would u be willing to switch this to expediontary force as the reason outlined below
I would not, because I think there is value in arming and training as much of the people as possible, and in particular making sure the Men of the Star and the Men of the Sun are bound together in equal and common service. But feel free to post a competing plan with the militia swapped out for the expeditionary force (or, indeed, with other and further changes), and let the questers decide.
 
I would not, because I think there is value in arming as much of the people as possible, and in particular making sure the Men of the Star and the Men of the Sun are bound together in equal and common service. But feel free to post a competing plan with the militia swapped out for the expeditionary force (or, indeed, with other and further changes), and let the questers decide.
that bassicly my only quibble with your plan tbh and is a minorish concern u also raise good points for it too so I prob won't post competing one and even if I changed my mind I'd be fine either way no matter what wins
 
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For the perusal of the thread:
Notable changes in info screen:
Pop -- 1654 -> 2006 + King's Men (anti elf) and Men of Sunlight (pro Imrazor atm) have emerged as political blocs.
Military -- 800 in Emergency --> 900 semi-trained.
Lots of new foreign polities we know about.

RE: The only proposed plan -- looks good to me, but if it's remotely possible I'd like to take the Eye in the Mountains action next turn (I'd actually consider taking that instead of ents with Barazir if straightening that out weren't so important), along with dealing with the the Men of the Hills one way or another. Leaving enemies immediately next door cripples our ability to project force without getting raided for it, along with leaving the opportunity for Gundabad to make contact with them.
Out of curiosity @Zimmerwald1915 why no immigration actions? Our population is small enough that a few hundred immigrants would pretty dramatically increase our (depending on origin, military/economic/etc) strength.
 
Out of curiosity @Zimmerwald1915 why no immigration actions? Our population is small enough that a few hundred immigrants would pretty dramatically increase our (depending on origin, military/economic/etc) strength.
I explained why. If we take immigration options while Cairion is here, I want to make sure at least one of them targets Numenoreans so as not to raise any racist eyebrows about mongrelization or being displaced or whatnot (y'know, the mutterings we heard from our own people about the Baradhrim). But all the options targeting Numenoreans are hobbled by something or other: the Faithful by our not openly taking the part of the Elves (which I also don't think we should do with Cairion here unless he indicates to us he's one of the Faithful himself), the King's Men by not wanting to strengthen that faction overmuch (they're already grumbling), and the men of the Gift by our failure to take any of the amenities in response to Hurin's death (or indeed this turn, because they're not available unless we can get them through a write-in).
 
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Out of curiosity @Zimmerwald1915 why no immigration actions? Our population is small enough that a few hundred immigrants would pretty dramatically increase our (depending on origin, military/economic/etc) strength.
I think it has already been stated for immagration to be more we need be either kings men or elf friend (cause as Celeborn said we need to pick a side or we will only get those in the middle and their are not many)
 
[] Plan Explore/Engage with Eregion
-[] Form An Expeditionary Force:
-[] Establish a City Guard
-[] The Doors of the Dwarves
--[] Give Aid to the Gate-Guard
-[] The High-King
--[] Inzilbeth
-[] Send an Envoy to the Byriaig of Eregion
-[] Clanmoot of the Dwarf-Friends
--[] Imrazor
-[] Ironbark
--[] Barazir
-[] The Land of the Ringmakers

This is the same plan as zimmer except it switchs out expand the millita for form an expeditionary force reasons for outline below
this I really think we should take since we are gonna need to go on a lot of expediton to help the middlemen, deal with the orc threat, find cool treasure ect. The shaper will also approve of this so we can get more knowledge about thing cool stuff and the shaper will see this as us following their goals of finding cool stuff getting new knowledge ect. Again this will just be super useful to securing our intrest in the regions to and helping protect the middlemen. It also gives us much more leeway and mobility in acting in the region allowing us to send large forces to deal with problems far out finnaly starting to get a professial offensive force in the region for our use
 
why explore the land of the ring makers I feel that can wait till we learn about either the area around gundbad or some of our local area
 
] Hundrehtar, the Killing Thunder: The great steel bow of Barazir, nearly the full height of a mortal man, passed down through the long years as an heirloom. Due to his slim stature, it is actually slightly smaller than the average Númenórean bow, a fact which only adds to the legend. According to tradition, it is only ever borne by the greatest of the city's hunters. When the sound of it's firing echoes crashing in the hills, it is said to make the orcs wail, for they call it Rattler, and remember well it's cracking in the halls of Gundabad. The elves of far Rivendell call it in their tongue the Hundrehtar, the Killing-Thunder, and it became in later days among the most storied of the weapons of the north, so that whoever bore it might find respect wherever he went in all the wild lands between the mountains and the sea.
[] The Gate of Barazir: In after times, the gate through which the Great Northern Expedition embarked became known in legend as the Gate of Barazir. All warriors and expeditions venturing northwards forever after would pledge their mission and it's success to the first First-Ranger, and it became a popular belief in the city that all adventures and travels so sworn were more assured of success and glory. Under Imrazor's instruction, the Shapers later wrote many great words of power into the stone, and so the men of later times held also that the city might fall before the gate did.
[] The Hunting-Oak: Long years later, when Barazir of the tall men had gone to his final rest, he was lain outside the city on a hill that was known ever after as Amon Faroth, the Hill of the Hunter. On the night of his dying, a wind arose in the forests around the city, and men were said to hear a great moaning on the wind. In the morning, when they woke, they found a sapling atop the hill, growing from the spot where the heroes' tomb lay. It grew with time into a tree, sturdy and tall and fair to look upon, which dominated the hill on which it stood, and men called it the Hunting-Oak. Many were the stories that sprang up of that noble tree, which wove ever after in and out of the legends of Tar Nilon, and became as beloved in the hearts of the men of that land as the White Tree in the Blessed Isle. The Middle-Men came from many long leagues away to honor that great oak, for they told among themselves that it sheltered any who touched it from misfortune or ill deeds. And always in the north-lands thereafter, Númenorean warriors on journeys of great import would spend a night asleep beneath it's branches, in the hope that the trees might whisper to them as they had once to him, and they would dream of becoming stories themselves. (Only becomes active on Barazir's death)
when our rangers gets another legend about him is there a chance some of these will appear again?
why explore the land of the ring makers I feel that can wait till we learn about either the area around gundbad or some of our local area
it to appease the shapers and speffically the shaper sent to judge us one of the reason we sent us here was to uncover the secrets in there land. The shaper sent to judge us could doom our colony or bring it to new heights either way good idea to stay in his good graces
 
it to appease the shapers and speffically the shaper sent to judge us one of the reason we sent us here was to uncover the secrets in there land. The shaper sent to judge us could doom our colony or bring it to new heights either way good idea to stay in his good graces
Additionally, the Byriaig of Eregion are neighbors of Durin's Folk and among those liberated from Tharbad - I'd like to make a good impression on them as soon as possible.
 
You know, seeing as we have been going all around Eriador, I wonder If we will ever contact the Firebeards and Broadbeams in the Blue Mountains. From what little I know they're in their decline, but they'll probably be more friendly than the Longbeards or Blacklocks have been, even if that isn't the highest bar the clear.
 
We need to keep the Shaper Guild representative happy as well. So best to focus on those actions too.
 
[] Plan Explore/Engage with Eregion
-[] Form An Expeditionary Force:
-[] Establish a City Guard
-[] The Doors of the Dwarves
--[] Give Aid to the Gate-Guard
-[] The High-King
--[] Inzilbeth
-[] Send an Envoy to the Byriaig of Eregion
-[] Clanmoot of the Dwarf-Friends
--[] Imrazor
-[] Ironbark
--[] Barazir
-[] The Land of the Ringmakers

This is the same plan as zimmer except it switchs out expand the millita for form an expeditionary force reasons for outline below
tbh I'm really liking this plan than the other one. Kinda really want that expeditionary force tbh
 
Sincere apologies, this turned into an anthropology class halfway through. I will not excuse myself, merely offer in explanation that I believe Tolkien briefly possessed me, during which I heroically resisted the urge to describe their linguistic branching.

You have nothing to apologize for, it was absolutely incredible and I loved every moment of it. That's exactly why I voted for studying the Middle Men and doing so much diplomacy with them. Bringing Hazrabân with us for the entire trip was absolutely inspired. We got to see everything that was affected by his rule. Elrond politely ripping into him was a great scene too. That closing line is fantastic 'he wasn't a candle fighting against the darkness.' Tharband was truly been surrounded by allies. It's pride and fear that prevented them from realizing it.
 
I do think we should try an immigration option mainly because it seems like we're somewhat building up to combat the Orcs in Gundabad and although the Elves and various tribes of middle-men are in higher numbers than they would be later down the line we will still probs be the core of the fighting force of the Coalition plus it's easier to get population growth snowballing later by having more population early on. Also once we get decently set up we should focus a lot of immigration from Numenor to get as many Numenoreans off the island before the Downfall in about half a millennia.
 
I favor the plan created by @Zimmerwald1915 more, if it wasnt for our guest, I would suggest getting some more Númenórean colonists as we train the militia and start the city guard, I figure we need a city watch before we bring in outsiders, no matter their political leanings or faith.

And the Militia action is something we should take now, and get over with. Once we get the City Watch, and expand the Militia I will feel more comfortable with sending out the Expeditionary Force.
Remember, there are those on Numenor who want to leave, we secured colonists from their after all. And well the farmers are hard kingsmen of I remember, we can draw in colonists from less hardliners, even if we do not declare our selfs faithful. I neutral polity might attract its own support.
 
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The High King option requires a hero. Does that mean the hero assigned does the deeds to become the new high king of the north? That's what it sounds like but I want to be sure.
 
It might be a good idea to just declare ourself an elf friend. Currently the problem is no one is completely happy with us. It would at least give us some solid support.
 
Put aside all subtlety and see who is friend and who is foe? Direct and risky, but there's worse ways of doing things. I'm not sure if I would vote for that but I wouldn't be disappointed if a plan containing that won.
 
[] Plan Engage with Eregion - Scout Gunabad Version
-[] Expand the Militia
-[] Establish a City Guard
-[] Scout Gundabad
-[] The Doors of the Dwarves
--[] Give Aid to the Gate-Guard
-[] The High-King
--[] Inzilbeth
-[] Send an Envoy to the Byriaig of Eregion
-[] Clanmoot of the Dwarf-Friends
--[] Imrazor
-[] Ironbark
--[] Barazir

I was trying to draft my own plan when I realized it was basically identical to Zimmerwald's, so I hope he doesn't take offense to me proposing a minor alter to it. I know the Shapers want us to pursue the ring makers to see if we can forge rings of power for ourselves and stumble across other artificer lore, but Gundabad is a bit of an unknown. The orcs are mustering under a single flag now. I think knowing more about it first hand will allow us to better convince people to form a coalition against them. It'll also give us a better idea what we're up against too.

While I think Barazir might work as High King, we do need to keep tracking Ironbark. We can't cut down trees to feed the shipwright we may or may not have established and if we don't get some ships produced the Shapers are going to have our heads. Making inroads with the dwarves will hopefully help us look good to the Shapers.

I also think it's too premature to declare for either side. We obviously favour the elves, but saying so outright isn't a good thing. We keep our mouths shut, pay our taxes, and keep on doing what we're doing building up allies among the Middle Men. The less noise we make about elves the better.
 
"He did not listen to me then, that first Lord of the Tower, and his fear swallowed him whole, and his sons, and the sons of their sons. Shall it consume you now in your own turn?"

Hazrabân's eyes are wide, like a man struck. His mouth works slowly, like a great gear grinding. Many stormclouds cross the fair face. When he speaks at last, it is almost a whisper, and you strain to hear it above the roaring of the river.

"You lie."

With that, he turns. He leaves hastily, with great loping strides that are almost a run, and he makes no sound as he passes.
EMOTIONAL DAMAGE

Man, that was great and such good timing! I just reread this whole thing recently to relive the proper Second Age vibe instead of Rings of Power hahaha

Anyway, glad you're back, OP, and just want to say that description of Elrond hit me like a truck. Absolute 10/10. And I feel so sorry for Imrazor's grandfather : (

Funny the auditor just arrived. We're working on a probity standard at work right now— hilariously in procurement— so that's an amusing coincidence.
 
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I am not sure if sending Barazir after Ironbark is a good idea. It already failed, might be better to have Imrazor do it, since he has already met the ent once and is knowledge about such matters.
 
[] Plan Preparing to Rally the North Men
-[] Expand the Militia
-[] Establish a City Guard
-[] Scout Gundabad
-[] The Doors of the Dwarves
--[] Give Aid to the Gate-Guard
[] Send An Envoy to Brun Gledd
[] Send An Envoy to the Byriaig of the Hills
[] Send An Envoy to the Byriaig of Eregion
-[] Clanmoot of the Dwarf-Friends
--[] Imrazor

Okay, new plan. It focuses a lot on contacting local people we've learned about to set the stage for calling a council of the north next turn. We scout out Gundabad to get a lay of the land and understand the situation better. We also continue trying to make friends with the dwarfs and attend the clanmoot. I'd want to call a council this turn but it'd feel premature.

Brun Gled are a large, fairly powerful group of Middle Men. They've got ties to ancient lords of the north, so it makes sense to contact them. Byriaig of the Hills have sworn a feud against us, so it's a good idea to try to bury the hatchet with them now rather than later. Byriaig of the Eregion is contacting the now freed people and hopefully making good relations with them. We're already friends with the Barrow-Men, so no need to send an envoy to them this turn. Dwarf Friends kind of rounds it out.

So hopefully a bit of a diplomatic whirlwind will help us make strides towards bringing the men of the north together. High King does sort of do that but it also feels like people will dismiss it as us picking a puppet king to rule over them. Perhaps our intervention may be necessary, but one may step forward capable of rallying people to their flag. Hopefully one friendly to us.
 
The High King option requires a hero. Does that mean the hero assigned does the deeds to become the new high king of the north? That's what it sounds like but I want to be sure.
I rather think the opposite - that the hero assigned finds the candidate and maybe guides them to or through their trials.
 
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