ME-PBM 1650 Nation Description

Eothraim (#3)


Mahrcared, leader of the elite Eothraim cavalry

Powers:

New Char: Commanders up to 40
Training: 20
Morale: No loss on force march
Skills: All Mages can learn Conjure Mounts
Special:
Terrain: Best plains; Worst forest, swamps and mountains
Climate: Mild 100-110-100-90-95-90-90
Armies: about 5500 mounted troops
Morale: 30-50
Navies: No
Characters: Total challenge ranks - about 280

Fantastic commanders, little else. One artifact. Probably the most difficult Free People position. The Eothraim are very exposed to attacks out of Mordor and can't get help from further north until the Dragon Lord is dealt with. Your best bet is to depend on your cavalry to always be where they aren't. Attack quickly!


The Éothraim nation includes the more sedentary Gramuz peoples as well as their own plains-riders who reside in the vast plains of Rhovanion and near the eaves of Mirkwood. A loose collection of semi-permanent clans, led by Uirdiks and Mahrcared, the Éothraim control considerable territory. While they have chosen to establish few permanent settlements, these ancestors of the Riders of Rohan are capable of placing roots when need dictates.

Most Éothraim learn the arts of war at a young age. As a result, new Éothraim recruits start with Training rank of 20. Additionally, all new Éothraim Commanders can have a starting Command rank of up to 40. One-on-one, the riders of the Éothraim have few equals anywhere in Middle-earth. Because of this early and thorough emphasis on martial training, Éothraim armies are able to Force March with no loss of Morale points. Their forces enjoy the mobility of cavalry and are masters of working with the wild horses of the region. This mastery of the wild horses is reflected by the unusual ability of all Éothraim Mages to learn the lost Conjure Mounts spell. Although their dispersed forces and sparse settlements inhibit their power, the Éothraim possess considerable numbers of troops and steady clan leaders.

The Éothraim face several recent difficulties. Arrayed at their borders are many powerful enemies, some potential and some real. The Éothraim are all that stand between the enemy and their weaker Rhovanion neighbors. These forces include the Dragon Lord, Dog Lord, Long Rider, and the Easterlings. Because of this, the Éothraim have maintained large (and expensive) armies which drain their gold reserves. Furthermore, the Éothraim possess a surplus of some products but find themselves short in many others. This has led them to consider trading with their neighbors, or dealing with the market to make up the gold and production deficits.

The Éothraim cavalry can fight well and move quickly about the open plains. This may permit them to effectively secure new population centers. However, their armies must be sure to keep their region clear of enemies which could restrict their cavalry's mobility. This must be carefully weighed against the danger of interfering, or coming into armed conflict, with the expanding realm of their historically hostile neutral neighbors.


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