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Home lies ahead.

The stars had just disappeared when a fleet sails out of the mist into an...
Opening Post

FieryMatter

Fire and Fiery
Location
Beyond the Sunset Sea



Home lies ahead.

The stars had just disappeared when a fleet sails out of the mist into an eerily calm sea, having experienced a calamitous storm but hours ago. The roaring winds, and battering waves have been finally silenced. Up ahead, the sky is beginning to grow brighter with the first rays of morning, signaling a new day. An uncertain day, for these weary travellers.

Perhaps, just perhaps, they could finally gain what they wish in these new lands, free from past agony. Yet as the sailors steered their great ships towards unfamiliar lands, a great sense of foreboding came upon them – great danger lies ahead. But so does home.

*******​

Pride. That, and the fear of death.

Alas, things could have turned out differently. There was a time, very long ago, when you were compared to the Edain of old, to Elros, Eärendil and all those ancestors you admired. Yet times changed, and so did you. And now you have to face the consequences of your actions: exile to a foreign land, with powerful enemies ahead. Yet Eru is not merciless. An old friend of yours, along with his family, can join you on the trip if you wish so.

The choice is yours:

[X] Take Amandil with you. He was a close friend of yours, and a faithful advisor before you dismissed him. The Lord of Andúnië and his family will prove useful on this trip, and perhaps offer a chance to atone for your past actions towards the Faithful. By repenting, you will also regain a fraction of the bliss and grace granted to Númenor.

[] Leave Amandil behind. Your military might is more than sufficient to protect you against any threats during your exile, and you will have a wider range of options as to when and where you land at the beginning. You can choose time periods with less immediate danger should you wish to.

OOC: This quest has migrated over from SB, hence some choices are already made; the storyline so far is detailed in 3 prologues. I tried to run this quest on SV before, but was quite busy back then and the quest became stillborn.

Inspiration: The Kings of Men: Lord of the Rings/Warhammer Fantasy CK II Quest written by DragonParadox. One of the best quests I've ever encountered by far. Unfortunately the quest is inactive.

Other interesting quests:
King of the Sun, Prince of the Moon (LotR AU Quest) by Widowmaker
 
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Index
Index

Main Posts:

Opening Post
State of the Realm
Prologue: Sunrise over the Sunset 1
Prologue: Sunrise over the Sunset 2
Prologue: Sunrise over the Sunset 3

After the Battle

Omakes and Analyses:
Scions of Westernesse (Canon) by Mr. Happy
Gimlubâr's Letters 1 (Canon) by Mr. Happy

Omake Bonus 'Bank'

@Mr. Happy +10

Quest Mechanics

This quest will operate on unique mechanics, with influence from CK2. These quest mechanics are not hard and fast rules but more like guidelines.

Any luck-based action will have its success or failure determined by dice rolls. Such actions will need to meet a certain threshold required to be considered as a success. The higher the roll, the more beneficial the outcome to the 'entity' being rolled (ie if I do rolls for an enemy, a higher roll for them means an outcome more beneficial to them).

Most rolls will be 1d100, with 100 being a critical success and 1 being a critical failure. Anything between 100-150 is a supercritical success, with 150 being a hypercritical success. Anything above 150 is rounded down to 150.

Roll modifiers

Double Down (DD): +5 to a roll. Use once in each category per regular turn.
Triple Down (TD): +10 to a roll. Use once per regular turn.
Personal Attention: Each character can be assigned a project per regular turn. Their traits and stats then apply to that project.
Omake Bonuses: Detailed in Omakes and Analyses section. Can be stacked up to +30.
Any Omake or Analysis with more than 500 words automatically receives a +5 bonus. Those with more than 1000 words automatically receive +10 bonuses. Additional bonuses can be given depending on quality of the work. Each player can decide where to apply said bonuses. Bonus points can be used in multiples of five. Sufficiently detailed write-ins and battle plans can also be given bonuses on a case by case basis.

If it fits into the quest and is of sufficient quality, an Omake can be made canon. In relevant circumstances, analyses can also be made canon and influence policy/tactics/decision making but this requires a player vote. Should an analysis be made canon, it can be referenced IC.
N.B. This system is slightly modified from that used by DragonParadox in his quest, The Kings of Men.

Also note that this section is non-comprehensive. As with everything else, these mechanics are guides instead of rules, but exceptions can apply should special circumstances arise.

Default combat rolls

When a unit attacks another the advantage difference between the units will impose a modifier on a 1d100:

+10 advantages: Massive damage caused destruction or rout guaranteed barring special circumstances
+9 advantages: Roll twice take the higher value +125
+8 advantages: Roll twice take the higher value +100
+7 advantages: Roll twice take the higher value +80
+6 advantages: Roll twice take the higher value +60
+5 advantages: Roll twice take the higher value +45
+4 advantages: +45
+3 advantages: +30
+2 advantages: +20
+1 advantages: +10
No advantage: +0
-1 advantages: -10
-2 advantages: -20
-3 advantages: -30
-4 advantages: -45
-5 advantages: Roll twice take the lower value -45
-6 advantages: Roll twice take the lower value -60
-7 advantages: Roll twice take the lower value -80
-8 advantages: Roll twice take the lower value -100
-9 advantages: Roll twice take the lower value -125
-10 advantages: No damage caused barring special circumstances

What gives advantages:

A) The comparative attack and defense tiers of the units engaged in combat:

Tiers of military capability:
1. Horrendous
2. Low
3. Bad
4. Inferior
5. Medium
6. Superior
7. Good
8. High
9. Extraordinary
10. Legendary
11. Mythical

For instance, a unit with Medium attack engaged with one with Horrendous defense would have +4 advantages and thus a +45 all other things being equal.

B) Numerical superiority
5 to 1: +7 advantages
4 to 1: +5 advantages
3 to 1: +3 advantages
2 to 1: +2 advantages
1.2 to 1: +1 advantage
1 to 1: no advantages
1 to 1.2: -1 advantage
1 to 2: -2 advantages
1 to 3: -3 advantages
1 to 4: -5 advantages
1 to 5: -7 advantages

Note: Getting to use odds of 5 to 1 or above in any single clash is impossible barring special circumstances. Indeed the use of disciplined formations and terrain features can make leveraging even lesser numeric superiority impossible however it is possible to swarm an enemy (see below). However, odds larger than 5 to 1 will almost certainly result in catastrophic consequences for the outnumbered force.

Note: Constant attrition against fresh enemies can grind down an army's advantages of quality or positioning. Advantages can be lost to fatigue after the first three clashes in quick succession. The rate at which they are lost depends on the results of the rolls themselves as well as the endurance of the outnumbered troops.

C) Positioning:

Flanking grants +3 advantages with even more given to troops with the ability to charge.
Attacking the rear of an army works the same as flanking except the base value is +5 advantages.

D) Commanders:

Commanders may affect a unit's performance during battle depending on said commander's traits, which are listed in the character sheet.

Under default circumstances, add the Commander's martial skill to each roll for the unit that commander is assigned to.

E) Morale:

A unit will take a morale test if the beings fighting within it have been flanked attacked from the rear or can sense that the battle is turning against them. Sufficiently powerful fear or terror effects can also induce a morale check.

Any unit that fails the morale check will either withdraw in good order, rout, or surrender depending on the stats of the unit, reputation of the enemy, and other circumstances.

F) Ranged combat:

Ranged combat benefits from only half of the advantages given by commander skill (there is only so much skill involved in setting up archers) but is not usually affected by superior enemy numbers. Height advantage and fortifications grant additional advantages to ranged troops.

G) Mobility:

Mobility is the marker for how well troops can move around the battle field with Extraordinary mobility and above being the mark of flight or other magical means of locomotion.

Successful disengaging requires higher mobility than the enemy and will trigger a morale check. A rearguard or a 'delaying force' increases the chances of a favourable disengagement.

Note: Moving large numbers of forces will decrease mobility. The terrain of the battlefield will also affect mobility.

H) Terrain:

Use of fortifications grants a major advantage to the defender. On the extreme end, storming a castle with intact walls grants a +3 advantage to the defender. Stronger fortifications may grant even larger advantages to the defender.

Fording a river, fighting in swamps, or engaging an enemy uphill decreases the unit's mobility and causes it to exhaust more easily.
I aim to update twice per week, once during weekdays and once during weekends. I may update more frequently should I have more free time, and less so when I am busy. As a rule of thumb, I normally space updates at least 24 hours apart so that people across all timezones can vote.

Should I be unavailable for extended periods, the quest would be put on hiatus or other measures may be taken. I will try to notify everyone in advance if such measures are necessary.
 
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State of the Realm
The Great Armament




Population: 316,000
Fleet size: 1000 ships

Army size: 116,000 soldiers

6000 Royal Guard (Melee, Extraordinary attack, Extraordinary defense, Good mobility)

The personal guard of the king. The Royal Guard is formed out of the best warriors Númenor has to offer, and makes up for their small numbers by their finely honed skill. They prefer to fight on foot, but are also extremely proficient in mounted combat. In desperate situations, Their skill in archery is not to be underestimated either.

30,000 Steel Bowmen (Ranged, Extraordinary attack, Good defense, Superior mobility)

As part of Númenor's standing army, the King's great cohorts of archers were often a feared sight in Middle-Earth. Their bows of hollow steel can fire arrows of much longer ranges than those made of wood, arrows which can easily pierce through even the thickest armour as if it were paper.

30,000 Men-at-arms (Melee, High attack, High defense, Superior mobility)

Thanks to numerous raids on Númenor's coastal colonies in recent years, the Men-at-arms have been in combat on a regular basis. They are the backbone of Númenor's standing army despite getting less of the steel bowmen's glamour, yet they are no less dispensible. While they prefer fighting on foot, they are just as comfortable fighting on horseback should the need arise.

50,000 Spearmen (Melee, Good attack, Superior defense, Superior mobility)

The spearmen are men who either volunteered or were conscripted into the Great Armament. As they were not part of the standing army, these civilians in armour have far less training than their professional counterparts, yet their vigour and morale is nothing to be sneered at. They do not have any formal cavalry or archery training, but riding and archery were very common pastimes in Númenor.

N.B. The Númenoreans prefer to fight on foot wherever possible, and have less of a cavalry tradition.

The House of Elros

The House of Elros is the ruling house of Númenor and now its exiles. Founded at the start of the Second Age, it comprises of numerous branches, chief of which are the Kings of Númenor. The Lords of Andúnië are the chief councillors of the Kings throughout the years, despite their leadership of the Faithful even as Númenor fell into darkness.

The list below is according to the current order of succession.

1. Ar-Pharazôn, King of Númenor



Age: 201

Martial: 17
Stewardship: 15
Diplomacy: 6
Learning: 12
Intrigue: 10
Piety: 0
Personal Combat: 14

Traits

King of Men: Despite usurping the throne from his cousin, Ar-Pharazôn is now almost universally recognised as the King of Númenor; the subsequent 'defeat' of Sauron has also allowed the dictatorial monarch to assume the title of 'King of Men'. Main POV character, can also dedicate personal attention on an action/project even if someone else is already assigned to it (ie 'stacking')

Worthy Captain: Known for his seafaring in his younger days, the King is an adept commander of both ships and men. +10 to any rolls when commanding a ship/fleet.

Items

Sceptre of Númenor: Symbol of Númenor's sovereign. +10 for stewardship.
Aranrúth: Once owned by the elven king Thingol, this sword is now a heirloom of the House of Elros. +10 for martial/combat rolls, +2 for diplomacy.

(N.B. The rest of the Armenlos line's heirlooms were not brought along with the Armada and were lost in the Downfall.)

2. Amandil, Lord of Andúnië



Age: 287

Martial: 12
Stewardship: 18
Diplomacy: 16
Learning: 19
Intrigue: 16
Piety: 20
Personal Combat: 20

Traits


Trusted Counsellor: As Ar-Pharazôn's most trusted advisor and friend before Sauron's arrival, Amandil had plenty of opportunities to work with the King prior to his dismissal from the Council, and is highly reliable despite the divergent theological views. +7 when working with Ar-Pharazôn, except on piety actions.

Leader of the Faithful: Amandil commands much respect among the Faithful of Númenor, and is well aware of the potential perils that would face the remaining Númenoreans unless they turn their back on the darkness. +5 stewardship and +5 diplomacy when dealing with the Faithful.

Grace of the Valar: The line of Andúnië's longstanding loyalty to the Valar has not been forgotten. Re-roll if a critical failure occurs, if re-rolled score is above 75 then critical failure is averted.

Items

(N.B. All of the Andúnië line's heirlooms were handed over to Elendil before Amandil sailed for Valinor)
 
Prologue: Sunrise over the Sunset 1
Prologue: Sunrise over the Sunset 1

As the sun slowly weaves its way over the horizon, you notice that the horizon is jagged. There is land up ahead, and the warmth of the sun's rays suggest a more southerly latitude. Your men prepare for landfall, while you consider a few courses of action.

For now, the Great Armament has large stores of supplies that can last for months, but they will eventually run out. After all, you were counting on more ships from Númenor for the invasion of Valinor, ships laden with food, water and weapons instead of soldiers. But it is obvious that such supply is not going to be coming anytime soon, and word has begun to spread amongst the sailors that Númenor itself was destroyed. Most likely sunk in the cataclysm that exiled you and your men to this forsaken land. Such questions remain academic, however; even if Númenor were not destroyed, you do not know the way home assuming there is such a route. After all, you glanced up at the night sky a few hours ago, and even a brief glimpse is enough to suggest that the very stars were unfamiliar...

But back to now. A faint glimmer catches your eye, and you turn around to see what is behind you. The massive galleys of Númenor, some of the finest works of Man, stretch all the way to the horizon. Golden devices on black sails are bathed in the first rays of the sun, glittering in the breeze.

*******​

Landfall.

As the fleet draws closer to the land, a small castle is spotted near the shore. The scouting party brings back news that the castle's gates are open, and it is almost entirely deserted except for an old man and a few women. You disembark the ship and set foot on this unfamiliar land for the first time, then impatiently make your way to the castle without much of the customary fanfare. After a few failed attempts at using gestures, the man begins to speak.

To your utter surprise, you can largely understand what the man is saying. He uses a few unfamiliar words such as describing himself as a "Maester", but Adûnaic and what he calls the "Common Tongue" are mutually intelligible. He tells you that nearly all of the castle's occupants have fled once they saw the fleet, fearing what it would bring.

Meanwhile, your men have been rummaging through the Maester's office and found a map of the continent you landed on. Further questioning of the Maester reveals that the Great Armament landed at Bandellon, which belongs to the Blackbar family - although the Maester refers to 'House Blackbar', a quick glimpse of the pitifully small holding suggests that the castle is held by no more than a mere lordling.


You assemble an ad-hoc council composed of Amandil and the most prominent war captains, to whom the Maester explains the geography and politics of the continent which he calls Westeros. The continent is divided between seven independent kingdoms, and Bandellon is sworn to the Kingdom of the Reach. You learn that the Reach not only has Westeros' most fertile farmland, but also has some of the continent's largest armies and strong fortresses. After the Maester leaves and the doors are shut, you begin discussing plans with your council.

In the end, you decide to invade Oldtown, the largest city in Westeros. Whoever holds Oldtown controls the southern Reach with its large supply of crops and manpower, and the city itself is a very useful staging base for invading the Arbor, western Dorne and Highgarden. The city also has a complex of buildings known as the Citadel, where most of the knowledge on this continent is kept. But there are significant risks of urban combat where the Great Armament's advantages cannot be fully utilised, not to mention the almost unassailable tower in the centre of the city.

*******​

After the other war captains leave, Amandil tactfully reminds you that a substantial portion of the population is made up of galley slaves. While he acknowledges that you are rightfully king of the Númenoreans, Amandil also suggests that free men row with far more vigor than those chained to their benches, which could make a substantial difference in combat. After a brief pause, he suggests that the impiety and tyranny of the King's Men was what caused this fleet to no longer have a home port.

You angrily call for the guards, who escort him out the room. Yet Amandil's comments might have merit, and something has to be done about the slaves. Keeping them in chains may be fine for the short term, but there is always the possibility of a slave revolt, and killing them will deprive the Great Armament of much-needed manpower. After all, you can't expect a Númenorean to personally row the oars of the warships, such tasks should be left to lesser men.
Despite the grave differences in theology, you have much respect for the man who was, and perhaps still is, your closest friend and most trustworthy advisor now that Sauron has proven his true colours. Amandil may often have disagreed with your policies, but he was always outspoken and never deceitful. You hastily write a proclamation and send for Amandil, asking him to bring some slaves as you intend to issue a major proclamation that concerns them.

Half an hour later, Amandil returns with galley slaves drawn from each of the largest ships. The slaves involuntarily tremble as they are escorted to your presence, resignedly anticipating whatever harsh punishment they think you are going to dole out in plentiful amounts. To their surprise, however, you hold a scroll in your hand instead of the dreaded whip.

You hand over the scroll to Amandil, who begins to read your proclamation in Adûnaic: "By order of Ar-Pharazôn, King of the Númenoreans, The King of Men, all current slaves abroad the Great Armament are to be regarded as indentured servants effective immediately. Their indenture is to last ten years, with an early release of up to five years dependant on loyalty and merit. Those who serve poorly will find their indentures extended depending on a case by case basis. Indentured servants are to be freed upon completion of their indenture, and those who have performed admirably will be given land grants."

Having read your proclamation, Amandil continues with an impromptu speech. "I know that many of you have grievances against Númenor, its people, or even the King himself. Númenor now lies under the sea, its people scattered, and the King's forebears would not have shown you the mercy that he has granted today. But remember that we are all in the same boat now, literally and metaphorically, and there is a dangerous world out there. King's Men, Faithful, Men of Twilight - those terms might have once mattered and caused endless grief, but we are now fighting for our very lives, and it's past time we set these divisions apart. If you still aren't willing to row for the King, row for your compatriots and row for yourself."

A thin smile forms on your lips. This hastily cobbled speech does not fully reflect Amandil's oratory skill - Amandil at his best could even stand up again Sauron. For a while at least, you recall ruefully. Yet the speech serves its purpose, and news will soon spread amongst the former slaves. The 'representatives' now file out, and the captains file in.

*******​

Your ad hoc council had been busy drafting plans, having decided to capture Oldtown at the earliest opportunity. With the slightly reluctant help of the Maester, your captains were able to draft two land invasion plans which can be launched very soon, possibly in a few days and most likely before the defenders can properly mobilise. But neither can you - the ships are still unloading men and supplies, and many of them are damaged to various extents. You can only afford to send a small expeditionary host.

Having considered the merits and flaws of these various plans, you make your decision.
 
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Prologue: Sunrise over the Sunset 2
Prologue: Sunrise over the Sunset 2

"We will not send out an expeditionary force yet. Most of our ships still need to be repaired and with little information on our enemy, or even the terrain, sending out an expeditionary force now would be a rash decision."

The captains nod after you announce your decision, yet many begin to murmur. The maester's map suggests that taking Brightwater Keep will provide a useful base to attack Oldtown, even if such an invasion is not launched immediately; furthermore, holding the fortress would secure the main road leading to Bandallon. Yet others note that Brightwater Keep's lords are closely related to the King of the Reach and thus an attack may provoke unnecessary attention. Amandil sends for the maester, asking him to bring all information he could find regarding Brightwater Keep. As usual, he is accompanied by a heavy escort to ensure that he does not accidentally send any ravens to other settlements; such careless mistakes are easy to avoid in the presence of your armed men.

Soon, the maester returns with a thick, dusty tome, which he delivers to your desk. You delicately trace your fingers over the cover, grimacing at the unfamiliar Westerosi letters if that is what those symbols are. They seem to use an alphabet, similar to the Mode of Beleriand you dimly remember from the days of your youth. With obvious care, the Maester opens the tome and points towards one of the pages, clearly oblivious that you cannot read Westerosi letters or numbers. "My lord, Brightwater Keep is the seat of House Florent, a noble house directly descended from Garth Greenhand and hence very influential within the Reach. House Florent's influence extends along the Honeywine's upper reaches, even as far as Bandallon itself. Brightwater Keep has a small fleet of riverboats, with its major sources of income derived from agriculture and trade along the Honeywine; goods can be shipped there from Oldtown and hence to Highgarden and beyond. House Florent can raise 2000-3000 men, up to 5000-6000 when fighting on their own lands, with a large proportion of knights among the troops."

You pretend to read the tome carefully, then dismiss the maester. Once he is comfortably out of earshot, the ad-hoc council once again erupts in fierce argument - some of the captains consider it risky to attack right now, however, many argue that holding Brightwater Keep will help relieve the imminent supply shortage associated with feeding hundreds of thousands of men; furthermore the castle can act as a supply station and assembly for the invasion of Oldtown. Amandil volunteers to lead this expedition if you wish to give him command.

Your logisticians inform you that should you decide to launch an attack, it will take two days to prepare your forces.

You decide to attack.

*******​

The maester returns, opens another scroll in his hand and begins to speak.

"My lord, I have just received a raven from Lord Blackbar, who formerly occupied this castle and its lands before he fled with his family - I intend no offense, my lord, but Westeros has never seen a fleet as large as yours." He pauses as he examines the scroll, then continues. "Lord Blackbar wishes to negotiate the return of his castle and lands, in addition to the safety of himself and his family. He will arrive tomorrow morning." Before leaving, the maester also mentions that Lord Blackbar is willing to serve you as a bannerman in exchange for his safety and his lands.

For a moment, you are tempted to severely chastise this upstart noble who foolishly thinks that he could negotiate with the King of Men. Yet a strong feeling stays your hand - perhaps pity, for the man who lost his home to 'foreign invaders'. Perhaps admiration, for the man's courage. Perhaps something else tugging at your mind.

You do not know.

*******​

A raven gracefully swoops away from Bandallon castle, its black feathers glistening in the last rays of the sun. A short parchment is attached to one of its legs, carrying the permission for parlay that you dictated to the maester. You also requested him to attach a long list of your titles for good measure, perhaps Lord Blackbar will be shocked and awed upon reading your message. But there is one more thing to do before the sun goes down. Satisfied that your message has been sent, you head towards the castle's parapets and silently watch your first Sunset in Westeros.
Who are you, in this strange and unfamiliar land?

Once you were the captain of a great ship, once you were the King of a great nation, leader of a great people. But now the ships are battered, and Anadûnê is lost beneath the very waves that now bash themselves against the sharp rocks, a hail of sea foam erupting upon collision. Further still, the blazing sky is a swirl of red and orange, dotted with a few wisps of white as clouds lazily drift overhead. But look East, and all is dark; North and South are also beginning to dim.
The Golden, they call you. But what is gold without home? The Gift of the Valar has been withdrawn, slipped under the wave along with all its people.

Perhaps not all. Numenor was not completely deprived of its fishermen; somebody has to feed the Great Armament after all while the soldiers fight. Similarly, there was still much trading between Numenor and its Middle-Earth colonies when you landed on the shores of Aman. You also dimly remember one of your spies' report - the remaining Faithful had taken themselves aboard nine huge ships, even larger than most of your warships, and wonder what happened to them. It is not inconceivable that at least a few other ships survived, but those are not of the Great Armament.

King of a Sunset people, Lord of a dimming nation. Yet the flame still burns bright in the west. Hope lies where you came from, yet you cannot return.

Darkness lies on the paths you must tread.



You light a candle and return to Bandallon's halls. The flickering flames are the same colour as the dying sunlight.

*******​

Sunrise.

Lord Bandallon arrives exactly on time, perhaps to make a favourable impression. Behind him are a small company of guards and what is most likely his family, all of whom are quickly ushered through the gates and to your presence.

Initial negotiations are much smoother than you expected. Lord Blackbar is an intelligent man after all, and you are dimly aware that his fear for himself and his family greatly eclipses his loyalty to his former liege. His clouded mind also suggests a streak of ambition, perhaps he wishes to advance his future status by being the first ones to support the new rulers. More land, such as those from House Florent, might fill up his coffers more quickly.

But problems arise when you mention the battle plan. "I will help you take Brightwater Keep, and outfit your guards with my men's uniforms, but I have no intention of violating guest right, even upon pain of death. The Faith of the Seven explicitly forbids harming your host, and I have no intention of becoming the next Rat Cook by asking for bread and salt while intending to harm the host."

You quickly point out the flaws in his reasoning. "Our men will spring into action before you even have the chance to ask for bread and salt; if anything goes wrong, they will improvise. They are my best guardsmen after all. But who is the Rat Cook?"

By the time Lord Blackbar finishes his story, your eyelids are barely staying open. Days of hard work and lack of sleep have finally taken their toll. Amandil suggests that further negotiations be postponed until your return. The Brightwater expedition is now ready and will march out once you've had a bit more rest.

Amandil, now your de facto chief councillor, will manage the Bandallon camp while you are taking Brightwater Keep. Before you leave, you issue the following instructions:

1. Fortify the camp and the keep. I believe our camp surrounds the keep? If not, move it there and fortify the camp, creating a makeshift city. Ensure there are latrines and outhouses and all other necessities. Organise the bloody place and have troop camps organised by unit. I will have a fortified camp, not a refugee slum.
2. Send out scouts to look around. We do not wish to be caught unawares. Update or create local maps of the immediate area if necessary.
3. Repair the ships. Ask the captains what kind of ships are most useful now and focus on those. Use the light and fast galleys to scout the seas around us. Use preferably undamaged, or minimally damaged.
4. Use some of the ships to start fishing. Never should they go alone without escort; they are to fish in large convoys with protection.
5. Find, among our levy and slaves, those who can read and write Adunaic or those who were scholars before. Those fulfilling the necessary criteria are to start going through the Maester's library after learning this continent's alphabet, and translate anything of use to Adunaic.
6. You are to interview Blackbar's family and the Maester about the weather, climate, their lands. You are also to enquire about the lands of the surrounding lords, their strength, how much harvest is the norm for each and every one they know, and the opinion of the peasants of their lords. Also find out the remaining length of the current season. Interview, do not interrogate.
 
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Omake: Scions of Westernesse (Canon)
Scions of Westernesse

When the fleet first appeared on the horizon after the largest storm they had ever seen, a thousand ships with sails of black and gold, the peasants fled. They did not wait to see what must be an invading force burn their homes and loot their belongings. Had they waited they would have seen ships with broken masts and torn sails crewed by men that were lordly and proud. Now that same black and gold surround the home of their lord: Bandallon Castle. Men had marched out of the camp earlier in the day, marching inland. Lordly men of great stature had left the camp in long columns, metal glinting off their weapons. Weapons intended to be used in a war against the heavens themselves may now spill the blood of lesser men. Men not blessed by Númenor. Blessed by Eru Iluvatar.

A small company rode westward just before the host had left the camp, following the coast west then south, comparing with and adding to the hastily drawn map they were given. A hill here, a stream there. Anything that could give the Great Armament an advantage should they need to meet an enemy in the field here, to find the swiftest path to relocate or to invade another part of this land. None of them may be cartographers but some information is better than none.

There were ten of the swiftest riders spread out in pairs, probably because they were smaller than most of their kin and thus, lighter. Two of the company were in the van, on the lookout for anything ahead, while another two took up positions in the rear. The two remaining pairs remained on either flank. All four pairs were within sight of him and Sapthun who were in the middle with their precious map.

The Kingdom of the Reach is beautiful, nowhere near as fair as Numenor, but the flat green pains have an allure of their own. His companion pulled on the reins, stopping his horse which neighed in objection. He did the same and the clopping underneath him stopped.

'Add a village by the sea,' Sapthun said pointing to the two riders to the west, one waving a red flag in the direction of a small cluster of wooden buildings by the shore, breaking his train of thought. He then raised a blue flag: messaged received.

'Yes of course,' he replied and quickly drew the symbol that was designated for village at approximately their location. The secrecy was enough to remind them they remained in a state of war, despite not knowing who they were at war with, or if there was indeed anyone to fight. The inhabitants of the castle near where they landed fled. Would the rest of these peoples flee at the mere sight of what must be strange men coming from the sea? Only time will tell.

'You are distracted,' Sapthun said to him as his horse started to move. 'Try to focus,'

'How can I? After what happened?' He replied as he pulled on his own horse's reins only to find his horse munching on some grass.

'What do you mean after what happened?' Sapthun said as he stopped his horse several meters away to wait for him. He noticed Sapthun held the reins far tighter than he did, prohibiting his horse from eating.

He tugged at it a few more times before it raised it's head and begun a trot, joined by Sapthun once he caught up with him.

'I mean we are, were, the Great Armament, meant to take Valinor and here we are. In a strange land, with strange stars and stranger people.' Ephalnaki said. 'Our King was betrayed by Zigûrun. We were betrayed by him. How could we have trusted him? He led armies against the will of the Valar and we opposed him. Then somehow he convinced us to turn away from Eru and worship Morgoth. He whom our own ancestors fought in the War of Wrath. The same war that gave us Numenor,'

'You are starting to sound like one of the Faithful Ephalnaki,' came the reply.

'I am not one of them. Don't get me wrong. But they could have been right. We did turn from the light of the Valar.'

'You sound exactly like them now,' Sapthun said with a laugh. 'Just don't let anyone else hear this.'

'You you think I am that careless?'

'No, it's just a reminder. Anyway enough of this distraction. Steel your mind and do our duty,'

'What for? Now we do not have a home to return to. No purpose-

'Yes we do. We remain sons of Númenor. We remain the Great Armament. It is merely our goal that has changed,' Sapthun said. 'Instead of taking Valinor, we will find ourselves a new home and make it in the image of Númenor.'
 
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Prologue: Sunrise over the Sunset 3
Prologue: Sunrise over the Sunset 3

Since your departure from Bandallon (Lord Blackbar has grudgingly agreed to join the infiltration force, although he will not ask for hospitality nor accept it), all seems to be well until you hear the distant thunder of hooves. They are still very far away, as you can barely hear them even with your keen hearing, but the hoofbeats are getting louder and louder.

A scout is quickly dispatched to a nearby hill. He returns before long, and informs you that he saw thousands of horsemen, almost certainly hostile, heading down the road. Since they have to cross a ford at a nearby stream, you have enough time to set up defensive positions, even on that hill should you wish. You also have time to send one message to the infiltration force, ordering them to continue on their mission or fall back and assist the rest of your troops. However, they will not have time to reply to such a message.

But as usual, you have a plan.

*******​

A messenger quickly detaches himself from the main force and races towards the infiltration force, ordering them to follow the original plan. Once Lord Blackbar acknowledges your order, the messenger immediately returns to the main force to avoid drawing suspicion due to his Númenórean armour. The enemy cavalry does not seem to notice the lone messenger, completely ignoring the 'refugees' while continuing to head towards the main force.

Does the infiltration force avoid suspicion: 44 (>20, Success)

Meanwhile, the rest of your men prepare for battle. The Men-at-arms are divided into eight thangails, five positioned on the forward slope while the rest are situated on the reverse slope, ready to spring into action and encircle the enemy once an opportunity presents itself. Meanwhile, the Steel Bows are formed up before the thangails, having given strict orders to loose only when the enemy enters 160 yards - practically point blank range. Although the Steel Bows can shoot up to 1000 yards, loosing at such distances would cause the enemy to flee instead of entering the carefully prepared trap. With the preparations completed, there is nothing to do but wait.

10000 Men-at-arms (Melee, High attack, High defense, Superior mobility)
5000 Steel Bowmen (Ranged, Extraordinary attack, Good defense, Superior mobility)
1404 Knights (Melee, Good attack, Good defense, High mobility. N.B. High attack in initial charge)

*******​

Volley at 160 Yards: 70 + 45 (+4 advantages) = 115

The fell darts of Westernesse effortlessly pierce through the plate armour of the Reach's finest warriors or their mounts. A quick glance suggests that nearly a sixth of the enemy force is now out of action. Meanwhile, the Steel Bows quickly nock their next arrows, eager to loose the second volley before the enemy has a chance to enter melee range.

Volley at 80 Yards: 32 + 45 (+4 advantages) = 77

However, the Reach's knights are clearly experienced and quickly react to their unfavourable circumstances. Scarcely had the first volley been loosed when the gleaming mass disperse into a much looser formation, hence the second volley caused considerably less casualties. Yet scores of foes are still vanquished by a deadly weapon even Westeros' best armour are hard pressed to endure.

Volley at 20 Yards: 24 + 45 (+4 advantages) = 69

Reach cavalry escape roll: 56 (Partially successful)


The enemy cavalry splits into two and flees before reaching the Númenórean lines, unwilling to die like those unfortunate knights who lie riddled with arrows, their lives seeping through the blood-soaked mud and into the unknown. The uncanny silence is broken as a deafening cheer erupts from the Númenórean ranks, derogatory insults and slurs hurled at the enemy who are nevertheless undoubtedly out of earshot.

But the Men-at-arms are not satisfied to merely be spectators in this one-sided battle, their longswords shimmering under the bright sun as the two 'flanking' thangails surge forward to encircle the enemy, trapping a gross of horsemen who were abandoned by their quicker comrades. The flanking thangails are soon joined by the five forward thangails, yelling ancient Edainic battlecries as they bear down on the hapless knights. Only a few of the trapped knights do not immediately surrender; those fools are dragged from their horses and pay the ultimate price for their stubbornness or indecisiveness.

*******​

The battle ends as the enemy flees, horses riding over fallen comrades in the haste to escape. You dimly spot a trail of dark red stretching all the way to the horizon, and your stomach involuntarily lurches as you force yourself to hold onto this morning's hearty breakfast, barely successful in your attempt. Yet here and there some of your men struggle in vain, their last meal erupting from their mouths and onto the ground - or worse still, onto the men around them, provoking a chain reaction as their disgusted neighbours also disgorge the contents of their stomaches. You barely suppress a groan, reminding yourself that despite the years, even decades or centuries, of combat experience, soldiers are still Men after all.

But there is still work to do. As some of your men rip small pieces off their tunics, placing them over their mouths and noses to ward off the repugnant stench, you quickly issue orders before pulling out a piece of cloth.

*******​

106 of the trapped horsemen have survived, most surrendering swiftly once they realise their hopeless cause. Many of their horses survived too, protected by their thick barding that warded off the initial blows by spear or sword. The captured knights are soon relieved of their weapons and helmets.

Meanwhile, three thousand men detach from your force to 'clean up' the battlefield. Quite a few of the fallen knights survived the three volleys, though many are severely injured, and may never hold a lance or ride a horse again. Those who can walk, along with the few horses which can still get up and trot, are quickly taken back up the hill and put together with the earlier prisoners, while those who have difficulty walking are propped up by their fellow prisoners. Makeshift stretchers are used to carry the severely injured and all of the dead enemies that could be found, in accordance with the now revised plans.

Enemy cavalry morale: 18 (failure, does not return for a second charge)

The rest of the force keeps a careful lookout on the hill, ready to spring into action in case the surviving enemies decided to return. However, it gradually becomes clear that the enemy is not eager for a second engagement, even at this point when the Númenórean force is at its most vulnerable.

With the living and the dead secured, the main force moves on to Brightwater Keep, while the remaining men continue to scavenge the battlefield for arms and armour, slowly following the main force in two parallel lines.

Gradually, the stench of the battlefield slowly fades away, giving way to the fresh aromas of flowers and grass. The Reach may not match Anadûnê with its halls of splendour and golden woods, yet it has a quaint beauty of its own. These new lands could, one day, be fashioned into a new home that reminds the Edain of their old.

*******​

The infiltration starts off well. Fooled by Lord Blackbar and the Royal Guards' armour, the gates of Brightwater Keep are opened. The gatekeepers are briefly surprised as their welcomes are met with cold steel instead of warm handshakes or forearm grips. A few seconds later, the blades of Westernesse are painted crimson red from tip to hilt as they are withdrawn from careless Florent men, many still clutching their bowels in a futile attempt to prevent their guts from spilling out. Lord Blackbar briefly slips and barely catches his breath before he clutches his ears, as his eardrums are rattled by the deafening howls of the man whose exposed entrails have been stepped on. Blackbar's sword, still a shiny silver-grey, slips from his hand as he retches, and races outside the gatehouse for some fresh air.

But before long, the alarm is raised.

Six ravens fly out of a tower near the castle's southwest corner. The Steel Bows swiftly loose their arrows, bringing down three of the birds, yet the others are able to escape before a second volley can be loosed. Led by Lord Blackbar (who claims he knows the way to the tower), men of the Royal Guard race towards the Maester's tower to prevent him from sending more ravens or escaping, cutting down scores of Florent men along the way. But they are too late; the Maester flings himself out of the window just as the impromptu ram bashes the door into splinters. For a moment, it seems as the man is able to fly... before the inevitable plunge down; down below to the unyielding ground that eagerly soaks up the man's life in a satisfying 'crunch'. To their further disappointment, several of the cages are open.

Meanwhile, the remaining Royal Guard are desperately holding the gatehouse against incoming enemies, barricading the corridors with shelves and other heavy furniture where doors are not available. Pots of hastily boiled oil, water, and disgusting amber-coloured liquids are mercilessly poured onto any defender who attempts to close the gates.

Then the main host arrives.

*******​

Company after company, row after row, the Men of Westernesse cross the smooth ridge and swarm towards Brightwater Keep. An unending, inexorable tide of iron and flesh, spearpoints seemingly morphing into small droplets of silver in the blazing sun. The fierce Sons of the West, Men beyond the Sunset Sea, are here to claim their new home. Perhaps by words. By the deeds of the Edain, given a second chance after their fall from grace. Toiling hard and raising new cities in an unfamiliar land, settlements that recall the glory of Elenna.

But perhaps also by blood. By the unyielding steel that every man now holds in his hand. Some of those spears are tipped red - a warning of what is to come, if whoever commands the castle still refuses to come to their senses.

The Castellan of Brightwater Keep and his men lay down their arms.

Brightwater Keep is now yours, and there is still a long day ahead.

End of Prologue.
 
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Omake: Gimlubâr's Letters 1 (Canon)
Gimlubâr's Letters: 1

Ar-Pharazon, Âru n'Anadûnê, Âru n'Âdunai,
As a result of the engagement with the locals, followed by the scouring of the field of battle and the subsequent interrogation of prisoners; it has come to my attention several things which should be brought to thy notice.
Firstly is the issue of armor. I am sure by now that my liege would have noted the armor of the locals are different from the maillie of our own. The use of something they call 'plate armor', which is a solid piece of metal unlike the many riveted rings of our maillie. This armor though materially inferior to ours of Númenorean make, is superior in design. The armor's nature of being curved turns aside our spear thrusts far more easily than maillie which may catch the spearpoint in a gap in the maillie links.
We have captured many pieces of such armor and should immediately learn how to produce and repair it on our own in addition to quickly learning how to defeat it. Thus enlisting the smiths of this land may turn into one of our highest priorities in terms of arms and armor.
Aside from that, we have a large number of captured lances and spears from the foe, however most of them are far too short for our use and are more suited for the lesser men of this land. In my most humble opinion, we have two ways of utilizing these spears: we could provide them for our Men-at-Arms to use as impromptu javelins or to keep them for when we inevitably recruit local auxiliaries to our cause. Destroying them would a waste of captured resources our men have bled to obtain and should not be done unless absolutely necessary.
In addition the majority of the locals use kite shields much like ourselves. However, there were several exceptions. A number of smaller shields much like a kite shield, merely flattened at the top and much smaller were found. There are several speculations to this and any combination may be correct or none at all. The first is that the locals use smaller shields to aid in the use of their lances, which is covered below. Second is the lower weight of the shield, allowing for greater mobility which ties in heavily with the first point. The last is that the shields are smaller because the weapons are incapable of penetrating the solid plate armor and thus the large shields are rendered obsolete until our arrival.
A full list of the recovered prisoners, arms and armor, horses as well as horse flesh is listed after the conclusion of this report.
Moving on to the less physical is the aspect of morale amongst the foe. They seem to be frightened by our darts much like the men of Middle-Earth. We should strive to break them on the field as they do not seem to have the ability to answer in kind else we should fall into a string of prolonged sieges.
The locals' use of 'shock cavalry' is an interesting one. The enemy strove to break us with a quick rush of mounted men in heavy armor wielding lances. The prisoners mentioned that this is their primary method of warfare here in these lands which can be problematic for us. If our lines are too thin the larger horses of the Reachmen may break open our lines and outflank us from within or rout us entirely with a single charge. We should increase the number of lines within our Thangails from two to four at the very least. The peoples of Middle-Earth and the hosts of Zigûrun had no such ability and were easily crushed by our arms. Here however, we must be more careful and obtain such troops ourselves.
Before I conclude this report Bâr 'nAnadûnê, I must mention that Lord Blackbar is sly. I have followed thee in taking up arms against the Valar and thou know I will do as thee command. Yet here I implore thee to not give this man too much power. We do need a trusted advisor if we are to rule this unfamiliar land but we cannot trust this man so easily with too much power my Lord.
Thine loyal and trusted Captain,
Phazân Gimlubâr

The forces under thy command have acquired:

More than 2000 pieces of 'full plate armor',

More than 2000 short spears of varying quality,

2000 shields of varying quality,

5,000 usable arrows,

3,000 arrowheads,

728 knights and 375 retainers as well the Castellan of Brightwater,

220 warhorses and

1,196 horses ready to be carved up.

We await thine orders on what to do with them.
 
After the Battle
After the Battle

Lord Blackbar examines the open cages and messages from the ravens which have been shot down, concluding that ravens will likely make it to Oldtown and Honeyholt. He suggests that you march most of your host south, where they can take Oldtown, catching them by surprise before significant defenses can be readied, and/or take Honeyholt along the way. To prove his loyalty, he is willing to come with you.

[] March directly south, leaving a small garrison behind which will be reinforced by soldiers from Bandallon in a few days.
-[] Size of garrison
[] Stay at Brightwater Keep and wait until reinforcements from Bandallon arrive.
[] Write-in

The Castellan also informs you that Lord Florent was part of the cavalry that engaged your forces. Interrogation of the prisoners suggests that he managed to escape from the battle.

*******​

Lord Blackbar offers to serve as an advisor, shrewdly noting that you would need a Westerosi advisor to conquer these unfamiliar lands, and that his conduct during the taking of Brightwater Keep should hopefully allay your concerns regarding his loyalty. His only request is that his titles and lands remain intact, while his family should also be kept safe, though he is optimistic that he will be eventually rewarded for his efforts and that you will be as lenient as possible towards the Reach's nobility and smallfolk alike.

[] Accept his offer and take him as an advisor
[] Decline his offer, but allow Lord Blackbar to retain his current lands and titles
[] Write-in

There is also the issue of what to do with House Florent. Your men strongly advise against executing surrendered enemies, yet there are suggestions that the whole of House Florent should be attainted to discourage resistance from future enemies. Others prefer to only attaint Lord Florent and his immediate family, instead installing the Castellan as the new lord of the castle.

[] Allow Lord Florent to retain his lands and titles should he return and surrender along with his men
-[] Write-in regarding what to do with the Castellan
[] Attaint Lord Florent, transferring his lands and titles to the Castellan
[] Strip House Florent of all lands and titles
-[] Allocate Brightwater Keep to another person, or keep it lordless for now? Write-in.
[] Write-in

N.B. Should House Florent retain their title and pledge fealty to Ar-Pharazôn, their men will be released and continue to serve House Florent (and hence the Númenóreans) unless additional orders to the contrary are given.

What should be done to the other prisoners?

[] Put all of them under lock and key, and determine their loyalties at a later date while using them as forced labour in the immediate future
[] Allow volunteers to swear fealty to the Númenóreans and join the expeditionary force immediately
-[] How about those unwilling to switch allegiances? Write-in.

Any additional orders?

[] Write-in

Commander: Ar-Pharazôn
100 Royal Guards (Melee, Extraordinary attack, Extraordinary defense, Good mobility)
10000 Men-at-arms (Melee, High attack, High defense, Superior mobility)
5000 Steel Bowmen (Ranged, Extraordinary attack, Good defense, Superior mobility)
728 Knights (Melee, Good attack, Good defense, High mobility. N.B. High attack in initial charge), 287 of them are severely injured
375 House Florent Retainers (Melee, Superior attack, Good defense, Superior mobility. Can be mounted if necessary)
Castellan of Brightwater Keep (also a member of House Florent but not descended directly from current lord)
220 horses
Seal of House Florent
Numerous weapons and multiple pieces of armour, in various conditions
 
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[X] To Oldtown!

[X] March south, leaving a small garrison behind which will be reinforced by soldiers from Bandallon in a few days. Take every fort on the way to Oldtown.
-[X] 100 Men-at-Arms, 50 Steel bowmen.

[X] Accept his (Lord Blackbar) offer and take him as an advisor.
-[X] His family will be safe and will be allowed to retain his lands and titles.

[X] Allow Lord Florent to retain his titles and lands should he return and surrender along with his men. His family will remain hostages until further notice.
-[X] The keep will remain under the charge of the Castellan who will be kept under a watchful eye, until further notice as provisionary governer.
--[X] He will not be allowed to muster any additional forces. Only basic governance duties such as taxation and dispute solving.
--[X] Fortify Brightwater Keep.

[X] Allow volunteers to swear fealty to the Númenóreans and join the expeditionary force immediately.
-[X] Those unwilling are striped of their titles and ranks and brought along with the army with only a gambeson and a sword. They will be used as Thannarû; shieldmen to absorb arrow fire, enemy charges and storm breaches.


[X] Conduct a short ceremony to the burial of the dead.
[X] Note the men of the Royal Guard that fought bravely. We may need to reward them later.
[X] Send a letter to Amandil, asking if he can spare a portion of the fleet that is undamaged to blockade Oldtown and crush the fleet guarding it. Seek the maester for help to find the disposition of the opposing fleet guarding Oldtown and those clpse enlugh to assist. If not don't send any ships and keep an eye out for trouble. All else is up to him.

Reasoning
150 men should be enough to hold Brightwater Keep until reinforcements arrive. Lord Blackbar is crafty and probably wants to become powerful while 'protecting' the other lords and smallfolk. We should take him because he is too useful but we should also be careful not to have him influence us too muc like a certain fallen angel. Keeping Brightwater in the hands of the previous governer is wise as he can deal with all the problems that we do not know. As for Lord Florent himself, it is up to him to decide whether he fights for us, lives out the rest of his life as a peasant or dies upon our blades. As for the prisoners who refuse to join us, they will be used in the form of Kharash like the Mongols do with their prisoners.
 
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I can't copy and paste because I don't have a mouse but I'll simply say I retain my original plan.

On to Oldtown!

For those who are wondering what Lord Invictus' plan is, it is the following:

[X] Accept Lord Blackbar's offer, he is but a minor lordling yet he is useful. Any hint of treachery should be dealt with properly by his head and his family's on pikes.
[X] The Florents are some of the powerful nobility of the reach, gaining their loyalty would be useful. Allow Lord Florent to keep his lands and titles. To ensure his loyalty take his children as hostages.
[X] March south towards Oldtown taking every castle or fort in our way.
[X] Leave a small garrison maybe 75-100 men. These men will be reinforced when reinforcements from Bandallon arrive.
[X] Ask the other prisoners to swear fealty to Ar-Pharazon King of Kings, Lord of Numenor, Ruler of Men and the Earth. If they submit they will fight for us as bannermen, if not behead them.
 
[X] Accept Lord Blackbar's offer, he is but a minor lordling yet he is useful. Any hint of treachery should be dealt with properly by his head and his family's on pikes.
[X] The Florents are some of the powerful nobility of the reach, gaining their loyalty would be useful. Allow Lord Florent to keep his lands and titles. To ensure his loyalty take his children as hostages.
[X] March south towards Oldtown taking every castle or fort in our way.
[X] Leave a small garrison maybe 75-100 men. These men will be reinforced when reinforcements from Bandallon arrive.
[X] Ask the other prisoners to swear fealty to Ar-Pharazon King of Kings, Lord of Numenor, Ruler of Men and the Earth. If they submit they will fight for us as bannermen, if not behead them.
 
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[X] Accept Lord Blackbar's offer, he is but a minor lordling yet he is useful. Any hint of treachery should be dealt with properly by his head and his family's on pikes.
[X] The Florents are some of the powerful nobility of the reach, gaining their loyalty would be useful. Allow Lord Florent to keep his lands and titles. To ensure his loyalty take his children as hostages.
[X] March south towards Oldtown taking every castle or fort in our way.
[X] Leave a small garrison maybe 75-100 men. These men will be reinforced when reinforcements from Bandallon arrive.
[X] Ask the other prisoners to swear fealty to Ar-Pharazon King of Kings, Lord of Numenor, Ruler of Men and the Earth. If they submit they will fight for us as bannermen, if not behead them.
 
Hey there! Good to see this quest continue. As always, good luck and I'll make sure to follow each update!

Thanks! Migrating quests is always a bit tricky, had to sort out quite a lot of formatting issues.

BTW guys the first proper turn will start after the conquest of Oldtown, using a CKII style.

@Mr. Happy interesting interpretation of Lord Blackbar's mindset - but what does he really want?
 
Lord Blackbar's motivations I think will become clearer and potentially change depending on well our campaign goes. If we were to falter to defeat he'd turn tail, if we go from victory to victory he'll support us still and try to carve out a role in our new order for himself.

Do we have his bannermen yet?
 
[X] Accept Lord Blackbar's offer, he is but a minor lordling yet he is useful. Any hint of treachery should be dealt with properly by his head and his family's on pikes.
[X] The Florents are some of the powerful nobility of the reach, gaining their loyalty would be useful. Allow Lord Florent to keep his lands and titles. To ensure his loyalty take his children as hostages.
[X] March south towards Oldtown taking every castle or fort in our way.
[X] Leave a small garrison maybe 75-100 men. These men will be reinforced when reinforcements from Bandallon arrive.
[X] Ask the other prisoners to swear fealty to Ar-Pharazon King of Kings, Lord of Numenor, Ruler of Men and the Earth. If they submit they will fight for us as bannermen, if not behead them.

This seems sensible. We are not in a position to overturn the social order, though reforms will certainly have to be implemented. Westeros is hell on social mobility, far more than the historic middle ages.
 
We need to establish a role for our freedmen. They will be expecting rewards for their servitude.

We also need to be cautious in even how we handle the lesser nobility. Reward them for their service sure but remember to never become dependent on them or allow them to understand us and our gifts.

In fact I'd argue we should encourage the Westerosi to view us with some level of awe and dread. We have long lives, healing abilities, are incredible in combat, etc...

A right amount of fear should be encouraged.
 
Lord Blackbar's motivations I think will become clearer and potentially change depending on well our campaign goes. If we were to falter to defeat he'd turn tail, if we go from victory to victory he'll support us still and try to carve out a role in our new order for himself.

Do we have his bannermen yet?

Well, you will need to wait for the Amandil turn to find out :p

We also need to be cautious in even how we handle the lesser nobility.

That's another fun part of this quest :D

A right amount of fear should be encouraged.

It is better to be feared than loved, if you cannot be both.

-What everyone remembers about Machiavelli​

Nevertheless a prince ought to inspire fear in such a way that, if he does not win love, he avoids hatred; because he can endure very well being feared whilst he is not hated.

-What everyone forgets about Machiavelli
There is a very fine line between fear and hate. Make of that as you will.​
 
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