ME-PBM 1650 Nation Description

Witch King (#11)


Murazor, first of the Nazgûl, leader of Angmar.

Powers:

New Char: Commanders up to 40
Training: 25
Morale: w/out food gain 1-2 stationary, lose 1-2 moving, lose 1-2 force march (2-5 w/out food)
Skills: All mages may learn Fearful Hearts and Conjure Hordes
Special: Many artifacts
Terrain: Best shore, plains, rough; Worst desert, swamp
Climate: Mild 100-100-100-95-92-92-97
Armies: about 6000 mixed troops
Morale: 50
Navies: No
Characters: Total challenge ranks - about 590

Fantastic commanders, very good emissaries. Twelve artifacts! I don't think there is a sure way to play this position. Your are very powerful (best characters on the DS side and one of the standouts for armies) but you got a lot of foes and you teeter on the edge of bankruptcy. Rhudaur is key, you need him on your side. Then pray that Arthedain, Cardolan and the Noldor don't like to talk to each other.


Led by the Lord of the Nazgûl, the Witch-king, the nation of Er-Mûrazôr is one of the most feared in Middle-earth. From his realm of Angmar in the far north, Mûrazôr influences many of the events that transpire in Eriador and the Grey Mountain region.

Surrounded by competent leaders and skilled Emissaries, the Witch-king can send forth his armies to battle with considerable confidence. In fact, the competition among his well-trained leaders is so intense that all new Witch-king Commanders can begin with a Command rank of up to 40.

Mûrazôr's primary problem is that many of his troops are so poorly trained and so often ineffective that their sheer numbers are sometimes all that makes the difference between victory and defeat. However, as a result of the rugged and icy training grounds, Witch-king troops without food will still gain 1-2 Morale points when stationary and will only lose 1-2 Morale points when traveling. Furthermore, Witch-king troops only lose 1-2 Morale points for a Forced March (2-5 points without food).

Powerful Mages and ancient items of power contribute much to the fright experienced by forces facing the Witch-king. This tradition of fear being so much a part of the Witch-king's arsenal is reflected by the unusual ability of all Witch-king Mages to learn the lost Fearful Hearts spell. Reflective of this same fear, the Witch-king is capable of attracting foul hordes to his armies because all his Mages also have the ability of learning the lost Conjure Hordes spell.

Besides the much-feared hordes of Angmar, the individual characters of the Witch-king present a very real threat. In combination with one of the richest caches of artifacts in Middle-earth, the challenge potential of the Witch-king is enough to strike fear in the hearts of almost any Free People Lord. The concern for these individuals could provide enough time for the military might of Angmar to grow strong.

However, the Witch-king faces many difficulties from his base in Angmar. First, much of the year the climate in his realm is cold or polar. As a result, there are significant problems of poor resource production and dependence upon the market. Additionally, Angmar is surrounded by many strong enemies. For centuries the forces of Arthedain and Cardolan have resisted (with mixed results) the expansion plans of the Witch-king, while the Woodmen, the Dwarves, and the Sinda and Noldo Elves guard their borders carefully. The realms of Rhudaur and the Dunlendings may aid the Witch-king, but only if careful diplomacy convinces them to serve the Dark Lord. Furthermore, the remote nature of Angmar forces the Witch-king to maintain careful diplomacy with the other Dark Servants in order to avoid facing the wrath of the majority of the Free Peoples alone.


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