Servers/Eras of Arda

News and Announcements


The Server
The Second Age Server is made for people who wants to experience the Second Age. The timeline of our server begins after the forging of the Rings of Power, when Annatar was revealed to be Sauron. This means factions like Eregion still exist, as they have not been destroyed yet. In order to ensure the best Second Age experience, we have made a Second Age sub-mod, which will change various textures, biomes as well as the map to fit with the theme of the Second Age. The year of the server can be calculated by adding 200 years to the date shown by the mod and then assuming we take place in the Second Age, thus meaning if the mod displays we're in the Shire Reckoning 1407, we would be in the Second Age 1607.

For further contact with us as well as announcements, you are more than welcome to join our Facebook page

We are a server open to the majority of the community, although roleplay is adviced. In our experience, everyone is going to have a much more fun time when they are roleplaying, which is why we are going to set this base line for the server. This does not mean players have to pick lore characters, as custom characers are more than welcome as well. However, roleplay is key and is expected! The greater and more you roleplay, the more we're going to like you in staff, and who knows - maybe it'll trigger a nice gift someday?

Our special version of the LotR mod will update along with the original version, and in future we might update some of our features as well, such as adding in the missing continents of Dark Land as well as the Land of the Sun.

We are more than open to hear your questions, and we hope to see you on the server soon enough!

The Second Age Map
The map of the server is a whole new map setting in the Second Age of the Tolkien universe. It currently contains the continents of Middle Earth, Númenor, and Tol Eressëa (Aman/Valinor was removed for performance reasons), although the continents of Dark Land as well as the Land of the Sun might be added at a later point. The new map contains many new biomes in many new places in order to represent the Second Age in the best and most interesting way! Things will look very differently in the map of the Second Age Server compared to the maps of many other servers, which will mean a new experience for the many veteran players joining the server! Click the map below for a closer look on the biome colour map of the server and to get an idea on where to locate the server's default factions and the warps that are unique to those factions. Check this table for a full list of the lore based factions and there whereabouts, in agreement with this map. A full table of predefined factions and their warps is provided via this link: Full faction list + Faction Warps

Partnership with The First Age LOTR Server
Under heavy re-construction after PredatorFish received ownership over the First Age Server.

Roleplay and Roles
Roleplay is advised (but not a must) and you must therefore apply in order to become a lore character. You are also welcome to apply for a special custom character, in order to get on this list, however it is not a necessity to do for custom character, unless it rules a faction. You are more than welcome to join the server without applying for anything. The application must be posted here and must include the lore of the applied character, why you want to become said character as well as your experience with the mod and roleplay in general. Make your application seem appealing if you can, like any assignment - it does give a bit of bonus points. As of now, players applying for evil roles and factions will have the right to claim a free set of faction gear (armour + a single weapon and a set of tools)

"Why would someone apply for a special custom character when it's not a must to do?"

- A Fandom User

"Because the applied custom characters starts with their special lore & rank from day 1. While player 1, who has not applied for a custom character, would start out clear with nothing - player 2, who applied to become a captain of Númenor, starts out with the rank of captain in the Númenorean Army"

- PredatorFish, Owner of the Second Age Server

Accepted characters will be posted down below:

Factions
Here you can find the current existing factions on the server as well as their respective leader. Custom factions are allowed to be made, by applying to staff. More factions will be added underway, as more factions gets implemented in the mod. Meanwhile for requested factions like the Avari elves or Easterlings (which will be official mod factions as soon as they become implemented in the mod), we advice you to apply for them as custom factions. The factions in the list below are just some of the many potential factions on the server. Check this table for a full list of the lore based factions and there whereabouts, in agreement with the map used on the server. A full table of predefined factions and their warps is provided via this link:

Full faction list + Faction Warps

Section A. – General Rules:
§1. Common sense is to be expected. Any breakage of such common sense will be taken as a breakage of the rules, and the punishment will always depend upon the crime. The rule of common sense applies to the use of RP as well.

§2. The word of the Staff is law. If you disagree with it, contact the staff member in question's superiors, and if they have none - then there is not much that can be done.

§3. Swearing is allowed, in moderation (none of the more "extreme" words - keep it about PG-13), but if someone stresses that it is making them uncomfortable, and this is ignored, or swearing is used in any other form of malice, then that is a breakage of the rules.

§4. Any specific roles upon the server that come from lore will require an application beforehand, and any role not mentioned in lore but still holding a significant position (King, Lord, etc.) will also require an application. For more info about specific roles, see the Roleplay section further down.

§6. Any disrespect, towards anyone, will not be tolerated.

§7. Hacking, in any form, is punishable by a permanent ban. Same rules apply for use of player radar and X-Ray mods!

§8. Being in the Nether as well as in the Overworld, except for the spawn area, is not allowed!

§9. It is not allowed to claim or block off Fast Travel points, even if your faction owns the land or area! All players must be able to travel to and from a Fast Travel point freely!

§10. No combat-logging (logging off while in combat or teleporting away!)

§11. No spawn nor afk-killing! Same goes for for spawn-killing!

§12. When teleporting to a player or nearby a player, at least 3 minutes must occur before attacking the player is allowed! This applies fast travel and killing people returning from afk as well. You may not lay behind someone, who's afk, waiting for them to come back in-game and then immediately kill them! If the fight has already been initiated, and a restarts suddenly happen, one does not need to wait 3 minutes again, as the restart happened mid-fight.

§13. Any form of exploits, or cheats that aren't necessarily hacks, will be punished relative to the crime.

§14. Special tags costs 5 blocks of silver. Rank tags may freely be given out by leaders to their subjects.

§15. Griefing is a big no-go! There is to be no breaking of blocks that belongs to other players. Looting is NOT allowed either, unless a war is occurring and the terms of war allows so and both parties has to agree! However, these terms of war only apply for players, who are taking part of the war. The terms of war may allow griefing of certain places as well, although these special terms must be discussed with staff before both parties of a war agrees upon it!

§16. Wars can only be declared by faction leaders.

§17. No use of mithril weapons or armour in a war is permitted , BUT faction leaders are allowed to use ONLY one single piece of mithril armour in a war. This rule applies for NPCs as well, meaning NO hired troops, running around with mithril weapons and/or armour! The rule only applies when it comes to PvP event (hunts, raids, battles, sieges etc.) between the warring factions!

§18. During a war, faction equipment is adviced! You need a good reason for why you're not using the equipment your faction provides or something alike. Custom factions are allowed to "design" their own custom faction armour and weapon's set. However, Gondolinian Sword and the Charred Mallorn Mace may not be part of this set, and the set must fit the race/lore of the custom faction as well as be approved be a staff member. These rules apply for NPCs as well!

§19. The maximum allowed amount of NPCs is controlled by the amount of Tokens players have. Players from good factions in peace time have 10 Tokens and in war times they have 20 Tokens. Players from evil factions have 16 Tokens in peace time and in war times they have 32 Tokens. The Token cost of NPCs can be divided into thos: Levy Troops cost 1 Token, Regular Troops cost 2 Tokens, Elite Troops cost 3 Tokens, Cavalry Troops cost 3 Tokens, Large Troops (trolls, huorns, etc.) cost 6 Tokens! If in doubt regarding the class of an NPC, ask Staff!

§20. It is possible (but not a must) to gain leadership of official factions by applying for the lore character which rules the faction. However, should the faction already be ruled by either a custom character or a lore character, which usually does not rule the faction, the true lore ruler won’t take control of the faction. This rule only takes place, should the faction be without a leader. At the same time, applying for a lore character who rules a faction, does not necessarily mean one has to rule the faction. It’s a free choice.

§21. Making large amounts of destructions around the world, for no good reasons, will be counted as world-griefing and can lead to punishment. An example of this would be a player destroying NPC structures, making large holes, burning trees half-way and all in all, ruining the world aesthetics of an area (or near someone else's building/city/land/etc.) just for fun - with no proper reason (such as RP) in any regards.

§22. Stealing from from player-owned chests, even if they are un-claimed, is not allowed! However, there are some exceptions to this, on which we must refer to Section C, Paragraph 1 and 11.

§23. All players must pick an appropriate nickname for their character on the server!

§24. Players switching factions too often can be blocked from future faction switches!

§25. It is NOT allowed to teleport in other players during an active combat scenario!

§28. When talking RP, switching from [OOC] (out of context/out of character) mode to [RP] (roleplaying) mode is advised! This can be done by using the command "/rp". Do also note that [RP] chat is a local chat, with a range of 80 blocks. This means that only people within 80 blocks and in [RP] mode can hear you, while [OOC] chat is global!

§26. It is not allowed to talk [OOC] in [RP] chat.

§27. Players can obtain RP/Lore Items by proving themselves to Staff with great roleplaying or great deeds! To read more about this, check the Roleplaying Section on this wikia page!

§28. RP/Lore Items can only be obtained from other players, when they are killed, if they are killed in war events, such as battles or sieges OR if it's a special event they have agreed on, such as a duel! Certain RP/Lore items however, cannot simply be otained, not even in war events. These RP/Lore items include things like the Mace of Sauron, The One Ring, The Rings of Power and alike. To obtain these requires special RP events, which can be agreed on by both warring parties in the Terms of War.

§29. It is NOT allowed to /hunt the same player too often! Over-hunting the same player can lead to PvP restrictions for an unknown amount of time!

§30. Factions may make diplomatic deals between each other, such as Alliances, Open Borders, Military Access, Non-Aggression Pacts and so on. These diplomatic deals must be written down in a book by both parties, just like the Terms of War.

§31. Players are allowed to request fly for building. Abusing it for other uses may lead to heavy punishment! Having fly enabled is at players OWN risk, there will be no refunds if players die mid-air due to restarts.

§32. Players in their homeland/bases may kill other players without doing /hunt.

§33. All players in unclaimed land may kill each other on sight. Moving away from home is a dangerous thing to do, and one never knows the dangers of uncontrolled land.

§34. When doing "/hunt [username]", one may not attack until 2 minutes has occured and one has to attack the target within reasonable time! It is not allowed to do the command, then wait 30 minutes and then suddenly attack! Reasonable time is at MAX 10-15 minutes!

§35. Players in hostile land have to use /hunt and the defenders has to accept for a hunt to take place.

§36. The inside of walled off bannered settlements/castles as well as faction capitals a...re PvP-free zones. This means you can still hunt in open villages and alike.

§37. In order to hunt in a neutral/hostile land, the path to it must be clear, meaning people from faction A cannot attack people from faction C, if faction B, which is either neutral or friendly to faction C. blocks the way. However, if faction B is neutral/friendly to faction A instead of faction C, players from faction A can freely enter through the lands of faction B. It is also possible to enter through neutral unclaimed land. So in short, just like with armies in the Rules of War. Things about clear paths also affects things like oceans and such.

§38. Players do NOT need to use /hunt command against players from factions they are at war with! This means that "raids" are still possible if you're at war with the targeted player's faction. So if player A wants to attack player B, in B's homeland, and he is not at war with player B's faction, he needs to /hunt him. BUT, if player A's faction is at war with player B's faction, he can freely attack him. War is dangerous after all, and people die all the time.

§39. Enchants are only allowed on RP/Lore items. Enchants are also allowed on special tools, which can be obtained through quests and events. As §30. describes, every player can obtain RP/Lore items specifically made for their character. The enchants on the RP/Lore items must never surpass lvl III. Enchanting books with lvl IV or lvl V may be exchanged with staff members for 1000 coins.

§40. Players are not allowed to have +alignment with factions they RP/lore-wise are enemies with. This means that Gundabad players are not allowed to have +alignment with Dwarves for an instance, or Elves having +alignment with Mordor and so on. Under special RP circumstances can players request Staff, to be allowed to have +alignment with certain "enemy" factions.

As a guideline, the default stances between the SA factions are indicated in the table presented here:

Default stances between SA factions - faction alignment & roleplay guideline.

Characters in factions with a mutual stance of 'eternal enemy' ('-2' in the table) get enforced negative alignment values of -10 upon faction selection.

§41. Purchasing of blocks and spawn eggs.

As players will not be able to make all blocks due to §40., we support players to purchase blocks from Staff members. Regular building blocks are 2 coins per block, while special blocks such as beacons cost 50 coins per block.

Players can also buy spawn eggs of animals and NPCs. These can be purchased from Staff and are only to be used in Staff approved player builds and nowhere else!

Pricing: The pricing is in line with the token costs for hired units and amounts: 400 + token cost * 100 = price in coins. Current spawn eggs prices:

- Animal and citizens (not hireable): - Levy troops (1 token): - Regular troops (2 tokens): - Elite troops (3 tokens): - Large troops (6 tokens): - Commanders and Traders (not hireable):

Restrictions: - NPC units can be acquired from any faction the players faction has a positive default stance with, but the 'home' faction NPCs should make up for at least 50% of all purchased NPCs in a settlement. Staff will see to it that at least 50% of purchased aggs in any transaction are from the 'home' faction NPCs. The default faction stances are presented in the table provided under rule A40. This is independent of any other momentary situation in-game! - Players can only have one Trader NPC per settlement, assuming settlements are at least 1000 blocks apart from each other.

Examples: - Haradrim settlements can have NPCs from the Haradrim of Near Harad, the Moredain and from Mordor. - Ungolorchoth settlements can have NPCs from the orcs of Ungolordor (Dol Guldur NPCs), from Mordor, from the orcs of the Lygorchoth and Rúbaugorchoth (both Isengard NPCs) and from the Balchoth (Dunlending NPCs ... for the time being(!)). - Dorwinion settlements can have NPCs from men and elves of Dorwinion, the Nandor elves of Eryn Galen and the clans of the Avari elves (all Wood-elf NPCs), the Sindar elves of Lórien (Galadhrim NPCs), the men of the Forhawrim and Harhawrim (respectively Rohan and Dale NPCs), the dwarves of the Khazad-Zirin and Khazad-Baraz (all Durin's Folk NPCs) and even from the men of the Rúnedain (free choice NPCs for now, until this faction will be replaced by the Rhúnaerim NPCs upon implementation of the announced ).

§42. Waypoints INSIDE other people's bases/settlements/claimed area is not allowed without their consent!

Section B. - Claiming Land and Custom Factions:
§1. In order to claim an un-owned land, one must begin the construction of a settlement/colony in the unowned land. Unowned land does not include land owned by important memberless factions. Factions must declare their claim to the public, so everyone are aware of their claim!

§2. The wanted land MUST be accessible, meaning if it’s blockaded in any way (as via an enemy fleet, army, unfriendly territory surrounds it etc.) it is not possible to claim the area. There must be a clear way into the area in order to claim it. There must also be a clear path of transportation, meaning if one wants to settle an island, one would require a ship as well as a harbour to sail there. The new and unclaimed land does of course not need to have a harbour first (for obvious reasons lol), but the "homebase" of the ship used in the colonization MUST have a harbour to dock the ship at.

§3. Only faction leaders can claim land, meaning no regular players can claim an un-owned land, like North Eriador. It must be a faction leader or a “high-ranking” player with special permission from the faction leader to claim the land.

§4. Any land with no faction-owned settlements of any sorts is considered un-owned and therefore claimable by other factions. This also means that if a faction claims an area, but forgets to construct a settlement of any sorts, it will shortly after be considered un-owned and claimable again.

§5. Custom factions can be created, however – at least 3 players must be in a group in order for one to be created as a standard. However, if there is a special lore reason for it – groups with less people can create a custom faction.

§6. Applications for custom factions must be made in the Wikia page or send in a message to our Facebook page. The application must contain information of which area they wish to claim in the creation of the custom faction. The area MUST be un-owned and therefore claimable. The application must also contain information about the official faction armour of the custom faction, lore of the faction, alignment and so on. It also has to make sense in a lore perspective. As soon as a custom faction application has been sent, the wanted area for the custom faction will be considered un-claimable, while the application is still in the process of being answered by staff. This rule is made so no faction claims the area while the custom faction waits for a response. As soon as the custom faction has been created, the players of the custom faction must now follow any other rules like any regular faction.

§7. It is not allowed to claim new land until these requirements are filled: 1. Capital of the homeland must at least close to finished! One does not simply conquer new lands, without having something at home first... 2. If one has other colonies, they have to be finished as well and be of decent size! A colony is at minimum town-sized! One may not start claiming new land until the previous claimed land has a finished colony...

§8. When claiming land, one must send a message to the Facebook page, showing a picture of the map which marks the area that one claims as well as showing where the colony is being placed. This is so the new claim can be added to the SA Map Overview (which can be downloaded here: Download SA Map Overview )

Section C. – Rules of War:
§1. Wars can be declared between faction leaders. However, a set of things must be done before the war may commence. First of all, the faction leaders of both main parties must be aware that war has been declared. Once that is made sure of, it is time to make the Terms of War. The terms of war describes how the war is proceeded  (and must be written down in a book). For an instance the Terms of War could look like this:

"Standard rules of war, except with no looting at all! Winner of the war gets the capitals and nearby lands of both factions".

Given there is a slight change in the change in the Rules of War in those terms, both factions must agree on them or else only standard Rules of War will apply. The Terms of War is also a good way to settle if the victor gets to keep a special item, such as the Rings of Power in Eregion. Then the terms could add in "Winning faction gets to keep the Elven Rings of Power".

The Terms of War does not need to be made when declaring war, it's merely an option, and should they not then standard rules will apply, winner keeps what they get and so on. However, should the attacking faction not wish to make Terms of War with the defending faction, they must still inform the defending faction leader about that in the war declaration. And again, the war may not commence until BOTH faction leaders are aware of existance of the war and whether there are Terms of War or not!

Even with made Terms of War on what the winning and losing side gets, it is still possible to change those outcomes, should the war end with a mid-war peace treaty, instead of ending with one faction completely taking over the other. As a default, the war parties will keep what they currently have, but they may negotiate those belongings at the peace conferance.

§2. When declaring war against another faction, one HAS to notify the enemy leader first, so Terms of War may be set, if wished upon. The war may not start, before the enemy leader at least knows it's on!

§3. Any fortresses taken will be owned by the faction who took them, and require a battle to re-take. Any castles or settlement of considerable size (ask Staff if in doubt) will also require a battle or siege to take, and cannot simply be walked past.

§4. In order for armies go from point A to point C, the warring factions’ armies needs a clear way. This means they may cross through their own land as well as allied land. To cross neutral land, it has to be either unowned or they must make diplomatic deals, such as "open borders" to cross through the land. However, if a faction needs to go from point A to point C and Point B is hostile, they will either need to fight their way or find another way to point C. You cannot simply attack Mordor from Eriador, if you do not have a clear way in between. Use common sense and realism to find the best way. Same rules applies when crossing the ocean with an army - and a navy will be needed to "transport" that army!

§5. The same type rules apply if there is an ocean between point A and point C. You will first of all need a standing navy to cross the ocean with your armies. Second of all, you need control of that local ocean, meaning if the enemy has a standing navy as well, you will need to defeat it, in order to gain clear passage for you armies, through the ocean. Naval ships have to be of a considerable size in order to be seen as a warship/transport ship (if in doubt, ask Staff!)! Any naval ship design must realistic and approved by Staff, so no floating platforms!

§6. It is not possible for any other armies than Dwarven and Gundabad Orc armies to cross neutral or hostile owned mountains! However, all armies can cross friendly owned mountains as well as capture any enemy settlement in the mountains.

§7. In order for armies to cross area via rivers, there must be ways of transportation to cross them, such as bridges, ships or river crossings.

§8. It has to be pointed out, that when talking about armies, the rules are not referring to individual players. It only refers to what is possible to attack and besiege in wars, when taking larger armies into account. This means any players can freely cross rivers and mountains whether they be hostile, neutral or friendly owned whenever they want.

§9. Settlements has to be attacked in whatever order would make the most sense. This means you cannot simply attack settlements far in the east if you attack from the west. You have to conquer whatever settlements that lies the closest to your “armies” and “fleets”.

§10. In order to win control of a biome/area, all larger enemy settlements (castles, fortresses and the like), must be conquered. Once all of these are conquered, the attacking nation owns the land. Peace can be made mid-war, and a peace agreement must be made by both sides of the war.

§11. When at war, it's up to the warring factions to "reveal" the position of their settlements. The more they "reveal", the more the enemy has to capture and the longer it takes to conquer all the land! Any "secret" settlements will not be needed to be captured in order to conquer all the land!

§12. Looting captured settlements is only allowed once 24 hours has passed since the capturing of the settlement. This rule can be "over-ruled" in the terms of war, if both factions agrees to it as said in Section C, Paragraph 1. Looting means taking stuff from chests and such and NOT griefing the place!

§13. NO land, cities, settlements, etc. can be conquered without declaring war!

§14. War events, such as battles or sieges, must be set an arranged time and date. The T/D (time and date) must be made with the leader of the local area, which the war events takes place on. For an instance, if a battle is to happen on Forostar, the T/D must be made between the attackers and the Lord of Forostar and NOT between the attackers and the King of Númenor, unless it's the king who directly owns the land. The leader of the local area does not need to participate in the war events, but must at least have the chance to do so, thus why the T/D must be made with him/her.

§15. Players from factions which are NOT a part of the war may NOT participate in battles, sieges etc.! Mercenaries can be hired however, they must be part of a mercenary group/faction.

§16. In wars, where the defenders has less than 3 settlements, castles etc., - up to 3 battles/sieges must be made in total. This means, that if a faction only has one city, the attackers must win 2 regular battles before being able to siege the capital. Should the defending faction have 2 settlements, castles, etc., the number of battles would be 1 instead of 2.

§17. Wars can only be declared on the same faction every fortnight, meaning wars can not be declared on Faction 1 by Faction 2, then one day's peace and suddenly Faction 2 declares war on Faction 1 again!

§18. Like when claiming land, when a war is over the war parties must send a message to staff, showing the new borders of the affected factions, so that the SA Map Overview may be changed. (Link can be found at Section B. - Paragraph 8).

§19. Designated representatives of a Kingdom (such as a Lord/Prince/Queen etc) can declare aid to a faction if at war as long as the King or Faction leader has granted the designated representative the ability to do so.

Section D. – Regular Battles:
§1. Battles are to be announced when attacking in open field as well as any sized un-walled settlements.

§2. A battle must start with the attackers a minimum 500 blocks away from the defenders, and with a 10 minutes grace period to allow the defenders to properly fortify their position. Once the 10 minutes have passed, the attackers may then proceed towards the defenders. Defenders may flee, but as soon as no defenders are within 500 blocks of the "battlefield" (so, in a battle, the area which they started on, or in a siege, the besieged settlement), the battle is over, and the fight is over. You may NOT flee with teleporting or fast-travel; you MUST walk the distance! No teleportation of any kind is allowed in combat! The same rules apply for the attackers, they may flee as well, but as soon as they are 600 blocks from the battlefield, the battle is over.

§3. People who dies in a battle are NOT allowed to re-join it! Not even as reinforcements!

§4. Reinforcements are allowed to join, meaning players who weren't a part of the start of the battle. However, in order to join the battle as a reinforcement, a certain amount of things are required. In order to reinforce defenders, at least 10 minutes of the actual battle must have taken place (not counting the "preparation time of 10 minutes). The reinforcements may only join in ONE wave, meaning there will only be one reinforcement force, so get as many people in this wave as possible. The reinforcements must start 500 blocks away from the battlefield. The very same rules apply for reinforcements for the attackers!

§5. Reinforcements can be disallowed if both warring factions agrees to in the terms of war!

Section E. – Naval Battles and Rules:
§1. Naval battles are battles taking place in the sea/ocean between two standing fleets. A naval battle requires a staff member to be online, as the two fighting fleets needs to be pasted within 50-100 blocks of each other, so a fight can take place. The ships in each fleets must have a way to for players to board them, meaning a ladder, staircase or something alike.

§2. Fleets can only attack fleets in the same ocean territories as they are in themselves. The naval battle will commence 5 miniutes after both sides has entered their ships (after they’ve been pasted in the right spots). The different ocean territories can be found in the Oceanic Territorial map on the Facebook page as well as on the Wikia page. It has to be noted that 2 fleets can freely be in the same territory without having to attack each other, even if they are enemies. It’s a choice, not a must!

§3. Fleets can be moved around the different ocean territories by asking staff members to move them, however – a fleet may only be moved to adjacent ocean territory at the time and only ONCE pr. day. To see the ocean territories, check the map on our Facebook page or at the buttom of this rules section.

§4. Depending on the size of a ship, each ship can only transport an X amount of players/NPCs, depending on how many "cabins" it has for them. Each bed on a ship means it can host 1 NPC soldier. For players, the ship must have an officer's cabin of a realistic size (so no 2x1 Officer Cabins). So to make it simple:

1 bed = 1 NPC troop (must be put in a proper troops cabins/sleeping areas!)

1 Officer's cabin = 1 Player (must be made a proper cabin for the "officers").

§5. This means, a ship with 3 officer cabins as well as troop cabins with 24 beds, means this ship can host 3 players and 24 NPCs, who may all participate in the naval battle! A ship design MUST be approved by a staff member, in order to ensure it's a functional ship design and not just some floating platform! Explosives, fires and other destructive things are NOT allowed in naval battles as a default, unless the terms of war allow otherwise! There are no reinforcements in naval battles as "sailors" do not simply appear on a ship.

§6. A ship is considered “destroyed” in a battle once all of its crew has been killed. However, in order for it to be “destroyed”, a red piece of wool must be placed on it, once the crew is dead. However, should a white wool be placed instead, by the crew of that ship, the ship will be considered captured/surrendered and whoever wins the battle keeps the captured/surrendered ships.

§7. It is possible for a ship crew to surrender their own ship, by placing a white flag (with some white wool) on it. Surrendered ships will be spared from destruction no matter what, but do keep in mind they will reduce the amount of allowed players and NPCs in the fleet. A ship crew may only surrender their ship once half of its crew capabilities are gone, meaning a ship with space for 24 NPCs and 3 players, must have a maximum of 12 NPCs and 1 player before it can surrender! Meanwhile, there must be at least 1 player left on said ship, in order to surrender it!

§8. Only one "stationed/patrolling" fleet pr. faction is allowed pr. ocean territory, however - it is allowed to have "reserves" in local ports. This means a fleet in the Bay of Belfalas (OT (ocean territory) 12) cannot simply attack a fleet at the coast of Forlindon  (OT 6) without being "stationed" there or to an adjacent ocean territory. At the same time, you can have a "stationed" fleet at the coast of Forlindon and at the same time have 3 fleets stationed in 3 different port-cities around Forlindon, which can be put to use, should you lose the "stationed" fleet at the coast of Forlindon (OT 6).

§9. A fleet controls an ocean territory once every enemy fleet stationed in the local ocean territory has been destroyed. Should there still be enemy ships in harbours in the local ocean territory, the local ocean territory will still be controlled by the stationed fleet, unless the enemy ships move out and destroys the stationed fleet. However, these enemy ships may only have 1 attempt!

§10. Controlling an ocean territory with enemy harbour cities in it, means they are all blockaded just as well as the territory. This means no enemy ships from outside ocean territories can move past the ocean territory, as well as in or out of the enemy harbours in said ocean territory. Meanwhile, the enemy is not allowed to build new ships in the blockaded territory! At the same time, controlling an enemy ocean territory like OT 8, which surrounds an island or area Númenor, means the island is fully blockaded and no hostiles can move in or out of the area, in this case being Númenor, unless the blockade has been lifted. It has to be noted again, that a blockade does not block regular players, just “armies” and “fleets”. Regular players can freely move in and out of blocked areas as pr. usual.

§11. In order to colonize an island, adjacent ocean territories must be controlled while “dispatching” a “landing party” to explore or colonize it.

§12. It is not possible to attack enemy settlements, if an uncontrolled ocean territory surrounds it! An example of this is that it is not possible to invade Númenor, unless OT 8 (ocean territory 8) has be secured, in order for a naval landing to take place. Meanwhile, if too many High Elven fortresses protects their eastern border, it is simply possible to control OT 6 and OT 7 in order to attack from the West and surpass/avoid these border protections.

§13. Capturing an enemy harbour city with an enemy fleet inside it, means the enemy fleet will be captured and be yours to take or destroy, should you wish so.

§14. It is allowed to sell captured or newly constructed ships to other players/factions. However, shipyards may only exist in either cities, where the different resources required for ship building are easily accessible (realistically) or in a place where lots of timber, metal and wool are easily accessible as well (ask staff if you’re in doubt).

Section F. – Sieges:
§1. Sieges are to be announced when attacking walled settlements.

§2. Time and date for a siege must be discussed with the leader of the besieged build (so not necessarily the faction leader)! Here we must refer to Section C. - Paragraph 14.

§3. Once a siege is officially announced, at least 24 hours must occur before the siege may take place. Meanwhile the besieging nation may make a siege camp around or near the enemy fortress or city if they choose to, without the defenders being allowed to intervene. During the siege, the attackers are allowed to place siege equipment such as siege towers, ladders and alike. If the area is protected, they may ask a staff member to place their equipment where it needs to be. Explosives however, are not allowed during a siege, unless the terms of war allow the use of it during sieges. Once the siege has commenced, standard re-enforcement rules apply. The winner of a siege keeps the fortress or city.

§4. The gates of the besieged settlements must be unprotected during a siege battle, in order for the attackers to be able to break the gate!

§5. Note: The besieging faction may ask Staff to place a battering-ram in front of the enemy main gate (which needs to be unprotected during the siege battle). This battering ram must be designed have one piece of explosive in front of it, so it can blow a small hole on the enemy gate. The explosive may NOT be activated until during the actual siege battle and the gate has to be unprotected, so the battering ram can blow a whole into it!

On-the-scenes Staff:
Owner: Head Administrator: Lore Administrator:
 * PredatorFish (Owner & Creator)
 * Heartgold1234
 * WarPig1237

Administrators: Trial Administrators:
 * CptArthos
 * _Durin_I
 * TepelStreeltje
 * SamuVelt

Behind-the-scenes staff:
Server Management:
 * mikkelkagen

Modding Managment:
 * AlteOgre

Coding Management
 * Timgodreuil

''' We are very satisfied with our current Team, please do not ask to become a Staff-Member! '''

Download Links
To download the Second Age sub-mod, use this link (do note the sub-mod gets updated every now and then, adding in new content for the players to play with):

http://www.mediafire.com/file/6ah6atkt7835z4w/LotR_Mod_-_SA_Special_Edition_V5.47.jar

To download a map overview showing which factions currently controls which areas, use this link (gets updated every now and then, whenever factions conquers new areas):

http://www.mediafire.com/file/uo5nz61b8wwy7vn/SA_Map_Overview_v1.zip

To download the serverside mod on the Technic Launcher, use this link (managed by Jerlag01):

http://www.technicpack.net/modpack/lotr-second-age-modpack.946586

Legal Rights
All rights reserved the ©2016-2017 Eras of Arda Group. No parts of these publications may be reproduced, distributed, or transmitted in any form or by any means, including photocopying, usage for a new server - public or private, or other forms of methods, without the prior written permission of the publishers - the Second Age Server Team/Eras of Arda Group.

The special version of the Lord of the Rings mod is made with special permission from Mevans - the creator of The Lord of the Rings Mod: Bring Middle Earth to Minecraft. The use of this "sub-mod" is only permitted for singleplayer use, and hosting a server with the use of our special Second Age versions of the LotR mod, without our permission, will be a direct break of copyright law and can lead to legal actions. For permission requests, contact The Second Age Server Team, Eras of Arda Group or the owner/creator - PredatorFish.

Special Thanks
A special thanks to AlteOgre for being of much help with the creation of the map as well as Second Age "sub-mod". As well as this, a big thanks to our main modder, Timgodreuil, for creating a special serverside mod for us with many special possibilities!

As well as this, a huge thanks to Thorin Stonehelm, High King Ithilion, Faenor Celebrî and Calanon Evergreen for supplying us with custom textures.

We would also like to give our thanks to the LotR mod team, for helping us through this process as well.