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TThhee - Middle-earth Gamesdown, and the Kin-strife took another victim. For a heart-beat there was...

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  • TThhee

    KKiinn--ssttrriiffee TThhiirrdd AAggee,, cciirrccaa 11445500

    AA MMiiddddllee--eeaarrtthh™™ SSttrraatteeggiicc GGaammiinngg MMoodduullee

    Version 2.02

    LLeeaadd DDeevveellooppmmeenntt Clint Oldridge

    DDeessiiggnn Clint Oldridge, John Davis, Sam Roads, Edward Lane

    RReesseeaarrcchh John Davis, Clint Oldridge

    AArrttwwoorrkk Anne Stokes, Jeremy McHugh, Chris Waller, Mark Pritchard

    FFiiccttiioonn John Davis

    EEddiittiinngg && LLaayyoouutt John Davis

    IInniittiiaall PPllaayy--tteesstteerrss Clint Oldridge, Sam Roads, Edward Lane, Mark Jeffries, Tim Jones, Chris Courtiour, James Rousselle, Mike Mulka, John Choules, John Briggs, Gavin Kenny, Kenneth C. Shannon III

    BBaasseedd oonn tthhee wwoorrkkss ooff JJ..RR..RR.. TToollkkiieenn

    "Middle-earth" and "The Lord of the Rings", and the names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Tolkien Enterprises and are used under license to Games Systems International, Ltd.

    Copyright © 2011-20 Game Systems International Limited. All rights reserved. Except as permitted under the Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means without prior written (not emailed) permission of the publisher.

  • KKiinn--ssttrriiffee –– CCoonntteennttss

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    CCoonntteennttss CONTENTS

    INTRODUCTION

    PARTIAL GENEALOGY

    BACKGROUND

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

    WELCOME

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

    ADDITIONAL RULES

    NATION SET-UPS SETUP SHEETS JOINING A GAME NEW ORDERS NEW ENCOUNTERS THE ONE RING RECRUITING NON-PLAYER

    CHARACTERS CHAMPIONS ARTIFACTS CHARACTER LIMITS NEUTRAL NATIONS

    DEFAULT STARTING NATION

    INFORMATION

    SPELLS WARSHIPS POPULATION CENTRE LOYALTY ARMY MORALE & TROOP

    TRAINING

    THE NATIONS – AN OVERVIEW

    THE LOYALISTS THE USURPERS NEUTRALS HOW TO VIEW THE NATION

    DETAILS

    #1 – LINE OF ELDACAR

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #2 – REBELS OF ERED LITHUI

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #3 –RHOVANION

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #4 – HORSELORDS

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #5 – KINGDOM OF ARNOR

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #6 – QUENDI

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #11 – LINE OF CASTAMIR

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #12 – LINE OF MORLAEN

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #13 – LINE OF ELENDIN

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #14 – SOUTHRON KINGDOMS

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #15 – HITHLUM

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #16 – WITCH-REALM OF ANGMAR

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #21 – LINE OF TIRKHOR

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    #22 – KHAZAD

    BACKGROUND GENERAL INFORMATION SET-UP TABLES

    TABLE F

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

    POST SCRIPT

    APPENDICES

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

  • KKiinn--ssttrriiffee –– IInnttrroodduuccttiioonn

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    IInnttrroodduuccttiioonn

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

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

    PPaarrttiiaall GGeenneeaallooggyy

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

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    BBaacckkggrroouunndd

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

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

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

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

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

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

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

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    WWeellccoommee

    KKiinn--ssttrriiffee aatt aa GGllaannccee Welcome to the Kin-strife! This module has many new features, and as such is very different to the Third Age, circa 1650; Third Age, Circa 2950 and Fourth Age, circa 1000 games that you may be used to playing. We have sought to increase the importance of character development, to re-introduce the element of discovery and exploration without losing any strategic depth, to allow more of the characters of Tolkien’s world to be encountered and to play a significant role, and finally to introduce a greater flexibility and degree of choice in nation design without losing the coherence of those nations’ identity. To this end, the module has several new features, the most important of which can be summarised as follows:

    NNeeww NNaattiioonnss We have created 14 new nations, each with their own unique strengths and weaknesses, characters and items, lands and population centres.

    NNaattiioonn DDeessiiggnn You now have the option to tailor your nation to your own taste, choosing from thousands of options and possibilities.

    NNeeww WWoorrlldd Kin-strife has new encounters, new riddles, and new locations. Even the land of Middle-earth itself will look slightly different to the way it does in other modules, as we have returned to the The Lord of the Rings for our inspiration, to create a new interpretation of the world.

    NNoonn--ppllaayyeerr CChhaarraacctteerrss Many of the characters of Middle-earth can now be sought out and recruited to join your side, after which you can control them as you would your other characters. Each of these features has required changes in the way that the module is presented, and the game played. So we recommend that you take the time to read through this module thoroughly, and if you have any questions, please get in touch.

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

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

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

    HHooww ttoo UUssee TThhiiss MMoodduullee Unlike previous modules, this document does not contain everything required to play Kin-strife. Instead, unless specified in this module, the rules for playing the game will remain the same as those for the Third Age, circa 1650 module. As such, in order to play, you will need the following documents. These are freely available from our website, or as hard copy on request.

    TThhee KKiinn--ssttrriiffee MMoodduullee BBooookk The first is this document, which contains all the information unique to Kin-strife.

    AA MMiiddddllee--eeaarrtthh RRuulleebbooookk The second is a document containing the rules of Middle-earth. These are best presented in the new Middle-earth Guide, and we recommend you use these. However, if you do not have the Middle-earth Guide, then the rules used in Kin-strife are the Third Age, circa 1650 or Third Age, circa 2950 rules with the addition of the new orders available in the Fourth Age, circa 1000 module. Where a rule given in the Kin-strife module book contradicts one given in a Middle-earth rulebook, the ruling in the Kin-strife module book takes precedence.

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

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    AAddddiittiioonnaall RRuulleess

    NNaattiioonn SSeett--uuppss Each nation can be customised through the choosing from various starting options, purchased at game set-up. These options cover all aspects of a nation, from characters to forces, from population centres to special abilities.

    OOvveerrvviieeww Every nation can purchase starting options from Table F. In addition, each nation has four tables (J, N, R, and V) of unique set-up options. Each table consists of options covering a different area of your nation as follows: Table F consists of general options (the options in Table F are available to each nation). Table J consists of military options (each nation has its own unique Table J). Table N consists of character and magic item options (each nation has its own unique Table N). Table Q consists of information about recruitable NPCs. Table R consists of population centre and general nation options, as well as options providing information about

    artifacts, starting locations of characters, etc. (each nation has its own unique Table R). Table V consists of Special Nation Abilities (each nation has its own unique Table V). Every option has a points cost, and you have a total of 23,000 points to spend. If points are not spent, they are wasted. In addition to the total points limit, the following restrictions must be adhered to regarding points expenditure on specific tables: Table J: You must spend exactly 3000 points on this table. Table N: You must spend at least 4000 points on this table. Table V: You must spend at least 4000 points on this table.

    OOrrddeerr ooff OOppttiioonn PPuurrcchhaasseess Options purchased will be applied to your nation one table at a time, in alphabetical order of the tables. Options purchased within a table will be applied to your nation in the order you give them. For example, all Table N options will be applied before any Table R options, with those Table N options applied in the order you have given them. Options that provide information about an aspect of the game provide that information as accurate at game start. For example, if you purchase an option telling you where another nation’s character is located, and that character is moved through an option purchased by that nation, you will discover the location they are moved to. This order of options is important to bear in mind if more than one option affects the same element of your nation, both to gain maximum benefit from your chosen options, and to avoid options being wasted. The exceptions to this order are the Castamir’s Bribe Options (options 11R021 – 11R038) and the Eldacar’s Gift Options (options 01R030 – 01R045). These are applied after the Table N options of every nation have been applied.

    Example 1 You have four villages, four towns, and purchase two options: option one changes all villages to towns, and option two gives all towns a fort. If you list them in this order, all your villages will become towns, and all of these will gain forts, resulting in your nation having eight towns with forts. However, if you list them the other way round, your towns will gain forts, then your villages will become towns, but these new towns will not receive forts, resulting on your nation having four towns with forts and four towns without forts.

    Example 2 You purchase two options: option one grants one of your towns a fort, and option two turns all of your towns into major towns. If you list them in this order, both options will take effect. However, if you list option two first, the town you specify in option one will not be a town when that option is applied, so the option will fail.

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    PPooiinnttss ttoo NNoottee ❖ You may not purchase any option more than once.

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

    ❖ If an option requires a population centre as an additional (either ‘population centre’, or ‘village’, ‘town’, etc.),

    please give the name, not the location, of the population centre.

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

    ❖ Army/Navy options chosen that affect another related aspect of that army/navy (morale, training, etc.) will be taken into account when starting armies are created.

    ❖ Criteria for an option must be met at the time the option is applied. For example, if you upgrade a population

    centre from a major town to a city, then try and further alter that population centre with an option that specifies a major town, then this second option will fail.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    location.

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

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

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

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

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

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

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

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

    SSeettuupp SShheeeettss Setup sheets for each nation are available from our website. Please ensure that you have the latest version before designing your nation.

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

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

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

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

    RReeccrruuiittiinngg NNoonn--PPllaayyeerr CChhaarraacctteerrss Many of the characters wandering the lands of Middle-earth can now not only be encountered, but enlisted to your nation, after which they can be issued orders as you would command your other characters. In addition, they may bring with them an additional Special Nation Ability, which you can then make use of. If you encounter a non-player character (NPC) that has the potential to be recruited, you will be given an Recruit option. Only characters with the emissary skill have a chance of recruiting an NPC. If a character without emissary skill attempts to recruit an NPC, the result may range from mildly annoying them to incurring their wrath and enmity. Warning: Unrecruited NPCs may have higher challenge ranks than you would expect! So treat them with caution. In order to attempt to recruit an NPC, the following conditions must be met:

    EEnnccoouunntteerr The character must have encountered an NPC the previous turn, and been given the option to Recruit them.

    AAlllleeggiiaannccee Loyalist and Usurper nations can attempt to recruit NPCs who are either of the same allegiance or Neutral. (If a Loyalist or Usurper character attempts to recruit a Neutral NPC, the NPC is treated as if they are of the same same allegiance as the recruiting character.) Neutral nations can only recruit Neutral NPCs. The allegiance of NPCs is detailed in the Non-player Characters chapter of this module.

    FFrreeee NNPPCC SSlloott Only one NPC can be recruited per nation each name character phase. Which is to say you can recruit one NPC between turns 0 – 5, another one between turns 6 – 10, etc. These are cumulative, so if you do not recruit an NPC between turns 0 – 5, you can recruit two during turns 6 – 10. If you recruit an NPC and they die, you still cannot recruit another one until the next name character phase.

    FFrreeee CChhaarraacctteerr SSlloott NPCs count towards your nation’s character limit. In order to successfully recruit an NPC, then, you must have at least one free character slot available. The chance of successfully recruiting an NPC is roughly equivalent to the chance of an emissary successfully performing the 505 – Bribe/Recruit Character order. If the attempt is successful, the NPC joins your nation. From the next turn they can be issued orders in the same way as for any other character, and in addition you can then make use of any new Special Nation Ability granted to you by the NPC. If you gain a Special Nation Ability in this manner, you will retain it even if the NPC is later killed. If you already have the Special Nation ability granted by the NPC, you will not gain any extra/multiplied benefit. Other nations of your allegiance having Friendly and Tolerant relations with you will increase the chance of successfully recruiting an NPC, as it shows the NPC that your team is working well together. A successfully recruited NPC cannot be recruited by another player whilst they are under your control: they become, in all respects, another of your characters. An NPC with mage skill will have spells randomly assigned to them, unless it is otherwise mentioned that the particular NPC has specific spells.

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    CChhaammppiioonnss Some characters are considered exceptional characters: champions. Champion characters can be issued an additional (third) order each turn. All normal rules and restrictions governing the issuing of orders still apply to this third order, so that even a champion character cannot be issued two skill orders of the same type in the same turn

    For example, Elrond, with mage, emissary and command ranks, could be given the following set of orders: 710 – Prentice Magery 550 – Improve Population Centre 185 – Downgrade Relations but not these orders: 185 – Downgrade Relations 300 – Change Tax Rate 408 – Recruit Heavy Infantry

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

    CChhaarraacctteerr lliimmiittss Character limits have been increased as follows:

    Turn Total Characters Allowed Maximum Recruited NPCs Allowed

    0 – 5 15 1

    6 – 10 18 2

    11 – 15 20 3

    16 – 20 22 4

    21+ 24 5

    Bear in mind that the total characters allowed includes any Recruited NPCs controlled. This means that if you recruit an NPC on the same turn as you try and name a new character, successfully recruit the NPC and as a result the character limit is reached, the name character order will fail.

    For Example: On turn 7 you are allowed a total of 18 characters. This could consists of 2 NPCs and 16 normal characters, 1 NPC and 17 normal characters, or no NPCs and 18 normal characters.

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    NNeeuuttrraall NNaattiioonnss

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

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

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

    prize. The prize gained is based on the turn that the nation changes allegiance, as follows:

    Turn Prize

    1 – 4 One character who is not already a champion becomes a champion. 20,000 gold, placed in the nation’s treasury. Upgrade one town to a major town

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

    9 – 12 One character who is not already a champion becomes a champion.

    The character who becomes a champion is the character with the highest combined skill ranks. Prizes are gained at the end of the turn when the nation successfully changes allegiance.

    PPrree--aalliiggnneedd NNeeuuttrraall NNaattiioonnss If a game is to have pre-aligned neutrals, then unless otherwise stated the Line of Tirkhor will start the game as a Loyalist nation, and the Khazad will start the game as a Usurper nation. In such a case, they are considered Loyalist and Usurper accordingly for all starting options. For example, Castamir’s Bribes, which can affect all Usurper nations, will also also be able to affect affect the Khazad.

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    DDeeffaauulltt SSttaarrttiinngg NNaattiioonn IInnffoorrmmaattiioonn

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

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

    PPooppuullaattiioonn CCeennttrree LLooyyaallttyy Starting population centre loyalty ratings are based on size as follows:

    Population Centre Type Loyalty

    Camp 30

    Village 40

    Town 55

    Major Town 75

    City 100

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

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

    TThhee LLooyyaalliissttss The Loyalists might well be described as falling into two groups: those who have chosen war, and those who have had war thrust upon them. The Line of Eldacar and the Rebels of Ered Lithui are both determined to see Castamir removed from the throne, Eldacar because he believes that the throne is his by birthright, and the Rebels because life under Castamir has become intolerable. And the nations of Rhovanion, also, tied to Eldacar by blood and by alliance, will not rest until he and his line are restored as the heirs of Gondor. For the Arnorians in the north, however, barely recovered from the Witch-king's recent assault, the last thing their King wished for was another war so soon, especially with Castamir's cessation of trade putting a strain on his nation's economy. And the Quendi ever seek to avoid meddling in the affairs of men, yet, sensing the influence of Sauron behind events overtaking Middle-earth, have little choice but to play their part in the Kin-strife.

    11 ––LLiinnee ooff EEllddaaccaarr The Line of Eldacar is an agent-based nation in Rhovanion, whose capital is, of necessity, hidden.

    22 –– RReebbeellss ooff EErreedd LLiitthhuuii The Rebels of Ered Lithui are located around the northern mountains of Mordor. Many of the Rebels are possessed of stealth, whilst the location of population centres are flexible, allowing them to be moved during game set-up.

    33 –– RRhhoovvaanniioonn The nation of Rhovanion takes its name from the lands its people call home, and is a character-based nation that also has many population centres.

    44 –– HHoorrsseelloorrddss The Horselords roam the plains of Rhovanion, and are a cavalry-based nation.

    55 –– KKiinnggddoomm ooff AArrnnoorr The Kingdom of Arnor covers a huge expanse of land to the west of the Misty Mountains. With many population centres to protect, their few armies are stretched thin.

    66 –– QQuueennddii The Quendi are scattered across the lands of Middle-earth. A character-based nation, a number of their population centres are hidden.

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    TThhee UUssuurrppeerrss The Usurpers are less a unified force than a collection of nations and individuals whose goals, be it for reasons of necessity or sheer chance, currently coincide. In the north, the Witch-king moves against what remains of old Kingdom of Arnor. In Gondor, Castamir and his family, aided by the Southron Kingdoms, seek to repel Eldacar and strengthen their hold over the land. And in the east, the Hithlum seize their opportunity to move against the Rhovanion people. Each benefits from the others' actions, yet it would be a mistake to call them truly allied. And even within Castamir's own faction there are divisions, with his father Calimehtar's brothers wielding a great deal of authority, to the extent that there are some who claim that they are the true powers behind the rebellion. And yet perhaps there is more unity behind the Usurpers than first appears. For it the Lieutenant of Sauron, the Witch-king, who moves in the north. It is another of Sauron’s Dark Servants, Adunaphel, whose soft voice holds Zimrahkil, ambassador for the Southron Kingdoms, under her sway. The Cor Aran, or Black Crows, the secret police who maintain control throughout Gondor, are possessed of secrets and powers only those whose souls have been given over to Sauron can hope to wield. And the Hithlum, thinking that they fight to carve land for themselves, are by so doing acting according to Sauron's wishes in breaking the back of the allies of the Dunedain. Not yet ready to show his martial strength, nevertheless, the dark shadow of Sauron's influence lengthens across the land.

    1111 –– LLiinnee ooff CCaassttaammiirr The Line of Castamir has many characters and population centres. However, they must share the lands of Gondor, and its resources, with the Lines of Morlaen, Elendin and Tirkhor.

    1122 –– LLiinnee ooff MMoorrllaaeenn The Line of Morlaen is the second of the three Usurper nations in Gondor, whose leaders command Gondor’s secret police, the Cor Aran. It has many agent- and emissary-based characters.

    1133 –– LLiinnee ooff EElleennddiinn Responsible for maintaining the outposts of Gondor, The Line of Elendin is the third of the Usurper nations in Gondor, and can move their turn map to aid them in this task.

    1144 –– SSoouutthhrroonn KKiinnggddoommss The Southron Kingdoms, whose lands spread below Gondor and Mordor, are safe in the knowledge that at least their southern borders are safe from the possibility of attack.

    1155 –– HHiitthhlluumm The five tribes of Easterling men boast fine cavalry armies.

    1166 –– WWiittcchh--rreeaallmm ooff AAnnggmmaarr From the mountains of Angmar, the Witch-king wages war on Arnor with skilled mages and commanders.

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    NNeeuuttrraallss The Kin-strife is but a civil war within a single realm. Yet its ramifications are felt throughout Middle-earth, and from the mountains of Angmar in the north to the Khand desert in the south, in one way or another, few remain unaffected by the struggle for Gondor's crown. But whilst most choose, or are compelled, to take sides, some however seek to remain neutral, be it for political reasons as is the case for the Line of Tirkhor, or economical reasons as is the case for the Dwarves. Yet as the Kin-strife escalates, it is becoming ever clearer that even these nations will surely have to declare for Usurper or Loyalist cause soon, else become overwhelmed by the war raging about them.

    2211 –– LLiinnee ooff TTiirrkkhhoorr The fourth nation in Gondor, the Line of Tirkhor have sought to remain neutral in the conflict, an attempt made possible by their strong mages, and the finest cavalry force in Gondor.

    2222 –– KKhhaazzaadd The dwarves of Middle-earth, scattered like the Quendi throughout the land, are renowned for the strength of their cities’ walls, defended with great military might.

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

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    ##11 –– LLiinnee ooff EEllddaaccaarr

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

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    "So. Are we done soul-searching for tonight?" Eldacar smiled, nodded. "Good," Vidustain said. "Then I propose a toast. To next year in Osgiliath." Eldacar and Vidurafin raised their mugs. "To Osgiliath."

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

    GGeenneerraall IInnffoorrmmaattiioonn

    SSttaarrttiinngg GGoolldd 49,600.

    CCaappiittaall Buhr Widu (Located at 3012)

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

    SSttaarrttiinngg CChhaarraacctteerrss Character Command Agent Emissary Mage Stealth Location Notes/Items

    Aerinel 0 10 0 20 0 3616 Female

    Carnedil 0 10 0 0 0 3116

    Eldacar 40 0 20 0 0 2711 Army Commander, Champion

    Harith 10 10 0 0 0 3316 Army Commander

    Lidmir 30 0 0 0 0 3012

    Magor 0 10 0 20 0 3108

    Marencil 0 10 40 0 0 2711 Can be purchased during nation set-up

    Vinyaran 10 0 0 0 0 2720 Army Commander

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    SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Notes

    Buhr Lomia 2711 Major Town Tower

    Buhr Mantros 2720 Town Tower Harbour

    Buhr Widu 3012 Major Town Fort Capital, Hidden

    Coron Ereg 2220 Camp

    Dale 3108 Town Tower

    Gurth-coron 3219 Camp

    Romenost 3116 Town Tower

    Thorontir 3316 Town Tower

    Warfinger 3616 Town Tower

    SSttaarrttiinngg FFoorrcceess Location Heavy

    Cavalry Light

    Cavalry Heavy Infantry

    Light Infantry

    Archers Men at Arms

    Warships Transport Ships

    2720 200 10 10

    2711 500

    3316 800

    PPootteennttiiaall SSppeecciiaall NNaattiioonn AAbbiilliittiieess ❖ New emissaries can start with an emissary skill rank of up to 40 when created using the 734 – Name Emissary

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

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

    ❖ New armies start with a morale of 40.

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    SSeett--uupp TTaabblleess

    TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter.

    TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table.

    Option Cost Option Additionals

    01J001 1000 Army/Navy at 3316 gains 500 LC; Army/Navy at 2720 gains 400 LI.

    01J002 1000 Army/Navy at 2711 gains 500 HI and 500 LI.

    01J003 1000 Army/Navy at 3316 gains 500 LC; Army/Navy at 2711 gains 500 AR.

    01J004 2000 Army/Navy at 3316 gains 800 LC; Army/Navy at 2720 gains 600 LI.

    TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table.

    Option Cost Option Additionals

    01N001 500 Eldacar gains 30 Stealth rank.

    01N002 1300 Eldacar gains 20 Emissary rank.

    01N003 1800 Eldacar gains 20 Emissary rank.

    01N004 1000 Eldacar gains Castamir's Bane (750 Combat Item) and Valacar's Mail (25 Command Item).

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

    01N006 1000 Magor gains 10 Stealth rank.

    01N007 1000 Lidmir loses all Command rank, but gains 10 Agent rank and 10 Emissary rank.

    01N008 2700 All Characters with Agent skill gain 10 Stealth rank.

    01N009 2000 A specified Character with Agent skill gains 10 Stealth rank. Character

    01N010 2000 A specified Character with Agent skill gains 10 Agent rank. Character

    01N011 250 A specified Character with Agent skill gains 10 Agent rank. Character

    01N012 200 All Characters without Mage skill gain 10 Mage rank.

    01N013 400 All Characters with Mage skill gain 10 Mage rank.

    01N014 800 All Characters with Mage skill gain 10 Mage rank.

    01N015 300 All Characters with Command skill gain 10 Command rank.

    01N016 700 All Characters with Command skill gain 10 Command rank.

    01N017 1000 A specified Character not commanding an Army/Navy moved to Capital. Character

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

    01N019 2000 Gain the Character Marencil; lose 8,000 Gold.

    01N020 800 Magor gains 20 Mage rank, and has the following spells: Teleport, Scry Hex, Scry Area and Scry Character.

    01N021 250 All Characters without Emissary skill gain 10 Emissary rank.

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

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    TTaabbllee QQ –– NNPPCCss You can discover information about the following NPCs: Koashun, Radagast, Saruman, Feamirie

    Option Cost Option Additionals

    01Q001 20 per NPC Discover the starting location of specified NPC/s. NPC/s

    01Q002 30 per NPC Discover the SNAs of specified NPC/s. NPC/s

    01Q003 30 per NPC Discover the artifacts held by specified NPC/s. NPC/s

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

    01R001 1000 Move Buhr Widu to 2912, 3112, 3013 or 3113. Any Characters at the old Capital Location who are not Army/Navy Commanders move to the new Location.

    Location

    01R002 500 Build a Road from 2711 to 2610, and a Road from 3112 through 3111 to 3010.

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

    01R004 1000 Gain a Hidden Camp at a specified Location north of row xx10 and east of column 24xx.

    Location & Pop. Centre Name

    01R005 100 Lose 20,000 Gold from starting treasury; target Loyalist Nation gains 25,000 Gold. Nation

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

    01R007 1000 Rhovanion gains 5000 Gold, and 5000 Food at their Capital

    01R008 1000 Relations with Line of Elendin, Southron Kingdoms and Line of Castamir downgraded to Hated.

    01R009 500 A specified Loyalist Nation upgrades their Relationship with Line of Eldacar to Friendly, and the Line of Eldacar’s relations to them are upgraded to Friendly.

    Nation

    01R010 1000 Where possible, all Tolerated Relationships are upgraded to Friendly.

    01R011 200 Un-hide Capital. Gain 10,000 Gold in treasury.

    01R012 1000 All Towns gain one level of Fortifications.

    01R013 400 Upgrade a specified non-hidden Town to a Major Town; downgrade a specified Major Town to a Town.

    Town & M. Town

    01R014 400 Upgrade a specified non-hidden Major Town to a City; downgrade two specified Towns to Villages.

    M. Town & 2 Towns

    01R015 700 Reduce Loyalty of a specified Major Town by 50; gain a level of Fortification on that Population Centre.

    M. Town

    01R016 400 Upgrade a specified non-hidden Major Town to a City; downgrade a specified Major Town to a Village.

    M. Town to upgrade,

    M. Town to downgrade

    01R017 600 Gain 2,000 Leather at a specified Major Town or City. M. Town or City

    01R018 1300 Gain 200 Mithril at a specified Major Town or City. M. Town or City

    01R019 700 Gain 500 Mounts at a specified Major Town or City. M. Town or City

    01R020 400 Gain the ability to recruit MAs from Friendly Population Centres.

    01R021 500 Buy any one option from another Loyalist's Table R at the cost of both this option and the other Nation’s option. The following options are exceptions which can not be chosen: 02R001, 02R014, 03R001, 04R002, 05R002, 05R014, 05R015, 05R020, 05R021, 06R001, 06R002, 06R003, 06R004, 06R005, 06R006 and 06R011.

    Option

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

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

    Character

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

    3 Characters

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

    Osric, Sesha Fairn or

    Granhelm

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    Option Cost Option Additionals

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

    Osric, Sesha Fairn or

    Granhelm

    01R027 500 Start the game with the Rhovanion Character Osric, Sesha Fairn or Granhelm Doubled. (See order 500 – Recruit Double Agent.)

    Osric, Sesha Fairn or

    Granhelm

    01R028 600 All ‘Eldacar’s Gift’ options (01R030 – 01R045) cost 500 less.*

    01R029 400 All ‘Eldacar’s Gift’ options (01R030 – 01R045) cost 300 less.*

    01R030 400 Eldacar’s Gift. All other Loyalist Nations gain 50 Mithril at their Capital.

    01R031 400 Eldacar’s Gift. All other Loyalist Nations’ Capitals gain 5 Loyalty.

    01R032 400 Eldacar’s Gift. All other Loyalist Nations gain the following SNA: ‘Armies with food only lose 1–2 morale if Army/Navy force–marching. Armies without food gain 1–2 morale when stationary, only lose 1–2 morale if marching, and only lose 2–5 if Army/Navy force–marching.’

    01R033 4000 Eldacar’s Gift. Hide any Population Centre not belonging to the Line of Eldacar. Pop. Centre

    01R034 400 Eldacar’s Gift. Give any Population Centre that is not a Major Town or City to another Loyalist Nation.

    Pop. Centre & Loyalist Nation

    01R035 400 Eldacar’s Gift. Give 2 specified Camps to another single specified Loyalist Nation.

    2 Camps & Loyalist Nation

    01R036 400 Eldacar’s Gift. Give 2 specified Camps to another single specified Loyalist Nation.

    2 Camps & Loyalist Nation

    01R037 400 Eldacar’s Gift. Give 20,000 Gold to another Loyalist Nation. Loyalist Nation

    01R038 400 Eldacar’s Gift. Three separate specified Population Centres belonging to another single Loyalist Nation each gain 20 Loyalty; the Line of Eldacar Nation loses 5,000 Gold.

    3 Pop. Centres

    01R039 1000 Eldacar’s Gift. A specified Character of another Loyalist Nation gains 10 Command rank.

    Character

    01R040 3000 Eldacar’s Gift. A specified Character of another Loyalist Nation gains 10 Agent rank.

    Character

    01R041 2000 Eldacar’s Gift. A specified Character of another Loyalist Nation gains 10 Emissary rank.

    Character

    01R042 1500 Eldacar’s Gift. A specified Character of another Loyalist Nation gains 10 Mage rank.

    Character

    01R043 3000 Eldacar’s Gift. A specified Character of another Loyalist Nation gains 10 Stealth rank.

    Character

    01R044 1000 Eldacar’s Gift. Grudge Game Only: A specified Character of another Loyalist Nation gains 10 rank to a specified skill whose rank is currently 0.

    Character, Skill

    01R045 1000 Eldacar’s Gift. Grudge Game Only: A specified Character of another Loyalist Nation gains 10 rank to a specified skill whose rank is currently 0.

    Character, Skill

    * This can result in Eldacar’s Gifts costing a negative amount, in effect giving you more points to spend! Note: All Eldacar’s Gift options (11R030 – 11R045) are applied after all nation’s Table N options.

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    Option Cost Option Additionals

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

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

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

    01R049 70 Discover the SNAs of 2 specified NPCs. 2 NPCs

    01R051 50 Discover the SNAs of 2 random NPCs (duplicates are possible).

    01R052 150 Discover the SNAs of 4 specified NPCs. 4 NPCs

    01R053 110 Discover the SNAs of 4 random NPCs (duplicates are possible).

    01R054 220 Discover the SNAs of 6 specified NPCs. 6 NPCs

    01R055 150 Discover the SNAs of 6 random NPCs (duplicates are possible).

    01R056 50 Discover the ID and name of Artifacts held by a specified NPC Character. NPC

    TTaabbllee VV –– SSppeecciiaall NNaattiioonn AAbbiilliittiieess You must spend at least 4000 points on this table.

    Option Cost Option Additionals

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

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

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

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

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

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

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    ##22 –– RReebbeellss ooff EErreedd LLiitthhuuii

    BBaacckkggrroouunndd Flanked by an honour guard whose mounts moved with heads held high, Prince Aldarmir, son of Eldacar, entered the city of Minas Ithil. Flags caught in the breeze, emblems of a dozen noble lines, many tattered, yet all proud in the morning air. Sunlight reflected from the burnished armour and polished swords of soldiers who stood atop the battlements and turrets, whilst, lining the street four and five deep, the people of the city roared their approval. The air filled with petals tossed from windows, Aldarmir rode as if through a dream, hand raised in acknowledgement of their welcome. Coming to a halt at the end of the central avenue, he dismounted to greet the man who made his way down the palace steps. Spurning the uniform of a soldier and the dress of nobility both, he was adorned instead in stained leather armour, with a crude yet clearly well-used sword hanging without scabbard from his side. Cheeks unshaven, his face was lined and weather-worn, though he moved with the strength of a young man. For a long moment the two men stared at one another, and the crowd fell silent. Then, with slow deliberation, Bregor, leader of the rebels who had claimed Minas Ithil for Eldacar, lowered himself to one knee, acknowledging his prince. Drawing his sword, Aldarmir placed the flat of its length first on Bregor's left shoulder, then on his right, before bidding him rise as Knight of Gondor. And the crowd's cheers were renewed as Bregor stood and accepted Aldarmir's outstretched hand, so that the words he murmured to Aldarmir as he pulled him close were lost to all but the prince. "The people love you, princeling. And for that, we need you. But this is my city, and these are my people. We fought for freedom, not to replace one oppressive rule with another. So you will be our puppet. You will do what we say, and you will do it when we say. Because we'll be watching you, watching close. And if you don't learn your place, well, you are not the only one with Dunedain blood in your veins, and if this war has taught us anything, it is that noble blood stains the ground as easily as that of a commoner. We are at the dawn of new age, an age of freedom, an age of power for the people. It is we who will return you and your family to the throne, and your debt will be to us. Learn that, and learn that well, and we'll get along just fine. "Now, smile for the people. My lord."

    Of the people of Gondor, the vast majority remained when Castamir took the throne. Some, however, fled north with Eldacar, whilst others yet moved east, carving first camps then towns and forts in the mountains of Mordor. At first they were small in number, but as the years passed and discontent over Castamir's rulership grew, more and more slipped away to the rebel strongholds. The Cor Aran, aware of the growing danger the rebels presented, especially should they establish links with Eldacar, sent assassins. But the loyalty of those close to the rebels ensured that few of the Cor Aran managed even to get near to the strongholds, and those who did inevitably perished, either on the harsh mountains or at the hands of the Rebel scouts. Castamir was urged to send troops to deal with the Rebels, but by then rumours of Eldacar's return were rife, and he had neither the time nor the men to deal with them. And in truth, perhaps he underestimated their strength, their support, and determination. Something that was to cost him dear when, even as Eldacar approached from the north, Minas Ithil itself fell to the Rebels.

    GGeenneerraall IInnffoorrmmaattiioonn

    SSttaarrttiinngg GGoolldd 13,920.

    CCaappiittaall Minas Aglar (Located at 3521)

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

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    SSttaarrttiinngg CChhaarraacctteerrss Character Command Agent Emissary Mage Stealth Location Notes/Items

    Aldarmir 10 0 20 0 0 3124 Champion

    Bregor 50 0 20 0 5 3929

    Colran 0 30 0 0 5 3224

    Dreaglin 0 5 10 0 5 3124

    Emard 20 5 10 0 5 3124 Army Commander

    Finod 20 5 0 0 5 3421 Army Commander

    Malscor 20 5 0 0 5 3729 Army Commander

    Tanor 0 0 0 40 0 3521

    SSttaarrttiinngg PPooppuullaattiioonn CCeennttrreess Name Location Size Fortifications Notes

    Bar Danath 3229 Camp Hidden

    Bar-en-Mereth 3331 Camp

    Eithel Gorgurth 3335 Camp

    Gondbar 3223 Village

    Grimfall 3921 Town

    Grimford 3421 Village

    Hul Borgath 4133 Camp

    Hunderag Rock 4135 Camp

    Khosa 3733 Camp

    Lag Nurnen 3929 Town Hidden

    Lithui Aren 4121 Camp

    Malgroth 3125 Camp

    Minas Aglar 3521 Major Town Tower Capital

    Minas Ithil 3124 Major Town Castle

    Minas Tarrond 4031 Town

    Osthalion 3224 Town

    Seregost 3729 Town Hidden

    SSttaarrttiinngg FFoorrcceess Location Heavy

    Cavalry Light

    Cavalry Heavy Infantry

    Light Infantry

    Archers Men at Arms

    Warships Transport Ships

    3124 600 600 600 600 200

    3729 100

    3421 200

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

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

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

  • KKiinn--ssttrriiffee –– ##22 –– RReebbeellss ooff EErreedd LLiitthhuuii

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    SSeett--uupp TTaabblleess

    TTaabbllee FF –– GGeenneerraall OOppttiioonnss See ‘Table F’ Chapter.

    TTaabbllee JJ –– MMiilliittaarryy You must spend exactly 3000 points on this table.

    Option Cost Option Additionals

    02J001 1000 Army/Navy at 3124 gains 200 LC, 200 HI, 200 LI, 200AR and 600 MA.

    02J002 1000 Army/Navy at 3729 gains 700 LC.

    02J003 1000 Army/Navy at 3421 gains 200 HI, 400 LI, 200 AR and 400 MA.

    02J004 2000 All Armies/Navies gain 400 LC.

    TTaabbllee NN –– CChhaarraacctteerrss && MMaaggiicc IItteemmss You must spend at least 4000 points on this table.

    Option Cost Option Additionals

    02N001 800 Aldarmir gains a 500 Combat Item and a 15 Command Item.

    02N002 1000 Aldarmir gains 20 Command rank.

    02N003 1500 Finod and Aldarmir each gain 20 Command rank.

    02N004 1500 Colran, Dreaglin and Mascor each gain either 10 Agent rank or 10 Emissary rank.

    Skill

    02N005 2000 Aldarmir and Bregor each gain 20 Emissary rank each.

    02N006 1500 Specified Character with Emissary skill gains 10 Emissary rank. Character

    02N007 2500 Bregor gains a 500 Combat Item and a 10 Stealth Item.

    02N008 500 Gain three 500 Combat Items, which will be randomly allocated to your Characters.

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

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

    02N011 1700 All Characters with Stealth skill gain 5 Stealth rank.

    02N012 2200 All Characters with Stealth skill gain 5 Stealth rank.

    02N013 3000 All Characters with Stealth skill gain 5 Stealth rank.

    02N014 1000 4 specified Characters with exactly 15 Stealth rank lose 15 Stealth rank and gain 10 Agent rank.

    4 Characters

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

    4 Characters

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

    Character to Lose, Character

    to gain

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    TTaabbllee QQ –– NNPPCCss You can discover information about the following NPCs: Gandalf, Gwaihir, Landroval, Meneldor.

    Option Cost Option Additionals

    02Q001 20 per NPC Discover the starting location of specified NPC/s. NPC/s

    02Q002 30 per NPC Discover the SNAs of specified NPC/s. NPC/s

    02Q003 30 per NPC Discover the artifacts held by specified NPC/s NPC/s

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

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

    Location

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

    Town & Destination

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

    Town & Destination

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

    Camp or Village & 3 Destinations

    02R005 1000 Hide specifi


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