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

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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.
 
[X] Tentative Plan
-[X] Do Nothing (0 actions)
-[X] Try and Understand Carn-Dûm, High Chieftain Ghulgash + Lindir the Wraith
-[X] Seek a Captain, High Chieftain Ghulgash
-[X] Envoys to Mount Gram, Iorthondaer son of Baranir
-[X] Sunless Lake, Kurgoth son of Daered + High Chieftain Ghulgash
 
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I don't think we have a responsibility to shield the North from raiding parties right now. They should be anything but complacent.

Either Black Wheat or Cold Herds are essential. Making our own food scales better, setting us up on the path to civilisation. Cold Herds seems more suitable to our current lifestyle and less vulnerable. (I wonder if orcs are lactose-intolerant?) I think we should build our economy and gather allies while we're early in the game and aren't constantly putting out fires.

I would prefer to reach out to the Men because they are probably a better model for how our culture should be developing.

Edit:

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.

The Workings of Magic

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. (Lindir)

The Spears of the Red Peak

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. (Ghulgash)

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. (Ghulgash)

The Long War Ends

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. (Iorthondaer)

Feed the People

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. (Kurgoth)

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. (Ghulgash)

Edit 2:

[X] Plan Economy & Diplomacy
-[X] Do Nothing (0 actions)
-
[X] Try and Understand Carn-Dûm, Lindir
-[X] Train the troops in basic drills, Ghulgash
-[X] Visit the Hill-Men of Rhudaur, Ghulgash
-[X] Black Edain, Iorthondaer
-[X] Cold Herds, Kurgoth
-[X] Dark Woods, Ghulgash
 
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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.

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?
(Lindir)

The Spears of the Red Peak
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.
(Ghulgash)

The Long War End
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 of your foes at Gundabad and for the moment remain warily neutral.
(Ghulgash + Kurgoth)

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.
(Iorthodaer)

Feed the People
Black Wheat:
Very few things grow in the Ettenmoors. Very few but not none. You know of several hardy plants that can be cultivated there. They are crops of forgotten Beleriand made for you during your service to the Iron Hells.
(Ghulgash)
 
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I think we should put off training any sorcerers until we are at least a little less under the shadow. So long as we train them to follow in the footsteps of the Marrer we risk training traitors to be.
 
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.

The Workings of Magic
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. - High Chieftain Ghulgash + Lindir the Wraith

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. - High Chieftain Ghulgash

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.- Iorthondaer son of Baranir

Feed the People
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. - Kurgoth son of Daered + High Chieftain Ghulgash
 
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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.

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. - High Chieftain Ghulgash + Lindir the Wraith

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.- High Chieftain Ghulgash

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.- Iorthondaer son of Baranir + High Chieftain Ghulgash

Feed the People
Black Wheat:
Very few things grow in the Ettenmoors. Very few but not none. You know of several hardy plants that can be cultivated there. They are crops of forgotten Beleriand made for you during your service to the Iron Hells. - Kurgoth son of Daered + High Chieftain Ghulgash
 
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.

The Workings of Magic
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. - High Chieftain Ghulgash + Lindir the Wraith

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. - High Chieftain Ghulgash

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.- Iorthondaer son of Baranir

Feed the People
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. - Kurgoth son of Daered + High Chieftain Ghulgash
 
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Could you please rephrase your plans under this form?
[x] Option, Character

Like [x] End the long War, Ghulgash
I'm trying but counting votes manually is more difficult than I thought.
 
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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.
 
[X] 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.

If I'm looking at the character sheets right, it appears we don't have any stealth expert. For that matter, we don't have a tracking expert either, so my opinion is that its a toss up between Algar and Nelineniel.

@ganonso The Character sheets appear to be missing the Stealth stat for Us and Lindir.
 
[X] 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.
 
[X] 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.

At our current size a ranger-commander seems more reasonable I think?
I'm not sure on our numbers, but I suspect we can't match the great orc-mountain-city equivalents (Gundabad, Moria, etc...) in numbers, so it might be better to have a good hunter and ambusher than a field marshal in the traditional sense for now.
 
[X] 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.
 
[X] 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.
 
[X] 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.

A ranger commander will work well with our sorcery (smokes,poisons, farsight...) and the wraiths of our domain.
 
[X] 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.
 
[X] 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.
 
Assuming I got the name meaning right, River-tooth-daughter, I think the translation is Tar-Nenshan?*

*nothing had been found for tooth, so I dug into hebrew for a translation of the last part.
 
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