The Great Plague has brought devastation and despair to the realms of middleearth. The Kingdom of Gondor, long undisputed suzerain of Rhovanion and the south, suffered a great blow. Threatened by invasions from Harad and Rhûn and weekened by the sucession crisis with the rebels of Umbar their allies are in no shape to help them held all fronts. Yet for the North the plague might yet be a blessing. Though Cardolan is broken, Arthedain got the chance to regain its breath for the evil Kingdoms of Angmar and Rhudaur suffered the most under the plaque. For better or for worse now that the plaque is in retreat and both Gondor and Angmar are weakened for a moment the chance for new powers to arise has come.
But beware because in the forgotten wilderness a long forgotten foe regains his lost strength. . .
What is the subject of the game?
The middleearth faction game is a mix of RP and nation gaming. It features 20 playable factions, the chance to restore once great kingdoms or form new realms based on the lore of middleearth and a unique event system with tree different kinds of stories. It is your choice if you expand your borders (which might come with big risks and even higher costs) or try a different system. At the start the game will be operated by myself alone but once the game is established I will be searching for game masters to help me.
We will start roughly a thousand years before the war of the rings in 1640 TA (Third Age) five years after the plaque and while Gondor changes its capital from Osgiliath to Minas Anor (the later Minas Tirith).
Rules
The map is divided into provinces and each province either belongs to a faction or is unsettled wildernis. You may use your orders to claim them though that is risky because neither the natives nor your own people may like it. Enemy provinces may also be conquered but it will take ten turns to pacify them. Certain provinces are not secureable until certain conditions are met. A somewhat extreme example: You may not fully control Fangorn until all Ents and Huorns are wipeds out. Some provinces are wasteland or wildland and can't be controlled by everyone but a few factions.
A turn lasts five years because of the scope of the map and the distances involved. Every faction got three orders in this time which include war orders and claims. The orders are to be send to me via pm or irc. The Witch King - played by me - will announce new turns by flying over the North Downs. From this moment on you will have a five days deadline to send your orders.
Please refrain from going out of character in the thread but if you must put OOC in front so other players and me do not take that as in character descriptions.
IRC Channel:
Link: Coldfront
IRC: #RA
Instructions: Here
Clarifications for special rules might be added later. The main rule is to have fun while exploring the lore of middleearth.
1640
1655
Wights, Spiders and a crazy old woman 1640 to 1650
The High King and the Fat Chieftain 1650 to 1655
Rise of the Wightlord
Event path 3 - The roots of the world
Wrath of Nature
The other possible paths were: 1) Classic Lore Path with Barrow Wights rising; 2) Second Great Plague with Dying turning into wights for a short time before final decay; 4) The Fog getting sentinent and vile
A Wizard in the Desert Event path 2
The other possible paths were: 1) "Classic" solution with Saruman going to Gondor and ending in Orthanc; 3) Saruman visiting Lothlórien or Rivendell which would have made him more resistent to dark lures; 4) Saruman being captured by an evil faction like the blue wizards
The Fall of Umbar
Visit by the Nine
War in the East
The end of Krach
Dividing line
But beware because in the forgotten wilderness a long forgotten foe regains his lost strength. . .
What is the subject of the game?
The middleearth faction game is a mix of RP and nation gaming. It features 20 playable factions, the chance to restore once great kingdoms or form new realms based on the lore of middleearth and a unique event system with tree different kinds of stories. It is your choice if you expand your borders (which might come with big risks and even higher costs) or try a different system. At the start the game will be operated by myself alone but once the game is established I will be searching for game masters to help me.
We will start roughly a thousand years before the war of the rings in 1640 TA (Third Age) five years after the plaque and while Gondor changes its capital from Osgiliath to Minas Anor (the later Minas Tirith).
Rules
The map is divided into provinces and each province either belongs to a faction or is unsettled wildernis. You may use your orders to claim them though that is risky because neither the natives nor your own people may like it. Enemy provinces may also be conquered but it will take ten turns to pacify them. Certain provinces are not secureable until certain conditions are met. A somewhat extreme example: You may not fully control Fangorn until all Ents and Huorns are wipeds out. Some provinces are wasteland or wildland and can't be controlled by everyone but a few factions.
A turn lasts five years because of the scope of the map and the distances involved. Every faction got three orders in this time which include war orders and claims. The orders are to be send to me via pm or irc. The Witch King - played by me - will announce new turns by flying over the North Downs. From this moment on you will have a five days deadline to send your orders.
Please refrain from going out of character in the thread but if you must put OOC in front so other players and me do not take that as in character descriptions.
* If you run out of gold either half your armies will disband or a province will revolt.
* Trade income is more important than taxes or personal leadership for your ressource pool; Tax income is directly one hundreth your total population which is why that stat is not there anymore;
* Trade strength is higher the closer the trading partner is and the more provinces he controls
* You need gold to expand your hold but you will not get anything from new provinces for 20 years(4 turns) but you will have to pay the upkeep nontheless
* Infantry costs half upkeep of cavalry, 1 gold for 10 cavalry, siege and special units cost double the upkeep of cavalry, ships cost 10 gold
* A province costs 30 gold per turn in administrative needs, if you are at open war and a province is under attack the cost is doubled, trade income for other factions from that province is halfed
IRC Channel:
Link: Coldfront
IRC: #RA
Instructions: Here
Clarifications for special rules might be added later. The main rule is to have fun while exploring the lore of middleearth.
Stats
1640
1655
Updates
1640/Part2Wights, Spiders and a crazy old woman 1640 to 1650
The High King and the Fat Chieftain 1650 to 1655
Event arcs
Barrow Wights
IntroductionBarrow Wights
Rise of the Wightlord
Event path 3 - The roots of the world
Wrath of Nature
The other possible paths were: 1) Classic Lore Path with Barrow Wights rising; 2) Second Great Plague with Dying turning into wights for a short time before final decay; 4) The Fog getting sentinent and vile
The White Wizard
IntroductionA Wizard in the Desert Event path 2
The other possible paths were: 1) "Classic" solution with Saruman going to Gondor and ending in Orthanc; 3) Saruman visiting Lothlórien or Rivendell which would have made him more resistent to dark lures; 4) Saruman being captured by an evil faction like the blue wizards
Wasteland War
IntroductionWar of the Wargs
PreludeAborted Arcs
Shadow over the Greenwood: Intro/Curse of the NecromancerEvents
Shadow of the EastThe Fall of Umbar
Visit by the Nine
War in the East
The end of Krach
Dividing line
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