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Ironhide G1

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Jun 6, 2015
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Many thanks to Black Bishop, Alex and the rest for inspiring me. I'll likely need another GM to help me out, just PM me if you wish to do so. NOTE: THIS GAME IS NOT ENTIRELY HISTORICALLY ACCURATE WITH THE HISTORY OF MIDDLE EARTH THIRD AGE. THIS WAS MADE SO GAMEPLAY CAN FLOW BETTER, PARDON THE INCONVENIENCE.

Sign Ups are always OPEN for any spot not taken!

Middle Earth Third Age Domination
498ff891_wallpaper_the_lord_of_the_rings_conquest_01_1920x1200.jpg
This game takes place around the middle part of the third age- around TA 1300. The Glory of Numenor is falling, Arnor is splintered and crumbling, Gondor wanes, evil starts to build up. Shadows reemerge. Elves stay the same as the world passes them by. Can you take your kingdom and move it to become the dominant power? Or do you just want to survive in a world that is growing much more dangerous?

Go to http://www.coldfront.net/tiramisu/ and type in /join #LOTR in the bottom box

Stats

Sign Up: Each country should have one or more positions of power; you are free to take one and develop a character for each( check the "current spots taken" list below the countries to see what's already claimed. Also, landless characters are always welcome.

For positions not already filled with a character(Elrond, Cirdan, Thranduil, Celeborn/Galadriel, The Witch King of Angmar, Saruman, the Necromancer or another listed in the country. Preferably with the Kings of Gondor or Arthedain having one that already was in the timeline is best, but making your own King is fine. For characters already set in storyline, I can provide character sheets or allow permitable ones made by person.

For customizable characters, here the character sheet as follows.

Men:
(King, Master, Lord,etc)+name
Specialty: combat, trade or diplomacy
Age
Bio

Dwarves:
(King, Lord, etc.) +name
Specialty: crafting, trading or combat
Age
Bio

Elves:
(King, Master, Lord) +name
Specialty: Lore or combat
Bio

Evil Races:
(King, Chief, etc.)+name
Specialty: combat or guile
Age
Bio
Remember, the GM has all say on what is and what isn't acceptable.


Playable Countries
Kingdoms of Men

Kingdom of Gondor: Greatest Power at start of game, but its power is steadily decline from years and years of constant warfare. At war with: Harad, Rhun and Umbar. Spots available: (King Minalcar, Lord, Lord). Capital: Osgiliath. Major citadels: Minas Arnor and Minas Ithil.
Kingdom of Ronavanion: Horse Lords and allies of Gondor, and enemies of the Easternlings. Spots available: (King, Marshall). Capital: Celebrant
Kingdom of Arthedain: One of Arnors three Kingdoms, and the one with the heirs of Isildur. War with Rhudaur and Angmar. Spots available: (King Malvegil). Capital: Fornost.
Kingdom of Cardolan: one of Arnors three Kingdoms, the weakest but still powerful Numenorian blood. At war with Rhudaur and Angmar. Spots open: (King). Capital: Tharbad
Kingdom of Rhudaur: Arnorian Kingdom corrupted by Angmar and Allies with them. At war with Arthedain and Cardolan. Spots available: (King). Capital: Shar, ((located on the road south of the map's Trollshaws))
Kingdom of Harad: Kingdom of the Southrons of the desert. At war with Gondor. Spots open: (King, Master). Unknown capital.
Haven of Umbar: ancient Numenorian stronghold, full of Black Numenorians, who hate the faithful of Gondor. At war with Gondor. Spots open (Master) City state.
Rhun: A loose confederation of Easternling tribes, who also are at war with Gondor and Rohavanion too. Spots open: (Master). No capital.
Dunland: Ancient but wild people. Spots open: (chief). No capital.

Dwarvish Kingdoms
Colony of Erebor:
Dwarfish Kingdom in the North. Spots open: (Dwarvish Lord, and human Master of Dale)
Iron Hills: the dwarvish halls in the Iron Hills North of Erebor. Spots open: (Lord)
Halls of Nogrod: the Dwarvish halls in the Blue Mountains, those that survived the first age. Spots open: (Lord)
Khazad-Dum: greatest of the Dwarvish halss and home to Durins folk, but sealing, and digging to far, to greedily.... Spots open: king, lord, lord


Elvish Stongholds:
Rivendell
: Stronghold of High Elves,lead by Master Elrond, a great Elf Lord. NOTE: LEADER MUST BE ELROND. Spots open: Elrond. City state of sorts.
Lindon: the place where elves go to sail the sea, ruled by Cirdan the shipright. Leader must be Cirdan. Spots open: Cirdan. Capital: Gray Havens.
Mirkwood Elves: in North Mirkwood, they are lead by Thranduil. Spots open: (Thranduil, Lord). Captial:Halls of the Elven King
Lothlorien: Led by the King Celeborn and Lady Galdriel, this ancient Elvish Kingdom is both beautiful and strong. Spots open: (Celeborn/Galdriel, lord).

Evil Lands:
Dol Guldur
: the ancient fortress of Sauron, who has now taken up residence as the Necromancer. Leader must be the Necromancer. Spots open: Necromancer. Captial: Dol Guldur
Goblin Kingdom: Located further north in the Misty Mountains, by the High Pass, these are ruled by the Goblin King. Spots open: (King). No capital.
Angmar: Northern country controlled by the leader of the Ringwraiths. Allied with corrupted Rhudaur and at war with Cardolan and Arthedain. Leader MUST be Witch King of Angmar. Spots open: (King). Capital: Carn Dum.
Isenguard: While not openly evil of yet, Saurumans study of the ring is slowly but surely driving him towards evil... Spots open: (Saruman). City state of sorts.


Other
The Shire
: Special start, see below. Spots open: Thain
Fangorn Forest: Lead by Treebeard, leader of the Ents, you have a certain change in rules. Before doing a war order, you must spend a turn riling up the ents and hurons for war. You have no money, and have a certain amount of powerful soldiers, but can buildno new ones, until you find the Entwives. Spots open: Treebeard
Gandalf the Gray: landless. Special wandering wizard.
Radaghast the Brown: Landless. Wandering Wizard.

Gameplay:

Every turn, a country can send an administrative order and a war order. The GM will then roll the dice to see how successful that order is.

More on orders:
You get one admin order and one war order. The admin can pertain to anything that will maybe better your realm, earn money, etc, like building roads, raising taxes, building farms, increase defenses. Try to make these orders as detailed as possible so I don't accidentally do something you don't like. Few details will be punished.

War orders are different. They pertain to anything involving military, such as raising troops or moving armies, launching surprise attacks, etc. Battles between two armies work like this: each one formulates a strategy(seperatley). I can give bonuses/penalties for good/bad tatics, and other things might change it, so get creative!

Special exception: Gondor gets 2 admin orders and 2 war orders. See Fangorn Forest for the exceptions involved.

Every player starts off with a certain amount of soldiers, supply, and treasury. Raising more troops takes away from both supply and treasury and have a certain expense per turn.

Notes on stats:
Population: how many people live in your country.
Supply: maximum number of soldiers you can have
Infantry/Cavalry: the number of soldiers active. NOTE: THESE ARE PART OF SUPPLY. THE NUMBER OF SUPPLY DOES NOT DECREASE WHEN YOU RECRUIT TROOPS, RATHER THE NUMBER OF TROOPS MERLEY SHOWS HOW MUCH OF YOUR SUPPLY IS ACTIVE.
Income: how much gold you are generating per turn
Expenses: how much you are spending per turn
Treasury: the amount of gold you have

Unit costs:
Infantry: 1 GP each, but 1 GP to maintain
Cavalry: 3 GP each, 2 GP to maintain
Ships: 100 to build, 50 to maintain.

MAPS
Base Map:

map%20of%20middle-earth.gif

Colored map(sorry for quality, if you cant see image just click on link below)

https://drive.google.com/file/d/0B13W1H3K0mx5QXEwRnotOG5YSG8/view
view



Gondor: yellow
Rhoavinion: Dark Brown
Harad: Orange
Umbar: Red
Rhun: Gold Brown
Arthedain: Gold
Cardolan: Navy
Rhudaur: Pale Blue
Nogrod: purple
Erebor: Grey
Iron Hills: Blue
Lindon: Cyan
Lothlorien: Lime Green
Mirkwood Elves: Green
Dol Guldur: Black
Angmar: Blood Red
Khazad-Dum: Light Purple
Goblin Kingdom: Pink
Fangorn: Light Brown
Rivendell: Golden rod
Isenguard: Teal
Dunland: Tan
 
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Current Spots taken:

1. bakerydog as Gandalf the Gray (?)
2. DutchGuy as the Kingdom of Arthedain
3. Audren as the Witch King of Angmar
4. Ranger900 as Fangorn(Treebeard) of Fangorn Forest
5. Deaghaidh as the Kingdom of Khazad- Dum
6. Jacksonian Missionary as Dol Guldur
7. Sealy300 as the Colony of Erebor(?)
8. R'hllor as Radgast the Brown
9. Ironhide G1 as the Kingdom of Gondor
10. Brogual as Cardolan
11. CaesarCzech as Harad
12. JKrugger as Dunland
13. Spencer_123 as the Iron Hills
14. viola as the Goblin Kingdom

More welcome!

NPC Countries( available):
Rhoavinion
Umbar
Rhun
Rhudaur
Nogrod
Lindon
Lothlorien
Mirkwood Elves
Rivendell
Isenguard
Not shown: Hobbits: in Gladden Fields and North in the Vales of the Anduin

Updates:
Turn 1 Admin
Turn 1 War

Council of the North
Turn 2-Year of Success
Turn 2- War is Brewing
Siege of Minas Ithil Part I
Siege of Minas Ithil Part II
 
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Lore Part 1:

Men:

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Elendil and Soldiers of Numenor

Numenorean Kingdoms:
Gondor, Arnor(Arthedain, Rhudaur(mixed with other men), Cardolan(mixed)). Numenorian men are the best of men's forces; stouthearted and proud. Most wear armor, and have mighty swords, much stronger than the craft of Normal men of Middle Earth. But slowly, they are decreasing in number as the Dark Lord slowly works to remove them as opponents.

Lore: at the beginning of the Second Age, Elrond the Wise's brother, Elros, chose mortality and founded the Race of Numenor, reigning as their first King. He claimed the great island of Numenor in the great sea Belegaer. He founded a proud, steadfast and long lived race of men, wise in lore and craft. They grew to be Numerous, and very powerful indeed. They built great towers, and great structures, mighty and great. However, as their power grew, so did their greed. And they continued building, and started to colonize Middle Earth. The first Numenorian colony was Umbar. More would come, great fortresses of men. Orthanc was one of these, from which Isenguard grew.
map_numenor.gif

The map of island ofNumenor

The last king of Numenor, Ar Pharazon, was greedy and power hungry. With the bad kings, with so much power and dominance, one thing eluded them- immortal life of the Elves. When Sauron first rose to power, Ar Pharazon landed with a huge and glorious in magnitude army to destroy him. Sauron surrendered, and was taken prisoner to Numenor. There, he slowly poisoned the mind of the King. But a faction arose within Numenor, called the faithful. Led by the man Elendil and his sons Isildur and Anarion, they resisted, with all those willing, the greed of the King. Warned what the Kings greed would do, they fled Numenor, instead founding the Kingdoms of Gondor and Arnor. His sons ruled Gondor, and he ruled Arnor.
GondorMilitary2.jpg

Soldiers of late third age Gondor

Meanwhile, Sauron had corrupted the King entirely. Telling him he could achieve immortal life, if only he went to the undying lands, to Valinor. The King went, with a mighty host of men, to Valinor to conquer it for his own, as soon as it was landed, the wrath of the Valor and the creator Illuvitar were aroused. As Pharaons force was eradicated, Valinor was made only accessible to Elves and Numenor was broken and sunk beneath the waves.
akallabeth_by_grrrod.jpg

The fall of Numenor

The heirs of Numenor were left. The faithful lead by Elendil were a formidable force, using their wisdom to build mighty cities around Middle Earth. These included but were not limited to: Gondr: Minas Anor(Tower of the Sun, later called Minas Tirith, capital of the Guard). Minas Ithil(tower of the Moon). Many were lost during the battle of the Last Alliance, but men endured. After when this game took place, was conquered by the Nagul and became corrupted as Minas Morgul. Osgilath: city between Minas Anor and Ithil, capital of Gondor and split in two halves on the River Anduin. Arnor: Annuminas: ancient capital of Arnor, fell into disrepair when Arthedain moved its capital to the more defenseable Fornost during the Civil War of Arnor. Amon Sul: also called Weathertop, it was a great fortress built in the weather hills, the Tower of the Wind. The point most fought over in the Arnor Civil War, but held by Arthedain.
16604021689526875.jpg

A palantir
The palantir: the ancient seeing Stones, said to be wrought from Feanor, the greatest, most skilled but proudest Elf in Arda ever. There were 7 brought from Numenor by Elendil. 3 in Arnor, 1 in Orthanc, and 3 in Gondor.
250px-Ted_Nasmith_-_The_White_Towers.jpg

Tower Hills: This one in the Tower Hills looks ever out into the sea; for it was to look at the lost Numenor, or where it sank.
300px-Ann%C3%BAminas_LOTRO.jpg

Anumminas: Armor's chief palantir stone, later moved to Fornost by the Kings of Arthedain.
beztytuu4_4330929.jpg

Amon Sul: located in the Tower of Wind, this is what made the tower key in the Arnor Civil War.
Saruman%20and%20the%20Palantir.jpg

Orthanc: Ever since Saruman has inhabited Isenguard, he has had this palantir.
osgiliath_by_abepapakhian-d6whlwg.jpg

Osgiliath: chief palantir of Gondor, it is housed in the Dome of the Stars in Osgiliath
minas-tirith-image-001.jpg

Minas Anor(above but take away the decay) and Minas Ithil(below): palantir of the two Gondorian city fortresses.
MinasIthil.jpg


Gameplay:

For these countries both have the option of recruiting pure Dunedain and men of Middle Earth, with a population difference of 75% pure Numenorian, 5%mixed and 20% men of Middle Earth. With Rhudaur and Cardolan, the mix is much set, with a 40% percent pure Nuemnorians, 20% percent mixed and 40% percent Men of Middle Earth. Note: unless measures are put in to slow or decrease this, the rate will automatically increase, and will be sped up by continued losses in men and territory.

Men of Middle Earth: differences- pure men of Numenor live longer, can be wiser and stronger, but are proud and can be haughty. The men of Middle Earth live much shorter lives, and most are not as wise in lore and craft, but are more wild but no less strong. Varies in variety from culture to culture. Mixed, or "Middle Men", have longer lifespans than Men of Middle Earth, but still not the centuries long life of Numenorians. For example, at the time of Lord of the Rings, the majority of Gondor was "Middle men", dubbed by Faramir, save some noble houses.

Cultures and Lore of Men of Middle Earth

Roahvinion: men of the North, from the Anduin Vale. Good with horses, and father of the future horsemen of Ronan. Allied with Gondor, and at war with the people of Rhun.

Umbar: while Numenorian, these Numenorians are "Kings men" also called Black Numenorians, for their loyalty to the last King of Numenor, and Sauron as well. They have a burning hatred for Gondor, and are skilled mariners, and have skilled pirates known as the Corsairs of Umbar.

Harad: men of the vast desert to the south, they are a hard and cruel people, though not wholly evil. They hate Gondor for trying to subjugate them.

Rhun: tribes of wicked people from the East. Not much is known about them except they are enemies of Gondor.

Dunland: these wild hillmen are ancient, but not too advanced. They easily hold a grudge, and might be decedents of the ancient tribe living in the forest of Anorien, who were responsible for the building of Dunharrow and other sites.

Elves

Gilgalad.jpg

Gil Galad, last Great King of the Elves
Lore: Elves(Rivendell, Lothlorien, and Lindon are High Elves, Kirkwood Elves are Wood Elves)

Proud, fair and immortal, the Elves are the Eldar, the firstborn and oldest race. The First Age was primarily their war on Morgoth, of whom Sauron was but a servant. The Elves are great and mighty, but their power has waned. The last great Elven King, Gil Galad, was killed during the Battle of the Last Alliance against Sauron. His Kingdom is the current area of Lindon, now run by Cirdan the Shipwright. Their numbers are low, but not quite diminished yet. Some grow weary of Middle Earth. Already many have sailed away in ships across the sea to Valinor. But yet still many of the survivors remain, trying to preserve and hold on to what they still can. While still fairly powerful, it is clear that their time is ended. The Great Elven Kingdoms are gone, Beleriand is beneath the waves and many are dead and gone. However, they are still a force to be reckoned with, as their learning, combat skills and craft are great.

Elvish Realms and Leaders:
High Elves:
Rivendell2.jpg

Rivendell: this ancient house of Elfdom, is ruled by Elrond the wise. While small, this is a center of much learning and lore.
tumblr_nj9f9un59D1tsgq4co1_500.jpg

Elrond( in battle armor): wise and skilled elf, not only learned, but great in healing and very skilled in combat.
Mithlondwide.jpg

Lindon: the remnant of Gil Galads great Kingdom, with the capital of the Grey Havens,where Elves sail away from Middle Earth to Valinor. Ruled by Lord Cirdan the Shipwright.
Cirdan_by_moumou38.jpg

Cirdan the Shipwright: possibly the oldest, and definatley one of the oldest things that still walk Middle Earth, he was an Elf Lord who was one of the original who awoke in the early First Age. He fell in love with the sea, and stayed in Middle Earth throughout the First Age. During the Second Age, he was Gil Galad's lieutenant, and took over after Gil Galas perished in Mirror. Legend has it that he will remain till the last of the Elves set forth from Middle Earth.
tumblr_msyestvzV41s6vfqzo1_1280.jpg

Lothlorien: beautiful and magical forest, and home to the powerful Elves Galadriel and Celeborn. Considers the Heart of Elvendom in Middle Earth.
d151e776a2cbf1124f9f1a8ccb20c216.jpg

Celeborn and Galadriel: high Elves with great power, this couple are the rulers of Lothlorien, and are kind as well as wise and learned.
Halls_of_Thranduil_-_Interior.jpg

Wood Elves halls: this stronghold in Northern Mirkwood is the home of the Elves that live in that forest. Home to King Thranduil. While the wood elvesa are not as high and mighty as High Elves, they still are strong in their own right.
thranduil.jpg

King Thranduil: King of the Wood Elves, strong but arrogant and covets riches.

continued
 
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Lore Part 2
Siege_of_moria.jpg

Dwarves fighting Orcs
Lore: Dwarves

Another ancient and proud people, miners and craftsmen. Live in great halls of stone, and have a great love of jewels and treasure. Also hardy folk, they are good fighters, especially with axes. They have built many proud and great works and halls of stones, but their numbers have declined and they have lost much that they once built.

Current remaining Dwarven Halls
ScreenShot00503.jpg

A depiction of the throne room of Khazad Dum
Khazad-Dum: the greatest of all the Dwarf Halls, the place where During himself established this kingdom. It has grown mighty and wealthy, and is the chief source of the metal Mithril throughout all of Middle Earth. However, the Dwarves want more mithril to make them richer. There are legends, though, of ancient and evil creatures in the depths. Will their greed awake one of these fell beasts?

Halls of Nogrod
Two do the seven Dwarven fathers set their halls in the Blue Mountains during the First Age. Called Nogrod and Belegost, these two great halls were mostly destroyed during the sinking of Beleriand. What remained became a small but stable area for Dwarves to live and mine far away from the troubles of the East.
10515247_298454373670772_463110782039306139_o.jpg

A fortress within the Iron Hills
Iron Hills
A Dwarvish realm to the North, these hills are rich in iron, as the name suggests. While not a prominent colony, nonetheless is important in both trade with other Dwarves and other races.
Erebor_gate.jpg

Colony of Erebor
A relatively new colony by Durin's Folk, this new realm is nonetheless prosperous as it starts out strong.

Lore: Evil Forces
320px-CD_Castle.jpg

Carn Dum, capital of Angmar
Kingdom of Angmar: a relatively new kingdom on Arnor's borders, lead by the Which King of Angmar, with the sole purpose to destroy Armor as a whole and break Isildur's lineage. Already has Rhudaur corrupted.
Witch_King.png

Witch King of Angmar: leader of the Nine Nazgul, the Ringwraiths and ruler of Angmar. It is said no man can kill him.
Dol_Guldur_-_An_Unexpected_Journey.PNG

Dol Guldur: ancient fortress of evil, this was taken up residence by the Necromancer, a guise for a weakened Sauron, where he slowly regains power until he is ready to reclaim Mordor.
Necs.png

The Necromancer: Sauron in disguise, he is slowly biding his time to reclaim his stronghold.
bd99881dd9a8b4cc4d7d13cc4ed1bb4a.jpg

Ancient Dwarf Realm of Mount Gundabad, now occupied by Goblins and Orcs.
Goblin Kingdom: a Kingdom whose capital is the ancient Dwarf city, now corrupted, Mount Gundabad, these stretch in holes under the Misty Mountains North of the High Pass. Orcs and Goblins are increasing in number here.

Gameplay:
Evil Players have orcs for their armies, being more numerous than others and cheaper upkeep, but weaker than the average elf or man in combat.

Lore: Istari, Hobbits and Ents

Istari
310993_121176884650130_120725101361975_85832_1441609629_n.jpg

The Istari were five Mair sent to Middle Earth. They were to take the guise of old human men and were wizards. They were tasked with keeping the rise of Sauron from happening again and to stop help them if he does. The two blue wizards went to the far east, while three stayed in western Middle Earth.
Saruman-the-white.JPG

Saruman the White: Leader of the five, and wisest of them, Saruman is held in high esteem with both the wizards and the wise. However, his study of the Ring may lead him down dark paths in the future.
Isengard_before.jpeg

Isengard/Orthanc
The ancient Numenorian Tower Orthanc, which housed one of the Palantir, was given to Saruman by the men of Gondor. Its stategic location at the feet of the Misty Mountains lead to a wall being built around it, and the place was named Isengard, for being at the point where the river Isen flows out from the mountains.
ban-12.jpg

Gandalf the Grey: Friend to the free peoples of Middle Earth. He is wise and knowledgeable, and can hold his own in a fight.
Radagast-bird.jpg

Radagast the Brown: Friend to birds and beasts. Lives in Mirkwood. He is a good friend of Gandalfs, but spends most of his time around the animals he love.

Hobbits: The "Hobbits" of the late Third Age actually came from three separate groups of halflings that lived in the Vale of the Anduin(between the Misty Mountains and Mirkwood). These groups were known as the Hartfoots, the Fallowhides, and Stoors. The Hatfoots were the most common. The Stoors were the ones who were old with boats and water. The least numerous were the Fallowhides, who had more of an adventurous streak(and ancestors of the great families the Tools and Brandybucks). For the purposes of this game, they will all be Hobbits, as if they had already intertwined.
One artist's depiction of the three groups that became Hobbits:
180px-Hobbits_comparison.jpg

ent_2002_01.jpg

A group of Ents
Ents: Some of the oldest things walking this earth, the ents are the sheperds of the trees. They are ancient, and their numbers are few, since they lost the Entwives. The Enteives were farmers and gardeners of growing things. They occupied the Brown Lands. However, one day they could not find the Entwives- all that remained was a land that was brown and desolate. Long did the Ents search, b it they could not find the Entwives. Now they occupy their Forest of Fangorn. Some of the Trees are half awake, and are called Hurons. These are much more numerous than the nets, but not as powerful. They are a slow society, and have weathered the test of Two Ages, and most likely more.
TreebeardatIsengard.png

Treebeard: the oldest of all Ents, called Fangorn, very wise and very entish.
 
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All right guys: feel free to post!
 
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Middle Earth Military Forces
Soldiers_of_Gondor.jpg

Gondor
Proud and strong Numenorian soliders, they normally carry steel armor with the white tree, and have helmets of steel with falcon wings carved in detail. They carry swords and spears, and some are bowmen. Most melee fighters have a black shield, usually of thick wood with steel. Their cavalry is much the same as their infantry, only mountain
Eldarion_Gondorian_soldie.jpg

Arnor(Numenorians in Arthedain, Rhudaur, and Cardolan)
Similar to soldiers of Gondor, they normally have a steel helmet, with steel mail and leather armor and a shield similar to those of Gondor(save with different emblems). They carry swords mostly, though some spear. These are the Numenorian troops, but the armies often consist of men of Middle Earth.
UC1373_High%20Elven.jpg

High Elves( Lindon and Rivendell)
The High Elves are skilled fighters, of those who remain. The picture above is a host of them, however, their numbers are smaller than at the end of the second age and the fall of Sauron. However, they are still a force to be reckoned with. Skilled at melee and ranged fighting, with bow and sword their armor consists of solid plat and mail, and helmets.
maxresdefault.jpg

Lothlorien Elves((Who were never, ever ever at Helm's Deep, don't let Peter Jackson lie to you--- the Elves at Helms Deep is like the Canadians coming to help the Polish during WWII. One of the uncountable reason the books are better than the movies!))
Similar to High Elves, they are skilled fighters with bow and sword. However, beside their armor, they have another advantage: their cloaks of Lorien, skilled at concealment.
hobbit-the-battle-of-the-five-armies-golden-army-images.jpg

Mirkwood Elves

Also skilled with bow and arrow, these Elves are good hunters as well. They have their own armor, but it is akin to their High and Lothlorien counterparts, save a few design differences.
 
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Here for the might of Angmar, and the power that none can resist!
 
hmm, I'd wish to play as sidekick nation that does not play too much of visible role on grand scheme of things... so Cardolan, please

Edit:changed nation there
 
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hmm, I'd wish to play as sidekick nation that does not play too much of visible role on grand scheme of things... so Rhudaur, please
((Rhudaur is pretty darn important in the scheme as being the main opponent to the other arnorians successor states. If you want to play a less important nation I advise Cardolan))
 
((Rhudaur is pretty darn important in the scheme as being the main opponent to the other arnorians successor states. If you want to play a less important nation I advise Cardolan))
hmm, I'd wish to play as sidekick nation that does not play too much of visible role on grand scheme of things... so Cardolan, please

Edit:changed nation there


((Cardolan is a solid choice. Other potential 'less important' factions that can be picked: Hobbits, Iron Hills Dwarves, Nogrod (blue Mountains dwarves), Mirkwood or Lindon elves, Rhovanion (ancestors of Rohan) Dunland, Rhun, Khand or Umbar, or if you feel like being screaming cannon fodder for the bad guys, Misty Mountain Goblins.))
 
music


house_durin_by_ever_so_excited-d7t6zng.jpg

The Great Realm of Khazad-Dum

King Durin V
Specialty: Crafting
Age: 214
Bio: The fifth incarnation of Durin the Deathless, who it is said will be born and crowned 7 times, when his people need him most, Durin V has ruled in peace and plenty. Khazad-Dum lost many of its finest warriors in the war of the Last Alliance under his grandfather, Durin IV. Since then Durin's folk have only slowly replenished their numbers. The Gates of Khazad-dum have proved too strong for the forces of evil to breach, and the wealth and splendor of the Kingdom Under the Mountains has only grown.
This prosperity has fragile foundations. Khazad-dum remains the world's only source of Mithril, but that precious metal has grown harder and harder to find. The long siege in the dark years and the destruction of their closest ally, Eregion, has left Durin's kingdom increasingly isolated. Most of its people now are born, live, and die without ever leaving its gates, and care not for the troubles of the outside world.
Middle aged for a dwarf of his line, Durin V seeks a sign of what great fate awaits him. The first Durin founded Khazad-dum. The Second led her people in the War of Wrath that ended the first age. The Third befriended Celebrimbor, with tragic results. The Fourth helped bring down Sauron the Accursed. What challenge awaits the Fifth, and will he be equal to it?


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The City
The main entrance is the East Gate. It opens onto the Dimrill Dale, where Durin I saw his refelection crowned with stars in the lake he named Kheled-zâram the Mirrormere. Ever since, no matter what time of day one looks in it, the reflection shows the night sky and the stars of Durin's crown. Only Durin's reflection can ever be seen in it.
The chambers of the city go straight through the mountain, opening in the west to the former realm of Eregion. The Endless Stair climbs clear to Durin's Tower at the peak of Zirak-Zigil, and it reaches deeper every year as the miners pursue new veins of mithril.
 
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music


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The Great Realm of Khazad-Dum

King Durin V
Specialty: Crafting
Age: 214
Bio: The fifth incarnation of Durin the Deathless, who it is said will be born and crowned 7 times, when his people need him most, Durin V has ruled in peace and plenty. Khazad-Dum lost many of its finest warriors in the war of the Last Alliance under his grandfather, Durin IV. Since then Durin's folk have only slowly replenished their numbers. The Gates of Khazad-dum have proved too strong for the forces of evil to breach, and the wealth and splendor of the Kingdom Under the Mountains has only grown.
This prosperity has fragile foundations. Khazad-dum remains the world's only source of Mithril, but that precious metal has grown harder and harder to find. The long siege in the dark years and the destruction of their closest ally, Eregion, has left Durin's kingdom increasingly isolated. Most of its people now are born, live, and die without ever leaving its gates, and care not for the troubles of the outside world.
Middle aged for a dwarf of his line, Durin V seeks a sign of what great fate awaits him. The first Durin founded Khazad-dum. The Second led her people in the War of Wrath that ended the first age. The Third befriended Celebrimbor, with tragic results. The Fourth helped bring down Sauron the Accursed. What challenge awaits the Fifth, and will he be equal to it?


img4636e219a1e9b.jpg


The City
The main entrance is the East Gate. It opens onto the Dimrill Dale, where Durin I saw his refelection crowned with stars in the lake he named Kheled-zâram the Mirrormere. Ever since, no matter what time of day one looks in it, the reflection shows the night sky and the stars of Durin's crown. Only Durin's reflection can ever be seen in it.
The chambers of the city go straight through the mountain, opening in the west to the former realm of Eregion. The Endless Stair climbs clear to Durin's Tower at the peak of Zirak-Zigil, and it reaches deeper every year as the miners pursue new veins of mithril.

Very good. Everyone is free to start posting ICs.

((Moria is much bigger than that. I don't think you can really fit it into a drawing, it stretched across at least 4 mountain peaks. It had many, many layers, so while I think the sketch had all the key features, it is far to small the magnitude of the Dwarves greatest realm))
 
Here to be the worlds wisest and most dashing necromancer ruling Dol Gulder
 
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Kingdom of Arthedain

Private message to Lord Elrond of Imladris

((That means neither Angmar and Rhudaur know of this))


Lord Elrond of Imladris,

It has come to my attention that the King of Rhudaur has been acting strangely lately. I would humbly request to come to Imladris and then the Rhudaurian capital of Caras Bennas to see if the noble king of that Arnorian Realm truly has been corrupted by evil. If it is so an appropriate action must be taken to banish the enemy from Arnorian land. I would like to ask you to accompany me on that journey.

Most sincerely,

King Malvegil of Arthedain, Rightful High King of Arnor and Isildurs Heir.
 
A party of Dwarves leaves the East Gate of Khazad-dûm. After standing blinking in the sun for a moment, they head out, seeking the lands inhabited by the strange people known as Hobbits. They bear a message from Durin V, King of Khazad-dûm.

"To the leaders and elders of the Little Folk, may the hair on your toes grow ever thicker! In light of the Shadows growing at Dul Guldor, and the dangers growing in the North as well, King Durin believes that peaceful and decent people might wish to remove themselves. Therefore he offers his help, and invites you to settle in the lands outside the Hollin Gate to the west of the mountains. There you can live in a peaceful country, along the banks of the Sirannon, under the protection of the Kingdom Under the Mountains.

He invites those who are interested to return with us, to pass through our realm to see the land in question, and return to tell their fellows what they think."
 
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Kingdom of Arthedain

Private message to King Durin of Khazad-Dûm

((That means only the reciever knows of it))


King Durin V of Khazad-Dûm,

The world is growing ever darker once again. The Enemy is gathering strength. I want to know if the mighty dwarves will stand by our side when the corrupted evil men and orcs under command of the sorceror in the far north comes down and attacks the realms of noble Arnor.

Most sincerely,

King Malvegil of Arthedain, Rightful High King of Arnor and Isildurs Heir.