Welcome visitor to the official wiki page of Fellowships of Middle-Earth!
This server is mainly about playing together with other LOTR-enthusiasts, we strive to have epic battles, events and role-play situations together! When you enter Middle-Earth for the first time you are asked to choose a side (good or evil) and then select a faction. When you have selected a faction your adventure will begin!
- Click here to join our Discord-server
- Resourcepack that uses our territorymap instead of normal LOTR map (optional tool)
Custom launcher Edit
The server has it's own launcher, it is completely optional but to get the best experience we recommend it. It's currently still in an early phase and we plan on adding more packs and mods later on. You can download it here.
To maintain order on this server, we do need some rules. Please stick to these! Not listening to these will result in punishment.
- Do not grief and destroy other players' houses/buildings, even if you repair it afterward you will be punished. Bridging into another's base next to a claim is also not allowed.
- You are allowed to argue with staff and ask questions about things you don't like but remember: the staff has the final word and they are allowed to ban/kick/mute you if you take it too far.
- Do not harass other players. Be respectful.
- You can be muted for misbehaving in chat or for using bad words. Keep in mind that there are also younger players who play this game.
- You are not allowed to hide your map position and alignment. Everyone should be able to see where you are and who you are friends with.
- The Overworld and Nether are not allowed. If you find a way to get there, please inform a staff member and don't abuse it.
- Using mounts or other 'glitches' to gain access to peoples bases isn't allowed. This includes use of "horns of summoning" to put troops into people's bases and building towers to jump into bases. However, parkour is not forbidden. If you happen to be a ninja the opponent should just protect his base better. :-)
- Waypoints are not to be placed in small, unclaimed areas in a base. If you have an old waypoint that was there before that area was claimed by someone, remove it.
- Utumno is blocked. We may have events there, but no player will get their hands on the Balrog Whip.
- When gaining alignment, you should use the in-game menu to determine which factions you should be allied with and which you should be opposed to. We don't want players to have positive alignment with enemy factions, or negative with allied factions. However, there are exceptions to this. For example, Dunland is evil and Dwarves are good but they are actually allied. In this case, you're allowed to gain alignment with a faction of the opposite side.
- You can loot mod-structures but don't ruin them, keep the world nice and tidy. (no half flying structures or ugly demolished villages.) Also, ruining waypoints isn't allowed, don't build on or near them.
- Claiming outside your faction's territory is allowed, but if a fellowship claims the territory in which you placed a banner (check the territory map), the banner will be removed. So it is a risky thing to store valuables out of your homeland... Note: Claiming inside your factions' territory is always allowed, regardless of fellowship-territories.
- No banner may be placed within 500 blocks of another player's banner-claim/build unless agreed upon.
- You can choose your own nickname but only normal custom Middle-Earth names are allowed. Important names which are mentioned in the books or movies aren't allowed.
- Don't ask the staff if you can become a builder, moderator or admin. If we need more staff we will ask you, not the other way around. We want motivated people who want to help to make the server better and not people who just want more power.
- In peacetime, you are allowed a max of 30 active units, however in war, kingdoms may follow the troop formula in "Kingdom Rules" below, while participating mercenary fellowships may not use any troops.
- The killing of units which are halted in someone's base is not allowed! This does mean that if you leave the game you should make sure that all your units are halted within your base (a bannered build), outside they are allowed to get killed!
- If a fellowship wants to fight with another fellowship, ask a staff member to organize a battle. (For more about this read the Paragraph named Battles.)
- For PvP, we have a special system. Every player is able to toggle it on/off. When you have it disabled you can't hit others and others can't hit you.
- You may only turn off PvP while in your homeland. Homeland is your factions' territory and your fellowships' territory. Note: If a fellowship is still trying to claim a new territory they don't own it so it doesn't count as a homeland territory. [Penalty for not turning it on outside homeland: Verbal warning followed by a 3-day ban if abused, no exceptions!]
- During a PvP fight: disabling PvP, teleporting players to or away from the fight and combat-logging are strictly prohibited.
- When you get killed by an enemy player in enemy lands, you have to stay out of those territories for at least 20 minutes. Coming back within mentioned time gets you one warning.
- Alternative accounts are considered to be the same person as the main account. They must be part of the same fellowship as the main. Any punishments given to the main applies to the alt. Alts do not affect fellowship player counts, and cannot be used as fellowship leaders or second in commands.
Nothing is perfect, neither these rules. Anything is up for discussion on Discord!
Fellowships are groups of players with a leader. At first, they can claim one area and make a base there. Once the main base is done they can start expanding their territory by making new bases (in survival) in nearby areas. They can also take over other fellowships' bases.
Joining a fellowship Edit
If you want to join a fellowship, the leader can invite you and give you a custom tag which will show that you are part of that fellowship. (The limit is 12 members per fellowship.)
Once you are part of a fellowship you can actually get a roleplay role, however, this is not required. You can pick a title from the mod's in-game menu or make something up and apply for it in-game or on Discord. Staff will judge whether it's a suitable tag for your circumstances. (roles like king, prince, wizards, etc. are not allowed)
Within fellowships there are ranks. Each rank adds a different symbol before the fellowship-name in chat.
|Rank||Symbol||Example of how the chat will look like|
|Leader||***||***<fellowship> <title> <nickname>: <message>|
|Second in command||**||**<fellowship> <title> <nickname>: <message>|
|Member||*||*<fellowship> <title> <nickname>: <message>|
Creating a fellowship Edit
If you want to create a fellowship you can apply on Discord. On there you will find a special channel where you can submit your application. (Note you will also need to apply if you want a fellowship that consists of multiple factions/races)
To transfer leadership of a Fellowship, the new leader must resubmit an application on Discord before you leave the Fellowship. Transfers are free of charge. Failure to transfer leadership before leaving will lead to the dissolution of your Fellowship.
Fellowships are now limited to 3 territories, and they may not own more than half of their faction territory without becoming a Kingdom. They cannot participate in wars, however they can be hired as Mercenaries by Kingdoms at war. Individuals can also be hired as Mercenaries. Fellowships do have a "home faction" which is their leaders faction. Their first territory has to be there. All members must be on the same side of Good VS Evil.
Make sure to write down the following things:
- Your username
- Why you should be leader
- From which faction your fellowship will be a part and how your fellowship should be named.
- On which area on the map you would like to start.
- If you would like to be factionless or not. Why?
- At least 500 alignment with your faction
- 5000 silver coins
- At least one player who wants to join your fellowship. You can't start a fellowship on your own.
The staff will handle applications as soon as we are able. Please be patient!
Warning: If the leader of a fellowship is inactive for 3 weeks, he will automatically lose leadership! (Joining once in a week for 30 minutes will still count as inactivity.) Also, the maximum amount of members for a fellowship is currently set at 12. Fellowships are allowed to claim areas upon the map outside of the one they begin in. However, there is a limit to how much land a Fellowship can own.
List of all Fellowships Edit
|Name of the fellowship||Faction||Owner||Territory||Points current/total|
|Castamir's Kin||Near Harad (Corsairs)||Guzr|
|Kingdom of Arnor||Dunedain of the North||NNud||10/10|
|Greenwood||Wood Elves||WhiteWolf001 / ~Glossenra||20/30|
|Ered Mithrin||Durin's Folk||Rupertolot / ~Rhain||2|
|Baraz-Baland||Durin's Folk||DrHammerfaust / ~KhelgarIronfist||10|
|Ered Luin||Blue Mountain Dwarves||Masacari|
|Kingdom of the White Hand||Isengard||DarkOwlRecords / ~Golhog|
Expanding fellowship territory Edit
Key features Edit
All Fellowship builds are to be done in SURVIVAL. Fellowships need to mine their own stone and chop their own trees. This rule applies just as much to the staff as it does to normal players. Creative or fly can only be used by builders for their server-related lore builds.
Lore builds cannot be used to hold an area and cannot be besieged. Nor can they be used to generate Fellowship Points (FP’s). Lore builds are used for dungeons and quests, fellowships shouldn't interfere with those.
Fellowships will require a fellowship base, called the Stronghold, as well as an initial settlement to begin claiming. The buildings within the settlement will generate the Points required to expand.
When a fellowship is formed they need to select their main area within a biome or sub-biome containing the chosen faction. For example, a Rivendell fellowship is a part of the Rivendell faction, therefore they shall build their Fellowship base and starting settlement in one of the areas located in their home Biome. These 'areas or territories' can be found on the territory-map.
Note: These rules may not apply to custom fellowships. Consult a staff member if you aren't sure.
How to claim Edit
Kingdoms and Fellowships can build a small fortified stronghold (aka: encampment) in an area which connects to their territory. (See the map for all the possible areas) The encampment must be survival built and look like a small fortified castle or camp. The leader then applies on Discord to have the build approved. Once approved the they must pay the required resources and points fees. Fees are to be handed over to a member of Staff. There is a limit to how much land a Kingdom and Fellowship can own.
A) Maximum number of areas a Kingdom may claim is determined by number of members in the Kingdom multiplied by 1.5 (rounded up) (members X 1.5 = areas)
B) Maximum numbe of areas a Fellowship may claim is 3 and/or 50% of their home biome.
C) Bonus areas can be obtained via rewards from Staff (events, good behavior, fellowship age, builds)
Fee to build an "encampment" in home biome: 2000 coins, 64 iron, 32 gold, 5 stacks of food and a certain amount of fellowship points.
Fee to build an "encampment" in areas outside the home biome: 4000 coins, 128 iron, 64 gold, 10 stacks of food and a certain amount of fellowship points.
Note: ALL food for claiming purposes must be prepared food (ie: bread [all varieties], cooked veggies or meat).
Cost of Claiming (in FP’s):
- 10 FP’s for areas in home biome
- 20 FP’s for areas in allied/neutral/wild biomes
- Claiming in Enemy biomes is forbidden
Territory map Edit
Click here to view the image in a bigger resolution. (You can zoom in to get a clear image of your territory)
To get more Fellowship Points, you have to build certain buildings. These are initially placed in your main base but once you own more territory you can also build them in your other settlements. (Please build according to your faction, if possible.) All buildings are guidelines, use your imagination when building. Have fun!
- Encampment - Claiming build. This is the defensive fortress for the area. It may be besieged in times of war and taken by the enemy. Defend at all costs. This is 4 tents surrounded by a wall, and bannered. Only 1 encampment is required per area. Once a village is built the encampment becomes a Stronghold and may be upgraded. This build is an extension of the Fellowship’s main Stronghold and like the main stronghold the following apply:
- Required in order to take points
- Generates NO points.
- Village - Source of easy to obtain fellowship points. All Villages MUST start with a well or nearby source of water. After which Five (5) buildings are to be built with 3 of the 5 buildings being homes. Up to 3 villages may be built per area. 1 village must be within sight of the encampment. Upon completion, the fellowship will be rewarded Five (5) fellowship points for each Village
- Town - Once a Staff member has approved a village for the proper number of buildings and faction-related builds, it may be upgraded to a Town. A Town must have Ten (10) buildings (6 houses and 4 businesses) and include a well, One (1) decorative feature (garden, statue, etc), and MUST be protected by basic forms of defences. Upon completion, the fellowship will be rewarded Five (5) more points.
- City - Once a town has the above requirements and has been approved by the staff, it will be upgraded to a City, the largest source of fellowship points. A City must include no less than 15 buildings (9 houses and 6 businesses), 2 wells, 2 decorative features, and 1 monument. Upon completion, the fellowship will be rewarded Five (5) more points.
- Industry - Farms, Lumber mills, mines, quarries, etc. Anything outside of a settlement that may provide the people with a source of resources. Up to Five (5) forms of Industry is allowed PER AREA and will reward the Fellowship Two (2) points PER build, to a total of Ten (10) points.
- New Buildings - New buildings available to build. For FULLY developed capitals.
A) Bank/Vault/Great Horde - Allows for the addition of one extra area beyond the member maximum.
B) Port Authority/Admiralty - Important build that allows a fellowship to "visit" distant shores.
- A Fully upgraded and developed area is worth Fifty-five (55) Fellowship points and consists of a Stronghold and 3 Cities.
Building types Edit
Barracks - Barracks, Jailhouse, Manor: satisfies 1 building requirement. At least one of the previous examples is needed to be able to purchase an NPC Commander and for the ability to garrison troops at the settlement.
- The number of beds, armour stands, chests, etc within a barracks will determine the maximum number of troops allowed to garrison the settlement. (Pick 3 examples of of the above 'furniture' examples for each troop representation.)
Blacksmith/Metalworker - Blacksmiths, foundries, etc: satisfies 1 building requirement. At least one Smithy is needed to be able to purchase an NPC Blacksmith trader.
Homes - Common dwelling for NPC’s and players. It is required that there be at a 3:2 ratio of Homes to Business buildings. (Example: a village has 5 buildings. 3 must be homes and 2 chosen from the business examples)
[Therefore, a city with 15 buildings may have 10 homes and 5 other buildings.]
Market - Marketplace or Shop: satisfies 1 building requirement per 4 market stalls or Shop building. At least one Market is needed to be able to purchase an NPC trader.
Stables - Stable, kennels, pit: satisfies 1 building requirement, consisting of 6 stalls. At least one Stable is needed to be able to purchase a NPC Stable hand trader.
- A Stable may have 1 NPC trader for every 6 stalls or pens.
Dock/Wharf - Docks, wharf: satisfies 1 building requirement. At least one of the previous examples is needed to be able to claim nearby islands.
Farmland, Mills, Mine, Quarry, etc - This is the industry that will provide income to your claimed area. These are built OUTSIDE of any bases or settlements. Any of the above examples will reward the area with two (2) points per build to a max of 10 points. Each example must be at minimum the size of a silver bannered area 32x32 block area.
-Required for City development -Small statue or Fountain. May be placed in a plaza, park area or otherwise decorated area. Faction banners required. (WIP) -Large statue or monument build in a large enclosed park area or otherwise decorated area. Faction banners required. (WIP)
***** All buildings are guidelines, use your imagination when building. Have fun! :) ****
Buying NPC spawn eggs Edit
Fellowship Leaders may purchase NPC spawn egg. These eggs cost Silver coins AND Fellowship points to purchase and may be placed in their corresponding builds or inside Fellowship bases.
- Common NPC’s - 2500 silver coins plus 2 FP’s each. [Faction Traders, Bakers, Bartenders, Brewers, Butchers, Farmer, Fishmonger, Florist, Greengrocer, Lumberjack, Stonemason]
- Commanders and Blacksmiths - 5000 silver coins plus 3 FP’s each.
- Traveling Traders - 10000 silver coins plus 5 FP's each.
***** Future changes may be added to include NPC Faction buildings to allow NPC's to respawn and/or populate villages and strongholds *****
Alternate ways to gain Fellowship Points Edit
- Invading an enemy area
Claimed areas may be attacked and eventually conquered. This is possible only when two Fellowship, regardless of alignment, share a common border. The invading force must build a small war camp just inside the enemy area. From here the fellowship may attempt to attack the defending Fellowship’s encampment. The winning side is rewarded as per the wiki rules for sieges.
- Alignment bonuses
Players who have reached an alignment of more than 1500 points within their Fellowships Faction will earn their Fellowships [REWARD] 1 FP per player.
"Please note that you may claim up to 3 territories shown on the Territory Map per week, this is to prevent very powerful fellowships from claiming the whole map very quickly."
Additional uses of Fellowship Points Edit
- Purchasing NPC respawners
Leaders may also purchase NPC Respawners. These respawners just cost Fellowship points to acquire, and are only available for purchase after several construction requirements. There is a total of 2 NPC Respawners available per completed city. The first respawner is available to buy after completion of a Village, and the second is available after the Village is upgraded to the point of City. Each respawner costs 1 Fellowship point.
What is a Kingdom? Edit
A Kingdom is different from a Fellowship in many respects.
- Kingdom leaders are now allowed to have Royal titles (King, Queen, Prince, Princess, etc).
- Kingdoms are the only entities allowed to go to war
- Kingdoms are given a weekly reward in the form of taxes.
- Kingdoms are allowed to port one staff-approved build from the Creative server into the Survival server.
- Kingdoms have Lords, players who directly own territory within the Kingdom
In order to become a Kingdom, a Fellowship must fulfill certain requirements.
- Have 3 territories or 50% of your faction's territory.
- The leader of the soon-to-be Kingdom must have 2500 alignment with their home faction.
- Write an application. This application must include the home faction as well as whatever new titles you want. It must also include a list of your territories and who will be Lord of each territory.
- Specify which your capital territory. This territory will generate the income of two territories and have 30 troop points.
Lords are players who directly control territories within their Kingdom. They are considered in charge of these territories, ruling in the name of their King. They may control up to 4 territories. From each territory they own, they receive a levy of 15 troop points, which can be distributed between Regular and Elite troops as described by the wiki. Lords also get one Large troop per territory. If their controlled territory is raided or sieged, it does not contribute troops. There is a one week cooldown on transferring territories from one lord to another.
The troop scale is as follows:
Standard troops (Warriors, Archers, Cavalry= 1pt.)
Elite troops (Elves,Rangers, Dwarves, Uruks, Banner bearers = 1.5pts.)
So, as an example, a lord with 4 territories may call up to and use 60 standard troops, or 40 elite troops
Lords, including Kings, collect taxes on their individual territories. They collect 500 coins per territory, per week. It is up to individual Kings to decide what percentage of their Lords’ taxes they wish to collect, and they must also enforce their taxes themselves. To collect your taxes, type “/kit Tax_#”, replacing # with the number of territories you hold. The Capital holding counts as 2 territories for this number, so the maximum amount a King could collect is 5 territories worth of taxes, or 2500 coins.
If a Kingdom wants to go to war with another Kingdom, the leader of the attacking Kingdom must announce their declaration, along with the Type of War, in #negotiation-table on Discord. Within the next 48 hours, both sides must announce all their Lords and Mercenaries. Any allies wishing to join must declare which side they are joining as well as their Lords. A field battle is fought after the 48 hours has passed, and the winner of this gets to build a war-camp in enemy lands, and begin the war.
Winning a War
The war is won either when one side surrenders or when one side gets the required amount of War Score. The amount of War Score required depends on the total value of the kingdom you’re fighting. Whenever one side gains war score, the other side has the same amount taken away.
Calculating War Score Value
The amount of War Score needed to enforce demands on a kingdom is dependent upon their total accumulated FP, at a ratio of 5 to 1 FP:WS, rounded down. So if a Kingdom has accumulated 56 FP since inception, it will take 11 war score to take them down.
Types of War Edit
The loser must pay the winner a tribute of 7.5k coins, 9 stacks of prepared food, and 7 full barrels of alcoholic beverage.
The attackers specify the territory they wish to claim. This can not be the capital territory of the defender. If the attackers win, they get the territory, but if the defenders win, they get 10k coins, 15 stacks of prepared food, and 10 barrels of alcohol.
The attackers declare what aspect of their Kingdom they wish to modify using this civil war, whether it be installing someone else onto the throne, changing the type of government, granting more land to a certain Lord, or some other grievance that a member of Staff must declare justified. Allies may not participate in this war, however, Mercenaries may still be hired. If the defenders lose, they must comply with the demands. If the attackers lose, they must pay 7.5k coins, 9 stacks of prepared food, and 7 full barrels of alcoholic beverage. Kingdoms may only have a civil war once every 2 months.
Types of Battle Edit
Battles are scheduled events that are monitored and refereed by Staff members. Battle scheduling may happen in #war-room. There are several types of battles.
Field Battle: 2 WS
A field battle is a battle in a chosen open area. Both sides must have equal numbers of Lords/troops, but can have as many non-Lord players as they would like.
Siege Battle: 3 WS for Attacking, 1 WS for Defending
A siege battle is an attack on a defensive structure. These structures can have up to 3 gates between potential attackers and the town center / throne room.
The attackers must build a war camp at least 300 blocks from the defending structure. This camp must have 3 tents, a command center, and an outer wall encircling the camp. At the start of the battle, Attackers will march from this camp to the walls. Each attacking Lord may leave reserves at their camp. The amount of reserves they can have is equal to the amount of troops they can control. Attackers are allowed to respawn twice at their war camp, after which they will have to march back to the fort. Defenders are not allowed to respawn.
Once they reach the defensive structure, the attackers begin by building a ram out of wooden logs just outside the claimed area. Once it is completed, they must carry a banner to the main gate. At least one attacker must be holding the banner within 20 blocks of the gate for a minimum for 3 minutes. After this, the gate will fall and the attackers can storm in. Each gate after the first opens one minute faster than the previous gate.
The attackers win by either slaughtering every defending player or by having an attacking player hold a banner in the town centre/throne room for 3 minutes. The defenders win if there are no attacking players left (including respawns). While respawning, attackers may march their reserves into battle.
Rules of Engagement Edit
Rules of engagement (RoE) differ in times of peace and war. The war RoE shall only be enforced once the receiving Kingdom acknowledges the Declaration within 24 hours, or after 24 hours if there is no response from them. Unless either one of these conditions are met, peace RoE apply.
- No gear restrictions
- No returning to enemy lands for 20 minutes if you are killed by a player native to said land
- PvP must be turned on outside your homeland
- Faction armour and weapons only (mithril, galvorn, Gondolinian and Utumno gear are not allowed)
- No Utumno enchantments
- PvP turned on at all times
- No returning to enemy lands for 10 minutes if you are killed by a player native to said land
Renting a server isn't for free sadly. It comes with a monthly cost, and it is paid by staff-members. If you want to help us a little we have made a Patreon page where you can send donations, some of them come in exchange for a special tag on Discord & in-game!
Ban Appeals Edit
If you are banned there is a chance that you might get unbanned. To get unbanned you need to send a ban appeal, you place it in the comments of this page.
Your ban appeal should contain:
- Your playername
- Why you were banned and do you think it is fair?
- Why should we unban you?