Remnants of Arda: Dunedain in a Foreign Land

Most people, myself included, are pretty lazy. You'd probably have more luck with voters if you wrote out options for them to pick.
For future votes you might want to give us some suggestions and examples for options.

We might end up ignoring them completely, but it gives us an idea of where to start and where to go.

I like giving my voters maximum freedom possible in my empire builders.

But I'll keep this in mind.
 
[X] Plan Orisha91

@Helel, I would like to know a bit more about our situation and the problems we might be facing in the near future.

For example, how well supplied are we with tools? I suppose we have at least some agricultural tools, but do we have plenty or just barely enough? Do we have tools to build simple ships? Do our workers have the necessary skills to build simple ships? (If we do, I think we should build ships instead of rafts.)

Maybe we should also spend one minor action to look for signs of yearly flooding. This can be a problem with rivers. (Perhaps we could forgo the constellation review.)
 
[X] Plan Orisha91

@Helel, I would like to know a bit more about our situation and the problems we might be facing in the near future.

For example, how well supplied are we with tools? I suppose we have at least some agricultural tools, but do we have plenty or just barely enough? Do we have tools to build simple ships? Do our workers have the necessary skills to build simple ships? (If we do, I think we should build ships instead of rafts.)

Maybe we should also spend one minor action to look for signs of yearly flooding. This can be a problem with rivers. (Perhaps we could forgo the constellation review.)

You have a few tools, and the dwarfs and human blacksmiths can patch broken ones as well, but not a lot. You don't have the tools to build big ships, but a few of the people with you know how to build them.

You could probably make some fishing boats though.
 
You have a few tools, and the dwarfs and human blacksmiths can patch broken ones as well, but not a lot. You don't have the tools to build big ships, but a few of the people with you know how to build them.

You could probably make some fishing boats though.

@Orisha91, given that we can build ships, I would prefer it over building rafts. Ships are pretty much strictly better.
 
The purpose of the logging is not to build rafts. It is to begin building that industry and provide us with resources with with to build boats and such.
 
I just meant taking advantage of the river in general. (Fishing, traveling, transportation, exploring and whatever else we can think up)
Not really. Orisha91 really wants to build rafts/ships first, and the above is a perfectly good reason. Of course, later on we will use the wood for other things, too.
 
I'm in favor of continual logging beyond just using them for rafts/ships if that's what you mean by small-scale @PastaSentient
I can reword the plan to make that more clear.

EDIT: Changed things so we can start building boats immediately in the kingdom actions.

[] Begin building ships or rafts for the river from when the dwarves are able to begin logging.
[] Send the rangers and dwarves out scouting to find and exploit resources in the area. Tell them to observe and map what they come across too.
 
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Friends and Family:

(Father-Deceased) Rhonir: Husband of Malrin, Father of Aeron, Aglarebon, and Alagostros. This man marched with the Grey Company and perished at the Battle of the Black Gate.

(Brother-Deceased) Aeron: Alagostros's eldest brother. This man marched with the Grey Company and perished at the Battle of the Pelennor Fields.

(Brother-Deceased) Aglarebon: Alagostros's second eldest brother. He perished with his father at the Black Gate.

(Mother-Deceased) Malrin: Wife of Rhonir, Mother of Aeron, Aglarebon, and Alagostros. She died of sickness a few short years after her youngest was born.

(Uncle-Deceased) Caranoron: Brother of Rhonir, Husband of Bregil, Father of Acharndir and Calemireth. He was slain in an orc raid, defending his wife, son, and youngest nephew.

(Aunt-Deceased) Bregil: Wife of Caranoron, Mother of Acharndir and Calemireth. She was slain by an orc, shortly after her husband died.

(Cousin-Alive) Calemireth: Daughter of Bregil and Caranoron, Sister of Acharndir. She has recently had her nineteenth birthday. She is notably tall, matching Alagostros in height, with green eyes and deep black hair. She is by far the favorite of Alagostros's currently living relatives, as she was one of the few that was supportive of the move.

(Cousin-Alive) Acharndir: Son of Bregil and Caranoron, Brother of Calemireth. He is twenty years old and is slightly shorter than Alagostros, but also broader. He has short-cropped blond hair and grey eyes. He largely stood against his cousins decision to leave Arda, but Alagostros thinks he will remain loyal. For stability and unity, if not out of any familial loyalty.
 
[X] Plan Orisha91

Thanks Orisha for putting a plan together.

And yikes this family is incredibly unlucky like holy shit that's bad luck. Hopefully whatever curse they had wasn't inherited by Alagostros or we're fucked.

At least we've got one relative whos still alive and likes us.

I assume Calemireth came with us when we fled.
 
[X] Plan Orisha91

Thanks Orisha for putting a plan together.

And yikes this family is incredibly unlucky like holy shit that's bad luck. Hopefully whatever curse they had wasn't inherited by Alagostros or we're fucked.

At least we've got one relative whos still alive and likes us.

I assume Calemireth came with us when we fled.

Yeah. She's been busy using what medical skill she has to help the populace out. Alagostros hasn't seen much of her.
 
Shes no Elrond, but she gets by. Knows how to clean and bandage wounds, set broken bones, and apply stitches, and she knows a few herbal mixes to help someone through an ailment.

She's no expert on the subject, but she could give some knowledge to the village girls and boys.

Something to think about for future updates, even a just ok medic is better then no medic.
 
I think the update will be ready today, barring any unexpected interruptions.

As a side note, I now know more about the bloodlines of the Kings of Gondor and Arnor than I ever wanted to.
 
Update might be pushed back to tomorrow or Monday. Got distracted today, the Witcher III is a hell of a drug, and I'm going back to work tonight.

Just have one more action to write out though, and then @drexal15 and I just need to polish it a bit.
 
03
(Posting this for Helel while he's at work)

Turn 1, Spring 1: A Very Furry Problem

Kingdom Actions: Kingdom actions are actions done on a large scale, involving much resource and manpower usage. This includes construction, troop movements, raising military units and so forth.


[X] Begin building ships or rafts for the river from when the dwarves are able to begin logging.

A logging operation quickly forms in the northern forests. Several small swathes of the thick forests are cut down, and the timber rafted down river to a prepared port. The dwarves are ill suited to making boats, however the shipwrights from Gondor eagerly take up the task. Soon, small ships and rafts can be seen darting up and down the river. Fish begins filling small market stalls as people take advantage of the plentiful river and coastline.

[X] Send the rangers and dwarves out scouting to find and exploit resources in the area. Tell them to observe and map what they come across too.

[X] Send the rangers and dwarves out scouting to find and exploit resources in the area. Tell them to observe and map what they come across too.

The rangers, eager to be out of the small settlement, scout far afield with their dwarven allies. To the north are many flat plains broken up by the occasional forest and hill. Much the same can be said of the east and west. A few ore veins were also found in the area, two veins of iron and a vein of tin are found nearby, These are well within the refugees ability to patrol, but going any farther afield would stretch their manpower. There is also little in the way of natural landmarks, the river being the main one.

The rangers did, however, report to Alagostor that they had found an beaten stone road not far north of the forests.

They map out all of their findings for their Chieftain to look over at his leisure.


Major Actions: Major actions are personal actions that take up a large amount of time. These include performing research on something, studying a subject, learning something, spending time with another character or applying skills to enhance a Kingdom action. You can currently take 3 Major actions.

[X] Discuss and plan with the relevant parties on how food and shelter can be secured most efficiently, with an emphasis on farming in regards to the food situation.

Alagostor spends much of his time in meetings with the hobbits and the various human farmers. Many of them had already taken to setting up their own independent farms, taking from the seed stocks that the Dunedain chieftain had managed to secure, and fields of wheat were already starting to sprout up. Unless some blight or famine should affect the crops, they should be ready for a slightly premature harvest come fall.

Others had taken to hunting in the forest or fishing in the river and along the coast to fill their needs. With aid from the Gondorian shipwrights and dwarven loggers, a booming fishing industry had sprouted up. Silver and copper eagerly trading hands, with some small amount of bargaining going as the economy was reestablished. Really, the only thing Alagostor truly had to worry about was getting enough shelter for everyone.

For this, he turned to the dwarves. The ramshackle buildings that the common men had thrown up were ill suited for the ocean gusts and storms that reared up. Many had already caught ill because of the substandard insulation, or been crippled when the light housing collapsed. By some miracle, no one had yet perished from said small disasters.

The dwarves say they can build sturdy housing for everyone, should they be allowed to clear cut into some large swathes of the northern forest. Some small part of Alagostor did not take kindly to the suggestion, as he had been hoping to preserve as much of the woodlands as possible for later uses. Such as training later generations of Dunedain in the arts of stealth and survival, and later shipbuilding efforts.

[] Go through with the Dwarves plan.

[] Allow the dwarves to selectively cut some of the forest. While not as quick as clear cutting, it should preserve the majority of the woods.

[] Don't. The forests are thin as it is, and they will be needed for later.

[X] Discuss and plan with the relevant parties on how deter, halt, and reverse slipping public order.

Alagostor has few friends among any of the relevant parties, and the peasants were not the problem.

The Eridorians were the quietest out of all the men, seemingly content to watch and wait as the Dunedain and Gondorians tore into Alagostor and each other. The hobbits and the dwarves took much the same approach, waiting to see who would come out on top.

In the Dunedain camp, Acharndir made a habit of questioning Alagostor's every order and move. Wether out of spite, or pettiness, Alagostor had little idea. It was, however, becoming increasingly clear that many in the Dunedain were rallying behind his younger cousin. It could well be that he would face a challenge for leadership of the refugees from his own family, if the situation was not handled swiftly.

The Gondorians were worse, openly questioning Alagostor's right to lead at every opportunity. Chief among them was a captain and minor noble named Belegon. Well respected by both the nobles and gondorian army, he often, and loudly, questioned why the gondorians were obeying some upjumped ranger from the north. With no one to really turn to, as the leaders in the respective communities were either outright antagonistic or didn't care, Alagostor could do little as the situation slowly spiraled out of his hands

"You should have just let them leave, if they desired to die so much." Calemireth says dryly, as she observes her cousin.

Alagostor had always been a serious boy, and he had grown into an even more serious man. He smiled rarely, even less now that his brothers and father had perished, and laughed little. Calemireth could see, no matter how well he hid it from others, that the betrayal of Achrandir and their kin was wearing on him heavily.

Alagostor snorts lightly, as he slowly goes over the reports the rangers had left for him.

"I think not. It would have been wasteful to throw those men away. Not to mention dangerous. We're having problems with the Gondorians now, I can only imagine what it would have been like if I had let your brother go through with his foolishness." Alagostor says, his voice cold as he speaks of Acharndir. The man had been his closest friend while growing up, and his abandonment still stung deeply.

"My brother's idiocy aside, what exactly do you plan on doing?" Calemireth asks, curiously.

"Outside of killing Belegon and Acharndir you mean?" Alagostor growls in frustration.

"You know as well as I do that an assassination would not end well for you." Calemireth says, unamused.

"No. But it would make me feel better at the very least." Alagostor says, as he rises from his seat and begins pacing.

"Belegon wants something." Calemireth says, her eyes following her cousin.

"Of course he wants something. They all want something. Acharndir is easy to figure out. He wanted to go off and throw his life away. It is harder to understand Belegon's mind." Alagostor says, as he grabs a hold of a pitcher of ale. A pitcher the Calemireth snatches from him as he passes her. Alagostor glares murder at his cousin as she withholds the alcohol from him.

"I need you clear minded. Dirnk yourself into a stupor after I've left." Calemireth says, smiling smugly at her cousins glare.

Alagostor grumbles as he returns to his seat.

"Perhaps you should meet with the man. He may appreciate bluntness." The woman says, grinning at the pouting, overgrown child. Alagostor was not an alcoholic, but he did love the occasional drink.

"If I agree, will you go away and give me back my ale?" Alagostor asks almost under his breath, as he glares menacingly at Calemireth.

"Perhaps."

"Fine then. I'll meet with the man. No set the ale down and get out of my tent." Alagostor says, caustically.

Calemireth merely smiles at the whining, walks up to her cousin, and dumps the jug over his head.

Alagostor, now wet and without alcohol, glares at his cousin like a wet cat.

Calemireth looks like a cat that caught a fish, as she laughs madly while running from the tent.

Minor Actions: Minor actions are personal actions that would require comparatively little time, and so can be done in far greater numbers than Major actions

[X] Approach the most influential group among the hobbits and ask them if they could boost the mood of the camps.

The little ones fared the worst during the journey from Eriador, and the flight from Arda. Many died during the march, mostly to orc raids or warg teeth. Even more perished on the boats, starvation or disease taking them to their final rest.

As such, many of the Hobbits are in morning and unsuitable to fulfill your request. Some, however, do take up the challenge. While their naturally cheery nature has been tainted by loss, they do manage to marginally help the mood of the humans, dwarves, and fellow hobbits as they take to drinking and hosting small celebrations.

[X] Ask someone to determine your location according to stars.

The stars, according to what few astronomers and sailors stayed on, are all wrong. Nothing matches up what what they know of the night sky. The constellations that they are familiar with are gone. Most damning of all, however, was that Eärendil, brightest of all stars and the star that had helped guide them through much of their journey, was now completely absent.

Such could only be an ill omen.

[X] Set a standard for camp hygiene and make sure others see you apply it.

The shit is hauled out of the camps and town, and that is all that shall be spoken of this. People also take to carting water from the river and putting it in large wooden tubs in their homes, or bathing on the coast. This does much to combat some of the minor diseases sweeping the camp, and greatly aids Calemireth's, Alagostor's cousin, and the other healers in their efforts.

[X] Walking around camp enough to appear approachable and downplay rumors about yourself.

Alagostor is not...the cheeriest of men, to put it politely. With the loss of much of his family, he had become bitter and often foul of temper. However, he manages to put a mask over the bitterness and takes to walking around the growing village, outlying farms, and smaller surrounding camps. He listens to the ills of the peasants and craftsmen, doing his best to allay their fears and comfort them in this dire time.

This does improve the opinion of the commoners somewhat, but doesn't seem to impress the few nobles that fled with the Dunedain or the military men very much.

Population: 11,000

Gondorians: 3,000.

Dunedain: 4,000.

Men of Eriador: 3,000.

Hobbits: 500.

Dwarves: 500

Population Happiness: Sullen (Ranges from Uprising!, Enraged, Angry, Sullen, Content, Happy, Jubilant!)
Peasant Health: Poor but improving(Ranges from Plague!, Sickly, Poor, Average, Good, Great,Robust!)
Public Order: Failing (Ranges from Lawless!, Tenuous, Failing, Managing, Improving, Calm, Serene!)

Economic Status:

Seasonal income:
Taxation- 40 gold coins.
Treasury: 850 gold coins.

Military status:

Units active-

1x Gondorian Heavy Infantry Battalion.
Skill level: Professional
Species: Human
Recruitment cost: 40 gold coins.
Upkeep: 60 Gold coins each season. (per unit)
Weapons: Spear (Steel), Sword (Steel).
Armor: Plate-mail (Steel).
Other: Tower Shield (Steel).

2x Dunedain Ranger Company
Skill Level: Elite
Species: Human
Recruitment cost: 120 gold coins.
Upkeep: 75 Gold coins each season. (per unit)
Weapons: Bow (Wood), Sword/Dagger (Steel)
Armor: Light chain (Steel).

Personal standing/Politics

Rank: Refugee Leader
Prestige: 10
Commoner opinion: Indifferent, but improving.
Lesser Noble opinion: Silent Disdain.
Military Opinion: Open Disdain.

Sub-par: Flimsy wooden palisades, with short, earthen mounds reinforcing the wood. Shallow ditches are also dug in front, to stall infantry. While they wouldn't hold back any determined attacker, they would help to keep out predators and disorganized raiders.

Cost: 30 Gold per square covered.

Simple: Stout, wooden walls, With small platforms, and a walkway to hold infantry, they can hold off a small force if manned properly. A deep ditch would also be dug in front, with sharp, wooden spikes dug into the earth.

Cost: 60 gold per square covered. 2 seasons to complete.

Mediocre: Stone walls, with stout wooden gates to bar the entrances in case of attack. Two tall towers stand on opposite sides of the gates, with arrow slots giving the archers plenty of protection from enemy arrow fire. Large pits are dug in front of the walls, with either water or wooden pikes filling them. This is starting to get pricey though.

Cost: 200 gold per square covered. 3 seasons to complete.

Strong: Thanks to dwarven aid, these walls are very hard to pierce. Every stone is carefully selected, and put into place. Not a single mistake to be made. With four towers, and two stone walls creating a killing field. Wrought iron gates seal the entrances. Several hidden killing pits are also dug in front of the walls, and platforms are made for siege weaponry.

Cost: 800 gold per square covered. 6 seasons to complete.

Events:

Wolves on the Borders:

Near the end of the season, reports come in of wolves in the forest. Some of the woodcutters had already been taken by the beasts, and the outlying farms and camps report being harassed by wolves of highly unusual size. One particularly terrified hobbit has supposedly seen one almost as big as a large pony. Alagostor is skeptical of this last claim, but the wolves are becoming a nuisance.

Something would have to be done about them, and soon.

The Gondorian Question:

While the Eridorians are not overly loyal, and many of the Dunedain openly disdainful, they seem content to follow Alagostor for now. Though how long that will last remains to be seen.

The gondorians are another matter. While Alagostor is of royal blood, he is only a descendant of Isildur. The line of Anarion, whose sons had ruled over Gondor till his house had been spent, had perished completely with the death of Aragorn. While Alagostor had a strong claim, many of the nobles, and captains, were of the opinion that the Line of Isildur had little right to rule Gondorians now.

While this has yet to evolve into something problematic, it does bear careful watching.

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Kingdom Actions:

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Major Actions:

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Minor Actions:

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