A light from the shadows shall spring (Tolkien AU reboot)

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A tale of redemption in Arda Marred
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ganonso

Compulsive Quest Starter
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PACA France
A light from the shadows shall spring (Tolkien AU)
Among the Powers that dwell in the uttermost West and keep watch over Middle-Earth there is one that is not renowned in stories or song and wrongfully for her part into the world is great. Her name is Nienna and she is sister to Mandos and Lorien, the lords of death and dream. Her power has always been the light of compassion and pity and when her siblings sung the world into creation, she was already crying in remembrance of what will never was, what should have been and what never shall be. The elves depict her as a fair maiden always in tears, not for herself, but for the whole of Arda Marred. However as the Third Age of the Sun nears its ending, Nienna the Mourner decides to act openly in Middle-Earth for the first time of her eternal existence.

Dreams she send, portents and omens, not to those who walk the righteous path, for they do not need her gifts but to those broken by the discord of Melkor, those he enslaved and mutilated beyond all recognition and those he seduced to his service. She gives them a chance to redeem themselves, to join the forces of light and rise against the menace of Sauron. Her net is cast very wide, encompassing all orcs not under the direct dominion of Mordor to the evil men that worship Sauron as a dark god of fire and shadow. Even the last of the Valaraukar in Moria is contacted, albeit more directly than the others.

In the end, you are the only one to understand and answer. More exactly you and many of your direct servants. So who are you?

[] High Chieftain Gulghash of the Remnants of Angmar:
Long ago there was a kingdom of darkness ruling over the North of Middle-earth. The Lord of the Nazguls reigned since its fastness of Carn Düm, hewn in the northern peak of the Misty Mountains. His troops devastated the heirs of Isildur and reduced their kingdom to ruins. In this year 2980 of the Third Age, you eke a living in the ruins of the ancient citadel, leading the orcish tribes that do not pledge allegiance to Mount Gundabad, what pitiful remains of the Hill-Men of Rhudaur still endure and some spectres and wraiths cursed by the Witch-King. The dreams played on your desire to build a mighty kingdom not subject to any of Sauron's tyranical whim but also the regrets of a long life. For even by Orcs' standards you are old, remembering the fall of Arnor and the atrocities you comitted at the behest of a master that fled and abandonned you as soon as it was expedient for him to do so.

Pros: Vestige of Sorcery: In time gone by, your leader was know as the Witch-king and he altered you as he later altered his servants in Minas Morgul. Your orcs carry more elvish or even Umaia blood than normal and enough Dunedain's blood remain in your men to allow them the use of magic. Nothing as impressive as the arts of the Elves but still an ace in the hole if you need one.
Cons: Deserted Lands: While your redemption will ease the burden of the Rangers, many dark creatures still haunt the wastes of what was Arnor. You'll need to cleanse these lands and perhaps more difficult find a way to make peace with both the Dunedain and the hidden realm of Rivendell to rejoin the community of the Free People

Choose Gulgash if you wish to redeem the Orcs of Melkor without being a super charismatic Fire Angel like in the last quest. You will begin in lands beset by monsters worse than you and lead a multiracial coalition who is very uneasy.

[] Saruman the White of Isengard

There was a time where you would have denied the mere thought you needed redemption. After all you only sought what was the original project of the Ainur: Order, Rulership, Peace, all these things in which your allies hindered you rather than help you. The might of the West was too in decline, the power of your ennemy too great and to destroy him, you convinced yourself you needed the Ring of Power lost so long ago to turn the tide, banish Sauron and bring order to a chaotic universe. Lady Nienna's rebuke was perhaps the most embarassing moment of your entire immortal life but after that, you knew what choice was offered. You could help once more the Free People and ensure they remain free, free even to make their own mistakes. Or you could be the second of the Aulendili to walk the path of the Discord. You chose Harmony, recognzing at last the vicious inferiority complex you have concerning Olorin. You know it will take time but you are confident you can help to turn the tide.

Pros: Chief of the Wise: Even if the last meeting of the White Council occured 27 years ago, you still have influence over people as diverse as the Dunlendings, the Rohirrims, the Stewards of Gondor and the Istari. You still entertain a vast entourage of spies and informants who could be repurposed to be more directly useful to the war efforts. And let's not forget your greatest asset: The Palantir.
Cons: Father of Lies: Let's be honest in the past centuries you lied to all your allies. Some of these lies are not important and served the greater good but others, like the fact you guessed before everyone than Sauron was at Dol Guldur and did everything to not oust him before you had no choice will cause trouble.

Choose Saruman if you want a more Hero-focused quest and arguments with Galadriel, Gandalf and Elrond. That is Saruman before he began breeding Orcs so this can be considered a Dunland Quest. Do not think Saruman is a combat monster because he is an Istar.

[] Castamir of the Havens of Umbar

You are heirs to both greatness and darkness. Indeed while you bear the name of he who should have been the rightful king of Gondor, the blood that flows in your veins come from the Numenoreans that founded the city of Umbar. Most of them ended worshipping Melkor and making war upon the Elves and the Faithful until the kings of Gondor conquered them. Still you are mightier than most men, tall and grey-eyed like a northen Dunedain and even possess some small ability in magic. Recently you dreamt of the doom of the proud island of Numenor destroyed by Pharazon's folly, how the cult of Melkor not only did never bring the immortality it promised but caused your race's days to wane and diminish. You have made your decision, the descendants of Numenor will stand united and once again defeat Sauron. In exchange you will remain an independant kingdom, subject to no lord but yourself. At least if you can convince the Princes of the West of that solution.

Pros: Heirs of Numenor: Umbar is the foremost naval power of Middle-Earth in this age and your corsairs are feared on every coast. In addition you managed to retain most of the warlike traditions of Numenor intact, girding your elites troupes in thought mail and arming them with deadly swords. You are a military powerhouse able to heavily contribute to the war.
Cons: A Legacy of Hatred: One of the main reason the kingdoms of the South have participated in the wars of Sauron is that the Numenoreans enslaved them and sacrificied them to Melkor. The other is that you ruthlessly opress them into doing so for the past 1500 years. The Haradrim that surround your lands hate you, and righfully so. And they vastly outnumber you

Choose Castamir if you want a more "realistic" quest. By it I mean Umbar has to deal with a legacy of war and colonizations, Mannish nations who have no love for you, and factions in your own court who totally want to murder you. Is the more liable to become a Dynasty Quest.



Wait did not you just end that same quest today?
Yes because I wrote myself in a corner by letting people play the Balrog and other things. I have grown as a quester since and these options are more balanced.

What is the beginning year?

T.A 2980:
Frodo loses his parents to a boating accident
Aragorn attacks Umbar and kills the previous Lord of the Haven
Theoden becomes King of Rohan
 
Character Creation
Character Creation
"Cold be hand and heart and bone," you mutter. "And cold be sleep under stone." Strange how the rhyming spell becomes a lull for you to sleep. The bed is indeed stone and as for cold. You are standing in the ruined halls of Carn Dûm. Even as chieftain, you feel yourself lucky to have a roof over your head. In times like this you wonder if you could simply take one of Hwaldar's camps for yourself. The forts there are of wood but they are not in the middle of the damn mountains. You cannot by the way. You know it. You have to stay here near Mount Gram and the tribes of the mountains. If you were to dwell in the highlands with the Hill-Men, you would have to compete with them. And there is a more pressing reason. As high chieftain of Angmar for what the title is worth. Which is not much by the way, you think bitterly. The Orcs of the ruined city squatting in the grandeur that was once theirs, the descendants of those lords of Rhudaur who turned again the heirs of Isildur follow your commands bitterly if at all.

The wraiths full of fell light? The wights dwelling in their barrows or in the graves of the old city? The terrors you cannot name who stalk the night seeking warm blood? They pay homage to their own whims. You can bind them for a time and a task but soon their screams curdle your own blood. They are of your master's the most bitterest gifts. For nothing strikes more the heirs of bright Numenor than the unquiet dead and the iron-winged terror. Yet they slake their thirst on your ranks. There is a reason you chose to dwell there, in the ruined palaces of Angmar's capital. Neither wraiths nor wight dare come in these halls hallowed to the Mighty. They circle your walls but cannot yet enter. You understand there. The chamber you took your quarters? It is not even in the ancient tower. It stands close to it but you would never for your life claim the ruins of Carn Dum's pinnacle for yourself. In these halls neither Orc nor Man nor even dark Dunedain whose grey eyes shone with cruelty stood. You have seen their four idols paraded by the tribes of the nearby mountains. You did not need to. You saw them with your own eyes.

Gods they were not. Servants of a god only. You quaked in fear and carried their commands and knelt and made obeisance but you did not forget. Black armors and black cloaks and masks of iron and kingly crowns. Death was in their blades and screams. How did they hate. How did they hate you and all your kin and friends and foes alike. Obedient you were but you did not love them. Fear was your master but even the brands and the whips and the pitiless gaze of the Lord of the Nine let you keep one thing. Your line is older than theirs. In your veins flow the blood of the immortal. A Boldog, a servant of the great power, one of the great captains who died not sired your mother. This city in ruins, you saw in its terrible zenith. You remember the flowing banner and the laughs of the guards as they toasted with gold stolen from the barrows of Cardolan. You remember the terrible fall of Arnor. How you hate this name still. You were given leave to ravage and scream and rejoice. For a time. You remember the celebration at Fornost. And then, and then.

And then the king was defeated and left you to go reside in the south. The rumor of his abode has come to you even here. Gulugburtz: The Tower of Dark Sorcery. You tried with some others to pick up the pieces when the elves of Rivendell and the men of Gondor tore the heart of your lands. You know the old folk did not disappear but slunk in the shadows to hunt you. You wish them the best with a hearty laugh. For ruined as it is, Carn Dum is still your home and the tribes are prosperous in Deadman's Dike the living once called Fornost. Still your realm declined and while light is fading from the north, true darkness fares little better. You remember a kingdom and never did you manage to recreate it in a thousand years.

You lay on the stone, a fire fed by two of your innumerable get near you. They are blind and deaf and mute. A fate you sentenced them to when they tried to usurp your title and claim your life. It was some time ago. Nowadays your Orcs simply wait for your death. You have lasted a thousand years. You know you will be lucky to see the next decade. Even the news of the world don't keep you from sinking. The Power in the East that commanded you is awakening. From the ruin and the defeat of Smaug and the breaking of Dol Guldur it rises anew and messages are been heard on the wind. The Dark Lord is preparing and slow and ponderous may be his wrath, it will be unescapable. You do not know your role in the great war. Your role or your successor's. You suppose you will spread once again and fight the Dunedain as of yore. You could even win. You chuckle. Beyond the walls of Carn Dum is the clear evidence of your victory and what had it brought you? Nothing but few moments of savage joy amidst a sea of suffering. You fall to sleep thinking if you were carried to the emptiness beyond you would not be unhappy. Let others wage useless wars for an uncaring master.

In the mist of your dreams you wake from the stone to see Orcs gatherered near the flame. Even if you know you are dreaming you feel cold enough to sit by their side. So many young faces and many questions. A young slip of a girl asks: "Elder what of the Powers who rule the world?" The question does not seem strange to you for it has long been you role to teach the young as well as lead the tribe but this time the words of the ancient answer: that there is the uncaring and hateful Master of All, seems to fail you." The question resounds once more: "What of the Powers that rule the world?" You wish to tell her about the memories of blood and darkness and what was whispered that the Lord of the Dark Tower was not the first but served an even greater might. Yet the words are lead in your throat and as you meet her gaze you see tears in her eyes and her voice resounds shaking your bones.

"I cry for you." You see ti'is the truth indeed, she cries for everything and even cried for you in the long centuries. You want to tell her to not bother, to rather cry for those you struck down rather than an old coot who shall soon die but her eyes still enchant you. You know her name not but something in your blood knows her. Her eyes pierce you like the hateful sun and you see yourself in quicksilver. You know. The powers of darkness have no care for what happens to you. You shall serve them and for what? A live of drudgery under the gaze of the Great Eye? You are not even first in his esteem for the Nine ever preferred Men to your kin for both war and peace. But can you do otherwise?

"There is a way." And images flood your mind. A true kingdom not driven by madness. An alliance with old foes against the one who would enslave you anew. A fate beyond flesh who is not the darkness where there is fire and the gnashing of teeth. Fire, like the one lit in your ancient heart now. To betray the Shadow and spy the road to Light? It is something new for you, something new after decades of the same. Even the game of crowns appeals you like never before. For if you are to lead Angmar into the light then your foes must be brought to heel and the first among them is (Choose 1)

[] Agandhaur is a Black Numenorean recently arrived to prepare the way for the Dark Lord. You entered in conflict with him for you would bow to none but the Nazguls. The Iron Captain decided thus to establish himself in the Trollshaws and threaten the hidden valley of Rivendell. He must think than the taking of this ancient refuge will allow him to usurp your control. He is renowned a great sorcerer and its arts have cloaked him from watchful eyes for now.
[] Lug is the new Lord of Gundabad and ruler over all Orcs of the Misty Mountains. At least that what he is telling himself. In truth he is a mighty warrior and many flock to his banner. His Snow Orcs are great and terrible to fight and they are united by belief in Melkor the Strong, first of the Dark Lords. You refused their overtures because Lug is a whelp, albeit of high lineage, and because you had no time for the beliefs of fools. Lug desires your lands and forces for himself and he would see any change in your rule as blasphemy against Melkor.
[] Inzilbelth is older than you by far. You know that much even if you do not know when she passed from flesh to spirit chained to Witch-King's will. She served in his guard and was part of the horrors he left in Arnor after departing the land. This wraith is served by the tribes of Deadman's Dike who has begun to offer her sacrifices despite your frequent commands to not do so. She has partial command of the horrors of the land and wish to retake the fortress of her old lord.

Fortunately you have an ally, even a friend, in your game. (Choose 1)
[] Bughur is one of the Olog-Ai, the Troll-Folk who were crafted to not fear the sun's ray. For his kind he is remarkably intelligent being not only a great warrior but a cunning chieftain. His band of Orcs and Wargs has been a bane on the Dunedain's side for decades. Now he grows old like you and longs for rest. He has grown distrustful of the Dark Lord's judging his slavery hateful.
[] Niennor comes from a line of Dunedain who abandoned the Powers to serve Angmar because they thought the Witch-King and the Nine as heirs of sunken Numenor. When the Lord of the Nazgul fled the land, you took guardianship of the line. For centuries all their heirs passed through your hands learning all they could of the Shadow. Niennor has long been privy to your doubts and she won't be surprised about your choice. Like her ancestors rebelled against the Light, she is ready to rebel against the Dark.
[] Lindir was once a Dunedain until one of the Nine struck him with a Morgul Blade. Now a wraith he was long ago enticed to your service. You became friends as you passed the centuries together. A creature of suffering he pitied your struggles to recreate the ancient kingdom. Redemption brings the chance he may rest forever and perhaps escape the dread fate his living death would condemn him to beyond the circles of the world.
[] Lujana is a chieftain among the Men of Rhudhaur. She came under attack because she chose to try and trade with the Breelanders and the folks of the Four Hamlets. Not from you because you thought it a good idea to strengthen the Hill-Men. You covertly lend her aid and even if her situation is not good, notably because numerous members of her villages are half-Orc, she is still a link to the outside world. The wizard Gandalf is known to have resided in her village one cold winter's night.
 
Character Creation 2
Character Creation 2
You wake in sweat in the cold decay of your home. Moldering Carn Dum forsaken by he who built it for war against the Men of the West, fallen to the armies of Rivendell and Gondor and finally conquered by time. You shudder as you rise and call for servants, your silent children answer with the skill of long habit. Your body is soon clad in the furs necessary to guard against the frost of the Ettenmoors. You long heard the Dark Power made you to endure his realm of mingled ice and fire and indeed it was the case in your youth. Yet now in your old age you need fire to warm your bones and furs to adorn your flesh. A keg of brew is put in your hands, one of the many creations of your people. The taste is atrocious but it clears the mind of the phantoms of the mind. Yet as your tongue burns and cries, your recollection of the dream become even clear. Your blood sings to you, it tells you saw a Power. Which one you do not know for even as the Elves and Men refuse to name the Mighty, you were forbidden to know the lore of your foes. The message was clear though. Revolt against the Eye. Revolt against Mordor. You are surprised to see the thought make its way in your head and you grimly laugh. Ambition is better than brew or fur as a fire and the smoke of dread is impotent to stop it.

No Orc was ever welcomed as a prince in the houses of the West? That is so and so you will do it for you will be the first and your kingdom will exceed the Dark Tower in might and wonder. After all your life was well-spent for you were.

[] A Warrior (Strength, Warfare, Combat): Your grandsire was a creature of blood and bone, a great captain who desired to make his line endure at any cost. Not only his power rewrote your flesh in the womb, but you were taken in the pits of Dol Guldur to be improved. You were a general in the councils of the Lord of the Nazgul, a nightmare of black plate to your foes and you held the banner of your lord when the gates of Fornost broke. Chieftains of the Dunedain fell to your blade and your name resound in infamy across Eriador.

[] A Sorcerer: (Magic, Crafting, Lore): Your grandsire was creature of tangled fate and a weaver of curse and his blood carried the echoes of the Discord. Your mother was a shaman a renown and she taught you all she knew before you endured the tutelage of the Nazgul. There you learned the tongues of your foes and the songs of power and were put to the forge to craft weapons and artifacts to outfit the captains of the host. Wights and unquiet shades hearkened at your command and your circles sang atop the barrows of forgotten Cardolan. You once struggled in Song with a captain of Rivendell and in the wastes of Angmar you had the mastery.

[] An Advisor: (Husbandry, Diplomacy, Subterfuge) Your grandsire was a spirit of twisted fertility who sire more children than any of its kind. Runt of an innumerable brood, you learned the rather unorcish skills of insinuating, flattering and plotting. You wielded few weapons but your tongue and was introduced to the presence of the Nazgul who took you for their court in Carn Dum. There you managed the realm, levying warriors and maintaining grim order in the ranks while the masters were far away. It was you who negotiated the attachment of the Hill-Men of Rhudaur to the Iron Crown and like the Eye did in Eregion you seduced Dunedain to the service of the Shadow through mingled truth and lie.

[] An Assassin (Stealth, Tracking, Woodlore): Your grandsire was a creature of deepest shadow escaped from the herd of nightstalking beasts. Poison flowed in your blood from birth and spiders and snakes came to attend to you. You were trained in Mirkwood in the arts of stealth and the dispatching of foes, matching your wits against the sentinels of the Elvenking. Grim renown you gained among the hosts of the Shadow for your blade was the verdict of the Nazgul and you silenced ambition with a stroke. During the wars you led your forces against the Rangers of Arnor and many of your captains you slew and shed their blood in the ditches of the road.

You are not alone. Of course, your tribe is with you and the tatters you could call your kingdom, but you know who could be interested in your change of earth. Lindir the Wight. Like many of his kind he was once a Dunedain who was stabbed by the blade of a Nazgul and condemned to slavery. When the Witch-King departed after the battle of Fornost many of these slaves gained some autonomy. Lindir allied with you because you promised to impugn on his solitude without good reason. He is weary of the half-life forced on his unwilling corpse yet he long feared the judgment of the Powers for the acts committed in the service of Angmar. He was and remains …

[] The Shadow-Whisperer (Stealth, Tracking, Woodlore): He was once of the Rangers of Arnor and a most valiant captain in her defense. Many of your brothers he pierced with arrows and when he was struck down he was reborn as a murderer in the winds. He fell in the defense of the forests of Cardolan ere plague emptied the cities of the North Kingdom and he brought silence to the streets of Fornost. You are accustomed to ply him with barrow gold and other trinkets who litter his great tomb.

[] The Bound Champion: (Strength, Warfare, Command) Most gallant captain of Arthedain he was, renowned in warfare for his heavy hand and the love of his men. His fall was wondrous to behold for he stood at the gates of Amon Sûl and his valor bought time to the Dunedain to flee with the Palantir. For this he endured torment undreamt even of your jaded heart before being pierced by the blade of the Witch-King. He rose again as a nightmare clad in a parody of his old armor but with the Iron Crown and the Nine Rings replacing the Scepter and Seven Stars. Fell remains his blade and he appeared sometimes at bridges to defy imprudents and add their bones to his hoard. You ply him with living sacrifices for he loves the blood of servants of the Shadow above all others.

[] The Fallen Loremaster: (Lore, Magic, Crafting): He was once fostered in Rivendell at the feet of Elrond himself, tutored by the elven-wises in the lore of the line of Luthien. You first knew of him when rumors came to the north of a healer working miracles of healing. Far from the field he survived for a time the fall of Arnor and his lore proved deadly to the creatures your master sent from ruined Fornost when he held court there. Still came a time where he was intercepted and struggled with the Witch-King like the Cave-Delver did with the Eye. He had no more success and joined the ranks of the wraiths. You used his lore to understand your foes and offered many things rescued from the heaps of ruins of Eregion for his love of learning remained intact.
 
Character Sheets
Character Sheets
Remnants of Angmar

Racial Trait : Former Servants of the Shadow:
Your people is threefold for under your banner gather and Orcs and Trolls children of the Great Darkness, Men of Rhudaur descendants of the Easterlings of the First Age, the offspring of those Dunedain who chose Darkness rather than Light and even some spirits of the Houseless or even escapees from Angband's wars. Peace can be uneasy between these factions but their union is powerful. Leaders of many classes and types. Diplomatic maluses with the Free People, Temptation of the Shadow

High Chieftain Ghulgash
Rank: 5 (3 actions):
Warfare: 10: War is not your province but you are a chieftain of a fell people (+20)
Command: 10: Old as you are your people still follow your voice (+20)
Strength: 10: Orcs do not become feeble as they age (+20)
Diplomacy: 12: Your voice is heard above many (+20)
Husbandry: 10: You have learned how to feed the people (+20)
Lore: 18: The knowledge of previous Ages is yours to give and bestow (+60)
Crafting: 18: Your hands beget wonders and weapons for your charges (+60)
Magic: 16: You know songs of darkness and songs of commands, songs sung in Angband and songs sung in Beleriand (+40)
Woodlore: 5: Nature is strange to your eyes for the creatures of Yavanna ever loathed the spawn of Morgoth
Tracking: 5: You hunted long ago and nearly forgot all you knew
Subterfuge: 12: You served the Deceiver and learned the ways of shadow (+20)



Lindir Fallen Loremaster
Rank: 3 (1 action):
Warfare: 8:
You grew in a kingdom at war (+10)
Command: 8: Terror brings some to your command (+10)
Strength: 8: You have the strength of the grave (+10)
Diplomacy: 10: Your voice is strong and wild (+10)
Lore: 16: You are learned in the knowledge of the Edain and the lore of Numenor (+40)
Husbandry: 10: You have read about the managing of estates (+10)
Crafting: 16: Your hands made wonders in days of yore (+40)
Magic: 16: The songs of Rivendell turned to shrieks in your dead mouth but remain mighty (+40)
Woodlore: 10: Divorced from the Wild as you are, you remain a shadow on the wind (+10)
Tracking: 10: You hunt and stalk through the darkness (+10)
Subterfuge: 10: You lie and cheat and are wondrously fell (+10)

Kurgoth son of Daered
Rank 3 (1 action)
Warfare: 10:
Not for war were you born
Command:10: The intricacies of command are lost to you
Strength: 10 : You are neither strong nor weak
Diplomacy: 16: Hideous face can hide words of gold
Lore: 10: You know nothing but the words of the tribe
Husbandry: 18: You are father of gold and herder of beasts
Crafting: 8: Knowledge is not your path
Magic: 8: No magic remains in your blood
Woodlore: 8 : Not for you the paths of the forest
Tracking:8: You do not hunt
Stealth: 8: Skittering was not your way
Subterfuge: 16: Tongue of gold can also cheat.

Iorthondaer son of Baranir
Rank 3 (1 action)
Warfare : 8
Your line foundered from lack of conflict
Command : 8: You have not commanded men
Strength : 10: Weak for the Dunedain is strong according to the standards of lesser house
Diplomacy : 14: You speak to each what they want to hear
Lore : 14: You are wise in the lore of old
Husbandry : 10: You still have to eke a living from the Wild
Crafting : 8: Your ways are not of making
Magic : 10: You remember some old songs
Woodlore : 10: You still know the woods
Tracking : 10: Some skill of the Dunedain remain to you
Stealth : 10: You mask your approach adequately
Subterfuge : 14: You are a liar without shame

Nelineniel daughter of Swestadis
Warfare : 10:
You are untested in large battles even if the ambush is your home
Command : 14: Your men are few but doughty, they will follow until the home
Strength : 10: You are no stronger than lesser men
Diplomacy : 8: What use is fair tongue to one who lives in the woods
Lore : 8: You fled the arts of the quill and the pen
Husbandry : 10: You know how to raise beasts and support your company
Crafting : 8: Not for you the secrets of the forge
Magic : 8: Perhaps one day you will know sorcery but not this day
Woodlore : 14: You know how brews to kill and poultices to heal
Tracking : 14: You spy much through the branches
Stealth : 14: Silence does not devour your steps yet but it will come
Subterfuge : 10: Sometimes it is better to lie

Barzud son of Anzbash
Rank: 3 (1 action)
Warfare: 14: Strategy comes easily to the children of Morgoth (+20)
Command: 10: Better to be behind the throne than on it (+10)
Strength: 14: You have a fair hand in combat (+20)
Diplomacy: 14: You have a fair tongue among the tribes of the mountains and those of the plain (+20)
Lore: 10: You know the histories of your people (+10)
Husbandry: 10: You know how to feed yourself (+10)
Magic: 6: Not for you the songs of power (-10)
Woodlore: 6: You are stranger to forest and wood (-10)
Crafting: 6: You do not make (-10)
Tracking: 10: You hunted the wolves of the mountains (+10)
Stealth: 10: You have learned to hide in the deep caves (+10)
Subterfuge: 14: Subtlety is sometimes a strength in itself (+20)

Roth son of Golf
Rank 3: 1 Action
Warfare: 6: You have no head for war (-10)
Command: 6: Not for you the thrones of man (-10)
Strength: 8: You are old but still strong (+10)
Diplomacy: 6: You are beholden to truth (-10)
Lore: 14: You know the songs of the clans and speak to them each in their own tongue (+20)
Husbandry: 10: You know how to support yourself in the wild (+10)
Magic: 14: With the help of those who linger you raise your voice in song (+20)
Woodlore: 14: You know the plants of the woods and the secrets of boughs and cot (+20)
Crafting: 6: Not your ways are the songs of metal (-10)
Tracking: 14: Like the hounds of the Hunter set to the chase (+20)
Stealth: 10: Like a shadow do move the Rhudaurim (+10)
Subterfuge: 6: Lying is sin against your forbears for you are voice for your people (-10)
 
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Turn 1 Options
Turn 1 Options
You stand in the ruins of Carn Dûm. To rebuild them would be folly. For the moment at least. Both lack of material and lack of true knowledge of the city's eldritch architecture. Still you feel more alive than in many decades. You spent centuries wandering in a haze. Your faithful huddled around you, respecting and fearing you for your power and lineage while you eked a living in the wastes. You think now you were permitted to endure until the gaze of the Eye shifts northwards once more. You are not content to wait for it anymore. The dream burns in your mind along with stories from ancient times. For there was a time where Orcs had kingdoms under the shadow of Angband. Dismal wastelands they were but they were your ancestors' under the leadership of those Maïar who had mingled their blood to the first of your race.

You must assign actions to your characters. High Chieftain Ghulgash has three (3) actions while Lindir the Wraith has one (1). Precise in your vote which action you assign to which characters.

Vital : Strange dreams in the night: Your dreams have been strange as of late. You are aware of the difference between odd musings and the intervention of some unknown power in your thoughts. You are sure your mind is still your own and you would not qualify your ponderings as nightmares. Yet they are certainly unsettling, and you are soon tired of a riddle who is impossible to solve without move. What will you do to solve this enigma? Only one action must be chosen and it concerns

· Prepare a raid against Dunedain ruins: The Dunedain ruled Arnor in days gone by and the ruins of their cities litter the landscape still. You will seek in them the remnants of their libraries and oratories. In them can still be found tomes with the intricacies of their faith.
· Prepare a raid against Elven ruins: Your abode is rather close to the ruins of the old realm of Eregion destroyed by the Dark Lord long ago. The House of the Jewelers stands empty and deserted but you know for a fact not all of its secrets have been exhumed. There you could find how to interpret your dreams.
· Confer with Lindir: Your friend and advisor Lindir was of the Dunedain before the Morgul poisons forced him into the shadows of the unseen world. He still remembers what others have forgotten. Yet it will take some time for him to collect his thoughts on the matter. He is rather dismayed by memories of light and better days.
· Seek the archives of Carn Dûm: There are many reasons why you did not explore the ruined citadel who is your home. The main one being your former lord was notoriously jealous of his knowledge and his protections don't care about your allegiance. Still his libraries were extensive and are still undisturbed.
· Summon a Houseless One to ask the question: The Houseless ones who rejected the call to the West or are Powers who followed the Dark are knowledgeable on many things of the world and beyond it. To a sorcerer of your caliber it is nothing to call them to ask them what you wish to know.

The Workings of Magic
· Train Sorcerers/Smiths: Sorcery is not a word you like. It resounds in your veins like a great drum and calling your power always was painful for your marred flesh. Still it is the legacy of your race for the Orcs learned in Angband the songs of power and from the Dark Lord the language of the universe. You can teach it. You can teach it and it will be painful for you and your students. And yet what rewards?
· Craft a weapon of power: Sing a song of sharpening and work metal upon metal. There you will make something who is a bane for the flesh and a terror for the soul.
· Craft an armor of might: Sing a song of enduring and melt scales to scales to birth a shield against harm.
· Craft an amulet of potency: Sing a song of cunning and imbue an amulet with the Music who struggled against the Music.
· Explore the Temple to Melkor/Maïron: At the center of Carn Dûm stands the ruins of a grand edifice. In your youth it was a temple dedicated to the Mighty who Arises in Might. Now only remnants are seen and yet you never knew how thorough the armies of Rivendell and Gondor were in scouring the place. You know from experience there are things in there frightening to any living man.
· Explore the possibilities of Necromancy: Spirits ride the winds, the souls of those Firstborn who refused the call to the west and can be summoned back in the world, and the fragments of the Powers who were sundered beyond repair. You can call on them and offer them audience and perhaps even the flesh they desire.
· Try and Understand Carn-Dûm: The fortress of Carn-Dûm was wrought by powers beyond your current understanding. The Lord of the Nazgul ordered his construction and he was very specific about the details. You remember tales of blood and pain when slaves made mistakes. You hear the rhythm of creation and as such as uniquely placed to truly understand what exactly was wrought here.

The Spears of the Red Peak
· Seek a Captain: You are surrounded by such foes it is miracle enough you were not attacked already. You need chieftains to lead your forces and coordinate their movements. Orcs must be led by beings of flesh and blood, knowing their troops as themselves, not wraith full of terror and dread.
· Concentrate on the procurement of food: Your establishment in Carn Dûm has many advantages yet a basic and inescapable flaw. Your food stores are hanging on a thread, more precarious than you would like. To solve this problem you can order your forces to raid for food and hunt the forests.
· Train the troops in basic drills: Orcs were made for war but you have long tired of the mob and crowd. You remember a time when the Lord of the Nine and Morgomir were your commanders and forged you into the army who ravaged the north. Beginning to train your forces will be a good first step on the path to these heights.
· Seek Trolls to Tame: Long ago the same power that crafted you made the Ologs or the Trolls. They have the strength of the mountains and their bones are harder than stone. Their intelligence varies but those you seek now are little more than beasts. Seek them and ply them with gifts of food and promises of hunting and your forces will grow.
· Confer with the Wolves of the Mountains: Among your people it is said there was a time where servants of the Master came unto wolves and entered their bodies, or perhaps they took their aspect. In any case they bred true and the wolves of the North are fierce and free and more cunning than any wild beast. Their elders are your equal in age and deadlier than many of your troops by far.
· Deadman Dike: This is the name given to the ruins of Fornost. You remember well the siege of the city and the sack. Before the arrival of the Elves and the Men of the south, your lord ruled there with an iron fist. Now you don't know who holds this ancient fortress but you will learn and they will renew their allegiance.
· Visit the Hill-Men of Rhudaur: The Hill-Men and you have ambivalent relationship to say the least. They are one of the rare human people to not cower in fear as they remember your old alliance with them. Yet you raid them and they raid you. Still their forts hold most of what was the smallest of the Dunedain kingdoms. Dealing with them one way or another is key to future success.

The Long War Ends
· Seek a Diplomat: Diplomacy is not an art in which Orcs are renowned. You think it is a grave mistake of the loremaster. Yours is a fractious people, prone to break into warring bands and tribes. You use Westron as the language of trade and talks between you since your speech differs from tribe to tribe. Diplomats exist and are indispensable to keep you from slaughtering one another for limited resources.
· Envoys to Mount Gram: Even before your time Gram was an Orc fortress of renown. Most of those who served Angmar originally came from these caves. They are independent from your foes at Gundabad and for the moment remain warily neutral.
· Who heard of Rivendell?: You now of the Last Homely House. You fought against the household of Elrond and know of the torment of Celebrian his wife in the caves of the Misty Mountains. Yet you feel tired of war and strife and would offer peace, if you manage to find the valley.
· Descendants of Arnor's slain: Officially the Dunedain of Arnor are all dead. You scoff at the thought and laugh when younger souls see whole bands be swallowed by the wilderness. You know the nobility of the kingdom slunk into the shadows at your coming. Still to find them and perhaps have a truce between your people… This is a most difficult endeavor.
· Black Edain: Not all the descendants of the Great Isle were greatly good. Some of them became the Nazguls and some never denied their kinship with them. There are in the dark forests small havens where tight-knit families have dwelled and meditated on the dark arts. They are your allies by blood and oath sealed in the darkness beyond stars or moon. They are your allies yet you must convince them to help you anew.
· The Four Hamlets: Eriador is a disputed land where somehow Men survive and even thrive. Most of them would refuse to entertain the notion of alliance with the Orcs but to be fair they fight mostly their own kin. From what you know they are simple folks and you could bring them many things for you remember what the world forgot.
· Walkers on the Sea of Ice: In the uttermost north rules the Lossoth of the Bay of Forochel. They are a proud people even if their tales don't travel south since they helped the last king of Arthedain. You know few things about them. They cross the icy wastes and survived the dragons, the migration of these Orcs still haunting the ruins of Angband, and the dark sorcery of the Lord of the Nazguls. They would be unlikely allies but the world is changing.

Feed the People
· Seek Administrator: You were not made for gentle arts. These were blasphemies to your maker and yet you have to indulge in them to survive. You have no doubt the Mighty would have delighted to see you fed on poison and noxious air but it is not the case. You have farmers and husbanders and you would call one of them to your side.
· Black Wheat: Very few things grow in the Ettenmoors. Very few but not none. You know of several hardy plants who can be cultivated there. They are crops of forgotten Beleriand made for you during your service to the Iron Hells.
· Cold Herds: There are beasts hardy enough to survive your lands. The Hill-Men of Rhudaur have led their flocks and sounders well enough for the better part of an Age. Husbandry is even more difficult to your subjects than agriculture but it is necessary for you hunger for blood and flesh.
· Sunless Lake: In the caves of the mountains there are lakes who have never known the touch of the sun or moon. In these dark waters flow schools of eyeless fishes. This would be a nice addition to your food supply if carefully husbanded.
· Tax Rhudaur: Technically the Hill-Men of Rhudaur are your vassals. You are sure they don't see the situation that way but you offer them protection from ravening Orc bands as well as charms against the terrors of the night. In exchange they can give you the produce of their farms and larders.
· Ascertain Resources: You don't know yet what exactly the mountains hold. To be fair you never actually controlled much beyond Carn Dûm's enchanted walls. This would be a good first step in gaining resources to bargain with others or at least know what your more pressing needs are.
 
Orc Lore
Orc Lore

Here is the tale of the Orcs as collated by Gulghash, chieftain and sorcerer.

As the Elves huddled near the waters of awakening, Melkor the Mighty saw them and grew envious for he desired to possess them and make them his. Many servants he sent in the forms of riders and many other guises. Voices whispered in the woods and they spoke in the delightful language of the Quendi. Those who hearkened to them never returned to their home although sometimes things wearing their faces haunted their kin. They were taken to Utummno the greater hells where Melkor sat among his fiery court. There they were put to torment so that the Mighty could understand the workings of their flesh and the brightness of their souls. For he had long coveted the Flame Imperishable and sought it in the void and the Timeless Halls. In the Elves he saw what Eru Allfather had refused he wields and whatever he tried neither he nor his servants could replicate it. So he decided he would have his chosen race no matter what. His prisoners were put to the fiercest torments a god could conceive but before it began, they were put in his presence. All were broken by the terror of his gaze and swore they would abide by his side forever. Such oaths kept their féar from escaping when their flesh failed. Slowly and deliberately they were made into the Orcs and each aspect of them was made as an insult to the Father.

Orcs ever reproduced in the fashion of the Children of the One. They were ordered to grow and multiply and the Umaïar made them terrible to every living things. Some like Maïron captain of the host grew ever more curious of the ways of flesh. They improved the race until it could be a weapon against the forces of the Powers. Those who were chosen by the weavers of flesh were put into great vats and Men when they came into Beleriand proved able stock for the transformation. And this is the most hateful secret of the Orcs. For even as they are born and multiply, the greatest among them, those learning the lore of their creation, can convince Men to join them and be transformed by blade, poison and spell. This happens less than some would think. For the Orcs are the creation of Melkor and in truth neither Maïron nor the Nazguls ever considered them their best servants. Men, especially those descended from fallen Numenor are the highest in honor in the service of the Eye and the Tower. The two Lieutenants of these places are of this dark breed some call the Black Numenoreans. There are rumors the Lord of the Rings can oversee the conversion of Elves but this is most difficult to verify. The Firstborn generally die before being captured, being able to lay off their bodies and answer calls to travel westwards outside of the dominion of the Shadow. If he does that then he continues the sins of Melkor called Morgoth by his foes.

What happens to Orcs after their death is unknown. Some say they are cast into the Void and there is evidence some of the original Elven captives are able to abide after their death in Arda to bedevil the world. Yet it is held by the Wise that they are gathered westwards and taken to the fate of the Secondborn or taken under bonds in separate Halls where they are healed. Conjecture on the matter of the afterlife is discouraged under the rule of the Dark Lords.

Orcs are divided into several breeds, several numerous enough to fill entire bastions.

Goblins are the Orcs of the Mountains of Mists. Ages of living underground have stunted their growth but not hobbled their minds. They give the lie to this rumor Orcs are dumb. They create many things who are not beautiful but useful. They forge weapons in the darkness under the earth and these weapons are cruel in design and often imbued with primitive discord in the song. They are wise in the lore of metals and there are rumors they manage to create explosives devices, very dangerous to the user and targets. The tribes of the Black Pit live in worshipful fear of the Balrog and proclaim their dreams are filled with dark flame giving them proficiency in many fell things.

Taururuks are the Orcs of the woods. Living in the dark forests of Middle-Earth have imbued tem with the lore often forbidden to the race. They are hunters and stalkers, often ranging the forest in search of prey. Many have taken friendship with wolves and other creatures of the reign of Melkor. Some are hideous indeed in very indeed, having taken the essence of the flies or the dark trees into themselves. While most Orcs see the wilds as a place to despoil the Taururuks direct their prayers to powers of dark nature who sing of the world before the coming of the Children and the forests under the cold light of the stars. They are by traditions and need weavers of flesh and tamers of beasts and brewers of poison more painful than most.

Maithuruk are technically the breed of Ghulgash. These Orcs are the winners and despoilers. They cover themselves with plunder acquired from their foes. They existed since the first battles against the Sindar but the term came into use after the fall of Gondolin when Orcs captains stole for themselves swords and armors from the forges of the Noldor even as their touch burned them as the Jewels burnt Melkor. The most powerful of them known to the chieftain are the Orcs of Gundabad who fight in full armor and see their strong lords caper away wielding weapons of mithril and plate emblazoned with Dwarven runes.
 
Turn 1 Results
Turn 1 Results

[Confer with Lindir: Epic Lore (+60)+Lindir Help (+20)-Arduous Lore Test (-50): 52+30: 82: Great Success]
Your friends never were many. Besides the vagaries of your life, there is the simple fact you live longer than most of the people you interact with. Even the fallen Dunedain are still less than you and they cannot help but resent the fact. In the vastness of Arda those that will outlive you are the deathless Elves and the wraiths. Even as you ride on the back of a great wolf you shudder at the thought. You know of the dead and the lifeless. The Houseless Ones whose bodies were slain or lack the power to weave another. Those you call using the arts of the Eye. The wights whose chiefs are the Nazguls are something else. They are not dead even if their bodies have long returned to the dust. They are alive but their life is nothing you wish to share. They live in the netherworlds, acting on the world through spells and dark lore. This is not the life you dream of but you know of several people through the Age who deliberately sought it. Lindir was not among those. In the wars against Arnor your lords were four of the Ringwraiths and death was in their swords and more than death in their blades. When they loathed a foe so greatly, they stabbed them with enspelled weapons and looked as they decayed from within.

And Lindir they hated more than most. For he was a prince among the Dunedain of Arnor. He was tutored in Rivendell where dwells Elrond son of Earendil and spent years in the Grey Havens. He knew the songs of the wild and the songs of the sea, the tunes of the heavens and the chants of the earth. Blades he made full of traps and harms for all those serve the Shadow. Miracles of healing he made against the pestilence flowing ever westwards. Even some wounded by the arts of Morgul he made whole and kept from slipping in the shadowy lands the Chief of the Nine controlled. He saw the fall of Arthedain and was the leader of a band who harassed the victorious armies of Angmar. From what you understand from his ramblings, he led the Angmarim in a merry chase while the Last King fled through the Blue Mountains. He went willingly in the wilderness in a time where your Orcs spread through the ruins of the kingdom putting to the sword all that stood before them. This was in the time where you led the tribes, fleeing before the terrors your master filled the dark woods with. Nameless things born in the caves of Angband and loosed in an unhappy world. Lindir stood before them but he was caught by the Witch-King. You remember of their duel in songs and Lindir made a valiant effort. Yet he was before the Lord of the Nazgul, in a land already cloyed in the Shadow and he was alone. He struggled for weeks against the blade but in vain.

Humble is his abode in which direction you ride. Never he was buried like the kings of Cardolan whose corpses are now moved with fell spirits. Yet he rests in a barrow made for him and well you filled it through the centuries. For even as he is stepped in darkness and sang against the Elves and the Men of the West and even the Rangers as they crept back to regain their realms, he still longs for beauty and innocence. Even trinkets burning the hands of those who bore them hence, jewels from sunken Numenor, books rescued from burning libraries. All are piled in the dark and you see him hunched about them. For those who have not sight beyond sight he is nothing than a gust of black air, darker than the darkness of the forest's night. When he wishes to travel abroad and acts on the world, he clads himself in black plate and vestments, adorning the void of his form with enough matter to affect reality. For you he is a Man older than old. Unrecognizable due to the many years of rot on his face, he still sings softly of better days when kings ruled in Fornost and even before that ere strife came to the Dunedain.

His thoughts touch yours as you announce yourself. He knows why you ventured in his abode. Always you come when seeking knowledge, or requesting the forging of some weapon and armor, or rarely when you must supplement your songs with his. Here you seek knowledge of your dream and the words flow from your mouth like water. Of the Gods you know only Melkor and Maïron his successor and the Nine as chief priests. Yet Lindir know much of what the world has forgotten.

Praise to Sulimo Lord of the Breath master of winds and liege of Eagles, regent of Arda by the grace of the Name Unspoken.

Praise to Elbereth the Lady of the Stars whose light was placed ere the sun was made. This name you recognize for it was screamed at you by the elves even as they fought and fell

Praise to Aüle the Craftsman and the Great Smith whose steps made the mountains and whose forge sprang the Dwarves proud and warlike.

Praise to Yavanna the Lady of Fruit and the Queen of Sacrifice. She created trees and glen and now you understand what the mud in your blood hates them so much.

Praise to Oromë the Hunter master of the beasts of the field. He crafted the horse and the dog and made them to be in peace with the Children of the One

Praise to Vana the Bride, ever young she is the fertile soil from which creeps all life. She is queen of love and beauty and from her comes the desire to join flesh to flesh to be one.

Praise to Tulkas the Vailant, master of war and laughing even as he strikes against his foes. He came from outside to fight against the creatures of Melkor and twice defeated him.

Praise to Nessa the Fleet-Footed. She dances in the shape of the deer and her dance is the dance of joy and battle. She is mistress of wild animals and lady of battle.

Praise to Mandos the Grim. Lord of the dead he hosts mortals but a short time. Master of Fate he decrees the dooms of the Valar and the prophecies of the great.

Praise to Vaïre the Weaver. She is History and she weaves the past and the future in her tapestries. By such tokens are events remembered and knowledge shared among the gods.

Praise to Lorien who is Sleep. Master of Dreams he is the comforter of the night and the lord of passion and what is outside order.

Praise to Estë the Healer. In the woods of Valinor she offers to all the succor of her cup and made all wounds and all diseases go away.

Praise to Ulmo the King of the Sea. Lord of Waters he strikes at the land and sings the melody of rain and snow.

Praise to Nienna the Mourner. She who talked to you in the winter of your soul. Of all she is the most mysterious for she mourns for all that Melkor has made. According to Lindir her apparition is surely a sign you have the potential for change. Neither the Marrer nor the Eye will help you or answer your prayer but perhaps the Powers will.


[Seek a Diplomat: Accomplished Diplomacy (+20)-Challenging Diplomacy Test: 65: Success]
Seeking a diplomat means seeking those who walk between the factions of your divided ruined kingdom. After weeks of work, you are able to find three of them that fit the bill.


Normal means the outlined characteristics are at a level of Renowned (+40)
Choose one (1) of them



[] Medh daughter of Vevic: (Diplomacy, Woodlore, Tracking): A proud daughter of Rhudaur Medh is accustomed to the wilds for the dark forests of the north are her first love and the truest. She is the warden of her people and the hunter of those they banish from their ranks. She hunts wolves and monsters too for they often pay no heed to old alliances. For this she is known in the Four Hamlets.

[] Iorthondaer son of Baranir: (Diplomacy, Lore, Subterfuge): One of the fallen Dunedain Iorthondaer is lucky enough his line has but recently forsaken the Light. Which means he has still the lore and knowledge necessary to attempt to pass for one of them. Like many youths he is ready to embrace what his parents detest and ancient texts have awoken in him the love of beautiful things and a desire to see the Elves.

[] Aurzaut daughter of Gafhdug: (Diplomacy, Command, Warfare): Orcs have no nobles, not officially but there are lineages of chieftains where the weak are culled and the strong prosper. Aurzaut comes from one of them and is respected by all in Angmar for her exploits against Wild Trolls and rival factions. She bears at her belt heads of Goblins and Snow Orcs, a grisly trophy which can bring her friends in the West.

[Seek an Administrator: Accomplished Husbandry (+20)-Challenging Husbandry Test (-20): 98: Critical Success]

Among your Orcs stand a prodigy. Kurgoth son of Darhed is a gifted administrator and diplomat who made himself known by shepherding of all things. Stories are told about how his flocks grew, not only by good practice but also by the conning of rival shepherds. As he is generous with the tribe, this was tolerated. Gold and goods seems to follow this one wherever he goes.

Kurgoth son of Darhed: Epic Husbandry, Renowned Diplomacy, Renowned Subterfuge

[Ascertain resources: Proficient Husbandry (+10)-Challenging Husbandry Test(-20): 83-10: 73: Success]
Lindir laughs at a task which is neither shadow nor blade nor pondering over ancient lore. Still he departs his abode and rides upon the wind uncloaked. After a while he returns to you and with singing whispers tell you what the wind bears: First the forests of Rhudaur have grown large and forbidding, full of good wood never disturbed by the axe. As for the mountains they are full as they were of metals. Iron in great number, still produced in the crucibles of the earth but also pale silver spreading towards the ruins of Khazad-Dum. There is life there still. Herds of woolen goats feed on mountain flowers, seemingly able to survive from licking the stone alone. It opens some ways.

Iron
Silver
Prime Lumber
Herds of woolen goats.
 
Turn 2 Options
Turn 2 Options
Lindir is a good ally to have. As he rode the winds across the mountains he chanced on a raiding party from the Misty Mountains. Lug seems to be bolder, or perhaps one of the holds is getting restless with desire to avenge the fall of the dragon. Still a hundred Goblins are going to be a problem. Of course it depends to who. According to the wraith they are members of one of the wild-cults and they come with a contingent of wolves and even some wargs. While it's heartening to see old alliances honoured, they are trampling on your territory and you feel like you must do something.


You must assign actions to your characters. High Chieftain Ghulgash has three (3) actions while Lindir the Wraith, Kurgoth and Iorthodaer have one (1) each. Precise in your vote which action you assign to which characters.

Event Gundabad Raid (1 action)
Do Nothing (0 actions)
: You can of course choose to do nothing. Doing so would allow you to test the reaction time of the so-called Free People. The Orcs of the war party will die. You are sure of it. The question is when. Will it be against the Rangers of the Dunedain? Will it be against the forces of Breeland? Or will it be against the bright mails of Rivendell? So many questions and enlightening answers.
Move openly: You are not going to let the forces of the Misty Mountains encroach on your rightful lands. Also the slaughter they could carry would surely not endear you to the people of the North. You will lead your forces in the destruction of this raiding party. No news will ever come to Gundabad if everybody is slain in the fields of old Arnor.
Prepare an Ambush: You can prepare an ambush in the woods of Rhudaur, intercepting the party. If you are quick enough you can cut the serpent's head with only minimal risks. Of course all rests on your speed and ability to evade the Rangers in the Wild as they are surely more watchful from forces coming from Angmar than from the Mountains of Mist.


The Workings of Magic
Train Sorcerers/Smiths
: Sorcery is not a word you like. It resounds in your veins like a great drum and calling your power always was painful for your marred flesh. Still it is the legacy of your race for the Orcs learned in Angband the songs of power and from the Dark Lord the language of the universe. You can teach it. You can teach it and it will be painful for you and your students. And yet what rewards?
Craft a weapon of power: Sing a song of sharpening and work metal upon metal. There you will make something who is a bane for the flesh and a terror for the soul.
Craft an armor of might: Sing a song of enduring and melt scales to scales to birth a shield against harm.
Craft an amulet of potency: Sing a song of cunning and imbue an amulet with the Discord who struggled against the Music.
Explore the Temple to Melkor/Maïron: At the center of Carn Dûm stands the ruins of a grand edifice. In your youth it was a temple dedicated to the Mighty who Arises in Might. Now only remnants are seen and yet you never knew how thorough the armies of Rivendell and Gondor were in scouring the place. You know from experience there are things in there frightening to any living man.
Explore the possibilities of Necromancy: Spirits ride the winds, the souls of those Firstborn who refused the call to the west and can be summoned back in the world, and the fragments of the Powers who were sundered beyond repair. You can call on them and offer them audience and perhaps even the flesh they desire.
Try and Understand Carn-Dûm: The fortress of Carn-Dûm was wrought by powers beyond your current understanding. The Lord of the Nazgul ordered his construction and he was very specific about the details. You remember tales of blood and pain when slaves made mistakes. You hear the rhythm of creation and as such as uniquely placed to truly understand what exactly was wrought here.

The Spears of the Red Peak
Seek a Captain
: You are surrounded by such foes it is miracle enough you were not attacked already. You need chieftains to lead your forces and coordinate their movements. Orcs must be led by beings of flesh and blood, knowing their troops as themselves, not wraith full of terror and dread.
Concentrate on the procurement of food: Your establishment in Carn Dûm has many advantages yet a basic and inescapable flaw. Your food stores are hanging on a thread, more precarious than you would like. To solve this problem you can order your forces to raid for food and hunt the forests.
Train the troops in basic drills: Orcs were made for war but you have long tired of the mob and crowd. You remember a time when the Lord of the Nine and Morgomir were your commanders and forged you into the army who ravaged the north. Beginning to train your forces will be a good first step on the path to these heights.
Seek Trolls to Tame: Long ago the same power that crafted you made the Ologs or the Trolls. They have the strength of the mountains and their bones are harder than stone. Their intelligence varies but those you seek now are little more than beasts. Seek them and ply them with gifts of food and promises of hunting and your forces will grow.
Confer with the Wolves of the Mountains: Among your people it is said there was a time where servants of the Master came unto wolves and entered their bodies, or perhaps they took their aspect. In any case they bred true and the wolves of the North are fierce and free and more cunning than any wild beast. Their elders are your equal in age and deadlier than many of your troops by far.
Deadman Dike: This is the name given to the ruins of Fornost. You remember well the siege of the city and the sack. Before the arrival of the Elves and the Men of the south, your lord ruled there with an iron fist. Now you don't know who holds this ancient fortress but you will learn and they will renew their allegiance.
Visit the Hill-Men of Rhudaur: The Hill-Men and you have ambivalent relationship to say the least. They are one of the rare human people to not cower in fear as they remember your old alliance with them. Yet you raid them and they raid you. Still their forts hold most of what was the smallest of the Dunedain kingdoms. Dealing with them one way or another is key to future success.

The Long War Ends
Envoys to Mount Gram:
Even before your time Gram was an Orc fortress of renown. Most of those who served Angmar originally came from these caves. They are independent from your foes at Gundabad and for the moment remain warily neutral.
Who heard of Rivendell?: You now of the Last Homely House. You fought against the household of Elrond and know of the torment of Celebrian his wife in the caves of the Misty Mountains. Yet you feel tired of war and strife and would offer peace, if you manage to find the valley.
Descendants of Arnor's slain: Officially the Dunedain of Arnor are all dead. You scoff at the thought and laugh when younger souls see whole bands be swallowed by the wilderness. You know the nobility of the kingdom slunk into the shadows at your coming. Still to find them and perhaps have a truce between your people… This is a most difficult endeavor.
Black Edain:
Not all the descendants of the Great Isle were greatly good. Some of them became the Nazguls and some never denied their kinship with them. There are in the dark forests small havens where tight-knit families have dwelled and meditated on the dark arts. They are your allies by blood and oath sealed in the darkness beyond stars or moon. They are your allies yet you must convince them to help you anew.
The Four Hamlets: Eriador is a disputed land where somehow Men survive and even thrive. Most of them would refuse to entertain the notion of alliance with the Orcs but to be fair they fight mostly their own kin. From what you know they are simple folks and you could bring them many things for you remember what the world forgot.
Walkers on the Sea of Ice: In the uttermost north rules the Lossoth of the Bay of Forochel. They are a proud people even if their tales don't travel south since they helped the last king of Arthedain. You know few things about them. They cross the icy wastes and survived the dragons, the migration of these Orcs still haunting the ruins of Angband, and the dark sorcery of the Lord of the Nazguls. They would be unlikely allies but the world is changing.

Feed the People
Black Wheat:
Very few things grow in the Ettenmoors. Very few but not none. You know of several hardy plants who can be cultivated there. They are crops of forgotten Beleriand made for you during your service to the Iron Hells.
Cold Herds: There are beasts hardy enough to survive your lands. The Hill-Men of Rhudaur have led their flocks and sounders well enough for the better part of an Age. Husbandry is even more difficult to your subjects than agriculture but it is necessary for you hunger for blood and flesh.
Sunless Lake: In the caves of the mountains there are lakes who have never known the touch of the sun or moon. In these dark waters flow schools of eyeless fishes. This would be a nice addition to your food supply if carefully husbanded.
Tax Rhudaur: Technically the Hill-Men of Rhudaur are your vassals. You are sure they don't see the situation that way but you offer them protection from ravening Orc bands as well as charms against the terrors of the night. In exchange they can give you the produce of their farms and larders.
Blood of the Moon: Lindir has found deposits of silver through the mountains. To be honest you dislike this metal. It seems almost hateful to your dismal hands. Yet you are not going to let superstition keep you from an independent source of riches. Silver can be fashioned in many things and you have recently discovered a love for beauty.
Slave of Battle: There are deposits of iron in the mountains, the same who led Men to call these lands Angmar. Iron is always useful and unlike what the Free People think, you are able to smith it and even obtain steel. Nothing you make will be called beautiful by others, but it serves well.
Dark Woods: Great forests spread through the mountains, their wood is black and their leaves are green even under the cover of snow. You can begin to exploit them, to trade if not anything else.
 
Turn 2 Results
Turn 2 Results
Do nothing: unanimous
Try and Understand Carn Dûm: Ghulgash +Lindir: 3
Seek a Captain: Ghulgash 4
Envoys to Mount Gram: Iorthondaer: 3
Sunless Lake! Ghulgash and Kurgoth: 3

[Do Nothing: 1d3 to see who stops them: 1: Rivendell]
You hear about the war-party of Gundabad. You hear how they descended from the mountains heralded by wolves who laughed in the night. You knew they were going to be stopped at one moment but were curious as to their destination. They were of the cults of the wilderness but they did not direct their steps towards the hamlets of Bree-land. They descended to the south, to the Trollshaws, surely to recruit and impress some of those who lived there. Or perhaps they wanted to perform their oblations there. It's possible, some tribes consider the hunting of wild Trolls as a good means to bless a chieftain. Still they won't fight for the favour of the fell spirits of red nature anymore. As they entered the Trollshaws they were met by a war-party of their own. Elves from Rivendell say the dark wind. Elves in bright mail, with sharp swords and led by the two grinning sons of Elrond. Orcs and wolves both were riddled with arrows and those who offered combat fell to elven blades with ease. Lindir who know of Rivendell's strategy still thinks it's a bad omen for the Free People. His own kin, the Rangers of the North did not mount a defence in the Ettenmoors, proving they cannot maintain forces north of the Angle and the Bruinen. You do not know if it grieves him to see the ruin of his old people but you offer consolation nonetheless.

[Try and Understand Carn Dûm:
Ghulgash: Renowned Magic (+40)-Difficult Magic test: 28: Failure
Lindir: Renowned Magic(+40)+Attention(+20)-Difficult Magic Test: 100: Artificial Critical]

Your inquiries into Carn Dûm fall to give fruit this year. You do not understand the basic rules of the construction for they are not what you learned at the feet of your masters. Yet Lindir is your help in this task. He knows more than you for his knowledge encompasses the arts of the Free People and he examine the foundations with you. He quickly come to the conclusion Carn Dûm defies understanding because its construction is hybrid. He points to you the places where one can clearly see the craft of the men of fallen Numenor. Another part is more familiar to you for it is the arts of Angband who are evoked there. Several places are excavated and will need more study but at least you know their general purpose.

Barad Durhen, the Tower of Dark Sight was built to spy on Arnor. It is downfallen now, its stone broken and the great dome of black glass that allowed the servants of the Nine to leave their bodies and roam the world unseen before their spirit was recalled to their flesh, is crumbled. Yet you know how to use its shards to see from afar. It would be more difficult but more rewarding to try and rebuild the tower who once shone above the valley.

Agalgimilzadan the House of Dead Stars is a testament to the foolishness of the greed of Men. Many of the dark Dunedain who abandoned their lot in light-bathed Arnor did so for they feared death and coveted its end. They got their wish in a way for the Witch-King ordered the construction of a great network of crypts under the city. Not for the Orcs it was made, nor for the Men of Rhudaur except the very lucky or unlucky. No it was the descendants of Numenor who were summoned there and granted new life. That is to say Morgomir and lady Adunaphael of the Nine pierced them with enspelled blades. They did not die those touched with these but they did not live either. They became like the Nine but lesser in forms and let loose in the crypts. They were made to keep their knowledge but also as a proving ground for sorcerers and warriors alike who learned there to master the terror of the Dead.

[Seek a Captain: Accomplished Military (+20)-Challenging Military Test: 76 Great Success: Candidates Renowned in four characteristics]

Choose 1
[] Kizbor daughter of Kazga (Strength, Command, Warfare, Diplomacy) already showed her potential. At the head of her clan warriors she descended even to the walls of Deadman's Dike and there participated in the games of war and battle. She fought in the streets of the dead city according to the ancient rules and proved herself the winner. She came back with the head of her foes at her belt. There are even some whispers the shamans of fallen Arthedain have improved her through arts brought from the ruins of Angband. She doesn't deny them.

[] Nelineniel daughter of Swestadis (Stealth, Command, Woodlore, Tracking) is a dark reflection of the Rangers. She was reared in the dark woods and learned to command to beasts and Orcs even before being granted command of a small band of her kin. She knows the arts of poison and she leads hunters and wolves across the forests and the moors. At your behest she once hunted a Spider chieftain who made his lair deep in the Ettenmoors. She proved by laying him low she could track anything under the sun.

[] Algar son of Folca (Strength, Command, Warfare, Stealth) can charitably be called a bandit. In truth he is nothing more than the leader of a roving clan who are quick to take up arms as food is scarce. He survived thirty winters notably by being intelligent enough to avoid paths watched by the Dunedain and places associated with the fallen kingdom. Also he is one of the rare people you know who is brave enough to cross the Mlountains of Mist and prey on the tribes infesting the land north of Moria. His Rhudauri warriors count Orcs in their band for hunger melts all dissension as a rule.

[Envoys to Mount Gram: Renowned Diplomacy(-40)-Different Species (-10)-Challenging Diplomacy Test: 53: Success]
Iorthondaer was brave enough to go to Mount Gram where some would have surely boiled him alive to being of Tark ancestry. Of course being of the Black Edain and not of the Elf-Friends, the young man had no problem dispatching the first band sent against him. When he began tearing the eyes of one of his prisoners while clamouring he was there to negotiate the tribes of Mount Gram reconsidered his position. He quickly discovered the Mount was the site of low-level warfare between the existing tribes. Well tribe is always a word that makes you laugh a bit. While some of the Orcs live in tribes, the term as it is used by the Wise is a mistranslation of the Orcish concepts. Guilds would be more appropriate.

Gram Goblins are taken by their experiments and the need to unleash them. They are working on some strange black powder who provokes explosions. The substance did not astonish Iorthondaer much as it is known the wizard Gandalf produces fireworks. Iorthondaer suppose the Goblins are experimenting with the same substance but he cannot say how they obtained it. He is sure though they don't make it themselves but receive it from another source. Mordor perhaps? The Dark Lord is crafty indeed.

Gulduruks, the sorcerers who worship the Dark Lord as a god, are calling for a great crusade against the people of the Light. According to them the Nine will soon return even as their fastness in Dol Guldur was overtaken. In truth they are mainly spurred by the rumours the Dwarves of Erebor are gazing to Moria. Gram was nearly taken in the War of Dwarves and Orcs and they fear for their survival. Interestingly enough Iorthondaer describes them as wary of something. They say the year the Dragon fell in the East, nameless things under the Mountains of Mist awoke from their sleep. Not all creatures of the Mighty are well-disposed to the Orcs after all.

Gram Malthuruks, great and mighty warriors to a man, are led by impiety. They gaze upon the world and see the power of the East is falling. They know not why but they are not sure the Dark Lord will win the coming war. At least they hope so for they long to establish their own kingdom in the mountains perhaps collaborating with you. Iorthondaer asked them why they would prefer Angmar reborn to Gundabad and the answer was simple: Lug is speaking openly of waging war against everyone and descend southwards even to the marches of Gondor. The warriors of the Land of Stone are reputed enough to make even the Mathuruks nervous.

[Sunless Lakes: Kurgoth: Epic Husbandry (+60)-Challenging Husbandry Test: 96 Critical Success]
The lakes of the mountain swarm with fishes and hunger is no longer a concern for your forces. Indeed Kurgoth has begun the work of cataloguing several species. Most are blind things only useful to be eaten but at least one contains useful oil for the making of light. Still the greatest discovery is a black fish whose liver once burnt gives visions. This could prove useful for you. Lindir told you the Vala Irmo is lord of dreams, you do not doubt the road of smoke could lead to his palace as surely as the road of sleep.
 
Turn 3 Options
Turn 3 Options
It is the way of the world to present you with endless problems. Your descendants are looking at you warily. It is good. It means they understand why the news they brought to your ears are infuriating. At least you are hoping they do. It is more probable they see the loss of plunder and renown in it rather than the threat of bright swords. You shudder at the thought but it changes nothing. Belgrud of Deadman's Dike once named Fornost has declared himself king of the north. At what your children tell you, he has breached an ancient vault and taken the silvered helm of an Arnorian princeling as his crown. This bit of vanity you despise but it would be a source of snide laughter if he had not decided he wishes a domain befitting his style. And so he gathers forces to attack Bree.

This is not good. If he wins he could grow bold and decide you are a rival. His defeat is as perilous for it could embolden the folk of Eriador and among them the Rangers to retake old grounds. To be frank, you are surprised the centuries you spent expecting a host to issue from Rivendell accompanied by a vanguard of Gondor to strike you were in vain.

You must assign actions to your characters. High Chieftain Ghulgash has three (3) actions while Lindir the Wraith, Kurgoth, Iorthodaer and Nelineniel have one (1) each. Precise in your vote which action you assign to which characters.

Event: Orc King Choose 1
[] Do Nothing (0 actions):
Even if there is peril in both victory and defeat you cannot spare the effort for Belgrud's unconsidered preparations. It is most likely he will spend the years to gather his forces and not depart before next year. In the meantime so many things can happen.

[] Warn the Breemen: You have ways to get a warning to the peoples of Eriador. Not all in your service are Orcs far from it and even if you sent one of them, you could order them to let a trail open and ready to be followed. This would allow the forces of the Four Hamlets and the Rangers to fall on Belgrud. And whatever the ill-blood between your kindred, the Edain respect their debts.

[] Act Subtly: Belgrud must die and his forces disperse into the wild. For this a subtle touch is needed. A knife in the dark is better than a hundred sword at dawn. While the Orcs are resistant to many things, your kin is far from immune to poison, especially one of your own brewing.

[] Move Openly: Belgrud must die for he mocks you with his self-styled title and this cannot be borne and he endangers your plans which is worse. Call your captains and go to war. Once his head decorate a banner, his followers will flock to it. Perhaps it is time to try and assume direct control of the Orc settlements beyond Carn Dûm.



The Workings of Magic
Train Sorcerers/Smiths
: Sorcery is not a word you like. It resounds in your veins like a great drum and calling your power always was painful for your marred flesh. Still it is the legacy of your race for the Orcs learned in Angband the songs of power and from the Dark Lord the language of the universe. You can teach it. You can teach it and it will be painful for you and your students. And yet what rewards?

Craft a weapon of power: Sing a song of sharpening and work metal upon metal. There you will make something who is a bane for the flesh and a terror for the soul.
Craft an armor of might: Sing a song of enduring and melt scales to scales to birth a shield against harm.
Craft an amulet of potency: Sing a song of cunning and imbue an amulet with the Discord who struggled against the Music.

Explore the Temple to Melkor/Maïron:
At the center of Carn Dûm stands the ruins of a grand edifice. In your youth it was a temple dedicated to the Mighty who Arises in Might. Now only remnants are seen and yet you never knew how thorough the armies of Rivendell and Gondor were in scouring the place. You know from experience there are things in there frightening to any living man.

Explore the possibilities of Necromancy:
Spirits ride the winds, the souls of those Firstborn who refused the call to the west and can be summoned back in the world, and the fragments of the Powers who were sundered beyond repair. You can call on them and offer them audience and perhaps even the flesh they desire.

Try and Understand Carn-Dûm:
The fortress of Carn-Dûm was wrought by powers beyond your current understanding. The Lord of the Nazgul ordered his construction and he was very specific about the details. You remember tales of blood and pain when slaves made mistakes. You hear the rhythm of creation and as such as uniquely placed to truly understand what exactly was wrought here.

The Spears of the Red Peak
Seek a Captain
: You are surrounded by such foes it is miracle enough you were not attacked already. You need chieftains to lead your forces and coordinate their movements. Orcs must be led by beings of flesh and blood, knowing their troops as themselves, not wraith full of terror and dread.

Concentrate on the procurement of food: Your establishment in Carn Dûm has many advantages yet a basic and inescapable flaw. Your food stores are hanging on a thread, more precarious than you would like. To solve this problem you can order your forces to raid for food and hunt the forests.

Train the troops in basic drills:
Orcs were made for war but you have long tired of the mob and crowd. You remember a time when the Lord of the Nine and Morgomir were your commanders and forged you into the army who ravaged the north. Beginning to train your forces will be a good first step on the path to these heights.

Seek Trolls to Tame:
Long ago the same power that crafted you made the Ologs or the Trolls. They have the strength of the mountains and their bones are harder than stone. Their intelligence varies but those you seek now are little more than beasts. Seek them and ply them with gifts of food and promises of hunting and your forces will grow.

Confer with the Wolves of the Mountains:
Among your people it is said there was a time where servants of the Master came unto wolves and entered their bodies, or perhaps they took their aspect. In any case they bred true and the wolves of the North are fierce and free and more cunning than any wild beast. Their elders are your equal in age and deadlier than many of your troops by far.

Deadman Dike:
This is the name given to the ruins of Fornost. You remember well the siege of the city and the sack. Before the arrival of the Elves and the Men of the south, your lord ruled there with an iron fist. Now you don't know who holds this ancient fortress but you will learn and they will renew their allegiance.

Visit the Hill-Men of Rhudaur:
The Hill-Men and you have ambivalent relationship to say the least. They are one of the rare human people to not cower in fear as they remember your old alliance with them. Yet you raid them and they raid you. Still their forts hold most of what was the smallest of the Dunedain kingdoms. Dealing with them one way or another is key to future success.

The Long War Ends
Who heard of Rivendell?:
You now of the Last Homely House. You fought against the household of Elrond and know of the torment of Celebrian his wife in the caves of the Misty Mountains. Yet you feel tired of war and strife and would offer peace, if you manage to find the valley.

Descendants of Arnor's slain:
Officially the Dunedain of Arnor are all dead. You scoff at the thought and laugh when younger souls see whole bands be swallowed by the wilderness. You know the nobility of the kingdom slunk into the shadows at your coming. Still to find them and perhaps have a truce between your people… This is a most difficult endeavor.

Black Edain:
Not all the descendants of the Great Isle were greatly good. Some of them became the Nazguls and some never denied their kinship with them. There are in the dark forests small havens where tight-knit families have dwelled and meditated on the dark arts. They are your allies by blood and oath sealed in the darkness beyond stars or moon. They are your allies yet you must convince them to help you anew.

The Four Hamlets:
Eriador is a disputed land where somehow Men survive and even thrive. Most of them would refuse to entertain the notion of alliance with the Orcs but to be fair they fight mostly their own kin. From what you know they are simple folks and you could bring them many things for you remember what the world forgot.

Walkers on the Sea of Ice:
In the uttermost north rules the Lossoth of the Bay of Forochel. They are a proud people even if their tales don't travel south since they helped the last king of Arthedain. You know few things about them. They cross the icy wastes and survived the dragons, the migration of these Orcs still haunting the ruins of Angband, and the dark sorcery of the Lord of the Nazguls. They would be unlikely allies but the world is changing.

Mount Gram
Gram Goblins
are taken by their experiments and the need to unleash them. They are working on some strange black powder who provokes explosions. The substance did not astonish Iorthondaer much as it is known the wizard Gandalf produces fireworks. Iorthondaer suppose the Goblins are experimenting with the same substance but he cannot say how they obtained it. He is sure though they don't make it themselves but receive it from another source. Mordor perhaps? The Dark Lord is crafty indeed.

Gulduruks, the sorcerers who worship the Dark Lord as a god, are calling for a great crusade against the people of the Light. According to them the Nine will soon return even as their fastness in Dol Guldur was overtaken. In truth they are mainly spurred by the rumours the Dwarves of Erebor are gazing to Moria. Gram was nearly taken in the War of Dwarves and Orcs and they fear for their survival. Interestingly enough Iorthondaer describes them as wary of something. They say the year the Dragon fell in the East, nameless things under the Mountains of Mist awoke from their sleep. Not all creatures of the Mighty are well-disposed to the Orcs after all.

Gram Malthuruks, great and mighty warriors to a man, are led by impiety. They gaze upon the world and see the power of the East is falling. They know not why but they are not sure the Dark Lord will win the coming war. At least they hope so for they long to establish their own kingdom in the mountains perhaps collaborating with you. Iorthondaer asked them why they would prefer Angmar reborn to Gundabad and the answer was simple: Lug is speaking openly of waging war against everyone and descend southwards even to the marches of Gondor. The warriors of the Land of Stone are reputed enough to make even the Mathuruks nervous.


Feed the People

Black Wheat:
Very few things grow in the Ettenmoors. Very few but not none. You know of several hardy plants who can be cultivated there. They are crops of forgotten Beleriand made for you during your service to the Iron Hells.

Cold Herds:
There are beasts hardy enough to survive your lands. The Hill-Men of Rhudaur have led their flocks and sounders well enough for the better part of an Age. Husbandry is even more difficult to your subjects than agriculture but it is necessary for you hunger for blood and flesh.

Oil from fat:
The production of lamp oil is nothing glamorous but even your eyes are not Goblins' accustomed to the endless dark and it serves well in trade with the villages of Rhudaur. It would be a jolly thing to be known to purvey the means of illumination but such is the way of the world.

Dreaming Incense: Prospering in your lakes is a species of black fish whose liver once burnt with some herbs of your knowledge grants vision. Preparing the incense is a lengthy process but is an obvious prerequisite to using it. Lindir seems to think it could be used to reach the Vala Irmo through the path of dreams.

Tax Rhudaur: Technically the Hill-Men of Rhudaur are your vassals. You are sure they don't see the situation that way but you offer them protection from ravening Orc bands as well as charms against the terrors of the night. In exchange they can give you the produce of their farms and larders.

Blood of the Moon:
Lindir has found deposits of silver through the mountains. To be honest you dislike this metal. It seems almost hateful to your dismal hands. Yet you are not going to let superstition keep you from an independent source of riches. Silver can be fashioned in many things and you have recently discovered a love for beauty.

Slave of Battle:
There are deposits of iron in the mountains, the same who led Men to call these lands Angmar. Iron is always useful and unlike what the Free People think, you are able to smith it and even obtain steel. Nothing you make will be called beautiful by others, but it serves well.

Dark Woods:
Great forests spread through the mountains, their wood is black and their leaves are green even under the cover of snow. You can begin to exploit them, to trade if not anything else.

Barad Durhen: The Tower of Dark Sight (Choose 1)
Shards:
When the tower of Dark Sight was cast down, the orb of black glass the Nine used to peer from afar was broken. The shards can be fashioned in crude replacements you can use in scrying rituals. The orb of vision was much lesser than the fabled Palantiri, lasting a short while before its potency was spent, and the shards have shorter lives still.

Begin Rebuilding: The Tower of Dark Sight's power did not reside in the stone only but in its very construction who eased the weaving of songs and the utterance of words of powers. You can try and rebuild an occult construction there. Depending on how your studies progress you could craft something that never was in the world.

Agalgimilzadan: The House of Dead Stars (Choose 1)
Training Ground:
You see no problems in using the catacombs for their intended design. Be it yourself or one of your lieutenants, you are going to send someone in it and see how they fare against the wights. There are treasures in the crypts to reward the ambitious seekers as well as a study of the arts of the Nine

Cleansing: You see no use in the creatures of the Nine. Lindir is one of them but from what you understood and what himself says there were factors at work in how he kept his sanity intact. Destroying the wraiths here would free the space of the catacombs for other projects, perhaps to house your own dead. It would also allows you to take all the grave goods who were interred there.

Binding: You are certain you can commune with the wights left there. They were made to give their knowledge among other things, and they are vulnerable to your enchantments. While you know from Lindir, and these wraiths are lesser in stature and lineage, you can't deprive them of their treasures without angering them beyond all bonds, you can learn from them. They were mighty men in their time
 
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