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Scope of the Game

Welcome to GSI's Middle-earth Play-By-Mail™(hereafter known as ME-PBM). ME-PBM™ is the classicconfrontation between Good and Evil. In the game, 10Players of Good (Free Peoples) face 10 Players of Evil(Dark Servants), while 5 Neutral Players decide which sideto support. Each Neutral must choose between the FreePeoples and the Dark Servants before game's end.Otherwise, they will face defeat at the hands of either orboth. Only the side of Good or Evil can win.

Although the Free Peoples should cooperate together inorder to combat the Dark Servants (and vice versa), onlyone Player can win the game. Each Player/Nation hasvictory conditions which, if accomplished, will award himindividual victory points at the conclusion of the game. Atthe end of the game all victory points will be tallied andranked to determine the individual game winner. However,if your SIDE doesn't win, then it makes little difference whatyour victory point total has become. A Dark Servant cannotwin unless the side of Evil triumphs, a Free People cannotwin unless the side of Good prevails, and a Neutral Nationcannot win at all until a side is chosen. In addition to thegame winner, two runner-up positions will also bedetermined. These positions will be the two highestremaining victory point totals - regardless of allegiance.

Be aware that victory conditions may differ from Nationto Nation, and from game to game. There are many differentaspects to ME-PBM. There are military roads to victory forthose who favour the more direct route to nationalsupremacy. There are diplomatic channels for those whowould prefer to undermine their enemies rather than facetheir swords. For the most subtle of players, there areeconomic pressures, and espionage, which can be wielded toyour own advantage and can be brought to bear on friendand enemy alike. And for those who savour more role-playing, each Character/hero of a Nation is controlledindividually to deal with assassins, personal challenges, evendragons, or perhaps to search for lost artefacts. And you cancreate your own Characters too!

ME-PBM allows both critical tactical decisions, likepersonal challenges of Characters to mortal combat, andsweeping strategic decisions, like taxation and mobilisationof Armies. In addition, ME-PBM features the finest in laser-printed graphics and offers a broad spectrum of individualstyles of play. You will find a multitude of orders fromwhich to choose and a widely diverse world in which toadventure.

What is Play-By-Mail?Play-By-Mail (PBM) is a new twist to an old concept.

Simply put, it is playing your favourite games through theuse of the mail. PBM games often encompass arenas such asscience fiction, modern warfare, and, as in this case, fantasy.Such games vary greatly in the number of players, length ofgames, and the extent of challenge. PBM games appeal topeople with sharp minds and the courage to imagine. Playedin the privacy of your own home with other players who arealways 'available' for the game, PBM appeals strongly topeople who do not have the opportunity to get together withfriends on a regular basis. Play-by-mail games usuallyrequire no computers or other equipment - just a rulebook, aturnsheet, and a desire to have a really good time.

One of the richest parts of any play-by-mail game is thestrategy and interaction between players. If you wish tocommunicate with another player, simply send us a 3x5 cardwith your turnsheet. On one side of the card clearly print thegame number and player to whom the card should go. Onthe other side you can give a diplomatic message, be it a

threat, warning, alliance offer, or something else. Whenaddressing a card to a player, you may use a player number,the name of the Nation, or the player's 'alias'. You may alsowant to give your name, address, and phone number, so thatthe other player may contact you directly. Many playerswish to communicate by using anonymous names in theircorrespondence. To facilitate receiving such mail, there is aplace on your turnsheet to list your alias.

Remember, you can send a note to anyone at any time.Be warned, however, that deceit (between players) is acommon and perfectly acceptable tool in this game. Justbecause you receive a card from the 'Dwarves' doesn't meanthat the Dwarves actually sent it! You can say anything youlike to other players, barring offensive language andpersonal insults. GSI retains the right to edit any cards sentthrough the company as we deem appropriate. There is nofee for sending cards, but to provide this service at no cost,GSI must insist that players restrict their communiqués to3x5 cards or similar sized documents.

Tolkien and Middle-earth®Middle-earth is the legacy of J.R.R. Tolkien. His works

of fantasy represent an extraordinary literaryaccomplishment. The depth of detail that is found within thepages describing the mythology and legends of the peoples

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of Middle-earth is not only consistent and thorough - it ismost thought-provoking. Each individual that has had thepleasure of enjoying the Middle-earth tales not only sees thereflections of our world as he might wish to perceive it, butalso develops his own visions of the wonderful inhabitantsand magical places to be found there.

Middle-earth (or "Endor") is the Middle Land, acontinent in the world called "Arda" ("The Realm"). Theworld was created by Eru - the One - as a special land for hisChildren. Endor is a wondrous place inhabited by a varietyof unusual peoples and filled with strange creatures, breath-taking landscapes, and dark, sinister beasts. In Middle-earth,immortal Elves, reclusive Hobbits, stout and dour Dwarves,and a variety of mortal Men, some tall and proud, othersfierce and wicked, all face the forces of Darkness that seekto dominate them: Orcs and Wargs, Giants and Trolls,

Dragons and Fell Beasts, Wraiths and Wights, and, mostfeared of all, Sauron, the Lord of the Rings.

This game simulation represents a glimpse into Middle-earth (some 1500 years prior to the time of the eventsdescribed in THE HOBBIT and THE LORD OF THERINGS) that is both accurate regarding the details describedby Tolkien himself and is consistent with the offerings to befound in I.C.E.'s (Iron Crown Enterprises) Middle-earthRole Playing™ Series. It also represents our own visions ofMiddle-earth in an effort to fill in the gaps of knowledge andreveal the mysteries that have always intrigued us. Thefollowing sources may provide some additional insights intothese mysteries:

Primary SourcesTolkien, J.R.R. The Fellowship of the Ring. Boston:Houghton Mifflin Co., 1965. Copyright© 1965 byJ.R.R. Tolkien.__________. The Hobbit. Revised Edition. New York:Ballantine Books, 1966. Copyright© 1937, 1938,1966 by J.R.R. Tolkien.__________. The Return of the King. Boston:

Houghton Mifflin Co., 1965. Copyright©1965 byJ.R.R. Tolkien.__________. The Silmarillion. Boston: HoughtonMifflin Co., 1977. Copyright©1977 by GeorgeAllen & Unwin (Publishers) Ltd.__________. The Two Towers. Boston: HoughtonMifflin Co., 1965. Copyright©1965 by J.R.R.Tolkien.__________. Unfinished Tales. Boston: HoughtonMifflin Co., 1980. Copyright©1980 by GeorgeAllen & Unwin (Publishers) Ltd.

Secondary SourcesFonstad, Karen Wynn. The Atlas of Middle-earth. Boston:

Houghton Mifflin Co., 1981 Copyright© 1981 by KarenWynn Fonstad.

Foster, Robert. The Complete Guide to Middle-earth. NewYork: Ballantine Books, 1978. Copyright© 1971, 1978 byRobert Foster.

Iron Crown Enterprises. Middle-earth Role Playing™Series. Produced and distributed by Iron CrownEnterprises, 1982-1990. Copyright© 1982,1983, 1989 byTolkien Enterprises, Berkeley CA.

Tyler, J.E.A. The New Tolkien Companion. New York:Avon Books, 1978. Copyright© 1976, 1978 by J.E.A.Tyler.

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Middle-earth in the Third Age, circa 1650Northwestern Middle-earth in the 17th Century T.A.

(Third Age) is a time of political and social upheaval. Thisarea, known simply as the West, encompasses the landsnorth of Umbar, west of the Sea of Rhûn, and south and eastof the Great Sea. Following the end of the Second Age,climaxed by the fall of Sauron and the Last Alliance of Elvesand Men, the West enters a brief period of growth andprosperity. Next follows a period of migration andexpansion by various Free Peoples who find themselvesneeding more land to act as a buffer from their neighbours aswell as to support their growing populace. Around the end ofthe first millennium, the return of Sauron and his minionsbegins. This has a dramatic effect on the peoples of the Westas the establishment of numerous strongholds by Sauron'schief servants, the Nazgûl ("Ring-wraiths"), takes its toll onthe neighbouring realms: the divided realms of Arnorweaken, conflict escalates between Gondor and Umbar andnew conflict arises between factions within Gondor itself,and resurgent invasions by various Easterling peoplespressure the various realms of Rhovanion. Finally, in T.A.1635-37, the Great Plague sweeps through Rhovanion,Gondor, and Eriador. The devastation following the plagueforces all realms and powers to withdraw for a while,consolidate their forces, and consider the new politicallandscape. New nations are on the rise: Strong Neutrals thathave no current allegiance, isolated Free Peoples that werespared the Plague, and bastions of the Servants of Darknessthat always seem to have forces rallying to their cause. Thetime is ripe for a powerful leader to forge a strong allianceamong the Free Peoples, or the forces of Darkness, andremove the threat of foreign domination, once and for all.

Significant events of the Third Age are outlined below.The list is not intended to be complete but rather to highlightthe political and social events of the near past. A morecomplete time-line can be found in Tolkien's The Return ofthe King (The Lord of the Rings, Book III) Appendix B,and in numerous publications in the Middle-earth RolePlaying™ Series, published by Iron Crown Enterprises.

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The Third Age

1 A watch is placed on Mordor.2 Isildur, King of Gondor and Arnor, is killed at

the Gladden Fields while en route north. TheOne Ring vanishes from all knowledge. Therealms of the North (Arnor) are sundered andGondor begins to pursue a separate course.

ca.250-850 Arnor is in general decline. The capital is gradu-ally shifted from Annúminas to Fornost Erain.

490 First Easterling invasions into Rhovanion.ca.1-500 The end of a series of migrations (begun at the

beginning of the Third Age) of EriadoranNorthmen, resettling in Rhovanion.

748 Gondor absorbs all the lands east of the Anduin,north of Mordor, south of the Greenwood(Mirkwood), and west of the Sea of Rhûn. TheGondorians call the area Dor Rhúnen.

830 Conflict begins between Gondor and the BlackNúmenórean Kingdom of Harad.

861 Arnor is divided into three lesser kingdoms:Arthedain, Cardolan, and Rhudaur.

913 First major Gondorian campaigns against Harad.933 Gondor takes the Black Númenórean port of

Umbar, capital of Harad. Soon thereafter, thelords of Harad lay siege to the city.

ca.1000 Sauron stirs once again. The Valar send fiveMaia Istari (Wizards) to Middle-earth in orderto maintain the balance.

1015-1149 Gondor reaches the height of its power duringthe reign of King Ciryaher ("Hyarmendacil I").

1050 Gondor's armies crush the Haradrim.ca.1050 The Nazgûl reappear. Sauron resurfaces and

goes to Dol Guldur. The Greenwood graduallyfalls under the Shadow. It slowly becomes"Mirkwood".

ca.1300 The Nazgûl are sighted once again. Theirleader, the Witch-king, founds Angmar in the

northern Misty Mountains. He plots againstArnor's three successor states.

ca.1301-50 Rhudaur ceases to be an independent kingdom.Dunlendings, allies of Angmar, invade andstrong influences of the Shadow are presentcausing divided allegiances. War erupts betweenArthedain and Cardolan and the forces ofAngmar.

ca.1409 Cardolan is overrun by the armies of Angmar.Rogrog slays Ostoher, the last Lord of Cardolan,during the fighting on the Barrow Downs ("TyrnGorthad"). Arthedain barely weathers theassault.

1409-1636 Cardolan declines as an independent kingdomdue to internal political struggles.

1432-47 The Kin-strife in Gondor. Led by Castamir ofPelargir, the Sea-lords of the South seize controlof the kingdom. King Eldacar flees toRhovanion.

1447 After a ten year exile, Eldacar returns to reclaimthe throne of Gondor. His army of Northmenand Gondorian loyalists vanquish Castamir'srebellious forces at the Crossings of Erui. TheRebels flee by sea and seize Umbar, beginningthe rule of the "Corsairs".

1635-37 The Great Plague, a collection of devastatingdiseases and pestilences, sweep throughRhovanion, Gondor, and Eriador. Calenardhonis gradually abandoned after this time. TheTower of Orthanc ("Isengard" or "Angrenost")remains guarded but its use becomes continuallyless frequent.

1640 The capital of Gondor is moved from Osgiliathon the Anduin to nearby Minas Anor. Osgiliath,already depopulated by the Plague, continues todecline slowly. The watch on Mordor ceases.

The One Ring

Crafted by the Dark Lord, Sauron (Second Age 1600),in the forge within Mt. Doom, the Ruling Ring is the greatestof all the Rings of Power, and doubtless the most potent

artefact still existent in Middle-earth. In form, it appears as abeautiful but simple band of pure gold, never suffering anysigns of wear. When heated in fire, an inscription becomesvisible. Engraved using the archaic Black Speech of Mordor,the legend reads:

Ash nazg durbatulûk, ash nazg gimbatul,ash nazg thrakatulûk agh burzum-ishi krimpatul.

Which translated, means:

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

—The Fellowship of the Ring, p. 81.

In creating the One Ring, Sauron transferred into theartefact a major portion of his own evil Maia essence, so that

the Ring acquired a sentient will of its own. Sauron'sexistence is forever linked to the Ring's survival. Although

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he was parted from it during the climax of the battles at theend of the Second Age, he is still immensely powerful.

The One Ring vanished from all knowledge at thebeginning of the Third Age. Many of the Wise and the Eldarwere of the opinion that the artefact had been destroyed orlost forever. Few of the Free Peoples had any concernsregarding the fate of the One Ring until the recent re-emergence of Sauron's Ring-wraiths and Lieutenants. TheseDark Servants are constantly vigilant with hope of returningthe One Ring to their dark master, Sauron, Lord of theRings.

Third Age, circa 1650 finds Sauron slowly gathering hispowers and servants, and not yet ready to reveal himself toMiddle-earth. However, should Sauron and the One Ring berejoined, nothing in Middle-earth in the Third Age couldhope to resist him. However, should the One Ring perish,Sauron would be forever crippled, an impotent, bodilesswraith. Furthermore, many of his most powerful servants,including the Nazgûl, would be destroyed. Fortunately,Sauron has safeguarded the One Ring so that nothing couldharm it in the least, save only the fire of Mt. Doom whereinit was forged.....

Victory ConditionsThe game can end in the following ways:

A. Either the Free Peoples or theDark Servants have all beeneliminated.

OR B. The ONE RING is found by a Free People or a Dark Servantand is taken to the hex containing Barad-dûr and Mt. Doom(3423). The Character with the ONE RING must give Order#990 twice in one turn while in this hex and cannot be within anArmy or Company. Victory is achieved by the SIDE thatpossesses the ONE RING.

In ME-PBM, each Player controls the fate of a particular Nation. A Nation can continue to participate as long the followingconditions are met:

A. The Nation must at all times have a capital. If the capital is captured/destroyed, and no suitable Population Centre (majortown or city) can become the capital, then the Nation is eliminated.

B. A Nation must at all times have sufficient gold to support their maintenance costs. If maintenance costs exceed goldreserves, and taxes cannot be raised, then the Nation is eliminated.

C. A Nation must at all times have at least one Character alive who can issue orders. If all the Characters of a Nation arekilled, captured, or retired, then the Nation is eliminated.

D A Nation that ceases to give orders to its Characters for a period of two months may be eliminated or have a standbyPlayer (appointed as regent) assume control of the Nation. Standby positions will normally only be appointed during thefirst six (6) months of play. [Only former and experienced current ME-PBM players can be placed on the 'Standby' list.These players will be contacted when a position becomes available. Contact G.S.I. if you would like to be added to our'Standby' list or have any questions.]

The game winner is determined in the following fashion:

Victory conditions are checked when the game ends.The victory conditions are separated into two types:Common and Individual. All surviving members will havetheir victory points totalled for both Common and Individualvictory conditions and the highest combined total on thewinning SIDE is the winning Nation.

Furthermore, if the game ends by virtue ofreturning/disposing of the One Ring, then the Player thatwas able to turn the One Ring over to Sauron, or destroy itin Mt. Doom, will receive an additional 200 victory points.It is important to note that returning/disposing of the OneRing does not ensure that your Nation will win - only thatyour SIDE will win the game.

The Common victory conditions are concerned with thefour principal areas of play: Population Centres, Armies,

Characters, and Wealth. The Nations will be ranked (1-25)in each category, determined by the Nation's overall strengthin that area. Every turn, based upon each of the fourrankings, every Nation will be assigned between 100-500victory points. Thus a range of 400-2000 victory points arepossible each turn. These victory points are NOTcumulative. An abbreviated listing of the rankings will bepresented to each Nation every turn. These rankings (andassociated victory points) will vary each turn and will reflectthe current fortunes of each Nation. The total achieved onthe final turn represents the Common victory point total. Therankings in each area are computed using the followingfactors:

Population Centres: Total number of Population Centres, the Size and Loyalty Rank of each.

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Armies: Total number of Troops, Type of Troops, Training, Weapon, Armour, and Morale Rank of each.

Characters: Total number of Characters, the Command, Emissary, Agent, and Mage Rank of each.

Wealth: Total Gold stores kept in the Nation's vault at the capital.

Ranking Victory Points

1 5002 4503 4004 3675 3336 3007 2758 2509 22510 200

11-25 100

A Nation's list of Individual victory conditions will not be the same from game to game. Five Individual victory conditionswill be established and presented to each Nation at the beginning of the game. The Individual victory conditions require achievinga particular goal and they are checked and tallied only at the game's end. Satisfaction of an Individual victory condition on anyturn before, but not on, the final turn will merit no victory points. Individual victory conditions are each worth 100 victory pointsand can be among the following:

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Number Victory Conditions

1) Termination of Characters - requires that your Nation be responsible for the killing of at least ten (10)Characters other than your own. These killings must be accomplished in a ritual fashion by using personalcombat or assassination. No other kills will count. Less than ten kills will merit no victory points.

This victory condition is more common among the Dark Servants, but can be found among the Free Peoples andNeutrals as well. This represents a strong inclination on the part of that Nation to solve its problems byremoving Characters who might cause them difficulty. These Characters may be enemies or they may be allieswho simply are in the wrong place at the wrong time. The focus and intent is simply to assassinate or challengeCharacters - for the satisfaction.

2) Acquisition of Artefacts - requires that your Nation acquire ten (10) Artefacts in addition to the number held atgame start. Any ten Artefacts will count - they do not have to be usable by your Nation. Less than ten additionalArtefacts will merit no victory points.

This victory condition reflects a keen interest by a particular Nation towards magic and lore. Many Nations onboth sides may possess such an interest. Which individual artefacts are gathered is of little concern, althoughadmittedly some artefacts may be easier to acquire or may be more useful. Rather, the interest is in acquiringmany artefacts so that the associated power and lore can be used by the Nation against its enemies.

3) Holding a particular Population Centre - requires that your Nation retain ownership of a particular PopulationCentre. The Population Centre may be one of your own, one of your neighbours, or one distant from yourhomeland. Victory points are only awarded if your Nation owns the Population Centre at game's end.

This victory condition represents a strong inclination to control a particular location. The reasons for thisinclination can vary. In some Nations it may be the result of strong religious ties to a holy site. In others, it maybe, or may have been, an ancestral homestead. Frequently, the current owners are mortal enemies and control ofthe location is a matter of strategic revenge. In some cases the location may be currently held, but in other casesthe location may have been recently or distantly lost.

4) Hoarding Mithril - requires that your Nation retain the largest quantity of mithril stores. The mithril stores heldby each Population Centre of each Nation will be tallied at game's end and only if your Nation has hoarded themost will the victory points be awarded.

This victory condition surfaces in those Nations that have acquired an interest in representing their wealth in thefinest and rarest of ways - mithril. Clearly, a sign of a unusual greed, the interest is not in acquiring the valuablemetal for actual use, but rather for the feeling of gratification that comes from seeing mithril stashed in theirtreasuries.

5) Hoarding Artefacts - requires that your Nation retain the largest quantity of Artefacts. The total number ofArtefacts possessed, usable or not, will be tallied at game's end and only if your Nation has hoarded the mostwill the victory points be awarded.

This victory condition reflects a greedy interest by a particular Nation towards magic and lore. Many Nations onboth sides may possess such an interest. Which individual artefacts are gathered is of no concern. In fact,acquiring artefacts from other Nations is as good, if not better, than exploring for lost ones. Rather, the Nation'sinterest is in acquiring more and more artefacts so that its enemies, and allies, will have fewer and fewer.

6) Holding a particular Artefact - requires that your Nation retain possession of a particular Artefact. The Artefactwill not be one you start with, nor the ONE RING, and may or may not be an Artefact usable by your Nation.Victory points are only awarded if your Nation possesses the Artefact at game's end.

This common victory condition represents a strong inclination to possess a particular artefact. The reasons forthis inclination can vary. In some Nations it may be the result of strong cultural ties to a holy relic. In others, itmay be, or may have been, a family heirloom or simply an item from a much-hated enemy. Often times theartefact will be currently held by a Character, but in other cases the artefact may be lost.

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7) Terminating a particular Character - requires that your Nation sees to the killing of a particular Character otherthan your own. These killings may be accomplished in any fashion by any player as long as the particularCharacter is dead or retired at game's end.

This common victory condition manifests itself for a variety of reasons. Typically, if the target Character is anally, then the reason stems from some political intrigue or family feud. If not, then the Character is usually somehated enemy or dangerous foe that needs to be eliminated at all costs. It is more important that the Character beterminated than who actually does it.

Player Positions

The following is a brief overview giving an idea of thehistorical background, as well as the identity, alignment, andnature of the 25 individual Nations (and their Nationnumbers) present in this scenario of ME-PBM. More detailsof the individual peoples and Characters will be provided foreach Nation to each individual Player, and can be found inthe sources cited previously.

Each Player will be assigned one Nation as his position.As such, he becomes the 'power behind the throne' or the'author' of his Nation's actions. The Player will decide whatindividual actions his Characters will take and what courseof action his Nation will follow.

Normally, Player positions will be assigned at randomwhen the game is filled. If you have a preference, however,please state it when you register. In order to accommodateall Player requests made, we strongly suggest at least 8different choices be given.

The Free Peoples

Woodmen (#1) The Woodmen nation is composed ofboth the Woodmen and the Beornings of Mirkwood. TheWoodmen are a loose collection of hunter/gatherer tribesthat live in or below the trees of the great forest. TheBeornings are closely related to the Woodmen, althoughtheir elder roots are distinct, and a select few can shape-change. The Woodmen numbers are few, generallypreferring to blend in with their environment rather thanplacing a burden upon it. Their clans/tribes prefer smallcentres of population and hold several sites as holy. TheWoodmen, loosely led by Beoraborn and Waulfa, possessskilled leaders with great insight and wisdom and deft agents

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with speed and cunning. The scattered population of theWoodmen presents difficulty in co-ordinating plans, but theyare fierce warriors, effective in almost any terrain, and haverich resources at their disposal.

Northmen (#2) The Northmen nation is composed ofboth the Lake-men and Dale-men of Rhovanion as well asthe Dorwinrim near the Sea of Rhûn. Their cultures aresimilar since they are all skilled diplomats and merchants,and influence much of the mercantile trade in westernMiddle-earth. The Northmen aspire to control vast marketsand acquire considerable wealth. Their numbers are not vast,but their settlements are much larger than their neighbours.The Northmen possess adequate and well-provisionedarmies, and also possess a navy at the Sea of Rhûn. Led byÉoder and Gaerandil, the Northmen represent a significantpower waiting to be awakened.

Éothraim (#3) The Éothraim nation includes the moresedentary Gramuz peoples as well as their own plains-riderswho reside in the vast plains of Rhovanion and near theeaves of Mirkwood. A loose collection of semi-permanentclans, led by Uirdiks and Mahrcared, the tribes of theÉothraim control considerable territory. While they havechosen to establish few permanent settlements, theseancestors of the Riders of Rohan are capable of placingroots when need dictates. One-on-one, the riders of theÉothraim have few equals anywhere in Middle-earth. Theirforces enjoy the mobility of cavalry and are masters ofworking with the wild horses of the region. Although theirdispersed forces and sparse settlements inhibit their power,the Éothraim possess considerable numbers of troops andhave steady clan leaders.

Arthedain (#4) The last independent kingdom of theformer realm of Arnor, the nation of Arthedain, stillrepresents a significant force in the region. From the hills ofnorthern Eriador and led by King Argeleb II, the knights andmages of Arthedain have withstood the evil forces ofAngmar for over 300 years. The power and influence theywielded long ago is no more, yet the memory of formerglory remains and serves as a beacon for the people ofArthedain. The blood of the Dúnedain runs rich in the veinsof the powerful within Arthedain and many of the heirloomsof ancient Númenor still reside there. Numerous well-fortified towns support the remaining population and avariety of resources are still abundant in the region. Giftedwith few but excellent leaders, the well-provisioned armiesof Arthedain are formidable. Lately, to bolster their flaggingrecruitment, mercenaries have been hired to swell the ranks.

Cardolan (#5) The glory of Cardolan has long passed.However, the largest region of the former realm of Arnorstill wields much influence and employs numerous swords incentral Eriador. The blood of the Dúnedain is rather thin inCardolan. Consisting of several co-operating fiefdoms,loosely led by Hallas, Cardolan seeks to be a reunited and

restored nation once again. The armies of Cardolan areadequate, but lacking in discipline, and consist of largenumbers of mercenaries hired to provide quantity if notquality. The numerous towns and settlements of Cardolanhelp establish their influence over the strategic region ofEriador and much of their strength lies in the considerableresources available in Eriador for any expansion plans. Agood navy is also anchored and ready to oversee theextensive coastline and numerous rivers within Cardolan.

Northern Gondor (#6) Although no longer thedominant force in western Middle-earth, the nation ofNorthern Gondor still controls a huge domain extendingnorth from the White Mountains, east from the Gap ofIsengard, west from the land of Mordor (with outposts stillevident in Rhovanion), and south of Mirkwood. The bloodof the Dúnedain runs richest there and the leaders ofNorthern Gondor are well-seasoned veterans of both foreignand internal conflicts. Led by King Tarondor, their armiesare well-provisioned and supplied and have begun to reachtheir former proportions. Many strong cities and fortifiedtowns are scattered across this vast realm and several navieshelp maintain Gondorian interests along the Anduin and aroute to the sea. The source of greatest concern for NorthernGondor is not their own might, but rather the extensiverealm they must protect and the many enemies that reside ontheir borders.

Southern Gondor (#7) The numerous lands and fiefs ofSouthern Gondor are considered allied with their cousins tothe north. However, the recent Kin-strife has strainedrelations and estranged some of the powers of SouthernGondor, and many powerful Men within the nation pondertheir own right to rule all of Gondor. Their realm consists ofthe lands south of the White Mountains and north of NearHarad. Led by Prince Celdrahil, the forces of SouthernGondor are not to be taken lightly. Numerous well-fortifiedtowns dot a countryside rich in natural resources. Aformidable army, in terms of numbers, training, andprovisions, and powerful navies that patrol the sea regionssouth of Gondor and up the Anduin delta, provideconsiderable deterrent to the other major powers in theregion. The mages of Southern Gondor are very talented andexhibit the presence of Elvish blood mixed with that of theirDúnadan ancestors.

Dwarves (#8) The descendants of the Seven Fathers,known among themselves as the "Khazâd", are scatteredfrom one end of Middle-earth to the other. The largestsettlement of the Dwarven nation is centred at Moria, led byBáin I, but there are enclaves to be found in the BlueMountains, the Grey Mountains, the Iron Hills, and the hillsnear the Sea of Rhûn. The rise of the Dwarves as a powerhas been prevented primarily by the isolation of their forcesand has been further hampered by the slow growth of theirpopulation. A stout and sturdy race, the Dwarves are blessedwith some of the most formidable warriors, pound forpound, to be found in all of Middle-earth. The Dwarves

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were little affected by the Plague, and most of the Dwarvenpopulation are trained warriors. Thus, the Khazâd arecapable of presenting a large, well-provisioned, well-ledarmy to their enemies. In matters other than military,however, the Dwarves are less-skilled. Although theirsettlements are usually strong and well-fortified, Dwarveshave limited resources, other than metals, with which tobarter for badly needed products.

Sinda Elves (#9) The nation of the Sindar consistsmostly of Silvan Elves (Wood-elves) who are led by theirSindar brethren. The Sinda Lords Thranduil and Amrotheffectively lead the disperse forces of the Wood-elvesresident in northern Mirkwood and in Lórien. The armies ofthe Sindar are not numerous but they are effective,possessing fine-quality weapons and superb leaders. Theforces of the Sindar exhibit the normal Elvish traits and arequite adept at moving and fighting in their natural terrain -the forest. Skilled mages and numerous agents also keepthem well-informed about their surroundings and theirneighbour’s activities. Although their settlements are fewand far between (they possess harbours as far away as theSea of Rhûn and the Great Sea), the Sindar are well hiddenand protected.

Noldo Elves (#10) Arguably, the Noldor are individuallythe most powerful of Eru's Children. However, there are nowso few of them that their potential to control events is notwhat it once was, even though it is still significant. TheNoldo Elf nation consists mostly of Wood-elves and a fewSinda Elves who are led by their Sinda and Noldo Lords,Círdan and Elrond. Residing in the westernmost parts ofMiddle-earth, they survey and consider the changing worldfrom the Grey Havens and Rivendell. By no means strong bymilitary standards, the Noldor still can bring to bear a well-trained, well-armed, and well-led army to force theirdemands. Premier mages and ancient artefacts allow themconsiderable knowledge of their surroundings, including theaffairs of other nations. Well-protected by magical andnatural forces, the settlements of the Noldor are perfecthavens to launch activities at almost any point innorthwestern Middle-earth. Their ships are extremely swiftand protect their coasts by means other than sheer numbers.

The Dark Servants

Witch-king (#11) Led by the Lord of the Nazgûl, theWitch-king, the nation of Er-Mûrazôr is one of the mostfeared in Middle-earth. From his realm of Angmar in the farnorth, Mûrazôr influences many of the events that transpirein Eriador and the Grey Mountain region. Surrounded bycompetent leaders and skilled emissaries, the Witch-king cansend forth his armies to battle with considerable confidence.His main problem is that many of his troops are so poorlytrained and so often ineffective that their sheer numbers aresometimes all that makes the difference between victory anddefeat. Powerful mages and ancient items of power

contribute much to the fear felt in the presence of the forcesof the Witch-king.

Dragon Lord (#12) Led by the Second of the Nazgûl,the Dragon Lord, the nation of Khamûl is one of the mostextensive of the Dark Servants in Middle-earth. From hismain fortress in southern Mirkwood, the Dragon Lordinfluences many of the events that transpire in Rhovanionand the Misty Mountain region. Surrounded by a variety ofcompetent emissaries and skilled mages, the Dragon Lordcan manipulate the affairs of the region almost at will. Hisagents frequently infiltrate his adversaries' settlements.Because of the numerous military forces in the area,however, the Dragon Lord has not yet openly displayed hisgrowing armies. The Dragon Lord does not like to operatenear bodies of water, maintains no navies, and does notbother to maintain vigilance over the nearby Anduin river.

Dog Lord (#13) Led by the Third of the Nazgûl, the DogLord, the nation of Dendra Dwar is both deadly andgrowing. From his main fortress inside Mordor, the DogLord prepares his forces for their rightful ascendancy inIthilien and Rhovanion. Numerous dark mages and skilledagents are in the Dog Lord's service, but his greatestpotential lies in the able commanders that handle hisgrowing military might. The forces of the Dog Lord areaptly named because many of his troops ride the infamouswar-dogs and war-wolves that Dendra Dwar breeds andtrains. This ferocious cavalry rides as one of the premiermounted forces in northwestern Middle-earth. Until recently,the resources available within Mordor were sufficient for theDog Lord's purposes. However, the need for more canine-mounts and other war materials has forced Dendra Dwar tolook beyond his current haven and consider extending hisdomain's boundaries.

Cloud Lord (#14) Led by the Fourth of the Nazgûl, theCloud Lord , the nation of Jí Indûr is probably the mostmysterious and secretive of all the Dark Servants. From hismain fortress in southwestern Mordor, the Cloud Lord'sminions perform the most delicate of 'extractions' andarrange the most unobtrusive of 'accidents'. As a result of theexploits of his highly-skilled agents, Jí Indûr also influencesand oversees much of the trade and commerce that passesthrough Harondor. His knowledge of the affairs and plans ofhis neighbours has allowed the Cloud Lord to beginpreparing his forces, both military and arcane, in preparationfor his own plans of expansion and domination.

Blind Sorcerer (#15) Led by the Fifth of the Nazgûl, theBlind Sorcerer, the nation of Akhôrahil represents one of themost dangerous collections of mages and artefacts among allthe Dark Servants. From his main fortress in southeasternMordor, the Blind Sorcerer's adepts prepare for theinevitable expansion of his domain into Harad and Khand.Akhôrahil possesses one of the richest regions from which tooperate and controls one of the few navies serving the Dark

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Servants. Although lacking individuals skilled in the moresubtle means of persuasion, the Blind Sorcerer is surroundedby crafty mages and well-supplied forces, and his armies andnavies are swiftly rising to become a force with which to bereckoned.

Ice King (#16) Led by the Sixth of the Nazgûl, the IceKing, the nation of Hoarmûrath represents a formidable andgrowing force among the Dark Servants. From his mainfortress inside Mordor, Hoarmûrath's adept mages andskilled agents have permitted the Ice King to maintainconstant vigilance and influence over the Ithilien region,while at the same time remaining undetected. The Ice King'sarmies are growing, and pressuring these neighbours is thenext step in the plans for expansion that Hoarmûrathprepares. The rich and poorly defended lands outside hisrealm are an attractive goal, for the resource-poor lands ofMordor will not continue to support the growing might ofthe Ice King.

Quiet Avenger (#17) Led by the Seventh of the Nazgûl,the Quiet Avenger, the nation of Adûnaphel wields the mostwell-rounded force among all the Dark Servants. From hermain fortress southwest of Mordor in Near Harad,Adûnaphel's learned mages and numerous diplomats andmilitary commanders execute the dire whispers of the QuietAvenger throughout the region of Harondor and Harad. Thepeople at Adûnaphel's disposal are not the best-trained northe most skilled. However, the delicate position of her realmplaces great emphasis in balancing the many neighbouringforces and in keeping events happening as the QuietAvenger desires. The location of Adûnaphel's strongholdprovides her with a rich source of supplies and goodpotential for further, although controlled, expansion.

Fire King (#18) Led by the Eighth of the Nazgûl, the FireKing, the nation of Ren the Unclean wields the mostdedicated force among all the Dark Servants. From his mainfortress inside Mordor, the Fire King's adept mages andnumerous agents and military commanders maintainconstant pressure and vigilance on the Gondorian towersthat surround Mordor and the region of Ithilien. The armiesof Ren are very dedicated, although not the most skilled,typically well-armed, and are represented by a diversemixture of races and peoples. His reliable servants haveenabled the Fire King to begin preparing his forces, bothmilitary and arcane, in preparation for his own plans ofexpansion and domination.

Long Rider (#19) Led by the Ninth of the Nazgûl, theLong Rider, the nation of Ûvatha controls one of the mostextensive realms belonging to the Dark Servants. From hismain fortress near the Sea of Rhûn, the Long Rider's minionsinfiltrate and pressure many of the peoples that inhabitRhovanion and the region of Khand. The skilled agents ofthe Long Rider are able to exert considerable influence onmercantile operations throughout these regions. Also, the

vast realm of Ûvatha is patrolled by the superior cavalry thatserve as the bulwark of his armies. Perhaps not as highlyregarded as some riders, the exclusively mounted forces ofthe Long Rider are numerous, well-provisioned and quitecapable of carrying out the planned expansion of the LongRider's domain. The rich lands found in his realm provide astrong potential for this growth.

Dark Lieutenants (#20) The nation of the DarkLieutenants represents a strategic centre of power for theDark Servants. From their main fortress inside Mordor, TheMouth of Sauron (Ûrzahil) and The Warlord (Gothmog)initiate and control events that influence much that transpiresin all the regions surrounding Mordor. While the forces thatconstitute the armies of the Dark Lieutenants are not well-skilled, the extremely-seasoned commanders of the DarkLieutenants are probably the most capable leaders to befound anywhere in northwestern Middle-earth. Theirpresence makes their armies a formidable force. Surroundedby wise mages and powerful artefacts, the Dark Lieutenants'power is rapidly rising and rivals the forces of any of theother Dark Servants.

The Neutrals

Corsairs (#21) The nation of the Corsairs consistsprimarily of descendants of the Dúnadan rebels who fledfrom Gondor in the wake of the Kin-strife of T.A. 1432-47,and their Black Númenórean cousins who resided in Umbarprior to the arrival of the rebels. Led by the exceptional Sea-captain Angamaitë and the powerful Teldûmeir, the Corsairshave effectively established themselves as a dominant forcein the Bay of Belfalas and along the southern coasts. Thevast navies of the Corsairs are feared by all and equalled byfew. The strategic location of the Corsairs affords them aregion that has both plentiful resources and ready access tothe vital nearby river valley and the Great Sea. Along with afew mages, the skilled diplomats and agents of the Corsairswield their powers to much effect throughout theneighbouring regions and manage to keep the forces of theFree Peoples and the Dark Servants in check.

Haradwaith (#22) The nation of the Haradwaith consistsmainly of the Northern Haradwaith of Near Harad and thepeoples who occupy the semi-arid lands south of Mordor,called Harondor, with their greatest settlements being alongthe seacoast and rivers. Led by Haruth Ramam and Carlon,the Haradwaith regard the Belfalas area to be their own andcontest other rival navies for right of passage. The landsabout Harondor provide bountiful resources and affordconsiderable protection from their powerful neighbours.Surrounded by powerful realms of the Free Peoples and theDark Servants, the Haradan nation utilizes their strategiclocation and resources to thwart these foreign influences.While their main strength lies in their military might of botharmies and navies, they possess individuals with skill in thearcane, as well as the more subtle, arts.

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Dunlendings (#23) The nation of the Dunlendingsencompasses the large region south of the former realm ofArnor in central Eriador. Consisting of several co-operatingclans, loosely led by Enion and Eríbhen, the Dunlendingsseek to be reunited and restored to the lands of theirforefathers. Possessing neither valorous nor skilled warriors,the armies of the Dunlendings rely primarily upon theircharismatic leaders and sheer numbers to win the day.However, their forces are accustomed to fighting in all typesof terrain (the rougher the better) and possess a wide varietyof troops to suit their varied styles and expertise. While fewof the Dunlendings aspire toward the arcane arts, the fewthat have reached considerable skill. Surrounded bypowerful adversaries, the Dunlendings have quietlyreinforced their armies and plan to return to the days of oldwhen their people were powerful and influential.

Rhudaur (#24) The glory of Rhudaur has long passed,but the eastern region of the former realm of Arnor stillwields some influence and employs numerous swords innorthern Eriador. The blood of the Dúnedain has almostvanished in Rhudaur. Consisting of several co-operatingfiefdoms, loosely led by Arfanhil and Broggha, Rhudaurseeks to be a reunited and restored nation once again.However, some factions favour the policies of the DarkServants and others the policies of the Free Peoples. Theconsiderable natural resources of Rhudaur are of interest toboth sides. While the armies of Rhudaur are adequate todefend their borders, they are lacking in discipline andconsist of large numbers of mercenaries. The militarycommanders of Rhudaur possess some skills in subterfugeand magery, as well as a keen interest in ancient artefacts.This broad spectrum of tools allows the leaders of Rhudaurto balance the strong influences of their neighbours withtheir own interest in expansion.

Easterlings (#25) The nation of the Easterlings refers tothe collection of peoples who occupy the north centralregion of Middle-earth. This region encompasses part ofRhovanion and all the lands south to Khand. This diversenation includes the tribes of the Sagath, Logath, Asdriags,Nuriags, and the Variags. Loosely led by Tros Hesnef in thenorth and Ovatha II of Khand in the south, the Easterlingsrepresent a nation with great potential but numerous pitfallsto overcome. The greatest strength of the Easterlings lies intheir fierce and brave warriors, especially their much-fearedcavalry. Competent commanders and numerous warriorsmake this mobile threat very real indeed. Additionally, theirskilled mages and adequate agents help make up for the lackof political envoys, and the abundant availability ofresources provides the Easterlings with a rich base forgrowth. The most difficult barriers to be overcome in theEasterlings plans of conquest are the lack of centralcommand and the dispersal of their forces over much ofMiddle-earth.

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Game Mechanics

Game Time

Seasons

Unlike many other play-by-mail games, ME-PBM isdesigned to coincide with real time. The turn-around timefor your game in the real world is intended to reflect thesame period of time in the game. Seasons in the game are thesame seasons we endure in the real world as the game isplayed. This means that games beginning during the winterwill commence with winter as their initial season. Theseasons will change in the game in the same way that they doin real life. The change in seasons will dictate the range ofpossible climates in each area on the map. For example,those Nations in the far north find polar conditions duringthe winter, while the southern deserts will be hot even whenit's not summer.

Climate

Climate reflects the seasonal changes acrossnorthwestern Middle-earth. Climate conditions includePolar, Severe, Cold, Cool, Mild, Warm, and Hot. Theseclimates range over broad geographical areas and areaffected by latitude as well as natural terrain features.Different climates can affect combat efficiency, movementof armies, and the amount of potential resources (food,minerals, etc) received each turn.

Maps

There are two maps utilised in ME-PBM. The mostoften used map is the four-colour edition which you receivedwhen you first registered for the game. This map shows theproper terrain for the regions of Middle-earth, as well as therelative distances between lands. It is overlaid with ahexagonal grid with each hexagon (or "hex") numbered foreasy reference. The map numbering is based on thefamiliar (x,y) co-ordinate system where x designates acolumn and y designates a row. To find a hex on themap, take its number and split it in half - the first twodigits tell the column (01 to 44, left to right) and the lasttwo digits tell the row (01 to 39, top to bottom).

Each hex includes the type of terrain: 'open seas','coastal waters', 'shore/plains', 'open plains', 'hills & rough','mixed forest', 'desert wastes', 'fens & swamp', and'mountains' (see the map for the terrain legend). 'Water'hexes are considered to be open seas or coastal waters.'Land' hexes are considered to be the remaining terraintypes. The map shows which hexes allow land movementand which allow water movement. It shows the 'major

rivers', 'minor rivers', 'bridges', 'fords', and 'roads'. Althoughthe map shows the bridges with which the game begins, beaware that bridges can be built and destroyed during thecourse of the game.

Each of the hexes on the map has only one type ofterrain. If there appears to be more than one type of terrainin a hex shown on the map, assume that the most prevalentterrain is the correct one. Terrain is extremely important ingame play. It affects movement, production, combat, and theability to find lost or hidden artefacts. More specific effectswill be shown in the sections of the rules devoted tomovement and combat.

Note that rivers, both major and minor, run along thesides of the hex ('hexside'). Whenever your Armies moveacross a hexside, along which runs a river, they will beconsidered to be trying to cross that river. Armies can crossminor rivers with only a slight penalty in movement, butArmies cannot cross major rivers without a bridge or a ford.Note that bridges and fords cross only one hexside and,therefore, you must travel from the hex on one side of thebridge/ford directly across the hexside to the hex on theother side of the bridge/ford in order to successfully utilisethe bridge or ford. Roads work in the same manner - movingthrough specific hexsides. If an Army does not move exactlyas the road does, then it will not be able to avail itself of theroad Movement rate. Hexside features always affectmovement in both directions.

The four-colour map specifically does NOT show thelocation of any Nations, Armies, Population Centres, etc.However, with each resultsheet you receive will be acomputer - generated 'turn' map. This map will show onlythe area that your Nation knows well, but it will give you theinformation that a Nation's populace would send back to thecapital: the location of Population Centres, harbours, ports,bridges, fords, and the presence of Armies - whether they beGood, Neutral, or Evil. Be sure to check this map carefullyeach turn in order to take advantage of this importantinformation.

Production

Each hex has the potential of producing certain amountsof natural resources. These resources can only be producedand accumulated by establishing a camp in the hex.However, as the camp grows into a village or town, theproduction which is available and not consumed (surplusproduction) diminishes. The section under PopulationCentres will give exact percentages of the productionavailable to each Population Centre type. Products whichcan be accumulated as surplus include 'leather', 'bronze','steel', 'mithril', 'food', 'timber', 'mounts' and 'gold'. The hex

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production shown on the resultsheet is the 'Expected'production to be received each turn. The climate andPopulation Centre size modifiers have already been applied.

Leather - used in the construction of leatherarmour and to form cavalry unitsfor the Armies

Bronze - used in the construction of bronzearmour and weapons

Steel - used in the construction of steelarmour and weapons

Mithril - used in the construction of mithrilarmour and weapons

Food - used by Armies/Navies in the fieldand by Population Centres undersiege

Timber - used in the construction of ships,bridges, fortifications, ports,harbours, and war machines

Mounts - used to form cavalry units for theArmies

Gold - used to finance almost all activities

Each terrain type supports different types of production.Listed below are the most common terrain types for eachproduction type. Note that in less frequent instances,

production may appear in other terrain types. Also, 'fens andswamp' may have production as well.

Leather - can be found in shore/plains, openplains, hills & rough, desert wastes

Bronze - can be found in hills & rough,mountains

Steel - can be found in hills & rough,mountains

Mithril - can be found in mountainsFood - can be found in shore/plains, open

plains, hills & rough, mixed forestTimber - can be found in hills & rough, mixed

forestMounts - can be found in shore/plains, open

plains, hills & rough, desert wastesGold - can be found in hills & rough,

mountains

The other primary element affecting production isclimate. In all but ideal conditions, a hex will only produce afraction of its maximum potential production. The numberson the chart below represent the percentage of totalproduction received according to the current climate. Forexample, a hex will produce only 60% of its total possibleBronze production when its climate is Cold.

Climate/Production Table

Climate Leather Bronze Steel Mithril Food Timber Mounts GoldPolar 10 30 30 30 10 10 10 30

Severe 20 40 40 40 20 20 20 40Cold 30 60 60 60 30 30 30 60Cool 80 100 100 100 80 80 80 100Mild 90 100 100 100 90 90 90 100Warm 100 100 100 100 100 100 100 100Hot 80 80 80 80 80 80 80 80

Numbers represent % of hex production received according to climate

Nations

Relations between Nations

Each Nation has an attitude, or relation, toward each ofthe other Nations in the game. This attitude reflects thedisposition of their populace to the populace of the otherNation. The Nation's relations can be influenced by utilisingspecific orders. Relations range from 'Friendly' to 'Tolerant'to 'Neutral' to 'Disliked' to 'Hated' (better to worse).Remember that relations are how your Nation views anotherNation, not necessarily how that other Nation views you.Initial relations for all Nations are set at the beginning of thegame and reflect the 'cool but distrustful' feeling of the MidThird Age. Relations are important for the followingreasons:

A. Only Nations which are Disliked or Hated can beattacked/threatened. An 'enemy' is considered tobe any Nation that you hold relations of Hated orDisliked toward. Whenever an order refers to'enemy' or 'enemies', it is referring to those Nationsthat are Hated or Disliked by your Nation. Theyare still an enemy no matter what relations thatNation may have toward your Nation. However, ininstances where you are attempting an order, andcannot do so if there are enemy Armies present,then that order is referring to the relations thatNation holds toward your Nation.

B. Trades between Armies or Population Centresoccur only between Friendly Nations.

C. Companies can only be formed by Characters ofmutually Friendly (Friendly toward each other)Nations.

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D. An Army fights more fiercely against an enemythat is Hated than it does against one that is onlyDisliked. Conversely, an Army which must defenditself against a Nation that it is Tolerated toward isnot as fierce as it would be if that Nation wereNeutral, Disliked, or Hated.

E. A Good Nation may only have Neutral, Tolerant,or Friendly relations toward another Good Nation,can have Hated, Disliked, Neutral, or Tolerantrelations toward a Neutral Nation, and may onlyhave Hated, Disliked, or Neutral relations towardan Evil Nation.

F. An Evil Nation may have Neutral, Tolerant, orFriendly relations toward another Evil Nation, canhave Hated, Disliked, Neutral, or Tolerantrelations toward a Neutral Nation, and may haveHated, Disliked, or Neutral relations toward anGood Nation.

G. A Neutral Nation may have any relations towardanother Neutral Nation, and may have onlyDisliked, Neutral, or Tolerant relations toward anyGood or Evil Nation.

H. Your own Nation's relations are, of course, alwaysFriendly towards yourself.

I. Relations can also modify the effectiveness ofnumerous activities. These include, but are notlimited to, espionage, diplomacy, and Armymovement.

J. The making and transfer of Food, Armour,Weapons, War Machines, Warships andTransports may only occur between Armies andPopulation Centres of Friendly Nations. If yourNation is making goods or receiving transfersfrom another Nation (not caravan transfers), thenthey must have Friendly relations toward yourNation, but not necessarily vice versa.

Relations affect the chances of success for some Agentorders and for some Emissary orders. In general,the better the relations a Nation has toward yourNation, the easier it will be for your Agents andEmissaries to carry out certain of their missions.

Agent orders affected by relations are: Scouting,Stealing, Sabotage, Rescue, Kidnap, Assassinate,and Counter-Espionage.

Emissary orders affected by relations are: Influenceother's Population Centre Loyalty, TransferringOwnership, and Recruit Double Agent.

Army/Navy Movement- Two Nations must be Tolerantor Friendly toward each other to allow theirArmies/Navies to move freely past each other, orto allow an Army of one to freely pass a fortifiedPopulation Centre.

Attempts by Neutral Nations to Change Allegiance maybe affected by the relations held toward the otherNations of the allegiance being changed to.Furthermore, after the change, relations with allNations may be changed, but they will only be the

minimum changes necessary to satisfy restrictionslisted previously (E-G).

Attack, etc.- Your Nation must Dislike or Hate anotherNation before your forces can attack its Armies orPopulation Centres, threaten its PopulationCentres, stand and defend against its Armies, ordestroy its ships.

Allegiance

The Nations are initially divided into three allegiances:The Free Peoples, The Dark Servants, and The Neutrals.The Free Peoples and The Dark Servants represent the twosides of the game, Good and Evil respectively (The Neutralswill eventually choose one side or the other).

The Free Peoples consist of a loose federation ofNations that seek to thwart their collective domination bySauron, the Lord of the Rings. If The Free Peoples fail intheir struggle, they will remain enslaved by Sauron's minionsforever. Although the fear of failure is shared by them all,each of The Free Peoples has chosen to deal with this threatin his own fashion. Some have met the enemy face to face,some have waited and taken precautionary measures, andsome have retreated from affairs altogether.

The Dark Servants represent the minions of Sauron, theLord of the Rings. Although The Dark Servants are bound toserve the Dark Lord, each strives to increase his own powerand prestige in the eyes of his master. Each Dark Servant hasbeen positioned where the Dark Lord feels their owninclinations (military, sorcerous, diplomatic, etc) will havethe most influence, but specific tactics and actions are theirown to choose. Failure to succeed in the common goals willincur the wrath of Sauron, but failure to succeed in theirindividual goals will doom them to ages of servitude to thoseof his servants that do succeed.

Each allegiance represents a gathering of forces withsimilar goals but different individual interests. Furthermore,the methods needed to reach those goals are openly debated.Even though members of each allegiance should cooperateand work toward their common goals, there is NOrequirement that they do so, except as indicated by theirrelations. Although direct military actions are not permittedbetween members of the same allegiance, diplomacy, magic,and espionage are not so restricted. Additionally, less thanFriendly relations can be used to inhibit the progress ofNations of all allegiances. This becomes an important tool inachieving your Victory Conditions and ultimately winningthe game.

Orders

Orders are commands which you issue to yourCharacters (see next section). They are the means by whichyou accomplish all of your actions in the game. A list oforders is to be found later in these rules which will give youa description of each order, as well as give you theprerequisites needed to successfully issue that order. A

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'Quick' list will also be found which gives you the ordernames and codes for easy reference. Only orders found inthese lists can be issued.

Orders fall into one of three basic types: Skill,Movement, or Miscellaneous. A Skill order requires that aCharacter have a specific type of skill (with rank greaterthan 0) in order to accomplish the order. All ranks fallbetween 0 (no rank or skill) and 100 (maximum rank orskill), although some artefacts may affect these ranks andlimits. The four types of Skill orders are: Command,Emissary, Agent, and Mage, and they require skill of therespective same four types. Movement orders can be givenby any Character and accomplish what they say - movementof Characters, Armies, Navies, and Companies.Miscellaneous orders fall into two types. SomeMiscellaneous orders will specify various skill requirements,but many can be given by any Character.

Most orders have prerequisites. Prerequisites are thosethings needed to issue the order. Prerequisites might includeresource materials (e.g. 5000 units of timber are needed tobuild a bridge), and/or costs (e.g. 5000 gold is also neededto pay for building the bridge), as well as requirements (e.g.the river hexside to be bridged may only be a minor river).Be sure that the Character giving the order satisfies all of theprerequisites, or the attempted order may fail.

Each order also indicates whether any additionalinformation is needed to accomplish the order. Be sure toinclude all additional information required, and in thecorrect order, or the results of the order may not be all thatyou could desire.

Some orders may be automatic. This means that if theprerequisites are all present, then although the order may ormay not result in what was intended, nevertheless the orderwill succeed. For example, issuing orders to attack an Armymay succeed, but the battle may be lost. Also, some ordersare not automatic. Such orders will have an associated'difficulty' rating to help you judge whether a Character isready for that order. These orders are rated as Easy,Average, and Hard. Actual difficulties within each of theseratings will vary. Guidelines for attempting these orders aregiven below:

Easy: Skill ranks between 10 - 40 have afair/reasonable chance of success.

Average: Skill ranks between 30 - 70 have afair/reasonable chance of success.

Hard: Skill ranks between 60 - 100 have afair/reasonable chance of success.

Orders have both an 'order number' and an 'order code'.The order number indicates where in the game's 'Sequenceof Events' the order is executed . The lower the number, thesooner it is executed. The order code serves as a handymnemonic for (way of remembering) the order itself. Youshould use either the order code or the order number whenyou are filling out your turnsheet.

Characters

Richly detailed heroes and personalities are what givesTolkien's trilogy much of its wonder and achievement, andit's also through heroes, or Characters, that ME-PBM isplayed. Each player begins with a cast of Characters, nearlyall of which are taken from the pages of Middle-earth history(see 'Sources') and are considered to be involved in affairs ofthe time of the current scenario. Moreover, more Charactersof your own design can be created as the game progresses.

Though economic factors will usually dictate thenumber of Characters available to a Nation, even thewealthiest Nations are limited in the number andavailability of new Characters. The chart below showsthe maximum numbers of Characters permitted andwhen they are available. The number of Charactersavailable to you will appear on your resultsheet eachturn. Note that the number of Characters availableincludes any Characters held hostage by other Nationsbut does not include dead or retired Characters.

Turn #'s # of Characters available 1 to 5 12 6 to 10 1511 to 15 1716 to 20 19 21+ 21

Throughout the course of the game, Characters arepictured by the portrait on your resultsheet and are referredto by name on your resultsheet. For purposes of orders,however, a Character will be referred to only by his uniqueID. This is a five-letter name which must be correctly givento successfully interact with, or give orders to, thatCharacter. Normally, the ID is simply the first five letters ofthe Character's name (ignoring 'case' and accents, butincluding blanks). Character names can be between 5-17characters (including blanks) long. When namingCharacters, please try to choose names that retain the flavourand nature of Middle-earth.

Skills

Whether male or female, all Characters share one thingin common. They each have 'skill ranks' which indicate theirrelative abilities in the fields of 'Command', 'Emissary','Agent', and 'Mage'. All ranks fall between 0 (no rank orskill) and 100 (maximum rank or skill), although someartefacts may affect these ranks and limits.

Command rank: determines a Character's abilitiesto lead Armies and Navies, to erectfortifications, dictate foreign policy, and makesimilar leadership decisions.

Emissary rank: determines a Character's abilitiesto do diplomatic and political work.

Agent rank: determines a Character's abilitiesto do espionage and counter-espionage.

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Mage rank: determines a Character's abilitiesto learn and perform magic.

Some Characters will have abilities in many of thesefields, while others may be restricted to just two, or evenone. These skill ranks form the basis of most of theCharacter's activities. They can be improved by successfullyusing that particular ability. For example, a Character'sAgent rank may be improved by successfully stealing goldor by sabotaging enemy fortifications, while a Character'sCommand rank may be improved by winning battles and bytraining troops. Below are listed the orders that are bothautomatic and can improve skill ranks.

These include:

Commander: Put Troops on Manoeuvres,Put Army on Manoeuvres

Agent: Guard Location, Guard CharacterEmissary: Influence Your Population CentreMage: Prentice Magery

There are numerous pros and cons to the idea of havingCharacters with one strong skill area versus numerousweaker skill areas. This is really an issue of individualstrategy. Having one strong skill area allows the Character tobecome immediately productive. On the other hand, havingmultiple skill areas allows for a more flexible Character asthe game continues. Some Players may find it prudent tocreate additional Characters that have multiple skill areas,even though they will improve more slowly, and continue toimprove the Characters that they already have. Youdetermine the best course of action for your Nation.

Characters are the tools through which you play. Eachof your Characters may issue two orders each turn. The onlyrestriction on those two orders is that a Character may notperform two of the same types of orders (same Skill orMovement). Miscellaneous orders are excepted. In otherwords, a Character may not perform two Movement ordersor two Skill orders of the same type in the same turn. Forexample, a Move order and a Command order, or an Agentorder and an Emissary order, or two Miscellaneous orderswould be allowable if the Character is otherwise permittedto perform such orders. Giving a Move order and a Moveorder, or a Command order and a Command order, wouldnot be allowable.

Essentially, a Skill or Move order is assumed to take upmost of the time and/or resources available to a givenCharacter in the 14 day time for each turn. Miscellaneousorders are considered to consume much less time and thus aCharacter can give two such orders in the same turn. Twodifferent Skill orders are allowed in the same turn becausethe Characters are assumed to use different resources toaccomplish the different Skill orders. Exceptions to theserestrictions will be discussed in the section concerningmagic and spells.

The success of a Character's actions is primarilydetermined by the skill rank involved in the execution of the

order. In general, the rank is added to a random number(between 1 and 100), other modifiers are either added orsubtracted depending upon the order, and if the sum exceeds100, then the order is successful. In some cases, the extent towhich a Character succeeds or fails (causing death, injury,capture, etc) is determined by this sum.

Health

Characters also have a rank which indicates theircurrent health. Like the skill ranks, this ranges from 0 (dead)to 100 (fully healed). Health rank will be improved 14points for each turn the Character is 'injured' (i.e. Healthrank is less than the maximum of 100). Health rank can alsobe affected by healing spells and special abilities.

Stealth

Characters also have a rank which indicates their naturalstealth. Like the skill ranks, this ranges from 0 (no stealth) to100 (virtually undetectable). In many cases the stealth willbe 0, but not always. Unlike skill ranks, the stealth rankcannot be improved. The degree of stealth which a Characterpossesses is automatically determined when he is created.Having a stealth rank could be due to the Nation thisCharacter serves or by some special ability. Stealth rank cannever be raised, although it can be enhanced by certainartefacts.

A Character will get the benefit of the stealth onlyduring the attempt to fulfil his own missions. To reflect the'reality' that a Character will not be stealthy all of the time,the stealth of a Character will not be considered when otherCharacters are trying to affect them - only when theCharacter is attempting to fulfil his own orders. Stealth canalso come into play when a Character is actively trying toavoid capture/death after combat, when guarding aCharacter or location, when a 'Scout for Characters' order isissued, or when trying to escape while being held hostage.

Special Abilities

Any new Character may be created with one of severalspecial abilities. These abilities are randomly determined(although the Nation of the Character may contribute) andmay affect skill ranks, stealth ranks, health ranks, knownspells, challenge ranks, etc. These special abilities, if any,will be indicated along with the other Character informationon the resultsheet.

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Hostage

During the course of play, Characters may become'hostages' of other Characters. This can happen as a result ofcombat, kidnapping attempts, failed agent orders,encounters, etc.. While hostage, a Character may issue noorders. Also, the Character's whereabouts will not be known,although, such information can be determined by othermeans, such as magic. Each turn, the hostage Character willautomatically try to escape and his success depends upon theAgent ranks of the Characters involved. Furthermore, rescueattempts and ransoms may also affect the hostage's release.

Possessions

Characters may possess ('carry') only artefacts andhostages. The maximum number of artefacts any oneCharacter may carry is six (6). No Character may have morethan three (3) hostages at a time. There are orders that allowCharacters, if they wish, to transfer or get rid of artefacts andhostages.

Death

Characters in ME-PBM may die. This occurs if Healthever reaches 0. In the world of J.R.R. Tolkien, some of theincluded Characters may not suffer 'death' the same way asyou or I, or may be fated to survive until a later era. But, forgame purposes, we indicate that they have 'died'. For thepurists among you, you can consider these Characters just tohave been removed from active participation for a lengthyperiod of time. A Character that has died can no longer begiven orders and any possessions that he had at the time ofhis death may become lost where he died or taken by hisslayer and/or any nearby survivors.

Companies

A Company is a group consisting of between two andnine Characters that has decided to move as one unit. TheCharacters do not have to be of the same Nation, but theNation of the joining Company member must initially have'Friendly' status toward the Nation of the Commander, andvice versa. After joining, a Character cannot be 'removed'because of relations (or for any other reason) except bydisbanding and re-forming the Company. To form aCompany, one Character issues the 'Create Company' orderand other Characters issue 'Join Company' orders.

Once the Company is formed, the CompanyCommander will give move orders for the entire Company.The individual Company members will not give individualmovement orders, but will move according to the orders ofthe Company Commander. The Characters in the Companyare still allowed to give their usual complement of twoorders. At any time, any Character may leave the Companyby issuing the 'Leave Company' order or by giving his ownindividual movement orders. These are the only two waysthat a Character may intentionally leave a Company. If aCompany fails to have at least two member Characters afterMovement, or any other time in the turn, then the Companywill be disbanded.

Orders to be issued on behalf of the entire Company aregiven by the Company Commander. These include only'Create Company', 'Disband Company', and 'MoveCompany'. Individual Characters of the Company may issueany other orders as normal. These orders will not affectmembership in the Company (unless the order is individualmovement).

Among the benefits (to members) provided byCompanies are:

1) Excluding the Company Commander, members mayissue two orders and not be concerned withCompany or Character movement.

2) Company members may move together toward acommon location.

3) Company members may focus their activities towarda common goal.

4) Company members with a mixture of skills allows forflexible options and generally more success whendealing with encounters with Non-PlayerCharacters or random encounters.

5) Company with members of friendly and co-operatingNations can co-ordinate activities.

For example, a Company of Emissaries might combinetalents and attempt to wrest control of a foreign settlement,or a Company with an Agent, an Emissary, and aCommander might attempt to deal with a Dragon known toguard a treasure hoard, or a Company of Mages might moveand duplicate their spell casting in order to force aformidable foe to vacate a certain location.....

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Population Centres

Population Centres are the keys to victory. They allowNations to harness natural resources, generate revenue, andbuild armies. They permit the construction of fortificationsand, as the Population Centre grows, the construction ofports and harbours becomes possible. However, this growthis a two-edged sword. The bigger the Population Centrebecomes, the more revenue is increased, but growthincreases building costs and decreases the amount of naturalresources available to the Nation as surplus. Furthermore,there is a limit to the total number of Population Centres thatcan exist. Population Centres can only be improved orreduced one level per turn.

Revenue

There are several ways to increase revenues for aNation. One method is simply to raise taxes. However, thishas the side effect of lowering the loyalty of your PopulationCentres. Another method is to take over other Nation'sPopulation Centres. This has the side effect of irritating yourneighbours. A third method is to create Population Centresof your own. Careful planning of where to place camps canresult in increased gold production. This takes time but canbe beneficial for many reasons. A fourth method is toimprove existing Population Centres. This has some initialimprovement costs, but can be profitable in the long run. Afinal method is to sell surplus production to the market. Thisdepletes your own reserves, but if the product is one youhave little or no use for now, why not? The best method, orcombination of methods, is dependent upon your needs andplans.

Taxes You set the tax rate for your Nation.This rate will determine how much of the wealth producedby your Population Centres actually is sent to the capital foryour use. All taxes are automatically sent to your Nation'scapital. All costs, fees, and payments are paid out of thevault at your Nation's capital. Even when Characters transfergold to each other, they are merely authorising the transferfrom one vault to another. The tax rate can be changed atany time by issuing the proper order. As you may wellimagine, high tax rates do not make for happy citizens andwill engender poor loyalty in your Population Centres. Lowtax rates, however, even though they make for higherloyalty, have the detriment of making it more difficult to runthe affairs of the Nation.

Gold Some hexes may have a certainamount of gold production which is accessible to yourNation when a Population Centre is built there. This gold isdifferent from, but added to, the revenue that is generatedfrom the normal business activities of a Population Centre.This gold production is also automatically sent to yourNation's capital. Neither Characters nor Armies ever carrygold.

Resources

All resources stored by a Population Centre areconsidered to be what's left over from the hex productionafter seeing to the needs of the Population Centre. Theseresources are accumulated in the Population Centre and canbe used to produce the variety of products listed in theserules under 'Production'. Resources can also be traded.

Although food is a vital resource, Population Centresare normally considered to be fed since their food stores arethe excess over what they need to survive. However, thischanges in time of siege. A Population Centre is consideredto be under siege during any turn in which it is under attackor is 'sieged.' When a Population Centre is under siege, allresource production stops for that turn. That means that thePopulation Centre must use its food stores to feed itselfduring the siege.

Sizes

A hex may have at most one Population Centre at atime. The size of Population Centres ranges from 'ruins' to'camp' to 'village' to 'town' to 'major town' to 'city'. Ruins areunowned Population Centres which are uninhabited. Someruins may have fortifications and already have a name. If ahex has ruins, or if there is no Population Centre at all in ahex, then you may build a camp. If you build a camp thenyou may name (or rename) the new Population Centre. Aftera camp has been built, the size of the Population Centre maybe increased by improving the Population Centre.Population Centres may also be decreased in size. Whenevera Nation becomes bankrupt or is otherwise out of play, thePopulation Centres of that Nation may begin to deteriorate

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and decrease in size. Camps which are decreased in size inthis manner will have their populace evacuate and the campwill disappear. Population Centres with low loyalty (of anyNation) may also suffer a similar fate. Having Characters,Armies, or fortifications at the Population Centre generallyindicates concern for the inhabitants and can stop thedeterioration while they are present.

The size of the Population Centre determines a numberof factors related to it. The following chart shows the foodconsumption for different sized Population Centres undersiege. The chart also shows the minimum force (troops andwar machines) needed to threaten a Population Centre, thecost to build/improve a Population Centre, the rate ofproduction which a Population Centre harvests the naturalresources in a hex, and the amount of revenue generated by aPopulation Centre. Finally, the chart shows the number oftroops available for Army recruitment at the PopulationCentre per turn.

If more than one Army attempts to recruit at the samePopulation Centre, the order in which each is allowed torecruit troops will be randomly determined. If an Armyattempts to recruit more troops than are available, thenumber it recruits will be adjusted as necessary. Forexample, if two Armies at a major town each attempted torecruit 300 troops, the first Army would receive its 300troops but the second would only receive 100 troops since amajor town can only provide 400 troops each turn.

The inhabitants of any Population Centre will rationfood and contribute to the feeding of local Armies of thesame and friendly Nations. Thus, any Army you have in thesame hex as one of your Population Centres will have all orpart of its food requirement automatically provided by thePopulation Centre. You can also feed your Armies atPopulation Centres belonging to Nations that are Friendlytowards you. The amount of food provided depends on thesize of the Population Centre as also shown below.

Threatening Population Centres is a way for an Army totake a Population Centre without actually attacking it. If theArmy has sufficient force, then the Population Centre mayyield itself to the Army without a fight. In order to besuccessful, the Army must be at least larger than the intrinsicstrength of the Population Centre (see chart above). Factorswhich help to resist the threat are Population Centre loyalty,fortifications, and the presence of defending Armies of thesame Nation as the Population Centre.

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Population Centre Size Factors

Size ofPopulationCentre

Food neededper turn

under siege

Force neededto

threaten

Cost to buildor improve to

percent ofresource

production

revenue at100% tax rate

recruitsavailable per

turn

Defence

Camp 500 0 *2000 100 0 100 200Village 1000 200 4000 80 2500 200 500Town 2000 1000 6000 60 5000 300 1000M Town 3500 2500 8000 40 7500 400 2500City 6000 5000 10000 20 10000 500 5000

* Note: Cost will be 4000 if Camp is built by a Commander

A Camp will provide food for up to 0 troopsA Village will provide food for up to 200 troops (or 100 cavalry)A Town will provide food for up to 1000 troops (or 500 cavalry)A Major Town will provide food for up to 2500 troops (or 1250 cavalry)A City will provide food for up to 5000 troops (or 2500 cavalry)

Fortifications

Fortifications can be built to help defend PopulationCentres. These range from the modest 'tower' to 'fort' to'castle' to 'keep' to the impressive 'citadel'. Each level offortifications increases the Population Centre's defences.These are the defences that must be overcome in the event ofan assault by an enemy Army. Fortifications also improvethe chances of preventing a Population Centre from beingtaken over solely by threat, and their presence helps restrictenemy Army movement. Armies that are defending theirown Population Centres will also receive a bonus to theircombat defence based upon the level of fortifications.Fortifications can only be built one level per turn. Forexample, a tower cannot be improved to a keep in one turneven if three Characters were available to give the necessaryorders. It is possible to reduce fortifications more than onelevel on a single try in a given turn, but only one successfulattempt is allowed per turn. The degree of success governshow much any fortification will be reduced. To buildfortifications takes both gold and timber:

Fortification Costs

To build a Gold Cost Timber Cost Defence ValueTower 1000 1000 2000Fort 3000 3000 6000Castle 5000 5000 10000Keep 8000 8000 16000Citadel 12000 12000 24000

Loyalty

Population Centres each have a Loyalty rank. This is anumber from 1 (lowest loyalty) to 100 (fanatic loyalty).Loyalty rank can be affected by different Emissary orders,adverse military take-overs, as well as by orders involvingtaxation. Loyalty rank is initially determined by the skill

rank of the Character that creates, posts or takes over thePopulation Centre, and is important when trying to resist athreatening or attacking Army or in negating the influence ofa foreign Emissary. If at any time the Loyalty rank dropsbelow 15, then the ownership of a Population Centre may bechanged by a foreign Emissary using the appropriate order.Loyalty in Population Centres will either increase ordecrease 0-3 points each turn depending on the tax rate.Furthermore, Loyalty will decrease in all Population Centresif the capital is lost, and might decrease in all PopulationCentres with the loss of any of your other PopulationCentres. Additionally, the efforts or presence of travellingNon-Player Characters (NPC's) can also affect the Loyalty.Lower tax rates will see an increase in Loyalty and highertax rates will see the reverse. If a Population Centre’sLoyalty rank drops below 15, then that Population Centrewill begin to deteriorate from one level down to the next.Camps which are decreased in this manner will have theirpopulace evacuate and the camp will disappear. HavingCharacters, Armies, or fortifications at the Population Centregenerally indicates concern for the inhabitants and can stopthe deterioration while they are present.

Ports and Harbours

Ports and harbours allow ships to be anchored atPopulation Centres. Besides shore hexes, hexes with portsand harbours are the only hexes where ships can anchor.Although harbours can be built in a town, major town, orcity, ports can only be built in major towns or cities. If aharbour or port is present in a Population Centre that isreduced in size, then the harbour or port will also be reducedor lost. Ships can be built ONLY in ports.

Hidden

Population Centres can be hidden. This is usually anenchantment that prevents determining/finding the exactlocation of a Population Centre in a given hex. If aPopulation Centre is hidden, only the owning Nation may

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enter it or transfer to and from it. Until a hidden PopulationCentre is revealed, the above restrictions will be in effect.These restrictions do not apply to movement through the hexcontaining the Population Centre - only to interacting with it.Fortifications associated with the Population Centre will alsobe hidden. Harbours/ports present in hexes with hiddenPopulation Centres will not be hidden, but neither are theyeasily visible. Bridges, fords, and roads present in hexeswith hidden Population Centres will not be hidden. Onlyartefacts can be used to hide a Population Centre. There arespells that can locate and remove the hiding enchantment.

Sightings

Any Character entering a Population Centre of anotherNation runs the risk of being sighted and their presencebrought to the attention of local rulers. The chance of aCharacter being sighted is based on the Population Centre’sloyalty and size, and the total ranks of the Character. Thenames of any spotted Characters will appear on yourresultsheet beneath the Population Centre where they werespotted.

Capital

Each Nation will designate one Population Centre to bethe capital. The capital serves as the 'seat of power' for theNation and its safety is vital to the Nation's survival.Capitals will not deteriorate due to low loyalty, but are stillvulnerable to foreign Emissaries. Certain orders can only begiven by Characters that are located at the capital. All newCharacters will come into play at the capital. The location ofthe capital is assigned at game start.

Since the treasury of the Nation is kept at the capital,the gold reserves of a Nation are the most vulnerable there.Keeping the capital hex location a secret is a good way toprotect the gold reserves. However, if a Nation decides itneeds or wants to, this location can be changed by issuingthe proper order. The new location must contain a majortown or city of the same Nation, and the gold reserves willbe moved automatically.

If the capital is captured or destroyed, then the capital(along with the gold reserves) will be relocated to anothermajor town or city, if possible. If the change is not possible,then the Nation falls and is removed from play. The fall of aNation's capital will also cause all of that Nation'sPopulation Centres to lose about 20% (not 20 points) oftheir Loyalty!

Trade Caravans

Since some areas of the world do not produce enoughraw materials to satisfy the needs of a growing Nation, tradecaravans visit all unsieged Population Centres each turn.They offer to buy or sell any of the following products:leather, bronze, steel, mithril, food, timber, and mounts. Foreach product they will give you the current market sell priceand the current market buy price. The market sell price is theprice per unit which the trade caravan charges for those unitsof raw materials it wishes to sell (you wish to purchase). Themarket buy price is the price per unit which the tradecaravan will give you for those surplus units of raw materialsit wishes to buy (you wish to sell).

Caravans do not have limitless buying power and may attimes be unable to purchase all the goods offered to them.Both prices are regulated by the law of supply and demand.Further, there are not unlimited stores available. It ispossible to 'corner' the market on a given item or to 'flood'the market so as to lower the market price. When supplieson a given item get low, the purchase may go to the highestor first bidder. You do not need to wait for the caravan totell you a bid is necessary. 'Bids' can be tried at any time.

Trade caravans can never be attacked, apprehended, orotherwise affected. Only one product may be specified perbuy, bid, or sell order. You have the option to purchase (orsell, depending on the order) either leather or bronze or steelor mithril or food or timber or mounts.

Maintenance

Although it takes gold to build fortifications, PopulationCentres, harbours, and ports, it also takes gold to maintainthese structures as well as to maintain your Characters andArmies/Navies. Each turn, the amount of the maintenanceneeded to keep your Nation from going bankrupt will beshown on your resultsheet. BE VERY CAREFUL about thismaintenance requirement. If at any time your Nation hasinsufficient funds to maintain itself, then your tax rate willautomatically be raised to cover the deficit. (This may alsoreduce the loyalties of each of your Population Centres byrates consistent with the tax increase.) If the rate cannot beraised (100 is the maximum), then your Nation will gobankrupt and be removed from play, even if funds becomeavailable later in the turn! Gold reserves can be checkedwith the following formula:

Old Reserves What you had at the end of last turn+ Expected Revenue Combat may affect this -you don't get gold/revenue from sites you no longer own!- Old maintenance You must pay/maintain all the troops so they'll fight this turn- Expenditures Funds spent executing orders this turn+ Credits Funds received for the sale of goods or transfers______________= New Reserve Current 'gold reserve' listed on the result sheet

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The maintenance costs are:

Maintenance Costs

Item Cost(gold) Cost(food) Item Cost (gold)Heavy Cavalry troop 6 2 Harbour 250Light Cavalry troop 3 2 Port 500Heavy Infantry troop 4 1 Fortification (per level) 500Light Infantry troop 2 1 Warship or transport 50Archers 2 1 Character (per skill point) 20Men-At-Arms 1 1

Armies & Navies

Armies and Navies are the means of combat andconquest. Navies are Armies with ships. Both Armies andNavies have the following similarities:

1. They each have a single Character who is the'Commander'. The Commander is the onlyCharacter who can give movement orders to theArmy/Navy. There are also a number of otherorders that only the Commander can give.

2. For combat, they each have a strength (theoffensive capability) and constitution (the defensivecapability).These capabilities are considered in both navalcombat (which occurs first) and then land combat.

3. Their movement is hex by hex and there is anassociated Movement cost for each hex of travel.

4. They can carry baggage to supply weapons,armour, war machines, and food that may beneeded in the field or on the seas.

5. Other Characters may travel with the Army/NavyCommander and are subject to the movementorders that the Commander gives. These Characterscan issue many orders on behalf of the Army/Navythat they are travelling with.

6. They each may be forced to stop when they enter ahex where there is an Army/Navy which is notFriendly.

However, Armies and Navies also have theirdifferences:

1. Army strength and constitution are computeddifferently than Navy strength and constitution.

2. Armies cannot normally attack Navies that are inthe same hex. However, if the Navy has given anattack order or a 'Defend' order, then they areconsidered to be defending the hex and thus willanchor ships (if possible, thus becoming an Army)and engage enemies as instructed.

3. Navies are considered to be Armies with ships formost purposes (including movement). However, for

purposes of combat, only the Army Commander,Nation, and the ships present are considered.

Armies

An Army is composed of a minimum of 100 troops andan Army Commander. If an Army ever contains less than100 troops during a turn, then it will be disbanded.Furthermore, if the Army Commander is captured or killed,and there are no Characters travelling with the Army thatcan assume command (have Command skill), then the Armydisbands. There are six different troop types possible withineach Army. As long as there is at least 100 troops in thewhole Army, it does not matter how many troops of eachtype the Army contains.

Troop Types Troop types include HeavyCavalry, Light Cavalry, Heavy Infantry, Light Infantry,Archers, and Men-at-Arms. Each Nation may have differentraces that make up these troop types. For example, a FreePeople may have Men on war horses for their cavalrymounts, whereas a Dark Servant's forces may consist of Orcson wargs or giant wolves for their cavalry mounts.

Heavy Cavalry - Typically include the heavierand stronger mount and troop stock. These troops areusually given the heaviest weapons and armour. Formidablein clear terrains, but less so in rougher terrains. Excellentmobility, but expensive to maintain.

Light Cavalry - Typically include the lightermount and troop stock. These troops are usually given thelighter weapons and armour. Satisfactory in clear terrainsand do well in rougher terrains too. Excellent mobility andless expensive to maintain.

Heavy Infantry - Typically include the heavierand stronger troop stock. These troops are usually given theheaviest weapons and armour. Formidable in clear terrains,but less so in rougher terrains. Satisfactory mobility, butexpensive to maintain.

Light Infantry - Typically include the lightertroop stock. These troops are usually given the lighterweapons and armour. Satisfactory in clear terrains and dowell in rougher terrains too. Satisfactory mobility and lessexpensive to maintain.

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Archers - Typically include the lightesttroop stock. These troops possess good weapons and areusually given the lightest armour. Satisfactory in clearterrains and do well in rougher terrains too. Satisfactorymobility and less expensive to maintain.

Men-at-Arms - Typically include the lightesttroop stock. These troops usually have marginal weaponsand armour. Satisfactory in clear terrains and in rougherterrains too. Satisfactory mobility and least expensive tomaintain.

Recruitment Armies are created atPopulation Centres and recruits are found and hired there aswell. An Army which does recruiting at a Population Centrewill normally decide what type of armour and weapons willbe given to these new troops (Archers come equipped withtheir own weapons and no armour, and Men-at-Arms comeequipped with weapons and armour). If the recruiting Armydoes not have enough armour and/or weapons of that type aspart of their baggage train, and the Population Centrepresent has enough raw materials of that type (leather,bronze, steel, mithril) in stores, then the armour and/orweapons will be "pulled and made" from the PopulationCentre stores and thus allow the recruitment. If there are stillnot enough armour and/or weapons to outfit the newrecruits, then the troops will be recruited without armourand/or with wood weapons.

The number of recruits available at any givenPopulation Centre is the total number available for that turn.In other words, a camp can only provide 100 troops a turn,

regardless of how many Characters attempt to recruit there.More than one army can recruit from a single PopulationCentre but the limit still cannot be exceeded. For example,two Armies could recruit from the same town on the sameturn but could not recruit more than 300 troops betweenthem.

Morale Rank Armies also have a Moralerank. This is a value from 1 (lowest morale) to 100(maximum morale). The higher the Army's Morale rank, thebetter they do in combat. The morale of an Army is definedas the collective cohesiveness of the troops constituting thatArmy under the particular Commander. In other words, themorale is reflective of the collective pride and courage of thetroops (and the Commander) in the heat of battle. Therefore,hiring a new Army typically results in an Army with lowmorale, splitting off a new Army (from an existing one)usually results in an Army with moderate morale, andtransferring troops from one Army to another will result inthe troops assuming the level of morale of the new Army.

Morale rank can be adversely affected by lack of food(if food in baggage train reaches 0 then morale will dropfrom 1-5 points), forced marches with a lack of food (5-10points), losses in battle (1-10 points), or by loss (or refusal)of Personal Challenges by Army Commanders (1-15 points).Conversely, Morale rank is heightened by successful combat, either by the Army (1-15 points) or in Personal Challengeby Army Commanders (1-15 points). Since Armies that arewell-fed and satisfied will tend to become better at workingtogether as time goes on, all Armies that have food at thebeginning of a turn will gain 1-3 points of morale.

Training Rank Each troop type of an Armyhas an individual Training rank. This is a value from 10(worst training) to 100 (elite troops). The Training rank isreflective of the ability of the troops to maintain formationsand tactics in the heat of battle. The higher the Trainingrank, the better that troop type does in combat. Trainingranks can be increased by specific orders or by combat.

Weapon Rank Each troop type of an Armyhas an individual Weapon rank. This is an average of all theweapons currently in use by that specific troop type. Thisdoes not count weapons in the baggage train. Weapon ranksrange from a value of 10 (wood weapons) to 100 (mithrilweapons). The higher the Weapon rank, the more damagedone to enemies in combat. Weapons replaced with an'Upgrade Weapons' order are discarded. For example, if youhave 300 troops with bronze weapons (rank 30) and you use300 steel weapons to upgrade their weapon rank to 60, theused bronze weapons will be discarded. Furthermore, allnecessary weapons must already be in the baggage train (notin Population Centre stores) in order to issue the 'UpgradeWeapons' order.

Armour Rank Each troop type of an Armyhas an individual Armour rank. This is an average of all thearmour currently in use by that specific troop type. This does

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not count armour in the baggage train. Armour ranks rangefrom a value of 0 (no armour) to 100 (mithril armour). Thehigher the Armour rank, the less damage done to your troopsin combat. Armour replaced with an 'Upgrade Armour' orderis discarded. For example, if you have 300 troops withleather armour (rank 10) and you use 300 bronze armour toupgrade their armour rank to 30, the used leather armourwill be discarded. Furthermore, all necessary armour mustalready be in the baggage train (not in Population Centrestores) in order to issue the 'Upgrade Armour' order.

New weapon/armour ranks are calculated as the averageof the sum of the two types of armour involved. Note thatwhen giving upgrade orders, you can always specify moreweapons/armour than necessary because the calculations willbe made automatically and any weapons/armour that thetroops couldn't use will be left in the baggage train. Below isan example on how to calculate how much weapons/armourare needed for a specific troop type.

- If the weapon/armour rank is 0, 10, 30, 60, 100, thecalculation is simply the # of troops of that troop type.

- If the weapon/armour rank is between two of theabove, then the calculation is as follows:

For example: an Army has 500 troops with armourrank of 42. This means that the troops have Xtroops with steel armour(60) and Y (500-X) troopswith bronze (30) armour. The amount of X and Ycan be found by the following formula:

X = ((42 [current armour rank] - 30 [bronze rank])divided by (60 [steel rank] - 30 [bronze rank]))times 500 [# of troops]

X = ((42 - 30) / (60 - 30)) * 500X = (12 / 30) * 500X = 0.40 * 500 = 200 troops in steelY = 500 - X = 300 troops in bronze

Thus to upgrade all those troops to steel wouldrequire 300 units of steel armour. Or you can forgetthe above calculations and issue the order with 500units of steel armour, knowing the extra (200 units)will be returned to stores.

Weapon/Armour Ranks

Weapons ArmourWood = 10 Leather = 10Bronze = 30 Bronze = 30Steel = 60 Steel = 60Mithril = 100 Mithril = 100

Baggage Train Armies have, and cantransport, a baggage train with them. This baggage train mayinclude extra weapons, extra armour, war machines, andfood. No other materials can be transported by Armies. Abaggage train can provide additional armour and weaponsfor upgrading the troops, food supplies needed for troop and

mount consumption, and any war machines assigned to theArmy for combat.

Food Food is consumed by anArmy on each turn at the rate of one food unit per troop ofHeavy Infantry, Light Infantry, Archers, and Men-at-Arms,and at a rate of two food units per troop of Heavy Cavalryand Light Cavalry (One for the troop and one for themount). If the Army does not have sufficient food to feed itstroops (the food in the baggage train reaches 0), the troopswill begin to forage for food and Movement (movement isreduced to 75% of the normal movement capacity) andMorale (up to 10 morale points) may be reduced. Thepeople of each Population Centre will ration food andcontribute to the feeding of local Armies of the same Nation.Any Army you have in the same hex as one of yourPopulation Centres may have all or part of its foodrequirement automatically provided by the PopulationCentre. This avoids loss of food from the baggage train. Youcan also feed your Armies at Population Centres belongingto Nations that are Friendly towards you. The amount offood provided depends on the size of the Population Centre.If an Army's size exceeds the limit a Population Centre canprovide, the needed food will be taken from the Army'sbaggage train. (For example: An Army with 6000 troops isat a city. The city will automatically provide food for 5000of the Army's troops. The remaining 1000 troops willconsume 1000 food from the Army's baggage train.) If aPopulation Centre has more than one Army outside of it, itwill split the food it can provide proportionally between theArmies present.

War Machines War machines include manydifferent type of devices: catapults, ballista, movable towers,battering rams, etc... War machines can be useful in normalcombat in the field (50 strength points each). However, warmachines are most useful in assaults/sieges/threats againstPopulation Centres (200 strength points each). WarMachines are the only means through which an Army candestroy fortifications, and thus make it much easier to gaincontrol of the Population Centre. However, war machinescan be destroyed/lost during the course of any type ofcombat. Although an Army can capture/siege/threaten aPopulation Centre without war machines, the losses introops will be greater and the chances of success are likelyto be decreased.

Transports Armies may never enterwater hexes. They must first acquire ships (which turns theminto Navies - see below). Since the ships are to transporttroops, the proper number of transports (which will becalculated and listed on the resultsheet each turn) must firstbe acquired. If ships are already available andanchored/docked in the Army's current hex, this isaccomplished by giving movement orders to enter anadjacent water/major river hex. If sufficient transports areanchored/docked in the land hex, then the minimum quantityof transports needed will be automatically picked up - but no

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warships! Alternatively, by giving the 'Pick up Ships' order,this allows the Army to choose how many transports andwarships to be picked up. If ships are not available, thenthey can be made at Population Centres with ports andsufficient timber, and these ships will be automaticallyattached to the Army.

Army troops aboard ships do not participate in anypotential naval battles. Only the Commander and 'crews'manning the transports and warships will be considered insuch conflicts. Troops are considered to be spread evenlyaboard all available transports. If a transport is lost, then alltroops considered to be aboard that transport will perish. Ifall transports are lost, then any Characters aboard will alsostand a chance of being killed or captured.

Strength Basic Army strength is basedupon the quantity and troop types present. However, thestrength is further modified by the Nation, relations, tactics,morale, training, weapons, terrain, climate, spells andartefacts, and the Army Commander to determine the actualstrength considered in dealing with enemies (see chart belowand later examples).

Constitution Basic Army constitution isbased upon the quantity and troop types present. However,the constitution may be further modified by the armour,spells and artefacts, and presence of local fortifications todetermine the actual constitution considered in dealing withenemies (see chart below and later examples).

Troop Combat Values

Troop type Strength ConstitutionHeavy Cavalry 16 16Light Cavalry 8 8Heavy Infantry 10 10Light Infantry 5 5Archers 6 2Men-at-Arms 2 2

Navies

Navies are simply Armies, with ships, that are on a riveror the water. Navies must have transports, and can havewarships, but must otherwise satisfy the same requirementsas Armies (i.e. must always possess a minimum of 100troops, must have a Navy Commander - See Armies above).Each ship comes with a full crew. Transports carry troops(150 cavalry or 250 infantry each) but have very littlecombat capability. Warships, however, have no troopcarrying capacity but are built for combat.

Any Navy that is in a shore hex, or a hex containing aharbour or port, or hexes with a connecting major riverhexside can be considered to be in that hex for purposes ofcombat or movement. However, they will be listed as being'offshore' and will be bound by the restrictions that follow.

Navies are required for Armies to traverse seas or majorrivers where there is no bridge or ford. Characters may notstart nor stop movement in a water hex unless they aretravelling with a Navy.

Navies may only enter water hexes, hexes with aconnecting major river hexside, shore hexes, or hexescontaining a harbour or port. Any movement into a shore or'port' hex (that does not have a connecting major riverhexside) will stop movement for that turn.

If a Navy starts a turn in a shore hex or a hex containinga harbour or port, then it may anchor its ships and turn intoan Army by simply giving movement orders to an adjacentland hex (automatically anchoring all ships) or by giving the'Anchor Ships' order. These ships will remain anchored thereuntil they are picked up by any Army of the same Nation(changing the Army into a Navy) or they are destroyed. If aNavy does not start in a shore hex, or in a hex containing aharbour or port, and it attempts to enter a land hex, then theattempted move will be invalid.

Most orders that can be given to Armies can also begiven to Navies as long as the Navy 'could anchor its ships'and become an Army. If the Navy could not anchor andbecome an Army, then orders pertaining to the troops orbaggage train may be restricted. This does NOT mean thatthe Navy will become an Army by issuing such orders. Itmeans that in order to issue them, the Navy must beconsidered 'able' to become an Army.

Strength Basic Navy strength is basedupon the quantity and type of ships present. However, thestrength is further modified by the Nation, tactics, relations,spells and artefacts, and the Navy Commander to determinethe actual strength considered in dealing with enemies (seelater examples).

Constitution Basic Navy constitution isbased upon the quantity of ships present. However, theconstitution can be further modified by any spells andartefacts to determine the actual constitution considered indealing with enemies (see later examples).

Movement

There are two kinds of movement in ME-PBM -Army/Navy movement and Character/Company movement.

Army/Navy Movement

In Army/Navy movement, the Army/Navy Commandergives the direction he wishes to move for each hex he wishesto enter (home [no move], northeast, east, southeast,southwest, west, and northwest). Each hex has a particularterrain and, based on the makeup of the troops in the Army,costs a different amount of Movement points to enter. EachArmy/Navy has a maximum of 14 Movement points. ANavy may use the maximum 14 Movement points withoutdifficulty. An Army may use 12 Movement points without

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difficulty, but in order for an Army to use the maximum 14Movement points, the Army must be 'forced marched'.However, forced marching may affect Army morale.

The 14 Movement points suggests that the Movementcosts equals the number of days needed or spent traversingthe terrain of a hex. Consequently, 'home' can be used to stayput in a hex for a one or more days if desired. Each 'home'direction given in a movement order keeps the Army in theircurrent hex for a single day.

Armies can never move from one mountain hex directlyinto another mountain hex unless a road connects bothhexes. Armies are prohibited from crossing major riverhexsides unless a bridge is present. Armies cannot enterwater hexes without ships (see Navies).

Armies/Navies may move 'normally' or 'evasively'.Evasive movement increases the Movement cost for eachhex, but will generally aid in the Army/Navy's attempt toescape detection as it moves. Success in moving evasively isbased upon the sizes of the Army/Navy, Commander rank,size and loyalty of any Population Centre encountered, andwhether any such Population Centre is hidden. An Army thatsucceeds in 'sneaking' up on a Population Centre because ofevasive movement will still appear on the 'turn map' if thehex is located there. However, the Army size, Nation,Commander, etc., will not be known. Furthermore, if morethan one Army appears at a Population Centre, still only oneicon will appear on the 'turn map'. Be sure to include the'mode of travel' (normal or evasive) with Army/Navymovement orders.

If the Army/Navy enters a hex where there is a non-Friendly or non-Tolerant Army/Navy, then it may be forcedto stop in that hex. If the Army/Navy enters a hex wherethere is a non-Friendly or non-Tolerant fortified Population

Centre, then it will be forced to stop in that hex. If theArmy/Navy is large enough, they may be able to force theirway past non-Friendly or non-Tolerant Armies/Navies, orforce their way past and rout enemy Armies/Navies.However, an Army cannot force its way past a fortified non-Friendly or non-Tolerant Population Centre. Also, an Armycannot use 'evasive' movement to get past an Army that hasbeen issued orders to 'Stand and Defend' (see ArmyCombat), although it may be able to force its way past androut such enemy Armies. Navies cannot issue orders to'Stand and Defend' .

Armies travel at the rate of their slowest troop type.The following charts show what each type of troop spends inMovement points for each different terrain, and the effectsof different modes of travel. Movement cost is computed bydetermining the appropriate terrain cost (for the hex beingmoved into), modifying it by any hexside costs, and then byany mode costs. Fractional costs (i.e. travelling withoutfood) are rounded for each hex travelled and are alwaysrounded up. Thus, it is possible for an Army to find itselfunable to move (or required to Force March) even for onehex if the Movement cost for that hex is higher than 12Movement points.

Armies may also choose to 'Stand and Defend'. Thismeans that the Army will attempt to prevent the passage of'enemy' Armies from their initial hex location through thedefended hexsides. Evasive movement will not get by anArmy using 'Stand and Defend', although a large enoughArmy might. The defended hexsides include the hexside inthe direction chosen along with the two adjacent hexsides.

Army Movement Terrain Costs

Terrain Infantry, Archers, & Men-at-Arms Cavalry alone

Normal cost Road cost Normal cost Road costShore 3 2 2 1Plains 3 2 2 1Rough 5 3 3 1Forest 5 3 5 2Desert 4 2 2 1Swamp 6 3 5 2

Mountains 12 6 12 3Seas, Coast Not allowed Not allowed Not allowed Not allowedBridge/ford +1 +1 +1 +1Minor river +2 +2 +2 +2Major river Not allowed Not allowed Not allowed Not allowed

Navy Movement Terrain Costs Movement Mode CostsShore/port/harbour hex All(from coast) remaining points

Normal movement - Normal Movement cost

Shore/port/harbour hex(along major river) 1

Evasive movement - Double Movement cost

Seas/Coast 1 Without Food - Normal Movement cost plusone third (4/3)

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Major river hexside 1 (Round up for each hex)

Others Not allowed

Navies may only enter water hexes, hexes with aconnecting major river hexside, shore hexes, or hexescontaining a harbour or port. Movement in hexes with amajor river hexside is treated as if the Navy is entering thehex, and directions are determined based upon theconnecting hexes, not the direction the major river is taking.Any movement into a shore or 'harbour/port' hex (that doesnot have a connecting major river hexside) will stopmovement for that turn. If a Navy is in a shore hex, or in ahex containing a harbour or port, (without a major riverhexside) and it attempts to enter any land hex, then theattempted move will be invalid.

Navies wishing to become Armies just issue 'MoveArmy' orders and their ships will automatically be anchored,or they can issue 'Anchor Ships' and then 'Move Army'.Armies wishing to become Navies can issue 'Move Navy'orders and the Army will automatically pick up theminimum quantity of transports needed (if sufficienttransports are already anchored there - no warships will bepicked up!) or they can issue 'Pick up Ships', allowing themto specify exactly how many warships and transports aredesired, and then 'Move Navy'.

Naval movement along coastal water hexes is generallysafe, except when encountering Navies of other Nations.Naval movement in the open seas, however, can be verydangerous. The longer a ship is in 'open seas' hexes, themore possibility there is that it will suffer damage fromstorms, pirates, and other catastrophic events.

Character/Company Movement

The second type of movement is Character/Companymovement. The order is given either by the individualCharacter or by the Company Commander. In this type ofmovement, all that is necessary is to select your destinationhex. This destination hex cannot be a water hex and must bewithin 12 hexes of the initial hex location. Characters willgenerally not meet other Characters, Companies, or Armieswhile travelling, although they may meet them at theirdestination. Furthermore, there are some encounters thatonly Characters or Companies can meet.

Characters/Companies may not start nor stop movementin water hexes. This may only be accomplished by(disbanding the Company, if appropriate, and then)individually joining an Army with ships (a Navy) andmoving with it into the water hexes. Characters/Companiesmay move across water hexes as long as they do not start norstop there. Passage by vessel is considered to be arrangedthat allows such movement.

Note that Character/Company movement is to aparticular hex. Army/Navy movement is by direction.

Magic

Spells

Spells are the province of those Characters with Magerank. There are several terms which should be known whendealing with the ME-PBM magic system. These arePrentice Magery, Prerequisite, Research, Casting rank,Forget, Spell List, Spell Difficulty, and Spell Type.

Prentice Magery A Character with aMage rank above 0 may study to increase his Mage rank byusing the order 'Prentice Magery'. This order must be givenat a Population Centre owned by the same Nation as that ofthe Character giving the order. Using this order willincrease the Character's Mage rank by 1-5 points. Only one'Prentice Magery' order can be issued by each Character ina given turn.

Prerequisite All spells fall into oneof many different 'spell lists'. These lists are organised into'spell types' by the order used to cast those spells (seebelow). In order to learn a new spell found on one of thelists, the Mage must first have access to that list or spell. AllMages are allowed to learn spells on any list NOT marked'Lost Lists'. Access to certain spells on the 'Lost Lists' canonly be made as a result of some Character encounters,certain artefacts, and is a special feature to some Nations

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(some Nations are allowed access to specific spells, but notthe whole list).

Additionally, each spell has a 'difficulty' rating - Easy,Average, or Hard. Before any spell on a list may be learned,learning a 'prerequisite' spell may first be required. Notethat a prerequisite spell must be from the same list as thespell being learned.

If a spell is being learned that is equal to or less than(i.e. 'Easy' is one less than 'Average', which is one less than'Hard') a spell already learned (from the same list), thenthere is no prerequisite. There is also no prerequisite for'Easy' spells or for the first spell on any list.

Otherwise, a prerequisite spell is required,. It can beany spell (from the same list) of a difficulty that is one lessthan the spell to be learned. In cases where there is no spell'one less' than the spell to be learned, then the prerequisitebecomes a spell 'two less' than the spell to be learned. Ifthere is no spell 'two less' than the spell to be learned (fromthe same list), then there is no prerequisite.

Research A Character's Magerank indicates the proficiency of a Character to learn, orresearch, an unknown spell. The higher a Character's Magerank, and the easier the spell, the easier it is to research thespell. Successful research will increase the number of

known spells, up to the limit of 15. Research can only bedone at a Population Centre owned by the same Nation asthat of the Character doing the research.

Each spell has an associated 'difficulty' rating. Thisrating affects spell research (and also casting rank) and canhelp you judge whether a Character is ready to research thatspell. Actual difficulties within each of these ratings willvary. Guidelines for researching spells follow:

Easy: Skill ranks between 10 - 40 have afair/reasonable chance of success.

Average: Skill ranks between 30 - 70 have afair/reasonable chance of success.

Hard: Skill ranks between 60 - 100 have afair/reasonable chance of success.

All Mages are allowed to research spells on any listNOT marked 'Lost List'. Access to certain spells on the'Lost Lists' can only be made as a result of some Characterencounters, certain artefacts, and is a special feature tosome Nations. Also, even if a Nation or Character isallowed access to, or knows, a specific spell on a 'Lost list',they do not have access to the whole list unless access isbestowed - like with certain artefacts.

SPELL LISTS

HEAL SPELLS - (use Order #120)Healing MasteryHealing Ways

DEFENSE SPELLS - (use Order #225)Barrier MasteryResistance Mastery

OFFENSE SPELLS - (use Order #225)Fire MasteryWord MasteryWind MasteryDark Summons - Lost List

CONJURING SPELLS - (use Order #330)Spirit Mastery- Lost ListConjuring Ways- Lost List

MOVEMENT SPELLS - (use Order #825)Movement MasteryReturn MasteryTeleport Mastery - Lost List

LORE SPELLS - (use Order #940)PerceptionsDivinationsArtefact LoreScryingHidden Visions

Casting Rank Each known (i.e.researched) spell also has a casting rank. This is a valuefrom 1 (worst proficiency) to 100 (maximum proficiency).The initial casting rank for any spell is based on theCharacter's Mage rank at the time he learned the spell andon the spell's difficulty rating. This difficulty rating isincorporated into the casting rank when a spell isresearched. To actually cast a given spell, a number from 1- 100 is generated and added to the casting proficiencyrank. If the sum of these numbers is greater than 100, thenthe casting is successful. The proficiency rank in casting aparticular spell can only be improved by successfullycasting that spell. A Character must know a spell to be ableto cast it. Once successfully researched (unless it is'forgotten') a spell is available every turn.

Spells can be 'practised' in order to increase castingproficiency. This is done by simply issuing the appropriate'Cast' order in circumstances where the effects areinappropriate or do not otherwise change the currentcircumstances (i.e. casting a heal spell on a well Character,casting a combat spell when there is no combat, casting aconjuring spell for 0 units, casting a movement spell to thesame hex, casting a lore spell on a known location...)

Forget No Character may everknow more than 15 spells at any one time. If a Characteralready knows 15 spells, but wishes to learn an additionalone, he must 'forget' one or more of the spells he hasalready learned. A Character may 'forget' up to six spells atany one time. Forgetting a spell does NOT affect any other

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spells already known. However, forgetting a spell (i.e. onlyspell known on a list, or the highest spell known on a list)might remove a prerequisite for a spell intended for futureresearch. Be careful...

Spell Types Detailed lists of spellscan be found below. These lists fall into one of several spelltypes. Spell types include Heal, Defence, Offence,Conjuring, Movement, and Lore.

Mages are able to cast 2 spells per turn, as long as thespells require different spell orders. However, casting asecond spell (even just 'practising') may injure the castingCharacter by draining points from his Health rank, just likehe had been injured. The amount of Health lost will dependon the combined difficulties of the spells being cast.

Note that Movement spells count as both the allowedmovement order and a spell. Therefore, a Character cannotattempt to move in the same turn as he attempts to cast theMovement spell. Also, although the order to 'Cast' spells isa Mage skill order, this order can be combined with'Prentice Magery' in the same turn - unlike any of the otherSkill rank orders!

To cast a spell, simply issue the appropriate 'cast spell'order (see above), follow it with the spell number of thedesired spell, and any indicated additional information.Look carefully at the individual spell requirements. Theorder number for casting a given spell (not the individualspell number) indicates its position in the game's Sequenceof Events.

Spells(Listed in order of Casting Order Number)

HEAL SPELLS - (Order #120)Healing Mastery

Minor HealSpell List: Healing MasteryDifficulty: EasyOrder: Cast Heal Spell - 120Spell Number: 2Requirements: • Spell is known by Caster

• Target Character is at samelocation

Required info: • Target Character ID

This allows a Character to attempt to cast the Minor Healspell upon any target Character (possibly himself) in thesame hex. Success is based on the proficiency theCharacter has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.Successful casting will restore 20 points of Health, or up tofull Health, whichever is less, to the target Character.

Heal TrueSpell List: Healing MasteryDifficulty: HardOrder: Cast Heal Spell - 120Spell Number: 8Requirements: • Spell is known by Caster

• Target Character is at samelocation

Required info: • Target Character ID

This allows a Character to attempt to cast the Heal Truespell upon any target Character (possibly himself) in thesame hex. Success is based on the proficiency theCharacter has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.Successful casting will restore 100 points of Health to thetarget Character.

Healing WaysMajor HealSpell List: Healing WaysDifficulty: EasyOrder: Cast Heal Spell - 120Spell Number: 4Requirements: • Spell is known by Caster

• Target Character is at samelocation

Required info: • Target Character ID

This allows a Character to attempt to cast the Major Healspell upon any target Character (possibly himself) in thesame hex. Success is based on the proficiency theCharacter has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.Successful casting will restore 35 points of Health, or up tofull Health, whichever is less, to the target Character.

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Greater HealSpell List: Healing WaysDifficulty: AverageOrder: Cast Heal Spell - 120Spell Number: 6Requirements: • Spell is known by Caster

• Target Character is at samelocation

Required info: • Target Character ID

This allows a Character to attempt to cast the GreaterHeal spell upon any target Character (possibly himself) in thesame hex. Success is based on the proficiency theCharacter has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.Successful casting will restore 50 points of Health, or up tofull Health, whichever is less, to the target Character.

DEFENSE SPELLS - (Order #225)Barrier Mastery

BarriersSpell List: Barrier MasteryDifficulty: EasyOrder: Cast Combat Spell - 225Spell Number: 102Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Barriersspell. In order for the spell to affect combat, the spell castermust be 'with' an Army involved in the combat. The spellaffords 500 points (divide by 100 for Navy combat) ofprotection for the Army the Character is with. Success isbased on the proficiency the Character has with the spell.Casting proficiency will be improved by 1-5 points uponsuccessfully casting the spell.

DeflectionsSpell List: Barrier MasteryDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 106Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Deflectionsspell. In order for the spell to affect combat, the spell castermust be 'with' an Army involved in the combat. The spellaffords 1000 points (divide by 100 for Navy combat) ofprotection for the Army the Character is with. Success isbased on the proficiency the Character has with the spell.Casting proficiency will be improved by 1-5 points uponsuccessfully casting the spell.

ShieldsSpell List: Barrier MasteryDifficulty: HardOrder: Cast Combat Spell - 225Spell Number: 112Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Shieldsspell. In order for the spell to affect combat, the spell castermust be 'with' an Army involved in the combat. The spellaffords 1750 points (divide by 100 for Navy combat) ofprotection for the Army the Character is with. Success isbased on the proficiency the Character has with the spell.Casting proficiency will be improved by 1-5 points uponsuccessfully casting the spell.

Barrier WallsSpell List: Barrier MasteryDifficulty: HardOrder: Cast Combat Spell - 225Spell Number: 114Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the BarrierWalls spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 1500-2000 points (divide by 100 for Navycombat) of protection for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Resistance Mastery

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ResistancesSpell List: Resistance MasteryDifficulty: EasyOrder: Cast Combat Spell - 225Spell Number: 104Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast theResistances spell. In order for the spell to affect combat, thespell caster must be 'with' an Army involved in the combat.The spell affords 750 points (divide by 100 for Navy combat)of additional protection for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

BlessingsSpell List: Resistance MasteryDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 108Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Blessingsspell. In order for the spell to affect combat, the spell castermust be 'with' an Army involved in the combat. The spellaffords 1250 points (divide by 100 for Navy combat) ofadditional protection for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

ProtectionsSpell List: Resistance MasteryDifficulty: HardOrder: Cast Combat Spell - 225Spell Number: 110Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast theProtections spell. In order for the spell to affect combat, thespell caster must be 'with' an Army involved in the combat.The spell affords 1500 points (divide by 100 for Navycombat) of additional protection for the Army the Character iswith. Success is based on the proficiency the Character haswith the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Force WallsSpell List: Resistance MasteryDifficulty: HardOrder: Cast Combat Spell - 225Spell Number: 116Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the ForceWalls spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 1000-2000 points (divide by 100 for Navycombat) of additional protection for the Army the Character iswith. Success is based on the proficiency the Character haswith the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

OFFENSE SPELLS - (Order #225)Fire Mastery

Call FireSpell List: Fire MasteryDifficulty: EasyOrder: Cast Combat Spell - 225Spell Number: 202Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Call Firespell. In order for the spell to affect combat, the spell castermust be 'with' an Army involved in the combat. The spellaffords 150 points (divide by 100 for Navy combat) ofadditional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

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Wild FlamesSpell List: Fire MasteryDifficulty: EasyOrder: Cast Combat Spell - 225Spell Number: 204Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the WildFlames spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 50-250 points (divide by 100 for Navy combat)of additional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Wall of FireSpell List: Fire MasteryDifficulty: EasyOrder: Cast Combat Spell - 225Spell Number: 206Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Wall ofFire spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 100-200 points (divide by 100 for Navy combat)of additional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Fire BoltsSpell List: Fire MasteryDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 232Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Fire Boltsspell. In order for the spell to affect combat, the spell castermust be 'with' an Army involved in the combat. The spellaffords 1000 points (divide by 100 for Navy combat) ofadditional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Fire BallsSpell List: Fire MasteryDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 234Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Fire Ballsspell. In order for the spell to affect combat, the spell castermust be 'with' an Army involved in the combat. The spellaffords 500-1500 points (divide by 100 for Navy combat) ofadditional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Fire StormsSpell List: Fire MasteryDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 236Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the FireStorms spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 800-1200 points (divide by 100 for Navycombat) of additional damage for the Army the Character iswith. Success is based on the proficiency the Character haswith the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

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Summon Fire SpiritsSpell List: Fire MasteryDifficulty: HardOrder: Cast Combat Spell - 225Spell Number: 240Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the SummonFire Spirits spell. In order for the spell to affect combat, thespell caster must be 'with' an Army involved in the combat.The spell affords 1000-2000 points (divide by 100 for Navycombat) of additional damage for the Army the Character iswith. Success is based on the proficiency the Character haswith the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Word MasteryWords of PainSpell List: Word MasteryDifficulty: EasyOrder: Cast Combat Spell - 225Spell Number: 208Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Words ofPain spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 250 points (divide by 100 for Navy combat) ofadditional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Words of CalmSpell List: Word MasteryDifficulty: EasyOrder: Cast Combat Spell - 225Spell Number: 210Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Words ofCalm spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 100-400 points (divide by 100 for Navy combat)of additional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Words of ParalysisSpell List: Word MasteryDifficulty: EasyOrder: Cast Combat Spell - 225Spell Number: 212Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Words ofParalysis spell. In order for the spell to affect combat, thespell caster must be 'with' an Army involved in the combat.The spell affords 200-300 points (divide by 100 for Navycombat) of additional damage for the Army the Character iswith. Success is based on the proficiency the Character haswith the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Words of AgonySpell List: Word MasteryDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 220Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Words ofAgony spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 600 points (divide by 100 for Navy combat) ofadditional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

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Words of StunSpell List: Word MasteryDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 222Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Words ofStun spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 300-900 points (divide by 100 for Navy combat)of additional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Words of CommandSpell List: Word MasteryDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 224Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Words ofCommand spell. In order for the spell to affect combat, thespell caster must be 'with' an Army involved in the combat.The spell affords 450-750 points (divide by 100 for Navycombat) of additional damage for the Army the Character iswith. Success is based on the proficiency the Character haswith the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Words of DeathSpell List: Word MasteryDifficulty: HardOrder: Cast Combat Spell - 225Spell Number: 242Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Words ofDeath spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 1250-2250 points (divide by 100 for Navycombat) of additional damage for the Army the Character iswith. Success is based on the proficiency the Character haswith the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Wind MasteryCall WindsSpell List: Wind MasteryDifficulty: EasyOrder: Cast Combat Spell - 225Spell Number: 214Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Call Windsspell. In order for the spell to affect combat, the spell castermust be 'with' an Army involved in the combat. The spellaffords 400 points (divide by 100 for Navy combat) ofadditional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Wild WindsSpell List: Wind MasteryDifficulty: EasyOrder: Cast Combat Spell - 225Spell Number: 216Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the WildWinds spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 200-600 points (divide by 100 for Navy combat)of additional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

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Wall of WindSpell List: Wind MasteryDifficulty: EasyOrder: Cast Combat Spell - 225Spell Number: 218Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Wall ofWind spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 300-500 points (divide by 100 for Navy combat)of additional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Chill BoltsSpell List: Wind MasteryDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 226Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Chill Boltsspell. In order for the spell to affect combat, the spell castermust be 'with' an Army involved in the combat. The spellaffords 800 points (divide by 100 for Navy combat) ofadditional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Frost BallsSpell List: Wind MasteryDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 228Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Frost Ballsspell. In order for the spell to affect combat, the spell castermust be 'with' an Army involved in the combat. The spellaffords 400-1200 points (divide by 100 for Navy combat) ofadditional damage for the Army the Character is with.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Wind StormsSpell List: Wind MasteryDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 230Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the WindStorms spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell affords 600-1000 points (divide by 100 for Navycombat) of additional damage for the Army the Character iswith. Success is based on the proficiency the Character haswith the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Summon Wind SpiritsSpell List: Wind MasteryDifficulty: HardOrder: Cast Combat Spell - 225Spell Number: 238Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the SummonWind Spirits spell. In order for the spell to affect combat, thespell caster must be 'with' an Army involved in the combat.The spell affords 750-1750 points (divide by 100 for Navycombat) of additional damage for the Army the Character iswith. Success is based on the proficiency the Character haswith the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Dark Summons - Lost List

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Fearful HeartsSpell List: Dark SummonsDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 244Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the FearfulHearts spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell temporarily reduces the morale of any enemy Armies inthat hex by 10-20 points during combat. Multiple castings ofthis spell are not cumulative, but the most effective castingwill be used. Success is based on the proficiency theCharacter has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.Only Dark Servants may learn this spell.

Summon StormsSpell List: Dark SummonsDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 246Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the SummonStorms spell. In order for the spell to affect combat, the spellcaster must be 'with' an Army involved in the combat. Thespell forces any enemy Armies in that hex to use Standardbattle tactics because of poor visibility during combat.Success is based on the proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell. Only Dark Servants maylearn this spell.

FanaticismSpell List: Dark SummonsDifficulty: AverageOrder: Cast Combat Spell - 225Spell Number: 248Requirements: • Spell is known by Caster

• Character must be with an Armyunless practising

Required info: None

This allows a Character to attempt to cast the Fanaticismspell. In order for the spell to affect combat, the spell castermust be 'with' an Army involved in the combat. The spelltemporarily increases the morale of any Armies of theCaster's Nation involved in combat in that hex by 5-15 points.Multiple castings of this spell are not cumulative, but themost effective casting will be used. Success is based on theproficiency the Character has with the spell. Castingproficiency will be improved by 1-5 points upon successfullycasting the spell. Only Dark Servants may learn this spell.

CONJURING SPELLS - (Order #330)Spirit Mastery- Lost List

WeaknessSpell List: Spirit MasteryDifficulty: EasyOrder: Cast Conjuring Spell - 330Spell Number: 502Requirements: • Spell is known by Caster

• Target Character in same hex• Target Character not of sameNation

Required info: • Target Character ID

This allows a Character to attempt to cast the Weaknessspell. Successful casting of this spell allows the Character tocause a loss of Health rank to another Nation's Character.The target Character must be in the same hex. The loss ofHealth rank is equal to the Mage rank of the Caster dividedby three (3). Success is based on the casting proficiency theCharacter has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.

SicknessSpell List: Spirit MasteryDifficulty: AverageOrder: Cast Conjuring Spell - 330Spell Number: 504Requirements: • Spell is known by Caster

• Target Character in same hex• Target Character not of sameNation

Required info: • Target Character ID

This allows a Character to attempt to cast the Sicknessspell. Successful casting of this spell allows the Character tocause a loss of Health rank to another Nation's Character.The target Character must be in the same hex. The loss ofHealth rank is equal to the Mage rank of the Caster dividedby two (2). Success is based on the casting proficiency theCharacter has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.

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CursesSpell List: Spirit MasteryDifficulty: HardOrder: Cast Conjuring Spell - 330Spell Number: 506Requirements: • Spell is known by Caster

• Target Character in same, oradjacent, hex• Target Character not of sameNation

Required info: • Target Character ID

This allows a Character to attempt to cast the Cursesspell. Successful casting of this spell allows the Character tocause a loss of Health rank to another Nation's Character.The target Character must be in the same, or an adjacent,hex. The loss of Health rank is equal to the Mage rank of theCaster divided by two (2). Success is based on the castingproficiency the Character has with the spell. Castingproficiency will be improved by 1-5 points upon successfullycasting the spell.

Conjuring Ways- Lost ListConjure MountsSpell List: Conjuring WaysDifficulty: EasyOrder: Cast Conjuring Spell - 330Spell Number: 508Requirements: • Spell is known by Caster

• Population Centre is of sameNation

Required info: • # of mounts

This allows a Character to attempt to cast the ConjureMounts spell. Successful casting of this spell allows theCharacter to conjure up to 5 mounts per point of Mage rank.The Character must be at a Population Centre belonging tohis Nation. Success is based on the casting proficiency theCharacter has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.

Conjure FoodSpell List: Conjuring WaysDifficulty: AverageOrder: Cast Conjuring Spell - 330Spell Number: 510Requirements: • Spell is known by Caster

• Population Centre is of sameNation

ORCharacter is with an Army

Required info: • # of food units

This allows a Character to attempt to cast the ConjureFood spell. Successful casting of this spell allows theCharacter to conjure up to 25 food units per point of Magerank. The Character must be at a Population Centrebelonging to his Nation (food goes to stores) or must be withan Army (food goes to baggage train). Success is based onthe casting proficiency the Character has with the spell.Casting proficiency will be improved by 1-5 points uponsuccessfully casting the spell.

Conjure HordesSpell List: Conjuring WaysDifficulty: AverageOrder: Cast Conjuring Spell - 330Spell Number: 512Requirements: • Spell is known by Caster

• Character is with an ArmyRequired info: • # of troops

This allows a Character to attempt to cast the ConjureHordes spell. Successful casting of this spell allows theCharacter to conjure up to 5 troops per point of Mage rank.The Character must be with an Army. The troop type is Men-at-Arms. The hordes come equipped with wood weapons, noarmour, and poor training. Success is based on the castingproficiency the Character has with the spell. Castingproficiency will be improved by 1-5 points upon successfullycasting the spell. Only Dark Servants may learn this spell.

MOVEMENT SPELLS - (Order #825)Movement Mastery

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Long StrideSpell List: Movement MasteryDifficulty: EasyOrder: Cast Movement Spell - 825Spell Number: 302Requirements: • Spell is known by Caster

• Destination hex within 14 hexesof original location

Required info: • Destination hex

This allows a Character to attempt to cast the LongStride spell. Successful casting of this spell allows theCharacter to move to any hex within 14 hexes of the originallocation. Movement cannot be to or from a water hex.Hostages will travel with the Character. If the Character hadbeen travelling with an Army or Company, then he will nolonger be doing so. It is also considered a Movement Orderand cannot be issued along with other Movement Orders.Success is based on the casting proficiency the Characterhas with the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Fast StrideSpell List: Movement MasteryDifficulty: AverageOrder: Cast Movement Spell - 825Spell Number: 304Requirements: • Spell is known by Caster

• Destination hex within 16 hexesof original location

Required info: • Destination hex

This allows a Character to attempt to cast the Fast Stridespell. Successful casting of this spell allows the Character tomove to any hex within 16 hexes of the original location.Movement cannot be to or from a water hex. Hostages willtravel with the Character. If the Character had been travellingwith an Army or Company, then he will no longer be doingso. It is also considered a Movement Order and cannot beissued along with other Movement Orders. Success is basedon the casting proficiency the Character has with the spell.Casting proficiency will be improved by 1-5 points uponsuccessfully casting the spell.

Path MasterySpell List: Movement MasteryDifficulty: HardOrder: Cast Movement Spell - 825Spell Number: 306Requirements: • Spell is known by Caster

• Destination hex within 19 hexesof original location

Required info: • Destination hex

This allows a Character to attempt to cast the PathMastery spell. Successful casting of this spell allows theCharacter to move to any hex within 19 hexes of the originallocation. Movement cannot be to or from a water hex.Hostages will travel with the Character. If the Character hadbeen travelling with an Army or Company, then he will nolonger be doing so. It is also considered a Movement Orderand cannot be issued along with other Movement Orders.Success is based on the casting proficiency the Characterhas with the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Return MasteryCapital ReturnSpell List: Return MasteryDifficulty: EasyOrder: Cast Movement Spell - 825Spell Number: 308Requirements: • Spell is known by Caster

• Destination hex is capital• Capital is of same Nation

Required info: • Destination hex

This allows a Character to attempt to cast the CapitalReturn spell. Successful casting of this spell allows theCharacter to move to the hex containing his capital.Movement cannot be from a water hex. Hostages will travelwith the Character. If the Character had been travelling withan Army or Company, then he will no longer be doing so. It isalso considered a Movement Order and cannot be issuedalong with other Movement Orders. Success is based on thecasting proficiency the Character has with the spell. Castingproficiency will be improved by 1-5 points upon successfullycasting the spell.

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Major ReturnSpell List: Return MasteryDifficulty: AverageOrder: Cast Movement Spell - 825Spell Number: 310Requirements: • Spell is known by Caster

• Destination hex has a majortown or city• Population Centre is of sameNation

Required info: • Destination hex

This allows a Character to attempt to cast the MajorReturn spell. Successful casting of this spell allows theCharacter to move to a hex containing one of his Nation'smajor towns or cities. Movement cannot be from a water hex.Hostages will travel with the Character. If the Character hadbeen travelling with an Army or Company, then he will nolonger be doing so. It is also considered a Movement Orderand cannot be issued along with other Movement Orders.Success is based on the casting proficiency the Characterhas with the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Return TrueSpell List: Return MasteryDifficulty: HardOrder: Cast Movement Spell - 825Spell Number: 312Requirements: • Spell is known by Caster

• Destination hex has PopulationCentre• Population Centre is of sameNation

Required info: • Destination hex

This allows a Character to attempt to cast the ReturnTrue spell. Successful casting of this spell allows theCharacter to move to a hex containing one of his Nation'sPopulation Centres. Movement cannot be from a water hex.Hostages will travel with the Character. If the Character hadbeen travelling with an Army or Company, then he will nolonger be doing so. It is also considered a Movement Orderand cannot be issued along with other Movement Orders.Success is based on the casting proficiency the Characterhas with the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Teleport Mastery - Lost ListTeleportSpell List: Teleport MasteryDifficulty: AverageOrder: Cast Movement Spell - 825Spell Number: 314Requirements: • Spell is known by Caster

• Destination hex is landRequired info: • Destination hex

This allows a Character to attempt to cast the Teleportspell. Successful casting of this spell allows the Character tomove to any hex. Movement cannot be to or from a waterhex. Hostages will travel with the Character. If the Characterhad been travelling with an Army or Company, then he will nolonger be doing so. It is also considered a Movement Orderand cannot be issued along with other Movement Orders.Success is based on the casting proficiency the Characterhas with the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

LORE SPELLS - (Order #940)Perceptions

Perceive AllegianceSpell List: PerceptionsDifficulty: EasyOrder: Cast Lore Spell - 940Spell Number: 402Requirements: • Spell is known by CasterRequired info: • Allegiance (Evil, Neutral, Good)

This allows a Character to attempt to cast the PerceiveAllegiance spell. Successful casting of this spell allows theCharacter to perceive all the Nations that are currently of thespecified allegiance. Success is based on the castingproficiency the Character has with the spell. Castingproficiency will be improved by 1-5 points upon successfullycasting the spell.

Perceive RelationsSpell List: PerceptionsDifficulty: EasyOrder: Cast Lore Spell - 940Spell Number: 404Requirements: • Spell is known by CasterRequired info: • Target Nation # (1-25)

This allows a Character to attempt to cast the PerceiveRelations spell. Successful casting of this spell allows theCharacter to perceive the relations that the specified Nationhas toward your Nation. Success is based on the castingproficiency the Character has with the spell. Castingproficiency will be improved by 1-5 points upon successfullycasting the spell.

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Perceive NationalitySpell List: PerceptionsDifficulty: EasyOrder: Cast Lore Spell - 940Spell Number: 408Requirements: • Spell is known by CasterRequired info: • Target Character ID

This allows a Character to attempt to cast the PerceiveNationality spell. Successful casting of this spell allows theCharacter to perceive the nationality of the specifiedCharacter. This spell can be cast on any Character. Successis based on the casting proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Perceive PowerSpell List: PerceptionsDifficulty: AverageOrder: Cast Lore Spell - 940Spell Number: 422Requirements: • Spell is known by CasterRequired info: • Target Character ID

This allows a Character to attempt to cast the PerceivePower spell. Successful casting of this spell allows theCharacter to perceive the skill rank titles of the specifiedCharacter. This spell can be cast on any Character. Successis based on the casting proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Perceive MissionSpell List: PerceptionsDifficulty: AverageOrder: Cast Lore Spell - 940Spell Number: 424Requirements: • Spell is known by CasterRequired info: • Target Character ID

This allows a Character to attempt to cast the PerceiveMission spell. Successful casting of this spell allows theCharacter to perceive the current orders of the specifiedCharacter. This spell can be cast on any active Character.Success is based on the casting proficiency the Characterhas with the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Perceive SecretsSpell List: PerceptionsDifficulty: HardOrder: Cast Lore Spell - 940Spell Number: 432Requirements: • Spell is known by CasterRequired info: • Target Nation # (1-25)

This allows a Character to attempt to cast the PerceiveSecrets spell. Successful casting of this spell allows theCharacter to perceive some (or all) of the victory conditions,the location of the capital, and/or the active status of thespecified Nation. Success is based on the casting proficiencythe Character has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.

DivinationsDivine ArmySpell List: DivinationsDifficulty: EasyOrder: Cast Lore Spell - 940Spell Number: 406Requirements: • Spell is known by CasterRequired info: • Army Commander Character ID

This allows a Character to attempt to cast the DivineArmy spell. Successful casting of this spell allows theCharacter to locate the specified Army to within 1 hex of theArmy's actual location. The target Character must commandan Army/Navy or have been in command during the turn.Success is based on the casting proficiency the Characterhas with the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

Divine Allegiance ForcesSpell List: DivinationsDifficulty: EasyOrder: Cast Lore Spell - 940Spell Number: 410Requirements: • Spell is known by CasterRequired info: • Allegiance (Evil, Neutral, Good)

This allows a Character to attempt to cast the DivineAllegiance Forces spell. Successful casting of this spellallows the Character to locate all forces of the specifiedallegiance that are located within 6 hexes of the Caster.Success is based on the casting proficiency the Characterhas with the spell. Casting proficiency will be improved by 1-5points upon successfully casting the spell.

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Divine Characters w/ForcesSpell List: DivinationsDifficulty: AverageOrder: Cast Lore Spell - 940Spell Number: 417Requirements: • Spell is known by Caster • Army commander is located

within 12 hexes of CasterRequired info: • Army Commander Character ID

This allows a Character to attempt to cast the DivineCharacter w/Forces spell. Successful casting of this spellallows the Character to identify the Characters travelling withthe specified Army commander, if the Army is located within12 hexes of the Caster. The hex location of the Army is notrevealed. Success is based on the casting proficiency theCharacter has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.

Divine Nation ForcesSpell List: DivinationsDifficulty: AverageOrder: Cast Lore Spell - 940Spell Number: 419Requirements: • Spell is known by CasterRequired info: • Target Nation # (1-25)

This allows a Character to attempt to cast the DivineNation Forces spell. Successful casting of this spell allowsthe Character to locate all forces of the specified Nation thatare within 6 hexes of the Caster. Only the Commander'sname and the hex location of the Army is revealed. Successis based on the casting proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Divine Army TrueSpell List: DivinationsDifficulty: HardOrder: Cast Lore Spell - 940Spell Number: 426Requirements: • Spell is known by CasterRequired info: • Army Commander Character ID

This allows a Character to attempt to cast the DivineArmy True spell. Successful casting of this spell allows theCharacter to determine the specified Army's exact location.The target Character must command an Army/Navy or havebeen in command during the turn. Success is based on thecasting proficiency the Character has with the spell. Castingproficiency will be improved by 1-5 points upon successfullycasting the spell.

Artefact LoreResearch ArtefactSpell List: Artefact LoreDifficulty: EasyOrder: Cast Lore Spell - 940Spell Number: 412Requirements: • Spell is known by CasterRequired info: • Artefact ID #

This allows a Character to attempt to cast the ResearchArtefact spell. The Character does not have to possess theartefact. Successful casting of this spell allows the Characterto discover the known (and unknown) powers, type, andalignment of the specified artefact. Success is based on thecasting proficiency the Character has with the spell. Castingproficiency will be improved by 1-5 points upon successfullycasting the spell.

Locate ArtefactSpell List: Artefact LoreDifficulty: AverageOrder: Cast Lore Spell - 940Spell Number: 418Requirements: • Spell is known by CasterRequired info: • Artefact ID #

This allows a Character to attempt to cast the LocateArtefact spell. Successful casting of this spell allows theCharacter to locate the specified artefact to within 1 hex ofthe artefact’s actual location and determine if it is currentlyheld. Success is based on the casting proficiency theCharacter has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.

Locate Artefact TrueSpell List: Artefact LoreDifficulty: HardOrder: Cast Lore Spell - 940Spell Number: 428Requirements: • Spell is known by CasterRequired info: • Artefact ID #

This allows a Character to attempt to cast the LocateArtefact True spell. Successful casting of this spell allows theCharacter to determine the specified artefact’s exact locationand determine if it is currently held. Success is based on thecasting proficiency the Character has with the spell. Castingproficiency will be improved by 1-5 points upon successfullycasting the spell.

Scrying

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Scry Population CentreSpell List: ScryingDifficulty: EasyOrder: Cast Lore Spell - 940Spell Number: 413Requirements: • Spell is known by Caster • Chosen hex is located within 12

hexes of CasterRequired info: • Chosen hex

This allows a Character to attempt to cast the ScryPopulation Centre spell. Successful casting of this spellallows the Character to scry detailed information regardingthe Population Centre located at the chosen hex. ThePopulation Centre must be within 12 hexes of the Caster.The actual distance affects the amount of informationreceived. Information received is similar to 'Scout PopulationCentre' order. Success is based on the casting proficiencythe Character has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.

Scry HexSpell List: ScryingDifficulty: EasyOrder: Cast Lore Spell - 940Spell Number: 414Requirements: • Spell is known by Caster • Chosen hex is located within 12

hexes of CasterRequired info: • Chosen hex

This allows a Character to attempt to cast the Scry Hexspell. Successful casting of this spell allows the Character toscry detailed information regarding the chosen hex. The hexlocation must be within 12 hexes of the Caster. The actualdistance affects the amount of information received.Information received is similar to 'Scout Hex' order. Successis based on the casting proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Scry AreaSpell List: ScryingDifficulty: AverageOrder: Cast Lore Spell - 940Spell Number: 415Requirements: • Spell is known by Caster • Chosen hex is located within 12

hexes of CasterRequired info: • Chosen hex

This allows a Character to attempt to cast the Scry Areaspell. Successful casting of this spell allows the Character toscry detailed information regarding the area around thechosen hex for a distance of one hex. The chosen hexlocation must be within 12 hexes of the Caster. The actualdistance affects the amount of information received.Information received is similar to 'Scout Area' order. Successis based on the casting proficiency the Character has withthe spell. Casting proficiency will be improved by 1-5 pointsupon successfully casting the spell.

Scry CharacterSpell List: ScryingDifficulty: HardOrder: Cast Lore Spell - 940Spell Number: 436Requirements: • Spell is known by CasterRequired info: • Target Character ID

This allows a Character to attempt to cast the ScryCharacter spell. Successful casting of this spell allows theCharacter to scry the skill rank titles, artefacts held, andspells known of the specified Character. The hex location ofthe Character is not revealed. Success is based on thecasting proficiency the Character has with the spell. Castingproficiency will be improved by 1-5 points upon successfullycasting the spell.

Hidden VisionsReveal ProductionSpell List: Hidden VisionsDifficulty: EasyOrder: Cast Lore Spell - 940Spell Number: 416Requirements: • Spell is known by CasterRequired info: • Production type (Leather,

Bronze, Steel, Mithril, Food,Timber, Mounts, or Gold)

This allows a Character to attempt to cast the RevealProduction spell. Successful casting of this spell allows theCharacter to locate hex locations, within 3 hexes of theCaster's location, that contain the specified production type.Only 5 hex locations will be revealed and in no particularorder. Success is based on the casting proficiency theCharacter has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.

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Reveal CharacterSpell List: Hidden VisionsDifficulty: AverageOrder: Cast Lore Spell - 940Spell Number: 420Requirements: • Spell is known by CasterRequired info: • Target Character ID

This allows a Character to attempt to cast the RevealCharacter spell. Successful casting of this spell allows theCharacter to locate the specified Character to within 1 hex ofthe Character 's actual location. Success is based on thecasting proficiency the Character has with the spell. Castingproficiency will be improved by 1-5 points upon successfullycasting the spell.

Reveal Character TrueSpell List: Hidden VisionsDifficulty: HardOrder: Cast Lore Spell - 940Spell Number: 430Requirements: • Spell is known by CasterRequired info: • Target Character ID

This allows a Character to attempt to cast the RevealCharacter True spell. Successful casting of this spell allowsthe Character to locate the specified Character 's exactlocation. Success is based on the casting proficiency theCharacter has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.

Reveal Population CentreSpell List: Hidden VisionsDifficulty: HardOrder: Cast Lore Spell - 940Spell Number: 434Requirements: • Spell is known by CasterRequired info: • Chosen hex

This allows a Character to attempt to cast the RevealPopulation Centre spell. Successful casting of this spellallows the Character to either: A) If the chosen hex containsa hidden Population Centre, then that fact is revealed but thePopulation Centre remains hidden; B) If the chosen hex isthe current hex of the Caster (or no hex is specified), and thehex contains a hidden Population Centre, then the 'hidden'enchantment is removed and the Population Centre is nolonger hidden. Success is based on the casting proficiencythe Character has with the spell. Casting proficiency will beimproved by 1-5 points upon successfully casting the spell.

Artefacts

Artefacts are the magical legacies of the ancient days ofMiddle-earth. These ancient relics can come in many formsincluding rings, wands, weapons, armour, and many otheritems. The acquisition, or loss, of some of the powerfulitems can, and has, changed the course of Middle-earthhistory.

Artefacts can be held by Characters, they may besecreted by a Character or Nation to avoid detection, or theymay be lost. At game start, close to half of the artefactslisted below are lost, not held. These artefacts can be foundin almost any terrain, including coastal waters and open seasand hexes with rivers, although most will be found in themore accessible terrain types. Those artefacts held byCharacters will move about with them in their travels.

Some artefacts may be aligned to Good or Evil, andsome may not be aligned at all. This means that if an artefactis aligned, only Characters of Nations with allegiances thatare the same as the artefact’s alignment can use the artefact.Those artefacts that have no alignment have no suchrestrictions. Regardless of an artefact’s alignment, anyCharacter may possess any artefact. They just may not beable to use it.

Artefacts fall into two basic types - those that need to be'used' and those that are 'latent' and affect the Character at alltimes. A latent artefact will apply its powers to the Characterautomatically. An artefact that must be used can only applyits powers when one of the 'Use' artefacts orders is issued. If

an artefact enhances a Character skill rank or ability, then itis usually latent and will improve the chances of success inthe accomplishment of his missions. For example, if aCharacter has a mage rank of 40, and has an artefact thatincreases mage rank by 15, then the Character has aneffective mage rank of 55. This 'net' mage rank affects thechances of success in performing a mission or order, butdoes not affect the effects of that mission or order. Artefactscannot enhance skill ranks that are at 0 (no rank). Note -Stealth is not a skill rank - thus it can be enhanced byartefacts.

Other artefacts have specific known powers and must beused, by issuing the appropriate order, in that turn in order toacquire the benefits. Some artefacts have unknown powersand these can only be discovered by using the 'ResearchArtefact' spell. These powers can include access to 'LostLists' or may even allow better chances of success againstspecific creatures (Non-Player Characters) in Characterencounters. The unknown powers of an artefact, once theybecome known, are considered 'latent' and can be utilisedautomatically.

No artefact can be used more than once per turn.Combat artefacts in use will appear with a "• " beside themin the Character section of your resultsheet. Any combatartefact in 'use' will remain in 'use' until it is dropped,transferred or another combat artefact is ordered to be in'use'.

Skill ranks adjusted upward by artefacts will appear inparentheses next to the base skill rank. For example, a

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Character with a Command rank of 50 bearing an artefactthat adds 10 to Command rank will be shown like this on theresultsheet: Command 50 (60). Bonuses to spell castingranks adjusted upward by artefacts will also be shown on theresultsheet (next to 'Spells' in the Character section) and arenot included in the casting rank as listed. Skill ranksadjusted by artefacts can exceed the normal 100 limit.

Artefacts may be carried by Characters and transferredbetween Characters. A Character may never possess morethan 6 artefacts at any one time. In order to acquire anotherartefact, a Character with 6 artefacts must first drop ortransfer one of the artefacts he possesses.

Artefacts may be dropped in any hex or at a PopulationCentre. If they are dropped in a hex, then they are 'lost'. ACharacter may find such an artefact again by chance or bysearching for that artefact. Obviously, the Character whodropped the artefact will know more about where to searchand will have a better chance of finding it. Each artefact hasa 'level' associated with it. This 'level' determines the relativestrength of the artefacts. These levels are not revealed, butcan be inferred from game mechanics. The chance of findingany lost artefact is related to the 'level' of the artefact and thedifficulty the terrain poses - even for the Character thatdropped the artefact - since hidden treasures have a way ofbeing discovered or moved.

If the artefact is dropped at a Population Centre of thedropping Character's Nation, it is considered 'secreted' thereand the chance of recovering it is greater (than for a 'lost'artefact) for that Character or any Character of that sameNation as well. Other Nation's Characters could search forthat specific artefact (if they knew that it was in the hex), butit would be more difficult for them to find.

Little is known, even by the Wise, about the powers andeffects of The One Ring. The One Ring is known to have awill/mind of its own. It would take a powerful or lucky

Character to locate and then find this lost artefact. However,it may take an innocent or innocuous Character to be able tohold onto it for long........

Artefact List

# Artefact Name # Artefact Name # Artefact Name

1 Ring of Wind2 Ring of Stargazing3 Ring of Iron Magic4 Ring of Impersonation5 Ring of Barahir6 Ring of Axardil7 Nazguaga8 Lorglîn9 Elenya

10 Dwarven Ring of Power11 Vilya12 Nenya13 Narya14 The ONE RING15 Tinculin16 Mothras17 Horn of Fear18 Tablets of Dark Knowledge

19 Staff of Storms20 Staff of the Serpent21 Staff of Earthmastery22 Rauzgnagli23 Neldelhach24 Ghostbane25 Staff of Bronze26 Mallorn Staff27 Palantir of Osgiliath28 Palantir of Minas Ithil29 Palantir of Minas Anor30 Palantir of Orthanc31 Palantir of Annúminas32 Palantir of Elostirion33 Palantir of Amon Sûl34 Orb of Dark Seeing35 Orb of Seeing36 Suimbalmynas

37 Voice of the Dark Tower38 Silver Rod of Andúni39 Miramarth40 Gaergil41 Mantle of Doriath42 Collar of Might43 Cloak of the Heavens44 Collohwesta45 Cloak of the Abyss46 Robes of the Orc Priests47 Belt of Durin48 Thôlogaer Ciryatano49 Shield of Anárion50 Ovir Crown51 Ossanna52 Morgul Plate53 Listening Helm54 Helm of Sen Jey

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55 Helm of Shadow56 Helm of the Mûmak-king57 Helm of Isildur58 Helm of the Dark59 Gaerennon60 Durin's Armour/Shield61 Dragon Helm of Dor-Lómin62 Dragon Helm/Armour63 Cu-Saggha-brath64 Bracers of the Mists65 Angbor66 Bracers of Chennacatt67 Ulûkai68 Thrakurghash69 Erchmar70 Ring of Binding71 Talisman of Absorption72 Cloak of Duvorn73 Yellow Hammer74 War-dancer75 Vasamacil76 Usriev77 Ungolrist78 Sword of Soul Reducing79 Stormless Bow80 Snow Hammer81 Sil-Maegil82 Romoquenáro83 Orcrist84 Ongrum85 Navorn86 Nallagurth87 Morlhach88 Macirillë89 Macilrómen90 Helkaluin91 Gordur92 Horse-tamer93 Gurthdur94 Glamdring95 Gildagor96 Fonhrad97 Fire's Edge98 Elhach99 Elfhewer

100 Elfbane

101 E Voronwë102 Durin's Axe103 Durcrist104 Dawnsword105 Culok106 Cubragol107 Curaran108 Craig-olf-Ti109 Cloud Bow110 Círmegil111 Believer's Bane112 Burning Blade113 Ar-sil114 Angian115 Fire Mace116 Blood Spike117 Hatred Curse118 Skull Flail119 Moon-axe120 Hammer of the Deeps121 Troll Slayer122 Orc Slayer123 Amulet of Communing124 Herufeä125 Aeglin126 Anarmacil127 Aranrûth128 Aratocam129 Bow of Thunder and Bone130 Brôdic Spear131 Caranlhach132 Daeron's Rapier133 Dagger of Green Wisdom134 Dagnirdraug135 Elenrûth136 Foam Cleaver137 Bloodrunner138 Air-cleaver139 Gersebroc140 Hammer of Returning141 Hue Changer142 Kirrauko143 Night-piercer144 Orcring145 Orcruin146 Horse-slayer

147 Ringil148 Sickle of the Heavens149 Sting150 Stinging Tongue151 Troll-cleaver152 Turantir153 Water-skimmer154 Ring of Bleeding155 Taurin156 Maranya157 Pectoral158 Thunder's Edge159 Skull Helm160 Collar of Command161 Erivagil162 Glosovagil163 Mirror of Galadriel164 Tintelpë165 Cuiviegurth166 Calris167 Aedring168 Ancaruin169 Gurthang170 Anguirel171 Aracu172 Axe of Braogha173 Hammer of Balli174 Belthronding175 Ring of Curufin176 Spear of Bladorthin177 Calninquë178 Cubeleg179 Durcarak180 Fuinrauko181 Herugrim182 Morgurth183 Silmaruth184 Stone-mace of Setmaenen185 Headband of Slaeg186 Sceptre of Hent187 The Black Book188 E Mere Vardo189 Blue Ring190 Staff of the Wanderer

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Combat

Combat in ME-PBM is very decisive. PersonalChallenges, Army/Navy combat, and Population Centreassaults will continue until one side is completely defeated.In Personal Challenges, the losing Character will die. InArmy/Navy combat and Population Centre assaults, thetroops will be slain or utterly routed. In all combat,Characters on the losing side may escape or be killed orcaptured. In Personal Challenge and Army/Navy combat,any hostages which were held by a Character that is killed orcaptured will escape.

Combats occur in the following order: PersonalChallenges, all battles between Navies, all battles betweenArmies, and then Population Centre assaults/sieges.

Personal Challenges

In a world where Good and Evil struggle continuously,and where personal victories can spell the differencebetween success and failure, the code of the PersonalChallenge is highly regarded. Whenever a Character is inthe same hex as another Character, they may offerChallenge to the other Character. The challenged Charactercannot be a hostage nor can they be of the same Nation asthe challenger. In turn, the other Character must indicatewhether they will accept Challenge. If no rejection is given,it will be assumed that the Challenge is accepted. Challengemay be offered to a specific Character, but the option ofaccepting/rejecting is general. In other words, a Charactermay only 'accept all Challenges' or 'reject all Challenges' forthat turn. If a Character offers Challenge, and it is rejected,then he must accept the first Challenge offered to him thatturn. If Challenge is offered and accepted, then battle willcommence. If there are multiple Character Challenges, thehighest ranking Characters will Challenge first. A Challengecan be issued to any Character of any Nation (except yourown), regardless of allegiance or relations!

Success in the Challenge will increase the abilities ofthe winning Character. If the Character is an ArmyCommander, then success will increase the Army's Moralerank, while the Morale rank of the loser's Army willdiminish. If an Army loses its Commander because ofChallenge, and there is no other Character with Commandrank in the Army, then the Army will rout and bedisbanded.

If Challenge is rejected by an Army Commander, thenthe Army Morale rank will still increase for the challengerand decrease for the challenged. Once a Character hasfought a Challenge, any other Challenges that turn willautomatically be rejected without loss of honor. In otherwords, a Character may only fight one personal challengeper turn.

Army/Navy Commanders can only be issued aChallenge by Characters with, or in command of, anotherArmy/Navy. This means that a solitary Character cannotissue a 'surprise' Challenge to an Army/Navy Commander.Characters with an Army/Navy may still face/initiate aChallenge.

The Challenge rank will be automatically calculated foreach Character and printed out with each Character's skilland health ranks on the resultsheet. The printed rank willinclude any artefact bonuses (combat artefacts used inpersonal challenge have their effects reduced by a factor of50). This is the actual rank used in personal challenges (seelater examples).

Navy Combat

In Navy combat, the fighting occurs between the shipsof the opposing Navies. Navy combat can only occur incoastal waters and open seas and hexes with major rivers.Troops are spread evenly amongst the transports and do notparticipate in the battle. If a transport is lost, then the troopsare lost as well. However, since warships are designed toprotect the transports, they will normally be destroyedbefore any damage occurs to the transports. Naval combatis affected by the Command rank of the Navy Commandersinvolved, tactics used, relations between the Nations, anyartefacts and spells cast during the battle (combat artefactsand some spells used in Navy combat have their effectsreduced by a factor of 100), and also upon the Nation'sexpertise in ship mastery. Transports all have a strength of1. Warship strengths are shown in the chart below. Allconstitutions are 3.

Navies may only attack Nations which are Disliked orHated, but they will defend against any Nation that attacksthem. The greater the difference between what yourNation's relations are toward the Nation attacked and whatthe relations of the attacked Nation are toward you, thegreater the benefit to your Navy in combat. For example, ifthe Witch-king Hated the Corsairs, then his Navy would getthe maximum benefit when he attacked the Corsairs. If theCorsairs, however, were Tolerant toward the Witch-king,the Corsairs would also suffer a penalty in defence againstthe Witch-king.

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A Navy may prepare for battle without giving an attackorder by issuing the 'Defend' order. By using this order, ifattacked, the Navy will enter into combat. Thus, the'Defend' order assumes that the Navy does not wish toinitiate combat, but will defend that hex if need arises. ANavy cannot normally be attacked by an enemy Army (i.e.at a shore hex) unless the Navy initiates the combat. In sucha case the Navy will anchor ships and go ashore to attack.However, if the Navy gives 'Defend' orders, and is 'attacked'

by an enemy Army, then the Navy will anchor ships and goashore to defend the hex. If the hex also includes aPopulation Centre belonging to the defending Navy, the'Defend' order would also instruct the Navy to anchor ships,go ashore, and defend there as well. It is possible that oneNavy could have as many as three battles in one turn. Inorder of their occurrence: 1) Navy vs. Navy; 2) Navy (nowArmy) vs. Army; & 3) Navy (now Army) vs. PopulationCentre.

Warship Strengths

Nation Strength Nation Strength Nation StrengthWoodmen 3 Witch-king 3 Corsairs 5Northmen 5 Dragon Lord 2 Haradwaith 5Éothraim 3 Dog Lord 3 Dunlendings 3Arthedain 4 Cloud Lord 3 Rhudaur 3Cardolan 4 Blind Sorcerer 4 Easterlings 3N. Gondor 4 Ice King 3S. Gondor 5 Quiet Avenger 4Dwarves 2 Fire King 3Sinda Elves 5 Long Rider 4Noldo Elves 5 Dark Lieutenants 3

Army Combat

Army combat results depend on the quality andquantity of troops and the Command rank of the ArmyCommander as well. It also takes into consideration theArmy morale, the relations, the tactic chosen, the Trainingranks, the Weapon ranks, the Armour ranks, the terrain andclimate of the hex (Armies fight better in terrain and climatewith which they are familiar), any artefacts used, any warmachines with the Army, and any spells cast during thebattle.

Armies may only attack Nations which are Disliked orHated, but they will defend against any Nation that attacksthem. The greater the difference between what yourNation's relations are toward the Nation attacked and whatthe relations of the attacked Nation are toward you, thegreater the benefit to your Army in combat. For example, ifthe Witch-king Hated the Corsairs, then his Army would getthe maximum benefit when he attacked the Corsairs. If theCorsairs, however, were Tolerant toward the Witch-king,the Corsairs would also suffer a penalty in defence againstthe Witch-king.

An Army may prepare for battle without giving anattack order by issuing the 'Defend' order. By using thisorder, if attacked, the Army will enter combat using thedesignated tactic. The 'Defend' order assumes that the Armydoes not wish to initiate combat, but will defend that hex ifneed be. Note that a Navy cannot normally be attacked byan enemy Army (i.e. at a shore hex) unless the Navyinitiates the combat. In such a case they will anchor shipsand go ashore to attack. However, if the Navy gives'Defend' orders and is 'attacked' by an enemy Army, thenthe Navy will anchor ships and go ashore to defend the hex.If a hex also includes a Population Centre belonging to the

defending Navy, the 'Defend' order would also cause theNavy to anchor ships, go ashore, and defend there.

An Army can also issue 'Stand and Defend' orders (notto be confused with the 'Defend' order). Normally, at thebeginning of movement, Armies may move out of thecurrent hex, regardless of what other Armies/PopulationCentres are there. The supposition is that, if an Armywanted to inhibit the travel of another Army by attacking it,then the Army would do so. However, if the Army wantedto simply prevent movement past a specific hex location(without combat), then the 'Stand and Defend' order wouldallow just that. Simply put, 'Stand and Defend' will notprohibit any Army from entering your hex through thedefended hexsides, but it will attempt to prevent any Armyfrom leaving your hex through the defended hexsides.

Spells and artefacts also contribute to the outcome of abattle. The points of damage contributed by offensive spellsare added directly to the strength of the Army. The pointsabsorbed by defensive spells are deducted directly from thestrength of the opposition before it is inflicted upon yourArmy. Each war machine in the Army also contributes 50strength points.

After Army-vs-Army combat, an Army that was'involved' and is still 'standing' attempts to salvage fromtheir enemy's baggage train. This is automatic. Rate ofsuccess is based on the proportion of each remainingArmy's troops left and also on the Command ranks of theremaining Army Commanders.

Most combat will occur between individual Armies.However, in those instances where an Army faces morethan one opponent, the forces will be split proportionallybetween their enemies using the tactics given. Thefollowing charts gives some idea of the effect variousfactors have on combat situations.

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Effect of Relations on Combat

Relations toward enemy Army Effect on combat strengthTolerant -10%Neutral 0%Disliked +10%Hated +25%

Troop Terrain Combat Performance

Troop Type Shore Plains Rough Forest Desert Swamp MountainsHeavy Cavalry Average Good Poor Poor Average Poor PoorLight Cavalry Good Good Average Poor Good Poor PoorHeavy Infantry Average Good Average Average Average Poor PoorLight Infantry Average Average Good Average Average Average AverageArchers Average Good Good Average Good Poor AverageMen-at-Arms Average Good Good Average Average Average Average

Nation Terrain Combat Preference

Nation Best terrain Nation Best terrain Nation Best terrainWoodmen Forest Witch-king Rough Corsairs PlainsNorthmen Plains Dragon Lord Plains Haradwaith RoughÉothraim Plains Dog Lord Plains Dunlendings RoughArthedain Plains Cloud Lord Plains Rhudaur RoughCardolan Plains Blind Sorcerer Plains Easterlings PlainsN. Gondor Plains Ice King PlainsS. Gondor Rough Quiet Avenger RoughDwarves Mountains Fire King RoughSinda Elves Forest Long Rider PlainsNoldo Elves Forest Dark Lieutenants Plains

Combat Tactics

Tactic Code Description

Charge (CH) You have your entire force make a fast all-out attack against the enemy's front lines.Flank (FL ) You have a part of your forces thrust towards the enemy front lines while another part circles to one side

to attack the vulnerable side and rear of the enemy position.Standard (ST) You have your forces split evenly between the front lines and both flanks of the enemy force.Surround (SU) You attempt to completely encircle the enemy with your own forces. This cuts off the enemy's retreat and

prevents him from bringing his entire force to bear.Hit & Run (HR) You divide your force into several small units and have them execute rapid attack/retreat skirmishes

against the enemy.Ambush (AM ) You use available terrain to conceal and protect your force and attempt to lure the enemy into the area for

a surprise attack.

Best/Worst Tactic vs. Tactic Best/Worst Tactic by Troop Type

Tactic Best vs. Worst vs.Charge Hit & Run AmbushFlank Ambush SurroundStandard Flank ChargeSurround Flank Hit & RunHit & Run Surround FlankAmbush Charge Flank

Troop Type Best Tactic Worst TacticHeavy Cavalry Charge AmbushLight Cavalry Surround AmbushHeavy Infantry Flank SurroundLight Infantry Hit & Run ChargeArchers Ambush FlankMen-at-Arms Hit & Run Charge

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Population Centre Combat

Armies are the only entities that can threaten, siege, orattack Population Centres. Navies which give orders toattack Population Centres will first 'land' their troops andthen those troops will make the attack.

Threatening a Population Centre is one way to gainpossession of a Population Centre without loss of troops.To be successful, the Army must be large enough toovercome the Population Centre’s intrinsic defences whichare based on size, loyalty, fortifications, and the presence oftheir defending Armies. This order may be given by a singleArmy Commander. However, any other Armies of the sameNation present in the same hex will contribute to thesuccess of this order. Only Armies of the same Nation willbe included. If successful, the Population Centre willremain the same size, but the ownership and loyalty of thepopulace will change. The size of the Army is figured usingthe total troops and war machines (equivalent to 25 troopseach).

Sieging a Population Centre forces the PopulationCentre to rely on whatever food has been stored, or thepopulace starves and loyalty drops. Sieging also preventsproduction and trading with caravans from occurring. Thereduced loyalty makes subsequent 'threats' or 'assaults', andeven Emissary activities, more likely to succeed. This ordermay also be given by a single Army Commander. However,

any other sieging Armies present (of any Nation, includingenemies) in the same hex will contribute to the success ofthe order. Any war machines with the sieging Armies have achance to damage existing fortifications throughbombardment. This is automatically attempted when siegingand does not require a separate order.

Assaulting a Population Centre is the only sure (?) wayto take it. Even if the Population Centre has been starvedout from siege, an attack (or threat) is still necessary to takepossession of it. An Army can assault a Population Centrewith the intent to destroy it or to capture it for his Nation. Ifan Army assaults a Population Centre with the intent todestroy, then the troops of that Army will find that assaulteasier than if they had assaulted to capture. A PopulationCentre that is successfully assaulted will be reduced at leastone level in size. If more than one Nation is involved in asuccessful assault on a Population Centre, then the largestremaining (involved) Army will be the Army that takescontrol of the Population Centre for his Nation.

Each war machine present in the assaulting Armiescontributes 200 points, which are used to overcome thedefensive value provided by Population Centre andfortifications. This makes war machines a vital part of anyArmy planning assaults. Fortifications which are damagedby war machines are reduced in level until subsequentfortification.

Sample Personal Combat Algorithm

Borgen the Strong vs Urdicar the Dark Mage(with a latent +15 Mage Skill artefact*)

50 Command Rank (100%) 00 Mage Rank (100%) 50 (+15*)

30 Agent Rank (75%) 00 Emissary (50%) 0

A) Compute the 'base' Rank by adding any latent or 'used' artefacts to each Skill Rank (combat artefacts used inpersonal challenge have their effects reduced by a factor of 50).

B) Compute the highest 'net' Rank by multiplying the 'base' Rank by the % next to each Skill Rank.C) Take the highest 'net' Rank and add 25% of the three unused 'net' Ranks.D) Total of 'net' Ranks is the amount of damage a Character can inflict.E) Health Rank is the amount of damage a Character can absorb.

50 Highest 'net' Rank 656 25% of unused 'net' Ranks 0

(Printed on resultsheet)56 Total of 'net' Ranks 6590 Start Health Rank 100

On a round by round basis, an attack number (1-100) is generated and added to the amount of damage eachCharacter can inflict. There is a 5 percent chance during each round that a Character may have a critical success or acritical fumble with his weapons or spells. A critical success gives the Character an additional roll (1-100) to add to hissum. A critical fumble adds an additional roll (1-100) to his opponent's sum. The two sums are compared and thepotential damage is determined to be equal to difference between the two sums. The Character with the lower sumthen absorbs in damage a roll (1- [potential damage]). This means that the greater the difference between the two

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sums, the greater the potential damage one Character can do to the other in each round. This process continues untilone Character has his Health Rank drop to or below zero. Once this happens, he has died and Personal Combatends. Any artefacts on his body may become the possession of the victor, unless the victor already has the maximumnumber of artefacts. If the victor cannot take all of the loser's artefacts, they will be dropped to the ground in that hex.

For example:

Round 190 Health Rank 10064 Attack Roll 28

(64 + 56) 120 Sums 93 ( 28 + 65)Potential damage (120 - 93)

0 Damage roll (1-27) 220 Damage absorbed 22

Round 290 New Health Rank 78 (100 - 22)73 Attack Roll 98

Additional 'critical' roll 34(36 + 56) 129 Sums 197 ( 65 + 98 + 34)

Potential damage (197 - 129)45 Damage roll (1-68) 045 Damage absorbed 0

Round 3(90 - 45) 45 New Health Rank 78

etc...

If Urdicar the Dark Mage defeats Borgen the Strong in Personal Combat without suffering further harm he wouldhave suffered 27 points of damage with a resultant Health Rank of 73. If Borgen wins, then he may also acquireUrdicar's artefact as a prize!

If Borgen died and he was the commander of an Army, without other Characters present, then his Army would beconsidered abandoned and would disperse.....prior to any combat!!

Sample Army Combat Algorithm

Army versus Army combat is a complicated action. For each combatant:

To compute Army strength/constitution:A) Compute the ideal total troop strength.B) Compute the troop base constitution.C) Compute the troop strength modifiers and average.D) Compute the Army strength modifiers and average.E) Compute the actual troop strength by multiplying the Average Troop Modifier(%) by the # of troops for each

troop type.F) Compute the base Army strength by summing the actual troop strength for each troop type.G) Compute the Army strength by multiplying the Average Army Modifier(%) by the base Army strength.H) Compute the Army strength by comparing the Tactic vs Tactic chosen for each Army and multiply the modifier

by the Army strength.I) Compute the Army strength by determining the relations toward the respective Nations for each Army and

multiply the modifier by the Army strength.J) Compute the Army strength by adding any points for offensive combat spells that have been cast.K) Compute the final Army strength by adding any applicable points for combat artefacts that are used.L) Compute the final Army strength by adding 50 points for each war machine with the Army.M) Compute the Army troop constitution by multiplying (1 + Armour Rank (%)) by the # of troops for each troop

type.N) Compute the Army constitution by summing the actual troop constitution for each troop type.O) Compute the final Army constitution by adding any points for defensive combat spells that were cast.

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For example:Borgen the Strong vs Gorgûn Grimface (with

Urdicar the Dark Magecasting a 1000 pt combat spell*)

Climate = MildTerrain = Open PlainsTactic Charge FlankRelations toward the Dislike Neutralother NationArmy ModifiersCommand Rank 50 30Nation Climate Modifier 100 90Nation Terrain Modifier 110 95Morale Rank 65 35

___ ___Average Army Modifier 81 63

Tactic vs Tactic Modifier 100 100Relations Modifier 110 100

Troop ModifiersHeavy Light vs HeavyCavalry Infantry Infantry Archers

Troops 500 500 1000 500

Ideal Troop Strength 8000 2500 10000 3000Base Troop Constitution 8000 2500 10000 1000

Training Rank 69 40 40 30Weapon Rank 60 30 30 60Troop Terrain Modifier 100 80 100 90Troop Tactic Modifier 115 90 110 90Average Troop Modifier 86 60 70 68

Armour Rank Modifier 40 30 30 10

Base Army troop strength 6880 1500 7000 2040Base Army troop constitution 11200 3250 13000 1100

Army troop strength 6788 5695Army troop constitution 14450 14100

Army troop strength(&tactics) 6788 5695Army troop strength(&relations) 7467 5695

Offensive Combat spells 0 1000Defensive Combat spells 0 0War Machines (50 vs 0) 2500 0

Army Troop Strength 9967 6695

Army Troop Constitution 14450 14100

As you can see from the above example the Army of Borgen, although out-numbered 3/2, by virtue of having well-trained and well-equipped troops, good tactics, a skilled commander, war machines, and other factors is still able tofield a superior force.

What follows is then a round by round activity where, starting with the strength and constitution computed above,the strength of each Army is subtracted from the constitution of their enemy until one or both Armies reach

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constitutions of zero whereby combat ends. In cases where more than one opponent appears, then strength is splitproportionally between the opposing forces and tactics adjusted accordingly.

All Army versus Army combat will end with but a single victor. The defeated Army is considered routed and/ordestroyed. The Commander and any Characters with the Army may escape or may become captured or killed.

Sample Population Centre Combat Algorithm

Army versus Population Centre activities can have varied forms. The opposing Army may choose to threaten (toavoid Army loses), capture (to avoid Population Centre damage), destroy ( to ensure there is no future use), or siege (to avoid loses and Population Centre damage at the expense of time and loyalty) the Population Centre. Anydefending Armies must also be dealt with.

Capture/Destroy Population Centre

The Population Centre assault process is similar to 'Army versus Army' combat except that only one 'round' ofeffect is considered. In cases where more than one opponent appears, then damages are split proportionally betweenthe opposing forces. For purposes of orders, the Population Centre is considered 'sieged' on any turn acapture/destroy attempt occurs, successful or not.

A) Compute the Army Troop Strength and Army Troop Constitution. This is the same as per 'Army versus Army'combat, except that tactics are not considered, but spells and artefacts are.

B) Compute the Army War Machine Assault Value (war machines count as 200 points each).C) Determine the Population Centre Fortification Value, by level.D) If fortifications are present, then the War Machine Assault Value is compared to the Fortification Value and, if the

War Machine Assault Value is greater or equal, then the Population Centre fortifications are considered destroyed.If the Population Centre fortification defensive value is greater, then the level of the fortifications is reduced,proportional to the War Machine Assault Value.

E) Determine the Population Centre Value, by size, and add any remaining Fortification Value. The Population CentreDefence is this sum, modified by the loyalty of the Population Centre.

F) The Army Troop Strength is then compared to the Population Centre Defence and, if the Army Troop Strength isgreater, then the Population Centre is captured/destroyed, and the size reduced, as ordered. If the PopulationCentre Defence is greater, then the Army is repulsed, without changing ownership or Population Centre size.

G) Compute the percentage of loses for the assaulting Army by subtracting the Population Centre Defence from theArmy Troop Constitution. If the Army Troop Constitution is less than or equal to zero, then the Army is destroyed atthe end of the assault. If the Army Troop Constitution is greater than zero, then damage will be taken from theArmy Troop Constitution and losses are incurred by all troop types.

H) If neither the Population Centre nor the Army was destroyed at the end of the assault, then it is possible that theconflict may continue next turn.

For example: Using the figures above, assume that Borgen's Army is attacking a major town, fortified by a castle,loyalty = 85%. Borgen's Army possesses 50 war machines.

Army Troop Strength 7467Army Troop Constitution 14700War Machine Assault Value 10000 (200 * 50)

Fortification Value 10000Population Centre Value 2500Population Centre Defence 4625 (2500 + 0 [10000 - 10000]) * (185% [loyalty]))

Damage to Army about 32% (4625 / 14700)

Since the War Machine Assault Value (10000) equalled or exceeded the Fortification Value (10000), thefortifications are destroyed. The Army Troop Strength (7467) is also greater than the Population Centre Defence(4625), so the Population Centre would fall to the attackers. Complete effects upon the size of the Population Centrewill depend upon the order given (capture/destroy), but the fortifications will no longer be present in this example. IfBorgen's Army had possessed even one less war machine, then the fortifications would have been reduced but held,and the Population Centre Defence would have been increased.

Sample Modifier Ranges Command Rank ranges 10-100Nation Climate Modifier ranges 75-100

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Nation Terrain Modifier ranges 80-120Nation Relations Modifier ranges 90-125Army Morale Rank ranges 1-100Troop Training Rank ranges 1-100Troop Weapon Rank ranges 1-100Troop Armour Rank ranges 1-100Troop Terrain Modifier ranges 60-100Troop Tactic Modifier ranges 90-115Population Centre Loyalty ranges 1-100

Encounters

During the course of Character travels, they mayencounter creatures, Non-Player Characters (NPC's), whomay act in different ways toward the Characters. The finaloutcome of any encounter can be the result of the Character'sskills, nation or allegiance, health, artefacts, and, of course,a little luck. In some instances, encounters may providevaluable information, skills, or material to the Characters. Inother instances, the Characters will have to choose a courseof action depending on the situation. In some areas, theCharacters may learn of special or dangerous situationswhich can be investigated.

In each such situation, a Character will be told of arumour/encounter and, if investigated, will have to choose aproper course of action or respond in a specific way to gainthe benefit of such an encounter. Any Character at thatlocation may respond to the encounter, but if more than onedoes, the sequence of Character responses will be randomlydetermined and each response will be individual. Pleaseremember that encounters may be very dangerous or evenlethal to the Characters involved, so choose your responseswith care.

Only Characters or Company members may hear aboutunusual rumours or sites. Additionally, any Character notwith an Army may encounter dangerous or friendly NPC's.Many such rumours/encounters will require an 'Investigate

Encounter' order in order to find out their nature. The natureof the encounter will be revealed and the potential optionswill become known. Some encounters will simply 'happen'and no investigation is needed. If the nature of the encounterhas become revealed, or is already known, then a 'Reactionto Encounter' order, with an appropriate response/actionindicated, can be given without first issuing the 'InvestigateEncounter' order. In some instances, if an encounter isinvestigated but no reaction is ordered or indicated, then theencounter will still proceed to its fated conclusion!

Army Commanders (and Characters travelling withArmies) may be affected by other random encounters. Insuch cases, a reaction may or may not be possible,depending upon the encounter. If an encounter indicates aresponse is possible, then a Character will only need to'react' to such encounters since the options will already beknown as a result of the encounter.

The types of encounters are many and varied. Theoldest and most revered of all Middle-earth games, theriddle, may even come into play. These can include riddlesregarding the history (or future!) of places or people inMiddle-earth. Moreover, encounters can include meetingswith notable Characters from Middle-earth history,encounters with fearsome beasts, or battles with guardianUndead, dangerous liaisons with deadly Dragons, a party ofHobbits or Ents, and possibly an encounter with Gandalf orSaruman, or even Sauron! The results of such encounterscan also be varied. In some instances, escape with your lifecan be the best possible outcome, whereas other results caninclude fabulous treasures, magical artefacts, knowledge ofnew magic (even Lost Lists), or perhaps the continuedpresence and help of legendary creatures or heroes, such asBalrogs or Eagles, or even Galadriel, with your Armies.

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Rumours

Rumours of secret plans and activities are commontrade throughout most civilised regions. Like all such gossip,some are true and some are false. Some may be moreexaggerated than others. These tales would normally arisefrom unusual activities like an armed conflicts,assassinations, migrations, changes in allegiance, or evennational secrets. Remember - rumours can be dangerous toignore, but can be equally dangerous to act upon withoutcareful consideration or confirmation.

If an Emissary attempts to 'Uncover Secrets' in his ownPopulation Centre, or an un-owned hex, the secretsuncovered may be about any Nation except your own.However, if the Emissary attempts to 'Uncover Secrets' in aPopulation Centre owned by another Nation then chancesimprove that the secret(s) uncovered will be about thatNation.

The 'Spread Rumours' order allows a Nation that isconcerned about vital secrets being leaked or discovered(victory conditions, capital location, hostages and artefactsheld, ransoms, etc...) to protect those secrets by spreadingfalse or misleading rumours. The more rumours spread, themore secrets can be protected.

Strategy Hints

Some Nations are adapted for an aggressive style ofplay, some are more suited to wield the subtle weapons ofdiplomacy and subterfuge, and some Nations are rich inarcane lore. Reading the descriptions of each Nation (see'Player Positions') will serve to inform Players about eachNation's tendencies and strengths and how they will fit thatPlayer's skills.

However, certain fundamental strategies are of value toeach and every Nation and Player. Some of these are hintedat below. Consider these universal ideas carefully - for theymay be used by your Nation's enemies as well!

- Creation and development of Characters is critical tothe long-term success of a Nation. Simply put, the number oforders carried out each turn, and the chance of success foreach order, is dependent on the number and quality of aNation's Characters.

- Watch revenue and expenses carefully. There are anumber of ways to balance both and many do not requireconstant attention. However, the rewards are proportionalwith the effort. Remember, bankruptcy can and doeshappen.

- Always try to maintain at least one more PopulationCentre that could be a 'backup' capital. More than oneNation has 'gone under' because there was not a suitablecapital to be occupied when the time came. Also, keep atleast one Character at the capital to execute those 'capitalonly' orders.

- Where possible, try to have at least one extraCharacter (with Command skill) with each Army. They can

help train and outfit the troops and do recon. And ArmyCommanders do die...

- Trade with the market can be a valuable tool for thegrowth of many Nations. Activity with the market is criticalfor some Nations. Determine your product production andneeds, monitor market prices, and plan your buys/sellscarefully to achieve maximum benefit.

- Choose camp locations well. Consider the strategicvalue of the site as well as production/revenue potential. It isexpensive to build, fortify, and improve a Population Centre.It might be easier to take control of other Nation'sPopulation Centres than to build your own.

- Communicate with your neighbours, friendly orneutral. This avoids misunderstandings and makes the gamemore fun. Furthermore, even communication with enemiescan be beneficial and may result in avoidance ofconflicts...for a while.

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Orders(Listed in order of Sequence of Events)

General Sequence of Events

1 Healing/Healing Spells 12 Mage Orders2 Change Allegiance/Relations 13 New Characters3 Combat spells/Combat/Encounters 14 Army/Company Orders4 Receive Production/Revenue/Loyalty 15 Pickup/Drop Ships and Artefacts5 Caravan Sells & Buys 16 Movement/Movement spells6 Transfers 17 Scouting/Recon/Knowledge spells7 Consumption of Food/Maintenance/Morale+ 18 Caravan Transports8 Commander Orders 19 Relocate Capital9 Emissary Orders 20 Compute New Caravan Prices

10 Agent Orders 21 Compute New Maintenance Costs11 Hostage Escape Attempts 22 Compute New Revenue

Cast Heal SpellType: MageDifficulty: Varies - spell casting rankOrder Number: 120Order Code: CstHlSpPrerequisites: • Character with Mage skill

• Spell is known by Character• Target Character is at samelocation

Required info: • Spell ID #• Target Character ID

This order allows a Character with Mage skill to attempt to cast anyheal spell which he has learned upon any target Character (includinghimself) in the same hex. Success is based on the proficiency theCharacter has with the spell. Casting proficiency will be improved by1-5 points upon successfully casting the spell.

Change AllegianceType: CommandDifficulty: AverageOrder Number: 175Order Code: ChAllegPrerequisites: • Character with Command skill

• Character is in his own capitalRequired info: • New allegiance (Good or Evil)

This order allows a Neutral Nation to change its status from Neutralto either Good or Evil. The success of the order is based on theCommand rank of the Character giving the order and the relations theNation holds with the other Nations of the desired allegiance. Oncethe status has actually been changed, the Nation will from that pointforward be either Good or Evil. This order will automatically affectthe Nation's relations with other Nations (this may affect who may beconsidered enemies, and vice versa, but only as required) and mayaffect usage of aligned artefacts.

Upgrade RelationsType: CommandDifficulty: EasyOrder Number: 180Order Code: UpStNatPrerequisites: • Character with Command skill

• Character is in his own capitalRequired info: • Target Nation # (1-25)

This order allows a Character to better the reaction his Nation has toanother target Nation. Success is based on the Character's Commandrank. If successful, the relations will change by one level. Forexample, a Nation can upgrade relations from Hated to Disliked orfrom Tolerant to Friendly.

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Downgrade RelationsType: CommandDifficulty: EasyOrder Number: 185Order Code: DnStNatPrerequisites: • Character with Command skill

• Character is in his own capitalRequired info: • Target Nation # (1 - 25)

This order allows a Character to worsen the reaction his Nation has toanother target Nation. Success is based on the Character's Commandrank. If successful, the relations will change by one level. Forexample, a Nation can downgrade relations from Disliked to Hated orfrom Friendly to Tolerant.

Use Combat ArtefactType: MiscellaneousDifficulty: AutomaticOrder Number: 205Order Code: UsCbArtPrerequisites: • Any Character

• Artefact is in Character's possession• Artefact alignment matches CharacterNation's allegiance

Required info: • Artefact ID #

This order allows a Character to use any combat artefact which is inhis possession. The effect lasts until the artefact is lost, stolen,dropped or traded or until another combat artefact is used. Use of acombat artefact can affect personal challenges, Army vs Armycombat, or Army vs Population Centre combat. If the artefact isaligned, then it must match the allegiance of the Character's Nation inorder to be used. In order for the spell to affect combat, the spellcaster must be with the Army involved in the combat.

Issue Personal ChallengeType: MiscellaneousDifficulty: VariesOrder Number: 210Order Code: IssPersPrerequisites: • Any Character of another Nation

• If Target Character is ArmyCommander, then Character must bewith, or in command of, an Army• Target Character is at same location

Required info: • Target Character ID

This order allows a Character to offer a personal challenge to anotherCharacter of a different Nation at the same location. If the challengedCharacter is an Army commander, then the challenge may only begiven by a Character with, or in command of, an Army. Refusingsuch a challenge may result in the loss of Morale rank in the Army ofthe Character who refused the challenge. Only one personal challengemay be fought each turn. Success in the battle will be based on all ofthe different skill ranks of the Characters, but Mage rank andCommand rank are best suited for this type of combat. Some artefactsare also significant factors in the battle. The highest 'net' skill rank ofthe victor will improve by 1-15 points.

Refuse All Personal ChallengesType: MiscellaneousDifficulty: AutomaticOrder Number: 215Order Code: RfsPersPrerequisites: • Any CharacterRequired info: None

This order allows a Character to refuse all personal challengesoffered by other Characters at the same location on that turn. If thisorder is not given, a Character will be assumed to accept any suchpersonal challenges. Refusing such a challenge may result in the lossof Morale rank (1-15 points) in the Army of the Character whorefused the challenge. This order is ignored if an Issue PersonalChallenge (#210) order is also issued by the Character.

Cast Combat SpellType: MageDifficulty: Varies - spell casting rankOrder Number: 225Order Code: CstCbSpPrerequisites: • Character with Mage skill

• Spell is known by CharacterRequired info: • Spell ID #

This order allows a Character with Mage skill to attempt to cast anycombat spell which he has learned. Success is based on theproficiency the Character has with the spell. Proficiency will beimproved by 1-5 points upon successfully casting the spell. In orderfor the spell to affect combat, the spell caster must be with the Armyinvolved in the combat.

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Attack EnemyType: CommandDifficulty: VariesOrder Number: 230Order Code: AttEnmyPrerequisites: • Army/Navy Commander onlyRequired info: • Combat Tactic

(CH, FL, ST, SU, HR, or AM)

This is the basic combat order for Armies and Navies. Given by anArmy/Navy Commander, this order causes the Army/Navy to attackall enemies in the hex. An enemy is defined as any Nation that yourNation regards as Disliked or Hated. Successful combat will increasethe Morale rank (1-10 points) in the Army, the Command rank (1-5points) of any commanders with the Army, and the Training rank (1-5points) of the troops.

Attack NationType: CommandDifficulty: VariesOrder Number: 235Order Code: AttNatPrerequisites: • Army/Navy Commander onlyRequired info: • Target Nation # (1 - 25)

• Combat Tactic(CH, FL, ST, SU, HR, or AM)

This order causes the Army/Navy to attack all of the Armies/Naviesof a target enemy Nation which are present in the hex. Of course,giving this order does not prevent other Nation's Armies fromattacking you. Successful combat will increase the Morale rank (1-10points) in the Army, the Command rank (1-5 points) of anycommanders with the Army, and the Training rank (1-5 points) of thetroops.

DefendType: CommandDifficulty: AutomaticOrder Number: 240Order Code: DefendPrerequisites: • Army CommanderRequired info: • Combat Tactic

(CH, FL, ST, SU, HR, or AM)

This order allows an Army Commander to dictate what tactic hisArmy will use without having to issue an attack order. ThusCommanders can act to anticipate a battle without instigating one. AnArmy that is not attacking and does not use this order willautomatically use Standard tactic if attacked. Giving this order willnot cause combat. The defending Army must be attacked by anotherArmy to be involved in combat. Successful combat will increase theMorale rank (1-10 points) in the Army, the Command rank (1-5points) of any commanders with the Army, and the Training rank (1-5points) of the troops.

Destroy Population CentreType: CommandDifficulty: VariesOrder Number: 250Order Code: DstPopPrerequisites: • Army Commander only

• Population Centre is at same location• Population Centre is not hidden• Population Centre is of enemy Nation

Required info: • Combat Tactic(CH, FL, ST, SU, HR, or AM)

This order causes the Army to attack an enemy Population Centrewhich is in the hex and is not hidden. This order, if successful, willreduce the Population Centre to ruins. Giving this order will alsocause you to do battle (using the given tactic) with the Armies of theNation that owns the Population Centre. This order also causes thePopulation Centre to suffer the consequences of siege regardless ofthe outcome. Assuming successful combat, successful assault willincrease the Morale rank (6-15 points) in the Army, the Commandrank (1-5 points) of any commanders with the Army, and the Trainingrank (1-5 points) of the troops.

Capture Population CentreType: CommandDifficulty: VariesOrder Number: 255Order Code: CptrPopPrerequisites: • Army Commander only

• Population Centre is at same location• Population Centre is not hidden• Population Centre is of enemy Nation

Required info: • Combat Tactic(CH, FL, ST, SU, HR, or AM)

This order causes the Army to attack an enemy Population Centrewhich is in the hex and is not hidden. This order, if successful, willreduce the Population Centre by one size and will gain control of thePopulation Centre for the Nation whose Army is most powerful at theend of the battle. Giving this order will also cause you to do battle(using the given tactic) with the Armies of the Nation that owns thePopulation Centre. This order also causes the Population Centre tosuffer the consequences of siege regardless of the outcome. Assumingsuccessful combat, successful assault will increase the Morale rank(1-10 points) in the Army, the Command rank (1-5 points) of anycommanders with the Army, and the Training rank (1-5 points) of thetroops.

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Siege Population CentreType: CommandDifficulty: VariesOrder Number: 260Order Code: SiegPopPrerequisites: • Army Commander only

• Population Centre is at same location• Population Centre is not hidden• Population Centre is of enemy Nation

Required info: None

This order causes the Army to siege an enemy Population Centrewhich is in the hex and is not hidden. A siege will prohibit normalproduction and will eventually starve out the populace. If sufficientwar machines are present, then the defending fortifications may bereduced. Giving this order will not cause you to do battle with theArmies of the Nation that owns the Population Centre, but any suchArmies will add to the difficulty of the siege. Success is based on theCommand rank, the size of the Population Centre, the size of thesiege Army, the presence of any war machines, and the presence ofany defending fortifications. In order to successfully siege aPopulation Centre, your Army must be large enough to accomplishthe task. Army size and strength (for purposes of siege) are based ontroop numbers and the presence of war machines. Other siegingArmies, enemy or not, will contribute to the success of this order.Successful siege will increase the Command rank (1-5 points) of anycommanders with the Army.

Destroy/Capture ShipsType: MiscellaneousDifficulty: VariesOrder Number: 270Order Code: DstShpPrerequisites: • Navy Commander only

• Ships are anchored (i.e. they cannotbe assigned to an existing Army/Navy)• Commander has at least one warship• If in a port or harbour - Commander'swarships must outnumber total enemywarships• Enemy Armies and Navies are notpresent

Required info: None

This order allows a Navy Commander with at least one warship todestroy or possibly capture enemy ships that have been anchored in ashore hex. If the anchored enemy ships are in a port or harbour, thenthe Navy Commander must have warships greater in number than thetotal number of warships held by his enemies at that location. Thisorder cannot be done if there are any enemy Armies/Navies present,or any Armies/Navies that consider your Nation an enemy. Ifsuccessful, this order will capture or destroy all anchored enemyships at that location and increase the Morale rank (1-5 points) of theNavy. The number of ships captured depends upon the number ofships and the warship strength of the attacking Navy.

Scuttle ShipsType: MiscellaneousDifficulty: AutomaticOrder Number: 275Order Code: ScttShpPrerequisites: • Army/Navy Commander only

• Ships are anchored (i.e. they cannotbe assigned to an existing Army/Navy)in the same hex

Required info: • # of warships• # of transports

This order allows an Army/Navy Commander to scuttle his ownanchored ships. This order will destroy those ships permanently.

Abandon ShipsType: MiscellaneousDifficulty: AutomaticOrder Number: 280Order Code: AbanShpPrerequisites: • Character with Command skill

• Character is in his own capital• Ships are anchored (i.e. they cannotbe assigned to an existing Navy

Required info: • hex location• # of warships• # of transports

This order allows a Character in the Nation's capital hex to abandonor release ownership of some of his Nation's anchored ships. Thisorder will eliminate those ships permanently.

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Reaction to EncounterType: MiscellaneousDifficulty: VariesOrder Number: 285Order Code: ReacEncPrerequisites: • Character has met and knows about a

special encounterRequired info: • Response (less than 20 letters in

length)

This order allows a Character or Company member to react to aspecial encounter which they may have made on their travels.

Investigate EncounterType: MiscellaneousDifficulty: AutomaticOrder Number: 290Order Code: InvEncPrerequisites: • Character has met a special encounterRequired info: None

This order allows a Character or Company member to investigaterumours of strange goings-on or to seek out special encounters ofwhich they have been made aware.

Change tax rateType: CommandDifficulty: EasyOrder Number: 300Order Code: ChTaxRtPrerequisites: • Character with Command skill

• Character is in his own capitalRequired info: • New tax rate % (1-100)

This order allows a Character in the Nation's capital hex to changethe tax rate (and revenue) for the Nation. The new tax rate may beeither higher or lower than current and must be between 1 and 100.Success is based on the Command rank of the Character. Higher taxrates may dramatically and adversely affect the Loyalty rank of theNation's people while lower taxes may increase Loyalty rank, bothimmediately and in the long term, based upon the amount of change.

Bid from CaravansType: MiscellaneousDifficulty: AutomaticOrder Number: 310Order Code: BidCarPrerequisites: • Character is in his own Nation's

Population Centre• Population Centre is not under siege

Required info: • Product to be bid upon (leather,bronze, steel, mithril, food, timber, ormounts)• # of units to be purchased• Amount of gold bid (bid should beprice per unit, not total amount)

When supplies become scarce in the world supply, bids are solicitedfrom the Nations who wish to buy. This order allows you to bid onone product at a price of your own selection. Your bid must be abovethe current Market Sell price for that item. The items will be awardedto the highest bidders. As with all purchases from the Trade caravans,all Nations are limited by the Market Availability of items. Bids canbe issued on any turn.

Purchase from CaravansType: MiscellaneousDifficulty: AutomaticOrder Number: 315Order Code: PrchCarPrerequisites: • Character is in his own Nation's

Population Centre• Population Centre is not under siege

Required info: • Product to be purchased (leather,bronze, steel, mithril, food, timber, ormounts)• # of units to be purchased

This order allows a Character to buy a selected amount of oneproduct from the trade caravans at the going Market Sell price. Aswith all purchases from the Trade caravans, all Nations are limited bythe Market Availability of items. If the product is Food, and theCharacter is with an Army (or is an Army Commander), then theFood will reside in the Army baggage. If the product is Food, and theCharacter is NOT with an Army (nor is an Army Commander), thenthe Food will reside in the Population Centre stores.

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Sell to CaravansType: MiscellaneousDifficulty: AutomaticOrder Number: 320Order Code: SellCarPrerequisites: • Character is in his own Nation's

Population Centre• Population Centre is not under siege• Population Centre has sufficient stores

Required info: • Product to be sold (leather, bronze,steel, mithril, food, timber, or mounts)• # of units to be sold

This order allows a Character to sell one product already in the storesof the Population Centre to the trade caravans at the going MarketBuy price. The gold is placed in the Nation's central vault.

Nation Sell to CaravansType: MiscellaneousDifficulty: AutomaticOrder Number: 325Order Code: NatSellPrerequisites: • Any Character

• Character is in his own capital• Individual Population Centres are notunder siege

Required info: • Product to be sold (leather, bronze,steel, mithril, food, timber, or mounts)• % of product to be sold (1 - 100)

This order allows the NATION to sell off a percentage of ALL itsstores of one product held in all its Population Centres at the goingMarket Buy price. EACH of your Nation's Population Centres (that isnot sieged) will sell the requested percentage of however much of theselected item it currently has in stores.

Cast Conjuring SpellType: MageDifficulty: Varies - spell casting rankOrder Number: 330Order Code: CstCjSpPrerequisites: • Character with Mage skill

• Spell is known by Character• Spell may require specific location(same hex as target, or in PopulationCentre, or with an Army, etc)

Required info: • Spell ID #• Information required by the particularspell (# of mounts, # of food units, # ofhordes, or Target Character ID)

This order allows a Character with Mage skill to attempt to cast anyconjuring spell which he has learned. Success is based on theproficiency the Character has with the spell. Proficiency will beimproved by 1-5 points upon successfully casting the spell. For somespells, it is necessary that the caster be in the same, or an adjacenthex, as the target to cast the spell. Other spells can conjure variousitems. If desired, those spells can be given a quantity. Otherwise, themaximum quantity permitted will be assumed. Each spell requiresdifferent information in order to be cast:Spell ID #502,504,506 ....................................Character ID508,510,512 ....................................# of item units

Transfer Food: Pop. Centre to ArmyType: MiscellaneousDifficulty: AutomaticOrder Number: 340Order Code: TrPo2ArPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is not under siege• Commander is of same Nationor Transferring Nation has Friendlyrelations toward Nation of Army andPopulation Centre is not hidden

Required info: • # of food units transferred

Armies need to eat to be at full strength. This order allows PopulationCentres to transfer Food to Armies - even those of another Nation - aslong as the Nation of the Population Centre is Friendly to the Nationof the Army. If the Population Centre is hidden, this order will workonly if the Army is of the same Nation.

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Transfer Food: Army to Pop. CentreType: MiscellaneousDifficulty: AutomaticOrder Number: 345Order Code: TrAr2PoPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is not under siege• Commander is of same Nationor Transferring Nation has Friendlyrelations toward Nation of Army andPopulation Centre is not hidden

Required info: • # of food units transferred

This order allows Armies to transfer Food to Population Centres oftheir own Nation or to those of Friendly Nations. If the PopulationCentre is hidden, this order will work only if the Army is of the sameNation.

Transfer Food: Army to ArmyType: MiscellaneousDifficulty: AutomaticOrder Number: 347Order Code: TrFoodPrerequisites: • Army Commander or Character with

Command skill with the Army• Only to another Army Commander• Both Armies are at same location• Both Commanders are of same Nationor Transferring Nation has Friendlyrelations toward receiving Nation

Required info: • Other Commander Character ID• # of food units transferred

This order allows Armies to transfer Food to other Armies of theirown Nation or to those Armies of Nations toward whom they haveFriendly relations.

Transfer War Machines: Army to ArmyType: MiscellaneousDifficulty: AutomaticOrder Number: 349Order Code: TrWarMaPrerequisites: • Army Commander or Character with

Command skill with the Army• Only to another Army Commander• Both Armies are at same location• Both Commanders are of same Nationor Transferring Nation has Friendlyrelations toward receiving Nation

Required info: • Other Commander Character ID• # of war machines transferred

This order allows Armies to transfer war machines to other Armies oftheir own Nation or to those Armies of Nations toward whom youhave Friendly relations.

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Transfer Weapons: Army to ArmyType: MiscellaneousDifficulty: AutomaticOrder Number: 351Order Code: TrWpnsPrerequisites: • Army Commander or Character with

Command skill with the Army• Only to another Army Commander• Both Armies are at same location• Both Commanders are of same Nationor Transferring Nation has Friendlyrelations toward receiving Nation

Required info: • Other Commander Character ID• # of bronze weapons transferred• # of steel weapons transferred• # of mithril weapons transferred

This order allows Armies to transfer weapons to other Armies of theirown Nation or to those Armies of Nations toward whom you haveFriendly relations.

Transfer Armour: Army to ArmyType: MiscellaneousDifficulty: AutomaticOrder Number: 353Order Code: TrArmrPrerequisites: • Army Commander or Character with

Command skill with the Army• Only to another Army Commander• Both Armies are at same location• Both Commanders are of same Nationor Transferring Nation has Friendlyrelations toward receiving Nation

Required info: • Other Commander Character ID• # of leather armour transferred• # of bronze armour transferred• # of steel armour transferred• # of mithril armour transferred

This order allows Armies to transfer armour to other Armies of theirown Nation or to those Armies of Nations toward whom you haveFriendly relations.

Transfer Troops: Army to ArmyType: MiscellaneousDifficulty: AutomaticOrder Number: 355Order Code: TrTrpsPrerequisites: • Army Commander or Character with

Command skill with the Army• Only to another Army Commander• Both Armies are at same location• Both Commanders are of same Nation

Required info: • Other Commander Character ID• # of Heavy Cavalry transferred• # of Light Cavalry transferred• # of Heavy Infantry transferred• # of Light Infantry transferred• # of Archers transferred• # of Men-at-Arms transferred

This order allows Armies to transfer troops to other Armies of theirown Nation. The Weapon rank, Training rank, and Armour rank ofthe receiving Army may be affected by this order.

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Transfer Ships: Navy to NavyType: MiscellaneousDifficulty: AutomaticOrder Number: 357Order Code: TrShpPrerequisites: • Navy Commander or Character with

Command skill with the Navy• Only to another Navy/ArmyCommander• Both Commanders are at samelocation• Both Commanders are of same Nationor Transferring Nation has Friendlyrelations toward receiving Nation

Required info: • Other Commander Character ID• # of warships transferred• # of transports transferred

This order allows Navies to transfer Warships and/or Transports toother Armies/Navies of their own Nation or to those Armies/Naviesof Nations toward whom you have Friendly Relations. Note that atsea, a Navy can only transfer Transport ships it does not need to carryits troops. At a Port, a Harbour or a Shore hex, a Navy can transfer asmany Transports as it has to another Navy. If the target is an ArmyCommander, then the Navy must 'be able' to anchor ships to completethe transfer. If a transfer results in a Navy no longer having sufficientTransports to move its troops, then that Navy becomes an Army andcan no longer move on water. There are no similar restrictions on thetransfer of Warships.

Transfer: Artefacts to CharacterType: MiscellaneousDifficulty: AutomaticOrder Number: 360Order Code: TrArtPrerequisites: • Any Character

• Both Characters are at same locationor NPC• Target Character can not be a hostageor NPC

Required info: • Other Character ID• 1 to 6 Artefact ID #'s to be transferred

This order allows one Character to transfer 1-6 currently heldartefacts to another Character at the same location.

Transfer: Hostages to CharacterType: MiscellaneousDifficulty: AutomaticOrder Number: 363Order Code: TrHostPrerequisites: • Any Character

• Both Characters are at same location• Target Character can not be a hostageor NPC

Required info: • Other Character ID• 1 to 3 Hostage Character ID's to betransferred

This order allows one Character to transfer 1-3 currently heldhostages to another Character at the same location.

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Upgrade Troop WeaponsType: MiscellaneousDifficulty: AutomaticOrder Number: 370Order Code: UpWpnsPrerequisites: • Army Commander or Character with

Command skill with the Army.Required info: • New weapon type (bronze, steel, or

mithril)• # of Heavy Cavalry upgraded• # of Light Cavalry upgraded• # of Heavy Infantry upgraded• # of Light Infantry upgraded• # of Archers = 0• # of Men-at-Arms upgraded

This order allows an Army Commander or a Character withCommand skill with an Army to replace/upgrade one type of weaponfor each type of troop within the Army. All new weapons chosenmust already be in the baggage train of the Army. The addition ofthese new weapon types may change the average Weapon rank of thattroop type. Archers cannot have weapons upgraded.

Upgrade Troop ArmourType: MiscellaneousDifficulty: AutomaticOrder Number: 375Order Code: UpArmrPrerequisites: • Army Commander or Character with

Command skill with the Army.Required info: • New armour type (leather, bronze,

steel, or mithril)• # of Heavy Cavalry upgraded• # of Light Cavalry upgraded• # of Heavy Infantry upgraded• # of Light Infantry upgraded• # of Archers upgraded• # of Men-at-Arms upgraded

This order allows an Army Commander or a Character withCommand skill with an Army to replace/upgrade one type of armourfor each type of troop within the Army. All new armour chosen mustalready be in the baggage train of the Army. The addition of thesenew armour types may change the average Armour rank of that trooptype.

Recruit Heavy CavalryType: CommandDifficulty: AutomaticOrder Number: 400Order Code: HvCvlryPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is at same location• Population Centre is of same Nation• Population Centre is not under siege

Required info: • # of Heavy Cavalry to be recruited• Type of weapons to be issued(bronze, steel, or mithril)• Type of armour to be issued (leather,bronze, steel, or mithril)

This order allows an Army Commander or a Character withCommand skill with an Army to recruit Heavy Cavalry into theArmy. The maximum number of troops which can be recruited at anyone time depends on the size of the Population Centre. There is nominimum number. Troops can be recruited without armour (rankequals 0) and weapons (rank equals 10 - wooden weapons).Otherwise, the proper numbers of weapons and armour must beavailable in the Army baggage train (and/or in the Population Centrestores) at this time, and the proper number of mounts and leathermust be already in the stores of the Population Centre. One mountand two leather is required for each troop of this type. If there are notenough mounts or leather (armour or weapons, if desired), then thenumber of recruits will be reduced accordingly. The influx of newrecruits may affect the average Training Rank, Weapon rank, andArmour rank of the Army.

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Recruit Light CavalryType: CommandDifficulty: AutomaticOrder Number: 404Order Code: LtCvlryPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is at same location• Population Centre is of same Nation• Population Centre is not under siege

Required info: • # of Light Cavalry to be recruited• Type of weapons to be issued(bronze, steel, or mithril)• Type of armour to be issued (leather,bronze, steel, or mithril)

This order allows an Army Commander or a Character withCommand skill with an Army to recruit Light Cavalry into the Army.The maximum number of troops which can be recruited at any onetime depends on the size of the Population Centre. There is nominimum number. Troops can be recruited without armour (rankequals 0) and weapons (rank equals 10 - wooden weapons).Otherwise, the proper numbers of weapons and armour must beavailable in the Army baggage train (and/or in the Population Centrestores) at this time, and the proper number of mounts and leathermust be already in the stores of the Population Centre. One mountand one leather is required for each troop of this type. If there are notenough mounts or leather (armour or weapons, if desired), then thenumber of recruits will be reduced accordingly. The influx of newrecruits may affect the average Training Rank, Weapon rank, andArmour rank of the Army.

Recruit Heavy InfantryType: CommandDifficulty: AutomaticOrder Number: 408Order Code: HvInfanPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is at same location• Population Centre is of same Nation• Population Centre is not under siege

Required info: • # of Heavy Infantry to be recruited• Type of weapons to be issued(bronze, steel, or mithril)• Type of armour to be issued (leather,bronze, steel, or mithril)

This order allows an Army Commander or a Character withCommand skill with an Army to recruit Heavy Infantry into theArmy. The maximum number of troops which can be recruited at anyone time depends on the size of the Population Centre. There is nominimum number. Troops can be recruited without armour (rankequals 0) and weapons (rank equals 10 - wooden weapons).Otherwise, the proper numbers of weapons and armour must beavailable in the Army baggage train (and/or in the Population Centrestores) at this time. If there are not enough armour or weapons, ifdesired, then the number of recruits will be reduced accordingly. Theinflux of new recruits may affect the average Training Rank, Weaponrank, and Armour rank of the Army.

Recruit Light InfantryType: CommandDifficulty: AutomaticOrder Number: 412Order Code: LtInfanPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is at same location• Population Centre is of same Nation• Population Centre is not under siege

Required info: • # of Light Infantry to be recruited• Type of weapons to be issued(bronze, steel, or mithril)• Type of armour to be issued (leather,bronze, steel, or mithril)

This order allows an Army Commander or a Character withCommand skill with an Army to recruit Light Infantry into the Army.The maximum number of troops which can be recruited at any onetime depends on the size of the Population Centre. There is nominimum number. Troops can be recruited without armour (rankequals 0) and weapons (rank equals 10 - wooden weapons).Otherwise, the proper numbers of weapons and armour must beavailable in the Army baggage train (and/or in the Population Centrestores) at this time. If there are not enough armour or weapons, ifdesired, then the number of recruits will be reduced accordingly. Theinflux of new recruits may affect the average Training Rank, Weaponrank, and Armour rank of the Army.

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Recruit ArchersType: CommandDifficulty: AutomaticOrder Number: 416Order Code: ArchersPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is at same location• Population Centre is of same Nation• Population Centre is not under siege

Required info: • # of Archers to be recruited

This order allows an Army Commander or a Character withCommand skill with an Army to recruit Archers into the Army. Themaximum number of troops which can be recruited at any one timedepends on the size of the Population Centre. There is no minimumnumber. Archers come with their own bows, but with no armour.Although their armour can then be upgraded later, their weaponscannot be upgraded. For game mechanics, the Weapon rank ofArcher bows is fixed and equivalent to that of steel weapons. Theinflux of new recruits may affect the average Training Rank andArmour rank of the Army.

Recruit Men-at-ArmsType: CommandDifficulty: AutomaticOrder Number: 420Order Code: MenAtArPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is at same location• Population Centre is of same Nation• Population Centre is not under siege

Required info: • # of Men-at-Arms to be recruited

This order allows an Army Commander or a Character withCommand skill with an Army to recruit Men-at-Arms into the Army.The maximum number of troops which can be recruited at any onetime depends on the size of the Population Centre. There is nominimum number. Men-at-Arms come with bronze weapons andleather armour. Both their weapons and their armour can be upgradedlater. The influx of new recruits may affect the average TrainingRank, Weapon rank, and Armour rank of the Army.

Retire TroopsType: MiscellaneousDifficulty: AutomaticOrder Number: 425Order Code: RtrTrpsPrerequisites: • Army Commander or Character with

Command skill with the Army• Commander is on land

Required info: • # of Heavy Cavalry retired• # of Light Cavalry retired• # of Heavy Infantry retired• # of Light Infantry retired• # of Archers retired• # of Men-at-Arms retired

This order allows an Army Commander or a Character withCommand skill with an Army to order the retirement of some or alltroops of the listed types. This cannot be done while on the water.Replacement troops can only be acquired by recruitment. Thisdecision may be needed if the maintenance costs become too high tosupport all troops. If all troops are retired, this is the same asdisbanding the Army.

Put Troops on ManoeuvresType: CommandDifficulty: AutomaticOrder Number: 430Order Code: TrpsManPrerequisites: • Army Commander or Character with

Command skill with the Army• Commander is on land

Required info: • Type of troops (Heavy Cavalry,Light Cavalry, Heavy Infantry,Light Infantry, Archers, orMen-at-Arms)

This order allows an Army Commander or a Character withCommand skill with an Army to train a particular type of troop in theArmy through the use of military exercises. The Training rank willimprove by 1-10 points. The amount of improvement is based on theCharacter's Command rank. This will also improve the Commandrank of the Character by 1-7 points.

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Put Army on ManoeuvresType: CommandDifficulty: AutomaticOrder Number: 435Order Code: ArmyManPrerequisites: • Army Commander only

• Commander is on landRequired info: None

This order allows an Army Commander to train all of the availabletroop types in the Army through the use of military exercises. Theincrease in training will not usually be as significant as if just onetype of troop was trained alone. Each Training rank will improve by1-5 points. The amount of improvement is based on the Character'sCommand rank. This will also improve the Command rank of allCharacters with the Army, with Command rank, by 1-5 points.

Make War MachinesType: MiscellaneousDifficulty: AutomaticOrder Number: 440Order Code: MakWrMaPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is at same location• Population Centre is of same Nationor Population Centre is not hidden andhas Friendly relations toward Nation ofCommander• Population Centre is not under siege• Population Centre has sufficient stores

Required info: • # of war machines to be built

This order allows an Army Commander or a Character withCommand skill with an Army to build war machines in a PopulationCentre of the same Nation or at those of friendly Nations. There mustbe enough timber in the Population Centre stores at this time. Theamount of timber needed for one war machine is 500.

Make ArmourType: MiscellaneousDifficulty: AutomaticOrder Number: 444Order Code: MakArmrPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is at same location• Population Centre is of same Nationor Population Centre is not hidden andhas Friendly relations toward Nation ofCommander• Population Centre is not under siege• Population Centre has sufficient stores

Required info: • # of armour to be made• Type of armour (leather, bronze, steel,or mithril)

This order allows an Army Commander or a Character withCommand skill with an Army to make one type of armour in aPopulation Centre of the same Nation or at those of friendly Nations.There must be enough raw material in the Population Centre at thistime. The amount of raw material needed for 1 piece of armour is 1unit of that type. In other words, 5 units of leather can make 5 piecesof leather armour.

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Make WeaponsType: MiscellaneousDifficulty: AutomaticOrder Number: 448Order Code: MakWpnsPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is at same location• Population Centre is of same Nationor Population Centre is not hidden andhas Friendly relations toward Nation ofCommander• Population Centre is not under siege• Population Centre has sufficient stores

Required info: • # of weapons to be made• Type of weapon (bronze, steel, ormithril)

This order allows an Army Commander or a Character withCommand skill with an Army to make one type of weapon in aPopulation Centre of the same Nation or at those of friendly Nations.There must be enough raw material in the Population Centre at thistime. The amount of raw material needed for 1 weapon is 1 unit ofthat type. In other words, 5 units of bronze can make 5 bronzeweapons.

Make WarshipsType: MiscellaneousDifficulty: AutomaticOrder Number: 452Order Code: MakWShpPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is at same location• Population Centre is of same Nationor Population Centre is not hidden andhas Friendly relations toward Nation ofCommander• Population Centre is not under siege• Population Centre has sufficienttimber• Nation of Commander has sufficientgold• Population Centre has a port

Required info: • # of warships to be made

This order allows an Army Commander or a Character withCommand skill with an Army to build warships in the port of aPopulation Centre of the same Nation or at those of friendly Nations.There must be enough timber in the Population Centre at this time.1500 units of timber are needed to build one warship. The Character'sNation must have enough gold in order to make the ships. The goldcost for 1 ship is 1000. Warships cannot carry troops of any type. Theships are automatically assigned to the Army.

Make TransportsType: MiscellaneousDifficulty: AutomaticOrder Number: 456Order Code: MakTShpPrerequisites: • Army Commander or Character with

Command skill with the Army• Population Centre is at same location• Population Centre is of same Nationor Population Centre is not hidden andhas Friendly relations toward Nation ofCommander• Population Centre is not under siege• Population Centre has sufficienttimber• Nation of Commander has sufficientgold• Population Centre has a port

Required info: • # of transports to be made

This order allows an Army Commander or a Character withCommand skill with an Army to build transports in the port of aPopulation Centre of the same Nation or at those of friendly Nations.There must be enough timber in the Population Centre at this time.1500 units of timber are needed to build one transport. TheCharacter's Nation must have enough gold in order to make the ships.The cost for 1 ship is 1000 gold. Each transport can carry 250infantry or 150 cavalry. The ships are automatically assigned to theArmy.

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Remove HarbourType: CommandDifficulty: EasyOrder Number: 460Order Code: RmvHarPrerequisites: • Character with Command skill

• Population Centre is at same location• Population Centre is of same Nation• Population Centre has a harbour

Required info: None

This order allows a Character with Command skill to destroy aharbour in a Population Centre of the same Nation. His success inthis attempt is based on his Command rank.

Remove PortType: CommandDifficulty: EasyOrder Number: 465Order Code: RmvPortPrerequisites: • Character with Command skill

• Population Centre is at same location• Population Centre is of same Nation• Population Centre has a port

Required info: None

This order allows a Character with Command skill to destroy a portin a Population Centre of the same Nation. His success in this attemptis based on his Command rank.

Destroy Population Centre StoresType: CommandDifficulty: AverageOrder Number: 470Order Code: DstStorPrerequisites: • Character with Command skill

• Population Centre is at same location• Population Centre is of same Nation

Required info: None

This order allows a Character with Command skill to destroy thestores in a Population Centre of the same Nation. His success in thisattempt is based on his Command rank and is calculated separatelyfor each type of store.

Destroy BridgeType: CommandDifficulty: AverageOrder Number: 475Order Code: DstBrdgPrerequisites: • Army Commander or

(Character with Command skill andPopulation Centre is at same locationand Population Centre is of sameNation)

• Bridge is at same locationRequired info: • Direction hexside of bridge (NE, E,

SE, SW, W, or NW)

This order allows a Character with Command skill to destroy a bridgein a hex where there is a Population Centre of the same Nation. Thisorder can also be given by any Army Commander, whereby thereneed not be a Population Centre present, and if there is, it need not beof his Nation since it is assumed that his troops will be attempting theactual destruction. His success in this attempt is based on hisCommand rank.

Remove FortificationsType: CommandDifficulty: HardOrder Number: 480Order Code: RmvFortPrerequisites: • Character with Command skill

• Population Centre is at same location• Population Centre is of same Nation• Population Centre has fortifications

Required info: None

This order allows a Character with Command skill to destroy thefortifications in a Population Centre of the same Nation. Only onesuccessful attempt is allowed per turn. Success in this attempt isbased on Command rank and the degree of success governs howmuch the fortifications will be reduced. It is possible to reducefortifications more than one level with one attempt.

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Build BridgeType: CommandDifficulty: AverageOrder Number: 490Order Code: BldBrdgPrerequisites: • Character with Command skill

• Population Centre is at same location• Population Centre is of same Nation• Population Centre is not under siege• Population Centre centre hassufficient timber• Nation has sufficient gold• Ford or bridge does not exist in thelocation/direction chosen• If river hexside has a major river thenroad must pass through hexside.

Required info: • Direction hexside of bridge (NE, E,SE, SW, W, or NW)

This order allows a Character with Command skill to build a bridgeacross a river in a hex where there is a Population Centre of the sameNation. His success in this attempt is based on his Command rank.For a bridge over a minor river, the Population Centre must alreadyhave 5000 timber and the Character's Nation must have 2500 gold inorder to make the attempt. For a bridge over a major river, thePopulation Centre must already have 10000 timber and theCharacter's Nation must have 5000 gold in order to make the attemptand the river hexside to be bridged must have a road passing throughit.

Fortify Population CentreType: CommandDifficulty: AverageOrder Number: 494Order Code : FortPopPrerequisites: • Character with Command skill

• Population Centre is at same location• Population Centre is of same Nation• Population Centre has sufficienttimber• Nation has sufficient gold• Population Centre has fortificationsless than a citadel

Required info: None

This order allows a Character with Command skill to build newfortifications for a Population Centre of the same Nation. His successin this attempt is based on his Command rank. No Population Centrecan be fortified more than once in any given turn. In order to buildthe type of fortification chosen, the Population Centre must alreadyhave the proper amount of timber and the Character's Nation musthave the proper amount of gold. A successful order will improve theCharacter's Command rank by 1-5 points.

Threaten Population CentreType: CommandDifficulty: HardOrder Number: 498Order Code: ThreatPrerequisites: • Army Commander only

• Population Centre is at same location• Population Centre is not hidden• Population Centre is of enemy Nation• Enemy Armies are not present

Required info: None

This order allows an Army Commander to attempt to gain control anenemy Population Centre which is in the hex, but not hidden, merelyby threatening it with attack. This order cannot be done if there areany enemy Armies present, or any Armies that consider your Nationan enemy. Success is based on the Command rank, the size of thePopulation Centre, the Loyalty rank of the populace, the size of thethreatening Army, the presence of any war machines, and thepresence of any fortifications. Other threatening Armies belonging tothe same Nation will contribute to the success of this order. Asuccessful order will improve the Character's Command rank by 1-10points, will gain control of the Population Centre, and will affect thePopulation Centre Loyalty rank.

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Recruit Double AgentType: EmissaryDifficulty: AverageOrder Number: 500Order Code: DoublePrerequisites: • Character with Emissary skill

• Both Characters are in same location• Target Character is not a hostage orNPC• Target Character has Emissary orAgent skill

Required info: • Target Character ID

This order allows a Character with Emissary skill to attempt to recruitthe services of another Nation's Character. The target Character musthave either Emissary or Agent skill. If successful, the 'double agent'will give you the same information that he gives his own Nation.Moreover, a double agent will try not to work successfully againstyour Nation's interests. Double agents remain recruited until caughtor re-recruited. Success is based on the relations that the target'sNation has toward your Nation, the skill rank of the Emissary, andwhether or not the target is already a double agent. When successful,this order will improve Emissary rank from 1-10 points.

Bribe/Recruit CharacterType: EmissaryDifficulty: AverageOrder Number: 505Order Code: BribePrerequisites: • Character with Emissary skill

• Nation has sufficient gold• Both Characters are in same location• Target Character is not a hostage orNPC• Target must be of same allegiance forrecruiting

Required info: • Target Character ID• Amount of gold for bribe (no less than500)

This order allows a Character with Emissary skill to attempt to bribeor recruit another Nation's Character. If successful, the targetCharacter will either: A) become a 'bribed agent' for one turn andprovide confidential information regarding his Nation's secrets andinterests, or B) if the target Character belongs to a Nation that is nolonger active, for a limited period of time the target Character mayjoin the bribing Character's Nation. A Character can only recruitother Character's of the same allegiance. A Character cannot recruit aCharacter that is an Army Commander or a Company Commander.No Character may be recruited by a Nation with 21 Characters.Success is based on the amount of the bribe, the skill rank of theEmissary and whether or not the bribed agent has already been bribedor is a double agent. When successful, this order will improveEmissary rank from 1-10 points.

Influence Your Own Population CentreLoyalty

Type: EmissaryDifficulty: AutomaticOrder Number: 520Order Code: InfYourPrerequisites: • Character with Emissary skill

• Population Centre is at same location• Population Centre is of same Nation

Required info: None

This order allows a Character with Emissary skill to exhort thepopulace of one of his own Nation's Population Centres to greaterheights of Loyalty rank. This order will improve Population CentreLoyalty rank from 1-10 points and will improve the Character'sEmissary rank from 1-5 points.

Influence Other's Population Centre LoyaltyType: EmissaryDifficulty: AverageOrder Number: 525Order Code: InfOthrPrerequisites: • Character with Emissary skill

• Population Centre is at same location• Population Centre is not hidden• Population Centre is of differentNation

Required info: None

This order allows a Character with Emissary skill to try to decreasethe Loyalty rank of the populace, and possible take control, ofanother Nation's Population Centre. Success is based on his Emissaryrank, on the relations that their Nation has toward your Nation, andon the present Loyalty rank of the populace. This order cannot bedone if there are any Armies present that consider your Nation anenemy. When successful, this order will decrease Population CentreLoyalty rank from 5-15 points and will improve the Character'sEmissary rank from 1-10 points. If the Loyalty rank drops below 15,then the Population Centre is subject to a possible change inownership.

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Improve Harbour to PortType: EmissaryDifficulty: EasyOrder Number: 530Order Code: Har2PorPrerequisites: • Character with Emissary skill

• Population Centre is at same location• Population Centre is of same Nation• Harbour is present• Population Centre is either a majortown or city• Population Centre has sufficienttimber• Nation has sufficient gold

Required info: None

This order allows a Character with Emissary skill to improve aharbour into a port at one of his Nation's Population Centres. Thisorder cannot be done if there are any Armies present that consideryour Nation an enemy. Success is based on his Emissary rank. 7500timber and 4000 gold are needed to supply the materials forimprovement.

Add Harbour to Population CentreType: EmissaryDifficulty: EasyOrder Number: 535Order Code: AddHarPrerequisites: • Character with Emissary skill

• Population Centre is at same location• Population Centre is of same Nation• Population Centre has no harbour orport• Population Centre is a town, majortown, or city• Population Centre is adjacent to majorriver/ocean hex• Population Centre has sufficienttimber• Nation has sufficient gold

Required info: None

This order allows a Character with Emissary skill to build a harbourat one of his Nation's Population Centres. This order cannot be doneif there are any Armies present that consider your Nation an enemy.Success is based on his Emissary rank. 5000 timber and 2500 goldare needed to supply the materials for construction.

Improve Population CentreType: EmissaryDifficulty: AverageOrder Number: 550Order Code: ImprPopPrerequisites: • Character with Emissary skill

• Population Centre is at same location• Population Centre is of same Nation• Population Centre is not a city• Nation has sufficient gold

Required info: None

This order allows a Character with Emissary skill to enlarge anexisting Population Centre to the next highest size. No PopulationCentre can be improved more than once in any given turn. This ordercannot be done if there are any Armies present that consider yourNation an enemy. Success is based on his Emissary rank, presentLoyalty rank of the populace, and the size of Population Centrewhere the attempt is made. When successful, this order will improvethe Character's Emissary rank from 1-10 points.

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Post CampType: CommandDifficulty: AverageOrder Number: 552Order Code: PosCmpPrerequisites: • Army Commander

• Population Centre is not at samelocation• Nation has sufficient gold

Required info: • Name of camp (20 letter of less)

This order allows an Army Commander to post a Population Centre(a camp) where there was either none before or ruins, at his currentlocation. The hex must be a land hex. This order cannot be done ifthere are any Armies present that consider your Nation an enemy.Success is based on his Command rank. This order does not improvethe Command rank. 4000 gold is needed to finance the new creation.

Create CampType: EmissaryDifficulty: EasyOrder Number: 555Order Code: CreCmpPrerequisites: • Character with Emissary skill

• Population Centre is not at samelocation• Nation has sufficient gold

Required info: • Name of camp (20 letters or less)

This order allows a Character with Emissary skill to build aPopulation Centre (a camp) where there was either none before orruins, at his current location. The hex must be a land hex. This ordercannot be done if there are any Armies present that consider yourNation an enemy. Success is based on his Emissary rank. Whensuccessful, this order will improve the Character's Emissary rankfrom 1-10 points. 2000 gold is need to finance the new creation.

Abandon CampType: EmissaryDifficulty: EasyOrder Number: 560Order Code: AbanCmpPrerequisites: • Character with Emissary skill

• Population Centre is at same location• Population Centre is a camp• Population Centre is of same Nation

Required info: None

This order allows a Character with Emissary skill to cause a camp ofhis own Nation to be abandoned so as to leave only ruins. Success isbased on his Emissary rank.

Reduce Population CentreType: EmissaryDifficulty: EasyOrder Number: 565Order Code: ReduPopPrerequisites: • Character with Emissary skill

• Population Centre is at same location• Population Centre is of same Nation• Population Centre is larger than acamp

Required info: None

This order allows a Character with Emissary skill to cause aPopulation Centre of his own Nation to be reduced by one size. NoPopulation Centre can be reduced more than once in any given turn.Success is based on his Emissary rank and the size of the PopulationCentre. If a major town is reduced to a town, any port present will bereduced to a harbour. Likewise, if a town is reduced to a village, anyharbour present will be destroyed.

Spread RumoursType: MiscellaneousDifficulty: AutomaticOrder Number: 580Order Code: SprdRumPrerequisites: • Character with Emissary skillRequired info: None

This order allows a Character with Emissary skill to spread rumoursthat can be picked up by other Characters. These rumours willgenerally vary from the truth, some just a little, some a lot. Spreadingrumours affords some extra protection for your real activities andsecrets by mixing false rumours in with truthful stories.

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Uncover SecretsType: MiscellaneousDifficulty: AverageOrder Number: 585Order Code: UncoverPrerequisites: • Character with Emissary skillRequired info: None

This order allows a Character with Emissary skill to hear rumours orsecrets that may be true or may have been spread by others. If theCharacter wishes to focus on secrets about a particular Nation, thenthe order should be given in a Population Centre owned by thatNation. The number of secrets, and the success of the focus, isdetermined by his Emissary rank.

Counter EspionageType: AgentDifficulty: AverageOrder Number: 600Order Code: CntrEspPrerequisites: • Character with Agent skill

• Suspected Characters are at samelocation

Required info: None

This order allows a Character with Agent skill to try to ferret outthose Characters of his own Nation that have been turned into doubleagents. Success is based on his Agent rank, and that of the suspecteddouble agent, as well as on the relations between the Nations. Successconverts the prior double agent back to normal status. For eachsuccessful conversion, the Character's Agent rank is improved by 1-5points.

Guard LocationType: AgentDifficulty: AutomaticOrder Number: 605Order Code: GrdLocPrerequisites: • Character with Agent skill

• Population Centre is at same location• Population Centre is of same Nationor Population Centre is not hidden

Required info: None

This order allows a Character with Agent skill to guard a location ofa selected Population Centre. Thieves and saboteurs must deal withguards before they can accomplish their missions! Success is basedon the Agent ranks involved. A Character will guard only for the turnthe order is given. Agent rank is improved by 1-5 points under thisorder. If another Character attempts theft or sabotage and the guardthwarts the theft or sabotage, then the guard's Agent rank will beimproved 1-5 points more for each thwarted attempt. A successfulguard may kill, capture or injure the intended thief/saboteur. Anunsuccessful guard may be injured or killed.

Guard CharacterType: AgentDifficulty: AutomaticOrder Number: 610Order Code: GrdCharPrerequisites: • Character with Agent skill

• If guarded Character is a hostage thenthe hostage is held by a Character of thesame Nation or is in a PopulationCentre of the same Nation• Guarded Character is in same locationas guarding Character• Guarded Character is not the same asguarding Character

Required info: • Guarded Character ID

This order allows a Character with Agent skill to guard another (anddifferent) Character at the same location. This order can be used toguard hostages as well. Success is based on the Agent ranks involved.A Character will guard only for the turn the order is given. Agentrank is improved by 1-5 points under this order. A guard will try tostop assassinations, kidnappings, rescues of a guarded hostage, andthefts of artefacts from the guarded Character. If another Charactermakes such an attempt against the guarded Character and the guardthwarts the attempt, then the guard's Agent rank will be improved 1-5points more for each thwarted attempt. A successful guard may kill,capture or injure the opposition. An unsuccessful guard may beinjured or killed.

Assassinate CharacterType: AgentDifficulty: HardOrder Number: 615Order Code: AssassPrerequisites: • Character with Agent skill

• Target Character is of different Nation• Target Character is not a hostage• Target Character is at same location

Required info: • Target Character ID

This order allows a Character with Agent skill to attempt toassassinate another Character of a different Nation. If the targetCharacter is guarded, then the assassin will have to deal with theguards first. Success is based on the skill ranks of the assassin, theskill ranks of the guards and target, and the relations between theNations. Failure may mean injury or death - even if there are noguards present. Agent rank will be improved by 1-10 points for asuccessful mission.

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Kidnap CharacterType: AgentDifficulty: HardOrder Number: 620Order Code: KidnapPrerequisites: • Character with Agent skill

• Target Character is of different Nation• Target Character is not a hostage• Target Character is at same location

Required info: • Target Character ID

This order allows a Character with Agent skill to attempt to kidnapanother Character of a different Nation. If the target is guarded, thenthe kidnapper will have to deal with the guards first. Success is basedon the skill ranks of the kidnapper, the skill ranks of the guards andtarget, and the relations between the Nations. Failure may meaninjury or death - even if there are no guards present. Agent rank willbe improved by 1-10 points for a successful mission.

Release HostageType: MiscellaneousDifficulty: AutomaticOrder Number: 625Order Code: ReleasePrerequisites: • Character with Agent skill

• Hostage Character is held byCharacter• Hostage Character is at same location

Required info: • Hostage Character ID

This order allows a Character with Agent skill to release a hostagethat he is holding.

Rescue HostageType: AgentDifficulty: HardOrder Number: 630Order Code: RescuePrerequisites: • Character with Agent skill

• Hostage Character is at same locationRequired info: • Hostage Character ID

• Release (' yes' or ' no' )

This order allows a Character with Agent skill to attempt to rescue ahostage that is being held at that location. The Character will have todeal with guards and with the Character holding the hostage. Successis based on the Agent ranks involved. Before the attempt, theCharacter must indicate whether the rescued hostage will be releasedor kept hostage. Failure may mean injury or death - even if there areno guards present. Success will improve the Character's Agent rankby 1-10 points. If the rescue is successful and the hostage is released,then the hostage will be released at that location.

Interrogate HostageType: AgentDifficulty: AverageOrder Number: 635Order Code: InterrPrerequisites: • Character with Agent skill

• Hostage Character is held byCharacter or by Character's Nation in aPopulation Centre• Hostage Character is at same location

Required info: • Hostage Character ID

This order allows a Character with Agent skill to interrogate ahostage held by himself or by his Nation. The interrogation can onlytake place in a Population Centre of the questioner's Nation. Successis based on the Agent ranks involved and will deliver informationabout the hostage himself. Success will improve Character's Agentrank by 1-5 points.

Take Custody of HostageType: MiscellaneousDifficulty: AutomaticOrder Number: 640Order Code: CustodyPrerequisites: • Character with Agent skill

• Hostage Character is held byCharacter or by Character's Nation in aPopulation Centre• Hostage Character is at same location

Required info: • Hostage Character ID

This order allows a Character with Agent skill to take custody of (tohold) a hostage at that location from another Character or PopulationCentre of the same Nation.

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Imprison HostageType: MiscellaneousDifficulty: AutomaticOrder Number: 645Order Code: ImprsnPrerequisites: • Character with Agent skill

• Hostage Character is held byCharacter• Population Centre is at same location• Population Centre is of same Nation

Required info: • Hostage Character ID

This order allows a Character with Agent skill to imprison a hostageat that location in a Population Centre of the same Nation.

Execute HostageType: MiscellaneousDifficulty: AutomaticOrder Number: 650Order Code: ExecutePrerequisites: • Character with Agent skill

• Hostage Character is held byCharacter or by Character's Nation in aPopulation Centre• Hostage Character is at same location

Required info: • Hostage Character ID

This order allows a Character with Agent skill to kill a hostage at thatlocation. The hostage must be in his control or imprisoned in hisPopulation Centre.

Demand Ransom for HostageType: MiscellaneousDifficulty: AutomaticOrder Number: 655Order Code: RansDmdPrerequisites: • Character with Agent skill

• Hostage Character is held byCharacter or by Character's Nation in aPopulation Centre• Hostage Character is at same location

Required info: • Hostage Character ID• Amount of gold desired for ransom(greater than 0)

This order allows a Character with Agent skill to set the amount ofgold required to ransom a hostage. If this demand is paid, the hostagewill automatically be given to the first Nation which paid the ransom.Ransom demands remain offered until changed or accepted.

Offer Ransom for HostageType: MiscellaneousDifficulty: AutomaticOrder Number: 660Order Code: RansOffPrerequisites: • Character with COMMAND skill

• Character is in his own capital• Nation has sufficient gold

Required info: • Hostage Character ID• Amount of gold offered for ransom(greater than 0)• Release ('yes' or 'no')

This order allows a Character with Command skill to offer an amountof gold in ransom for a hostage. The amount offered in ransom mustbe equal to or greater than the amount demanded for ransom. If thehostage is successfully ransomed, you then have the choice ofreleasing him or keeping him as your own hostage. If the hostage isof your own Nation, he will be freed automatically. If more than oneransom offer is made for the same hostage, the offers will be selectedat random and the first offer which meets the ransom demand will beaccepted. If a ransom demand is not made by the Character holdingthe hostage, no offer of ransom will be effective in securing therelease of the hostage.

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Sabotage BridgeType: AgentDifficulty: HardOrder Number: 665Order Code: SabBrdgPrerequisites: • Character with Agent skill

• Bridge is at same locationRequired info: • Direction hexside of bridge (NE, E,

SE, SW, W, or NW)

This order allows a Character with Agent skill to attempt to sabotagea bridge. The Character must deal with any posted guards. Success isbased on the Agent rank of the Character and the relations betweenthe two Nations, if any. Failure may result in injury or death. Successwill remove the bridge and will improve the Character's Agent rankby 1-10 points.

Sabotage FortificationsType: AgentDifficulty: HardOrder Number: 670Order Code: SabFortPrerequisites: • Character with Agent skill

• Population Centre at same location• Population Centre is not hidden• Population Centre is of a differentNation• Population Centre has fortifications

Required info: None

This order allows a Character with Agent skill to attempt to sabotagethe fortifications of another Nation's Population Centre. ThePopulation Centre cannot be hidden. The Character must deal withany posted guards. Success is based on the Agent rank of theCharacter and the relations between the two Nations. Failure mayresult in injury or death. Success will decrease the fortifications byone level and will improve the Character's Agent rank by 1-10 points.

Sabotage Harbour or PortType: AgentDifficulty: HardOrder Number: 675Order Code: SabPortPrerequisites: • Character with Agent skill

• Population Centre at same location• Population Centre is not hidden• Population Centre is of a differentNation• Population Centre has a harbour orport

Required info: None

This order allows a Character with Agent skill to attempt to sabotagethe harbour/port of another Nation's Population Centre. ThePopulation Centre cannot be hidden. The Character must deal withany posted guards. Failure may result in injury or death. Success willdecrease a port to a harbour (or will remove a harbour entirely) andwill improve Character's Agent rank by 1-10 points. Success is basedon the Agent rank of the Character and the relations between the twoNations.

Sabotage Production StoresType: AgentDifficulty: HardOrder Number: 680Order Code: SabStorPrerequisites: • Character with Agent skill

• Population Centre at same location• Population Centre is not hidden• Population Centre is of a differentNation• Population Centre has stores typechosen

Required info: • Stores type (leather, bronze, steel,mithril, food, timber, or mounts)

This order allows a Character with Agent skill to attempt to sabotagethe stores of another Nation's Population Centre. The PopulationCentre cannot be hidden. The Character must deal with any postedguards. Failure may result in injury or death. Success will decrease apercentage of the stores, is based primarily on the Character's Agentrank and the relations between the two Nations, and will improveCharacter's Agent rank by 1-10 points.

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Steal ArtefactType: AgentDifficulty: HardOrder Number: 685Order Code: StlArtPrerequisites: • Character with Agent skill

• Artefact is at same location• If artefact is in a Population Centre,then the Population Centre is nothidden

Required info: • Artefact ID #

This order allows a Character with Agent skill to attempt to steal aparticular artefact which is at that location. If it is held in aPopulation Centre, then the Population Centre cannot be hidden. Ineither case, the Character must deal with any posted guards. If theartefact is held by another Character, then that Character must bedealt with. Failure may result in injury or death, even if there are noguards. Success is based on the Character's Agent rank and therelations between the two Nations. Success will gain the Characterpossession of the artefact and will improve Character's Agent rank by1-10 points.

Steal GoldType: AgentDifficulty: HardOrder Number: 690Order Code: StlGoldPrerequisites: • Character with Agent skill

• Population Centre at same location• Population Centre is not hidden• Population Centre is of a differentNation

Required info: None

This order allows a Character with Agent skill to attempt to steal thegold of another Nation's Population Centre. The Population Centrecannot be hidden. Such a Character must deal with any posted guards.Failure may result in injury or death, even if there are no guards.Success will gain the Character gold based on the net revenues andany gold production the Population Centre generated that turn, isbased primarily on the Character's Agent rank and the relationsbetween the two Nations, and will improve Character's Agent rank by1-10 points.

Forget SpellType: MiscellaneousDifficulty: AutomaticOrder Number: 700Order Code: ForgtSpPrerequisites: • Character with Mage skillRequired info: • 1 to 6 Spell ID #'s to be forgotten

This order allows a Character with Mage skill to forget from 1-6known spells in order to allow for others they wish to learn. Successis automatic.

Research SpellType: MiscellaneousDifficulty: Varies - spell casting rankOrder Number: 705Order Code: RsrchSpPrerequisites: • Character with Mage skill

• Character already knows aprerequisite spell• Population Centre is at same location• Population Centre is of same Nation• Nation has sufficient gold

Required info: • Spell ID #

This order allows a Character with Mage skill to attempt to research anew spell. The Character must be in one of his own PopulationCentres and his Nation must already have the required gold in itsvaults. Furthermore, the Character must already know a prerequisitespell (see 'Magic - spells) for the spell being researched. Success isbased on the Character's Mage rank and the inherent difficulty of thespell. Proficiency in a newly learned spell is also based on theCharacter's Mage rank and the inherent difficulty of the spell. 1000gold is required for each spell research attempt.

Prentice MageryType: MageDifficulty: AutomaticOrder Number: 710Order Code: PrenMgyPrerequisites: • Character with Mage skill

• Population Centre is at same location• Population Centre is of same Nation

Required info: None

This order allows a Character with a Mage skill to engage inintensive magical study. The Character must be in one of his Nation'sPopulation Centres. Success will improve a Character's Mage rank by1-5 points.

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Name New CharacterType: CommandDifficulty: AutomaticOrder Number: 725Order Code: NamCharPrerequisites: • Character with Command skill

• Character is in his own capital• Nation has sufficient gold

Required info: • Name (first 5 letters must be uniqueand total number of letters between 5-17)• Gender (male or female)• Command rank (0 or 10 - 30)• Agent rank (0 or 10 - 30)• Emissary rank (0 or 10 - 30)• Mage rank (0 or 10 - 30)

This order allows a Character with Command skill to train a newCharacter with the various skill ranks. Each skill rank chosen mustequal 0 or have a minimum of 10 points. The maximum number oftotal points which can be given is 30. For example, a new Charactermay receive 30 points in one skill rank and 0 in the others, or 10points in each of 3 skill ranks, or some combination thereof as long aseach skill rank equals 0 or is greater than or equal to 10 and the totaldoes not exceed 30. New Mages will receive 1 spell for each rank of10 - each from a different category. The first five letters of the namegiven (Character ID) must be unique in the game. Duplicate nameswill be automatically altered. 10000 gold is needed to finance thenew Character's training.

Name New Character as CommanderType: CommandDifficulty: AutomaticOrder Number: 728Order Code: NamCommPrerequisites: • Character with Command skill

• Character is in his own capital• Nation has sufficient gold

Required info: • Name (first 5 letters must be uniqueand total number of letters between 5-17)• Gender (male or female)

This order allows a Character with Command skill to train a newCommander. The new Character will have skill rank only of theCommand type and can never develop Emissary, Agent or Mageranks. The Command rank of the new Character will be at 30 or at theCommand rank of the creating Character - whichever is lower. Thefirst five letters of the name given (Character ID) must be unique inthe game. Duplicate names will be automatically altered. 5000 gold isneeded to finance the new Commander's training.

Name New Character as AgentType: AgentDifficulty: AutomaticOrder Number: 731Order Code: NamAgenPrerequisites: • Character with Agent skill

• Character is in his own capital• Nation has sufficient gold

Required info: • Name (first 5 letters must be uniqueand total number of letters between 5-17)• Gender (male or female)

This order allows a Character with Agent skill to train a new Agent .The new Character will have skill rank only of the Agent type andcan never develop Emissary, Command or Mage ranks. The Agentrank of the new Character will be at 30 or at the Agent rank of thecreating Character - whichever is lower. The first five letters of thename given (Character ID) must be unique in the game. Duplicatenames will be automatically altered. 5000 gold is needed to financethe new Agent's training.

Name New Character as EmissaryType: EmissaryDifficulty: AutomaticOrder Number: 734Order Code: NamEmisPrerequisites: • Character with Emissary skill

• Character is in his own capital• Nation has sufficient gold

Required info: • Name (first 5 letters must be uniqueand total number of letters between 5-17)• Gender (male or female)

This order allows a Character with Emissary skill to train a newEmissary. The new Character will have skill rank only of theEmissary type and can never develop Command, Agent or Mageranks. The Emissary rank of the new Character will be at 30 or at theEmissary rank of the creating Character - whichever is lower. Thefirst five letters of the name given (Character ID) must be unique inthe game. Duplicate names will be automatically altered. 5000 gold isneeded to finance the new Emissary's training.

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Name New Character as MageType: MageDifficulty: AutomaticOrder Number: 737Order Code: NamMagePrerequisites: • Character with Mage skill

• Character is in his own capital• Nation has sufficient gold

Required info: • Name (first 5 letters must be uniqueand total number of letters between 5-17)• Gender (male or female)

This order allows a Character with Mage skill to train a new Mage.The new Character will have skill rank only of the Mage type and cannever develop Emissary, Agent or Command ranks. The Mage rankof the new Character will be at 30 or at the Mage rank of the creatingCharacter - whichever is lower. New Mages will receive 1 spell foreach rank of 10 - each from a different category. The first five lettersof the name given (Character ID) must be unique in the game.Duplicate names will be automatically altered. 5000 gold is needed tofinance the new Mage's training.

Retire CharacterType: MiscellaneousDifficulty: AutomaticOrder Number: 740Order Code: RtrCharPrerequisites: • Any Character

• Character is not a hostage CharacterRequired info: None

This order allows a Character to retire himself PERMANENTLY.This decision may be needed if the maintenance costs become toohigh to support this particular Character, for example. The Characterchosen cannot be a hostage at the time of his retirement. Anyhostages held by the Character are automatically released and anyartefacts are considered left at the last location.

Create CompanyType: CommandDifficulty: AutomaticOrder Number: 745Order Code: CreCmpyPrerequisites: • Character with Command skill

• Character is on land• Character is not an Army Commander• Character is not a CompanyCommander

Required info: None

This order allows a Character to create a Company where he will actas Commander. There must be other Characters who wish to join theCompany. As Company Commander, any movement orders given bythis Character will affect all of the Characters who are in theCompany. If a Character is part of the Company and gives his ownmovement orders, then he will automatically leave the Company.Companies can only be created on land.

Disband CompanyType: CommandDifficulty: AutomaticOrder Number: 750Order Code: DsbCmpyPrerequisites: • Company Commander onlyRequired info: None

This order allows a Company Commander to disband a Company sothat all Characters in the Company become individuals and areresponsible for their own movement.

Join CompanyType: MiscellaneousDifficulty: AutomaticOrder Number: 755Order Code: JnCmpyPrerequisites: • Any Character

• Company Commander is at samelocation• Company has less than 9 members• Company Commander is of sameNation or Nation of Character andNation of Company Commander areFriendly toward each other

Required info: • Company Commander ID

This order allows a Character to join an existing Company. TheCompany Commander must be of the same Nation as the Character orthe Nation of the Character and the Nation of the CompanyCommander must be Friendly toward each other.

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Leave CompanyType: MiscellaneousDifficulty: AutomaticOrder Number: 760Order Code: LvCmpyPrerequisites: • Any CharacterRequired info: None

This order allows a Character to leave an existing Company.

Split ArmyType: MiscellaneousDifficulty: AutomaticOrder Number: 765Order Code: SplArmyPrerequisites: • Army Commander only

• New Commander has Command skill• New Commander is at same location• Commander is on land• New Commander is of same Nation• New Commander is not an ArmyCommander• New Commander is not a CompanyCommander

Required info: • New Commander Character ID• # of Heavy Cavalry• # of Light Cavalry• # of Heavy Infantry• # of Light Infantry• # of Archers• # of Men-at-Arms

This order allows an Army Commander to create another Army bygiving part of his Army to another Character with Command skill.The new Army will inherit the Weapon, Training, and Armour ranksof the original Army. A proportional amount of food willautomatically be transferred to the new Army. This order does nottransfer anything else from the baggage train. Note that this orderdoes not work the same as Transfer Command - #780. If either theoriginal or the new Army has less than 100 troops, then that Armywill be disbanded - and all baggage lost!

Hire ArmyType: CommandDifficulty: AutomaticOrder Number: 770Order Code: HrArmyPrerequisites: • Character with Command skill

• Character is not an Army Commander• Character is not a CompanyCommander• Character is at Population Centre• Population Centre is of same Nation• Population Centre is not under siege

Required info: • # of troops• Type of troops (Heavy Cavalry, LightCavalry, Heavy Infantry, Light Infantry,Archers, or Men-at-Arms)• Type of weapons to be carried(bronze, steel, or mithril)• Type of armour to be carried (leather,bronze, steel, or mithril)• # of food units

This order allows a Character to create his own new Army by hiringthe indicated troop type at a Population Centre. This is the only orderthat will 'create' an Army where there was not already one. Themaximum number of troops will depend on the size of the PopulationCentre. The minimum Army size is 100 troops. You must alsoindicate how much food will be transferred to the new Army from thePopulation Centre stores. All new troops will come with a baseTraining rank of 10 and a base Morale rank of 10. Heavy Cavalry,Light Cavalry, Heavy Infantry, and Light Infantry come with thespecified weapons and armour (if there are sufficient stores), Archerscome with (the equivalent to steel) weapons and no armour, and Men-at-Arms come with bronze weapons and leather armour. 5000 gold isneeded to finance the new Army.

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Disband ArmyType: MiscellaneousDifficulty: AutomaticOrder Number: 775Order Code: DsbArmyPrerequisites: • Army Commander or Character with

Command skill with the Army• Commander is on land

Required info: None

This order allows an Army Commander or a Character withCommand skill with an Army to disband his Army and to tell histroops to go home. This cannot be done while on the water.

Transfer CommandType: CommandDifficulty: AutomaticOrder Number: 780Order Code: TrCommPrerequisites: • Army/Navy Commander or Company

Commander only• New Commander has Command skill• New Commander is at same location• New Commander is of same Nation• New Commander is not a CompanyCommander

Required info: • New Commander Character ID• Join Army ('yes' or 'no')

This order allows an Army/Navy Commander or CompanyCommander to give command of their entire Army/Navy or Companyto another Character with Command skill. Any Characters travellingwith the former Army or Company will also be transferred. Theformer Commander may choose to stay with the Army or remainseparate by adding a 'yes' or 'no' to the required information.

Join ArmyType: MiscellaneousDifficulty: AutomaticOrder Number: 785Order Code: JnArmyPrerequisites: • Character joins Army Commander

• Army Commander is at same location• Army Commander is of same Nation• Character is not an Army Commander• Character is not a CompanyCommander

Required info: • Army Commander Character ID to bejoined

This order allows a Character to join an existing Army and to travelwith it. While part of the Army, a Character does not need to giveindividual movement orders. If they do give such orders, theyautomatically leave the Army.

Leave ArmyType: MiscellaneousDifficulty: AutomaticOrder Number: 790Order Code: LvArmyPrerequisites: • Any Character travelling with an

Army• Character is on land

Required info: None

This order allows a Character to leave an existing Army with whichhe is travelling. The Character may not issue this order while onwater.

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Drop ArtefactType: MiscellaneousDifficulty: AutomaticOrder Number: 792Order Code: DropArtPrerequisites: • Any CharacterRequired info: • 1 to 6 Artefact ID #'s to be dropped

This order allows a Character to drop from 1-6 artefacts in whateverlocation he happens to be in. This can be land or water, PopulationCentre or deserted land, friendly or hostile territory. The Characterwho drops it has a better chance of finding it again should he look forit, but finding an artefact is never certain. If the artefacts are droppedin a Population Centre owned by the Character's Nation, it isconsidered to be secreted in the Population Centre and can be moreeasily found by the Character or by any Character of the same Nation.

Anchor ShipsType: MiscellaneousDifficulty: AutomaticOrder Number: 794Order Code: AnchShpPrerequisites: • Navy Commander only

• Population Centre has a port, harbour,or is in a shore hex

Required info: • # of warships• # of transports

This order allows an Navy Commander to anchor ships that havebeen transporting his troops. Ships can be anchored in ports,harbours, and in shore hexes. Unless the Navy is becoming an Army,it must retain sufficient transports to carry all its current troops.

Pick up ArtefactType: MiscellaneousDifficulty: EasyOrder Number: 796Order Code: PickArtPrerequisites: • Any CharacterRequired info: • 1 to 6 Artefact ID #'s to be picked up

This order allows a Character to attempt to retrieve 1-6 specificartefacts at his location. Success depends on his skill ranks, theterrain, the presence of Population Centres, and whether theCharacter dropped the artefacts originally. This order can only begiven by the Character who dropped the artefacts or by any Characterof the same Nation (if the artefacts are in a Population Centre hex).

Pick up ShipsType: MiscellaneousDifficulty: AutomaticOrder Number: 798Order Code: PickShpPrerequisites: • Army/Navy Commander only

• Ships are at same location• Ships belong to Character's Nation

Required info: • # of warships• # of transports

This order allows an Army/Navy Commander to add anchored shipsto his Army. These ships must already be anchored at his location andmust belong to the Character's Nation.

Use Movement ArtefactType: MiscellaneousDifficulty: AutomaticOrder Number: 805Order Code: UsMvArtPrerequisites: • Any Character

• Artefact is in Character's possession• Artefact alignment matches CharacterNation's allegiance

Required info: • Artefact ID #

This order allows a Character to use any Movement artefact which isin his possession. The effect lasts for only one turn.

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Move CharacterType: MovementDifficulty: AutomaticOrder Number: 810Order Code: MovCharPrerequisites: • Any Character

• Character is not an Army Commander• Character is not a CompanyCommander• Destination and current hex are land

Required info: • Destination hex (within 12 hexes ofcurrent hex)

This order allows a Character to move to any hex that is 12 or lesshexes distant from his present location. Movement cannot be to orfrom a water hex. Hostages will travel with the Character. If theCharacter had been travelling with an Army or Company, then he willno longer be doing so.

Move CompanyType: MovementDifficulty: AutomaticOrder Number: 820Order Code: MovCmpyPrerequisites: • Company Commander onlyRequired info: • Destination hex (within 12 hexes of

current hex)

This order allows a Company Commander to move his Company toany hex that is 12 or less hexes distant from his present location.Movement cannot be to or from a water hex. Any Characters withinthe Company (and all hostages) will be moved by this one order.

Cast Movement SpellType: Mage/MoveDifficulty: Varies - spell casting rankOrder Number: 825Order Code: CstMvSpPrerequisites: • Character with Mage skill

• Spell is known by CharacterRequired info: • Spell ID #

• Destination hex (within # of hexesspecified by spell)

This order allows a Character with Mage skill to attempt to cast anyMovement spell which he has learned. Success is based on the castingproficiency the Character has with the spell. Proficiency will beimproved by 1-5 points upon successfully casting the spell. This spellaffects only the Character and any hostages and does not affectArmies or Companies. This order is considered both a Mage orderand a Move order.

Move NavyType: MovementDifficulty: AutomaticOrder Number: 830Order Code: MovNavyPrerequisites: • Navy Commander only

• Navy has sufficient transports to carryall of the troops (Each carries 250infantry or 150 cavalry)

Required info: • Directions (H, NE, E, SE, SW, W, orNW for each hex to be sailed)• Travel mode (normal or evasive)

This order allows an Army Commander to move his Navy. He mustgive the direction of travel for each hex of movement. Movementalong coastal water hexes is the only safe route of travel. Movementaway from the coast may be fraught with peril. Navies may also try totravel in an 'evasive' way to keep from being detected. This methodwill reduce movement by doubling Movement costs. If the Navymoves when it has no food, then Morale rank declines from 1-5points and it can only use 10 Movement points. Maximum Movementpoints are 14. Navies will, in most cases, stop when they encounternon-friendly or non-tolerant Navies. Navies will in all cases, exceptwhile travelling along major rivers, stop when a valid land hex isentered and stop before reaching any invalid land hex.

Stand and DefendType: MovementDifficulty: AutomaticOrder Number: 840Order Code: StandPrerequisites: • Army Commander onlyRequired info: • Direction (NE, E, SE, SW, W, or

NW)

This order allows an Army Commander to station his Army to try toprevent enemy troops from crossing certain hexsides. By choosing adirection, the Commander orders the Army to prevent movementthrough that hexside and through its adjacent hexsides by enemyArmies. This will keep an enemy Army situated in that hex even if itwas able to move otherwise. Please note that if the enemy is largeenough, the enemy Army can merely destroy your Army in its passingwithout stopping. This order cannot be given to a Navy. If the Armyis without food, then Morale rank will decline between 1-3 points.

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Move ArmyType: MovementDifficulty: AutomaticOrder Number: 850Order Code: MovArmyPrerequisites: • Army Commander onlyRequired info: • Directions (H, NE, E, SE, SW, W, or

NW for each hex to be moved)• Travel mode (normal or evasive)

This order allows an Army Commander to move his Army. Thenumber of hexes moved depends on the type of troops in the Army,the terrain, and the climate. Armies may also try to travel in an'evasive' way to keep from being detected. This method will reducemovement by doubling Movement costs. If an Army moves when ithas no food, then its Morale rank declines from 1-5 points and it mayonly use 9 Movement points. Maximum Movement points are 12.Armies will, in most cases, stop when they encounter non-(friendly/tolerant) Armies or non-(friendly/tolerant) fortifiedPopulation Centres.

Force March ArmyType: MovementDifficulty: AutomaticOrder Number: 860Order Code: ForcMarPrerequisites: • Army Commander onlyRequired info: • Directions (H, NE, E, SE, SW, W, or

NW for each hex to be moved)• Travel mode (normal or evasive)

This order allows an Army Commander to move his Army slightlyfarther than normal movement would allow. Maximum Movementpoints for this order are 14. Armies may also try to travel in an'evasive' way to keep from being detected. This method will reducemovement by doubling Movement costs. Utilising this order willcause Morale rank to decline from 1-5 points. If an Army forcemoves when it has no food, then its Morale rank declines 5-10 pointsinstead and it may only use 10 Movement points.

Move Character & Join ArmyType: MovementDifficulty: AutomaticOrder Number: 870Order Code: MovJoinPrerequisites: • Any Character

• Army Commander is of same Nation• Character is not an Army Commander• Character is not a CompanyCommander• Destination and current hex are land

Required info: • Destination hex (within 12 hexes oforiginal hex)• Army Commander Character ID ofthe Army to be joined

This order allows a Character to move to any hex that is 12 or lesshexes distant from his original location and join an existing Army atthat location. If no Army is at the Character's destination hex, theCharacter will simply end movement there. Movement cannot be toor from a water hex. Hostages will travel with the Character. If theCharacter had been travelling with an Army or Company, this orderwill cause him to leave that Army or Company. This order cannotresult in the Character moving a distance of more than 12 hexes fromtheir location at turn start.

Find ArtefactType: MiscellaneousDifficulty: HardOrder Number: 900Order Code: FindArtPrerequisites: • Any CharacterRequired info: • Artefact ID #

This order allows a Character to try to find an artefact that is lost orsecreted at that location. Success is based on the Mage rank of theCharacter, the power of the artefact, and the terrain. If a certainartefact is suspected to be present, and the artefact id # is provided (0if unknown), then success is more likely. If the Character isattempting to find an artefact which he previously secreted (dropped),then this order will act just like the order, 'Pick up Artefact'. Artefactssecreted by other Nation's Characters are less likely to be found.

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Scout ArmyType: AgentDifficulty: AverageOrder Number: 905Order Code: ScoArmyPrerequisites: • Character with Agent skill

• Character is within 2 hexes of thelocation of Army Commander• Character is on land

Required info: • Army Commander Character ID ofthe Army to be scouted• Follow Army ('yes' or 'no')

This order allows a Character to scout another Nation's Army. TheCharacter will attempt to pick up the Army's trail, if within 2 hexes atturn start or turn end, and report on its current whereabouts andcomposition. Success is based on the size of the Army, its Movementmode, the Agent rank of the Character, and the Command rank of theArmy Commander and can reveal: current Commander and his rank,Nationality, travel mode, morale, numbers of troops (by type), currentlocation, and the presence of any Population Centre. If successful,and the Character is not also an Army/Navy/Company Commander,the Character may choose to follow and move with the scouted Army.The Character cannot scout nor follow a Navy. The amount and detailof the reported information is based on the Agent rank, and thedistance from the Character to the Army, and incorrect reports arepossible.

Scout AreaType: AgentDifficulty: EasyOrder Number: 910Order Code: ScoAreaPrerequisites: • Character with Agent skill

• Character is on landRequired info: None

This order allows a Character to scout the area around his currentlocation in all directions for a distance of one hex (for a total of 7hexes). Success is based on the Agent rank of the Character. Some ofthe report is in map form. If any Armies are found in land hexes inthe area, the scouting Character may also be able to determine theindividual Commander and Nationality, and approximate number oftroops of any Armies present. The amount and detail of the reportedinformation is based on the Agent rank (although reports about thecurrent location are usually better) and incorrect reports are possible.

Scout HexType: MiscellaneousDifficulty: EasyOrder Number: 915Order Code: ScoHexPrerequisites: • Character with Agent skill

• Character is on landRequired info: None

This order allows a Character to give an intensive look at the hexwhere he is presently located. Success is based on the Agent rank ofthe Character and can reveal: terrain, climate, type and quantity ofproduction, the presence of any existing Population Centre, and thepresence of foreign Armies (by individual Commander or byallegiance). If there is a Population Centre in the hex, the agent maydetermine its size, the level of any fortifications, the presence of aport or harbour, and whether or not the Population Centre is hidden.The amount and detail of the reported information is based on theAgent rank and incorrect reports are possible.

Scout Population CentreType: MiscellaneousDifficulty: EasyOrder Number: 920Order Code: ScoPopPrerequisites: • Character with Agent skill

• Population Centre is at same location• Population Centre is not hidden

Required info: None

This order allows a Character to scout the Population Centre wherehe is presently located. Suspected hidden Population Centres aredifficult to scout. The Character may find out: name, owner, loyalty,size, fortifications, port/harbour presence, production capability,production stores, siege status, if it's hidden, if it's a capital, and thepresence of foreign Armies (by Nation). Success is based on theAgent rank of the Character as well as the relations between theNations involved. The amount and detail of the reported informationis based on the Agent rank and incorrect reports are possible.

Recon AreaType: MiscellaneousDifficulty: EasyOrder Number: 925Order Code: ReconPrerequisites: • Character with Command skill

• Character is on landRequired info: None

This order allows a Character to recon the area around his currentlocation in all directions for a distance of one hex (for a total of 7hexes). Success is based on the Command rank of the Character.Some of the report is in map form. If any Armies are found in landhexes in the area, the scouting Character may also be able todetermine the individual Commander, Nationality, and approximatenumber of troops of any Armies present. The amount and detail of thereported information is based on the Command rank (althoughreports about the current location are usually better) and incorrectreports are possible.

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Scout for CharactersType: AgentDifficulty: AverageOrder Number: 930Order Code: ScoCharPrerequisites: • Character with Agent skill

• Character is on landRequired info: None

This order allows a Character to scout for any other Nation'sCharacters at that land location. Success is based on a comparison ofthe relative Agent ranks and is chances are increased by the presenceof a Population Centre (camp the most, city the least). It is possible togain the following information on each Character found: title, nameor gender, and nationality or allegiance. The amount and detail of thereported information is based on the Agent rank and incorrect reportsare possible.

Use Scrying ArtefactType: MiscellaneousDifficulty: AutomaticOrder Number: 935Order Code: UsScArtPrerequisites: • Any Character

• Artefact is in Character's possession• Artefact alignment matches CharacterNation's allegiance

Required info: • Artefact ID #• Chosen hex

This order allows a Character to use any scrying artefact which is inhis possession. The effect lasts for only one turn. The artefact revealsdetails about any chosen hex and the six hexes surrounding it. Theamount and detail of the reported information is frequently based onthe Mage rank, and the distance from the caster to the hex, andincorrect reports are possible.

Cast Lore SpellType: MageDifficulty: Varies - spell casting rankOrder Number: 940Order Code: CstLoSpPrerequisites: • Character with Mage skill

• Spell is known by CharacterRequired info: • Spell ID #

• Information required by the particularspell (Artefact #, Character ID,Production type, Nation #, Allegiance[Evil, Neutral, Good], or Hex)

This order allows a Character with Mage skill to attempt to cast anylore spell which he has learned. Success is based on the castingproficiency the Character has with the spell. Proficiency will beimproved by 1-5 points upon successfully casting the spell. Theamount and detail of the reported information is frequently based upthe Mage rank and incorrect reports are possible. Scry hex(es) spellscan be affected by the distance from the caster to the hex. Each spellrequires different information in order to be cast:Spell ID #406,408,417,420,422 ......................Character ID424,426,430,436 .............................Character ID402,410 ...........................................Allegiance404,419,432 ....................................Nation #416 ..................................................Production Type412,418,428 ....................................Artefact #413,414,415,434 .............................Hex

Use Hiding ArtefactType: MiscellaneousDifficulty: AutomaticOrder Number: 945Order Code: UsHiArtPrerequisites: • Any Character

• Artefact is in Character's possession• Population Centre is at same location• Population Centre is not under siege• Artefact alignment matches CharacterNation's allegiance

Required info: • Artefact ID #

This order allows a Character to use any hiding artefact which is inhis possession. The effect lasts until dispelled or until the artefact isused again. A hiding artefact may only hide one Population Centre ata time. The Population Centre cannot be under siege. Eachsubsequent use 'un-hides' the previously hidden Population Centre.

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Nation TransportType: MiscellaneousDifficulty: AutomaticOrder Number: 947Order Code: NatTranPrerequisites: • Any Character

• Character is in capital• Capital is not under siege• Origin and destination hexes fortransport are not under siege

Required info: • Destination hex• Product to be transferred (leather,bronze, steel, mithril, food, timber, ormounts)• % of product to be transferred (1-100)

This order allows a Character at his capital to order the transport of apercentage of one product from the stores of all his Nation'sPopulation Centres to the stores of one of his Nation's PopulationCentres. The receiving Population Centre cannot be under siege. Anysending Population Centre under siege will be unable to contributeany amount of the indicated product. The cost of consolidating theproduct is 10% of the # of units transported - in addition to theamount specified, if possible.

Transport by CaravansType: MiscellaneousDifficulty: AutomaticOrder Number: 948Order Code: TranCarPrerequisites: • Any Character

• Character is in capital• Capital is not under siege• Origin and destination hex fortransport are not under siege

Required info: • Origin hex• Destination hex• Product to be transported (leather,bronze, steel, mithril, food, timber,mounts, or gold)• # of units to be transported

This order allows a Character at his capital to order the transport of aquantity of one product from the stores of one Population Centre(owned by the Nation of the Character giving the order) to the storesof another Population Centre (can be owned by any Nation). The twoPopulation Centres need not be of the same Nation nor of the sameallegiance, except that no Nation can transfer products to a hiddenPopulation Centre belonging to another Nation. If the product isGold, then the origin hex and the destination hex will be the capitals,regardless of what is indicated. Neither Population Centre can beunder siege. The Caravans will take 10% of the product beingtransported as their portage fee - in addition to the amount specified,if possible.

Transfer OwnershipType: EmissaryDifficulty: EasyOrder Number: 949Order Code: TrOwnerPrerequisites: • Character with Emissary skill

• Character is at location of PopulationCentre to be transferred• Population Centre is of same Nationas Character• Population Centre is not hidden• Character is not in the capital• Target Character is not a hostage orNPC• Target Character with Emissary skill• Target Character is at same location• Nation of Character and TargetCharacter are not enemies

Required info: • Other Character ID

This order allows a Character with Emissary skill to transferownership of a Population Centre to another Nation via an emissaryof that Nation. The Population Centre cannot be the capital norhidden. Both emissaries must be in the hex of the Population Centre.Neither Nation can be an enemy of the other. Success is based on theEmissary ranks involved, the loyalty of the Population Centre, andthe relations between the Nations. Loyalty may change as a result ofthe transfer of ownership.

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Relocate CapitalType: CommandDifficulty: EasyOrder Number: 950Order Code: ReloCapPrerequisites: • Character with Command skill

• Character is in capital• Capital and Population Centre at newlocation are not under siege• Population Centre at new location is amajor town or city• Population Centre at new location isowned by same Nation• Nation has sufficient gold

Required info: • New capital hex location

This order allows a Character at his capital to attempt to secure themovement of the capital to a new location. Success is based on theCommand rank of the Character. The cost of moving the Nation'scapital is 25000 gold.

One RingType: MiscellaneousDifficulty: AutomaticOrder Number: 990Order Code: OneRingPrerequisites: • Any Character

• Allegiance of Character's Nation isEvil or Good (not Neutral)• Character is not with a Company noran Army• Character is located at hex 3423• Character possesses artefact #14 - TheOne Ring

Required info: None

This order allows a Character 'dispose' of the One Ring. This ordermust be given twice in the same turn (i.e. no other orders may begiven by that Character that turn). The Character must possess theOne Ring, must be located in hex 3423, and may not be with aCompany or Army. The allegiance of the Character's Nation cannotbe Neutral. If the allegiance of the Character's Nation is Evil then theOne Ring is assumed to be given to Sauron. If the allegiance is Goodthen the One Ring is assumed to be thrown into Mount Doom.Disposal of the One Ring brings the game to an end, with victorygoing to the allegiance of the Character's Nation.

ResultsheetEvery game turn, each active player will receive a

printout containing information on his holdings andactivities. This printout is commonly referred to as a'resultsheet'. The purpose of this section is to familiarise youwith the way the resultsheet is organised.

The game title and edition appears in the middle of thefirst page. Below the title, on the left, is your address. To theright of your address appears, from top to bottom, yourgame number, player number, turn number, account balance,free turns counter, security code, and special serviceindicator. Game number and player number will be the samefor length of the game. Turn number indicates the number ofturns you have played, not the number of turns the game hasrun. Thus it is common for turn numbers to vary slightlyfrom player to player. The account balance shows the fundsyou currently have on account. The free turns counter showsthe number of free turn credits you have, if any. The securitycode is a four digit number randomly generated each turn.This code is required to authorise any changes or requestsfor information directed to GSI. See the 'GSI House Rules &Procedures' for more details. The special service indicatorsimply shows, with a 'YES' or 'NO', whether or not you areon special service.

The bottom of the title page shows three more vital bitsof information: your victory point total (calculated eachturn), your five individual victory conditions, and, after turnzero, the top three players on your own side. All FreePeoples will get a list of the top three Free Peoples. All DarkServants will get a list of the top three Dark Servants. TheNeutrals will get a list of the top three players in the game.

Your Nation's name appears centred at the top of thenext page. The remainder of the resultsheet is divided intoten sections as follows:

Season - This indicates whether it is Spring, Summer,Fall or Winter. The season, in conjunction with location,effects the climate around each Population Centre.

Relations with other Nations - All of the other twenty-four Nations are listed. To the right of each Nation appearsyour Nation's attitude toward the other Nation.

Population Centres - This section shows each of thePopulation Centres under your control. For each PopulationCentre, you're shown its name, location, size, fortificationlevel, loyalty, port/harbour presence, hidden indicator, siege

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indicator, production for that hex and current stores.Location tells you the number of the hex the PopulationCentre is in, the terrain in that hex and the current climate inthat hex. The hidden indicator shows 'TRUE' if thePopulation Centre is hidden and 'FALSE' if it is not. Thesiege indicator operates in the same manner, showing'TRUE' if the Population Centre is under siege by an enemyArmy and 'FALSE' if it is not under siege. Expected hexproduction is shown for each of the seven products: leather,bronze, steel, mithril, food, timber and mounts. Expectedproduction is determined by the size of the PopulationCentre and the climate, and may be less than the maximumpossible hex production. Below the production numbers areshown the amount in stores for each of the seven products.The last item of information for each city is the presence ofany foreign Characters, Armies, or Navies. Any PopulationCentre under your control may report any spotted foreignCharacters, Armies, or Navies in that hex.

Armies & Navies - In this section each of your Armieswill be listed by its commander. To the right of eachcommander's name will be the Army's location, terrain, andclimate. Following the commander's name will be acomplete listing of all the Army's attributes: morale, thenumber of warships with the Army, the number of transportships with the Army (& the number needed), the Army'stravel mode, and a listing of all troops, by type, includingtraining, weapon and armour ranks. Also listed will be anyitems in Army's baggage train, including weapons, armour,food and war machines. Any other Characters with the Armywill be listed below the baggage train information. Finally,below each Army's information will be a report of anyPopulation Centres and any other Armies at the samelocation.

Company Commanders - Actually a subsection of'Armies & Navies', this section will display any companiescommanded by any of your Characters.

Miscellaneous - Information under this section includesrevenue and maintenance costs, total product stores, thelocations of any ships left at anchor, the names of anydouble agents in your employ, the names of any hostages inyour possession, a listing of all artefacts, any generalmessages about events in and around your Nation, and anyencounter and combat messages. Note that all maintenancecosts and revenue for the next turn are expected figures.Changes in season and orders given, among other things, caneffect the actual figures. Note also that there are two artefact

listings, one of artefacts currently held by Characters andone of artefacts known to be secreted in hexes or PopulationCentres. Additionally, messages may appear here regardingsatisfaction of certain victory conditions and regarding newCharacter availability.

Market Prices - Each of the seven available marketproducts has its own column. In each column, the first lineshows the name of the product, the second line shows howmany units (if any) of that product are available, the thirdline shows the amount of gold you must pay to purchase oneunit, and the fourth line shows the amount of gold you willreceive by selling one unit to the market.

Orders Given - This lists all of your Characters and theorders issued by each for the turn. Note that this chart readsacross, left to right, rather than top to bottom as it is on yourturn sheet. Also note that each Character is listed twice, oncefor each order. Any Character given less than two orderswill show 'No order given' to the right of the Character'sname.

Characters - This section shows each of yourCharacters, and their ranks and possessions, along with adescription of each Character's activities for that turn. AnyCharacters that possess rank-enhancing artefacts will havethe enhanced rank appear in parenthesis () next to thoseranks that are affected. Also, any Characters that know spellswill have the casting rank appear in parenthesis () next toeach spell. Any Characters that possess Combat artefactswill have a "• " appear next to any Combat Artefact that iscurrently being used. An '†' or '+' next to a rank indicates aspecial ability.

Maps - This final section includes a graphicrepresentation of your homeland and some scouting/reconreports. The turn map allows you to take in a great deal ofinformation at once. Represented on the map are terrain(including roads and rivers) Population Centres (ruins haveno icon), fortifications, ports, harbours, and Armies. Notethat Army icons represent the presence of one or more ofthat allegiance of Army. For example, the neutral Army iconin a hex could signify one Army, or two Armies, or threeArmies, etc.. The scouting/recon reports will be smallerversions (7 hexes) of the turn map with the same type ofinformation and representations.

Turnsheet

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Like the resultsheet, the turnsheet is a multi-pageprintout that every active player will receive each turn. It isthe turnsheet that you use each turn to issue orders. Near thetop of each turnsheet, beneath the game title and edition, willbe your address, game number, player number, and turnnumber. Below your address and game information will be aspace for you to list any aliases you (the player) wish to usefor diplomatic messages (3 x 5 cards) for your position. Besure to list any and all aliases every turn or you may missnotes from other players intended for you.

The next item on your turnsheet will be the due date.The due date is the date by which the turnsheet must reachour offices - NOT the date to mail it! Allow time for thePostal Service to deliver. Following the due date is a listingof all of your Characters. Underneath each Character's nameare two sets of blanks to facilitate each Character issuing upto two orders. Each set of blanks is comprised of eight blanklines, the first for the order number or order code and theremaining seven for required information.

Refer to the 'Orders' section for what additionalinformation is required and in what order to place thisinformation on the turnsheet. With the exception of Moveorders, each item of required information should be writtenone per blank line. For Move orders, enter the requiredinformation three items per blank line, from left to right, topto bottom. To put ten items of required informationfollowing a Move order, the first three items go on the firstline, the next three items go on the second line, the nextthree items go on the third line and the final item goes on thefourth line. Any blank lines not used should be left blank -please do not cross them out or make any markings in them.

EXAMPLE: Of the two orders below, the first is atypical order and the second a Move order. The first Order is

Cast Heal Spell (#120). The first item of requiredinformation, the spell ID is put on the next blank line and thesecond item of required information, the Character ID, is puton the line after that. The second Order is Move Army(MovArmy). The first three items of required information,directions the Army will move in, are put on the firstavailable blank line. The next three items of requiredinformation, more directions, are put on the next availableblank line. The next three items of required information areput on the next available blank line and the last item ofrequired information, travel mode, is put on the blank lineafter that.

Example #1Order -> 120

8 Required balro Info

Example #2Order -> MovArmy

NE E E Required SW SW Info EV The most common items of required information have

abbreviations that are quicker and easier to use than theentire word. You will see all of them used in the 'OrdersGiven' section of your resultsheet. For your convenience,they are listed below.

Two points to keep in mind while filling out yourturnsheet:

1) Character ID's are always five letters long.2) Hex numbers are always four digits long.

Wood = WO Home = H Heavy Cavalry = HC Charge = CHNone = NO Northwest = NE Light Cavalry = LC Flank = FLLeather = LE East = E Heavy Infantry = HI Standard = STBronze = BR Southeast = SE Light Infantry = LI Surround = SUSteel = ST Southwest = SW Archers = AR Hit & Run = HRMithril = MI West = W Men-at-Arms = MA Ambush = AMFood = FO Northwest = NWTimber = TI Neutral = N Female = FMounts = MO Normal = NO Evil = E Male = MGold = GO Evasive = EV Good = G

No = NYes = Y

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Charts and Tables

Sequence of Events

The following list provides a general indication of the sequence of events in ME-PBM:

1 Healing/Healing Spells 12 Mage Orders2 Change Allegiance/Relations 13 New Characters3 Combat spells/Combat/Encounters 14 Army/Company Orders4 Receive Production/Revenue/Loyalty 15 Pickup/Drop Ships and Artefacts5 Caravan Sells & Buys 16 Movement/Movement spells6 Transfers 17 Scouting/Recon/Knowledge spells7 Consumption of Food/Maintenance/Morale+ 18 Caravan Transports8 Commander Orders 19 Relocate Capital9 Emissary Orders 20 Compute New Caravan Prices

10 Agent Orders 21 Compute New Maintenance Costs11 Hostage Escape Attempts 22 Compute New Revenue

Orders Quick Reference - by Order Type

c - indicates an order only for army/navy/company commandersw - indicates an order for characters w/command skill & w/army/navy

Bold indicates an order that can improve skill rank + - indicates an order that can improve cast rank* - indicates an order only given at the capital

MOVEMENT ORDERS810 Move Character MovChar820c Move Company MovCmpy825+ Cast Movement Spell CstMvSp830c Move Navy MovNavy840c Stand and Defend Stand850c Move Army MovArmy860c Force March Army ForcMar870 Move Character & Join Army MovJoin

AGENT ORDERS - Skill600 Counter Espionage CntrEsp605 Guard Location GrdLoc610 Guard Character GrdChar615 Assassinate Character Assass620 Kidnap Character Kidnap630 Rescue Hostage Rescue635 Interrogate Hostage Interr665 Sabotage Bridge SabBrdg670 Sabotage Fortifications SabFort675 Sabotage Harbour or Port SabPort680 Sabotage Production Stores SabStor685 Steal Artefact StlArt690 Steal Gold StlGold731* Name New Character as Agent NamAgen905 Scout Army ScoArmy910 Scout Area ScoArea930 Scout for Characters ScoChar

AGENT ORDERS - Miscellaneous625 Release Hostage Release640 Take Custody of Hostage Custody

645 Imprison Hostage Imprsn650 Execute Hostage Execute655 Demand Ransom for Hostage RansDmd660 Offer Ransom for Hostage RansOff915 Scout Hex ScoHex920 Scout Population Centre ScoPop

COMMAND ORDERS - Skill175* Change Allegiance ChAlleg180* Upgrade Relations UpStNat185* Downgrade Relations DnStNat230c Attack Enemy AttEnmy235c Attack Nation AttNat240c Defend Defend250c Destroy Population Centre DstPop255c Capture Population Centre CptrPop260c Siege Population Centre SiegPop300* Change Tax Rate ChTaxRt400w Recruit Heavy Cavalry HvCvlry404w Recruit Light Cavalry LtCvlry408w Recruit Heavy Infantry HvInfan412w Recruit Light Infantry LtInfan416w Recruit Archers Archers420w Recruit Men-at-Arms MenAtAr430w Put Troops on Manoeuvres TrpsMan435c Put Army on Manoeuvres ArmyMan460 Remove Harbour RmvHar465 Remove Port RmvPort470 Destroy Population Centre Stores DstStor475 Destroy Bridge DstBrdg480 Remove Fortifications RmvFort

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490 Build Bridge BldBrdg494 Fortify Population Centre FortPop498c Threaten Population Centre Threat552c Post Camp PosCmp725* Name New Character NamChar728* Name New Character as Commander NamComm745 Create Company CreCmpy750c Disband Company DsbCmpy770 Hire Army HrArmy780c Transfer Command TrComm950* Relocate Capital ReloCap

COMMAND ORDERS - Miscellaneous270c Destroy Ships DstShp275c Scuttle Ships ScttShp280* Abandon Ships AbanShp340w Transfer Food: Pop. Centre to Army TrPo2Ar345w Transfer Food: Army to Pop. Centre TrAr2Po347w Transfer Food: Army to Army TrFood349w Transfer War Mchs:Army to Army TrWarMa351w Transfer Weapons: Army to Army TrWpns353w Transfer Armour: Army to Army TrArmr355w Transfer Troops: Army to Army TrTrps357w Transfer Ships: Navy to Navy TrShp370w Upgrade Troop Weapons UpWpns375w Upgrade Troop Armour UpArmr425w Retire Troops RtrTrps440w Make War Machines MakWrMa444w Make Armour MakArmr448w Make Weapons MakWpns452w Make Warships MakWShp456w Make Transports MakTShp765c Split Army SplArmy775w Disband Army DsbArmy794c Anchor Ships AnchShp798c Pickup Ships PickShp925 Recon Area Recon

EMISSARY ORDERS - Skill500 Recruit Double Agent Double505 Bribe Character Bribe520 Influence Your Own Pop Cnt Loyal. InfYour525 Influence Other's Pop Cnt Loyal. InfOthr530 Improve Harbour to Port Har2Por535 Add Harbour to Population Centre AddHar550 Improve Population Centre ImprPop555 Create Camp CreCmp560 Abandon Camp AbanCmp

565 Reduce Population Centre ReduPop734* Name New Character as Emissary NamEmis949 Transfer Ownership TrOwner

EMISSARY ORDERS - Miscellaneous580 Spread Rumours SprdRum585 Uncover Secrets Uncover

MAGE ORDERS - Skill120+ Cast Heal Spell CstHlSp225+ Cast Combat Spell CstCbSp330+ Cast Conjuring Spell CstCjSp710 Prentice Magery PrenMgy737* Name New Character as Mage NamMage825+ Cast Movement Spell CstMvSp940+ Cast Lore Spell CstLoSp

MAGE ORDERS - Miscellaneous700 Forget Spell ForgtSp705 Research Spell RsrchSp

MISCELLANEOUS ORDERS205 Use Combat Artefact UsCbArt210 Issue Personal Challenge IssPers215 Refuse All Personal Challenges RfsPers285 Reaction to Encounter ReacEnc290 Investigate Encounter InvEnc310 Bid from Caravans BidCar315 Purchase from Caravans PrchCar320 Sell to Caravans SellCar325* Nation Sell to Caravans NatSell360 Transfer: Artefacts to Character TrArt363 Transfer: Hostages to Character TrHost740 Retire Character RtrChar755 Join Company JnCmpy760 Leave Company LvCmpy785 Join Army JnArmy790 Leave Army LvArmy792 Drop Artefact DropArt796 Pickup Artefact PickArt805 Use Movement Artefact UsMvArt900 Find Artefact FindArt935 Use Scrying Artefact UsScArt945 Use Hiding Artefact UsHiArt947* Nation Transport NatTran948* Transport by Caravan TranCar990 One Ring OneRing

Initial Cost Charts

To Create, Build, or Improve to Gold Cost Timber CostArmy - Hire 5000 -

Bridge - Major River 5000 10000Bridge - Minor River 2500 5000

Camp - Create 2000 -Camp - Post 4000 -

Castle 5000 5000Character - Multi-skilled 10000 -Character - Single-skilled 5000 -

Citadel 12000 12000

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City 10000 -Fort 3000 3000

Harbour 2500 5000Keep 8000 8000

Major Town 8000 -Port 4000 7500

Relocate Capital 25000 -Tower 1000 1000Town 6000 -

Transports 1000 1500Village 4000 -

War Machines - 500Warships 1000 1500

Weapons 1 unit of raw goods per weapon madeArmour 1 unit of raw goods per armour made

Lt Cavalry 1 unit of leather per troopHv Cavalry 2 units of leather per troop

Maintenance Costs

Item Cost(gold) Cost(food) Item Cost (gold)Heavy Cavalry troop 6 2 Harbour 250Light Cavalry troop 3 2 Port 500Heavy Infantry troop 4 1 Fortification (per level) 500Light Infantry troop 2 1 Warship or transport 50Archers 2 1 Character (per skill point) 20Men-At-Arms 1 1

Character Titles by Rank

Rank Commander Agent Emissary Mage10-19 Veteran Journeyman Envoy Apprentice20-29 Hero Footpad Kingsman Acolyte30-39 Commander Agent Emissary Mage40-49 Captain Cutpurse Ambassador Mystic50-59 Lord Burglar Warden Enchanter60-69 Regent Rogue Banneret Warlock70-79 Warlord Spy Curate Conjurer80-89 General Thief Proclamator Sorcerer90-99 Marshal Assassin Legate Wizard100 Lord Marshal Guild Master Herald Arch Mage

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Nations and Nation Numbers

The Free Peoples The Dark Servants The Neutrals

01) Woodmen 11) Witch-king 21) Corsairs02) Northmen 12) Dragon Lord 22) Haradwaith03) Éothraim 13) Dog Lord 23) Dunlendings04) Arthedain 14) Cloud Lord 24) Rhudaur05) Cardolan 15) Blind Sorcerer 25) Easterlings06) N. Gondor 16) Ice King07) S. Gondor 17) Quiet Avenger08) Dwarves 18) Fire King09) Sinda Elves 19) Long Rider10) Noldo Elves 20) Dark Lieutenants

Climate/Production Table

Climate Leather Bronze Steel Mithril Food Timber Mounts GoldPolar 10 30 30 30 10 10 10 30

Severe 20 40 40 40 20 20 20 40Cold 30 60 60 60 30 30 30 60Cool 80 100 100 100 80 80 80 100Mild 90 100 100 100 90 90 90 100Warm 100 100 100 100 100 100 100 100Hot 80 80 80 80 80 80 80 80

Numbers represent % of hex production received according to climate

Fortification Costs

To build a Gold Cost Timber Cost Defensive ValueTower 1000 1000 2000Fort 3000 3000 6000Castle 5000 5000 10000Keep 8000 8000 16000Citadel 12000 12000 24000

Army Combat Values

Troop type Strength ConstitutionHeavy Cavalry 16 16Light Cavalry 8 8Heavy Infantry 10 10Light Infantry 5 5Archers 6 2Men-at-Arms 2 2

Troop Terrain Combat Performance

Troop Type Shore Plains Rough Forest Desert Swamp MountainsHeavy Cavalry Average Good Poor Poor Average Poor Poor

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Light Cavalry Good Good Average Poor Good Poor PoorHeavy Infantry Average Good Average Average Average Poor PoorLight Infantry Average Average Good Average Average Average Average

Archers Average Good Good Average Good Poor AverageMen-at-Arms Average Good Good Average Average Average Average

Population Centre Size Factors

Size ofPopulationCentre

Food neededper turn

under siege

Force neededto

threaten

Cost to buildor improve to

Percent ofresource

production

Revenue at100% tax rate

Recruitsavailable per

turn

Defence

Camp 500 0 *2000 100 0 100 200Village 1000 200 4000 80 2500 200 500Town 2000 1000 6000 60 5000 300 1000M Town 3500 2500 8000 40 7500 400 2500City 6000 5000 10000 20 10000 500 5000

* Note: Cost will be 4000 if Camp is built by a Commander

Nation Terrain Combat Preference

Nation Best terrain Nation Best terrain Nation Best terrainWoodmen Forest Witch-king Rough Corsairs PlainsNorthmen Plains Dragon Lord Plains Haradwaith RoughÉothraim Plains Dog Lord Plains Dunlendings RoughArthedain Plains Cloud Lord Plains Rhudaur RoughCardolan Plains Blind Sorcerer Plains Easterlings PlainsN. Gondor Plains Ice King PlainsS. Gondor Rough Quiet Avenger RoughDwarves Mountains Fire King RoughSinda Elves Forest Long Rider PlainsNoldo Elves Forest Dark Lieutenants Plains

Army Movement Terrain CostsTerrain Infantry, Archers, & Men-at-Arms Cavalry alone

Normal cost Road cost Normal cost Road costShore 3 2 2 1Plains 3 2 2 1Rough 5 3 3 1Forest 5 3 5 2Desert 4 2 2 1Swamp 6 3 5 2

Mountains 12 6 12 3Seas, Coast Not allowed Not allowed Not allowed Not allowedBridge/ford +1 +1 +1 +1Minor river +2 +2 +2 +2Major river Not allowed Not allowed Not allowed Not allowed

Navy Movement Terrain Costs Movement Mode CostsShore/port/harbour hex All(from coast) remaining points

Normal movement - Normal Movement cost

Shore/port/harbour hex(along major river) 1

Evasive movement - Double Movement cost

Seas/Coast 1 Without Food - Normal Movement cost plusone third (4/3)

(Round up for each hex)

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Major river hexside 1

Others Not allowed

Weapon/Armour Ranks

Weapons ArmourWood = 10 Leather = 10Bronze = 30 Bronze = 30Steel = 60 Steel = 60Mithril = 100 Mithril = 100

Effect of Relations on Combat

Relations toward combating Army Effect on battle strengthTolerant -10%Neutral 0%Disliked +10%Hated +25%

Best/Worst Tactic vs. Tactic Best/Worst Tactic by Troop Type

TacticBest vs. Worst vs.Charge Hit & Run AmbushFlankAmbush SurroundStandard Flank ChargeSurround Flank Hit & RunHit & Run Surround FlankAmbush Charge Flank

Troop Type Best Tactic Worst TacticHeavy Cavalry Charge AmbushLight Cavalry Surround AmbushHeavy Infantry Flank SurroundLight Infantry Hit & Run ChargeArchers Ambush FlankMen-at-Arms Hit & Run Charge

Gold reserves can be checked with the following formula:Old Reserves What you had at the end of last turn

+Expected Revenue Combat losses from this turn may affect figures. You don't get revenue or gold from sites you no longer own!

- Old Maintenance You must pay/maintain all the troops so they'll fight this turn!!

- Expenditures Funds spend executing orders this turn

+ Credits Funds received for the sale of goods or transfers

= New Reserves 'Current gold reserve' listed on this turn's resultsheet

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Map Icons

CAMP TOWER HARBOR

VILLAGE FORT PORT

TOWN CASTLE GOOD ARMIES

MAJOR TOWN KEEP EVIL ARMIES

CITY CITADEL NEUTRAL ARMIES

ROAD MINOR RIVER MAJOR RIVER BRIDGE FORD

SEAS COASTAL SHORE PLAINS

ROUGH FOREST DESERT SWAMP MOUNTAINS

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Glossary

agent - An individual responsible for carrying out covertoperations such as theft, sabotage, assassination andspying.

Amon Sûl - A tower built on the summit of Weathertop,southernmost and tallest of the Weather Hills in Eriador.The tower was razed in 1409 Third Age.

Andrath - Dúnadan ruins located near the Barrow Downs.

Anduin the Great - The mighty river flowing south betweenGreenwood and the Misty Mountains, between Mordorand the White Mountains and west to the Great Sea.

Angmar - The land at the northwest extreme of the MistyMountains.

Annúminas - The former capital of the once great Arnor. Ithas now fallen into ruin.

archers - Skilled foot soldiers trained almost exclusively inthe use of the bow and usually wearing little, if any,armour. Archers are most effective when the enemy is at adistance.

armour - A defensive body covering worn like clothing andmade several different ways: thick leather, leatherhardened by boiling in oil, leather with metal plates sewnon, a mesh of interlinking metal rings and metal platesstrapped over padding.

Arnor - The northwestern area of Eriador.

Balrog - A demon of power, a Maia spirit of fire that servedMorgoth in the First Age. No ordinary weapons orwarriors could slay these evil creatures.

Barad-dûr - The Dark Tower, Sauron's ancient fortress.

Barrow Downs (Tyrn Gothad) - A small, hilly area at thecentre of Eriador where men have buried dead royalty.Dark spirits out of Angmar have come here and made thedowns a dreaded place.

Bay of Belfalas - The bay south of Gondor and west ofHarandor.

Blue Mountains (Ered Luin) - The range of mountains thatdefine the western edge of Eriador.

bronze - A metal alloy of copper and tin that is easy to makeand forge.

Calenardhon - The land immediately north of the WhiteMountains, between the Anduin River and the southern tipof the Misty Mountains.

coastal waters - Ocean/seas that lay within sight of theshoreline.

commander - An individual that has knowledge of militaryoperations and strategy, and is capable of leading an army,navy or small company of individuals.

Crossings of Erui - A ford across the Erui, a river which runsfrom the eastern tip of the White Mountains south into theAnduin River.

desert wastes - Areas with moderate and occasionallysudden variations in altitude and having little or novegetation. Sand and gravel are the predominate groundcoverings with frequent outcroppings of bare rock.

Dol Guldur - An evil fortress in southern Greenwood. Itsspreading darkness soon caused the Greenwood to becalled Mirkwood.

Dragons - The most terrible and awesome of Middle-earth'screatures. Most are evil, exceedingly cunning andinsatiably greedy. Of these Great Worms there are threetypes. First came the Urulóki ('fire-serpent' in the Elventongue) that could breathe all-consuming fire from theirmouths. Lesser dragons that did not have the fire-breathtook to the air on great wings. Later, of these two, camefire-serpents that could fly. Least of the dragons, thoughstill terrible creatures, are the cold-drakes that rely solelyon their speed, strength and cunning. Many dragons aremasters of enchantment as well and few can stand up tothe might of one of these fearsome beasts.

Dunharrow - An ancient and mysterious fortress located inCalenardhon.

Durin's Bane - The Balrog of Moria, slayer of the DwarvenKing, Durin IV. It was uncovered in the Dwarves' questfor mithril, deep in the heart of the Misty Mountains.

Dúnedain - The 'Lords of Men' who had been gifted with theisle of Númenor in return for their efforts against Morgothin the First Age.

Dwarves - The second of the speaking peoples to wake.They are children of Aüle, the smith of the Valar whonamed them the Khazâd. Miners and masters of stone, theKhazâd were the first to discover mithril. Though oncecourted by Sauron, they discovered the treachery of his

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fair-seeming words and are firmly amongst the FreePeoples.

Elves - The first speaking people to wake and wanderMiddle-earth, hence the name they gave themselves,Quendi, meaning "the Speakers." Though divided intothree people, the Noldor (High Elves), the Sindar (GrayElves) and the Nandor (Wood Elves), there are few thatdo not oppose the encroaching darkness that is the mightof Sauron and his forces. All Elves are inexorably linkedto the fate of Middle-earth and are immortal, dying onlyby violence.

emissary - An individual, representing a nation, that isofficially responsible for conducting relations with foreignnations but covertly affects national loyalties through avariety of means. Often referred to as a diplomat or envoy.

Enedhwaith - The southernmost region of Eriador, it liesnorth of the White Mountains and west of the southern tipof the Misty Mountains.

Ents - The most ancient race of Middle-earth. Known as the'Tree shepherds'.

Eorstan Hills - The hilly region along the southwestern edgeof the Sea of Rhûn.

Eriador - The northwestern region of Middle-earth, itstretches from the Misty Mountains west to the BlueMountains and from the edge of the White Mountainsnorth to the frozen wastes.

Fell Beasts - Descended from the great dragons, these foulflying creatures are every bit as nasty and vicious as theirlarger cousins. However, they lack the intelligence of theGreat Worms and many have been trained as flying steedsby servants of darkness.

fens & swamp - Areas with slight variation in altitude andcovered with occasional standing water and extremelydense vegetation. Large stands of trees are also common.

fief(dom) - In a feudal government, any section of land runby a vassal of the ruling noble. For example, a barony is asection of land ruled by a baron on behalf of his king.

food - Non-perishable items such as salted meats and fish,dried fruit, cheese, and hard breads. Armies can't rely ongetting food 'in the field' so they must bring along foodthat can last the duration of their manoeuvres.

Fornost Erain - A Mannish fortress, it is the capital ofArthedain.

Galadriel - The mightiest of the Elves left in Middle-earth,she has wandered its vastness since the First Age.

Gandalf - 'The Grey', second among the Istari, he was knownby many names among the peoples of Middle-earth.

giants - Little is known about these reclusive man-likecreatures other than their great stature. More often thannot they are encountered in the mountains, throwingboulders and delighting in their thunderous impact.

Gladden Fields - The area where the Gladden River, comingeast out of the Misty Mountains, joins the Anduin River.

gold - A rare and lustrous yellow metal found in manyplaces and prized by all nations. Made into coins, it isused as currency throughout Middle-earth.

Gondor - The land between the White Mountains and theBay of Belfalas.

Great Sea - The vast ocean west of Middle-earth.

Greenwood(Mirkwood) - The largest forest in Middle-earth,it lies east of the Misty Mountains. Increasing numbers ofdark beasts caused it to be re-named Mirkwood around1000 Third Age.

Grey Havens - One of the chief cities/harbours of theNoldor.

Grey Mountains - Running east to west, this range marks thenorthern border of Rhovanion.

Harad (Near Harad and Harandor) - The desert landssouthwest (Harandor) and south (Near Harad) of Mordor.

heavy cavalry - Powerful mounted soldiers bearing weaponssuch as lances, battle axes and mauls along with largeshields. Mounts are often heavily armoured and slow butcapable of both causing and taking a great deal of damage.

heavy infantry - Strong foot soldiers bearing one or moreheavy weapons such as great swords and war hammers, orlarge shields with lighter weapons such as broadswordsand maces. Typical armour is chain or plate mail.

hills & rough - Areas with significant variations in altitudeand covered by tall grasses, scattered stands of trees anddense scrub-brush.

Iron Hills - A range of low mountains to the north of the Seaof Rhûn.

Istari - The Order of the Secret Fire, the five Maiar thatcame to Middle-earth as wizards to oppose Sauron'smight.

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Ithilien - The region of land between the Anduin River andthe western edge of Mordor.

Khand - A large region of land southeast of Mordor andnortheast of Near Harad.

leather - Tanned and treated hide, usually from cattle butalso from many other domestic beasts.

light cavalry - Swift mounted soldiers bearing weapons suchas broadswords, axes and maces, along with small shields.Mounts are usually not armoured. Light cavalry rely moreon speed than armour.

light infantry - Agile foot soldiers with light weapons suchas short swords and axes, bearing small shields andtypically armoured with nothing heavier than leatherarmour.

Lond Daer Enedh - Ancient ruins located in western Eriador.

Lórien - A small forest between the Misty Mountains and theGreenwood (Mirkwood).

mage - An individual that has magical knowledge and theability to cast magical spells. Frequently referred to as awizard or spell-caster.

Maia - A lesser power, created by Eru. The Maiar helped inthe creation of Arda and some came to dwell there after itsmaking. Among those that came to Middle-earth were theIstari, Durin's Bane, Tom Bombadil, and Shelob.

men-at-arms - Soldiers for hire, or slaves, using any and alltypes of weaponry and armour. Their loyalty is only asstrong as the will of their employer/master. Men-at-armsare always unmounted, since no commander would wastehis mounts on soldiers that may just try to ride away withthem!

Minas Anor - One of the great fortresses of Gondor,renamed Minas Tirith when it became the capital.

Minhiriath - The southernmost area of central Eriador.

Misty Mountains - The longest mountain range innorthwestern Middle-earth, it runs north to south andforms the border between Eriador and Rhovanion.

mithril - Named thus by the Elves, its name means 'grey-brilliance' and it is the most precious metal mined inMiddle-earth. It is desired by all. The Dwarves who minedit prized it above all else and the Elven smiths took greatjoy in its working. Many of Middle-earth's most wondrousartefacts were forged of this enchanted metal.

mixed forest - Areas with moderate variations in altitude anddensely covered by one or more types of trees.

Mordor - A desolate land in Middle-earth, protected bymountains to the north, west and south. This is whereSauron built his stronghold.

Morgoth - The mightiest of the Valar and source of all theevil of Middle-earth. He was banished from Arda at theend of the First Age.

mountains - Areas with extreme variations in altitude andcovered with short grasses, scattered trees, scrub-brushand frequent outcroppings of bare rock.

mounts - Beasts for riding, predominantly by light and heavycavalry. Depending on the nation, mounts can be eitherhorses, camels, elephants, dogs, wargs or, very rarely, fellbeasts.

Mt. Doom - A volcano in Mordor, also known as Orodruinand Amon Amarth. It is here that Sauron forged the OneRing.

NPC's - This is a general term meaning Non-PlayerCharacters. These are Characters that are a part of ME-PBM but are not associated with any specific nation. Eachof them has his own goals and interests. Meeting an NPCmay be either beneficial or detrimental, or neither. A fewof the NPC's a player's Character might expect to meetinclude: Sauron, Gandalf, Saruman, Galadriel, Shelob,Radagast, Durin's Bane and Tom Bombadil.

Númenor - Island of the Dúnadan, where they flourished forthree thousand years. It sank when, in their arrogance, theDúnadan violated the Ban that prohibited them fromseeking the land of the Valar.

One Ring - Forged by Sauron himself, the One Ring isamong the greatest artefacts ever created in Middle-earth.With the One Ring, Sauron has the power to bend all ofthe Rings of Power to his will. Thus were the Nazgûlmade. Cut from Sauron's hand by the Mannish lord Isildurat the end of the Second Age, the Ring is now lost. Itdisappeared when Isildur was slain and no being inMiddle-earth knows of its current location.

open plains - Areas with only slight variation in altitude andcovered by short grasses and, occasionally, small stands ofbushes and trees.

open seas - Ocean/seas that lay beyond the sight of land.

Orcs - As Eru made Elves and Men, and Aüle madeDwarves, so did Morgoth make Orcs. It is thought theywere first bred from Elves captured and twisted by

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Morgoth and they are the most numerous of the DarkServants' troops. Orcs are cruel and vicious, often eatingtheir own kind when there is nothing else. Orcs are hatedby all Free Peoples and are slain on sight.

Orthanc (Isengard/Angrenost) - An impenetrable tower builtin a circle of guarding hills by the men of Gondor at theend of the Second Age. It watches over the pass at thesouthern tip of the Misty Mountains.

Osgiliath - Once the capital of Gondor.

Ost-In-Edhil - A former Elven city, razed during the War ofthe Elves and Sauron in the Second Age, and now lying inruins.

Pelargir - A harbour of Gondor, built by the men ofNúmenor in the Second Age.

Radagast - 'The Brown', he is the least of the Istari.

Rhovanion - The 'Wilderland,' the name given to the regioneast of the Misty Mountains and north of Mordor,including Rhûn.

Rhûn - The area of land around the Sea of Rhûn.

Rivendell - A hidden Elven haven.

Saruman - 'The White', he is the head of the order of wizardsknown as the Istari.

Sauron - The supreme force of Evil for two ages of Middle-earth's history. His name, given him by the Noldor, means"Abhorred" and is only one of many. He is also the Lordof the Rings, the Betrayer, self-styled Ruler of Middle-earth, the Seducer of the Neutrals and Enemy of the FreePeoples.

Sea of Rhûn - The largest inland body of water in Middle-earth, it lies in eastern Rhovanion.

Shelob - The last of the great spiders. Loathsome and utterlyevil, she had no master save for her own infinite hungerfor blood.

shore/plains - Areas where the ocean meets land that is littlehigher than the surrounding sea and is not covered byimpassable vegetation.

steel - A metal alloy of iron and carbon. It is more difficultto make and forge than bronze, but it is a superior metal.

timber - Wood cut from felled trees and made into beamsand planks suitable for building.

Tom Bombadil - Oldest of all living creatures in Middle-earth, he is 'Master of wood, water and hill'.

transport ships - Sail or slave powered ships made forcarrying great amounts of warriors. They lack theequipment needed for naval warfare and have tradedspeed for carrying capacity.

Trolls - Bred by Morgoth in mockery of Ents, Trolls arehuge, powerful man-like creatures. Though remarkablydull-witted, they are fearless in battle, felling lesser foeswith a single swipe of their mighty fists. Despite all theirmight, many Trolls have a terrible weakness in thatsunlight turns them to stone, making of them grotesquestatues.

Umbar - A mighty fortress and harbour built by theNúmenóreans in the Second Age.

Valar - The 'Angelic Powers', created by Eru, who took partin the creation of the universe (Eä) and the world (Arda).Some came to dwell in Middle-earth after its creation.

war machines - A variety of large devices, used primarily incity assaults, including: battering rams for bashing downgates and doors, and catapults and ballista for castingstones and missiles over castle walls.

Wargs - Large and bloodthirsty, Wargs are Morgoth'sparody of wolves. Often these creatures are used asmounts by Orcs who keep and feed them. These direcreatures are as much spirit as they are corporeal and,unlike normal wolves, their bodies fade to nothing whenthey are slain.

warships - Fast, manoeuvrable ships powered by sail, slaves,or both and equipped with rams, ballista and catapults forsinking enemy vessels.

weapons - A variety of medieval-type arms includingswords, axes, maces, spears, staves, hammers, bows,crossbows.

White Mountains - The mountain range stretching east fromthe sea and almost to the land of Mordor. Its western endlies near the southern tip of the Misty Mountains.

Wights - The spirits of fallen lords and ladies that wereperverted by the forces of darkness. These shadowybeings hate life and are adept at taking it from unwarytravellers who trespass upon the ancient barrows andgraveyards where the Wights dwell. Though few andbound to their places of rest, Wights are adept withweapons and enchantments and are horrible to face.

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Wraith - A horrible spirit that straddles the line between thespirit world and the physical world. To most, Wraithsseem little more than glowing red eyes and armour, orrobes that seem to hang in mid-air. Foremost among thesefell creatures are the Ring-wraiths, the Nazgûl, servants ofSauron, the Lord of the Rings.