• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Gorganslayer

Second Lieutenant
70 Badges
Sep 29, 2014
131
86
  • Darkest Hour
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Rights of Man
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines Industries
  • Cities: Skylines - Green Cities
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Steel Division: Normandy 44 -  Back to Hell
  • Cities: Skylines - Parklife
  • Stellaris: Lithoids
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV
  • Cities: Skylines - Campus
  • Victoria 2
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Golden Century
  • Stellaris: Nemesis
  • Cities: Skylines - Natural Disasters
  • Stellaris: Galaxy Edition
  • Prison Architect
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
please try to stay in character if you play it makes it fun for everyone.

join as on IRC #LOTR

Twilight of the Third Age: A lord of the rings Role-play
Plot: the end of the third age approaches and as the dawn of the new age rears its head. The world has been changed. The Elves are leaving middle earth are shadow of their former self, Mordor rises again and the forces of the dark lord Sauron swell. The dwarfs have retaken the great fortress of Erebor. But even as they set out to reclaim Moria, dark forces stir beneath the hills of the misty mountains. The Kingdom Of Arnor lies in ruin, while Gondor is a mere shadow of its former self. Rumour’s say that maybe even the white wizard Saruman has succumbed to the dark lord’s whispers while the men of the Rohirrim are still unaware of the danger. The Fortress of Dol Guldur rises again, as the silvian elves prepare to defend their forest. Even with this orcs still roam the countryside at will. And to the east Men look upon Gondor with greedy Eyes
But there is still hope, you can lead your faction to power and to glory and as the dawn of the fourth age approaches it will be your faction that stands proud as the Leaders of Middle Earth.
Factions:
Major Powers:
- Mordor - Battle Bunny
- Isengard - Dexander
- Gondor - sneakyflaps
- High Elves -jeeshadow
- Dwarves - brovahkin
- Rohan -jako473
Minor Powers:
- Silvian Elves - bialsaka
- Rhun - Rovsea
- Harad - Alexander23
- Free people of Eriador - dutchguy
- Orcs of gundabad - tapscott
- Goblins of the Misty Mountains - firelordsky
- Dale - bakerydog
- Bandits (NPC)
Map:
etjzpfY.gif

red: Rhun
Grey: Khand
light blue: Gondor
brown: Mordor
light orange: Harad
dark orange: Gundabad
Dark blue: Dale
purple: high elves
yellow: free people of eriador
isengard: white
dwarves: black
rohan: pink
silvan elves: green
puke green: misty mountain goblins
no extra colour: rebels/unocupied
Rules:
Each turn a player will send me a number of moves depending on their level of power. These moves will be PM’ed to me and can cover a wide range of policies and decisions. There are 2 types of moves:
- General Moves can be used for anything except war moves and should explain the developments of your faction. Depending on the Difficulty of the order (it’s a lot harder to build wood huts than a new castle) I will use a random number generator to find the outcome
- War moves: can only be used when at war with someone. Should be a brief 2-4 sentence description about what your troops are doing. E.g: cross from east osgilith to west osgilith at night to launch a sneak attack on the orcs.
- Major Powers get 3 moves and 1 war move while minor powers get 2 moves and 1 war move.
After moves have been sent to me I will write an update about what has happened this year. And after that the New Year will have begun. Every 5 years I will write a global Update which will include a random event and change up something. After this I will give people 2 days break to rethink. You can send in a special order for your 5 years which will automatically pass but will be generic these orders should be like this: increase the guards in the border forts, or begin a new 5 year program to increase the agriculture of our faction.
After every year I will also update the stats of the factions the stats are:
Leader: - which hero is the leader of this faction – a leader can’t be replaced unless the die so pick wisely
Population: the number of your citizens
Money: - current wealth
Income: - money added to current wealth every year
Stability: - how happy your people are with your rule
Production: the industrial value of this faction
Army: - a list of the soldiers in this faction
Navy: - the navy of this faction
Diplomacy: treaties and pacts with other players as well as who they are at war with.
Spies:
Spies can be recruited and used through orders. To recruit spies simply send an order requesting recruitment of a spy. And to use one send an order detailing who the spy will be spying on. If it succeeds I will tell you one of the other players orders next turn. Heroes can be used as spies as detailed below. Spies can also be used to assassinate heroes
Heroes:
Middle earth is a land of heroes. As such during the game heroes will occur. Be they good heroes or bad heroes. A hero will have 1 of 5 positive traits and 1 of 5 negative traits. When a hero dies he or she is out of the game except in the case of Gandalf or the Nazgul.
The traits that heroes can have are:
Positive traits:
Coin counter: +1 to finance rolls
Architect: +1 to building rolls
Courageous Leader: +2 stability
General: +1 to Battles
Agent: +1 to ambushes and Spying
Negative traits:
Corrupt: -1 to finance rolls
Structurally inept: -1 to building rolls
Poor Leader: - 2 stability
Uninspiring: -1 to battles
Visible: -1 to ambushes and Spying
One hero must be chosen to be your leader and this cannot be changed until they die. When you send in an order you can assign a hero to carry out that order and depending on their traits help succeed in that order. It is also worth noting that heroes can be used as spies as mentioned above.
Special heroes:
Gandalf: Gandalf will be randomly assigned to one of the “good” factions in the game. If Gandalf dies he will return in 2 turn as Gandalf the White and be assigned to a random “good” faction again. If he dies twice then he is dead for good.
Nazgul: the nazgul are treated as normal heroes. But are randomly assigned amongst the “bad” factions, in the same way as Gandalf. When a Nazgul dies they will respawn and be randomly assigned again in 5 turns. A Nazgul can also attempt a spy mission to locate the one ring requiring a role of 5+ (can’t be modified) if successful I will PM you the location of the one ring
The one ring: The one ring of Mordor is a powerful weapon that could be disastrous should it fall into the hands of the forces of Mordor. At the beginning of the game the ring will be randomly spawned in a town in middle – earth and will change location every 15 years. If forces of good collect the ring then one hero may try to destroy the ring (all bad forces suffer – stability for the rest of the game) with a role of 6+. If it fails the hero dies and the ring will be randomly placed again. If the “Bad” forces collect it then that force can summon sauron in his full form who becomes the leader of the faction and has all the positive traits and no negative traits

Some actions you do in game will work towards unlocking secret events or cause reactions such as being able to reforge the kingdom of Arnor. However i will not tell you how to do these only when you are capable of fulfilling the event.
Palantir: (+ galadriels mirror)
A hero may use the palantir as a spy move
- if using the palantir there is no risk of the hero dying
- it will reveal 2 orders or more
If used I will roll a dice:
- 5-6: 3 orders revealed
- 3-4: 2 orders revealed
- 1-2: madness - loses positive trait and can't use palantir again
the palantir still around are (galadriels mirror (lorien) minas morgul, orthanc, gondor and elostirion
The three elven rings:
gives the hero using them a extra positive trait
Aragorn:
every five years until 3000 aragorn will move between rohan and gondor after that he will be a hero of eriador

feel free to ask about the rules and comment on them
 
Last edited:
Faction Descriptions: 2965

Gondor:
Gondor is a power on the decline. A people once proud that lies weaker than even when sauron first threatened the world. Numerous incursions by the men of the east and raiding parties have left it bleed. the line of kings broken and now ruled by the stewards. However Despite this the Men of Gondor stand proud and unwavering. there armies still mighty and unbowed ready to challenge all who seek the destruction of the white citadel.

Rohan:

Rohan is the land of the horse lords where every child learns to ride and swing an axe. A mighty Power in the north and friends with all the people of Rohan look to grow and prosper in the coming ages. With the fertile plains of the Rohvainion the people of Rohan are spread far and wide but all stand united as one.

Isengard:
Isengard is the new power in middle - earth the idependant realm of the turned wizard Saruman. It is said that he covets the ring for himself and wishes to solely rule middle -earth. what is true however is that he is in command of a very powerful realm and should not be dealt with lightly

High Elves:

The elves were once a major party. but now with the closing of the third age they are a mere shadow of the former glory they once held. Even as may flee middle-earth to the refugee of the valinor a few stay determined to live the rest of their lives in middle-earth. who knows maybe by their valour the elves can be convinced to return?

Dwarves:

the current tale of the dwarves is one of triumph and loss. the kingdoms of the dwarves lay split and their forces battered after the battle of five armies. However the fortress of erebor has been reclaimed and once again its mighty ores may be dug from the roots of the mountain. However the cost has been great with the price the extinction of the original line of kings under the mountain. With the growing power in the east one can not be too certain what fate awaits the kin of Durin

Mordor:

Mordor, the shadow in the east, the stronghold of the enemy. Here Sauron once again openly declares his power. Knowing that the powers of the world are weak he has decided that now is the time for him to strike. gathering around him a dark army of corrupted men, orcs, trolls and other foul creatures. He knows that all he needs to do is bide his time and wait for eventually the one ring will be found and then the might of sauron will be strong and the destruction wrought will be terrible.

Silvian Elves:

although often seen as the less skilled and developed then their cousins in the west the elves of the forests of middle-earth are indeed a threat to all. There armies stand with some of the worlds best archers. Although maybe not as well of finacally as many other races in middle earth the silvian elves should still be feared none the less.

Rhun:

Rhun is a generic term for the many tribes that inhabit the waste eastern sea of Rhun. However what is known about them is that they are a powerful faction, rich with trade from the east and famed charioteers. there golden armored troops have caused many a strife and many a panic. even playing a role in the death of many a king of gondor. now Rhun mobilizes again. And this time it is no small raiding party, this time the men of the east are of to war

Harad:

Harad is the large desert to the south of Mordor a land of harsh nature and even harsher people. the Haradrim are feared warriors and extremely capable archers. Known to be able to tame many animals into there service including the feared Mumak or oliphant. Even further to the south still lies the cities of Umbar the rulers of Harad, they are feared Corsairs who have plagued to coast of gondor for centuries with their burning and plundering.

Free peoples of Eriador:
the free people of eriador are more of a lose collection of states then an actual kingdom, the cities themselves however are rich from the exports of fertile soils (including the famous pipeweed of the shire). However though they may look like a weak power they will stand and fight should anyone try to take their freedom

Orcs of Gundabad:

the orcs of Gundabad are a emergent threat. Once struck down on the cliffs of erebor and shattered by the dwarves. they have slowly regathered their strength watching with greedy eyes for a moment when they can take revenge upon the dwarves who wrought great pain to them. However why stop at the dwarves the people of eriador are scattered and weak, rivendell lies vulnerable and the goblins of the misty mountains can be crushed as an insignificant species.

Goblins of the misty mountains:

passed of by many as an insignificant threat and a faction of cowards the goblins of misty mountains may at first seem a weak force to face. But what many people dont realize is how many of them there are. if they ever get past their fear of the sun and march out of the mountains, then none in middle earth may be able to deal with their wrath.

Dale:

Dale is the newest kingdom of men, reforged after its destruction at the hands of the dragon smaug. although underdeveloped and with a weaker military compared to the other kingdoms of men, Dale is very wealthy compared to the the kingdoms of Gondor and Rohan. Far from conflict and having many lucrative trade deals with the elves of Mirkwood and Dwarves of Erebor has allowed this kingdom to expand rapidly and grow into a powerhouse of the north
 
Last edited:
stats
gondor:
Leader: - Ecthelion II
Population: 30,000
Money: 322,500
Income: 23,750
Stability: 8
Army: - 1,500 infantry (3), 1,000 heavy infantry(3), 2,750 archers(2), 500 cavalry(3), 200 elite infantry(4)
Navy: 20 ships
Diplomacy: allied and trade with Rohan

Rohan:
leader - not declared
Population: 15,000
Money: 108,500
Income: 7,100
stability: 8
Army: 1,000 infantry(2), 400 archers(2), 350 heavy infantry(2), 3,700 cavalry(5), 450 elite cavalry(5)
political: trading and allied to Gondor

Isengard:
leader - not declared
population: 40,000
money: 205,000
income: 13,500
stability: 4
Army: 4,000 infantry(3), 3,000 heavy infantry(3), 1,000 archers(2), 1,000 cavalry(2), 100 monsters(3)
political: trading with Eriador, trading with gundabad

Mordor:
leader - not declared
population: 65,000
money: 303,000
income: 13,510
stability: 6
Army: 4,990 infantry(2), 3,000 heavy infantry(2) 2,000 elite infantry(2), 4,500 archers(1), 500 monsters(4) 200 large monsters (4)
Political: allied and trading with: Rhun and Harad

Dwarves:
leader - not declared
population: 10,000
money: 156,000
income: 19,750
stability: 6
Army: 1,000 heavy infantry(4), 500 archers(2), 450 elite infantry(4)1,000 infantry (2)
Political: trading and allied with Dale, trading with Silvian Elves

High Elves:
leader - not declared
population: 5,200
Money: 86,050
income: 7,550
stability: 8
Army: 500 heavy infantry(4), 500 elite infantry(5), 1,000 archers(5), 500 cavalry(4), 10 monsters (5)
Navy: 10 ships
Political: trading with eriador, trading with silvian elves

Silvian Elves:
leader - not declared
Population: 8,000
money: 129,400
income: 11,400
stability: 8
Army: 900 infantry(4) 500 elite infantry(4) 1,000 archers(5) 20 monsters(5) 100 cavalry (1)
Political: trading with High Elves, trading with Dale

Rhun:
leader - not declared
Population: 12,000
Money: 133,500
income: 9,500
stability: 8
Army: 1,000 infantry(3) 2,000 heavy infantry(4) 500 archers(2) 350 cavalry(3) 75 chariots (monsters)(2)
Politics: trading with Harad and Mordor

Harad:
leader - not declared
Population: 16,000
Money: 169,000
Income: 11,200
stability: 8
Army: 3,000 infantry(2) 1,000 heavy infantry(2), 1,000 archers(3) 1,000 cavalry(3) 100 large monsters (5)
Navy: 50
Politics: trading with Mordor and Rhun

Free people of Eriador:
leader: - not declared
Population: 18,000
Money: 192,600
Income: 14,300
stability: 10
Army: 4,000 infantry (1) 1,500 archers (2)
Politics: trading with the high elves, trading with Isengard

Orcs of Gundabad:
leader - not declared
Population: 25,000
Money: 260,250
Income: 6,750
stability: 4
Army: 5,000 infantry(2) 1,500 heavy infantry(2), 500 cavalry(4), 750 archers (2)
Politics: trading with goblins of the Misty Mountain, trading with Isengard

Goblins of the Misty Mountains:
leader: - not declared
population: 19,000
Money: 151,000
Income: 1,650
stability:4
Army: 4,800 infantry(2) 2,000 archers(1), 10 monsters (2)
politics: trading with the orcs of gundabad

Dale:
leader - not declared
Population: 7,000
Money: 104,800
Income: 9,300
Stability: 6
Army: 1,900 infantry(3) 1,800 archers(4) 500 elite infantry (3)
Political: trading with Silvian Elves, trading with Dwarves

((GM note: 2965 update done feel free to post in character now (declare you leader and 4 heroes in an IC post) orders due by 4th November 6:30pm AEST))
 
Last edited:
Orcs of Gundabad

GundabadBanner_zps840ef96e.jpg

The Gundabad Orcs are the Orcs inhabiting Mount Gundabad. They attacked the mountain and took it from the Dwarves of Durin when they had dwelt there. They were the servants of the Witch-king of Angmar before they had seized Gundabad. Now, under the leadership of the powerful Orc Gorûrz, who is known as the Mauler by his peers, their gaze has turned outwards.

Gorûrz the Mauler - General/Corrupt

Turkûrz - General/Corrupt

Durgaz - Courageous Leader/Structurally Inept

Aklash the Howling - Courageous Leader/Visible

Mautor the Sneak - Agent/Poor Leader
 
Last edited:
Dwarves
erebor.gif

(leader) Dáin II Ironfoot Courageous leader/visible
Ori Coin counter/uninspiring
Glóin general/visible
Óin Architect/ uninspiring
Balin general/visible
 
(A missive from Dáin II Ironfoot delivered by talking raven)
During the battle of five army the Dwarves fought as one with the men of Dale and elves of Mirkwood let us continue to cooperate and make it official
Dwarves,Elves of Mirkwood and Men of Dale enter an alliance
[X]Dáin II Ironfoot
[] Silvian Leader
[] King Bard the Dragonslayer
 
The Heroes of Mordor

  • The Mouth of Sauron (Courageous Leader, General, Visible) - leader
  • General Vardu (General, Corrupt)
  • General Gashrak (Coin Counter, Uninspiring)
  • Krithmûl the Berserker (Courageous Leader, Structurally Inept, Visible)
  • Maudûl, Scourge of the North (Architect, General, Poor Leader, Corrupt)

***

Of Orcs and Rings - a Brief Treatise on Mordorian History

As the legends say, Morgoth first created Orcs by capturing Elves, corrupting them to his image and then breeding them. It is likely that this is an Elvish folk tale meant to scare children, and no more - the Orcs are a diverse people with a rich culture of their own, albeit not one that any except the Orcs themselves care to discover. Even the earliest accounts of the history make it clear that ""the Orcs had life and multiplied after the manner of the Children of Ilúvatar (1)", albeit they do so very differently. Orcish females look almost exactly like the males, and they fulfill almost exactly the same roles. They do not have a motherly instinct, however - to them, bearing children is a civic duty, so to speak: they do it when their masters expect them to, and not otherwise. On the other hand, they breed quickly - an Orcish pregnancy takes little more than two months, after which the proud mother lets the child be raised and goes back to her duties - work or warfare - without any further attachment to her offspring. What is also true is that Orcs are also 'manufactured' in their pits, created out of lifeless flesh and bone, although this is not done commonly. Morgoth had always kept the method a secret, and with his fall, the secret was lost - Sauron attempted to rediscover the secret of creating life out of unlife, but what he discovered was a pale shadow of the original blueprint. Most Orcs created thus are unviable, only a few of them surviving into their adulthood - this method is thus rarely used, and most Orcs are bred naturally. 'Manufactured' Orcs generally only appear to diversify the Orcish gene pool - a habit Sauron took to after noticing the effects of inbreeding among the elite Black Orcs, who had hitherto been bred only with each other to preserve their powerful genes.

Sauron became the new master of the Orcs following the fall of Morgoth, and he immediately began to build a new homeland for the Orcs in the ashen, volcanic wasteland of Mordor - having been forced out of most of Middle-Earth. Realizing that he and his Orcs were no match for the combined might of the Elves, Dwarves and Men, he turned to subterfuge. He had a set of powerful rings crafted - indeed, they would become known as the Rings of Power later - for the Elves, and one for himself: the One Ring to control all the others.. With the rings, he intended to secure the allegiance of the Elves by fostering feelings of anger, rebelliousness, divisiveness and treachery among them; but as the Elves managed to avert this trick, he had all but three of the rings seized and given to the Dwarves and Men instead, who were much easier to corrupt. The Dwarves tore themselves apart in their lust for gold, magically fueled by the rings, while the nine human sovereigns who received the rings quickly aligned themselves with Sauron, their rings both a blessing and a curse for them, causing them great suffering but also granting them great power as they became the Nazgûl, known in the west as 'Ringwraiths'.

Sauron was not merely a master of magic, though, but also a powerful mundane sovereign. He saw the Orcs as his people, not merely his tools, and sought to bring them to greatness just as they would bring him the same. He unified most of the warring Orcish tribes, who had been disorganized since the fall of Morgoth, and instituted a unified Mordorian language for them (called the Black Speech by the Westrons). He fostered the growth of Orcish industry and did the impossible: bring life and prosperity to the blackened wastes of Mordor. The greatest symbol of his might and of Orcish ingenuity was Barad-dûr, a mighty citadel, or more precisely, a vertical city filled to the brim with lodgings, factories and barracks.

He was at perpetual conflict with his enemies in the West, however. When he grew too powerful, the Westrons sought to contain his power. Near the end of the Second Age, a combined force of Elves and Men declared war on him and fought his armies all the way back to Mordor. On the plateau of Gorgoroth, they defeated the Orcish armies of Mordor and seized the One Ring of Sauron. Popular legend says that the ring was cut off from his fingers in single combat, although it seems unlikely that the calculating Sauron would have taken such a risk as to enter into single combat with his source of power so vulnerable. Nonetheless, whether or not this is true, Sauron had become overreliant on the Ring, and its loss caused his body to disintegrate and his spirit spread out over Mordor as his servants were scattered.

Yet Sauron was not destroyed entirely as the Ring was not annihilated; it was lost, and Sauron desparately tried to get it back. In this, he had the help of the Ringwraiths, who were still bound to his spirit, and the Orcs, who had not forgotten what their 'Immortal King' had done for them. They cared little about Sauron's ambitions of domination, but what they knew was that he protected them from the Elves, who had always sought to wipe them out, and lifted them from a sad, tribal state into being the subjects of perhaps Middle Earth's single most powerful kingdom.

Though the Ring itself remained hidden, Sauron's forces began to organize. Sauron first attempted to build his powerbase in the fortress of Dol Guldur, in the southern Mirkwood; here he took the form of "The Necromancer", and successfully managed to escape attention for long. Meanwhile, the Orcs labored endlessly to rebuild Mordor in Sauron's absence. Sauron was chased out of Dol Guldur in 2941 TA (2), but his citadel, Barad-dûr was rebuilt, greater than ever (3), and in the form of a giant, flaming, all-seeing eye, he placed himself upon its spire. Dol Guldur was recaptured in 2951 TA under the leadership of Khamûl the Nazgûl, and Sauron's key foothold outside Mordor was immediately fortified and garrisoned with massive forces. Despite the absence of the Ring itself, Mordor was now greater than it has been ever before - and the Western world watched uneasily as Sauron began its search for the Ring anew...

(1) Tolkien.
(2) Third Age.
(3) Just to put this into perspective.
 
Last edited:
5kzIJQd.png

The Mouth of Sauron, Regent of Mordor, His Most Loyal Lieutenant, whose name is not known, yet even his mention inspires his underlings - the very same Mouth of Sauron now sits atop his black horse, surveying a legion of Orcish soldiers in Morannon. A fresh batch of recruits who had received military training and are among the finest of Mordor, Sauron nonetheless insists that all Orcs listen to an inspirational speech about why they fight. Thus the Mouth of Sauron raises his hand and the murmur among the soldiers dies down.

"Uruk-hai!*

I stand before you, fine sons and daughters of Mordor, and even from this distance, I see the fire in your eyes. You know how to fight, and you will not hesitate to strike down the enemies of the Immortal King. You will instill fear into the weak hearts of Elves and Men whenever they dare to challenge your power. But do you know
why you fight?

The Westrons have been fighting us for millennia. They cannot accept the existence of our kin and seek to exterminate us with all means. The Westrons justify this by saying we are 'evil'. They act no differently than us, they engage in warfare and cruel deeds just like we do, yet they see us as no more than vermin. The bandits of Rohan do not even claim these principles as their own. They hunt us for sport!

They fear us, and thus they want to destroy us. I will tell you why! The Elves, and their human allies and servants, see us as ugly abominations. Mutants who are a scar upon the face of the Earth. That is right!"
He is forced to stop as boos, jeers of disapproval and an angry murmur sweeps through the Orcish ranks.

The Mouth raises his hand after a minute, and slowly the commution dies down. "That is right! They hate us because our looks, our faces, are different from theirs! And not just that, let me tell you. They envy us. And rightfully they do! Behold Lugbûrz, the greatest creation of any mortal creature ever!" He points at the tower of Barad-dûr, clearly and perfectly visible even from a great distance. "The humans look upon it with despair. Minas Tirith, the Gondorian white castle, their pride and joy - a sad ruin compared to this mighty construct!

Galadriel, the murderous Elvish queen, looks for the Ring of the Immortal King. She desires the Ring for herself, and dreams of exterminating our race. She feels no differently about this than any of you do when cleaning your cave of maggots! Recall the Times of Troubles when the Ring was stolen from our King. The Elves immediately sought to finish the job, to slay us all - in the far north and in the distant south, everywhere they sought to slaughter us, to prevent us from rising ever again. But they failed! The humans have chased us from the fertile soil of the West into these ashlands. But we have persevered, and we have built the greatest civilization ever to have existed upon ash and fire, nothing more!

Listen to me, Uruk soldiers. When you fight our enemies, remember this. You are not fighting for your glory, or anyone's. You are not fighting for your lives - not even just for peace. You are fighting for the very survival of our race, and to defend the greatest achievements of any of the children of Alvush**! Slay those who seek to slay you, respond to cruelty with even greater terror, show those who would oppose us that they cannot destroy us - never forget what I have told you today, and you shall prevail, no matter what sort of murderous magics the Elvish murderers, the mad Istari, or any of our enemies shall levy against us!"


Thunderous, chilling war cries, chants and cheers erupt from the crowd. Clanking their weapons and shields together, the Orcish soldiers roar incoherently until one chant in particular stands out, its sound reaching beyond the Black Gate, beyond Minas Morgul, perhaps even as far as Osgiliath - or so the Mouth hopes.

"Za dashu snaku Zigur, Durbgu nazgshu, Durbgu dashshu!"***

*'Uruk-hai' is a term that's erroneously thought to refer to a particular type of Orc by the Westrons. In fact, it means 'Orc-folk' in Mordorian and is a term frequently used by the Orcs to refer to themselves collectively.
**Mordorian for Ilúvatar, the first deity, who created the world of Arda.
***Mordorian: "Hail Sauron, Lord of the Rings, Lord of the Earth!"
 
King Bard Dragonslayer General/Visible
 
Leader: Khamul, the Easterling
Heroes (Named after past notables):
Blodren
Bor
Ulfang
Uldor
 
To Dain II Ironfoot, King of the Dwarves,

We may have fought in the war of five armies as it is called, but do not mistake our friendship with the Men of Dale as friendship with the Khazad. Mirkwood accept your kin as trading partners, but we cannot see ourselves directly allying with the Khazad.

Thranduil, King of the northern Mirkwood.
 
Darkness Gathers Thrandiul and a one man shield-wall is doomed to fail perhaps you will live to regret facing the darkness in Dol Guldur alone

-Dáin II Ironfoot, King Under the Mountain
 
To the King Under the Mountain, Dain II Ironfoot.

We may cooperated with your kin a few times over the ages, but we are in no hurry to ally with you. We do not believe in this one-shield wall, and we are already allied with the Men of Dale.

Thranduil, King of the northern Mirkwood
 
Misty Mountain Leaders/Heroes:

High Chieftain Uglag, Protector of the High Pass, the Great Goblin of Goblin-town, and Descendant of Bolg
Warchief Lugbush, Commander-General of Zagh Kala and Defender of the Gladden Pass
Chieftain Bashlok, Chieftain of Moria.
Warleader Logrash
Brashnak, the Mountainslasher
 
Deadline in 2 1/2 hours
 
High elf heroes (for jeeshadow)
King Elrond - courageous leader/ visible
Glorfindel - general/structurally inept
Cirdan the shipwright - architect/uninspiring
Eladhan - coin counter/poor leader
Elrohir - agent/corrupt
 
Could a map please be added to this thread? As it stands, I'm rather unsure on who my immediate neighbours are. I know I'm somewhere in ze north, but how far north is a tad unclear :p
 
((oops link must be broken))
 
Update 2966
Gondor:Gondor had mixed success this year implementing new policies, some such as a new way of tax management suffered from bad management leading to mass hysteria and fear of government oppression. however new plans for a quarry and expansion of quarries and the garrison of osgilith lead to real success for the kingdom.
(-25,000 money, - 2,000 income, trade now earns 1,200, 1,000 archers, osgilith gives + 2 skill to defenders)
Rohan:
very little happened in rohan except for the arrival of a strange man who swore service to the king (1/3 strikes for missing deadline, aragorn serving rohan)
Dwarves:
the dwarves have been busy quickly turning the fortress of erebor again into a dwarven fort and trade hub like in the days before the coming of smaug. with several of the largest mines ever created becoming operational as well as the construction of new fortifications. however an attempt to create a force of elite infantry backfired after several applicants died from being overworked
(-15,000 money, + 500 income, - 50 elite infantry, erebor gives +2 skill to its defenders)
High Elves:
- the high elves attempted to begin a new series of sea trade lanes with the powers of the world however a freak storm destroyed much of the ships as well as some of the warfleet, however attempts to convince elves to return to middle earth were slightly more successful with a boat braving the storm to return 200 elves to middle-earth, although a small number it boded well for the future of the high elves. Meanwhile attempts to find some lost members of the avari met with failure and not a single trace of them could be found by the rangers
(-2,000 money, 800 per trade route, -5 warships, +200 population, no sign of avari)
Mordor:
The forces of Mordor buoyed by the return of sauron have set about on a new and unprecedented series of expansion and military training. a series of new roads through mordor now allow the orcs to travel fast and in large groups. Attempts however to find methods of teaching orcs to use bows much easier in fact where not as successful with many orcs struggling to adapt to the new training methods being taught to them. by far of greatest benefit to the dark lord was the arrival of 3 nazgul drawn by the power of sauron. one was sent out to try locate the one ring but did not return
(-15,000 money, -250 income, -1 skill for archers, 1,100 from trade, 3 nazgul, one nazgul gone no news of the rings location)
Isengard:
Isengard is still in a stage of expansion, and lately that expansion has drawn its gaze to the western coast and the town of lond daer, the people where helpless against the persuasive voice of the white wizard and soon found the settlement infested with the Uruks of The white hand, with little choice any more the people of lond daer now work for saruman. Meanwhile back at isengard wary of the threat of the many entrenched nations around them ugluck sent out orcs into the forests to chop down trees which were used to form rudimentary fortifications around the city. Meanwhile a nazgul arrived to see the true allegiance of saruman(-2,000 money + lond daer. isengard gives + 2 to troops stationed in it. gets a nazgul)
Silvan elves:
the elves of the forest have begun to take a keen interest in that of the world outside the greeny vales that they live amongst. seeing that the world is a place full of tension legolas begins the training of a mounted corps of soldiers, the project is slightly successful although still has a way to go. Meanwhile tauriel travels to the city of dale with the aim of creating an adventure group to seek out the one ring. however she is sen by guards and thought to be a spy or saboteur and is arrested by the men of Dale(-2,000 gold, -100 infantry, +100 cavalry, tauriel cant be used until freed by dale)
Rhun:
nothing of note occurred in Rhun apart from a nazgul appearing from the dark lord (strike 1/3 Rhun has a nazgul)
Harad:
a Nazgul appeared in umbar otherwise little happened (strike 1/3 nazgul to harad)
Eriador:
counting houses where established in the states of eriador, however this has so far discouraged trade with the region as people believe this could lead to an increase on tariffs for trade goods. a deal was struck with the high elves to exchange cash for pipeweed from hobiton (+20% income. 800 from trade, +2,000 gold)
Gundabad:
the orcs send out "looterz" to scour the land for any orc with unshared wealth which is taken and bought back to mt gundabad, an attempt to amass a large collection of orcs for soldiery is moderately successful but the desired target was not reached (+2,750 money, 1000 infantry, 500 heavy infantry, 250 archers recruited)
Misty Mountains:
the goblins often eccentric ideas seem to flit from one to the next, however what is clear is that progress has started on greatly fixing up the goblin caverns of the mountains although results cant be seen yet, the goblin breeding project suffered a setback when some trolls broke free and killed several soldiers before being taken out themselves. (-1 skill for monsters, -100 infantry)
Dale:
the construction of new trade barges for dale was a success with a constant stream of boats being seen flowing on the rivers of middle-earth, also signs can be seen of construction of a series of impressive border forts although they aren't complete yet they are still a sight to see. (-10,000, 1,400 from trade)

next order deadline is friday 7th 6:30pm AEST or GMT+11