Post by Kzinti on Jan 19, 2019 19:38:06 GMT
The Realm of Isengard
"A new power is rising. Its victory is near at hand..."
Overview
Alignment: Evil
Special Ability: All units, except Goblins, require one less than their regular hit roll to hit when assaulting a settlement or fortification.
Victory Requirements: Eliminate Rohan and Eriador or Arnor. Control 25 regions, including Nan Curunir and South Fangorn. The citadel of Isengard at Nan Curunir must be present. Saruman must be present.
Background
Isengard, meaning “iron fortress”, is the name of the fortress that surrounds the tower of Orthanc. Both the tower and fortress were built in the Second Age by the Numenoreans in exile to guard the fords of the river Isen. The Numenoreans also placed one of their palantiri, a “seeing stone”, within Orthanc. As the Kingdom of Gondor declined throughout the Third Age, Isengard was abandoned.
In 2759 TA the Wizard Saruman appeared before the Steward of Gondor and offered to guard Isengard. The Steward gladly gave the White Wizard the keys to the tower of Orthanc and Saruman became the Warden of the Tower on Gondor's behalf. Saruman now had access to the trove of knowledge stored within Orthanc and became obsessed with learning about rings of power, especially that of the One Ring. The White Wizard then desired to possess the One Ring himself and bring order to Middle Earth.
Saruman renounces his allegiance to Gondor in 2953 TA and declares himself Lord of Isengard. He uses his position as Head of the White Council to delay action against the Dark Lord Sauron, whose strength is growing, in order for the One Ring to reveal itself. In the year 3000 TA, the White Wizard dares to use the palantir to search for the One Ring but becomes ensnared by Sauron, who is also using a palantir. Saruman reluctantly agrees to side with the Dark Lord in the upcoming War of the Ring, keeping his ambitions hidden.
The White Wizard is now building an army to secure his power. Deep pits are dug for breeding orcs, wargs, and uruk-hai. The groves of Isengard are destroyed and its trees are used as fuel for forges making weapons and armor. Saruman uses his silver tongue to persuade the wild men of Dunland to fight for him. The White Wizard continues searching for the One Ring and hopes one day to become Lord of the Earth...
Timeline of Recent Events
March, 3001 TA: Saruman sends messengers up north to persuade Orcs and Wargs to enter his service. Over the next decade, hundreds of Orcs and Wargs enter Isengard in secret. Saruman orders the Guards of Orthanc to build tunnels and pits under Isengard to house his new soldiers.
November, 3008: Saruman orders his Warg-riders to raid Rohan and bring captives back to Isengard. These captives are thrown into breeding pits where Orcs rape them.
July, 3009: The first Uruk-hai are born. Saruman uses sorcery to accelerate their growth; they mature in six-years time.
April, 3009: Saruman begins walking among the Wildmen of Dunland in disguise, determining which clan chief is the strongest.
November, 3011: Saruman meets with Yagthak and promises to help him unite the Clans of Dunland under his rule.
March, 3013: Yagthak begins his war to unite Dunland under his rule. Saruman teaches Yagthak’s men advance metalworking so they have superior weaponry. Over the next four years, Saruman uses sorcery to sabotage Yagthak’s rivals and reveal their plans and traps to Yagthak.
October, 3013: Hearing that King Theoden’s chief advisor, Grima, is traveling through the Gap of Rohan, Saruman orders his Warg riders to capture him. Grima is brought before Saruman, who puts a spell on Grima allowing the wizard to use the man’s voice to influence Theoden’s mind. Saruman promises Grima Eowyn’s hand in marriage if he persuades King Theoden to not take military action against the forces of Isengard. Grima agrees and returns to Rohan.
December, 3016: Saruman has a significant hold over Theoden’s mind and will. Saruman begins sending Orcs across the Isen River to cut down trees from Fangorn to use as fuel.
May, 3017: Chief Yagthak unites all the Clans of Dunland under his authority.
June, 3018: The War of the Ring begins, with Mordor attacking Gondor.
July, 3018: Saruman imprisons Gandalf in Orthanc when the latter refuses to join him. Saruman orders the groves of Isengard to be destroyed. Dunland becomes a vassal of the Lord of Isengard.
August, 3018: Yagthak and his warriors crush the bandits near Tharbad. Forces of Isengard begin conquering the Enedwaith.
September, 3018: Gandalf escapes Orthanc on a Giant Eagle. Gandalf frees King Theoden from Saruman's influence. Isengard declares war on Rohan and attacks the Gap of Rohan.
Characters
Lord Saruman the White Wizard
Command: none
Warrior: 6
Sorcery: 7
Hunting: 4
Espionage: 0
Charisma: 7
He is one of the Istari, or Wizards, who appeared in Middle Earth around the year 1000 TA. Like the Dark Lord Sauron, Saruman was once a maia of Aulë, named Curumo, and loves order and metalworking. Saruman was the head of the Istari, who were sent by the Valar to assist the free peoples of Middle Earth in combating the Shadow. However, by studying the designs of Sauron, the White Wizard became enamored and envious of the Dark Lord’s skill. Saruman especially desired to obtain the One Ring, and that lust soon corrupted his spirit. He resides in the tower of Orthanc within the fortress of Isengard and rarely comes out. However, those who do meet the White Wizard are usually seduced by his compelling voice and agree with his "wisdom". Saruman, having a mind of metal and wheels, is constantly scheming to increase his power. He is willing to do anything, even committing the vilest of treacheries, for power.Chief Yagthak
Command: 3 (hits on a 6)
Warrior: 2
Sorcery: 0
Hunting: 0
Espionage: 0
Charisma: 0
He is the leader of the Wildmen of Dunland. Burly and hairy, Yagthak thinks he is a fierce warrior and is seen as a hero among the Dunlendings. He wants to make Dunland great again by taking back their old lands from Rohan. The Chief eagerly agreed to an alliance with the Wizard Saruman, who helped him unite the clans of wildmen. With his mighty battle-ax, Yagthak is willing to die in glorious combat for his people and for the Lord of Isengard.Ugluk, Commander of the Uruk-hai
Command: 4 (hits on a 6)
Warrior: 2
Sorcery: 0
Hunting: 0
Espionage: 0
Charisma: 0
He is the first of the Uruk-hai to be bred by the Wizard Saruman. Being the biggest and strongest, Ugluk is the undisputed leader of the Uruk-hai soldiers. He is completely loyal to Saruman the Wise and follows the Wizard's orders to the letter. Ugluk is eager to fight his Lord's enemies and eat man-flesh!Command: 4 (hits on a 6)
Warrior: 2
Sorcery: 0
Hunting: 0
Espionage: 0
Charisma: 0
Territory
Map
Capital: Isengard at Nan Curunir
Regions: 6
Nan Curunir
The “Valley of the Wizard”, named after Saruman the White Wizard who dwells there, is located at the southern end of the Misty Mountains. The source of the river Isen is found here, which provides power for watermills and fresh water to irrigate crops. Besides fertile farmland, the region is rich in iron, silver, and timber. Men of Dunland, Orcs, Wargs, and Uruk-hai populate the area.
Terrain: rocky
Wealth: 3
Fortification: Isengard (citadel, +2 wealth)
Borders: South Fangorn (river ford), Gap of Rohan, and Dunland
Dunland
The homeland of the Wildmen of Dunland, it is located between the River Greyflood to the west and the southern end of the Misty Mountains to the east. It’s a harsh land full of conflict between the Dunlending clans. The region has some coal and wool. Men populate the area.
Terrain: rocky
Wealth: 2
Settlement: Duneard (town, +3 wealth)
Borders: Nan Curunir, Gap of Rohan, East Enedwaith, Swanfleet (road), and Dunland Hills
Dunland Hills
These are foothills of the southern end of the Misty Mountains. It’s a rough place to live but the Wildmen of Dunland manage to scrape a living off these rocks. The region has some iron. Men and Wargs populate the area.
Terrain: rocky
Wealth: 1
Settlement: Byrig (trade post, +1 wealth)
Borders: Dunland and Swanfleet
Swanfleet
This is where the river Glanduin joins the river Greyflood. A nexus of trade routes is located here, generating commerce for the region. Lots of boats and barges are built and repaired here. The marshy land is not the best to dwell in, but the tough men of Dunland are used to difficult living conditions. Men populate the area.
Terrain: marsh
Wealth: 2
Settlement: Tharbad (trade post, +1 wealth)
Borders: Dunland Hills, Dunland (road), East Enedwaith, Tharbad (river ford), and Eregion (river ford)
Tharbad
A marshy area where the river Glanduin joins the river Greyflood. The “land” is not suitable for docks and boatsheds, so very little commerce flows through here. Some peat can be found in this region, though. With the bandits cleared out, some men of Dunland are populating the area.
Terrain: marsh
Wealth: 1
Borders: Swanfleet (river ford), South Downs, and Cardolan
East Enedwaith
A mostly empty grassland with sparse trees located between Dunland and the sea. The region has some arable land along the rivers Greyflood and Isen. The land contains some sheep as well. Few men live here, but Men from Dunland and Orcs from Isengard are moving in and settling this land.
Terrain: plain
Wealth: 1
Borders: Swanfleet, Dunland, Gap of Rohan, Druwaith Iaur (river ford), Ethir Isen, and West Enedwaith
Regions: 6
Nan Curunir
The “Valley of the Wizard”, named after Saruman the White Wizard who dwells there, is located at the southern end of the Misty Mountains. The source of the river Isen is found here, which provides power for watermills and fresh water to irrigate crops. Besides fertile farmland, the region is rich in iron, silver, and timber. Men of Dunland, Orcs, Wargs, and Uruk-hai populate the area.
Terrain: rocky
Wealth: 3
Fortification: Isengard (citadel, +2 wealth)
Borders: South Fangorn (river ford), Gap of Rohan, and Dunland
Dunland
The homeland of the Wildmen of Dunland, it is located between the River Greyflood to the west and the southern end of the Misty Mountains to the east. It’s a harsh land full of conflict between the Dunlending clans. The region has some coal and wool. Men populate the area.
Terrain: rocky
Wealth: 2
Settlement: Duneard (town, +3 wealth)
Borders: Nan Curunir, Gap of Rohan, East Enedwaith, Swanfleet (road), and Dunland Hills
Dunland Hills
These are foothills of the southern end of the Misty Mountains. It’s a rough place to live but the Wildmen of Dunland manage to scrape a living off these rocks. The region has some iron. Men and Wargs populate the area.
Terrain: rocky
Wealth: 1
Settlement: Byrig (trade post, +1 wealth)
Borders: Dunland and Swanfleet
Swanfleet
This is where the river Glanduin joins the river Greyflood. A nexus of trade routes is located here, generating commerce for the region. Lots of boats and barges are built and repaired here. The marshy land is not the best to dwell in, but the tough men of Dunland are used to difficult living conditions. Men populate the area.
Terrain: marsh
Wealth: 2
Settlement: Tharbad (trade post, +1 wealth)
Borders: Dunland Hills, Dunland (road), East Enedwaith, Tharbad (river ford), and Eregion (river ford)
Tharbad
A marshy area where the river Glanduin joins the river Greyflood. The “land” is not suitable for docks and boatsheds, so very little commerce flows through here. Some peat can be found in this region, though. With the bandits cleared out, some men of Dunland are populating the area.
Terrain: marsh
Wealth: 1
Borders: Swanfleet (river ford), South Downs, and Cardolan
East Enedwaith
A mostly empty grassland with sparse trees located between Dunland and the sea. The region has some arable land along the rivers Greyflood and Isen. The land contains some sheep as well. Few men live here, but Men from Dunland and Orcs from Isengard are moving in and settling this land.
Terrain: plain
Wealth: 1
Borders: Swanfleet, Dunland, Gap of Rohan, Druwaith Iaur (river ford), Ethir Isen, and West Enedwaith