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

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=== 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.





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=== 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.





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=== 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





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=== 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.





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=== 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.





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=== 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.





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=== 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.



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=== 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.





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=== 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.





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=== 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.





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=== 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.





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=== 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.





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=== 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.





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=== 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.





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=== 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.





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