From the Mouth of Sauron
Issue: E-3
Date: 01-07-94
Note: all authors retain exclusive rights to their material.
Reprinting is allowed for non-commercial game use only.
From the Editor
A funny thing happened on the way to my mailbox on Wednesday. I
picked up my latest issue of Paper Mayhem and started flipping
through it - only to find a most interesting inclusion. Namely, an
article called "Blood and Glory", by Tom Walton.
Now, what's so interesting about this is that I never submitted that
article to Paper Mayhem. Indeed, the only magazine I sent it to was
Whispers, and I never signed over exclusive rights to GSI. A bit
perplexed (and more than a bit annoyed), I decided to call the
editor of Paper Mayhem and ask just how the article happened to end
up in his magazine.
Turns out that he thought that Bill Field gave him permission to run
the article at GenCon. The editor wasn't aware that I hadn't signed
over the rights and simply assumed that GSI owned them (which in
fact was not the case). Further confusion resulted in the two
parties crossing wires over what Bill actually meant, and the editor
ended up 'appropriating' the articles for his own use.
He was a bit panicked over my call, as he had already taken the
second and third articles in the series and included them in the
typesetting of future issues of Paper Mayhem. Pulling them now
would've created a mess, since he would have had to reformat his
magazines, essentially undoing hours of hard work. Because the
editor was unaware of the illegal nature of his activities (his
mistake being an honest one), I gave him permission to run the other
two articles even though I felt they weren't good enough to be
published in a 'real' magazine - on the condition that he didn't
hand them off to someone else to print, and that I retained
exclusive rights to the originals.
Now some of you may ask: what the hell does this have to do with
anything? And why should I care whether the articles end up in
Paper Mayhem or not? Well, to answer the second question first,
it's highly important to anyone who writes professionally, even if
the article is trash. The rights to written material mean very much
to those of us who publish, on occasion, for 'real'. May not mean
much to you, but that sort of thing can generate some nasty
lawsuits.
As for the first question, it applies directly to The Mouth.
Electronic rags are under the same restrictions as paper ones when
it comes to publication, rights to written materials and so forth -
even if it's only a newsletter like this one. In light of this, I
need to clarify a few things:
- all articles submitted remain the exclusive property of the owner.
The Mouth retains no rights for re-publication except within the
framework of Middle-Earth PBM itself (i.e., transmission to other
players for their own use, or reprinting in future issues).
- because the articles belong to the people who wrote them, that
means that you can't take the article and submit it to a magazine or
any other forum without the author's express opinion, nor can you
use their material in any commercial endeavor.
In other words, you can't submit the article someplace else and
claim it as your own, or make money off it. If you just use it for
the game, you can do anything you like with it. If you use
substantial sections of someone's article in an article of your own,
you need to identify the author (and get his permission, if you plan
to publish it). If you simply pass it along unmodified for someone
else to read, you have to identify the author and source (The Mouth)
- though frankly, I don't think I or the author will really care in
this last case.
- you can, of course, contact the author directly and try to get his
permission for any of these activities.
Just wanted to make certain everyone was clear on this. It's SOP in
the publishing industry, but unless you happen to be involved in it
one way or another the rules might be unclear.
From this point on, a note will appear on the first 'page' of The
Mouth stating that all authors retain exclusive rights to their own
material.
A couple of other things before you move on to the good stuff. No
one has sent anything in for the controversy/soapbox/devil's
advocate section yet. I eagerly await the offerings of those of you
who like to start, or get involved in, debates.
I'll print personals of any kind under a 'Personals' section. The
first appears in this issue. You can use this for any purpose,
including trading witty reparte with your enemies (as Whispers
does).
Remember, you can send in anything you like under a pseudonym if you
don't want your real name used.
Happy New Year!
Tom
Updates
For those of you who wanted complete updated files, they're happily
on their way through cyberspace (or perhaps already in your
mailbox). This time, I included encounters, dragons, and artifacts.
The riddles file didn't change from what was sent out prior to
Christmas, and the nation info files had so few alterations I didn't
think it worth your time or mine to send them out.
Artifacts
In the previous issue of The Mouth, some suggested combat artifact
values were listed that were different from those given out in the
original files. They were left open for you out there to confirm or
deny.
Well, you did just that. These values have been well established by
various sources. Note that only Kirrauko (142) was incorrect in the
files.
108 Craig-olf-ti + 500
129 Bow of Thunder and Bone + 500
131 Caranlhach +1750
142 Kirrauko +1250
176 Spear of Bladorthin +1250
Also, Collowhesta (44) was confirmed by yours truly as having no
stable secondary power. Alas that it was so, for I was going to use
the 'teleport' spell to great effect. This artifact was removed
from the list.
Keith Peterson put my suspicion into words on some items. It seems
there are three classes of artifacts: those with stable secondary
secondary powers; those with no stable secondary powers; and those
with a constant random secondary power. This last class seems to
always have access to a random lost list, but the exact one varies
from game to game. I've included two artifacts as falling into this
category so far:
16 Mothras random lost list
18 Tablets of random lost list
Dark Knowledge
Encounters
Ancient Barrow: evidence suggests that the choice REMOVE the runes
will defeat the guardian and give the character gold and access to
a lost list spell.
Daeron: Say "Daeron" = combat; Say "Saeros" = escape unharmed.
Note that these responses are probably variable as are most others
for this encounter, so don't expect the same results.
Mumakil (army encounter): Mumakil will sometimes attack armies they
encounter without provocation. Rather surprising, but the sources
are good.
Tom Bombadil: Tom's location has been confirmed as hex 1409. He
doesn't seem to react to characters, so he may be an army encounter
(though only under special circumstances). If Tom moves, it hasn't
been seen.
As Keith Peterson pointed out, I forgot to include the 'spectral
armies' encounter on my list. I already threw out the game turn
where I had this baby prior to compilation of the files, so if
anyone out there has information (even a list of choices would be
nice), I'd appreciate hearing about it.
Dragons
Aivnec: Act MEEK = injured/killed for all allegiances. Offer TEN
thousand gold = combat for all allegiances. Offer one HUNDRED
thousand gold = combat for all allegiances.
Bairanax: Act MEEK = escape unharmed for Dark Servants.
Corlagon: Act MEEK = escape unharmed for all allegiances. This is
confirmed for the Dark Servants, but not, as yet, for the Free
Peoples or Neutrals.
Culgor: Offer TEN thousand gold = injured/killed for Free
Peoples/Neutrals. Offer one HUNDRED thousand gold = injured/killed
for Free Peoples/Neutrals.
Daelomin: Act MEEK = injured/killed for all allegiances. This has
been confirmed.
Itangast: act MEEK for Dark Servants = dragon recruited into army.
Khuzadrepa: Offer TEN thousand gold = combat for all allegiances.
Lamthanc: one player reported a character death after doing Act
HAUGHTY with a Free Peoples. However, he was a dwarf, which has a
tendency to bring out the worst in dragons. Until I hear from
someone else, I'm going to add an additional note to the dragon file
giving injury/death as a possible alternate outcome of Act HAUGHTY.
Lomaw: Act MEEK for Dark Servants = escape unharmed. This has yet
to be confirmed by a good second source, so it may be just a lucky
'roll' for the player who reported it.
Nimanaur: this dragon was inadvertently left off the list. Oops.
State ALLEGIANCE = combat for all allegiances. Act MEEK = escape
unharmed for Dark Servants. Offer TEN thousand gold =
injured/killed for Free Peoples/Neutrals. Offer one HUNDRED
thousand gold = injured/killed for Free Peoples/Neutrals; dragon
recruited into army for Dark Servants (this last concerning
recruitment is unconfirmed).
Ruingurth: Offer TEN thousand gold = escape unharmed for all
allegiances. Offer one HUNDRED thousand gold = escape unharmed for
all allegiances.
Scatha: a couple of players have said that Dark Servants who Act
MEEK will recruit this dragon into their armies. I can't confirm
this (I think both are working off the same list, so it's hard to
cross-check), but I'll soon know for certain; one of my own
characters is currently testing this hypothesis out. Note: one
other player has reported that Act MEEK will result in escape
unharmed for Dark Servants, not recruitment.
Scorba: change Act MEEK = escape unharmed for all allegiances.
Turukulon: DEMAND obedience = injured/killed for Free
Peoples/Neutrals.
This last turn I won my first battle against an enemy army that
contained a dragon. Because I destroyed the enemy in the first
round of combat, and because complications such as spells,
artifacts, multiple armies, etc. weren't present, I was able to
calculate exactly how much damage the dragon did. The result: the
dragon, in this instance Throkmaw, inflicted 45,000 points of mayhem
upon my army.
This case (winning against a dragon) is rare enough that combat
values for others of the great wyrms haven't been established (so
far as I know). It could be that all dragons are generic, or that
combat strength varies from dragon to dragon; I don't know. I also
don't know if there's a relationship between challenge rank and
combat strength, although I'd make a tentative guess that dragons
have a challenge equal to their combat strength divided by 200.
If anyone else out there has done what I did and managed to figure
out the combat strength of a dragon, I'd like to hear from you.
Recruitable Dragons
What follows is a list of dragons recruitable by each of the
allegiances, for those that are curious. These dragons have been
confirmed by GSI itself:
Free: Scorba, Throkmaw.
Neutrals: Scorba, Throkmaw.
Dark Servants: Aivnec, Culgor, Itangast, Khuzadrepa, Lamthanc,
Lomaw, Smaug, Throkmaw, Uruial.
The following dragons are thought to be recruitable by other
players. However, caution should be exercised in these cases; I've
yet to find a player who's actually done it for themselves (a prereq
for the 'reliably confirmed' data).
Neutrals: Itangast, Lomaw, Uruial.
Dark Servants: Bairanax, Daelomin, Nimanaur, Scatha.
There are a few others on various lists, but I don't include these
unless I can cross-check them against a different set of data. As
yet, this hasn't happened.
Thanks to Michael Hostetter and Darren Beyer for providing much of
the confirming information on dragons this time around.
Other Corrections
The Sinda fleet at 4413 is missing some ships in the original files.
It should have 6 warships and 6 transports. Thanks to Brian Mason
for pointing out this and other snafus.
Along with the first issue of The Mouth went an information file.
After reviewing a small amount of my own data, I realized that some
of the information was wildly incorrect concerning population
loyalties following seizure (although I did point out I couldn't
confirm the accuracy of the tables).
While the starting loyalties for created/posted camps are correct,
I couldn't find the pattern that author suggested in any other sort
of activity. Captures, threats, and influences didn't follow the
guidelines given by any stretch of the imagination. While there did
indeed seem to be some correlation between command ability, army
morale, and ending pop center loyalty, this relationship was too
difficult to discern without a more in-depth analysis (I'll leave
this up to those of you who may be interested). Also, it's clearly
obvious that there's some variation based upon purely random chance
(looks to be +/- 1-10 points from whatever baseline the program
establishes).
In essence, the loyalty tables are almost entirely incorrect and
shouldn't be used. They've been removed from the 'info' file.
Personals
Game 131
Brian Mason is looking for other players who're in game 131. If
you'd like to talk to him, his address is: mason@chara.gsu.edu
Tactics and Strategy: The Woodmen
By Brian Mason
In a recent study of 31 completed me-pbm games, with 93 possible
winning positions, the Woodmen have yet to place in any game
(Winners and Losers in Middle-earth, Tom Walton)(Editor's Note:
this article is currently awaiting publication in Whispers. It's
actual status is unknown at this time). Coming up with a winning
strategy for this nation is a challenge.
How do the Woodmen compare to other nations? At the start of the
game they rank as follows (Allegiance Comparison Tables, Tom
Walton)(Editor's Note: the allegiance comparison tables are
included in the last article of this issue of The Mouth):
among all players among FP
Total Tax Base tied for 18th 10th
Resource Base tied for 7th tied for 5th
Combat Strength 18th 7th
Character points 16th 5th
Artifacts tied for last tied for last
So, in all possible areas, the Woodmen are weak, and are argueably
the weakest nation.
Their resource base is rather high because they start with so many
camps, this contributes to their low tax base. Few of their
population centers are in places that might produce metals.
Another big problem for the Woodmen is that they have a large
deficit, and just to get the nation in the black requires increasing
taxes to 70%. If this is done, only two of the Woodmen population
centers have fortifications, so if loyalty drops much more, losing
population centers is a very real danger.
Unfortunately, there are very few ways to cut costs. There are no
navies to give away, and the very real threat of attack from both
the Dragon Lord and the Witch-King makes retiring troops a dangerous
technique to attempt.
In a team game the Woodmen can greatly benefit from cash grants from
some of their wealthier allies. This can greatly strengthen the
position. However, even in a team game this is uncertain at best, so
the following set of strategic plans is intended to be suggested
moves for the Woodmen with little or no support from allies.
Briefly, the strategy is as follows:
General strategy:
Raise taxes to 70% to get the Woodmen close to breaking even. They
will need their gold reserve to create characters and camps.
Character strategy:
Create a couple of emissaries which will create camps in mountain
hexes (hexes 2360, 2407, 2408 in the North and/or 2215, 2116, 2217,
2118, 2219 in the South) to, hopefully, generate gold, and once the
reach about 50 in emissary rank, move them to camps and begin
improving population centers. High on the list of population centers
to improve should be the two Woodmen hidden population centers.
One of the best special advantages of the Woodmen is their abilities
to have characters with better challenge ranks and the added bonus
of possibly having stealth. After the initial group of emissaries
are created and the economy is put on a firm footing many agents
should be created. This is potentially the area where the Woodmen
can effect the endgame the most.
Army strategy:
The Woodmen armies are weak. Despite this, unless the Witch-King
commits troops from the West to attack in the East, Mt. Gundabad is
a winnable Woodmen target. Consider the following set of moves. One
of the armies at the backup capital force marches to Maethelburg.
These two weaker armies will be there to defend these two Major
Towns from the Dragon Lord should he choose an early strike against
the Woodmen. The other army at Maethelburg recruits 400 heavy
infantry and moves to Buhr Fram. If the Witch-King has also
recruited 400 heavy infantry and moved to Buhr Fram, the Witch-King
will lose and the Woodmen will have about 64% of their troops left,
more than adequate to move on and take an undefended (or barely
defended) Mt. Gundabad. If the Witch-King has decided to stay put at
Mt. Gundabad and recruit an additional 400 troops, then the Woodmen
also recruit 300 heavy infantry and move onto Mt. Gundabad. Even
with the fortifications at Mt. Gundabad the Woodmen will win having
about 51% of their troops left.
Once this task is accomplished, futher advanced planning is not
advisable as what should be done may depend a great deal on the
moves of the Dragon Lord as well as the Dwarves and Sinda.
More Character and Skill Improvement
By Tom Walton
This is a follow-up of sorts on the article by David Foreman
published in the last issue of the Mouth. I did a little research
in a few of my games (those I didn't throw the turns out on) and
came up with the figures below. The table gives the current rank of
the character, the bonus of the order (1-5 points for a 'Guard
Location', 1-10 points for 'Steal Gold', etc.), and the average gain
the character can expect to make if he/she completes the order. I
broke down the numbers into the categories that GSI uses, on the
assumption that the progression might conform to these ranks.
Here's the results:
Current Rank 1-5 1-7 1-10
10-19 3.7 4.7 -
20-29 3.2 4.2 6.4
30-39 2.9 3.9 4.9
40-49 2.6 3.6 4.7
50-59 2.0 2.9 3.6
60-69 1.7 2.3 2.9
70-79 1.3 2.0 2.5
80-89 1.0 1.3 -
90-99 1.0 1.0 -
Unfortunately, I don't have any data on a few of the slots, mainly
because I dumped the turn sheets from alot of my older games. One
thing I should make clear: whatever algorithm GSI uses its NOT
based upon the categories I used. That is, the break points are not
at 19, 29, etc.
With this, you can calculate how long it'll take to train up a
character to a reasonable skill level (or how strong enemy
characters might be). Note that progression in magery is very slow
unless you win lots of challenges or have a couple of good
encounters; this acts to restrict the number of characters capable
of locating the One Ring (and makes sure that it won't happen early
on).
I've heard that player-characters can't increase skill ranks beyond
100. Since I usually play warlike neutrals, I haven't had an
opportunity to test this until recently. In one of my games,
several characters are very close to this limit and we'll soon see
if, indeed, you can't get past 100.
The Lighter Side
Editor's Note: The following was written by Jeff Holzhauer, who
plays the Duns in game 119. He typed up this proclamation and sent
it to all the other players in his game. At his request, Brian
Mason sent it to me for publication. Here's proof positive that
stuff sent to The Mouth doesn't need to be particularly useful,
especially if it's good for a few chuckles:
WE THE PEOPLE of Dunland have undergone a great tril, filled with
suffering, death, and deprivation. We have been victimized by a foul
plague which felled men, women, and children; that slew the
righteous and the wicked; the farmer and townsman; the peasant and
the lord. We have suffered from poor harvests and floods; freezing
winters and rainless summers. We have seen many battles: lord
fighting lord, neighbor turned on each other, even brother against
brother.
We the people of Dunland realize that although the trial has been
difficult and many have died, we have emerged stronger than ever. We
understand the flaws of our old ways and have made many
revolutionary changes. Everyone must work for the common good, not
for his or her own advancement. No one will starve. Everybody will
have a job, doing whatever he or she is best at. Leadership will be
based on ability, not heredity.
We the people of Dunland will rebuild our great nation, and we will
be greater than ever. Because the people need room to expand, to
place their collective farms and mines, to live their lives of
happiness and productivity, we have laid claim to our traditional
lands: south of the Greyflood and Swanfleet, west of the Misty
Mountains, north of the White Mountains and east of the ocean.
We the people of Dunland understand that we live in a hostile world,
a world at war, a world of danger and death. Therefore, we are very
concerned with the possibility of outside forces interfering with
our revolution. We will not tolerate any nation that engages in
counter-revolutionary activities. Any attempt to interfere with the
development of Dunland is counter-revolutionary. The placement of
any population center within Dunland is counter-revolutionary. Any
attempt to remove ancient treasures from within Dunland is counter-
revolutionary. The presence of any characters or armies within the
borders of Dunland, without express prior approval, is counter-
revolutionary. We understand that various nations may have a need to
pass through our territory at one time or another and we are willing
to approve passage on a case by case basis. Approval must occur
before the movement, not after.
We the people of Dunland have a "zero-tolerance" policy towards
nations which engage in counter-revolutionary activities. If we
discover even one violation, we will thereafter consider the
counter-revolutionary nation to be an enemy, regardless of which
side we eventually join.
We the people of Dunland are very concerned with the security of our
nation and our revolution. We would be very pleased to receive
recognition from other nations. We would like to receive from each
nation a statement that said nation recognizes the existence of
Dunland and pledges not to engage in counter-revolutionary
activities. We must have received such pledges from the majority of
nations on a side before we will consider joining that side.
We the people of Dunland would rather be stout allies than
implacable enemies. We would appreciate any help provided by other
nations and will look favorably upon any nation that aids us. We
would like information on the world outside of Dunland. Information
on starting forces as well as current activities. Information on
artifacts and encounters which might help or hinder the revolution.
We would appreciate assistance in the rebuilding of our nation,
specifically, donations of material, land, or population centers. We
would appreciate gifts of ancient artifacts which might help us
protect the revolution.
We the people of Dunland will not shirk our duties or allies. Once
we have determined which nations support Dunland and the revolution
we will fight beside our brothers with eagerness and ferocity. Our
armies will throw themselves upon the enemy and destroy them; our
mages will work great magics upon them; our diplomats will seduce
their own people from them; and our spies will move amongst them
like the wind, leaving only death behind. We will aid our brother
nations with gold and material; with information and advice; with
ancient artifacts and a modern military. We shall be victorious.
Enion and Eribhen
Charimen
Peoples Executive Committee
Unity Honor Strength
------------------------------------------------------------
The Council Debate
By Brian Mason
For long years the scattered Hillmen and what remained of the
Dunedain of Rhudaur had maintained a uneasy alliance among
themselves, seeking to maintain their scattered fiefdoms. The Great
Plague had changed all that. While quarantine had necessitated the
isolation of the people, the devastation which it wrought, along
with the death of many a clan leader with blood-feuds with the
opposition had led to an opportunity which had not existed since the
formation of Rhudaur almost eight-hundred years ago: the possibility
of reunification.
While not all agreed with the plans and motivations of the various
clan leaders, the all had agreed on one item: to hold a debate in
open council, and for all the peoples represented to follow the
decision of the council. For better or worse, the had decided to
become united, and for better or worse to follow the policies
established in this council debate.
Elections were held at each of the population centers, and each sent
a representative to the debate. These eight men assembled in a
secret location and after long discussion amongst themselves, two
were chosen to argue the two predominant sides.
The camp was cool. One of the last frosty mornings of the spring
greeted the eight travelers as the arose. Though they had talked
much among themselves over the past week, today on the morning of
their debate the clustered around two separate fires. The larger
group, five men, in drab grey and green clothing, sat upon their
knees and warmed their hands over the hot and aromatic pine,
crackling in the air. The tallest among them was silent, as they
others spoke among themselves words of encouragement and union in
the cool dawn. Finally, one
addressed the seeming leader of this group.
"Strong and noble he is, Broggha, but he lacks your knowledge. Of
the eight, five are Hillmen and were the vote held now your view
would be the one."
Broggha considered his words. He knew that Seammu spoke for all
those around him. They were with him, and would follow his lead, but
even he was unsure at this late date.
"Well I know that, Seammu my friend. But even my mind is unclear,
and though I believe what I believe, I will hear and decide on my
own, and even then may decide to follow the words and advice of
Arfanhil and yield to his plan. A fool is he who will follow a path
to the abyss when another is clear."
Around the other campfire the mood was not so serene.
"Arfanhil, you are a fool! To agree to this debate, to agree to side
with the majority opinion when we are outnumbered five to three, to
possibly go into battle alongside the Black Captain is madness and
betrays all for which we have stood."
"Patience, Marendil my brother. Broggha is a brave man, hale and
wise. He will not throw his lot one way or the other easily. I know
him, and he will hear what I will say, and I will hear him."
Finally, the two groups assembled. By toss of lots it was decided
that Broggha would speak first. The aged lord of the land upon which
they camped introduced him, speaking of his glories in battle, of
his wisdom, and rattled on in such a rambling manner that eventually
Broggha was compelled to raise his hand and begin his speech.
"My many friends. We come here, young survivors of a deadly plague;
strong, eager, ambitious. We come here to join together, to bring
the many blood-feuds to an end, to decide upon a course of action
which is best for all of our peoples.
"We are pledged to each other and to the people whom we represent to
do only what is best for us all. Some argued that we should welcome
envoys, ambassadors, heralds from the many lands around. To hear
what they should say, and to barter our loyalty upon the open
market. This we will not do!"
His fist slammed upon the podium, his eyes were ablaze as he was
swept into the fury of his words.
"What I say, I say for both our peoples, Hillmen and Dunedain alike.
We are proud, we will do what is best for us, and we will not be
bought."
"Some among us would have you believe that we are a young realm," he
glanced towards the three Dunedain present, "less than two score of
scores in age, but that is only the time since we were two peoples.
We Hillmen first cleansed the woods, we carved out this land and
here we have dwelt for ages upon ages. We were here before the tall
men on their tall ships came out of the sea. We were here before the
Witch-King carved out his realm to our North. We were here before
the Lord of Imladris built his home. Our people will outlive them
all!"
"Two score of scores ago we welcomed the tall men. One of them, son
of the King of Arnor, we took as our leader. For some years we
profited, but then his line failed, and the leadership faltered, and
we disintegrated into what we have become. Almost five score years
ago now the Witch-King succored us, and we marched to battle with
him. The King of Arthedain, Argeleb I was slain at the hands of our
warriors, and we were victorious!"
"But the spoils of war were denied us. Promises were made, promises
of the rich lands to our south and west, and these promises were
broken. Two and a half score years later the Witch-King once again
attempted to succor us to his need, and this time we refused. I need
not tell you of our loss when we refused him, but those among us of
the tall men know well of the loss of one of their citadels: Eldanar
to the north."
"Once again, the undying one, the Witch-King, marches to war. We
fought with him once and were denied the fruits of our labors.
Later, we stood to one side and our people were punished. Today we
are ready like we never were before. We can march with him and take
what we will, we can march against him and take what we will, or we
can stand to one side once more.
"The path for us then is to wait. Wait until the choice is clearer,
wait until the outcome is certain, wait and then decide upon whose
side we will fight. For the sake of our people: our men, women and
children: wait."
Broggha stood tall. His eyes gleamed, and he walked to his stool and
sat upon it, waiting upon the words of Arfanhil.
Arfanhil waited, longer than deemed sufficient, and slowly rose and
walked to the lectern. Both young and old he seemed, youth in his
limbs, yet deep and sorrowful were his eyes. He began to speak, in
deep sonorous tones.
"Well spoken, friend Broggha, well spoken. It is not my desire to
come after words so well said, but follow you I must. I have come
before all of you to argue another viewpoint. One more dangerous,
less certain, and if looked at objectively, less safe than the plan
of Broggha."
"Guilt. I have come to speak of you of guilt. This guilt comes in
many forms and guises, and of them I will speak to you. I am, and my
brothers, Marendil and Valadan, riddled with guilt over the deeds of
our people one hundred years past. Over the death of the great king,
Argeleb I, and the death of so many fine warriors. And what guilt
should a Hillman feel? You live off the land, kill only when you
must, and use all which you kill. What of these dead, at what cost,
and for what reward?"
"Honor. Let me speak to you of honor. We marched with that foul
sorcerer to the North and he betrayed us. He is without honor. We
can march with Cardolan and Arthedain and as three realms reunited
as Arnor we can reclaim the honor we lost in the war of 1356.
"Revenge. Let us talk of revenge. Of the bodies of our soldiers,
dead; dead for naught in the war of 1356, of our women and children,
slaughtered in the war of 1409 when we refused to march to war with
the Witch-King, of our realm: fragmented, ravaged, raped."
"Guilt. Honor. Revenge. All of these are just cause. Yet, what
should we do? If it is the right course of action, should we wait,
as Broggha argues or should we march to war now? Should we be
certain of victory, or does victory not matter so long as the cause
just? Of these things we now must decide."
For a long while, no one said anything, but was husbanding each
their own thoughts. Most of the Hillmen eyes were on Broggha, for in
him they trusted, and where he led they would follow.
Broggha slowly raised himself and began to speak.
"Courage is required in a War. It has been said that even more
courage is required when you must relinquish a position you have
long held and adopt the view of your opposition. This I will do. Let
us be undivided in this."
Broggha walked over to Arfanhil and grasped his hand.
"Words you have spoken. Wise words, which I will now take to heart.
Wise words, which I should be heeded by all. Wise words, which I
will now follow though the darkness fall."
"Arfanhil, I call you Prince of Rhudaur. Let all Arda remember the
truth of your words and let all Rhudaur remember the moment when we
stood tall and rejected the yoke of subjugation. Though we may fall,
let us fall proud."
Allegiance Comparison Tables
By Tom Walton
These tables were originally created about 7 months ago and then
recently updated to reflect changes made by GSI in starting army
strengths. I put them together to see how balanced the game was,
both regionally and overall, and to see how much difference a
neutral made when it declared for one side or the other.
Explanatory notes follow. If you can't make out my system here,
drop me a line and I'll explain whatever seems confusing.
Eriador is that section of the mapwest of the Misty Mountains (the
long mountain chain running north-south down the center of the map).
Mirkwood is that section of the map east of the Misty Mountains and
west of the Rhovanion.
Mordor is that section of the map south and east of the Mirkwood
forest.
Tax Base is the total tax base of the nation/region/allegiance at a
tax rate of 100%.
Resource Base is the total resource output available to the
nation/region/allegiance assuming a 'Warm' climate. The numbers
were computed by dividing the percentage production of each
population center by 20%. For example, a town produces 60% of a
hex's available resources; divide by 20%, and the town's resource
base is 3. A city, which only produces 20% of a hex's available
resources, has a resource base of 1. The town, on the average, will
produce three times what a city does in the same hex.
Some nations have an actual resource base lower than that given
on the tables, because of the climate which predominates in the
region. Angmar (the nation of the Witch-King), for example, has a
poor climate year-round, so it's production will be much lower in
comparison to that of Dunland (which has a good climate year-round)
- even though they have close to the same resource base.
Army Strengths don't include training, weapons, or morale, so actual
combat figures will be around 40-50% of the totals given. Army
defense does include modifiers for armor. Where defense differed
from attack by more than a thousand points or so, the numbers are
given separately.
Note that the effects of weapons, training, and so forth
effectively reduce the combat strengths of Mordor's armies by about
10% in comparison to their regional enemies. The Witch-King and
Dragon Lord have combat strengths 15-20% lower in comparison to
their enemies even when things otherwise seem equal.
Character Points simply lists all the points each
nation/region/allegiance has available. Stealth is added in at it's
full value if the character who has it also has agent skill; if not,
it's added in at half its value. Note that this information may be
somewhat misleading, as triple and quadruple-classed characters
aren't as useful as they may appear to be.
Artifacts lists the total skill bonuses for each
nation/region/allegiance.
Combat lists the strength of the combat weapons available to each
nation/region/allegiance.
When making comparisons between allegiances, characters, artifacts
and weapons were left out of the computations. These items are much
more mobile than armies, and are in a sense 'transferable' between
regions.
Both the Dwarves and Sinda are listed as 'Mirkwood' nations even
though both have pop centers and forces in two or more regions.
This is because the primary population centers and army forces, as
well as their capitols, are located in Mirkwood. It should be noted
that the Sinda and Dwarves often intervene in Mordor, which tips the
balance of power in this region in favor of the Free Peoples.
Free Peoples
Skill
Nation Tax RB Combat CP Art Com
(Region)
Woodmen 27,500 34 32,000 358 0,0,0,0 0
(Mirkwood)
Northmen 50,000 25 35,000 290 0,0,0,0 0
(Mordor)
Eothraim 37,500 30 72,000/ 310 0,0,0,0 1,000
(Mordor) 86,000
Arthedain 47,500 36 35,000/ 330 60,0,0,0 0
(Eriador) 44,000
Cardolan 50,000 25 27,000 290 0,0,0,0 0
(Eriador)
N. Gondor 112,500 50 64,000/ 480 50,0,0,0 500
(Mordor) 82,000
S. Gondor 75,000 35 62,000/ 400 0,20,0,0 1,000
(Mordor) 71,000
Dwarves 52,500 34 60,000/ 340 55,0,0,0 3,750
(Mirkwood) 75,000
S. Elves 57,500 17 22,000/ 650 0,40,0,35 1,500
(Mirkwood) 13,000
N. Elves 47,500 21 16,000 1010 25,0,0,105 4,250
(Eriador)
Dark Servants
Skill
Nation Tax RB Combat CP Art Com
(Region)
Witch-King 45,000 27 42,000/ 645 60,0,30,30 4,750
(Eriador) 40,000
Drag. Lord 30,000 18 32,000 655 0,0,0,110 3,750
(Mirkwood)
Dog Lord 15,000 24 38,000/ 505 45,15,0,30 3,500
(Mordor) 42,000
Cl. Lord 27,500 19 42,000 370 25,0,0,0 1,500
(Mordor)
B. Sorc. 17,500 23 26,000 405 10,0,0,15 500
(Mordor)
Ice King 12,500 25 34,000 400 0,0,0,50 500
(Mordor)
Q. Avenger 20,000 22 23,000 450 0,0,0,0 1,750
(Mordor)
Fire King 15,000 24 35,000/ 355 10,0,0,0 1,500
(Mordor) 29,000
L. Rider 15,000 24 41,000/ 410 0,60,0,20 1,000
(Mordor) 52,000
Dark Lts 25,000 20 35,000/ 640 30,40,30,30 1,250
(Mordor) 32,000
Neutrals
Skill
Nation Tax RB Combat CP Art Com
(Region)
Corsairs 60,000 16 29,000/ 530 0,0,0,0 0
(Mordor) 26,000
Harad 82,500 37 30,000 290 0,0,0,0 0
(Mordor)
Dunland 37,500 30 43,000 370 0,0,0,0 1,500
(Eriador)
Rhudaur 37,500 25 50,000/ 290 20,0,0,0 0
(Eriador) 46,000
East. 57,500 32 50,000/ 330 0,0,0,0 1,250
(Mordor) 48,000
Nation Totals by Region and Allegiance
Skill
Allegiance Tax RB Combat CP Art Com
(Region)
Free Peoples
(Eriador) 145,000 82 78,000/ 1,630 85,0,0,105 4,250
87,000
(Mirkwood) 137,500 85 114,000/ 1,348 55,40,0,35 5,250
120,000
(Mordor) 275,000 140 233,000/ 1,480 50,20,0,0 2,500
274,000
Total 557,500 307 425,000/ 4,458 190,60,0, 12,000
481,000 140
Dark Servants
(Eriador) 45,000 27 42,000/ 645 60,0,30,30 4,750
40,000
(Mirkwood) 30,000 18 32,000 655 0,0,0,110 3,750
(Mordor) 147,500 180 274,000/ 3,535 120,115,30, 11,500
280,000 145
Total 222,500 225 348,000/ 4,835 180,115,60, 20,000
354,000 285
Neutrals
(Eriador) 75,000 55 93,000/ 660 20,0,0,0 1,500
89,000
(Mordor) 200,000 85 109,000/ 1,140 0,0,0,0 1,250
104,000
Total 275,000 140 202,000/ 1,800 20,0,0,0 2,750
193,000
Relative Strength Comparisons
Dark Servants vs
Free Peoples
Region Tax RB Combat
Eriador .31 .33 .54 / .48
Mirkwood .21 .21 .29 / .28
Mordor .54 1.29 1.18 / 1.02
Total .40 .73 .82 / .74
Tax RB Combat
In Eriador .31 .33 .54 / .48
w/Rhudaur .57 .63 1.18 / 1.01
w/Dunland .57 .70 1.09 / .98
w/both .83 1.00 1.73 / 1.51
Tax RB Combat
In Mordor .54 1.29 1.18 / 1.02
w/Corsairs .75 1.40 1.30 / 1.11
w/Harad .84 1.54 1.30 / 1.13
w/Easterlings .75 1.51 1.39 / 1.20
w/Corsairs &
Haradwaith 1.05 1.63 1.43 / 1.23
w/Corsairs &
Easterlings .98 1.78 1.52 / 1.29
w/ Haradwaith &
Easterlings 1.04 1.78 1.52 / 1.31
w/all three 1.26 1.89 1.64 / 1.40
Neutrals vs Free Peoples
(In Eriador)
Tax RB Combat
Dunland .26 .45 .55 / .49
Rhudaur .26 .37 .64 / .53
Neutrals vs Dark Servants
(in Eriador)
Tax RB Combat
Dunland .83 1.37 1.00
Rhudaur .83 1.11 1.16 / 1.14
Neutrals vs Free Peoples
(in Mordor)
Tax RB Combat
Corsairs .21 .11 .12 / .09
Haradwaith .30 .26 .13 / .11
Easterlings .21 .23 .21 / .18
Neutrals vs Dark Servants
(in Mordor)
Tax RB Combat
Corsairs .41 .09 .11 / .09
Haradwaith .59 .20 .11 / .11
Easterlings .39 .18 .18 / .17
Neutrals vs Free Peopls
(Middle Earth)
Tax RB Combat
Corsairs .11 .05 .07 / .05
Haradwaith .15 .12 .07 / .06
Dunland .07 .10 .10 / .09
Rhudaur .07 .08 .12 / .10
Easterlings .10 .10 .12 / .10
Neutrals vs Dark Servants
(Middle Earth)
Tax RB Combat
Corsairs .27 .07 .08 / .07
Haradwaith .37 .16 .09 / .09
Dunland .17 .13 .12 / .12
Rhudaur .17 .11 .14 / .13
Easterlings .26 .14 .14 / .14
Many interesting things can be learned by looking at relative
strength values. For example, Harad has 59% of the economic power
possessed by all eight of the Dark Servants in Mordor; the
Easterlings, on the other hand, enjoy enormous combat strength in
relation to their neighbors no matter which side they join; and so
on.
Comments on this article would be most appreciated.