I agree, again, Halbeth is the best choice for finding the Ent-Wives and Baran the best choice for hunting the Boar. It fits their abilities and their burgeoning Legends.

[X] Plan Healing Moon
 
Too Late to Gain Supporters had pretty much everything that I wanted, which is why I was originally voting for it, but it was also created before the thread realized we can double up on magic. While I don't have a strong opinion on which magic we take outside of prioritizing healing slightly, I still prioritize taking two magic studies over anything else.

I like the setup of the plans that send Halbeth to the Entwives and Baran on the hunt, which is why I'm voting for Healing Moon over Deep Roots, but I'd still rather Deep Roots won over a plan studying a single magic. The reason I'm not approval voting Deep Roots is that I don't want it to win over Healing Moon, I just assumed it had taken the lead after a wave of people swapped to it, though I admit I haven't checked the tally yet. I'll add one to this post so everyone can get an idea of where the plans stand.
Adhoc vote count started by agumentic on Aug 11, 2019 at 12:40 PM, finished with 202 posts and 49 votes.

  • [X] Deep Roots are not touched by the frost
    [X] Plan Of Ents and Men
    -[x] Attempt to convince the dark-haired men to join your folk in Estolad and become members of the House of Beor. (Decreased Morale among the people, some of the new men may join you)
    --[X] Baran​
    -[x] The Land Above The Rivers: The wide land called Thargelion is open and lush, and may well be home to some few of the ents. If any have settled in these open plains, it would likely be the Entwives, who value open land to plant and tend their great gardens. The Entwives, the Elves say, know the secrets of the growing things.
    -[x] The Wood Way: In days gone by on the shores of the Sea of Rhun, the Quendi taught the oldest of your ancestors the art of speaking to the trees, and the Ents deepened their knowledge. They say that your fathers' fathers could induce the elm to grow, could persuade the yew to part with itself, and could make their homes amid the trees as the elves did. The elves know this way, and attribute it to the Valar Yavanna, who is mother of all growing things.
    -[x] There are some among the Wise whose voices are deep and whose words cut the soul with their beauty. Their music is an echo of the First. (Chance of recruiting a bard leader)
    --[x] Belen​
    -[x] The hunters have found a mighty boar that rampages through the forests, and has already slain two men. You declare a Great Hunt to find and kill the boar, promising that the man who slays it will be rewarded with extra food and a celebration in his honor. (Requires two months of food)
    --[x] Halbeth
    -[x] The hunters are new-come to this new land, and request your permission to travel to it's bounds and edges to map out your new home.
    -[x] You begin the construction of small, temporary homes to shelter your people. Little more than hovels of mud and wood, they are still more than you have ever known.
    --[x] Request Elven Aid (may owe the elves)
    -[x] You give extra rations to the elderly and the Wise, that the memory of where we have been does not fade before it can be passed on. (Requires an extra month of food)(Increase the influence of the Wise)
    -[x] You increase the number of hunters out on the plains, that you might gather more food this year. (Hunters gather more food)(Increased Hunter influence)(The tribe is less defended)
    [X] Plan Too Late To Gain Supporters
    -[X] Invite the dark-haired men to join you in Estolad, and swear themselves to the elves. (Increased relation with Finrod, some of the new men may share Estolad with you)
    --[X] Baran​
    -[x] The Land Above The Rivers: The wide land called Thargelion is open and lush, and may well be home to some few of the ents. If any have settled in these open plains, it would likely be the Entwives, who value open land to plant and tend their great gardens. The Entwives, the Elves say, know the secrets of the growing things.
    --[x] Halbeth
    -[X] The Moon Way: In the darkest days of the Great Flight, when the Shadow stretched across the world and the power of the Enemy prevailed upon all, those who could walk without sound and move without sight were valued above all others. This is the way they kept silent from the Orcs and outran the Wargs, in the light of the moon in older days. The Elves know the power of the Moon, whom they call Ithil, and name it among the great enemies of the Shadow.
    -[x] There are some among the Wise whose voices are deep and whose words cut the soul with their beauty. Their music is an echo of the First. (Chance of recruiting a bard leader)
    --[x] Belen​
    -[X] The hunters say that there seems to be great abundance in the forests to your north. They wish to explore it.
    -[x] The hunters have found a mighty boar that rampages through the forests, and has already slain two men. You declare a Great Hunt to find and kill the boar, promising that the man who slays it will be rewarded with extra food and a celebration in his honor. (Requires two months of food)
    -[x] You begin the construction of small, temporary homes to shelter your people. Little more than hovels of mud and wood, they are still more than you have ever known.
    --[x] Request Elven Aid (may owe the elves)
    -[x] You give extra rations to the elderly and the Wise, that the memory of where we have been does not fade before it can be passed on. (Requires an extra month of food)(Increase the influence of the Wise)
    -[x] You increase the number of hunters out on the plains, that you might gather more food this year. (Hunters gather more food)(Increased Hunter influence)(The tribe is less defended)
    [X] Plan Healing Moon
    -[X] Invite the dark-haired men to join you in Estolad, and swear themselves to the elves. (Increased relation with Finrod, some of the new men may share Estolad with you)
    --[X] Baran​
    -[x] The Land Above The Rivers: The wide land called Thargelion is open and lush, and may well be home to some few of the ents. If any have settled in these open plains, it would likely be the Entwives, who value open land to plant and tend their great gardens. The Entwives, the Elves say, know the secrets of the growing things.
    --[x] Halbeth
    -[X] The Moon Way: In the darkest days of the Great Flight, when the Shadow stretched across the world and the power of the Enemy prevailed upon all, those who could walk without sound and move without sight were valued above all others. This is the way they kept silent from the Orcs and outran the Wargs, in the light of the moon in older days. The Elves know the power of the Moon, whom they call Ithil, and name it among the great enemies of the Shadow.
    -[X] The Healing Way: An old crone named Imarwen remembers her mothers' mothers tales of the grasses and the herbs and the words which could heal, which could quicken womb and help bone mend. The words have all but been forgotten, and the skill is all but dead. Belen learns it from her. The elves know something of this way, and say in their songs that Este, the gentlest of the Valar, weeps for the suffering of mortals, and aids them as she can.
    -[X] The hunters say that there seems to be great abundance in the forests to your north. They wish to explore it.
    -[x] The hunters have found a mighty boar that rampages through the forests, and has already slain two men. You declare a Great Hunt to find and kill the boar, promising that the man who slays it will be rewarded with extra food and a celebration in his honor. (Requires two months of food)
    -[x] You begin the construction of small, temporary homes to shelter your people. Little more than hovels of mud and wood, they are still more than you have ever known.
    --[x] Request Elven Aid (may owe the elves)
    -[x] You give extra rations to the elderly and the Wise, that the memory of where we have been does not fade before it can be passed on. (Requires an extra month of food)(Increase the influence of the Wise)
    -[x] You increase the number of hunters out on the plains, that you might gather more food this year. (Hunters gather more food)(Increased Hunter influence)(The tribe is less defended)
    [X] Plan Healing Way
    [X] Plan Their Grace

    -[X] You accept the offer of Finrod, and take a final, greater step. You swear yourself into the service of Finrod Felagund, as his vassal and leal servant, for all the days of your mortal life. You will dwell with him in his realm of Nargothrond, and your son Baran will lead your people ever after. So will begin a friendship between the House of Finwe and the House of Beor that will last all the days of the World. (Gain Trait: Elf-Friends, remove Great Flight modifier, lose Beor as a leader, Faction Leader becomes Baran, Gain Modifier: Beor the Old for as long as Beor lives, granting +5 to all Wisdom and Lore rolls, Gain Permanent Ally: The Kingdom of Nargothrond, can begin the Ring of Finrod questline later on)

    -[X] The Grace of the Undying: The Elves are fair and graceful beyond measure. Their words carry the weight of centuries, and they move with the self-assured grace of the undying. Learning from Finrod has passed some small part of this on to your people. (+10 to all Diplomacy rolls for ten turns, leaders are generated with minimum 7 Grace)
    --[X] Baran​
    -[X] The Song of the Firstborn: Finrod's song still echoes in your hearts, and the tunes that he taught the Wise are but pale echoes of the beautiful sounds that fell from his lips. His song, he says, is itself a pale echo of another song and an older Music, a greater tune that woke before the World. There is a power to the Music, he says, a strength to the song. Those who can master it's tunes may master the world -- for the world is the song, and the song is the world. (+10 to all Magic rolls, increased chance to generate Bard leaders, Bard leaders generate with minimum 8 Magic.)
    --[x] Belen​
    -[X] The Wise seek to practice the songs and arts of Finrod, in an attempt to reproduce his haunting music.​
    -[X] Some among the Wise know something of the old magic of tree and wood and fen, the arts which bend earth and shape stone. You wish to know more of these things. (Begin Questline: The Old Ways. The Wise begin to investigate magic. -1 action to the Wise for ??? turns. The leader selected may have his magic increased by ???)
    -[X] The Wise know much of the woods and the wild, of the earth that is wide and holds many secrets. You ask them to led their wisdom. (Increased chance of finding food this turn, chance of finding ??? in the wild)
    --[X] Beor​
    -[X] The hunters say that in their rangings they have stumbled upon a great glade, in which lies a lake filled with shimmering stones. You could send some hunters to investigate.​
    -[X] There are hunters of great skill and fame among their number, and a select few of these may grow greater still. (Chance of recruiting a Ranger or Warrior leader)
    -[X] Some among your people do not trust the elves. You speak to them, calming their fears and reassuring them.​
    -[X] A new generation of children has begun to come up, the first in many lifetimes who have known green grasses and lived more than a few months without the Great Flight. You order the Wise to pay special attention to their tutelage. (???)​
    -[X] Finrod has not been alone. Elves have followed him from their Western kingdoms, and some among your people have begun to barter with the strange travelers, trading their hand-made arts and embroideries for elvish fineries and even small silver trinkets. You encourage this burgeoning trade.​
    -[X] You send the Wise among them to collect their stories and tales of the past year, adding them to the collected stories of the House.​
    -[X] You order the fastest among your people to scout into the surrounding lands and return with news.​
    -[X] You send scouts to search the low passes of the mountains for signs of the other clans of Men you know attempted the crossing.​
    [X] The Wise seek to practice the songs and arts of Finrod, in an attempt to reproduce his haunting music: DC 120
    [X] The Wise know much of the woods and the wild, of the earth that is wide and holds many secrets. You ask them to led their wisdom. (Increased chance of finding food this turn, chance of finding ??? in the wild): DC 90
    -[X] The hunters say that in their rangings they have stumbled upon a great glade, in which lies a lake filled with shimmering stones. You could send some hunters to investigate. DC 55
    [X] There are hunters of great skill and fame among their number, and a select few of these may grow greater still. (Chance of recruiting a Ranger or Warrior leader): DC 140
    [X] The hunters have found a mighty boar that rampages through the forests, and has already slain two men. You declare a Great Hunt to find and kill the boar, promising that the man who slays it will be rewarded with extra food and a celebration in his honor. (Requires two months of food)
    --[X] Leader Halbeth
    -[X] You give extra rations to the women and children, increasing the growth of the clan. (Requires an extra month of food)
    -[x] You give extra rations to the elderly and the Wise, that the memory of where we have been does not fade before it can be passed on. (Requires an extra month of food)(Increase the influence of the Wise)
    -[x] You begin the construction of small, temporary homes to shelter your people. Little more than hovels of mud and wood, they are still more than you have ever known.
    --[x] Request Elven Aid (may owe the elves)
 
[X] Deep Roots are not touched by the frost

Wood way is best way.
And I'm a sucker for magic.
 
Halbeth has higher Tracking and her legend enhances her tracking rolls. That would make her more suitable for taking down the boar.
And it would also make her more suitable for tracking down Entwives, which strikes me as more important. Also, the boar is specifically said to be in the forests, so Baran's higher Woodmanship could apply, while the search for Entwives is on the planes. And, hunting the boar would have the chance to give Baran enough points for a Rank I legend, which is also important.
Edit: Oh, and Baran has higher Strength than Halbeth, so he would be more capable of slaying the boar after he finds it.
 
Last edited:
Halbeth has higher Tracking and her legend enhances her tracking rolls. That would make her more suitable for taking down the boar.

Halbeth has a 15 in tracking compared to Baran's 14. Both give a +40 modifier. Halbeth gets a +10 on tracking rolls compared to Baran's +0 from Hunter legends. So, yes, she is slightly better at tracking. Baran has the advantage in health, combat, strength, and woodsmanship, all of which might come into play against the creature that has already killed two people. So, while Halbeth would be better at finding the creature, I don't know if she's better at the followup.

She can turn her bonus to tracking to finding the Entwives as well, which I think is more important than finding the boar. More importantly though, she has magic. A +20 modifier compared to Baran's -40. So she's significantly more suited to learning something from the Entwives if she does find them.
 
Halbeth has a 15 in tracking compared to Baran's 14. Both give a +40 modifier. Halbeth gets a +10 on tracking rolls compared to Baran's +0 from Hunter legends. So, yes, she is slightly better at tracking. Baran has the advantage in health, combat, strength, and woodsmanship, all of which might come into play against the creature that has already killed two people. So, while Halbeth would be better at finding the creature, I don't know if she's better at the followup.

She can turn her bonus to tracking to finding the Entwives as well, which I think is more important than finding the boar. More importantly though, she has magic. A +20 modifier compared to Baran's -40. So she's significantly more suited to learning something from the Entwives if she does find them.
In addition to the above, she has a legend helping with tracking
 
Ah, no, from "Powers of Beleriand", 15 Tracking actually gives +60 modifier. And Baran doesn't have advantage in Combat.

Oh, thanks for the heads up. I had been checking the updates for the numbers, but I'll use those if they're more accurate. It still looks like Baran has a +40 to combat to Halbeth's +0, though, despite them both having 10 in Combat.
 
Oh, thanks for the heads up. I had been checking the updates for the numbers, but I'll use those if they're more accurate. It still looks like Baran has a +40 to combat to Halbeth's +0, though, despite them both having 10 in Combat.
Considering they have same stat and same description, that's probably a mistake.
 
@Meep @NightKings @King50000
Ah, if you're switching from Too Late To Gain Supporters to Healing Moon, can I ask you to also approval vote Too Late To Gain Supporters for now? Because right now neither of these plans are winning.

While i understand people not wishing for their plan to lose @Meep ,@NightKings @King50000, could you reconsider that decision. By voting Too Late to Gain Supporters you are supporting a plan that sacrifices one old way which is once in a quest opportunity, yes leading plan might isn't your preferred one but it's still one that has us keeping 2 old ways instead of one.
 
Last edited:
While i understand people not wishing for their plan to lose @Meep ,@NightKings @King50000, could you reconsider that decision. By voting Too Late to Gain Supporters you are supporting a plan that sacrifices one old way which is once in a quest opportunity, yes leading plan might isn't your preferred one but it's still one that has us keeping 2 old way instead of one.
I would note that this is probably not exactly once in the quest opportunity. While our elders will soon die and we will not be able to learn those Ways from them, there are other sources still. Getting them would most probably be harder, though.
 
To expand on what I said higher, a good part of why I want Moon Way over Wood Way is because I see at least two ways we can learn everything there is to learn about woods other than our elders. First, the Woodland Realm of Doriath. Rather obviously, it's filled to the brim with forest magic - and while I somehow doubt we'll get personally tutored by Melian right as we arrive, we already have an option to try to visit to learn the lore of elves, and even some success would most probably give us more than our oral tradition. Second, should we find Ents and/or Entwives, we can learn from them again, just like our ancestors did before, and this time that study should be much more comprehensive, as we no longer need to constantly run.

It might be my faulty memory or just the lack of knowledge speaking, but I do not remember any obvious ways to learn about Moon Way like that. The option itself says that Elves know about power of the Moon, but I do not see any experts in it among them.
 
Back
Top