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Council of Elrond • View topic - discussion - Middle-earth: The Sun-lands

discussion - Middle-earth: The Sun-lands

Moderators: Thorsten the Traveller, Vastor's Dreamers

discussion - Middle-earth: The Sun-lands

Postby Vastor Peredhil » Thu May 15, 2008 3:20 pm

Before actually posting what I got in stall here, I would like others to give up their ideas for this kind of expansion.

some key questions must be answered:

Do we stick to the flawed ICE continent?

If not, which map can we agree on?

How far south (& east) should we move with this expansion?

Should we try to contact (again) the creator of this site:
http://baramir.ifrance.com/

So far I have been thinking stuff over with William Danchus, from the FATE perspective.

mfg Nicolai

p.s. as a teaser I added the MESL 3 which contains only 4 sites & 4 characters, based on Williams and my ideas as well as stuff from fan-modules.

it is to be found in Vastor's Development Zone
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MESL

Postby dirhaval » Fri May 30, 2008 11:19 pm

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Postby Vastor Peredhil » Mon Jun 02, 2008 8:00 am

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Postby dirhaval » Thu Jun 05, 2008 11:38 pm

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Postby Axo » Fri Mar 06, 2009 4:57 pm

I play on a self made map which include Harad. We first tried to make a map going as south as beyond the Yellow Mountains (we first wanted to include the ICE Court of Ardor elements) but it was useless and the first map was too big.
So our actual map is marked off by the Yellow Mountains (south), Harshandatt région (south east), Ered Ormal (east) and the sea (west).

We have 10 more régions :

Umbar (all land around the city)
Menfalas (all the coastal land south to Umbar, as far as Raj)
Raj (Bozisha Dar région)
Tulwang (all coastal land south to Raj)
Arid Lands (all land near and north the Yellow Mountains, between Tulwang and Sirayn)
Sirayn (all land around the city of Tul Hurar)
Harshandatt (all coastal land north of Sirayn)
Lurmsakun (all land north-west to Harshandatt, passing along the Ered Ormal to Khand)
Mirror of Fire (large desert between Raj, Arid Lands, Sirayn and Harshandatt)
Dune Sea (very large desert between Umbar, Menfalas, Raj, Mirror of Fire and Lurmsakun)

Hero Haven is the Great Oasis (Mirror of Fire)
Minion Haven is the Ny Chennacatt fortress (Arid Lands)

We added 3 underdeeps sites too :

Stone-deeps (beneath the Bar Falin stronghold - Arid Lands)
Opal-deeps (beneath Galadhros ruins - Arid Lands)
Fuinur-deeps (beneath Fuinur's Well - Mirror of Fire)

And we included 3 dragons :

Vaurak (Dune Sea)
Merkampa (Lurmsakun)
Niocupa (Tulwang)
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Postby Axo » Fri Mar 06, 2009 5:06 pm

Precision :

All regions are wilderness except Sirayn and Raj (border lands).
Mirror of Fire counts as 2 wilderness.
Dune Sea counts as 3 wilderness.

By the way all wilderness are "palms" instead of "pines". Only non-specific men and orcs (not trolls !) hazards playable on "pine wilderness" are also playable on " palm wilderness. We modified some creatures hazards to fit this new distinction (like sand drakes).

Hoping it'll help.
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Re: discussion - Middle-earth: The Sun-lands

Postby Vastor Peredhil » Tue May 11, 2010 9:54 am

Just to let you all know ;)

Eric worked like dog to bring us the Sun-lands map ( with a tiny help from myself), and I a added it into the metw/sededitor folder for SVN version

hopefully we will have it in the GCCG program soon (so any who does know how co create the color coded maps for GCCG give us a hand)

yours Nicolai
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Re: discussion - Middle-earth: The Sun-lands

Postby Vastor Peredhil » Sun May 01, 2011 1:19 pm

Hi all,

just to let you all know, we have majorly redone the Sunlands sets, it now has 261 cards. We added several maps which include all regions south to the Yellow Mountains, but not all regions bordering on Ormal Bay.

The set now has a good guerrilla warfare feel to it, with the major struggle in the Bellarkar region.

Still we could use some help from others . . .

yours Nicolai
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Re: discussion - Middle-earth: The Sun-lands

Postby dirhaval » Thu Sep 19, 2013 11:14 pm

My preliminary review of MESL is this: Great specific territory with its own flavor.
Harad is not a place to travel through, but to stay. You did that with the desert region
reduction to movement feature. Allies must be played to reduce this restriction, which
again focuses on the territory. I like the number and types of factions.
I was expecting to see some permanent-events like Sun-Lord (e.g. King Under the Mountain)
and Blade of Masra resources. I will provide my ideas on these cards.

I was expecting to see Ny Chennacatt as a darkhaven instead of Bozisha-Dar. But
your method makes it a mission to rebuild that fortress, which again makes it
a specific flavor. I was expecting more agents in Harad. Again, a small point
that needs balance with other territories with some uncharted by us.

oh yes, About those slayer characters. You have my attention on them.
hmm. Every MP of slayer faction equals 5 mind of slayer character not under DI or GI
but cannot make any "attempts", no allies, and no transfer of items - just a hunter?
I am sure you already have ideas on them.

I'll write more later targeting each card type.
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