Orders for the Night: How a battle works

Two hundred and seventy a side. One flag a round. Fall, and you rise again the next.

Last Allianceattacks

270

Forces of Shadowdefends

270

warriors a side

The Ledger of the Night: The format

What every warrior should know before the gates open.

  1. Scale270 v 270Up to 540 players on one field, clans balanced by the organisers.
  2. Game modeBattle, one life per roundBannerlord’s Battle mode: no respawn inside a round. Fall, and you watch until the next one.
  3. ObjectiveOne flag per roundThree flag posts stand on every map; the event keeps one of them from the first second of the round. Hold it and the enemy’s morale bleeds away.
  4. MoraleAbout 9 minutes to breakAn uncontested flag takes the enemy from neutral to defeat in about nine minutes; a full comeback takes about fifteen.
  5. RoundsUp to 20 rounds of up to 18 minutesEach round opens with a 25-second preparation.
  6. SidesLast Alliance attacks, Forces of Shadow defendYour team is set by the side of the kingdom you pick.
  7. Friendly fire75 %Melee and ranged hits on allies deal 75 % damage. Mind your swing in the shield wall.
  8. Server slots600Room for both armies plus admins and spectators.
  9. CadenceWeeklyEvery Tuesday at 20:30, Paris time. Changes and extra battles are announced on Discord.

The Two Hosts: Sides and armies

Every battle sets the Last AllianceLast AllianceThe good side: Gondor, Rohan, Elves, Arnor, Dwarves. Always the attacking team.In the lexicon → against the Forces of ShadowForces of ShadowThe evil side: Mordor, Rhûn, Harad, Isengard, Dunland, Dol Guldur, Gundabad. Always the defending team.In the lexicon →, with the same numbers on both sides of the line.

Attacking team

Last Alliance

Hold together, or fall apart.

Named after the old alliance of Elves and Men, the good side gathers Gondor, Rohan, Arnor, the Elves and the Dwarves: five kingdoms and fifteen regions. In every battle it takes the attacking team.

5 kingdoms · 15 regions

Defending team

Forces of Shadow

Hold the ground. Break the light.

Mordor, Rhûn, Harad, Isengard, Dunland, Dol Guldur and Gundabad answer the Shadow: seven kingdoms and seventeen regions, from the Black Gate to the hill-clans of the West. In every battle it takes the defending team.

7 kingdoms · 17 regions

One host, by class

Melee infantry220per side
Shock infantry10per side1 slot
Archers20per side2 slots
Skirmishers10per side1 slot
Cavalry10per side1 slot
  • One mark for 5 warriors.
  • A framed pair is one slot: 10 players, handed to a clan by the organisers.

Your host attacks. Break their line.Your host defends. Hold the line.

One Flag Standing: The objective

Three flag posts stand on every map; the event keeps one of them from the first second of the round. Hold it and the enemy’s morale bleeds away.

Pelennor Fields, as surveyed: the three real flag posts, the Alliance base in the north and the Shadow base in the south. Survey this field →

Round

Flag A stands. The other two posts are bare.

The light moves to another post every round. Pick one to hold it still.

Enemy morale, flag uncontested

0 · neutral≈ 9 mindefeat · 9 min

An uncontested flag takes the enemy from neutral to defeat in about nine minutes; a full comeback takes about fifteen.

The Choosing: Picking your warrior

From the menu to the field, choice by choice. The first ones bind you for the whole night.

  1. Side

    2 sides

    Last Alliance or Forces of Shadow. It decides your team: attackers or defenders.

    Fixed for the battle

    Last AllianceForces of Shadow
  2. Kingdom

    12 kingdoms

    Five kingdoms on the good side, seven on the evil side. Your clan tells you which one it fights for tonight.

    Fixed for the battle

    • Gondor
    • Rohan
    • Elves
    • Arnor
    • Dwarves
    • Mordor
    • Rhûn
    • Harad
    • Isengard
    • Dunland
    • Dol Guldur
    • Gundabad
  3. Region or people

    32 regions and peoples

    Each kingdom splits into regions (Gondor’s provinces, Rhûn’s clans) or peoples (Mordor’s Orcs, Black Uruks and Black Númenóreans). The region sets your colours, your banner and your gear.

    Fixed for the battle

    • Gondor: 5 regions
    • Rohan: 1 region
    • Elves: 3 regions
    • Arnor: 3 regions
    • Dwarves: 3 regions
    • Mordor: 4 regions
    • Rhûn: 5 regions
    • Harad: 2 regions
    • Isengard: 1 region
    • Dunland: 2 regions
    • Dol Guldur: 1 region
    • Gundabad: 2 regions
  4. Class

    11 classes in every region

    Pick a class type (Infantry, Archer, Cavalry), then a class: eleven in every region. A tile marked "Reserved" is closed to you (see the cavalry whitelist).

    Can change between lives

    • A1Melee Infantry
    • A2Shock Infantry
    • A3Infantry Officer
    • A4Infantry Lord
    • B1Archer
    • B2Skirmisher
    • B3Archer Officer
    • B4Archer Lord
    • C1Cavalry
    • C2Cavalry Officer
    • C3Cavalry Lord
  5. Preset and look

    523 presets to wear

    Choose a preset, then the variant of each piece you like. A preview shows your warrior with hit points, armour and speed; the look never changes the numbers.

    Can change between lives

    523

Side, kingdom and region are fixed for the battle; your class can change at every respawn.

The Burning Fuse: The night, hour by hour

From the sign-up during the week to the last charge of the night.

  1. During the week

    Clans sign up

    Clan leaders register their numbers on Discord, once or for every week, and ask for special classes. Cavalry clans submit their riders’ Steam IDs.

  2. About 90 minutes before

    The teams are posted

    The organisers post the two armies on Discord: which clan fights for which kingdom and region.

  3. Gates open

    Join and wait in line

    Make sure LotRMPCore and LotRMPEvent are ticked in the launcher’s Multiplayer tab. Launch Bannerlord’s Multiplayer, open the Custom Server List and join the event server; its name is posted on Discord with the teams. If the line is busy, it takes a few seconds.

  4. Warmup

    Form up without bloodshed

    Pick your side, kingdom, region and class, press F to spawn, find your clan’s banner. Nobody can be hurt until the admins end the warmup.

  5. Round start

    Twenty-five seconds, then the wave

    A short preparation, then both armies appear in paced waves at their bases. One flag stands somewhere on the field.

  6. The battle

    Take the flag, break their morale

    Holding the flag drains the enemy’s morale: about nine minutes from neutral to defeat if nobody contests it. One life each: the round ends when an army breaks or the clock runs out.

  7. Between rounds

    Regroup, change class, go again

    Change class if your clan needs it, and the next round starts on another flag. Maps change between matches.

The horn sounds on Tuesdays, 20:30 Paris time.

When is the next battle?

Standing Orders: Rules of the field

Some rules the server enforces by itself; the others the organisers keep. Each order says which.

6 enforced by the server · 2 kept by the organisers

Slots are given, not taken

Lords, officers and the limited classes (shock, archers, skirmishers, cavalry) are shared out clan by clan before the battle. The menu lets you click anything; the organisers expect you to stick to what your clan was given.

One slot = 10 players, for shock infantry, archers, skirmishers and cavalry alike.

Kept by the organisersConduct on the field

Change class between lives

Your side, kingdom and region stay the same for the whole battle. Your class can change: pick a new one and it applies at your next spawn, the next round in battle or right away in warmup.

Kept by the organisersEvery class, stat by stat

Cavalry is whitelisted

The server reserves the Cavalry type of every faction to a list of Steam IDs. Not on the list? The tile is dimmed and marked "Reserved", and the server refuses it whatever you click. Clans with a cavalry slot submit their riders on Discord; an admin adds a player in one click, no restart.

Enforced by the serverHow clans submit their riders

The lance rule

Spawn with a spear, lance or pike and it is in your hand. Switch to any other weapon and it drops to the ground, mounted or on foot; you can pick it back up. Javelins and throwing spears are free, and poleaxes, halberds and glaives stay in your kit.

Enforced by the serverThe lance rule, step by step

Warmup: no damage

Before the battle, the server runs a warmup where nobody can be hurt. Spawn with F (a short cooldown between spawns), test your kit, form up, duel for fun. Admins end it when the armies are ready.

Enforced by the serverIn the lexicon

Paced spawns at round start

Five hundred warriors appearing in the same instant would choke the server, so players appear over the first seconds of the round, about ten per team per second. The order rotates every round so nobody is always last.

Enforced by the server

The waiting line

On a busy server, Join puts you in a short line instead of letting everyone rush the gate: you see your position, and you can cancel at any time. The server lets about twenty players in per second.

Enforced by the serverIn the lexicon

No player votes

Kick, ban and map votes are switched off. Map choice and discipline belong to the admins.

Enforced by the serverConduct on the field

Ready for the horn?

Install the two modules, then find a clan on the Discord: battles are fought clan by clan.

LotR MP Event

Campaign Index

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