Subject: A little ahistory for you.
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Posted on: 2017-11-17 12:26:00 UTC



This is a rough composite of Beleriand and the lands to the east immediately prior to the Bragollach, divided into each race's 'natural' areas. Much earlier than this, and you lose the proper placing of the Edain; any later, and you have to deal with Morgoth on the rampage.

(Minor ahistory: this map shows eastern Ard-Galen as held by Easterlings, who wouldn't appear for another 40-odd years. It also shows the Dor Firn-i-Guinar, where Beren and Luthien lived, as held by the Edain, which isn't true yet.)

I haven't bothered to fill in the region we know as Arnor; it would probably be a patchwork of kingdoms from various Mortal armies. So you'd have Easterlings in the north (which would let you remove them from Ard-Galen, and remnant Edain in the southern reaches. We know that Bree and Dunland were populated by relatives of the Haladin, for instance, and we could probably slot some Hadorian relatives up in the Vales of Anduin (which I have down as Nandorian). I've also left a few territories unclaimed and (in south Beleriand) oversized; if you want to pay me millions of pounds to complete the game, I'll be only too happy to fill them in. ^_~

You can play as any of the races, though each probably have their own advantages and disadvantages. Cirdan, for instance, would have a distinct edge in ships. The Ents are an interesting entity; I think they'd have to be a weird variant game, perhaps being unable to attack except directly into a territory that invaded them. It's all theorycrafting anyway, so it's not all that important.

The game starts towards the end of the Long Peace. There's a network of fealties that makes most wars more risky than they're worth: if House Feanor attacks the Edain in Dorthonion, for instance, they are liable to be attacked by House Finarfin in retaliation (as well as the other Edain). But it's possible! Truly excellent players will be able to expand their domains even in the time of peace. Angband, however, is inviolate: you probably simply can't attack it, or if you can, it's unbeatable through weight of numbers.

After a few turns(?), Morgoth attacks. (If you're playing as Morgoth, you start with a 'Glaurung timer' - how long until Glaurung is full-grown and you can launch your assault). He is extremely powerful, and would like to kill everything. As you say, this is going to whittle away at the Elves' forces and resources.

There are 'story' elements woven into the campaign, depending on certain triggers. If Dorthonion is taken by Morgoth while Doriath is still intact, it triggers the Quest of the Silmaril, which results in the death of certain characters (Finrod will die IF Tol Sirion is in Morgoth's hands AND Himlad has been taken by Morgoth at least once), and - a while later - the removal of the Girdle of Melian. It also triggers House Feanor's AI to start considering Kinslayings.

Some territories will gain cities only when others fall - the Havens of Sirion only get a city once the Falas is destroyed. The AI will offer and accept alliances based on various factors, as per game rules, but there are also trigger-based once - the false alliance between House Feanor and the Easterlings is probably sparked by the Feanorians beating back Morgoth, f'rex.

Morgoth, as you say, is unkillable - he can only be captured, and that only by Eonwe the Herald of Manwe. Eonwe can be triggered in various ways - conquering all of Morgoth's territory obviously has to do it, as does unifying a certain (large) percentage of the world, capturing a Silmaril (various methods available) and finding a suitable messenger... you could also capture all three Silmarils, or organise a conference of 'demi-divine' beings (if Melian, Treebeard, Durin, and Cirdan all occupy the same territory...). Precisely what Eonwe shows up with will depend on how he's summoned - he could arrive with the full Host of Valinor plus Vingilot, or he could show up by himself on a little boat. Then you have to have him present in a battle with Morgoth, and win...

And yes, there all sorts of possible conflict triggers. I'm not sure religion is a terribly useful one (it basically comes down to 'respect the Valar or worship Morgoth'), but you could come up with your own. Maybe Ents hate anyone who burns forest terrain. Maybe it's possible to trigger a Dwarven Civil War by allying with a nation that one of the three houses (Nogrod, Belegost, Khazad-dum) hates. Maybe sorcery is available, but every use of it sours any Good-aligned allies against you.

So yeah, it's viable. Weird, but viable.

hS

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