they are in alphabetical order, though the ones mentioned in the poll are listed first.
ME: The Great Wyrms (240).
- Thematic expansion: Dragons in Wilderland, their twisted nature, and their adversaries.
- Main novelties: introduces Dragon-lord avatars - these come with their own set of rules!
- Main alignment: minion.
- Based on: MERP The Grey Mountains.
ME: The Northern Waste (240).
- Territorial expansion: 15 new regions, 33 new sites, loads of characters, factions and beasties to populate them.
- Main theme: battle between forces of good and evil for control over Northern Middle-earth, to respawn the days of Morgoth or revive the designs of Yavanna.
- Main novelties: a new Balrog avatar (Durlach), new races (Umit, Ice-orcs).
- Main alignment: something for all.
- Based on: MERP The Northern Waste.
ME: Nine for Mortal Men (50).
- Thematic expansion: ruling as a ringlord, either by claiming one of the Nine Rings, or by using the One Ring.
- Main novelty: stature cards, giving abilities to ringbearers according to their level of character.
- Main alignment: something for all.
- Based on: Tolkien lore and creative powers of imagination.
ME: Return of the Shadow (120).
- Miscellaneous expansion: set of ideas centered around peoples and places in Eriador, leaving home, and journeying in Middle-earth.
- Main alignment: hero.
- Based on: The Fellowship of the Ring, MERP Unexpected Party
ME: Treason of Isengard (140).
- Thematic expansion: rousing friends in and around Rohan to war.
- Main novelties: an Atani-lord avatar (Théoden King), Ent allies and quests, upgrading Fallen-Saruman.
- Main alignments: hero & Fallen-wizard.
- Based on: The Two Towers.
ME: War of the Ring (200).
- Thematic expansion: prepare for the Great Battle of Our Time, representing ancient kingdoms of Gondor, or Mordor.
- Main novelties: Atani-lords (Denethor, Elessar, Imrahil).
- Main alignments: hero & Lords.
- Based on: Return of the King.
Others:
ME: Bay of Ormal (140).
- Territorial expansion: discover people and place in the south-east of Middle-earth, gathering support from Númenorean colonists or operating on behalf of a Sauronic cult of assassins.
- Main novelties: new regions (16) and sites (29).
- Based on: fan-based RP-modules.
ME: Court of Ardor (180).
- Thematic expansion: plot as agent of the Court to destroy the sun, or work to prevent this.
- Territorial expansion: new regions (18), sites (22) and peoples in the Utter-south.
- Main novelty: evil stage-elves.
- Main alignment: dual resources and characters.
- Based on: MERP The Court of Ardor (partly fan-based).
ME: Dominion of the Seven (140).
- Territorial expansion: discover people and places in the south, fighting for (former) Númenorean colonies or Akhorahil the Storm-king.
- Main novelty: new regions (14) and sites (27).
- Based on: MERP A Shadow in the South
ME: The Great Central Plains (140).
- Territorial expansion: discover people and place in the east, questing with wandering wizards or creating your domain as a Ringwraith Warlord.
- Main novelties: new regions (9) and sites (25).
- Based on: fan-based RP-modules.
ME: Kingdom of the North (80).
- Thematic expansion: restore the ancient Dúnadan kingdom of Arnor, or trample its last remnants underfoot.
- Main novelty: play as Troll War-lord (Aradagor).
- Main alignment: minion.
- Based on: various MERP Lost Realm of Cardolan, and other modules in Eriador.
ME: Morgoth's Legacy (100).
- Thematic expansion: awaken the slumbering spawn of Morgoth in the frozen North and the bowels of Endor.
- Territorial expansion: discover new regions (9) and sites (15) in the North-east.
- Main novelty: play as avatarless Balrog (i.e. Balrog-specific Warlord).
- Main alignment: minion.
- Based on: Tolkien lore and fan-based RP-modules.
ME: Red Nightfall (80).
- Strategic expansion: create leaders and get your factions moving to engage in battle with opponent's factions - comes with additional rules for faction battles!
- Main novelty: mustering cards, allowing your factions to move and do battle.
- Main alignment: something for all.
- Based on: Tolkien lore and creative powers of imagination.
ME: The Sun-lands (300).
- Territorial expansion: discover people and places in near and far Harad, revive the arid lands with hidden waters, or scourge the earth as cult-member of Vatra.
- Main novelty: new regions (29), sites (52), Desert regions and Desert movement.
- Main alignment: something for all.
- Based on: MERP modules of Harad.