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The Kin-strife - Middle Earth Games

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<strong>The</strong><strong>Kin</strong>-<strong>strife</strong>Third Age, circa 1450A <strong>Middle</strong>-earth Strategic Gaming ModuleVersion 1.00Lead Development Clint OldridgeDesignClint Oldridge, John Davis, Sam Roads, Edward LaneResearchJohn Davis, Clint OldridgeArtworkAnne Stokes, Jeremy McHugh, Chris Waller, Mark PritchardFictionJohn DavisEditing & Layout John DavisInitial Play-testers Clint Oldridge, Sam Roads, Edward Lane, Mark Jeffries, Tim Jones,Chris Courtiour, James Rousselle, Mike Mulka, John Choules, John Briggs,Gavin Kenny, Kenneth C. Shannon IIIBased on the works of J.R.R. Tolkien"<strong>Middle</strong>-earth" and "<strong>The</strong> Lord of the Rings", and the names of the characters, items, events and places therein aretrademarks of <strong>The</strong> Saul Zaentz Company d/b/a Tolkien Enterprises and are used under license to <strong>Games</strong> SystemsInternational, Ltd.Copyright © 2011 by Game Systems International Limited. All rights reserved. Except as permitted under the CopyrightAct of 1976, no part of this publication may be reproduced or distributed in any form or by any means without prior written(not emailed) permission of the publisher.


<strong>Kin</strong>-<strong>strife</strong> – ContentsContentsCONTENTSINTRODUCTIONPARTIAL GENEALOGYBACKGROUNDGONDORSAURON & THE NAZGULARNORTHE REALMS OF HARADKHAZADQUENDIWELCOMEKIN-STRIFE AT A GLANCEWINNINGNOTES ON MODULE CREATIONHOW TO USE THIS MODULEA NOTE ON VERSIONSNEW TERMSADDITIONAL RULESNATION SET-UPSJOINING A GAMENEW ORDERSNEW ENCOUNTERSTHE ONE RINGRECRUITING NON-PLAYERCHARACTERSCHAMPIONSARTIFACTSCHARACTER LIMITSNEUTRAL NATIONSORDER FORMATSDEFAULT STARTING NATIONINFORMATIONSPELLSWARSHIPSPOPULATION CENTRE LOYALTYARMY MORALE & TROOPTRAININGTHE NATIONS – AN OVERVIEWTHE LOYALISTSTHE USURPERSNEUTRALSHOW TO VIEW THE NATIONDETAILS#1 – LINE OF ELDACARBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#2 – REBELS OF ERED LITHUIBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#3 –RHOVANIONBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#4 – HORSELORDSBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#5 – KINGDOM OF ARNORBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#6 – QUENDIBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#11 – LINE OF CASTAMIRBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#12 – LINE OF MORLAENBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#13 – LINE OF ELENDINBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#14 – SOUTHRON KINGDOMSBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#15 – HITHLUMBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#16 – WITCH-REALM OF ANGMARBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#21 – LINE OF TIRKHORBACKGROUNDGENERAL INFORMATIONSET-UP TABLES#22 – KHAZADBACKGROUNDGENERAL INFORMATIONSET-UP TABLESTABLE FCHARACTERSRELATIONSARTIFACTSSTORESARMY/NAVY TRAININGINFORMATIONPOPULATION CENTRESLOCATIONSSPECIAL NATION ABILITIESPOST SCRIPTAPPENDICESAPPENDIX A – NON-PLAYER CHARACTERSAPPENDIX B – NATION STARTING FORCESAPPENDIX C – ARTIFACTSAPPENDIX D – SPECIAL NATION ABILITIESAPPENDIX E – TIME-LINEAPPENDIX F – NEW ORDERSAPPENDIX G – TROOP DESCRIPTIONSAPPENDIX H – CLIMATE/TERRAIN MODIFIERSAPPENDIX I – NATION SET-UP FORMAPPENDIX 2 – PRE SET-UP MAPVersion 1.00


<strong>Kin</strong>-<strong>strife</strong> – IntroductionIntroductionStanding atop the burnished tower of Osgiliath, Orodreth held high his sword, catching the failing sunlight that flung widehis shadow behind him. In the plaza below the people of Gondor stood watching, a huge throng whose uncertain gazerested upon him.<strong>The</strong> moment should have been a glorious one. <strong>The</strong> culmination of five years of campaigning. Of bitter cold mornings afternights spent on watch, and of bitter tears shed to mingle with the blood of loved ones darkening the battle-ground. Of hardmarches and harder waits, of blisters, sores, stale food and scant sleep. But also of the thrill of battle, the exultation ofleading men into the fray, knowing that they lived, and would die, at your command.And he had led. Born to nobility but not of the royal line, nevertheless it seemed that he only had to speak and men wouldlisten, only had to issue an order and the act would be done. At Linhir he had been but a captain, yet it was his men whohad led the uprising, and when it was over, it was he who had been toasted as victor. And from then on, through victoryand setback alike, the men had followed him. Not the sons of Castamir, not even, it seemed at times, Castamir himself.But him. And surely, there could be nothing better, to be followed, to be obeyed, and to be loved by men for whom yourword is law. So that when, finally, the walls of Osgiliath had opened before them, who else but he could have led the menthrough the breach, from outer keep to inner wall; to wrest, finally, the jewel of Gondor's realm from Eldacar's hands, andclaim its crown for Castamir, rightful heir to the throne?<strong>The</strong> moment should have been a glorious one. And yet the knot that twisted his stomach was not born of excitement, ofthe thrill of victory, but of regret. For the blood which stained the hills of Gondor and slickened the streets of even itsfairest cities was not that of orc, or Variag, or Wainrider, but of the men, and women too, of Gondor herself. <strong>The</strong> blood ofbrother spilt by brother, kin by kin, as the realm had torn itself apart. <strong>The</strong> war had not been one waged for survival, oreven for the cause of right over wrong, good over evil, but for...for what? Ostensibly for the purity of bloodline, to preventthe blood of the Lords of Gondor from being further diluted. Yet throughout the age the blood of Dunedain and commonerhad been so inter-mingled that few could claim with certainty that theirs was a pure line. No, that was but a justification forthe war, not its root.And the root, then? For some, no doubt, it was the quest for power, to advance one's own family line, a goal which forcenturies had been sought through whispers and deals, alliances and politics, but which now over-spilled the boundariesof tradition and law to rage as a storm of blood and steel. But for every person who fought with such dreams to warm theirnights, another hundred took up arms without hope of power. And for such as them, it was for glory, and for honour, thatthey fought, so that the side they chose was merely that, a side, chosen because friends or family had so sworn beforethem.This truth had a bitter taste, but was, even so, understandable. Generations of Gondorians had been raised on stories ofthe old wars, of great deeds performed and great victories won. Yet for a lifetime or more, there had been no wars to fight,no battles to be won; with Sauron quiescent, the South tamed, and even the Easterlings withdrawn, all that remained wasto keep watch on the borders and old places. And what glory was there to be won in that? Scant surprise, then, that whenopportunity arose, so many took to arms. And the common soldier, the minor noble, they cared little for the powerstruggles of the royal lines, of the Southron <strong>Kin</strong>gdoms’ greed, or even the dark rumours which ever surrounded Castamir.<strong>The</strong>y cared only for the chance to cover themselves in glory and in honour. And Orodreth had counted himself amongthem.Yet now, standing on Osgiliath's tower, he knew that there was no honour to be gained here, no glory to be won. All thewar had done was to water the fields of Gondor with the blood of her own, to satisfy the greed for wealth and power of aselect few who cared nothing for the people or the realm. But even as he cursed them for this, he knew that the blamewas as much his as it was theirs, that evil was not merely done, but allowed to be done. Whether Sauron's hand wasbehind the uprising, as some rumours had it, or whether this new evil was born in the hearts of men alone, Orodreth knewnot and cared less. At his sword's edge had the blood of his own kin been spilled, at his word thousands had perished, fornothing more than the false allure of glory and a concept of purity that was probably no longer anything but a myth, if everit had been more. This he had done, and for this, he knew, there was none to blame but himself, none to bear the burdenof guilt but himself.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – IntroductionSo that as he looked, to where his guards held Ornendil, son of Eldacar, defeated Captain of Osgiliath and his own kin,whom as his enemy he was doomed now to slay else be labelled traitor himself, he knew that far from such a deed beingbeyond him, it was merely symbolic of all he had already done. Live now or die, be known by history as hero or traitor,nothing could erase the deaths of those he had slain, or caused to be slain. Not for survival, not for what was right, but forselfish glory, at the bidding of greed.For an eternal moment he held his sword aloft, delaying what could not be delayed, until it seemed that the sun itselfburned in his blade. He had never felt love for Castamir, but now he knew only hatred, for having ordered him to performthis last act of kin slaying, and for the pleasure that he knew with sudden certainty that Castamir, standing at his side,would be taking from his discomfort. And hatred for himself, too, born of the knowledge that he had walked too long onthis path to turn aside now. Looking down, he forced himself to meet Ornendil's gaze, almost envying the man even as hemurmured silent apology for what he knew he must do. <strong>The</strong>n, as the world held its breath, he brought the blade flashingdown, and the <strong>Kin</strong>-<strong>strife</strong> took another victim.For a heart-beat there was silence. <strong>The</strong>n, as the sun slipped beneath the hills and the dark shadows of Mordor spreadacross the city, so a cry went up from the people as they poured forwards, moving in furious rage against the guards whosought to hold them back. But for all their fury, fist and dagger found little purchase on helm and shield, and at Castamir'sword, blood flowed through the streets, the people of Osgiliath cut down, their final defiance silenced by steel. And as thenight deepened, fires sparked and spread, so that those who did not find death at the hands of Castamir's men found it inthe raging fire that consumed the city.For a night and a day the city burned, and its razing would linger in the memories of men down through the generations.And in that night's dark hour, Castamir sealed his own eventual downfall, his true face revealed, as those few whosurvived both steel and fire swore that they would neither grieve or rest until Eldacar was restored to the throne. <strong>The</strong> <strong>Kin</strong><strong>strife</strong>was not over. It was just begun.Partial GenealogyRhovanionGondorNarmacilCalmacilVidugavia Minalcar (= Laniel) Calimehtar? Vidumavi = Valacar Calimir (= Arthiriel)?Vidurafin Eldacar Castamir (= Murabeth)Vidustain Ornendil Aldarmir Vinyaran Casteher CastarionVersion 1.00


<strong>Kin</strong>-<strong>strife</strong> – WelcomeBackgroundGondorWhen the realm of Gondor was founded in the year of the Second Age 3320, the Dunedain who chose to live in the south,in the lands that look upon the Bay of Belfalas, formed themselves into a defensive coalition known as the PelargireanLeague. Separate from, but closely tied to, Gondor itself as ruled by the sons of Elendir, the League lent military aid toGondor when aid was needed, and looked to them for arbitration between members of the league when necessary.Following the wars of the Last Alliance at the end of the Second Age, however, Dunedain blood of the League wasincreasingly diluted, as the Dunedain rulers, few in number, were forced to intermarry with their subject population. Thisled to a both a threat to the claim of the Dunedin elite of their innate right to rule, and a growing dissatisfaction amongsttheir non-Dunedain subjects who were still considered as lower caste even though their bloodlines were increasinglymixed with those who ruled. As a result, the League realised that they could no longer impose order upon their people,and invited the Royal Line of Gondor to rule them. And thus was royal dominion consolidated south and west of Gondor.<strong>The</strong> king at the time, Siriondil, delegated his son Tarannon to rule these southern lands from the town of Pelargir, naminghim Captain of the Hosts, though the old rulers of the League retained local authority.From then on, it became tradition for the heir to the throne of Gondor to take this title until the time came for him to takethe throne. And in the following decades the Pelargir fleet, under command of heirs eager to prove their worth, waged waragainst the people of Harad until by the Third Age 1050 all the lands of Umbar and the Ethir were ruled by Gondor.This tradition, however, was broken when Narmacil took the crown in 1226, since he was childless, and so forced to leavePelargir in hands of first a lieutenant, then, in 1240, his brother, Calmacil. In this same year, Wild Men of the East moveddown from the plains beyond the Inland Sea and attacked the northern territories of Gondor. In response, Narmacilcreated the office of 'Regent of the Realm', which was conferred upon Calmacil's oldest son, Minalcar, who succeeded inrepelling the Easterlings.<strong>The</strong> office of Captain of the Hosts was also altered at this time to Captain of Ships, so that the Regent had authority overthe forces on land, and the Captain of Ships over the naval forces in the south. When Calmacil died, Narmacil, stillchildless, appointed Calmacil's younger son, Calimehtar, to the office of Captain. And so was the link severed betweenthe rule of the south and the royal succession, between Pelargir and Osgiliath.Meanwhile, the Northmen of Rhovanion, great in numbers, feuded amongst themselves. And when in 1240 theEasterlings moved west into Rhovanion to threaten both Rhovanion and Gondor, some of the Northmen princes sought toally themselves with them. Vidugavia, however, the most powerful of the Northmen princes, offered Minalcar alliance, andtogether they drove the Easterlings out of Rhovanion.In return, Minalcar recognised Vidugavia's claim to <strong>Kin</strong>gship over all the Northmen princes, thus gaining for Gondor thesupport of Rhovanion, a bond strengthened by the betrothal of his son Valacar to Vidugavia's daughter Vidumavi. Thisalliance was important both to Vidugavia to ensure his control over the Northmen Princes, and also to Minalcar, who wasfeeling threatened by his brother's strength in the south.To further diminish his brother's authority, then, Minalcar replaced local rulers in the south with those loyal to him. InAnfalas, Linhir, South Ithilien and Harondor, he displaced the Dunedain elite who had ruled there since the Pelargianleague was first established. And in response, these old Lords pledged in secret their allegiance to the Captain of theShips, who became seen as a champion of the 'Old Order', of those who saw the political rearrangements forced on themfrom Gondor as unjust.Minalcar was succeeded by Valacar, who had in Vidumavi a Rhovanian wife. And in 1432 when their son, Eldacar, cameto take the throne, this proved the final straw for the old order of the south, who had not only been displaced as rulers bythose loyal to north Gondor, but now found themselves subject to a <strong>Kin</strong>g whose blood was impure. Forming themselvesinto an organisation known as the Traditionalist Confederacy, and still commanding loyalty from the people they had ruledfor centuries, they marshalled under the rulership of Castamir, Captain of the Ships, although his authority was everfragile.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Welcome<strong>The</strong> Confederacy first demanded Eldacar's abdication. <strong>The</strong>n, when he refused, they gathered their forces and marched onOsgiliath. In response Eldacar mustered his own forces, including those who answered his call from Rhovanian. And sobegan the <strong>Kin</strong>-<strong>strife</strong>.Minas Ithil fell to rebels within its own walls who were loyal to Castamir. But Eldacar succeeded in establishing adefensive line along the river Erui, and fortified both sides of the Anduin where the Erui gave into it. And so for a time,Castamir's northward advance was thwarted.Castamir's forces finally breached the Erui line of defences in the spring of 1433, allowing them to sail up the Anduin andland forces behind the <strong>Kin</strong>g's lines in Anorien and Ithilien. But the Prince-president of Minas Anor, still loyal to Eldacar,barred the passage of the Pelennor on its western bank, whilst the hill forts in Emyn Arnen shut the rebels out of NorthIthilien, thereby protecting Osgiliath. And so both sides prepared for an extended conflict.Eldacar's men held for four years. But, finally, the strategic hills about Emyn Arnen were lost, and Minas Arnor, sensingdefeat, sided with the traditionalists and surrendered in the autumn of 1437. With both the western approach to Osgiliathopen to him from Minas Anor, and the northern approach open from the hills of Emyn Arnen, Castamir lay siege toOsgiliath, Gondor's capital. Osgiliath, however, was not built to withstand such an attack, having relied on Minas Anor andMinas Ithil for its defence. And within but a few months, Osgiliath fell.Eldacar's eldest son, Ornendil, held the Great Bridge against the enemy, allowing the <strong>Kin</strong>g and his supporters to escapeinto North Ithilien. And from there, they escaped into Rhovanian, where they found refuge with the kinsmen of Eldacar'smother.Ornendil himself was captured by Orodreth of Morthond, who knew that by offering Ornendil mercy, the people ofOsgiliath would surrender without further bloodshed. However, others amongst the rebels, jealous of Orodreth's authority,accused him of treason through his mercy towards Ornendil, and, in order to prove himself loyal, Orodreth was ordered byCastamir to kill Ornendil. On witnessing this act, the people of Osgiliath rose up in anger, and in response Castamirordered them slaughtered and the city put to the torch. An evil which was to be long remembered.And so, with Gondor taken, Castamir was proclaimed <strong>Kin</strong>g, rightful heir to the throne.Leaving Osgiliath in ruins, Castamir returned to Pelargir, naming it the new capital of Gondor. This favouring of the southdid nothing to aid his reputation in the north, however, and the next four years saw growing unrest amongst the people ofGondor. And seeds of dissention, sown both by Castamir's indifference to the north and also by rumours that Eldacar wasmustering forces to return and reclaim his throne, ensured that increasingly the inhabitants of north Gondor sawthemselves as a conquered people, ruled against their will by Castamir.In the 1440s, rumours began to circulate that a great host was gathering in Rhovanion under the banner of Eldacar. Tocounter this, Castamir sought to raise garrisons at Minas Anor and Minas Ithil. Minas Anor responded, but Minas Ithil rosein revolt, declaring for Eldacar. And before Castamir could put down this rebellion, Eldacar's forces made themselvesknown, moving south towards Gondor. <strong>The</strong> <strong>Kin</strong>g was returned.<strong>The</strong> year is 1446 of the Third Age of <strong>Middle</strong>-earth, and the final act of the <strong>Kin</strong>-<strong>strife</strong> is begun.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – WelcomeSauron & the NazgulStill weakened from his defeat at the end of the Second Age, Sauron lacks physical presence enough in the lands of<strong>Middle</strong>-earth to directly become involved the wars of <strong>Kin</strong>-<strong>strife</strong>. However, with the Nine returned to the world, he is notwithout power. And aware that the conflict could only serve to weaken the realm of Gondor, and so serve hasten the endof both their Watch upon Mordor and the power of the fleets, Sauron's influence can be seen by those with wisdom torecognise his dark hand.Ostensibly supporting Castamir, in truth this is only because he understands that should Eldacar succeed in bringingdown the strength of both Rhovanion and the North <strong>Kin</strong>gdom upon the Usurper, the war would be quickly over. As such,by aiding Castamir, Sauron hopes to prolong the war, thus greatly weakening Gondor no matter which side is eventuallyvictorious. And so it is that in the north the Witch-king moves against the fragmented Realm of Arnor, whilst spurred intoaction by the return of their ancient lord Uvatha the Horseman, the Easterling Variags dream of bloody victory once more,and dark whispers of glory urge the rest of the Hithlum tribes to march west upon the Northmen of Rhovanion.ArnorIn the north, <strong>Kin</strong>g Araphor of the Arthedain people had supported Castamir in the years leading up to the <strong>Kin</strong>-<strong>strife</strong>, sincethe Pelargirean League sent grain from the south in return for timber. Castamir had also sent a fleet of ships and giventhem over to Araphor's command in order to help secure the Gwalthlo river, and re-establish some sense of order in thenear-anarchy of rulerless Cardolan.However, when the Witch-king moved south in renewed assault, <strong>Kin</strong>g Araphor had little choice but to seek to counter thisthreat. At the same time, Castamir abruptly withdrew all trade links and support. Because of this, and perhaps alsosuspecting the Witch-king's influence in what for the Nazgul Lord was a most timely withdrawal of support by Castamir,Araphor now declares himself against Castamir.<strong>The</strong> Realms of Harad<strong>The</strong> <strong>Kin</strong>gs of Harad, united as the Confederacy of Southron <strong>Kin</strong>gdoms under Zimrakhil and his brother Belphegor, formthe core of the support for Castamir, growing rich from trade in goods necessary for war. Further south, the rulers of theRaj and realms of Far and Greater Harad have found that their trade in luxury items has been harmed by the <strong>Kin</strong>-<strong>strife</strong>,but are more inclined to wait for order to be restored in Gondor than to seek to play a part in the <strong>Kin</strong>-<strong>strife</strong> on either side.KhazadDurin's Folk have benefited from the <strong>Kin</strong>-<strong>strife</strong>, selling arms and armour to both sides. However, with Eldacar securing hisposition in Rhovanion, trade with Castamir down the Anduin has become difficult. Durin bides his time, but it is clear thatshould the war in Gondor become prolonged, he will have to choose a side else risk losing the possibility of trading witheither.Quendi<strong>The</strong> elves of <strong>Middle</strong>-earth care little for the affairs of men. And yet, as the wiser among their number begin to sense thedark hand of Sauron behind the <strong>Kin</strong>-<strong>strife</strong>, there is some talk of the need to act, albeit indirectly.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Welcome<strong>Kin</strong>-<strong>strife</strong> at a GlanceWelcome to the <strong>Kin</strong>-<strong>strife</strong>!WelcomeThis module has many new features, and as such is very different to the Third Age, circa 1650; Third Age, Circa 2950 andFourth Age, circa 1000 games that you may be used to playing.We have sought to increase the importance of character development, to re-introduce the element of discovery andexploration without losing any strategic depth, to allow more of the characters of Tolkien’s world to be encountered and toplay a significant role, and finally to introduce a greater flexibility and degree of choice in nation design without losing thecoherence of those nations’ identity. To this end, the module has several new features, the most important of which canbe summarised as follows:New NationsWe have created 14 new nations, each with their own unique strengths and weaknesses, characters and items, lands andpopulation centres.Nation DesignYou now have the option to tailor your nation to your own taste, choosing from thousands of options and possibilities.New World<strong>Kin</strong>-<strong>strife</strong> has new encounters, new riddles, and new locations. Even the land of <strong>Middle</strong>-earth itself will look slightlydifferent to the way it does in other modules, as we have returned to the <strong>The</strong> Lord of the Rings for our inspiration, tocreate a new interpretation of the world.Non-player CharactersMany of the characters of <strong>Middle</strong>-earth can now be sought out and recruited to join your side, after which you can controlthem as you would your other characters.Each of these features has required changes in the way that the module is presented, and the game played. So werecommend that you take the time to read through this module thoroughly, and if you have any questions, please get intouch.WinningTo win the game, all opposing nations must be eliminated. (<strong>The</strong>re is no One Ring victory in this module.)Notes on Module CreationAlthough set only two hundred years before the Third Age, circa 1650 module, you will notice many differences betweenthe world of the 1650 games and that of the <strong>Kin</strong>-<strong>strife</strong>, not all of which can necessarily be seen as a result of the differentperiods of time. Which is to say that the two centuries dividing the modules are not sufficient to account for all thedifferences, be they the establishing or destruction of cities, or the shifting and reforming of nations.This is because just as the Third Age, circa 1650 module is one possible interpretation of the world of <strong>Middle</strong>-earth,translated into a framework suitable for game play, so the <strong>Kin</strong>-<strong>strife</strong> module is an alternative one. Both are based firmly onthe writings of Tolkien and the ICE sourcebooks, but this information has then been interpreted to create the two <strong>Middle</strong>earthPBM modules, in what is at times in a similar manner, and at times in a somewhat different fashion.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – WelcomeIn addition, when there was no information available in the writings of Tolkien, regarding, for example, characters in anation or location of population centres, for the Third Age, circa 1650 module this information was created. In the <strong>Kin</strong><strong>strife</strong>,however, whilst some of these 'blanks' have been filled in for purposes of game balance, so far as was possible,these options have been left open for you to decide upon as part of the creation of your nation.Those of you familiar with ICE's <strong>Kin</strong>-<strong>strife</strong> sourcebook will notice that several of the characters in the Line of Tirkhor nationare alive at the time of this module even though, as part of one of ICE's scenarios set during the <strong>Kin</strong>-<strong>strife</strong>, there is a largepossibility that they are killed. <strong>The</strong> reasons for this are twofold. Firstly, at the time of this module (set during the final yearsof the civil war), it is unclear whether, according to the ICE scenario, they have yet been assassinated. And secondly,since their deaths are only a possibility not a certainty in the scenario, it seemed beneficial to the balance of this moduleto give them the benefit of the doubt!Finally, throughout <strong>Kin</strong>-<strong>strife</strong> we have remained true to Tolkien, from the placing of towns and cities, to the characters thatpopulate the world and the forces they command. Sometimes we have added new material in order to make the gamemore balanced, or taken inspiration from ICE's works, but when we have done so it has always been within the contextand style of the world that Tolkien created.How to Use This ModuleUnlike previous modules, this document does not contain everything required to play <strong>Kin</strong>-<strong>strife</strong>. Instead, unless specifiedin this module, the rules for playing the game will remain the same as those for the Third Age, circa 1650 module. Assuch, in order to play, you will need the following documents. <strong>The</strong>se are freely available from our website, or as hard copyon request.<strong>The</strong> <strong>Kin</strong>-<strong>strife</strong> Module Book<strong>The</strong> first is this document, which contains all the information unique to <strong>Kin</strong>-<strong>strife</strong>.A <strong>Middle</strong>-earth Rulebook<strong>The</strong> second is a document containing the rules of <strong>Middle</strong>-earth. <strong>The</strong>se are best presented in the new <strong>Middle</strong>-earth Guide,and we recommend you use these. However, if you do not have the <strong>Middle</strong>-earth Guide, then the rules used in <strong>Kin</strong>-<strong>strife</strong>are the Third Age, circa 1650 or Third Age, circa 2950 rules with the addition of the new orders available in the FourthAge, circa 1000 module. Where a rule given in the <strong>Kin</strong>-<strong>strife</strong> module book contradicts one given in a <strong>Middle</strong>-earthrulebook, the ruling in the <strong>Kin</strong>-<strong>strife</strong> module book takes precedence.A Note on VersionsAt the bottom left-hand side of each page, you will notice a module version number. This is so that if we need to changeany aspect of the module, either permanently or for a particular game, we can ensure you have the correct moduleversion. In addition, Table F and each individual Nation chapter has its own variant number (i.e. Quendi 002). This isbecause out of all the aspects of the game, nation details are those most likely to change. And so if we specify that agame is to be played using version 1 of the rules, with variant 001 of the Loyalist and Neutral nations but variant 005 ofthe Usurper nations, again, you can ensure that you have the correct information. If in doubt whether you have the rightinformation for any given game, please ask!Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – WelcomeNew Terms<strong>The</strong>re are several terms which are used in this module, but not in previous modules. <strong>The</strong>se include the following:AngmarArnorCor AranHithlumHorselordsKhazadLine of Castamir<strong>The</strong> Line of EldacarLine of ElendinLine of MorlaenLine of TirkhorLoyalistsMorgothQuendiRebels of Ered LithuiRhovanionSouthron <strong>Kin</strong>gdomsUsurpers<strong>The</strong> Realm of the Witch-king, a Usurper Nation.<strong>The</strong> old North <strong>Kin</strong>gdom of the Numenorians in exile, a Loyalist Nation.<strong>The</strong> Gondorian secret police<strong>The</strong> Easterling tribes, a Usurper nation.<strong>The</strong> Rhovanion horse-people, a Loyalist nation.Dwarves, a Neutral nation.A Usurper nation.A Loyalist nation.A Usurper nation.A Usurper nation.A Neutral nation.Those nations loyal to Eldacar, the Once and Future <strong>Kin</strong>g. <strong>The</strong>se are roughly equivalent to theFree Peoples of other modules.<strong>The</strong> Ancient Enemy, whom Sauron himself once servedElves, a Loyalist nationA Loyalist nation.A Loyalist nation.A Usurper nation.Those nations loyal to Castamir, the Usurper. <strong>The</strong>se are roughly equivalent to the DarkServants of other modules.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Additional RulesAdditional RulesNation Set-upsEach nation can be customised through the choosing from various starting options, purchased at game set-up. <strong>The</strong>seoptions cover all aspects of a nation, from characters to forces, from population centres to special abilities.OverviewEvery nation can purchase starting options from Table F. In addition, each nation has four tables (J, N, R, and V) ofunique set-up options. Each table consists of options covering a different area of your nation as follows:Table FTable JTable NTable RTable Vconsists of general options (the options in Table F are available to each nation).consists of military options (each nation has its own unique Table J).consists of character and magic item options (each nation has its own unique Table N).consists of population centre and general nation options, as well as options providing information aboutartifacts, starting locations of characters, etc. (each nation has its own unique Table R).consists of Special Nation Abilities (each nation has its own unique Table V).Every option has a points cost, and you have a total of 23,000 points to spend. If points are not spent, they are wasted. Inaddition to the total points limit, the following restrictions must be adhered to regarding points expenditure on specifictables:Table J: You must spend exactly 3000 points on this table.Table N: You must spend at least 4000 points on this table.Table V: You must spend at least 4000 points on this table.Order of Option PurchasesOptions purchased will be applied to your nation one table at a time, in alphabetical order of the tables. Optionspurchased within a table will be applied to your nation in the order you give them. For example, all Table N options will beapplied before any Table R options, with those Table N options applied in the order you have given them.Options that provide information about an aspect of the game provide that information as accurate at game start. Forexample, if you purchase an option telling you where another nation’s character is located, and that character is movedthrough an option purchased by that nation, you will discover the location they are moved to.This order of options is important to bear in mind if more than one option affects the same element of your nation, both togain maximum benefit from your chosen options, and to avoid options being wasted.<strong>The</strong> exceptions to this order are the Castamir’s Bribe Options (options 11R021 – 11R038) and the Eldacar’s Gift Options(options 01R030 – 01R045). <strong>The</strong>se are applied after the Table N options of every nation have been applied.Example 1You have four villages, four towns, and purchase two options: option one changes all villages to towns, and option twogives all towns a fort. If you list them in this order, all your villages will become towns, and all of these will gain forts,resulting in your nation having eight towns with forts. However, if you list them the other way round, your towns will gainforts, then your villages will become towns, but these new towns will not receive forts, resulting on your nation having fourtowns with forts and four towns without forts.Example 2You purchase two options: option one grants one of your towns a fort, and option two turns all of your towns into majortowns. If you list them in this order, both options will take effect. However, if you list option two first, the town you specifyin option one will not be a town when that option is applied, so the option will fail.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Additional Rules If an option to upgrade weapon and armour types is chosen, this will affect all appropriate troops: both defaultstarting troops and any gained from starting options. If an option allows a town or major town to be upgraded in size, it cannot be hidden at the time that it is upgraded. If an option requires a character to have a specific rank (such as agent rank), this refers to a rank greater than 0. If an option allows a character to be doubled, the character must have agent or emissary rank. Where an option’s details contradict any of these notes, the option details take precedence.Default Nation Set-up OptionsIf you do not wish to create your own nation set-up (or we have not received your nation set-up by the time the gamebegins), a default nation set-up will be used. Default options are marked with a tick (). Note that the default options areonly chosen if you do not send in a nation set-up. Sending in a nation set-up with only half the points spent will not resultin default options being chosen to spend the remaining points.Joining a Game<strong>The</strong>re are two main ways of joining a new game. <strong>The</strong> first is to simply contact us to tell us that you wish to play in a newgame. We will then tell you what variant the next game will be (which version of the module and nation details are beingused). You should then complete nation set-ups for at least three nations you are happy to play, and submit them to us.When the game is ready to begin, you will be told which of the nations you are playing, and receive your first turn.<strong>The</strong> second is to arrange with friends to play as a team. In which case, having agreed this with us, you can decidebetween you which nations you will each play, and then submit the nation set-ups to us.New ordersIn addition to the orders available in the Third Age, circa 1650 and Third Age, circa 2950 modules, several additionalorders from the Fourth Age, circa 1000 module can be issued.<strong>The</strong> following order is available to all nations:942 – Move Turn Map (order #942)In addition, the following orders may be available to certain nations, depending on the set-up options chosen:496 – Build Road960 – Increase Caravan Prices.965 – Reduce Caravan Prices.Details of these orders can be found either in Appendix F at the end of this document, or in the new <strong>Middle</strong>-earth Guide.New Encounters<strong>The</strong> <strong>Kin</strong>-<strong>strife</strong> module features all new encounters. Success or failure may be based on skill ranks, challenge rank, race ornation to name but a few possibilites. Be aware that as in previous modules some encounters are deadly, though on thewhole you'll find that encounters are more friendly than before. Occasionally characters will compete against NPCsencountered based on ranks other than Challenge Rank, so be wary. In addition, some encounters might appear at firstglance to be identical to ones from other modules, but you might still find them to be different....Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Additional Rules<strong>The</strong> One Ring<strong>The</strong> One Ring victory is not allowed. At the time of the <strong>Kin</strong>-<strong>strife</strong>, the One Ring is still lost, and its tale is told in anotherstory...Recruiting Non-Player CharactersMany of the characters wandering the lands of <strong>Middle</strong>-earth can now not only be encountered, but enlisted to your nation,after which they can be issued orders as you would command your other characters. In addition, they may bring with theman additional Special Nation Ability, which you can then make use of.If you encounter a non-player character (NPC) that has the potential to be recruited, you will be given an Recruit option.Only characters with the emissary skill have a chance of recruiting an NPC. If a character without emissary skill attemptsto recruit an NPC, the result may range from mildly annoying them to incurring their wrath and enmity.In order to attempt to recruit an NPC, the following conditions must be met:Encounter<strong>The</strong> character must have encountered an NPC the previous turn, and been given the option to Recruit them.AllegianceLoyalist and Usurper nations can attempt to recruit NPCs who are either of the same allegiance or Neutral. (If a Loyalist orUsurper character attempts to recruit a Neutral NPC, the NPC is treated as if they are of the same same allegiance as therecruiting character.) Neutral nations can only recruit Neutral NPCs. <strong>The</strong> allegiance of NPCs is detailed in the Non-playerCharacters chapter of this module.Free NPC SlotOnly one NPC can be recruited per nation each name character phase. Which is to say you can recruit one NPC betweenturns 0 – 5, another one between turns 6 – 10, etc. If you recruit an NPC and they die, you still cannot recruit another oneuntil the next name character phase.Free Character SlotNPCs count towards your nation’s character limit. In order to successfully recruit an NPC, then, you must have at leastone free character slot available.<strong>The</strong> chance of successfully recruiting an NPC is roughly equivalent to the chance of an emissary successfully performingthe 505 – Bribe/Recruit Character order. If the attempt is successful, the NPC joins your nation. From the next turn theycan be issued orders in the same way as for any other character, and in addition you can then make use of any newSpecial Nation Ability granted to you by the NPC. If you gain a Special Nation Ability in this manner, you will retain it evenif the NPC is later killed. If you already have the Special Nation ability granted by the NPC, you will not gain anyextra/multiplied benefit.Other nations of your allegiance having Friendly and Tolerant relations with you will increase the chance of successfullyrecruiting an NPC, as it shows the NPC that your team is working well together.A successfully recruited NPC cannot be recruited by another player whilst they are under your control: they become, in allrespects, another of your characters.An NPC with mage skill will have spells randomly assigned to them, unless it is otherwise mentioned that the particularNPC has specific spells.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Additional RulesChampionsSome characters are considered exceptional characters: champions. Champion characters can be issued an additional(third) order each turn. All normal rules and restrictions governing the issuing of orders still apply to this third order, sothat even a champion character cannot be issued two skill orders of the same type in the same turnFor example, Elrond, with mage, emissary and command ranks, could be given the following set of orders:710 – Prentice Magery550 – Improve Population Centre185 – Downgrade Relationsbut not these orders:185 – Downgrade Relations300 – Change Tax Rate408 – Recruit Heavy InfantryArtifactsArtifact IDs (numbers) will change from game to game.Character limitsCharacter limits have been increased as follows:Turn Total Characters Allowed Maximum Recruited NPCs Allowed0 – 5 15 16 – 10 18 211 – 15 20 316 – 20 22 421+ 24 5Bear in mind that the total characters allowed includes any Recruited NPCs controlled. This means that if you recruit anNPC on the same turn as you try and name a new character, successfully recruit the NPC and as a result the characterlimit is reached, the name character order will fail.For Example:On turn 7 you are allowed a total of 18 characters. This could consists of 2 NPCs and 16 normal characters, 1 NPC and17 normal characters, or no NPCs and 18 normal characters.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Additional RulesNeutral NationsNeutral Nations Changing AllegianceNeutral nations have until turn 12 to change allegiance. Which is to say that turn 12 is the last turn they can attempt tochange. If a neutral nation does not change by turn 12, they may continue to play the game, but cannot win.<strong>The</strong> two neutral nations are encouraged to each choose a different allegiance, and to change allegiance sooner ratherthan later in the game. This is achieved though the incentive of a prize for doing so.Specifically: <strong>The</strong> first neutral nation to successfully change allegiance gains the prize If the other neutral nation successfully changes to the other allegiance, on the same turn or subsequent turns,they also gain the prize If both neutral nations successfully change allegiance to the same allegiance on the same turn, neither gains theprize.<strong>The</strong> prize gained is based on the turn that the nation changes allegiance, as follows:Turn Prize1 – 4 One character who is not already a champion becomes a champion.20,000 gold, placed in the nation’s treasury.Upgrade one town to a major town5 – 8 One character who is not already a champion becomes a champion.Upgrade one town to a major town9 – 12 One character who is not already a champion becomes a champion.<strong>The</strong> character who becomes a champion is the character with the highest combined skill ranks.Prizes are gained at the end of the turn when the nation successfully changes allegiance.Pre-aligned Neutral NationsIf a game is to have pre-aligned neutrals, then unless otherwise stated the Line of Tirkhor will start the game as a Loyalistnation, and the Khazad will start the game as a Usurper nation. In such a case, they are considered Loyalist and Usurperaccordingly for all starting options. For example, Castamir’s Bribes, which can affect all Usurper nations, will also also beable to affect affect the Khazad.Order FormatsOrders for this game will only be accepted in the form of a file generated by Automagic or MEOW, sent to us attached toan email. Both these order-writing packages are freely available on request, or from our website. We will not acceptorders for this game if they are sent on paper, faxed, 'cut and pasted' from Automagic or MEOW into an email, or writtenin the body of an email.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Default Starting Nation InformationDefault Starting Nation InformationSpellsUnless otherwise specified (for example, through an option that allows you to pick a particular spell or spells), spells forcharacters with mage skill will be randomly determined.WarshipsWarships have a base strength of 3, unless affected by SNAs.Population Centre LoyaltyStarting population centre loyalty ratings are based on size as follows:Population Centre Type LoyaltyCamp 30Village 40Town 55Major Town 75City 100Army Morale & Troop TrainingStarting army morale and troop training levels will be determined for each individual nation on a case by case method.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Nations – An Overview<strong>The</strong> Nations – An OverviewUnlike other <strong>Middle</strong>-earth modules, there are only 14 nations in <strong>Kin</strong>-<strong>strife</strong>. This is both to facilitate team-work, and toensure that games are filled and so begin more quickly. In a standard game of <strong>Kin</strong>-<strong>strife</strong> there are 6 Loyalist nations, 6Usurper nations, and 2 Neutral nations. If the neutrals are pre-aligned then there are 7 Loyalist nations and 7 Usurpernations, with the Line of Tirkhor joining the Loyalists and the Khazad joining the Usurpers.At the core of the Loyalists are Eldacar and his allies, who are attempting to restore him to the throne of Gondor. Fightingwith them are other Free Peoples of <strong>Middle</strong>-earth, who have found themselves embroiled in the events of the <strong>Kin</strong>-<strong>strife</strong>. Inaddition, the Loyalists can find further support amongst many of the Wizards and magical beings who walk the world.Opposing the Loyalists are the Usurpers. As well as Castamir himself and those noble lines bound to him, are the nationsof the south who support his cause, as well as other nations whom Sauron has stirred to action. With close connections toSauron’s Dark Servants and the Nazgul, the Usurpers will find it possible to recruit further Nazgul and monsters to jointhem.<strong>The</strong> Loyalists<strong>The</strong> Loyalists might well be described as falling into two groups: those who have chosen war, and those who have hadwar thrust upon them. <strong>The</strong> Line of Eldacar and the Rebels of Ered Lithui are both determined to see Castamir removedfrom the throne, Eldacar because he believes that the throne is his by birthright, and the Rebels because life underCastamir has become intolerable. And the nations of Rhovanion, also, tied to Eldacar by blood and by alliance, will notrest until he and his line are restored as the heirs of Gondor. For the Arnorians in the north, however, barely recoveredfrom the Witch-king's recent assault, the last thing their <strong>Kin</strong>g wished for was another war so soon, especially withCastamir's cessation of trade putting a strain on his nation's economy. And the Quendi ever seek to avoid meddling in theaffairs of men, yet, sensing the influence of Sauron behind events overtaking <strong>Middle</strong>-earth, have little choice but to playtheir part in the <strong>Kin</strong>-<strong>strife</strong>.1 – <strong>The</strong> Line of Eldacar<strong>The</strong> Line of Eldacar is an agent-based nation in Rhovanion, whose capital is, of necessity, hidden.2 – Rebels of Ered Lithui<strong>The</strong> Rebels of Ered Lithui are located around the northern mountains of Mordor. Many of the Rebels are possessed ofstealth, whilst the location of population centres are flexible, allowing them to be moved during game set-up.3 – Rhovanion<strong>The</strong> nation of Rhovanion takes its name from the lands its people call home, and is a character-based nation that also hasmany population centres.4 – Horselords<strong>The</strong> Horselords roam the plains of Rhovanion, and are a cavalry-based nation.5 – <strong>Kin</strong>gdom of Arnor<strong>The</strong> <strong>Kin</strong>gdom of Arnor covers a huge expanse of land to the west of the Misty Mountains. With many population centres toprotect, their few armies are stretched thin.6 – Quendi<strong>The</strong> Quendi are scattered across the lands of <strong>Middle</strong>-earth. A character-based nation, a number of their populationcentres are hidden.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Nations – An Overview<strong>The</strong> Usurpers<strong>The</strong> Usurpers are less a unified force than a collection of nations and individuals whose goals, be it for reasons ofnecessity or sheer chance, currently coincide. In the north, the Witch-king moves against what remains of old <strong>Kin</strong>gdom ofArnor. In Gondor, Castamir and his family, aided by the Southron <strong>Kin</strong>gdoms, seek to repel Eldacar and strengthen theirhold over the land. And in the east, the Hithlum seize their opportunity to move against the Rhovanion people. Eachbenefits from the others' actions, yet it would be a mistake to call them truly allied. And even within Castamir's own factionthere are divisions, with his father Calimehtar's brothers wielding a great deal of authority, to the extent that there aresome who claim that they are the true powers behind the rebellion.And yet perhaps there is more unity behind the Usurpers than first appears. For it the Lieutenant of Sauron, the Witchking,who moves in the north. It is another of Sauron’s Dark Servants, Adunaphel, whose soft voice holds Zimrahkil,ambassador for the Southron <strong>Kin</strong>gdoms, under her sway. <strong>The</strong> Cor Aran, or Black Crows, the secret police who maintaincontrol throughout Gondor, are possessed of secrets and powers only those whose souls have been given over to Sauroncan hope to wield. And the Hithlum, thinking that they fight to carve land for themselves, are by so doing acting accordingto Sauron's wishes in breaking the back of the allies of the Dunedain.Not yet ready to show his martial strength, nevertheless, the dark shadow of Sauron's influence lengthens across theland.11 – Line of Castamir<strong>The</strong> Line of Castamir has many characters and population centres. However, they must share the lands of Gondor, and itsresources, with the Lines of Morlaen, Elendin and Tirkhor.12 – Line of Morlaen<strong>The</strong> Line of Morlaen is the second of the three Usurper nations in Gondor, whose leaders command Gondor’s secretpolice, the Cor Aran. It has many agent- and emissary-based characters.13 – Line of ElendinResponsible for maintaining the outposts of Gondor, <strong>The</strong> Line of Elendin is the third of the Usurper nations in Gondor, andcan move their turn map to aid them in this task.14 – Southron <strong>Kin</strong>gdoms<strong>The</strong> Southron <strong>Kin</strong>gdoms, whose lands spread below Gondor and Mordor, are safe in the knowledge that at least theirsouthern borders are safe from the possibility of attack.15 – Hithlum<strong>The</strong> five tribes of Easterling men boast fine cavalry armies.16 – Witch-realm of AngmarFrom the mountains of Angmar, the Witch-king wages war on Arnor with skilled mages and commanders.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Nations – An OverviewNeutrals<strong>The</strong> <strong>Kin</strong>-<strong>strife</strong> is but a civil war within a single realm. Yet its ramifications are felt throughout <strong>Middle</strong>-earth, and from themountains of Angmar in the north to the Khand desert in the south, in one way or another, few remain unaffected by thestruggle for Gondor's crown. But whilst most choose, or are compelled, to take sides, some however seek to remainneutral, be it for political reasons as is the case for the Line of Tirkhor, or economical reasons as is the case for theDwarves. Yet as the <strong>Kin</strong>-<strong>strife</strong> escalates, it is becoming ever clearer that even these nations will surely have to declare forUsurper or Loyalist cause soon, else become overwhelmed by the war raging about them.21 – Line of Tirkhor<strong>The</strong> fourth nation in Gondor, the Line of Tirkhor have sought to remain neutral in the conflict, an attempt made possible bytheir strong mages, and the finest cavalry force in Gondor.22 – Khazad<strong>The</strong> dwarves of <strong>Middle</strong>-earth, scattered like the Quendi throughout the land, are renowned for the strength of their cities’walls, defended with great military might.How to View the Nation DetailsBecause many of the elements of the nations can be altered as a result of nation set-up choices, the information givenabout each nation below must be seen as providing an idea of what that nation may look like, rather than an accuratedescription of the nation at game start.In most cases, the information given is the basic starting information, before any nation set-up choices have been made,or improvements purchased. Two important exceptions to this are as follows:<strong>The</strong> Special Nation Abilities shown are those that can be chosen during nation set-up. A nation will not start with theseabilities unless they are purchased during set-up.Some nations can choose to purchase extra characters during set-up. <strong>The</strong>se characters are shown in italics on thecharacter list. As with the Special Nation Abilities, a nation will not start with these extra characters unless they arepurchased during set-up.Characters of Note are not necessarily the most powerful of the nation’s characters, though this is often the case. Rather,they are those that featured most prominently in the <strong>Kin</strong>-<strong>strife</strong>, and are mentioned here both to provide a better idea of thenations, and to facilitate role-playing.Climate Terrain Modifier tables for each nation have been collated in the appendices rather than divided among the nationdetails, to allow more easy comparison between them.Finally, for some nations, names and descriptions of minor characters, that are not starting characters for that nation,have been given. We have included these so that, if you wish, you can to create the same characters that were activeduring the <strong>Kin</strong>-<strong>strife</strong>, and described by Tolkien and ICE.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – #1 – Line of EldacarBackground"But is it?" Eldacar muttered. "Or is it just foolish pride?"#1 – Line of Eldacar"Eh?" Started out of his own reverie, Vidurafin looked up from the fire's hypnotic dance to where Eldacar sat opposite him."Did you speak?"Eldacar was silent for a long moment. "I was wondering. For close on ten years I've worked to regain the throne. Liveshave been lost, and countless more men will die in the battles ahead. Always I tell myself that the cause is just, thatCastamir is not fit to sit upon the throne of Gondor. But what if I am fooling myself? What if it is just pride that drives me,and the desire for power? After all, the blood of the Dunedain runs weaker in my veins than Castamir – perhaps he shouldbe allowed to rule?"Vidurafin sighed. "If I had a coin for every time I've heard you question yourself..."Despite himself, Eldacar smiled. "<strong>The</strong>n we'd be able to buy our victory. I know, I know. But still–""But still you continue to torture yourself. And it is proper that you do so – a leader who does not doubt, who does notconsider the cost of what he is doing, has no right to rule. So let me ask you: do you think that Castamir counts the deadwhose lives bought him the throne? Do you think he suffers nightmares and feels guilt over his actions? No. And that iswhy he is not worthy of sitting on the throne, and that is why you must do what you do."Eldacar nodded."<strong>The</strong>re is truth in what you say, I know it. And yet what is done is done. My actions will not restore those who died in thewar to life, all they will do is add to the tally of lives lost. So is it not better to leave him the throne even if, as you say, Imight rule the more wisely, if so doing will save lives? Who am I to decide to send thousands to their deaths?""You're right." Emerging from the shadows, Vidustain joined the conversation.Eldacar, rousing himself at the sight of his friend, grinned. "Why, thank you for your vote of confidence. Shouldn't you beon patrol in the Brown lands, making yourself useful for a change?"Vidustain shrugged, settling himself by the fire. "<strong>The</strong> morning is soon enough to set off. But I meant what I said. You areright. It is not your place to decide whether or not we should fight this war."Eldacar frowned. "I had thought you spoke in jest. After all, have I not heard you speak on many occasion of the timewhen you and I will ride in victory through the gates of Osgiliath? Do you now doubt this cause is true? If so, I urge you tospeak of it, and freely."Vidustain waved his hand in dismissal. "No, no, you misunderstand me. When I say that it is not your place to decidewhether to fight, I do not mean that we should not, but rather that the decision is not yours to make. Was never yours tomake."Vidurafin nodded. "My son speaks wisdom. For a change." He ducked as Vidustain flung a chicken bone his way. "Youalways speak as if this war is bought about at your bidding. But ask the rebels who took back Minas Ithil who they fight for,and it won't be your name they mention. <strong>The</strong>y fight for their families and their friends held captive, or who are forced towork more as slaves than free men in the fields and in the garrisons. <strong>The</strong>y fight for their homes, and for their freedom. Orask the men of Rhovanion why they support you, and the answer will be as mine, that without a Gondor they can trust, ourlands will ever be threatened."No, the decision to go to war is not yours. War will come whether you wish it or not. Your part is to be all that they expectyou to be, and to shoulder the burden of doubt that they need not bear it themselves."Version 1.00 #1 – Line of Eldacar 001


<strong>Kin</strong>-<strong>strife</strong> – #1 – Line of EldacarFor a moment the silence was broken only by the soft crackle of the fire. <strong>The</strong>n Vidustain gave Eldacar's shoulder a push."So. Are we done soul-searching for tonight?"Eldacar smiled, nodded."Good," Vidustain said. "<strong>The</strong>n I propose a toast. To next year in Osgiliath."Eldacar and Vidurafin raised their mugs. "To Osgiliath."Led by Eldacar, rightful heir to the throne of Gondor, the Line of Eldacar is a nation in exile. Given sanctuary by the peopleRhovanion, Eldacar's family reside in Buhr Widu, a town whose location and even name is a secret the Rhovanion guardwith their lives, so that even the Cor Aran have, so far, been unable to determine its location. A fact upon which Eldacar'slife has long depended. However, whilst initially his position was a perilous one, the years since his enforced exile haveseen those who fled with him establish several new villages and even towns in the fertile lands of Rhovanion, and alsoraise armies of increasing size. Meanwhile, grown bold by the prospect of Eldacar's imminent return, the three watchpostsalong the Dagorlad road of Romenost, Thorontir and Warfinger have openly proclaimed themselves loyal to him.Now, with Minas Ithil falling to the Rebels of Ered Lithui, his own son journeying south to take command of the city, andwith the might of the Rhovanion behind him, Eldacar believes himself, finally, to be in a position to retake the throne ofGondor. And yet even so, he is more than aware of just how perilous his position is, and to the extent that he must rely onthe support of others, both the Rhovanions and the Rebels of Ered Lithui. Without them, he is but a man; with them, hemight once again be <strong>Kin</strong>g of Gondor.General InformationStarting Gold49,600.CapitalBuhr Widu (Located at 3012)Characters of Note Eldacar the Once and Future <strong>Kin</strong>g. Known as Vulfila when in hiding. Aerinel, Eldacar’s wife Vinyaran, Eldacar’s youngest son. Prince Harith, bodyguard to Eldacar. A Southron prince, he was sent to Eldacar when a child. Magor, Eldacar’s most trusted agent and spy.Starting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsAerinel 0 10 0 20 0 3616 FemaleCarnedil 0 10 0 0 0 3116Eldacar 40 0 20 0 0 2711 Army Commander, ChampionHarith 10 10 0 0 0 3316 Army CommanderLidmir 30 0 0 0 0 3012Magor 0 10 0 20 0 3108Marencil 0 10 0 0 0 2711 Can be purchased during nation set-upVinyaran 10 0 0 0 0 2720 Army CommanderVersion 1.00 #1 – Line of Eldacar 001


<strong>Kin</strong>-<strong>strife</strong> – #1 – Line of EldacarStarting Population CentresName Location Size Fortifications NotesBuhr Lomia 2711 Major Town TowerBuhr Mantros 2720 Town Tower HarbourBuhr Widu 3012 Major Town Fort Capital, HiddenCoron Ereg 2220 CampDale 3108 Town TowerGurth-coron 3219 CampRomenost 3116 Town TowerThorontir 3316 Town TowerWarfinger 3616 Town TowerStarting ForcesLocation HeavyCavalryLightCavalryHeavyInfantryLightInfantryArchers Men atArmsWarships TransportShips2720 200 10 102711 5003316 800Potential Special Nation Abilities New emissaries can start with an emissary skill rank of up to 40 when created using the 734 – Name Emissaryorder. New armies may be hired at no cost using the 770 – Hire Army order. <strong>The</strong> following scouting and recon orders issued work as if the character has double the relevant skill rank:905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters New armies start with a morale of 40.Version 1.00 #1 – Line of Eldacar 001


<strong>Kin</strong>-<strong>strife</strong> – #1 – Line of EldacarSet-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?01J001 1000 Army/Navy at 3316 gains 500 LC; Army/Navy at 2720 gains 400 LI.01J002 1000 Army/Navy at 2711 gains 500 HI and 500 LI.01J003 1000 Army/Navy at 3316 gains 500 LC; Army/Navy at 2711 gains 500 AR.01J004 2000 Army/Navy at 3316 gains 800 LC; Army/Navy at 2720 gains 600 LI.Table N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?01N001 500 Eldacar gains 30 Stealth rank.01N002 1300 Eldacar gains 20 Emissary rank.01N003 1800 Eldacar gains 20 Emissary rank.01N004 1000 Eldacar gains Castamir's Bane (750 Combat Item) and Valacar's Mail(25 Command Item).01N005 3000 Eldacar gains Vidugavia's Needle (1250 Combat Item) and GreenwoodBoots (20 Stealth Item).01N006 1000 Magor gains 10 Stealth rank.01N007 1000 Lidmir loses all Command rank, but gains 10 Agent rank and 10Emissary rank.01N008 2700 All Characters with Agent skill gain 10 Stealth rank.01N009 2000 A specified Character with Agent skill gains 10 Stealth rank. Character01N010 2000 A specified Character with Agent skill gains 10 Agent rank. Character01N011 2500 A specified Character with Agent skill gains 10 Agent rank. Character01N012 500 All Characters without Mage skill gain 10 Mage rank.01N013 400 All Characters with Mage skill gain 10 Mage rank.01N014 800 All Characters with Mage skill gain 10 Mage rank.01N015 300 All Characters with Command skill gain 10 Command rank.01N016 700 All Characters with Command skill gain 10 Command rank.01N017 1000 A specified Character not commanding an Army/Navy moved toCapital.01N018 1500 A specified Character not commanding an Army/Navy moved toCapital.01N019 2000 Gain the Character Marencil; lose 8,000 Gold.01N020 2000 Magor gains 20 Mage rank, and has the following spells: Teleport, ScryHex, Scry Area and Scry Character.01N021 1000 All Characters without Emissary skill gain 10 Emissary rank.CharacterCharacterVersion 1.00 #1 – Line of Eldacar 001


<strong>Kin</strong>-<strong>strife</strong> – #1 – Line of EldacarTable R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?01R001 1500 Move Buhr Widu to 2912, 3112, 3013 or 3113. Any Characters at the Locationold Capital Location who are not Army/Navy Commanders move tothe new Location.01R002 2000 Build a Road from 2711 to 2610, and a Road from 3112 through 3111to 3010.01R003 500 <strong>The</strong> Harbour at 2720 becomes a Port, and Population Centre at 2720gains 2000 Timber.01R004 4000 Gain a Hidden Camp at a specified Location north of row xx10 andeast of column 24xx.Location & Pop.Centre Name01R005 500 Lose 20,000 Gold from starting treasury; target Loyalist Nation gains Nation25,000 Gold.01R006 1000 Target Loyalist Nation gains 5000 Gold, and 5000 Food at theirNationCapital.01R007 1000 Rhovanion gains 5000 Gold, and 5000 Food at their Capital01R008 1500 Relations with Line of Elendin, Southron <strong>Kin</strong>gdoms and Line ofCastamir downgraded to Hated.01R009 1000 A specified Loyalist Nation upgrades their Relationship with Line ofNationEldacar to Friendly, and the Line of Eldacar’s relations to them areupgraded to Friendly.01R010 1000 Where possible, all Tolerated Relationships are upgraded to Friendly.01R011 1000 Un-hide Capital. Gain 10,000 Gold in treasury.01R012 2000 All Towns gain one level of Fortifications.01R013 800 Upgrade a specified non-hidden Town to a Major Town; downgrade a Town & M. Townspecified Major Town to a Town.01R014 500 Upgrade a specified non-hidden Major Town to a City; downgrade twospecified Towns to Villages.M. Town & 2Towns01R015 1500 Reduce Loyalty of a specified Major Town by 50; gain a level ofM. TownFortification on that Population Centre.01R016 1500 Upgrade a specified non-hidden Major Town to a City; downgrade aspecified Major Town to a Village.M. Town toupgrade,M. Town todowngrade01R017 1300 Gain 2,000 Leather at a specified Major Town or City. M. Town or City01R018 1300 Gain 200 Mithril at a specified Major Town or City. M. Town or City01R019 1500 Gain 500 Mounts at a specified Major Town or City. M. Town or City01R020 400 Gain the ability to recruit MAs from Friendly Population Centres.01R021 1000 Buy any one option from another Loyalist's Table R at the cost of boththis option and the other Nation’s option. <strong>The</strong> following options areexceptions which can not be chosen: 02R001, 02R014, 03R001,04R002, 05R002, 05R014, 05R015, 05R020, 05R021, 06R001,06R002, 06R003, 06R004, 06R005, 06R006 and 06R011.01R022 500 Start the game with the Character Aldarmir Doubled. (See order 500 –Recruit Double Agent.)01R023 700 Double specified Loyalist Character of a nation other than the Line ofEldacar. (See order 500 – Recruit Double Agent.)01R024 1000 Double three specified Loyalist Characters of a nation other than theLine of Eldacar. (See order 500 – Recruit Double Agent.)01R025 500 Start the game with the Rhovanion Character Osric, Sesha Fairn orGranhelm Doubled. (See order 500 – Recruit Double Agent.)01R026 500 Start the game with the Rhovanion Character Osric, Sesha Fairn orGranhelm Doubled. (See order 500 – Recruit Double Agent.)OptionCharacter3 CharactersOsric, SeshaFairn orGranhelmOsric, SeshaFairn orGranhelmVersion 1.00 #1 – Line of Eldacar 001


<strong>Kin</strong>-<strong>strife</strong> – #1 – Line of EldacarOption Cost Option Additionals Default?01R027 500 Start the game with the Rhovanion Character Osric, Sesha Fairn orGranhelm Doubled. (See order 500 – Recruit Double Agent.)01R028 1000 All ‘Eldacar’s Gift’ options (01R030 – 01R045) cost 500 less.01R029 2000 All ‘Eldacar’s Gift’ options (01R030 – 01R045) cost 300 less.Osric, SeshaFairn orGranhelm01R030 1000 Eldacar’s Gift. All other Loyalist Nations gain 50 Mithril at theirCapital.01R031 1000 Eldacar’s Gift. All other Loyalist Nations’ Capitals gain 5 Loyalty.01R032 1000 Eldacar’s Gift. All other Loyalist Nations gain the following SNA:‘Armies with food only lose 1–2 morale if Army/Navy force–marching.Armies without food gain 1–2 morale when stationary, only lose 1–2morale if marching, and only lose 2–5 if Army/Navy force–marching.’01R033 6000 Eldacar’s Gift. Hide any Population Centre not belonging to the Line Pop. Centreof Eldacar.01R034 1000 Eldacar’s Gift. Give any Population Centre that is not a Major Townor City to another Loyalist Nation.Pop. Centre &Loyalist Nation01R035 1000 Eldacar’s Gift. Give 2 specified Camps to another single specifiedLoyalist Nation.2 Camps &Loyalist Nation01R036 1000 Eldacar’s Gift. Give 2 specified Camps to another single specifiedLoyalist Nation.2 Camps &Loyalist Nation01R037 1000 Eldacar’s Gift. Give 20,000 Gold to another Loyalist Nation. Loyalist Nation01R038 1000 Eldacar’s Gift. Three separate specified Population Centres3 Pop. Centresbelonging to another single Loyalist Nation each gain 20 Loyalty; theLine of Eldacar Nation loses 5,000 Gold.01R039 2000 Eldacar’s Gift. A specified Character of another Loyalist Nation gains Character10 Command rank.01R040 4000 Eldacar’s Gift. A specified Character of another Loyalist Nation gains Character10 Agent rank.01R041 3000 Eldacar’s Gift. A specified Character of another Loyalist Nation gains Character10 Emissary rank.01R042 2500 Eldacar’s Gift. A specified Character of another Loyalist Nation gains Character10 Mage rank.01R043 4000 Eldacar’s Gift. A specified Character of another Loyalist Nation gains Character10 Stealth rank.01R044 2000 Eldacar’s Gift. Grudge Game Only: A specified Character ofCharacter, Skillanother Loyalist Nation gains 10 rank to a specified skill whose rankis currently 0.01R045 2000 Eldacar’s Gift. Grudge Game Only: A specified Character ofanother Loyalist Nation gains 10 rank to a specified skill whose rankis currently 0.Character, SkillNote: All Eldacar’s Gift options (11R030 – 11R045) are applied after all nation’s Table N options.Version 1.00 #1 – Line of Eldacar 001


<strong>Kin</strong>-<strong>strife</strong> – #1 – Line of EldacarOption Cost Option Additionals Default?01R046 500 Discover the IDs of 5 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).01R047 500 Discover the IDs of 5 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).01R048 400 Discover the IDs of 3 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).01R049 700 Discover the SNAs of 2 specified NPCs. 2 NPCs01R050 300 Discover the starting location of the NPC Feamirie.01R051 500 Discover the SNAs of 2 random NPCs (duplicates are possible).01R052 1500 Discover the SNAs of 4 specified NPCs. 4 NPCs01R053 1100 Discover the SNAs of 4 random NPCs (duplicates are possible).01R054 2200 Discover the SNAs of 6 specified NPCs. 6 NPCs01R055 1500 Discover the SNAs of 6 random NPCs (duplicates are possible).01R056 500 Discover the ID and name of Artifacts held by a specified NPCCharacter.NPCTable V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?01V001 4000 New Emissaries can start with an Emissary skill rank of up to 40 whencreated using the 734 – Name Emissary order01V002 5000 New Armies may be hired at no cost using the 770 – Hire Army/Navyorder.01V003New Armies start with a morale of 40.2000 <strong>The</strong> following scouting and recon orders issued work as if theCharacter has double the relevant skill rank:905 – Scout Army/Navy910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters01V004 5600 New Emissaries can start with an Emissary skill rank of up to 40 whencreated using the 734 – Name Emissary order.New Armies start with a morale of 40.<strong>The</strong> following scouting and recon orders issued work as if theCharacter has double the relevant skill rank:905 – Scout Army/Navy910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For CharactersVersion 1.00 #1 – Line of Eldacar 001


<strong>Kin</strong>-<strong>strife</strong> – #2 – Rebels of Ered LithuiBackground#2 – Rebels of Ered LithuiFlanked by an honour guard whose mounts moved with heads held high, Prince Aldarmir, son of Eldacar, entered the cityof Minas Ithil. Flags caught in the breeze, emblems of a dozen noble lines, many tattered, yet all proud in the morning air.Sunlight reflected from the burnished armour and polished swords of soldiers who stood atop the battlements and turrets,whilst, lining the street four and five deep, the people of the city roared their approval. <strong>The</strong> air filled with petals tossed fromwindows, Aldarmir rode as if through a dream, hand raised in acknowledgement of their welcome.Coming to a halt at the end of the central avenue, he dismounted to greet the man who made his way down the palacesteps. Spurning the uniform of a soldier and the dress of nobility both, he was adorned instead in stained leather armour,with a crude yet clearly well-used sword hanging without scabbard from his side. Cheeks unshaven, his face was linedand weather-worn, though he moved with the strength of a young man. For a long moment the two men stared at oneanother, and the crowd fell silent. <strong>The</strong>n, with slow deliberation, Bregor, leader of the rebels who had claimed Minas Ithil forEldacar, lowered himself to one knee, acknowledging his prince.Drawing his sword, Aldarmir placed the flat of its length first on Bregor's left shoulder, then on his right, before bidding himrise as Knight of Gondor. And the crowd's cheers were renewed as Bregor stood and accepted Aldarmir's outstretchedhand, so that the words he murmured to Aldarmir as he pulled him close were lost to all but the prince."<strong>The</strong> people love you, princeling. And for that, we need you. But this is my city, and these are my people. We fought forfreedom, not to replace one oppressive rule with another. So you will be our puppet. You will do what we say, and you willdo it when we say. Because we'll be watching you, watching close. And if you don't learn your place, well, you are not theonly one with Dunedain blood in your veins, and if this war has taught us anything, it is that noble blood stains the groundas easily as that of a commoner. We are at the dawn of new age, an age of freedom, an age of power for the people. It iswe who will return you and your family to the throne, and your debt will be to us. Learn that, and learn that well, and we'llget along just fine."Now, smile for the people. My lord."Of the people of Gondor, the vast majority remained when Castamir took the throne. Some, however, fled north withEldacar, whilst others yet moved east, carving first camps then towns and forts in the mountains of Mordor. At first theywere small in number, but as the years passed and discontent over Castamir's rulership grew, more and more slippedaway to the rebel strongholds. <strong>The</strong> Cor Aran, aware of the growing danger the rebels presented, especially should theyestablish links with Eldacar, sent assassins. But the loyalty of those close to the rebels ensured that few of the Cor Aranmanaged even to get near to the strongholds, and those who did inevitably perished, either on the harsh mountains or atthe hands of the Rebel scouts. Castamir was urged to send troops to deal with the Rebels, but by then rumours ofEldacar's return were rife, and he had neither the time nor the men to deal with them. And in truth, perhaps heunderestimated their strength, their support, and determination. Something that was to cost him dear when, even asEldacar approached from the north, Minas Ithil itself fell to the Rebels.General InformationStarting Gold13,920.CapitalMinas Aglar (Located at 3521)Characters of Note Bregor, the leader of the rebels. Aldarmir, eldest son of Eldacar, who has been invited to take command of Minas Ithil.Version 1.00 #2 – Rebels of Ered Lithui 001


<strong>Kin</strong>-<strong>strife</strong> – #2 – Rebels of Ered LithuiStarting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsAldarmir 10 0 20 0 0 3124 ChampionBregor 50 0 20 0 5 3929Colran 0 30 0 0 5 3224Dreaglin 0 5 10 0 5 3124Emard 20 5 10 0 5 3124 Army CommanderFinod 20 5 0 0 5 3421 Army CommanderMalscor 20 5 0 0 5 3729 Army CommanderTanor 0 0 0 40 0 3521Starting Population CentresName Location Size Fortifications NotesBar Danath 3229 Camp HiddenBar-en-Mereth 3331 CampEithel Gorgurth 3335 CampGondbar 3223 VillageGrimfall 3921 TownGrimford 3421 VillageHul Borgath 4133 CampHunderag Rock 4135 CampKhosa 3733 CampLag Nurnen 3929 Town HiddenLithui Aren 4121 CampMalgroth 3125 CampMinas Aglar 3521 Major Town Tower CapitalMinas Ithil 3124 Major Town CastleMinas Tarrond 4031 TownOsthalion 3224 TownSeregost 3729 Town HiddenStarting ForcesLocation HeavyCavalryLightCavalryHeavyInfantryLightInfantryArchers Men atArms3124 600 600 600 600 2003729 1003421 200Warships TransportShipsPotential Special Nation Abilities New agents can start with an agent skill rank of up to 40 when created using the 731 – Name Agent order. New characters have a greater chance of gaining a bonus to their stealth rank. <strong>The</strong> following scouting and recon orders issued work as if the character has +20 to their relevant skill rank:905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters All characters may issue the order 585 – Uncover secrets as if they have an emissary skill rank of 40 (or higher ifthey have an emissary skill rank of greater than 40).Version 1.00 #2 – Rebels of Ered Lithui 001


<strong>Kin</strong>-<strong>strife</strong> – #2 – Rebels of Ered LithuiSet-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?02J001 1000 Army/Navy at 3124 gains 200 LC, 200 HI, 200 LI, 200AR and600 MA.02J002 1000 Army/Navy at 3729 gains 700 LC.02J003 1000 Army/Navy at 3421 gains 200 HI, 400 LI, 200 AR and 400 MA.02J004 2000 All Armies/Navies gain 400 LC.Table N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?02N001 800 Aldarmir gains a 500 Combat Item and a 15 Command Item.02N002 1000 Aldarmir gains 20 Command rank.02N003 1500 Finod and Aldarmir each gain 20 Command rank.02N004 1500 Colran, Dreaglin and Mascor each gain either 10 Agent rank or 10Emissary rank.02N005 2000 Aldarmir and Bregor each gain 20 Emissary rank each.02N006 1500 Specified Character with Emissary skill gains 10 Emissary rank. Character02N007 2500 Bregor gains a 500 Combat Item and a 10 Stealth Item.02N008 500 Gain three 500 Combat Items, which will be randomly allocated toyour Characters.02N009 1000 A specified Character not commanding an Army/Navy moved toCapital.02N010 1500 A specified Character not commanding an Army/Navy moved toCapital.02N011 1700 All Characters with Stealth skill gain 5 Stealth rank.02N012 2200 All Characters with Stealth skill gain 5 Stealth rank.02N013 3000 All Characters with Stealth skill gain 5 Stealth rank.02N014 1000 4 specified Characters with exactly 15 Stealth rank lose 15 Stealthrank and gain 10 Agent rank.02N015 2000 4 specified Characters with Stealth skill lose all their Stealth rank andgain 20 Command rank. All armies gain 300 Light cavalry.02N016 300 Lose 10 Emissary rank from specified Character with Emissary rankof 20 or more. Second specified Character with Emissary skill gains10 Emissary rank.SkillCharacterCharacter4 Characters4 CharactersCharacter toLose, Characterto gainVersion 1.00 #2 – Rebels of Ered Lithui 001


<strong>Kin</strong>-<strong>strife</strong> – #2 – Rebels of Ered LithuiTable R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?02R001 1000 Move Minas Aglar to 3420, 3522 or 3422. Any Characters at the old LocationCapital Location who are not Army/Navy Commanders move to thenew Location.02R002 1000 Move a specified Town to 3531, 3330, 3831, 3821 or 3822.Destination location cannot already have a Population Centre.Town &Destination02R003 1500 Move a specified Town to 3531, 3330, 3831, 3821 or 3822.Destination location cannot already have a Population Centre.Town &Destination02R004 1000 Move a specified Camp or Village to any land hex. Destinationlocation cannot already have a Population Centre. List three possibleCamp or Village& 3 DestinationsDestination’s locations (these will be checked for validity in ordergiven).02R005 1000 Hide specified population Centre smaller than a Town. Camp or Village02R006 1500 Hide specified population Centre smaller than a Town. Camp or Village02R007 1000 Un-hide specified Town you control; gain 15,000 Gold in treasury. Town02R008 1500 Un-hide specified Population Centre you control; gain 15,000 Gold intreasury.PopulationCentre02R009 800 Upgrade a specified Camp to a Village; downgrade a specified Village Camp & Villageto a Camp.02R010 800 Upgrade a specified Village to a Town; downgrade a specified Town Village & Townto a Village.02R011 800 Upgrade a specified non-hidden Town to a Major Town; downgradespecified a Major Town to a Town.Town &M. Town02R012 1000 Specified Desert Hex within Mordor changed to Plains. Location02R013 1000 Downgrade Relations with the Line of Morlaen and one specifiedNationNation to Hated.02R014 500 Upgrade Relations with the Line of Eldacar to Friendly.02R015 500 Upgrade Relations with any specified Loyalist Nation to Friendly. Loyalist Nation02R016 500 Discover Gandalf's start location.02R017 500 Discover the IDs of 5 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).02R018 1100 Discover the IDs of 10 random Artifacts (duplicates are possible).02R019 500 Discover the IDs of 5 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).02R020 1100 Discover the IDs of 10 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).02R021 400 Discover the IDs of 3 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).Version 1.00 #2 – Rebels of Ered Lithui 001


<strong>Kin</strong>-<strong>strife</strong> – #2 – Rebels of Ered LithuiTable V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?02V001 4000 New Agents can start with an Agent skill rank of up to 40 when createdusing the 731 – Name Agent order.All Characters may issue the order 585 – Uncover secrets as if theyhave an Emissary skill rank of 40 (or higher if they have an Emissaryskill rank of greater than 40).02V002 4000 New Characters have a greater chance of gaining a bonus to theirStealth rank.<strong>The</strong> following scouting and recon orders issued work as if the Characterhas +20 to their relevant skill rank:905 – Scout Army/Navy910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Character02V0036000 New Agents can start with an Agent skill rank of up to 40 when createdusing the 731 – Name Agent order.<strong>The</strong> following scouting and recon orders issued work as if the Characterhas +20 to their relevant skill rank:905 – Scout Army/Navy910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters02V004 7000 New Agents can start with an Agent skill rank of up to 40 when createdusing the 731 – Name Agent order.New Characters have a greater chance of gaining a bonus to theirStealth rank.Version 1.00 #2 – Rebels of Ered Lithui 001


<strong>Kin</strong>-<strong>strife</strong> – #3 – RhovanionBackground#3 –RhovanionVidurafin stood in the eaves of the great forest. Dusk was settling on the trees, and in the fading half-light bats dancedand swooped, their cries almost beyond the range of his hearing, though he seemed to recall that in his youth they hadbeen clearer by far. He had always enjoyed this time of the evening, when the duties of day gave way to the quiet of night,when, throughout the forest and the plains beyond, fires of the villages and camps spread to mirror the stars, his landdelineated and given form. Had always enjoyed the play of the bats, and soft sounds of the creatures of the night as theystirred in the undergrowth.Yet now he found himself ill at ease, the darkness seeming no longer a comfort but instead almost threatening. <strong>The</strong> worldwas changing, that he knew, as did any with eyes to see and wit to understand. And it seemed that the land itself was alsorestless. Almost daily, the Greenwood gave way yet further to the Mirkwood, as the influence of the Necromancer and hisservants spread. Unnatural creatures lurked in shadows and took wing on the night, creatures that even his best menfeared, whilst the elves were seen but rarely, slowly retreating, giving up their hold on the forest.And it was not just the Greenwood. On the plains, the scouts of the Hithlum were seen with increasing frequency. Roadsthat were once open were now only travelled by those with great need, and then under guard. And to the west, the fertilelands of the Great River seemed to take on the chill of autumn earlier with each passing year, the dark shadows of theMisty Mountains reaching out across the land.<strong>The</strong>n, of course, to the south there was Gondor.Over the centuries, the Rhovanions’ relationship with the men of Gondor had oft-times shifted, sometimes the oneignoring the other, sometimes trading, sometimes even warily hostile. But in recent centuries, it had seemed that relationshad never been more favourable. Indeed, his own forefathers had secured alliance with the Lords of Gondor, an alliancesealed in marriage and in blood. And yet now, that very alliance had brought him to the brink of war with Gondor, so thateven as he stood watching the dusk, his men marched south in support of Eldacar.Was there anything he could have done differently? Surely he could not have refused Eldacar refuge when Castamir hadtaken Osgiliath. <strong>The</strong>n, just as surely, he could not then have refused to aid and defend him, bound as they were by bloodand by alliance. And how could he not later have pledged further support to see him restored to the throne? No, there wasnothing in his actions that he would have altered, could have altered. War, it seemed, was fated. And, if he knew the landand what it had to tell of the future, he feared that the <strong>Kin</strong>-<strong>strife</strong> was but the beginning. That before this was over the worldwould be reshaped, reforged either by the courage of man or the darkness of evil. Yet that was not his to worry about. Tohim was fallen but one task, to place Eldacar upon the throne once more, whilst ensuring that his own people wereprotected. So the fates had decreed. And so it would be.Ever since, in 1248, <strong>Kin</strong>g Minalcar of Gondor sent aid to the Rhovanions to help in driving back the latest Hithlumincursion, the men of Rhovanion have been staunch allies of Gondor. An alliance further cemented first by the marriage ofVidumavi, daughter of the <strong>Kin</strong>g of Rhovanion, to Valacar, son of the <strong>Kin</strong>g of Gondor, then still further when their unionproduced Eldacar, heir to the throne of Gondor. When Castamir's rebellion succeeded in overthrowing Eldacar, then, itwas only natural that Rhovanion provide the exiled king with shelter and protection. And only natural, too, that they shouldaid him yet further now, in his attempt to re-take the throne. So that whilst the latest Hithlum incursion has forced <strong>Kin</strong>gVidurafin to divide his attention between Gondor and the east, still, when Eldacar marches on Gondor, he will not bealone.Version 1.00 #3 – Rhovanion 001


<strong>Kin</strong>-<strong>strife</strong> – #3 – RhovanionGeneral InformationStarting Gold29,760.CapitalBuhr Waldmarh (Located at 3213)Characters of Note <strong>Kin</strong>g Vidurafin of Rhovanion.Starting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsAerlac 30 0 0 0 0 3213 Army CommanderAilgrawen 0 20 0 10 0 3006 FemaleAmandiril 30 20 20 0 0 2608Bearnad 30 0 0 0 0 3109 Army CommanderBraccha 0 0 30 10 0 3212Dorradan 30 0 0 0 0 3114 Army CommanderGranhelm 30 10 0 0 0 2508 Army CommanderHaladan 30 0 10 0 0 2619 Army CommanderOsric 20 20 0 0 0 2518Peredan 20 0 20 0 0 3110Sesha 10 10 10 0 0 3213 FemaleFairnVidurafin 40 0 40 0 0 2508 ChampionStarting Population CentresName Location Size Fortifications NotesAriauriath 2619 Town TowerBuhr Ailgra 3212 Major Town TowerBuhr Waldmahr 3213 City Fort CapitalCaras Amarth 2608 Town TowerEsgaroth 3109 Major Town Tower HarbourFalagund 2505 CampHithrond 2705 TownHope Downs 2510 CampHovisae 3006 Town TowerIach Celduin 3111 TownLondaroth 3110 Town TowerMaethelburg 2508 Major Town TowerMethedras 3608 CampNimrond 2712 CampRogin Galad 3310 VillageSilhith 2518 Town TowerStrayhold 3114 Major Town TowerTharsul 2520 Town TowerThinband 3514 VillageWellinghall 2615 TownVersion 1.00 #3 – Rhovanion 001


<strong>Kin</strong>-<strong>strife</strong> – #3 – RhovanionStarting ForcesLocation HeavyCavalryLightCavalryHeavyInfantryLightInfantryArchers Men atArms3213 1200 8003114 600 200 2002508 600 400 400 4003109 800 200 2002619 200 800Warships TransportShipsPotential Special Nation Abilities New emissaries can start with an emissary skill rank of up to 40 when created using the 734 – Name Emissaryorder. <strong>The</strong> nation can buy from the market at 20% less than the given buy price, and sell to the market at 200% greaterthan the given sell price. <strong>The</strong> nation can issue the following orders to its characters, assuming the characters fulfil order requirements:960 – Increase Caravan Prices965 – Reduce Caravan Prices Armies lose no morale for force marching.Set-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?03J001 1000 Army/Navy at 3213 gains 400 HI and 400 LI.03J002 2000 Army/Navy at 3114 gains 600 HI, 600 LI, 500 AR and 800 MA.03J003 1000 Army/Navy at 3213 gains 300 HI; Army/Navy at 2508 gains 400 HI.03J004 1000 Army/Navy at 3109 gains 600 LI; Army/Navy at 2619 gains 300 HI.03J005 1000 Army/Navy at 3109 gains 300 LC; Army/Navy at 3109 loses 200 HI and 200LI.03J006 1000 Army/Navy at 2619 gains 400 LI; Army/Navy at 3213 gains 400 HI.Version 1.00 #3 – Rhovanion 001


<strong>Kin</strong>-<strong>strife</strong> – #3 – RhovanionTable N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?03N001 1700 Vidurafin gains a 20 Command Item and a 1000 Combat Item.03N002 3700 Vidurafin gains a 10 Stealth Item and a 10 Agent Item.03N003 1000 All Characters with Mage skill gain 30 Mage rank.03N004 2000 Specified Character with Emissary skill gains 10 Emissary rank. Character03N005 700 All Characters with Command skill and no Agent skill gain 10 Agentrank.03N006 700 A specified Character with Agent skill gains 10 Stealth rank. Character03N007 800 A specified Character without Agent skill gains 10 Agent rank. Character03N008 1000 A specified Character without Emissary skill gains 10 Emissary rank. Character03N009 1000 A specified Character gains 10 Emissary rank. Character03N010 2000 A specified Character gains 10 Emissary rank. Character03N011 500 A specified Character with Command skill gains 10 Command rank. Character03N012 3200 4 specified Characters with command rank either gain 20 commandskill each, or 10 agent skill each. Excluding Vidurafin.4 Characters &skill to gain03N013 500 Gain three 500 Combat Items, which will be randomly allocated toCharacters.03N014 1000 Gain three 750 Combat Items, which will be randomly allocated toCharacters.03N015 700 Gain one 1000 combat Item, which will be randomly allocated to aCharacter.03N016 1500 specified Character not commanding an Army/Navy moved to yourCapital.Character03N017 2500 specified Character not commanding an Army/Navy moved to aPopulation Centre you control.Character &Pop. CentreTable R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?03R001 1000 Change Capital to Maethelburg or Esgaroth. Maethelburg orEsgaroth03R002 800 Build a Road from 2508 through 2609 to 2610.03R003 500 Build a Road from 3010 to 3109.03R004 700 Fortify a specified Camp or Village by one level (Population Centreneed not be fortified already).Camp or Village03R005 1200 Fortify a specified Village or Town by one level (Population Centre Village or Townneed not be fortified already).03R006 1500 Change two specified hexes of Forest terrain within Mirkwood (south Two Forest Hexesof xx12) to Plains.03R007 500 Upgrade Relations to Horselords to Friendly.03R008 500 Downgrade Relations to Witch–realm of Angmar to Hated.03R009 3000 Change Tax Rate to 60%. All Population Centres lose 15 Loyalty.03R010 1500 All Population Centres gain 15 Loyalty.03R011 2500 Gain 1000 Mounts and 2000 Leather at Capital.03R012 800 Gain 1,000 Timber at a specified Major Town or City. M. Town or City03R013 1000 Gain 500 Mounts at a Major Town or City. M. Town or City03R014 1200 Training of Army/Navy of choice increased by 30. Army/NavyLocation03R015 2200 Training of Army/Navy of choice increased by 60. Army/NavyLocation03R016 1500 Add 500 Mounts to specified Loyalist Population Centre that does notbelong to Rhovanion.Population CentreVersion 1.00 #3 – Rhovanion 001


<strong>Kin</strong>-<strong>strife</strong> – #3 – RhovanionOption Cost Option Additionals Default?03R017 1000 Add 1000 Leather to specified Loyalist Population Centre that does Population Centrenot belong to Rhovanion.03R018 1000 Add 1000 Bronze to specified Loyalist Population Centre that does Population Centrenot belong to Rhovanion.03R019 1500 Add 1000 Steel to specified Loyalist Population Centre that does not Population Centrebelong to Rhovanion.03R020 1500 Add 1000 Timber to specified Loyalist Population Centre that does Population Centrenot belong to Rhovanion.03R021 1000 Add 2000 Food to specified Loyalist Population Centre that does not Population Centrebelong to Rhovanion.03R022 1200 Add 2000 Food to specified Loyalist Population Centre that does not Population Centrebelong to Rhovanion.03R023 1500 Add 2000 Food to specified Loyalist Population Centre that does notbelong to Rhovanion.Population CentreTable V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?03V001 4000 New Emissaries can start with an Emissary skill rank of up to 40 whencreated using the 734 – Name Emissary order.Armies lose no Morale for Army/Navy marching.03V002 4000 <strong>The</strong> Nation can buy from the Market at 20% less than the given BuyPrice, and sell to the Market at 20% greater than the given Sell Price.<strong>The</strong> Nation can issue the following orders to its Characters, assuming theCharacters fulfil order requirements:960 – Increase Caravan Prices965 – Reduce Caravan Prices03V003 7000 New Emissaries can start with an Emissary skill rank of up to 40 whencreated using the 734 – Name Emissary order.<strong>The</strong> Nation can buy from the Market at 20% less than the given BuyPrice, and sell to the Market at 20% greater than the given Sell Price.<strong>The</strong> Nation can issue the following orders to its Characters, assuming theCharacters fulfil order requirements:960 – Increase Caravan Prices965 – Reduce Caravan PricesArmies lose no Morale for Army/Navy marching.Version 1.00 #3 – Rhovanion 001


<strong>Kin</strong>-<strong>strife</strong> – #4 – HorselordsBackground"My Lord!"#4 – HorselordsBreathless, Eolad, dusty from hard riding, reigned in his lathered mount before Vidustain.Tossing him a flask, Vidustain bid him drink. Gulping down mouthfuls of water, Eolad emptied the rest over his headbefore, somewhat calmer, he began again."My Lord, we have found the remains of a camp-fire on the western bank of the Redwater. And there are tracks, leadingnot east but west."Vidustain frowned. "How many?""Not more than a dozen. All on horseback, but without spare mounts, unless I miss my guess."Vidustain blew out his held breath in relief. It was not the army he had feared. But if it were a scouting party, the Hithlumwere growing bold to venture beyond the river. And if it were the reconnaissance for a coming army, then even more vitalthat they did not live to re-cross the river and bring back their report. Calling for Falodan he bid him instruct the unit toprepare to ride, before looking to Eolad."I need you to lead us to the scent. Have you strength enough to ride more this day?"Eolad grinned. "If there is a chance my spear can taste Easterling flesh, I would ride another ten without rest."Vidustain returned his smile. "Let us hope that will not be necessary. Take for yourself a new mount, and be ready to ridewithin the hour."<strong>The</strong> tracks had lead west and then turned north, perhaps to complete a circular journey. But, the riders slowed throughneed for caution, their tracks became rapidly fresher, and even as the sun was doused by the land, setting Mirkwoodaflame, their dust could be seen. Calling a halt, Vidustain bid his men take mounts that had not yet been ridden that day.<strong>The</strong>n, as they discarded travelling cloaks to reveal the shining armour and emblems of Rhovanion, he placed his horn tohis lips, and its bright cry rang out across the plains as the Rhovanion charged.<strong>The</strong> battle was scarce worthy of such a name. <strong>The</strong> Hithlum were equipped for scouting not battle, and their mountsalready weary. And whilst they turned and fought, they could not hope to stand against the charge of the Rhovanion.Vidustain himself bought the last from his mount, and, moving to stand over him where he lay, pressed the point of hissword to the man's neck."If you value your life, you will tell us your business here," he growled. "Speak, and I will spare you. Remain silent, andyour body will be food for the crows."<strong>The</strong> Hithlum opened his mouth as if to speak. But then, sticking out his tongue, he bit down hard with teeth filed tosharpened points. Mouth filled with blood, with a cry of pain and defiance he spat his severed tongue at Vidustain.Almost wearily, Vidustain pressed down with his sword, ending the Hithlum's life. Whatever was to be learned, it was notto be learned from this man. But one thing was certain: the Hithlums' forays were growing more frequent and more bold.<strong>The</strong> wind carried a scent of war that would surely not be long in coming. And even as he longed for the chance of glory itoffered, so he could not help but also be afraid, not of death but of failure, with the knowledge that his was theresponsibility for keeping the Easterlings from his people’s homes resting as a heavy weight on his shoulders.Leaving the fallen Hithlum for the birds, Vidustain led his men south and west, to take report back to his father.Version 1.00 #4 – Horselords 001


<strong>Kin</strong>-<strong>strife</strong> – #4 – HorselordsIf <strong>Kin</strong>g Vidurafin of Rhovanion aids Eldacar from a sense of duty and family ties, his eldest son, Prince Vidustain , does soout of friendship. A master of horses, Vidustain has charge of Rhovanion's cavalry, and to him falls the task of patrollingthe vast plains of southern and eastern Rhovanion. With attack imminent from the Hithlum, and Castamir hardly likely tosit and wait for Eldacar to advance into Gondor, it seems likely that his cavalry will be hard-stretched, forced to guardagainst invasion from both south and east. Yet it is a challenge Vidustain relishes, vowing one day to ride victoriousthrough the gates of Osgiliath at Eldacar's side.General InformationStarting Gold33,720.CapitalBuhr Mahrling (Located at 3612)Characters of Note Prince Vidustain, eldest son of <strong>Kin</strong>g Vidurafin of Rhovanion.Starting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsAdunekhor 0 20 10 20 10 4217 FemaleAendwen 20 0 0 0 0 3512 FemaleAp-Brigg 10 0 0 20 0 3914 FemaleAp-Coleen 20 0 0 20 0 3019 FemaleEarlan 10 0 40 0 0 3612 Can be purchased during nation set-upEolad 20 0 0 0 0 3612 Army CommanderFalodan 20 0 0 0 0 3914 Army CommanderMaremil 20 0 0 0 0 3711 Army CommanderThorean 10 20 20 0 0 3814 Can be purchased during nation set-upVidustain 40 0 0 0 0 4013 Champion, Army CommanderStarting Population CentresName Location Size Fortifications NotesBelicos 3416 VillageBuhr Mahrling 3612 City Fort CapitalDilgul 4217 Major Town HarbourHarnbar 3712 VillageIllanin 3713 Village Tower<strong>Kin</strong>shali 4017 CampKul-sordas 4119 Major TownMinas Garal 3512 Town TowerMinas Thinram 3819 VillageMithram 3814 TownRhiavod 3914 Village TowerShrel Kain 4013 City Fort HarbourTarrond 3019 Town TowerThindlin 3715 VillageTurkul 3119 Town TowerVerdalis 2411 CampWindur 3711 TownWithered tree 3217 VillageVersion 1.00 #4 – Horselords 001


<strong>Kin</strong>-<strong>strife</strong> – #4 – HorselordsStarting ForcesLocation HeavyCavalryLightCavalryHeavyInfantryLightInfantryArchers Men atArms3612 1000 500 5004013 500 500 5003711 500 200 2003914 500 200 200Warships TransportShipsPotential Special Nation Abilities New commanders can start with a command skill rank of up to 40 when created using the 728 – NameCommander order. Mages can learn the lost spell 508 – Conjure Mounts. All new troop recruits start with training 20. Armies with food only lose 1–2 morale if force–marching. Armies without food gain 1–2 morale when stationary,only lose 1–2 morale if marching, and only lose 2–5 if force-marching.Set-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?04J001 3000 All Armies/Navies gain 400 LC.04J002 2000 Army/Navy at 4013 gains 500 LC, 400 HI and 400 MA; Armies/Navies at3914 and 3711 both gain 400 HI.04J003 1000 All Armies/Navies gain 100 HI and 700 MA.04J004 1000 All Armies/Navies gain 200 HI and 200 MA.04J005 1000 All Armies/Navies gain 300 AR.Table N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?04N001 1000 Specified Character not commanding an Army/Navy moved to your CharacterCapital04N002 2500 Specified Character not commanding an Army/Navy moved to aPopulation Centre you controlCharacter &Pop. Centre04N003 2500 Vidustain gains a 30 Command Item and a 1000 Combat Item.04N004 1000 Either 3 specified Characters with Command skill each gain 15Command rank; or first specified Character with Command skill gains10 Emissary rank and second specified Character with Command skillgains 20 Agent rank.3 Characters or2 Characters04N005 1500 Either 3 specified Characters with Command skill each gain 15Command rank; or first specified Character with Command skill gains10 Emissary rank and second specified Character with Command skillgains 10 Agent rank.3 Characters or2 Characters04N006 1000 All Characters with Command skill gain 10 Command rank.04N007 800 A specified Character with Command skill gains 10 Command rank. CharacterVersion 1.00 #4 – Horselords 001


<strong>Kin</strong>-<strong>strife</strong> – #4 – Horselords04N008 1000 A specified Character with Emissary skill gains 10 Emissary rank. Character04N009 2000 Adunekhor or Thorean gains 20 Emissary rank. Character04N010 1500 All Characters with Mage skill gain 10 Mage rank, but if the SNA tocast Conjure Mounts is chosen, each must have Conjure Mounts asone of their starting spells.04N011 1500 All Characters with Mage skill gain 10 Mage rank.04N012 1400 Any Characters with Command skill but without Agent skill gain 10Agent rank.04N013 2000 Any Characters with Command skill but without Agent skill gain 15Agent rank.04N014 2000 Gain the Character Thorean. Lose 8,000 Gold.04N015 2500 Gain the Character Earlan. Lose 8,000 Gold.04N016 3000 A specified Character with Command skill gains 20 Command rank Character04N017 3000 A specified Character with Mage skill gains 20 Mage rank Character04N018 5000 A specified Character with Agent skill gains 20 Agent rank Character04N019 5000 A specified Character with Emissary skill gains 20 Emissary rank Character04N020 1000 A specified Character with Command skill and no other skills gains 20 CharacterAgent rank and 10 emissary rank.04N021 600 If Option 04V001 is chosen then all Mages start with the Lost Spell508 – Conjure Mounts.Table R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?04R001 1000 Change Capital to Shrel Kain, Kul-sordas or Dilgul. Shrel Kain,04R002 1500 Change Capital to Shrel Kain, Kul-sordas or Dilgul. Any Charactersat the old Capital location who are not Army/Navy Commandersmove to the new CapitalKul-sordas or DilgulShrel Kain,Kul-sordas or Dilgul04R003 1500 A specified Town becomes a Major Town. Town04R004 2500 A specified Major Town becomes a City. Major Town04R005 2000 A specified unfortified Population Centre gains a Fort. Population Centre04R006 1500 A specified Character who is not an Army/Navy Commander isCharactermoved to your Capital.04R007 400 Upgrade Relations to Rhovanion to Friendly.04R008 500 Downgrade Relations to Hithlum to Hated.04R009 600 Downgrade Relations to any Usurper Nation to Hated. Usurper Nation04R010 800 All Population Centres gain 10 Loyalty.04R011 800 Upgrade a specified Camp to a Village; downgrade a specifiedVillage to a Camp.Camp & Village04R012 800 Upgrade a specified Village to a Town; downgrade a specified Village & TownTown to a Village.04R013 800 Upgrade a specified non-hidden Town to a Major Town; downgrade Town & M. Towna specified Major Town to a Town.04R014 800 Upgrade a specified non-hidden Major Town to a City; downgrade a M. Town & Cityspecified City to a Major Town.04R015 1000 Reduce a specified City’s Loyalty by 50; upgrade a specified Camp City & Campto a Village.04R016 1500 A specified City loses 50 Loyalty and gains a level of Fortification City04R017 1000 A specified City reduced to a Major Town and gains a level ofCityFortification.04R018 2500 All Troops gain Steel Weapons and Steel Armour where possible.04R019 4000 Gain 30,000 Gold.04R020 4000 All Major Towns and Cities gain 500 Mounts and 1000 Leather.04R021 1000 A specified Major Town or City gains 2,000 Leather. M. Town or City04R022 800 A specified Major Town or City gains 1,000 Timber. M. Town or CityVersion 1.00 #4 – Horselords 001


<strong>Kin</strong>-<strong>strife</strong> – #4 – HorselordsOption Cost Option Additionals Default?04R023 1000 A specified Major Town or City gains 500 Mounts. M. Town or City04R024 1800 Three specified Population Centres each gain 300 Mounts and 600 3 Pop. CentresLeather.04R025 1000 Swap the starting locations of two Armies (commanding Characters 2 Army Locationsremain where they are).04R026 1500 Training of all Armies/Navies increased by 10.04R027 2000 Gain 2000 Food in all Major Towns and Cities.04R028 1500 Gain a Tower on a specified Camp or Village not created with Camp or Villageoptions 04R029, 04R030 and 04R031.04R029 2000 Gain a Camp in any Plains hex on or east of column 30xx and north 3 Locationsof row xx21 that does not already contain a Population Centre.Specify three potential hexes, in order of preference. If all potentialhexes already contain Population Centres, the camp will be placedin the hex north of the first specified hex if possible.04R030 2500 Gain a Camp in any Plains hex on or east of column 30xx and north 3 Locationsof row xx21 that does not already contain a Population Centre.Specify three potential hexes, in order of preference. If all potentialhexes already contain Population Centres, the camp will be placedin the hex north of the first specified hex if possible.04R031 3000 Gain a Camp in any Plains hex on or east of column 30xx and north 3 Locationsof row xx21 that does not already contain a Population Centre.Specify three potential hexes, in order of preference. If all potentialhexes already contain Population Centres, the camp will be placedin the hex north of a potential hex if possible, again checked inorder of preference.04R032 1000 Morale of specified Army increased to equal the command skill ofthe commanding Character.ArmyTable V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?04V001 5000 New Commanders can start with a Command skill rank of up to 40 whencreated using the 728 – Name Commander order.Mages can learn the lost spell 508 – Conjure Mounts.04V002 2000 All new troop recruits start with Training 20.Armies with food only lose 1–2 morale if Army/Navy–marching. Armieswithout food gain 1–2 morale when stationary, only lose 1–2 morale ifmarching, and only lose 2–5 if Army/Navy force-marching.04V003 4000 New Commanders can start with a Command skill rank of up to 40 whencreated using the 728 – Name Commander order.All new troop recruits start with Training 20.Armies with food only lose 1–2 morale if Army/Navy–marching. Armieswithout food gain 1–2 morale when stationary, only lose 1–2 morale ifmarching, and only lose 2–5 if Army/Navy force-marching.04V004 2000 Mages can learn the lost spell 508 – Conjure Mounts.Version 1.00 #4 – Horselords 001


<strong>Kin</strong>-<strong>strife</strong> – #5 – <strong>Kin</strong>gdom of ArnorBackground#5 – <strong>Kin</strong>gdom of ArnorAs the shadows lengthened in the hall of Fornost, Araphor sat in solitude on the throne at its head. Torches had been lit,yet tonight they seemed to do little to dispel the gloom, accentuating rather than banishing the darkness. In his hands, theSceptre of Annuminas, which he twisted slowly, allowing the flickering light to dance on its bejewelled head.How many <strong>Kin</strong>gs had held the Sceptre, and how great had been their majesty? His forefathers had ruled not just afragmented realm but one of the most powerful kingdoms in <strong>Middle</strong>-earth, one of the two centres of the Numenoreanpeople in Exile. <strong>The</strong> reach of their arm had stretched even from the Misty Mountains to the western ocean, from Forodrethto the river Isen, and only Gondor was comparable in glory and might.But the <strong>Kin</strong>gdom of Arnor had been sundered, split apart by feuding princes. And Araphor supposed he should considerhimself fortunate that history would not cast him as one of those responsible for that act. Yet still, each of the Princes’realms, of Arthedain, Cardolan and Rhudaur, had been great in itself.Now, however Cardolan was a dark and barren land, the forces of the Witch-king having laid it to waste and to ruin, andscattered those who had dwelt there. And if Cardolan was no more than a memory, Rhudaur was something worse, aland in thrall to Angmar, its cities and holds in the hands of servants of darkness. Only the lands of Arthedain remained ofArnor. And at such a time came the news that still rang in his ears, burned in his mind. <strong>The</strong> forces of the Witch-king wereabroad once more. Barely two decades after his father, with aid of the Quendi, had finally succeeded in staunching theBlack Tide, the forces of darkness had risen again.And where now the strength to oppose them? Where now the courage to do what had to be done? His forces, such aswere left to him, were spread thin across the land, whilst those who remained of noble blood, in whose veins ran still thesong of the Dunedain, were too few in number by far. He had hoped, at least, to rely on the support of Gondor. But havingalmost torn itself apart in needless civil war, now, when he needed it the most, Castamir had withdrawn Gondor's support,withdrawn the men and fleets that had patrolled the rivers of Gwathla and Mitheithel. Such an act could not, Araphorknew, be born of coincidence alone, and did much to confirm the dark rumours surrounding both Castamir's rise to powerand the nature of the allies who had lifted him to the throne. But such bitter knowledge did little other than to set anotherenemy against him.If there was hope, then he did not see it. But if this was to be the end of the Realm of Arnor, and if it was fated that his bename recorded as the last <strong>Kin</strong>g of his people, then so be it. What would not be said, he vowed, was that he had failed inhis final duty, or was to have been wanting in battle. Greater hands than his, perhaps, had held the Sceptre before him.But still, the blood of the Dunedain ran rich in his veins, and whilst strength yet remained him, he would show himselfworthy of his ancestry. Rising to his feet, he called for messengers to take word to the princes of the land. Evil stirredagain in the east. And when it came forth, they would be ready to stand against it. By the blood of the Dunedain, he sworethat it would be so.In the year 857 of the Third Age, Arnor had been split by its feuding Princes into Arthedain, Cardolan and Rhudaur. <strong>The</strong>n,in 1407, the Witch <strong>Kin</strong>g invasion effectively destroyed both Cardolan and Rhudaur. <strong>The</strong> Hill Men of Rhudaur had sidedwith the Witch-king, and those few Dunedain in Rhudaur loyal to the cause of Arnor fled to Arthedain, whilst Cardolan wassimply overwhelmed. Indeed, only the aid of the Elves of Lindon and Rivendell had enabled Arthedain to turn the BlackTide.So it is that the year 1446 sees Rhudaur in the hands of the Witch-king, Cardolan a ravaged and destroyed land, virtuallyunpeopled, and only Arthedain remaining. Still, whilst Arthedain might only be a shadow of the glory that was the realm ofArnor, nevertheless the blood of the Dunedain still runs pure in the hearts of its royal line. And one thing may be countedon: that so long as that line remains, the Witch-king will never take Arnor.Version 1.00 #5 – <strong>Kin</strong>gdom of Arnor 001


<strong>Kin</strong>-<strong>strife</strong> – #5 – <strong>Kin</strong>gdom of ArnorGeneral InformationStarting Gold15,520.CapitalCapital: Fornost (Located at 1407)Characters of Note <strong>Kin</strong>g Araphor, ruler of the <strong>Kin</strong>gdom of Arnor. Argeleb II, son of Araphor. Malborn II, Seer of Fornost.Starting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsAmlach 10 0 0 10 0907 Army CommanderAraphor 20 0 10 10 1407Argeleb II 40 0 10 0 1715 Champion, with 1000 Combat ItemBornandil 30 10 10 10 1108Calanar 20 0 0 10 1007Calcawe 30 0 10 10 1506Cornathel 30 10 0 0 1508Erellont 30 0 0 10 1614 Army CommanderFrianan 0 0 10 20 1407 FemaleMalborn II 0 0 0 30 1407Minasdir 20 0 10 10 1407 Army CommanderStarting Population CentresName Location Size Fortifications NotesAmon Sul 1609 Village CastleAnnon Baran 1014 CampAthrad Sarn 1211 Town Tower HarbourBaraketta 1106 Major TownBelegos 1922 CampBelial 2017 CampBordicae 1916 CampBree 1409 Major TownBrolorne 1918 CampCarag Oltas 1917 CampCaras Calairnen 0907 City TowerCaras Fornen 1006 TownEridea 1312 CampFornost 1407 City Citadel CapitalGuldor 0807 TownHamidas 1506 CampHimaelin 1007 Major TownIlmrond 1108 Town TowerKelidos 1508 TownKemen Brith 1410 Major TownKemen Girith 1110 VillageMalonn 1309 VillageNarram 1715 Town FortTarmabar 1109 VillageTharbad 1614 City Fort PortTraith Chefudoc 1015 CampVersion 1.00 #5 – <strong>Kin</strong>gdom of Arnor 001


<strong>Kin</strong>-<strong>strife</strong> – #5 – <strong>Kin</strong>gdom of ArnorStarting ForcesLocation HeavyCavalryLightCavalryHeavyInfantryLightInfantry1407 4000907 1200 6001614 1800ArchersMen atArmsWarships TransportShipsPotential Special Nation Abilities New commanders can start with a command skill rank of up to 40 when created using the 728 – NameCommander order. <strong>The</strong> nation may build fortifications at 1/2 the usual timber cost. <strong>The</strong> nation can issue the following orders to its characters, assuming the characters fulfil order requirements: 496 – Build Road All new troop recruits start with training 20.Set-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?05J001 1000 Army/Navy at 1614 gains 1300 AR and 1300 MA.05J002 1000 Army/Navy at 1407 gains 800 LC and 400 MA.05J003 1000 Army/Navy at 0907 gains 600 HI and 400 LI.05J004 2000 Army/Navy at 0907 gains 1300 LC; Army/Navy at 1614 gains 800 MA.05J005 1000 Army/Navy at 1614 gains 600 HI and 400 AR.05J006 1000 Army/Navy at 1614 gains 10 Warships and 6 Transport ships.Table N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?05N001 2000 Argeleb gains 20 Command skill and a 20 Command Item.05N002 2500 Argeleb gains 20 Emissary.05N003 1500 Argeleb gains a 20 Command Item and a 750 Combat Item.05N004 1000 Of Araphor, Bornandil and Calanar: one Character gains 10 Commandrank, one gains 20 Command rank, and one gains 30 Command rank.05N005 1000 Of Araphor, Calanar and Minasdir: one Character gains 10 Commandrank, one different Character gains 20 Command rank, and onedifferent Character gains 30 Command rank.Character to gain10 skill rank,Character to gain20 skill rank,Character to gain30 skill rankCharacter to gain10 skill rank,Character to gain20 skill rank,Character to gain30 skill rank.Version 1.00 #5 – <strong>Kin</strong>gdom of Arnor 001


<strong>Kin</strong>-<strong>strife</strong> – #5 – <strong>Kin</strong>gdom of ArnorOption Cost Option Additionals Default?05N006 1500 Of Argeleb II, Araphor and Bornandil: one Character gains 10 Emissaryrank, one different Character gains 20 Emissary rank.Character to gain10 skill rank,Character to gain05N007 1000 Of Calcawe, Erellont and Minasdir: one Character gains 20 Agent rank,one different Character gains 20 Emissary rank, and one differentCharacter gains 30 Emissary rank.20 skill rank.Character to gain20 Agent rank,Character to gain20 Em. rank,Character to gain30 Em. rank.05N008 500 A specified Character gains 10 Command rank. Character05N009 500 A specified Character with Command skill gets 10 Command rank. Character05N010 1000 Frianan gains a 20 Mage Item; Amlach gains 10 Agent rank.05N011 800 Araphor gains a 1250 Combat Item.05N012 600 Araphor gains the 10 Command Item ‘Sceptre of Annuminas’.05N013 500 Araphor gains 10 Emissary rank.05N014 1300 Araphor gains a 10 Emissary Item.05N015 800 Cornathel gains 20 Agent rank and 10 Mage rank.05N016 800 Malborn gains 20 Mage rank and 2 Palantirs.05N017 800 All Characters with 10 Mage rank get 10 Mage rank.05N018 1500 All Characters with 20 Mage rank get 10 Mage rank.05N019 2500 All Characters with 30 Mage rank get 10 Mage rank.05N020 4500 All Characters with 40 Mage rank get 10 Mage rank.05N021 300 A specified Character who is not an Army/Navy Commander is movedto your Capital.05N022 500 A specified Character who is not an Army/Navy Commander is movedto your Capital.05N023 800 A specified Character who is not an Army/Navy Commander is movedto your Capital.05N024 800 A specified Character who is not an Army/Navy Commander starts at aspecified Population Centre.05N025 600 Argeleb starts at Capital.CharacterCharacterCharacterCharacter &LocationTable R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?05R001 1500 A specified Major Town becomes a City. Major Town05R002 800 Araphor moved to any Population Centre; Relations to Witch–realm of Pop. CentreAngmor reduced to Hated.05R004 300 Upgrade Relations with Quendi to Friendly.05R005 800 Build Road from 0907 to 1010.05R006 500 Build Road from 1108 to 1209.05R007 800 Build Road from 0907 to 1407 (e, ne, e, se, e, e).05R008 500 All Troops gain Bronze Weapons and Bronze Armour where possible.05R009 1000 All Troops gain Bronze Weapons and Steel Armour where possible.05R010 1500 All Troops gain Steel Weapons and Steel Armour where possible.05R011 1500 Gain 3,000 Leather at Capital.05R012 800 A specified Major Town or City gains 1,000 Timber. M. Town orCity05R013 1500 A specified Major Town or City gains 500 Mounts. M. Town orCity05R014 800 Population Centre at 1614 gains 2 levels of Fortifications.05R015 1500 Population Centre at 0907 gains 2 levels of Fortifications.05R016 1000 A specified Population Centre (including Population Centres with nofortifications) gains 1 level of Fortifications; 5,000 Gold lost.Pop. CentreVersion 1.00 #5 – <strong>Kin</strong>gdom of Arnor 001


<strong>Kin</strong>-<strong>strife</strong> – #5 – <strong>Kin</strong>gdom of Arnor05R017 1500 A specified unfortified Population Centre gains a Tower; 5,000 Gold lost. Pop. Centre05R018 2000 A specified unfortified Population Centre gains a Fort; 8,000 Gold lost. Pop. Centre05R019 800 Every Population Centre gains 10 Loyalty05R020 1300 If you purchase 5 – 9 options from Table F, gain 2000 points to spend onTable R.05R021 3000 If you purchase 10 or more options from Table F, gain 4000 points tospend on Table R.05R022 500 Discover the SNAs of 2 specified NPCs. 2 NPCs05R023 300 Discover the SNAs of 2 random NPCs (duplicates are possible).05R024 1800 Discover the SNAs of 6 specified NPCs. 6 NPCs05R025 1100 Discover the SNAs of 6 random NPCs (duplicates are possible).Table V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?05V001 4000 New Commanders can start with a Command skill rank of up to 40 whencreated using the 728 – Name Commander order.05V002 2000 <strong>The</strong> Nation may build Fortifications at 1/2 the usual Timber cost.<strong>The</strong> Nation can issue the following orders to its Characters, assumingthe Characters fulfil order requirements:496 – Build RoadAll new Troop recruits start with training 20.Version 1.00 #5 – <strong>Kin</strong>gdom of Arnor 001


<strong>Kin</strong>-<strong>strife</strong> – #6 – QuendiBackground#6 – Quendi"It has been long since Mithrandir came to Rivendell," Elrond said, rising to greet the old wizard. "Yet whilst I welcomeyou, my heart tells me that you are not here to enjoy the music of the Hall of Fire."Gandalf inclined his head. "Ever is the reputation of Elrond's insight well deserved," he observed. "Tell me; what do youknow of the <strong>Kin</strong>-<strong>strife</strong>?"Elrond raised an eyebrow. "<strong>The</strong> squabbling of the men of Gondor? I know but little, and pay such news as does reach mescant heed. Who rules in the south is but of passing interest to me.""I fear you underestimate the importance of such events," Gandalf said. "In fact, I would risk the opinion that it should beof great interest to you.”Elrond frowned. "Why so? Since Isildur proved himself too weak to do what should have been done, few of their kind haveshown any greater strength of will. For as long as they keep the watch on Mordor, they serve their purpose. Why should Icare which of them holds the throne?"Gandalf sighed. "Would that the <strong>Kin</strong>-<strong>strife</strong> were but the squabbling of men that you describe it to be. But I fear darkerforces are involved than is readily apparent. And that Sauron himself seeks to twist the conflict to his own end."At the mention of the Dark Lord, the air in Elrond's hall seemed suddenly chill, a flurry of wind sending autumn's leavesscurrying across the floor. "Do not speak that name lightly," Elrond counselled."I do not," Gandalf countered. "For consider what is known. <strong>The</strong> men of the south, who support Castamir, are governed byone I have reason to believe is a servant of Adunaphel. <strong>The</strong> one who calls himself Horselord and who fires the men of theeast to battle is surely none other than Uvatha. And can it be coincidence that the Witch-king of Angmar chooses this timeto renew his assault on Arnor, so soon after he was driven back? No, I think not. Three Nazgul are clearly involved in thisaffair, and those are only the ones whose influence I have managed to ascertain. <strong>The</strong> times are darker than we thought,and I fear that before this is done, your squabbling of men will have plunged the entire land into conflict."Elrond was long silent. <strong>The</strong>n, finally, he sighed. "I will think on your words, Mithrandir. Never before has your counselproven false, and though I hope this occasion will see you proven wrong, I feel and fear in my heart that you have spokentrue. I would invite you to rest here, yet I fancy you have others to visit?"Gandalf nodded."<strong>The</strong>n you will, I hope, bear to Galadriel my wishes."Gandalf smiled grimly. "I will indeed. Though if my fears are shown to be correct, I do not doubt but that you and she willmeet again ere long."He pulled his hat more firmly onto his head, and made as if to leave. "Think well, but do not think for too long, Half-Elven."Elrond nodded. "As you say. Farewell, Grey Wanderer."<strong>The</strong> first people of Arda, the relationships that bind and separate the Quendi are ancient and convoluted. Yet all share incommon a hatred of Sauron, born of dark memories that recall their battles with his master, the Ancient Enemy, battleswhich had shaped and reshaped even the land itself. Few in number, and with virtually no armies, nevertheless theQuendi are amongst the most powerful mages in <strong>Middle</strong>-earth, whilst the secrets of their towns and cities have enabledthem to endure the <strong>strife</strong> of the passing centuries. It may be with reluctance that they find themselves forced now tointervene in the affairs of men once more, but for as long as Sauron's dark presence blights the land, so they will standagainst him.Version 1.00 #6 – Quendi 001


<strong>Kin</strong>-<strong>strife</strong> – #6 – QuendiGeneral InformationStarting Gold30,320.CapitalImladris (Located at 2209)Note: the Quendi’s map is not centred on the capital, buton their ancient <strong>Kin</strong>gdom of Lindon in the west.Characters of Note Elrond Half-Elven, Prince of Beleriand, and Lord of Imladris, also known as Rivendell. Arwen Evenstar, daughter of Elrond. Amroth, <strong>Kin</strong>g of Lothlorien. Galadriel, Lady of Light, Lady of Lothlorien, though not yet Queen. Celeborn, husband of Galadriel. Legolas, son of Thranduil, and Prince of the Woodland Realm.Starting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsAmarion 10 10 10 0 10 0511 Can be purchased during nation set-upAmroth 60 10 20 20 15 2137 Army Commander, with 1250 Combat ItemArwen 0 20 10 40 15 2209 Can be purchased during nation set-up.With 20 Mage Item “Crown of Arwen”. FemaleCeleborn 30 10 40 30 0 0511 Army CommanderCiryon 40 30 10 0 0 0909 Army CommanderElrond 20 0 60 60 15 2209 Champion, with 1250 Combat Item “Helkaluine”Galadriel 0 0 50 60 10 2514 FemaleLegolas 0 20 30 10 10 2915 With 10 Stealth itemStarting Population CentresName Location Size Fortifications NotesAnnon Thalion 0207 CampCerin Amroth 2413 Town HiddenCaras Galadhon 2514 Town HiddenCerin Pelram 0203 Town HarbourDun-Beleg 3802 Town HiddenEdhellond 2325 Town Harbour, HiddenEithel Culroch 2137 Major Town Fort Port, HiddenElostirion 0810 Village HiddenForlond 0408 Town HarbourGalanros 0511 Town HarbourHalls of Thranduil 2908 Town Fort HiddenHarlond 0711 Town Tower Harbour, HiddenImladris 2209 Major Town Fort Capital, Hidden by Mantle of DoriathLanthir Lamath 0508 VillageMithlond 0808 City Port, HiddenMithlond South 0909 VillageOst-amarth 1321 CampRhubar 4413 Town HiddenSarn Celebdor 1721 CampSarnost 3022 CampTir Amarth 0913 VillageTir Hargil 2915 CampTir Tarsul 2136 VillageVersion 1.00 #6 – Quendi 001


<strong>Kin</strong>-<strong>strife</strong> – #6 – QuendiStarting ForcesLocation HeavyCavalryLightCavalryHeavyInfantryLightInfantryArchers Men atArmsWarships TransportShips0909 800 1000 15 150511 200 10 102137 600 1200 5 5Potential Special Nation Abilities New characters have a greater chance of gaining a bonus to their stealth rank. Mages can learn the lost spell 502 – Weakness. All new troop recruits start with training 25. New mages can start with a mage skill rank of up to 40 when created using the 737 – Name Mage order.Set-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?06J001 1000 Army/Navy at 2137 gains 200 AR, 600 MA, 5 Warships and 5 Transports.06J002 1000 Army/Navy at 0511 gains 200 LI, 600 MA, 5 Warships and 5 Transport.06J003 1000 Army/Navy at 0909 gains 800 MA, 10 Warships and 10 Transports.06J004 1000 Army/Navy at 0511 gains 400 LI, 5 Warships and 5 Transports.06J005 2000 A specified Navy gains 6 Warships and 6 Transports. LocationTable N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?06N001 2000 Celeborn becomes a Champion; lose 12,000 Gold.06N002 2000 Galadriel becomes a Champion; lose 12,000 Gold.06N003 1400 Elrond gains the 50 Mage Item ‘Vilya’.06N004 2000 Arwen gains the 10 Stealth Item ‘Elven cloak’.06N005 1000 Elrond gains the Item ‘Mantle of Doriath’, and Imladris is hidden by it.06N006 300 Discover the location of the NPC Cirdan the Shipwright.06N007 500 Discover the location of Gandalf.06N008 1000 Discover the location of Tinculin at game start.06N009 500 Discover the location of a specified NPC. NPC06N010 1400 Galadriel gains the 30 Mage Item ‘Elessar’.06N011 1400 Galadriel gains the 30 Mage Item ‘Mirror of Galadriel’.06N012 1700 Galadriel gains the 50 Mage Item ‘Nenya’.06N013 700 All Characters with Mage skill gain 10 Mage rank.06N014 700 Legolas, Celeborn and Arwen (if a starting Character) each gain a 750Combat Item.06N015 500 Add 5 to a specified Mage Item (to a maximum of 50). Artifact06N016 300 Add 250 to a specified Good Combat Item (to a maximum of 2500). Artifact06N017 2000 All Characters gain 10 Stealth rank.Version 1.00 #6 – Quendi 001


<strong>Kin</strong>-<strong>strife</strong> – #6 – Quendi06N018 1000 Gain the Character Arwen; Galadriel loses 10 Mage rank; Lose 10,000Gold.06N019 2000 Gain the Character Amarion; lose 8,000 Gold.06N020 700 All Mages gain the spell “Conjure – Spirit Mastery: Weakness”. Inaddition, Elrond may choose the specified Spirit Mastery spell as one ofhis starting spells.06N021 700 All Characters with Mage skill lose 20 Mage rank (to a minimum rank of 0)and gain 10 Emissary rank.Spirit MasterySpell (optional)Table R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?06R001 500 Move Caras Galadhon to 2414, 2314 or 2513. (Destination LocationLocationcannot contain a Population Centre.)06R002 500 Move Cerin Amroth to 2414, 2314 or 2513. (Destination Location cannot Locationcontain a Population Centre.)06R003 500 Move Edhellond to 1925 or 1626. (Destination Location cannot contain a LocationPopulation Centre.)06R004 500 Move Rhubar to 4212, 4312, 4412 or 4314. (Destination Location cannot Locationcontain a Population Centre.)06R005 300 Move Dun-Beleg to any Location from 3501 – 4401 or 3502 – 4402.Location(Destination Location cannot contain a Population Centre.)06R006 500 Move Halls of Thranduil to 2807, 2907, 2706, 2806 or 2906. (Destination LocationLocation cannot contain a Population Centre.)06R007 700 A specified Camp becomes a Village. Camp06R008 1000 A specified Village becomes a Town. Village06R009 1200 A specified non-hidden Town becomes a Major Town. Town06R010 1500 A specified non-hidden Major Town becomes a City. Major Town06R011 1000 Change Capital to Mithlond or Eithel Culroch. Mithlond orEithel Culroch.06R012 1000 Change Climate of Capital hex to Mild.06R013 700 Change Weather Type of Location of a specified Location to one type Locationwarmer.06R014 1000 Starting Characters with no other starting bonuses will start with healingbonuses.06R015 1000 Discover the IDs of 10 random Artifacts not held by Nations or Characters(including NPCs) at game start (duplicates are possible).06R016 2200 Discover the IDs of 20 random Artifacts not held by Nations or Characters(including NPCs) at game start (duplicates are possible).06R017 2200 Discover the IDs of 20 random Artifacts not held by Nations or Characters(including NPCs) at game start (duplicates are possible).06R018 1000 Discover the IDs of 10 random Artifacts not held by Nations or Characters(including NPCs) at game start (duplicates are possible).06R019 2200 Discover the IDs of 20 random Artifacts not held by Nations or Characters(including NPCs) at game start (duplicates are possible).06R020 2200 Discover the IDs of 20 random Artifacts not held by Nations or Characters(including NPCs) at game start (duplicates are possible).06R021 800 Discover the Location of 6 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).06R022 1300 Discover the Location of 9 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).06R023 600 Discover the SNAs of 2 specified NPCs. 2 NPCs06R024 1400 Discover the SNAs of 4 specified NPCs. 4 NPCs06R025 1000 Discover the SNAs of 4 specified NPCs. 4 NPCs06R026 2100 Discover the SNAs of 6 specified NPCs. 6 NPCs06R027 1400 Discover the SNAs of 6 random NPCs (duplicates are possible).Version 1.00 #6 – Quendi 001


<strong>Kin</strong>-<strong>strife</strong> – #6 – QuendiOption Cost Option Additionals Default?06R028 400 Discover the ID and names of all Artifacts held by a specified NPCNPCCharacter.Table V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?06V001 5000 New characters have a greater chance of gaining a bonus to their stealthrank.06V002 2000 Mages can learn the lost spell 502 – Weakness.06V003 600 All new troop recruits start with training 25.06V004 4000 New Mages can start with a Mage skill rank of up to 40 when createdusing the 737 – Name Mage order.06V005 3000 <strong>The</strong> nation can build ships at 1/3 the usual Timber cost.Version 1.00 #6 – Quendi 001


<strong>Kin</strong>-<strong>strife</strong> – #11 – Line of CastamirBackground#11 – Line of Castamir"I don't want to hear any of your excuses," Castamir stated shortly, leaning forwards on his throne. "Just make sure themen are raised and armed within a ten day.""But my Lord!" the captain kneeling before him protested. "<strong>The</strong> townsfolk are restless as it is. None will come forwardwillingly, and if we are forced to resort to a draft, I fear for the–"Rising swiftly, Castamir lashed out with his boot, catching the captain in the head. Falling, for a moment the captainthought to rise, before, thinking better of the instinct, remaining prone. Castamir knelt beside him, pulling his head up bythe hair."Perhaps I did not make myself clear. Perhaps my order was in some way misunderstood as a suggestion. So allow me torepeat myself. You will return to Hyarpende, and you will raise a further five hundred men, who will march north to MinasAnor by the end of this month. You will do this, or I will have your head. Do I make myself clear?"<strong>The</strong> captain nodded."I beg your pardon?" Castamir questioned."Yes my Lord," the captain managed.Castamir smiled, letting the captain's head fall back to the floor."That is better. Now go."As the captain, bowing, took his leave, a figure moved from the side of the throne."I am not sure that was wise," Morlaen murmured."Wise?" Castamir turned on his uncle. "Eldacar marches on us with the might of Rhovanion behind them, Minas Ithil fallsto rebels, and you question the wisdom of raising more troops?""I do not question the need, my Lord," Morlaen said; "I question your method. Did the rebellion at Minas Ithil teach younothing? You act as if Gondor is conquered territory, the people to be ordered to obey. But the crown you wear is yours byright, and the people are in your charge. You might ask much of them, and they will likely do as you wish. But demand it ofthem, and Minas Ithil may not be the only city to rise against you.""If the crown is mine, then the people are mine also," Castamir replied shortly. "<strong>The</strong>y are to be used as I see fit, even as Iwould a cup or a vessel.""A cup will not turn against you if you treat it ill, my Lord. But your people will. And unless you accept that, I fear that youwill not hold the throne long. We can debate philosophy and the duties of a ruler all day, but the plain fact of the matter isthat at present you do not have enough troops even to deal with Minas Ithil, let alone think to put down another rebellion,should it arise. Like it or not, you are reliant on the people, and if you anger them further, we cannot win this war."Castamir scowled. But despite his anger, he knew that Morlaen was right. And whilst he knew himself to be many things,a fool was not one of them. Calling for a messenger, Castamir told him to take word to the captain that he was authorisedto offer two months' wages in gold as incentive to any who would sign up. <strong>The</strong>n, turning to Morlaen, he raised an eyebrow."<strong>The</strong>re. Satisfied?"Morlaen, smiling, bowed his head.Version 1.00 #11 – Line of Castamir 001


<strong>Kin</strong>-<strong>strife</strong> – #11 – Line of CastamirLead by the Castamir the Usurper, <strong>Kin</strong>g of Gondor, the Line of Castamir is ostensibly the most powerful and influential ofthe Usurpers, with all of Gondor at their command. And yet in truth, Castamir’s reign is a fragile one. More than just afigurehead, nevertheless he is but one of the Lords of Gondor. Both of his father’s brothers, Morlaen and Elendin, wieldgreat influence, whilst the Southron <strong>Kin</strong>gdoms, providing as they do the resources and funds upon which Castamir'scampaign is waged, are a powerful voice in the realm. As such, then, it is vital that Castamir maintain good relations bothwith his uncles and the Southron <strong>Kin</strong>gdoms, if Eldacar is to be repelled and his hold on the Crown of Gondor secured.General InformationStarting Gold54,480.CapitalPelargir (Located at 2927)Characters of Note Castamir the Usurper, <strong>Kin</strong>g of Gondor. Queen Murabeth, wife of Castamir. Prince Casteher, the eldest son of Castamir, and Captain of the Ships. Married to Lothriel.* Princess Lothriel, daughter of Adrazor. Castarion, the youngest son of Castamir, and Warden of the Haven.* Daeron, Squire of Linhir, engaged to Telerien, Murabeth's sister. Iriel, Mistress of the Cat Cult at Benish Armon. Telerien, the younger daughter of Telemnar. Targon. Captain of the Garrison at Pelargir.*A note on character names: <strong>The</strong> correct spelling of Casteher is Castaher, and the correct spelling of Castirion isCastarion. However, because in the game the first five letters of each character must be unique, we have had to changethe spelling slightly.Minor Characters<strong>The</strong>se are not starting characters, but are detailed here as suggestions for characters to name during the game. Alacatar, an officer in Umbar’s fleet (a commander). Colfen. Brother of Iriel (an agent and mage). Eator, aid to Menelmir (an agent and commander). Gordacar, Squire of Umbar (a commander). Hirluin, a minor noble (an emissary). Mardil, Captain of the Watch in Umbar (a commander). Marmedon, commander of Umbar’s garrison (a commander). Menelmir, Lord-captain of the Fleet in Umbar (commander).Starting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsCastamir 40 0 20 0 0 2627 Champion, with the Dagger of the Usurper andUsurper’s SwordCasteher 30 0 10 0 0 2627 Army CommanderCastirion 20 0 10 0 0 2927 Army CommanderDaeron 10 0 10 0 0 2829 Army CommanderIriel 0 20 0 10 15 2829 FemaleLothriel 0 0 20 10 0 2627 FemaleMurabeth 0 50 30 0 0 2928 FemaleTargon 10 0 40 0 0 2437 Army CommanderTelerien 0 0 20 0 0 2339 Can be purchased during nation set-up. FemaleVersion 1.00 #11 – Line of Castamir 001


<strong>Kin</strong>-<strong>strife</strong> – #11 – Line of CastamirStarting Population CentresName Location Size Fortifications NotesAng-Gimbatul 2324 Camp TowerBenish Arnon 2829 Town Tower HarbourCirith Duath 3227 Village FortDol Delgrod 2625 CampDraug-lomin 3127 Camp TowerDusalan 2437 Major Town TowerGorost 2526 Village TowerGrath Murloth 2425 Camp TowerHyarpende 2928 Town CastleIsengard 2119 Camp TowerIsgir 2236 Village TowerLag-raukonar 2426 Village TowerLinhir 2627 Major Town Fort PortMaros 2337 Town HarbourMinas Arthor 2926 VillageOvercave 2121 Town FortPelargir 2927 City Castle Capital, PortPellardur 2339 Major Town Tower HarbourStarting ForcesLocation HeavyCavalryLightCavalryHeavyInfantryLightInfantryArchers Men atArmsWarships TransportShips2927 500 400 400 800 200 25 252627 500 4002829 100 25 252437 500Potential Special Nation Abilities New emissaries can start with an emissary skill rank of up to 40 when created using the 734 – Name Emissaryorder. <strong>The</strong> following scouting and recon orders issued work as if the character has double the relevant skill rank:905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters Navy warships have a strength of 4. Navies can travel in open sea sectors without fear of storms or becoming lost.Version 1.00 #11 – Line of Castamir 001


<strong>Kin</strong>-<strong>strife</strong> – #11 – Line of CastamirSet-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?11J001 1000 All Armies/Navies gain 100 LI and 600 MA.11J002 1000 Armies/Navies at 2927, 2627 and 2437 gain 300 LC.11J003 1000 Army/Navy at 2829 gains 600 HI; Army/Navy at 2627 gains 400 LI.11J004 1000 Army/Navy at 2437 gains 300 HI; Army/Navy at 2829 gains 600 HI.11J005 1000 Army/Navy at 2927 gains 400 HI and 800 AR.Table N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?11N001 2500 Castamir gains the 20 Command Item ‘Knight–captain's Ring’ and 10Agent rank.11N002 1500 Castamir gains the 30 Command Item ‘Crown of Anarion’.11N003 2500 Iriel gains the Curse Item ‘Kuileondo’.11N004 1000 Casteher gains the ‘Helm of Navigating’ (allows naval movement withoutrisk of storms) and the 10 Command Item ‘Mithril Circlet’.11N005 1500 All Characters with Command skill gain 20 Command rank.11N006 2000 A specified Character with Emissary skill gains 10 Emissary rank. Character11N007 800 All Characters with Mage skill gain 20 Mage rank.11N008 1200 All Characters with Mage skill gain 20 Mage rank.11N009 1000 All Characters with Mage skill will have ‘Weakness’ as one of their startingspells.11N010 1000 Iriel will have ‘Sickness’ as one of her starting spells.11N011 1500 A specified Character other than Castamir without Agent skill gains 20Agent rank.11N012 1500 A specified Character who is not an Army/Navy Commander is moved toyour Capital.11N013 2000 Gain the Character Telerien; lose 8,000 Gold.CharacterCharacterTable R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?11R001 1000 Change Capital to Linhir.11R002 2000 Change to Linhir; and Army/Navy at 2627 gains 600 HI.11R003 300 Downgrade relations with the Line of Eldacar to Hated.11R004 300 Downgrade relations with the Rebels of Ered Lithui to Hated.11R005 1000 Upgrade a specified non-hidden Town to a Major Town. Town11R006 1000 Downgrade a specified Population Centre that is not a camp or the Pop. Centrecapital by one level and gain 10,000 Gold.11R007 1000 Where possible, all Tolerated Relations are increased to Friendly.11R008 1500 Upgrade the Fortifications of a specified Population Centre (includingunfortified Population Centres) by one level.Pop. Centre11R009 1000 A specified unfortified Population Centre gains a Tower. Pop. Centre11R010 0 Gain an extra 1,500 points to spend on Nation Set-up Options; allPopulation Centres lose 10 Loyalty.11R011 0 Gain an extra 2,500 points to spend on Nation Set-up Options; allPopulation Centres lose 20 Loyalty.Version 1.00 #11 – Line of Castamir 001


<strong>Kin</strong>-<strong>strife</strong> – #11 – Line of Castamir11R012 1000 Gain 500 Mounts at a specified Major Town or City. Major Town orCity11R013 3000 Buy any one set-up Option from another Usurper's Table R, at the cost Set-up Optionof this Option and the Option purchased on the other Table. <strong>The</strong>following options are exceptions which can not be chosen: 12R001,12R002, 12R004, 13R001, 13R008, 13R012, 13R026, 14R001,14R020, 15R001, 15R002, 15R010, 15R011, 16R005, 16R006 and16R019.11R014 1000 Start the game with a specified Champion Character of another Usurper Characternation Doubled. (See order 500 – Recruit Double Agent.)11R015 1000 Start the game with a specified Champion Character of another Usurper CharacterNation (except Morlaen) Doubled. (See order 500 – Recruit DoubleAgent.)11R016 500 Start the game with a specified non-Champion Character of another CharacterUsurper Nation Doubled. (See order 500 – Recruit Double Agent.)11R017 300 Start the game with a specified non-Champion Character of your own Characternation Doubled by the Line of Elendin. (See order 500 – Recruit DoubleAgent.)11R018 300 Start the game with a specified non-Champion Character of your own Characternation Doubled by the Line of Morlaen. (See order 500 – Recruit DoubleAgent.)11R019 1000 All ‘Castamir's Bribe’ options (11R021 – 11R038) cost 500 less.11R020 2000 All ‘Castamir's Bribe’ options (11R021 – 11R038) cost 300 less.11R021 1000 Castamir's Bribe. All other Usurper Nations gain 50 Mithril at theirCapital.11R022 1000 Castamir's Bribe. All other Usurper Nations gain 5 Loyalty at theirCapital.11R023 1000 Castamir's Bribe. All other Usurper Nations gain the following SNA:‘Armies with food only lose 1–2 morale if Army/Navy–marching. Armieswithout food gain 1–2 morale when stationary, only lose 1–2 morale ifmarching, and only lose 2–5 if Army/Navy–marching.’11R024 6000 Castamir's Bribe. Hide a specified Population Centre not belonging tothe Line of Castamir.11R025 1000 Castamir's Bribe. Give a specified Population Centre that is not aMajor Town or City to another specified Usurper Nation.11R026 1000 Castamir's Bribe. Give 2 specified Camps to another single specifiedUsurper Nation.11R027 1000 Castamir's Bribe. Give 2 specified Camps to another single specifiedUsurper Nation.11R028 1000 Castamir's Bribe. Give 20,000 Gold to another specified UsurperNation.11R029 1000 Castamir's Bribe. Three specified Population Centres belonging toanother single Usurper Nation gain 20 Loyalty each; the Line ofCastamir Nation loses 5,000 Gold.11R030 2000 Castamir's Bribe. A specified Character of another Usurper Nationgains 10 Command rank.11R031 4000 Castamir's Bribe. A specified Character of another Usurper Nationgains 10 Agent rank.11R032 3000 Castamir's Bribe. A specified Character of another Usurper Nationgains 10 Emissary rank.11R033 2500 Castamir's Bribe. A specified Character of another Usurper Nationgains 10 Mage rank.11R034 4000 Castamir's Bribe. A specified Character of another Usurper Nationgains 10 Stealth rank.Pop. CentrePop. Centre &Usurper Nation2 Camps &Usurper Nation2 Camps &Usurper NationUsurper Nation3 Pop. CentresCharacterCharacterCharacterCharacterCharacterVersion 1.00 #11 – Line of Castamir 001


<strong>Kin</strong>-<strong>strife</strong> – #11 – Line of Castamir11R035 300 Castamir’s Bribe. A specified Usurper nation other than the Line ofCastamir, which is not benefitting from options 11R036, 11R037 or11R38, gains a Camp named Casta Balcher at a specified location thatdoes not already contain a Population Centre within two hexes of theirdefault capital. Specify three possible locations in order of preference.11R036 500 Castamir’s Bribe. A specified Usurper nation other than the Line ofCastamir, which is not benefitting from options 11R035, 11R037 or11R38, gains a Village named Casta Anitha at a specified location thatdoes not already contain a Population Centre within two hexes of theirdefault capital. Specify three possible locations in order of preference.11R037 700 Castamir’s Bribe. A specified Usurper nation other than the Line ofCastamir, which is not benefitting from options 11R035, 11R036 or11R38 gains a Town named Casta Callineth at a specified location thatdoes not already contain a Population Centre within two hexes of theirdefault capital. Specify three possible locations in order of preference.11R038 900 Castamir’s Bribe. A specified Usurper nation other than the Line ofCastamir, which is not benefitting from options 11R035, 11R036 or11R37, gains a Major Town named Casta Cumrolde at a specifiedlocation that does not already contain a Population Centre within twohexes of their default capital. Specify three possible locations in order ofpreference.Nation,3 Locations.Nation,3 LocationsNation,3 LocationsNation,3 LocationsNote: All Castamir Bribe options (11R021 – 11R038) are applied after all nation’s Table N options.11R039 400 Discover the Location of 3 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).11R040 900 Discover the Location of 6 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).11R041 1400 Discover the Location of 9 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).11R042 500 Discover the IDs and names of all Artifacts held by a specified NPCCharacter.11R043 500 Discover the Location of the NPC <strong>The</strong> Blue Wizard.NPCTable V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?11V001 4000 New Emissaries can start with an Emissary Skill rank of up to 40 whencreated using the 734 – Name Emissary Order.Navies can travel in open sea sectors without fear of storms orbecoming lost.11V002 4000 <strong>The</strong> following scouting and recon Orders issued work as if thecharacter has double the relevant Skill rank:905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For CharactersNavies can travel in open sea sectors without fear of storms orbecoming lost.11V003 2000 Navy warships have a strength of 4.Navies can travel in open sea sectors without fear of storms orbecoming lost.11V004 3000 New Emissaries can start with an Emissary Skill rank of up to 40 whencreated using the 734 – Name Emissary Order.Version 1.00 #11 – Line of Castamir 001


<strong>Kin</strong>-<strong>strife</strong> – #11 – Line of Castamir11V0053000 <strong>The</strong> following scouting and recon orders issued work as if thecharacter has double the relevant Skill rank:905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For CharactersVersion 1.00 #11 – Line of Castamir 001


<strong>Kin</strong>-<strong>strife</strong> – #12 – Line of MorlaenBackground"He's done what?!"#12 – Line of MorlaenMorlaen cursed under his breath. He had thought that even Calimon could mange to oversee the prison camp that wasOsgiliath. How hard a task could it be? And surely one suited to his son's unique combination of casual cruelty andunparalleled ability to stir up resentment. Sighing, he looked back down at the parchment, reading the details again.It was a formal letter of complaint, intercepted by the Cor Aran en route to the courts, bringing charges of improperconduct against Lord Calimon. Despite himself, Morlaen could not help but snort in amusement. Years of civil war duringwhich kin slew kin and brother betrayed brother, yet still the nobility were concerned with matters of proper conduct. Still,as improper conduct went, it was fairly impressive, even by Calimon's standards. According to the letter, the LordReanimor, together with his wife and daughter, had paid a visit to Osgiliath, apparently to satisfy themselves as to theconditions of one of their cousins held there. Whilst Lord Reanimor had been speaking with his cousin, Calimon had kindlyoffered to entertain the ladies in his chambers. Where, allegedly, he had then sought to impose himself upon firstdaughter and then mother, in return for promises that he would ensure their cousin was well cared for.Whether or not the ladies thought his offer a fair one was not recorded, for, before Calimon had been able to ply them withmore than a goblet or two of wine, Reanimor had returned in time to see rather more than he would have liked. Gatheringhis wife and daughter, he had stormed from the palace, and was now making formal complaint, demanding that Calimonbe removed from office.In silence, Morlaen handed the letter to Caramir. Who, raising an eyebrow at its contents, looked to his father as hehanded it back."If I were you, I should be tempted to let him suffer. It is more than past time he learned that actions have consequences."Morlaen sighed. "Perhaps you are right. And yet, ask yourself what the consequences would then be for our family.Osgiliath is but a trophy, a symbol, yet still it is a powerful and potent one, and I would not see its Stewardship leave ourline. Calimon is a fool, but my blood runs through his veins, and as such he is a useful fool. No, this affair must not bemade common knowledge. Reanimor's estate is near Pelagir...I believe you are expected at court there on the morrow?"Caramir nodded."<strong>The</strong>n I think that perhaps you should pay Lord Reanimor a visit. Accidents do happen, and, after all, these are mostuncertain times."Caramir smiled, fingering the dagger at his belt. "Indeed. So uncertain, in fact, that I would not be surprised were his wifeand daughter to suffer the same accident."Morlaen allowed the letter to play over the flame of a candle until it took light.“It is of great comfort to me that one of my sons inherited the wit the other lacks. Now go. It seems that I have a letter ofcondolence to write to Reanimor’s next of kin.”As the elder of Castamir's uncles, Lord Morlaen is the oldest living member of the Line of Calimehtar, and hugelyinfluential in the royal circles of Gondor. Without Morlaen’s support, Castamir would not have been able to take the throne,a fact of which Castamir is well aware, so that Morlaen's counsel is valued most highly by the <strong>Kin</strong>g. In addition, Morlaen'seldest son, Caramir, is head of the Cor Aran, Gondor's network of secret police, whose activities even the <strong>Kin</strong>g is notalways aware. So that whilst lacking in both martial presence and lands, the Line of Morlaen is not a force to be lightlydismissed.Version 1.00 #12 – Line of Morlaen 001


<strong>Kin</strong>-<strong>strife</strong> – #12 – Line of MorlaenGeneral InformationStarting Gold14,000.CapitalCalembel (Located at 2424)Characters of Note Lord Morlaen, Eldest son of Calimehtar. Caramir, eldest son of Morlaen, and head of the Cor Aran. Calimon, younger son of Morlaen. Angbor, leader of the Cor Aran in Osgiliath. Sirandir, leader of the Cor Aran in Umbar. Finrod, leader of the Cor Aran in Minas Anor. Gilgor, Cor Aran operative in Pelargir.Starting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsAngbor 0 10 0 0 5 2436Calimon 30 0 10 0 0 2424 Army CommanderCaramir 0 20 0 0 10 2725Finrod 0 10 0 0 0 2424Gilgor 0 10 0 0 0 0811Morlaen 20 0 20 0 0 2725 ChampionSirandir 0 10 10 0 0 3024Starting Population CentresName Location Size Fortifications NotesCalembel 2424 Major Town Fort CapitalCardelos 3621 Camp HiddenCeleb-gond 2724 CampMar Aran 2725 Major Town Tower HiddenEillonud 4215 Camp HiddenFeador 0811 Camp HiddenKordas 2436 CampKul-vrestik 1210 Camp HiddenMinas Brethil 2626 TownOsgiliath 3024 Camp TowerTar Beraid 2809 Camp HiddenVel Mord 3630 Major Town HiddenStarting ForcesLocation Heavy Light Heavy Light Archers Men atCavalry Cavalry Infantry InfantryArms2424 100Warships TransportShipsVersion 1.00 #12 – Line of Morlaen 001


<strong>Kin</strong>-<strong>strife</strong> – #12 – Line of MorlaenPotential Special Nation Abilities New agents can start with an agent skill rank of up to 40 when created using the 731 – Name Agent order. New characters have a greater chance of gaining a bonus to their stealth rank. All characters may issue the order 585 – Uncover secrets as if they have an emissary skill rank of 40 (or higher ifthey have an emissary skill rank of greater than 40). <strong>The</strong> following scouting and recon orders issued work as if the character has +20 to their relevant skill rank:905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For CharactersSet-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?12J001 1000 Army/Navy at 2424 gains 700 LC.12J002 1000 Army/Navy at 2424 gains 2500 MA.12J003 1000 Army/Navy at 2424 gains 100 LC, 500 AR and 1500 MA.12J004 2000 Army/Navy at 2424 gains 1200 LC.Table N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?12N001 1500 Morlaen gains a 10 Agent Item.12N002 1000 Morlaen gains 10 Emissary rank.12N003 1000 A specified Character with Emissary skill gains 10 Emissary rank. Character12N004 1500 Two specified Characters except Morlaen each gain 10 Emissary 2 Charactersrank.12N005 1500 Four specified Characters except Morlaen each either gain 10 Agentrank or 10 Emissary rank.4 Characters& Skill type12N006 2500 Two specified Characters except Morlaen each gain 10 Stealth rank. 2 Characters12N007 2000 Two specified Characters except Morlaen each gain 5 Emissary rank. 2 Characters12N008 2500 Three specified Characters except Morlaen each either gain 10Agent rank or 5 Emissary rank.3 Characters& Skill type12N009 700 Gain three 500 Combat Items, which will be randomly allocated toyour Characters.12N010 1000 A specified Character who is not an Army/Navy Commander is movedto your Capital.Character12N011 1500 A specified Character who is not an Army/Navy Commander is moved Characterto your Capital.12N012 2000 A specified Character who is not an Army/Navy Commander is movedto any Usurper Nation Population Centre.Character &Pop. Centre12N013 1000 Relations with the Line of Tirkhor downgraded to Hated.12N014 500 Relations with the Line of Castamir upgraded to Friendly.12N015 500 Relations with specified Usurper Nation upgraded to Friendly. NationVersion 1.00 #12 – Line of Morlaen 001


<strong>Kin</strong>-<strong>strife</strong> – #12 – Line of MorlaenOption Cost Option Additionals Default?12N016 500 Start the game with a specified non-Champion Character of another CharacterUsurper Nation Doubled. (See order 500 – Recruit Double Agent.)12N017 700 Start the game with a specified non-Champion Character of another CharacterUsurper Nation Doubled. (See order 500 – Recruit Double Agent.)12N018 1000 Start the game with a specified non-Champion Character of another CharacterUsurper Nation Doubled. (See order 500 – Recruit Double Agent.)12N019 1300 Start the game with a specified non-Champion Character of another CharacterUsurper Nation Doubled. (See order 500 – Recruit Double Agent.)12N020 1600 Start the game with a specified non-Champion Character of another CharacterUsurper Nation Doubled. (See order 500 – Recruit Double Agent.)12N021 1000 Start the game with a specified Champion Character of anotherUsurper Nation Doubled. (See order 500 – Recruit Double Agent.)CharacterTable R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?12R001 1000 Change Capital to Mar Aran.12R002 1000 Move Mar Aran to 2624, 2825, 2626 or 2726. <strong>The</strong> destinationLocation cannot already contain a Population Centre12R003 1000 Move a specified Camp to any land hex that does not alreadycontain a Population Centre. (Specify 3 Locations in order ofpreference.)12R004 500 Move Vel Mord to anywhere in the Mountains of Mordor south ofxx27. <strong>The</strong> destination Location cannot already contain a PopulationCentre. If it does, then the Population Centre being moved is movedEast one hex at a time until it no longer clashes. If even theEastern-most hex contains a Population Centre, the process isrepeated one line of hexes to the south.LocationOrigin Location &3 DestinationLocationsDestinationLocation12R005 1000 Hide a specified Camp or Village. Camp or Village12R006 1500 Hide a specified Camp or Village. Camp or Village12R007 800 Gain 1,000 Timber at a specified Major Town or City M. Town or City12R008 4000 Destroy specified bridge. Location & Hexside12R009 500 Start the game with a specified non-Champion Character of another CharacterUsurper nation doubled. (See order 500 – Recruit Double Agent.)12R010 500 Start the game with a specified non-Champion Character of another CharacterUsurper nation doubled. (See order 500 – Recruit Double Agent.)12R011 500 Discover the IDs of 5 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates arepossible).12R012 2300 Discover the IDs of 20 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates arepossible).12R013 500 Discover the IDs of 5 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates arepossible).12R014 2300 Discover the IDs of 20 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates arepossible).12R015 400 Discover the Locations 3 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates arepossible).12R016 1400 Discover the Locations 9 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates arepossible).12R017 700 Discover the SNAs of 2 specified NPCs. 2 NPCsVersion 1.00 #12 – Line of Morlaen 001


<strong>Kin</strong>-<strong>strife</strong> – #12 – Line of MorlaenOption Cost Option Additionals Default?12R018 500 Discover the SNAs of 2 random NPCs (duplicates are possible).12R019 1500 Discover the SNAs of 4 specified NPCs. 4 NPCs12R020 1100 Discover the SNAs of 4 random NPCs (duplicates are possible).12R021 2200 Discover the SNAs of 6 specified NPCs. 6 NPCs12R022 1500 Discover the SNAs of 6 random NPCs (duplicates are possible).12R023 200 Discover the Location of a specified NPC Character. NPC12R024 700 Discover the Location of Khamul, Hoarmurath or Ji Indur. NPCTable V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?12V001 4000 New Agents can start with an Agent skill rank of up to 40 when createdusing the 731 – Name Agent Order.All Characters may issue the order 585 – Uncover secrets as if they havean Emissary skill rank of 40 (or higher if they have an Emissary skill rankof greater than 40).12V002 4000 New Characters have a greater chance of gaining a bonus to their Stealthrank.<strong>The</strong> following scouting and recon orders issued work as if the Characterhas +20 to their relevant skill rank:905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters12V003 7000 New Characters have a greater chance of gaining a bonus to their Stealthrank.New Agents can start with an Agent skill rank of up to 40 when createdusing the 731 – Name Agent Order.Version 1.00 #12 – Line of Morlaen 001


<strong>Kin</strong>-<strong>strife</strong> – #13 – Line of ElendinBackground#13 – Line of ElendinLooking down from the battlements of Calmirie, the Lord Elendin watched his men train on the grasslands below. One unitmoved and wheeled in response to Alandur's barked orders, which were clearly audible on the crisp morning air. Otherssparred, the harsh ring of steel on steel welcome as any song to Elendin's ears, familiar as the creaking of his own jointsas he flexed his muscles against the cold. <strong>The</strong> men were well-trained, as capable as any in the realm. Which was, heconsidered, as well, given the storm clouds of war that loomed dark on the horizon. And yet, as he watched, he knewthere was something lacking. <strong>The</strong>re was none of the sense of urgency that the eve of war usually brought, no sense ofspirit, if that was the right word. <strong>The</strong>y were good men, and he knew that each, to a man, would spend his life withouthesitation if so commanded. It was not a question of loyalty. But still, when he looked down he saw no enthusiasm, oreven fear, but merely...merely what? Resignation? No, not exactly, for he had seen men who had given up hope, and thiswas not the same. Uncertainty? Perhaps, yet that was to be expected, for what was war if not the very essence ofuncertainty? Weariness? Yes, in part, but if so, that was but a symptom, not the cause. So what, then? A lack ofconviction. Yes, that was it. <strong>The</strong>y moved as if by rote, the actions of men who followed orders not because they believedin them, but because that was what they did.And who could blame them? <strong>The</strong> gods knew, Elendin reflected, that he was not sure himself that his nephew's claim tothe throne was valid. Certainly it had seemed so, when the half-blood Eldacar was seeking to displace the old rulers andchange the old ways. But what had the years of struggle bought? Only greater uncertainty, greater unrest. And if he feltthat way, it was no surprise that the men, with nothing to gain, felt the same doubt. <strong>The</strong>re was not a man on thegrasslands below, Elendin knew, who had not lost family or friends in the <strong>Kin</strong>-<strong>strife</strong>, and, most likely, not a man who hadnot shed the blood of another who in past times he would have called ally.But that was all beside the point. It was not his place, nor theirs, to question the events that had been set in motion. Allthey had to do was to play their part, and remain true to the side fate had placed them on.Making his way down the stairs, Elendin strode out onto the field. Catching his son's eye, he waited as Alandur wheeledthem into line before him, whilst those sparring also moved to take up their positions. For a moment Elendin paused,enjoying the sense of their attention upon him. <strong>The</strong>n, walking slowly up the line, he addressed his men."We stand on the eve of war. <strong>The</strong> so-called Loyalists march on Gondor, and it falls to us to defend her lands. Our lands.And yet this is no usual war, and they no usual enemy. For they are not orcs or creatures of darkness, but men, men ofGondor, men like us. Men who we once knew as allies, and as friends. And this makes facing them a hard task. Indeed, Iwould rather face a dozen hill trolls than a unit of men I once trained, once knew, once loved."Yet like it or not, that is the task now set before us. Now I know that some of you wonder why we are fighting this war.Some of you may even question whether we should be fighting this war. And that is understandable. But for better or forworse this war is upon us, and it is not our place to question its wisdom. We are not diplomats, or politicians. Ours is notthe power to influence and shape such decisions, and so ours should not be the burden of questioning their wisdom Wedo not rule. We fight. Our honour, our glory, is not to be found in the cause of what we are ordered to do, but in the act ofbattle itself."I do not ask you to hate those we must face. For they, like us, simply do their duty to their <strong>Kin</strong>g. But I do ask you to takepride in your stand against them. Not for the reasons we are bid to do so by politicians, not for Castamir or for the purity ofour rulers' bloodlines, but for the honour of the stand itself. We are soldiers, warriors. Let us take pride in that, and let usplace our faith and our dignity in that. So that whatever the future holds, it will never be said that we did not play our partin it with honour. Fear, if you will, for that is only natural. But do not doubt that what we do is right, for if we fight withhonour and courage, then it cannot be otherwise. Now rest, for tomorrow we march to glory."<strong>The</strong>ir cheers ringing in his ears, Elendin watched them file past him into the city. And, as he returned their salutes, he onlywished that he believed his own words.Version 1.00#13 – Line of Elendin001


<strong>Kin</strong>-<strong>strife</strong> – #13 – Line of ElendinAt a first glance, the Line of Elendin might appear to be the weakest of the three royal Lines of Calimehtar, without themight of the Line of Castamir or the influence of the Line of Morlaen. Yet whilst it is true that in some respects theyoungest of Castamir's uncles is also the one most lacking in power, Elendin is nevertheless the most popular with thepeople of Gondor. A military officer of long-standing, he is known for both his prowess as a commander and his fairnessas a leader. Those loyal to the Line of Elendin are responsible for ruling many of the further-flung outposts of Gondor,from Lond Galen in the west to Lond Angren and Calmirie in the north, and to the Havens of Umbar in the south. As such,a goodly proportion of the troops of Gondor are at his disposal. So that whilst his is potentially a nation at great risk ofattack from many directions, with the proper support of the Southron <strong>Kin</strong>gdoms and the Lines of Gondor, the success orfailure of the Line of Elendin will surely prove crucial in the coming war.General InformationStarting Gold48,800.CapitalCaras Mirilond (Located at 2732)Characters of Note Elendin, youngest uncle of Castamir, and Lord of Harondor. Duranil, Elendin's older son, and Warden of Tolfalas Alandur, the youngest son of Elendin. Commander of Calmirie. Saranelda, wife of Alandur Ecthelion, commander of Lond Angren. Caranthir, commander of Lond Galen. Telemnar, commander of the Havens of Umbar. Ciryang, Prince President of Minas Anor. Borondir, commander of Minas Anor garrison. Coratar, a statesman in Minas Anor.Starting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsAlandur 30 0 0 0 0 2421 Army CommanderBorondor 10 0 0 0 10 2924 Army CommanderCaranthir 20 0 0 0 0 1227Ciryang 30 0 0 0 0 2924Colfen 0 20 0 40 0 2438 Can be purchased during nation set-upCoratar 0 10 10 10 0 2924Duranil 30 0 0 0 0 2430 Army CommanderEcthelion 30 0 0 0 0 1720Elendin 30 0 30 0 0 2732 Champion with 10 Command Item, ArmyCommanderHeldiriel 10 0 0 20 0 3222 Army CommanderSaranelda 0 10 0 20 0 1227 FemaleTelemnar 30 0 0 0 0 2438Version 1.00#13 – Line of Elendin001


<strong>Kin</strong>-<strong>strife</strong> – #13 – Line of ElendinStarting Population CentresName Location Size Fortifications NotesAthertos 2722 CampCalmirie 2421 Major Town FortCarach Annon 2631 CampCaras Mirilond 2732 Major Town Fort Capital, PortDurthang 3222 Village FortGates of Morannan 3120 Town KeepHavens of Umbar 2438 City Tower PortLond Angren 1720 Town TowerLond Galen 1227 Major Town Fort PortMethir 2730 CampMinas Anor 2924 Major Town Castle PortShantytown 2923 Town TowerTariath 3123 Town FortTolfalas 2430 Town Tower HarbourStarting ForcesLocation HeavyCavalryLightCavalryHeavyInfantryLightInfantryArchers Men atArmsWarships TransportShips2732 800 400 800 12 112430 300 300 2 42421 800 4002924 800 400 8003222 800 400Potential Special Nation Abilities New armies may be hired at no cost. <strong>The</strong> following scouting and recon orders issued work as if the character has +20 to their relevant skill rank:905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters <strong>The</strong> nation can issue the following orders to its characters, assuming the characters fulfil order requirements:496 – Build Road Navies can travel in open sea sectors without fear of storms or becoming lost.Version 1.00#13 – Line of Elendin001


<strong>Kin</strong>-<strong>strife</strong> – #13 – Line of ElendinSet-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?13J001 1000 Navy at 2430 gains 10 Warships and 5 Transport ships.13J002 1000 Army/Navy at 2924 gains 800 LC.13J003 1000 Armies/Navies at 2421 and 3222 each gain 600 LI.13J004 1000 Army/Navy at 2430 gains 400 LI, Army/Navy at 3222 gains 600 LI.13J005 1000 Army/Navy at 3222 gains 800 LC.Table N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?13N001 1000 Elendin, Duranil and Telemnar each gain 20 Command rank.13N002 2000 Elendin, Coratar, Heldiriel and Saranelda each gain either 10 Emissaryrank or 10 Agent rank.13N003 3500 Four specified Characters with Command skill each gain either 10Skill4 Characters &Skill/sCommand rank and 10 Mage rank, or 5 Agent rank.13N004 3500 Elendin gains a 10 Agent Item and a 10 Stealth Item.13N005 1000 Elendin gains a 1250 Combat Item; 2 random Characters gain a 500Combat Item each.13N006 800 A specified Character without Agent skill gains 10 Agent rank. Character13N007 1200 A specified Character without Agent skill gains 10 Agent rank. Character13N008 1000 A specified Character with Agent skill gains 10 Agent rank. Character13N009 1500 Two specified Characters without Emissary skill gain 10 Emissary rank. 2 Characters13N010 1500 Two specified Characters (excluding Elendin) gain 10 Emissary rank. 2 Characters13N011 1500 Gain the Character Colfen; lose 8,000 Gold13N012 300 Move a specified Character that is not in command of an Army/Navy to3120.13N013 300 Move a specified Character that is not in command of an Army/Navy to aMajor Town you control.13N014 300 Move a specified Character that is not in command of an Army/Navy to aTown or City you control.13N015 300 Move a specified Character that is not in command of an Army/Navy to aVillage or Camp you control.CharacterCharacter &M. TownCharacter &City or TownCharacter, &Village or CampTable R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?13R001 1000 Change Capital to a specified Major Town or City. M. Town or City13R002 500 Remove 1 – 2 Ports or Harbours from one or two specified1 or 2 Pop. CentresPopulation Centres belonging to your nation; lose 10,000 Gold.13R003 500 Remove 1 – 2 Ports or Harbours from one or two specified1 or 2 Pop. CentresPopulation Centres belonging to your nation; lose 10,000 Gold.13R004 500 Change tax rate to 26%; all Population Centres gain 10 Loyalty (inaddition to normal Loyalty alteration due to tax change).13R005 1000 Change tax rate to 39% (no change to loyalty).13R006 2000 Change tax rate to 60%; all Population Centres lose 15 Loyalty (inaddition to normal Loyalty alteration due to tax change).Version 1.00#13 – Line of Elendin001


<strong>Kin</strong>-<strong>strife</strong> – #13 – Line of ElendinOption Cost Option Additionals Default?13R007 3000 Change tax rate to 73%; all Population Centres lose 25 Loyalty (inaddition to normal Loyalty alteration due to tax change).13R008 500 Upgrade Relations with the Line of Castamir and one other specified NationUsurper Nation to Friendly.13R009 1000 All Usurper Nations upgrade their Relations with you to Friendly.13R010 1000 Upgrade Relations with all Usurper Nations to Friendly.13R011 300 Upgrade Relations with both Neutral Nations to Tolerated (onlyallowed if Neutral Nations are not pre-aligned).13R012 1000 Gain 5,000 Timber at 2732.13R013 1000 <strong>The</strong> Morale of all Armies/Navies increased by 25.13R014 1500 <strong>The</strong> Morale of all Armies/Navies increased by 25.13R015 2000 <strong>The</strong> Morale of all Armies/Navies increased by 25.13R016 800 Loyalty of specified Town or Major Town increased to 85. Town or M. Town13R017 800 Loyalty of specified Village or Town increased to 75. Village or Town13R018 800 Loyalty of specified Camp or Village increased to 65. Camp or Village13R019 800 Loyalty of specified Camp or Village increased to 55. Camp or Village13R020 1500 Loyalty of all Population Centres increased by 10.13R021 2000 Loyalty of all Population Centres increased by 10.13R022 2500 Loyalty of all Population Centres increased by 10.13R023 1000 A specified Major Town or City gains 500 Mounts M. Town or City13R024 2000 Upgrade two specified Camps to Villages. 2 Camps13R025 500 Start the game with a specified non-Champion Hithlum or Witch-<strong>Kin</strong>g CharacterCharacter doubled. (See order 500 – Recruit Double Agent.)13R026 300 Start the game with a specified non-champion Line of EledinCharacterCharacter doubled by the Line of Morlaen. (See order 500 – RecruitDouble Agent.)13R027 2000 Move your turn map: specify the new top left hex. <strong>The</strong> top left hexLocationmust be on an odd-numbered row. For example, 3023 is acceptable,but 3024 is not.13R028 6000 Grudge Game only: Move turn map of specified Usurper nation:specify the new top left hex. <strong>The</strong> top left hex must be on anodd-numbered row. For example, 3023 is acceptable, but 3024 isnot.Nation & LocationTable V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?13V001 4000 New Armies may be hired at no cost.13V002 1500 <strong>The</strong> following scouting and recon orders issued work as if the Characterhas +20 to their relevant skill rank:905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters<strong>The</strong> Nation can issue the following orders to its Characters, assuming theCharacters fulfil order requirements:496 – Build RoadNavies can travel in open sea sectors without fear of storms or becominglost.Version 1.00#13 – Line of Elendin001


<strong>Kin</strong>-<strong>strife</strong> – #14 – Southron <strong>Kin</strong>gdomsBackground#14 – Southron <strong>Kin</strong>gdoms"It was, my most noble and honoured Lords, through your wisdom and foresight to grant support when it was mostneeded, that Castamir was able to rise to the position he now enjoys. A position from which, during the past decade, hehas been able to reciprocate that support, so that you have enjoyed unhindered trade, a virtual monopoly on Harad goodssold to Gondor. And if I might have the temerity to point out to you that this trade most flourishes in the area of arms andarmour needed to sustain the very war he sought our financial backing for, well, I am sure you appreciate that irony asmuch as I."Zimrakhil paused, waiting patiently as his meaning gradually sunk in to the Southern Lords he addressed, a ripple of nodsand grins eventually passing round the chamber, before he continued."But now you find yourselves at a most critical juncture. For it is clear that Castamir's hold on the throne of Gondor is but atenuous one, and that without not only our continued support through supply of war goods, but also our activeparticipation in the battle for Gondor, he will surely fall. Now it is not impossible that, should Eldacar reclaim the throne, hewill grant us the same favourable trading conditions as Castamir has done. After all, he will have as much need of goodsas Castamir. But it is also not impossible, and, in my mind far more likely, that he will seek to forge new deals and tradingalliances that will, if not cut off your profit entirely, then certainly prove less advantageous than those you now enjoy."<strong>The</strong> choice then, as I see it, is this. You can wait to see who emerges victorious in the <strong>Kin</strong>-<strong>strife</strong>, and, risking nothingnow, risk losing all in the future should Eldacar take the throne. Or you can act in support of Castamir, risking much now,but with much more to be gained."Zimrakhil paused, ostensibly to give them time to consider the matter, though he knew as well as they, should they nothave been too proud to admit the fact, that they would do whatever he suggested. Still, deciding that they needed one lastpush in the right direction, he leaned forwards."Or, to put it another way, are you men of inaction or of action? Are you cowards, who will sit on the sidelines of historyand await the charity of the victors? Or are you men of courage, with strength and foresight enough to take hold of yourown destiny?"When, after the roars had died down, he withdrew from the chamber, it was with their unanimous support to back hispromise of aid to Castamir.In the privacy of his own rooms once more, Zimrakhil cast off his cloak, tired now that the adrenalin of the moment hadpassed. And then froze as he saw a darkly-robed figure rising from his couch. Tall, and with face and form hidden beneathblack silk, nevertheless the figure moved with a grace that was surely feminine, though none had ever dared discoverwhether this was in fact so. Falling to his knees before her, he pulled off his right glove to reveal a withered and skeletalhand, which he held to her in supplication, fearing the pain she might inflict even as he longed for it. Instead of the searingagony of her touch, however, came but her voice, soft as a whisper, the breath of the winter wind through dead branches."You have done well, my servant. Because of you, the harvest of war will reach south. We are pleased. Now, receive ourblessing."Reaching out, she touched her hand to his, and throwing his head back, Zimrakhil screamed in agony he counted it hishonour to feel, as his mind filled with the burning gaze of a lidless eye.Version 1.00 #14 – Southron <strong>Kin</strong>gdoms 001


<strong>Kin</strong>-<strong>strife</strong> – #14 – Southron <strong>Kin</strong>gdomsWithout the support of the Southron <strong>Kin</strong>gdoms, Castamir would never have succeeded in taking the throne of Gondor.And without their continued support, he will certainly not succeed in long holding it. <strong>The</strong> Confederacy of Southron<strong>Kin</strong>gdoms is an alliance of the Warlords who rule the lands of Harondor, and are responsible for conducting andprotecting trade with the lands of Harad whose fruits Gondor enjoys. <strong>The</strong>se Warlords were brought together by the handof the prophet Zimrakhil, who spoke out in support of the Usurper. Such support made sense for the Warlords, since in hisrole as Captain of the Ships Castamir had effectively ruled the ports of Pelargir and Umbar, with whom the Southron<strong>Kin</strong>gdoms chiefly traded. <strong>The</strong> fact that Zimrakhil is High Priest and servant of the Nazgul Adunaphel is one not openlyknown amongst the Southron <strong>Kin</strong>gdoms. But rumours of his dark allegiances abound and, since they only serve toincrease the fear and respect shown him, he does nothing to allay them. Meanwhile, the increasing popularity of the darkreligions amongst the Southron <strong>Kin</strong>gdoms further strengthens Zimrakhil's – and thus Adunaphel's – hold over theSouthron <strong>Kin</strong>dgoms, so that in truth it is the both of them, not the Warlords, who wield the true power within the <strong>Kin</strong>gdoms.General InformationStarting Gold37,120.CapitalKas Shadoul (Located at 2734)Characters of Note Zimrakhil, servant and High Priest of Adunaphel. Belphegor, brother of Zimrakhil. Adunaphel the Quiet, Nazgul. Khoradur, a merchant. Dormir, servant of Adunaphel Hiriel, wife of Dormir and a servant of Adunaphel. Carnion, son of Dormir, a servant of Adunaphel and a low-ranked Cor Aran operative.Starting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsAdunaphel 0 10 20 40 20 3437 Champion, FemaleBelphegor 10 10 0 10 0 3034Carndel Malk 20 0 0 0 0 2734 Army CommanderCarnion 0 30 0 0 0 2630Dormir 0 0 0 30 0 1420Hiriel 0 0 10 20 0 1420 FemaleKhoradur 0 0 20 0 0 1324Orf Belarak 40 0 0 0 0 2135 Army CommanderSen Jerral 30 0 0 0 0 1324Tor Artel 30 0 0 0 0 3032 Can be purchased during nation set-upZimrakhil 0 0 20 20 0 3533Version 1.00 #14 – Southron <strong>Kin</strong>gdoms 001


<strong>Kin</strong>-<strong>strife</strong> – #14 – Southron <strong>Kin</strong>gdomsStarting Population CentresName Location Size Fortifications NotesAn Pharaz 2834 TownHas Dathuin 2935 VillageKas Shadoul 2734 Major Town Fort Port, CapitalKemen-sereg 3032 CampLindhus 1420 VillageLithu Iamon 1324 Major Town Fort PortLugarlur 3034 Town Fort HarbourLuinbar 2630 VillageMakam-e-mord 3533 CampStolis 2934 VillageTimulion 3431 CampTir Harn 3437 CampTomozulis 1726 Village FortVamag 2135 Town Fort HarbourStarting ForcesLocation HeavyCavalryLightCavalry2734 4002135 400HeavyInfantryLightInfantryArchersMen atArmsWarships TransportShipsPotential Special Nation Abilities New mages can start with a mage skill rank of up to 40 when created using the 737 – Name Mage order. Mages can learn the lost spell 510 – Conjure Food. Mages can learn the lost spell 512 – Conjure Hordes. Navies can travel in open sea sectors without fear of storms or becoming lost.Set-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?14J001 1000 All Armies/Navies gain 5 Warships and 10 Transport ships.14J002 1000 All Armies/Navies gain 400 LC.14J003 1000 All Armies/Navies gain 400 AR and 800 MA.14J004 1000 Army/Navy at 2734 gains 3 Warships, 8 Transport ships and 300 LC.14J005 1000 Army/Navy at 2135 gains 3 Warships, 8 Transport ships and 300 LC.Version 1.00 #14 – Southron <strong>Kin</strong>gdoms 001


<strong>Kin</strong>-<strong>strife</strong> – #14 – Southron <strong>Kin</strong>gdomsTable N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?14N001 2000 Adunaphel Gains the 500 Combat Item ‘Fire's Edge’, and the 10 EmissaryItem ‘Duv Ap’el (Morgul Knife)’.14N002 1800 Adunaphel Gains the 500 Combat Item ‘Night–piercer ‘ and the 10 EmissaryItem ‘Memory's Strings’.14N003 2000 Adunaphel and Belphegor each gain 20 Agent rank.14N004 3500 Adunaphel, Hiriel, Khoradur, Zimrakhil each gain 10 Emissary rank.14N005 2000 Adunaphel, Belphegor, Dormir, Zimrakhil each gain 20 Mage rank.14N006 2500 Zimrakhil gains a 10 Agent Item, 20 Mage rank and 20 Emissary rank.14N007 1200 Three of the following specified Characters each gain 20 Command rank:Belphegor, Carndel Malk, Orf Belarak, Sen Jerral and Tor Artel.14N008 700 Two of the following specified Characters not specified in option 14N007each gain 20 Command rank: Belphegor, Carndel Malk, Orf Belarak, SenJerral and Tor Artel.3Characters2Characters14N009 2000 Zimrakhil becomes a Champion; lose 10,000 Gold.14N010 1500 Gain the Character Tor Artel; lose 8,000 Gold.14N011 2200 Add 10 Agent rank to a specified Character. Character14N012 2000 Add 10 Emissary rank to a specified Character. Character14N013 800 Add 10 Command rank to a specified Character. Character14N014 1000 Add 10 Mage rank to a specified Character. Character14N015 500 Gain three 500 Combat Items, which are randomly allocated to Characters.14N016 1000 Starting Characters with no other starting bonuses will start with healingbonuses14N017 200 A specified Character with only Command skill loses 20 Command rank, andgains 20 Agent rank.14N018 300 A specified Character with only Command skill loses 20 Command rank, andgains 20 Emissary rank.CharacterCharacterTable R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?14R001 1000 Change Capital to a specified Major Town or City. M. Town or City14R002 1000 Upgrade a specified Camp to a Village. Camp14R003 1500 Upgrade a specified Camp to a Village. Camp14R004 1500 Upgrade a specified Village to a Town. Village14R005 2000 Upgrade a specified Village to a Town. Village14R006 2000 Upgrade a specified non-hidden Town to a Major Town. Town14R007 2500 Upgrade a specified non-hidden Town to a Major Town. Town14R008 2500 Upgrade a specified non-hidden Major Town to a City. Major Town14R009 3000 Upgrade a specified non-hidden Major Town to a City. Major Town14R010 800 Upgrade a specified Camp to a Village; downgrade a specified Camp & VillageVillage to a Camp.14R011 800 Upgrade a specified Village to a Town; downgrade a specifiedVillage & TownTown to a Village.14R012 800 Upgrade a specified non-hidden Town to a Major Town; downgrade Town & M. Towna specified Major Town to a Town.14R013 800 Upgrade a specified non-hidden Major Town to a City; downgrade M. Town & 2 Townstwo specified Towns to Villages.14R014 1500 All Armies/Navies gain 5,000 Food.14R015 500 Gain 1,000 Bronze at a specified Major Town or City. M. Town or City14R016 500 Gain 200 Mithril at a specified Major Town or City. M. Town or City14R017 500 Gain 1,000 Timber at a specified Major Town or City. M. Town or City14R018 500 Gain 500 Mounts at a specified Major Town or City. M. Town or City14R019 500 Gain 5,000 Food at Capital.14R020 300 Start the game with a non-Champion Southron <strong>Kin</strong>gdoms Character CharacterVersion 1.00 #14 – Southron <strong>Kin</strong>gdoms 001


<strong>Kin</strong>-<strong>strife</strong> – #14 – Southron <strong>Kin</strong>gdomsOption Cost Option Additionals Default?doubled by the Line of Morlaen. (See order 500 – Recruit DoubleAgent.)14R021 500 Discover the IDs of 5 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates arepossible).14R022 1100 Discover the IDs of 10 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates arepossible).14R023 2300 Discover the IDs of 20 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates arepossible).14R024 2300 Discover the IDs of 20 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates arepossible).14R025 500 Discover the names and IDs of all Artifacts held by specified NPC. NPCTable V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?14V001 2000 Mages can learn the lost spell 510 – Conjure Food.Mages can learn the lost spell 512 – Conjure Hordes.14V002 4000 New mages can start with a Mage skill rank of up to 40 when createdusing the 737 – Name Mage order.Navies can travel in open sea sectors without fear of storms or becominglost.14V003 4000 Mages can learn the lost spell 510 – Conjure Food.Mages can learn the lost spell 512 – Conjure Hordes.Navies can travel in open sea sectors without fear of storms or becominglost.Version 1.00 #14 – Southron <strong>Kin</strong>gdoms 001


<strong>Kin</strong>-<strong>strife</strong> – #15 – HithlumBackground#15 – Hithlum<strong>The</strong> night lay heavy across the desert, neither moon or star puncturing the sky. <strong>The</strong> only light was a distant glow of torchand camp-fire, a violent hue staining the horizon. As they approached, so figures took form from the darkness, silhouettedagainst the fires, ornately-sculpted helms and bristling armour giving them monstrous appearance, as of demons rippedfrom the night itself. Sounds, also, could be heard, the whinnying of their mounts, restless in the corrals, the soft ring ofarmour as the guards moved around the camp's perimeter, and the occasional burst of laughter, cruel and harsh.A guttural bark from the night immediately before them demanded they halt, and two guards stepped from the darkness toblock their path. Faces smeared with ash and blood, the guards seemed more devil than man, yet Ovag merely raised ahand in gesture of peace. "We have business with the Horseman."One of the two guards loomed close, so that Ovag could smell the scent of death upon his breath, could see the jaggededges of his teeth, filed to sharp points. For a moment the guard seemed to study him, before, with a shrug of dismissal,nodding. "You are expected, Easterling. Come."Gesturing for Ovag and his companion to proceed them, the guards turned towards the camp, others moving in thedarkness to take their place. A wooden palisade rose out of the night before them, and despite himself Ovag blanched atthe row of severed heads adorning the spikes, each mutilated, some missing ears, eyes or nose, some with runes carvedinto their flesh, others with pieces of sharpened wood piercing their greying flesh. Passing through an entrance in the wallabove which a head was pinned to the wood by a stake through its mouth, Kav Maklar leaned close to his lord."We should not have come here," he murmured. "To ally with such as these is not right."Ovag touched Kav's arm briefly by way of reassurance. "We need them," he replied. "We need them."Figures watched them as they passed, the women as fearsome in appearance as the men, scarred and tattooed, eyesglinting with amusement at the newcomers' discomfort. In the centre of the encampment was a black tent, ragged anddaubed with bloody sigils, and it was before this that they came to a halt. From within there came a sense of evil that wasalmost palpable, so that Ovag found himself gritting his teeth, fighting the urge to flee. And of a sudden, he knew that Kavwas right, that even the lands of Rhovanion were not worth such an alliance. But before he could turn, the flap of the tentstirred, and from it emerged a figure born of nightmare. Dressed in black armour, its large, winged helm was open, andyet even so, as Ovag stared into the helm’s depths, he could discern no features within the twisting shadows that dancedthere.He found himself held by the figure's gaze, a sense of ancient malice gripping his mind and his sanity. Probing fingersseemed to reach into his skull, tearing open his thoughts, laying bare his dreams and his fears. <strong>The</strong>n the figure laughed,and thus released, Ovag staggered backwards."I am the Horseman, <strong>Kin</strong>g of the Variags," the figure spoke, voice grating like the twisting of a knife against bone. "Andyou, you are nothing, little man. But despite this, I will fight for you. We, the Variags of Khand, will journey north with you,and your cause will be our cause, your battles our battles."He leaned in close to Ovag, voice soft now, the caress of death. "And for now, I ask nothing in return. But you willremember our aid, and your debt to me, and so will your sons and the sons of your sons. And one day I will return to seethat debt repaid."He stood back, to cry out in a voice that rang throughout the camp. "Variags, we ride this night. And all who stand beforeus shall be harvested as corn before the scythe. To arms!"Throwing his head back he howled, a cry that was taken up by the Variags, and echoed by their dark mounts, so that thenight was rent as if by a thousand demons. Ovag shuddered, bitterly repenting of the urge that had bid him respond to theHorseman's invitation. What was done was done, and, with the Variags at their side, he knew that the Rhovanion couldnot stand against them. But what cost, he wondered, would the sons of his sons one day be called upon to pay?Version 1.00 #15 – Hithlum 001


<strong>Kin</strong>-<strong>strife</strong> – #15 – HithlumThroughout the Third Age, the Easterling tribes of the Sagath, Logath, Asdriags, Nuriags and Variags have sought towrest the lands of Rhovanion from the men who dwell there. And always they have been repelled, forced to remain in thelands east of the sea of Rhun. But now, with the forces of Rhovanion deployed against Gondor in support of Eldacar, andwith promise of both aid and – perhaps more important to them – acknowledgement by Castamir on behalf of Gondor thatthe lands of Rhovanion are rightfully theirs, they move against the Rhovanion with renewed confidence. <strong>The</strong>ir diversityand scattered tribes are the Hithlums’ strength and weakness both. A strength, in that they have the capability to strikeinto Rhun, Khand or even Mordor with little warning. And a weakness in that their towns are scattered, and thus hard todefend. But whether or not they succeed in finally conquering the lands of the Rhovanion, it is certain that their struggle iscrucial to the outcome of the <strong>Kin</strong>-<strong>strife</strong>.General InformationStarting Gold27,928.CapitalLag Midor (Located at 4420)Characters of Note Ovag Ito, Commander of the Hithlum. Uvatha the Horseman, <strong>Kin</strong>g of the Variags and Nazgul.Starting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsBal Danca 10 0 0 0 0 4420 Army CommanderBorash Half-hand 10 20 0 0 0 3908Gelominast 10 30 0 30 0 4324Hort Lenca 0 0 10 0 0 4420Hov Narag 20 0 0 10 0 4408 Army CommanderKav Maklar 10 0 10 0 0 4408Mialavod 20 0 0 0 0 4425 Army CommanderOvag Ito 20 0 0 0 0 4425Sark Relcha 10 0 0 0 0 4420Uvatha 10 20 0 0 0 4318 ChampionStarting Population CentresName Location Size Fortifications NotesArdror Bal 4410 VillageBarad Nimram 4211 Camp TowerErlin 4126 CampEsgaldor 4318 Village TowerLag Khandor 4326 Major Town FortLag Midor 4420 Major Town Fort CapitalLag Norvor 4408 Major Town FortOndicor 4411 Town FortOstimarl 4319 Camp TowerPeliath 4324 Town TowerSinfail 4325 CampThaurdraug 4234 CampUrbrith 4309 CampUrdor 3908 Village TowerZar-amu 4228 TownZalag-varr 4426 CampZar-velesh 4425 Major Town HiddenVersion 1.00 #15 – Hithlum 001


<strong>Kin</strong>-<strong>strife</strong> – #15 – HithlumStarting ForcesLocation HeavyCavalryLightCavalryHeavyInfantryLightInfantryArchers Men atArms4408 600 1004420 600 1004425 600 100Warships TransportShipsPotential Special Nation Abilities New armies may be hired at no cost. Mages can learn the lost spell 508 – Conjure Mounts. New characters have a greater chance of gaining a bonus to their challenge rank. New armies start with a morale of 40.Set-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?15J001 1000 All Armies/Navies gain 100 LC, 200 HI and 300 MA.15J002 1000 All Armies/Navies gain 300 LC.15J003 1000 A specified Army/Navy gains 500 LC, second specified Army/Navy gains 2 Locations200 LC.15J004 1000 A specified Army/Navy gains 800 LC. Location15J005 1000 All Armies/Navies gain 400 HI.Table N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?15N001 2500 Uvatha gains a 20 Emissary Item and a 500 Combat Item.15N002 1500 Uvatha gains a Conjure Mount Item and a 750 Combat Item.15N003 1700 Uvatha gains the 10 Agent Item ‘Duv Uv’ha (Morgul Knife)’.15N004 1900 Ovag Ito gains a 10 Agent Item and a 500 Combat Item.15N005 2700 Ovag Ito gains a 20 Stealth Item and a 750 Combat Item.15N006 1500 All Characters with Command skill either gain 20 Command rank or 10Emissary rank.15N007 1500 Bal Danca, Ovag Ito, Uvatha, Borash Halfhand and Gelominast either Skillgain 20 Command rank or 10 Emissary rank.15N008 1000 A specified Character with Emissary skill gains 10 Emissary rank. Character15N009 1000 All Characters with Mage skill either gain 20 Mage rank or 5 Emissary Skillrank.15N010 600 A specified Character gains 10 Command rank. Character15N011 1000 A specified Character gains 10 Command rank Character15N012 2000 A specified Character gains 10 Mage rank. Character15N013 2500 A specified Character gains 10 Mage rank. Character15N014 1000 Two specified Characters with Emissary skill each gain 10 Emissaryrank.15N015 1000 Gain three 500 Combat Items and one 750 Combat Item, allocatedSkill2 CharactersVersion 1.00 #15 – Hithlum 001


<strong>Kin</strong>-<strong>strife</strong> – #15 – Hithlumrandomly amongst Characters.15N016 1500 Move any Character not commanding an Army/Navy to Capital. Character15N017 500 Downgrade Relations with either the Horselords or Rhovanion toNationHated.15N018 300 Upgrade Relations with the Khazad to Friendly if Khazad are a UsurperNation at game start, or to Tolerated if Khazad are Neutral.15N019 600 If Option 15V002 is chosen then all Characters with Mage rank startwith the spell 508 – Conjure MountsTable R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?15R001 500 Change Capital to Zar-velesh. Move a specified Character who is not Characteran Army/Navy Commander to 4425.15R002 1000 Change Capital to Zar-velesh, Lag Norvor or Lag Khandor. Add 200LC to Army/Navy at Capital’s new location if one is present (optional).Zar-velesh, LagNorvor or LagKhandor, &15R003 4000 Gain 2 hidden Camps at specified Locations not containingPopulation Centres along the hex line of 44YY. If there is a PopulationCentre in a specified Location, the camp will be moved southwardsuntil a Location with no Population Centre is reached.15R004 6000 Gain 2 hidden Camps at specified Locations not containingPopulation Centres along the hex line of 44YY. If there is a PopulationCentre in a specified Location, the camp will be moved southwardsTroops (Yes/No)2 Locations2 Locationsuntil a Location with no Population Centre is reached.15R005 2000 Hide any 3 specified Camps 3 Camps15R006 3000 Hide any 3 specified Camps 3 Camps15R007 1000 Hide a specified Population Centre. Pop. Centre15R008 1000 Hide a specified Major Town. Major Town15R009 1000 Hide your Capital.15R010 1000 Move Zar-velesh to a specified Location with no Population Centrebetween 4414 and 4432 (inclusive)Location15R011 1000 Move Zar-velesh to a specified location at or north of 4411 (on the Location44xx / 43xx column/s).15R012 1000 Upgrade the Fortifications at a specified Population Centre with aTower to a Fort.PopulationCentre15R013 1500 Upgrade the Fortifications at a specified Population Centre with aTower to a Fort.PopulationCentre15R014 1500 Upgrade the Fortifications at a specified Population Centre with a Fortto a Castle.PopulationCentre15R015 1000 All Armies/Navies gain 25 Morale.15R016 1000 Gain 2,000 Leather at a specified Major Town or City. M. Town or City15R017 1200 Gain 2,000 Leather at a specified Major Town or City. M. Town or City15R018 1400 Gain 2,000 Leather at a specified Major Town or City. M. Town or City15R019 500 Gain 1,000 Timber at a specified Major Town or City. M. Town or City15R020 1000 Gain 500 Mounts at a specified Major Town or City. M. Town or City15R021 1200 Gain 500 Mounts at a specified Major Town or City. M. Town or City15R022 1400 Gain 500 Mounts at a specified Major Town or City. M. Town or City15R023 1200 Specified Army/Navy gains 30 Training. Army/Navy15R024 2200 Specified Army/Navy gains 60 Training. Army/Navy15R025 1200 All Armies/Navies gain 10 Training.15R026 500 Discover the IDs of 5 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).Version 1.00 #15 – Hithlum 001


<strong>Kin</strong>-<strong>strife</strong> – #15 – HithlumTable V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?15V001 1000 New Characters have a greater chance of gaining a bonus to theirChallenge rank.New Armies start with a Morale of 40.15V002 3000 Mages can learn the lost spell 508 – Conjure Mounts.15V003 3000 New Armies may be hired at no cost.Version 1.00 #15 – Hithlum 001


<strong>Kin</strong>-<strong>strife</strong> – #16 – Witch-realm of AngmarBackground#16 – Witch-realm of Angmar"What in the name of the gods is this?!"Face twisted in distaste, Maksaern spat out the lump of pale and gristled meat, wiping his mouth with the back of his handas the globule hissed and fried in the fire."Horse meat? I ain't eating no horse meat."One of his companions looked up from where he sat, stoically chewing on a lump from his own plate."You will if you don't want to starve. Leastways, unless you reckon you're hunter enough to find better fare in these partsin mid-winter."Maksaern rinsed his mouth out with a swallow from his mug, the bitter ale tasting little better than the meat, though atleast its burning warmth did something to ease the chill of the night."And that's another thing. Why the hell are we stuck out here with the breath of the Misties blowing down our backsanyway? We should be down in the hills, or, better yet, at home with wine and women.""We're here because this is where we were told to be," came the reply. "As well you know.""Yea? Well I'm sick of taking orders from some foul-smelling son of an orc. In fact, I've half a mind to–"A sudden blow knocked him off the log he was sitting on, sending him sprawling to the ground, face inches from the fire.Gasping, he thought to rise, but a grip of iron grasped hold of his head, pulling him up into the air, where he dangled,staring into the massive features of a troll. Fetid breath washing over him from a mouth twisted by a mass of broken andblackened teeth, he choked as baleful eyes the size of plates glared at him." 'Alf a mind to do what, human?" Rogrog rumbled.Maksearn opened his mouth to form a reply, but a twist of the troll's hand shook the breath from him."If you've 'alf a mind at all, you'll obey orders," Rogrog said. "An' it ain't 'orse meat, it's orc flesh." He grinned. "<strong>The</strong> lastone who thought he was too good to follow orders."Giving Maksearn one last shake, he dropped the man to the ground, where he lay, gasping for breath. Rogrog kicked himin the stomach for good measure."So. Are we goin' to be a good soldier an' follow orders?"Maksaern managed to nod."Good. <strong>The</strong>n get some rest. Tomorrow we march, tomorrow night we fight. An' after that, I reckon as we'll 'ave us someman flesh to feast on."Version 1.00 #16 – Witch-realm of Angmar 001


<strong>Kin</strong>-<strong>strife</strong> – #16 – Witch-realm of AngmarIn the year 1300 of the Third Age, even as the hobbits migrated across the Misty Mountains to settle in Eriador, so therecame to the northern lands another, darker, traveller. Murazor, the Witch-king, first among the Nazgul, founded Angmar inthe northern Misty Mountains, and from there gathered to him creatures of darkness with which to over-run and destroythe already fragmented Dunedain nations of Arthedain, Rhudaur and Cardolan, remnants of the once-great kingdom ofArnor.In 1409 the Witch-king made his move, his armies pouring down from the mountains. <strong>The</strong> Hill Men of Rhudaur, overawedby the power of the Witch-king, pledged allegiance to him, and those few Dunedain in Rhudaur who remained loyal to thecause of Arnor fled to Arthedain. Cardolan, on whom the attack was led by the Witch-king himself, was simplyoverwhelmed. And only the aid of the Elves of Lindon and Rivendell enabled Arthedain to finally turn the Black Tide.With the Witch-king's armies forced to retreat back into Rhudaur and the northern mountains, the men of Arthedainthought themselves safe. But, sensing the fragility of the Arthedain nation, Murazor worked fast to restore his armies,newly bolstered by the Hill-men of Rhudaur so that now, only two score years later, he prepares once more to drive thelast of the line of Dunedain from Arnor, and claim Eriador for his dark lord.General InformationStarting Gold60,560.CapitalCarn Dum (Located at 1804)Characters of Note Murazor, Witch-king of Angmar, a Nazgul. Gothmog, a troll. Rogrog, another troll.Starting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsAshnanku 10 0 0 20 0 2006 Army CommanderBroggha 20 10 0 0 0 1804Cynar 30 0 0 0 0 2008 Army CommanderGothmog 40 0 0 0 0 2006Maksaern 0 0 0 20 0 1804Murazor 40 0 0 10 0 2309 ChampionRicnau 10 0 0 0 0 2305 Army CommanderRogrog 30 0 0 0 0 1804 Army CommanderSeammu 10 0 0 0 0 2008Ulrilca 40 0 0 0 0 1502 Army CommanderVersion 1.00 #16 – Witch-realm of Angmar 001


<strong>Kin</strong>-<strong>strife</strong> – #16 – Witch-realm of AngmarStarting Population CentresName Location Size Fortifications NotesCameth Brin 2008 Major Town FortCarn Dum 1804 Major Town Castle CapitalDinwall 1908 CampDor-gelos 2009 VillageDun-tarband 2109 CampEralda 2309 Town TowerEregiath 1602 CampFennas Druinin 1910 TownFuindor 1904 CampGoblin-town 2409 Town TowerGundabad 2305 Major Town FortKrimpatal 2404 TownKul Ardos 2111 VillageLond-Luin 2106 Camp FortLund Gelin 2306 CampMount Gram 2006 Major Town TowerRas Morthil 2206 CampTar-thoron 1502 Major Town FortTilram 1803 Camp TowerZarak Dum 2004 CampStarting ForcesLocation HeavyCavalryLightCavalryHeavyInfantryLightInfantry1502 600 1001804 800 2002305 1000 400 2002006 13002008 500 500ArchersMen atArmsWarships TransportShipsPotential Special Nation Abilities New commanders can start with a command skill rank of up to 40 when created using the 728 – NameCommander order. New mages can start with a mage skill rank of up to 40 when created using the 737 – Name Mage order. Mages can learn the lost spell 314 – Teleport. <strong>The</strong> nation may build fortifications at 1/2 the usual timber cost.Version 1.00 #16 – Witch-realm of Angmar 001


<strong>Kin</strong>-<strong>strife</strong> – #16 – Witch-realm of AngmarSet-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default16J001 1000 Army/Navy at 1502 gains 100 HC, 200 LC and 300 LI.16J002 1000 Army/Navy at 1502 gains 200 AR and 200 MA; Army/Navy at 1804 gains600 AR and 600 MA; Army/Navy at 2305 gains 200 AR and 200 MA.16J003 1000 Army/Navy at 2006 gains 700 LC.16J004 1000 Army/Navy at 2008 gains 400 HI; Army/Navy at 2305 gains 500 LI.16J005 1000 Army/Navy at 2305 has 400 HI converted to 400 HC, and 200 LI to 200 LC.16J006 1000 A specified Army/Navy gains 10 War Machines. Army/Navy?Table N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?16N001 500 A specified Character with Command skill gains 10 CommandCharacterrank.16N002 500 A specified Character with Mage skill gains 10 Mage rank. Character16N003 400 Murazor gains 20 Command rank.16N004 1000 Murazor gains 20 Mage rank.16N005 1500 Murazor gains the 10 Agent Item ‘Duv Mu’or (Morgul Knife)’.16N006 1300 Murazor gains the 1500 Combat Item ‘Vasamacil’, and the 30Mage Item ‘Sea–helm of Ciryatan’.16N007 2300 Murazor gains the 20 Emissary Item ‘Crown of Angmar’.16N008 500 Murazor gains the two 750 Combat Items ‘Nallagurth’ andRomoquenaro’.16N009 1800 Murazor gains the 30 Command Item ‘Morgul Plate’.16N010 600 Cynar gains 10 Stealth rank and 10 Agent rank.16N011 1000 Cynar gains 10 Stealth rank and 10 Agent rank.16N012 1000 Of Ashnanku, Broggha and Cynar: the first one specified gains 10Command rank, the second gains 20 Command rank, and thethird 30 Command rank.16N013 1000 Of Gothmog, Ricnau and Rogrog: the first one specified gains 10Command rank, the second gains 20 Command rank, and thethird 30 Command rank.16N014 1000 Of Ashnanku, Maksaern and Murazor: the first one specifiedgains 10 Mage rank, the second gains 20 Mage rank, and thethird 30 Mage rank.16N015 1300 Of Broggha, Murazor, Ricnau and Seammu: the first onespecified gains 10 Emissary rank, the second gains 20 Emissaryrank, and the third 30 Emissary rank.16N016 800 Murazor must have a specified Spell from the Lost List ‘Conjure –Spirit Mastery’ as one of his starting spells.16N017 300 Maksaern gains 20 Mage rank.16N018 1000 Starting Characters with no other starting bonuses will start withHealing bonuses.Ashnanku, Brogga& Cynar in Order ofChoiceGothmog, Ricnau &Rogrog in Order ofChoiceAshnanku,Maksaern &Murazor in Order ofChoice3 Characters inOrder of ChoiceSpellVersion 1.00 #16 – Witch-realm of Angmar 001


<strong>Kin</strong>-<strong>strife</strong> – #16 – Witch-realm of AngmarTable R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?16R001 1000 Capital’s Fortifications improved by one level.16R002 1000 Loyalty of Capital improved to 100; Loyalty of all other Population Centresimproved by 10.16R003 1000 Move a specified Character not commanding an Army/Navy to yourCapital.Character16R004 1500 Move a specified Character not commanding an Army/Navy to yourCharacterCapital.16R005 2000 Change Capital to another Major Town or City. Major Townor City16R006 3000 Upgrade the size of Carn Dum by one level.16R007 1500 Upgrade specified Town to a Major Town Town16R008 500 Specified Village gains a Tower Village16R009 1000 Specified Town gains a Tower Town16R010 1000 Two specified Camps each gain a Tower 2 Camps16R011 1500 Two specified Camps each gain a Tower 2 Camps16R012 2500 Two specified Camps each gain a Tower 2 Camps16R013 500 Build a Road from 1803 north west to 1702 then west to 1502.16R014 500 Build a Road from 1805 south east to 1907, east to 2107, then south westto 2009.16R015 2000 All Troops gain Bronze Weapons and Steel Armour where possible.16R016 1000 Gain 1,000 Bronze at a specified Major Town or City. M.T. or City16R017 1000 Gain 1,000 Steel at a specified Major Town or City. M.T. or City16R018 2500 A specified Army/Navy gains 60 Training. Army/Navy16R019 1000 <strong>The</strong> cost of options 16R020, 16R021, 16R022 and 16R023 are reducedby 500 points each.16R020 800 Change the terrain type of one of the following hexes to Swamp: 1404,1504, 1605, 170516R021 1200 Change the terrain type of one of the following hexes to Swamp: 1404,1504, 1605, 170516R022 1500 Change the terrain type of one of the following hexes to Swamp: 1404,1504, 1605, 170516R023 2000 Change the terrain type of one of the following hexes to Swamp: 1404,1504, 1605, 170516R024 400 Discover the location of 3 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).16R025 900 Discover the location of 6 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).16R026 1400 Discover the location of 9 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).LocationLocationLocationLocationVersion 1.00 #16 – Witch-realm of Angmar 001


<strong>Kin</strong>-<strong>strife</strong> – #16 – Witch-realm of AngmarTable V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?16V001 4000 New Commanders can start with a Command skill rank of up to 40when created using the 728 – Name Commander order.<strong>The</strong> nation may build Fortifications at 1/2 the usual timber cost.16V002 2000 New Mages can start with a Mage skill rank of up to 40 when createdusing the 737 – Name Mage order.16V003 1000 Mages can learn the lost spell 314 – Teleport.16V004 6000 New Commanders can start with a Command skill rank of up to 40when created using the 728 – Name Commander order.<strong>The</strong> nation may build Fortifications at 1/2 the usual timber cost.New Mages can start with a Mage skill rank of up to 40 when createdusing the 737 – Name Mage order.Mages can learn the lost spell 314 – Teleport.Version 1.00 #16 – Witch-realm of Angmar 001


<strong>Kin</strong>-<strong>strife</strong> – #21 – Line of TirkhorBackground#21 – Line of Tirkhor"I am, of course, most flattered by your offer," Lord Adrazor replied, handing his son-in-law a goblet of wine. "And it is notone that any man could lightly pass over. Yet I fear that even as I thank your father for the honour of its offering, I mustdecline, for the cost of the favour you ask in return is too great. I simply cannot commit my cavalry in support of yourcause, for it would place my own people and lands at risk."Prince Castaher sighed, turning the goblet in his hands and pretending to study its patterns before replying."Your response does not surprise me. In fact, I told my Lord Castamir that you would say exactly that. But come, I am nodiplomat. You can speak plain with me. And I would like to imagine you do not think me so foolish as to believe yourexcuse, that the release of a thousand horse for this favour would put your lands at risk. At least do me the honour ofspeaking openly what is known to us both. <strong>The</strong> fact of the matter is that you will not aid us because you will not actagainst the enemy Eldacar. Even now, even when he marches to attack Gondor herself, of whom you are one of hergreatest lords and so sworn to her defence, even now, you will not aid us."Adrazor gestured ambiguously. "Whom you call enemy, others might call rightful ruler. And what you call the defence ofGondor, some might consider its unlawful holding." Seeing Castaher's face darken, Adrazor raised a hand placatingly. "I,of course, am not one who would offer such opinion so rashly. After all, is my daughter not your wife, and are our familiesnot bound by marriage and by blood? But you asked me to speak plain, and so I speak now. Matters are not so clear asyou would like to make out, as well you know. Your father holds the throne, but that does not mean he will continue to doso, either with or without my aid. And if I support him and if he falls, what then? My first duty is to my people. And when Isay that sending the cavalry you ask for puts them at risk, it is not from invasion in the troops' absence, but of retributionshould Castamir nevertheless fall."Castaher leaned close, pretence of civility falling away. "Well, father-in-law, since we are now speaking to one anotherplainly, let me tell you this in return. You think to avoid choosing a side in this. But there may come a time when those whoare not allied with us will be considered against us. And should such a time come, you may regret not having given us aidwhen we asked for it."Adrazor nodded. "Perhaps. But that time is not yet now, I think. And so my decision stands. Please relate to your fatherthat I am honoured by his offer, but fear that, nevertheless, I must refuse."Reaching out, he took the goblet from Castaher's hands. "And now, I am sure that a person of your importance must havemany demands upon them, so I must not be so inconsiderate as to take up any more of your valuable time. But please,know that my palace is your palace, and I am always honoured by your presence. Good day."A tangled web of allegiances, marriages and friendships binds the Line of Tirkhor together, even as individual desires,political ambition and external pressures threaten to tear it apart. <strong>The</strong> line consists of the three offspring of Tirkhor andtheir families, loosely ruled by the word of the eldest son of Tirkhor, Adrazor, Prince of Belfalas, a small Fief in WesternGondor between the rivers Ringlo and Gilrain. Of the other issue of Tirkhor, the youngest son Edrahil and his own sonsare the Seers of Gondor, guardians of the three Palantirs, whilst Tirkhor's daughter, Miriel, is married to Maeglin ofMorthond, another Fiefdom of Gondor, situated to the North of Belfalas.<strong>The</strong> Line of Tirkhor, then, might be seen to consist of two inconsequential Fiefs and a family of Seers. So it is notimmediately obvious either why or how the Line has managed to remain neutral throughout over a decade of civil war inGondor.<strong>The</strong> reasons lie in the tapestry of interwoven political and blood ties that bind the Line of Tirkhor into the fabric of Gondorroyal society. Lothriel, daughter of Adrazor, is married to Castamir's son, whilst the Line of Tirkhor has long held vows offaith to the Line of Minalcar, and so now to Valacar.Version 1.00 #21 – Line of Tirkhor 001


<strong>Kin</strong>-<strong>strife</strong> – #21 – Line of Tirkhor<strong>The</strong>se ties both enable Prince Adrazor to avoid claiming for either faction, and also mean that each is unwilling to pressthe matter, else risk the Prince favouring the other. In addition, the rulers of Gondor have ever been forced to rely on theSeers of Tirkhor in order to wield the power of the Palantirs, so that Castamir is unwilling to completely cut himself off fromthe possibility of utilising the information they provide. Though the fact that, unwilling to risk the palantirs coming to harmin the <strong>strife</strong>, the Seers have recently removed both themselves and the Palantirs from Orthanc, Minas Anor and Minas Ithilto a hidden location where they might be kept safe, has hardly served to foster good will between Tirkhor and Castamir.But perhaps most importantly of all, Prince Adrazor has at his command the only units of heavy cavalry in Gondor. So thatwhilst increasingly desperate to have use of these forces, equally, Castamir cannot risk them being used against him, sodares not force the Prince's hand.So, then, the Line of Tirkhor has managed to tread the delicate line between Usurpers and Loyalists, with Adrazorunconvinced of either Castamir's ability to rule or Eldacar's right. But as Castamir grows increasingly desperate for aid inrepelling the forces of Eldacar, and as Eldacar's need for support from western Gondor with which to crush the Usurperbetween east and west grows, that line is becoming ever thinner. And it seems almost inevitable that there will come atime when the Line of Tirkhor must finally chose a side, or perish between them.General InformationStarting Gold59,280.CapitalLond Ernil (Located at 2227)Characters of Note Prince Adrazor of Belfalas, the Swan-prince, eldest son of Tirkhor. Edrahil, second son of Tirkhor, and seer of Orthanc. Miriel, the daughter of Tirkhor and wife of Prince Maeglin. Aradan, the eldest son of Adrazor. Giladan, the middle son of Adrazor. Tirazor, the youngest son of Prince Adrazor. Prince Maeglin, Lord of Morthrond. Lorin, son of Edrahil and seer of Minas Anor. Tirion, son of Edrahil and seer of Minas Ithil.Minor Characters<strong>The</strong>se are not starting characters, but are detailed here as suggestions for characters to name during the game. Estel, son of Maeglin (a commander). Mordulin, daughter of Adrazor, betrothed to Ornendil (a mage). Ornendil, a healer in Minas Anor (a mage). Melrandir, a Squire in Lond Ernil (a commander and agent). Beregond, a Knight of Lond Ernil (a commander).Version 1.00 #21 – Line of Tirkhor 001


<strong>Kin</strong>-<strong>strife</strong> – #21 – Line of TirkhorStarting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsAdrazor 0 0 30 0 0 2227 ChampionAradan 50 0 0 0 0 2223 Army CommanderEdrahil 0 0 0 40 0 2122Giladan 0 0 10 0 0 1923Lorin 0 0 0 30 0 2123Maeglin 20 0 10 0 0 2227 Army CommanderMiriel 0 20 10 0 0 2025 FemaleTirazor 10 0 0 30 0 1923 Army CommanderTirion 10 0 0 30 0 2327Starting Population CentresName Location Size Fortifications NotesImled Druwaith 2326 CampKul Bandah 1923 Town FortKul Gorta 2225 Camp TowerLond Emil 2227 City Citadel Port, CapitalMin-Aear 2125 VillageMinor Carvarad 2124 Camp TowerMorband 2328 CampMormoth 2327 Village FortNan-Curunir 2223 Camp TowerRamthalion 2122 VillageRingbar 2025 VillageStanding stone 2022 CampTarlangband 2123 City FortStarting ForcesLocation HeavyCavalryLightCavalryHeavyInfantryLightInfantryArchers Men atArms2227 400 400 600 600 600 6002223 400 2001923 200Warships TransportShipsPotential Special Nation Abilities New emissaries can start with an emissary skill rank of up to 40 when created using the 734 – Name Emissaryorder. Mages can learn the lost spell 508 – Conjure Mounts. Armies lose no morale for force marching. <strong>The</strong> nation can issue the following orders to its characters, assuming the characters fulfil order requirements: 496 – Build RoadVersion 1.00 #21 – Line of Tirkhor 001


<strong>Kin</strong>-<strong>strife</strong> – #21 – Line of TirkhorSet-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?21J001 2000 All Armies/Navies gain 400 HC.21J002 1000 Army/Navy at 2223 gains 400 LC; Army/Navy at 2227 gains 400 LC.21J003 1000 Army/Navy at 1923 gains 800 LC.21J004 1000 Army/Navy at 2227 gains 200 HC and 300 LC.21J005 1000 Army/Navy at 2227 gains 6 Transport ships.21J006 1000 Army/Navy at 2227 loses all non–cavalry Troops and gains 500 HC.Table N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?21N001 1500 Edrahil gains a Palantir.21N002 700 If Edrahil has a Palantir, Lorin and Tirion each gain a Palantir.21N003 2000 A specified Character becomes a Champion. Adrazor loses Championstatus.Character21N004 2000 Adrazor gains 10 Command rank, 10 Agent rank or 10 Mage rank. Skill21N005 8000 A specified Character becomes a Champion. Character21N006 8000 A specified Character becomes a Champion. Character21N007 500 Move a specified Character who does not command an Army/Navy to aspecified Population Centre.Character &Pop. Centre21N008 3000 All Characters with Command skill gain 10 Command rank21N009 4000 Two specified Characters each gain 25 Stealth rank. 2 Characters21N010 500 A specified Character without Agent skill gains 10 Agent rank. Character21N011 1500 Adrazor gains 20 Emissary rank21N012 3000 A specified Character with Emissary skill gains 10 Emissary rank. Character21N013 2000 A specified Character with Emissary skill, excluding Adrazor, gains 10 CharacterEmissary rank.21N014 2500 A specified Character without Emissary skill gains 10 Emissary rank. Character21N015 2500 A specified Character without Emissary skill gains 10 Emissary rank. Character21N016 3000 A specified Character without Emissary skill gains 10 Emissary rank. Character21N017 3000 A specified Character without Emissary skill gains 10 Emissary rank. Character21N018 3500 All Characters with Emissary skill gain 10 Emissary rank.21N019 2000 A specified Character without Mage skill gains 10 Mage rank. Character21N020 3000 All Characters with Mage skill gain 20 Mage rank.21N021 1000 A specified Character that does not command an Army/Navy moved to yourCapital.21N022 1500 A specified Character that does not command an Army/Navy moved to yourCapital.CharacterCharacterVersion 1.00 #21 – Line of Tirkhor 001


<strong>Kin</strong>-<strong>strife</strong> – #21 – Line of TirkhorTable R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?21R001 300 Set Tax rate to 39% (no change to loyalty).21R002 400 Move Starting map East or West by one hex. East or West21R003 400 Move Starting map East or West by one hex. East or West21R004 1000 Change Capital to 2123; Fortifications at 2123 improved by one level;Fortifications at 2227 reduced by one level.21R005 1000 Build a Road from 2023 to 2122 (e, ne); gain 3,000 Timber at 2122.21R006 500 Build a Road from 1923 east through 2023 to 2123.21R007 500 Build a Road from 2123 south-east through 2124 to 2225.21R008 500 Build a Road from 2025 east through 2125 to 2225.21R009 500 Build a Road from 2225 to 2227 (e, se, sw, w).21R010 1500 All Troops gain Bronze Weapons and Bronze Armour where possible.21R011 2500 All Troops gain Steel Weapons and Steel Armour where possible.21R012 1500 Training of a specified Army/Navy increased by 30. Army/Navy21R013 2500 Training of a specified Army/Navy increased by 60. Army/Navy21R014 1500 Training of all Armies/Navies increased by 10.21R015 2000 A specified unfortified Camp gains a Tower. Camp21R016 3000 All Towers become Forts.21R017 500 <strong>The</strong> Fortifications at 2227 become a Fort.21R018 5000 All Forts become Castles.21R019 7000 All Castles become Keeps.21R020 5000 Upgrade Fortifications of a specified Population Centre with a Keep toCitadel.22R021 400 Army at 2227 loses 600 HI, 600 LI, 600 AR and 600 MA. Gain 25,000gold.21R022 500 If a Neutral Nation at Game Start Only: Relations with all nationschanged to Tolerated, with the exception of Relations with the Line ofCastamir and the Line of Eldacar, which are set to Disliked.21R023 500 If a Loyalist Nation at Game Start Only: Downgrade Relations with theLine of Morlaen to Hated.21R024 500 If a Loyalist Nation at Game Start Only: Downgrade Relations with theLine of Castamir to Hated.21R025 400 If a Loyalist Nation at Game Start Only: Upgrade Relations with theLine of Eldacar to Friendly.21R026 2000 If a Loyalist Nation at Game Start Only: A specified unfortified Campgains a Tower.21R027 500 If a Loyalist Nation at Game Start Only: Gain a Hidden Major Town witha Fort called Umand Lenath at 1426.21R028 500 If a Loyalist Nation at Game Start Only: If option 21R027 has beenchosen, move Umand Lenath to the specified Location 1326, 1822 or1722.Pop. CentreCampLocationVersion 1.00 #21 – Line of Tirkhor 001


<strong>Kin</strong>-<strong>strife</strong> – #21 – Line of TirkhorTable V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?21V001 3000 New Emissaries can start with an Emissary skill rank of up to 40 whencreated using the 734 – Name Emissary order.Armies lose no morale for Army/Navy marching.21V002 4000 Mages can learn the lost spell 508 – Conjure Mounts.<strong>The</strong> nation can issue the following orders to its Characters, assuming theCharacters fulfil order requirements:496 – Build Road21V003 1000 <strong>The</strong> nation can issue the following orders to its Characters, assuming theCharacters fulfil order requirements:496 – Build RoadArmies lose no morale for Army/Navy marching.Version 1.00 #21 – Line of Tirkhor 001


<strong>Kin</strong>-<strong>strife</strong> – #22 – KhazadBackground#22 – KhazadIn the still of the early morning the woodland held its breath, only the murmur of the Anduin in the distance breaking thequiet. A heart beat, a second, and then, with a soft sigh, an axe cut the air, spinning as it described a low arc, tracing apath through the trees."Yeeesssssaaaaarrrrnnnnoooooooooo!"<strong>The</strong> peace was broken as the dwarf cried out, initial triumph giving way to sudden horror. And his axe, bouncing off thetop edge of a small upended tree trunk wherein the centre of which was embedded another axe, spun off into theundergrowth."Damnation," Gimlin muttered, pulling at his beard and turning to face his companion's grinning features with a scowl."Best out of three?"Dorin shook his head, sticking out his hand. "That was the second of three. You missed the last one too, remember? Now,pay up. I need to make some sort of profit from this blasted trip."Grimacing, Gimlin reluctantly fished two coins from his pouch, handing them over grudgingly. "Lucky, that's what you are.Besides, my axe isn't straight, I'm sure of it."Dorin raised an eyebrow. "Well, you know what they say about bad craftsmen blaming their tools. Besides, if I recall, youmade that one yourself, did you not?"Bickering, the pair retrieved their axes before returning to the wagons, sitting down heavily on ground whose grass wasalready flattened, what was meant to have been an overnight camp having been their home now for close on ten days.<strong>The</strong>y had been meant to meet up with traders from Gondor over a week ago, but, once again, the Gondorians had clearlybeen delayed. And the delays were getting worse, too."You think they'll show?"Gimlin didn't need to ask what his brother was referring to, for the same subject was on his mind."Couldn't say. Damned humans. Can't build, can't mine, can't keep their appointments. By Durin's beard, I wish we hadn'tcome. Don't know why I let you talk me into it.""Gold, if I'm not mistaken.""Yes? Well, so far I'm out of pocket, and all I've got to show for it is a blunted axe. I've more than half a mind to–"He fell silent, rising to his feet as the sound of footsteps broke the quiet. For a moment he listened, tense, beforeshouldering his axe. "A human. But alone – that's odd."A moment later a man, albeit a ragged and travel-worn specimen, did indeed emerge from the woods. Seeing them, henodded in greeting."You're late," Gimlin stated shortly.<strong>The</strong> man nodded. "Ay. And lucky to be here at all. We were ambushed by men of Rhovanion two days' journey away. Mycompanions were taken captive, as was our vessel. Only I managed to escape."And your gold?" Gimlin asked. "Was that as lucky?"<strong>The</strong> man winced. "No. Taken."Version 1.00 #22 – Khazad 001


<strong>Kin</strong>-<strong>strife</strong> – #22 – Khazad"<strong>The</strong>n you can't pay us?"<strong>The</strong> man shook his head.Gimlin spat on the ground. "In that case we'll be leaving. And next time, the cost will be double to cover this wasted trip.""But the weapons, the arms! We need them! If I return empty-handed the Cor Aran will have my head!"Gimlin shrugged. "Tell it to someone who cares."As Dorin urged their mules into life, Gimlin moved to follow, before, as if reconsidering, turning back to the man.Unslinging his axe, notched now from its glancing blow with the trunk, he tossed it at the man's feet. "Here. Consider it agift."And then the dwarves were gone.In the first age, the Seven Fathers of the dwarves awoke, and came forth with their <strong>Kin</strong>dreds to explore the land.Durin, the First father, came upon the Misty Mountains, and established there Khazad-dum, the Dwarf Mansion, whichwas to endure through the ages.Dwalin and Thrar, having journeyed with Durin, continued onwards into the north-west, to found Belegost and Nogrod inthe Blue Mountains. <strong>The</strong>se were lost and – most thought – destroyed, in the Great Battle at the end of the First Age,wherein Morgoth was overthrown. And yet some dwarven bands survived, and, in the Second Age managed to reestablishholds in the mountains, though they were but shadows of the holds' former glories.<strong>The</strong>lor's folk dwelt for a time in Mount Gundabad in the northern Misty Mountains, before conflict forced them first east intothe Mountains of Rhun where they established Azanulinbar-Dum, and then, early in the third age, south into Ered Harmal,establishing the delving called Namagaluz.Bavor's people journeyed south, to build their homes in the Yellow Mountains of Greater Harad, below the great wastes ofthe Harad deserts.Finally, Druin and Barin's tribe travelled east, far beyond the realms that would later be claimed by the human Easterlings,to settle in the seaward lands of Ruuriik.So it is that most of the Seven <strong>Kin</strong>dreds played no part in the history of <strong>Middle</strong>-earth, or at least, in Northern lands of<strong>Middle</strong>-earth of which most is told of in the histories. Of those that did, the most famed line is of course that of Durin. Yetthe lines of Dwalin and Thrar, broken but not destroyed, yet remain in the far north west, and the dwarves of Namagaluz,ever having taken but little interest in the affairs of men, also endured into the Third Age.Durin's Folk have benefited from the <strong>Kin</strong>-<strong>strife</strong>, selling arms and armour to both sides. However, with Eldacar securing hisposition in Rhovanion, trade with Castamir down the Anduin has become difficult. Durin bides his time, but it is clear that,should the war in Gondor become prolonged, he will have to choose a side else risk the possibility of losing trading linkswith both. Meanwhile, the Folk of Dwalin, Thrar and Namagaluz care even less for the affairs of men. Yet the ties that bindof the Seven Tribes, ancient as they are, are not easily ignored. And should Durin have need, he knows that he might callupon them to support him.Note: Dwarven <strong>Kin</strong>gs typically take on the name of their ancestors, which makes dating individuals somewhat difficult.Durin is almost certainly Durin V, since Durin’s line is fairly well detailed by Tolkien (although he could conceivably beDurin IV). But the ‘numerals’ of the other <strong>Kin</strong>gs are very much estimations, estimations made more awkward by the factthat dwarves seem to live anywhere from one hundred to three hundred years, assuming they do not meet their end inbattle. Dwalin and Thrar have been based on Durin, since all three trace their ancestry directly from the Seven Fathers. Ithas been assumed, however, that the lines of Threlin and Thulin are weaker, being only indirectly related to the SevenTribes, so have shorter life spans, leading to the greater numerals of their current <strong>Kin</strong>gs.Version 1.00 #22 – Khazad 001


<strong>Kin</strong>-<strong>strife</strong> – #22 – KhazadGeneral InformationStarting Gold12,000.CapitalKhazad-dum (Located at 2212)Characters of Note <strong>Kin</strong>g Durin V. <strong>Kin</strong>g Dwalin V. <strong>Kin</strong>g Thrar V. <strong>Kin</strong>g Threlin VI. <strong>Kin</strong>g Thulin VI.Starting CharactersCharacter Command Agent Emissary Mage Stealth Location Notes/ItemsBorin 0 0 30 0 0 2222Durin V 20 0 0 0 0 2212 Army Commander, ChampionDwalin V 10 0 0 0 0 3707 Army CommanderFimli 10 30 0 0 0 0703 Army CommanderThoran 10 0 0 0 0 3707Thrar V 10 0 0 0 0 2212Threlin VI 20 0 0 0 0 4435 Army CommanderThulin VI 20 0 0 0 0 4435Starting Population CentresName Location Size Fortifications NotesAingrod 3916 Village TowerAzarulinbar-Dum 3707 Town FortBelegost 0812 Town CastleBizul-baran 2311 CampDuria 2313 TownGarol Tagara 0813 VillageHaudh-en-Heru 3102 Town TowerHaudh-gilril 0703 Town TowerKalidasa 2222 Town FortKelai 0604 Town TowerKhazad-dum 2212 City Citadel Hidden, CapitalNamagaluz 4435 Major Town FortNaugram 3606 CampNimglin 2211 CampNogrod 0606 TownObruni Waw 3506 Town TowerPelkalnin 2213 TownSkall 2205 Town TowerVersion 1.00 #22 – Khazad 001


<strong>Kin</strong>-<strong>strife</strong> – #22 – KhazadStarting ForcesLocation HeavyCavalryLightCavalryHeavyInfantry2212 1004435 1000703 1003707 100LightInfantryArchersMen atArmsWarships TransportShipsPotential Special Nation Abilities New commanders can start with a command skill rank of up to 40 when created using the 728 – NameCommander order. <strong>The</strong> nation can buy from the market at 20% less than the given buy price, and sell to the market at 20% greaterthan the given sell price. <strong>The</strong> following scouting and recon orders issued work as if the character has a relevant skill rank of 50 (or better ifthey have the appropriate skill rank at higher than 50):905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters All new Heavy Infantry recruits start with training 30.Set-up TablesTable F – General OptionsSee ‘Table F’ Chapter.Table J – MilitaryYou must spend exactly 3000 points on this table.Option Cost Option Additionals Default?22J001 3000 Army/Navy at 2212 gains 900 HI.22J002 3000 Specified Army/Navy at 4435, 0703 or 3707 gains 900 HI. Location22J003 3000 Armies/Navies at 4435, 0703 and 3707 each gain 300 HI.Table N – Characters & Magic ItemsYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?22N001 3500 3 different specified Characters with Command skill each gain 20 Command 3 Charactersrank once; Durin gains a 20 Command Item and a 10 Stealth Item.22N002 4500 3 different specified Characters with Command skill not named as3 Charactersadditionals in option 22N001 each gain 20 Command rank; Durin gains a 30Command Item and the 2250 Combat Weapon ‘Durin's Axe’.22N003 1000 Dwalin gains 10 Command rank and a 1000 Combat Item.22N004 2000 Dwalin, Durin and Thrar each gain 20 Command rank.22N005 2000 Four different specified Characters each gain 10 Agent rank. 4 Characters22N006 2000 Four different specified Characters each gain 10 Mage rank. 4 Characters22N007 2000 Four different specified Characters each gain 10 Emissary rank. 4 Characters22N008 1000 Move a specified Character not commanding an Army/Navy to the Capital. CharacterVersion 1.00 #22 – Khazad 001


<strong>Kin</strong>-<strong>strife</strong> – #22 – Khazad22N009 1500 Move a specified Character not commanding an Army/Navy to the Capital. Character22N010 2000 Move a specified Character not commanding an Army/Navy to a specifiedPopulation Centre.Character &Pop. Centre22N011 300 Borin gains 10 Emissary rank.22N012 700 Borin gains 20 Emissary rank.22N013 500 A specified Character other than Borin gains 10 Emissary rank. Character22N014 1000 A specified Character with Command skill gains 10 Agent rank. Character22N015 1000 A specified Character gains 40 Mage rank. Character22N016 1000 A specified Character other than Fimli gains 10 Agent rank. Character22N017 1000 Build a Road from 2212 east to 2312.22N018 1000 Build a Road from 2212 west to 2112.22N019 200 Add 250 to any Combat Item, to a maximum total of 2500. Combat Item22N020 750 Gain three 750 Combat Items, hidden at three random Population Centres.22N021 1500 Gain three 750 Combat Items, hidden at three random Population Centres.22N022 2500 If a Usurper Nation at Game Start Only: Thrar, Durin and Dwalin eachgain a ‘Dwarven Ring of Power’ (40 Mage Item, Reveal Production).Table R – Population Centres, General Nation Bonuses & InformationOption Cost Option Additionals Default?22R001 3000 Change Capital to any Major Town or City. M. Town or City22R002 2000 Upgrade a specified Village to a Town, and improve its Fortifications by Villageone level.22R003 2500 Upgrade a specified non-hidden Town to a Major Town, and improve its TownFortifications by one level.22R004 3000 Change Tax rate to 73%; all Population Centres lose 20 Loyalty.22R005 3000 Gain 4,000 Steel, 4,000 Bronze, and 300 Mithril at your Capital.22R006 1000 A specified Population Centre gains 1,000 Bronze and 10 Loyalty. Pop. Centre22R007 1000 A specified Major Town or City gains 1,000 Steel and 10 Loyalty. M. Town or City22R008 1500 A specified Major Town or City gains 200 Mithril and 10 Loyalty. M. Town or City22R009 1000 All Population Centres gain 10 Loyalty.22R010 1300 Capital gains 300 Mithril and 10 Loyalty; lose 12,000 Gold.22R011 2000 All options purchased on Table F cost 200 less each.22R012 1000 Disband two different specified Armies/Navies. 2 Armies/Navies22R013 1500 All Troops in a specified Army/Navy gain Mithril Weapons and Mithril Army/NavyArmour where possible.22R014 1500 Training of a specified Army/Navy increased by 30. Army/Navy22R015 2500 Training of a specified Army/Navy increased by 60. Army/Navy22R016 1000 All armies gain1000 Steel Weapons in their baggage trains.22R017 2000 All armies gain1000 Steel Armour in their baggage trains.22R018 2000 A specified army gains 500 Mithril Weapons in their baggage train. Army/Navy22R019 2500 A specified army gains 500 Mithril Armour in their baggage train. Army/Navy22R020 4000 All armies gain 500 Mithril Weapons in their baggage train.22R021 5000 All armies gain 500 Mithril Armour in their baggage train.22R022 500 If a Usurper Nation at Game Start Only: Downgrade Relations with theRebels of Ered Lithui and the Line of Eldacar to Hated.22R023 500 If a Usurper Nation at Game Start Only: Upgrade Relations with theLine of Castamir and a specified Usurper Nation to Friendly.NationVersion 1.00 #22 – Khazad 001


<strong>Kin</strong>-<strong>strife</strong> – #22 – KhazadTable V – Special Nation AbilitiesYou must spend at least 4000 points on this table.Option Cost Option Additionals Default?22V001 4000 New Commanders can start with a Command skill rank of up to 40 whencreated using the 728 – Name Commander order.<strong>The</strong> following scouting and recon orders issued work as if the characterhas a relevant skill rank of 50 (or better if they have the appropriate skillrank at higher than 50):905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters22V002 4000 <strong>The</strong> nation can buy from the market at 20% less than the given buy price,and sell to the market at 20% greater than the given sell price.All new Heavy Infantry recruits start with training 30.22V003 4000 New Commanders can start with a Command skill rank of up to 40 whencreated using the 728 – Name Commander order.All new Heavy Infantry recruits start with training 30.22V004 1400 Armies lose no Morale for force marching.Version 1.00 #22 – Khazad 001


<strong>Kin</strong>-<strong>strife</strong> – Table FTable FIf you are viewing this module on a computer, bear in mind that the BACK bookmark will return you to the last section youwere viewing, allowing you to move easily between this table and others for a particular nation.If you have printed this module and are reading it on paper, we recommend either keeping this chapter separate so thatboth it and nation chapters can be read at the same time, or printing this chapter 14 times and inserting it at the end ofeach nation chapter.Any nation may purchase options from Table F. As with other tables, however, each option can only be purchased onceper nation. For ease of reference, Table F has been divided into different sub-tables.CharactersOption Cost Option Additionals Default?00F001 2800 A specified Character with Mage skill gains 10 Mage rank. Character00F002 3500 A specified Character with Agent skill gains 10 Agent rank. Character00F003 2500 A specified Character with Emissary skill gains 10 Emissary rank. Character00F004 2000 A specified Character with Command skill gains 10 Command rank. Character00F005 3500 A specified Character with Stealth skill gains 10 Stealth rank. Character00F006 900 A specified Character gains two random low-level Artifacts (similar in power to Charactera 500 –750 Combat Item or a 10 Skill Item).00F007 1700 A specified Character who does not command an Army/Navy moved to CharacterCapital.00F008 2200 A specified Character who does not command an Army/Navy moved to aspecified Population Centre.Character &Pop. CentreRelationsOption Cost Option Additionals Default?00F009 2000 Where possible, all Tolerated Relations are upgraded to Friendly.ArtifactsOption Cost Option Additionals Default?00F010 300 Add 250 to any Good Combat Item (to a maximum of 2500). Artifact00F011 300 Add 250 to any Evil Combat Item (to a maximum of 2500). Artifact00F012 800 Discover the IDs of 3 random Artifacts (duplicates are possible).00F013 1700 Discover the IDs of 10 random Artifacts (duplicates are possible).00F014 800 Discover the IDs of 5 random Artifacts not held by Nations or Characters(including NPCs) at game start (duplicates are possible).00F015 1700 Discover the IDs of 10 random Artifacts not held by Nations or Characters(including NPCs) at game start (duplicates are possible).00F016 700 Discover the Locations of 3 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).00F017 1500 Discover the Locations of 6 random Artifacts not held by Nations orCharacters (including NPCs) at game start (duplicates are possible).Version 1.00 Table F 001


<strong>Kin</strong>-<strong>strife</strong> – Table FStoresOption Cost Option Additionals Default?00F018 2000 Gain 2,000 Leather at a specified Major Town or City. Major Town or City00F019 1300 Gain 1,000 Bronze at a specified Major Town or City. Major Town or City00F020 1500 Gain 1,000 Steel at a specified Major Town or City. Major Town or City00F021 1500 Gain 200 Mithril at a specified Major Town or City. Major Town or City00F022 1200 Gain 1,000 Timber at a specified Major Town or City. Major Town or City00F023 2000 Gain 500 Mounts at a specified Major Town or City. Major Town or CityArmy/Navy TrainingOption Cost Option Additionals Default?00F024 2500 Training of specified Army/Navy increased by 20. Army/Navy00F025 3500 Training of specified Army/Navy increased by 50. Army/Navy00F026 2500 Training of all Armies/Navies increased by 10.00F027 2000 Morale of specified Army/Navy increased by 30. Army/Navy00F028 1000 Morale of all Armies/Navies by increased by 10.00F029 2000 Morale of all Armies/Navies increased by 15.InformationOption Cost Option Additionals Default?00F030 1200 Discover the SNAs of 2 specified NPCs. 2 NPCs00F031 700 Discover the SNAs of 2 random NPCs (duplicates are possible).00F032 1700 Discover the SNAs of 4 specified NPCs. 4 NPCs00F033 1700 Discover the SNAs of 4 specified NPCs. 4 NPCs00F034 2400 Discover the SNAs of 6 specified NPCs. 6 NPCs00F035 1700 Discover the SNAs of 6 random NPCs (duplicates are possible).00F036 800 Discover the IDs and names of all Artifacts held by specified NPC. NPCPopulation CentresOption Cost Option Additionals Default?00F037 1500 Move turn map to centre on Capital hex00F038 3000 Move turn map to centre on a specified Population Centre. Pop. Centre00F039 3500 Change Capital to a specified Major Town or City M. Town or City00F040 1000 Remove a Harbour or Port from a specified Population Centre Pop. Centre00F041 2800 A specified Town becomes a Major Town. Town00F042 4000 A specified Major Town becomes a City. Major Town00F043 2000 Upgrade the Fortifications at a specified Population Centre with a Tower Pop. Centreto a Fort.00F044 3000 Upgrade the Fortifications at a specified Population Centre with a Fort to Pop. Centrea Castle.00F045 1000 A specified Population Centre that can gain a Harbour gains a Harbour. Pop. Centre00F046 1000 A specified Population Centre with a Harbour has its Harbour upgraded to Pop. Centrea Port.00F047 1000 A specified Population Centre gains 20 Loyalty. Pop. Centre00F048 7000 A specified Population Centre becomes Hidden. Pop. Centre00F049 1000 A specified Camp is upgraded to a Village; a specified Village isCamp & Villagedowngraded to a Camp.00F050 1000 A specified Village is upgraded to a Town; a specified Town isVillage & Towndowngraded to a Village.00F051 1000 A specified Town is upgraded to a Major Town; a specified Major Town isdowngraded to a Town.Town &Major TownVersion 1.00 Table F 001


<strong>Kin</strong>-<strong>strife</strong> – Table FOption Cost Option Additionals Default?00F052 1000 A specified Major Town is upgraded to a City; a specified City isdowngraded to a Major Town.Major Town& City00F053 500 Move up to two specified unfortified Villages to within one hex of Capital.<strong>The</strong>se villages can not be modified by other options.*1 or 2 Villages& new00F054 500 Move up to four specified unfortified Camps to within one hex of Capital.<strong>The</strong>se camps can not be modified by other options.*Locations1 – 4 Camps &new Locations* If the new Location already has a Population Centre, the specified Population Centre does not move. If two or morePopulation Centres are moved to the same Location, then the Population Centre whose first letter is latest in the alphabetis moved, and the others do not move. (For example: Ziguragil would take precedence over Amaltan.)LocationsOption Cost Option Additionals Default?00F055 1000 Change Weather Type of Location of a specified Hex not already modified Locationby a similar option to one type more clement (each season movestowards Warm).00F056 1500 Change Weather Type of Location of a specified Hex not already modified Locationby a similar option to one type more clement (each season movestowards Warm).00F057 2500 Change Weather Type of Location of a specified Hex not already modifiedby a similar option to one type more clement (each season movestowards Warm).LocationSpecial Nation AbilitiesOption Cost Option Additionals Default?00F058 400 Armies with food only lose 1–2 morale if Army/Navy force–marching. Armieswithout food gain 1–2 morale when stationary, only lose 1–2 morale ifmarching, and only lose 2–5 if Army/Navy force–marching.00F059 400 All new Men–at–Arms recruits start with Training 25.00F060 2000 <strong>The</strong> nation can build ships at 1/2 the usual Timber cost.00F061 1000 Mages can learn the lost spell 244 – Fearful Hearts (Usurper Nations only).00F062 1000 Mages can learn the lost spell 248 – Fanaticism (Usurper Nations only).00F063 2000 Mages can learn the lost spell 246 – Summon storms (Usurper Nations only).Version 1.00 Table F 001


<strong>Kin</strong>-<strong>strife</strong> – Post ScriptPost ScriptIn the year 1447 of the Third Age of <strong>Middle</strong>-earth, the remaining forces of Castamir the Usurper were defeated at theBattle of Erui, and Castamir himself slain by Eldacar's hand.However, the influence of Castamir did not end with his death. <strong>The</strong> remnants of his forces, led by his surviving sons, fledsouth to Pelargir, and from there to the city of Umbar in the far south. <strong>The</strong>re, among those who had supported themthroughout the <strong>Kin</strong>-<strong>strife</strong>, they regrouped, and as the Corsairs of Umbar allied themselves with the men of Harad, taking tothe seas to terrorize the ports of Gondor.For nearly four hundred years they laid waste to Gondor's southern trade routes, sometimes even reaching deep intoGondor's territories along her rivers. And they remained at threat until 1810, when <strong>Kin</strong>g Telumehtar of Gondor finallyretook Umbar. In doing so, he slew the last of the descendents of Castamir, and it is, perhaps, a mark of how significant athreat the Corsairs had shown themselves to be that from that time Telumehtar onwards was known as Umbardacil, whichmeans "Victor over Umbar".And yet even after that, was Castamir's influence truly over? Through his actions he had struck at the heart not only ofGondor, but of what it meant to be of Gondor. <strong>The</strong> civil war had set friend against friend, brother against brother, and thescars it left on the psyche of the people were never to truly heal. For where once there had been a unity, from that timeonwards, whenever there arose disagreement, no matter how slight, always there was a dark whisper in the back of themind, a voice that warned against trust, a fear that saw in every act the possibility of betrayal. In the final reckoning, thetrue legacy of Castamir was not of bloodshed and fire, but of doubt and mistrust. And so, in the end, the victory wasSauron's alone.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix A – Non-Player CharactersAppendicesAppendix A – Non-Player Characters<strong>The</strong>se are characters which can be encountered and recruited. For details on how to recruit an NPC, please refer to theAdditional Rules section of this module.Abilities implied by the descriptions may not exactly match their powers in the game, and they may or may not be found inthe expected locations.Not all NPCs will necessarily be found in every game, and additional NPCs not detailed here may also be discovered.However, the following form the core of the NPCs that are likely to be encountered.Free PeoplesCirdanCirdan, shipwright and keeper of the Grey Havens, is one of the wisest of the elves to have walked on <strong>Middle</strong>-earth. Andwhilst ostensibly his part in the history of the later ages of <strong>Middle</strong>-earth has been but a small one, his gifting of Gandalfwith Narya, the elven ring of power, must surely be one of the most selfless and foresighted of acts witnessed in Arda.<strong>The</strong> last of the once-great elven mariners, it is to his Grey Havens that the elves of <strong>Middle</strong>-earth come when they areweary of the world.Dameric Took of the Fallohide Clan and Michel Bandy of the Stoors<strong>The</strong> Shire will not be formed until the year 1601 of the Third Age, when <strong>Kin</strong>g Argeleb II of Arthedain grants thempermission to settle in his lands. However, by the time of the <strong>Kin</strong>-<strong>strife</strong> most of the hobbit families have already crossedover the Misty Mountains, fleeing their ancient homes in the Greenwood following the arrival there of Sauron. And theycan be found, if you look very carefully, in east Arthedain. <strong>The</strong> Stoor hobbits, meanwhile, have re-crossed the mountainsand settled in the Gladden Fields. Although more adventurous than the hearth-loving Shire-folk will come to be, still, eventhe stoutest Stoor is more fond of ale than adventuring. Yet even so, their inherent sense of goodness might allow them tobe persuaded to aid in the <strong>Kin</strong>-<strong>strife</strong>. Especially, if they think there will be a pouch of Old Toby in it for them.Gandalf the GreyGandalf the Grey, the Grey Pilgrim, the Grey Wanderer. Olorin, Tharkun, Incanus. Mithrandir, Second of the Order ofIstari, Servant of the Secret Fire that is Hope, and wielder of the flame of Anor. Of all the beings that have walked on<strong>Middle</strong>-earth, the Grey Wizard surely needs least introduction. His time is not yet come, his glory veiled still in tatteredrobes of grey. But still, ever a friend to those who would stand against the Darkness, there can be no greater ally to befound in <strong>Middle</strong>-earth.GoldberryWife of Tom Bombadil, Goldberry is a spirit of the water, tied to the rivers and lakes even as Tom is to the earth. Hers is abeauty of joy and of life, inspiring not fear and reverence but laughter and hope.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix A – Non-Player CharactersGwaihir Windlord, Landroval and MeneldorEver have the Great Eagles been allies in the fight against the Ancient Enemy and his servants. When the world was stillyoung, Thorondor, Lord of the Eagles, led his people against the dragons and against Morgoth himself, and such was hismajesty that he was allowed to go into the west when the First Age was done. Those Eagles that yet remain in <strong>Middle</strong>earthare less mighty than their ancestors, but still remain masters of the skies, whose beak and claws even dragons havelearned to fear. Gandalf earned the friendship of Gwahir when he healed a wound the Windlord had suffered, and inreturn, the eagles have come to Gandalf’s aid many times. Gwaihir’s kin, Landroval and Meneldor the Swift, are namesless frequently mentioned in the histories of <strong>Middle</strong>-earth, yet ever have they been present at Gwaihir’s side.KoashunKoashun is the <strong>Kin</strong>g of Koanoz, a city realm in Harad. Rare amongst the people of Harad, Koashun not only opposes theends of League of Southron Warlords, but actively speaks out against the prophet Zimrakhil. Further, his eldest son,Prince Harith, has pledged service to Eldacar. So far, the Southron <strong>Kin</strong>gdoms have let Koashun in peace, as his rule isover one of the most ancient and respected kingdoms in the south. Yet as Zimrakhil's influence grows, Koashun knowsthat it is surely but a matter of time before the Warlords are persuaded to act against him. And knows further that, if he isto survive the <strong>Kin</strong>-<strong>strife</strong>, he must secure the friendship and protection of the Loyalists.Losspindel<strong>The</strong> Lossidil, or Snow Elves, of the Teleri, make their home in the far north of Forodreth, the Northern Wastes beyond theEred Mithrin. <strong>The</strong>irs is a barren land, where the legacy of Morgoth and his dread stronghold of Angbad still scar the icywastes. From their city of Helloth, ruled by Losspindel, Mistress of the City, scouts wander the land. Few roam as farsouth as the Grey Mountains, but, on occasion, they may be seen there. And whilst understandably caring little for theaffairs of those who dwell in the warmer regions, nevertheless in their hearts they still bear a hatred of the Ancient Enemy,and might even be persuaded to act in the <strong>Kin</strong>-<strong>strife</strong> against his servant Sauron.Radagast the Brown<strong>The</strong> last of the Istari to be chosen to journey to Endor, some claim that he is also the weakest, both in strength and in will.Yet whilst it is true that, in the final years of the Third Age, Saruman will use him as a fool, nevertheless, unlike othersamong the Istari he has never fallen prey to greed and darkness. And if his is a fault, it is of caring too much for the beastsand the trees, and not enough for the affairs of man. From his home at Rhosgobel in the Anduin Valley, the lands ofwestern Mirkwood fall under his care. Long has he fought the darkness that spreads from Dol Guldur, and perhaps hemight be persuaded to walk further afield, for a time at least.Saruman the WhiteIn the years of the <strong>Kin</strong>-<strong>strife</strong> Saruman has not yet taken residence in Orthanc, nor yet fallen prey to Sauron's darkinfluence. And whilst even now the seed of his later villainy resides in his heart, still the hour is not yet late, so that hemight still be considered a force for good.Tom BombadilOldest of the Maiar to still walk in Endor, Tom Bombadil was also the first to enter Ea. An earth spirit, he dwells in the OldForest. And, having cared for the forest for so long, his spirit is tied to the place, so that, whilst within its embrace hispowers are without limit, beyond the forest his strength is largely untried. His soul, too, is tied to the earth, so that, likeother Maiar who have dwelt on <strong>Middle</strong>-earth for so long, such as the Istari and the Balrogs, he can no longer cast off hisphysical form and travel the unseen paths of the Maiar.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix A – Non-Player CharactersTreebeard, Skinbark and LeaflockEnts have walked <strong>Middle</strong>-earth since Yavanna first fashioned them from her thoughts. Slow to anger, yet as Sarumanfound to his peril, once roused their fury is that of the storm, and their strength that of the earth.Oldest of these oldest of mortal creatures, Treebeard is the guardian of Fangorn Forest, last haven for the Ents. Andthose ents that yet remember speech and movement do so at his bidding.Skinbark dwells to the west of Isengard, and his is the care of the birch and ash, the rowan and aspen. Of those ents whoyet walk, he is perhaps the most active, his sap still quick to rise.And the third of these most ancient Shepherds is Leaflock, his flock the willows the birches, the firs and the pines. Hekeeps to the high places of Fangorn, and, though growing more tree-ish with every passing decade, still the sap in himremains strong, and might yet be awakened to action.Sulkano and FeamirieAmon Lind is a small elven fort on the western side of the southern Misty Mountains. More so even than other elves, thefolk of Amon Lind have sought to remain aloof from the affairs of the world, and whilst trading on occasion with otherpeoples near them, they have had little interest in what has transpired in the world about them. However, that is not to saythat they do not share the same hatred of Sauron and his minions as all of their kind. And, if sought out, it is possible thatthey might be persuaded to stand against him.Sulkano is an elven smith, a mage and inventor. Obsessed with the concept of flight, he has made several machinescapable of taking to the air, and even, it is rumoured, a flying vessel.Feamirie is an architect of Amon Lind, and the nearest thing the fort has to a leader. Certainly he is the best swordsmen,and it is he who leads the frequent raids on nearby orc and troll tribes.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix A – Non-Player CharactersDark ServantsAkhorahilAkhorahil, the Blind Sorcerer, Storm <strong>Kin</strong>g of Far Harad. Only the fifth of the Nazgul, nevertheless, both as a mage ofunrivalled skill among the dark servants, and as the Witch-king's most valued lieutenant – being, in fact, also his cousin –Akhorahil wields both power and respect. <strong>The</strong> time of the <strong>Kin</strong>-<strong>strife</strong> finds him quiet in the far south, gradually restoring hiskingdom beneath the yellow sands. But in his role as lieutenant to the Witch-king, he is also on occasion seen abroad inthe north, where his cousin makes ready to launch further assault on the peoples of Arnor.Barrow WightBarrow Wights haunt the tombs in which they were unhappily laid to rest. And yet they can, if called, move from beyondtheir resting places to cast their pale shadows upon the world. Though it would be one in desperate need who dared tothus call them forth.Bert, Tom and William HugginsIll-tempered and often slow of wit, trolls are the handiwork of Morgoth, who fashioned them in mockery of the Ents. <strong>The</strong>three brothers Bert, Tom and William are particularly slow-thinking examples of Troll-kind, but this fact may well allowsomeone brave enough to risk their foul anger and fouler breath to more easily persuade them to join the <strong>Kin</strong>-<strong>strife</strong>.Different trolls can abide the sun to varying degrees, and sadly for the brothers, theirs is the tendency to turn to stone atthe slightest hint of sunlight. A fact which will eventually prove their undoing late in the Third Age. But, at the time of the<strong>Kin</strong>-<strong>strife</strong>, they are still a menace to the Rhudaur hills they lay waste to.Dwar of WawBorn the son of a fisherman, Dwar's rise in power, first to Lord of the Isle of Dogs in the east and then to a Nazgul, one ofSauron's most trusted servants, is surely one of the most remarkable in the histories of <strong>Middle</strong>-earth. And only the Witchkingand Khamul the Dragon Lord wield more influence among the forces of darkness. Having passed into shadow withhis master at the end of the Second Age, he awakened again in the year 1051 of the Third Age, dwelling with Sauron inDol Guldur before leaving to play his part in preparing for the time when Sauron would finally rise up once more.Enna San SarabOne of the most powerful of the daughters of Shelob, Enna San Sarab dwells in Southern Mirkwood. Whilst far weakerthan her mother, nevertheless Enna San Sarab is a feared hunter, and made more so by the fact that she keeps her ownspawn close about her, hundreds of spiders who weave their webs in the darkness of the forest.FelagrodDurin's Bane, the Balrog of Moria, born of fire and darkness. At the time of the <strong>Kin</strong>-<strong>strife</strong>, the dwarves of Moria have notyet delved too deeply, and so Felagrod bides his time in the fires below the surface of the world. But already theirhammers awaken him from his slumbers, and he stretches, turning his mind once more to the service of his dark lord.And, if any are brave enough to risk the deepest rents and chasms, he might be found and brought forth to wreak havocon the world once more.Fha-KorlashOrcs, or goblins, are perhaps the most pervasive example of Melkor's evil, the corrupted spawn of elves whom hecaptured and twisted into dark form. Many times during the ages of <strong>Middle</strong>-earth have these creatures spread like aplague across the land, and whilst many times they have been driven back to the dark places of the world, they yetremain. <strong>The</strong>re have been many orcs to have taken the name Fha-Korlash, for it is both name and title both for the chief ofthe Scara-Hair tribe of orcs, found in Northern Ithilien. At the time of the <strong>Kin</strong>-<strong>strife</strong>, when the presence of Gondor in thearea is strong, the tribe is but small in number, and reside in the mountains of Mordor itself. But it would take little toconvince them to emerge once more in service of darkness.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix A – Non-Player CharactersHoarmurathSixth among the Nazgul, Hoarmurath was born to the icy forests of the north, then reborn as Nazgul when Khamul theDragon Lord sought him out and offered him Sauron's power. For two centuries Hoarmurath, taking on the title Lord of theNorth, then ruled his lands, before, answering Sauron's call, fought and fell with him at the end of the Second Age. As withmany of his companions, the time of the <strong>Kin</strong>-<strong>strife</strong> finds Hoarmurath rebuilding his kingdom, whilst also heeding the darkorders of Sauron.Ji Indur Dawndeath Amaav III<strong>The</strong> Fourth of the Nazgul, Ji Indur was <strong>Kin</strong>g of the southern lands of Mumakan, home to the legendary Mumakil, orOliphants. And, on his rebirth in the year 1050 of the Third Age, he set to retaking his throne, so that the time of the <strong>Kin</strong><strong>strife</strong>sees him as <strong>Kin</strong>g Ji Amaav III in the south, even as, among the Nazgul, he is known as Dawndeath, Sauron’s knifein the darkness.KhamulKhamul, the Dragon Lord of the Easterlings, was born Komul, changing his name to reflect the pronunciation of the BlackSpeech when he was summoned to Barad-dur by Sauron. And, when reawakened in the Third Age, Khamul dwelt with hismaster in Dol Guldur, commanding the garrison there. Second only to the Witch-king, Khamul is a hunter without equal,and, despite his position as commander of Sauron's garrison, he is by nature solitary, often acting as Sauron's silent bladewhen Ji Indur is otherwise occupied.Lhachglin and Slyardach the Dindae of Nan GulduinA servant of darkness, though but a mortal the mage Lhachglin wields great power, not least the demon Slyardach, theDindae of Nan Gulduin, who Sauron has bound to Lhachglin’s command. From the fortress of Sarn Goriwing in northernMirkwood, Lhachglin uses the dark creatures of the forest as spies in service of Sauron, whilst Slyardach is employed asmessenger and assassin.Old Man WillowQuite why Old Man Willow is as dark-hearted as he is remains unknown; most likely his soul and heart were twisted byMorgoth's power aeons ago. Although not having moved for centuries, due in large part to Tom Bombadil’s efforts to keephim asleep, Old Man Willow is in fact a huorn, and like all huorns, as with their brethren the ents, he is capable of rousinghimself if necessary. <strong>The</strong> passing of the years have largely caused him to forget that once he walked the earth, and heexists now more as if in a dream. But, if he can be roused to anger, he might prove a valuable ally.Ren the UncleanConsumed by plague and by fever as a young man, he recovered from the plague that wracked his body but not the feverthat twisted his mind. Speaking of himself as the Fire <strong>Kin</strong>g, the fire of his madness attracted others to him, so that by theyear 2000 of the Second Age, he was indeed <strong>Kin</strong>g, in the lands of Chey to the east of the Ered Harmal. Having watchedRen's rise with keen interest, Sauron offered him a Ring of Power, and so Ren became the eighth Nazgul. Moving onceagain on the land, the time of the <strong>Kin</strong>-<strong>strife</strong> sees the Fire <strong>Kin</strong>g seeking to restore his empire, unifying the tribes in CheySart.SauronLieutenant of Morgoth the Ancient Enemy, Sauron is the most feared and powerful dark presence in <strong>Middle</strong>-earth in theThird Age. <strong>The</strong> time of the <strong>Kin</strong>-<strong>strife</strong> finds him in Dol Guldur, in the disguise of the Necromancer. Unwilling yet to revealhis full power, he works instead through the Nazgul, gathered to him once again, so that not even the Istari yet know thetrue nature of the Necromancer, though perhaps some guess. It would be a fool who entered Dol Guldur in the hope ofpersuading Sauron to join their cause. Yet nevertheless, it might just be that one who entered with proper supplicationmight gain some boon.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix A – Non-Player CharactersShelobAn evil from the dark years, Shelob dwelt in the mountains of Mordor before Sauron ever claimed it, and whilst bothbenefitted from the other's presence, neither owed nor now owes the other loyalty. If even Sauron dares not demand herobedience, then, it would be a fool indeed who sought to do so. And yet in return for promise of the blood of others thatshe feeds upon, it is possible that she might be persuaded to join, for a time at least, the cause of the Usurpers. For whilstcaring nothing for their cause, there will surely be much blood spilled in the conflict.NeutralIstar LuinThird among the Istari, Istar Luin more than any of his kind spurns the mantle of age his physical form suggests. A hunterand a warrior, he revels in the pleasures of the flesh, but being thus bound to his physical form, oft-times he falls prey toits weaknesses, to fear as well as desire, to weariness as well as exhilaration, and to pride as well as pursuit ofexcellence. Some claim that his path and his pride can only lead him to turn from serving men to seeking to rule overthem. But if so, the thought of raising his own kingdom is but a dream, and like Saruman, he has not yet entirelyabandoned all thought of his calling to protect the lands of <strong>Middle</strong>-earth. Still, it would be a brave man, or dwarf, whothought to remind him of his responsibilities, and perhaps an easier task would be to tempt him instead to abandon suchduties entirely, forsaking them for the temptations of power and darkness.Malan-buri-MalanHeadman, or buri, of the Woses. Unsurpassed in wood-lore, the Woses are among the most ancient of the races of man,thought to be primitive by those who judge civilisation only by its material veneer. Caring little for the affairs of the world ofmen, and peaceable by nature, nevertheless they will fight to protect their forests, and bear a hatred for those such asorcs who would burn and destroy them. And, as such, might be roused by any who can persuade them that their landsare at risk.OrodrethOrodreth, son of Maeglin, is, of all the people of <strong>Middle</strong>-earth, the one with the greatest claim to the throne of Gondor.This fact is not known to him, however, and indeed only a few know this truth, which is as well for him, since if it werecommon knowledge, he would doubtless have been killed long ago by those with aspirations to power.<strong>Kin</strong>g Tarannon, ruler of Gondor in the ninth century of the Third Age, was not childless as is generally thought, butfathered an illegitimate son through Beruthiel, herself also of Numenorean origin. <strong>The</strong> child was fostered by the first Princeof Morthond, who, since he himself was childless, passed his house on to the child. And so Orodreth, as eldest son of thecurrent, aging, prince of Mothrond, can be seen to be the true heir to the Throne of Gondor.This fact not withstanding, Orodreth's life has been ill-fated indeed. Despite the desire of his family line to remain neutralin the <strong>Kin</strong>-<strong>strife</strong>, eager for glory he pledged his allegiance to Castamir, and was responsible first for the Linhir uprising,then for the taking Osgiliath. However, forced by those jealous of his success to kill Ornendil, son of Eldacar, as proof ofhis loyalty to Castamir, Orodreth then repented of his actions, and his part in the bloody war. After the fall of Osgiliath hewas made Captain of <strong>The</strong> Ethir by Castamir, a mockery of a position with no authority or men under him, ostensiblyresponsible for guarding against pirates in the Anduin delta, though since the pirates are themselves in the pay ofCastamir, he has been instructed not to interfere with them.Accepting this position as penance, Orodreth lives now in solitude. Yet it is rarely given to those fated to have a great partto play in the histories to be allowed to remain in such peace. And, to any who could convince him to take their side,Orodreth would surely prove a most valued ally.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix A – Non-Player Characters<strong>The</strong> Blue WizardTo name him the lesser of the Five Wizards would be to risk forgetting the power of all the Istari. Yet it is true that of all theOrder, his is perhaps the least part in the history of <strong>Middle</strong>-earth. His is the knowledge of death, and of grief, andburdened with such wisdom, some believe it inevitable that he will one day slip from pity and empathy to distain andloathing for those mortals who suffer and die. But, as with Istar Luin and as with Saruman, <strong>The</strong> Blue Wizard too has notentirely put aside his duties to the world, and his heart is not yet inured to grief. And, as such, he might make an ally in the<strong>Kin</strong>-<strong>strife</strong>, for good or for evil.Turukulon the WormTurukulon is one of the few dragons to have been born after Morgoth's defeat at the end of the First Age. However,stunted in size, he was forced from his home on the Withered Heath, and eventually made his lair in the very south of theMisty Mountains. <strong>The</strong>re, unlike most of his kind, rather than merely preying on the lesser races he bargained with them,albeit often only in return for their lives. So that the dwarves fashioned for him a lair, men work for him as spies, and noweven with the elves of nearby Amon Lind he has forged an arrangement, where he helps in their forges in return formagical knowledge.However, despite his unusual nature, Turukulon is still a dragon, and in his heart is still the greed for treasure and wealththat fires all his kind. And as such, he might, with relative ease, be persuaded, or at least paid, to join in the battles ofmen.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix B – Nation Starting ForcesAppendix B – Nation Starting ForcesNation#Nation Name Location Heavy Light Heavy Light Archers Men at WarshipsTransportCavalry Cavalry Infantry InfantryArmsShips2720 200 10 101 Line of Eldacar 2711 5003316 800Rebels3124 600 600 600 600 2002of3729 1003 Rhovanion4 HorselordsEred Lithui 3421 2003213 1200 8005 <strong>Kin</strong>gdom of Arnor6 Quendi11 Line ofCastamir3114 600 200 2002508 600 400 400 4003109 800 200 2002619 200 8003612 1000 500 5004013 500 500 5003711 500 200 2003914 500 200 2001407 4000907 1200 6001614 18000909 800 1000 15 150511 200 10 102137 600 1200 5 52927 500 400 400 800 200 25 252627 500 4002829 100 25 252437 50012 Line of Morlaen 2424 10013LineofElendin2732 800 400 800 12 112430 300 300 2 42421 800 4002924 800 400 8003222 800 4002734 40014 Southron<strong>Kin</strong>gdoms 2135 4004408 600 10015 Hithlum4420 600 1004425 600 1001502 600 100Witch-realm 1804 800 20016of2305 1000 400 200Arnor2006 13002008 500 50021 Line of Tirkhor22 Khazad2227 400 400 600 600 600 6002223 400 2001923 2002212 1004435 1000703 1003707 100Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix C – ArtifactsAppendix C – ArtifactsNameItem Type Primary Alignment Likely Owner at Game Assigned How?BenefitStartAir-Cleaver Bola Combat 1000 Evil NPC Evil, Dwar of Waw Starts with NPCAlambas Juice Herb Command 10 GoodAlunthiensal Gem Mage 20 EvilAmalong Armor Combat 750 GoodAnarmacil Sword Combat 1000 Good NPC Good, Feamirie Starts with NPCAndorithel Sword Command 10 EvilAngbor Gauntlet Command 20 Neutral Nation 22, Durin Can be chosen at set-upAngol Cloak Stealth 10 Neutral Nation 22, Durin Can be chosen at set-upArmor of Khamul Armor Command 15 Evil NPC Evil, Khamul Starts with NPCAsh Nazg (<strong>The</strong> One Ring) Ring Unknown EvilAthelas Herb Mage 15 GoodBamboo Dagger Dagger Combat 500 Evil Nation 14 Can be chosen at set-upBanner of Rhovanion Banner Command 10 GoodBanner of the Horselords Banner Command 10 GoodBanner of the True <strong>Kin</strong>g Banner Command 10 GoodBanner of Tirkhor Banner Command 10 NeutralBeliever’s Bane Bow Combat 1000 Evil NPC Evil, Ren Starts with NPCBelt of Traceless Passing Belt Agent 10 Neutral Unknown (Table F) Can be chosen at set-upBetheal’s Eket Sword Combat 500 Evil Nation 13 Can be chosen at set-upBirch-bow of Cimoniemor Bow Combat 500 Neutral Unknown (Table F) Can be chosen at set-upBlack Helm of Mulak Helm Combat 2250 EvilBlack Scale Armor Command 30 Evil NPC Evil, Sauron Starts with NPCBlack Staff Staff Combat 750 Neutral NPC Neutral, <strong>The</strong> Blue Starts with NPCWizardBlade of the Ranger Sword Combat 1750 NeutralBlue Bow Bow Combat 750 Neutral NPC Neutral, Istar Luin Starts with NPCBlue Jacket Jacket Emissary 15 Good NPC Good, Tom Starts with NPCBoots of Nightfall Boots Agent 10 Evil Nation 14, Zimrakhil Can be chosen at set-upBoots of Shadow’s Grace Boots Stealth 10 Good Nation 3, Vidurafin Can be chosen at set-upBoots of Tracelessness Boots Stealth 20 Neutral NPC Neutral, Istar Luin Starts with NPCBow of the North Bow Combat 1500 NeutralBow of the Woodland Bow Combat 500 GoodRealmBow of Thunder and Bone Bow Combat 750 Evil Nation 15, Ovag Ito Can be chosen at set-upBracers of Blyga Bracers Command 20 Good Nation 5, Argeleb Can be chosen at set-upBracers of Chennacatt Bracers Mage 15 Evil NPC Evil, Akhorahil Starts with NPCBright Shining Sword Combat 500 Good Nation 2, Aldarmir Can be chosen at set-upBrooch of Lifestealing Amulet Mage 10 EvilBurning Blade Sword Combat 1500 Evil NPC Evil, Ren Starts with NPCCalehta Sword Combat 500 Good Nation 3 Can be chosen at set-upCaleinstha Sword Combat 1250 Neutral NPC Evil, Barrow Wight Starts with NPCCalris Light Cleaver Sword Combat 1000 Evil NPC Evil, Felagrod Starts with NPCCalsetha Sword Combat 500 Good Nation 2 Can be chosen at set-upCape of Hiding Cloak Agent 10 Neutral Unknown (Table F) Can be chosen at set-upCape of Iridescence Cloak Mage 25 EvilCarn Delthsa Sword Combat 1750 GoodCasfarathel Armor Combat 1000 EvilCastamir’s Bane Axe Combat 750 Good Nation 1, Eldacar Can be chosen at set-upCeleborn’s Long Sword Sword Combat 750 Good Nation 6, Celeborn Can be chosen at set-upCirmegil Sword Combat 500 Evil Nation 14 Can be chosen at set-upCloak of Feathers Cloak Combat 500 GoodVersion 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix C – ArtifactsNameItem Type Primary Alignment Likely Owner at Game Assigned How?BenefitStartCloak of Hiding Cloak Stealth 10 Neutral Nation 2, Bregor Can be chosen at set-upCloak of Mirages Cloak Combat 1250 EvilCloak of Winter’sCloak Command 20 GoodShroudingCloud Bow Bow Combat 1000 Evil NPC Evil, Ji Indur Starts with NPCCollar of Renewal Collar Command 15 Good Nation 2, Aldarmir Can be chosen at set-upCorantir Crown Emissary 10 NeutralCraig-olf-Ti Spear Combat 500 Neutral Unknown (Table F) Can be chosen at set-upCrown of Celethsa Gem Mage 10 NeutralCrown of Anarion Crown Command 30 Evil Nation 11, Castamir Can be chosen at set-upCrown of Angmar Crown Emissary 20 Evil Nation 16, Murazor Can be chosen at set-upCrown of Arwen Crown Mage 25 Good Nation 6, Arwen Starts with CharacterCu-I-Thang Bow Combat 750 Evil Nation 15 Can be chosen at set-upCuivegurth Whip Combat 2500 Evil NPC Evil, Felagrod Starts with NPCCulok Bow Combat 500 Neutral Unknown (Table F) Can be chosen at set-upDagger of Blinding Dagger Combat 1750 NeutralDagger of Green Wisdom Dagger Combat 500 Neutral Unknown (Table F) Can be chosen at set-upDagger of Night Dagger Combat 500 Evil Nation 12 Can be chosen at set-upDagger of Orc-slaying Dagger Combat 750 Good Nation 5, Argeleb Can be chosen at set-upDagger of Returning Dagger Combat 500 Neutral Unknown (Table F) Can be chosen at set-upDagger of Sands Dagger Combat 500 Evil Nation 14 Can be chosen at set-upDagger of the Dancer Dagger Combat 500 Neutral Unknown (Table F) Can be chosen at set-upDagger of the Rebels Dagger Combat 500 Good Nation 2, Bregor Can be chosen at set-upDagger of the Usurper Dagger Combat 500 Evil Nation 11, Castamir Starts with CharacterDagger of the Viper Dagger Agent 10 NeutralDagnirdraug Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upDalrim Boots Stealth 10 Evil Nation 13, Elendin Can be chosen at set-upDawn’s Breaking Gem Mage 20 EvilDawnsword Sword Combat 1000 Evil NPC Evil, Ji Indur Starts with NPCDeath Mace Mace Combat 750 Evil Nation 15, Uvatha Can be chosen at set-upDeeds of Perpetuity Scroll Emissary 5 NeutralDeepcrest Axe Axe Combat 1500 NeutralDelver’s Staff Staff Mage 10 NeutralDesert Tongue Dagger Combat 500 Evil Nation 15, Ovag Ito Can be chosen at set-upDistant Fists Mace Combat 750 Neutral Unknown (Table F) Can be chosen at set-upDiviner Pendant Combat 500 GoodDoom’s Falling Sword Combat 750 GoodDragonhelm Helm Command 10 Evil NPC Evil, Khamul Starts with NPCDrums of the Deep Drums Command 5 EvilDurin’s Axe Axe Combat 2250 Neutral Nation 22, Durin Can be chosen at set-upDurin’s Belt Belt Command 30 Neutral Nation 22, Durin Can be chosen at set-upDuv Ad’el (Morgul Knife) Dagger Emissary 10 Evil Nation 14, Adunaphel Can be chosen at set-upDuv Ak’il (Morgul Knife) Dagger Mage 25 Evil NPC Evil, Akhorahil Starts with NPCDuv Dw’ar (Morgul Knife) Dagger Agent 10 Evil NPC Evil, Dwar of Waw Starts with NPCDuv Ho’ath (Morgul Knife) Dagger Agent 10 Evil NPC Evil, Hoarmurath Starts with NPCDuv Ji’ur (Morgul Knife) Dagger Agent 10 Evil NPC Evil, Ji Indur Starts with NPCDuv Kh’aul (Morgul Knife) Dagger Command 15 Evil NPC Evil, Khamul Starts with NPCDuv Mu’or (Morgul Knife) Dagger Agent 10 Evil Nation 16, Murazor Can be chosen at set-upDuv Re’an (Morgul Knife) Dagger Command 10 Evil NPC Evil, Ren Starts with NPCDuv Uv’ha (Morgul Knife) Dagger Agent 10 Evil Nation 15, Uvatha Can be chosen at set-upDwarven Axe Axe Combat 500 NeutralDwarven Pickaxe Pickaxe Command 15 NeutralEarring of Souls Earring Mage 10 Neutral NPC Neutral, <strong>The</strong> BlueWizardStarts with NPCVersion 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix C – ArtifactsNameItem Type Primary Alignment Likely Owner at Game Assigned How?BenefitStart<strong>Earth</strong>root Spike Club Combat 750 NeutralEasterling Banners Banner Command 10 EvilElenethbiel Gem Mage 15 NeutralElessar Gem Mage 30 Good Nation 6, Galadriel Can be chosen at set-upElfbane Sword Combat 500 Evil Nation 12 Can be chosen at set-upElven Banner Banner Command 10 GoodElven Boots Boots Combat 500 GoodElven Cloak Cloak Stealth 10 Neutral Nation 6, Arwen Can be chosen at set-upElven Compass Compass Combat 1500 GoodElven Harp Harp Emissary 5 GoodErivagil Sword Combat 1000 Good NPC Good, Radagast Starts with NPCEthrond Staff Mage 10 Neutral NPC Neutral, Istar Luin Starts with NPCEthudil’s Knife Dagger Combat 500 Evil Nation 12 Can be chosen at set-upEyes of the WellTwo Mage 10 Evil NPC Evil, Akhorahil Starts with NPCGemsFar Cutting Sword Combat 500 Neutral Unknown (Table F) Can be chosen at set-upFarlsfoil Sword Combat 1250 GoodFearsome Visage Armor Combat 1250 NeutralFeather Bow Bow Combat 750 Good Nation 6, Legolas Can be chosen at set-upFell Blade Sword Combat 1000 EvilFinder Sword Combat 500 Neutral Unknown (Table F) Can be chosen at set-upFire’s Edge Sword Combat 500 Evil Nation 14, Adunaphel Can be chosen at set-upFlail of Nine Breezes Flail Combat 500 Neutral Unknown (Table F) Can be chosen at set-upFlails of Horseslaying Flail Combat 750 Neutral Unknown (Table F) Can be chosen at set-upFoam-cleaver Sword Combat 1250 Evil Nation 13, Elendin Can be chosen at set-upFonhrad Spear Combat 750 Neutral Unknown (Table F) Can be chosen at set-upForest Wind Horn Command 20 Good Nation 3, Vidurafin Can be chosen at set-upFriastahl Sword Command 10 EvilFrost of Helcaraxe Gem Mage 15 NeutralFuinrauko Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upGersebroc Sword Combat 1000 Good Nation 5, Argeleb II Starts with CharacterGift of Aronwe Gem Emissary 10 NeutralGlosovagil Sword Combat 1000 Good NPC Good, Saruman Starts with NPCGoblin Boots Boots Combat 1750 EvilGoblin Shield Shield Combat 500 EvilGreenwood Boots Boots Stealth 20 Good Nation 1, Eldacar Can be chosen at set-upGuardsblade Sword Combat 500 Evil Nation 13 Can be chosen at set-upGurthdur Helm Command 20 Good Nation 5, Argeleb Can be chosen at set-upHair of Luthien Necklace Emissary 10 GoodHarness of the Golden Harness Mage 10 EvilFoalHelkaluine Sword Combat 1250 Good Nation 6, Elrond Starts with CharacterHelm of Navigating Helm - Evil Nation 11, Casteher Can be chosen at set-upHelm of Night Armor Combat 750 GoodHelm of Sen Jey Helm Command 10 Evil NPC Evil, Ren Starts with NPCHorse Helm Helm Command 30 Good Nation 4 Can be chosen at set-upHorse-tamer Lance Combat 500 Evil Nation 15, Uvatha Can be chosen at set-upHue Changer Spear Combat 1000 Evil NPC Evil, Hoarmurath Starts with NPCIce-piercer Sword Combat 1000 GoodImplement of Dark Design Dagger Combat 500 EvilIron Blade Sword Combat 500 Good Nation 2 Can be chosen at set-upKamaranel Gem Mage 30 EvilKazil Durin (Dwarven RoP) Ring Mage 40 Neutral Nation 22, Durin Can be chosen at set-upVersion 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix C – ArtifactsNameItem Type Primary Alignment Likely Owner at Game Assigned How?BenefitStartKazil Dwalin (Dwarven Ring Mage 40 Neutral Nation 22, Dwalin Can be chosen at set-upRoP)Kazil Thrar (Dwaven RoP) Ring Mage 40 Neutral Nation 22, Thrar Can be chosen at set-upKnight-Captain’s Ring Ring Command 20 Evil Nation 11, Castamir Can be chosen at set-upKuileondo Gem Mage 10 Evil Nation 11, Iriel Can be chosen at set-upLance of Reaching Lance Combat 500 Neutral Unknown (Table F) Can be chosen at set-upLeaf-crown of Cimoniemor Crown Mage 10 Neutral Unknown (Table F) Can be chosen at set-upLembas Food Command 5 GoodListening Helm Helm Agent 10 Evil Nation 15, Ovag Ito Can be chosen at set-upLord’s Axe of Kendarca Axe Combat 750 Good Nation 3 Can be chosen at set-upLorglin Ring Emissary 10 NeutralMace of the Huntsman Mace Combat 750 Good Nation 3 Can be chosen at set-upMacilromen (sword) Sword Combat 1250 Good Nation 6, Amroth Can be chosen at set-upMaelurathang Sword Combat 500 GoodMail of Delethal Armor Command 10 NeutralMantle of Doriath Cloak - Good Nation 6, Elrond Can be chosen at set-upMelody’s Memory Flute Stealth 10 Neutral Nation 6, Legolas Can be chosen at set-upMemory’s Strings Lute Emissary 10 Evil Nation 14, Adunaphel Can be chosen at set-upMesmeriser’s Glass Telescope Emissary 5 EvilMirror of Galadriel Mirror Mage 30 Good Nation 6, Galadriel Can be chosen at set-upMithril Circlet Crown Command 10 Evil Nation 11, Casteher Can be chosen at set-upMithril Helm Helm Combat 1500 NeutralMithril Ring Ring Mage 10 Good NPC Good, Saruman Starts with NPCMoon Rune Gem Mage 10 NeutralMorgul Plate Armor Command 30 Evil Nation 16, Murazor Can be chosen at set-upMorgurth Sword Combat 500 Evil Nation 15 Can be chosen at set-upMorlhach Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upMormacil Sword Combat 1000 Evil NPC Evil, Sauron Starts with NPCMothras Horn - Neutral Nation 15, Uvatha Can be chosen at set-upMumak-Helm Helm Command 10 Evil NPC Evil, Ji Indur Starts with NPCNallagurth Mace Combat 750 Evil Nation 16, Murazor Can be chosen at set-upNarsil’s Bane Gauntlet Command 20 Evil NPC Evil, Sauron Starts with NPCNarya Ring Mage 50 Good NPC Good, Gandalf Starts with NPCNenya Ring Mage 50 Good Nation 6, Galadriel Can be chosen at set-upNight’s Passing Gem Agent 10 Good Nation 3, Vidurafin Can be chosen at set-upNightfang Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upNight-piercer Bow Combat 500 Evil Nation 14, Adunaphel Can be chosen at set-upNightstealer Sword Combat 1250 EvilNumenorean Seal Seal Emissary 10 Good Nation 5, Araphor Can be chosen at set-upOld Stave Staff Mage 20 Good NPC Good, Tom Starts with NPCOmba Th’ng Star Combat 500 Evil Nation 15 Can be chosen at set-upOngrum Mace Combat 500 Evil Nation 15 Can be chosen at set-upOrb of Song Orb Emissary 10 Neutral Unknown (Table F) Can be chosen at set-upOrc-helm Armor Command 5 EvilOrnithopterOrnithopto Combat 500 Good NPC Good, Sulkano Starts with NPCrOvir Crown Helm Command 15 Evil NPC Evil, Hoarmurath Starts with NPCPalantir of Amon Sul Palantir Scrying Good Nation 5, Malborn Can be chosen at set-upPalantir of Annuminas Palantir Scrying Good Nation 5, Malborn Can be chosen at set-upPalantir of Elostirion Palantir Scrying Good NPC Good, Cirdan Starts with NPCPalantir of Minas Anor Palantir Scrying Neutral Nation 21, Lorin Can be chosen at set-upPalantir of Minas Ithil Palantir Scrying Neutral Nation 21, Tirion Can be chosen at set-upPalantir of Orthanc Palantir Scrying Neutral Nation 21, Edrahil Can be chosen at set-upPalantir of Osgiliath Palantir Scrying NeutralVersion 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix C – ArtifactsNameItem Type Primary Alignment Likely Owner at Game Assigned How?BenefitStartPapers of Treaty Scroll Emissary 5 GoodPipe of Mist Flute Agent 5 NeutralProclamation of Renewal Scroll Emissary 5 NeutralPromise of Freedom Scroll Emissary 5 NeutralRapier’s Dance Sword Combat 750 GoodRebel Banner Banner Command 10 GoodRemmiraith Amulet Mage 10 Neutral Unknown (Table F) Can be chosen at set-upRing of Aran Ring Agent 10 Evil Nation 12, Morlaen Can be chosen at set-upRing of Axardil Ring Command 10 Evil Nation 13, Elendin Starts with CharacterRing of Life-giving Ring Mage 15 GoodRing of Meldain Ring Stealth 20 Evil Nation 15, Ovag Ito Can be chosen at set-upRing of Soul-taking Ring Agent 10 Neutral NPC Neutral, <strong>The</strong> Blue Starts with NPCWizardRing of Wind Ring Agent 20 NeutralRobes of Changing Robes Mage 15 GoodRobes of Aman, Blue Robes Mage 10 Neutral NPC Neutral, Istar Luin Starts with NPCRobes of Aman, Blue Robes Mage 10 Neutral NPC Neutral, <strong>The</strong> Blue Starts with NPCWizardRobes of Aman, Brown Robes Stealth 15 Neutral NPC Good, Radagast Starts with NPCRobes of Aman, Grey Robes Emissary 20 Good NPC Good, Gandalf Starts with NPCRobes of Aman, White Robes Emissary 20 Neutral NPC Good, Saruman Starts with NPCRod of the Steward Rod Emissary 5 EvilRomoquenaro Bow Combat 750 Evil Nation 16, Murazor Can be chosen at set-upRuby of Aneathla Ruby Mage 20 Good Nation 5, Frianan Can be chosen at set-upRune Armor Armor Mage 10 NeutralRunya Sword Combat 1000 Good Nation 3, Vidurafin Can be chosen at set-upSceptre of Annuminas Sceptre Command 10 Good Nation 5, Araphor Can be chosen at set-upSea-helm of Ciryatan Helm Mage 30 Evil Nation 16, Murazor Can be chosen at set-upSeal of Approbation Scroll Emissary 5 NeutralSevered Heads Pendant Command 5 EvilShadow Mace Mace Combat 2000 Evil NPC Evil, Sauron Starts with NPCShield of Dorlin Shield Combat 1000 Neutral Nation 22, Dwalin Can be chosen at set-upShield of Fell Blows Shield Combat 500 NeutralShield of Mithril Shield Combat 1500 NeutralShield of the White City Shield Command 5 NeutralSickle of the Heavens Sword Combat 750 Good Nation 3 Can be chosen at set-upSilent Wing Dagger Combat 500 Good Nation 2 Can be chosen at set-upSilver Harp Harp Emissary 20 Evil Nation 15, Uvatha Can be chosen at set-upSilverleaf of Lorien Gem Combat 1500 GoodSky Horn Horn Command 10 Neutral Unknown (Table F) Can be chosen at set-upSmall Tooth Dagger Combat 750 Good Nation 6, Arwen Can be chosen at set-upSnow Hammer Mattock Combat 1000 Evil NPC Evil, Hoarmurath Starts with NPCSouthron Banners Banner Command 10 EvilSpiderweb Cloak Cloak Stealth 5 Neutral NPC Evil, Lhachglin Starts with NPCSpinerunner Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upStaff of Gandalf Staff Mage 20 Good NPC Good, Gandalf Starts with NPCStaff of Radagast Staff Mage 10 Good NPC Good, Radagast Starts with NPCStaff of Saruman Staff Mage 20 Good NPC Good, Saruman Starts with NPCStandard of Arnor Banner Command 10 GoodStandard of Elendin Banner Command 10 EvilStandard of Morlaen Banner Command 10 EvilStandard of the Khazad Banner Command 10 NeutralStandard of the Usurper Banner Command 10 EvilStandard of the Witch-king Banner Command 10 EvilVersion 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix C – ArtifactsNameItem Type Primary Alignment Likely Owner at Game Assigned How?BenefitStartSting Sword Combat 1000 Neutral NPC Evil, William Starts with NPCHugginsStinging Tongue Blow Pipe Combat 1000 Evil NPC Evil, Khamul Starts with NPCSukhelka Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upSwift-passing Boots Mage 10 NeutralSword of the <strong>Kin</strong>g Sword Command 10 GoodSword of the Light Sword Combat 1000 Good Nation 3 Can be chosen at set-upTalembril Armor Combat 750 NeutralTarmellen Sword Combat 1250 Good Nation 5, Araphor Can be chosen at set-upTears of the Night Gem Emissary 5 GoodTinculin Harp Mage 40 NeutralTomb’s Dust Cloak Mage 15 EvilTrollsdirge Sword Combat 1000 Good Nation 4 Can be chosen at set-upTurukulon’s Claws Armor Combat 2250 Neutral NPC Neutral, Turukulon Starts with NPCUsurper’s Sword Sword Combat 750 Evil Nation 11, Castamir Starts with CharacterValacar’s Mail Armor Command 25 Good Nation 1, Eldacar Can be chosen at set-upValar’s Grace Gem Mage 15 GoodVasamacil Sword Combat 1500 Evil Nation 16, Murazor Can be chosen at set-upVidugavia’s Needle Lance Combat 1250 Good Nation 1, Eldacar Can be chosen at set-upVilya Ring Mage 50 Good Nation 6, Elrond Can be chosen at set-upViper’s Sword Sword Combat 750 Neutral Unknown (Table F) Can be chosen at set-upWar-Dancer Sword Combat 1000 Evil NPC Evil, Dwar of Waw Starts with NPCWater-Skimmer Bola Combat 1000 Evil NPC Evil, Khamul Starts with NPCWeeping Flute Flute Emissary 10 Neutral Unknown (Table F) Can be chosen at set-upWhispering Armor Armor Agent 10 Evil Nation 13, Elendin Can be chosen at set-upWhispering Crier Horn Command 10 Neutral Unknown (Table F) Can be chosen at set-upWhite-shining Armor Combat 1250 GoodWild Blade Sword Combat 500 Good Nation 3 Can be chosen at set-upWind’s Yearning Bow Combat 500 Good Nation 3 Can be chosen at set-upWolor Priest’s Ring Ring Mage 15 Evil NPC Evil, Dwar of Waw Starts with NPCWoodsman’s Axe Axe Combat 500 GoodWords of Beseeching Scroll Emissary 5 NeutralWords of Persuasion Scroll Emissary 5 NeutralWrit of Blood Scroll Emissary 5 EvilWrit of the Dunedain Scroll Emissary 5 NeutralYellow Boots Boots Stealth 15 Neutral NPC Good, Tom Starts with NPCBombadilYellow Hammer Mace Combat 1000 Evil NPC Evil, Akhorahil Starts with NPCVersion 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix D – Special Nation AbilitiesAppendix D – Special Nation Abilities<strong>The</strong> following is a list of Special Nation Abilities that you may encounter in the game. Not all are available to nations atgame start. <strong>The</strong> following scouting and recon orders issued work as if the character has double the relevant skill rank:905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters <strong>The</strong> following scouting and recon orders issued work as if the character has +20 to their relevant skill rank:905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters <strong>The</strong> following scouting and recon orders issued work as if the character has a relevant skill rank of 50 (or better ifthey have the appropriate skill rank at higher than 50):905 – Scout Army910 – Scout Area915 – Scout Hex920 – Scout Population Centre925 – Recon Area930 – Scout For Characters New characters have a greater chance of gaining a bonus to their challenge rank New characters have a greater chance of gaining a bonus to their stealth rank Armies lose no morale for force marching. Armies with food only lose 1–2 morale if force–marching. Armies without food gain 1–2 morale when stationary,only lose 1–2 morale if marching, and only lose 2–5 if force–marching. <strong>The</strong> nation can buy from the market at 20% less than the given buy price, and sell to the market at 20% greaterthan the given sell price New emissaries can start with an emissary skill rank of up to 40 when created using the 734 – Name Emissaryorder New mages can start with a mage skill rank of up to 40 when created using the 737 – Name Mage order New agents can start with an agent skill rank of up to 40 when created using the 731 – Name Agent order New commanders can start with a command skill rank of up to 40 when created using the 728 – NameCommander order All new troop recruits start with training 20 All new troop recruits start with training 25 All new heavy infantry recruits start with trainingVersion 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix D – Special Nation Abilities All new men–at–arms recruits start with training 25 <strong>The</strong> nation can build ships at 1/2 the usual timber cost <strong>The</strong> nation can build ships at 1/3 the usual timber cost <strong>The</strong> nation may build fortifications at 1/2 the usual timber cost New armies start with a morale of 40 New armies may be hired at no cost All characters may issue the order 585 – Uncover Secrets as if they have an emissary skill rank of 40 (or higher ifthey have an emissary skill rank of greater than 40) Mages can learn the lost spell 502 – Weakness Mages can learn the lost spell 508 – Conjure Mounts Mages can learn the lost spell 510 – Conjure Food Mages can learn the lost spell 512 – Conjure Hordes Mages can learn the lost spell 244 – Fearful Hearts Mages can learn the lost spell 248 – Fanaticism Mages can learn the lost spell 246 – Summon storms Mages can learn the lost spell 314 – Teleport <strong>The</strong> orders 615 – Assassinate Character and 620 – Kidnap Character issued work as if the character has + 10 totheir agent skill rank Navies can travel in open sea sectors without fear of storms or becoming lost Navy warships have a strength of 4 Navy warships have a strength at 5 <strong>The</strong> nation can issue the following order to its characters, assuming the characters fulfil order requirements: 496 –Build Road <strong>The</strong> nation can issue the following order to its characters, assuming the characters fulfil order requirements: 960 –Increase Caravan Prices <strong>The</strong> nation can issue the following order to its characters, assuming the characters fulfil order requirements: 965 –Reduce Caravan PricesVersion 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix E – Time-lineAppendix E – Time-lineAny attempt to draw up a complete time-line of events in <strong>Middle</strong>-earth is doomed to failure, for the task of reducing manyvolumes of writing into a brief outline is guaranteed to result in events some consider to be of vital importance beingmissed out. And even here, where we have sought only to provide a background necessary for the understanding of theevents of the <strong>Kin</strong>-<strong>strife</strong>, the more that we included the more there was that seemed to need to be included, until a pointwas reached when it became necessary to enforce a limit that may seem almost arbitrary. As such, this time-line isnecessarily incomplete. However, we hope that this will at least serve to set the events described in this module in theirproper context.Before the First AgeIn the years without time before the first age, Eru creates the Ainur, whose music becomes the lands of Arda.<strong>The</strong> Years of the Lamps, the Years of the Trees, and <strong>The</strong> First Age.<strong>The</strong> people of Arda are given shape and form. Elves, dwarves and men inhabit <strong>Middle</strong>-earth.At the end of the First Age Morgoth, the Ancient Enemy, is overthrown, though his servant Sauron escapes.<strong>The</strong> Second Age1 <strong>The</strong> foundation of the Grey Havens in <strong>Middle</strong>-earth.32 <strong>The</strong> Edain, three of the oldest houses of men, reach the Island of Numenor, west of <strong>Middle</strong>-earth.c. 500 Sauron stirs in <strong>Middle</strong>-earth.600 <strong>The</strong> first Numenorean ships appear off the coasts of <strong>Middle</strong>-earth.c. 1000 Sauron takes Mordor for his own. <strong>The</strong> building of Barad-dur begins.c. 1200 Sauron, in disguise, seduces the elves of Eregion.c. 1500 <strong>The</strong> forging of the Rings of Power by the elves of Eregion begins.c. 1590 <strong>The</strong> Rings of Power are finished.c. 1600 Sauron forges the One Ring, and completes Barad-dur.c. 1600 Sauron’s true nature is revealed.1693 <strong>The</strong> War between Sauron and the Elves begins.1699 Sauron overruns Eregion and Eriador1701 Sauron driven out of Eriador. <strong>Middle</strong>-earth is divided, with the Westlands enjoying peace, but the rest of thelands under Sauron’s darkness, which long endures.c. 1800 From this time onwards, the Numenoreans begin to establish their presence on the coasts of <strong>Middle</strong>-earth.3261 Ar-Pharazon, <strong>Kin</strong>g of Numenor, lands at Umbar to challenge Sauron.3262 Sauron is taken as prisoner to Numenor; historians argue as to whether this was truly in defeat, or by his ownwill in order to corrupt the Numenoreans.3310 Sauron succeeds in seducing the Numenorean <strong>Kin</strong>g, and in corrupting the people of Numenor.3319 <strong>The</strong> destruction of Numenor. Elendil and his sons Isildur and Anarion escape to <strong>Middle</strong>-earth.As does Sauron, who, finding much of his lands retaken, retreats to the lands around Mordor.3320 <strong>The</strong> foundation of the Numenorean realms in exile, Arnor and Gondor.3429 Sauron attacks Gondor, taking Minas Ithil.Isildur escapes, fleeing to Elendil in the North, whilst Anarion defends Minas Arnor and Osgiliath.3430 A Last Alliance of Elves and Men is formed3434 <strong>The</strong> host of the Alliance crosses the Misty Mountains, and defeat Sauron in the battle of Dagorlad.Sauron escapes to Mordor, and the siege of Barad-dur begins.3440 Anarion is slain.3441 Sauron is overthrown by Elendil and the elven king Gil-galad. Elendil and Gil-galad are slain, Sauron passesaway, and the Ringwraiths go into the shadows. Isildur takes the One Ring.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix E – Time-line<strong>The</strong> Third Age1 A watch is placed on Mordor.2 Isildur, <strong>Kin</strong>g of Gondor and Arnor, is killed at the Gladden Fields while travelling north.<strong>The</strong> One Ring vanishes from all knowledge.857 Arnor is divided into three <strong>Kin</strong>gdoms: Arthedain, Cardolan and Rhudaur.1050 Gondor reaches the height of its power.A shadow begins to fall on the Greenwood.c.1000 <strong>The</strong> Istari come to <strong>Middle</strong>-earth.c. 1100 <strong>The</strong> Istari and Eldar discover that an evil has come to Dol Guldur in the Greenwood. It is thought to be a Nazgul.1240 <strong>The</strong> southern lands of Gondor become separated from the royal succession of Gondor, and are governed byCalimehtar, the Captain of the Ships.1248 <strong>Kin</strong>g Minalcar of Gondor aids Vidugavia of Rhovanion in driving the Easterlings from their lands. An alliance isformed between Gondor and Rhovanion.1264 Valacar son of Minalcar weds Vidumavi daughter of Vidugavia, further cementing alliance between Gondor andRhovanion. Many southern Gondor nobles are uneasy.1274 Castamir is born to Calmir, the son of Calimehtar, and Eldacar is born to <strong>Kin</strong>g Valacar.c.1300 Evil begins to encroach on the lands. Orcs appear in the Misty Mountains, the Nazgul are seen abroad,and the Witch-king takes Angmar for his own.1384 Castamir becomes Captain of the Ships.1409 <strong>The</strong> Witch-king of Angmar invades the three <strong>Kin</strong>gdoms of Arnor. Rhudaur and Cardolan are overwhelmed, andonly Arthedain succeeds in turning the Black Tide.1432 <strong>Kin</strong>g Valacar of Gondor dies, and Eldacar claims the throne. But as he is the son of a Rhovanion woman, thesouthern nobility demand his abdication in favour of Castamir. Castamir refuses to abdicate, and civil war results.1437 Osgiliath is burned, <strong>Kin</strong>g Eldacar flees, and Castamir the Usurper takes the throne.1447 After a ten year exile, Eldacar returns to reclaim the throne of Gondor.<strong>The</strong> final act of the <strong>Kin</strong>-<strong>strife</strong> begins.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix F – New OrdersAppendix F – New Orders496 – Build RoadType of Order CommandDifficulty of Order HardOrder Number 496Order CodeBldRoadPrerequisitesRequired Information<strong>The</strong> character has emissary and command skill<strong>The</strong> character is an army commander<strong>The</strong>re are no armies present in the hex who consider your army an enemyHex-side where road being built begins (ne, e, se, sw, w, or nw)Hex-side where road being built ends (ne, e, se, sw, w, or nw)This order allows an army commander to attempt to build a road which either connects at a hex-side to an existing road,or which completes a partial road already ending in the hex. This order will not succeed if there are any armies of nationswho consider your nation an enemy present. Success is based on the command and emissary ranks of the character, thesize of the army the character commands, the relation of the character’s nation to the nation of a population centre in thehex if one is present, and the terrain type. Bear in mind that army movement through a hex is only aided by a road whenthe road reaches uninterrupted from the hex the army travelled from, into the hex. So movement through adjacentmountain hexes, for example, is not permitted until a road is not only present in one of the hexes, but connects both ofthem.For example: angul, 496, w, ne,942 – Move Turn MapType of Order EmissaryDifficulty of Order AverageOrder Number 942Order CodeMvTnMapPrerequisites<strong>The</strong> character has emissary and command skill<strong>The</strong> character is at their nation’s capital<strong>The</strong> nation has sufficient goldRequired Information Direction of map movement (ne, nw, e, se, sw, or w)This order allows a character with both emissary and command skill to attempt to move the turn map their nation receiveseach turn. <strong>The</strong> map must remain within normal map boundaries, which is to say you cannot move it off the edge of thegame world. <strong>The</strong> map can only be moved once a turn, and the nation’s capital must appear on the map after the move orthe order will fail. Success is based on both the character’s emissary and command ranks, and how central to the map thenation’s capital is (with success being more likely when the capital is located towards the centre of the map). Moving themap east or west will move it one hex, whilst moving the map north-east, north-west, south-east or south-west will movethe map two hexes. Note also that moving the map north-east or north-west will result in the same movement of the mapnorth, and moving the map south-west or south-east will result in the same movement of the map south. <strong>The</strong> cost ofmoving the map is 5,000 gold up to turn 12, after which the cost is 3,000 gold.For example: angul, 945, w,Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix F – New Orders960 – Increase Caravan PricesType of Order CommandDifficulty of Order HardOrder Number 960Order CodeIncrCarPrerequisites<strong>The</strong> character has emissary and command skill<strong>The</strong> character is at their nation’s capitalRequired Information % price increase (1-50)This order allows a character with both emissary and command skill, to attempt to increase the market prices, to takeaffect from the turn after the order is given. Success is based on the command and emissary ranks of the character, andthe possible increase percentage is limited by the natural emissary rank of the character. Only one successful priceincrease is allowed each turn, but if more than one successful order is given, the order causing the greatest increase willtake place. If an order to reduce market prices is also given by a nation on the same turn, the prices will be affected byboth results.For example: angul, 960, 45,965 – Reduce Caravan PricesType of Order CommandDifficulty of Order HardOrder Number 965Order CodeReduCarPrerequisites<strong>The</strong> character has emissary and command skill<strong>The</strong> character is at their nation’s capitalRequired Information % price decrease (1-50)This order allows a character with both emissary and command skill, to attempt to decrease the market prices, to takeaffect from the turn after the order is given. Success is based on the command and emissary ranks of the character, andthe possible decreased percentage is limited by the natural emissary rank of the character. Only one successful pricedecrease is allowed each turn, but if more than one successful order is given, the order causing the greatest decrease willtake place. If an order to increase market prices is also given by a nation on the same turn, the prices will be affected byboth results.For example: angul, 965, 45,Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix G – Troop DescriptionsAppendix G – Troop DescriptionsNation # Nation Name Troop Type Troop Description1 Line of Eldacar Heavy Cavalry Loyalist Mounted KnightsLight Cavalry Loyalist Mounted SkirmishersHeavy Infantry Loyalist KnightsLight Infantry Loyalist PikemenArchersLoyalist ArchersMen at Arms Loyalist Militia2 Rebels of Ered Lithui Heavy Cavalry Mounted Rebel LancersLight Cavalry Mounted Rebel ScoutsHeavy Infantry Rebel AxemenLight Infantry Rebel PikemenArchersRebel ArchersMen at Arms Rebel Reserves3 Rhovanion Heavy Cavalry Riders of RhovanionLight Cavalry Mounted TrackersHeavy Infantry Rangers of MirkwoodLight Infantry Woodsmen of the NorthArchersForest WardensMen at Arms Foresters4 Horselords Heavy Cavalry Plainsman LancersLight Cavalry Plainsman Mounted ScoutsHeavy Infantry Swordsmen of the NorthLight Infantry Plainsman ScoutsArchersNorthmen ArchersMen at Arms Camp Guards5 <strong>Kin</strong>gdom of Arnor Heavy Cavalry Mounted Knights of the Old RealmLight Cavalry Mounted ScoutsHeavy Infantry Knights of the Old RealmLight Infantry Rangers of the NorthArchersWildsmen HuntersMen at Arms Footmen of Arnor6 Quendi Heavy Cavalry Mounted Knights of ElberethLight Cavalry Outriders of the Golden WoodsHeavy Infantry Elven SwordsmenLight Infantry Elven ScoutsArchersArchers of the GaladhrimMen at Arms Elven SpearsVersion 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix G – Troop DescriptionsNation # Nation Name Troop Type Troop Description11 Line of Castamir Heavy Cavalry Mounted Knights of the Royal GuardLight Cavalry Mounted WatchmenHeavy Infantry Knights of the WatchLight Infantry Swordsmen of GondorArchersRoyal CrossbowmenMen at Arms City Guardsmen12 Line of Morlaen Heavy Cavalry Mounted EnforcersLight Cavalry Mounted InquisitorsHeavy Infantry Crimson BladesLight Infantry Dark LegionsArchersBlack ArchersMen at Arms Footmen of the Night13 Line of Elendin Heavy Cavalry Mounted Knights of the Old GuardLight Cavalry Scouts of the RealmHeavy Infantry Knights of GondorLight Infantry Axemen of GondorArchersGondorian CrossbowmenMen at Arms Footmen of Gondor14 Southron <strong>Kin</strong>gdoms Heavy Cavalry Mumakhil RidersLight Cavalry Desert RidersHeavy Infantry Whirling Blades of the SunLight Infantry Pikemen of the SunArchersBlack-feather BowmenMen at Arms Hordes of the Desert15 Hithlum Heavy Cavalry Riders of the Crimson SwordLight Cavalry Mounted RaidersHeavy Infantry Scimitars of the EastLight Infantry Nomad SkirmishersArchersArchers of the Poison BiteMen at Arms Slaves16 Witch-realm of Angmar Heavy Cavalry Dark Riders of the NorthLight Cavalry Warg RidersHeavy Infantry Troll FootsoldiersLight Infantry Orc HordesArchersGoblin ArchersMen at Arms Hill-men Clansmen21 Line of Tirkhor Heavy Cavalry Mounted Knights of the SwanLight Cavalry Mounted ScoutsHeavy Infantry Knights of BelfalasLight Infantry Guards of the FiefArchersRoyal CrossbowmenMen at Arms Tower Watchmen22 Khazad Heavy Cavalry Mounted AxemenLight Cavalry Mounted ScoutsHeavy Infantry Axemen of the Mithril BladeLight Infantry Hammer GuardArchersCrossbowmen of the Silver SeamMen at Arms Dwarven PhalanxVersion 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix H – Climate/Terrain ModifiersAppendix H – Climate/Terrain ModifiersNation 1 – Line of EldacarClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.9 1 0.9 0.85 0.88 0.85 0.85Severe 0.93 1.03 0.93 0.88 0.9 0.88 0.88Cold 0.95 1.05 0.95 0.9 0.93 0.9 0.9Cool 0.98 1.08 0.98 0.93 0.95 0.93 0.93Mild 1 1.1 1 0.95 0.98 0.95 0.95Warm 0.98 1.08 0.98 0.93 0.95 0.93 0.93Hot 0.95 1.05 0.95 0.9 0.93 0.9 0.9Nation 2 – Rebels of Ered LithuiClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.78 0.78 0.83 0.88 0.88 0.78 0.98Severe 0.8 0.8 0.85 0.9 0.9 0.8 1Cold 0.83 0.83 0.88 0.93 0.93 0.83 1.03Cool 0.85 0.85 0.9 0.95 0.95 0.85 1.05Mild 0.9 0.9 0.95 1 1 0.9 1.1Warm 0.88 0.88 0.93 0.98 0.98 0.88 1.08Hot 0.85 0.85 0.9 0.95 0.95 0.85 1.05Nation 3 - RhovanionClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.88 0.9 0.88 0.83 0.83 0.78 0.78Severe 0.9 0.93 0.9 0.85 0.85 0.8 0.8Cold 0.93 0.95 0.93 0.88 0.88 0.83 0.83Cool 0.95 0.98 0.95 0.9 0.9 0.85 0.85Mild 1 1.03 1 0.95 0.95 0.9 0.9Warm 1 1.03 1 0.95 0.95 0.9 0.9Hot 0.95 0.98 0.95 0.9 0.9 0.85 0.85Nation 4 - HorselordsClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.9 1 0.9 0.85 0.85 0.83 0.85Severe 0.93 1.03 0.93 0.88 0.88 0.85 0.88Cold 0.95 1.05 0.95 0.9 0.9 0.88 0.9Cool 0.98 1.08 0.98 0.93 0.93 0.9 0.93Mild 1 1.1 1 0.95 0.95 0.93 0.95Warm 1 1.1 1 0.95 0.95 0.93 0.95Hot 0.95 1.05 0.95 0.9 0.9 0.88 0.9Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix H – Climate/Terrain ModifiersNation 5 – <strong>Kin</strong>gdom of ArnorClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.95 0.93 0.93 0.88 0.88 0.85 0.83Severe 0.95 0.93 0.93 0.88 0.88 0.85 0.83Cold 0.98 0.95 0.95 0.9 0.9 0.88 0.85Cool 1 0.98 0.98 0.93 0.93 0.9 0.88Mild 1.03 1 1 0.95 0.95 0.93 0.9Warm 1.03 1 1 0.95 0.95 0.93 0.9Hot 0.98 0.95 0.95 0.9 0.9 0.88 0.85Nation 6 - QuendiClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.9 0.9 0.83 1 0.85 0.8 0.83Severe 0.95 0.95 0.88 1.05 0.9 0.85 0.88Cold 0.98 0.98 0.9 1.08 0.93 0.88 0.9Cool 1 1 0.93 1.1 0.95 0.9 0.93Mild 1.03 1.03 0.95 1.13 0.98 0.93 0.95Warm 1.03 1.03 0.95 1.13 0.98 0.93 0.95Hot 0.98 0.98 0.9 1.08 0.93 0.88 0.9Nation 11 – Line of CastamirClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.88 0.93 0.88 0.83 0.8 0.8 0.85Severe 0.93 0.98 0.93 0.88 0.85 0.85 0.9Cold 0.95 1 0.95 0.9 0.88 0.88 0.93Cool 0.98 1.03 0.98 0.93 0.9 0.9 0.95Mild 1 1.05 1 0.95 0.93 0.93 0.98Warm 0.98 1.03 0.98 0.93 0.9 0.9 0.95Hot 0.95 1 0.95 0.9 0.88 0.88 0.93Nation 12 – Line of MorlaenClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.78 0.83 0.8 0.8 0.78 0.78 0.8Severe 0.8 0.85 0.83 0.83 0.8 0.8 0.83Cold 0.83 0.88 0.85 0.85 0.83 0.83 0.85Cool 0.85 0.9 0.88 0.88 0.85 0.85 0.88Mild 0.9 0.95 0.93 0.93 0.9 0.9 0.93Warm 0.9 0.95 0.93 0.93 0.9 0.9 0.93Hot 0.9 0.95 0.93 0.93 0.9 0.9 0.93Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix H – Climate/Terrain ModifiersNation 13 – Line of ElendinClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.98 0.93 0.83 0.8 0.85 0.83 0.78Severe 1 0.95 0.85 0.83 0.88 0.85 0.8Cold 1.03 0.98 0.88 0.85 0.9 0.88 0.83Cool 1.05 1 0.9 0.88 0.93 0.9 0.85Mild 1.1 1.05 0.95 0.93 0.98 0.95 0.9Warm 1.1 1.05 0.95 0.93 0.98 0.95 0.9Hot 1.1 1.05 0.95 0.93 0.98 0.95 0.9Nation 14 – Southron <strong>Kin</strong>gdomsClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.88 0.83 0.85 0.8 1 0.83 0.85Severe 0.9 0.85 0.88 0.83 1.03 0.85 0.88Cold 0.93 0.88 0.9 0.85 1.05 0.88 0.9Cool 0.95 0.9 0.93 0.88 1.08 0.9 0.93Mild 1 0.95 0.98 0.93 1.13 0.95 0.98Warm 1 0.95 0.98 0.93 1.13 0.95 0.98Hot 1 0.95 0.98 0.93 1.13 0.95 0.98Nation 15 - HithlumClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.95 1.03 0.98 0.83 0.95 0.85 0.85Severe 0.98 1.05 1 0.85 0.98 0.88 0.88Cold 0.98 1.05 1 0.85 0.98 0.88 0.88Cool 0.98 1.05 1 0.85 0.98 0.88 0.88Mild 1.03 1.1 1.05 0.9 1.03 0.93 0.93Warm 1 1.08 1.03 0.88 1 0.9 0.9Hot 0.98 1.05 1 0.85 0.98 0.88 0.88Nation 16 – Witch-realm of AngmarClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.93 0.93 0.95 0.9 0.95 0.95 1.05Severe 0.95 0.95 0.98 0.93 0.98 0.98 1.08Cold 0.98 0.98 1 0.95 1 1 1.1Cool 0.95 0.95 0.98 0.93 0.98 0.98 1.08Mild 0.95 0.95 0.98 0.93 0.98 0.98 1.08Warm 0.93 0.93 0.95 0.9 0.95 0.95 1.05Hot 0.9 0.9 0.93 0.9 0.93 0.93 1.03Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix H – Climate/Terrain ModifiersNation 21 – Line of TirkhorClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.9 0.88 0.85 0.83 0.85 0.8 0.78Severe 0.93 0.9 0.88 0.85 0.88 0.83 0.8Cold 0.95 0.93 0.9 0.88 0.9 0.85 0.83Cool 0.98 0.95 0.93 0.9 0.93 0.88 0.85Mild 1.03 1 0.98 0.95 0.98 0.93 0.9Warm 1.03 1 0.98 0.95 0.98 0.93 0.9Hot 1 0.98 0.95 0.93 0.95 0.9 0.88Nation 22 - KhazadClimate/Terrain Shore Plains Rough Forest Desert Swamp MountainsPolar 0.93 0.95 1.03 0.83 0.9 0.88 1.1Severe 0.95 0.98 1.05 0.85 0.93 0.9 1.13Cold 0.98 1 1.08 0.88 0.95 0.93 1.15Cool 0.98 1 1.08 0.88 0.95 0.93 1.15Mild 0.98 1 1.08 0.88 0.95 0.93 1.15Warm 0.98 1 1.08 0.88 0.95 0.93 1.15Hot 0.98 1 1.08 0.88 0.95 0.93 1.15Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix I – Nation Set-up FormAppendix I – Nation Set-up FormWe recommend that you use the Nation set-up files (available on request or from our website) to design and submit yourNation set-ups. However, if you prefer to submit them by hand, please complete the following form and send it to us, orsubmit the details requested on the form by email. Please add more lines to any table field to fit options purchased asrequired. If you have not had a nation allocated to you, please submit set-ups for as many nations (that you are willing toplay) as possible.Nation Set-up formGeneral DetailsNation name:Your name:Your account number:Game # (if known):Friends you are joining with (if any):Players that are joining game that you’d like to be on your side (if any):Players that you would not like to be on your side (if any):Any other special requirements or requests:Table F)i)ii)Table Ji)ii)iii)Table Ni)ii)iii)iv)v)Table R)i)ii)iii)iv)v)Table V)i)ii)iii)Points sub-total for Table F:Points sub-total (must be 3000) for Table J:Points sub-total for Table N (must be at least 4,000):Points sub-total for Table R:Points sub-total for Table V (must be at least 4,000):Points Total (must be 23,000 or less):Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – Appendix 2 – Pre Set-up MapAppendix 2 – Pre Set-up MapThis is the default map, pre set-ups.Version 1.00


<strong>Kin</strong>-<strong>strife</strong> – DisclaimerAdanedhel, Adelard Took, Adorn, Adrahil captain to Ondoher, Adrahil father of Imrahil, Aduial, Adûnaic, Adûnakhôr, Adurant, Aeglos, Aeglos, Aegnor, Aelin-uial, Aeluin, Aerandir, Aerin, Afterborn, Aftercomers, Afterlithe, Afteryule, Agarwaen, Aghan, Aglarond, Aglon, Aiglos, Ailinel, Ainulindalë, Ainur, Music of the Ainur, Aiwendil, Akallabêth,Akallabêth, Alatar, Alatáriel, Alcarin, Alcarin, Alcarinquë, Alcarondas, Aldamir, Aldarion, Aldarion, Erendis, Aldaron, Aldburg, Aldëa, Aldor, Alfirin, Algund, Almaida, Almaren, Almarian, Almiel, Alqualondë, Altáriel, Aman, Mountains of Aman, Amandil, Amarië, Amdír, Amlach, Amlaith of Fornost, Amon Amarth, Amon Anwar, Amon Darthir, Amon Dîn,Amon Ereb, Amon Ethir, Amon Gwareth, Amon Hen, Amon Lanc, Amon Lhaw, Amon Obel, Amon Rûdh, Amon Sûl, Tower of Amon Sûl, Amon Uilos, Amras, Amrod, Amroth, Cerin Amroth, Anach, Pass of Anach, Anadûnê, Anar, Anardil of Gondor, Anardil of Númenor, Anárion son of Elendil, Anárion son of Ancalimë, Anborn, Ancalagon, Ancalimë,Andor, Andram, Andrast, Andrath, Andróg, Androth, Anduin, Ethir Anduin, Mouths of Anduin, Vales of Anduin, Andúnië, Bay of Andúnië, Lord of Andúnië, Andúril, Andustar, Andwise Roper, Andy Roper, Anemones, Anfalas, Anfauglir, Anfauglith, Angainor, Angamaitë, Angband, High-captain of Angband, Siege of Angband, Angbor, Angerthas,Anghabar, Anglachel, Angle Eriador, Angle Lórien, Angmar, Angren, Angrenost, Angrist, Angrod, Anguirel, Annael, Annatar, Annon-in-Gelydh, Annúminas, Sceptre of Annúminas, Stone of Annúminas, Anor, Flame of Anor, Minas Anor, Anórien, Anor-stone, Apanónar, Appledore, Ar-Abattârik, Arador, Ar-Adûnakhôr, Araglas, Aragorn Elessar,Aragorn I, Aragost, Arahad I, Arahad II, Arahael, Araman, Aranarth, Arandor, Arandur, Aranel, Aranrúth, Arantar, Aranuir, Aranwë, Aranwion, Araphant, Araphor, Arassuil, Aratan, Aratar, Arathorn I, Arathorn II, Araval, Aravir, Aravorn, Araw, <strong>Kin</strong>e of Araw, 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Fram, Frár, Fréa, Fréaláf Hildeson, Fréawine, Freca, Fredegar Bolger, Free Peoples, Frerin, Friend-of-Men, Frodo Baggins, Frodo Gardner, Frogmorton, Front Gate, Frór, Frumgar, Fuinur, Fundin,Gabilgathol, Gaffer Gamgee, Galadhon, Galadhriel, Galadhrim, Lady of the Galadhrim, Galador, Galadriel, Mirror of Galadriel, Phial of Galadriel, Galathil, Galathilion, Galdor of Dor-lómin, Galdor of the Havens, Galenas, Galion, Gálmód, Galvorn, Gamgee, Daisy Gamgee, Gaffer Gamgee, Halfast Gamgee, Halfred Gamgee, Hamfast Gamgee,Hamson Gamgee, Marigold Gamgee, May Gamgee, Roper Gamgee, Sam Gamgee, Samwise Gamgee, Gamil Zirak, Gamling, Gammidge, Hob Gammidge, Gammidgy, Gamwich family, Wiseman Gamwich, Gamwich village, Gandalf, Gap of Rohan, Gardner, Bilbo Gardner, Daisy Gardner, Elanor Gardner, Frodo Gardner, Goldilocks Gardner,Hamfast Gardner, Merry Gardner, Pippin Gardner, Primrose Gardner, Robin Gardner, Rose Gardner, Ruby Gardner, Tolman Gardner, Gasping Dust, Gate of Erebor, Gate of Isengard, Gate of Steel, Gate of the Noldor, Gates of Argonath, Gates of Mordor, Gates of Sirion, Gaurwaith, Gelion, Greater Gelion, Gelmir of Angrod's People, Gelmir ofNargothrond, Gerontius Took, Gethron, Ghân, Ghân-buri-Ghân, Giants, Stone-giants, Gift of Men, Gildor Inglorion, Gildor of Dorthonion, Gil-galad, Fall of Gil-galad, Spear of Gil-galad, Gilly Brownlock, Gilraen, Gilrain, Gilthoniel, Gimilkhâd, Gimilzagar, Gimli Elf-friend, Ginglith, Girdle of Melian, Girion, Girithron, Giver of Fruits, Gladden Fields,Gladden River, Glamdring, Glamhoth, Glanduin, Glaurung, Dagnir Glaurunga, Glingal, Glithui, Glittering Caves, Lord of the Glittering Caves, Glóin son of Gróin, Glóin son of Thorin I, Glóredhel, Glorfindel of Gondolin, Glorfindel of Rivendell, Gnats, Goatleaf, Harry Goatleaf, Goblin-cleaver, Goblin-men, Goblins, Goblin-town, Gods, Golasgil,Goldberry, Golden, Golden Hall, Golden Perch, Golden Wood, Lady of the Golden Wood, Goldenbed, Golden-haired, Goldenhead, Goldfather, Goldilocks Gardner, Goldwine, Golfimbul, Gollum, Golodhrim, Golug, Gondolin, Exiles of Gondolin, Fall of Gondolin, Great Gate of Gondolin, <strong>Kin</strong>g of Gondolin, White Lady of Gondolin, Gondolindrim,Gondor, Beacons of Gondor, Citadel of Gondor, City of Gondor, Council of Gondor, Crown of Gondor, Guard of the Tower of Gondor, <strong>Kin</strong>g of Gondor, <strong>Kin</strong>g of Gondor and Arnor, Lord of Gondor, Men of Gondor, Queen of Gondor, Regent of Gondor, Royal House of Gondor, South Gondor, Gondorians, Gonnhirrim, Goodbody, Togo Goodbody,Goodchild, Bell Goodchild, Gorbadoc Brandybuck, Gorbag, Gore, Gorgoroth, Gorgûn, Gorhendad Oldbuck, Gorlim the Unhappy, Gormadoc Brandybuck, Gorthaur, Gorthol, Gothmog Lieutenant of Morgul, Gothmog Lord of Balrogs, Gram <strong>Kin</strong>g of Rohan, Gram Mount, Great Armament, Great Battle, Great Darkness, Great Gate of Gondolin, GreatGate of Minas Tirith, Great Gates, Great Goblin, Great Gulf, Great Hall of Feasts, Great Hall of Thráin, Great House, Great Jewel, Great Jewels, Great Journey, Great Lake, Great Music, Great Ones, Great Orcs, Great Plague, Great Ring, Great Rings, Great River, Great Sea of the West, Great Siege, Great Smials, Great War of the Ring, GreatWorm, Greater Gelion, Green Dragon, Green Hill Country, Green Hills of Gondor, Green Hills of the Shire, Green Mound, Green-elves, Greenhand, Halfred Greenhand, Holman Greenhand, Greenhanded, Greenholm, Fastred of Greenholm, Greenleaf, Greenway, Greenwood the Great, Grey Company, Grey Havens, Grey Mountains, Grey Pilgrim,Grey Wanderer, Greycloak, Grey-elven, Grey-elves, Greyflood, Greyhame, Greylin, Greymantle, Gríma Wormtongue, Grimbeorn the Old, Grimbold of Westfold, Grip, Grishnákh, Grithnir, Gróin, Grond battering-ram, Grond Hammer of the Underworld, Grór, Grubb, Laura Grubb, Guard of the Tower of Gondor, Guarded Plain, Guards of the Citadel,Guild of Venturers, Guild of Weaponsmiths, Guilin, Gulls, Gundabad, Gundor, Gurthang, Guthláf, Gúthwinë, Gwaeron, Gwaihir, Gwaith-i-Mírdain, Gwathir, Gwathló, Gwindor, Hadhodrond, Hador Lórindol, Helm of Hador, House of Hador, People of Hador, Hador of Gondor, Hal Gamgee, Haladin, Halbarad, Haldad, Haldan, Haldar, Haldir of Lórien,Haldir of the Haladin, Haleth daughter of Haldad, Folk of Haleth, House of Haleth, People of Haleth, Haleth son of Helm, Halethrim, Halfast Gamgee, Half-elven, Half-elven Elrond and Elros, Halfling, Halflings, Land of the Halflings, Prince of the Halflings, Halflings' Leaf, Half-orcs, Halfred Gamgee, Halfred Greenhand, Halifirien, Halimath, Hall ofFire, Hallacar, Hallas, Hallatan, Halls of Mandos, Halls of Waiting, Halmir, Háma, Hamfast 'Gaffer' Gamgee, Hamfast Gardner, Hammer of the Underworld, Hammerhand, Hamson Gamgee, Handir, Harad, Far Harad, Men of Harad, Near Harad, Harad Road, Haradrim, Haradwaith, Hardbottle, Hareth, Harfoots, Harlindon, Harlond in Gondor, Harlondin Lindon, Harnen, Harrowdale, Harry Goatleaf, Hasufel, Hathaldir, Hathol, Haudh in Gwanur, Haudh-en-Arwen, Haudh-en-Elleth, Haudh-en-Ndengin, Haudh-en-Nirnaeth, Haven of the Swans, Haven of Umbar, Haven-finder, Havens of Sirion, Havens of the Falas, Elves of the Havens, Hay Gate, Haysend, Hayward, Hob Hayward, Headstrong,Malva Headstrong, Heart of Fire, Heart of the Mountain, Heathertoes, Mat Heathertoes, Heavy-handed, Hedge, Heir of Elendil, Heir of Isildur, Helcar, Helcaraxë, Helevorn, Hells of Iron, Helluin, Helm Hammerhand, Helm of Hador, Land of Bow and Helm, Helm's Deep, Helm's Dike, Helm's Gate, Henderch, Henneth Annûn, Her Ladyship, Herblore ofthe Shire, Herion, Herucalmo, Herugrim, Herumor, Hewer of Caves, Hidden City, Hidden <strong>Kin</strong>g, Hidden <strong>Kin</strong>gdom, Hidden Realm, Hidden Rock, High Elves, High Faroth, High Hay, High <strong>Kin</strong>g, High <strong>Kin</strong>g of Arda, High <strong>Kin</strong>g of the Elves, High <strong>Kin</strong>g of the Noldor, High Ones of Arda, High Pass, High-captain of Angband, Highday, High-elven, Hildeson,Hildifons Took, Hildigrim Took, Hildor, Hildórien, Hill of Erech, Hill of Himring, Hill of Sight, Hill of Spies, Hill of the Eye, Hill-men, Hills of Evendim, Hill-trolls, Himlad, Himling, Himring, Hill of Himring, Hirgon, Hirilondë, Hírilorn, Hirluin, Hísilómë, Hísimë, Hithaeglir, Hither Lands, Hither Shore, Hithlain, Hithlum, Hithui, Hoarwell, Hob Gammidge, HobHayward, Hobbit-holes, Hobbiton, Hobbiton Hill, Hobbits, Hobbits of Bree, Hobbits of the Shire, Hobgoblins, Hobson, Holbytlan, Holdwine, Hollin, Holman Cotton, Holman Greenhand, Holman the greenhanded, Holy Mountain: Meneltarma, Holy Mountain: Taniquetil, Holy Ones, Hornblower, Old Toby Hornblower, Tanta Hornblower, ToboldHornblower, Hornburg, Battle of the Hornburg, Horn-call of Buckland, Hornrock, Horsebreeders, Horse-lords, White Horse, Hound of Valinor, House of Bëor, House of Durin, House of Elendil, House of Elrond, House of Elros, House of Eorl, House of Fëanor, House of Finarfin, House of Fingolfin, House of Hador, House of Haleth, House of Húrin,House of Isildur, House of Ransom, House of the Golden Flower, House of the Mírdain, House of the Stewards, Houses of Healing, Houses of the Dead, Hrívë, Huan, Huggins, William Huggins, Hugo Bracegirdle, Hunter (Creature of Morgoth), Hunter (Title), Hunthor, Hunting of the Wolf, Huntsman of the Valar, Huor, Huorns, Húrin I, Húrin II, Húrinof Emyn Arnen, House of Húrin, Húrin Thalion, Children of Húrin, Narn i Hîn Húrin, Tale of the Children of Húrin, Húrin the Tall, Hyarastorni, Hyarmendacil I, Hyarmendacil II, Hyarmentir, Hyarnustar, Hyarrostar, Iarwain Ben-adar, Iavas, Îbal, Ibun, Icebay of Forochel, Idril Celebrindal, Illuin, Ilmarë, Ilmarin, Ilmen, Ilúvatar, Children of Ilúvatar, Vision ofIlúvatar, Younger Children of Ilúvatar, Imlach, Imlad Morgul, Imladris, Imloth Melui, Imrahil, Imrazôr, Incánus, Indis, Inglorion, Ingold, Ingwë, Inscrutable, Inziladûn, Inzilbêth, Ioreth, Írimon, Iris, Irmo, Iron Crown, Iron Hills, Dwarves of the Iron Hills, Iron Mountains, Iron of Death, Ironfoot, Isen, Battles of the Fords of Isen, First Battle of the Fords ofIsen, Fords of Isen, Second Battle of the Fords of Isen, Isengar Took, Isengard, Gate of Isengard, Isengarders, Isengrim Took II, Isengrim Took III, Isenmouthe, Isil, Isildur, Heir of Isildur, House of Isildur, Scroll of Isildur, Isildur's Bane, Isildur's Heir, Isilmë, Isilmo, Island of Númenor, Isle of Almaren, Isle of Balar, Isle of Númenor, Isle of Werewolves,Istar, Istari, Isumbras Took I, Isumbras Took III, Isumbras Took IV, Ithil, Ithildin, Ithilien, Prince of Ithilien, South Ithilien, Ithil-stone, Ithryn, Ithryn Luin, Ivanneth, Ivorwen, Ivrin, Eithel Ivrin, Pools of Ivrin, Jewels of Fëanor, Jolly Cotton, Kalimac Brandagamba, Karningul, Keepers of the Three Rings, Last Riding of the Keepers, Kelos, Kelvar, Kementári,Key of Orthanc, Khamûl, Khand, Khazâd, Khazad-dûm, Dwarves of Khazad-dûm, <strong>Kin</strong>g of Khazad-dûm, Kheled-zâram, Khîm, Khuzdul, Kibil-nâla, Kíli, <strong>Kin</strong>dler, <strong>Kin</strong>e of Araw, <strong>Kin</strong>g of Arda, <strong>Kin</strong>g of Arnor, <strong>Kin</strong>g of Arthedain, <strong>Kin</strong>g of Dale, <strong>Kin</strong>g of Doriath, <strong>Kin</strong>g of Durin's Folk, <strong>Kin</strong>g of Eagles, <strong>Kin</strong>g of Gondolin, Tower of the <strong>Kin</strong>g, <strong>Kin</strong>g of Gondor, City ofthe <strong>Kin</strong>gs, <strong>Kin</strong>g of Gondor and Arnor, <strong>Kin</strong>g of Khazad-dûm, <strong>Kin</strong>g of Lórien, <strong>Kin</strong>g of Nargothrond, <strong>Kin</strong>g of Númenor, City of the <strong>Kin</strong>gs, <strong>Kin</strong>g of Númenórë, <strong>Kin</strong>g of Rhovanion, <strong>Kin</strong>g of Rohan, <strong>Kin</strong>g of the Dead, <strong>Kin</strong>g of the Mark, <strong>Kin</strong>g of the Noldor, <strong>Kin</strong>g of the Sea, <strong>Kin</strong>g of the West, <strong>Kin</strong>g under the Mountain, <strong>Kin</strong>g's Archers, <strong>Kin</strong>g's Company, <strong>Kin</strong>g's Court,<strong>Kin</strong>g's Heir, <strong>Kin</strong>g's House, <strong>Kin</strong>g's Men, <strong>Kin</strong>g's Reckoning, <strong>Kin</strong>g's Riders, <strong>Kin</strong>g's Writer, <strong>Kin</strong>gdom of the South, <strong>Kin</strong>gdom under the Mountain, <strong>Kin</strong>gdoms of the Dúnedain, <strong>Kin</strong>gs of Men, <strong>Kin</strong>gsfoil, <strong>Kin</strong>gsland, <strong>Kin</strong>slaying, <strong>Kin</strong>-<strong>strife</strong>, Kiril, Kirinki, Kuduk, Labadal, Ladros, Lady of Dor-lómin, Lady of Lórien, Lady of Rohan, Lady of the Galadhrim, Lady of theGolden Wood, Lady of the Seas, Lady of the Shield-arm, Lady of the Star-brow, Lady of the Stars, Laer, Lagduf, Laiquendi, Lairë, Lake Evendim, Lake Mithrim, Lake-men, Lake-town, Master of Lake-town, Lalaith, Lalia Clayhanger, Lamedon, Lammoth, Lamps of the Valar, Land of Bow and Helm, Land of Gift, Land of Seven Rivers, Land of theDead that Live, Land of the Halflings, Land of Willows, Landroval, Langflood, Langstrand, Langwell, Lanthir Lamath, Largo Baggins, Larnach, Lasse-lanta, Last Alliance of Elves and Men, War of the Last Alliance, Last Battle, Last Bridge, Last Desert, Last Gate, Last Homely House, Last Riding of the Keepers, Láthspell, Laura Grubb, Laurelin,Laurelindórenan, Lay of Leithian, Leaflock, Lebennin, Lebethron, Lefnui, Legolas Greenleaf, Legolin, Lembas, Lenwë, Léod, Léofa, Lhûn Gulf of, Lhûn River, Lidless Eye, Lieutenant of the Tower of Barad-dûr, Light-elves, Lilies, Water-lilies, Lily Baggins, Lily Brown, Limlaith, Limlight, Linaewen, Linda Baggins, Lindar, Lindens, Lindir, Lindon, Elves ofLindon, Ered Lindon, Lindórië, Lindórinand, Line of Elros, Linhir, Lithe, Lithlad, Little Delving, Little Folk, Little Gelion, Little People, Loa, Lobelia Sackville-Baggins, Lockholes, Loeg Ningloron, Loëndë, Lómion, Lond Daer, Lone-lands, Lonely Isle, Lonely Mountain, Heart of the Mountain, <strong>Kin</strong>g under the Mountain, <strong>Kin</strong>gdom under the Mountain, LongCleeve, Diamond of Long Cleeve, Long Horn, Long Horn Cotton, Long Lake, Long Wall, Long Winter, Longbeards, Longbottom, Longbottom Leaf, Longholes, Longo Baggins, Long-worms, Lóni, Lord and Lady, Lord of Andúnië, Lord of Balrogs, Lord of Barad-dûr, Lord of Dale, Lord of Dol Amroth, Lord of Dor-lómin, Lord of Eagles, Lord of EmynArnen, Lord of Eregion, Lord of Forests, Lord of Gifts, Lord of Gondor, Lord of Lórien, Lord of Lossarnach, Lord of Minas Tirith, Lord of Mordor, Lord of Morgul, Lord of Moria, Lord of Nargothrond, Lord of Rivendell, Lord of Rohan, Lord of the Breath of Arda, Lord of the Éothéod, Lord of the Glittering Caves, Lord of the Mark, Lord of the Nazgûl, Lordof the Nine Riders, Lord of the Ring, Lord of the Rings, Lord of the West, Lord of Waters, Lords of the Valar, Lords of the West, Lórellin, Lorgan, Lórien in <strong>Middle</strong>-earth, Elves of Lórien, <strong>Kin</strong>g of Lórien, Lord of Lórien, Lórien in Valinor, Lórien Vala, Lórinand, Lórindol, Losgar, Lossarnach, Lord of Lossarnach, Morwen of Lossarnach, Lossoth, Lótessë,Lothíriel, Lothlann, Lothlórien, Lotho Sackville-Baggins, Lothron, Loudwater, Luckwearer, Lugbúrz, Lugdush, Luinil, Lumpkin, Lune, Lúthien Tinúviel, Lúva, Mablung of Ithilien, Mablung of the Heavy Hand, Mad Baggins, Maedhros, Union of Maedhros, Maeglin, Maglor, Maglor's Gap, Magnificent, Magor, Mahal, Máhanaxar, Mahtan, Maia, Maiar,Malach Aradan, Malantur, Malbeth the Seer, Malduin, Malgalad, Mallor, Mallorns, Mallos, Malva Headstrong, Malvegil, Mámandil, Man of the West, Mandos, Doom of Mandos, Halls of Mandos, Man-hearted, Mannish, Manwë, Manwendil, Many Colours, Marach, March of Maedhros, Marchbuck, Marcho, Mardil Voronwë, Marhari, Marhwini, MarigoldGamgee, Mariner, Mariner's Wife, Marish, East-mark, <strong>Kin</strong>g of the Mark, Lord of the Mark, Marshal of the Mark, Men of the Mark, Riders of the Mark, West-mark, Marmadas Brandybuck, Mar-nu-Falmar, Marshal of the East-mark, Marshal of the Mark, First Marshal, Second Marshal, Third Marshal, Master of Buckland, Master of Doom, Master ofLake-town, Master of the Hall, Masters of Spirits, Masters of Stone, Masterstone, Mat Heathertoes, Mathom-house, Mathoms, Mauhúr, May Gamgee, Mayor of Michel Delving, Mayor of the Shire, Mazarbul, Book of Mazarbul, Chamber of Mazarbul, Mearas, Meduseld, Melian, Girdle of Melian, Melilot Brandybuck, Melkor, Mellyrn, Awakening of Men,Dead Men, Doom of Men, Gift of Men, Goblin-men, Westfold-men, Men of Bree, Men of Brethil, Men of Dale, Men of Darkness, Men of Dor-lómin, Men of Dorthonion, Men of Gondor, Men of Harad, Men of <strong>Middle</strong>-earth, Men of Minas Tirith, Men of Númenor, Men of Old, Men of Rohan, Men of the Éothéod, Men of the Mark, Men of the North (FirstAge), Men of the North (Third Age), Men of the Vales of Anduin, Men of the West, Men of Westernesse, Menegroth, Menel, Meneldil, Meneldor, Meneldur, Menelmacar, Meneltarma, Menelvagor, Men-i-Naugrim, Mentha Brandybuck, Meres of Twilight, Mereth Aderthad, Meriadoc Brandybuck, Merimas Brandybuck, Mering Stream, MerryBrandybuck, Merry Gardner, Messenger of Mordor, Methedras, Mettarë, Michel Delving, Mayor of Michel Delving, Mickleburg, <strong>Middle</strong>-earth, Elves of <strong>Middle</strong>-earth, Midgewater Marshes, Midyear's Day, Mighty of the West, Milo Burrows, Mîm, Mimosa Bunce, Minalcar, Minardil, Minas Anor, Minas Ithil, Minas Morgul, Lord of Morgul, Minas TirithBeleriand, Minas Tirith Gondor, Great Gate of Minas Tirith, Lord of Minas Tirith, Men of Minas Tirith, White Tree of Minas Tirith, Minastan, Minastir, Mindeb, Mindolluin, Mindon Eldaliéva, Minhiriath, Minohtar, Min-Rimmon, Minto Burrows, Minuial, Mirabella Took, Mírdain, House of the Mírdain, Míriel of Númenor, Míriel Serindë, Mirkwood, Elves ofMirkwood, Mountains of Mirkwood, Mirror of Galadriel, Mirrormere, Miruvor, Misty Mountains, Mitheithel, Bridge of Mitheithel, Mithlond, Mithrandir, Mithrellas, Mithril, Mithrim, Mithrim Lake, Mittalmar, Moon, Tower of the Moon, Tower of the Rising Moon, Moon-letters, Moontower, Morannon, Mordor, Eye of Mordor, Gates of Mordor, Lord of Mordor,Messenger of Mordor, Orcs of Mordor, Morgai, Morgoth, Morgul Vale, Morgulduin, Morgul-wounds, Moria, Dwarves of Moria, East-gate of Moria, Lord of Moria, Mountains of Moria, Walls of Moria, West-gate of Moria, Moria Gate, Moriquendi, Mormegil, Morrowdim, Mortals, Morthond, Morwen, Tol Morwen, Morwen of Lossarnach, MorwenSteelsheen, Mosco Burrows, Moths, Moto Burrows, Mound of Elendil, Mount Dolmed, Mount Doom, Quest of Mount Doom, Mount Fang, Mount Gram, Mount Gundabad, Mount Rerir, Mount Taras, Mountain of Fire, Mountain Wall, Mountains of Aman, Mountains of Defence, Mountains of Mirkwood, Mountains of Mist, Mountains of Moria, Mountainsof Shadow, Ephel Dúath, Mountains of Shadow, Ered Wethrin, Mountains of Terror, Mountain-trolls, Mouth of Sauron, Mouths of Anduin, Mouths of Entwash, Mouths of Sirion, Mrs. Cotton, Mugwort, Mûmakil, Mundburg, Mungo Baggins, Mushrooms, Music of the Ainur, Muster of Edoras, Muzgash, Myrtle Burrows, Nahar, Náin I, Náin II, Náin son ofGrór, Naith, Náli, Nameless Things, Námo, Nan Curunír, Nan Dungortheb, Nan Elmoth, Nandor, Nandorin, Nanduhirion, Battle of Nanduhirion, Nan-tasarion, Nan-tathren, Nár, Narbeleth, Narchost, Nardol, Nargothrond, Elves of Nargothrond, Fall of Nargothrond, <strong>Kin</strong>g of Nargothrond, Lord of Nargothrond, Sack of Nargothrond, Nárië, Narmacil I,Narmacil II, Narn i Hîn Húrin, Narog, Vale of Narog, Narquelië, Narrow Ice, Narsil, Narvi, Narvinyë, Narya, Nauglamír, Naugrim, Nazgûl, Lord of the Nazgûl, Near Harad, Necklace of the Dwarves, Neithan, Neldoreth, Nellas, Nen Girith, Nen Hithoel, Nen Lalaith, Nénar, Nénimë, Nenning, Nenuial, Nenya, Nerdanel, Nerwen, Nessa, Nevrast, NewRow, Newbury, Nibin-noeg, Bar-en-Nibin-noeg, Nibin-Nogrim, Nibs Cotton, Nick Cotton, Nienna, Nienor Níniel, Night-fearers, Nightingales, Nimbrethil, Nimloth of Doriath, Nimloth of Númenor, Nimphelos, Nimrodel Elf-maid, Nimrodel river, Nindalf, Nindamos, Nine Riders, Lord of the Nine Riders, Nine Rings, Nine Servants, Nine Walkers, Ninglor,Loeg Ningloron, Níniel, Nîn-in-Eilph, Ninquelótë, Nínui, Niphredil, Nirnaeth Arnoediad, Nísimaldar, Nísinen, Nivrim, Nob, Noegyth Nibin, Nogrod, Noirinan, Noldolantë, Noldor, Exile of the Noldor, Fall of the Noldor, Flight of the Noldor, Gate of the Noldor, High <strong>Kin</strong>g of the Noldor, <strong>Kin</strong>g of the Noldor, Return of the Noldor, Nólimon, Nóm, Nori, NorthCape, North Downs, North Gate, North Ithilien, North Undeep, Northern Dúnedain, Northerners, Northfarthing of the Shire, North-kingdom, Northlands of <strong>Middle</strong>-earth, Northlands of Númenor, Northmen, North-South Road, Nulukkizdîn, Númenor, Downfall of Númenor, Exiles of Núemnor, <strong>Kin</strong>g of Númenor, Men of Númenor, Queen of Númenor,Ruling Queen of Númenor, Sceptre of Númenor, White Tree of Númenor, Númenórë, <strong>Kin</strong>g of Númenórë, Númenórean, Númenórean Realms, Númenóreans, Nunduinë, Núneth, Nurn, Núrnen, Sea of Núrnen, Oakenshield, Oath of Eorl, Oath of Fëanor, Oathbreakers, Odo Proudfoot, Odovacar Bolger, Oghor-hai, Ohtar, Óin <strong>Kin</strong>g of Durin's Folk, Óinson of Gróin, Oiolairë, Oiolossë, Old Ford, Old Forest, Old Forest Road, Old Gammidgy, Old Man Willow, Old Mill, Old Road, Old Rory Brandybuck, Old Toby (Tobold Hornblower), Old Toby (Pipeweed variety), Old Took, Old Winyards, Oldbuck, Gorhendad Oldbuck, Oliphaunts, Olo Proudfoot, Olog-hai, Olórin, Olvar, Olwë, Ondoher, Ondolindë,Ondosto, One Ring, One-hand, Onodló, Onodrim, Onya, Orald, Orchaldor, Orc-holds, Orcrist, Orcs of Mordor, Orcs of the Mountains, Orfalch Echor, Orgaladh, Orgaladhad, Ori, Orkish, Ormal, Ornendil, Orocarni, Orodreth of Gondor, Orodreth of Nargothrond, Orodruin, Oromë, Oromendil, Oropher, Orophin, Orrostar, Orthanc, Key of Orthanc, Stoneof Orthanc, Tower of Orthanc, Orthanc-stone, Osgiliath, Stone of Osgiliath, Ossë, Ossiriand, Elves of Ossiriand, Seven Rivers of Ossir, Ost-in-Edhil, Ostoher, Otho Sackville-Baggins, Outer Lands, Outer Sea, Over-heaven, Overhill, Overlithe, Oxen, Paladin Took II, Palantíri, Palarran, Pallando, Pansy Baggins, Parth Galen, Party Field, Pass ofAglon, Pass of Anach, Pass of Light, Pass of Sirion, Paths of the Dead, Pearl Took, Pelargir, Pelendur, Pelennor Fields, Battle of the Pelennor Fields, Pelóri, Peony Baggins, People of Bëor, People of Hador, People of Haleth, People of the Jewel-smiths, People of the Stars, Peredhil, Peregrin Took I, Periannath, Pervinca Took, Petty-dwarves,Pharazôn, Phial of Galadriel, Phurunargian, Pillar of Heaven, Pimpernel Took, Pimple, Pincup, Pines, Pinnath Gelin, Pipe-weed, Pippin Gardner, Pippin Took, Plateau of Gorgoroth, Polo Baggins, Ponies, Ponto Baggins, Pool, Pools of Ivrin, Poppy Chubb-Baggins, Poros, Crossing of Poros, Fords of Poros, Porto Baggins, Posco Baggins, Battle ofthe Powers, Powers of Arda, Powers of the World, Prancing Pony, Primrose Gardner, Primula Brandybuck, Prince of Dol Amroth, Prince of Ithilien, Prince of the Halflings, Proudfoot, Bodo Proudfoot, Odo Proudfoot, Olo Proudfoot, Sancho Proudfoot, Proudneck, Púkel-men, Queen of Doriath, Queen of Gondor, Queen of Númenor, Ruling Queen ofNúmenor, Queen of the <strong>Earth</strong>, Queen of the Stars, Queens of the Valar, Quellë, Quendi, Quenta Silmarillion, Quenya, Quest for the Silmaril, Quest of Erebor, Quest of Mount Doom, Quickbeam, Rabbits, Radagast, Ragnor, Ramdal, Rammas Echor, Rána, Rangers of Ithilien, Rangers of the North, Ranugad, Ras Morthil, Rath Dínen, Rathlóriel,Rauros, Ravenhill, Ravines of Teiglin, Realms in Exile, Reckoning of Rivendell, Red Arrow, Red Book of Westmarch, Red Eye, Red Maw, Red Ring, Redhorn, Redhorn Gate, Redhorn Pass, Redwater, Regent of Gondor, Reginard Took, 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