Ok, redoing to potential plan a bit. Feanorians give us the diplomacy boost without using a leader action and try for the path of the moon without using Belen's actions for 3 turns. The leader roll on recruiting seems really high, so I switched the free wise action to build a hall for them. We've had constant problems of the Wise's knowledge dying out, so I'm hoping a place for them can alleviate that.

[] Plan Phone a Finrod
-[] The Starmoon: When your elven visitors speak of the Moon, they speak also of Ithildin, the starmoon, the script of living light with which they write upon their blades and their doors and their armor, which protects them always and garbs them in the light of the moon. You could learn of Ithildin, though it would take time, they say. (May Upgrade The Moon Way to The Path of the Moon)
--[] Send the Wise:
You send several of the Wise to study and learn this art from the elves. It will take time. (Requires 5 turns, moderate chance of success)
-[] The Sons Of Fire: You ask the Feanorians to aid you in all your endeavors for the next year, to lend their wisdom and expertise to all your tasks. (The Ambarussa bonus is doubled next year, and applies to Diplomacy and Combat as well)
-[] Greet Them: You send someone to welcome your cousins to the new land.
--[] Baran
-[] Trade With Them: Your people remember the dwarves your ancient fathers met, a short and stout people with a love of coin. If their cousins are anything similar, they will value wealth over flinging dirt. (-1 Wealth)
--[] Baran
-[] Send Word To Finrod: The Elf-King may be busy with his people in Nargothrond, but mayhap he will want to know a mighty army of men has arrived in Ossiriand.
--[] Belen
-[] The Hope of the Elves: You send one of your wisest to speak with Finrod, the Elf-Friend. He knows your people well, and may tell you something of hope, and how their hearts have withstood the dark this long. (???)
--[] Belen
--[] Baran
-[] Send Someone To The Green Elves: A force this large and numerous is no doubt upsetting and frightening the reclusive Laiquendi. You send someone to ascertain how they are doing and act as a liason between them and the tall men of Marach.
--[] Halbeth
-[] The Wise are petitioning you to build a hall where they could gather and speak their stories.
-[] Send a messenger to the north, to meet the Noldor and the other sons of Feanor.
-[] You send a messenger to Finrod asking him for some of the mighty horses his people ride, that your own people may learn to ride.
-[] Send a messenger to the mountains of the east, to meet the dwarves.
I like this a lot in general, though I'm uncertain of Finrod for the Great Fear given what some have said about his canonical answer.
 
Just binged on this quest thanks to the other one he posted but what are peoples thoughts on recruiting leaders? That gets us more actions and they all are at a minimum 7 grace for now (unless that part was permanent) thanks to an earlier action. Bard makes sense this turn as we do not have one of that class and someone to work on magic actions would be nice.

It makes sense this turn to double the Fire bonus we get since we can use that to buff diplo but afterwards we really want to consider getting the various lores from them as those provide permanent buffs and the two will leave at some point.
Edit- Also is it possible to raise the leader cap?
 
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I mean, if our descendant manages to steal a Silmaril (or all of them, who knows) I don't see why we can't hand them over to the Feanorions in exchange for an alliance or something. I'm pretty sure they'd be entirely willing to work something out, especially since a good portion of them don't seem too keen on becoming kinslayers again if they can avoid it.
To quote Telamon:
Yes.

'Just' refuse the Silmarils. That's all you've got to do. :drevil:
"Just" handing them over is not actually easy at all.
 
Hmm, now might be a great time to finding a new Warrior or Ranger leader for us, making use of the combined +80 from the twins' bonus.

We rolled on Tracking and Woodsmanship for generating a new leader.

And the twins provide bonuses to BOTH of those. +40 each, for a total of +80. With Baran on that, even a poor roll has a decent chance of a Greater Success. We need more leaders after all.

+232 total if we put Baran on it. That's...obscene.
 
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Hmm, now might be a great time to finding a new Warrior or Ranger leader for us, making use of the combined +80 from the twins' bonus.

We rolled on Tracking and Woodsmanship for generating a new leader.

And the twins provide bonuses to BOTH of those. +40 each, for a total of +80. With Baran on that, even a poor roll has a decent chance of a Greater Success. We need more leaders after all.

+232. That's...obscene.
Then fill out both of the remaining leader slots, 1 bard and 1 ranger? Bard is useful to pursue the various magic/lore paths we have open while a 2nd ranger or a warrior will also be of use.
 
Could work. As is, we're going to need a combatant type to help with the Siege, and so we have just enough actions to actually DO Hunter actions.

Plus, once we have the action points to spare for Hunter actions with another leader, we can REALLY start taking advantage of the Ambarussa bonus, even if the doubled part is no longer possible after this turn.

Is it possible to Greater Success or Critical Success Leader Generation @Telamon
 
For the Old Ways questline, I think Starmoon is the way to go. We're going to have to send fighters off to the elves soon, so buffing them up with more sneaky power seems prudent. We can be like special forces ranger dudes.

For the Great Fear, I'm inclined towards Defiance. I don't think elvish or entish answers are really applicable to mortal men. Just aping Finrod's music wasn't enough to develop our own bardic tradition after all.

With the Sons of Fire I'd say just ask them to help with everything. They should still be around for another turn or two after this one to teach us a lore. Meanwhile we have so much going on that their bonus is going to be huge.

For the Petty Dwarvs, let's try trade. Dwarves love money and wealth spent now may come back to us if we gain trading partners.

With the Children of the Sun, I'd like to speak to Marach. He's the leader and inviting him in and making a good first impression can do a lot to win them over. With that in mind I think building a great hall is a good choice of one of the general actions, since we should probably not be meeting a foreign dignitary in a mud hut.

Similarly, building a hall for the wise might also be good since the Marachs lack Seers of their own and we can impress upon them how wise we are and how it would be smart to be friends. Really torn between that and going for a new Bard, though. Maybe both and skip the hunter action?

For the other two general actions I think first send out more hunters to get a food surplus and increase their influence in hopes of getting a bonus action out of them. Second start building up our herds so we are less reliant on hunting especially important with a harsh year coming.
 
For the other two general actions I think first send out more hunters to get a food surplus and increase their influence in hopes of getting a bonus action out of them. Second start building up our herds so we are less reliant on hunting especially important with a harsh year coming.
IF we want more actions we should get another leader while we have an excellent chance of getting a top tier one
 
I like this a lot in general, though I'm uncertain of Finrod for the Great Fear given what some have said about his canonical answer.
What was his canonical answer? I'm afraid I can't find my copy of the Silmarillion to look it up. I suppose we could go with the entwives, although Finrod seems like such an obvious choice.

The Feanornites have that oath hanging over them, that makes me leery.
I don't like the go it alone one either. The motivation seems so shallow, and they have friends old and new who can help.
 
I like to recruit a crafting hero for our 5th hero as i suspect having one allows us to improve the gear of our heroes.
 
Does this action require a leader?

[] The Starmoon: When your elven visitors speak of the Moon, they speak also of Ithildin, the starmoon, the script of living light with which they write upon their blades and their doors and their armor, which protects them always and garbs them in the light of the moon. You could learn of Ithildin, though it would take time, they say. (May Upgrade The Moon Way to The Path of the Moon)
--[] Send the Wise:
You send several of the Wise to study and learn this art from the elves. It will take time. (Requires 5 turns, moderate chance of success)
 
Three of the hunter/wise options do not have the write in leader line can we do those without a leader or is the line missing there?
The three options are:
-[] The Hunters are petitioning you to build a lodge on the outskirts of the village where they can gather, clean their kills, and set out on rangings.
-[] The Wise are petitioning you to build a hall where they could gather and speak their stories.
[] You begin trying to train the best fighters of the hunters as bowmen who may serve as your promised levies to the Elves.

One of the wise options is missing text:
[] The Wise
--[] Leader (write-in)
 
@Appirinia , the Silmarils are incorruptible and burnt Morgoth for as long as he bore them on his crown. The reason why everyone wanted them, as far as I understood it, was because the Oath of Feanor laid a Doom on the Silmarils as well, not only Feanor and his sons. It's possible I'm wrong though.'
 
Hmm, now might be a great time to finding a new Warrior or Ranger leader for us, making use of the combined +80 from the twins' bonus.
If we raise our influence with the Hunters we might get a freebie and the possibility of recruiting a Ranger/Warrior. It's why I even said chose to send the Hunters out. Wasting an entire point when there's already a shortage of them...well. Better to just wait two-three turns and use a freebie if we manage to get them enough influence.
@Appirinia , the Silmarils are incorruptible and burnt Morgoth for as long as he bore them on his crown. The reason why everyone wanted them, as far as I understood it, was because the Oath of Feanor laid a Doom on the Silmarils as well, not only Feanor and his sons. It's possible I'm wrong though.'
Yeah, you're probably right. And it wouldn't have surprised me either if this is the truth, so let's not get mixed with them for as long as we can. It just seems safer that way.

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The Feanornites have that oath hanging over them, that makes me leery.
I don't like the go it alone one either. The motivation seems so shallow, and they have friends old and new who can help.
Trust that God exists is what it mostly boils down to. But you should check the wikia since you might like his arguments.
 
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@Appirinia , the Silmarils are incorruptible and burnt Morgoth for as long as he bore them on his crown. The reason why everyone wanted them, as far as I understood it, was because the Oath of Feanor laid a Doom on the Silmarils as well, not only Feanor and his sons. It's possible I'm wrong though.'

From what I understand the reason why everyone wanted them is simply because there is nothing of comparable greatness, in their heart burned the light of Telperion and Laurelin.

I agree to not get mixed with the Silmarils for two reasons :
  1. Varda hallowed them, no evil or mortal hands could touch them without being burned and withered. We may not be evil, but we sure are mortal.
  2. The Silmarils were tainted by arrogance by anyone who wanted them, first Melkor then Feanor. Nothing good happen to those that seek them. See the Doom of Mandos.


And no, the Arkenstone is not a Silmaril. Remember, the Silmarils would no suffer the touch of mortal or evil hands. Many mortals touched the Arkenstone without a consequence and they did not have all good intent. Plus, Smaug would have been burned if it were a Silmaril.
 
Three of the hunter/wise options do not have the write in leader line can we do those without a leader or is the line missing there?
The three options are:
-[] The Hunters are petitioning you to build a lodge on the outskirts of the village where they can gather, clean their kills, and set out on rangings.
-[] The Wise are petitioning you to build a hall where they could gather and speak their stories.
[] You begin trying to train the best fighters of the hunters as bowmen who may serve as your promised levies to the Elves.

One of the wise options is missing text:
[] The Wise
--[] Leader (write-in)

Those would count as Baran options, and I'll add that in in a moment.
 
I'm leery on the mortal part, Beren touched one and it didn't burn him.

True, Beren did touch the Silmaril and it didn't burn him.

However, Beren is far from being a simple mortal.
Before he took the Silmaril, Beren did another amazing feat, he passed through the Girdle of Melian, which should be impossible if you are not greater than her. When she cast the spell, Melian predicted than one person would one day breach this defense :

"And one of Men, even of Bëor's house, shall indeed come, and the Girdle of Melian shall not restrain him, for doom greater than my power shall send him"

The list of those greater than Melian is not long : Valar or most probably in this case, Eru Illuvatar himself. Eru's "authority" in effet trumped Varda's.
Anyway Beren is very much special.

Furthermore, the Silmaril did not burn his hand, but a few moments later Carcharoth bit off his hand, swallowing it along with the Silmaril. Again, Fate ?

Fate has a special place in the world of Middle-earth, one could say that everything is already written in The Great Music.
 
I like the idea of finding our own hope, but I don't really like the default "Defiance" option for it. Thus, I come back to my idea of Old Hope, and really double and triple down on it, because in my opinion, the best thing we can do to ready ourselves for war is get rid of this trait and not get hit by a "disastrous failure" the option warns us about.

[] To Fight Fear
-[] The Old Hope: Even as you had fled through the countless miles and years, your people carried an old hope with you. A hope that the Nameless can be defied, that the Shadow is not eternal, and that one day the One will go into his world and fix all that has been marred. You extort your people to find heart in that old hope once again, for it is in these days it rings true most of all, with your flight over, your food plenty and the Enemy besieged in his lair by Eldar who believe in the One they call Eru.
--[] Baran
--[] Belen
-[] The Sons Of Fire: You ask the Feanorians to aid you in all your endeavors for the next year, to lend their wisdom and expertise to all your tasks. (The Ambarussa bonus is doubled next year, and applies to Diplomacy and Combat as well)
-[] Trade With Them: Your people remember the dwarves your ancient fathers met, a short and stout people with a love of coin. If their cousins are anything similar, they will value wealth over flinging dirt. (-1 Wealth)
--[] Halbeth
-[] Greet Them: You send someone to welcome your cousins to the new land.
--[] Baran
-[] Gift Them: You send someone with a few elven trinkets as a gift. Beauty like this does not exist beyond the mountains. Hopefully they will be suitably impressed.
-[] Speak With Marach: You invite the boisterous and golden-haired leader of the tall men to speak with you in your newly-built home.
-[] 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)
--[] Belen
-[] There are some among the Wise whose voices are deep and whose words cut the soul with their beauty. Their music is an echo of the First. (Chance of recruiting a bard leader)
--[] Belen

-[] You implore your people to find the strength to carry on. (Requires Baran)(Increases morale)
--[] Baran
-[] You give extra rations to the women and children, increasing the growth of the clan. (Requires an extra month of food)
-[]
You attempt to construct a great Hall in your burgeoning village, to serve as your seat and the seat of your children.
-[] More elves have followed Finrod, seeking to interact with these new men and trade with you. You order the women of the House to make a concerted effort to sew and weave more embroideries and trinkets that they might wish to trade for.
-[] 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)
--[] Baran
-[] 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)
--[] Baran

So, I put two leaders on the dealing with Fear action, get +20 from Wise that has a nice synergy with reviving Old Hope, and also do the general "Up morale" action that need Baran. I really think that no effort is too much here. Other than that, I, a bit by necessity since Baran is otherwise busy, send Halbeth to trade with the dwarves, Baran is greeting and gifting house of Marach, inviting their leader, and Belen is recruiting another leader, because we really need actions - though I am thinking of shifting Belen to searching our histories, depending on Telamon's answer whether it matters.

For general actions, since I spend one Baran AP there, we have 5 more, with 2 that can get Baran's attention. I give food to the women and children, because full stomachs of your family can always raise morale, make a great Hall so we have somewhere to greet Maroch in, do more trade, since trade is always good and we're gifting away our wealth this turn, send out more hunters to gather more food in this harsh year and maybe get their free action, and then get some warriors, because that "Fell winds gust down from the horizon, and all signs indicate that this year will be harsh indeed" makes me worry that the tribe itself may come under attack. Hopefully, with Baran's attention, Hunters won't be displeased.
 
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Elves, Humans, Dwarves, and pretty much everyone in middle earth do not act wisely when they see something of great beauty. Desire stirs in their heart and clouds their mind. It's already happened in-quest with the jewels of Denethor and even one Silmaril would be far more difficult to resist. Lets not go out of our way to grab one.

Anyways, I'm fine with asking Finrod about hope.
 
Some information from Telamon on the free Wise action, since I've seen people not assigning leader for it, and didn't do it myself, originally:
Telamon in Discord said:
If you take the free action, you can use any leader you want and it rolls with their stats
And it won't count towards their points
That's it
The free action does not give any extra bonuses or mean you don't use a leader's stats
 
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