The Wars for Middle-Earth
(How PVE Wars are fought in the world and it's effect on the rest of the world)
First rumors, drums in the distance, horns from the deep, fear rising.
When war is declared, a battlefield awakens, an army slowly approaches.
Each battlefield is naturally divided into regions of war: walls, gates, towers, fields, keeps, and rally grounds.
These places become war-zones, where the struggle for land and survival unfolds.
At the head of an army stands a warchief.
Beneath them march captains and lesser leaders, carrying commands down the line through shouted orders and horn-calls.
Soldiers do not wander and attack mindlessly. They hold formation, advance together, retreat when broken, and rally when commanded.
A war may surge like a tide, falter beneath pressure, or collapse entirely if its leaders fall.
Some battles are won through slaughter.Others through holding walls, breaking gates, seizing banners, or driving the enemy from key ground.
Great wars unfold in phases:
NPC s start to make rumor.
Flee while you can or get closed in.
The enemy approaches.Point of no escape.
The lines clash.Walls strain beneath pressure.
Gates tremble.
Formations break.
The fighting spills inward.
The battlefield itself remembers the state of the war.
Whole cities may be overtaken by the enemy.
Zones may be captured, contested, overrun, or reclaimed as the struggle shifts. A force too weak to hold the field may scatter into chaos, while a disciplined host may reform and press the attack anew.
Victory belongs to the side that fulfills the conditions of battle:
- Slay the enemy commanders.
- Hold the walls.
- Capture the standards.
- Break the gate.
- Survive until dawn.
Or drive the enemy utterly from the field.
Thus war in Middle-Earth becomes a living struggle of command, courage, fear, and ruin.
This system will be tied to the Main Quests LOTR and There and Back Again for Erebor, Helm's Deep, Osgiliath, Gondor and the Black Gates.