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Page 1: The · kin-strife – contents contents contents introduction partial genealogy background gondor sauron & the nazgul arnor the realms of harad khazad quendi welcome kin-strife at
Page 2: The · kin-strife – contents contents contents introduction partial genealogy background gondor sauron & the nazgul arnor the realms of harad khazad quendi welcome kin-strife at

TThhee

KKiinn--ssttrriiffee TThhiirrdd AAggee,, cciirrccaa 11445500

AA MMiiddddllee--eeaarrtthh™™ SSttrraatteeggiicc GGaammiinngg MMoodduullee

Version 1.00

LLeeaadd DDeevveellooppmmeenntt Clint Oldridge DDeessiiggnn Clint Oldridge, John Davis, Sam Roads, Edward Lane RReesseeaarrcchh John Davis, Clint Oldridge AArrttwwoorrkk Anne Stokes, Jeremy McHugh, Chris Waller, Mark Pritchard FFiiccttiioonn John Davis EEddiittiinngg && LLaayyoouutt John Davis IInniittiiaall PPllaayy--tteesstteerrss Clint Oldridge, Sam Roads, Edward Lane, Mark Jeffries, Tim Jones, Chris Courtiour, James Rousselle, Mike Mulka, John Choules, John Briggs, Gavin Kenny, Kenneth C. Shannon III

BBaasseedd oonn tthhee wwoorrkkss ooff JJ..RR..RR.. TToollkkiieenn "Middle-earth" and "The Lord of the Rings", and the names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Tolkien Enterprises and are used under license to Games Systems International, Ltd. Copyright © 2011 by Game Systems International Limited. All rights reserved. Except as permitted under the Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means without prior written (not emailed) permission of the publisher.

Page 3: The · kin-strife – contents contents contents introduction partial genealogy background gondor sauron & the nazgul arnor the realms of harad khazad quendi welcome kin-strife at

KKiinn--ssttrriiffee –– CCoonntteennttss

CCoonntteennttss CONTENTS INTRODUCTION PARTIAL GENEALOGY BACKGROUND

GONDOR SAURON & THE NAZGUL ARNOR THE REALMS OF HARAD KHAZAD QUENDI

WELCOME KIN-STRIFE AT A GLANCE WINNING NOTES ON MODULE CREATION HOW TO USE THIS MODULE A NOTE ON VERSIONS NEW TERMS

ADDITIONAL RULES NATION SET-UPS JOINING A GAME NEW ORDERS NEW ENCOUNTERS THE ONE RING RECRUITING NON-PLAYER CHARACTERS CHAMPIONS ARTIFACTS CHARACTER LIMITS NEUTRAL NATIONS ORDER FORMATS

DEFAULT STARTING NATION INFORMATION

SPELLS WARSHIPS POPULATION CENTRE LOYALTY ARMY MORALE & TROOP TRAINING

THE NATIONS – AN OVERVIEW THE LOYALISTS THE USURPERS NEUTRALS HOW TO VIEW THE NATION DETAILS

#1 – LINE OF ELDACAR BACKGROUND GENERAL INFORMATION SET-UP TABLES

#2 – REBELS OF ERED LITHUI BACKGROUND GENERAL INFORMATION SET-UP TABLES

#3 –RHOVANION BACKGROUND GENERAL INFORMATION SET-UP TABLES

#4 – HORSELORDS BACKGROUND GENERAL INFORMATION SET-UP TABLES

#5 – KINGDOM OF ARNOR BACKGROUND GENERAL INFORMATION SET-UP TABLES

#6 – QUENDI BACKGROUND GENERAL INFORMATION SET-UP TABLES

#11 – LINE OF CASTAMIR BACKGROUND GENERAL INFORMATION SET-UP TABLES

#12 – LINE OF MORLAEN BACKGROUND GENERAL INFORMATION SET-UP TABLES

#13 – LINE OF ELENDIN BACKGROUND GENERAL INFORMATION SET-UP TABLES

#14 – SOUTHRON KINGDOMS BACKGROUND GENERAL INFORMATION SET-UP TABLES

#15 – HITHLUM BACKGROUND GENERAL INFORMATION SET-UP TABLES

#16 – WITCH-REALM OF ANGMAR BACKGROUND GENERAL INFORMATION SET-UP TABLES

#21 – LINE OF TIRKHOR BACKGROUND GENERAL INFORMATION SET-UP TABLES

#22 – KHAZAD BACKGROUND GENERAL INFORMATION SET-UP TABLES

TABLE F CHARACTERS RELATIONS ARTIFACTS STORES ARMY/NAVY TRAINING INFORMATION POPULATION CENTRES LOCATIONS SPECIAL NATION ABILITIES

POST SCRIPT APPENDICES

APPENDIX A – NON-PLAYER CHARACTERS APPENDIX B – NATION STARTING FORCES APPENDIX C – ARTIFACTS APPENDIX D – SPECIAL NATION ABILITIES APPENDIX E – TIME-LINE APPENDIX F – NEW ORDERS APPENDIX G – TROOP DESCRIPTIONS APPENDIX H – CLIMATE/TERRAIN MODIFIERS APPENDIX I – NATION SET-UP FORM APPENDIX 2 – PRE SET-UP MAP

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KKiinn--ssttrriiffee –– IInnttrroodduuccttiioonn

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

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KKiinn--ssttrriiffee –– IInnttrroodduuccttiioonn

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

PPaarrttiiaall GGeenneeaallooggyy RRhhoovvaanniioonn GGoonnddoorr Narmacil Calmacil Vidugavia Minalcar (= Laniel) Calimehtar ? Vidumavi = Valacar Calimir (= Arthiriel) ? Vidurafin Eldacar Castamir (= Murabeth) Vidustain Ornendil Aldarmir Vinyaran Casteher Castarion

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KKiinn--ssttrriiffee –– WWeellccoommee

BBaacckkggrroouunndd

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

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KKiinn--ssttrriiffee –– WWeellccoommee

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

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KKiinn--ssttrriiffee –– WWeellccoommee

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

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

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

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

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

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KKiinn--ssttrriiffee –– WWeellccoommee

WWeellccoommee

KKiinn--ssttrriiffee aatt aa GGllaannccee Welcome to the Kin-strife! This module has many new features, and as such is very different to the Third Age, circa 1650; Third Age, Circa 2950 and Fourth Age, circa 1000 games that you may be used to playing. We have sought to increase the importance of character development, to re-introduce the element of discovery and exploration without losing any strategic depth, to allow more of the characters of Tolkien’s world to be encountered and to play a significant role, and finally to introduce a greater flexibility and degree of choice in nation design without losing the coherence of those nations’ identity. To this end, the module has several new features, the most important of which can be summarised as follows: NNeeww NNaattiioonnss We have created 14 new nations, each with their own unique strengths and weaknesses, characters and items, lands and population centres. NNaattiioonn DDeessiiggnn You now have the option to tailor your nation to your own taste, choosing from thousands of options and possibilities. NNeeww WWoorrlldd Kin-strife has new encounters, new riddles, and new locations. Even the land of Middle-earth itself will look slightly different to the way it does in other modules, as we have returned to the The Lord of the Rings for our inspiration, to create a new interpretation of the world. NNoonn--ppllaayyeerr CChhaarraacctteerrss Many of the characters of Middle-earth can now be sought out and recruited to join your side, after which you can control them as you would your other characters. Each of these features has required changes in the way that the module is presented, and the game played. So we recommend that you take the time to read through this module thoroughly, and if you have any questions, please get in touch.

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

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

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KKiinn--ssttrriiffee –– WWeellccoommee

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

HHooww ttoo UUssee TThhiiss MMoodduullee Unlike previous modules, this document does not contain everything required to play Kin-strife. Instead, unless specified in this module, the rules for playing the game will remain the same as those for the Third Age, circa 1650 module. As such, in order to play, you will need the following documents. These are freely available from our website, or as hard copy on request. TThhee KKiinn--ssttrriiffee MMoodduullee BBooookk The first is this document, which contains all the information unique to Kin-strife. AA MMiiddddllee--eeaarrtthh RRuulleebbooookk The second is a document containing the rules of Middle-earth. These are best presented in the new Middle-earth Guide, and we recommend you use these. However, if you do not have the Middle-earth Guide, then the rules used in Kin-strife are the Third Age, circa 1650 or Third Age, circa 2950 rules with the addition of the new orders available in the Fourth Age, circa 1000 module. Where a rule given in the Kin-strife module book contradicts one given in a Middle-earth rulebook, the ruling in the Kin-strife module book takes precedence.

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

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KKiinn--ssttrriiffee –– WWeellccoommee

NNeeww TTeerrmmss There are several terms which are used in this module, but not in previous modules. These include the following: Angmar The Realm of the Witch-king, a Usurper Nation. Arnor The old North Kingdom of the Numenorians in exile, a Loyalist Nation. Cor Aran The Gondorian secret police Hithlum The Easterling tribes, a Usurper nation. Horselords The Rhovanion horse-people, a Loyalist nation. Khazad Dwarves, a Neutral nation. Line of Castamir A Usurper nation. The Line of Eldacar A Loyalist nation. Line of Elendin A Usurper nation. Line of Morlaen A Usurper nation. Line of Tirkhor A Neutral nation. Loyalists Those nations loyal to Eldacar, the Once and Future King. These are roughly equivalent to the Free Peoples of other modules. Morgoth The Ancient Enemy, whom Sauron himself once served Quendi Elves, a Loyalist nation Rebels of Ered Lithui A Loyalist nation. Rhovanion A Loyalist nation. Southron Kingdoms A Usurper nation. Usurpers Those nations loyal to Castamir, the Usurper. These are roughly equivalent to the Dark Servants of other modules.

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KKiinn--ssttrriiffee –– AAddddiittiioonnaall RRuulleess

AAddddiittiioonnaall RRuulleess

NNaattiioonn SSeett--uuppss Each nation can be customised through the choosing from various starting options, purchased at game set-up. These options cover all aspects of a nation, from characters to forces, from population centres to special abilities. OOvveerrvviieeww Every nation can purchase starting options from Table F. In addition, each nation has four tables (J, N, R, and V) of unique set-up options. Each table consists of options covering a different area of your nation as follows: Table F consists of general options (the options in Table F are available to each nation). Table J consists of military options (each nation has its own unique Table J). Table N consists of character and magic item options (each nation has its own unique Table N). Table R consists of population centre and general nation options, as well as options providing information about

artifacts, starting locations of characters, etc. (each nation has its own unique Table R). Table V consists of Special Nation Abilities (each nation has its own unique Table V). Every option has a points cost, and you have a total of 23,000 points to spend. If points are not spent, they are wasted. In addition to the total points limit, the following restrictions must be adhered to regarding points expenditure on specific tables: Table J: You must spend exactly 3000 points on this table. Table N: You must spend at least 4000 points on this table. Table V: You must spend at least 4000 points on this table. OOrrddeerr ooff OOppttiioonn PPuurrcchhaasseess Options purchased will be applied to your nation one table at a time, in alphabetical order of the tables. Options purchased within a table will be applied to your nation in the order you give them. For example, all Table N options will be applied before any Table R options, with those Table N options applied in the order you have given them. Options that provide information about an aspect of the game provide that information as accurate at game start. For example, if you purchase an option telling you where another nation’s character is located, and that character is moved through an option purchased by that nation, you will discover the location they are moved to. This order of options is important to bear in mind if more than one option affects the same element of your nation, both to gain maximum benefit from your chosen options, and to avoid options being wasted. The exceptions to this order are the Castamir’s Bribe Options (options 11R021 – 11R038) and the Eldacar’s Gift Options (options 01R030 – 01R045). These are applied after the Table N options of every nation have been applied. Example 1 You have four villages, four towns, and purchase two options: option one changes all villages to towns, and option two gives all towns a fort. If you list them in this order, all your villages will become towns, and all of these will gain forts, resulting in your nation having eight towns with forts. However, if you list them the other way round, your towns will gain forts, then your villages will become towns, but these new towns will not receive forts, resulting on your nation having four towns with forts and four towns without forts. Example 2 You purchase two options: option one grants one of your towns a fort, and option two turns all of your towns into major towns. If you list them in this order, both options will take effect. However, if you list option two first, the town you specify in option one will not be a town when that option is applied, so the option will fail.

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KKiinn--ssttrriiffee –– AAddddiittiioonnaall RRuulleess

PPooiinnttss ttoo NNoottee

You may not purchase any option more than once.

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

If an option requires a population centre as an additional (either ‘population centre’, or ‘village’, ‘town’, etc.), please give the name, not the location, of the population centre.

If an option requires a location, this refers to a hex location (for example: 0403).

Army/Navy options chosen that affect another related aspect of that army/navy (morale, training, etc.) will be

taken into account when starting armies are created.

Criteria for an option must be met at the time the option is applied. For example, if you upgrade a population centre from a major town to a city, then try and further alter that population centre with an option that specifies a major town, then this second option will fail.

Population Centre Loyalty, Morale, Troop Training levels, and all other statistics expressed as a percentage

cannot be increased above 100, or reduced below 1. If an option is purchased that will increase a statistic above 100 the statistic will remain at 100, and if an option is purchased that will reduce a statistic below 1 the statistic will remain at 1.

Character skill ranks cannot be increased above 100, or reduced below 0. If an option is purchased that will

increase a skill rank above 100 the skill rank will remain at 100, and if an option is purchased that will reduce a statistic below 0 the statistic will remain at 0.

The command rank of a character commanding an army cannot be reduced to 0. If an option is chosen which will

cause this to occur, the entire option will fail. For example, if an option reduces command rank and increases agent rank, if this would cause the command rank to be reduced to zero, no increase in agent rank will be gained.

Starting population centre loyalty is based on the population centre’s size. (See ‘Population Centre Loyalty’

Section.) If, then, population centres are increased or decreased in size as the result of a starting option, their starting loyalty will alter appropriately. In some cases, an option will specify a loyalty change: this is in addition to the normal alteration and will be applied at the end of the set-up process to the population centre’s loyalty as based on its final size.

Unless otherwise specified in the option details (for example, a specific population described by name), only non-

fortified population centres can be moved. (A non-fortified population centre can, however, be moved then fortified.)

Capitals cannot be reduced in size to below a major town.

Some options consist of ‘either…or’ possibilities. In these cases you must choose one possibility, not both.

If given a choice between ‘a and b, or c and d’, you must choose either ‘a and b’ or ‘c and d’, not ‘a and c’.

Some options require additional information, such as a character, population centre, location or other game element to be specified. If you choose such an option and do not provide the specified additional information, or the information is invalid, the option will not be applied to your nation.

If an option causes a character to possess over six artifacts, those above six are dropped at the character’s

location.

If an option causes a troop type to gain a type of armour or weapon they cannot use then that particular troop type does not benefit, but the option still benefits other troop types.

If an option would cause a unit of troops to gain a type of armour worse than that which they already possess,

then that particular unit of troops retain their original armour type, whilst the option still benefits other troops.

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KKiinn--ssttrriiffee –– AAddddiittiioonnaall RRuulleess

If an option to upgrade weapon and armour types is chosen, this will affect all appropriate troops: both default starting troops and any gained from starting options.

If an option allows a town or major town to be upgraded in size, it cannot be hidden at the time that it is upgraded.

If an option requires a character to have a specific rank (such as agent rank), this refers to a rank greater than 0.

If an option allows a character to be doubled, the character must have agent or emissary rank.

Where an option’s details contradict any of these notes, the option details take precedence.

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

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

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

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

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KKiinn--ssttrriiffee –– AAddddiittiioonnaall RRuulleess

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

RReeccrruuiittiinngg NNoonn--PPllaayyeerr CChhaarraacctteerrss Many of the characters wandering the lands of Middle-earth can now not only be encountered, but enlisted to your nation, after which they can be issued orders as you would command your other characters. In addition, they may bring with them an additional Special Nation Ability, which you can then make use of. If you encounter a non-player character (NPC) that has the potential to be recruited, you will be given an Recruit option. Only characters with the emissary skill have a chance of recruiting an NPC. If a character without emissary skill attempts to recruit an NPC, the result may range from mildly annoying them to incurring their wrath and enmity. In order to attempt to recruit an NPC, the following conditions must be met: EEnnccoouunntteerr The character must have encountered an NPC the previous turn, and been given the option to Recruit them. AAlllleeggiiaannccee Loyalist and Usurper nations can attempt to recruit NPCs who are either of the same allegiance or Neutral. (If a Loyalist or Usurper character attempts to recruit a Neutral NPC, the NPC is treated as if they are of the same same allegiance as the recruiting character.) Neutral nations can only recruit Neutral NPCs. The allegiance of NPCs is detailed in the Non-player Characters chapter of this module. FFrreeee NNPPCC SSlloott Only one NPC can be recruited per nation each name character phase. Which is to say you can recruit one NPC between turns 0 – 5, another one between turns 6 – 10, etc. If you recruit an NPC and they die, you still cannot recruit another one until the next name character phase. FFrreeee CChhaarraacctteerr SSlloott NPCs count towards your nation’s character limit. In order to successfully recruit an NPC, then, you must have at least one free character slot available. The chance of successfully recruiting an NPC is roughly equivalent to the chance of an emissary successfully performing the 505 – Bribe/Recruit Character order. If the attempt is successful, the NPC joins your nation. From the next turn they can be issued orders in the same way as for any other character, and in addition you can then make use of any new Special Nation Ability granted to you by the NPC. If you gain a Special Nation Ability in this manner, you will retain it even if the NPC is later killed. If you already have the Special Nation ability granted by the NPC, you will not gain any extra/multiplied benefit. Other nations of your allegiance having Friendly and Tolerant relations with you will increase the chance of successfully recruiting an NPC, as it shows the NPC that your team is working well together. A successfully recruited NPC cannot be recruited by another player whilst they are under your control: they become, in all respects, another of your characters. An NPC with mage skill will have spells randomly assigned to them, unless it is otherwise mentioned that the particular NPC has specific spells.

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KKiinn--ssttrriiffee –– AAddddiittiioonnaall RRuulleess

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

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

CChhaarraacctteerr lliimmiittss Character limits have been increased as follows:

Turn Total Characters Allowed Maximum Recruited NPCs Allowed 0 – 5 15 1

6 – 10 18 2 11 – 15 20 3 16 – 20 22 4

21+ 24 5 Bear in mind that the total characters allowed includes any Recruited NPCs controlled. This means that if you recruit an NPC on the same turn as you try and name a new character, successfully recruit the NPC and as a result the character limit is reached, the name character order will fail. For Example: On turn 7 you are allowed a total of 18 characters. This could consists of 2 NPCs and 16 normal characters, 1 NPC and 17 normal characters, or no NPCs and 18 normal characters.

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KKiinn--ssttrriiffee –– AAddddiittiioonnaall RRuulleess

NNeeuuttrraall NNaattiioonnss NNeeuuttrraall NNaattiioonnss CChhaannggiinngg AAlllleeggiiaannccee Neutral nations have until turn 12 to change allegiance. Which is to say that turn 12 is the last turn they can attempt to change. If a neutral nation does not change by turn 12, they may continue to play the game, but cannot win. The two neutral nations are encouraged to each choose a different allegiance, and to change allegiance sooner rather than later in the game. This is achieved though the incentive of a prize for doing so. Specifically:

The first neutral nation to successfully change allegiance gains the prize If the other neutral nation successfully changes to the other allegiance, on the same turn or subsequent turns,

they also gain the prize If both neutral nations successfully change allegiance to the same allegiance on the same turn, neither gains the

prize. The prize gained is based on the turn that the nation changes allegiance, as follows: Turn Prize 1 – 4 One character who is not already a champion becomes a champion.

20,000 gold, placed in the nation’s treasury. Upgrade one town to a major town

5 – 8 One character who is not already a champion becomes a champion. Upgrade one town to a major town

9 – 12 One character who is not already a champion becomes a champion. The character who becomes a champion is the character with the highest combined skill ranks. Prizes are gained at the end of the turn when the nation successfully changes allegiance. PPrree--aalliiggnneedd NNeeuuttrraall NNaattiioonnss If a game is to have pre-aligned neutrals, then unless otherwise stated the Line of Tirkhor will start the game as a Loyalist nation, and the Khazad will start the game as a Usurper nation. In such a case, they are considered Loyalist and Usurper accordingly for all starting options. For example, Castamir’s Bribes, which can affect all Usurper nations, will also also be able to affect affect the Khazad.

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

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KKiinn--ssttrriiffee –– DDeeffaauulltt SSttaarrttiinngg NNaattiioonn IInnffoorrmmaattiioonn

DDeeffaauulltt SSttaarrttiinngg NNaattiioonn IInnffoorrmmaattiioonn

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

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

PPooppuullaattiioonn CCeennttrree LLooyyaallttyy Starting population centre loyalty ratings are based on size as follows: Population Centre Type Loyalty Camp 30 Village 40 Town 55 Major Town 75 City 100

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

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KKiinn--ssttrriiffee –– NNaattiioonnss –– AAnn OOvveerrvviieeww

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

TThhee LLooyyaalliissttss The Loyalists might well be described as falling into two groups: those who have chosen war, and those who have had war thrust upon them. The Line of Eldacar and the Rebels of Ered Lithui are both determined to see Castamir removed from the throne, Eldacar because he believes that the throne is his by birthright, and the Rebels because life under Castamir has become intolerable. And the nations of Rhovanion, also, tied to Eldacar by blood and by alliance, will not rest until he and his line are restored as the heirs of Gondor. For the Arnorians in the north, however, barely recovered from the Witch-king's recent assault, the last thing their King wished for was another war so soon, especially with Castamir's cessation of trade putting a strain on his nation's economy. And the Quendi ever seek to avoid meddling in the affairs of men, yet, sensing the influence of Sauron behind events overtaking Middle-earth, have little choice but to play their part in the Kin-strife. 11 –– TThhee LLiinnee ooff EEllddaaccaarr The Line of Eldacar is an agent-based nation in Rhovanion, whose capital is, of necessity, hidden. 22 –– RReebbeellss ooff EErreedd LLiitthhuuii The Rebels of Ered Lithui are located around the northern mountains of Mordor. Many of the Rebels are possessed of stealth, whilst the location of population centres are flexible, allowing them to be moved during game set-up. 33 –– RRhhoovvaanniioonn The nation of Rhovanion takes its name from the lands its people call home, and is a character-based nation that also has many population centres. 44 –– HHoorrsseelloorrddss The Horselords roam the plains of Rhovanion, and are a cavalry-based nation. 55 –– KKiinnggddoomm ooff AArrnnoorr The Kingdom of Arnor covers a huge expanse of land to the west of the Misty Mountains. With many population centres to protect, their few armies are stretched thin. 66 –– QQuueennddii The Quendi are scattered across the lands of Middle-earth. A character-based nation, a number of their population centres are hidden.

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KKiinn--ssttrriiffee –– NNaattiioonnss –– AAnn OOvveerrvviieeww

TThhee UUssuurrppeerrss The Usurpers are less a unified force than a collection of nations and individuals whose goals, be it for reasons of necessity or sheer chance, currently coincide. In the north, the Witch-king moves against what remains of old Kingdom of Arnor. In Gondor, Castamir and his family, aided by the Southron Kingdoms, seek to repel Eldacar and strengthen their hold over the land. And in the east, the Hithlum seize their opportunity to move against the Rhovanion people. Each benefits from the others' actions, yet it would be a mistake to call them truly allied. And even within Castamir's own faction there are divisions, with his father Calimehtar's brothers wielding a great deal of authority, to the extent that there are some who claim that they are the true powers behind the rebellion. And yet perhaps there is more unity behind the Usurpers than first appears. For it the Lieutenant of Sauron, the Witch-king, who moves in the north. It is another of Sauron’s Dark Servants, Adunaphel, whose soft voice holds Zimrahkil, ambassador for the Southron Kingdoms, under her sway. The Cor Aran, or Black Crows, the secret police who maintain control throughout Gondor, are possessed of secrets and powers only those whose souls have been given over to Sauron can hope to wield. And the Hithlum, thinking that they fight to carve land for themselves, are by so doing acting according to Sauron's wishes in breaking the back of the allies of the Dunedain. Not yet ready to show his martial strength, nevertheless, the dark shadow of Sauron's influence lengthens across the land. 1111 –– LLiinnee ooff CCaassttaammiirr The Line of Castamir has many characters and population centres. However, they must share the lands of Gondor, and its resources, with the Lines of Morlaen, Elendin and Tirkhor. 1122 –– LLiinnee ooff MMoorrllaaeenn The Line of Morlaen is the second of the three Usurper nations in Gondor, whose leaders command Gondor’s secret police, the Cor Aran. It has many agent- and emissary-based characters. 1133 –– LLiinnee ooff EElleennddiinn Responsible for maintaining the outposts of Gondor, The Line of Elendin is the third of the Usurper nations in Gondor, and can move their turn map to aid them in this task. 1144 –– SSoouutthhrroonn KKiinnggddoommss The Southron Kingdoms, whose lands spread below Gondor and Mordor, are safe in the knowledge that at least their southern borders are safe from the possibility of attack. 1155 –– HHiitthhlluumm The five tribes of Easterling men boast fine cavalry armies. 1166 –– WWiittcchh--rreeaallmm ooff AAnnggmmaarr From the mountains of Angmar, the Witch-king wages war on Arnor with skilled mages and commanders.

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KKiinn--ssttrriiffee –– NNaattiioonnss –– AAnn OOvveerrvviieeww

NNeeuuttrraallss The Kin-strife is but a civil war within a single realm. Yet its ramifications are felt throughout Middle-earth, and from the mountains of Angmar in the north to the Khand desert in the south, in one way or another, few remain unaffected by the struggle for Gondor's crown. But whilst most choose, or are compelled, to take sides, some however seek to remain neutral, be it for political reasons as is the case for the Line of Tirkhor, or economical reasons as is the case for the Dwarves. Yet as the Kin-strife escalates, it is becoming ever clearer that even these nations will surely have to declare for Usurper or Loyalist cause soon, else become overwhelmed by the war raging about them. 2211 –– LLiinnee ooff TTiirrkkhhoorr The fourth nation in Gondor, the Line of Tirkhor have sought to remain neutral in the conflict, an attempt made possible by their strong mages, and the finest cavalry force in Gondor. 2222 –– KKhhaazzaadd The dwarves of Middle-earth, scattered like the Quendi throughout the land, are renowned for the strength of their cities’ walls, defended with great military might.

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

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KKiinn--ssttrriiffee –– ##11 –– LLiinnee ooff EEllddaaccaarr

##11 –– LLiinnee ooff EEllddaaccaarr

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

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For a moment the silence was broken only by the soft crackle of the fire. Then Vidustain gave Eldacar's shoulder a push. "So. Are we done soul-searching for tonight?" Eldacar smiled, nodded. "Good," Vidustain said. "Then I propose a toast. To next year in Osgiliath." Eldacar and Vidurafin raised their mugs. "To Osgiliath." Led by Eldacar, rightful heir to the throne of Gondor, the Line of Eldacar is a nation in exile. Given sanctuary by the people Rhovanion, Eldacar's family reside in Buhr Widu, a town whose location and even name is a secret the Rhovanion guard with their lives, so that even the Cor Aran have, so far, been unable to determine its location. A fact upon which Eldacar's life has long depended. However, whilst initially his position was a perilous one, the years since his enforced exile have seen those who fled with him establish several new villages and even towns in the fertile lands of Rhovanion, and also raise armies of increasing size. Meanwhile, grown bold by the prospect of Eldacar's imminent return, the three watch-posts along the Dagorlad road of Romenost, Thorontir and Warfinger have openly proclaimed themselves loyal to him. Now, with Minas Ithil falling to the Rebels of Ered Lithui, his own son journeying south to take command of the city, and with the might of the Rhovanion behind him, Eldacar believes himself, finally, to be in a position to retake the throne of Gondor. And yet even so, he is more than aware of just how perilous his position is, and to the extent that he must rely on the support of others, both the Rhovanions and the Rebels of Ered Lithui. Without them, he is but a man; with them, he might once again be King of Gondor.

GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 49,600.

CCaappiittaall Buhr Widu (Located at 3012)

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

SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Aerinel 0 10 0 20 0 3616 Female Carnedil 0 10 0 0 0 3116 Eldacar 40 0 20 0 0 2711 Army Commander, Champion Harith 10 10 0 0 0 3316 Army Commander Lidmir 30 0 0 0 0 3012 Magor 0 10 0 20 0 3108 Marencil 0 10 0 0 0 2711 Can be purchased during nation set-up Vinyaran 10 0 0 0 0 2720 Army Commander

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Buhr Lomia 2711 Major Town Tower Buhr Mantros 2720 Town Tower Harbour Buhr Widu 3012 Major Town Fort Capital, Hidden Coron Ereg 2220 Camp Dale 3108 Town Tower Gurth-coron 3219 Camp Romenost 3116 Town Tower Thorontir 3316 Town Tower Warfinger 3616 Town Tower SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

2720 200 10 10 2711 500 3316 800

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

New emissaries can start with an emissary skill rank of up to 40 when created using the 734 – Name Emissary order.

New armies may be hired at no cost using the 770 – Hire Army order. The following scouting and recon orders issued work as if the character has double the relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

New armies start with a morale of 40.

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SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default? 01J001 1000 Army/Navy at 3316 gains 500 LC; Army/Navy at 2720 gains 400 LI. 01J002 1000 Army/Navy at 2711 gains 500 HI and 500 LI. 01J003 1000 Army/Navy at 3316 gains 500 LC; Army/Navy at 2711 gains 500 AR. 01J004 2000 Army/Navy at 3316 gains 800 LC; Army/Navy at 2720 gains 600 LI. TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

01N001 500 Eldacar gains 30 Stealth rank. 01N002 1300 Eldacar gains 20 Emissary rank. 01N003 1800 Eldacar gains 20 Emissary rank. 01N004 1000 Eldacar gains Castamir's Bane (750 Combat Item) and Valacar's Mail

(25 Command Item).

01N005 3000 Eldacar gains Vidugavia's Needle (1250 Combat Item) and Greenwood Boots (20 Stealth Item).

01N006 1000 Magor gains 10 Stealth rank. 01N007 1000 Lidmir loses all Command rank, but gains 10 Agent rank and 10

Emissary rank.

01N008 2700 All Characters with Agent skill gain 10 Stealth rank. 01N009 2000 A specified Character with Agent skill gains 10 Stealth rank. Character 01N010 2000 A specified Character with Agent skill gains 10 Agent rank. Character 01N011 2500 A specified Character with Agent skill gains 10 Agent rank. Character 01N012 500 All Characters without Mage skill gain 10 Mage rank. 01N013 400 All Characters with Mage skill gain 10 Mage rank. 01N014 800 All Characters with Mage skill gain 10 Mage rank. 01N015 300 All Characters with Command skill gain 10 Command rank. 01N016 700 All Characters with Command skill gain 10 Command rank. 01N017 1000 A specified Character not commanding an Army/Navy moved to

Capital. Character

01N018 1500 A specified Character not commanding an Army/Navy moved to Capital.

Character

01N019 2000 Gain the Character Marencil; lose 8,000 Gold. 01N020 2000 Magor gains 20 Mage rank, and has the following spells: Teleport, Scry

Hex, Scry Area and Scry Character.

01N021 1000 All Characters without Emissary skill gain 10 Emissary rank.

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TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

01R001 1500 Move Buhr Widu to 2912, 3112, 3013 or 3113. Any Characters at the old Capital Location who are not Army/Navy Commanders move to the new Location.

Location

01R002 2000 Build a Road from 2711 to 2610, and a Road from 3112 through 3111 to 3010.

01R003 500 The Harbour at 2720 becomes a Port, and Population Centre at 2720 gains 2000 Timber.

01R004 4000 Gain a Hidden Camp at a specified Location north of row xx10 and east of column 24xx.

Location & Pop. Centre Name

01R005 500 Lose 20,000 Gold from starting treasury; target Loyalist Nation gains 25,000 Gold.

Nation

01R006 1000 Target Loyalist Nation gains 5000 Gold, and 5000 Food at their Capital.

Nation

01R007 1000 Rhovanion gains 5000 Gold, and 5000 Food at their Capital 01R008 1500 Relations with Line of Elendin, Southron Kingdoms and Line of

Castamir downgraded to Hated.

01R009 1000 A specified Loyalist Nation upgrades their Relationship with Line of Eldacar to Friendly, and the Line of Eldacar’s relations to them are upgraded to Friendly.

Nation

01R010 1000 Where possible, all Tolerated Relationships are upgraded to Friendly. 01R011 1000 Un-hide Capital. Gain 10,000 Gold in treasury. 01R012 2000 All Towns gain one level of Fortifications. 01R013 800 Upgrade a specified non-hidden Town to a Major Town; downgrade a

specified Major Town to a Town. Town & M. Town

01R014 500 Upgrade a specified non-hidden Major Town to a City; downgrade two specified Towns to Villages.

M. Town & 2 Towns

01R015 1500 Reduce Loyalty of a specified Major Town by 50; gain a level of Fortification on that Population Centre.

M. Town

01R016 1500 Upgrade a specified non-hidden Major Town to a City; downgrade a specified Major Town to a Village.

M. Town to upgrade,

M. Town to downgrade

01R017 1300 Gain 2,000 Leather at a specified Major Town or City. M. Town or City 01R018 1300 Gain 200 Mithril at a specified Major Town or City. M. Town or City 01R019 1500 Gain 500 Mounts at a specified Major Town or City. M. Town or City 01R020 400 Gain the ability to recruit MAs from Friendly Population Centres. 01R021 1000 Buy any one option from another Loyalist's Table R at the cost of both

this option and the other Nation’s option. The following options are exceptions which can not be chosen: 02R001, 02R014, 03R001, 04R002, 05R002, 05R014, 05R015, 05R020, 05R021, 06R001, 06R002, 06R003, 06R004, 06R005, 06R006 and 06R011.

Option

01R022 500 Start the game with the Character Aldarmir Doubled. (See order 500 – Recruit Double Agent.)

01R023 700 Double specified Loyalist Character of a nation other than the Line of Eldacar. (See order 500 – Recruit Double Agent.)

Character

01R024 1000 Double three specified Loyalist Characters of a nation other than the Line of Eldacar. (See order 500 – Recruit Double Agent.)

3 Characters

01R025 500 Start the game with the Rhovanion Character Osric, Sesha Fairn or Granhelm Doubled. (See order 500 – Recruit Double Agent.)

Osric, Sesha Fairn or

Granhelm

01R026 500 Start the game with the Rhovanion Character Osric, Sesha Fairn or Granhelm Doubled. (See order 500 – Recruit Double Agent.)

Osric, Sesha Fairn or

Granhelm

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Option Cost Option Additionals Default?01R027 500 Start the game with the Rhovanion Character Osric, Sesha Fairn or

Granhelm Doubled. (See order 500 – Recruit Double Agent.) Osric, Sesha

Fairn or Granhelm

01R028 1000 All ‘Eldacar’s Gift’ options (01R030 – 01R045) cost 500 less. 01R029 2000 All ‘Eldacar’s Gift’ options (01R030 – 01R045) cost 300 less. 01R030 1000 Eldacar’s Gift. All other Loyalist Nations gain 50 Mithril at their

Capital.

01R031 1000 Eldacar’s Gift. All other Loyalist Nations’ Capitals gain 5 Loyalty. 01R032 1000 Eldacar’s Gift. All other Loyalist Nations gain the following SNA:

‘Armies with food only lose 1–2 morale if Army/Navy force–marching. Armies without food gain 1–2 morale when stationary, only lose 1–2 morale if marching, and only lose 2–5 if Army/Navy force–marching.’

01R033 6000 Eldacar’s Gift. Hide any Population Centre not belonging to the Line of Eldacar.

Pop. Centre

01R034 1000 Eldacar’s Gift. Give any Population Centre that is not a Major Town or City to another Loyalist Nation.

Pop. Centre & Loyalist Nation

01R035 1000 Eldacar’s Gift. Give 2 specified Camps to another single specified Loyalist Nation.

2 Camps & Loyalist Nation

01R036 1000 Eldacar’s Gift. Give 2 specified Camps to another single specified Loyalist Nation.

2 Camps & Loyalist Nation

01R037 1000 Eldacar’s Gift. Give 20,000 Gold to another Loyalist Nation. Loyalist Nation 01R038 1000 Eldacar’s Gift. Three separate specified Population Centres

belonging to another single Loyalist Nation each gain 20 Loyalty; the Line of Eldacar Nation loses 5,000 Gold.

3 Pop. Centres

01R039 2000 Eldacar’s Gift. A specified Character of another Loyalist Nation gains 10 Command rank.

Character

01R040 4000 Eldacar’s Gift. A specified Character of another Loyalist Nation gains 10 Agent rank.

Character

01R041 3000 Eldacar’s Gift. A specified Character of another Loyalist Nation gains 10 Emissary rank.

Character

01R042 2500 Eldacar’s Gift. A specified Character of another Loyalist Nation gains 10 Mage rank.

Character

01R043 4000 Eldacar’s Gift. A specified Character of another Loyalist Nation gains 10 Stealth rank.

Character

01R044 2000 Eldacar’s Gift. Grudge Game Only: A specified Character of another Loyalist Nation gains 10 rank to a specified skill whose rank is currently 0.

Character, Skill

01R045 2000 Eldacar’s Gift. Grudge Game Only: A specified Character of another Loyalist Nation gains 10 rank to a specified skill whose rank is currently 0.

Character, Skill

Note: All Eldacar’s Gift options (11R030 – 11R045) are applied after all nation’s Table N options.

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Option Cost Option Additionals Default?

01R046 500 Discover the IDs of 5 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

01R047 500 Discover the IDs of 5 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

01R048 400 Discover the IDs of 3 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

01R049 700 Discover the SNAs of 2 specified NPCs. 2 NPCs 01R050 300 Discover the starting location of the NPC Feamirie. 01R051 500 Discover the SNAs of 2 random NPCs (duplicates are possible). 01R052 1500 Discover the SNAs of 4 specified NPCs. 4 NPCs 01R053 1100 Discover the SNAs of 4 random NPCs (duplicates are possible). 01R054 2200 Discover the SNAs of 6 specified NPCs. 6 NPCs 01R055 1500 Discover the SNAs of 6 random NPCs (duplicates are possible). 01R056 500 Discover the ID and name of Artifacts held by a specified NPC

Character. NPC

TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

01V001 4000 New Emissaries can start with an Emissary skill rank of up to 40 when created using the 734 – Name Emissary order

01V002 5000 New Armies may be hired at no cost using the 770 – Hire Army/Navy order. New Armies start with a morale of 40.

01V003 2000 The following scouting and recon orders issued work as if the Character has double the relevant skill rank:

905 – Scout Army/Navy 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

01V004 5600 New Emissaries can start with an Emissary skill rank of up to 40 when created using the 734 – Name Emissary order. New Armies start with a morale of 40. The following scouting and recon orders issued work as if the Character has double the relevant skill rank:

905 – Scout Army/Navy 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

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##22 –– RReebbeellss ooff EErreedd LLiitthhuuii

BBaacckkggrroouunndd Flanked by an honour guard whose mounts moved with heads held high, Prince Aldarmir, son of Eldacar, entered the city of Minas Ithil. Flags caught in the breeze, emblems of a dozen noble lines, many tattered, yet all proud in the morning air. Sunlight reflected from the burnished armour and polished swords of soldiers who stood atop the battlements and turrets, whilst, lining the street four and five deep, the people of the city roared their approval. The air filled with petals tossed from windows, Aldarmir rode as if through a dream, hand raised in acknowledgement of their welcome. Coming to a halt at the end of the central avenue, he dismounted to greet the man who made his way down the palace steps. Spurning the uniform of a soldier and the dress of nobility both, he was adorned instead in stained leather armour, with a crude yet clearly well-used sword hanging without scabbard from his side. Cheeks unshaven, his face was lined and weather-worn, though he moved with the strength of a young man. For a long moment the two men stared at one another, and the crowd fell silent. Then, with slow deliberation, Bregor, leader of the rebels who had claimed Minas Ithil for Eldacar, lowered himself to one knee, acknowledging his prince. Drawing his sword, Aldarmir placed the flat of its length first on Bregor's left shoulder, then on his right, before bidding him rise as Knight of Gondor. And the crowd's cheers were renewed as Bregor stood and accepted Aldarmir's outstretched hand, so that the words he murmured to Aldarmir as he pulled him close were lost to all but the prince. "The people love you, princeling. And for that, we need you. But this is my city, and these are my people. We fought for freedom, not to replace one oppressive rule with another. So you will be our puppet. You will do what we say, and you will do it when we say. Because we'll be watching you, watching close. And if you don't learn your place, well, you are not the only one with Dunedain blood in your veins, and if this war has taught us anything, it is that noble blood stains the ground as easily as that of a commoner. We are at the dawn of new age, an age of freedom, an age of power for the people. It is we who will return you and your family to the throne, and your debt will be to us. Learn that, and learn that well, and we'll get along just fine. "Now, smile for the people. My lord." Of the people of Gondor, the vast majority remained when Castamir took the throne. Some, however, fled north with Eldacar, whilst others yet moved east, carving first camps then towns and forts in the mountains of Mordor. At first they were small in number, but as the years passed and discontent over Castamir's rulership grew, more and more slipped away to the rebel strongholds. The Cor Aran, aware of the growing danger the rebels presented, especially should they establish links with Eldacar, sent assassins. But the loyalty of those close to the rebels ensured that few of the Cor Aran managed even to get near to the strongholds, and those who did inevitably perished, either on the harsh mountains or at the hands of the Rebel scouts. Castamir was urged to send troops to deal with the Rebels, but by then rumours of Eldacar's return were rife, and he had neither the time nor the men to deal with them. And in truth, perhaps he underestimated their strength, their support, and determination. Something that was to cost him dear when, even as Eldacar approached from the north, Minas Ithil itself fell to the Rebels.

GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 13,920.

CCaappiittaall Minas Aglar (Located at 3521)

CChhaarraacctteerrss ooff NNoottee

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

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SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Aldarmir 10 0 20 0 0 3124 Champion Bregor 50 0 20 0 5 3929 Colran 0 30 0 0 5 3224 Dreaglin 0 5 10 0 5 3124 Emard 20 5 10 0 5 3124 Army Commander Finod 20 5 0 0 5 3421 Army Commander Malscor 20 5 0 0 5 3729 Army Commander Tanor 0 0 0 40 0 3521

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Bar Danath 3229 Camp Hidden Bar-en-Mereth 3331 Camp Eithel Gorgurth 3335 Camp Gondbar 3223 Village Grimfall 3921 Town Grimford 3421 Village Hul Borgath 4133 Camp Hunderag Rock 4135 Camp Khosa 3733 Camp Lag Nurnen 3929 Town Hidden Lithui Aren 4121 Camp Malgroth 3125 Camp Minas Aglar 3521 Major Town Tower Capital Minas Ithil 3124 Major Town Castle Minas Tarrond 4031 Town Osthalion 3224 Town Seregost 3729 Town Hidden SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

3124 600 600 600 600 200 3729 100 3421 200

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

New agents can start with an agent skill rank of up to 40 when created using the 731 – Name Agent order. New characters have a greater chance of gaining a bonus to their stealth rank. The following scouting and recon orders issued work as if the character has +20 to their relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

All characters may issue the order 585 – Uncover secrets as if they have an emissary skill rank of 40 (or higher if they have an emissary skill rank of greater than 40).

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SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default? 02J001 1000 Army/Navy at 3124 gains 200 LC, 200 HI, 200 LI, 200AR and

600 MA.

02J002 1000 Army/Navy at 3729 gains 700 LC. 02J003 1000 Army/Navy at 3421 gains 200 HI, 400 LI, 200 AR and 400 MA. 02J004 2000 All Armies/Navies gain 400 LC. TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

02N001 800 Aldarmir gains a 500 Combat Item and a 15 Command Item. 02N002 1000 Aldarmir gains 20 Command rank. 02N003 1500 Finod and Aldarmir each gain 20 Command rank. 02N004 1500 Colran, Dreaglin and Mascor each gain either 10 Agent rank or 10

Emissary rank. Skill

02N005 2000 Aldarmir and Bregor each gain 20 Emissary rank each. 02N006 1500 Specified Character with Emissary skill gains 10 Emissary rank. Character 02N007 2500 Bregor gains a 500 Combat Item and a 10 Stealth Item. 02N008 500 Gain three 500 Combat Items, which will be randomly allocated to

your Characters.

02N009 1000 A specified Character not commanding an Army/Navy moved to Capital.

Character

02N010 1500 A specified Character not commanding an Army/Navy moved to Capital.

Character

02N011 1700 All Characters with Stealth skill gain 5 Stealth rank. 02N012 2200 All Characters with Stealth skill gain 5 Stealth rank. 02N013 3000 All Characters with Stealth skill gain 5 Stealth rank. 02N014 1000 4 specified Characters with exactly 15 Stealth rank lose 15 Stealth

rank and gain 10 Agent rank. 4 Characters

02N015 2000 4 specified Characters with Stealth skill lose all their Stealth rank and gain 20 Command rank. All armies gain 300 Light cavalry.

4 Characters

02N016 300 Lose 10 Emissary rank from specified Character with Emissary rank of 20 or more. Second specified Character with Emissary skill gains 10 Emissary rank.

Character to Lose, Character

to gain

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TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

02R001 1000 Move Minas Aglar to 3420, 3522 or 3422. Any Characters at the old Capital Location who are not Army/Navy Commanders move to the new Location.

Location

02R002 1000 Move a specified Town to 3531, 3330, 3831, 3821 or 3822. Destination location cannot already have a Population Centre.

Town & Destination

02R003 1500 Move a specified Town to 3531, 3330, 3831, 3821 or 3822. Destination location cannot already have a Population Centre.

Town & Destination

02R004 1000 Move a specified Camp or Village to any land hex. Destination location cannot already have a Population Centre. List three possible Destination’s locations (these will be checked for validity in order given).

Camp or Village & 3 Destinations

02R005 1000 Hide specified population Centre smaller than a Town. Camp or Village 02R006 1500 Hide specified population Centre smaller than a Town. Camp or Village 02R007 1000 Un-hide specified Town you control; gain 15,000 Gold in treasury. Town 02R008 1500 Un-hide specified Population Centre you control; gain 15,000 Gold in

treasury. Population

Centre

02R009 800 Upgrade a specified Camp to a Village; downgrade a specified Village to a Camp.

Camp & Village

02R010 800 Upgrade a specified Village to a Town; downgrade a specified Town to a Village.

Village & Town

02R011 800 Upgrade a specified non-hidden Town to a Major Town; downgrade specified a Major Town to a Town.

Town & M. Town

02R012 1000 Specified Desert Hex within Mordor changed to Plains. Location 02R013 1000 Downgrade Relations with the Line of Morlaen and one specified

Nation to Hated. Nation

02R014 500 Upgrade Relations with the Line of Eldacar to Friendly. 02R015 500 Upgrade Relations with any specified Loyalist Nation to Friendly. Loyalist Nation 02R016 500 Discover Gandalf's start location. 02R017 500 Discover the IDs of 5 random Artifacts not held by Nations or

Characters (including NPCs) at game start (duplicates are possible).

02R018 1100 Discover the IDs of 10 random Artifacts (duplicates are possible). 02R019 500 Discover the IDs of 5 random Artifacts not held by Nations or

Characters (including NPCs) at game start (duplicates are possible).

02R020 1100 Discover the IDs of 10 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

02R021 400 Discover the IDs of 3 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

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TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

02V001 4000 New Agents can start with an Agent skill rank of up to 40 when created using the 731 – Name Agent order. All Characters may issue the order 585 – Uncover secrets as if they have an Emissary skill rank of 40 (or higher if they have an Emissary skill rank of greater than 40).

02V002 4000 New Characters have a greater chance of gaining a bonus to their Stealth rank. The following scouting and recon orders issued work as if the Character has +20 to their relevant skill rank:

905 – Scout Army/Navy 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Character

02V003 6000 New Agents can start with an Agent skill rank of up to 40 when created using the 731 – Name Agent order. The following scouting and recon orders issued work as if the Character has +20 to their relevant skill rank:

905 – Scout Army/Navy 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

02V004 7000 New Agents can start with an Agent skill rank of up to 40 when created using the 731 – Name Agent order. New Characters have a greater chance of gaining a bonus to their Stealth rank.

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##33 ––RRhhoovvaanniioonn

BBaacckkggrroouunndd Vidurafin stood in the eaves of the great forest. Dusk was settling on the trees, and in the fading half-light bats danced and swooped, their cries almost beyond the range of his hearing, though he seemed to recall that in his youth they had been clearer by far. He had always enjoyed this time of the evening, when the duties of day gave way to the quiet of night, when, throughout the forest and the plains beyond, fires of the villages and camps spread to mirror the stars, his land delineated and given form. Had always enjoyed the play of the bats, and soft sounds of the creatures of the night as they stirred in the undergrowth. Yet now he found himself ill at ease, the darkness seeming no longer a comfort but instead almost threatening. The world was changing, that he knew, as did any with eyes to see and wit to understand. And it seemed that the land itself was also restless. Almost daily, the Greenwood gave way yet further to the Mirkwood, as the influence of the Necromancer and his servants spread. Unnatural creatures lurked in shadows and took wing on the night, creatures that even his best men feared, whilst the elves were seen but rarely, slowly retreating, giving up their hold on the forest. And it was not just the Greenwood. On the plains, the scouts of the Hithlum were seen with increasing frequency. Roads that were once open were now only travelled by those with great need, and then under guard. And to the west, the fertile lands of the Great River seemed to take on the chill of autumn earlier with each passing year, the dark shadows of the Misty Mountains reaching out across the land. Then, of course, to the south there was Gondor. Over the centuries, the Rhovanions’ relationship with the men of Gondor had oft-times shifted, sometimes the one ignoring the other, sometimes trading, sometimes even warily hostile. But in recent centuries, it had seemed that relations had never been more favourable. Indeed, his own forefathers had secured alliance with the Lords of Gondor, an alliance sealed in marriage and in blood. And yet now, that very alliance had brought him to the brink of war with Gondor, so that even as he stood watching the dusk, his men marched south in support of Eldacar. Was there anything he could have done differently? Surely he could not have refused Eldacar refuge when Castamir had taken Osgiliath. Then, just as surely, he could not then have refused to aid and defend him, bound as they were by blood and by alliance. And how could he not later have pledged further support to see him restored to the throne? No, there was nothing in his actions that he would have altered, could have altered. War, it seemed, was fated. And, if he knew the land and what it had to tell of the future, he feared that the Kin-strife was but the beginning. That before this was over the world would be reshaped, reforged either by the courage of man or the darkness of evil. Yet that was not his to worry about. To him was fallen but one task, to place Eldacar upon the throne once more, whilst ensuring that his own people were protected. So the fates had decreed. And so it would be. Ever since, in 1248, King Minalcar of Gondor sent aid to the Rhovanions to help in driving back the latest Hithlum incursion, the men of Rhovanion have been staunch allies of Gondor. An alliance further cemented first by the marriage of Vidumavi, daughter of the King of Rhovanion, to Valacar, son of the King of Gondor, then still further when their union produced Eldacar, heir to the throne of Gondor. When Castamir's rebellion succeeded in overthrowing Eldacar, then, it was only natural that Rhovanion provide the exiled king with shelter and protection. And only natural, too, that they should aid him yet further now, in his attempt to re-take the throne. So that whilst the latest Hithlum incursion has forced King Vidurafin to divide his attention between Gondor and the east, still, when Eldacar marches on Gondor, he will not be alone.

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GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 29,760.

CCaappiittaall Buhr Waldmarh (Located at 3213)

CChhaarraacctteerrss ooff NNoottee

King Vidurafin of Rhovanion. SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Aerlac 30 0 0 0 0 3213 Army Commander Ailgrawen 0 20 0 10 0 3006 Female Amandiril 30 20 20 0 0 2608 Bearnad 30 0 0 0 0 3109 Army Commander Braccha 0 0 30 10 0 3212 Dorradan 30 0 0 0 0 3114 Army Commander Granhelm 30 10 0 0 0 2508 Army Commander Haladan 30 0 10 0 0 2619 Army Commander Osric 20 20 0 0 0 2518 Peredan 20 0 20 0 0 3110 Sesha Fairn

10 10 10 0 0 3213 Female

Vidurafin 40 0 40 0 0 2508 Champion SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Ariauriath 2619 Town Tower Buhr Ailgra 3212 Major Town Tower Buhr Waldmahr 3213 City Fort Capital Caras Amarth 2608 Town Tower Esgaroth 3109 Major Town Tower Harbour Falagund 2505 Camp Hithrond 2705 Town Hope Downs 2510 Camp Hovisae 3006 Town Tower Iach Celduin 3111 Town Londaroth 3110 Town Tower Maethelburg 2508 Major Town Tower Methedras 3608 Camp Nimrond 2712 Camp Rogin Galad 3310 Village Silhith 2518 Town Tower Strayhold 3114 Major Town Tower Tharsul 2520 Town Tower Thinband 3514 Village Wellinghall 2615 Town

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SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

3213 1200 800 3114 600 200 200 2508 600 400 400 400 3109 800 200 200 2619 200 800

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

New emissaries can start with an emissary skill rank of up to 40 when created using the 734 – Name Emissary order.

The nation can buy from the market at 20% less than the given buy price, and sell to the market at 200% greater than the given sell price.

The nation can issue the following orders to its characters, assuming the characters fulfil order requirements: 960 – Increase Caravan Prices 965 – Reduce Caravan Prices

Armies lose no morale for force marching.

SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default?03J001 1000 Army/Navy at 3213 gains 400 HI and 400 LI. 03J002 2000 Army/Navy at 3114 gains 600 HI, 600 LI, 500 AR and 800 MA. 03J003 1000 Army/Navy at 3213 gains 300 HI; Army/Navy at 2508 gains 400 HI. 03J004 1000 Army/Navy at 3109 gains 600 LI; Army/Navy at 2619 gains 300 HI. 03J005 1000 Army/Navy at 3109 gains 300 LC; Army/Navy at 3109 loses 200 HI and 200

LI.

03J006 1000 Army/Navy at 2619 gains 400 LI; Army/Navy at 3213 gains 400 HI.

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TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

03N001 1700 Vidurafin gains a 20 Command Item and a 1000 Combat Item. 03N002 3700 Vidurafin gains a 10 Stealth Item and a 10 Agent Item. 03N003 1000 All Characters with Mage skill gain 30 Mage rank. 03N004 2000 Specified Character with Emissary skill gains 10 Emissary rank. Character 03N005 700 All Characters with Command skill and no Agent skill gain 10 Agent

rank.

03N006 700 A specified Character with Agent skill gains 10 Stealth rank. Character 03N007 800 A specified Character without Agent skill gains 10 Agent rank. Character 03N008 1000 A specified Character without Emissary skill gains 10 Emissary rank. Character 03N009 1000 A specified Character gains 10 Emissary rank. Character 03N010 2000 A specified Character gains 10 Emissary rank. Character 03N011 500 A specified Character with Command skill gains 10 Command rank. Character 03N012 3200 4 specified Characters with command rank either gain 20 command

skill each, or 10 agent skill each. Excluding Vidurafin. 4 Characters &

skill to gain

03N013 500 Gain three 500 Combat Items, which will be randomly allocated to Characters.

03N014 1000 Gain three 750 Combat Items, which will be randomly allocated to Characters.

03N015 700 Gain one 1000 combat Item, which will be randomly allocated to a Character.

03N016 1500 specified Character not commanding an Army/Navy moved to your Capital.

Character

03N017 2500 specified Character not commanding an Army/Navy moved to a Population Centre you control.

Character & Pop. Centre

TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

03R001 1000 Change Capital to Maethelburg or Esgaroth. Maethelburg or Esgaroth

03R002 800 Build a Road from 2508 through 2609 to 2610. 03R003 500 Build a Road from 3010 to 3109. 03R004 700 Fortify a specified Camp or Village by one level (Population Centre

need not be fortified already). Camp or Village

03R005 1200 Fortify a specified Village or Town by one level (Population Centre need not be fortified already).

Village or Town

03R006 1500 Change two specified hexes of Forest terrain within Mirkwood (south of xx12) to Plains.

Two Forest Hexes

03R007 500 Upgrade Relations to Horselords to Friendly. 03R008 500 Downgrade Relations to Witch–realm of Angmar to Hated. 03R009 3000 Change Tax Rate to 60%. All Population Centres lose 15 Loyalty. 03R010 1500 All Population Centres gain 15 Loyalty. 03R011 2500 Gain 1000 Mounts and 2000 Leather at Capital. 03R012 800 Gain 1,000 Timber at a specified Major Town or City. M. Town or City 03R013 1000 Gain 500 Mounts at a Major Town or City. M. Town or City 03R014 1200 Training of Army/Navy of choice increased by 30. Army/Navy

Location

03R015 2200 Training of Army/Navy of choice increased by 60. Army/Navy Location

03R016 1500 Add 500 Mounts to specified Loyalist Population Centre that does not belong to Rhovanion.

Population Centre

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Option Cost Option Additionals Default?03R017 1000 Add 1000 Leather to specified Loyalist Population Centre that does

not belong to Rhovanion. Population Centre

03R018 1000 Add 1000 Bronze to specified Loyalist Population Centre that does not belong to Rhovanion.

Population Centre

03R019 1500 Add 1000 Steel to specified Loyalist Population Centre that does not belong to Rhovanion.

Population Centre

03R020 1500 Add 1000 Timber to specified Loyalist Population Centre that does not belong to Rhovanion.

Population Centre

03R021 1000 Add 2000 Food to specified Loyalist Population Centre that does not belong to Rhovanion.

Population Centre

03R022 1200 Add 2000 Food to specified Loyalist Population Centre that does not belong to Rhovanion.

Population Centre

03R023 1500 Add 2000 Food to specified Loyalist Population Centre that does not belong to Rhovanion.

Population Centre

TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

03V001 4000 New Emissaries can start with an Emissary skill rank of up to 40 when created using the 734 – Name Emissary order. Armies lose no Morale for Army/Navy marching.

03V002 4000 The Nation can buy from the Market at 20% less than the given Buy Price, and sell to the Market at 20% greater than the given Sell Price. The Nation can issue the following orders to its Characters, assuming the Characters fulfil order requirements: 960 – Increase Caravan Prices 965 – Reduce Caravan Prices

03V003 7000 New Emissaries can start with an Emissary skill rank of up to 40 when created using the 734 – Name Emissary order. The Nation can buy from the Market at 20% less than the given Buy Price, and sell to the Market at 20% greater than the given Sell Price. The Nation can issue the following orders to its Characters, assuming the Characters fulfil order requirements: 960 – Increase Caravan Prices 965 – Reduce Caravan Prices Armies lose no Morale for Army/Navy marching.

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KKiinn--ssttrriiffee –– ##44 –– HHoorrsseelloorrddss

##44 –– HHoorrsseelloorrddss

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

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

GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 33,720.

CCaappiittaall Buhr Mahrling (Located at 3612)

CChhaarraacctteerrss ooff NNoottee Prince Vidustain, eldest son of King Vidurafin of Rhovanion.

SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Adunekhor 0 20 10 20 10 4217 Female Aendwen 20 0 0 0 0 3512 Female Ap-Brigg 10 0 0 20 0 3914 Female Ap-Coleen 20 0 0 20 0 3019 Female Earlan 10 0 40 0 0 3612 Can be purchased during nation set-up Eolad 20 0 0 0 0 3612 Army Commander Falodan 20 0 0 0 0 3914 Army Commander Maremil 20 0 0 0 0 3711 Army Commander Thorean 10 20 20 0 0 3814 Can be purchased during nation set-up Vidustain 40 0 0 0 0 4013 Champion, Army Commander

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Belicos 3416 Village Buhr Mahrling 3612 City Fort Capital Dilgul 4217 Major Town Harbour Harnbar 3712 Village Illanin 3713 Village Tower Kinshali 4017 Camp Kul-sordas 4119 Major Town Minas Garal 3512 Town Tower Minas Thinram 3819 Village Mithram 3814 Town Rhiavod 3914 Village Tower Shrel Kain 4013 City Fort Harbour Tarrond 3019 Town Tower Thindlin 3715 Village Turkul 3119 Town Tower Verdalis 2411 Camp Windur 3711 Town Withered tree 3217 Village

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SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

3612 1000 500 500 4013 500 500 500 3711 500 200 200 3914 500 200 200

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

New commanders can start with a command skill rank of up to 40 when created using the 728 – Name Commander order.

Mages can learn the lost spell 508 – Conjure Mounts. All new troop recruits start with training 20. Armies with food only lose 1–2 morale if force–marching. Armies without food gain 1–2 morale when stationary,

only lose 1–2 morale if marching, and only lose 2–5 if force-marching.

SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default?04J001 3000 All Armies/Navies gain 400 LC. 04J002 2000 Army/Navy at 4013 gains 500 LC, 400 HI and 400 MA; Armies/Navies at

3914 and 3711 both gain 400 HI.

04J003 1000 All Armies/Navies gain 100 HI and 700 MA. 04J004 1000 All Armies/Navies gain 200 HI and 200 MA. 04J005 1000 All Armies/Navies gain 300 AR. TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

04N001 1000 Specified Character not commanding an Army/Navy moved to your Capital

Character

04N002 2500 Specified Character not commanding an Army/Navy moved to a Population Centre you control

Character & Pop. Centre

04N003 2500 Vidustain gains a 30 Command Item and a 1000 Combat Item. 04N004 1000 Either 3 specified Characters with Command skill each gain 15

Command rank; or first specified Character with Command skill gains 10 Emissary rank and second specified Character with Command skill gains 20 Agent rank.

3 Characters or 2 Characters

04N005 1500 Either 3 specified Characters with Command skill each gain 15 Command rank; or first specified Character with Command skill gains 10 Emissary rank and second specified Character with Command skill gains 10 Agent rank.

3 Characters or 2 Characters

04N006 1000 All Characters with Command skill gain 10 Command rank. 04N007 800 A specified Character with Command skill gains 10 Command rank. Character

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04N008 1000 A specified Character with Emissary skill gains 10 Emissary rank. Character 04N009 2000 Adunekhor or Thorean gains 20 Emissary rank. Character 04N010 1500 All Characters with Mage skill gain 10 Mage rank, but if the SNA to

cast Conjure Mounts is chosen, each must have Conjure Mounts as one of their starting spells.

04N011 1500 All Characters with Mage skill gain 10 Mage rank. 04N012 1400 Any Characters with Command skill but without Agent skill gain 10

Agent rank.

04N013 2000 Any Characters with Command skill but without Agent skill gain 15 Agent rank.

04N014 2000 Gain the Character Thorean. Lose 8,000 Gold. 04N015 2500 Gain the Character Earlan. Lose 8,000 Gold. 04N016 3000 A specified Character with Command skill gains 20 Command rank Character 04N017 3000 A specified Character with Mage skill gains 20 Mage rank Character 04N018 5000 A specified Character with Agent skill gains 20 Agent rank Character 04N019 5000 A specified Character with Emissary skill gains 20 Emissary rank Character 04N020 1000 A specified Character with Command skill and no other skills gains 20

Agent rank and 10 emissary rank. Character

04N021 600 If Option 04V001 is chosen then all Mages start with the Lost Spell 508 – Conjure Mounts.

TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

04R001 1000 Change Capital to Shrel Kain, Kul-sordas or Dilgul. Shrel Kain, Kul-sordas or Dilgul

04R002 1500 Change Capital to Shrel Kain, Kul-sordas or Dilgul. Any Characters at the old Capital location who are not Army/Navy Commanders move to the new Capital

Shrel Kain, Kul-sordas or Dilgul

04R003 1500 A specified Town becomes a Major Town. Town 04R004 2500 A specified Major Town becomes a City. Major Town 04R005 2000 A specified unfortified Population Centre gains a Fort. Population Centre 04R006 1500 A specified Character who is not an Army/Navy Commander is

moved to your Capital. Character

04R007 400 Upgrade Relations to Rhovanion to Friendly. 04R008 500 Downgrade Relations to Hithlum to Hated. 04R009 600 Downgrade Relations to any Usurper Nation to Hated. Usurper Nation 04R010 800 All Population Centres gain 10 Loyalty. 04R011 800 Upgrade a specified Camp to a Village; downgrade a specified

Village to a Camp. Camp & Village

04R012 800 Upgrade a specified Village to a Town; downgrade a specified Town to a Village.

Village & Town

04R013 800 Upgrade a specified non-hidden Town to a Major Town; downgrade a specified Major Town to a Town.

Town & M. Town

04R014 800 Upgrade a specified non-hidden Major Town to a City; downgrade a specified City to a Major Town.

M. Town & City

04R015 1000 Reduce a specified City’s Loyalty by 50; upgrade a specified Camp to a Village.

City & Camp

04R016 1500 A specified City loses 50 Loyalty and gains a level of Fortification City 04R017 1000 A specified City reduced to a Major Town and gains a level of

Fortification. City

04R018 2500 All Troops gain Steel Weapons and Steel Armour where possible. 04R019 4000 Gain 30,000 Gold. 04R020 4000 All Major Towns and Cities gain 500 Mounts and 1000 Leather. 04R021 1000 A specified Major Town or City gains 2,000 Leather. M. Town or City 04R022 800 A specified Major Town or City gains 1,000 Timber. M. Town or City

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Option Cost Option Additionals Default?04R023 1000 A specified Major Town or City gains 500 Mounts. M. Town or City 04R024 1800 Three specified Population Centres each gain 300 Mounts and 600

Leather. 3 Pop. Centres

04R025 1000 Swap the starting locations of two Armies (commanding Characters remain where they are).

2 Army Locations

04R026 1500 Training of all Armies/Navies increased by 10. 04R027 2000 Gain 2000 Food in all Major Towns and Cities. 04R028 1500 Gain a Tower on a specified Camp or Village not created with

options 04R029, 04R030 and 04R031. Camp or Village

04R029 2000 Gain a Camp in any Plains hex on or east of column 30xx and north of row xx21 that does not already contain a Population Centre. Specify three potential hexes, in order of preference. If all potential hexes already contain Population Centres, the camp will be placed in the hex north of the first specified hex if possible.

3 Locations

04R030 2500 Gain a Camp in any Plains hex on or east of column 30xx and north of row xx21 that does not already contain a Population Centre. Specify three potential hexes, in order of preference. If all potential hexes already contain Population Centres, the camp will be placed in the hex north of the first specified hex if possible.

3 Locations

04R031 3000 Gain a Camp in any Plains hex on or east of column 30xx and north of row xx21 that does not already contain a Population Centre. Specify three potential hexes, in order of preference. If all potential hexes already contain Population Centres, the camp will be placed in the hex north of a potential hex if possible, again checked in order of preference.

3 Locations

04R032 1000 Morale of specified Army increased to equal the command skill of the commanding Character.

Army

TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

04V001 5000 New Commanders can start with a Command skill rank of up to 40 when created using the 728 – Name Commander order. Mages can learn the lost spell 508 – Conjure Mounts.

04V002 2000 All new troop recruits start with Training 20. Armies with food only lose 1–2 morale if Army/Navy–marching. Armies without food gain 1–2 morale when stationary, only lose 1–2 morale if marching, and only lose 2–5 if Army/Navy force-marching.

04V003 4000 New Commanders can start with a Command skill rank of up to 40 when created using the 728 – Name Commander order. All new troop recruits start with Training 20. Armies with food only lose 1–2 morale if Army/Navy–marching. Armies without food gain 1–2 morale when stationary, only lose 1–2 morale if marching, and only lose 2–5 if Army/Navy force-marching.

04V004 2000 Mages can learn the lost spell 508 – Conjure Mounts.

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##55 –– KKiinnggddoomm ooff AArrnnoorr

BBaacckkggrroouunndd As the shadows lengthened in the hall of Fornost, Araphor sat in solitude on the throne at its head. Torches had been lit, yet tonight they seemed to do little to dispel the gloom, accentuating rather than banishing the darkness. In his hands, the Sceptre of Annuminas, which he twisted slowly, allowing the flickering light to dance on its bejewelled head. How many Kings had held the Sceptre, and how great had been their majesty? His forefathers had ruled not just a fragmented realm but one of the most powerful kingdoms in Middle-earth, one of the two centres of the Numenorean people in Exile. The reach of their arm had stretched even from the Misty Mountains to the western ocean, from Forodreth to the river Isen, and only Gondor was comparable in glory and might. But the Kingdom of Arnor had been sundered, split apart by feuding princes. And Araphor supposed he should consider himself fortunate that history would not cast him as one of those responsible for that act. Yet still, each of the Princes’ realms, of Arthedain, Cardolan and Rhudaur, had been great in itself. Now, however Cardolan was a dark and barren land, the forces of the Witch-king having laid it to waste and to ruin, and scattered those who had dwelt there. And if Cardolan was no more than a memory, Rhudaur was something worse, a land in thrall to Angmar, its cities and holds in the hands of servants of darkness. Only the lands of Arthedain remained of Arnor. And at such a time came the news that still rang in his ears, burned in his mind. The forces of the Witch-king were abroad once more. Barely two decades after his father, with aid of the Quendi, had finally succeeded in staunching the Black Tide, the forces of darkness had risen again. And where now the strength to oppose them? Where now the courage to do what had to be done? His forces, such as were left to him, were spread thin across the land, whilst those who remained of noble blood, in whose veins ran still the song of the Dunedain, were too few in number by far. He had hoped, at least, to rely on the support of Gondor. But having almost torn itself apart in needless civil war, now, when he needed it the most, Castamir had withdrawn Gondor's support, withdrawn the men and fleets that had patrolled the rivers of Gwathla and Mitheithel. Such an act could not, Araphor knew, be born of coincidence alone, and did much to confirm the dark rumours surrounding both Castamir's rise to power and the nature of the allies who had lifted him to the throne. But such bitter knowledge did little other than to set another enemy against him. If there was hope, then he did not see it. But if this was to be the end of the Realm of Arnor, and if it was fated that his be name recorded as the last King of his people, then so be it. What would not be said, he vowed, was that he had failed in his final duty, or was to have been wanting in battle. Greater hands than his, perhaps, had held the Sceptre before him. But still, the blood of the Dunedain ran rich in his veins, and whilst strength yet remained him, he would show himself worthy of his ancestry. Rising to his feet, he called for messengers to take word to the princes of the land. Evil stirred again in the east. And when it came forth, they would be ready to stand against it. By the blood of the Dunedain, he swore that it would be so. In the year 857 of the Third Age, Arnor had been split by its feuding Princes into Arthedain, Cardolan and Rhudaur. Then, in 1407, the Witch King invasion effectively destroyed both Cardolan and Rhudaur. The Hill Men of Rhudaur had sided with the Witch-king, and those few Dunedain in Rhudaur loyal to the cause of Arnor fled to Arthedain, whilst Cardolan was simply overwhelmed. Indeed, only the aid of the Elves of Lindon and Rivendell had enabled Arthedain to turn the Black Tide. So it is that the year 1446 sees Rhudaur in the hands of the Witch-king, Cardolan a ravaged and destroyed land, virtually unpeopled, and only Arthedain remaining. Still, whilst Arthedain might only be a shadow of the glory that was the realm of Arnor, nevertheless the blood of the Dunedain still runs pure in the hearts of its royal line. And one thing may be counted on: that so long as that line remains, the Witch-king will never take Arnor.

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GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 15,520.

CCaappiittaall Capital: Fornost (Located at 1407)

CChhaarraacctteerrss ooff NNoottee King Araphor, ruler of the Kingdom of Arnor. Argeleb II, son of Araphor. Malborn II, Seer of Fornost.

SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Amlach 10 0 0 10 0907 Army Commander Araphor 20 0 10 10 1407 Argeleb II 40 0 10 0 1715 Champion, with 1000 Combat Item Bornandil 30 10 10 10 1108 Calanar 20 0 0 10 1007 Calcawe 30 0 10 10 1506 Cornathel 30 10 0 0 1508 Erellont 30 0 0 10 1614 Army Commander Frianan 0 0 10 20 1407 Female Malborn II 0 0 0 30 1407 Minasdir 20 0 10 10 1407 Army Commander

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Amon Sul 1609 Village Castle Annon Baran 1014 Camp Athrad Sarn 1211 Town Tower Harbour Baraketta 1106 Major Town Belegos 1922 Camp Belial 2017 Camp Bordicae 1916 Camp Bree 1409 Major Town Brolorne 1918 Camp Carag Oltas 1917 Camp Caras Calairnen 0907 City Tower Caras Fornen 1006 Town Eridea 1312 Camp Fornost 1407 City Citadel Capital Guldor 0807 Town Hamidas 1506 Camp Himaelin 1007 Major Town Ilmrond 1108 Town Tower Kelidos 1508 Town Kemen Brith 1410 Major Town Kemen Girith 1110 Village Malonn 1309 Village Narram 1715 Town Fort Tarmabar 1109 Village Tharbad 1614 City Fort Port Traith Chefudoc 1015 Camp

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SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

1407 400 0907 1200 600 1614 1800

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

New commanders can start with a command skill rank of up to 40 when created using the 728 – Name Commander order.

The nation may build fortifications at 1/2 the usual timber cost. The nation can issue the following orders to its characters, assuming the characters fulfil order requirements: 496 – Build Road All new troop recruits start with training 20.

SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default?05J001 1000 Army/Navy at 1614 gains 1300 AR and 1300 MA. 05J002 1000 Army/Navy at 1407 gains 800 LC and 400 MA. 05J003 1000 Army/Navy at 0907 gains 600 HI and 400 LI. 05J004 2000 Army/Navy at 0907 gains 1300 LC; Army/Navy at 1614 gains 800 MA. 05J005 1000 Army/Navy at 1614 gains 600 HI and 400 AR. 05J006 1000 Army/Navy at 1614 gains 10 Warships and 6 Transport ships. TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

05N001 2000 Argeleb gains 20 Command skill and a 20 Command Item. 05N002 2500 Argeleb gains 20 Emissary. 05N003 1500 Argeleb gains a 20 Command Item and a 750 Combat Item. 05N004 1000 Of Araphor, Bornandil and Calanar: one Character gains 10 Command

rank, one gains 20 Command rank, and one gains 30 Command rank. Character to gain

10 skill rank, Character to gain

20 skill rank, Character to gain

30 skill rank

05N005 1000 Of Araphor, Calanar and Minasdir: one Character gains 10 Command rank, one different Character gains 20 Command rank, and one different Character gains 30 Command rank.

Character to gain 10 skill rank,

Character to gain 20 skill rank,

Character to gain 30 skill rank.

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Option Cost Option Additionals Default?05N006 1500 Of Argeleb II, Araphor and Bornandil: one Character gains 10 Emissary

rank, one different Character gains 20 Emissary rank. Character to gain

10 skill rank, Character to gain

20 skill rank.

05N007 1000 Of Calcawe, Erellont and Minasdir: one Character gains 20 Agent rank, one different Character gains 20 Emissary rank, and one different Character gains 30 Emissary rank.

Character to gain 20 Agent rank,

Character to gain 20 Em. rank,

Character to gain 30 Em. rank.

05N008 500 A specified Character gains 10 Command rank. Character 05N009 500 A specified Character with Command skill gets 10 Command rank. Character 05N010 1000 Frianan gains a 20 Mage Item; Amlach gains 10 Agent rank. 05N011 800 Araphor gains a 1250 Combat Item. 05N012 600 Araphor gains the 10 Command Item ‘Sceptre of Annuminas’. 05N013 500 Araphor gains 10 Emissary rank. 05N014 1300 Araphor gains a 10 Emissary Item. 05N015 800 Cornathel gains 20 Agent rank and 10 Mage rank. 05N016 800 Malborn gains 20 Mage rank and 2 Palantirs. 05N017 800 All Characters with 10 Mage rank get 10 Mage rank. 05N018 1500 All Characters with 20 Mage rank get 10 Mage rank. 05N019 2500 All Characters with 30 Mage rank get 10 Mage rank. 05N020 4500 All Characters with 40 Mage rank get 10 Mage rank. 05N021 300 A specified Character who is not an Army/Navy Commander is moved

to your Capital. Character

05N022 500 A specified Character who is not an Army/Navy Commander is moved to your Capital.

Character

05N023 800 A specified Character who is not an Army/Navy Commander is moved to your Capital.

Character

05N024 800 A specified Character who is not an Army/Navy Commander starts at a specified Population Centre.

Character & Location

05N025 600 Argeleb starts at Capital. TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

05R001 1500 A specified Major Town becomes a City. Major Town 05R002 800 Araphor moved to any Population Centre; Relations to Witch–realm of

Angmor reduced to Hated. Pop. Centre

05R004 300 Upgrade Relations with Quendi to Friendly. 05R005 800 Build Road from 0907 to 1010. 05R006 500 Build Road from 1108 to 1209. 05R007 800 Build Road from 0907 to 1407 (e, ne, e, se, e, e). 05R008 500 All Troops gain Bronze Weapons and Bronze Armour where possible. 05R009 1000 All Troops gain Bronze Weapons and Steel Armour where possible. 05R010 1500 All Troops gain Steel Weapons and Steel Armour where possible. 05R011 1500 Gain 3,000 Leather at Capital. 05R012 800 A specified Major Town or City gains 1,000 Timber. M. Town or

City

05R013 1500 A specified Major Town or City gains 500 Mounts. M. Town or City

05R014 800 Population Centre at 1614 gains 2 levels of Fortifications. 05R015 1500 Population Centre at 0907 gains 2 levels of Fortifications. 05R016 1000 A specified Population Centre (including Population Centres with no

fortifications) gains 1 level of Fortifications; 5,000 Gold lost. Pop. Centre

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05R017 1500 A specified unfortified Population Centre gains a Tower; 5,000 Gold lost. Pop. Centre 05R018 2000 A specified unfortified Population Centre gains a Fort; 8,000 Gold lost. Pop. Centre 05R019 800 Every Population Centre gains 10 Loyalty 05R020 1300 If you purchase 5 – 9 options from Table F, gain 2000 points to spend on

Table R.

05R021 3000 If you purchase 10 or more options from Table F, gain 4000 points to spend on Table R.

05R022 500 Discover the SNAs of 2 specified NPCs. 2 NPCs 05R023 300 Discover the SNAs of 2 random NPCs (duplicates are possible). 05R024 1800 Discover the SNAs of 6 specified NPCs. 6 NPCs 05R025 1100 Discover the SNAs of 6 random NPCs (duplicates are possible). TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

05V001 4000 New Commanders can start with a Command skill rank of up to 40 when created using the 728 – Name Commander order.

05V002 2000 The Nation may build Fortifications at 1/2 the usual Timber cost. The Nation can issue the following orders to its Characters, assuming the Characters fulfil order requirements: 496 – Build Road All new Troop recruits start with training 20.

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##66 –– QQuueennddii

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

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GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 30,320.

CCaappiittaall Imladris (Located at 2209) Note: the Quendi’s map is not centred on the capital, but on their ancient Kingdom of Lindon in the west.

CChhaarraacctteerrss ooff NNoottee

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

SSttaarrttiinngg CChhaarraacctteerrss Character Command Agent Emissary Mage Stealth Location Notes/Items Amarion 10 10 10 0 10 0511 Can be purchased during nation set-up Amroth 60 10 20 20 15 2137 Army Commander, with 1250 Combat Item Arwen 0 20 10 40 15 2209 Can be purchased during nation set-up.

With 20 Mage Item “Crown of Arwen”. Female Celeborn 30 10 40 30 0 0511 Army Commander Ciryon 40 30 10 0 0 0909 Army Commander Elrond 20 0 60 60 15 2209 Champion, with 1250 Combat Item “Helkaluine” Galadriel 0 0 50 60 10 2514 Female Legolas 0 20 30 10 10 2915 With 10 Stealth item

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Annon Thalion 0207 Camp Cerin Amroth 2413 Town Hidden Caras Galadhon 2514 Town Hidden Cerin Pelram 0203 Town Harbour Dun-Beleg 3802 Town Hidden Edhellond 2325 Town Harbour, Hidden Eithel Culroch 2137 Major Town Fort Port, Hidden Elostirion 0810 Village Hidden Forlond 0408 Town Harbour Galanros 0511 Town Harbour Halls of Thranduil 2908 Town Fort Hidden Harlond 0711 Town Tower Harbour, Hidden Imladris 2209 Major Town Fort Capital, Hidden by Mantle of Doriath Lanthir Lamath 0508 Village Mithlond 0808 City Port, Hidden Mithlond South 0909 Village Ost-amarth 1321 Camp Rhubar 4413 Town Hidden Sarn Celebdor 1721 Camp Sarnost 3022 Camp Tir Amarth 0913 Village Tir Hargil 2915 Camp Tir Tarsul 2136 Village

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SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

0909 800 1000 15 15 0511 200 10 10 2137 600 1200 5 5

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

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

SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default?06J001 1000 Army/Navy at 2137 gains 200 AR, 600 MA, 5 Warships and 5 Transports. 06J002 1000 Army/Navy at 0511 gains 200 LI, 600 MA, 5 Warships and 5 Transport. 06J003 1000 Army/Navy at 0909 gains 800 MA, 10 Warships and 10 Transports. 06J004 1000 Army/Navy at 0511 gains 400 LI, 5 Warships and 5 Transports. 06J005 2000 A specified Navy gains 6 Warships and 6 Transports. Location TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

06N001 2000 Celeborn becomes a Champion; lose 12,000 Gold. 06N002 2000 Galadriel becomes a Champion; lose 12,000 Gold. 06N003 1400 Elrond gains the 50 Mage Item ‘Vilya’. 06N004 2000 Arwen gains the 10 Stealth Item ‘Elven cloak’. 06N005 1000 Elrond gains the Item ‘Mantle of Doriath’, and Imladris is hidden by it. 06N006 300 Discover the location of the NPC Cirdan the Shipwright. 06N007 500 Discover the location of Gandalf. 06N008 1000 Discover the location of Tinculin at game start. 06N009 500 Discover the location of a specified NPC. NPC 06N010 1400 Galadriel gains the 30 Mage Item ‘Elessar’. 06N011 1400 Galadriel gains the 30 Mage Item ‘Mirror of Galadriel’. 06N012 1700 Galadriel gains the 50 Mage Item ‘Nenya’. 06N013 700 All Characters with Mage skill gain 10 Mage rank. 06N014 700 Legolas, Celeborn and Arwen (if a starting Character) each gain a 750

Combat Item.

06N015 500 Add 5 to a specified Mage Item (to a maximum of 50). Artifact 06N016 300 Add 250 to a specified Good Combat Item (to a maximum of 2500). Artifact 06N017 2000 All Characters gain 10 Stealth rank.

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06N018 1000 Gain the Character Arwen; Galadriel loses 10 Mage rank; Lose 10,000 Gold.

06N019 2000 Gain the Character Amarion; lose 8,000 Gold. 06N020 700 All Mages gain the spell “Conjure – Spirit Mastery: Weakness”. In

addition, Elrond may choose the specified Spirit Mastery spell as one of his starting spells.

Spirit Mastery Spell (optional)

06N021 700 All Characters with Mage skill lose 20 Mage rank (to a minimum rank of 0) and gain 10 Emissary rank.

TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

06R001 500 Move Caras Galadhon to 2414, 2314 or 2513. (Destination Location cannot contain a Population Centre.)

Location

06R002 500 Move Cerin Amroth to 2414, 2314 or 2513. (Destination Location cannot contain a Population Centre.)

Location

06R003 500 Move Edhellond to 1925 or 1626. (Destination Location cannot contain a Population Centre.)

Location

06R004 500 Move Rhubar to 4212, 4312, 4412 or 4314. (Destination Location cannot contain a Population Centre.)

Location

06R005 300 Move Dun-Beleg to any Location from 3501 – 4401 or 3502 – 4402. (Destination Location cannot contain a Population Centre.)

Location

06R006 500 Move Halls of Thranduil to 2807, 2907, 2706, 2806 or 2906. (Destination Location cannot contain a Population Centre.)

Location

06R007 700 A specified Camp becomes a Village. Camp 06R008 1000 A specified Village becomes a Town. Village 06R009 1200 A specified non-hidden Town becomes a Major Town. Town 06R010 1500 A specified non-hidden Major Town becomes a City. Major Town 06R011 1000 Change Capital to Mithlond or Eithel Culroch. Mithlond or

Eithel Culroch.

06R012 1000 Change Climate of Capital hex to Mild. 06R013 700 Change Weather Type of Location of a specified Location to one type

warmer. Location

06R014 1000 Starting Characters with no other starting bonuses will start with healing bonuses.

06R015 1000 Discover the IDs of 10 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

06R016 2200 Discover the IDs of 20 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

06R017 2200 Discover the IDs of 20 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

06R018 1000 Discover the IDs of 10 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

06R019 2200 Discover the IDs of 20 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

06R020 2200 Discover the IDs of 20 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

06R021 800 Discover the Location of 6 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

06R022 1300 Discover the Location of 9 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

06R023 600 Discover the SNAs of 2 specified NPCs. 2 NPCs 06R024 1400 Discover the SNAs of 4 specified NPCs. 4 NPCs 06R025 1000 Discover the SNAs of 4 specified NPCs. 4 NPCs 06R026 2100 Discover the SNAs of 6 specified NPCs. 6 NPCs 06R027 1400 Discover the SNAs of 6 random NPCs (duplicates are possible).

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Option Cost Option Additionals Default?06R028 400 Discover the ID and names of all Artifacts held by a specified NPC

Character. NPC

TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

06V001 5000 New characters have a greater chance of gaining a bonus to their stealth rank.

06V002 2000 Mages can learn the lost spell 502 – Weakness. 06V003 600 All new troop recruits start with training 25. 06V004 4000 New Mages can start with a Mage skill rank of up to 40 when created

using the 737 – Name Mage order.

06V005 3000 The nation can build ships at 1/3 the usual Timber cost.

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##1111 –– LLiinnee ooff CCaassttaammiirr

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

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

GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 54,480.

CCaappiittaall Pelargir (Located at 2927)

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

*A note on character names: The correct spelling of Casteher is Castaher, and the correct spelling of Castirion is Castarion. However, because in the game the first five letters of each character must be unique, we have had to change the spelling slightly. MMiinnoorr CChhaarraacctteerrss These are not starting characters, but are detailed here as suggestions for characters to name during the game.

Alacatar, an officer in Umbar’s fleet (a commander). Colfen. Brother of Iriel (an agent and mage). Eator, aid to Menelmir (an agent and commander). Gordacar, Squire of Umbar (a commander). Hirluin, a minor noble (an emissary). Mardil, Captain of the Watch in Umbar (a commander). Marmedon, commander of Umbar’s garrison (a commander). Menelmir, Lord-captain of the Fleet in Umbar (commander).

SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Castamir 40 0 20 0 0 2627 Champion, with the Dagger of the Usurper and

Usurper’s Sword Casteher 30 0 10 0 0 2627 Army Commander Castirion 20 0 10 0 0 2927 Army Commander Daeron 10 0 10 0 0 2829 Army Commander Iriel 0 20 0 10 15 2829 Female Lothriel 0 0 20 10 0 2627 Female Murabeth 0 50 30 0 0 2928 Female Targon 10 0 40 0 0 2437 Army Commander Telerien 0 0 20 0 0 2339 Can be purchased during nation set-up. Female

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Ang-Gimbatul 2324 Camp Tower Benish Arnon 2829 Town Tower Harbour Cirith Duath 3227 Village Fort Dol Delgrod 2625 Camp Draug-lomin 3127 Camp Tower Dusalan 2437 Major Town Tower Gorost 2526 Village Tower Grath Murloth 2425 Camp Tower Hyarpende 2928 Town Castle Isengard 2119 Camp Tower Isgir 2236 Village Tower Lag-raukonar 2426 Village Tower Linhir 2627 Major Town Fort Port Maros 2337 Town Harbour Minas Arthor 2926 Village Overcave 2121 Town Fort Pelargir 2927 City Castle Capital, Port Pellardur 2339 Major Town Tower Harbour SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

2927 500 400 400 800 200 25 25 2627 500 400 2829 100 25 25 2437 500

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

New emissaries can start with an emissary skill rank of up to 40 when created using the 734 – Name Emissary order.

The following scouting and recon orders issued work as if the character has double the relevant skill rank: 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

Navy warships have a strength of 4. Navies can travel in open sea sectors without fear of storms or becoming lost.

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SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default?11J001 1000 All Armies/Navies gain 100 LI and 600 MA. 11J002 1000 Armies/Navies at 2927, 2627 and 2437 gain 300 LC. 11J003 1000 Army/Navy at 2829 gains 600 HI; Army/Navy at 2627 gains 400 LI. 11J004 1000 Army/Navy at 2437 gains 300 HI; Army/Navy at 2829 gains 600 HI. 11J005 1000 Army/Navy at 2927 gains 400 HI and 800 AR. TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

11N001 2500 Castamir gains the 20 Command Item ‘Knight–captain's Ring’ and 10 Agent rank.

11N002 1500 Castamir gains the 30 Command Item ‘Crown of Anarion’. 11N003 2500 Iriel gains the Curse Item ‘Kuileondo’. 11N004 1000 Casteher gains the ‘Helm of Navigating’ (allows naval movement without

risk of storms) and the 10 Command Item ‘Mithril Circlet’.

11N005 1500 All Characters with Command skill gain 20 Command rank. 11N006 2000 A specified Character with Emissary skill gains 10 Emissary rank. Character 11N007 800 All Characters with Mage skill gain 20 Mage rank. 11N008 1200 All Characters with Mage skill gain 20 Mage rank. 11N009 1000 All Characters with Mage skill will have ‘Weakness’ as one of their starting

spells.

11N010 1000 Iriel will have ‘Sickness’ as one of her starting spells. 11N011 1500 A specified Character other than Castamir without Agent skill gains 20

Agent rank. Character

11N012 1500 A specified Character who is not an Army/Navy Commander is moved to your Capital.

Character

11N013 2000 Gain the Character Telerien; lose 8,000 Gold. TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

11R001 1000 Change Capital to Linhir. 11R002 2000 Change to Linhir; and Army/Navy at 2627 gains 600 HI. 11R003 300 Downgrade relations with the Line of Eldacar to Hated. 11R004 300 Downgrade relations with the Rebels of Ered Lithui to Hated. 11R005 1000 Upgrade a specified non-hidden Town to a Major Town. Town 11R006 1000 Downgrade a specified Population Centre that is not a camp or the

capital by one level and gain 10,000 Gold. Pop. Centre

11R007 1000 Where possible, all Tolerated Relations are increased to Friendly. 11R008 1500 Upgrade the Fortifications of a specified Population Centre (including

unfortified Population Centres) by one level. Pop. Centre

11R009 1000 A specified unfortified Population Centre gains a Tower. Pop. Centre 11R010 0 Gain an extra 1,500 points to spend on Nation Set-up Options; all

Population Centres lose 10 Loyalty.

11R011 0 Gain an extra 2,500 points to spend on Nation Set-up Options; all Population Centres lose 20 Loyalty.

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11R012 1000 Gain 500 Mounts at a specified Major Town or City. Major Town or City

11R013 3000 Buy any one set-up Option from another Usurper's Table R, at the cost of this Option and the Option purchased on the other Table. The following options are exceptions which can not be chosen: 12R001, 12R002, 12R004, 13R001, 13R008, 13R012, 13R026, 14R001, 14R020, 15R001, 15R002, 15R010, 15R011, 16R005, 16R006 and 16R019.

Set-up Option

11R014 1000 Start the game with a specified Champion Character of another Usurper nation Doubled. (See order 500 – Recruit Double Agent.)

Character

11R015 1000 Start the game with a specified Champion Character of another Usurper Nation (except Morlaen) Doubled. (See order 500 – Recruit Double Agent.)

Character

11R016 500 Start the game with a specified non-Champion Character of another Usurper Nation Doubled. (See order 500 – Recruit Double Agent.)

Character

11R017 300 Start the game with a specified non-Champion Character of your own nation Doubled by the Line of Elendin. (See order 500 – Recruit Double Agent.)

Character

11R018 300 Start the game with a specified non-Champion Character of your own nation Doubled by the Line of Morlaen. (See order 500 – Recruit Double Agent.)

Character

11R019 1000 All ‘Castamir's Bribe’ options (11R021 – 11R038) cost 500 less. 11R020 2000 All ‘Castamir's Bribe’ options (11R021 – 11R038) cost 300 less. 11R021 1000 Castamir's Bribe. All other Usurper Nations gain 50 Mithril at their

Capital.

11R022 1000 Castamir's Bribe. All other Usurper Nations gain 5 Loyalty at their Capital.

11R023 1000 Castamir's Bribe. All other Usurper Nations gain the following SNA: ‘Armies with food only lose 1–2 morale if Army/Navy–marching. Armies without food gain 1–2 morale when stationary, only lose 1–2 morale if marching, and only lose 2–5 if Army/Navy–marching.’

11R024 6000 Castamir's Bribe. Hide a specified Population Centre not belonging to the Line of Castamir.

Pop. Centre

11R025 1000 Castamir's Bribe. Give a specified Population Centre that is not a Major Town or City to another specified Usurper Nation.

Pop. Centre & Usurper Nation

11R026 1000 Castamir's Bribe. Give 2 specified Camps to another single specified Usurper Nation.

2 Camps & Usurper Nation

11R027 1000 Castamir's Bribe. Give 2 specified Camps to another single specified Usurper Nation.

2 Camps & Usurper Nation

11R028 1000 Castamir's Bribe. Give 20,000 Gold to another specified Usurper Nation.

Usurper Nation

11R029 1000 Castamir's Bribe. Three specified Population Centres belonging to another single Usurper Nation gain 20 Loyalty each; the Line of Castamir Nation loses 5,000 Gold.

3 Pop. Centres

11R030 2000 Castamir's Bribe. A specified Character of another Usurper Nation gains 10 Command rank.

Character

11R031 4000 Castamir's Bribe. A specified Character of another Usurper Nation gains 10 Agent rank.

Character

11R032 3000 Castamir's Bribe. A specified Character of another Usurper Nation gains 10 Emissary rank.

Character

11R033 2500 Castamir's Bribe. A specified Character of another Usurper Nation gains 10 Mage rank.

Character

11R034 4000 Castamir's Bribe. A specified Character of another Usurper Nation gains 10 Stealth rank.

Character

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11R035 300 Castamir’s Bribe. A specified Usurper nation other than the Line of Castamir, which is not benefitting from options 11R036, 11R037 or 11R38, gains a Camp named Casta Balcher at a specified location that does not already contain a Population Centre within two hexes of their default capital. Specify three possible locations in order of preference.

Nation, 3 Locations.

11R036 500 Castamir’s Bribe. A specified Usurper nation other than the Line of Castamir, which is not benefitting from options 11R035, 11R037 or 11R38, gains a Village named Casta Anitha at a specified location that does not already contain a Population Centre within two hexes of their default capital. Specify three possible locations in order of preference.

Nation, 3 Locations

11R037 700 Castamir’s Bribe. A specified Usurper nation other than the Line of Castamir, which is not benefitting from options 11R035, 11R036 or 11R38 gains a Town named Casta Callineth at a specified location that does not already contain a Population Centre within two hexes of their default capital. Specify three possible locations in order of preference.

Nation, 3 Locations

11R038 900 Castamir’s Bribe. A specified Usurper nation other than the Line of Castamir, which is not benefitting from options 11R035, 11R036 or 11R37, gains a Major Town named Casta Cumrolde at a specified location that does not already contain a Population Centre within two hexes of their default capital. Specify three possible locations in order of preference.

Nation, 3 Locations

Note: All Castamir Bribe options (11R021 – 11R038) are applied after all nation’s Table N options. 11R039 400 Discover the Location of 3 random Artifacts not held by Nations or

Characters (including NPCs) at game start (duplicates are possible).

11R040 900 Discover the Location of 6 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

11R041 1400 Discover the Location of 9 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

11R042 500 Discover the IDs and names of all Artifacts held by a specified NPC Character.

NPC

11R043 500 Discover the Location of the NPC The Blue Wizard. TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

11V001 4000 New Emissaries can start with an Emissary Skill rank of up to 40 when created using the 734 – Name Emissary Order. Navies can travel in open sea sectors without fear of storms or becoming lost.

11V002 4000 The following scouting and recon Orders issued work as if the character has double the relevant Skill rank: 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters Navies can travel in open sea sectors without fear of storms or becoming lost.

11V003 2000 Navy warships have a strength of 4. Navies can travel in open sea sectors without fear of storms or becoming lost.

11V004 3000 New Emissaries can start with an Emissary Skill rank of up to 40 when created using the 734 – Name Emissary Order.

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11V005 3000 The following scouting and recon orders issued work as if the character has double the relevant Skill rank: 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

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##1122 –– LLiinnee ooff MMoorrllaaeenn

BBaacckkggrroouunndd "He's done what?!" Morlaen cursed under his breath. He had thought that even Calimon could mange to oversee the prison camp that was Osgiliath. How hard a task could it be? And surely one suited to his son's unique combination of casual cruelty and unparalleled ability to stir up resentment. Sighing, he looked back down at the parchment, reading the details again. It was a formal letter of complaint, intercepted by the Cor Aran en route to the courts, bringing charges of improper conduct against Lord Calimon. Despite himself, Morlaen could not help but snort in amusement. Years of civil war during which kin slew kin and brother betrayed brother, yet still the nobility were concerned with matters of proper conduct. Still, as improper conduct went, it was fairly impressive, even by Calimon's standards. According to the letter, the Lord Reanimor, together with his wife and daughter, had paid a visit to Osgiliath, apparently to satisfy themselves as to the conditions of one of their cousins held there. Whilst Lord Reanimor had been speaking with his cousin, Calimon had kindly offered to entertain the ladies in his chambers. Where, allegedly, he had then sought to impose himself upon first daughter and then mother, in return for promises that he would ensure their cousin was well cared for. Whether or not the ladies thought his offer a fair one was not recorded, for, before Calimon had been able to ply them with more than a goblet or two of wine, Reanimor had returned in time to see rather more than he would have liked. Gathering his wife and daughter, he had stormed from the palace, and was now making formal complaint, demanding that Calimon be removed from office. In silence, Morlaen handed the letter to Caramir. Who, raising an eyebrow at its contents, looked to his father as he handed it back. "If I were you, I should be tempted to let him suffer. It is more than past time he learned that actions have consequences." Morlaen sighed. "Perhaps you are right. And yet, ask yourself what the consequences would then be for our family. Osgiliath is but a trophy, a symbol, yet still it is a powerful and potent one, and I would not see its Stewardship leave our line. Calimon is a fool, but my blood runs through his veins, and as such he is a useful fool. No, this affair must not be made common knowledge. Reanimor's estate is near Pelagir...I believe you are expected at court there on the morrow?" Caramir nodded. "Then I think that perhaps you should pay Lord Reanimor a visit. Accidents do happen, and, after all, these are most uncertain times." Caramir smiled, fingering the dagger at his belt. "Indeed. So uncertain, in fact, that I would not be surprised were his wife and daughter to suffer the same accident." Morlaen allowed the letter to play over the flame of a candle until it took light. “It is of great comfort to me that one of my sons inherited the wit the other lacks. Now go. It seems that I have a letter of condolence to write to Reanimor’s next of kin.” As the elder of Castamir's uncles, Lord Morlaen is the oldest living member of the Line of Calimehtar, and hugely influential in the royal circles of Gondor. Without Morlaen’s support, Castamir would not have been able to take the throne, a fact of which Castamir is well aware, so that Morlaen's counsel is valued most highly by the King. In addition, Morlaen's eldest son, Caramir, is head of the Cor Aran, Gondor's network of secret police, whose activities even the King is not always aware. So that whilst lacking in both martial presence and lands, the Line of Morlaen is not a force to be lightly dismissed.

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GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 14,000.

CCaappiittaall Calembel (Located at 2424)

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

SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Angbor 0 10 0 0 5 2436 Calimon 30 0 10 0 0 2424 Army Commander Caramir 0 20 0 0 10 2725 Finrod 0 10 0 0 0 2424 Gilgor 0 10 0 0 0 0811 Morlaen 20 0 20 0 0 2725 Champion Sirandir 0 10 10 0 0 3024

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Calembel 2424 Major Town Fort Capital Cardelos 3621 Camp Hidden Celeb-gond 2724 Camp Mar Aran 2725 Major Town Tower Hidden Eillonud 4215 Camp Hidden Feador 0811 Camp Hidden Kordas 2436 Camp Kul-vrestik 1210 Camp Hidden Minas Brethil 2626 Town Osgiliath 3024 Camp Tower Tar Beraid 2809 Camp Hidden Vel Mord 3630 Major Town Hidden SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

2424 100

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PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess New agents can start with an agent skill rank of up to 40 when created using the 731 – Name Agent order. New characters have a greater chance of gaining a bonus to their stealth rank. All characters may issue the order 585 – Uncover secrets as if they have an emissary skill rank of 40 (or higher if

they have an emissary skill rank of greater than 40). The following scouting and recon orders issued work as if the character has +20 to their relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default?12J001 1000 Army/Navy at 2424 gains 700 LC. 12J002 1000 Army/Navy at 2424 gains 2500 MA. 12J003 1000 Army/Navy at 2424 gains 100 LC, 500 AR and 1500 MA. 12J004 2000 Army/Navy at 2424 gains 1200 LC. TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

12N001 1500 Morlaen gains a 10 Agent Item. 12N002 1000 Morlaen gains 10 Emissary rank. 12N003 1000 A specified Character with Emissary skill gains 10 Emissary rank. Character 12N004 1500 Two specified Characters except Morlaen each gain 10 Emissary

rank. 2 Characters

12N005 1500 Four specified Characters except Morlaen each either gain 10 Agent rank or 10 Emissary rank.

4 Characters & Skill type

12N006 2500 Two specified Characters except Morlaen each gain 10 Stealth rank. 2 Characters 12N007 2000 Two specified Characters except Morlaen each gain 5 Emissary rank. 2 Characters 12N008 2500 Three specified Characters except Morlaen each either gain 10

Agent rank or 5 Emissary rank. 3 Characters & Skill type

12N009 700 Gain three 500 Combat Items, which will be randomly allocated to your Characters.

12N010 1000 A specified Character who is not an Army/Navy Commander is moved to your Capital.

Character

12N011 1500 A specified Character who is not an Army/Navy Commander is moved to your Capital.

Character

12N012 2000 A specified Character who is not an Army/Navy Commander is moved to any Usurper Nation Population Centre.

Character & Pop. Centre

12N013 1000 Relations with the Line of Tirkhor downgraded to Hated. 12N014 500 Relations with the Line of Castamir upgraded to Friendly. 12N015 500 Relations with specified Usurper Nation upgraded to Friendly. Nation

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Option Cost Option Additionals Default? 12N016 500 Start the game with a specified non-Champion Character of another

Usurper Nation Doubled. (See order 500 – Recruit Double Agent.) Character

12N017 700 Start the game with a specified non-Champion Character of another Usurper Nation Doubled. (See order 500 – Recruit Double Agent.)

Character

12N018 1000 Start the game with a specified non-Champion Character of another Usurper Nation Doubled. (See order 500 – Recruit Double Agent.)

Character

12N019 1300 Start the game with a specified non-Champion Character of another Usurper Nation Doubled. (See order 500 – Recruit Double Agent.)

Character

12N020 1600 Start the game with a specified non-Champion Character of another Usurper Nation Doubled. (See order 500 – Recruit Double Agent.)

Character

12N021 1000 Start the game with a specified Champion Character of another Usurper Nation Doubled. (See order 500 – Recruit Double Agent.)

Character

TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

12R001 1000 Change Capital to Mar Aran. 12R002 1000 Move Mar Aran to 2624, 2825, 2626 or 2726. The destination

Location cannot already contain a Population Centre Location

12R003 1000 Move a specified Camp to any land hex that does not already contain a Population Centre. (Specify 3 Locations in order of preference.)

Origin Location & 3 Destination

Locations

12R004 500 Move Vel Mord to anywhere in the Mountains of Mordor south of xx27. The destination Location cannot already contain a Population Centre. If it does, then the Population Centre being moved is moved East one hex at a time until it no longer clashes. If even the Eastern-most hex contains a Population Centre, the process is repeated one line of hexes to the south.

Destination Location

12R005 1000 Hide a specified Camp or Village. Camp or Village 12R006 1500 Hide a specified Camp or Village. Camp or Village 12R007 800 Gain 1,000 Timber at a specified Major Town or City M. Town or City 12R008 4000 Destroy specified bridge. Location & Hex-

side

12R009 500 Start the game with a specified non-Champion Character of another Usurper nation doubled. (See order 500 – Recruit Double Agent.)

Character

12R010 500 Start the game with a specified non-Champion Character of another Usurper nation doubled. (See order 500 – Recruit Double Agent.)

Character

12R011 500 Discover the IDs of 5 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

12R012 2300 Discover the IDs of 20 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

12R013 500 Discover the IDs of 5 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

12R014 2300 Discover the IDs of 20 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

12R015 400 Discover the Locations 3 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

12R016 1400 Discover the Locations 9 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

12R017 700 Discover the SNAs of 2 specified NPCs. 2 NPCs

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Option Cost Option Additionals Default? 12R018 500 Discover the SNAs of 2 random NPCs (duplicates are possible). 12R019 1500 Discover the SNAs of 4 specified NPCs. 4 NPCs 12R020 1100 Discover the SNAs of 4 random NPCs (duplicates are possible). 12R021 2200 Discover the SNAs of 6 specified NPCs. 6 NPCs 12R022 1500 Discover the SNAs of 6 random NPCs (duplicates are possible). 12R023 200 Discover the Location of a specified NPC Character. NPC 12R024 700 Discover the Location of Khamul, Hoarmurath or Ji Indur. NPC TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

12V001 4000 New Agents can start with an Agent skill rank of up to 40 when created using the 731 – Name Agent Order. All Characters may issue the order 585 – Uncover secrets as if they have an Emissary skill rank of 40 (or higher if they have an Emissary skill rank of greater than 40).

12V002 4000 New Characters have a greater chance of gaining a bonus to their Stealth rank. The following scouting and recon orders issued work as if the Character has +20 to their relevant skill rank: 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

12V003 7000 New Characters have a greater chance of gaining a bonus to their Stealth rank. New Agents can start with an Agent skill rank of up to 40 when created using the 731 – Name Agent Order.

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KKiinn--ssttrriiffee –– ##1133 –– LLiinnee ooff EElleennddiinn

##1133 –– LLiinnee ooff EElleennddiinn BBaacckkggrroouunndd Looking down from the battlements of Calmirie, the Lord Elendin watched his men train on the grasslands below. One unit moved and wheeled in response to Alandur's barked orders, which were clearly audible on the crisp morning air. Others sparred, the harsh ring of steel on steel welcome as any song to Elendin's ears, familiar as the creaking of his own joints as he flexed his muscles against the cold. The men were well-trained, as capable as any in the realm. Which was, he considered, as well, given the storm clouds of war that loomed dark on the horizon. And yet, as he watched, he knew there was something lacking. There was none of the sense of urgency that the eve of war usually brought, no sense of spirit, if that was the right word. They were good men, and he knew that each, to a man, would spend his life without hesitation if so commanded. It was not a question of loyalty. But still, when he looked down he saw no enthusiasm, or even fear, but merely...merely what? Resignation? No, not exactly, for he had seen men who had given up hope, and this was not the same. Uncertainty? Perhaps, yet that was to be expected, for what was war if not the very essence of uncertainty? Weariness? Yes, in part, but if so, that was but a symptom, not the cause. So what, then? A lack of conviction. Yes, that was it. They moved as if by rote, the actions of men who followed orders not because they believed in them, but because that was what they did. And who could blame them? The gods knew, Elendin reflected, that he was not sure himself that his nephew's claim to the throne was valid. Certainly it had seemed so, when the half-blood Eldacar was seeking to displace the old rulers and change the old ways. But what had the years of struggle bought? Only greater uncertainty, greater unrest. And if he felt that way, it was no surprise that the men, with nothing to gain, felt the same doubt. There was not a man on the grasslands below, Elendin knew, who had not lost family or friends in the Kin-strife, and, most likely, not a man who had not shed the blood of another who in past times he would have called ally. But that was all beside the point. It was not his place, nor theirs, to question the events that had been set in motion. All they had to do was to play their part, and remain true to the side fate had placed them on. Making his way down the stairs, Elendin strode out onto the field. Catching his son's eye, he waited as Alandur wheeled them into line before him, whilst those sparring also moved to take up their positions. For a moment Elendin paused, enjoying the sense of their attention upon him. Then, walking slowly up the line, he addressed his men. "We stand on the eve of war. The so-called Loyalists march on Gondor, and it falls to us to defend her lands. Our lands. And yet this is no usual war, and they no usual enemy. For they are not orcs or creatures of darkness, but men, men of Gondor, men like us. Men who we once knew as allies, and as friends. And this makes facing them a hard task. Indeed, I would rather face a dozen hill trolls than a unit of men I once trained, once knew, once loved. "Yet like it or not, that is the task now set before us. Now I know that some of you wonder why we are fighting this war. Some of you may even question whether we should be fighting this war. And that is understandable. But for better or for worse this war is upon us, and it is not our place to question its wisdom. We are not diplomats, or politicians. Ours is not the power to influence and shape such decisions, and so ours should not be the burden of questioning their wisdom We do not rule. We fight. Our honour, our glory, is not to be found in the cause of what we are ordered to do, but in the act of battle itself. "I do not ask you to hate those we must face. For they, like us, simply do their duty to their King. But I do ask you to take pride in your stand against them. Not for the reasons we are bid to do so by politicians, not for Castamir or for the purity of our rulers' bloodlines, but for the honour of the stand itself. We are soldiers, warriors. Let us take pride in that, and let us place our faith and our dignity in that. So that whatever the future holds, it will never be said that we did not play our part in it with honour. Fear, if you will, for that is only natural. But do not doubt that what we do is right, for if we fight with honour and courage, then it cannot be otherwise. Now rest, for tomorrow we march to glory." Their cheers ringing in his ears, Elendin watched them file past him into the city. And, as he returned their salutes, he only wished that he believed his own words.

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

GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 48,800.

CCaappiittaall Caras Mirilond (Located at 2732)

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

SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Alandur 30 0 0 0 0 2421 Army Commander Borondor 10 0 0 0 10 2924 Army Commander Caranthir 20 0 0 0 0 1227 Ciryang 30 0 0 0 0 2924 Colfen 0 20 0 40 0 2438 Can be purchased during nation set-up Coratar 0 10 10 10 0 2924 Duranil 30 0 0 0 0 2430 Army Commander Ecthelion 30 0 0 0 0 1720 Elendin 30 0 30 0 0 2732 Champion with 10 Command Item, Army

Commander Heldiriel 10 0 0 20 0 3222 Army Commander Saranelda 0 10 0 20 0 1227 Female Telemnar 30 0 0 0 0 2438

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Athertos 2722 Camp Calmirie 2421 Major Town Fort Carach Annon 2631 Camp Caras Mirilond 2732 Major Town Fort Capital, Port Durthang 3222 Village Fort Gates of Morannan 3120 Town Keep Havens of Umbar 2438 City Tower Port Lond Angren 1720 Town Tower Lond Galen 1227 Major Town Fort Port Methir 2730 Camp Minas Anor 2924 Major Town Castle Port Shantytown 2923 Town Tower Tariath 3123 Town Fort Tolfalas 2430 Town Tower Harbour SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

2732 800 400 800 12 11 2430 300 300 2 4 2421 800 400 2924 800 400 800 3222 800 400

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

New armies may be hired at no cost. The following scouting and recon orders issued work as if the character has +20 to their relevant skill rank:

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

The nation can issue the following orders to its characters, assuming the characters fulfil order requirements: 496 – Build Road

Navies can travel in open sea sectors without fear of storms or becoming lost.

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SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default?13J001 1000 Navy at 2430 gains 10 Warships and 5 Transport ships. 13J002 1000 Army/Navy at 2924 gains 800 LC. 13J003 1000 Armies/Navies at 2421 and 3222 each gain 600 LI. 13J004 1000 Army/Navy at 2430 gains 400 LI, Army/Navy at 3222 gains 600 LI. 13J005 1000 Army/Navy at 3222 gains 800 LC. TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

13N001 1000 Elendin, Duranil and Telemnar each gain 20 Command rank. 13N002 2000 Elendin, Coratar, Heldiriel and Saranelda each gain either 10 Emissary

rank or 10 Agent rank. Skill

13N003 3500 Four specified Characters with Command skill each gain either 10 Command rank and 10 Mage rank, or 5 Agent rank.

4 Characters & Skill/s

13N004 3500 Elendin gains a 10 Agent Item and a 10 Stealth Item. 13N005 1000 Elendin gains a 1250 Combat Item; 2 random Characters gain a 500

Combat Item each.

13N006 800 A specified Character without Agent skill gains 10 Agent rank. Character 13N007 1200 A specified Character without Agent skill gains 10 Agent rank. Character 13N008 1000 A specified Character with Agent skill gains 10 Agent rank. Character 13N009 1500 Two specified Characters without Emissary skill gain 10 Emissary rank. 2 Characters 13N010 1500 Two specified Characters (excluding Elendin) gain 10 Emissary rank. 2 Characters 13N011 1500 Gain the Character Colfen; lose 8,000 Gold 13N012 300 Move a specified Character that is not in command of an Army/Navy to

3120. Character

13N013 300 Move a specified Character that is not in command of an Army/Navy to a Major Town you control.

Character & M. Town

13N014 300 Move a specified Character that is not in command of an Army/Navy to a Town or City you control.

Character & City or Town

13N015 300 Move a specified Character that is not in command of an Army/Navy to a Village or Camp you control.

Character, & Village or Camp

TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

13R001 1000 Change Capital to a specified Major Town or City. M. Town or City 13R002 500 Remove 1 – 2 Ports or Harbours from one or two specified

Population Centres belonging to your nation; lose 10,000 Gold. 1 or 2 Pop. Centres

13R003 500 Remove 1 – 2 Ports or Harbours from one or two specified Population Centres belonging to your nation; lose 10,000 Gold.

1 or 2 Pop. Centres

13R004 500 Change tax rate to 26%; all Population Centres gain 10 Loyalty (in addition to normal Loyalty alteration due to tax change).

13R005 1000 Change tax rate to 39% (no change to loyalty). 13R006 2000 Change tax rate to 60%; all Population Centres lose 15 Loyalty (in

addition to normal Loyalty alteration due to tax change).

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Option Cost Option Additionals Default?13R007 3000 Change tax rate to 73%; all Population Centres lose 25 Loyalty (in

addition to normal Loyalty alteration due to tax change).

13R008 500 Upgrade Relations with the Line of Castamir and one other specified Usurper Nation to Friendly.

Nation

13R009 1000 All Usurper Nations upgrade their Relations with you to Friendly. 13R010 1000 Upgrade Relations with all Usurper Nations to Friendly. 13R011 300 Upgrade Relations with both Neutral Nations to Tolerated (only

allowed if Neutral Nations are not pre-aligned).

13R012 1000 Gain 5,000 Timber at 2732. 13R013 1000 The Morale of all Armies/Navies increased by 25. 13R014 1500 The Morale of all Armies/Navies increased by 25. 13R015 2000 The Morale of all Armies/Navies increased by 25. 13R016 800 Loyalty of specified Town or Major Town increased to 85. Town or M. Town 13R017 800 Loyalty of specified Village or Town increased to 75. Village or Town 13R018 800 Loyalty of specified Camp or Village increased to 65. Camp or Village 13R019 800 Loyalty of specified Camp or Village increased to 55. Camp or Village 13R020 1500 Loyalty of all Population Centres increased by 10. 13R021 2000 Loyalty of all Population Centres increased by 10. 13R022 2500 Loyalty of all Population Centres increased by 10. 13R023 1000 A specified Major Town or City gains 500 Mounts M. Town or City 13R024 2000 Upgrade two specified Camps to Villages. 2 Camps 13R025 500 Start the game with a specified non-Champion Hithlum or Witch-King

Character doubled. (See order 500 – Recruit Double Agent.) Character

13R026 300 Start the game with a specified non-champion Line of Eledin Character doubled by the Line of Morlaen. (See order 500 – Recruit Double Agent.)

Character

13R027 2000 Move your turn map: specify the new top left hex. The top left hex must be on an odd-numbered row. For example, 3023 is acceptable, but 3024 is not.

Location

13R028 6000 Grudge Game only: Move turn map of specified Usurper nation: specify the new top left hex. The top left hex must be on an odd-numbered row. For example, 3023 is acceptable, but 3024 is not.

Nation & Location

TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

13V001 4000 New Armies may be hired at no cost.

13V002 1500 The following scouting and recon orders issued work as if the Character has +20 to their relevant skill rank: 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters The Nation can issue the following orders to its Characters, assuming the Characters fulfil order requirements: 496 – Build Road Navies can travel in open sea sectors without fear of storms or becoming lost.

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KKiinn--ssttrriiffee –– ##1144 –– SSoouutthhrroonn KKiinnggddoommss

##1144 –– SSoouutthhrroonn KKiinnggddoommss

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

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

GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 37,120.

CCaappiittaall Kas Shadoul (Located at 2734)

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

SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Adunaphel 0 10 20 40 20 3437 Champion, Female Belphegor 10 10 0 10 0 3034 Carndel Malk 20 0 0 0 0 2734 Army Commander Carnion 0 30 0 0 0 2630 Dormir 0 0 0 30 0 1420 Hiriel 0 0 10 20 0 1420 Female Khoradur 0 0 20 0 0 1324 Orf Belarak 40 0 0 0 0 2135 Army Commander Sen Jerral 30 0 0 0 0 1324 Tor Artel 30 0 0 0 0 3032 Can be purchased during nation set-up Zimrakhil 0 0 20 20 0 3533

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes An Pharaz 2834 Town Has Dathuin 2935 Village Kas Shadoul 2734 Major Town Fort Port, Capital Kemen-sereg 3032 Camp Lindhus 1420 Village Lithu Iamon 1324 Major Town Fort Port Lugarlur 3034 Town Fort Harbour Luinbar 2630 Village Makam-e-mord 3533 Camp Stolis 2934 Village Timulion 3431 Camp Tir Harn 3437 Camp Tomozulis 1726 Village Fort Vamag 2135 Town Fort Harbour SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

2734 400 2135 400

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

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

SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default?14J001 1000 All Armies/Navies gain 5 Warships and 10 Transport ships. 14J002 1000 All Armies/Navies gain 400 LC. 14J003 1000 All Armies/Navies gain 400 AR and 800 MA. 14J004 1000 Army/Navy at 2734 gains 3 Warships, 8 Transport ships and 300 LC. 14J005 1000 Army/Navy at 2135 gains 3 Warships, 8 Transport ships and 300 LC.

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TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

14N001 2000 Adunaphel Gains the 500 Combat Item ‘Fire's Edge’, and the 10 Emissary Item ‘Duv Ap’el (Morgul Knife)’.

14N002 1800 Adunaphel Gains the 500 Combat Item ‘Night–piercer ‘ and the 10 Emissary Item ‘Memory's Strings’.

14N003 2000 Adunaphel and Belphegor each gain 20 Agent rank. 14N004 3500 Adunaphel, Hiriel, Khoradur, Zimrakhil each gain 10 Emissary rank. 14N005 2000 Adunaphel, Belphegor, Dormir, Zimrakhil each gain 20 Mage rank. 14N006 2500 Zimrakhil gains a 10 Agent Item, 20 Mage rank and 20 Emissary rank. 14N007 1200 Three of the following specified Characters each gain 20 Command rank:

Belphegor, Carndel Malk, Orf Belarak, Sen Jerral and Tor Artel. 3

Characters

14N008 700 Two of the following specified Characters not specified in option 14N007 each gain 20 Command rank: Belphegor, Carndel Malk, Orf Belarak, Sen Jerral and Tor Artel.

2 Characters

14N009 2000 Zimrakhil becomes a Champion; lose 10,000 Gold. 14N010 1500 Gain the Character Tor Artel; lose 8,000 Gold. 14N011 2200 Add 10 Agent rank to a specified Character. Character 14N012 2000 Add 10 Emissary rank to a specified Character. Character 14N013 800 Add 10 Command rank to a specified Character. Character 14N014 1000 Add 10 Mage rank to a specified Character. Character 14N015 500 Gain three 500 Combat Items, which are randomly allocated to Characters. 14N016 1000 Starting Characters with no other starting bonuses will start with healing

bonuses

14N017 200 A specified Character with only Command skill loses 20 Command rank, and gains 20 Agent rank.

Character

14N018 300 A specified Character with only Command skill loses 20 Command rank, and gains 20 Emissary rank.

Character

TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

14R001 1000 Change Capital to a specified Major Town or City. M. Town or City 14R002 1000 Upgrade a specified Camp to a Village. Camp 14R003 1500 Upgrade a specified Camp to a Village. Camp 14R004 1500 Upgrade a specified Village to a Town. Village 14R005 2000 Upgrade a specified Village to a Town. Village 14R006 2000 Upgrade a specified non-hidden Town to a Major Town. Town 14R007 2500 Upgrade a specified non-hidden Town to a Major Town. Town 14R008 2500 Upgrade a specified non-hidden Major Town to a City. Major Town 14R009 3000 Upgrade a specified non-hidden Major Town to a City. Major Town 14R010 800 Upgrade a specified Camp to a Village; downgrade a specified

Village to a Camp. Camp & Village

14R011 800 Upgrade a specified Village to a Town; downgrade a specified Town to a Village.

Village & Town

14R012 800 Upgrade a specified non-hidden Town to a Major Town; downgrade a specified Major Town to a Town.

Town & M. Town

14R013 800 Upgrade a specified non-hidden Major Town to a City; downgrade two specified Towns to Villages.

M. Town & 2 Towns

14R014 1500 All Armies/Navies gain 5,000 Food. 14R015 500 Gain 1,000 Bronze at a specified Major Town or City. M. Town or City 14R016 500 Gain 200 Mithril at a specified Major Town or City. M. Town or City 14R017 500 Gain 1,000 Timber at a specified Major Town or City. M. Town or City 14R018 500 Gain 500 Mounts at a specified Major Town or City. M. Town or City 14R019 500 Gain 5,000 Food at Capital. 14R020 300 Start the game with a non-Champion Southron Kingdoms Character Character

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Option Cost Option Additionals Default?doubled by the Line of Morlaen. (See order 500 – Recruit Double Agent.)

14R021 500 Discover the IDs of 5 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

14R022 1100 Discover the IDs of 10 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

14R023 2300 Discover the IDs of 20 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

14R024 2300 Discover the IDs of 20 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

14R025 500 Discover the names and IDs of all Artifacts held by specified NPC. NPC TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

14V001 2000 Mages can learn the lost spell 510 – Conjure Food. Mages can learn the lost spell 512 – Conjure Hordes.

14V002 4000 New mages can start with a Mage skill rank of up to 40 when created using the 737 – Name Mage order. Navies can travel in open sea sectors without fear of storms or becoming lost.

14V003 4000 Mages can learn the lost spell 510 – Conjure Food. Mages can learn the lost spell 512 – Conjure Hordes. Navies can travel in open sea sectors without fear of storms or becoming lost.

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##1155 –– HHiitthhlluumm

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

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

GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 27,928.

CCaappiittaall Lag Midor (Located at 4420)

CChhaarraacctteerrss ooff NNoottee Ovag Ito, Commander of the Hithlum. Uvatha the Horseman, King of the Variags and Nazgul.

SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Bal Danca 10 0 0 0 0 4420 Army Commander Borash Half-hand 10 20 0 0 0 3908 Gelominast 10 30 0 30 0 4324 Hort Lenca 0 0 10 0 0 4420 Hov Narag 20 0 0 10 0 4408 Army Commander Kav Maklar 10 0 10 0 0 4408 Mialavod 20 0 0 0 0 4425 Army Commander Ovag Ito 20 0 0 0 0 4425 Sark Relcha 10 0 0 0 0 4420 Uvatha 10 20 0 0 0 4318 Champion

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Ardror Bal 4410 Village Barad Nimram 4211 Camp Tower Erlin 4126 Camp Esgaldor 4318 Village Tower Lag Khandor 4326 Major Town Fort Lag Midor 4420 Major Town Fort Capital Lag Norvor 4408 Major Town Fort Ondicor 4411 Town Fort Ostimarl 4319 Camp Tower Peliath 4324 Town Tower Sinfail 4325 Camp Thaurdraug 4234 Camp Urbrith 4309 Camp Urdor 3908 Village Tower Zar-amu 4228 Town Zalag-varr 4426 Camp Zar-velesh 4425 Major Town Hidden

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SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

4408 600 100 4420 600 100 4425 600 100

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

New armies may be hired at no cost. Mages can learn the lost spell 508 – Conjure Mounts. New characters have a greater chance of gaining a bonus to their challenge rank. New armies start with a morale of 40.

SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default?15J001 1000 All Armies/Navies gain 100 LC, 200 HI and 300 MA. 15J002 1000 All Armies/Navies gain 300 LC. 15J003 1000 A specified Army/Navy gains 500 LC, second specified Army/Navy gains

200 LC. 2 Locations

15J004 1000 A specified Army/Navy gains 800 LC. Location 15J005 1000 All Armies/Navies gain 400 HI. TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

15N001 2500 Uvatha gains a 20 Emissary Item and a 500 Combat Item. 15N002 1500 Uvatha gains a Conjure Mount Item and a 750 Combat Item. 15N003 1700 Uvatha gains the 10 Agent Item ‘Duv Uv’ha (Morgul Knife)’. 15N004 1900 Ovag Ito gains a 10 Agent Item and a 500 Combat Item. 15N005 2700 Ovag Ito gains a 20 Stealth Item and a 750 Combat Item. 15N006 1500 All Characters with Command skill either gain 20 Command rank or 10

Emissary rank. Skill

15N007 1500 Bal Danca, Ovag Ito, Uvatha, Borash Halfhand and Gelominast either gain 20 Command rank or 10 Emissary rank.

Skill

15N008 1000 A specified Character with Emissary skill gains 10 Emissary rank. Character 15N009 1000 All Characters with Mage skill either gain 20 Mage rank or 5 Emissary

rank. Skill

15N010 600 A specified Character gains 10 Command rank. Character 15N011 1000 A specified Character gains 10 Command rank Character 15N012 2000 A specified Character gains 10 Mage rank. Character 15N013 2500 A specified Character gains 10 Mage rank. Character 15N014 1000 Two specified Characters with Emissary skill each gain 10 Emissary

rank. 2 Characters

15N015 1000 Gain three 500 Combat Items and one 750 Combat Item, allocated

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randomly amongst Characters. 15N016 1500 Move any Character not commanding an Army/Navy to Capital. Character 15N017 500 Downgrade Relations with either the Horselords or Rhovanion to

Hated. Nation

15N018 300 Upgrade Relations with the Khazad to Friendly if Khazad are a Usurper Nation at game start, or to Tolerated if Khazad are Neutral.

15N019 600 If Option 15V002 is chosen then all Characters with Mage rank start with the spell 508 – Conjure Mounts

TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

15R001 500 Change Capital to Zar-velesh. Move a specified Character who is not an Army/Navy Commander to 4425.

Character

15R002 1000 Change Capital to Zar-velesh, Lag Norvor or Lag Khandor. Add 200 LC to Army/Navy at Capital’s new location if one is present (optional).

Zar-velesh, Lag Norvor or Lag Khandor, &

Troops (Yes/No)

15R003 4000 Gain 2 hidden Camps at specified Locations not containing Population Centres along the hex line of 44YY. If there is a Population Centre in a specified Location, the camp will be moved southwards until a Location with no Population Centre is reached.

2 Locations

15R004 6000 Gain 2 hidden Camps at specified Locations not containing Population Centres along the hex line of 44YY. If there is a Population Centre in a specified Location, the camp will be moved southwards until a Location with no Population Centre is reached.

2 Locations

15R005 2000 Hide any 3 specified Camps 3 Camps 15R006 3000 Hide any 3 specified Camps 3 Camps 15R007 1000 Hide a specified Population Centre. Pop. Centre 15R008 1000 Hide a specified Major Town. Major Town 15R009 1000 Hide your Capital. 15R010 1000 Move Zar-velesh to a specified Location with no Population Centre

between 4414 and 4432 (inclusive) Location

15R011 1000 Move Zar-velesh to a specified location at or north of 4411 (on the 44xx / 43xx column/s).

Location

15R012 1000 Upgrade the Fortifications at a specified Population Centre with a Tower to a Fort.

Population Centre

15R013 1500 Upgrade the Fortifications at a specified Population Centre with a Tower to a Fort.

Population Centre

15R014 1500 Upgrade the Fortifications at a specified Population Centre with a Fort to a Castle.

Population Centre

15R015 1000 All Armies/Navies gain 25 Morale. 15R016 1000 Gain 2,000 Leather at a specified Major Town or City. M. Town or City 15R017 1200 Gain 2,000 Leather at a specified Major Town or City. M. Town or City 15R018 1400 Gain 2,000 Leather at a specified Major Town or City. M. Town or City 15R019 500 Gain 1,000 Timber at a specified Major Town or City. M. Town or City 15R020 1000 Gain 500 Mounts at a specified Major Town or City. M. Town or City 15R021 1200 Gain 500 Mounts at a specified Major Town or City. M. Town or City 15R022 1400 Gain 500 Mounts at a specified Major Town or City. M. Town or City 15R023 1200 Specified Army/Navy gains 30 Training. Army/Navy 15R024 2200 Specified Army/Navy gains 60 Training. Army/Navy 15R025 1200 All Armies/Navies gain 10 Training. 15R026 500 Discover the IDs of 5 random Artifacts not held by Nations or

Characters (including NPCs) at game start (duplicates are possible).

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TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

15V001 1000 New Characters have a greater chance of gaining a bonus to their Challenge rank. New Armies start with a Morale of 40.

15V002 3000 Mages can learn the lost spell 508 – Conjure Mounts. 15V003 3000 New Armies may be hired at no cost.

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##1166 –– WWiittcchh--rreeaallmm ooff AAnnggmmaarr

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

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

GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 60,560.

CCaappiittaall Carn Dum (Located at 1804)

CChhaarraacctteerrss ooff NNoottee Murazor, Witch-king of Angmar, a Nazgul. Gothmog, a troll. Rogrog, another troll.

SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Ashnanku 10 0 0 20 0 2006 Army Commander Broggha 20 10 0 0 0 1804 Cynar 30 0 0 0 0 2008 Army Commander Gothmog 40 0 0 0 0 2006 Maksaern 0 0 0 20 0 1804 Murazor 40 0 0 10 0 2309 Champion Ricnau 10 0 0 0 0 2305 Army Commander Rogrog 30 0 0 0 0 1804 Army Commander Seammu 10 0 0 0 0 2008 Ulrilca 40 0 0 0 0 1502 Army Commander

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SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Cameth Brin 2008 Major Town Fort Carn Dum 1804 Major Town Castle Capital Dinwall 1908 Camp Dor-gelos 2009 Village Dun-tarband 2109 Camp Eralda 2309 Town Tower Eregiath 1602 Camp Fennas Druinin 1910 Town Fuindor 1904 Camp Goblin-town 2409 Town Tower Gundabad 2305 Major Town Fort Krimpatal 2404 Town Kul Ardos 2111 Village Lond-Luin 2106 Camp Fort Lund Gelin 2306 Camp Mount Gram 2006 Major Town Tower Ras Morthil 2206 Camp Tar-thoron 1502 Major Town Fort Tilram 1803 Camp Tower Zarak Dum 2004 Camp SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

1502 600 100 1804 800 200 2305 1000 400 200 2006 1300 2008 500 500

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

New commanders can start with a command skill rank of up to 40 when created using the 728 – Name Commander order.

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

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SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default

? 16J001 1000 Army/Navy at 1502 gains 100 HC, 200 LC and 300 LI. 16J002 1000 Army/Navy at 1502 gains 200 AR and 200 MA; Army/Navy at 1804 gains

600 AR and 600 MA; Army/Navy at 2305 gains 200 AR and 200 MA.

16J003 1000 Army/Navy at 2006 gains 700 LC. 16J004 1000 Army/Navy at 2008 gains 400 HI; Army/Navy at 2305 gains 500 LI. 16J005 1000 Army/Navy at 2305 has 400 HI converted to 400 HC, and 200 LI to 200 LC. 16J006 1000 A specified Army/Navy gains 10 War Machines. Army/Navy TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

16N001 500 A specified Character with Command skill gains 10 Command rank.

Character

16N002 500 A specified Character with Mage skill gains 10 Mage rank. Character 16N003 400 Murazor gains 20 Command rank. 16N004 1000 Murazor gains 20 Mage rank. 16N005 1500 Murazor gains the 10 Agent Item ‘Duv Mu’or (Morgul Knife)’. 16N006 1300 Murazor gains the 1500 Combat Item ‘Vasamacil’, and the 30

Mage Item ‘Sea–helm of Ciryatan’.

16N007 2300 Murazor gains the 20 Emissary Item ‘Crown of Angmar’. 16N008 500 Murazor gains the two 750 Combat Items ‘Nallagurth’ and

Romoquenaro’.

16N009 1800 Murazor gains the 30 Command Item ‘Morgul Plate’. 16N010 600 Cynar gains 10 Stealth rank and 10 Agent rank. 16N011 1000 Cynar gains 10 Stealth rank and 10 Agent rank. 16N012 1000 Of Ashnanku, Broggha and Cynar: the first one specified gains 10

Command rank, the second gains 20 Command rank, and the third 30 Command rank.

Ashnanku, Brogga & Cynar in Order of

Choice

16N013 1000 Of Gothmog, Ricnau and Rogrog: the first one specified gains 10 Command rank, the second gains 20 Command rank, and the third 30 Command rank.

Gothmog, Ricnau & Rogrog in Order of

Choice

16N014 1000 Of Ashnanku, Maksaern and Murazor: the first one specified gains 10 Mage rank, the second gains 20 Mage rank, and the third 30 Mage rank.

Ashnanku, Maksaern &

Murazor in Order of Choice

16N015 1300 Of Broggha, Murazor, Ricnau and Seammu: the first one specified gains 10 Emissary rank, the second gains 20 Emissary rank, and the third 30 Emissary rank.

3 Characters in Order of Choice

16N016 800 Murazor must have a specified Spell from the Lost List ‘Conjure – Spirit Mastery’ as one of his starting spells.

Spell

16N017 300 Maksaern gains 20 Mage rank. 16N018 1000 Starting Characters with no other starting bonuses will start with

Healing bonuses.

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TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

16R001 1000 Capital’s Fortifications improved by one level. 16R002 1000 Loyalty of Capital improved to 100; Loyalty of all other Population Centres

improved by 10.

16R003 1000 Move a specified Character not commanding an Army/Navy to your Capital.

Character

16R004 1500 Move a specified Character not commanding an Army/Navy to your Capital.

Character

16R005 2000 Change Capital to another Major Town or City. Major Town or City

16R006 3000 Upgrade the size of Carn Dum by one level. 16R007 1500 Upgrade specified Town to a Major Town Town 16R008 500 Specified Village gains a Tower Village 16R009 1000 Specified Town gains a Tower Town 16R010 1000 Two specified Camps each gain a Tower 2 Camps 16R011 1500 Two specified Camps each gain a Tower 2 Camps 16R012 2500 Two specified Camps each gain a Tower 2 Camps 16R013 500 Build a Road from 1803 north west to 1702 then west to 1502. 16R014 500 Build a Road from 1805 south east to 1907, east to 2107, then south west

to 2009.

16R015 2000 All Troops gain Bronze Weapons and Steel Armour where possible. 16R016 1000 Gain 1,000 Bronze at a specified Major Town or City. M.T. or City 16R017 1000 Gain 1,000 Steel at a specified Major Town or City. M.T. or City 16R018 2500 A specified Army/Navy gains 60 Training. Army/Navy 16R019 1000 The cost of options 16R020, 16R021, 16R022 and 16R023 are reduced

by 500 points each.

16R020 800 Change the terrain type of one of the following hexes to Swamp: 1404, 1504, 1605, 1705

Location

16R021 1200 Change the terrain type of one of the following hexes to Swamp: 1404, 1504, 1605, 1705

Location

16R022 1500 Change the terrain type of one of the following hexes to Swamp: 1404, 1504, 1605, 1705

Location

16R023 2000 Change the terrain type of one of the following hexes to Swamp: 1404, 1504, 1605, 1705

Location

16R024 400 Discover the location of 3 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

16R025 900 Discover the location of 6 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

16R026 1400 Discover the location of 9 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

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TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

16V001 4000 New Commanders can start with a Command skill rank of up to 40 when created using the 728 – Name Commander order. The nation may build Fortifications at 1/2 the usual timber cost.

16V002 2000 New Mages can start with a Mage skill rank of up to 40 when created using the 737 – Name Mage order.

16V003 1000 Mages can learn the lost spell 314 – Teleport. 16V004 6000 New Commanders can start with a Command skill rank of up to 40

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

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##2211 –– LLiinnee ooff TTiirrkkhhoorr

BBaacckkggrroouunndd "I am, of course, most flattered by your offer," Lord Adrazor replied, handing his son-in-law a goblet of wine. "And it is not one that any man could lightly pass over. Yet I fear that even as I thank your father for the honour of its offering, I must decline, for the cost of the favour you ask in return is too great. I simply cannot commit my cavalry in support of your cause, for it would place my own people and lands at risk." Prince Castaher sighed, turning the goblet in his hands and pretending to study its patterns before replying. "Your response does not surprise me. In fact, I told my Lord Castamir that you would say exactly that. But come, I am no diplomat. You can speak plain with me. And I would like to imagine you do not think me so foolish as to believe your excuse, that the release of a thousand horse for this favour would put your lands at risk. At least do me the honour of speaking openly what is known to us both. The fact of the matter is that you will not aid us because you will not act against the enemy Eldacar. Even now, even when he marches to attack Gondor herself, of whom you are one of her greatest lords and so sworn to her defence, even now, you will not aid us." Adrazor gestured ambiguously. "Whom you call enemy, others might call rightful ruler. And what you call the defence of Gondor, some might consider its unlawful holding." Seeing Castaher's face darken, Adrazor raised a hand placatingly. "I, of course, am not one who would offer such opinion so rashly. After all, is my daughter not your wife, and are our families not bound by marriage and by blood? But you asked me to speak plain, and so I speak now. Matters are not so clear as you would like to make out, as well you know. Your father holds the throne, but that does not mean he will continue to do so, either with or without my aid. And if I support him and if he falls, what then? My first duty is to my people. And when I say that sending the cavalry you ask for puts them at risk, it is not from invasion in the troops' absence, but of retribution should Castamir nevertheless fall." Castaher leaned close, pretence of civility falling away. "Well, father-in-law, since we are now speaking to one another plainly, let me tell you this in return. You think to avoid choosing a side in this. But there may come a time when those who are not allied with us will be considered against us. And should such a time come, you may regret not having given us aid when we asked for it." Adrazor nodded. "Perhaps. But that time is not yet now, I think. And so my decision stands. Please relate to your father that I am honoured by his offer, but fear that, nevertheless, I must refuse." Reaching out, he took the goblet from Castaher's hands. "And now, I am sure that a person of your importance must have many demands upon them, so I must not be so inconsiderate as to take up any more of your valuable time. But please, know that my palace is your palace, and I am always honoured by your presence. Good day." A tangled web of allegiances, marriages and friendships binds the Line of Tirkhor together, even as individual desires, political ambition and external pressures threaten to tear it apart. The line consists of the three offspring of Tirkhor and their families, loosely ruled by the word of the eldest son of Tirkhor, Adrazor, Prince of Belfalas, a small Fief in Western Gondor between the rivers Ringlo and Gilrain. Of the other issue of Tirkhor, the youngest son Edrahil and his own sons are the Seers of Gondor, guardians of the three Palantirs, whilst Tirkhor's daughter, Miriel, is married to Maeglin of Morthond, another Fiefdom of Gondor, situated to the North of Belfalas. The Line of Tirkhor, then, might be seen to consist of two inconsequential Fiefs and a family of Seers. So it is not immediately obvious either why or how the Line has managed to remain neutral throughout over a decade of civil war in Gondor. The reasons lie in the tapestry of interwoven political and blood ties that bind the Line of Tirkhor into the fabric of Gondor royal society. Lothriel, daughter of Adrazor, is married to Castamir's son, whilst the Line of Tirkhor has long held vows of faith to the Line of Minalcar, and so now to Valacar.

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

GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 59,280.

CCaappiittaall Lond Ernil (Located at 2227)

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

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

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

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SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Adrazor 0 0 30 0 0 2227 Champion Aradan 50 0 0 0 0 2223 Army Commander Edrahil 0 0 0 40 0 2122 Giladan 0 0 10 0 0 1923 Lorin 0 0 0 30 0 2123 Maeglin 20 0 10 0 0 2227 Army Commander Miriel 0 20 10 0 0 2025 Female Tirazor 10 0 0 30 0 1923 Army Commander Tirion 10 0 0 30 0 2327

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Imled Druwaith 2326 Camp Kul Bandah 1923 Town Fort Kul Gorta 2225 Camp Tower Lond Emil 2227 City Citadel Port, Capital Min-Aear 2125 Village Minor Carvarad 2124 Camp Tower Morband 2328 Camp Mormoth 2327 Village Fort Nan-Curunir 2223 Camp Tower Ramthalion 2122 Village Ringbar 2025 Village Standing stone 2022 Camp Tarlangband 2123 City Fort SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

2227 400 400 600 600 600 600 2223 400 200 1923 200

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

New emissaries can start with an emissary skill rank of up to 40 when created using the 734 – Name Emissary order.

Mages can learn the lost spell 508 – Conjure Mounts. Armies lose no morale for force marching. The nation can issue the following orders to its characters, assuming the characters fulfil order requirements: 496 – Build Road

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SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default?21J001 2000 All Armies/Navies gain 400 HC. 21J002 1000 Army/Navy at 2223 gains 400 LC; Army/Navy at 2227 gains 400 LC. 21J003 1000 Army/Navy at 1923 gains 800 LC. 21J004 1000 Army/Navy at 2227 gains 200 HC and 300 LC. 21J005 1000 Army/Navy at 2227 gains 6 Transport ships. 21J006 1000 Army/Navy at 2227 loses all non–cavalry Troops and gains 500 HC. TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

21N001 1500 Edrahil gains a Palantir. 21N002 700 If Edrahil has a Palantir, Lorin and Tirion each gain a Palantir. 21N003 2000 A specified Character becomes a Champion. Adrazor loses Champion

status. Character

21N004 2000 Adrazor gains 10 Command rank, 10 Agent rank or 10 Mage rank. Skill 21N005 8000 A specified Character becomes a Champion. Character 21N006 8000 A specified Character becomes a Champion. Character 21N007 500 Move a specified Character who does not command an Army/Navy to a

specified Population Centre. Character & Pop. Centre

21N008 3000 All Characters with Command skill gain 10 Command rank 21N009 4000 Two specified Characters each gain 25 Stealth rank. 2 Characters 21N010 500 A specified Character without Agent skill gains 10 Agent rank. Character 21N011 1500 Adrazor gains 20 Emissary rank 21N012 3000 A specified Character with Emissary skill gains 10 Emissary rank. Character 21N013 2000 A specified Character with Emissary skill, excluding Adrazor, gains 10

Emissary rank. Character

21N014 2500 A specified Character without Emissary skill gains 10 Emissary rank. Character 21N015 2500 A specified Character without Emissary skill gains 10 Emissary rank. Character 21N016 3000 A specified Character without Emissary skill gains 10 Emissary rank. Character 21N017 3000 A specified Character without Emissary skill gains 10 Emissary rank. Character 21N018 3500 All Characters with Emissary skill gain 10 Emissary rank. 21N019 2000 A specified Character without Mage skill gains 10 Mage rank. Character 21N020 3000 All Characters with Mage skill gain 20 Mage rank. 21N021 1000 A specified Character that does not command an Army/Navy moved to your

Capital. Character

21N022 1500 A specified Character that does not command an Army/Navy moved to your Capital.

Character

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TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

21R001 300 Set Tax rate to 39% (no change to loyalty). 21R002 400 Move Starting map East or West by one hex. East or West 21R003 400 Move Starting map East or West by one hex. East or West 21R004 1000 Change Capital to 2123; Fortifications at 2123 improved by one level;

Fortifications at 2227 reduced by one level.

21R005 1000 Build a Road from 2023 to 2122 (e, ne); gain 3,000 Timber at 2122. 21R006 500 Build a Road from 1923 east through 2023 to 2123. 21R007 500 Build a Road from 2123 south-east through 2124 to 2225. 21R008 500 Build a Road from 2025 east through 2125 to 2225. 21R009 500 Build a Road from 2225 to 2227 (e, se, sw, w). 21R010 1500 All Troops gain Bronze Weapons and Bronze Armour where possible. 21R011 2500 All Troops gain Steel Weapons and Steel Armour where possible. 21R012 1500 Training of a specified Army/Navy increased by 30. Army/Navy 21R013 2500 Training of a specified Army/Navy increased by 60. Army/Navy 21R014 1500 Training of all Armies/Navies increased by 10. 21R015 2000 A specified unfortified Camp gains a Tower. Camp 21R016 3000 All Towers become Forts. 21R017 500 The Fortifications at 2227 become a Fort. 21R018 5000 All Forts become Castles. 21R019 7000 All Castles become Keeps. 21R020 5000 Upgrade Fortifications of a specified Population Centre with a Keep to

Citadel. Pop. Centre

22R021 400 Army at 2227 loses 600 HI, 600 LI, 600 AR and 600 MA. Gain 25,000 gold.

21R022 500 If a Neutral Nation at Game Start Only: Relations with all nations changed to Tolerated, with the exception of Relations with the Line of Castamir and the Line of Eldacar, which are set to Disliked.

21R023 500 If a Loyalist Nation at Game Start Only: Downgrade Relations with the Line of Morlaen to Hated.

21R024 500 If a Loyalist Nation at Game Start Only: Downgrade Relations with the Line of Castamir to Hated.

21R025 400 If a Loyalist Nation at Game Start Only: Upgrade Relations with the Line of Eldacar to Friendly.

21R026 2000 If a Loyalist Nation at Game Start Only: A specified unfortified Camp gains a Tower.

Camp

21R027 500 If a Loyalist Nation at Game Start Only: Gain a Hidden Major Town with a Fort called Umand Lenath at 1426.

21R028 500 If a Loyalist Nation at Game Start Only: If option 21R027 has been chosen, move Umand Lenath to the specified Location 1326, 1822 or 1722.

Location

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TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

21V001 3000 New Emissaries can start with an Emissary skill rank of up to 40 when created using the 734 – Name Emissary order. Armies lose no morale for Army/Navy marching.

21V002 4000 Mages can learn the lost spell 508 – Conjure Mounts. The nation can issue the following orders to its Characters, assuming the Characters fulfil order requirements: 496 – Build Road

21V003 1000 The nation can issue the following orders to its Characters, assuming the Characters fulfil order requirements: 496 – Build Road Armies lose no morale for Army/Navy marching.

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KKiinn--ssttrriiffee –– ##2222 –– KKhhaazzaadd

##2222 –– KKhhaazzaadd

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

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

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GGeenneerraall IInnffoorrmmaattiioonn SSttaarrttiinngg GGoolldd 12,000. CCaappiittaall Khazad-dum (Located at 2212) CChhaarraacctteerrss ooff NNoottee

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

SSttaarrttiinngg CChhaarraacctteerrss

Character Command Agent Emissary Mage Stealth Location Notes/Items Borin 0 0 30 0 0 2222 Durin V 20 0 0 0 0 2212 Army Commander, Champion Dwalin V 10 0 0 0 0 3707 Army Commander Fimli 10 30 0 0 0 0703 Army Commander Thoran 10 0 0 0 0 3707 Thrar V 10 0 0 0 0 2212 Threlin VI 20 0 0 0 0 4435 Army Commander Thulin VI 20 0 0 0 0 4435

SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess

Name Location Size Fortifications Notes Aingrod 3916 Village Tower Azarulinbar-Dum 3707 Town Fort Belegost 0812 Town Castle Bizul-baran 2311 Camp Duria 2313 Town Garol Tagara 0813 Village Haudh-en-Heru 3102 Town Tower Haudh-gilril 0703 Town Tower Kalidasa 2222 Town Fort Kelai 0604 Town Tower Khazad-dum 2212 City Citadel Hidden, Capital Namagaluz 4435 Major Town Fort Naugram 3606 Camp Nimglin 2211 Camp Nogrod 0606 Town Obruni Waw 3506 Town Tower Pelkalnin 2213 Town Skall 2205 Town Tower

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SSttaarrttiinngg FFoorrcceess Location Heavy

Cavalry Light

Cavalry Heavy Infantry

Light Infantry

Archers Men at Arms

Warships Transport Ships

2212 100 4435 100 0703 100 3707 100

PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess

New commanders can start with a command skill rank of up to 40 when created using the 728 – Name Commander order.

The nation can buy from the market at 20% less than the given buy price, and sell to the market at 20% greater than the given sell price.

The following scouting and recon orders issued work as if the character has a relevant skill rank of 50 (or better if they have the appropriate skill rank at higher than 50):

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

All new Heavy Infantry recruits start with training 30.

SSeett--uupp TTaabblleess TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter. TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table. Option Cost Option Additionals Default?22J001 3000 Army/Navy at 2212 gains 900 HI. 22J002 3000 Specified Army/Navy at 4435, 0703 or 3707 gains 900 HI. Location 22J003 3000 Armies/Navies at 4435, 0703 and 3707 each gain 300 HI. TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

22N001 3500 3 different specified Characters with Command skill each gain 20 Command rank once; Durin gains a 20 Command Item and a 10 Stealth Item.

3 Characters

22N002 4500 3 different specified Characters with Command skill not named as additionals in option 22N001 each gain 20 Command rank; Durin gains a 30 Command Item and the 2250 Combat Weapon ‘Durin's Axe’.

3 Characters

22N003 1000 Dwalin gains 10 Command rank and a 1000 Combat Item. 22N004 2000 Dwalin, Durin and Thrar each gain 20 Command rank. 22N005 2000 Four different specified Characters each gain 10 Agent rank. 4 Characters 22N006 2000 Four different specified Characters each gain 10 Mage rank. 4 Characters 22N007 2000 Four different specified Characters each gain 10 Emissary rank. 4 Characters 22N008 1000 Move a specified Character not commanding an Army/Navy to the Capital. Character

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22N009 1500 Move a specified Character not commanding an Army/Navy to the Capital. Character 22N010 2000 Move a specified Character not commanding an Army/Navy to a specified

Population Centre. Character & Pop. Centre

22N011 300 Borin gains 10 Emissary rank. 22N012 700 Borin gains 20 Emissary rank. 22N013 500 A specified Character other than Borin gains 10 Emissary rank. Character 22N014 1000 A specified Character with Command skill gains 10 Agent rank. Character 22N015 1000 A specified Character gains 40 Mage rank. Character 22N016 1000 A specified Character other than Fimli gains 10 Agent rank. Character 22N017 1000 Build a Road from 2212 east to 2312. 22N018 1000 Build a Road from 2212 west to 2112. 22N019 200 Add 250 to any Combat Item, to a maximum total of 2500. Combat Item 22N020 750 Gain three 750 Combat Items, hidden at three random Population Centres. 22N021 1500 Gain three 750 Combat Items, hidden at three random Population Centres. 22N022 2500 If a Usurper Nation at Game Start Only: Thrar, Durin and Dwalin each

gain a ‘Dwarven Ring of Power’ (40 Mage Item, Reveal Production).

TTaabbllee RR –– PPooppuullaattiioonn CCeennttrreess,, GGeenneerraall NNaattiioonn BBoonnuusseess && IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

22R001 3000 Change Capital to any Major Town or City. M. Town or City 22R002 2000 Upgrade a specified Village to a Town, and improve its Fortifications by

one level. Village

22R003 2500 Upgrade a specified non-hidden Town to a Major Town, and improve its Fortifications by one level.

Town

22R004 3000 Change Tax rate to 73%; all Population Centres lose 20 Loyalty. 22R005 3000 Gain 4,000 Steel, 4,000 Bronze, and 300 Mithril at your Capital. 22R006 1000 A specified Population Centre gains 1,000 Bronze and 10 Loyalty. Pop. Centre 22R007 1000 A specified Major Town or City gains 1,000 Steel and 10 Loyalty. M. Town or City 22R008 1500 A specified Major Town or City gains 200 Mithril and 10 Loyalty. M. Town or City 22R009 1000 All Population Centres gain 10 Loyalty. 22R010 1300 Capital gains 300 Mithril and 10 Loyalty; lose 12,000 Gold. 22R011 2000 All options purchased on Table F cost 200 less each. 22R012 1000 Disband two different specified Armies/Navies. 2 Armies/Navies 22R013 1500 All Troops in a specified Army/Navy gain Mithril Weapons and Mithril

Armour where possible. Army/Navy

22R014 1500 Training of a specified Army/Navy increased by 30. Army/Navy 22R015 2500 Training of a specified Army/Navy increased by 60. Army/Navy 22R016 1000 All armies gain1000 Steel Weapons in their baggage trains. 22R017 2000 All armies gain1000 Steel Armour in their baggage trains. 22R018 2000 A specified army gains 500 Mithril Weapons in their baggage train. Army/Navy 22R019 2500 A specified army gains 500 Mithril Armour in their baggage train. Army/Navy 22R020 4000 All armies gain 500 Mithril Weapons in their baggage train. 22R021 5000 All armies gain 500 Mithril Armour in their baggage train. 22R022 500 If a Usurper Nation at Game Start Only: Downgrade Relations with the

Rebels of Ered Lithui and the Line of Eldacar to Hated.

22R023 500 If a Usurper Nation at Game Start Only: Upgrade Relations with the Line of Castamir and a specified Usurper Nation to Friendly.

Nation

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TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table. Option Cost Option Additionals Default?

22V001 4000 New Commanders can start with a Command skill rank of up to 40 when created using the 728 – Name Commander order. The following scouting and recon orders issued work as if the character has a relevant skill rank of 50 (or better if they have the appropriate skill rank at higher than 50): 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

22V002 4000 The nation can buy from the market at 20% less than the given buy price, and sell to the market at 20% greater than the given sell price. All new Heavy Infantry recruits start with training 30.

22V003 4000 New Commanders can start with a Command skill rank of up to 40 when created using the 728 – Name Commander order. All new Heavy Infantry recruits start with training 30.

22V004 1400 Armies lose no Morale for force marching.

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KKiinn--ssttrriiffee –– TTaabbllee FF

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

CChhaarraacctteerrss Option Cost Option Additionals Default?

00F001 2800 A specified Character with Mage skill gains 10 Mage rank. Character 00F002 3500 A specified Character with Agent skill gains 10 Agent rank. Character 00F003 2500 A specified Character with Emissary skill gains 10 Emissary rank. Character 00F004 2000 A specified Character with Command skill gains 10 Command rank. Character 00F005 3500 A specified Character with Stealth skill gains 10 Stealth rank. Character 00F006 900 A specified Character gains two random low-level Artifacts (similar in power to

a 500 –750 Combat Item or a 10 Skill Item). Character

00F007 1700 A specified Character who does not command an Army/Navy moved to Capital.

Character

00F008 2200 A specified Character who does not command an Army/Navy moved to a specified Population Centre.

Character & Pop. Centre

RReellaattiioonnss Option Cost Option Additionals Default?

00F009 2000 Where possible, all Tolerated Relations are upgraded to Friendly.

AArrttiiffaaccttss Option Cost Option Additionals Default?

00F010 300 Add 250 to any Good Combat Item (to a maximum of 2500). Artifact 00F011 300 Add 250 to any Evil Combat Item (to a maximum of 2500). Artifact 00F012 800 Discover the IDs of 3 random Artifacts (duplicates are possible). 00F013 1700 Discover the IDs of 10 random Artifacts (duplicates are possible). 00F014 800 Discover the IDs of 5 random Artifacts not held by Nations or Characters

(including NPCs) at game start (duplicates are possible).

00F015 1700 Discover the IDs of 10 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

00F016 700 Discover the Locations of 3 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

00F017 1500 Discover the Locations of 6 random Artifacts not held by Nations or Characters (including NPCs) at game start (duplicates are possible).

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SSttoorreess Option Cost Option Additionals Default?

00F018 2000 Gain 2,000 Leather at a specified Major Town or City. Major Town or City 00F019 1300 Gain 1,000 Bronze at a specified Major Town or City. Major Town or City 00F020 1500 Gain 1,000 Steel at a specified Major Town or City. Major Town or City 00F021 1500 Gain 200 Mithril at a specified Major Town or City. Major Town or City 00F022 1200 Gain 1,000 Timber at a specified Major Town or City. Major Town or City 00F023 2000 Gain 500 Mounts at a specified Major Town or City. Major Town or City

AArrmmyy//NNaavvyy TTrraaiinniinngg Option Cost Option Additionals Default?

00F024 2500 Training of specified Army/Navy increased by 20. Army/Navy 00F025 3500 Training of specified Army/Navy increased by 50. Army/Navy 00F026 2500 Training of all Armies/Navies increased by 10. 00F027 2000 Morale of specified Army/Navy increased by 30. Army/Navy 00F028 1000 Morale of all Armies/Navies by increased by 10. 00F029 2000 Morale of all Armies/Navies increased by 15.

IInnffoorrmmaattiioonn Option Cost Option Additionals Default?

00F030 1200 Discover the SNAs of 2 specified NPCs. 2 NPCs 00F031 700 Discover the SNAs of 2 random NPCs (duplicates are possible). 00F032 1700 Discover the SNAs of 4 specified NPCs. 4 NPCs 00F033 1700 Discover the SNAs of 4 specified NPCs. 4 NPCs 00F034 2400 Discover the SNAs of 6 specified NPCs. 6 NPCs 00F035 1700 Discover the SNAs of 6 random NPCs (duplicates are possible). 00F036 800 Discover the IDs and names of all Artifacts held by specified NPC. NPC

PPooppuullaattiioonn CCeennttrreess Option Cost Option Additionals Default?

00F037 1500 Move turn map to centre on Capital hex 00F038 3000 Move turn map to centre on a specified Population Centre. Pop. Centre 00F039 3500 Change Capital to a specified Major Town or City M. Town or City 00F040 1000 Remove a Harbour or Port from a specified Population Centre Pop. Centre 00F041 2800 A specified Town becomes a Major Town. Town 00F042 4000 A specified Major Town becomes a City. Major Town 00F043 2000 Upgrade the Fortifications at a specified Population Centre with a Tower

to a Fort. Pop. Centre

00F044 3000 Upgrade the Fortifications at a specified Population Centre with a Fort to a Castle.

Pop. Centre

00F045 1000 A specified Population Centre that can gain a Harbour gains a Harbour. Pop. Centre 00F046 1000 A specified Population Centre with a Harbour has its Harbour upgraded to

a Port. Pop. Centre

00F047 1000 A specified Population Centre gains 20 Loyalty. Pop. Centre 00F048 7000 A specified Population Centre becomes Hidden. Pop. Centre 00F049 1000 A specified Camp is upgraded to a Village; a specified Village is

downgraded to a Camp. Camp & Village

00F050 1000 A specified Village is upgraded to a Town; a specified Town is downgraded to a Village.

Village & Town

00F051 1000 A specified Town is upgraded to a Major Town; a specified Major Town is downgraded to a Town.

Town & Major Town

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Option Cost Option Additionals Default?00F052 1000 A specified Major Town is upgraded to a City; a specified City is

downgraded to a Major Town. Major Town

& City

00F053 500 Move up to two specified unfortified Villages to within one hex of Capital. These villages can not be modified by other options.*

1 or 2 Villages & new

Locations

00F054 500 Move up to four specified unfortified Camps to within one hex of Capital. These camps can not be modified by other options.*

1 – 4 Camps & new Locations

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

LLooccaattiioonnss Option Cost Option Additionals Default?

00F055 1000 Change Weather Type of Location of a specified Hex not already modified by a similar option to one type more clement (each season moves towards Warm).

Location

00F056 1500 Change Weather Type of Location of a specified Hex not already modified by a similar option to one type more clement (each season moves towards Warm).

Location

00F057 2500 Change Weather Type of Location of a specified Hex not already modified by a similar option to one type more clement (each season moves towards Warm).

Location

SSppeecciiaall NNaattiioonn AAbbiilliittiieess Option Cost Option Additionals Default?

00F058 400 Armies with food only lose 1–2 morale if Army/Navy force–marching. Armies without food gain 1–2 morale when stationary, only lose 1–2 morale if marching, and only lose 2–5 if Army/Navy force–marching.

00F059 400 All new Men–at–Arms recruits start with Training 25. 00F060 2000 The nation can build ships at 1/2 the usual Timber cost. 00F061 1000 Mages can learn the lost spell 244 – Fearful Hearts (Usurper Nations only). 00F062 1000 Mages can learn the lost spell 248 – Fanaticism (Usurper Nations only). 00F063 2000 Mages can learn the lost spell 246 – Summon storms (Usurper Nations only).

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KKiinn--ssttrriiffee –– PPoosstt SSccrriipptt

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

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KKiinn--ssttrriiffee –– AAppppeennddiixx AA –– NNoonn--PPllaayyeerr CChhaarraacctteerrss

AAppppeennddiicceess

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

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

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

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

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

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Shelob An evil from the dark years, Shelob dwelt in the mountains of Mordor before Sauron ever claimed it, and whilst both benefitted from the other's presence, neither owed nor now owes the other loyalty. If even Sauron dares not demand her obedience, then, it would be a fool indeed who sought to do so. And yet in return for promise of the blood of others that she feeds upon, it is possible that she might be persuaded to join, for a time at least, the cause of the Usurpers. For whilst caring nothing for their cause, there will surely be much blood spilled in the conflict. NNeeuuttrraall Istar Luin Third among the Istari, Istar Luin more than any of his kind spurns the mantle of age his physical form suggests. A hunter and a warrior, he revels in the pleasures of the flesh, but being thus bound to his physical form, oft-times he falls prey to its weaknesses, to fear as well as desire, to weariness as well as exhilaration, and to pride as well as pursuit of excellence. Some claim that his path and his pride can only lead him to turn from serving men to seeking to rule over them. But if so, the thought of raising his own kingdom is but a dream, and like Saruman, he has not yet entirely abandoned all thought of his calling to protect the lands of Middle-earth. Still, it would be a brave man, or dwarf, who thought to remind him of his responsibilities, and perhaps an easier task would be to tempt him instead to abandon such duties entirely, forsaking them for the temptations of power and darkness. Malan-buri-Malan Headman, or buri, of the Woses. Unsurpassed in wood-lore, the Woses are among the most ancient of the races of man, thought to be primitive by those who judge civilisation only by its material veneer. Caring little for the affairs of the world of men, and peaceable by nature, nevertheless they will fight to protect their forests, and bear a hatred for those such as orcs who would burn and destroy them. And, as such, might be roused by any who can persuade them that their lands are at risk. Orodreth Orodreth, son of Maeglin, is, of all the people of Middle-earth, the one with the greatest claim to the throne of Gondor. This fact is not known to him, however, and indeed only a few know this truth, which is as well for him, since if it were common knowledge, he would doubtless have been killed long ago by those with aspirations to power. King Tarannon, ruler of Gondor in the ninth century of the Third Age, was not childless as is generally thought, but fathered an illegitimate son through Beruthiel, herself also of Numenorean origin. The child was fostered by the first Prince of Morthond, who, since he himself was childless, passed his house on to the child. And so Orodreth, as eldest son of the current, aging, prince of Mothrond, can be seen to be the true heir to the Throne of Gondor. This fact not withstanding, Orodreth's life has been ill-fated indeed. Despite the desire of his family line to remain neutral in the Kin-strife, eager for glory he pledged his allegiance to Castamir, and was responsible first for the Linhir uprising, then for the taking Osgiliath. However, forced by those jealous of his success to kill Ornendil, son of Eldacar, as proof of his loyalty to Castamir, Orodreth then repented of his actions, and his part in the bloody war. After the fall of Osgiliath he was made Captain of The Ethir by Castamir, a mockery of a position with no authority or men under him, ostensibly responsible for guarding against pirates in the Anduin delta, though since the pirates are themselves in the pay of Castamir, he has been instructed not to interfere with them. Accepting this position as penance, Orodreth lives now in solitude. Yet it is rarely given to those fated to have a great part to play in the histories to be allowed to remain in such peace. And, to any who could convince him to take their side, Orodreth would surely prove a most valued ally.

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

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AAppppeennddiixx BB –– NNaattiioonn SSttaarrttiinngg FFoorrcceess Nation

# Nation Name Location Heavy

Cavalry Light

CavalryHeavy Infantry

Light Infantry

Archers Men at Arms

War-ships

Transport Ships

2720 200 10 10 2711 500

1

Line of Eldacar

3316 800 3124 600 600 600 600 200 3729 100

2

Rebels of

Ered Lithui 3421 200 3213 1200 800 3114 600 200 200 2508 600 400 400 400 3109 800 200 200

3

Rhovanion

2619 200 800 3612 1000 500 500 4013 500 500 500 3711 500 200 200

4

Horselords

3914 500 200 200 1407 400 0907 1200 600

5

Kingdom of Arnor

1614 1800 0909 800 1000 15 15 0511 200 10 10

6

Quendi

2137 600 1200 5 5

2927 500 400 400 800 200 25 25 2627 500 400 2829 100 25 25

11

Line of

Castamir 2437 500

12 Line of Morlaen 2424 100 2732 800 400 800 12 11 2430 300 300 2 4 2421 800 400 2924 800 400 800

13

Line of

Elendin 3222 800 400 2734 400 14 Southron

Kingdoms 2135 400 4408 600 100 4420 600 100

15

Hithlum

4425 600 100 1502 600 100 1804 800 200 2305 1000 400 200 2006 1300

16

Witch-realm

of Arnor

2008 500 500

2227 400 400 600 600 600 600 2223 400 200

21

Line of Tirkhor

1923 200 2212 100 4435 100 0703 100

22

Khazad

3707 100

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Name Item Type Primary Benefit

Alignment Likely Owner at Game Start

Assigned How?

Air-Cleaver Bola Combat 1000 Evil NPC Evil, Dwar of Waw Starts with NPC Alambas Juice Herb Command 10 Good Alunthiensal Gem Mage 20 Evil Amalong Armor Combat 750 Good Anarmacil Sword Combat 1000 Good NPC Good, Feamirie Starts with NPC Andorithel Sword Command 10 Evil Angbor Gauntlet Command 20 Neutral Nation 22, Durin Can be chosen at set-upAngol Cloak Stealth 10 Neutral Nation 22, Durin Can be chosen at set-upArmor of Khamul Armor Command 15 Evil NPC Evil, Khamul Starts with NPC Ash Nazg (The One Ring) Ring Unknown Evil Athelas Herb Mage 15 Good Bamboo Dagger Dagger Combat 500 Evil Nation 14 Can be chosen at set-upBanner of Rhovanion Banner Command 10 Good Banner of the Horselords Banner Command 10 Good Banner of the True King Banner Command 10 Good Banner of Tirkhor Banner Command 10 Neutral Believer’s Bane Bow Combat 1000 Evil NPC Evil, Ren Starts with NPC Belt of Traceless Passing Belt Agent 10 Neutral Unknown (Table F) Can be chosen at set-upBetheal’s Eket Sword Combat 500 Evil Nation 13 Can be chosen at set-upBirch-bow of Cimoniemor Bow Combat 500 Neutral Unknown (Table F) Can be chosen at set-upBlack Helm of Mulak Helm Combat 2250 Evil Black Scale Armor Command 30 Evil NPC Evil, Sauron Starts with NPC Black Staff Staff Combat 750 Neutral NPC Neutral, The Blue

Wizard Starts with NPC

Blade of the Ranger Sword Combat 1750 Neutral Blue Bow Bow Combat 750 Neutral NPC Neutral, Istar Luin Starts with NPC Blue Jacket Jacket Emissary 15 Good NPC Good, Tom Starts with NPC Boots of Nightfall Boots Agent 10 Evil Nation 14, Zimrakhil Can be chosen at set-upBoots of Shadow’s Grace Boots Stealth 10 Good Nation 3, Vidurafin Can be chosen at set-upBoots of Tracelessness Boots Stealth 20 Neutral NPC Neutral, Istar Luin Starts with NPC Bow of the North Bow Combat 1500 Neutral Bow of the Woodland Realm

Bow Combat 500 Good

Bow of Thunder and Bone Bow Combat 750 Evil Nation 15, Ovag Ito Can be chosen at set-upBracers of Blyga Bracers Command 20 Good Nation 5, Argeleb Can be chosen at set-upBracers of Chennacatt Bracers Mage 15 Evil NPC Evil, Akhorahil Starts with NPC Bright Shining Sword Combat 500 Good Nation 2, Aldarmir Can be chosen at set-upBrooch of Lifestealing Amulet Mage 10 Evil Burning Blade Sword Combat 1500 Evil NPC Evil, Ren Starts with NPC Calehta Sword Combat 500 Good Nation 3 Can be chosen at set-upCaleinstha Sword Combat 1250 Neutral NPC Evil, Barrow Wight Starts with NPC Calris Light Cleaver Sword Combat 1000 Evil NPC Evil, Felagrod Starts with NPC Calsetha Sword Combat 500 Good Nation 2 Can be chosen at set-upCape of Hiding Cloak Agent 10 Neutral Unknown (Table F) Can be chosen at set-upCape of Iridescence Cloak Mage 25 Evil Carn Delthsa Sword Combat 1750 Good Casfarathel Armor Combat 1000 Evil Castamir’s Bane Axe Combat 750 Good Nation 1, Eldacar Can be chosen at set-upCeleborn’s Long Sword Sword Combat 750 Good Nation 6, Celeborn Can be chosen at set-upCirmegil Sword Combat 500 Evil Nation 14 Can be chosen at set-upCloak of Feathers Cloak Combat 500 Good

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Name Item Type Primary Benefit

Likely Owner at Game Start

Assigned How? Alignment

Cloak of Hiding Cloak Stealth 10 Neutral Nation 2, Bregor Can be chosen at set-upCloak of Mirages Cloak Combat 1250 Evil Cloak of Winter’s Shrouding

Cloak Command 20 Good

Cloud Bow Bow Combat 1000 Evil NPC Evil, Ji Indur Starts with NPC Collar of Renewal Collar Command 15 Good Nation 2, Aldarmir Can be chosen at set-upCorantir Crown Emissary 10 Neutral Craig-olf-Ti Spear Combat 500 Neutral Unknown (Table F) Can be chosen at set-upCrown of Celethsa Gem Mage 10 Neutral Crown of Anarion Crown Command 30 Evil Nation 11, Castamir Can be chosen at set-upCrown of Angmar Crown Emissary 20 Evil Nation 16, Murazor Can be chosen at set-upCrown of Arwen Crown Mage 25 Good Nation 6, Arwen Starts with Character Cu-I-Thang Bow Combat 750 Evil Nation 15 Can be chosen at set-upCuivegurth Whip Combat 2500 Evil NPC Evil, Felagrod Starts with NPC Culok Bow Combat 500 Neutral Unknown (Table F) Can be chosen at set-upDagger of Blinding Dagger Combat 1750 Neutral Dagger of Green Wisdom Dagger Combat 500 Neutral Unknown (Table F) Can be chosen at set-upDagger of Night Dagger Combat 500 Evil Nation 12 Can be chosen at set-upDagger of Orc-slaying Dagger Combat 750 Good Nation 5, Argeleb Can be chosen at set-upDagger of Returning Dagger Combat 500 Neutral Unknown (Table F) Can be chosen at set-upDagger of Sands Dagger Combat 500 Evil Nation 14 Can be chosen at set-upDagger of the Dancer Dagger Combat 500 Neutral Unknown (Table F) Can be chosen at set-upDagger of the Rebels Dagger Combat 500 Good Nation 2, Bregor Can be chosen at set-upDagger of the Usurper Dagger Combat 500 Evil Nation 11, Castamir Starts with Character Dagger of the Viper Dagger Agent 10 Neutral Dagnirdraug Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upDalrim Boots Stealth 10 Evil Nation 13, Elendin Can be chosen at set-upDawn’s Breaking Gem Mage 20 Evil Dawnsword Sword Combat 1000 Evil NPC Evil, Ji Indur Starts with NPC Death Mace Mace Combat 750 Evil Nation 15, Uvatha Can be chosen at set-upDeeds of Perpetuity Scroll Emissary 5 Neutral Deepcrest Axe Axe Combat 1500 Neutral Delver’s Staff Staff Mage 10 Neutral Desert Tongue Dagger Combat 500 Evil Nation 15, Ovag Ito Can be chosen at set-upDistant Fists Mace Combat 750 Neutral Unknown (Table F) Can be chosen at set-upDiviner Pendant Combat 500 Good Doom’s Falling Sword Combat 750 Good Dragonhelm Helm Command 10 Evil NPC Evil, Khamul Starts with NPC Drums of the Deep Drums Command 5 Evil Durin’s Axe Axe Combat 2250 Neutral Nation 22, Durin Can be chosen at set-upDurin’s Belt Belt Command 30 Neutral Nation 22, Durin Can be chosen at set-upDuv Ad’el (Morgul Knife) Dagger Emissary 10 Evil Nation 14, Adunaphel Can be chosen at set-upDuv Ak’il (Morgul Knife) Dagger Mage 25 Evil NPC Evil, Akhorahil Starts with NPC Duv Dw’ar (Morgul Knife) Dagger Agent 10 Evil NPC Evil, Dwar of Waw Starts with NPC Duv Ho’ath (Morgul Knife) Dagger Agent 10 Evil NPC Evil, Hoarmurath Starts with NPC Duv Ji’ur (Morgul Knife) Dagger Agent 10 Evil NPC Evil, Ji Indur Starts with NPC Duv Kh’aul (Morgul Knife) Dagger Command 15 Evil NPC Evil, Khamul Starts with NPC Duv Mu’or (Morgul Knife) Dagger Agent 10 Evil Nation 16, Murazor Can be chosen at set-upDuv Re’an (Morgul Knife) Dagger Command 10 Evil NPC Evil, Ren Starts with NPC Duv Uv’ha (Morgul Knife) Dagger Agent 10 Evil Nation 15, Uvatha Can be chosen at set-upDwarven Axe Axe Combat 500 Neutral Dwarven Pickaxe Pickaxe Command 15 Neutral Earring of Souls Earring Mage 10 Neutral NPC Neutral, The Blue

Wizard Starts with NPC

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Name Item Type Primary Benefit

Alignment Likely Owner at Game Start

Assigned How?

Earthroot Spike Club Combat 750 Neutral Easterling Banners Banner Command 10 Evil Elenethbiel Gem Mage 15 Neutral Elessar Gem Mage 30 Good Nation 6, Galadriel Can be chosen at set-upElfbane Sword Combat 500 Evil Nation 12 Can be chosen at set-upElven Banner Banner Command 10 Good Elven Boots Boots Combat 500 Good Elven Cloak Cloak Stealth 10 Neutral Nation 6, Arwen Can be chosen at set-upElven Compass Compass Combat 1500 Good Elven Harp Harp Emissary 5 Good Erivagil Sword Combat 1000 Good NPC Good, Radagast Starts with NPC Ethrond Staff Mage 10 Neutral NPC Neutral, Istar Luin Starts with NPC Ethudil’s Knife Dagger Combat 500 Evil Nation 12 Can be chosen at set-upEyes of the Well Two

Gems Mage 10 Evil NPC Evil, Akhorahil Starts with NPC

Far Cutting Sword Combat 500 Neutral Unknown (Table F) Can be chosen at set-upFarlsfoil Sword Combat 1250 Good Fearsome Visage Armor Combat 1250 Neutral Feather Bow Bow Combat 750 Good Nation 6, Legolas Can be chosen at set-upFell Blade Sword Combat 1000 Evil Finder Sword Combat 500 Neutral Unknown (Table F) Can be chosen at set-upFire’s Edge Sword Combat 500 Evil Nation 14, Adunaphel Can be chosen at set-upFlail of Nine Breezes Flail Combat 500 Neutral Unknown (Table F) Can be chosen at set-upFlails of Horseslaying Flail Combat 750 Neutral Unknown (Table F) Can be chosen at set-upFoam-cleaver Sword Combat 1250 Evil Nation 13, Elendin Can be chosen at set-upFonhrad Spear Combat 750 Neutral Unknown (Table F) Can be chosen at set-upForest Wind Horn Command 20 Good Nation 3, Vidurafin Can be chosen at set-upFriastahl Sword Command 10 Evil Frost of Helcaraxe Gem Mage 15 Neutral Fuinrauko Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upGersebroc Sword Combat 1000 Good Nation 5, Argeleb II Starts with Character Gift of Aronwe Gem Emissary 10 Neutral Glosovagil Sword Combat 1000 Good NPC Good, Saruman Starts with NPC Goblin Boots Boots Combat 1750 Evil Goblin Shield Shield Combat 500 Evil Greenwood Boots Boots Stealth 20 Good Nation 1, Eldacar Can be chosen at set-upGuardsblade Sword Combat 500 Evil Nation 13 Can be chosen at set-upGurthdur Helm Command 20 Good Nation 5, Argeleb Can be chosen at set-upHair of Luthien Necklace Emissary 10 Good Harness of the Golden Foal

Harness Mage 10 Evil

Helkaluine Sword Combat 1250 Good Nation 6, Elrond Starts with Character Helm of Navigating Helm - Evil Nation 11, Casteher Can be chosen at set-upHelm of Night Armor Combat 750 Good Helm of Sen Jey Helm Command 10 Evil NPC Evil, Ren Starts with NPC Horse Helm Helm Command 30 Good Nation 4 Can be chosen at set-upHorse-tamer Lance Combat 500 Evil Nation 15, Uvatha Can be chosen at set-upHue Changer Spear Combat 1000 Evil NPC Evil, Hoarmurath Starts with NPC Ice-piercer Sword Combat 1000 Good Implement of Dark Design Dagger Combat 500 Evil Iron Blade Sword Combat 500 Good Nation 2 Can be chosen at set-upKamaranel Gem Mage 30 Evil Kazil Durin (Dwarven RoP) Ring Mage 40 Neutral Nation 22, Durin Can be chosen at set-up

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Name Item Type Primary Benefit

Alignment Likely Owner at Game Start

Assigned How?

Kazil Dwalin (Dwarven RoP)

Ring Mage 40 Neutral Nation 22, Dwalin Can be chosen at set-up

Kazil Thrar (Dwaven RoP) Ring Mage 40 Neutral Nation 22, Thrar Can be chosen at set-upKnight-Captain’s Ring Ring Command 20 Evil Nation 11, Castamir Can be chosen at set-upKuileondo Gem Mage 10 Evil Nation 11, Iriel Can be chosen at set-upLance of Reaching Lance Combat 500 Neutral Unknown (Table F) Can be chosen at set-upLeaf-crown of Cimoniemor Crown Mage 10 Neutral Unknown (Table F) Can be chosen at set-upLembas Food Command 5 Good Listening Helm Helm Agent 10 Evil Nation 15, Ovag Ito Can be chosen at set-upLord’s Axe of Kendarca Axe Combat 750 Good Nation 3 Can be chosen at set-upLorglin Ring Emissary 10 Neutral Mace of the Huntsman Mace Combat 750 Good Nation 3 Can be chosen at set-upMacilromen (sword) Sword Combat 1250 Good Nation 6, Amroth Can be chosen at set-upMaelurathang Sword Combat 500 Good Mail of Delethal Armor Command 10 Neutral Mantle of Doriath Cloak - Good Nation 6, Elrond Can be chosen at set-upMelody’s Memory Flute Stealth 10 Neutral Nation 6, Legolas Can be chosen at set-upMemory’s Strings Lute Emissary 10 Evil Nation 14, Adunaphel Can be chosen at set-upMesmeriser’s Glass Telescope Emissary 5 Evil Mirror of Galadriel Mirror Mage 30 Good Nation 6, Galadriel Can be chosen at set-upMithril Circlet Crown Command 10 Evil Nation 11, Casteher Can be chosen at set-upMithril Helm Helm Combat 1500 Neutral Mithril Ring Ring Mage 10 Good NPC Good, Saruman Starts with NPC Moon Rune Gem Mage 10 Neutral Morgul Plate Armor Command 30 Evil Nation 16, Murazor Can be chosen at set-upMorgurth Sword Combat 500 Evil Nation 15 Can be chosen at set-upMorlhach Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upMormacil Sword Combat 1000 Evil NPC Evil, Sauron Starts with NPC Mothras Horn - Neutral Nation 15, Uvatha Can be chosen at set-upMumak-Helm Helm Command 10 Evil NPC Evil, Ji Indur Starts with NPC Nallagurth Mace Combat 750 Evil Nation 16, Murazor Can be chosen at set-upNarsil’s Bane Gauntlet Command 20 Evil NPC Evil, Sauron Starts with NPC Narya Ring Mage 50 Good NPC Good, Gandalf Starts with NPC Nenya Ring Mage 50 Good Nation 6, Galadriel Can be chosen at set-upNight’s Passing Gem Agent 10 Good Nation 3, Vidurafin Can be chosen at set-upNightfang Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upNight-piercer Bow Combat 500 Evil Nation 14, Adunaphel Can be chosen at set-upNightstealer Sword Combat 1250 Evil Numenorean Seal Seal Emissary 10 Good Nation 5, Araphor Can be chosen at set-upOld Stave Staff Mage 20 Good NPC Good, Tom Starts with NPC Omba Th’ng Star Combat 500 Evil Nation 15 Can be chosen at set-upOngrum Mace Combat 500 Evil Nation 15 Can be chosen at set-upOrb of Song Orb Emissary 10 Neutral Unknown (Table F) Can be chosen at set-upOrc-helm Armor Command 5 Evil Ornithopter Ornithopto

r Combat 500 Good NPC Good, Sulkano Starts with NPC

Ovir Crown Helm Command 15 Evil NPC Evil, Hoarmurath Starts with NPC Palantir of Amon Sul Palantir Scrying Good Nation 5, Malborn Can be chosen at set-upPalantir of Annuminas Palantir Scrying Good Nation 5, Malborn Can be chosen at set-upPalantir of Elostirion Palantir Scrying Good NPC Good, Cirdan Starts with NPC Palantir of Minas Anor Palantir Scrying Neutral Nation 21, Lorin Can be chosen at set-upPalantir of Minas Ithil Palantir Scrying Neutral Nation 21, Tirion Can be chosen at set-upPalantir of Orthanc Palantir Scrying Neutral Nation 21, Edrahil Can be chosen at set-upPalantir of Osgiliath Palantir Scrying Neutral

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Name Item Type Primary Benefit

Alignment Likely Owner at Game Start

Assigned How?

Papers of Treaty Scroll Emissary 5 Good Pipe of Mist Flute Agent 5 Neutral Proclamation of Renewal Scroll Emissary 5 Neutral Promise of Freedom Scroll Emissary 5 Neutral Rapier’s Dance Sword Combat 750 Good Rebel Banner Banner Command 10 Good Remmiraith Amulet Mage 10 Neutral Unknown (Table F) Can be chosen at set-upRing of Aran Ring Agent 10 Evil Nation 12, Morlaen Can be chosen at set-upRing of Axardil Ring Command 10 Evil Nation 13, Elendin Starts with Character Ring of Life-giving Ring Mage 15 Good Ring of Meldain Ring Stealth 20 Evil Nation 15, Ovag Ito Can be chosen at set-upRing of Soul-taking Ring Agent 10 Neutral NPC Neutral, The Blue

Wizard Starts with NPC

Ring of Wind Ring Agent 20 Neutral Robes of Changing Robes Mage 15 Good Robes of Aman, Blue Robes Mage 10 Neutral NPC Neutral, Istar Luin Starts with NPC Robes of Aman, Blue Robes Mage 10 Neutral NPC Neutral, The Blue

Wizard Starts with NPC

Robes of Aman, Brown Robes Stealth 15 Neutral NPC Good, Radagast Starts with NPC Robes of Aman, Grey Robes Emissary 20 Good NPC Good, Gandalf Starts with NPC Robes of Aman, White Robes Emissary 20 Neutral NPC Good, Saruman Starts with NPC Rod of the Steward Rod Emissary 5 Evil Romoquenaro Bow Combat 750 Evil Nation 16, Murazor Can be chosen at set-upRuby of Aneathla Ruby Mage 20 Good Nation 5, Frianan Can be chosen at set-upRune Armor Armor Mage 10 Neutral Runya Sword Combat 1000 Good Nation 3, Vidurafin Can be chosen at set-upSceptre of Annuminas Sceptre Command 10 Good Nation 5, Araphor Can be chosen at set-upSea-helm of Ciryatan Helm Mage 30 Evil Nation 16, Murazor Can be chosen at set-upSeal of Approbation Scroll Emissary 5 Neutral Severed Heads Pendant Command 5 Evil Shadow Mace Mace Combat 2000 Evil NPC Evil, Sauron Starts with NPC Shield of Dorlin Shield Combat 1000 Neutral Nation 22, Dwalin Can be chosen at set-upShield of Fell Blows Shield Combat 500 Neutral Shield of Mithril Shield Combat 1500 Neutral Shield of the White City Shield Command 5 Neutral Sickle of the Heavens Sword Combat 750 Good Nation 3 Can be chosen at set-upSilent Wing Dagger Combat 500 Good Nation 2 Can be chosen at set-upSilver Harp Harp Emissary 20 Evil Nation 15, Uvatha Can be chosen at set-upSilverleaf of Lorien Gem Combat 1500 Good Sky Horn Horn Command 10 Neutral Unknown (Table F) Can be chosen at set-upSmall Tooth Dagger Combat 750 Good Nation 6, Arwen Can be chosen at set-upSnow Hammer Mattock Combat 1000 Evil NPC Evil, Hoarmurath Starts with NPC Southron Banners Banner Command 10 Evil Spiderweb Cloak Cloak Stealth 5 Neutral NPC Evil, Lhachglin Starts with NPC Spinerunner Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upStaff of Gandalf Staff Mage 20 Good NPC Good, Gandalf Starts with NPC Staff of Radagast Staff Mage 10 Good NPC Good, Radagast Starts with NPC Staff of Saruman Staff Mage 20 Good NPC Good, Saruman Starts with NPC Standard of Arnor Banner Command 10 Good Standard of Elendin Banner Command 10 Evil Standard of Morlaen Banner Command 10 Evil Standard of the Khazad Banner Command 10 Neutral Standard of the Usurper Banner Command 10 Evil Standard of the Witch-king Banner Command 10 Evil

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Name Item Type Primary Benefit

Alignment Likely Owner at Game Start

Assigned How?

Sting Sword Combat 1000 Neutral NPC Evil, William Huggins

Starts with NPC

Stinging Tongue Blow Pipe Combat 1000 Evil NPC Evil, Khamul Starts with NPC Sukhelka Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upSwift-passing Boots Mage 10 Neutral Sword of the King Sword Command 10 Good Sword of the Light Sword Combat 1000 Good Nation 3 Can be chosen at set-upTalembril Armor Combat 750 Neutral Tarmellen Sword Combat 1250 Good Nation 5, Araphor Can be chosen at set-upTears of the Night Gem Emissary 5 Good Tinculin Harp Mage 40 Neutral Tomb’s Dust Cloak Mage 15 Evil Trollsdirge Sword Combat 1000 Good Nation 4 Can be chosen at set-upTurukulon’s Claws Armor Combat 2250 Neutral NPC Neutral, Turukulon Starts with NPC Usurper’s Sword Sword Combat 750 Evil Nation 11, Castamir Starts with Character Valacar’s Mail Armor Command 25 Good Nation 1, Eldacar Can be chosen at set-upValar’s Grace Gem Mage 15 Good Vasamacil Sword Combat 1500 Evil Nation 16, Murazor Can be chosen at set-upVidugavia’s Needle Lance Combat 1250 Good Nation 1, Eldacar Can be chosen at set-upVilya Ring Mage 50 Good Nation 6, Elrond Can be chosen at set-upViper’s Sword Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upWar-Dancer Sword Combat 1000 Evil NPC Evil, Dwar of Waw Starts with NPC Water-Skimmer Bola Combat 1000 Evil NPC Evil, Khamul Starts with NPC Weeping Flute Flute Emissary 10 Neutral Unknown (Table F) Can be chosen at set-upWhispering Armor Armor Agent 10 Evil Nation 13, Elendin Can be chosen at set-upWhispering Crier Horn Command 10 Neutral Unknown (Table F) Can be chosen at set-upWhite-shining Armor Combat 1250 Good Wild Blade Sword Combat 500 Good Nation 3 Can be chosen at set-upWind’s Yearning Bow Combat 500 Good Nation 3 Can be chosen at set-upWolor Priest’s Ring Ring Mage 15 Evil NPC Evil, Dwar of Waw Starts with NPC Woodsman’s Axe Axe Combat 500 Good Words of Beseeching Scroll Emissary 5 Neutral Words of Persuasion Scroll Emissary 5 Neutral Writ of Blood Scroll Emissary 5 Evil Writ of the Dunedain Scroll Emissary 5 Neutral Yellow Boots Boots Stealth 15 Neutral NPC Good, Tom

Bombadil Starts with NPC

Yellow Hammer Mace Combat 1000 Evil NPC Evil, Akhorahil Starts with NPC

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AAppppeennddiixx DD –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess The following is a list of Special Nation Abilities that you may encounter in the game. Not all are available to nations at game start.

The following scouting and recon orders issued work as if the character has double the relevant skill rank: 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

The following scouting and recon orders issued work as if the character has +20 to their relevant skill rank: 905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

The following scouting and recon orders issued work as if the character has a relevant skill rank of 50 (or better if they have the appropriate skill rank at higher than 50):

905 – Scout Army 910 – Scout Area 915 – Scout Hex 920 – Scout Population Centre 925 – Recon Area 930 – Scout For Characters

New characters have a greater chance of gaining a bonus to their challenge rank

New characters have a greater chance of gaining a bonus to their stealth rank

Armies lose no morale for force marching.

Armies with food only lose 1–2 morale if force–marching. Armies without food gain 1–2 morale when stationary, only lose 1–2 morale if marching, and only lose 2–5 if force–marching.

The nation can buy from the market at 20% less than the given buy price, and sell to the market at 20% greater

than the given sell price

New emissaries can start with an emissary skill rank of up to 40 when created using the 734 – Name Emissary order

New mages can start with a mage skill rank of up to 40 when created using the 737 – Name Mage order

New agents can start with an agent skill rank of up to 40 when created using the 731 – Name Agent order

New commanders can start with a command skill rank of up to 40 when created using the 728 – Name

Commander order

All new troop recruits start with training 20

All new troop recruits start with training 25

All new heavy infantry recruits start with training

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All new men–at–arms recruits start with training 25

The nation can build ships at 1/2 the usual timber cost

The nation can build ships at 1/3 the usual timber cost

The nation may build fortifications at 1/2 the usual timber cost

New armies start with a morale of 40

New armies may be hired at no cost

All characters may issue the order 585 – Uncover Secrets as if they have an emissary skill rank of 40 (or higher if they have an emissary skill rank of greater than 40)

Mages can learn the lost spell 502 – Weakness

Mages can learn the lost spell 508 – Conjure Mounts

Mages can learn the lost spell 510 – Conjure Food

Mages can learn the lost spell 512 – Conjure Hordes

Mages can learn the lost spell 244 – Fearful Hearts

Mages can learn the lost spell 248 – Fanaticism

Mages can learn the lost spell 246 – Summon storms

Mages can learn the lost spell 314 – Teleport

The orders 615 – Assassinate Character and 620 – Kidnap Character issued work as if the character has + 10 to

their agent skill rank

Navies can travel in open sea sectors without fear of storms or becoming lost

Navy warships have a strength of 4

Navy warships have a strength at 5

The nation can issue the following order to its characters, assuming the characters fulfil order requirements: 496 – Build Road

The nation can issue the following order to its characters, assuming the characters fulfil order requirements: 960 –

Increase Caravan Prices

The nation can issue the following order to its characters, assuming the characters fulfil order requirements: 965 – Reduce Caravan Prices

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KKiinn--ssttrriiffee –– AAppppeennddiixx EE –– TTiimmee--lliinnee

AAppppeennddiixx EE –– TTiimmee--lliinnee Any attempt to draw up a complete time-line of events in Middle-earth is doomed to failure, for the task of reducing many volumes of writing into a brief outline is guaranteed to result in events some consider to be of vital importance being missed out. And even here, where we have sought only to provide a background necessary for the understanding of the events of the Kin-strife, the more that we included the more there was that seemed to need to be included, until a point was reached when it became necessary to enforce a limit that may seem almost arbitrary. As such, this time-line is necessarily incomplete. However, we hope that this will at least serve to set the events described in this module in their proper context. BBeeffoorree tthhee FFiirrsstt AAggee In the years without time before the first age, Eru creates the Ainur, whose music becomes the lands of Arda. TThhee YYeeaarrss ooff tthhee LLaammppss,, tthhee YYeeaarrss ooff tthhee TTrreeeess,, aanndd TThhee FFiirrsstt AAggee.. The people of Arda are given shape and form. Elves, dwarves and men inhabit Middle-earth. At the end of the First Age Morgoth, the Ancient Enemy, is overthrown, though his servant Sauron escapes. TThhee SSeeccoonndd AAggee 1 The foundation of the Grey Havens in Middle-earth. 32 The Edain, three of the oldest houses of men, reach the Island of Numenor, west of Middle-earth. c. 500 Sauron stirs in Middle-earth. 600 The first Numenorean ships appear off the coasts of Middle-earth. c. 1000 Sauron takes Mordor for his own. The building of Barad-dur begins. c. 1200 Sauron, in disguise, seduces the elves of Eregion. c. 1500 The forging of the Rings of Power by the elves of Eregion begins. c. 1590 The Rings of Power are finished. c. 1600 Sauron forges the One Ring, and completes Barad-dur. c. 1600 Sauron’s true nature is revealed. 1693 The War between Sauron and the Elves begins. 1699 Sauron overruns Eregion and Eriador 1701 Sauron driven out of Eriador. Middle-earth is divided, with the Westlands enjoying peace, but the rest of the

lands under Sauron’s darkness, which long endures. c. 1800 From this time onwards, the Numenoreans begin to establish their presence on the coasts of Middle-earth. 3261 Ar-Pharazon, King of Numenor, lands at Umbar to challenge Sauron. 3262 Sauron is taken as prisoner to Numenor; historians argue as to whether this was truly in defeat, or by his own

will in order to corrupt the Numenoreans. 3310 Sauron succeeds in seducing the Numenorean King, and in corrupting the people of Numenor. 3319 The destruction of Numenor. Elendil and his sons Isildur and Anarion escape to Middle-earth. As does Sauron, who, finding much of his lands retaken, retreats to the lands around Mordor. 3320 The foundation of the Numenorean realms in exile, Arnor and Gondor. 3429 Sauron attacks Gondor, taking Minas Ithil. Isildur escapes, fleeing to Elendil in the North, whilst Anarion defends Minas Arnor and Osgiliath. 3430 A Last Alliance of Elves and Men is formed 3434 The host of the Alliance crosses the Misty Mountains, and defeat Sauron in the battle of Dagorlad. Sauron escapes to Mordor, and the siege of Barad-dur begins. 3440 Anarion is slain. 3441 Sauron is overthrown by Elendil and the elven king Gil-galad. Elendil and Gil-galad are slain, Sauron passes

away, and the Ringwraiths go into the shadows. Isildur takes the One Ring.

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TThhee TThhiirrdd AAggee 1 A watch is placed on Mordor. 2 Isildur, King of Gondor and Arnor, is killed at the Gladden Fields while travelling north. The One Ring vanishes from all knowledge. 857 Arnor is divided into three Kingdoms: Arthedain, Cardolan and Rhudaur. 1050 Gondor reaches the height of its power. A shadow begins to fall on the Greenwood. c.1000 The Istari come to Middle-earth. c. 1100 The Istari and Eldar discover that an evil has come to Dol Guldur in the Greenwood. It is thought to be a Nazgul. 1240 The southern lands of Gondor become separated from the royal succession of Gondor, and are governed by Calimehtar, the Captain of the Ships. 1248 King Minalcar of Gondor aids Vidugavia of Rhovanion in driving the Easterlings from their lands. An alliance is formed between Gondor and Rhovanion. 1264 Valacar son of Minalcar weds Vidumavi daughter of Vidugavia, further cementing alliance between Gondor and Rhovanion. Many southern Gondor nobles are uneasy. 1274 Castamir is born to Calmir, the son of Calimehtar, and Eldacar is born to King Valacar. c.1300 Evil begins to encroach on the lands. Orcs appear in the Misty Mountains, the Nazgul are seen abroad, and the Witch-king takes Angmar for his own. 1384 Castamir becomes Captain of the Ships. 1409 The Witch-king of Angmar invades the three Kingdoms of Arnor. Rhudaur and Cardolan are overwhelmed, and only Arthedain succeeds in turning the Black Tide. 1432 King Valacar of Gondor dies, and Eldacar claims the throne. But as he is the son of a Rhovanion woman, the southern nobility demand his abdication in favour of Castamir. Castamir refuses to abdicate, and civil war results. 1437 Osgiliath is burned, King Eldacar flees, and Castamir the Usurper takes the throne. 1447 After a ten year exile, Eldacar returns to reclaim the throne of Gondor. The final act of the Kin-strife begins.

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AAppppeennddiixx FF –– NNeeww OOrrddeerrss 449966 –– BBuuiilldd RRooaadd Type of Order Command Difficulty of Order Hard Order Number 496 Order Code BldRoad Prerequisites The character has emissary and command skill The character is an army commander There are no armies present in the hex who consider your army an enemy Required Information Hex-side where road being built begins (ne, e, se, sw, w, or nw) Hex-side where road being built ends (ne, e, se, sw, w, or nw) This order allows an army commander to attempt to build a road which either connects at a hex-side to an existing road, or which completes a partial road already ending in the hex. This order will not succeed if there are any armies of nations who consider your nation an enemy present. Success is based on the command and emissary ranks of the character, the size of the army the character commands, the relation of the character’s nation to the nation of a population centre in the hex if one is present, and the terrain type. Bear in mind that army movement through a hex is only aided by a road when the road reaches uninterrupted from the hex the army travelled from, into the hex. So movement through adjacent mountain hexes, for example, is not permitted until a road is not only present in one of the hexes, but connects both of them. For example: angul, 496, w, ne, 994422 –– MMoovvee TTuurrnn MMaapp Type of Order Emissary Difficulty of Order Average Order Number 942 Order Code MvTnMap Prerequisites The character has emissary and command skill The character is at their nation’s capital The nation has sufficient gold Required Information Direction of map movement (ne, nw, e, se, sw, or w) This order allows a character with both emissary and command skill to attempt to move the turn map their nation receives each turn. The map must remain within normal map boundaries, which is to say you cannot move it off the edge of the game world. The map can only be moved once a turn, and the nation’s capital must appear on the map after the move or the order will fail. Success is based on both the character’s emissary and command ranks, and how central to the map the nation’s capital is (with success being more likely when the capital is located towards the centre of the map). Moving the map east or west will move it one hex, whilst moving the map north-east, north-west, south-east or south-west will move the map two hexes. Note also that moving the map north-east or north-west will result in the same movement of the map north, and moving the map south-west or south-east will result in the same movement of the map south. The cost of moving the map is 5,000 gold up to turn 12, after which the cost is 3,000 gold. For example: angul, 945, w,

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996600 –– IInnccrreeaassee CCaarraavvaann PPrriicceess Type of Order Command Difficulty of Order Hard Order Number 960 Order Code IncrCar Prerequisites The character has emissary and command skill The character is at their nation’s capital Required Information % price increase (1-50) This order allows a character with both emissary and command skill, to attempt to increase the market prices, to take affect from the turn after the order is given. Success is based on the command and emissary ranks of the character, and the possible increase percentage is limited by the natural emissary rank of the character. Only one successful price increase is allowed each turn, but if more than one successful order is given, the order causing the greatest increase will take place. If an order to reduce market prices is also given by a nation on the same turn, the prices will be affected by both results. For example: angul, 960, 45, 996655 –– RReedduuccee CCaarraavvaann PPrriicceess Type of Order Command Difficulty of Order Hard Order Number 965 Order Code ReduCar Prerequisites The character has emissary and command skill The character is at their nation’s capital Required Information % price decrease (1-50) This order allows a character with both emissary and command skill, to attempt to decrease the market prices, to take affect from the turn after the order is given. Success is based on the command and emissary ranks of the character, and the possible decreased percentage is limited by the natural emissary rank of the character. Only one successful price decrease is allowed each turn, but if more than one successful order is given, the order causing the greatest decrease will take place. If an order to increase market prices is also given by a nation on the same turn, the prices will be affected by both results. For example: angul, 965, 45,

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AAppppeennddiixx GG –– TTrroooopp DDeessccrriippttiioonnss

Nation # Nation Name Troop Type Troop Description 1 Line of Eldacar Heavy Cavalry Loyalist Mounted Knights Light Cavalry Loyalist Mounted Skirmishers Heavy Infantry Loyalist Knights Light Infantry Loyalist Pikemen Archers Loyalist Archers Men at Arms Loyalist Militia 2 Rebels of Ered Lithui Heavy Cavalry Mounted Rebel Lancers Light Cavalry Mounted Rebel Scouts Heavy Infantry Rebel Axemen Light Infantry Rebel Pikemen Archers Rebel Archers Men at Arms Rebel Reserves 3 Rhovanion Heavy Cavalry Riders of Rhovanion Light Cavalry Mounted Trackers Heavy Infantry Rangers of Mirkwood Light Infantry Woodsmen of the North Archers Forest Wardens Men at Arms Foresters 4 Horselords Heavy Cavalry Plainsman Lancers Light Cavalry Plainsman Mounted Scouts Heavy Infantry Swordsmen of the North Light Infantry Plainsman Scouts Archers Northmen Archers Men at Arms Camp Guards 5 Kingdom of Arnor Heavy Cavalry Mounted Knights of the Old Realm Light Cavalry Mounted Scouts Heavy Infantry Knights of the Old Realm Light Infantry Rangers of the North Archers Wildsmen Hunters Men at Arms Footmen of Arnor 6 Quendi Heavy Cavalry Mounted Knights of Elbereth Light Cavalry Outriders of the Golden Woods Heavy Infantry Elven Swordsmen Light Infantry Elven Scouts Archers Archers of the Galadhrim Men at Arms Elven Spears

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Nation # Nation Name Troop Type Troop Description 11 Line of Castamir Heavy Cavalry Mounted Knights of the Royal Guard

Light Cavalry Mounted Watchmen Heavy Infantry Knights of the Watch Light Infantry Swordsmen of Gondor Archers Royal Crossbowmen Men at Arms City Guardsmen

12 Line of Morlaen Heavy Cavalry Mounted Enforcers Light Cavalry Mounted Inquisitors Heavy Infantry Crimson Blades Light Infantry Dark Legions Archers Black Archers Men at Arms Footmen of the Night

13 Line of Elendin Heavy Cavalry Mounted Knights of the Old Guard Light Cavalry Scouts of the Realm Heavy Infantry Knights of Gondor Light Infantry Axemen of Gondor Archers Gondorian Crossbowmen Men at Arms Footmen of Gondor

14 Southron Kingdoms Heavy Cavalry Mumakhil Riders Light Cavalry Desert Riders Heavy Infantry Whirling Blades of the Sun Light Infantry Pikemen of the Sun Archers Black-feather Bowmen Men at Arms Hordes of the Desert

15 Hithlum Heavy Cavalry Riders of the Crimson Sword Light Cavalry Mounted Raiders Heavy Infantry Scimitars of the East Light Infantry Nomad Skirmishers Archers Archers of the Poison Bite Men at Arms Slaves

16 Witch-realm of Angmar Heavy Cavalry Dark Riders of the North Light Cavalry Warg Riders Heavy Infantry Troll Footsoldiers Light Infantry Orc Hordes Archers Goblin Archers Men at Arms Hill-men Clansmen

21 Line of Tirkhor Heavy Cavalry Mounted Knights of the Swan

Light Cavalry Mounted Scouts Heavy Infantry Knights of Belfalas Light Infantry Guards of the Fief Archers Royal Crossbowmen Men at Arms Tower Watchmen

22 Khazad Heavy Cavalry Mounted Axemen Light Cavalry Mounted Scouts Heavy Infantry Axemen of the Mithril Blade Light Infantry Hammer Guard Archers Crossbowmen of the Silver Seam Men at Arms Dwarven Phalanx

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KKiinn--ssttrriiffee –– AAppppeennddiixx HH –– CClliimmaattee//TTeerrrraaiinn MMooddiiffiieerrss

AAppppeennddiixx HH –– CClliimmaattee//TTeerrrraaiinn MMooddiiffiieerrss Nation 1 – Line of Eldacar Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.9 1 0.9 0.85 0.88 0.85 0.85 Severe 0.93 1.03 0.93 0.88 0.9 0.88 0.88 Cold 0.95 1.05 0.95 0.9 0.93 0.9 0.9 Cool 0.98 1.08 0.98 0.93 0.95 0.93 0.93 Mild 1 1.1 1 0.95 0.98 0.95 0.95 Warm 0.98 1.08 0.98 0.93 0.95 0.93 0.93 Hot 0.95 1.05 0.95 0.9 0.93 0.9 0.9 Nation 2 – Rebels of Ered Lithui Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.78 0.78 0.83 0.88 0.88 0.78 0.98 Severe 0.8 0.8 0.85 0.9 0.9 0.8 1 Cold 0.83 0.83 0.88 0.93 0.93 0.83 1.03 Cool 0.85 0.85 0.9 0.95 0.95 0.85 1.05 Mild 0.9 0.9 0.95 1 1 0.9 1.1 Warm 0.88 0.88 0.93 0.98 0.98 0.88 1.08 Hot 0.85 0.85 0.9 0.95 0.95 0.85 1.05 Nation 3 - Rhovanion Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.88 0.9 0.88 0.83 0.83 0.78 0.78 Severe 0.9 0.93 0.9 0.85 0.85 0.8 0.8 Cold 0.93 0.95 0.93 0.88 0.88 0.83 0.83 Cool 0.95 0.98 0.95 0.9 0.9 0.85 0.85 Mild 1 1.03 1 0.95 0.95 0.9 0.9 Warm 1 1.03 1 0.95 0.95 0.9 0.9 Hot 0.95 0.98 0.95 0.9 0.9 0.85 0.85 Nation 4 - Horselords Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.9 1 0.9 0.85 0.85 0.83 0.85 Severe 0.93 1.03 0.93 0.88 0.88 0.85 0.88 Cold 0.95 1.05 0.95 0.9 0.9 0.88 0.9 Cool 0.98 1.08 0.98 0.93 0.93 0.9 0.93 Mild 1 1.1 1 0.95 0.95 0.93 0.95 Warm 1 1.1 1 0.95 0.95 0.93 0.95 Hot 0.95 1.05 0.95 0.9 0.9 0.88 0.9

VVeerrssiioonn 11..0000

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KKiinn--ssttrriiffee –– AAppppeennddiixx HH –– CClliimmaattee//TTeerrrraaiinn MMooddiiffiieerrss

Nation 5 – Kingdom of Arnor Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.95 0.93 0.93 0.88 0.88 0.85 0.83 Severe 0.95 0.93 0.93 0.88 0.88 0.85 0.83 Cold 0.98 0.95 0.95 0.9 0.9 0.88 0.85 Cool 1 0.98 0.98 0.93 0.93 0.9 0.88 Mild 1.03 1 1 0.95 0.95 0.93 0.9 Warm 1.03 1 1 0.95 0.95 0.93 0.9 Hot 0.98 0.95 0.95 0.9 0.9 0.88 0.85 Nation 6 - Quendi Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.9 0.9 0.83 1 0.85 0.8 0.83 Severe 0.95 0.95 0.88 1.05 0.9 0.85 0.88 Cold 0.98 0.98 0.9 1.08 0.93 0.88 0.9 Cool 1 1 0.93 1.1 0.95 0.9 0.93 Mild 1.03 1.03 0.95 1.13 0.98 0.93 0.95 Warm 1.03 1.03 0.95 1.13 0.98 0.93 0.95 Hot 0.98 0.98 0.9 1.08 0.93 0.88 0.9 Nation 11 – Line of Castamir Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.88 0.93 0.88 0.83 0.8 0.8 0.85 Severe 0.93 0.98 0.93 0.88 0.85 0.85 0.9 Cold 0.95 1 0.95 0.9 0.88 0.88 0.93 Cool 0.98 1.03 0.98 0.93 0.9 0.9 0.95 Mild 1 1.05 1 0.95 0.93 0.93 0.98 Warm 0.98 1.03 0.98 0.93 0.9 0.9 0.95 Hot 0.95 1 0.95 0.9 0.88 0.88 0.93 Nation 12 – Line of Morlaen Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.78 0.83 0.8 0.8 0.78 0.78 0.8 Severe 0.8 0.85 0.83 0.83 0.8 0.8 0.83 Cold 0.83 0.88 0.85 0.85 0.83 0.83 0.85 Cool 0.85 0.9 0.88 0.88 0.85 0.85 0.88 Mild 0.9 0.95 0.93 0.93 0.9 0.9 0.93 Warm 0.9 0.95 0.93 0.93 0.9 0.9 0.93 Hot 0.9 0.95 0.93 0.93 0.9 0.9 0.93

VVeerrssiioonn 11..0000

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KKiinn--ssttrriiffee –– AAppppeennddiixx HH –– CClliimmaattee//TTeerrrraaiinn MMooddiiffiieerrss

Nation 13 – Line of Elendin Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.98 0.93 0.83 0.8 0.85 0.83 0.78 Severe 1 0.95 0.85 0.83 0.88 0.85 0.8 Cold 1.03 0.98 0.88 0.85 0.9 0.88 0.83 Cool 1.05 1 0.9 0.88 0.93 0.9 0.85 Mild 1.1 1.05 0.95 0.93 0.98 0.95 0.9 Warm 1.1 1.05 0.95 0.93 0.98 0.95 0.9 Hot 1.1 1.05 0.95 0.93 0.98 0.95 0.9 Nation 14 – Southron Kingdoms Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.88 0.83 0.85 0.8 1 0.83 0.85 Severe 0.9 0.85 0.88 0.83 1.03 0.85 0.88 Cold 0.93 0.88 0.9 0.85 1.05 0.88 0.9 Cool 0.95 0.9 0.93 0.88 1.08 0.9 0.93 Mild 1 0.95 0.98 0.93 1.13 0.95 0.98 Warm 1 0.95 0.98 0.93 1.13 0.95 0.98 Hot 1 0.95 0.98 0.93 1.13 0.95 0.98 Nation 15 - Hithlum Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.95 1.03 0.98 0.83 0.95 0.85 0.85 Severe 0.98 1.05 1 0.85 0.98 0.88 0.88 Cold 0.98 1.05 1 0.85 0.98 0.88 0.88 Cool 0.98 1.05 1 0.85 0.98 0.88 0.88 Mild 1.03 1.1 1.05 0.9 1.03 0.93 0.93 Warm 1 1.08 1.03 0.88 1 0.9 0.9 Hot 0.98 1.05 1 0.85 0.98 0.88 0.88 Nation 16 – Witch-realm of Angmar Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.93 0.93 0.95 0.9 0.95 0.95 1.05 Severe 0.95 0.95 0.98 0.93 0.98 0.98 1.08 Cold 0.98 0.98 1 0.95 1 1 1.1 Cool 0.95 0.95 0.98 0.93 0.98 0.98 1.08 Mild 0.95 0.95 0.98 0.93 0.98 0.98 1.08 Warm 0.93 0.93 0.95 0.9 0.95 0.95 1.05 Hot 0.9 0.9 0.93 0.9 0.93 0.93 1.03

VVeerrssiioonn 11..0000

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KKiinn--ssttrriiffee –– AAppppeennddiixx HH –– CClliimmaattee//TTeerrrraaiinn MMooddiiffiieerrss

Nation 21 – Line of Tirkhor Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.9 0.88 0.85 0.83 0.85 0.8 0.78 Severe 0.93 0.9 0.88 0.85 0.88 0.83 0.8 Cold 0.95 0.93 0.9 0.88 0.9 0.85 0.83 Cool 0.98 0.95 0.93 0.9 0.93 0.88 0.85 Mild 1.03 1 0.98 0.95 0.98 0.93 0.9 Warm 1.03 1 0.98 0.95 0.98 0.93 0.9 Hot 1 0.98 0.95 0.93 0.95 0.9 0.88 Nation 22 - Khazad Climate/Terrain Shore Plains Rough Forest Desert Swamp Mountains Polar 0.93 0.95 1.03 0.83 0.9 0.88 1.1 Severe 0.95 0.98 1.05 0.85 0.93 0.9 1.13 Cold 0.98 1 1.08 0.88 0.95 0.93 1.15 Cool 0.98 1 1.08 0.88 0.95 0.93 1.15 Mild 0.98 1 1.08 0.88 0.95 0.93 1.15 Warm 0.98 1 1.08 0.88 0.95 0.93 1.15 Hot 0.98 1 1.08 0.88 0.95 0.93 1.15

VVeerrssiioonn 11..0000

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KKiinn--ssttrriiffee –– AAppppeennddiixx II –– NNaattiioonn SSeett--uupp FFoorrmm

VVeerrssiioonn 11..0000

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

NNaattiioonn SSeett--uupp ffoorrmm GGeenneerraall DDeettaaiillss Nation name: Your name: Your account number: Game # (if known): Friends you are joining with (if any): Players that are joining game that you’d like to be on your side (if any): Players that you would not like to be on your side (if any): Any other special requirements or requests: TTaabbllee FF)) i) ii) Points sub-total for Table F: TTaabbllee JJ i) ii) iii) Points sub-total (must be 3000) for Table J: TTaabbllee NN i) ii) iii) iv) v) Points sub-total for Table N (must be at least 4,000): TTaabbllee RR)) i) ii) iii) iv) v) Points sub-total for Table R: TTaabbllee VV)) i) ii) iii) Points sub-total for Table V (must be at least 4,000): Points Total (must be 23,000 or less):

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KKiinn--ssttrriiffee –– AAppppeennddiixx 22 –– PPrree SSeett--uupp MMaapp

VVeerrssiioonn 11..0000

AAppppeennddiixx 22 –– PPrree SSeett--uupp MMaapp This is the default map, pre set-ups.

Page 131: The · kin-strife – contents contents contents introduction partial genealogy background gondor sauron & the nazgul arnor the realms of harad khazad quendi welcome kin-strife at

KKiinn--ssttrriiffee –– DDiissccllaaiimmeerr

Adanedhel, Adelard Took, Adorn, Adrahil captain to Ondoher, Adrahil father of Imrahil, Aduial, Adûnaic, Adûnakhôr, Adurant, Aeglos, Aeglos, Aegnor, Aelin-uial, Aeluin, Aerandir, Aerin, Afterborn, Aftercomers, Afterlithe, Afteryule, Agarwaen, Aghan, Aglarond, Aglon, Aiglos, Ailinel, Ainulindalë, Ainur, Music of the Ainur, Aiwendil, Akallabêth, Akallabêth, Alatar, Alatáriel, Alcarin, Alcarin, Alcarinquë, Alcarondas, Aldamir, Aldarion, Aldarion, Erendis, Aldaron, Aldburg, Aldëa, Aldor, Alfirin, Algund, Almaida, Almaren, Almarian, Almiel, Alqualondë, Altáriel, Aman, Mountains of Aman, Amandil, Amarië, Amdír, Amlach, Amlaith of Fornost, Amon Amarth, Amon Anwar, Amon Darthir, Amon Dîn, Amon Ereb, Amon Ethir, Amon Gwareth, Amon Hen, Amon Lanc, Amon Lhaw, Amon Obel, Amon Rûdh, Amon Sûl, Tower of Amon Sûl, Amon Uilos, Amras, Amrod, Amroth, Cerin Amroth, Anach, Pass of Anach, Anadûnê, Anar, Anardil of Gondor, Anardil of Númenor, Anárion son of Elendil, Anárion son of Ancalimë, Anborn, Ancalagon, Ancalimë, Andor, Andram, Andrast, Andrath, Andróg, Androth, Anduin, Ethir Anduin, Mouths of Anduin, Vales of Anduin, Andúnië, Bay of Andúnië, Lord of Andúnië, Andúril, Andustar, Andwise Roper, Andy Roper, Anemones, Anfalas, Anfauglir, Anfauglith, Angainor, Angamaitë, Angband, High-captain of Angband, Siege of Angband, Angbor, Angerthas, Anghabar, Anglachel, Angle Eriador, Angle Lórien, Angmar, Angren, Angrenost, Angrist, Angrod, Anguirel, Annael, Annatar, Annon-in-Gelydh, Annúminas, Sceptre of Annúminas, Stone of Annúminas, Anor, Flame of Anor, Minas Anor, Anórien, Anor-stone, Apanónar, Appledore, Ar-Abattârik, Arador, Ar-Adûnakhôr, Araglas, Aragorn Elessar, Aragorn I, Aragost, Arahad I, Arahad II, Arahael, Araman, Aranarth, Arandor, Arandur, Aranel, Aranrúth, Arantar, Aranuir, Aranwë, Aranwion, Araphant, Araphor, Arassuil, Aratan, Aratar, Arathorn I, Arathorn II, Araval, Aravir, Aravorn, Araw, Kine of Araw, Ar-Belzagar, Archet, Arda, High King of Arda, High Ones of Arda, King of Arda, Lord of the Breath of Arda, Powers of Arda, Spring of Arda, Ard-galen, Aredhel Ar-Feiniel, Ar-Feiniel, Argeleb I, Argeleb II, Ar-Gimilzôr, Argonath, Gates of Argonath, Argonui, Arien, Ar-Inziladûn, Arkenstone, Armenelos, Arminas, Arnor, Dúnedain of Arnor, King of Arnor, King of Gondor and Arnor, Arod, Aros, Fords of Aros, Arossiach, Ar-Pharazôn, Ar-Sakalthôr, Artamir, Artanis, Artano, Arthedain, King of Arthedain, Arvedui Last-king, Arvegil, Arveleg I, Arveleg II, Arvernien, Arwen Evenstar, The Tale of Aragorn and Arwen, Ar-Zimraphel, Ar-Zimrathôn, Ascar, Asfaloth, Ash Mountains, Ashen Mountains, Asphodel, Astron, Atalantë, Atanalcar, Atanamir, Atanatar I, Atanatar II Alcarin, Atanatári, Atani, Atarinya, Athelas, Athrad Angren, Aulë, Aulendil, Avallónë, Tower of Avallónë, Avari, Avathar, Awakening of Men, Axantur, Azaghâl, Azanulbizar, Battle of Azanulbizar, Azog, Bag End, Baggins, Balbo Baggins, Belba Baggins, Bilbo Baggins, Bingo Baggins, Bungo Baggins, Dora Baggins, Drogo Baggins, Dudo Baggins, Fosco Baggins, Frodo Baggins, Largo Baggins, Lily Baggins, Linda Baggins, Longo Baggins, Mad Baggins, Mungo Baggins, Pansy Baggins, Peony Baggins, Polo Baggins, Ponto Baggins, Porto Baggins, Posco Baggins, Rosa Baggins, Bagshot Row, Bain, Balan, Balar, Bay of Balar, Balbo Baggins, Balchoth, Bald Hill, Baldor, Balin, Balrogs, Lord of Balrogs, Bamfurlong, Ban of the Valar, Banakil, Bandobras Took, Bane of Glaurung, Banks, Eglantine Banks, Barach, Barad Eithel, Barad Nimras, Barad-dûr, Downfall of Barad-dûr, Fall of Barad-dûr, Lord of Barad-dûr, Siege of Barad-dûr, Baragund, Barahir grandson of Faramir, Barahir son of Bregor, Ring of Barahir, Barahir son of Hador, Baran, Baranduin, Baranor, Baraz, Barazinbar, Bard I, Bard II, Bardings, Bar-en-Danwedh, Bar-en-Nibin-noeg, Barliman Butterbur, Barrel-rider, Barrow-downs, Barrows, Barrow-wights, Bats, Battle of Azanulbizar, Battle of Bywater, Battle of Dagorlad, Battle of Dale, Battle of Five Armies, Battle of Fornost, Battle of Greenfields, Battle of Nanduhirion, Battle of Sudden Flame, Battle of the Camp, Battle of the Field of Celebrant, Battle of the Hornburg, Battle of the Peak, Battle of the Pelennor Fields, Battle of the Plains, Battle of the Powers, Battle of Tumhalad, Battle of Unnumbered Tears, Battle Plain, Battles of the Fords of Isen, First Battle of the Fords of Isen, Second Battle of the Fords of Isen, Bauglir, Bay, Bay of Andúnië, Bay of Balar, Bay of Belfalas, Bay of Eldamar, Bay of Eldanna, Beacons of Gondor, Bears, Beater, Beechbone, Beeches, Bees, Belba Baggins, Belecthor I, Belecthor II, Beleg of Arthedain, Beleg Strongbow, Belegaer, Belegorn, Belegost, Dwarves of Belegost, Belegund, Beleriand, Drúedain of Beleriand, Elves of Beleriand, Ruin of Beleriand, Wars of Beleriand, West Beleriand, Belfalas, Bay of Belfalas, Bell Goodchild, Belladonna Took, Belthil, Belthronding, Béma, Bent World, Bëor, House of Bëor, People of Bëor, Beorn, Beornings, Bereg, Beregar, Beregond Steward of Gondor, Beregond soldier of Gondor, Beren Erchamion, Beren of Gondor, Bergil, Bert, Berúthiel, Cats of Queen Berúthiel, Berylla Boffin, Bifur, Big Folk, Big People, Bilbo Baggins, Bilbo Gardner, Bill, Bill Ferny, Bill Huggins, Bingo Baggins, Birches, Bird-tamer, Birthday Party, Biter, Black, Black Captain, Black Chasm, Black Gate, Black Hand, Black Land, Black Númenóreans, Black Pit, Black Riders, Black Serpent, Black Shadow, Black Speech, Black Sword, Blackroot, Blackroot Vale, Bladorthin, Blanco, Blessed Realm, Bloodstained, Blotmath, Blue Mountains, Blue Ring, Blue Wizards, Boar of Everholt, Boars, Bob, Bodo Proudfoot, Boffin, Berylla Boffin, Folca Boffin, Bofur, Bolg, Bolger, Estella Bolger, Fastolph Bolger, Fatty Bolger, Filibert Bolger, Fredegar Bolger, Odovacar Bolger, Ruby Bolger, Rudigar Bolger, Bombadil, Bombur, Bonfire Glade, Book of Mazarbul, Bór, Borgil, Borin, Borlach, Borlad, Boromir of Ladros, Boromir son of Denethor I, Boromir son of Denethor II, Boron, Borondir, Borthand, Bowman, Bowman Cotton, Bracegirdle, Hugo Bracegirdle, Lobelia Bracegirdle, Bralda-hîm, Brand, Brandagamba, Kalimac Brandagamba, Branda-nîn, Brandir, Brandy Hall, Master of the Hall, Brandybuck, Celandine Brandybuck, Gorbadoc Brandybuck, Gorhendad Brandybuck, Gormadoc Brandybuck, Marmadas Brandybuck, Melilot Brandybuck, Mentha Brandybuck, Meriadoc Brandybuck, Merimas Brandybuck, Merry Brandybuck, Old Rory Brandybuck, Primula Brandybuck, Rorimac Brandybuck, Saradoc Brandybuck, Brandywine, Brandywine Bridge, Bree, Hobbits of Bree, Men of Bree, West-gate of Bree, Bree-folk, Bree-hill, Bree-hobbits, Bree-land, Bree-landers, Bregalad, Brego, Bregolas, Bregor, Brethil, Men of Brethil, Bridge of Khazad-dûm, Bridge of Mitheithel, Bridge of Stonebows, Bridgefields, Brilthor, Brithiach, Ford of Brithiach, Brithombar, Brithon, Brockenbores, Brockenborings, Brockhouse, Brodda, Lily Brown, Brown Lands, Brownlock, Gilly Brownlock, Bruinen, Ford of Bruinen, Brytta Léofa, Bucca of the Marish, Buck Hill, Buckland, Master of Buckland, Buckland Gate, Bucklanders, Bucklebury, Bucklebury Ferry, Budgeford, Bullroarer, Bunce, Mimosa Bunce, Bundushathûr, Bungo Baggins, Burárum, Burrowes, Burrows, Milo Burrows, Minto Burrows, Mosco Burrows, Moto Burrows, Myrtle Burrows, Butterbur, Butterflies, Bywater, Battle of Bywater, Bywater Pool, Bywater Road, Cabed Naeramarth, Cabed-en-Aras, Cair Andros, Calacirian, Calacirya, Calaquendi, Calembel, Calenardhon, Calenhad, Calimehtar King of Gondor, Calimehtar son of Calmacil, Calmacil, Calmindon, Camellia Sackville, Camlost, Cape Balar, Captain of Despair, Captain of the Southern Army, Captains of the West, Captivity of Melkor, Carach Angren, Caradhras, Caragdûr, Caranthir, Dor Caranthir, Caras Galadhon, Carc, Carcharoth, Carchost, Cardolan, Carl Cotton, Carn Dûm, Carnen, Carnil, Carrock, Castamir, Cats, Cats of Queen Berúthiel, Caves of Androth, Caves of the Forgotten, Cave-trolls, Cedars, Celandine Brandybuck, Celduin, Celebdil, Celeborn Lord of Lórien, Celeborn White Tree, Celebrant, Battle of the Field of Celebrant, Field of Celebrant, Celebrían, Celebrimbor, Celebrindal, Celebrindor, Celebros, Celegorm, Celepharn, Celon, Celos, Cemendur, Ceorl, Cerin Amroth, Cermië, Chamber of Mazarbul, Chamber of Records, Chetwood, Chica Chubb, Chief, Chieftain of the Dúnedain, Chieftain of the North, Children of Aulë, Children of Húrin, Tale of the Children of Húrin, Children of Ilúvatar, Children of the Sun, Chubb, Chica Chubb, Chubb-Baggins, Falco Chubb-Baggins, Poppy Chubb-Baggins, Circles of the World, Círdan the Shipwright, Ciril, Cirion, Cirith Dúath, Cirith Gorgor, Cirith Ninniach, Cirith Ungol, Stairs of Cirith Ungol, Tower of Cirith Ungol, Cirth, Ciryaher, Ciryandil, Ciryatur, Ciryon, Citadel of Gondor, Guards of the Citadel, City of Gondor, City of the Kings, Clayhanger, Lalia Clayhanger, Closed Door, Cloudyhead, Cock-robin, Coirë, Cold-drakes, Coldfells, Combe, Common Speech, Company of the Ring, Coranar, Cordial of Imladris, Cormallen, Corn, Corollairë, Corsairs of Umbar, Cotman, Cottar, Bowman Cotton, Carl Cotton, Farmer Cotton, Holman Cotton, Jolly Cotton, Long Horn Cotton, Mrs. Cotton, Nibs Cotton, Nick Cotton, Rose Cotton, Tolman Cotton junior, Tolman Cotton senior, Tom Cotton junior, Tom Cotton senior, Wilcome Cotton, Council of Elrond, Council of Gondor, Council of the Sceptre, Council of the Wise, Cracks of Doom, Cram, Crebain, Crickhollow, Crissaegrim, Crossing of Poros, Crossings of Teiglin, Cross-roads, Crown of Gondor, Cuiviénen, Culumalda, Curufin, Curufinwë, Curumo, Curunír, Nan Curunír, Cúthalion, Daeron, Dagnir Glaurunga, Dagor Aglareb, Dagor Bragollach, Dagor Dagorath, Dagorlad, Battle of Dagorlad, Dagor-nuin-Giliath, Dáin I, Dáin II Ironfoot, Daisy Gamgee, Daisy Gardner, Dale, Battle of Dale, King of Dale, Lord of Dale, Men of Dale, Damrod, Dark Country, Dark Elf, Dark Elves, Dark Land, Dark Lord, Dark Mountains, Dark Plague, Dark Power, Dark Throne, Dark Tower, Dark Years, Darkening of Valinor, Darkness, Great Darkness, Daystar, King of the Dead, Paths of the Dead, Dead Marshes, Dead Men, Déagol, Deathless, Deep Elves, Deepdelver, Deephallow, Deeping, Deeping Wall, Deeping-coomb, Deeping-stream, Deer's Leap, Demons, Denethor I, Denethor II, Denethor of the Nandor, Déor, Déorwine, Derndingle, Dernhelm, Derufin, Dervorin, Desolation of the Dragon, Diamond of Long Cleeve, Dimbar, Dimholt, Dimrill Dale, Dimrill Stair, Dimrost, Dîn, Dior of Doriath, Dior of Gondor, Dírhael, Dírhavel, Dís, Disaster of the Gladden Fields, Dol Amroth, Lord of Dol Amroth, Prince of Dol Amroth, Dol Baran, Dol Guldur, Dolmed, Dome of Stars, Doom of Mandos, Doom of Men, Doomsman of the Valar, Door of Night, Doors of Durin, Doors of Felagund, Dor Caranthir, Dor Daedeloth, Dor Dínen, Dor Firn-i-Guinar, Dora Baggins, Dor-Cúarthol, Dor-en-Ernil, Dori, Doriath, Elves of Doriath, King of Doriath, Queen of Doriath, Ruin of Doriath, Dorlas, Dor-lómin, Dragon-helm of Dor-lómin, Lady of Dor-lómin, Lord of Dor-lómin, Men of Dor-lómin, Dor-nu-Fauglith, Dorthonion, Men of Dorthonion, Dorwinion, Downfall of Barad-dûr, Downfall of Númenor, Downfallen, Dragon of Erebor, Desolation of the Dragon, Dragon-helm of Dor-lómin, Dragons, Father of Dragons, Green Dragon, Dragon-spell, Dramborleg, Draugluin, Dread Helm, Drengist, Drogo Baggins, Drû, Drúadan Forest, Drúath, Drúedain, Drúedain of Beleriand, Drûg-folk, Drughu, Drûgs, Drúin, Drúwaith Iaur, Dry River, Dudo Baggins, Duilin, Duilwen, Duinhir, Dúnadan, Dúnedain, Chieftain of the Dúnedain, Kingdoms of the Dúnedain, Dúnedain of Arnor, Dúnedain of the North, Dúnedain of the South, Dunharrow, Dúnhere, Dunland, Dunlendings, Dunlendish, Durin I the Deathless, House of Durin, Durin III, Doors of Durin, Durin VI, Durin VII, Durin's Bane, Durin's Day, Durin's Folk, King of Durin's Folk, Durin's Tower, Durthang, Dwalin, Dwarf-road of Beleriand, Dwarf-road of Mirkwood, Dwarf-tongue, Dwarrowdelf, Fathers of the Dwarves, Petty-dwarves, War of the Dwarves and Orcs, Dwarves of Belegost, Dwarves of Erebor, Dwarves of Khazad-dûm, Dwarves of Moria, Dwarves of the Iron Hills, Dwimmerlaik, Dwimorberg, Dwimordene, Eä, Éadig, King of Eagles, Lord of Eagles, Eämbar, Eärendil of Gondor, Eärendil the Mariner, Star of Eärendil, Eärendur King of Arnor, Eärendur Lord of Andúnië, Eärendur son of Tar-Amandil, Eärnil I, Eärnil II, Eärnur, Eärrámë, Eärwen, East Beleriand, East Bight, East Road, East Wall of Rohan, Eastemnet, Easterlings, Eastfarthing of the Shire, First Eastfarthing Troop, Eastfold, East-gate of Moria, Eastlands of Middle-earth, Eastlands of Númenor, Eastmarch of the Shire, East-mark, Marshal of the East-mark, East-victor, East-West Road, Echoing Mountains, Echoriath, Echuir, Ecthelion I, Tower of Ecthelion, Ecthelion II, Ecthelion of the Fountain, Edain, First House of the Edain, Third House of the Edain, Three Houses of the Edain, Edhellond, Edhil, Ednew, Edoras, Muster of Edoras, Edrahil, Egalmoth, Egladil, Eglador, Eglantine, Eglantine Banks, Eglarest, Eilenach, Eilenaer, Eithel Ivrin, Eithel Sirion, Ekkaia, Elanor, Elanor Gardner, Elatan, Elbereth, Eldacar of Arnor, Eldacar of Gondor, Eldalië, Eldalondë, Eldamar, Bay of Eldamar, Eldar, Eldarin, Eldarion, Elder Children of Ilúvatar, Elder Days, Elder Kindred, Elder King, Eldest, Eledhwen, Elemmakil, Elemmírë (Elf), Elemmírë (star), Elendë, Elendil, Heir of Elendil, House of Elendil, Mound of Elendil, Star of Elendil, Sword of Elendil, Tomb of Elendil, Elendili, Elendilmir, Elendur King of Arnor, Elendur son of Isildur, Elenna, Elentári, Elentirmo, Elenwë, Elephants, Elessar of Aragorn, Elessar of Eärendil, Elestirnë, Elf-friend, Elf-friends, Three Houses of the Elf-friends, Elfhelm, Elfhild, Elfstan Fairbairn, Elfstone, Elfwine, Elladan, Elmo, Elms, Elostirion, Elrohir, Elrond, House of Elrond, Elros, House of Elros, Line of Elros, Elu Thingol, Eluchíl, Eluréd, Elurín, Elvenesse, Elvenhome, Elvenking, Elven-rings, Elven-smiths, Elven-tongue, Elven-tree, Fair Elves, Green-elves, Grey-elves, High Elves, High King of the Elves, Light-elves, Sea-elves, Silvan Elves, Wood-elves, Elves of Beleriand, Elves of Doriath, Elves of Eregion, Elves of Eressëa, Elves of Lindon, Elves of Lórien, Elves of Middle-earth, Elves of Mirkwood, Elves of Nargothrond, Elves of Ossiriand, Elves of Sirion, Elves of the Falas, Elves of the Havens, Elves of the Light, Elves of the Twilight, Elves of the Wood, Elves of Thranduil, Elves of Valinor, Silvan Elvish, Elwë Singollo, Elwing, Emeldir, Emerië, Emerwen Aranel, Empty Lands, Emyn Arnen, Lord of Emyn Arnen, Emyn Beraid, Emyn Duir, Emyn Muil, Emyn Uial, Emyn-nu-Fuin, Enchanted Isles, Enchanted River, Encircling Mountains, Encircling Sea, Enderi, Endless Stair, Endor, Endóre, Enedwaith, Enemy, Enerdhil, Engwar, Ennor, Ent-draughts, Ent-houses, Entings, Entish, Entmoot, Ents, Entulessë, Entwade, Entwash, Mouths of Entwash, Entwives, Entwood, Envinyatar, Éoherë, Eöl, Éomer Éadig, Éomund of Eastfold, Eönwë, Éoreds, Eorl, House of Eorl, Oath of Eorl, Ride of Eorl, Sons of Eorl, Eorlingas, Eorlings, Éothain, Éothéod, Lord of the Éothéod, Men of the Éothéod, Éowyn, Ephel Brandir, Ephel Dúath, Eradan, Erchamion, Erebor, Dragon of Erebor, Dwarves of Erebor, Gate of Erebor, Quest of Erebor, Ereborian Cirth, Erech, Hill of Erech, Stone of Erech, Ered Engrin, Ered Gorgoroth, Ered Lindon, Ered Lithui, Ered Lómin, Ered Luin, Ered Mithrin, Ered Nimrais, Ered Wethrin, Eregion, Elves of Eregion, Lord of Eregion, Ereinion Gil-galad, Erelas, Erellont, Erendis, White House of Erendis, Eressëa, Elves of Eressëa, Erestor, Eriador, Erkenbrand, Ernil i Pheriannath, Eru, Eruhantalë, Eruhíni, Erui, Erukyermë, Eryn Lasgalen, Eryn Vorn, Esgalduin, Esgaroth, Esmeralda Took, Estë, Estel, Estella Bolger, Estelmo, Estolad, Ethir, Ethir Anduin, Ethraid Engrin, Ethring, Ethuil, Ettenmoors, Evendim, Hills of Evendim, Evendim Lake, Evenstar, Everard Took, Evereven, Everholt, Boar of Everholt, Evermind, Evernight, Ever-young, Exile of the Noldor, Exiles of Gondolin, Exiles of Númenor, Realms in Exile, Eye of Mordor, Eye of Sauron, Ezellohar, Faelivrin, Faerie, Fair Elves, Fairbairn, Elfstan Fairbairn, Falas, Elves of the Falas, Falastur, Falathar, Falathrim, Falco Chubb-Baggins, Fall of Barad-dûr, Fall of Fingolfin, Fall of Gil-galad, Fall of Gondolin, Fall of Nargothrond, Fall of the Noldor, Fallohides, Falls of Rauros, Falls of Sirion, Falmari, Fang, Fangorn, Forest of Fangorn, Fangorn Forest, Fanuidhol, Far Downs, Far Harad, Faramir son of Denethor II, Faramir son of Ondoher, Faramir Took I, Farewell Party, Farin, Farmer Cotton, Farmer Maggot, Farthings, Far-wanderer, Fastolph Bolger, Fastred of Greenholm, Fastred of Rohan, Father of Dragons, Father of the Isle, Fathers of Men, Fathers of the Dwarves, Fatty Bolger, Fatty Lumpkin, Fëanor, House of Fëanor, Oath of Fëanor, Sons of Fëanor, Fëanorian, Fëanorian Lamps, Fëanturi, Felagund, Doors of Felagund, Finrod Felagund, Felaróf, Fell Winter of the Third Age, Fellowship of the Ring, Fen Hollen, Fen of Serech, Fengel, Fenmarch, Fens of Sirion, Ferny, Bill Ferny, Ferumbras Took II, Ferumbras Took III, Field of Celebrant, Battle of the Field of Celebrant, Field of Cormallen, Fiery Mountain, Fíli, Filibert Bolger, Fimbrethil, Finarfin, House of Finarfin, Findegil, Finduilas of Dol Amroth, Finduilas of Nargothrond, Finglas, Fingolfin, Fall of Fingolfin, House of Fingolfin, Fingon, Finrod Felagund, Finwë, Fire of Ilúvatar, Fire-drakes, Firefoot, Fire-mountain, Fíriel, Firien Wood, Firienholt, Fírimar, Firith, First Age, First Battle, First Battle of the Fords of Isen, First Eastfarthing Troop, First Homely House, First House of the Edain, First Marshal of the Riddermark, Firstborn, Firth of Drengist, Fladrif, Flambard Took, Flame Imperishable, Flame of Anor, Flame of the West, Flame of Udûn, Flets, Flight of the Noldor, Floating Log, Foam-flower, Foe-hammer, Folca, Folco Boffin, Folcred, Folcwine, Folde, Folk of Haleth, Followers, Ford of Brithiach, Ford of Bruinen, Fords of Aros, Fords of Isen, Battles of the Fords of Isen, First Battle of the Fords of Isen, Second Battle of the Fords of Isen, Fords of Poros, Forelithe, Forest, Forest of Brethil, Forest of Fangorn, Forest of Neldoreth, Forest of Region, Forest River, Forest Road, Foreyule, Forgoil, Forlindon, Forlond, Forlong, Formenos, Forn, Fornost, Amlaith of Fornost, Battle of Fornost, Forochel, Icebay of Forochel, Snowmen of Forochel, Forodwaith lands, Forodwaith people, Forostar, Forsaken Inn, Fortinbras Took I, Fortinbras Took II, Forweg, Fosco Baggins, Fourth Age, Fram, Frár, Fréa, Fréaláf Hildeson, Fréawine, Freca, Fredegar Bolger, Free Peoples, Frerin, Friend-of-Men, Frodo Baggins, Frodo Gardner, Frogmorton, Front Gate, Frór, Frumgar, Fuinur, Fundin, Gabilgathol, Gaffer Gamgee, Galadhon, Galadhriel, Galadhrim, Lady of the Galadhrim, Galador, Galadriel, Mirror of Galadriel, Phial of Galadriel, Galathil, Galathilion, Galdor of Dor-lómin, Galdor of the Havens, Galenas, Galion, Gálmód, Galvorn, Gamgee, Daisy Gamgee, Gaffer Gamgee, Halfast Gamgee, Halfred Gamgee, Hamfast Gamgee, Hamson Gamgee, Marigold Gamgee, May Gamgee, Roper Gamgee, Sam Gamgee, Samwise Gamgee, Gamil Zirak, Gamling, Gammidge, Hob Gammidge, Gammidgy, Gamwich family, Wiseman Gamwich, Gamwich village, Gandalf, Gap of Rohan, Gardner, Bilbo Gardner, Daisy Gardner, Elanor Gardner, Frodo Gardner, Goldilocks Gardner, Hamfast Gardner, Merry Gardner, Pippin Gardner, Primrose Gardner, Robin Gardner, Rose Gardner, Ruby Gardner, Tolman Gardner, Gasping Dust, Gate of Erebor, Gate of Isengard, Gate of Steel, Gate of the Noldor, Gates of Argonath, Gates of Mordor, Gates of Sirion, Gaurwaith, Gelion, Greater Gelion, Gelmir of Angrod's People, Gelmir of Nargothrond, Gerontius Took, Gethron, Ghân, Ghân-buri-Ghân, Giants, Stone-giants, Gift of Men, Gildor Inglorion, Gildor of Dorthonion, Gil-galad, Fall of Gil-galad, Spear of Gil-galad, Gilly Brownlock, Gilraen, Gilrain, Gilthoniel, Gimilkhâd, Gimilzagar, Gimli Elf-friend, Ginglith, Girdle of Melian, Girion, Girithron, Giver of Fruits, Gladden Fields, Gladden River, Glamdring, Glamhoth, Glanduin, Glaurung, Dagnir Glaurunga, Glingal, Glithui, Glittering Caves, Lord of the Glittering Caves, Glóin son of Gróin, Glóin son of Thorin I, Glóredhel, Glorfindel of Gondolin, Glorfindel of Rivendell, Gnats, Goatleaf, Harry Goatleaf, Goblin-cleaver, Goblin-men, Goblins, Goblin-town, Gods, Golasgil, Goldberry, Golden, Golden Hall, Golden Perch, Golden Wood, Lady of the Golden Wood, Goldenbed, Golden-haired, Goldenhead, Goldfather, Goldilocks Gardner, Goldwine, Golfimbul, Gollum, Golodhrim, Golug, Gondolin, Exiles of Gondolin, Fall of Gondolin, Great Gate of Gondolin, King of Gondolin, White Lady of Gondolin, Gondolindrim, Gondor, Beacons of Gondor, Citadel of Gondor, City of Gondor, Council of Gondor, Crown of Gondor, Guard of the Tower of Gondor, King of Gondor, King of Gondor and Arnor, Lord of Gondor, Men of Gondor, Queen of Gondor, Regent of Gondor, Royal House of Gondor, South Gondor, Gondorians, Gonnhirrim, Goodbody, Togo Goodbody, Goodchild, Bell Goodchild, Gorbadoc Brandybuck, Gorbag, Gore, Gorgoroth, Gorgûn, Gorhendad Oldbuck, Gorlim the Unhappy, Gormadoc Brandybuck, Gorthaur, Gorthol, Gothmog Lieutenant of Morgul, Gothmog Lord of Balrogs, Gram King of Rohan, Gram Mount, Great Armament, Great Battle, Great Darkness, Great Gate of Gondolin, Great Gate of Minas Tirith, Great Gates, Great Goblin, Great Gulf, Great Hall of Feasts, Great Hall of Thráin, Great House, Great Jewel, Great Jewels, Great Journey, Great Lake, Great Music, Great Ones, Great Orcs, Great Plague, Great Ring, Great Rings, Great River, Great Sea of the West, Great Siege, Great Smials, Great War of the Ring, Great Worm, Greater Gelion, Green Dragon, Green Hill Country, Green Hills of Gondor, Green Hills of the Shire, Green Mound, Green-elves, Greenhand, Halfred Greenhand, Holman Greenhand, Greenhanded, Greenholm, Fastred of Greenholm, Greenleaf, Greenway, Greenwood the Great, Grey Company, Grey Havens, Grey Mountains, Grey Pilgrim, Grey Wanderer, Greycloak, Grey-elven, Grey-elves, Greyflood, Greyhame, Greylin, Greymantle, Gríma Wormtongue, Grimbeorn the Old, Grimbold of Westfold, Grip, Grishnákh, Grithnir, Gróin, Grond battering-ram, Grond Hammer of the Underworld, Grór, Grubb, Laura Grubb, Guard of the Tower of Gondor, Guarded Plain, Guards of the Citadel, Guild of Venturers, Guild of Weaponsmiths, Guilin, Gulls, Gundabad, Gundor, Gurthang, Guthláf, Gúthwinë, Gwaeron, Gwaihir, Gwaith-i-Mírdain, Gwathir, Gwathló, Gwindor, Hadhodrond, Hador Lórindol, Helm of Hador, House of Hador, People of Hador, Hador of Gondor, Hal Gamgee, Haladin, Halbarad, Haldad, Haldan, Haldar, Haldir of Lórien, Haldir of the Haladin, Haleth daughter of Haldad, Folk of Haleth, House of Haleth, People of Haleth, Haleth son of Helm, Halethrim, Halfast Gamgee, Half-elven, Half-elven Elrond and Elros, Halfling, Halflings, Land of the Halflings, Prince of the Halflings, Halflings' Leaf, Half-orcs, Halfred Gamgee, Halfred Greenhand, Halifirien, Halimath, Hall of Fire, Hallacar, Hallas, Hallatan, Halls of Mandos, Halls of Waiting, Halmir, Háma, Hamfast 'Gaffer' Gamgee, Hamfast Gardner, Hammer of the Underworld, Hammerhand, Hamson Gamgee, Handir, Harad, Far Harad, Men of Harad, Near Harad, Harad Road, Haradrim, Haradwaith, Hardbottle, Hareth, Harfoots, Harlindon, Harlond in Gondor, Harlond in Lindon, Harnen, Harrowdale, Harry Goatleaf, Hasufel, Hathaldir, Hathol, Haudh in Gwanur, Haudh-en-Arwen, Haudh-en-Elleth, Haudh-en-Ndengin, Haudh-en-Nirnaeth, Haven of the Swans, Haven of Umbar, Haven-finder, Havens of Sirion, Havens of the Falas, Elves of the Havens, Hay Gate, Haysend, Hayward, Hob Hayward, Headstrong, Malva Headstrong, Heart of Fire, Heart of the Mountain, Heathertoes, Mat Heathertoes, Heavy-handed, Hedge, Heir of Elendil, Heir of Isildur, Helcar, Helcaraxë, Helevorn, Hells of Iron, Helluin, Helm Hammerhand, Helm of Hador, Land of Bow and Helm, Helm's Deep, Helm's Dike, Helm's Gate, Henderch, Henneth Annûn, Her Ladyship, Herblore of the Shire, Herion, Herucalmo, Herugrim, Herumor, Hewer of Caves, Hidden City, Hidden King, Hidden Kingdom, Hidden Realm, Hidden Rock, High Elves, High Faroth, High Hay, High King, High King of Arda, High King of the Elves, High King of the Noldor, High Ones of Arda, High Pass, High-captain of Angband, Highday, High-elven, Hildeson, Hildifons Took, Hildigrim Took, Hildor, Hildórien, Hill of Erech, Hill of Himring, Hill of Sight, Hill of Spies, Hill of the Eye, Hill-men, Hills of Evendim, Hill-trolls, Himlad, Himling, Himring, Hill of Himring, Hirgon, Hirilondë, Hírilorn, Hirluin, Hísilómë, Hísimë, Hithaeglir, Hither Lands, Hither Shore, Hithlain, Hithlum, Hithui, Hoarwell, Hob Gammidge, Hob Hayward, Hobbit-holes, Hobbiton, Hobbiton Hill, Hobbits, Hobbits of Bree, Hobbits of the Shire, Hobgoblins, Hobson, Holbytlan, Holdwine, Hollin, Holman Cotton, Holman Greenhand, Holman the greenhanded, Holy Mountain: Meneltarma, Holy Mountain: Taniquetil, Holy Ones, Hornblower, Old Toby Hornblower, Tanta Hornblower, Tobold Hornblower, Hornburg, Battle of the Hornburg, Horn-call of Buckland, Hornrock, Horsebreeders, Horse-lords, White Horse, Hound of Valinor, House of Bëor, House of Durin, House of Elendil, House of Elrond, House of Elros, House of Eorl, House of Fëanor, House of Finarfin, House of Fingolfin, House of Hador, House of Haleth, House of Húrin, House of Isildur, House of Ransom, House of the Golden Flower, House of the Mírdain, House of the Stewards, Houses of Healing, Houses of the Dead, Hrívë, Huan, Huggins, William Huggins, Hugo Bracegirdle, Hunter (Creature of Morgoth), Hunter (Title), Hunthor, Hunting of the Wolf, Huntsman of the Valar, Huor, Huorns, Húrin I, Húrin II, Húrin of Emyn Arnen, House of Húrin, Húrin Thalion, Children of Húrin, Narn i Hîn Húrin, Tale of the Children of Húrin, Húrin the Tall, Hyarastorni, Hyarmendacil I, Hyarmendacil II, Hyarmentir, Hyarnustar, Hyarrostar, Iarwain Ben-adar, Iavas, Îbal, Ibun, Icebay of Forochel, Idril Celebrindal, Illuin, Ilmarë, Ilmarin, Ilmen, Ilúvatar, Children of Ilúvatar, Vision of Ilúvatar, Younger Children of Ilúvatar, Imlach, Imlad Morgul, Imladris, Imloth Melui, Imrahil, Imrazôr, Incánus, Indis, Inglorion, Ingold, Ingwë, Inscrutable, Inziladûn, Inzilbêth, Ioreth, Írimon, Iris, Irmo, Iron Crown, Iron Hills, Dwarves of the Iron Hills, Iron Mountains, Iron of Death, Ironfoot, Isen, Battles of the Fords of Isen, First Battle of the Fords of Isen, Fords of Isen, Second Battle of the Fords of Isen, Isengar Took, Isengard, Gate of Isengard, Isengarders, Isengrim Took II, Isengrim Took III, Isenmouthe, Isil, Isildur, Heir of Isildur, House of Isildur, Scroll of Isildur, Isildur's Bane, Isildur's Heir, Isilmë, Isilmo, Island of Númenor, Isle of Almaren, Isle of Balar, Isle of Númenor, Isle of Werewolves, Istar, Istari, Isumbras Took I, Isumbras Took III, Isumbras Took IV, Ithil, Ithildin, Ithilien, Prince of Ithilien, South Ithilien, Ithil-stone, Ithryn, Ithryn Luin, Ivanneth, Ivorwen, Ivrin, Eithel Ivrin, Pools of Ivrin, Jewels of Fëanor, Jolly Cotton, Kalimac Brandagamba, Karningul, Keepers of the Three Rings, Last Riding of the Keepers, Kelos, Kelvar, Kementári, Key of Orthanc, Khamûl, Khand, Khazâd, Khazad-dûm, Dwarves of Khazad-dûm, King of Khazad-dûm, Kheled-zâram, Khîm, Khuzdul, Kibil-nâla, Kíli, Kindler, Kine of Araw, King of Arda, King of Arnor, King of Arthedain, King of Dale, King of Doriath, King of Durin's Folk, King of Eagles, King of Gondolin, Tower of the King, King of Gondor, City of the Kings, King of Gondor and Arnor, King of Khazad-dûm, King of Lórien, King of Nargothrond, King of Númenor, City of the Kings, King of Númenórë, King of Rhovanion, King of Rohan, King of the Dead, King of the Mark, King of the Noldor, King of the Sea, King of the West, King under the Mountain, King's Archers, King's Company, King's Court, King's Heir, King's House, King's Men, King's Reckoning, King's Riders, King's Writer, Kingdom of the South, Kingdom under the Mountain, Kingdoms of the Dúnedain, Kings of Men, Kingsfoil, Kingsland, Kinslaying, Kin-strife, Kiril, Kirinki, Kuduk, Labadal, Ladros, Lady of Dor-lómin, Lady of Lórien, Lady of Rohan, Lady of the Galadhrim, Lady of the Golden Wood, Lady of the Seas, Lady of the Shield-arm, Lady of the Star-brow, Lady of the Stars, Laer, Lagduf, Laiquendi, Lairë, Lake Evendim, Lake Mithrim, Lake-men, Lake-town, Master of Lake-town, Lalaith, Lalia Clayhanger, Lamedon, Lammoth, Lamps of the Valar, Land of Bow and Helm, Land of Gift, Land of Seven Rivers, Land of the Dead that Live, Land of the Halflings, Land of Willows, Landroval, Langflood, Langstrand, Langwell, Lanthir Lamath, Largo Baggins, Larnach, Lasse-lanta, Last Alliance of Elves and Men, War of the Last Alliance, Last Battle, Last Bridge, Last Desert, Last Gate, Last Homely House, Last Riding of the Keepers, Láthspell, Laura Grubb, Laurelin, Laurelindórenan, Lay of Leithian, Leaflock, Lebennin, Lebethron, Lefnui, Legolas Greenleaf, Legolin, Lembas, Lenwë, Léod, Léofa, Lhûn Gulf of, Lhûn River, Lidless Eye, Lieutenant of the Tower of Barad-dûr, Light-elves, Lilies, Water-lilies, Lily Baggins, Lily Brown, Limlaith, Limlight, Linaewen, Linda Baggins, Lindar, Lindens, Lindir, Lindon, Elves of Lindon, Ered Lindon, Lindórië, Lindórinand, Line of Elros, Linhir, Lithe, Lithlad, Little Delving, Little Folk, Little Gelion, Little People, Loa, Lobelia Sackville-Baggins, Lockholes, Loeg Ningloron, Loëndë, Lómion, Lond Daer, Lone-lands, Lonely Isle, Lonely Mountain, Heart of the Mountain, King under the Mountain, Kingdom under the Mountain, Long Cleeve, Diamond of Long Cleeve, Long Horn, Long Horn Cotton, Long Lake, Long Wall, Long Winter, Longbeards, Longbottom, Longbottom Leaf, Longholes, Longo Baggins, Long-worms, Lóni, Lord and Lady, Lord of Andúnië, Lord of Balrogs, Lord of Barad-dûr, Lord of Dale, Lord of Dol Amroth, 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