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.
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Characters:
- 60-A
- 50-C
- 50-M (314,412,416,418,428)
- 50-E
- 30-A 30-M (314,410,417)
- 30-C
- 30-C
- 30-E
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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.
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Characters:
- 60-C
- 60-C
- 50-E
- 40-A
- 30-C 30-M (4,104,416)
- 30-E
- 30-A
- 30-
C
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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.
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Characters:
- 60-M (4,6,302,408,410,413,422)
- 40-C 20-E
- 40-A
- 20-C 20-M
(102,202)
- 20-A 60-M(4,412,418,428,416, 420)
- 40-E
- 40-
E
- 30-C
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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.
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Characters:
- 20-A 60-E
- 60-C 20-A
- 30-E
- 40-A
- 40-C
- 30-C
- 30-E
- 30-M (102,302,412)
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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.
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Characters:
- 60-C 30-E
- 40-C
- 40-C
- 40-A
- 40-A
- 40-E
- 40-M (4,214,302,508)
- 40-M (412,416,418,508)
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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.
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Characters:
- 50-A
- 40-C
- 50-A
- 40-A
- 60-E
- 30-C
20-E
- 30-M (408,412,422)
- 30-E
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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.
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Characters:
- 20-C 60-E
- 40-
C
- 20-A 60-E
- 30-M (412,418,502)
- 30-A
- 60-
E
- 40-E
- 30-C
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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.
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Characters:
- 30-C 60-M (4,102,106,208,302,406)
- 40-A
- 60-M
(412,416,418,420,428,430)
- 60-M (408,412,418,422,428,432)
- 40-M
(4,8,412,416)
- 30-A
- 40-E
- 30-E
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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.
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Characters:
- 60-E
- 50-C
- 40-A
- 60-E
- 60-E
- 30-
A
- 40-E
- 30-M (2, 510, 416)
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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.
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Characters:
- 60-C
- 50-
E
- 50-A
- 50-M (208,220,412,418,428)
- 40-C
- 40-
E
- 30-A
- 30-M (412,416,420)
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