[X] Plan Their Grace
-[X] You accept the offer of Finrod, and take a final, greater step. You swear yourself into the service of Finrod Felagund, as his vassal and leal servant, for all the days of your mortal life. You will dwell with him in his realm of Nargothrond, and your son Baran will lead your people ever after. So will begin a friendship between the House of Finwe and the House of Beor that will last all the days of the World. (Gain Trait: Elf-Friends, remove Great Flight modifier, lose Beor as a leader, Faction Leader becomes Baran, Gain Modifier: Beor the Old for as long as Beor lives, granting +5 to all Wisdom and Lore rolls, Gain Permanent Ally: The Kingdom of Nargothrond, can begin the Ring of Finrod questline later on)
-[X] The Grace of the Undying: The Elves are fair and graceful beyond measure. Their words carry the weight of centuries, and they move with the self-assured grace of the undying. Learning from Finrod has passed some small part of this on to your people. (+10 to all Diplomacy rolls for ten turns, leaders are generated with minimum 7 Grace)
--[X] Baran
-[X] The Song of the Firstborn: Finrod's song still echoes in your hearts, and the tunes that he taught the Wise are but pale echoes of the beautiful sounds that fell from his lips. His song, he says, is itself a pale echo of another song and an older Music, a greater tune that woke before the World. There is a power to the Music, he says, a strength to the song. Those who can master it's tunes may master the world -- for the world is the song, and the song is the world. (+10 to all Magic rolls, increased chance to generate Bard leaders, Bard leaders generate with minimum 8 Magic.)
--[x] Belen
-[X] The Wise seek to practice the songs and arts of Finrod, in an attempt to reproduce his haunting music.
-[X] 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 ???)
-[X] 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)
--[X] Beor
-[X] The hunters say that in their rangings they have stumbled upon a great glade, in which lies a lake filled with shimmering stones. You could send some hunters to investigate.
-[X] 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)
-[X] Some among your people do not trust the elves. You speak to them, calming their fears and reassuring them.
-[X] A new generation of children has begun to come up, the first in many lifetimes who have known green grasses and lived more than a few months without the Great Flight. You order the Wise to pay special attention to their tutelage. (???)
-[X] Finrod has not been alone. Elves have followed him from their Western kingdoms, and some among your people have begun to barter with the strange travelers, trading their hand-made arts and embroideries for elvish fineries and even small silver trinkets. You encourage this burgeoning trade.
-[X] You send the Wise among them to collect their stories and tales of the past year, adding them to the collected stories of the House.
-[X] You order the fastest among your people to scout into the surrounding lands and return with news.
-[X] You send scouts to search the low passes of the mountains for signs of the other clans of Men you know attempted the crossing.