Turn 3 Options
It is the way of the world to present you with endless problems. Your descendants are looking at you warily. It is good. It means they understand why the news they brought to your ears are infuriating. At least you are hoping they do. It is more probable they see the loss of plunder and renown in it rather than the threat of bright swords. You shudder at the thought but it changes nothing. Belgrud of Deadman's Dike once named Fornost has declared himself king of the north. At what your children tell you, he has breached an ancient vault and taken the silvered helm of an Arnorian princeling as his crown. This bit of vanity you despise but it would be a source of snide laughter if he had not decided he wishes a domain befitting his style. And so he gathers forces to attack Bree.
This is not good. If he wins he could grow bold and decide you are a rival. His defeat is as perilous for it could embolden the folk of Eriador and among them the Rangers to retake old grounds. To be frank, you are surprised the centuries you spent expecting a host to issue from Rivendell accompanied by a vanguard of Gondor to strike you were in vain.
You must assign actions to your characters. High Chieftain Ghulgash has three (3) actions while Lindir the Wraith, Kurgoth, Iorthodaer and Nelineniel have one (1) each. Precise in your vote which action you assign to which characters.
Event: Orc King Choose 1
[] Do Nothing (0 actions): Even if there is peril in both victory and defeat you cannot spare the effort for Belgrud's unconsidered preparations. It is most likely he will spend the years to gather his forces and not depart before next year. In the meantime so many things can happen.
[] Warn the Breemen: You have ways to get a warning to the peoples of Eriador. Not all in your service are Orcs far from it and even if you sent one of them, you could order them to let a trail open and ready to be followed. This would allow the forces of the Four Hamlets and the Rangers to fall on Belgrud. And whatever the ill-blood between your kindred, the Edain respect their debts.
[] Act Subtly: Belgrud must die and his forces disperse into the wild. For this a subtle touch is needed. A knife in the dark is better than a hundred sword at dawn. While the Orcs are resistant to many things, your kin is far from immune to poison, especially one of your own brewing.
[] Move Openly: Belgrud must die for he mocks you with his self-styled title and this cannot be borne and he endangers your plans which is worse. Call your captains and go to war. Once his head decorate a banner, his followers will flock to it. Perhaps it is time to try and assume direct control of the Orc settlements beyond Carn Dûm.
The Workings of Magic
Train Sorcerers/Smiths: Sorcery is not a word you like. It resounds in your veins like a great drum and calling your power always was painful for your marred flesh. Still it is the legacy of your race for the Orcs learned in Angband the songs of power and from the Dark Lord the language of the universe. You can teach it. You can teach it and it will be painful for you and your students. And yet what rewards?
Craft a weapon of power: Sing a song of sharpening and work metal upon metal. There you will make something who is a bane for the flesh and a terror for the soul.
Craft an armor of might: Sing a song of enduring and melt scales to scales to birth a shield against harm.
Craft an amulet of potency: Sing a song of cunning and imbue an amulet with the Discord who struggled against the Music.
Explore the Temple to Melkor/Maïron: At the center of Carn Dûm stands the ruins of a grand edifice. In your youth it was a temple dedicated to the Mighty who Arises in Might. Now only remnants are seen and yet you never knew how thorough the armies of Rivendell and Gondor were in scouring the place. You know from experience there are things in there frightening to any living man.
Explore the possibilities of Necromancy: Spirits ride the winds, the souls of those Firstborn who refused the call to the west and can be summoned back in the world, and the fragments of the Powers who were sundered beyond repair. You can call on them and offer them audience and perhaps even the flesh they desire.
Try and Understand Carn-Dûm: The fortress of Carn-Dûm was wrought by powers beyond your current understanding. The Lord of the Nazgul ordered his construction and he was very specific about the details. You remember tales of blood and pain when slaves made mistakes. You hear the rhythm of creation and as such as uniquely placed to truly understand what exactly was wrought here.
The Spears of the Red Peak
Seek a Captain: You are surrounded by such foes it is miracle enough you were not attacked already. You need chieftains to lead your forces and coordinate their movements. Orcs must be led by beings of flesh and blood, knowing their troops as themselves, not wraith full of terror and dread.
Concentrate on the procurement of food: Your establishment in Carn Dûm has many advantages yet a basic and inescapable flaw. Your food stores are hanging on a thread, more precarious than you would like. To solve this problem you can order your forces to raid for food and hunt the forests.
Train the troops in basic drills: Orcs were made for war but you have long tired of the mob and crowd. You remember a time when the Lord of the Nine and Morgomir were your commanders and forged you into the army who ravaged the north. Beginning to train your forces will be a good first step on the path to these heights.
Seek Trolls to Tame: Long ago the same power that crafted you made the Ologs or the Trolls. They have the strength of the mountains and their bones are harder than stone. Their intelligence varies but those you seek now are little more than beasts. Seek them and ply them with gifts of food and promises of hunting and your forces will grow.
Confer with the Wolves of the Mountains: Among your people it is said there was a time where servants of the Master came unto wolves and entered their bodies, or perhaps they took their aspect. In any case they bred true and the wolves of the North are fierce and free and more cunning than any wild beast. Their elders are your equal in age and deadlier than many of your troops by far.
Deadman Dike: This is the name given to the ruins of Fornost. You remember well the siege of the city and the sack. Before the arrival of the Elves and the Men of the south, your lord ruled there with an iron fist. Now you don't know who holds this ancient fortress but you will learn and they will renew their allegiance.
Visit the Hill-Men of Rhudaur: The Hill-Men and you have ambivalent relationship to say the least. They are one of the rare human people to not cower in fear as they remember your old alliance with them. Yet you raid them and they raid you. Still their forts hold most of what was the smallest of the Dunedain kingdoms. Dealing with them one way or another is key to future success.
The Long War Ends
Who heard of Rivendell?: You now of the Last Homely House. You fought against the household of Elrond and know of the torment of Celebrian his wife in the caves of the Misty Mountains. Yet you feel tired of war and strife and would offer peace, if you manage to find the valley.
Descendants of Arnor's slain: Officially the Dunedain of Arnor are all dead. You scoff at the thought and laugh when younger souls see whole bands be swallowed by the wilderness. You know the nobility of the kingdom slunk into the shadows at your coming. Still to find them and perhaps have a truce between your people… This is a most difficult endeavor.
Black Edain: Not all the descendants of the Great Isle were greatly good. Some of them became the Nazguls and some never denied their kinship with them. There are in the dark forests small havens where tight-knit families have dwelled and meditated on the dark arts. They are your allies by blood and oath sealed in the darkness beyond stars or moon. They are your allies yet you must convince them to help you anew.
The Four Hamlets: Eriador is a disputed land where somehow Men survive and even thrive. Most of them would refuse to entertain the notion of alliance with the Orcs but to be fair they fight mostly their own kin. From what you know they are simple folks and you could bring them many things for you remember what the world forgot.
Walkers on the Sea of Ice: In the uttermost north rules the Lossoth of the Bay of Forochel. They are a proud people even if their tales don't travel south since they helped the last king of Arthedain. You know few things about them. They cross the icy wastes and survived the dragons, the migration of these Orcs still haunting the ruins of Angband, and the dark sorcery of the Lord of the Nazguls. They would be unlikely allies but the world is changing.
Mount Gram
Gram Goblins are taken by their experiments and the need to unleash them. They are working on some strange black powder who provokes explosions. The substance did not astonish Iorthondaer much as it is known the wizard Gandalf produces fireworks. Iorthondaer suppose the Goblins are experimenting with the same substance but he cannot say how they obtained it. He is sure though they don't make it themselves but receive it from another source. Mordor perhaps? The Dark Lord is crafty indeed.
Gulduruks, the sorcerers who worship the Dark Lord as a god, are calling for a great crusade against the people of the Light. According to them the Nine will soon return even as their fastness in Dol Guldur was overtaken. In truth they are mainly spurred by the rumours the Dwarves of Erebor are gazing to Moria. Gram was nearly taken in the War of Dwarves and Orcs and they fear for their survival. Interestingly enough Iorthondaer describes them as wary of something. They say the year the Dragon fell in the East, nameless things under the Mountains of Mist awoke from their sleep. Not all creatures of the Mighty are well-disposed to the Orcs after all.
Gram Malthuruks, great and mighty warriors to a man, are led by impiety. They gaze upon the world and see the power of the East is falling. They know not why but they are not sure the Dark Lord will win the coming war. At least they hope so for they long to establish their own kingdom in the mountains perhaps collaborating with you. Iorthondaer asked them why they would prefer Angmar reborn to Gundabad and the answer was simple: Lug is speaking openly of waging war against everyone and descend southwards even to the marches of Gondor. The warriors of the Land of Stone are reputed enough to make even the Mathuruks nervous.
Feed the People
Black Wheat: Very few things grow in the Ettenmoors. Very few but not none. You know of several hardy plants who can be cultivated there. They are crops of forgotten Beleriand made for you during your service to the Iron Hells.
Cold Herds: There are beasts hardy enough to survive your lands. The Hill-Men of Rhudaur have led their flocks and sounders well enough for the better part of an Age. Husbandry is even more difficult to your subjects than agriculture but it is necessary for you hunger for blood and flesh.
Oil from fat: The production of lamp oil is nothing glamorous but even your eyes are not Goblins' accustomed to the endless dark and it serves well in trade with the villages of Rhudaur. It would be a jolly thing to be known to purvey the means of illumination but such is the way of the world.
Dreaming Incense: Prospering in your lakes is a species of black fish whose liver once burnt with some herbs of your knowledge grants vision. Preparing the incense is a lengthy process but is an obvious prerequisite to using it. Lindir seems to think it could be used to reach the Vala Irmo through the path of dreams.
Tax Rhudaur: Technically the Hill-Men of Rhudaur are your vassals. You are sure they don't see the situation that way but you offer them protection from ravening Orc bands as well as charms against the terrors of the night. In exchange they can give you the produce of their farms and larders.
Blood of the Moon: Lindir has found deposits of silver through the mountains. To be honest you dislike this metal. It seems almost hateful to your dismal hands. Yet you are not going to let superstition keep you from an independent source of riches. Silver can be fashioned in many things and you have recently discovered a love for beauty.
Slave of Battle: There are deposits of iron in the mountains, the same who led Men to call these lands Angmar. Iron is always useful and unlike what the Free People think, you are able to smith it and even obtain steel. Nothing you make will be called beautiful by others, but it serves well.
Dark Woods: Great forests spread through the mountains, their wood is black and their leaves are green even under the cover of snow. You can begin to exploit them, to trade if not anything else.
Barad Durhen: The Tower of Dark Sight (Choose 1)
Shards: When the tower of Dark Sight was cast down, the orb of black glass the Nine used to peer from afar was broken. The shards can be fashioned in crude replacements you can use in scrying rituals. The orb of vision was much lesser than the fabled Palantiri, lasting a short while before its potency was spent, and the shards have shorter lives still.
Begin Rebuilding: The Tower of Dark Sight's power did not reside in the stone only but in its very construction who eased the weaving of songs and the utterance of words of powers. You can try and rebuild an occult construction there. Depending on how your studies progress you could craft something that never was in the world.
Agalgimilzadan: The House of Dead Stars (Choose 1)
Training Ground: You see no problems in using the catacombs for their intended design. Be it yourself or one of your lieutenants, you are going to send someone in it and see how they fare against the wights. There are treasures in the crypts to reward the ambitious seekers as well as a study of the arts of the Nine
Cleansing: You see no use in the creatures of the Nine. Lindir is one of them but from what you understood and what himself says there were factors at work in how he kept his sanity intact. Destroying the wraiths here would free the space of the catacombs for other projects, perhaps to house your own dead. It would also allows you to take all the grave goods who were interred there.
Binding: You are certain you can commune with the wights left there. They were made to give their knowledge among other things, and they are vulnerable to your enchantments. While you know from Lindir, and these wraiths are lesser in stature and lineage, you can't deprive them of their treasures without angering them beyond all bonds, you can learn from them. They were mighty men in their time