I agree that this gives us the best of both worlds. We focus on becoming an industrial city, but have a massive port and merchant fleet. Plus I love massive ports. They don't nearly get enough love in fiction like castles and forts do. I'm envisioning this looking a bit like Carthage's habour, except even bigger and indestructible. It's going to be great.
[X] Plan Roaring Forge, Iron Sea
-[X] An Ordered Land: You let it be known that no man can settle where you have not given him leave to, and that land will be parceled out and strictly divided up according to your design. Settlements and homesteads will be closer to the city, and future city/colony planning will be easier -- yet your people will be held with a tight fist, and must be held so forever after. -[X] A Foundry: The weapons must be forged somewhere. Here, blade shall be bound to hilt, beryl shaped and hammer forged. The forges of Târ Nîlon shall ring day and night in defiance of the Eye, and the armies of the Men of the West shall bear blades forged in her fires to the black slopes of Mount Doom. Your people will toil day and night in the Misty Mountains cold, a race of miners and shapers and delvers and builders, matchless among the Secondborn. The Shapers will hold supreme power here, and if this colony grows according to this design, will pour wealth unimagined into it. -[X] The Iron Port: You use the iron to set out and form a massive artificial port, a great ring formed to rebuke any assault by sea and effect control over the waves. Titanic chains of Númenórean Iron mean that even the fearsome sea-drakes harnessed by the Dark Lord and his servants could not easily assail this naval stronghold. A port of this scale and might would truly be the stuff of legend. -[X] Ûrîphêl. (Ûrîphêl cannot take any other actions personally for the next two turns)
-[X] Seastriders: Inzilbeth is a master of the sea and of naval combat, and so you ask her to create a force which will be primarily based upon the Isen. This first unit of yours will be a marine infantry force, manning small maneuverable boats as they sail along the great river. This mobility will allow them to reach the further parts of your dominion with ease, and to keep peace upon the black waters of the Angren and the Isenmouth, striking from the water and melting back into the river before the enemy has time to react. (Bonus to Offensive Warfare)
-[X] The Legend of the Seastrider: Inzilbeth is known among the Middle-Men as Inzilbeth Seastrider, and legends of her deeds are told from Haradwaith to Forochel. A century of legends have made her a figure of awe to your lesser cousins, and if any could approach them without scaring them, it might be she. (Requires Inzilbeth)
-[X] The Lands Of Iron: You send riders to explore and map the lands surrounding your new colony, following the River Angren toward the White Mountains.
--[X] Lead the expedition. -[X] The Misty Mountains Cold: You send riders northeast to explore the foothills of the Misty Mountains.
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 dim glimmer 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. All together, these number some one thousand, five hundred and nine.
The colony is new, and no conflicts have yet begun to emerge among the people.
Military
The 'army' of the colony is small, and consists currently of several dozen repurposed seamen and ex-soldiers who ply the river in small, swift boats. Aside from this marine infantry force, you estimate that roughly 200-300 people could be raised to the colony's defense in an emergency, though they are untrained and possess few weapons.
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.
One bright summer morning, three expeditions set out from Târ Nîlon -- one west, one north, and one east. You personally accompany this last, setting out with a company of some twelve scouts down the great river Isen to explore and map the furthest reaches of your new colony. The black river winds wide and dark across the lonely lands of Enedwaith, through field and forest and fen, and you and your men take the opportunity to throughly map the area along the river as you travel. As you progress, you glimpse tell-tale signs of the settlements of the Middle-Men among the eaves of the forest, pillars of smoke on the horizon and dust in the north, but you do not approach them, nor they you -- not at all surprising, as they have taken great pains to avoid your colonists and scouts in the months since your coming to Middle-Earth.
Your scouts are slim, slender men and women with bronze skin and dark hair, who slide softly through forests like wind in the night. You were a mariner in your own youth, and can easily keep pace with them, but the elvish grace with which they dart through the woodlands still manages to evade you. Like most of your scouts, they are folk of Hyarrostar, whose ancestors of the House of Haleth walked the woods of the world when the race of Men was young. They guide you down unbeaten tracks and hidden ways, moving through this new land as if born to it, and your company makes good time indeed. The sun rises and falls only twice before you and your scouts arrive at the feet of the Ered Nimrais, the White Mountains that mark the eastern border of Enedwaith. Here, the Isen bends and rolls down towards it's source in the Misty Mountains to the north, forming a natural border with the vast plains of Calenhardon to the east. It is here that you pause and take stock of all you have seen in your journey before turning back to Târ Nîlon.
This land which spreads out before you, and of which you are now lord, is the great Middle Wilderness, the Enedwaith. It is a wide land, fertile and strong, with dark trees and dark earth split by a dark river. It is dark all over, yes, but it is the dark of iron and stone, the dark of the old that is strong. The very woods seem to thrum with a nameless energy older and deeper than any thing which men have put name to -- older perhaps than mankind itself, or Númenór the Blessed. More than once you imagine that you glimpse faces in the bark, gnarled visages of knotty wood that peer at you with too-old eyes, never judging and never threatening, merely watching. Then you blink, and they are gone. There is something heavy in the air of this land, something rich and strong and old as oak or yew. These woods have more to tell you, you are sure, if only you take the time to listen.
Perhaps you will return, and do just that.
At the foot of the White Mountains, your scouts report something decidedly strange -- dozens of squat fat stone statues of deformed humanoid figures litter the foothills of the White Mountains. Each one stands guard before a stone trail cut out of the very earth, all of which wind deeper into the mountains. The odd statues seem to serve as wardens or markers of a sort, keeping watch over the mysterious passages with their sightless stone eyes. Your men report unsettling feelings creeping over them as they gaze upon the brutal things, and a creeping certainty that they were being watched unseen.
Opportunity Unlocked:
The Iron Forest: Wild and old are the forests of Enedwaith. A dark power -- though not an evil one -- lies upon these woods. You know something of the tongues of beast and bough, and could, with enough time, discern whatever secrets dwell herein.
The Pukel-Paths: Ancient, winding paths have been cut into the White Mountains, guarded by twisted pagan statues in the shape of squat, monstrous men. You could send scouts within, to find the men who cut these paths and learn their purpose.
Of the three expeditions which set out, yours is the first to return. The second is Inzilbeth's party, which set out to make connections with the Middle-Men. The grizzled sea-captain reports that she ventured into the thick woods to the west of the colony, calling traditional greetings in the Mountain-speech of the Middle Men, which she learned on these very shores over a century ago. One can only imagine how stunned they must have been to hear one of the Tall Men speak to them in their own tongue. They emerged from the woods after that, she said, and upon learning her name brought her into their village with much excitement. The tale of Inzilbeth the Wave-Walker has been passed down for generations among the men of Middle-Earth, and the deeds she wrought on these shores in an age gone by have long since passed into myth among the Middle-Men. They may not trust you yet, but a living legend walks among them, and they will, she assures you, be more receptive to your words in future.
You may now send an envoy to the Middle-Men.
Your third and final company of scouts returns from their expedition to the north with strange news. They traveled to the slopes of the Misty Mountains, wherin dwell the dwarves of Khazad-Dum. What they found is not anything that you expected.
War has come to the Misty Mountains tall.
Massive earthworks and artifices litter the plains for great leagues, and the implacable mountains themselves are scratched with fire. Here and there, the land is riddled and rent with great pits and vast collapsed tunnels exposing the very bones of the earth: unmistakable signs of war, as the Dwarves wage it. It looks as if some great struggle has been fought under the earth, tearing up the land as it goes -- and yet there are no corpses to be seen, merely eerie echoes of battle. Last of all, your scouts catch sight of an army on the march through northern Enedwaith, dwarves girded for war and marching in battle formation. The armor they wear is black all over, and glints like obsidian in the sun. This is, perhaps, the strangest sight of all. The Dwarves do not march above the earth, but under it, and their wars are waged in stone. That they would march overland is a mystery.
Your scouts report that the strange army has made camp near the foothills of the Misty Mountains directly to the north of the colony. Should you wish to send an envoy to find their purpose, you could do so. Alternatively, one enterprising ranger suggests, you might send an envoy on the long path around the Misty Mountains, to either the western or eastern Doors of Durin, and seek audience with the masters of Khazad-Dum.
You may now send an envoy to the Dwarven Army.
You may now send an envoy to Durin's Folk.
With your lands settled and beginning to be divided, the city begins to take shape. As builders erect the bones of buildings and set the foundations for great squares, your Shapers begin to see to the delving of earth for stone and resources to build the great edifices which will mark your city. Temporary wooden homes are torn down and repurposed in the more permanent structures which just as quickly replace them. Mere weeks have passed and already the pre-eminent skill of the Shapers is beginning to show itself -- where once there was empty earth and forest, a true city in the Numenorean style has begun to blossom at the mouth of the Isen.
As your city takes shape, so too do it's affairs. The first hectic days after landing meant that you had to deal with each and every matter which came before you. Now, with a glimmer of civilization established, matters are brought to you timely and in an organized fashion, allowing you to divide and conquer as necessary. There is much to be done, but you do not shrink from it. Rather, for the first time in decades, a fire smolders in your chest, a blaze of passion that grows stronger still as you rise to the challenge. You are a Sea-Lord of Numenor, and you will tame these lands and their mysteries.
Pick Ten (10) options. You may personally assign yourself and Inzilbeth each to any votes you pick, making them personal options. As you have 2 heroes, you may make two votes personal options. Specify which character you want to send on which mission in the plan vote. Uriphel will be busy for 1 more turn, and cannot be assigned to an option.
Growth:The city begins to grow, and with it's growth come a host of issues and decisions for you to make. These may be put off until later, but absent input your people may do what they will.
[] A Source of Stone: The Númenoreans do not live as the lower Men do. Their homes are of carven stone shaped like clay, and their halls are marble white. You send your Shapers to identify potential quarries around the colony that could provide a source for such buildings. [] The Mariners: You direct your Shapers to focus their efforts on the harbors and coastal regions, which will allow your mariners to begin making expeditions to the Blessed Isle and other colonies of Numenor. The seafaring Romennans will be gladdened by such attentions. [] The Smithies: You direct your Shapers to begin focusing their efforts on the great smithies and forges which will serve as the engine of the cities' production. The sooner you can begin binding blade to hilt, the better for your colony and it's benefactors. [] Expand the Farmsteads: The colony's farmsteads are a handful of fields on the outskirts of her sprawling expanse. The majority of it's sustenance arrives over the sea in the holds of Guild ships. You would see your people's ability to feed themselves expanded. [] The Wide Woods: The woods that ring the mouth of the Isen have already been pushed back in order to accommodate your growing colony. Push them back further yet, and gain valuable wood for sale and land on which to settle.
Defense: You are not alone in Middle-Earth, and Numenor the Blessed has many enemies. The defense of your fledgling colony is one of your foremost priorities.
[] Establish A Militia: Begin selecting the fittest and hardiest men from among your people and training them to serve at a moment's notice should duty call. [] Establish The Rangers: The men who volunteer for rangings and wanderings are already among the colony's fittest woodsmen. By formalizing their position you can creating an organization which will range, hunt, and hold the woods for your newborn colony. Taking inspiration from the famed woodsmen of the Edain, you name them the Rangers. [] Prepare Walls: Your colony sits defenseless. See to the raising of stone walls which will protect what you have thus far built. You will need a source of stone for such a project. [] Requisition Weapons: You have few weapons or armaments at the moment, but you could request a stock of such from the Shapers...putting you more in their favor.
Diplomacy: You are not alone in Middle-Earth. There are many realms and powers which dot the land, some more receptive than others. Making friends with even a few could ease many future worries in the days and years to come. Lacking a harbor and crews to man your ships, you must send all emissaries by horse and foot, limiting your immediate diplomatic options to those polities located relatively close to the City, in Eriador.
[] Send An Envoy To The Enedwaithrim: The Middle Men of this land are a reclusive, woodland folk. Inzilbeth's great reputation has opened the door for an expedition to parlay with them.
[] Send An Envoy To Tharbad: Tharbad, built at the ford of the River Gwathlo, is the nearest Numenorean settlement to your colony, some two dozen leagues to your north. A mighty fortress, it was erected to hold the line against the power of Sauron nearly a thousand years ago, and was the site of a great battle in the War of the Elves and Sauron, where the Dark Lords' armies were turned back from northern Middle-Earth. The garrison of two thousand at Tharbad is the single largest Numenorean military force in the north of Middle-Earth. [] Send An Envoy To Lond Daer: Once the mighty harbor of Vinyalonde in days gone by, the port city now known as Lond Daer, sat on the mouth of the river Gwathlo, has declined since it's glory days. It's once-packed harbors are bare, and a dwindling population of mariners and woodsmen eke out a living among it's pillared halls. It is said the men of Lond Daer keep close contact with the elves. [] Send An Envoy To Rivendell: Imladris, or Rivendell, is an elvish stronghold deep in the heartlands of Minhiriath. Founded and ruled by the Elf-Lord Elrond Halfelven, it serves as a bastion of wisdom and learning in these later days of the world, projecting Elvish might into all eastern Eriador. The elves of Rivendell are force to be reckoned with, and are great traders and loremasters besides. It would not be unwise to make their acquaintance. [] Send An Envoy To the Dwarven Army: A great army of black-armored dwarves marches over a devastated battlefield in the north of Enedwaith. You send an envoy to treat with them and learn their purpose. [] Send An Envoy To Durin's Folk: Around the vast bulk of the Misty Mountains, through eastern Rhovanion, and a short distance beyond the borders of the elvish realm of Lorien lies the great valley known as the Dimrill Dale, at the northern end of which stand the Great Gates of Khazad-Dum, Dwarrowdelf of the Dwarves. The dwarves have their own secret ways in and out of the mountains, but one needs must travel to the Gates in order to entreat with them. It is said there is a Door on the western side, in Eriador, which was once open to all friends of the Dwarves, but it is sealed by a passcode now long forgotten. (Takes two turns)
[] Send An Envoy To Lindon: Far to the north, beyond the Blue Mountains, lies the Elvish realm of Lindon, the mightiest realm between the mountains and the sea. Here rules undying Gil-Galad, the High King of whom the songs are sung and the greatest of all the elven-lords of Middle-Earth. Though their might has dwindled much since they warred with Sauron, the northern Elves are still great in strength and skill, a fading echo of the glory of Elder Days. (Takes two turns)
Opportunity: There are a variety of miscellaneous opportunities available to you which could benefit either yourself or the colony. You can also launch explorations of the surrounding lands and seas from here, but be careful -- Middle-Earth is not safe, nor is it tamed, and not all you send out may return.
[] Fulfill Guild Map Contracts: The Guild of Venturers has a permanent contract for any new maps of inland Middle-Earth, for which they pay lump sums to colonies and individuals who fulfill it. You currently have 1 map for sale, and could reach out to sell it, earning money and reputation with the Venturers. [] The Iron Forest: Wild and old are the forests of Enedwaith. A dark power -- though not an evil one -- lies upon these woods. You know something of the tongues of beast and bough, and could, with enough time, discern whatever secrets dwell herein. (Requires Imrazor)
[]The Pukel-Paths: Ancient, winding paths have been cut into the White Mountains, guarded by twisted pagan statues in the shape of squat, monstrous men. You could send scouts within, to find the men who cut these paths and learn their purpose. [] The Misty Mountains: The Misty Mountains which straddle the spine of Eriador are some of the tallest mountains in Middle-Earth. From the great outposts of the dwarves to the deep caves of the goblin-kings, there are many secrets to be found amid the snowy peaks. You send men into the high mountains to explore and map them. [] The Land of the Ringmakers: Eregion, to your north, was once one of the great Elvish realms until it's destruction by the Dark Lord in the War of the Elves and Sauron long ago. Here dwelt the elf-smiths whom the Enemy tricked into creating the Rings of Power, and amid the ruins of their halls and cities lie ancient artifacts from the glory days of the Elves. You send explorers and riders into this land to map it. Mapping Eregion is the first step towards beginning to search it's ruins for the lore-treasures the Shapers hope lie within. [] The Gwathlo: The Gwathlo, or the Angathurush, is the great river which marks the northern border of Enedwaith and Minhiriath. Traveling it's length and fording it is the first step to an exploration of Minhiriath. Minhiriath was once well-mapped, having been the first land settled by the Numenoreans, but nigh on a thousand years have passed since explorers combed every inch of this land. Who knows how it has changed since then? The Guild of Venturers might pay good coin for new maps. [] Contact the Striders: Your scouts and repurposed mariners serve well enough, but opening a contract with one of the mercenary forces scattering Middle-Earth would both allow you access to professional explorers and a dedicated force of trained soldiers. [] Appease the Venturers: Currently, no Guild-licensed traders or explorers are permitted to visit your growing colony, stifling trade and travel from the mainland. If you have enough money, reputation, or believe you can make a go of it, appeal to the Venturers. If you offer enough coin, or your colony has grown too large for them to feasibly strangle it in it's cradle, they may pay you heed and stop their embargo.
QM ANNOUNCEMENT: No votes not in plan form will be accepted. There Is a twelve hour moratorium before voting can begin. No votes before this time will be accepted.
So, does anyone know who the Black Dwarves are and why they'd be possibly warring with Durin's Folk? If they are, my best thought is it's one of the seven Dwarven Rings causing evil that's triggered it. But I might be wrong, and really I have no clue what's going on.
It might be Durin's Folly and the Balrog having been unearthed deep below but I just feel like that's too early right now.
On other topics, what do people reckon we should aim to do? My initial thoughts is to invest half of our actions at most into building up the city, with the rest being used to explore the land more and take advantage of the opportunities we've found so far. Best to open those early on when we can best include their results into how we build the city.
It seems to me that the first order of business is to get established (fortify, set the stage for future independent growth) & figure out our local surroundings. To that end, a sample plan, which does not yet include the second hero option:
[ ] Getting Started
-[] A Source of Stone
-[] The Smithies: You direct your Shapers to begin focusing their efforts on the great smithies and forges which will serve as the engine of the cities' production. The sooner you can begin binding blade to hilt, the better for your colony and it's benefactors. -[] Expand the Farmsteads: The colony's farmsteads are a handful of fields on the outskirts of her sprawling expanse. The majority of it's sustenance arrives over the sea in the holds of Guild ships. You would see your people's ability to feed themselves expanded.
-[] Establish A Militia: Begin selecting the fittest and hardiest men from among your people and training them to serve at a moment's notice should duty call.
-[] Establish The Rangers: The men who volunteer for rangings and wanderings are already among the colony's fittest woodsmen. By formalizing their position you can creating an organization which will range, hunt, and hold the woods for your newborn colony. Taking inspiration from the famed woodsmen of the Edain, you name them the Rangers. -[] Prepare Walls: Your colony sits defenseless. See to the raising of stone walls which will protect what you have thus far built. You will need a source of stone for such a project. -[] Send An Envoy To The Enedwaithrim: The Middle Men of this land are a reclusive, woodland folk. Inzilbeth's great reputation has opened the door for an expedition to parlay with them.
-[] Send An Envoy To Tharbad: Tharbad, built at the ford of the River Gwathlo, is the nearest Numenorean settlement to your colony, some two dozen leagues to your north. A mighty fortress, it was erected to hold the line against the power of Sauron nearly a thousand years ago, and was the site of a great battle in the War of the Elves and Sauron, where the Dark Lords' armies were turned back from northern Middle-Earth. The garrison of two thousand at Tharbad is the single largest Numenorean military force in the north of Middle-Earth.
-[] Send An Envoy To the Dwarven Army: A great army of black-armored dwarves marches over a devastated battlefield in the north of Enedwaith. You send an envoy to treat with them and learn their purpose.
-[] The Iron Forest: Wild and old are the forests of Enedwaith. A dark power -- though not an evil one -- lies upon these woods. You know something of the tongues of beast and bough, and could, with enough time, discern whatever secrets dwell herein. (Requires Imrazor)
Our fundamental and first need is to ensure that our colony won't be ravaged by a marauding army. At present, our military force is somewhat pitiful -- a few dozen sailors, more or less, since we didn't pick up dedicated military forces in chargen. However, we did bring a relatively enormous contingent of shapers. Walls, and weapons, therefore, are the order of the day. This explains Walls, Stone, Smithies, and the Militia to wield the weapons.
We also want to ensure that we don't provoke a marauding army to come and burn down our stuff! Hence, we need to establish envoys with the local middle men & the local dwarven army. For whatever it's worth, I'd probably put the other hero action on the latter.
For better or for worse, our colonies fate is also going to be intertwined with that of Tharbad. If Sauron's armies come sweeping into the area, we'll have to coordinate with them. Somewhat more distantly, as the persecution of the Faithful becomes ever more constant, we're going to have to keep some sort of positive favorable relationships with the closest Numenorean fortress, lest we risk war (and the attention that would bring).
The colony is also somewhat vulnerable to being cut off by sea: though the Numenoreans rule the waves, we're distinctly out of favor with the group at actually controls them; even if they do protect us, I'm sure we'd end up further in debt for it. Ensuring the colony doesn't starve if left on its own should be a priority, which led to the inclusion of the farmsteads (also, we're undoubtedly going to have to take that action sooner or later, given that we decided to plan every part of the city out via the government!
Next, going forward, we need more information on our local surroundings: this is valuable both in the sense that we can sell the maps, but also in the sense that it helps us detect and then counteract those marauding armies! This is what merited the inclusion of Rangers, to my mind.
Finally, Ents are pretty cool! Thus, the Iron Forest.
It's alive! I didn't think I'd ever see this again but it's alive! It's a glorious day!
There's so many options, so many possibilities. It's tough to pick which ones.
We should definitely send an envoy to the Dwarven Army. We know where they are now, and if we wait they'll move or could get themselves killed in some conflict.
On other topics, what do people reckon we should aim to do? My initial thoughts is to invest half of our actions at most into building up the city, with the rest being used to explore the land more and take advantage of the opportunities we've found so far. Best to open those early on when we can best include their results into how we build the city.
I think quarry and walls are the most important developments. We need a source of building materials and a basic defensive structure to deter any possible raids. It'd be easier to man a wall with our limited number of soldiers than create a militia and leave the city open. Domestic stone production saves of cost and makes future projects cheaper by extent. Doing that while widening the woods and establishing for farmland synergizes well, I think. Rangers could go well with that too, since they'd be a projective force in defending the city, while also serving other purposes.
I think we probably want to introduce ourselves to the Middle Men of the region. It makes us look friendly and they could give us information on the region. They're our closest neighbours too, so we should aim to have good relations with them. Sending an envoy to Lond Daer could get use a few new colonists, mariners and such willing to join our colony in the hopes of finding more prospects. That's certainly hopeful thinking on my part, of course, but they do know the elves so they could give us an in. It could be very useful to send an envoy to Rivendell too. Tharbad should definitely be contacted. They're basically our best hope for defense if we get word of an army marching towards us.
The Iron Woods is probably a good place to explore. Forests in Middle Earth can be quite ornery at times. It's best to get a better feel for what we're dealing with here and how to handle them, diplomatically or militarily.
For me, the most important stuff is definitely the quarry, walls, farms, widen woods, dwarven army, Middle Men, rangers, and Iron Woods. That's like eight things and we can only do ten. It's tough to decide.
For me, the most important stuff is definitely the quarry, walls, farms, widen woods, dwarven army, Middle Men, rangers, and Iron Woods. That's like eight things and we can only do ten. It's tough to decide.
I agree with almost everything you've said, but I admit to some concern over the widen woods action. In particular, I'm worried that picking both the Iron Woods and cutting down a bunch of trees in the same turn could send mixed messages.
Alright, I don't think we can do the walls just yet, since we need a source of stone to do that, so instead I've added Mariners, and Fullfill the contract. That should help keep them off our backs as we show we're keeping up our end of the bargain. I'm willing to swap out some options if argued against them. Primarily the Map Contracts, with perhaps explorations of various regions, so we have more play with should we get harassed by the guild.
[ ]Plan: Foundations in stone
-[] A Source of Stone: The Númenoreans do not live as the lower Men do. Their homes are of carven stone shaped like clay, and their halls are marble white. You send your Shapers to identify potential quarries around the colony that could provide a source for such buildings. -[] The Mariners: You direct your Shapers to focus their efforts on the harbors and coastal regions, which will allow your mariners to begin making expeditions to the Blessed Isle and other colonies of Numenor. The seafaring Romennans will be gladdened by such attentions. -[] The Smithies: You direct your Shapers to begin focusing their efforts on the great smithies and forges which will serve as the engine of the cities' production. The sooner you can begin binding blade to hilt, the better for your colony and it's benefactors. -[] Expand the Farmsteads: The colony's farmsteads are a handful of fields on the outskirts of her sprawling expanse. The majority of it's sustenance arrives over the sea in the holds of Guild ships. You would see your people's ability to feed themselves expanded. [-----NO-----] The Wide Woods: The woods that ring the mouth of the Isen have already been pushed back in order to accommodate your growing colony. Push them back further yet, and gain valuable wood for sale and land on which to settle. (no chance in hell just yet, don't know if the Ent's are active in the woods, and this is the very stuff that pissed of the middle-men in canon)
-[] Establish The Rangers: The men who volunteer for rangings and wanderings are already among the colony's fittest woodsmen. By formalizing their position you can creating an organization which will range, hunt, and hold the woods for your newborn colony. Taking inspiration from the famed woodsmen of the Edain, you name them the Rangers.
(We're numenoreans/dunedain, this is a given, regardless of how we side when the Fall happens)
-[] Send An Envoy To The Enedwaithrim: The Middle Men of this land are a reclusive, woodland folk. Inzilbeth's great reputation has opened the door for an expedition to parlay with them. (add Inzilbeth)
-[] Send An Envoy To Tharbad: Tharbad, built at the ford of the River Gwathlo, is the nearest Numenorean settlement to your colony, some two dozen leagues to your north. A mighty fortress, it was erected to hold the line against the power of Sauron nearly a thousand years ago, and was the site of a great battle in the War of the Elves and Sauron, where the Dark Lords' armies were turned back from northern Middle-Earth. The garrison of two thousand at Tharbad is the single largest Numenorean military force in the north of Middle-Earth. -[] Send An Envoy To the Dwarven Army: A great army of black-armored dwarves marches over a devastated battlefield in the north of Enedwaith. You send an envoy to treat with them and learn their purpose. - [] The Gwathlo: The Gwathlo, or the Angathurush, is the great river which marks the northern border of Enedwaith and Minhiriath. Traveling it's length and fording it is the first step to an exploration of Minhiriath. Minhiriath was once well-mapped, having been the first land settled by the Numenoreans, but nigh on a thousand years have passed since explorers combed every inch of this land. Who knows how it has changed since then? The Guild of Venturers might pay good coin for new maps.
-[] The Iron Forest: Wild and old are the forests of Enedwaith. A dark power -- though not an evil one -- lies upon these woods. You know something of the tongues of beast and bough, and could, with enough time, discern whatever secrets dwell herein. (add Imrazor)
Its nice to read another update for one of your quests.
I am thinking of the following options:
-[] The Smithies: You direct your Shapers to begin focusing their efforts on the great smithies and forges which will serve as the engine of the cities' production. The sooner you can begin binding blade to hilt, the better for your colony and it's benefactors. -[] Expand the Farmsteads: The colony's farmsteads are a handful of fields on the outskirts of her sprawling expanse. The majority of it's sustenance arrives over the sea in the holds of Guild ships. You would see your people's ability to feed themselves expanded. -[] Establish The Rangers: The men who volunteer for rangings and wanderings are already among the colony's fittest woodsmen. By formalizing their position you can creating an organization which will range, hunt, and hold the woods for your newborn colony. Taking inspiration from the famed woodsmen of the Edain, you name them the Rangers.
Secure our food and weapon production and create a force of explorers so we have to rely on our sponsors less and are more self supporting
-[] Send An Envoy To Tharbad: Tharbad, built at the ford of the River Gwathlo, is the nearest Numenorean settlement to your colony, some two dozen leagues to your north. A mighty fortress, it was erected to hold the line against the power of Sauron nearly a thousand years ago, and was the site of a great battle in the War of the Elves and Sauron, where the Dark Lords' armies were turned back from northern Middle-Earth. The garrison of two thousand at Tharbad is the single largest Numenorean military force in the north of Middle-Earth.
A large close army and with 2000 men there a potential trade partner.
-[] Send An Envoy To The Enedwaithrim: The Middle Men of this land are a reclusive, woodland folk. Inzilbeth's great reputation has opened the door for an expedition to parlay with them. (add Inzilbeth) -[] The Iron Forest: Wild and old are the forests of Enedwaith. A dark power -- though not an evil one -- lies upon these woods. You know something of the tongues of beast and bough, and could, with enough time, discern whatever secrets dwell herein. (add Imrazor)
Talk to the locals
[] Send An Envoy To Lond Daer: Once the mighty harbor of Vinyalonde in days gone by, the port city now known as Lond Daer, sat on the mouth of the river Gwathlo, has declined since it's glory days. It's once-packed harbors are bare, and a dwindling population of mariners and woodsmen eke out a living among it's pillared halls. It is said the men of Lond Daer keep close contact with the elves.
A potential ally and trading partner and they can introduce us to the elves.
-[] Send An Envoy To the Dwarven Army: A great army of black-armored dwarves marches over a devastated battlefield in the north of Enedwaith. You send an envoy to treat with them and learn their purpose.
Probably the most time critical of the opportunities.
-[] The Land of the Ringmakers: Eregion, to your north, was once one of the great Elvish realms until it's destruction by the Dark Lord in the War of the Elves and Sauron long ago. Here dwelt the elf-smiths whom the Enemy tricked into creating the Rings of Power, and amid the ruins of their halls and cities lie ancient artifacts from the glory days of the Elves. You send explorers and riders into this land to map it. Mapping Eregion is the first step towards beginning to search it's ruins for the lore-treasures the Shapers hope lie within.
We own the shapers for their support and the maps can sold the Venturers so this action will help two of the factions.
[] Contact the Striders: Your scouts and repurposed mariners serve well enough, but opening a contract with one of the mercenary forces scattering Middle-Earth would both allow you access to professional explorers and a dedicated force of trained soldiers.
The striders will both help with exploring and defending our colony.
With the smities providing weapons for those that can fight and the rangers and striders to help fighting i feel safe enough to delay the walls for now.
-[] Fulfill Guild Map Contracts: The Guild of Venturers has a permanent contract for any new maps of inland Middle-Earth, for which they pay lump sums to colonies and individuals who fulfill it. You currently have 1 map for sale, and could reach out to sell it, earning money and reputation with the Venturers.
We only have 1 map, better to take this action when we have multiple maps otherwise we take this action multiple times and actions are limited
For actions smithy (because we are a foundry), stone to build the city. Look into the forest and get some defenses both in the form of walls and in the form of rangers and militia seems good. The black dwarves are not ringing any bells.
We only have 1 map, better to take this action when we have multiple maps otherwise we take this action multiple times and actions are limited
For actions smithy (because we are a foundry), stone to build the city. Look into the forest and get some defenses both in the form of walls and in the form of rangers and militia seems good. The black dwarves are not ringing any bells.
Got any alternatives for it? We can't do walls until we've secured the stone; I'm sort of drifting between militia or exploring Eregion, as its still quite 'safe' (isn't troll country yet).
In the case of Black Dwarfs, I think there's the potential they could be descended from the Dwarfs that fought the Noldor for the Silmarils (partially corrupted by Melkor- though its mainly their own greed in that regard). Especially as the Blue Mountains dwarfs during this era are not Durin's folk (they only arrived/colonised under Thorin), but Broadbeams/Firebeards. Durins Folk are primarily limited to the Grey and Misty Mountains, with a few enclaves/mining camps in the White Mountains; they won't migrate eastward until the fall of Kazadum/Moria; and wont move westward until they lose Erebor.
Got any alternatives for it? We can't do walls until we've secured the stone; I'm sort of drifting between militia or exploring Eregion, as its still quite 'safe' (isn't troll country yet).
In the case of Black Dwarfs, I think there's the potential they could be descended from the Dwarfs that fought the Noldor for the Silmarils (partially corrupted by Melkor- though its mainly their own greed in that regard). Especially as the Blue Mountains dwarfs during this era are not Durin's folk (they only arrived/colonised under Thorin), but Broadbeams/Firebeards. Durins Folk are primarily limited to the Grey and Misty Mountains, with a few enclaves/mining camps in the White Mountains; they won't migrate eastward until the fall of Kazadum/Moria; and wont move westward until they lose Erebor.
Misty mountains or Gwathlo options give us more info and more maps that we can trade in, I do not want to give Venture the Ringmaker map as that is an area I want to exploit for ourselves