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

Voting is open
[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 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.
 
Turn 3 Options
Turn 3 Options
It is the way of the world to present you with endless problems. Your descendants are looking at you warily. It is good. It means they understand why the news they brought to your ears are infuriating. At least you are hoping they do. It is more probable they see the loss of plunder and renown in it rather than the threat of bright swords. You shudder at the thought but it changes nothing. Belgrud of Deadman's Dike once named Fornost has declared himself king of the north. At what your children tell you, he has breached an ancient vault and taken the silvered helm of an Arnorian princeling as his crown. This bit of vanity you despise but it would be a source of snide laughter if he had not decided he wishes a domain befitting his style. And so he gathers forces to attack Bree.

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Feed the People

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

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

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

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

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

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

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

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

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

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

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

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

Binding: You are certain you can commune with the wights left there. They were made to give their knowledge among other things, and they are vulnerable to your enchantments. While you know from Lindir, and these wraiths are lesser in stature and lineage, you can't deprive them of their treasures without angering them beyond all bonds, you can learn from them. They were mighty men in their time
 
I would prefer to both provide warning and march against him, but if we have to choose I'd rather do this one.
[] Warn the Breemen
If we are fortunate enough it might provide us with a foot in the door with the forces of Good. While us marching against him would only seem the usual infighting of Evil.
 
[X] Orcs of the Outlands
-[X] 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.High Chieftain Ghulgash
-[X] 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? High Chieftain Ghulgash
-[X] 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
-[X] 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.Kurgoth son of Daered
-[X] 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. Iorthondaer son of Baranir
-[X] 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. Nelineniel daughter of Swestadis
-[X] 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. Lindir Fallen Loremaster

Reasoning
  1. Well this is about the best way we can attempt anything like diplomacy, enemy of my enemy is not really trust, but it is better than what we have now with the Edain which is open war. I also do not want to play our hand openly or risk all on the turn of an assassin's knife. the reason to do this ourselves is for an orc king we are actually really diplomatic and we do not want to look like we are trying to be sneaky here. The Breemen will have reason enough to be suspicious even without this
  2. If we are going to contend against the powers of Angmar of Morgul, it is going to take sorcery, yes it will be tainted but so is the ring on the finger of Galadriel and the one Gandalf wears, evil may yet be good. Given the dangers we want out best wizard at this and that is again the chief. also I think it is his responsibility to lead in this and bear what pain may come
  3. We need a captain if we are to go to war, not having one is one of the reasons why it's warn above. Given that this is going to be a person as powerful if not more so than our other advisers I do not think we can delegate finding them to one of them
  4. Redemption is nice and all but the pyramid of needs would imply that well fed orcs are more likely to listen to us and not Sauron
  5. While I would love to jump in with the Dunedain or one of the darker factions to see if they could be turned there simply aren't enough king actions for that and I do not want to send the kid into danger. The Hill Men should be more his speed
  6. As resource estraction goes this is as simple as it gets and she should be comfortable enough in the woods. Hopefully we can trade this to Bree eventually
  7. Information is power in a way that swords cannot match, we need to know what spies or warriors slip over the mountains if we are to survive. I also do not want to just ape the lore of Feanor, let us make a new thing
 
[] Orcs of the Outlands

EDIT: Vote has changed due to recognizing we need a diplomat for warning the Breemen.
 
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Well this is about the best way we can attempt anything like diplomacy, enemy of my enemy is not really trust, but it is better than what we have now with the Edain which is open war. I also do not want to play our hand openly or risk all on the turn of an assassin's knife. the reason to do this ourselves is for an orc king we are actually really diplomatic and we do not want to look like we are trying to be sneaky here. The Breemen will have reason enough to be suspicious even without this

So you want negotiating in the open with Ghulgash? I just want to be sure of what you envision here.
 
The idea was to use go between envoys but have it under Ghulgash's eye so as to use his better stats, if that is not possible I will chance it to send the Dunedain

Ok it's perfectly possible. I was just checking, the appearance of Orcs could provoke quite a stir so seeing if you moved yourself was important. Envoys it is then.

Edit: It's just this is not one Ghulgash's highest stats. Iorthondaer is your diplomat/spy. Your highest stats are for magic which does not apply here.
 
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In light of what's been brought up, I've suggested an alternative to the first plan where we get our best diplomat on warning the Breeman.

[X] Orcs v2
-[X] 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. Iorthondaer son of Baranir
-[X] 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? High Chieftain Ghulgash
-[X] 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
-[X] 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
-[X] 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. Nelineniel daughter of Swestadis
-[X] 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. Lindir Fallen Loremaster
 
[X] Orcs v2

agreed. If by my life or by my diplomacy I can protect you, I will. You have my sword-vote.
 
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Are you guys sure we need to spread the knowledge of sorcery? This isn't good sorcery, these are magics taught by Morgoth himself.
 
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
 
Not sure about the Sorcerers, but I want Barzud (Fighter/Diplomat Orc) as the choice of Captain. We're Orcs trying to turn a new leaf. We need all the Diplomacy expertise we can get.

A distant second is Gelluvian, simply because he has Command, thus completing the tri-force of Strength, Warfare and Command.

Leolid's backstory is just as interesting as the other two Captains, but ultimately I think our top advisors, 'Thon and Nelin have us covered in the Woodlands and Tracking stuff.

EDIT: As for the turn itself, very good rolls! All but 1 result were above-average and even that one was still a success.
 
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