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The Untold War - Middle-earth Games€¦ · The Untold War of the Ring Welcome Introduction “Yet things might have gone far otherwise, ... orc, to threaten the homes and homesteads

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Page 1: The Untold War - Middle-earth Games€¦ · The Untold War of the Ring Welcome Introduction “Yet things might have gone far otherwise, ... orc, to threaten the homes and homesteads
Page 2: The Untold War - Middle-earth Games€¦ · The Untold War of the Ring Welcome Introduction “Yet things might have gone far otherwise, ... orc, to threaten the homes and homesteads

TThhee UUnnttoolldd

WWaarr ooff tthhee RRiinngg ™™

BBeeggiinnnneerr’’ss MMoodduullee GGaammee CCoonncceepptt aanndd DDeessiiggnn William Feild, Peter Stassun, Sam Roads, Clint Oldridge GGaammee PPrrooggrraammmmiinngg William Feild, Peter Stassun CChhaarraacctteerr PPoorrttrraaiittss Elizabeth Danforth, Amelia James RRuulleebbooookk TTeexxtt William Feild, Lorrie Stassun, Peter Stassun, Sam Roads, John Davis RRuulleebbooookk LLaayyoouutt aanndd DDeessiiggnn William Feild, Lorrie Stassun, Peter Stassun, John Davis PPrroojjeecctt CCoonnttrriibbuuttiioonnss Jason Duerstock, Gisela Feild, Ulrico Font, John Williford, Ronald Storm, Ken Shannon SSppeecciiaall CCoonnttrriibbuuttiioonnss Coleman Charlton, Peter Fenlon, Kurt Fischer, John Morgan, Bruce

Neidlinger, Jessica Ney - Iron Crown Enterprises, Inc. Steve Feibus - Apple Computer, Inc., Edward Lane, Clint Oldridge

BBaasseedd oonn tthhee wwoorrkkss ooff JJ..RR..RR.. TToollkkiieenn “War of the Ring”, "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 © 2007 by Game Systems International Limited. All rights reserved. Except as permitted under the Copyright Act of 1976, no part of this publication may be reproduced or distributed in any form or by any means without prior written (not emailed) permission of the publisher.

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The Untold War of the Ring Welcome

CCoonntteennttss

CONTENTS

INTRODUCTION

WELCOME

WHAT IS PLAY-BY-MAIL?

BASIC CONCEPTS THE NATIONS GAME VARIATIONS WINNING THE GAME STAYING ALIVE GAME TIME MAPS RELATIONS

CHARACTERS SKILLS ORDERS SPECIAL ABILITIES HEALTH DEATH CHARACTER MOVEMENT STEALTH HOSTAGE

POPULATION CENTRES SIZE AND LOCATION FORTIFICATIONS LOYALTY CAPITAL PRODUCTION HIDDEN? SIEGED? TRADE CARAVANS SIGHTINGS

REVENUE, COSTS AND TAXES COSTS TAXES

ARMIES TROOP TYPES RECRUITMENT MORALE RANK TRAINING RANK WEAPON RANK ARMOUR RANK BAGGAGE TRAIN FOOD WAR MACHINES ARMY MOVEMENT

MAGIC AND SPELLS CASTING RANK SPELL TYPES SPELLS BY CATEGORY COMBAT SPELL SUMMARY HEALING SPELLS DEFENSIVE SPELLS OFFENSIVE SPELLS MOVEMENT SPELLS LORE SPELLS CONJURING SPELLS

COMBAT PERSONAL CHALLENGES COMBAT - ARMY COMBAT – POPULATION CENTRE

MISCELLANEOUS ARTIFACTS ENCOUNTERS RUMOURS COMMUNICATION HINTS AND ADVICE

ORDERS GENERAL SEQUENCE OF EVENTS ORDER DETAILS

YOUR TURN FRONT-SHEET RESULTS SHEET MAPS TURN SHEET

NATION STARTING INFORMATION

OVERVIEW CHARACTERS ARMIES POPULATION CENTRES SPECIAL ABILITIES

WAR POINT ACHIEVEMENTS ACHIEVEMENTS CALCULATING YOUR UNTOLD WAR POINTS

AND FINALLY

APPENDIX A: DESIGNER’S NOTES

APPENDIX B: 4 VS. 4 SCENARIO TEAMWORK AND TEAM DECISION MAKING

APPENDIX C: ORDER QUICK REFERENCE CHARTS

DISCLAIMER

STARTING MAP

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The Untold War of the Ring Welcome

IInnttrroodduuccttiioonn “Yet things might have gone far otherwise, and far worse. When you think of the great Battle of the Pelennor, do not forget the battles in Dale and the valour of Durin’s Folk. Think of what might have been. Dragon-fire and savage swords in Eriador, night in Rivendell.” Lord of the Rings, Appendix A Many are the tales told of the heroes of the War of the Ring, of the time when Sauron’s evil was finally overturned, and his dark shadow banished from the lands of Middle-earth. Of Frodo, the Ring-bearer, and Sam his constant companion. Of the deeds of Aragorn, rightful heir to the throne of Gondor, and those who stood with him. Of Gandalf, servant of the Secret Fire, wielder of the flame of Arnor, and the bringer of hope. And right it is that these tales are told, for such things should never be forgot. Yet theirs is not the whole tale. For even as they struggled and fought, so too did all who would be free, all who would rather die than submit to evil and darkness. And had they not have done so, who is to say but that all of Aragorn’s trials, all of Frodo’s travails, would not have been in vain, and all undone in the end? Wherever the Company of Nine journeyed, darkness followed after, and oft was it left to those who remained behind to face it. In Lorien, three times did Galadriel and her people of the Golden Wood repulse the forces of Dol Guldor, that dreadful fortress in Mirkwood, ancient home and bastion of Sauron, which was the source of the forest’s poison. In Rohan, too, even when Saruman’s forces had been routed at Helm’s Deep, so there still came others after them, both man and orc, to threaten the homes and homesteads of the Riders. And surely the goblins of Moria, stirred like ants in a nest by the passing of the Company, did not then easily return to the deep, but, awoken to the darkness spreading across the land, went forth as they had so many times before, to fall upon the defences of Rivendell, and scour also the Vale of Anduin, east of the Misty Mountains. Yet that was not all. For east of Mirkwood, where the Hobbit Bilbo had once journeyed in quest to the Lonely Mountain, the men of Dale and the Dwarves of Erebor, their ancient quarrels forgot, stood side by side against the forces of Sauron, against orcs and goblins and men of the east and things worse still. For great was the might of Sauron, and many his armies to command, and those that issued forth from Mordor to fall on Gondor were but a part of their number. This, then, is the Untold War of the Ring. And no lesser were the victories won therein, and no greater the sacrifices made, than those by Aragorn or by Boromir, by Frodo or by Theoden. So remember them, and remember them well, that the darkness they faced and overcame in their time does not come to be replaced by the dim dark of forgetting today.

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The Untold War of the Ring Welcome

WWeellccoommee Welcome to the Untold War of the Ring, a variant module for the Middle-earth Play-By-Mail game. We have created this module in order to allow you to enjoy Middle-earth PBM without the need to read a lengthy rulebook. We hope that you enjoy your gaming experience, and if at any time you have any questions or problems, please do not hesitate to contact us.

WWhhaatt iiss PPllaayy--BByy--MMaaiill?? Imagine an internet game where you had hundreds of opponents, where you had time to pause for thought and really plan your next series of moves, and where you didn't have to pay for each minute of phone time. Imagine receiving all the emails you could ever want from your allies and enemies, discussing tactics, suggesting strategies, negotiating deals and threatening retribution. Imagine that this game has a flavour and history equalled only by your favourite role-playing game. That's PBM. It works like this: We send you a start-up containing background information for your nation, and a list of other people playing in the same game. Every two weeks we send you a turn. This gives you detailed report of what is happening in the game, often with maps and personalised descriptions. These will generally span from 6-30 pages! You read your reports, email, phone and write to your allies and enemies, ponder your choices and eventually write down a list of things that you want to do. Then you email or post this to us. Every fortnight we take all of these orders and instructions and feed them into our computers. With our help they process the game, discovering who has done what, and then we send out a new turn by post or email, starting the process all over again.

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The Untold War of the Ring Basic Concepts

BBaassiicc CCoonncceeppttss TThhee NNaattiioonnss As a player, you will control one of the ten nations involved in the Untold War of the Ring, either on the side of the Dark Servants, or the Free Peoples. You will become the 'power behind the throne', the author of your nation's actions. You will decide what individual actions your characters will take and what course of action your nation will follow. Normally, player positions will be assigned at random when the game is filled. If you have a preference, however, please let us know when you register and we will do our best to give you the nation of your choice. In which case, please let us have a list of at least three nations you wish to play, to ensure that you can be placed quickly into a game. The nations of the Untold War of the Ring are as follows:

FFrreeee PPeeoopplleess Northmen (Nation 2) Rohan (Nation 3) Sylvan (Nation 5) Dwarves (Nation 8) Noldo (Nation 10)

DDaarrkk SSeerrvvaannttss Witch King (Nation 11) Dragon Lord (Nation 12) Dog Lord (Nation 13) Fire King (Nation 18) White Wizard (Nation 24)

Detailed starting information for each of the nations can be found later on in this module.

GGaammee VVaarriiaattiioonnss There are a number of variations of the Untold War of the Ring module, each designed to place different demands upon, and present different challenges to, both teams and individuals. These variations affect number of players, game length, and the orders available:

NNuummbbeerr ooff PPllaayyeerrss 55 vvss.. 55 VVaarriiaattiioonn In this variation, each of the ten players controls a single nation. 44 vvss.. 44 VVaarriiaattiioonn In this variation, each of the eight players controls a single nation, whilst one nation on each team is considered a Group Nation. This nation will be run by consensus, with all players agreeing on the orders given for it, and accepting joint ownership of the nation. This scenario has been developed to investigate decision-making in gaming, in an environment where a group of four people have decisions to make both about their own resources, and also about shared resources: decisions that will impact on their team’s success.The Noldo is the Group Nation of the Free People team, and the Dragon Lord the Group Nation of the Dark Servants.The responsibility for submitting the orders for the Group Nation will rotate through the team, starting with the player who is controlling the individual nation with the lowest ID (the Northmen and the Witch King), and then going to the next highest nation ID.

GGaammee LLeennggtthh The game will last for either 10, 13 or 15 turns.

OOrrddeerrss AAvvaaiillaabbllee A Veteran variation for experienced players allows more orders to be used. This variation is not covered in this module: for details please see the Expert Module of the Untold War of the Ring. You can download this from our website: www.middleearthgames.com/materials.html#uw

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The Untold War of the Ring Basic Concepts

WWiinnnniinngg tthhee GGaammee The game lasts for ten, thirteen or fifteen turns (depending on the variation being played), during which time you seek to gain Untold War points for completing various achievements. At the end of the game, the team with the most Untold War points is victorious. This system of awarding points allows you not only to compete with the other team in your own game, but to compare your success with teams in other games. There are no individual nation victories – this is a team game! Each nation has their own achievements to complete, in addition to achievements that can be completed by any nation in a team. Full details of these achievements can be found in the War Points Achievements section later on in this module.

SSttaayyiinngg AAlliivvee There are two ways in which your nation can be eliminated from the game, though there are many ways in which these can come about. The first is to lose all of your major towns and cities – your nation must have a capital, and only major towns and cities can be capitals. The second is to have your tax rate forced above 100%. – upon which your subjects, with some justification, rebel. The game mechanics involved will all be described later on, but it is worth bearing these conditions in mind as you read on, so that you might begin to work out how to defeat your enemies.

GGaammee TTiimmee Time in the game flows at the same speed as it does in the ‘real world’. Games beginning during winter, for example, will commence with winter as their initial season, and the seasons then proceed to change even as the seasons we all endure change.

MMaappss On the last page or pages of your turn-sheet, or in Palantir if you are using our software, you will see a map of the theatre of war that is the Untold War of the Ring. This map is divided into hexes, with each hex being of one of the following types of terrain: 'open seas', 'coastal waters', 'shore/plains', 'open plains', 'hills & rough', 'mixed forest', 'desert wastes', 'fens & swamp', and 'mountains'. The map also shows the 'major rivers', 'minor rivers', 'bridges', 'fords', and 'roads' in the area. Rivers, both major and minor, run along the sides of the hexes ('hexside'). Whenever your armies move across a hexside with a river running along it, they will be considered to be trying to cross that river. Armies can cross minor rivers with only a slight penalty in movement, but cannot cross major rivers at places where there is not either a bridge or a ford. Note that bridges and fords cross only one hexside and, therefore, you must travel from the hex on one side of the bridge/ford directly across the hexside to the hex on the other side of the bridge/ford in order to successfully utilise said bridge or ford. Roads work in the same manner, moving through specific hexsides. If an army does not move exactly as the road does, then it will not be able to avail itself of the enhanced movement rate the road provides. All hexside features always affect movement in both directions. The exact area of the game map is from hexes 1902 to 3202, and from 1921 to 3221. You may not move beyond the limits of this area map. If you attempt to do so, your character or army will not move.

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The Untold War of the Ring Basic Concepts

RReellaattiioonnss As well as nation allegiances, every nation has an individual relationship with each of the other nations in the game. This relationship reflects the disposition of the nation’s populace, troops, and characters, towards the other nation. Relations range (from most to least friendly) as follows: FFrriieennddllyy –– TToolleerraanntt –– NNeeuuttrraall –– DDiisslliikkeedd –– HHaatteedd These relations affect many aspects of the game, which will be described in detail at a later date. In the meantime, all it is necessary to know is that the less friendly your relation to another nation, the less effective their offensive actions against your nation are likely to be, and vice versa. Also, it is important to remember that your nation’s relationship to another nation will not necessarily be the same as their relationship to you. Which is to say that just because you are tolerant to another nation does not mean that they do not hate you. An enemy nation is a nation to whom your relations are either disliked or hated, and a nation which considers your nation an enemy is a nation whose relations to you are either disliked or hated.

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The Untold War of the Ring Characters

CChhaarraacctteerrss Richly detailed heroes and personalities are what lend Tolkien's works much of its wonder, and it is through these heroes, or characters, that MEPBM is played. Each player begins with eight characters, nearly all of which are taken from the pages of Middle-earth’s rich history, and were involved in affairs of the land at the time of the Untold War of the Ring. Each turn, your characters will be pictured on your turn sheet, together with their name, character ID, statistics and the results of any acts they have performed that turn. The character’s ID consists simply of the first 5 characters of their name (ignoring case and accents, but including blank spaces), and is used to refer to that character – and for others to refer to them – in orders (detailed later).

SSkkiillllss Whether male or female, goblin or elf, all characters share one thing in common. They each have skill ranks which indicate their abilities – or lack thereof – in the four professions of Commander, Agent, Emissary and Mage. Some characters are only skilled in one profession, others capable in two or more areas. Skill ranks normally range between 10 and 100, although the possession of magical items (see the section on Artifacts later in the rules) may increase a character’s skill rank beyond the 100 limit. These skills can be improved by successfully performing certain actions throughout the game. CCoommmmaanndd RRaannkk This determines a character's ability to lead armies, to erect fortifications at a population centre, and make overall leadership decisions. AAggeenntt RRaannkk This determines a character's ability to perform espionage and counter-espionage covert tasks. EEmmiissssaarryy RRaannkk This determines a character’s ability to stir the people of the land, and rouse them to your cause. MMaaggee RRaannkk This determines the quality of conjuring and reveal spells cast by the character. CChhaarraacctteerr TTiittlleess bbyy RRaannkk Rank Commander Agent Emissary Mage 10-19 Veteran Journeyman Envoy Apprentice 20-29 Hero Footpad Kingsman Acolyte 30-39 Commander Agent Emissary Mage 40-49 Captain Cutpurse Ambassador Mystic 50-59 Lord Burglar Warden Enchanter 60-69 Regent Rogue Banneret Warlock 70-79 Warlord Spy Curate Conjurer 80-89 General Thief Proclamator Sorcerer 90-99 Marshal Assassin Legate Wizard 100 Lord Marshal Guild Master Herald Arch Mage

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The Untold War of the Ring Characters

OOrrddeerrss Orders are commands which you issue to your Characters. They are the means by which you accomplish all of your actions in the game. Details of these orders can be found later in these rules, including a description of each, together with the prerequisites needed to successfully issue that order. Additional orders will become available for you to order as the game progresses, specifically on turns 3, 5, 7 and 9. Full details of these, together any new concepts introduced to the game as a result, will be sent to you with the appropriate turn. Each order is of a certain type. Some types of orders can only be done by a character once per turn: CCoommmmaanndd oorrddeerrss,, AAggeenntt oorrddeerrss EEmmiissssaarryy oorrddeerrss MMoovveemmeenntt oorrddeerrss,, HHeeaalliinngg ssppeellllss CCoommbbaatt ssppeellllss CCoonnjjuurriinngg ssppeellllss MMoovveemmeenntt ssppeellllss** LLoorree ssppeellllss That is to say that a character may not, for example, issue two command orders in a turn. Neither could they enact two agent orders, nor cast two healing spells or attempt two movement orders. However, it is possible for them to perform, for example, a command order and an agent order, or a movement order and a healing spell. *Movement spells are not available at game start as you will not have access to the ‘cast movement spell’ order, but you will be allowed to cast them later in the game as the order becomes available. All other orders in the game may be issued twice per turn without restriction, these are: MMiisscceellllaanneeoouuss OOrrddeerrss Most orders have prerequisites. Prerequisites are those factors needed to successfully issue the order. Prerequisites might include the character being of a certain profession, resource materials, and/or costs, as well as location requirements. For example: 1000 units of timber are needed at the pop centre to build a tower, 1000 gold is also needed in your treasury to pay for the construction. You must be at one of your own population centres to build it. Each order also indicates whether any additional information is required to accomplish the order. Be sure to include all additional information required, and in the correct order, or the order may fail. Note that some miscellaneous orders may require the character to have a certain skill, but they are not classified as ‘Skill Orders’ and therefore may be done twice in the same turn. The success of a Character's actions is primarily determined by the skill rank involved in the execution of the order. In general, the rank is added to a hidden number (between 1 and 100) which represents the difficulty of the task, other relevant modifiers are added or subtracted, and if the resulting sum exceeds 100 then the order is successful. In some cases, the extent to which a Character succeeds or fails is also determined by this sum, in others there is a second roll.

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The Untold War of the Ring Characters Such orders will have an associated 'difficulty' rating to help you judge whether a character is ready to attempt that order. These orders are rated as ‘easy’, ‘average’, and ‘hard’. Actual difficulties within each of these ratings will vary, but guidelines are given below: EEaassyy Skill ranks between 20 - 40 have a fair/reasonable chance of success. AAvveerraaggee Skill ranks between 40 - 60 have a fair/reasonable chance of success. HHaarrdd Skill ranks between 60 - 100 have a fair/reasonable chance of success. Some orders, on the other hand, automatically succeed. This means that if the prerequisites are all fulfilled, then the order will succeed, although that is not to say the order will necessarily achieve the intended result. For example, the instruction to your commander ordering his your army to attack an opponent’s force might succeed, but the battle may nevertheless be lost. Orders have both an 'order number' and an 'order code'. The order number indicates where in the game's 'Sequence of Events' the order is executed. The lower the number, the sooner it is executed. The order code serves as a handy mnemonic (way of remembering) for the order itself. You should use the order number when you are filling out your turn-sheet. You may include the code as well, if you like, though if there is any disparity between code and number and we cannot determine from the context of the order which you intended, we will use the number.

SSppeecciiaall AAbbiilliittiieess Characters may be lucky enough to possess a special ability. These abilities may affect skill ranks, stealth ranks, health ranks, improve their challenge rank, etc. If a character possesses such a special ability, this will be indicated along with the rest of their information on the turn sheet.

HHeeaalltthh Characters also have a rating which indicates their current health. Like the skill ranks, this ranges from 0 (in this case representing death) to 100 (fully healed). A character’s health rank will be increased by 14 points each turn the Character is 'injured' (which is to say their health rank is less than the maximum of 100) until it reaches 100 again, and can also be affected by healing spells.

DDeeaatthh A Character whose health is reduced to 0 is assumed to have died (or, if immortal, to have left the realm of Middle-earth.) He may no longer be given orders, and will quickly disappear from your turn reports. Any possessions that he had at the time of his death will either become lost where he died, taken by his slayer, or picked up by a nearby character.

CChhaarraacctteerr MMoovveemmeenntt The order is given by an individual character, and all that is necessary is to select your destination hex. This destination hex must be within 12 hexes of the initial hex location, but movement is regardless of intervening terrain type. Characters will not meet other characters or armies while travelling, but may still meet them at their destination.

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The Untold War of the Ring Characters

SStteeaalltthh Another rank which characters possess indicates their natural stealth. Like the skill ranks, this ranges from 0 (no stealth – the level of most characters) to 40. The degree of stealth that a character possesses is determined when he is created, and unlike skill ranks, a character’s stealth rating cannot be improved through training (though that said, there are Artifacts which can improve a character’s stealth). A character will automatically get the benefit of the stealth during attempts to fulfil his own orders. He will also be harder to spot by scouting orders, or a population centre’s scouting. Lastly, stealth helps in avoiding capture or death in a variety of dangerous situations in the game.

HHoossttaaggee If your character is very unfortunate, he may find himself held captive, perhaps following a defeat in battle, for example. Characters which are held captive can not be given orders, and will automatically attempt to escape each turn.

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The Untold War of the Ring Population Centres

PPooppuullaattiioonn CCeennttrreess Population Centres are the keys to victory. They allow nations to harness natural resources, generate revenue, and to build armies. The bigger the population centre, the more gold it can generate through taxation, but the less products it will accumulate.

SSiizzee aanndd LLooccaattiioonn A hex may have a single population centre present. The size of population centres range from 'ruins' to 'camp' to 'village' to 'town' to 'major town' to 'city' (ruins being unowned and uninhabited population centres). Population centres may degrade in size when captured in an attack, when their loyalty drops below a certain rating, or when the nation controlling them becomes eliminated. Camps that are decreased in size in this manner will have their populace evacuate, and the camp will disappear. The size of a population centre determines a number of other factors. The following chart shows the amount of tax revenue (gold) generated by a population centre a turn, the number of troops available for army recruitment at the population centre per turn, the size of army the population centre can feed each turn, the average force needed to assault (capture or destroy) the population centre, and average size of the force needed to threaten a population centre. (Many of these terms will be explained in detail later on). Please note that the below figures of troops needed to threaten or assault the population centre, together with those given in the Fortification Costs table (right) are very rough estimates, based on heavy infantry troops with little training, poor weapons and armour, and with the population centre possessing an average loyalty. If you wish for more exact figures and combat calculations, please ask for a copy of the full Middle-earth rules, where such equations are to be found.

FFoorrttiiffiiccaattiioonnss Fortifications can be built to help defend a population centre. These range from the modest 'tower' to 'fort' to 'castle' to 'keep' to the impressive 'citadel'. Each level of fortification increases the population centre’s defences, which must be overcome in the event of being assaulted or threatened by an enemy army, whilst their presence helps restrict an enemy army’s movement through the area. Armies that are defending their own population centres will also receive a bonus to their combat defence based upon the level of fortifications. Only one level of fortifications can be erected per turn. For example, a tower cannot be improved to a keep in one turn even if three characters were available to give the necessary orders. It is possible for an agent to reduce an enemy population centre’s fortifications by more than one level in a single attempt a given turn. To build fortifications requires both gold and timber: FFoorrttiiffiiccaattiioonn CCoossttss

Type Gold Cost Timber Cost

Troops needed to overcome

Tower 1000 1000 800 Fort 3000 3000 2400 Castle 5000 5000 4000 Keep 8000 8000 6400 Citadel 12000 12000 9600

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The Untold War of the Ring Population Centres PPooppuullaattiioonn CCeennttrree SSiizzee FFaaccttoorrss

Size revenue at 100% tax rate

recruits available per

turn for armies

number of troops which can be fed*

Average force needed

to assault

Average force needed

to threaten

Camp 0 100 0 100 100 Village 2500 200 200 150 200 Town 5000 300 1000 400 1000

Major Town 7500 400 2500 900 2500 City 10000 500 5000 2100 5000

*Infantry troops – cavalry troops require twice as much food as infantry, and so a population centre can only feed half as many cavalry troops.

LLooyyaallttyy Population centres each have a loyalty rank. This is a number from 1 (lowest loyalty) to 100 (fanatical loyalty). Loyalty is important when trying to resist a threatening or attacking army, whilst population centres with too low a loyalty risk the population leaving. If a population centre’s loyalty rank drops below 15, then it will begin to deteriorate from one size level down to the next. Camps that are decreased in this manner will have their populace evacuate and the camp will disappear. Having characters, armies, or fortifications at the population centre can stop the deterioration. Loyalty can be affected by adverse military take-overs, as well taxation. Loyalty in population centres increase or decrease up to 3 points each turn depending on the tax rate (increasing if the tax rate is low, decreasing if the tax rate is high). Furthermore, loyalty will decrease in all population centres if the nation’s capital is lost (see below for information on capitals), and might decrease in all population centres at the loss of any of your other population centres. Additionally, the efforts or presence of travelling non-player characters (NPCs) can also affect the loyalty.

CCaappiittaall Each Nation has one population centre designated as its capital. The capital serves as the 'seat of power' for the nation, and its safety is vital to the nation's survival. Certain orders can only be given by characters that are located at the capital, and all new characters will come into play at the capital. The location of the capital is assigned at game start, and capitals will not deteriorate due to low loyalty. Since the treasury of the Nation is kept at the capital, the gold reserves of a nation are the most vulnerable to agents stealing there. If a capital population centre is captured or destroyed, then the capital (along with its gold reserves) will be relocated to another major town or city, if possible. If this is not possible, then the nation falls and is removed from play. The fall of a nation's capital, whether or not it is then established at a different population centre, will also cause all of that nation's population centres to lose about a fifth of their Loyalty.

PPrroodduuccttiioonn For each population centre you possess, your turn-sheet will detail both the amount of products that population centre has accumulated, and amount it is due to produce during the coming turn. LLeeaatthheerr Used in the construction of leather armour, and saddles for cavalry armies BBrroonnzzee Used in the construction of bronze armour and weapons

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The Untold War of the Ring Population Centres SStteeeell Used in the construction of steel armour and weapons MMiitthhrriill Used in the construction of mithril armour and weapons FFoooodd Consumed by armies in the field TTiimmbbeerr Used in the construction of fortifications and war machines MMoouunnttss Used to form cavalry units for the armies GGoolldd Used to finance your nation’s activities Products can be used as above or sold for gold. Any food created is considered to be the excess over and above what the population needs to survive.

HHiiddddeenn?? In this game, several population centres are hidden. If a population centre is hidden, only the owning nation may enter it, or transfer goods to and from it. These restrictions do not apply to movement through the hex containing the population centre, only to interaction with it. Fortifications associated with the population centre will also be hidden, but bridges, fords, and roads present in hexes with hidden population centres will not be. Mages can learn a ‘Reveal Population Centre’ spell to remove hiding enchantments.

SSiieeggeedd?? A population centre is considered to be sieged if it was attacked by an army that turn, whether or not the attack was successful. Which is to say if your settlement successfully withstood an attack it will be considered under siege, whilst if you successfully took an opponent’s settlement, it will be under siege for the rest of that turn. Population centres under siege cannot be used for certain orders (see section on orders), and generate no tax or products.

TTrraaddee CCaarraavvaannss Since some areas of the world do not produce enough raw materials to satisfy the needs of a growing nation, trade caravans visit all unsieged population centres each turn. They offer to buy or sell any of the following products: leather, bronze, steel, mithril, food, timber and mounts, and will do so at rates detailed on the turn sheet the market purchase price is the price per unit which the trade caravan charges for those units of raw materials you might wish to purchase, and the market sell price is the price per unit which the trade caravan will give you for surplus units of raw materials you wish to sell. Caravans do not have limitless buying power and may at times be unable to purchase all the goods offered to them. The law of supply and demand regulates both buy and sell prices. Further, there are not unlimited stores available. It is possible to 'corner' the market on a given item or to 'flood' the market so as to lower the market price. Trade caravans can never be attacked, apprehended, or otherwise affected. Only one product may be specified per buy or sell order.

SSiigghhttiinnggss Any Character entering a non-hidden population centre of another nation runs the risk of being sighted and their presence brought to the attention of local rulers. The chance of a character being sighted is based on the population centre’s loyalty and size, and the total ranks of the character (with the higher the character’s rank, the greater the chance of their being recognised). The names of any characters sighted will appear on your result-sheet beneath the population centre at which they were spotted.

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The Untold War of the Ring Revenue, Costs and Taxes

RReevveennuuee,, CCoossttss aanndd TTaaxxeess CCoossttss It requires gold to maintain your fortifications, characters, and armies. Each turn, the amount of the maintenance needed to keep your nation from going bankrupt will be shown on your result-sheet. Be very careful regarding this maintenance requirement. If your economy cannot support its overheads the extra revenue will be generated by an enforced tax rise, but this will result in a loss of loyalty across the entire nation, which could prove disastrous. And, if the tax rate is forced above 100% as a result, the populace revolts and the nation is eliminated, even if funds would have become available later in the turn. Gold reserves can be checked using the following formula: OOlldd RReesseerrvveess

(what you had left at the end of last turn)

++ EExxppeecctteedd RReevveennuuee (combat may affect this, as it takes place before revenue is calculated, and you do not gain revenue from population

centres you no longer own! The change of seasons also affects this.) -- MMaaiinntteennaannccee

(you must pay/maintain all the troops so they'll Fight this turn, even if they die in combat) -- EExxppeennddiittuurreess

(gold spent executing orders this turn)

++ CCrreeddiittss (gold received for the sale of goods)

== NNeeww RReesseerrvvee

(gold reserve listed on the result sheet) Maintenance costs are worked out using the following figures: MMaaiinntteennaannccee CCoossttss Item Cost in gold Cost in food Heavy Cavalry troop 6 2 Heavy Infantry troop 4 1 Fortification (per level) 500 0 Character (per skill point) 20 0

Note that troops that are hired/recruited this turn do not add to the maintenance bill for this turn, but troops that die in battle during the turn do not reduce that turn’s maintenance costs. Which is to say that changes in troop numbers this turn will only effect next turn’s maintenance costs, not this one’s.

TTaaxxeess This percentage rate will determine how much gold your population centres raise each turn. All taxes are automatically sent to your nation's capital, and all payments of gold are taken from your capital’s coffers – in other words population centres do not have their own gold reserves, rather the nation’s gold is all held at the capital. Even population centres which produce gold as a product as well as through taxes send this money to your capital automatically each turn. As you may well imagine, high tax rates do not make for happy subjects and if the loyalty drops to much, they will leave you and the population centres will degrade.

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The Untold War of the Ring Armies

AArrmmiieess

An army must be composed of a minimum of 100 troops and an army commander (a character with the commander skill). If an army ever contains less than 100 troops at any point in a turn, then it will be disbanded. Furthermore, if the army commander is captured or killed and there are no other characters travelling with the army that can assume command (which is to say, have a command skill), then again the army will disband.

TTrroooopp TTyyppeess Your armies may begin the game with several different troop types, and an army can consist solely of one type, or of multiple types, and as long as there are at least 100 troops overall, it does not matter how many troops of each type the army contains. Nations may have different races and creatures making up these troop types. The Free People, for example, may have Men riding on war horses for their cavalry troops, whereas a Dark Servant's forces may consist of Orcs on wargs. But in both cases, the troops are considered to be cavalry. In addition to your starting troops, you may recruit two types of troop during the game: HHeeaavvyy IInnffaannttrryy Bulk standard troops, weaker than cavalry, but tough enough for most jobs

HHeeaavvyy CCaavvaallrryy Tough shock troops with excellent mobility, around twice as effective as heavy infantry, but expensive to maintain.

RReeccrruuiittmmeenntt Armies are created at population centres, and further recruits can be raised there as well. An army that recruits at a population centre will need to decide upon what type of armour and weapons will be given to these new troops. If the population centre present has enough raw materials of the appropriate type (leather, bronze, steel, mithril) in stores, then the armour and/or weapons will be fashioned from the population centre’s stores. If there are not enough stores available to create the armour and/or weapons, then the troops will be recruited without armour and with wooden weapons. The number of recruits available at any given population centre (detailed in the section on population centres) is the total number available from the population centre that turn. In other words, a camp can only provide 100 troops a turn, not 100 troops per character recruiting. More than one army can recruit from a single population centre, but the limit cannot be exceeded. For example, two armies could recruit from the same town on the same turn but could not recruit more than 300 troops between them. If an army attempts to recruit more troops than are available, then the maximum available will be recruited.

MMoorraallee RRaannkk Armies have a morale rank. This is a value from 1 (lowest morale) to 100 (maximum morale). The higher the army's morale, the better they will fight. The morale of an army is defined as the collective cohesiveness of the troops constituting that army under its current commander. In other words, the morale reflects the collective pride and courage of the troops, and their faith in its commander in the heat of battle (or lack thereof). Recruiting more troops into an army will not lower its morale, but transferring command of the army to another commander may well do so. A newly hired army (as opposed to an existing one which recruits new troops into its ranks) typically begins with a low morale.

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The Untold War of the Ring Armies

TTrraaiinniinngg RRaannkk Each troop type of an army has an individual training rank. This is a value from 10 (the worst training level) to 100 (representing elite troops). The training rank is reflective of the ability of the troops to maintain formations and tactics in the heat of battle. The higher the training rank, the better that troop type will fight in battle. Training ranks can be increased by specific training orders, or as a result of combat experience.

WWeeaappoonn RRaannkk Each troop type of an army also has an individual weapon rank. This represents the average quality of all the weapons currently in use by that specific troop type (since troops recruited into an existing army may have different weapons to the older troops). Weapon ranks range from a value of 10 (wooden weapons) to 100 (an army equipped entirely with mithril weapons). The higher the weapon rank, the more damage is inflicted upon enemies in combat.

AArrmmoouurr RRaannkk Finally, each troop type of an army has an individual armour rank. This is an average of all the armour currently in use by that specific troop type. Armour ranks range from a value of 0 (no armour) to 100 (an army sheathed entirely in mithril armour). The higher the Armour rank, the less damage is suffered by your troops in combat. The four types of armour, in order of worst to best, are: leather, bronze, steel, mithril.

BBaaggggaaggee TTrraaiinn Armies also have a baggage train which travels with them. This baggage train may include war machines and food supplies needed for any troops and mounts in the army.

FFoooodd Food is consumed by an army each turn at the rate of one food unit per troop of Heavy Infantry, and at a rate of two food units per troop of Heavy Cavalry (one for the troop and one for the mount). If the army does not have sufficient food to feed its troops (which is to say the food in the baggage train reaches 0), the troops will begin to forage for food and both movement and morale (up to 10 morale points a turn) may be reduced. If an army is at a friendly population centre (which is to say, belonging to the side) then the population centre will automatically provide as much food as it can spare (the amount each population centre type can provide is detailed in the section on population centres). This food is consumed before food from the baggage train. If an army's size exceeds the limit a population centre can provide, the remainder of the needed food will be taken from the army's baggage train. (For example: an army with 6000 troops is at a city. The city will automatically provide food for 5000 of the army's troops. The remaining 1000 troops will consume 1000 food from the army's baggage train.) If a population centre has more than one army outside it, it will split the food it has available to provide proportionally between the armies present.

WWaarr MMaacchhiinneess War machines include many different type of devices: catapults, ballistae, movable towers, battering rams, etc. War machines can be useful in normal combat against other armies in the field, but are most useful in assaulting and threatening population centres, where they come into their own. War Machines are the only means with which an army can destroy a population centre’s fortifications, and thus make it much easier to gain control of them. Although an army can take a population centre without war machines, the troop losses will be greater, and the chances of success decreased. However, war machines can also be destroyed during the course of any type of combat. A war machine is very roughly equivalent to 50 Heavy Infantry

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The Untold War of the Ring Armies

AArrmmyy MMoovveemmeenntt To move an army, the army commander issues an order giving the string of directions through which he wishes the army to travel, with one direction for each hex he wishes to enter. For example, to move three hexes north-west, he would issue “nw, nw, nw”. The directions he can travel in are north-east, east, south-east, south-west, west, and north-west. In addition, it is possible to issue a “home” movement order, which instructs the army to wait where it is. Each hex has a particular terrain and, based on the makeup of the troops in the Army, costs a different amount of movement points to travel through. Each army can have a maximum of 14 movement points, each representing a day spent in travel or – in the case of a “Home” movement, a day of rest. A few things to note with regard to army movement: Armies (in this game) can never move from one mountain hex directly into another mountain hex Armies are also prohibited from crossing major river hexsides unless a bridge is present. If more than one army appears at a population centre, still only one icon will appear on the turn map. If an army enters a hex where there is an army or fortified population centre belonging to an opposing nation, then it will be forced to stop in that hex. If the army is large enough, they may be able to force their way past armies or non-fortified population centres, but never past a fortified population Centre. Armies travel at the rate of their slowest troop type. The following charts show what each type of troop spends in movement points for each different terrain. Movement cost is computed by determining the appropriate terrain cost (for the hex being moved into), then modifying it by any hexside costs. Fractional costs (for example, if travelling without food) are rounded for each hex travelled, are always rounded up, and are applied to both the hex terrain cost and hexside costs (crossing a river, ford or bridge) separately. Further, the cost of travelling through the hex. Thus it is possible for an army to find itself unable to move in a direction even for one hex, if the movement cost for that hex is higher than 14 movement points. Armies may also choose to 'Stand and Defend'. This means that the army will attempt to prevent the passage of enemy armies from their initial hex location through the defended hexsides, although a large enough army might still push past or over-run the blocking army. The defended hexsides include the hexside in the direction chosen along with the two adjacent hexsides (see order details for clarification on this). AArrmmyy MMoovveemmeenntt TTeerrrraaiinn CCoossttss

Terrain Infantry

Cavalry alone

Normal cost Road cost Normal cost Road cost Plains 3 2 2 1 Rough 5 3 3 1 Forest 5 3 5 2

Mountains 12 6 12 3 Bridge/ford +1 +1 +1 +1 Minor river +2 +2 +2 +2 Major river Not allowed Not allowed Not allowed Not allowed

Movement without food costs Movement cost plus one third (4/3), rounding up for each hex. For example: Plains without food costs infantry 4 Forest and minor river without food costs infantry 10 Rough with road without food costs infantry 4 Rough and minor river without food costs cavalry 7 Mountain without food costs any troops 16 and is therefore impossible

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The Untold War of the Ring Combat

MMaaggiicc aanndd SSppeellllss CCaassttiinngg RRaannkk Each spell has a casting rank. This is a value from 1 (denoting worst proficiency) to 100 (maximum proficiency). To actually cast a given spell, a random number from 1 - 100 is generated and added to the casting proficiency rank. If the sum of these numbers is greater than 100, then the casting is successful. The proficiency rank in casting a particular spell will be improved by successfully casting that spell by 1-5 points. A character must know a spell to be able to cast it.

SSppeellll TTyyppeess A detailed list of spells available in Untold War of the Ring can be found below. These fall into one of several categories, being Healing, Combat, Movement (which you will gain access to later in the game), Conjuring and Lore, each of which requires a different order to cast it. Mages are able to cast 2 spells per turn, as long as the spells are of different categories (which is to say, require different spell orders). However, casting a second spell may damage the casting character by draining points from his health rank. The amount of health lost will depend on the combined difficulties of the spells being cast. To cast a spell, simply issue the appropriate spell order, follow it with the spell number of the desired spell, and include any indicated additional information. Note that the order number for casting a given spell category (not the number of the individual spell) indicates its position in the games sequence of events (explained later).

SSppeellllss bbyy CCaatteeggoorryy The full details of each individual spell will be given in order of their spell number for ease of locating them. However, it is also important to know which category and list a spell belongs to. The following tables, then, list spells according to these criteria.

Category List Spell Difficulty Spell # HHeeaalliinngg Healing Mastery Minor Heal easy 2 (Use order #120)

Heal True hard 8

Healing Ways Major Heal easy 4 Greater Heal average 6

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The Untold War of the Ring Combat CCoommbbaatt Barrier Mastery Barriers easy 102 (Use order #225)

Defensive Deflections average 106

Shields hard 112 Barrier Walls hard 114 Resistance Mastery Resistances easy 104 Defensive Blessings average 108 Protections hard 110 Force Walls hard 116 Fire Mastery Call Fire easy 202 Offensive Wild Flames easy 204 Wall of Fire easy 206 Fire Bolts average 232 Fire Balls average 234 Fire Storms average 236 Summon Fire Spirits hard 240 Word Mastery Words of Pain easy 208 Offensive Words of Calm easy 210 Words of Paralysis easy 212 Words of Agony average 220 Words of Stun average 222 Words of Command average 224 Words of Death hard 242 Wind Mastery Call Winds easy 214 Offensive Wild Winds easy 216 Wall of Wind easy 218 Chill Bolts average 226 Frost Balls average 228 Wind Storms average 230 Summon Wind Spirits hard 238 Dark Summons Fearful hearts average 244 Offensive Summon Storms average 246 Lost List Fanaticism average 248

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The Untold War of the Ring Combat

Category List Spell Difficulty Spell # CCoonnjjuurriinngg Spirit Mastery Weakness easy 502 (use order #330)

Lost List Sickness average 504

Curses hard 506 Conjuring Ways Conjure Mounts easy 508 Lost List Conjure Food average 510 Conjure Hordes average 512 MMoovveemmeenntt Movement Mastery Long Stride easy 302 (use order #825)

Fast Stride average 304

Path Mastery hard 306 Return Mastery Capital Return easy 308 Major Return average 310 Return True hard 312 Teleport Mastery Teleport average 314 Lost List LLoorree Perceptions Perceive Allegiance easy 402 (use order #940)

Perceive Relations easy 404

Perceive Nationality easy 408 Perceive Power average 422 Perceive Mission average 424 Perceive Secrets hard 432 Divinations Divine Army easy 406 Divine Allegiance Forces easy 410 Divine Characters with

Forces average 417

Divine Nation Forces average 419 Divine Army True hard 426 Artifact Lore Research Artifact easy 412 Locate Artifact average 418 Locate Artifact True hard 428 Scrying Scry Population Centre easy 413 Scry Hex easy 414 Scry Area average 415 Scry Character hard 436 Hidden Visions Reveal Production easy 416 Reveal Character average 420 Reveal Character True hard 430 Reveal Population Centre hard 434

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The Untold War of the Ring Combat

CCoommbbaatt SSppeellll SSuummmmaarryy All offensive and defensive combat spells work in essentially the same way, varying only in the amount of damage they inflict or protect against. Whilst full details of each spell is given later, for ease of comparing the various spells available in each list, there follows a list of combat spells, and the damage each is capable of inflicting on an enemy army or protecting against. OOffffeennssiivvee SSppeellllss

List Spell Difficulty Damage Spell # Fire Mastery Call Fire easy 150 202 Wild Flames easy 50-250 204 Wall of Fire easy 100-200 206 Fire Bolts average 1000 232 Fire Balls average 500-1500 234 Fire Storms average 800-1200 236 Summon Fire Spirits hard 1000-2000 240 Word Mastery Words of Pain easy 250 208 Words of Calm easy 100-400 210 Words of Paralysis easy 200-300 212 Words of Agony average 600 220 Words of Stun average 300-900 222 Words of Command average 450-750 224 Words of Death hard 1250-2250 242 Wind Mastery Call Winds easy 400 214 Wild Winds easy 200-600 216 Wall of Wind easy 300-500 218 Chill Bolts average 800 226 Frost Balls average 400-1200 228 Wind Storms average 600-1000 230 Summon Wind Spirits hard 750-1750 238 DDeeffeennssiivvee SSppeellllss List Spell Difficulty Damage Spell # Barrier Mastery Barriers easy 500 102 Deflections average 1000 106 Shields hard 1750 112 Barrier Walls hard 1500-2000 114 Resistance Mastery Resistances easy 100 104 Blessings average 1250 108 Protections hard 1500 110 Force Walls hard 1000-2000 116

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The Untold War of the Ring Combat

HHeeaalliinngg SSppeellllss 22 –– MMiinnoorr HHeeaall Spell List Healing Mastery Difficulty to Research Easy Order to Cast Spell Cast Heal Spell - 120 Spell Number 2 Prerequisites Target character is at the same location Required Information Target Character ID Result if Successful Increase the target character’s health by 20 points, or to their maximum, whichever is less. 44 –– MMaajjoorr HHeeaall Spell List Healing Ways Difficulty to Research Easy Order to Cast Spell Cast Heal Spell - 120 Spell Number 4 Prerequisites Target character is at the same location Required Information Target character ID Result if Successful Increase the target character’s health by 35 points, or to their maximum, whichever is less. 66 –– GGrreeaatteerr HHeeaall Spell List Healing Ways Difficulty to Research Average Order to Cast Spell Cast Heal Spell - 120 Spell Number 6 Prerequisites Target character is at the same location Required Information Target character ID Result if Successful Increase the target character’s health by 50 points, or to their maximum, whichever is less. 88 –– HHeeaall TTrruuee Spell List Healing Mastery Difficulty to Research Hard Order to Cast Spell Cast Heal Spell - 120 Spell Number 8 Prerequisites Target character is at the same location Required Information Target character ID Result if Successful Increase the target character’s health to their maximum.

DDeeffeennssiivvee SSppeellllss 110022 –– BBaarrrriieerrss Spell List Barrier Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 102 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 500 points, or damage inflicted on a navy the character is with by 5 points.

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The Untold War of the Ring Combat 110044 –– RReessiissttaanncceess Spell List Resistance Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 104 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 750 points, or damage inflicted on a navy the character is with by 7.5 points. 110066 –– DDeefflleeccttiioonnss Spell List Barrier Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 106 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 1000 points, or damage inflicted on a navy the character is with by 10 points. 110088 –– BBlleessssiinnggss Spell List Resistance Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 108 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 1250 points, or damage inflicted on a navy the character is with by 12.5 points. 111100 –– PPrrootteeccttiioonnss Spell List Resistance Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 110 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 1500 points, or damage inflicted on a navy the character is with by 15 points. 111122 –– SShhiieellddss Spell List Barrier Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 112 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 1750 points, or damage inflicted on a navy the character is with by 17.5 points.

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The Untold War of the Ring Combat

111144 –– BBaarrrriieerr WWaallllss Spell List Barrier Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 114 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 1500-2000 points, or damage inflicted on a navy the character is with by 15-20 points. 111166 –– FFoorrccee WWaallllss Spell List Resistance Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 116 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces damage inflicted on an army the character is with by 1000-2000 points, or damage inflicted on a navy the character is with by 10-20 points.

OOffffeennssiivvee SSppeellllss 220022 –– CCaallll FFiirree Spell List Fire Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 202 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 150 points, or damage inflicted by a navy the character is with by 1.5 points. 220044 –– WWiilldd FFllaammeess Spell List Fire Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 204 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 50-250 points, or damage inflicted by a navy the character is with by .5-2.5 points. 220066 –– WWaallll ooff FFiirree Spell List Fire Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 206 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 100-200 points, or damage inflicted by a navy the character is with by 1-2 points.

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The Untold War of the Ring Combat 220088 –– WWoorrddss ooff PPaaiinn Spell List Word Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 208 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 250 points, or damage inflicted by a navy the character is with by 2.5 points. 221100 –– WWoorrddss ooff CCaallmm Spell List Word Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 210 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 100-400 points, or damage inflicted by a navy the character is with by 1-4 points. 221122 –– WWoorrddss ooff PPaarraallyyssiiss Spell List Word Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 212 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 200-300 points, or damage inflicted by a navy the character is with by 2-3 points. 221144 –– CCaallll WWiinnddss Spell List Wind Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 214 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 400 points, or damage inflicted by a navy the character is with by 4 points. 221166 –– WWiilldd WWiinnddss Spell List Wind Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 216 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 200-600 points, or damage inflicted by a navy the character is with by 2-6 points.

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The Untold War of the Ring Combat

221188 –– WWaallll ooff WWiinndd Spell List Wind Mastery Difficulty to Research Easy Order to Cast Spell Cast Combat Spell – 225 Spell Number 218 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 300-500 points, or damage inflicted by a navy the character is with by 3-5 points. 222200 –– WWoorrddss ooff AAggoonnyy Spell List Word Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 220 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 600 points, or damage inflicted by a navy the character is with by 6 points. 222222 –– WWoorrddss ooff SSttuunn Spell List Word Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 222 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 300-900 points, or damage inflicted by a navy the character is with by 3-9 points. 222244 –– WWoorrddss ooff CCoommmmaanndd Spell List Word Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 224 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 450-750 points, or damage inflicted by a navy the character is with by 4.5-7.5 points. 222266 –– CChhiillll BBoollttss Spell List Wind Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 226 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 800 points, or damage inflicted by a navy the character is with by 8 points.

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The Untold War of the Ring Combat

222288 –– FFrroosstt BBaallllss Spell List Wind Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 228 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 400-1200 points, or damage inflicted by a navy the character is with by 4-12 points. 223300 –– WWiinndd SSttoorrmmss Spell List Wind Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 230 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 600-1000 points, or damage inflicted by a navy the character is with by 6-10 points. 223322 –– FFiirree BBoollttss Spell List Fire Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 232 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 1000 points, or damage inflicted by a navy the character is with by 10 points. 223344 –– FFiirree BBaallllss Spell List Fire Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 234 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 500-1500 points, or damage inflicted by a navy the character is with by 5-15 points. 223366 –– FFiirree SSttoorrmmss Spell List Fire Mastery Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 236 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 800-1200 points, or damage inflicted by a navy the character is with by 8-12 points.

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223388 –– SSuummmmoonn WWiinndd SSppiirriittss Spell List Wind Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 238 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 750-1750 points, or damage inflicted by a navy the character is with by 7.5-17.5 points. 224400 –– SSuummmmoonn FFiirree SSppiirriittss Spell List Fire Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 240 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 1000-2000 points, or damage inflicted by a navy the character is with by 10-20 points. 224422 –– WWoorrddss ooff DDeeaatthh Spell List Word Mastery Difficulty to Research Hard Order to Cast Spell Cast Combat Spell – 225 Spell Number 242 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases damage inflicted by an army the character is with by 1250-2250 points, or damage inflicted by a navy the character is with by 12.5-22.5 points. 224444 –– FFeeaarrffuull HHeeaarrttss This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Dark Summons Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 244 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Reduces morale of enemy armies and navies in the hex by 10-20 points. Multiple castings of this spell in a single turn are not cumulative, but the best result will be used. Only Dark Servants may learn this spell. 224466 –– SSuummmmoonn SSttoorrmmss This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Dark Summons Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 246 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Forces enemy armies and navies in the hex to use standard battle tactics during the combat. Only Dark Servants may learn this spell.

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The Untold War of the Ring Combat 224488 –– FFaannaattiicciissmm This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Dark Summons Difficulty to Research Average Order to Cast Spell Cast Combat Spell – 225 Spell Number 248 Prerequisites Character must be with an army unless practicing Required Information None Result if Successful Increases morale of all armies and navies belonging to the character’s nation in the hex by 5-15 points for the duration of the combat. Multiple castings of this spell in a single turn are not cumulative, but the best result will be used. Only Dark Servants may learn this spell.

MMoovveemmeenntt SSppeellllss 330022 –– LLoonngg SSttrriiddee Spell List Movement Mastery Difficulty to Research Easy Order to Cast Spell Cast Movement Spell – 825 Spell Number 302 Prerequisites The destination is within 14 hexes of the character’s location The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to any land hex within 14 hexes of the character’s original location. Movement cannot be from a water hex. Hostages will travel with the character. 330044 –– FFaasstt SSttrriiddee Spell List Movement Mastery Difficulty to Research Average Order to Cast Spell Cast Movement Spell – 825 Spell Number 304 Prerequisites The destination is within 16 hexes of the character’s location The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to any land hex within 16 hexes of the character’s original location. Movement cannot be from a water hex. Hostages will travel with the character. 330066 –– PPaatthh MMaasstteerryy Spell List Movement Mastery Difficulty to Research Hard Order to Cast Spell Cast Movement Spell – 825 Spell Number 306 Prerequisites The destination is within 19 hexes of the character’s location The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to any land hex within 19 hexes of the character’s original location. Movement cannot be from a water hex. Hostages will travel with the character.

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The Untold War of the Ring Combat

330088 –– CCaappiittaall RReettuurrnn Spell List Return Mastery Difficulty to Research Easy Order to Cast Spell Cast Movement Spell – 825 Spell Number 308 Prerequisites The destination is the location of the capital of the character’s nation The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to the hex containing the capital of the character’s nation. Movement cannot be from a water hex. Hostages will travel with the character. 331100 –– MMaajjoorr RReettuurrnn Spell List Return Mastery Difficulty to Research Average Order to Cast Spell Cast Movement Spell – 825 Spell Number 310 Prerequisites The destination has a major town or city of the character’s nation The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to the hex containing a city or major town belonging to the character’s nation. Movement cannot be from a water hex. Hostages will travel with the character. 331122 –– RReettuurrnn TTrruuee Spell List Return Mastery Difficulty to Research Hard Order to Cast Spell Cast Movement Spell – 825 Spell Number 312 Prerequisites The destination has a population centre belonging to the character’s nation The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to the hex containing a population centre belonging to the character’s nation. Movement cannot be from a water hex. Hostages will travel with the character. 331144 –– TTeelleeppoorrtt This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Teleport Mastery Difficulty to Research Average Order to Cast Spell Cast Movement Spell – 825 Spell Number 314 Prerequisites The character is not an army, navy or company commander Required Information Destination hex Result if Successful Move to any land hex. Movement cannot be from a water hex. Hostages will travel with the character.

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LLoorree SSppeellllss 440022 –– PPeerrcceeiivvee AAlllleeggiiaannccee Spell List Perceptions Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 402 Prerequisites None Required Information Allegiance (g, n, or e) Result if Successful Discover all the nations currently of a specified allegiance. 440044 –– PPeerrcceeiivvee RReellaattiioonnss Spell List Perceptions Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 404 Prerequisites None Required Information Target nation # (1-25) Result if Successful Discover the relations that a specified nation has towards the character’s nation. 440066 –– DDiivviinnee AArrmmyy Spell List Divinations Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 406 Prerequisites None Required Information Character ID of army or navy commander Result if Successful Discover the location of the target character’s army or navy, to within one hex of their actual location. The commander must either command an army or navy, or have commanded an army or navy during the turn. 440088 –– PPeerrcceeiivvee NNaattiioonnaalliittyy Spell List Perceptions Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 408 Prerequisites None Required Information Target character ID Result if Successful Discover the nationality of the target character. 441100 –– DDiivviinnee AAlllleeggiiaannccee FFoorrcceess Spell List Divinations Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 410 Prerequisites None Required Information Allegiance (e, g, or n) Result if Successful Discover the presence of any forces of the specified allegiance that are located within 6 hexes of the character. The hex locations of the forces are not revealed.

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The Untold War of the Ring Combat

441122 –– RReesseeaarrcchh AArrttiiffaacctt Spell List Artifact Lore Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 412 Prerequisites None Required Information Artifact ID # Result if Successful May discover some or all of the powers, type, and alignment of the target artifact, dependent on the casting proficiency of the character for the spell, and potency (level) of the target artifact. The character does not have to possess the artifact in question. 441133 –– SSccrryy PPooppuullaattiioonn CCeennttrree Spell List Scrying Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 413 Prerequisites The target hex is within 12 hexes of the character Required Information Target hex Result if Successful Discover some or all of the following about the population centre in the target hex, affected by the distance of the population centre from the character: name, owner, loyalty, size, fortifications, presence of a port or harbour, production capability, production stores, siege status, if it is hidden, if it is a capital, and the presence of foreign armies or navies (by nation). 441144 –– SSccrryy HHeexx Spell List Scrying Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 414 Prerequisites The target hex is within 12 hexes of the character Required Information Target hex Result if Successful Discover some or all of the following about the target hex, affected by the distance of the population centre from the character: terrain, climate, type and quantity of production, anchored ships, the presence of any existing population centre, and the presence of foreign armies and navies (by discovering either their commander or the army or navy’s allegiance). If there is a population centre in the hex, the character may also be able to determine its size, the level of any fortifications, the presence of a port or harbour, and whether or not the population centre is hidden. 441155 –– SSccrryy AArreeaa Spell List Scrying Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 415 Prerequisites The target hex is within 12 hexes of the character Required Information Target hex Result if Successful Gain a map of the scried hex and the six hexes surrounding the scired hex, revealing armies and population centres there, and a written report which might include some or all of the following: the commander and nationality of any armies or navies, and the approximate number of troops. The amount and detail of the reported information is affected by the distance of the character from the hexes. Note that the information is correct at the time of the spell being cast, whilst the map is created after all orders have been issued, therefore it is conceivable that there will be discrepancies.

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The Untold War of the Ring Combat

441166 –– RReevveeaall PPrroodduuccttiioonn Spell List Hidden Visions Difficulty to Research Easy Order to Cast Spell Cast Lore Spell – 940 Spell Number 416 Prerequisites None Required Information Production type (le, br, st, mi, fo, ti, mo, or go) Result if Successful Locate hexes within three hexes of the character’s location which contain the specified production type. Up to five hex locations will be revealed, in random order. 441177 –– DDiivviinnee CChhaarraacctteerrss WWiitthh FFoorrcceess Spell List Divinations Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 417 Prerequisites The army or navy is located within 12 hexes of the character Required Information Character ID of army or navy commander Result if Successful Identify the characters travelling with the targeted army or navy. The army or navy must be within 12 hexes of the character at the time the spell is cast. The location of the army or navy is not revealed. 441188 –– LLooccaattee AArrttiiffaacctt Spell List Artifact Lore Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 418 Prerequisites None Required Information Artifact ID # Result if Successful Discover the location of the target artifact to within 1 hex, and whether or not it is currently held, dependent on the casting proficiency of the character for the spell, and potency (level) of the target artifact. 441199 –– DDiivviinnee NNaattiioonn FFoorrcceess Spell List Divinations Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 419 Prerequisites None Required Information Target nation # (1-25) Result if Successful Locate all armies and navies of the target nation which are within six hexes of the character. Only the commander’s name and the location of the army or navy is revealed. 442200 –– RReevveeaall CChhaarraacctteerr Spell List Hidden Visions Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 420 Prerequisites None Required Information Target character ID Result if Successful Locate the specified character to within 1 hex of the character’s actual location (which is to say that the hex discovered is either the character’s location, or adjacent to character’s location).

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The Untold War of the Ring Combat

442222 –– PPeerrcceeiivvee PPoowweerr Spell List Perceptions Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 422 Prerequisites None Required Information Target character ID Result if Successful Discover the skill rank titles of the target character. 442244 –– PPeerrcceeiivvee MMiissssiioonn Spell List Perceptions Difficulty to Research Average Order to Cast Spell Cast Lore Spell – 940 Spell Number 424 Prerequisites Target character is active Required Information Target character ID Result if Successful Discover the current orders of the target character (those issued to them on the turn the spell is cast). 442266 –– DDiivviinnee AArrmmyy TTrruuee Spell List Divinations Difficulty to Research Hard Order to Cast Spell Cast Lore Spell – 940 Spell Number 426 Prerequisites None Required Information Character ID of target army or navy commander Result if Successful Determine the target army or navy’s exact location. The target commander must either command an army or navy, or have commanded an army or navy during the turn. 442288 –– LLooccaattee AArrttiiffaacctt TTrruuee Spell List Artifact Lore Difficulty to Research Hard Order to Cast Spell Cast Lore Spell – 940 Spell Number 428 Prerequisites None Required Information Artifact ID # Result if Successful Discover the exact location of the target artifact, and whether or not it is currently held, dependent on the casting proficiency of the character for the spell, the mage rank of the character for the spell, and potency (level) of the target artifact. 443300 –– RReevveeaall CChhaarraacctteerr TTrruuee Spell List Hidden Visions Difficulty to Research Hard Order to Cast Spell Cast Lore Spell – 940 Spell Number 430 Prerequisites None Required Information Target character ID Result if Successful Locate the specified character’s exact location.

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The Untold War of the Ring Combat

443322 –– PPeerrcceeiivvee SSeeccrreettss Spell List Perceptions Difficulty to Research Hard Order to Cast Spell Cast Lore Spell – 940 Spell Number 432 Prerequisites None Required Information Target nation # (1-25) Result if Successful Discover some or all of the following about the target nation: victory conditions, location of the capital, status (whether active, inactive or eliminated). 443344 –– RReevveeaall PPooppuullaattiioonn CCeennttrree Spell List Hidden Visions Difficulty to Research Hard Order to Cast Spell Cast Lore Spell – 940 Spell Number 434 Prerequisites None Required Information Target hex Result if Successful Reveals if there is a hidden population centre in the target hex. It does not automatically ‘unhide’ the population centre, though it may do so: if the character is at the target hex and the hex contains a hidden population centre, then the enchantment hiding the population centre has a chance – based on the character’s mage rank – of being lifted, in which case the population centre is no longer hidden. 443366 –– SSccrryy CChhaarraacctteerr Spell List Scrying Difficulty to Research Hard Order to Cast Spell Cast Lore Spell – 940 Spell Number 436 Prerequisites None Required Information Target character ID Result if Successful Discover the skill rank titles of, the artifacts held by, and the spells known by, the target character. The hex location of the character is not revealed.

CCoonnjjuurriinngg SSppeellllss 550022 –– WWeeaakknneessss This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Spirit Mastery Difficulty to Research Easy Order to Cast Spell Cast Conjuring Spell – 330 Spell Number 502 Prerequisites The target character is in the same hex The target character belongs to a different nation Required Information Target character ID Result if Successful Cause a loss of health to another nation’s character in the same hex. The loss of health is equal to the natural mage rank of the character divided by three, rounded down to the nearest whole number.

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The Untold War of the Ring Combat

550044 –– SSiicckknneessss This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Spirit Mastery Difficulty to Research Average Order to Cast Spell Cast Conjuring Spell – 330 Spell Number 504 Prerequisites The target character is in the same hex The target character belongs to a different nation Required Information Target character ID Result if Successful Cause a loss of health to another nation’s character in the same hex. The loss of health is equal to the natural mage rank of the character divided by two, rounded down to the nearest whole number. 550066 –– CCuurrsseess This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Spirit Mastery Difficulty to Research Hard Order to Cast Spell Cast Conjuring Spell – 330 Spell Number 506 Prerequisites The target character is in the same or an adjacent hex The target character belongs to a different nation Required Information Target character ID Result if Successful Cause a loss of health to another nation’s character in the same hex, or in a hex adjacent to the hex the character is in. The loss of health is equal to the natural mage rank of the character divided by two, rounded down to the nearest whole number. 550088 –– CCoonnjjuurree MMoouunnttss This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Conjuring Ways Difficulty to Research Easy Order to Cast Spell Cast Conjuring Spell – 330 Spell Number 508 Prerequisites The character is at a population centre of their own nation Required Information # of mounts to be conjured Result if Successful Conjure up to 5 mounts per point of natural mage rank of the character. The character must be at a population centre belonging to their own nation. If the number of mounts is not specified, or is given as zero, the maximum possible will be conjured. 551100 –– CCoonnjjuurree FFoooodd This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Conjuring Ways Difficulty to Research Average Order to Cast Spell Cast Conjuring Spell – 330 Spell Number 510 Prerequisites The character is at a population centre of their own nation, or The character is with an army or navy Required Information # of food to be conjured Result if Successful Conjure up to 25 units of food per point of natural mage rank they possess. The character must be at a population centre belonging to their own nation, or with an army or navy. If the number of food to be conjured is not specified, or is given as zero, the maximum possible will be conjured. If the character is with an army or navy the food is added to the army or navy; if not, it is added to the population centres’ stores.

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The Untold War of the Ring Combat

551122 –– CCoonnjjuurree HHoorrddeess This is a lost spell, and cannot be researched unless your nation has been granted access to it. Spell List Conjuring Ways Difficulty to Research Average Order to Cast Spell Cast Conjuring Spell – 330 Spell Number 512 Prerequisites The character is with an army or navy Required Information # of troops to be conjured Result if Successful Conjure up to 5 men-at-arms per point of natural mage rank they possess. The men-at-arms come equipped with wooden weapons, no armour, and poor training. If the character is with a navy, then the navy must be at a shore hex, and if as a result of the spell, there are not enough transports to carry all the troops, then the navy will become an army with ships. If the number of troops to be conjured is not specified, or is given as zero, the maximum possible will be conjured. Only Dark Servants may learn this spell.

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The Untold War of the Ring Combat

CCoommbbaatt Combat in Middle-earth can take three forms – challenges between individual characters, battles between armies, and attacks by armies on population centres.

PPeerrssoonnaall CChhaalllleennggeess Characters may issue a formal challenge to other characters in the same hex, this is called a Personal Challenge. It is not possible to challenge a character who has issued the Refuse Personal Challenge order. Nor is it possible to challenge an army commander unless the challenger is in an army, or the challenger is an army commander himself. Also, a character can only fight one Personal Challenge each turn. If there are multiple challenges in the same hex, the highest ranking character will challenge first. A character cannot issue a challenge and also issue the Refuse Personal Challenge order. If challenge is offered and not refused, then a savage battle to the death will commence between the two characters. This fight will be based on their challenge ranks, with their health representing how many blows they can endure. Success in the challenge will increase the abilities of the winning character. If the character is an army commander, then success will also increase his army's morale rank, while the morale rank of the loser's army will diminish. If an army loses its commander because of challenge, and there is no other character with command rank in the army, then the army will rout and be disbanded. If challenge is rejected by an army commander, then the morale rank of the challenger’s army will still increase, and the challenged army’s morale decrease.

CCoommbbaatt -- AArrmmyy Army combat results depend on the quality and quantity of troops, the command rank of the army commander, the army morale, the training of the troops, the armour and weapons of the troops, terrain and climate of the hex, number of war machines involved, spells cast by mages, and Artifacts held by characters. If you wish to see the equations governing combat please ask for a copy of the full Middle-earth rules, or go to our website to download programs designed to predict combat results. However, please note that it is not necessary to know the exact mechanics governing combat in order to play, or indeed to win. Combat between armies continues until one army is entirely destroyed. Characters on the losing side of a battle may escape, or be captured, wounded or even killed. Characters with the winning army may be wounded or killed, but the victorious army commander will always survive.

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CCoommbbaatt –– PPooppuullaattiioonn CCeennttrree Threatening a population centre is a way to gain possession of a population centre without loss of troops. However, the order will fail if there are enemy armies present in the hex. The order to threaten a population centre only needs to be given by any single army commander, and any other armies of the same nation present will also help, increasing the chances of success. Other factors which play a part in the success of threatening a population centre include: the command rank of the threatening army’s commander, the size of that army, the morale of the threatening army and the loyalty of the populace of the population centre, the size of the population centre, and the presence of any fortifications and/or war machines. Assaulting a population centre, on the other hand, is an easier way to take a population centre, but runs the risk of losing troops. An army can assault a population centre with the intent to either destroy or to capture it for his nation. It is easier to assault a population centre with the intent to destroy it than to capture it. A successful destroy order will make the centre into an unowned ruins, whilst a capture will degrade it in size by one level. If more than one nation is involved in a successful assault on a population centre, then the largest remaining army involved in the fight will take control of the population centre for his nation. As with army versus army combat, the command rank of the army commander, the army morale, the training of the troops, the armour and weapons of the troops, terrain and climate of the hex, number of war machines involved, spells cast by mages, and Artifacts held by characters all play a part in determining the battle’s result. Failure to destroy or capture a population centre does not necessarily result in the loss of the attacking army, though it can do so. And further, characters in the losing army may be injured or killed. Again, if you wish to see the equations governing combat please ask for a copy of the full Middle-earth rules, or go to our website to download programs designed to predict combat results.

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The Untold War of the Ring Miscellaneous

MMiisscceellllaanneeoouuss AArrttiiffaaccttss Artifacts are the magical legacies from an earlier age of Middle-earth. These relics can come in many forms, including rings, wands, weapons, armour, as well as in other more esoteric forms. The acquisition, or loss, of some of the powerful items has changed the course of Middle-earth history. Some Artifacts may be aligned to Good or Evil, whilst others are not aligned at all. If an Artifact is aligned, only characters of nations with allegiances that are the same as the Artifact’s alignment can use the Artifact. Those Artifacts that have no alignment have no such restrictions. Regardless of an Artifact’s alignment, however, any character may possess any Artifact, although they may not be able to gain any benefit from it. Most Artifacts grant the owner a fixed benefit, such as an increase to a statistic or bonus in combat, whilst the Arkenstone can only be used with the Use Scrying Artifact order. Skill ranks adjusted upward by Artifacts will appear in parentheses next to the base skill rank. For example, a character with a command rank of 50 bearing an Artifact that adds 10 to command rank will be shown as command 50 (60) on the result-sheet. In addition, Artifacts which increase a character’s mage skill also increases their individual spell casting ranks. (In this case, the bonus is not added to the individual spell ranks on the turn sheet, but included in brackets before the spell list.) Skill ranks adjusted by Artifacts can exceed the normal 100 limit. Artifacts are carried by characters, and transferred between Characters. The maximum number of Artifacts any one Character may carry is six, although you can only use one weapon at a time.

EEnnccoouunntteerrss During the course of their travels, both characters journeying alone and commanders of armies may happen upon some of the many creatures, characters and places which make up the rich world of Middle-earth. These encounters may vary from the investigation of a cave, to a talk with Gandalf, to a brush with one of the great dragons! Depending on the character (their skills, allegiance, etc.) and their reaction to the encounter, they can result in anything from the gaining of artifacts, information or gold, to violent death. Characters will first be made aware of an encounter by a message in the turn. Following this, any character in the same hex can then investigate the encounter. The following turn they will receive a more detailed account of whatever is awaiting them. Sometimes this is a fixed event, but often they will be given several choices of ways in which to react, such as attack, talk, run away, etc. It is then up to you whether or not to react to the encounter, but be aware that if the character does not react, they are assumed to run away. And turning your back on a potentially violent encounter is not always the best course of action...

RRuummoouurrss Rumours of secret plans and activities are common trade throughout most civilised regions. Like all such gossip, some are true, some greatly exaggerated, and some simply false. These tales would normally arise from unusual activities such as armed conflicts, challenges or assassinations, but might also tell of a nation’s more closely guarded secrets. Remember, rumours can be dangerous to act upon without careful consideration or confirmation, but just as be dangerous to ignore.

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The Untold War of the Ring Miscellaneous

CCoommmmuunniiccaattiioonn One of the richest aspects of any play-by-mail game is the interaction between players. Your front-sheet will give you contact details for your allies; if you want to talk to the opposition, the easiest method is by visiting our website to join our mailing list at wwwwww..MMiiddddlleeEEaarrtthhGGaammeess..ccoomm You might also try visiting the Middle Earth message-board at wwwwww..PPBBMMFFoorruumm..ccoomm

HHiinnttss aanndd AAddvviiccee This is a list of simple things you can do on your first turns of your first game of Middle Earth. It’s not subtle, but it will work. Then, by the time you have run a few turns, you’ll have your own ideas about how to rule your nation and can discard these suggestions if you choose. CCoommmmaannddeerrss • All army commanders should recruit from cities, major towns or towns. • Don’t worry about equipping your troops with weapons, armour or food. • If you meet an enemy army with one of your armies, your army commander should Attack Enemy (order 230) and

Refuse Challenges (order 215). EEccoonnoommyy • Always have a character at your capital who can Natsell (order 325). Sell whichever product will make you the most

money, every turn. Agents and mages are good for this. • Keep an eye on your revenue. If you have a deficit of, say, 6000 gold, then make sure you leave 6000 gold in your

treasury. You will need to think about next turn’s finances this turn. • Try to look a couple of turns into the future, figure out whether you will be able to survive should you lose a vital pop.

centre. • Try to sell products when the market sell price is high, and buy when the market purchase price is low. Examples of

high market sell prices are food selling for 2, bronze for 4, steel for 5, timber for 4, mounts for 8 and leather for 3. SSttrraatteeggyy • Look after your Major Towns or Cities, if you have neither, your nation is eliminated. • Attack! Keeping a few armies on your towns to defend them is fine, but won’t win you the game. • Keep at least one character at the capital to execute those 'capital only' orders, especially Natsell. • Whilst many factors affect the outcome of a battle, by far the most important are the number of troops fielded, and

type of troop fielded (heavy cavalry being superior to heavy infantry). Compared to these factors the others are of far less import, but of them, armour type is perhaps the next most relevant, and certainly, if you only have enough materials for either weapons or armour, armour is the more cost effective.

AAggeennttss • Level rank 10-35 - stay at your capital, Guard Location (order 605) and Natsell (order 325). • Level rank 45+ - Move Character (order 810) to an enemy camp and Steal Gold (order 690). • For the purposes of the above advice, add half stealth to the agent rank to decide what to try. MMaaggeess • Cast spells at your capital and Natsell (order 325). GGeenneerraall • Contact your allies, and keep in communication with them througout the game. If possible, find an experienced player

who is willing to take you under his or her wing. • Get your turn in a few days before the deadline. • Contact us if you are unsure about something and we’ll do what we can to help explain.

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The Untold War of the Ring Your Turn

OOrrddeerrss

GGeenneerraall SSeeqquueennccee ooff EEvveennttss Listed in order of sequence of events within the turn Orders take place in numerical sequence based on their order numbers, with other events in the order detailed below: 11 Characters heal naturally and healing spells are cast 22 Challenges take place 33 Combat takes place and combat spells are cast 44 Population centre production and tax revenue is received 55 Goods are bought and sold from caravans, maintenance is charged 66 Food is consumed by armies and mages conjure up resources 77 Command orders take place 88 Agent orders take place 99 Characters being held hostage attempt to escape 1100 New characters are created 1111 Army orders (other than combat) take place 1122 Character and army movement takes place 1133 Scouting takes place, lore spells are cast 1144 Caravans transport goods 1155 New caravan prices, maintenance costs and revenues are calculated

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OOrrddeerr DDeettaaiillss

CCaasstt HHeeaall SSppeellll Type Mage Difficulty Varies - spell casting rank Order Number 120 Order Code CstHlSp Prerequisites • Spell is known by caster • Target character is at same location Required info. • Spell ID # • Target character ID

This order allows a character to attempt to cast any heal spell which he knows upon any target character (including himself) in the same hex. Casting proficiency will be improved by 1-5 points upon successful casting of the spell. For example: <120><2><bilbo>

IIssssuuee PPeerrssoonnaall CChhaalllleennggee Type Miscellaneous Difficulty Varies Order Number 210 Order Code IssPers Prerequisites • Target character is of a different nation • If Target character is army commander, then character must be with, or in command of, an army • Target character is at same location Required info. • Target character ID

This order allows a character to offer a personal challenge to another character of a different nation at the same location. If the challenged character is an army commander, then the challenge may only be given by a character with, or in command of, an army. Refusing such a challenge may result in the loss of morale rank in the army of the character who refused the challenge. Only one personal challenge may be fought each turn. Success in the battle will be based on all of the different skill ranks of the characters, but mage rank and command rank are best suited for this type of combat. Some Artifacts are also significant factors in the battle. The highest 'net' skill rank of the victor will improve by 1-15 points. For example: <210><bilbo>

RReeffuussee AAllll PPeerrssoonnaall CChhaalllleennggeess Type Miscellaneous Difficulty Automatic Order Number 215 Order Code RfsPers Prerequisites Any character Required info. None

This order allows a character to refuse all personal challenges offered by other characters at the same location on that turn. If this order is not given, a character will be assumed to accept any such personal challenges. Refusing such a challenge may result in the loss of morale rank (1-15 points) in the army of the character who refused the challenge. This order is ignored if an Issue Personal Challenge (#210) order has also been issued by the character. For example: <215>

CCaasstt CCoommbbaatt SSppeellll Type Mage Difficulty Varies – spell casting rank Order Number 225 Order Code CstCbSp Prerequisites • Spell is known by character Required info. • Spell ID #

This order allows a character to attempt to cast any combat spell which he knows. Proficiency will be improved by 1-5 points upon successful casting of the spell. In order for the spell to affect combat, the spell caster must be with the army involved in the combat. For example: <225><108>

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AAttttaacckk EEnneemmyy Type Command Difficulty Varies Order Number 230 Order Code AttEnmy Prerequisites • Army commander only Required info. None

This order directs an army to attack all enemy armies in the hex. Successful combat will increase the morale rank in the army, the command rank of any commanders with the army, and the training rank of the troops. For example: <230>

DDeessttrrooyy PPooppuullaattiioonn CCeennttrree Type Command Difficulty Varies Order Number 250 Order Code DstPop Prerequisites • Army commander only • Population centre is in the hex • Population centre is not hidden • Population centre is of enemy nation Required info. None

This order directs the army to attack an enemy population centre which is in the hex and is not hidden. This order, if successful, will reduce the population centre to ruins. Giving this order will also cause you to do battle with any armies of the nation that owns the population centre. This order also causes the population centre to suffer the consequences of siege regardless of the outcome. Assuming successful combat, successful assault will increase the morale rank in the army, the command rank of any commanders with the army, and the training rank of the troops. For example: <250>

CCaappttuurree PPooppuullaattiioonn CCeennttrree Type Command Difficulty Varies Order Number 255 Order Code CptrPop Prerequisites • Army commander only • Population centre is in the hex • Population centre is not hidden • Population centre is of enemy nation Required info. None

This order directs the army to attack an enemy population centre which is in the hex and is not hidden. This order, if successful, will reduce the population centre by one size and will gain control of the population centre for the nation whose army is most powerful at the end of the battle. Giving this order will also cause you to do battle with any armies of the nation that owns the population centre. This order also causes the population centre to suffer the consequences of siege regardless of the outcome. Assuming successful combat, successful assault will increase the morale rank in the army, the command rank of any commanders with the army, and the training rank of the troops. For example: <255>

PPuurrcchhaassee ffrroomm CCaarraavvaannss Type Miscellaneous Difficulty Automatic Order Number 315 Order Code PrchCar Prerequisites • Character is in his own nation's population centre • Population centre is not under siege Required info. • Product to be purchased (le,br,st,mi,fo,ti,mo) • # of units to be purchased

This order allows a character to buy a selected amount of one product from the trade caravans at the going market purchase price. As with all purchases from the caravans, all nations are limited by the market availability of items. If the product is food, and the character is with an army (or is an army commander), then the food will reside in the army baggage. If the product is food, and the character is NOT with an army (nor is an army commander), then the food will reside in the population centre stores. For example: <315><le><2000>

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The Untold War of the Ring Your Turn

SSeellll ttoo CCaarraavvaannss Type Miscellaneous Difficulty Automatic Order Number 320 Order Code SellCar Prerequisites • Character is in his own nation's population centre • Population centre is not under siege • Population centre has sufficient stores Required info. • Product to be sold (le,br,st,mi,fo,ti,mo) • # of units to be sold

This order allows a character to sell one product already in the stores of the population centre to the trade caravans at the going market sell price. The gold is placed in the nation's central vault. The market caravans have their limits, they often cannot pay more that 20-25,000 gold to a nation in each turn. For example: <320><mi><89>

NNaattiioonn SSeellll ttoo CCaarraavvaannss Type Miscellaneous Difficulty Automatic Order Number 325 Order Code NatSell Prerequisites • Any character • Character is in his own capital • Individual population centres are not under siege Required info. • Product to be sold (le,br,st,mi,fo,ti,mo) • % of product to be sold (1 - 100)

This order allows the nation to sell off a percentage of all its stores of one product held in all its population centres at the going market sell price. Each of your nation's population centres (that are not sieged) will sell the requested percentage of however much of the selected item it currently has in stores. The market caravans have their limits, they often cannot pay more that 20-25,000 gold to a nation in each turn. For example: <325><fo><100>

CCaasstt CCoonnjjuurriinngg SSppeellll Type Mage Difficulty Varies (according to spell rank) Order Number 330 Order Code CstCjSp Prerequisites • Spell is known by character • Spell may require specific location (same hex as target, or in population centre, or with an army, etc) Required info. • Spell ID #

This order allows a character to attempt to cast any conjuring spell which he knows. Proficiency will be improved by 1-5 points upon successful casting of the spell For example: <330><508>

TTrraannssffeerr FFoooodd ffrroomm PPooppuullaattiioonn CCeennttrree ttoo AArrmmyy Type Miscellaneous Difficulty Automatic Order Number 340 Order Code TrPo2Ar Prerequisites • Army commander or character with command skill with the army • Population centre is not under siege • Population centre is of same nation or belongs to an ally and is not hidden Required info. • # of food units transferred

This order allows population centres to transfer food to armies - even those of an allied nation. If the population centre is hidden, this order will work only if the army is of the same nation. For example: <340><1632>

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TTrraannssffeerr AArrttiiffaaccttss ttoo CChhaarraacctteerr Type Miscellaneous Difficulty Automatic Order Number 360 Order Code TrArt Prerequisites • Both characters are at same location • Target character is not a hostage Required info. • Other character ID • Artifact ID #'s to be transferred

This order allows one character to transfer up to six currently held Artifacts to another character at the same location. For example: <360><bilbo><8>

RReeccrruuiitt HHeeaavvyy CCaavvaallrryy Type Command Difficulty Automatic Order Number 400 Order Code HvCvlry Prerequisites • Army commander or character with command skill with the army • Population centre is in same hex • Population centre is of same nation • Population centre is not under siege Required info. • # of heavy cavalry to be recruited • Type of weapons to be issued (br,st,mi) • Type of armour to be issued (le,br,st,mi)

This order allows an army commander or a character with command skill with an army to recruit heavy cavalry into the army. The maximum number of troops which can be recruited at any one time depends on the size of the population centre. There is no minimum number. Troops can be recruited without armour or weapons (in which case they are automatically equipped with wooden weapons at no cost). One mount and two leather are required for each troop of this type and must be in the stores of the population centre. If there are not enough mounts or leather then the number of recruits will be reduced accordingly. For example: <400><200><br><st>

RReeccrruuiitt HHeeaavvyy IInnffaannttrryy Type Command Difficulty Automatic Order Number 408 Order Code HvInfan Prerequisites • Army commander or character with command skill with the army • Population centre is in same hex • Population centre is of same nation • Population centre is not under siege Required info. • # of heavy infantry to be recruited • Type of weapons to be issued (wo,br,st,mi) • Type of armour to be issued (le,br,st,mi)

This order allows an army commander or a character with command skill with an army to recruit heavy infantry into the army. The maximum number of troops which can be recruited at any one time depends on the size of the population centre. There is no minimum number. Troops can be recruited without armour or weapons (in which case they are automatically equipped with wooden weapons at no cost). For example: <408><350><wo><le>

PPuutt AArrmmyy oonn MMaannooeeuuvvrreess Type Command Difficulty Automatic Order Number 435 Order Code ArmyMan Prerequisites • Army commander only Required info. None

This order allows an army commander to train an army through the use of military exercises. Each training rank will improve by 1-5 points, based on the character's command rank. This will also improve the command rank of all characters with the army who have a command rank, by 1-5 points. For example: <435>

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MMaakkee WWaarr MMaacchhiinneess Type Miscellaneous Difficulty Automatic Order Number 440 Order Code MakWrMa Prerequisites • Army commander or character with command skill with the army • Population centre is in same hex • Population centre is of same nation or belongs to an ally and is not hidden • Population centre is not under siege • Population centre has sufficient stores Required info. • # of war machines to be built

This order allows an army commander or a character with command skill with an army to build war machines in a population centre of the same nation or at those of friendly nations. There must be enough timber in the population centre stores at this time. The amount of timber needed for each war machine is 500. For example: <440><13>

FFoorrttiiffyy PPooppuullaattiioonn CCeennttrree Type Command Difficulty Average Order Number 494 Order Code : FortPop Prerequisites • Character with command skill • Population centre is in same hex • Population centre is of same nation • Population centre has sufficient timber • Nation has sufficient gold Required info. None

This order allows a character with command skill to build new fortifications for a population centre of the same nation. His success in this attempt is based on his command rank. No population centre can be fortified more than once in any given turn. In order to build the type of fortification chosen, the population centre must already have the proper amount of timber and the character's nation must have the proper amount of gold. A successful order will improve the character's command rank by 1-5 points. For example: <494>

TThhrreeaatteenn PPooppuullaattiioonn CCeennttrree Type Command Difficulty Hard Order Number 498 Order Code Threat Prerequisites • Army commander only • Population centre is in same hex • Population centre is not hidden • Population centre is of enemy nation • No enemy armies are present Required info. None

This order allows an army commander to attempt to gain control of an enemy population centre which is in the hex, but not hidden, merely by threatening it with attack. This order cannot be done if there are any enemy armies present. A successful order will improve the character's command rank by 1-10 points, will gain control of the population centre, and will affect the population centre’s loyalty. For example: <498>

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IInnfflluueennccee OOtthheerr’’ss PPooppuullaattiioonn CCeennttrree LLooyyaallttyy Type Emissary Difficulty Average Order Number 525 Order Code InfOthr Prerequisites • The character has emissary skill • There is a population centre at the same location as the character • The population centre is not hidden • The population centre is of a different nation • There are no enemy armies present Required info. None

This order allows a character with emissary skill to try and decrease the loyalty rank, and possibly take control of, a population centre belonging to another nation. Success is based on the character’s emissary rank, the relation of the population centre’s nation towards your nation, and the loyalty of the population centre at the time the order is attempted. This order cannot succeed if there are any armies present whose nation dislikes or hates your nation. If successful, this order reduces the population centre’s loyalty by 5-15 points, and increases the emissary rank of the character by 1-10 points. If the population centre's loyalty drops to 15 or less, there is a chance that the population centre will change ownership to the emissary’s nation. For example: <525>

CCrreeaattee CCaammpp Type Emissary Difficulty Easy Order Number 555 Order Code CreCmp Prerequisites • The character has emissary skill • There is no population centre at the location • The location is a land hex • The nation has sufficient gold • There are no armies present that consider your nation an enemy Required info. None

This order allows an emissary to post a population centre (a camp) in a sector where there is currently no population centre. There can, however, be ruins there, and any fortifications will be added to the camp. The hex must be a land hex. This order cannot be done if there are any armies present whose nation dislikes or hates your own. Success is based on the character’s emissary rank. If successful, the character’s emissary rank will be increased by 1-10 points. A camp posted in this manner costs 2000 gold, which must be in the reserves of the nation. For example: <555>

GGuuaarrdd LLooccaattiioonn Type Agent Difficulty Automatic Order Number 605 Order Code GrdLoc Prerequisites • Character with agent skill • Population centre is at same location • Population centre is of same nation or population centre is not hidden Required info. None

This order allows a character with agent skill to guard a location of a selected population centre for the turn. Agent rank is improved by 1-5 points under this order. If another character attempts theft or sabotage and this character guarding thwarts the theft or sabotage, then the guard's agent rank will be improved 1-5 points more for each thwarted attempt. A successful guard may kill, capture or injure the intended thief/saboteur. An unsuccessful guard may be injured or killed. The success of their attempt is partially based on agent ranks, but the guarding agents rank counts double. For example: <605>

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GGuuaarrdd CChhaarraacctteerr Type Agent Difficulty Automatic Order Number 610 Order Code GrdChar Prerequisites • Character with agent skill • Guarded character is in same hex as guarding character • Guarded character is not the same as guarding character Required info. • Guarded character ID

This order allows a character with agent skill to guard another character at the same location for the turn. Agent rank is improved by 1-5 points under this order. A guard will try to stop assassinations and thefts of Artifacts from the guarded character. If another character makes such an attempt against the guarded character and the guard thwarts the attempt, then the guard's agent rank will be improved 1-5 points more for each thwarted attempt. A successful guard may kill, capture or injure the opposition. An unsuccessful guard may be injured or killed. The success of their attempt is partially based on agent ranks, but the guarding agents rank counts double. For example: <610><bilbo>

AAssssaassssiinnaattee CChhaarraacctteerr Type Agent Difficulty Hard Order Number 615 Order Code Assass Prerequisites • Character with agent skill •Target character is of different nation • Target character is in same hex Required info. • Target character ID

This order allows a character with agent skill to attempt to assassinate another character of a different nation. If the target character is guarded, then the assassin will have to deal with the guards first. Success is based on the agent rank of the assassin, guard’s agent rank (doubled), the ranks of the target, the fortifications and loyalty of a pop. centre in the hex and the size of army if the target is an army commander. Failure may mean injury or death - even if there are no guards present. Agent rank will be improved by 1-10 points for a successful mission. For example: <615><bilbo>

SSaabboottaaggee FFoorrttiiffiiccaattiioonnss Type Agent Difficulty Hard Order Number 670 Order Code SabFort Prerequisites • Character with agent skill • Population centre at same hex • Population centre is not hidden • Population centre is of a different nation Required info. None

This order allows a character with agent skill to attempt to sabotage the fortifications of another nation's population centre. The population centre cannot be hidden and the character must deal with any posted guards. Success is based on the agent rank of the character, guard’s agent rank (doubled) and the fortifications and loyalty of the pop. centre. Failure may result in injury or death. Success will decrease the fortifications by at least one level and will improve the character's agent rank by 1-10 points. For example: <670>

SSaabboottaaggee PPrroodduuccttiioonn SSttoorreess Type Agent Difficulty Average Order Number 680 Order Code SabStor Prerequisites • Character with agent skill • Population centre at same hex • Population centre is not hidden • Population centre is of a different nation • Population centre has stores of type chosen to sabotage Required info. • Store type (le,br,st,mi,fo,ti,mo)

This order allows a character with agent skill to attempt to sabotage the stores of another nation's population centre. The population centre cannot be hidden and the character must deal with any posted guards. Failure may result in injury or death, whilst success will decrease a percentage of the stores. The chance of success is based primarily on the character's agent rank, guard’s agent rank (doubled) and the fortifications and loyalty of the pop. centre, and success will improve character's agent rank by 1-10 points. For example: <680><ti>

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The Untold War of the Ring Your Turn SStteeaall AArrttiiffaacctt Type Agent Difficulty Average Order Number 685 Order Code StlArt Prerequisites • Character with agent skill • Artifact is in same hex Required info. • Artifact ID #

This order allows a character with agent skill to attempt to steal a particular Artifact which is at that location. The character must deal with any posted guards. If the Artifact is held by another character, then that character must be dealt with. Failure may result in injury or death, even if there are no guards. Success is based on the character's agent rank, guard’s agent rank (doubled) and the fortifications and loyalty of any pop. centre in the hex. Success will gain the character possession of the Artifact and will improve character's agent rank by 1-10 points. For example: <685><12>

SStteeaall GGoolldd Type Agent Difficulty Average Order Number 690 Order Code StlGold Prerequisites • Character with agent skill • Population centre in same hex • Population centre is not hidden • Population centre is of a different nation Required info. None

This order allows a character with agent skill to attempt to steal the gold of another nation's population centre. The population centre cannot be hidden and the character must deal with any posted guards. Failure may result in injury or death, even if there are no guards. Success will gain the character gold based on the net revenues and any gold production the population centre generated that turn. Success is based on the character's Agent rank, guard’s agent rank (doubled) and the fortifications and loyalty of the pop. centre, and will improve character's agent rank by 1-10 points. For example: <690>

NNaammee NNeeww CChhaarraacctteerr aass CCoommmmaannddeerr Type Command Difficulty Automatic Order Number 728 Order Code NamComm Prerequisites • Character with command skill • Character is in his own capital • Nation has sufficient gold • Nation has less than 8 active characters Required info. • Name (first 5 letters must be unique and no more than 17 letters and spaces) • Gender (male or female)

This order allows a character with command skill to train a new commander. The command rank of the new character will be at 30 or at the command rank of the creating character - whichever is lower. The first five letters of the name given (character ID) must be unique in the game (duplicate names will be automatically altered). 5000 gold is needed to finance the new commander's training. If you ever have more than eight active characters, a random character will be retired on your next turn! For example: <728><Denethor><m>

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The Untold War of the Ring Your Turn

NNaammee NNeeww CChhaarraacctteerr aass AAggeenntt Type Agent Difficulty Automatic Order Number 731 Order Code Namagen Prerequisites • Character with agent skill • Character is in his own capital • Nation has less than 8 active characters • Nation has sufficient gold Required info. • Name (first 5 letters must be unique and no more than 17 letters and spaces). • Gender (male or female)

This order allows a character with agent skill to train a new agent. The agent rank of the new character will be at 30 or at the agent rank of the creating character - whichever is lower. The first five letters of the name given (character ID) must be unique in the game (duplicate names will be automatically altered). 5000 gold is needed to finance the new agent's training. If you ever have more than eight active characters, a random character will be retired on your next turn! For example: <731><Murazor><m>

HHiirree AArrmmyy Type Command Difficulty Automatic Order Number 770 Order Code Hrarmy Prerequisites • Character with command skill • Character is not an army commander • Character is at population centre • Population centre is of same nation • Population centre is not under siegeRequired info. • # of troops • Type of troops (hc,hi) • Type of weapons to be carried (wo,br,st,mi) • Type of armour to be carried (le,br,st,mi) • # of food units

This order allows a character to create a new army by hiring the indicated troop type at a population centre. This is the only order that will 'create' an army where there was not already one. The maximum number of troops will depend on the size of the population centre. The minimum army size is 100 troops. You must also indicate how much food will be transferred to the new army from the population centre stores. All new troops will come with a base training rank of 10 and a base morale rank of 10, and the specified weapons and armour (if there are sufficient stores). Cavalry require 2 leather and 1 mount per troop. For example: <770><400><hi><br><st><3000>

DDiissbbaanndd AArrmmyy Type Miscellaneous Difficulty Automatic Order Number 775 Order Code Dsbarmy Prerequisites • Army commander or character with command skill with the army Required info. None

This order allows an army commander or a character with command skill with an army to disband the army and to tell his troops to go home. For example: <775>

TTrraannssffeerr CCoommmmaanndd Type Command Difficulty Automatic Order Number 780 Order Code TrComm Prerequisites • Army commander • New commander has command skill • New commander is in same hex • New commander is of same nation Required info. • New commander character ID • Join army ('y' or 'n')

This order allows an army commander to give command of their entire army to another character with command skill. Any characters travelling with the former army will also be transferred. The former commander may choose to stay with the army or remain separate by adding a 'yes' or 'no' to the required information. For example: <780><thori><n>

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JJooiinn AArrmmyy Type Miscellaneous Difficulty Automatic Order Number 785 Order Code Jnarmy Prerequisites • Character joins army commander • Army commander is in same hex • Army commander is of same nation • Character is not an army commander Required info. • Army commander character ID to be joined

This order allows a character to join an existing army and to travel with it. While part of the army, a character does not need to give individual movement orders. If they do give a movement order, they automatically leave the army. For example: <785><thori>

MMoovvee CChhaarraacctteerr Type Movement Difficulty Automatic Order Number 810 Order Code MovChar Prerequisites • Character is not an army commander Required info. • Destination hex (within 12 hexes of current hex)

This order allows a character to move to any hex that is 12 or less hexes distant from his present location. If the character had been travelling with an army then he will leave that army. For example: <810><2907>

SSttaanndd aanndd DDeeffeenndd Type Movement Difficulty Automatic Order Number 840 Order Code Stand Prerequisites • Army commander only Required info. • Direction (ne, e, se, sw, w, or nw)

This order allows an army commander to station his army to try to prevent enemy troops from crossing certain hexsides. By choosing a direction, the commander orders the army to prevent movement through that hexside and through its adjacent hexsides by enemy armies. This will keep an enemy army situated in that hex even if it was able to move otherwise. If the enemy army is large enough, it can merely destroy your army in its passing without stopping. For example: <840><se>

FFoorrccee MMaarrcchh AArrmmyy Type Movement Difficulty Automatic Order Number 860 Order Code ForcMar Prerequisites • Army commander only Required info. • Directions (h, ne, e, se, sw, w, or nw for each hex to be moved)

This order allows an army commander to move his army. For example: <860><se><e><ne>

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The Untold War of the Ring Your Turn

MMoovvee CChhaarraacctteerr && JJooiinn AArrmmyy Type Movement Difficulty Automatic Order Number 870 Order Code MovJoin Prerequisites • Any character • Army commander is of same nation • Character is not an army commander Required info. • Destination hex (within 12 hexes of original hex) • Army commander character ID of the army to be joined

This order allows a character to move to any hex that is 12 or less hexes distant from his original location and join an existing army at that location. If no army is at the character's destination hex, the character will simply end movement there. If the character had been travelling with an army, this order will cause him to leave that army. This order cannot result in the character moving a distance of more than 12 hexes from their location at turn start. For example: <870><2907><thori>

SSccoouutt PPooppuullaattiioonn CCeennttrree Type Miscellaneous Difficulty Easy Order Number 920 Order Code ScoPop Prerequisites • Character with agent skill • Population centre is at same location Required info. None

This order allows a character to scout the population centre where he is presently located. Suspected hidden population centres are difficult to scout. The character may find out: name, owner, loyalty, size, fortifications, production capability, production stores, siege status, if it's hidden, if it's a capital, and the presence of foreign armies (by nation). The amount and detail of the reported information is based on the agent rank and incorrect reports are possible. For example: <920>

RReeccoonn.. AArreeaa Type Miscellaneous Difficulty Easy Order Number 925 Order Code Recon Prerequisites • Character with command skill Required info. None

This order allows a character to reconnaissance the area around his current location in all directions for a distance of one hex (for a total of 7 hexes). Some of the report is in map form. If any armies are found in land hexes in the area, the scouting character may also be able to determine the individual commander, nationality, and approximate number of troops of any armies present. The amount and detail of the reported information is based on the command rank (although reports about the current location are usually better) and incorrect reports are possible. For example: <925>

SSccoouutt ffoorr CChhaarraacctteerrss Type Agent Difficulty Average Order Number 930 Order Code ScoChar Prerequisites • Character with agent skill Required info. None

This order allows a character to scout for any other nation's characters at that land location. Success is based on a comparison of the relative agent ranks and is chances are increased by the presence of a population centre (camp the most, city the least). It is possible to gain the following information on each character found: title, name or gender, and nationality or allegiance. The amount and detail of the reported information is based on the agent rank and incorrect reports are likely. For example: <930>

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The Untold War of the Ring Your Turn

UUssee SSccrryyiinngg AArrttiiffaacctt Type Miscellaneous Difficulty Automatic Order Number 935 Order Code UsScArt Prerequisites • Any character Required info. • Arkenstone’s # • Chosen hex

This order allows a character to the Arkenstone. The effect lasts for only one turn. The Artifact reveals details about any chosen hex and the six hexes surrounding it. The amount and detail of the reported information is frequently based on the mage rank, and the distance from the caster to the hex, and incorrect reports are possible. For example: <935><8><2907>

CCaasstt LLoorree SSppeellll Type Mage Difficulty Varies - spell casting rank Order Number 940 Order Code CstLoSp Prerequisites • Spell is known by character Required info. • Spell ID # • Information required by the particular spell

This order allows a character to attempt to cast any lore spell which he has learned. Success is based on the casting proficiency the character has with the spell. Proficiency will be improved by 1-5 points upon successful casting of the spell. The amount and detail of the reported information is frequently based up the mage rank and incorrect reports are possible. For example: <940><428><16>

NNaattiioonn TTrraannssppoorrtt Type Miscellaneous Difficulty Automatic Order Number 947 Order Code NatTran Prerequisites • Any character • Character is in capital • Capital is not under siege • Origin and destination hexes for transport are not under siege Required info. • Destination hex • Product to be transferred (le,br,st,mi,fo,ti,mo) • % of product to be transferred (1-100)

This order allows a character at his capital to order the transport of a percentage of one product from the stores of all his nation's population centres to the stores of one of his nation's population centres. The receiving population centre cannot be under siege. Any population centre under siege will be unable to contribute any amount of the indicated product. The cost of sending the product is 10% of the number of units transported. This is taken in addition to the amount specified if possible – which is to say it is taken from the nation’s stores in addition to the full amount transported, but if there is not enough of the product in the coffers, then it will be deducted instead from the goods sent. For example: <947><2908><le><100>

TTrraannssffeerr OOwwnneerrsshhiipp Type Emissary Difficulty Easy Order Number 949 Order Code TrOwner Prerequisites • The character has emissary skill • The character is at location of population centre to be transferred • The population centre belongs to the character’s nation • The population centre is not hidden or a capital • The target character is at same location, and is not a hostage or an NPC • The target character has emissary skill • The nations of the character and target character are not enemies Required info. • Target Character ID

This order allows a character with emissary skill to transfer ownership of a population centre to another nation via an emissary of that other nation. The population centre cannot be the capital nor hidden, both emissaries must be in the population centre’s hex, and neither nation can be an enemy of the other. Success is based on the emissary ranks of the characters involved, the loyalty of the population centre, and the relations between the nations. Loyalty may change as a result of the transfer of ownership. For example: <949><menel>

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The Untold War of the Ring Your Turn

YYoouurr TTuurrnn Every game turn, each active player will receive the following: FFrroonntt SShheeeett This is either a paper print out, or text in the email to which your .PDF file is attached (if you are playing by email), with non-game related information such as your name, account number, etc. RReessuullttss SShheeeett This is either a paper print out, or an Adobe Acrobat .PDF file (if you are playing by email), containing information on your nation and activities. TTuurrnn SShheeeett This is either a paper print out, or an Adobe Acrobat .PDF file (if you are playing by email), which you fill in and return to us with your orders for the next turn. You may create your own turn sheet. Please read the House Rules for guidance on this. XXMMLL FFiillee You can use this file in Automagic (a recommended Excel application) or MEOW (a Java application) to create and send us your orders, and also in any of the mapping software programs available such as Palantir. Take a look at our website for all these applications and more: www.middleearthgames.com.

FFrroonntt--SShheeeett This contains your name, address and contact details (your email address is always given out to your allies, if you wish your other contact details to be passed on, please get in touch). • your account number • your account balance (Note that this is correct, whilst the balance on your results sheet is not) • your allies’ contact details • current games you are playing in • GM message for the game. • GM message for all games. • Remittance tear off slip to return with payment for game turns (when necessary)

RReessuullttss SShheeeett The game title and edition appears in the middle of the first page. Below the title, on the left, is your name and account number (please include your account number in all communications with us). To the right of this appears, from top to bottom, your game number, player number, turn number, account balance, free turns counter, security code, and special service indicator. These with the exception of the turn number and security code will be the same for length of the game. Turn number indicates the number of turns you have played, not the number of turns the game has run. Thus it is not uncommon for turn numbers to vary slightly from player to player. The account balance is a hang-over from an old accounting system and can safely be ignored. The security code is a four-digit number randomly generated each turn. This code is required to authorise any changes or requests for information directed to MEPBM. See the 'ME House Rules & Procedures' for more details. The special service indicator will be marked yes, meaning that if you do not get a turn in by the next due date a fixed set of orders will be run for each of the characters in your position.

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The Untold War of the Ring Your Turn The bottom of the title page shows three more pieces of information: your victory point total (calculated each turn), your five individual victory conditions, and, after turn zero, the top three players on your own side. All Free Peoples will get a list of the top three Free Peoples. All Dark Servants will get a list of the top three Dark Servants. The rest of the sheet is divided into sections as follows:

SSeeaassoonn This indicates whether it is spring, summer, fall (autumn) or winter. The season, in conjunction with location, affects the climate around each population centre.

RReellaattiioonnss This section details your relations to the other nations.

PPooppuullaattiioonn CCeennttrreess This section shows each of the population centres under your control. For each population centre, you're shown its name, location, size, fortification level, loyalty, hidden indicator, siege indicator, production for that hex and current stores. Location tells you the number of the hex the population centre is in, the terrain in that hex and the current climate in that hex. The hidden indicator shows 'TRUE' if the Population Centre is hidden and 'FALSE' if it is not. The siege indicator operates in the same manner, showing 'TRUE' if the population centre was under siege by an enemy army for the turn just passed, and 'FALSE' if it was not under siege. Expected hex production is shown for each of the seven products: leather, bronze, steel, mithril, food, timber and mounts. Expected production is determined by the size of the population centre and the climate, and may be less than the maximum possible hex production. Below the production numbers are shown the amount in stores for each of the seven products. The last item of information for each city is the presence of any foreign characters or armies. Any population centre under your control may report any spotted foreign characters or armies in that hex.

AArrmmiieess In this section each of your armies will be listed under its commander. To the right of each commander's name will be the army's location, terrain, and climate. Following the commander's name will be a complete listing of all the army's attributes: morale, the number of transport ships needed to transport the army across the sea (ignore this!) the army's travel mode (ignore this!), and a listing of all troops, by type, including training, weapon and armour ranks. Also listed will be any items in army's baggage train, including food and war machines. Any other characters with the army will be listed below the baggage train information. Finally, below each army's information will be a report of any population centres and other armies at the same location.

CCoommppaannyy CCoommmmaannddeerrss Companies are not used at the sart of the Untold War of the Ring, though you will be able to create them later on, and will receive more information about them at that time.

MMiisscceellllaanneeoouuss Information under this section includes revenue and maintenance costs, total product stores, the names of any hostages in your possession, a listing of all Artifacts, any general messages about events involving your nation, and any encounter and combat messages. Note that all maintenance costs and revenue for the next turn are expected figures. Changes in season and orders given, among other things, can effect the actual figures. Note also that there are two Artifact listings, one of Artifacts currently held by characters and one of Artifacts known to be secreted in hexes or population centres (not used in the Untold War of the Ring). Additionally, messages may appear here regarding satisfaction of certain victory conditions and regarding new character availability. It is unwise to name more characters than you are allowed, if you ever have nine or more active characters, the extras will be retired at random.

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The Untold War of the Ring Your Turn

MMaarrkkeett PPrriicceess Each of the seven available market products has its own column. In each column, the first line shows the name of the product, the second line shows how many units (if any) of that product are available, the third line shows the amount of gold you must pay to purchase one unit, and the fourth line shows the amount of gold you will receive by selling one unit to the market.

OOrrddeerrss GGiivveenn This lists all of your characters and the orders issued by each for the turn. Note that this chart reads across, left to right, rather than top to bottom as it is on your turn sheet. Also note that each character is listed twice, once for each order. Any character given less than two orders will show 'No order given' to the right of the character's name.

CChhaarraacctteerrss This section shows each of your characters, and their ranks and possessions, along with a description of each character's activities for that turn. Any characters who possess rank-enhancing Artifacts will have the enhanced rank appear in parenthesis () next to those ranks that are affected. Also, any characters who know spells will have the casting rank appear in parenthesis () next to each spell. Any characters who possess combat Artifacts will have a "√" appear next to any combat Artifact that is currently being used. An '†' or '+' next to a rank indicates a special ability – healing twice as fast, or challenge rank bonus.

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The Untold War of the Ring Your Turn

MMaappss This final section includes a graphic representation of your homeland and some scouting / reconnaissance reports. The turn map allows you to take in a great deal of information at once. Represented on the map are terrain (including roads and rivers) population centres (ruins have no icon), fortifications and armies. Note that army icons represent the presence of one or more armies of that allegiance. For example, a Free Peoples’ army icon in a hex could signify one army, two armies, even three or more. The scouting / reconnaissance reports will be smaller versions (7 hexes) of the turn map with the same type of information and representations. MMaapp IIccoonnss

Camp Tower Harbour

Village Fort Port

Town Castle Good Armies

Major Town Keep Evil Armies

City Citadel Neutral Armies Road Minor River Major River Bridge Ford

Open Seas Coastal Waters Shore/plains Open Plains

Hills & Rough Mixed Forest Desert Wastes Fens & Swamp Mountains

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The Untold War of the Ring Your Turn

TTuurrnn SShheeeett The turn sheet is used each turn to submit your orders if you are playing by paper. However, we recommend that you use Automagic to create your orders as it is designed to assist you with learning the game and completing orders successfully. If you have any trouble with the software, please contact us, and we will be able to help. Please read the House Rules for guidance on the format of this. Near the top of each turn-sheet, beneath the game title and edition, will be your name, account number, game number, player number, and turn number. The next item on your turn sheet will be the due date. The due date is the date by which the turn-sheet must reach our offices – not the date to post it! Please allow time for the postal service to deliver. Following the due date is a listing of all of your characters. Underneath each character's name are two sets of blank lines to allow each character to issue up to two orders. (Please refer to the 'orders' section for what additional information is required and in what order to place this information on the turn sheet). The most common items of required information for orders have abbreviations which are quicker and easier to use than the entire word. They are as follows: GGooooddss Wood wo Mounts mo Leather le Bronze br Steel st Mithril mi Food fo Timber ti Gold go None no TTrrooooppss Heavy Cavalry hc Heavy Infantry hi

AArrmmyy DDiirreeccttiioonnss Home h Northwest ne East e Southeast se Southwest sw West w Northwest nw Normal no Evasive ev MMiisscceellllaanneeoouuss Female f Male m No n Yes y

Three points to keep in mind while filling out your turn-sheet:

• Character IDs are always five letters long. • Spaces count as letters for character IDs • Hex numbers are always four digits long.

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The Untold War of the Ring Nation Starting Information

NNaattiioonn SSttaarrttiinngg IInnffoorrmmaattiioonn This information has been divided according to information (armies, characters, etc.) rather than by nation for ease of comparison.

OOvveerrvviieeww Nation ID Map Army1 Army2 Army3 Northmen 2 2405 2508 2711 3109 Rohan 3 2109 2421 2321 2419 Sylvan Elves 5 2306 2908 2608 Dwarves 8 2402 2904 3205 Noldo Elves 10 2108 2209 2514 Witch King 11 1903 1904 2305 2006 Dragon Lord 12 2405 2715 2814 2809 Dog Lord 13 2409 3014 3120 3120 Fire King 18 2105 2409 2309 White Wizard 24 1907 2017 2119 1910

CChhaarraacctteerrss a = army commander NNoorrtthhmmeenn Name Nat C A E M (S) Artefacts Hex Bard II 2 60 20 3109a Beorn the Younger 2 30 20 15 2508a Brand 2 50 50 3108 Girion II 2 30 10 20 2405 Grim-beorn 2 30 20 10 2711a Kynoden 2 30 2609 Montief 2 40 3108 Swithwulf 2 20 10 2508 RRoohhaann Name Nat C A E M (S) Artefacts Hex Eomer 3 30 20 10 199 Guthwine, g, 750 Comb 2220 Eothain 3 30 20 2720a Eowyn 3 30 10 30 2321 Garulf 3 30 30 2321a Grimbold 3 30 20 30 2419 Hama 3 30 2121 Theadred 3 50 2421a Theoden 3 50 30 181 Hereugrim, g, 1000 Comb

208 Horse-Lord’s Shield, g, 750 Comb 2421

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The Untold War of the Ring Nation Starting Information SSyyllvvaann EEllvveess Name Nat C A E M (S) Artefacts Hex Dorlas 5 30 30 20 2608a Galion 5 30 20 2906 Haldir 5 40 10 20 2709 Legolas 5 40 20 50 20 2911 Lindal 5 10 20 20 2810 Ohtar 5 50 10 20 2908a Ringlin 5 60 20 35 Orb of Seeing, n, 35 Mag

64 Bracers of the Mist, n, 30 Ste 2608

Thranduil 5 60 20 55 Helm of Shadow, n, 10 Ste 121 Troll Slayer, g, 750 Comb 122 Orc Slayer, g, 750 Comb

2908

DDwwaarrvveess Name Nat C A E M (S) Artefacts Hex Bifur 8 20 20 10 2604 Bofur 8 20 20 10 3002 Dain 8 60 40 210 Boots of Iron, n, 10 Com

211 Cloak of Protection, 10 Age 3205a

Dis 8 20 10 2904 Gimli 8 30 30 10 2304 Gloin 8 50 3205 Thorin III 8 60 10 10 83 Orcrist, n, 750 Comb 2904a Thrain 8 50 212 Cloak of Hiding, n, 10 Ste 2904 NNoollddoo EEllvveess Name Nat C A E M (S) Artefacts Hex Arwen 10 50 40 30 4 Ring of Impersonation, n, 25 Age

135 Elenruth, n, 750 Comb - Curses 2209

Celeborn 10 60 60 40 30 2514a Cirdan 10 40 20 40 40 25 15 Tinculin, n, 40 Mag

40 Gaergil, n, Open Seas 51 Ossanna, n, 10 Mag 59 Gaerennon, n, 15 Com

2514

Elladan 10 50 30 50 25 2209 Elrohir 10 50 30 50 25 2209 Elrond 10 60 70 20 11 Vilya, n, 50 Mag

90 Helkaluin, n, 1250 Comb 2209

Galadriel 10 70 80 10 12 Nenya, n, 50 Mag 163 Mirror of Galadriel, g, 40 Mag 164 Tintelpe, g, 750 Comb

2514

Galdor 10 60 25 26 Mallorn Staff, n, 25 Mag 2514 Gildor 10 30 30 30 25 201 Runya, g, 500 Comb 2314 Glorfindel 10 60 60 30 20 8 Lorglin, n, 15 Mag

89 Macilromen, n, 1000 Comb 2209a

Orophin 10 40 20 30 30 20 2413 Rumil 10 20 10 30 20 2513

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The Untold War of the Ring Nation Starting Information WWiittcchh KKiinngg Name Nat C A E M (S) Artefacts Hex Anglach 11 60 2311 Angulion 11 10 20 30 30 157 Pectoral, n, 30 Emi 1904 Ashdurbuk Zalg 11 60 67 Ulukhai, e, 35 Com

68 Thrakurghash, e, 500 Comb 1904a

Erennis 11 30 2205 Gaurithoth 11 40 2207 Murazor 11 40 40 70 30 28 Palantir of Mins Ithil, n, Scry

48 Thologaer Ciryatano, n, 30 Mag 53 Morgul Plate, a, +10 command 75 Vasamacil, e, 750 Comb 82 Romoquenaro, n, 750 Comb 86 Nallgurth, e, 750 Comb - Curses

2305

Radbug 11 30 2404 Rogrog 11 50 65 Angbor, n, 10 Comm 2305a Ulrac 11 50 2006a DDrraaggoonn LLoorrdd Name Nat C A E M (S) Artefacts Hex Duran 12 60 20 20 30 2715a Ethacali 12 50 2809 Gashbuz 12 30 2814a Grashukh 12 50 3220 Hoarmurath 12 20 30 60 20 50 Ovir Crown, n, 15 Mag

80 Snow Hammer, n, 500 Comb 141 Hue Changer, n, 500 Comb

2715

Ji Indur 12 40 40 30 56 Helm ot Mumak-King, n, 25 Com 104 Dawnsword, e, 750 Comb 109 Cloud Bow, n, 750 Comb

2715

Khamul 12 30 30 30 40 30 62 Dragon Helm/Armor, e, 30 Mag 150 Singing-Tongue, e, 500 Comb 153 Water-skimmer, n, 750 Comb

2715

Leardinoth 12 10 40 2715 Maben 12 20 50 1 Ring of Wind, n, 40 Age

154 Ring of Bleeding, e, 25 Mag 2812

Ogrod 12 40 99 Elfhewer, e, 500 Comb 2809a Rogatha 12 10 30 2815 Skauril 12 50 30 10 2715

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The Untold War of the Ring Nation Starting Information DDoogg LLoorrdd Name Nat C A E M (S) Artefacts Hex Dendra Dwar 13 20 20 60 30 10 Wolor Priest Ring, n, 20 Mag

74 War-dancer, n, 750 Comb 138 Air-clearver, n, 500 Comb

3120

Gorbag 13 20 10 10 3014a Gothmog 13 70 30 118 Skull Flail, n, 1000 Comb

119 Moon-Axe, n, 750 Comb 3120a

Grishnakh 13 20 20 2 Ring of Stargazing, n, 25 Mag 43 Cloak of the Heavens, n, Age 15 148 Sickle ot Heavens, n, 1000 Comb

3014

Lorgat 13 20 30 3121 Mouth of Sauron 13 40 40 40 3 Ring of Iron Magic, e, 30 Mag

37 Voice of the Dark Tower, e, 20 Emi 45 Collohwesta, n, 25 Ste 58 Helm of the Dark, e, 15 Com

3120a

Shagrat 13 30 160 Collar of Command, n, 30 Com 2920 Snaga 13 30 3119 FFiirree KKiinngg Name Nat C A E M (S) Artefacts Hex Akhorahil 18 20 20 60 66 Bracers of Chennacatt, n, 10 Com

73 Yellow Hammer, n, 500 Comb 2212

Felagrod 18 70 60 2212 Goblin-King 18 60 40 2409a Nazog 18 30 84 Ongrum, n, 500 Comb 2211 Ren the Unclean 18 20 20 20 50 54 Helm of Sen Jey, n, 15 Com

111 Believer’s Bane, e, 500 Comb 112 Burning Blade, n, 500 Comb

2309

Rozilan 18 10 10 10 2511 Uklurg 18 40 2309a Uthmag 18 40 7 Nazgauga, e, 30 Mag

22 Rauzgnagli, e, 1750 Comb 140 Red Robes, n, 10 Com

2511

WWhhiittee WWiizzaarrdd Name Nat C A E M (S) Artefacts Hex Bill Ferny 24 10 20 20 1910 Bugrug 24 40 30 2017a Durbuhuk 24 20 10 10 10 2119a Grima 24 40 20 1916 Lugdush 24 30 1917 Mauhur 24 30 10 20 2119 Saruman 24 80 90 17 Ring of Angrenost, n, 500 Comb

30 Palantir of Orthanc, n, Scry 162 Glosvagil, n, 1500 Comb

2119

Urdrek 24 40 1910a

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The Untold War of the Ring Nation Starting Information

AArrmmiieess Note Archers have no armour. Nation Comm Hex Morale Train Wpn Arm HC LC HI LI AR MA FP Northmen Beorn the

Younger 2508 40 30 30 30 600 200 600

Grim-beorn

2711 30 30 30 10 400 400 900 400 400

Bard II 3109 30 30 30 10 400 900 400 Rohan Theadred 2421 40 50 60 30 700 700 Garulf 2321 40 50 60 30 700 200 Eothain 2720 40 50 30 10 400 400 900 900 900 900 Sylvan Ohtar 2908 50 70 60 0 4800 Dorlas 2608 50 70 60 60 900 1200 Dwarves Thorin III 2904 50 60 60 30 1800 1200 Dain 3205 50 70 60 60 1800 1200 Noldo Glorfindel 2209 40 70 60 10 1200 Celeborn 2514 40 70 60 10 1200 DS Witch King Ashdurbuk

Zalg 1904 60 40 30 10 200 200 200 200

Rogrog 2305 60 30 30 10 200 200 400 400 400 400 Ulrac 2006 50 40 30 10 400 400 Dragon Lord Duran 2715 70 30 30 10 400 1800 900 Gashbuz 2814 50 30 30 30 400 400 400 400 Ogrod 2809 50 40 60 60 400 400 Dog Lord Gorbag 3014 50 50 60 60 200 200 200 200 Gothmog 3120 60 50 60 60 700 200 400 400 Mouth of

Sauron 3120 60 60 60 30 400 400 900 900

Fire King Goblin-King

2409 60 50 30 10 900 900 900 900

Uklurg 2309 60 50 30 10 900 900 900 900 White Wizard Bugrug 2017 40 30 60 60 400 400 Durbuhuk 2119 50 30 30 10 1200 1200 1200 900 Urdrek 1910 20 30 30 10 400 900 400

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The Untold War of the Ring Nation Starting Information

PPooppuullaattiioonn CCeennttrreess H? – Hidden (y/n) c = Capital Size: C= Camp, V = Village, T = Town, M = Major Town, Ci = City NNoorrtthhmmeenn Hex Size Fort Nation H? Name 2512 V 2 Bethadal 3112 T Tower 2 Buhr Ailgra 2610 C 2 Buhr Martis 3012 V 2 Buhr Waldmarh 2711 M Tower 2 Buhr Widufiras 2609 T 2 y Carrock 3108c M 2 Dale 2410 C 2 Ered Minrath 3109 M 2 Esgaroth 2405 T Tower 2 Framsburg 2508c M Tower 2 Maethelberg 2615 C 2 Mijesic 2712 C 2 Sairtheod 2613 C 2 Sarn Lothduin 2315 C 2 Tol Ithluin RRoohhaann Hex Size Fort Nation H? Name 2718 C Tower 3 Aethertos 2421 M Fort 3 Aldburg 2120 C 3 Belegos 2419 M Tower 3 Buhr Lomia 2320 V 3 Buhr Mantros 2319 T 3 Caranmir 2220 V 3 Dunlostir 2321c M Tower 3 Edoras 2121 M Fort 3 Hornburg 2720 T Tower 3 Methedras 2520 V Tower 3 Onondrith 3016 C 3 Portre 3116 C 3 Romenost 2420 V 3 Stowburg

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The Untold War of the Ring Nation Starting Information SSiillvvaann EEllvveess Hex Size Fort Nation H? Name 2908c Ci Fort 5 y Aradhrynd 2608 M 5 Caras Amarth 2912 C 5 Caras Widu 2915 C 5 Ceber Fanuin 2708 C 5 Elentiniel 2810 T Tower 5 Erelinden 2807 V 5 Faltision 2709 T Tower 5 Galadbrynd 2911 T 5 Hen Gwirion 2907 V 5 Kelume 2808 C 5 Quilari 2606 V 5 Sarn Celebdor 2607 C 5 Timulion 2906 M 5 Tuilindo DDwwaarrvveess Hex Size Fort Nation H? Name 3002 M Fort 8 Celeb-ost 2304 V 8 Duria 3107 T Castle 8 Erebor 2306 V 8 Erui 2313 C 8 Goronwe 2407 V 8 Grimfall 2604 T 8 Malrond 2802 C 8 Mormoth 2016 C Tower 8 Naugrim 2904 M Tower 8 Norr-dum 2804 C Tower 8 Ringbar 3004 C 8 Sarnost 3205c M Fort 8 Iron Hills 2704 V Tower 8 Thraktal 2213 C 8 Zalag-varr 2004 T Tower 8 Zarak-dum NNoollddoo EEllvveess Hex Size Fort Nation H? Name 2513 T 10 Caras Andamon 2414 T 10 Caras Galadhon 2413 Ci 10 y Cerin Amroth 2209 Ci 10 y Imladris 2514c Ci Fort 10 y Lothlorien 2314 T 10 y Nanduhirion

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The Untold War of the Ring Nation Starting Information WWiittcchh KKiinngg Hex Size Fort Nation H? Name 2105 T 11 Carach Annon 1904 M None 11 Carn Dum 2108 T Tower 11 Eithel Culroch 2203 T 11 Helcaraxe 2703 C 11 Kala Dalakurth 2902 V 11 Lag-agul 2311 C 11 Lag-lach 2207 C 11 Lag-Mithrin 2204 T 11 Lag-raukonar 2206 C 11 Lag-Scorba 2215 C Tower 11 Lag-thrugrim 2006 T Tower 11 Mt Gram 2305c Ci Tower 11 Mount Gundabad2205 V 11 Narram 2404 T 11 Yalumea DDrraaggoonn LLoorrdd Hex Size Fort Nation H? Name 2817 C 12 Angrest 2715c Ci Castle 12 y Dol Guldur 2714 C 12 Kelume 3220 Ci 12 Lag-hundur 2914 C 12 Lag-kanil 2812 T 12 Lag-krazul 2814 Ci Tower 12 Lag-siif 2717 C 12 Lamina 3017 V 12 Maranwe 2518 C 12 Ongush 2809 M Tower 12 y Sarn Goriwing 2815 T 12 Snagarl 2617 T 12 Tir Limlight DDoogg LLoorrdd Hex Size Fort Nation H? Name 3020 C 13 Alungrai 2002 C 13 Buhr Gasu 3221 C Keep 13 Carach Angren 3021 C 13 Conasse 3121 M Tower 13 Durthang 3120c M Fort 13 Morannon 2821 V 13 Pelkanin 2920 V 13 Ras Morthil 2921 C 13 Tar Beriad 3119 V 13 Thuringwathost 3014 M Tower 13 Urbrith

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The Untold War of the Ring Nation Starting Information FFiirree KKiinngg Hex Size Fort Nation H? Name 2008 C Fort 18 Cameth Brin 2307 M 18 Delange 2308 C 18 Dol Delgrod 2310 V 18 Ebidos 2403 V 18 Eldos 2411 V 18 Eorcan 2511 T 18 Foltur 2409 M Tower 18 Goblin-gate 2309c M Tower 18 Goblin-town 2110 C 18 Lag-kaijfa 2214 C 18 Lag-orod 2212 T Keep 18 Moria 2210 C 18 Rhandir 2211 V Fort 18 Veasse WWhhiittee WWiizzaarrdd Hex Size Fort Nation H? Name 1918 T Tower 24 Arailt 1916 T 24 Cillien 1910 M 24 Fennas Druinin 2015 T 24 Imled Druwaith 2119c Ci Keep 24 Isengard 1912 V 24 Kemen Brith 2115 V Castle 24 Kemen Girith 1920 C 24 Kemen-sereg 1921 C 24 Ondicor 2118 C 24 Ostimar 2017 M 24 Treform 2014 C 24 Wagala 1917 T Tower 24 Wularen

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The Untold War of the Ring Nation Starting Information

SSppeecciiaall AAbbiilliittiieess TThhee NNoorrtthhmmeenn • (1) New emissaries can have a skill rank of 40. • (2) Receive a 20% gold adjustment to all buys and sells. • (3) All new recruits start with a training rank of 20. • (4) Can build ships for 750 timber. RRiiddeerrss ooff RRoohhaann • (1) All new recruits start with a training rank of 20. • (2) New commanders may have a skill rank of 40. • (3) Armies may force march with no loss of morale points. • (4) Mages may learn the lost "Conjure Mounts" spell. SSiillvvaann EEllvveess • (1) Ships only cost 500 timber to construct. • (2) New recruits start with a training rank of 25. • (3) Characters have a better chance of having Stealth. • (4) Armies lose only 1-2 morale points when marching with no food (2-5 points if force marching). TThhee DDwwaarrvveess • (1) Heavy infantry recruits start with a training rank of 30. • (2) Armies force march with no loss of morale points. • (3) Fortifications are constructed at 50% of the listed timber cost. • (4) All characters may Scout/Recon at a skill rank of 50 or better. TThhee NNoollddoo • (1) All new recruits have a training rank of 25. • (2) Armies can force march with no loss of morale points. • (3) All characters may Uncover Secrets with a skill rank of 40 or better. • (4) Characters have a better chance of having Stealth. TThhee WWiittcchh KKiinngg • (1) New commanders may start with a skill rank of 40. • (2) Armies without food gain 1-2 morale points when stationary and lose 1-2 morale points when moving (2-5 points

when force marching). Armies with food only lose 1-2 morale points when force marching. • (3) Mages can learn the lost "Fearful Hearts" spell. • (4) Mages can learn the lost "Conjure Hordes" spell. TThhee DDrraaggoonn LLoorrdd • (1) Characters have a better chance of having Stealth. • (2) Mages can learn the lost "Teleport" spell. • (3) All Scout/Recon orders are doubled in skill rank. • (4) Armies without food gain 1-2 morale points when stationary and lose 1-2 morale points when moving (2-5

morale points when force marching). Armies with food only lose 1-2 morale points when force marching. TThhee DDoogg LLoorrdd • (1) All new recruits start with a training rank of 20. • (2) Armies without food gain 1-2 morale points when stationary and lose 1-2 morale points when moving (2-5 points

when force marching). Armies with food lose only 1-2 morale points when force marching. • (3) Mages can learn the lost "Conjure Mounts" spell. • (4) Characters have a better chance of having Stealth.

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The Untold War of the Ring Nation Starting Information TThhee FFiirree KKiinngg • (1) Armies are hired at no cost. • (2) New armies have a morale of 40. • (3) Armies without food gain 1-2 morale points when stationary and lose 1-2 morale points when moving (2-5 points

if force marching). Armies with food lose only 1-2 morale points when force marching. • (4) Mages can learn the lost "Fanaticism" spell. • (5) Mages can learn the lost "Conjure Hordes" spell. WWhhiittee WWiizzaarrdd • (1) Armies are hired at no cost. • (2) New Men-at-Arms recruits have a training rank of 25. • (3) New commanders may have a skill rank of 40. • (4) Characters may have bonuses to Challenge rank.

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The Untold War of the Ring War Point Achievements

WWaarr PPooiinntt AAcchhiieevveemmeennttss AAcchhiieevveemmeennttss FFrreeee PPeeoopplleess The following are each worth 100 Untold War Points. TThhee NNoorrtthhmmeenn ((22)) To hold at game end the population center of Helcaraxe @ 2203 To hold at game end the population center of Goblin-gate @ 2409 To hold at game end the population center of Lag-krazul @ 2812 To see to the termination of Nazog by any means whatsoever. To hold at game end the artifact: Pectoral #157. RRiiddeerrss ooff RRoohhaann ((33)) To hold at game end the population center of Durthang @3121 To hold at game end the population center of Arailt @1918 To hold at game end the population center of Bethadal @2512 To terminate 10 characters by personal challenge or by assassination. To hold at game end the artifact: Glosovagil#162. SSiillvvaann EEllvveess ((55)) To hold at game end the population center of Sarn Goriwing @2809 To hold at game end the population center of Snagarl @2815 To see to the termination of Duran by any means whatsoever. To hold at game end the artifact: Ring of Bleeding #154. To acquire 10 additional artifacts (15) of any alignment. TThhee DDwwaarrvveess ((88)) To hold at game end the population center of Yalumea @2404 To hold at game end the population center of Moria @2212 To hold at game end the population center of Goblin-town @2309 To hold in stores at game end the greatest amount of Mithril. To hold at game end the artifact: Helm of Sen Hey #54. TThhee NNoollddoo ((1100)) To hold at game end the population center of Lag-siif @2814 To hold at game end the population center of Dol Guldur @2715 To hold at game end the greatest amount of artifacts. To terminate 10 characters by personal challenge or by assassination. To hold at game end the artifact: Palantir of Minas Ithil #28. AAnnyy FFrreeee PPeeooppllee NNaattiioonn The following are worth 250 Untold War Points and each can be scored only once. You gain the points for capturing the PC (255), Destroying it (250), Inf othering it (525), or Threatening (498) it at any point in the game, even if you lose that PC later. Attack the Witch-king: Carn Dum @ 1904 or Mount Gundabad @ 2305. Attack the Dragon Lord: Sarn Goriwing @ 2809 or Lag-Siif @ 2814 or Dol Guldur @2715 or Lag-Hundur @ 3220. Attack the Dog Lord: Urbrith @ 3014 or Morannon @ 3120 or Durthang @ 3121. Attack the Fire King: Delange @ 2307 or Goblin-town @ 2309 or Goblin-gate @ 2409. Attack the White Wizard: Fennas Druinin @ 1910 or Treforn @ 2017 or Isengard @ 2119. The following are worth 500 Untold War Points: Capture (255), Destroy (250), Influence Other (525) or Threaten (498) Dol Guldur, 2715, at any point in the game, even if you lose that PC later. Preserve the Free: None of the 5 Free Peoples was eliminated.

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The Untold War of the Ring War Point Achievements

DDaarrkk SSeerrvvaannttss The following are each worth 100 Untold War Points. TThhee WWiittcchh--kkiinngg ((1111)) To hold at game end the population center of Imladris @2209 To see to the termination of Elrond by any means whatsoever. To see to the termination of Ohtar by any means whatsoever. To hold at game end the artifact: Vilya #11 To acquire 10 additional artifacts (20) of any alignment. TThhee DDrraaggoonn LLoorrdd ((1122)) To hold at game end the population center of Lothlorien @2514 To hold at game end the population center of Aradhrynd @2908 To hold at game end the population center of Carrock @2609 To terminate 10 characters by personal challenge or by assassination. To see to the termination of Thranduil by any means whatsoever. To hold at game end the artifact: Mirror of Galadriel #163. TThhee DDoogg LLoorrdd ((1133)) To hold at game end the population center of Buhr Ailgra @3112 To hold at game end the population center of Erebor @3107 To see to the termination of Brand by any means whatsoever. To hold in stores at game end the greatest amount of Mithril. To hold at game end the artifact: Orcrist #83. TThhee FFiirree KKiinngg ((1188)) To hold at game end the population center of Maethelberg @2508 To hold at game end the population center of Cerin Amroth @2413 To see to the termination of Grim-beorn by any means whatsoever. To terminate 10 characters by personal challenge or by assassination. To hold at game end the artifact: Orb of Seeing #35. WWhhiittee WWiizzaarrdd ((2244)) To hold at game end the population center of Hornburg @2121 To hold at game end the population center of Edoras @2321 To hold at game end the greatest amount of artifacts. To hold at game end the artifact: Nenya #12. To acquire 10 additional artifacts (13) of any alignment. AAnnyy DDaarrkk SSeerrvvaanntt NNaattiioonn The following are worth 250 Untold War Points and each can be scored only once. You gain the points for capturing the PC (255), Destroying it (250) ), Inf othering it (525), or Threatening (498) it at any point in the game, even if you lose that PC later. Attack the Northmen: Maethelberg @ 2580 or Buhr Widufiras @ 2711 or Dale @ 3108 or Esgaroth @ 3019. Attack the Riders of Rohan: Hornburg @ 2121 or Buhr Lomia @ 2419 or Edoras @ 2321 or Aldburg @ 2421. Attack the Silvan Elves: Caras Amarth @ 2608 or Tuilindo @ 2906 or Aradhrynd @ 2908. Attack the Dwarves: Celeb-Ost @ 3002 or Norr-Dum @ 2904 or Iron Hills @ 3205. Attack the Noldo Elves: Imladris @ 2209 or Cerin Amroth @ 2413 or Lothlorien @ 2514. The following are worth 500 Untold War Points: Capture (255), Destroy (250), Influence Other (525) or Threaten (498) Lothlorien, 2514, at any point in the game, even if you lose that PC later. Allies of the Dark Lord: None of the 5 Dark Servant nations was eliminated.

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The Untold War of the Ring War Point Achievements

CCaallccuullaattiinngg yyoouurr UUnnttoolldd WWaarr PPooiinnttss At the end of the game the Team Leader sends in their Untold War Points sheet, and works out their team’s total Untold War Points. The team with the most Untold War Points wins. Experienced players of Middle-earth PBM may be used to the concept of Victory Points, which are shown on the front of the results sheet (calculated from such things as gold reserves and size of armies). These are not used to calculate victory in the Untold War. The only thing that matters are the Untold War Points, as described in this document. Example: If the Noldo Elves (nation 10) hold Dol Guldur (2715) at the end of the game, it would trigger three VC prizes for a total of 850 team points: 100 Untold War Points for the Noldo’s victory conditions: To hold at game end the population center of Dol Guldur @2715. 250 Untold War points: A Dragon Lord Major Town or City. Hex location: 2715 500 Untold War Points: Dol Guldur is captured or destroyed. Each nation can contribute 500 Untold War Points through completing their own nation specific goals (detailed on the front of the results sheet). The team can also score up to 2250 Untold War Points from completing team goals. This means that the best possible score for any team would be 4750 Untold War Points. The team with the most Untold War Points after turn 15 wins the game. There are no individual victories.

AAnndd FFiinnaallllyy We hope you enjoy playing The Untold War of the Ring. If you have any questions, please do not hesitate to get in touch with us. And when you have finished playing, if you wish to play again, perhaps with a different nation, or indeed, join in one of the full-scale games of Middle-Earth PBM, once again get in touch and we will get you started. Good Gaming MMEE GGaammeess LLttdd

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Untold War of the Ring Appendix A: Designer’s Notes

AAppppeennddiixx AA:: DDeessiiggnneerr’’ss NNootteess (Note: these are intended to be of interest to experienced players – if you are new to MEPBM, please ignore this section!) This scenario, set in TA 3017, was commissioned by Ron Strong for his postgraduate study. The brief was for a 10 turn game in which each team of 5 nations included one very powerful nation. Thus a team of 4 could each run one of the other nations and democratically run the large one. We chose the Untold War as a battleground for several reasons. Firstly, it is a part of the Tolkien mythos that is little investigated, we could not think of any other game which covers it. Secondly, it takes place with about the right number of combatants for Ron’s mandate. And thirdly, after 15 turns the Ringbearer destroys the One Ring and Sauron is destroyed – which makes for a good background reason for the game coming to an end at a fixed time. In order to make sure the game was viable, we made choices that slightly contradict the above story of the Untold War. The inclusion of the Rohirrim and the forces of Saruman balanced the game perfectly, creating the right topology for interesting tactics across the ‘board’ of the game map, and giving the Free People a potent and mobile nation with which to counter the Dog Lord. Whilst Tolkien did ‘tell’ of this war , it was distinct from the most famous military engagements involving Gondor and as such felt natural to include in the scenario. We excluded the Easterlings out of a need to maintain the right sized map for the scale of the conflict, and, as with the decision in the south, to create the right topology for an interesting game. Each side has a heartland, in the North West and North East respectively, whilst the bottom half of the map describes a more fluid arena of battle. The two large nations are the Noldo Elves and the Dragon Lord, each starting with extra characters, the most potent characters and powerful, hidden population centres. As with the Battle of the Five Armies module, all nations start with 60% tax rate. Extra orders will be made available as the game develops.

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Untold War of the Ring Appendix B: 4 vs. 4 Scneario Teamwork and Team Decision Making

AAppppeennddiixx BB:: 44 vvss.. 44 SScceennaarriioo TTeeaammwwoorrkk aanndd TTeeaamm DDeecciissiioonn MMaakkiinngg

TThhee GGrroouupp NNaattiioonnss ffiigghhttiinngg tthhee CCoovveerrtt WWaarr The individual nations start with the usual 8 characters whilst the group nations have 12 characters of a much higher quality than the average in the individual nations. More importantly, most of the crucial characters who will engage in the covert aspects of MEPBM are within these nations, characters like the sons of Elrond - Elrohir and Elladan, or the Nazgûl - Jí Indûr and Khamûl. These characters will fight the covert war through orders such as ‘Assassinate’ and ‘Kidnap’ and spells like ‘Sickness’ and ‘Curses’. However, in MEPBM, the success of agent actions and ‘curse squads’ relies on full teamwork – including the sharing and wise use of artefacts, the formation of cross-nation companies and multiple source information gathering. For example, each time that Ji Indur manages to kill an enemy commander, he will have relied on the actions of around 6 other characters: he will use artefacts from two other characters, be in a company led by another character, and be making his choices based on the scouting of another character and the spells of many seers. The teamwork required to organise a ‘curse squad’ is generally even more complex.

TThhee GGrroouupp NNaattiioonnss’’ MMiilliittaarryy SSiiggnniiffiiccaannccee There are very significant bonus points on offer for winning the fight in the very centre of the map: Lothlorien and Dol Guldur. This battlefield is in reach of all the individual nations, who can choose how many forces to divert from their own home territory to fight. But essentially the Noldo and the Dragon Lord will determine what happens here. Both capitals are hidden and fortified, requiring significant expenditure of team resources before an attack can be launched on the enemy capital. And, given the enormous numbers of troops that can be thrown into this crucible, the military choices made by the two Group Nations will have enormous significance to the success of the team.

GGeenneerraall TTeeaammwwoorrkk Aside from this, all the nations will need to look after each other economically. One often cannot predict where the opponents will strike, and a nation which does well in one game may be persecuted in another game. A good team will have to adapt to the changing economic fortunes of each nation and organise support where needed. The Untold War points system, which determines victory, rewards teams which protect all five of their nations, and are able to launch strikes at significant holdings belonging to each of the opposing five nations. The teams that score well will need good teamwork and good team morale – individual brilliance won’t factor if the teamwork is not there. However, a dogmatic approach to the team will also likely lead to trouble. There are sufficient different demands on a team in MEPBM that it is always impossible to deal with all threats. A team which is able to listen to the input of all four members will strike a good balance in judging which threats are severe, and which are correct to ignore. A team with a single dominant voice will over-commit resources to a single arena, and will suffer as a result.

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Untold War of the Ring Appendix C: Order Quick Reference Charts

AAppppeennddiixx CC:: OOrrddeerr QQuuiicckk RReeffeerreennccee CChhaarrttss

Note: These contain both orders available from the start of the game, and orders which will become available to you as the game progresses. RReessttrriiccttiioonn LLeeggeenndd c characters with command skill only a characters with agent skill only e characters with emissary skill only m characters with mage skill only com army or navy commanders only company company commanders only with army or navy commanders or characters with an army or navy only without characters not in command of an army, navy or company only cap can only be issued at the capital spell may improve spell casting rank increase may increase a skill rank

CCoommmmaanndd SSkkiillll OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

230 1 Attack Enemy c, com automatic increase AttEnmy 250 1 Destroy Population Centre c, com automatic increase DstPop 255 1 Capture Population Centre c, com automatic increase CptrPop 400 1 Recruit Heavy Cavalry c, with automatic HvCvlry 408 1 Recruit Heavy Infantry c, with automatic HvInfan 435 1 Put Army on Manoeuvres c, com automatic increase ArmyMan 494 1 Fortify Population Centre c average increase FortPop 498 1 Threaten Population Centre c, com hard increase Threat 728 1 Name New Character as Commander c, cap automatic NamComm 770 1 Hire Army c, without automatic HrArmy 780 1 Transfer Command c, com/company automatic TrComm 235 3 Attack Nation c, com automatic increase AttNat 300 3 Change Tax Rate c, cap easy to av. ChTaxRt 552 3 Post Camp c, com average PosCmp 725 5 Name New Character c, cap automatic NamChar 240 7 Defend c, com automatic increase Defend 430 7 Put Troops on Manoeuvres c, with automatic increase TrpsMan 745 7 Create Company c, without automatic CreCmpy 750 7 Disband Company c, company automatic DsbCmpy 404 9 Recruit Light Cavalry c, with automatic LtCvlry 412 9 Recruit Light Infantry c, with automatic LtInfan 416 9 Recruit Archers c, with automatic Archers 420 9 Recruit Men-at-Arms c, with automatic MenAtAr 480 9 Remove Fortifications c hard RmvFort 496 9 Build Road c, e hard BldRoad 950 9 Relocate Capital c, cap easy ReloCap

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Untold War of the Ring Appendix C: Order Quick Reference Charts

CCoommmmaanndd MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

340 1 Transfer Food: Population Centre to Army c, with automatic TrPo2Ar 440 1 Make War Machines c, with automatic MakWrMa 775 1 Disband Army c, with automatic DsbArmy 925 1 Recon Area c, or a dwarf easy Recon 345 3 Transfer Food: Army to Population Centre c, with automatic TrAr2Po 765 3 Split Army c, com automatic SplArmy 347 7 Transfer Food: Army to Army c, with automatic TrFood 355 7 Transfer Troops: Army to Army c, with automatic TrTrps

AAggeenntt SSkkiillll OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

605 1 Guard Location a automatic increase GrdLoc 610 1 Guard Character a automatic increase GrdChar 615 1 Assassinate Character a hard increase Assass 670 1 Sabotage Fortifications a hard increase SabFort 680 1 Sabotage Production Stores a hard increase SabStor 685 1 Steal Artifact a hard increase StlArt 690 1 Steal Gold a hard increase StlGold 731 1 Name New Character as Agent a, cap automatic NamAgen 930 1 Scout for Characters a, or a dwarf average ScoChar 600 5 Counter Espionage a average increase CntrEsp 620 5 Kidnap Character a hard increase Kidnap 630 5 Rescue Hostage a hard increase Rescue 905 5 Scout Army a, or a dwarf average ScoArmy 910 7 Scout Area a, or a dwarf automatic ScoArea

AAggeenntt MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

920 1 Scout Population Centre a, or a dwarf easy ScoPop 915 3 Scout Hex a, or a dwarf easy ScoHex

EEmmiissssaarryy SSkkiillll OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

525 3 Influence Other's Pop. Centre Loyalty e average increase InfOthr 555 3 Create Camp e easy increase CreCmp 949 3 Transfer Ownership e easy TrOwner 500 5 Recruit Double Agent e average increase Double 520 5 Influence Own Population Centre Loyalty e automatic increase InfYour 550 5 Improve Population Centre e average increase ImprPop 734 5 Name New Character as Emissary e, cap automatic NamEmis 505 9 Bribe/Influence Character e average increase Bribe 942 9 Move Turn Map c, e, cap average MvTnMap

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Untold War of the Ring Appendix C: Order Quick Reference Charts

EEmmiissssaarryy MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

585 7 Uncover Secrets e average Uncover

MMaaggee OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

710 5 Prentice Magery m automatic increase PrenMgy 737 5 Name New Character as Mage m, cap automatic NamMage

MMaaggee MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

705 7 Research Spell m varies RsrchSp

MMoovveemmeenntt OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

810 1 Move Character without automatic MovChar 840 1 Stand and Defend com automatic Stand 860 1 Force March Army com automatic ForcMar 870 1 Move Character & Join Army without automatic MovJoin 820 7 Move Company c, company automatic MovCmpy 825 7 Cast Movement Spell m, without varies spell CstMvSp

HHeeaalliinngg SSppeellll OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

120 1 Cast Heal Spell m varies spell CstHlSp

CCoommbbaatt SSppeellll OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

225 1 Cast Combat Spell m varies spell CstCbSp

CCoonnjjuurriinngg SSppeellll OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

330 1 Cast Conjuring Spell m varies spell CstCjSp

LLoorree SSppeellll OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

940 1 Cast Lore Spell m varies spell CstLoSp

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Untold War of the Ring Appendix C: Order Quick Reference Charts

MMiisscceellllaanneeoouuss OOrrddeerrss Order Number

Turn Available

Order Description Restriction Difficulty May Increase Skill Rank?

Order Code

210 1 Issue Personal Challenge automatic increase IssPers 215 1 Refuse All Personal Challenges automatic RfsPers 315 1 Purchase from Caravans automatic PrchCar 320 1 Sell to Caravans automatic SellCar 325 1 Nation Sell to Caravans cap automatic NatSell 360 1 Transfer: Artifacts to Character automatic TrArt 785 1 Join Army without automatic JnArmy 935 1 Use Scrying Artifact automatic UsScArt 947 1 Nation Transport cap automatic NatTran 948 3 Transport by Caravan cap or origin hex automatic TranCar 900 5 Find Artifact hard FindArt 285 7 Reaction to Encounter automatic ReacEnc 290 7 Investigate Encounter automatic InvEnc 310 7 Bid from Caravans automatic BidCar 755 7 Join Company automatic JnCmpy 760 7 Leave Company without automatic LvCmpy 790 7 Leave Army without automatic LvArmy 740 9 Retire Character automatic RtrChar

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Untold War of the Ring Disclaimer

DDiissccllaaiimmeerr Adanedhel, Adelard Took, Adorn, Adrahil captain to Ondoher, Adrahil father of Imrahil, Aduial, Adûnaic, Adûnakhôr, Adurant, Aeglos, Aeglos, Aegnor, Aelin-uial, Aeluin, Aerandir, Aerin, Afterborn, Aftercomers, Afterlithe, Afteryule, Agarwaen, Aghan, Aglarond, Aglon, Aiglos, Ailinel, Ainulindalë, Ainur, Music of the Ainur, Aiwendil, Akallabêth, Akallabêth, Alatar, Alatáriel, Alcarin, Alcarin, Alcarinquë, Alcarondas, Aldamir, Aldarion, Aldarion, Erendis, Aldaron, Aldburg, Aldëa, Aldor, Alfirin, Algund, Almaida, Almaren, Almarian, Almiel, Alqualondë, Altáriel, Aman, Mountains of Aman, Amandil, Amarië, Amdír, Amlach, Amlaith of Fornost, Amon Amarth, Amon Anwar, Amon Darthir, Amon Dîn, Amon Ereb, Amon Ethir, Amon Gwareth, Amon Hen, Amon Lanc, Amon Lhaw, Amon Obel, Amon Rûdh, Amon Sûl, Tower of Amon Sûl, Amon Uilos, Amras, Amrod, Amroth, Cerin Amroth, Anach, Pass of Anach, Anadûnê, Anar, Anardil of Gondor, Anardil of Númenor, Anárion son of Elendil, Anárion son of Ancalimë, Anborn, Ancalagon, Ancalimë, Andor, Andram, Andrast, Andrath, Andróg, Androth, Anduin, Ethir Anduin, Mouths of Anduin, Vales of Anduin, Andúnië, Bay of Andúnië, Lord of Andúnië, Andúril, Andustar, Andwise Roper, Andy Roper, Anemones, Anfalas, Anfauglir, Anfauglith, Angainor, Angamaitë, Angband, High-captain of Angband, Siege of Angband, Angbor, Angerthas, Anghabar, Anglachel, Angle Eriador, Angle Lórien, Angmar, Angren, Angrenost, Angrist, Angrod, Anguirel, Annael, Annatar, Annon-in-Gelydh, Annúminas, Sceptre of Annúminas, Stone of Annúminas, Anor, Flame of Anor, Minas Anor, Anórien, Anor-stone, Apanónar, Appledore, Ar-Abattârik, Arador, Ar-Adûnakhôr, Araglas, Aragorn Elessar, Aragorn I, Aragost, Arahad I, Arahad II, Arahael, Araman, Aranarth, Arandor, Arandur, Aranel, Aranrúth, Arantar, Aranuir, Aranwë, Aranwion, Araphant, Araphor, Arassuil, Aratan, Aratar, Arathorn I, Arathorn II, Araval, Aravir, Aravorn, Araw, Kine of Araw, Ar-Belzagar, Archet, Arda, High King of Arda, High Ones of Arda, King of Arda, Lord of the Breath of Arda, Powers of Arda, Spring of Arda, Ard-galen, Aredhel Ar-Feiniel, Ar-Feiniel, Argeleb I, Argeleb II, Ar-Gimilzôr, Argonath, Gates of Argonath, Argonui, Arien, Ar-Inziladûn, Arkenstone, Armenelos, Arminas, Arnor, Dúnedain of Arnor, King of Arnor, King of Gondor and Arnor, Arod, Aros, Fords of Aros, Arossiach, Ar-Pharazôn, Ar-Sakalthôr, Artamir, Artanis, Artano, Arthedain, King of Arthedain, Arvedui Last-king, Arvegil, Arveleg I, Arveleg II, Arvernien, Arwen Evenstar, The Tale of Aragorn and Arwen, Ar-Zimraphel, Ar-Zimrathôn, Ascar, Asfaloth, Ash Mountains, Ashen Mountains, Asphodel, Astron, Atalantë, Atanalcar, Atanamir, Atanatar I, Atanatar II Alcarin, Atanatári, Atani, Atarinya, Athelas, Athrad Angren, Aulë, Aulendil, Avallónë, Tower of Avallónë, Avari, Avathar, Awakening of Men, Axantur, Azaghâl, Azanulbizar, Battle of Azanulbizar, Azog, Bag End, Baggins, Balbo Baggins, Belba Baggins, Bilbo Baggins, Bingo Baggins, Bungo Baggins, Dora Baggins, Drogo Baggins, Dudo Baggins, Fosco Baggins, Frodo Baggins, Largo Baggins, Lily Baggins, Linda Baggins, Longo Baggins, Mad Baggins, Mungo Baggins, Pansy Baggins, Peony Baggins, Polo Baggins, Ponto Baggins, Porto Baggins, Posco Baggins, Rosa Baggins, Bagshot Row, Bain, Balan, Balar, Bay of Balar, Balbo Baggins, Balchoth, Bald Hill, Baldor, Balin, Balrogs, Lord of Balrogs, Bamfurlong, Ban of the Valar, Banakil, Bandobras Took, Bane of Glaurung, Banks, Eglantine Banks, Barach, Barad Eithel, Barad Nimras, Barad-dûr, Downfall of Barad-dûr, Fall of Barad-dûr, Lord of Barad-dûr, Siege of Barad-dûr, Baragund, Barahir grandson of Faramir, Barahir son of Bregor, Ring of Barahir, Barahir son of Hador, Baran, Baranduin, Baranor, Baraz, Barazinbar, Bard I, Bard II, Bardings, Bar-en-Danwedh, Bar-en-Nibin-noeg, Barliman Butterbur, Barrel-rider, Barrow-downs, Barrows, Barrow-wights, Bats, Battle of Azanulbizar, Battle of Bywater, Battle of Dagorlad, Battle of Dale, Battle of Five Armies, Battle of Fornost, Battle of Greenfields, Battle of Nanduhirion, Battle of Sudden Flame, Battle of the Camp, Battle of the Field of Celebrant, Battle of the Hornburg, Battle of the Peak, Battle of the Pelennor Fields, Battle of the Plains, Battle of the Powers, Battle of Tumhalad, Battle of Unnumbered Tears, Battle Plain, Battles of the Fords of Isen, First Battle of the Fords of Isen, Second Battle of the Fords of Isen, Bauglir, Bay, Bay of Andúnië, Bay of Balar, Bay of Belfalas, Bay of Eldamar, Bay of Eldanna, Beacons of Gondor, Bears, Beater, Beechbone, Beeches, Bees, Belba Baggins, Belecthor I, Belecthor II, Beleg of Arthedain, Beleg Strongbow, Belegaer, Belegorn, Belegost, Dwarves of Belegost, Belegund, Beleriand, Drúedain of Beleriand, Elves of Beleriand, Ruin of Beleriand, Wars of Beleriand, West Beleriand, Belfalas, Bay of Belfalas, Bell Goodchild, Belladonna Took, Belthil, Belthronding, Béma, Bent World, Bëor, House of Bëor, People of Bëor, Beorn, Beornings, Bereg, Beregar, Beregond Steward of Gondor, Beregond soldier of Gondor, Beren Erchamion, Beren of Gondor, Bergil, Bert, Berúthiel, Cats of Queen Berúthiel, Berylla Boffin, Bifur, Big Folk, Big People, Bilbo Baggins, Bilbo Gardner, Bill, Bill Ferny, Bill Huggins, Bingo Baggins, Birches, Bird-tamer, Birthday Party, Biter, Black, Black Captain, Black Chasm, Black Gate, Black Hand, Black Land, Black Númenóreans, Black Pit, Black Riders, Black Serpent, Black Shadow, Black Speech, Black Sword, Blackroot, Blackroot Vale, Bladorthin, Blanco, Blessed Realm, Bloodstained, Blotmath, Blue Mountains, Blue Ring, Blue Wizards, Boar of Everholt, Boars, Bob, Bodo Proudfoot, Boffin, Berylla Boffin, Folca Boffin, Bofur, Bolg, Bolger, Estella Bolger, Fastolph Bolger, Fatty Bolger, Filibert Bolger, Fredegar Bolger, Odovacar Bolger, Ruby Bolger, Rudigar Bolger, Bombadil, Bombur, Bonfire Glade, Book of Mazarbul, Bór, Borgil, Borin, Borlach, Borlad, Boromir of Ladros, Boromir son of Denethor I, Boromir son of Denethor II, Boron, Borondir, Borthand, Bowman, Bowman Cotton, Bracegirdle, Hugo Bracegirdle, Lobelia Bracegirdle, Bralda-hîm, Brand, Brandagamba, Kalimac Brandagamba, Branda-nîn, Brandir, Brandy Hall, Master of the Hall, Brandybuck, Celandine Brandybuck, Gorbadoc Brandybuck, Gorhendad Brandybuck, Gormadoc Brandybuck, Marmadas Brandybuck, Melilot Brandybuck, Mentha Brandybuck, Meriadoc Brandybuck, Merimas Brandybuck, Merry Brandybuck, Old Rory Brandybuck, Primula Brandybuck, Rorimac Brandybuck, Saradoc Brandybuck, Brandywine, Brandywine Bridge, Bree, Hobbits of Bree, Men of Bree, West-gate of Bree, Bree-folk, Bree-hill, Bree-Hobbits, Bree-land, Bree-landers, Bregalad, Brego, Bregolas, Bregor, Brethil, Men of Brethil, Bridge of Khazad-dûm, Bridge of Mitheithel, Bridge of Stonebows, Bridgefields, Brilthor, Brithiach, Ford of Brithiach, Brithombar, Brithon, Brockenbores, Brockenborings, Brockhouse, Brodda, Lily Brown, Brown Lands, Brownlock, Gilly Brownlock, Bruinen, Ford of Bruinen, Brytta Léofa, Bucca of the Marish, Buck Hill, Buckland, Master of Buckland, Buckland Gate, Bucklanders, Bucklebury, Bucklebury Ferry, Budgeford, Bullroarer, Bunce, Mimosa Bunce, Bundushathûr, Bungo Baggins, Burárum, Burrowes, Burrows, Milo Burrows, Minto Burrows, Mosco Burrows, Moto Burrows, Myrtle Burrows, Butterbur, Butterflies, Bywater, Battle of Bywater, Bywater Pool, Bywater Road, Cabed Naeramarth, Cabed-en-Aras, Cair Andros, Calacirian, Calacirya, Calaquendi, Calembel, Calenardhon, Calenhad, Calimehtar King of Gondor, Calimehtar son of Calmacil, Calmacil, Calmindon, Camellia Sackville, Camlost, Cape Balar, Captain of Despair, Captain of the Southern Army, Captains of the West, Captivity of Melkor, Carach Angren, Caradhras, Caragdûr, Caranthir, Dor Caranthir, Caras Galadhon, Carc, Carcharoth, Carchost, Cardolan, Carl Cotton, Carn Dûm, Carnen, Carnil, Carrock, Castamir, Cats, Cats of Queen Berúthiel, Caves of Androth, Caves of the Forgotten, Cave-trolls, Cedars, Celandine Brandybuck, Celduin, Celebdil, Celeborn Lord of Lórien, Celeborn White Tree, Celebrant, Battle of the Field of Celebrant, Field of Celebrant, Celebrían, Celebrimbor, Celebrindal, Celebrindor, Celebros, Celegorm, Celepharn, Celon, Celos, Cemendur, Ceorl, Cerin Amroth, Cermië, Chamber of Mazarbul, Chamber of Records, Chetwood, Chica Chubb, Chief, Chieftain of the Dúnedain, Chieftain of the North, Children of Aulë, Children of Húrin, Tale of the Children of Húrin, Children of Ilúvatar, Children of the Sun, Chubb, Chica Chubb, Chubb-Baggins, Falco Chubb-Baggins, Poppy Chubb-Baggins, Circles of the World, Círdan the Shipwright, Ciril, Cirion, Cirith Dúath, Cirith Gorgor, Cirith Ninniach, Cirith Ungol, Stairs of Cirith Ungol, Tower of Cirith Ungol, Cirth, Ciryaher, Ciryandil, Ciryatur, Ciryon, Citadel of Gondor, Guards of the Citadel, City of Gondor, City of the Kings, Clayhanger, Lalia Clayhanger, Closed Door, Cloudyhead, Cock-robin, Coirë, Cold-drakes, Coldfells, Combe, Common Speech, Company of the Ring, Coranar, Cordial of Imladris, Cormallen, Corn, Corollairë, Corsairs of Umbar, Cotman, Cottar, Bowman Cotton, Carl Cotton, Farmer Cotton, Holman Cotton, Jolly Cotton, Long Horn Cotton, Mrs. Cotton, Nibs Cotton, Nick Cotton, Rose Cotton, Tolman Cotton junior, Tolman Cotton senior, Tom Cotton junior, Tom Cotton senior, Wilcome Cotton, Council of Elrond, Council of Gondor, Council of the Sceptre, Council of the Wise, Cracks of Doom, Cram, Crebain, Crickhollow, Crissaegrim, Crossing of Poros, Crossings of Teiglin, Cross-roads, Crown of Gondor, Cuiviénen, Culumalda, Curufin, Curufinwë, Curumo, Curunír, Nan Curunír, Cúthalion, Daeron, Dagnir Glaurunga, Dagor Aglareb, Dagor Bragollach, Dagor Dagorath, Dagorlad, Battle of Dagorlad, Dagor-nuin-Giliath, Dáin I, Dáin II Ironfoot, Daisy Gamgee, Daisy Gardner, Dale, Battle of Dale, King of Dale, Lord of Dale, Men of Dale, Damrod, Dark Country, Dark Elf, Dark Elves, Dark Land, Dark Lord, Dark Mountains, Dark Plague, Dark Power, Dark Throne, Dark Tower, Dark Years, Darkening of Valinor, Darkness, Great Darkness, Daystar, King of the Dead, Paths of the Dead, Dead Marshes, Dead Men, Déagol, Deathless, Deep Elves, Deepdelver, Deephallow, Deeping, Deeping Wall, Deeping-coomb, Deeping-stream, Deer's Leap, Demons, Denethor I, Denethor II, Denethor of the Nandor, Déor, Déorwine, Derndingle, Dernhelm, Derufin, Dervorin, Desolation of the Dragon, Diamond of Long Cleeve, Dimbar, Dimholt, Dimrill Dale, Dimrill Stair, Dimrost, Dîn, Dior of Doriath, Dior of Gondor, Dírhael, Dírhavel, Dís, Disaster of the Gladden Fields, Dol Amroth, Lord of Dol Amroth, Prince of Dol Amroth, Dol Baran, Dol Guldur, Dolmed, Dome of Stars, Doom of Mandos, Doom of Men, Doomsman of the Valar, Door of Night, Doors of Durin, Doors of Felagund, Dor Caranthir, Dor Daedeloth, Dor Dínen, Dor Firn-i-Guinar, Dora Baggins, Dor-Cúarthol, Dor-en-Ernil, Dori, Doriath, Elves of Doriath, King of Doriath, Queen of Doriath, Ruin of Doriath, Dorlas, Dor-lómin, Dragon-helm of Dor-lómin, Lady of Dor-lómin, Lord of Dor-lómin, Men of Dor-lómin, Dor-nu-Fauglith, Dorthonion, Men of Dorthonion, Dorwinion, Downfall of Barad-dûr, Downfall of Númenor, Downfallen, Dragon of Erebor, Desolation of the Dragon, Dragon-helm of Dor-lómin, Dragons, Father of Dragons, Green Dragon, Dragon-spell, Dramborleg, Draugluin, Dread Helm, Drengist, Drogo Baggins, Drû, Drúadan Forest, Drúath, Drúedain, Drúedain of Beleriand, Drûg-folk, Drughu, Drûgs, Drúin, Drúwaith Iaur, Dry River, Dudo Baggins, Duilin, Duilwen, Duinhir, Dúnadan, Dúnedain, Chieftain of the Dúnedain, Kingdoms of the Dúnedain, Dúnedain of Arnor, Dúnedain of the North, Dúnedain of the South, Dunharrow, Dúnhere, Dunland, Dunlendings, Dunlendish, Durin I the Deathless, House of Durin, Durin III, Doors of Durin, Durin VI, Durin VII, Durin's Bane, Durin's Day, Durin's Folk, King of Durin's Folk, Durin's Tower, Durthang, Dwalin, Dwarf-road of Beleriand, Dwarf-road of Mirkwood, Dwarf-tongue, Dwarrowdelf, Fathers of the Dwarves, Petty-dwarves, War of the Dwarves and Orcs, Dwarves of Belegost, Dwarves of Erebor, Dwarves of Khazad-dûm, Dwarves of Moria, Dwarves of the Iron Hills, Dwimmerlaik, Dwimorberg, Dwimordene, Eä, Éadig, King of Eagles, Lord of Eagles, Eämbar, Eärendil of Gondor, Eärendil the Mariner, Star of Eärendil, Eärendur King of Arnor, Eärendur Lord of Andúnië, Eärendur son of Tar-Amandil, Eärnil I, Eärnil II, Eärnur, Eärrámë, Eärwen, East Beleriand, East Bight, East Road, East Wall of Rohan, Eastemnet, Easterlings, Eastfarthing of the Shire, First Eastfarthing Troop, Eastfold, East-gate of Moria, Eastlands of Middle-earth, Eastlands of Númenor, Eastmarch of the Shire, East-mark, Marshal of the East-mark, East-victor, East-West Road, Echoing Mountains, Echoriath, Echuir, Ecthelion I, Tower of Ecthelion, Ecthelion II, Ecthelion of the Fountain, Edain, First House of the Edain, Third House of the Edain, Three Houses of the Edain, Edhellond, Edhil, Ednew, Edoras, Muster of Edoras, Edrahil, Egalmoth, Egladil, Eglador, Eglantine, Eglantine Banks, Eglarest, Eilenach, Eilenaer, Eithel Ivrin, Eithel Sirion, Ekkaia, Elanor, Elanor Gardner, Elatan, Elbereth, Eldacar of Arnor, Eldacar of Gondor, Eldalië, Eldalondë, Eldamar, Bay of Eldamar, Eldar, Eldarin, Eldarion, Elder Children of Ilúvatar, Elder Days, Elder Kindred, Elder King, Eldest, Eledhwen, Elemmakil, Elemmírë (Elf), Elemmírë (star), Elendë, Elendil, Heir of Elendil, House of Elendil, Mound of Elendil, Star of Elendil, Sword of Elendil, Tomb of Elendil, Elendili, Elendilmir, Elendur King of Arnor, Elendur son of Isildur, Elenna, Elentári, Elentirmo, Elenwë, Elephants, Elessar of Aragorn, Elessar of Eärendil, Elestirnë, Elf-friend, Elf-friends, Three Houses of the Elf-friends, Elfhelm, Elfhild, Elfstan Fairbairn, Elfstone, Elfwine, Elladan, Elmo, Elms, Elostirion, Elrohir, Elrond, House of Elrond, Elros, House of Elros, Line of Elros, Elu Thingol, Eluchíl, Eluréd, Elurín, Elvenesse, Elvenhome, Elvenking, Elven-rings, Elven-smiths, Elven-tongue, Elven-tree, Fair Elves, Green-elves, Grey-elves, High Elves, High King of the Elves, Light-elves, Sea-elves, Silvan Elves, Wood-elves, Elves of Beleriand, Elves of Doriath, Elves of Eregion, Elves of Eressëa, Elves of Lindon, Elves of Lórien, Elves of Middle-earth, Elves of Mirkwood, Elves of Nargothrond, Elves of Ossiriand, Elves of Sirion, Elves of the Falas, Elves of the Havens, Elves of the Light, Elves of the Twilight, Elves of the Wood, Elves of Thranduil, Elves of Valinor, Silvan Elvish, Elwë Singollo, Elwing, Emeldir, Emerië, Emerwen Aranel, Empty Lands, Emyn Arnen, Lord of Emyn Arnen, Emyn Beraid, Emyn Duir, Emyn Muil, Emyn Uial, Emyn-nu-Fuin, Enchanted Isles, Enchanted River, Encircling Mountains, Encircling Sea, Enderi, Endless Stair, Endor, Endóre, Enedwaith, Enemy, Enerdhil, Engwar, Ennor, Ent-draughts, Ent-houses, Entings, Entish, Entmoot, Ents, Entulessë, Entwade, Entwash, Mouths of Entwash, Entwives, Entwood, Envinyatar, Éoherë, Eöl, Éomer Éadig, Éomund of Eastfold, Eönwë, Éoreds, Eorl, House of Eorl, Oath of Eorl, Ride of Eorl, Sons of Eorl, Eorlingas, Eorlings, Éothain, Éothéod, Lord of the Éothéod, Men of the Éothéod, Éowyn, Ephel Brandir, Ephel Dúath, Eradan, Erchamion, Erebor, Dragon of Erebor, Dwarves of Erebor, Gate of Erebor, Quest of Erebor, Ereborian Cirth, Erech, Hill of Erech, Stone of Erech, Ered Engrin, Ered Gorgoroth, Ered Lindon, Ered Lithui, Ered Lómin, Ered Luin, Ered Mithrin, Ered Nimrais, Ered Wethrin, Eregion, Elves of Eregion, Lord of Eregion, Ereinion Gil-galad, Erelas, Erellont, Erendis, White House of Erendis, Eressëa, Elves of Eressëa, Erestor, Eriador, Erkenbrand, Ernil i Pheriannath, Eru, Eruhantalë, Eruhíni, Erui, Erukyermë, Eryn Lasgalen, Eryn Vorn, Esgalduin, Esgaroth, Esmeralda Took, Estë, Estel, Estella Bolger, Estelmo, Estolad, Ethir, Ethir Anduin, Ethraid Engrin, Ethring, Ethuil, Ettenmoors, Evendim, Hills of Evendim, Evendim Lake, Evenstar, Everard Took, Evereven, Everholt, Boar of Everholt, Evermind, Evernight, Ever-young, Exile of the Noldor, Exiles of Gondolin, Exiles of Númenor, Realms in Exile, Eye of Mordor, Eye of Sauron, Ezellohar, Faelivrin, Faerie, Fair Elves, Fairbairn, Elfstan Fairbairn, Falas, Elves of the Falas, Falastur, Falathar, Falathrim, Falco Chubb-Baggins, Fall of Barad-dûr, Fall of Fingolfin, Fall of Gil-galad, Fall of Gondolin, Fall of Nargothrond, Fall of the Noldor, Fallohides, Falls of Rauros, Falls of Sirion, Falmari, Fang, Fangorn, Forest of Fangorn, Fangorn Forest, Fanuidhol, Far Downs, Far Harad, Faramir son of Denethor II, Faramir son of Ondoher, Faramir Took I, Farewell Party, Farin, Farmer Cotton, Farmer Maggot, Farthings, Far-wanderer, Fastolph Bolger, Fastred of Greenholm, Fastred of Rohan, Father of Dragons, Father of the Isle, Fathers of Men, Fathers of the Dwarves, Fatty Bolger, Fatty Lumpkin, Fëanor, House of Fëanor, Oath of Fëanor, Sons of Fëanor, Fëanorian, Fëanorian Lamps, Fëanturi, Felagund, Doors of Felagund, Finrod Felagund, Felaróf, Fell Winter of the Third Age, Fellowship of the Ring, Fen Hollen, Fen of Serech, Fengel, Fenmarch, Fens of Sirion, Ferny, Bill Ferny, Ferumbras Took II, Ferumbras Took III, Field of Celebrant, Battle of the Field of Celebrant, Field of Cormallen, Fiery Mountain, Fíli, Filibert Bolger, Fimbrethil, Finarfin, House of Finarfin, Findegil, Finduilas of Dol Amroth, Finduilas of Nargothrond, Finglas, Fingolfin, Fall of Fingolfin, House of Fingolfin, Fingon, Finrod Felagund, Finwë, Fire of Ilúvatar, Fire-drakes, Firefoot, Fire-mountain, Fíriel, Firien Wood, Firienholt, Fírimar, Firith, First Age, First Battle, First Battle of the Fords of Isen, First Eastfarthing Troop, First Homely House, First House of the Edain, First Marshal of the Riddermark, Firstborn, Firth of Drengist, Fladrif, Flambard Took, Flame Imperishable, Flame of Anor, Flame of the West, Flame of Udûn, Flets, Flight of the Noldor, Floating Log, Foam-flower, Foe-hammer, Folca, Folco Boffin, Folcred, Folcwine, Folde, Folk of Haleth, Followers, Ford of Brithiach, Ford of Bruinen, Fords of Aros, Fords of Isen, Battles of the Fords of Isen, First Battle of the Fords of Isen, Second Battle of the Fords of Isen, Fords of Poros, Forelithe, Forest, Forest of Brethil, Forest of Fangorn, Forest of Neldoreth, Forest of Region, Forest River, Forest Road, Foreyule, Forgoil, Forlindon, Forlond, Forlong, Formenos, Forn, Fornost, Amlaith of Fornost, Battle of Fornost, Forochel, Icebay of Forochel, Snowmen of Forochel, Forodwaith lands, Forodwaith people, Forostar, Forsaken Inn, Fortinbras Took I, Fortinbras Took II, Forweg, Fosco Baggins, Fourth Age, Fram, Frár, Fréa, Fréaláf Hildeson, Fréawine, Freca, Fredegar Bolger, Free Peoples, Frerin, Friend-of-Men, Frodo Baggins, Frodo Gardner, Frogmorton, Front Gate, Frór, Frumgar, Fuinur, Fundin, Gabilgathol, Gaffer Gamgee, Galadhon, Galadhriel, Galadhrim, Lady of the Galadhrim, Galador, Galadriel, Mirror of Galadriel, Phial of Galadriel, Galathil, Galathilion, Galdor of Dor-lómin, Galdor of the Havens, Galenas, Galion, Gálmód, Galvorn, Gamgee, Daisy Gamgee, Gaffer Gamgee, Halfast Gamgee, Halfred Gamgee, Hamfast Gamgee, Hamson Gamgee, Marigold Gamgee, May Gamgee, Roper Gamgee, Sam Gamgee, Samwise Gamgee, Gamil Zirak, Gamling, Gammidge, Hob Gammidge, Gammidgy, Gamwich family, Wiseman Gamwich, Gamwich village, Gandalf, Gap of Rohan, Gardner, Bilbo Gardner, Daisy Gardner, Elanor Gardner, Frodo Gardner, Goldilocks Gardner, Hamfast Gardner, Merry Gardner, Pippin Gardner, Primrose Gardner, Robin Gardner, Rose Gardner, Ruby Gardner, Tolman Gardner, Gasping Dust, Gate of Erebor, Gate of Isengard, Gate of Steel, Gate of the Noldor, Gates of Argonath, Gates of Mordor, Gates of Sirion, Gaurwaith, Gelion, Greater Gelion, Gelmir of Angrod's People, Gelmir of Nargothrond, Gerontius Took, Gethron, Ghân, Ghân-buri-Ghân, Giants, Stone-giants, Gift of Men, Gildor Inglorion, Gildor of Dorthonion, Gil-galad, Fall of Gil-galad, Spear of Gil-galad, Gilly Brownlock, Gilraen, Gilrain, Gilthoniel, Gimilkhâd, Gimilzagar, Gimli Elf-friend, Ginglith, Girdle of Melian, Girion, Girithron, Giver of Fruits, Gladden Fields, Gladden River, Glamdring, Glamhoth, Glanduin, Glaurung, Dagnir Glaurunga, Glingal, Glithui, Glittering Caves, Lord of the Glittering Caves, Glóin son of Gróin, Glóin son of Thorin I, Glóredhel, Glorfindel of Gondolin, Glorfindel of Rivendell, Gnats, Goatleaf, Harry Goatleaf, Goblin-cleaver, Goblin-men, Goblins, Goblin-town, Gods, Golasgil, Goldberry, Golden, Golden Hall, Golden Perch, Golden Wood, Lady of the Golden Wood, Goldenbed, Golden-haired, Goldenhead, Goldfather, Goldilocks Gardner, Goldwine, Golfimbul, Gollum, Golodhrim, Golug, Gondolin, Exiles of Gondolin, Fall of Gondolin, Great Gate of Gondolin, King of Gondolin, White Lady of Gondolin, Gondolindrim, Gondor, Beacons of Gondor, Citadel of Gondor, City of Gondor, Council of Gondor, Crown of Gondor, Guard of the Tower of Gondor, King of Gondor, King of Gondor and Arnor, Lord of Gondor, Men of Gondor, Queen of Gondor, Regent of Gondor, Royal House of Gondor, South Gondor, Gondorians, Gonnhirrim, Goodbody, Togo Goodbody, Goodchild, Bell Goodchild, Gorbadoc Brandybuck, Gorbag, Gore, Gorgoroth, Gorgûn, Gorhendad Oldbuck, Gorlim the Unhappy, Gormadoc Brandybuck, Gorthaur, Gorthol, Gothmog Lieutenant of Morgul, Gothmog Lord of Balrogs, Gram King of Rohan, Gram Mount, Great Armament, Great Battle, Great Darkness, Great Gate of Gondolin, Great Gate of Minas Tirith, Great Gates, Great Goblin, Great Gulf, Great Hall of Feasts, Great Hall of Thráin, Great House, Great Jewel, Great Jewels, Great Journey, Great Lake, Great Music, Great Ones, Great Orcs, Great Plague, Great Ring, Great Rings, Great River, Great Sea of the West, Great Siege, Great Smials, Great War of the Ring, Great Worm, Greater Gelion, Green Dragon, Green Hill Country, Green Hills of Gondor, Green Hills of the Shire, Green Mound, Green-elves, Greenhand, Halfred Greenhand, Holman 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Page 83: The Untold War - Middle-earth Games€¦ · The Untold War of the Ring Welcome Introduction “Yet things might have gone far otherwise, ... orc, to threaten the homes and homesteads

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