From the Mouth of Sauron
Date: 07-15-95
Issue: E-34
Note: all authors retain exclusive rights to their material.
Reprinting is allowed for non-commercial game use only.
The Mouth is edited by Brian Mason and Tom Walton. All
correspondence can be sent to them at:
Brian Mason - mason@chara.gsu.edu
Tom Walton - kazandar@ix.netcom.com
Back issues of "From the Mouth of Sauron" and the general info
files are available at chara.gsu.edu via anonymous ftp.
First Word
==========
There has been a longer than usual delay with this issue of "From
the Mouth of Sauron" and I must take the blame here.
As many of you (at least those of you in games with me) may know,
I was a bit of a slacker in June and left town for three weeks. I
pent a week doing some astronomical observing on Mt. Wilson, took
weeks vacation in Los Angeles and Banff, and then spent a week in
an astronomical conference in Calgary. I had a great time! (If
you're in Atlanta I'll show you the pictures and prove it!)
While in Los Angeles, I took advantage of the time and had a
fabulous dinner with one of my long distance teammates, Jeff
Holzhauer and his lovely wife Donna. We had a great time, and I
look forward to the next opportunity to meet another player. This
is the second time I've met a player from a game, and, like I
believe I mentioned in Mouth #18, it's a great experience which I
heartily recommend.
With the long hiatus between issues #33 and #34, the submissions
have seemed to almost dry up. Hope you are flexing your fingers!
Brian
Encounter Information
=====================
>From Robert Lepperr
-------------------
I also had the following encounter in a 2950 game as a DS:
??? had just bedded down for a good nights rest when his eyes were
arrested by a soft glow emanating from over the next hill. Deciding
that he had better discover the source of this glow, he picked up
his belongings and made his way cautiously over the rise. As he
drew closer, he noticed that the glow seemed to be coming from a
small cave set back into the hill. He entered the cave ready for
anything but halted in amazement when he entered the central
chamber. Inside was a large dark mirror with constantly shifting
images of people, places, and ancient artifacts. It was from the
mirror that the glow was emanating. Across from the mirror stood a
skeleton of a giant humanoid decked out in an assortment of
intricately carved armor an holding a giant sword in readiness.
Finally, between the mirror and the skeleton was a stout door set
into the wall and fastened with a stout metal lock formed by an
ancient craft. Should ???
Touch the mirror and call out a name ________ (Character ID)
Touch the mirror and call out a place _______ (Hex # )
Touch the mirror and call out an artifact ___ (Artifact #)
{I tried, lost 42 health points}
DESTROY the mirror
Try to OPEN the lock on the door
ATTACK the skeleton
STEAL the armor and weapons from theskeleton
FLEE
I tried the third option and was injured from 100 to 58 health
pionts. Anyone else have more experience with this one? I am still
at the hex and have the encounter again.
Thanks!
Rob Lepper lepperr@pirmasens-amedd.army.mil
>From Paul Erik Lundstroem
-------------------------
Various little things for the Mouth, all 1650 stuff:
Encounters:
Balrog: reported picked up by a Dog Lord army!! Just moved onto it,
and then it joined!
Fell Beasts: encountered by Cardolan army, but didn't kill troops
or destroy food!
Rhosgobel: this is new (to me at least!) - I haven't got the whole
description, but here is the essence (Dwarf Character): Encountered
a Hut, beatifully decorated with flowers (et.c., et.c.), heard
Growling behind, turned around and saw a Werewolf (Yikes!). Then he
fled the place. He didn't take any damage. I got this over the
phone, but hope the guy will send the exact text to me. Then you'll
have it, of course!
Dragons:
Woodmen Emissary Escaped Unharmed from Itangast by acting MEEK.
About Rumours:
Apparently you can get a Rumour (in the Nation Message section)
about a Personal Challenge without it actually happen! A Cardolan
character challenged Gontram of the Cloud Lord, but he wasn't
present in the hex any more. However, South Gondor still had a
Rumour about it. This might be old news for all of you, but I
didn't know. It could have potential in certain situations...
>From Samual Freeman
-------------------
Here's some encounter info for the files and for the Mouth:
The following is some data for a vampire encounter that I recently
had in the Rhun area. Others have had it in Mirkwood and Umbar.
My encounter occured on one of my pop centers, and no foreign
characters showed up on the turn report, nor did any NPC influence
the loyalty. The vampire probably has a challenge of 50-70.
Defeating it gives you gems/gold. Most times the char escapes with
1 health. My char (challenge 21) died when he tried saying
"Thuringwethil". The vampire's response was, "Your words have no
power over me."
"He is at a camp when a sudden chill passes through him and a
shadow momentarily obscures the stars overhead. Alert and ready
for action, he scanned the surrounding terrain but could see
nothing. Then from out of the night he heard a hollow voice.
"Little do I like others so near to where my errands take me!
Speak, lest I silence you forever."
(MISSING DATA).
Note from Tom: the table was so badly scrambled it couldn't be
reconstructed with any accuracy. Sam, if you resend it I'll gladly
reprint it - assuming it comes across okay this time.
People who provided the data:
(1) eichmann@ceres.amp.uni-hannover.de (Holger Eichmann)
(2) Ian Pearson (ian.pearson@bbsrc.ac.uk)
(3) v011l6fc@ubvms.cc.buffalo.edu (DAVE ROSSELL)
(4) holzhauer@delphi.com (Jeff Holzhauer)
(5) James. CH93026@sci.port.ac.uk
(6) rhyll@aol.com (Dan DeYoung)
(7) kgiven@aol.com (KGiven):
>"Sam,
>I believe you've run into one of the rarer variants of a vampire
>encounter (there are at least three). The voice is the female
>vampire "Thuringwethil" (unlike the other Celgor vampire
>encounterrs). As far as I know, there haven't been enough
>encounters to confirm a "safe" response."
I've been wondering for some time about nations messages. It seems
that most agent activities, combats, and encouners get reported
somewhere. Is there just one rumor per event, or do both sides ge
the rumor? In other words, if a teammate gets a rumor of my theft
attempt, do the enemy also get a report?
>From David Hou
--------------
I'm not sure how this works because I'm new to this. I would like
to respond to Post #1 E-33 Re: Pukel Man.
I was able to "Magically" able to defeat the Pukel Man with Khamul
and a 120 challenge.
Riddles
=======
>From Andrew Jones
-----------------
In tale his deed was of the heroic meter
Told to lift the hearts of the young.
In deed the tale becomes even sweeter
And of his shot more and more songs are sung.
(From Tom: I believe this is Bard the Bowman, later King Bard I.)
>From Howard ?
-------------
How about this riddle? 1650 (different game)
Its air is sultry, dark and sweet
and in its wake death and despair do meet
for it brings surcease and terror all in one
but by a fragrant plant it is undone.
Here's another one:
Deathless in name
with a crown of stars
he sat upon his own throne
Even though he was not the same.
(Tom's note: the answer to this riddle is in our database. It's
"Durin".)
Tenth by the first
And tenth by the second.
Third by the third
Yet always thirty by all that reckon.
Made by the darker Dark in ages gone by
Quendi sired the tales did cry.
In the dark out of the light of day
They used numbers to keep the light at bay.
Hey, I loved Phredd's web page! I can't wait for the riddles
section to get up and running!
Population Center Improvment (550)
==================================
>From Brian Lowrey
Until recently the sum of loyalty and emissary rank required to
improve a population center was:
70 Village
90 Town
110 Mtown
130 City
For over a year I never saw the above fail. Recently in 2950 game
16 half of my camp improvments with a Emis/Loyal totals of 70-74
have failed. Any thoughts?
Notes from Chris Day
====================
Some info: I've had major towns and cities scout for me at 55
loyalty and over. As of this point, I've not seen any deviation
from this. I'll let you know if that changes.
Also, for 11,000 I recruited Angulion (total ranks 113) with a 70
emmissary. I failed to recruit him with a 68 offering 6,000.
Kind Words for GSI
==================
>From Mark Jaede
Dear Brian and Tom,
We often denounce GSI for screwing up orders or other mistakes.
Maybe sometimes they deserve it. On the other hand, sometimes they
do things right, and I think that deserves a mention as well.
I have had two situations where, at least partly due to my own
tardiness, there was something I needed from them on short notice.
One was a change in mailing instructions; the other was a
correction to a keypunch error (their error, but I was late in
reporting it).
Stuart and Harold, respectively, fixed both problems and notified
me in less than 24 hours in each case.
Concerning Bribes
=================
>From Chelsea Wood
I managed to recruit Hoarmurath with a even 40 emmissary with
25,000. I could afford to blow that kind of cash, though, being the
CL. (VBG) In another game, I picked up Urzahil for 12,000 gold, but
the emissary in question had a rank of 78. Those are the only two
times I've bribed characters.
Concerning Wes Fortin's Article
===============================
>From David Hou
This is in response to Wes Fortin's article on troop types. I like
the idea of "differenciating" troop types, but I can see that it
would give GSI fits to figure how they are going to change their
program (g).
I would like, however, to stick up for the LC. I agree that LI are
pretty much useless, but LC do have a purpose. First of all it
takes only one piece of leather per trooper vs. 2 for HC. The role
that I would use LC is to be a highly mobile threatening army. LC
is much more effective than Men at Arms and costs less than HC or
HI. In the 2950 scenario, this use becomes even more important.
Every nation has a very delicate economic base. Having a few towns
or villages threatened away is very damaging, and the best way to
deliver this is to strike with LC.
Agents and the Cloud Lord Revisited
===================================
An admittely DS biased article by "Amarthlinde"
After reading the article on playing the Cloud Lord in an earlier
issue in the Mouth, I used several strategies in it, and I wanted
to make several additional comments to it. Most of it is probably
old news to ME-PBM veterans.
Both 30 pt agents at game start are wasted slots, all right. It
takes 2-3 turns to get them to the point where they can effectively
steal gold, so I had them sell something and retire on T1. Ar-Gular
is another wasted slot, IMHO, and should be ordered to sell an
product and retire. In my game, I had him explore a potentially
dangerous artifact location - he bit it - so I named another
agent... I was going to have Shoglic learn Divine Chars w/Forces
to support my agents, but Celgor used him for a snack, so I just
named an agent in his slot.
I had Ji xfer the Helm of the Mumak-King and one of the +750
weapons to Aradagul, who also raised taxes to 59% on the first turn
- the CL position can support the entire starting army at 59% taxes
while running roughly a -2,000/turn deficit, which is VERY low for
a DS. Then I had Aradagul MovJoin Grasty's army as it moved
westward towards Tir Ethraid. Both 40 pt agents named agents in
turn and moved out to steal gold. (The newly created agents name
more agents in turn in the next turn, and so on.) I left two open
slots for emissaries which I had Grasty name one on the first turn
using the NamChar order. (I consider naming at least two emmies
asap as a DS to be standard operating procedure for me)
When I name agents, stealth is my preference over an agent bonus,
as it is harder to spot agents with stealth, and I'm of the opinion
that stealth does contribute to agent action success. Stealth,
unlike agent rank, cannot be improved in game play, so that is why
I baby agents with stealth and assign hazardous missions to agents
w/o stealth in hopes of getting agents with stealth in their place!
Those agents with stealth will eventually become my preferred
agents for taking out FP army commanders.
Speaking of army commanders - I believe DS agents are best used to
support army actions. Several FP nations, notably the Eothraim are
vulnerable to Dark Servant agents at game start, and if the DS work
together as a team, they can speedily elimnate FP armies rather
quickly via agent action.
Case in point:In a game where I was fortunate enough to get very
cooperative players at all the DS positions, we managed to find a
very large Eothraim army of 3900 cavalry at the start of the game
with five characters in it, and I sent over two CL agents, and the
DrkLts sent over Tormog and the LR sent in Din Ohtar. Since Din
Ohtar had the highest overall agent rank, the LR player agreed to
take care of the army commander via Kidnap and suspected Eoth
guards were targeted with assassination orders, and we nailed three
of the characters, but Din missed the army commander and Uirdiks
escaped kidnapping. But for some strange reason the Eothraim army
didn't move the next turn and we managed to nail all the remaining
characters. Result:Nearly 90% of the starting Eothraim calvary
elimnated with the loss of just Thuringwathnost, and the starting
DS forces untouched, which resulted in Rhovanion being overrun in
short order.
Meanwhile Aradagul did Trps Man and Recon while Grasty did ForcMar
and Army Man until the army was one turn away from Tir Ethriad, and
I had Grasty xfer command to Aradagul, who was by now a overall 78
commander and he was able to threaten away 3028 and 3026 the turn
after that. (Yes, there were NO FP armies at all on the east bank
of the Anduin).
Those were basically my opening moves as the Cloud Lord.
Agent actions:
I always try to downgrade to Hated vs any nation's characters
before agent actions against them at first opportunity, since if
they don't downgrade and I do, I get a +5 bonus due to difference
in relation to my agent actions, assuming this was a FP nation with
Disliked towards me. If I did that against a neutral at Neutral
relations to me with me at Hated towards him, I'd get a +15 bonus
towards agent actions against him! Every little advantage helps to
succeed, IMHO.
I've successfully kidnapped and assassinated low level FP
characters (10-30) with wet-behind-the-ears CL agents (read 40 pt
agents with the +20 agent bonus) with a very high degree of
success. Of course, they were usually the guards. My standard modus
operandi was to use either a ScoChar if at all possible or get a
Divine Chars w/Force spell cast on the army (both, if possible - I
don't need the spell if I hit a FP recruiting center, since the
miscellanous agent action Recon combined with a ScoChar will do the
job.) For army commanders, I'd want my agent to be at least a
natural 60 at the minimum if he's a CL agent, and then he'd only
kidnap, with any supporting agents performing Assassinate against
any potential guards spotted. For outright assassination of army
commanders, I'd want the agent to be about 75 for a CL agent (count
half stealth towards the agent rank.)
My most recent assassination was against Osric with Waulfa guarding
him with a 63 agent with 24 stealth - she injured Osric and took
out Waulfa, who was an army commander.
I believe the CL is MOST effective if the agents are placed in
companies, allowing them to perform agent actions EVERY turn,
without fear of personal challenge and movement. while the army
commander lugs them from target to target. It's probably the most
effective method against FP recruiting centers, like say, Minas
Tirith, Pelargir, Linhir, Dol Amroth, etc. It pays to know where
the FP will likely be recruiting or massing their armies. It pays
to know where to place agents at chokepoints for FP armies...The
Ithil Pass is an excellent place, as is Thuringwathnost at game
start. And if the CL player can get a good QA or Dragon Lord agent
in his company, plus place the RoWind or the RoCurufin on a major
agent in that company, he can do alot of damage in a short period
of time.
As for enemy emissaries and doubling:This is another reason I favor
new agents with STEALTH. If you don't know the name of the agent OR
can't see him, he can't be doubled! As a result, none of the
original CL agents in my game survive, except Ji Indur, thus making
the starting character lists for the CL position *useless* in
countering my agents. And all but four characters are agents, and
I'm at my character maximum now. Second, doubling can be countered
in the *very* same turn with a CounterSpy, which occurs before
agent actions and after emissary actions. Another nice trick is
what I call the "Russian roulette" artifact xfer which I sometimes
use for major artifacts like the Ring of Wind. Basically what I do
is have an agent carry it in a company, letting the FP track it via
LA/LAT, and before a major character battle and FP emmies are
present, I xfer the artifact to another agent in the same turn that
agent performs an assassination or kidnap - usually one with
stealth...w hile another agent (probably also with stealth)
performs CounterSpy the same turn too.
If I can't get agents into a company, I try to send them in pairs,
so they can crossguard to improve their agent rank if they're in a
empty hex - so the idea is to have them improve their agent rank
continuously if at all possible.
The Care and Feeding of Artifact Holders:
I just have one cardinal rule for agents carrying major agent
artifacts - Guard them ! The last foreign agent to try to steal a
major agent artifact off an agent of mine got caught.
A comment on agent artifacts:I notice many people overlook the Ring
of Curufin and the Ring of Impersonation, which I consider to be a
mistake. In the same game where I was the CL, the Haradwaith
pointed out a foreign agent, which I promptly kidnapped and lo and
behold, he turned out to be a SG agent carrying the Ring of
Impersonation which had a +30 bonus, and I already had the Ring of
Wind. Naturally, being the vicious indivual I am, I used the
artifact upon South Gondor and North Gondor. In fact, all agent
artifacts are worth picking up.
In all, agents are very powerful tools, if used properly. True,
they take alot of work and effort to use correctly with teamwork
from other players, but if they are used right, the results can be
devastating, particulary for the Dark Servants. I agree that
sending agents after major FP characters while FP armies advance on
DS armies and positions unmolested by DS agents is a *bad* idea, so
I advocate using agents in support of military operations - if you
can go on the offensive and elimnate recruiting armies at their
source, so much the better.
As for my CL game - well, we're working on assassination of a
balrog and dragons, since the Freeps are essentially out of the
game and we got all the agent artifacts. Should be interesting to
see what happens with an agent with the RoW, RoI, RoC, Collohwesta,
and up to two more agent artifacts can take out a full blown Balrog
(spotted him at 2212 while setting up to make that place a charnel
house) and maybe a dragon later on. >;)
Amarthlinde aka Eric S.
The 2950 Scenario
=================
>From Colin Forbes
The 2950 scenario is now imminent here. Rulebooks have been sent
out (for what that's worth) and my general reaction is "Nice new
artwork, but where are the rules changes?" A waste of the 15
start-up if you ask me. Still, I am avidly awaiting my first
gamestart (game 1, Quiet Avenger). After 19 games of the 1650
scenario I'm looking for a little variation.
What I, and a large number of people here are NOT looking forward
to is the publication in this e-zine (& no doubt elsewhere) of the
data regarding encounters, artifacts and so on, due I believe in
number 36 (?) Whilst it is inevitable that such information will
eventually leak across the Atlantic, it will to a large extent
spoil the game for hundreds of players over here. Of course I'm a
a hypocrite, as if the info becomes available, I'll use it. I just
wish that the much touted simultaneous launch of the game on both
sides of the Atlantic (or so we were assured by GAD last autumn)
had actually happened.
(Tom's note: actually, the entire nation database appeared on the
rec.games.pbm newsgroup a few weeks after the 2950 scenario started
in the U.S. So we aren't revealing much with our version, just
making some corrections.)
It just seems rather unfair to lose that sense of mystery which I'm
sure we all remember from our first game of MEPBM. I myself will
still play and play....but there will be those out there who (once
again, as with the 1650 scenario) will realise that there are
people with a slightly unfair advantage (ie access to the Net) and
promptly drop.
Not that I'm blaming the Mouth you understand, but GSI should
really have thought of all this. But then it seems (if the 2950
"scenario" is anything to go by) that all GSI are interested in is
making a fast buck, and to hell with making the game better, or in
any way being considerate of the enjoyment and opinions of their
players. (IMHO anyway! :-))
Game 5 (UK) - The truth is told...
==================================
>From Colin Forbes
Turn 67 and it's all over. The Free People's have finally won the
war, and there is much rejoicing amongst the mountain Khazad folk
and the peoples of southern Haradwaith. Despite a frantic scramble
for the Ring over the last couple of months, all has finished
satisfactorily. But things weren't always this happy, oh no, far
from it. In fact game 5 was in many ways a classic example of how
NOT to play a game of Middle Earth.
It all started long, long ago in the dim and distant past, so long
ago in fact that the turns have long since been consigned to the
loft to gather dust and hide their shame from a curious world. But
that all happened later, at the beginning of the war there was
even some degree of Free People co-operation! The Dwarves joined in
the fray rather later than most, the news of Saurons attacks coming
late to the mountains (so, who WAS playing them before turn 4
anyway?)
Initially there was much coming and going between Khazad-dum and
the Sindar capital of Cerin Amroth. Great plans were hatched, and
other nations began to co-opertae. The Noldor and Woodmen were
staunch allies, as was South Gondor. Unfortunately that was really
about it. Argeleb II of Arthedain was much involved in a war
against the Witch King, and the wild Northmen were found to be
unreliable at best, soon slipping into a state of civil war and
inactivity. The mighty North Gondor seemed to have problems with
their messenger service, and the horselords of the Eothraim had
quietly slipped aboard an Elven ship and sailed over the sea even
long before even the Dwarves entered the war.
Nevertheless there were high hopes amongst the Free Peoples, and at
first all seemed to be going according to plan. The Sindar and
Dwarves sent armies down to Mordor, where they were surprised to
meet with less resistance than had been expected. After a number of
battles before the gates of Mordor in which the Dark Lieutenenants
were about the only enemy nation to conduct themselves with honour
and distinction, the way was openend into the enemy strongholds.
Bain I (despite living in fear of enemy assassins) led a huge army
of highly determined dwarven infantry through Morannon itself and
down into the deserts of Mordor. Meanwhile the Sindar were having
a few internal difficulties, but these were soon sorted out, and a
new leader galvanised them into action once again, leading the
fight against the Long Rider and Easterlings.
Northern Mordor put up some stiff resistance, though of the Cloud
Lord's fearsome agents there was no sign. The enemy's lot was made
even worse by the unexpected arrival on the scene of the mighty
Dwarven heavy cavalry. Although there are those that pointed out
that axe-wielding stumpy maniacs on mountain ponies wasn't exactly
in the tradition of the Eothraim, these cynics were disregarded and
treated with the contempt they deserved. A further nail was driven
in the Dark Lord's coffin by the arrival of Noldor troops, their
feet sore from the long march east. Before long, most of northern
Mordor had been liberated.
Thus the first part of the long war drew to a close. Thereafter
things would never been the same. The leaders of Haradwaith and the
Esterling tribes decided, simultaneously, to bring their armies
into the fray against the evil forces of Sauron. Unfortunately
strategists in several Free People capitals noticed that this put
the two aforementioned nations in a spectacularly strong position
to win the war outright. For better or worse this put several noses
out of joint, particualrly in the case of the opportunistic
Easterlings, who had spent the war attacking Sindar and Northmen
positions and had now performed an about face to avoid defeat! It
did not take long for several Free People leaders (the Sindar,
Noldor and Dwarves included) to make the fateful decision. A truce
was offered to the three remaining Servanst of Sauron (Cloud Lord,
Dragon Lord and Long Rider) and many efforts were directed towards
eliminating the Easterling threat. This lead to a very peculiar
year of unlikely alliances.
With Harad and the Easterlings on the verge of winning the war, the
Noldor hid the Cloud Lord capital with the Mantle of Doriath.
Moreover the Cloud Lord even permitted none other than Elrond to
escape unharmed from Kal Nargil! Further co-operation between the
former enemies was on the cards with the Cloud Lord handing over an
artifact to the Dwarves, and the Dragon Lord benefiting from being
given the title to a dwarven mining community of some size in the
Misty Mountains. All were united against the former Neutrals, never
had Middle Earth seen such unanimity!
Of course it couldn't go on. Eventually the Easterlings were beaten
back, not to be seen again for many months, and the Haradwaith were
welcomed as friends. A new Northman leadership had revitalised the
resistance to the Long Rider, and A Sindar navy landed on Tol
Burath at exactly the same time as Dunland emissaries succeeded in
persuading the population of the town that they were fighting a
losing war. Battle was clearly joined once more.
Dunland had for some time now been making effective moves against
the Dark Servants, and his efforts were largely responsible for the
rehabilitation of Harad. However there was by this time little in
the way of Free People organisation, and it was to be many months
before an effective opposition to the enemy could be marshalled.
During this time many nations went much their own way, building new
cities in what must be the most incredible economic boom Middle
Earth has ever seen. At one stage the merchants were offering to
buy food at a price of over 1200 gold each! Most of the Free
Peoples seemed loath to commit their leaders to the fray, when such
an action could well result in their death, and the subsequent
weakening of the whole nation. This situation of prevailing
isolationist policies continued for many months, during which time
the Dark Servants were not idle.
By the time the Free Peoples (principally Dunland, Harad and the
Dwarves, with aid from Arthedain and North Gondor) got anything
organised, it was clear that the war would drag on for a long time.
Even then, the plan was not a great success. Harad succeeded in
driving the Cloud Lord out of southern Mordor, and the Long Rider
was finally forced to admit defeat, but the Dragon Lord was being
stubborn. The Free Peoples were all afraid of the terrible magic
wielded by the likes of Khamul and Maben, for it was said they
could kill you with only a curse from many miles away! However a
strike by the Dwarves at the Dragon Lord capital north of the Iron
Hills left the enemy in dire straits.
The trouble is of course that the Free People's were about as
organised as a Dwarf in an ale shop. If only we had know exactly
how weak the Dragon Lord was. And if only we had realised that the
Cloud Lord was still hiding out in the north. Yes, the Cloud Lord
had sacrificed none other than Ji Indur to make the rest of the
world think he had given up and fled into the darkness of Sauron's
mind. But no, there he was, north of Mirkwood! Then of course North
Gondor could have ended the Dragon Lord's war when a large army
marched to the gates of the enemy capital in Rhovanion. But no
orders were given to attack, and the army moved off, never to be
seen again! Strategists are still perplexed...
This sad state of affairs went on, and on, and on... Fortunately
the Dwarves, Dunland and Harad finally got their act together at
the same time as the Easterlings re-appeared on the scene. Together
we were able to take out the remaining Dragon Lord major towns in
no time at all. The reason for this could well have been the
astounding news that the Ring had been found! Dunland mages located
it in the southern Misty Mountains, so it seemed had the
Easterlings. Before long there were mages of at least four nations
in the area all searching the mountainsides on their hands and
knees. But in the end it was all to no avail, and the Ring was
destined to remain in its mountain bog for ever.
My thanks go to all the players that made game 5 such an excellent
(if, er, unusual) game. Especially to Dunland, without whom etc
etc, and of course Harad - with whom I was proud to share a joint
victory. There were many things that happened that were probably
not in the spirit of the game, the cross-allegiance alliance for
instance, and the internicine warfare between the Free Peoples. And
I am still alleging that the accidental assassination of a Harad
Lord Marshall was a mistake. Honest.
Finally, those playing in the game will realise I've been avoiding
something. OK. I'll admit it. The truth is I want to apologise to
the Rhudaur player. Yes I, the Dwarves, did indeed assemble a huge
army (8000 heavy infantry) with which to assault Dol Guldor. Yes I
did order it to march the wrong way out of my capital. And yes I
did decide to knock Rhudaur out of the game simply on that basis.
Sorry. I will now run away and hide in embarrassment.
Bain I, Lord of Khazad-dum, Barad-dur and other holiday resorts
(aka Colin Forbes)
Top 10 Middle Earth Blunders (UK)
=================================
>From Colin Forbes
My apologies to those involved - I should perhaps point out that I
am trying to avoid responsibility for two and a half of them
myself.
Dwarves, game 5: Marching out of Khazad-dum to fight the Dragon
Lord, but heading west by mistake, then killing Rhudaur and trying
to pretend nothing had gone amiss.
Noldor, game 20: Why did Elrond hide Metriath just after the Witch
King took it? As if that wasn't enough he then hid Goblin Gate,
thus raising the seige that the Dwarves were attempting.
South Gondor, game 62: Attacking the Quiet Avenger capital on turn
two, but forgetting that the fleet would sink when they destroyed
the harbour.
South Gondor, game 51: Why did they send 20,000 gold to the Blind
Sorcereor instead of the Northmen? I hope the BS made good use of
it..
Dwarves, game 20: It probably wasn't the best idea to guard Bain
with 5 agents and also to challenge Ji Indur. The result? Seven
dead characters in one turn.
The Free Peoples, game 10: Why did they all drop, when they still
stood a chance of winning the game? I don't think a simple mistake
by the GM is a sensible reason.
North Gondor, game 5: Not attacking a Dragon Lord major town, when
it would have knocked the Dark Servants out of the game. The game
continued for at least 15 more turns as a result.
South Gondor and the Northmen, game 11: Attacking Haradwaith, and
thus causing a total breakdown of Free People relations.
Rhudaur, game 2: Picture the scene. Arthedain and Cardolan have
dropped. Dunland are friendly. The Dark Servants are friendly. You
attack Arthedain, right? Wrong, you just sit there and wait. Oh
dear.
Any game: Playing the Woodmen.
Middle-earth Play-by-Mail Miscellaneous Information - 2950 Scenario
==================================================================
Compiled by Brian Mason; data provided by the 2950-22 crowd
(thanks, friends!)
1. Nations
The following section lists data for each nation: the special
advantages given to each nation, a list of population centers,
initial forces, and starting characters.
1.01 The Woodmen
Special Advantages
(1) Characters have a better chance of having stealth.
(2) Characters may have bonuses to challenge rank.
(3) All Scout/Recon orders are doubled in skill level.
(4) Woodmen armies without food gain 1-2 morale points when
stationary and lose 1-2 morale points when moving.
(5) Woodmen armies force marching only lose 1-2 morale points
(2-5 points without food).
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 90 90 95 87 85 85|
|severe | 92 92 92 97 90 87 87|
|cold | 95 95 95 100 92 90 90|
|cool | 97 97 97 102 95 92 92|
|mild | 100 100 100 105 97 95 95|
|warm | 97 97 97 102 95 92 92|
|hot | 95 95 95 100 92 90 90|
Population Centers
Name Hex Size Fort. Docks
Buhr Widufiras 2711 Major Town* Fort
Carrock 2609 Village+
Maethelburg 2508 Major Town Tower
Sairtheod 2712 Camp
Sarn Lothduin 2613 Camp
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2711 40 100 100
2508 40 100
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Beneoracer 30 10 15 31
Beoraborn 40 10 10 15 44
Beorn 40 20 10 15 46
Bork 20 20 15 22
Bornbeneor 30 20 15 32
Breaga 20 20 15 22
Grimbeorn 40 20 15 43
Waulfa 30 10 10 34
1.02 The Northmen
Special Advantages
(1) New emissaries can have a skill rank of 40.
(2) Receive a 20% gold adjustment to all buys and sells.
(3) All new recruits start with a training rank of 20.
(4) Can build ships for 750 timber.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 87 82 80 77 77 80|
|severe | 90 90 85 82 80 80 82|
|cold | 92 92 87 85 82 82 85|
|cool | 95 95 90 87 85 85 87|
|mild | 100 100 95 92 90 90 92|
|warm | 97 97 92 90 87 87 90|
|hot | 95 95 90 87 85 85 87|
Population Centers
Name Hex Size Fort. Docks
Dilgul 4217 Town Harbor
Elgaer 4415 Town
Esgaroth 3109 Town Tower Harbor
Lest 4017 Village
Shrel-kain 4013 Major Town* Fort Port
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3109 30 100 100
4013 40 100 100
4217 20 100 5W, 3T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Bain 40 40
Bard I 40 20 42
Girion II 30 10 20 34
Koldana 20 10 10 24
Kynoden 30 22
Marcatio 30 30
Montieff 40 20
Swithwulf 20 10 21
1.03 Riders of Rohan
Special Advantages
(1) All new recruits start with a training rank of 20.
(2) New commanders may have a skill rank of 40.
(3) Armies may force march with no loss of morale points.
(4) Mages may learn the lost "Conjure Mounts" spell.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 97 87 77 82 77 77|
|severe | 90 100 90 80 85 80 80|
|cold | 92 102 92 82 87 82 82|
|cool | 95 105 95 85 90 85 85|
|mild | 100 110 100 90 95 90 90|
|warm | 100 110 100 90 95 90 90|
|hot | 95 105 95 85 90 85 85|
Population Centers
Name Hex Size Fort. Docks
Aldburg 2321 Village Tower
Dunlostir 2220 Village
Edoras 2321 Major Town* Castle
Hornburg 2121 Town Fort
Stowburg 2520 Village
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2321 40 100
2220 30 200
2121 50 200
2520 40 100 100
2421 20 100
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Elfhelm 40 40
Elfhild 10 40 41
Eomer 30 45 199
Eomund 50 50
Eowyn 20 10 21
Erkenbrand 40 10 41
Theoden 50 30 93 181,208
Widfara 20 10 21
1.04 Dunadan Rangers
Special Advantages
(1) All new recruits start with a training rank of 20.
(2) Armies without food lose 1-2 morale points when moving (2-5
points when force marching)
(3) Fortifications are built at 1/2 the listed timber cost.
(4) New mages may start with a skil rank of 40.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 92 90 85 85 82 85|
|severe | 92 95 92 87 87 85 87|
|cold | 95 97 95 90 90 87 90|
|cool | 97 100 97 92 92 90 92|
|mild | 100 102 100 95 95 92 95|
|warm | 100 102 100 95 95 92 95|
|hot | 95 97 95 90 90 87 90|
Population Centers
Name Hex Size Fort. Docks
Amon Sul 1609 Camp Castle
Bree 1409 Major Town* Tower
Caras Celairnen 0907 Village Tower
Culwic 0707 Village Tower
Tarmabar 1109 Village Tower
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
1609 30 200
1409 40 100
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Arador 40 20 10 45
Aragorn II 50 10 20 20 10 136 5,36,38,195,213
Elboron 30 10 10 33
Elladan 50 20 20 15 68 93,106
Elrohir 50 20 20 15 68 91,107
Encalion 50 50
Halbarad 30 10 20 36
Meneldir II 30 30
1.05 Silvan Elves
Special Advantages
(1) Ships only cost 500 timber to construct.
(2) New recruits start with a training rank of 25.
(3) Characters have a better chance of having Stealth.
(4) Armies lose only 1-2 morale points when marching with no food
(2-5 points if force marching).
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 92 90 87 100 87 85 85|
|severe | 95 92 90 102 90 87 87|
|cold | 97 95 92 105 92 90 90|
|cool | 100 97 95 107 95 92 92|
|mild | 102 100 97 110 97 95 95|
|warm | 102 100 97 110 97 95 95|
|hot | 97 95 92 105 92 90 90|
Population Centers
Name Hex Size Fort. Docks
Aradhyrnd 2908 Major Town*+ Fort
Caras Amarth 2608 Village Tower
Veber Fanuin 2915 Camp
Galadbrynd 2709 Village Tower
Rhubar 4413 Town Harbor
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2915 30 100 100
2908 50 100 200
4413 30 100 5W, 3T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Argaldor 30 15 30
Camthalion 30 15 30
Dorlas 30 30 20 37
Legolas 20 10 20 21
Lindal 10 20 15 17
Ohtar 50 10 20 51
Ringlin 50 30 50 35,64
Thranduil 60 30 20 78 55,121,122
1.06 Northern Gondor
Special Advantages
(1) New commanders may have a skill rank of 40.
(2) Armies without food lose 1-2 morale points when moving (2-5
points when force marching).
(3) Fortifications are built at 50% of the listed timber cost.
(4) All new recruits start with a training rank of 20.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 92 92 87 85 85 82 85|
|severe | 95 95 90 87 87 85 87|
|cold | 97 97 92 90 90 87 90|
|cool | 100 100 95 92 92 90 92|
|mild | 102 102 97 95 95 92 95|
|warm | 102 102 97 95 95 92 95|
|hot | 97 97 92 90 90 87 90|
Population Centers
Name Hex Size Fort. Docks
Bar-en-Tinnen 3026 Village Tower
Henneth Annun 3023 Camp+
Imdorad 2622 Town Tower
Minas Arthor 2926 Town Tower
Minas Tirith 2924 City* Citadel Harbor
Osgiliath 3024 Town Fort Harbor
Pelargir 2927 Major Town Castle Port
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2926 40 500 200
2924 50 200 600
2927 50 500 12W, 8T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Anborn 10 20 10 20
Argirion 50 50
Baranor 40 40
Boromir 50 10 66 196
Denethor II 20 30 20 28
Ecthelion II 60 20 77 29, 204
Faramir 30 10 10 51 63, 123, 197
Goromil 50 50
1.07 Southern Gondor
Special Advantages
(1) New recruits start with a training rank of 20.
(2) Armies without food lose 1-2 morale points when moving (2-5
points when force marching)
(3) Fortifications are built at 50% of the listed timber cost.
(4) New mages can start with a skill rank of 40.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 90 90 85 85 82 85|
|severe | 92 92 92 87 87 85 87|
|cold | 95 95 95 90 90 87 90|
|cool | 97 97 97 92 92 90 92|
|mild | 100 100 100 95 95 92 95|
|warm | 100 100 100 95 95 92 95|
|hot | 95 95 95 90 90 87 90|
Population Centers
Name Hex Size Fort. Docks
Dol Amroth 2227 City* Fort Port
Ethring 2425 Village
Fanuilond 2628 Town Tower Harbor
Linhir 2527 Major Town Fort Harbor
Minas Brethil 2626 Village Tower
Morthondost 2223 Town Fort
Rendul 2225 Village
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2628 50 200 300 6W, 4T
2527 60 100 100 300
2727 50 200 300 6W, 4T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Adrahil II 60 10 71 85
Angbor 50 50
Duinhir 50 50
Finduilas 30 15
Golasgil 20 20 23
Imrahil 50 30 86 191,206
Lothiriel 30 30 33
Morwen 20 30 32
1.08 The Dwarves
Special Advantages
(1) Heavy infantry recruits start with a training rank of 30.
(2) Armies force march with no loss of morale points.
(3) Fortifications are constructed at 50% of the listed timber
cost.
(4) All characters may Scout/Recon at a skill rank of 50 or
better.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 92 95 100 85 92 92 105|
|severe | 95 97 102 87 95 95 107|
|cold | 97 100 105 90 97 97 110|
|cool | 97 100 105 92 97 97 110|
|mild | 97 100 105 95 97 97 110|
|warm | 97 100 105 95 97 97 110|
|hot | 95 97 102 90 95 95 107|
Population Centers
Name Hex Size Fort. Docks
Azanulinbar-Dum 3707 Major Town* Fort
Barak-shathur 3607 Village Tower
Belegost 0812 Village Fort
Kheled-nala 3916 Village Tower
Noegrod 0606 Village Tower
Zarak-dum 2004 Camp Tower
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3916 70 300
3707 40 200 200
0812 40 300
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Balin 70 70
Dain II 40 10 20 56 210,211
Dis 20 10 22
Gimli 20 10 10 24 212
Gloin 40 40
Groin 30 30
Thorin Oakenshield 60 10 10 78 83
Thrain 40 40
1.09 Sinda Elves
Special Advantages
(1) Ships only cost 500 timber to construct.
(2) New recruits start with a training rank of 25.
(3) Characters have a better chance of having Stealth.
(4) Armies lose only 1-2 morale points when marching with no food
(2-5 points if force marching).
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 92 90 87 100 87 85 85|
|severe | 95 92 90 102 90 87 87|
|cold | 97 95 92 105 92 90 90|
|cool | 100 97 95 107 95 92 92|
|mild | 102 100 97 110 97 95 95|
|warm | 102 100 97 110 97 95 95|
|hot | 97 95 92 105 92 90 90|
Population Centers
Name Hex Size Fort. Docks
Amon Lind 2115 Village Castle
Caras Galadhon 2514 Major Town+*
Cerin Amroth 2413 Town+
Edhellond 2325 Town+ Harbor
Nanduhirion 2314 Camp+
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2514 60 100
2325 40 100 2W, 2T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Celeborn 60 10 20 20 66
Feamire 10 10 20 20 20 41 126
Galadriel 20 70 70 25 208 12,163,164
Galandeor 30 20 30
Helkama 20 50 25 70 135
Tathar 30 15 30
Taurnil 40 10 10 20 44
Tharudan 20 50 20 53
1.10 Noldo Elves
Special Advantages
(1) All new recruits have a training rank of 25.
(2) Armies can force march with no loss of morale points.
(3) All characters may Uncover Secrets with a skill rank of 40 or
better.
(4) Characters have a better chance of having Stealth.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 95 92 90 97 90 87 87|
|severe | 97 95 92 100 92 90 90|
|cold | 100 97 95 102 95 92 92|
|cool | 102 100 97 105 97 95 95|
|mild | 102 100 97 105 97 95 95|
|warm | 102 100 97 105 97 95 95|
|hot | 97 95 92 100 92 90 90|
Population Centers
Name Hex Size Fort. Docks
Elostirion 0810 Camp
Forlond 0408 Town Fort Harbor
Imladris 2209 Major Town+*
Mithlond-East 0710 Town Fort Harbor
Mithlond-West 0708 Town Fort Port
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2209 60 100
0708 40 100 2W,2T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Ascarnil 40 25 50 201
Cirdan 40 20 40 50 25 82 40,51,59
Elrond 40 60 70 35 162 11,41,90
Erestor 40 60 25 90 26
Galdor 60 20 60
Gildor 30 20 20 10 25 38
Glorfindel 60 30 40 25 97 8,89
Pelnimloth 10 20 21
1.11 The Witch-King
Special Advantages
(1) New commanders may start with a skill rank of 40.
(2) 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.
(3) Mages can learn the lost "Fearful Hearts" spell.
(4) Mages can learn the lost "Conjure Hordes" spell.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 90 90 85 82 82 87|
|severe | 92 92 92 87 85 85 90|
|cold | 95 95 95 90 87 87 92|
|cool | 97 97 97 92 90 90 95|
|mild | 100 100 100 95 92 92 97|
|warm | 97 97 97 92 90 90 95|
|hot | 95 95 95 90 87 87 90|
Population Centers
Name Hex Size Fort. Docks
Lag-angren 1502 Camp
Lag-lach 2311 Camp
Minas Morgul 3124 Major Town* Castle
Mt. Gram 2006 Town Fort
Mt. Gunabad 2305 Major Town Fort
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2006 50 100 200
2305 50 100 200
3124 10 400
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Anglach 50 50
Angulion 10 20 30 30 43 157
Ashdurgnul 20 50 53
Blogath 40 40
Bolg 50 95 67,68
Guarthoth 40 40
Murazor 40 40 70 30 138 28,48,52,75
82,86
Rogrog 50 65 65
1.12 Dragon Lord
Special Advantages
(1) Characters have a better chance of having Stealth.
(2) Mages can learn the lost "Teleport" spell.
(3) All Scout/Recon orders are doubled in skill rank.
(4) Armies without food gain 1-2 morale points when stationary
and lose 1-2 morale points when moving (2-5 morale points
when force marching). Armies with food only lose 1-2 morale
points when force marching.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 82 87 85 85 80 80 82|
|severe | 85 90 87 87 82 82 85|
|cold | 87 92 90 90 85 85 87|
|cool | 90 95 92 92 87 87 90|
|mild | 95 100 97 97 92 92 95|
|warm | 95 100 97 97 92 92 95|
|hot | 95 100 97 97 92 92 95|
Population Centers
Name Hex Size Fort. Docks
Dol Guldur 2715 Major Town* Keep
Goblin-Gate 2409 Village Fort
Lug Ghurzun 3822 Major Town Tower
Ongushar 2518 Camp
Sarn Goriwing 2809 Village+ Fort
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2715 20 100 200
2409 20 400
2518 10 100 200
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Duran 60 20 20 30 67
Gashbuz 30 30
Grashukh 50 50
Khamul 30 30 30 40 30 106 62,150,153
Maben 20 50 82 154
Ogrod 40 50 99
Rogatha 30 30
Skauril 30 10 30
1.13 Dog Lord
Special Advantages
(1) All new recruits start with a training rank of 20.
(2) 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 lose only 1-2 morale points when
force marching.
(3) Mages can learn the lost "Conjure Mounts" spell.
(4) Characters have a better chance of having Stealth.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 92 87 80 85 82 85|
|severe | 92 95 90 82 87 85 87|
|cold | 95 97 92 85 90 87 90|
|cool | 97 100 95 87 92 90 92|
|mild | 102 105 100 92 97 95 97|
|warm | 102 105 100 92 97 95 97|
|hot | 102 105 100 92 97 95 97|
Population Centers
Name Hex Size Fort. Docks
Lag-dagur 2921 Camp
Lag-hundur 3321 Camp
Lag-ulurikon 3421 Camp
Morannon 3221 Major Town* Keep
Ostigurth 2921 Major Town Castle
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3221 50 200 200
3624 40 200
2921 30 200
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Bulrakur 50 50
Daumdorut 30 30
Dendra Dwar 20 20 60 30 67 10,74,138
Gurthlug 30 20 32 160
Krusnak 30 20 30 41 2,43,148
Kruxtogg 30 30
Rashkuk 30 30
Tonn Varthkur 40 30 47
1.14 Cloud Lord
Special Advantages
(1) All Assassinate/Kidnap orders are +20 to skill rank.
(2) Characters have a better chance of having Stealth.
(3) All characters may Uncover Secrets at a skill rank of 40 or
better.
(4) New agents may start with a skill rank of 40.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 87 85 82 85 82 85|
|severe | 90 90 87 85 87 85 87|
|cold | 92 92 90 87 90 87 90|
|cool | 95 95 92 90 92 90 92|
|mild | 100 100 97 95 97 95 97|
|warm | 100 100 97 95 97 95 97|
|hot | 100 100 97 95 97 95 97|
Population Centers
Name Hex Size Fort. Docks
Barduath 3428 Major Town
Carach Angren 3222 Camp Fort
Kal Nargil 3630 Major Town* Castle
Nurumurl 3528 Village
Rul 3626 Village
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3630 40 300
3222 20 300
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Araudagul 40 20 40
Errenis 30 20 23
Gulthum 10 20 21
Ji Indur 20 40 40 30 72 56,104,109
Lairathim 30 22
Shoglic 30 30
Uthlug 20 30 27
Zaken 30 22
1.15 Blind Sorcerer
Special Advantages
(1) Ships never suffer storms or are lost at sea.
(2) Mages can learn the lost "Summon Storms" spell.
(3) Mages can learn the lost "Conjure Hordes" spell.
(4) All new mages may start with a skill rank of 40.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 87 85 80 85 80 85|
|severe | 92 90 87 82 87 82 87|
|cold | 95 92 90 85 90 85 90|
|cool | 97 95 92 87 92 87 92|
|mild | 102 100 97 92 97 92 97|
|warm | 102 100 97 92 97 92 97|
|hot | 102 100 97 92 97 92 97|
Population Centers
Name Hex Size Fort. Docks
Burch Nurn 4025 Camp Tower
Luglurak 3929 Major Town* Castle Harbor
Orduga Aivaisa 4126 Camp
Urlurtsu Nurn 3627 Major Town
Virk Ulgath 3829 Camp
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3929 30 300
4025 20 300
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Akhorahil 20 20 60 30 80 73,66
Ethacali 10 40 42
Leardinoth 10 30 32
Magergoth 20 20 20 30 30 41
Naldurgarth 50 50
Storlaga 20 10 50 20 131 7,22,140
Uthcu? 30 30
Vulmek? 20 20 20 28
1.16 Ice King
Special Advantages
(1) Characters have a better chance of having Stealth.
(2) New agents may start with a skill rank of 40.
(3) Mages can learn the lost "Summon Storms" spell.
(4) 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 lose only 1-2 morale points when
force marching.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 92 92 90 90 85 85 90|
|severe | 95 95 92 92 87 87 92|
|cold | 97 97 95 95 90 90 95|
|cool | 97 97 95 95 90 90 95|
|mild | 100 100 97 97 92 92 97|
|warm | 100 100 97 97 92 92 97|
|hot | 97 97 95 95 90 90 95|
Population Centers
Name Hex Size Fort. Docks
Barad Perras 3123 Town Fort
Durthang 3122 Major Town* Castle
Katund-akul 3223 Camp
Lag-orod 2214 Camp
Lag-scara 3022 Camp+
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3123 30 300
3122 30 300
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Abdahkil 30 30
Gaurhir 10 30 30 56 25
Gorthog 10 40 32
Hoarmurath 30 20 50 30 91 50,80,141
Kathog 40 50 20
Lugronk 30 10 31
Muranog 40 20 42
Ulzog 30 30
1.17 Quiet Avenger
Special Advantages
(1) All Scouts/Recons are doubled in skill rank.
(2) All characters may 'Uncover Secrets' with a skill rank of 40
or better.
(3) Emissaries may start with a skill rank of 40.
(4) Commanders may start with a skill rank of 40.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 87 90 82 87 77 80|
|severe | 92 90 92 85 90 80 82|
|cold | 95 92 95 87 92 82 85|
|cool | 97 95 97 90 95 85 87|
|mild | 102 100 102 95 100 90 92|
|warm | 105 102 105 97 102 92 95|
|hot | 102 100 102 95 100 90 92|
Population Centers
Name Hex Size Fort. Docks
Jug Rijesha 3533 Major Town Harbor
Kul Dinbar 3335 Camp Tower
Lugarlur 3034 Major Town Castle Harbor
Tir Harn 3437 Camp Tower
Wathduin 3234 Camp Tower
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3533 30 400 200
3034 30 500 5W, 3T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Adunaphel 30 30 40 30 66 97,143
Ashturg 30 10 31
Fuinur 30 20 20 37
Herumor 30 20 20 37
Malezar 10 10 40 43 78
Shebbin Vur 10 20 12
Thergor 30 22
Zokhad 10 20 17
1.18 Fire King
Special Advantages
(1) Armies are hired at no cost.
(2) New armies have a morale of 40.
(3) Armies without food gain 1-2 morale points when stationary
and lose 1-2 morale points when moving (2-5 points if force
marching). Armies with food lose only 1-2 morale points when
force marching.
(4) Mages can learn the lost "Fanaticism" spell.
(5) Mages can learn the lost "Conjure Hordes" spell.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 87 87 82 87 80 85|
|severe | 90 90 90 85 90 82 87|
|cold | 92 92 92 87 92 85 90|
|cool | 95 95 95 90 95 87 92|
|mild | 100 100 100 95 100 92 97|
|warm | 100 100 100 95 100 92 97|
|hot | 100 100 100 95 100 92 97|
Population Centers
Name Hex Size Fort. Docks
Barad Ungol 3424 Major Town* Castle
Barad-wath 3426 Town
Lag-digturmarr 3225 Camp
Lag-vrasfotak 3327 Camp
Lag-zajarzot 3324 Camp
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3426 50 400
3224 50 400
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Nazog 30 22
Ren the Unclean 20 20 50 30 73 54,111,112
Rozilan 20 30 32
Shagrat 30 30
Skargnakh 30 10 10 44 84
Uklurg 40 40
Uthmag 40 40
1.19 Long Rider
Special Advantages
(1) New commanders may have a skill rank of 40.
(2) Mages can learn the lost "Conjure Mounts" spell.
(3) All new recruits have a training rank of 20.
(4) Armies can force march with no loss of morale points.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 92 87 77 85 80 85|
|severe | 90 95 90 80 87 82 87|
|cold | 92 97 92 82 90 85 90|
|cool | 95 100 95 85 92 87 92|
|mild | 100 105 100 90 97 92 97|
|warm | 97 102 97 87 95 90 95|
|hot | 97 102 97 87 95 90 95|
Population Centers
Name Hex Size Fort. Docks
Buth Ovaisa 3017 Village
Lagari Orath 4425 Village
Olbamarl 3329 Major Town* Castle
Orduga Harmal 4433 Village
Tol Buruth 4125 Village+ Castle Harbor
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3017 30 200 400
4433 30 100 500
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Din Ohtar 30 20 10 30 50 78
Giordia 20 20 17
Hargrog 30 20 43 198,203
Lomelinde 30 10 48 71,72
Morlammen 30 30
Mornadak 30 30
Uvatha 60 20 20 30 78 53,79,92
Viosiol 30 30
1.20 Dark Lieutenants
Special Advantages
(1) New Commanders may have a skill rank of 40.
(2) New Mages may have a skill rank of 40.
(3) Mages can learn the lost "Fearful Hearts" spell.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 87 85 82 85 82 85|
|severe | 90 90 87 85 87 85 87|
|cold | 92 92 90 87 90 87 90|
|cool | 95 95 92 90 92 90 92|
|mild | 100 100 97 95 97 95 97|
|warm | 100 100 97 95 97 95 97|
|hot | 100 100 97 95 97 95 97|
Population Centers
Name Hex Size Fort. Docks
Barad-dur 3423 Major Town* Castle
Carvarad 3621 Camp
Lag-lithlad 3323 Camp
Minas Durlith 3622 Town Castle
Thuringwathost 3120 Camp Tower
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
3423 40 300
3622 40 300
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Azgurath 40 40
Bolvag 20 50 10 73 46,117
Carrog 20 20 30 30 36
Celedhring 30 30 50 138 155,156
Gothmog 70 30 95 118,119
Grishnak 40 40
Tormog 20 40 35
Urzahil 20 40 70 121 3,37,45,58
1.21 The Corsairs
Special Advantages
(1) Navies never suffer storms or are lost at sea.
(2) Ships can be built for 750 timber
(3) Characters may have bonuses to Challenge rank.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 87 85 82 85 80 77|
|severe | 92 90 87 85 87 82 80|
|cold | 95 92 90 87 90 85 82|
|cool | 97 95 92 90 92 87 85|
|mild | 102 100 97 95 97 92 90|
|warm | 102 100 97 95 97 92 90|
|hot | 100 97 95 92 95 90 87|
Population Centers
Name Hex Size Fort. Docks
Ardumir 2039 Town Fort Harbor
Caldur 2137 Town Fort Harbor
Caras Tolfalas 2430 Town Tower Harbor
Havens of Umbar 2438 Major Town* Castle Port
Kas Shadoul 2734 Town Fort Harbor
Methir 2730 Town Fort Harbor
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2438 30 400 9W, 6T
2438 30 600 9W, 6T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Allurac 30 30
Alukhor 10 20 17
Bragolmaite 20 10 37 202
Earnil II 30 30 37
Gedron 20 10 23 209
Sangarunya 50 30 53
Telkurhao 20 10 21
Vargaelas 40 40
1.22 Rhun Easterlings
Special Advantages
(1) New commanders may have a skill rank of 40.
(2) Characters may have bonuses to their Challenge ranks.
(3) 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 lose only 1-2 morale points when
force marching.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 92 85 80 85 77 77|
|severe | 90 95 87 82 87 80 80|
|cold | 92 97 90 85 90 82 82|
|cool | 95 100 92 87 92 85 85|
|mild | 100 105 97 92 97 90 90|
|warm | 97 102 95 90 95 87 87|
|hot | 97 102 95 90 95 87 87|
Population Centers
Name Hex Size Fort. Docks
Askhiri 3220 Camp
Ilanin 3713 Village
Lar-Huz 3605 Village
Mistrand 4318 Town Harbor
Riavod 4014 Major Town* Fort Harbor
Urah Lanna 3319 Village
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
4014 40 200 200
3319 30 200
4318 30 600 8W, 4T
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Hesnef 30 10 31
Hurdriak 30 20 32
Huz III 40 10 30 45
Juganoth 30 30
Kav Makow III 20 20 23
Meonid Ito 30 30
Rof Paku 30 30 200
Usriev 30 30
1.23 The Dunlendings
Special Advantages
(1) Characters may have a bonus to Challenge rank.
(2) All Scout/Recon orders are doubled in skill rank.
(3) New agents may start with a skill rank of 40.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 87 92 85 85 85 92|
|severe | 90 90 95 87 87 87 95|
|cold | 92 92 97 90 90 90 97|
|cool | 95 95 100 92 92 92 100|
|mild | 100 100 105 97 97 97 105|
|warm | 97 97 102 95 95 95 102|
|hot | 95 95 100 92 92 92 100|
Population Centers
Name Hex Size Fort. Docks
Angren 1720 Camp
Cillien 1916 Camp
Enedhir 1420 Village
Freawul 1922 Major Town
Larach Duhnan* 1817 Major Town Tower
Wularan 1917 Village
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
1817 40 300 300
1922 40 200 400
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Aonghas 40 10 41
Calmuad 10 30 16
Enion 60 60
Jeroibha 30 10 31
Sibroc 40 30
Solofhen 40 40
Tunghaib 50 65 24,137
Urdrek 40 10 41
1.24 White Wizard
Special Advantages
(1) Armies are hired at no cost.
(2) New Men-at-Arms recruits have a training rank of 25.
(3) New commanders may have a skill rank of 40.
(4) Characters may have bonuses to Challenge rank.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 90 90 92 92 85 82 85|
|severe | 92 92 95 95 87 85 87|
|cold | 95 95 97 97 90 87 90|
|cool | 97 97 100 100 92 90 92|
|mild | 100 100 102 102 95 92 95|
|warm | 100 100 102 102 95 92 95|
|hot | 95 95 97 97 90 87 90|
Population Centers
Name Hex Size Fort. Docks
Angrenost 2119 Major Town* Citadel
Arailt 1918 Village Tower
Lag-sharak 2118 Camp
Lag-thrugrim 2215 Camp Tower
Nin-in-Eilph 1715 Camp
Treforn 2017 Village
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
2119 30 800
1918 30 400
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Bill Ferny 10 20 12
Bugrug 40 40
Durbuhuk 20 10 22
Grima Wormtongue 30 15
Lugdush 30 22
Mauhir 30 30
Saruman the White 70 90 20 128 17, 30, 162
Ugluk 40 40
1.25 Khand Easterlings
Special Advantages
(1) New commanders may have a skill rank of 40.
(2) Characters may have bonuses to their Challenge ranks.
(3) 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 lose only 1-2 morale points when
force marching.
| | T E R R A I N |
|climate|sho pla rou for des swa mou |
|-------|----------------------------|
|polar | 87 92 85 80 85 77 77|
|severe | 90 95 87 82 87 80 80|
|cold | 92 97 90 85 90 82 82|
|cool | 95 100 92 87 92 85 85|
|mild | 100 105 97 92 97 90 90|
|warm | 97 102 95 90 95 87 87|
|hot | 97 102 95 90 95 87 87|
Population Centers
Name Hex Size Fort. Docks
An Karagmir 3538 Village
Khand Amu 4228 Major Town
Laorki 4430 Village
Neburcha 4324 Camp
Ovatharac 4335 Village
Sturlurtsa Khand 4133 Major Town* Castle
Initial Forces
Hex Morale HC LC HI LI AR MA Ships
4133 30 200 200
4430 20 600
4228 20 200
Initial Characters
Name Com Ag Em Ma St Chal Artifacts
Avas of Igath 20 10 21
Curuband 30 30
Gorovod 10 40 41
Itana Ovan 30 30
Kionid II 20 20 22
Ovatha IV 60 75 76,146
Urdrath 10 30 32
Urig 20 20 22
2. Other Nation Data
2.01 Map Ranges
Below are two sets of map ranges: those that detail what hexes are
covered by the regional map of each individual nation, and those that
detail 'blind' hexes (hexes that aren't on the regional map of any
nation). Note that the blind hex ranges aren't complete, but can be
filled out simply by overlaying the regional maps of each nation.
For the regional maps, the numbers refer to map corners. The regional
map of each nation is the same size.
Nation ULeft URight LLeft LRight
Woodmen 2405 3205 2417 3217
Northmen 3409 4209 3421 4221
Riders of Rohan 1915 2715 2727 1927
Dunadan Rangers 1003 1803 1015 1815
Silvan Elves 2505 3305 2517 3317
Northern Gondor 2319 3119 2331 3131
Southern Gondor 2023 2823 2035 2835
Dwarves 3105 3905 3117 3917
Sinda Elves 2309 3109 2321 3121
Noldo Elves 1405 2205 2217 1417
Witch-King 1501 2301 1513 2313
Dragon Lord 2607 3407 2619 3419
Dog Lord 2915 3715 2927 3727
Cloud Lord 3221 4021 3233 4033
Blind Sorcerer 3523 3535 4323 4335
Ice King 2717 3517 2729 3529
Quiet Avenger 2727 3527 2739 3539
Fire King 3119 3919 3131 3931
Long Rider 3017 3029 3817 3829
Dark Lieutenants 2915 3715 2927 3727
Corsairs 2027 2527 2039 2839
Rhun Easterlings 3309 4109 3321 4121
Dunlendings 1313 2113 1325 2125
White Wizard 1813 2613 1825 2625
Kh. Easterlings 3527 4327 3539 4339
2.02 Starting Nation Characters
Nation Comm Agent Emis Mage Stealth Chal
Woodmen
Beneoracer 30 10 15 31
Beoraborn 40 10 10 15 44
Beorn 40 20 10 15 46
Bork 20 20 15 22
Bornebeneor 30 20 15 32
Braega 20 20 15 22
Grimbeorn 40 20 15 43
Waulfa 30 10 10 34
Totals 250 70 60 30 105 274
Northmen
Bain 40 40
Bard I 40 20 42
Girion II 30 10 20 34
Koldana 20 10 10 24
Kynoden 30 22
Marcatio 30 30
Montieff 40 20
Swithwulf 20 10 21
Totals 150 60 80 40 233
Riders of Rohan
Elfhelm 40 40
Elfhild 10 40 41
Eomer 30 45
Eomund 50 50
Eowyn 20 10 21
Erkenbrand 40 10 41
Theoden 50 30 88
Widfara 20 10 21
Totals 250 20 50 40 347
Dunadan Rangers
Arador 40 20 10 45
Aragorn II 50 10 20 20 10 136
Elboron 30 10 10 33
Elladan 50 20 20 15 68
Elrohir 50 20 20 15 68
Encalion 50 50
Halbarad 30 10 20 36
Meneldir II 30 30
Totals 280 50 60 150 40 466
Silvan Elves
Argaldor 30 15 30
Camthalion 30 15 30
Dorlas 30 30 20 37
Legolas 20 10 20 21
Lindal 10 20 15 17
Ohtar 50 10 20 51
Ringlin 50 20 50
Thranduil 60 30 20 78
Totals 230 30 40 80 145 324
Northern Gondor
Anborn 10 20 10 15
Argirion 50 50
Baranor 40 40
Boromir 50 10 51
Denethor II 20 30 20 19
Ecthelion II 60 20 62
Faramir 30 10 10 32
Goromil 50 50
Totals 260 30 60 90 319
Southern Gondor
Adrahil II 60 10 71
Angbor 50 50
Duinhir 50 50
Finduilas 30 15
Golasgil 20 20 23
Imrahil 50 30 86
Lothiriel 30 30 33
Morwen 20 30 32
Totals 230 20 120 60 360
Dwarves
Balin 70 70
Dain II 40 10 20 56
Dis 20 10 22
Gimli 20 10 10 24
Gloin 40 40
Groin 30 30
Thorin
Oakenshield 60 10 10 78
Thrain 40 40
Totals 320 30 30 20 360
Sinda Elves
Celeborn 60 10 20 20 66
Feamire 10 10 20 20 20 41
Galadriel 20 70 70 25 213
Galandeor 30 30 30
Helkama 20 50 25 70
Tathar 30 15 30
Taurnil 40 10 10 20 44
Tharudan 20 50 20 53
Totals 210 50 90 220 175 547
Noldo Elves
Ascarnil 40 25 50
Ciridan 40 20 40 50 25 87
Elrond 40 60 70 35 162
Erestor 40 60 25 90
Galdor 60 20 60
Gildor 30 20 20 10 25 38
Glorfindel 60 30 40 25 96
Pelnimloth 10 20 21
Totals 190 40 200 310 180 604
Witch-King
Anglach 50 50
Angulion 10 20 30 30 43
Ashdurgnul 20 50 53
Blogath 40 40
Bolg 50 95
Guarthoth 40 40
Murazor 40 40 70 30 138
Rogrog 50 65
Totals 150 40 70 240 30 524
Dragon Lord
Duran 60 20 20 30 67
Gashbuz 30 30
Grashukh 50 50
Khamul 30 30 30 40 30 106
Maben 20 50 82
Ogrod 40 52
Rogatha 30 30
Skauril 30 10 30
Totals 210 30 70 170 70 447
Dog Lord
Bulrakur 50 50
Daumdorut 30 30
Dendra Dwar 20 20 60 30 67
Gurthlug 30 20 32
Krusnak 30 20 30 41
Kruxtogg 30 30
Rashkuk 30 30
Tonn Varthkur40 30 47
Totals 260 20 40 120 30 327
Cloud Lord
Araudagul 40 20 40
Errenis 30 20 23
Gulthum 10 20 21
Ji Indur 20 40 40 30 72
Lairathim 30 22
Shoglic 30 30
Uthlug 20 30 27
Zaken 30 22
Totals 80 130 40 110 50 257
Blind Sorcerer
Akhorahil 20 20 60 30 80
Ethacali 10 40 42
Leardinoth 10 30 32
Magergoth 20 20 20 30 30 41
Naldurgarth 50 50
Storlaga 20 10 50 20 131
Uthcu? 30 30
Vulmek? 20 20 20 28
Totals 130 50 40 280 80 434
Ice King
Abdahkil 30 30
Gaurhir 10 30 30 56
Gorthog 10 40 32
Hoarmurath 30 20 50 30 91
Kathog 40 50
Lugronk 30 10 31
Muranog 40 20 42
Ulzog 30 30
Totals 140 70 30 150 60 362
Quiet Avenger
Adunaphel 30 30 40 30 66
Ashturg 30 10 31
Fuinur 30 20 20 37
Herumor 30 20 20 37
Malezar 10 10 40 43
Shebbin Vur 10 20 12
Thergor 30 22
Zokhad 10 20 17
Totals 150 60 100 120 30 255
Fire King
Nazog 30 22
Ren the
Unclean 20 20 50 30 73
Rozilan 20 30 32
Shagrat 30 30
Skargnakh 30 10 10 44
Snaga 30 30
Uklurg 40 40
Uthmag 40 40
Totals 180 10 40 130 30 311
Long Rider
Din Ohtar 30 20 10 30 50
Giordia 20 20 17
Hargrog 30 20 43
Lomelinde 30 10 48
Morlammen 30 30
Mornadak 30 30
Uvatha 60 20 20 30 78
Viosiol 30 30
Totals 120 120 60 80 60 326
The Dark Lieutenants
Azgurath 40 40
Bolvag 20 50 10 73
Carrog 20 20 30 30 36
Celedhrin 30 30 50 138
Gothmog 70 30 95
Grishnak 40 40
Tormog 20 40 35
Urzahil 20 40 70 121
Totals 240 120 60 200 40 598
The Corsairs
Allurac 30 30
Alukhor 10 20 17
Bragolmaite 20 10 37
Earnil II 30 30 37
Gedron 20 10 23
Sangarunya 50 30 53
Telkurhao 20 10 21
Vargaelas 40 40
Totals 220 40 30 40 258
Rhun Easterlings
Hesnef 30 10 31
Hurdriak 30 20 32
Huz III 40 10 30 44
Juganoth 30 30
Kav Makow III20 20 22
Meonid Ito 30 30
Rof Paku 30 40
Usriev 30 30
Totals 180 30 60 60 259
Dunlendings
Aonghas 40 10 41
Calmuad 10 30 16
Enion 60 60
Jeroibha 30 10 31
Sibroc 40 30
Solofhen 40 40
Tunghaib 50 50
Totals 130 70 30 90 268
White Wizard
Bill Ferny 10 20 12
Bugrug 40 40
Durbuhuk 20 10 22
Grima
Wormtongue 30 15
Lugdush 30 22
Mauhir 30 30
Saruman
the White 70 90 20 128
Ugluk 40 40
Totals 140 50 100 100 20 329
Khand Easterlings
Avas
of Igath 20 10 21
Curuband 30 30
Gorovod 10 40 41
Itana Ovan 30 30
Kionid II 20 20 22
Ovatha IV 60 60
Urdrath 10 30 32
Urig 20 20 22
Totals 160 20 40 100 258
2.03 Starting Population Center Summary
Hex Name Size Fort Harbor Hidden Capitol Owner
0408 Forlond Town Fort Harbor Noldo
0606 Noegrod Village Tower Dw.
0708 Mithlond-West Town Fort Port Noldo
0710 Mithlond-East Town Fort Harbor Noldo
0810 Elostirion Camp Noldo
0812 Belegost Village Fort Dw.
1420 Enedhir Village Duns
1502 Lag-angren Camp WK
1720 Angren Camp Duns
1715 Nin-in-Eilph Camp WW
1817 Larach Duhnan Major Town Tower Yes Duns
1916 Cillien Camp Duns
1917 Wularan Village Duns
1918 Arailt Village Tower WW
1922 Freawul Major Town Duns
2004 Zarak-dum Camp Tower Dw.
2006 Mt. Gram Town Fort WK
2017 Treforn Village WW
2039 Ardumir Town Fort Harbor Cor.
2115 Amon Lind Village Castle Sinda
2118 Lag-sharak Camp WW
2119 Angrenost Major Town Citadel Yes WW
2121 Hornburg Town Fort Rohan
2137 Caldur Town Fort Harbor Cor.
2209 Imladris Major Town Yes Yes Noldo
2214 Lag-orod Camp IK
2215 Lag-thrugrm Camp Tower WW
2220 Dunlostir Village Rohan
2223 Morthondost Town Fort SG
2225 Rendul Village SG
2227 Dol Amroth City Fort Port Yes SG
2305 Mt. Gunabad Major Town Fort WK
2311 Lag-lach Camp WK
2314 Nanduhirion Camp Yes Sinda
2321 Edoras Major Town Castle Yes Rohan
2325 Edhellond Town Harbor Yes Sinda
2409 Goblin-Gate Village Fort DrgL
2413 Cerin Amroth Town Yes Sinda
2421 Aldburg Village Tower Rohan
2425 Ethring Village SG
2430 Caras Tolfalas Town Tower Harbor Cor.
2438 Havens of Umbar Major Town Castle Port Cor.
2508 Maethelburg Major Town Tower Wood.
2514 Caras Galadhon Major Town Yes Yes Sinda
2518 Ongushar Camp DrgL
2520 Stowburg Village Rohan
2527 Linhir Major Town Fort Harbor SG
2608 Caras Amarth Village Tower Silvan
2609 Carrock Village Yes Wood.
2613 Sarn Lothduin Camp Wood.
2622 Imdorad Town Tower NG
2626 Minas Brethil Village Tower SG
2628 Fanuilond Town Tower Harbor SG
2709 Galadbrynd Village Tower Silvan
2711 Buhr Widufiras Major Town Fort Wood.
2712 Sairtheod Camp Wood.
2715 Dol Guldur Major Town Keep Yes DrgL
2730 Methir Town Fort Harbor Cor.
2738 Kas Shadoul Town Fort Harbor Cor.
2809 Sarn Goriwing Village Fort Yes DrgL
2908 Aradhyrnd Major Town Fort Yes Yes Silvan
2915 Ceber Fanuin Camp Silvan
2921 Lag-dagor Camp DgLo
2924 Minas Tirith City Citadel Harbor Yes NG
2926 Minas Arthor Town Tower NG
2927 Pelargir Major Town Castle Port NG
3017 Buth Ovaisa Village LR
3022 Lag-scara Camp Yes IK
3023 Henneth Annun Camp Yes NG
3024 Osgilath Town Fort NG
3026 Bar-en-Tinnen Village Tower NG
3034 Lugarlur Major Town Castle Harbor Yes QA
3109 Esgaroth Town Tower Harbor Nor.
3120 Thuringwathost Camp Tower DkLts
3122 Durthang Major Town Castle Yes IK
3123 Barad Perras Town Fort IK
3124 Minas Morgul Major Town Castle Yes WK
3220 Askhiri Camp RhEas
3221 Morannon Major Town Keep Yes DgLo
3222 Carach Angren Camp Fort Cloud
3223 Katund-akul Camp IK
3234 Wathduin Camp Tower QA
3319 Urah Lanna Village RhEas
3321 Lag-hundur Camp DgLo
3323 Lag-lithlad Camp DkLts
3329 Olbamarl Major Town Castle Yes LR
3335 Kul Dinbar Camp Tower QA
3421 Lag-ulurikon Camp DgLo
3423 Barad-dur Major Town Castle Yes DkLts
3428 Barduath Town Cloud
3437 Tir Harn Camp Tower QA
3528 Nurumurl Village Cloud
3533 Jug Rijesha Major Town Harbor QA
3538 An Karagmir Village Khand
3605 Lar-Huz Village RhEas
3607 Barak-shathur Village Tower Dw.
3621 Carvarad Camp DkLts
3622 Minas Durlith Town Castle DkLts
3624 Ostigurth Major Town Castle DgLo
3626 Rul Village Cloud
3627 Urlurtsu Nurn Major Town BS
3630 Kal Nargil Major Town Castle Yes Cloud
3707 Azanulinbar-Dum Major Town Fort Yes Dw.
3713 Ilanin Village RhEas
3822 Lug Ghurzun Major Town Tower DrgL
3829 Virk Ulgath Camp BS
3916 Kheled-nala Village Tower Dw.
3929 Luglurak Major Town Castle Harbor Yes BS
4013 Shrel-kain Major Town Fort Harbor Nor.
4014 Riavod Major Town Fort Harbor Yes RhEas
4017 Lest Village Nor.
4025 Burch Nurn Camp Tower BS
4125 Tol Buruth Village Castle Harbor Yes LR
4126 Orduga Aivaisa Camp BS
4133 Sturlurtsa KhandMajor Town Castle Yes Khand
4217 Dilgul Town Harbor Nor.
4228 Khand Amu Major Town Khand
4318 Mistrand Town Harbor RhEas
4324 Neburcha Camp Khand
4335 Ovatharac Village Khand
4413 Rhubar Town Harbor Silvan
4415 Elgaer Town Nor.
4425 Lagari Orath Village LR
4430 Laorki Village Khand
4433 Orduga Harmal Village LR
2.04 Abandoned Fortifications
1108 Fort
1407 Fort
1410 Tower
1411 Tower
1614 Fort
2013 Tower
2135 Fort
3107 Fort
3108 Tower
3. Artifact List
3.01 Command Artifacts
# Artifact Name Known Properties Alignment Owner
5 Ring of Barahir +35 Command G Ran.
46 Robe of the
Orc Priest +15 Command E Dk Lts.
56 Helm of the
Mumak-King +25 Command N CL
58 Helm of the Dark +15 Command E Dk Lts.
65 Angbor +10 Command N WK
67 Ulukai +35 Command E WK
160 Collar of Command +30 Command N DgLo
207 Gulthalion +30 Command N
38 Silver Rod of Andun +25 Command G Ran.
140 Red Robes +20 Command N BS
159 Skull Helm +20 Command E DgLo
52 Morgul Plate +15 Command E WK
54 Helm of Sen Jay +15 Command FK
59 Gaerennon +15 Command N Noldo
206 Foam-Light Armor +15 Command N SG
208 Horse-Lord's Shield +15 Command N Rohan
66 Bracers of Chennaca +10 Command N BS
210 Boots of Iron +10 Command N Dw.
3.02 Agent Artifacts
# Artifact Name Known Properties Alignment Owner
45 Cloak of the Abyss +40 Stealth N Dk Lts.
70 Ring of Binding +30 Agent E LR
64 Bracers of the Mist +30 Stealth N Silvan
44 Collohwesta +25 Stealth N
124 Robes of Aman +25 Stealth G Gand.
123 Wood-shadow +25 Stealth N NG
39 Miramarth +20 Agent E
43 Cloak of the Heaven +20 Agent N DgLo
173 Daecollo +20 Stealth N Daeron
213 Cloak of Valacirca +20 Stealth N Ran.
72 Cloak of Duvorn +20 Agent N LR
53 Listening Helm +10 Agent N LR
209 Rat Gauntlets +10 Agent N Cor.
211 Cloak of Protection +10 Agent N Dw.
55 Helm of Shadow +10 Stealth N Silvan
212 Cloak of Hiding +10 Stealth N Dw.
3.03 Emissary Artifacts
# Artifact Name Known Properties Alignment Owner
157 Pectoral +30 Emissary N WK
37 Voice of the
Dark Tower +20 Emissary E Dk Lts.
3.04 Miscellaneous Artifacts
# Artifact Name Known Properties Alignment Owner
28 Palantir of Minas I Scry Area N WK
29 Palantir of Minas A Scry Area N NG
30 Palantir of Orthanc Scry Area N WW
32 Palantir of Elostir Scry Area N Noldo
40 Gaergil Open Seas as coast wateN Noldo
41 Mantle of Doriath hide a pop center G Noldo
120 Amulet of Sea Mast Open Sea as Coast N
3.05 Mage Artifacts
# Artifact Name Known Properties Alignment Owner
11 Vilya +50 Mage N Noldo
12 Nenya +50 Mage N Sinda
15 Tinculin +40 Mage N
163 Mirror of Galadriel +40 Mage G Sinda
7 Nazguaga +35 Mage E BS
26 Mallorn Staff +30 Mage N Noldo
35 Orb of Seeing +30 Mage N Silvan
154 Ring of Bleeding +30 Mage E DrgL
3 Ring of Iron Magic +30 Mage E Dk Lts.
48 Thologaer Ciry +30 Mage N WK
62 Dragon Helm
and Armor +30 Mage E DrgLd
156 Maranya +30 Mage N DkLts.
2 Ring of Stargazing +25 Mage N DgLo
10 Wolor Priest Ring +25 Mage N DgLo
25 Staff of Bronze +25 Mage N IK
50 Ovir Crown +20 Mage N IK
71 Talisman of Absorpt +20 Mage E LR
63 Deepwood Bracelet +15 Mage N NG
51 Ossanna +15 Mage N Noldo
8 Lorglin +10 Mage N Noldo
20 Staff of the Serpen +10 Mage N IK
36 Bone Ring +10 Mage N Ran.
69 Corantir +10 Mage N
3.06 Good Combat Weapons
# Artifact Name Known Properties Alignment Owner
164 Tintelpe +1750 Combat G Sinda
181 Herugrim +1000 Combat G Rohan
121 Troll Slayer + 750 Combat G Silvan
122 Orc Slayer + 750 Combat G Silvan
126 Anarmacil + 750 Combat G Sinda
192 Maikarama + 750 Combat G
193 Raukambar + 750 Combat G
194 Darlachiel + 750 Combat G
195 Shards of Narsil + 750 Combat G Ran.
197 Forest Blade + 750 Combat G NG
199 Guthwine + 750 Combat G Rohan
91 Gordur + 500 Combat G Ran.
93 Gurthdur + 500 Combat G Ran.
201 Runya + 500 Combat G Noldo
3.07 Neutral Combat Weapons
# Artifact Name Known Properties Alignment Owner
155 Taurin +2000 Combat N DkLts.
162 Glosvagil +1500 Combat N WW
90 Helkaluin +1250 Combat N Noldo
89 Macrilomen +1000 Combat N Noldo
118 Skull Flail +1000 Combat N DkLts.
148 Sickle of the Heave +1000 Combat N DgLo
205 Sulhelka +1000 Combat N
24 Ghostbane + 750 Combat N Duns
74 War-dancer + 750 Combat N DgLo
76 Usriev + 750 Combat N Khand
82 Romoquenaro + 750 Combat N WK
83 Orcrist + 750 Combat N Dw.
109 Cloud Bow + 750 Combat N CL
117 Hatred Curse + 750 Combat N DkLts.
119 Moon-Axe + 750 Combat N DkLts.
135 Elenruth + 750 Combat N Sinda
137 Bloodrunner + 750 Combat N Duns
138 Air Cleaver + 750 Combat N DgLo
143 Night Piercer + 500 Combat N QA
153 Water-skimmer + 750 Combat N DrLd
191 Aercrist + 750 Combat N SG
196 Mighty Blade + 750 Combat N NG
202 Sword of Cleaving + 750 Combat N Cor.
204 Steward's Blade + 750 Combat N NG
17 Ring of Angrenost + 500 Combat N WW
73 Yellow Hammer + 500 Combat N BS
79 Stormless Bow + 500 Combat N LR
80 Snow Hammer + 500 Combat N IK
84 Ongrum + 500 Combat FK
85 Navorn + 500 Combat N SG
92 Horsetamer + 500 Combat N LR
106 Cubragol + 500 Combat N Ran.
107 Curaran + 500 Combat N Ran.
111 Believer's Bane + 500 Combat FK
112 Burning Bane + 500 Combat FK
138 Air-cleaver + 500 Combat N DgLo
141 Hue Changer + 500 Combat N IK
146 Horse-slayer + 500 Combat N Khand
200 Mace of the Huntsma + 500 Combat N RhEas
203 Spear of Following + 500 Combat N LR
3.08 Evil Combat Weapons
# Artifact Name Known Properties Alignment Owner
22 Rauzgnagli +1750 Combat E BS
158 Thunder's Edge +1250 Combat E DgLo
75 Vasamacil + 750 Combat E WK
86 Nallagurth + 750 Combat E WK
97 Fire's Edge + 750 Combat E QA
104 Dawnsword + 750 Combat E CL
68 Thrakurghash + 500 Combat E WK
78 Sword of
Soul Reducing + 500 Combat E QA
99 Elfhewer + 500 Combat E DrgL
150 Stinging Tongue + 500 Combat E DrLd
198 Flail of Horseslayi + 500 Combat E LR
3.09 Known Secondary Powers
# Name Owner Align Secondary Power
15 Tinculin N Access to Spirit Mastery
24 Ghostbane Duns N can assist in encouters
with undead
135 Elenruth Sinda N Allows access to
Spirit Mastery
137 Bloodrunner Duns N can allow casting
of Major Heal
194 Darlachiel G Allows access to
the spell minor heal
Last Word
=========
>From Tom Walton
Given the incredible size of this issue, just a few notes:
When submitting, please don't indent from the left margin. Don't use
tabs. Use regular block text as you see it in the Mouth (flush with
the left margin). Separate your paragraphs with an extra line. The
reason is that depending on the line length limitations, I may or may
not have to erase all of those extra spaces that form the indentation,
and that's a royal pain the butt - because then I have to recut the
lines (the hard returns in ASCII screw up the formatting when you start
shifting things around).
Also, don't submit tables unless you do them in ASCII text and know
exactly what you're doing and how to send it via your reader without it
being converted into a different format. If you send a table and it
gets messed up in transit, I often have no way of telling which number
or result goes in which column. Try to find some other way to log the
data if you aren't clear on how your tables are going to turn out.
In response to a rather persisten myth: a tax rate of 59% is no
different than a tax rate of 60%. The break point lies between 60% and
61%, not 59% and 60%. This has been true ever since I started playing
ME-PBM, though for some odd reason people still hang on to the
incorrect numbers. The actual tax category wherein loyalty generally
remains constant ranges from 40% to 60%.
The tables included here in the Mouth re the new database for the 2950
game may come in ragged' on your mailer. Though WP 6.1 assures me
that the columns are even by the positioning of the page, they look
fairly bad on my end. You can tell where everything goes just fine, it
just doesn't appear as it should. I did most of the Mouth in 5.2, then
upgraded' (I use the term very loosely) to 6.1 prior to finishing it.
Very bad move. The dweebs at Novell made some changes which I thought
were bone-headed in the extreme, so much so I may dump the previously
easy-to-use WP for the less flexible, but more internet-happy, Write or
Word. If it comes in so bad that you can't read it, drop me a line and
we might be tempted to remail the thing after being properly formatted
in a different wordprocessor. And this is the last time I'm doing
this, let me tell you.
Lastly, I apologize (once again) for the lateness of this issue. It's
a monster. We had 90% of it completed prior to June 30th, but then had
to wait for the final info because just about everyone and their
brother went on vacation.
That's it for me.
Tom