It's why I added (OOC). We may do actions that will improve our bloodline via marriage into, say, the martial badass house that is Hador or improve the population based on an OOC perspective, but IC it's not for that and certainly not to the extreme.
Perhaps I used the wrong term. I meant in summary to improve our bloodline via breeding with the other powerful houses, a union that canonically produced several badasses.
Well, this will suck in many ways. That isn't to say that we won't be effective: We are damn near the only thing on our side of the field that can replace its numbers in any meaningful fashion. But we are going to be reaped like wheat and our reproductive capacity is going to be fully necessary.
A skilled human can be a match for a Noldor lord. We see this time and again, with Tuor against Maeglin and balrogs and dragons, or Hurin on the feilds of the battle of tears unnumbered, or Turin vs literally anyone. Morgoth agrees with this accounting, and weighs the importance of killing each member of the 12 mand ban under Barahir equal to one of the kings of the Eldar; Beren himself is weighted equally with High King Fingon even before the Lay of Lethian.
If we want to improve on this, better equipment would probably help, as would being prepared for sudden flame; given how well humans tend do against dragons, the former might well solve the latter.
@KnightDisciple To be fair that was in a suicidal blood-charge described as something people literally thought was the Vala Oromë coming to the field verses a Morgoth that had spent himself in uncounted ages weaving Discord into Arda Marred and had been cornered and pummeled by all of the Valar and thrown in chains and then had been almost devoured by Ungoliant and then was pushed into besieged Angband by the Noldor and spent four centuries investing himself in new monsters and armaments to overcome their hosts.
Feanor was able to credibly threaten to kill Morgoth back in Valinor, and that was before Ungoliant or the war; this is just a thing that incarnates can do in arda... burn incredibly hot and bright and risk going out entirely.
Anyway, one of my major goals, when we get to that point, is to make sure Beren and Luthien have a chance to get together without having to get Finrod killed doing it and without setting things up for the downfall of Doriath. I ship it lots, but...
Not one who went nuts enough to commit genocide on his own kin just to be able to go take revenge. A crazy elf is really something else. Human crazy is equally finite.
Not one who went nuts enough to commit genocide on his own kin just to be able to go take revenge. A crazy elf is really something else. Human crazy is equally finite.
Anyway, one of my major goals, when we get to that point, is to make sure Beren and Luthien have a chance to get together without having to get Finrod killed doing it and without setting things up for the downfall of Doriath. I ship it lots, but...
Anyway, one of my major goals, when we get to that point, is to make sure Beren and Luthien have a chance to get together without having to get Finrod killed doing it and without setting things up for the downfall of Doriath. I ship it lots, but...
I mean everyone is fucked in the long run unless someone on the good side gets one of the Silmarills and sails to Valinor. And yet the moment someone gets one, the Feanorians will start burning the world down.
For as long as you have known, your people have been running -- no, fleeing. The oldest stories from your grandfather's fathers' fathers' time, passed down in memory among the Wise, tell of the lands from whence you once came, to the utmost East which none living now remember. And the old stories tell also of the Nameless, of the Great Voice which has hunted your people since the Dawn of Days, the Shadow which has ever and always hung over your race. It is from the Nameless and the Shadow that your people fled in ancient times, it is said, and it is from Him you flee still. You fled to the lands of the Great Lake, where dwelt sharp-eared men with older eyes, who called themselves the Quendi, but they too knew of the Nameless, and he had tormented them for even longer. They taught you of the wood-craft and the sword-way, but even they who were fair could not say for certain if there existed any land beyond the Shadow.
The Wise say then that your people fled further, and came to the lands of the stout men of stone, but they also knew the Shadow, and hid from him in their mountain-halls. They would not speak to you, save to say that there was nowhere above the Earth where the reach of the Nameless did not fall. And so you pressed on in your search, in your Great Flight, driven ever Westward by some nameless impulse, by some hope for a life and land better than these.
Your people in their Great Flight have passed over hill and valley and mountain, over river and lake and league without end. For generations, you have wandered, knowing not where you went, knowing only that behind you lay the Shadow and West lay the unknown. You have been hounded in all your wanderings by the fell creatures the Quendi called the Oroch, who come to butcher children in the night and ride giant wolves. Men are born and live and die never knowing anything but the walk and the fear and the flight from death.
You are Bëor, son of Beregost, son of Borohir, seventh of your line since the beginning of the Great Flight to lead your people. You are reckoned as the wisest and most noble among your people, and both of your sons have grown into Men of skill, masters of the woodland and great among your people. For the last weeks, you have led them over a great range of mighty mountains, shepherding your kindred through ice-glazed peaks and snow-capped vales to emerge, at last, in a land that is unlike any you have ever before seen. It is a great plain of rolling fields and grasses greener than green, split by seven rivers, each mightier than the last. Here, the sky is clear, the water is clean, and the air is fair.
Here, perhaps, you may be free at long last.
Faction Leader Gained: Bëor, son of Beregost (Rank 5)
Beor, Son of Beregost
Age: 42 Class: Seer Health: 300/300 Rank: 5 (2 actions per turn) Wise, strong, and firm of mind and body, you are the greatest among your people, and the finest of their leaders since the Great Flight began.
Stats:
Grace: 13 -- There is a glorious fire within you that is not easily quenched. (+40 to all Morale rolls, Gain XP at a x1.5 rate, +100 Health)
Warfare: 2 -- You know very little of great battles. It is not the way of your people to war. (-50 Modifier). Combat: 8 -- You can handle yourself fairly in battle (+20 modifier)
Strength: 10 -- You are strong indeed among the children of Mankind. (+40 modifier)
Diplomacy: 11 -- You are fair of tongue and great of word. (+40 modifier)
Lore: 13 -- You have much skill in the history of your people, and are counted among the Wise. (+40 modifier)
Wisdom: 16 -- Among the Wise, you are among the Wisest. (+60 Modifier)
Crafting: N/A -- Your people are vagabonds and wanderers, and cannot make works of beauty. Magic: 2 -- There is an old magic among your people, the stuff of woodlands and fens, but you are not learned in it. (-40 modifier)
Woodsmanship: 15 -- You are skilled in the arts of the wood and wild. (+60 modifer)
Tracking: 8 -- You know something of the hunter's art. (+20 modifer)
Traits:
The House of Beor: You are the wisest and most thoughtful of mortal men, and your heirs follow in your footsteps. Yours is a race of thinkers, of brave hearts and bolder minds, of Men with a will to power to rival the very elves themselves. Yours is a bloodline of heroes, touched by destiny and blessed by fate. From your noble line shall spring the Hope of All. (Leaders of your House start with minimum 5 Grace. At least one child of your House per generation will be a Seer or Ranger leader. Get a +2 to all Woodsmanship rolls, and a +5 to all Lore and Wisdom rolls. If reduced to a single living leader, you automatically begin the Lay of Leithian questline, which has a 3% chance to start per turn. Gives access to the unique Halfelven questline after a certain undisclosed amount of turns have passed.)
The Wisest of Men: Your people look up to you as a beacon of wisdom and guidance in dark times, perhaps the greatest such since the Awakening of Mankind. (Wisdom and Lore rolls are re-rolled, or re-re rolled if you already have a bonus, with the highest roll being taken)
Leader Gained: Baran, son of Bëor (Rank 4)
Baran, son of Bëor.
Age: 21 Health: 140/140 Class: Ranger Rank: 4 (2 actions per turn) Hale, young, and a woodsman of great skill, Baran is your heir and the mightiest of the hunters of your house.
Stats:
Grace: 6 -- There is a spark in you, but it is dim. (+5 to all Morale rolls, +10 Health)
Warfare: 5 -- You have led your people in some few struggles, but nothing of note. (No Modifier). Combat: 10 -- You are one of the finest warriors among the race of Men. (+40 modifier)
Strength: 11 -- You are strong indeed among the children of Mankind. (+40 modifier)
Diplomacy: 8 -- You are well-spoken and fair of voice. (+20 modifier)
Lore: 4 -- You do not heed oft the words of the Wise, choosing instead to hunt in the fields. (-20 modifier)
Wisdom: 8 -- There is a certain intuition in your soul. (+20 Modifier)
Crafting: N/A -- Your people are vagabonds and wanderers, and cannot make works of beauty. Magic: 2 -- There is an old magic among your people, the stuff of woodlands and fens, but you are not learned in it. (-40 modifier)
Woodsmanship: 18 -- Your people are masters of the wood and the hill, and of the wild places of earth. (+90 modifer)
Tracking: 13 -- You are the mightiest huntsman among your people. (+40 modifier)
Traits:
The House of Beor: You are the wisest and most thoughtful of mortal men, and your heirs follow in your footsteps. Yours is a race of thinkers, of brave hearts and bolder minds, of Men with a will to power to rival the very elves themselves. Yours is a bloodline of heroes, touched by destiny and blessed by fate. From your noble line shall spring the Hope of All. (Leaders of your House start with minimum 5 Grace. At least one child of your House per generation will be a Seer or Ranger leader. Get a +2 to all Woodsmanship rolls, and a +5 to all Lore and Wisdom rolls. If reduced to a single living leader, you automatically begin the Lay of Leithian questline, which has a 3% chance to start per turn. Gives access to the unique Halfelven questline after a certain undisclosed amount of turns have passed.)
Leader Gained: Belen, son of Bëor (Rank 3)
Belen, son of Bëor.
Age: 18 Health: 100/100
Class: Seer Rank: 3 (1 action per turn) Though young, inexperienced, and barely a man, your son Belen has emerged as one of the foremost of the Wise of your clan, the peer of men decades his elder.
Stats:
Grace: 9 -- A flame imperishable is kindled in thy heart. (+10 to all Morale rolls, +40 health, gain slightly increased XP)
Warfare: 1 -- You have never led men into war, and know nothing of battle. (-90 Modifier). Combat: 6 -- You are capable of fighting, but have no skill for it. (No modifier)
Strength: 6 -- You are not particularly strong of arm. (No modifier)
Diplomacy: 8 -- You are well-spoken and fair of voice. (+20 modifier)
Lore: 15 -- You are the mightiest of the loremasters of your folk. (+60 modifier)
Wisdom: 12 -- You are wise in thought, for one so young. (+40 Modifier)
Crafting: N/A -- Your people are vagabonds and wanderers, and cannot make works of beauty. Magic: 8 -- There is an old magic among your people, the stuff of woodlands and fens. You know of it. (+20 modifier)
Woodsmanship: 10 -- You are at home among the hills. (+40 modifer)
Tracking: 8 -- You know something of the hunter's art. (+20 modifer)
Traits:
The House of Beor: You are the wisest and most thoughtful of mortal men, and your heirs follow in your footsteps. Yours is a race of thinkers, of brave hearts and bolder minds, of Men with a will to power to rival the very elves themselves. Yours is a bloodline of heroes, touched by destiny and blessed by fate. From your noble line shall spring the Hope of All. (Leaders of your House start with minimum 5 Grace. At least one child of your House per generation will be a Seer or Ranger leader. Get a +2 to all Woodsmanship rolls, and a +5 to all Lore and Wisdom rolls. If reduced to a single living leader, you automatically begin the Lay of Leithian questline, which has a 3% chance to start per turn. Gives access to the unique Halfelven questline after a certain undisclosed amount of turns have passed.)
The Sight: This character, through some strange quirk of their lineage, dreams of things yet to come, and of what might be, or what will be, in years yet come. The Shadow weighs heavy on the hearts of such dreamers, and they are not long for Man's world. (This character gets re-rolls on one failed roll a turn, and gets +10 boosts to all Combat, Woodsmanship, and Magic rolls. Reduced health and increased susceptibility to illness.)
Modifier Gained: The Great Flight
Your people have fled from the Enemy for generations without count, and are driven ever onwards by the fear of what lies behind. As long as the terror of the Shadow lies upon their hearts, they will be slower to battle and quicker to action. Their spirits are weary and tired -- not broken, not yet, but close. (Gain an extra action per turn for whichever leader you wish until the House of Beor has settled in a permanent home. -40 to all offensive Warfare rolls, and -60 to all Morale rolls)
Turn One
You and your folk are newly emerged into this fair land of rolling hills and verdant plains, bounded on all sides by great rivers. Behind you lie the Blue Mountains, and beyond them is darkness and shadow and a fear so great it has driven you for millennia. You do not know if there is hope to be found here -- if there is hope to be found anywhere in Arda -- but there is, for a moment, a reprieve. As your people spill out into this land, weary and tired from this latest leg of their long journey, it falls to you to tend to their wounds and their spirits, explore the lands around, and procure enough food for the coming year.
The folk of the House of Bëor currently number at some two thousand and eighty, with the majority of these being women and children. There are some six hundred-odd men and women capable of fighting and hunting among your people, and of these, most all are hunters and trappers, not true warriors of any sort. The overall mood of your people is disheartened.
Your people have 8 months worth of food, and need at least 4 more to get through the coming year. Food is plentiful, and your hunters will gather roughly 12 months worth of food from various sources if all goes well.
Your son Belen has been having fitful dreams since the mountain crossing, and his skin is grown deathly pale with weight of prophecy. There are men of stone to the north, says he, and spirits of fire to the west. And should we remain where we are, the fairest of songs will come to us.
Beor has two actions this turn. Baran has two, and Belen has one. You have one free action which can be assigned to any leader, for a total of six.
Voting works a bit differently here from my other quests. Each leader has a certain number of actions available based on their rank and yearly modifiers. Leaders can be assigned to as many actions as they are capable of, and depending on the action, leaders can even double up on the same action to increase the chances of success. The actions will be listed below, and players must construct a Plan that not only decides which actions will be taken, but which leaders will be assigned to which actions. Watching stats and modifiers thus becomes very important, as a mismatch between a leader and an action could lead to disaster.
Not all votes have to be taken, and most can be ignored unless they're labeled Vital. You cannot do everything, nor should you try. Some actions must be foregone for others, some disadvantages must be taken. Questlines, in particular, are leader-specific story chains which force the leader in question to spend a vote on them per turn, and may even require them to spend more than one vote. However, the in-universe and story effects of questlines may have game-changing effects, and the rewards at the end may be great. The leader who starts a Questline by taking the action that begins it must see it out to it's end.
If you feel constrained and trapped, or as if there is no clear way forward -- well, that was the lot of the race of Men in the Elder Days.
VOTES:
The Great Flight:
You are come newly into these lands, and they seem at first fair -- but many lands have seemed first to your people fair, only for it to be found that the Darkness there too dwelt. Some among your people are already urging you to send scouts out into the various directions to search this newfound land. Of course, every man searching is a hunter not preparing food for the people. A rare few even argue that you should keep moving, putting distance between you and the mountains. (If you take no action and remain where you are, you will begin Questline: The Coming Of Men in one turn. You can have multiple questlines active at the same time.)
[] You send cursory scouting forces in all directions. They can provide no detailed reports, but will at least make sure this land is safe. (Hunters will gather one less month of food this turn)(Random chance of beginning any of the questlines below)
--[] Leader (write-in) [] You send a party to closely investigate the northernmost river of this land, which your outriders say rushes like a roaring river. A strange road of stone runs along it's side, rising up into the mountains. (Hunters will gather one less month of food this turn)(Chance to begin Questline: The Sons of the Stone)
--[] Leader (write-in) [] You send a party westwards, towards a mighty river which flows both north and south. (Hunters will gather one less month of food this turn) (Chance to begin Questline: The Spirits of Fire)
--[] Leader (write-in) [] You organize a great force of roughly twenty men to ride about the boundaries of this new land and closely search it for any sign of the Shadow. A skilled tracker is necessary to do so. (Hunters will gather two less months of food this turn)(Great chance to begin Questline: The Forest Dwellers)(Small chance to begin Questline: The Shadow Follows)
--[] Leader (write-in) [] You order your people to keep moving, marching further Westward still. This will make all else you do this year that much more difficult -- but it may yet be worth the trouble. Breaking the news to your tired folk will require tact. (Hunters will gather three less months of food this turn, -20 to all rolls)(Immediately begin Questline: The Spirits of Fire)
--[] Leader (write-in) [] You order your people to keep moving, marching up to the North, in hopes of finding new lands. This will make all else you do this year that much more difficult -- but it may yet be worth the trouble. Breaking the news to your tired folk will require tact. The north is less populated by animals than the rest of this region, and will feed your people far less. (Hunters will gather five less months of food this turn, -20 to all rolls)(Immediately begin Questline: The Sons of the Stone)
--[] Leader (write-in)
Those Who Were Lost:
The journey across the Blue Mountains was particularly harsh, and many did not make it. During a mighty gale some days back, however, some half a hundred of your people were lost in the blinding snow. You could not afford then to turn back, but now that you have found fresh food and clean water, many among your people urge you to send scouts back to find them -- or what became of them. (Not taking any of these votes will result in a significant morale loss among your people)
[] You organize a scouting party to search for the lost Men in the foothills of the Blue Mountains. (Hunters will gather one less month of food this turn)
--[] Leader (write-in) [] You organize a sizable force to search for the lost Men in the near reaches of the Blue Mountains. (Hunters will gather two months less of food this turn, chance of losing Men)
--[] Leader (write-in) [] You order a thorough search of the Mountains, with trackers and hunters retracing your people's steps to find their lost brethren. (Hunters will gather three months less of food this turn, great chance of losing Men)
--[] Leader (write-in)
The Spears and the Seers (Vital):
For as long as your people have existed, the spears -- the hunters, the warriors, and the strong men of the tribe -- have struggled with the Wise for resources, for influence, and for the love of the people's hearts. The Wise say they keep the records of the people, that they know the old magics of tree and stone, that with them and in them is all that we have and are. The Spears claim in return that they have kept us fed, that they clothe and shelter and protect -- can words or stories do this? Now that you are newly emerged from scarcity, the age-old conflict has broken out again, with proud rangers and sagely old men bickering like children in the camps.
[] Support the Spears, at least for a time. Food is well needed, and by giving the hunters public support in the near future, you can better gather resources this year. (Increased food gain for two turns, Bonus to all Hunter votes, Rangers get one extra action next turn)
--[] Leader (write-in) [] Support the Seers. Our legends and histories are more important now than ever, and must be protected. (+30 to all Wisdom rolls for two turns, bonus to all Wise votes, Seers get one extra action next turn)
--[] Leader (write-in) [] Support neither. This petty bickering only harms us. (Reduced morale for two turns, both the Wise and the hunters are displeased, -10 to all votes, does not cost an action point)
[] Try to make them get along, for the good of the folk (DC 100, ??? if you fail, gain both the positive modifiers above if you succeed)
--[] Leader (write-in)
The Way of the Wise:
Since time immemorial, the Wise have ever been the shepherds of the flock, the keepers of history and lore, memorizing every agonizing step of the long journey. Their words are a balm in dark times, and their ancient knowledge is ever of a use to the people.
[] The Wise have stories to tell of times much like this, and troubles much like these. (Chance to gain a +20 to all rolls for a turn)
--[] Leader (write-in) [] Some among the Wise know something of the old magic of tree and wood and fen, the arts which bend earth and shape stone. You wish to know more of these things. (Begin Questline: The Old Ways. The Wise begin to investigate magic. -1 action to the Wise for ??? turns. The leader selected may have his magic increased by ???)
--[] Leader (write-in) [] The Wise know much of the woods and the wild, of the earth that is wide and holds many secrets. You ask them to led their wisdom. (Increased chance of finding food this turn, chance of finding ??? in the wild)
--[] Leader (write-in) [] There are some among the Wise strong of mind and respected among the people. They may yet hold positions of leadership. (Chance of recruiting a seer leader)
--[] Leader (write-in)
The Hunters:
The masters of wood and hill and beast and bow, the hunters feed, clothe, and protect your tribe.
[] The hunters say that in their rangings high in the mountains, they bespied Oroch from afar. Though they were many leagues away, some among them think it might be wise for a party of them to go up into the mountains and erase your tracks, that the foul beasts might not find you.
--[] Leader (write-in) [] The hunters say this land is plentiful and full of game. They propose a great hunting party be formed to track these plentiful herds and feed the people for many months to come. (Chance of getting ??? Months of food if successful)
--[] Leader (write-in) [] The skilled hunters among your tribe are few. You send the most skilled to train the rest in tracking and stalking their prey. (Chance of increased hunter effectiveness)
--[] Leader (write-in) [] There are hunters of great skill and fame among their number, and a select few of these may grow greater still. (Chance of recruiting a Ranger or Warrior leader)
--[] Leader (write-in)
General Leadership:
As the leader of your people and a bastion of their strength even unto the darkest of days, you must see to their needs and wants, and tend to their spirits. Here are all decisions relating directly to your clan as a whole. (You can take any of these you like without spending action points, and though they do not require a leader, one may help the roll go smoother. Taking more than three of these votes will take an action point from your faction leader, however -- three further votes for every AP spent.)
[] You see to it that the Wise walk among them, telling them stories of strength and fortitude in darker days than these. (Chance of gaining a positive modifier next turn)
[] You personally speak to them, attempting to allay their fears and calm them. (Requires Beor) (Chance of gaining a positive modifier next turn)
[] You send the Wise among them to heal their wounds and mend the physical scars of their terrible journey through the passes. [] You give extra rations to the women and children, that they might quicker recover from the harshness of the mountains (Requires an extra month of food)
[] You give extra rations to the elderly and the Wise, that the memory of where we have been does not fade before it can be passed on. (Requires an extra month of food)(Increase the influence of the Wise)
[] You give extra rations to the hunters and the scouts, that the people may be better defended and protected in the days to come. (Requires an extra month of food)(Hunters are more effective)(Increase the influence of the Hunters)
[] You have the youngest and most able men of the tribe gathered and armed. These will not hunt, but rather protect the people of your tribe when the men are away. (Hunters may be displeased)
[] You increase the number of hunters out on the plains, that you might gather more food this year. (Hunters gather more food)(Increased Hunter influence)(The tribe is less defended)
[] You order the Wise and the women to pick berries and gather plants to eat. (The Wise may be displeased. More food gathered this turn)
[] You throw a celebration to feast emerging from the mountain passes alive and mostly whole. (Will take up two months worth of food)(Morale greatly improved)
There is now a ONE DAY MORATORIUM on all votes.
Use this time to discuss the choices available and create different Plans. As previously discussed, any votes not in plan form, or submitted before the moratorium is up, will not be counted.
As always, discussion is rewarded with Echoes. (As are Omakes and Reaction posts.)
Indeed he was, but I figured a bit of fudging is okay for the purposes of a quest.
Also, I already called the faction the House of Beor and fifty people repeated it across ten pages, so introducing Balan and the House of Balan with Beor nowhere to be seen would just confuse non-Silmarillion readers more than necessary.
Your people have 8 months worth of food, and need at least 4 more to get through the coming year. Food is plentiful, and your hunters will gather roughly 12 months worth of food from various sources if all goes well.
Fëanor son of Finwe fell burning beneath the stars in sight of Angband over three hundred years ago. As he died, his burning spirit set his body aflame as it was torn away, and he looked with eyes of hate upon the towers of Angband, and knew in his last hour that the Noldor might never overcome them by strength of arms.
To be clear: the Spirit of Fire is dead. He has been dead for countless lifetimes of Men. His soul burns and rages in the Halls of Mandos, where he shall remain until the last Day of the World and the final Judgement of Ilúvatar.
Fëanor son of Finwe fell burning beneath the stars in sight of Angband over three hundred years ago. As he died, his burning spirit set his body aflame as it was torn away, and he looked with eyes of hate upon the towers of Angband, and knew in his last hour that the Noldor might never overcome them by strength of arms.
To be clear: the Spirit of Fire is dead. He has been dead for countless lifetimes of Men. His soul burns and rages in the Halls of Mandos, where he shall remain until the last Day of the World and the final Judgement of Ilúvatar.
[] Support neither. This petty bickering only harms us. (Reduced morale for two turns, both the Wise and the hunters are displeased, -10 to all votes, does not cost an action point)
The journey across the Blue Mountains was particularly harsh, and many did not make it. During a mighty gale some days back, however, some half a hundred of your people were lost in the blinding snow. You could not afford then to turn back, but now that you have found fresh food and clean water, many among your people urge you to send scouts back to find them -- or what became of them. (Not taking any of these votes will result in a significant morale loss among your people)
Oof, meant to put something about this in the post.
Echoes of the Music, called simply Echoes, are the lingering remnants of the First and Oldest Song — strands of living destiny, tunes of fate, the very melody of creation.
OOC, they are a rare in-game currency which allow you to increase Grace, Rank up leaders without XP, get hints and information about questlines and votes, increase the strength of Artifacts, and lots of other cool stuff. You earn them for completing Questlines, defeating powerful foes, or for Legendary Acts (which will be explained in the upcoming mechanics post). And, of course, you earn a small amount from reaction posts and omakes.
Though you will need a lot: increasing Grace by one level (the cheapest option) is worth 500 Echoes.