Turn 2 Options
ganonso
Compulsive Quest Starter
- Location
- PACA France
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.
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.