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Middle-earth

PBM Guide
Version 1.18 Credits
Game Concept and Design Game Programming Project Contributions Special Contributions 1st Edition Rulebooks Text 1st Edition Rulebooks Layout & Design Guide Layout & Design Additional Guide Text Artwork William Feild, Peter Stassun William Feild, Peter Stassun Jason Duerstock, Gisela Feild, Ulrico Font, John Williford Coleman Charlton, Peter Fenlon, Kurt Fischer, John Morgan, Bruce Neidlinger, Jessica Ney - Iron Crown Enterprises, Inc. Steve Feibus - Apple Computer, Inc., William Feild, Lorrie Stassun, Peter Stassun William Feild, Lorrie Stassun, Peter Stassun John Davis John Davis, M. E. Games Ltd Staff and Players Anne Stokes

The

"The Hobbit", "The Fellowship of the Ring", "The Two Towers", "The Return of the King" and "The Lord of the Rings" and the names of the characters, events, items and places therein, are trademarks of The Saul Zaentz Company d/b/a Tolkien Enterprises and are used, under license, by Game Systems International Ltd.

Copyright 2006-10 by Game Systems International Limited. All rights reserved. Except as permitted under the Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means without prior written (not emailed) permission of the publisher.

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

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

Middle-earth PBM

A Introduction

Contents
CONTENTS A INTRODUCTION 1 WELCOME 2 WHAT IS PLAY-BY-MAIL? 3 HOW TO USE THIS GUIDE 4 INTERACTING WITH ME GAMES LTD 5 READ THE HOUSE RULES! B BASICS 1 WINNING 2 STAYING ALIVE 3 GAME TIME AND SEASONS 4 NATIONS, THEIR RELATIONSHIPS, ALLEGIANCES & ENEMIES 5 YOUR TURN, A BRIEF OVERVIEW C CHARACTERS 1 NUMBER OF 2 SKILLS 3 ORDERS 4 CHALLENGE RANK 5 HEALTH 6 DEATH 7 STEALTH 8 SPECIAL ABILITIES 9 HOSTAGE 10 DOUBLE AGENTS 11 CHARACTER MOVEMENT 12 COMPANIES AND COMPANY MOVEMENT D POPULATION CENTRES 1 SIZE AND LOCATION 2 FORTIFICATIONS 3 LOYALTY 4 CAPITAL 5 PRODUCE AND PRODUCTION 6 HIDDEN? 7 SIEGED? 8 SIGHTINGS 9 PORTS AND HARBOURS E ARMIES 1 TROOP TYPES 2 WEAPON AND ARMOUR RANK 3 RECRUITMENT 4 MORALE RANK 5 TRAINING RANK 6 STRENGTH 7 CONSTITUTION 8 BAGGAGE TRAIN 9 FOOD 10 WAR MACHINES 11 ARMY MOVEMENT 12 NAVIES F MAGIC 1 CASTING RANK 2 SPELL TYPES 3 RESEARCH 4 LOST SPELLS G COMBAT 1 PERSONAL CHALLENGES 2 ARMIES 3 POPULATION CENTRES 4 NAVIES H ECONOMY 1 INCOME 2 EXPENSES 3 BALANCING THE BOOKS 4 ADVICE FOR A HEALTHY ECONOMY I MISCELLANEOUS 1 ARTIFACTS 2 ENCOUNTERS 3 RUMOURS 4 EFFECTS OF NATION RELATIONS 5 COMMUNICATION 6 VICTORY CONDITIONS 7 RATING SYSTEMS J RECEIVING YOUR RESULTS 1 EMAIL 2 RESULTS SHEET 3 .XML FILE 4 PLAYING BY PAPER K SENDING YOUR ORDERS 1 BY FILE 2 BY PAPER 3 BY EMAIL 4 ABBREVIATIONS L ORDERS 1 GENERAL SEQUENCE OF EVENTS 2 LIST OF ORDERS # ORDER DETAILS 120 Cast Heal Spell 175 Change Allegiance 180 Upgrade Relations 185 Downgrade Relations 205 Use Combat Artifact 210 Issue Personal Challenge 215 Refuse All Personal Challenges 225 Cast Combat Spell 230 Attack Enemy 235 Attack Nation 240 Defend 250 Destroy Population Centre 255 Capture Population Centre

Middle-earth PBM

A Introduction

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

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

Middle-earth PBM

A Introduction

925 Recon Area 930 Scout for Characters 935 Use Scrying Artifact 940 Cast Lore Spell 942 Move Turn Map 945 Use Hiding Artifact 947 Nation Transport 948 Transport by Caravans 949 Transfer Ownership 950 Relocate Capital 960 Increase Caravan Prices 965 Reduce Caravan Prices 990 One Ring M SPELLS 1 SPELL LISTS # HEALING SPELLS 2 Minor Heal 4 Major Heal 6 Greater Heal 8 Heal True # DEFENSIVE SPELLS 102 Barriers 104 Resistances 106 Deflections 108 Blessings 110 Protections 112 Shields 114 Barrier Walls 116 Force Walls # OFFENSIVE SPELLS 202 Call Fire 204 Wild Flames 206 Wall of Fire 208 Words of Pain 210 Words of Calm 212 Words of Paralysis 214 Call Winds 216 Wild Winds 218 Wall of Wind 220 Words of Agony 222 Words of Stun 224 Words of Command 226 Chill Bolts 228 Frost Balls 230 Wind Storms 232 Fire Bolts 234 Fire Balls 236 Fire Storms 238 Summon Wind Spirits 240 Summon Fire Spirits 242 Words of Death 244 Fearful Hearts 246 Summon Storms 248 Fanaticism # MOVEMENT SPELLS 302 Long Stride 304 Fast Stride

306 Path Mastery 308 Capital Return 310 Major Return 312 Return True 314 Teleport # LORE SPELLS 402 Perceive Allegiance 404 Perceive Relations 406 Divine Army 408 Perceive Nationality 410 Divine Allegiance Forces 412 Research Artifact 413 Scry Population Centre 414 Scry Hex 415 Scry Area 416 Reveal Production 417 Divine Characters With Forces 418 Locate Artifact 419 Divine Nation Forces 420 Reveal Character 422 Perceive Power 424 Perceive Mission 426 Divine Army True 428 Locate Artifact True 430 Reveal Character True 432 Perceive Secrets 434 Reveal Population Centre 436 Scry Character # CONJURING SPELLS 502 Weakness 504 Sickness 506 Curses 508 Conjure Mounts 510 Conjure Food 512 Conjure Hordes N 1650 MODULE # NATIONS 1 The Woodmen 2 Northmen 3 othraim 4 Arthedain 5 Cardolan 6 Northern Gondor 8 Dwarves 9 Sinda Elves 10 Noldo Elves 11 Witch-king 12 Dragon Lord 13 Dog Lord 14 Cloud Lord 15 Blind Sorcerer 16 Ice King 17 Quiet Avenger 18 Fire King 19 Long Rider 20 Dark Lieutenants 21 Corsairs

Middle-earth PBM

A Introduction

22 Haradwaith 23 Dunlendings 24 Rhudaur 25 Easterlings O 2950 MODULE # NATIONS 1 The Woodmen 2 Northmen 4 Dnadan Rangers 5 Silvan Elves 6 Northern Gondor 7 Southern Gondor 8 Dwarves 9 Sinda Elves 10 Noldo Elves 11 Witch-king 12 Dragon Lord 13 Dog Lord 14 Cloud Lord 15 Blind Sorcerer 16 Ice King 17 Quiet Avenger 18 Fire King 19 Long Rider 20 Dark Lieutenants 21 Corsairs 22 Rhn Easterlings 23 Dunlendings 24 White Wizard 25 Khand Easterlings P FOURTH AGE MODULE 1 NATION CREATION 2 DIFFERENCES TO 1650 RULES Q BATTLE OF THE FIVE ARMIES MODULE # NATIONS 10 The Goblins 11 The Warg Riders 12 The Elves 13 The Dwarves 14 The Northmen 2 - ARTIFACTS 3 DIFFERENCES TO 1650 RULES R THE UNTOLD WAR OF THE RING S KIN STRIFE T VARIANTS 1 12 VS. 12 2 GUNBOAT 3 ALL NEUTRAL GAME 4 BATTLE OF THE FIVE ARMIES ADVANCED 5 WAR OF THE RING U J. R. R. TOLKIEN 1 THE WORLD OF MIDDLE-EARTH V PLAYER-COLLATED INFORMATION

1 1650 ARTIFACT LIST 2 2950 ARTIFACT LIST 3 FOURTH AGE ARTIFACT LIST W HOUSE RULES 1 OUR CONTACT DETAILS 2 PROCESSING TIMES 3 ONLINE TURN SUBMISSION 4 FUNDING YOUR ACCOUNT 5 NEW PLAYERS 6 ACCOUNT NUMBERS 7 BULLETIN BOARDS 8 ADDRESS CHANGES 9 NEWS FROM BREE 10 JOINING NEW GAMES 11 GAME WINNERS CERTIFICATES 12 YOUR CONTACT DETAILS 13 CEASING PLAY AND TAKING OVER DROPPED POSITIONS 14 CORRECTIONS TO TURNS 15 SHADOW TURNS 16 MISSING TURNS 17 WHAT IS YOUR FRONT SHEET? 18 WHAT IS THE XML FILE? WHAT IS PALANTIR? WHAT IS AUTOMAGIC? WHAT IS MEOW? 19 DIPLOMATIC MESSAGES 20 PLAYING MORE THAN ONE POSITION 21 ALIASES 22 PRISONERS 23 RULINGS 24 SPECIAL SERVICE TURNS 25 GM PLAYERS 26 GM INTERFERENCE 27 WE WORK CEASELESSLY ON YOUR BEHALF 28 BUT MISTAKES WILL HAPPEN 29 SO PLEASE KEEP CALM 30 CONTACTING PLAYERS WHO HAVE MADE ERRORS 31 TURN WRITING - WHAT TO DO, AND WHAT NOT TO DO 32 SAMPLE EMAIL ORDER FORMAT 33 TARIFF 34 A COMEDY OF ERRORS X REFERENCE CHARTS 1 CHARACTERS 2 POPULATION CENTRES 3 COSTS 4 ARMIES 5 COMBAT 6 MAP ICONS 7 ORDER ABBREVIATIONS 8 SPELLS 9 THE NATIONS OF MIDDLE-EARTH 10 GENERAL SEQUENCE OF EVENTS 11 ORDERS GLOSSARY DISCLAIMER

Middle-earth PBM

A Introduction

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

1 Welcome

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

2 What is Play-By-Mail?

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

3 How To Use This Guide

Middle-earth PBM

A Introduction

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

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

4 Interacting with ME Games Ltd

Processing Times

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

Funding your Account Account Numbers

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

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

Middle-earth PBM

A Introduction

Correcting Errors

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

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

5 Read the House Rules!

Orders Other V

Further Reading

House rules

Middle-earth PBM

B Basics

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

1 Winning

Orders L 990 Other I6

Further Reading
Orders; One Ring Miscellaneous; Victory Conditions

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

2 Staying Alive

Orders -

Further Reading

Other C 1, 5, 6 D4 H

Characters; Number of, Health, Death Population Centres; Capital Economy

Middle-earth PBM

B Basics

Time in the game flows at the same speed as it does in the real world. Games beginning during winter, for example, will commence with winter as their initial season, and the seasons then proceed to change even as the seasons we all endure change. Most games are played to a fortnightly turnaround (one turn is received every two weeks), but some are played weekly or three-weekly. When planning, then, bear in mind that a game played to a weekly turnaround will have twice as many winter turns as one played to a fortnightly turnaround.

3 Game Time And Seasons

Orders Other D5 H1

Further Reading

Population Centres; Produce And Production Economy; Income

4 Nations, Their Relationships, Allegiances & Enemies


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

Allegiances

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

Relationships

Middle-earth PBM

B Basics

Orders L 175 L 180 L 185 Other H I4

Further Reading
Orders; Change Allegiance Orders; Upgrade Relations Orders; Downgrade Relations Combat Miscellaneous; Effects Of Nation Relations

5 Your Turn, A Brief Overview


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

Front Sheet

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

Results Sheet

This is the main body of your turn, wherein all the information regarding your nation can be found. This includes information on the following: Season Relations with other nations Population centres (settlements) your nation owns Armies (and navies) your nation owns Companies led by your characters Market prices and economic details Rumours and messages for your nation Orders given in the last turn The characters of your nation

The Map

On the last page or pages of your turn results you will see a map of your theatre of war in the ME-PBM world. This map is divided into hexes, with each hex being of one of the following types of terrain: Open seas Coastal waters Shore/plains Open plains Hills & rough Mixed forest Desert wastes Fens & swamp Mountains

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

Middle-earth PBM

B Basics

Orders Sheet

If you play by paper, you use these sheets to write your orders for the next turn, and to send them to us. If you play by email, instead of an orders sheet you write your orders using specially written computer software, and send us a file created by this program. The due-date which is to say the day by which you must get your orders to ME Games is found here.

Orders L 910 L 925 L 942 Other F 11

Further Reading
Orders; Scout Area Orders; Recon Area Orders; Move Turn Map Armies; Movement

Middle-earth PBM

C Characters

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

The maximum number of characters your nation possesses is dependent on how long the game has been going for. You may train new characters up to the character limit, and if you have reached the maximum number of characters, it will state this on your results sheet. Characters who are held hostage count towards this maximum number. The maximum characters allowed at any point the game is as follows: Number of Characters Turn Characters Number Available 15 12 6 10 15 11 15 17 16 20 19 21 onwards 21 Because the orders to train new characters come after characters die in a turn, if you think a character will die in a turn, it is possible to try and name a character to replace them even if you are at your character limit. However, bear in mind that if no characters die, you will have wasted your order.

1 Number of

Orders L 725 L 728 L 731 L 734 L 737 L 740 Other C9 L1

Further Reading
Orders; Name New Character Orders; Name New Character as Commander Orders; Name New Character as Agent Orders; Name New Character as Emissary Orders; Name New Character as Mage Orders; Retire Character Characters; Hostage Orders; General Sequence of Events

Middle-earth PBM

C Characters

Whether male or female, goblin or elf or Nazgul, all characters have one thing in common. They each have skill ranks which indicate their abilities or lack thereof in the four professions of commander, agent, emissary, and mage. Some characters are only skilled in one profession, others capable in two or even three areas. Skill ranks normally range between 10 and 100, although the possession of magical items may increase a characters skill rank beyond the 100 limit. These skills can be improved by successfully performing certain actions (orders) throughout the game, or through interacting with random encounters.

2 Sk ills

Command Rank Agent Rank

This determines a character's ability to lead armies, to erect fortifications at population centres, and make overall leadership decisions.

This determines a character's ability to perform espionage, assassination and theft.

Emissary Rank Mage Rank

This determines a characters ability to perform diplomatic and political tasks.

This determines the characters ability to learn spells, and how effective they are when cast. Character Titles by Rank Commander 10-19 Veteran 20-29 Hero 30-39 Commander 40-49 Captain 50-59 Lord 60-69 Regent 70-79 Warlord 80-89 General 90-99 Marshal 100 Lord Marshal Rank Agent Journeyman Footpad Agent Cutpurse Burglar Rogue Spy Thief Assassin Guild Master

Emissary Envoy Kingsman Emissary Ambassador Warden Banneret Curate Proclamator Legate Herald

Mage Apprentice Acolyte Mage Mystic Enchanter Warlock Conjurer Sorcerer Wizard Arch Mage

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

Orders Other L2

Further Reading

Orders; List of Orders

Middle-earth PBM

C Characters

Orders are commands which you issue to your characters. They are the means by which you accomplish all of your actions in the game. Each character can issue two orders a turn, though they do not have to issue two orders. A list of orders you can issue to your characters is to be found later in these rules, together with a description of each order, and the prerequisites needed to successfully issue that order. Each order falls into a certain type. The following types of orders can only be done by a character once per turn: Command orders Agent orders Emissary orders Mage orders Movement orders (including movement spells) Healing spells Combat spells Conjuring spells Lore spells That is to say that a character may not, for example, issue two command orders in a turn. Neither could they enact two agent orders, nor cast two healing spells or attempt two movement orders. However, it is possible for them to perform, for example, a command order and an agent order (provided they have the appropriate skill ranks), or a movement order and a healing spell. All other orders in the game may be issued twice per turn without restriction. These are called: Miscellaneous Orders Most orders have prerequisites. Prerequisites are those factors needed to successfully issue the order. Prerequisites might include the character having a particular skill, resource materials, and/or costs, as well as location requirements. For Example In order to build a tower at a population centre, there must be 1000 units of timber at the population centre to build a tower, 1000 gold must be in your treasury to pay for the construction, a character with command rank must be at the population centre to build the tower, the population centre must belong to your nation, and there cannot already be any fortifications at the population centre. Note: miscellaneous orders often require the character to have a particular skill. However, a miscellaneous order requiring command skill is still a miscellaneous order and not a command order, therefore can be issued twice per turn. If an order fails, the cost (be it gold or resource materials) is not paid. The exception to this rule is order 705 (Research Spell), which uses 1000 gold whether or not the order is successful. Each order also indicates whether any additional information is required to accomplish the order. Be sure to include all additional information required, and in the correct order, or the order may fail. Assuming the order does not automatically succeed, the success of an order is primarily determined by the skill rank involved (the type of the order). In general, the rank is added to a randomly generated number (between 1 and 100), other relevant modifiers are added or subtracted, and if the resulting sum exceeds a hidden number which represents the difficulty of the task, then the order is successful. In some cases, the extent to which a character succeeds or fails is also determined by this sum, in others there is a second roll.

3 Orders

Middle-earth PBM

C Characters

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

Orders L Other -

Further Reading
Orders

Characters also have a challenge rank, which is used when two characters fight each other. This rating is based upon the characters skill ranks, though it is also affected by any relevant artifacts the character may be carrying, or a special ability (both of which will be explained later). A characters challenge rank is given on the result sheet, and is determined as follows: 100% of highest skill rank challenge rating + 25% of each other skill rank challenge rating + challenge rank artifact bonuses + special ability bonuses Command challenge rating: Mage challenge rating: Agent challenge rating: Emissary challenge rating: 100% of the command rank (including artifacts which add to command rank) 100% of the mage rank (including artifacts which add to mage rank) 75% of the agent rank (including artifacts which add to agent rank) 50% of the emissary rank (including artifacts which add to emissary rank)

4 Challenge Rank

Middle-earth PBM

C Characters

Rounding of figures in working out challenge ranks is a little esoteric. You do not need to know how it works, but if you are interested, it does so as follows. The highest skill challenge rank rating is determined, and rounded down to the nearest whole number. The other skill rank challenge ratings are determined, added together and then rounded down to the nearest whole number. This combined figure is then multiplied by 25% and again rounded down to the nearest whole number. Finally, the two figures (the rounded highest skill challenge rank rating, and the rounded 25% the rounded combined ratings of the other skill ranks) are added together. If this is unclear, please see the examples below. Finally, note that the skill rank challenge rating is based on the challenge rating of each skill, not the skill rank itself. So for example, a character with 50 emissary and 40 commander obviously has a higher emissary rank than command rank, but since the challenge rating of an emissary rank is only 50% of the rank whilst the challenge rating of a commander is 100% of the rank, the emissary challenge rating is 25 whilst the commander challenge rating is 40, giving the character 100% of their commander challenge rating and 25% of their emissary challenge rating, not vice versa. For Example A character with 80 mage rank will have a challenge rank of 80: 100% of 100% of mage rank = 80 A character with 85 agent rank will have a challenge rank of 63: 100% of 75% of agent rank rounded down = 63.75 rounded down = 63 A character with 80 command rank and 40 mage rank will have a challenge rank of 90: 100% of 100% of command rank, plus 25% of 100% of mage rank = 80 + 10 = 90 A character with 80 emissary rank and 50 command rank will have a challenge rank of 60: 100% of 100% of command rank, plus 25% of 50% of emissary rank = 50 + 10 A character with 75 agent rank, 11 command rank and 25 emissary rank will have a challenge rank of 60: 100% of 75% of agent rank rounded down, plus 25% of (100% of command rank plus 50% of emissary rank rounded down) rounded down = 56.25 rounded down + 25% of (11 + 6.25 rounded down) rounded down = 56 + 4 = 60

Orders L 210 L 215 Other C8 G1 I1

Further Reading
Orders; Issue Personal Challenge Orders; Refuse All Personal Challenges Characters; Special abilities Combat; Personal Challenges Miscellaneous; Artifacts

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

5 Health

Middle-earth PBM

C Characters

Orders L 605 L 610 L 615 L 620

Further Reading
Orders; Guard Character Orders; Guard Location Orders; Assassinate Character Orders; Kidnap Character Characters; Special Abilities Magic; Spell Types Combat Spells; Spell Details

Other C8 F2 G M 2,4, 6, 8

A Character whose health is reduced to 0 is assumed to have died (or, if immortal, to have left the realm of Middle-earth.) The character may no longer be given orders, and will quickly disappear from your turn reports. Any artifacts that the character had at the time of their death will either be dropped where they died, taken by their slayer, or picked up by a character of the same nation in the same hex as the deceased character. If a character dies, any orders given to them that turn which have not yet been completed will fail.

6 Death

Orders Other G I2 L1

Further Reading

Combat Miscellaneous; Encounters Orders; General Sequence of Events

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

7 Stealth

Orders Other C8

Further Reading

Characters; Special Abilities

Middle-earth PBM

C Characters

Characters may be lucky enough to have a special ability. These abilities may affect skill ranks, stealth ranks, health ranks, improve their challenge rank, etc. If a character possesses such a special ability, this will be indicated on the turn sheet when the character is first created. If the ability is that of double healing (the character heals more quickly than other characters) then a + sign will appear by their health rank. If the ability is that of an increased challenge rank, then a will appear by the challenge rank, with the extra challenge bonus included in the challenge rank of the character. If the ability improves one of the characters skills, then after having been mentioned when the character is created, it is simply part of the characters skill rank. (Later on in this Guide, the details of each nations starting characters are listed. In additon, one character chosen at random in each nation will have an additional special ability.)

8 Special Abilities

Orders Other P 1

Further Reading

Fourth Age Module; Nation Creation

If your character is very unfortunate, they may find himself held captive by another character, perhaps following a defeat in battle, or as the result of being kidnapped, for example. Characters which are held captive can not be given orders, and may be interrogated, imprisoned or offered for ransom by their captors. They will automatically attempt to escape each turn, with their chance of success being dependent on the agent and stealth ranks of the characters involved. (Hostages with no agent or stealth skills still have a chance of escape, but only a small one.) Other characters may also try to rescue the character. However, you will also not know from your turn sheet where characters held hostage are located until they manage to escape, although it is possible to locate them through magical means. A character can hold up to three other characters hostage, and there can only be a limited number of hostages at any point in the game. This exact number is hidden, but is approximately 50.

9 Hostage

Orders L 620 L 625 L 630 L 635 L 640 L 645 L 650 L 655 Other -

Further Reading
Orders; Kidnap Character Orders; Release Hostage Orders; Rescue Hostage Orders; Interrogate Hostage Orders; Take Custody of Hostage Orders; Imprison Hostage Orders; Execute Hostage Orders; Demand Ransom for Hostage

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

10 Double Agents

Middle-earth PBM

C Characters

Orders L 500 L 600 Other -

Further Reading
Orders; Recruit Double Agent Orders; Counter Espionage

To move a character, you simply order them to do so. The order is given by an individual character, and all that is necessary is to select a destination hex. This destination hex must be within 12 hexes of the initial hex location, and not be a sea hex, but movement is regardless of intervening terrain type, so that they can be moved across the sea. Characters will not meet other characters or armies while travelling, but may still meet them at their destination. Note that you cannot move a character from a sea hex in this way they must continue to move with the navy they are travelling with. Alternatively, characters can join armies, companies and navies, and will then move automatically when the army, navy or company moves.

11 Character Movement

Orders L 755 L 785 L 810 L 870 L 825 L 905 Other E 10

Further Reading
Orders; Join Company Orders; Join Army Orders; Move Character Orders; Move Character And Join Army Orders; Cast Movement Spell Orders; Scout Army Armies; Movement

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

12 Companies And Company Movement

Middle-earth PBM

C Characters

Any character (except for the company commander) may leave the company at any time by issuing a leave company order or simply moving away. A company is disbanded if it ever has less than two characters (including the company commander) in it, or if the company commander issues a disband company order, or if the commander is killed and there are no suitable characters to take command. If a commander dies and there is more than one suitable character (a character of the same nation with command skill) who can take command, then the character with the highest command rank does so. If this occurs, all characters belonging to a nation other than that of the new company commander will leave.

Orders L 745 L 750 L 755 L 760 L 770 L 820 Other -

Further Reading
Orders; Create Company Orders; Disband Company Orders; Join Company Orders; Leave Company Orders; Transfer Command Orders; Move Company

Middle-earth PBM

D Population Centres

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

1 Size and Location


A hex may have, at most, a single population centre. The size of population centres range from ruins camp village town major town city (Ruins being unowned and uninhabited population centres.) Population centres may degrade in size when captured in an attack, when their loyalty drops below a certain rating, or when the nation controlling them becomes eliminated. Camps that are decreased in size in this manner will have their populace evacuate, and the camp will disappear if the population centre has no fortifications, or become a ruin if it had fortifications. A new population centre can only be built in a hex which has no existing population centre larger than ruins. The size of a population centre determines a number of other factors. The chart below shows the following: The amount of tax revenue (gold) generated by a population centre a turn if your nation has a 100% tax rate. The number of troops available for army recruitment at the population centre per turn. If an army seeks to recruit more men than the population centre has available, the army will recruit the maximum possible. If more than one army attempts to recruit at a population centre, and between them they attempt to recruit more men than are available, the order in which each army recruits is determined at random. The army who then recruits first recruits all the men it can, before the second army attempts to recruit. Examples 1) An army is seeking to recruit 300 men from a village, which only has 200 men available to be recruited a turn. As such, the army will only recruit 200 men. 2) Two armies are both seeking to recruit 300 men from a major town, which only has 400 men available to be recruited a turn. The army lucky enough to recruit first will recruit 300 men, then the second army will recruit the last 100. The size of army the population centre can feed each turn. The inhabitants of a population centre will seek to feed the armies of its own nation, and, if the population centre is not hidden, those it has friendly relations towards. This saves the army from having to use its own reserves of food. (If there is more than one army at the population centre, the forces are fed on a proportional basis, according to how much food each army requires.) The average force needed to assault (capture or destroy) the population centre. The average size of the force needed to threaten a population centre. These figures, together with the troop numbers needed to overcome fortifications (see next section below) are very rough estimates, based on heavy infantry troops with little training, poor weapons and armour, and with the population centre possessing an average loyalty. More detailed information regarding combat can be found later in the Guide. The cost required to increase the size of the population centre. The percentage of the population centres resources available for use.

Middle-earth PBM

D Population Centres

Population Centre Population Revenue Centre Size at 100% Tax Rate Camp Village Town Major Town City 0 2500 5000 7500 10000

Size Factors Recruits Number of available per troops which turn for armies can be fed* 100 200 300 400 500 0 200 1000 2500 5000

Approximate force needed to assault 100 150 400 900 2100

Approximate Defensive force needed to Value threaten 100 200 1000 2500 5000 200 500 1000 2500 5000

Cost to increase size (or build camp) 2000** 4000 6000 8000 10000

Percentage of resource production available 100 80 60 40 20

*Infantry troops cavalry troops require twice as much food as infantry, and so a population centre can only feed half as many cavalry troops. ** If being created by an emissary. The cost is 4000 if a commander is posting the camp.

Orders L 550 L 552 L 555 L 560 L 565 Other D6 H

Further Reading
Orders; Improve Population Centre Orders; Post Camp Orders; Create Camp Orders; Abandon Camp Orders; Reduce Population Centre Population Centres; Hidden Economy

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

2 Fortifications

Middle-earth PBM

D Population Centres

To build fortifications requires both gold and timber: Fortification Costs Fortification Type Gold Cost Tower Fort Castle Keep Citadel 1000 3000 5000 8000 12000

Timber Cost 1000 3000 5000 8000 12000

Defensive Value 2000 6000 10000 16000 24000

Approximate number of troops needed to overcome 800 2400 4000 6400 9600

Timber must be available in the population centres stores, whilst the gold must be available in the nations reserves.

Orders L 480 L 494 L 670 Other G3

Further Reading
Orders; Remove Fortifications Orders; Fortify Population Centre Orders; Sabotage Fortifications Combat; Population Centres

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

3 Loyalty

Orders L 520 L 525 Other G3

Further Reading
Orders; Influence Your Own Population Centre Loyalty Orders; Influence Others Population Centre Loyalty Combat; Population Centres

Middle-earth PBM

D Population Centres

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

4 Capital

Orders L 950 Other L2

Further Reading
Orders; Relocate Capital Orders; List of Orders

For each population centre you possess, your turn-sheet will detail both the amount of products that population centre has accumulated for use, and amount it is due to produce during the coming turn. Population centres produce less in winter. This is important to bear in mind when planning a nations economy, especially since the turn-sheet estimations do not take into account season changes. Leather Used in the construction of leather armour, and saddles for cavalry armies Bronze Used in the construction of bronze armour and weapons Steel Used in the construction of steel armour and weapons Mithril Used in the construction of mithril armour and weapons Food Consumed by armies and navies in the field, and by population centres under siege Timber Used in the construction of fortifications, bridges, ships, harbours, ports and war machines Mounts Used to form cavalry units for the armies Gold Used to finance your nations activities

5 Produce and Production

Middle-earth PBM

D Population Centres

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

Climate

The climate of a hex where a population centre is located affects the amount of products a population centre produces. The table below gives the percentage of potential hex production produced in different climates. Percentage of Production by Climate Climate Leather Bronze Steel Polar 10 30 30 Severe 20 40 40 Cold 30 60 60 Cool 80 100 100 Mild 90 100 100 Warm 100 100 100 Hot 80 80 80 Type Mithril 30 40 60 100 100 100 80

Food 10 20 30 80 90 100 80

Timber 10 20 30 80 90 100 80

Mounts 10 20 30 80 90 100 80

Gold 30 40 60 100 100 100 80

Terrain

Different terrain types support different types of production. The list below shows which hexes are most likely to produce each product type, and is useful when deciding where to try and build new population centres. Leather: Bronze: Steel: Mithril: Food: Timber: Mounts: Gold: can be found in shore/plains, open plains, hills & rough, desert wastes can be found in hills & rough, mountains can be found in hills & rough, mountains can be found in mountains can be found in shore/plains, open plains, hills & rough, mixed forest can be found in hills & rough, mixed forest can be found in shore/plains, open plains, hills & rough, desert wastes can be found in hills & rough, mountains

Orders L 310 L 315 L 320 L 325 L 947 L 948 Other H

Further Reading
Orders; Bid From Caravans Orders; Purchase from Caravans Orders; Sell to Caravans Orders; Nation Sell to Caravans Orders; Nation Transport Orders; Transport by Caravan Economy

Middle-earth PBM

D Population Centres

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

6 Hidden?

Orders L 945 Other M 434

Further Reading
Orders; Use Hiding Artifact Spells; Reveal Population Centre

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

7 Sieged?

Orders L 260 Other G3

Further Reading
Orders; Siege Population Centre Combat; Population Centres

Middle-earth PBM

D Population Centres

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

8 Sightings

Ports and harbours allow ships to be anchored at population centres. Furthermore, ships can also be built in ports. Ships can only be anchored in ports, harbours and shore hexes. (Note that if you anchor ships in a harbour, and that harbour is destroyed, the ships remain.) Harbours can be built in towns, major towns and cities, whilst ports can only be built in major towns and cities. If a port is present in a population centre that is reduced in size to smaller than can support it, then it is reduced to a harbour, whilst if a harbour is present in a population centre that is reduced in size to smaller than can support it, then the harbour is lost. Any ships that were anchored in the harbour (even in a non-shore hex) can still be picked up by that nation's armies in the hex.

9 P o rt s a n d H a r b o u r s

Orders L 452 L 456 L 460 L 465 L 530 L 535 L 830 Other E 12

Further Reading
Orders; Make Warships Orders; Make Transports Orders; Remove Harbour Orders; Remove Port Orders; Improve Harbour to Port Orders; Add Harbour to Population Centre Orders; Move Navy Armies, Navies

Middle-earth PBM

E Armies

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

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

1 Troop Types

Middle-earth PBM

E Armies

Maintenance Costs Troop Type Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Archers Men-at-Arms

Cost in gold per troop per turn 6 3 4 2 2 1

Cost in food per troop per turn 2 2 1 1 1 1

For Example: An army consisting of 4000 heavy infantry in a plains hex will eat 4000 food from the baggage train and cost 16000 gold to maintain each turn. The same army in a hex with a major town belonging to the same nation will have 2500 of its troops fed by the army, leaving the remaining troops to consume 1500 food from the baggage train. It will still cost 1600 gold to maintain. Troop types perform differently in different terrains, and also have a favoured tactic (tactics are issued when an army attacks). These differences, and what affect they have in combat, will be covered in more detail later on in this book (G Combat) .

Orders L 400 L 404 L 408 L 412 L 416 L 420 L 770 Other G2 H

Further Reading
Orders; Recruit Heavy Cavalry Orders; Recruit Light Cavalry Orders; Recruit Heavy Infantry Orders; Recruit Light Infantry Orders; Recruit Archers Orders; Recruit Men-at-Arms Orders; Hire Army Combat; Army Economy

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

2 Weapon And Armour Rank

Middle-earth PBM

E Armies

Weapon Ranks Weapon Type Wood Bronze Steel Mithril

Value 10 30 60 100

Armour Ranks Armour Type Leather Bronze Steel Mithril

Value 10 30 60 100

Orders L 370 L 375 L 400 L 404 L 408 L 412 L 416 L 420 L 444 L 748 L 770 Other E3 G2

Further Reading
Orders; Upgrade Troop Weapons Orders; Upgrade Troop Armour Orders; Recruit Heavy Cavalry Orders; Recruit Light Cavalry Orders; Recruit Heavy Infantry Orders; Recruit Light Infantry Orders; Recruit Archers Orders; Recruit Men-at-Arms Orders; Make Armour Orders; Make Weapons Orders; Hire Army Armies; Recruitment Combat; Army

Armies are created at population centres, and further recruits can be raised there as well. This is done using the hire army and recruit troops orders respectively. An army that recruits at a population centre will need to decide upon what type of armour and weapons will be given to these new troops. If the population centre present has enough materials of the appropriate type (leather, bronze, steel, mithril) in stores, then the armour and/or weapons will be fashioned from the population centres stores. If there are not enough stores available to create the armour and/or weapons, then the troops will be recruited without armour and with wooden weapons (at no material cost). The number of recruits available at any given population centre (detailed in the section on population centres) is the total number available from the population centre that turn. In other words, a camp can only provide 100 troops a turn, not 100 troops per character recruiting. More than one army can recruit from a single population centre, but the limit cannot be exceeded. For example, two armies could recruit from the same town on the same turn but could not recruit more than 300 troops between them. If an army attempts to recruit more troops than are available, then the maximum available will be recruited.

3 Recruitment

Orders L 400 L 404 L 408 L 412 L 416 L 420 L 770 Other M 512

Further Reading
Orders; Recruit Heavy Cavalry Orders; Recruit Light Cavalry Orders; Recruit Heavy Infantry Orders; Recruit Light Infantry Orders; Recruit Archers Orders; Recruit Men-at-Arms Orders; Hire Army Spells; Conjure Hordes

Middle-earth PBM

E Armies

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

4 Morale Rank

Orders L 780 L 850 L 860 Other G2

Further Reading
Orders; Transfer Command Orders; Move Army Orders; Force March Army Combat; Armies

Each troop type of an army has an individual training rank. This is a value from 10 (the worst training level) to 100 (representing elite troops). The training rank is reflective of the ability of the troops to maintain formations and tactics in the heat of battle. The higher the training rank, the better that troop type will fight in battle. Training ranks can be increased by specific training orders, or as a result of combat experience.

5 Training Rank

Orders L 430 L 435 Other G2

Further Reading
Orders; Put Troops on Manoeuvres Orders; Put Army on Manoeuvres Combat; Armies

The basic strength of an army is based upon the quantity and type of troops present. This is then further modified for each combat by the following factors (those of which have not yet been explained will be covered later): Nation Relations to other nations Tactics Morale Training Weapons Terrain Climate Combat spells Artifacts Army commander Presence of NPCs

6 Strength

Middle-earth PBM

E Armies

Orders -

Further Reading

Other G 2, 3, 4

Combat; Armies, Population Centres, Navies

The constitution of an army represents its defensive capacity. The basic constitution of an army is based upon the quantity and type of troops present. This is then further modified for each combat by the following factors: Armour Local fortifications belonging to the armys nation Basic Troop Combat Values Troop Type Strength Heavy Cavalry 16 Light Cavalry 8 Heavy Infantry 10 Light Infantry 5 Archers 6 Men-at-Arms 2

7 Constitution

Constitution 16 8 10 5 2 2

Orders Other G 2, 3, 4

Further Reading

Combat; Armies, Population Centres, Navies

Armies also have a baggage train which travels with them. This baggage train is where war machines, spare weapons, spare armour, and food supplies for troops and their mounts in the army are carried. If an army disbands for any reason, the baggage train is lost. It may also be captured during combat.

8 Baggage Train

Orders L 440 L 444 L 446 Other G 2, 3 4

Further Reading
Orders; Make War Machines Orders; Make Armour Orders; Make Weapons Combat; Armies, Population Centres, Navies

Middle-earth PBM

E Armies

Food is consumed by an army each turn at the rate of one food unit per troop of heavy infantry, light infantry, archers and men-atarms, and at a rate of two food units per troop of heavy cavalry or light cavalry (one for the troop and one for the mount). If an army is at a friendly population centre (which is to say, the population centres nation has friendly relations towards the armys nation) then the population centre will automatically provide as much food as it can spare (the amount each population centre type can provide is detailed in the section on population centres). This food is consumed before food from the baggage train. If an army's size exceeds the limit a population centre can provide, the remainder of the needed food will be taken from the army's baggage train. (For example: an army with 6000 troops is at a city. The city will automatically provide food for 5000 of the army's troops. The remaining 1000 troops will consume 1000 food from the army's baggage train.) If a population centre has more than one army outside it, it will split the food it has available to provide proportionally between the armies present, according to how much food each army requires. If an army does not have at least one unit of food in its baggage train after food consumption in a turn (even if located at a population centre), the troops will begin to forage for food, and both movement and morale (up to 10 morale points a turn) will be reduced.

9 Food

Orders L 310 L 315 L 340 L 345 L 347 Other D5 E8 E 11 H2

Further Reading
Orders; Bid from Caravans Orders; Purchase from Caravans Orders; Transfer Food: Population Centre to Army Orders; Transfer Food: Army to Population Centre Orders; Transfer Food: Army to Army

Population Centres; Produce And Production Armies; Baggage Train Armies; Movement Economy; Expenses

War machines include many different type of devices: catapults, ballistae, movable towers, battering rams, etc., all of which are not individually specified, but covered by the single category of war machine. War machines can be useful in normal combat against other armies in the field, but are most useful in assaulting, sieging and threatening population centres, where they come into their own. War machines are used to destroy a population centres fortifications, and thus make it much easier to gain control of them. Although an army can take a population centre without war machines, the troop losses will be greater, and the chances of success decreased. War machines may be destroyed during the course of any type of combat, not just combat involving a population centre. A war machine is (very) roughly equivalent to 50 Heavy Infantry, or 25 Heavy Infantry when threatening.

10 War Machines

Orders L 440 Other D2 G 2-3

Further Reading
Orders; Make War Machines Population Centres; Fortifications Combat, Armies; Population Centres

Middle-earth PBM

E Armies

To move an army, the army commander issues an order giving the string of directions through which they wish the army to travel, with one direction for each hex the army is to enter. For example, to move three hexes north-west, they would issue nw, nw, nw. The directions an army can travel in are north-east, east, south-east, south-west, west, and north-west (since the map is divided into hexagons, it is not possible to move directly north or south). In addition, it is possible to issue a home movement order, which instructs the army to wait where it is. Each hex is a particular terrain type, and, based on the type of the troops in the army, costs a different amount of movement points to enter. Each army can have a maximum of 14 movement points, each representing a day spent in travel or in the case of a home movement, a day of rest. Please note that moving evasively and/or without food will slow down the army during its movement. A few things to note with regard to army movement: A home movement (a day of rest) costs 1 movement point. Armies cannot move from one mountain hex directly into another mountain hex unless there is a road or ford present. Armies are also prohibited from crossing major river hex-sides unless a bridge is present. Rivers, both major and minor, run along the sides of the hexes ('hex-side'). Whenever your armies move across a hex-side with a river running along it, they will be considered to be trying to cross that river. Armies can cross minor rivers with only a slight penalty in movement, but cannot cross major rivers at places where there is not either a bridge or a ford. Note that bridges and fords cross only one hexside and, therefore, you must travel from the hex on one side of the bridge/ford directly across the hex-side to the hex on the other side of the bridge/ford in order to successfully utilise said bridge or ford. Roads work in the same manner, moving through specific hex-sides. If an army does not move exactly as the road does, then it will not be able to avail itself of the enhanced movement rate the road provides. All hex-side features always affect movement in both directions. If more than one army of the same allegiance appears at a population centre, only one icon will appear on the turn map. If an army enters a hex where there is an army belonging to a nation which is not tolerant or friendly to the army or to whom the army is neither tolerant or friendly, or a fortified population centre belonging to a nation which is not tolerant or friendly to the army, then it will normally be forced to stop in that hex. If the army is large enough, however, they may be able to either force their way past armies, or even overrun a smaller army, in which case all troops and characters in the smaller army are killed. It is not possible to force past a fortified population centre in this manner, though an army can attempt to pass it by moving evasively (see below). Armies can choose to move evasively. This gives them a chance of moving past enemy population centres and armies where otherwise they would be stopped (see above point). It also means that they are less likely to appear on enemy nations population centre and army reports. Success is based on their command skill and the size of the army (a high command skill is required for a good chance of success). Moving evasively doubles the movement cost for each hex (applied after a cost for moving unfed troops, if applicable). Armies travel at the rate of their slowest troop type. War machines and the amount of items in a baggage train have no affect on travel rates. The following charts show what each type of troop spends in movement points for each different terrain. Movement cost is computed by determining the appropriate terrain cost (for the hex being moved into), then modifying it by any hex-side costs. Fractional costs (for example, those incurred through travelling without food) are rounded upwards for each hex travelled, and are applied to the hex terrain cost after all factors are taken into account (such as crossing a river, ford or bridge). Thus it is possible for an army to find itself unable to move in a direction even for one hex, if the movement cost for that hex is higher than the armys movement points a turn. If an army has no food, the movement cost to move through a sector, and over rivers, bridges and fords, is increased by 1/3 (as shown in the table below), and each time it is issued a move order, the army will lose 1-5 morale. This extra cost is applied after extra movement costs for a hex such as a river or bridge have been added to the movement cost of the hex. Armies may also choose to 'stand and defend'. This means that the army will attempt to prevent the passage of enemy armies from their initial hex location through the defended hex-sides, although a large enough army might still push past or over-run the blocking army. The defended hex-sides include the hex-side in the direction chosen along with the two adjacent hex-sides (see details of order 840 Stand and Defend for clarification on this).

1 1 A r m y M o v em e nt

Middle-earth PBM

E Armies

Army Movement Terrain Costs for Normal Movement Terrain Infantry or Infantry and Cavalry Cavalry alone Mixed* Normal cost (unfed cost) 3 (4) 3 (4) 5 (7) 5 (7) 4 (6) 6 (8) 12 (Not allowed) 4 (6) 4 (6) 6 (8) 6 (8) 5 (7) 7 (10) Not allowed 5 (7) 5 (7) 7 (10) 7 (10) 6 (8) 8 (11) Not allowed Not allowed Not allowed Road cost (unfed cost) 2 (3) 2 (3) 3 (4) 3 (4) 2 (3) 3 (4) 6 (8) 3 (4) 3 (4) 4 (6) 4 (6) 3 (4) 4 (6) 7 (10) 4 (6) 4 (6) 5 (7) 5 (7) 4 (6) 5 (7) 8 (11) Not allowed Not allowed Normal cost (unfed cost) 2 (3) 2 (3) 3 (4) 5 (7) 2 (3) 5 (7) 12 (Not allowed) 3 (4) 3 (4) 4 (6) 7 (10) 3 (4) 6 (8) Not allowed 4 (6) 4 (6) 5 (7) 7 (10) 4 (6) 7 (10) 14 (Not allowed) Not allowed Not allowed Road cost (unfed cost) 1 (2) 1 (2) 1 (2) 2 (3) 1 (2) 2 (3) 3 (4) 2 (3) 2 (3) 2 (3) 3 (4) 2 (3) 3 (4) 4 (6) 3 (4) 3 (4) 3 (4) 5 (7) 3 (4) 5 (7) 5 (7) Not allowed Not allowed

Shore Plains Rough Forest Desert Swamp Mountains Shore with Bridge/Ford Plains with Bridge/Ford Rough with Bridge/Ford Forest with Bridge/Ford Desert with Bridge/Ford Swamp with Bridge/Ford Mountains with Bridge/Ford Shore with Minor River Plains with Minor River Rough with Minor River Forest with Minor River Desert with Minor River Swamp with Minor River Mountains with Minor River Major river Seas/Coast

If moving evasively, the above costs are doubled. *Infantry here includes heavy infantry, light infantry, archers and men-at-arms. For Example Plains without food costs infantry 4 Forest and minor river without food costs armies with infantry troops 10 Rough with road without food costs armies with infantry troops 4 Rough and minor river without food costs armies consisting only of cavalry 7 Mountain without food or a road through it costs any troops 16 and is therefore impossible

Orders L 840 L 850 L 860 Other B5 J2

Further Reading
Orders; Stand and Defend Orders; Move Army Orders; Force March Army Basics; Your Turn, A Brief Overview Receiving your turn; Results Sheet

Middle-earth PBM

E Armies

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

12 Navies

Unfed Cost 2 2 2 2, and ends movement 2, and ends movement 2, and ends movement not allowed

Orders L 270 L 275 L 280 L 357 L 452 L 456 L 794 L 798 L 830 Other B5 D9

Further Reading
Orders; Destroy Ships Orders; Scuttle Ships Orders; Abandon Ships Orders; Transfer Ships: Navy to Navy Orders; Make Warships Orders; Make Transports Orders; Anchor Ships Orders; Pickup Ships Orders; Move Navy Basics; Your Turn, A Brief Overview Population Centres; Ports And Harbours

Middle-earth PBM

F Magic

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

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

1 Casting Rank

Orders Other C2

Further Reading

Characters; Skills

Full details of all spells available can be found in the chapter on spells. These fall into several lists, which in turn fall into one of several categories, each of which category requires a different order to cast the spell. The lists and their categories are as follows: Category Healing Combat List Healing Mastery Healing Ways Barrier Mastery (Defensive) Resistance Mastery (Defensive) Fire Mastery (Offensive) Word Mastery (Offensive) Wind Mastery (Offensive) Dark Summons (Offensive) (Lost List) Spirit Mastery (Lost List) Conjuring Ways (Lost List) Movement Mastery Return Mastery Teleport Mastery (Lost List) Perceptions Divinations Artifact Lore Scrying Hidden Visions

2 Spell Types

Conjuring Movement

Lore

Middle-earth PBM

F Magic

Mages are able to cast two spells per turn, as long as the spells are of different categories (which is to say, require different spell orders). However, casting a second spell will damage the casting character by draining points from their health rank. The amount of health lost will depend on the combined difficulties of the spells being cast. To cast a spell, simply issue the appropriate spell order, follow it with the spell number of the desired spell, and include any indicated additional information. Note that the order number for casting a given spell category (not the number of the individual spell) indicates its position in the games sequence of events (explained later).

Orders L 120 L 225 L 330 L 825 L 940 Other C3 M

Further Reading
Orders; Cast Heal Spell Orders; Cast Combat Spell Orders; Cast Conjuring Spell Orders; Cast Movement Spell Orders; Cast Lore Spell Characters; Orders Spells

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

3 Research

Middle-earth PBM

F Magic

Orders L 700 L 705 Other F4 M

Further Reading
Orders; Forget Spell Orders; Research Spell Magic; Lost Spells Spells

Some spells are not widely available to be researched by all mages; these are known as lost spells. The ability to research lost spells can be gained from encounters, artifacts, or as an ability of a particular nation. If you have access to a single lost spell, that does not mean you have access to all spells in that list.

4 L o st S p e l l s

Orders L 705 Other I1 I2 N 1-25 O 1-25 P1 Q 10-14

Further Reading
Orders; Research Spell Miscellaneous; Artifacts Miscellaneous; Encounters 1650 Module; Nation Details 2950 Module; Nation Details Fourth Age Module; Nation Creation Battle of the Five Armies Module; Nation Details

Middle-earth PBM

G Combat

G Combat
Combat in Middle-earth can take four forms: Challenges between individual characters Battles at sea between navies Battles between armies Attacks by armies on population centres.

Characters of any kind (not just commanders) may issue a formal challenge to other characters in the same hex. This is called a personal challenge. The following restrictions apply to this: It is not possible to challenge a character who has issued the Refuse Personal Challenge order. Or rather, as you do not know in advance whether an enemy character has refused personal challenges, it is perhaps more accurate to say that you may challenge that character, but the challenge will not be accepted, and no personal challenge fight will take place. It is not possible to challenge an army commander unless the challenger is in an army, or the challenger is an army commander himself. A character can only fight one personal challenge each turn. If there are multiple challenges in the same hex, the highest ranking character (based on natural skill ranks) will challenge first, so that if your character is the next highest ranking character and is trying to challenge the same character as the highest ranking character, your characters challenge will not take place. A character cannot issue a challenge and also issue the refuse personal challenge order on the same turn. A character cannot challenge characters belonging to their nation. If challenge is offered and not refused, then a battle to the death will commence between the two characters, who duel with blades or magic, depending on their skills. This fights result will be based on their challenge ranks, with their health representing how many blows they can endure. Bear in mind that there is a random element to the outcome of challenges possessing the highest challenge rank does not guarantee victory. Success in the challenge will increase the abilities of the winning character. If the character is an army commander, then success will also increase their army's morale rank, while the morale rank of the loser's army will diminish. If an army loses its commander because of challenge, and there is no other character with command rank in the army to assume command, then the army will rout and be disbanded. If a proffered challenge is rejected by an army commander, then the morale rank of the challengers army will still increase, and the challenged armys morale decrease.

1 Personal Challenges

Middle-earth PBM

G Combat

Personal Combat Equation

The following is all calculated automatically by the ME-PBM program. So it is not necessary to understand the following equation in order to issue a personal challenge, but rather it is set down in case you wish to know the specific details of how the combat is run.

Step 1 Calculate Challenge Rank for Each Character This is already calculated and can be found on the result sheet for the characters nation, or can be determined as described in section C 4. Step 2 Combat Resolution A random number from 1 100 is calculated for each character and added to their challenge rank. If the number is between 1 5, a second number from 1 100 is generated, and subtracted from the characters challenge rank. (If the second number is also between1 5, however, a third number is not generated.) If the number is between 96 100, a second number from 1 100 is generated, and added to the characters challenge rank. (If the second number is also between 96 100, however, a third number is not generated.) Whichever character has the highest result wins the round, and the loser loses a random amount of health between 1 and the number equal to the winning characters result minus the losing characters result. Further Rounds of Combat Repeat step 2 until the health of one character reaches zero or less and dies. The remaining character is the victorious. For Example Hallas challenges Angulion Hallas has the following: Command 40 Agent 10 Emissary 0 Mage 0 Health 100 The artifact Turantir, which gives a 500 combat bonus, and therefore a 10 point challenge rank bonus Angulion Command Agent Emissary Mage Health has the following: 10 20 65 (30, plus the artifact Pectoral, which increases his emissary rank to 65) 30 56

Step 1 Calculate Challenge Rank for Each Character Hallass skill ranks and artifact give him a challenge rank of 51. Angulions skill ranks give him a challenge rank of 45. Step 2 Combat Resolution A random number of 65 is generated and added to Hallass challenge rank, giving him a total of 116. A random number of 42 is generated and added to Angulions challenge rank, giving him a total of 87. Hallas therefore wins the round by 29 points. A random number between 1 and 29 is generated. This amount of 18 is deducted from Angulions health, leaving him on 38 health. Neither character has zero or less health, so combat continues... Step 2 is repeated A random number of 26 is generated and added to Hallass challenge rank, giving him a total of 77.

Middle-earth PBM

G Combat

A random number of 98 is generated and added to Angulions challenge rank, giving him a total of 143. Because this random number is between 96 100, a second number of 86 is generated and also added to Angulions challenge rank, giving him a total of 229. Angulion therefore wins the round by 113 points. A random number between 1 and 113 is generated. This amount of 111 is deducted from Hallass health. This reduces Hallass health to less than zero, so Angulion wins the combat, but remains injured.

Orders L 210 L 215 Other I1

Further Reading
Orders; Issue Personal Challenge Orders; Refuse All Personal Challenges Miscellaneous; Artifacts

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

2 Armies

Relations

Armies may only attack armies of other nations whom they either dislike or hate, but will defend against any army which attacks them, regardless of their relationship to them. The less friendly your nations relations towards the attacking nation, the greater the benefit to your army: Effect of Relations on Combat Relation towards Enemy Army Effect on Combat Strength Friendly - 25% Tolerant - 10% Neutral 0% Disliked + 10% Hated + 25% The terrain affects troops in the manner detailed below:

Middle-earth PBM

G Combat

Troop Terrain Performance Troop Type Shore Plains Heavy Cavalry Average Good Light Cavalry Good Good Heavy Infantry Average Good Light Infantry Average Average Archers Average Good Men-at-Arms Average Good

Rough Poor Average Average Good Good Good

Forest Poor Poor Average Average Average Average

Desert Average Good Average Average Good Average

Swamp Poor Poor Poor Average Poor Average

Mountains Poor Poor Poor Average Average Average

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

Tactics

If you issue an attack order, you may also specify a tactic for the army. If you do not specify a tactic, then the standard tactic will be used. These tactics are as follows:

Charge The entire army makes a fast, all-out attack against the enemys front lines. Flank A part of the army thrusts towards the enemy front lines, whilst another part circles to one side in order to attack the vulnerable side and rear of the enemy position. Standard The army is split evenly between attacking the front line and flanks of the enemy force. Surround The army attempts to encircle the enemy, thus cutting off their retreat and preventing them from bringing their force to bear. Hit and Run The army divides into several smaller units, to execute quick skirmish attacks and rapid retreats against the enemy. Ambush The army attempts to make best use of the available terrain to conceal itself, and so lure the enemy into the area in order to execute a surprise attack. Different troops perform better or worse depending on the tactic issued to them: Troop Preferred Tactics Troop Type Best Tactic Heavy Cavalry Charge Light Cavalry Surround Heavy Infantry Flank Light Infantry Hit and Run Archers Ambush Men-at-Arms Hit and Run

Worst Tactic Ambush Ambush Surround Charge Flank Charge

Middle-earth PBM

G Combat

Further, tactics are more effective against some tactics than others: Tactic vs. Tactic Tactic Charge Flank Standard Surround Hit and Run Ambush

Best Against Hit and Run Ambush Flank Flank Surround Charge Ambush

Worst Against Ambush Surround Charge Hit and Run Flank Flank

Charge

Standard

Flank

Hit and Run

Surround

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

Other

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

Middle-earth PBM

G Combat

The following is all calculated automatically by the ME-PBM program. So it is not necessary to understand the following equation in order to issue an attack with an army, but rather it is set down in case you wish to know the specific details of how the combat is run. Combat calculators are also available which will help you to determine whether or not you will be successful in combat for more information see Chapter K Sending in your Orders. Step 1 Calculate Army Constitution For Each Side For each troop type, multiply the number of troops by the troop base constitution (Basic Troop Combat Values table in E 7), then increase this by a percentage equal to the armour value of that troop type (see turn Results Sheet for troops armour values). Add together the constitutions for each troop type to calculate the total army constitution. Step 2 Calculate Army Strength For Each Side Base Strength For each troop type, multiply the number of troops by the individual troop strength (Basic Troop Combat Values table in E 7), to obtain the base strength for each type of troop in the army. Modifier Add the following numbers together, divide them by four, and apply the result as a percentage to the base strength of each troop type in the army: 1. Training Rank (see turn Results Sheet). 2. Weapon Rank (see turn Results Sheet). 3. Troop Terrain Modifier A figure ranging from 60 100, dependent on whether the troops perform poorly or well in that terrain (see Troop Terrain Performance table above). 4. Troop Tactic Modifier A figure ranging from 90 115, dependent on the troops favoured tactics (see Troop Preferred Tactic table above). Add the modified base strength for each troop type together to calculate the armys total strength. Step 3 Apply Ongoing Combat Bonuses For Each Side Modifier Add the following numbers together, divide them by four, and apply the result as a percentage to the armys total strength: 1. Command Rank The command rank of the armys leader (see turn Results Sheet). 2. Climate Your nations climate and terrain modifier (see Nation Climate and Terrain Modifier Percentage tables in the appropriate nation sections in the module chapters). 3. Terrain Your nations climate and terrain modifier again (see Nation Climate and Terrain Modifier Percentage tables in the appropriate nation sections in the module chapters). The first time is to take into account climate, and the second time terrain. 4. Army Morale The morale rank of the army (see turn Results Sheet). Tactics If an armys tactic is best against the opposing armys tactic, their army strength is increased, and if an armys tactic is worst against the opposing armys tactic, their army strength is decreased (see Tactic vs. Tactic table above). The exact percentage is hidden, but is approximately +/- 10%. Bear in mind that this affects both armies. Relations The relation of the armys nation to the opposing nation affects the armys strength by a percentage (see Effect of Relations on Combat table above). Step 4 Apply Round One Combat Bonuses For Each Side Note that these only apply to the first round of combat the army has engaged in a turn. So if the army was a navy at the start of the turn, and had fought a navy battle before moving on to fight an army battle, ignore this step. Offensive Magic Add the amount of damage being dealt by offensive magic to the strength of the characters army. Defensive Magic Subtract the amount of damage being avoided by defensive magic from the strength of the opposing army to the character. Combat Artifacts Add the value of any combat artifact being used to the strength to the owners army. War Machines Each war machine adds 50 points to the armys strength. Dragons and NPCS Each dragon adds somewhere in the region of 20,000 or more points to the armys strength. Other NPCs and creatures may also lend strength to army. Step 5 Combat Resolution Each army will take as damage the total strength of the opposing army, which is removed from their troops constitution in the following manner: 1. Calculate what percentage of the total army constitution has been taken as damage.

Army Combat Equation

Middle-earth PBM

G Combat

Each troop types total constitution is reduced by this percentage. Then divide the remaining total constitution by the troop types individual troop constitution to determine how many troops are left. War machines may be damaged and lost, in approximate proportion to the number of troop losses. Further Rounds of Combat Repeat steps 1, 2, 3 and 5 until one army no longer has any troops remaining. (But not step 4 these bonuses only apply to the first round of the first battle fought by an army in a turn.) If the victorious army has less than 100 troops remaining, it will disband. For Example Hallass army attacks Angulions army. First Round Only. The relevant information regarding Hallass army is as follows: Army morale 60 War machines 20 Heavy Cavalry Archers Men-at-Arms 500, with training 40, weapon 30, and armour 60 200, with training 30, weapon 60, and armour 0 600, with training 10, weapon 10, and armour 10

2.

Hallas belongs to the Cardolan nation, whose relations to the Witch-king are disliked Hallas has issued the tactic charge Hallas has a command rank of 40 With Hallass army is a mage who successfully casts the spell Fire Balls (234) The relevant information regarding Angulions army is as follows: Army morale 40 War machines 0 Heavy Infantry 1000, with training 50, weapon 30, and armour 10 Angulion belongs to the Witch-king nation, whose relations to Cardolan are hated Angulion has issued no tactic, so his army will use the standard tactic Angulion has a command rank of 10 Angulion has artifact Gurthang (169), which adds 2250 points in combat The relevant information regarding the sector is as follows: Terrain type Hills and Rough Climate Cold Step 1 Calculate Army Constitution for Each Side For Hallas Heavy cavalry have 16 constitution, so 500 heavy cavalry have 8,000 constitution. Hallass heavy cavalry have armour 60, so have 8,000 + 60% of 8,000 = 12,800 constitution. Archers have 2 constitution, so 200 archers have 400 constitution. Hallass archers have no armour, so have 400 + 0% of 400 = 400 constitution. Men-at-arms have 2 constitution, so 600 men-at-arms have 1,200 constitution. Hallass men-at-arms have 10 armour, so have 1,200 + 10% of 1,200 = 1,320 constitution. Therefore Hallass army has a total constitution of 12,800 + 400 + 1,320 = 14,520.

Middle-earth PBM

G Combat

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

Middle-earth PBM

G Combat

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

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G Combat

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

Middle-earth PBM

G Combat

Combat against Multiple Armies

When more than one army is involved on either or both sides, the damage each army deals is divided proportionately between the opposing armies. Bear in mind, however, that because your armys strength depends on your nations relations with an opposing nation and your tactics compared to theirs, your armys strength will be calculated separately against each opposing army.

Orders L 230 L 235 L 240 Other E

Further Reading
Orders; Attack Enemy Orders; Attack Nation Orders; Defend Armies

There are four ways in which an army can affect an enemy population centre: By threatening it By laying siege to it By capturing it By destroying it

3 Population Centres

Threatening

Threatening is a way of gaining possession of a population centre without loss of troops. However, the order will fail if there are armies or navies present in the hex who consider your army an enemy (whose relations to you are either disliked or hated).

The order to threaten a population centre only needs to be given by a single army or navy commander, upon which any other armies or navies of the same nation present will also help, increasing the chances of success. Other factors which play a part in the success of threatening a population centre include: the command rank of the threatening army or navys commander, the size of that army or navy, and the loyalty of the populace of the population centre, the size of the population centre, and the presence of any fortifications and/or war machines.

Sieging

Laying siege to a population centre does not, in itself, allow your army to take possession of it. Instead, it weakens the population centre so that subsequent attacks are more likely to succeed. Sieging a population centre prevents the populace from foraging for food, and so forces them to consume their food stores. When these stores run out, the loyalty of the population centre will then begin to drop. Sieging a population centre also prevents trade caravans from reaching it, so that the centre cannot sell or buy goods, nor have goods transported to it. Sieging is not automatically successful, but dependent on the army, and the army commander, laying siege.

If the sieging army possesses war machines, these will bombard the population centre, and there is a chance that this will result in a reduction of the fortifications. Note, finally, that it is possible to lay siege to a population centre even if there is an enemy army present.

Middle-earth PBM

G Combat

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

Capturing and Destroying

Combat Equation for Assaulting Population Centres

The following is all calculated automatically by the ME-PBM program. So it is not necessary to understand the following equation in order to issue an assault on a population centre with an army, but rather it is set down in case you wish to know the specific details of how the combat is run. Combat calculators are also available which will help you to determine whether or not you will be successful in combat for more information see Chapter K Sending in your Orders. Also, note that this equation is to assault a population with intent to capture. An assault to destroy is easier, but how much easier is something which must be discovered in the course of play. Step 1 Siege The population centre becomes sieged, and will remain that way for the rest of the turn, regardless of the result of the assault.

Step 2 Calculate Army Constitution For each troop type, multiply the number of troops by the troop base constitution (Basic Troop Combat Values table in E 7), then increase this by a percentage equal to the armour value of that troop type. Add together the army constitutions for each troop type to calculate the total army constitution. Step 3 Calculate Army Strength Base Strength For each troop type, multiply the number of troops by the individual troop strength (Basic Troop Combat Values table in E 7), to obtain the base strength for each type of troop in the army. Modifier Add the following numbers together, divide them by four, and apply the result as a percentage to the base strength of each troop type in the army: 1. Training Rank 2. Weapon Rank 3. Troop Terrain Modifier A figure ranging from 60 100, dependent on whether the troops perform poorly or well in that terrain (see Troop Terrain Performance table above). 4. Troop Tactic Modifier Troop tactics do not affect population centre combat, so this figure is always 100. Add the modified base strength for each troop type together to calculate the armys total strength.

Middle-earth PBM

G Combat

Step 4 Apply Ongoing Combat Bonuses to Army Strength Modifier Add the following numbers together, divide them by four, and apply the result as a percentage to the armys total strength: 1. Command Rank The command rank of the armys leader. 2. Climate Your nations climate and terrain modifier (see Nation Climate and Terrain Modifier Percentage tables in the appropriate nation sections in the module chapters). 3. Terrain Your nations climate and terrain modifier again (see Nation Climate and Terrain Modifier Percentage tables in the appropriate nation sections in the module chapters). The first time is to take into account climate, and the second time terrain. 4. Army Morale The morale rank of the army. Relations The relation of the armys nation to the opposing nation affects the armys strength by a percentage (see Effect of Relations on Combat table above). Step 5 Apply Round One Combat Bonuses to the Army Strength Note that these only apply to the first round of combat the army has engaged in a turn. So if the army was a navy at the start of the turn and had fought a navy battle before moving on to assault the population centre, or has already fought an army, ignore this step. Offensive Magic Add the amount of damage being dealt by offensive magic to the strength of the characters army. Combat Artifacts Add the value of any combat artifact being used to the strength to the owners army. Dragons and NPCS Each dragon adds somewhere in the region of 20,000 or more points to the armys strength. Other NPCs and creatures may also lend strength to army. Step 6 War Machines If there are war machines present in the army, compare the number of war machines multiplied by 200 to the defensive value of the population centres fortifications (Fortification Costs table in section D 2). If the number of war machines multiplied by 200 is greater than the fortification value, all fortifications are destroyed. If the number of war machines multiplied by 200 is less than the fortification value, the fortifications are reduced by the proportion of the war machines multiplied by 200 to the fortification value. Step 7 Calculate Population Centre Defensive Value A population centre has a single defensive value, which is used both to inflict and resist damage (the equivalent of both army strength and constitution). This is determined by adding the basic defence of the population centre (Population Centre Size Factors table in section D 1) to the defensive value of any remaining fortifications (Fortification Costs table in section D 2), and adding the loyalty as a percentage. (So that a loyalty of 50 will add a further 50% of the total population centre and fortification defensive value, not half the defensive value.) Step 8 Combat Resolution The defensive value of the population centre, minus the amount of damage being avoided by defensive magic if it is the first round of combat, is inflicted as damage upon the army. This is removed from the troops constitution in the following manner: 1. Calculate what percentage of the total army constitution has been taken as damage. 2. Each troop types total constitution is reduced by this percentage. Then divide the remaining total constitution by the troop types individual troop constitution to determine how many troops are left. War machines may be damaged and lost, in approximate proportion to the number of troop losses. If, after the population centre has inflicted damage, the army has zero or less constitution the assault has failed, and the population centre is undamaged. If, after the population centre has inflicted damage, the army has more than zero constitution remaining, and its strength (before taking troop casualties) is less than the defensive value of the population centre, the assault has failed, and the population centre is undamaged. If, after the population centre has inflicted damage, the army has more than zero constitution, and has a strength (before taking troop casualties) equal or greater to the defensive value of the population centre, the assault is successful. If the assault was to capture the population centre, it is reduced in one level by size and captured, or, if the assault was to destroy the population centre, the population centre is destroyed. If the assault is unsuccessful, the character leading the army, and characters with the army, may be killed. Whether or not the assault is successful, if the army has less than 100 troops remaining, it will disband.

Middle-earth PBM

G Combat

For Example Hallass army assaults Angsul in an attempt to capture it. The relevant information regarding Hallass army is as follows: Army morale 60 War machines 20 Archers 200, with training 30, weapon 60, and armour 0 Men-at-Arms 600, with training 10, weapon 10, and armour 10 Hallas belongs to the Cardolan nation, whose relations to the Witch-king are disliked Hallas has issued the tactic charge Hallas has a command rank of 40 With Hallass army is a mage who is casting the spell Barriers (102) The relevant information regarding Angsul is as follows: Size Town Fortifications Tower Loyalty 70 Angsul belongs to the Witch-king nation, whose relations to Cardolan are hated The relevant information regarding the sector is as follows: Terrain type Open Plains Climate Severe Step 1 Siege Angsul becomes sieged Step 2 Calculate Army Constitution Archers have 2 constitution, so 200 archers have 400 constitution. Hallass archers have no armour, so have 400 + 0% of 400 = 400 constitution. Men-at-arms have 2 constitution, so 600 men-at-arms have 1,200 constitution. Hallass men-at-arms have 10 armour, so have 1,200 + 10% of 1,200 = 1,320 constitution. Therefore Hallass army has a total constitution of 400 + 1,320 = 1,720. Step 3 Calculate Army Strength Base strength Archers have 6 strength, so 400 archers have 2,400 base strength. Men-at-arms have 2 strength, so 600 men-at-arms have 1,200 base strength. Modifier for archers Archers training rank = 30 Archers weapon rank = 60 Troop terrain modifier for archers in hills and rough = good. (This exact figure is hidden, but for the purposes of this example we will assume the maximum, which is 100.) Troop tactic modifier is always 100 So, total modifier for archers: (30 + 60 + 100 + 100)/4 = 72.5

Middle-earth PBM

G Combat

Archers base strength multiplied by modifier percentage = 2,400 x 72.5% = 1,740. Modifier for men-at-arms Men-at-arms training rank = 10 Men-at-arms weapon rank = 30 Troop terrain modifier for men-at-arms in hills and rough = good. (This exact figure is hidden, but for the purposes of this example we will assume the minimum, which is 100.) Troop tactic modifier is always 100 So, total modifier for men-at-arms: (10 + 10 + 100 + 100)/4 = 60 Men-at-arms base strength multiplied by modifier percentage = 1,200 x 55% = 720. Total army strength = modified strength for each troop type added together = 1,740 + 660 = 2,460. Step 4 Calculate Ongoing Combat Bonuses to the Army Strength Modifier Command rank = 40 Climate modifier for Cardolan in cold hills and rough = 95 Terrain modifier for Cardolan in cold hills and rough = 95 Army morale = 60 So, modifier percentage = (40 + 95 + 95 + 60)/4 = 72.5 Total army strength multiplied by modifier percentage = 2,400 x 72.5% = 1,784 Relations Hallass nation dislikes Angsuls nation, so the army strength is increased by 10%: 1,740 + 10% = 1,962 Step 5 Apply Round One Combat Bonuses to the Army Strength Offensive Magic There are no characters casting offensive magic in Hallass army. Combat Artifacts Hallas is not wielding a combat artifact. Dragons and NPCs There are no dragons or NPCs with Hallass army. Step 6 War Machines Hallass army has 20 war machines. Angsul has a tower, which has a defensive value of 2,000. The number of war machines x 200 = 4,000. This is greater than the defensive value of the tower, so the tower is destroyed. Step 7 Calculate Population Centre Defensive Value The basic defensive value of a town is 1000. The tower has been destroyed, so does not add any defensive value. The loyalty of the population centre is 70, so the total defensive value of the population centre = 1000 + 70% = 1,700. Step 8 Combat Resolution Hallass army has a total strength of 1,962 and a total constitution of 1,720. Angsul has a defensive value of 1,700. Angsul inflicts damage on Hallass army: Hallass army had 1,720 constitution and is taking 1,700 - 500 damage (Angsuls defensive value minus the damage avoided by the defensive spell cast) = 1,200 damage, so takes 69% of its total constitution as damage (1,200/1,720 x 100)

Middle-earth PBM

G Combat

Hallass archers had a total constitution 400 and are taking 69% damage, leaving them with 124 constitution. Archers have 2 constitution, so Hallas is left with 124/2 = 62 archers. Hallass men-at-arms had a total constitution 1,320 and are taking 69% damage, leaving them with 409 constitution. Menat-arms have 2 constitution, so Hallas is left with 409/2 = 204 men-at-arms. Hallas has 20 war machines. His army was damaged by 69%, so he loses approximately 14 war machines. Hallass army has more than zero total constitution, and its total strength before taking damage (1,962) is more than the defensive value of Angsul (1,700), so the assault is successful. Angsul is reduced in size by one level, becoming a village, and is captured by the Cardolan nation. Hallass army still has more than 100 troops, so it will not disband.

Further Reading Orders L 240 Orders; Defend L 250 Orders; Destroy Population Centre L 255 Orders; Capture Population Centre L 260 Orders; Siege Population Centre L 498 Orders; Threaten Population Centre Other D 1-4, 7 E Population Centres; Size And Location, Fortifications, Loyalty, Capital, Sieged Armies

In navy combat, the fighting takes place between the ships (and their crews), not the troops on board those ships. The transports have very little offensive capability, but the warships in a navy will act to protect the transports, and will be destroyed in combat before transports are damaged. Naval combat is affected by the following factors: Command rank of navy commanders involved Tactics used Relations between nations Artifacts NPCs present Spells cast Nations naval expertise

4 Navies

Middle-earth PBM

G Combat

A few points to bear in mind: Navies may only attack navies of other nations whom they either dislike or hate, but will defend against any navy which attacks them, regardless of their relationship to them. The less friendly your nations relations towards the attacking nation, the greater the benefit to your navy (see Effect of Relations on Combat table above, G 2). A navy cannot be attacked by an enemy army, but if the ships can be anchored in the hex, it can initiate an attack against an army. In such a case the navy will anchor its ships and the troops will go ashore, thus becoming an army. A navy can also attack an enemy population centre. If the navy seeks to destroy or capture the population centre, the force will anchor its ships and the troops will go ashore, thus becoming an army (again, providing the ships can be anchored). If a navy seeks to threaten the population centre, however, whilst it must be able to anchor its ships in the hex, it will not do so, instead remaining a navy. Navies cannot lay siege to population centres. A navy may prepare for the possibility of battle without actually attacking by issuing a defend order (order 240 Defend). This means that the navy can be given tactics in anticipation of a battle, but if not attacked, will not initiate an attack itself. Navy battles take place before army battles, which take place before population centre battles. It is theoretically possible, then, for a navy to be involved in three battles in a turn if they first attack a navy, then land to attack an army, before finally moving against a population centre. Combat artifacts will have their effects divided by 100, as will some spells (see chapter on spells for specific spells which are affected in this manner). All ships have a constitution of 3. The strength of a warship varies between 2 and 5 depending on the nations naval expertise, and can be found under the nation details later in the Guide. All transports have a strength 1.

Navy Combat Equation


Navy combat is calculated automatically by the ME-PBM program. However, combat calculators are available which will help you to determine whether or not you will be successful in combat for more information see Chapter K Sending in your Orders.

Orders L 230 L 235 L 240 Other E 12

Further Reading
Orders; Attack Enemy Orders; Attack Nation Orders; Defend Armies; Navies

Middle-earth PBM

H Economy

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

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

1 Income

Ta x

This percentage rate, changed by issuing an order, determines how much gold each of your population centres raise each turn. All taxes are automatically added to your nations gold reserves. Population Centre Camp Village Town Major Town City Gold Raised none 25 x tax rate 50 x tax rate 75 x tax rate 100 x tax rate

High tax rates do not make for happy subjects, and the higher the a nations tax rate, the higher the chance of population centres losing loyalty each turn. (This possible loss per turn is in addition to more substantial, one-off loyalty reductions whenever the tax rate is increased.) If the loyalty drops too much, the population centre may will degrade. The amount of tax generated by a population centre is based upon the tax rate and the size of the population centre (see Population Centre Size Factors table, D 1) .

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

Mining

Market

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

Middle-earth PBM

H Economy

It is also possible to bid for and buy goods from the market. When doing so, there are three important factors to bear in mind: The amount you may spend on market purchases is determined by adding together your nations current reserves and the expected revenue to be gained (see H 3 for details of these amounts). Each nation has a maximum limit of approximately 20,000 gold available to spend on each product each turn at the start of the game. This limit will then fluctuate during the game, depending on the state of the market. There is only a limited amount of each type of product available for all the nations each turn, which figure is given in the market report on your turn. It is possible, then, through cooperation with other nations in your allegiance, to 'corner' the market on a given item, or to 'flood' the market so as to lower the market price. However, be warned that selling a product to the market makes it available for enemies to purchase! Please bear in mind that the market purchase price is the price per unit which the market charges for those units of materials you might wish to purchase, and the market sell price is the price per unit which the market will give you for units of materials you wish to sell. And finally, note that the market is sometimes referred to as the trade caravans, especially in the orders section of the turn. There is no difference between the market and the trade caravans.

Stealing Gold

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

Receiving Gold from Other Nations

You can ask another nation to send you gold. See L 948 for more information.

Orders L 300 L 310 L 315 L 320 L 325 L 690 L 948 Other B3 D1 D5 D7

Further Reading
Orders; Change Tax Rate Orders; Bid from Caravans Orders; Purchase from Caravans Orders; Sell to Caravans Orders; Nation Sell to Caravans Orders; Steal Gold Orders; Transport by Caravan Basics; Game Time And Seasons Population Centres; Size And Location Population Centres; Produce And Production Population Centres; Sieged

Middle-earth PBM

H Economy

Maintenance costs are worked out automatically and given on your Results Sheet, and are calculated using the following figures: Maintenance Costs Item Each Heavy Cavalry troop Each Light Cavalry troop Each Heavy Infantry troop Each Light Infantry troop Each Archer Each Men-at-Arms Each Harbour Each Port Each Warship or Transport ship Each Fortification (per level) Every Character (per skill point)

2 Expenses

Cost in gold 6 3 4 2 2 1 250 500 50 500 20

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

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

3 Balancing The Books

Middle-earth PBM

H Economy

Combat takes place Voluntary tax changes take place Population centre production takes place, tax revenue is received Market buy transactions take place Market sell transactions take place Maintenance is charged, and forced tax rate increase may occur Orders which may require gold take place Agents steal gold Orders which may require gold take place Nations send gold So, why are these events important to your nations economy?

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

Combat takes place

Voluntary tax changes take place

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

Population centre production takes place, tax revenue is received

As already explained, because this takes place after both combat where population centres can be lost or sieged and tax changes, this amount may not be the same as that given as the Revenue Expected Next Turn figure.

Market buy transactions take place

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

Market sell transactions take place

This is a very useful way of gaining enough gold to pay your maintenance costs.

Middle-earth PBM

H Economy

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

Maintenance is charged, and forced tax rate increase may occur

Orders which may require gold take place

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

Agents Steal Gold

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

Orders which may require gold take place

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

Nations send Gold

As with agents stealing gold, because this occurs after maintenance is paid, it cannot be used to pay the current turns maintenance. As such, if you are relying on another nation sending gold to pay for your maintenance, you must remember to have that gold sent the turn before it will be required.

Orders Other D3 L1

Further Reading

Population Centres; Loyalty Orders; General Sequence of Events

Middle-earth PBM

H Economy

(Written by Dan Newman.)

4 Advice for a Healthy Economy

Economies need to be managed for the turn after the coming one. Expenses can't be reduced for the coming turn. Any troops or characters lost or retired still require maintenance, so they need to be managed in advance. For example, if you have a total upkeep of 40,000 gold, and your results suggest that next turn you will only have 10,000 gold, you have to do something about it this turn. If necessary, ask another player in your team to send you gold. Fortifications and harbours are paid for before they are removed or reduced during a turn. Gold transfers from allies arrive at the end of the turn, so must also be completed a turn in advance.

Plan ahead!

Set taxes to 60% or 39%.

These are the highest rates with an (average) stable loyalty or likely to result in a small loyalty gain. A character with 50 command rank has a fair chance of raising taxes to 60%. A character with 40 command rank may succeed. When taxes go up, population centres suffer an initial loyalty reduction. Those that drop to 15% or below may degrade, so raise your taxes early so that camps you then place do not suffer this loyalty reduction.

Count your gold carefully!

Your projected income equals tax revenue plus your population centres gold production from mines. Gold production from mines is only affected by seasons: it is unaffected by tax rates or upgrades in population size. So doubling your taxes wont double your gold income from population centre mines. You can sell products to cover your expenses, but remember that any population centre under siege wont sell its products, or provide tax revenue.

Camps are a source of revenue, through products and gold mine revenue. The total number of population centres is limited, so once your emissaries are strong enough, start building camps. Youll know the limit has been reached when your emissaries who fail to create a camp are no longer told that continued efforts may succeed.

Place your camps early...

But not too early!

Camps with loyalty of 15 or less have a chance of being lost, and loyalty can change slightly each turn. Since the loyalty of new camps is equal to half the emissary skill of the character who creates them, it makes sense to create camps with characters who have an emissary skill in the high 30s or greater. If your emissaries do not have sufficient emissary skill, use the 520 InfYour order to increase their skill level.

Upgrade your camps to villages once the population centre limit has been reached. Camps produce no tax revenue (though they may mine gold), but villages do. Upgrading to a village provides the same additional income as any other upgrade (975 at 39% taxes or 1500 at 60%), and they are the least expensive to do. Villages also continue to produce well. Camp to village upgrades only succeed when the population centre loyalty plus the characters emissary rank is around 75 or greater.

Upgrade your camps.

Natsell each turn

Issue Nation Sell to Caravan orders (order 325) at your capital each turn. The market will accept, very approximately, about 20,000 golds worth of product from each player in a turn. Make sure you sell as close to this amount as possible each turn.

Middle-earth PBM

I Miscellaneous

I Miscellaneous
Artifacts are magical legacies from an earlier age of Middle-earth. These relics can come in many forms, including rings, wands, weapons, armour, as well as in other more esoteric items. The acquisition, or loss, of some of the powerful artifacts has changed the course of Middle-earths history, no item more so than the One Ring itself, greatest of the Rings of Power. Some artifacts may be specifically aligned to good or evil, whilst others are not aligned at all. If an artifact is aligned, only characters of nations with the same allegiance as the artifacts alignment can use the artifact. Those artifacts that are of no alignment have no such restrictions and can be used by any character, not just those of neutral nations. Regardless of an artifacts alignment, however, any character may possess any artifact, although they may not be able to gain any benefit from it. Artifacts with no alignment are sometimes referred to as neutral, though this is somewhat misleading as characters of both Good, Evil and Neutral nations can use them. Most artifacts grant the owner a fixed benefit, such as an increase to a statistic or bonus in combat. Artifacts which give a bonus in combat also give that bonus/50 as a bonus to challenge rank. Others can only be used when activated by an order, such as scrying artifacts which are used, somewhat predictably, by issuing a scrying artifact order. A few artifacts will allow the bearer access to lost spells Others still have powers which remain hidden until the spell 412 Research Artifact is cast upon them. Skill ranks adjusted upward by artifacts will appear in parentheses next to the base skill rank. For example, a character with a command rank of 50 bearing an artifact that adds 10 to command rank will be shown as command 50 (60) on the result-sheet. If a character has a skill rank of 0, an artifact cannot increase this rank, but as stealth is not a skill rank, if they have a stealth rank of 0 then this can be increased through use of an artifact. In addition, artifacts which increase a characters mage skill also increases their individual spell casting ranks. (In this case, the bonus is not added to the individual spell ranks on the turn sheet, but included in brackets before the spell list.) Skill ranks adjusted by artifacts can exceed the normal 100 limit. The adjusted skill rank of a character affects the chance of success for an order, but only the natural skill rank of the character affects the effects of the order where applicable. (This will be explained in the section on orders.) Artifacts are carried by characters, and transferred between characters. The maximum number of artifacts any one character may carry is six, although you can only use one combat artifact (weapon) at a time. Combat artifacts in use appear with a beside them in the character section of the results sheet. A character will automatically use the first combat artifact they pick up. If they then gain a second combat artifact and want to use that instead, they must either issue the Use Combat Artifact order to swap artifacts, or transfer the first artifact to another character, at which point they will automatically use the second one (or, if they have more than two remaining artifacts, the most powerful one). There are two types of artifact which relate to spells. The first type allows access to a lost spell, or lost spell list. Only a character with mage rank can use these, and, when they have them in their possession, research the specified spell or spells. The second type allows a character to cast a specific spell, regardless of whether or not they have any mage rank. This is the only instance where the prerequisite of an order (that only characters with mage skill can issue spell-casting orders) can be ignored. Artifacts may be gained when a character kills or captures a character from another nation who holds artifacts, stolen from another character, or gained from an encounter. Alternatively, they can be searched for, though even if you know where an artifact is there is no guarantee that your characters will necessarily be able to find it. Artifacts may be dropped (hidden) in any hex, or at a population centre, at which point they are lost to your nation, although you can search for them again. The character who drops the artifact will have a higher chance of recovering it than other characters. In addition, if the artifact was dropped at a population centre, characters belonging to same nation as the population centre will also have a higher chance of recovering it.

1 Artifacts

Middle-earth PBM

I Miscellaneous

Orders L 205 L 360 L 685 L 792 L 805 L 900 L 935 L 945 L 990 Other I2 M 412 M 418 M 428 U1 U2 U3

Further Reading
Orders; Use Combat Artifact Orders; Transfer Artifacts to Character Orders; Steal Artifact Orders; Drop Artifact Orders; Use Movement Artifact Orders; Find Artifact Orders; Use Scrying Artifact Orders; Use Hiding Artifact Orders; One Ring Miscellaneous; Encounters Spells; Research Artifact Spells; Locate Artifact Spells; Locate Artifact True Player-Collated Information; 1650 Artifact List Player-Collated Information; 2950 Artifact List Player-Collated Information; Fourth Age Artifact List

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

2 Encounters

Orders L 285 L 290 Other -

Further Reading
Orders; Reaction to Encounter Orders; Investigate Encounter

Middle-earth PBM

I Miscellaneous

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

3 Rumours

Orders L 580 L 585 Other -

Further Reading
Orders; Spread Secrets Orders; Uncover Secrets

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

4 Effects of Nation Relations

Agent orders affected by relations


Scouting Stealing Sabotaging Rescuing Kidnapping Assassinating Counter-espionage

Emissary orders affected by relations


Influencing the loyalty of other nations population centres Transferring ownership of population centres Recruiting double agents

Middle-earth PBM

I Miscellaneous

Other Effects of relations

The relations of nations must be friendly or tolerant to each other to enable their armies and navies to pass each other in a hex, or to enable an army of one to pass a fortified population centre of another. Only nations which are disliked or hated by your nation are considered enemies by your own forces, and it is only against enemy nations that you can issue offensive orders, for example to attack their armies, population centres and ships. However, your troops will always defend themselves against any nation if attacked, no matter your relationship towards them. Only nations who are friendly to your nation will allow your army to pick up goods from their population centre. The relationship of your nation to theirs is irrelevant. Only nations who are friendly to your nation can transfer goods from their army to your army or population centre. The relationship of your nation to theirs is irrelevant. Companies can only be formed of characters who have mutually friendly relations with the company commander. The less positive your relation to another nation, the more fiercely your armies and navies fight against them. Which is to say your armies will fight better against a hated nation than a tolerated one. A Free Peoples nation can only have neutral, tolerant or friendly relations towards another Free Peoples nation, can have hated, disliked, neutral or tolerant relations toward a Neutral nation, and may only have hated, disliked or neutral relations towards a Dark Servants nation. Conversely, a Dark Servants nation can only have neutral, tolerant or friendly relations towards another Dark Servants nation, can have hated, disliked, neutral or tolerant relations toward a Neutral nation, and may only have hated, disliked or neutral relations towards a Free Peoples nation. A neutral nation may have any relation towards other neutral nations, but not friendly or hated relations with a Free Peoples or Dark Servants nation. An attempt by a neutral nation to change allegiance to the Free Peoples or Dark Servants may be affected by their relations to the various nations on the allegiance they are attempting to join. After a successful allegiance change, relations will automatically be altered sufficiently to satisfy the restrictions detailed above. A nation that has friendly relations towards you can build ships at your ports.

Orders L 180 L 185 Other E 10 G

Further Reading
Orders; Upgrade Relations Orders; Downgrade Relations Armies; Movement Combat

Middle-earth PBM

I Miscellaneous

One of the richest aspects of any play-by-mail game is the interaction between players: Your front-sheet will give you contact details for your allies. (If you are a neutral player, you will not see details of other players until you change allegiance, at which point you will see your new allies details.) If you want to talk to the opposition, the easiest method is via either our mailing list or on the Middle-earth forum. Details of both can be found on our website at http://www.middleearthgames.com. You can also send a diplomatic message to another player via ourselves. Simply send us an email with the message and the player it is to go to, and we will pass the message along with their next turn. Alternatively, if you do not have access to the internet, if you write a letter to any other nation or nations in the game and send it in with your turn, we will pass it on to the appropriate player when they receive their next turn. Note that we do not guarantee the accuracy or truth of any correspondence we pass on in this way.

5 Communication

6 Victory Conditions
Game Victory
A game is won by a team, not an individual player. A game can end in one of two ways: Either the Free Peoples or the Dark Servants have all been eliminated, whereupon the surviving allegiance are victorious. Or the One Ring has been found, and taken to Mount Doom (hex #3423), there to be either given to Sauron or destroyed, depending on whether the character belongs to the Dark Servants or Free Peoples. Whereupon the allegiance whose character gave up the ring is victorious. Note that these are the basic victory conditions. Other modules and variants may have additional ways of achieving victory. See individual modules for any changes or differences in victory conditions.

Victory Points

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

Middle-earth PBM

I Miscellaneous

Areas of Play
Ranking 1st Place 2nd Place 3rd Place 4th Place 5th Place 6th Place 7th Place 8th Place 9th Place 10th Place 11th 25th Place

For each area of play, nations will earn victory points based on their ranking as follows: Victory Points 500 450 400 367 333 300 275 250 225 200 100

Note that eliminated nations are still ranked amongst active nations, though they cannot win the game, and are not included amongst the first, second or third places overall. The areas are as follows:

Population Centres Armies

Based upon the total number of population centres, their size and their loyalty

Based upon the total number of troops, type of troops, morale of armies, and troop training, weapons, and armour of each troop type.

Characters

Based upon the total number of characters, and their command, emissary, agent and mage rank. Basically, the total upkeep cost of all a nations characters.

Wealth

Based upon the total gold reserves of the nation.

Individual Victory Conditions

Each nation starts the game with five individual victory conditions, which vary from game to game. For each one achieved, the nation gains 100 victory points. Note that these points are only calculated when a game ends, meaning that firstly your victory points total during the turn does not include points gained for individual victory conditions, and that secondly you must not only achieve an individual victory condition but still be fulfilling its criteria at the end of the game to gain the victory points. The various types of individual victory condition are as follows:

Termination of Characters

This victory condition requires that your nation be responsible for the killing of at least ten characters belonging to nations other than your own, either through personal challenge or through assassination. No other kills will count. A victory condition more commonly found amongst Dark Servant nations.

Acquisition of Artifacts

This victory condition requires that your nation hold ten artifacts in addition to the number of artifacts held at the start of the game. They do not have to be useable by your nation, they just have to be artifacts. If the game is completed by the One Ring being taken to Mount Doom by your nation, the One Ring will not count as one of the ten artifacts.

Middle-earth PBM

I Miscellaneous

This victory condition requires that your nation own a particular population centre. The particular population centre in question being specified in the victory condition. If the population centre is destroyed, holding a new population centre on the hex will fulfil the victory condition.

Holding a Particular Population Centre

Hoarding Mithril

This victory condition requires that your nation have more mithril in population stores than any other nation.

Hoarding Artifacts

This victory condition requires that your nation possess more artifacts than any other nation. If the game is completed by the One Ring being taken to Mount Doom by your nation, the One Ring will not count as one of your artifacts.

Holding a Particular Artifact

This victory condition requires that your nation own a particular artifact. The particular artifact in question being specified in the victory condition.

Death of a Particular Character

This victory condition requires that a particular character be dead at the end of the game. It does not matter how they die, or by whose hand or knife. The particular character in question being specified in the victory condition, and usually someone your nation has a reason for disliking. If another character is subsequently created with the same name, you do not have to kill them too.

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

7 Rating Systems

Middle-earth PBM

J Receiving Your Results

Whilst it is possible to play by post, we recommend that, if possible, you play the game by email, which is to say, send in your orders and receive your turn results by email. Assuming that you play by email, then, every turn you will receive your results in the following manner:

J Receiving Your Results

An Email

Containing non-game related information such as your name, account number, etc.

A Results Sheet An .xml file

In the form of an Acrobat (.pdf) file attached to the email, containing information about your nation and its activities.

Attached to the email, containing much of the information found in the .pdf but in code form, which can be imported into a variety of programs to help you better keep track of your position and write your turn, and shared with other members of your team should you wish to do so.

This contains the following information: Your name Your address and contact details (Your email address is always given out to your allies by default if you are playing by email, and your postal address if your are playing by paper. So if you do not wish these contact details to be passed on, please get in touch.) Your account number Your account balance Your allies contact details Current games you are playing in Messages from ME Games for the game A remittance tear off slip to return with payment for game turns (when necessary)

1 Em a il

Orders Other K1 V

Further Reading

Sending Your Orders; By File House rules

Middle-earth PBM

J Receiving Your Results

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

2 Results Sheet

Season

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

Relations

This section details your relations to the other nations.

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

Population Centres

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

Armies and Navies

Middle-earth PBM

J Receiving Your Results

Company Commanders

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

Market Prices

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

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

Miscellaneous

Orders Given

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

Characters

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

Maps

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

Middle-earth PBM

J Receiving Your Results

Map Icons Camp Village Town Major Town City Tower Fort Castle Keep Citadel Harbour Port Good Armies Evil Armies Neutral Armies

Road

Minor River

Major River

Bridge

Ford

Open Seas

Coastal Waters

Shore/plains

Open Plains

Hills & Rough

Mixed Forest

Desert Wastes

Fens & Swamp

Mountains

The turnsheet is used if you are playing by paper, to fill in orders for each of your characters, and return them to us. However, if you are playing by email it is still of use, in that it lists each of your characters who are both alive and not held hostage, and so can be given orders. It also gives the due date. The due date is the date by which the turn sheet must reach our offices not the date to send it to us!

Turnsheet

Orders Other J4 K1

Further Reading

Receiving Your turn; Playing By Paper Sending Your Orders; By File

Middle-earth PBM

J Receiving Your Results

Unlike the .pdf file containing the results sheet, the .xml file cannot be viewed alone. Instead, it contains information which can be imported into a variety of programs, which can then be used to collect, collate and store information regarding your position. These programs will be described in the section below (K-1 Orders).

3 .xml File

Orders Other K1 V

Further Reading

Sending Your Orders; By File House rules

Whilst we encourage people to play by email, if you do not have access to email, or prefer to play by paper, you may do so. In which case, each turn you will receive the following by post: Front sheet Containing the same information as would be found in the email if playing by email. Results sheet A print out of the file of the Results Sheet normally attached to the email if playing by email. Includes the turn sheet as well.

4 Playing By Paper

Orders Other K2 V

Further Reading

Sending Your Orders; By Paper House rules

Middle-earth PBM

K Sending Your Orders

K Sending Your Orders


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

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

1 By File

Automagic

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

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

M EO W

www.meturn.com

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

Combat Calculator

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

Palantir

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

Other

We are frequently adding new pieces of software to the game, in order to help you play. For details of all the latest software, please go to our website: http://www.middleearthgames.com.

Orders Other V

Further Reading

House Rules

Middle-earth PBM

K Sending Your Orders

If you do not have access to email or the internet, and so are receiving your results by paper, you can also return your orders by post. Simply complete the turn sheet which comes as a part of your results, and return it to us.

2 By Paper

Orders Other V

Further Reading

House rules

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

3 By Email

Orders Other V

Further Reading

House rules

Middle-earth PBM

K Sending Your Orders

The most common items of required information for orders have abbreviations which are quicker and easier to use than the entire word. These must be used. For example, if you try and sell food instead of fo, the order will fail. The abbreviations to use are as follows: Goods Mounts Leather Bronze Steel Mithril Food Timber Gold Troops Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Men-at-Arms Archers Army Directions Home (stand still) North-east East South-east South-west West North-west Normal Evasive Miscellaneous Female Male No Yes Neutral Evil Good Wood None

4 Abbreviations

mo le br st mi fo ti go

h ne e se sw w nw no ev

hc lc hi li ma ar

f m n y n e g wo no

Finally, four points to keep in mind while writing orders: Character IDs are always five letters long and lower case Spa c es and pu.n;ctuation count as letters for character IDs - ccnts do not. (ccn is five letters) Hex numbers are always four digits long Orders take place according to their numerical sequence, not the order in which you issue them to characters

Further Reading
Orders Other V House rules

Middle-earth PBM

L Orders

L Orders
Events can either consist of orders carried out by characters, or things which take place every turn regardless of orders issued. They are listed below in the order that they occur within the turn. Orders take place in numerical sequence based on their order numbers, not the order in which you issue them. If an order is not specifically mentioned below, then, it simply takes place in its numerical order (the list is intended to show when non-order events take place in relation to the various orders, not to list every order). 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 Characters heal naturally and healing spells are cast Allegiance and relation changes take place Personal challenges between characters take place Combat (navy, army and population centre) takes place and combat spells are cast Encounters are reacted to Voluntary tax changes take place, loyalties may be affected Population centre production, tax revenue is received, loyalties change according to tax rate Market buy transactions take place (310 and 315) Market sell transactions take place (320 and 325) Food and other items (including transferring, but not picking up, of artifacts and prisoners) are picked up, transferred, conjured or otherwise moved Food (and morale) is consumed by armies. Maintenance is charged Check to see if nations tax rate is sufficient to cover maintenance costs. If not, tax rate is increased to compensate. If this raises tax rate to over 100%, bankruptcy will occur and the nation will be eliminated from play. Other command orders take place Emissary orders take place Agent orders take place Characters being held hostage attempt to escape Other mage orders take place New characters are created Army and company orders (other than combat) take place Ships and artifacts are picked up and dropped Character and army movement takes place Scouting takes place, lore spells are cast Population centres are hidden Goods are transported (947 and 948) Population centres are transferred, voluntary capital moves take place New market prices, maintenance costs and revenues are calculated The One Ring order attempts take place

1 General Sequence of Events

From the above sequence, you will see that you purchase products from the market before a check is made to see if the nation has sufficient funds to cover maintenance costs. This means that a nation can bankrupt itself through buying from the market, so please be careful when buying goods!

Orders Other H K

Further Reading

Economy Sending Your Orders

Middle-earth PBM

L Orders

In the following lists, for ease of reference orders have been grouped according to type rather than in numerical sequence. Restriction Legend c characters with command skill only a characters with agent skill only e characters with emissary skill only m characters with mage skill only com army or navy commanders only company company commanders only with without cap fa k spell increase army or navy commanders or characters with an army or navy only characters not in command of an army, navy or company only can only be issued at the capital can only be issued in the Fourth Age Module can only be issued by the North or South Kingdom may improve spell casting rank may increase a skill rank

2 List of Orders

Command Skill Orders


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

increase increase increase increase increase increase

increase increase

increase increase

Middle-earth PBM

L Orders

Command Miscellaneous Orders


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

Agent Skill Orders


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

Middle-earth PBM

L Orders

Agent Miscellaneous Orders


Order Number 625 640 645 650 655 915 920 Order Description Release Hostage Take Custody of Hostage Imprison Hostage Execute Hostage Demand Ransom for Hostage Scout Hex Scout Population Centre Restriction a a a a a a, or a dwarf a, or a dwarf Difficulty automatic automatic automatic automatic automatic easy easy May Increase Skill Rank? Order Code Release Custody Imprsn Execute RansDmd ScoHex ScoPop

Emissary Skill Orders


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

Emissary Miscellaneous Orders


Order Number 580 585 Order Description Spread Rumours Uncover Secrets Restriction e e Difficulty automatic average May Increase Skill Rank? Order Code SprdRum Uncover

Mage Orders
Order Number 710 737 Order Description Prentice Magery Name New Character as Mage Restriction m m, cap Difficulty automatic automatic May Increase Skill Rank? increase Order Code PrenMgy NamMage

Mage Miscellaneous Orders


Order Number 700 705 Order Description Forget Spell Research Spell Restriction m m Difficulty automatic varies May Increase Skill Rank? Order Code ForgtSp RsrchSp

Middle-earth PBM

L Orders

Movement Orders
Order Number 810 820 825 830 840 850 860 870 Order Description Move Character Move Company Cast Movement Spell Move Navy Stand and Defend Move Army Force March Army Move Character & Join Army Restriction without c, company m, without com com com com without Difficulty automatic automatic varies automatic automatic automatic automatic automatic May Increase Skill Rank? Order Code MovChar MovCmpy CstMvSp MovNavy Stand MovArmy ForcMar MovJoin

spell

Healing Spell Orders


Order Number 120 Order Description Cast Heal Spell Restriction m Difficulty varies May Increase Skill Rank? spell Order Code CstHlSp

Combat Spell Orders


Order Number 225 Order Description Cast Combat Spell Restriction m Difficulty varies May Increase Skill Rank? spell Order Code CstCbSp

Conjuring Spell Orders


Order Number 330 Order Description Cast Conjuring Spell Restriction m Difficulty varies May Increase Skill Rank? spell Order Code CstCjSp

Lore Spell Orders


Order Number 940 Order Description Cast Lore Spell Restriction m Difficulty varies May Increase Skill Rank? spell Order Code CstLoSp

Middle-earth PBM

L Orders

Miscellaneous Orders
Order Number 205 210 215 285 290 310 315 320 325 360 363 740 755 760 785 790 792 796 805 900 935 945 947 948 990 Order Description Use Combat Artifact Issue Personal Challenge Refuse All Personal Challenges Reaction to Encounter Investigate Encounter Bid from Caravans Purchase from Caravans Sell to Caravans Nation Sell to Caravans Transfer: Artifacts to Character Transfer: Hostages to Character Retire Character Join Company Leave Company Join Army Leave Army Drop Artifact Pick up Artifact Use Movement Artifact Find Artifact Use Scrying Artifact Use Hiding Artifact Nation Transport Transport by Caravan One Ring Restriction Difficulty automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic easy automatic hard automatic automatic automatic automatic automatic May Increase Skill Rank? increase Order Code UsCbArt IssPers RfsPers ReacEnc InvEnc BidCar PrchCar SellCar NatSell TrArt TrHost RtrChar JnCmpy LvCmpy JnArmy LvArmy DropArt PickArt UsMvArt FindArt UsScArt UsHiArt NatTran TranCar OneRing

cap

without without without

cap cap or origin hex

Orders L Other L1

Further Reading
Orders Orders; General Sequence of Events

Middle-earth PBM

L Orders

# Order Details
Type of Order Difficulty of Order Order Number Order Code Prerequisites

120 Cast Heal Spell

Healing spell Varies - spell casting rank 120 CstHlSp The character has mage skill and the spell being cast is known by character, or The character has an artifact which allows them to cast a heal spell The target character is at same location Spell ID # Target character ID

Required Information

This order allows a character to attempt to cast any heal spell which they know upon any target character (including themselves) in the same hex. Casting proficiency of the heal spell cast will be improved by 1-5 points upon successful casting of the spell. If the target character is not at the same location they will not be healed, but successful casting will still improve casting proficiency of the character. For example: angul, 120,2,bilbo,

Orders L 700 L 705 Other C5 F 1-3

Further Reading
Orders; Forget Spell Orders; Research Spell Characters; Health Magic; Casting Ranks, Spell Types, Research

Type of Order Difficulty of Order Order Number Order Code Prerequisites

175 Change Allegiance


Command Average 175 ChAlleg

The character has command skill The character is at their own capital The nation is neutral New allegiance (g or e)

Required Information

This order allows a Neutral nation to change its status from Neutral to either Good (The Free Peoples) or Evil (The Dark Servants). The success of the order is based on the command rank of the character giving the order, and the relation of the nation towards the other nations of the allegiance they are seeking to join. Once the status has actually been changed, from this point onwards the nation will be either a Dark Servant or a Free People, and subject to all this entails, so cannot change allegiance again. For example: angul, 175, g,

Middle-earth PBM

L Orders

Orders L 180 L 185 Other B4 I4

Further Reading
Orders; Upgrade Relations Orders; Downgrade Relations Basics; Nations; Their Relationships, Allegiances And Enemies Miscellaneous; Affects of Nation Relations

Type of Order Difficulty of Order Order Number Order Code Prerequisites

180 Upgrade Relations


Command Easy 180 UpStNat

The character has command skill The character is at their own capital The characters nation is not already friendly towards target nation Target nation # (1 25)

Required Information

This order allows a character to improve the relation their nation has to another target nation. Success is based on the character's command rank. If successful, the relations will improve by one level from hated to disliked, for example, or from tolerant to friendly. For example: angul, 180, 13,

Orders L 175 L 185 Other B4 I4

Further Reading
Orders; Change Allegiance Orders; Downgrade Relations Basics; Nations, Their Relationships, Allegiances And Enemies Miscellaneous; Affects of Nation Relations

Type of Order Difficulty of Order Order Number Order Code Prerequisites

185 Downgrade Relations


Command Easy 185 DnStNat

The character has command skill The character is at their own capital The characters nation does not already hate target nation Target nation # (1 25)

Required Information

This order allows a character to worsen the relation their nation has to another target nation. Success is based on the character's command rank. If successful, the relations will worsen by one level from disliked to hated, for example, or from friendly to tolerant.

Middle-earth PBM

L Orders

For example: angul, 185, 13,

Orders L 175 L 180 Other B4 I4

Further Reading
Orders; Change Allegiance Orders; Upgrade Relations Basics; Nations, Their Relationships, Allegiances And Enemies Miscellaneous; Affects of Nation Relations

Type of Order Difficulty of Order Order Number Order Code Prerequisites

205 Use Combat Artifact


Miscellaneous Automatic 205 UsCbArt

The artifact is in the character's possession The artifact is a combat artifact The artifact alignment matches allegiance of character's nation Artifact ID #

Required Information

This order allows a character to equip any combat artifact which is in their possession. This artifact will then be used by the character in combat. The bonus from a combat artifact will affect combat whether the character commands the army, or is simply travelling with the army. The effect lasts until the artifact is lost, stolen, dropped or traded, or until another combat artifact is equipped through the use of this order. If the artifact is aligned, then it must match the allegiance of the character's nation in order to be used. For example: angul, 205, 130,

Orders L 175 Other G I1

Further Reading
Orders; Change Allegiance Combat Miscellaneous; Artifacts

Type of Order Difficulty of Order Order Number Order Code Prerequisites

210 Issue Personal Challenge


Miscellaneous Automatic 210 IssPers

The target character is of a different nation If the target character is an army or navy commander, then the character must be with, or in command of, an army or navy The target character is at same location

Middle-earth PBM

L Orders

Required Information

ID of target character

This order allows a character to offer a personal challenge to another character of a different nation at the same location. If the challenged character is an army commander, then the challenge may only be given by a character with, or in command of, an army or navy. Only one personal challenge may be fought by each character each turn. The challenge ranks of the characters involved are the primary factors in determining the outcome of a personal challenge, which is always to the death. The victor will gain an increase of 115 points on the skill rank of the skill with the highest challenge rank. For example: angul, 210,bilbo,

Orders L 215 Other C4 G1

Further Reading
Orders; Refuse All Personal Challenges Characters; Challenge Rank Combat; Personal Challenges

Type of Order Difficulty of Order Order Number Order Code Prerequisites

215 Refuse All Personal Challenges


Miscellaneous Automatic 215 RfsPers None None

Required Information

This order allows a character to refuse all personal challenges offered by other characters at the same location on that turn. If this order is not given, a character will be assumed to accept any personal challenge made (although only one personal challenge can be fought by a character a turn if there are multiple challenges in the same hex, the highest ranking character will challenge first). If the character is an army or navy commander and a challenge is refused, this may result in the loss of morale rank (1-15 points) for the army or navy. This order is ignored if an Issue Personal Challenge order has also been issued by the character in the same turn. For example: angul, 215,

Orders L 210 Other C4 G1

Further Reading
Orders; Issue Personal Challenge Characters; Challenge Rank Combat; Personal Challenges

Type of Order Difficulty of Order Order Number Order Code

225 Cast Combat Spell


Combat spell Varies 225 CstCbSp

Middle-earth PBM

L Orders

Prerequisites Required Information

The spell is known by the character, or The character has an artifact which allows them to cast a combat spell Spell ID #

This order allows a character to attempt to cast any combat spell which they know. The chance of success is based upon the characters casting rank for that spell. This casting rank will be improved by 1-5 points upon successful casting of the spell. In order for the spell to affect combat, the spell character must be travelling with the army involved in the combat. For example: angul, 225,108,

Orders -

Further Reading

Other C 2-4 Combat; Armies, Population Centres, Navies F 1-3 Magic; Casting Ranks, Spell Types, Research M 102-248 Spells; Combat Spells

Type of Order Difficulty of Order Order Number Order Code Prerequisites

230 Attack Enemy


Command Automatic 230 AttEnmy

The character is an army or navy commander Combat tactic to be used (ch, fl, st, su, hr, or am)

Required Information

This order directs an army or navy to attack all armies and navies in the hex that are considered enemies by your nation, where possible. Victory in combat will increase the morale rank of the army or navy by 1-10 points, the command rank of any commanders with the army by 1-5 points, and the training rank of the troops by 1-5 points. If a navy attacks an army then it will land, anchor ships and become an army. If an army or navy has less than 100 troops remaining after a combat, it will disband. For example: angul, 230, fl,

Further Reading
Orders
L 225 L 235 L 240 Orders; Cast Combat Spell Orders; Attack Nation Orders; Defend

Other
E G 2-4

Armies Combat; Armies, Population Centres, Navies

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

235 Attack Nation


Command Automatic 235 AttNat

The character is an army or navy commander Target nation # (1 25) Combat tactic to be used (ch, fl, st, su, hr, or am)

Required Information

This order directs an army or navy to attack all armies and navies belonging to a specified enemy nation in the hex, where possible. Victory in combat will increase the morale rank of the army by 1-10 points, the command rank of any commanders with the army or navy by 1-5 points, and the training rank of the troops by 1-5 points. If a navy attacks an army then it will land, anchor ships and become an army. If an army or navy has less than 100 troops remaining after a combat, it will disband. For example: angul, 235, 5, su,

Orders L 225 L 230 L 24 0 Other E G 2-4

Further Reading
Orders; Cast Combat Spell Orders; Attack Enemy Orders; Defend Armies Combat; Armies, Population Centres, Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

240 Defend

Command Automatic 240 Defend The character is an army or navy commander

Required Information

Combat tactic to be used in case of combat (ch, fl, st, su, hr, or am)

This order allows an army or navy commander to specify a tactic to be used that turn in case of attack, without actually initiating combat. Success in combat, if it occurs, will increase the morale rank of the army or navy by 1-10 points, the command rank of any commanders with the army or navy by 1-5 points, and the training rank of the troops by 1-5 points. If an army or navy has less than 100 troops remaining after a combat, it will disband. If a navy issues a defend order in a hex where there is a population centre of the same nation, and it can anchor at the hex, it will land, become an army and defend the population centre if the centre is attacked. For example: angul, 240, hr,

Orders L 230 L 235

Further Reading
Orders; Attack Enemy Orders; Attack Nation

Middle-earth PBM

L Orders

Other E G 2-4

Armies Combat; Armies, Population Centres, Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

250 Destroy Population Centre


Command Automatic 250 DstPop

The character is an army or navy commander The character is in the same hex as a population centre The population centre is not hidden The nation owning the population centre is considered an enemy Combat tactic to be used in case population centre is defended by an army or navy (ch, fl, st, su, hr, or am)

Required Information

This order directs the army or navy to attack an enemy population centre which is in the hex and is not hidden. This order, if successful, will reduce the population centre to ruins. Giving this order will also cause you to do battle with any armies of the nation that owns the population centre that are in the hex, and any navies of that nation that are in the hex if they have chosen to defend the population centre. If the defending armies and navies are defeated, this order also causes the population centre to suffer the consequences of a siege regardless of whether it is destroyed or not. If the assault is successful, morale rank of the army is increased by 6-15 points, the command rank of any commanders with the army by 1-5 points, and the training rank of the troops by 1-5 points. This is in addition to any similar increases gained from defeating any armies or navies defending the population centre. If this order is given to a navy then it will land, anchor ships and become an army. If an army or navy has less than 100 troops remaining after a combat, it will disband. For example: angul, 250,

Orders L 240 Other D E G1

Further Reading
Orders; Defend Population Centres Armies Combat; Population Centres

Type of Order Difficulty of Order Order Number Order Code Prerequisites

255 Capture Population Centre


Command Automatic 255 CptrPop

The character is an army or navy commander The character is in the same hex as a population centre The population centre is not hidden The nation owning the population centre is considered an enemy Combat tactic to be used in case population centre is defended by an army or navy (ch, fl, st, su, hr, or am)

Required Information

Middle-earth PBM

L Orders

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

Orders L 24 0 Other D E G1

Further Reading
Orders; Defend Population Centres Armies Combat; Population Centres

Type of Order Difficulty of Order Order Number Order Code Prerequisites

260 Siege Population Centre


Command Average 260 SiegPop

The character is an army commander The character is in the same hex as a population centre The population centre is not hidden The nation owning the population centre is considered an enemy None

Required Information

This order causes the army to siege an enemy population centre which is in the hex and is not hidden. A siege will prohibit normal production and will eventually starve out the populace. If sufficient war machines are present, then the defending fortifications may be reduced. Giving this order will not cause you to do battle with the armies of the nation that owns the population centre which might be present, but any such armies will add to the difficulty of the siege. Success is based on the command rank of the army commander, the size of the population centre, the size of the sieging army, the presence of any war machines, and the presence of any defending fortifications. Army size and strength (for purposes of siege) are based on troop numbers and the presence of war machines. Other sieging armies will contribute to the success of this order. A successful siege will increase the command rank of any commanders with the army by 1-5 points, and cause the population centre to suffer the affects of a siege for that turn. For example: angul, 260,

Orders Other D7 E 10

Further Reading

Population Centres; Sieged Armies; War Machines

Middle-earth PBM

L Orders

H 1, 3

Economy; Income, Balancing The Books

Type of Order Difficulty of Order Order Number Order Code Prerequisites

270 Destroy/Capture Ships


Miscellaneous Automatic 270 DstShp

The character is a navy commander The ships are anchored, and in the same hex as the character The characters navy has at least one warship There are no enemy armies or navies in the hex There are no armies or navies who consider your navy an enemy in the hex If there is in an enemy port or harbour in the hex, the navys warships must outnumber total enemy warships in the hex None

Required Information

This order allows a navy commander with at least one warship to destroy or possibly capture enemy ships that have been anchored in a shore hex. If the anchored enemy ships are in a port or harbour, then the navy commander must have warships greater in number than the total number of warships held by their enemies at that location. This order cannot be done if there are any enemy armies or navies present, or any armies or navies present who consider the commanders nation an enemy. If successful, this order will capture or destroy all anchored enemy ships at that location and increase the morale rank of the navy by 1-5 points. The number of ships captured depends upon the number of ships and the warship strength of the attacking navy. For example: angul, 270,

Orders Other E 12

Further Reading

Armies; Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

275 Scuttle Ships


Miscellaneous Automatic 275 ScttShp

The character is an army or navy commander The ships are anchored in the same hex, and not assigned to an army or navy # of warships # of transports

Required Information

This order allows an army or navy commander to scuttle anchored ships belonging to their nation. The ships will be permanently destroyed. For example: angul, 275,20,10,

Middle-earth PBM

L Orders

Orders L 280 Other E 12 H2

Further Reading
Orders; Abandon Ships Armies; Navies Economy; Expenses

Type of Order Difficulty of Order Order Number Order Code Prerequisites

280 Abandon Ships


Miscellaneous Automatic 280 AbanShp

The character has command skill The character is at their own capital The ships are anchored (not assigned to an existing army or navy) The ships belong to the characters nation Hex location # of warships # of transports

Required Information

This order allows a character in the nation's capital to release ownership of some of their nation's anchored ships, no matter where they are. This order will eliminate those ships permanently from the game. For example: angul, 280, 2628, 20,10,

Orders L 275 Other E 12 H2

Further Reading
Orders; Scuttle Ships Armies; Navies Economy; Expenses

Type of Order Difficulty of Order Order Number Order Code Prerequisites

285 Reaction to Encounter


Miscellaneous Automatic 285 ReacEnc

The character is not an army or navy commander The character is not travelling with an army or navy Response (varies according to encounter)

Required Information

This order allows a character to react to a special encounter located in the hex that they are in. The response must be between 1 and 17 characters long, with the first letter of each word capitalised.

Middle-earth PBM

L Orders

For example: angul, 285, One Ring,

Orders L 290 Other I2

Further Reading
Orders; Investigate Encounter Miscellaneous; Encounters

Type of Order Miscellaneous Difficulty of Order Automatic Order Number 290 Order Code InvEnc Prerequisites Required Information

290 Investigate Encounter

The character is not an army or navy commander The character is not travelling with an army or navy None

This order allows a character to investigate rumours of strange goings-on, or to seek out details of special encounters which they have been made aware of in the hex. For example: angul, 290,

Orders L 285 Other I2

Further Reading
Orders; Reaction To Encounter Miscellaneous; Encounters

Type of Order Difficulty of Order Order Number Order Code Prerequisites

300 Change tax rate


Command Easy to Average 300 ChTaxRt

The character has command skill The character is at their own capital New tax rate

Required Information

This order allows a character in the nation's capital to change the tax rate (and so revenue) for the nation. The new tax rate may be either higher or lower than current rate, but must be from 1 and 100 (inclusive). Success is based on both the command rank of the character, and the amount and direction of the change. Changes to lower tax rates are relatively easy, whilst the higher the hoped-for tax rate, the harder the task. High tax rates will adversely affect the loyalty of the nations population centres, while lower taxes may increase their loyalty. This will take the form both of an immediate loyalty change, together with a possible change each turn. For example: angul, 300, 65,

Middle-earth PBM

L Orders

Orders Other D3 H

Further Reading

Population Centres; Loyalty Economy

Type of Order Difficulty of Order Order Number Order Code Prerequisites

310 Bid from Caravans


Miscellaneous Automatic 310 BidCar

The character is in the same hex as a population centre belonging to their nation The population centre is not under siege Product to be bid upon (le, br, st, mi, fo, ti, or mo) # of units to be purchased Amount of gold bid (the price per unit, not total amount)

Required Information

This order allows the character to bid on one product at a price of your own choosing. The bid must be above the current market purchase price for that item. Bear in mind that the amount of goods available for all the nations each turn is limited, so if more than one nation bids for the same product, the items will be sold in order of the bid values, beginning with the character who placed the highest bid. (If two equal bids are made, they are dealt with in random order.) If the product purchased is food, and the character is with an army or navy or is an army or navy commander, then it will be added to the army or navy baggage. Otherwise, the goods will be placed in the stores of the population centre. For example: angul, 310, fo, 3000, 2,

Orders L 315 L 320 L 325 Other D5 H1

Further Reading
Orders; Purchase from Caravans Orders, Sell to Caravans Orders, Nation Sell to Caravans Population Centres; Produce And Production Economy; Income

Type of Order Difficulty of Order Order Number Order Code Prerequisites

315 Purchase from Caravans


Miscellaneous Automatic 315 PrchCar

The character is at their own nation's population centre The population centre is not under siege

Middle-earth PBM

L Orders

Required Information

Product to be purchased (le, br, st, mi, fo, ti, or mo) # of units to be purchased

This order allows a character to buy a selected amount of one product from the market, at the current market purchase price. Bear in mind that the amount of goods available for all the nations each turn is limited, so if more than one character tries to purchase the same product, the characters will be sold to in a random order. Also, this order takes place after the bid from caravans order, so the amount of goods available might already be somewhat depleted. If the product purchased is food, and the character is with an army or navy (or is an army or navy commander), then the food will be added to the army or navy baggage. Otherwise, the goods will be placed in the stores of the population centre. For example: angul, 315, le, 2000,

Orders L 310 L 320 L 325 Other D5 H1

Further Reading
Orders; Bid from Caravans Orders, Sell to Caravans Orders, Nation Sell to Caravans Population Centres; Produce And Production Economy; Income

Type of Order Difficulty of Order Order Number Order Code Prerequisites

320 Sell to Caravans


Miscellaneous Automatic 320 SellCar

The character is at their own nation's population centre The population centre is not under siege Product to be sold (le, br, st, mi, fo, ti, or mo) # of units to be sold

Required Information

This order allows a character to sell an amount of one type of product from the stores of the particular population centre to the market at the market sell price. The gold is then added to the nations gold reserves. For example: angul, 320, mi, 897,

Orders L 310 L 315 L 325 Other D5 H1

Further Reading
Orders, Bid from Caravans Orders; Purchase from Caravans Orders, Nation Sell to Caravans Population Centres; Produce And Production Economy; Income

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

325 Nation Sell to Caravans


Miscellaneous Automatic 325 NatSell

The character is at their own capital Product to be sold (le, br, st, mi, fo, ti, or mo) Percentage of product to be sold (1 - 100)

Required Information

This order allows the nation to sell a percentage of its stores of one type of product from all its population centres, at the market sell price. Each of the nation's population centres that are not sieged will sell the requested percentage of the selected item that it currently has in its stores. This order will succeed even if your capital is under siege, but the capital itself will not sell the requested percentage of the item. For example: angul, 325, fo, 98,

Orders L 310 L 315 L 320 Other D5 H1

Further Reading
Orders, Bid from Caravans Orders; Purchase from Caravans Orders, Sell to Caravans Population Centres; Produce And Production Economy; Income

Type of Order Difficulty of Order Order Number Order Code Prerequisites

330 Cast Conjuring Spell


Conjuring spell Varies 330 CstCjSp

The character has mage skill and the spell being cast is known by character, or the character has an artifact which allows them to cast a conjuring spell Spell ID # ID of target character for spells 502, 504 and 506, or # of item to be summoned for spells 508, 510 and 512

Required Information

This order allows a character to attempt to cast any conjuring spell which they know. The chance of success is based upon the characters casting rank for that spell. This casting rank will be improved by 1-5 points upon successful casting of the spell. If no specific quantity of an item to be conjured is given, then the maximum possible are conjured. A quantity of zero cannot be given for spells 508, 510 and 512, but you do not have to give a target character ID for spells 502, 504 and 506 if you merely wish to practice the spell. For example: angul, 330, 508,

Middle-earth PBM

L Orders

Orders -

Further Reading

Other F Magic M 502-512 Spells; Conjuring Spells

Type of Order Difficulty of Order Order Number Order Code Prerequisites

340 Transfer Food: Population Centre to Army


Miscellaneous Automatic 340 TrPo2Ar

The character has command skill The character is an army or navy commander, or in an army or navy The population centre is not under siege The population centre is in the same location The population centre is of same nation or the population centre belongs to a nation friendly to the army or navy and is not hidden # of food units transferred

Required Information

This order allows an army or navy to take food from the stores of a population centre, either of the same nation, or of a nation who is friendly towards the army or navys nation. If the population centre belongs to another nation, it must not be hidden. For example: angul, 340, 1632,

Orders -

Further Reading

Other E 8, 9, 11

Armies; Baggage Train, Food, Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

345 Transfer Food: Army to Population Centre


Miscellaneous Automatic 345 TrAr2Po

The character has command skill The character is an army or navy commander, or with an army or navy The population centre is not under siege The population centre is in the same location The population centre is of same nation or the population centre belongs to a nation the army or navy is friendly with, and is not hidden # of food units transferred

Required Information

Middle-earth PBM

L Orders

This order allows an army or navy to transfer food from its baggage train to a population centre, either of the same nation, or of a nation whom the army or navys nation is friendly with. If the population centre belongs to another nation, it must not be hidden. For example: angul, 345, 1362,

Orders -

Further Reading

Other E 8, 9, 11

Armies; Baggage Train, Food, Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

347 Transfer Food: Army to Army


Miscellaneous Automatic 347 TrFood

The character has command skill The character is an army or navy commander, or with an army or navy The character receiving food must be an army or navy commander Both armies or navies are in the same hex Both armies or navies are of the same nation, or the transferring army or navys nation is friendly to the receiving army or navys nation ID of character receiving food # of food units transferred

Required Information

This order allows an army or navy to transfer food from their baggage train to another army or navy, either of the same nation, or of a nation which the army or navys nation has friendly relations friendly with. For example: angul, 347, borom, 3162,

Orders -

Further Reading

Other E 8, 9, 11

Armies; Baggage Train, Food, Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

349 Transfer War Machines: Army to Army


Miscellaneous Automatic 349 TrWarMa

The character has command skill The character is an army or navy commander, or with an army or navy The character receiving war machines must be an army or navy commander

Middle-earth PBM

L Orders

Both armies or navies are in the same hex Both armies or navies are of the same nation, or the transferring army or navys nation is friendly to the receiving army or navys nation Required Information ID of character receiving war machines # of war machines transferred

This order allows an army or navy to transfer war machines to another army or navy, either of the same nation, or of a nation which the army or navys nation has friendly relations friendly with. For example: angul, 349, halla, 3621,

Orders L 440 Other E 8, 10

Further Reading
Orders; Make War Machines Armies; Baggage Train, War Machines

Type of Order Difficulty of Order Order Number Order Code Prerequisites

351 Transfer Weapons: Army to Army


Miscellaneous Automatic 351 TrWpns

The character has command skill The character is an army or navy commander, or in an army or navy The character receiving weapons must be an army or navy commander Both armies or navies are in the same hex Both armies or navies are of the same nation or the transferring army or navys nation is friendly to the receiving army or navys nation ID of character receiving weapons # of bronze weapons transferred # of steel weapons transferred # of mithril weapons transferred

Required Information

This order allows an army or navy to transfer weapons from its baggage train to another army or navy, either of the same nation, or of a nation which the army or navys nation has friendly relations friendly with. For example: angul, 351, halla, 0, 0, 267,

Orders L 370 L 448 Other E 2, 8,

Further Reading
Orders; Upgrade Troop Weapons Orders; Make Weapons Armies; Weapon And Armour Ranks, Baggage Train

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

353 Transfer Armour: Army to Army


Miscellaneous Automatic 353 TrArmr

The character has command skill The character is an army or navy commander, or with an army or navy The character receiving armour must be an army or navy commander Both armies or navies are in the same hex Both armies or navies are of the same nation, or the transferring army or navys nation is friendly to the receiving army or navys nation ID of character receiving armour # of leather armour transferred # of bronze armour transferred # of steel armour transferred # of mithril armour transferred

Required Information

This order allows an army or navy to transfer armour from their baggage train to another army or navy, either of the same nation, or of a nation which the army or navys nation has friendly relations friendly with. For example: angul, 353, halla, 0, 56, 0, 267,

Orders L 375 L 444 Other E 2, 8,

Further Reading
Orders; Upgrade Troop Armour Orders; Make Armour Armies; Weapon And Armour Ranks, Baggage Train

Type of Order Difficulty of Order Order Number Order Code Prerequisites

355 Transfer Troops: Army to Army


Miscellaneous Automatic 355 TrTrps

The character has command skill The character is an army or navy commander, or with an army or navy The character receiving troops must be an army or navy commander Both armies or navies are in the same hex Both armies or navies are of the same nation ID of character receiving troops # of heavy cavalry transferred # of light cavalry transferred # of heavy infantry transferred # of light infantry transferred # of archers transferred # of men-at-arms transferred

Required Information

Middle-earth PBM

L Orders

This order allows an army or navy to transfer troops to another army or navy of the same nation. The weapon rank, training rank and armour rank of the army receiving the troops may be affected by the order. If a navy is either receiving or transferring the troops, then it must be able to anchor its ships in the hex, though it will not actually do so. If the transferring army or navy is left with less than 100 troops, then it disbands. Note that food is not transferred. For example: angul, 353, halla, 0, 560, 0, 0, 0, 1000,

Orders L 765 L 780 Other E 1, 2, 5

Further Reading
Orders; Split Army Orders; Transfer Command Armies; Troop Types, Weapon And Armour Ranks, Training Rank

Type of Order Difficulty of Order Order Number Order Code Prerequisites

357 Transfer Ships


Miscellaneous Automatic 357 TrShp

The character has command skill The character is a navy commander, or with a navy , or The character commands an army with ships, or is with an army with ships The character receiving ships must be a navy or army commander Both navies or armies are in the same hex Both navies or armies are of the same nation, or the transferring navy or armys nation is friendly to the receiving navy or armys nation

Required Information

ID of character receiving ships # of warships transferred # of transports transferred

This order allows armies or navies to transfer warships and/or transports to other armies or navies of their own nation, or to armies or navies of nations toward whom the navys nation has friendly relations towards. If this transaction occurs at sea, then the navy can transfer as many warships as it possesses, but can only transfer transport ships it does not need to carry its own troops. At a port, a harbour or a shore hex, on the other hand, a navy can transfer as many transports and warships as it possesses. If the target is an army, then the navy must be able to anchor its ships to complete the transfer. If such a transfer then results in a navy no longer having sufficient transports to move its troops, then that navy becomes an army. For example: angul, 353, halla, 1, 2,

Orders L 452 L 456 L 794 L 798 Other E 12

Further Reading
Orders; Make Warships Orders; Make Transports Orders; Anchor Ships Orders; Pickup Ships Armies; Navies

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

360 Transfer Artifacts to Character


Miscellaneous Automatic 360 TrArt

Both characters are at the same location The target character is not a hostage or an NPC ID of character receiving artifacts Artifact ID #s to be transferred

Required Information

This order allows one character to transfer up to six artifacts they hold to another character at the same location. This includes characters of dead nations, if the nation has only recently been eliminated. For example: angul, 360, bilbo, 8, 136,

Orders Other I1 M 412 M 418 M 428

Further Reading

Miscellaneous; Artifacts Spells; Research Artifact Spells; Locate Artifact Spells; Locate Artifact True

Type of Order Difficulty of Order Order Number Order Code Prerequisites

363 Transfer Hostages to Character


Miscellaneous Automatic 363 TrHost

Both characters are at the same location The target character is not a hostage or an NPC ID of character receiving hostages Character IDs of hostage characters to be transferred

Required Information

This order allows one character to transfer up to three hostage characters they are holding to another character at the same location. For example: angul, 363, akhor, bilbo, merry,

Middle-earth PBM

L Orders

Orders L 620 L 625 L 630 L 635 L 640 L 645 L 650 L 655 L 660 Other C9

Further Reading
Orders; Kidnap Character Orders; Release Hostage Orders; Rescue Hostage Orders; Interrogate Hostage Orders; Take Custody of Hostage Orders; Imprison Hostage Orders; Execute Hostage Orders; Demand Ransom for Hostage Orders; Offer Ransom for Hostage Characters; Hostage

Type of Order Difficulty of Order Order Number Order Code Prerequisites

3 7 0 U p g ra d e Tr o o p W e a p o n s
Miscellaneous Automatic 370 UpWpns

The character has command skill The character is an army or navy commander, or with an army or navy Single new weapon type (br, st, or mi) # of heavy cavalry upgraded # of light cavalry upgraded # of heavy infantry upgraded # of light infantry upgraded # of archers upgraded (This will always be 0) # of men-at-arms upgraded

Required Information

This order allows an army or navy commander, or a character with command skill with an army or navy, to upgrade the weapons of some or all their troops to a single new type. All the weapons used in the upgrading must already be in the baggage train of the army. It is not necessary to upgrade all of a troop types weapons; even upgrading a few of them will increase the average weapon rank of that type. Archers cannot have their weapons upgraded. For example: angul, 370, st, 0, 60, 0, 0, 0, 800,

Orders L 351 L 448 Other E2 E6

Further Reading
Orders; Transfer Weapons: Army to Army Orders; Make Weapons Armies; Weapon and Armour Ranks Armies; Strength

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

375 Upgrade Troop Armour


Miscellaneous Automatic 375 UpArmr

The character has command skill The character is an army or navy commander, or with an army or navy Single new armour type (le, br, st, or mi) # of heavy cavalry upgraded # of light cavalry upgraded # of heavy infantry upgraded # of light infantry upgraded # of archers upgraded # of men-at-arms upgraded

Required Information

This order allows an army or navy commander, or a character with command skill with an army or navy, to upgrade the armour of some or all their troops to a single new type. All the armour used in the upgrading must already be in the baggage train of the army. It is not necessary to upgrade all of a troop types armour; even upgrading a few of them will increase the average armour rank of that type. For example: angul, 370, st, 0, 60, 0, 0, 0, 800,

Orders L 353 L 444 Other E2 E7

Further Reading
Orders; Transfer Armour: Army to Army Orders; Make Armour Armies; Weapon and Armour Ranks Armies; constitution

Type of Order Difficulty of Order Order Number Order Code Prerequisites

400 Recruit Heavy Cavalry


Command Automatic 400 HvCvlry

The character has command skill The character is an army or navy commander, or with an army or navy The army is on land, or the navy is in a hex where ships can anchor The character is in the same hex as a population centre The population centre belongs to the characters nation The population centre is not under siege # of heavy cavalry to be recruited Type of weapons to be issued (wo, br, st, or mi) Type of armour to be issued (no, le, br, st, or mi)

Required Information

Middle-earth PBM

L Orders

This order allows an army or navy commander or a character with command skill in an army or navy, to recruit heavy cavalry into the army. A navy must be able to anchor in the hex, but will not do so. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from the population centre that turn. There is no minimum number. Troops can be recruited without armour or weapons (in which case they are automatically equipped with wooden weapons at no cost). One mount and two leather are required for each troop of this type, and must be available in the stores of the population centre. If there are not enough mounts or leather then the number of recruits will be reduced accordingly. If there are not enough stores of the appropriate type to produce the requested armour or weapons, then all the new troops weapons and/or armour will be changed to wood weapons and no armour. The influx of new troops into an army or navy may affect the training rank, weapon rank, and armour rank of the army or navy. For example: angul, 400, 200, wo, no,

Orders L 404 L 770 Other D1 E1 E2 E3 M 508

Further Reading
Orders; Recruit Light Cavalry Orders; Hire Army Population Centres; Size And Location Armies; Troop Types Armies; Weapon and Armour Ranks Armies; Recruiting Spells; Conjure Mounts

Type of Order Difficulty of Order Order Number Order Code Prerequisites

404 Recruit Light Cavalry


Command Automatic 404 LtCvlry

The character has command skill The character is an army or navy commander, or with an army or navy The army is on land, or the navy is in a hex where ships can anchor The character is in the same hex as a population centre The population centre belongs to the characters nation The population centre is not under siege # of light cavalry to be recruited Type of weapons to be issued (wo, br, st, or mi) Type of armour to be issued (no, le, br, st, or mi)

Required Information

This order allows an army or navy commander or a character with command skill in an army or navy, to recruit light cavalry into the army. A navy must be able to anchor in the hex, but will not do so. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from the population centre that turn. There is no minimum number. Troops can be recruited without armour or weapons (in which case they are automatically equipped with wooden weapons at no cost). One mount and one leather are required for each troop of this type, and must be available in the stores of the population centre. If there are not enough mounts or leather then the number of recruits will be reduced accordingly. If there are not enough stores of the appropriate type to produce the requested armour or weapons, then all the new troops weapons and/or armour will be changed to wood weapons and no armour. The influx of new troops into an army or navy may affect the training rank, weapon rank, and armour rank of the army or navy. For example: angul, 404, 300, wo, st,

Middle-earth PBM

L Orders

Orders L 400 L 770 Other D1 E1 E2 E3 M 508

Further Reading
Orders; Recruit Heavy Cavalry Orders; Hire Army Population Centres; Size And Location Armies; Troop Types Armies; Weapon and Armour Ranks Armies; Recruiting Spells; Conjure Mounts

Type of Order Difficulty of Order Order Number Order Code Prerequisites

408 Recruit Heavy Infantry


Command Automatic 408 HvInfan

The character has command skill The character is an army or navy commander, or in an army or navy The army is on land, or the navy is in a hex where ships can anchor The character is in the same hex as a population centre The population centre belongs to the characters nation The population centre is not under siege # of heavy infantry to be recruited Type of weapons to be issued (wo, br, st, or mi) Type of armour to be issued (no, le, br, st, or mi)

Required Information

This order allows an army or navy commander or a character with command skill in an army or navy, to recruit heavy infantry into the army. A navy must be able to anchor in the hex, but will not do so. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from the population centre that turn. There is no minimum number. Troops can be recruited without armour or weapons (in which case they are automatically equipped with wooden weapons at no cost). If there are not enough stores of the appropriate type to produce the requested armour or weapons, then all the new troops weapons and/or armour will be changed to wood weapons and no armour. The influx of new troops into an army or navy may affect the training rank, weapon rank, and armour rank of the army or navy. For example: angul, 408, 400, st, le,

Orders L 412 L 770 Other D1 E1 E2 E3

Further Reading
Orders; Recruit Light Infantry Orders; Hire Army Population Centres; Size And Location Armies; Troop Types Armies; Weapon and Armour Ranks Armies; Recruiting

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

412 Recruit Light Infantry


Command Automatic 412 LtInfan

The character has command skill The character is an army or navy commander, or in an army or navy The army is on land, or the navy is in a hex where ships can anchor The character is in the same hex as a population centre The population centre belongs to the characters nation The population centre is not under siege # of light infantry to be recruited Type of weapons to be issued (wo, br, st, or mi) Type of armour to be issued (no, le, br, st, or mi)

Required Information

This order allows an army or navy commander or a character with command skill in an army or navy, to recruit light infantry into the army. A navy must be able to anchor in the hex, but will not do so. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from the population centre that turn. There is no minimum number. Troops can be recruited without armour or weapons (in which case they are automatically equipped with wooden weapons at no cost). If there are not enough stores of the appropriate type to produce the requested armour or weapons, then all the new troops weapons and/or armour will be changed to wood weapons and no armour. The influx of new troops into an army or navy may affect the training rank, weapon rank, and armour rank of the army or navy. For example: angul, 412, 300, wo, mi,

Orders L 408 L 770 Other D1 E1 E2 E3

Further Reading
Orders; Recruit Heavy Infantry Orders; Hire Army Population Centres; Size And Location Armies; Troop Types Armies; Weapon and Armour Ranks Armies; Recruiting

Type of Order Difficulty of Order Order Number Order Code Prerequisites

416 Recruit Archers


Command Automatic 416 Archers

The character has command skill The character is an army or navy commander, or in an army or navy The army is on land, or the navy is in a hex where ships can anchor The character is in the same hex as a population centre The population centre belongs to the characters nation The population centre is not under siege # of archers to be recruited

Required Information

Middle-earth PBM

L Orders

This order allows an army or navy commander or a character with command skill in an army or navy, to recruit archers into the army. A navy must be able to anchor in the hex, but will not do so. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from the population centre that turn. There is no minimum number. Archers come with bows (the equivalent of steel weapons) at no cost, but cannot be allocated armour when recruiting. Their armour can then be upgraded later, but they can never be given different weapons. The influx of new troops into an army or navy may affect the training rank and armour rank of the army or navy. For example: angul, 416, 300,

Orders L 770 Other D1 E1 E2 E3

Further Reading
Orders; Hire Army Population Centres; Size And Location Armies; Troop Types Armies; Weapon and Armour Ranks Armies; Recruiting

Type of Order Difficulty of Order Order Number Order Code Prerequisites

420 Recruit Men-at-Arms


Command Automatic 420 MenAtAr

The character has command skill The character is an army or navy commander, or in an army or navy The army is on land, or the navy is in a hex where ships can anchor The population centre is in same hex The population centre belongs to the characters nation, or in a Fourth Age (1000) game only, the population centre belongs to either the North or South Kingdom which has at least tolerant relations to the characters nation, and towards whom the characters nation has friendly relations The population centre is not under siege # of men-at-arms to be recruited

Required Information

This order allows an army or navy commander or a character with command skill in an army or navy, to recruit men-at-arms into the army. A navy must be able to anchor in the hex, but will not do so. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from the population centre that turn. There is no minimum number. Men-at-arms come with bronze weapons and leather armour at no cost, both of which can then be upgraded later. The influx of new troops into an army or navy may affect the training rank, weapon rank, and armour rank of the army or navy. (Note for players of the Fourth Age module: if recruiting at a North or South Kingdom nations population centre in a Fourth Age game, the troops still count towards the population centres troop limit for the turn.) For example: angul, 420, 100,

Middle-earth PBM

L Orders

Orders L 770 Other D1 E1 E2 E3

Further Reading
Orders; Hire Army Population Centres; Size And Location Armies; Troop Types Armies; Weapon and Armour Ranks Armies; Recruiting

Type of Order Difficulty of Order Order Number Order Code Prerequisites

425 Retire Troops


Miscellaneous Automatic 425 RtrTrps

The character has command skill The character is an army or navy commander, or with an army or navy The army is on land, or the navy is in a hex where ships can anchor # of heavy cavalry retired # of light cavalry retired # of heavy infantry retired # of light infantry retired # of archers retired # of men-at-arms retired

Required Information

This order allows an army or navy to retire some or all of their troops. If all the troops are retired, or after retiring troops there are less than 100 remaining, then the army or navy is disbanded, and its baggage train lost. Note that the maintenance cost for troops retired in any given gurn still has to be paid that turn. For example: angul, 425, 100, 200, 350, 0, 0, 0,

Orders L 775 Other -

Further Reading
Orders; Disband Army

Type of Order Difficulty of Order Order Number Order Code

430 Put Troops on Manoeuvres


Command Automatic 430 TrpsMan

Middle-earth PBM

L Orders

Prerequisites

The character has command skill The character is an army or navy commander, or in an army or navy The army is on land, or the navy is in a hex where ships can anchor Type of troops (hc, lc, hi, li, ar, or ma)

Required Information

This order allows an army or navy commander, or a character with command skill in an army or navy, to train a specific troop type within the army or navy. The training rank of the specified troops will increase by 1-10 points (to a maximum of a training rank of 100), and the command rank of the character will increase by 1-7 points. Navies giving this order need to be in a hex where the ships can anchor, but they will not actually do so. For example: angul, 430, hi,

Orders L 435 Other E5

Further Reading
Orders; Put Army on Manoeuvres Armies; Training Rank

Type of Order Difficulty of Order Order Number Order Code Prerequisites

435 Put Army on Manoeuvres


Command Automatic 435 ArmyMan

The character is an army or navy commander The army is on land, or the navy is in a hex where ships can anchor None

Required Information

This order allows an army or navy commander to train all the troops in their army or navy. The training rank of the troops will increase by 1-5 points, the command rank of the character will increase by 1-5 points, and the command rank of all other characters with the army who have a command rank will increase by 1-5 points. Navies giving this order need to be in a hex where the ships can anchor, but they will not actually do so. For example: angul, 435,

Orders L 430 Other E5

Further Reading
Orders; Put Troops on Manoeuvres Armies; Training Rank

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

440 Make War Machines


Miscellaneous Automatic 440 MakWrMa

The character has command skill The character is an army or navy commander, or in an army or navy The army is on land, or the navy is in a hex where ships can anchor The population centre is at the same location The population centre is not under siege The population centre is of the same nation or the population centre belongs to a nation friendly to the army or navys nation, and is not hidden The population centre has sufficient timber # of war machines to be built

Required Information

This order allows an army or navy commander, or a character with command skill with an army or navy, to build war machines at a population centre of the same nation or at a population centre the army or navy is friendly towards. Each war machine needs 500 timber to make, and there must be enough timber in the population centre stores. If there is insufficient timber, as many war machines as possible are still built. The war machines are added to the army or navys baggage train. For example: angul, 440, 13,

Orders L 349 Other E 10

Further Reading
Orders; Transfer War Machines: Army to Army Armies; War Machines

Type of Order Difficulty of Order Order Number Order Code Prerequisites

444 Make Armour


Miscellaneous Automatic 444 MakArmr

The character has command skill The character is an army or navy commander, or with an army or navy The army is on land, or the navy is in a hex where ships can anchor The population centre is at the same location The population centre is not under siege The population centre is of the same nation or the population centre belongs to a nation friendly to the army or navys nation, and is not hidden The population centre has sufficient stores # of armour to be made Type of armour to be made (le, br, st, or mi)

Required Information

This order allows an army or navy commander, or a character with command skill with an army or navy, to build armour at a population centre of the same nation or at a population centre whose nation is friendly towards the army or navy. Each suit of armour requires one unit of the appropriate raw material to make, which must be in the population centre stores. If there are insufficient materials, as much armour as possible is still made. The armour is added to the army or navys baggage train.

Middle-earth PBM

L Orders

For example: angul, 444, le, 412,

Orders L 353 Other E2

Further Reading
Orders; Transfer Armour: Army to Army Armies; Weapon and Armour Ranks

Type of Order Difficulty of Order Order Number Order Code Prerequisites

448 Make Weapons


Miscellaneous Automatic 448 MakWpns

The character has command skill The character is an army or navy commander, or in an army or navy The population centre is at the same location The population centre is not under siege The population centre is of the same nation or the population centre belongs to a nation friendly to the army or navys nation, and is not hidden The population centre has sufficient stores # of weapons to be made Type of weapons to be made (br, st, or mi)

Required Information

This order allows an army or navy commander, or a character with command skill with an army or navy, to build weapons at a population centre of the same nation or at a population centre whose nation is friendly towards the army or navy. Each weapon requires one unit of the appropriate raw material to make, which must be in the population centre stores to make the weapons. If there are insufficient materials, as much weapons as possible are still made. The weapons are added to the army or navys baggage train. For example: angul, 448, st, 680,

Orders L 351 Other E2

Further Reading
Orders; Transfer Weapons: Army to Army Armies; Weapon and Armour Ranks

Type of Order Difficulty of Order Order Number Order Code Prerequisites

452 Make Warships


Miscellaneous Automatic 452 MakWShp

The character has command skill The character is an army or navy commander, or in an army or navy The population centre is at the same location

Middle-earth PBM

L Orders

The population centre is not under siege The population centre is of the same nation or the population centre belongs to a nation friendly to the army or navys nation, and is not hidden The population centre has sufficient timber The nation issuing order has sufficient gold The population centre has a port Required Information # of warships to be made

This order allows an army or navy commander, or a character with command skill with an army or navy, to build warships in the port of population centre of the same nation or in the port of a population centre whose nation is friendly towards the army or navy. Each warship costs 1500 units of timber, which must be in the population centre stores to make the timber, and 1000 gold, which must be available in the reserves of the nation making the vessels. If there are insufficient materials, as many ships as possible are still made. Vessels are assigned to the army or navy, not the population centre. For example: angul, 452, 2,

Orders L 357 L 456 L 530 Other D9 E 12

Further Reading
Orders; Transfer Ships: Navy to Navy Orders; Make Transports Orders; Improve Harbour to Port Population Centres; Ports and Harbours Armies; Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

456 Make Transports


Miscellaneous Automatic 456 MakTShp

The character has command skill The character is an army or navy commander, or with an army or navy The population centre is at the same location The population centre is not under siege The population centre is of the same nation or the population centre belongs to a nation friendly to the army or navys nation, and is not hidden The population centre has sufficient timber The nation issuing order has sufficient gold The population centre has a port # of transports to be made

Required Information

This order allows an army or navy commander, or a character with command skill with an army or navy, to build transports in the port of population centre of the same nation or in the port of a population centre whose nation is friendly towards the army or navy. Each transport costs 1500 units of timber, which must be in the population centre stores to make the timber, and 1000 gold, which must be available in the reserves of the nation making the vessels. If there are insufficient materials, as many ships as possible are still made. Each transport can carry 250 infantry or 150 cavalry Vessels are assigned to the army or navy, not the population centre. For example: angul, 456, 5,

Middle-earth PBM

L Orders

Orders L 357 L 452 L 530 Other D9 E 12

Further Reading
Orders; Transfer Ships: Navy to Navy Orders; Make Warships Orders; Improve Harbour to Port Population Centres; Ports and Harbours Armies; Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

460 Remove Harbour


Command Easy 460 RmvHar

The character has command skill The population centre is in the same location The population centre is of the same nation The population centre has a harbour None

Required Information

This order allows a character with command skill to destroy a harbour in a population centre of the same nation. Success is based on the characters command rank. For example: angul, 460,

Orders L 465 L 530 Other D9 E 12

Further Reading
Orders; Remove Port Orders; Improve Harbour to Port Population Centres; Ports and Harbours Armies; Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

465 Remove Port


Command Easy 465 RmvPort

The character has command skill The population centre is in the same location The population centre is of the same nation The population centre has a port None

Required Information

Middle-earth PBM

L Orders

This order allows a character with command skill to destroy a port in a population centre of the same nation. Success is based on the characters command rank. For example: angul, 465,

Orders L 460 Other D9 E 12

Further Reading
Orders; Remove Harbour Population Centres; Ports and Harbours Armies; Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

470 Destroy Population Centre Stores


Command Average 470 DstStor

The character has command skill The population centre is in the same location The population centre is of the same nation None

Required Information

This order allows a character with command skill to destroy the stores of a population centre of the same nation. Success is based on the characters command rank, and is calculated separately for each type of store. For example: angul, 465,

Orders Other D5

Further Reading

Population Centres; Produce And Production

Type of Order Difficulty of Order Order Number Order Code Prerequisites

475 Destroy Bridge


Command Average 475 DstBrdg

The character is an army or navy commander, or the character has command skill, and a population centre of the same nation is in the same location The bridge is on the hex-side of the characters location Hex-side of bridges location (ne, e, se, sw, w, or nw)

Required Information

Middle-earth PBM

L Orders

This order allows a character with command skill, if there is also a population centre of the same nation in the hex, to destroy a bridge. This order can also be given by an army or navy commander, whereby there need not be a population centre present and, if there is, it need not be of the commanders nation since it is assumed that the troops will be attempting the actual destruction, not the population centre. Success is based on the characters command rank. For example: angul, 475, ne,

Orders L 490 L 635 Other E 12

Further Reading
Orders; Build Bridge Orders; Sabotage Bridge Armies; Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

480 Remove Fortifications


Command Hard 480 RmvFort

The character has command skill There is a population centre at the same location The population centre is of the same nation The population centre has fortifications None

Required Information

This order allows a character with command skill to destroy the fortifications of a population centre of the same nation. Only one successful attempt on a single population centre is allowed each turn: if two or more characters issue the order for the same population centre, only one can succeed (though all may fail). Success is based on the characters command rank, and the degree of success governs by how much the fortifications will be reduced, since it is possible to reduce fortifications by more than one level in a single action. For example: angul, 480,

Orders L 494 L 670 Other D2

Further Reading
Orders; Fortify Population Centre Orders; Sabotage Fortifications Population Centres; Fortifications

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

490 Build Bridge


Command Average 490 BldBrdg

The character has command skill The population centre is in the same location The population centre is of same nation The population centre has sufficient timber The population centre is not under siege The nation has sufficient gold No ford or bridge already exists in the hex-side chosen If the hex-side chosen has a major river, a road must lead up to and away from hex-side Direction of hex-side where bridge is to be built (ne, e, se, sw, w, or nw)

Required Information

This order allows a character with command skill to build a bridge across a river in a hex where there is a population centre of the same nation. Success is based on their command rank. To build a bridge over a minor river costs 5000 timber and 2500 gold. To build a bridge over a major river costs 10,000 timber and 5000 gold, Timber must be available in the population centres stores, and gold in the nations reserves. In addition, if building a bridge over a major river, the hex-side must already have a road passing through it, so that in effect you are joining up the two halves of the road which meet at the river. For example: angul, 490, e,

Orders L 475 L 635 Other E 12

Further Reading
Orders; Destroy Bridge Orders; Sabotage Bridge Armies; Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

494 Fortify Population Centre


Command Average 494 FortPop

The character has command skill The population centre is in the same location The population centre is of same nation The population centre has sufficient timber The nation has sufficient gold The population centre does not have a citadel None

Required Information

This order allows a character with command skill to build new fortifications for a population centre of the same nation. Success in this attempt is based on the characters command rank. No population centre can be fortified more than once in any given turn. In order to build the type of fortification chosen, the population centre must already have sufficient timber in its stores, and the nation must have the sufficient gold in its reserves (see section D-2 for costs in gold and timber) . A successful order will improve the character's command rank by 1-5 points.

Middle-earth PBM

L Orders

For example: angul, 494,

Orders L 480 L 670 Other D2

Further Reading
Orders; Remove Fortifications Orders; Sabotage Fortifications Population Centres; Fortifications

Can only be used in the Fourth Age (1000) and Kin Strife Modules Type of Order Command Difficulty of Order Hard Order Number 496 Order Code BldRoad Prerequisites The character has emissary and command skill The character is an army commander The characters nation is either the North or the South Kingdom There are no armies present in the hex who consider your army an enemy 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)

496 Build Road

Required Information

This order allows an army commander of either the North or South Kingdom, with emissary skill, to attempt to build a road which either connects at a hex-side to an existing road, or which completes a partial road already ending in the hex. This order will not succeed if there are any armies of nations who consider your nation an enemy present. Success is based on the command and emissary ranks of the character, the size of the army the character commands, the relation of the 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,

Orders Other E 11

Further Reading

Armies; Movement

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

498 Threaten Population Centre


Command Hard 498 Threat

Army or navy commander only The army is on land, or the navy is in a hex where ships can anchor The population centre is in the same location The population centre is not hidden The population centre is of a disliked or hated nation There are no armies which consider your nation an enemy present None

Required Information

This order allows an army or navy commander to attempt to gain control of a population centre of a hated or disliked nation which is in the hex, but not hidden, merely by threatening it with attack. This order cannot be done if there are any enemy armies present, or any armies that consider your nation an enemy. Success is based on the characters command rank, the size of the population centre, the loyalty rank of the populace, the size of the threatening army or navy, the presence of any war machines in the army or navy, and the presence of fortifications in the population centre. Other armies of the same nation as the threatening force in the hex will increase the chances of success (without the need to issue a Threaten order themselves). A successful order will improve the character's command rank by 1-10 points, will gain control of the population centre for the characters nation, and will affect the population centres loyalty. Navies will not anchor ships as a result of this order, but must be able to do so. For example: angul, 498,

Orders -

Further Reading

Other E G 2, 3, 4

Armies Combat; Armies, Population Centres, Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

500 Recruit Double Agent


Emissary Average 500 Double

The character has emissary skill Both characters are at the same location The target character is not a hostage or NPC The target character has emissary or agent skill Target character ID

Required Information

Middle-earth PBM

L Orders

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

Orders L 505 L 600 Other C 10

Further Reading
Orders; Bribe/Recruit Character Orders; Counter Espionage Characters; Double Agents

Type of Order Difficulty of Order Order Number Order Code Prerequisites

505 Bribe/Recruit Character


Emissary Average 505 Bribe

The character has emissary skill The nation has sufficient gold Both characters are at the same location The target character is not a hostage or NPC The target character must be of same allegiance if recruiting (not bribing) them Target character ID Amount of gold for bribe (not less than 500)

Required Information

This order allows a character with emissary skill to attempt to bribe or recruit another nation's character. If successful and the target character is not an army, navy or company commander, and belongs to a non-active nation of the same allegiance (one which is not being run by another player), and your nation does not already have 21 characters, the character will join your nation. (Note that characters from non-active nations are only available to be recruited in such a manner for a limited amount of time, after which they cannot be recruited. However, if successfully recruited, they will remain under your control permanently.) If successful and these conditions are not met, the character will become a 'bribed agent' for one turn and provide confidential information regarding their nation's secrets and interests. Success is based on the amount of the bribe, the skill rank of the emissary attempting the order, and whether or not the target character has already been bribed or is a double agent (in which case, the attempt is easier). If successful, this order will improve the emissary rank of the character by 1-10 points. If two or more characters attempt to bribe/recruit the same character in a single turn, the character who makes the attempt first is randomly determined. In such a case, if the character is successfully recruited, for subsequent characters attempts to bribe/recruit that character, it will belong to the nation of the character which just recruited it. For example: angul, 505, thran, 2000,

Middle-earth PBM

L Orders

Orders L 500 L 600 Other -

Further Reading
Orders; Recruit Double Agent Orders; Counter Espionage

Type of Order Difficulty of Order Order Number Order Code Prerequisites

520 Influence Your Own Population Centre Loyalty


Emissary Automatic 520 InfYour

The character has emissary skill There is a population centre at the same location as the character The population centre is of the same nation None

Required Information

This order allows a character with emissary skill to increase the loyalty of one of their own nation's population centres by 1-10 points. Strategic use of this order can increase the defence of a population centre. This is because loyalty has a direct effect on whether a population centre can be threatened, as well as on its defensive level. If successful, this order will improve the emissary rank of the character by 1-5 points. For example: angul, 520,

Orders L 525 Other D3

Further Reading
Orders; Influence Others Population Centre Loyalty Population Centres; Loyalty

Type of Order Difficulty of Order Order Number Order Code Prerequisites

525 Influence Others Population Centre Loyalty


Emissary Average 525 InfOthr

The character has emissary skill There is a population centre at the same location as the character The population centre is not hidden The population centre is of a different nation There are no enemy armies present None

Required Information

Middle-earth PBM

L Orders

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

Orders L 520 Other D3

Further Reading
Orders; Influence Your Own Population Centre Loyalty Population Centres; Loyalty

Type of Order Difficulty of Order Order Number Order Code Prerequisites

530 Improve Harbour to Port


Emissary Easy 530 Har2Por

The character has emissary skill The population centre is in the same location The population centre is of the same nation A harbour is present The population centre is either a major town or city The population centre has sufficient timber The nation has sufficient gold There are no armies present that consider your nation an enemy None

Required Information

This order allows a character with emissary skill to improve a harbour to a port at one of your nation's population centres. Ships can only be built in ports. This order cannot be done if there are any armies present which consider your nation an enemy. Success is based on the characters emissary rank. The upgrade requires 7500 units of timber, which must be in the in the stores of the population centre where the port is, and 4000 gold, which must be available in the nation reserves. For example: angul, 530,

Orders L 452 L 456 L 535 Other D9 E 12

Further Reading
Orders; Make Warships Orders; Make Transports Orders; Add Harbour to Population Centre Population Centres; Ports and Harbours Armies; Navies

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

535 Add Harbour to Population Centre


Emissary Easy 535 AddHar

The character has emissary skill There is a population centre at the same location The population centre is of the same nation The population centre has no harbour or port The population centre is a town, major town, or city The population centre is in a hex adjacent to a sea hex, or with a major river on one of its hex-sides The population centre has sufficient timber The nation has sufficient gold There are no armies present that consider your nation an enemy None

Required Information

This order allows a character with emissary skill to build a harbour at one of your nation's population centres. This order cannot be done if there are any armies present which consider your nation an enemy. Success is based on the characters emissary rank. The harbour requires 5000 units of timber, which must be in the stores of the population centre where the harbour is to be built, and 2500 gold, which must be available in the nations reserves. For example: angul, 535,

Orders L 452 L 456 L 530 Other D9 E 12

Further Reading
Orders; Make Warships Orders; Make Transports Orders; Improve Harbour to Port Population Centres; Ports and Harbours Armies; Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

550 Improve Population Centre


Emissary Average 550 ImprPop

The character has emissary skill There is a population centre at the same location The population centre is of the same nation The population centre is not a city The nation has sufficient gold There are no armies present that consider your nation an enemy None

Required Information

Middle-earth PBM

L Orders

This order allows a character with emissary skill to enlarge an existing population centre to the next highest size. No population centre can be improved more than once in any given turn. This order cannot be done if there are any armies present that either hate or dislike your nation. Success is based on the characters emissary rank, the loyalty rank of the population centre, and the size of population centre (the larger the population centre, the harder the attempt). If successful, this order will improve the emissary rank of the character by 1-10 points. For example: angul, 550,

Orders L 552 L 555 L 565 Other D1

Further Reading
Orders; Post Camp Orders; Create Camp Orders; Reduce Population Centre Population Centres; Size And Location

Type of Order Difficulty of Order Order Number Order Code Prerequisites

5 5 2 P o st C a m p
Command Average 552 PosCmp

The character is an army commander, or the character is in a navy commander, and the navy can anchor at the hex There is no population centre at the location The location is a not a sea hex The nation has sufficient gold There are no armies present that consider your nation an enemy Name of camp (17 letters or less, with first letter capitalised)

Required Information

This order allows an army or navy commander to create a population centre (a camp) in a hex where there is currently no population centre. There can, however, be ruins there, and any fortifications will be added to the camp. The hex must be a land hex. This order cannot be done if there are any armies present whose nation dislikes or hates your own. Success is based on the characters command rank. A camp posted in this manner costs 4000 gold, which must be in the reserves of the nation. Bear in mind that there is a maximum population centre limit, which, when reached in a game, will cause this order to fail. For example: angul, 552, Las Nagras,

Orders L 555 Other D1

Further Reading
Orders; Create Camp Population Centres; Size And Location

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

555 Create Camp


Emissary Easy 555 CreCmp

The character has emissary skill There is no population centre at the location The location is a land hex The nation has sufficient gold There are no armies present that consider your nation an enemy Name of camp (17 letters or less, with first letter capitalised)

Required Information

This order allows an emissary to post a population centre (a camp) in a sector where there is currently no population centre. There can, however, be ruins there, and any fortifications will be added to the camp. The hex must be a land hex. This order cannot be done if there are any armies present whose nation dislikes or hates your own. Success is based on the characters emissary rank. If successful, the characters emissary rank will be increased by 1-10 points. A camp posted in this manner costs 2000 gold, which must be in the reserves of the nation. Bear in mind that there is a maximum population centre limit, which, when reached in a game, will cause this order to fail. For example: angul, 555, Falrenost,

Orders L 555 Other D1

Further Reading
Orders; Create Camp Population Centres; Size And Location

Type of Order Difficulty of Order Order Number Order Code Prerequisites

560 Abandon Camp


Emissary Easy 560 AbanCmp

The character has emissary skill There is a population centre at the same location The population centre is a camp The population centre is of the same nation None

Required Information

This order allows a character with emissary skill to cause a camp of their own nation to be abandoned, so as to leave only ruins. This is sometimes useful to avoid an enemy from moving on to a population centre and threatening it away from you. Success is based on the characters emissary rank. For example: angul, 560,

Middle-earth PBM

L Orders

Orders L 565 Other D1

Further Reading
Orders; Reduce Population Centre Population Centres; Size And Location

Type of Order Difficulty of Order Order Number Order Code Prerequisites

565 Reduce Population Centre


Emissary Easy 565 ReduPop

The character has emissary skill There is a population centre at the same location The population centre is of the same nation The population centre is larger than a camp None

Required Information

This order allows a character with emissary skill to cause a population centre of their own nation, which is not a camp, to be reduced by one size. No population centre can be reduced more than once in any given turn. Success is based on the characters emissary rank and the size of the population centre. If a major town is reduced to a town, any port present will be reduced to a harbour. Likewise, if a town is reduced to a village, any harbour present will be destroyed. The capital cannot be reduced below the size of a major town with this order. For example: angul, 565,

Orders L 560 Other D1

Further Reading
Orders; Abandon Camp Population Centres; Size And Location

Type of Order Difficulty of Order Order Number Order Code Prerequisites

580 Spread Rumours


Miscellaneous Automatic 580 SprdRum

The character has emissary skill None

Required Information

Middle-earth PBM

L Orders

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

Orders L 585 Other -

Further Reading
Orders; Uncover Secrets

Type of Order Difficulty of Order Order Number Order Code Prerequisites

585 Uncover Secrets


Miscellaneous Average 585 Uncover

The character has emissary skill None

Required Information

This order allows a character with emissary skill to discover rumours and secrets regarding other nations, including the locations of larger enemy population centres. These may be true, or may have been deliberately spread by that nation. If the character wishes to focus on secrets about a particular nation, then the order should be given in a population centre owned by that nation. The number of secrets, and the success of the attempt to focus on a specific nation, is determined by their emissary rank. For example: angul, 585,

Orders L 580 Other -

Further Reading
Orders; Spread Rumours

Type of Order Difficulty of Order Order Number Order Code Prerequisites

600 Counter Espionage


Agent Average 600 CntrEsp

The character has agent skill The characters to be investigated as double agents are at the same location None

Required Information

Middle-earth PBM

L Orders

This order allows a character with agent skill to try to ferret out those characters of their own nation that have been turned into double agents. Success is based on the characters agent rank, and that of the suspected double agent/s, as well as the relations between the characters nation and the nation/s for whom the suspected double agent is working for. Success converts the double agent back to their normal status. For each successful conversion, the agent rank of the character issuing the order is improved by 1-5 points. For example: angul, 600,

Orders L 500 L 505 Other C 10

Further Reading
Orders; Recruit Double Agent Orders; Bribe Character Characters, Double Agents

Type of Order Difficulty of Order Order Number Order Code Prerequisites

605 Guard Location


Agent Automatic 605 GrdLoc

The character has agent skill There is a population centre at the same location The population centre is of same nation, or the population centre is not hidden None

Required Information

This order allows a character with agent skill to guard a population centre (and any bridges on the hexs sides) for the turn. The characters agent rank is improved by 1-5 points when this order is given. If another character attempts theft or sabotage at the population centre, and the guarding character successfully thwarts the theft or sabotage, then the guarding characters agent rank will be improved by a further 1-5 points for each thwarted attempt. A successful guard may kill, capture or injure the intended thief or saboteur, but, conversely, an unsuccessful guard may themselves be injured or killed. The success of the attempt is based on the agent ranks of the characters involved, with a guarding agent likely to be able to guard against a character with up to twice their agent rank. For example: angul, 605,

Orders L 610 L 665 L 670 L 675 L 680 L 690 Other D6

Further Reading
Orders; Guard Character Orders; Sabotage Bridge Orders; Sabotage Fortifications Orders; Sabotage arbour or Port Orders; Sabotage production Stores Orders; Steal Gold Population Centres; Hidden

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

610 Guard Character


Agent Automatic 610 GrdChar

The character has agent skill The character to be guarded is in the same location The character to be guarded is not the guarding character If the character to be guarded is a hostage, then the character or population centre holding them must be of the same nation as the guarding character ID of target character to be guarded

Required Information

This order allows a character with agent skill to guard another character at the same location for the turn. The characters agent rank is improved by 1-5 points when this order is given. A guard will try to stop assassination and kidnap attempts, as well as the theft of artifacts and the rescuing of characters from the guarded character. If another character makes such an attempt against the guarded character and the guard thwarts the attempt, then the guard's agent rank will be improved 1-5 points more for each thwarted attempt. A successful guard may kill, capture or injure the character making such an attempt, but, conversely, an unsuccessful guard may themselves be injured or killed. The success of the attempt is based on the agent ranks of the characters involved, with a guarding agent likely to be able to guard against a character with up to twice their agent rank. For example: angul, 610, bilbo,

Orders L 615 L 620 L 630 L 685 Other C9

Further Reading
Orders; Assassinate Character Orders; Kidnap Character Orders; Rescue Hostage Orders; Steal Artifact Characters; Hostage

Type of Order Difficulty of Order Order Number Order Code Prerequisites

615 Assassinate Character


Agent Hard 615 Assass

The character has agent skill The target character is of a different nation The target character is in the same hex The target character is not a hostage Target character ID

Required Information

This order allows a character with agent skill to attempt to assassinate another character of a different nation. If the target character is guarded, then this order means that a check is made to see if the assassin is able to defeat or elude the guards before they can make their assassination attempt on the target. Success is based on the agent and stealth ranks of the assassin, the skill ranks of the target, the relations of the two nations involved, and the size of army or navy if the target is an army or navy commander. Failure may mean injury or death even if there are no guards present. If the order is successful, the assassins agent rank will be improved by 1-10 points and the target character killed.

Middle-earth PBM

L Orders

For example: angul, 615, bilbo,

Orders L 610 L 620 Other C6

Further Reading
Orders; Guard Character Orders; Kidnap Character Characters, Death

Type of Order Difficulty of Order Order Number Order Code Prerequisites

620 Kidnap Character


Agent Hard 620 Kidnap

The character has agent skill The target character is of a different nation The target character is not a hostage The target character is at the same location Target Character ID

Required Information

This order allows a character with agent skill to attempt to kidnap another character of a different nation. If the target character is guarded, then this order means that a check is made to see if the would-be kidnapper is able to defeat or elude the guards before they can make their kidnap attempt on the target. Success is based on the agent and stealth ranks of the assassin, the skill ranks of the target, the relations of the two nations involved, and the size of army or navy if the target is an army or navy commander. Failure may mean injury or death even if there are no guards present. If successful, the assassins agent rank will be improved by 1-10 points, and the target character will become a hostage. The hostages nation must still pay upkeep on the kidnapped character. For example: angul, 620, bilbo,

Orders L 610 L 615 L 625 L 630 L 635 L 640 L 645 L 650 L 655 L 660 Other C9

Further Reading
Orders; Guard Character Orders; Assassinate Character Orders; Release Hostage Orders; Rescue Hostage Orders; Interrogate Hostage Orders; Take Custody of Hostage Orders; Imprison Hostage Orders; Execute Hostage Orders; Demand Ransom for Hostage Orders; Offer Ransom for Hostage Characters, Hostage

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

625 Release Hostage


Miscellaneous Automatic 625 Release

The character has agent skill The hostage Character is held or was imprisoned by the character The hostage Character is at the same location Hostage Character ID

Required Information

This order allows a character with agent skill to release a hostage that they are holding or has imprisoned at one of their nations population centres. The hostage will be released either into the hex where the character is located, or into a random adjacent hex. The hostage will not be able to be given orders until the following turn. For example: angul, 625, bilbo,

Orders L 363 L 620 L 630 L 635 L 640 L 645 L 650 L 655 L 660 Other C9

Further Reading
Orders; Transfer Hostages to Character Orders; Kidnap Character Orders; Rescue Hostage Orders; Interrogate Hostage Orders; Take Custody of Hostage Orders; Imprison Hostage Orders; Execute Hostage Orders; Demand Ransom for Hostage Orders; Offer Ransom for Hostage Characters; Hostage

Type of Order Difficulty of Order Order Number Order Code Prerequisites

630 Rescue Hostage


Agent Hard 630 Rescue

The character has agent skill The hostage character is at the same hex The hostage character is on land Hostage character ID Release (y or n)

Required Information

Middle-earth PBM

L Orders

This order allows a character with agent skill to attempt to rescue a hostage that is being held in the hex, by defeating or eluding first any guards, and then the character holding the hostage (if any). Success is based on the agent rank of the rescuer and the character holding the target hostage. If the hostage is imprisoned at a population centre, the loyalty and fortifications of the population centre will also affect the chances of success. Failure may mean injury or death even if there are no guards present. If successful, the rescuers agent rank will be improved by 1-10 points. If the rescue is successful, the hostage will either be released or taken captive by the rescuing character (depending on the information given with the order). If the hostage is released then they will be released at that location, but will not be eligible to be given orders until the next turn. If the hostage is not released, then the hostage will be held by the rescuing character. If the rescuing character already has three characters held hostage, a random character from the four will be released. For example: angul, 630, bilbo, n,

Orders L 363 L 620 L 625 L 635 L 640 L 645 L 650 L 655 L 660 Other C9

Further Reading
Orders; Transfer Hostages to Character Orders; Kidnap Character Orders; Release Hostage Orders; Interrogate Hostage Orders; Take Custody of Hostage Orders; Imprison Hostage Orders; Execute Hostage Orders; Demand Ransom for Hostage Orders; Offer Ransom for Hostage Characters; Hostage

Type of Order Difficulty of Order Order Number Order Code Prerequisites

635 Interrogate Hostage


Agent Average 635 Interr

The character has agent skill The hostage is held by the character, or the hostage is held in a population centre of the characters nation The hostage is at the same hex Hostage character ID

Required Information

This order allows a character with agent skill to interrogate a hostage held either by the interrogator or in a population centre of the interrogators nation. Success is based on the agent ranks involved, and will deliver information about the hostage. If successful, the interrogators agent rank will be improved by 1-5 points. For example: angul, 635, bilbo,

Middle-earth PBM

L Orders

Orders L 363 L 620 L 625 L 630 L 640 L 645 L 650 L 655 L 660 Other C9

Further Reading
Orders; Transfer Hostages to Character Orders; Kidnap Character Orders; Release Hostage Orders; Rescue Hostage Orders; Take Custody of Hostage Orders; Imprison Hostage Orders; Execute Hostage Orders; Demand Ransom for Hostage Orders; Offer Ransom for Hostage Characters; Hostage

Type of Order Difficulty of Order Order Number Order Code Prerequisites

640 Take Custody of Hostage


Miscellaneous Automatic 640 Custody

The character has agent skill The hostage is held by another character of the characters nation, or the hostage is held in a population centre of the characters nation The hostage is at the same location Hostage character ID

Required Information

This order allows a character with agent skill to take custody of a hostage at that location from another character or from a population centre of the same nation. For example: angul, 640, bilbo,

Orders L 363 L 620 L 625 L 630 L 635 L 645 L 650 L 655 L 660 Other C9

Further Reading
Orders; Transfer Hostages to Character Orders; Kidnap Character Orders; Release Hostage Orders; Rescue Hostage Orders; Interrogate Hostage Orders; Imprison Hostage Orders; Execute Hostage Orders; Demand Ransom for Hostage Orders; Offer Ransom for Hostage Characters; Hostage

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

645 Imprison Hostage


Miscellaneous Automatic 645 Imprsn

The character has agent skill The hostage is held by the character There is a population centre at the same location The population centre is of the same nation Hostage character ID

Required Information

This order allows a character with agent skill to imprison a hostage in a population centre of the same nation at that location. For example: angul, 645, bilbo,

Orders L 363 L 620 L 625 L 630 L 635 L 640 L 650 L 655 L 660 Other C9

Further Reading
Orders; Transfer Hostages to Character Orders; Kidnap Character Orders; Release Hostage Orders; Rescue Hostage Orders; Interrogate Hostage Orders; Take Custody of Hostage Orders; Execute Hostage Orders; Demand Ransom for Hostage Orders; Offer Ransom for Hostage Characters; Hostage

Type of Order Difficulty of Order Order Number Order Code Prerequisites

650 Execute Hostage


Miscellaneous Automatic 650 Execute

The character has agent skill The hostage is held by the character, or the hostage is held in a population centre of the characters nation, or the hostage is held by another character of the characters nation The hostage is at same the location Hostage character ID

Required Information

This order allows a character with agent skill to kill a hostage at that location. The hostage must be in the characters nations control, or imprisoned in a population centre of the characters nation. Note that characters killed in this fashion will NOT count toward the Termination of Characters victory condition. For example: angul, 650, bilbo,

Middle-earth PBM

L Orders

Orders L 363 L 620 L 625 L 630 L 635 L 640 L 645 L 655 L 660 Other C9

Further Reading
Orders; Transfer Hostages to Character Orders; Kidnap Character Orders; Release Hostage Orders; Rescue Hostage Orders; Interrogate Hostage Orders; Take Custody of Hostage Orders; Imprison Hostage Orders; Demand Ransom for Hostage Orders; Offer Ransom for Hostage Characters; Hostage

Type of Order Difficulty of Order Order Number Order Code Prerequisites

655 Demand Ransom for Hostage


Miscellaneous Automatic 655 RansDmd

The character has agent skill The hostage is held by the character, or the hostage is held in a population centre of the characters nation The hostage is at the same location Hostage character ID Amount of gold demanded as ransom (greater than 0)

Required Information

This order allows a character with agent skill to set the amount of gold required to ransom a hostage. This demand will be made known to all nations. If it is paid, the hostage will automatically be given to the first nation who pays the ransom. If more than one nation gives an order to pay the ransom on the same turn, an offer will be accepted at random. Ransom demands remain in effect until changed or accepted. If, before the ransom is paid, the hostage is transferred to another character or imprisoned, the ransom demand still remains in effect. For example: angul, 655, bilbo, 6000,

Orders L 363 L 620 L 625 L 630 L 635 L 640 L 645 L 650 L 660 Other C9

Further Reading
Orders; Transfer Hostages to Character Orders; Kidnap Character Orders; Release Hostage Orders; Rescue Hostage Orders; Interrogate Hostage Orders; Take Custody of Hostage Orders; Imprison Hostage Orders; Execute Hostage Orders; Offer Ransom for Hostage Characters; Hostage

Middle-earth PBM

L Orders

660 Offer Ransom for Hostage


Type of Order Difficulty of Order Order Number Order Code Prerequisites Miscellaneous Automatic 660 RansOff The character has command skill The character is at their own capital The nation has sufficient gold Hostage character ID Amount of gold offered for ransom (greater than 0) Release (y or n)

Required Information

This order allows a character with command skill to offer an amount of gold to release a character being ransomed. The amount offered in ransom must be equal to or greater than the amount demanded for ransom. If the hostage is successfully ransomed and belongs to your own nation, they will be freed automatically. If the hostage belongs to another nation, you then have the choice of releasing them or keeping them as your own hostage. If more than one ransom offer is made for the same hostage, the offers will be selected at random, and the first offer which meets the ransom demand will be accepted. If no ransom demand has been made for the hostage, this order will fail. For example: angul, 660, bilbo, 6000, n,

Orders L 363 L 620 L 625 L 630 L 635 L 640 L 645 L 650 L 665 Other C9

Further Reading
Orders; Transfer Hostages to Character Orders; Kidnap Character Orders; Release Hostage Orders; Rescue Hostage Orders; Interrogate Hostage Orders; Take Custody of Hostage Orders; Imprison Hostage Orders; Execute Hostage Orders; Demand Ransom for Hostage Characters; Hostage

Type of Order Difficulty of Order Order Number Order Code Prerequisites

6 6 5 S ab o t ag e B r i d g e
Agent Hard 665 SabBrdg

The character has agent skill The bridge crosses a hex-side of the hex the character is in Direction of hex-side where bridge is located (ne, e, se, sw, w, or nw)

Required Information

Middle-earth PBM

L Orders

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

Orders L 494 L 605 Other E 11

Further Reading
Orders; Fortify Population Centre Orders; Guard Location Armies; Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

670 Sabotage Fortifications


Agent Hard 670 SabFort

The character has agent skill There is a population centre (or ruins) at the same location The population centre is not hidden The population centre is of a different nation The population centre has fortifications None

Required Information

This order allows a character with agent skill to attempt to sabotage the fortifications of another nation's population centre. The population centre cannot be hidden, and the character must deal with any posted guards. Success is based on the agent rank of the character, and the relations between the two nations. Failure may result in injury or death; success will decrease the fortifications by one level and will improve the character's agent rank by 1-10 points. For example: angul, 670,

Orders L 494 L 605 Other D2

Further Reading
Orders; Fortify Population Centre Orders; Guard Location Population Centres; Fortifications

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

675 Sabotage Harbour or Port


Agent Hard 675 SabPort

The character has agent skill There is a population centre at the same location The population centre is not hidden The population centre is of a different nation The population centre has a harbour or port None

Required Information

This order allows a character with agent skill to attempt to sabotage the harbour or port of another nation's population centre. If the location is guarded, then this order means that a check is made to see if the agent is able to defeat or elude the guards before they can make their sabotage attempt on the harbour or port. The population centre cannot be hidden. Success is based on the agent rank of the character, whether it is a port or a harbour that they are trying to sabotage, and the relations between the two nations. Failure may result in injury or death; success will reduce a port to a harbour, or destroy a harbour entirely, and will improve the character's agent rank by 1-10 points. For example: angul, 675,

Orders L 357 L 452 L 456 L 530 L 605 Other D9 E 12

Further Reading
Orders; Transfer Ships: Navy to Navy Orders; Make Warships Orders; Make Transports Orders; Improve Harbour to Port Orders; Guard Location Population Centres; Ports and Harbours Armies; Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

680 Sabotage Production Stores


Agent Hard 680 SabStor

The character has agent skill There is a population centre at the same location The population centre is not hidden The population centre is of a different nation The population centre has stores of the type chosen Store type (le, br, st, mi, fo, ti, or mo, but not gold)

Required Information

Middle-earth PBM

L Orders

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

Orders L 470 L 605 Other D5

Further Reading
Orders; Destroy Population Centre Stores Orders; Guard Location Population Centres; Produce And Production

Type of Order Difficulty of Order Order Number Order Code Prerequisites

685 Steal Artifact


Agent Hard 685 StlArt

The character has agent skill The artifact is at the same hex The artifact is secreted (dropped) in a population centre or held by a character If the artifact is in a population centre, then the population centre is not hidden and belongs to another nation If the artifact is held by a character, then character belongs to another nation Artifact ID #

Required Information

This order allows a character with agent skill to attempt to steal a particular artifact which is at that location. If it is held in a population centre, then the population centre cannot be hidden. If the location (if the artifact is secreted in the population centre) or character (if the artifact is held by a character) is guarded, then this order means that a check is made to see if the agent is able to defeat or elude the guards before they can make their theft attempt. Failure may result in injury or death, even if there are no guards. Success is based on the character's agent rank and the relations between the two nations. Success will gain the character possession of the artifact and will improve their agent rank by 1-10 points. Allied nations will sometimes use this order to attempt to transfer artifacts instead of using 360 Transfer: Artifacts to Character. This is because the agent will get an increase in their agent skill rank, whilst the character being stolen from will still be able to issue two orders that turn. For example: angul, 685, 56,

Orders L 605 L 610 L 792 Other I1

Further Reading
Orders; Guard Location Orders; Guard Character Orders; Drop Artifact Miscellaneous; Artifacts

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

690 Steal Gold


Agent Hard 690 StlGold

The character has agent skill There is a population centre at the same location The population centre is not hidden The population centre is of a different nation None

Required Information

This order allows a character with agent skill to attempt to steal gold from another nation's population centre. If the location is guarded, then this order means that a check is made to see if the agent is able to defeat or elude the guards before they can make their theft attempt. The population centre cannot be hidden. Failure may result in injury or death, even if there are no guards. Success will gain the characters nation an amount gold. The amount stolen is not restricted to the amount of gold that the population centre can produce in a turn, and is based on the following factors: the amount of gold in the reserves of the nation stolen from; the amount of gold the population centre generated as a product that turn; the size, loyalty and fortifications of the population centre; whether the population centre is a capital; the character's agent rank; and the relations between the two nations. A character can also steal gold at certain ruins, but will not gain any gold from this. Success will also improve character's agent rank by 1-10 points. For example: angul, 690,

Orders L 605 Other -

Further Reading
Orders; Guard Location

Type of Order Difficulty of Order Order Number Order Code Prerequisites

700 Forget Spell


Miscellaneous Automatic 700 ForgtSp

The character has mage skill 1 to 6 Spell ID #'s to be forgotten

Required Information

This order allows a character with mage skill to forget from 1-6 known spells in order to allow them to learn more spells. Forgetting one spell on a list will not cause the character to lose other spells below or above it in the list. This can be useful if a spell is learned with a low casting rank, since the spell can be forgotten and relearned in one turn, with, hopefully, a higher casting rank. For example: angul, 700, 102, 2, 416,

Middle-earth PBM

L Orders

Orders L 705 Other F

Further Reading
Orders; Research Spell Magic

Type of Order Difficulty of Order Order Number Order Code Prerequisites

705 Research Spell


Miscellaneous Varies 705 RsrchSp

The character has mage skill The character already knows any prerequisite spells If the spell is lost, the character has access to it The character does not already know the spell The character does not already know 15 spells There is a population centre at the same location The population centre is of the same nation The nation has sufficient gold Spell ID #

Required Information

This order allows a character with mage skill to attempt to research a new spell. The character must be in one of their own population centres, and their nation must already have the required gold in its vaults. Furthermore, they already know any prerequisite spells required for the spell being researched. Success, and proficiency in the spell if successfully learned, is based on the character's mage rank and the difficulty of the spell being learnt. To research a spell costs 1000 gold, which must be available in the nations reserves (not the individual product store of the population centre where the character is located), and is used even if the order fails. If two spells are researched on the same turn, the spell to be researched first is chosen at random. Therefore it is possible, for example, to attempt to learn Wall of Fire (Spell 206) and Fire Bolts (Spell 232) on the same turn. But as it is necessary for a character to know the Wall of Fire spell before they can learn the Fire Bolts spell, if the Fire Bolts spell is researched first then this will fail (because Wall of Fire is not yet known), and only the Wall of Fire spell will then be learned. For example: angul, 705, 428,

Orders L 700 Other F

Further Reading
Orders; Forget Spell Magic

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

710 Prentice Magery


Mage Automatic 710 PrenMgy

The character has mage skill There is a population centre at the same location The population centre is of the same nation None

Required Information

This order allows a character with mage skill to engage in intensive magical study. The character must be in one of their nation's population centres. Success will improve the character's mage rank by 1-5 points. With the exception of succeeding in personal combat and through random encounters, this is the only way to increase a characters mage rank. For example: angul, 710,

Orders L 705 Other F1

Further Reading
Orders; Research Spell Magic; Casting Ranks

Type of Order Difficulty of Order Order Number Order Code Prerequisites

725 Name New Character


Command Automatic 725 NamChar

The character has command skill The character is at their own capital The nation has sufficient gold The nation has not reached its maximum character limit Name (between 5-17 letters, with the first letter capitalised) Gender (m or f) Command rank (0, or 10-30) Agent rank (0 or 10-30) Emissary rank (0 or 10-30) Mage rank (0 or 10-30)

Required Information

Middle-earth PBM

L Orders

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

Orders L 728 L 731 L 734 L 737 L 740 Other C 1, 2

Further Reading
Orders; Name New Character as Commander Orders; Name New Character as Agent Orders; Name New Character as Emissary Orders; Name New Character as Mage Orders; Retire Character Characters; Number Of, Skills

Type of Order Difficulty of Order Order Number Order Code Prerequisites

728 Name New Character as Commander


Command Automatic 728 NamComm

The character has command skill The character is at their own capital The nation has sufficient gold The nation has not reached its maximum character limit Name (between 5-17 letters, with the first letter capitalised) Gender (m or f)

Required Information

This order allows a character with command skill to train a new commander. The new character will only have a command skill rank (except when, on rare occasion, a bonus skill is granted). The command rank of the new character will be either 30 or at the command rank of the character creating them, whichever is lower. (Unless your nation has the ability to name new commanders at 40, in which case new character will be either 40 or at the command rank of the character creating them, whichever is lower.) The first five letters of the name given (character ID) must be unique in the game, and so duplicate names will be automatically altered. When naming a character, please try to choose names that are in keeping with the world of Middle-earth. A new commander costs 5000 gold, which must be available in the nations reserves. For example: angul, 728, Analan, m,

Middle-earth PBM

L Orders

Orders L 725 L 731 L 734 L 737 L 740 Other C 1, 2

Further Reading
Orders; Name New Character Orders; Name New Character as Agent Orders; Name New Character as Emissary Orders; Name New Character as Mage Orders; Retire Character Characters; Number Of, Skills

Type of Order Difficulty of Order Order Number Order Code Prerequisites

731 Name New Character as Agent


Agent Automatic 731 NamAgen

The character has agent skill The character is at their own capital The nation has sufficient gold The nation has not reached its maximum character limit Name (between 5-17 letters, with the first letter capitalised) Gender (m or f)

Required Information

This order allows a character with agent skill to train a new agent. The new character will only have an agent skill rank (except when, on rare occasion, a bonus skill is granted). The agent rank of the new character will be either 30 or at the agent rank of the character creating them, whichever is lower. (Unless your nation has the ability to name new agents at 40, in which case new character will be either 40 or at the agent rank of the character creating them, whichever is lower.) The first five letters of the name given (character ID) must be unique in the game, and so duplicate names will be automatically altered. When naming a character, please try to choose names that are in keeping with the world of Middle-earth. A new agent costs 5000 gold, which must be available in the nations reserves. For example: angul, 731, Enelen, m,

Orders L 725 L 728 L 734 L 737 L 740 Other C 1, 2

Further Reading
Orders; Name New Character Orders; Name New Character as Commander Orders; Name New Character as Emissary Orders; Name New Character as Mage Orders; Retire Character Characters; Number Of, Skills

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

734 Name New Character as Emissary


Emissary Automatic 734 NamEmis

The character has emissary skill The character is at their own capital The nation has sufficient gold The nation has not reached its maximum character limit Name (between 5-17 letters, with the first letter capitalised) Gender (m or f)

Required Information

This order allows a character with emissary skill to train a new emissary. The new character will only have a emissary skill rank (except when, on rare occasion, a bonus skill is granted). The emissary rank of the new character will be either 30 or at the emissary rank of the character creating them, whichever is lower. (Unless your nation has the ability to name new emissaries at 40, in which case new character will be either 40 or at the emissary rank of the character creating them, whichever is lower.) The first five letters of the name given (character ID) must be unique in the game, and so duplicate names will be automatically altered. When naming a character, please try to choose names that are in keeping with the world of Middle-earth. A new emissary costs 5000 gold, which must be available in the nations reserves. For example: angul, 728, Analan, m,

Orders L 725 L 728 L 731 L 737 L 740 Other C 1, 2

Further Reading
Orders; Name New Character Orders; Name New Character as Commander Orders; Name New Character as Agent Orders; Name New Character as Mage Orders; Retire Character Characters; Number Of, Skills

Type of Order Difficulty of Order Order Number Order Code Prerequisites

737 Name New Character as Mage


Mage Automatic 737 NamMage

The character has mage skill The character is at their own capital The nation has sufficient gold The nation has not reached its maximum character limit Name (between 5-17 letters, with the first letter capitalised) Gender (m or f)

Required Information

Middle-earth PBM

L Orders

This order allows a character with mage skill to train a new mage. The new character will only have a mage skill rank (except when, on rare occasion, a bonus skill is granted). The mage rank of the new character will be either 30 or at the mage rank of the character creating them, whichever is lower. (Unless your nation has the ability to name new mages at 40, in which case new character will be either 40 or at the mage rank of the character creating them, whichever is lower.) New mages will receive 1 spell for each 10 points of mage rank, each from a different spell category. The first five letters of the name given (character ID) must be unique in the game, and so duplicate names will be automatically altered. When naming a character, please try to choose names that are in keeping with the world of Middle-earth. A new mage costs 5000 gold, which must be available in the nations reserves. For example: angul, 737, Elensent, f,

Orders L 725 L 728 L 731 L 734 L 740 Other C 1, 2

Further Reading
Orders; Name New Character Orders; Name New Character as Commander Orders; Name New Character as Agent Orders; Name New Character as Emissary Orders; Retire Character Characters; Number Of, Skills

Type of Order Difficulty of Order Order Number Order Code Prerequisites

740 Retire Character


Miscellaneous Automatic 740 RtrChar

The character is not a hostage None

Required Information

This order allows a character to retire themselves from duty. This is permanent you will not be able to use this character again. The character cannot be a hostage. Any hostages held by the character are automatically released, and any artifacts are considered left at the last location. If the character is an army or navy commander and there is another character with command skill in the army or navy, they will take command of the army or navy. If there is no other character with command skill in the army or navy, the army or navy is lost. The character will no longer count towards the nations character limit. For example: angul, 740,

Orders L 725 L 728 L 731 L 734 L 737 Other C1

Further Reading
Orders; Name New Character Orders; Name New Character as Commander Orders; Name New Character as Agent Orders; Name New Character as Emissary Orders; Name New Character as Mage Characters; Number Of

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

745 Create Company


Command Automatic 745 CreCmpy

The character has command skill The character is on land The character is not an army commander The character is not a company commander None

Required Information

This order allows a character to create a company which they will then command. At least one other character must issue an order to join the company in the same turn (using the 755 Join Company order), or the company will not be formed. Companies are a useful way of increasing the effectiveness of groups of agents, mages and emissaries, because only one character per turn needs to issue a move order, thus leaving you with more orders available. For example: angul, 745,

Orders L 750 L 755 L 760 L 820 Other C 12

Further Reading
Orders; Disband Company Orders; Join Company Orders; Leave Company Orders; Move Company Characters; Companies And Company Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

750 Disband Company


Command Automatic 750 DsbCmpy

The character is a company commander None

Required Information

This order allows a company commander to disband the company so that all characters in the company leave, and are responsible for their own movement from then on. For example: angul, 750,

Middle-earth PBM

L Orders

Orders L 745 L 755 L 760 L 820 Other C 12

Further Reading
Orders; Create Company Orders; Join Company Orders; Leave Company Orders; Move Company Characters; Companies And Company Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

755 Join Company


Miscellaneous Automatic 755 JnCmpy

There is a company at the same location, or there is a commander issuing a create company order in the same location The company has less than 9 members, including the leader The company commander is of the same nation, or the character and the company commanders nations are friendly towards each other Company commanders character ID

Required Information

This order allows a character to join an existing company. The company commander must either be of the same nation as the character, or the nation of the character and the nation of the company commander must be friendly towards each other. For example: angul, 755, frodo,

Orders L 745 L 750 L 760 L 820 Other C 12

Further Reading
Orders; Create Company Orders; Disband Company Orders; Leave Company Orders; Move Company Characters; Companies And Company Movement

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

760 Leave Company


Miscellaneous Automatic 760 LvCmpy

The character is in a company The character is not a company commander None

Required Information

This order allows a character who is not the company commander to leave a company, and remain in the same hex. If this order means the company is reduced to one character the company will disband, but not until the time that a 790 order would be processed. For example: angul, 760,

Orders L 745 L 750 L 755 L 770 L 785 L 870 L 810 L 820 Other C 12

Further Reading
Orders; Create Company Orders; Disband Company Orders; Join Company Orders; Hire Army Orders; Join Army Orders; Move character And Join Army Orders; Move Character Orders; Move Company Characters; Companies And Company Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

765 Split Army


Miscellaneous Automatic 765 SplArmy

The character is an army or navy commander If an navy is being split, then it is in a hex where ships can anchor The new commander has command skill The new commander is in the same hex The commander is on land The new commander is of the same nation The new commander is not already an army or navy commander The new commander is not a company commander New commanders character ID # of heavy cavalry # of light cavalry # of heavy infantry # of light infantry # of archers # of men-at-arms

Required Information

Middle-earth PBM

L Orders

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

Orders L 355 L 780 Other E 1, 2, 5

Further Reading
Orders; Transfer Troops: Army to Army Orders; Transfer Command Armies; Troop Types, Weapon And Armour Ranks, Training Rank

Type of Order Difficulty of Order Order Number Order Code Prerequisites

770 Hire Army


Command Automatic 770 HrArmy

The character has command skill The character is not an army or navy commander The character is not a company commander The character is at population centre The population centre is of the same nation The population centre is not under siege The nation has sufficient gold in its reserves # of troops Type of troops (hc, lc, hi, li, ar, or ma) Type of weapons to be carried (wo, br, st, or mi) Type of armour to be carried (no, le, br, st, or mi) # of food units

Required Information

This order allows a character with command skill to create a new army by hiring a single troop type at a population centre. The character will then become commander of this army. This is the only order that will create an army where there was not one previously. The maximum number of troops which can be recruited at any one time depends on the size of the population centre, and how many troops have already been recruited from it that turn. The minimum army size is 100 troops. You must also indicate how much food will be transferred to the new army from the population centre stores. All new troops will come with a base training rank of 10 and a base morale rank of 10. Heavy cavalry, light cavalry, heavy infantry and light Infantry come with the specified weapons and armour (if there are sufficient stores), Archers come with weapons equivalent to steel but no armour, and men-at-arms come with bronze weapons and leather armour, both at no extra cost. In these cases, enter wo weapons and no armour, and they will be automatically allocated the correct equipment. If there are not enough stores of the appropriate type to produce the requested armour or weapons, then the weapons and/or armour issued will be changed accordingly. The new army costs 5000 gold regardless of its size, which must be available in the nation reserves.

Middle-earth PBM

L Orders

For example: angul, 770, 100, hc, br, st, 1,

Orders L 355 L 400 L 404 L 408 L 412 L 416 L 420 L 765 L 780 Other D1 E1 E2 E3 M 508

Further Reading
Orders; Transfer Troops: Army to Army Orders; Recruit Heavy Cavalry Orders; Recruit Light Cavalry Orders; Recruit Heavy Infantry Orders; Recruit Light Infantry Orders; Recruit Archers Orders; Recruit Men-at-Arms Orders; Split Army Orders; Transfer Command Population Centres; Size And Location Armies; Troop Types Armies; Weapon and Armour Ranks Armies; Recruiting Spells; Conjure Mounts

Type of Order Difficulty of Order Order Number Order Code Prerequisites

775 Disband Army


Miscellaneous Automatic 775 DsbArmy

The character has command skill The character is an army or navy commander, or in the army or navy The army is on land, or the navy is on a hex where ships can anchor None

Required Information

This order allows an army or navy commander, or a character with command skill in an army or navy, to disband the force. Everything in the baggage train is lost. This cannot be given while at sea. For example: angul, 775,

Orders L 425 Other -

Further Reading
Orders; Retire Troops

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

780 Transfer Command


Command Automatic 780 TrComm

The character is an army, navy or company commander The new commander has command skill The new commander is at the same location The new commander is of the same nation If a company is being transferred, then the new commander is not an army or navy commander If an army or navy is being transferred, then the new commander is not a company commander If an army is transferring troops to a navy then that navy must be able to anchor ships If a navy is transferring troops to an army then that navy must be able to anchor ships New commanders character ID Join army, navy or company? (y or n)

Required Information

This order allows an army, navy or company commander to give command of their entire army, navy or company to another character with command skill. If the other character does not already have an army, navy or company then they are given command of the one being transferred. If they do already have an army, navy or company, then the one being transferred to them is merged with their existing army, navy or company. It is possible to merge an army with an army, a navy with a navy, or an army with a navy, but a company can only be merged with another company. If command of a navy is transferred to an army commander, then the ships will be anchored. If command of a navy is transferred to a navy commander, then the ships will be transferred as well. The baggage train, and any characters travelling with the former army, navy or company, will also be transferred. The former commander may choose whether or not to stay with the new army, navy or company. If the joining of two companies will result in a company of more than nine characters, then the order will fail. In company transfers, only characters of the same nation as the new company can be transferred any characters belonging to other nations will leave the company, though they can then rejoin at a later date. For example: angul, 780, bilbo, n,

Orders L 353 L 765 Other C 12 E 1, 2, 5

Further Reading
Orders; Transfer Troops: Army to Army Orders; Split Army Characters; Companies and Company Movement Armies; Troop Types, Weapon And Armour Ranks, Training Rank

Type of Order Difficulty of Order Order Number Order Code Prerequisites

785 Join Army

Miscellaneous Automatic 785 JnArmy The character is not an army, navy or company commander The army or navy to be joined is in the same hex The army or navy to be joined is of the same nation

Required Information

Character ID of commander of army or navy to be joined

This order allows a character to join an existing army or navy and to travel with it. While a part of the army or navy, a character does not need to give individual movement orders. If they do give such orders, they automatically leave the army or navy.

Middle-earth PBM

L Orders

For example: angul, 785, halla,

Orders L 790 L 870 Other E 12

Further Reading
Orders; Leave Army Orders; Move Character and Join Army Armies; Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

790 Leave Army


Miscellaneous Automatic 790 LvArmy

The character is travelling with an army or navy (is not the army or navy commander) If the character is in a navy, the navy must be in a land hex None

Required Information

This order allows a character to leave an existing army or navy with which they are travelling. They will be placed in the hex the army or navy is currently in. The character may not issue this order while at sea. For example: angul, 790,

Orders L 810 Other -

Further Reading
Orders; Move Character

Type of Order Difficulty of Order Order Number Order Code Prerequisites

792 Drop Artifact


Miscellaneous Automatic 792 DropArt None ID #s of 1-6 artifacts to be dropped

Required Information

This order allows a character to drop between 1-6 artifacts in the hex that they are in. Artifacts can be dropped in any hex, including sea. The character who drops an artifact has a better chance of finding it again should they look for it later in the game, but even so, finding an artifact is never certain. If an artifact is dropped in a population centre owned by the character's nation, it is considered to be secreted in the population centre and can be more easily found by either the character or by any character of the same nation. However, other characters of the same nation will not have as much chance of finding the artifact as the character who dropped them. If the population centre changes hands, only the character who dropped the artifact will continue to have this greater chance of recovering it.

Middle-earth PBM

L Orders

For example: angul, 792, 132, 1,

Orders L 796 L 900 Other I1

Further Reading
Orders; Pickup Artifact Orders; Find Artifact Miscellaneous; Artifacts

Type of Order Difficulty of Order Order Number Order Code Prerequisites

794 Anchor Ships


Miscellaneous Automatic 794 AnchShp

The character is a navy commander, or commander of an army with ships The navy is in a shore hex, or the navy is at a population centre with a port or harbour # of warships to anchor # of transports to anchor

Required Information

This order allows a navy commander to anchor ships in ports, harbours, and in shore hexes. If the navy does not retain sufficient transport ships to carry its troops, it will become an army. For example: angul, 794, 3, 2,

Orders L 798 Other E 12

Further Reading
Orders; Pickup Ships Armies; Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

796 Pick up Artifact


Miscellaneous Easy 796 PickArt None ID #s of 1-6 artifacts to be picked up

Required Information

This order allows a character to attempt to retrieve 1-6 specific artifacts at their location. Success depends on the characters skill ranks, the terrain, the presence of population centres, and whether they dropped the artifacts originally. This order can only succeed if issued by the character who dropped the artifacts, or by any character of the same nation if the artifacts are in a population centre belonging to that nation. For example: angul, 796, 13, 2,

Middle-earth PBM

L Orders

Orders L 792 L 900 Other I1

Further Reading
Orders; Drop Artifact Orders; Find Artifact Miscellaneous; Artifacts

Type of Order Difficulty of Order Order Number Order Code Prerequisites

798 Pick up Ships


Miscellaneous Automatic 798 PickShp

The character is an army or navy commander The ships are in the same hex The ships belong to the character's nation # of warships to pick up # of transports to pick up

Required Information

This order allows an army or navy commander to pick up anchored ships and add them to their army or navy. These ships must already be anchored at the location, and must belong to the character's nation. If, as a result of this, an army has enough ships to transport all the troops, it will be able to move as a navy, and will become a navy when it moves. For example: angul, 78, 2, 13,

Orders L 794 L 830 Other E 12

Further Reading
Orders; Anchor Ships Orders; Move Navy Armies; Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

805 Use Movement Artifact


Miscellaneous Automatic 805 UsMvArt

The artifact is in the character's possession The artifact alignment matches allegiance of the characters nation Artifact ID #

Required Information

This order allows a character to use a movement artifact which is in their possession. The effect lasts for only one turn. This order must be used in conjunction with a movement order in order to work.

Middle-earth PBM

L Orders

For example: angul, 805, 19,

Orders L 830

Further Reading
Orders; Move Navy

Other I 1 Miscellaneous; Artifacts

Type of Order Difficulty of Order Order Number Order Code Prerequisites

8 1 0 Mo v e C h a r a c t e r
Movement Automatic 810 MovChar

The character is not an army, navy or company commander The destination and current hexes are land Destination hex (up to 12 hexes away from current hex)

Required Information

This order allows a character who is not an army, navy or company commander to move to any land hex that is up to 12 hexes distant from their present location. Movement cannot be to or from a water hex. If they had been travelling with an army, navy or company, then they will leave. Hostages will travel with the character. For example: angul, 810, 2924,

Orders L 820 L 870

Further Reading
Orders; Move Company Orders; Move Character and Join Army

Other C 11 Characters; Character Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

820 Move Company


Movement Automatic 820 MovCmpy

The character is a company commander Destination hex (up to 12 hexes away from current hex)

Required Information

This order allows a company commander to move themselves and their company to any land hex that is up to 12 hexes distant from their present location. Movement cannot be to or from a water hex. All characters within the company (and all hostages) will be moved by this one order. For example: angul, 820, 1914,

Middle-earth PBM

L Orders

Orders L 745 L 755 L 750 L 760 L 810 L 870 Other C 12

Further Reading
Orders; Create Company Orders; Join Company Orders; Disband Company Orders; Leave Company Orders; Move Character Orders; Move Character and Join Army Characters; Companies And Company Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

825 Cast Movement Spell


Movement Varies 825 CstMvSp

The character is not an army, navy or company commander The spell is known by the character, or the character has an artifact which allows them to cast a movement spell Spell ID # Destination hex (within distance specified by spell)

Required Information

This order allows a character to attempt to cast a movement spell which they know. Movement cannot be to or from a water hex. The chance of success is based upon the characters casting rank for that spell. This casting rank will be improved by 1-5 points upon successful casting of the spell. This spell affects only the character and any hostages they are carrying, and will fail if the character is an army, navy or company commander. This order is considered both a Mage order and a Movement order. For example: angul, 825, 302, 1924,

Orders L 705 L 810

Further Reading
Orders; Research Spell Orders; Move Character

Other F Magic M 302-314 Spells

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

830 Move Navy


Movement Automatic 830 MovNavy

The character is a navy commander, or The character is the commander or an army with sufficient transports to carry all the troops, or the character is the commander of an army and there are sufficient transports belonging to the characters nation and anchored in the hex to carry all the troops in the army (each transport carries 250 infantry or 150 cavalry) Directions (h, ne, e, se, sw, w, or nw for each hex to be sailed) Travel mode (no or ev)

Required Information

This order allows a navy commander to move their navy. Navies have 14 movement points. The direction of travel must be given for each hex of movement. Movement along coastal water hexes or along rivers is the only safe route of travel. Movement away from the coast runs the risk of destruction from storms or worse. Navies may also try to travel in an 'evasive' manner to help avoid detection by other nations. This mode will reduce movement by doubling movement costs. If the navy moves when it has no food, then morale rank declines by 1-5 points and its movement is reduced. If an army commander issues this order and there are sufficient transports belonging to the characters nation and anchored in the hex to carry all the troops in the army, then the army will pick up sufficient transports to turn into a navy and move. However, only transport ships sufficient to carry the troops will be picked up: surplas transport ships and warships will be left behind. In order to pick up all ships in a hex, you must use the order 798 Pick Up Ships before issuing this order. For example: angul, 830, no, e, ne, ne, ne, ne, h, h, h, w, w,

Orders L 357 L 452 L 456 L 798 L 805 Other D9 E 12

Further Reading
Orders; Transfer Ships: Navy to Navy Orders; Make Warships Orders; Make Transports Orders; Pickup Ships Orders; Use Movement Artifact Population Centres; Ports and Harbours Armies; Navies

Type of Order Difficulty of Order Order Number Order Code Prerequisites

840 Stand and Defend


Movement Automatic 840 Stand

The character is an army commander Hex-side (ne, e, se, sw, w, or nw)

Required Information

This order allows an army commander to station their army so as to try to prevent enemy troops from leaving the hex through certain hex-sides. By choosing a hex-side, the commander orders the army to prevent movement through both that hex-side and through its adjacent hex-sides by enemy armies. If the enemy army trying to move through the hex is large enough, it will destroy your army in passing without stopping. However, if successful, the order will keep an enemy army situated in the hex. If the army is without food, then morale rank will decline between 1-3 points when this order is issued. This order cannot be given to a Navy.

Middle-earth PBM

L Orders

For example: angul, 840, e,

Orders L 850 L 860 Other E 11

Further Reading
Orders; Move Army Orders; Force March Army Armies; Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

850 Move Army


Movement Automatic 850 MovArmy

The character is an army commander Directions (h, ne, e, se, sw, w, or nw for each hex to be moved) Travel mode (no or ev)

Required Information

This order allows an army commander to move their army. Armies moving using this order have 12 movement points. The direction of travel must be given for each hex of movement. Armies may also try to travel in an 'evasive' manner to help avoid detection by other nations. Moving evasively doubles movement costs. If the army moves when it has no food, then morale rank declines by 1-5 points and its movement costs are further increased. For example: angul, 850, ev, ne, e,

Orders L 860 Other E 11

Further Reading
Orders; Force March Army Armies; Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

860 Force March Army


Movement Automatic 860 ForcMar

The character is an army commander Directions (h, ne, e, se, sw, w, or nw for each hex to be moved) Travel mode (no or ev)

Required Information

Middle-earth PBM

L Orders

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

Orders L 850 Other E 11

Further Reading
Orders; Move Army Armies; Movement

Type of Order Difficulty of Order Order Number Order Code Prerequisites

870 Move Character & Join Army


Movement Automatic 870 MovJoin

The character is not an army, navy or company commander The army or navy commander the character is joining is of the same nation The destination and current hex locations are both land Destination hex (within 12 hexes of original hex) Character ID of the character commanding the army or navy commander to be joined

Required Information

This order allows a character to move to any hex that is 12 or less hexes distant from their original location, and join an existing army or navy belonging to the same nation at that location. If the army or navy commanded by the specified character is not at the character's destination hex, the character will simply move to the hex. Movement cannot be to or from a water hex. Any hostages held by the character will travel with them. If the character had previously been travelling with an army, navy or company, this order will cause them to leave. This order cannot result in the character moving a distance of more than 12 hexes from their location at turn start. If, then, the character has already moved with an army, navy or company that turn, and is issued order with a destination further than 12 hexes from where they started the turn, then the order will fail. For example: angul, 870, 1716, halla,

Orders L 785 L 810 Other -

Further Reading
Orders; Join Army Orders; Move Character

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

900 Find Artifact


Miscellaneous Hard 900 FindArt None Artifact ID # (optional)

Required Information

This order allows a character to try to find an artifact that is lost or secreted at that location. Success is based on the mage rank of the character, the power of the artifact, and the terrain. If a certain artifact is suspected to be present, and the artifact ID # is provided, then success is more likely should that artifact indeed be there. If the character is attempting to find an artifact which they previously dropped in that hex, then the attempt will be easy rather than hard. Artifacts secreted by other nations characters, conversely, are less likely to be found. For example: angul, 900, 1,

Orders L 685 L 792 L 796 Other I1

Further Reading
Orders; Steal Artifact Orders; Drop Artifact Orders; Pickup Artifact Miscellaneous; Artifacts

Type of Order Difficulty of Order Order Number Order Code Prerequisites

905 Scout Army


Agent Average 905 ScoArmy

The character has agent skill The character was either within 2 hexes of the location of the army or navy at the start of the turn, or is within 2 hexes of the location of the army or navy at this point in the turn. The character is on land If scouting a navy, the navy is at a land hex Army or navy commanders character ID Follow army or navy (y or n)

Required Information

This order allows a character to scout out another nation's army or navy. The character will attempt to pick up the army or navys trail if it is within 2 hexes of the character either at turn start or turn end, and report on its current whereabouts and composition. Success is based on the size of the army or navy, the manner in which it is moving, the agent rank of the character, and the command rank of the army or navy commander. If successful, the action can reveal some or all of the following, based on the rank of the agent and their distance from the army or navy being scouted: the army or navy commander and their rank, nationality, travel mode, morale, numbers of troops (by type), current location, and the presence of any population centre at the location. Bear in mind that incorrect reports are also possible. If successful, and the character is not an army, navy or company commander, they may also choose to follow and move with a scouted army, but not a navy at sea. For example: angul, 905, halla, y,

Middle-earth PBM

L Orders

Orders L 810 Other -

Further Reading
Orders; Move Army

Type of Order Difficulty of Order Order Number Order Code Prerequisites

910 Scout Area


Agent Automatic 910 ScoArea

The character has agent skill The character is on land None

Required Information

This order allows a character to scout the area around their current location, both the hex they are in, and the six adjacent hexes around it. Success is based on the agent rank of the character. The details of the scout consist of a map of the scouted area revealing army/navy icons and population centres there, and a written report which might include some or all of the following: the commander and nationality of any armies or navies, and the approximate number of troops. The amount and detail of the reported information is based on the agent rank of the character, whilst details of the hex where the character is located are usually more accurate than those of surrounding hexes, and incorrect reports are also possible. For example: angul, 910,

Orders L 925 L 935 Other M 415

Further Reading
Orders; Recon Area Orders; Use Scrying Artifact Spells; Scry Area

Type of Order Difficulty of Order Order Number Order Code Prerequisites

915 Scout Hex

Miscellaneous Easy 915 ScoHex

The character has agent skill The character is on land None

Required Information

Middle-earth PBM

L Orders

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

Orders Other M 414

Further Reading

Spells; Scry Hex

Type of Order Difficulty of Order Order Number Order Code Prerequisites

920 Scout Population Centre


Miscellaneous Easy 920 ScoPop

The character has agent skill There is a population centre is at the same location None

Required Information

This order allows a character to scout a population centre at a hex where they are currently located, including suspected hidden population centres, though these are very difficult to scout. The character may find out some or all of the following information about a population centre: name, owner, loyalty, size, fortifications, presence of a port or harbour, production capability, production stores, siege status, if it is hidden, if it is a capital, and the presence of foreign armies or navies (by nation). Success is based on the agent rank of the character, and affected by the relations between the nations involved. The amount and detail of the reported information is based on the characters agent rank, and incorrect reports are possible. For example: angul, 920,

Orders Other M 413

Further Reading

Spells; Scry Population Centre

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

925 Recon Area


Miscellaneous Easy 925 Recon

The character has command skill The character is on land None

Required Information

This order allows a character to conduct a reconnaissance of the area around their current location, both the hex they are in, and the six adjacent hexes around it. Success is based on the command rank of the character. The details of the scout consist of a map of the scouted area revealing armies and population centres there, and a written report which might include some or all of the following: the commander and nationality of any armies or navies, and the approximate number of troops. The amount and detail of the reported information is based on the command rank of the character, whilst details of the hex where the character is located are usually more accurate than those of surrounding hexes, and incorrect reports are also possible. Note that the information is correct at the time of the order being issued, whilst the map is created after all orders have been issued, therefore it is conceivable that there will be discrepancies. For example: angul, 925,

Orders L 910 L 935 Other M 415

Further Reading
Orders; Scout Area Orders; Use Scrying Artifact Spells; Scry Area

Type of Order Difficulty of Order Order Number Order Code Prerequisites

930 Scout for Characters


Agent Average 930 ScoChar

The character has agent skill The character is on land None

Required Information

This order allows a character to scout for other nations characters at that location. Success, and the amount and detail of the reported information, is based on a comparison of the relative agent ranks of the characters involved, and the attempt is made easier by the presence of a population centre (a camp aiding the most, a city the least). Success may reveal the following information on each character found: title, name or gender, and nationality or allegiance. Incorrect reports are possible. For example: angul, 930,

Middle-earth PBM

L Orders

Orders Other M 436

Further Reading

Spells; Scry Character

Type of Order Difficulty of Order Order Number Order Code Prerequisites

935 Use Scrying Artifact


Miscellaneous Automatic 935 UsScArt

The artifact is in the character's possession The artifacts alignment matches the allegiance of the characters nation Artifact ID # Chosen hex

Required Information

This order allows a character to use any scrying artifact which is in their possession, to reveal details about any chosen hex and the six hexes surrounding it. The amount and detail of the reported information is based on the mage rank and the distance from the character to the hex. Incorrect reports are possible. For example: angul, 935, uthlu, 27,

Orders L 910 L 925 Other M 415

Further Reading
Orders; Scout Area Orders; Recon Area Spells; Scry Area

Type of Order Difficulty of Order Order Number Order Code Prerequisites

940 Cast Lore Spell


Lore spell Varies 940 CstLoSp

The spell is known by the character, or The character has an artifact which allows them to cast a lore spell Spell ID # and one of the following: Character ID Production type Nation # Allegiance Artifact ID # Hex

Required Information

for spells 406, 408, 417, 420, 422, 424, 426, 430 and 436 for spell 416 (le, br, st, mi, fo, ti, mo or go), for spells 404, 419 and 432 for spells 402 and 410 (g, n, or e) for spells 412, 418 and 428 for spells 413, 414, 415 and 434

Middle-earth PBM

L Orders

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

Orders L 705 Other F

Further Reading
Orders; Research Spell Magic

Can only be used in Fourth Age (1000) and Kin Strife (1450) Modules Type of Order Emissary Difficulty of Order Average Order Number 942 Order Code MvTnMap Prerequisites The character has emissary and command skill The character is at their nations capital The nation has sufficient gold Direction of map movement (ne, nw, e, se, sw, or w)

942 Move Turn Map

Required Information

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,

Orders L 950 Other J2

Further Reading
Orders; Relocate Capital Receiving Your Turn; Results Sheet

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

945 Use Hiding Artifact


Miscellaneous Automatic 945 UsHiArt

The artifact is in the character's possession The population centre is in the same location The population centre is not under siege The artifacts alignment matches allegiance of characters nation Artifact ID # (41)

Required Information

This order allows a character to use the hiding artifact #41 The Mantle of Doriath if it is in their possession. The effect lasts until dispelled, or until the artifact is used again to hide a different population centre, at which point the previously hidden population centre is revealed: the artifact may only hide one population centre at a time. The game typically starts with the artifact in use to hide a population centre. The population centre to be hidden cannot be under siege. For example: angul, 945, 41,

Orders Other D6 M 434

Further Reading

Population Centres; Hidden Spells; Reveal Population Centre

Type of Order Difficulty of Order Order Number Order Code Prerequisites

947 Nation Transport


Miscellaneous Automatic 947 NatTran

The character is at their nations capital The origin and destination hexs population centre is not under siege The destination hexs population centre belongs to characters nation Destination hex Product to be gathered (le, br, st, mi, fo, ti, or mo) % of nations total amount of product to be transferred (1-100)

Required Information

This order allows a character at their capital to order a percentage of the nations total stores of one product to be gathered from the stores of all their nation's population centres and transported to the stores of that destination population centre. The receiving population centre cannot be under siege, and any other population centre belonging to the nation which is under siege cannot contribute its percentage. The cost of transporting the goods is 10% of the total units transported. If the amount is available in the stores, this 10% is taken in addition to the amount transferred. Or, if there is not a sufficient amount of the product remaining, the cost is taken from the amount transferred. For example, if you have 1000 units of timber, and transfer 50% of them, then 500 units will be transferred, and an additional 50 removed from the stores as the cost of the transfer. If, however, you transfer 100% of the units, then of those 1000, 900 will reach their destination and 100 will be removed from the 1000 as the cost of the transfer. (This means, in effect, that ordering the transport of 100% of a product costs more than transporting 91%, and results in the same amount being transferred.) Gold cannot be transferred with this order.

Middle-earth PBM

L Orders

For example: angul, 947, 1614, le, 91%

Orders L 948 Other D5

Further Reading
Transport by Caravans Population Centres, Production

Type of Order Difficulty of Order Order Number Order Code Prerequisites

9 4 8 T ra n s p o r t b y C a r a v a n s
Miscellaneous Automatic 948 TranCar

The character is at their nations capital, or the character is at the originating hex The population centre at the originating hex belongs to the characters nation The origin and destination hexs population centres are not under siege If the destination population centre belongs to another nation and the product being transferred is not gold, then the destination population centre is not hidden Originating population centres hex Destination population centres hex Product to be transported (le, br, st, mi, fo, ti, mo, or go) # of units to be transported

Required Information

This order allows a character at their capital or the originating hex to order the transport of an amount of one product from the stores of one population centre owned by the characters nation to the stores of any other population centre. The two population centres need not be of the same nation or of the same allegiance; however, if the destination population centre belongs to another nation and is hidden, only gold can be transferred to it. Neither population centre can be under siege. If the product being transferred is gold, then the character must be at their nations capital, and the gold will be transferred from the nations reserves to the reserves of the nation that owns the destination hexs population centre regardless of what origin or destination population centres are given. The cost of transporting the goods is 10% of the total units transported. This is taken from the stores in addition to the amount transferred if possible, or, if there is not sufficient remaining, from the amount transferred. If you transfer goods to an allys population centre and that population centre is taken by an enemy nation during the turn, then your transfer will still take place and the enemy nation will receive the products. So take care when using this order! For example: angul, 948, 1614, 2924, go, 15000,

Orders L 947 Other D5 H1

Further Reading
Orders; Nation Transport Population Centres; Production Economy; Expenses

Middle-earth PBM

L Orders

Type of Order Difficulty of Order Order Number Order Code Prerequisites

949 Transfer Ownership


Emissary Easy 949 TrOwner

The character has emissary skill The character is at location of population centre to be transferred The population centre belongs to the characters nation The population centre is not hidden The population centre is not a capital The target character is at same location The target character is not a hostage or an NPC The target character has emissary skill The nations of the character and target character are not enemies Target character ID

Required Information

This order allows a character with emissary skill to transfer ownership of a population centre to another nation via an emissary of that other nation. The population centre cannot be the capital nor hidden, both emissaries must be in the population centres hex, and neither nation can be an enemy of the other. Success is based on the emissary ranks of the characters involved, the loyalty of the population centre, and the relations between the nations. Loyalty may change as a result of the transfer of ownership. For example: angul, 949, menel,

Orders L 525 Other -

Further Reading
Orders; Influence Others Population Centre Loyalty

Type of Order Difficulty of Order Order Number Order Code Prerequisites

950 Relocate Capital


Command Easy 950 ReloCap

The character has command skill The character is at their nations current capital The capital and population centre to become new capital are not under siege The population centre to become new capital is a major town or city The population Centre to become new capital is owned by the characters nation The nation has sufficient gold Hex location of population centre to become new capital

Required Information

This order allows a character at their capital to make a different population centre the nations new capital. Success is based on the command rank of the character. The cost of this is 25000 gold. Note that this order transfers the status of capital to a different population centre. It does not create a second capital. For example: angul, 950, 1614,

Middle-earth PBM

L Orders

Orders Other D4

Further Reading

Population Centres; Capital

Can only be used in Fourth Age (1000) and Kin Strife (1450) Modules Type of Order Command Difficulty of Order Hard Order Number 960 Order Code IncrCar Prerequisites

960 Increase Caravan Prices

The character has emissary and command skill The character is at their nations capital The characters nation is either the North or the South Kingdom The characters nation must be of Neutral allegiance % price increase (1-50)

Required Information

This order allows a character of either the North or South Kingdom nation, with both emissary and command skill, to attempt to increase the market prices, to take affect from the turn after the order is given. Success is based on the command and emissary ranks of the character, and the possible increase percentage is limited by the natural emissary rank of the character. Only one successful price increase is allowed each turn, but if more than one successful order is given, the order causing the greatest increase will take place. If an order to reduce market prices is also given by a nation on the same turn, the prices will be affected by both results. For example: angul, 960, 45,

Orders L 310 L 315 L 320 L 325 L 965 Other H1

Further Reading
Orders; Bid From Caravans Orders; Purchase from Caravans Orders; Sell to Caravans Orders; Nation Sell to Caravans Orders; Reduce Caravan Prices Economy; Income

Middle-earth PBM

L Orders

Can only be used in Fourth Age (1000) and Kin Strife (1450) Modules Type of Order Command Difficulty of Order Hard Order Number 965 Order Code ReduCar Prerequisites The character has emissary and command skill The character is at their nations capital The characters nation is either the North or the South Kingdom The characters nation must be of Neutral allegiance % price decrease (1-50)

965 Reduce Caravan Prices

Required Information

This order allows a character of either the North or South Kingdom nation, with both emissary and command skill, to attempt to decrease the market prices, to take affect from the turn after the order is given. Success is based on the command and emissary ranks of the character, and the possible decreased percentage is limited by the natural emissary rank of the character. Only one successful price decrease is allowed each turn, but if more than one successful order is given, the order causing the greatest decrease will take place. If an order to increase market prices is also given by a nation on the same turn, the prices will be affected by both results. For example: angul, 965, 45,

Orders L 310 L 315 L 320 L 325 L 960 Other H1

Further Reading
Orders; Bid From Caravans Orders; Purchase from Caravans Orders; Sell to Caravans Orders; Nation Sell to Caravans Orders; Increase Caravan Prices Economy; Income

Can only be used in 1650 and 2950 Modules Type of Order Miscellaneous Difficulty of Order Automatic Order Number 990 Order Code OneRing Prerequisites Allegiance of character's nation is evil or good (not neutral) The character is not with a company or an army The character is located at hex 3423 The character possesses artifact #14 The One Ring None

9 9 0 O n e R i ng

Required Information

This order allows a character to dispose of The One Ring (artifact #14). This order must be given twice in the same turn by the same character. The character must possess The One Ring, must be located in hex 3423, and may not be with a company or army. The allegiance of the character's nation cannot be neutral. If the allegiance of the character's nation is evil then The One Ring is given to Sauron, and if the allegiance of the characters nation is good then The One Ring is thrown into Mount Doom. Disposal of The One Ring brings the game to an end, with victory going to the allegiance of the character's nation.

Middle-earth PBM

L Orders

For example: angul, 990,

Orders Other B1 I1 M 418 M 428

Further Reading

Basics; Winning Miscellaneous; Artifacts Spells; Locate Artifact Spells; Locate Artifact True

Middle-earth PBM

M Spells

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

1 Spell Lists

Category Healing (Use order #120)

Spells by Category
List Healing Mastery Minor Heal Heal True Major Heal Greater Heal Barriers Deflections Shields Barrier Walls Resistances Blessings Protections Force Walls

Spell

Difficulty easy hard easy average easy average hard hard easy average hard hard easy easy easy average average average hard easy easy easy average average average hard easy easy easy average average average hard average average average

Spell # 2 8 4 6 102 106 112 114 104 108 110 116 202 204 206 232 234 236 240 208 210 212 220 222 224 242 214 216 218 226 228 230 238 244 246 248

Healing Ways

Combat (Use order #225)

Barrier Mastery Defensive

Resistance Mastery Defensive

Fire Mastery Offensive

Call Fire Wild Flames Wall of Fire Fire Bolts Fire Balls Fire Storms Summon Fire Spirits Words of Pain Words of Calm Words of Paralysis Words of Agony Words of Stun Words of Command Words of Death Call Winds Wild Winds Wall of Wind Chill Bolts Frost Balls Wind Storms Summon Wind Spirits Fearful hearts Summon Storms Fanaticism

Word Mastery Offensive

Wind Mastery Offensive

Dark Summons Offensive Lost List

Middle-earth PBM

M Spells

Category Conjuring (use order #330)

List Spirit Mastery Lost List Conjuring Ways Lost List

Spell Weakness Sickness Curses Conjure Mounts Conjure Food Conjure Hordes Long Stride Fast Stride Path Mastery Capital Return Major Return Return True Teleport

Difficulty easy average hard easy average average easy average hard easy average hard average

Spell # 502 504 506 508 510 512 302 304 306 308 310 312 314

Movement (use order #825)

Movement Mastery

Return Mastery

Teleport Mastery Lost List Lore (use order #940) Perceptions

Perceive Allegiance Perceive Relations Perceive Nationality Perceive Power Perceive Mission Perceive Secrets Divine Army Divine Allegiance Forces Divine Characters with Forces Divine Nation Forces Divine Army True Research Artifact Locate Artifact Locate Artifact True Scry Population Centre Scry Hex Scry Area Scry Character Reveal Production Reveal Character Reveal Character True Reveal Population Centre

easy easy easy average average hard easy easy average average hard easy average hard easy easy average hard easy average hard hard

402 404 408 422 424 432 406 410 417 419 426 412 418 428 413 414 415 436 416 420 430 434

Divinations

Artifact Lore

Scrying

Hidden Visions

Middle-earth PBM

M Spells

All offensive and defensive combat spells work in essentially the same way, varying only in the amount of damage they inflict or protect against. Whilst full details of each spell is given later, for ease of comparing the various spells available in each list, there follows a list of combat spells, and the damage each is capable of inflicting on an enemy army or protecting against. Offensive Spells List Fire Mastery Spell Call Fire Wild Flames Wall of Fire Fire Bolts Fire Balls Fire Storms Summon Fire Spirits Words of Pain Words of Calm Words of Paralysis Words of Agony Words of Stun Words of Command Words of Death Call Winds Wild Winds Wall of Wind Chill Bolts Frost Balls Wind Storms Summon Wind Spirits Difficulty easy easy easy average average average hard easy easy easy average average average hard easy easy easy average average average hard Damage 150 50-250 100-200 1000 500-1500 800-1200 1000-2000 250 100-400 200-300 600 300-900 450-750 1250-2250 400 200-600 300-500 800 400-1200 600-1000 750-1750 Spell # 202 204 206 232 234 236 240 208 210 212 220 222 224 242 214 216 218 226 228 230 238

Combat Spell Summary

Word Mastery

Wind Mastery

Defensive Spells List Barrier Mastery

Spell Barriers Deflections Shields Barrier Walls Resistances Blessings Protections Force Walls

Difficulty easy average hard hard easy average hard hard

Damage 500 1000 1750 1500-2000 100 1250 1500 1000-2000

Spell # 102 106 112 114 104 108 110 116

Resistance Mastery

Orders L 120 L 225 L 330 L 700 L 705 L 825 L 940 Other F

Further Reading
Orders; Cast Heal Spell Orders; Cast Combat Spell Orders; Cast Conjuring Spell Orders; Forget Spell Orders; Research Spell Orders; Cast Movement Spell Orders; Cast Lore Spell Magic

Middle-earth PBM

M Spells

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

# Healing Spells 2 Minor Heal

Healing Mastery Easy Cast Heal Spell - 120 2 Target character is at the same location Target Character ID Increase the target characters health by 20 points, or to their maximum, whichever is less.

For example: 120, 2, beneo,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

4 Major Heal

Healing Ways Easy Cast Heal Spell - 120 4 Target character is at the same location Target character ID Increase the target characters health by 35 points, or to their maximum, whichever is less.

For example: 120, 4, beneo,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

6 Greater Heal

Healing Ways Average Cast Heal Spell - 120 6 Target character is at the same location Target character ID Increase the target characters health by 50 points, or to their maximum, whichever is less.

For example: 120, 6, beneo,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

8 Heal True

Healing Mastery Hard Cast Heal Spell - 120 8 Target character is at the same location Target character ID Increase the target characters health to their maximum.

For example: 120, 8, beneo,

Middle-earth PBM

M Spells

Orders L 120 Other C 5,6 F

Further Reading
Orders; Cast Heal Spell Characters; Health, Death Magic

# Defensive Spells
Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

102 Barriers

Barrier Mastery Easy Cast Combat Spell 225 102 Character must be with an army unless practicing None Reduces damage inflicted on an army the character is with by 500 points, or damage inflicted on a navy the character is with by 5 points.

For example: 225, 102,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

104 Resistances

Resistance Mastery Easy Cast Combat Spell 225 104 Character must be with an army unless practicing None Reduces damage inflicted on an army the character is with by 750 points, or damage inflicted on a navy the character is with by 7.5 points.

For example: 225, 104,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

106 Deflections

Barrier Mastery Average Cast Combat Spell 225 106 Character must be with an army unless practicing None Reduces damage inflicted on an army the character is with by 1000 points, or damage inflicted on a navy the character is with by 10 points.

For example: 225, 106,

Middle-earth PBM

M Spells

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

108 Blessings

Resistance Mastery Average Cast Combat Spell 225 108 Character must be with an army unless practicing None Reduces damage inflicted on an army the character is with by 1250 points, or damage inflicted on a navy the character is with by 12.5 points.

For example: 225, 108,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

110 Protections

Resistance Mastery Hard Cast Combat Spell 225 110 Character must be with an army unless practicing None Reduces damage inflicted on an army the character is with by 1500 points, or damage inflicted on a navy the character is with by 15 points.

For example: 225, 110,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

112 Shields

Barrier Mastery Hard Cast Combat Spell 225 112 Character must be with an army unless practicing None Reduces damage inflicted on an army the character is with by 1750 points, or damage inflicted on a navy the character is with by 17.5 points.

For example: 225, 112,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information

114 Barrier Walls

Barrier Mastery Hard Cast Combat Spell 225 114 Character must be with an army unless practicing None

Middle-earth PBM

M Spells

Result if Successful For example: 225, 114,

Reduces damage inflicted on an army the character is with by 1500-2000 points, or damage inflicted on a navy the character is with by 15-20 points.

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

116 Force Walls

Resistance Mastery Hard Cast Combat Spell 225 116 Character must be with an army unless practicing None Reduces damage inflicted on an army the character is with by 1000-2000 points, or damage inflicted on a navy the character is with by 10-20 points.

For example: 225, 116,

Orders L 225 Other G F

Further Reading
Orders; Cast Combat Spell Combat Magic

# Offensive Spells
Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

202 Call Fire

Fire Mastery Easy Cast Combat Spell 225 202 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 150 points, or damage inflicted by a navy the character is with by 1.5 points.

For example: 225, 202,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information

204 Wild Flames

Fire Mastery Easy Cast Combat Spell 225 204 Character must be with an army unless practicing None

Middle-earth PBM

M Spells

Result if Successful For example: 225, 204,

Increases damage inflicted by an army the character is with by 50-250 points, or damage inflicted by a navy the character is with by .5-2.5 points.

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

206 Wall of Fire

Fire Mastery Easy Cast Combat Spell 225 206 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 100-200 points, or damage inflicted by a navy the character is with by 1-2 points.

For example: 225, 206,

208 Words of Pain


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

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

210 Words of Calm

Word Mastery Easy Cast Combat Spell 225 210 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 100-400 points, or damage inflicted by a navy the character is with by 1-4 points.

For example: 225, 210,

Middle-earth PBM

M Spells

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

212 Words of Paralysis

Word Mastery Easy Cast Combat Spell 225 212 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 200-300 points, or damage inflicted by a navy the character is with by 2-3 points.

For example: 225, 212,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

214 Call Winds

Wind Mastery Easy Cast Combat Spell 225 214 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 400 points, or damage inflicted by a navy the character is with by 4 points.

For example: 225, 214,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

216 Wild Winds

Wind Mastery Easy Cast Combat Spell 225 216 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 200-600 points, or damage inflicted by a navy the character is with by 2-6 points.

For example: 225, 216,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

218 Wall of Wind

Wind Mastery Easy Cast Combat Spell 225 218 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 300-500 points, or damage inflicted by a navy the character is with by 3-5 points.

For example: 225, 218,

Middle-earth PBM

M Spells

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

220 Words of Agony

Word Mastery Average Cast Combat Spell 225 220 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 600 points, or damage inflicted by a navy the character is with by 6 points.

For example: 225, 220,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

222 Words of Stun

Word Mastery Average Cast Combat Spell 225 222 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 300-900 points, or damage inflicted by a navy the character is with by 3-9 points.

For example: 225, 222,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

224 Words of Command

Word Mastery Average Cast Combat Spell 225 224 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 450-750 points, or damage inflicted by a navy the character is with by 4.5-7.5 points.

For example: 225, 224,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

226 Chill Bolts

Wind Mastery Average Cast Combat Spell 225 226 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 800 points, or damage inflicted by a navy the character is with by 8 points.

For example: 225, 226,

Middle-earth PBM

M Spells

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

228 Frost Balls

Wind Mastery Average Cast Combat Spell 225 228 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 400-1200 points, or damage inflicted by a navy the character is with by 4-12 points.

For example: 225, 228,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

2 3 0 W i n d S t o rm s

Wind Mastery Average Cast Combat Spell 225 230 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 600-1000 points, or damage inflicted by a navy the character is with by 6-10 points.

For example: 225, 230,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

232 Fire Bolts

Fire Mastery Average Cast Combat Spell 225 232 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 1000 points, or damage inflicted by a navy the character is with by 10 points.

For example: 225, 232,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

234 Fire Balls

Fire Mastery Average Cast Combat Spell 225 234 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 500-1500 points, or damage inflicted by a navy the character is with by 5-15 points.

For example: 225, 234,

Middle-earth PBM

M Spells

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

236 Fire Storms

Fire Mastery Average Cast Combat Spell 225 236 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 800-1200 points, or damage inflicted by a navy the character is with by 8-12 points.

For example: 225, 236,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

238 Summon Wind Spirits

Wind Mastery Hard Cast Combat Spell 225 238 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 750-1750 points, or damage inflicted by a navy the character is with by 7.5-17.5 points.

For example: 225, 238,

240 Summon Fire Spirits


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

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

242 Words of Death

Word Mastery Hard Cast Combat Spell 225 242 Character must be with an army unless practicing None Increases damage inflicted by an army the character is with by 1250-2250 points, or damage inflicted by a navy the character is with by 12.5-22.5 points.

Middle-earth PBM

M Spells

For example: 225, 242,

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

244 Fearful Hearts

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

246 Summon Storms

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

248 Fanaticism

Middle-earth PBM

M Spells

Orders L 225 Other F G

Further Reading
Orders; Cast Combat Spell Magic Combat

# Movement Spells
Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful water

302 Long Stride

Movement Mastery Easy Cast Movement Spell 825 302 The destination is within 14 hexes of the characters location The character is not an army, navy or company commander Destination hex Move to any land hex within 14 hexes of the characters original location. Movement cannot be from a hex. Hostages will travel with the character.

For example: 825, 302, 2134,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful water

304 Fast Stride

Movement Mastery Average Cast Movement Spell 825 304 The destination is within 16 hexes of the characters location The character is not an army, navy or company commander Destination hex Move to any land hex within 16 hexes of the characters original location. Movement cannot be from a hex. Hostages will travel with the character.

For example: 825, 304, 2136,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful water

306 Path Mastery

Movement Mastery Hard Cast Movement Spell 825 306 The destination is within 19 hexes of the characters location The character is not an army, navy or company commander Destination hex Move to any land hex within 19 hexes of the characters original location. Movement cannot be from a hex. Hostages will travel with the character.

Middle-earth PBM

M Spells

For example: 825, 306, 2139,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

308 Capital Return

Return Mastery Easy Cast Movement Spell 825 308 The destination is the location of the capital of the characters nation The character is not an army, navy or company commander Destination hex Move to the hex containing the capital of the characters nation. Movement cannot be from a water hex. Hostages will travel with the character.

For example: 825, 308, 1514,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful from

310 Major Return

Return Mastery Average Cast Movement Spell 825 310 The destination has a major town or city of the characters nation The character is not an army, navy or company commander Destination hex Move to the hex containing a city or major town belonging to the characters nation. Movement cannot be a water hex. Hostages will travel with the character.

For example: 825, 310, 1514,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful from

312 Return True

Return Mastery Hard Cast Movement Spell 825 312 The destination has a population centre belonging to the characters nation The character is not an army, navy or company commander Destination hex Move to the hex containing a population centre belonging to the characters nation. Movement cannot be a water hex. Hostages will travel with the character.

For example: 825, 312, 1514,

Middle-earth PBM

M Spells

This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Teleport Mastery Difficulty to Research Average Order to Cast Spell Cast Movement Spell 825 Spell Number 314 Prerequisites The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to any land hex. Movement cannot be from a water hex. Hostages will travel with the character. For example: 825, 314, 1514,

314 Teleport

Orders L 810 L 825 Other D 1, 4 F

Further Reading
Orders; Move Character Orders; Cast Movement Spell Population Centres; Size And Location, Capital Magic

# Lore Spells
Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

402 Perceive Allegiance

Perceptions Easy Cast Lore Spell 940 402 None Allegiance (g, n, or e) Discover all the nations currently of a specified allegiance.

For example: 940, 402, e,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

404 Perceive Relations

Perceptions Easy Cast Lore Spell 940 404 None Target nation # (1-25) Discover the relations that a specified nation has towards the characters nation.

For example: 940, 404, 6,

Middle-earth PBM

M Spells

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

406 Divine Army

Divinations Easy Cast Lore Spell 940 406 None Character ID of army or navy commander Discover the location of the target characters army or navy, to within one hex of their actual location. The commander must either command an army or navy, or have commanded an army or navy during the turn.

For example: 940, 406, earni,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

408 Perceive Nationality

Perceptions Easy Cast Lore Spell 940 408 None Target character ID Discover the nationality of the target character.

For example: 940, 408, sarum,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful character.

410 Divine Allegiance Forces

Divinations Easy Cast Lore Spell 940 410 None Allegiance (e, g, or n) Discover the presence of any forces of the specified allegiance that are located within 6 hexes of the The hex locations of the forces are not revealed.

For example: 940, 410, e,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

412 Research Artifact

Artifact Lore Easy Cast Lore Spell 940 412 None Artifact ID # May discover some or all of the powers, type, and alignment of the target artifact, dependent on the casting proficiency of the character for the spell, and potency (level) of the target artifact. The character does not have to possess the artifact in question.

For example: 940, 412, 21,

Middle-earth PBM

M Spells

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

413 Scry Population Centre

Scrying Easy Cast Lore Spell 940 413 The target hex is within 12 hexes of the character Target hex Discover some or all of the following about the population centre in the target hex, affected by the distance of the population centre from the character: name, owner, loyalty, size, fortifications, presence of a port or harbour, production capability, production stores, siege status, if it is hidden, if it is a capital, and the presence of foreign armies or navies (by nation).

For example: 940, 413, 2613,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

414 Scry Hex

also

Scrying Easy Cast Lore Spell 940 414 The target hex is within 12 hexes of the character Target hex Discover some or all of the following about the target hex, affected by the distance of the population centre from the character: terrain, climate, type and quantity of production, anchored ships, the presence of any existing population centre, and the presence of foreign armies and navies (by discovering either their commander or the army or navys allegiance). If there is a population centre in the hex, the character may be able to determine its size, the level of any fortifications, the presence of a port or harbour, and whether or not the population centre is hidden.

For example: 940, 414, 2614,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

415 Scry Area

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

For example: 940, 415, 2615,

Middle-earth PBM

M Spells

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

416 Reveal Production

Hidden Visions Easy Cast Lore Spell 940 416 None Production type (le, br, st, mi, fo, ti, mo, or go) Locate hexes within three hexes of the characters location which contain the specified production type. Up to five hex locations will be revealed, in random order.

For example: 940, 416, go,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

417 Divine Characters With Forces

Divinations Average Cast Lore Spell 940 417 The army or navy is located within 12 hexes of the character Character ID of army or navy commander Identify the characters travelling with the targeted army or navy. The army or navy must be within 12 hexes of the character at the time the spell is cast. The location of the army or navy is not revealed.

For example: 940, 417, earni,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

418 Locate Artifact

Artifact Lore Average Cast Lore Spell 940 418 None Artifact ID # Discover the location of the target artifact to within 1 hex, and whether or not it is currently held, dependent on the casting proficiency of the character for the spell, and potency (level) of the target artifact.

For example: 940, 418, 81,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

419 Divine Nation Forces

Divinations Average Cast Lore Spell 940 419 None Target nation # (1-25) Locate all armies and navies of the target nation which are within six hexes of the character. Only the commanders name and the location of the army or navy is revealed.

For example: 940, 419, 19,

Middle-earth PBM

M Spells

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

420 Reveal Character

Hidden Visions Average Cast Lore Spell 940 420 None Target character ID Locate the specified character to within 1 hex of the characters actual location (which is to say that the hex discovered is either the characters location, or adjacent to characters location).

For example: 940, 420, gollu,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

422 Perceive Power

Perceptions Average Cast Lore Spell 940 422 None Target character ID Discover the skill rank titles of the target character.

For example: 940, 422, earni,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

424 Perceive Mission

Perceptions Average Cast Lore Spell 940 424 Target character is active Target character ID Discover the current orders of the target character (those issued to them on the turn the spell is cast).

For example: 940, 424, earni,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

426 Divine Army True

Divinations Hard Cast Lore Spell 940 426 None Character ID of target army or navy commander Determine the target army or navys exact location. The target commander must either command an army or navy, or have commanded an army or navy during the turn.

For example: 940, 426, earni,

Middle-earth PBM

M Spells

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

428 Locate Artifact True

Artifact Lore Hard Cast Lore Spell 940 428 None Artifact ID # Discover the exact location of the target artifact, and whether or not it is currently held, dependent on the casting proficiency of the character for the spell, the mage rank of the character for the spell, and potency (level) of the target artifact.

For example: 940, 428, 82,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

430 Reveal Character True

Hidden Visions Hard Cast Lore Spell 940 430 None Target character ID Locate the specified characters exact location.

For example: 940, 423, gollu,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

432 Perceive Secrets

Perceptions Hard Cast Lore Spell 940 432 None Target nation # (1-25) Discover some or all of the following about the target nation: victory conditions, location of the capital, status (whether active, inactive or eliminated).

For example: 940, 432, 2,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information

434 Reveal Population Centre


Hidden Visions Hard Cast Lore Spell 940 434 None Target hex

Middle-earth PBM

M Spells

Result if Successful

Reveals if there is a hidden population centre in the target hex. It does not automatically unhide the population centre, though it may do so: if the character is at the target hex and the hex contains a hidden population centre, then the enchantment hiding the population centre has a chance based on the characters mage rank of being lifted, in which case the population centre is no longer hidden.

For example: 940, 434, 2624,

Spell List Difficulty to Research Order to Cast Spell Spell Number Prerequisites Required Information Result if Successful

436 Scry Character

Scrying Hard Cast Lore Spell 940 436 None Target character ID Discover the skill rank titles of, the artifacts held by, and the spells known by, the target character. The hex location of the character is not revealed.

For example: 940, 436, halla,

Orders L 175 L 180 L 185 Other B4 C2 D I1

Further Reading
Orders; Change Allegiance Orders; Upgrade Relations Orders; Downgrade Relations Basics; Nations, Their Relationships, Allegiances And Enemies Characters; Skills Population Centres Miscellaneous; Artifacts

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

502 Weakness

Middle-earth PBM

M Spells

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

504 Sickness

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

506 Curses

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

508 Conjure Mounts

Middle-earth PBM

M Spells

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

510 Conjure Food

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

512 Conjure Hordes

Orders Other C 5,6 E 12

Further Reading

Characters; Health, Death Armies; Navies

Middle-earth PBM

N 1650 Module

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

History and Background

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

Significant Events of the early Third Age


Year 1 2 Event

A watch is placed on Mordor. Isildur, King of Gondor and Arnor, is killed at the Gladden Fields while en route north. The One Ring vanishes from all knowledge. The realms of the North (Arnor) are sundered and Gondor begins to pursue a separate course. c. 250 850 Arnor is in general decline. The capital is gradually shifted from Annminas to Fornost Erain. 490 First Easterling invasions into Rhovanion. c. 1 500 The end of a series of migrations of Eriadoran Northmen resettling in Rhovanion, begun at the beginning of the Third Age. 748 Gondor absorbs all the lands east of the Anduin, north of Mordor, south of the Greenwood (Mirkwood), and west of the Sea of Rhn. The Gondorians call the area Dor Rhnen. 83 0 Conflict begins between Gondor and the Black Nmenrean Kingdom of Harad. 8 61 Arnor is divided into three lesser kingdoms: Arthedain, Cardolan, and Rhudaur. 9 13 First major Gondorian campaigns against Harad.

Middle-earth PBM

N 1650 Module

Gondor takes the Black Nmenrean port of Umbar, capital of Harad. Soon thereafter, the lords of Harad lay siege to the city. c. 1000 Sauron stirs once again. The Valar send five Maia Istari (wizards) to Middle-earth in order to maintain the balance. 1015 1149 Gondor reaches the height of its power during the reign of King Ciryaher (Hyarmendacil I). 1050 Gondor's armies crush the Haradrim. c.1050 The Nazgl reappear. Sauron resurfaces and goes to Dol Guldur. The Greenwood gradually falls under the Shadow. It slowly becomes Mirkwood. c. 1300 The Nazgl are sighted once again. Their leader, the Witch-king, founds Angmar in the northern Misty Mountains. He plots against Arnor's three successor states. c.1301 50 Rhudaur ceases to be an independent kingdom. Dunlendings, allies of Angmar, invade and strong influences of the Shadow are present causing divided allegiances. War erupts between Arthedain, Cardolan and the forces of Angmar. c.1409 Cardolan is overrun by the armies of Angmar. Rogrog slays Ostoher, the last Lord of Cardolan, during the fighting on the Barrow Downs (Tyrn Gorthad). Arthedain barely weathers the assault. 1409 1636 Cardolan declines as an independent kingdom due to internal political struggles. 1432 47 The Kin-strife in Gondor. Led by Castamir of Pelargir, the Sea-lords of the South seize control of the kingdom. King Eldacar flees to Rhovanion. 1447 After a ten year exile, Eldacar returns to reclaim the throne of Gondor. His army of Northmen and Gondorian loyalists vanquish Castamir's rebellious forces at the Crossings of Erui. The Rebels flee by sea and seize Umbar, beginning the rule of the Corsairs. The Great Plague, a series of devastating diseases and pestilences, sweep through Rhovanion, Gondor, and 1635 37 Eriador. Calenardhon is gradually abandoned after this time. The Tower of Orthanc (Isengard or Angrenost) remains guarded, but its use becomes less frequent. 1640 The capital of Gondor is moved from Osgiliath on the Anduin to nearby Minas Anor. Osgiliath, already depopulated by the Plague, continues to decline. The watch on Mordor ceases.

93 3

The Twenty Five nations of Middle-earth


The 1 2 3 4 5 6 7 8 9 10 Free Peoples Woodmen Northmen othraim Arthedain Cardolan Northern Gondor Southern Gondor Dwarves Sinda Elves Noldo Elves The 11 12 13 14 15 16 17 18 19 20 Dark Servants Witch-king Dragon Lord Dog Lord Cloud Lord Blind Sorcerer Ice King Quiet Avenger Fire King Long Rider Dark Lieutenants The 21 22 23 24 25 Neutrals Corsairs Haradwaith Dunlendings Rhudaur Easterlings

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

# Nations

Middle-earth PBM

N 1650 Module

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

1 The Woodmen

Special Abilities

New characters have a greater chance of gaining a bonus to their stealth. New characters may have a bonus to their challenge rank. The following scouting and recon orders issued work as if the character has double the relevant skill rank: 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 930 Scout for Characters Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale when moving, and only lose 2-5 if forcemarching.

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

Starting Population Centres


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

Hidden

Middle-earth PBM

N 1650 Module

Starting Armies and Navies


Location 2508 2711 2711 Heavy Cavalry Light Cavalry Heavy Infantry 1200 600 Light Infantry 900 600 600 Archers Men-atArms Warships Transports Morale 40 30 40

600

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
3

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

2 Northmen

Special Abilities

New emissaries can start with an emissary skill rank of up to 40 when created using the order. 734 Name Emissary. The nation can buy from the market at 20% less than given buy price (but bids from the market do not gain this price break). The nation can sell to market at 20% greater than given sell price. All new recruits start with a training rank of 20. The nation can build ships for 750 timber (half the normal cost).

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

Middle-earth PBM

N 1650 Module

Starting Population Centres


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

Harbour Harbour Harbour Harbour Harbour Port Capital

Fort Tower

Starting Armies and Navies


Location 3108 3109 4013 4017 Heavy Cavalry Light Cavalry 300 300 600 Heavy Infantry 300 300 600 Light Infantry 300 300 300 Archers 300 300 12 6 Men-atArms Warships Transports Morale 40 30 30 20

300

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
5

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

3 o t hr a i m

Middle-earth PBM

N 1650 Module

Special Abilities

All new recruits start with a training rank of 20. New commanders can start with a command skill rank of up to 40 when created using the order 728 Name Commander. Armies may force march with no loss of morale points. Mages may learn the lost spell 508 Conjure Mounts.

Starting Characters
Name Aluiric Atagavia Athaulf Gisulf Leofigild Mahrcared Thuidimer Uirdiks Command 30 30 30 30 20 50 30 20 Agent 10 10 Emissary 10 10 Mage 30 Stealth Challenge 30 31 30 30 23 50 31 35 Artifacts

181

Starting Population Centres


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

Tower Tower Fort Tower

Harbour Capital

Starting Armies and Navies


Location 3112 3217 3612 3715 3819 Heavy Cavalry 900 600 900 900 900 Light Cavalry 300 600 300 300 300 Heavy Infantry Light Infantry Archers Men-atArms Warships Transports Morale 50 30 30 30 30

Nation Climate and Terrain Modifier Percentage


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

Middle-earth PBM

N 1650 Module

Warship Strength
3

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

4 A r t h ed a i n

Special Abilities

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

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

Starting Population Centres


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

Capital

Middle-earth PBM

N 1650 Module

Starting Armies and Navies


Location 1109 1211 1407 1409 Heavy Cavalry Light Cavalry 600 Heavy Infantry Light Infantry 300 900 600 Archers Men-atArms 600 300 Warships Transports Morale 40 20 40 40

600

600 300

300

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
4

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

5 Cardolan

Special Abilities

New armies are hired at no cost. New armies start with a morale of 40. All mercenary recruits (Men-at-Arms) start with a training rank of 25. New commanders can start with a command skill rank of up to 40 when created using the order 728 Name Commander. The following scouting and recon orders issued work as if the character has +20 to their relevant skill rank: 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 930 Scout for Characters

Middle-earth PBM

N 1650 Module

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

Starting Population Centres


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

Capital Harbour Port Harbour

Starting Armies and Navies


Location 1113 1219 1510 1614 Heavy Cavalry Light Cavalry Heavy Infantry 300 300 300 Light Infantry Archers 300 300 Men-atArms 600 600 600 900 Warships Transports Morale 40 40 40 40

8 8

4 4

600

300

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
4

Middle-earth PBM

N 1650 Module

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

6 Northern Gondor

Special Abilities

New commanders can start with a command skill rank of up to 40 when created using the order 728 Name Commander. Armies with food only lose 1-2 morale if force-marching. Armies without food only lose 2-5 if force-marching. Fortifications are built at 50% of the listed timber cost. All new recruits start with a training rank of 20.

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

Starting Population Centres


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

Port

Capital

Harbour Port

Middle-earth PBM

N 1650 Module

Starting Armies and Navies


Location 2119 2924 2927 3024 3028 3116 Heavy Cavalry 900 300 300 600 300 600 Light Cavalry Heavy Infantry 300 300 600 300 300 Light Infantry 300 300 300 300 Archers 300 14 14 7 7 Men-atArms Warships Transports Morale 50 60 60 60 60 40

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
4

7 Southern Gondor

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

Special Abilities

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

Middle-earth PBM

N 1650 Module

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

Starting Population Centres


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

Port Harbour Harbour Harbour

Capital

Starting Armies and Navies


Location 2227 2227 2527 2626 2628 Heavy Cavalry 300 300 Light Cavalry 600 300 Heavy Infantry 600 600 300 300 600 Light Infantry 1800 300 900 300 Archers Men-atArms Warships 20 20 10 Transports 10 10 5 Morale 50 60 50 60 50

600

300

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 90 92 95 97 100 100 95 Plains 90 92 95 97 100 100 95 Rough 90 92 95 97 100 100 95 Forest 85 87 90 92 95 95 90 Desert 85 87 90 92 95 95 90 Swamp 82 85 87 90 92 92 87 Mountains 87 90 92 95 97 97 92

Warship Strength
5

Middle-earth PBM

N 1650 Module

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

8 Dwarves

Special Abilities

New Heavy infantry recruits start with a training rank of 30. Armies force march with no loss of morale points. Fortifications are constructed at 50% of the listed timber cost. All characters without the appropriate rank may issue the following orders as if they have a skill rank of 50 (this does not apply if the character has the relevant rank at a lower level if this is the case, then the order will be performed with the relevant rank): 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 930 Scout For Characters

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

Starting Population Centres


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

Capital, Hidden

Middle-earth PBM

N 1650 Module

Starting Armies and Navies


Location 2212 2212 3607 3707 3916 Heavy Cavalry Light Cavalry Heavy Infantry 1200 1500 600 1200 600 Light Infantry 300 300 300 Archers Men-atArms Warships Transports Morale 50 30 30 30 40

300 300

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
2

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

9 Sinda Elves

Special Abilities

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

Middle-earth PBM

N 1650 Module

Starting Characters
Name Amroth Lanthir Nimrodel Ohtar Ringlin Taurnil Tharudan Thranduil Command 60 30 50 40 60 Agent 10 10 20 Emissary 20 20 30 Mage 30 50 50 10 50 Stealth 20 20 20 20 20 20 20 20 Challenge 62 37 52 51 50 44 53 63 Artifacts

35, 64 55, 121, 122

Starting Population Centres


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

Starting Armies and Navies


Location 2325 2413 2908 4413 Heavy Cavalry Light Cavalry 300 300 Heavy Infantry Light Infantry 300 300 300 Archers 300 900 600 300 Men-atArms Warships 20 6 Transports 10 3 Morale 40 60 50 30

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
5

Middle-earth PBM

N 1650 Module

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

10 Noldo Elves

Special Abilities

All new recruits have a training rank of 25. Armies can force march with no loss of morale. All characters may issue order 585 Uncover Secrets as if they have a skill rank of 40 (or better if they have an emissary skill rank at higher than 40). New characters have an increased chance of having stealth.

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

Starting Population Centres


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

Starting Armies and Navies


Location 0611 0708 2209 Heavy Cavalry Light Cavalry Heavy Infantry 300 Light Infantry 600 300 Archers Men-atArms Warships 8 12 Transports 4 6 60 Morale 50 40

300

600 300

Middle-earth PBM

N 1650 Module

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 95 97 100 102 102 102 97 Plains 92 95 97 100 100 100 95 Rough 90 92 95 97 97 97 92 Forest 97 100 102 105 105 105 100 Desert 90 92 95 97 97 97 92 Swamp 87 90 92 95 95 95 90 Mountains 87 90 92 95 95 95 90

Warship Strength
5

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

11 Witch-king

Special Abilities

New commanders may start with a command skill rank of up to 40 when created using the order 728 Name Commander. Armies without food gain 1-2 morale points when stationary and lose 1-2 morale points when moving (2-5 points when force marching). Armies with food only lose 1-2 morale points when force marching. Mages can learn the lost spell 244 Fearful Hearts. Mages can learn the lost spell 512 Conjure Hordes.

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

Middle-earth PBM

N 1650 Module

Starting Population Centres


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

Capital

Starting Armies and Navies


Location 1804 1806 2006 2305 Heavy Cavalry 300 300 600 Light Cavalry 300 300 300 Heavy Infantry 300 300 Light Infantry Archers Men-atArms 600 600 600 Warships Transports Morale 60 50 50 60

300 600

300 300

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 90 92 95 97 100 97 95 Plains 90 92 95 97 100 97 95 Rough 90 92 95 97 100 97 95 Forest 85 87 90 92 95 92 90 Desert 82 85 87 90 92 90 87 Swamp 82 85 87 90 92 90 87 Mountains 87 90 92 95 97 95 92

Warship Strength
3

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

12 Dragon Lord

Middle-earth PBM

N 1650 Module

Special Abilities

New characters have an increased chance of having stealth. Mages can learn the lost spell 314 Teleport. All the following orders issued work as if the character has double the relevant skill rank: 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 930 Scout For Characters Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if marching, and only lose 2-5 if forcemarching.

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

Starting Population Centres


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

Hidden

Starting Armies and Navies


Location 2409 2715 2715 Heavy Cavalry 600 Light Cavalry 300 Heavy Infantry 300 600 Light Infantry 300 600 Archers Men-atArms 300 600 300 Warships Transports Morale 30 60 40

300 600

Nation Climate and Terrain Modifier Percentage


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

Middle-earth PBM

N 1650 Module

Warship Strength
2

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

1 3 D o g L o rd

Special Abilities

All new recruits start with a training rank of 20. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if forcemarching. Mages can learn the lost spell 508 Conjure Mounts. New characters have an increased chance of having stealth.

Starting Characters
Name Ashburgnul Borhan Bulrakur Dendra Dwar Gurthlug Kaldurmeir Krusnak Tonn Varthkur Command 50 20 30 40 30 40 Agent 20 30 20 Emissary 20 20 Mage 50 60 30 30 Stealth 30 Challenge 53 22 50 67 32 40 42 47 Artifacts

74, 138 160 2, 43, 148 158, 159

Starting Population Centres


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

Keep Castle

Capital

Middle-earth PBM

N 1650 Module

Starting Armies and Navies


Location 3221 3221 3624 Heavy Cavalry 1200 Light Cavalry 600 900 900 Heavy Infantry Light Infantry Archers Men-atArms Warships Transports Morale 50 40 30

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
3

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

14 Cloud Lord

Special Abilities

Orders 615 Assassinate Character and 620 Kidnap Character issued work as if the character has + 20 to their agent skill rank. New characters have an increased chance of having stealth. All characters may issue order 585 Uncover Secrets as if they have an emissary rank of 40 (or better if they have an emissary rank of over 40). New agents can start with an agent skill rank of up to 40 when created using the order 731 Name Agent.

Starting Characters
Name Araudagul Ar-Gular Erennis Gontran Grasty Ji Indur Kadida Shoglic Command 40 30 20 Agent 40 30 40 30 Emissary 10 Mage 20 40 30 Stealth 20 30 Challenge 40 21 30 22 30 62 22 30 Artifacts

56, 104, 109

Middle-earth PBM

N 1650 Module

Starting Population Centres


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

Capital

Starting Armies and Navies


Location 3630 Heavy Cavalry 900 Light Cavalry 900 Heavy Infantry 900 Light Infantry 900 Archers 900 Men-atArms 900 Warships Transports Morale 30

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 87 90 92 95 100 100 100 Plains 87 90 92 95 100 100 100 Rough 85 87 90 92 97 97 97 Forest 82 85 87 90 95 95 95 Desert 85 87 90 92 97 97 97 Swamp 82 85 87 90 95 95 95 Mountains 85 87 90 92 97 97 97

Warship Strength
3

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

15 Blind Sorcerer

Special Abilities

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

Middle-earth PBM

N 1650 Module

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

Starting Population Centres


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

Starting Armies and Navies


Location 3929 Heavy Cavalry Light Cavalry Heavy Infantry 1200 Light Infantry 1200 Archers 1200 Men-atArms 1500 Warships Transports 21 Morale 30

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
4

Middle-earth PBM

N 1650 Module

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

16 Ice King

Special Abilities

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

Starting Characters
Name Abdahkil Baltab Gaurhir Gorthog Hoarmurath Hukor Khathog Virsh Command 30 10 30 30 Agent 10 40 20 20 Emissary 10 Mage 30 30 50 40 Stealth 30 30 Challenge 30 30 31 32 58 30 40 16 Artifacts

25 50, 80, 141 20

Starting Population Centres


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

Starting Armies and Navies


Location 3122 3122 Heavy Cavalry Light Cavalry 600 600 Heavy Infantry 600 600 Light Infantry 600 600 Archers Men-atArms 1200 1200 Warships Transports Morale 30 30

600

Middle-earth PBM

N 1650 Module

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 92 95 97 97 100 100 97 Plains 92 95 97 97 100 100 97 Rough 90 92 95 95 97 97 95 Forest 90 92 95 95 97 97 95 Desert 85 87 90 90 92 92 90 Swamp 85 87 90 90 92 92 90 Mountains 90 92 95 95 97 97 95

Warship Strength
3

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

17 Quiet Avenger

Special Abilities

All the following orders issued work as if the character has double the relevant skill rank: 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 930 Scout For Characters All characters may issue order 585 Uncover Secrets as if they have an emissary rank of 40 (or better if they have an emissary rank of over 40). New emissaries can start with an emissary skill rank of up to 40 when created using the order 734 Name Emissary. New commanders can start with a command skill rank of up to 40 when created using the order 728 Name Commander.

Starting Characters
Name Adunaphel Ashturg Fuinur Gargal Herumor Ingar Malezar Thergor Command 30 30 30 30 30 20 10 Agent 10 10 30 Emissary 30 20 20 10 10 Mage 40 20 20 40 Stealth 30 30 Challenge 47 31 37 31 37 21 43 22 Artifacts 97, 143

78

Middle-earth PBM

N 1650 Module

Starting Population Centres


Name Kul Dinbar Lugarlur Vamag Jug Rijesha Tir Harn Wathduin Location 3335 3034 2135 3533 3437 3234 Size Camp Major Town Major Town Town Village Village Fortifications Tower Castle Castle Tower Tower Harbour/Port Harbour Harbour Harbour Special Capital

Starting Armies and Navies


Location 3034 3034 2135 2135 Heavy Cavalry Light Cavalry Heavy Infantry 300 300 Light Infantry Archers 300 300 600 300 Men-atArms 600 300 600 300 Warships Transports Morale 30 30 30 30

8 10

4 5

600 300

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 90 92 95 97 102 105 102 Plains 87 90 92 95 100 102 100 Rough 90 92 95 97 102 105 102 Forest 82 85 87 90 95 97 95 Desert 87 90 92 95 100 102 100 Swamp 77 80 82 85 90 92 90 Mountains 80 82 85 87 92 95 92

Warship Strength
4

Led by the Eighth of the Nazgl, the Fire King, the nation of Ren the Unclean wields the most dedicated force among all the Dark Servants. From his main fortress inside Mordor, the Fire King's mages, numerous agents and military commanders maintain constant pressure and vigilance on the Gondorian towers that surround Mordor and the region of Ithilien. The armies of Ren, although not the most skilled, are typically well-armed, and represented by a diverse mixture of races and peoples. His servants have enabled the Fire King to begin preparing his forces, both military and arcane, in preparation for his own plans of expansion and domination.

18 Fire King

Special Abilities

Armies are hired at no cost. New armies have a morale of 40. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 morale if forcemarching. Mages can learn the lost spell 248 Fanaticism. Mages can learn the lost spell 512 Conjure Hordes.

Middle-earth PBM

N 1650 Module

Starting Characters
Name Nazog Ren the Unclean Rozilan Shagrat Shogmog Skargnakh Uklurg Uthmag Command 30 30 30 30 40 Agent 30 10 Emissary 20 10 Mage 50 30 10 40 Stealth 30 Challenge 22 58 31 30 30 34 40 40 Artifacts 54, 111, 112

84

Starting Population Centres


Name Barad Ungol Barad-wath Lag-digturmarr Lag-flaksharbtur Lag-vrasfotak Lag-zajarzot Location 3224 3426 3225 3325 3327 3324 Size Major Town Major Town Camp Camp Camp Camp Fortifications Castle Harbour/Port Special Capital

Starting Armies and Navies


Location 3224 3224 3224 Heavy Cavalry Light Cavalry Heavy Infantry 600 600 600 Light Infantry 300 600 Archers 600 600 900 Men-atArms Warships Transports Morale 50 50 50

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
3

Middle-earth PBM

N 1650 Module

Led by the Ninth of the Nazgl, the Long Rider, the nation of vatha controls one of the most extensive realms of the Dark Servants. From his main fortress near the Sea of Rhn, the Long Rider's minions infiltrate and pressure many of the peoples that inhabit Rhovanion and the region of Khand. The skilled agents of the Long Rider are able to exert considerable influence on mercantile operations throughout these regions, whilst the vast realm of vatha is patrolled by the superior cavalry that serve as the bulwark of his armies. Whilst perhaps not as highly regarded as some cavalry, nevertheless the exclusively mounted forces of the Long Rider are numerous, well-provisioned and quite capable of carrying out the planned expansion of his domain. And the rich lands found in his realm hold strong potential for this growth.

19 Long Rider

Special Abilities

New commanders may have a command skill rank of up to 40 when created using the order 728 Name Commander. Mages can learn the lost spell 508 Conjure Mounts. All new recruits have a training rank of 20. Armies can force march with no loss of morale points.

Starting Characters
Name Din Ohtar Drurgandra Goldwine Frec Hargrog Lomelinde Morlammen Uvatha Voisiol Command 40 10 30 60 Agent 30 10 20 30 20 Emissary 10 10 20 Mage 10 10 30 30 Stealth 30 30 Challenge 25 40 13 33 25 30 65 30 Artifacts 70

71, 72 53, 79, 92

Starting Population Centres


Name Buth Ovaisa Lag-malmabus Lagari Orath Neburcha Olbamarl Tol Buruth Location 4325 3230 4425 4324 3329 4215 Size Camp Camp Camp Camp Major Town Major Town Fortifications Harbour/Port Special

Castle Castle

Harbour

Capital, Hidden

Starting Armies and Navies


Location 3230 4215 4325 Heavy Cavalry 600 900 Light Cavalry 300 900 Heavy Infantry 300 Light Infantry 300 Archers Men-atArms 600 Warships Transports Morale 40 60 40

300

Middle-earth PBM

N 1650 Module

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 87 90 92 95 100 97 97 Plains 92 95 97 100 105 102 102 Rough 87 90 92 95 100 97 97 Forest 77 80 82 85 90 87 87 Desert 85 87 90 92 97 95 95 Swamp 80 82 85 87 92 90 90 Mountains 85 87 90 92 97 95 95

Warship Strength
4

The nation of the Dark Lieutenants represents a strategic centre of power for the Dark Servants. From their main fortress inside Mordor, The Mouth of Sauron (rzahil) and The Warlord (Gothmog) initiate and control events that influence much that transpires in all the regions surrounding Mordor. While the forces that constitute the armies of the Dark Lieutenants are not wellskilled, the seasoned commanders of the Dark Lieutenants are probably the most capable leaders to be found anywhere in Middleearth, and their presence makes their armies a formidable force. Surrounded by wise mages and protected by artifacts, the Dark Lieutenants' power is rapidly rising, and rivals that of any of the other Dark Servants.

20 Dark Lieutenants

Special Abilities

Mages can learn the lost spell 244 Fearful Hearts. Mages can learn the lost spell 512 Conjure Hordes. New commanders may have a command skill rank of up to 40 when created using the order 728 Name Commander. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if forcemarching.

Starting Characters
Name Bolvag Carrog Feagwath Gothmog Herudor Miruimor Tormog Urzahil Command 20 30 70 40 20 20 20 Agent 20 10 30 40 Emissary 20 40 Mage 50 30 50 30 70 Stealth 30 Challenge 60 36 59 76 40 45 35 80 Artifacts 46, 117 118, 119 87 3, 45, 58, 37

Middle-earth PBM

N 1650 Module

Starting Population Centres


Name Barad-dur Carvarad Lag-fhauga Lag-lithlad Minas Durlith Thuringwathost Location 3423 3621 3422 3323 3622 3120 Size Major Town Town Camp Camp Major Town Town Fortifications Harbour/Port Special Capital

Castle Tower

Starting Armies and Navies


Location 3120 3120 3423 Heavy Cavalry 300 300 Light Cavalry 300 300 Heavy Infantry 300 300 Light Infantry 300 300 600 Archers 300 300 600 Men-atArms Warships Transports Morale 30 70

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 87 90 92 95 100 100 100 Plains 87 90 92 95 100 100 100 Rough 85 87 90 92 97 97 97 Forest 82 85 87 90 95 95 95 Desert 85 87 90 92 97 97 97 Swamp 82 85 87 90 95 95 95 Mountains 85 87 90 92 97 97 97

Warship Strength
3

The nation of the Corsairs consists primarily of descendants of the Dnedan rebels who fled from Gondor in the wake of the Kinstrife wars, and also their Black Nmenrean cousins who resided in Umbar prior to the arrival of the rebels. Led by the exceptional sea-captain Angamait and the powerful Teldmeir, the Corsairs have effectively established themselves as a dominant force in the Bay of Belfalas and along the southern coasts. The vast navies of the Corsairs are feared by all and equalled by few. The strategic location of the Corsairs affords them a region that has both plentiful resources, and ready access to the Great Sea, the Harnen and even the Anduin river. Along with a few mages, the skilled diplomats and agents of the Corsairs wield their powers to great effect throughout the neighbouring regions, and have so far managed to keep the forces of both the Free Peoples and the Dark Servants in check.

21 Corsairs

Special Abilities

Navies never suffer from storms, or become lost at sea. Ships can be built for 750 timber (half the normal cost). New characters may have a bonus to their challenge rank.

Middle-earth PBM

N 1650 Module

Starting Characters
Name Adumir Angamaite Eadur Faltur Meriot Mireadur Sangahyando Teldumeir Command 40 50 50 50 50 40 50 Agent 10 10 10 20 Emissary 10 20 10 10 20 10 Mage 10 50 10 Stealth Challenge 43 55 51 51 51 51 45 55 Artifacts

Starting Population Centres


Name Ardumir Barazon Caldur Eradas Havens of Umbar Isigir Maros Pellardur Location 2039 2437 2137 2136 2438 2236 2337 2339 Size Major Town Town Major Town Major Town City Major Town Major Town Major Town Fortifications Fort Fort Fort Castle Fort Fort Fort Harbour/Port Harbour Harbour Harbour Port Harbour Harbour Harbour Special

Capital

Starting Armies and Navies


Location 2136 2137 2236 2438 Heavy Cavalry Light Cavalry Heavy Infantry 300 600 300 300 Light Infantry 300 600 300 300 Archers Men-atArms 300 300 300 Warships 10 16 16 18 Transports 4 6 6 7 Morale 50 50 40 50

300 600

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 90 92 95 97 102 102 100 Plains 87 90 92 95 100 100 97 Rough 85 87 90 92 97 97 95 Forest 82 85 87 90 95 95 92 Desert 85 87 90 92 97 97 95 Swamp 80 82 85 87 92 92 90 Mountains 77 80 82 85 90 90 87

Warship Strength
5

Middle-earth PBM

N 1650 Module

The nation of the Haradwaith chiefly consists of the Northern Haradwaith of Near Harad, and the peoples who occupy the semiarid lands south of Mordor, called Harondor, with their greatest settlements located along the sea-coast and rivers. Led by Haruth Ramam and Carlon, the Haradwaith regard the Belfalas area to be their own, and contest other rival navies for right of passage there. The lands about Harondor provide bountiful resources and afford considerable protection from their powerful neighbours. Surrounded by powerful realms of the Free Peoples and the Dark Servants, the Haradan nation utilises their strategic location and rich resources to thwart these foreign influences. While their main strength lies in their military might of their armies and navies, they also possess individuals with skills in the arcane as well as the more subtle arts.

22 Haradwaith

Special Abilities

Armies are hired at no cost. New men-at-arms recruits have a training rank of 25. All characters may issue order 585 Uncover Secrets as if they have an emissary rank of 40 (or better if they have an emissary rank of over 40). New characters may have a bonus to their challenge rank.

Starting Characters
Name Carlon Ejenna Haruth Ramam Ossim Rallah Shabla Shamara Katub Ulfacs Yezmin Command 30 40 30 30 10 Agent 10 10 10 10 Emissary 10 10 10 Mage 20 30 20 10 Stealth Challenge 33 21 41 30 31 21 30 14 Artifacts

Starting Population Centres


Name An Pharaz An Sakal An Zalim Barad Harn Caras Mirilond Caras Tolfalas Eithel Thurin Has Adri Has Yayb Kas Shadoul Kas Shafra Methir Sook Ada Sukh Akhor Location 2635 2731 2835 2631 2732 2430 2630 2632 2833 2734 2534 2730 2634 2535 Size Town Town Town Town Major Town Town Town Town Town Major Town Major Town Major Town Town Major Town Fortifications Harbour/Port Special

Tower Fort Tower

Fort Fort Fort Fort

Harbour Port Harbour Harbour Harbour Harbour Port Port Port Harbour Port

Capital

Middle-earth PBM

N 1650 Module

Starting Armies and Navies


Location 2534 2730 2734 2734 Heavy Cavalry 300 300 Light Cavalry 300 300 300 Heavy Infantry 300 Light Infantry 300 300 300 Archers Men-atArms 300 600 Warships Transports Morale 30 30 30 40

300 300

10 16

5 8

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 90 92 97 100 102 105 102 Plains 87 90 95 97 100 102 100 Rough 90 92 97 100 102 105 102 Forest 80 82 87 90 92 95 92 Desert 87 90 95 97 100 102 100 Swamp 77 80 85 87 90 92 90 Mountains 80 82 87 90 92 95 92

Warship Strength
5

The nation of the Dunlendings encompasses the large region south of the former realm of Arnor in central Eriador. Consisting of several co-operating clans loosely led by Enion and Erbhen, the Dunlendings seek to be reunited and restored to the lands of their forefathers. Possessing neither valorous nor skilled warriors, the armies of the Dunlendings rely primarily upon their charismatic leaders and sheer numbers to win the day. However, their forces are accustomed to fighting in all types of terrain (the rougher the better), and possess a wide variety of troops to suit their varied styles and expertise. While few of the Dunlendings aspire toward the arcane arts, the few that do so have acquired considerable skill. Surrounded by powerful adversaries, the Dunlendings have quietly reinforced their armies, and plan a return to the days of old when their people were possessed of great power and influence.

23 Dunlendings

Special Abilities

New characters may have a bonus to their challenge rank. All the following orders issued work as if the character has double the relevant skill rank: 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 930 Scout For Characters New agents may start with an agent skill rank of up to 40 when created using the order 731 Name Agent.

Middle-earth PBM

N 1650 Module

Starting Characters
Name Aonghas Daonghlas Elharian Enion Eribhen Raonull Ulf Dilan Urdrek Command 40 40 50 20 40 30 Agent 10 10 10 Emissary 10 Mage 50 50 10 Stealth Challenge 41 41 50 50 50 24 40 31 Artifacts

24, 137

Starting Population Centres


Name Angren Arailt Cillien Enedhir Freawul Larach Duhnnan Nin-in-Eilph Treforn Wularan Location 1720 1918 1916 1420 1922 1817 1715 2017 1917 Size Village Town Village Village Town Major Town Village Town Town Fortifications Tower Harbour/Port Special

Tower

Capital

Starting Armies and Navies


Location 1817 1917 1918 1922 2017 Heavy Cavalry 300 300 300 Light Cavalry 300 300 300 Heavy Infantry 300 300 300 Light Infantry Archers Men-atArms 300 300 300 Warships Transports Morale 50 40 40 30 40

300 300 300 300 600

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
3

Middle-earth PBM

N 1650 Module

The glory of Rhudaur has long passed, and blood of the Dnedain almost vanished, but the eastern region of the former realm of Arnor still wields some influence, and employs numerous swords in northern Eriador. Consisting of several fiefdoms, led by Arfanhil and Broggha, Rhudaur seeks to be a reunited and restored nation once again. However, some factions favour the policies of the Dark Servants and others the policies of the Free Peoples, whilst the considerable natural resources of Rhudaur are of interest to both, making such restoration difficult. While the armies of Rhudaur are adequate to defend their borders, they are lacking in discipline, and consist of large numbers of mercenaries. The military commanders of Rhudaur possess some skills in subterfuge and magic, as well as a keen interest in ancient artifacts. This broad spectrum of tools has allowed the leaders of Rhudaur to balance the strong influences of their neighbours whilst harbouring their own desire for expansion. So far.

2 4 R h ud a u r

Special Abilities

Armies are hired at no cost. New men-at-arms recruits have a training rank of 25. New commanders may have a command skill rank of up to 40 when created using the order 728 Name Commander. New characters may have a bonus to their challenge rank.

Starting Characters
Name Arfanhil Briam Broggha Marendil Paddro Seammu Sispar Valadan Command 40 20 20 30 20 30 20 30 Agent 10 10 10 10 Emissary 10 Mage 10 10 10 Stealth Challenge 40 21 24 30 24 30 24 31 Artifacts 124 63

Starting Population Centres


Name Cameth Brin Elnost Fennas Drunin Harnalda Nothva Rhaglaw Penmorva Thuin Boid Tirthon Location 2008 2208 1910 2010 1908 2007 2009 2109 Size Major Town Town Major Town Camp Town Town Town Village Fortifications Fort Tower Tower Tower Tower Tower Harbour/Port Special Capital

Starting Armies and Navies


Location 1908 1910 2008 Heavy Cavalry Light Cavalry Heavy Infantry 600 300 600 Light Infantry 600 600 600 Archers 300 600 600 Men-atArms 600 600 1200 Warships Transports Morale 30 30 40

600

600

Middle-earth PBM

N 1650 Module

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
3

The Easterlings consist of the collection of peoples who occupy the north central region of Middle-earth. This region encompasses part of Rhovanion, and all the lands south of there above the Khand. This diverse nation includes the tribes of the Sagath, Logath, Asdriags, Nuriags, and the Variags. Loosely led by Tros Hesnef in the north and Ovatha II of Khand in the south, the Easterlings are a people with great potential, but equally with numerous pitfalls to overcome. The greatest strength of the Easterlings lies in their fierce and brave warriors, and especially their much-feared cavalry. Competent commanders and numerous warriors make this mobile threat very real indeed. Additionally, their skilled mages and adequate agents help make up for the lack of political envoys, and the abundant availability of resources provides the Easterlings with a rich base for growth. The most difficult barriers to be overcome in the Easterlings plans of conquest, however, are the lack of central command, and the dispersal of their forces over much of Middle-earth.

25 Easterlings

Special Abilities

New commanders may have a command skill rank of up to 40 when created using the order 728 Name Commander. New characters may have a bonus to their challenge rank. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if forcemarching.

Starting Characters
Name Gorovod Huz of Amov Nazrog Ovatha II Kav Makow Hos Harf Tros Hesnef Urdrath Command 30 30 40 20 40 10 Agent 10 10 10 10 20 Emissary Mage 40 30 30 Stealth Challenge 41 31 31 41 23 30 40 32 Artifacts

76, 146

Middle-earth PBM

N 1650 Module

Starting Population Centres


Name An Karagmir Ashkiri Ilanin Khand Amu Laorki Lar-Huz Mistrand Ovatharac Riavod Sturlurtsa Khand Ursh Lanna Location 3538 3220 3713 4228 4430 3605 4318 4335 4014 4133 3319 Size Town Camp Town Major Town Town Town Town Town Town City Town Fortifications Harbour/Port Special

Harbour

Harbour Tower Castle Harbour Capital

Starting Armies and Navies


Location 3713 4014 4133 4133 Heavy Cavalry 900 600 Light Cavalry 600 300 900 300 300 300 Heavy Infantry 300 Light Infantry 300 Archers 300 Men-atArms 300 Warships Transports Morale 30 40 30 40

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 87 90 92 95 100 97 97 Plains 92 95 97 100 105 102 102 Rough 85 87 90 92 97 95 95 Forest 80 82 85 87 92 90 90 Desert 85 87 90 92 97 95 95 Swamp 77 80 82 85 90 87 87 Mountains 77 80 82 85 90 87 87

Warship Strength
3

Middle-earth PBM

O 2950 Module

O 2950 Module
At the end of the Second Age, Sauron was thrown down from power. At the beginning of the Third Age, his ring, the One Ring, vanished from all knowledge of man and dwarf, elf and Maia. But Sauron was only defeated, not destroyed. And the One Ring was only lost; and what was lost, can once again be found. The year 2950 of the Third Age finds Saurons servants growing ever more powerful, both within the mountain fortress of Mordor and in the lands beyond. Rumours that the One Ring moves once more on the face of Middle-earth drive him to increasingly desperate attempts to possess it, the Nazgul scouring the land in ceaseless search. The Free Peoples of Middle-earth, first devastated by the Great Plague and then weakened by war and strife, are scattered, divided. But there is strength still, in the hearts of man and in the mines of the dwarves, and the elves are not yet all gone from the land. And there are yet other nations, independent peoples who have managed to remain apart from the struggle between Sauron and the Free Peoples, but who, for good or for ill, will surely play a part in the coming months of conflict. [Note: this module takes place during the War of the Rings, described in Tolkiens Lord of the Rings. However, for purposes of game balance, some of the nations who served him in the War begin this module as neutral. This reflects the fact that, had events in the books have gone differently, they might well have fought on the side of the Free People rather than with the Dark Servants.]

History and Background

The 30th Century of the Third Age in North-western Middle-earth is a time of political and social upheaval. This area, known simply as the West, encompasses the lands north of Umbar, west of the Sea of Rhn, and south and east of the Great Sea. Following the end of the Second Age, which culminated in the fall of Sauron and the Last Alliance of Elves and Men, the West entered a brief period of growth and prosperity, followed by a long period of migration and expansion, strife and despair, war and recovery, brought about by the return of Sauron and his minions. This had a dramatic effect on the peoples of the West as the establishment of numerous strongholds by Sauron's chief servants, the Nazgl (Ringwraiths), took its toll on the neighbouring realms. The Kingdom of Arnor were sundered, conflict between Gondor and Umbar escalated, new rivalries threatened to tear part the various factions within Gondor itself, and repeated invasions by various Easterling tribes pressured the Rhovanion peoples.

Then, in the Third Age 2911-12, the Fell Winter struck the Rhovanion, Gondor, and Eriador. The devastation following the fierce cold and subsequent flooding forced all realms and powers to withdraw from open conflict, instead to concentrate on consolidating their forces. Finally, around T.A. 2950, Sauron declared himself openly, forcing all to stand with or against him, else face the consequences. And now new nations are on the rise: strong Neutral empires who have no current allegiance, isolated Free Peoples who were spared the Fell Winter, and bastions of the Servants of Darkness who always seem to have forces rallying to their cause. The time is ripe for a powerful leader to forge a strong alliance among the Free Peoples, or the forces of Darkness, and decide the fate of the lands of the Middle-earth.

Significant Events of the mid to late Third Age


Year 1810 1856 99 1974 1975 1900 77 1980 Event Gondor drives the Corsairs from Umbar. An Easterling confederation, the Wainriders, enters Rhovanion and drives the armies of Gondor westward across the Anduin. Gondor abandons its eastern holdings. The armies of the Witch-king overrun Arthedain Arvedui, the last King of Arthedain drowns in the Ice Bay. Two of the Palantri those of Annminas and Amon Sl) are lost when his ship sinks. An army composed of troops from Gondor and the Eriadoran allies defeats the Witch-king. Angmar falls. The othraim migrate northward, eventually settling in the upper Anduin Valley, becoming the othod. The Witch-king re-enters Mordor and gathers his fellow Ringwraiths.

Middle-earth PBM

O 2950 Module

19 8 1 19 9 9 20 0 0 c. 2000 2200 2002 20 50

20 6 3 2 4 6 0 c. 2460 2510

2463 2475 2758 59

2770 279 3 9 9 28 4 5 2885 3019 29 0 1 2911 12 29 4 1

29 4 4 29 51 29 53

The Balrog of Moria comes forth and kills Durin VI. The Dwarves abandon Khazad-dm. Refugees from Khazad-dm found a settlement in Erebor (the Lonely Mountain). The Nazgl besiege the Gondorian mountain city of Minas Ithil. Dwarves of Durin's Kindred begin settling in the southern part of the Grey Mountains. They avoid contact with the Dragons breeding in the Withered Heath. The Nazgl take Minas Ithil and secure its Palantr (the Ithil-stone). The place is renamed Minas Morgul. Minas Anor is renamed Minas Tirith (Tower of Guard). The Witch-king slays King Ernur of Gondor outside Minas Morgul, ending the line of the Kings of Gondor. Mardil, the first of the Ruling Stewards, begins ruling the South Kingdom. Orthanc is locked and the keys are taken to Minas Tirith. Sauron is in the East. The Watchful Peace settles upon north-west Endor. The Balchoth, another wave of the Easterling invaders, assail Gondor and crosses the Anduin at the Undeeps. Much of Gondor's northern territories are ravaged, but the Balchoth fail to crush the Dnedain. The invaders are finally defeated at Parth Celebrant when they meet a Gondorian army supported (at a crucial moment) by the othod of Eorl. The othod are given the land of Calenardhon, although Gondor retains control of the valley around Orthanc. The Horse-lords claim Calenardhon as the Riddermark. Others call the area "Rohan". A Stoor Hobbit named Dagol finds the One Ring in the murky waters of the Gladden Fields. His cousin, Smagol (Gollum), murders him and takes the Ring. Orcs overrun Osgiliath. The population flees westward. Although liberated, it remains a deserted outpost until the end of the Third Age. The Long Winter. There is terrible suffering throughout Eriador, Rohan, and certain parts of Rhovanion. 2759 Helm, last of the first line of Kings of the Mark, dies. A second line of Kings begins. The Dunlendings are driven out of Rohan. Saruman the White is given access to Orthanc. The White Wizard continues his gradual study of the ways of Darkness. Smaug the Golden, a great winged Dragon, flies southward out of the Withered Heath. He destroys Dale and drives the Dwarves out of Erebor. The Naugrim flee to the Iron Hills. The Men of Dale take refuge to the south, at Esgaroth (Lake-town) upon the Long Lake (Annen). The Great War between the Dwarves and Orcs take place along the eastern flank of the Misty Mountains. King Thrin II, King of Durin's Folk, is captured by Sauron and imprisoned in Dol Guldur. The last of the Seven Rings of the Dwarves is lost with him. The Haradrim of Umbar and Harad proper launch a continuing series of attacks on Gondor's coasts. Gondorian citizens begin to abandon Ithilien and move westwards across the Anduin. The Fell Winter strikes Eriador and Rhovanion. Waters from the melting snows flood the lowlands. Tharbad, the last remnant of old Cardolan, is finally abandoned. Trade between Eriador and Rohan/Gondor, already sporadic, all but disappears. The White Council (composed of the Wizards, Elrond, Galadriel, and the other lords of the Eldar) drives Sauron from Dol Guldur. Smaug is killed while attacking Esgaroth. Dwarves reoccupy Erebor. The Battle of Five Armies. The Northmen complete the rebuilding of Dale Sauron, now in Mordor, makes himself known and declares his intentions. Dol Guldur is reoccupied by the Nazgl, and the Dark Lord begins to rebuild Barad-dr. The White Council meets for the last time. Saruman lies about the location of the One Ring. Orthanc is strengthened and refortified.

Middle-earth PBM

O 2950 Module

The Twenty Five nations of Middle-earth


The 1 2 3 4 5 6 7 8 9 10 Free Peoples Woodmen Northmen Riders of Rohan Dunadan Rangers Silvan Elves Northern Gondor Southern Gondor Dwarves Sinda Elves Noldo Elves The 11 12 13 14 15 16 17 18 19 20 Dark Servants Witch-king Dragon Lord Dog Lord Cloud Lord Blind Sorcerer Ice King Quiet Avenger Fire King Long Rider Dark Lieutenants The 21 22 23 24 25 Neutrals Corsairs Rhun Easterlings Dunlendings White Wizard Khand Easterlings

Below you will find the details of the starting details of each nation. However, please note that one character in each nation will have a special ability allocated to them which may increase a skill rank above those given. Also, whilst characters will usually start with any artifacts stated, this is not guaranteed. Finally, the artifacts in the game have some of their values randomised from game to game, so this may change the printed values. Artifacts which increase skill ranks are not included in the printed value of said rank.

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

1 The Woodmen

Special Abilities

New characters have a greater chance of gaining a bonus to their stealth. New characters may have a bonus to their challenge rank. The following scouting and recon orders issued work as if the character has double the relevant skill rank: 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 930 Scout for Characters Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if forcemarching.

Middle-earth PBM

O 2950 Module

Starting Characters
Name Beneoracer Beoraborn Beorn Bork Bornebeneor Braega Grimbeorn Waulfa Command 30 40 40 20 30 20 40 30 Agent 10 10 20 20 10 Emissary 20 20 20 Mage 10 10 10 Stealth 15 15 15 15 15 15 15 Challenge 31 44 46 22 32 22 43 34 Artifacts

Starting Population Centres


Name Buhr Widufiras Carrock Maethelburg Sairtheod Sarn Lothduin Location 2711 2609 2508 2712 2613 Size Major Town Village Major Town Camp Camp Fortifications Fort Fort Harbour/Port Special Capital Hidden

Starting Armies and Navies


Location 2508 2711 Heavy Cavalry Light Cavalry Heavy Infantry 100 Light Infantry 100 100 Archers Men-atArms Warships Transports Morale 40 40

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
3

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

2 Northmen

Middle-earth PBM

O 2950 Module

Special Abilities

New emissaries can start with an emissary skill rank of up to 40 when created using the order 734 Name Emissary. The nation can buy from the market at 20% less than given buy price (but bids from the market do not gain this price break). The nation can sell to market at 20% greater than given sell price. All new recruits start with a training rank of 20. The nation can build ships for 750 timber (half the normal cost).

Starting Characters
Name Bain I Bard I Girion II Koldana Kynoden Marcatio Montieff Swithwulf Command 40 40 30 20 20 Agent 10 30 10 Emissary 20 20 40 Mage 10 30 Stealth Challenge 40 42 32 24 22 30 20 21 Artifacts

Starting Population Centres


Name Dilgul Elgaer Esgaroth Lest Shrel-kain Location 4217 4415 3109 4017 4013 Size Town Town Town Village Major Town Fortifications Harbour/Port Harbour Harbour Harbour Port Special

Tower Fort

Capital

Starting Armies and Navies


Location 3109 4013 4217 Heavy Cavalry Light Cavalry Heavy Infantry 100 100 Light Infantry 100 100 100 Archers Men-atArms Warships Transports Morale 30 40 20

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
5

Middle-earth PBM

O 2950 Module

The Riders of Rohan represent the descendants of the othod, nomadic plains-riders who formerly resided in the vast plains of Rhovanion and near the eaves of Mirkwood. Led by Thoden, the tribes of the Riders of Rohan control the considerable territory of Calenardhon. While they have chosen to establish few permanent settlements, they are capable of placing roots when need dictates. On horseback, the Rohirrim have few equals anywhere in Middle-earth. Their mastery of the wild horses of the region allow them to field highly-mobile cavalry units. Although their dispersed forces and sparse settlements inhibit their power, this is compensated for by the competency of their leaders.

3 Riders of Rohan

Special Abilities

All new recruits start with a training rank of 20. New commanders can start with a command skill rank of up to 40 when created using the order 728 Name Commander. Armies may force march with no loss of morale points. Mages may learn the lost spell 508 Conjure Mounts.

Starting Characters
Name Elfhelm Elfhild Eomer Eomund Eowyn Erkenbrand Theoden Widfara Command 40 30 50 20 40 50 20 Agent 10 Emissary 10 10 30 Mage 40 Stealth Challenge 40 40 45 50 21 41 93 21 Artifacts

199

181, 208

Starting Population Centres


Name Aldburg Dunlostir Edoras Hornburg Stowburg Location 2421 2220 2321 2121 2520 Size Village Village Major Town Town Village Fortifications Tower Castle Fort Harbour/Port Special

Capital

Starting Armies and Navies


Location 2121 2220 2321 2421 2520 Heavy Cavalry Light Cavalry 200 200 100 200 Heavy Infantry Light Infantry Archers Men-atArms Warships Transports Morale 40 30 40 20 50

100

Middle-earth PBM

O 2950 Module

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
3

The vestiges of the last independent kingdom of the former realm of Arnor, the Dnadan Rangers or Grey Company still represent a significant force in the region. Hailing from the hills of northern Eriador and led by Aragorn II, the rangers and mages of the Grey Company have withstood the evil forces around Eriador for many years. The power and influence they wielded long ago is no more, yet the memory of former glory remains and serves as a beacon for the people of Arnor. The blood of the Dnedain runs rich in the veins of the powerful within the Grey Company, and many of the heirlooms of ancient Nmenor still rest in their keeping. Numerous well-fortified towns support the remaining population, and a variety of resources are still abundant in the region. Gifted with few but excellent leaders, the well-provisioned armies of the Dnadan Rangers are formidable. Lately, to bolster their flagging recruitment, mercenaries have been hired to swell the ranks.

4 Dnadan Rangers

Special Abilities

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

Starting Characters
Name Arador Aragorn II Elboron Elladan Elrohir Encalion Halbarad Meneldir II Command 40 50 30 50 50 30 30 Agent 10 20 20 Emissary 20 20 10 10 Mage 10 20 10 20 20 50 10 Stealth 10 15 15 Challenge 45 141 33 68 68 50 33 30 Artifacts 5, 36, 38, 195, 213 93, 106 91, 107

Middle-earth PBM

O 2950 Module

Starting Population Centres


Name Amon Sul Bree Caras Celairnen Culwic Tarmabar Location 1609 1409 0907 0707 1109 Size Camp Major Town Village Village Village Fortifications Castle Tower Tower Tower Tower Harbour/Port Special Capital

Starting Armies and Navies


Location 1409 1609 Heavy Cavalry 100 Light Cavalry Heavy Infantry Light Infantry 200 Archers Men-atArms Warships Transports Morale 40 30

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
4

The nation of the Silvan Elves consists mostly of the Nandor (Wood-elves), who are led by their Sindar brethren. The Sinda Lord Thranduil commands the dispersed forces of the Wood-elves resident in northern Mirkwood and in Taur Romen. The armies of the Silvan Elves are not numerous, but they are effective, possessing fine-quality weapons and commanded by superb leaders, and are adept at moving and fighting in their natural terrain the forest. Hidden holdings and numerous agents also keep them wellinformed about their surroundings and their neighbours activities. Although their settlements are few and far between (they possess harbours as far away as the Sea of Rhn), the Silvan Elves are well hidden and protected.

5 Silvan Elves

Special Abilities

Ships only cost 500 timber to construct (one third of the normal cost). New recruits start with a training rank of 25. New characters have an increased chance of having stealth. Armies lose only 1-2 morale points when force marching (2-5 points if force marching with no food).

Middle-earth PBM

O 2950 Module

Starting Characters
Name Argaldor Camthalion Dorlas Legolas Lindal Ohtar Ringlin Thranduil Command 30 30 30 20 10 50 60 Agent 20 10 Emissary 10 30 Mage 30 50 Stealth 15 15 20 20 15 20 20 20 Challenge 30 30 37 21 17 51 80 78 Artifacts

35, 64 55, 121, 122

Starting Population Centres


Name Aradhrynd Caras Amarth Ceber Fanuin Galadbrynd Rhubar Location 2908 2608 2915 2709 4413 Size Major Town Village Camp Village Town Fortifications Fort Tower Tower Harbour Harbour/Port Special Capital, Hidden

Starting Armies and Navies


Location 2908 2915 4413 Heavy Cavalry Light Cavalry Heavy Infantry 100 Light Infantry 100 100 Archers 200 100 5 3 Men-atArms Warships Transports Morale 50 30 30

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 90 92 94 97 102 102 97 Plains 87 90 92 95 100 100 95 Rough 85 87 90 92 97 97 92 Forest 102 105 107 110 115 115 110 Desert 85 87 90 92 97 97 92 Swamp 82 85 87 90 95 95 90 Mountains 82 85 87 90 95 95 90

Warship Strength
5

Middle-earth PBM

O 2950 Module

Although no longer the dominant force in western Middle-earth, the nation of Northern Gondor still controls a large domain extending north from the White Mountains, east from Rohan, west from the land of Mordor, and south of the Falls of Rauros. The blood of the Dnedain runs rich here, and the leaders of Northern Gondor are well-seasoned veterans of numerous foreign conflicts. Led by the Ruling Steward Ecthelion II, their armies are well-provisioned and supplied, and aspire to reach their former glory once more. Many strong cities and fortified towns are scattered across their realm, and several navies help maintain Gondorian interests along the Anduin and a route to the sea. The source of greatest concern for the people of Northern Gondor is not their own strength, but rather the extensive realm they must protect, and the many enemies who reside on their borders.

6 Northern Gondor

Special Abilities

New commanders can start with a command skill rank of up to 40 when created using the order 728 Name Commander. Armies only lose 1-2 morale points when force marching (2-5 points when force marching without food). Fortifications are built at 50% of the listed timber cost. All new recruits start with a training rank of 20.

Starting Characters
Name Anborn Argirion Baranor Boromir Denethor II Ecthelion II Faramir Goromil Command 10 50 40 50 20 60 30 Agent 20 10 Emissary 10 30 20 Mage 10 20 10 50 Stealth Challenge 20 50 40 66 28 77 53 50 Artifacts

196 29, 204 63, 123, 197

Starting Population Centres


Name Bar-en-Tinnen Henneth Annun Imdorad Minas Arthor Minas Tirith Osgiliath Pelargir Location 3026 3023 2622 2926 2924 3024 2927 Size Village Camp Town Town City Town Major Town Fortifications Tower Tower Tower Citadel Fort Castle Harbour/Port Special Hidden Harbour Harbour Port Capital

Starting Armies and Navies


Location 2924 2926 2927 Heavy Cavalry 200 Light Cavalry Heavy Infantry 500 Light Infantry 600 200 500 Archers Men-atArms Warships Transports Morale 50 40 50

12

Middle-earth PBM

O 2950 Module

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
4

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

7 Southern Gondor

Special Abilities

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

Starting Characters
Name Adrahil II Angbor Duinhir Finduilas Golasgil Imrahil Lothiriel Morwen Command 60 50 50 20 50 Agent 20 Emissary 10 30 30 30 20 Mage 30 30 Stealth Challenge 71 50 50 15 23 88 33 32 Artifacts 85

191, 206

Middle-earth PBM

O 2950 Module

Starting Population Centres


Name Dol Amroth Ethring Fanuilond Linhir Minas Brethil Morthondost Rendul Location 2227 2425 2628 2527 2626 2223 2225 Size City Village Town Major Town Village Town Village Fortifications Fort Tower Fort Tower Fort Harbour/Port Port Harbour Harbour Special Capital

Starting Armies and Navies


Location 2527 2628 2227 Heavy Cavalry 100 Light Cavalry Heavy Infantry 100 200 200 Light Infantry 300 300 300 Archers Men-atArms Warships Transports Morale 60 50 50

6 6

4 4

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 90 92 95 97 100 100 95 Plains 90 92 95 97 100 100 95 Rough 90 92 95 97 100 100 95 Forest 85 87 90 92 95 95 90 Desert 85 87 90 92 95 95 90 Swamp 82 85 87 90 92 92 87 Mountains 87 90 92 95 97 97 92

Warship Strength
5

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

8 Dwarves

Middle-earth PBM

O 2950 Module

Special Abilities

Heavy infantry recruits start with a training rank of 30. Armies force march with no loss of morale points. Fortifications are constructed at 50% of the listed timber cost. All characters may issue the following orders as if they have a skill rank of 50 (this does not apply if the character has the relevant rank at a lower level if this is the case, then the order will be performed with the relevant rank): 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 925 Scout for Characters

Starting Characters
Name Balin Dain II Dis Gimli Gloin Groin Thorin II Thralin III Command 70 40 20 20 40 30 60 40 Agent 10 10 10 Emissary 20 10 Mage 10 Stealth Challenge 70 61 22 21 40 30 78 40 Artifacts 210, 211 212 83

Starting Population Centres


Name Azanulinbar-Dum Barak-shathur Belegost Kheled-nala Noegrod Zarak-dum Location 3707 3607 0812 3916 0606 2004 Size Major Town Village Village Village Village Camp Fortifications Fort Tower Fort Tower Tower Tower Harbour/Port Special Capital

Starting Armies and Navies


Location 0812 3707 3916 Heavy Cavalry Light Cavalry Heavy Infantry 300 200 Light Infantry 200 300 Archers Men-atArms Warships Transports Morale 70 40 40

Nation Climate and Terrain Modifier Percentage


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

Middle-earth PBM

O 2950 Module

Warship Strength
2

The nation of the Sindar consists mostly of Silvan Elves and the Nandor (Wood Elves), who are led by their Sindar and Noldo brethren. The Lady of the Golden Wood, Galadriel, effectively leads the dispersed forces of the Wood-elves resident in and around Lrien. The armies of the Sindar are not numerous, but they are effective, possessing fine-quality weapons and superb leaders. The forces of the Sindar are adept at moving and fighting in their natural terrain the forest. Skilled mages and numerous agents also keep them well-informed about their surroundings, and the activities of their neighbours. Although their settlements are few and far between (they possess harbours as far away as the Great Sea), the Sindar are well hidden and well protected.

9 Sinda Elves

Special Abilities

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

Starting Characters
Name Celeborn Feamire Galadriel Galandeor Helkama Tathar Taurnil Tharudan Command 60 10 20 30 20 30 40 Agent 10 10 10 20 Emissary 20 70 Mage 20 20 70 50 10 50 Stealth 20 20 25 30 25 15 20 20 Challenge 66 41 208 30 70 30 44 53 Artifacts 126 12, 163, 164 135

Starting Population Centres


Name Amon Lind Caras Galadhon Cerin Amroth Edhellond Nanduhirion Location 2115 2514 2413 2325 2314 Size Village Major Town Town Town Camp Fortifications Castle Tower Harbour/Port Special Hidden, Capital Hidden Hidden Hidden

Harbour

Middle-earth PBM

O 2950 Module

Starting Armies and Navies


Location 2325 2514 Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry 100 Archers Men-atArms Warships 2 100 Transports 2 Morale 40 60

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
5

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

10 Noldo Elves

Special Abilities

All new recruits have a training rank of 25. Armies can force march with no loss of morale. All characters may issue order 585 Uncover Secrets as if they have a skill rank of 40 (or better if they have an emissary skill rank at higher than 40). New characters have an increased chance of having stealth.

Starting Characters
Name Ascarnil Cirdan Elrond Erestor Galdor Gildor Glorfindel Pelnimloth Command 40 40 40 30 60 Agent 20 20 Emissary 40 60 40 20 30 10 Mage 50 70 60 60 10 40 20 Stealth 25 25 25 25 20 25 25 20 Challenge 50 88 162 95 60 38 96 21 Artifacts 201 40, 51, 59 11, 41, 90 26 8, 89

Middle-earth PBM

O 2950 Module

Starting Population Centres


Name Elostirion Forlond Imladris Mithlond-East Mithlond-West Location 0810 0408 2209 0710 0708 Size Camp Town Major Town Town Town Fortifications Fort Fort Fort Harbour/Port Harbour Hidden, Capital Harbour Harbour Special Hidden

Starting Armies and Navies


Location 0708 2209 Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry 100 100 Archers Men-atArms Warships 2 Transports 2 Morale 40 60

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 95 97 100 102 102 102 97 Plains 92 95 97 100 100 100 95 Rough 90 92 95 97 97 97 92 Forest 97 100 102 105 105 105 100 Desert 90 92 95 97 97 97 92 Swamp 87 90 92 95 95 95 90 Mountains 87 90 92 95 95 95 90

Warship Strength
5

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

11 Witch-king

Special Abilities

New commanders may start with a command skill rank of up to 40 when created using the order 728 Name Commander. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if forcemarching. Mages can learn the lost spell 244 Fearful Hearts. Mages can learn the lost spell 512 Conjure Hordes.

Middle-earth PBM

O 2950 Module

Starting Characters
Name Anglach Angulion Ashburgnul Blogath Bolg Gaurithoth Murazor Rogrog Command 10 50 40 50 Agent 20 20 Emissary 30 40 Mage 50 30 50 40 40 70 Stealth 30 Challenge 50 43 53 40 91 40 133 65 Artifacts 157 67, 68 28, 48, 52, 75, 82, 86 115,116

Starting Population Centres


Name Lag-angren Lag-lach Minas Morgul Mt Gram Mt Gundabad Location 1502 2311 3124 2006 2305 Size Camp Camp Major Town Town Major Town Fortifications Harbour/Port Special

Castle Fort Fort

Capital

Starting Armies and Navies


Location 2006 2305 3124 Heavy Cavalry Light Cavalry Heavy Infantry 100 200 Light Infantry Archers Men-atArms 200 200 300 Warships Transports Morale 50 50 10

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 90 92 95 97 100 97 95 Plains 90 92 95 97 100 97 95 Rough 90 92 95 97 100 97 95 Forest 85 87 90 92 95 92 90 Desert 82 85 87 90 92 90 87 Swamp 82 85 87 90 92 90 87 Mountains 87 90 92 95 97 95 92

Warship Strength
3

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

12 Dragon Lord

Middle-earth PBM

O 2950 Module

Special Abilities

New characters have an increased chance of having stealth. Mages can learn the lost spell 314 Teleport. The following scouting and recon orders issued work as if the character has double the relevant skill rank: 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 930 Scout For Characters Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if forcemarching.

Starting Characters
Name Duran Gaskbuz Grashukh Khamul Maben Ogrod Rogatha Skauril Command 60 30 50 30 40 Agent 30 Emissary 20 30 20 Mage 20 40 50 30 30 Stealth 30 30 Challenge 67 30 50 101 77 50 30 30 Artifacts

62, 150, 153 154 99

Starting Population Centres


Name Dol Guldur Goblin-Gate Lug Ghurzun Ongushar Sarn Goriwing Location 2715 2409 3822 2518 2809 Size Major Town Village Major Town Camp Village Fortifications Keep Fort Tower Fort Harbour/Port Special Capital

Hidden

Starting Armies and Navies


Location 2409 2518 2715 Heavy Cavalry Light Cavalry Heavy Infantry 100 200 Light Infantry Archers Men-atArms 300 200 200 Warships Transports Morale 40 30 50

Middle-earth PBM

O 2950 Module

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
2

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

1 3 D o g L o rd

Special Abilities

All new recruits start with a training rank of 20 Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if forcemarching. Mages can learn the lost spell 508 Conjure Mounts. New characters have an increased chance of having stealth.

Starting Characters
Name Bulrakur Daumdorut Dendra Dwar Gurthlug Krusnak Kruxtogg Rashkuk Tonn Varthkur Command 50 30 20 30 30 30 30 40 Agent 20 Emissary 20 20 Mage 60 30 30 Stealth 30 Challenge 50 30 107 62 89 30 30 92 Artifacts

10, 74, 138 160 2, 43, 148 158,159

Middle-earth PBM

O 2950 Module

Starting Population Centres


Name Lag-dagor Lag-hundur Lag-ulurikon Morannon Ostigurth Location 2921 3321 3421 3221 3624 Size Camp Camp Camp Major Town MajorTown Fortifications Harbour/Port Special

Keep Castle

Capital

Starting Armies and Navies


Location 2921 3221 3624 Heavy Cavalry Light Cavalry 200 200 Heavy Infantry Light Infantry Archers Men-atArms 200 200 Warships Transports Morale 40 50 40

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
3

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

14 Cloud Lord

Special Abilities

Orders 615 Assassinate Character and 620 Kidnap Character issued work as if the character has + 20 to their agent skill rank. New characters have an increased chance of having stealth. All characters may issue order 585 Uncover Secrets as if they have an emissary rank of 40 (or better if they have an emissary rank of over 40). New agents can start with an agent skill rank of up to 40 when created using the order 731 Name Agent.

Middle-earth PBM

O 2950 Module

Starting Characters
Name Araudagul Erennis Gulthuin Ji Indur Lairathin Shoglic Uthlug Zaken Command 40 20 20 Agent 40 30 30 30 Emissary 30 10 Mage 20 20 40 30 Stealth 20 30 Challenge 40 23 21 72 22 30 27 22 Artifacts

56, 104, 109

Starting Population Centres


Name Barduath Carach Angren Kal Nargil Nurumurl Rul Location 3428 3222 3630 3528 3626 Size Major Town Camp Town Village Village Fortifications Fort Castle Harbour/Port Special Capital

Starting Armies and Navies


Location 3222 3630 Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Archers Men-atArms 300 300 Warships Transports Morale 20 40

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 87 90 92 95 100 100 100 Plains 87 90 92 95 100 100 100 Rough 85 87 90 92 97 97 97 Forest 82 85 87 90 95 95 95 Desert 85 87 90 92 97 97 97 Swamp 82 85 87 90 95 95 95 Mountains 85 87 90 92 97 97 97

Warship Strength
3

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

15 Blind Sorcerer

Middle-earth PBM

O 2950 Module

Special Abilities

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

Starting Characters
Name Akhorahil Ethacali Leardinoth Magurgoth Naldurgarth Storlaga Uthcu Vulmek Command 20 10 10 20 20 30 20 Agent 20 10 20 Emissary 20 20 Mage 60 40 30 30 50 50 20 Stealth 30 30 20 Challenge 80 42 32 41 50 130 30 28 Artifacts 73, 66

7, 22, 140

Starting Population Centres


Name Burch Nurn Luglurak Orduga Aivaisa Urlurtsu Nurn Virk Ulgath Location 4025 3929 4126 3627 3829 Size Camp Major Town Camp Major Town Camp Fortifications Tower Castle Harbour/Port Harbour Special Capital

Starting Armies and Navies


Location 3929 4025 Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Archers Men-atArms 300 300 Warships Transports Morale 30 20

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
4

Middle-earth PBM

O 2950 Module

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

16 Ice King

Special Abilities

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

Starting Characters
Name Abdahkil Gaurhir Gorthog Hoarmurath Khathog Lugronk Muranog Ulzog Command 10 30 30 40 30 Agent 10 40 20 Emissary 10 20 Mage 30 30 50 40 Stealth 30 30 Challenge 30 51 32 91 50 31 42 30 Artifacts 25 50, 80, 141 20

Starting Population Centres


Name Barad Perras Durthang Katund-akul Lag-orod Lag-scara Location 3123 3122 3223 2214 3022 Size Town Major Town Camp Camp Camp Fortifications Fort Castle Harbour/Port Special Capital Hidden

Starting Armies and Navies


Location 3122 3123 Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Archers Men-atArms 300 300 Warships Transports Morale 30 30

Middle-earth PBM

O 2950 Module

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 92 95 97 97 100 100 97 Plains 92 95 97 97 100 100 97 Rough 90 92 95 95 97 97 95 Forest 90 92 95 95 97 97 95 Desert 85 87 90 90 92 92 90 Swamp 85 87 90 90 92 92 90 Mountains 90 92 95 95 97 97 95

Warship Strength
3

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

17 Quiet Avenger

Special Abilities

The following scouting and recon orders issued work as if the character has double the relevant skill rank: 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 930 Scout For Characters All characters may issue order 585 Uncover Secrets as if they have an emissary rank of 40 (or better if they have an emissary rank of over 40). Emissaries may start with an emissary skill rank of up to 40 when created using the order 734 Name Emissary. Commanders may start with a command skill rank of up to 40 when created using the order 728 Name Commander.

Starting Characters
Name Adunaphel Ashturg Fuinur Herumor Malezar Shebbin Vur Thergor Zokhad Command 30 30 30 30 10 10 10 Agent 10 30 20 Emissary 30 20 20 10 20 Mage 40 20 20 40 Stealth 30 30 Challenge 66 31 37 37 53 12 22 17 Artifacts 97, 143

78 120

Middle-earth PBM

O 2950 Module

Starting Population Centres


Name Jug Rijesha Kul Dinbar Lugarlur Tir Harn Wathduin Location 3533 3335 3034 3437 3234 Size Major Town Camp Major Town Camp Camp Fortifications Tower Castle Tower Tower Harbour/Port Harbour Harbour Special

Capital

Starting Armies and Navies


Location 3034 3533 Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry 400 Archers Men-atArms 400 200 Warships 5 Transports 3 Morale 30 30

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 90 92 95 97 102 105 102 Plains 87 90 92 95 100 102 100 Rough 90 92 95 97 102 105 102 Forest 82 85 87 90 95 97 95 Desert 87 90 92 95 100 102 100 Swamp 77 80 82 85 90 92 90 Mountains 80 82 85 87 92 95 92

Warship Strength
4

Led by the Eighth of the Nazgl, the Fire King, the nation of Ren the Unclean wields the most dedicated force among all the Dark Servants. From his main fortress inside Mordor, the Fire King's mages, numerous agents and military commanders maintain constant pressure and vigilance on the Gondorian towers that surround Mordor and the region of Ithilien. The armies of Ren, although not the most skilled, are typically well-armed, and represented by a diverse mixture of races and peoples. His servants have enabled the Fire King to begin preparing his forces, both military and arcane, in preparation for his own plans of expansion and domination.

18 Fire King

Special Abilities

Armies are hired at no cost. New armies have a morale of 40. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if forcemarching. Mages can learn the lost spell 248 Fanaticism. Mages can learn the lost spell 512 Conjure Hordes.

Middle-earth PBM

O 2950 Module

Starting Characters
Name Nazog Ren the Unclean Rozilan Shagrat Skargnakh Snaga Uklurg Uthmag Command 30 30 30 30 40 Agent 30 10 Emissary 20 20 Mage 50 30 10 40 Stealth 30 Challenge 22 72 32 30 44 30 40 40 Artifacts 54, 111, 112 84

Starting Population Centres


Name Barad Ungol Barad-wath Lag-digtumarr Lag-vrasfotak Lag-zajarzot Location 3224 3426 3225 3327 3324 Size Major Town Town Camp Camp Camp Fortifications Castle Harbour/Port Special Capital

Starting Armies and Navies


Location 3224 3426 Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Archers Men-atArms 400 400 Warships Transports Morale 50 50

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
3

Led by the Ninth of the Nazgl, the Long Rider, the nation of vatha controls one of the most extensive realms of the Dark Servants. From his main fortress in Mordor, the Long Rider's minions infiltrate and pressure many of the peoples that inhabit Rhovanion and the region of Khand. The skilled agents of the Long Rider are able to exert considerable influence on mercantile operations throughout these regions, whilst the vast realm of vatha is patrolled by the superior cavalry that serve as the bulwark of his armies. Perhaps not as highly regarded as some riders, nevertheless the exclusively mounted forces of the Long Rider are numerous, well-provisioned and quite capable of carrying out the planned expansion of the Long Rider's domain. The rich lands found in his realm provide a strong potential for this growth.

19 Long Rider

Middle-earth PBM

O 2950 Module

Special Abilities

New commanders may have a command skill rank of up to 40 when created using the order 728 Name Commander. Mages can learn the lost spell 508 Conjure Mounts. All new recruits have a training rank of 20. Armies can force march with no loss of morale points.

Starting Characters
Name Din Ohtar Giordia Hargrog Lomelinde Morlammen Mornadak Uvatha Viosiol Command 30 30 60 Agent 30 20 20 30 20 Emissary 20 20 20 Mage 10 10 30 30 Stealth 30 30 Challenge 50 17 43 48 30 30 78 30 Artifacts 78 198, 203 71, 72 53, 79, 92

Starting Population Centres


Name Buth Ovaisa Lagari Orath Olbamarl Orduga Harmal Tol Buruth Location 3017 4425 3329 4433 4215 Size Village Village Major Town Village Village Fortifications Harbour/Port Special

Castle Castle

Capital Hidden

Starting Armies and Navies


Location 3017 4433 Heavy Cavalry 200 100 Light Cavalry 400 500 Heavy Infantry Light Infantry Archers Men-atArms Warships Transports Morale 40 40

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 87 90 92 95 100 97 97 Plains 92 95 97 100 105 102 102 Rough 87 90 92 95 100 97 97 Forest 77 80 82 85 90 87 87 Desert 85 87 90 92 97 95 95 Swamp 80 82 85 87 92 90 90 Mountains 85 87 90 92 97 95 95

Warship Strength
4

Middle-earth PBM

O 2950 Module

The nation of the Dark Lieutenants represents a strategic centre of power for the Dark Servants. From their main fortress inside Mordor, The Mouth of Sauron (rzahil) and The Warlord (Gothmog) initiate and control events that influence much that transpires in all the regions surrounding Mordor. While the forces that constitute the armies of the Dark Lieutenants are not wellskilled, the seasoned commanders of the Dark Lieutenants are probably the most capable leaders to be found anywhere in Middleearth, and their presence makes their armies a formidable force. Surrounded by wise mages and protected by artifacts, the Dark Lieutenants' power is rapidly rising, and rivals that of any of the other Dark Servants.

20 Dark Lieutenants

Special Abilities

Mages can learn the lost spell 244 Fearful Hearts. Mages can learn the lost spell 512 Conjure Hordes. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if forcemarching. New commanders may have a command skill rank of up to 40 when created using the order 728 Name Commander.

Starting Characters
Name Azgurath Bolvag Carrog Celedhring Gothmog Grishnakh Tormog Urzahil Command 40 20 20 70 40 20 20 Agent 20 30 30 40 Emissary 20 40 Mage 50 30 50 70 Stealth 30 Challenge 40 72 36 130 95 40 35 121 Artifacts 46, 117 155, 156 118, 119 3, 37, 45, 58

Starting Population Centres


Name Barad-dur Carvarad Lag-lithlad Minas Durlith Thuringwathost Location 3423 3621 3323 3622 3120 Size Major Town Camp Camp Town Camp Fortifications Castle Castle Tower Harbour/Port Special Capital

Starting Armies and Navies


Location 3423 3622 Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Archers Men-atArms 300 300 Warships Transports Morale 40 40

Middle-earth PBM

O 2950 Module

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 87 90 92 95 100 100 100 Plains 87 90 92 95 100 100 100 Rough 85 87 90 92 97 97 97 Forest 82 85 87 90 95 95 95 Desert 85 87 90 92 97 97 97 Swamp 82 85 87 90 95 95 95 Mountains 85 87 90 92 97 97 97

Warship Strength
3

The nation of the Corsairs consists primarily of Haradwaith pirates and the Black Nmenrean who reside in Umbar. Led by the exceptional sea-captain Sangarunya, the Corsairs have effectively established themselves as a dominant force in the Bay of Belfalas and along the coasts of Harandor. The navies of the Corsairs are feared by all and equalled by few. The strategic location of the Corsairs affords them a region that has both plentiful resources, and ready access to the nearby river valley and the Great Sea. Along with a few mages, the skilled diplomats and agents of the Corsairs wield their powers to great effect throughout the neighbouring regions, and have so far managed to keep the forces of both the Free Peoples and the Dark Servants in check.

21 Corsairs

Special Abilities

Navies never suffer from storms, or become lost at sea. Ships can be built for 750 timber (half the normal cost). New characters may have a bonus to their challenge rank.

Starting Characters
Name Allurac Alukhor Bragolmaite Earnil II Gedron Sangarunya Telkurhad Vargaelas Command 30 10 20 30 20 50 20 40 Agent 20 10 10 Emissary 30 Mage 10 30 Stealth Challenge 30 17 37 37 23 53 21 40 Artifacts

202 209

Starting Population Centres


Name Ardumir Caldur Caras Tolfalas Havens of Umbar Kas Shadoul Methir Location 2039 2137 2430 2438 2734 2730 Size Town Town Town Major Town Town Town Fortifications Fort Fort Tower Castle Fort Fort Harbour/Port Harbour Harbour Harbour Port Harbour Harbour Special

Capital

Middle-earth PBM

O 2950 Module

Starting Armies and Navies


Location 2430 2438 2734 Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Archers Men-atArms 400 600 Warships 9 9 Transports 6 6 Morale 30 40 30

100

100

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 90 92 95 97 102 102 100 Plains 87 90 92 95 100 100 97 Rough 85 87 90 92 97 97 95 Forest 82 85 87 90 95 95 92 Desert 85 87 90 92 97 97 95 Swamp 80 82 85 87 92 92 90 Mountains 77 80 82 85 90 90 87

Warship Strength
5

The Rhn Easterlings are a collection of peoples who occupy a wide region encompassing part of Rhovanion and all the lands east and south of Rhn. They include the diverse tribes of the Sagath, Logath, Asdriags, Nuriags, and the Balchoth. Loosely led by Hz III, the Rhn Easterlings represent a nation with great potential but numerous pitfalls to overcome. The greatest strength of the Rhn Easterlings lies in their fierce and brave warriors, especially their much-feared cavalry, whilst competent commanders further enhance their prowess. Additionally, their skilled mages and adequate agents help make up for the lack of political envoys, and the abundant availability of resources provides the Rhn Easterlings with a rich base for growth. The most difficult barrier to be overcome in the Rhn Easterling's plans for conquest is the close proximity of the Northmen, who vie for power in the same lands.

22 Rhn Easterlings

Special Abilities

New commanders may have a command skill rank of up to 40 when created using the order 728 Name Commander. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if forcemarching. New characters may have a bonus to their challenge rank.

Middle-earth PBM

O 2950 Module

Starting Characters
Name Hesnef Hurdriak Huz III Jyganoth Kav Makow II Meonid Ito Rof Paku Usriev Command 30 30 40 30 20 30 Agent 10 20 Emissary 10 20 30 Mage 30 30 Stealth Challenge 31 32 45 30 23 30 40 30 Artifacts

200

Starting Population Centres


Name Ashkiri Ilanin Lar-Huz Mistrand Riavod Ursh Lanna Location 3220 3713 3605 4318 4014 3319 Size Camp Village Village Town Major Town Village Fortifications Harbour/Port Special

Fort

Harbour Harbour

Capital

Starting Armies and Navies


Location 3319 4014 4318 Heavy Cavalry Light Cavalry 200 200 Heavy Infantry Light Infantry 200 600 8 4 Archers Men-atArms Warships Transports Morale 30 30 30

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 92 95 97 100 102 97 97 Plains 97 100 102 105 107 102 102 Rough 85 87 90 92 95 90 90 Forest 82 85 87 90 92 87 87 Desert 85 87 90 92 95 90 90 Swamp 80 82 85 87 90 85 85 Mountains 82 85 87 90 92 87 87

Warship Strength
3

Middle-earth PBM

O 2950 Module

The nation of the Dunlendings encompasses the large region south of the former realm of Arnor in central Eriador. Consisting of several co-operating clans loosely led by Enion, the Dunlendings seek to be reunited and restored to the lands of their forefathers. Possessing neither valorous nor skilled warriors, the armies of the Dunlendings rely primarily upon their charismatic leaders and sheer numbers to win the day. However, their forces are accustomed to fighting in all types of terrain (the rougher the better), and possess a wide variety of troops to suit their varied styles and expertise. While few of the Dunlendings aspire toward the arcane arts, the few that do so have acquired considerable skill. Surrounded by powerful adversaries, the Dunlendings have quietly reinforced their armies, and plan a return to the days of old when their people were possessed of great power and influence.

23 Dunlendings

Special Abilities

New characters may have a bonus to their challenge rank. The following scouting and recon orders issued work as if the character has double the relevant skill rank: 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 930 Scout For Characters New agents may start with an agent skill rank of up to 40 when created using the order 731 Name Agent.

Starting Characters
Name Aonghas Calmuad Enion Jeroibha Sibroc Solofhen Tughaib Urdrek Command 40 60 30 40 Agent 10 10 10 40 10 Emissary 30 Mage 40 50 Stealth Challenge 41 16 60 31 30 40 65 41 Artifacts

24, 137

Starting Population Centres


Name Angren Cillien Enedhir Freawul Larach Duhnnan Wularan Location 1720 1916 1420 1922 1817 1917 Size Camp Camp Village Major Town Major Town Village Fortifications Harbour/Port Special

Tower

Capital

Middle-earth PBM

O 2950 Module

Starting Armies and Navies


Location 1817 1922 Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry 300 200 Archers Men-atArms 300 400 Warships Transports Morale 40 40

Nation Climate and Terrain Modifier Percentage


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

Warship Strength
3

The realm of the White Wizard has only recently begun to influence the affairs of north-western Middle-earth. Saruman the White, mighty among the Wise, has claimed the Tower of Orthanc and its surrounding vales as his own. While the armies of the White Wizard are adequate to defend the vales, they are lacking in discipline, and consist of large numbers of mercenaries and his own ill-bred Half-orcs. Complementing his forces, Saruman possesses a most persuasive tongue and one of the sharpest minds in Middle-earth. His able agents and subtle diplomats also keep the White Wizard well-informed of events surrounding his growing realm, and allow him considerable influence in the courts of his powerful neighbours. Saruman's keen interest in ancient artifacts leads him to spend much of his time searching for these ancient sources of power and strength.

24 White Wizard

Special Abilities

Armies are hired at no cost. New men-at-arms recruits have a training rank of 25. New commanders may have a command skill rank of up to 40 when created using the order 728 Name Commander. New characters may have a bonus to their challenge rank.

Starting Characters
Name Bill Ferny Bugrug Durbuhuk Grima Wormtongue Lugdush Mauhir Saruman the White Ugluk Command 10 40 20 30 40 Agent 20 30 Emissary 30 70 Mage 10 90 Stealth 20 Challenge 12 40 22 15 22 30 128 40 Artifacts

17, 30, 162

Middle-earth PBM

O 2950 Module

Starting Population Centres


Name Angrenost Arailt Lag-sharak Lag-thugrim Nin-in-Eilph Treforn Location 2119 1918 2118 2215 1715 2017 Size Major Town Village Camp Camp Camp Village Fortifications Citadel Tower Tower Harbour/Port Special Capital

Starting Armies and Navies


Location 1918 2119 Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Archers Men-atArms 400 800 Warships Transports Morale 40 30

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 90 92 95 97 100 100 95 Plains 90 92 95 97 100 100 95 Rough 93 96 98 101 103 103 98 Forest 90 92 95 97 100 100 95 Desert 86 88 91 93 96 96 91 Swamp 85 87 90 92 95 95 90 Mountains 90 92 95 97 100 100 95

Warship Strength
3

The Khand Easterlings consist of the collection of peoples who occupy the lands south of the Rhun, and all the lands south of there above the Khand. They include the tribes of the Igath, Nuriags, and the Variags. Loosely led by Ovatha IV, they represent a nation with great potential, but numerous pitfalls to overcome. Their greatest strength lies in their fierce and brave warriors, and especially their much-feared cavalry. Competent commanders and numerous warriors make this mobile threat very real indeed. Additionally, their skilled mages and adequate agents help make up for the lack of political envoys, and the abundant availability of resources provides the Khand Easterlings with a rich base for growth.

25 Khand Easterlings

Special Abilities

New commanders may have a command skill rank of up to 40 when created using the order 728 Name Commander. New characters may have a bonus to their challenge rank. Armies with food only lose 1-2 morale if force-marching. Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if moving, and only lose 2-5 if forcemarching.

Middle-earth PBM

O 2950 Module

Starting Characters
Name Avas of Igath Curuband Gorovod Itana Ovan Kionid II Ovatha IV Urdrath Urig Command 20 30 20 60 10 20 Agent 10 10 Emissary 20 20 Mage 30 40 30 Stealth Challenge 21 30 41 30 22 75 32 22 Artifacts

76, 146

Starting Population Centres


Name An Karagmir Khand Amu Laorki Neburcha Ovatharac Sturlurtsa Khand Location 3538 4228 4430 4324 4335 4133 Size Village Major Town Village Camp Village Major Town Fortifications Harbour/Port Special

Castle

Capital

Starting Armies and Navies


Location 4133 4228 4430 Heavy Cavalry 200 Light Cavalry 200 200 Heavy Infantry Light Infantry Archers Men-atArms Warships Transports Morale 30 20 20

600

Nation Climate and Terrain Modifier Percentage


Climate Polar Severe Cold Cool Mild Warm Hot Shore 85 87 90 92 97 95 95 Plains 90 92 95 97 102 100 100 Rough 87 90 92 95 100 97 97 Forest 80 82 85 87 92 90 90 Desert 87 90 92 95 100 97 97 Swamp 77 80 82 85 90 87 87 Mountains 77 80 82 85 90 87 87

Warship Strength
3

Middle-earth PBM

P Fourth Age Module

P Fourth Age Module


At the end of the Third Age of Middle-earth, Sauron was thrown down, his armies scattered, and the One Ring destroyed. But as light has no meaning without darkness to bound it, so with Sauron defeated, the forces of good also departed Middle-earth, Eldar and Istari making their final voyage from the Grey Havens. The age of elves is over. Now begins the true age of man.

Notes

This module is not recommended unless you have played in a different module in the past. This is because the decisions you make when designing a nation have a large influence throughout the game, and if you make poor decisions through inexperience, this may cause you to have a disappointing game. Due to the modules nature, the rules and details covering nation creation are subject to change. Whilst then the following details were correct at the time of this Guide being published, we recommend that before playing you download the most up-to-date nation creation details from our website. Click Here to go to the appropriate section of our site.

When naming characters and population centres, please try and remain true to the flavour of Tolkiens world. If you wish, we will create names for you simply leave the name fields blank. We also reserve the right to rename any potentially offensive names used.

At the end of the First Millennia of the Fourth Age, North-western Middle-earth was a time of political and social upheaval. This area, known simply as the West, encompassed the lands north of Umbar, west of the Sea of Rhn, and south and east of the Great Sea. Following the passing of the Third Age, climaxed by the exploits of the Fellowship of the Ring and the fall of Sauron, the West entered a brief period of consolidation and prosperity, followed by a long period of growth and migration, strife and despair, war and recovery, brought about by the constant expansion of Men. With the passing of Sauron and his mighty minions, the forces of the Dark Servants were in complete disarray. Most of the Orcs, Goblins and Trolls scattered into the mountains and wastes from whence they came, legion in their dark and foul holdings. Yet without strong leaders these races continually warred amongst themselves, their numbers dwindling. However, rumours of the demise of the Lord of the Rings were sure to reach far and wide over the expanse of Middle-earth, and there are Black Lords and Dark Mages eager to fill the power vacuum left behind in the West. By early in the Fourth Age, almost all the other Free Peoples had vacated Endor forever. The Eldar had begun their departure to the West in vast numbers, abandoning many of their former sites. Those remaining of the Eldar travelled only in small companies and many of them wandered into the East eventually. The remaining woodland Elves retained control of only a few remaining wellguarded holdings, whilst to avoid the affairs of the outside world, the stout Dwarves withdrew to quiet bastions in remote hills and mountains. The reclusive Hobbits were generally protected and unnoticed, remaining as they were, holed up in the Shire. But the expansion of the Reunited Kingdom could not go on forever. Internal strife and border conflicts with fierce human realms forced the split of the Reunited Kingdom into two separate nations known as the Twin North and South Kingdoms. And control over the surrounding vassal realms and neighbouring nations ebbed with the passing of time. Year 1000 of the Fourth Age sees, then the rise of upstart nations: new human empires that share a common viewpoint but yet no formal allegiance, isolated Free Peoples who seek to drive men away and regain their former lands, and bastions of the Servants of Darkness with forces ever ready to rally to their cause. The time is ripe for a powerful lord to forge a strong alliance to liberate the remaining Free Peoples, to reunite the forces of Darkness under one strong rule, or perhaps to help establish a new Neutral order amongst the peoples of the West.

History and Background

Middle-earth PBM

P Fourth Age Module

Significant Events of the early Fourth Age


Year 1 2-32 6 15 63 10 0 120 121 264 300-500 400-450 408 432-864 552 696 70 0 701-712 750 752-775 775 783-800 799 800-1000 8 00 Event The Eldar begin to depart. The Eldar abandon the Tower Hills and the surrounding locales. Only Crdan remains in the Grey Havens. The Shire is made a Free Land, under protection of the Northern Sceptre, and along with the Dradan Forests is off-limits to Men. The rebuilding of Annminas begins. King omer of Rohan passes away. Moria is still abandoned. King Elessar (Aragorn II) passes away. Eldarion becomes King of the Reunited Kingdom. Legolas and Gimli depart for Aman, marking the final passing of the Fellowship of the Ring. Queen Arwen passes away. King Eldarion passes away. Elessar II becomes King of the Reunited Kingdom. The Men of the West establish major overland trade links with Peoples of the East. Dorwinion and Khand rise in power. Relmether, East of Mordor, rises in economic power. King Elessar II passes away. Elendil II becomes King of the Reunited Kingdom. The last major Eldar migration through Lindon. Avari groups supplant the Eldar in many of the more guarded enclaves of North-western Endor. Other Elven sites are abandoned or given over to Men. The aged Elendil II abdicates the throne of the Reunited Kingdom in favour of his eldest son, Isildur II. Rather than abdicating the throne of the Reunited Kingdom, Isildur II grants his son lordship over the North Kingdom. Isildur II passes away. Anrion II becomes King of the Reunited Kingdom. The First River War. The Easterling Tribes form a Variag-Nriag- Nurniag alliance, known as "the Collusion of the srievrim," and conquer the Chey lands and all of eastern Rhn. The Lords of Umbar declare the waters off the Harad Coast as the Umbarean Sea. The Kingdom of Gondor faces an economic crisis. The Sail War. The Kingdom of Gondor struggles against the Umbareans. The Haradrim side with both belligerents. Gondor ultimately prevails, but the conflict serves to create disharmony among the peoples of the North and South Kingdoms. Anrion II is murdered after crushing the Umbareans near Linhr. Arathorn III becomes King of the Reunited Kingdom. The Second River War. The Collusion of the srievrim is abandoned as civil war rages across central Endor. The Variag-Nriag- Nurniag triad collapses, with each party becoming the focal point of rival successor alliances. Anrion III perishes in the Red Plague. His young son, Beleg II, becomes King of the Reunited Kingdom and moves to stabilise the volatile southern frontier. Great migrations of men create turmoil throughout Endor. The battle of Ethir Harnen. North and South Kingdom naval and land forces crush a large army composed of Umbareans, Variags, Haradrim, and various mercenary groups from south-western Endor. Serious losses incurred by the North Kingdom, the result of the furious ambush that opened the battle, contribute to a considerable weakening of the North Kingdom. Beleg II is hereafter known as Hyarmendacil III. Hyarmendacil III passes away. His son, Ernil III becomes King of the Reunited Kingdom. Ernil III, failing to learn from mistakes made in the past, once more divides the administration of the Reunited Kingdom. The former realms of Gondor and Arnor are hereafter called the Twin Kingdoms. Ernil III's two sons, Telumehtar II and Ernur II, preside over the North and South Kingdoms respectively. Ernil III passes away. Telumehtar II becomes King of the Twin Kingdoms. However, Ernur II challenges his brother and assumes the throne of the North Kingdom. Telumehtar II marches on the North Kingdom. Ernur II's brief reign ends. Telumehtar II orders Ernur II into exile on the northernmost of the Isles of the Dead That Live.

8 43 915 9 50 953

Middle-earth PBM

P Fourth Age Module

1000 10 0 1

1001-1020 1020 1020-1050 1072 10 9 2 1092-1099 1100

Telumehtar II and his three young sons are all murdered. There are no direct heirs. Ernur II returns from exile to become King of the Twin Kingdoms. The Men of Enedwaith, Minhiriath, and Eregion declare themselves independent. Ernur II is forced to take his own life. South Kingdom oligarchies tighten their rein on both political and economic matters by electing Valamir the Younger as Steward of the South Kingdom. Despite the fact that Ernur II's son, Arvedui II, is crowned King and reaches his majority later the same year, Valamir acts as the de facto overlord of the South Kingdom. The sundering of the Twin Kingdoms. Arthedain is re-established as the North Kingdom disintegrates. The Shire remains a Free Land. Amlaith II, a distant kinsman of Telumehtar II's wife Berthien, becomes King of the North Kingdom. He declares the Shire a royal protectorate and embarks on a program aimed at consolidating the fragmenting North Kingdom. Despite Amlaith II's good intentions, the Shire folk seek Elven aid in order to construct a Girdle of the Shire. Their embassies to the Sindar and Avari of Lindon are only modestly rewarded. While protected by strange weather patterns, the Shire remains vulnerable to any persistent intrusion. Valamir the Younger becomes the Ruling Steward of the South Kingdom when the childless King Arvedui II passes away. Amlaith II dies while on campaign near Bree. Valamir the Younger passes away later the same year. Valamir's son, Targon, becomes the Ruling Steward of the South Kingdom. The Great Eriadoran War. Amlaith II's son, Erendur II (the Great), claims a series of great victories over the chieftains of Cardolan and Minhiriath (Valros and Pil). Erendur II proclaims himself King and thus re-establishes the North Kingdom. Targon declares himself King of the South Kingdom and issues a declaration of war against the North Kingdom.

In 1650 and 2950 modules of Middle-earth, as a player you choose which position to play from the twenty-five nations. In Fourth Age, however, you have greater freedom in that you can create your own nation, with its own leaders, abilities and lands. This section, then, covers the rules which govern this creation of an empire. Twenty three of the nations are created freely, or at least, within the confines of the rules regarding nation generation, whilst two nations, the North and South Kingdom, are rather more fixed. There are still choices to be made and a certain amount of freedom, but factors such as location of population centres and of course their names, are pre-determined. On the other hand, both the North and South Kingdoms are considerably more powerful than any of the others, with unique advantages and abilities (detailed later in this chapter), which more than makes up for the restrictions placed upon them. The restrictions and advantages relating to nation creation for the Kingdoms is covered at the end of this section. The Kingdoms are popular choices of nations, and we inevitably receive more requests to play them than is possible to cater for. If, then, you submit a Kingdom set-up, please also send in an alternate set-up sheet for a normal nation giving at least two regions (see region section below). Nation Design Sheets are available on request, which provide space for all the information needed, and can filled in and returned to us. These can be found on our website, or will be sent to you on request. Alternatively, simply put all the appropriate information in an email or letter, and send that to us instead. The process of nation creation on your part, and in putting the game together on our part, requires you to submit up to two set-ups to us. In the first, you must submit your Regional Placements, Alliances, and Allegiance, and it is helpful if you also submit SNAs, Characters, Armies and Population Centre details, though you may then modify these in the second set-up. Once we have these initial set-ups from all players, we will contact you with your finalised Region and Allegiance, after which you have one week to submit a second, modified set-up if you so desire. (All these aspects are covered below.) The following sections correspond to information required in the nation set-up sheet forms. At the start of each section is the appropriate part of the set-up sheet form, so that you can see exactly what needs to be completed.

1 Nation Creation

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N a me
Nation/Realm Name: (The) This can be between 5 and 17 characters long.

Allegiance and Race


Allegiance: Race: As with other modules, there are three allegiances: good, neutral, and evil. If you start as good or evil, you cannot change this later in the game. Neutral nations, on the other hand, have the choice of changing allegiance but can also, if they wish, remain Neutral for the duration of the game. And, unlike the 1650 and 2950 modules, the Neutrals can form a side of their own and win. (See section 3 Differences To 1650 rules for more details on this.) Each allegiance has a variety of races available to it, as follows: Good nations can be Men, Dwarves, or Elves Evil nations can be Non Humans (a combination of orcs, goblins and trolls) or Men Neutral nations can only be Men When choosing an allegiance and race for your nation, bear in mind the following points: Neutral nations cannot start with population centres in mountain sectors, though they can build there as usual during the game. Certain special abilities (covered later on in this section) can only be chosen by certain allegiances and/or races Each race has different advantages when creating characters (covered later on in this section)

Regional Placements
Region 1 2 3 4 Region Name Allegiance (FP, DS, Neutral, Neutral Team, Any, Kingdom)

Each player must either choose at least 3 regions from the following list, in order of preference, or choose any region, which means you do not have a preference. If you choose any region, you gain 8,000 gold for your nations treasury. You cannot choose regions that members of your team have chosen (your team being people you have discussed the game with and/or joined with). Regions Angmar Dunland Eastern Mordor Enedwaith Eriador Far Harad Forlindon Harlindon Harondor Iron Hills Khand Lorien Near Harad North Mirkwood Northern Mordor Northern Wastes Rhovanion Rhudaur Rhun Rohan South Mirkwood Southern Mordor Umbar

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In addition to these are the regions of Arnor and Gondor. These regions can only be chosen by the appropriate Kingdom (North Kingdom or South Kingdom).

Map shown courtesy of Brad Stephens (and Mike Mulka for original concept) We will assign nations to regions. There can be a maximum of one player of each allegiance in any region. Neutrals count as an allegiance. If you get your 1st choice of region, you lose 5,000 gold from your nations treasury. If you get your 2nd choice, you don't gain or lose any gold. If you get your 3rd choice, you gain 3,000 gold. If we are unable to assign you any of your three choices, we will contact you to agree a 4th choice. In this instance, you will gain 7,000 gold. Example 1 I send in a Free People set-up. I stipulate Rohan, South Harad and South Mordor as my 3 starting regions. Rohan already has a Free People nation, so I am given Rohan, my second choice. As its my second choice I dont gain or lose any gold from my treasury. I can then send in my set-up with population centres in that region. Example 2 I send in Any Region as my choice. This gains me 8,000 gold. I am assigned the Rhun region, and can then send in my set-up with population centres in that region.

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Special Nation Abilities, Artifacts, War Machines, Ships, and Hidden Population Centres
Item SNA (number) SNA (number) SNA (number) SNA (number) Artifacts (quantity) Transports (quantity) Warships (quantity) War Machines (quantity) Hidden Population Centre (#1-4) Individual Victory Condition (#1-7) Total Cost Information Description Cost

Each is selected at random and hidden at your capital. (3,000 each; if two or more selected, one is free!) Each will appear anchored at the capital, if possible. (250 each.) Each will appear anchored at the capital, if possible. (250 each.) Will appear in your army, if possible. (200 each.) 6,000 to hide one and only one population centre. Victory condition #1-7 (This selection is optional and without cost.) 20,000 + northerly location bonus of [ ] limit: 0

Your choice of special nation abilities is one of the most important to be made, as it will affect the way in which you play the nation. There are 34 abilities, and a nation can have up to four of these. Each has a points cost, and you have up to 20,000 points to allocate on not only special abilities, but also artifacts, war machines, warships, transport ships, and hidden population centres. Any points not allocated are converted to gold on a one-for-one basis, and added to your nations starting reserves. Special abilities are not cumulative or additive, but rather, where two abilities have the same effect, the better of the two is applied. For example, ability #33 means all warships have a strength of 4, and ability #34 gives warships a strength of 5, so if both are chosen, then, warships have a strength of 5, not 9. And where ability #1 allows scouting and recon orders to be issued as if the character has double their skill rank, and ability #2 allows those same orders to be issued as if the character has +20 to their skill rank, if both are chosen, only one will affect a character issuing the order. (If the character has less than 20 skill rank then ability #2 will take affect, and if they have more than 20, ability #1 will take affect.) Nations located in the north gain an additional bonus to spend on SNAs, artifacts, war machines, ships and hidden population centres. This bonus is as follows: Lorien, Harlindon and Dunland 500 gold bonus. Eraidor, North Mirkwood, South Mirkwood, Forlindon, Rhudaur and Rhun 1000 gold bonus. Rhovanian, Iron Hills, Nothern Wastes, Angmar 1500 gold bonus. Note regarding special ability 31 (+20 to kidnap and assassinate): If a nation on either the Free Peoples or Dark Servants allegiance chooses this ability, we will contact the other side to offer them the chance to pick it as well. Only one nation per allegiance can choose this ability, and so if more than one player picks it, it will be randomly determined which get the ability. The special abilities and their costs are as follows: Ability 1 Cost 9000 Description The following scouting and recon orders issued work as if the character has double the relevant skill rank: 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 930 Scout For Characters

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Ability 2

Cost 4000

Description 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

3 3000 The following scouting and recon orders issued work as if the character has a relevant skill rank of 50 (or better if they have the appropriate skill rank at higher than 50): 905 Scout Army 910 Scout Area 915 Scout Hex 920 Scout Population Centre 925 Recon Area 930 Scout For Characters This ability can be chosen by Dwarves only 4 5 6 7 2000 8000 1000 1000 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 1-2 morale if force-marching Armies without food gain 1-2 morale when stationary, only lose 1-2 morale if marching, and only lose 2-5 if force-marching. 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 order 734 Name Emissary. New mages can start with a mage skill rank of up to 40 when created using the order 737 Name Mage. New agents can start with an agent skill rank of up to 40 when created using the order 731 Name Agent. New commanders can start with a command skill rank of up to 40 when created using the order 728 Name Commander. All new troop recruits start with training 20. All new troop recruits start with training 25. This ability can be chosen by Elves only. All new heavy infantry recruits start with training 30. This ability can be chosen by Dwarves only. All new men-at-arms 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. This ability can be chosen by Elves only.

8 9 10 11 12 13 14 15 16 17 18

8000 7000 3000 8000 3000 1000 1000 1000 100 1000 2000

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Ability 19 20 21 22 23 24 25 26 27 28 29 30 31

Cost 3000 2000 8000 100 4000 8000 2000 3000 100 100 2000 4000 20000

Description 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. This ability can be chosen by Dark Servants only. Mages can learn the lost spell 244 Fearful Hearts. This ability can be chosen by Dark Servants only. Mages can learn the lost spell 248 Fanaticism. This ability can be chosen by Dark Servants only. Mages can learn the lost spell 246 Summon storms. This ability can be chosen by Dark Servants only. Mages can learn the lost spell 314 Teleport. Orders 615 Assassinate Character and 620 Kidnap Character issued work as if the character has + 20 to their agent skill rank. This ability can be chosen by Dark Servants or Free Peoples only. Only one nation per allegiance can choose this ability. 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

32 33 34

100 1000 2000

Other costs are as follows: Artifacts 3000

Selected at random amongst those usable by your allegiance, and secreted at the nations capital. If you purchase artifacts, one will be free. (So if you purchase two, they will cost a total of 3000.) These will appear anchored at your capital if possible, or at another population centre if the capital has no port or harbour. They will anchor at ports in preference to harbours. If they cannot be anchored at any of your nations population centres, they are lost. These will appear anchored at your capital if possible, or at another population centre if the capital has no port or harbour. They will anchor at ports in preference to harbours. If they cannot be anchored at any of your nations population centres, they are lost. These will appear in your army. If you start without an army, the war machines will be lost. One population centre may be hidden. You must specify which of your first four population centres (see details on population centres later in this section) is to be hidden.

Transport Ships Warships

250

250

War Machines Hidden Population Centre

200 6000

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Armies
Army Commanded by Character # Troop Type Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Archers Men-at-Arms Total Cost Cost for 100 Troops 3000 1500 2000 1000 1000 500 Quantity Cost (Must have Command Skill!)

12,000 limit:

You may start with one army, which is allocated to a character with command skill of your choice. You have 12,000 points available with which to buy troop types, and each troop type has a different points cost as detailed below. Troops can only be purchased in increments of 100. Any points not allocated are converted to gold on a one-for-one basis, and added to your nations starting reserves. If you do not wish to start with an army, simply leave this section blank and all 12,000 points will be converted to gold. Morale, training, and weapon and armour ranks of the army are either 30 or equal to the highest commanders command skill rank, whichever is greater. The army will also start with an amount of food which is inversely proportional to the number of troops: approximately 6000 food divided by the number 100 troop increments in the army. For example, if you have 400 heavy cavalry you will have 1500 food. Troop type costs Troop Type Cost for 100 troops Heavy Cavalry 3000 Light Cavalry 1500 Heavy Infantry 2000 Light Infantry 1000 Archers 1000 Men-at-Arms 500

Population Centres
# 1 2 3 4 5 ? ? Population Centre Capital Major Town Town Village Camp Optional Camp Optional Camp Total Cost Name (5-17 characters)

1st Hex

2nd Hex

3rd Hex

4th Hex

Upgrade to

Fortify with

Port/ Harbour

Gold Cost

(8,000 limit):

Name

Names for population centres must fit the game setting else a random choice for the name will be made.

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Number of, and Statistics

You will start with at least five population centres: two Major Towns (one of which is your capital), a Town, a Village and a Camp. One of these (of your choice) gets a free fort: you are still able to upgrade this population centre further, but if you upgrade from a fort to a castle or keep you gain no discount. By spending points you can create up to two more, improve (by one level) population centre sizes that you can, or add fortifications, ports or harbours. Port/Harbours must comply with minimum population centre levels (see Orders #530-535). You have 8,000 points to spend on these improvements/upgrades; unused points will be added to your nations starting gold reserves. In addition, if your set-up fulfils various criteria, you may gain bonuses see below for details. Cost 3000 4000 5000 7000 8000 1000 3000 8000 free 2000 Description New Camp Improve Camp to Village Improve Village to Town Improve Town to Major Town Improve Major Town to City Tower Fort Castle Harbour Port

Examples To improve your Major Town (capital) to a City would cost 8000. To improve your Village to a Town (5000) and put a Tower at both Towns (1000 each) would cost 7000; To add a Camp (3000) and put a Fort at your Town (3000) would cost 6000. In addition, if your set-up is placed in the following regions you gain a further population centre as follows: Rhovanion, Iron Hills, Northern Wastes, Angmar: Eriador, North Mirkwood, South Mirkwood, Forlindon, Rhudaur, Rhun: Lorien, Harlindon, Dunland: Enedwaith, Rohan: 1 Major Town 1 Town 1 Village 1 Camp

Finally, the following bonuses can be gained if your set-up fulfils certain criteria: If all your towns, major towns and cities are placed on a road you may upgrade any village on a road to a town, or a camp to a village, and gain an optional tower on that population centre. If all your towns, major towns and cities are placed on a on a non-mountain hex you may upgrade any village on a nonmountain hex to a town, or a camp to a village, and gain an optional tower on that population centre If you have one or more harbours then gain 1,000 points to spend on Population Centre improvements, and 1,000 points to spend on the purchase of Ships and Navy-related SNAs.* If you have one or more ports then gain 3,000 points to spend on Population Centre improvements, and 2,000 points to spend on the purchase of Ships and Navy-related SNAs.* * These bonuses are cumulative. With the exception of your capital (whose loyalty will be 75), loyalty will be equal to the highest Emissary rank (minimum 30) of the characters created.

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Location

Select your choices for the locations of your population centres within your region. You must choose three choices of location for each population centre. The fourth capital location choice must be one of the default capital hexes (marked in orange on the map). Secondary and Tertiary choices will be used in instances of capital population location conflicts and invalid capital selections. Each of your three capitals location choices must end up at least four (4) hexes from any other nations capital. The following restrictions must be met: All population centres belonging to a nation must be no more than three hexes away from the capital. All populations must be at least six hexes away from the North and South Kingdoms capitals (#1108 and #2924). All population centres must be in the same Region as your Regional choice. No population centres may be placed on any of the following hexes, either because they are the locations of North and South Kingdom starting population centres, or because they are not available for building on at game start: #0710 #1323. #2212, #3024, #0916, #1407, #2227, #3124, #1108 #1409, #2438, #3221, #1109 #1609, #2527, #3423, #1110 #1828 #2715, #1209 #2119, #2924, #1210 #2121, #2927, If none of your location choices are available, or they are invalid, or none are provided, then a random selection will be made close to your capital.

Characters
# Name (5-17 characters) Gender (m or f) Command Rank Agent Rank Emissary Rank Mage Rank List of spells by spell number if mage rank is 10+ Stealth Rank Gold Cost 1K 2P 3 4 5 6 7 8 Total Cost

(6,000 limit):

You start the game with eight characters, two of whom are considered nobility the King (K) and Prince (P) characters. Each of these must be given a name and gender, and skill ranks which are purchased with points. You have 6,000 points to spend, with any points not allocated are converted to gold on a one-for-one basis and added to your nations starting reserves. Each character must have a minimum of 30 total skill ranks. Stealth does not count as a skill rank, and can be a maximum of 10. At least one character must have command rank. Assignment of command rank and emissary rank could affect other aspects of your nation (armies and population centres). For every 10 points of mage skill rank purchased for a character, you may also select 1 spell. All spell prerequisites must be adhered to, and no lost list spells can be chosen unless you have also purchased the appropriate special nation ability. If you do not choose spells, or a spell is invalid, random choices will be made. All characters will start at your capital. The first character listed will be considered your primary character One character at random will start with a random Character Special Ability. Names must have unique character IDs (their first 5 digits), and be between 5 and 17 characters long.

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There are 3 steps in assigning skill ranks to characters: purchasing skill ranks, royalty bonuses, and racial modifiers.

Step 1: Purchasing skill ranks


Rank 10 20 30 40 50 60 Cost according to skill type Command Agent 200 400 300 500 400 600 600 800 1100 1400 1700 Not available Emissary 300 400 500 700 1300 1900 Mage 100 200 300 500 1000 1600 Stealth 600 Not available Not available Not available Not available Not available

Dwarves can purchase their 1st Command 60 rank for 1000 points. Elves can purchase their 1st Mage 60 rank for 1100 points. Non-humans can purchase their 1st Agent 50 rank for 800 points. Men can purchase their 1st Emissary 60 rank for 1300 points.

Step 2: Royalty

Character number 1 is your nations King or Queen, and character 2 your Prince or Princess. You get an additional 1300 points to spend on your King character, and 800 points to spend on your Prince character. This must be spent on a single or multiple skills (including stealth) that they havent already purchased.

Step 3: Racial Modifiers


G ood Dwarf Human Elven

Finally, you can select a single character to receive an additional bonus as follows, depending on your nations race and allegiance: One character without command rank gains 10 command skill, or one character without agent rank gains 20 agent skill. One character without command rank gains 10 Command skill. One character without mage rank gains 30 mage skill and 3 spells.

Evil Human One character without emissary rank gains 30 emissary skill, or any character gains 10 command skill Non-Human One character without agent rank gains 20 Agent skill. Neutral Human Example Step 1: Purchasing skill ranks # Name Gender Command (M or F) Rank 1K Aragorn 40 2P Arwen F 30 3 Elrond 4 Celeborn 5 Galadriel F 6 Legolas 7 Amroth 8 Cirdan 40 Total Cost One character without emissary rank gains 30 Emissary skill, or any character gains10 Command skill.

Agent Rank

Emissary Rank

Mage Rank

Stealth Rank

Total Gold Cost 600 400 700 1000 1600 800 300 600 6000

40 60 60 40 30 (6,000 limit):

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Step 2: Royalty # Name 1K Aragorn 2P Arwen 3 Elrond 4 Celeborn 5 Galadriel 6 Legolas 7 Amroth 8 Cirdan Total Cost

Gender (M or F) F F

Command Rank 40 30

Agent Rank 40 (P)

Emissary Rank 50 (K) 40

Mage Rank

Stealth Rank

Total Gold Cost 600 (+K1300) 400 (+P800) 700 1000 1600 800 300 600 6000

60 60 40 30 40 (6,000 limit):

Step 3: Racial Modifiers # Name Gender (M or F) 1K Aragorn 2P Arwen F 3 Elrond 4 Celeborn 5 Galadriel F 6 Legolas 7 Amroth 8 Cirdan Total Cost

Command Rank 40 30

Agent Rank 40 (P)

Emissary Rank 50 (K) 40

Mage Rank

Stealth Rank

Total Gold Cost 600 (+K1300) 400 (+P800) 700 1000 1600 800 300 600 (r for free) 6000

60 60 40 40 30 30 (r) (6,000 limit):

Fixed Starting Details

Your nations starting tax rate will be set to 40% Your nation will start with 25,000 gold, plus any extra gained from converted points not allocated to special abilities, armies, characters and population centres. Any artifacts hidden at your capital are considered to have been hidden by your nations leader, which is to say character number #1 on the nation design sheet. This is important, as it means that this character will be able to pick them up more easily than the other characters.

Special rules for Starting Neutral Teams

If some of the neutral nations wish to play as a team from the start, these players should make this known when submitting set-ups. Only one nation of such a team can be a Kingdom. In addition to such a team, two neutral players can then join as normal neutral nations (able to change allegiance), in addition to the Kingdoms (one or both, depending on whether one is in the neutral team).

If this occurs, the division of nations between allegiances and non-team neutral nations will be altered to ensure a balanced game.

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Special Rules for North and South Kingdom


Name

The following rules apply to the North and South Kingdom when designing their nations:

The North and South Kingdom have no choice in the name of their nation!

Allegiance and Race

The North and South Kingdom must be neutral, and human.

Regions

If you hope to play a Kingdom you must still select two other region choices, and will gain or lose gold appropriately depending on what choice you receive.

Special Nation Abilities, Artifacts, War Machines, Ships, and Hidden Population Centres
Both the North and South Kingdom must choose special ability #19. Both the North and South Kingdom start with 5 artifacts. Additional artifacts may be purchased, but each will cost 4,000 points (which is to say that the Kingdoms do not get a free artifact if purchasing 2 or more). The North Kingdom starts with 3 palantirs, one assigned to their leader, one at #1609 and one at #2119, the Silver Rod of Anduni at #1108, and a random evil artifact. The South Kingdom starts with the Ring of Barahir and Anduril at #2924, one Palantir assigned to their leader, and two random evil artifacts. Each Kingdom may choose to hide any one, but only one, of their first 7 population centres, at the normal cost of 6000 points.

Armies

Both the North and South Kingdom have 40,000 points to spend on armies, and must spend at least 25,000 points Troop costs for both the North and South Kingdom are doubled, as follows: Troop Type Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Archers Men-at-Arms Cost for 100 troops 6000 3000 4000 2000 2000 1000

Both the North and South Kingdoms army will have more food: approximately 20,000 food divided by the number of 100 troop increments in the army. For example, if you have 400 heavy cavalry you will have 1500 food. Both the North and South Kingdoms army will have more food: approximately 20,000 food divided by the number of troops in the army.

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Population Centres

Both the North and South Kingdom have 15,000 points to spend on population centres Before any improvement, the North Kingdoms population centres are as follows: A major-town with keep (the capital), three towns, three villages, and three camps. Therefore, before any improvements, there is a keep at the capital at 1108, and towers at 1407, 1409, 1609, 2212, 2119, and 2112. The capital must be located at #1108 Six of the other population centres must be allocated to the following sectors: #1407, #1409, #1609, #2119, #2121, #2212 The final population centres can be allocated to any other sectors following the usual restrictions, except for #1109, #1209, #1110, and #1210, which are not available to be built on at game start. North Kingdom gets an additional upgrade of any Town to a Major Town/Fort. 1609, 2119, 2121 and 2212 are Strategic Population Centres (relevant to achieving victory in the game).

Before any improvement, the South Kingdoms population centres are as follows: A major-town with keep (the capital), three towns with towers, three villages with towers, and three camps with towers. The capital must be located at #2924. The other population centres must be allocated to the following sectors: #2227, #2438, #2527, #2715, #2927, #3024, #3124, #3221, #3423. 2715, 3124 and 3423 are Strategic Population Centres (relevant to achieving victory in the game).

Ports/Harbours

If you have one or more Harbours then gain 1,000 gold to spend on PC improvements to your set-up and gain 1,000 on start-up for the purchase of Navy related SNAs and Ships.

gold to spend

If you have one or more Ports you get 3,000 gold to spend on PC improvements and gain 2,000 gold to spend on start-up for the purchase of Navy related SNAs and Ships.

The same rules for creating characters in other nations apply to the North and South Kingdom, except for the fact that the Kingdoms start Neutral and, as such, must be human. Otherwise, the rules are the same.

Characters

Orders Other R 5, 6

Further Reading

Variants

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The primary difference between the Fourth Age module and the 1650 module is the introduction of nation creation, as has already been covered. But in addition to this, there are several other rule changes, detailed below.

2 Differences to 1650 Rules

Winning

There are several changes to victory conditions, and the ways in which you can win. Firstly, with the One Ring destroyed, it is not possible to gain victory through taking the Ring to Mount Doom. Instead, a Strategic Victory has been introduced, whereby if any nation other than the North or South Kingdom controls both of the Kingdoms starting capitals at #1108 and #2924 and five of the seven strategic population centres at #1609, #2119, #2121, #2212, #2715, #3124 and #3423 that nations allegiance is victorious. If any of these population centre have been destroyed, it is necessary to build another population centre in the sector and to own that. Note that this does not ensure that the nation owning the population centres is victorious, only their allegiance. Individual victories are determined in the usual manner. Neutral nations are considered an allegiance in their own right, and can win. However, if a neutral nation has not changed allegiance before or on turn 12, they must remain neutral for the rest of the game. In addition to the victory points gained in the standard fashion, for each North or South Kingdom starting capital in a nations control at the end of the game, that nation gains 100 victory points. At the end of the game, the North and South Kingdoms either have a victory points total as determined in the usual manner, or 40 x (turn number 12) victory points, whichever is greater. The game ends on turn 52, even if no allegiance has achieved a victory, at which point victory points are allocated, and individual placings in each allegiance determined. If this happens, no allegiance is considered to have won overall.

New Orders

In addition to the normal Third Age, Circa 1650 module and Third Age, Circa 2950 module orders, the following orders can ales be issued: 496 Build Road (North or South Kingdom only) 942 Move Turn Map 960 Increase Caravan Prices (North or South Kingdom only) 965 Reduce Caravan Prices (North or South Kingdom only) These are detailed together with the rest of the orders in the K Orders chapter.

Relations between Nations

Neutral nations can have Hated relations to Free People and Dark Servant nations, and Free People and Dark Servant nations can have Hated relations towards Neutral nations. (This is due to the Neutrals being a seprate allegiance in the Fourth Age module.) All nations can have Tolerant, Neutral or Disliked relations to each other with no restrictions. This means that Free People and Dark Servant nations can have Tolerant relations to each other. It also means that nations of the same allegiance can have Disliked relations with each other, and so attack each other. You can only have Friendly relations with nations of your own allegiance, and only have Hated relations with nations of other allegiances.

North and South Kingdoms

The North and South Kingdoms also gain the following benefits: They are not restricted by the usual limits on the number of characters available. Instead, both may have up to 21 characters on any turn. They receive area maps at game start giving the rough locations of all other nations capitals They receive area maps each turn centred on each strategic population centre owned They receive a list of the top three nations (according to victory points) for each allegiance each turn They may issue orders 465, 960, and 965 (see above) Finally, if either Kingdom is eliminated from the game, the market suffers as permanent loss of purchasing power.

Middle-earth PBM

Q Battle of the Five Armies Module

Q Battle of the Five Armies Module


The Battle of the Five Armies centres on the build up of military forces in the area of Mirkwood and the Misty Mountains, prior to the Battle of the Five Armies in The Third Age 2941, and the battle itself. The Free Peoples, on hearing that the dragon Smaug is dead and that the treasure of the Lonely mountain now stands unguarded, are intent on claiming that part of the treasure they consider rightfully theirs, and united in their hatred of the Goblins and Warg Riders. The Dark Servants, well aware of the events that have been unfolding, see no reason that they themselves should not profit from the situation, or at least cause misery amongst the Free peoples. The module was designed primarily to provide an introduction to ME-PBM, although it should also provide an interesting challenge to experienced players. As such, there are few nations, and many of the orders and options available in the full game have been removed (see section 3 Differences to 1650 Rules, for more details of these changes).

The Five nations of Middle-earth


The Dark Servants 10 The Goblins 11 The Warg Riders The 12 13 14 Free Peoples The Elves The Dwarves The Northmen

Unlike the character details for 1650 and 2950 modules, artifacts listed as being owned by characters will always belong to them. As such, bonuses to skill ranks from these artifacts have been included (in brackets) in the characters skill ranks, and taken into account when determining their challenge rank. No armies start with warships or transport ships.

Middle-earth PBM

Q Battle of the Five Armies Module

Led by the Great Goblin Bolg, the Goblin nation is one of the most hated and feared in Middle-earth. Goblin troops are numerous, and have a fanatical hatred of all other races. This, and the fact that they have skilled leaders backed up by competent agents and mages, makes the Goblins formidable foes.

# Nations 10 The Goblins

Special Abilities

Armies lose no morale for force marching. All new troop recruits start at training 20. New armies start with morale 40. New armies can be hired at no cost.

Starting Characters
Name Anglach Angulion Bolg Bulrakur Duran Gashbuz Ogrod Rogrog Command 40 10 70 60 60 30 (55) 40 60 Agent 50 Emissary Mage 40 30 (50) 20 Stealth Challenge 50 61 105 60 80 55 40 75 Artifacts 94 24 121 93 81

Starting Population Centres


Name Karagas Lag Agul Lag Deras Lag Kajfa Lag Mithrin Lag Scorba Rhandir Thiach Valaina Veasse Yalumea Location 3405 3104 3207 3203 2802 2902 3003 2904 3103 3303 3002 Size Camp Major Town Camp Village Town Town Village Major Town Major Town Village Major Town Fortifications Harbour/Port Special

Tower Tower Fort Capital

Starting Armies and Navies


Location 3002 2904 3104 Commander Duran Gashbuz Ogrod Heavy Cavalry Light Cavalry Heavy Infantry 2000 2000 2000 Light Infantry Archers Men-atArms Morale 60 50 50

Middle-earth PBM

Q Battle of the Five Armies Module

Wargs are great wolves ridden by goblins into battle. Warg Rider armies combine speed and shock tactics to great effect. The Warg Riders are led by the Necromancer, one of the most powerful individuals in Middle-earth. Surrounded by competent commanders and agents, the Necromancer can also call upon the services of many lesser mages, and seems never to run short of mounts for his troops no matter how many are lost in battle.

11 The Warg Riders

Special Abilities

Armies lose no morale for force marching. Armies without food gain 1-2 morale while stationary, and lose 1-2 morale while travelling; troops lose 1-2 morale while force marching, and lose 2-5 morale while force marching without food. Hire new armies can be hired at no cost.

Starting Characters
Name Ashburgnul Blogath Gaurithoth Gollum Rashuk Krusnak Rashkuk The Necromancer Command Agent 30 20 40 40 30 40 40 (60) 60 30 Emissary Mage 60 50 50 Stealth Challenge 65 50 50 15 40 70 40 70 Artifacts

40

30 11 54

Starting Population Centres


Name Angrest Lag Kanil Lag Praaj Lag Siif Lag Krazul Maranwe Mirkwood Fortress Sarn Goriwin Snagarl Location 3011 2604 3004 2808 2708 2703 2606 2809 2811 Size Camp Village Village Camp Camp Town City Town Camp Fortifications Tower Harbour/Port Special

Tower Castle Tower

Capital

Starting Armies and Navies


Location 2809 3004 2606 Commander Krusnak Rashkuk The Necromancer Heavy Cavalry 900 900 800 Light Cavalry Heavy Infantry Light Infantry Archers Men-atArms Morale 30 30 70

Middle-earth PBM

Q Battle of the Five Armies Module

The nation of the Wood-elves, led by their king Thranduil, is scattered in mostly small settlements throughout Mirkwood. The Elven armies are not numerous, but due to constant skirmishing against encroaching enemies, they are well trained and well led. The Elven armies are supported by competent agents and powerful mages, who moreover have a Hidden base from which to operate.

12 The Elves

Special Abilities

Armies lose no morale for force marching. All new troop recruits start at training 25. New armies may be hired at no cost.

Starting Characters
Name Argaldor Camthalion Dorlas Gwaithir Legolas Lindal Ohtar Thranduil Command 30 30 20 50 10 50 60 Agent Emissary Mage Stealth 20 20 20 30 20 20 (30) 20 20 Challenge 30 30 70 60 72 32 60 80 Artifacts

30 (65) 60 40 40

73 137 150 140

Starting Population Centres


Name Crug Abarr Elentiniel Erelinden Faltision Hen Gwirion Kelume Mithrond Quilari Tol Pantir Tuilindo Location 2912 2706 2907 2707 3010 2806 2908 2608 2909 2906 Size Major Town Camp Camp Camp Town Town Major Town Village Camp Town Fortifications Fort Harbour/Port Special

Tower Tower Tower Tower Tower

Capital, Hidden

Starting Armies and Navies


Location 2908 2912 Commander Ohtar Thranduil Heavy Cavalry 800 Light Cavalry Heavy Infantry 1200 Light Infantry Archers Men-atArms Morale 60 60

Middle-earth PBM

Q Battle of the Five Armies Module

The Dwarven nation is centred on the Iron Hills, but recently a daring expedition led by Thorin Oakenshield re-occupied their longabandoned halls under the Lonely Mountain. The Dwarves are blessed with some of the most formidable warriors to be found in all of Middle-earth. Most Dwarves are trained in the art of combat, burning with fierce hatred towards goblins and Wargs, and so are capable of sending a powerful, motivated and well-led force against their foes. In matters other than military, however, the Dwarves are less skilled.

13 The Dwarves

Special Abilities

All characters may issue the following orders as if they have a skill rank of 50 (or better if they have the appropriate skill rank at higher than 50): 920 Scout Population Centre 925 Recon Area 930 Scout For Characters Armies lose no morale for force marching. All new Heavy Infantry recruits start with training rank 30. New armies can be hired at no cost.

Starting Characters
Name Bilbo Baggins Bombur Dain II Fili Gloin Kili Oin Thorin Command 30 (40) 60 20 20 40 20 60 Agent 20 30 20 mage 10 20 Emissary Mage Stealth 40 (80) Challenge 25 40 70 27 23 42 23 75 Artifacts 45, 116 17 43

Starting Population Centres


Name Amon Ferin Caras Galan Dains Respite Goronwe Iron Hold Naugrim The Lonely Mountain Thraktal Location 3806 3607 3907 3807 3707 3506 3107 3606 Size Village Town Major Town Town Major Town Town Camp Camp Fortifications Fort Fort Tower Tower Keep Tower Castle Tower Harbour/Port Special

Capital

Starting Armies and Navies


Location 3707 Commander Dain II Heavy Cavalry Light Cavalry Heavy Infantry 3000 Light Infantry Archers Men-atArms Morale 50

Middle-earth PBM

Q Battle of the Five Armies Module

The Northmen are comprised of both Lake-men and Dale-men, whose cultures are similar, with skilled merchants and builders. The Northmen aspire to control all trade within their area and to amass wealth. Their numbers are not great, but they posses adequate and well-provisioned armies led by the formidable warriors Bard I and Beorn. They also possess deft agents, who are both swift and cunning.

14 The Northmen

Special Abilities

All characters may issue the following orders as if they have plus 20 to their relevant skill rank: 920 Scout Population Centre 925 Recon Area 930 Scout For Characters Armies lose no morale for force marching. The nation can buy from the market at 20% less than given buy price. The nation can sell to market at 20% greater than given sell price. Fortifications can be built at 1/2 timber cost. New armies can be hired at no cost.

Starting Characters
Name Bard I Beorn Girion II Koldana Kynoden Marcatio Montieff Swithwulf Command 60 40 30 20 Agent 30 30 30 30 30 20 Emissary Mage 40 10 30 (45) 10 20 Stealth 20 0 (15) Challenge 75 115 35 29 22 45 22 23 Artifacts 132, 169 186 166 147

Starting Population Centres


Name Akhulsa Amon Gastal Asalkai Beorns Homestead Bethadal Buhr Edhel Buhr Gasug Buhr Martis Ered Minrath Esgaroth Haldarion Mijesec Nimloth Nuath Tol Ithluin Location 3209 2810 2910 2610 3411 3105 3007 3311 3206 3109 3310 3110 3409 3211 3009 Size Camp Camp Camp Camp Camp Town Village Village Camp Major Town Camp Village Camp Major Town Village Fortifications Harbour/Port Special

Hidden

Fort

Capital

Fort Tower

Starting Armies and Navies


Location 3109 3211 Commander Girion II Swithwulf Heavy Cavalry 600 Light Cavalry Heavy Infantry 1200 Light Infantry Archers Men-atArms Morale 30 40

Middle-earth PBM

Q Battle of the Five Armies Module

2 - Artifacts
There are far fewer artifacts available in the Battle of the Five Armies, all of which are held by characters at game start. Artifact Number 8 11 17 24 30 43 45 54 73 81 93 94 116 121 132 137 140 147 150 166 169 186 Artifact Name The Arkenstone Primary Benefit Alignment Owner at Game Start Thorin, The Dwarves Rashkuk, The Warg Riders Bombur, The Dwarves Bolg, The Goblins Krusnak, The Warg Riders Dain II, The Dwarves Bilbo Baggins, The Dwarves The Necromancer, The Warg Riders Dorlas, The Elves Rogrog, The Goblins Gashbuz, The Goblins Angulion, The Goblins Bilbo Baggins, The Dwarves Duran, The Goblins Bard I, The Northmen Lindal, The Elves Thranduil, The Elves Marcatio, The Northmen Ohtar, The Elves Koldana, The Northmen Bard I, The Northmen Beorn, The Northmen

Cubragol Bracers of Chennacatt Sickle of the Heavens + 1000 in combat Staff of Bronze + 20 to mage skill Ironfoots Hammer + 500 in combat The One Ring + 40 to stealth Cloak of the Heavens + 20 to agent skill Orb of Seeing + 35 to mage skill Bloodrunner + 750 in combat Belt of Durin + 25 to command skill Orb of Dark Seeing + 20 to mage skill Sting + 500 in combat Fires Edge + 750 in combat Raukambar + 750 in combat Helm of Shadow + 10 to stealth Herugrim + 1000 in combat Headband of Slaeg + 15 to mage skill Gordur + 500 in combat Elenya + 15 to stealth Gersebroc + 750 in combat Bear Claws + 2250 in combat

Scrying artifact (allows character to issue order None 935 Use Scrying Artifact) + 500 in combat None + 10 to command skill None None None Good None None None None None Evil Good Evil Good None Good None Good None Good Good

Orders L 360 L 685 Other I1

Further Reading
Orders; Transfer Artifact Orders; Steal Artifact Miscellaneous; Artifacts

Middle-earth PBM

Q Battle of the Five Armies Module

3 Differences To 1650 Rules


O rd e rs
The following orders are the only ones that may be issued: Command Orders 230 Attack Enemy 250 Destroy Population Centre 255 Capture Population Centre 400 Recruit Heavy Cavalry 408 Recruit Heavy Infantry 435 Put Army on Manoeuvres 494 Fortify Population Centre 498 Threaten Population Centre 728 Name New Commander Character 770 Hire Army 780 Transfer Command Agent Orders 605 Guard Location 610 Guard Character 615 Assassinate Character 670 Sabotage Fortifications 680 Sabotage Production Stores 685 Steal Artifact 690 Steal Gold 731 Name New Character as Agent 930 Scout Characters Emissary Orders None! There are no emissaries in this module Movement Orders 810 Move character 840 Stand and Defend 860 Force March Army 870 Move Character and Join Army Spells 120 225 330 940

Cast Heal Spell Cast Combat Spell Cast Conjuring Spell Cast Lore Spell

Miscellaneous Orders 210 Issue Personal Challenge 215 Refuse Personal Challenges 315 Purchase from Caravans 320 Sell to Caravans 325 Nation Sell to Caravans 340 Transfer food from Population Centre to Army 360 Transfer Artifacts to Characters 440 Make War Machines 775 Disband Army 785 Join Army 920 Scout Population Centre 925 Recon Area 935 Use Scrying Artifact 947 Nation Transport

Winning

The game lasts for 10 turns, after which the various victories are determined. Instead of the usual victory conditions, the following victories can be earned:

Minor Victory If your nation survives for the entire game, you earn a minor victory Major Victory If a nation of the opposing allegiance is destroyed, each nation of your allegiance earns a major victory Total Victory If all the nations of the opposing allegiance are destroyed, your allegiance wins a total victory

Middle-earth PBM

Q Battle of the Five Armies Module

Other

As can be seen from the nation descriptions above, there are only 5 nations in this module. It is not possible to give tactics in combat. It is not possible to move armies evasively. There is a restricted game map, which consists of the area between and including: #2501 (north-western limit) #4001 (north-eastern limit #2515 (south-western limit) #4015 (south-eastern limit) with the western border following and including the #25xx column, and the eastern border following and including the #40xx border. Neither armies or characters can move beyond this map.

Each nation may only ever have eight characters, excluding hostages. If at any time a nation possess more than eight characters, a randomly chosen character from these is killed. So if you have a character held hostage you can name another to replace them, but if the hostage escapes, a random character will be killed.

Middle-earth PBM

R The Untold War of the Ring

Many are the tales told of the heroes of the War of the Ring, of the time when Saurons evil was finally overturned, and his dark shadow banished from the lands of Middle-earth. Of Frodo, the Ring-bearer, and Sam his constant companion. Of the deeds of Aragorn, rightful heir to the throne of Gondor, and those who stood with him. Of Gandalf, servant of the Secret Fire, wielder of the flame of Arnor, and the bringer of hope. And right it is that these tales are told, for such things should never be forgot. Yet theirs is not the whole tale. For even as they struggled and fought, so too did all who would be free, all who would rather die than submit to evil and darkness. And had they not have done so, who is to say but that all of Aragorns trials, all of Frodos travails, would not have been in vain, and all undone in the end? Wherever the Company of Nine journeyed, darkness followed after, and oft was it left to those who remained behind to face it. In Lorien, three times did Galadriel and her people of the Golden Wood repulse the forces of Dol Guldor, that dreadful fortress in Mirkwood, ancient home and bastion of Sauron, which was the source of the forests poison. In Rohan, too, even when Sarumans forces had been routed at Helms Deep, so there still came others after them, both man and orc, to threaten the homes and homesteads of the Riders. And surely the goblins of Moria, stirred like ants in a nest by the passing of the Company, did not then easily return to the deep, but, awoken to the darkness spreading across the land, went forth as they had so many times before, to fall upon the defences of Rivendell, and scour also the Vale of Anduin, east of the Misty Mountains. Yet that was not all. For east of Mirkwood, where the Hobbit Bilbo had once journeyed in quest to the Lonely Mountain, the men of Dale and the Dwarves of Erebor, their ancient quarrels forgot, stood side by side against the forces of Sauron, against orcs and goblins and men of the east and things worse still. For great was the might of Sauron, and many his armies to command, and those that issued forth from Mordor to fall on Gondor were but a part of their number. This, then, is the Untold War of the Ring. And no lesser were the victories won therein, and no greater the sacrifices made, than those by Aragorn or by Boromir, by Frodo or by Theoden. So remember them, and remember them well, that the darkness they faced and overcame in their time does not come to be replaced by the dim dark of forgetting today. The Untold War of the Ring follows the battle for Mirkwood with the Silvan and Sindar taking on the might of the Dragon Lord, the battle for the Misties, and Bain and the Northmen's valiant efforts in the North. In addition we've replicated the battle for the Gap of Rohan between the White Wizard and Rohan. A mini-game lasting for 13 turns, played on a restricted map with improved starting characters, makes for an intense battle. Also featuring a new, team-based victory points system which allows comparison between teams in different games. Because it is very different to the other modules, information about it is not included here, but is instead available in its own module. For more information, then, Click Here to visit our website, and download the Untold War of the Ring module.

R The Untold War of the Ring

The Ten nations of Middle-earth


The 1 3 5 8 10 Free Peoples Northmen Rohan Sylvan Dwarves Noldo The 11 12 13 18 24 Dark Servants Witch King Dragon Lord Dog Lord Fire King White Wizard

Middle-earth PBM

S Kin Strife

Kin Strife is a new module, set during the Kin Strife, Third Age Circa 1450. Featuring new nations, characters and abilities, and customisable nation set-ups. Because it is very different to the other modules, information about it is not included here, but is instead available in its own module. For more information, then, Click Here to visit our website, and download the Kin Strife module.

S Kin Strife

The Fourteen nations of Middle-earth


The 1 2 3 4 5 6 Free Peoples Line of Eldacar Rebels of Ered Lithui Rhovanion Horselords Kingdom of Arnor Quendi The 11 12 13 14 15 16 Dark Servants Line of Castamir Line of Morlean Line of Elendin Southron Kingdoms Hithlum Witch-realm of Angmar The Neutrals 21 Line of Tirkhor 22 Khazad

Middle-earth PBM

T Variants

T Variants
As well as standard games of the modules, we also run a number of variants on them. There is really no limit to the type and number of variant games which can be set up, and so if there is any kind of game you would like to play, get in contact and, if it is practical, we will consider running it. The following, however, are the most common variants currently being run. For more details of these, and to see the latest variants, please Click Here to take a look at our website.

This variant of both 1650 and 2950 modules sees one of the neutral positions removed from play and the remaining four neutral positions divided amongst the Free People and the Dark Servants at game start. For 1650 games, typically the Easterlings are removed, Rhudaur and Harad allied to the Dark Servants, and the Dunlendings and Corsairs allied to the Free Peoples. For 2950 games, typically the Rhun Easterlings are removed, Corsairs and Khand Easterlings are allied to the Dark Servants, and the White Wizard and Dunlendings allied to the Free Peoples. This variant is typically chosen by groups of players who wish to join up as large teams. A derivation of this is the 10 vs. 10 variant, where all the neutral nations are removed at game start.

1 12 vs . 12

Orders Other B4

Further Reading

Basics; Nations, Their Relationships, Allegiances And Enemies

In this variant no diplomacy is allowed, nor any form of contact between members of the same allegiance. Players run two nations each, with a total of 6 players on a side. Neutrals are pre-aligned. The exact distribution of nations into pairs (or Duos) varies from game to game, and some nations are modified.

2 Gu nb o a t

Orders Other I5

Further Reading

Miscellaneous; Communication

Middle-earth PBM

T Variants

The standard battle of Good vs. Evil is done away with in this variant. Instead, its everyone for himself, for the most part. The removal of the old division of good vs. evil means that unusual alliances can be formed.

3 A l l N eu t r a l G a m e

Orders Other B4

Further Reading

Basics; Nations, Their Relationships, Allegiances And Enemies

This uses the Battle of the Five Armies nations, but with the full 1650 rules. Some games are set to end on turn 10, others are openended.

4 Battle of the Five Armies Advanced

Orders Other Q

Further Reading

Battle Of The Five Armies Module

This is a variant of the 2950 module, where starting nations are boosted so that they are of similar strength to 1650 starting nations, with larger armies, and upgraded population centres.

5 War of the Ring

Orders Other O

Further Reading

2950 Module

Middle-earth PBM

U J. R. R. Tolkien

U J. R. R. Tolkien
The world of Middle-earth is the legacy of John Ronald Reuel Tolkien. Born in 1892, he became Reader in English Language at Leeds, then Professor of Anglo-Saxon at Oxford. By the time he died in 1973, his works were being hailed as among the greatest in the fantasy tradition, or indeed any genre. More than just a series of books, his works represent a coherent history and mythology, and in fact are set in an imaginary past of this, our own world. Why? Because, in Tolkiens own words: I was from early days grieved by the poverty of my own beloved country: it had no stories of its own, not the quality that I sought, and found in legends of other lands...I had a mind to make a body of more or less connected legend, ranging from the large and cosmogonic, to the level of romantic fairy-story...which could dedicate simply: to England; to my own country. So it might be argued that whilst his most famous books The Hobbit and The Lord of the Rings are great works in their own right, they are also part of a larger whole. And that Tolkiens true accomplishment cannot be measured in words or books, but in the world he created, left as his legacy for generations of readers to explore and enjoy.

1 The World of Middle-earth

Further Reading

There are hundreds of works by and about Tolkien, and thousands of websites. The following, then, are but a sample of these. Books Tolkien, J. R. R.; The Fellowship of the Ring Tolkien, J. R. R.; The Two Towers Tolkien, J. R. R.; The Return of the King Tolkien, J. R. R.; The Hobbit Tolkien, J. R. R.; The Silmarillion Tolkien, J. R. R.; Unfinished Tales Fonstad, Karen Wynn; The Atlas of Middle-earth Foster, Robert; The Complete Guide to Middle-earth Tyler, J. E. A.; The New Tolkien Companion Day, David; Tolkien: The Illustrated Encyclopaedia Day, David; A Guide to Tolkien Websites The Tolkien Society: http://www.tolkiensociety.org The Encyclopaedia of Arda: http://www.glyphweb.com/arda Resources for Tolkienian Linguists: www.elvish.org/resources.html An Illustrated Biograpy of Tolkien: http://home.freeuk.com/webbuk2/tolkien-biography.htm

Middle-earth PBM

V Player-collated Information

V Player-collated Information
The following information has been gathered by players. We include it here because it may be of use to you when playing, but we cannot guarantee its accuracy.

Points to bear in mind: The exact value of an artifacts primary benefit can vary from +5 to -5 points. If the artifacts primary bonus is to command, agent, emissary or mage skills, then the character must already have more than 0 in the skill to benefit. Bonuses to stealth take affect even if the character has 0 stealth. If the artifacts primary bonus is to combat, it is divided by 100 in navy combat. The likely owner at game start is either a nation, or the name of an NPC character. It is possible that other artifacts without secondary powers have as-yet undiscovered powers. Artifact Number 1 2 3 4 5 6 7 Alignment Likely Owner at Secondary Power Game Start Ring of Wind + 40 to agent skill None Ring of Stargazing + 30 to mage skill None Dog Lord Ring of Iron Magic + 30 to mage skill Evil Dark Lieutenants Ring of Impersonation + 25 to agent skill None South Gondor Ring of Barahir + 35 to command skill Good Arthedain Bonus against dragons and fell beasts Ring of Axardil + 10 to command skill None North Gondor Allows any character to cast the spell 314 Teleport Nazguaga + 30 to mage skill Evil Allows a character with mage skill to attempt to learn spells from the lost list Dark Summons Lorglin +15 to mage skill None Noldo Elves Elenya + 15 to stealth None Dwarven Ring of Power + 40 to command skill None Dwarves Vilya + 50 to mage skill None Noldo Elves Nenya + 50 to mage skill None Galadriel Narya + 50 to mage skill None Gandalf The One Ring unknown None Tinculin + 40 to mage skill None Allows a character with mage skill to attempt to learn spells from the lost list Spirit Mastery Mothras + 500 in combat None Horn of Fear + 500 in combat None Dwarves Allows any character to cast the spell 508 Conjure Mounts Tablets of Dark Knowledge + 15 to mage skill Evil Allows a character with mage skill to attempt to learn spells from a random lost list (set at game start) Staff of Storms If character is with a navy, it None Allows a character with mage will not be lost at sea or skill to attempt to learn spells affected by storms from the lost list Dark Summons Artifact Name Primary Benefit

1 1650 Artifact List

8 9 10 11 12 13 14 15

16 17 18

19

Middle-earth PBM

V Player-collated Information

Artifact Artifact Name Number 20 Staff of the Serpent 21 Staff of Earth Mastery

Primary Benefit + 10 to mage skill + 20 to mage skill

Alignment Likely Owner at Game Start None Ice King None

Secondary Power

Allows a character with mage skill to attempt to learn spells from the lost list Conjuring Ways

22 23 24 25 26 27 28 29 30 31 32 33 34 35 36

Rauzgnagli Nedelhach Ghostbane Staff of Bronze Mallorn Staff Palantir of Osgiliath Palantir of Minas Ithil Palantir of Minas Arbir Palantir of Orthanc Palantir of Annuminas Palantir of Elostirion Palantir of Amon Sul Orb of Dark Seeing Orb of Seeing Suimbalmynas

+1750 in combat Evil + 750 in combat None + 750 in combat None + 20 to mage skill None + 25 to mage skill None Scrying artifact (allows None character to issue order 935 Use Scrying Artifact) Scrying artifact (allows None character to issue order 935 Use Scrying Artifact) Scrying artifact (allows None character to issue order 935 Use Scrying Artifact) Scrying artifact (allows None character to issue order 935 Use Scrying Artifact) Scrying artifact (allows None character to issue order 935 Use Scrying Artifact) Scrying artifact (allows None character to issue order 935 Use Scrying Artifact) Scrying artifact (allows None character to issue order 935 Use Scrying Artifact) + 20 to mage skill Evil + 30 to mage skill None + 20 to mage skill None

Dunlendings Ice King Noldo Elves North Gondor North Gondor North Gondor North Gondor Arthedain Noldo Elves Arthedain Dragon Lord Sinda Elves Allows a character with mage skill to attempt to learn spells from the lost list Conjuring Ways Dark Lieutenants Arthedain Noldo Elves Noldo Elves

37 38 39 40 41

Voice of the Dark Tower Silver Rod of Aduni Miramarth Gaergil Mantle of Doriath

42 43 44 45 46 47

Collar of Might Cloak of the Heavens Collohwesta Cloak of the Abyss Robe of the Orc Priests Belt of Durin

+ 20 to emissary skill Evil + 25 to command skill Good +15 to agent skill Evil If character is with a navy, it None will be safe in sea sectors Hides population centre Good (allows a character to issue order 945 Use Hiding Artifact) + 30 to mage skill None + 15 to agent skill None + 25 to stealth None + 40 to stealth None + 15 to command skill Evil + 20 to command skill None

Dog Lord Dark Lieutenants Dark Lieutenants Witch-King

Middle-earth PBM

V Player-collated Information

Artifact Number 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86

Artifact Name Thologaer Ciryatano Shield of Anarion Ovir Crown Ossanna Morgul Plate Listening Helm Helm of Sen Jey Helm of Shadow Helm of the Mumak-King Helm of Isildur Helm of the Dark Gaerennon Durin's Armour and Shield Dragon Helm of Dor-Lomin Dragon Helm and Armour Cu-Saggha-brath Bracers of the Mist Angbor Bracers of Chennacatt Ulukai Thrakurghash Erchmar Ring of Binding Talisman of Absorption Cloak of Duvorn Yellow Hammer War-dancer Vasamacil Usriev Ungolrist Sword of Soul Reducing Stormless Bow Snow Hammer Sil-Maegil Romoquenaro Orcrist Ongrum Navron Nallagurth

Primary Benefit + 30 to mage skill + 20 to command skill + 20 to mage skill + 10 to mage skill + 10 to command skill + 10 to agent skill + 10 to command skill + 10 to stealth + 25 to command skill + 20 to command skill + 15 to command skill + 20 to command skill + 15 to command skill + 15 to command skill + 30 to mage skill + 10 to command skill + 30 to stealth + 10 to command skill + 10 to command skill + 30 to command skill + 500 in combat + 750 in combat + 30 to agent skill + 20 to mage skill + 20 to agent skill + 500 in combat + 750 in combat + 750 in combat + 750 in combat + 750 in combat + 500 in combat + 500 in combat + 500 in combat + 750 in combat + 750 in combat + 2250 in combat + 500 in combat + 500 in combat + 750 in combat

Alignment Likely Owner at Game Start None Witch-King None North Gondor None Ice King None Noldo Elves Evil Witch-King None Long Rider None Fire King None Sinda Elves None Cloud Lord None Evil None None None Evil None None None None Evil Evil None Evil Evil None None None Evil None Good Evil None None Good None Good Evil None Evil North Gondor Dark Lieutenants Noldo Elves Dwarves Dragon Lord Rhudaur Sinda Elves Blind Sorcerer Witch-King Witch-King Dwarves Long Rider Long Rider Long Rider Blind Sorcerer Dog Lord Witch-King Easterlings

Secondary Power

Aids in recruiting and fighting Mumak

Bonus when fighting spiders Quiet Avenger Long Rider Ice King Bonus when creatures Witch-King Fire King North Gondor Witch-King fighting evil

Allows a character with mage skill to attempt to learn spells from the lost list Spirit Mastery

87 88 89 90

Morlhach Macirille Macilromen Helkaluin

+ 500 in combat + 750 in combat + 1000 in combat + 1250 in combat

Evil None None None

Dark Lieutenants Noldo Elves Noldo Elves

Middle-earth PBM

V Player-collated Information

Artifact Number 91 92 93 94 95 96 97 98 99 100 101 102

Artifact Name Gordur Horse-Tamer Gurthdur Glamdring Gildagor Fohnrad Fire's Edge Elhach Elfhewer Elfbane E Voronwe Durin's Axe

Primary Benefit + 500 in combat + 500 in combat + 500 in combat + 750 in combat + 500 in combat + 500 in combat + 750 in combat + 1000 in combat + 500 in combat + 500 in combat + 500 in combat + 750 in combat

Alignment Likely Owner at Game Start Good Noldo Elves None Long Rider Good Noldo Elves Good None North Gondor None Evil Quiet Avenger None Evil Dragon Lord Evil Witch-King Good None Dwarves

Secondary Power

Allows any character to cast the spell 314 Teleport Allows a character with mage skill to attempt to learn spells from the lost list Conjuring Ways

103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132

Durcrist Dawnsword Culok Cubragol Curaran Craig-olf-Ti Cloud Bow Cirmegil Believer's Bane Burning Blade Ar-Sil Angian Fire Mace Blood Spike Hatred Curse Skull Flail Moon-Axe Hammer of the Deeps Troll Slayer Orc Slayer Amulet of Communing Herufea Aeglin Anarmacil Aranruth Aratocam Bow of Thunder and Bone Brodic Spear Caranlhach Daeron's Rapier

+ 500 in combat + 750 in combat + 500 in combat + 500 in combat + 500 in combat + 500 in combat + 750 in combat + 500 in combat + 500 in combat + 500 in combat + 750 in combat + 500 in combat + 750 in combat + 750 in combat + 750 in combat + 1000 in combat + 750 in combat + 1000 in combat + 750 in combat + 750 in combat + 15 to mage skill + 10 to command skill + 750 in combat + 750 in combat + 1750 in combat + 1000 in combat + 500 in combat + 500 in combat + 1750 in combat + 1000 in combat

Good Evil None None None None None None None Evil Good Good None None None None None None Good Good None None Good Good Good None None None None None

Cloud Lord Noldo Elves Noldo Elves Cloud Lord Fire King Fire King South Gondor Witch-King Witch-King Dark Lieutenants Dark Lieutenants Dark Lieutenants Dwarves Sinda Elves Sinda Elves Blind Sorcerer Rhudaur

Bonus when creatures

fighting

evil

Middle-earth PBM

V Player-collated Information

Artifact Artifact Name Number 133 Dagger of Green Wisdom

Primary Benefit + 500 in combat

Alignment Likely Owner at Game Start None

Secondary Power Allows a character with mage skill to attempt to learn spells from the lost list Conjuring Ways Bonus when fighting wolves Allows a character with mage skill to attempt to learn spells from the lost list Spirit Mastery

134 135

Dagnirdraug Elenruth

+ 750 in combat + 750 in combat

Good None

136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169

Foamcleaver Bloodrunner Air-cleaver Gersebroc Hammer of Returning Hue Changer Kirrauko Night Piercer Orcring Orcruin Horse-slayer Ringil Sickle of the Heavens Sting Stinging Tongue Troll-Cleaver Turantir Water-skimmer Ring of Bleeding Taurin Maranya Pectoral Thunder's Edge Skull Helm Collar of Command Erivagil Glosovagil Mirror of Galadriel Tintelpe Cuiviegurth Calris Aedring Ancaruin Gurthang

+ 1500 in combat + 750 in combat + 500 in combat + 750 in combat + 750 in combat + 500 in combat + 1250 in combat + 500 in combat + 2250 in combat + 2250 in combat + 500 in combat + 2000 in combat + 1000 in combat + 500 in combat + 500 in combat + 2000 in combat + 500 in combat + 750 in combat + 30 to mage skill + 2000 in combat + 30 to mage skill + 30 to emissary skill + 1250 in combat + 15 to command skill + 30 to command skill + 1500 in combat + 1500 in combat + 40 to mage skill + 1750 in combat + 750 in combat + 750 in combat + 1000 in combat + 2250 in combat + 2250 in combat

None None None Good None None Good None Good Good None Good None Good Evil Good Good None Evil None None None Evil Evil None None None Good Good Evil Evil Good Good Evil

Dunlendings Dog Lord Bonus against dragons and fell beasts Dwarves Ice King Quiet Avenger

Easterlings Dog Lord Dragon Lord Allows any character to cast the spell 314 Teleport Dragon Lord Dragon Lord Dragon Lord Dragon Lord Witch-King Dog Lord Dog Lord Dog Lord Radagast Saruman Galadriel

Allows any character to issue order 910 Scout Area

Allows any character to cast the spell 314 Teleport Allows a character with mage skill to attempt to learn spells from the lost list Spirit Mastery

Middle-earth PBM

V Player-collated Information

Artifact Artifact Name Number 170 Anguirel

Primary Benefit + 2250 in combat

Alignment Likely Owner at Game Start None

Secondary Power Allows a character with mage skill to attempt to learn spells from the lost list Dark Summons

171 172 173 174 175 176 177 178 179 180 181 182 183 184 185

Aracu Axe of Braogha Hammer of Balli Belthronding Ring of Curufin Spear of Bladorthin Calninque Cubeleg Durcarak Fuinrako Herugrim Morgurth Silmaruth Stone-mace of Setmaenen Headband of Slaeg

+ 1500 in combat + 750 in combat + 750 in combat + 2250 in combat + 30 to agent skill + 1250 in combat + 1500 in combat + 750 in combat + 1250 in combat + 2000 in combat + 1000 in combat + 1000 in combat + 2000 in combat + 500 in combat + 10 to mage skill

Good None Good Good None None Good None Evil Evil Good None None Good None othraim

Allows any character to cast the spell 314 Teleport

186 187 188

Sceptre of Hent The Black Book E Mere Vardo

+ 750 in combat + 10 to mage skill + 10 to mage skill

Good None Good

189

The Blue Ring

+ 10 to mage skill

Evil

190

Staff of the Wanderer

+ 15 to mage skill

None

Bonus against undead Allows a character with mage skill to attempt to learn spells from the lost list Conjuring Ways Bonus against wolves Allows any character to cast the spell 314 Teleport Allows a character with mage skill to attempt to learn spells from the lost list Spirit Mastery Allows a character with mage skill to attempt to learn spells from the lost list Spirit Mastery Allows any character to cast the spell 314 Teleport

Orders L 360 L 685 L 792 L 796 Other I1

Further Reading
Orders; Transfer: Artifacts to Character Orders; Steal Artifact Orders; Drop Artifact Orders; Pickup Artifact Miscellaneous; Artifacts

Middle-earth PBM

V Player-collated Information

Points to bear in mind: The exact value of an artifacts primary benefit can vary from +5 to -5 points. If the artifacts primary bonus is to command, agent, emissary or mage skills, then the character must already have more than 0 in the skill to benefit. Bonuses to stealth take affect even if the character has 0 stealth. If the artifacts primary bonus is to combat, it is divided by 100 in navy combat The likely owner at game start is either a nation, or the name of an NPC character It is possible that other artifacts without secondary powers have as-yet undiscovered powers. Artifact Number 1 2 3 4 5 6 7 Alignment Likely Owner at Secondary Power Game Start Ring of Wind + 40 to agent skill None Ring of Stargazing + 25 to mage skill None Dog Lord Ring of Iron Magic + 30 to mage skill Evil Dark Lieutenants Ring of Impersonation + 25 to agent skill None Ring of Barahir + 35 to command skill Good Dunadan Rangers Bonus against dragons Ring of Axardil + 10 to command skill None Allows any character to cast the spell 314 Teleport Nazguaga + 30 to mage skill Evil Blind Sorcerer Allows a character with mage skill to attempt to learn spells from the lost list Dark Summons Lorglin +15 to mage skill None Noldo Elves Elenya + 15 to stealth None Wolor Priest Ring + 20 to mage skill None Dog Lord Vilya + 50 to mage skill None Noldo Elves Nenya + 50 to mage skill None Sinda Elves Narya + 50 to mage skill None Gandalf The One Ring unknown None Tinculin + 40 to mage skill None Allows a character with mage skill to attempt to learn spells from the lost list Spirit Mastery Mothras + 500 in combat None Allows a character with mage skill to attempt to learn spells from a random lost list (set at game start) Ring of Angrenost + 500 in combat None White Wizard Tablets of Dark Knowledge + 15 to mage skill Evil Allows a character with mage skill to attempt to learn spells from a random lost list (set at game start) Staff of Storms If character is with a navy, it None Allows a character with mage will not be lost at sea or skill to attempt to learn spells affected by storms from the lost list Dark Summons Staff of the Serpent + 10 to mage skill None Ice King Staff of Earth Mastery + 20 to mage skill None Allows a character with mage skill to attempt to learn spells from the lost list Conjuring Ways Rauzgnagli +1750 in combat Evil Blind Sorcerer Artifact Name Primary Benefit

2 2950 Artifact List

8 9 10 11 12 13 14 15

16

17 18

19

20 21

22

Middle-earth PBM

V Player-collated Information

Artifact Number 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41

Artifact Name Nedelhach Ghostbane Staff of Bronze Mallorn Staff Palantir of Osgiliath Palantir of Minas Ithil Palantir of Minas Anor Palantir of Orthanc Palantir of Annuminas Palantir of Elostirion Palantir of Amon Sul Orb of Dark Seeing Orb of Seeing Bone Ring Voice of the Dark Tower Silver Rod of Aduni Miramarth Gaergil Mantle of Doriath

42 43 44 45 46 47 48 49 50 51 52 53 54 55

Collar of Might Cloak of the Heavens Collohwesta Cloak of the Abyss Robe of the Orc Priests Belt of Durin Thologaer Ciryatano Shield of Anarion Ovir Crown Ossanna Morgul Plate Listening Helm Helm of Sen Jey Helm of Shadow

Alignment Likely Owner at Secondary Power Game Start + 750 in combat None + 750 in combat None Dunlendings Bonus against Undead + 20 to mage skill None Ice King + 25 to mage skill None Noldo Elves Scrying artifact (allows None character to issue order 935 Use Scrying Artifact) Scrying artifact (allows None Witch-king character to issue order 935 Use Scrying Artifact) Scrying artifact (allows None North Gondor character to issue order 935 Use Scrying Artifact) Scrying artifact (allows None White Wizard character to issue order 935 Use Scrying Artifact) Scrying artifact (allows None character to issue order 935 Use Scrying Artifact) Scrying artifact (allows None Noldo Elves character to issue order 935 Use Scrying Artifact) Scrying artifact (allows None character to issue order 935 Use Scrying Artifact) + 20 to mage skill Evil + 35 to mage skill None Silvan Elves + 15 to mage skill None Dunadan Rangers + 20 to emissary skill Evil Dark Lieutenants + 25 to command skill Good Dunadan Rangers +15 to agent skill Evil If character is with a navy, it None Noldo Elves will be safe in sea sectors Hides population centre Good Noldo Elves (allows a character to issue order 945 Use Hiding Artifact) + 30 to mage skill None + 15 to agent skill None Dog Lord + 25 to stealth None + 40 to stealth None Dark Lieutenants + 15 to command skill Evil Dark Lieutenants + 15 to command skill None + 30 to mage skill None Witch-King + 20 to command skill None + 15 to mage skill None Ice King + 10 to mage skill None Noldo Elves + 10 to command skill Evil Witch-King + 10 to agent skill None Long Rider + 15 to command skill None Fire King + 10 to stealth None Silvan Elves

Primary Benefit

Middle-earth PBM

V Player-collated Information

Artifact Artifact Name Number 56 Helm of the Mumak-King 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 Helm of Isildur Helm of the Dark Gaerennon Durin's Armour and Shield Dragon Helm of Dor-Lomin Dragon Helm and Armour Deepwood Bracelet Bracers of the Mist Angbor Bracers of Chennacatt Ulukai Thrakurghash Corantir Ring of Binding Talisman of Absorption Cloak of Duvorn Yellow Hammer War-dancer Vasamacil Usriev Ungolrist Sword of Soul Reducing Stormless Bow Snow Hammer Sil-Maegil Romoquenaro Orcrist Ongrum Navron Nallagurth

Primary Benefit + 25 to command skill + 20 to command skill + 15 to command skill + 15 to command skill + 15 to command skill + 20 to command skill + 30 to mage skill + 10 to mage skill + 30 to stealth + 10 to command skill + 10 to command skill + 35 to command + 500 in combat + 10 to mage skill + 25 to agent skill + 20 to mage skill + 20 to agent skill + 500 in combat + 750 in combat + 750 in combat + 750 in combat + 750 in combat + 500 in combat + 500 in combat + 500 in combat + 750 in combat + 750 in combat + 750 in combat + 500 in combat + 500 in combat + 750 in combat

Alignment Likely Owner at Game Start None Cloud Lord None Evil None None Good Evil None None None None Evil Evil None Evil Evil None None None Evil None Good Evil None None Good None None Evil None Evil

Secondary Power Aids in recruiting and fighting Mumak

Dark Lieutenants Noldo Elves

Dragon Lord North Gondor Silvan Elves Blind Sorcerer Witch-King Witch-King Long Rider Long Rider Long Rider Blind Sorcerer Dog Lord Witch-King Khand Easterlings Bonus when fighting spiders Quiet Avenger Long Rider Ice King Bonus when creatures Witch-King Dwarves Fire King South Gondor Witch-King fighting evil

Allows a character with mage skill to attempt to learn spells from the lost list Spirit Mastery

87 88 89 90 91 92 93 94 95 96 97 98

Morlhach Macirille Macilromen Helkaluin Gordur Horse-Tamer Gurthdur Glamdring Gildagor Fohnrad Fire's Edge Elhach

+ 500 in combat + 750 in combat + 1000 in combat + 1250 in combat + 500 in combat + 500 in combat + 500 in combat + 1000 in combat + 500 in combat + 500 in combat + 750 in combat + 1000 in combat

Evil None None Good Good None Good Good None None Evil None

Noldo Elves Noldo Elves Dunadan Rangers Long Rider Dunadan Rangers Gandalf

Quiet Avenger

Middle-earth PBM

V Player-collated Information

Artifact Number 99 100 101 102

Artifact Name Elfhewer Elfbane E Voronwe Durin's Axe

Primary Benefit + 500 in combat + 500 in combat + 500 in combat + 750 in combat

Alignment Likely Owner at Game Start Evil Dragon Lord Evil Good None

Secondary Power

103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133

Durcrist Dawnsword Culok Cubragol Curaran Craig-olf-Ti Cloud Bow Cirmegil Believer's Bane Burning Blade Ar-Sil Angian Fire Mace Blood Spike Hatred Curse Skull Flail Moon-Axe Amulet of Sea Mastery Troll Slayer Orc Slayer Wood-shadow Robes of Aman Aeglin Anarmacil Aranruth Aratocam Bow of Thunder and Bone Brodic Spear Caranlhach Daeron's Rapier Dagger of Green Wisdom

+ 500 in combat

Good Cloud Lord Dunadan Rangers Dunadan Rangers Cloud Lord Fire King Fire King

Allows any character to cast the spell 314 Teleport Allows a character with mage skill to attempt to learn spells from the lost list Conjuring Ways Allows any character to cast the spell 408 Perceive Nationality

+ 750 in combat Evil + 500 in combat None + 500 in combat None + 500 in combat None + 500 in combat None + 750 in combat None + 750 in combat None + 500 in combat None + 500 in combat Evil + 750 in combat Good + 500 in combat Good + 750 in combat None + 750 in combat None + 750 in combat None + 1000 in combat None + 750 in combat None If character is with a navy, it None will be safe in sea sectors + 750 in combat Good + 750 in combat Good + 15 to stealth None + 25 to stealth Good + 750 in combat Good + 750 in combat Good + 1750 in combat Good + 1000 in combat + 500 in combat + 500 in combat + 750 in combat + 1000 in combat + 500 in combat None None None None None None

Witch-King Witch-King Dark Lieutenants Dark Lieutenants Dark Lieutenants Quiet Avenger Silvan Elves Silvan Elves North Gondor Gandalf Sinda Elves Bonus when creatures fighting evil

134

Dagnirdraug

+ 750 in combat

Good

Allows a character with mage skill to attempt to learn spells from the lost list Conjuring Ways Bonus when fighting wolves

Middle-earth PBM

V Player-collated Information

Artifact Artifact Name Number 135 Elenruth

Primary Benefit + 750 in combat

Alignment Likely Owner at Game Start None Sinda Elves

Secondary Power Allows a character with mage skill to attempt to learn spells from the lost list Spirit Mastery Allows any character to cast the spell 4 Major Heal Bonus against dragons and fell beasts

136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169

Foamcleaver Bloodrunner Air-cleaver Gersebroc Red Robes Hue Changer Kirrauko Night Piercer Orcring Orcruin Horse-slayer Ringil Sickle of the Heavens Sting Stinging Tongue Troll-Cleaver Turantir Water-skimmer Ring of Bleeding Taurin Maranya Pectoral Thunder's Edge Skull Helm Collar of Command Erivagil Glosovagil Mirror of Galadriel Tintelpe Cuiviegurth Calris Aedring Ancaruin Gurthang

+ 1500 in combat + 750 in combat + 500 in combat + 750 in combat + 10 to command skill + 500 in combat + 1250 in combat + 500 in combat + 2000 in combat + 2000 in combat + 500 in combat + 2000 in combat + 1000 in combat + 500 in combat + 500 in combat + 2000 in combat + 500 in combat + 750 in combat + 25 to mage skill + 2000 in combat + 30 to mage skill + 30 to emissary skill + 1250 in combat + 15 to command skill + 30 to command skill + 1500 in combat + 1500 in combat + 40 to mage skill + 1750 in combat + 750 in combat + 750 in combat + 1000 in combat + 2250 in combat + 2250 in combat

None None None Good None None Good None Good Good None Good None Good Evil None Good None Evil None None None Evil Evil None None None Good Good Evil Evil Good Good Evil

Dunlendings Dog Lord

Blind Sorcerer Ice King Quiet Avenger

Khand Easterlings Dog Lord Dragon Lord Allows any character to cast the spell 314 Teleport Dragon Lord Dragon Lord Dark Lieutenants Dark Lieutenants Witch-King Dog Lord Dog Lord Dog Lord Radagast White Wizard Sinda Elves Sinda Elves

170

Anguirel

+ 2250 in combat

None

Allows any character to cast the spell 314 Teleport Allows a character with mage skill to attempt to learn spells from the lost list Spirit Mastery Allows a character with mage skill to attempt to learn spells from the lost list Dark Summons

171

Aracu

+ 1500 in combat

Good

Middle-earth PBM

V Player-collated Information

Artifact Number 172 173 174 175 176 177 178 179 180 181 182 183 184 185

Artifact Name Axe of Braogha Daecollo Belthronding Ring of Curufin Spear of Bladorthin Calninque Cubeleg Durcarak Fuinrako Herugrim Morgurth Silmaruth Stone-mace of Setmaenen Headband of Slaeg

Primary Benefit + 1000 in combat + 20 stealth + 2250 in combat + 30 to agent skill + 1250 in combat + 1500 in combat + 750 in combat + 1250 in combat + 2000 in combat + 1000 in combat + 1000 in combat + 2000 in combat + 500 in combat + 10 to mage skill

Alignment Likely Owner at Game Start None None Daeron Good None None Good None Evil Evil Good None None Good None Riders of Rohan

Secondary Power

Allows any character to cast the spell 314 Teleport

186 187 188

Sceptre of Hent The Black Book E Mere Vardo

+ 500 in combat + 10 to mage skill + 10 to mage skill

Good None Good

189

The Blue Ring

+ 10 to mage skill

Evil

190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205

Staff of the Wanderer Aercrist Maikarama Raukambar Durlachiel Shards of Narsil Mighty Blade Forest-blade Flails of Horseslaying Guthwine Mace of the Huntsman Runya Sword of Cleaving Spear of Following Stewards Blade Sulhelka

+ 15 to mage skill + 750 in combat + 750 in combat + 750 in combat + 750 in combat + 750 in combat + 750 in combat + 750 in combat + 500 in combat + 750 in combat + 500 in combat + 500 in combat + 750 in combat + 500 in combat + 750 in combat + 1000 in combat

Good None Good Good Good Good None Good Evil Good None Good None None None None South Gondor

Bonus against undead Allows a character with mage skill to attempt to learn spells from the lost list Conjuring Ways Allows any character to cast the spell 314 Teleport Allows any character to cast the spell 314 Teleport Allows a character with mage skill to attempt to learn spells from the lost list Spirit Mastery Allows a character with mage skill to attempt to learn spells from the lost list Spirit Mastery Allows any character to cast the spell 314 Teleport Allows any character to cast the spell 302 Long Stride Allows any character to cast the spell 2 Minor Heal Dunadan Rangers North Gondor North Gondor Long Rider Riders of Rohan Rhun Easterlings Noldo Elves Corsairs Long Rider North Gondor Allows any character to cast the spell 308 Capital Return

Middle-earth PBM

V Player-collated Information

Artifact Number 206 207 208 209 210 211 212 213

Artifact Name Foam-light Gulthalion Horse-lords Shield Rat Gauntlets Boots of Iron Cloak of Protections Cloak of Hiding Cloak of Valacirca

Primary Benefit + 15 to command skill + 30 to command skill + 20 to command skill + 15 to agent skill + 10 to command skill + 10 to agent skill + 10 to stealth + 10 to stealth

Alignment Likely Owner at Secondary Power Game Start None South Gondor None None Riders of Rohan None Corsairs None Dwarves None Dwarves None Dwarves None Dunadan Rangers

Orders L 360 L 685 L 792 L 796 Other I1 O

Further Reading
Orders; Transfer: Artifacts to Character Orders; Steal Artifact Orders; Drop Artifact Orders; Pickup Artifact Miscellaneous; Artifacts 2950 Module

Middle-earth PBM

V Player-collated Information

Points to bear in mind: Less is known about artifacts in the fourth Age module: unlike other modules, the artifacts ID numbers change from game to game, and, since, with the exception of the North and South Kingdoms, artifacts are allocated randomly to nations, the artifact list does not show owners. Further, secondary powers are not known at game start. The One Ring does not exist! The exact value of an artifacts primary benefit can vary from +5 to -5 points. If the artifacts primary bonus is to command, agent, emissary or mage skills, then the character must already have more than 0 in the skill to benefit. Bonuses to stealth take affect even if the character has 0 stealth. If the artifacts primary bonus is to combat, it is divided by 100 in navy combat. It is possible that artifacts have as-yet undiscovered secondary powers. Artifact Name Aedring Aeglin Aercrist Air-cleaver Amulet of Sea Mastery Anarmacil Ancaruin Andril Angbor Angian Anguirel Aracu Aranrth Aratocam Ar-Sil Axe of Braogha Believer's Bane Belt of Durin Belthronding Black Scale Black Staff Blood Spike Bloodrunner Blue Bow Blue Ring Boots of Iron Bow of Thunder & Bone Bracers of Chennacatt Bracers of the Mists Brodic Spear Burning Blade Calninqu Calris Caranlhach Crmegil Cloak of Duvorn Primary Benefit + 1000 in combat + 750 in combat + 750 in combat + 500 in combat If character is with a navy, it will not be lost at sea or affected by storms + 750 in combat + 2250 in combat + 1250 in combat + 10 to command skill + 500 in combat + 2250 in combat + 1500 in combat + 1750 in combat + 1000 in combat + 750 in combat + 750 in combat + 500 in combat + 20 to command skill + 2250 in combat + 30 to command skill + 10 to mage skill + 750 in combat + 750 in combat + 1250 in combat + 10 to mage skill + 10 to command skill + 500 in combat + 10 to command skill + 30 to stealth + 500 in combat + 500 in combat + 1500 in combat + 750 in combat + 1750 in combat + 500 in combat + 20 to agent skill Alignment Good Good None None None Good Good Good None Good None Good Good None Good None None None Good Evil None None None None Evil None None None None None Evil Good Evil None None None

3 Fourth Age Artifact List

Middle-earth PBM

V Player-collated Information

Artifact Name Cloak of Hiding Cloak of Protection Cloak of the Abyss Cloak of the Heavens Cloak of Valacirca Cloud Bow Collar of Command Collar of Might Collohwesta Corantir Craig-olf-Ti Cubeleg Cubragol Cuiviegurth Culok Curaran Daecollo Daeron's Rapier Dagger of Green Wisdom Dagnirdraug Din's Axe Dawnsword Deepwood Bracelet Dragon Helm & Armour Dragon Helm of Dor-Lmin Durcarak Durcrist Durin's Armour & Shield Durin's Axe Durlachiel E Mere Vardo E Thrond E Voronw Elenrth Elenya Elfbane Elfhewer Elhach Erivagil Fire Mace Fire's Edge Flails of Horseslaying Foam-cleaver Foam-light Fohnrad Forest-blade Fuinrauko

Primary Benefit + 10 to stealth + 15 to agent skill + 40 to stealth + 20 to agent skill + 20 to stealth + 750 in combat + 25 to command skill + 30 to mage skill + 25 to stealth + 10 to mage skill + 500 in combat + 750 in combat + 500 in combat + 750 in combat + 500 in combat + 500 in combat + 30 to stealth + 1000 in combat + 500 in combat + 750 in combat + 750 in combat + 750 in combat + 15 to mage skill + 30 to mage skill + 15 to command skill + 1250 in combat + 500 in combat + 15 to command skill + 750 in combat + 750 in combat + 10 to mage skill + 15 to mage skill + 500 in combat + 750 in combat + 20 to stealth + 500 in combat + 500 in combat + 1000 in combat + 1500 in combat + 750 in combat + 750 in combat + 500 in combat + 1500 in combat + 10 to command skill + 500 in combat + 750 in combat + 2000 in combat

Alignment None None None None None None None None None None None None None Evil None None None None None Good Good Evil None Evil None Evil Good None None Good Good None Good None None Evil Evil None None None Evil Evil None None None Good Evil

Middle-earth PBM

V Player-collated Information

Artifact Name Gaerennon Gaergil Gersebroc Ghostbane Gildagor Glosovagil Gordur Glthalion Gurthang Gurthdur Gthwin Hatred Curse Headband of Slaeg Helm of Isildur Helm of Sen Jey Helm of Shadow Helm of the Dark Helm of the Mmak-king Herugrim Horse-lord's Shield Horse-slayer Horse-Tamer Hue Changer Ironfoot's Hammer Kirrauko K'Prurian Battle Mace Listening Helm Mace of the Huntsman Macirill Maikarama Maranya Mighty Blade Miramarth Mirlammenrim Moon-Axe Morgul Plate Morgurth Morlhach Mormacil Mothras Nallagurth Navorn Nazguaga Neldelhach Nightfang Night-piercer Ongrum

Primary Benefit + 20 to command skill If character is with a navy, it will not be lost at sea or affected by storms + 750 in combat + 750 in combat + 500 in combat + 1500 in combat + 500 in combat + 25 to command skill + 2250 in combat + 500 in combat + 750 in combat + 750 in combat + 10 to mage skill + 25 to command skill + 10 to command skill + 10 to stealth + 15 to command skill + 25 to command skill + 1000 in combat + 15 to command skill + 500 in combat + 500 in combat + 500 in combat + 500 in combat + 1250 in combat + 750 in combat + 10 to agent skill + 500 in combat + 750 in combat + 750 in combat + 30 to mage skill + 750 in combat + 10 to agent skill + 15 to emissary skill + 750 in combat + 10 to command skill + 1000 in combat + 500 in combat + 2250 in combat + 500 in combat + 750 in combat + 500 in combat + 30 to mage skill + 750 in combat + 750 in combat + 500 in combat + 500 in combat

Alignment None None Good None None None Good None Evil Good Good None None None None None Evil None Good None None None None None Good None None None None Good None None Evil None None Evil None Evil Evil None Evil None Evil None None None Evil

Middle-earth PBM

V Player-collated Information

Artifact Name Orb of Dark Seeing Orb of Seeing Orc Slayer Orcring Orcrist Orcruin Ossanna Ovir Crown Palantr of Amon Sl Palantr of Annminas Palantr of Minas Anor Palantr of Minas Ithil Palantr of Orthanc Palantr of Osgiliath Pectoral Rat Gauntlets Raukambar Rauzgnagli Red Robes Ring of Angrenost Ring of Axardil Ring of Barahir Ring of Binding Ring of Bleeding Ring of Curufin Ring of Impersonation Ring of Iron Magic Ring of Soul-taking Ring of Stargazing Ring of the Witch-king Ring of Wind Ringil Robes of Aman Robes of Loil Robes of the Orc Priests Romoquenro Rnya Sauron's Javelin Sceptre of Hent Shield of Anrion Sickle of the Heavens Sil-Maegil Silmaruth Silver Rod of Andni Skull Flail Skull Helm Snow Hammer

Primary Benefit + 20 to mage skill + 30 to mage skill + 750 in combat + 2250 in combat + 750 in combat + 2250 in combat + 10 to mage skill + 20 to mage skill Scrying artifact (allows character to issue order 935 Use Scrying Artifact) Scrying artifact (allows character to issue order 935 Use Scrying Artifact) Scrying artifact (allows character to issue order 935 Use Scrying Artifact) Scrying artifact (allows character to issue order 935 Use Scrying Artifact) Scrying artifact (allows character to issue order 935 Use Scrying Artifact) Scrying artifact (allows character to issue order 935 Use Scrying Artifact) + 25 to emissary skill + 10 to agent skill + 750 in combat + 1750 in combat + 15 to command skill + 500 in combat + 10 to command skill + 35 to command skill + 30 to agent skill + 30 to mage skill + 30 to agent skill + 30 to agent skill + 30 to mage skill + 20 to mage skill + 30 to mage skill + 25 to stealth + 40 to agent skill + 2000 in combat + 30 to stealth + 30 to stealth + 15 to command skill + 750 in combat + 500 in combat + 1500 in combat + 750 in combat + 20 to command skill + 1000 in combat + 750 in combat + 2000 in combat + 25 to command skill + 1000 in combat + 15 to command skill + 500 in combat

Alignment Evil None Good Good Good Good None None None None None None None None None None Good Evil None None None Good Evil Evil None None Evil None None Evil None Good Good None Evil None Good Evil Good None None Good None Good None Evil None

Middle-earth PBM

V Player-collated Information

Artifact Name Spear of Bladorthin Spear of Following Staff of Bronze Staff of Earth Mastery Staff of Storms Staff of the Serpent Staff of the Wanderer Steward's Blade Sting Stinging Tongue Stone-mace of Setmaenen Stormless Bow Sulhelka Sword of Cleaving Sword of Soul Reducing Tablets of Dark Knowledge Talisman of Absorption Taurin The Black Book Thlogaer Ciryatano Thrakurghash Thunder's Edge Tinculin Troll Slayer Troll-Cleaver Turantir Ulkai Ungolrist Usriev Vasamacil Voice of the Dark Tower War-dancer Water-skimmer Wlor Priest Ring Wood-shadow Yellow Hammer

Primary Benefit + 1250 in combat + 500 in combat + 20 to mage skill + 20 to mage skill If character is with a navy, it will not be lost at sea or affected by storms + 10 to mage skill + 15 to mage skill + 750 in combat + 500 in combat + 500 in combat + 500 in combat + 500 in combat + 1000 in combat + 750 in combat + 500 in combat + 15 to mage skill + 15 to mage skill + 2000 in combat + 10 to mage skill + 30 to mage skill + 500 in combat + 1250 in combat + 40 to mage skill + 750 in combat + 2000 in combat + 500 in combat + 35 to command skill + 750 in combat + 750 in combat + 750 in combat + 20 to emissary skill + 750 in combat + 750 in combat + 25 to mage skill + 25 to stealth + 500 in combat

Alignment None None None None None None None None Good Evil Good None None None Evil Evil Evil None None None Evil Evil None Good Good Good Evil Good None Evil Evil None None None None None

Orders L 360 L 685 L 792 L 796 Other I1 P

Further Reading
Orders; Transfer: Artifacts to Character Orders; Steal Artifact Orders; Drop Artifact Orders; Pickup Artifact Miscellaneous; Artifacts Fourth Age Module

Middle-earth PBM

W House Rules

W House Rules
By Post

1 Our Contact Details

ME Games Limited Office A 340 North Road Cardiff CF14 3BP UK

By Phone
UK players: Overseas players:

029 2091 3359 029 2062 5665 can also be used if the other line is engaged 011 44 (0)29 2091 3359 (Please contact your local operator for dialling instructions and to confirm the country code to be used.)

Phone times: 10am-6:30pm (BST British Standard Time); 5am-1:30pm (EST)

Via our Website

http://www.middleearthgames.com

By Email

me@middleearthgames.com

Within our normal office hours (10am-6.30pm BST, 5am-1.30pm EST) we regularly check our email. Don't forget to put your name, your game and nation, and your account number with each enquiry sent to us, where such details are known. Auto-response of emails Our me@middleearthgames.com email address has an out of office auto-responder, so that within a couple of minutes of sending in turns you should get a reply. If you do not receive this confirmation then we have not received your turn (often because the turn has been sent to a wrong email address: this is the most common mistake, so please check the address carefully). Note that only the me@middleearthgames.com address offers this.

UK players: 029 2062 5532 US players: 1-503-286-2325 (Please contact your local operator for dialling instructions and to confirm the country code to be used if not faxing from the US or UK.) Important: please note that confirmation of a successful transmission from your fax machine IS NOT confirmation that we have received your fax. If you wish to check whether we have received anything sent to us by fax, please contact us by email or telephone.

By Fax

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For Postal players in North America:


ME Games Ltd c /o John Seals 73 Edgewood Terrace South Bound Brook NJ 08880 USA

Phone: (732) 642-8777 EST Weekdays Turns will be sent on to us as soon as John receives them, and he will forward postal results (sent from us to John by email) to players in North America. Please note that you will need to send your turns in one day early so that John has enough time to get them to us. I would advise non-email players who are in a rush to fax us for speed. Better still email us...

Games are generally processed at 10am BST (British Standard Time) on the day after the due date. Please ensure that your turns reach us by that time at the very latest. This means that you will need to send your turn in before then to be sure that you allow time for it to reach us even emails take time to arrive, and can take several hours, or even, if the net is very busy, days. If you send in turns by email, you will receive a receipt from us, so if you have not received this receipt we have NOT received the turn, in which case please try again, else fax or ring your turn in to us. We also suggest that you keep your turn receipts, as this is your proof that we have received your turn. Faxes can be sent up until 10am, but emails are taken from the computer at 9am, so any turns sent to us via email after this time will not make the deadline. We are very strict on this. Also, please bear in mind that we are five hours ahead of North America, so allow extra time for this. Every effort will be made to ensure that the turns are posted or emailed on the day that they are processed if you dont get your turn back by around 7pm BST then please contact us for a reprint.

2 Processing times

We have a new turn submission service; you can find it at: http://www.meturn.com. This website allows you to send us your turn without needing you to open and use your mailing program. Please only use it if you have sent your turn to our email address and havent received a receipt from us within an hour. Please don't send to both unless you have a problem, as we don't want to get swamped with duplicated turns. Yahoo, Netscape, AOL users, however, are welcome to use this instead of mailing to me@middleearthgames.com as it will send the attachment as an actual attachment rather than as text in the main body of the email. If you do use this service then please make sure that if you send in attached files from Automagic, you are using 2003e.2 or later the one with the version numbers. If you create your own turn sheets, then make sure that if you send updated versions then it is clear which is which, and what orders have changed.

3 Online Turn Submission

Please ensure that your account is always in credit! If your account is not in credit, it is known as being in a Low Funds state, and turns may be held back until payment is made (turns are still processed, but not sent out). Normally we only hold back the second turn that goes low funds, but we reserve the right to hold back the first low funds turn if we consider it necessary for consistent offenders. Please note that the correct balance is the one on the Front Sheet, not the one on the Result sheet. You should ONLY use the balance shown on your Front Sheet. If you require a VAT receipt for a payment made to us, please ask.

4 Funding your Account

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Payments can be made through the following means:

To pay via the secure server on our website, go to http://www.middleearthgames.com, and head for the Add Credit link. You will get a World Pay transaction ID when you make a successful payment, so if you dont get this ID then your transaction has not been successful. Note that if you make a payment via this method, the money will not be added to your account until 9am the next working day (BST). So if, for example, you pay money at one minute past midnight BST on the 1st of the month, it will not reach your account until the start of the working day on the 2nd of the month. Making a payment then sending us your receipt will not help speed up this process, as we must wait until Worldpay releases the money to us the following day. So similarly, we can only release held back turns when we receive the payment details from Worldpay, not when you send us a receipt. If you wish us to process the payment for you, phone, email or fax us giving the following information: your game account number your name the game that you play in your credit/debit card account number your credit/debit card expiry date your credit/debit card security number (the last 3 digits on the reverse of the card) the amount to be charged, and the name of cardholder if different to your own, or your name exactly as it appears on your card. Please put any credit card details in a separate email to your turn. We also run a monthly payment scheme, whereby we charge your card a FIXED amount at the start of each month (as specified by you). Note that a position runs two and one eighth turns per month on average for a two week game, so please allow for this when calculating how large a monthly payment you wish to make this. For UK players, there will be a 5% surcharge on payments made to us by credit/debit card, in addition to any charges your company may make. For non-UK players, this service is free.

By Credit/Debit Card

In order to pay us by this method you will need an account with NOCHEX, which can be set up free at http://www.nochex.com. When you have set up a NOCHEX account, you can then pay into our NOCHEX account by following the instructions on their website. To do this, you will need to enter our email address, which is me@middleearthgames.com. For UK players, there will be a 5% surcharge on payments made to us via NOCHEX, in addition to any charges NOCHEX may make. For non-UK players, this service is free. We will check our NOCHEX account at 8am (UK time) each working day, and add funds received at that time.

By NOCHEX

In order to pay us by this method, you will need an account with Paypal, which can be set up free at http://www.paypal.com. When you have set up a Paypal account, you can then pay into our Paypal account by following the instructions on their website. To do this, you will need to enter our email address, which is me@middleearthgames.com. You will be given the option of providing a reference to accompany the payment. YOU MUST GIVE YOUR ACCOUNT NUMBER. For UK players, there will be a 5% surcharge on payments made to us by Paypal, in addition to any charges Paypal may make. For non-UK players, this service is free. We will check our Paypal account at 8am (UK time) each working day, and add funds received at that time.

By Paypal

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By Direct Payments

In order to pay money directly into our account, you will need to make arrangements with your own bank. These arrangements differ between banks, so please contact your bank to find out how to do this. You will need some or all of the following information about our bank account: Bank: The Co-Operative Bank Sort Code: 089299 Account number: 69174922 Account name: M. E. Games Ltd In addition, when you make a direct payment you also need to email us with the following information: your bank sort code the name and number of your bank account your name your Middle Earth account number the amount you have paid We will then be able to match direct payments received with your account. If you do not send an email, the money will not be added to your Middle Earth account until we can confirm that the payment is from you. This will take both you and us time and effort, and so we will charge an admin fee for this. Paying by Direct Payment is free for both UK and non-UK players. We will check our account at 8am (UK time) each working day, and add funds received at that time. However, please be aware that making payments this way is not instantaneous. It can take up to 5 working days for money to be transferred between UK bank accounts, and up to 20 working days between a non-UK bank and our account. So please take this into account when arranging payments. As normal we will only release held-back turns when we actually receive the funds, not when you make payment.

If you are in Europe, then mail cheques to our UK address. If you are in North America, please send them to our US office. Wherever they are sent to, cheques are always to be made payable to M. E. Games Ltd. Please write your account number on the back of the cheque.

By Cheque

By Cash or Postal Order


Mailed to us at your own risk.

If you are a new player to the game, then please get in touch with us to tell us which nations you wish to play, if there is any specific game in which you wish to play, and if you wish to play with friends as a team. You dont need an account number in order to do this: you will only be allocated an account number when you actually start up in a game.

5 New Players

Please quote your account number, together with your name, game number and nation where appropriate, in all correspondence. When you first start in a game, you will be allocated a unique 6 digit account number, which you will keep throughout your time with us, and which account is used to fund all the games you play in. To avoid confusion, please ensure that whenever you contact us you include this number (or, if you telephone us, that you have the number to hand).

6 Account Numbers

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These are available via http://www.middleearthgames.com. Click on the Forums link for details. When using forums, please be polite: use of these often soothe a heated discussion :)

7 Bulletin Boards

This is a web-based message board. Visit the PBM Forum at http://www.halo5.net/meforums. To post messages, you will need to create an account at the forum.

ME Forum

Subscribe to the MEPBMlist directly by putting your email address in the box called "enter email address here" on the Forums page of our website and click on the Join Yahoo List button. You will be sent emails each time someone posts on the List. This is the most efficient way to get regularly updated information from us. Please note we do not answer rulings on these lists. So if you want a ruling confirmation, or to query a game mechanic, please contact us directly.

MEPBMlist

Please inform us of any changes in your address (both email and postal). Since having your turn mailed or emailed to the correct address is crucial, we suggest that you notify ME Games Ltd as soon as possible whenever you change, or are about to change, your address. If possible, this should be done separately from any turn that you may be sending, so that the notification of change does not get misplaced amidst other turns.

8 Address changes

The free, in-house Middle-earth newsletter is sent out to all active players. If you do not wish to receive it, please let us know. We are always on the look out for contributions, so if you have anything you wish to say or write about the game, Tolkien or Middle-earth, do get in touch. We offer a free turn for every published article of a page or more in length..

9 Ne w s f r o m B r e e

Please do not try to join a new game by purchasing a start-up by credit card on our website this is intended for new players only! Instead, simply contact us directly via email with the following information: The number of the game you wish to join (if known). Scenario type (1650, 2950, 1000 or variant, together with turnaround required either one week, two week or three week). Your name and Account number. Whether you need a copy of the rules or map. Your preferred nation (and at least 3 back-up nations), or state no preference...For available nations in forthcoming games, look at the Front Sheet, Message Board, Message List or News page of the website. Any players that you are joining with as a team. If you are playing as part of a Grudge Game i.e. as a full team of 10 or 12 we also need to know the Team Contact, the person we contact when we wish to contact the team as a whole, or who will deal with generic enquiries, which helps us cut down on answering and asking the same question ten times. Whether you wish to play by post or by email. Whether you wish small or large formatted turns. Contact details if changed (otherwise well use your current ones ). Any funds that you want to add (together with appropriate payment details). Any other salient details such as I will be away on Holidays from June 3rd until June 19th, or I dont want to play with certain players.

10 Joining New Games

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New game information is regularly updated on the Front sheet and News page of the website, and sent to the MEPBMlist and MEPBM Message board twice a week. We accept set-ups for all three scenarios 1650, 2950, 1000. However, we only fill one game from each scenario at a time. Teams (up to five aligned players) are allowed in these. We run alternate games of Postal & Email, and Email only games of 2950, so game 235 might be P&E, game 236 Email only, etc., and we also run all-email 1650 and 1000 games from time to time these will be marked as such on the Front Sheet. It takes roughly 2-4 weeks to fill a normal 2-week turnaround game of 1650, 6-8 weeks for 2950 2-week turnaround games, and 2-3 months for 2-week turnaround 1000 games. 1 week and 3 week turnaround games are always 1650, and these typically take around 23 months to fill. Grudge games are the exception to this, in that if you have a grudge game team (a full side of 10-12 player) we will try to find opposition for you whilst also filling normal games. We will also occasionally advertise variant games, and details of the rules for such games which will appear on your Front Sheet and the various Lists. Please check those details for such games as they will vary from time to time, and will save you from realising that something that was the case in one game is not the case in a different or later variant of the same game. We will not be able to fix errors that occur due to a player not understanding a variant rule. Variant rules that have caused some annoyance include Gunboat and 12v12 pre-aligned Neutral games, so please check these in detail as we are very strict in these situations. If you have 5. in your account on the day that the game is set up (i.e. the day the positions are sent out), then you will be charged 5., which covers your first 2 turns. If you do not have 5. in your account, you will pay for your first turns at the full cost. Note that there are additional charges for setting up Variant and Grudge games (detailed at the end of these rules), and these are charged before the 5. setup charge.

We no longer honour GSI/DGE's Game Winners Certificates. The new Middle-earth GWCs are now in use but have no monetary value.

11 Game Winners Certificates

If you wish your full contact details to be made known to other players on your team, please mention this with your request to join a game. If you do not then we will assume that you would like to keep them private, with the exception of your email address if you are playing by email, and your postal address and phone details if you are playing by post, which will automatically be made known to your team mates unless you specifically request otherwise. Please be aware that we take no responsibility should we send out these contact details and you only later inform us that you would like them kept back. We do not give out Neutral contact details.

12 Your Contact details

If for some reason you wish to drop a position in any of our games, please inform us and your team-mates as quickly as possible, so that other players in the game do not suffer. It only takes a minute to let us know, and it helps those who want to play on players dropping without warning or letting us know can cause great damage to the games. Refunds of any remaining credit are available. If you cease to play a nation, we will first contact your team-mates to see if any wish to take on the position, before advertising it on the Front Sheet, giving the scenario, the nation and approximate turn number: e.g. 1650: Witch King (mid). If the nation has missed a turn (which is to say it is Special Serviced), then well give whoever picks up the position a free turn, if they are not in that game already. Sending your turn onto your team-mates can be a great help here as well.

13 Ceasing Play and taking over Dropped Positions

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Dropped positions are converted to Inactive status so that their economies and characters are not affected by the program (although players might well have an impact!). Positions that are inactive for over 4 turns will be converted to Expired and are considered no longer playable. If a player misses a turn, we will attempt to contact that player and see if they wish to continue. If we hear nothing back in a 2-6 week period (2 turn deadlines) we sometimes allow other players on the team to put in a Shadow Turn. If a player misses 2 turns in a row then we reserve the right to transfer that position to another player, and drop the former player from the game so that the rest of the team is not penalised. It only takes a minute for players to contact us, even in very busy periods of their life, and we find that if players miss one turn they are much more likely to miss the second turn, and if they miss the second turn then they are very likely to miss subsequent turns.

Please ensure that these are clear and easy to read.

14 Corrections to Turns

If you need to make a correction to a turn that you have sent in by paper or email, please ensure that you make clear what change needs to be made (a character ID followed by the new instructions). Unless the turn is completely different, do not send in all of the turn again. Instead, only tell us what changes need to be made, remembering of course to give us your account number, turn due date, game number, nation number and security code. For example: Subject line ME29/12 Correction to turn Main body of email ME29/12 Fred Bloggs 101234 Due 29th October Can you change the following orders please? Murazor (muraz) @3242 (Com) 810 (MovChar) 2342 old order remaining unchanged 435 (ArmyMan) changed order If you are sending in a replacement Automagic or MEOW turn, the entire turn should be resent, but please make it clear that it is a replacement turn, preferably by using a recent version of the software that includes order version numbers.

In order to minimise harm caused to a side by a player who does not send in orders, we allow team-mates to send in orders on their behalf. If you do have not heard from a member of your team within a reasonable length of time, then on request we will forward a copy of the uncommunicative nations turn (a reasonable length of time being one week for a two week game and a couple of days for a one week game). The team is then allowed to send in a Shadow Turn (orders). This is a turn that we will run if the owner of that nation does not get at turn in themselves. If, however, the owner of the nation does get a turn in, then we will use that in preference to the Shadow Turn. If sending in a Shadow Turn, clearly mark it as such in the subject line. If you do not want your team-mates to receive a copy of your turn in this manner, we urge you to make sure you stay in communication with them. We will, on request, put a note on your account not to send on Shadow Turns to team-mates, but be aware that due to the team-orientated nature of the game, missing a turn can be disastrous for the game, so please make every effort to send in turns, or contact us and/or your team-mates if you are unable to do so.

1 5 S h a d o w Tur n s

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We aim to send out all turns by 5pm UK time (mid-day EST). Some turns will be sent out earlier, but we cannot guarantee this, so please be patient. If you have not received your (email) turn by the next day, on request we will reprint and send that turn by email to you free of charge. However, if you request this on the evening of the process date, we will charge a reprint turn-cost of 2.00/US$3.00/AU$6.00. Once again, please be patient emails can take a little while to get through the servers, and we have no control over that. We start processing turns at around 10am, beginning with those games with all orders received, and then working through the other games until all are processed. If a game is going to be delayed well contact you.

16 Missing Turns

This is one of the pages found with your turn results. It can be found in the main body of the email with the result sheet that you receive if you play by email, or with your turn if you play by post. It lists your contact details that we have on record for you, your details that you are sending out to team-mates, your account balance, games that you are playing in, current GM messages detailing new games, special scenarios and general information, a section for contacting everyone in that particular game that you are in, and the contact details for your team-mates. Although there is no need to check it every turn, at the start of the game I would strongly advise players to read through it, and keep an eye on it for developments. For example, it will show when a player has been forced out of the game (put Out of Play), if a position has changed hands (with new player taking over the nation), if a position no longer being played but still available (no information), if a Neutral nation has joined your team, or a player has missed a turn (Special Service). Early turns also list the special rules that apply to the game here (often also attached to the email with your first turn).

17 What is your Front Sheet?

XML contains information which can be imported into a number of programs, including Automagic, MEOW and Palantir, to save you entering this information by hand. Automagic is an Excel program that reads in the XML that we send out. It checks for valid orders and informs you if there is an error in them. It also creates a file containing your orders that we can use at our end so that we dont have to input the orders by hand. This virtually eliminates input errors. It also has a combat program (not supported by us) and an economic program (also not supported by us), which have been created by players for their own use. Excel is programmed by Mike Mulka with our assistance. MEOW (Middle Earth Order Writer) is a java application. It, similarly to Automagic, enables you to create a turn to send to us, but is designed to be cross-platform. Programmed by Jason Bennett with our assistance. Palantir is the mapping program. It imports the information from the XML that we send out to players and automatically updates the map with this, including information about armies, population centres, characters, spells etc. You can also import team-mates data using their XMLs. At present it does not read all the information from your PDF, but we have still found it very useful.

18 What is the XML file? What is Palantir? What is Automagic? What is MEOW?

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We are able to forward messages from you to other players. Please send these in a separate email to your turn, or on a separate sheet of paper if you are playing by post. We then simply forward the email or letter to that player, so if you want any information removed such as your email address please CLEARLY state this. As per usual, your name, account number, nation and game are needed, but if you dont want us to forward any of those details to the player concerned, please inform us. For example: Subject line: ME 29/3 for nation 14, 16, 17 Main body of the email Hya Clint can you pass this onto the following players. 14,16,17 John Roberts, Act 109999, but please do not give out this information! START Dear Cloud Lord you will die a most horrible death Da Free Peeps Contact us via : fictitiousemail@emailsrus.com END We can also send diplos to ALL players in the game via the Front Sheet. That way some sort of dialogue can be established. Please note, however, that these methods of communication are slow, in that we only send out diplos on the day the turn is run, though we can send diplos out to the opposition sent in before the game starts with the starting turn. Contacting the player concerned directly (if you know their contact details) or sending something to the MEPBMlist/Forum is a quicker method of establishing contact.

19 Diplomatic Messages

At the start of a new basic game, no player can play more than one position (unless otherwise agreed with both us and the players). Please do not use a pseudonym to run multiple positions we run plenty of variant games where you are able to run two nations if you wish to. However, if a player drops out, then we will often consider allowing an existing player on that team to take over the position, so that the game will not become unbalanced. Since this system is clearly open to abuse, we reserve the right to judge each case on an individual basis.

20 Playing more than one position

Aliases, unless you have specifically been given permission to use one, are not allowed. Some players have used them to enable themselves to play more than one nation under assumed names. We leave it to your own honour and sense of fair play to police this. But if we catch you we will penalise you.

21 Aliases

We have prisoners playing in our games. Any game with prisoners playing will be described as such. If you do not want to play in the same game as a prisoner then you will have to join a different game we allow anyone to join our game, with the only exceptions being players who bring the game into disrepute or break the rules. We have approximately 15-25 prisoners playing. As a GM I have found them to be both polite and communicative (albeit slowly, as they only have access to post not email). Most seem to be aware that they are receiving a privilege and are careful not to have that removed from them whilst they are in jail. However, that said you should bear in mind that some have been incarcerated for very serious crimes. 2950 postal 2-week turnaround and 1650 3-week turnaround games are the games most commonly found with prisoners playing, and I will mark such games on the Front Sheet as being available for prisoners to join.

22 Prisoners

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Occasionally we come across a game situation that we have not encountered before. In such cases calm discussion means that we are able to help, and sometimes change our rulings. If you feel that there is a circumstance or ruling that should be changed please bring it to our attention, and we can investigate the pros and cons of such changes. However, it helps if this is done before the situation actually arises, as the heat of the moment can make such discussion awkward. So if you think you are about to find yourself in such a situation, we advise you to get in touch.

23 Rulings

A Special Service turn is where a player misses a turn, and the computer creates simple orders on their behalf. All games started with us will automatically have the Special Service option on, and we do not allow the service to be switched off, but we do not charge for this. If you miss the first turn in a game we will write one for you should time allow, but in this case you will not be able to get back to us with orders that you would have preferred to have run. As always, we advise you to get all your turns in well before deadlines!

24 Special Service Turns

We run Middle-Earth PBM primarily out of a sense of love for the gaming hobby. We're all keen gamers, and so play in many of the games. But an individual GM will never referee a game they are playing in, or have any access to the game turns or database. Well mark on the Front Sheet when a GM will be playing in that game, but will not tell you which nation (or even allegiance) that GM is playing.

25 GM Players

Sometimes, a situation will arise where we may have to interfere in the running of a game. This is very, very rare, but we do reserve the right to do so where necessary. There has only been one instance in the last three years that I can think of where this has occurred.

26 GM Interference

Whilst the post office does not work on bank holidays, we do (except Christmas Day and Boxing Day), so please take this into account when sending in turns, else you may miss a deadline. We do, however, sometimes take a week off around the Christmas/New Year period, and will inform you of how you will be affected by this each year.

27 We work ceaselessly on your behalf

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In a perfect world, errors would not be made. But we are only human, and acknowledge that on occasion, mistakes will be made. If you think that there has been an error in your turn, please do not panic, as we can sort out nearly any problem or mistake that may have occurred. Simply contact us as quickly as possible (if you leave it too late then we might be unable to fix the error and you will lose out). Please give all the relevant information, including who you think it will impact upon, and we will do our best to resolve the matter. If it's our error, we'll fix it and contact the appropriate parties with the amendment to the turn. For example: Subject line Potential Edit for game 82/6 Main body of the email/letter Game 82 nation 6 Dear GM Unfortunately, last turn you input Vagaig doing an 850 (Move Army) instead of 860 (Force March) and he stopped short of moving to Morannon 3221. This means that the Dark Lieutenants will no longer be facing my army @3220. I have checked my orders and found that the DS @3221 need to be informed. The method we use to perform an edit is to take a back-up disk (containing the game information before it was processed), input the corrected orders on the back-up disk, and re-run the Process program. We then check the result: if the corrected order is successful we edit the information onto the real disk. We then will inform all the appropriate parties with the updated information. We don't send out the new turn, as it will have information on it that would not otherwise have been known such as Locate Artefact attempts that failed first time but succeeded second time around, etc but we do inform all parties of all relevant information changed. In the case of the above example, then, we would do the following: Firstly, we check the turn sheet to make sure the player is not mistaken (some apparent edits are due to a misreading of the rules, an error by the player when writing their turn, etc.). Then we perform the edit using the above process. If the move is now successful, the results then go out to the Dog Lord and the Dark Lieutenants explaining that they can now see a Large Army under Vagaig at 3221, and that there is no longer a Free People icon @3220. A similar report will be sent to the owner of the North Gondor. All nations who can see 3220 and 3221 will be informed to the extent that they would be aware of the change, in this case that an army icon has moved.

28 But mistakes will happen

Random factors in the Process program such which army moves first mean that we cannot always emulate the exact situation which occurred the first time when running a corrected process. But everything is set to exactly the way it was when the game originally processed before the process is run, except of course that the incorrect order is corrected.

Random elements

Market errors

These are about the only errors that we are unable to easily correct. We are physically unable to modify the price or availability of items on the market. And so we work around this should a 315/325 (310/320) order not be input correctly. In the case of a 325/320 error we simply remove the items from your stores and give you the gold equivalent. But in 310/315 cases we have to use a slightly more obscure method...We re-run the edit as explained above, and see what the price changes in market are. We then contact the players informing them of the new cost of items on the market (buy/sell price), and inform them that if there is a player that is selling the item next turn that they need to clearly indicate that this is so. Then, at the start of the next turn, we give the difference in gold to the nation, and allow the order to go through. Alternatively, we calculate the difference in price between the original process results (run with the error), and the reprocessed version (with the correct Market orders input), then refund the difference to the players who have purchased that commodity, so that if they were to have sold the goods next turn they would have the same amount of money. The loss of money made from selling from their stockpile is compensated somewhat by the effective increase in market sell limit.

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This effectively allows us to correct errors in such circumstances, allows the players to manipulate the market to get extra funds out of it, and deals with 99% of the problem. Its not perfect I know, and were still working on this so, if you have any useful ideas then please contact us. Oh, and if the above makes little sense, please do not worry in the unlikely event of such an edit affecting you, we will go through it all with you.

Nearly any problem you may have can be resolved. However, this is made far easier for all concerned by keeping calm. We recognise that when something goes wrong it is understandable that you may be annoyed, but by your remaining calm we can best identify the problem and deal with it efficiently. Also, please be aware that a word spoken in anger is easily forgotten, but putting it into writing either by letter or email gives it more weight than might have been intended. Email is particularly open to misrepresentation. Every day we receive an angry worded email or two, and sometimes even an apology for the harsh words a few days later. So please try to keep polite we're all doing this for fun, and it detracts from the experience for us all when emotions run high.

29 So please keep calm

As part of our service, we do out best to get in touch with players who have made simple mistakes in their turns (for example, a 325 NatSell order with no product given) before the turn runs. However, we can only do this if you send your turn in by the morning of the due date printed on the turn sheet, which is to say the day before the game runs. Note also that we do not work on weekends, so if your game is due to run on a Monday, you would need to get your orders to us by Friday morning to take advantage of this service. We also need an email address to contact you on. However, we are unable to help with judgement calls, such as character IDs given, riddle answers, etc. And further, whilst this is a service we do our best to provide, if a mistake made by you slips through, we cannot accept responsibility for this. Also, please be aware that if, due to a player error, we have had to judge what was intended but get this wrong, again, we cannot accept responsibility. In short, well do our best to catch your mistakes and guess what was intended if there is not time to contact you, but cannot guarantee it. So do your best not to make mistakes!

30 Contacting Players who have made Errors

Middle-earth PBM

W House Rules

31 Turn Writing - What to do, and what not to do


We strongly advise you to use our automated software to write turns, either Automagic or MEOW. When playing by email, please order your characters in alphabetical order. This makes turn inputting much easier for us, and minimises the chance of errors occurring. (If we make an error due to characters being out of order, we will not correct it after the turn is run.) The rulebook states that you can give either number codes or letter codes for orders. However, as a rule we work from the numbers, checking them against the letter codes if there appears to be a discrepancy. If possible then we appreciate it if you use numbers codes, and would recommend that you use both to minimise errors (if you do not use both, that means we have no way of checking your orders). All things being equal, if there is a discrepancy we will use the number code. If we notice that one appears to make more sense than the other, we will of course use it, but generally, the number code will take precedence. 4th Age start-ups require players to give three possible locations for their capitals, which must each be ten hexes away from the others. If they are closer together, we are forced to choose which locations to leave out, which can lead to disappointment. The new 4th Age start-up form (available from our website or on request) asks which type of 4th Age game you wish to play. We would advise that for a speedy start you tick all games that you can. The 260 Siege Pop Centre order does work for navies, and they do not anchor ships, but do need to be able to anchor ships. If a character attempts to do two 705 orders (research spell) for two different spells, the computer randomly selects which goes first. If, then you attempt to research two spells, one of which is the prerequisite for the other, there is a 50% chance that they will be researched the wrong way around so that you do not have the appropriate prerequisite for the higher level spell. Order 725 (create character) gives a maximum of 30 points to spend on a character's skills. Orders 728, 731, 734 and 737 allocate 30 points to the appropriate skill (which can rise to a maximum of 40 if the nation has an appropriate special ability and the character giving the order has a high enough skill). For example, if you have the ability to name Emissaries at 40, then if you use a 40 rank Emissary they will create a new 40 rank Emissary, but if you use a 37 rank Emissary they will create a new 37 rank Emissary. The 770 order (Hire Army) requires both Mounts and Leather to be at that location when creating cavalry troops. 948 orders are often mixed up. To clarify: order 947 collects a percentage of goods from all your population centres and deposits this amount into one population centre. The order 948 moves a specific amount of a store type from one population centre to another, including centres belonging to other friendly nations. This also works for gold, but since gold can only be kept at a capital, the order can only be used to move gold from one capital to another (non-hidden) population centre (and then gets transferred to that players capital).

Middle-earth PBM

W House Rules

The clearer your orders are the easier they will be for us to enter, and so the chance of inputting errors occurring will be minimised. Below is an example of what, for us, is the ideal email turn format. We would ask, then, that you do your best to emulate this as closely as possible. Or, better still, use Automagic or MEOW to send in orders. Subject line: ME29/24 (Replace ME29/24 with your game number and nation number.) Then in the main body of the email (or attached .txt file): ME 29 Player: 24 Security Code: 1234 Due Date: 15th July 2002 Fred Bloggs A/c: 109999 Turn Number: 15 (Replace these details with your details for this game.) Alfred (alfre) @1234 (Com,Age,Emi) 810 MovChar 1235 900 FindArt 86 Beattie (beatt) @ 2345 (Com) 947 NatTran 1234 le 100 948 TranCar 2345 4321 go 10,000 And so on. Basically, please do your best to set out your orders as clearly as possible, with characters in alphabetical order and without the orders either too close together or too spread out.

32 Sample Email Order Format

For details of all costs associated with playing Middle-earth PBM, view the tariff on our website by Clicking Here.

33 Tariff

Middle-earth PBM

W House Rules

This article appeared in News from Bree, the in-game Middle-earth PBM newsletter, and highlights many of the more commonly made errors in turn-writing which the wise player might do well to avoid. It has been oft-claimed, sometimes with justification, that we make errors when inputting turns. And yes, we freely admit that this is the case, and correct them. However, what is less frequently admitted is the fact that we are not the only ones to do this. As such, then, we took time out from our arduous task of running Middle Earth to examine the turns received for one particular game. And found the following errors... No security code and/or turn number and/or game number. Probably around a third of turns received are missing at least one of these things. 3 and 5 digit hex numbers given for move orders. 3 is understandable, perhaps, but 5 is pretty bizarre. 2 skill orders given for the same skill type. Only one is allowed, so the other will fail, which leaves us with the conundrum of which you want to attempt. Sometimes easy to deduce, but not always so. We will do our best, but cannot guarantee to pick the one you most wanted to work. The wrong security code and/or turn number and/or game number. More awkward than the last version, as it leaves us wondering whether it is the character names or the turn/game numbers that are wrong, or in the case of the security code, whether it is a very late or a very early turn. Wrong/missing/extra character names/IDs. Another awkward one, as the question is raised as to what characters the orders are actually intended for. Orders given for captured characters. This doesn't work! 360 orders with no character ID given, and the same for 355s and 780s. 430 orders given with no troop type. Another common one, this. 520 (InfYour) & 525 (InfOther) getting confused. 610 orders with no character ID. Commonly altered to 605 orders, but this isn't much consolation to the commander lying dead in a pool of their own blood. A 780 order with extra information such as a hex number or troop type. Strange but true. 810 orders with no hex number, 810 orders with directions instead of a hex number, and 810 orders with hex numbers that are off the map. This can also apply to 820 & 870 orders, though none were found in this game. 850 orders with no directions, or with a hex number instead of directions. Which also applies to 830 orders. 870 orders given with no character ID. A very common one this; not vital, as the character will still move, but character IDs are not something we can just guess at. 948 orders with only one hex number given, and 947 orders with two. These tend to be important orders, especially the 948 ones, so getting them wrong is not advised. 949s with no character ID. Guaranteed to annoy your erstwhile ally.

34 A Comedy of Errors

Middle-earth PBM

X Reference Charts

X Reference Charts
1 Characters
Number of Characters
Turn Number 15 6 10 11 15 16 20 21 onwards Characters Available 12 15 17 19 21

Character Titles by Rank


Rank 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100 Commander Veteran Hero Commander Captain Lord Regent Warlord General Marshal Lord Marshal Agent Journeyman Footpad Agent Cutpurse Burglar Rogue Spy Thief Assassin Guild Master Emissary Envoy Kingsman Emissary Ambassador Warden Banneret Curate Proclamator Legate Herald Mage Apprentice Acolyte Mage Mystic Enchanter Warlock Conjurer Sorcerer Wizard Arch Mage

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

2 Population Centres
Population Centre Size Factors
Population Centre Size Camp Village Town Major Town City Revenue at 100% Tax Rate 0 2500 5000 7500 10000 Recruits available per turn for armies 100 200 300 400 500 Number of troops which can be fed* 0 200 1000 2500 5000 Approximate force needed to assault 100 150 400 900 2100 Approximatee Defensive force needed to Value threaten 100 200 1000 2500 5000 200 500 1000 2500 5000 Cost to increase size (or build camp) 2000** 4000 6000 8000 10000 Percentage of resource production available 100 80 60 40 20

*Infantry troops cavalry troops require twice as much food as infantry, and so a population centre can only feed half as many cavalry troops. ** If being created by an emissary the cost is doubled if a commander is posting the camp.

Fortification Costs
Fortification Type Tower Fort Castle Keep Citadel Gold Cost 1000 3000 5000 8000 12000 Timber Cost 1000 3000 5000 8000 12000 Defensive Value 2000 6000 10000 16000 24000 Approximate Troops needed to overcome 800 2400 4000 6400 9600

Middle-earth PBM

X Reference Charts

Food Consumption under Siege


Size of population centre Camp Village Town Major Town City Food consumed per turn under siege 500 1000 2000 3500 6000

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

Initial Cost Charts


To Create, Build or Improve to Hire Army Bridge over a Major River Bridge over a Minor River Create a Camp Post a Camp Castle Multi-skilled Character (725) Single-skilled Character (728, 731, 734, 737) Citadel City Fort Harbour Keep Major Town Port Relocate Capital Tower Town Transports Village War Machines Warships Weapons Armour Gold Cost 5000 5000 2500 2000 4000 5000 10000 5000 12000 10000 3000 2500 8000 8000 4000 25000 1000 6000 1000 4000 1000 Timber Cost 10000 5000 5000 12000 3000 5000 8000 7500 1000 1500 500 1500 Other Cost 1 unit of product per weapon 1 unit of product per person

Middle-earth PBM

X Reference Charts

4 Armies
Weapon Ranks
Weapon Type Wood Bronze Steel Mithril Value 10 30 60 100

Armour Ranks
Armour Type Leather Bronze Steel Mithril Value 10 30 60 100

Basic Troop Combat Values


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

Army Movement Terrain Costs for Normal Movement


Terrain Infantry or Infantry and Cavalry Mixed Normal cost (unfed cost) 3 (4) 3 (4) 5 (7) 5 (7) 4 (6) 6 (8) 12 (Not allowed) 4 (6) 4 (6) 6 (8) 6 (8) 5 (7) 7 (10) Not allowed 5 (7) 5 (7) 7 (10) 7 (10) 6 (8) 8 (11) Not allowed Not allowed Not allowed Road cost (unfed cost) 2 (3) 2 (3) 3 (4) 3 (4) 2 (3) 3 (4) 6 (8) 3 (4) 3 (4) 4 (6) 4 (6) 3 (4) 4 (6) 7 (10) 4 (6) 4 (6) 5 (7) 5 (7) 4 (6) 5 (7) 8 (11) Not allowed Not allowed Cavalry alone Normal cost (unfed cost) 2 (3) 2 (3) 3 (4) 5 (7) 2 (3) 5 (7) 12 (Not allowed) 3 (4) 3 (4) 4 (6) 7 (10) 3 (4) 6 (8) Not allowed 4 (6) 4 (6) 5 (7) 7 (10) 4 (6) 7 (10) 12 (Not allowed) Not allowed Not allowed Road cost (unfed cost) 1 (2) 1 (2) 1 (2) 2 (3) 1 (2) 2 (3) 3 (4) 2 (3) 2 (3) 2 (3) 3 (4) 2 (3) 3 (4) 4 (6) 3 (4) 3 (4) 3 (4) 5 (7) 3 (4) 5 (7) 5 (7) Not allowed Not allowed

Shore Plains Rough Forest Desert Swamp Mountains Shore with Bridge/Ford Plains with Bridge/Ford Rough with Bridge/Ford Forest with Bridge/Ford Desert with Bridge/Ford Swamp with Bridge/Ford Mountains with Bridge/Ford Shore with Minor River Plains with Minor River Rough with Minor River Forest with Minor River Desert with Minor River Swamp with Minor River Mountains with Minor River Major river Seas/Coast

If moving evasively, the above costs are doubled.

Middle-earth PBM

X Reference Charts

Navy Movement Costs


Terrain Hex with a major river hex-side Seas Coast Shore with no major river hex-side Hex with port but no major river hex-side Hex with harbour but no major river hex-side Others Fed Cost 1 1 1 1, and ends movement 1, and ends movement 1, and ends movement not allowed Unfed Cost 2 2 2 2, and ends movement 2, and ends movement 2, and ends movement not allowed

If moving evasively, the above costs are doubled.

5 Combat
Effect of Relations on Combat
Relation towards Enemy Army Friendly Tolerant Neutral Disliked Hated Effect on Combat Strength - 25% - 10% 0% + 10% + 25%

Troop Terrain Performance


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

Troop Preferred Tactics


Troop Type Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Archers Men-at-Arms Best Tactic Charge Surround Flank Hit and Run Ambush Hit and Run Worst Tactic Ambush Ambush Surround Charge Flank Charge

Tactic Vs Tactic
Tactic Charge Flank Standard Surround Hit and Run Ambush Best Against Hit and Run Ambush Flank Flank Surround Charge Worst Against Ambush Surround Charge Hit and Run Flank Flank

Middle-earth PBM

X Reference Charts

Tactic Vs Tactic
Ambush

Charge

Standard

Flank

Hit and Run

Surround

Indicates a large advantage over Indicates a smaller advantage over

6 Map Icons
Camp Village Town Major Town City Tower Fort Castle Keep Citadel Harbour Port Good Armies Evil Armies Neutral Armies

Road

Minor River

Major River

Bridge

Ford

Open Seas

Coastal Waters

Shore/plains

Open Plains

Hills & Rough

Mixed Forest

Desert Wastes

Fens & Swamp

Mountains

Middle-earth PBM

X Reference Charts

7 Order Abbreviations
Goods
Mounts Leather Bronze Steel Mithril Food Timber Gold mo le br st mi fo ti go

Army Directions
Home Northeast East Southeast Southwest West Northwest Normal Evasive h ne e se sw w nw no ev

Troops
Heavy Cavalry Light Cavalry Heavy Infantry Light Infantry Men-at-Arms Archers hc lc hi li ma ar

Miscellaneous
Female Male No Yes Neutral Evil Good Wood None f m n y n e g wo no

Middle-earth PBM

X Reference Charts

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

Healing Ways

Combat (Use order #225)

Barrier Mastery Defensive

Resistance Mastery Defensive

Fire Mastery Offensive

Word Mastery Offensive

Wind Mastery Offensive

Dark Summons Offensive Lost List

Middle-earth PBM

X Reference Charts

Category Conjuring (use order #330)

List Spirit Mastery Lost List Conjuring Ways Lost List Weakness Sickness Curses

Spell

Difficulty easy average hard easy average average easy average hard easy average hard average

Spell # 502 504 506 508 510 512 302 304 306 308 310 312 314

Conjure Mounts Conjure Food Conjure Hordes Long Stride Fast Stride Path Mastery Capital Return Major Return Return True Teleport

Movement (use order #825)

Movement Mastery

Return Mastery

Teleport Mastery Lost List Lore (use order #940) Perceptions

Perceive Allegiance Perceive Relations Perceive Nationality Perceive Power Perceive Mission Perceive Secrets Divine Army Divine Allegiance Forces Divine Characters with Forces Divine Nation Forces Divine Army True Research Artifact Locate Artifact Locate Artifact True Scry Population Centre Scry Hex Scry Area Scry Character Reveal Production Reveal Character Reveal Character True Reveal Population Centre

easy easy easy average average hard easy easy average average hard easy average hard easy easy average hard easy average hard hard

402 404 408 422 424 432 406 410 417 419 426 412 418 428 413 414 415 436 416 420 430 434

Divinations

Artifact Lore

Scrying

Hidden Visions

Middle-earth PBM

X Reference Charts

Offensive Spells
List Fire Mastery

Spell Call Fire Wild Flames Wall of Fire Fire Bolts Fire Balls Fire Storms Summon Fire Spirits

Difficulty easy easy easy average average average hard easy easy easy average average average hard easy easy easy average average average hard

Damage 150 50-250 100-200 1000 500-1500 800-1200 1000-2000 250 100-400 200-300 600 300-900 450-750 1250-2250 400 200-600 300-500 800 400-1200 600-1000 750-1750

Spell # 202 204 206 232 234 236 240 208 210 212 220 222 224 242 214 216 218 226 228 230 238

Word Mastery

Words of Pain Words of Calm Words of Paralysis Words of Agony Words of Stun Words of Command Words of Death Call Winds Wild Winds Wall of Wind Chill Bolts Frost Balls Wind Storms Summon Wind Spirits

Wind Mastery

Defensive Spells
List Barrier Mastery

Spell Barriers Deflections Shields Barrier Walls Resistances Blessings Protections Force Walls

Difficulty easy average hard hard easy average hard hard

Damage 500 1000 1750 1500-2000 100 1250 1500 1000-2000

Spell # 102 106 112 114 104 108 110 116

Resistance Mastery

Middle-earth PBM

X Reference Charts

9 The Nations Of Middle-earth


The 1 2 3 4 5 6 7 8 9 10

1650 Module

Free Peoples Woodmen Northmen othraim Arthedain Cardolan Northern Gondor Southern Gondor Dwarves Sinda Elves Noldo Elves

The 11 12 13 14 15 16 17 18 19 20

Dark Servants Witch-king Dragon Lord Dog Lord Cloud Lord Blind Sorcerer Ice King Quiet Avenger Fire King Long Rider Dark Lieutenants

The 21 22 23 24 25

Neutrals Corsairs Haradwaith Dunlendings Rhudaur Easterlings

The 1 2 3 4 5 6 7 8 9 10

2950 Module

Free Peoples Woodmen Northmen Riders of Rohan Dunadan Rangers Silvan Elves Northern Gondor Southern Gondor Dwarves Sinda Elves Noldo Elves

The 11 12 13 14 15 16 17 18 19 20

Dark Servants Witch-king Dragon Lord Dog Lord Cloud Lord Blind Sorcerer Ice King Quiet Avenger Fire King Long Rider Dark Lieutenants

The 21 22 23 24 25

Neutrals Corsairs Rhun Easterlings Dunlendings White Wizard Khand Easterlings

The Dark Servants 10 The Goblins 11 The Warg Riders

Battle of the Five Armies Module

The 12 13 14

Free Peoples The Elves The Dwarves The Northmen

Kin Strife Module


The 1 2 3 4 5 6 Free Peoples Line of Eldacar Rebels of Ered Lithui Rhovanion Horselords Kingdom of Arnor Quendi The 11 12 13 14 15 16 Dark Servants Line of Castamir Line of Morlean Line of Elendin Southron Kingdoms Hithlum Witch-realm of Angmar The Neutrals 21 Line of Tirkhor 22 Khazad

Middle-earth PBM

X Reference Charts

1 2 3 4 5 6 7 8 9 10 11 12 13

10 General Sequence Of Events


Characters heal naturally and healing spells are cast Allegiance and relation changes take place Personal challenges take place Combat (navy, army and population centre) takes place and combat spells are cast Encounters are reacted to Voluntary tax changes take place, loyalties may be affected Population centre production, tax revenue is received, loyalties change according to tax rate Market buy transactions take place (310 and 315) Market sell transactions take place (320 and 325) Food and other items (including transferring, but not picking up, of artifacts and prisoners) are picked up, transferred, conjured or otherwise moved Food (and morale) is consumed by armies. Maintenance is charged Check to see if nations tax rate is sufficient to cover maintenance costs. If not, tax rate is increased to compensate. If this raises tax rate to over 100%, bankruptcy will occur Other command orders take place Emissary orders take place Agent orders take place Characters being held hostage attempt to escape Other mage orders take place New characters are created Army and company orders (other than combat) take place Ships and artifacts are picked up and dropped Character and army movement takes place Scouting takes place, lore spells are cast Population centres are hidden Goods are transported (947 and 948) Population centres are transferred, voluntary capital moves take place New market prices, maintenance costs and revenues are calculated The One Ring order attempts take place

14 15 16 17 18 19 20 21 22 23 24 25 26 27 28

Middle-earth PBM

X Reference Charts

11 Orders
Restriction Legend c characters with command skill only a characters with agent skill only e characters with emissary skill only m characters with mage skill only com army or navy commanders only company company commanders only with without cap fa k spell increase army or navy commanders or characters with an army or navy only characters not in command of an army, navy or company only can only be issued at the capital can only be issued in the Fourth Age Module can only be issued by the North or South Kingdom may improve spell casting rank may increase a skill rank

Command Skill Orders


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

increase increase increase increase increase increase

increase increase

increase increase

Middle-earth PBM

X Reference Charts

Command Miscellaneous Orders


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

Agent Skill Orders


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

Middle-earth PBM

X Reference Charts

Agent Miscellaneous Orders


Order Number 625 640 645 650 655 915 920 Order Description Release Hostage Take Custody of Hostage Imprison Hostage Execute Hostage Demand Ransom for Hostage Scout Hex Scout Population Centre Restriction a a a a a a, or a dwarf a, or a dwarf Difficulty automatic automatic automatic automatic automatic easy easy May Increase Skill Rank? Order Code Release Custody Imprsn Execute RansDmd ScoHex ScoPop

Emissary Skill Orders


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

Emissary Miscellaneous Orders


Order Number 580 585 Order Description Spread Rumours Uncover Secrets Restriction e e Difficulty automatic average May Increase Skill Rank? Order Code SprdRum Uncover

Mage Orders
Order Number 710 737 Order Description Prentice Magery Name New Character as Mage Restriction m m, cap Difficulty automatic automatic May Increase Skill Rank? increase Order Code PrenMgy NamMage

Mage Miscellaneous Orders


Order Number 700 705 Order Description Forget Spell Research Spell Restriction m m Difficulty automatic varies May Increase Skill Rank? Order Code ForgtSp RsrchSp

Middle-earth PBM

X Reference Charts

Movement Orders
Order Number 810 820 825 830 840 850 860 870 Order Description Move Character Move Company Cast Movement Spell Move Navy Stand and Defend Move Army Force March Army Move Character & Join Army Restriction without c, company m, without com com com com without Difficulty automatic automatic varies automatic automatic automatic automatic automatic May Increase Skill Rank? Order Code MovChar MovCmpy CstMvSp MovNavy Stand MovArmy ForcMar MovJoin

spell

Healing Spell Orders


Order Number 120 Order Description Cast Heal Spell Restriction m Difficulty varies May Increase Skill Rank? spell Order Code CstHlSp

Combat Spell Orders


Order Number 225 Order Description Cast Combat Spell Restriction m Difficulty varies May Increase Skill Rank? spell Order Code CstCbSp

Conjuring Spell Orders


Order Number 330 Order Description Cast Conjuring Spell Restriction m Difficulty varies May Increase Skill Rank? spell Order Code CstCjSp

Lore Spell Orders


Order Number 940 Order Description Cast Lore Spell Restriction m Difficulty varies May Increase Skill Rank? spell Order Code CstLoSp

Middle-earth PBM

X Reference Charts

Miscellaneous Orders
Order Number 205 210 215 285 290 310 315 320 325 360 363 740 755 760 785 790 792 796 805 900 935 945 947 948 990 Order Description Use Combat Artifact Issue Personal Challenge Refuse All Personal Challenges Reaction to Encounter Investigate Encounter Bid from Caravans Purchase from Caravans Sell to Caravans Nation Sell to Caravans Transfer: Artifacts to Character Transfer: Hostages to Character Retire Character Join Company Leave Company Join Army Leave Army Drop Artifact Pick up Artifact Use Movement Artifact Find Artifact Use Scrying Artifact Use Hiding Artifact Nation Transport Transport by Caravan One Ring Restriction Difficulty automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic automatic easy automatic hard automatic automatic automatic automatic automatic May Increase Skill Rank? increase Order Code UsCbArt IssPers RfsPers ReacEnc InvEnc BidCar PrchCar SellCar NatSell TrArt TrHost RtrChar JnCmpy LvCmpy JnArmy LvArmy DropArt PickArt UsMvArt FindArt UsScArt UsHiArt NatTran TranCar OneRing

cap

without without without

cap cap or origin hex

Middle-earth PBM

Glossary

Glossary
Note: This glossary describes terms according to their definition in the game, where either the term is a common one used in an unusual manner, or one specific to Tolkiens world. It does not attempt to cover every word used in common manner in this Guide, nor every aspect of Tolkiens world. For the latter, please refer to one of the many available encyclopaedias of Middle-earth, and for the former, pleaser refer to a dictionary! 12 vs. 12 1650 2950 Account Number Acrobat Agent (1) Agent (2) Allegiance A module variant, where one neutral is not played, two neutrals begin the game aligned to the Free Peoples and two aligned to the Dark Servants. A Middle-earth PBM module. A Middle-earth PBM module. A unique 6-digit figure assigned to every player. A free piece of software by Adobe, used to view turns in .pdf format. Available to download from http://www.adobe.com. One of the four skill ranks a character may possess. The other skill ranks are command, emissary and mage. A character with agent skill rank greater than zero. One of three factions, or allegiances, found in the game. The three factions are the Free Peoples, the Dark Servants and the Neutrals. The Free Peoples and the Dark Servants represent the two sides, or teams, in the game, being good and evil respectively. In the 1650, 2950 and Kin Strife modules, Neutral nations start the game unaligned to either the good or evil, and must choose a side during play, whilst in the Fourth Age module they can either choose a side or form their own allegiance. One of the six troop types available for armies and navies. A freepiece of mapping software, available to download from http://www.middleearthgames.com. Worn by troops to reduce damage dealt to them in combat. A number of troops, led by a commander. A character with command skill in charge of an army. A numerical value, which is the average of all the armour currently in use by a specific troop type, which is used to lessen the damage done to those troops. The higher the value, the less damage is inflicted. A Free People nation in the 1650 module. Artifacts are used by characters to gain a benefit dependent on the particular artifact. A free piece of software written in Microsoft Excel, used to write orders. Available to download from http://www.middleearthgames.com. A free piece of software used to calculate nation and team finances. Available to download from http://www.middleearthgames.com.

Archers Archon Armour Army Army Commander Armour Rank Arthedain Artifacts Automagic Autominister

Middle-earth PBM

Glossary

Average Baggage Train Bankrupt

One of three different difficulty ratings applied to orders and to spells. For average orders and/or spells, characters with the appropriate skill rank between 30 70 have a fair/reasonable chance of success. Armies have a baggage train. This baggage train can carry extra armour, extra weapons, war machines, food to feed the army, warships and transport ships. If a nations tax rate rises above 100% the nation is considered bankrupt and eliminated from play.

Battle of the Five Armies A Middle-earth PBM module. Also referred to as BOFA. Blind Sorcerer BOFA Bronze Camp Capital A Dark Servant nation in the 1650 and 2950 modules. A term sometimes used for Battle of the Five Armies. A product created by population centres, used to make armour and weapons. A type of population centre. The population centre currently considered the seat of a nations power. Only major towns and cities can be capitals. If at the end of a turn a nation has no population centres that can be their capital, the nation is eliminated. A term sometimes used to refer to the market. A Free People nation in the 1650 module. The proficiency (represented as a number between 1 and 100) a mage has in casting a particular spell. The casting rank is based on the characters mage rank, but is independent of mage rank once the spell is learned. A level of fortifiction a population centre can possess. See Personal Challenges. The first five letters of a characters name. Each character has a unique character ID. A level of fortifiction a population centre can possess. A type of population centre. The climate of a hex affects population centre production and combat, and is affected by the season. A Dark Servant nation in the 1650 and 2950 modules. A hex terrain type. A piece of software used to run battle simulations. One of the four skill ranks a character may possess. The other skill ranks are agent, emissary and mage. A character with command skill leading an army, navy or company. A character with command skill rank greater than zero. Not often used, to avoid confusion with a force commander. A group of between two and nine characters, travelling together under a company commander. A Neutral nation in the 1650 and 2950 modules.

Caravans Cardolan Casting Rank

Castle Challenges Character ID Citadel City Climate Cloud Lord Coastal Waters Combat Calculator Command Commander (1) Commander (2) Company Corsairs

Middle-earth PBM

Glossary

Dark Lieutenants Dark Servants Desert Wastes Disliked Dog Lord Double Agent Dragons Dragon Lord Dnadan Rangers Dunlendings Dwarves Easterlings Easy Eliminated Elves Emissary (1) Emissary (2) Encounter Enemy Ents othraim Evasive Fed Fens & Swamp Fire King Food Force

A Dark Servant nation in the 1650 and 2950 modules. One of the three allegiances to which a nation can belong. The others are Free Peoples and Neutral. A hex terrain type. One of the five types of relations. Every nation has a specific relation to every other nation. A Dark Servant nation in the 1650 and 2950 modules. A character from another nation who has been persuaded to work for your nation. Double agents provide reports on their activities each turn and attempt not to work successfully against your nation. One of the types of NPC that can be encountered during play. A Dark Servant nation in the 1650 and 2950 modules. A Free People nation in the 2950 module. A Neutral nation in the 1650 and 2950 modules. A Free People nation in the 1650, 2950 and Battle of the Five Armies modules. A Neutral Nation in the 1650 module. One of three different difficulty ratings, applied to orders and to spells. For easy orders and/or spells, characters with the appropriate skill rank between 10 40 have a fair/reasonable chance of success. The status given to a nation that has been put out of play, usually through game play or, less commonly, through a request to be put out of play. A Free People nation in the Battle of the Five Armies module. One of the four skill ranks a character may possess. The other skill ranks are command, agent and mage. A character with emissary skill rank greater than zero. An unusual circumstance discovered by a character or army during the course of play. A nation with whom your own nation has disliked or hated relations to. Living trees, One of the types of NPC that can be encountered during play. A Free People nation in the 1650 module. One of two travel modes available to armies and navies. An army or navy is considered fed if, after troops have been fed in a turn, it has one or more unit of food remaining in its baggage train. A hex terrain type. A Dark Servant nation in the 1650 and 2950 modules. A product made by population centres, used to feed armies, navies and population centres under siege. A term occasionally used to describe an army or navy.

Middle-earth PBM

Glossary

Fort Fortifications Free Peoples Friendly Galadriel Goblins Gold GM Grudge Game Gunboat Haradwaith Harbour Hard Hated Heavy Cavalry Heavy Infantry Hex Hidden Hills & Rough Hithlum Hobbits Horselords Ice King Inactive Keep Khand Easterlings Khazad Kin Strife

A level of fortifiction a population centre can possess. The defensive capabilities of a population centre. One of the three allegiances to which a nation can belong. The others are Dark Servants and Neutral. One of the five types of relations. Every nation has a specific relation to every other nation. An elf who is a character in the 2950 module and an NPC in the 1650 module. A Dark Servant nation in the Battle of the Five Armies module. A product mined by population centres, raised through taxing population centres, and gained through selling to the market. Used to fund many orders. Gamesmaster a person who runs Middle-earth PBM. A module variant between teams of players established and agreed on at game start.. A module variant with little or no communication allowed between players. A Neutral nation in the 1650 module. Allows ships to be anchored at a population centre. One of three different difficulty ratings, applied to orders and to spells. For hard orders and/or spells, characters with the appropriate skill rank between 60 100 have a fair/reasonable chance of success. One of the five types of relations. Every nation has a specific relation to every other nation. One of the six troop types available for armies and navies. One of the six troop types available for armies and navies. A location on the map, defined by xxyy coordinates. A state that a population centre can be in, that prevents other nations from interacting with it. A hex terrain type. A Dark Servant nation in the Kin Strife module. Shire folk. One of the types of NPC that can be encountered during play. A Free People nation in the Kin Strife module. A Dark Servant nation in the 1650 and 2950 modules. The status of a nation for whom no orders are run in a given turn. A level of fortifiction a population centre can possess. A Neutral nation in the 2950 module. A Neutral nation in the Kin Strife module. A Middle-earth PBM module. Also known as KS.

Middle-earth PBM

Glossary

Kingdom of Arnor KS Leather Light Cavalry Light Infantry Line of Castamir Line of Eldacar Line of Elendin Line of Morlean Line of Tirkhor Long Rider Loyalists Loyalty Mage (1) Mage (2) Maintenance Major River Major Town Market Men-at-Arms MEOW Minor River Mithril Mixed Forest Morale Mountains Mounts

A Free People nation in the Kin Strife module. A term sometimes used for the Kin Strife module. A product made by population centres, used in the creation of armour, heavy cavalry and light cavalry. One of the six troop types available for armies and navies. One of the six troop types available for armies and navies. A Dark Servant nation in the Kin Strife module. A Free People nation in the Kin Strife module. A Dark Servant nation in the Kin Strife module. A Dark Servant nation in the Kin Strife module. A Neutral nation in the Kin Strife module. A Dark Servant nation in the 1650 and 2950 modules. The term for the Free People nations in the Kin Strife module. A population centre rating between 1-100, used to define the population centres level of support for its nation. One of the four skill ranks a character may possess. The other skill ranks are command, agent and emissary. A character with mage skill rank greater than zero. The cost, in gold, of maintaining the population centres, harbours, ports, characters, armies and navies in a nation. This cost is paid each turn. A river that can only be crossed at a ford or bridge. A type of population centre. The means by which products are bought and sold. Also referred to as caravans or trade caravans. One of the six troop types available for armies and navies. A free piece of software used to write orders, available to download from http://www.middleearthgames.com. A river that can be crossed without the aid of a ford or bridge. A product mined by population centres, used in the creation of armour and weapons A hex terrain type. An army and navy rating between 1-100, used to define the forces courage, pride and loyalty. A hex terrain type. A product gathered by population centres. Used to create heavy cavalry and light cavalry.

Middle-earth PBM

Glossary

Mumakhil Nation Navy Neutral (1) Neutral (2) Neutral Team Noldo Elves Normal Northern Gondor North Kingdom Northmen NPC One Ring Open Plains Open Seas Orderchecker Orders Overrun Palantir PC (1) PC (2) .PDF Personal Challenge Pop Centre Population Centre

Giant elephants. One of the types of NPC that can be encountered during play. A position in the game, consisting of characters, population centres, armies and navies. It is not a fixed territory. A number of troops, with sufficient ships to carry them, led by a commander. One of the five types of relations. Every nation has a specific relation to every other nation. One of the three allegiances to which a nation can belong. The others are Free Peoples and Dark Servants. A team of Neutral nations starting together in a Fourth Age module, and who are not allowed to change allegiance. A Free People nation in the 1650 and 2950 modules. One of two travel modes available to armies and navies. A Free People nation in the 1650 and 2950 modules. A Neutral nation in the Fourth Age (1000) module. A Free People nation in the 1650, 2950 and Battle of the Five Armies modules. Non-Player Character. These are individuals who can be encountered during the course of play, and may choose to aid a nation. Forged by Sauron himself, the One Ring is among the greatest artifacts ever created in Middle-earth. Taking the One Ring to Mount Doom will achieve victory in the 1650 and 2950 modules. A hex terrain type. A hex terrain type. A piece of software used to check orders. Commands issued to your characters. They are the means by which you accomplish all your actions in the game. A situation wherein an army of superior size is able to force its way past and overrun an enemy army. The army being overrun is destroyed. A free piece of mapping software, available to download from http://www.middleearthgames.com. A term sometimes used for population centre. A term sometimes used for a character. A format of computer file used for turns. Combat between two characters. A term sometimes used for population centre. The places where people from your nation choose to live. They create products, generate revenue, and allow a nation to create characters, build armies, etc. Also referred to as pop centre and PC.

Middle-earth PBM

Glossary

Port Prerequisite (1) Prerequisite (2) Product Production Quendi Quiet Avenger Rebels of Ered Lithui Relations Revenue Rhovanion Rhudaur Riders of Rohan Rhn Easterlings Sauron Seasons Security Code Sieged Silvan Elves Sinda Elves Skills Skill Rank South Kingdom Southern Gondor Southron Kingdoms

Allows ships to be anchored at a population centre, and ships to be built there. In learning spells, a prerequisite is a spell from the same spell list that is one level lower than the spell being learned, and needed in order to learn the new spell. In executing orders, a prerequisite or prerequisites are those conditions required to successfully issue the order. An item produced by a population centre. The seven products are: leather, bronze, steel, mithril, food, timber, mounts and gold. The products created/gathered from the hex a population centre occupies. A Free People nation in the Kin Strife module. A Dark Servant nation in the 1650 and 2950 modules. A Free People nation in the Kin Strife module. The disposition of a nation toward another nation. Every nation has a specific relation to every other nation. The five relations are: friendly, tolerant, neutral, disliked, and hated. The gold raised each turn by your nation. A Free People nation in the Kin Strife module. A Neutral nation in the 1650 module. A Free People nation in the 2950 module. A Neutral nation in the 2950 module. The Lord of the Rings. One of the NPCs who can be encountered during play. The seasons in Middle-earth coincides with the seasons in the real world. Seasons have an effect on hex climate, which in turn affects population centre production and combat in the hex. A 4-digit number that changes every turn; must be included with orders to confirm that they are from the correct player. A population centre is considered to be seiged if it was attacked or sieged by an army or navy that turn. A Free People nation in the 2950 module. A Free People nation in the 1650 and 2950 modules. The four different areas of expertise a character can have knowledge of. The skills are command, agent, emissary and mage. Stealth is also sometimes considered a skill. A number, generally between 0-100, indicating the level of each skill a character possesses. Skill ranks can be increased beyond 100 through magic and artifacts. A Neutral nation in the Fourth Age (1000) module. A Free People nation in the 1650 and 2950 modules. A Dark Servant nation in the Kin Strife module.

Middle-earth PBM

Glossary

Special Service Spell Research Spell Types Spells Stealth Steel Tax Rate

If nation does not have orders issued for it when a game processed, the computer assigns simple orders to the characters. The turn is then known as a special service turn. The method used by a mage uses to learn new spells. Spells fall into one of six different categories. These are: Healing, Defensive, Offensive, Conjuring, Movement and Lore. Spells are cast by characters with mage skill rank to achieve various results, depending on the type of magic cast. A rank which indicates how difficult it is to detect a character. A product mined by population centres, used in the creation of armour and weapons. A percentage set for your nation, which determines how much gold each population centre gives your treasury each turn (in addition to any gold produced by the population centre). The tax rate can also affect the loyalty of your population centres. The hex type of each hex. The nine terrain types are: open seas, coastal waters, shore/plains, open plains, hills & rough, mixed forest, desert wasters, fens & swamp, and mountains. A product gathered by population centres, used in the creation of ships, bridges, war machines and fortifications. One of the five types of relations. Every nation has a specific relation to every other nation. A level of fortifiction a population centre can possess. A type of population centre. A term sometimes used for the market. Each troop type has an individual training rank, which reflects the ability of the troops to maintain formations and tactics in the heat of battle. Used to transport troops in navies. The travel mode of an army or navy. Affects movement points used, and what may or may not stop the force. The two travel modes are normal and evasive. An army or navy is considered unfed if, after the troops have been fed in a turn, there is no food remaining in the baggage train. The term for the Dark Servant nations in the Kin Strife module. One of the types of NPC that can be encountered during play. Individual goals for your nation. Not related to overall game victory. A guide to how well your nation is doing. Not related to overall game victory. A type of population centre. A variant of the 2950 module. Used by armies to attack population centre.

Terrain Timber Tolerant Tower Town Trade Caravans Training Rank Transport Ships Travel Mode Unfed Usurpers Vampires Victory Conditions Victory Points Village War of the Rings War Machines

Middle-earth PBM

Glossary

Warg Riders Warships Weapon Rank Weapons White Wizard Witch-king

A Dark Servant nation in the Battle of the Five Armies module. Vessels with military capability, used in navies. A numerical value which reflects the average of all the weapons currently in use by a specific troop type, and affects the damage done by those troops. Used by troops in armies. A Neutral nation in the 2950 module. A Dark Servant nation in the 1650 and 2950 modules.

Witch-realm of Angmar A Dark Servant nation in the Kin Strife module. Woodmen Woses .XML A Free People nation in the 1650 and 2950 modules. Primitive men. One of the types of NPC that can be encountered during play. A computer file format containing information from turns. Used by various pieces of software.

Middle-earth PBM

Disclaimer

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The Hobbit and the names of all other characters events items and places therein are trademarks of The Saul Zaentz Company d/b/a Tolkien Enterprises and are used under license by Game Systems International Ltd.

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