From the Mouth of Sauron Date: 07-31-95 Issue: E-35 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 ========== Egad, yet another enormous Mouth. With the inclusion of Brian's two pieces on allegiance comparison tables and the end-all to climate questions, we've exceeding 40 pages' this time around. I've a question or two for the readers: first, are any of you still limited to the shorter line-lengths required by some older mailers (I can never remember the actual character length, but you know what I mean)? If you aren't, then we don't have to recut the Mouth for shorter margins, which would make yours truly a very happy camper. Second, how many of you are stuck with a service that limits incoming/outgoing email to 32k? Is this still true for AOL? Or has that particular problem been solved? Would it be possible to post the mouth to rec.games.pbm for those of you with limited readers, so you can download the file in it's entirety from the usenet? And for the AOL folks - even if you can only read mail of 32k or less, can you accept longer attached files? If no one responds in the affirmative, I'm going to stop cutting the Mouth for shorter margins. I'll also send it as one big file rather than a bunch of small ones just under 32k. So...if you're still laboring under strange restrictions drop me a line before Mouth 36, okay? On a completely non-game-related note, I've been going through my list of interesting newsgroups of late to see if they're still worth looking at. The list has fallen from 159 to 72 in the last ten days, after discovering that many no longer have anything to do with their topics and are now dominated by the flamewars of the completely clueless (clarification: I'm not a nethead. I might drop in on a group once a year, just for a change of pace). So many people have opinions on things they know nothing about, it just amazes me; even more so because they're so willing to publicly flout their ignorance. I gather that by the time I complete my review I may have all of six or seven newsgroups left on my list (sigh). On the brighter side, alt.alien.visitors is just as funny as it ever was, and I encourage you to check it out on those late nights when nothing's on TV and you're too tired to do something more productive. The incidental humor content of the posts is something that needs to be experienced to be appreciated. Until next time, Tom A Compendium of Riddles ======================= By S. Siebert 1. Ever so sharp but not so long it's cut of a jewel made it's way into song Answer: Angrist 2. A song set in stone It sat in glory all alone Staunch in its fight against the dark Until foul betrayal extinguished it's great spark. Answer: Gondolin 3. On high he was among the Noldor He alone was wedded once and once more Slain he was like many of his line By darkest evil in search of beauty fine. Answer: Finwe 4. In tale his deed was of a heroic meter Told to left the hearts of young In deed the tale becomes even sweeter and of his shot more and more were sung. Answer: Bard 5. A poem it is of ghostly haunts of hero seeking solace but finding only taunts Written they say by one of those a bearer A dream misspeled and holding only terror. Answer: Sea-Bell 6. From Brandy to the tower twas granted by royal power Answer: The Shire 7. In the west it was said this way And until it fall it alone held sway In the days of power it came to a head taken from the early men some said. Answer: Believed to be "Adunaic". "Numenor" was tried and is wrong. Some think "Numenorian" may work. 8. Large from the first, they were bred that way to move and think and bit slower than most their power and strength held most at bay and they were the brunt on the Dark Lords host. Answer: Trolls 9. As red he was known but it was as guardian that the tells were sown And so the guardian did slay the hunters both man and beast Yet the good did devour Til death brought it's own surcease Answer: Carchoroth 10. It is in the most ancient form and tells of those three houses They who fought the Dark til ne'er lost who risked all with their brothers no matter the cost A heroic voyage enable them to survive the dire test and in return they were given the west. Possible answers: Akallabeth (probably this one), Tale of the chilren of Hurin (Narn I Hin Hurin), Release from Bondage (Lay of Leithan) 11. Tenth by the first Tenth by the second Third by the Third Yet always thirty by all that reckon Answer: Narquelie 12. Carved upon the deathless door His name was carved by elven hand In the city below and books of lore his artistry would be remembered throughout the land. Answer: (Narvi or Celebrimbor) It's your guess, Celebrimbor was the elf and was known as the greatest "craftsman" throughout the land. He also worked on the door with Narvi. Narvi made the door and is a Dwarf. The question is..whose name is on the door, the elf or dwarf. Tom's note: It's been ten years or more since I read the trilogy, but doesn' the door say something like "I, Narvi, carved these runes..."? 13. Of them they were one of three Larger and heavier than either of the two. a great hairy move was made in the third but many didn't agree And back some went and were gladdened by the dew. Answer: Stoors 14.A true friend and implacable enemy was he Risk-taker, counselor, schemer Twice into the bowels of the dark he did go And by none of the elemental test was he truly laid low Answer: Gandalf 15. The first found them where the light of sun could not find them they howl and snarl and shun the light but as mounts and fighters they aid the dark fight Answer: Wargs 16. Last of the old is she A force that even the Dark Lord fears A place of shaddows is her home And our screams are the last sound anyone hears. Answer: Shelob 17. Of the ancient, the most Of the tales, the very first Set down by a Noldorian host In the Following a theme well versed. Answer: Ainulindale 18. It's air is sultry, dark and sweet and it's wake death and despair do meet for it brings surcease and terror all in one but by fragrant plant it is undone. Answer: Black Breath 19. 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. Answer: Orcs 20. A lesser of the west, Yet south of the southern wall Flowing south then east at it's own behest To a long joining it does crawl. Answer: River Ginglith 21. It points south from the inner side of high ground With it's own high heights and lower than low places. It is known from afar that by greater magics it is bound and that it awaited the return of it's lord's dire graces. Answer: Thought to be "Barad-dur" 22. A numenorean was his to bear A city once known as Lond Ernil fell to his care. Having victory there he brought battle to field a gate And in victory again did he give his daughter to mate. Answer: Imrahil 23. Of the Dwarven line of D Yet related was he to the G's Fought for life and honor for the T's Yet lost his life to a watery tragedy. Answer: Oin 24. A windy place they say, Atop the southernmost and tallest of the high a place where an eye of seeing did lay, First sought, then deserted as the years went by. Answer: Thought to be "Amon Sul" 25. Out of dark mirkwood he was said to come Selected nevertheless tho not as mighty as some. A good fellow was he, a lover of tree, who waited til thirds end to sail o'er sea. Answer: Legolas 26. The mouth spews forth- some say for leagues forty And from it's gate it is said the faithful did sorty Answer: Bay of Romenna 27. In Dark secrecy they were made By secret blend Strength and fear were the cornerstones laid When they came about near Third Age end. Answer: Uruk-Hai News from the Net ================= Compiled by Brian Mason --------------------------------------------------------- Post #1 --------------------------------------------------------- From: postmarque@aol.com (PostMarque) Subject: Help with ME riddle -please- ? Date: 4 Jul 1995 00:20:30 If anyone can help me with this Middle Earth riddle, I'd really appreciate it. If you have suggestions for the answer, please email me directly as it's time-sensitive. If it helps any, the riddle itself is circa 2950. In the west it was said this way And until it fall it alone held sway In the days of power it came to a head Taken from the early Men some said. The riddle does say "fall" in line two, and not "fell" as one might expect. --------------------------------------------------------- Post #2 --------------------------------------------------------- From: globalgm@aol.com (Global GM) Subject: Middle Earth Riddle Date: 20 Jun 1995 03:49:50 This is a riddle from the pbm game. Can anyone help me? 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. --------------------------------------------------------- response from matthews@netaxs.com (Patrick Matthews) --------------------------------------------------------- Black Breath? I believe its effects are countered by the athelas plant, which the "contemporary" healers of Gondor considered a mere obscure herb. -------------------------------------------------------- Post #3 --------------------------------------------------------- From: jedmonds@thuban.ac.hmc.edu (Rownsepyk) Subject: ME-PBM 2950 riddle help? Date: 6 Jun 95 08:42:39 PDT I have a riddle form game 2950 that has stumped me so far. "An emblem of white's clear call Heraldry handed down to be emblazoned on shield, helmet, and all." I tried Elendil's Badge, and got no response (still waiting for an answer). --------------------------------------------------------- response from tomtg@aol.com (TomTG) --------------------------------------------------------- Might it be the "White Hand" of Sauraman [sic]. --------------------------------------------------------- response from phy6drhj@ast.leeds.ac.uk (Dean Johnson) --------------------------------------------------------- What about The Simirals [sic] --------------------------------------------------------- response from phy6drhj@ast.leeds.ac.uk (Dean Johnson) --------------------------------------------------------- The White Hand? --------------------------------------------------------- response from jedmonds@thuban.ac.hmc.edu (Rownsepyk) --------------------------------------------------------- Ah ha! An answer worked (as I thought it would.) Thanks all for your suggestions. Riddle: An emblem of white's clear call Heraldry handed down to be emblazoned on shield, helmet and all. Answer: White Hand --------------------------------------------------------- Post #4 --------------------------------------------------------- From: Patrick F. McGehearty (patrick@convex.COM) Subject: Re: MEPBM Armies Date: 9 Jun 1995 16:40:20 In article (dchas1.802483927@giaec), Dave Hastings (dchas1@giaec.cc.monash.edu.au) wrote: > >Could someone please clarify this for me. >If I am transfering troops from one army to another, >leaving the original army with no troops, what happens >to the food that is with that army. Does it just >dissapear or does it go into the food stores of the >city. Thanks in advance. > >Dave If you transfer troops from one army to another, leaving the original army with 0 to 99 troops, any food, metal, etc with the original army goes away. The only way to get the food into the popcenter is to do a TrAr2Po(#345) which comes before TrTrps (#355). --------------------------------------------------------- Post #5 --------------------------------------------------------- From: ctharrl@aol.com (Ctharrl) Subject: MEPBM Riddle Date: 10 Jun 1995 18:27:15 There is a small walled grotto where the passage of time has seemed to stop. There is a sense of power about the place. On one wall you see enscribed in runes and glyphs of power: d r o u k n n a l t a o h n i The essence of power seems to await just a one or two word answer to the riddle... What word(s) or name will XXXXXXX say ? (If no response is given, he will be assumed to have fled the scene.) I haven't the faintest. Any help appreciated. --------------------------------------------------------- Post #6 --------------------------------------------------------- From: mikep@biosci.uq.oz.au (Mike Poidinger) Subject: MEPBM Dragons Date: Thu, 22 Jun 1995 05:56:16 GMT I am playing SG in Australian game 1 of MEPBM. Things are looking pretty grim for the FP, partly because the ds seem to have dragons dripping off them. The Dog Lord has one which has been around 10 turns now (currently turn 17), and he recently picked up another. Even the Dunlendings have one. Is it usual in MEPBM to see this many, long lasting dragons, and does anyone have a way of combating them? -------------------------------------------------------- response from thomei@alf.zfn.uni-bremen.de (Thomas Meier) --------------------------------------------------------- Just get an army strong enough to overcome the enemy's constitution. There is no other way (at least to my knowledge). Dragons, Ents, Eagles etc. may help, though :) --------------------------------------------------------- response from dcd@nasa.kodak.com (Dennis DeYoung) --------------------------------------------------------- You must kill their army in one round of combat before (or while) the dragon kills most of your guys. You could also kidnap/assass his army commanders causing his army to disband. Try ScoArmy and Divine Chars w/ Army to help w/ this. You might want to have your team use the Mantle to hide the pop ctrs he is targetting also. -------------------------------------------------------- Post #7 --------------------------------------------------------- From: Patrick F. McGehearty (patrick@convex.COM) Subject: MEPBM - riddle answer Date: 26 Jun 1995 17:58:43 I earlier asked for suggestions to the following riddle after Smeagol failed to work. A number of people suggested Gollum. I put off trying it, figuring that it has no chance, since Smeagol is Gollum's true name. A gentle being made mad by ancient power From the sun did he cravenly cower. A miserable life of full of fearful loss An extended life, but at what cost? Following them, ever did follow he Til he found a peaceful end to his long misery. After trying Hurin and Turin, I finally tried Gollum, being out of other ideas. Guess what? It worked. Of course, I would not call falling into the Cracks of Doom a peaceful end, but whatever works... --------------------------------------------------------- Post #8 --------------------------------------------------------- From: u03nas@abdn.ac.uk (u03nas) Subject: MEPBM Economy Date: 3 Jul 1995 12:17:11 GMT In the game I'm playing I've seen the economy drop by about 300% over 4 turns. Mithril was sell for 300 now its sell for 17, same with all the other commodities. 2 nations have gone under and Harad has just dropped (all his towns have degraded to camps). Is there any way to force the maket prices back up because I need to sell to stay afloat ? --------------------------------------------------------- response from DAVE ROSSELL (v011l6fc@ubvms.cc.buffalo.edu) --------------------------------------------------------- The only way to kick the me-pbm economy out of a Depression is to add gold to the system: new gold-producing camps, higher tax rates, bigger pop centers. Players also need to keep more gold in reserves--as much as they can. The problem is, the cycle is hard to break 'cause it takes money to make money in Middle Earth, just like in real life ... --------------------------------------------------------- response from Chelsea Wood (auril@delphi.com) --------------------------------------------------------- Yes, that's right - the more gold nations have in their reserves, the higher the market prices will be. In one game where the DS won big early, they built and built up their gold reserves (average is now about 250,000 or so) and as a result, prices are staggeringly high. Mithril now sells for about 300 gold apiece and I have about 400 mithril in stock. I'd make a killing if I sold it all (within market sell limits) As a result, I consider emissaries to be a must create character class at game start either in the 2950 or in the 1650 scenario. They'll pay for themselves again and again, esp over the long run via camp creation and later on improving them. -------------------------------------------------------- response from janeik@oslonett.no (Jan Eikeland) --------------------------------------------------------- In real life, war had some effect. --------------------------------------------------------- response from lbundy@passport.ca (Larry Bundy) --------------------------------------------------------- The market is only as strong as the general economy. Its a percentage of overall tax base and reserves. The only way to quickly affect it is to maintain high reserves (i.e. stop creating characters and large armies). As enough nations increase their reserves the market prices will go up accordingly. Unfortunately it is a cycle. Low reserves = low market prices = lower reserves. You'll need a few nations to balance their budget before things will turn around. It is also based on supply, the more you use mounts and metal for your army, the higher the price will go. The more you sell these things to the market, the lower the price will go. Good Hunting! --------------------------------------------------------- Post #9 --------------------------------------------------------- From: mueller@dynamic.fkp.uni-hannover.de (B.H.M"uller) Subject: Re: MEPBM: InfOthr and armies Date: Wed, 21 Jun 1995 10:17:10 GMT In (3rn2se$rtn@post.gsfc.nasa.gov), Kevin McGee (kdmcgee@aol.com) writes: >> ... >> >>Does that mean that EVERY hostile army in ANY >>population center avoides InfOther orderes in that pop? >> >>.. > >No and no. Any army neutral, disliked or hated to you >will prevent and InfOthr > >Kevin > Thanks for your answer, Kevin. (Where are all the other veterans ??) I hope you are right, our future may depend on it ... --------------------------------------------------------- response from darren@unity.ncsu.edu (Darren L Frechette) --------------------------------------------------------- Not true. I influenced loyalty at a neutral pop center that had a neutral army at it. I assume it's just enemy armies, enemy to the emissary. That's what the book says anyway. --------------------------------------------------------- response from Kevin McGee (kdmcgee@aol.com) -------------------------------------------------------- stand corrected. Thanks Darren. --------------------------------------------------------- Post #10 --------------------------------------------------------- From: Patrick F. McGehearty (patrick@convex.COM) Subject: Re: MEPBM 1650 game 205 Date: 26 Jun 1995 17:37:03 In article (3sc998$d1i@newsbf02.news.aol.com), Demigod98G (demigod98g@aol.com) wrote: >Anyone out there in this game? I just got the setup for >it and GSI didn't give me a choice of what to play, they >just kinda stuck me in Eothraim. Any suggestions on how >to play this particular nation would be greatly >appreciated. Obviously, contact your nearby allies as soon as possible as they will be critical to your success. If the two playing the Gondors are aggressive, you are in luck. The Northmen and others can contribute as well. The posture of the neutral Easterlings also makes a critical difference. The natural way to play the Eothraim is as an attacking, military nation. You need to use up your initial Cav forces eliminating the Long Rider, Dog Lord, and Dark Lt forces before you go broke. You also need to keep your forces moving to make it harder for the Dark Side agents to do a number on you. You will lose commanders and armies anyway, but not as often. Your first big decision is whether to smash the Dog Lord at 3120 or sweep to east and come in Mordor's back door. Other possibilities exist as well. Taking or destroying major towns should be your prime goal, and keeping the Dark Side on the defensive should be your secondary goal. To do that, you will need to recruit heavily, which will push your economy to the limit. That means your economy needs special care if you are to avoid bankruptcy. Lots of possibilities, depending on who's in the game with you. --------------------------------------------------------- response from Chelsea Wood (auril@delphi.com) --------------------------------------------------------- Sweeping around the backdoor of Mordor is not a good idea if the DS are agg aggressive, since the Eothraim cluster of MT's is just one uncontested march from Morannon. Several DS armies moving evasively and avoiding the roads could easily reach the MT's long before the Eoth cavalry gets around the back door. And avoid packing most of the cavalry in one big army - it's just a too tempting target for DS agents to take out, and if they do, the Eoth are in big trouble, to put it mildly. That's what happened in #185, when combined agents from the CL, DrkLts and LR hopped onto a 3900 cav army at 3120 and took out all five characters in it, while losing just 3120 and all DS forces untouched. You can guess what happened. (g) And I was the CL in that one so I can vouch for that one. (heh heh) -------------------------------------------------------- response from Danielf590 (danielf590@aol.com) --------------------------------------------------------- If you haven't sent in your turn yet and you know some of your allies AND the freeps are targetting the Dragon Lord for quick elimination, the following is a classic.... On turn 1, take the startup army at 3819 and move it (forced) to 4420 where it cannot be seen by the evils. Then on turn 2 move it to 3922. It will be seen there, but on turn 3 you move to (Tom's note: guess he lost his caravan of thought....) --------------------------------------------------------- response from Chelsea Wood (auril@delphi.com) --------------------------------------------------------- Actually, 4420 appears on the Long Rider regional map. And that position starts with the most deadliest agent in the game - Din Ohtar, if all the LR agent artifacts are placed on him. Also, the LR cav army starting at 4324 can block it to set it up for DS agents. Also, the BS can split off part of his army to help out - as well as the CL who sometimes sends all his cavalry up north to help out the LR. Another strategy is for the LR to give the CL one or two of his lesser agent artifacts to CL agents (I did this in a game as the LR and received the RoWind for my trouble later on in the game) This early in the game, Eothraim army commanders are notoriously vulnerable to DS agents. >;) --------------------------------------------------------- response from dcd@nasa.kodak.com (Dennis DeYoung) --------------------------------------------------------- Chelsea, I think Danielf590 is correct. 4420 does NOT appear on any nation's regional map, including the LR map which goes from: UL = 3615 UR = 4415 4316 4417 4318 4419 4320 (4420) Blind. 4421 4322 . . LL = 3627 LR = 4427 --------------------------------------------------------- Post #11 -------------------------------------------------------- From: postmarque@aol.com (PostMarque) Subject: Help w/ ME-2950 riddle?? Date: 4 Jul 1995 00:21:12 If anyone can help me with this Middle Earth riddle, I'd really appreciate it. If you have suggestions for the answer, please email me directly as it's time-sensitive. If it helps any, the riddle itself is circa 2950. In the west it was said this way And until it fall it alone held sway In the days of power it came to a head Taken from the early Men some said. The riddle does say "fall" in line two, and not "fell" as one might expect. --------------------------------------------------------- Post #12 --------------------------------------------------------- From: hayesjm@aol.com (HayesJM) Subject: MEPM 2950 riddle help Date: 16 Jul 1995 13:34:13 I got this riddle in a 2950 game I would like some help Of them they were one of the three Larger and heavier than either of the other two A great hairy move was made in the third but many did not agree And back some went and were gladdened by the dew. I would appreciate any help with this. I think it may be refering to the Fallohides Hobbits but am not sure. --------------------------------------------------------- response from -------------------------------------------------------- From: freeman@cae.wisc.edu (Samuel Freeman) Subject: Re: MEPM 2950 riddle help Date: 17 Jul 1995 15:26:14 GMT Don't have my books handy, but it sounds like it could be the Tooks. I believe they moved back across the Brandywine. Also, when the four hobbits set out to Rivendell, they left in the early morning and there was fog and dew on the ground. --------------------------------------------------------- response from polle@murazor.ping.dk (Paul Erik Lundstroem) --------------------------------------------------------- I think you're right!! It sure sounds like one of the 3 Hobbit groups - I can't remember off hand which one was the haevier.... --------------------------------------------------------- response from dcd@nasa.kodak.com (Dennis DeYoung) --------------------------------------------------------- Stoors is correct. --------------------------------------------------------- Post #13 --------------------------------------------------------- From: wang@ux1.cso.uiuc.edu (Wei Wang) Subject: Re: ME2950 Newbie Date: 6 May 1995 18:24:21 GMT l.bundy@torfree.net (Larry Bundy) writes: > Hi, although I'm not new to Middle Earth I am new to >this medium. Anyone interested in exchanging info or >just general discussion on 2950 let me know. The 2950 game is characterized by weak armies and poor economies. This makes powerful agents very important. There seems to be an inevitable downward price spiral which, combined with poor tax bases, puts most nations near bankruptcy the whole game. Single large armies can be devastating, when combined with effective agent action, because your enemy may possibly have no armies defending the homeland. The 2950 game I am in right now consists of super agents on both sides killing off tons of characters while fairly small armies maneuver around. Theoretically the One Ring plays a larger part in this game also. Notes from Paul Erik Lundstroem =============================== A friend of mine, John Francos (UK), assassinated Lamthanc with Ji Indur! Ji was 173 Agent (effective 193), 55 Stealth. There was an error at Allsorts (in some way), and they had to run the turn twice - Ji Indur only succeeded one of the times!! You need a pretty nasty Agent to try this stunt..... John Francos also reported that he stole 24000 gold at Arthedains capital!!! This might be an old issue, but I thought GSI had put a limit on how much each Agent can steal??? This Agent was a 75 Skill Agent with no Stealth. I thought more Agents can EACH steal up to the gold production and max taxbase in a popcenter - can anybody confirm this?? Is it different then, if you steal from a capital?? It looks like you can steal whatever is in the Nations Reserve, when stealing from a capital. Note from Tom: yep, GSI explicitly stated that the normal theft limits don't apply to capitols. False Information ================= >From Scott Brown Hi: I just finished reading volume 34 and noticed the part about false or misleading nation messages. I can confirm that this definitely happens. In game 132, I am playing Harad. About 2-3 turns ago I got a nation message of a rumoured conlfict between Harad and the Ice King at hex 3234. There was no such conflict. Hex 3234 was a camp of mine. The Ice King had an army with a dragon attached to it at the camp but did not attack, siege, threaten, etc the camp. The army simply moved off on the same turn as the alledged conflict. The only thing that happened was that the dragon influenced the loyalty downward. So, nation messages are not always truthful. Scott W. Brown (Tom's note: this is typical of the kind of false rumor you get when someone is doing the Spread Rumors' order. It often takes real elements in the game and combines them with an action that doesn't really occur.) Fiction from Dave Rossell ========================= "We need your troops *now*, not a month from now," protested Tarondor. "Well, I haven't seen much of the great Northern Gondorian levies, " replied Celdrahil with a sneer. "Here again you expect Southern Gondor troops to save your territory. Why should we? If you had..." "How can you ask that question! This is the Enemy of all free peoples pouring from the passes of Mordor! No one can stand idly by!" Color began to flush Tarondor's cheeks. I've had about all of this efeet 'cavalier' I'm going to take . . . "True," purred Celdrahil. "But we of Southern Gondor must look to our own defenses as well. And we have already sent thousands of our best men to fight and die to protect the citizens that you cannot. We too have suffered losses. We have our own interests to pro-" Tarondor slammed a fist down onto the wooden table. "Enough!" You rule at my suffrance, as my vassal. You will fulfill your obligations to me as your lord, or I will throw you to the trolls and replace you with someone who upholds their commitments!" "You won't get away with that sort of bluster with me, *Lord* Tarondor," said Celdrahil, standing and leaning over the table. "We of Southern Gondor are an independent people with our own institutions. We are not subject to your rule, or anyone else's!" Tarondor opened his mouth to speak, but Celdrahil cut him off, slapping the table with his hand. "You rule the richest realm this world has ever seen, your citizens number beyond count, yet you beg us for help, I know what you want, oh yes, you want Southerners to die in your war, under your incompetent command, sparing your nation so that when the battle is over, you can just move in and take over, just as you crushed the sea captains at Pelagir, well . ." "You selfish, pigheaded dolt!" yelled Tarondor, rising also to put his face inches from Celdrahil's. "Already the people of Ithil, Romenost, Tir Limlight, Onodrith and Warfinger face the oppression of the enemy! And what have you done! Send a token force to Ithilien. Sail your navies aimlessly. Cry how you cannot send more aid because of poor logistics. Bah! I begin to wonder if you are in league with the Enemy himself!" "That, sir," said Celdrahil, his voice quaking with rage, "is an affront to my honor. I demand satisfaction." "Oh yes, of course, your precious Southern Honor." Tarondor pushed back from the table, his voice quiet. "You demand, sat-is-faction." He drew the last word out, hissing it like a snake. "You would shed blood in this hall, in this sacred place?" He stared at the self-styled 'Rightful Ruler of All Gondor', the man who would murder his leige in cold blood, to uphold his 'honor.' "Ah, Tarondor the Just proves to be Tarondor the Coward as well? Well, perhaps I should horsewhip you from your own chambers instead. I should have know better than to expect a Northern fool and incompetent to understand honor." "All right!" bellowed Tarondor, drawing his sword. "I will fight a traitor and a renegade! If only to cleanse the filth . . ." Celdrahil howled with rage. He lunged toward Tarondor, drawing his sword and swinging down at the king's head in one smooth motion. Blades clanged and screeched as Tarondor parried and swept Celdrahil's sword aside. They closed again, attack, parry, beat-riposte, cursing and puffing under the ringing weapons. Neither noticed the old man enter the room, nor saw his bushy eyebrows arch in surprise to see the rulers trying to kill each other. Nor did they see him raise his staff . . . CRRRAACCCCK--BOOM Lighting shot from the wizard's staff, shattering the swords, and hurling the opponents to the ground. The rulers sprawled on the ground, choking on ozone and smoke, making no effort to recover their dignity. Gandalf lowered his staff and glared at them. "Look at you two!" He muttered to himself and walked over to them. "Fighting like children! The Enemy is outside, swarming from Mordor!" "No, sir," said Celdrahil as he struggled to his feet. "The enemy is in here, choking off our rights, our freedom!" "No, the enemy is out there," Gandalf said, thumping Celdrahil's chest with the staff. "Both of you are doing the Enemy's work for him." Gandalf fixed them with a stare as they hung their heads sheepishly. "Now, apologize." "I'd sooner kiss a Nazgul, " muttered Celdrahil, as Tarondor rose to his feet. Gandalf gestured again with the staff and the air began to crackle, and the rulers' hair stood on end. "Er, maybe an apology would be best, " stammered Celdrahil. "Er, yes, I agree, " added Tarondor. "Er, I apologize, Lord Tarondor" "I apologize also, Prince Celdrahil" "Good." Gandalf lowered his staff. "Now," and he glowered at them again, "Get to work like civilized men." Celdrahil and Tarondor promptly found their seats. "And if I see any more bickering, I'll turn both of you into, oh, newts or something." Tarondor paled, Celdrahil gulped, and they set back to work. Allegiance Comparison Tables ============================ By Brian Mason These tables are the 2950 equivalent to the 1650 Allegiance Comparison Tables (From the Mouth of Sauron, Issue #3). In the same spirit, these were put 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 map west 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. In comparison with the 1650 tables, the Dwarves are now considered a Mordor nation due to the predominance of their fighting strength in the Iron Hills. With the move of position five from Eriador to Mirkwood, the changes or mostly complete with the exception of the Witch-king. Despite having a usual strong presence in both Eriador and Mordor, he is listed as a Eriador position as the Dark Servant presence in this region evaporates completely without him. Free Peoples Skill Nation Tax RB Combat CP Art Com (Region) Woodmen 17,500 18 3,000 493 0,0,0,0 0 (Mirkwood) Northmen 22,500 15 3,500 330 0,0,0,0 0 (Mordor) Rohirrim 20,000 17 8,010 360 15,0,0,0 1,750 (Mordor) Rangers 15,000 18 2,600 580 60,20,0,10 2,750 (Eriador) Silvan 17,500 19 3,800/ 470 0,40,0,30 1,500 (Mirkwood) 2,600 N. Gondor 35,000 21 14,700 440 0,25,0,15 2,250 (Mordor) S. Gondor 35,000 23 11,100 430 15,0,0,0 1,250 (Mordor) Dwarves 17,500 22 7,500 400 10,20,0,0 750 (Mordor) S. Elves 20,000 17 1,100/ 698 0,0,0,90 3,250 (Mirkwood) 700 N. Elves 22,500 16 1,200/ 855 15,0,0,105 2,750 (Eriador) 400 Dark Servants Skill Nation Tax RB Combat CP Art Com (Region) Witch-King 20,000 17 3,600 515 50,0,30,30 4,000 (Eriador) Drag. Lord 20,000 17 3,600 530 0,0,0,60 1,750 (Mirkwood) Dog Lord 15,000 19 4,000 455 50,20,0,50 4,250 (Mordor) Cl. Lord 20,000 17 1,200 400 25,0,0,0 1,500 (Mordor) B. Sorc. 15,000 19 1,200 565 30,0,0,35 2,250 (Mordor) Ice King 12,500 20 1,200 450 0,0,0,55 1,000 (Mordor) Q. Avenger 15,000 19 5,200 445 0,0,0,0 1,750 (Mordor) Fire King 12,500 20 1,600 375 15,0,0,0 1,500 (Mordor) L. Rider 17,500 18 12,000 440 0,60,0,20 2,000 (Mordor) Dark Lts 12,500 20 1,200 655 30,40,20,60 4,500 (Mordor) Neutrals Skill Nation Tax RB Combat CP Art Com (Region) Corsairs 32,500 17 2,000 330 0,10,0,0 750 (Mordor) Rhun Easterlings 20,000 22 3,800 330 0,0,0,0 500 (Mordor) Dunlendings 20,000 22 3,900 370 0,0,0,0 1,500 (Eriador) White Wizard 12,500 25 2,400 400 0,0,0,0 2,000 (Eriador) Khand Easterlings 22,500 19 7,600 320 0,0,0,0 1,250 (Mordor) Nation Totals by Region and Allegiance Skill Allegiance Tax RB Combat CP Art Com (Region) Free Peoples (Eriador) 37,500 34 3,800/ 1,435 75,20,0,115 5,500 3,000 (Mirkwood) 55,000 54 7,900/ 1,661 0,40,0,120 4,750 6,300 (Mordor) 130,000 98 44,810 1,960 40,45,0,15 6,000 Total 222,500 186 56,510/ 5,056 115,105,0,250 16,250 54,110 Dark Servants (Eriador) 20,000 17 3,600 515 50,0,30,30 4,000 (Mirkwood) 20,000 17 3,600 530 0,0,0,60 1,750 (Mordor) 120,000 152 27,600 3,785 150,120,20,220 18,750 Total 160,000 186 34,800 4,830 200,120,50,310 24,500 Neutrals (Eriador) 32,500 47 6,300 770 0,0,0,0 3,500 (Mordor) 78,000 58 13,400 980 0,0,0,0 2,500 Total 110,500 105 19,700 1,750 0,0,0,0 6,000 Relative Strength Comparisons Dark Servants vs Free Peoples Region Tax RB Combat Eriador 0.53 0.50 0.95 / 1.20 Mirkwood 0.36 0.31 0.46 / 0.57 Mordor 0.92 1.55 0.62 Total 0.72 1.00 0.62 / 0.64 Tax RB Combat In Eriador 0.53 0.50 0.95 / 1.20 w/Dunland 1.07 1.15 1.97 / 2.50 w/White Wizard 0.87 1.24 1.58 / 2.00 w/both 1.40 1.88 2.61 / 3.30 Tax RB Combat In Mordor 0.92 1.55 0.62 w/Corsairs 1.17 1.72 0.66 w/Rhun 1.08 1.78 0.70 w/Khand 1.10 1.74 0.79 w/Corsairs & Rhun 1.33 1.95 0.75 w/Corsairs & Khand 1.35 1.92 0.83 w/Rhun & Khand 1.25 1.97 0.87 w/all three 1.50 2.14 0.91 Neutrals vs Free Peoples (In Eriador) Tax RB Combat Dunland 0.53 0.65 1.03 / 1.30 White Wizard 0.33 0.50 0.63 / 0.80 Neutrals vs Dark Servants (in Eriador) Tax RB Combat Dunland 1.00 1.29 1.09 White Wizard 0.63 1.47 0.67 Neutrals vs Free Peoples (in Mordor) Tax RB Combat Corsairs 0.25 0.17 0.04 Rhun 0.15 0.22 0.08 Khand 0.17 0.19 0.18 Neutrals vs Dark Servants (in Mordor) Tax RB Combat Corsairs 0.27 0.11 0.07 Rhun 0.17 0.14 0.14 Khand 0.19 0.13 0.28 Neutrals vs Free Peoples (Middle Earth) Tax RB Combat Corsairs 0.15 0.09 0.04 / 0.04 Rhun 0.09 0.12 0.07 / 0.07 Dunland 0.09 0.12 0.07 / 0.07 White Wizard 0.06 0.13 0.04 / 0.04 Khand 0.10 0.10 0.13 / 0.14 Neutrals vs Dark Servants (Middle Earth) Tax RB Combat Corsairs 0.13 0.09 0.06 Rhun 0.13 0.12 0.11 Dunland 0.13 0.12 0.11 White Wizard 0.08 0.13 0.07 Khand 0.14 0.10 0.22 One interesting exercise to compare differences between the 1650 and 2950 scenarios. For example, while many of the Dark Servants are unchanged, we see across the board drops in economic strength of the neutrals, and especially in the Free Peoples. Armies of both sides are considerably weaker, making fortifications and combat weapons significantly more important. We also see a strengthening of Free People characters and the addition of some agent artifacts. The Database on Climate by Brian Mason ====================================== Introduction ------------ The database on climates has reached a very near complete state, and it is unlikely to see any but small incremental additions in the future. Thanks are due to Greg Reid, Thomas Meier, Holger Eichmann, Kevin McGee, Tom Walton, Dennis DeYoung, Rochelle Newman, Paul Lundstroem, TomTG, Bo Beaven, and David Hou for their contributions to the database. Before the data is presented, some expanation is necessary regarding several locations. Two locations had their climate type changed as it is compared with previous incarnations of this list. The climate at 2605 for winter was changed from cold to severe, while the climate at 3822 for fall was changed from warm to cool. These changes are consistent with climates of surrounding hexes, and the previous climates were probably simply transcription errors. Finally, their remain a few locations for which the climate has not been reported. These include summer climate at 2005, and winter climates at 1420, 1715, 1720, 1817, 1916, 1917, 1918, 1922, 2017, 3121, 3223, 3506, 3627, 3829, 3928, 3929, 4025, and 4126. In most cases, the climates can be inferred from climates of surrounding hexes. The biggest extrapolation is for the hexes of the Dunlendings. However, given the climate types of Cardolan and that at Angrenost it is reasonably certain that this is the correct climate. Climate Types ============= There are nine climate groupings. They are arranged as follows. For those unfamiliar with some of the nomenclature, see "Place Names" (From the Mouth of Sauron, Issue #8). Severe Tundra - Polar year round. These bitter conditions are found in the far northern plains (north of and including hex row 4), the mountains of Angmar and the Ered Mithrin. Tundra - Severe winter, cold spring and fall, cool summers. These include the northern Angmar plains, the plains between Mirkwood and the Ered Mithrin, the isolated mountains at Sarn Goriwing and Tol Buruth, the Ered Nimrais, the Hithaeglir, the Iron Hills and the northern range of the Ered Luin. Cold Continental - Cold winters, cool spring and fall, and mild summers. These include the northern Arthedain, the Ered Lithui and Ephel Duath, the Southern Ered Luin, Northern Rhovanion (hex rows 06-15), Northern Mirkood, the Southern Angmar plains and Rhudaur. Continental - Cold winters, mild spring and fall, warm summers. These include Southern Rhovanion and Mirkwood, and the Anduin Vales. Mild Continental - Mild year round. Western and Southern Arthedain, Cardolan, Calenardhon, the region of the Noldo Elves and the Dunlendings. Warm Continental - Warm summers, mild the rest of the year. The Anduin Valley from Mirkwood to Minas Anor. Subtropical - Mild winters, warm fall and spring, hot summers. Harondor, Gondor south of Minas Anor, the regions of the Corsairs, the Haradwaith, and Southern Gondor. Desert - Hot year round. The plains and deserts of Mordor, Orodruin, the hexes just outside Mordor adjacent to the Morannon and most of Khand. Special - Warm year round. These are presumably due to the influences of the Elven Rings of Elrond and Galadriel and are found only within Imladris and Lothlorien. Production of Climate Types --------------------------- These are divided into two types, organic (food, leather, mounts, timber) and inorganic (bronze, steel, mithril and gold). These are the modifiers averaged over the year to the expected climate production. For expected production values see "Population Center Development" (From the Mouth of Sauron, Issue #2). Organic Inorganic ---------------- ------------- --------- Severe Tundra 10 % 30 % Tundra 40 % 65 % Cold Continental 70 % 90 % Continental 77.5% 90 % Mild Continental 90 % 100 % Warm Continental 92.5% 100 % Subtropical 92.5% 95 % Desert 80 % 80 % Special 100 % 100 % Modified Resource Base Values ============================= In the article, "Allegiance Comparison Tables" (From the Mouth of Sauron, Issue #3), a resource base (RB) was listed for each player position. In this resource base calculation camps were worth five resource points, villages worth four points, etc. For the total resource value, no adjustment was made based on climate. Here we compute that. For purposes of the calculation, forest, swamp, plains, desert, and shore are treated as organic hexes while mountains are treated as inorganic. Hills & Rough hexes are treated as half organic, half inorganic. The table below lists the position, the ideal organic and inorganic resource base, the actual organic and inorganic resource base, and the organic and inorganic resource production efficiency. -------+---------------+---------------+---------------+ | IDEAL | ACTUAL | EFFICIENCY | |organic|inorgan|organic|inorgan|organic|inorgan| -------+-------+-------+-------+-------+-------+-------+ Woodmen| 34 | | 23.0| | 67.6%| | North. | 23 | 3 | 15.5| 2.7| 67.2%| 90 %| Eoth. | 30 | | 22.5| | 75 %| | Arth. | 29 | 7 | 22.8| 6.5| 78.6%| 92.1%| Card. | 23.5| 1.5| 21.2| 1.5| 90 %| 100 %| NG | 44.5| 5.5| 39.1| 4.5| 87.8%| 80.9%| SG | 19.5| 9.5| 18.0| 9.0| 92.5%| 95 %| Dw. | 5.5| 24.5| 3.0| 14.0| 53.6%| 57.2%| Sinda | 17 | | 13.3| | 77.9%| | Noldo | 17 | 4 | 15.4| 4.0| 90.6%| 100 %| -------+-------+-------+-------+-------+-------+-------+ Total | 243 | 55 | 193.6| 40.7| 79.7%| 73.9%| -------+-------+-------+-------+-------+-------+-------+ WK | 16 | 9 | 8.8| 2.7| 55 %| 30 %| DrLord | 11.5| 11.5| 4.9| 8.4| 42.2%| 72.6%| DogLo | | 19 | | 17.1| | 90 %| ClLord | 10.5| 8.5| 8.4| 7.5| 80 %| 88.2%| BS | 16 | 7 | 12.8| 5.8| 80 %| 82.9%| IK | 5 | 20 | 4.6| 18 | 92.5%| 90 %| QA | 10.5| 8.5| 9.0| 7.1| 85.4%| 84.4%| FK | 10 | 14 | 8.0| 12.6| 80 %| 90 %| LR | 15 | 9 | 12.0| 7.6| 80 %| 84.4%| Dk Lts | 8 | 12 | 6.4| 10.6| 80 %| 88.3%| -------+-------+-------+-------+-------+-------+-------+ Total | 102.5| 118.5| 74.8| 97.4| 73.0%| 82.2%| -------+-------+-------+-------+-------+-------+-------+ Cors. | 11 | 5 | 10.2| 4.8| 92.5%| 95 %| Harad. | 20 | 17 | 18.5| 16.2| 92.5%| 95 %| Duns | 22 | 8 | 19.8| 7.0| 90 %| 86.9%| Rhud. | 22 | 3 | 15.4| 2.7| 70 %| 90 %| East. | 23.5| 2.5| 16.1| 2.0| 68.3%| 80 %| -------+-------+-------+-------+-------+-------+-------+ Total | 98.5| 35.5| 79.9| 32.6| 81.1%| 91.7%| -------+-------+-------+-------+-------+-------+-------+ Observations on Climate Regions =============================== Before presenting the data, a few observations are worth mentioning based on the results. Generally, the terrain types of the two alliances allow for the Free Peoples (Dark Servants) to produce much greater supplies of organic (inorganic) materials. The climates of their realms, as seen from the production efficiency simply increases this differential. A few other specific observations: while the production of the Free in materials is generally quite good in organic materials, some positions (notably the Eothraim) need more secure positions for mount and leather production. While they often choose to place camps north of the River Celduin they can secure much better production by seeking out the Calenardhon of Northern Gondor (it is their future home after all!), or even Cardolan. Unless they plan on rapid development, both a cooperative Cardolan and Southern Gondor player can aid their alliance by allowing the placement of population centers in their area. The varied production and good climate of Southern Gondor can be a boon to whomever develops those locations. If the Dwarves are seeking more (and more secure) mountain holdings it is worth pointing out the difference in production of the Northern and Southern Ered Luin. It will mean an extra 25% in production. The Sinda are well advised to populate their three other Lothlorien hexes. The continually excellent production is an asset which should not be ignored, especially by a position in such dire need of fortification. The Noldo possess probably both the most secure and also the most desireable assortment of terrains. Like Cardolan and Southern Gondor they can be an asset to the team by developing (or allowing the development) quickly. Given the exceedingly poor production, the only reason the Witch-king should place camps in Angmar is to troll for dragons. The problem that both he and the other Dark Servants face is the lack of good locations to place camps. Most of those that are of good strategic value (North of Arthedain and the Northmen) have very poor production, Because of the great number of Free in the area, the regions of both the Witch-king and Dragon Lord are vulnerable, while Mordor is choked with population centers. Apart from moving South of Mordor, the only other locations offering good production are off map and surrounded by Free (West of Southern Gondor and Calenardhon). While the area of the Quiet Avenger offers good production, there is the uncertainty of the more powerful neighbors, the three southern neutrals. Another concern is where the humid subtropical climate stops and where the desert climate starts. Three of the neutrals, the Corsairs, Haradwaith, and Dunlendings have both excellent production potential and a good variety of production. The other two, Rhudaur and the Easterlings, are in a more difficult position. Rhudaur has rather poor production, is under constant scrutiny by both alliances, and cannot afford (due to the size of its army) the luxury of long development. The Easterlings, while not as bad off economically as Rhudaur, are in a different fix. The face the proposition of losing much of their economic production either way they go. Early alliance decision is something they should avoid to allow the surrounding Free and Servs to exhaust themselves, however, the exact placement of camps may depend a great deal on which alliance they decide to join. Anyway, enough of that. I'll let the rest of you analyze the data yourself. Here it is. The Data -------- Hex Name |Winter|Spring|Summer |Fall Owner -------------+ ------+------+-------+-------------------- 0408 Forlond |mild |mild |mild |mild Noldo 0508 Lanthir Lamath |mild |mild |mild |mild Noldo 0605 Telenaug |severe|cold |cool |cold Dw. 0606 Noegrod |severe|cold |cool |cold Dw. 0611 Harlond |mild |mild |mild |mild Noldo 0707 Culwic |mild |mild |mild |mild Arth. 0708 Mithlond-West |mild |mild |mild |mild Noldo 0710 Mithlond-East |mild |mild |mild |mild Noldo 0807 Eruimar |cold |cool |mild |cool Arth. 0808 Galenros |mild |mild |mild |mild Noldo 0810 Elostirion |mild |mild |mild |mild Noldo 0812 Zagragathol |cold |cool |mild |cool Dw. 0907 Caras Celairnen|cold |cool |mild |cool Arth. 1006 Caras Fornen |cold |cool |mild |cool Arth. 1014 Annon Baran |mild |mild |mild |mild Card. 1015 Traith Chefudoc|mild |mild |mild |mild Card. 1106 Baraketta |cold |cool |mild |cool Arth. 1109 Tarmabar |mild |mild |mild |mild Arth. 1113 Minas Girithlin|mild |mild |mild |mild Card. 1211 Athrad Sarn |mild |mild |mild |mild Arth. 1219 Suduri |mild |mild |mild |mild Card. 1307 Rood |cold |cool |mild |cool Arth. 1317 Balost |mild |mild |mild |mild Card. 1406 Malborn High |cold |cool |mild |cool Arth. 1407 Fornost Erain |cold |cool |mild |cool Arth. 1409 Bree |mild |mild |mild |mild Arth. 1420 Enedhir |mild |mild |mild |mild Duns 1510 Minas Malloth |mild |mild |mild |mild Card. 1513 Metriath |mild |mild |mild |mild Card. 1514 Argond |mild |mild |mild |mild Card. 1614 Tharbad |mild |mild |mild |mild Card. 1715 Nin-in-Eilph |mild |mild |mild |mild Duns 1720 Angren |mild |mild |mild |mild Duns 1804 Carn Dum |polar |polar |polar |polar WK 1806 Cargash |cold |cool |mild |cool WK 1817 Larach-Duhnnan |mild |mild |mild |mild Duns 1905 Angsul |severe|cold |cool |cold WK 1906 Shedun |cold |cool |mild |cool WK 1907 Eldanar |cold |cool |mild |cool WK 1908 Nothva Rhaglaw |cold |cool |mild |cool Rhud. 1910 Fennas Drunin |cold |cool |mild |cool Rhud. 1916 Cillien |mild |mild |mild |mild Duns 1917 Wularan |mild |mild |mild |mild Duns 1918 Arailt |mild |mild |mild |mild Duns 1922 Freawul |mild |cold |cool |cold Duns 2004 Zarak-dum |polar |polar |polar |polar Dw. 2005 Morkai |severe|cold |cool |cold WK 2006 Mount Gram |polar |polar |polar |polar WK 2007 Penmorva |cold |cool |mild |cool Rhud. 2008 Cameth Brin |cold |cool |mild |cool Rhud. 2009 Thuin Boid |cold |cool |mild |cool Rhud. 2010 Harnalda |cold |cool |mild |cool Rhud. 2017 Treforn |mild |mild |mild |mild Duns 2039 Ardumir |mild |warm |hot |warm Cors. 2109 Tirthon |cold |cool |mild |cool Rhud. 2119 Angrenost |mild |mild |mild |mild NG 2121 Aglarond |severe|cold |cool |cold NG 2135 Vamag |mild |warm |hot |warm QA 2136 Eradas |mild |warm |hot |warm Cors. 2137 Caldur |mild |warm |hot |warm Cors. 2208 Elnost |cold |cool |mild |cool Rhud. 2209 Imladris |warm |warm |warm |warm Noldo 2212 Khazad-dum |severe|cold |cool |cold Dw. 2220 Dunlostir |mild |mild |warm |mild NG 2223 Morthondost |mild |warm |hot |warm SG 2225 Rendul |mild |warm |hot |warm SG 2227 Dol Amroth |mild |warm |hot |warm SG 2236 Isigir |mild |warm |hot |warm Cors. 2305 Mount Gundabad |polar |polar |polar |polar WK 2324 Glanhir |mild |warm |hot |warm SG 2325 Edhellond |mild |warm |hot |warm Sinda 2327 Cirith Dunrandi|mild |warm |hot |warm SG 2328 Endil |mild |warm |hot |warm SG 2337 Maros |mild |warm |hot |warm Cors. 2339 Pellardur |mild |warm |hot |warm Cors. 2405 Buhr Fram |severe|cold |cool |cold Wood. 2409 Goblin-Gate |severe|cold |cool |cold DraLd 2411 Eorcan |cold |mild |warm |mild Wood. 2413 Cerin Amroth |warm |warm |warm |warm Sinda 2421 Calmirie |mild |mild |warm |mild NG 2424 Calembel |mild |warm |hot |warm SG 2427 Sarlond |mild |warm |hot |warm SG 2430 Caras Tolfalas |mild |warm |hot |warm Harad 2437 Barazon |mild |warm |hot |warm Cors. 2438 Havens of Umbar|mild |warm |hot |warm Cors. 2508 Maethelburg |cold |cool |mild |cool Wood. 2514 Carad Galadhon |warm |warm |warm |warm Sinda 2520 Onodrith |mild |mild |warm |mild NG 2527 Linhir |mild |warm |hot |warm SG 2534 Kas Shafra |mild |warm |hot |warm Harad 2535 Sukh Akhor |mild |warm |hot |warm Harad 2605 Waetan's Lodge |cold |cold |cool |cold Wood. 2608 Caras Amarth |cold |cool |mild |cool Sinda 2609 Carrock |cold |cool |mild |cool Wood. 2613 Sarn Lothduin |cold |mild |warm |mild Wood. 2615 Vidus |cold |mild |warm |mild Wood. 2617 Tir Limlight |cold |mild |warm |mild NG 2619 Tir Anduin |mild |mild |warm |mild NG 2622 Imdorad |mild |mild |warm |mild NG 2626 Minas Brethil |mild |warm |hot |warm SG 2628 Fanuilond |mild |warm |hot |warm SG 2630 Eithel Thurin |mild |warm |hot |warm Harad 2631 Barad Harn |mild |warm |hot |warm Harad 2632 Has Adri |mild |warm |hot |warm Harad 2634 Sook Ada |mild |warm |hot |warm Harad 2635 An Pharax |mild |warm |hot |warm Harad 2703 Kala Dulakurth |polar |polar |polar |polar WK 2709 Galadbrynd |cold |cool |mild |cool Sinda 2711 Buhr Widufiras |cold |mild |warm |mild Wood. 2712 Sairtheod |cold |mild |warm |mild Wood. 2715 Dol Guldur |cold |mild |warm |mild DraLd 2730 Methir |mild |warm |hot |warm Harad 2731 An Sakal |mild |warm |hot |warm Harad 2732 Caras Mirilond |mild |warm |hot |warm Harad 2734 Kas Shadoul |mild |warm |hot |warm Harad 2809 Sarn Goriwing |severe|cold |cool |cold DraLd 2833 Has Yayb |mild |warm |hot |warm Harad 2835 An Zalim |mild |warm |hot |warm Harad 2904 Zarak Dum |polar |polar |polar |polar Dw. 2908 Aradhrynd |cold |cool |mild |cool Sinda 2912 Buhr Widu |cold |cool |mild |cool Eoth. 2915 Ceber Fanuin |cold |mild |warm |mild Sinda 2924 Minas Anor |mild |mild |warm |mild NG 2926 Minas Arthor |mild |warm |hot |warm NG 2927 Pelargir |mild |warm |hot |warm NG 3002 Celeb-Ost |polar |polar |polar |polar Dw. 3012 Buhr Waldmarh |cold |cool |mild |cool Eoth. 3020 Tir Nindor |cold |mild |warm |mild NG 3022 Lag-scara |mild |mild |warm |mild IK 3024 Osgiliath |mild |mild |warm |mild NG 3026 Bar-en-Tinnen |mild |warm |hot |warm NG 3028 Tir Ethraid |mild |warm |hot |warm NG 3034 Lugarlar |mild |warm |hot |warm QA 3104 Lag-auris |polar |polar |polar |polar DraLd 3105 Buhr Thurasig |severe|cold |cool |cold North. 3108 Dale |cold |cool |mild |cool North. 3109 Esgaroth |cold |cool |mild |cool North. 3110 Londaroth |cold |cool |mild |cool North. 3112 Buhr Ailgra |cold |cool |mild |cool Eoth. 3113 Buhr Waldaes |cold |cool |mild |cool Eoth. 3116 Romenost |cold |mild |warm |mild NG 3120 Thuingwathost |hot |hot |hot |hot DkLts. 3121 Lag-konzi |hot |hot |hot |hot DogLd 3122 Durthang |cold |cool |mild |cool IK 3123 Barad Perras |cold |cool |mild |cool IK 3124 Minas Ithil |cold |cool |mild |cool NG 3125 Lag-shemat |cold |cool |mild |cool IK 3126 Lag-majakul |cold |cool |mild |cool IK 3217 Buhr Anthar |cold |mild |warm |mild Eoth. 3220 Ashkiri |hot |hot |hot |hot East. 3221 Morannon |cold |cool |mild |cool DogLd 3222 Carach Angren |cold |cool |mild |cool ClLd 3223 Katund-akul |cold |cool |mild |cool IK 3224 Barad Ungol |cold |cool |mild |cool FK 3225 Lag-digtumarr |cold |cool |mild |cool FK 3230 Lag-malmabus |cold |cool |mild |cool LR 3234 Wathduin |mild |warm |hot |warm QA 3316 Thorontir |cold |mild |warm |mild NG 3319 Ursh Lanna |cold |mild |warm |mild East. 3321 Lag-hundur |cold |cool |mild |cool DogLd 3322 Lag-ujakdagul |cold |cool |mild |cool DogLd 3323 Lag-lithlad |hot |hot |hot |hot DkLts. 3324 Lag-zajarzot |hot |hot |hot |hot FK 3325 Lag-flaksharbtu|hot |hot |hot |hot FK 3327 Lag-vrasfotak |cold |cool |mild |cool FK 3329 Olbamarl |cold |cool |mild |cool LR 3335 Kul Dinbar |hot |hot |hot |hot QA 3416 Buhr Beorills |cold |mild |warm |mild Eoth. 3421 Lag-ulurikon |cold |cool |mild |cool DogLd 3422 Lag-fhauga |cold |cool |mild |cool DkLts. 3423 Barad-dur |hot |hot |hot |hot DkLts. 3426 Barad-wath |cold |cool |mild |cool FK 3428 Barduath |hot |hot |hot |hot ClLd 3437 Tir Harn |hot |hot |hot |hot QA 3506 Nahald Kudan |cold |cold |cool |cold DraLd 3528 Nurumurl |hot |hot |hot |hot ClLd 3533 Jug Rijesha |hot |hot |hot |hot QA 3538 An Karagmir |hot |hot |hot |hot East. 3605 Lar-Huz |severe|cold |cool |cold East. 3607 Barak-shathur |severe|cold |cool |cold Dw. 3612 Buhr Mahrling |cold |cool |mild |cool Eoth. 3621 Carvarad |cold |cool |mild |cool DkLts. 3622 Minas Durlith |cold |cool |mild |cool DkLts. 3624 Ostigurth |cold |cool |mild |cool DogLd 3626 Rul |hot |hot |hot |hot ClLd 3627 Urlurtsu Nurn |hot |hot |hot |hot BS 3629 Kul Tarkorul |hot |hot |hot |hot ClLd 3630 Kal Nargil |cold |cool |mild |cool ClLd 3707 Azanulinbar-dum|severe|cold |cool |cold Dw. 3713 Ilanin |cold |cool |mild |cool East. 3712 Kardavan |cold |cool |mild |cool North. 3715 Buhr Gadraught |cold |mild |warm |mild Eoth. 3716 Warfinger |cold |mild |warm |mild NG 3819 Buhr Padaruik |cold |mild |warm |mild Eoth. 3822 Lug Ghurzun |cold |cool |mild |cool DraLd 3829 Virk Ulgath |hot |hot |hot |hot BS 3916 Kheled-nala |cold |mild |warm |mild Dw. 3928 Zarok Ioriag |hot |hot |hot |hot BS 3929 Luglurak |cold |cool |mild |cool BS 4013 Shrel-Kain |cold |cool |mild |cool North. 4014 Riavod |cold |cool |mild |cool East. 4015 Scari |cold |cool |mild |cool North. 4017 Lest |cold |mild |warm |mild North. 4025 Burch Nurn |hot |hot |hot |hot BS 4126 Orduga Aivaisa |hot |hot |hot |hot BS 4133 Sturlursta Khan|hot |hot |hot |hot East. 4215 Tol Buruth |severe|cold |cool |cold LR 4217 Dilgul |cold |mild |warm |mild North. 4228 Khand Amu |hot |hot |hot |hot East. 4318 Mistrand |cold |mild |warm |mild East. 4324 Neburcha |hot |hot |hot |hot LR 4325 Buhr Ovaisa |hot |hot |hot |hot LR 4335 Ovatharac |hot |hot |hot |hot East. 4413 Rhubar |cold |cool |mild |cool Sinda 4415 Elgaer |cold |cool |mild |cool North. 4425 Lagari Orath |hot |hot |hot |hot LR 4430 Laorki |hot |hot |hot |hot East. Last Word ========= In issue #34 of "From the Mouth of Sauorn" the general info files for the 2950 scenario were published. I've received some corrections for the Fire King, Northern Gondor and Blind Sorcerer, but most of the others are as seen. If any of you have corrections, additions, or deletions to those general info files I'd like to see them soon. Those "info hogs" among us demand correct data! It's been quiet on this end. There were a couple of articles which have been long in the planning for this issue, but there have been very few submissions as of late. Write us something, please. Brian