Sauron's Won, Time to Run - Dynasty Quest

Be patient, this quest is still coming out of sleep from the hiatus.

Military:
[X] The Gondorian captains should continue to maintain the camps security( Naval defense/patrols, ranger assistance in exploration further in-land, food gathering, & civil order. Follow Ecthelon's advice and have Malgelir switch roles with and update Camaenor on the encounter with the foreigners.

[X] Discuss the establishment and resources needed at areas that could/should be good for building forts at with military leaders. The rangers should take the primary role here.

Economic:

[X] Begin exploiting the local resources. (local lumber, cow-like animal domestication, and tapping iron deposits.)

[X] Start building forges.

Intrigue:

[X] Endear yourself to Camaenor and his family and men. You want them firmly in your camp so that they can stray from Malgelir.

[X] Have Ecthelon continue gathering the info on the mood of the camp. Have Ecthelon keep you informed of any of the other independent minded groups looking to strike out and the sources of separatism or insularity.

Diplomacy:

[X] Have your brother officially in charge of handling affairs with the Dwarves. A report on their leader would be good as well as their opinion of you.

[X] Have Ecthelon ascertain how much cooperative action the Dwarves can agree to in the future. Mutual cooperation, preferences & assurances against the natives would be discussed.

Personal:

[X] Continue ingratiating yourself to the populace. The military takes priority. Continue seeking the assistance of the Hobits to lighten the mood for everyone.

[X] Locate someone who might be able to tell you the camp's location by way of the constellations or any devices on board.
 
GM, I've got one.

How is magic gonna be handled if it still even exists? I understand that the original LoR universe had a low-magic setting. Will that be carried over here or altered?
 
I assume we're on the northern shores of the Vale, bordering the Bite? How old is Camaenor? And how many of those Eggs are there?

On a completely separate note, I finished the outline for Baelor the Beauty. ;)
 
Military:

[X] The Gondorian captains should continue to maintain the camps security( Naval defense/patrols, ranger assistance in exploration further in-land, food gathering, & civil order. Follow Ecthelon's advice and have Malgelir switch roles with and update Camaenor on the encounter with the foreigners.

[X] Discuss the establishment and resources needed at areas that could/should be good for building forts at with military leaders. The rangers should take the primary role here.

Economic:

[X] Begin exploiting the local resources. (local lumber, cow-like animal domestication, and tapping iron deposits.)

[X] Start building forges.

Intrigue:

[X] Endear yourself to Camaenor and his family and men. You want them firmly in your camp so that they can stray from Malgelir.

[X] Have Ecthelon continue gathering the info on the mood of the camp. Have Ecthelon keep you informed of any of the other independent minded groups looking to strike out and the sources of separatism or insularity.

Diplomacy:

[X] Have your brother officially in charge of handling affairs with the Dwarves. A report on their leader would be good as well as their opinion of you.

[X] Have Ecthelon ascertain how much cooperative action the Dwarves can agree to in the future. Mutual cooperation, preferences & assurances against the natives would be discussed.

Personal:

[X] Continue ingratiating yourself to the populace. The military takes priority. Continue seeking the assistance of the Hobits to lighten the mood for everyone.

[X] Locate someone who might be able to tell you the camp's location by way of the constellations or any devices on board.

[X] Start settling some people in the valleys while you retain a smaller group near the coast.

With all these options, you should really put this under a plan name.
 
Hey guys, just to let you know, this project is still alive. It just kinda fell through the cracks when I started two new quests.

I am working on the update. I'm hoping to have it done by the end of the week. Also, expect changes when the update does come out, cause I'm reworking the mechanics.
 
Update 9
Military:

[X] The Gondorian captains should continue to maintain the camps security( Naval defense/patrols, ranger assistance in exploration further in-land, food gathering, & civil order. Follow Ecthelon's advice and have Malgelir switch roles with and update Camaenor on the encounter with the foreigners.

Malgelir gladly takes up his new post, having had enough of the boats during the flight from Arda. Though, he does have a harsher hand than his counterpart. He has already hung a few men in camp, after after some of his soldiers caught them stealing from the food stockpile. Their bodies were left hanging for a few days, before being cut down and buried at Ecthelon's urging.

Malgelir also personally leads several patrols deeper into the mountain valleys, scouring over them for any potential threat to the refugees. He encounters nothing, aside from a few predatory cats. Despite his reluctance to follow Caor's orders, he seems content enough to wait until the refugees, or at least the gondorians, place is secure in this new land.

Camaenor, though hesitant to leave the camps to his less...forgiving comrade, takes his new role in stride. He maintains the patrols Malgelir first set up, changing the pattern every few days so any potential spies won't slip through the net. He manages to avoid contact with the locals several times, getting driven pretty far east into the open ocean by a few patrols, but there has been no conflict with the occupants of this land yet.

[X] Discuss the establishment and resources needed at areas that could/should be good for building forts at with military leaders. The rangers should take the primary role here

In the end, the rangers point out a few places that could be fortified easily. Rivalel points out that the mountain passes leading into the valley's were rather narrow, and could easily be held in the case of an attack. Even simple fortifications would greatly aid in the defense of these narrow passes. Though, if you decide to go with more in depth fortifications, it could get rather expensive. Even with eager dwarven help.

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 block the entrances to the valleys. 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 are entrenched into the sides of the mountains, with stout wooden gates to bar the entrances in case of attack. Two tall towers stand on opposite sides of the pass, 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 entrance into the valleys. 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.

Economic:

[X] Begin exploiting the local resources. (local lumber, cow-like animal domestication, and tapping iron deposits.)
[X] Start settling some people in the valleys while you retain a smaller group near the coast.

As the refugees settle into the mountain valleys, with a small amount sticking to the coast, small villages begin springing up. Little more than shacks, they barely serve the purpose of protecting from the rain that frequently assaults the mountains and coast. The coastal villages barely hold up to the sudden, fierce gales that break out.

Still, as the people begin settling in, they try to make the best of their new land. Small plots of land are cleared of trees and brush, and small farms quickly take shape. Several of the cow-like creatures, that your scouts had come across, are rounded up and put out to pasture. While unused to human contact, they seem rather docile. Though there very nearly is a goring when a male gets overly agitated.

Several iron mines are also opened up. Though shallow for now, your dwarven allies think they are likely to be deep reserves and they will be a great source of income in the future as they expand.

(3 Small Iron mines opened. +5 gold coins per mine.)

X] Start building forges.

Several smithies are opened up within the villages, greatly aiding in the building efforts when iron tools start rolling out.

Intrigue:

[X] Endear yourself to Camaenor and his family and men. You want them firmly in your camp so that they can stray from Malgelir.

Over the course of the month, you take to meeting with Camaenor often. Either during patrols, or in the camp, you try to strike an accord with the man. He's polite, and deferential to you, though he seems somewhat uncomfortable when you meet his siblings. His two younger brothers, twins, are still young, with barely ten summers between them. Elion and Esgalon are sweet boys, if a little mischievous. They have the look of Numenor about them, tall for their age, with black hair and grey eyes.

Camaenor seems to relax somewhat when they apparently take a liking to you. He's starts laughing when his brothers drag you away from him to go play Slay the Orc.

His sister...doesn't take such a liking to you. A young girl, eleven summers, she is a fierce little thing. Like all her brothers, the blood of Numenor runs strong in her veins, though her eyes are a deep blue instead of grey. She often takes to running wild in the camp, and bothering your rangers according to her brother. She got it in her head to become one, after she met your cousin, despite her brothers disapproval.

Camaenor's men, as opposed to Malgelir's, seem to take after their leader. They are polite, and easy to get along with. All in all, Camaenor has two-hundred men personally loyal to him, now that they had abandoned Gondor.

It was an overall successful endeavor, and you can at least say that Camaenor is a good drinking companion if nothing else yet.

[X] Have Ecthelon continue gathering the info on the mood of the camp. Have Ecthelon keep you informed of any of the other independent minded groups looking to strike out and the sources of separatism or insularity.

Ecthelon takes to this task with silent disdain. He is not overly fond of spying on your nominal allies, and does so with little enthusiasm. As it stands though, it is a good thing you did. While Malegelir is the loudest of your detractors, and the most surly, he is far from your only detractor.

Few nobles from Gondor fled with you, and those that did have maintained silence for now. But it would be foolish to mistake silent cooperation for support. Many of the nobles grumble, within their own circles, about being led by a dunedain. A savage from the north, they call you, that has neither the authority or bloodline to be leading Gondorians. In dark corners, where they think no ones listening, they curse the name Aragorn and the misfortune he brought upon them.

One in particular, a man by the name of Girithon, has been silently gathering support from the gondorian nobles. Intending to name himself king, he has been courting Malgelir as well. Though, it appears Malgelir is not overly fond of him, and is likely to maintain at least the appearance of loyalty for a while longer.

The Eridorians and hobbits are quiet, merely being grateful to even be alive. It is unlikely that you'll see any trouble from them.

Diplomacy:

[X] Have your brother officially in charge of handling affairs with the Dwarves. A report on their leader would be good as well as their opinion of you

[X] Have Ecthelon ascertain how much cooperative action the Dwarves can agree to in the future. Mutual cooperation, preferences & assurances against the natives would be discussed.

Ecthelon takes to this task with much more gusto than his spying. Not surprising really, your little brother always did enjoy talking. After he give his report on Girithon, he makes his way to the new mountain home of the dwarves, where he stays for the rest of the month. Gnauthðr. the dwarven leader, greets him with good cheer. The dwarven leader had struck up a friendship with you and your brother during the flight from Arda, so it wasn't very surprising that the usually surly, old dwarf would be happy to see him.

The dwarves have set to settling their new home, and hope to have a modest, unacceptable by dwarf standards, hall carved out of the mountain by years end. They are few in number, mostly women and children, and can offer little in the way of help. Still, Ecthelon manages to work out a treaty acceptable to all parties, even if it benefits the dwarves more than you.

The dwarves agree to shelter your people in times of war, and will even send what few soldiers they have to aid you if you aren't the aggressor. In return, you also agree to come to their defense. Various trade deals are also discussed, but ultimately tabled for now as neither party has very much of worth at this point.

Personal:

[X] Continue ingratiating yourself to the populace. The military takes priority. Continue seeking the assistance of the Hobbits to lighten the mood for everyone.

You continue working with the populace, attempting to get in their good graces. You aid many during the construction of the small villages, and try to make sure everyone is getting their rations. The Hobbits continue to brighten the mood of the tightly packed, shanty towns, often singing, dancing and drinking away the night, with many men and women joining them.

You spend most of the month with Camaenor's men when you go out on patrol, continuing to build a sense of camaraderie with them. The few men outside that circle that you spend time with, still view you and the dunedain with some suspicion, though open disdain is a rare sight nowadays.

[X] Locate someone who might be able to tell you the camp's location by way of the constellations or any devices on board.

You have several experienced sailors break out the sextant's, in an attempt to determine where you are in relation to the rest of Arda. Unfortunately....

"What do you mean you don't recognize the stars?!" You ask, staring at the man, an experienced captain of one of the gondorian warships, in shock.

"It's as I said. The stars are wrong. I cannot even see Eärendil in this strange land." The man says grimly.

You grimace slightly, and Ecthelon beside him is staring at the man in blank incomprehension. If the stars were changed, as Reviaron had said, then how would future refugee fleets find their way here? Would they just be searching blindly? And how had you even managed to get here? Did the captains not notice the stars change, or did they just keep it secret?

====

Economic Status:

Seasonal income:
Taxation- 70 gold coins.
Mining- 15 Gold Coins
Trade: 5 Gold Coins.
Surplus from last season- 400 gold coins.

Military status:

Units active-

1x Gondorian Heavy Infantry Regiment.
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).

1x 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.
Lesser Noble opinion: Silent disdain.


Important Issues and Events:

Eggs- All of the eagle eggs have finally hatched. While you were able to feed a few of the chicks from your own rations, the large balls of feathers will take up a good amount of the peoples rations now that they've all hatched. Especially when they begin growing.

One of the eagles seems to have taken a liking to you, if it's constant, angry squawking when you try to leave it after feeding is any indication. As such, to give the others you have assigned to watch over and guard this most precious gift some peace of mind, the little one has been moved to your tent.

A Potential Rebellion- News of this Girithon, a man who would style himself king over you, is most troubling. While you have little right to crown yourself, he has even less. The blood of Numenor flows thin in him, what right does he have to leadership over you? Something will have to be done about this, and soon.

Coronation?- While you do not have the blood of Isildur, it can be argued you have the closest thing to it. The Kingdom of Gondor is soon to be broken, as much as that grieves you, the White Tree burned to ash. Should you not create a new kingdom, and crown a new king? Wether you or someone else, there has to be something to bind the race of man together. The fractures already start to show.

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.

[]

[]

[]

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.

[]

[]

[]

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

[]

[]

[]

[]

[]
 
Last edited:
Unit Formula
Unit formula:

*Name*
Skill level:
Cost/Upkeep:
Species:
Role:



Troop sizes:

Company: 100 - 500 men.

Battalion: 1000 men.

Regimental unit: 3000 men.

Skill level: Determines the average level of competence in a unit. The prices indicate the cost of each individual soldier in a unit.
- Conscript: Unprofessional soldiers, often recruited en-masse in order to pad the numbers of an army. Has an upkeep of 15 Gold per regiment. Halves cost of roles.
-Professional: Professional and well trained soldiers, with a high level of morale and discipline. Has an upkeep of 60 Gold per regiment.
-'Elite' Professional: Professional soldiers who are a cut above the rest. Highly skilled and disciplined. Has an upkeep of 150 Gold per regiment. Increases cost of roles by 50%.


Species: Determines which species the regiment is composed off, which can have an effect on their performance.

Humans: No changes in pricing.


Roles: Roles determine the unit's role on the battlefield, and subsequently, their equipment.

Mainline infantry: Soldiers are armed with spears or pikes, allowing to fight effectively in formation, though they still possess a sidearm of some sort.
Possible weapons- Spear & shield, pike, mace/hatchet/falchion.
Cost- 8 gold coins.



Heavy infantry: Soldiers equipped with heavy armor and heavy weapons, they are generally used to charge into enemy formations or fight in conditions where a formation is of little use. Their armor means they can usually shrug of quite a bit of damage.
Possible weapons- Greatswords, greataxe, polaxe, Halberds and similar weapons.
Cost: 40 gold coins.


Heavy defensive infantry: Soldiers in heavy plate wielding both weapon and shield. While they lack the heavy striking power of a great weapon, they are excellent at holding their ground, or fighting in close quarters.
Possible weapons- Swords, axes, warhammers and shields and similar equipment.
Cost: 40 gold coins.


Light cavalry: Soldiers on horseback usually utilized to scout and skirmish, and therefore equipped lightly and often with ranged weapons.
Possible weapons- Lance, warhammer.
Cost: 40 gold coins.


Heavy cavalry: Soldiers on horseback wielding a lance and clad in heavy armor. Presenting the armored fist of any armor, the heavy cavalry charges into the fray to wreak havoc, and then wheels around to do it again. And again. And again…
Possible weapons- Lance, greatweapons, Grand weapons.
Cost: 300 gold coins.


High and Low cavalry: A formation of cavalry that mixes the heavy hitters with the skirmishers, letting the two work as a single unit. This allows for some flexibility on the field of battle.
Possible weapons- See Light and Heavy cavalry.
cost: 160 gold coins.


Rangers: A unit of soldiers that are somewhat lightly armored, and trained in tracking, how to move through rough terrain, how to survive in the wilderness, and how to move discreetly. Usually armed with ranged weapons.
Possible weapons- bow, sword/dagger.
Cost: 120 gold coins.


Light artillery: A unit of artillery composed mostly of ballistae. These smaller weapons are relatively simple to move around and aim, and have a higher rate of fire than a trebuchet. Best used against infantry and such.
Possible weapons- ballistae.
Cost: 200 gold coins. (Not affected by skill level)


Heavy artillery: A unit of artillery composed primarily of heavier pieces, capable of both wrecking troops and bringing down buildings and fortifications.
Possible weapons- onagers, trebuchets.
Cost: 300 gold coins. (Not affected by skill level)


Miscellaneous additions:

Superior gear- The equipment given to the soldiers are of higher quality than what might be normally expected.
Cost: +50% role cost.


Inferior gear- The equipment given to the soldiers are of lower quality than what might be expected. For when you need to put a lot of meat on the field.
Cost: Halves role cost.
 
Last edited:
Posting this on SV too so that SV Questers can see it.

[X] Plan HanEmpire

Kingdom Actions:
-[X] Land Clearance: Employ experienced farmers and various volunteers and layabouts in creating new farms and pastures. Once the task is done, establish farming communes.

-[X] Watch Towers: Have your rangers (and, if need be, yourself) scout the surrounding region for good vantage points to build watch towers. Once such sites are found, build simple wooden towers for soldiers with blowing horns to station from. They will act as an early warning system.

-[X] Housing: Using the lumber from the land clearance, build stout houses for your peoples to live in. Priority is to be given to the women, the young, and any who are more susceptible to the harsh elements.

Major Actions:
-[X] Teaching: You are a Dunedain, one of the best rangers produced by the race of Men. Teach this invaluable skill to any among your people fit for the wilderness.

-[X] Investigate the discontent nobility: Find out anything about this Girithon, his followers, what these men are planning, their driving motivations, their ties to one another, their grievances against you.

-[X] Talking to Hobbits: This land has proven itself harsh and wild. Ask the Hobbits, master farmers in all, for advice on how to make it tame.

Minor Actions:
-[X] Practice Speech-craft: The nobility considers you a tame barbarian at best. Prove them the fools by being more erudite than them.

-[X] Talk to the People: Learn from your people and your allies their needs and desires, so that they may be acted upon soon.

-[X] Spend time with Eagle: This majestic creatures has taken a liking to you. Return its attention with your own.

-[X] Ask for Advice: See what your closest friends and allies think about the situation regarding the nobility, and your options regarding a coronation.

-[X] Hone your mind: Rulership will be taxing in ways different from those of battle and the wild. Prepare yourself by reading every piece of literature available to you.
 
[X] Plan Orisha

Kingdom Actions:
[X] Have Rivallel concentrate more on mine security, resource exploration and further mapping and exploring the land.

[X] The Gondorian captains and the rangers will cooperate in maintaining civilian security. Coastal defenses will stay the same but land based forces will be split between maintaining security of villages, coastal refugees, food security, house construction assistance and order.

[X] Land Clearance: Employ experienced farmers and various volunteers and layabouts in creating new farms and pastures. Once the task is done, establish farming communes.

Major Actions:
[X] Discuss and assess transportation and long-range communication. Invite the rangers and those who volunteer or have experience with road building and watch tower construction over land areas already covered.

[X] Investigate the discontent nobility: Find out anything about this Girithon, his followers, what these men are planning, their driving motivations, their ties to one another, their grievances against you, and any secrets you can use against them. Their contribution or lack thereof to the refugees well being should be looked at as well. You might be able to use this too.

[X] Take advantage of the division of the Gondorian forces and continue ingratiating yourself to the populace while you inspect any potential persons among each group you might deem as useful. The military in charge of taking care of the newly arisen villages will take priority. Continue seeking the assistance of the Hobbits to lighten the mood for everyone. And make sure to explore the aftermath of Malgelir's harsh punishment on the populace thoroughly.

Minor Actions:
[X] Practice Speech-craft: The nobility considers you a tame barbarian at best. Prove them the fools by being more erudite than them.

[X] Ask that your brother, Ecthelon, to recommend someone as a permanent candidate willing to help you investigate all that be can found about Girithon and company. Something that can be used against them each would be preferable.

[X] Get Rivallel to agree to providing a soft touch to Malgelir's harshness whenever she can and through the other rangers as well.

[X] Spend time with Eagle: This majestic creatures has taken a liking to you. Return its attention with your own.

[X] Ask for Advice: See what your closest friends and allies think about the situation regarding the nobility, and your options regarding a coronation. Also ask about ways to exploit Malgelir's recent execution and warning acting on using it.

I stole some of your ideas Hanempire, really good stuff.

I plan on getting that female member of our family to bind the Gondorians under Malgelir tighter to us. Maybe get her to tell us who among the Gondorian regiment to cause some friction within. Also want to get a foothold that will allow us to take advantage of Malgelir's caustic personality and weaken his leadership further.
 
Last edited:
Back
Top