> I have no idea how balanced any of this is, but it works so far. This is all WIP, but is actively tested over the past week.
## What is this game
These rules can be used as a narrative framework to power a tabletop-gamified scenario, featuring the conflicts of the Kingdom of Arnor - starting in the year 1300 of the second age (S.A.).
You will control the splintered kingdoms of Arthedain, Cardolan, and Rhudaur - forming together the once great kingdom of Arnor.
In the north wakes an evil kingdom called Angmar - led by the hidden, secret Witch King (at this date, at least).
## Eriador
Eriador is the overall region of the map where our story, locations, and battles takes place. see [[Battle For Arnor Campaign Map]] for details.
> You can get a sense of how the map is used, though somethings are outdated - such as the pink locations (supposed to be hobbits). Also need to add a static location for Gondor. I'll probably put that down near Orthanc.
## The Kingdoms of Arnor
Arnor is split into three separate kingdoms, loosely held in confederation.
- Arthedain, the mightiest of Arnor and current holder of the line of Elendil
- Cardolan, a collection of lords owning the southern end of Arnor
- Rhudaur, a less populated barren sprawl that borders the evil kingdom of Angmar and spooky Carn Dum.
## The Enemy
Carn Dum is Angmar's seat of power. Whether controlled by a petty evil lord, or the witch king himself - this territory is hostile to the kingdom of Arnor. Reshape the story of Middle Earth by defeating this fortress, and their allies.
## Progress Tracks
Progress tracks are a spectrum, representing the progress of the faction toward their aligned inhabitants of Eriador.
Progress tracks always start in the neutral position, and represent Arnor's relationship with that group throughout the war. When a progress track "caps" (reaches all the way to the right), 5 points will be awareded to you to recruit units from that faction.
When the progress track caps to the left, take away those 5 points. To reset the track, send an emissary from Amon Sul (or Carn Dum, if Angmar) to the faction in question. Once you've reached them, form a council and repair relationships (always succeeds at resetting the track)
### Angmar Tracks
Angmar has 5 tracks, representing the evil control over the following groups:
1. Sorcerers of Rhudaur
2. Bandits of the Greenway
3. Ghosts of Annuminas
4. Trolls of the trollshaws
5. Servants of Carn Dum
### Arnor Tracks
Arnor's tracks represent the kingdom's relationship with other factions across Eriador and beyond.
1. Dwarves
2. Hobbits
3. Elves
4. Gondor
## Turns
1. Draw Cards
2. Perform Kingdom Actions
3. Mark progress and upkeep
### Draw Cards
Take a deck of cards and split it into two groups, each containing a full red suit and full black suit. For Arnor, when drawing a black card, a bad thing happens based on the card face. Progress should be made on the coordinating progress track. For Angmar, a bad thing happens based on
Cards drawn during a turn two do things:
1. Determine the amount of "points" collected.
2. present challenges to the player that must be faced during the campaign (see kingdom actions > adventuring; progress tracks; other kingdoms)
Depending on which turn it is, draw the following number of cards
- Turn 1 - 5 cards
- Turn 2 - 4 cards
- Turn 3 - 3 cards
- Turn 4 - 1 cards
- Turn 5 - no cards drawn
#### Cards of Arnor
1. 2-4: Arthedain
2. 5-7: Cardolan
3. 8-10: Rhudaur
4. J: Receive an emissary of Gondor
5. Q: Receive an emissary of Hobbits
6. K: Receive an emissary of Dwarves
7. A: Receive an emissary of Elves
Arnor's resource points are obtained through drawing Cards of Arnor. The numeric values of the cards equal how many points the enemy has toward their war campaign.
Face value cards provide both a numeric resource points value, as well as which group the evil armies come from. Use the card draw results to inform the makeup of your units for Arnor.
#### Cards of the enemy
1. 2 - 10: Servants of Carn Dum
2. J: Orcs of Mt. Gundabad
3. Q: Sorcerers of Rhudaur
4. K: Trolls of the trollshaws
5. A: Shadows and Shades of Annuminas
The enemy's resource points are obtained through drawing Cards of the Enemy. The numeric values of the cards equal how many points the enemy has toward their war campaign.
Face value cards provide both a numeric resource point value, as well as the factions from which the servants of evil come from. Use the card draw results to inform the makeup of your units for Angmar.
### Kingdom Actions
Actions to take during a campaign turn, perform any number of the following actions. Each action's rules will tell you how often you can perform it. Kingdom Actions are both utilized the same between Arnor and Angmar.
#### Adventuring
An adventuring are used to deal with the quests given by visitors to Arnor (Men, Elves, Dwarves, Hobbits). Adventuring actions include:
1. Form an adventuring party
2. Move
3. Move and Engage The Enemy
4. Move and Interact with the Quest
All move actions have a range of 6 hexes
Adventurers can exist for all sorts of reasons: Quests of heroism, messaging and couriers, emissaries of the kingdom, etc...
To create an adventuring party, use the extendable character / warband rules from Lion rampant. either a full strength band for a company (generally 10 or more individuals), or half strength for a fellowship (usually 9 or less). The entire party acts as that unit.
> I enjoy solo roleplaying and have a million and one different modules, supplements, campaigns, and rulebooks to make adventuring interesting. For now, they only move and interact with things. Battles for adventurers will be a quicker, simulated experience - should they be attacked in their adventuring.
>
> The primary need for adventuring parties is to have units that are able to fulfill quests given by emissaries from other groups in Arnor (elves, dwarves, hobbits, Gondor).
#### Deploy Troops
- Any unit or group of units raised will from here be considered a warband as they take the field. Warbands can merge as they'd like once in the field.
- **Deployment Roll:** When troops are deploying, roll to see if they are ready to depart from their location as a warband. The rolled value represents what amount of points can be released into the field when deploying. Deploying the full garrison, if the points counts are large, may take several turns.
- A = 40 = <3
- B = 30 = <4
- C = 20 = <5
- D = 10 = <6
- E = special
#### Buy Troops
- Use your coin to pay for new troops.
- A courier must reach the location you wish the troops to be mustered at. Couriers are generally embedded into adventuring parties.
#### Move troops
To move troops, you must roll a D6 for the warband. If under the target number, the troops may move.
- D = Up to 10 points = <6
- C = Up to 20 points = <5
- B = Up to 30 points = <4
- A = Up to 40 points = <3
Troops can move up to their target number as well, based on the size of the warband. A 10 point warband can move up to 6 hexes.
#### Fight a Battle
Battles are fought when an evil and good warband meet at the same hex.
VTT battles (dragon and lion Rampant2e)
- Determine list size
- Create Army List, considering leaders in the warband or other factors from other rules.
- Choose Scenario according to the 5 battle campaign system.
- Fight Battle
- Use an opposed roll to determine who is the attacker or defender, or use narrative factors and make the call.
You can only fight one battle per turn.
## War
The war against arnor will generally use the 5-battle-campaign format from the Lion Rampant 2e book.
> This will likely change to be more "realistic". Perhaps opening warfronts, where each warfront is instead a single instance of the 5 battle campaign format. Not sure yet. For right now, I'm just going to go RAW from Lion Rampant 2e.
>
> Honestly, I've kinda just been winging this... It's worked out for picking scenarios at least.
## Locations
Locations are the boxes throughout the map, where their level is noted by a letter. Locations vary in size and importance according to the level.
> Broader rules for locations are missing, having finalized what I want to do with them. I think I had an idea to make the level (noted by the letter) influence how many points can deploy from a location. An A-level location could ostensibly deploy 40 points, representing how larger locations like Fornost would have the resources to send larger warbands than a place like Michel Delving, for example.
## Other Kingdoms
There are other kingdoms throughout Eriador - the elves of the Grey Havens, hobbits who have come to Eriador, and dwarves in the blue mountains.
When drawing cards of Arnor, face cards represent an emissary arriving to the courts of Arnor. When the card drawn is a black suit, there is a quest forming. A location will be decided for the quest. If the adventuring party makes it to the location, interacts with the quest, and makes it back from the quest to Amon Sul, mark progress for that emissary. When the progress track has been completed (all the way to the right), 5 points will be awarded by that faction to recruit a unit from them.
Interacting with the question location may grant other things, such as:
- Crafted Gear to upgrade units
- Resources to increase the level of a location
- a specific hero or warband to help in the war effort.
## Defeat
When a unit has been defeated or routed, after the battle is over, the routed unit may must make a final courage test to see if the unit disbands/flees. If it succeeds, it stays in place but must way a turn to be included in a battle again. It can be involved in other actions, however.
> Much more to add and play around with. I think I'm getting each part of the system here to a playable state. Quick 1-3 turn simulations has proven to be pretty fun.