Many thanks to Black Bishop, Alex and the rest for inspiring me. I'll likely need another GM to help me out, just PM me if you wish to do so. NOTE: THIS GAME IS NOT ENTIRELY HISTORICALLY ACCURATE WITH THE HISTORY OF MIDDLE EARTH THIRD AGE. THIS WAS MADE SO GAMEPLAY CAN FLOW BETTER, PARDON THE INCONVENIENCE.
Sign Up: Each country should have one or more positions of power; you are free to take one and develop a character for each( check the "current spots taken" list below the countries to see what's already claimed. Also, landless characters are always welcome.
For positions not already filled with a character(Elrond, Cirdan, Thranduil, Celeborn/Galadriel, The Witch King of Angmar, Saruman, the Necromancer or another listed in the country. Preferably with the Kings of Gondor or Arthedain having one that already was in the timeline is best, but making your own King is fine. For characters already set in storyline, I can provide character sheets or allow permitable ones made by person.
For customizable characters, here the character sheet as follows.
Remember, the GM has all say on what is and what isn't acceptable.
Playable Countries
Gameplay:
Every turn, a country can send an administrative order and a war order. The GM will then roll the dice to see how successful that order is.
More on orders:
You get one admin order and one war order. The admin can pertain to anything that will maybe better your realm, earn money, etc, like building roads, raising taxes, building farms, increase defenses. Try to make these orders as detailed as possible so I don't accidentally do something you don't like. Few details will be punished.
War orders are different. They pertain to anything involving military, such as raising troops or moving armies, launching surprise attacks, etc. Battles between two armies work like this: each one formulates a strategy(seperatley). I can give bonuses/penalties for good/bad tatics, and other things might change it, so get creative!
Special exception: Gondor gets 2 admin orders and 2 war orders. See Fangorn Forest for the exceptions involved.
Every player starts off with a certain amount of soldiers, supply, and treasury. Raising more troops takes away from both supply and treasury and have a certain expense per turn.
Notes on stats:
Population: how many people live in your country.
Supply: maximum number of soldiers you can have
Infantry/Cavalry: the number of soldiers active. NOTE: THESE ARE PART OF SUPPLY. THE NUMBER OF SUPPLY DOES NOT DECREASE WHEN YOU RECRUIT TROOPS, RATHER THE NUMBER OF TROOPS MERLEY SHOWS HOW MUCH OF YOUR SUPPLY IS ACTIVE.
Income: how much gold you are generating per turn
Expenses: how much you are spending per turn
Treasury: the amount of gold you have
Unit costs:
Infantry: 1 GP each, but 1 GP to maintain
Cavalry: 3 GP each, 2 GP to maintain
Ships: 100 to build, 50 to maintain.
MAPS
Base Map:
Colored map(sorry for quality, if you cant see image just click on link below)
https://drive.google.com/file/d/0B13W1H3K0mx5QXEwRnotOG5YSG8/view
Sign Ups are always OPEN for any spot not taken!
Middle Earth Third Age Domination
This game takes place around the middle part of the third age- around TA 1300. The Glory of Numenor is falling, Arnor is splintered and crumbling, Gondor wanes, evil starts to build up. Shadows reemerge. Elves stay the same as the world passes them by. Can you take your kingdom and move it to become the dominant power? Or do you just want to survive in a world that is growing much more dangerous?
Sign Up: Each country should have one or more positions of power; you are free to take one and develop a character for each( check the "current spots taken" list below the countries to see what's already claimed. Also, landless characters are always welcome.
For positions not already filled with a character(Elrond, Cirdan, Thranduil, Celeborn/Galadriel, The Witch King of Angmar, Saruman, the Necromancer or another listed in the country. Preferably with the Kings of Gondor or Arthedain having one that already was in the timeline is best, but making your own King is fine. For characters already set in storyline, I can provide character sheets or allow permitable ones made by person.
For customizable characters, here the character sheet as follows.
Men:
(King, Master, Lord,etc)+name
Specialty: combat, trade or diplomacy
Age
Bio
Dwarves:
(King, Lord, etc.) +name
Specialty: crafting, trading or combat
Age
Bio
Elves:
(King, Master, Lord) +name
Specialty: Lore or combat
Bio
Evil Races:
(King, Chief, etc.)+name
Specialty: combat or guile
Age
Bio
(King, Master, Lord,etc)+name
Specialty: combat, trade or diplomacy
Age
Bio
Dwarves:
(King, Lord, etc.) +name
Specialty: crafting, trading or combat
Age
Bio
Elves:
(King, Master, Lord) +name
Specialty: Lore or combat
Bio
Evil Races:
(King, Chief, etc.)+name
Specialty: combat or guile
Age
Bio
Playable Countries
Kingdoms of Men
Kingdom of Gondor: Greatest Power at start of game, but its power is steadily decline from years and years of constant warfare. At war with: Harad, Rhun and Umbar. Spots available: (King Minalcar, Lord, Lord). Capital: Osgiliath. Major citadels: Minas Arnor and Minas Ithil.
Kingdom of Ronavanion: Horse Lords and allies of Gondor, and enemies of the Easternlings. Spots available: (King, Marshall). Capital: Celebrant
Kingdom of Arthedain: One of Arnors three Kingdoms, and the one with the heirs of Isildur. War with Rhudaur and Angmar. Spots available: (King Malvegil). Capital: Fornost.
Kingdom of Cardolan: one of Arnors three Kingdoms, the weakest but still powerful Numenorian blood. At war with Rhudaur and Angmar. Spots open: (King). Capital: Tharbad
Kingdom of Rhudaur: Arnorian Kingdom corrupted by Angmar and Allies with them. At war with Arthedain and Cardolan. Spots available: (King). Capital: Shar, ((located on the road south of the map's Trollshaws))
Kingdom of Harad: Kingdom of the Southrons of the desert. At war with Gondor. Spots open: (King, Master). Unknown capital.
Haven of Umbar: ancient Numenorian stronghold, full of Black Numenorians, who hate the faithful of Gondor. At war with Gondor. Spots open (Master) City state.
Rhun: A loose confederation of Easternling tribes, who also are at war with Gondor and Rohavanion too. Spots open: (Master). No capital.
Dunland: Ancient but wild people. Spots open: (chief). No capital.
Dwarvish Kingdoms
Colony of Erebor: Dwarfish Kingdom in the North. Spots open: (Dwarvish Lord, and human Master of Dale)
Iron Hills: the dwarvish halls in the Iron Hills North of Erebor. Spots open: (Lord)
Halls of Nogrod: the Dwarvish halls in the Blue Mountains, those that survived the first age. Spots open: (Lord)
Khazad-Dum: greatest of the Dwarvish halss and home to Durins folk, but sealing, and digging to far, to greedily.... Spots open: king, lord, lord
Elvish Stongholds:
Rivendell: Stronghold of High Elves,lead by Master Elrond, a great Elf Lord. NOTE: LEADER MUST BE ELROND. Spots open: Elrond. City state of sorts.
Lindon: the place where elves go to sail the sea, ruled by Cirdan the shipright. Leader must be Cirdan. Spots open: Cirdan. Capital: Gray Havens.
Mirkwood Elves: in North Mirkwood, they are lead by Thranduil. Spots open: (Thranduil, Lord). Captial:Halls of the Elven King
Lothlorien: Led by the King Celeborn and Lady Galdriel, this ancient Elvish Kingdom is both beautiful and strong. Spots open: (Celeborn/Galdriel, lord).
Evil Lands:
Dol Guldur: the ancient fortress of Sauron, who has now taken up residence as the Necromancer. Leader must be the Necromancer. Spots open: Necromancer. Captial: Dol Guldur
Goblin Kingdom: Located further north in the Misty Mountains, by the High Pass, these are ruled by the Goblin King. Spots open: (King). No capital.
Angmar: Northern country controlled by the leader of the Ringwraiths. Allied with corrupted Rhudaur and at war with Cardolan and Arthedain. Leader MUST be Witch King of Angmar. Spots open: (King). Capital: Carn Dum.
Isenguard: While not openly evil of yet, Saurumans study of the ring is slowly but surely driving him towards evil... Spots open: (Saruman). City state of sorts.
Other
The Shire: Special start, see below. Spots open: Thain
Fangorn Forest: Lead by Treebeard, leader of the Ents, you have a certain change in rules. Before doing a war order, you must spend a turn riling up the ents and hurons for war. You have no money, and have a certain amount of powerful soldiers, but can buildno new ones, until you find the Entwives. Spots open: Treebeard
Gandalf the Gray: landless. Special wandering wizard.
Radaghast the Brown: Landless. Wandering Wizard.
Kingdom of Gondor: Greatest Power at start of game, but its power is steadily decline from years and years of constant warfare. At war with: Harad, Rhun and Umbar. Spots available: (King Minalcar, Lord, Lord). Capital: Osgiliath. Major citadels: Minas Arnor and Minas Ithil.
Kingdom of Ronavanion: Horse Lords and allies of Gondor, and enemies of the Easternlings. Spots available: (King, Marshall). Capital: Celebrant
Kingdom of Arthedain: One of Arnors three Kingdoms, and the one with the heirs of Isildur. War with Rhudaur and Angmar. Spots available: (King Malvegil). Capital: Fornost.
Kingdom of Cardolan: one of Arnors three Kingdoms, the weakest but still powerful Numenorian blood. At war with Rhudaur and Angmar. Spots open: (King). Capital: Tharbad
Kingdom of Rhudaur: Arnorian Kingdom corrupted by Angmar and Allies with them. At war with Arthedain and Cardolan. Spots available: (King). Capital: Shar, ((located on the road south of the map's Trollshaws))
Kingdom of Harad: Kingdom of the Southrons of the desert. At war with Gondor. Spots open: (King, Master). Unknown capital.
Haven of Umbar: ancient Numenorian stronghold, full of Black Numenorians, who hate the faithful of Gondor. At war with Gondor. Spots open (Master) City state.
Rhun: A loose confederation of Easternling tribes, who also are at war with Gondor and Rohavanion too. Spots open: (Master). No capital.
Dunland: Ancient but wild people. Spots open: (chief). No capital.
Dwarvish Kingdoms
Colony of Erebor: Dwarfish Kingdom in the North. Spots open: (Dwarvish Lord, and human Master of Dale)
Iron Hills: the dwarvish halls in the Iron Hills North of Erebor. Spots open: (Lord)
Halls of Nogrod: the Dwarvish halls in the Blue Mountains, those that survived the first age. Spots open: (Lord)
Khazad-Dum: greatest of the Dwarvish halss and home to Durins folk, but sealing, and digging to far, to greedily.... Spots open: king, lord, lord
Elvish Stongholds:
Rivendell: Stronghold of High Elves,lead by Master Elrond, a great Elf Lord. NOTE: LEADER MUST BE ELROND. Spots open: Elrond. City state of sorts.
Lindon: the place where elves go to sail the sea, ruled by Cirdan the shipright. Leader must be Cirdan. Spots open: Cirdan. Capital: Gray Havens.
Mirkwood Elves: in North Mirkwood, they are lead by Thranduil. Spots open: (Thranduil, Lord). Captial:Halls of the Elven King
Lothlorien: Led by the King Celeborn and Lady Galdriel, this ancient Elvish Kingdom is both beautiful and strong. Spots open: (Celeborn/Galdriel, lord).
Evil Lands:
Dol Guldur: the ancient fortress of Sauron, who has now taken up residence as the Necromancer. Leader must be the Necromancer. Spots open: Necromancer. Captial: Dol Guldur
Goblin Kingdom: Located further north in the Misty Mountains, by the High Pass, these are ruled by the Goblin King. Spots open: (King). No capital.
Angmar: Northern country controlled by the leader of the Ringwraiths. Allied with corrupted Rhudaur and at war with Cardolan and Arthedain. Leader MUST be Witch King of Angmar. Spots open: (King). Capital: Carn Dum.
Isenguard: While not openly evil of yet, Saurumans study of the ring is slowly but surely driving him towards evil... Spots open: (Saruman). City state of sorts.
Other
The Shire: Special start, see below. Spots open: Thain
Fangorn Forest: Lead by Treebeard, leader of the Ents, you have a certain change in rules. Before doing a war order, you must spend a turn riling up the ents and hurons for war. You have no money, and have a certain amount of powerful soldiers, but can buildno new ones, until you find the Entwives. Spots open: Treebeard
Gandalf the Gray: landless. Special wandering wizard.
Radaghast the Brown: Landless. Wandering Wizard.
Gameplay:
Every turn, a country can send an administrative order and a war order. The GM will then roll the dice to see how successful that order is.
More on orders:
You get one admin order and one war order. The admin can pertain to anything that will maybe better your realm, earn money, etc, like building roads, raising taxes, building farms, increase defenses. Try to make these orders as detailed as possible so I don't accidentally do something you don't like. Few details will be punished.
War orders are different. They pertain to anything involving military, such as raising troops or moving armies, launching surprise attacks, etc. Battles between two armies work like this: each one formulates a strategy(seperatley). I can give bonuses/penalties for good/bad tatics, and other things might change it, so get creative!
Special exception: Gondor gets 2 admin orders and 2 war orders. See Fangorn Forest for the exceptions involved.
Every player starts off with a certain amount of soldiers, supply, and treasury. Raising more troops takes away from both supply and treasury and have a certain expense per turn.
Notes on stats:
Population: how many people live in your country.
Supply: maximum number of soldiers you can have
Infantry/Cavalry: the number of soldiers active. NOTE: THESE ARE PART OF SUPPLY. THE NUMBER OF SUPPLY DOES NOT DECREASE WHEN YOU RECRUIT TROOPS, RATHER THE NUMBER OF TROOPS MERLEY SHOWS HOW MUCH OF YOUR SUPPLY IS ACTIVE.
Income: how much gold you are generating per turn
Expenses: how much you are spending per turn
Treasury: the amount of gold you have
Unit costs:
Infantry: 1 GP each, but 1 GP to maintain
Cavalry: 3 GP each, 2 GP to maintain
Ships: 100 to build, 50 to maintain.
MAPS
Base Map:

Colored map(sorry for quality, if you cant see image just click on link below)
https://drive.google.com/file/d/0B13W1H3K0mx5QXEwRnotOG5YSG8/view
Gondor: yellow
Rhoavinion: Dark Brown
Harad: Orange
Umbar: Red
Rhun: Gold Brown
Arthedain: Gold
Cardolan: Navy
Rhudaur: Pale Blue
Nogrod: purple
Erebor: Grey
Iron Hills: Blue
Lindon: Cyan
Lothlorien: Lime Green
Mirkwood Elves: Green
Dol Guldur: Black
Angmar: Blood Red
Khazad-Dum: Light Purple
Goblin Kingdom: Pink
Fangorn: Light Brown
Rivendell: Golden rod
Isenguard: Teal
Dunland: Tan
Rhoavinion: Dark Brown
Harad: Orange
Umbar: Red
Rhun: Gold Brown
Arthedain: Gold
Cardolan: Navy
Rhudaur: Pale Blue
Nogrod: purple
Erebor: Grey
Iron Hills: Blue
Lindon: Cyan
Lothlorien: Lime Green
Mirkwood Elves: Green
Dol Guldur: Black
Angmar: Blood Red
Khazad-Dum: Light Purple
Goblin Kingdom: Pink
Fangorn: Light Brown
Rivendell: Golden rod
Isenguard: Teal
Dunland: Tan
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