MIDDLE EARTH ROLE-PLAY IN-DEPTH FAQ


Index of FAQ
Use our CALCULATOR for help planning your actions.

    Click on the desired list index to go to that topic:

  • Q1. What is this?
  • Q2. Where is it taking place?
  • Q3. How can I play?
  • Q4. HOW and WHERE can we post our roleplay messages?
  • Q5. About starting provinces Spheres of Influence and army icons
  • Q6. Maximum number of provinces? Benefits of a HERO?
  • Q7. How will my NationStates stats affect my Roleplay?
  • Q8. Differences between elves, humans, orcs and dwarves
  • Q9. How will the Favouritism ranking affect my Roleplay?
  • Q10. How many soldiers do I have? How well are provinces defended?
  • Q11. How many territories can I go through in one update?
  • Q12. About Neutral and Key Provinces
  • Q13. How do battles work?
  • Q14. More informations about battles. Allies? Injured soldiers?
  • Q15. When will an age end?
  • Q16. Can I join the Roleplay if I missed the start?




    QUESTIONS:
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1. What is this?

  • This is an unique role play, created specially by the residents of Middle Earth for their friends; you are the ruler of a province in one of Tolkien's maps and you seek peace or utter dominance in this world. Will you succeed?

2. When and where is this taking place? Do I have to be 24/7 online to participate?
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  • There is no need for a specific date this takes place, but if there's a general consensus then the players will decide. As for where this is taking place, on a map of Middle Earth, ofcourse.

    Regarding the last question, the answer's NO. I have to manually edit lots of things for the roleplay and I'm not online 24/7 either. But we can make a compromise. You can do whatever you'd like in that time, as I'm going to update the map and everything only twice a week (On Wednesday and on Saturday/Sunday). You can post whatever you want during this week time period (even multiple times), and if you feel like changing your mind from what you posted 3 days ago you can always post again.

3. How can I play?
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  • You can find our map HERE.

    Each new nation picks his territories on the map, starts or joins alliances, plots against other nations, or just stays neutral and be at the mercy of its surrounding nations.

    Each player wishing to join must play with his desired nation as some stats of the game we're playing (NationStates) are influencing our role-play. I'll explain a bit later.

    Once I post an update, you have up to three days to write what you want to do in the next update, what army movements you plan, what alliances or what wars you want to start. And whatever other roleplay actions you can think of!

    Also, PLEASE REMEMBER THAT for each new Update you have to ANSWER AT LEAST FOUR ISSUES. Failing to do so will earn you a penalty for each update you fail to complete this task (check point #9).

4. How can we Role-Play? In writing? Where will we post?
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  • There are a couple of main ways to participate in our roleplay.
    The most basic one, is simply posting (In-Character) your commands as the ruler of your nation, like posting that "A" moves to "B", "C" goes to attack "D".
    A more advanced way to play is to wrap it up in a nice format. More over, if you feel particularily skilled, you can add whatever you want to your post - stories, poems, pieces of lore about your nation.
    But I can work with any kind of post, as long as I understand at the end of it what you want to do.

    NOTE: So I don't have to interpret what you have said its best for you to write your actions in a roleplay format and then beneath that add a ------ line and underneath that just say the result of your post, which can be just "A goes to B".
    For example:
    " King Xcelsior woke up in the morning and called his most loyal scribe. 
    
    He said: "We will go to attack Mordor!"
    
    ----
    Attack Mordor with all forces, led by the King"
    


  • WHERE WILL WE POST?
    For EACH update you have to POST your message on the Regional Message Board of the NationStates region "Middle Earth Roleplay". You can access the Message Board by clicking HERE .

    There are two ways to post; you can post on the RMB your actual message or you can post on the RMB the link to a dispatch in which you wrote your message (your Roleplay actions).

    I personally recommend posting the link to the dispatch, because having a dispatch for that Update means that you can more easily edit your message, in case of a typo or something similar.
    The downside of this is that the RMB will look just like a list of links, rather than a flow of information. But ALL the information will be COMPILED anyway into an UPDATE DISPATCH and pinned at the top of the region.

    HOWEVER, the most convenient action for the players (and it was most common in past RPs) is to simply add the message on the RMB of the region, after an "[b]IC:[/b]" tag at the top.

    VERY IMPORTANT 1: IF YOU WANT TO change your POSTED information, you can always POST AGAIN until Saturday (I will check the messages and start the next update on Sunday, so there is plenty of time to change your course of action - but do state in your 2nd post that your first post is no longer operational!).

    VERY IMPORTANT 2: If your plans change tomorrow from what you posted today, DO NOT REMOVE YOUR MESSAGES ! POST AGAIN, making reference that in light of new information, your decisions changed. BUT POST AGAIN, DO NOT REMOVE YOUR OLDER POST. So that the Roleplay flows continuously from one post to another.

    VERY IMPORTANT 3: You can post HOW MANY TIMES YOU WANT between two updates, and I will add all your posts but only the LAST attack information will be considered. For example, you post 1st with an attack order and a letter to another player, you post 2nd with a reply for your ally, you post 3rd with a different attack order, you post 4th with some other random In-Character post. I will add the letter to another player, the reply for your ally, the other random In-Character post and the last attack order, from your 3rd post (so I will be disregarding the attack order from your 1st post. If you want to have both attacks taking place then in the 3rd post you have to write about both attacks, not just about the last).

  • The only acceptable policy for deleting your post is when you found out a TYPO or a mistake in the next 10 minutes after your posting. Then you can delete your post and post again.

  • EDITING YOUR DISPATCHES is also NOT ACCEPTABLE, unless you do MINOR edits and POST ON THE RMB advising the other players that your dispatch posted "xx hours ago" has been edited by changing "xxxx".

  • IF your plans change drastically (for example, you want to attack province Y but member Z decides to attack your province X and you don't want any more to follow your first plan, which was to attack province Y) THEN POST AGAIN. (Either on the RMB or by creating a NEW DISPATCH - and NOT REMOVING the PREVIOUS DISPATCH!)

  • HOWEVER, keep in mind the tone in which other players have written their messages. If from what they posted you understand that they want to attack province X but their message is just a discussion between two high-tier generals, then most likely in reality you do not know that information - unless you have spies at their meeting. What you actually notice is some sort of movement - but you are not sure about their plans, even if you read it in the post above! From a roleplay point of view, you don't actually know the discussion, you see just some movement of armies. So roleplay accordingly!


  • How should this dispatch look like, if I happen to want to post via a DISPATCH?
    1. For Category: META, Subcategory: REFERENCE
    2. For Title: 'Middle Earth Roleplay, < NATIONSTATES SHORT NATION NAME >, for UPDATE # X' (where X is the next update, first update after a week of posting will be update #1)
    3. For Text write your roleplay text, using the formatting BBcode tags supplied by NationStates. AFTER you write your roleplay text, use a line of " --------- " and then write the results of your roleplay text, so that I know 100% what exactly you want me to do with your provinces/soldiers/armies.
    4. After PUBLISHING, copy the LINK and post it on the RMB of the region Middle Earth Roleplay.


    VERY IMPORTANT 4:
    If you don't want others to find out what you are planning for next update, (if you want to send a secret message) you should NOT post on the RMB but send a telegram to the nation Dispatch.

    However, at the start of the new update your decisions will be shown, something like a late post of yours. Oh, and even if you're sending me the message, please try to also wrap it up in a nice format !

    You can also proceed in another way, if you want to be extra sneaky. You can POST a false message, so that other members have the impression that in the next update you will do "X." BUT, you will send a private message (a telegram) advising that what you POSTED is just a lie, and what you actually want to do is "Y". In the next update, there's going to be a reference to the fact that you said something and you did something else, and that might be problematic to some of your neighbours (that expected you to have done something else). So this is also possible, if you want.




  • LAST (BUT VERY IMPORTANT) NOTES REGARDING HOW TO PLAY THE ROLEPLAY:

    • - At each update all your stats will be recalculated (Stats given by answering NationStates issues and those given by the Favouritism Ranking).

    • - Your Capitol is the heart of your nation. It has a double garrison than a regular province (you can see which province's a Capitol by the circle tag instead of the rectangle tag on the region on the map). You also receive fresh soldiers at your Capitol every 3 Updates!

    • - You can change your CAPITOL via two ways:
      1. Losing it in a war.
        If you lost your Capitol in a war, you can select any of your currently owned provinces as your next capitol. HOWEVER, in that Update you will be Capitol-less, as the Capitol comes into effect in the next Update. For example, I post an Update an you notice that you lost your Capitol. For the next 3 days you discuss In-Character where te new Capitol is to be located. Then comes my Update and you get your new Capitol. BUT IF ANYTHING ELSE HAPPENS during those 3 days between Updates (for example, someone attacks the province you want to be your new Capitol), then it DOES NOT YET COUNT as your CAPITOL.
      2. Choosing another Capitol, once per Roleplay.
        You can choose another province to be your Capitol only once per Roleplay, if your old Capitol doesn't suit your new needs. The same action happens as the one described in the paragraph above, if you choose a new one then for one update you will be without any Capitol (to give time for your administration to relocate and reinforce the new province).

    • - If you are in a WAR, you can agree to a PEACE, as long as in the next update the war doesn't already time out. Both nations have to EXPLICITELY ACCEPT (In-Character) the peace, and after doing so they are unable to attack one another for 2 updates (the next update and the one after it).

    • - You CAN Roleplay territory SWAPS, if both nations agree, only if you are NOT AT WAR with each other. No more than 1 territory swap in total per nation per update.
      After a territory has swapped "hands", any armies remaining in the province is considered "an allied army on your territory" and has to comply with the rule set in place about moving while on an ally territory, which is 1 province per update. (Check point #11)

    • - You CAN NOT roleplay territories GIVEAWAYS.

    • - You CAN Roleplay soldier TRIBUTES, if both nations agree. No more than 1 offering of army tribute per nation per update, while receiving army tributes is unlimited.
      When offering your soldiers as TRIBUTE, the conversion is always at roughly 50% of the initial forces, re-skilled to be soldiers of the other nation's race.
      For example, you are Elf and your ally is Human. You want to offer as tribute 500 elves. 50% of 500 is 250 elves. 250 Elves as Humans are (250*2+10%) 550. So, offering as tribute 500 Elves would equal to 550 Humans.
      For example, you are Human and your ally is Orc. You want to offer as tribute 1000 humans. 50% of 1000 is 500 humans, and 500 humans as orcs are 500+500*60% = 500 + 300 = 800 orcs. Offering as tribute 1000 humans would equal to 800 orcs.
      Upon a successful tribute, the offered army disappears from the map and appears as their equivalent in forces in the Capitol of the receiving nation.

    • - You can post HOW MANY TIMES you want between two updates. ALL POSTS will be compiled, unless a post is an edit of a previous one. I'll figure out which is which, hopefully.
      - You can have how many you want of answer/replies/offer alliance/roleplay posts.
      - ONLY ONE attack post counts, and that is your last.

      For example .. for an Update you have 3 posts.
      In the first one you ask for an alliance to nation X and attack province B of nation Y.
      In the second post you roleplay some random story.
      In the third post, you attack province C of nation Y.
      As you have two attack posts (your 1st and your 3rd), I'll just follow on the last one (the 3rd). If you also want to attack province B then in the last post, before mentioning that you attack province C, you also say "also attacking province B" or something similar so I know that your 1st post is also valid. If you do not say anything then I'll disregard your 1st post and keep only the attack information from post no 3.


5. About picking the start provinces, Army Icons and the Spheres of Influence
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  • When you start you are going to pick your race, the icon/portrait you want your army to be represented on the map and the starting provinces you wish to own and to rule.

    The four possible races are Elf, Human, Orc and Dwarf. If you pick one, you will be that race for the duration of the game, and you can recruit only that type of units for the duration of the game (if you pick an elvish race, you can recruit only elves for the rest of the game).

    After you selected a race, please check the list of army icons/portraits HERE. There are a few different icons to choose from, for each race. Moreover, you can opt between male or female, mounted or on foot, bows or swords etc. Also, for humans and elves there are a few more "evil" icons, if you plan to roleplay an "evil" version of your race. Just remember that the small icon on the right is actually the one how your army will look on the map.

    The provinces are also divided into 4 spheres of influence (elvish, human-ish, orc-ish and dwarf-ish). When you pick your starting provinces you can have a bonus increase or decrease to the effectiveness of your nation (FOR THE WHOLE DURATION OF THE GAME) based on what sphere of influence your starting regions fall into.

    NOTE: If you want a more difficult game, you can start with an Orc-ish nation owning The Shire, for example. If you want an easier game, you can start with an Orc-ish nation owning Mordor, for example. And so on.
    NOTE: Your starting provinces can be picked from ANY sphere of influence and they do not necessarily need to be adjacent to each other (Tip: if you don't select adjacent provinces, do be careful not to be easy pickings for the other players taking advantage of your divided provinces, as you get reinforcements only at your Capitol and movement per update is limited on the map!).
    NOTE: If you select your starting provinces from MULTIPLE spheres of influence (compared to all from the same sphere of influence), you will get the bonus increase/decrease of stats based on the "worst" case scenario (for example if you are an Orc and you select 1 of your province in the Orcish sphere of influence (no change in effectiveness) and other 1 in the Elvish sphere of influence (minus 10%), you end up with a -10% bonus stat).

    The version of the map, already divided into the 4 spheres of influence, is located HERE.
    The four different spheres of influence are colored on the map as follows:
    • With Green: Elves
    • With Red: Humans
    • With Black: Orcs
    • With Blue: Dwarves

    If you are playing with Elves:
    • on Green lands : no difference
    • on Red lands: -5% effectiveness
    • on Black lands: -10% effectiveness
    • on Blue lands: -5% effectiveness

    If you are playing with Humans:
    • on Green lands : -5% effectiveness
    • on Red lands: no difference
    • on Black lands: -5% effectiveness
    • on Blue lands: -10% effectiveness

    If you are playing with Orcs:
    • on Green lands : -10% effectiveness
    • on Red lands: -5% effectiveness
    • on Black lands: no difference
    • on Blue lands: -5% effectiveness

    If you are playing with Dwarves:
    • on Green lands : -5% effectiveness
    • on Red lands: -10% effectiveness
    • on Black lands: -5% effectiveness
    • on Blue lands: no difference

6. Maximum number of provinces? Benefits and drawbacks of having a hero?
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  • When you start, you must choose your color that you wish to play with, choose a name for your faction, your Capitol, the name of your ruler and based on your own desires you will start either with three provinces or with two provinces and a hero!
      Starting with two provinces + a hero :: you get a bonus (below) throughout the whole play BUT your maximum number of provinces is lower.
      Starting with three provinces :: you do not get any hero bonus BUT you have a higher maximum number of provinces.
    Keep in mind, however, that there is NO HARD CAP on maximum number of provinces but that some 'interesting' things could happen if you surpass that number. Check below for exact details!

    The hero is a permanent asset to one of your armies (it can not be killed, unless such course of action is roleplayed by you).

    Having A HERO gives you a bonus, and you can select the TYPE OF HERO that you want, as follows:
    • Type A: Attacking bonus : +10 % effectiveness to all armies on ATTACKING a province.
    • Type B: Attacking bonus : -10 % effectiveness on the total defense of enemy besieged (attacked) province, on all ATTACKS.
    • Type C: Defensive bonus : +5 % DEFENSE on ALL owned provinces, when being attacked.
    • Type D: Passive bonus : +15 % total population production.


    In war, however, you will rise the amount of provinces you have. Be warned, that getting past a certain number will make others interested in a war with you. Surpassing the below max. number of territories will greatly displease the Good / Evil forces governing Middle Earth and ask for a "Crusade" to be formed against you.
    Here's the actual number of provinces you can have:

    • If you start with only two territories, you can get +3 from wars without breaking "the rule" (up to a total of 5 territories).
    • If you start with three territories, you can get +4 from wars without breaking "the rule" (up to a total of 7 territories).
    • If there are any NPC (Non-Playable-Characters) playing in the roleplay, their maximum amount of provinces is 5 without "breaking the rule".


7. How can my Civil Rights, Political Freedoms and Economy influence me?
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  • Things like these will make the difference between one fort that protects the province and a mighty fortress filled with hundreds of your men!

    How you might ask? Let's discuss your NationStates stats.
    !!ATTENTION SPOILERS!! - The actual spoilers have been written with black color on top of black background so you have to select the text in order to read it.

    Your Civil Rights, Economy and Political Freedoms are major factors while trying to determine the strength of your forces. There are 15 types of levels for each of these three NationStates stats, and we will put those 15 in 3 groups (first 5, next 5, next 5).

    The 15 Civil Rights types are:

    Level 1.     [Outlawed]    [Unheard Of]    [Rare]    [Few]    [Some]

    Level 2.     [Below Average]    [Average]    [Good]    [Very Good]    [Excellent]

    Level 3.     [Superb]    [World Benchmark]    [Excessive]    [Frightening]    [Widely Abused]


    The 15 Economy types are:

    Level 1.     [Imploded]    [Basket Case]    [Fragile]    [Weak]    [Struggling]

    Level 2.     [Developing]    [Reasonable]    [Fair]    [Good]    [Strong]

    Level 3.     [Very Strong]    [Thriving]    [Powerhouse]    [All-Consuming]    [Frightening]


    The 15 Political Freedom types are:

    Level 1.     [Outlawed]    [Unheard Of]    [Rare]    [Few]    [Some]

    Level 2.     [Below Average]    [Average]    [Good]    [Very Good]    [Excellent]

    Level 3.     [Superb]    [World Benchmark]    [Excessive]    [Widely Abused]    [Corrupted]



    As I said, the right combination of NS stats can improve your effectiveness ... or decrease it. Each of the types of forces (elves, humans, orcs and dwarves) are unique regarding this.


    Table of effectiveness based on race:

    For elves:   -5% Effectiveness   Unchanged Effectiveness   +5% Effectiveness
    Civil Rights:   Level 2   Level 1   Level 3
    Economy:   Level 3   Level 2   Level 1
    Political Freedoms:   Level 1   Level 3   Level 2
           
    For humans:   -5% Effectiveness   Unchanged Effectiveness   +5% Effectiveness
    Civil Rights:   Level 2   Level 3   Level 1
    Economy:   Level 3   Level 1   Level 2
    Political Freedoms:   Level 1   Level 2   Level 3
           
    For orcs:   -5% Effectiveness   Unchanged Effectiveness   +5% Effectiveness
    Civil Rights:   Level 3   Level 2   Level 1
    Economy:   Level 2   Level 1   Level 3
    Political Freedoms:   Level 1   Level 3   Level 2
           
    For dwarves:   -5% Effectiveness   Unchanged Effectiveness   +5% Effectiveness
    Civil Rights:   Level 3   Level 1   Level 2
    Economy:   Level 1   Level 2   Level 3
    Political Freedoms:   Level 2   Level 3   Level 1


    Answering issues with your playing nation will swing these stats one way or another - and any bonuses get re-calculated at the start of each update, and are valid until the next update (even if your stats change again in the mean time)!

8. (!!!---TECHNICAL---!!!) Differences between elves, humans, orcs and dwarves
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  • Keep in mind that we already have a CALCULATOR that automatically computes everything and gives you the end result you can use for your In-Character messages.


  • Elves. Although decayed and in small numbers in Middle Earth, they are still one of the most powerful races around.
    First of all, when comparing exact army numbers, elves win against humans and orcs but lose against dwarves.
    • On top of any other modifiers, elves have a constant +10 % effectiveness against humans and against orcs and a -10% effectiveness against dwarves.
    • If fighting humans, elves get an additional bonus, multiplying their effectiveness by (*2). (bringing the total to number * 2 + 10% )
    • If fighting orcs, elves get an additional bonus, multiplying their effectiveness by (*3). (bringing the total to number * 3 + 10% )
    • If fighting dwarves, elves get a decrease of -10% in effectiveness. (bringing the total to number minus 10% )

    This means that against any type of units in an approx. exact number will mean a victory for the elves, except against dwarves.
    For example if you have 500 elves and the enemy has 1000 humans, you would win because 500*2(the multiplier bonus for elves) + 10% (effectiveness bonus for elves) equals to 500*2 + 10% of 500*2, which equals to 1100, and 1100 is greater than the 1000 soldiers the humans have.
    But keep in mind that elves are in small numbers in Middle Earth ....

    Humans. It's the rise of the humans in Middle Earth.
    • If fighting elves, the elves multiply their numbers by two and have an additional 10% effectiveness, while the humans numbers remain the same.
    • If fighting dwarves, the dwarves multiply their numbers by two and have an additional 10% effectiveness, while the humans numbers remain the same.
    • If fighting orcs, the humans get an increase of effectiveness of 60% (bringing their total to number + 60% ), while the orcish numbers remain the same.
    For example, 1000 humans can win against 1500 orcs (1000 + 60% of 1000 equals 1600 vs those 1500 orcs).

    Orcs. Although you may think that orcs are deeply unfavoured here, it's not quite so. Orcs are well known to flourish in numbers. And on top of it all, they can win a war against dwarves, a thing that elves or humans cannot accomplish so easily (even if this will cost them a great deal of soldiers).
    • If fighting elves, the elves multiply their numbers by three and have an additional 10% effectiveness, while the orc-ish numbers remain the same.
    • If fighting humans, the humans get an increase of effectiveness of 60% (bringing the human total to number + 60% ) while the orc-ish numbers remains the same.
    • If fighting dwarves, the orcs get a decrease of effectiveness of 60% (meaning that only 40 % of the orcish army is standing to fight, so its their number * 40 % )

    For example, 1500 orcs can merely defeat 500 dwarves because the orcs get a decrease of effectiveness of -60%. (So as 60% of the orcish army won't fight, that leaves us with 40%, and 1500*40% equals to 600, while 600 vs 500 will mean a barely win for the orcs.

    Dwarves. Dwarves have appeared into our realms of Middle Earth from the Iron Hills and quickly conquered a lot of lands. Due to their resistance to many types of attack, few can match them in an open combat. Dwarves can win against elves and against humans in an exact number, but not so against orcs - even if their hate for the orcs is well known, they can't materialize it.
    • If fighting elves, the dwarves have an additional 10% effectiveness.
    • If fighting humans, the dwarves multiply their numbers by two and have an additional 10% effectiveness versus the whole human army.
    • If fighting orcs, the orcs get a decrease of effectiveness of 60 % (so only 40% of the orc-ish army stands to fight against the whole dwarf-ish army), while the dwarvish army remains the same.


    But do note that I'm talking about exact numbers here, so if an army surpasses the enemy with merely 1 unit, the bigger one wins !

    At the start of the game you will receive 1000 soldiers if you're an elf, 2000 if human, 3000 if orc and again 1000 if you're a dwarf. Bear in mind the multipliers that some of the nations have and the boost your NationStates stats might give you to calculate the exact strength of your forces.

    IMPORTANT NOTE: The number of soldiers you will receive after each 3 updates is directly tied to the number of provinces you command. These soldiers will appear on each 3 updates at your Capitol (Capitol that you pick from the start of the age or if you lose it in a war you get to pick it again)

9. What about that Favouritism ranking? How can it affect me?
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  • For a bit of extra randomness, your actions will influence the forces governing Middle Earth (Good or Evil).

    Every player will have a ranking based on what he does on each update. For start, everyone will have the Favouritism Ranking of 50. Having it under 25 will mean a decrease of efficiency of -5% and above 75 an increase of efficiency of +5%. If you somehow manage to take it up to more or equal to 90 you will get the God's favouritism and a boost of efficiency of 10%, but if you manage to take it down to less or equal to 10 you will get the God's hate, which comes with a -15% effectiveness.

    Different actions can influence the Favouritism you accumulate or lose. All of the below actions are CUMULATIVE. Be warned I say!

    • If you fail to answer at least 4 issues in an update you decrease your Favouritism ranking by an extra 10 points per that update.
    • If you do nothing in the update (as in do not attack or be attacked) you will decrease this ranking by an extra 8 points.
    • If you attack someone AFTER officially declaring war on them you will increase this ranking by an extra 5 points, once, per ongoing war with said nation.
    • If you attack someone WITHOUT officially declaring war on them you will decrease this ranking by an extra 5 points, once, per ongoing war with said nation.
    • If you attack someone and you WIN you get 3 extra points of Favouritism ranking. If you are the one that lost the battle, you will lose 5 extra points of Favouritism Ranking.
    • If you attack someone of your own kind you lose (only once though per ongoing war with the enemy) an extra 14 Ranking (cumulative with the other numbers).
    • If you're an elf and you attack a human you lose an extra 7 ranking. The same if you're a human and you attack an elf.
    • You get 5 more points if you win against a Capitol (all the attackers) or lose 7 if you are the one that lost his Capitol.
    • HINT 1: If you surpass your maximum number of allowed provinces (Check point #6) you are at risk for the forces governing Middle Earth to ask for a "Crusade" to form against you. Thread carefully!
    • HINT 2: All the above points are cumulative !


10. How many soldiers do I have? How well are provinces defended?
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  • At each update all your stats will be recalculated (Stats given by answering NationStates issues and those given by the Favouritism Ranking).

  • At every three Updates new soldiers will appear at your Capitol, based on the number of provinces you had the in the previous update.
    How many? It depends on some factors. We have an equation in which 1st is a fixed number per type of nation (300 for elves and dwarves, 600 for humans, 900 for orcs), 2nd is the number of provinces you currently have and 3rd is 15% if you have a TYPE D hero or 0 if you don't have a TYPE D hero:

    1st * ( (2nd*2 + 4) / 5 ) + 3rd

    Do not be afraid! I will make all the necessary calculations, leaving you to have all the fun!

    All your soldiers that you see deployed on the map on your provinces form your army. Your army can be split into how many lesser ones you want. The biggest army is your main army.

  • VERY IMPORTANT !!:
    Besides those unlucky soldiers in the armies, EACH PROVINCE IS ALWAYS guarded by a PROVINCE GARRISON, with the same amount of soldiers for the whole duration of the game - (if the province is Elvish or Dwarvish: 500 elves or dwarves, if the province is of Humans or Neutran/Barbarian province: 1000 human soldiers, and if the province is ruled by Orcs: 1500 orc soldiers); these soldiers can NEVER leave the province.
    So, a simple orc-ish province with NO VISIBLE ARMIES on it has a garrison of 1500 orcs that you must defeat in order to capture it. If the province has also a visible army of 300 orcs, the total number of enemies is 1500 (invisible, the garrison) + 300 (visible on the map, the army), which is 1800 orcs.


    NOTE: On the map, the various symbols in each region (a tree, a tower etc.) do not mean anything, they are part of the initial map we play on.
    The only symbols worth noting are (on every province) the Rectangle and the Circle with the nation number that currently owns that province. The rectangle means a regular province and the circle means a Capitol province.
    NOTE: A Capitol has a double garrison than a simple province.
    NOTE: A mountain pass has NO garrison, and doesn't even count as a province. You CAN NOT conquer it. (check point #12)
    NOTE: If you lost a Capitol in a fight then for one update you do NOT HAVE any Capitol.
    In the following update you have to select which of your provinces you'd like to be the new Capitol. If this coincides with the roleplay update in which you have to receive fresh soldiers at your Capitol, then a random province (most distant to the enemy forces) will be selected as the province where the soldiers will spawn - but you will NOT have a Capitol's garrison on any province for an update!

11. How many territories I can go through in one update? Can my allies go through my territories?
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  • If you are in YOUR OWN provinces and want to move around/away, you can move all of your armies at least 1 province with one army max 2 provinces, unless you want to hard push one of your armies three provinces and stick only with that movement for that update.

    If you are in one of YOUR OWN provinces and want to move towards a neighbouring province (NOT OWNED by you), you can not advance any deeper (for example, you can go just inside the province on the other side of the border, no 2 provinces deep) --> You can move only 1 province away from your border, no matter how close you are to the border.

    If you are NOT in one of your own provinces, and want to move away, you can advance only 1 province further. You can advance 2 provinces further if you do NOT MOVE anything else in that update and are ALLIED with the nation whose provinces you are transiting.

    If you are NOT in one of your own provinces but are at the border of your kingdom (in a province next to your border) and want to move towards your own provinces then your next move is treated as a regular move as in going through your OWN provinces (so you can use max 2 provinces away or even 3 provinces away if you dont move anything else)

    Movement rules apply to allies as well; Your allies (if declared as OFFICIAL allies -OR- as FORMAL allies) can go through your territories, however only 1 movement per update, not 2. They can move through 2 provinces with one army only if they do not do any other army movements in that update.

    You can have as many allies on your territories, but please note the rule in which a nation can only be attacked by 2 enemies (or up to 4 if he used his aggressor slots).
    Only OFFICIAL allies can participate in fights happening in your territories (if there's some Formal Allies in one of your territory that's being attacked by your enemy, your formal allies will politely ignore the fight, even if they are at war amongst themselves).
    If your territory is attacked by an enemy force, and your OFFICIAL ally has a force on your territory being attacked, then your official ally will participate in the war as an AGGRESSOR. If they already are in 2 other wars as aggressors, then your OFFICIAL ally will NOT participate in the fight taking place in your province.

12. About Neutral provinces (owned by no-one), travel by Sea and using Mountain Passes.
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  • The neutral provinces are always ruled by Barbarians. Barbarians are ALWAYS human (EXCEPT when told otherwise).
    So, the provinces that aren't picked by anyone from the start of the game will be BARBARIANS (ie, humans).
    Barbarians DO NOT SUFFER from the Sphere of Influence penalties.
    If they were to suffer from Sphere of influence penalties then a neutral province in Nurn - which is Orcish Sphere of Influence - when attacked you would have attacked a garrison of 1000 humans that has a -5% effectiveness because they are Humans in an Orcish territory (Check point #5)
    But they do NOT suffer from Sphere of Influence penalties. Meaning that anywhere there's a barbarian province, it is guarded by (exactly) 1000 humans with no extra bonuses.

  • On the map, there are a few Sea routes:
    • Between Blue Mountain and Southern Lindon
    • Between Northern Lindon and Southern Lindon
    • Between Andrast and Minhiriath
    • Between Anfalas and Harondor
    • Between Harondor and Lebennin
    • Between Dorwinion and Horse Plains
    They can be traveled in any direction along the red arrow signs. If you do not own the destination province then any sea route is considered as traveling through an ally territories, so the same rules apply. If you own the destination province then the sea route is considered as traveling through your own territories (basically, a shortcut), so those rules apply (check point #11).

  • On the map, there are a few Mountain Passes:
    • Imlad Morgul, between Ithilien and Gorgoroth
    • Duath Gap, between Sutherland and Harondor (both on the same side) and Nurn on the other
    • Black Gate of Udun, between Gorgoroth and Dagorlad
    • Northern Pass, between Horse Plains and Upper Nurn
    • Southern Pass, between Khand and Upper Nurn

    These Mountain Passes can NOT be conquered or attacked, they are just that, Mountain Passes that facilitate access between two provinces that are separated by an otherwise inaccessible mountain.

    HOWEVER, there are two mountain passes that can only be crossed in ONE DIRECTION:
    • Imlad Morgul can only be crossed from Ithilien towards Gorgoroth
    • Black Gate of Udun can only be crossed from Gorgoroth towards Dagorlad
13. (!!!---TECHNICAL---!!!) How do battles work?
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  • Again, keep in mind that we already have a CALCULATOR that automatically computes everything and gives you the end result you can use for your In-Character messages.

  • Well.. easily. Take a bunch of soldiers, take another bunch of soldiers. Let them kill each other but taking into account the bonuses one has, or has not. Who has the most soldiers standing at the end of the day wins. This hard algorithm is calculated by a team of dedicated mathematicians and the answer is then communicated to me.

    On a more serious note, after applying all the bonuses one might have (All of this is done by myself, apparently) there will be a bigger and a weaker army. Of course the bigger one wins. (Do realize that 500 elves can beat 1500 orcs, so it's not all about the numbers)

    ZERO RANK:
    When confronting the armies, if one has under or exactly 10% units (with bonuses calculated) than the other:
    - the biggest army wins with (PERCENT / (20-PERCENT) )% casualties
    - the other suffers (100 - PERCENT )% casualties.

    FIRST RANK:
    When confronting the armies, if one has MORE than 10% but under or exactly 25% units (with bonuses calculated) than the other
    - the biggest army wins with (PERCENT / 4)% casualties
    - the other suffers (100 - PERCENT)% casualties.

    For example, 500 elves with 7000 orcs : With all the bonuses this would mean 1650 vs 7000 - 1650 elves are 24% of the 7000 orcs (less than 25%), so those 500 elves would suffer a defeat of 380 units and the orcs 420.

    SECOND RANK:
    When confronting the armies if one has any number over 25% but less than 75% units (with bonuses calculated) than the other
    - the biggest army wins with (PERCENT / 3)% casualties
    - the other suffers (100 - PERCENT + (PERCENT / 3) )% casualties.

    For example, 1000 humans with 2500 orcs : With all the bonuses this would mean 1600 (added +60% effectiveness against orcs) vs 2500 -- 1600 humans are 64% of the 2500 orcs, so those 1000 humans would suffer a defeat of 570 units and the orcs 525.

    Another example, 1000 humans with 5000 orcs : With all the bonuses this would mean 1600 (added +60% effectiveness against orcs) vs 5000 -- 1600 humans are 32% of the 5000 orcs, so those 1000 humans would suffer a defeat of 790 units and the orcs 550.

    THIRD RANK:
    When confronting two armies that aren't far from each other in numbers (over or exactly 75% units)
    - the biggest army wins with ( (PERCENT - 20)/2 )% casualties
    - the other suffers ( (PERCENT + 10)/2 )% casualties.

    For example, 500 elves with 1200 humans : With all the bonuses this would mean 1100 (added *2 effectiveness against humans and added 10% effectiveness to this number) vs 1200; 1100 elves are around 92% of 1200 humans, so those 500 elves would suffer a defeat of 255 units and the humans 432 units.

    REMEMBER:
    How do these <25%, >26%-<75%, >75 work? After calculating the armies (with bonuses) we will have a bigger and a smallish army in size. You then calculate from the biggest army the x% rank that the smaller one falls in regard to the first. (As in if we have 500 elves and 1234 elves, 500 elves are over 26% of 1234 and under 75% of the same number, so it falls into the 2nd rank described earlier). This is the PERCENT variable described above.

    If an attacker gets defeated, he will remain in his province, with his remaining soldiers at 80% capacity until the next update. If he attacks the next update his soldiers will be at 100% again, but if he gets attacked then his army remains still at 80% of its efficiency.
    If a defender gets defeated, the defeated army will always be relocated to it's Capitol, have only 50% efficiency and will be unable to move in the next 1 update. (If you get attacked this update and you lose, in the next update your Capitol has your injured army at 50% of efficiency but you can not order them to move. You must wait another update to command again that particular army). Come another update, your army is at 100% again and is ready to be commanded.

    Oh, and by the way, remember that confronting an army vs army, the attacker will have to think first that he will be fighting the army PLUS the garrison in the city!

    TIP: For a quick math, use our battle CALCULATOR.

    The BATTLE CALCULATOR is so awesome, it keeps into account many things, and it already has all the BONUSES for each nation - so when selecting a battle scenario all you have to do is to introduce the number of soldiers for each nation and hit calculate.
    For example, you have 5% effectiveness bonuses and your enemy has 15% effectiveness bonuses. And you want to attack with 1342 Humans against their Capitol guarded by 34 Elves and a type C Hero. All you have to do is select your nation and your enemy nation, select "attack a capitol", at your forces field add 1342, at enemy forces field add 34 and select button "enemy has hero". And hit calculate! All the bonuses, guards, races, hero types is automatically taken into account in the .. BATTLE CALCULATOR!

    DISCLAIMER: I do NOT guarantee the correctiveness of the CALCULATOR nor of any calculations I presented as examples here. For the roleplay I will be using what the CALCULATOR outputs as battle results, unless someone notices errors in its calculations.

14. (!!!---TECHNICAL---!!!) More information about battles. Can me and my ally join forces in an attack? Do injured soldiers fight?
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  • If you and your OFFICIAL ALLY wish to attack the same enemy province in the same turn and eradicate the enemy there, you can. The ally support attacks with 50% of his troops and NO additional bonuses (other than the ones given by their race against the enemy's race), and the actual attacker (with his force) attacks with 100% and all of his bonuses taken into account. Remember that not the sheer amount of forces count, as 1000 humans with 500 elves attacking would mean that the 1000 humans have the smallest amount of forces (the elves actually have 1100 +-bonuses). If successful, the province will be taken by the one with 100% troops participating in the battle, if not said otherwise before the attack. (even if the two allies are not of the same race, the bonuses each race has is semi-calculated separately then added up, in the CALCULATOR). The end-results are approximate!

    If I happen to notice that your attacking decision is flawed (like you are sure that you will win but mathematically you won't), then I will try my best to contact you in time to let you know, and let you choose if you want to rethink / edit your actions or not.

  • Do injured soldiers fight participate in the fight? Short answer, YES. Long answer - consider this:
    • Soldiers fight at their 100% capacity while not injured.
    • If your soldiers attacked a province and lost, they will remain in their province with the remaining forces at 80% effectiveness. If SOMEONE attacks your province your soldiers participate at 80% effectiveness in the fight. If you want to attack in the next update, you will participate at 100% effectiveness.
    • If your soldiers lost the battle and the province they were in, they will get relocated to your Capitol, remain at 50% effectiveness and be unable to move for 1 turn. If someone attacks your Capitol in the next update your soldiers will participate with 50% effectiveness to the battle. You can NOT move your soldiers for one update, to give them time to recuperate from the injuries and the journey. After one update they will be at 80% effectiveness and are able to move. If anyone attacks the province they are in, they will participate with 80% effectiveness. If they are engaged in a fight as the attacker, they will be at 100% effectiveness in the fight.

  • More info about battles and rare cases when the outcome of an action is dictated by chance:

    1. You are or are not in a war with nation X, and you have territory A and he has territory B, each of you have a standing army on your territories.
      You find out that his army will move out in next update, so that the province remains with only the garrison to guard it. You plan to attack.
      By using a coin flip, there's a 50% chance that you will fight only the garrison of the province, and a 50% chance that you will arrive too early and have to fight the standing army (that had to leave) plus the garrison. If this circumstance happens and the enemy army is victorious they will remain in the province and not fulfill their initial orders (which were to move out of the province) if your forces are more than 25% of their forces; if you've attacked with less than 25% they will move out and fulfill their orders after the "improptu" fight.

    2. You are or are not in a war with nation X, and you have territory A and he has territory B, each of you have a standing army on your territories.
      In the same update, nation X decides to attack your territory A AND you decide to attack his territory B.
      By using a coin flip, there's a 50% chance that you will meet your forces on your territory, making you be the defender (the garrison plus your army), and a 50% chance that he is the defender (making you fight his army plus his garrison).

    3. You are or are not in a war with nation X, and you have territory A and he has territories B, C and D (province C is in the middle). You have an army in your territory A and he has no armies in his territory C.
      You want to attack HIS province C BUT in the same update he moves an army between territories B and D.
      By using a coin flip, there's a 50% chance that he will move from province B to D before you arrive to attack province C and there's a 50% chance that you will actually meet those "unlucky" forces on his "previously empty" territory B, making you fight the garrison you planned to fight plus the army that just stumbled upon your attack.

    4. You are or are not in a war with nation X, you have territory A, he has territory B, you have a standing army in your province A and he has one in his province.
      A) You want to attack HIS province B BUT in the same update he gets other reinforcements (from his nation), besides his army that was already there.
      -> In this case, you will actually fight his army, his garrison AND his reinforcements!

      B) You want to attack his HIS province B BUT in the same update his ally sends him reinforcements.
      -> In this case, by using a coin flip there's a 50% chance that the ally forces will arrive in time to participate in the defense and a 50% chance that his forces will arrive after you secure the garrison (so they will have to fight your remaining forces and your newly conquered garrison).

    5. You have province A, and you have an army in your province. You want to move this army to declare war on nation X in the next update. BUT, in the same update, nation Y attacks without notice your province A.
      By using a coin flip, there's a 50% chance that you will meet the forces of nation Y in your province and stay to defend OR that you will end up attacking nation X while nation Y attacks only your garrison from the province you left to attack nation X.
      If you are unsuccessful in attacking nation X and nation Y conquered your province, then your remaining forces will be relocated to your Capitol.

    6. If two nations want to attack the same province, the one that posted first gets priority over the other (so the other will actually attack the first nation and their newly conquered garrison).
      If two nations want to attack the same province, and one posted specifically and the other posted in secret via a telegram, then the 1st nation has priority over the other.
      If two nations want to attack the same province and both posted in secret via a telegram, then the 1st nation that sent the telegram has priority over the other.

    7. If you plan to attack a Capitol on the Update in which everyone gets reinforcements at their Capitol, then one of the following can happen:
      34% chance - You attack the Capitol before it gets any reinforcements
      33% chance - You attack the Capitol with 50% effectiveness of reinforcements
      33% chance - You attack the Capitol with 100% effectiveness of reinforcements


    How does the coin flip / chance gets calculated? Via any online randomization generator (if you have a good example of a site that gives also a stamp to prove the actions feel free to let me know), by doing 5 randomizations (for coin flip) and 7 randomizations for (1 in 3 chances) and choosing the result that has been "picked" at least 3 times.

    For example, for a 50%-50% chance I flip a coin for 5 times:
    Coin Flip 1: you fight garrison + enemy
    Coin Flip 2: you fight only the garrison
    Coin Flip 3: you fight garrison + enemy forces
    Coin Flip 4: you fight garrison + enemy forces
    Coin Flip 5: you fight only the garrison
    -> Result: "you fight garrison + enemy"

15. When will an age end?
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  • Basically, when I feel it. If there's action, it will probably take about 15 updates. This means that you have 15 TURNS to do something, so don't lose the updates doing nothing!

16. What happens if I missed the registration period but I still wish to join the Role Play?
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  • If there are no empty spots on the nation's panel to the bottom left of the map then you can not participate with a kingdom. HOWEVER, please join the Roleplay as a Hero - taking up arms for one of the nations currently playing in the Role Play and / or have other In-Character creative ideas, until we find a spot for you. You can also decide not to play with a kingdom and just roleplay as a distinct entity in the realm. So you can join the Roleplay at any given time!

  • If there are empty spots on the nation's panel and you want to join please know that you can't pick the provinces you will have, as you will assume an already established kingdom of my choosing. You can only pick your race, the name of your ruler and the actual name of your newly emerged kingdom. Please let me know!

Anything else you'd like to tell us?
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  • Yes, as a matter of fact there is ... please remember that the region Middle Earth Roleplay hosts the In-Character messages. If, for whatever reason, you need to post Out-of-Character messages, please add an "OOC:" tag at the top of your message.

  • Reminder: For added help and guidance, you can use our awesome GAME CALCULATOR.

  • To return to the main menu, CLICK HERE.

  • Of course, if there are any other questions, I'd be delighted to answer them. Farewell my friend, and sign up now for the game!
    PS: Please let me know if you find any errors, questions or ambiguities in this FAQ. Thanks!