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Rules, Information & Thread Index

Joined
Apr 19, 2002
Messages
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[Please do not post in this thread (Unless you are a ruler.... see below). Suggestions and comments on this thread should not be posted here. Instead put them in the main Oganization thread or start a new topic, thanks.]

About WotJ RPG​



War of the Jewels is a large RPG that takes place during the First Age when Elves, Dwarves, and Men fought against the Dark Lord Morgoth. The RPG, which takes place over many years, and on a large area of land, is a network of threads and substories coming together to form the War of the Jewels, named for the silmarils that Mogoth witheld in his underground fortress.​


How to join the game:

Each of the realms in the game has a ruler. Just contact the ruler of the realm that you would like to join. See the posts below to find out what the realms are, who rules them, what characters are wanted, and other information.

No RPG experience? Not a problem! PM Nóm if you would like help getting started.


What kind of characters are allowed:

Elves, Dwarves, Men (except towards the begining of the game), Ents, beasts, and any evil creatures you can imagine will be allowed in some realm or another. No wizards in the First Age.

What if you don't know anything about the First Age or Beleriand:

There will be plenty role opportunities for those who have not read The Silmarillion. While WotJ begins as things were in the First Age at one point in time, the game will have different events than The Silmarillion. Imagine starting a LotR RPG just as the fellowship sets out from Rivendell, and then taking different actions than the fellowship did in the book. Please talk to a realm leader or game leader and they will help you come up with a character and profile for the game.

How to quickly get up to date on the happenings in the game:

See The Annals of The War of the Jewels.

Who to go to with a problem or concern:

If you do not want to make your concern public, just send a PM to the player it does concern. If there is a dispute or something that you feel should be taken to your realm leader or one of the Game Masters then please do.

How much will this be different from The Silmarillion:

The basic principles and the nature of the people(s) are the same. The history prior to the game is the same. The future events though, are free to be as different as we want them to be, with the exception of the fate of the three silmarils and elf-man unions. One reason for this is the keeping of the already established theme: The war with Morgoth is hopeless without help from Aman. A fact established prior to the time when our RPG starts. It is also vital for the major theme throughout Middle-earth that the silmarils will be lost until the End (Earth, Sky, Water), and the theme with the mixing of Elves and Men. Aside from these fundamentals, I don't see what can't be changed.

Population Growth

We will periodically calculate every realm's growth. To do this, we will increase the present population by a certain percent. We will base that percent on how much time has passed since last increase.

All the realms will fall into one of the following catagories, each of which will have an assigned percentage:

Fast - Men.
Medium - Elves in the safest more secure realm. (basically Doriath with Girdle intact, Gondolin and maybe Ossiriand)
Slow - Elves in realms where danger is great, or in times of flight. Dwarves.

Rules​

In addition to the same rules applied throughout all of the RPG section, there are a couple special rules for WotJ RPG.

Post your major events in the Annals thread to be recorded.

Please keep battles played in an orderly manner by working as a team. Your realm leader will show you or let you know how each battle is to be conducted.

Be mindful of the passing of time. Lets do our best to keep all realms close to eachother timewise. Some of the different realms will take turns being leader to the rest of us when it comes to the passing time and changing seasons. Know which realm is presently guiding (see this thread), and don't get too far ahead or behind.

Some basic stuff for rulers:

Keep track of your population and military stats or oversee someone in your realm who does, and update your information post when needed.

Make sure your realm is not getting too far behind or ahead, and that battles and other inter-realm events are played out in an orderly manner. (Suggestions for playing battles.)

Have Game Masters settle disputes before they have a chance to get out of hand.
 
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Re: FAQ, Information, and Statistics

-----Continued from post above------​


Nargothrond -

And following Sirion from north to south there lay upon the right hand in West Beleriand the Forest of Brethil between Sirion and Teiglin, and then the realm of Nargothrond, between Teiglin and Narog...

But the realm of Nargothrond extended also west of Narog to the River Nenning, that reached the sea at Eglarest; and Finrod became the overlord of all the Elves of Beleriand between Sirion and the sea, save only in the Falas. There dwelt those of the Sindar who still loved ships, and Círdan the shipbuilder was their lord; but between Círdan and Finrod there was friendship and alliance, and with the aid of the Noldor the havens of Brithombar and Eglarest were built anew. Behind their great walls they became fair towns and harbours with quays and piers of stone. Upon the cape west of Eglarest Finrod raised the tower of Barad Nimras to watch the western sea...

Thus the realm of Finrod was the greatest by far, though he was the youngest of the great lords of the Noldor, Fingolfin, Fingon, and Maedhros, and Finrod Felagund. But Fingolfin was held overlord of all the Noldor, and Fingon after him, though their own realm was but the northern land of Hithlum; yet their people were the most hardy and valiant, most feared by the Orcs and most hated by Morgoth.

Nargothrond proper -

Thus Finrod came to the Caverns of Narog, and began to establish there deep halls and armouries after the fashion of the mansions of Menegroth; and that stronghold was called Nargothrond. In that labour Finrod was aided by the Dwarves of the Blue Mountains...

Doriath -

Southward lay the guarded woods of Doriath, abode of Thingol the Hidden King, into whose realm none passed save by his will. Its northern and lesser part, the Forest of Neldoreth, was bounded east and south by the dark river Esgalduin, which bent westward in the midst of the land; and between Aros and Esgalduin lay the denser and greater woods of Region. Upon the southern bank of Esgalduin, where it turned westward towards Sirion, were the Caves of Menegroth; and all Doriath lay east of Sirion save for a narrow region of woodland between the meeting of Teiglin and Sirion and the Meres of Twilight. By the people of Doriath this wood was called Nivrim, the West March; great oak-trees grew there, and it also was encompassed within the Girdle of Melian, that so some portion of Sirion which she loved in reverence of Ulmo should be wholly under the power of Thingol.

In the south-west of Doriath, where Aros flowed into Sirion, lay great pools and marshes on either side of the river, which halted there in his course and strayed in many channels. That region was named Aelin-uial, the Twilight Meres, for they were wrapped in mists, and the enchantment of Doriath lay over them...

Therefore he withdrew all his people that his summons could reach within the fastness of Neldoreth and Region, and Melian put forth her power and fenced all that dominion round about with an unseen wail of shadow and bewilderment: the Girdle of Melian, that none thereafter could pass against her will or the will of King Thingol, unless one should come with a power greater than that of Melian the Maia. And this inner land, which was long named Eglador, was after called Doriath, the guarded kingdom, Land of the Girdle.

Menegroth -

Therefore the Naugrim laboured long and gladly for Thingol, and devised for him mansions after the fashion of their people, delved deep in the earth. Where the Esgalduin flowed down, and parted Neldoreth from Region, there rose in the midst of the forest a rocky hill, and the river ran at its feet. There they made the gates of the hall of Thingol, and they built a bridge of stone over the river, by which alone the gates could be entered. Beyond the gates wide passages ran down to high halls and chambers far below that were hewn in the living stone, so many and so great that that dwelling was named Menegroth, the Thousand Caves.

But the Elves also had part in that labour, and Elves and Dwarves together, each with their own skill, there wrought out the visions of Melian, images of the wonder and beauty of Valinor beyond the Sea. The pillars of Menegroth were hewn in the likeness of the beeches of Oromë, stock, bough, and leaf, and they were lit with lanterns of gold. The nightingales sang there as in the gardens of Lórien; and there were fountains of silver, and basins of marble, and floors of many-coloured stones. Carven figures of beasts and birds there ran upon the walls, or climbed upon the pillars, or peered among the branches entwined with many flowers. And as the years passed Melian and her maidens filled the halls with woven hangings wherein could be read the deeds of the Valar, and many things that had befallen in Arda since its beginning, and shadows of things that were yet to be. That was the fairest dwelling of any king that has ever been east of the Sea.



Marches of Maedhros/ Feanorians -

East of Dorthonion the marches of Beleriand were most open to attack, and only hills of no great height guarded the vale of Gelion from the north. In that region, upon the March of Maedhros and in the lands behind, dwelt the sons of Fëanor with many people; and their riders passed often over the vast northern plain, Lothlann the wide and empty, east of Ard-galen, lest Morgoth should attempt any sortie towards East Beleriand. The chief citadel of Maedhros was upon the Hill of Himring, the Ever-cold; and that was wide-shouldered, bare of trees, and flat upon its summit, surrounded by many lesser hills. Between Himring and Dorthonion there was a pass, exceeding steep upon the west, and that was the Pass of Aglon, and was a gate unto Doriath; and a bitter wind blew ever through it from the north. But Celegorm and Curufin fortified Aglon and held it with great strength, and all the land of Himlad southward between the River Aros that rose in Dorthonion and his tributary Celon that came from Himring.

Between the arms of Gelion was the ward of Maglor, and here in one place the hills failed altogether: there it was that the Orcs came into East Beleriand before the Third Battle. Therefore the Noldor held strength of cavalry In the plains at that place; and the people of Caranthir fortified the mountains to the east of Maglor's Gap. There Mount Rerir, and about it many lesser heights, stood out from the main range of Ered Lindon westward; and in the angle between Rerir and Ered Lindon there was a lake, shadowed by mountains on all sides save the south. That was Lake Helevorn, deep and dark, and beside it Caranthir had his abode; but all the great land between Gelion and the mountains, and between Rerir and the River Ascar, was called by the Noldor Thargelion, which signifies the Land beyond Gelion, or Dor Caranthir, the Land of Caranthir; and it was here that the Noldor first met the Dwarves. But Thargelion was before called by the Grey-elves Talath Rhúnen, the East Vale.

Thus the sons of Fëanor under Maedhros were the lords of East Beleriand, but their people were in that time mostly in the north of the land, and southward they rode only to hunt in the greenwoods. But there Amrod and Amras had their abode, and they came seldom northward while the Siege lasted; and there also other of the Elf-lords would ride at times, even from afar, for the land was wild but very fair. Of these Finrod Felagund came most often, for he had great love of wandering and he came even into Ossiriand, and won the friendship of the Green-elves.


Gondolin -

But behind the circle of the mountains the people of Turgon grew and throve, and they put forth their skill in labour unceasing, so that Gondolin upon Amon Gwareth became fair indeed and fit to compare even with Elven Tirion beyond the sea. High and white were its walls, and smooth its stairs, and tall and strong was the Tower of the King. There shining fountains played, and in the courts of Turgon stood images of the Trees of old, which Turgon himself wrought with elven-craft; and the Tree which he made of gold was named Glingal, and the Tree whose flowers he made of silver was named Belthil.

Then Maeglin bowed low and took Turgon for lord and king, to do all his will; but thereafter he stood silent and watchful, for the bliss and splendour of Gondolin surpassed all that he had imagined from the tales of his mother, and he was amazed by the strength of the city and the hosts of its people, and the many things strange and beautiful that he beheld.

********************

I know some things like population are not known yet. But the reason I ask each ruler to start his/her own thread is so it can be updated by the ruler later as major changes happen throughout the game.


[You can quote any of these passages in your description if you like, or write your own, or find more form elsehwere in the books. The present contents of these 2 post will be entirely replaced with an index eventually.]
 
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Re: FAQ, Information, and Statistics

Hithlum​

Ruler:

Alatar as Fingolfin.

Current population.
60,000

Populated by who:

Noldor of Fingolfin manly , and a few Sindarian elves.

Army:
10,000 cavarly.
1,000 sorwdsmen.
1,000 spearmen.
total 12,000

Populated by who:

Noldor of Fingolfin manly , and a few Sindarian elves.

Description:

To the west of Thangorodrim lay Hísilóme, the Land of Mist, for so it was named by the Noldor in their own tongue because of the clouds that Morgoth sent thither during their first encampment; Hithlum it became in the tongue of the Sindar that dwelt in those regions. It was a fair land while the Siege of Angband lasted, although its air was cool and winter there was cold. In the west it was bounded by Ered Lómin, the Echoing Mountains that marched near the sea; and in the east and south by the great curve of Ered Wethrin, the Shadowy Mountains, that looked across Ard-galen and the Vale of Sirion.

Fingolfin and Fingon his son held Hithlum, and the most part of Fingolfin's folk dwelt in Mithrim about the shores of the great lake; to Fingon was assigned Dor-lómin, that lay to the west of the Mountains of Mithrim. But their chief fortress was at Eithel Sirion in the east of Ered Wethrin, whence they kept watch upon Ard-galen; and their cavalry rode upon that plain even to the shadow of Thangorodrim, for from few their horses had increased swiftly, and the grass of Ard-galen was rich and green. Of those horses many of the sires came from Valinor, and they were given to Fingolfin by Maedhros in atonement of his losses, for they had been carried by ship to Losgar.
( For those not familer with the Sil here is a map of hithlum.
History:

First encampment of the exiles in mithirm after the burning of the ships at losgar. Second battle was fought here the battle under stars when feanor defeated the army of Morgoth but pushed on to far out of this relm and was killed. The followers of fingolfin live here, with fingolfin lord of mithirm fingon of dor lomin and Turgon was at neverst. Riders from here pass over the mountains and ride over Ard galen.

Borders:

Open but watchfull.

Present situation.

Peacfull all good carachters welcome, though resentment is is held to the sons of feanor and Finarfins followers are greated better.
Roles desired.

Fingon.
Elf genrel.
Elf soilder.
and anything else you think would fit.

How to join.

PM Alatar with a profile to yet the go ahead.
Other relms are welcome, though Feanorians might expect some trouble, if they talk about the ship burning.

My comments.
Here is where Morgoth sends orc raids in every now and again, gets some action early on till we start to move away from the Sil. Good action.
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I added a army section and am working on a map.
 

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Re: FAQ, Information, and Statistics

Doriath ​

Ruler: Elu Thingol (played by Scatha)

Population: 75.000

Army: 20.000
  • Cavalry - 4.000
  • Archers - 7.000
  • Infantry - 9.000

Description:

Southward lay the guarded woods of Doriath, abode of Thingol the Hidden King, into whose realm none passed save by his will. Its northern and lesser part, the Forest of Neldoreth, was bounded east and south by the dark river Esgalduin, which bent westward in the midst of the land; and between Aros and Esgalduin lay the denser and greater woods of Region. Upon the southern bank of Esgalduin, where it turned westward towards Sirion, were the Caves of Menegroth; and all Doriath lay east of Sirion save for a narrow region of woodland between the meeting of Teiglin and Sirion and the Meres of Twilight. By the people of Doriath this wood was called Nivrim, the West March; great oak-trees grew there, and it also was encompassed within the Girdle of Melian, that so some portion of Sirion which she loved in reverence of Ulmo should be wholly under the power of Thingol.

In the south-west of Doriath, where Aros flowed into Sirion, lay great pools and marshes on either side of the river, which halted there in his course and strayed in many channels. That region was named Aelin-uial, the Twilight Meres, for they were wrapped in mists, and the enchantment of Doriath lay over them.

Therefore he withdrew all his people that his summons could reach within the fastness of Neldoreth and Region, and Melian put forth her power and fenced all that dominion round about with an unseen wail of shadow and bewilderment: the Girdle of Melian, that none thereafter could pass against her will or the will of King Thingol, unless one should come with a power greater than that of Melian the Maia. And this inner land, which was long named Eglador, was after called Doriath, the guarded kingdom, Land of the Girdle.

Capitol: Menegroth

Therefore the Naugrim laboured long and gladly for Thingol, and devised for him mansions after the fashion of their people, delved deep in the earth. Where the Esgalduin flowed down, and parted Neldoreth from Region, there rose in the midst of the forest a rocky hill, and the river ran at its feet. There they made the gates of the hall of Thingol, and they built a bridge of stone over the river, by which alone the gates could be entered. Beyond the gates wide passages ran down to high halls and chambers far below that were hewn in the living stone, so many and so great that that dwelling was named Menegroth, the Thousand Caves.

But the Elves also had part in that labour, and Elves and Dwarves together, each with their own skill, there wrought out the visions of Melian, images of the wonder and beauty of Valinor beyond the Sea. The pillars of Menegroth were hewn in the likeness of the beeches of Oromë, stock, bough, and leaf, and they were lit with lanterns of gold. The nightingales sang there as in the gardens of Lórien; and there were fountains of silver, and basins of marble, and floors of many-coloured stones. Carven figures of beasts and birds there ran upon the walls, or climbed upon the pillars, or peered among the branches entwined with many flowers. And as the years passed Melian and her maidens filled the halls with woven hangings wherein could be read the deeds of the Valar, and many things that had befallen in Arda since its beginning, and shadows of things that were yet to be. That was the fairest dwelling of any king that has ever been east of the Sea.

Borders:
Protected by the Girdle of Melian, none passes the borders of Doriath, without permission by King Thingol or Melian.

Characters:

Melian (played by Spirit)
Celeborn (played by Ithrynluin)
Galadriel (played by Ithrynluin)
Haldir (played by Scatha)

Joining:
PM me with a proposed character and we'll take it from there. (help available if needed)
 
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Re: FAQ, Information, and Statistics


Ruler:
Phenix (Turgon – king of gondolin)

Population at time of establishment:
40.000

Populated by who:
Noldor and Sindar, the Noldor where those who followed from the west and the sindari are those who already lived in Nevrast and decided to accept Turgons rule

Description:
Once completed:
“ But behind the circle of the mountains the people of Turgon grew and throve, and they put forth their skill in labour unceasing, so that Gondolin upon Amon Gwareth became fair indeed and fit to compare even with Elven Tirion beyond the sea. High and white were its walls, and smooth its stairs, and tall and strong was the Tower of the King. There shining fountains played, and in the courts of Turgon stood images of the Trees of old, which Turgon himself wrought with elven-craft; and the Tree which he made of gold was named Glingal, and the Tree whose flowers he made of silver was named Belthil.”
Tumladen itself is an old lake which is Completely surrounded by the mountains echoriath and crissaegrim. Orfalach echor – the raving of the dry river is the only passage to the valley. It’s located to the west of Dorthonion and to the south of Ard-galen and east of the river Sirion

History of realm:
In the year 50 (YS) Ulmo came to Turgon in a dream, telling him of a place of refuge where his people could be safe, should the forces of morgoth break through the northern realms. A year later Turgon was once again contacted by Ulmo whom told him to venture into the valley of sirion. Here the elven lord where shown tumladen. A few years later, after Dragor Aglareb, one year ago to be précis, Turgon finally brought some of the finest craftsmen and masons of his kin to the secret vale where they in secret begun the building of Ondolinë – Or gondolin as it was later called by the Sindari.

Border:
Closed and kept careful watch over. Any man of elf that enters a is caught fand put for questioning. Once entered one is Never allowed to go back to the outside world, due to the risk of revealing the soon to be city.

Present situation:
Under construction.

Roles desired:
Tuor –
Idril -
Any of the lords of gondolin:
Meglin
Dulin of the Swallow
Egalmoth of the heavenly arch
Penlod “the gnome”
Galdor of the tree
Glorfindel the golden haired of the golden flower
Ecthelion of the fountain
Salgant of the harp
Rog of the hammer of wrath
(didn’t forget any of them did I?)
+ any other normal elf of gondolin

To join:
New Players, PM Phenix with a character profile. If you're not sure who you want to play, you can ask him for suggestions.

Ruler's comments:
As the city is not yet completed the first years of the Rp will mostly take place in neverast where Turgons people currently lives. Any questions? Pm me!
 
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Re: FAQ, Information, and Statistics

For those rulers who weren't aware, we're going with the population sizes listed here by Alatar. A small note though: We have decided that 30% would be the Maximum percentage of a population to make up an army, so Alatar's army numbers which are 30% represent the very maximum a realm can have, not an average.

Phenix... you can change your post to Gondolin if you like.
 
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Re: FAQ, Information, and Statistics

Marches of Maedhros
...and the rest of the Feanorian realms​

Ruler:

Nom is presently acting as ruler as whichever son of Feanor is needed.

Population at time of establishment:

50,000

Present Population:

Total population: 50,000

Total Feanorian Military - 16,000
Cavalry - 4,400
Bowmen, foot - 3,600
Spearmen, foot - 1,600 (70 are pikemen)
Swordman/Other foot - 6,250
Light Axes - 150

Military Breakdown by realm/lord:

(Spearmen listed are the Infantry Spearman only. Soldiers might sometimes serve under the lieutentant of a different Lord according to battle's need and warrior's skill.)

Maedhros: 5,000
Cavalry - 2,000
Archers - 300
Spearmen - 200 (50 are pike)
Sword/other foot - 2,500

Maglor: 5,000
Cavalry - 1,200
Archers - 600
Spearmen - 200 (20 pike)
Light Axes - 50
Sword/other foot - 2,950

Curufin/Celegorm: 3,500
Cavalry - 1,000
Archers - 1,500
Spearmen - 500
Sword/other foot - 500

Amrod/Amras: 500 (lighter armour than rest)
Cavalry - 200 (all bowmen)
Archers (Infantry) - 200
Spearmen - 100
Sword/other foot - 0

Caranthir: 2,000
Cavalary - 0
Archers - 1,000
Spearmen - 600
Light Axes - 100
Sword/Other foot - 300

Populated by who:

Mostly Noldor from the following of Feanor. Perhaps some odd Sindar in small numbers.

Description:

Of Beleriand and Its Realms

East of Dorthonion the marches of Beleriand were most open to attack, and only hills of no great height guarded the vale of Gelion from the north. In that region, upon the March of Maedhros and in the lands behind, dwelt the sons of Fëanor with many people; and their riders passed often over the vast northern plain, Lothlann the wide and empty, east of Ard-galen, lest Morgoth should attempt any sortie towards East Beleriand. The chief citadel of Maedhros was upon the Hill of Himring, the Ever-cold; and that was wide-shouldered, bare of trees, and flat upon its summit, surrounded by many lesser hills. Between Himring and Dorthonion there was a pass, exceeding steep upon the west, and that was the Pass of Aglon, and was a gate unto Doriath; and a bitter wind blew ever through it from the north. But Celegorm and Curufin fortified Aglon and held it with great strength, and all the land of Himlad southward between the River Aros that rose in Dorthonion and his tributary Celon that came from Himring.

Between the arms of Gelion was the ward of Maglor, and here in one place the hills failed altogether: there it was that the Orcs came into East Beleriand before the Third Battle. Therefore the Noldor held strength of cavalry In the plains at that place; and the people of Caranthir fortified the mountains to the east of Maglor's Gap. There Mount Rerir, and about it many lesser heights, stood out from the main range of Ered Lindon westward; and in the angle between Rerir and Ered Lindon there was a lake, shadowed by mountains on all sides save the south. That was Lake Helevorn, deep and dark, and beside it Caranthir had his abode; but all the great land between Gelion and the mountains, and between Rerir and the River Ascar, was called by the Noldor Thargelion, which signifies the Land beyond Gelion, or Dor Caranthir, the Land of Caranthir; and it was here that the Noldor first met the Dwarves. But Thargelion was before called by the Grey-elves Talath Rhúnen, the East Vale.

Thus the sons of Fëanor under Maedhros were the lords of East Beleriand, but their people were in that time mostly in the north of the land, and southward they rode only to hunt in the greenwoods. But there Amrod and Amras had their abode, and they came seldom northward while the Siege lasted; and there also other of the Elf-lords would ride at times, even from afar, for the land was wild but very fair. Of these Finrod Felagund came most often, for he had great love of wandering and he came even into Ossiriand, and won the friendship of the Green-elves.
History of realm:

After Fingolfin reached Middle-earth and the rescue of Maedhos by Fingon to heal relations between the feuding peoples, the sons of Feanor moved into the east with Maedhros the eldest as their overlord. Since that time Morgoth has unleashed one major onslaught, and Maedhros's people along with Fingolfin's held back the armies of Morgoth, and persued them into the North down to the last orc within site of Angband. This was Dagor Aglareb 'The Glorious Battle', and it happened only five years ago. All the Elves have increased and ordered the watch since that warning, the Siege on Angband was strengthened everywhere.


Border:

Presently open, but watchful. Just keep the basics in mind: Consider where you enter, who is lord there and how they might react to you.

Present situation:

It is 65 years since the coming of the sun.

There is some minor fighting and hunting furthest north where our riders often venture the plain of Lothlann. All is well, but in the future there may sometimes be small onslaughts tossed at us by Morgoth making trial of our strength or his monsters.

Most people are welcome enough to enter without being killed, but you may meet hostility if you aren't a Feanorian, especially from Curufin and Celegorm.

Caranthir's people presently exploring and fortifying the Ered Luin above Ossiriand.

People from all around come to hunt in the land of Amrod and Amras.

Curufin and Celegorm are strengthening the pass of Aglon that they guard to the east or Dorthonion.

Roles desired:

Sons of Feanor and their people. Smiths, fighters, riders, what not?!

The more the better!!

We presently have one jewel-smith and hunter named Culfaron.

To join:

New Players, PM Nom with a character profile. If you're not sure who you want to play, you can ask her for suggestions.

Visitors from other realms, just enter. But some of us Feanorians might not like you very much if you are Angrod or certain others of Fingolfin's house ;). See Border notes above.

Ruler's comments:

New RPGers are so welcome. I'll show you around and answer all of your questions.

Well if you know the landscape and location of this area you can imagine what might go on here. A good place for warriors, watchmen, cavalry, kinslayers ;), smiths and Noldor who exchange teachings with the Dwarves who share our love of crafts. Later in the game this will probably also be, as it is in the Silmarillion, the Easterlings' dwelling places in Beleriand.

This realm might see more war than some of the other realms will, and may even get into another kinslaying.

The skilled, prideful, and fiery people of this realm, along with their lords being motivated to keep their horrible oath, have great potential to really spice things up among the Elves.
 
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Re: FAQ, Information, and Statistics



Ruler:

Nóm as Morgoth.


Population at time of establishment:

Unknown.

Present Population:

Unknown, but goblin armies numbering over 50,000 are expected. His military is apt to have new creatures, new crazy weapons, and different strategy each time he strikes.

Who can be sure what you will meet on the battlefield?

Populated by who:

Orcs, trolls, werewolves, vampires, a few balrogs & lesser demons, phantoms, wards & other steeds; creatures without name of reptillian, mammilian, and bird kind are rumoured to exist. There are still more creatures that Morgoth is breading that are not yet known to elves.

There are a good number of thralls that have been captured and are enslaved now in the Iron Hell.

Description:
Of Beleriand and Its Realms

In the north of the world Melkor had in the ages past reared Ered Engrin, the Iron Mountains, as a fence to his citadel of Utumno; and they stood upon the borders of the regions of everlasting cold, in a great curve from east to west. Behind the walls of Ered Engrin in the west, where they bent back northwards, Melkor built another fortress, as a defence against assault that might come from Valinor; and when he came back to Middle-earth, as has been told, he took up his abode in the endless dungeons of Angband, the Hells of Iron, for in the War of the Powers the Valar, in their haste to overthrow him in his great stronghold of Utumno, did not wholly destroy Angband nor search out all its deep places. Beneath Ered Engrin he made a great tunnel, which issued south of the mountains; and there he made a mighty gate. But above this gate, and behind it even to the mountains, he piled the thunderous towers of Thangorodrim, that were made of the ash and slag of his subterranean furnaces, and the vast refuse of his tunnellings. They were black and desolate and exceedingly lofty; and smoke issued from their tops, dark and foul upon the northern sky. Before the gates of Angband filth and desolation spread southward for many miles over the wide plain of Ard-galen; but after the coming of the Sun rich grass arose there, and while Angband was besieged and its gates shut there were green things even among the pits and broken rocks before the doors of hell.


History of realm:
This fortress was delved in the ancient past during the wars between Melkor and the Valar. When at last after the coming of the Elves they made one last war with Melkor and took him as prisoner to Aman. Though Utumno was ruined and Angband explored and damaged they did not explore the full depths of it, and that did not capture Sauron.

Sauon remained there rebuilding until his lord Morgoth returned after three ages of captivity, and the accomplishing of the Unrest of the Noldor and Darkening of Valinor.

Border:

Freezing and barren to the North, but he sometimes sends scouts out that way because the Noldor keep close watch on the wide plains to the South.

Present situation:

Just a few years after 'The Glorious Battle' Morgoth rebuilds his strength and sends out spies, scouts, phantoms and rumours with the aim of causing distrust and ultimately dispute among his enemies.

Roles desired:

Lieutenants & Captains
Scouts/Spies
Phantoms cunning and fair.
Dragons (2 more eventually)
Balrog (1 more for now)
Orcs
And any other evil beings!

We presently have:


Gaernaur (balrog) by Arvedui
Sauron by Ithrynluin
Scatha by Scatha
Thuringwethil by Ithrynluin

To join:

New Players, PM Nom with a character profile. If you're not sure who you want to play, you can ask her for suggestions. If you wish to play a spy or phantom please keep this secret from all but me.

Ruler's comments:

Can never have too much evil, so join up! Lots of roles with much freedom.

Never RPG'd before? Excellent, we'll get you all set up to begin!
 
Last edited:
Re: FAQ, Information, and Statistics

Tumunzahar and Gabilgathol
-or-
Nogrod and Belegost​


Ruler:
Ciryaher as Uzbad Azaghâl


Population at time of establishment:

Tumunzahar - 30,000
Gabilgathol - 33,000

Present Population:

Tumunzahar - 30,000
Gabilgathol - 33,000

Military:

Tumunzahar (max. 10,000)
4,000 Axemen
1,000 Hammer-Wielders

Gabilgathol (max. 11,000)
4,500 Axemen
1,000 Hammer-Wielders

Description:

The immense caverns of the dwarves contain a vast stock of treasure, arms, and immaculately carved mansions. Consisting of two realms, the Blue Mountains are well-defended by the dwarves in their mighty citadels.

History of realm:

Two of the first Dwarf-Delvings in Arda, the great fortress-cities beneath the Earth have existed for long.

Border:

The citadels themselves are located within the Blue Mountains, which the Dwarves claim for their own use.

Present situation:

The Dwarves trade with the Elves at the base of their mountains, but there is an uneasy feeling coming from the barren plains to the northwest.

Roles desired:

Lieutenants & Captains
Smiths
Warriors

To join:

Send a message to Ciryaher with your profile.

Ruler's comments:

Know dwarves and their ways. We're not elves, so don't act like one.
 
DORTHONION
​

Ruler:


Curufin as Aikanáro (Aegnor)


Population at time of establishment:

Unknown.

Present Population:

15,000

Military:

Cavalry: 0 (horses are ill-suited for the rough terrain)
Archers: 5,000



Populated by who:

Elves of the houses of Aikanáro and Angaráto (Aegnor and Angrod), sons of Arafinwë (Finarfin). The north-eastern slopes are (briefly) populated by Edain of the House of Bëor.


Description:
South of Ard-galen the great highland named Dorthonion stretched for sixty leagues from west to east; great pine forests it bore, especially on its northern and western sides. By gentle slopes from the plain it rose to a bleak and lofty land, where lay many tarns at the feet of bare tors whose heads were higher than the peaks of Ered Wethrin: but southward where it looked towards Doriath it fell suddenly in dreadful precipices. From the northern slopes of Dorthonion Angrod and Aegnor, sons of Finarfin, looke dout over the fields of Ard-galen, and were the vassals of their brother Finrod, lord of Nargothrond; their people were few, for the land was barren, and the great highlands behind were deemed to be a bulwark that Morgoth would not lightly seek to cross.
History of realm:
Settled by Aikanáro and Angaráto (Aegnor and Angrod). The north-eastern slopes were given as a fief to the house of Bëor. It was here that Andreth and Aikanáro met.
'And not long are the years since you first met, and your hands touched in this darkness. Yet then you wert a maiden, brave and eager, in the morning upon the high hills of Dorthonion...'
Border:
The pass of Aeglon to the east is held by Celegorm and Curufin. South lie the Ered Gorgoroth, then the plains of Nan Dungortheb, then Doriath. To the west lies Mithrim, and to the north is grassy plain of Ard-galen. Dorthonion is a rather harsh place.

Present situation:

Quiet but tense. Dorthonion is usually on guard.

Roles desired:

Angaráto (Angrod)
Andreth

Elves of the houses of Aikanáro and Angaráto
Men of the House of Bëor

To join:

PM me with a character profile.

Ruler's comments:

Dorthonion is smaller than many other regions, but that is partially because of the hostility of the land. This is not a posh assignment, but a harsh, wet land in which living is difficult, and the location is hostile. There will be lots of fighting here.

Never RP'ed? Great. PM me and I'll be glad to help.
 

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