ME-PBM 2950 Nation Description

Corsairs (#20)


Sangarunya, Sea-Captain of the Corsairs.

Powers:

New Char: Good chance of higher challenge ranks
Training:
Morale:
Skills: Ships at 1/2 timber cost, open seas movement
Special:
Terrain: Best shore; Worst mountains
Climate: Mild 102-100-97-95-97-92-90
Armies: about 1500 foot troops
Morale: 40-50
Navies: Yes
Characters: Total challenge ranks - about 270
Excellent commanders. Two artifacts. Very rewarding if this position is played well. You are relatively isolated from most of the action unless you want to declare for FP early and take out the Quiet Avenger, or declare for the DS early and take out Southern Gondor. Navies have never seemed to play a decisive role in Middle-earth, but that is your main strength. Your best shot is a close alliance with the Dunlendings or the Khand Easterlings.


The nation of the Corsairs were originally primarily descendants of the Dúnadan rebels who fled from Gondor in the wake of the Kin-strife of T.A. 1432-47, and their Black Númenórean cousins that were located in Umbar prior to the arrival of the rebels. However, that Dúnadan blood is now well mixed with that of the Men of Harad. Led by the exceptional Sea-captain Sangarunya, the Corsairs have established themselves as a dominant force in the Bay of Belfalas and along the entire Harandor coast.

The strategic location of the Corsairs affords them a region that has both plentiful resources and ready access to the vital nearby river valley and the Great Sea. To secure additional settlements, the Corsairs can rely on one of the most powerful naval forces in northwestern Middle-earth. The vast navies of the Corsairs are feared by all and equalled by few. The naval prowess of the Corsairs is even more significant since the Corsairs can build ships using only 750 timber each (1/2 the normal cost). Furthermore, the Corsair mariners are without peer on the open seas and fear little except for other pirates and the occasional sea monster. Thus, Corsair ships can travel the open seas without the risk of encountering storms or becoming lost.

Along with a few Mages, the numerous Emissaries of the Corsairs wield their powers to much effect throughout the neighboring regions and manage to keep the forces of the Free Peoples and the Dark Servants in check. The diplomatic difficulties facing the Corsairs are considerable. With powerful neighbors of all allegiances - the Quiet Avenger, the Long Rider, the Sindar, Southern Gondor, the Khand Easterlings - the decision to choose allegiance must be carefully considered. Furthermore, acquiring suitable nearby settlements may require conflict with, or discouragement of, these potentially hostile neighbors.

The scattered nature of the Corsair realm also presents difficulties with respect to defense. It is difficult, even for the swift pirates of Umbar, to patrol the vast territory encompassed by Corsair holdings.

Fortunately, the rugged traditions of the Corsairs allow many of their characters to have a chance of possessing greater Challenge ranks. Solving problems in this fashion may avoid the repercussions of protracted and bloody military campaigns.

However, the vast transport capability of the Corsair navies allows for a broad range of possible settlement locations. The Corsairs can sail north to lands west of Gondor, or even further north to the lands beyond. Establishing holdings in these areas could be beneficial. Historically, the conflicts with the Dúnedain of Arnor, Northern and Southern Gondor, as well as the Noldor stemmed from just such incursions.


Home - 1650 - 2950 - Fourth Age - Nations - Map - Samples - Download - FAQ - Prices - Email