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.
I can understand that but I am worried it would tilt us too much toward the Faithfull to be able to cost relatively quietly through the reign of Ar-Pharazon. I could change the name but then that might cause issues with Gil-Gallad and might not help in getting the other (presumably) smaller colonies around us to eventually accept our leadership...
 
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I can understand that but I am worried it would tilt us too much toward the Faithfull to be able to cost relatively quietly through the reign of Ar-Pharazon. I could change the name but then that might cause issues with Gil-Gallad...
Ah but the guild of shapers is expected to recover lost knowledge and I picked an Anudiac name to lessen that. Plus if we focus more on ruins and dwarves with less contact with the elves we could parlay that well. Plus also why I picked Isen as we are closer to Khazadum and the eventual site of Gondor. And Isen is putting us further from Gil-Gallad.
 
Ah but the guild of shapers is expected to recover lost knowledge and I picked an Anudiac name to lessen that. Plus if we focus more on ruins and dwarves with less contact with the elves we could parlay that well. Plus also why I picked Isen as we are closer to Khazadum and the eventual site of Gondor. And Isen is putting us further from Gil-Gallad.
But closer to Numenor and generally the hearth of Middle-Earth politics. My whole plan is based on avoiding being sucked into the turbulent politics of a dying (even if nobody know it) at this point, Numenor. Hence the choice of location. From the choice of location come the name, has I want us to be able to convince the heavily faithfull and (presumably) smaller colonies around us to eventually accept our leadership so we can build a new powerbase. Basically, the Guild of Venturers is to act as a shield until the Akalabeth, allowing us to essentially be as faithfull as we can get away with, and, alongside the Lord son trait, help us milk Numenor as much as we can considering our location before it is gone.
 
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Nobody talk about Anfalas, and it's not hard to know why, almost nothing of note happened here in all three ages. Could be interesting to forge an empire there, Belfalas is near, there should be an Elf-haven somewhere close, I don't know if Dol Amroth has already been founded.

Isen with Shaper could be incredible; if we survive long enough Sauron will probably do anything to stop us. Still, it would be interesting.

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.

Agreed, Royal Blooded is a big plus. The problem come when you need to choose between Wise and Farseeing. While Wise is an incredible bonus in your plan, the ability to see glimpses of the future may save us a lot of trouble.
 
[] 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!

This, uh, isn't a viable plan at the moment. You have two backgrounds picked, and no traits.
 
But closer to Numenor and generally the earth of Middle-Earth politics. My whole plan is based on avoiding being sucked into the turbulent politics of a dying (even if nobody know it) hence the choice of location. From the choice of location come the name, has I want us to be able to convince the heavily faithfull and (presumably) smaller colonies around us to eventually accept our leadership so we can build a new powerbase. Basically, the Guild of Venturers is to act as a shield until the Akalabeth, allowing us to essentially be as faithfull as we can get away with, and, alongside the Lord son trait, help us milk Numenor as much as we can considering our location before it is gone.
True but not as close as we could be to the main focus (Harad and Eastern Gondor) and Guild of Shapers I feel well help to insulate us from some of the politics. And let's be honest right now a lot of the Kings Men are more focused on killing Sauron and his forces just believing they do not the Elves help at all. So if we provide some weapons for them to prune the Dark Lords forces while building a forge so that when the Fall of Numenor happens we can provide a full arsenal to Elendil and his sons and followers as well as helping them establish their new realms. The Shaper skill is not as common amongst the survivors as other skill sets and while enough survived for the two towers to be built I feel that a dedicated shaper-wise build that is nestled behind Gondor to proctect from Mordor and far away from Angmar to protect from Arnor's doom would be a perfect spot for an arsenal to be built. In addition with Wise and Shaper background I hope we can incorporate lost elven knowledge over time and forge some artifacts worthy of name.

Nobody talk about Anfalas, and it's not hard to know why, almost nothing of note happened here in all three ages. Could be interesting to forge an empire there, Belfalas is near, there should be an Elf-haven somewhere close, I don't know if Dol Amroth has already been founded.

Isen with Shaper could be incredible; if we survive long enough Sauron will probably do anything to stop us. Still, it would be interesting.



Agreed, Royal Blooded is a big plus. The problem come when you need to choose between Wise and Farseeing. While Wise is an incredible bonus in your plan, the ability to see glimpses of the future may save us a lot of trouble.
Farseeing can be a big boost and was one of the ones I considered before settling on wise but royal blooded and all the benefits to our descendants and the ability to more likely live long enough to pass on our learning of shaping and wise to others not to mention being a bit harder to kill thanks to royal blooded helps. And royal blooded is a trait that passes down to our descendants and improves them and whatever path they chose, another source of the royal bloodline beyond what escaped OTL is going to be a big help for the survivors long term. If I could get a third pick farseeing absolutely would be it though. Also Isen is nice because we should have a realm in Gondor region formed by the faithful that shields us against Mordor, we are far from Angmar.

Basically the hopes is that the Faithful of Elendil can provide enough of a force to block anything Sauron moves towards us and we can help the Faithful by equipping them with high quality gear. As much as possible preserving the knowledge and skills of Numenor is going to be crucial beyond adding another warrior when so many exist.
 
[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

I like the focus on economics, industry, and diplomacy. We perverse knowledge and technology, while building ties with elves and dwarves. The royal blood gives us a lot of legitimacy as well if/when Numenor falls.
 
True but not as close as we could be to the main focus (Harad and Eastern Gondor) and Guild of Shapers I feel well help to insulate us from some of the politics. And let's be honest right now a lot of the Kings Men are more focused on killing Sauron and his forces just believing they do not the Elves help at all. So if we provide some weapons for them to prune the Dark Lords forces while building a forge so that when the Fall of Numenor happens we can provide a full arsenal to Elendil and his sons and followers as well as helping them establish their new realms. The Shaper skill is not as common amongst the survivors as other skill sets and while enough survived for the two towers to be built I feel that a dedicated shaper-wise build that is nestled behind Gondor to proctect from Mordor and far away from Angmar to protect from Arnor's doom would be a perfect spot for an arsenal to be built. In addition with Wise and Shaper background I hope we can incorporate lost elven knowledge over time and forge some artifacts worthy of name.

Right now yes but that isn't gonna last. Moreover, relative isolation is probably our best bet to avoid the worship of Morgoth develop a following in our colonie without going full faithfull. As for the arsenal, they're isn't nothing wrong with that idea but it strike me as thinking too small here: we can the nucleus of a third realm in exile if we play our cards right!
 
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[X] Plan Royal Forge For the Last Alliance

I like Dwarves.

In hopes this vote succeeds:
 
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Right now yes but that isn't gonna last. Moreover, relative isolation is probably our best bet to avoid the worship of Morgoth develop a following in our colonie without going full faithfull.
Shapers are more faithful inclined of the two guilds so we have some protection, plus trade with the dwarves I hope would reduce the desire to go Shadow. And we are close enough to the signs of all the trouble the Shadow caused men to hopefully avoid that. Isen is big for the access to resources and dwarves, as well as the lands of the smith for lost knowledge. And keeping the knowledge is a big change we can make since as time passes so much of the old workings are lost to the Free People and they are diminished. All the weapons of legend used are from the older ages by the time the third age rolls around. I would like to see if we could reverse it.

[X] Plan Royal Forge For the Last Alliance

I like Dwarves.

In hopes this vote succeeds:

Because of this quest I found the Simarillion quest that he is running and found that group posted and I am now running through the youtube channel with the various LotR songs going in the background. Also if we can help the dwarves of Khaza-dum escape their otl fate for a better one that would be great. To be dwarf-friend with a great realm of dwarves near us would be awesome.
 
Shapers are more faithful inclined of the two guilds so we have some protection, plus trade with the dwarves I hope would reduce the desire to go Shadow. And we are close enough to the signs of all the trouble the Shadow caused men to hopefully avoid that. Isen is big for the access to resources and dwarves, as well as the lands of the smith for lost knowledge. And keeping the knowledge is a big change we can make since as time passes so much of the old workings are lost to the Free People and they are diminished. All the weapons of legend used are from the older ages by the time the third age rolls around. I would like to see if we could reverse it.
My plan has us being pretty faithfull-heavy as it is, hence for me its more Ar-Pharazon, eventually, we will need protection from. As for mens seeing the signs, well considering how it all ended I won't bet on it...

The Isen is OK but it will have us probably drift toward either Gondor or Arnor, and that would severely curtail how much we can change history. The shaper won't change that: in canon we litterally have centuries of colonisations of Middle-Earth, including probably a mass exodus of the Faithfulls at the end. If that wasn't enough to ensure the complete technological transfer you seek one colony won't do more then simply shift things at the edge.

To be blunt, I am simply not all that interested in the industrial focus you seem to prefer, both IC and OOC.
 
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Do keep in mind, no matter their personal inclinations or biases, both of the Guilds are, as semi-autonomous parts of the Númenorean government, ultimately subject to the King, who (as the name may suggest) is deeply given to favor the King's Men. The Faithful thus have fewer Shipwrights and Shapers than the cities of the King's Men, while a colony of the Shapers will obviously have less Shipwrights and more Shapers.

This lack of Guild presence in Faithful cities is slight now, but will increase significantly over time as the Faithful stop being a political faction and become outright enemies of the state, being one of the major reasons why so much was lost after Numenor fell, and why Gondor had to basically relearn mastery of the sea in the Third Age.
 
My plan has us being pretty faithfull-heavy as it is, hence for me its more Ar-Pharazon we need protection. As for mens seeing the signs, well considering how it all ended I won't bet on it...

The Isen is OK but it will have us probably drift toward either Gondor or Arnor, and that would severely curtail how much we can change history. The shaper won't change that: We litterally have centuries of colonisations of Middle-Earth, including probably a mass exodus of the Faithfulls at the end. If that wasn't enough to ensure the complete technological transfer you seek one colony won't do more then simply shift things at the edge.

To be blunt, I am simply not all that interested in the industrial focus you seem to prefer, both IC and OOC.
A royal blood who lived as a Shaper being backed by the Shaper guild for the first colony sponsored by them would seem to have more of a transfer then other colonies on the continent and attract more shapers to it who bring their own pool of knowledge and can in turn pass that onto others. More so if we can start trade with the dwarves and acquire crafting knowledge from them which would in turn draw more shapers and resources from the Shaper Guild to our colony. But that may not be everyone's cup of tea.

I guess for me so often (more so in the Third Age) I see the story of great rulers and warriors and martial leaders but the stories of the smiths and the wise have faded into the First and Second ages and I want to see if we can try to change that. Against the Nine the weapons of Numenor forged in Arnor still had great effect (see hobbit back stab with one such blade against the witch king upon Pelennor). So can we change fate?
 
[X] Plan Royal Forge For the Last Alliance with a different name
-[X] The Isen
-[X] The Guild of Shapers
-[X] Belenor
-[X] Male
-[X] The Shaper
-[X] Phazân, the Royal-Blooded
-[X] Sapthân, the Wise

I just don't like the Adunaic tongue, so I switched the name to the Sindarin variant.
 
[X] Plan Royal Forge For the Last Alliance with a different name
-[X] The Isen
-[X] The Guild of Shapers
-[X] Belenor
-[X] Male
-[X] The Shaper
-[X] Phazân, the Royal-Blooded
-[X] Sapthân, the Wise

I just don't like the Adunaic tongue, so I switched the name to the Sindarin variant.
Adunaic was basically their to try and reduce interference by the Kings Men.
 
A royal blood who lived as a Shaper being backed by the Shaper guild for the first colony sponsored by them would seem to have more of a transfer then other colonies on the continent and attract more shapers to it who bring their own pool of knowledge and can in turn pass that onto others. More so if we can start trade with the dwarves and acquire crafting knowledge from them which would in turn draw more shapers and resources from the Shaper Guild to our colony. But that may not be everyone's cup of tea.

I guess for me so often (more so in the Third Age) I see the story of great rulers and warriors and martial leaders but the stories of the smiths and the wise have faded into the First and Second ages and I want to see if we can try to change that. Against the Nine the weapons of Numenor forged in Arnor still had great effect (see hobbit back stab with one such blade against the witch king upon Pelennor). So can we change fate?
The fact that in the middle of all the anxiety and panic probably surrounding the departures of the last Faithfulls on the island Elendil still made a point of grabing some Palantir do show that the Faithfulls did take care to transplant Numenorean knowledge and arts to middle-earth. Considering we are talking about a fully-fledged migratory wave here I do remain sceptic that any singular colony can really make more then a small difference on top of that.

Personally I care more about the rulers and warriors then the craftsman and wise but that is essentially a matter of personnal taste.

What is a bit more solidly implented by canon, however, is that no, we can't change fate. Arda is Arda Marred, all that is beautifull, wonderous, glorious and great will eventually decay. The Elder Days had already lost some of the wonders of Valinor, the Second Age has lost much of what had made the Elder Days what they where, much of what had been in Lindon in Numenor was lost during the Third Age and in the Dominion of Men the process will continue, as the memory of Nunemor and what had come before will further fade. All the triumphs of the lights are, in many ways, nothing but a series of Pyrrhic victories.

Depressing? Hell yes! But such is the lot of the universe our colony will live in and changing that is way, way, waaaaaayyyyy above our pay grade. Progress, to the extent it is possible in Arda, come from novelty. That's also the big advantage mens have on the long run: not having been around since eons they are more willing to embrace novelty. Numenor is a good example: yes, it did borrow some teachings from others to get started but it used it to bravely beat its own path. A colony we create might help with that (tough I would argue that you need a good dose of political power to make that help significant, bringing us back to the ''great rulers'' archetype) but an attempt at a Numenorian foundation won't work as, IMO, it doesn't align with how this universe work.

Better to work on the political and military sphere, where fate isn't as heavy a force and hope we can create something new in craft and techonology along the way.
 
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