, Long Horn Cotton, Mrs. Cotton, Nibs Cotton, Nick Cotton, Rose Cotton, Tolman Cotton junior, Tolman Cotton senior, Tom Cotton junior, Tom Cotton senior, Wilcome Cotton, Council of Elrond, Council of Gondor, Council of the Sceptre, Council of the Wise, Cracks of Doom, Cram, Crebain, Crickhollow, Crissaegrim, Crossing of Poros,
Crossings of Teiglin, Cross-roads, Crown of Gondor, Cuivinen, Culumalda, Curufin, Curufinw, Curumo, Curunr, Nan Curunr, Cthalion, Daeron, Dagnir Glaurunga, Dagor Aglareb, Dagor Bragollach, Dagor Dagorath, Dagorlad, Battle of Dagorlad, Dagor-nuin-Giliath, Din I, Din II Ironfoot, Daisy Gamgee, Daisy Gardner, Dale, Battle of Dale, King
of Dale, Lord of Dale, Men of Dale, Damrod, Dark Country, Dark Elf, Dark Elves, Dark Land, Dark Lord, Dark Mountains, Dark Plague, Dark Power, Dark Throne, Dark Tower, Dark Years, Darkening of Valinor, Darkness, Great Darkness, Daystar, King of the Dead, Paths of the Dead, Dead Marshes, Dead Men, Dagol, Deathless, Deep Elves,
Deepdelver, Deephallow, Deeping, Deeping Wall, Deeping-coomb, Deeping-stream, Deer's Leap, Demons, Denethor I, Denethor II, Denethor of the Nandor, Dor, Dorwine, Derndingle, Dernhelm, Derufin, Dervorin, Desolation of the Dragon, Diamond of Long Cleeve, Dimbar, Dimholt, Dimrill Dale, Dimrill Stair, Dimrost, Dn, Dior of Doriath, Dior of
Gondor, Drhael, Drhavel, Ds, Disaster of the Gladden Fields, Dol Amroth, Lord of Dol Amroth, Prince of Dol Amroth, Dol Baran, Dol Guldur, Dolmed, Dome of Stars, Doom of Mandos, Doom of Men, Doomsman of the Valar, Door of Night, Doors of Durin, Doors of Felagund, Dor Caranthir, Dor Daedeloth, Dor Dnen, Dor Firn-i-Guinar, Dora
Baggins, Dor-Carthol, Dor-en-Ernil, Dori, Doriath, Elves of Doriath, King of Doriath, Queen of Doriath, Ruin of Doriath, Dorlas, Dor-lmin, Dragon-helm of Dor-lmin, Lady of Dor-lmin, Lord of Dor-lmin, Men of Dor-lmin, Dor-nu-Fauglith, Dorthonion, Men of Dorthonion, Dorwinion, Downfall of Barad-dr, Downfall of Nmenor, Downfallen, Dragon
of Erebor, Desolation of the Dragon, Dragon-helm of Dor-lmin, Dragons, Father of Dragons, Green Dragon, Dragon-spell, Dramborleg, Draugluin, Dread Helm, Drengist, Drogo Baggins, Dr, Dradan Forest, Drath, Dredain, Dredain of Beleriand, Drg-folk, Drughu, Drgs, Drin, Drwaith Iaur, Dry River, Dudo Baggins, Duilin, Duilwen, Duinhir,
Dnadan, Dnedain, Chieftain of the Dnedain, Kingdoms of the Dnedain, Dnedain of Arnor, Dnedain of the North, Dnedain of the South, Dunharrow, Dnhere, Dunland, Dunlendings, Dunlendish, Durin I the Deathless, House of Durin, Durin III, Doors of Durin, Durin VI, Durin VII, Durin's Bane, Durin's Day, Durin's Folk, King of Durin's Folk,
Durin's Tower, Durthang, Dwalin, Dwarf-road of Beleriand, Dwarf-road of Mirkwood, Dwarf-tongue, Dwarrowdelf, Fathers of the Dwarves, Petty-dwarves, War of the Dwarves and Orcs, Dwarves of Belegost, Dwarves of Erebor, Dwarves of Khazad-dm, Dwarves of Moria, Dwarves of the Iron Hills, Dwimmerlaik, Dwimorberg, Dwimordene, E, adig,
King of Eagles, Lord of Eagles, Embar, Erendil of Gondor, Erendil the Mariner, Star of Erendil, Erendur King of Arnor, Erendur Lord of Andni, Erendur son of Tar-Amandil, Ernil I, Ernil II, Ernur, Errm, Erwen, East Beleriand, East Bight, East Road, East Wall of Rohan, Eastemnet, Easterlings, Eastfarthing of the Shire, First
Eastfarthing Troop, Eastfold, East-gate of Moria, Eastlands of Middle-earth, Eastlands of Nmenor, Eastmarch of the Shire, East-mark, Marshal of the East-mark, East-victor, East-West Road, Echoing Mountains, Echoriath, Echuir, Ecthelion I, Tower of Ecthelion, Ecthelion II, Ecthelion of the Fountain, Edain, First House of the Edain, Third House of
the Edain, Three Houses of the Edain, Edhellond, Edhil, Ednew, Edoras, Muster of 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, Eldali, Eldalond, Eldamar, Bay of Eldamar,
Eldar, Eldarin, Eldarion, Elder Children of Ilvatar, Elder Days, Elder Kindred, Elder King, Eldest, Eledhwen, Elemmakil, Elemmr (Elf), Elemmr (star), Elend, 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,
Elentri, Elentirmo, Elenw, Elephants, Elessar of Aragorn, Elessar of Erendil, Elestirn, 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, Eluchl, Elurd, Elurn, Elvenesse,
Elvenhome, Elvenking, Elven-rings, Elven-smiths, Elven-tongue, Elven-tree, Fair Elves, Green-elves, Grey-elves, High Elves, High King of the Elves, Light-elves, Sea-elves, Silvan Elves, Wood-elves, Elves of Beleriand, Elves of Doriath, Elves of Eregion, Elves of Eressa, Elves of Lindon, Elves of Lrien, Elves of Middle-earth, Elves of Mirkwood,
Elves of Nargothrond, Elves of Ossiriand, Elves of Sirion, Elves of the Falas, Elves of the Havens, Elves of the Light, Elves of the Twilight, Elves of the Wood, Elves of Thranduil, Elves of Valinor, Silvan Elvish, Elw Singollo, Elwing, Emeldir, Emeri, Emerwen Aranel, Empty Lands, Emyn Arnen, Lord of Emyn Arnen, Emyn Beraid, Emyn Duir, Emyn
Muil, Emyn Uial, Emyn-nu-Fuin, Enchanted Isles, Enchanted River, Encircling Mountains, Encircling Sea, Enderi, Endless Stair, Endor, Endre, Enedwaith, Enemy, Enerdhil, Engwar, Ennor, Ent-draughts, Ent-houses, Entings, Entish, Entmoot, Ents, Entuless, Entwade, Entwash, Mouths of Entwash, Entwives, Entwood, Envinyatar, oher, El,
omer adig, omund of Eastfold, Enw, oreds, Eorl, House of Eorl, Oath of Eorl, Ride of Eorl, Sons of Eorl, Eorlingas, Eorlings, othain, othod, Lord of the othod, Men of the othod, owyn, Ephel Brandir, Ephel Dath, Eradan, Erchamion, Erebor, Dragon of Erebor, Dwarves of Erebor, Gate of Erebor, Quest of Erebor, Ereborian Cirth,
Erech, Hill of Erech, Stone of Erech, Ered Engrin, Ered Gorgoroth, Ered Lindon, Ered Lithui, Ered Lmin, Ered Luin, Ered Mithrin, Ered Nimrais, Ered Wethrin, Eregion, Elves of Eregion, Lord of Eregion, Ereinion Gil-galad, Erelas, Erellont, Erendis, White House of Erendis, Eressa, Elves of Eressa, Erestor, Eriador, Erkenbrand, Ernil i Pheriannath,
Eru, Eruhantal, Eruhni, Erui, Erukyerm, Eryn Lasgalen, Eryn Vorn, Esgalduin, Esgaroth, Esmeralda Took, Est, Estel, Estella Bolger, Estelmo, Estolad, Ethir, Ethir Anduin, Ethraid Engrin, Ethring, Ethuil, Ettenmoors, Evendim, Hills of Evendim, Evendim Lake, Evenstar, Everard Took, Evereven, Everholt, Boar of Everholt, Evermind, Evernight,
Ever-young, Exile of the Noldor, Exiles of Gondolin, Exiles of Nmenor, Realms in Exile, Eye of Mordor, Eye of Sauron, Ezellohar, Faelivrin, Faerie, Fair Elves, Fairbairn, Elfstan Fairbairn, Falas, Elves of the Falas, Falastur, Falathar, Falathrim, Falco Chubb-Baggins, Fall of Barad-dr, Fall of Fingolfin, Fall of Gil-galad, Fall of Gondolin, Fall of
Nargothrond, Fall of the Noldor, Fallohides, Falls of Rauros, Falls of Sirion, Falmari, Fang, Fangorn, Forest of Fangorn, Fangorn Forest, Fanuidhol, Far Downs, Far Harad, Faramir son of Denethor II, Faramir son of Ondoher, Faramir Took I, Farewell Party, Farin, Farmer Cotton, Farmer Maggot, Farthings, Far-wanderer, Fastolph Bolger, Fastred of
Greenholm, Fastred of Rohan, Father of Dragons, Father of the Isle, Fathers of Men, Fathers of the Dwarves, Fatty Bolger, Fatty Lumpkin, Fanor, House of Fanor, Oath of Fanor, Sons of Fanor, Fanorian, Fanorian Lamps, Fanturi, Felagund, Doors of Felagund, Finrod Felagund, Felarf, Fell Winter of the Third Age, Fellowship of the Ring,
Fen Hollen, Fen of Serech, Fengel, Fenmarch, Fens of Sirion, Ferny, Bill Ferny, Ferumbras Took II, Ferumbras Took III, Field of Celebrant, Battle of the Field of Celebrant, Field of Cormallen, Fiery Mountain, Fli, Filibert Bolger, Fimbrethil, Finarfin, House of Finarfin, Findegil, Finduilas of Dol Amroth, Finduilas of Nargothrond, Finglas, Fingolfin, Fall
of Fingolfin, House of Fingolfin, Fingon, Finrod Felagund, Finw, Fire of Ilvatar, Fire-drakes, Firefoot, Fire-mountain, Friel, Firien Wood, Firienholt, Frimar, Firith, First Age, First Battle, First Battle of the Fords of Isen, First Eastfarthing Troop, First Homely House, First House of the Edain, First Marshal of the Riddermark, Firstborn, Firth of Drengist,
Fladrif, Flambard Took, Flame Imperishable, Flame of Anor, Flame of the West, Flame of Udn, Flets, Flight of the Noldor, Floating Log, Foam-flower, Foe-hammer, Folca, Folco Boffin, Folcred, 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, Frr, Fra, Fralf Hildeson, Frawine, Freca, Fredegar Bolger, Free Peoples, Frerin, Friend-of-Men, Frodo Baggins, Frodo Gardner, Frogmorton, Front Gate, Frr, 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-lmin, Galdor of the Havens, Galenas, Galion, Glmd, 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, Ghn, Ghn-buri-Ghn, 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, Gimilkhd, 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, Glin son of Grin, Glin son of Thorin I, Glredhel, 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, Gorgn, 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 Thrin, 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, Grma Wormtongue, Grimbeorn the Old, Grimbold of Westfold, Grip, Grishnkh, Grithnir, Grin, Grond battering-ram, Grond Hammer of the Underworld, Grr, 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, Guthlf, Gthwin, Gwaeron, Gwaihir, Gwaith-i-Mrdain, Gwathir, Gwathl, Gwindor, Hadhodrond, Hador Lrindol, Helm of Hador, House of Hador, People of Hador, Hador of Gondor, Hal Gamgee, Haladin, Halbarad, Haldad, Haldan, Haldar, Haldir of Lrien,
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, Hma, 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, Helcarax, Helevorn, Hells of Iron, Helluin, Helm Hammerhand, Helm of Hador, Land of Bow and Helm, Helm's Deep, Helm's Dike, Helm's Gate, Henderch, Henneth Annn, Her Ladyship, Herblore of
the Shire, Herion, Herucalmo, Herugrim, Herumor, Hewer of Caves, Hidden City, Hidden King, Hidden Kingdom, Hidden Realm, Hidden Rock, High Elves, High Faroth, High Hay, High King, High King of Arda, High King of the Elves, High King of the Noldor, High Ones of Arda, High Pass, High-captain of Angband, Highday, High-elven, Hildeson,
Hildifons Took, Hildigrim Took, Hildor, Hildrien, Hill of Erech, Hill of Himring, Hill of Sight, Hill of Spies, Hill of the Eye, Hill-men, Hills of Evendim, Hill-trolls, Himlad, Himling, Himring, Hill of Himring, Hirgon, Hirilond, Hrilorn, Hirluin, Hsilm, Hsim, Hithaeglir, Hither Lands, Hither Shore, Hithlain, Hithlum, Hithui, Hoarwell, Hob Gammidge, Hob
Hayward, Hobbit-holes, Hobbiton, Hobbiton Hill, Hobbits, Hobbits of Bree, Hobbits of the Shire, Hobgoblins, Hobson, Holbytlan, Holdwine, Hollin, Holman Cotton, Holman Greenhand, Holman the greenhanded, Holy Mountain: Meneltarma, Holy Mountain: Taniquetil, Holy Ones, Hornblower, Old Toby Hornblower, Tanta Hornblower, Tobold
Hornblower, Hornburg, Battle of the Hornburg, Horn-call of Buckland, Hornrock, Horsebreeders, Horse-lords, White Horse, Hound of Valinor, House of Bor, House of Durin, House of Elendil, House of Elrond, House of Elros, House of Eorl, House of Fanor, House of Finarfin, House of Fingolfin, House of Hador, House of Haleth, House of Hrin,
House of Isildur, House of Ransom, House of the Golden Flower, House of the Mrdain, House of the Stewards, Houses of Healing, Houses of the Dead, Hrv, Huan, Huggins, William Huggins, Hugo Bracegirdle, Hunter (Creature of Morgoth), Hunter (Title), Hunthor, Hunting of the Wolf, Huntsman of the Valar, Huor, Huorns, Hrin I, Hrin II, Hrin
of Emyn Arnen, House of Hrin, Hrin Thalion, Children of Hrin, Narn i Hn Hrin, Tale of the Children of Hrin, Hrin the Tall, Hyarastorni, Hyarmendacil I, Hyarmendacil II, Hyarmentir, Hyarnustar, Hyarrostar, Iarwain Ben-adar, Iavas, bal, Ibun, Icebay of Forochel, Idril Celebrindal, Illuin, Ilmar, Ilmarin, Ilmen, Ilvatar, Children of Ilvatar, Vision of
Ilvatar, Younger Children of Ilvatar, Imlach, Imlad Morgul, Imladris, Imloth Melui, Imrahil, Imrazr, Incnus, Indis, Inglorion, Ingold, Ingw, Inscrutable, Inziladn, Inzilbth, Ioreth, rimon, Iris, Irmo, Iron Crown, Iron Hills, Dwarves of the Iron Hills, Iron Mountains, Iron of Death, Ironfoot, Isen, Battles of the Fords of Isen, First Battle of the Fords of
Isen, Fords of Isen, Second Battle of the Fords of Isen, Isengar Took, Isengard, Gate of Isengard, Isengarders, Isengrim Took II, Isengrim Took III, Isenmouthe, Isil, Isildur, Heir of Isildur, House of Isildur, Scroll of Isildur, Isildur's Bane, Isildur's Heir, Isilm, Isilmo, Island of Nmenor, Isle of Almaren, Isle of Balar, Isle of Nmenor, Isle of Werewolves,
Istar, Istari, Isumbras Took I, Isumbras Took III, Isumbras Took IV, Ithil, Ithildin, Ithilien, Prince of Ithilien, South Ithilien, Ithil-stone, Ithryn, Ithryn Luin, Ivanneth, Ivorwen, Ivrin, Eithel Ivrin, Pools of Ivrin, Jewels of Fanor, Jolly Cotton, Kalimac Brandagamba, Karningul, Keepers of the Three Rings, Last Riding of the Keepers, Kelos, Kelvar, Kementri,
Key of Orthanc, Khaml, Khand, Khazd, Khazad-dm, Dwarves of Khazad-dm, King of Khazad-dm, Kheled-zram, Khm, Khuzdul, Kibil-nla, Kli, Kindler, Kine of Araw, King of Arda, King of Arnor, King of Arthedain, King of Dale, King of Doriath, King of Durin's Folk, King of Eagles, King of Gondolin, Tower of the King, King of Gondor, City of
the Kings, King of Gondor and Arnor, King of Khazad-dm, King of Lrien, King of Nargothrond, King of Nmenor, City of the Kings, King of Nmenr, King of Rhovanion, King of Rohan, King of the Dead, King of the Mark, King of the Noldor, King of the Sea, King of the West, King under the Mountain, King's Archers, King's Company, King's Court,
King's Heir, King's House, King's Men, King's Reckoning, King's Riders, King's Writer, Kingdom of the South, Kingdom under the Mountain, Kingdoms of the Dnedain, Kings of Men, Kingsfoil, Kingsland, Kinslaying, Kin-strife, Kiril, Kirinki, Kuduk, Labadal, Ladros, Lady of Dor-lmin, Lady of Lrien, Lady of Rohan, Lady of the Galadhrim, Lady of the
Golden Wood, Lady of the Seas, Lady of the Shield-arm, Lady of the Star-brow, Lady of the Stars, Laer, Lagduf, Laiquendi, Lair, Lake Evendim, Lake Mithrim, Lake-men, Lake-town, Master of Lake-town, Lalaith, Lalia Clayhanger, Lamedon, Lammoth, Lamps of the Valar, Land of Bow and Helm, Land of Gift, Land of Seven Rivers, Land of the
Dead that Live, Land of the Halflings, Land of Willows, Landroval, Langflood, Langstrand, Langwell, Lanthir Lamath, Largo Baggins, Larnach, Lasse-lanta, Last Alliance of Elves and Men, War of the Last Alliance, Last Battle, Last Bridge, Last Desert, Last Gate, Last Homely House, Last Riding of the Keepers, Lthspell, Laura Grubb, Laurelin,
Laurelindrenan, Lay of Leithian, Leaflock, Lebennin, Lebethron, Lefnui, Legolas Greenleaf, Legolin, Lembas, Lenw, Lod, Lofa, Lhn Gulf of, Lhn River, Lidless Eye, Lieutenant of the Tower of Barad-dr, Light-elves, Lilies, Water-lilies, Lily Baggins, Lily Brown, Limlaith, Limlight, Linaewen, Linda Baggins, Lindar, Lindens, Lindir, Lindon, Elves of
Lindon, Ered Lindon, Lindri, Lindrinand, Line of Elros, Linhir, Lithe, Lithlad, Little Delving, Little Folk, Little Gelion, Little People, Loa, Lobelia Sackville-Baggins, Lockholes, Loeg Ningloron, Lond, Lmion, Lond Daer, Lone-lands, Lonely Isle, Lonely Mountain, Heart of the Mountain, King under the Mountain, Kingdom under the Mountain, Long
Cleeve, Diamond of Long Cleeve, Long Horn, Long Horn Cotton, Long Lake, Long Wall, Long Winter, Longbeards, Longbottom, Longbottom Leaf, Longholes, Longo Baggins, Long-worms, Lni, Lord and Lady, Lord of Andni, Lord of Balrogs, Lord of Barad-dr, Lord of Dale, Lord of Dol Amroth, Lord of Dor-lmin, Lord of Eagles, Lord of Emyn
Arnen, Lord of Eregion, Lord of Forests, Lord of Gifts, Lord of Gondor, Lord of Lrien, Lord of Lossarnach, Lord of Minas Tirith, Lord of Mordor, Lord of Morgul, Lord of Moria, Lord of Nargothrond, Lord of Rivendell, Lord of Rohan, Lord of the Breath of Arda, Lord of the othod, Lord of the Glittering Caves, Lord of the Mark, Lord of the Nazgl, Lord
of the Nine Riders, Lord of the Ring, Lord of the Rings, Lord of the West, Lord of Waters, Lords of the Valar, Lords of the West, Lrellin, Lorgan, Lrien in Middle-earth, Elves of Lrien, King of Lrien, Lord of Lrien, Lrien in Valinor, Lrien Vala, Lrinand, Lrindol, Losgar, Lossarnach, Lord of Lossarnach, Morwen of Lossarnach, Lossoth, Ltess,
Lothriel, Lothlann, Lothlrien, Lotho Sackville-Baggins, Lothron, Loudwater, Luckwearer, Lugbrz, Lugdush, Luinil, Lumpkin, Lune, Lthien Tinviel, Lva, Mablung of Ithilien, Mablung of the Heavy Hand, Mad Baggins, Maedhros, Union of Maedhros, Maeglin, Maglor, Maglor's Gap, Magnificent, Magor, Mahal, Mhanaxar, Mahtan, Maia, Maiar,
Malach Aradan, Malantur, Malbeth the Seer, Malduin, Malgalad, Mallor, Mallorns, Mallos, Malva Headstrong, Malvegil, Mmandil, Man of the West, Mandos, Doom of Mandos, Halls of Mandos, Man-hearted, Mannish, Manw, Manwendil, Many Colours, Marach, March of Maedhros, Marchbuck, Marcho, Mardil Voronw, Marhari, Marhwini, Marigold
Gamgee, Mariner, Mariner's Wife, Marish, East-mark, King of the Mark, Lord of the Mark, Marshal of the Mark, Men of the Mark, Riders of the Mark, West-mark, Marmadas Brandybuck, Mar-nu-Falmar, Marshal of the East-mark, Marshal of the Mark, First Marshal, Second Marshal, Third Marshal, Master of Buckland, Master of Doom, Master of
Lake-town, Master of the Hall, Masters of Spirits, Masters of Stone, Masterstone, Mat Heathertoes, Mathom-house, Mathoms, Mauhr, May Gamgee, Mayor of Michel Delving, Mayor of the Shire, Mazarbul, Book of Mazarbul, Chamber of Mazarbul, Mearas, Meduseld, Melian, Girdle of Melian, Melilot Brandybuck, Melkor, Mellyrn, Awakening of Men,
Dead Men, Doom of Men, Gift of Men, Goblin-men, Westfold-men, Men of Bree, Men of Brethil, Men of Dale, Men of Darkness, Men of Dor-lmin, Men of Dorthonion, Men of Gondor, Men of Harad, Men of Middle-earth, Men of Minas Tirith, Men of Nmenor, Men of Old, Men of Rohan, Men of the othod, Men of the Mark, Men of the North (First
Age), Men of the North (Third Age), Men of the Vales of Anduin, Men of the West, Men of Westernesse, Menegroth, Menel, Meneldil, Meneldor, Meneldur, Menelmacar, Meneltarma, Menelvagor, Men-i-Naugrim, Mentha Brandybuck, Meres of Twilight, Mereth Aderthad, Meriadoc Brandybuck, Merimas Brandybuck, Mering Stream, Merry
Brandybuck, Merry Gardner, Messenger of Mordor, Methedras, Mettar, Michel Delving, Mayor of Michel Delving, Mickleburg, Middle-earth, Elves of Middle-earth, Midgewater Marshes, Midyear's Day, Mighty of the West, Milo Burrows, Mm, Mimosa Bunce, Minalcar, Minardil, Minas Anor, Minas Ithil, Minas Morgul, Lord of Morgul, Minas Tirith
Beleriand, Minas Tirith Gondor, Great Gate of Minas Tirith, Lord of Minas Tirith, Men of Minas Tirith, White Tree of Minas Tirith, Minastan, Minastir, Mindeb, Mindolluin, Mindon Eldaliva, Minhiriath, Minohtar, Min-Rimmon, Minto Burrows, Minuial, Mirabella Took, Mrdain, House of the Mrdain, Mriel of Nmenor, Mriel Serind, Mirkwood, Elves of
Mirkwood, Mountains of Mirkwood, Mirror of Galadriel, Mirrormere, Miruvor, Misty Mountains, Mitheithel, Bridge of Mitheithel, Mithlond, Mithrandir, Mithrellas, Mithril, Mithrim, Mithrim Lake, Mittalmar, Moon, Tower of the Moon, Tower of the Rising Moon, Moon-letters, Moontower, Morannon, Mordor, Eye of Mordor, Gates of Mordor, Lord of Mordor,
Messenger of Mordor, Orcs of Mordor, Morgai, Morgoth, Morgul Vale, Morgulduin, Morgul-wounds, Moria, Dwarves of Moria, East-gate of Moria, Lord of Moria, Mountains of Moria, Walls of Moria, West-gate of Moria, Moria Gate, Moriquendi, Mormegil, Morrowdim, Mortals, Morthond, Morwen, Tol Morwen, Morwen of Lossarnach, Morwen
Steelsheen, Mosco Burrows, Moths, Moto Burrows, Mound of Elendil, Mount Dolmed, Mount Doom, Quest of Mount Doom, Mount Fang, Mount Gram, Mount Gundabad, Mount Rerir, Mount Taras, Mountain of Fire, Mountain Wall, Mountains of Aman, Mountains of Defence, Mountains of Mirkwood, Mountains of Mist, Mountains of Moria, Mountains
of Shadow, Ephel Dath, Mountains of Shadow, Ered Wethrin, Mountains of Terror, Mountain-trolls, Mouth of Sauron, Mouths of Anduin, Mouths of Entwash, Mouths of Sirion, Mrs. Cotton, Mugwort, Mmakil, Mundburg, Mungo Baggins, Mushrooms, Music of the Ainur, Muster of Edoras, Muzgash, Myrtle Burrows, Nahar, Nin I, Nin II, Nin son of
Grr, Naith, Nli, Nameless Things, Nmo, Nan Curunr, Nan Dungortheb, Nan Elmoth, Nandor, Nandorin, Nanduhirion, Battle of Nanduhirion, Nan-tasarion, Nan-tathren, Nr, Narbeleth, Narchost, Nardol, Nargothrond, Elves of Nargothrond, Fall of Nargothrond, King of Nargothrond, Lord of Nargothrond, Sack of Nargothrond, Nri, Narmacil I,
Narmacil II, Narn i Hn Hrin, Narog, Vale of Narog, Narqueli, Narrow Ice, Narsil, Narvi, Narviny, Narya, Nauglamr, Naugrim, Nazgl, Lord of the Nazgl, Near Harad, Necklace of the Dwarves, Neithan, Neldoreth, Nellas, Nen Girith, Nen Hithoel, Nen Lalaith, Nnar, Nnim, Nenning, Nenuial, Nenya, Nerdanel, Nerwen, Nessa, Nevrast, New
Row, Newbury, Nibin-noeg, Bar-en-Nibin-noeg, Nibin-Nogrim, Nibs Cotton, Nick Cotton, Nienna, Nienor Nniel, Night-fearers, Nightingales, Nimbrethil, Nimloth of Doriath, Nimloth of Nmenor, Nimphelos, Nimrodel Elf-maid, Nimrodel river, Nindalf, Nindamos, Nine Riders, Lord of the Nine Riders, Nine Rings, Nine Servants, Nine Walkers, Ninglor,
Loeg Ningloron, Nniel, Nn-in-Eilph, Ninquelt, Nnui, Niphredil, Nirnaeth Arnoediad, Nsimaldar, Nsinen, Nivrim, Nob, Noegyth Nibin, Nogrod, Noirinan, Noldolant, Noldor, Exile of the Noldor, Fall of the Noldor, Flight of the Noldor, Gate of the Noldor, High King of the Noldor, King of the Noldor, Return of the Noldor, Nlimon, Nm, Nori, North
Cape, North Downs, North Gate, North Ithilien, North Undeep, Northern Dnedain, Northerners, Northfarthing of the Shire, North-kingdom, Northlands of Middle-earth, Northlands of Nmenor, Northmen, North-South Road, Nulukkizdn, Nmenor, Downfall of Nmenor, Exiles of Nemnor, King of Nmenor, Men of Nmenor, Queen of Nmenor,
Ruling Queen of Nmenor, Sceptre of Nmenor, White Tree of Nmenor, Nmenr, King of Nmenr, Nmenrean, Nmenrean Realms, Nmenreans, Nunduin, Nneth, Nurn, Nrnen, Sea of Nrnen, Oakenshield, Oath of Eorl, Oath of Fanor, Oathbreakers, Odo Proudfoot, Odovacar Bolger, Oghor-hai, Ohtar, in King of Durin's Folk, in
son of Grin, Oiolair, Oioloss, Old Ford, Old Forest, Old Forest Road, Old Gammidgy, Old Man Willow, Old Mill, Old Road, Old Rory Brandybuck, Old Toby (Tobold Hornblower), Old Toby (Pipeweed variety), Old Took, Old Winyards, Oldbuck, Gorhendad Oldbuck, Oliphaunts, Olo Proudfoot, Olog-hai, Olrin, Olvar, Olw, Ondoher, Ondolind,
Ondosto, One Ring, One-hand, Onodl, Onodrim, Onya, Orald, Orchaldor, Orc-holds, Orcrist, Orcs of Mordor, Orcs of the Mountains, Orfalch Echor, Orgaladh, Orgaladhad, Ori, Orkish, Ormal, Ornendil, Orocarni, Orodreth of Gondor, Orodreth of Nargothrond, Orodruin, Orom, Oromendil, Oropher, Orophin, Orrostar, Orthanc, Key of Orthanc, Stone
of Orthanc, Tower of Orthanc, Orthanc-stone, Osgiliath, Stone of Osgiliath, Oss, Ossiriand, Elves of Ossiriand, Seven Rivers of Ossir, Ost-in-Edhil, Ostoher, Otho Sackville-Baggins, Outer Lands, Outer Sea, Over-heaven, Overhill, Overlithe, Oxen, Paladin Took II, Palantri, Palarran, Pallando, Pansy Baggins, Parth Galen, Party Field, Pass of
Aglon, Pass of Anach, Pass of Light, Pass of Sirion, Paths of the Dead, Pearl Took, Pelargir, Pelendur, Pelennor Fields, Battle of the Pelennor Fields, Pelri, Peony Baggins, People of Bor, People of Hador, People of Haleth, People of the Jewel-smiths, People of the Stars, Peredhil, Peregrin Took I, Periannath, Pervinca Took, Petty-dwarves,
Pharazn, Phial of Galadriel, Phurunargian, Pillar of Heaven, Pimpernel Took, Pimple, Pincup, Pines, Pinnath Gelin, Pipe-weed, Pippin Gardner, Pippin Took, Plateau of Gorgoroth, Polo Baggins, Ponies, Ponto Baggins, Pool, Pools of Ivrin, Poppy Chubb-Baggins, Poros, Crossing of Poros, Fords of Poros, Porto Baggins, Posco Baggins, Battle of
the Powers, Powers of Arda, Powers of the World, Prancing Pony, Primrose Gardner, Primula Brandybuck, Prince of Dol Amroth, Prince of Ithilien, Prince of the Halflings, Proudfoot, Bodo Proudfoot, Odo Proudfoot, Olo Proudfoot, Sancho Proudfoot, Proudneck, Pkel-men, Queen of Doriath, Queen of Gondor, Queen of Nmenor, Ruling Queen of
Nmenor, Queen of the Earth, Queen of the Stars, Queens of the Valar, Quell, Quendi, Quenta Silmarillion, Quenya, Quest for the Silmaril, Quest of Erebor, Quest of Mount Doom, Quickbeam, Rabbits, Radagast, Ragnor, Ramdal, Rammas Echor, Rna, Rangers of Ithilien, Rangers of the North, Ranugad, Ras Morthil, Rath Dnen, Rathlriel,
Rauros, Ravenhill, Ravines of Teiglin, Realms in Exile, Reckoning of Rivendell, Red Arrow, Red Book of Westmarch, Red Eye, Red Maw, Red Ring, Redhorn, Redhorn Gate, Redhorn Pass, Redwater, Regent of Gondor, Reginard Took, Region, Remmirath, Renewer, Rerir, Rethe, Return of the Noldor, Reunited Kingdom, Revised Calendar, Rhw,
Rhosgobel, Rhovanion, King of Rhovanion, Rhudaur, Rhn, Sea of Rhn, Ran, Riddermark, First Marshal of the Riddermark, Second Marshal of the Riddermark, Third Marshal of Riddermark, Ride of Eorl, Riders of Rohan, Riders of the Mark, Rimmon, Min-Rimmon, Fellowship of the Ring, Great War of the Ring, Lord of the Ring, War of the Ring,
Ring of Adamant, Ring of Air, Ring of Barahir, Ring of Doom, Ring of Fire, Ring of Isengard, Ring of Sapphire, Ring of Thrr, Ring of Water, Ringar, Ring-bearer, Ring-bearers, Ring-finder, Ringil, Ringl, Ring-maker, Rings of Power, Lord of the Rings, Ringwil, Ringwraiths, Rivendell, Lord of Rivendell, Reckoning of Rivendell, River, River-daughter,
River-woman, Rivil, Roc, Robin Gardner, Robin Smallburrow, Rochallor, Rochand, Rock of the Music of Water, Rgin, Rohan, East Wall of Rohan, Gap of Rohan, King of Rohan, Lady of Rohan, Lord of Rohan, Men of Rohan, Riders of Rohan, White Lady of Rohan, Roheryn, Rohirrim, Rmendacil I, Rmendacil II, Rmenna, Roper, Andwise
Roper, Andy Roper, Roper Gamgee, Rorimac 'Goldfather' Brandybuck, Rosa Baggins, Rose, Rose Cotton, Rose Gardner, Rothinzil, Rowan, Rowans, Royal House of Gondor, Ratani, Ruby Bolger, Ruby Gardner, Rudigar Bolger, Ruin of Beleriand, Ruin of Doriath, Ruler, Ruling Queen of Nmenor, Ruling Ring, Ruling Steward, Rmil of Lrien,
Rmil loremaster, Runes, Running, Rushey, Rushlight, Sack of Nargothrond, Sackville, Camellia Sackville, Sackville-Baggins, Lobelia Sackville-Baggins, Lotho Sackville-Baggins, Otho Sackville-Baggins, Sador, Saeros, Salmar, Sam Gamgee, Sammath Naur, Samwise Gamgee, Sancho Proudfoot, Sandheaver, Sandyman, Sandyman the miller,
Ted Sandyman, Sangahyando, Saradoc Brandybuck, Sarn Athrad, Sarn Ford, Sarn Gebir, Saruman, Sauron, Eye of Sauron, Mouth of Sauron, Wolf-Sauron, Sauron's Isle, Scary, Scatha, Scattergold, Sceptre, Council of the Sceptre, Sceptre of Annminas, Sceptre of Nmenor, Scroll of Isildur, Sea of Nrnen, Sea of Rhn, Sea-elves, Seal of the
Stewards, Second Age, Second Battle of the Fords of Isen, Second Marshal of the Riddermark, Second People, Secret Fire, Seeing-stones, Self-cursed, Serech, Seregon, Serind, Serni, Serpents, Seven Rings, Seven Rivers of Ossir, Seven Sons of Fanor, Seven Stars, Seven Stones, Seventh Gate, Shadow, Shadow of the Wood, Shadowfax,
Shadowy Mountains, Shadowy Seas, Shagrat, Sharbhund, Shards of Narsil, Sharkey, Sharkey's Men, Shark, Shathr, Sheen, Sheep, Shelob, Shelob's Lair, Shepherds of the Trees, Ship of Long-foam, Ship-king, Shipwright, Shire, Eastfarthing of the Shire, Eastmarch of the Shire, Herblore of the Shire, Hobbits of the Shire, Mayor of the Shire,
Northfarthing of the Shire, Southfarthing of the Shire, Thain of the Shire, Westfarthing of the Shire, Westmarch of the Shire, Shire Calendar, Shirebourn, Shire-folk, Shire-hobbits, Shire-reckoning, Shire-thain, Shirriffs, Sickle of the Valar, Siege of Angband, Siege of Barad-dr, Sigismond Took, Silent Hill, Silent Street, Silmarin, Silmarillion, Quenta
Silmarillion, Silmarils, Quest for the Silmaril, Silvan Elves, Silvan Elvish, Silverlode, Silvertine, Simbelmyn, Simple, Sindar, Sindarin, Singollo, Sr Angren, Sr Ninglor, Loeg Ningloron, Sirannon, Siril, Sirion, Eithel Sirion, Elves of Sirion, Falls of Sirion, Fens of Sirion, Gates of Sirion, Havens of Sirion, Mouths of Sirion, Pass of Sirion, Tol Sirion, Vales
of Sirion, Siriondil, Sirith, Skinbark, Skin-changers, Slinker, Smallburrow Robin, Smaug, Smagol, Smials, Smith, Snaga, Snails, Snakes, Snowbourn River, Snowmane, Snowmen of Forochel, Snowthorn, Snow-trolls, Solmath, Sons of Eorl, Sons of Fanor, Sorontil, Soronto, Soronm, South Downs, South Gondor, South Ithilien, South Lane, South
Undeep, Southern Army, Southern Star, Southfarthing of the Shire, South-kingdom, Southrons, South-victor, Spear of Gil-galad, Spiders, Spring of Arda, Springle-ring, Spyhill, Squirrels, Staddle, Stair Falls, Stairs of Cirith Ungol, Standelf, Star of Erendil, Star of Elendil, Star-glass, Starkhorn, Starmoon, Star-spray, Starwards, Steadfast, Steelsheen,
Sterday, Steward of Gondor, House of the Stewards, Ruling Steward, Seal of the Stewards, Stewards' Reckoning, Sting, Stinker, Stock, Stock-brook, Stone of Annminas, Stone of Erech, Stone of Orthanc, Stone of Osgiliath, Stone of the Hapless, Stone-giants, Stonehelm, Stone-houses, Stones of Seeing, Stone-trolls, Stonewain Valley, Stoors,
Stormcrow, Straight Road, Straight Way, Strangers, Strawberries, Strawheads, Strider, Strongbow, Stunted People, Stybba, Slim, Slimo, Summerfilth, Tower of the Setting Sun, Sundering Seas, Srion, Swanfleet, Swanhaven, Haven of the Swans, Sweet Galenas, Swertings, Sword of Elendil, Swordsman of the Sky, Sword-that-was-Broken,
Symbelmyn, Talans, Talath Dirnen, Tale of Aragorn and Arwen, Tale of Grief, Tale of the Children of Hrin, Tale of Years, Taniquetil, Tanta Hornblower, Tar-Alcarin, Tar-Aldarion, Tar-Amandil, Tar-Anrion, Tar-Ancalim, Tar-Ancalimon, Tar-Anducal, Tarannon Falastur, Tar-Ardamin, Taras, Taras-ness, Tar-Atanamir the Great, Tar-Calion, TarCalmacil, Tarcil, Tarciryan, Tar-Ciryatan, Tar-Elendil, Tar-Elestirn, Tar-Falassion, Tar-Herunmen, Tar-Hostamir, Trion, Tarkil, Tarks, Tarlang's Neck, Tarmenel, Tar-Meneldur, Tar-Minastir, Tar-Minyatur, Tar-Mriel, Tarn Aeluin, Tarondor of Arnor, Tarondor of Gondor, Tarostar, Tar-Palantir, Tar-Srion, Tar-Telemmait, Tar-Telperin, TarVanimeld, Tasarinan, Taur-e-Ndaedelos, Taur-en-Faroth, Taur-im-Duinath, Taur-nu-Fuin, Taur-nu-Fuin, Tauron, Tawarwaith, Ted Sandyman, Teeth of Mordor, Towers of the Teeth, Tehtar, Teiglin, Crossings of Teiglin, Ravines of Teiglin, Telain, Telchar, Telco, Telcontar, Telemnar, Teleporno, Teleri, Telerin, Telperion, Telumehtar, Telumehtar
Umbardacil, Tmar, Tengwar, Thain of the Shire, Thain's Book, Thalion, Thalos, Thangail, Thangorodrim, Tharbad, Thargelion, Tharkn, The Hobbit, The Lord of the Rings, The Fellowship of the Ring, The Two Towers, The Return of the King, Thengel, Thoden, Thodred, Thodwyn, Thingol, Thingol's Heir, Third Age, Third Clan, Third House of
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Wetwang, White Council, White Downs, White Hand, White Horse, White House of Erendis, White Lady of Gondolin, White Lady of Rohan, White Mountain, White Mountains, White Rider, White Ship, White Tower, White Tree of Minas Tirith, W
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