Allen
A Mount & Blade Simulator in Middle-earthContents
- 1Biodata
- 2Power Progression
- 3Background / History
- 3.1Life before Middle-earth
- 3.2Arrival and founding Wilderness Village
- 3.3Rescue mission and northern alliances
- 3.4Wilderness Town and the Quest of Erebor
- 4Appearance
- 5Personality
- 6Abilities & Skills
- 6.1Mount & Blade Simulator
- 6.2Enhanced Physique and Senses
- 6.3Weapon Proficiency
- 6.4Command and Diplomacy
- 6.5Resistance to the One Ring
- 7Governance and Military Organization
- 7.1Civil Policies
- 7.2Armed Forces
- 8Equipment / Weapons / Items
- 9Relationships
- 10Notable Quotes
- 11Trivia
Contents
- 1Biodata
- 2Power Progression
- 3Background / History
- 3.1Life before Middle-earth
- 3.2Arrival and founding Wilderness Village
- 3.3Rescue mission and northern alliances
- 3.4Wilderness Town and the Quest of Erebor
- 4Appearance
- 5Personality
- 6Abilities & Skills
- 6.1Mount & Blade Simulator
- 6.2Enhanced Physique and Senses
- 6.3Weapon Proficiency
- 6.4Command and Diplomacy
- 6.5Resistance to the One Ring
- 7Governance and Military Organization
- 7.1Civil Policies
- 7.2Armed Forces
- 8Equipment / Weapons / Items
- 9Relationships
- 10Notable Quotes
- 11Trivia
Biodata
| Feature | Value |
|---|---|
| Name | Allen (艾伦) |
| Species/Race | Human; originally from another world 12 29 |
| Gender | Male 13 25 |
| Age | Early forties, despite appearing around twenty 41 |
| Affiliation | Wilderness Town, originally Wilderness Village; Horse-herding Village 14 35 |
| Occupation/Role | Settlement founder, lord, army commander, and participant in the Quest of Erebor 9 35 39 |
| Status | Alive; traveling toward Lake-town after killing Bolg 49 |
| First Appearance | “Arrival,” the earliest documented appearance 2 |
Power Progression
| Stage / Realm / Level | Chapter | Notes |
|---|---|---|
| Inherited game-character attributes and combat proficiencies | 4 5 10 | His new body instinctively performs riding and combat actions he never learned personally. Testing reveals exceptional strength, speed, senses, and archery. |
| Post-Elves-simulation physical improvement | 23 | While helping Beorn’s clan build their home, Allen estimates that he has become about one-third stronger, matching his improvement in the simulator. |
| Further growth, without a quantified level | 26 | His archery rivals an ordinary Elf’s, but he remains inferior to Legolas despite having grown stronger again. |
| Elixir of Immortality consumed | 30 | Exchanges a Dragon Tear Gem for the potion and drinks it. He feels a spreading coolness but notices no immediate measurable effect. |
Background / History
Life before Middle-earth
Allen had a daughter in his original life; memories of her childhood later soften his irritation with Klethi’s disobedience. He spent much of his leisure time at home watching films and playing Mount & Blade, and drew on previous work experience when managing his followers’ sudden displacement 2 9 23.
His last remembered game session involved clearing a sea-raider hideout, completing Boyar Meriga’s bounty, purchasing supplies in Sargoth, and saving near Vezin. He had intended to finance a velvet workshop to support his company 2.
Jeremus remembers the game-world Allen as a courteous, unusually kind mercenary who claimed noble descent. Their companionship began more than two years earlier, when Allen brought an injured Ymira to Jeremus for treatment. According to Jeremus, Allen could strengthen selected soldiers after battles amid white light and subsequently provide suitable equipment 6.
Arrival and founding Wilderness Village
Allen awakens in a new body beside the Anduin, surrounded by companions and soldiers from his saved game. He organizes reconnaissance, supply checks, and camp security before accepting the newly loaded Mount & Blade Simulator 2.
After Klethi returns with a rescued child, Allen leads a cavalry force against Warg riders and saves nearly a hundred survivors. Their account establishes that he is in Wilderland, before the Battle of Five Armies. He offers them a place among his people rather than leaving them exposed to further raids 4 5.
Artimenner’s survey leads Allen to establish a settlement near Carl Rock. He summons more than a hundred soldiers, over three hundred villagers, and construction supplies, prioritizing a defensive wall over a lord’s longhouse. The settlement survives the Goblin King’s retaliation, although twenty-three defenders die and nearly a hundred are wounded 9 10 11 13.
Allen names the settlement Wilderness Village, compensates bereaved families, and accepts the inhabitants of three additional villages under his protection. Its population rises above a thousand as farming, shops, and civil administration develop 14.
Rescue mission and northern alliances
When the wounded Beorn asks for help, Allen personally leads a rescue force into the Misty Mountains. A river-channel ambush frees Beorn’s family alongside Dwarven and Silvan Elven captives, although Bolg escapes. Following Furdin’s advice, Allen burns the enemy corpses and uses a hidden exit to avoid pursuit 15 17 18.
Allen hires Frey as his first village blacksmith and helps Beorn’s clan settle in a nearby oak grove. Beorn and Wulf undertake southern security duties, while the clan offers to teach practical skills to Allen’s villagers. Allen protects their independence by prohibiting unauthorized entry and hunting on their land 18 23.
His rescue of the Elves earns an invitation to Thranduil’s halls. Allen insists on bringing Furdin so he can repay the Dwarves’ assistance and escort him home. The journey establishes friendships with Thranduil and Dáin II, brings five additional Dwarven smiths to the village, and opens a profitable grain-for-wine trade with the Woodland Realm 25 26 28.
Wilderness Town and the Quest of Erebor
Over several years, Wilderness Village becomes Wilderness Town, with more than five thousand inhabitants, brick walls, and improved roads. Allen continues running simulations for resources, but repeated simulated deaths demonstrate that personal strength cannot guarantee survival on a battlefield 29.
After meeting Gandalf through Beorn and Radagast, Allen accompanies the wizard toward Lothlórien. His warning about Isildur’s Ring and the searches near the Golden Iris River prompts Gandalf to summon the White Council and move against Dol Guldur 29 31.
By the beginning of Third Age 2941, Allen has organized three legions and helped construct Horse-herding Village. He leaves with Gandalf to find Thorin Oakenshield, eventually joining the expedition from the Shire toward the Lonely Mountain 35 37 39.
During the journey, Allen fights pursuing Warg riders, helps attack three Trolls, and presses Thorin to accept Elven assistance. In Rivendell, he meets young Estel and gives him his Rune Longsword, naming it Hope. After escaping Orc Town and Azog’s pursuit, he hosts the company in Wilderness Town and resists the One Ring’s temptation when Bilbo shows it to him 39 40 41 43.
Allen then prepares his domain for the coming war and plans to help Bard confront Smaug near Lake-town rather than fight the dragon inside the dark Lonely Mountain. When Thranduil imprisons the Dwarves, Allen unsuccessfully requests their release but confirms that Bilbo remains free. On his subsequent journey, Allen and the Twilight Knights defeat Bolg’s Warg riders; Allen kills Bolg and takes his head and armor 45 47 49.
Appearance
- Black hair: Thranduil describes him as a black-haired young man 25.
- Youthful face: Otta is surprised by how young the victorious settlement leader looks 13.
- Apparent age: Elrond judges his appearance to be barely into his twenties, although Allen gives his true age as early forties 41.
- Travel clothing: Dresses like a ranger during his stay in Bree; Gandalf previously persuades him to replace conspicuously bright armor with inconspicuous traveling gear 31 37.
Personality
Allen treats calm leadership as a practical responsibility: even when frightened or confused, he tries to appear capable enough to reassure his followers. His willingness to rescue strangers is sincere, but he also assesses whether his forces can win before committing them 2 4.
He places people above territory and personal prestige. He orders defenses built before his residence, prepares to abandon the village if necessary, and refuses to rest a pursued rescue party in another village because doing so could bring destruction upon its inhabitants. He prefers followers to join voluntarily because they believe he can provide a better life 10 19.
His concern for his soldiers does not eliminate military pragmatism. Allen accepts a defensive plan requiring troops to draw enemy attention, yet grieves over the resulting casualties. He later makes support for fallen warriors’ families a formal, inscribed obligation 13 14.
Allen favors friendship and cooperation over subordinating powerful allies. He explicitly wants Beorn as a friend, not a recruited subordinate. He enjoys feasts and drinking with friends despite disliking alcohol’s taste, and shows a strong interest in good food 15 26 37 38.
His kindness has sharp limits. In Bree, he cuts off armed robbers’ right thumbs and repeatedly beats their leader, Old Bill Ferny. He also conceals his otherworldly origins and worries about what the Maiar might discover or whether Gandalf has influenced his judgment 29 37.
Abilities & Skills
Mount & Blade Simulator
- Summoning: Brings soldiers, villagers, and supplies into Middle-earth 9.
- Purchasing: Uses Denars to obtain ordinary Calradian goods, including food, equipment, raw materials, and medical instruments 10 15 28.
- Reputation draws: Obtains rewards such as Nord Royal Guards, large sums of Denars, Hollimion, and twelve Twilight Knights 10 33.
- Immediate weapon access: Purchases weapons when needed, drawing a sword during the Bree robbery and producing a lance during the clash with Bolg 37 49.
- Simulation rewards: Redeems resources and items from simulated worlds, including the Elixir of Immortality 29 30.
- Limits: Summoning and redemption impose cooldowns. Goods can be expensive, and simulation deaths can waste hard-earned resources 10 15 29 30.
Enhanced Physique and Senses
- Holds his own against four Swadian Knights in a tug-of-war and decisively wins a loaded footrace 10.
- Possesses hearing and eyesight far sharper than an ordinary human’s 10.
- Performs demanding combat movements in heavy armor, including leaping from a wall to intercept a charging cave troll 11.
- Remains vulnerable to injury; he recognizes that a Troll’s thrown object could break his bones or tear his tendons 40.
- His injured left arm heals completely within a week with various enhancements; he is still wearing the Vitality Necklace afterward 47.
Weapon Proficiency
- Archery: Defeats Deshavi in mounted and foot archery contests. His defense-battle performance is described as equivalent to at least four hundred bow proficiency, with rapid, accurate shots 10 11.
- Mounted combat: Instinctively handles a warhorse, lance, shield, and sword during his first rescue charge 4 5.
- Heavy melee weapons: Kills a cave troll by disabling its leg and driving his greatsword into its head 11.
- Limits: Klethi decisively outclasses him at throwing weapons, and Legolas surpasses his archery 10 26.
- Technique versus performance: Allen admits that he lacks formal swordsmanship knowledge, relying instead on exceptional senses, physical ability, and weapon proficiency 41.
Command and Diplomacy
- Uses terrain, coordinated ranged fire, shield formations, and cavalry rather than relying solely on individual strength 13 15 17.
- Establishes military passage rights through Thranduil’s territory and buys Elven weapons on favorable credit terms 33.
- Negotiates grain worth ten times his wine’s cost, with packhorses and Elven caravan protection included 28.
- Uses knowledge of Middle-earth’s history and anticipated events to recognize threats and cultivate alliances, though his recollection of dates and details is incomplete 5 15 31 35.
Resistance to the One Ring
- Resists the visions and temptation triggered by touching Bilbo’s Ring 43.
- Warns Bilbo to keep it safe and concealed; the encounter establishes resistance, not immunity to its influence 43.
Governance and Military Organization
Civil Policies
- War compensation: Supports fallen soldiers’ children until adulthood and provides their families with grain and Denars 14.
- Early settlement obligations: New protected communities contribute labor and one-quarter of their income 14.
- Soldier-farmers: Allows soldiers to take up farming while retaining training and wartime service obligations 14.
- Administration: Entrusts village management to Ymira, assisted by Carl, Doris, and Otta 14.
- Protected neighbors: Forbids unauthorized hunting on Beorn’s land and shooting at passing Great Eagles 23 35.
- Public celebration: Establishes an annual New Year’s feast beginning on the first day of Third Age 2941 35.
- Later taxation: Accepts Ymira’s proposal to raise taxes as the domain grows beyond its original arrangements 44.
Armed Forces
Allen organizes troops into ten-man squads, hundred-man companies, and legions. Most remain levies who farm in peacetime; officers receive additional pay for management duties, and the forces train weekly 35.
| Formation | Commander | Documented composition or role |
|---|---|---|
| Infantry legion | Alayen | Six hundred soldiers: one hundred heavy infantry with chainmail and great shields, and five hundred light infantry with leather armor and Elven spears 35 |
| Ranged legion | Bunduk | Four hundred soldiers: one hundred crossbowmen and three hundred archers equipped with Elven longbows 35 |
| Cavalry legion | Firentis | Cavalry command; Swadian Knights are freed from routine reconnaissance to serve as shock cavalry 35 |
| Scouts | Deshavi | Several dozen Khergit horse archers conducting reconnaissance 35 |
| Allen’s personal guard | Hollimion | Hollimion and twelve Noldor Twilight Knights, assigned to accompany Allen into the most dangerous fighting 33 35 |
| Additional forces | — | Beorn’s people and several hundred less well-equipped reservists 35 |
Equipment / Weapons / Items
- Early weapons: Heavy lance, knightly longsword, steel shield, greatsword, and war bow. His original lance breaks while intercepting the cave troll 10 11.
- Early armor: Sleeveless plate armor, mail with a surcoat, great helm, gauntlets, and plate boots 10.
- Mounts: Initially owns a hunter for everyday travel and a warhorse for battle; later redeems an Elves Horse 10 31.
- Later campaign equipment: Ancient Rune Plate Armor, Noldor Rune Bow, Noldor Rune Arrows, Knight’s Longsword, Greatsword, and Noldor Enchanted Shield 47.
- Vitality Necklace: Worn during his journey through Mirkwood after his left-arm injury has healed 47.
- Rune Longsword — Hope: Gives the weapon to Estel in Rivendell 41.
- Elixir of Immortality: Acquired through a Dragon Tear Gem exchange and consumed 30.
- Mithril reserve: Bolg’s captured Giant Net yields mithril roughly the size of two fists. Allen declines Frey’s offer to make mail, preserving it for a possible future use 18 24.
- Bolg’s armor and head: Takes both after killing Bolg; the armor interests him because it has resisted enchanted Noldor arrows 49.
Relationships
- Ymira — Trusted companion and chief administrator. Allen considers her irreplaceable in her current role and intends to reward her with a protective necklace 14 30.
- Jeremus — Physician and friend who helps Allen understand his game-world past and treats his followers 6 15 23.
- Alayen — Attendant, former personal-guard captain, and later infantry commander. Allen trusts his loyalty and gives him an opportunity to prove himself 9 23 35.
- Firentis — Senior military subordinate who helps devise the village’s defense, oversees security in Allen’s absence, and commands the cavalry legion 13 15 35.
- Bunduk — Experienced soldier trusted with camp defense and later the ranged legion 4 35.
- Deshavi — Scout, mounted archer, and trade representative; later leads Allen’s scouting force 4 28 35.
- Klethi — Companion whose impulsiveness frustrates Allen but reminds him affectionately of his daughter 4 9.
- Artimenner — Engineer responsible for settlement planning, fortifications, and roads. His manner shifts from calling Allen “boss” to “my lord” 2 9 10 44.
- Beorn — Independent friend and ally. Allen rescues his family, protects his clan’s land, and receives military and practical assistance in return 15 23 45.
- Furdin and Frey — Rescued Dwarves; Furdin guides Allen’s escape and introduces him to the Iron Hills, while Frey becomes his first blacksmith 18 26.
- Thranduil — Friend, trading partner, and military-passage provider. Their cooperation does not prevent disagreement over Thorin’s imprisonment 25 28 33 47.
- Dáin II — Dwarven friend who supplies armor, swords, and smiths. While drunk, Allen promises to help reclaim the Dwarves’ lost homeland 26 28.
- Gandalf — Traveling companion who brings Allen into the Erebor expedition. Allen admires him but remains wary of possible magical influence 29 35 37.
- Thorin Oakenshield — Expedition partner whose relationship with Allen improves through their shared connection to Dáin and Allen’s contributions. Allen repeatedly challenges Thorin’s refusal to cooperate with Elves 40 45 47.
- Bilbo Baggins — Fellow expedition member who shows Allen the One Ring; Allen warns him to conceal it 43.
- Estel / Aragorn — Young acquaintance whom Allen defeats in sparring and presents with the sword Hope 41.
- Bolg — Enemy encountered during the captive-rescue mission and later killed by Allen after a coordinated cavalry and archery attack 17 49.
Notable Quotes
“I hope that we who possess strength will always help those in distress.” 4
“For all who die fighting for me, I shall provide for their families. After my death, my descendants shall also honor this oath.” 14
“I have enough strength to help you now, so why wouldn’t I?” 15
“May our friendship endure, my friend.” 23
Trivia
- Allen hears the settlers’ speech as Chinese but does not understand how the different groups communicate with one another 10.
- He cannot read either Calradian or Middle-earth scripts; Jeremus and Doris carve his compensation oath for him 14.
- Despite relying on reputation draws, he initially dislikes gacha systems because their outcomes are unpredictable 10.
- A simulated baron’s life ends almost immediately on a gallows after he spends five honor points and two hundred renown to acquire the status; the wasted renown leaves him depressed for half a year 29.