Humans In Isengard
| Introduction | Uruk | Human | Saruman |
| Features | Maps | Admins | Logs |
| Combat | Healing | Commands | Links |
WIZARD'S VALE HELP INDEX
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ACTIVITY | GEOGRAPHY | SHIRE
BREE | HALF-ORCS | SPECIES
CHARACTERS | HUMANS | STARTING
COMMANDS | ISENGARD | TRAVEL
COUNTERAGENTS | ISENORCS | UNIVERSAL
CREBAIN | NEIGHBOURS | WEAPONS
DUNLAND | ROHAN |
FANGORN | SARUMAN |
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To view a listed topic type +vhelp topic
If you have any queries +mail Ugluk.
If you are new type +vhelp starting
==============================================================================
=== ACTIVITY =================================================================
Saruman's agents are a restricted species that offers unique experiences and
roleplaying opportunities. There is also a limited number of agents that can be
employed. This combination means that a strict activity policy must be enforced.
Any agent who cannot maintain an activity of thirty hours a month (roughly an
hour an day) for two consecutive months is in violation of this policy.
Additionally, all agents must actively contribute to the culture. People on the
vacation object are not subject to this rule, as we do not intend to punish
people who have obligations or unavoidable circumstances. Furthermore,
characters who do not roleplay for an extended period will be offered a warning,
as we do not condone active idling. Further idling could result in dismissal. It
would not be fair to those who cannot gain entry to the culture because someone
who isn't roleplaying is holding a spot as an agent. Again, this policy is not
to punish those have real life obligations but is only attempting fairness to
those who want to be an agent and actively roleplay. Each person will be dealt
with on a case by case basis, this policy is simply expressing the views of the
Isenadmin.
If an agent is not upholding this policy, it can be decided to remove that
character's Agent status. This would mean s/he becomes part of the normal human
population of Isengard, doing what normal people do. They are no longer agents.
They will remain in this status until they are purged, or their connectivity and
activity is grounds for reinstatement as an agent again.
=== End of topic =============================================================
=== BREE =====================================================================
Bree is the central hub of population and trade for all of Eriador. Generally
tolerant of most people, and with a bit of a shady aire, it became the ideal
base of operations for the Isendrim agents. People are constantly coming and
going and it created a solid net of incoming information. It's proximity to the
Shire also allowed agents to monitor the Hobbits without raising suspicion.
Agents in Bree can do anything, from running a legitimate business, living in
the area, or simply passing through as travellers do. Most of the activity in
Bree is the gathering and trading of information. Agents must be attentive and
alert for any news that passes through that could be of interest to Saruman. Be
especially wary of possible Mordain agents, who must be detected and disposed
of, quietly. From Bree, missions to the Shire, Dunland and Trollshaws can be
executed. Other agents can make contact in Bree, collect any messages and
deliever them back to Orthanc.
=== End of topic =============================================================
=== CHARACTERS ===============================================================
All new Isenagents need to have their character concepts/histories approved by
the Isenadmin. Each agent, not player. Whether a character is your first agent
or tenth, a brief description of what his personality will be like must be
submitted before that character is RPed. Include any non-standard knowledge you
would like to posses, why, and how you came about it. Knowledge can include any
of Saruman's secrets and languages. Unless otherwise stated, it is assumed the
agent has not yet learned those secrets.
=== End of topic =============================================================
=== COMMANDS =================================================================
The following commands are for the use of Vale dwellers, in addition to the
Isengard local commands listed in +IHELP LOCAL COMMANDS. New commands will be
added as necessary. Suggestions for new commands are welcome, and can be +mailed
to Aonghas.
+agents Lists all agents of Saruman
=== End of topic =============================================================
=== COUNTERAGENTS ============================================================
Sauron is searching for the One Ring, probing Middle Earth with all his
resources for a glint of its whereabouts. Saruman also seeks the Ring, and while
Sauron believes it is for him, he also suspects that Saruman has his own plans.
Plans indeed. Saruman wants the Ring for himself, wants to control its power and
with it take control of Middle Earth. One facet of this operation is to gather
information, and at the same time deny that information to Sauron. This defines
one of the goals of the agents: the seeking out Sauron's own agents and
preventing them from gathering information for their master. This can be done by
elimination, either of the source of information or the agent. Creating a false
trail for the Mordain agents is another plausible method. All the while, the
agent must prevent counter-detection, because the Mordain agent will be trying
to do the very same things to Saruman.
=== End of topic =============================================================
=== CREBAIN ==================================================================
Saruman gathers information in a variety of ways. One of many methods he employs
is the use of crebain. They are medium sized black birds like a crow that travel
in flights. They are undeniably intellegent, but they are not believed to be
sentient. As they make their rounds from above, they report to Orthanc their
findings. The level of detail they can report is not fully known. Can they
count? Do they know the difference between a deer and human? Can they relay
conversations? From the Fellowship, it was certain that elves and rangers of the
north took great care to not be spotted by the sharp eyes of these birds, and it
would be a grave mistake to underestimate what knowledge the White Hand can
shrewdly discern from them.
Crebain are a tool of the Isenagents. If an agent has a report to deliver to
Saruman, and Saruman isn't avaiable to RP (Not just one time, but over an
extended time he is unavailable) then a +mail can be sent reporting what the
Crebain can report of it. The +mail is IC, and should be posed as such. The best
way to do it is to report what the birds could have seen. Only one or two
important words should be used, perhaps a word that was used several times, or
the topic of the conversation. This should prevent the agent from sitting around
for long periods of time waiting to deliver a report, but should not be the
primary means of giving information to Saruman.
=== End of topic =============================================================
=== DUNLAND ==================================================================
Dunland is a country bordering the south-western stretch of the Misty Mountains.
It is not far from Isengard and can be reached easily enough by crossing a ford
over the river Isen then taking a west road. It is composed of hills and open
plains. Most of the land is wild, disturbed by few villages and small towns, the
chief among them Kierkgard.
Agents in this area try to use subterfuge and trickery to discredit Dunland's
leaders. Once Saruman decided that he would have to conquer the Rohirrim, he
used the Dunlending's natural hatred for the Rohirrim to fuel the Dunland fire.
It is key to keep the Dunlending seperated in their clans, distrusting each
other and not unifying while at the same time gaining more and more trust for
Isengard in the form of aide, be it military, food, trade or medical in nature.
The ground work needs to be laid by agents who are Dunlending themselves, prying
open the door for Isendrim trust. Once established agents can use Isengard's
'goodwill' to further their accomplishments. Another important task is to keep
Dunland's hatred for Rohan strong. Setups, murders, raiding that frame the
Rohirrim are examples of things that can be done, but must be planned carefully
so as not to implicate Isengard.
=== Continued in DUNLAND 2 ===================================================
=== FANGORN ==================================================================
Fangorn forest hugs the south-eastern edge of the Misty Mountains. It is a thick
and intimidating land devoid of almost any animal life. Here, the trees hold
dominance, some said to be as old as the mounts themselves and they look the
part. Gnarled, black, rough to the touch and bent from age. Legends persist that
this unmarked and trackless forest is home to dark spirits who have no love for
all things that walk on two feet. In fact, many a soul has been lost there, some
say taken and fed upon by the evil guardians of the land. Even the foolhardy
Rohirrim try to avoid the place, not caring to possess any settlements near it.
Ware Fangorn and fall not prey to its misleading paths. They are no more than
traps, baiting the unwary and leading them to their doom.
=== End of topic =============================================================
=== GEOGRAPHY ================================================================
The citadel of Isengard is found on the southern tail of the Misty Mountains, a
range that is reported to house sizeable strongholds of orc warriors who
occasionally issue forth and harrass those near at hand.
To the east and north the lower slopes and flatlands are thick with ancient
trees: Fangorn. A malign force is rumoured to make its home in these dark woods
for many that enter are lost. To the west stretches the hills and plains of
Dunland, home to a strong people which once inhabited the country of Rohan. Most
of those now settled in Isengard are of Dunlending origin, united by their
common hatred of a southern foe: the Riders of the Mark, those same people who
overthrew the proud Dunlending from their home in Rohan. To the south lies the
endless long-grassed plain of Rohan itself, guarded by swift riders who have at
times been aided by Saruman himself and thus keep well away from this formidable
fortress.
Related topics: DUNLAND, FANGORN, ISENGARD, ROHAN.
=== End of topic =============================================================
=== HALF-ORCS ================================================================
Saruman has created beings to assist him in his goals. Using a combination of
breeding and powerful magics he has made both the Fighting Uruk-hai and the
Arauruk. The arauruk, or half-orcs, are in essence the result between a human
and orc union. The results are varied and unpredictable, but undoubtably useful.
Some arauruk look more like their human counterparts then others. The most
orcish ones can be barely noticable in physical differences and reside solely in
the caves. Each is unique and their human and orcish traits vary substantually.
The exsistance of arauruk, like orcs in Isengard, is a secret. The Isendrim orcs
know of the arauruk and can even have frequent interactions with them. No one
outside of Isendrim knows about the halfbreeds, allowing them to lead double
lives that can be both exciting and dangerous. Most arauruk are members of the
Axemen, prefering axes and battle axes. A few have some skill in the longsword
and longbow. Some are trained to be agents. Able to mingle at will with humans,
they are trained in all the aspects of normal human interaction, including
ettiquette, languages and weapons training. In almost all cases, arauruk are
'evil', their blood is tainted by the magic that created the dark race of orcs.
The level of interaction that an arauruk has with orc and human cultures is
solely up to the player, though it would be waste of potential to not RP in
both.
=== End of topic =============================================================
=== HUMANS ===================================================================
The majority of people living on Isengard's surface are humans, and of these
almost all are of Dunlending origin. When starting out, assume that your
character is one of these hardy highlanders. After many years of friendship the
Dunlending came to ally themselves with Saruman. Eventually some Dunlending were
admited into Isengard, shielding them from the wild and unrestrained Riders of
Rohan. These humans have lived in the vale long enough to appreciate the
benefits of family life since there have been born here at least one generation
of the hillfolk, prouder and taller than the one before it.
Despite what might be called by some a city life, the guards and servants of
this vale are not much different from their western kin. They have similar
habits, dress and manner. There is open and direct contact with Dunland. In
fact, many newcomers have arrived while others have left to resettle their
homeland.
=== End of topic =============================================================
=== ISENGARD =================================================================
Isengard is quite unique in many respects. The citadel is like none other
existing at this time. The plain of Isengard is many miles wide and devoid of
all structures save many white domes and at its heart, Orthanc itself. The domes
have been constructed in recent years and house many storehouses, forges,
furnaces, and secret passages to the winding and maze-like undertunnels. There
is found eight major roads, like to spokes radiating from the central tower.
These reach all corners of the White Hand's home and end either at the Rimwall
or at the southern Gates.
The Rimwall, a spectacular feat of masonry, guards all but the northern quarter
of the plain and that is safeguarded by a tall moutain. So not a part is left
open to travel and all who wish passage need cross the Gates. The one mile thick
Rimwall, in many ways similar to a hornet's nest because of its hollow nature,
houses the entire human population of Isengard, all the Half-orc barracks and
even some of the orcs in addition to armouries, wolf pens and the scattered
slave quarters. At night, the wall is dotted by countless lights from
spluttering torches emanating from the many inward-facing windows. The outside
is smooth and without any markings. All who approach it uninvited are challenged
by guards and archers stationed at the top.
=== Continued in ISENGARD 2 ==================================================
=== ISENORCS =================================================================
The presence of orcs underneath Orthanc is one of many secrets kept by Isengard.
It is guarded well and spread very sparingly. Nearly all human agents will have
no knowledge of the orcs, or half-orcs, especially when starting out. The
information can be eventually learned of ICly through RP, but it is far from a
widespread occurance. As a warning, this information is so sensitive that if an
agent learns of it Saruman may decide to dispose of them if he feels they cannot
be trusted with such a huge secret. Saruman is very paranoid and holds many many
secrets. The more of them an agent knows, the more likely he will be deemed a
security risk and taken out to pasture.
=== End of topic =============================================================
=== NEIGHBOURS ===============================================================
Isengard is not so isolated that it could ignore those that live closest to it.
Some are welcomed openly while others are treated poorly and with suspicion.
Dunland and Rohan are of primary concern and those who are not of either are oft
questioned thoroughly and rarely given leave to enter Isengard save by special
order.
DUNLAND: The Dunlending are openly invited into Isengard, the gate guards giving
them easy entry and leave. This is done in most part because of their
relationship with Isengard. They are allies and almost all those living in
Isengard are of Dunlending descent. In fact, they consider themselves of those
people are recognized as such by others. There is a reasonable deal of traffic
between the two lands, a good store of ore and some arms trickling to the
outlying villages. Together, they stay the expansion of Rohan.
The Dunlending are for the most part a simple folk composing of farmers and
warriors by necessity. Because of their less than friendly surroundings, the
hillmen are versed in the ways of battle. Unfortunately, their lifestyle does
not lead to much production of goods save food so their weapons and low numbers
of armour are of below average quality.
=== Continued in NEIGHBOURS 2 ================================================
=== ROHAN ====================================================================
Rohan is southest of Isengard and south of Fangorn. Rohan is a land of wide open
plains. These are at parts covered by tall and proud grasses which feed some of
the finest horses in all of Middle-Earth. The country stretches from the ford of
Isen and the Gap of Rohan, just south of Isengard, south and east to the very
end of the White Mountains that seperate it from its southern ally: Gondor. Its
capital is Edoras while one of the sites more concerning Isengard is the mostly
abandoned fortress of Helm's Deep.
Agents here use similiar methods as in Dunland, namely subtle trickery. Playing
off the fears of people and the hatred for Dunland, Isengard tries to keep Rohan
weak and seperated. They fairly succeed, delaying the help that Gondor so
desperately needs by the time the War of the Ring began. The most notable
Isendrim agent worked in Rohan, Grima Wormtounge, who attained the position of
advisor to Theodred himself. Saruman also suspects that Mordain agents will
likely be planted here, and seeks to have them rooted out.
=== Continued in ROHAN 2 =====================================================
=== SARUMAN ==================================================================
Saruman the White resides in a vale between the plains of Rohan and the hills of
Dunland, on the southern tail of the Misty Mountains. The tower of Orthanc is
his home, smooth black stone carved from out of a mountain itself. It was
crafted by the Numenoreans old. He took up living in the tower when he agreed to
help Gondor with the defense of the Gap of Calenardhon and the west. A secondary
reason for this agreement was access to one of the palantir which he found
there. Why would Saruman want this strange ball of farseeing? One, he had an
insaturable thirst for knowledge, and two because it fit into even a broader
plan: the search for the One Ring. Even this fit into yet a broader picture,
Saruman saw the Age of Men coming to replace the Age of Elves. He planned on
ruling that Age, with the power he would obtain from the One.
=== Continued in SARUMAN 2 ===================================================
=== SHIRE ====================================================================
In order to allow himself more space to search for the Ring, Saruman offered
advice, and used his influence on the White Council to thwart several projects
the White Council wanted to start. Gandalf told Saruman that he didn't
understand Saruman's motives. The White Wizard began to suspect that Gandalf
knew more then he was saying, and started to spy on him, following his
movements. This bore fruit in the form of knowledge of the Shire. Remote, and
not known to most of the world, Saruman began to take an interest in these
little people, the Hobbits. He sent spies and agents to the Shire, to observe
it, and took special note of who came and who went. It was decided that the best
place to monitor the Shire from, and indeed most of Eriador, was from Bree.
=== End of topic =============================================================
=== SPECIES ==================================================================
There are three species united under a common banner in Isengard, the banner of
the White Hand. Below those species are listed, and some tips on how to get more
information about them is included.
ARAURUK Listed in +vhelp under HALF-ORCS
HUMAN Listed in +vhelp under HUMANS
URUK Information can be found using the +ihelp command.
Please do not forget that the knowledge you find in the above references may or
may not be usable by you while you are IC. If you are in any doubt about this,
feel free to page any Isendrim admin, or send a +mail to the Isenadmin mailgroup.
=== End of topic =============================================================
=== STARTING =================================================================
Welcome to the Wizard's Vale!
The fortress of Isengard is surrounded by tall mountain-walls that serve as
defense against any who might think to encroach upon this land, be they the
forces of the Enemy or wild bandits of a more independent nature. The citadel of
Angrenost is a massive complex constructed long ago by the skilled hands of
Numenoreans. The very mountains shield the wide vale from outside dangers, their
guard broken by a single exit: tall portals that have been worked into the
living rock itself. At the heart of this land is found Orthanc, the seat of
power. This black tower looks to be have been crafted from the solid heart of a
proud mountain, its sides smooth and flawless.
Agents of Isengard are a small, tight knit group of elite spies. Highly trained,
intellegent and resourceful they carry out the missions of Saruman to accomplish
his goals, both short term and long term. Most agents are human, while some are
the half-orcs that retained a good portion of their human appearance. They
operate in Eriador and the Gap areas, protecting Isendrim intrests from the
shadows of secrecy. Their job is to gather information, and protect information
from going anywhere other then Isengard. To better understand the goals and
missions of the agents, you must first understand the goals of the White Hand.
Read the following help files in the order presented and it should help you
paint a picture of what an agent is, what his job and goals are, and help you
decide how best to carry them out.
=== Continued in STARTING 2 ==================================================
=== TRAVEL SOP ===============================================================
The following will out line the procedures for agents to follow when traveling.
This SOP is in force for many reasons, to promote RP between agents and the
culture they are traveling through, to provide a more realistic scenario for
agents when traveling (remember, it was dangerous traveling the roads of ME),
and to be good guests in the cultures we are passing through.
A. Before passing through a culture
It is recommended to send a +mail at least two RL days to the cultures that you
are going to be traveling through. This +mail should tell the LAs of that
culture that the agent is passing through, if they are trying to sneak through
or open for any encounter, and who may be traveling with the agent. Also it is
strongly recommended to send this +mail to the Isenadmin as well.
B. At the time of entering the culture
As you come too the border of the culture you are going to pass through, the
agent will page the online LA of that culture or if no LA is on, to page the
culture's online helper(s) to allow them to either let the agent pass through
unchallenged or to arrange some RP.
=== End of topic =============================================================
=== UNIVERSAL ================================================================
In all areas of operation, there are certain things that agents need to be
universally aware of. First and foremost is that no matter what happens, Saruman
and Isengard cannot be implicated in any way, shape or form. Be on the prowl for
characters who could serve as informants through RP. Be on guard for Mordain
agents, and prevent them from doing their duties while at the same time
accomplishing your own. Rangers of the North and elves should be avoided. In
both cases, they are suspicious and knowledgable people. Fooling them is not an
easy task and any encounter with them endangers your mission unnecessarily.
=== End of topic =============================================================
=== WEAPONS ==================================================================
Human agents often use longsword as a primary weapon. Secondary weapons are
usually longbow or bare hands. Spear and dagger and staff can also be used, but
tend to be more uncommon. Arauruk almost always use axe or battle axe as a
primary weapon, and can use any other weapons the human agents can.
=== End of topic =============================================================
=== ROHAN ====================================================================
Rohan is southest of Isengard and south of Fangorn. Rohan is a land of wide open
plains. These are at parts covered by tall and proud grasses which feed some of
the finest horses in all of Middle-Earth. The country stretches from the ford of
Isen and the Gap of Rohan, just south of Isengard, south and east to the very
end of the White Mountains that seperate it from its southern ally: Gondor. Its
capital is Edoras while one of the sites more concerning Isengard is the mostly
abandoned fortress of Helm's Deep.
Agents here use similiar methods as in Dunland, namely subtle trickery. Playing
off the fears of people and the hatred for Dunland, Isengard tries to keep Rohan
weak and seperated. They fairly succeed, delaying the help that Gondor so
desperately needs by the time the War of the Ring began. The most notable
Isendrim agent worked in Rohan, Grima Wormtounge, who attained the position of
advisor to Theodred himself. Saruman also suspects that Mordain agents will
likely be planted here, and seeks to have them rooted out.
=== Continued in ROHAN 2 =====================================================
+VHELP: There is no topic listed under that name.
=== ROHAN 2 ==================================================================
Having any influence in Rohan as an outsider is very difficult if not
impossible. Any agents who hope to accomplish anything here need to be deep
cover like Grima, being able to be convincingly Rohirrim or possibly Gondorian.
Actions taken against Rohan are subtle and almost limited to simple information
gathering. Starting rumors to keep people afraid is an example of what can be
done in Rohan's populated areas. A little more freedom is allowed if in the
plains or the Gap. Pretending to be bandits or Dunlending are two examples of
how to cause mischief and mistrust. Western Rohan is more open to agent activity
because of their ambivalance to the House of Eorl. As always, it is of prime
importantance to keep Saruman's name untarished in these escapades.
If you are planning on being a Rohirrim agent, there are a couple things to keep
in mind. There is a lot of half bloods (Dunlending and Rohirrim mix) in the
western marks, so you don't need to have blonde hair and blue eyes to fit in.
What is important is your skill with the horseman's tongue. You must speak
convincingly good Rohirric if you hope to get anywhere other then a fight. In
fact, playing a character that physically can pass for Rohirrim or Dunlending,
and working on the language skills of both would make you a very versitile
agent, providing a plethera of RP oppurtunities.
=== Continued in ROHAN SOP 1 =================================================
=== ROHAN SOP 1 ==============================================================
Since Rohan is one of our nearest neighbors, and a crossroads for agents to
travel to and through, guidelines are provided to help in our Role Play. Here
are the Standard Operating Procedures (SOP) when dealing with Rohan:
A. Background Information
Rohan's geographic position places it at the crossroads of Middle Earth. It is
therefore inescapable that agents - carrying tasks for Isengard in the Southern
regions - will be passing through Rohan at one point or another, or when
carrying out missions within Rohan itself. Agents offer to the Rohirrim
wonderful opportunities to RP in the grey areas of secret wars, espionage and
diplomacy, while Rohan provides agents with a complex political playground.
=== Continued in ROHAN SOP 2 =================================================
=== ROHAN SOP 2 ==============================================================
B. At Character Creation
Any agent that is considering having a background that includes Rohirrim
ancestry, living in Rohan or Rohirrim affiliation will have their history and
desc checked by the Isengard Admin and the Rohirrim Admin, in order to keep
thematic continuity. It is recommended that agents with different ancestry
(other than Rohirrim) check with Rohan's LA for comments on their desc as well.
Before taking this step, check with the Isengard LA first. We shall advise if it
is necessary to approach the Rohirrim LA staff.
=== Continued in ROHAN SOP 3 =================================================
=== ROHAN SOP 3 ==============================================================
C. Before going through Rohan
Rohan requests that at least 3 RL days before reaching the borders of Rohan, an
agent should +mail the Rohirrim LAs about their intentions, including the
purpose of the trip, who is with the travelling party, what way the agent is
headed and where the agent is coming from. Not all situations allow for this
lead time in notification but try as best as you can, and always notify then as
soon as possible. Agents can choose to go through Rohan either openly, or
covertly.
1) An agent of Rohirric origin choosing to take the open roads should expect not
to be stopped at any point and can expect to cross safely. An agent travelling
openly but who is of obvious foreign origin should be expected to be stopped
within hours to days since its arrival in Rohan. While on his way from Isengard,
the foreigner should expect to be escorted to Edoras for an audience with the
King or one of his representatives. Should the player of Theoden not be
available for RP at the time, it should be noted that all Rohirrim LAs are
allowed to temp-alt one of Theoden's chief councilors, Elfred, who can act in
the King's stead.
Although agents of Saruman are usually escorted to their point of exit and all
happens nicely, an agent lacking subtlety and knowledge of Rohirric traditions
risks imprisonment, judgement and potentially death.
2) When an agent wishes to travel covertly across Rohan, contact one of the
Isengard LAs who will set this up with the Rohan local administration.
=== Continued in ROHAN SOP 4 =================================================
=== ROHAN SOP 4 ==============================================================
D. RP in Rohan
Unless agents are involved in a TP in which Rohan is taking part and scheduling
was done in accordance with Rohirrim LAs and or the Isengard LAs, agents should
not automatically expect Rohirrim players to be available for RP. Rohan will
advise their players that there is a visiting Agent, and encourage them to RP
with the agents if circumstances permit.
=== End of topic =============================================================
=== STARTING =================================================================
Welcome to the Wizard's Vale!
The fortress of Isengard is surrounded by tall mountain-walls that serve as
defense against any who might think to encroach upon this land, be they the
forces of the Enemy or wild bandits of a more independent nature. The citadel of
Angrenost is a massive complex constructed long ago by the skilled hands of
Numenoreans. The very mountains shield the wide vale from outside dangers, their
guard broken by a single exit: tall portals that have been worked into the
living rock itself. At the heart of this land is found Orthanc, the seat of
power. This black tower looks to be have been crafted from the solid heart of a
proud mountain, its sides smooth and flawless.
Agents of Isengard are a small, tight knit group of elite spies. Highly trained,
intellegent and resourceful they carry out the missions of Saruman to accomplish
his goals, both short term and long term. Most agents are human, while some are
the half-orcs that retained a good portion of their human appearance. They
operate in Eriador and the Gap areas, protecting Isendrim intrests from the
shadows of secrecy. Their job is to gather information, and protect information
from going anywhere other then Isengard. To better understand the goals and
missions of the agents, you must first understand the goals of the White Hand.
Read the following help files in the order presented and it should help you
paint a picture of what an agent is, what his job and goals are, and help you
decide how best to carry them out.
=== Continued in STARTING 2 ==================================================
=== STARTING 2 ===============================================================
Agents of Saruman come in many different flavors. Each agent's loyalty is bound
to a custom fit, for the White Wizard's honey tongue and cunning mind lure and
trap them all differently. All are pawns, but the level of knowledge that each
possesses about where they fit into the big picture is as unique as a snowflake.
Some have glimpses into the powerful man's plans, while others operate
completely oblivious to the real reasons of what they do. They vary in their
knowledge of the orcs and half-orcs that Saruman breeds. They vary in
alignments, some doing 'good' in the name of the White Hand and others 'evil'.
Saruman's one true goal, which remains a secret to all, is his desire to find
and control the One Ring. All his other plans stem from and lead to that one
cause. Playing an agent requires maturity and creativity. There are very few
clear cut paths in the service of the Master, but there are several common
feelings and moods. Intrique, paranoia, secrecy, curiousity, calculating caution
are all themes that could surround an agent. The wide open nature of being an
agent means that it's not for everyone, some people need the structure. For
many, the freedom and creativity are ideal and they flourish in this
environment, to the detrement of Saruman's enemies.
+vhelp Saruman
+vhelp Shire
+vhelp Bree
+vhelp Dunland
+vhelp Rohan
+vhelp Counteragents
+vhelp Universal
+vhelp Isenorcs
+vhelp Weapons
+vhelp Characters
=== End of topic =============================================================
=== DUNLAND 2 ================================================================
Roleplaying with Dunland should be regular, with most of it being simply
innocent legitimate roleplaying. Maybe a rumor here and there to keep up their
inter-clanner rivalry. The most severe framing and operations should point to
the Rohirrim. The final goal of an agent in Dunland should be earning the trust
of the Dunlending for Isengard, creating minor distrust among Dunlending's
clans, and keeping Dunland's hatred for Rohan at a boiling point. Be aware that
in the scope of the MUSH, the agent's influence will be fairly small key and
only mildly disruptive (in a good RP way) to the culture as a whole. Whenever
Dunland has any sort of problem, Isengard should be there to help them out,
regardless whether the problem was agent originated or not. In the course of
RPing with Dunland, or any culture, look for oppurtunties to cultivate
informants.
=== End of topic =============================================================
=== DUNLAND ==================================================================
Dunland is a country bordering the south-western stretch of the Misty Mountains.
It is not far from Isengard and can be reached easily enough by crossing a ford
over the river Isen then taking a west road. It is composed of hills and open
plains. Most of the land is wild, disturbed by few villages and small towns, the
chief among them Kierkgard.
Agents in this area try to use subterfuge and trickery to discredit Dunland's
leaders. Once Saruman decided that he would have to conquer the Rohirrim, he
used the Dunlending's natural hatred for the Rohirrim to fuel the Dunland fire.
It is key to keep the Dunlending seperated in their clans, distrusting each
other and not unifying while at the same time gaining more and more trust for
Isengard in the form of aide, be it military, food, trade or medical in nature.
The ground work needs to be laid by agents who are Dunlending themselves, prying
open the door for Isendrim trust. Once established agents can use Isengard's
'goodwill' to further their accomplishments. Another important task is to keep
Dunland's hatred for Rohan strong. Setups, murders, raiding that frame the
Rohirrim are examples of things that can be done, but must be planned carefully
so as not to implicate Isengard.
=== Continued in DUNLAND 2 ===================================================
=== DUNLAND 2 ================================================================
Roleplaying with Dunland should be regular, with most of it being simply
innocent legitimate roleplaying. Maybe a rumor here and there to keep up their
inter-clanner rivalry. The most severe framing and operations should point to
the Rohirrim. The final goal of an agent in Dunland should be earning the trust
of the Dunlending for Isengard, creating minor distrust among Dunlending's
clans, and keeping Dunland's hatred for Rohan at a boiling point. Be aware that
in the scope of the MUSH, the agent's influence will be fairly small key and
only mildly disruptive (in a good RP way) to the culture as a whole. Whenever
Dunland has any sort of problem, Isengard should be there to help them out,
regardless whether the problem was agent originated or not. In the course of
RPing with Dunland, or any culture, look for oppurtunties to cultivate
informants.
=== End of topic =============================================================
=== ISENGARD =================================================================
Isengard is quite unique in many respects. The citadel is like none other
existing at this time. The plain of Isengard is many miles wide and devoid of
all structures save many white domes and at its heart, Orthanc itself. The domes
have been constructed in recent years and house many storehouses, forges,
furnaces, and secret passages to the winding and maze-like undertunnels. There
is found eight major roads, like to spokes radiating from the central tower.
These reach all corners of the White Hand's home and end either at the Rimwall
or at the southern Gates.
The Rimwall, a spectacular feat of masonry, guards all but the northern quarter
of the plain and that is safeguarded by a tall moutain. So not a part is left
open to travel and all who wish passage need cross the Gates. The one mile thick
Rimwall, in many ways similar to a hornet's nest because of its hollow nature,
houses the entire human population of Isengard, all the Half-orc barracks and
even some of the orcs in addition to armouries, wolf pens and the scattered
slave quarters. At night, the wall is dotted by countless lights from
spluttering torches emanating from the many inward-facing windows. The outside
is smooth and without any markings. All who approach it uninvited are challenged
by guards and archers stationed at the top.
=== Continued in ISENGARD 2 ==================================================
=== ISENGARD 2 ===============================================================
The south of Isengard is for the most part pleasant and unspoiled. There is
found some few groves, the majority of them having already been cut or wasted to
feed the many furnaces and factories that feed the mysterious machines, and some
streams. Here, the humans are found in great number.
The northern half of Isengard is in much worse shape. All trees have long since
succumbed to orc axes, streams have been channeled to the undertunnels and for
the most part polluted and no longer fit to drink. The ghost of once fair groves
remind one of what once was, their stumps rotten and eaten all the way through
by industrious termites. The domes, too, are in poor condition, some cracked and
many spewing coloured smoke. The earth is parched and cracked, the fissures
seeping heated and agitated gasses of an unwholesome nature. Here can be seen
the orcs, come to practice archery, guard the Rimwall, make greater ruin of the
surface, or simply get up to some other mischief. Here also dwell the Half-orcs
in great number, their barracks all chiefly situated in the north-east. The howl
of wolves and the pitiful sob of over-worked and under-fed slaves mingle into
dissapointing song while discordant Crebain nest on every available surface.
=== End of topic =============================================================
=== GEOGRAPHY ================================================================
The citadel of Isengard is found on the southern tail of the Misty Mountains, a
range that is reported to house sizeable strongholds of orc warriors who
occasionally issue forth and harrass those near at hand.
To the east and north the lower slopes and flatlands are thick with ancient
trees: Fangorn. A malign force is rumoured to make its home in these dark woods
for many that enter are lost. To the west stretches the hills and plains of
Dunland, home to a strong people which once inhabited the country of Rohan. Most
of those now settled in Isengard are of Dunlending origin, united by their
common hatred of a southern foe: the Riders of the Mark, those same people who
overthrew the proud Dunlending from their home in Rohan. To the south lies the
endless long-grassed plain of Rohan itself, guarded by swift riders who have at
times been aided by Saruman himself and thus keep well away from this formidable
fortress.
Related topics: DUNLAND, FANGORN, ISENGARD, ROHAN.
=== End of topic =============================================================
=== SARUMAN ==================================================================
Saruman the White resides in a vale between the plains of Rohan and the hills of
Dunland, on the southern tail of the Misty Mountains. The tower of Orthanc is
his home, smooth black stone carved from out of a mountain itself. It was
crafted by the Numenoreans old. He took up living in the tower when he agreed to
help Gondor with the defense of the Gap of Calenardhon and the west. A secondary
reason for this agreement was access to one of the palantir which he found
there. Why would Saruman want this strange ball of farseeing? One, he had an
insaturable thirst for knowledge, and two because it fit into even a broader
plan: the search for the One Ring. Even this fit into yet a broader picture,
Saruman saw the Age of Men coming to replace the Age of Elves. He planned on
ruling that Age, with the power he would obtain from the One.
=== Continued in SARUMAN 2 ===================================================
=== SARUMAN 2 ================================================================
To begin gathering the power of Men he started on his neighbors, Dunland and
Rohan. Through subterfuge and trickery, he began setting the stage. He knew that
tricks alone would not see his plans through, so he began building an army. It's
not clear whether his dabbling in the genetics of orcs started before or after
his contact with Sauron, but at some point, his contact with the Dark Lord began
to slowly twist the White Wizard's once good nature. The result was a secret
army of orcs hidden beneath the surface, while his elite half-orc Axemen guarded
the surface. He seems to be aiding Mordor, but that is only so far as their
goals coincide. As soon as Saruman has the Ring, he plans on breaking the
alliance, keeping it all for himself.
=== End of topic =============================================================
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