ME-PBM 2950 Nation Description

The White Wizard (#24)


Saurman the White(?).

Powers:

New Char: Commanders up to 40, good chance for higher challenge rank
Training: Men-at-arms = 25
Morale:
Skills:
Special: No hire army cost
Terrain: Best rough, forest; Worst swamps
Climate: Mild 100-100-102-102-95-92-95
Armies: about 1500 mixed troops
Morale: 30-40
Navies: No
Characters: Total challenge ranks - about 290

Good commanders, effective emissaries and mages. Three artifacts. If you want to survive later in the game, you may want to declare early. But doing that means that the DS or FP will want to devastate you. So take this position only if you like excitement. Somehow you have to stay a Neutral as some of the fiercest battles in the opening of the game swirl around you. The best bet - a close alliance with the Dunlendings so that you can watch each other's back.


The realm of the White Wizard has only recently begun to influence the affairs of northwestern Middle-earth. Saruman the White (Curumo), Chief of the Order of Wizards (Istari), and mighty among the Maiar, has ended his guardianship of the Tower of Orthanc (Angrenost), claiming Isengard and the surrounding vales as his own. The White Wizard has transformed the once-placid Wizard's Vale (Nan Curunír) into a fortified realm of mines and factories. The considerable natural resources of the region surrounding the Gap of Rohan flow into this vale with increasing alarm.

While the armies of the White Wizard are adequate to defend the vales, they are lacking in discipline and consist of large numbers of mercenaries and mounted Half-orcs. Because of the unique nature of the Half-orc breeding program Saruman employs (resulting in plentiful and obedient slaves), new White Wizard Men-at-Arms recruits start with a Training rank of 25 and new armies are hired at no cost.

Saruman the White has a keen interest in ancient artifacts and is constantly looking for more as a means to increase his lore and power. Saruman and his diplomats were also able to use their considerable skills as Emissaries to extract much needed knowledge and information from others of the Wise. His efforts, persuasive skills, and expertise were finally rewarded when he was appointed to head the White Council.

The quality of competition and breeding among potential Commanders allows new White Wizard Commanders to begin with a Command rank of up to 40. Furthermore, the rugged nature of Dunlending breeding stock results in many White Wizard characters having a chance of possessing greater Challenge ranks.

This broad spectrum of tools allows Saruman the White to balance the strong influences of his neighbors with his own interest in expansion. Early expansion and fortification is crucial to establishing a secure realm. Also, sufficient armed forces must be readied, outfitted, and trained as soon as possible.

The diplomatic issues facing Saruman the White are considerable. The White Wizard is literally between the anvil and the hammer. To the north looms the Sinda, the Witch-king and the Ice King. To the south lies the Riders of Rohan, with only the neutral and troublesome Dunlendings to the west still unaligned.

Since the White Wizard may not be able to remain uncommitted for long, important early decisions are crucial. Saruman the White must stand prepared to declare allegiance, but it must not appear that way, since both allegiances need Saruman's help to survive. Perhaps the White Wizard's best chance of staying neutral is to utilize his Agents and Emissaries to keep him well informed and prepared for the actions and activities going on around his realm.


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