Middle-earth Play-By-MailFourth Age, circa 1000 - Nation Design Ideas

    byErving Bolinski

    So, here I am, staring down at my Nation Design Sheet, trying to figure out where to begin. Which allegiance should I join? What race should I be? There are so many SNA's, what if I make the wrong choices? What kinds of characters should I start with? THERE ARE TOO MANY CHOICES!!

    As my initial anxiety attack peaked I found myself wishing for the easier days, back in the Third Age, when nations were just handed to you. No tough decisions, no fatal mistakes. Why couldn't it still be that easy - why do things always have to get more complicated? And then the answer hit me - it doesn't have to be complicated. I could simply model my nation after some of the nations found in the earlier Middle-earth PBM scenarios - Third Age, circa 1650 & circa 2950! If they worked then, why not now?

    So I settled down and reviewed the rulebook one more time. Pages 8-13 were full of hints and ideas. And then, alas, I found that the rulebook warns me to be careful about trying to model success in Fourth Age, circa 1000 after the earlier scenarios. Does this mean that my idea was sunk even before I had begun my journey?

    Fortunately, the answer is "NO". Because, although the successful nations of Third Age, circa 1650 & circa 2950 will not always work in Fourth Age, circa 1000, the kinds of nations found in those scenarios very often will. And thus I hit upon ten different kinds of nations that could be considered during the nation design. Of course, none of the ten different kinds of nations below are guaranteed to win, nor are they even the best possible designs for that type - the character selection is simplistic (only a few are multi-skilled), PC locations are hardly even discussed, some SNA's were selected to use up points, etc. But they do provide some ideas for how to design a nation with a particular theme in mind. You should change and enhance these models to suite your particular tastes, needs, interests, and style of play. Furthermore, you may well think up even more different kinds of nations. GREAT - the more the merrier! In fact, as you begin to consider a greater variety of nation types, you may soon discover that you ARE designing your own nation after all. You just needed some ideas about where to start. Good luck - the game has begun...

    1: Non-human: The Snaga Lords - Evil - Non-human

    Abilities:

    • SNA's: 26, 29, 30
    • 2 artifacts
    • 10 war machines
    • VC #6
    • 300 Heavy Infantry
    • Fortify PC 1 with a Fort, Fortify PC 2 with a Tower, Fortify PC 3 with a Tower, Add a new Camp
    All points used. Several unique DS SNA's. Well-defended PC's. Good economic base. Sound military strength. Good emissaries, agents, and mages. Well rounded.

    Characters:

    1. 60-A
    2. 50-C
    3. 50-M (314,412,416,418,428)
    4. 50-E
    5. 30-A 30-M (314,410,417)
    6. 30-C
    7. 30-C
    8. 30-E

    2: Dwarven: The Barakul - Good - Dwarven

    Abilities:

    • SNA's: 3, 15, 20, 21
    • 2 artifacts
    • VC #4
    • 300 Heavy Infantry
    • Fortify PC 1 with a Fort, Fortify PC 2 with a Tower, Improve PC 4 to a Village
    Almost all points used. Several unique Dwarven SNA's. Defended PC's. Good economic base. Sturdy military. Good emissaries. Fair agents and mages. Very good military potential.

    Characters:

    1. 60-C
    2. 60-C
    3. 50-E
    4. 40-A
    5. 30-C 30-M (4,104,416)
    6. 30-E
    7. 30-A
    8. 30- C

    3: Elven: The Dolenran - Good - Elven

    Abilities:

    • SNA's: 5, 10, 14, 18
    • 2 artifacts
    • VC #2
    • 400 Archers Fortify PC 1 with a Tower
    • Fortify PC 2 with a Tower, Fortify PC 3 with a Tower, Add a Port & Harbor, Add a new Camp
    Not all points used. Several unique Elven SNA's. Defended PC's. Probably opt for coastal location. Good economic base. Some military strength. Numerous emissaries. Excellent mages.

    Characters:

    1. 60-M (4,6,302,408,410,413,422)
    2. 40-C 20-E
    3. 40-A
    4. 20-C 20-M (102,202)
    5. 20-A 60-M(4,412,418,428,416, 420)
    6. 40-E
    7. 40- E
    8. 30-C

    4: Naval: The Pirates of Belfalas - Neutral - Men

    Abilities:

    • SNA's: 12, 17, 32, 34
    • 2 artifacts
    • 8 transports
    • 12 warships
    • VC #3
    • 800 Men-at-Arms
    • Fortify PC 1 with a, Tower, Add a Port, Add a Harbor, Add a Harbor
    Not all points used. Several naval SNA's. Undefended PC's with port/harbors. But, location is everything - capital insurance taken! Sound military strength. Good mobility. Good emissaries and commanders.

    Characters:

    1. 20-A 60-E
    2. 60-C 20-A
    3. 30-E
    4. 40-A
    5. 40-C
    6. 30-C
    7. 30-E
    8. 30-M (102,302,412)

    5: Riders: The Easterners - Neutral - Men

    Abilities:

    • SNA's: 12, 21, 24
    • 2 artifacts
    • 10 war machines
    • VC #3
    • 200 Heavy Cavalry
    • Fortify PC 1 with a Tower, Fortify PC 2 with a Tower, Add a new Camp, Add a new Camp
    All points used. Several military SNA's. Defended PC's. Good economic base. Good military strength. Mobile. Good commanders. Balanced emissaries, agents, and mages. Along eastern map.

    Characters:

    1. 60-C 30-E
    2. 40-C
    3. 40-C
    4. 40-A
    5. 40-A
    6. 40-E
    7. 40-M (4,214,302,508)
    8. 40-M (412,416,418,508)

    6: Agent: - The Derngorgor - Evil - Men

    Abilities:

    • SNA's: 11, 31
    • VC #1
    • 100 Men-at-Arms
    • Fortify PC 1 with a Tower, Improve PC 4 to a Village, Add a new Camp
    Not all points used. Some helpful agent SNA's. Undefended PC's. but many excellent guards. Good economic base. Little military strength. Good emissaries and agents.

    Characters:

    1. 50-A
    2. 40-C
    3. 50-A
    4. 40-A
    5. 60-E
    6. 30-C 20-E
    7. 30-M (408,412,422)
    8. 30-E

    7: Emissary: The Grey Hand - Good - Men

    Abilities:

    • SNA's: 9, 22, 23
    • 3 artifacts
    • VC #3
    • 100 Men-at-Arms
    • Fortify PC 1 with a Tower, Fortify PC 2 with a Tower, Add a new Camp, Add a new Camp
    Not all points used. Several useful/different SNA's. Defended PC's. Good economic base. Many artifacts. Little military strength. Excellent emissaries.

    Characters:

    1. 20-C 60-E
    2. 40- C
    3. 20-A 60-E
    4. 30-M (412,418,502)
    5. 30-A
    6. 60- E
    7. 40-E
    8. 30-C

    8: Mage: The Vanamar’ - Good - Elven

    Abilities:

    • SNA's: 5, 10, 16
    • 3 artifacts
    • VC #5
    • 300 Archers
    • Fortify PC 1 with a Fort, Add a new Camp, Add a new Camp
    Not all points used. Several useful mage SNA's. Defended PC's. Good economic base. Fair military strength. Excellent mages Many artifacts. Good for finding more artifacts.

    Characters:

    1. 30-C 60-M (4,102,106,208,302,406)
    2. 40-A
    3. 60-M (412,416,418,420,428,430)
    4. 60-M (408,412,418,422,428,432)
    5. 40-M (4,8,412,416)
    6. 30-A
    7. 40-E
    8. 30-E

    9: Economic: The Black Cartel - Evil - Men

    Abilities:

    • SNA's: 8, 9, 19, 25
    • VC #3
    • 200 Heavy Cavalry
    • Fortify PC 1 with a Tower, Improve PC 2 to a Major Town
    Not all points used. Many useful gold- saving SNA's. Defended PC's. Very good economic base. Sound military strength. Excellent emissaries.

    Characters:

    1. 60-E
    2. 50-C
    3. 40-A
    4. 60-E
    5. 60-E
    6. 30- A
    7. 40-E
    8. 30-M (2, 510, 416)

    10: Hidden: The Lost Tribe of Da’n - Good - Dwarven

    Abilities:

    • SNA's: 3, 4, 19
    • 1 Hidden PC
    • VC #7
    • 300 Heavy Infantry
    • PC 1 Hidden, Fortify PC 2 with a Tower, Fortify PC 3 with a Tower, Add a new Camp
    Not all points used. Several useful SNA's. Defended /hidden PC's. Good economic base. No military. Good emissaries, agents, and mages. Well rounded.

    Characters:

    1. 60-C
    2. 50- E
    3. 50-A
    4. 50-M (208,220,412,418,428)
    5. 40-C
    6. 40- E
    7. 30-A
    8. 30-M (412,416,420)



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