Nation Design Ideas: Fourth Age, circa 1000by Erving Bolinski Caveat: The charts and comments are based upon several early Middle-earth PBM games. GSI may tinker with the Nation/Kingdom Design Sheets, which could mean that some designs found below may no longer be strictly possible. Therefore this information should only be used as a guideline. With that caveat, however, the article should give you a general idea of some of the issues involved in nation design. So, here I am, staring down at my Nation Design Sheet, trying to figure out where to begin. Which allegiance should I join? What race should I be? There are so many SNA's, what if I make the wrong choices? What kinds of characters should I start with? THERE ARE TOO MANY CHOICES!! As my initial anxiety attack peaked I found myself wishing for the easier days, back in the Third Age, when nations were just handed to you. No tough decisions, no fatal mistakes. Why couldn't it still be that easy - why do things always have to get more complicated? And then the answer hit me - it doesn't have to be complicated. I could simply model my nation after some of the nations found in the earlier Middle-earth PBM scenarios - Third Age, circa 1650 & circa 2950! If they worked then, why not now? So I settled down and reviewed the rulebook one more time. Pages 8-13 were full of hints and ideas. And then, alas, I found that the rulebook warns me to be careful about trying to model success in Fourth Age, circa 1000 after the earlier scenarios. Does this mean that my idea was sunk even before I had begun my journey? Fortunately, the answer is "NO". Because, although the successful nations of Third Age, circa 1650 & circa 2950 will not always work in Fourth Age, circa 1000, the kinds of nations found in those scenarios very often will. And thus I hit upon ten different kinds of nations that could be considered during the nation design. Of course, none of the ten different kinds of nations below are guaranteed to win, nor are they even the best possible designs for that type - the character selection is simplistic (only a few are for how to design a nation with a particular theme in mind. You should change and enhance these models to suite your particular tastes, needs, interests, and style of play. Furthermore, you may well think up even more different kinds of nations. GREAT - the more the merrier! In fact, as you begin to consider a greater variety of nation types, you may soon discover that you ARE designing your own nation after all. You just needed some ideas about where to start. Good luck - the game has begun...
1: Non-human: The Snaga Lords
All points used. Several unique DS SNA's. Well-defended PC's. Good economic base. Sound military strength. Good emissaries, agents, and mages. Well rounded.
2: Dwarven: The Barakul
Almost all points used. Several unique Dwarven SNA's. Defended PC's. Good economic base. Sturdy military. Good emissaries. Fair agents and mages. Very good military potential.
3: Elven: The Dolenraní
Not all points used. Several unique Elven SNA's. Defended PC's. Probably opt for coastal location. Good economic base. Some military strength. Numerous emissaries. Excellent mages.
4: Naval: The Pirates of Belfalas
Not all points used. Several naval SNA's. Undefended PC's with port/harbors. But, location is everything - capital insurance taken! Sound military strength. Good mobility. Good emissaries and commanders.
5: Riders: The Easterners
All points used. Several military SNA's. Defended PC's. Good economic base. Good military strength. Mobile. Good commanders. Balanced emissaries, agents, and mages. Eastern location.
6: Agent: The Derngorgor
Not all points used. Some helpful agent SNA's. Undefended PC's. but many excellent guards. Good economic base. Little military strength. Good emissaries and agents.
7: Emissary: The Grey Hand
Not all points used. Several useful/different SNA's. Defended PC's. Good economic base. Many artifacts. Little military strength. Excellent emissaries.
8: Mage: The Vanamarí
Not all points used. Several useful mage SNA's. Defended PC's. Good economic base. Fair military strength. Excellent mages. Many artifacts. Good for finding more artifacts.
9: Economic: The Black Cartel
Not all points used. Many useful gold-saving SNA's. Defended PC's. Backup capital. Very good economic base. Sound military strength. Excellent emissaries.
10: Hidden: The Lost Tribe of Daín
Not all points used. Several useful SNA's. Defended PC's. Hidden capital - insurance taken! Good economic base. No military. Good emissaries, agents, and mages. Well rounded.
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