recursal/Fanatic-Fandom huggingface dataset:
City/Fort Points

*This article tells about a Suppressed Feature, which isn't anymore available inside the server.*

## General

Points used to limit how many Cities/Forts a faction can have. The main principal of this feature is to make it harder to defend a larger faction and to add aspects of tactics in placing cities and forts at strategically important positions.

## Important to know

* Each recognized city/fort takes away 1 CIty/Fort point from your faction's balance.
* A faction can activate/deactivate cities or forts in order to get a point back into the faction's balance.
* Every faction with 5 provinces or less has a default balance of 5. This balance scales by adding 0.5 points for every next province. (Faction has 6 provinces = 5.5 points)
* Cities and forts may only be deactivated/reactivated if the province the city/fort is in is not at war.
* Every City/Fort in Kingdoms Holdings with full info is considered recognized and able to be used, staff will update the google sheet periodically.
* The province count of a faction also gets updated periodically.
* Every activation/deactivation of a city/fort has to be made via a ticket, you may put multiple cities/forts per ticket.
* A city is considered deactivated/activated once it is updated in the sheets below.

### Additional Explanation for Sheets

* WORTH - a reference value used for the formula. Is always 1.
* DEACTIVATED - variable value used for the formula. **If settlement is deactivated value is -1. If settlement is activated value is 0.** Default value upon recognition is 0.
* TOTAL - value calculated by the following criterium: If province count is <5 TOTAL always = 5. If province count is >5 TOTAL gets increased by 0.5 for every province after 5 (6 provinces = 5.5 points)
* AVAILABLE - value calculated by deducting activated/deactivated Cities/Forts. Sum of all WORTH values of a faction minus all DEACTIVATED values of a faction.

## Important Links

Simplified Points Table

* Only shows a simplified table displaying: Total Points, Available Points, Province Count and base value for every faction.

Full Points Table, City/Fort List & Province Count

* Displays everything a player or staff member may need regarding City/Fort Points.
* It is separated into 2 pages; First page is province count, where staff updates the amount of provinces a faction has. And the second page which displays every City/Fort a faction has, alongside important info like, activation/deactivation and a counting table just like the one in the simplified table.
Saruman's Ring

> *"But I rode to the foot of Orthanc, and came to the stair of Saruman; and there he met me and led me up to his high chamber. He wore a ring on his finger." -* Gandalf at the Council of Elrond
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## Item Stats

### Potion Effects

Increased Damage INight Vision I

**Saruman's Ring** was the ring the Istar Saruman *(Also known as Curumno or Curunir)* who was sent by Aulë and Alatar.

It is said that Saruman made this ring in envy of Sauron's abilities to create powerful and great Rings of Power.

In the book of the Fellowship of the Ring, it is stated that Saruman had a certain ring around his finger. Saruman said "*For I am Saruman the Wise, Saruman Ring-maker...*" Saruman was also researching a certain Ring-lore which is also stated in the Fellowship of the Ring book: "*Saruman, failing to get possession of the One Ring, would ... have found in Mordor the missing links in his own researches into Ring-lore, and before long he would have made a Great Ring of his own with which to challenge the self-styled Ruler of Middle-Earth*".

It is quite certain Saruman's Ring was not a Great Ring but that Saruman had been researching rings, we can safely assume that it wasn't Saruman who created the ring but it was a mere gift from Sauron.

The powers of the ring however, were never revealed, not in the movie nor in the books. However, Saruman did ascribed the ring to have some sort of potency, though it is possible that it have been a bluff on his behalf.

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Khazadûl III

## **The Third Dwarf Empire**

### **History:**

With the cataclysmic events that marked the end of the Fourth Age, the Dwarves became increasingly reclusive, and during the years that passed, the Reclusion made them preserve their wealth and culture, in the beginning of the Fifth Age, the Dwarfs reestablished many of its old strongholds and consolidated itself as the first empire of the fifth age.

Moradin Stoneshield (MainTeemoTank) led the return of the Dwarves to the surface, and for that he was crowned as the first Uzbad of the empire.

The first political relations were taken when Moradin tried to bring Dale to the empire, negotiations were quick and resulted in Dale refusing the invitation, however, this did not generate a conflict between the factions and ended up generating a friendship between the citizens of both parties.

The second political movement that the empire took, was to invite the Rohirrim to the Empire, Rohan soon accepted the proposal, which made KZD the first great empire of the Fifth Age.

## **Empire Structure**

Administration Section: **Centralized**

* Allies, Enemies and Wars are decided by One Faction. Each faction is considered a vassal of the leading faction.

Ruler Section: **Non-Elected Emperor**

* One Emperor, with full decisional powers;

* Full decisional powers includes the ability to vote for Empire's structure changes.

Volunteers Section: **Disallow Volunteering**

* The members of the Empire cannot volunteer against their own empire;
* The members of the Empire cannot volunteer against the empire alliances.
Arenelyya(Hlodgier)

**Motive**: Specify the motive

## Biography

**Arenelyya Arginovna Hakkonos Engoria-Dagothar** is the **Empress of Dorwinion**, the first to hold that title and the fifth regnant autocrat of Dorwinion since the advent of the Fifth Age. She is the sovereign of the assorted territories of Dorwinion. A proud and ambitious figure in Dorwinine politics, she is most noted for her pivotal role in multiple public works projects and foreign interventions that have allowed Dorwinion to flourish as a regional power and as the most populous state in Middle-Earth outside of the realms of Rohan and Mordor.

As per tradition, she rules as a monarch with absolute powers in her own right without a husband; however, she is known to consult her subjects frequently, with her most valued advisors being the Istari of the White Council whose wisdom has, in her own words, 'enlightened both myself and the people'.

Despite her merits, her track record has not remained flawless; she is allegedly guilty of war crimes, including her participation and possible overseeing of the Massacre at Thranduil's Halls, which resulted in the death of over 2,000 elves of Silvan ethnicity. This has engendered much controversy to her name, causing her to become an unpopular figure in the Woodland Realm and other parts of Rhovanion, where people have begun demanding justice for her atrocities.

In the year 191 of the Fifth Age, she declared herself Empress of Dorwinion in the face of growing tensions within the Commonwealth - largely supported by the Prior Forodred of Dale in their shared disdain of the Barding dynasty, she took measures to resist the overbearing influence of Valdemar Barding, the Emperor of Greenwood. Following her coronation, the bounds of the Empire of Dorwinion expanded further, finally reaching the eaves of Greenwood and the Bight, and further south within eyesight of Mordor. The military of Dorwinion grew large and capable, encompassing the bulk of Free Folk forces at certain periods of time - regardless, the Empress never brought Dorwinion fully into the side of the Free Folk, fearing retribution from evil when the Free Folk inevitably grew weak. She tolerated the assorted councils held by the Free Folk leadership and extensively took part in their discussions; nonetheless, she was frustrated by the lack of progress and omnipresent bickering that plagued the loose coalition.

## Personality

Arenelyya is a vainglorious visionary who views herself as the savior of the Dorwinine nation - it is she, with her beauty, wit and undying commitment, who will restore Dorwinion into a new golden age...or at least, that is what she would like to think.
Duel

*This article tells about a Suppressed Feature, which isn't anymore available inside the server.*
## **Duel General Rules**

*In the event of a breach of these rules, the transgressor will be punished.*

The battle takes place in a specially chosen location (usually at the PvP arena), without armies, only 2 players will fight. The combatants must represent the deployment of belonging. We recommend choosing the best player in PvP of your side for this type of battle. Any player (including the king) of the belonging group can offer himself as a fighter, it is up to the king of the side to choose the participant.

### **Characteristics**

* The place where the Duel will take place will only be reached a few moments before the start of the battle.
* This type of battle provides small area where the two opponents will fight.

* The battle area can be recommended to the Staff, who will assess whether or not to accept the advice.

* The area of ​​the battle must not have traps or strategic defenses that favor one of the sides. It is forbidden the use of the quagmire (or quicksand), all possible and imaginable traps are forbidden, it is forbidden to create any kind of ditches, it is forbidden to use lava, incendiary bombs, normal bombs and khamul-fire in pre-established points, fire pots, various liquids, water. The use of invasion horns, and tauredain darts is forbidden.

* All the items, including armor and weapons, are brought autonomously by each participant.

* Once dead, you can not return to the battlefield for any reason.
* Once dead, you can not get back the items that you had in battle, save the rare case in which your friend still alive take them.

* Special weapons must be handed over to their rightful owners, even if they died in battle.
* The Duel ends when the hero of one of the two sides dies first, proclaiming the other winner.
Veronae

## General information

The city of Veronae is a great city that is part of the Empire of Dorwinion.

Located on the banks of the river Adese, the city is a thriving and important center of commercial and cultural exchanges, thanks above all to the numerous roads that converge there and to the river fleet that allows a continuous supply of goods to the city.

## Early history

The history of Veronae is directly linked to the democratic tradition that characterized it for several years, living autonomously as mostly ignored by those who lived in the Vinter Court, where the intrigues did not allow to help the mountain population of the place
Belthronding

Beleg with the bow Belthronding

Punching

Chill

*Belthronding* is the bow of black yew-wood. It was the bow of Beleg Cúthalion also known as "Beleg Strongbow", a chief Marchwarden of the kingdom of Doriath. Beleg got the name "Strongbow" from using his bow Belthronding.

Beleg was accidentally slain by his friend, Túrin. The bow Belthronding was buried with Beleg.

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Regolamento Raid

Ogni attacco di qualsiasi tipo condotto fuori dalle guerre rientra in questa categoria, in base alla grandezza degli eserciti utilizzati, questi attacchi possiedono regole distinte.

### **Raid senza battaglione**

E' un attacco tenuto al di fuori delle guerre che è caratterizzato dalla totale assenza di eserciti.

L'Incursione viene quindi compiuta da SOLI player.

La restituzione degli item NON è obbligatoria nelle incursioni, ma è a scelta dei giocatori.

### **Raid con battaglione**

E' un attacco tenuto al di fuori delle guerre che è caratterizzato dalla presenza di battaglioni, che seguono il Regolamento Dimensione Battaglioni sotto tutti gli aspetti tranne che per il fatto che il PUNTEGGIO MASSIMO CONSENTITO è di **60 punti** e non di 30 (che sarebbe lo standard).

Il Raid viene quindi compiuto da Player dotati di eserciti che seguono le normali regole delle guerre sui battaglioni, solo che anzichè avere il limite di punti a 30, tale limite è spostato a 60 punti.

La restituzione degli item E' obbligatoria nei raid, in caso di mancata restituzione i colpevoli saranno sanzionati.
House of Molobi

## The Beginning of the House of Molobi

Obi is a retainer of Thorin Oakenshield, that lived in Thorin's halls for many years after he fled from Erebor. After his lord gathered a company to set off for a quest to recapture Erebor, Obi decided to follow his example and, after hearing of his death - but eventual success - in recapturing Erebor, Obi decided to get as many dwarves were intrested and tried to reconquer Khazad-dum, the ancestral city of the Longbeards.

His quest was mildly successfull, since he managed to get the support of the elves of Rivendell, Lindon, and the dwarves dwelling in the Blue mountains. He gathered a small host and set up two small settlements on the north of of Mount Fanuindhol, Zigilnala and Khazad-basn
Releasing/Subjugating a Faction

## General

Feature added with the Rebellions update, it's core principal is allowing a faction which has conquered all the lands of another faction to chose what happens to that land.

First thing's first, you have to conquer every last province of an enemy kingdom, after that you as the leader of a faction may start a query on either the release or subjugation of a faction.

## Subjugating a Faction

Subjugating or absorbing a faction, is one of the two options possible after starting the query. Subjugating a faction will allow a kingdom to use the subjugated faction's armor and troops in war (As well as other empire members of the same race).

and troops in war. Ability to
modify relations.

After subjugating a faction a faction may start a query in which they can release the faction if they so wish.

Armor and units, are limited to the same race only. (If an Elven faction subjugates a orcish one, they cannot use their armor and troops)

Relations for High Elves & Mordor cannot get modified in any case.

## Releasing a Faction

Releasing a faction is one of the two possible options after starting the query. Releasing a faction has more parameters than subjugating so a tabular view will explain it easier.

 Release
 Release as Vassal
(Has 1 week to claim kingship)
If a rebellion is started in the newly formed faction,
 **NOTE:** | A faction, once released starts off with only 1 province, if released as vassal it can bargain with the overlord faction
in order to regain core provinces. If both sides agree, every core province can be taken. You are required to build
a village in each province and pay 1 CP for each province taken.
Formable Kingdoms

## What are formable factions?

This page showcases which factions can be expanded and formed into bigger and stronger kingdoms from Tolkien's works. Every formable faction has the same requirements to be formed (Colonizing specific provinces, having good lore about the faction, having a city...)

## Which factions are formable?

There are only 3 factions which are formable:

### **Lindon**

*Requisites to be formed:*

- Core Provinces: 12, 13, 14, 15, 16, 17, 18, 19, 20, 21

- Can be formed from: Mithlond faction.

- Must have a convincing lore and a way to justify the formation of a new Noldorin Empire.

- A city must be built.

*Details:*

Equipment: High Elf (Lindon)

Building style: High Elf

Bonus from forming (to ruler): Nenya And High King Title.

Description: Lindon was a region west of the Blue Mountains, after the end of the war or wrath the last High King of the Noldor, Gil-Galad, established a realm there. In its prime Gil-Galad influence was extended even to the borders of Mirkwood. After the death of Gil-Galad in the Last Alliance of Elves and Men and the defeat of Sauron most elves living there departed to the undying lands, leaving Mithlond the only remaining settlement in the region.

### Eregion

*Requisites to be formed:*

- Core Provinces: 131, 132, 133 and 134

- Can be formed from its core provinces (You need to control all of them or be given land)

- Must have a convincing lore and a way to justify the reformation of the old kingdom.

- A city must be built.

*Details:*

Equipment: High Elf (Rivendell)

Building style: High Elf

Bonus from forming (to ruler): Creation of a Weapon Artifact

Description: Eregion was an elf kingdom of the second age, being famous by it's great elven craftsmen, including Celebrimbor, the second greatest craftsman of ever lived, only behind it's grandfather, Fëanor. The kingdom thrived until Sauron, under the guise of Annatar, infiltrated the kingdom and convinced it's craftsman to build The Rings of power, ones that later would be most bound to the One ring forged by Sauron himself. After the Celebrimbor discovered that Sauron forged the One ring he shortly sent the elven rings he made to secret bearers. After that Sauron invaded Eriador and stormed through Ost-in-Edhil, killing Celebrimbor after. From that point most elves fled to Rivendell or departed to the west, leaving the region abandoned for the next millennia.

### Arnor

*Requisites to be formed:*

- Core Provinces: 64, 68, 70, 71, 72, 74, 76, 78, 79, 80 and 84

- Can be formed from: North-Dunedain.

- Must have a convincing lore and a way to justify the reformation of the old kingdom, preferably with a ruler from House of Isildur, but this is optional. (Can't be just some bunch of Dunedain decided to rebuild cities and villages and its done).

- A city must be built.

*Details:*

Equipment: Arnorian and North Dunedain.

Building style: Arnorian.

Bonus from forming (to ruler): Sceptre of Annúminas and King title (If ruler manages to unite with Gondor then he gets High King title).
Houses

## **What is a dynasty?**

A dynasty is essentially a large family that reigns over a political entity as their leaders. There are some renowned dynasties on the AncarNetwork like the Númerión family or the House of Fëanor.

### **Requirements**

* Make a good lore about your dynasty and let staff decide whether it's acceptable.
* Make a page about your dynasty on the wiki.
* Redirect that page to this page.
Gimli's Helmet

Gimli's Helmet

## Item Information

### Lore Text

Helmet worn by Gimli, son of Glóin. He was also kown as Elf-friend, and was the only Dwarf to readily fight alongside Elves against Evil

## Item Stats

### LOTR Modifiers

EnduringTough

Eölean

True

### Enchants

Protection IIUmbreaking III

**Gimli**, son of Glóin, was a well-respected dwarf warrior in Middle-earth during the Great Years. He was a member of the Fellowship of the Ring and was the only one of the dwarves to readily fight alongside elves in the war against Sauron at the end of the Third Age. After the defeat of Sauron, he was given lordship of the Glittering Caves at Helm's Deep.

After the War of Ring, Gimli led a large number of Durin's Folk south to establish a new Dwarf kingdom in the Glittering Caves, which were located behind Helm's Deep where Gimli was trapped during the battle, and he became the first Lord of the Glittering Caves. The Dwarves of the Glittering Caves, led by their Lord Gimli, would repair much of the physical damage that was incurred during the War of the Ring. Most notably, they rebuilt the Great Gate of Minas Tirith with a new one made of Mithril and steel, as well as improving upon the existing layout of the entire city.
Loremasters

In Middle-Earth the **Loremasters** are the most learned Scholars among Elves and Men. A specialized school among the elven Loremasters or Ingolmor were the Lambengolmor.

## **Loremaster Orders or Guilds**

A complete list of orders that want to protect lore.

* Dwarven Keepers of Lore

* The Quendingoldor (Elves)
* The Loremasters of Minas Tirith
* The Antiquarians of Gondor

* The Sauronic scribes

### **Dwarven Keepers of Lore**

The Erudite order of dwarves, they protect the dwarven lore and language.

### **The Quendingoldor**

The guild of elven loremasters inspired to Pengolodh, known as the "Sage of the Noldor", he counted as the greatest Loremaster since Fëanor and Rúmil. Pengolodh was one of the few Elves admitted into Khazad-dûm, where he might have learned Khuzdul. It was during the War of the Elves and Sauron and after the fall of Eregion when Pengolodh left Middle-earth for Tol Eressëa, last of the Lambengolmor Loremasters to leave Middle-earth.

### **The Loremasters of Minas Tirith**

Order of erudite men that preserve the history and lore of Middle-Earth.

### **The Antiquarians of Gondor**

A small guild of antiquarians that want to preserve Middle-Earth lore.

### **The Sauronic scribes**

Sauronic erudites, most of them Black Númenóreans, that write Sauron's annals.

### **The Historians of Dorwinion**

A group of commonly motivated scholars from Dorwinion who seek to record Dorwinion's rich history. Sponsored and funded by Her Imperial Majesty Arenelyya Engoria-Dagothar Hakkonos.
Utumno Remnants

### **Empire Structure**

**Administration Section:** Decentralized, Allies, Enemies and Wars are decided separately by each faction in the Empire. Each faction is considered a separated entity within the Empire, no faction prevails above the others.

**Ruler Section:** Non-Elected Emperor, One Emperor, with full decisional powers.

**Volunteers Section:** Disallow Volunteering, The members of the Empire cannot volunteer against their own empire or allies of the empire.
Colonization

## What is the Colonization System

Each Race has it's own settlement used for colonization. When you've successfully met the requirements and obtained 1 colonization point, you have to ask either a staff member, a builder or a cartographer for recognition of your build and pay them your colonization point. Cartographers can use fly when recognizing a build only if they have it already. After recognition, cartographers have to either record a video of them destroying the colonization point and send it to staff (preferrably with current date visible) or wait for someone from staff team to join and give colonization point to them. Both cartographers and builders are allowed to recognize other settlements aswell. It is prohibited to recognize settlements of your own faction or settlements you helped building.

## Colonizing across Land

Provinces which aren't Part of a Faction and are ruled by no one, can be annexed with these Requirements:

* The Province MUST be unowned
* The Province must border your Faction
* You need to build a Recognized Settlement in the Province (Each race has their own settlement used for colonization)
* You have to be member of the faction or member of the empire that faction is a part of to colonize for it

## Province Exchange

A province can be exchanged for another province if the two factions which wish to exchange border. Province exchange is limited to 1:1, 2:2, 3:3 ect. transfers. Such an exchange costs 1 Colonization Point per province transferred. (1:1 - 1 CP;2:2 - 2 CP ect.) ***Only Border provinces or sea provinces up to 3 sea titles away can be exchanged and there has to be a connection to mainland!.***

In order to exchange a province you must write in #roleplay\_stories about the exchange. A successful exchange will be announced in #colonization\_recognitions like in the example below:

> **Province x (Faction x) <---> Province y (Faction y)** #roleplay-stories
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> *Province x now belongs to y.*
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> *Province y now belongs to x.*
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An updated version of the official map with the exchanged provinces will be available asap.

## Oversea Colonization

* **You need to build a** Village or City with a port
	+ More info about Villages or Cities in the various race settlements pages.

To travel the sea, your port must have:

* **1 transport ship per sea province that you need to cross to reach your destination. *(Minimum 5 blocks wide and 17 long, with at least 8 chests, 1 crafting table, 2 barrels and 4 beds inside.)***

Once you have enough ships to reach your destination you need to build another settlement with a port in the target province.

If staff checks your fleet and recognized both settlements the province is yours.

You also might be interested in further information about Battle Rules.
Melkorism

The Worship of Melkor was largely diffused in Morgoth's servants and late in Númenóreans, with them human sacrifice plays a part in Melkorism. The Temple to Melkor in Númenor was described as being domed with a hole in the top to allow smoke from the fire below to exit as wood and human sacrifices are burned. The humans under the domain of the Enemy (Sauron) worship Melkor as God, denying the existence of Eru Ilúvatar, Sauron told the Númenóreans that Ilúvatar is a lie told by the Valar to keep the Númenóreans from power. Sauron, since the downfall of Melkor has had himself worshiped as a god by his subjects (The Dark Worship).
Conquered Territories Rules

*In the event of a breach of these rules, the transgressor will be punished.*

## **General Rules**

### **Conquered Settlement**

* Once a certain recognized settlement is conquered in a war of conquest, if the settlement is able to produce a certain amount of influence points, the settlement's production will go into the conqueror's total production.
* Conquering a recognized settlement does not mean taking control of claims, unless stated otherwise. As it would be a theft, but it means placing a dominion over a certain settlement, which will then be obligated to give the settlement's production to the conqueror faction.

### **Making cities in conquered provinces**

A faction can only found new recognized settlements in their natural biomes, if the settlement will be taken by another faction the resources of the settlement will be going to the faction who has taken it.

For example: If Gundabad takes a province in the Iron Hills and build a recognized city in the Iron Hills, it'll produce resources for Gundabad. But if Durin's Folk will take that province, the cities claims will be going to Durin's Folk since it's in their natural biome.

Other example: If Durin's Folk manages to conquer a province of Gundabad which is in Gundabad's natural biome and there is a recognized city, Gundabad doesn't lose the city.

### **Province transfer**

**This is outdated. Doesn't apply any longer.**

You can transfer your provinces to another factions if each of the two factions agree.

The province can be transfered ONLY if it border that faction.

In order to complete the transfer, you need to pay 1 Influence Point.
Civil Wars - Events

*Click here to go back to the Main Events page.*

*This is a page where all Civil Wars which happened in the past on the Ancar Server have been noted down. Click here for more info about Civil Wars.*

## Ancar Network's Civil Wars

**1st Dorwinion Survey**

* Survey started at 08-04-2018. Survey ended with 0% voting no and 100% voting yes. New King Allected.

**1st Durin's Folk Civil War**

* Survey started at 01/08/2018. Survey ended with 50% voting yes and 50% voting no. A civil war has started.
* Battle fought 05/08/2019. New King Allected.

**1st Dalish Civil War**

* Battle fought 05/01/2019. New King allected.

**2nd Durin's Folk Civil War**

* Survey started at 13/04/2019. Survey ended with 50% voting yes and 50% voting no. A civil war has started.
* Battle fought 20/04/2019. New king allected.

**3rd Durin's Folk Civil War**

* Survey started 03/09/2019. Survey ended with 40% voting yes and 60% voting no. A civil war has started.
* There was no battle. It ended with an agreement.

**1st Mordor Civil War**

* Survey started 26/03/2019. Survey ended with 56% voting no and 44% voting yes. A civil war has started.
* Battle fought 06/04/2019. Battle won by Mordor. Current Sauron stays.

**1st Forodhin Ardhin Civil War - Red Dwarves vs Woodland Realm**

* Survey started *unknown.*
* Battle fought 07/09/2019. Battle won by the Woodland Realm. Current Emperor stays.

**2nd Mordor Civil War**

* Survey started 21/09/2019. Survey ended with 50% voting no and 50% voting yes. A civil war has started.
* Battle fought 27/09/2019. Battle won by Mordor. Current Sauron stays.

**3rd Mordor Civil War**

* Survey started 23/12/2019. Survey ended with 100% voting no and 0% voting yes. Current Sauron stays.
Gundabad

## General Information

### Government

Autocracy (Dictatorship), Brutal repression keeps the Orcs (and their slaves) in line. The High Chieftaincy usually goes to the strongest of the descendants of the Seed of Skorg. Raw favoritism determines the recipients of the most lucrative offices. The High Chief claims all property as his own, but hoarding is very common among the Orcs.

### Location

Northen Misty Mountains, between Angmar and Grey Mountains, as well as Southern Misties

## **General Information**

**Gundabad**, officially known as the **States of Greater Gundabad**, is a federated state sitting on the northern end of the Misty Mountains. It is bordered to the east and south by the Dwarves of Durin's Folk, and to the north by Angmar. It is one of the larger powers in the region, occupying approximately half of the Misty Mountains and extending its influence rather widely toward the plains below. It's population largely consists of orcs of goblin stock, along with a minority of significantly stronger Uruks and orc-men. Its capital and largest city lies in Gundabad under the Three Peaks.

## **History**

In ancient Times, the orcish tribes of the Misty Mountains were led by King Azog (Concano), who built a Fortress near Rivendell and the Bastion on Mount Gundabad. After he passed away, Gundabad didn't have a ruler for a time, until Argoth (Sup3rDuck) took the Throne as the new ruler of Gundabad. Unfortunately for his subjects(and himself), he was slain by Sauron after an attempted betrayal went awry. After the Bragolmor which kickstarted the Fifth Age, the Nazgul Uvatha claimed kingship of the mountainous Orcs and vowed to expand its borders, making it a force to be reckoned with. After not being King for a several decades, the Nazgul Uvatha retook the throne and is now the current king of Gundabad. After turmoil broke out in the Republic of Mordor, Gundabad left the Republic and cofounded Nîluthâni with the WitchKing of Angmar. Now Gundabad seeks neutral, or even friendly relations with most men, as his primary enemies are the elves and dwarves.

King Azog (Concano) (From ? - ?)

King Khamul (Molo97) (From ? - June 2018 )

Warchief Argoth (Sup3rDuck) (June 2018 - Late December 2018)

Hoarmurath (TheBigDoc22) ( December 2018 - July 16, 2020)

Uvatha (onionboy1101) (September 4, 2020- June 26, 2021)

Sup3rduck- (July 2, 2021- March 22, 2022)

Uvatha (KingRandiu) (March 22, 2022- present)

## **Provinces:**

Gundabad currently owns the following Provinces: 98, 99, 100, 101, 103, 104, 105, 106, 107, 112, 113, 114

## **States:**

<Green>- Oktaruk

<Blue>- Orcish Moria

<Orange>- North Isen

## **Cities:**

Uralokak, Gromgorod, Cerendir, Sur Aranier, Minas Uvatha, Khabarovsk, Lorarak, Noveau Detroit

## **Wars**

* Durin's Folk - Gundabad (province 101) (won) (9/4/2020)
* Gundabad - Durin's Folk (province 108) (lost) (10/3/2020)
* Durin's Folk - Gundabad (province 107) (lost) (10/31/2020
* Durin's Folk - Gundabad (province 106) (lost) (11/7/2020)
* Gundabad - Durin Dwarves (province 106) (won) (11/29/2020)
* Gundabad - Lothlorien (province 141) (lost) (5/1/2022)
* Gundabad - Durin's Folk (province 112) (won) (5/13/2022)
Frar I Stonehelm

## Frar

Born to the Stonehelm family, Frar was the only son of his currently decased father Graim and his mother Fis. Not much about his life is known to the public as he is not a known figure yet, he is a petty lord with two estates to his name and with not much of a following at this moment.

The Stonehelm family descends from the common ancestor known as Fror I Stonehelm who had three children; Fror II - father of Graim, grandfather of Frar I Dwarli - father of Dagur, grandfather of Ori and Chameel Eli - with a unknown lineage.
Gunter Kunnelsorf

**Motive**: Specify the motive

Gunter Kunnelsorf was the Governor of Redwater, and Earl of Eisenham, his family's traditional holdings in north-eastern Dale. He is different to his predecessor Tankrid in many ways; unlike Tankrid, who was a tribesman from Central Rhovanion, he was a nobleman from a powerful house that had ruled their section of land in Dale for generations. Whereas Tankrid was more studious and a manager of domestic affairs, Gunter Kunnelsorf's lineage had a long history of bloody and aggressive feuds against rival houses and warlords. While Tankrid led his Ironguard and infantry from the ground, Kunnelsorf led his hussars in a charge against the Easterlings at the Battle of the Raven Hills.

An aggressive and militaristic man, although nonetheless knowledgable and intelligent, Kunnelsorf seized the rank of governor the day after Tankrid had passed away. He solved the problem of succession efficiently and with his way; ordering his guards to surround the council assembled in the town hall at Ankorien Poltzen and then declaring himself governor.

Kunnelsorf was later on chosen to be Chancellor, and was infamous for his public denouncement of the Greater Rhunic Empire when it invaded Dale. Encouraging more Dalish citizens to join the Royal Army, Kunnelsorf embarked on a campaign to demonise the Wainriders and their supporters, commissioning printing houses and artists to make and distribute cartoons and propaganda. Although he oversaw the fortification of numerous Dalish forts, Kunnelsorf himself was unable to attend the Battle of Vinburg, due to him being made to remain (rather angrily) in the Royal Palace to manage affairs in the capital.

Kunnelsorf later passed away during the Andrhiw from natural courses. Sources differ when it comes to what his last words were. Some say he faced death in a resigned and calm manner; other witnesses claim that he died in a fit of rage, furious that he had failed to prevent the Third Kingdom of Dale from collapsing in the aftermath of the Bragolmor.
Battle of Crowsfield

## **History**

Field battle part of the Mistaken War ended with the Gondor's victory.

The two Sides met North-West from West Peak in Iron Hills, where Gondor got an Advantage from the Forest and Hill, while the Steelshield, the defensive Pact formed by Anatar, had to march divided due to fights between Good and Evil Factions.

The Steelshield has tried to flank them, yet far too many followed and they were ultimately beaten One by One, with Gondor taking no Casualties and small Troop losses and thus the Battle earned the name the Battle of Crowsfield.
Lebennin

## The Fiefdom of Lebennin

-Lagosa

Sindarin (Almost Extinct // Spoken by Mithildin due to his bloodline)

### **Description:**

Known sometimes in full as ***Fair Lebennin of the Five Streams***, referring to the Five Rivers of Lebennin, Lebennin was known as one of the most faithful fiefs of Gondor, and one of its provinces. It was a wide green land that lay between the rivers Gilrain and Anduin and the lower reaches of Erui. The Anduin delta lay to the South and the White Mountains lay to the North. Pelargir was it's chief city. Linhir was another town or city within it, above the mouth of Gilrain.

Lebennin was largely populated by Men of mixed blood, as many Men of Lebennin traced their ancestry to the forgotten 'Men of the Mountains' that had been displaced from the White Mountains by the Númenóreans.

### **The rebuild and prosperity of Lebennin:**

The fiefdom has known great prosperity, since the Númedhel family moved from Ithilien to Lebennin. Mithildin and his nephew Arlynolin constructed cities and castles to accommodate the many citizens living in this area. on top of this they planned out an economic plan so that all the citizens can work and earn their own money. Because of all this Lebennin is a central place for traders, farmers and anyone else that wants to maintain a sustainable future for their family, or for people who want to start a new life.

even though Mithildin's main goal is the rebuild of Lebennin. he doesn't want to keep all the wealth for Lebennin itself. That's why he constructed many trade routes in and out of Lebennin to spread the prosperity nation wide. So that all of Gondor will be prosperous and provisioned for the wars and times of peace to come in the foreseeable future.

Besides the construction of trade routes Lebennin also made ''The Brotherhood of the Star''.

### **The Brotherhood of the Star:**

The Brotherhood of the Star is a Brotherhood mainly located in Lebennin itself. It's created by Mithildin to protect Lebennin's borders and trade routes from foreign invaders and raiders.

Before it was called "The Brotherhood of the Star" it had only one job : To protect the borders of Lebennin. These days the brotherhood has a far greater job to do. It doesn't only protect Lebennin's borders now, but also it's trade routes, Ships and building sites.

The Brotherhood has 4 main castles in Lebennin. 1 in each corner of the fiefdom. The most well known of them is : "Gilduin". this is the first castle build for them and the biggest. It's also located near Lebennin's most important naval city at this time  : "Siniath Cuil". Since Pelargir is abandoned.

To expand their protection influence The Brotherhood also has a couple of outposts and fortresses in other provinces throughout Gondor. To protect Naval and land merchants entering and leaving Gondorian borders.

The brotherhood also owns about 30% of Lebennin's navy.
Raid Rules

## **What is a Raid**

A raid is considered any attack except war battles/official duels and events. It can happen at any moment and you can lose every item *(Except bounds)* you have in your inventory.

**It is highly recommend to record raids so if people accuse you of hacking/glitching you have clear evidence they did / you didn't. Recording becomes a need when you're going to enter inside an enemy base to commit a raid, so any accuse against you would be nulled. In order to record, any software is good (for ex. OBS, Bandicam, Hypercam and such..)**

### **Raid-Rules**

*Make sure to have read the Server Rules before executing any kind of raid. This is highly recommended.*

Raids are considered illegal when you get raided by someone while you're in your 3 day newbie-protection (Rule 1.15). The player who raided you has to return your items and if he refuses to do so, you have the right to report him, and he will be punished.

Raids are also considered illegal when hacks / server glitches have been used during the raid. If someone lost their items to a cheater, their items have to be given back. Examples:

* Entering players' houses/bases by getting through walls/windows/etc using mounts.
* Entering via gates using /back while they are closed.
* **Any kind of way by getting in without going through blocks**

### **Items allowed**

You can use any items you want in a raid, though keep in mind that you can lose every item you would have on yourself. Remember that the other rules apply on raids, so always check the Gameplay Rules

### **Armies**

Inside a Raid, Battalion Rules are applied. Keep in mind that each player can bring only one army, composed by units of his faction.

If you don't follow these rules, items have to be returned.

### **Escaping A Raid**

It is legal to escape a raid by any means, such as teleportation or secret tunnels, so long as it does not involve griefing in any form, exploiting bugs and/or cheats. It is however illegal to escape raids by flying away.

Likewise it is legal to conduct a raid by any means, so long as it does not involve griefing in any form, exploiting bugs and glitches, hacking or flying.

## **Last update**

> *Last update: 27-05-20 by Acult*
>
>

Rules of Ancar (Click)

War Rules • • Battle Rules •

**Units Points Tab** • **Raid Rules** • Piracy •

Server Rules • Artifact • Empire Rules

Main Page • Ancar Website • Donation Panel
Reviving of Dead Factions

Two specific factions we're deleted after the server reset and move to the 5th age. These factions were Rivendell and Dol-Guldur. These requirements can allow players to try and remake those nations if they so wish.

***Rivendell***

When a Free Folk faction, such as Lindon or Gondor, takes control of Rivendell (Province 134) and if they have at least 2 people willing to recreate Rivendell, the players can ask the king of the faction that owns the province, if they can begin the process of recreating the faction.. One of the players has to fulfill standard kingship requirements and then Rivendell can be recreated.

***Dol-Guldur***

When an Evil faction, such as Mordor, or Dunland, takes control of Dol-Guldur (Province 214) and if they have at least 2 people willing to recreate Dol-Guldur, the players can ask the king of the faction that owns the province, if they can begin the process of recreating the faction.. One of the players has to fulfill standard kingship requirements and then Dol-Guldur can be recreated. Required alignment for kingship is 800, while the faction has no faction relations at all.

**Notes:**

* If a faction that is generally one side switches sides and owns the province, they can also be asked to make the faction. (I.E if Mordor becomes Free Folk and owns the Rivendell province, or if the Woodland Realm goes evil and owns the Dol-Guldur province.)
* The faction can only be recreated in it's base province, no exceptions.
* These requirements can be applied to a faction that has been conquered by another, though if recreated, will start with only one province, being their base province.
Nohrian

<Note: this Empire **no longer exists**>

## Nohrian Empire

Empire founded by Siegfried King of Artheloth with the aim of uniting in peace the abandoned kingdoms of Middle-earth.

Politically, the domain of the annexed kingdoms is entrusted to the subordinates of the King of higher rank becoming Commanders or Governors of the controlled territories.

The noble kingdom of the Wood Elves of the Woodland Realm has been added to the kingdom of Artheloth, the territory has been entrusted to the Commander of the Royal Guards Gancelot [Giacobrick].

Now the empire has been dismantled to allow the creation of the Gwend uin Erain.
House of Feanor

## History

The house of Feanor have a long and deep history that starts in the year of the trees, but they were thought to be dead when Celebrimbor was killed; but Maglor, the second son of Feanor, wasn't dead, and kept wandering in Middle Earth. His last records are in the year 587 of F.A.

He returned to become high King of the elves at the beginning of the Fourth Age, when he heard that the remaining Silmarils were recovered.

Currently the house of Feanor is the most powerful house in all middle earth, controlling four kingdoms and many cities and castles.

## Members

* Maglor (Molo97), Founder of the House, High King of the elves, Lord of Ost-in-Edhil
* Radarion (Radar), distant kinsman of Maglor, he followed Celebrimbor in Eregion and became one of the master smiths. When Maglor left to Rivendell he took his role as king of the Elves
* Hyperion (Lincoln415), son of Maglor, killed in battle. King of Rivendell after his father.
* Dalinar (Lincoln415), son of Hyperion, king of Rivendell

### Human line

* Meneldur (Sirmatte), grandchildren of Maglor and of Isildur's line. Died of old age.
* Aldarion (Sirmatte), son of Meneldur. King of the north Dunedain.
* Tarcil (HOSTIS), son of Meneldur.
* Ephraim (SargonDG), son of Meneldur, King of Artheloth

## Household artifacts

* Nenya (owned by Molo97)
* Sting (Owned by Sirmatte\_)
* Vilya (Owned by Lincoln415)
* Ring of Barahir (Owned by Lincoln415)
* Sceptre of Annuminas (Owned by Lincoln415)
Vaelen Númerión

### Summary

Vaelen Númerión, born somewhere in the great forests of Neldoreth in the 19th year of the First Age. After years of fighting experiences he became one of the **Gwaithor's** of Gondolin, which in Westron is known as **Captains**.

After the great destruction of Gondolin, Vaelen fled together with the Edain to the eventual greatest kingdoms of men located on an island in the sea which is known as **Númenor**. As one of the few Elves who went together with the Edain, it was him who fell in love with the human woman **Manwendel**. During their journey they had a son named **Vaendel** and later in Númenor they had another son and named him **Ithranial**, two Half-Elven sons yet both choosing an immortal life. While his two sons were growing up he swore to protect them and lectured them as much as he could.

Eventually Vaelen became Captain of Númenor as well, he then proceeded teaching his two sons but also tutoring soldiers of Númenor to make a sturdy and impenetrable army. When Vaendel was old enough he even let him in the army, but wasn't taking things easy on his son, quite the contrary; he was even tougher towards his son than the other soldier's. It was painful to watch but eventually it resulted greatly as Vaendel grew up to become one of the Elite amongst Elite in the Númenorean army.

Vaelen then retired as Captain of Númenor and lived the rest of his life peacefully together with his wife. Together with his son Vaendel and his Soldiers, Vaelen went to Middle-Earth on the 600th year of the Second Age. Approximately 3 years later he sacrificed himself to safe his son, keeping his word, he died a heroic death. Ithranial was too young of age to travel alongside his brother and father, since he was only 83 when they went to the lands which are now known as Middle-Earth.

When his brother came back Ithranial was 86 when he heard the news, he burst in tears yet he remembered what his father said to him before departing; *"Fight, train and never give up. Not even after my passing."*

Vaelen, captain of both Gondolin and Númenor, being a very sturdy leader who showed no mercy. He is known as father of Vaendel & Ithranial and grandfather of Aerendyl. He died heroically by sacrificing himself to safe his son from potential death. **This**, is his story.
Wars of Independency - Events

*Click here to go back to the Main Events page.*

*When a faction would like to leave an empire, they would have to be set free by the empire's government; and if the emperor refuses to do so, the faction wanting to leave must start a War of Independence if they still want to leave. . More info about this Casus Belli click here.*

## Ancar Network's Independence Wars

**1st Wainriders - Mordor Independence War (DLE)**

* Declaration declared 26/02/2020
* First battle 06/03/2020. Ended with an agreement.
Third War for Adornland

The third war for Adornland was the last effort of Isengard to reclaim the lost region of Adornland. Even if the forces of Gondor and Rohan won, the casualties were so high that only years later they attempted to invade Isengard.

## The first battle

The first battle was a serie of skirmishes, that caused disorder in the Gondorian side. Hexnetor ordered a general retreat and they rallied in a small fortification, No major losses were taken on both sides.

## The second battle

Maglor and Legolas joined with their retinues the forces of Hexnetor. At first it opened with a skirmish, but then, trying to break the encirclement, king Hexnetor ordered a charge.

The charge was unsuccesful. King Hexnetor, Prince Falan and a gondorian captain were badly injured and driven out from the battlefield, their forces melted away. King Maglor took the command of the remains of the army and orderly retreated.

Seeing an opening in the host of the orcs, Maglor struck thrice, killing three thousand orcs, injuring the Witchking and killing two orc commanders. Eventually, Sauron regained the upper hand and five thousand gondorians were slaughtered in the retreat.

Maglor, Legolas and Fengel, the last survivors, desperately fought a lost battle, until, in the chaos of the fight, Legolas defeated the nazgul that was leading the left wing of the orcs, killing and scattering a third of the army. Maglor charged at the center of the enemy line, driving the enemies away, injuring Saruman, while Fengel held the forces of Sauron.

The battle finished at the top of the fort, where an orc commander, left with the rearguard of the orcish army, dueled with Fengel, while Legolas and Maglor engaged Sauron. They defeated him and won the day.