[X] Plan: Laying the First Stone
-[X] A Source of Stone: The Númenoreans do not live as the lower Men do. Their homes are of carven stone shaped like clay, and their halls are marble white. You send your Shapers to identify potential quarries around the colony that could provide a source for such buildings.
-[X] The Smithies: You direct your Shapers to begin focusing their efforts on the great smithies and forges which will serve as the engine of the cities' production. The sooner you can begin binding blade to hilt, the better for your colony and it's benefactors.
-[X] Expand the Farmsteads: The colony's farmsteads are a handful of fields on the outskirts of her sprawling expanse. The majority of it's sustenance arrives over the sea in the holds of Guild ships. You would see your people's ability to feed themselves expanded.
-[X] Establish The Rangers: The men who volunteer for rangings and wanderings are already among the colony's fittest woodsmen. By formalizing their position you can creating an organization which will range, hunt, and hold the woods for your newborn colony. Taking inspiration from the famed woodsmen of the Edain, you name them the Rangers.
-[X] Prepare Walls: Your colony sits defenseless. See to the raising of stone walls which will protect what you have thus far built. You will need a source of stone for such a project.
-[X] Send An Envoy To The Enedwaithrim: The Middle Men of this land are a reclusive, woodland folk. Inzilbeth's great reputation has opened the door for an expedition to parlay with them.
-[X] Send An Envoy To Tharbad: Tharbad, built at the ford of the River Gwathlo, is the nearest Numenorean settlement to your colony, some two dozen leagues to your north. A mighty fortress, it was erected to hold the line against the power of Sauron nearly a thousand years ago, and was the site of a great battle in the War of the Elves and Sauron, where the Dark Lords' armies were turned back from northern Middle-Earth. The garrison of two thousand at Tharbad is the single largest Numenorean military force in the north of Middle-Earth.
-[X] Send An Envoy To the Dwarven Army: A great army of black-armored dwarves marches over a devastated battlefield in the north of Enedwaith. You send an envoy to treat with them and learn their purpose.
-[X] Send An Envoy To Lond Daer: Once the mighty harbor of Vinyalonde in days gone by, the port city now known as Lond Daer, sat on the mouth of the river Gwathlo, has declined since it's glory days. It's once-packed harbors are bare, and a dwindling population of mariners and woodsmen eke out a living among it's pillared halls. It is said the men of Lond Daer keep close contact with the elves.
-[X] The Iron Forest: Wild and old are the forests of Enedwaith. A dark power -- though not an evil one -- lies upon these woods. You know something of the tongues of beast and bough, and could, with enough time, discern whatever secrets dwell herein. (Requires Imrazor)
Okay, that's my plan proposal. The quarry is absolutely necessary for us to expand, so the sooner it's dealt with the better. That applies to the smithies and farms. The rangers have multiple uses and are proactive in defending our colony, so that taken with Iron Forest should help give us a better idea on what we're dealing with. The walls are static but deter any raiding attempts and require far less manpower to defend the town than no walls and a militia force.
The dwarven army will move, so contacting them now is a good idea. Middle Men are our neighbours and we want good relations with them. Lond Daer could give us an in with the local elves and a possible trade partner. Tharbad is also the nearest colony in the area, so it's probably a good idea to make ties to them. I doubt that they'd be willing to trade with us at first, given our poor relationship with the Ventures Guild, but we want them to know that we are here and friendly.