Prelude Fellowship: A Foothold in Tharbad

It was in the beginning of the reign of Malvegil of Arthedain that evil came to Arnor. For at that time the realm of Angmar arose in the North beyond the Ettenmoors. Its lands lay on both sides of the Mountains, and there were gathered many evil men, and Orcs, and other fell creatures. The lord of that land was known as the Witch-king, but it was not known until later that he was indeed the chief of the Ringwraiths, who came north with the purpose of destroying the Dúnedain in Arnor, seeing hope in their disunion, while Gondor was strong.

Ruins of the North is a game set in the north of Eriador in the ruins of Arnor between the years of The Hobbit and Lord of the Rings. Using the One Ring RPG system the game will explore the legacy of the Dunedain and the dangers returned to that part of Middle-earth.

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Prelude Fellowship: A Foothold in Tharbad

Post by Vardaen » Mon Nov 02, 2015 4:42 pm

Image ...with long labour a port capable of receiving seagoing vessels had been made at Tharbad, and a fort raised there on great earthworks on both sides of the river, to guard the once famed Bridge of Tharbad. - Unfinished Tales, Part 2

April 6th, 2957, Eight Months After Arriving in Tharbad

Eight months have passed since you laid claim to the ancient prison on Tharbad's eastern shores. The first few weeks were less than ideal, the structure was in difficult shape to say the least. Thankfully the stores that Nalir and the dwarves had gathered for their long journey to the White Mountains would see you through the opening months of your venture.

Winter was on its way, and the cold arrival of Autumn set your to work quickly. The Dunlendings proved an early set of allies for you, and were ever eager for payment for work, in the form of iron and steel. Nalir and his dwarves were set to work as well, some might call it slavery, others indentured servitude, others payment for crimes committed.

Tharbad is not an easy place to survive, and trouble came a few times, thieves in the night made off with some of your stores, outlaws seeking 'taxes' or simply spoiling for a fight. A few rare folks made contact peacefully, fishmongers, craftsmen, and others who might supply you with the materials you need to repair the structure.

Winter arrives, and for months its difficult to do much. The Gwathlo doesn't free over, but the marshes outside town do. Before winter hits the Dunlendings migrate out of town, back to Dunland where they spend the winter taking Braden with them. They make comments to see you in the spring once more.

Keeping your profile low you don't seem to draw the ire or attention of the One on the isle. You are able to learn a bit more; and its clear its the power in town but if you keep to yourselves it leaves you be. That seems to be the mantra of most folks in Tharbad.
Image
Image
Welcome to the first Fellowship Phase.

You should feel free to explore the last 8 months, explaining how you spent your AP and XP and your time making Tharbad a Sanctuary. This is fare more player told than GM told and should be more sweeping and narrative than interactive.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Prelude Fellowship: A Foothold in Tharbad

Post by Blubbo_Baggins » Mon Nov 02, 2015 11:01 pm

Over the past half-year Telurin has spent most of his time rebuilding the old prison. Immediately after their tour through the buildings it was clear that while the foundation was sound, several walls were not, the storage rooms were empty but would be full of rats if not better sealed, and water was leaking in from somewhere.

Between Aerondil's knowledge and his own, the two Elves set to work. The company had one asset that they had at first discounted when planning to set up their Holdings - the Dwarves. Between the Dwarves' stone-craft, tools, and work ethic, the Elves had all the tools that might be needed for such repairs, and more. While there was little trust between the Elves and Dwarves, the projects gave them a common purpose. Soon the prison was as strong as it might have been in the old days, if not smaller than before and altogether lacking anything aesthetically pleasing. They didn't intend to restore the whole prison, but allowed one section that was blocked due to a collapsed roof to remain thus inaccessible. As it was, their quarters were very spacious.
Raised Craft to 2
When not working cutting stones or shaping metals at the crude forge inside the prison (a fire with a large wood pile nearby, and a chimney), Telurin would join the others in hunting for provisions on the outskirts of town, or simply standing guard. Whenever they went through town the Elf was particularly observant, trying to learn all he could of the various factions and politics. Several times both he and Aerondil had a foreboding sense that the individual with whom they ultimately contended was a servant of the Shadow; they certainly could not prove it, but spent hours at the fire or at the forge or on the watch, talking of the history of the Shadow and signs they ought to see if their feelings proved true. All this talk with little visible change stirred his frustration for the state of the Kingdoms of Men; it was as if all the past centuries of the Elves' bitter struggles were alive again in Telurin's heart. He longed to see retribution done to their Foe.
Raised Awareness to 3, Raised Valour to 3, gained "Shadow Bane" Virtue
In all his time working at the forge the Elf felt not only his skills improving but made two important discoveries. The first was a bit of magic that all Elves of the Woodland Realm were familiar with - that of being able to snuff out their lamps to cause others nearby to fall into a deep sleep. He always expected he would learn this with time, and was happy to find out that even his unrelated work at a fire made the connections in his mind and hands to light and control his lamps in this way.
Upgraded Wood-Elf Magic - "Enchanted Sleep" spell
One particular day in winter while working over molten metal and a fire as hot as he could manage, Telurin had forgotten to remove his lamp, and the age of the metal clasp which held the necklace of the lamp snapped. His lamp fell into the forge. He yelled in frustration and without thinking doused the entire fire with his water bucket standing by. Had he merely used his tongs he could have easily extracted the lamp and necklace. Instead with a water-logged forge, he would have to start his work completely over. He grabbed the lamp with tongs, which due to its make of a strange crystal that only the lamp-wrights knew much of, had not been harmed. His necklace however, was a solid mass of melted silver.

Disappointed in his foolish response, he left the prison and found Aravule sitting at a fire outside. The night was clouded and dark, fires being the only light to see by. He sat, gripping his lamp in anger, and wondering if any damage had come to it. He lit it, not considering that due to the darkness around them, it would shine far down the street and even out into the waters.

With a warning Aravule told Telurin to put it out; not wanting to do so, the Elf covered it in his cloak. The light had calmed him and helped him consider his next steps.

He spoke with the Dunedain some and shared what had happened. After some time their fire began dying down and both felt overwhelmingly drowsy. Suddenly, Telurin felt a chill on his neck, as if water from the Gwathlo had been sprayed at his back. He stood quickly and turned toward the river, seeing a silhouette of a figure walking over the water toward him. As it came nearer, he felt himself fighting sleep terribly, and was drawn toward the edge of the icy water. Instinctively he reached to pull his cloak closer against the cold and felt again his lamp. With all the strength left to resist sleep, he lifted the lamp high and said with a firm voice, "Lacho calad! Drego morn!" To his great surprise, the light of the lamp exploded in a bright flash, as if the sun had suddenly risen. The spirit was gone, as well as the drowsiness, and his lamp was dark in his hand. Aravule was awake as well, and the two of them returned inside.
Upgraded Wood-Elf Magic, "Blazing Lights" spell
Last edited by Blubbo_Baggins on Tue Nov 03, 2015 4:40 pm, edited 1 time in total.

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Re: Prelude Fellowship: A Foothold in Tharbad

Post by Wbweather » Tue Nov 03, 2015 5:07 am

When the company firsts takes possession of the jail, Hartley busies himself in any way he can to help with the work of fortifying the building. He proves himself a capable worker and actually enjoys the chance to use his hands. He gets to know some of the dwarfs and enjoys listening to their stories of far away lands and deeply delved cities under the mountains. He also finds himself drawn to Halleth whom he admires and begins to look to as a kind of father figure.
I would like to make Halleth my fellowship focus.
He spends his free time refining his skill with the bow, before long he sees a noticeable improvement.

Over time, Hartley begins to interact with the locals. His performance in the Empty Mug upon their arrival in Tharbad had gained him some notoriety among the denizens of the town, a fact that he capitalized upon to develop his relationship with the owner of the inn and some of its less unsavory patrons. Soon the hobbit had built quite a nice little enterprise through which he was able to trade and barter for things for the company. He found the jail bleak and very uncheery, much to his disdain. He spent the next few months remedying this by gathering "homey" items with which to spruce up the place. He also started a nice little garden early in the spring to add some fresh greens to their diet. In the process, he had met a local herbalist and medicine woman who had taught him a little about healing.
Increase healing to 2
At nights he worked on the song he had become known for in the Empty Mug and attempted to write it down in a formal way so that he might share it if the chance should ever come up.
I want to spend my fellowship undertaking to Write A Song. I will do it as a traditional tune (TN=16 I think). Hopefully we will be able to add this to out fellowship songbooks for use later on.
As the months passed he spent more and more time searching through the back allies and exploring the town. He actually became quite good at his exploration. However despite learning his way around the town and meeting many of the locals, he was unsuccessful at uncovering any real truth about the shadowy figure on the island. To his surprise, there had not been a confrontation with this individual who seemed content to let their party set up residence in the jail. He doubted this peace would last indefinitely. At some point, he was certain there would be conflict. For now though, he was quite enjoying his stay in Tharbad.
I also increased my explore to 2

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Re: Prelude Fellowship: A Foothold in Tharbad

Post by Muskrat » Fri Nov 06, 2015 1:03 am

Halleth was not at home in the city and spent much of his time hunting in the surrounding areas, both alone and with the Dunlendings. Halleth doubted he would be good at making contacts or allies in the taverns and the marketplace, but the Dunlendings he could build an alliance with, thanks to their common interest in the outdoors. In one of their hunts together, Halleth managed to take down a great stag. He used this as an opportunity to throw a feast for his companions and the Dunlendings, even inviting their dwarven quasi-captives in the hopes of reducing some of the bad blood. He preserved, stuffed and mounted the great stag's head, with its impressive rack of antlers, on the wall overlooking the feast hall of their new home.
Hunt with the Dunlendings
Halleth's wanderings in the wood built up his fortitude more than ever, allowing him to travel longer and farther. He had been used to traveling on his own, but now he knew he had companions to care for, including his liege Aravule, still but hardly a lad and deeply troubled, and the hobbit Hartely, who couldn't very well be expected to take care of himself. As he wandered the wild, both alone and with the Dunlendings, he thought about how he could use his many skills learned in his years alone in the wild to benefit his companions as well.
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Re: Prelude Fellowship: A Foothold in Tharbad

Post by TetNak » Tue Nov 17, 2015 9:16 pm

Aravule is a had task master to the dwarfs over their sentence, but he is fair, and seems to lose much of his anger to them over the time they work on the jail. Aravule also tends to disappear into Tharbad like no one has really seen him do before, and it is likely part of his Ranger upbringing that all his kind now obtain in the camps they are raised within. While gone, he quietly asks here and there, looking for contacts within the ruins and ancient capital of Cardolan.

One day he returns and reports to his companions that he has made a contract with another Dunedain, a Ranger, that is in hiding within the city. Through various back alley and indirect dealings, he makes contact just as winter breaks. More dealings will certainly come, but for now, Aravule helps rebuild the jail while taking direction from the dwarfs in doing so. Eventually, Aravule gathers the dwarfs and says, "I deem your sentence complete. I shall see you outfitted enough to be on your way, if you like. Or, remain here, and join us in rebuilding this place. Eventually this place will serve as a bastion of all hope within the North. You each could be a part of that quest. You each you even call your kin here, and help us, and build a future for the dwarfs and men together. The choice is yours, and I would not begrudge whatever it is you decide."
"Kings have no friends, only subjects and enemies."

- King Stannis Baratheon, First of His Name

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Re: Prelude Fellowship: A Foothold in Tharbad

Post by Blubbo_Baggins » Fri Nov 20, 2015 5:18 pm

"What can you say about the contacts you've made here, Aravule?" asks Telurin. "Any promising leads? I look forward to the thaw, when the herons return to the Gwathlo. If the beasts of Middle Earth still consider this place one that is worth making a home, it gives me hope for what we can accomplish among men here."

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Re: Prelude Fellowship: A Foothold in Tharbad

Post by TetNak » Fri Nov 20, 2015 11:09 pm

Aravule answers outside of the ears of the dwarfs.

"A ranger, Telurin," Aravule says. "He's been here for some time, but undercover. I believe he will aid us, but we must be careful that he isn't discovered. He will, that is certain. I do not know how these meetings will take place at this juncture, but we should be ready."
"Kings have no friends, only subjects and enemies."

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Re: Prelude Fellowship: A Foothold in Tharbad

Post by Blubbo_Baggins » Fri Nov 20, 2015 11:12 pm

"I am glad to hear of it. My hope is already not unfounded," replies Telurin. "I wonder if there are more? We shall do all we can to keep his secret safe."

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Re: Prelude Fellowship: A Foothold in Tharbad

Post by Muskrat » Sat Nov 21, 2015 12:38 am

After Aravule has announced to the dwarves that they have paid their debt, Halleth nods in satisfaction. He is glad to see the long shadow cast over his liege is lifting. Perhaps having something constructive to do--setting up this stronghold in Tharbad--has been good for him. When Aravule has left the hearing of the dwarves, Halleth puts a hand of his shoulder and says, "That was well done. I saw your father's spirit in you when you spoke to the dwarves just now. You would make him proud."

****

"Another ranger, aye?" says Halleth when Aravule reports the news that he has made contact. "Well, that is a bit of good news. I wonder how he came to here. I'd be curious to meet him--but I suppose it's best if your his only contact for now. Keep things quiet-like. The Master is probably already keeping an eye on what we're doing, but we should avoid arousing his suspicions any more than we need till we're ready to move."

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Re: Prelude Fellowship: A Foothold in Tharbad

Post by Aegor » Sat Nov 21, 2015 4:04 pm

Aerondil took his smiting hammers out, determined to improve this prison and make it a proper seat for their fellowship by using crafting skills of old he learned many years ago. Each hammer hit rang out like song out to the clear skies above the ruined city, and he showed others how to transform rabble, stone and metal into wondrous things that were both practical and aesthetically pleasing.
It was during that time he felt particularly inclined to further his knowledge of weapon-crafting. He knew for a long tiem about the ancient art of enchanting weapons, and could feel, see and know when a certain treasure or a weapon is enchanted or special, but never knew how to do it himself. Now he had the time, and he always felt that only in the most unusual of situations one can learn new things.. and this certainly qualified as an unusual situation.
Artificer of Eregion:

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In the morning he worked and in the afternoon he spent the day walking the city above the river and trying to learn as much as he could about its ways and means. Knowledge was what he loved maybe even more than crafting, and he too great enjoyment in learning things he did not know before from the race of men that lived here, forgotten and alone.
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