Wargames Realms

Middle-earth. War of the Ring.

One map. Many factions. A story continued by players.

See how tabletop battles become part of a shared world. This is a saved example of an actual campaign: explore its maps and factions without changing the game.

Snapshot captured · Map revision 3

Factions of Middle-earth
Map of Middle-earth: Campaign image

Use the zoom buttons, then pan by scrolling, touch or keyboard arrows. Political map numbers and colors match the faction list; gray means neutral land, blue means water.

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Factions of Middle-earth

Factions
26
Turn
1
Stage
1

Share of all controllable land. Water is excluded; neutral land is included in the denominator. (40753)

1. Gondor

Controlled cells: 1,829 · 4.49%

Steward Denethor II rules from Minas Tirith. Gondor guards the western bank of the Anduin and the southern sea approaches.

2. Rohan

Controlled cells: 913 · 2.24%

King Theoden rules from Edoras. Isengard threatens Rohan's western approaches and its ties with Gondor.

3. Mordor

Controlled cells: 3,098 · 7.60%

Sauron gathers his armies in Barad-dur. His fortresses threaten Gondor, while Dol Guldur presses the woodland realms from the south.

4. Isengard

Controlled cells: 95 · 0.23%

Saruman fortifies Orthanc and prepares his own campaign. Rohan's western defenses stand in the way of his ambitions.

5. Lindon

Controlled cells: 1,151 · 2.82%

Cirdan watches over the Grey Havens. Lindon connects the western coast with the roads of Eriador.

6. Rivendell

Controlled cells: 138 · 0.34%

Elrond protects Imladris, a meeting place for messengers and travelers resisting the Shadow.

7. Lothlorien

Controlled cells: 160 · 0.39%

Galadriel and Celeborn guard Lorien. Across the Anduin, the influence of Dol Guldur reaches toward their borders.

8. Woodland Realm of Thranduil

Controlled cells: 661 · 1.62%

Thranduil rules the northern forest. His realm depends on woodland paths and ties with Dale and Lake-town.

9. Erebor · Kingdom under the Mountain

Controlled cells: 138 · 0.34%

Dain II Ironfoot rules Erebor. Its alliance with Dale protects trade and the approaches to the Lonely Mountain.

10. Kingdom of Dale

Controlled cells: 475 · 1.17%

King Brand rules Dale. The northern people and the dwarves of Erebor face a shared threat from the east.

11. Northern Dúnedain · Heirs of Arnor

Controlled cells: 763 · 1.87%

Aragorn II leads the Rangers of the North, heirs of Arnor. In T.A. 3018 the northern kingdom has not yet been restored.

12. The Shire

Controlled cells: 259 · 0.64%

The Shire lives by its harvests, crafts and familiar customs. The wider war arrives through rumors and dangerous visitors.

13. Bree-land

Controlled cells: 79 · 0.19%

Bree and its neighboring villages stand at an old crossroads. Travelers bring both trade and danger.

14. Beornings

Controlled cells: 318 · 0.78%

Grimbeorn the Old leads the Beornings, who guard the Anduin crossings and routes between the Misty Mountains and Mirkwood.

15. Dunland

Controlled cells: 402 · 0.99%

Dunlending chieftains remember old disputes with Rohan. Saruman offers weapons and a chance for revenge.

16. Harad

Controlled cells: 5,087 · 12.48%

Southern armies gather to support Mordor. Harad is represented as a combined scenario faction.

17. Easterlings of Rhûn

Controlled cells: 3,161 · 7.76%

Eastern armies threaten Dale and the routes of Rhovanion. Several peoples are grouped into one strategic faction.

18. Umbar

Controlled cells: 532 · 1.31%

The Corsairs of Umbar threaten Gondor's coast. Their havens connect the war at sea with campaigns from the south.

19. Dwarves of the Iron Hills

Controlled cells: 451 · 1.11%

The dwarf communities of the Iron Hills east of Erebor form a separate regional force of Durin’s Folk, tied to the Kingdom under the Mountain.

20. Orcs of the Misty Mountains

Controlled cells: 392 · 0.96%

The Orcs of Goblin-town, Gundabad and Moria are grouped as a playable side, not a single historical state.

21. Dol Guldur

Controlled cells: 328 · 0.80%

Sauron’s fortress in southern Mirkwood is a separate command, threatening Lórien and the woodland peoples.

22. Ents of Fangorn

Controlled cells: 201 · 0.49%

The Ents guard Fangorn. Treebeard is its best-known elder; their decision to march has not yet been made.

23. Woodmen of Mirkwood

Controlled cells: 123 · 0.30%

Human communities along western Mirkwood face Orcs and Dol Guldur. They are represented separately from the Beornings.

24. Dwarves of the Blue Mountains

Controlled cells: 152 · 0.37%

The dwarf communities of Ered Luin maintain their crafts and ties with their eastern kin.

25. Esgaroth · Lake-town

Controlled cells: 50 · 0.12%

Lake-town links the trade of Men, Elves and Dwarves. Its community is represented separately from the Kingdom of Dale.

26. Drúedain of Drúadan Forest

Controlled cells: 41 · 0.10%

Ghân-buri-Ghân’s forest people dwell in Drúadan Forest by the White Mountains. Their hidden paths matter to the southern front.

A world on the eve of war

THE LORD OF THE RINGS War of the Ring · Autumn, Third Age 3018

The western fields still await their harvest, but Black Riders have appeared on the roads. Gondor guards the Anduin. Troubling reports reach the court of Rohan. The forges of Isengard are at work, and shadow gathers over Mordor. The northern realms cannot afford to treat this as someone else's war.

The campaign opens on 23 September 3018, as Frodo leaves Bag End. From that point, the players shape the war. Gondor and Rohan defend crossings and allied roads; the Elven realms and northern peoples protect their own borders. Mordor seeks to divide its opponents, while Saruman pursues his own ambitions. Smaller peoples can change the outcome through scouting, supplies and shelter.

One shared map connects the Shire, Eriador, Rhovanion, Gondor, Mordor, Rhun and northern Harad. Choose a faction, read its objectives and request membership. The referee opens new chapters in response to campaigns and diplomacy. The Ring-bearer's journey is a referee-led story, with no predetermined route or outcome.

This is an authored game adaptation. Starting zones are approximate. The referee and participants agree the economy and turn schedule before the first turn.

How to join the story

  1. Create one shared account for the website, Windows and Android.
  2. Open the world in Wargames Hub, choose a faction and request membership. The organizer decides admission.
  3. Arrange battles, record results and follow map and chronicle changes according to the campaign rules.

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This is not a live feed. The snapshot is refreshed manually and may differ from the current campaign. No registration is needed to view it.

Personal profiles, contact details, army rosters and private referee material are not published.

An unofficial game adaptation of J. R. R. Tolkien’s world. Starting boundaries are approximate; battle outcomes are not predetermined. Geography: Arda / ME-DEM (bburns, monks, Redrobes and contributors). Rights to upstream DEM/vector data are unresolved; no open license is asserted for them.

Arda project and credits