Westernesse: A Númenorean Colony Quest
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And they were mortal still, though their years were long, and they knew no sickness, ere the shadow fell upon them. Therefore they grew wise and glorious, and in all things more like to the Firstborn than any other of the kindreds of Men; and they were tall, taller than the tallest of the sons of Middle-earth; and the light of their eyes was like the bright stars.
I: The Kindling

Telamon

A corvid.
Location
Texas
"Thus it came to pass in that time that the Númenóreans first made great settlements upon the west shores of the ancient lands; for their own land seemed to them shrunken, and they had no rest or content therein, and they desired now wealth and dominion in Middle-earth, since the West was denied. Great harbours and strong towers they made, and there many of them took up their abode; but they appeared now rather as lords and masters and gatherers of tribute than as helpers and teachers. And the great ships of the Númenóreans were borne east on the winds and returned ever laden, and the power and majesty of their kings were increased; and they drank and they feasted and they clad themselves in silver and gold. "




A Lord of the Rings Quest
S.A 2755

It is the Second Age of Middle-Earth.

The mighty island nation of Númenor, founded long centuries ago in the western seas, has become the greatest of all the realms of the world. The men of that land have become the masters of the sea and the coasts of the earth, far outstripping any other kindred of Men in both wealth and majesty. While the people of the Continent have suffered and shuddered under the power of the Dark Lord Sauron, the Númenóreans have prospered and grown mighty, pushing Sauron back from the coasts of Middle-Earth and claiming them as their own.

Yet though they have grown greater than the Shadow, a long darkness has fallen upon the hearts of the Men of the West. Envious of the Elves and their immortality, a powerful faction has arisen in Númenor, calling themselves the King's Men. Speaking openly against the Elves and their iron grip on undying life, they seek to free themselves from the curse of death and take what they believe is their rightful place as the masters of the World. Opposing them are the Faithful, those men of Númenor who remember still the friendship between elves and Men in Elder Days, and do not stand in favor of the conquest of the 'lesser' men of Middle-Earth. Yet for centuries the protests of the Faithful have been in vain, and now the reigning King, Tar-Calmacil, has embarked on a policy of expansion and domination all along the coasts of the world. There will be nowhere the tide rolls, he has proclaimed, that any shall live and not know the glory of Númenor.

At his word, a great bevy of ships has sprung forth from the Blessed Isle. Driven by the proclamations of the King and a desire to see new lands, hundreds of ambitious young men rush to seek the riches of Middle-Earth. Vying to claim a foothold in the new lands, many of the various powers and factions of Númenor finance these new colonies, hoping to grow their influence in Middle-Earth. The coasts of the continent are swarmed with settlers and colonial hopefuls, and now is a time when someone of vision and skill might make a name for themselves in the wide lands across the sea.

Someone like you.

You are a mariner, as were your father and your father's father before you, and have been given special leave by the Guild of Venturers to mount an expedition to found a new colony in Middle-Earth. You will be one of the Sea-Lords of Númenor, a master of cave and cove and shore. Yet it will be no easy task, for though the Númenóreans are mighty in word and deed, the perils of the continent are many -- the foul creations of the Shadow roam every corner of the world, beasts of unnatural shape and cruel strength who serve the Dark Lord in all things. There are many Men of Darkness in the thrall of the Enemy, and many also of your distant cousins, the 'Middle Men' who, though free, do not desire to see their lands and their homes tamed by the Sea-Kings -- and both of these will resist you. And of course, there are always powers back home who desire to control your colony and see it turned to support their own endeavors.

Last and worst of all, the Dark Lord Sauron of Mordor still holds sway over much of Middle-Earth, the ancient and implacable Enemy of all the races of the world. Upon his finger burns the One, the Ruling Ring to command all others, and his power has grown terrible indeed with the long centuries. Beware him, and beware his reach, for his shadow falls far over the world.

The shores of the world are far and wide, yet distance is no barrier to the lords of the sea, who rule the rivers and the coasts. The Guild of Venturers has selected several locations which should prove to be ideal for a colony -- wherever the water rolls, there too is Númenor.
[] The Harnen: Well over 600 miles long, the river Harnen begins at the southern borders of the Dark Land of Mordor, and tumbles down into a great bay which opens into the sea. A colony along the Harnen would be well situated to grow fat and rich off of trade with the dark-skinned folk of Near Harad, who have so long toiled under the service of the Dark Lord. Situated this closely to Mordor, your colony would by necessity need to be vigilant against the power of the Dark Lord, and would act as a Númenórean bastion against Sauron. To the east of your land lies the shadow-shrouded and mysterious plains of Khand, where dwell the Varaigs, the Men of the East. To the deep south lies the Far Harad, a vast and unexplored land of swirling sands and deep jungles. Some ways south of the Harnen's mouth lies situated the great Haven of Umbar, mightiest of the colonies of Númenór. It is ruled by the King's Men and given to conquest and war, and would prove a boon friend -- or a terrible enemy. You will sail up the Harnen and found your colony in Harad, where the stars are strange.

[] The Anduin: The Anduin, the aptly-named Great River, is the mightiest river in Middle-Earth, and spills across much of the wide and plentiful land to the west of Mordor. It is to these plentiful lands that many of the Faithful have fled the strife in Numenor, establishing small colonies and strongholds across the land. Mightiest of the cities along the Anduin is Pelargir, a haven of the Faithful and among the mightiest seaports in Middle-Earth. The land around the Anduin is a wild land still, ruled by Northmen and harassed by raiders from the East under the banner of the Dark Lord. Tamed and settled however, it might prove bountiful beyond belief, a breadbasket of the Numenorean realm. You sail up the Anduin and establish a colony on it's shores, in the land known as Ithilien, the place of the moon.

[] Anfalas: There is a wide stretch of land north-west of the Bay of Belfalas, called Anfalas, the Long-Shore. Few Numenoreans dwell here, or any men indeed, and much of the land surrounding it is held still by wild men and beasts. Untamed and untouched by Numenorean feet, it would be an ideal location for a colony, yet would be far from any aid if disaster should befall. The nearest Numenoran colony is Belfalas, where a mighty family of Elf-Friends has established a powerful colony near the Elven haven of Edhellond. The Elf-Friends and the Elves may well be interested in the gold that is rumored to dwell in the White Mountains to the north of Anfalas. You sail to the coast of Anfalas and establish a colony upon it's shores, in the Long Shore where few dwell.

[] The Isen: There is a mighty river in the central part of Middle-Earth, known as the Isen for it's iron color, which runs through all the lands of Enedwaith. A wild, unforested, and untamed land is Enedwaith, and the men who share that land's name, the Enedwaithrim, are a wild and mighty sort. To the far north of Enedwaith is the land called Eregion, or the Hollin, where once in elder days dwelt the Elf-smith Celebrimbor, who forged the Rings of Power. Eregion is long destroyed by Sauron, but something of the Elves may remain there. To your east lie the Misty Mountains, and the mighty dwarven realm of Khazad-Dum, which has isolated itself from all the world. If one could make friends with the Longbeard Dwarves and their famed mines, then they might become wealthiest of all the colonies of Numenor. You sail up the Isen and establish a colony at it's mouth.

[] Minhiriath: Minhiriath, in the far north of Middle Earth, was the first land settled by the Númenóreans. Deforested by your people in their thirst for ships and later ravaged in the wars against Sauron, this land has been making a slow recovery for centuries. The largest port here is Lond Daer, at the mouth of the River Greyflood. Long ago it was called Vinyalonde, the New-Haven, and was the first Númenórean colony, but it has declined in latter days to a shell of this glory. To the west lies the realm of Lindon, ruled by the High King of the Noldor, Erenion Gil-Galad. The King's Men often avoid these lands, hating as they do the Elves and their ways, and do not trade with those who dwell in Minhiriath, the 'Elf-Lovers', as they call them. In these lands dwell the Minhiriathrim, Men of Darkness who were decimated first by the first Númenórean settlers and later by Sauron. They hate elves, orcs, and men alike with a passion, and will attack your new colony. This far from Númenór, few eyes will be upon you or your deeds, for better or ill. You sail to the shores of Minhiriath and establish a colony there.

Yet a location alone is not enough. Every new colony is sponsored by one of the factions or groups in Númenór, who have interests across the sea and upon the shores. Without support and supplies from back home, a prospective colony would certainly wither and die. Every sponsor has different goals and designs, and keeping them happy and delivering results is perhaps among the main goals of any colony. Who sponsors your expedition?
[] The Guild of Venturers: Based from the massive ship Eambar, the Sea-Home, the Guild of Venturers are a guild of mapmakers, mariners, explorers, and travelers. They have mapped the shores and coasts of Middle-Earth, and their hundreds of thousands of ships sail the furthest corners of the world. Wherever rolls the sea or the tide, there too are the Venturers. Supposedly apolitical and removed from the quarrels of the home isle, Guild-sponsored colonies devote themselves to exploring the far reaches of Middle-Earth and launching great expeditions into the interior of the land, meeting new peoples, and building new vessels with which to search the seas. The Guild will naturally provide you with a skilled Shipwright, a Guild explorer, and enough colonists to act as a base for your first expedition.

[] The King's Men: Proud, warlike, and mighty in strength and wealth, the King's Men are the dominant faction in Númenór. Personally favored by the King, they support actions which increase Númenór's military might and colonial dominions, and will fund military expeditions against Middle Men, Men of Darkness, and the servants of Sauron. They speak Adunaic, the tongue of Numenor, and frown on fraternization with elves, for whom they envy their endless lives. The colonies of the King's Men are large, well-armed, and among the mightiest cities in Middle-Earth. They seek a cure to the curse of death, and a path to life without end, which some among their number hope may be found in the Eastern lands that even the elves know not. The King's Men shall arm you and send you wealth and swords in great measure.

[] The Faithful: The Nimruzurim, called among themselves the Elf-Friends and the Faithful, are those of Númenór who keep to the old ways, who speak the elven tongues and maintain friendship with the Elves. A dwindling minority in Númenór proper, they have established many colonies in Middle-Earth where their people can dwell beyond the reach of the King's Men. They seek to raise up and educate the Middle Men, though they still war against the Men of Darkness, and keep the elves as friends. They will fund expeditions to find things out of Elder Days and to spread the knowledge of Elenna to your cousins in the dark lands under Sauron's grip. The knowledge and the lore of the Faithful is a boon out of elder days, and they know the old magic of the world that the King's Men have disadained as Elven witchcraft.

[] The Guild of Shapers: The largest of all the guilds save for the Venturers, the Guild of Shapers arms the hosts of Númenór, designs the high towers and sloped domes of her cities, and has made many fair and mighty works in the centuries since your people landed on the Blessed Isle. In recent years, their influence and power has grown enough that they now seek to establish colonies on the mainland and exert their influence on the world. Like all the guilds, they are supposedly apolitical, and are not ill-disposed to alliances with elves or dwarves should it help them better their craft. They seek ever and always new sources of metal for their crafts, and old knowledge long lost to the world. Having sponsored no colonies before, the Guild has thrown all of it's considerable resources behind your new venture, but has deeply angered the Guild of Venturers, who view this intrusion into their dominion in an ill light. With few colonists and few ships, your main resource will be the wealth of your sponsors in the Guild and their knowledge of crafting.

Númenóreans live long lives, longer than those of mortal men. Most will see a century and a half at least before their hair begins to grey, and with such long lives, colonies are defined intrinsically by the men who found them and guide them through their first years. Locations and backers are vital, but a colony's most important asset is it's founder. If he is warlike, his people will be warlike. If he loves the sea, so shall those who follow after. There were many mariners in competition to be selected for this expedition, but in the end, only one won out: you.
Name: What you are called among the tall men of Númenór. To have a name in Adunaic, the mannish tongue, is favored by the King's Men, while names in Sindarin, the Elvish tongue, are favored by the Faithful and the elves. Yours is an old name with an old history...

[] Adunazhôr (strong-star, Adunaic)
[] Elthalion (strong-star, Sindarin)
[] Azruphêl (sea-daughter, Adunaic)
[] Gaeriel (sea-daughter, Sindarin)
[] Imrazôr (great-flame, Adunaic)
[] Belenor (great-flame, Sindarin)
[] Ûrînzil (sun-flower, Adunaic)
[] Elanoth (sun-flower, Sindarin)
[] Write-In


Gender:
The great gifts of the Tall Men do not discriminate -- men and women alike are great in strength and skill and length of life. Though ancient tradition and unspoken practice mean that not all are equal on the Blessed Isle, many women of Númenor have abandoned the land of their birth, and so risen higher than their fathers and brothers on the shores of Middle-Earth.

[] Male: You are a son of Númenóre, descended in a line unmingled from the Edain of old.

[] Female: You are a daughter of the Blessed Isle, descended in a line unmingled from the heroes of yore. Some among the Lesser Men may not treat a woman with the same respect as a man -- but what matter this to you? You are a Númenórean, and better than them in every way.


Background: You are a mariner, like many in Númenór -- a child of the seas. In your long years upon the waves, you have seen and done much, and some of these skills may be bent towards your new background.

[] The Battler: You have spent many long years in the south warring against Sauron and his servants in those lands. You have seen the jungles of the Serpent Kings of Harad, and done great battle with the mumakil out of the deep deserts. Horrors you have seen upon the southern seas, and terrible sea-wyrms rising from the deep at the call of the servants of Mordor. You still bear the scars of those battles. You have been selected by the Guild to lead this new colony due to your long experience with war and battle, and many men of war who once served under you flock to join your colony.

[] The Explorer: You have won yourself fame and renown for your explorations of the eastern seas and the further coasts of Middle-Earth. You have seen the wide lands beyond Harad and Rhun, and sailed seas strange and wild beyond the imagination of men. Greatest of all your possessions is your mighty ship that has carried you across eastern wave and southern sea, and brought you at long last to home. The Guild hopes your long experience with foreign places and peoples will serve the new colony well.

[] The Lord: You are the third son of a mighty noble lineage who has chosen to strike out on his own. Your forefathers have long been lords of a mighty port in the east of Númenór, and ruled over the lands there, gaining wealth and influence from this trade. Descended from a long line of sea-lords, you have a ready-made population of people ready to serve you in a new colony, and a sizeable amount of wealth as well.

[] The Shaper: You were one of the Sea-Shapers, the artificers and smiths who sail with every fleet and expedition to maintain their weapons and service their ships. Your works, like the works of all Shapers, are a blending of the magic of the elves and the technological might of men -- ships that sail without sail, lights that glow without a flame, and bows which fire arrows for leagues unerring. Your long experience maintaining the technological marvels of Numenor should serve you well in your new colony.

Traits: No man is the same as the next, and over a hundred years of life have left you with skills and traits all your own. What is it that sets you apart from the other sea-lords? (Pick Two)

[] Pharazôn, the Golden
: You sailed as merchant for a time, and grew great in wealth and influence off this trade.
[] Kâthuphazgân, the Conqueror: In you burns a desire to master and rule and hold influence over other men, to see the lands of Middle-Earth bowed low before your name.
[] Nimruzîr, the Elf-Friend: You are counted among the close friends of the Elven race in the Second Age of the Sun, and are held with high esteem in all their lands.
[] Phazân, the Royal-Blooded: One of your mother's ancestors was a prince of Númenór. In you flows the royal blood of the line of kings, which is the blood of elves and gods. You are taller, stronger, faster, and will live longer than most in Númenór.
[] Sakalthôn, the Child of the Shore: You were born in one of Númenór's colonies, not the realm proper. Though derided for this by those born on the island, it gives you greater relations with the colonies and those who rule them.
[] Sapthân, the Wise: You are a Loremaster, learned in the ancient arts of the world, in the history of the elves and men, and in the old words that could shape stone and bend sea. Lesser-minded men might call you a wizard.
[] Miyâtan, the Twinned: You were born doubled, and are an identical twin. Sailing with you on your journey is your twin brother, like you in spirit and form.
[] Izindu-bêth, the Farseeing: You were born with the rare gift of Sight, the ability to see glimpses of the shifting future in dreams. This ability is revered among the Middle Men, and respected in Númenór.
[] Balkumagân, the Shipwright: You are a Shipwright, studied and learned in the secret ways of the Guild of Venturers, capable of making and shaping the mighty ships of Númenór which may sail for days without wind and are the mightiest vessels ever set to sea. The Shipwrights are a class of their own in Númenór, sacrosanct and revered above all save the King, for their knowledge is the bedrock of the empire.
[] Azgadûn, the Warrior of the West: You were once one of the Azgadûn, the elite guard of the King of Númenór. Tireless, sleepless, and undefeated in battle, the prowess of the Azgadûn is feared wherever the sails of Númenór are known, and are perhaps the greatest warriors among all mortal men.

On a dim summer day in the 18th year of the reign of Tar-Calmacil, who was called by the King's Men Ar-Belzagar the Conqueror, you and your fleet set forth from the eastern coast of the Blessed Isle to fling the shining lamp of Westernesse into the darkness of Middle-Earth. The colonies and cities you shall found, the deeds you and your people shall do, will doubtless be the stuff of legend in later days.
 
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Information Screen


The City-Under-The-Stars

At the mouth of the black river Angren, on the shores of the Belegaer, lies the Númenórean colony known as Târ Nîlon. Founded by Imrazôr the Shaper in the eighteenth year of the reign of Ar-Belzagar the Conqueror, it stands as Númenór's premier outpost in the middle lands of the continent, straddling the wide land between the great wilderness of Minhiriath and the eastern sprawl of Rhovanion. Though small and newly-founded, the city burns star-bright in the shadow of the Misty Mountains, a glimmering reflection of the glory which is Númenór.


Population

The city's population is diverse, drawing from across the vast breadth of Númenór. The greatest bulk of the initial colonists hail from Andustar, in Númenór's west: bold Faithful stout of heart and strong of spirit who have settled along the spine of the Angren, near the running waters of the black river. Large numbers of Romennans, born seamen, have settled along the shores of the Angren, where they may gaze out across the sea. An enclave of Hyarrostari, the small and shrewd men of Númenór's south, have settled on the outskirts of the city, helping to tame the thick woods around the river. Scattered among these are a number of Forrostari, stout workers hard of body who have thrown their backs into the development of the city proper. A handful of Mittalmari round out the colony, hardworking King's Men whose experience tilling the soil has proven valuable in the colony's early days.

A great number of Middle-Men have settled in the lands around the city, throwing up solid homesteads and farms.

All together, these number some two thousand and six.



The colony is almost two years old, and the King's Men have emerged as a solid group, united primarily in opposition to your deepening friendship with the elves. The larger portion of the Middle-Men in the city call themselves the Men of Sunlight, and, grateful for their new livelihoods, have quickly formed a solid block of strong support for you and your rulership. The colony is politically organized into divisions of a few hundred each, each of which is represented by an elected Speaker who informs the Sea-Lord of the views of his constituents. There are currently 7 Speakers.
Military

The 'army' of the colony is small, but growing daily, and consists currently of some nine hundred able-bodied folk that could be raised to the colony's defense in an emergency. This militia is roughly organized and semi-trained, and many of it's members are equipped with weapons of brittle bog iron. There exists also a small scout force of Rangers, lightly armored scouts equipped with bows who number some sixty-odd men and women.


Your fleet consists of the fourteen ships which carried your people and supplies here, though they are not built for combat, and of Inzilbeth's pride and joy, the Pillar of Heaven. A fully crewed Númenórean warship with bristling masts and a gleaming hull, the Pillar is more than a fair match for any other ship upon the seas.
Guild Influence



The Guild of Shapers have the greatest influence over the city at the moment, providing most of your backing and resources. They have poured a great deal into this venture, and stand to lose much should it fail.


The Guild of Venturers has little direct influence over the colony currently, though the foundation of a colony by the Shapers has greatly angered them towards you, causing them to place an embargo on all Guild dealings with your colony, harming your trading potential greatly. Dealings with them will be sour until you make steps towards appeasement.


The Guild of Workers has no influence on the colony at the moment. Their power in the continent is weak, and your colony does not even have a large enough workforce to currently even merit a guild representative.


The Guild of Striders has no influence on the colony at the moment. There are mercenary companies and exploratory groups across the continent, and they trust you will have need of their services sooner rather than later. The Nardū̆ are patient.


The Pharazarim have no influence over the colony at the moment. There is no wealth to be found here just yet.
Heroes

Imrazôr, the Sea-Lord of Târ Nîlon

Yourself. A distant descendant of the royal line of the Kings, you are a studied Shaper and a skilled loremaster, an expert in many arts. You are counted among the Wise, a master of old songs and secret words, studied in the deep secrets of the world and the old songs of the elves. The colony is yours, and by this right you are not only a master Shaper, but a Sea-Lord of Númenór, a lord of cave and cove and shore.
Ûrîphêl, Lady Shaper

A brilliant, cold, and ambitious Lady Shaper, Ûrîphêl is one of the greatest students the Houses of Learning have ever produced, and the youngest Lord Shaper in the history of the Guild. Despite all this, she abandoned a prestigious career and a life of luxury in Armenelos to accompany you on this colonial venture, for reasons as yet unknown to you. She brings with her her household, her retinue, and her own unmatched mind. Inscrutable to say the least, she is an enigma even to those close to her.
Inzilbeth, the Seastrider

Inzilbeth, called the Seastrider, is the famed captain of the Pillar of Heaven, who for years served as a renowned warrior in the fleets of Númenór, and afterwards continued to serve the Blessed Isle as an explorer and a venturer. She has seen the furthest corners of the world, and has earned herself a legendary reputation among the mortal men of the continent, whose grandfathers' fathers have for generations passed down awestruck tales of the Pillar of Heaven and it's captain. One of the most accomplished mariners to ever grace the western seas, she has joined your decidedly land-bound venture out of obligation for your old friendship.
Barazîr, the First-Ranger

Barazîr, captain of the Rangers of the City and foremost among your hunters, is an odd man to define. He is short of stature and dark of hair, speaking little with others and preferring instead to spend his days in the wild far from friends or companionship. The only time his icy heart stirs, it seems, is when the hunt begins. He has strange old eyes, and it is said among his followers that he fears neither death or doom, and laughs --harsh and terrible, like the baying of the hounds-- only when the hunt is on.


They tell many tales of him in the wild, and he is beloved of the Middle-Men.

The Realms of Middle-Earth

Numenor is mightiest among the powers of the world in the Second Age, but they are not alone among the realms of Middle-Earth. The Elves and the Dwarves survive and persist still, in their golden forests and their iron halls. Here are listed those who would claim to be peers of the Blessed Isle:

  • Lorinand: The Land of the elven King Amdir, and his son Amroth. Beneath these golden eaves are gathered many of the Sindarin Elves, but also many of their cousins, the Noldorin Elves who survived the war with Sauron in the early Second Age, and so hold much of the knowledge and power of the dwindling Elven Race. The warriors of Lorinand, known as the Amdirim, are matchless in war.
  • Edhellond and Dor-en-Ernil: In the lands between the Anduin and the Gwathlo have settled a great host of Silvan Elves, the wood-elves of bough and birch, at mighty city called Edhellond, the Elf-Dwelling, ruled by the Lady Galadriel and the Lord Celeborn. Their settlement on the shores of Belfalas coexists with a settlement of Numenoreans called Dor-en-Ernil, and it's inhabitants are elf-friends who share land and love alike with the elves.
  • The Woodland Realm: Beneath the eaves of the mighty northern forest of Greenwood dwells Oropher the Elvenking, and his people, the Sindarin elves. Reclusive, isolated, and powerful, the Sindarin Elves dwell in relative peace in their sprawling northern forest, and deal little with Men or other Elves.
  • The Nenuiathrim: The Lake-Men of Evendim, ancient friends of the Numenoreans in days long gone by, who have soured into strangers in the long years since.
  • The Byriaig: The primary dwellers of Enedwaith. Ancient cousins of the House of Beor through many years, one-time enemies of Numenor and masters of Eriador, now reduced almost to nothing. Their clans are still many, and proud, and clever. Their chieftains were kings in all the north once, and dream of being so again.
  • The Fisherfolk: In the swamps of Enedwaith dwell a long-limbed people with sharp eyes. They are an odd and surly people, given to shadow and water, but they speak the tongue of the Men of the West, and so are reckoned among your people as Men of the Twilight.
  • The Kingdom of Lindon: Known as Ossiriand in Elder Days, the land now called Lindon stands beyond the Ered Luin, the Blue Mountains, far to the north of Minhiriath. Here are gathered the last of the High Elves of Elder Days, who once brought ruin and fire upon the world. Their High-King is Ereinion Gil-Galad, greatest of the Elvenkings.
  • Khazad-Dum, the Dwarrowdelf: Beneath the Misty Mountains in the heart of Middle-Earth, the Longbeard Dwarves have tunneled a vast and mighty kingdom under the stone. Richer and more beautiful still than even the spires of Armenelos in Numenor is the Dwarrowdelf of Durin's Folk, greatest of all the mansions of the dwarves, that few men living have ever seen.
  • The Naûdmegin, the Dwarf-Friends: In the moors north of Rivendell lies a confederation of many rich tribes of Men, ancient dwarf-friends of yore, who have many wonders given as gifts by their friends beneath the mountain.
  • Rivendell, the Last Homely House: In a valley in the north of Minhiriath lies a mighty mansion fair and great in the wild, a place of learning and brotherhood unlike any in the world still. This is Rivendell, the Last Homely House, where dwells the Elf-Lord Elrond Halfelven and his people.
  • Mordor: In the east of Middle-Earth lies the Dark Land, Mordor, ruled by a spirit of horror and terror out of elder days: Sauron, the Dark Lord, called by men the Enemy and the Wizard. In centuries gone by, he tricked the elves of Eregion into forging the Rings of Power, and created the One Ring to rule them all. His armies are vast and mighty, and though Numenor has grown to become a match for him, the Dark Lord is yet a force to be reckoned with.
    Gundabad: Once called the Mountain of the Dwarves, Gundabad was among the most revered sites of all the dwarven race. Orcs rule there now, goblin-princes and uruk-kings who dwell in the defiled halls of stone and tunnel their vast empires in the dark under the world. A power has arisen there now, a Master with dominion over the squabbling orcs, a Power whose hand might soon stretch out over all the west. Gundabad stirs.








If you have little to no experience with Tolkien's universe, that's fine. Here, I'll lay out some of the most basic elements of the quest, so that you can read it without being baffled. The informational posts provide in-depth looks at various (canon and quest-invented) parts of the universe, but the absolute most need-to-know is this:

What is Númenór?
The Blessed Isle, the Land of the Star, Westernesse, Andor, or simply The Gift -- it has many names, but to put it simply, Númenór is a star-shaped island in the western sea off the coast of Middle-Earth, raised from the sea as a paradise for the Men of the West. It's the westernmost settlement of mortals in all the world, and from the western shore you can glimpse Valinor on the horizon. According to Tolkien, it's the fairest realm in which men have ever dwelt.

Woah, that's a whole lot of concepts! Who are the Men of the West?
The Men of the West, or Edain, were those men who sided with the elves and the Valar against the Dark Lord in the First Age. They suffered a lot, but for their bravery were rewarded immensely: their lifespans were doubled, they became taller than all other men in the world (six foot on average), and were taught many things by the elves. Now they call themselves the Númenóreans, and they've become very good sailors and explorers -- it's said they've sailed all the seas of the world.

Okay, so wait, what's a Valar? And what's Valinor?
The Valar are the Powers Of The World, great spirits who built the earth itself from scratch. You might be tempted to call them gods, but they're not. They're actually servants of the big guy, Eru Iluvatar (aka The One) who's more hands-off than most deities in fantasy. Their job is to make sure creation is nice and safe for the Children of Illuvatar -- those being the races of elves and men. They're very powerful, but rarely interfere in mortal affairs. Valinor is their kingdom in the far west, where mere mortals are not allowed to sail.

Okay, and what's going on with the Elves? They live in forests and sing and stuff, right?
Some of them do, but not all. The Elves are the oldest of the races of the world, and the most weary of it, since they can never die. In the First Age the Elves had many powerful kingdoms and fought great wars against the Dark Lord (and sometimes each other). After the epic battle that ended the First Age, many of them got tired of the world and left over the sea to Valinor to wait out eternity in paradise. But there are still a lot left, running their own kingdoms and cities all over the continent (only some of which are in forests).

Right, so is there anything else I need to know?
Middle-Earth is a big continent. There's a lot of stuff kicking around. The Dwarves have their kingdoms in the mountains (you'll run into them later), and there are various groups and civilizations of men running around, though a whole lot of the land is wild and unsettled at this point. The continent continues far the south and east, but most people don't know what lies in those directions (except the Númenóreans, who've explored a lot). Other than the Dark Lord, there's not really much else to --

Wait, wait, the Dark Lord? You mean Sauron? I thought this was before Lord of the Rings?
Indeed it is. But Sauron's defeat in Lord of the Rings is only the endpoint of several thousand years of making everyone everywhere very miserable. See, Sauron survived the war that ended the First Age, when his boss, the first Dark Lord (long story) was defeated. He created a kingdom of his own, called Mordor, and started pumping out orcs, trolls, dragons, and other nasties. He's been terrorizing the world for thousands of years at this point.

What about these Valar guys? You said they're very powerful, they're just letting this happen?
The Valar are supposed to be hands-off, and they try to be, even though they do sympathize. Unless the world is about to be destroyed (or something equally serious) they won't step in. And Sauron doesn't have the juice for that.

What about the Númenóreans? The Valar taught them, can't they do something?
Yes they can, but for a very long time they didn't care about Middle-Earth. But the elves appealed to them for help when Sauron invaded their kingdoms, and finally they got off their asses and defeated him. Very easily, in fact. He ran back to Mordor with his tail between his legs.

Easily? But that's the bad guy of the whole Lord of the Rings! The Númenóreans must be very strong.
Oh, they are. Maybe too strong for their own good. After beating Sauron, the Númenóreans have started to settle the coasts of Middle-Earth, creating colonies of their own. Sauron hasn't liked this one bit, and regularly sends forces to attack them -- which is just fine by the Númenóreans. Nothing like killing a couple thousand orcs to make the centuries fly by.

What's the problem? Sounds like everything's fine for everyone.
Oh, it is. It's a golden age. This is the best the race of Men have ever had it. But the Númenóreans, remember, are still mortal. They might live for 200, 300, even 400 years, but they do die. And they start to hate that fact, especially in light of the fact that the elves get to be immortal and ageless. They can see Valinor from their island, and some of them start to get it into their heads that it's going there that makes you immortal. A few of them have even begun to whisper that the Valar are hoarding immortality for themselves.

Oh no. I think I see where this is going.
The Númenóreans start to get more and more pissy about the whole thing. They start turning away elvish visitors and refusing to praise the Valar or give them respect. Many of them quit speaking the elvish languages they were taught and start using their own language, Adunaic, out of spite. They grow more warlike and cold, and their wise men become obsessed with finding a cure for death out of spite. They begin coming to Middle-Earth not as friends or helpers, but as masters and rulers. They don't mess with the elves directly just yet, but other, regular men are fair game, and there's little those guys can do to resist them.

And? What next?!
And nothing. That's where the story starts. A shadow lies over the hearts of the Númenóreans, though they're now more powerful than any other mortal realm has ever been. As I bet you've gathered by now, the path they're on doesn't lead them to a nice place...but you'll have to play on to find out.
 
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[] The Harnen: Well over 600 miles long, the river Harnen begins at the southern borders of the Dark Land of Mordor, and tumbles down into a great bay which opens into the sea. A colony along the Harnen would be well situated to grow fat and rich off of trade with the dark-skinned and warlike men of Near Harad, who have so long toiled under the whip of the Dark Lord. Situated this closely to Mordor, your colony would by necessity need to be vigilant against the power of the Dark Lord, and would act as a Númenórean bastion against Sauron. To the east of your land lies the shadow-shrouded and mysterious plains of Khand, where dwell the Varaigs, the Men of the East, and to the deep south lies Far Harad, a vast and unexplored land of swirling sands and deep jungles. Further south of Harnen lies the great Haven of Umbar, mightiest of the colonies of Númenór. It is ruled by the King's Men and given to conquest and war, and would prove a mighty friend -- or a terrible enemy. You will sail up the Harnen and found your colony in Harad, where the stars are strange.

Lands dominated by Sauron, the Corsairs of Umbar for those familiar with the books are here.

[] The Anduin: The Anduin, the aptly-named Great River, is the mightiest river in Middle-Earth, and spills across much of the wide and plentiful land to the west of Mordor. It is to these plentiful lands that many of the Faithful have fled the strife in Numenor, establishing small colonies and strongholds across the land. Mightiest of the cities along the Anduin is Pelargir, a haven of the Faithful and among the mightiest seaports in Middle-Earth. The land around the Anduin is a wild land still, ruled by Northmen and harassed by raiders from the East under the banner of the Dark Lord. Tamed and settled however, it might prove to be mighty indeed, a breadbasket of the Numenorean realm. You sail up the Anduin and establish a colony on it's shores, in the land known as Ithilien, the place of the moon.

Where Gondor was (at least Minas Tirith and the eastern part of the realm). Expect to fight the Dark Lord often here.

[] Anfalas: There is a wide stretch of land north-west of the Bay of Belfalas, called Anfalas, the Long-Shore. Few Numenoreans dwell here, or any indeed, and much of the land surrounding it is held still by wild men and beasts. Untamed and untouched by Numenorean feet, it would be an ideal location for a colony, yet would be far from any aid if disaster should befall. The nearest Numenoran colony is Belfalas, where a mighty family of Elf-Friends has established a powerful colony near the Elven haven of Edhellond. The Elf-Friends and the Elves may well be interested in the gold that is rumored to dwell in the White Mountains to the north of Anfalas. You sail to the coast of Anfalas and establish a colony upon it's shores, in the Long Shore where few dwell.

Western Gondor


[] The Isen: There is a mighty river in the central part of Middle-Earth, known as the Isen for it's iron color, which runs through all the lands of Enedwaith. A wild, unforested, and untamed land is Enedwaith, and the men who share that land's name, the Enedwaithrim, are a wild and mighty sort. To the far north of Enedwaith is the land called Eregion, or the Hollin, where once in elder days dwelt the Elf-smith Celebrimbor, who forged the Rings of Power. Eregion is long destroyed by Sauron, but something of the Elves may remain there. To your east lie the Misty Mountains, and the mighty dwarven realm of Khazad-Dum, which has isolated itself from all the world. If one could make friends with the Longbeard Dwarves and their famed mines, then they might become wealthiest of all the colonies of Numenor. You sail up the Isen and establish a colony at it's mouth.

I believe this is the river marked Angren on the map which is south of the Endwaith forests

[] Minhiriath: Minhiriath, in the far north of Middle Earth, was the first land settled by the Númenóreans. Deforested by your people in their thirst for ships and later ravaged in the wars against Sauron, this land has been making a slow recovery for centuries. The mightiest port here is Lond Daer, at the mouth of the River Greyflood, which was called long ago Vinyalonde, the New-Haven, and was the first Númenórean colony, but has declined in later days. To the west lies the realm of Lindon, ruled by the High King of the Noldor, the great Gil-Galad. The King's Men often avoid these lands, hating as they do the Elves and their ways, and do not trade with those who dwell in Minhiriath, the 'Elf-Lovers', as they call them. In these lands dwell the Minhiriathrim, Men of Darkness who were decimated first by the first Númenórean settlers and later by Sauron. They hate elves, orcs, and men alike with a passion, and will attack your new colony. This far from Númenór, few eyes will be upon you or your deeds, for better or ill. You sail to the shores of Minhiriath and establish a colony there.

Low attention option.


My personal feeling is-
Isen with [] The Guild of Shapers: The largest of all the guilds save for the Venturers, the Guild of Shapers arms the hosts of Númenór, designs the high towers and sloped domes of her cities, and has made many fair and mighty works in the centuries since your people landed on the Blessed Isle. In recent years, their influence and power has grown enough that they now seek to establish colonies on the mainland and exert their influence on the world. Like all the guilds, they are supposedly apolitical, and are not ill-disposed to alliances with elves or dwarves should it help them better their craft. They seek ever and always new sources of metal for their crafts, and old knowledge of crafting long lost to the world. Having sponsored no colonies before, the Guild has thrown all of it's considerable resources behind your new venture, but has deeply angered the Guild of Venturers, who view this intrusion into their dominion in an ill light. With few colonists and few ships, your main resource will be the wealth of your sponsors in the Guild and their knowledge of crafting.

Being near the dwarves and elves would let us seek out the learning of crafting knowledge. As for character creation-
[] The Shaper: You were one of the Sea-Shapers, the artificers and smiths who sail with every fleet and expedition to maintain their weapons and service their ships. Your works, like the works of all Shapers, are a blending of the magic of the elves and the technological might of men -- ships that sail without sail, lights that glow without a flame, and bows which fire arrows for leagues unerring. Your long experience maintaining the technological marvels of Numenor should serve you well in your new colony.
[] Phazân, the Royal-Blooded: One of your mother's ancestors was a prince of Númenór. In you flows the royal blood of the line of kings, which is the blood of elves and gods. You are taller, stronger, faster, and will live longer than most in Númenór.

Not sure on the last. But what this does is set us up to be a good refuge once Numenor falls while perserving the craft of Numenor and the elves and dwarves so if you think Minas Tirith was impressive imagine being able to build that, to bring the Free People the knowledge and might of Numenor even after the Second Age. Royal Blooded goes into that, by expanding the surviving Royal Bloodline that means more long lived individuals.

For the last choice one of the below is what I have narrowed it down to:
[] Sapthân, the Wise: You are a Loremaster, learned in the ancient arts of the world, in the history of the elves and men, and in the old words that could shape stone and bend sea. Lesser-minded men might call you a wizard.
[] Miyâtan, the Twinned: You were born doubled, and are an identical twin. Sailing with you on your journey is your twin brother, like you in spirit and form.
[] Izindu-bêth, the Farseeing: You were born with the rare gift of Sight, the ability to see glimpses of the shifting future in dreams. This ability is revered among the Middle Men, and respected in Númenór.
[] Balkumagân, the Shipwright: You are a Shipwright, studied and learned in the secret ways of the Guild of Venturers, capable of making and shaping the mighty ships of Númenór which may sail for days without wind and are the mightiest vessels ever set to sea. The Shipwrights are a class of their own in Númenór, sacrosanct and revered above all save the King, for their knowledge is the bedrock of the empire.
[] Azgadûn, the Warrior of the West: You were once one of the Azgadûn, the elite guard of the King of Númenór. Tireless, sleepless, and undefeated in battle, the prowess of the Azgadûn is feared wherever the sails of Númenór are known, and are perhaps the greatest warriors among all mortal men.
 
Ah, Númenór and imperialism, how I missed the. I'm of three minds on this, between a warlike city of king's men to stand against thu, elvenfriends by Gil Galad, or a trade colony by Gil Galad. As I see it, these:
1. Puts our imperialism to good use
2. Puts us in a good position to affect the overall scope of Númenórian imperialism
3. Puts us on a start to stopping our imperialism ASAP.
 
From what I'm getting we have western Gondor, Isengard, southern Arnor, somewhere in Ithilien, and some place near Harad. In no particular order.
 
Plan Maximum Money
[] The Isen
[] The Guild of Shapers
[] Belenor
[] Male
[] The Lord
[] Pharazôn, the Golden
[] Azgadûn, the Warrior of the West

I've always enjoyed stewardship builds in civ games like these, just accumulate an absurd stack of money and go to town. I chose the name solely because I like the way it sounded. This is all pretty self explanatory, save that last choice. I chose it because this sort of thing always involves having to stab someone, but I'm not married to it.
 
Current idea:
[X] Plan Royal Forge For the Last Alliance
-[X] The Isen
-[X] The Guild of Shapers
-[X] Imrazôr
-[X] Male
-[X] The Shaper
-[X] Phazân, the Royal-Blooded
-[X] Sapthân, the Wise


Reasoning- I am going to try and basically create a colony that will turn into a city of forging and creation from which to fuel the armies of the Last Alliance once Numenor falls. I am going with an Adunaic name to lessen the attention of the Kings Men as they are in ascent in Numenor they can cause the most problems. Going with Guild of Shapers for sponsor and Shaper background to allow us to both forge and create as well as the diplomatic leeway to contact dwarves and elves for both metals to fuel the Guild and lost knowledge which ties into our mission both for our backers and to set us up as a city from which the Free People will be armed. More so by not being on the front lines against Mordor we have a better chance of survival. Royal blooded is a major advantage as all sorts of things are tied up in the blood of Numenor royalty and another source of it to survive Numenor can only help. Combo with the Wise to push our Shaper edge as much as possible, we should not be fighting in the front, instead we are building the weapons and armor and organizing the supply for any force, though Royal blooded does give us an edge in combat though not as much as taking the warrior background or trait.

[] The Isen: There is a mighty river in the central part of Middle-Earth, known as the Isen for it's iron color, which runs through all the lands of Enedwaith. A wild, unforested, and untamed land is Enedwaith, and the men who share that land's name, the Enedwaithrim, are a wild and mighty sort. To the far north of Enedwaith is the land called Eregion, or the Hollin, where once in elder days dwelt the Elf-smith Celebrimbor, who forged the Rings of Power. Eregion is long destroyed by Sauron, but something of the Elves may remain there. To your east lie the Misty Mountains, and the mighty dwarven realm of Khazad-Dum, which has isolated itself from all the world. If one could make friends with the Longbeard Dwarves and their famed mines, then they might become wealthiest of all the colonies of Numenor. You sail up the Isen and establish a colony at it's mouth.

[] The Guild of Shapers: The largest of all the guilds save for the Venturers, the Guild of Shapers arms the hosts of Númenór, designs the high towers and sloped domes of her cities, and has made many fair and mighty works in the centuries since your people landed on the Blessed Isle. In recent years, their influence and power has grown enough that they now seek to establish colonies on the mainland and exert their influence on the world. Like all the guilds, they are supposedly apolitical, and are not ill-disposed to alliances with elves or dwarves should it help them better their craft. They seek ever and always new sources of metal for their crafts, and old knowledge of crafting long lost to the world. Having sponsored no colonies before, the Guild has thrown all of it's considerable resources behind your new venture, but has deeply angered the Guild of Venturers, who view this intrusion into their dominion in an ill light. With few colonists and few ships, your main resource will be the wealth of your sponsors in the Guild and their knowledge of crafting.

[] Imrazôr (great-flame, Adunaic)

[] Male: You are a son of Númenóre, descended in a line unmingled from the Edain of old.

[] The Shaper: You were one of the Sea-Shapers, the artificers and smiths who sail with every fleet and expedition to maintain their weapons and service their ships. Your works, like the works of all Shapers, are a blending of the magic of the elves and the technological might of men -- ships that sail without sail, lights that glow without a flame, and bows which fire arrows for leagues unerring. Your long experience maintaining the technological marvels of Numenor should serve you well in your new colony.

[] Phazân, the Royal-Blooded: One of your mother's ancestors was a prince of Númenór. In you flows the royal blood of the line of kings, which is the blood of elves and gods. You are taller, stronger, faster, and will live longer than most in Númenór.

[] Sapthân, the Wise: You are a Loremaster, learned in the ancient arts of the world, in the history of the elves and men, and in the old words that could shape stone and bend sea. Lesser-minded men might call you a wizard.
 
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I'm really interested in the twin option. Not really sure about anything beyond that, although the Harnen does look pretty interesting
 
Interesting,

Quick question: How are the guilds affected by thee King's Men vs Faithfulls conflict? I doubt they would openly side with either but I can't imagine it leaving them completely unafected.
 
You want me to delete my post?

It's absolutely fine if you don't, but having the Charsheet/Mechanics directly under the opening post would flow better. You don't have to, as, again, it was was my fault for dithering around and forgetting to make a reserved post.

Interesting,

Quick question: How are the guilds affected by thee King's Men vs Faithfulls conflict? I doubt they would openly side with either but I can't imagine it leaving them completely unafected.

Members of both the King's Men and the Faithful are in the Guilds, and the Guilds often attempt to straddle the line between the two -- for example, promoting both a Faithful and King's Man to high positions at the same time, or helping one whenever they help the other. The Guild of Venturers, being so closely associated with the imperial ambitions of the Numenorean state, is definitely closer to the King's Men, while the Shapers, who desire knowledge and skill no matter who or where it comes from, favor the Faithful, as the Faithful don't get their knickers in a twist about learning elven lore.
 
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Oh my. Going onto the Second Age. I hope this doesn't interfere wit the Silmarillion Quest.

Still, if this one lasts I get to experience Man at its greatest, assuming that the line of the Edain is as bullshit one would expect, combining the bloodlines of the three Houses, a very power Maia, and elven princes on top of blessings from one of the strongest Maiar.

Let's see...
 
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I think what we should choose is primarily contingent on what we want to accomplish long term. As an example if we want to make a hail mary attempt to prevent the fall of Numenor an emphasis on military might, royal connections, and being an elf friend would be prudent, if instead we want to eventually go full evil doubling down on the military might and King's Men connection while minimizing our ties to Numenor proper would be better as it puts us in a better position once Numenor gets wiped out. However if we want to simply survive and prosper our options are quite broader.

Personally I am leaning towards avoiding the entire Elf Friend/King's Men conflict at the start and just amass as much wealth, power, and independence while positioning ourselves to maintain as much of the knowledge of Numenor as possible after its fall. Essentially I want us to be the Numenorean version of the Foundation, keeping Numenor's legacy alive in the hope of bringing back its lost glories. With that in mind I recommend the following:

[] The Isen: There is a mighty river in the central part of Middle-Earth, known as the Isen for it's iron color, which runs through all the lands of Enedwaith. A wild, unforested, and untamed land is Enedwaith, and the men who share that land's name, the Enedwaithrim, are a wild and mighty sort. To the far north of Enedwaith is the land called Eregion, or the Hollin, where once in elder days dwelt the Elf-smith Celebrimbor, who forged the Rings of Power. Eregion is long destroyed by Sauron, but something of the Elves may remain there. To your east lie the Misty Mountains, and the mighty dwarven realm of Khazad-Dum, which has isolated itself from all the world. If one could make friends with the Longbeard Dwarves and their famed mines, then they might become wealthiest of all the colonies of Numenor. You sail up the Isen and establish a colony at it's mouth.

This keeps us away from the more intense fighting of the age (which is mostly down south if I recall correctly) while potentially providing us with great wealth and the possibility of getting dwarven or elven magic techniques. Essentially this gives us a relatively safe early and mid game, with considerable potential for economic and technological growth in line with my long term goal of preserving (potentially enhancing) numenor's legacy as much as possible.

[] The Guild of Shapers: The largest of all the guilds save for the Venturers, the Guild of Shapers arms the hosts of Númenór, designs the high towers and sloped domes of her cities, and has made many fair and mighty works in the centuries since your people landed on the Blessed Isle. In recent years, their influence and power has grown enough that they now seek to establish colonies on the mainland and exert their influence on the world. Like all the guilds, they are supposedly apolitical, and are not ill-disposed to alliances with elves or dwarves should it help them better their craft. They seek ever and always new sources of metal for their crafts, and old knowledge of crafting long lost to the world. Having sponsored no colonies before, the Guild has thrown all of it's considerable resources behind your new venture, but has deeply angered the Guild of Venturers, who view this intrusion into their dominion in an ill light. With few colonists and few ships, your main resource will be the wealth of your sponsors in the Guild and their knowledge of crafting.

To preserve a legacy we must have the knowledge we are preserving in the first place, this directly helps with the that and hopefully provides enough resources to kick off trading with the dwarves.

[] Imrazôr (great-flame, Adunaic)

Helps keep us out of trouble with the King's men and given my goals the names meaning seems fitting.

[] The Shaper: You were one of the Sea-Shapers, the artificers and smiths who sail with every fleet and expedition to maintain their weapons and service their ships. Your works, like the works of all Shapers, are a blending of the magic of the elves and the technological might of men -- ships that sail without sail, lights that glow without a flame, and bows which fire arrows for leagues unerring. Your long experience maintaining the technological marvels of Numenor should serve you well in your new colony.

Ditto, given my goals, the more expertise we have with what we seek to preserve the better, not to mention Numenorean tech rarely gets to be front and center so this could be a nice change of pace. Also we could potentially use it as a bargaining chip with the dwarves in exchange for some of their knowledge.

[] Sapthân, the Wise: You are a Loremaster, learned in the ancient arts of the world, in the history of the elves and men, and in the old words that could shape stone and bend sea. Lesser-minded men might call you a wizard.

This is a no brainer given my goal, we must first have the knowledge we seek to preserve after all. Beyond that this seems like a fairly flexible set of options that could be employed in a lot of different ways.

[] Izindu-bêth, the Farseeing: You were born with the rare gift of Sight, the ability to see glimpses of the shifting future in dreams. This ability is revered among the Middle Men, and respected in Númenór.

Being the foundation without some form of foresight feels wrong to me, so this is also an obvious pick for me. Beyond that depending upon how reliable this power is it could allow us to anticipate most of the problems headed our way thus allowing us to leverage our considerable knowledge, esoteric powers, and hopefully wealth to deal with most problems before they get out of hand.

Edit:

Now in handy plan format!

[x]Plan Last light of Numenor:
-[X] The Isen: There is a mighty river in the central part of Middle-Earth, known as the Isen for it's iron color, which runs through all the lands of Enedwaith. A wild, unforested, and untamed land is Enedwaith, and the men who share that land's name, the Enedwaithrim, are a wild and mighty sort. To the far north of Enedwaith is the land called Eregion, or the Hollin, where once in elder days dwelt the Elf-smith Celebrimbor, who forged the Rings of Power. Eregion is long destroyed by Sauron, but something of the Elves may remain there. To your east lie the Misty Mountains, and the mighty dwarven realm of Khazad-Dum, which has isolated itself from all the world. If one could make friends with the Longbeard Dwarves and their famed mines, then they might become wealthiest of all the colonies of Numenor. You sail up the Isen and establish a colony at it's mouth.
-[X] The Guild of Shapers: The largest of all the guilds save for the Venturers, the Guild of Shapers arms the hosts of Númenór, designs the high towers and sloped domes of her cities, and has made many fair and mighty works in the centuries since your people landed on the Blessed Isle. In recent years, their influence and power has grown enough that they now seek to establish colonies on the mainland and exert their influence on the world. Like all the guilds, they are supposedly apolitical, and are not ill-disposed to alliances with elves or dwarves should it help them better their craft. They seek ever and always new sources of metal for their crafts, and old knowledge of crafting long lost to the world. Having sponsored no colonies before, the Guild has thrown all of it's considerable resources behind your new venture, but has deeply angered the Guild of Venturers, who view this intrusion into their dominion in an ill light. With few colonists and few ships, your main resource will be the wealth of your sponsors in the Guild and their knowledge of crafting.
-[X] Imrazôr (great-flame, Adunaic)
-[X] The Shaper:
You were one of the Sea-Shapers, the artificers and smiths who sail with every fleet and expedition to maintain their weapons and service their ships. Your works, like the works of all Shapers, are a blending of the magic of the elves and the technological might of men -- ships that sail without sail, lights that glow without a flame, and bows which fire arrows for leagues unerring. Your long experience maintaining the technological marvels of Numenor should serve you well in your new colony.
-[X] Sapthân, the Wise: You are a Loremaster, learned in the ancient arts of the world, in the history of the elves and men, and in the old words that could shape stone and bend sea. Lesser-minded men might call you a wizard.
-[X] Izindu-bêth, the Farseeing: You were born with the rare gift of Sight, the ability to see glimpses of the shifting future in dreams. This ability is revered among the Middle Men, and respected in Númenór.
 
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Personally, I am most interested in forming a colony on the Harnen river, just so we start with a truly grand objective, one worthy of the Men of Numenor. Indeed, battling against Sauron's forces and saving our fellow (although lesser) kin would make for an incredible quest.

But if we want to survive in the most dangerous starting location, we should take the choices that grant us more military might: King's Men, Imrazor, The Battler, Phazân, the Royal-Blooded and Miyâtan, the Twinned all combine into one hell of a starting point. First off, King's Men gives us more military might and funds for a properly defended colony. Secondly, who better to fight the Shadow than the Flame? The Battler grants us experience in the very location we'll be settling along with a better understanding of combat (obviously);more importantly than that though, it gives us experienced and loyal soldiers, which is fucking invaluable against Sauron. Phazân let's our excellent Lord live longer along with a better chance of surviving personal combat (I'm also willing to bet that this gives a Diplo bonus with other royalty). Finally, we make it so that we have a backup in case our leader dies an all-too-unfortunate end and (and this is the really juicy part) more actions per turn, since (obviously) two people accomplish more than just one. So what do you say? Do you want to do the impossible and defy destiny?

[] Spitting at the Dark Lord's Eye
-[] The Harnen
-[] The King's Men
-[] Imrazôr
-[] The Battler
-[] Phazân, the Royal-Blooded
-[] Miyâtan, the Twinned
 
@Telamon does the name have an effect on kings men vs faithful alignment or just how we are perceived? I picked anduriac in the hopes of keeping kings men from messing with us too much and more willing to leave us be but if that means we follow kings men then I would change it.

In other interesting notes all three posts with votes are Isen, Guild of Shapers and Shaper background.
 
Personally, I am most interested in forming a colony on the Harnen river, just so we start with a truly grand objective, one worthy of the Men of Numenor. Indeed, battling against Sauron's forces and saving our fellow (although lesser) kin would make for an incredible quest.

But if we want to survive in the most dangerous starting location, we should take the choices that grant us more military might: King's Men, Imrazor, The Battler, Phazân, the Royal-Blooded and Miyâtan, the Twinned all combine into one hell of a starting point. First off, King's Men gives us more military might and funds for a properly defended colony. Secondly, who better to fight the Shadow than the Flame? The Battler grants us experience in the very location we'll be settling along with a better understanding of combat (obviously);more importantly than that though, it gives us experienced and loyal soldiers, which is fucking invaluable against Sauron. Phazân let's our excellent Lord live longer along with a better chance of surviving personal combat (I'm also willing to bet that this gives a Diplo bonus with other royalty). Finally, we make it so that we have a backup in case our leader dies an all-too-unfortunate end and (and this is the really juicy part) more actions per turn, since (obviously) two people accomplish more than just one. So what do you say? Do you want to do the impossible and defy destiny?

[] Spitting at the Dark Lord's Eye
-[] The Harnen
-[] The King's Men
-[] Imrazôr
-[] The Battler
-[] Phazân, the Royal-Blooded
-[] Miyâtan, the Twinned

You can also pick a gender, btw, which will have in-story effects, though no mechanical ones.

@Telamon does the name have an effect on kings men vs faithful alignment or just how we are perceived? I picked anduriac in the hopes of keeping kings men from messing with us too much and more willing to leave us be but if that means we follow kings men then I would change it.

In other interesting notes all three posts with votes are Isen, Guild of Shapers and Shaper background.

Your name will change how you are perceived, but it does not tie you to one side of the conflict or the other, no.
 
@Smartphone can you add plan in front of you plan name, it helps the tally pick up on votes by people who just vote the plan name line.


Good to know. Will there be a second stage of character/colony creation after this?

The next update will cover your landing in your selected location, deciding the unique traits of your colony/what kind of colony it will be, and the founding of your colony/anything associated with it.
 
[X] Plan Faithful Colony
-[X] The Isen

-[X] The Faithful
-[X] Elthalion
-[X] Female
-[X] The Shaper
-[X]
Nimruzîr, the Elf-Friend
-[X]
Izindu-bêth, the Farseeing

The plan name says it all, this is a plan for those wanting to be very heavily leaning Faithful. Chose Farseeing due to it being very respected by the Middle-Men.

Note that I'm a bit divided between the Isen and Minhiriath. There's also something to be said for maybe exchanging Elf-Friend for the Wise, since that's probably a thing to help with the whole 'raising up the Middle-Men' that the Faithful are supporting. Also not too sure about the Shaper, but being able to maintain some of the glories of Numenor is appealing to me.
 
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I would like to point that Royal Blooded is an amazing trait- it gives us a long life even for the Numenor (so measuring our lifespan in centuries depending on how diluted it is at this point) which means our initial character and any children will be around longer so a strong character could lead for a very long time. In addition it means that we and any descendants are stronger and faster then other men of numenor which is useful if any pick up the path of the blade in later years.

And going shaper plus wise combined with Royal Blooded means more time to pass our skills down onto later generations and people. And wise sounds like it would help with being a better shaper among other things.
 
[X] Plan New Beginnings
-[X] Minhiriath
-[X] The Guild of Venturers
-[X] Male
-[X] Belenor
-[X] Azgadûn, the Warrior of the West
-[X] Phazân, the Royal-Blooded
-[X] The Lord


Essentially I want us to have the protection of isolation while we build our strenght. Wheter its on the side of the Faithfull or with the King's Men involving ourselves in the politics or our mother island is simply too fraught with costs and risks for a new city like ours and while we won't be able to escape what is happening in Middle-Earth as a whole forever it will give us some time to be ready to do so on our own accord, and not simply be swept by events. The guild will give us some cover with the King's Men while our name and the fact we fight the Men of Darkness will probably help with Gil-Gallad and the Faithfull, enough that Minhiriath as a location will ensure we are not unduly bothered until we consciously decide we want to be more involved. The Lord background will help us offset the looses in colonists and in funds due to the location. Phazan will help with political legitimacy after the Akalabeth and the Warrior of the West will help us fight the Mens of Darkness.

Lets face it: its probably too late for Numenor at this point but we will grow in number, wealth and strenght. And when the time will come they're might just be a third realm in exile to help the Dunedains avenge themselves for what Sauron did to their homeland!

[X] Plan The Sorceress of Get The Fuck Out And Save Old Lore
 
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[] Plan New Beginnings
-[] Minhiriath
-[] The Guild of Venturers
-[] Male
-[] Belenor
-[] The Battler
-[] The Lord


Essentially I want us to have the protection of isolation while we build our strenght. Wheter its on the side of the Faithfull or with the King's Men involving ourselves in the politics or our mother island is simply too fraught with costs and risks for a new city like ours and while we won't be able to escape what is happening in Middle-Earth as a whole forever it will give us some time to be ready to do so on our own accord, and not simply be swept by events. The guild will give us some cover with the King's Men while our name and the fact we fight the Men of Darkness will probably help with Gil-Gallad and the Faithfull, enough that Minhiriath as a location will ensure we are not unduly bothered until we consciously decide we want to be more involved. The two traits are meant to help fight the Men's of Darkness and to offset the looses in trade and help from home we will take by the choice of location.

Lets face it: its probably too late for Numenor at this but we will grow in number, wealth and strenght. And when the time will come they're might just be a third realm in exile to help the Dunedains avenge themselves for what Sauron did to their homeland!
See this is why I favor the shaper guild and background because it lets us preserve the knowledge and works of Numenor. Just imagine if the realms of Gondor and Arnor retained the full knowledge of how to craft and work of Numenor plus whatever we can learn from the Elves and Dwarves. And between the Faithful and Elves they have many champions of battle already but the number of legendary smiths and lore masters are fewer in number. Now imagine an entire city of Numenor located behind the protection of Minas Tirith that is devoted to producing arms and craft of high quality.
 
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