The Red Dragon Inn - home of the Audalis campaign setting.  Online D&D gaming, art, poerty, stories, advice, chat, and more

Support the Inn! If you are doing holiday shopping online, please use this affiliate link for Amazon.
You pay the exact same prices, but the Inn earns a small referral fee. Thanks!

We currently have 4066 registered users. Our newest member is vibechecker628.
Online members:
Username Password Remember me
Not a member? Join today! | Forgot your password?
Latest Updated Forum Topics  [more...]
Q&A Threads - Shadows of the Empire Q&A (posted by Eol Fefalas)Shadows of the Empire Q&A
Dungeons and Dragons - Shadows of the Empire (posted by Octavia)Shadows of the Empire
Entertainment - Neva (posted by breebles)Neva
Common Room - Cringeworthy players... (posted by Eol Fefalas)Cringeworthy players...
Spamvertize - Twitch Links (posted by breebles)Twitch!
Latest Blog Entries
Revenge of the Drunken Dice
Latest Webcomics
Loaded Dice #80: Priorities
RPG MB #15: Master of the Blade
Floyd Hobart #19: High School Reunion IV
There are currently 6 users logged into DragonChat.
Is the site menu broken for you? Click here for the fix!

You are here: Home --> Forum Home --> General Forum --> Common Room --> Sojourn in Middle Earth
Jump to:    1 2 3 [Next] [Last Page]
    Messages in Sojourn in Middle Earth
RDI T-shirts!

Men's RDI Logo Tee
Price: $15.00



RDI T-shirts!

Outrun the Dragon
Price: $18.00

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Sojourn in Middle Earth

Hi everyone.

You may have all read GreyGrey's recounting of his time as the Corsairs of Umbar in a diplomacy/wargame set in Middle Earth. Well he inspired me to try it for myself, and after having a go at the intro. module for the past few months (it's pretty affordable if any of you wish to try it), I've just embarked on my first full game. (yay!)

I've been assigned as the Sinda Elves (the Elves of Mirkwood and Lothlorien combined). Unfortunately there's is no pretty Legolas to admire (*sobs*), but it does promise to be a fun game.

If no one objects, and if people are interested, I'll update you over the next weeks and months with what transpires.


Posted on 2008-02-14 at 17:21:07.

t_catt11
Fun is Mandatory
RDI Staff
Karma: 378/54
7133 Posts


well...

I enjoyed his little wargame blog... feel free to post your own!


Posted on 2008-02-14 at 17:23:14.

Jozan1
RDI Fixture +1
Karma: 67/14
1556 Posts


.

What game is this? something of interets it seems to me.


Posted on 2008-02-14 at 19:52:10.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Website

The website and all the info. you could possibly want is at www.middleearthgames.com.

When I have a little more time I'll post some info. that will help to explain what it's about.


Posted on 2008-02-14 at 20:02:07.

GreyGrey
Resident
Karma: 17/24
213 Posts


I Lurk, My Precious

I'm glad, because I love those PBeM games. I suffered a setback in my finances over the holidays, and unfortunately had to bow out of my Corsairs stint. That game was intense and even at a 2-week turnaround, I couldn't keep up with it both time-wise and financially.

They are affordable, but when you get in between jobs (I am now a tecnical writer for Microsoft), things can get lean.

Anyhow, I'll be lurking nearby to read this thread!


Posted on 2008-02-14 at 21:01:24.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


That's a shame

That's a shame you had to pull out Grey.

There's been a lot of fun diplomacy that's been going on for the last few days, while I've been working out my initial strategy. Unfortunately, it's not something I can share because I can't risk those playing as Nazgul or neutrals stumbling across the information. So I can't promise to be as frank as Grey was.

I will post some initial thoughts now though, so stay tuned!


Posted on 2008-02-18 at 13:15:55.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Basic background

Grey posted this before, but I thought I'd post it again. It's just a quick run-down of the settings and the various nations in the game.

The setting is 1650 of the Third Age. The game assumes that Sauron made his bid for domination 1300 years before Tolkien's War of the Ring.

"The 17th Century T.A. (Third Age) of North-western Middle-earth is a time of political and social upheaval. This area, known simply as the West, encompasses the lands north of Umbar, west of the Sea of Rhûn, and south and east of the Great Sea. Following the end of the Second Age, which culminated in the fall of Sauron and the Last Alliance of Elves and Men, the West entered a brief period of growth and prosperity. Next followed a time of migration and expansion by various Free Peoples, who found themselves needing more land to act as a buffer between their neighbours, as well as to support their growing populace. At around the end of the first millennium, Sauron and his minions began to return. This had a dramatic effect on the peoples of the West, as the establishment of numerous strongholds by Sauron's chief servants, the Nazgûl (‘Ring-wraiths’), took its toll on the neighbouring realms. With the divided realms of Arnor weakened, conflict escalated between Gondor and Umbar, and new disputes arose between factions within Gondor itself, whilst repeated invasions by various Easterling peoples pressured the realms of Rhovanion. Finally, in T.A. 1635-37, the Great Plague swept through Rhovanion, Gondor, and Eriador. The devastation caused by the plague forced all realms and powers to withdraw for a while, consolidating their forces. But now new nations are on the rise: strong neutral empires who have no current allegiance, isolated Free Peoples that were spared the plague, and bastions of the Servants of Darkness that always seem to have forces rallying to their cause. The time is ripe for a powerful leader to forge a strong alliance among the Free Peoples, or the forces of Darkness, and decide the fate of the lands of the Middle-earth."



Posted on 2008-02-18 at 13:21:33.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Nations

FP: Free Peoples of Middle Earth. Basically the descendents of all those that fought against the forces of Sauron at the end of the Second Age and the ancestors of those that fought in the War of the Ring.
Woodmen (#1) The Woodmen nation is composed of both the Woodmen and the Beornings of Mirkwood. The Woodmen are a loose collection of hunter/gatherer tribes that live in or below the trees of the great forest. The Beornings are closely related to the Woodmen, although their elder roots are distinct, and a select few can shape-change. The Woodmen numbers are few, generally preferring to blend in with their environment rather than placing a burden upon it. Their clans/tribes prefer small centres of population and hold several sites as holy. The Woodmen, loosely led by Beoraborn and Waulfa, possess skilled leaders with great insight and wisdom and deft agents with speed and cunning. The scattered population of the Woodmen presents difficulty in co-ordinating plans, but they are fierce warriors, effective in almost any terrain, and have rich resources at their disposal.

Northmen (#2) The Northmen nation is composed of both the Lake-men and Dale-men of Rhovanion as well as the Dorwinrim near the Sea of Rhun. Their cultures are similar since they are all skilled diplomats and merchants, and influence much of the mercantile trade in western Middle-earth. The Northmen aspire to control vast markets and acquire considerable wealth. Their numbers are not vast, but their settlements are much larger than their neighbours. The Northmen possess adequate and well-provisioned armies, and also possess a navy at the Sea of Rhun. Led by Eoder and Gaerandil, the Northmen represent a significant power waiting to be awakened.

Eothraim (#3) The Eothraim nation includes the more sedentary Gramuz peoples as well as their own plains-riders who reside in the vast plains of Rhovanion and near the eaves of Mirkwood. A loose collection of semi-permanent clans, led by Uirdiks and Mahrcared, the tribes of the Eothraim control considerable territory. While they have chosen to establish few permanent settlements, these ancestors of the Riders of Rohan are capable of placing roots when need dictates. One-on-one, the riders of the Eothraim have few equals anywhere in Middle-earth. Their forces enjoy the mobility of cavalry and are masters of working with the wild horses of the region. Although their dispersed forces and sparse settlements inhibit their power, the Eothraim possess considerable numbers of troops and have steady clan leaders.

Arthedain (#4) The last independent kingdom of the former realm of Arnor, the nation of Arthedain, still represents a significant force in the region. From the hills of northern Eriador and led by King Argeleb II, the knights and mages of Arthedain have withstood the evil forces of Angmar for over 300 years. The power and influence they wielded long ago is no more, yet the memory of former glory remains and serves as a beacon for the people of Arthedain. The blood of the Dunedain runs rich in the veins of the powerful within Arthedain and many of the heirlooms of ancient Numenor still reside there. Numerous well-fortified towns support the remaining population and a variety of resources are still abundant in the region. Gifted with few but excellent leaders, the well-provisioned armies of Arthedain are formidable. Lately, to bolster their flagging recruitment, mercenaries have been hired to swell the ranks.

Cardolan (#5) The glory of Cardolan has long passed. However, the largest region of the former realm of Arnor still wields much influence and employs numerous swords in central Eriador. The blood of the Dunedain is rather thin in Cardolan. Consisting of several co-operating fiefdoms, loosely led by Hallas, Cardolan seeks to be a reunited and restored nation once again. The armies of Cardolan are adequate, but lacking in discipline, and consist of large numbers of mercenaries hired to provide quantity if not quality. The numerous towns and settlements of Cardolan help establish their influence over the strategic region of Eriador and much of their strength lies in the considerable resources available in Eriador for any expansion plans. A good navy is also anchored and ready to oversee the extensive coastline and numerous rivers within Cardolan.

Northern Gondor (#6) Although no longer the dominant force in western Middle-earth, the nation of Northern Gondor still controls a huge domain extending north from the White Mountains, east from the Gap of Isengard, west from the land of Mordor (with outposts still evident in Rhovanion), and south of Mirkwood. The blood of the Dunedain runs richest there and the leaders of Northern Gondor are well-seasoned veterans of both foreign and internal conflicts. Led by King Tarondor, their armies are well-provisioned and supplied and have begun to reach their former proportions. Many strong cities and fortified towns are scattered across this vast realm and several navies help maintain Gondorian interests along the Anduin and a route to the sea. The source of greatest concern for Northern Gondor is not their own might, but rather the extensive realm they must protect and the many enemies that reside on their borders.

Southern Gondor (#7) The numerous lands and fiefs of Southern Gondor are considered allied with their cousins to the north. However, the recent Kin-strife has strained relations and estranged some of the powers of Southern Gondor, and many powerful Men within the nation ponder their own right to rule all of Gondor. Their realm consists of the lands south of the White Mountains and north of Near Harad. Led by Prince Celdrahil, the forces of Southern Gondor are not to be taken lightly. Numerous well-fortified towns dot a countryside rich in natural resources. A formidable army, in terms of numbers, training, and provisions, and powerful navies that patrol the sea regions south of Gondor and up the Anduin delta, provide considerable deterrent to the other major powers in the region. The mages of Southern Gondor are very talented and exhibit the presence of Elvish blood mixed with that of their Dunadan ancestors.

Dwarves (#8 ) The descendants of the Seven Fathers, known among themselves as the "Khazad", are scattered from one end of Middle-earth to the other. The largest settlement of the Dwarven nation is centered at Moria, led by Bain I, but there are enclaves to be found in the Blue Mountains, the Grey Mountains, the Iron Hills, and the hills near the Sea of Rhun. The rise of the Dwarves as a power has been prevented primarily by the isolation of their forces and has been further hampered by the slow growth of their population. A stout and sturdy race, the Dwarves are blessed with some of the most formidable warriors, pound for pound, to be found in all of Middle-earth. The Dwarves were little affected by the Plague, and most of the Dwarven population are trained warriors. Thus, the Khazad are capable of presenting a large, well-provisioned, well-led army to their enemies. In matters other than military, however, the Dwarves are less-skilled. Although their settlements are usually strong and well-fortified, Dwarves have limited resources, other than metals, with which to barter for badly needed products.

Sinda Elves (#9) The nation of the Sindar consists mostly of Silvan Elves (Wood-elves) who are led by their Sindar brethren. The Sinda Lords Thranduil and Amroth effectively lead the dispersed forces of the Wood-elves resident in northern Mirkwood and in Lorien. The armies of the Sindar are not numerous but they are effective, possessing fine-quality weapons and superb leaders. The forces of the Sindar exhibit the normal Elvish traits and are quite adept at moving and fighting in their natural terrain - the forest. Skilled mages and numerous agents also keep them well-informed about their surroundings and their neighbour's activities. Although their settlements are few and far between (they possess harbours as far away as the Sea of Rhun and the Great Sea), the Sindar are well hidden and protected.

Noldo Elves (#10) Arguably, the Noldor are individually the most powerful of Eru's Children. However, there are now so few of them that their potential to control events is not what it once was, even though it is still significant. The Noldo Elf nation consists mostly of Wood-elves and a few Sinda Elves who are led by their Sinda and Noldo Lords, Cirdan and Elrond. Residing in the westernmost parts of Middle-earth, they survey and consider the changing world from the Grey Havens and Rivendell. By no means strong by military standards, the Noldor still can bring to bear a well-trained, well-armed, and well-led army to force their demands. Premier mages and ancient artefacts allow them considerable knowledge of their surroundings, including the affairs of other nations. Well-protected by magical and natural forces, the settlements of the Noldor are perfect havens to launch activities at almost any point in northwestern Middle-earth. Their ships are extremely swift and protect their coasts by means other than sheer numbers.

DS: Dark Servants. This is the collective group serving Sauron the Deceiver. There are 10 evil nations comprising the 9 Nazgul and a nation of Sauron's Lieutenants. All of course are determined to cover Middle Earth in darkness (and steal those lovely elvish cookies...even orcs get tired of eating hobbits-on-a-stick)
Witch King (#11) Led by the Lord of the Nazgul, the Witch-king, the nation of Er-Murazor is one of the most feared in Middle-earth. From his realm of Angmar in the far north, Murazor influences many of the events that transpire in Eriador and the Grey Mountain region. Surrounded by competent leaders and skilled emissaries, the Witch-king can send forth his armies to battle with considerable confidence. His main problem is that many of his troops are so poorly trained and so often ineffective that their sheer numbers are sometimes all that makes the difference between victory and defeat. Powerful mages and ancient items of power contribute much to the fear felt in the presence of the forces of the Witch-king.

Dragon Lord (12) Led by the Second of the Nazgul, the Dragon Lord, the nation of Khamul is one of the most extensive of the Dark Servants in Middle-earth. From his main fortress in southern Mirkwood, the Dragon Lord influences many of the events that transpire in Rhovanion and the Misty Mountain region. Surrounded by a variety of competent emissaries and skilled mages, the Dragon Lord can manipulate the affairs of the region almost at will. His agents frequently infiltrate his adversaries' settlements. Because of the numerous military forces in the area, however, the Dragon Lord has not yet openly displayed his growing armies. The Dragon Lord does not like to operate near bodies of water, maintains no navies, and does not bother to maintain vigilance over the nearby Anduin river.

Dog Lord (#13) Led by the Third of the Nazgul, the Dog Lord, the nation of Dendra Dwar is both deadly and growing. From his main fortress inside Mordor, the Dog Lord prepares his forces for their rightful ascendancy in Ithilien and Rhovanion. Numerous dark mages and skilled agents are in the Dog Lord's service, but his greatest potential lies in the able commanders that handle his growing military might. The forces of the Dog Lord are aptly named because many of his troops ride the infamous war-dogs and war-wolves that Dendra Dwar breeds and trains. This ferocious cavalry rides as one of the premier mounted forces in northwestern Middle-earth. Until recently, the resources available within Mordor were sufficient for the Dog Lord's purposes. However, the need for more canine-mounts and other war materials has forced Dendra Dwar to look beyond his current haven and consider extending his domain's boundaries.

Cloud Lord (#14) Led by the Fourth of the Nazgul, the Cloud Lord , the nation of Ji Indur is probably the most mysterious and secretive of all the Dark Servants. From his main fortress in south-western Mordor, the Cloud Lord's minions perform the most delicate of 'extractions' and arrange the most unobtrusive of 'accidents'. As a result of the exploits of his highly skilled agents, Ji Indur also influences and oversees much of the trade and commerce that passes through Harondor. His knowledge of the affairs and plans of his neighbours has allowed the Cloud Lord to begin preparing his forces, both military and arcane, in preparation for his own plans of expansion and domination.

Blind Sorcerer (#15) Led by the Fifth of the Nazgul, the Blind Sorcerer, the nation of Akhorahil represents one of the most dangerous collections of mages and artifacts among all the Dark Servants. From his main fortress in south-eastern Mordor, the Blind Sorcerer's adepts prepare for the inevitable expansion of his domain into Harad and Khand. Akhorahil possesses one of the richest regions from which to operate and controls one of the few navies serving the Dark Servants. Although lacking individuals skilled in the more subtle means of persuasion, the Blind Sorcerer is surrounded by crafty mages and well-supplied forces, and his armies and navies are swiftly rising to become a force with which to be reckoned.

Ice King (#16) Led by the Sixth of the Nazgul, the Ice King, the nation of Hoarmurath represents a formidable and growing force among the Dark Servants. From his main fortress inside Mordor, Hoarmurath's adept mages and skilled agents have permitted the Ice King to maintain constant vigilance and influence over the Ithilien region, while at the same time remaining undetected. The Ice King's armies are growing, and pressuring these neighbours is the next step in the plans for expansion that Hoarmurath prepares. The rich and poorly defended lands outside his realm are an attractive goal, for the resource-poor lands of Mordor will not continue to support the growing might of the Ice King.

Quiet Avenger (#17) Led by the Seventh of the Nazgul, the Quiet Avenger, the nation of Adunaphel wields the most well-rounded force among all the Dark Servants. From her main fortress south-west of Mordor in Near Harad, Adunaphel's learned mages and numerous diplomats and military commanders execute the dire whispers of the Quiet Avenger throughout the region of Harondor and Harad. The people at Adunaphel's disposal are not the best-trained nor the most skilled. However, the delicate position of her realm places great emphasis in balancing the many neighbouring forces and in keeping events happening as the Quiet Avenger desires. The location of Adunaphel's stronghold provides her with a rich source of supplies and good potential for further, although controlled, expansion.

Fire King (#18 ) Led by the Eighth of the Nazgul, the Fire King, the nation of Ren the Unclean wields the most dedicated force among all the Dark Servants. From his main fortress inside Mordor, the Fire King's adept mages and numerous agents and military commanders maintain constant pressure and vigilance on the Gondorian towers that surround Mordor and the region of Ithilien. The armies of Ren are very dedicated, although not the most skilled, typically well-armed, and are represented by a diverse mixture of races and peoples. His reliable servants have enabled the Fire King to begin preparing his forces, both military and arcane, in preparation for his own plans of expansion and domination.

Long Rider (#19) Led by the Ninth of the Nazgul, the Long Rider, the nation of Uvatha controls one of the most extensive realms belonging to the Dark Servants. From his main fortress near the Sea of Rhun, the Long Rider's minions infiltrate and pressure many of the peoples that inhabit Rhovanion and the region of Khand. The skilled agents of the Long Rider are able to exert considerable influence on mercantile operations throughout these regions. Also, the vast realm of Uvatha is patrolled by the superior cavalry that serve as the bulwark of his armies. Perhaps not as highly regarded as some riders, the exclusively mounted forces of the Long Rider are numerous, well-provisioned and quite capable of carrying out the planned expansion of the Long Rider's domain. The rich lands found in his real provide a strong potential for this growth.

Dark Lieutenants (#20) The nation of the Dark Lieutenants represents a strategic centre of power for the Dark Servants. From their main fortress inside Mordor, The Mouth of Sauron (Urzahil) and The Warlord (Gothmog) initiate and control events that influence much that transpires in all the regions surrounding Mordor. While the forces that constitute the armies of the Dark Lieutenants are not well-skilled, the extremely-seasoned commanders of the Dark Lieutenants are probably the most capable leaders to be found anywhere in northwestern Middle-earth. Their presence makes their armies a formidable force. Surrounded by wise mages and powerful artifacts, the Dark Lieutenants' power is rapidly rising and rivals the forces of any of the other Dark Servants.

Neutral Nations. These comprise 5 realms that can "declare" for good or evil depending on what the player decides. They can be very powerful and can tip the scales for either faction.
Corsairs (#21) The nation of the Corsairs consists primarily of descendants of the Dunadan rebels who fled from Gondor in the wake of the Kin-strife of T.A. 1432-47, and their Black Numenorean cousins who resided in Umbar prior to the arrival of the rebels. Led by the exceptional Sea-captain Angamaite and the powerful Teldumeir, the Corsairs have effectively established themselves as a dominant force in the Bay of Belfalas and along the southern coasts. The vast navies of the Corsairs are feared by all and equalled by few. The strategic location of the Corsairs affords them a region that has both plentiful resources and ready access to the vital nearby river valley and the Great Sea. Along with a few mages, the skilled diplomats and agents of the Corsairs wield their powers to much effect throughout the neighboring regions and manage to keep the forces of the Free Peoples and the Dark Servants in check.

Haradwaith (#22) The nation of the Haradwaith consists mainly of the Northern Haradwaith of Near Harad and the peoples who occupy the semi-arid lands south of Mordor, called Harondor, with their greatest settlements being along the seacoast and rivers. Led by Haruth Ramam and Carlon, the Haradwaith regard the Belfalas area to be their own and contest other rival navies for right of passage. The lands about Harondor provide bountiful resources and afford considerable protection from their powerful neighbors. Surrounded by powerful realms of the Free Peoples and the Dark Servants, the Haradan nation utilizes their strategic location and resources to thwart these foreign influences. While their main strength lies in their military might of both armies and navies, they possess individuals with skill in the arcane, as well as the more subtle, arts.

Dunlendings (#23) The nation of the Dunlendings encompasses the large region south of the former realm of Arnor in central Eriador. Consisting of several cooperating clans, loosely led by Enion and Eribhen, the Dunlendings seek to be reunited and restored to the lands of their forefathers. Possessing neither valorous nor skilled warriors, the armies of the Dunlendings rely primarily upon their charismatic leaders and sheer numbers to win the day. However, their forces are accustomed to fighting in all types of terrain (the rougher the better) and possess a wide variety of troops to suit their varied styles and expertise. While few of the Dunlendings aspire toward the arcane arts, the few that have have reached considerable skill. Surrounded by powerful adversaries, the Dunlendings have quietly reinforced their armies and plan to return to the days of old when their people were powerful and influential.

Rhudaur (#24) The glory of Rhudaur has long passed, but the eastern region of the former realm of Arnor still wields some influence and employs numerous swords in northern Eriador. The blood of the Dunedain has almost vanished in Rhudaur. Consisting of several cooperating fiefdoms, loosely led by Arfanhil and Broggha, Rhudaur seeks to be a reunited and restored nation once again. However, some factions favor the policies of the Dark Servants and others the policies of the Free Peoples. The considerable natural resources of Rhudaur are of interest to both sides. While the armies of Rhudaur are adequate to defend their borders, they are lacking in discipline and consist of large numbers of mercenaries. The military commanders of Rhudaur possess some skills in subterfuge and magery, as well as a keen interest in ancient artifacts. This broad spectrum of tools allows the leaders of Rhudaur to balance the strong influences of their neighbors with their own interest in expansion.

Easterlings (#25) The nation of the Easterlings refers to the collection of peoples who occupy the north central region of Middle-earth. This region encompasses part of Rhovanion and all the lands south to Khand. This diverse nation includes the tribes of the Sagath, Logath, Asdriags, Nuriags, and the Variags. Loosely led by Tros Hesnef in the north and Ovatha II of Khand in the south, the Easterlings represent a nation with great potential but numerous pitfalls to overcome. The greatest strength of the Easterlings lies in their fierce and brave warriors, especially their much-feared cavalry. Competent commanders and numerous warriors make this mobile threat very real indeed. Additionally, their skilled mages and adequate agents help make up for the lack of political envoys, and the abundant availability of resources provides the Easterlings with a rich base for growth. The most difficult barriers to be overcome in the Easterling's plans of conquest are the lack of central command and the dispersal of their forces over much of Middle-earth.



Posted on 2008-02-18 at 13:28:02.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


My nation

And here's some more detailed info. on my nation: The Sindar!

"The nation of the Sinda Elves consists mostly of Silvan Elves (Wood-elves) who are led by their Sinda brethren. The Sinda Lords Thranduil and Amroth effectively lead the disperse forces of the Wood-elves resident in northern Mirkwood and in Lórien. The armies of the Sindar are not numerous but they are effective, possessing fine-quality weapons and superb leaders. These forces exhibit the normal Elvish traits and are quite adept at moving and fighting in their natural terrain - the forest. Also, the experienced Sinda troops only lose 1-2 Morale points for a Forced March (2-5 points without food). Furthermore, new Sinda recruits start with a Training rank of 25."

"The Sindar possess a keen interest in ancient artifacts and lore. Also, their skilled Mages and numerous Agents help keep the Sindar well-informed about their surroundings and their neighbor's activities. Their Elvish nature frequently helps the Sindar move and operate quietly and without being observed. These qualities are exhibited in new Sinda characters because they have a good chance of possessing a natural Stealth rank."

"Although their settlements are few and far between (having harbors as far away as the Sea of Rhûn and the Great Sea), they are well hidden and protected. Furthermore, the Sindar are master mariners. This mastery is reflected by the ability of the Sindar to build ships using only 500 timber each (1/3 the normal cost)."

"However, the Sindar face a number of difficult concerns. Although they possess skilled characters, much of their strength lies in operating in secret. Overt character use could undermine their greater strength. Also, use of those characters dictates that careful preparation be made before any mission. Good characters are hard to replace. "

"Another concern is expense versus income. In order to effect optimal use of their population centers, they must use them as bases for military operations upon their enemies. However, to do so risks the hidden nature of some settlements and could expose them. Additionally, the dispersed nature of the Sindar places them in real and potential conflict with a number of powerful nations. The Witch-king, the Dragon Lord, the Long Rider, and the nations within Mordor are known enemies that border on Sinda lands. Also, the neutral Easterlings, Haradwaith, and Corsairs all represent potential enemies."


Posted on 2008-02-18 at 13:32:34.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Initial Thoughts

I won't confuse you with information that requires a detailed understanding of the mechanics of the game. But I will share a run-down of the problems that I face.

Pros
Firstly I have are great characters. Thranduil, Amroth and co. are a lovely bunch *hugs them all*. Unfortunately this also had a downside as the higher a character's rank the greater his/her upkeep is. Poop.

Second I have a good tax base. I start off with three cities (Caras Galadhon in Lorien, Cerin Amroth also in Lorien, and Aladhrynd in Mirkwood). Plus a lot of my cities and towns are hidden from the sight of Sauron.

Thirdly I have a big starting navy. I have 20 warships and 10 galleons in the Bay of Belfalas, and a smaller force of 6 warships and 3 galleons in the Sea of Rhun. Unfortunately this is also a drain on my treasury at the start ofthe game.

Fourthly my allies are great. There's been some great conversations between all the Free nations over co-ordinated strategies. More on that in the coming weeks.

Cons.

1: Rubbish armies. My starting armies are terrible, and are widely dispersed.

2: Terible production of resources. I now know the reason the Sindar live in trees...they don't have enough timber to build proper houses.

3: Enemies at the Gate. The Second of the Nazgul has his fortress of Dol Guldur a short ride away from Caras Galadhon. The only thing that is preventing an imminent invasion are the magics that hide the city from his view. Unfortunately he also has powerful mages who may soon penetrate through my illusions.

Added to that the Long Rider is going to be active in the Sea of Rhun, the Dog Lord could send his cavalry in my direction and the goblins of the Misty Mountains may decide they have a liking for elf-meat.

Other than that things are dandy.

4: My cities/towns are hidden and not fortified. Many of my cities and towns are hidden, and although that's nice, it means all my forces have to work with a dual purpose of attack and defence. One mage is all it takes for the veil to be lifted.

Okies, well in a few weeks I'll have some more info. to share. Trust me when I say that the first few turns are going to be exciting!


Posted on 2008-02-18 at 13:51:00.
Edited on 2008-02-18 at 13:52:29 by Ginafae

GreyGrey
Resident
Karma: 17/24
213 Posts


One of my last acts...

...was to take the Sinda town on the southern coast of Gondor. Unfortunately, I was suddenly surrounded by South Gondor armies and Woodmen forces.

Now that my finances are stable once again, it's too late to take up the reins of the Corsairs in that particular game. The Haradwaith caused me much alarm in the south - and I made some very silly mistakes too. But that's why I wanted to be a neutral, so that I could make mistakes.

That game is very strategy-based and team-oriented. My advice, GF, is to coordinate fully with your team before acting. The Sinda are one of those 'character-based' nation, relying on good characters rather than armies.


Posted on 2008-02-18 at 15:18:35.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Yep, sure is

Absolutely. I've been busy making separate plans with the Noldir, Woodmen, Dwarves, Northmen, South Gondor, North Gondor and Eothraim.

My starting location and my relative weakness means that I have to make cooperate and coordinate with others. The whole diplomacy side of things is quite fun actually.

I don't think the Sindar are fully a 'character nation' though. In the early game that's very much the case, but the tax base they have means that if I build a lot of camps/villages early then I have the resources to field a lot of troops. It's all contingent on surviving at first though.


Posted on 2008-02-18 at 16:03:20.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Update

I should be getting the results of my second turn today. After that happens, I'll post an update on what has happened so far (and a lot has happened already, believe me!).


Posted on 2008-03-19 at 12:04:16.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


The night before battle

[Just a little something to help explain what has happened so far. I'll explain more in detail a little later.]

A smile wound its way to the otherwise grim features of Captain Taurnil of Laurelindórenan.

“Is it good news Captain?”

Taurnil looked over to the youthful face of his herald. He was young, having barely seen a century of life. If times had been different he would millennia under the eaves of Mallorn trees, learning to love and being loved in return. But the times were dark, and Lorien’s need was dire.

“It is,” he replied at last. “News has come that King Ovatha in the East will march against the Dark Lord and his brood. Elrond Half-elven, sends word that the Dwarves and the Noldir have marched into the caves housing the goblins of the Misty Mountains.”

“But what of us Milord, will we prevail?”

Taurnil looked out over the plains near the huddled homesteads of Vidus. In the distance he could see the camp fires of the enemy.

“No, we will not. But we will hold the line nonetheless. We will give our lives and whittle away the orcs until none but a handful remain - too few to trouble our people under the trees. We will sacrifice ourselves so that our human allies have a chance to throw down the walls of Dol Guldur.”

The young herald looked away, a tear in his eye.

Taurnil continued to look at the distant fires of the enemy. Part of him wished that he could afford to shed a tear too. But he could not. He was Sindarin, and a Captain of Lothlorien.


Posted on 2008-03-19 at 21:13:47.
Edited on 2008-03-19 at 21:14:26 by Ginafae

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Very nice...

Nice post Ginafae! Very nice read!


Posted on 2008-03-19 at 21:37:30.

   
Jump to:    1 2 3 [Next] [Last Page]


  Partners:       Dungeons and Dragons resources, from 2nd to 4th Edition gamegrene.com | for the gamer who's sick of the typical Dungeons and Dragons Adventures, #1 resource for D&D Dungeons and Dragons 4th Edition  
View/Edit Your Profile | Staff List | Contact Us
Use of the RDINN forums or chatrooms constitutes agreement with our Terms of Service.
You must enable cookies and javascript to use all features of this site.




Page loaded in 0.063076 seconds