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The War for Middle-Earth [Archives]

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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

The War for Middle-Earth [Archives]

Postby G-Tech Corporation » Sun Jun 28, 2020 7:46 pm

Please don't post here if you aren't accepted in the main OOC! This is for faction tracking in the RP of the same name as this thread.

If you are accepted, please post:

The name of your faction
The bonuses your faction receives
The territories you claim
The settlements you control (and their Tier)
and
Your forces (divided between settlements as you wish)

this is to allow everyone to publicly have access to where your forces are deployed, and so keep everything aboveboard for military engagements in the RP. I'd also like if you could update this every so often with your monthly recruitment/troop movements/quest rewards, all that jazz. If you have been accepted, but haven't received a TG telling you your faction bonuses, let me know.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Remnants of Exilvania
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Posts: 11219
Founded: Mar 29, 2015
Iron Fist Consumerists

Postby Remnants of Exilvania » Mon Jun 29, 2020 6:53 am

Realm: The Orcish Domains of the Misty Mountains
Faction Bonuses:
  • Lord of Gundabad: As the holder of the ancestral capitol of the Goblins of the Misty Mountains, all foul folk of the Misty Mountains and Grey Mountains acknowledge your overlordship. Every month, you may gain an additional 100 free Goblins at Gundabad. Also, all Goblin-majority factions must pass diplomacy checks to declare war on you or ignore your summons to battle. This bonus disappears if you lose Gundabad, though it may be reclaimed.
  • The Black Host: In the dark places of the world, fetid pits and gnawings can be found from ancient times, old tunnels that may be easily reopened and will swiftly teem with foul creatures once more. If you establish a Settlement in a mountainous region, it takes three months less to reach Tier I.
Territory: Basically the entire Misties from Gundabad in the North, the small stretch south of the Nan Angmar in the West and to Moria in the South. Some bleeding into the Ettenmoors too.
Settlements:
Strength:
  • Great Host of Mount Gundabad
    Led by Durgash of the North, Chieftain of Mount Gundabad.
    -480 Goblins
    -500 Orcs
  • Host of Mount Gram
    Led by none
    -2.060 Goblins
    -350 Wargs
    -50 Orcs
    -12 Cave Trolls
  • Host of Mount Ugular
    Led by none
    -40 Goblins
    -250 Wargs
  • Host of Carn Dum
    Led by none
    -5.000 Goblins
  • Host of Fornost
    Led by Tharzog the Strong, Chieftain of Mount Gram
    -3.000 Goblins
    -300 Wargs
    -200 Orcs
    -6 Cave Trolls
  • Host of Framsburg
    Led by Durburz the Exiled, Chieftain of Mount Ugular
    -3.000 Goblins
    -1.000 Orcs
    -250 Wargs
    -3 Cave Trolls
  • Host of Durgash of the North
    Led by Durgash of the North, Chieftain of Mount Gundabad
    -2.000 Goblins
    -500 Orcs
    -3 Cave Trolls
Last edited by Remnants of Exilvania on Mon Jul 20, 2020 7:21 am, edited 5 times in total.
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The Knights of Azorea
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Posts: 517
Founded: Jun 07, 2016
Ex-Nation

Postby The Knights of Azorea » Tue Jun 30, 2020 6:19 am

Realm: Dunland, The Kingdom of the Dunlendings
Faction Bonuses:
- Lords of Our Lands: The Dunlendings have no qualms about taking what is theirs by right. Every time they conquer a Settlement, they can plunder it to immediately recruit twenty Lesser Men soldiers for every Settlement Tier. They also automatically recruit one Dunlending for every six enemies slain in battle, their warbands swelling as the ambitious and brave flock to the banners of a successful warrior-king.

- Battle Fury: The Men of the Hills fight with a fey fire, a berserk fury which echoes their old bloodlines. Warriors engaging in battle up to two months after another successful battle fight as if they are High Men against Rohan, the Robbers of the North!

Territory: Dunland, the Enedhwaith and the very fringes of Fangorn around the ring of Orthanc - for mapping purposes much of the western edge of the Misty Mountains up to Glanduin and down to the Isen.
Settlements:
- Wulf's Moot (Tier I)
- Folgoil's Ruin (Tier I)
- Black Rhodri's Hall (Tier I)
- Cod's Dun (Tier I)
- (Unnamed, Tier I)
- (Unnamed, Tier I)
Strength: 3123 Dunlending Warriors, at the Ford of Isen.
40 Rohirric Captives
48 Dunlendings in Dunland
Last edited by The Knights of Azorea on Tue Jul 07, 2020 7:21 am, edited 2 times in total.

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G-Tech Corporation
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Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Tue Jun 30, 2020 6:22 am

Mordor


Month 2


Territory
Mordor, Morgul Vale, Ithilien, Brownlands, Dead Marshes, Emyn Arnen


Holdings and Deployments
Plains of Gorgoroth: (The Barad-Dur - IV - Citadel) | 5000 Orcs, 4000 Morannon Orcs, 3000 Uruks, 100 Black Numenoreans, 10 Mountain Trolls, 5 Olog-Hai
Orodruin: (The Passes of Fate - I - Curtain Wall) | 600 Orcs, 200 Uruks
-Ramparts (500/15000) (2/6)
Passes of the Morannon: (The Black Gate - II - Stronghold) | 11000 Orcs, 8000 Morannon Orcs, 5000 Uruks, 10 Mountains Trolls, 10 Olog-Hai, 5 Catapults
-Citadel (15000/100000) (2/6)
Ash Mountains: (Durthang - II - Stronghold) | 4000 Orcs, 2000 Morannon Orcs, 500 Uruks, 2 Mountain Trolls
-Citadel (4000/100000) (2/6)
Mountains of Shadow: (Ciroth Ungol - I - Ramparts) | 400 Morannon Orcs, 100 Uruks
-Stronghold (250/30000) (2/6)
Ash Plains: (Seregost - II - Curtain Wall) | 1200 Orcs, 500 Morannon Orcs
-Ramparts (900/15000) (2/6)
Morgul Vale: (Minas Morgul - IV - Citadel) | 17000 Orcs, 15534 Morannon Orcs, 3600 Uruks, 5000 Dark Men, 16 Mountains Trolls, 14 Olog-Hai, 10 Catapults, 1 Great Siege Engine (Grond)
Plain of Udun: (Isenmouthe - II - Stronghold) | 2000 Orcs, 1000 Morannon Orcs, 1000 Uruks
-Citadel (2600/100000) (2/6)
Mithram Spur: (Nargroth - I - Ramparts) | 1500 Orcs
-Stronghold (800/30000) (2/6)
Morgai: (Jarnghash - I - Curtain Wall) | 1000 Orcs, 500 Uruks
-Ramparts (1000/15000) (2/6)
Maegond Vale: (Surinash - III - Curtain Wall) | 4000 Orcs, 2000 Morannon Orcs, 5000 Dark Men
-Ramparts (1400/15000) (2/6)
Nan Ungol: (Dol Marathim - I - Ramparts) | 500 Orcs, 200 Uruks, 5 Great Spiders
-Stronghold (440/30000) (2/6)
Ered Glamhoth: (Amon Harmon - II - Curtain Wall) | 1000 Orcs, 1200 Morannon Orcs
-Ramparts (1300/15000) (2/6)
Nurn: (Thaurband - IV - Ramparts) | 6000 Orcs, 6000 Morannon Orcs, 2000 Dark Men, 1200 Uruks, 10 Mountain Trolls
-Stronghold (10000/30000) (2/6)
Lithlad: (Largonat - I - Stockade) | 400 Morannon Orcs
-Curtain Wall (260/5000) (2/6)
Eastern Desolation: (Borderforts - II - Stronghold) | 3000 Orcs, 5000 Morannon Orcs, 10 Olog-Hai
-Citadel (4200/100000) (2/6)
Emyn Arnen: (The Red Keep - - Stockade) | 8000 Orcs, 2000 Morannon Orcs, 400 Uruks, 4 Mountains Trolls, 6 Olog-Hai
-Curtain Wall (500/5000) (2/6)
The Dead Marshes: (Dagor Imlach -- Palisade) | 6000 Orcs, 2000 Morannon Orcs
-Stockade (700/1500) (2/6)
Southwestern Brown Lands: (--) | 4000 Morannon Orcs
-(1/6)

Faction Bonuses
The Dark Lord's Will: A master of fell sorcery and more powerful than any save Morgoth before him, Sauron's unnatural ability to bring forth dark creatures from the earth instead of after the manner of the children of Illuvatar is a bane to his foes. Orc-kin and Trolls count for 50% Recruitment Points.

The Endless Host: From east and south, north and afar they come, black men and creatures of shadow, teeming multitudes summoned by the Great Eye to destroy the world of men and the Free Peoples. Their numbers are legion, their banners black and red and uncountable as the forest trees. Settlements grow 50% faster when owned by Mordor as the unquenchable tide rolls over all in its path.



Month 2 Movements
4000 Morannon Orcs march into the Southwest Brown Lands
276 Morannon Orcs raised in Morgul Vale
Last edited by G-Tech Corporation on Fri Jul 17, 2020 7:25 am, edited 6 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Great Confederacy of Commonwealth States
Postmaster of the Fleet
 
Posts: 21996
Founded: Feb 20, 2012
Democratic Socialists

Postby Great Confederacy of Commonwealth States » Tue Jun 30, 2020 7:30 am

Realm: Isengard
Leader: Saruman of Many Colours
Race(s): Istar, Dunlendings, Uruk-Hai, Orcs, Goblins
History: In 1000 TA, the five Istari were sent from the Undying Lands to Middle-Earth in order to help oppose a resurgent Sauron. Chiefest among them was Curumo, called Saruman by the Mortals,who was wise and powerful, and knowledgeable of the devices of the Enemy. As leader of the Order of Wizards, he was gifted the fortress of Isengard and its citadel, Orthanc, in name of the Steward of Gondor. From there, Saruman tried to discover the machinations of the Dark Lord. However, in his studies, he grew both haterul and jealous of Sauron’s power. Saruman was impressed by the forging of the One Ring, a weapon that would entice Sauron’s enemies to use it impotently against him, thus bringing it ever back to his hand. Saruman, still desiring to defeat the Dark Lord as he had been commanded, now grew to desire the One Ring as much as Sauron himself, though he knew the Ring would not want to turn to him willingly. The Ring would not reveal itself until Sauron was back at strength.

These designs led him to veto any action taken against the Necromancer at Dol Guldur. He knew the Necromancer to be Sauron or one of his minions, so in order for Sauron to regain some of his potency, Saruman could not do anything that would oppose His rise. To this end, after the White Council had decided to aid Oakenshield in his quest for the Lonely Mountain, spies of Saruman informed the Goblin King that tresspassers would be entering his territory. The company of Oakenshield never made it across the Misty Mountains. Strangely, this would lead to the Ring not revealing itself in time, against Saruman’s original designs.

From that point on, Saruman became a mere nuisance in the White Council, frustrating all attempts to make meaningful impact against Sauron. He theorised openly that the Ring had been lost to the Anduin, and had flowed eventually into the sea, where it had been lost forever. Saruman’s council put the leaders of Men at rest, that Sauron could never again regain his full strength, and would at most o ly provide formidable opposition in defending Mordor. Meanwhile, Saruman’s own spies were abroad searching for the Ring, focussing on the Shire where Saruman expected Gandalf to be gathering some power unknown to him.

In 2951 of the TA, Saruman used the Palantir of Orthanc to come into contact with Sauron directly, hoping to overpower the still strengthening Dark Lord with his own Will. However, Saruman underestimated Sauron, and the Dark Lord showed the wizard visions of his imagined future, with Minas Tirith in flames and mining pits stretching across Rohan. Saruman grew desparate, and realised that there was no way to openly oppose Sauron and succeed. So, Saruman pledged himself to Sauron, hoping to eventually overthrow him from the inside of his machinations. The wizard had not realised, however, that even an unwilling pawn to Sauron remains a pawn to Sauron, and by joining the Dark Lord he betrayed the mission given to him by Manwë, even if his purpose is still to overthrow Sauron.

Over the last six decades, Saruman has worked to increase his forces. His Orcs and Goblins have begun to fell the ancient trees of Fangorn, and the Isen has been dammed to power the great water-wheels that churn rock and iron. Underground, away from view, large forges burn day and night to create weapons for the Goblin-men of Saruman’s army. Although Saruman has not realised this yet, Sauron has invaded his mind more than the wizard believes. Saruman now thinks in terms of order and efficiency, and in his quest for victory he has grown for himself a mind of metal and wheels. In a sense, he has grown to be much like Sauron in his attempts to destroy him, to the detriment of all of Middle-Earth.

On the political scene, Saruman has begun to make his preparations for war. The traitor Grima advises king Theoden, who has become enthralled by Saruman and is weary of war. To the West, the wizard has allied with the Dunlendings, whose raids provide Isengard with the food it needs to sustain his armies. However, the Wizard’s Vale and Dunland are unsuitable for farming, which provides a ticking clock for Saruman to make himself known, to go out and conquer. Every month his spies are abroad, Saruman risks discovery by the Free Peoples or the White Council, and now that the Ring has not yet revealed itself, Saruman grows ever-more worried. Though, every moment that the Ring does not reveal itself is a moment he can use to outmanouvre Sauron.
Alignment: Sauron (still in secret), himself (even more secret still)
Faction Bonuses:
A Mind of Wheels: Saruman has bent his lore and command of sorcery towards an emulation of Sauron, to dominate lesser life and build hosts to rule with. He is still learning, but some of these plans are already coming to fruition below Isengard... Isengard recruits an additional 50 Uruks independent of other Recruitment every month.

A Fair Counselor: The White Wizard is a friend to many and advisor to all, cloaking his growing desire for power behind a fair face and a wise voice only few can resist. Isengard may undertake Unique Quests which allow it to Infiltrate other factions. These quests benefit those factions, but each successful quest increases Isengard's hold upon that faction. These Levels of Control are as follows:
I: The faction must pass a modest diplomacy check to open hostilities with Isengard.
II: The faction must pass a difficult check to open hostilities with Isengard. Any territories Isengard seizes from this faction gain a free garrison of 100 soldiers of the conquered faction (traitors).
III: The faction must pass a very difficult check to open hostilities with Isengard. The free garrison rises to 200 soldiers, and Isengard siphons 1 Recruitment Point from this faction for their own use.
IV: This faction may not declare war on Isengard. Isengard siphons one more Recruitment Point from this faction for their own use, and the garrison of traitors rises to 400.
V: Isengard siphons one Recruitment Point per Settlement above Tier I from this faction for their own use. Isengard may undertake a special quest to spark full-scale uprisings against this faction, which, if successful, join Isengard without hostilities being opened with the faction.
If Isengard attacks an Infiltrated faction, her Level of Control will automatically drop by one per month, as the populace shakes off Saruman's charms. Infiltration Quests have a three month cooldown.
Territory: Isengard, the Wizard’s Vale, Gap of Rohan
Settlements: Isengard (Level IV)
Strength:
3,000 Orcs
400 wargs
300 Uruk-Hai
200 Dunlendings

All forces reside at or under Isengard.
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Ralnis
Postmaster of the Fleet
 
Posts: 28558
Founded: Aug 06, 2012
Ex-Nation

Postby Ralnis » Tue Jun 30, 2020 10:53 am

Realm: Wazmakaghul, the Solitude of Labyrinths
Leader: Skaldii the Pale,the Scholar-Drake of Solitude and the King in the Labyrinth
Race(s): A lone cold-drake that leads goblins and orcs that live in his hold
History: Long ago, the underground dwarf fortress of Wazmakaghul was built as a staging army to fight the dragons, bandits, or even rival dwarves should tensions rise. It was completed to be built like a labyrinth in order to defend themselves better. At the end it was tested in the War of Dwarves and Dragons by cold-drakes who came to for its treasure. Despite the power of dragons, Wamakaghul held but the Dwarves did not. Eventually the Dwarven fortress became a ruin that defenses still stood as it faded into history. But this is not the end of its story.

As time past, a female pregnant drake had found her way to the forgotten walls of the fortress and managed to best the defenses but nearly died in order to get to the treasure. On her last breaths, she laid her egg on the very gold and precious metals in the vault and wrapped her body around it. In her death, her victory was not in vain as her offspring will have inherited her victory. The babe in the egg nearly died but fate had favored this little wyrm.

The babe was pale in scale and eyes shine with a glowing hue to them. This babe had came to survive the growth by feeding on the corpse of his mother and coveted her bones and sinew as he did his hoard. Like all dragons, growth and sleep were deep and slow but during the periods of activity the dragon came to upon curiosity of the fortress that he called home. His mind was naturally sharp, more so than normal lesser dragons as he learned what he could from the ruins. This thirst of knowledge soon became tied to his greed for treasure as he would layer his treasure with tattered scrolls, ruined books, or stones with stories wanting to be told.

He deciphered a broken idea of the history of the dwarven fortress and understood the language of the people that abandoned due to the War. These tattered histories and legends only fueled his lust for knowledge, his dreams plagued by libraries of splendor, plunder of trinkets and of archaic knowledge from Eras beyond his life. His heart thirst for treasure of both material and knowledge as he wished to turned his hoard into a gold library that would be the envy of Middle Earth.

His long slumber was interrupted as goblins had settled and infest his lair. When the small vermin found the young cold-drake, he was not happy for these intruders dared to even step foot in his presence. He used his dragon-spell to not just interrogate them, but to sunder their minds into sludge as his voice was heard through the mouths of the goblins as they let the leadership just who they stumbled upon. The goblin chieftain who came before him bowed to his power and begged for forgiveness.

However, instead of forgiveness, the dragon sought something more. His eyes look towards the ruins of his home, to the battered statues of the dwarven kings and heroes and what could be restored in his image. He also saw the goblins and saw that in the minds he had shattered or read about the various settlements and strongholds but also that the Dark Lord has returned. While the schemes of godlike beings and Wizards as he is a lone lesser of a dragon like Smaug but lazy either.

To the Cold-drake, his greed was more to the point where he wanted more than just simple riches and scraps of knowledge. He sought the providence of majesty and statecraft, of nation-building. He looked at these goblins and made them a deal of offering protection in exchange for servitude. In his draconic eyes, he had plans for these small pitiful creatures and saw the potential for his own uses. The goblin chieftain didn't get much say in it from between the dragon and the wilds they rather deal with a scheming dragon.

The dragon knew he had a lot of work in order to make a nation that he could copy from what he knew about nation-building and that goblins weren't the greatest servants due to them being geared towards infighting and making things geared towards war. To make them become anything different from Goblin-Town and tooled to be more organized.

The goblins needed to be directed, both through selective breeding and cultural engineering in order to get the best that he could from the goblins. It was a good thing that penalties were harsh and their lives were short but plentiful. Of course, with the large surplus of goblins that infested his halls came with the matters of logistics which the dragon was more than happy to direct and eventually dictate for others to manage. The fortress eventually grew for fungal farms and other ramshackle structures as they mined even further into the mountain.

Eventually forges and other works were reclaimed or made from the ramshackle industry. The dragon was pleased somewhat, his experiments into giving them a state was more or less successful, but their statehood was loose as many of the goblins became tribes that bowed to the dragon because of fear of being dominated or eaten. Many had came to fight each other in ritualistic combat for feats of strength or even steal from his hoard.

Because of this, all that he had done was being ripped under him and this will not stand. The dragon went on a rampage and took many goblins, either eaten them or enslaved the survivors with his Dragon-spell. With his rage finally subsided, he figured out that he destroyed all that he had originally built was destroyed. Now he to rebuild everything, but now with more careful watch and needed to get someone who would listen better.

From here, he sent out the goblins to find him bands of orcs and goblins that he can use to create a government structure of a kingdom that he could use terror and domination to make them listen to his words and his laws.

What came out of this second attempt was something strange to the dragon and more successful in organization to building a new nation. Those that came to the Labyrinth give their respect and reverence out of the fear of a dragon and the power of the dragon-spell. The kingdom had effectively been established with laws and a caste system with goblins on the bottom and orcs on the top.

The reason why he specifically chosen female goblins and orcs that were taught by him personally to be his scholar caste, caretakers and minsters. It was the first Herald that gave him the name of Skaldii the Pale, the Scholar-Drake of Solitude and the King in the Labyrinth. All those titles he never gave himself but take them in stride as he finally saw all that he wanted to start becoming true.

Finally, in the start of the new era, where Darkness and Light started the war for the Ring, the fortress is finally seeing some degree of restoration. Metal and stone are being mined, weapons are being manufactured, and fungus is being grown. The goblins and orcs march with ramshackle industry and a focus to bring glory and in the name of the Scholar-Drake for the want is of the world and the enemies are everyone that doesn't respect or bow to their King.

Let them all fear the coming of Sakldii!

Alignment: Independent/Himself, if by DnD alignment, is between neutral and lawful evil
Faction Bonuses:
The Will to Dominate: As a wielder of a remarkably powerful Dragon-spell, Skaldii can place lesser beings, even those with the will to resist him, temporarily under his command. If involved in a battle with creatures of a strength of Lesser Men or below, Skaldii has a high chance of taking control of a significant proportion of that enemy force.

Seeker of Knowledge: Skaldii understands that his servants are of rude make, and desires better. Every few months he may take on a Unique Quest to seek after some lost dark art or secret which may give his followers various advantages, or allow the recruitment of more fell beasts.

Territory: The Fortress is deep into the Grey Mountains, actually carved underground and into a mountain. It is west of the Withered Heath. It's well hidden and mostly ruined except for the ramshackle buildings of goblins coming in and out. It is well out of the way of the old maps that the Dwarves had prior to the War of Dwarves and Dragons.
Settlements: Wazmakaghul, the Solitude of Labyrinths(Tier II)
Strength: Besides Sakldii being a lesser cold-drake with scholarly knowledge, the number is a thousand goblins and a thousand orcs

Name: Sakldii the Pale, the Scholar-Drake of Solitude, King in the Labyrinth
Race: Dragon/Cold-Drake
Appearance:
Image

Role: King of Wazmakaghul and seeker of knowledge
Alignment: Independent/Himself DnD alignment is around neutral and lawful evil
History: Born inside the fortress from his dead mother, Skaldii was alone in a cruel world and as a cruel being. He did not care that he was alone but that he had no mother like normal drakes, or so he believed. Instead he had her corpse as food and the bones as a blanket with the hoard as a bedding. During his growth and sleep cycles he learned much about his home that he added every little scrape of knowledge that he could find in the ruins but only as a means to grow his own mind. Eventually all was exhausted and he was once again unfulfilled and went back to sleep.

Eventually his sleep was interrupted by goblins who settled in his lair and subjugated them into servitude for a time, dreaming of using them as a means of acquiring more wealth of treasure and knowledge for his hoard. However he also was dreaming of nation-hood, a kingdom in the mountains that can outshine the accomplishments of greater dragons like Smaug the Tyrant. Though deep inside he also wanted something a dragon never should cross the mind, companionship. Of course something as prideful as a dragon would ever admit that, even a lesser one such as he.

Despite the treasure of knowledge and coin being shipped as much his lair being restored in some fashion, the goblins had tested his patience. The infighting and constant incompetence eventually made him try to experiment on them. Then someone stole from his hoard. The entire goblin population paid the price as he ate those in his wrath and captured the survivors to experiment on in order to make them more suitable for his goals. During these times, the goblins served as a great basis for his growing need for magical knowledge and made more subtle changes to their minds.

This second attempt was more profitable as he built the goblins into something similar to what the Dark Lord did. They had come to worship the cold-drake as a deity and king of the hold, even making themselves organized in a fashion that wanted them to be. In a way, he had came to finally was able to accept these goblins as his own and his own dreams of an empire started to come to fruition. He taught them and led them as any true king should.

It was them who gave him his name and titles. In exchange, he gave them the caste and the Heralds, female goblins and orcs who were marked by oath to be his representative, caretaker, and agents of his law. This, coupled with the warchiefs that lead the charge in his name have allowed him to march outside of his lair. His is the bid for Middle Earth and to gather all the treasure and knowledge in the world.

Other: Skaldii has a caste of goblins and orcs called Heralds. These are female orcs and goblins that are his scholar assistants, caretakers, representatives, and agents of his rule in the Labyrinth. They are essentially overseers and internal managers of the kingdom. They make sure that everything is tip-top shape and efficient for the industry of the fortress. Many of them would oversee industrial sectors and the growing needs of housing and healthcare. They also are envoys when needing to diplomacy, which hasn't been needed but a Dragon never thinks short.

Skaldii also has a love for pipeweed and has had the goblins craft him a large pipe to smoke it. It is also grown or raided from other goblins or caravans for the dragon's favor and blessings. It is one of the few things that are grown outside in the mountains and, if contact with the outside world is worth it, could be traded outside of the usual tax.

Secretly, Skaldii wants a companion or at least a mother. His evil nature has twisted it to be a compulsion to want female caretakers around him. They are considered part of his hoard, which is why he has created the Heralds. They are also considered the most cuddled and spoiled of the caste, akin to nobles.
This account must be deleted. The person behind it is a racist, annoying waste of life that must be shunned back to whatever rock he crawled out from.

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Liecthenbourg
Postmaster-General
 
Posts: 13119
Founded: Jan 21, 2013
Civil Rights Lovefest

Postby Liecthenbourg » Tue Jun 30, 2020 5:04 pm

Realm: Rhûn
Faction Bonuses:
Riches of the East: Immeasurable wealth flows west from the distant lands of Rhun, a river of gold and jewels and other precious goods for those who will allow the treasure-bearing wains of Rhun entrance to their lands. Rhun may establish trade treaties with other factions (maximum five), which grant bonuses to both factions - three additional Recruitment Points to the exterior faction, and five to Rhun, from each treaty.

A trade route exists with the Dwarves of Erebor and the Iron Hills; resulting in +3 recruitment to them and +5 to Rhun.
A trade route exists with Mordor; resulting in +3 recruitment to them and +5 to Rhun.

The Great Pilgrimage: Warriors and battle-hardened fanatics are stock and trade of the vast eastern holdings of Rhun, and those who worship Annatar the Lord of Gifts frequently make the trek west to fight against his foes and so win his favor. Rhun will receive reinforcements every six months of vast hosts of these fanatics, hosts which will swell as Rhun wins battles and renown. The more crushing victories and the less defeat is suffered, the more pilgrims will flock to the Golden Banner.

Territory: Rhûn's western border, the territory known to the Westernesse of Middle-Earth.
Settlements:
Tier III: The largest settlement on the shores of the Sea of Rhûn; Zarâbâd. The river that flows into the sea from Mordor also flows through the city; and Khamûl's dread keep of malice sits upon the sea's only island, a large island 30 miles across.
Tier II: Darr, or 'The Gate', is a smaller settlement built on the main route from Zarâbâd to Rhûn's enormous east.
Tier I: Kharan, nearest to Mordor, is essentially a fortified outpost and way-station for trade.
Tier I: Ahvaz, between Darr and the capital, a smaller settlement mainly concerned with the rearing of cattle, sheep and goats - trade and troops also pass through here.
Tier I: Izeh, a fort closer to the Iron Hills than to the Sea of Rhûn, but further east than the capital.

Strength:
The Purple Banner are stationed at Zarâbâd and are the forces raised by Khamûl. Their dedication is apparent, fanatic, and if quality were to be measured those who march under the banners of purple and Morgoth would be considered the most proficient. Of the 25,000 men at Rhûn's current disposition; these number at the largest. Given it is the western most city, the largest, and the nearest to the realms of those who call themselves good, 20,000 find themselves here. These are 18,500 infantrymen and three quarters of the cavalry; 1,500.
The Blue Banner are the forces composed to garrison Izeh and consist of 3,000 infantrymen and 300 cavalry.
The Burgundy Banner finds itself defending the Gate, Darr. It consists of 300 infantry and 100 cavalry.
The White Banner find themselves at Kharan, guarding the way-station between Zarâbâd and Barad-dur. 1,000 infantrymen stand between the east and Mordor, with but 100 cavalry to support them.
The Green Banner, though once a mighty force in its own right, has seen itself relegated to 200 infantrymen defending and keeping the peace in Ahvaz.
Last edited by Liecthenbourg on Fri Jul 17, 2020 2:53 pm, edited 3 times in total.
Impeach Ernest Jacquinot Legalise Shooting Communists The Gold Standard Needs To Be Abolished Duclerque 1919
Grand-Master of the Kyluminati


The Region of Kylaris
I'm just a simple Kylarite, trying to make my way on NS.

The Gaullican Republic,
I thank God for Three Things:
Kylaris, the death of Esquarium, and Prem <3

The Transtsabaran Federation and The Chistovodian Workers' State

To understand European history watch these: Cultural erosion, German and Italian history, a brief history of Germany.

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Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Wed Jul 01, 2020 12:26 pm

Kingdom of Gondor


Artisans of Westernesse: Ever has Gondor stood in vigil against the darkness, like Numenor of old, and her skill with shaping stone and erecting fastnesses is not yet wholly forgotten. Fortifications require 20% less Labor to erect.

Guardians of Middle-Earth: The soldiers of Gondor have faced countless invasions from Mordor, from Rhun, from Harad, and from other foul folk aside. Better than perhaps any men on earth, they understand the value of staunch defense and thick shield-walls. High Men of Gondor, when fighting from Fortifications, possess the martial skill of Elvess.

Settlements: Minas Tirith Tier IV (Citadel)
Osgiliath Tier I (Curtain Wall)
Cair Andros Tier I (Ramparts)
Rammas/Causeway Forts Tier I (Curtain Wall)
Amon Din Tier I (Stockade)
Eilenach Tier I (Palisade)
Nardol Tier I (Palisade)
Erelas Tier I (Palisade)
Min-Rimmon Tier I (Palisade)
Calenhad Tier I (Palisade)
Anorien Tier I (Palisade)
Tolfalas Tier I (Stockade)

Strength:

5,500 Infantry

500 Guards of the Citadel

490 Rangers of Ithilien

1200 Gondorian Cavalry

15 Catapults

20 Ships
Last edited by Elerian on Sun Jul 19, 2020 3:45 pm, edited 4 times in total.

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Empire of Techkotal
Chargé d'Affaires
 
Posts: 414
Founded: Apr 09, 2020
Psychotic Dictatorship

Postby Empire of Techkotal » Fri Jul 03, 2020 11:54 am

Realm: The Breeland

Faction Bonuses:
Crossroads of Eriador: If anywhere in the West can be said to be the geolocus of the region, Bree is that somewhere. Between trade up the Greenway and the Great Road, business is good. And business booms in time of war... for every war going on west of the Misty Mountains, Bree gains 2 bonus Recruitment Points.

The Sign of the Prancing Pony: The Breeland is crowded, teeming with inhabitants. And with every month more refugees come pouring up the Greenway, looking for safe homes. Bree establishes new Outposts in half the usual time.

Territory: Breeland
Settlements: Bree-Tier III
Staddle-Tier II
Combe-Tier II
Archet-Tier II

Strength: 500 lesser Men, 100 Hobbits and 50 mounted lesser Men

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Arlye Austros
Minister
 
Posts: 2824
Founded: Feb 12, 2014
Inoffensive Centrist Democracy

Postby Arlye Austros » Sat Jul 04, 2020 2:37 pm

Realm: Realm of Imladris

Leader: Lord Elrond Half-elven
Race(s): Eldar (Noldor), few Arnorians.

History: The Settlement known as “The Hidden Vale”, the Last (or First) Homely House and Karningul in Westron came to be during the closing days of the War Between the Elves and Sauron. Elrond, son of Eärendil and Elwing, led a force of elves from Lindon, in an attempt to aid Celebrimbor. However. The Noldor, however, were defeated, and Elrond gathered whatever survivor he could and fled north from Eregion, settling in the Hidden Valley. The settlement would soon be known as a place of aid and refuge to all those who oppose Sauron. Eventually, during the middle days of the Second Age, Rivendell became the only place entirely free from Sauron’s influence. Besieged and holding, it was liberated by Gil-Galad and the King of Nümenor, and Elrond received the regency of Eriador in the High King’s name along with the Ring Vilya.
Elrond and those who sought him joined Gil-Galad and Elendil in the War of the Last Alliance. With the death of the High King Imladris was left effectively independent from Lindon. Elrond became a leading figure in the years to come. Although refusing to become King of the Noldor, Elrond became known as a leader amongst the few of them who remained. During the coming years Imladris would prosper, and its alliance with the Dúnedain would become the backbone of the safeguard of Eriador. This would be confirmed by the tradition of raising the heir of Isildur in the Last Homely House.

During the Third Age Elrond made his family. His wife Celebrían from Lorien would bear him twin sons, Elladan and Elrohir, and a daughter, Arwen. The war with Angmar would rage, Imladris besieged once more, this time by a Lieutenant of Sauron, and after the fall of Arnor it would become the refuge for Arnorians as well, along with the heirlooms of the House of Valandil, safekeeping them for the one who would lay claim to them.
After Mithrandir overtook the power of Dol Guldur and heralded the Watchfull Peace, the White Council was formed, and Elrond joined it. Decades later his wife Celebrían was taken by orcs, and although their twin sons managed to bring her back, she decided to sail West.
Although discovered by Mithrandir as Sauron, the White Council didn’t attack the Necromancer of Dol Guldur.


Alignment: The Free Peoples
Faction Bonuses: Blessed of the Valar: The High Elves of Imladris are no mere Silvan kindreds - they hail, almost without exception, from the progeny of those who have seen the fair country of Aman, and they are indwelt with a light and power no longer seen upon the hither shores of Middle-Earth. As such, their skill with blade, bow, and enchantment are all but unmatched, but their numbers are very few. Warriors of Imladris fight with twice the strength of normal Elves, but their Settlements grow at half speed.

The Wandering Companies: The House of Elrond Half-Elven is a respite for more than just the few that dwell in the hidden valley, sojourners who bring word and tidings when they rest at the Last Homely House west of the Misty Mountains. Their knowledge of what passes far afield is great even by the standards of the wise, and knowledge of all things that pass between the stars is theirs. Imladris may choose, in any given month, to subtract a month from any Quest cooldowns or duration of a friendly faction, aiding their allies as they grow in might.

Territory: The Hidden Valley of Rivendale and most adjacent area east of the Bruinen. Some presence in the western slopes of the Misty Mountains.
Image

Settlements: Imladris. Tier II Settlement.

Strength:
Elrond’s Guard: A retinue of 40 armoured archers and adept swordfighters.
Imladris Watchers: 150 lightly-armed Noldor warriors and archers.
Elrohir’s Company: 30 heavy lancers and 10 archers on horseback.
Elladan’s Company: 60 swordsmen and 40 archers.
Arnorian Company: 70 Dúnedain spearmen and 75 Archers
Arlye Austros, the New South. In the Nibaru Expense. -Future Tech-
Patagonia and its regional neighbours are dominated by the Frankish Kingdom of Argentina and use Modern tech for their affairs. -Modern/Post Modern Tech-

Chilean-Argentine, Pro Union of the Americas (all three). Anti Chavism, anti other stuff. Conservative, but not in extremis (hope so).
Pro Stark, Impeach Tommen

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Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Tue Jul 07, 2020 2:32 pm

Realm: The Dwarven Kingdom of Erebor and the Iron Hills
Leader: King under the Mountain, Dáin II Ironfoot
Race(s): Dwarven
The Glorious and heroic effort of Thorin Oakenshield marked a glorious return of Durin's Folk to the Lonely Mountain in TA 2941. As Dain led his people in the battle of the five Armies and became king under the mountain after the death of his nephew, Thorin Oakenshield, his realm of the Iron Hills was incorporated under the throne of Erebor as it became, once more, the seat of the King of all Durin's Folk.

In the years since, great efforts were made to restore Erebor to it's former glory, as it's forged burn bright once more and miners delve deep into the earth to retrieve the metals necessary to fuel them. Even with many of the Iron Hills travelling to Erebor to populate it's abandoned halls, the riches Dain had at his disposal allowed him to firmly keep a grasp on the territories in the Iron Hills and strengthen their old home their furthermore. And with the riches of Erebor fueling the reconstruction of the Dale and the trade routes to Ered Luin, good relations have been fostered with both their human and dwarven allies of yore. Although ancient qualms with elvenfolk remain, as long as darker forces loom on the horizon and squat in ancient dwarven holds, it is clear to both elven and dwarven folk that such grudges are to be left for another time.

Although hope in the future is at a a height not seen in many a year, it is still dampened by the continued loss of many lands once held dear by all dwarven folk. Ancient holds like Gundabad and Khazad-Dum still lie in the grasp of foul beasts and even Dain knows neither the grey or misty Mountains can be easily retaken. But with foulness in the air and evil on the horizon, Durin's Folk can not sit idle in the Lonely Mountain and amass wealth. The need for dwarven might and steel has never been higher and Dain knows it is in the wars to come that the dwarves must rise and reclaim their ancient glory, lest they risk losing it all, once more.

It is due to this, that Dain has strengthened his force of arms. Dwarven might in steel and body have been raised in numbers not seen since the battle of Battle of Azanulbizar and the time grows near that this host shall march out of the reforged gates of Erebor and fight to reclaim all dwarven holds lost in Middle-Earth.

Alignment : The Free Peoples
Faction Bonuses:
Itinerant Folk: Durin's kin have long been scattered, wanderers without homes, seeking for a place to call their own since the destruction of Khazad-Dum and the devastation of much of the Dwarven realms of the Grey and Misty Mountains by goblins and dragons. With the Kingdom under the Mountain restored, the numbers of those who come daily to join in the great work is not inconsiderable, and they swell the ranks of those who serve Dain. For the first three years, thirty Dwarves will join Dain's forces at Erebor every month, and founding Settlements takes half as many Dwarves.

Masters of Rock and Stone: There are no earth-gnawers and stone-biters like unto the children of Aule, even in the ranks of the kin of Westernesse or those trained by the Great Enemy. A dozen dwarves, tools, and time to work, can make any place strong beyond the measure of mortal men to breach. Fortifications cost 40% less to erect.

The Lands of the Iron Hills and The Lonely Mountain, Trade routes connecting both lands. Alliances with the Men of Dale

Settlements:
-> Erebor (A City Lvl 4, Fortification: Citadel)
-> Hammerstead in the Iron hills (A population Depleted Town, classified as a Hamlet) LVL II. Fortifications: Ramparts)
-> Járnfast in the Iron Hills ( A Hamlet LVL II. Fortifications : Curtain Wall)


The Host of Hammerstead
- 1000 Dwarven warriors

The Host of Erebor
- 726 Dwarven warriors
- 6 Dwarven Cavalry
- 5 Dwarven Heavy Iron Ballistae

The Host of Jarnfast
- 1000 Dwarven warriors

The Host of the Iron Hills
- 1000 Dwarven Warriors

The Host of Gloin (currently on the march in the Rhovanion)
- Captain Gloin, Son of Groin
- 1400 Dwarven warriors
- 200 Dwarven Cavalry
- 5 Dwarven Heavy Iron Ballistas
Last edited by Tysklandia on Wed Jul 15, 2020 3:24 pm, edited 6 times in total.

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The Grand Duchy Of Nova Capile
Senator
 
Posts: 4689
Founded: Jul 12, 2015
Iron Fist Consumerists

Postby The Grand Duchy Of Nova Capile » Fri Jul 10, 2020 3:00 pm

Image

Overview

Name: Kingdom of Rohan (else Riddermark, the Mark, Rochand, or Rochann)
Leader: Théoden King
Race: Lesser Men
Territory:
Image

Faction Bonuses

Lords of the Mearas: Horseflesh is the distinct province of the sons of Eorl, and their mastery of steed and saddle is unmatched in the known world. Nearly every soldiers of the Mark can ride, and many have multiple remounts, making them a flexible and swift host.
Recruiting mounted units costs only 1.5x the normal recruitment cost, instead of the normal 2x.

Verdant Countryside: The Mark is not a land of towns and cities, but farmsteads and hamlets. These multitudes of agrarian communities make attracting people to crowded settlements difficult, but also mean the lords of those towns can call on far more swords and spears than an outside observer might expect.
Settlements in the Mark grow at half speed, but Tier I settlements grant 3 Recruitment Points instead of the standard 1.
Settlements

Edoras - Town (Tier III) - Stockade
The capital of the Riddermark and the location of the Golden Hall of Meduseld, seat of Théoden King.
Garrison: 1,054 riders and 500 footmen
Aldburg - Hamlet (Tier II) - Palisade
The first Rohirric settlement and the foremost after Edoras.
Garrison: 200 riders
Dunharrow - Outpost (Tier I) - Ramparts
A fortified encampment nestled within the White Mountains, the safest refuge in Rohan.
Garrison: 200 footmen
Upbourn - Outpost (Tier I) - Palisade
A small hamlet along the river Snowbourn.
Garrison: 100 riders
Underharrow - Outpost (Tier I) - Palisade
A small hamlet in the Harrowdale very near Upbourn.
Garrison: 100 riders
Wealdworth - Outpost (Tier I) - Palisade
A small hamlet at the confluence of the Snowbourn and the Entwash.
Garrison: 100 riders
Actions

Month 1: 500 riders and 300 footmen go with Elfhelm from the Folde to Helm's Deep.
Éomer rides to Edoras with the intent of persuading men to Théodred's cause.
Théodred summons the Muster of the Westfold to Helm's Deep.
500 Lesser Men begin constructing a Curtain Wall at Edoras (1/30 months).
Éomer leads his éored as well as the riders of Edoras (1,100 Lesser Men) against a pack of Orcs in the Ered Nimrais and thence to Helm's Deep.
54 riders are recruited at Edoras.
Last edited by The Grand Duchy Of Nova Capile on Fri Jul 17, 2020 3:24 pm, edited 2 times in total.
Capilean News (Updated 16 November)
Where is the horse gone? Where the warrior?
Where is the treasure-giver? Where are the seats at the feast?
Where are the revels in the hall?
Alas for the bright cup! Alas for the mailed warrior!
Alas for the splendour of the prince!
How that time has passed away, dark under the cover of night, as if it never were.

The Wanderer


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