[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.
Because preempting Saruman for 2500 years is amusing to me