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

Voting is open
Turn 3 Results
Turn 3 Results
[X] Orcs V2
-[X] Warn the Breemen: Iorthondaer son of Baranir
-[X] Train Sorcerers/Smiths: High Chieftain Ghulgash
-[X] Seek a Captain: High Chieftain Ghulgash
-[X] Try and Understand Carn-Dûm: High Chieftain Ghulgash
-[X] Dark Woods: Nelineniel daughter of Swestadis
-[X] Begin Rebuilding: Lindir Fallen Loremaster




Warn the Breemen: 83+40(Renowned Diplomacy): DC: 70(Challenging Diplomacy Test): 123 Great Success

In the forests of forgotten Arnor, the Dunedain remain, vigilant guardians of the ancient paths. They are a hidden folk who have renounced the rights of their kingship for reasons you can't fathom but suspect have to do with the hatred the Lord of the Nine has for them. Those of their kin who chose the Shadows have not the same obligation to hide. Under your orders, Iorthondaer comes to Bree and he does it in the pomp and fashion Men are so fond of. Black fabric on bright silver mail, he comes on the road as a traveler and many take him as a prince of Gondor journeying through the wild. He is not stopped. You doubted he would. Orcs bearing weapons elicit a response either from Rivendell or the Rangers. Yet he is a Man and even if they despise him, none of the great of the Free People would attack without provocation. He comes to the mayor of the town and tell of the threat in the north, pretending to have been waylaid by scouts of the coming band. This is but half a lie as he indeed fell upon skirmishers and slaughtered some of them.

The folks of Eriador are not prone to violence and they disdain the affairs of the world. They would not for anything come in open arms to the rescue of Minas Tirith or Edoras for they know not of other realms save through distant memories. Still they are hardy when pressed and they are not given to cowardice. They will stand in their homes and sound the call to gather. Militia take pitchforks and blades in hand and stand with hunters and woodsmen, forming around the household of rich merchants. They patrol the road and for a year you have ensured a stand off between their forces and those of Deadman's Dike. The question will be what your erstwhile vassals will do next year.


Train Sorcerers/Smiths: 75+40 (Renowned Magic): DC: 90 (Difficult Magic Test): Great Success
Choose 1
Gruithadis Daughter of Urneth
learned the old lore from concealed libraries deep in the mountains, leading expeditions to ancient barrows. She is ruthless having given some of her companions as steeds for the Houseless she communed with. One of the spirits she consorts with was of the Noldor who refused the call to the west, fearful of ancient crimes committed in the caverns of Doriath. From him, she learned the secrets of the forge even if she will need more than a lifetime to learn the lore of the ancient Elves. Crafting/Lore/Magic/Subterfuge

Roth son of Golf
is a shaman from Rhudaur, speaking to what he proclaims as the spirits of the woods and rivers. You were somewhat surprised he told true and even more the spirits he commune with are not all of the Houseless. Some are of the rare breed of Elves who faded completely without being subject to death and thus never received summons westwards, some are of the lower order of the Maïar. Indeed Roth journeys even to the boughs of the Old Forest where he receives the hospitality of the lord of this land. Lore/Magic/Woodlore/Tracking

Mihic daughter of Langbash
is not from these lands as her band travelled through the mountains in the time where Smaug the Golden held the Lonely Mountain. She admits having been tutored in the arts of the forge in the depths of Dol Guldur. Not from the Lord of the Rings of course or even the Nine but her line of apprenticeship descends from them nonetheless. She killed her old chieftain in a duel and brought her tribe back in your lands where she thought she could beat you. She was mistaken and is content to wait your death from old age while making a name for herself among her kin. Magic/Crafting/Strength/Warfare


Seek a Captain: 84+20 (Accomplished Military): DC 70(Challenging Military Test): 104: Great Success
Gelluiven son of Ribron
was trained in secret camps in the mountains of Angmar where the descendants of the servants of the Witch-king still eke a living. He can trace his descent from the King's Men of old Numenor as his ancestors were brought from southern havens in the train of Morgomir of the Nazgul. Beyond war, he was trained in the lore of his house and the knowledge of the lost isle. He came to your banner as he is the third son and has no head for the subterfuge and intrigues of his clan. Strength, Warfare, Command, Lore

Leolid daughter of Daufhild
gave herself to war. She took the path of the berserker, giving voice to the rage of a people the Wise still despise for their service to Angmar. She was trained in the old ways of her kin. When she is not taken by the red mist and in the first line of the battlefield, she is a huntress and a pathfinder with few peers. She has gained red renown among your people since she, in the grip of a fierce winter where old alliances were sundered, bit the throat of a wolf chieftain who tried to devour her. He follows her still with all his pack having sworn to serve her in payment for his life Strength, Warfare, Woodlore, Tracking

Barzud son of Anzbash
had to master uncommon skills in the warrens of the mountains. While he is an able warrior in his own right, he is recognized as a gifted speaker who can unite tribes by the power of his voice and the skill of his speeches. Some would think it makes him weak but he defended his home fiercely against invaders. He was cunning enough to mount an ambush against the gallant sons of Elrond as they travelled with a retinue of Dunedain. While the ambush failed, he acquitted himself valiantly and survived with most of the attacking force. You wonder what the lords of hidden Rivendell would think if they knew he attacked them to turn them away from the camp of his tribe. Strength, Warfare, Diplomacy, Subterfuge


Dark Woods: 54+40 (Renowned Woodlore) DC:70 (Challenging Woodlore Test): 94: Success

Nelineniel of the Edain moves at your urging in the forests of Angmar. She takes men from her people and of the Rhudaurim wise in the ways of the woods. They bring back news of great trees having weathered the centuries whose timber would be excellent for building. The great dark forest is also full of herbs holding life and death. Still it's not what interests you for the forests are far from empty of life. You expected the great packs of wolves and don't fear them as your people long held alliance with their leaders. Still they apparently signaled to Nelineniel they are ruled by a great one who dies not, a werewolf of the line of Draugluin. Even then keep from certain glades where the song of the woods is hatred to every creature of flesh. You will tread carefully for you remember not all servants of the Discord were of fire and shadow.

Rebuilding: 94+40 (Renowned Lore): DC 80(Difficult Lore Test): 134: Great Success

Lindir studies the ruins of the great tower, floating like mist around the crumbled stones. It brings memories to him, memories of ancient books cared for in a home whose location is clouded from his mind. He remembers lessons about the towers of Numenor who caressed the heavens and places whose grandeur are now ruined. For Fornost is a tomb and Tharbad a ruin. Osgiliath is a silent witness to how Men have no need of the Dark Lord to slaughter each other. Gone is the beauty of Minas Ithil where your old master now rules atop a throne of corpse-white stone. Gone are their beauty but not forgotten and not forgotten what inspired them. Remembered in songs who hurt your ears when you were young. Nargothrond and Gondolin now below the sea and Doriath of the thousand caves and beyond the western world Tirion and Eldamar. And of course the home of your people whom Lindir is now a part of. The Dark Tower raising in glory and in the north west the peaks of the Thangorodrim and the spires of Angband.

The Tower of Dark Sight can be raised again but it can be raised in different ways.

Carn Dûm: 49+40 (Renowned Magic): DC: 80: 89: Success
This year you decide to concentrate not on the vastness of Carn Dûm's central keep but on one of the outlying forts. You remember this one having been torn apart under the fire of Gondorian engines in the final days of the war. You order your guards to investigate the remains. They bring back fragments of stone statuary you would have been better to have never seen again. You remember them now, arrayed in rows before the gates of the citadels. Three-headed statues adorned with runes of fright and spells of terror, made to give great cries of alarm if their gaze spotted an intruder. What interests you is the rumor through Lindir they were an art of lost Numenor before being repurposed to the service of the Eye. This could be useful.
Discovered: The Watchers of Car Dûm
 
War for Fornost: Part 1
War for Fornost: Part 1
And it came to be in the year 2984 of the Third Age that among the Orcs occupying Deadman's Dike who once was Fornost the capital of martyred Arthedain arose a mighty chieftain named Belgrud who took as his own the crown of the ancient kings. This, he made almost certainly by mockery as the Orcs were made by Morgoth Bauglir as a jeer against the One and all his works. To him he gathered a mighty horde and there were many who had remained and multiplied in the ruins since it had been the court of the Lord of the Nazgul when he finished the destruction of the northern kingdom. Yet even more flocked at his banner for he preached the rebirth of a kingdom of Orcs where Men would pay tribute to their hungers. They came from near as the foothills bordering Lake Evendim and from the north too. Indeed many Trolls were driven from the Trollshaws and the Ettenmoors to attend to him. Yet his purpose had been revealed to the folks of Bree and their watchers the Dunedains of Arnor who prepared for his coming a year round. They even tried to assault the ruins and yet failed for the number of foes was great. They could not even keep Orcs from Gundabad to advance quickly by night in small bands and hearken to their new chieftain.

Not trusting his chances with only Orcs, Trolls and the bandits of the wild at his side, Belgrud decided on a horrid bargain. Among his following were some who had remained in the ruins of fallen Numenor for they loved knowledge. And they knew tatters of lore and dark intent who had been given to their ancestors by the Witch-King as one give scraps to a dog. And they knew legends of their home. So they travelled to secret places where once the dead of the Dunedain had been laid to rest and even in Fornost, they opened the tombs of the Kings which none of their ancestors had dared. And from them issued wights for in his hatred for the descendants of Isildur, the Black Captain had desecrated their bones and commanded fell spirits to inhabit their corpses. And yet it was not the worst for Belgrud commanded his forces to hurry in fallen Annuiminas from where the whole kingdom had been ruled. There led by he claimed to have been fearful dreams, they opened an ancient vault from which an old terror came flying.

None knew what it was exactly. It was taller than a man and had black wings who spread like the smoke of pyres. Its face was horned and bestial and its claws were iron. It flew through the air and drank blood. The Wise accounted it a servant of Morgoth who had escaped the terrible wars who had led to the fall of Thangorodrim eons ago. How long did this horror sleep beneath the earth, under stone, before being leashed by the Lord of the Nazgul and put to haunt the ruins of his foes? None may know for it did not speak to its prey and seemed a beast in thoughts and deeds. There were some who thought it could be Thuringwetil named in the lay of Luthien the fair, for the songs said only the maiden clad herself in her skin and no account is made of her end. Under its wings gathered bats in great numbers and wolves and wargs. Knowing about it, many of the Dunedain were grim for it seemed to them the great purpose of their people would fall even if gathered with the folk of Eriador they tried to protect.

Yet help came from an unexpected corner, for even further north than Gundabad, the Witch-Realm of Angmar had awaken but not for the purposes of the Dark Lord but for the glory of its leader and some even said for a mightier doom. It was them who had warned Bree of the danger and now they knew they had to come even if no alliance existed. Surely unprecedented would it be in the north of Middle-Earth for Orcs to come help other men. In the north of Middle-Earth for some tales known only to the great travelers and to Gandalf the Wizard assure that in the south, in the lands of the Haradrim, it had happened and of course each time the Dark Lord had wished it. Still the old captain was cautious and knew all too well no friendship existed between his people and the Free People. Indeed the messenger he had chosen had been of the blood of the Edain. And as such the choice he made was harsh indeed and would have great consequences on the what followed.

Choose 1

[] He came himself in raiment of dark splendor along with his captains save one whose presence would have been accursed by the Dunedain and with good reason. With him came the forces of Carn Dûm and small forces of Rhudhaur from the ranks of the Hill-Men. He met with the leaders of Bree and offered great gifts of barrow gold and things long wrought in the forges of Angmar. To the Dunedain he spoke of dreams full of portent and ancient sins who now had come to be atoned. And Gandalf was astounded for it was a great surprise even for him.

[] He dispatched some of his captains mighty among those the Wise call the Black Numenoreans and with them came a small force composed of their folk, proud and cruel and enamored of knowledge deep. And with them came lords and ladies of forsaken Rhudaur who still held allegiance to their ancient lords. They came to the folks of Bree in majesty, looking very much as the kings of old and to the Dunedain they spoke of ancient kinship and renewal of some oaths. For even as they had been rebellious to the Powers, they were ready to confess Morgoth and Sauron were of their number and so were to be scorned with the others. In their train rode no Orcs even if they did not hid who reigned in Carn Dûm and invited both Hallabrad regent of the Dunedain and Gandalf to come to the citadel.

[] He came in secret, eschewing the company of the Free People and delighting in the thought of a hidden deed and a great enigma. With him was Lindir who had been pierced by a Morgul-blade and elite Orcs and black Numenoreans. Small was this force and made to travel swiftly and by night yet it was made of the chivalry of his dark realm. He went to the horde of Belgrud as they travelled on the road, ready to attack and fell upon him, ready to slay the would-be king and leave his corpse as a riddling message on the ground even before the hosts of Eriador met him. And Gandalf grew suspicious and moved to Carn Dûm as he had once walked Dol Guldur and he came without being expected and with questions and a riddling smile of his own.
 
War for Fornost: Part 2
War for Fornost: Part 2
It was not the first time, Ghulgash descended into the ancient lands of Arnor, leaving the fastness of Carn Dûm and its dubious pleasures. It was not the first time even he did it in peace for often in his younger years he had enjoyed the hospitality of the villages of Rhudhaur. Still he thought it was unprecedented for never to his knowledge had the Orcs met peacefully with foes of the Shadow. Yet he was a great captain and a master of lore and so his heart was calm. He clad himself in raiment splendid as he had once wore in the court of the Lord of the Nazgul for he had been deep in the councils of the Black Captain. They were made of silk and velvet and were black with adornments of pale gold. Under his hood, he bore a royal circlet upon which a tarnished gem shone like grey ice. Old as he was, he walked against a great staff of black wood who had been sculpted with images of wolves but ended in the head of one of the coiling serpent of the far south who spit their venom and whose image protect the kings of Harad. Ugly he was with skin like a corpse embalmed and curved fangs and venomous claws. For it is one of the sins of the Marrer, the body of the Orcs grow in whichever manner will distress them the most while not destroying their skills.

With him came great Orcs accustomed to the false sun of the mountains. They were clad in the plate of the guardians of Carn Dûm who had once been Men devoted to the defense of the Witch-Realm. They had tall shields emblazoned in sickening blue with a great crown at the center surrounded by nine stars. Behind them hurried bands of lesser account, armed with short swords and curved blades, clad in leather and sparse pieces of metal. Yet they were not alone for Ghulgash had called the might of Angmar and some had answered from the mountains. How the descendants of Elendil were dismayed in these days. For the Black Numenoreans were as them. They were tall with piercing grey eyes but there stopped the resemblance. For even as the Dunedain wore clothes who were ragged after their years in the Wild and moved unseen through the wastes of Arnor, these soldiers were in black uniforms with belts wonderfully wrought as they had lost no love of crafting. They had great swords and mighty bows and many hid behind masks of wrought metal of iron, silver and alloyed gold for the commanders. With them, came a small force from the foothills of Rhudaur, who were men kin to the Dunlendings and the clansmen of Enedwaith. They fought with great axes, and javelins and were accustomed to the dark woods.

And at the command of their chieftain did this host fly white banners of peace and when they were spotted advancing from the north on the Road, they proclaimed they came in peace in Westron, Sindarin and even in the lost language of Numenor who had been kept in the mountains as a tongue of lore. And the Dunedain were surprised for Ghulghash even added Quenya who was rough and ungentle but whom never Orcs had been reported to speak. And some later were dismayed when they heard the tongue of the Orcs for they felt a closeness to the tongue of the High Elves, as two far branches of the same mighty tree. Seeing this army coming to them with messages of peace, the inhabitants of Bree hesitated but their hearts were won for Ghulgash did not come with empty hands. His hands flowed with gifts great and small either wrought long ago by the Angmarim or left to rot in the ruins of Carn Dûm. To the Dunedain he gave back thirty-six ornaments in the shape of a star who had been worn by some of their captains who had fallen to the hands of the Orcs. Surprised they were but they took their bearings soon enough and Halbarad of the Grey Company who was kinsman to the Chieftain soon advanced to talk and with him were Norwell Barliman who was the high man of Bree at the time.

Wondrously strange was this meeting and it is said the Orc chieftain who had stood for more than ten human lives in the mountains, was not the most surprised. Perhaps if they had time enough, evil would have blossomed and distrust and recriminations of ancient grief. Yet they were set against a bitter foe who advanced against them. There would time for great negotiations and bargains later. For Ghulgash had something neither the gallant Dunedain nor the hardy folks of Bree had. His forces were both numerous and experienced in war for the Angmarim were not an united lot and often they led their bands against each other. And there was a council held to know what strategy would be used to keep the forces of Deadman's Dike at bay. And a choice was made heavy with consequences.

Choose 1

[]
The armies would wait behind the wooden walls of Bree where arrows could fly and the gates held long against the onslaught. The horde of Belgrud would not have the discipline to try and starve the town whose supplies were full for they had been forewarned. Only when the forces arrayed against them would have broken, the free people would charge and destroy the attackers.

[] The armies would issue from Bree's gates and fall upon the foe as it advanced, to fight blade against blade and ranks against ranks. In the contest of red ruin and splintered shields and notched swords would valor be proven. And Barzud commander of Angmar and captain of the host swore he would fight Bergud and end his rule. Ghulgash made no promises but plans of his own for he knew songs of power who could be unleashed. Notably it was convened the forces would lay in ambush and fall upon the foe while leaving hiding, so that they may be destroyed utterly.

[] While most of the forces would wait on Bree, Ghulgash and Halbarad and with them a company bold would advance near the city to the ancient barrows of Cardolan whom the Witch-King despoiled in days of yore. There in the ancient forest they would keep watch for the dead who rest not in peace for words had come the army of Belgrud contained many of these specters who would be drawn to the tombs. Such hallowed ground would be if won a place where potent songs may be sung to influence the battle even at a distance.

[] Ghulgash decided on a plan whose boldness was comparable to Gandalf the Grey's own plot against Smaug the Golden. For he gathered to him Nelineniel and Iorthondaer who were of the Black Edain and were wise in woodlore and hunting. And with them he asked some of the Dunedain to go if they willed. For he hunted the monster of Berglud, the terror who had once flew over the mountains of Iron and the fortress of Himring from where Mahedros had been driven, before residing in the wild lands of the north. Dark were the tidings of such a hunt and yet the Dunedain felt the need for to this vampire of Morgoth had flocked many creatures they long sought.
 
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War for Fornost: Part 3
War for Fornost: Part 3
Rolls
Tracking the monster: 90+20 DC: 50/70/90: Great Success: The road is clear
Knowing the Lair: 15+20: DC: 75/100: Failure: Leap into the unknown
The servants of the Horror: 98+40 (Unknown foe): DC: 90 (Company of heroes)
Critical Success: The Black Breath

Wild Wolves of the North VS Company Grey and Sable: 28+40 (Ageless Malice) VS 95+20 (Halbarad Dunadan-Fell Lights in the air): 68 VS Critical: Die hound of Sauron
Song of the Iron Crown: 62+40 (Songs of Old): DC: 75/100/120 (Creature of Shadow): Success: Banishment of the Houseless

It is said by the Wise that when Melkor rose in song against the themes of the One, he gained to his following many of the Holy Ones whose voices accorded with his discord rather than the Music. And of them many descended into Arda to follow him and more were gained to his service through the long ages before the creation of the sun and moon. Some have their names still sung in tales but others were unknown just as none but the Valar know the full accounting of the Maïar. The creature named by the Dunedain Dagnirgwath "Shadowed Scourge" was of the many monsters hovering in the shadow of Morgoth. From what it did, some held it had been part of the people of Namo named Mandos. For it looked as a great bat with claws and fangs of iron and at its cries flocked the Houseless Ones. During the wars against Angmar, it had flown in the skies of Arnor and drank blood at its leisure, drowning whole villages in shadows. Even as it was feared mightily by Men for its screams were like those of the Nazgul, it was even more fearful to the Firstborn for they thought its screams could drown the Call to Valinor.

And it was this monster released from the tomb of crumbled earth it had been left to dwell by the Witch-King that Ghulgash of Angmar proposed to hunt. For he argued it would be a great danger on the battlefield. Indeed against Orcs and Trolls, wolves and bats, and even the wights of the barrows, forces could stand. Yet the horror of Dagnirwath, who had gained a name in Black Speech whose mention would spoil these lines, few could oppose resistance. As such he asked for volunteers for a hunt who would be compared to the one where Carcharoth was slain. And it would be thankless and dangerous for the vampire was in its fashion a captain at the head of an army. Iorthondaer and Nelineniel, members of the proud Black Numenoreans who in all things follow pride, said they would follow their leaders and with them came a part of their host. Halbarad of the Dunedain would also follow with a company of the nobility of lost Arnor. Nelineniel whose speech was given to harshness and bitter mockery jeered the regent of the north came to watch them rather than aid them. And indeed there was truth in these words, for even as the forces of Angmar came to the defense of Bree, they were not fully trusted.

Gandalf the Wizard who had arrived in Bree before the assault could be launched would not follow. Not because he did not consider the errand needful but because his presence would be needed in town to ensure peace for a time and inspire courage in the hearts of many.

And so did the party of sable and grey went into the dark woods for Nelineniel and Halbarad were spurred by desire to prove the best woodsman. Their struggle was fruitful and the group passed into the Wild. The hearts of the Dunedain soon grow wroth for they knew where the paths led. It was to a grove many held sacred for it had been planted by Valandil son of Isildur and only of his family to escape the slaughter at the Gladden Fields. There grew trees bold and strong and so loved they had endured all calamities before the hand of Angmar had at last crushed the last remnants of fallen Arthedain. Yet now the glade had become fell and a haunt for monsters. How foreboding it seemed in the horizon, like a dark castle or a forsaken temple. Here now grew hemlock and aconite in tall bushes and the air was full with the whispers of wraiths. Indeed even as Ghulgash and his company came in view of the desecrated grove, a host issued from it like a foul eastern wind. Specters they were but they appeared not as they were accustomed, in the shape of men long dead and rotting. They were uncloaked and seemed like fell light and black flame with snarling faces full with envy for the flesh. Among them were many Elves once fair but now in torment.

Where did this host come from? Most were fell spirits, lesser horrors following a greater one, but the Elves were indeed houseless dead. They had been captured in the fall of Eregion when Sauron warred against the Jewel-Smiths or much later in the war of Angmar. Some had perhaps perished earlier, captured by Morgoth and his servants and brought to Angband. All had been brought in pain and horror until they were unable to hear the Call so that their torment could rejoice the masters of the Shadow. They brandished the shades of brands and wore memories of armors branded with either the crown in iron or the lidless eye. They fell upon the living like a sea of horror and the fighters faltered and even the proud Edain howled for memories were sent to infect their dreams. Even among the Black Numenoreans were some who fell to the ground, unmanned and witless, while in the shadows corpses advanced with a clanking of old armors and rusted swords. They were not alone for ran from the forest pack of wolves with eyes like a Man's and who howled in delight and laughed as they advanced.

Their laugh was premature for stood Halbarad kinsman by marriage of the line of Elros who feared no darkness. A great bow he had and as he loosed upon the warg chieftain an elf-arrow from Rivendell. So deep struck the shaft, it entered through the eye and departed from the back of the skull before the Dunadan called to his men. Their hearts were glad at this display and they charged. Great was their fury and Halbarad hewed the limbs of the first Warg who struck at him before piercing his heart with his sword. Not to be outdone Nelineniel and Iorthondaer loosed their own shafts, cruel arrows wrought in Angmar, full of fell poison. They found their mark and soon black swords joined in the slaughter. Such was the fury of the Westerners, they suffered no further losses at this moment despite claws and fangs. And as they fought and slew Ghulgash looked at the flood of unquiet spirits who had assaulted his companions.

He began to sing a deep song, a chant of old passed from his grandsire who was of the great captains who died not of old age. A chant not in the speech of the Black Land but far older and perhaps far fouler. A chant made in the warrens of Angband and in the land under the shadow for none of the servants of Morgoth ever lived at peace with the Orcs and even the great dragons devour their flesh as readily as any other. And so it was a song of banishing and repelling, crackling as the flame and grinding like ice. He sang of a wind from the east and a wind rose, so mighty it seemed to push to the Sea. And the nameless things who had been of the Beautiful Ones were driven forth as their power never great in the first place had long diminished. And the tortured shades of the Firstborn were glad as their fetters were loosed and they rushed to the west with great clamor ready to be borne upon the foam to the Halls of Waiting. And yet this song was but a sting for Dagnirgwath who issued from the grove flying and snarling, with eyes full of fury and terrible curses.

For it talked like a Dragon and even as it devoured and drank, it was aware and its eyes shone with evil cunning.

Which song did Ghulgash sing against this creature? Choose 1

[] A song of old, a song of power, a song of flame and ice, of hammer against skin and flesh torn. A song of destruction overwhelming

[] A song of dark woods under the night, of poison slipping and arrow swift. A song of thorns prickling and heart stopping.

[] A song of taming, of broken wills and adoration. A song of collars in iron and wolves becoming dogs. A song that bent the mind in other directions.
[] A song that wounded him even as he chanted it even as his eyes filled with blood. A song of Rivendell, of Elvenhome still remembered. A song of the Powers as he understood it.

[] A song of bolstering, a song of command and courage, a song of fury and rage and swords unleashed. A song of walls and bright weapons and a song of help.
 
War for Fornost: Part 4
War for Fornost: Part 4
Song of Bolstering : 59+40 : DC : 90/120 : 99 : Success : Fear no Shadow
Ancient Horror VS Company of Sable and Grey: 91+80 (Horrid Strength) VS 44+50 (Company of Heroes): 171 VS 94: Fall the Dunedain.
Nelineniel's Intervention: 74+40 (Accomplished Strength+ Accomplished Woodlore): DC 75/90/120: 114: Great Success: Aï Turin Turambar
Halbarad's Intervention: 71+50 (Lore of Rivendell): DC 90/120 (Wounded Opponent): 121: Great Success
Ancient Horror VS Iron Chieftain: 59+30(Horrid Strength-Dying) VS 70+40 (Magic as a weapon): 89 VS 110: Fall of the monster.

Seeing Dagnirgwath fly from the shadowed grove, Ghulgash began a song of magic and it was powerful. For in his song he put both the futile defiance of Arnor's host long ago and the fury of the Orcs as they descended upon the mountain and the dance of legions ordered and the terror of the Shadow. And it was a grey sound where sounded the clamor of the Discord but also notes of the Great Music and it was neither good nor ill. For he sang of courage and bravery and emotions who would drown the sickening fear of the creature. And indeed his song roused the heart and kept the terror away. Yet it was but a feeble light in an ocean of darkness and the monster of Morgoth laughed a terrible laugh who sounded like tombs gaping wide. It fell on the assembled warriors and it was horrible. For claws it had to shred and fangs to tear, and it took men and flew before dashing them against the rocks. Yet most horrible was its shrieks that broke bones and made men cry tears of blood as their eyes were overcome with that dread sound. Its leather was hard as the scales of a dragon and even elven-steel or the sorcerous blades of Angmar found few purchases.

Seeing the slaughter wrought by the creature, Nelineniel charged it. Still rather than hew at it with her sword she tackled it, going feet forwards beneath the loathsome bulk. And as Turin Turambar did to Glaurung in days of yore, she brought her blade upwards into the softer flesh of the underbelly. Her sword had been forged in the smithies of Angmar in the times of glory of this witch-kingdom and spells of pain and cruelty and violence had been laid upon it. It tore at Dagnirgwath bulk even as it tried to crush her under its weight. Still she hacked her way out, being baptized in noxious blood. And the vampire shrieked in pain for it was not accustomed to pain. Parts of its mind urged it to flee, to fly ever northwards where the sun doesn't show for half a year and there drink the blood of the Lossoth who live by the snow. Yet as all creatures birthed of the Discord, it was proud with the pride of Morgoth and would not surrender the field it had tended to for so long. As such it roared and blustered and cursed its attackers for it knew their names. It cried not in a fair tongue nor even the Black Speech of Mordor for it was older than this tongue, but in the speech of Angband and its words blackened the sky and fogged heart and mind.

And yet as the vampire fought, Halbarad of the Dunadan forsook both bow and blade and took a weapon long preserved by the Rangers. It was but a sling of leather upon which had been inscribed some secret signs. Despite its appearance, it was an heirloom of the House of Elendil. It was said to have been wrought in the tanneries of Andunië in the isle of Numenor and it was baneful to the creatures of the Shadow. The dart he prepared was of lesser lineage but perhaps not of lesser potency. For it was a stone of the Bruinen who flows near Rivendell and it had rolled for an Age in the clear water since Elrond had taken lordship of the valley. And it hurt Dagnirgwath more than iron or steel or fire could, for it sang even as it flew through the air of the deeds of the Noldor and it pierced the skin harder than armor.

And it was said that its blood flowed from its wounds, the beast who had took form in the following of Morgoth and had perched in Angband and flew above blighted Beleriand after the fall of Gondolin when no hope remained for the Eldar but a forlorn messenger across the Sundering Seas, spied Ghulgash. Hatred filled its heart, and it named the Orc as traitor to his high maker, denouncing the blood that filled his veins. It mocked its earlier crimes and tried to devour him even as it fell. It was a vain effort even as it closed the distance for the Chieftain of Angmar was wise in the ways of hatred and he had surmised the monster of Morgoth would strike at him. Even if he was mistaken for the cause for he thought the creature would lash out at the sorcerer among the company. Still he had prepared and he pointed his staff and sung a song dolorous. Harsh and hard it was, like stones grinding and water pulling and sorcery. It was winter coming unexpected and the mountains of iron silent and deadly. It was the stone who give way to the avalanche and the storm that beckons in the night. It was short enough to become as a dart of black ice, a javelin of dark thunder, and it struck true for Dagnirgwath fell to its ruin. And there did Ghulgash attempt a great deed.

Choose 1

[] Through ancient song and hammer blow, through dark arts and sorcerous spells, he forced the essence of the Umaïa into its flesh, nailing much of the power it had held into the corpse which he took for himself. Magical items he would forge from such a prize and whether they would be foul or fair, even he did not know at the moment.

[] Through high song and runecraft and dweomer, he cast the Umaïa out of the raiment it had once wore, and it was a ragged thing more like a ghost of ancient malice and the thought of malice than anything else. Yet it was still wise in its own ways and knowledgeable and bound. And so it was taken as a prisoner to be interrogated in times of peace for it knew much that the living had forgotten.
 
War for Fornost: Part 5
War for Fornost: Part 5
[X] Through high song and runecraft and dweomer, he cast the Umaïa out of the raiment it had once wore, and it was a ragged thing more like a ghost of ancient malice and the thought of malice than anything else. Yet it was still wise in its own ways and knowledgeable and bound. And so it was taken as a prisoner to be interrogated in times of peace for it knew much that the living had forgotten.

As Dagnirwath shadowed scourge and terror of the realm of Morgoth fell to the ground, so did Gulgash sing a mighty song. So terrible were the words, once uttered in Angband, that they shriveled the pierced raiment of the Umaïa to nothingness. And yet in a cage of music was its spirit cast, there to know torment for it had long been accustomed to flesh and its needs and so to exist unclad was painful. There was suspicion among the Dunedain of Arnor for they knew well the whispers of the creatures of the night yet the chieftain asserted his authority and there was none of the Firstborn there to gainsay him. He took the chained spirit into his clothing fastening it to a stone from the iron mountains. There he would call upon it, not to drink in its power for such things were but temptations of the Shadow but to know much of what had been forgotten for once Dagnirwath had flown in the skies of Beleriand, sibling and king to this Thuringwetil whose skin was worn by Luthien when she assaulted the Iron Hells in company of Beren Erchamion. While the company of heroes were tired, they decided not to press on the path to Bree for they had accomplished their high office. Not only the monster had been slain but so too its forces of shadowy evil and as such the town faced only foes of flesh and bones.

Now many scorn the Breelanders and with them the folk of Eriador. Indeed they are not of the High Men whose eyes are full of the memories of foundered Numenor and whose wisdom was learned at the feet of the elven-kings in days of yore. They are not even among the mighty of the Middle Men such as the Rohirrims masters of horse whose valor is unsurpassed. Not even theirs the dark glory of the Haradrim in their hidden preserves far from the shadows of Umbar where Sauron is worshipped as Morgoth returned, or the temples of Rhûn where they remember the shadow of Morgoth Bauglir who walked the lands as he seduced Men in their childhood. Yet the Breelanders endured even the fall of Arnor and the encroachment of the Wild and their survival is not only the child of the Rangers of the North. They are a hardy folk in their own way and their wisdom albeit rough is not usurped. As the wolves and Orcs and bandits and Trolls gathered against them, they manned their wooden walls and barred the gate. And among them were many who had fought against the danger of the road and with them were both the Dunedain and the forces of Angmar in an alliance none would had dreamt of.

Harsh was the battle for Bergud was a mighty chieftain and with him were many of the servants of the Shadow. During the day his force laid in wait under the cover of the trees, the Trolls for which the sun is most hateful first among them. Yet Arien had just passed the western horizon the attack was sounded. The first wave came as a mob made rabid by the sting of the whip until they welcomed the kisses of arrows. Yet behind them advanced the Trolls and they took great rocks in their hand and cast them upon the wooden walls. As strong as catapults are the children of the elder darkness, and soon the wall was breached in several places. And advanced upon it not only bandits and wolves but great Orcs in stolen plate, laughing at the burn of their armaments who had been taken from the great vaults of Fornost. Many died before striking the first blow but soon there were fights at the breach and merchant's sons in glittering armor fought against the spawn of Bauglir. And there were woodsmen whose axes hewed limbs and not wood and many others besides who proclaimed the darkness would not win.
Bree: 63+20 (Gathering of Heroes): 83 Great Success

In many ways the tale was written before the battle ever came to a close. For even as the Orc chieftain sent his forces, they were met by those forces of Angmar who had not departed for their own lord's hunt and the Dunedain of Arnor, and the defenders of Bree. And at their head was Gandalf the Wizard whose voice calmed hearts and mind and whose sword Glamdring shone blue with icy flame. Thrice the servants of Shadow advanced to the breaches and thrice did they withdraw like a wave who ebb and flow. And in the end Bergud hesitated. For he saw the moment where his servants would be slain and he would have to walk to the town with the sole help of his personal guard and there to tempt fate against the Foe-Hammer. The monster he had raised was no more and no help would come. And so he cursed bitterly the fates before ordering to withdraw even to the haunted hills of the Barrow-Downs. There he thought nobody would follow. And with him was a circle of sorcerers, petty wonder-makers and keepers of lore, who knew just enough to order the troops to not take refuge in the ancient tombs themselves but to stay under the shade of the trees of the Old Forest. They even offered sacrifices from their bands to quench the hunger of the woods.

When Gulgash of Angmar came unto the town of Bree with the products of his victory, he came into a great council of Gandalf and other worthies. For it was clear at this point Bergud had withdrawn even to his seat of Deadman's Dike, humbled but alive. Even Gandalf clad in grey did not know what terrors haunted the ruins and what had been awakened in the preparation for this futile assault. Still the Dunedain of Arnor argued they could perhaps go up the road and once for all cleanse the ruins of the abominations who laired them. For it was a sore travail for them the halls of their ancestors had been the court of the Witch-King and terror did not leave them. Yet they knew it would be a gamble to risk their own meager forces and the stalwart men of Bree alone and Rivendell would not step from the hiding that protected her nor Cirdan at the Havens would jeopardize his position.

What happened then? Choose 1

[] Gulgash pleaded for peace and returned to Angmar. There he would use the arguments of his voice to challenge Belgurd through envoys and spies for he desired in his heart the treasures of Deadman's Dike. In this he left his relationships with the Dunedain amiable but cold as ice.

[] Gulgash made a bet and risked himself for he approved the desire of the Dunedain and he would lead his forces to Deadman's Dike, proving his wish to join the foes of the Shadow. For Deadman's Dike would be no more but Fornost-Erain would slowly be reborn. In this he proved courageous for this was not a whim who escaped the Eye.
 
The War for Fornost: Part 6
The War for Fornost: Part 6
In times gone by, Fornost was the capital of the kingdom Arthedain. Woeful was the tale of this city whose inhabitants could see through the long years of war the hand of evil approach. Generations of even the long-lived Dunedain watched from the battlements as Arnor was slowly strangled by the hand of Angmar. Plague emptied its streets even before the legions of the Witch-King closed. Great was the slaughter in the streets with many a tale of doomed heroism forgotten save by those whose valor earned the kiss of a Morgul-blade. Its ruins were further defiled by the court of the lord of the Nine as it stood in the despoiled palaces, scrubbing the treasuries for something only he knew. This assemblage fled the city as it feel anew to the forces of Rivendell and Gondor but cursed were the buildings and the very walls. For the Ulaïri, the Ringwraiths had come there with Orcs and many things fouler. They had begun the digging of dens and the calling of wolves fed on the bones of the valiant dead. Shadow clung to the ruins, terror to the plazas and so it was named Deadman's Dike where like the Barrow-Downs fell things howled in the night.

These Orcs who did not flee to Carn Dûm but stayed to bedevil Arnor made their lair there and slowly rebuilt the fortifications and dug up dikes and pits. Ghulgash of Angmar knew the place well for not only he had participated in its fall and sacking but the city had acted as a dark sun for those discontent with his rule. Many an ambitious who did not dare risk his life against the aged sorcerer fled to the old capital, ready to raise bands of warriors and swagger around, pleased by the idea of further humiliating the memories of Arnor. It was unknown why the Black Numenoreans never descended from the mountains in force to rebuild the city in their image. In truth they were content in their frozen retreats in the harshness of the mountains where many secrets of the Shadow hid underground. The knowledge of ruined Fornost was unlovely to their eyes for they thought they had their fill with lore of the old Numenor whose foundered. And so the city of Arthedain had become a den of monsters. Bergud had stood there long before his attack on the remnants of Eriador and he hoped to defeat his foes there.

His flight had taken him through the Barrow-Downs and there his sorcerers had ordered sacrifices to be made to the hungry woods. The trees of the Old Forest loved to be watered with blood taken from living throat and delighted in corpses hung from their branches. And so not only wights of the Barrows, moved by evil spirits and coaxed with promises of rehousing in Fornost's palaces, but creatures of the woods followed north. Long was this journey for the host had first taken south from Bree before turning back yet they arrived in their fortress before the hosts of the free people. Orcs manned the battlements and wolves ran in the streets while wights prepared weapons as the command of sorcerers and bats filled the sky. When Bergrud looked at the road and saw that his foes had taken the pursuit, he cursed bitterly and ordered open the ancient vaults. There he and his elite forces took the garb of the proud defenders of the northern kingdom. They took for themselves adornments of true silver from the ancient guards and even blades who burned and singed their hands. Some he had his sorcerers sing spells upon them to at least make them useable but others Orcs wielded uncaring for the pain.

Against the city rode a mingled host. For the Dunedain moved like shadows cloaked and there were many of the Rangers among them. Still there were units bearing hunting spears rather than bows and even a company of riders who had learned their arts in Imladris. With them came the hosts of Bree and they were strong beyond their seeming. Most were militia trained in exercises and levied but they surrounded hardy lumberjacks whose axes often smoked in the blood of wolves and the sons of merchants in wrought steel. Even Halflings of the Breeland had come as slingers and bowmen, remembering the stories about just kings. Last came the troops of Angmar and it was strange indeed to see Orcs walk at the side of men and before them Hill-men with axe and spear and masked sneering Black Numenorean. At their head, was Ghulgash.

Before them were the gates of Fornost, broken by the Witch-King's spells and rebuilt in pig iron and blackened soot. Shortly the chieftains of the Free People conferred with one another and decided they would strike at it. For they did not fancy the escalade with ladders and the fight upon the walls. Ghulgash even proposed his high service for even as he had sung against the Terror, he could sing against the gates and the walls and let the armies pass and so it was agreed to let him try. Yet Halbarad of the Dunedain urged him to renounce the songs of Angband and the works of the shadow. Mighty was the chieftain in lore and welcome was his aid but to be part of lawful alliance with the realms of Men was to abjure the works of the Shadow. And Ghulgash who had not revealed to them, indeed to anyone save Lindir the wight, why he had engaged on the course he was in, hesitated. As he wondered, the Black Edain of his host scorned the words of Halbarad and said such songs had been sung well in downfallen Numenor.

And Gandalf the Grey had stayed in Bree to guard it against stragglers and there was none of the Wise among the counsels.

What did Ghulgash do?
[] He hearkened to the words of the Dunedain and held back much of the songs he knew. He did not summon the chill of the great north and the flame of the earth. He did not display the songs learned by his grandsire in Angband. He took the songs of Lindir, the songs who had been risen against the Shadow and thus turned to the strengthening of will rather than the destruction of things.

[] He said to himself evil would to good lead. He took not the pure songs of Angband and did not sing in the Black Speech of Mordor. Yet these he took as base for a new weaving, great and terrible. And Halbarad was dismayed and knew not what to think. For what spilled from the mouth of the Orc was neither Music nor Discord but like to the Marred Music that made the world. It was a thing of the world as it is and not as it was to be.

To explain the situation and the difference between both options. Ghulgash know some songs/spells who are purely calling upon the Music. He took most either from people like Lindir or through ransacking libraries, or even torture. Yet none of these are destruction spells because basically only Elves are into nature magic of this strength.

The second option is basically him cleansing the songs of power he knows who call upon the Discord. It's a mingled thing who is compared to what the Music ended up being, a mingling of the Discord with the Themes of Eru. There he can take it against the gates directly because he knows destruction spells.

There is no option to call upon the Discord purely because while not Morianor of the last quest, Ghulgash has at least inklings this is a bad idea. Also he is not sure the Dunedain will not try and kill him here and there if he engages in black magic before them.
 
The War for Fornost: Part 6
The War for Fornost: Part 6
Strategy and Rolls
Grey Song : 89+50(Sung from Memories) DC : 90/120: 139: And down come the wall.
Song of Dark Rage: 95+40 (Circle of Sorcerers+ Defiled Place) DC: 70/100: Critical Success: Five of Swords: What terror in their screams.
Servants of the Shadow get +20 rather than +10

Arrows of the Wild: 80+20 (Average between Valor of the Edain/Arrows of Darkness/Hobbit Archers): DC 40/60/80: 100: Slaughter from afar

A Fell Light: 58+40 (Song of Dark Rage): DC 50/70/90 (Blood of Numenor/Stout Folk/People of Shade): 98: Terror on the Downs

First Shock: 49+30 (Valor of the Edain/People of Shade) VS 91+40 (Troll Band): 79 VS 131: Great Victory for the Shadow
Heroic intervention: 94 (Hunters of the Wild)

Street fighting: 58+30 VS 38+20; 88 VS 58: Fornost reconquered.

Ghulgash heard the words of Halbarad of the Dunedain and his heart was troubled. For he had not divulged the words and deeds of Nienna the Mourner save to the wraith Lindir damned though faultless. Most present, be their hearts light or dark, thought he was moved by pride and desire to build something anew. For this could be borne by the heart, to see Orcs wishing to rule and not crawl in some ruins. Their thoughts were those of mortals and not those of the Powers. Still the Orc chieftain decided against renouncing to his greatest power. He knew some songs of Elves and Men. Yet these arts were tainted on his lips too for these were gained through pain or damnation. Still he would not sing the melodies of Angband and Mordor, the songs he learned in his youth and his life. Instead he sang something new and wove images most contrasting. He sang of winter's chill and the wheel of time crushing even stone underfoot. He sang of good times and bad times, summer's heat and autumn's cold. He sang of the first ruin of Fornost and how plague had descended into Arthedain. Yet before the swords of the Dunedain could be unsheathed against him and his host, he sang of the city's second fall when the Witch-King had fled before Glorfindel.

Grey was this song, not wholly of the light and not wholly of the dark. It was a song of Arda Marred who contains both the Music and the Discord, both pearls and dross. From it came its power for Ghulgash called upon the clouds borne upon the wings of Manwë and the floods born in the breast of Ulmo and the fury of the earth that Aulë fashioned. And yes he pronounced thrice the name of Melkor in his aspect of master of fire and cold. Strange was this sound to the ears of the Dunedain and much thought it inspired in Gandalf when he learned of it. For the Orc as he summoned powers sang of the work of the Powers in harmony and the dance of order and chaos and the march of Time. This he gathered and sent against the gate, reminding the walls they had already been overthrown. And cracks appeared on the metal until a tremor came from the ground and threw the gate asunder in fragments. And yet the army of the Free People did not rejoice at the sight for they heard other voices in the air. Belgrud's sorcerers, some who had learned at the feet of Ghulgash, had not risked themselves in a futile defense but called to the power of their masters.

Vile was their songs, full of animal sounds and bestial cries. For they remembered the claws and fangs of the Wolf who stood at the gates of Angband and sang of the Worm slain by Turin Turambar. They called scales, fangs and claws and the red fury of the chase and the pleasure of the kill. They called to the darkness unafraid and if Ghulgash named thrice Melkor for destruction, they thrice begged Ungoliant monstrous mother of spiders for venom and webs. And so their song entered the living flesh of those who gathered under their banners, and the fury of the beasts were in them until only the strongest knew themselves. There were many there gathered for this last defense. Not only Orcs but wild wolves and Trolls kept hidden from the sun. And they seemed many more, an army of beasts and monsters with the features of animals lost to frenzy. For the sorcerers of Fornost had called to the memories of the monsters of flesh and bone who had stalked the steps of the great Hunter. Memories only and yet all too solid.

They jumped out of their holes and through the ruined gates and received a rain of arrows in return. Breemen and Hobbit, Dunedain and Black Numenorean took to their weapons and let loose deadly shafts like drops in rain. Many died yet not all of Fornost's defenders drew breath. From the defiled halls issued a wave of shadows and in the flying darkness could be seen the echoes of ghosts long dead, they advanced with a wall of Trolls, terror to all living things. And the great beasts hurled themselves at the ranks of the Free People and such was their strength and rage, they trampled many underfoot and would have broken through if not for the valor of the dark Edain of Angmar who with cruel smiles, hewed their legs from under them and stabbed their bellies. They brought the fight to the ruined streets of Fornost-Erain who for the third time saws its paths stepped in blood.

And leading the wave was Ghulgash whose sight was inflamed. For the sorcerers had raised before the battle many creatures of the reign of the Witch-King and had not feared cast their eyes northwards and westwards and look to fouler things still. And these, wraiths of shapeless malice, some in the forms of great Orcs for they were once of the Boldogs, the great captains that died not, gathered around Bergrud who stood with his guard ready to make a last stand and accounting of himself. And he cried for a duel even as his follower breathed their last around him. And the shadows followed him and he drank them eagerly, fearing not the Houseless and relishing in their petty gifts.

Who stood against him at the last hour? Choose 1

[] Ghulgash himself words of powers on his lips, chastising a rebellious vassals. His song bound the formless shadows and sent them away depriving the Chieftain of rage and feeling alike.

[] Halabard of the Dunedain, messenger of the Chieftain of Arnor, trod the paths of his ancestors and struck down he who defiled them.

[] Nelineniel and Iorthondaer of the Black Numenorean, children of shadows and proud in sin and repentance both came at the chieftain, reminding him in the house of fallen Numenor where his kin stood in the great scheme of things.

Note there will no combat, this decides the tone of the ending.
 
The War for Fornost: End
The War for Fornost: End
In the end the city fell for the third time and Ghulgash was there as he was of old. The armies of Angmar and the armies of the West came upon the streets and the old Orc had in mouth songs to drive away the formless dead who had gathered at the side of the Orcs of Deadman's Dike. His chants broke their power and he drove them on the eastern winds, pushing them across leagues and leagues until they met the Sea and the call of the Powers. This he did while smiting Bergrud and his guard at the head of his own forces. And so was Fornost delivered from the forces of Shadow. Momentous was this victory because this was the first time where Orcs had walked at the side of the Free People. Lore assured there was division among all kindred save Elves in the War of Last Alliance and it was long supposed Orcs had fought each other, but this was attributed to quarrels specific to their race. There Ghulgash the sorcerer who stood in the ruins of Carn Dum in the frozen wastes, had come down and helped the folks of Bree and the Dunedain of the West. This asked great questions even to the heart of Gandalf when he judged Bree protected and rode to meet the assembled captains.

There great talks were made and Halabard of the Dunedain was stricken with dismay and wonderment. For it was said among his people the heirs of Isildur would throw away their secrecy only when the time would come for Narsil to be reforged, who was broken under the foot of Sauron, and war to ignite across Middle-Earth. Long had they known that the Dark Lord held the offspring of his victor in deadly hate, long fanned by the actions of Ar-Pharazon and the stalwart defense of Gondor against his evil. Bergrud had forced the hand of the Men of the West for they had failed to stop him and had been reduced to levy forces in Bree. The folk of Eriador were happy enough to understand a kingdom could be reborn on the ashes of wilder ways but the Rangers hesitated. Arnor could rise again but it would be a kingless land before the Chieftain came back from his adventures and errantry. Halabard did not know he could decree the kingdom reborn without the aval of his liege and kinsman.

So he asked of Gandalf but the Grey Pilgrim shook his head and said to those gathered : "There is only a throne I serve and it's neither of Arnor and Gondor." Few even among the high men descendants of Numenor understood he spoke of holy Taniquetil where Manwë sits in majesty. "There is only a war I make my care and it's against Mordor. I have not been sent to labor on the earth to solve the intrigues of Men. Ask counsel from another mouth. Send for your kinsman Elrond at Rivendell if you want, or gallant Elladan and Elrohir. They are wiser than me on these subjects."

So spoke Iorthondaer of the Angmarim : "If you want advice, you can have it nearer to your heart cousin." How this word soured in the heart of the Dunedain all accurate as it was. "Here stands Ghulgash of Angmar who led our people through the long centuries. Even I and all my company, proud descendants of Numenor, pledge him our allegiance and his wisdom never failed us." Gandalf and Halabard did not miss the black gaze the Orc cast at his herald for Ghulgash would judge his counsels ill-appreciated by those he judged years ago the chiefs of his foes. Yet when he said it, Halabard answered listening to advice was not to heed it.

Long did Ghulgash think. Bergud was slain and with him most Orcs and Trolls who haunted fallen Arnor. Yes there were horrors still haunting the sunless hills and the deep woods and the barrows of Cardolan. Yet they were no threat to the building of cities and the gathering of villages and a kingdom could indeed purge them. Yet if Arnor rose again, what place would be to Angmar. The Dunedain would accept to cut from their old demesne the land of Rhudaur and the Ettenmoors but never Rivendell would loosen the watch on Eregion and Arnor would take all the lands of the West even to Lindon. The captains of Angmar would have to look either to the Misty Mountains and their crevices and the remnants of Goblin-Town, or to the East. And in this direction would only be the Withered Heat and the Grey Mountains. Harsh lands even if one did not go north to try and join the ruins of Angband.

Unwise he is he who strengthen a future foe. And yet Ghulgash made a decision. Choose 1

[]
He advised for the rebuilding of Arnor amputated from Rhudaur and stopping at the Weather Hills as it was during the time of the Wars. He would accept for his people the land of stone, the land of harshness and winter and either descend through stone deeper even than the dwellings of the Dwarves, or go eastwards so that his people would dispute their prey with dragons and ascend into Forochel where one of the Nine had long his kingdom under the sun.

[] He advised for Eriador to remain as it was, a debatable lands protected by the Rangers. Yet he spoke to the Breemen who are far kin to the folks of Dunland and Enedwaith to build something awaiting the return of their king. They could live free as cities tied through trade and hosting the travelers who walked through and from the lands. Yet in his heart he held still the thought of grasping these lands through conquest or negotiation perhaps even proposing one of the Black Numenoreans as lord.
 
Turn 4 Options
Turn 4 Options
After the war for Fornost, everything seems to return to normal. The Bree-folks know the kin of their forgotten kings have watched them since the fall and they learn of many exploits who had been concealed. The Shire opens itself a bit more, exporting food right into the hamlets and villages of Eriador. Yet this is not the time for the rebirth of Arnor judge the Dunedain. They continue to pursue errant shades and wights, emboldened by new hope. Some of it is symbolic of course. Fornost will be purged of darkness alright but it will remain a ruin for many years still even if folk come from Dunland and Enedwaith to help repopulate. Still there is the thought they have not to fear you anymore. You have pledged to never come in arms against Eriador if due cause was not given first and you intend to keep that oath. What good would be the region if its people was slain in needless war. To do what the Witch-King did to Rhudaur is more in your interests.

Yet this can wait. You have withdrawn to your ruined fortress and gathered around you your councilors. A diverse assembly. Two of the Edain, one silver-tongued and the other made for war and ambush. Two of the Orcs, one a capable leader and the other a captain bold. One of the Rhudaurim the Men of the West call disparagingly the Men of Darkness, sorcerer just as you but listening to other voices. And Lindir your friend and your foe, dweller in shadows, bound to the Discord even more than you are. You speak of the coming and goings of the world for even in your hermitage news come from birds and beasts just as merchants. Echtelion the Steward of Gondor is dead and his son Denethor renowned for his far sight has been made commander of the white city of Minas Tirith. He will continue the watch against Mordor and has two able sons to succeed him.

Yet even as you sit deep in thought, messengers come with a warning. A lone traveler has come to Angmar and a strange one at that. Tall and strong and with eyes filled with light who puts wraiths to flight. He comes in silver armor and with a keen blade. You recognize an Elf-Lord from this description, a flame-eyed one from beyond the Sea who came long ago to break the power of Angband and passed into the East as foes of the Eye. Your subjects did not attack him for they feel his power and refuse to risk their lives in vain. You are tempted to sigh as a visit of courtesy from the Noldor is unprecedented.


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

You have a total of nine (9) Actions
The Lord of Golden Flowers (Exclusive Options; Must be chose)

An Elf-Lord is riding towards Carn Dûm with what seems to be peaceful intentions. What to do?
Meet him coldly: Ride to meet the Elf and do not let him enter the ruined city. Whatever he has to say can be said in the wilderness. You will not risk yourself without caution.
Meet him warmly: Receive the Elf with all the warmth ruined Carn Düm is able. You would not offend one who saw the defeat of your own lords in times gone by. Moreover he is only one and you are many.

The Workings of Magic
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 Lesser Voices: Roth son of Golf, shaman of the Rhudaurim, communes with spirits who are not those wraiths and demons you consort with. You are intrigued for you are Orc and your songs to affect the natural world are limited to destruction. Perhaps it's time to retake studies and see what the creatures of the wild can teach you. You already know there is more than one Song.

The Spears of the Red Peak
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.

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.

Child of Draugluin:
At the heart of the forests of Angmar dwell one of the Werewolves, these spirits who took wolfen shape to hunt and stalk in the service of the Dark Lord. He is surrounded by the court of his brood and blood never dries on his claws and his teeth. To seek his lair is perilous but necessary to see if he has to die or to join.



Barad Durhen: The Tower of Dark Sight: (Exclusive Options)
Numenorean:
You will begin to raise the Tower again in the style of forgotten Numenor and there draw on the ancient magic they wove in Amon Hen and the Argonath. In this way you honor the Edain who joined you but also celebrate their own secret harmony between mortal and divine for the Numenorean aesthetic is both human and elven.

Elven: You will call on Lindir's memories of the tales of Tirion upon Tuna, the slender houses of Rivendell and the sad majesty of Mithlond. The tower will be a symbol of the light your ancestors have been deprived of, a memory of the West who perhaps will gaze beyond mere flesh and stone.

Shadow: You will raise the Tower in memory of Angband and Barad Dur itself, calling to the powers who long ago built it. It will be the first thing to raise across new Carn Dûm and power will course through the stones for the songs you know are mighty in the laying of walls and of curses both.


The Watchers of Carn Dûm: (Exclusive Options)
The King has his crown anew:
You will throw away the addition the Witch-King made to the Numenorean sentries. You will have the Watchers stand in wisdom, sentries still but not instrument of torment for your foes.

The Blasphemies of the Orcs: You will rebuild them in the image of what the Nazgul have accomplished at Cirith Ungol in the land of Mordor. They will scream as the Ulairi when a foe will approach and strike it with terror beyond any mortal feeling.


Agalgimilzadan: The House of Dead Stars (Exclusive Options)
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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