Gondorian

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==New Players==
==New Players==
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Help for the New Player
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===Help for the New Player===
Welcome to Gondor! First of all, please read all of these files in +GHELP, as well as all of the files in NEWS. Then skim the files called HELP and +HELP for some basic commands. Once you have read these files and have been cultured Gondorian, (+mail the Local Administrators for Gondor to ask to be cultured.) then you may continue. To do so, type +GHELP as listed below in the left column. Once you have been cultured your default channel should be your Gondor com and you may speak or pose on it by typing: =(speak or pose). You will find the people on your cultural com very helpful.
Welcome to Gondor! First of all, please read all of these files in +GHELP, as well as all of the files in NEWS. Then skim the files called HELP and +HELP for some basic commands. Once you have read these files and have been cultured Gondorian, (+mail the Local Administrators for Gondor to ask to be cultured.) then you may continue. To do so, type +GHELP as listed below in the left column. Once you have been cultured your default channel should be your Gondor com and you may speak or pose on it by typing: =(speak or pose). You will find the people on your cultural com very helpful.
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Naming Your Character
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===Naming Your Character===
If you have not noticed before, place names in Gondor are almost entirely in Sindarin, discounting a few rare cases where a prehistoric name has survived, or where old Adunaic influences still reign. This is not by chance, but a very important part of Gondorian culture. This tends to be true also where people are concerned; the more "high blood" and ancestory you possess, the more likely you are to have a Sindarin name. Now many people choose the names of their characters because they like the way those names sound, but certain names are without a doubt unthematic and out of place for most Gondorians. So, in an effort to make Gondor more proper, the local admins offer their services to you, the Citizens of Gondor. When choosing a name, remember that we will gladly help you find a thematic one to suit your character.
If you have not noticed before, place names in Gondor are almost entirely in Sindarin, discounting a few rare cases where a prehistoric name has survived, or where old Adunaic influences still reign. This is not by chance, but a very important part of Gondorian culture. This tends to be true also where people are concerned; the more "high blood" and ancestory you possess, the more likely you are to have a Sindarin name. Now many people choose the names of their characters because they like the way those names sound, but certain names are without a doubt unthematic and out of place for most Gondorians. So, in an effort to make Gondor more proper, the local admins offer their services to you, the Citizens of Gondor. When choosing a name, remember that we will gladly help you find a thematic one to suit your character.
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Finally, do not hesitate to ask for help, especially from your Local Admins. We are here to improve the culture and make your stay more pleasurable.
Finally, do not hesitate to ask for help, especially from your Local Admins. We are here to improve the culture and make your stay more pleasurable.
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Writing a Description of Your Character
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===Writing a Description of Your Character===
Once you have chosen a name for your character that has been approved by the Local Admins (LAs), you will need to describe your character. See help @desc for how to set up your description. You can see how other Gondorians have described themselves by typing ex *name/describe. This can be very helpful as you decide on how your character looks. Once you have finished, please contact one of the LAs to ask him or her to look it over and see if he or she has any suggestions. Descriptions should rarely exceed twenty lines, but should usually be longer then ten. Try to think about detail, but be concise. Some helpful ideas: use %R for carriage returns, and %T for paragraph indentation/tabs. For advanced descriptions, read +HELP +WARDROBE.
Once you have chosen a name for your character that has been approved by the Local Admins (LAs), you will need to describe your character. See help @desc for how to set up your description. You can see how other Gondorians have described themselves by typing ex *name/describe. This can be very helpful as you decide on how your character looks. Once you have finished, please contact one of the LAs to ask him or her to look it over and see if he or she has any suggestions. Descriptions should rarely exceed twenty lines, but should usually be longer then ten. Try to think about detail, but be concise. Some helpful ideas: use %R for carriage returns, and %T for paragraph indentation/tabs. For advanced descriptions, read +HELP +WARDROBE.
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Please keep the above mentioned guidelines in mind while writing a description for your character. While a rare few Gondorians might stray from the norm and have blonde hair and/or blue eyes due to mixed Rohirric ancestry, anything else such as red hair, green eyes and the like are unlikely to the point of not being acceptable. Also keep in mind that this is an important factor when a player is being considered for Dunadan status. For instance, it is highly improbable that a character with blonde hair would have Dunadan blood in him.
Please keep the above mentioned guidelines in mind while writing a description for your character. While a rare few Gondorians might stray from the norm and have blonde hair and/or blue eyes due to mixed Rohirric ancestry, anything else such as red hair, green eyes and the like are unlikely to the point of not being acceptable. Also keep in mind that this is an important factor when a player is being considered for Dunadan status. For instance, it is highly improbable that a character with blonde hair would have Dunadan blood in him.
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Writing A History For Your Character
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===Writing A History For Your Character===
Writing out your character's background history is a very important part of making your character who he or she is and will be. This is perhaps the single MOST important element in creating your character and often the most abused. To write up a history for yourself, type: &history me= and when you hit the return key it will be set. Again use %t and %r to make it easier to read. See HELP @EDIT for details on how to alter it once it is written. When you are satisefied that it is to your liking, then you may set it visual by typing: @set me/history=vis. You will then wish to +mail your LA's and politely ask one of them to read your new background at their convenience and to let you know if they have suggestions to help your history be more in theme or more original. Most start small but add on as they Role Play, thus developing rich backgrounds over time that can become a source of both entertaining reading and prideful segments of who we are on this MUSH. You must have an approved history -before- you may ask to take your combat test.
Writing out your character's background history is a very important part of making your character who he or she is and will be. This is perhaps the single MOST important element in creating your character and often the most abused. To write up a history for yourself, type: &history me= and when you hit the return key it will be set. Again use %t and %r to make it easier to read. See HELP @EDIT for details on how to alter it once it is written. When you are satisefied that it is to your liking, then you may set it visual by typing: @set me/history=vis. You will then wish to +mail your LA's and politely ask one of them to read your new background at their convenience and to let you know if they have suggestions to help your history be more in theme or more original. Most start small but add on as they Role Play, thus developing rich backgrounds over time that can become a source of both entertaining reading and prideful segments of who we are on this MUSH. You must have an approved history -before- you may ask to take your combat test.
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3) Now that you have family and some background as well as interests, tell us about your character's personality. Is he or she shy, greedy, have any phobias, passions, vices, fears, hates, allergies, etc? These will be more to make you an individual than anything else and be an aid in helping you to remember nifty things to add to your RP as you develope your character.
3) Now that you have family and some background as well as interests, tell us about your character's personality. Is he or she shy, greedy, have any phobias, passions, vices, fears, hates, allergies, etc? These will be more to make you an individual than anything else and be an aid in helping you to remember nifty things to add to your RP as you develope your character.
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==Genealogy==
 
==Areas==
==Areas==
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==Maps==
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=== Anórien ===
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"And there where the White Mountains of Ered Nimrais came to their end he saw, as Gandalf had promised, the dark mass of Mount Mindolluin, the deep purple shadows of its high glens, and its tall face whitening in the rising day. And upon its out-thrust knee was the Guarded City, with its seven walls of stone so strong and old that it seemed to have been not builded but carven by giants out of the bones of the earth." -- The Return of the King
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The region of Gondor north of the Ered Nimrais and hemmed in by the Entwash to the north, the Mering Stream and Firien Wood to the west and the Anduin to the east, Anórien also has its seat at the great city of Minas Tirith. The three great beacons guarding the northern approaches are also to be found in its borders as well as the tomb/memorial to Elendil on Amon Anwar 'Hill of Awe'. The Pukel-men are known to live in the Druadan forest here.
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'''Chief City: Minas Tirth'''
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Minas Tirith is the capital city, a fortified stronghold against the evils of Mordor. The men of Minas Tirith consider it to be the last bastion against the evil of the Dark Lord, and therefore can be somewhat arrogant, believing that they and they alone protect the west. The city stands on a rocky outcrop at the eastern edge of the White Mountains in the northeast corner of Gondor.
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===Belfalas===
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This is the fief of Prince Imrahil, its seat being at Dol Amroth. Belfalas lies on the south coast of Gondor looking out onto the bay of the same name. At the end of the first age a great haven of Silvan elves was to be found here at the mouth of the Morthond river. From this haven, many elves sailed west, never to return to ME. The folk of Belfalas are tall and proud, of elven descent some say, and with eyes of sea-gray.
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'''Chief City: Dol Amroth'''
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Dol Amroth sits on the Bay of Belfalas. Ruled by Prince Imrahil, it is a great fortress surrounded by a small town and mainly occupied by the Prince, his court and the knights of the city. Closest by blood to the old Numenoreans, the Prince is a proud man but fair and wise and his judgement is sought by many lords.
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===Ithilien===
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A slender forested valley between the Anduin and the Mountains of Shadow. Ithilien was once held by Gondor and ruled from Minas Ithil (now Minas Morgul), but has since become a debatable land with with orcs and trolls wandering at will through it. However, Gondor has not yet abandoned its claim and the rangers of Prince Faramir still harry those of Mordor from their hidden hold of Henneth Annun.
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'''Chief City: Minas Ithil until TA 2002'''
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When Minas Ithil fell in TA 2002 to the Witch King, the people of Ithilien fled into Gondor. They are still distinguishable from the Numenorean Gondorians by their different customs.
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===Lebennin===
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"Fair Lebennin of the Five Streams" - those being the rivers Gilrain, Serni, Celos, Sirith and Erui. Lebennin is a fiefdom of Gondor consisting of all those lands between the Anduin to the east and the Ered Nimrais to the west. Its seat is at the port of Pelargir. Those who dwell there are a hardy folk of mingled blood for although reckoned men of Gondor there are those among them whose sires come more of the forgotten men who housed in the shadows of the hills. Called one of the 'faithful fiefs' of Gondor.
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'''Chief City: Pelargir'''
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Pelargir is the port city at the mouths of the Anduin. Defending against the constant threat of attack from the southern realm of Harad and the corsair city of Umbar, Pelargir consists mainly of merchants and guards. Merchants because the routes to the southern lands are lucrative indeed, and guards, ever-vigilant to the goings-on on both the land and sea routes.
==History==
==History==
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==Class Logs==
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===History of Gondor===
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The sons of Elendil, Isildur and Anárion, upon arriving in Pelargir did set about building the watchtowers of Minas Anor and Minas Ithil, and between them their great city of Osgiliath. Alas, it was not to be long before Sauron rose again and was defeated in the Last Alliance, but with the loss of Anárion in SA 3440 before Barad Dur. Isildur it was who cut the one ring from Sauron's hand, but it betrayed him, costing his life to orcs in TA 2.
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In the days of the eighth king, Gondor was first attacked by Easterlings, who were driven out. The king took the name Rómendacil (East-Victor) in celebration. The twelfth king, Tarannon Falastur, expanded the navies of Gondor and conquered the coasts to the west and south. He was the first of the four Ship-Kings. His nephew Eärnil it was who first conquered Umbar, haven of the Black Númenóreans, followers of Sauron. However, in the next reign Umbar was lost.
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The fifteenth king, whom history calls Hyarmendacil (South-Victor), led Gondor to its greatest expanse. It was he who destroyed the navies of Umbar and forced its kings to pay homage to Gondor. He extended Gondor north to the Celebrant and the southern eaves of Mirkwood, west to the Greyflood, east to the Sea of Rhûn and south along the coasts to Umbar. Yet his sons did grow lax and so evil came to Gondor.
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The second Rómendacil cared deeply for his allies,the Northmen of Rhovanion, and so did send his son Valacar to live among them. This prince married a woman of the north, although many Gondorians felt she was inferior. Their son, Eldacar, was beseiged in Osgiliath but evaded the usurper Castamir who ruled only a short while (and showing his great cruelty in the process) before Eldacar returned to kill him at the Crossings of the Erui. Castamir's sons did flee to Pelargir and thence to Umbar which was lost to Gondor. And this was the great Kin-Strife.
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In the reign of Telemnar a great plague struck which did kill the king and all his children and a great many others of Osgiliath. With him died the White Tree brought from Numenor by Anarion. After him, during the reign of Telumehtar, Gondor again took Umbar, but it was soon to be lost forever.
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When the Wainriders attacked a third time, Gondor could just manage to hold them to Ithilien, which was destroyed. In this battle was lost Ondoher, king, and his two sons. The crown passed to Eärnil, captain of the Southern Army.
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Eärnil was followed by one king only, Eärnur. He it was who wished to challenge the Witch King at the fall of Angmar, yet was restrained by the Noldor Glorfindel. However, the Witch King did not forget the rash Gondorian king, and later challenged him to single combat. In this time, the Dark One's forces had taken Minas Ithil, which they re-named Minas Morgul, and in response had Eärnur called Minas Anor, Minas Tirith 'Tower of the Guard'. Eärnur rode out to meet the Witch King's challenge, disappearing into Minas Morgul with all his companions.
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His Steward, Mardil, ruled Gondor for many years, the watch passing down through his house to the current Steward, Denethor, the crown remaining in the lap of King Earnil in the Houses of the Dead, where Eärner had placed it.
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The Complete Guide to Middle-Earth
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by Robert Foster
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(S.: 'stone-land') One of the Dúnedain kingdoms in Middle-Earth, founded by Elendil in SA 3320 and committed by him to the joint rule of his sons Isildur and Anárion. At the height of its power (c. TA 1100), Gondor extended north to Celebrant, east to the Sea of Rhûn, south to the River Harnen inland Umbar on the coast, and west to Gwathlo. In addition, various realms to the east and south were tributary states. The chief cities of Gondor were Osgiliath, Minas Arnor, Minas Ithil, Dol Amroth, and Pelargir.
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From its founding, Gondor was always under attack by Sauron or his allies in Rhûn, Harad, or Umbar. Ithilien was invaded a number of times, beginning in SA 3429, until in TA 2002 Minas Ithil was taken by the Nazgûl and held until the end of the WR. In the Third Age, Gondor suffered three great evils: the Kin-strife of 1432-48, the Great Plague of 1636, and the invasions of the Wainriders between 1851 and 1954. These difficulties, combined with the degeneration of the Dúnedain, sapped Gondor's strength, decreased her population, and dulled her vigilance.
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After the death of Elendil in SA 3441, Gondor was ruled by the Line of Anárion (q.v.) until it failed in TA 2050. From that time until the restoration of the kingdom by Elessar in 3019, Gondor was governed by the Ruling Stewards.
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Gondor was a feudal kingdom. Originally the two greatest fiefs, the royal fiefs of Ithilien (Isildur) and Anórien (Anárion and his heirs), were of equal rank, but after the removal of Isildur to Arnor and the moving of the capital from Osgiliath to Minas Anor, Anórien became more important than Ithilien.
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Also called the South-kingdom, in opposition to Arnor. Called Stonelending and Stoningland by the Rohirrim.
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===Numenor===
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The first king of Númenor was Elros, the brother of Elrond, current ruler of Imladris. Being half-elven, the brothers were given the choice to go with the Eldar or stay with the second-born. Elros chose to stay with his beloved humans which he moved from ME to the island of Númenor. There he took the name Tar-Minyatur and ruled long. After a time, the Númenóreans, who had become great sailors with the aid of the elves, sailed back to ME in search of trade and other men. These they found, and the sailors began to build permanent harbours for their ships, one of the first of these being the now-ruined city of Tharbad. When Tar-Aldarion, the sixth king, died, he left only a daughter who succeeded to the throne, the first of three Númenorean queens in their own right, taking the name Tar-Ancalimë. It was Tar-Minastir, the eleventh king, who started the descent of Númenor, for he did long for the West which the Valar had forbidden to men, and in his day men began sailing even further from the shores of Númenor.
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Tar-Ciryaten and his son Tar-Atanamir furthered the decline, being greedy and ambitious men. They turned the havens of ME into fortresses and levied heavy tribute on the men surrounding them. Tar-Atanamir it was who first spoke openly against the elves, and it was during his reign that those faithful to him and those faithful to the Eldar (led by Elendil and called the Faithful) split, with those following Elendil being forced to the west of the isle where they could be watched. Indeed, during the reign of Atanamir's son. Tar-Ancalimon, did the thoughts of the Númenóreans turn from living and joy to death and decay. It was in these days that Sauron did ensnare those dark Númenóreans who were to become the Ringwraiths. Ar-Adûnakhôr, twentieth king, chased the Eldar from Númenor and forbade the speaking of the Elven tongues. Yet it was the 23rd king, Ar-Gimilzôr, who drove many of the Faithful back to ME. His son, Tar-Palantir, sought to repair the damage wrought by his ancestors, yet it was too late, and when he died his nephew Ar-Pharazôn (the Golden) usurped the throne, forcibly marrying Tar-Míriel who was to be queen.
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Ar-Pharazôn it was who made Sauron to bow before him, but foolishly did allow the Dark One his freedom and indeed did give ear to all that he said. And Sauron, crafty and deceitful, did turn the king to the Dark Worship and persuaded him to challenge even the Valar themselves, and Ar-Pharazôn, proud and ambitious, set sail to Aman. Yet no sooner did he land, when the Valar destroyed him and the isle of Númenor. Yet Elendil and his sons and those remaining of the Faithful did escape on nine ships bearing 'seven stars, seven stones, and one white tree.' They fled to Pelargir, long before built as their haven, and set about building a new realm.
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==Theme==
==Theme==
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==RP Logs==
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Gondorian Theme
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Of all the realms of Men in Middle-Earth, Gondor is the only nation where the customs and traditions of the Edain of old are preserved. Gondorians trace their descent from the mighty fallen kingdom of the Second Age, Numenor, and as such, they have perhaps one of the oldest cultures to exist at the end of the Third Age. Also, Gondorians are conscious of the vastness of their realm and the important role it has played on Middle-Earth through the centuries. As a result, they tend to revere their old institutions and protect traditional laws and power structures.
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The ethos of Gondor and Numenor has also been described in great detail in the Lord of the Rings, The Silmarillion and other books by Tolkien. All this means that there are distinct and specific thematic boundaries in Gondor which must be observed by all players.
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===Physical Appearance===
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Gondorians are descended for the most part from the people of Numenor. Due to this, they tend to almost uniformly exhibit certain physical characteristics, which holds especially true for the folk of Anorien, Belfalas and Ithilien. People from these regions are tall and fair, with black hair and grey eyes.
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Those from fiefs such as Lamedon, Lebennin and Anfalas can, however, be somewhat shorter and swarthier than the average Gondorian, with brown hair and eyes. The reason for this is their blood is mingled with that of the hill folk who lived there before the coming of the Dunedain.
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Please keep the above mentioned guidelines in mind while writing a description for your character. While a rare few Gondorians might stray from the norm and have blonde hair and/or blue eyes due to mixed Rohirric ancestry, anything else such as red hair, green eyes and the like are unlikely to the point of not being acceptable. Also keep in mind that this is an important factor when a player is being considered for Dunadan status. For instance, it is highly improbable that a character with blonde hair would have Dunadan blood in him.
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===Speech===
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Gondor was founded by the Faithful of Numenor, who had adopted the ancient elven tongue of Sindarin as their own. Although much has changed from that time, the elven tongue is still held in high esteem in Gondor. Nobles have a fluent knowledge of Sindarin and use it in daily speech, while some of them might also know Adunaic, and in rare instances, Quenya.
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The common folk of Gondor retain a working knowledge of Sindarin, which they interperse with Westron in everyday life. Due to this -- and because Westron originated in Gondor, and is thus preserved in its purer and higher form here with Adunaic influences -- the speech of the Gondorian people, even those from the lower sections of society, is cultured and courteous.
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A point to keep in mind while RPing is that due to the above mentioned reasons, speech in Gondor is generally somewhat archaic in form. This does not necessarily mean the use of 'thee' and 'thou', but can manifest itself in many other ways. An example given by Tolkien himself is that while we might say 'They also had spears and helms', in archaic form it would be 'Spears and helms also they had'. Another point to remember is that players should refrain from using modern swear words or oaths in RP, because they most likely wouldn't exist in Gondor. E.g. Instead of saying 'Damn!' or 'Oh my God!' to indicate surprise and startlement, a Gondorian might say 'By the Valar!' or "By the One!'
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===Feudal Structure===
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At one time, Kings appointed a Steward to watch over the kingdom in the absence of the king himself. Gradually this became a semi-hereditary office, and all Stewards were chosen from within the House of Hurin whose descendants ruled Ithilien from Emyn Arnen. When the line of Kings failed, the office became directly hereditary, passing from current Steward to his nearest relative. Now in theory, the Ruling Steward stands in place of the king, and all the other nobles have varying degrees of power. But theory is seldom what is practiced.
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Strictly speaking, the greatest noble is Imrahil, by virtue of his old title and distinguished bloodline. In a traditional hierarchy he would have ranked slightly above Denethor, who would have been Lord of Emyn Arnen and, most probably, Steward. However as a Ruling Steward Denethor is preeminent, though it must be remarked that after the line of Kings failed, Belfalas became a semi-autonomous fief under its old line of tributary Princes. In all cases the Stewards strove to maintain a firm, brotherly relation with the Princes, acknowledging their power by according them separate status, even in situations where Gondor had to deal with other peoples or nations as a single unit (as with Cirion and Eorl, for example).
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Also wherever there are rich areas, focused around a alternative geography, there arise other Lords who pay homage to the lords of the larger fiefs but are powerful enough to be recognized separately. This makes for a tangled web of power which in other circumstances might be destructive. Bound by tradition and unified by a common threat, this potentially divisive situation seems to have caused little trouble since the reign of the Ship-Kings. Generally, men serve under the Lord who rules the area in which they live.
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===Society: Nobles and Commoners===
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There is great respect for the lords among those beneath them; even in its waning, most of Gondor's lords are powerful and noble, in the truest sense of the word. Though our idea of 'Nobility' in the twentieth century depends largely on action, there is an additional factor in Tolkien's world dependent on bloodline. In almost all cases, nobles and lords have their position by possessing a greater strain of blood, which translates in most cases to higher intelligence, greater stature or strength, and more capable will.
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Gondorians, even the lower class, are not land bound and kept slavishly in servitude to these lords, as was the case in the Middle Ages, where the lord could decide who his land-tied serfs could and could not wed. There is greater freedom of movement between the fiefs and a greater prosperity; simply put, Gondor is a rich nation with much fertile land, more than enough to support its people. Your average Gondorian is honorable, loyal (sometimes to a fault), and respectful towards superiors.
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Thus we see that while Gondorian society, on the surface, resembles medieval European society in some ways, there are many basic differences between the two, because of which the cliches of arrogant, cruel nobles and villanious, cheating commoners are not feasible here. In fact, nobles and commoners share a very strong bond of loyalty, trust and respect. Please keep this in mind while RPing.
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===Society: The Roles of Men and Women===
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The society, like most societies of Middle-Earth, is patriarchial. But just as the peasants have more freedom of movement, so do women. Men and women act in certain prescribed roles -- for instance, men may serve in the military, while women may not. However, almost all other positions in society are open to women, and neither sex represses the other.
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Gondor is a simpler country than any in Europe during their Dark Age, and the predetermined roles reflect this simplicity. Men, when they interact with women, tend toward the respectul. Love, too, is simpler and less courtly, but there is a definite air of chivalry.
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===Law===
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Gondor is essentially an honourable and law-abiding society. Crime as such is scarce here, with instances of petty thievery and the like being very rare. Due to this, law in Gondor is at once lenient and harsh. In less serious matters, the punishments are usually confined to a fine, while for grave offences, the guilty person may be exiled from Gondor. This punishment is worse than death in many ways for a Gondorian. The system of sentencing a person to jail does not exist in Gondor, and all people have the right to appeal to their fief lord for a final judgment. His decision is considered binding.
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Law in the military is somewhat stricter than that for civilians. Minor offences may be punished with fines and/or extra guard duty and the like. More serious cases may result in the offender being sent to serve in one of the most hazardous outposts of Gondor until such time as he has proved himself, while crimes such as treachery, betrayal and oath-breaking will result in exile or execution. In the second instance, the accused is judged in a formal hearing before his direct superior and the commander of that branch of the military, and the final decision rests with the latter. In the last instance, the Fief Lord is present in addition to them, and the final verdict is his. Again, in all cases, the accused may appeal to his fief lord as the ultimate authority. However, if the accused is found guilty by his commanding officers, appeals to his fief lord and is found guilty by him as well, then the resulting sentence may well be harsher than the original one.
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===Religion===
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The general sense of religion in Gondor, so far as it exists, is Hebraic in sentiment and even more Puritan than one might expect. The religious conflicts, conversions, and politics that plagued the Middle Ages and indeed most of the history of Western society do not exist in Gondor. There are no overt religious places, acts, or ceremonies in existence here - they live their religion in a quiet, unassuming manner through their everyday lives. The only truly religious ceremony is the performance of 'Grace before Meat' and even it is meant as mainly a commemoration for the departed. Theology itself is reduced to 'that which is beyond Elvenhome and ever will be,' which is to say the world which existed before, the world of unfallen bliss. Gondor is a place that is sometimes overburdened with sadness and nostalgic regret. For these descendants of ancient Numenor, their only true hallows are their tombs.
 +
 
 +
===Customs in Gondor===
 +
 
 +
Gondorians are conscious of the vastness of their realm and the important role it has played on Middle-Earth through the centuries. As a result, they tend to revere their old institutions and protect traditional laws and power structures. Though Gondor has many industries outside of the military, it is the military which recieves the most notice for without a military presence it would be impossible to stem the dark tide of the East.
 +
 
 +
At one time, Kings appointed a Steward to watch over the kingdom in the absence of the king himself. Gradually this became a semi-hereditary office, and all Stewards were chosen from within the House of Hurin whose descendants ruled Ithilien from Emyn Arnen. When the line of Kings failed, the office became directly hereditary, passing from current Steward to his nearest relative. Now in theory, the Ruling Steward stands in place of the king, and all the other nobles have varying degrees of power. But theory is seldom what is practiced.
 +
 
 +
Strictly speaking, the greatest noble is Imrahil, by virtue of his old title and distinguished bloodline. In a traditional hierarchy he would have ranked slightly above Denethor, who would have been Lord of Emyn Arnen and, most probably, Steward. However as a Ruling Steward Denethor is preeminent, though it must be remarked that after the line of Kings failed, Belfalas became a semi-autonomous fief under its old line of tributary Princes. In all cases the Stewards strove to maintain a firm, brotherly relation with the Princes, acknowledging their power by according them separate status, even in situations where Gondor had to deal with other peoples or nations as a single unit (as with Cirion and Eorl, for example). Also wherever there are rich areas, focused around a alternative geography, there arise other Lords who pay homage to the lords of the larger fiefs but are powerful enough to be recognized separately. This makes for a tangled web of power which in other circumstances might be destructive. Bound by tradition and unified by a common threat, this potentially divisive situation seems to have caused little trouble since the reign of the Ship-Kings. Generally, men serve under the Lord who rules the area in which they live. The Rangers of Ithilien, for example, do not serve Faramir because he is 'the head of the Rangers' or because he is the son of the Ruling Steward and Denethor appointed him. Denethor, as a Ruling Steward, presides over Gondor as his first priority and not Emyn Arnen as he once would have. Boromir, as his heir, also is concerned with larger matters such as the direction of the armies in their entirety. The responsibility for Ithilien therefore falls to Faramir and his soldiers become the Rangers, who are descended from people that once dwelt there.
 +
 
 +
Gondorians, even the lower class, are not land bound and kept slavishly in servitude to these lords, as was the case in the Middle Ages, where the lord could decide who his land-tied serfs could and could not wed. There is greater freedom of movement between the fiefs and a greater prosperity; simply put, Gondor is a rich nation with much fertile land, more than enough to support its people. In addition, there is great respect for the lords among those beneath them; even in its waning, most of Gondor's lords are powerful and noble, in the truest sense of the word. Though our idea of 'Nobility' in the twentieth century depends largely on action, there is an additional factor in Tolkien's world dependent on bloodline. In almost all cases, nobles and lords have their position by possessing a greater strain of blood, which translates in most cases to higher intelligence, greater stature or strength, and more capable will.
 +
 
 +
The society, like most societies of Middle-Earth, are patriarchial. But just as the peasants have more freedom of movement, so do women. Men and women act in certain prescribed roles, but not in the sense that one represses the other. Gondor is a simpler country than any in Europe during their Dark Age, and the predetermined roles reflect this simplicity. Your average Gondorian is honorable, loyal (sometimes to a fault), and respectful towards superiors. Men, when they interact with women, tend toward the respectul. Love, too, is simpler and less courtly, but there is a definite air of chivalry.
 +
 
 +
Despite Gondor's feudal system and the Western European to Mediterranean climate, the nation and the overall attitude of its people are both best pictured in Egyptian terms. There was, and still remains, a great desire and ability to construct the gigantic and massive, as can be seen in all places where the Numenorean influence settled.
 +
 
 +
The general sense of religion in Gondor, so far as it exists, is Hebraic in sentiment and even more Puritan than one might expect. The religious conflicts, conversions, and politics that plagued the Middle Ages and indeed most of the history of Western society do not exist in Gondor. There are no overt religious places, acts, or ceremonies in existence here - they live their religion in a quiet, unassuming manner through their everyday lives. The only truly religious ceremony is the performance of 'Grace before Meat' and even it is meant as mainly a commemoration for the departed. Theology itself is reduced to 'that which is beyond Elvenhome and ever will be,' which is to say the world which existed before, the world of unfallen bliss. Gondor is a place that is sometimes overburdened with sadness and nostalgic regret. For these descendants of ancient Numenor, their only true hallows are their tombs.
 +
 
 +
 
==Features==
==Features==
-
==Library==
+
Amrothos
 +
The third son of Imrahil, born in 2994, he is of the noble blood of the line of Imrazôr and by the time of the War of the Ring is yet in his teens.
 +
 
 +
Anborn
 +
Anborn has stronger Númenórean blood than the average Gondorian. He is a Ranger of Ithilien.
 +
 
 +
Angbor*
 +
Man of Gondor, believed to have stronger Númenórean blood than the avearge Gondorian. Lord of Lamedon, led the defense of Linhir against the Corsairs, and commanded the army that marched to Minas Tirith after that battle during the War of the Ring. He was known as Angbor the Fearless.
 +
 
 +
Beregond
 +
Man of Gondor, soldier in the Third Company of the Citadel. After the War of the Ring, he was banished from Minas Tirith for killing two men in the sacred hallows to prevent Denethor II from killing his son Faramir. He was later made the first Captain of the Guard of Faramir for his loyalty.
 +
 
 +
Bergil
 +
Son of Beregond, stayed in Minas Tirith during the seige of Gondor.
 +
 
 +
Boromir*
 +
Eldest son of Denethor II, the steward of Gondor, was named after the eleventh ruling steward of Gondor. A strong and handsome man, and one of the greatest Captains of Gondor, Boromir cared little for anything other than arms and battle and was overly proud. Heir to the Stewardship of Gondor.
 +
 
 +
Damrod*
 +
Damrod has stronger Númenórean blood than the average Gondorian. He is also a Ranger of Ithilien.
 +
 
 +
Denethor
 +
Denethor II, son of Ecthelion II, he had strong signs of Númenórean blood in him and was the twenty-sixth and last ruling Steward of Gondor. He was a noble man, proud, valiant and wise, and rumored to be far-sighted, knowing of events happening from long distances away. Married Finduilas of Dol Amroth who bore him two sons, Boromir and Faramir. After her death he became grim and withdrawn from the public. As his successors, Denethor was against giving the crown of Gondor to the heir of Isildur.
 +
 
 +
Derufin
 +
Man of Gondor, Derufin was the son of Duinhir of Morthond. He and his brother Duilin were expert archers, but were slain in the Battle of the Pelennor Fields while attacking the Oliphaunts of the Haradrim.
 +
 
 +
Dervorin
 +
Man of Gondor, son of the Lord of Ringlo Vale. He led his father's troops to the defense of Minas Tirith during the War of the Ring and also fought in the battle of the Pelennor Fields.
 +
 
 +
Duilin
 +
Duilin, Sindarin for River Song, was a man of Gondor. He was the son of Duinhir, Lord of Morthond, and was a brother of Derufin. He was trampled to death by Oliphaunts in the Battle of the Pelennor Fields.
 +
 
 +
Duinhir
 +
Duinhir, which means "River-Lord," was the ruler of the mighty Morthond, Gondor's second largest river after the Anduin, and the Great Blackroot Vale, a populous and prosperous area. To Minas Tirith in her time of need at the end of the Third Age he brought with him his two sons, Duilin and Derufin, along with a force of five hundred bowmen, a regular military force second in size only to the retinue of Imrahil himself. Both he and his sons were of strong Númenórean blood and all three were noted for their great height even among the other tall men of Gondor. For this reason he was also called 'Duinhir the Tall.'
 +
 
 +
Elphir*
 +
Eldest Son of Imrahil, born in 2987, he is heir to the fief of Belfalas and destined to become the twenty and third Prince of Dol Amroth.
 +
 
 +
Erchirion
 +
The second son of Imrahil, born in 2990, he dwells in Dol Amroth with his father.
 +
 
 +
Faramir*
 +
A man of Gondor, holding in him strong traces of Númenórean blood. He was the second son of Denethor II, and always took a back seat to his brother Boromir in his father's mind. He was a gentle and discerning man, a lover of lore and music and a reader of men's minds. Unlike his brother he did not care for battle for its own sake, but was nonetheless a brave warrior and greatly loved by his soldiers. Because of his gentle nature and his love for Gandalf, he displeased his father. He is the Captain of the Rangers of Ithilien, a group of men dedicated to harry Sauron's forces from crossing the Anduin river.
 +
 
 +
Forlong
 +
Man of Gondor, Forlong was known as Forlong the fat because ... well ... he was just fat. :) He was Lord of Lossarnach and, while old, he fought valiantly in the Battle of the Pelennor Fields. He was slain in that battle by Easterlings when he became separated from his men.
 +
 
 +
Golasgil
 +
Man of Gondor, probably with strong Númenórean blood. His name means Leaf Star and he was the Lord of Anfalas.
 +
 
 +
Hirgon
 +
Hirgon, Sindarin for Lord-stone, was a man of Gondor and messanger to Denethor II. During the War of the Rings, he brought a message to Théoden bearing the Red Arrow, but was slain by orcs on his return home to Minas Tirith
 +
 
 +
Hirluin
 +
Called Hirluin the Fair, his name is Sindarin for Lord Blue. He was the Lord of Pinnath Gelin in Anfalas, and was strongly admired in the area. He led a force of 300 men (called green men for the name of the green hills they lived in) to the Battle of the Pelennor Fields during the War of the Ring in which Hirluin eventually fell.
 +
 
 +
Húrin*
 +
Man of Gondor of High rank. Warden of the Keys of Minas Tirith. He fought in the battle of Pelennor fields and later was given charge of Minas Tirith when the Army of the West rode east torwards the Morannon. He was known as Húrin the Tall and Húrin of the Keys.
 +
 
 +
Imrahil*
 +
Man of Gondor, had strong signs of Númenórean blood in him. He was the Prince of Dol Amroth and during the War of the Ring, he fought in the Battle of the Pelennor Fields. He ruled Minas Tirith after the death of Denethor II during the time Faramir was ill, and was one of the Captains of the West, fighting in the battle outside of the Morannon. Imrahil was a great warrior and was known as Imrahil the fair because he showed signs of both Númenórean and Elvish Ancestory.
 +
 
 +
Ingold
 +
Man of Gondor, Ingold was the leader of the soldiers at the northern gate of the Rammas Echor before the Seige of Gondor.
 +
 
 +
Ioreth
 +
Ioreth was a woman of Gondor, originally from Lossarnach. At the time of the War of the Rings she was the eldest of the Houses of Healing in Minas Tirith, and her folk wisdom was only surpassed by her loquacity.
 +
 
 +
Iorlas
 +
Iorlas was a man of Gondor, uncle of Bergil and probably lived in Minas Tirith.
 +
 
 +
Ivriniel*
 +
Elder Sister to Imrahil, she is the Lady of the House Imrazôr.
 +
 
 +
Lothiriel*
 +
Lothiriel was a woman of Gondor and had strong signs of Númenórean blood in her. She was daughter of Imrahil and after the War of the Ring, she married King Éomer of Rohan.
 +
 
 +
Mablung
 +
Mablung was a man of Gondor and a Ranger of Ithilien. He led the scouts of the Army of the West.
 +
 
 +
Targon
 +
Targon, name meaning Royal-stone, was a man of Gondor and a cook for the Third Company of the Guards of the Citadel.
==Positions==
==Positions==
-
==Links==
+
Military Positions
 +
 
 +
      Gondor is a culture of warfare, doing battle not only with the forces of Sauron, but with the Southrons of Harad. Therefore, positions in various military outfits are the most popular choice amongst players.
 +
 
 +
      Most positions in Gondor's military are specific to an area of the kingdom. They are are follows:
 +
 
 +
===Minas Tirith's Hosts of Gondor===
 +
Hosts of Gondor: Ranks
 +
The following rank structure is used in the Hosts of Gondor. New recruits begin as Footmen and may remain at that rank until such time as they prove worthy of promotion, no matter their length of time in the service of Gondor. Men will not be promoted on seniority but on their ability to command and carry out orders. (This means good RP)
 +
 
 +
      MAN-AT-ARMS - First Rank (No special insignia)
 +
      SERGEANT-AT-ARMS - Second Rank (One silver cabled bar insignia)
 +
      LIEUTENANT - Third Rank (Three silver cabled bar insignia)
 +
      CAPTAIN - Fourth Rank (Four silver cabled bar insignia)
 +
      CAPTAIN OF GONDOR - Fifth Rank (Five silver cabled bar insignia)
 +
 
 +
Lords who serve in the Guard do not wear the silver and black rank bars but instead bear gold and black cabled rank bars upon thier tabards.
 +
 
 +
If one makes a particularly good impression, one can hope to achieve a position within the much honored Minas Tirith Citadel Guard to serve the Steward himself. These men are hand picked by Lord Denethor for his personal body guards, Citadel Watch, and many other duties. At this time there are no ranks among the Citadel Guard except to be an Commanding Officer or not. There are four Divisions each with an Commanding Officer and these Divisions share duties and will accompany the Steward whenever he leaves the safety of the Citadel. An unranked Citadel Guard is given respect from and can issue orders to any soldier in the Hosts of Gondor up to the rank of Lieutenant. Commanding Officers in the Citadel Guard may issue orders to any Soldier in the Hosts of Gondor reguardless of rank including Lieutenants and Captains. (Except for Captains who are also Lords, or Captains of Gondor.)
 +
Units
 +
FOOTMEN - Infantry. Where every soldier in the Hosts of Gondor starts out.
 +
 
 +
Every soldier in the Hosts of Gondor starts out his military career in one of the many companies of footmen. Among the most prestigious companies of footmen in the Hosts of Gondor are the Company of the Silver Ship, the Company of the Raven, the Company of the White Tree, and the Reserve Company of the White Raven. All have produced highly decorated men and have been placed under the command of the Steward's most compitent officers. Each company consists of approximately 300 infantry men and 200 archers, with each group expected to know the battlefield duties of the other well enough to serve in either capacity in battle.
 +
 
 +
Right now, enrollment in the Hosts of Gondor is limited to the Company of the White Tree for players whose characters will be serving on active duty in the Hosts of Gondor. Players who wish to serve the Hosts of Gondor in the capacity of reserves are enrolled in the Company of the White Raven. For IC information about these companies and their current officers, see the IC bulletin board in the Hosts Barracks in Minas Tirith.
 +
 
 +
SILVER GUARD - Infantry and Mounted. The Silver Guard are leased to Guilds and Noble Houses in Northern Gondor for caravan escort, body guards, and guarding manors or keeps.
 +
 
 +
To become a member of the Silver Guard, one must first serve in the Hosts of Gondor and demonstrate an honorable character. Soldiers who meet these criteria are allowed to transfer to the Silver Guard once they have volunteered for the service.
 +
 
 +
While the Silver Guard has traditionally been used as caravan escort, body guard, and guarding manors or keeps of the Northern Noble Houses, some of the more militaristic guildmasters and Lords have used them to good effect on the battlefield.
 +
 
 +
Silver Guardsmen are given a much greater opportunity for travel and extra-cultural RP than the average soldier in the Hosts of Gondor, though they are much fewer in number. In order to keep the ratio of Silver Guardsmen to soldiers in the Hosts of Gondor in an acceptable proportion, right now, only players who have been an active part of the Hosts of Gondor or other experienced players are allowed to play Silver Guardsmen.
 +
 
 +
ERRAND RIDERS - Mounted. The Errand Riders are the special messengers of the White Tower and are used for special missions both domestic and abroad. The ultimate honor a messenger can be given is to be selected for service in the ranks of the Errand Riders.
 +
 
 +
The Errand Riders are a special diplomatic unit of the Hosts of Gondor. Many company messengers, once they have moved up through the ranks and have proven their commitment to Gondor and the Steward, often request for transfer to the Errand Riders. If they are selected for this service, they are then used by the White Tower and the officers of the Hosts of Gondor for special missions, usually involving the delivery of messages through potentially hostile territory, or missions of a diplomatic nature.
 +
 
 +
Errand Riders are given the most opportunity for travel and extra-cultural RP of any of the units in the Hosts of Gondor, and because so much of the RP available to an Errand Rider is the responsibility of the player, right now, only players who have been an active part of the Hosts of Gondor or other experienced players are allowed to play Errand Riders.
 +
 
 +
SILVER HORSEMEN - Mounted. The Outriders are a light cavalry unit used primarily for battle field scouting and to lend highly mobile support to the Hosts of Gondor.
 +
 
 +
The Silver Horse Brigade was formed from the small group of mounted Silver Guardsmen who served under Captain Rorgan (then the Guildmaster of Clothiers) in the Seige of Umbar. The Captain hand-picked the first 100 men in the unit, and many of these men still serve the Steward as Silver Horsemen, offering their great wealth of battlefield knowledge and experience to the younger men in the unit. The Silver Horse Brigade of Minas Tirith is primarily used for battlefield scouting and mobile support.
 +
 
 +
As the only cavalry unit assigned to Minas Tirith, the number of Silver Horsemen that can be played at any one time is limited, so, right now, only players who have been an active part of the Hosts of Gondor or other experienced players are allowed to play Silver Horsemen.
 +
 
 +
There has been talk among the more decorated veterans of the Silver Horse Brigade, pushing for a small elite unit of heavy cavalry to be picked from their ranks. They propose to call the elite Silver Horsemen unit the Silver Dragoons, but the Steward is reluctant to fund even a small unit of heavy cavalry when an entire company of foot soldiers and archers (approximately 500 men) can be funded for the same cost.
 +
 
 +
While the Silver Guard, Errand Riders, and Outriders are considered ICly to be special units, there are no rank differences in authority between their equivalent ranks. A sergeant in the Infantry (a footman), a sergeant in the Silver Guard, a sergeant serving as an Errand Rider, or a sergeant in the Outriders are all considered to be of equal rank.
 +
 
 +
CITADEL GUARDSMEN are not considered to be of the same rank as soldiers in the Hosts of Gondor.
 +
 
 +
The Citadel Guard are expected to above all and always follow the will of the Steward, Denethor. Their duties include guarding the person of the Steward, policing the city of Minas Tirith (upholding the laws of the city and of Gondor), acting as the primary companies of guard for each of the gates in Minas Tirith and administering the passwords that are used to pass through the tiers of the city, acting as military police (assisting the officers of the Hosts of Gondor in maintaining discipline within the ranks), guarding the persons of foreign emissaries on Gnodorian soil, acting as Denethors Ministers or Emissaries as needed, and any other duties which the Steward may assign.
 +
Duties
 +
Those who take the Oath to serve Gondor, be they in Minas Tirith, Pelargir or Dol Amroth, do so swear to serve and protect their land, Steward, and culture to preserve this last known refuge of those decended of Numenor until such time as the one True King may return. This service is often for life and the duties in reality vary a good deal from fighting with steel against our traditional enemies, Mordor and Harad, (Or anyone so influensed to serve the evil Eye of Sauron's corruption) to escorting citizens on the road or aiding in times of natural dissaster. Men of Gondor are prideful, highly honor bound people who's purposes strive always to preserve the blood, even thinned, of Numenor. Daily duties include walking patrols, standing watch at one of the many walls or fortresses, and keeping careful watch out for.
 +
Uniforms and Gear
 +
The uniform of the Hosts of Gondor is composed of a black tabard with the silver embroidarded crest of Minas Tirith, the White Tree. This is worn over armour, long sleeved shirt, pants with broad belt and high polished boots, all in black. Rank cables angle from the left edge of the tabard throat down to the arm opening. Other awards or insignia are worn on the right shoulder. Privates and Sergeants wear studded leather armour, while higher officers carry better up to black chain mail if available. Lords may wear the black or brightly polished and gleaming silvery mail. Helms for all are steel domes mounted with blackest Raven wings upreaching from the sides and slightly swept back.
 +
 
 +
GEAR
 +
 
 +
Everyone who is sworn into the Host of Gondor or any other military position within Gondor is equipted with gear. ICly unless you come from a landed family (Lords) you would not likely have any gear of your own. We RP gear and put into our descs but are not issued combat system coded gear objects until you fulfill and maintain all of the requirements for that gear. Read +ghelp for more information but this consists of being combat approved, registered and staying up with connect time. If you fall out of the +top/culture range required we might request your gear back. ICly it is the proporty of your Steward/Gondor and OOCly is belongs to the culture, not the players. The usual equiptment is armour, shield and helm, with longsword or spear. Sometimes bows are also suplimented but all weapons depend most on what our +trainers teach in. All gear is recieved ICly from your trainer and you will be lent gear for training if you've none of your own.
 +
 
 +
CITADEL GUARD
 +
 
 +
Although very similar to the uniform of the Hosts of Gondor, the elite Citadel Guard bear the livery of Elendil (the White Tree surrounded by Seven Stars) along with Mithril raven winged helms instead of steel. Instead of rank bars they have the emblem of the Citadel, a lone Tower insignia over a silver shield. Commanding Officers of each of the Four Divisions of the Citadel Guard bear the same insignia on a gold shield and additionally have a small starburst pattern on the fore of thier helm. All men of the Citadel Guard are hand picked by the Steward from the finest fighters of the Relm and are outfitted in the best of Chain Mail and often carry swords of the highest craftmanship presented by Denethor himself.
 +
Training
 +
You may request weapon's training to fight using the combat system's code if you have taken and passed your combat test and registered in a weapon you can get trained and geared in. We will loan you gear if you have not your own or have not yet met the requirements to earn it so don't fret... RP! :) Your current trainers in Minas Tirith are:
 +
 
 +
Boromir: Bare Hands, Longsword, and Longbow
 +
Tamran: Bare Hands, and Longsword
 +
 
 +
Other trainers in Gondor can be approached for training and puppets might be arranged if you need training in an approved weapon that is only trained by a trainer not in your city ICly. (ie: spear, for example) You may train once every 7 to 10 RL days. For more information see 'help combat'.
 +
Joining
 +
If you are interested in joining the Gondorian Military in Minas Tirith, you need to ICly RP speaking to one of the officers in order to be sworn in (you can find the online officers by typing +GTITLE and looking for the soldiers in the Hosts of Gondor who are ranked at Sergeant and above). However, before you do that, you should have read your files, NEWS, +GHELP, +MTHELP, and have a description, background, and be about ready to take your combat test.
 +
 
 +
All jobs in Gondor are to be earned through Role Play. Above all, take your time... get settled in in and RPing with us a bit before you settle on a job. A position as a soldier in the Hosts of Gondor is one that our citizens respect, so we need to be sure you're going to uphold the expectations before we swear you in.
 +
The Complete Guide to Middle-Earth by Robert Foster
 +
Guards of the Citadel
 +
An elite military unit of Gondor which guarded the Citadel of Minas Tirith and the White Tree and participated in official functions. There were at least three companies of the Guards, each of which had its own storehouse. Beregond belonged to the Third Company; Pippin's Company is not named.
 +
 
 +
The Guards wore Númenórean sea-helms made of mithril and black surcoats bearing the livery of Elendil. The Guards were the only ones in Gondor to bear this livery in the time of the Stewards.
 +
 
 +
The traditional Captain-general of the Guards was the heir of the Steward, and in the time of the Kings the Captain was probably the heir to the throne.
 +
 
 +
Also called the Guard of the Tower of Gondor.
 +
===Dol Amroth's Squires and Knights===
 +
Dol Amroth's Knights
 +
 
 +
The Knighthood is granted to those men who are exemplars in every aspect of their service to the Prince, and them only. Similarly, the Investiture of Colour is awarded to only the most worthy of the Order of the Swan, and can only be performed by the Marshall or a member of House Imrazor proper.The investing of an individual Knight with a unique and particular Colour is done to honour that one, to serve as a message to all who live that this Knight is a model of chivalry above and beyond the accepted norm. Often the Colour chosen holds some unique significance or symbolism for the Knight who dons it.
 +
 
 +
Rankings
 +
 
 +
Becoming a swanknight entails several steps. First of all, you need to become a squire. In order to do this you must first serve a stint in the foot soldiers of Belfalas, or the Men-at-Arms. After a period of time you apply to be accepted and you shall be apprenticed as a squire to an active knight. After another period of time in which you receive training you will then be knighted. It is notable that only when you are judged by the current knights to be ready for knighthood will you be promoted to that level.
 +
 
 +
The player must know that to become a swanknight, you need to be aware of certain things. First of all the knighthood, ALWAYS requires a noble or valorous IC act of some kind. Often whole TP's are written in order to create an event in which a character proves himself worthy of Knighthood. These are usually an incredible amount of fun for all concerned, and well worth the wait.
 +
 
 +
Knight-Officers are chosen only from the most committed of the Knights. When there is a vacancy amongst the Officers, it is seldom filled right away. Instead, the current Officers, and the Prince, will make a serious study of possible replacements, testing them in ways both IC and OOC. It is not unlike a microcosm of the Feature Character process, and actually an excellent springboard for that honour.
 +
 
 +
Knight-Officers
 +
 
 +
Most decorated among the Knights, both peerless champion and matchless general, statesman and warrior, the title of Knight-Marshall is bestowed only upon the one Knight who best embodies all aspects of the Code of Chivalry. He serves as Imrahil's right hand, supreme leader of the Order in all matters. The position of Knight-Marshall is a demanding one, and few Knights will hold it for periods longer than five or ten years. This has long been reasoned as best for the Knighthood--a new Marshall brings fresh vigour to the Order that is necessary when one Prince has ruled for many years, or so the thinking runs.
 +
 
 +
The Knight-Captain serves a dual purpose: he is both the Marshall's right hand and one of the Lords of Battle himself, in time of war--and it is his duty to oversee the men-at-arms of the City Guard of Dol Amroth proper. The Captain then is a man upon whom much responsibility rests. His job is not one that many men would willingly accept--those who do are strong as steel... with wills to match.
 +
 
 +
The Knight-Herald is Imrahil's messenger, privy to the councils of the Prince himself at all times, and responsible for acting on his behalf and as his deputy in both the Steward's Court and Edoras, when the Prince himself is otherwise disposed. He is empowered to speak in Imrahil's name (the so-called Voice of the Prince) where necessary to command respect--yet the Herald has no proper rank in the military chain-of-command. This Office has traditionally been held by the eldest son of the first branch of the House Girithlin. It is exceedingly rare that the Prince's Herald be chosen from any other family--for Naringil First-Herald was the founder of the modern House Girithlin.
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 +
Joining
 +
 
 +
The Knighthood is not for everyone--but it is for the motivated, the talented RPer, the lover of Tolkien's works, and the ambitious. It takes a few months to climb the ladder from Squire to Knight, but it's always an enjoyable process and one that is designed, of necessity, to flesh out your character and to make you, as well, a higher-quality RPer if possible.
 +
To join the Knighthood, you must first join a noble family (see +DAHELP NOBILITY). Once this is done, it is important to be familiar with all +GHELP and +DAHELP files, especially +DAHELP KNIGHTS. The Lord of your House will usually prove very helpful in assisting you with a Character History and in setting you up as a Squire.
 +
 
 +
In the event that you do not gain immediate acceptance into a Noble House, you can join the Men-at-Arms of the City Guard. This is not a direct path to Knighthood, but the most valorous of these fellows have been Knighted in the past for great deeds of courage. In the event that you have any questions, the folks under +DAHELP RULERS-OOC should be glad to answer them.
 +
 
 +
Dol Amroth's Squires
 +
 
 +
The rank of squire is that of the eager aspirant who would become a Knight of Dol Amroth. In most cases young and from noble houses, there nevertheless are the occasional older men of humbler origins who have earned a place as a squire due to their valour and service to the Prince.
 +
 
 +
The squires of the Order of the Swan are divided into two ranks. The player who is newly come to squirehood will be given the rank of White Squire. These men are squire to no paticular knight, but instead are similar to apprentices who have begun learning the first skills of their trade. They are taught the basics of mounted combat, the seven virtues, and the like. Manual labour such as seeing to the Prince's horses is also often demanded of them, to weed out any lingering arrogance and vanity.
 +
 
 +
The next rank to which the player will advance is that of Blue Squire. A Blue Squire is given into the tuetalage of a Knight of Dol Amroth, and recieves his further and final education under him. He learns the finer points of strategy and tactics, courtly etiquette and many other such things, along with more mundane tasks such as seeing to to maintainence of the Knight's armour and weapons, etc. A Blue Squire is expected to obey his Knight in all things as he would the Prince himself.
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 +
Furthermore, squires of all ranks are also expected to further their knowledge in matters such as history, the laws of the land and heraldry, for no Knight of Dol Amroth is simply a plain warrior, but also a man who is well versed in the lore of Gondor. For this reason, members of both ranks of squires will often be found in the great library of Dol Amroth when they have no other duties, poring over the heavy tomes kept therein.
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===Ithilien's Scouts and Rangers===
 +
Rangers of Ithilien
 +
 
 +
A guerilla force maintained by Gondor in North Ithilien, for the purpose of harassing the Enemy and discomfiting his occupation of that land in the years leading up to the War of the Ring. These forces operated from secret bases prepared some years before on the orders of a farseeing Steward, Turin II.In these later years, the Rangers of Ithilien are led by Turin's great-great-grandson, Faramir, the younger son of Denethor II.
 +
 
 +
The Rangers of Ithilien are an elite fighting force and therefore closed to brand new members of the Gondorian culture. However new members are accepted periodically.
 +
 
 +
Denethor himself hand picks his forayers, choosing those folk with family ties long connected to the woods of Ithilien. His son Faramir as a 'Captain of Gondor' leads the rangers and takes a new brother deep into North Ithilien, there the new ranger is lead to their secreted hideaway 'Henneth Annûn' and is outfitted with green garb and fine bows and leather armour. These men of strong Númenórean blood, not mingled as the men of middle Gondor, are tall and strong and proud. With Faramir's leadership they learn quickly, lending camoflague and ambush to good measure.
 +
 
 +
The role of the Ranger begins with the enemies of Gondor and each man of Ithilien knows these all too well, the many numbered servants of the dark tower border Ithilien to the east and to the south the men of Harad, the southrons. Gathering information along the north and south Ithilien roads the rangers can ambush at will, harraying marauding troops that dare move openly on these routes.
 +
 
 +
Joining
 +
 
 +
The Rangers of Ithilien are a restricted group, open only to players by invitation and approval by the senior players of Ithilien. These invitations go out frequently, and a player who has been a member of the culture for an average of 6 months and has shown themselves to be good RPers may be invited to join. Players wishing to eventually enter the Rangers of Ithilien should first apply to the Scouts of Ithilien, the primary pool from which new Rangers are chosen. However, the Rangers of Ithilien reserve the right to invite any member of the culture to join their ranks whether they are a Scout of Ithilien or not.
 +
 
 +
The Complete Guide to Middle-Earth
 +
by Robert Foster
 +
 
 +
Soldiers of Gondor, Dúnedain descended from the inhabitants of Ithilien. After Ithilien was overrun by Orcs in 2901 the Rangers crossed the Anduin from time to time to harry Sauron's forces in Ithilien. They used various secret retreats, of which the most important was Henneth Annûn. At the time of the WR, Faramir was the Captain of the Rangers. After the WR, the Rangers may have formed the bulk of the White Company. The Rangers wore brown and green camouflage uniforms, with green gloves and masks. They carried spears or great bows as well as swords.
 +
 
 +
Scouts
 +
A diligent force of men from Minas Tirith, the Scouts of Ithilien aid the Rangers of Ithilien in harassing the Enemy. Although the Scouts are not as skilled in the arts of stealth or fighting as the Rangers, they are far more numerous and present a real threat to both the Southrons travelling through Ithilien and the Mordor-orcs who roam its border. The Scouts of Ithilien also maintain close contact with Minas Tirith and periodically report back to the Steward himself.
 +
 
 +
The Scouts of Ithilien do accept newly cultured Gondorians, but are at times closed to recruiting due to the fact of their large numbers.
 +
 
 +
Duties
 +
I. The primary duty of the Scouts of Ithilien is to diligently watch the borders of Gondor. In order to do this effectively, a Scout must be well versed in the arts of subterfuge and espionage, as well as educated in the cultures and cultural habits of the nations immediately surrounding Gondor.
 +
 
 +
II. The Scouts of Ithilien will assist the military in the role of archers, and wartime scouts. Reconnaisance missions and enemy raids are considered a part of this duty.
 +
 
 +
III. The Scouts of Ithilien will assist the Rangers of Ithilien in their ongoing fight against the Enemy. They will maintain watch over the lands of Ithilien and are expected to keep the crossing from Gondor into Ithilien clear for the use by the Ranger Company.
 +
Specifics
 +
The Scouts of Ithilien are expected to follow the same dress and armour regulations that govern the Rangers of Ithilien, with the exception that they are not permitted to wear the green gauntlets and/or use green fletched arrows, these being trademarks of the Rangers only. Each Scout will be supplied with a Studded Leather Jerkin, a Studded Leather Helmet, and a Studded Leather Shield. All clothing worn should be of a color that would render the wearer sufficiently camoflauged in his environment (ie, hues of green and brown). Over this is worn a cloak, the outer color should again be able to assist the wearer in Ithilien's environment.
 +
A Scout of Ithilien also wears the insignia of a Black Tree against a green background. These symbols should be seen on the lapel of their cloak and also on the front of their helms. Each scout will be supplied with their choice of a Longsword or Spear to defend himself or attack with. As he progresses, a Bow will also be made available to him. Once a scout has been issued a Bow, he will then be eligible to be called up to assist the Rangers of Ithilien in ranged fire attacks on the Enemy.
 +
Joining
 +
The Scouts of Ithilien are open to new members of the culture. There are no prerequisites to entering the Scouts of Ithilien, although generally a small interview is suggested for the purpose of getting to know the applicant. Generally that interview takes place with a Ranger of Ithilien. Due to the large number of Scouts of Ithilien, recruitment into that group is periodically closed in order to allow the other areas of Gondor to grow.
 +
After Joining
 +
If an individual is accepted into the ranks of the Scouts of Ithilien, he is taken to the secure isle of Cair Andros upon the Anduin where the crossing to Ithilien is hidden. It is there that his training begins, taught in the ways of subterfuge and espionage by the more experienced members of the Scouts of Ithilien. There are times when the Rangers of Ithilien will also frequent Cair Andros, spending time with those Scouts who show potential and furthering their teaching. Weapons training is taught as well as basic lessons on patrolling and forays into the field.
 +
 
 +
Upon arrival to Cair Andros, a newly recruited Scout of Ithilien is also required to take an oath, swearing fealty to Gondor and to the Steward. Included in this oath are also practical matters such as the secrecy of the isle and the Rangers of Ithilien. Any Scout of Ithilien who is found to have dishonored his oath will be cast from the group, never to return under the penalty of death.
 +
Oath Ceremony
 +
Any Ranger may give and take a new scout's oath in the following ceremony:
 +
 
 +
The person giving the oath to the new scout unsheathes his sword and holds it so the point touches the floor and steadies it by holding the pommel. The scout taking the oath comes and kneels on one knee and recites the following oath, while placing his hands on the hilts of the sword.
 +
 
 +
I swear to uphold the laws of Gondor. To stand steadfast against the hosts of the Enemy. I swear my life and loyalty to the brotherhood of the scouts. To live by their rules and laws and not reveal their dwellings nor that of their allies to any. I swear, under the oath, and judgement of my fellows, to above all swear loyalty to the Steward and serve him willingly till death.
 +
 
 +
This is answered by the one taking the oath, with these words:
 +
 
 +
I hearby take this Oath from you, witnessed by my brothers, and in return I will keep faith with thee, brother to brother, through life unto death.
 +
 
 +
===Pelargir's Navy===
 +
Gondor's Navy
 +
 
 +
The history of Gondorians at Sea is long and illustrious, and goes back to the time of Numenor. The Dunedain of the Isle of Numenor were mighty mariners, possibly the greatest that have ever been upon this Arda, and they sailed their tall ships to many places near and far. And they came to Middle-earth and taught many things to the lesser men there, and they built great havens, some of which being Pelargir and Umbar. But it was the Sea that led eventually to their demise, for they forsook the Oath of their forefathers and sailed into the West to the land of Aman, where they were forbidden to go by the Valar. In recompense, the seas arose to engulf Numenor and it was lost, but those of the Faithful who survived sailed into Middle-earth and founded the kingdoms of Gondor and Arnor, and they were led by Elendil and his sons, Isildur and Anarion.
 +
 
 +
The line of the Ship-kings of Gondor did not begin until the reign of Tarannon, the twelfth king, who built great navies and extended the sway of Gondor along the coasts west and south of the Mouths of the Anduin. He took the crown of Gondor in the name of Falastur, 'Lord of the Coasts'. It was Earnil I, his nephew, who rebuilt the haven of Pelargir upon Anduin, and who laid seige to Umbar and took it. The last of the Ship-kings was Ciryaher son of Ciryandil who took the crown in the name Hyarmendacil, 'South Victor', after utterly defeating the men of Harad in battle.
 +
 
 +
Though the great Ship-kings are no more, and the city of Umbar lies now in the hands of the evil Corsairs and men of Harad, the tradition of maritime greatness continues in Gondor, and Pelargir upon Anduin is center of the mighty Navy. The ships of Gondor do not sail far in these dark times, for there is ever the threat of war with the Corsairs, the pirates of the south, but the Bay of Belfalas is their domain, straying even at times into Belegaer, the Great Sea, though they do not go far into these strange waters.
 +
 
 +
Pelargir
 +
 
 +
The home port for the Gondorian Navy is Pelargir upon Anduin, fourty-two leagues south of Minas Tirith. The city was built in the year 2350 of the Second Age by the men of Numenor, and it was chief of their havens upon Middle-earth, and when the darkness came to Numenor, it was chief haven of the Faithful. After the Downfall, the ships of Isildur and Anarion came to Pelargir, and there did the Faithful first come to Gondor as exiles. And yet they went north and founded the city of Osgiliath and Minas Anor, and the haven of Pelargir was, for the most part, deserted by men.
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 +
But during the reign of Earnil I, nephew of Tarannon Falastur who was first Ship-king of Gondor, the city of Pelargir was rebuilt, and a great Navy was ordered there, and the city became a strong place. When the Kin-strife came to Gondor and war was afoot, the sons of Castamir the usurper retreated with those who would follow him to Pelargir, for there it was that Castamir had purposed to bring the seat of the king's, for he cared only for the fleets. The army of Eldacar besieged Pelargir, but he had no fleets, and so the sons of Castamir escaped by sea and fled to Umbar, and Gondor was ever at war with that city.
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 +
In the year 1634, the Corsairs, led by Angamaite and Sangahyando, the sons of Castamir, attacked and ravaged the city, and Minardil the King was slain. But the city was rebuilt, and from then onwards has remained a strong place of many men and ships. Folk there are unlike the Dunedain who dwell in Belfalas and Anorien, for the blood is there mixed with the folk of Harondar in the south, where men are swarthy with dark skin. But still some of the Dunedain remain there in the south, usually men of power and high regard.
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 +
Note: Though the home port for the Navy is at Pelargir, the city is now closed to RP. This is due to a lack of people to populate the city. The ships will therefore go where the RP is, be it to Minas Tirith or Dol Amroth, so the Sailors will always have people to RP with.
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 +
Rankings
 +
 
 +
Rankings in the Gondorian Navy are based on a long honored tradition. Each of these men are fully trained and expected to be ready to conduct long term maritime voyages. Rankings are as follows:
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 +
Admiral - The Admiral is the Commander-in-Chief of all naval operations who is only answerable to the Steward of the Realm or one of those representing him. This position is a very powerful one and cannot be taken lightly. The traditional dress uniform for the Admiral is a dark purple vest and hat. His symbol - The Albatross.
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 +
Captain - Captains are commanders of single ocean going vessels. Vessels can range in size and power though it is commonly held that the Alcarondas is the Capital ship of the Gondorian Navy. The Captain of that vessal therefore is held in high esteem. Duties of the Captain entail the keeping of the log and the overall security and disposition of the particular mission of the ship. The traditional dress uniform for the Captain is a navy blue jacket with purple trim. His symbol of rank is the Osprey.
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 +
Master - The holder of this rank is second-in-command of a single ocean going vessel. Duties include the inspecting the ship, maintaining discipline in the crew, and work assignments. The Master's traditional dress unfirom is a navy shirt with white trim and pleated breeches of the same colour. His symbol of rank is the Dolphin.
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 +
The Pilot - The Pilot is third in command of the sea going vessel and is in charge of navigation of the ship. His duties entail being fully familiar with the course in question providing himself with the necessary journals, logs and ruttiers to accomplish the trip. In addition, the Pilot cannot be forced to sail into passes or otherwise other waters that may put the ship in danger. The traditional dress uniform of the Pilot is a purple buttoned shirt with billowing sleaves and white pants. His symbol of rank is the Silver Seahorse.
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 +
Mate - The Mate is fourth in command of the Ocean-Going Vessel though while the pilot may precede him in rank, the chief mate is to take the place of the Master under sickness/absence. The Mate is in charge of provisions to the crew, checking the riggings and hull and the frame of the vessel. The Mate may have under him a squad to carry out these orders. The traditional dress uniform of the Mate is a maroon buttoned shirt with white pleated pants. The symbol of rank for the Mate is the Crab.
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 +
Yeoman - The Yeoman is the common seaman on the Ocean Going vessel. Duties include the daily maintenance of the Ocean going vessel and all duties therein that may be delegated by his commanders. The traditional uniform of the yeoman is a white buttoned shirt with matching cap and pleated black pants. The yeoman's symbol of rank is the Little Gull.
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 +
OOC Note: New members of the Gondorian Navy will be enlisted at the Rank of Yeoman. Promotions to higher positions will be based upon contribution to the culture in such areas as Role-play quality, connect time, helping new players and contributions to any TP's.
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 +
Marine Lieutenant - The holder of this rank is second only to the Captain of the vessel upon which he rides. He commands and cares for the marines under him and is responsible for helping the captain plan assaults on land objectives, raids, or attacks on other ships. He leads the marines when they go into combat as well. He doubles also as Quartermaster assisting the Mate in his duties when at sea. His uniform is similar to a Masters. A Navy shirt with whit trim and pleated breeches of the same colour. His rank symbol is a sword crossed behind a Dolphin.
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 +
Marine Sergeant - Next in command beneath the Lieutenant, the Sergeant is glue of a Marine unit. Gruff and tough he is in charge of discpline of the Marines and oversees the carrying out of the Lieutenants Orders. Selected for their skill with weapons as well as leadership ability, the Sergeants are also responsible for overseeing the training of the Marines during the long sea voyages. He also makes sure all equipment is ready before any action and assists the Lieutenant during battle in commanding the Marines. His uniform is a maroon shirt and white pleated pants. His symbol is a sword crossed beneath a crab.
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Marine - The Marines serve as Pelagir's first line of defense. Hard bitten men the Marines are both crew and fighters aboard the Navy's ships. Serving to allow the vessels to enact raids, beach landings and ship to ship combat, the marines are specially taught fighting techniques for sea fighting. Typically the marines make up about half the crew of any Naval vessel and spend their time between action as sailors and in keeping their equipment in good repair. Their uniform is a white buttoned shirt and pleated black pants. Their symbol is a sword crossed by a Gull.
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All Marines wear knee high black boots that are kept in good repair, unlike many of the sailors. The soles give excellent traction on decks and protect the Marines from the worst of the oceans ravages.
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 +
These rankings are non-military in nature but it is common for all ocean going vessals to have them:
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Cook - The Cooks duties entail the provisioning of men with food. Maintaining victual and water supplies as well as keeping a journal of money spent on food and rations. The traditional dress uniform of the Ships Cook is a purple apron with black pants. The symbol of the Cooks office is the Flounder.
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Surgeon - The Ships Surgeon is the healer. Duties of the surgeon entail providing adequate care for the ships personnel as well as maintaining an adequate supply of all medicines and other leachcraft. The traditional dress uniform of the Surgeon is a light blue vest. The symbol of office is the Seal.
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 +
===Non-Military Positions===
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 +
      Non-military positions may or may not be linked to a particular physical area. For example merchants and healers could naturally be found in any of the great cities.
 +
 
 +
      The following is a listing of possible non-military positions:
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 +
      Merchant
 +
      Healer
 +
      Smith
 +
      Brewer/Winemaker
 +
      House Noble
 +
      Diplomat
 +
      Bard
 +
      Herald
 +
      Messenger
 +
      Servant
 +
      Jester
 +
      Farmer
 +
      Herder/Shepherd
 +
      Fisherman
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      Forester
 +
      Herdsman
 +
      Tavern Keeper
 +
      Guild Member
 +
      Craftsman
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 +
 
 +
      You are not limited to the suggestions above. If you have another in mind, contact a local admin with your idea.
 +
 
 +
==Links and Logs==
 +
 
==GMOTD Log==
==GMOTD Log==
-
June 11th: It is a dark time for Gondor. The Knight-Herald, Lord Arathis Isilirim, is lost on his mission to the North. The details of it are unknown, but Prince Imrahil has not been seen in public for many months now. Rumors of a growing clamor for war with the South come from Dol Amroth.
+
June 11th 2011: It is a dark time for Gondor. The Knight-Herald, Lord Arathis Isilirim, is lost on his mission to the North. The details of it are unknown, but Prince Imrahil has not been seen in public for many months now. Rumors of a growing clamor for war with the South come from Dol Amroth.
And even while they do, a strange visitor from Harad arrives in Pelargir. A Haradrim named diplomat of Farside Tower arrives and requests an audience with the Steward. Denied, this Yildirim is instead offered a meeting with the Council of Lords in Minas Tirith, his purpose still yet unstated. Yildirim has trekked north to Minas Tirith with the group of Arathis' Knight that went missing for some months and only recently returned.
And even while they do, a strange visitor from Harad arrives in Pelargir. A Haradrim named diplomat of Farside Tower arrives and requests an audience with the Steward. Denied, this Yildirim is instead offered a meeting with the Council of Lords in Minas Tirith, his purpose still yet unstated. Yildirim has trekked north to Minas Tirith with the group of Arathis' Knight that went missing for some months and only recently returned.
Line 114: Line 590:
Gondor's walls of stone and the will of its men are chipped and cracked, but they hold still. But for how long for one day... both shall break.
Gondor's walls of stone and the will of its men are chipped and cracked, but they hold still. But for how long for one day... both shall break.
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Sadly, didn't update this entry for a while until...
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Mon Sep 24 16:54:40 2012
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* DOL AMROTH: The orders came swiftly and the muster swifter still. For within a night and another day, the Knights Marshall and Herald, along with three and twenty of their Order, with Squires and a score of Men-at-Arms, assembled and issued forth from the Gates of the Prince's City. Their duty, as delivered by that Prince, was to reinforce the Chapterhouse in Minas Tirith and add further strength to the Steward's battle against the Pretender and his allies in the East.
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* MINAS TIRITH: Under orders from the newly-appointed Lord Marshall Phallanath Mormegil, Helchir Lord Cuthalion, himself now Lieutenant Marshall to the Steward, has carved his way South through Lebennin and ultimately through the port city Pelargir itself. In his path, it is whispered that he seeks and finds those loyal to the Black Company and to the Pretender King of Gondor. What of the fate of those he discovers? Few can say for sure; or would, even if they knew.
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* ANDRAST: While the central lands of Gondor are torn by strife and the eyes of the mighty are turned to Minas Tirith and Lebennin, or to Dol Amroth still troubled, there come now rumours from the remote Anfalas, where lies the outermost cape of Andrast. Whispers of dark ships at sea, fires in the night, blood, shadow, and Royalist flags raised while those loyal to Gondor and the Steward are torn down. Some say that the power of the Pretender King, having lain dormant since the seizure of Tolcrist in anticipation of its moment, has arisen again. (http://bit.ly/FPMNSv)
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* MINAS TIRITH: Whether by fear or by loyalty, many from Lebennin now find themselves drawn to Minas Tirith. They carry the same tale: of riders in the night and the day, of conflict, of strife and tears and blood. They arrive uninvited and with little currency to the inns, to the taverns, to wherever they might find a bed and a night's peace.
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* ANFALAS: What was once rumor has now reached Belfalas with the full-force of bloody truth. In Anfalas it is known that Aearon Maglorion, the Lord of Andrast, has openly declared for the Pretender and gifted him the port of Haerlond. Thusly granted landfall onto Gondor proper, Ar-Gimilkhor has moved swiftly into Anfalas, thereby meeting only a hastily-assembled resistance at the banks of the Lefnui. The Battle of the Banks, as it is now known, saw the Pretender's strength overwhelm that of the token forces of the remaining lords of Anfalas. The Royalists, King's Men and newly-conscripted spearmen from Harondor now find themselves outside Orchallond, stronghold of the Anfalas Bragollach, where they bring siege to that house's keep. (http://bit.ly/Jht00X)
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* MINAS TIRITH: Perhaps an edict has been issued; but if so, none know of its specific commands. Only that the Hosts of Tirith have ushered the newly-arrived denizens of Lebennin not to the stocks or back into the fields but instead onto the Narrow Court, where they have brought a blustery market into the otherwise laughterless expanse. Some have taken up in the houses, if they are to be taken in. Others are content with the streets. But all who visit, those noblemen and women, gossip-mongers and even the military, speak of a liveliness the likes of which has ne'er been seen in those parts.
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* MINAS TIRITH: A company of black-cloaked swordsmen have stabled in the capital. They are said to be the last of the dour hunt for royalist Bragollachs following Amroth's defeat at Tolcrist and the taking of Erech, which is now held by the Isilrim of Lamedon. Among their number are also partisans from the northern fiefs, banded to the hunt's head, Arathis. Although none bear a sigil, they pass freely through the Way of Kings, often packing crates down from the White Tower into the stables.
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* MINAS TIRITH: A name held in infamy has surfaced again, his treachery at last unmasked and held to consequence. On that very Narrow Court, home to immigrants and peasantry, was found Varian Vinyatar, once of the Council of Pelargir, once also known by the mask of an owl, but altogether acknowledged as a foe of Gondor. Arrested by the Steward's Men, those servants of justice, he awaits judgement.
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* DOL AMROTH: Banners, banners and banners more! From the Prince's white walls issued forth a contingent of men of such a number not seen since the muster for Caldur's assault. Those banners: star-rayed, four and six, blue and burgundy, Isilrim and Girithlin; the flower of House Dairinzil, gifted the valley of Gwalothris; the spear-crossed river of the Telamarth; an eagle soaring above the sea, for the Lords of Tolfalas have pledged men here too; there is Telpekhor, three mullets atop a vert and the golden willow of Hlorithain; and there is Bragollach, the crimson fire that stokes the heart of Amroth. Yet higher than all these are the brilliant whites and brightest blues! The Ship, the Ship, and the Swan, the Swan! Amroth, west, Amroth, to war!
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* ANFALAS: Rain falls, and the night is dark. Mounted riders come to the gates of starved Orchallond and there they meet two from within, pale and thin. Words are exchanged while hostilities are restrained, yet both withdraw. And what follows, or so the survivors say, was fire and blood, hammer and steel, busted gate and skewered heart. Valiant are the fires of Bragollach, yet if rumors are to believed, Orchallond held only so long. Orchallond, conquered, its valuable port seized and its Lord taken. Another victory, another defeat. The Pretender looms upon the horizon.
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* MINAS TIRITH: Whispers and reports seem to have made their way to the seats of those of power in Minas Tirith of the acts of vandalism and gore by the hillman Usul. No warrants were called, nor public outcries made. No detentions or comments on his acts. Only his name has been marked barred from entry on streets higher than the Way of Kings. Able to return to Minas Tirith is still Usul's right, but not all of it will be made open to him.
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* LAMEDON: The White Tower, it would seem, has at last levied its contribution to the western war; for one thousand men, bannered as the illustrious White Tree and Raven companies, have by quick march left the garrison at Osgiliath and arrived at Calembel, joining there the growing muster of Lamedon. At their head rode Arathis; and though their battle is yet unknown, the Isilrim captain, for some years absent from the Marble City, has recently been seen at council within the citadel of the Prince. Tue Jan 29 22:19:47 2013
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* EDHELLOND: It was but a matter of time before the Swan-Knight's withdrawal back within the confines of Dol Amroth reverberated upon the landscape of Gondor; and it took the Pretender not long to move upon Edhellond, where he found the Lady Miyathel's sharp tongue left as its only defense. She and hers were given free retreat to Dol Amroth but the ancient elven haven now stands as but another conquered port on Ar-Gimilkhor's route to the throne of Gondor. Thu Jan 17 21:30:45 2013
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* MINAS TIRITH: Whilst meetings between the Knight-Herald Calimendil and the Steward and his advisors swing through months now, there comes at last command from the Knight tasked with the garrison within the city. News spreads quickly: all but a handful have been recalled to the gates of the White City. To march out, through Pelargir and on to their ancestral home in Belfalas. Thu Jan 17 21:28:13 2013
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* ANFALAS: Amroth's defenses were bolstered by the arrival of some two thousand men under the banner of Hir Elphir, Crown Prince of Dol Amroth. What is left unsaid, what worms in the minds of those that saw the young Knight approach his father's citadel, is the fate of the lands between Orchallond and Dol Amroth, Edhellond included, which are now without protection. And of Pinnath Gelin, bolstered by the return of her Lord, but some few thousands against the neighboring forces of Ar-Gimilkhor, Lord of Andrast and now surely Lord of Anfalas too. No longer is there laughter at this Lord and each day that passes further ridicules those who cling to the hope that he is merely 'Pretender'. Wed Nov 21 21:53:17 2012
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* ETHIR ANDUIN: With much of the Anduin fleet supporting the war effort in the west, it is with some alarm that many small black masted ships have been spotted around the fenlands. Wed Nov 21 21:48:27 2012
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* LEBENNIN: The river lands have been a place of darkness and confusion as the Lord Marshall's forces press west in open conflict with any lords formerly aligned with the Vinyatar, in friendship with the rogue Rhunedlin, or suspected of fealty to the Pretender. In every town and village, persecution of Royalists by Steward's Men proceeds with extreme prejudice. Wed Nov 21 21:47:42 2012
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* ANFALAS: A green-clad messenger arrives by horseback in the middle of the night. And by morning, some three thousand soldiers under Lord Hirluin marched away from the camp of Prince Imrahil's eldest son to tend to their homestead. Hard decisions lie ahead. To stay and fight, or to flee. Wed Nov 21 21:46:36 2012
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* PINNATH GELIN: Barely had the night's dark blanket settled itself upon the hills of Pinnath Gelin when there appeared a host of Southrons nigh upon the walls of Nan Eirin, ancestral home of storied House Telpekhor. And with such suddenness, soon the insides of the fort were ablaze, the keep's defenses turned to quenching the fires and by morning much of Nan Eirin lay upon the hills of Pinnath Gelin as nothing more than ash. Wed Nov 21 21:44:55 2012
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* ANFALAS: No war parties have yet issued forth from the forces of Ar-Gimilkhor, yet the lands to the west of the Keep that the "King" holds now suffer: Small raiding parties move out from the Keep under cover of darkness and plunge far into the lands, burning the homes and holdings of noblemen. (http://bit.ly/RzTxIs) Wed Nov 21 21:43:57 2012
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* ANFALAS: Whilst her banner twists at weakness and rips at treachery, Amroth does not flag. An expeditionary force was launched from Orchallond to probe into the heart of Pinnath Gelin; yet there it met not only the green men of its Lord, Hirluin, but also Prince Elphir and his Order. And there Alphros' forces were stopped, their King informed of the task that now lies ahead. "The Ship, the Ship, the Swan, the Swan," they cry. Such are the words of their foe, reported with trepidation. Wed Nov 21 21:42:04 2012
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==Timeline==
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[http://www.dipity.com/gondor/News/ Gondor Dipity Timeline]

Current revision as of 01:58, 24 July 2013

This is a page about the Gondorian culture on Elendor. For information about Gondorian in J.R.R. Tolkien's books, see Gondorian (canon)


Quick Reference
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Gondorian

Ruler: Gwen - Rananar
Alignment: Good
Unrestricted Species: Human
Restricted Species: Dunadan
Allied Cultures:



Gondor

I hearby do swear fealty and service to Gondor and to the Lord Steward of the Realm: To speak and to be silent. To do and to let be. To come and to go, in need or plenty, in peace or war, in living or dying until my lord release me, death take me or the world end.

With these words, you have come to Gondor the Great. Honour, tradition, and fealty are the foundations of this land of Stone. Gondor it is called. Founded by the sons of Elendil: Isildur and Anarion, it is the last vestige of Westernesse.

Yet these are dark days and Gondor's might has waned. Now, a Byzantine empire, it is beset by foes upon all sides. It is only through the vindication of these ancient ideals that gave Gondor its strength, shall give it hope in the days to come.

A wide realm with a diverse and fair people, the Men of Gondor are not only versed in the arts of war. For in Gondor, the flower of Numenor has decayed, but not withered and strength there yet dwells while the Sun and Moon endure. Minas Tirith, Minas Anor of old, is the foundation of tradition, and power still runs through the land, be it in Belfalas under the Prince Imrahil the Fair and his proud Swan-Knights, or through the secret eaves of Ithilien in the hosts of Gondor sent forth to range against the Enemy.

Thus while Gondor is weakened, it has not fallen and by your aid can you help revive the blood of old and bring back hope to the West. The Sons of Elendil beckon you to the Land of Stone!

Credits: Sirion/Indilzar

Current Timeframe: The Third Age

From Robert Foster's The Complete Guide to Middle-Earth

The age of Middle-earth beginning with the first downfall of Sauron and the death of Gil-galad and ending with the War of the Rings, the second and final downfall of Sauron, and the Last Riding of the Keepers of the Rings, in which the greatest of the Eldar still in Middle-earth departed over Sea. In this Age the Elves and Dwarves remained in Middle-earth but did little new, while Men increased in power and numbers. The Dúnedain kingdoms of Arnor and Gondor prospered at first, but waned as the evils of the Second Age, especially the Nazgûl and Sauron rose again. In the end, however, the desperate gamble of the Wise to preserve the Free Peoples succeeded and great evil was banished, but at the same time much good and beauty were lost to Middle-earth.

Called by the Elves the Fading Years


Contents

New Players

Help for the New Player

Welcome to Gondor! First of all, please read all of these files in +GHELP, as well as all of the files in NEWS. Then skim the files called HELP and +HELP for some basic commands. Once you have read these files and have been cultured Gondorian, (+mail the Local Administrators for Gondor to ask to be cultured.) then you may continue. To do so, type +GHELP as listed below in the left column. Once you have been cultured your default channel should be your Gondor com and you may speak or pose on it by typing: =(speak or pose). You will find the people on your cultural com very helpful.

Naming Your Character

If you have not noticed before, place names in Gondor are almost entirely in Sindarin, discounting a few rare cases where a prehistoric name has survived, or where old Adunaic influences still reign. This is not by chance, but a very important part of Gondorian culture. This tends to be true also where people are concerned; the more "high blood" and ancestory you possess, the more likely you are to have a Sindarin name. Now many people choose the names of their characters because they like the way those names sound, but certain names are without a doubt unthematic and out of place for most Gondorians. So, in an effort to make Gondor more proper, the local admins offer their services to you, the Citizens of Gondor. When choosing a name, remember that we will gladly help you find a thematic one to suit your character.

A few points and considerations. First, this does not mean you /must/ take a Sindarin name. We are not trying to police or restrict players in their choice (though if you name yourself Connor Macleod expect to be asked to change it.) Not all Gondorians hail from families with strong Numenorean ties, and some obscure names can occur. But keep in mind many Gondorians do have Sindarin names. A few families, such as Imrahil's own, also have a strong tradition of Old Adunaic names. Second, do not forget that even a name you make up might have a Sindarin meaning. It happens, quite often. Other names have Sindarin elements, anc could easily be corruptions or mutations of Sindarin words or meanings. Third, this only includes IC names, of course. If you name yourself "Little_Boy" for purposes of anominity, that's fine.

Finally, do not hesitate to ask for help, especially from your Local Admins. We are here to improve the culture and make your stay more pleasurable.

Writing a Description of Your Character

Once you have chosen a name for your character that has been approved by the Local Admins (LAs), you will need to describe your character. See help @desc for how to set up your description. You can see how other Gondorians have described themselves by typing ex *name/describe. This can be very helpful as you decide on how your character looks. Once you have finished, please contact one of the LAs to ask him or her to look it over and see if he or she has any suggestions. Descriptions should rarely exceed twenty lines, but should usually be longer then ten. Try to think about detail, but be concise. Some helpful ideas: use %R for carriage returns, and %T for paragraph indentation/tabs. For advanced descriptions, read +HELP +WARDROBE. PHYSICAL APPEARANCE Gondorians are descended for the most part from the people of Numenor. Due to this, they tend to almost uniformly exhibit certain physical characteristics, which holds especially true for the folk of Anorien, Belfalas and Ithilien. People from these regions are tall and fair, with black hair and grey eyes.

Those from fiefs such as Lamedon, Lebennin and Anfalas can, however, be somewhat shorter and swarthier than the average Gondorian, with brown hair and eyes. The reason for this is their blood is mingled with that of the hill folk who lived there before the coming of the Dunedain.

Please keep the above mentioned guidelines in mind while writing a description for your character. While a rare few Gondorians might stray from the norm and have blonde hair and/or blue eyes due to mixed Rohirric ancestry, anything else such as red hair, green eyes and the like are unlikely to the point of not being acceptable. Also keep in mind that this is an important factor when a player is being considered for Dunadan status. For instance, it is highly improbable that a character with blonde hair would have Dunadan blood in him.

Writing A History For Your Character

Writing out your character's background history is a very important part of making your character who he or she is and will be. This is perhaps the single MOST important element in creating your character and often the most abused. To write up a history for yourself, type: &history me= and when you hit the return key it will be set. Again use %t and %r to make it easier to read. See HELP @EDIT for details on how to alter it once it is written. When you are satisefied that it is to your liking, then you may set it visual by typing: @set me/history=vis. You will then wish to +mail your LA's and politely ask one of them to read your new background at their convenience and to let you know if they have suggestions to help your history be more in theme or more original. Most start small but add on as they Role Play, thus developing rich backgrounds over time that can become a source of both entertaining reading and prideful segments of who we are on this MUSH. You must have an approved history -before- you may ask to take your combat test.

Some things to NOT do with your background history are:

1) Do not list all of your family as being dead. This is hardly original and seems to be what everyone wants to do as an easy out. You will find having some IC family is often useful later for great RP.

2) Do not claim to be of other blood than of Gondor without a previous approval from the Gondorian +ruler. The only acceptable blood besides Gondorian is really only Rohirric and you really should still have some Gondorian blood as well. Fitting in is better than standing out when you are new. Leave that to the older, more experienced players.

3) Do not make your character ICly related to any Feature character. This is not allowed and is covered in the NEWS files. Even characters of Noble birth or high in Numenorean blood should be cleared with your +ruler first.

4) Do not claim amnesia or simular 'lost' background wanderer type. We in Gondor come from stable families, feel strong kinship to one another and put much trust in each other and our honor. Too often we have orphined or amensia backgrounds and this is hardly orginal.

Some things you SHOULD do with your background history:

1) List family by names.. those who are both dead or alive, (Mostly alive, we hope) as well as friends you ICly have and siblings. Is your character married and have children? Also think about where you are from ICly? What city, town, fief or farm?

2) What skills do you have ICly? What sort of jobs have you had or things you are good at or interested in? Been a farmer's daughter, son of a Guardsmen, student at the University? An apprentice Stone Mason? What does your family do for a living? We can help you with ideas but real life interests are also often useful to start with and easier to RP.

3) Now that you have family and some background as well as interests, tell us about your character's personality. Is he or she shy, greedy, have any phobias, passions, vices, fears, hates, allergies, etc? These will be more to make you an individual than anything else and be an aid in helping you to remember nifty things to add to your RP as you develope your character.

Areas

Anórien

"And there where the White Mountains of Ered Nimrais came to their end he saw, as Gandalf had promised, the dark mass of Mount Mindolluin, the deep purple shadows of its high glens, and its tall face whitening in the rising day. And upon its out-thrust knee was the Guarded City, with its seven walls of stone so strong and old that it seemed to have been not builded but carven by giants out of the bones of the earth." -- The Return of the King

The region of Gondor north of the Ered Nimrais and hemmed in by the Entwash to the north, the Mering Stream and Firien Wood to the west and the Anduin to the east, Anórien also has its seat at the great city of Minas Tirith. The three great beacons guarding the northern approaches are also to be found in its borders as well as the tomb/memorial to Elendil on Amon Anwar 'Hill of Awe'. The Pukel-men are known to live in the Druadan forest here.

Chief City: Minas Tirth

Minas Tirith is the capital city, a fortified stronghold against the evils of Mordor. The men of Minas Tirith consider it to be the last bastion against the evil of the Dark Lord, and therefore can be somewhat arrogant, believing that they and they alone protect the west. The city stands on a rocky outcrop at the eastern edge of the White Mountains in the northeast corner of Gondor.

Belfalas

This is the fief of Prince Imrahil, its seat being at Dol Amroth. Belfalas lies on the south coast of Gondor looking out onto the bay of the same name. At the end of the first age a great haven of Silvan elves was to be found here at the mouth of the Morthond river. From this haven, many elves sailed west, never to return to ME. The folk of Belfalas are tall and proud, of elven descent some say, and with eyes of sea-gray.

Chief City: Dol Amroth

Dol Amroth sits on the Bay of Belfalas. Ruled by Prince Imrahil, it is a great fortress surrounded by a small town and mainly occupied by the Prince, his court and the knights of the city. Closest by blood to the old Numenoreans, the Prince is a proud man but fair and wise and his judgement is sought by many lords.

Ithilien

A slender forested valley between the Anduin and the Mountains of Shadow. Ithilien was once held by Gondor and ruled from Minas Ithil (now Minas Morgul), but has since become a debatable land with with orcs and trolls wandering at will through it. However, Gondor has not yet abandoned its claim and the rangers of Prince Faramir still harry those of Mordor from their hidden hold of Henneth Annun.


Chief City: Minas Ithil until TA 2002

When Minas Ithil fell in TA 2002 to the Witch King, the people of Ithilien fled into Gondor. They are still distinguishable from the Numenorean Gondorians by their different customs.

Lebennin

"Fair Lebennin of the Five Streams" - those being the rivers Gilrain, Serni, Celos, Sirith and Erui. Lebennin is a fiefdom of Gondor consisting of all those lands between the Anduin to the east and the Ered Nimrais to the west. Its seat is at the port of Pelargir. Those who dwell there are a hardy folk of mingled blood for although reckoned men of Gondor there are those among them whose sires come more of the forgotten men who housed in the shadows of the hills. Called one of the 'faithful fiefs' of Gondor.

Chief City: Pelargir

Pelargir is the port city at the mouths of the Anduin. Defending against the constant threat of attack from the southern realm of Harad and the corsair city of Umbar, Pelargir consists mainly of merchants and guards. Merchants because the routes to the southern lands are lucrative indeed, and guards, ever-vigilant to the goings-on on both the land and sea routes.

History

History of Gondor

The sons of Elendil, Isildur and Anárion, upon arriving in Pelargir did set about building the watchtowers of Minas Anor and Minas Ithil, and between them their great city of Osgiliath. Alas, it was not to be long before Sauron rose again and was defeated in the Last Alliance, but with the loss of Anárion in SA 3440 before Barad Dur. Isildur it was who cut the one ring from Sauron's hand, but it betrayed him, costing his life to orcs in TA 2.

In the days of the eighth king, Gondor was first attacked by Easterlings, who were driven out. The king took the name Rómendacil (East-Victor) in celebration. The twelfth king, Tarannon Falastur, expanded the navies of Gondor and conquered the coasts to the west and south. He was the first of the four Ship-Kings. His nephew Eärnil it was who first conquered Umbar, haven of the Black Númenóreans, followers of Sauron. However, in the next reign Umbar was lost.

The fifteenth king, whom history calls Hyarmendacil (South-Victor), led Gondor to its greatest expanse. It was he who destroyed the navies of Umbar and forced its kings to pay homage to Gondor. He extended Gondor north to the Celebrant and the southern eaves of Mirkwood, west to the Greyflood, east to the Sea of Rhûn and south along the coasts to Umbar. Yet his sons did grow lax and so evil came to Gondor.

The second Rómendacil cared deeply for his allies,the Northmen of Rhovanion, and so did send his son Valacar to live among them. This prince married a woman of the north, although many Gondorians felt she was inferior. Their son, Eldacar, was beseiged in Osgiliath but evaded the usurper Castamir who ruled only a short while (and showing his great cruelty in the process) before Eldacar returned to kill him at the Crossings of the Erui. Castamir's sons did flee to Pelargir and thence to Umbar which was lost to Gondor. And this was the great Kin-Strife.

In the reign of Telemnar a great plague struck which did kill the king and all his children and a great many others of Osgiliath. With him died the White Tree brought from Numenor by Anarion. After him, during the reign of Telumehtar, Gondor again took Umbar, but it was soon to be lost forever.

When the Wainriders attacked a third time, Gondor could just manage to hold them to Ithilien, which was destroyed. In this battle was lost Ondoher, king, and his two sons. The crown passed to Eärnil, captain of the Southern Army.

Eärnil was followed by one king only, Eärnur. He it was who wished to challenge the Witch King at the fall of Angmar, yet was restrained by the Noldor Glorfindel. However, the Witch King did not forget the rash Gondorian king, and later challenged him to single combat. In this time, the Dark One's forces had taken Minas Ithil, which they re-named Minas Morgul, and in response had Eärnur called Minas Anor, Minas Tirith 'Tower of the Guard'. Eärnur rode out to meet the Witch King's challenge, disappearing into Minas Morgul with all his companions.

His Steward, Mardil, ruled Gondor for many years, the watch passing down through his house to the current Steward, Denethor, the crown remaining in the lap of King Earnil in the Houses of the Dead, where Eärner had placed it.


The Complete Guide to Middle-Earth by Robert Foster

(S.: 'stone-land') One of the Dúnedain kingdoms in Middle-Earth, founded by Elendil in SA 3320 and committed by him to the joint rule of his sons Isildur and Anárion. At the height of its power (c. TA 1100), Gondor extended north to Celebrant, east to the Sea of Rhûn, south to the River Harnen inland Umbar on the coast, and west to Gwathlo. In addition, various realms to the east and south were tributary states. The chief cities of Gondor were Osgiliath, Minas Arnor, Minas Ithil, Dol Amroth, and Pelargir.

From its founding, Gondor was always under attack by Sauron or his allies in Rhûn, Harad, or Umbar. Ithilien was invaded a number of times, beginning in SA 3429, until in TA 2002 Minas Ithil was taken by the Nazgûl and held until the end of the WR. In the Third Age, Gondor suffered three great evils: the Kin-strife of 1432-48, the Great Plague of 1636, and the invasions of the Wainriders between 1851 and 1954. These difficulties, combined with the degeneration of the Dúnedain, sapped Gondor's strength, decreased her population, and dulled her vigilance.

After the death of Elendil in SA 3441, Gondor was ruled by the Line of Anárion (q.v.) until it failed in TA 2050. From that time until the restoration of the kingdom by Elessar in 3019, Gondor was governed by the Ruling Stewards.

Gondor was a feudal kingdom. Originally the two greatest fiefs, the royal fiefs of Ithilien (Isildur) and Anórien (Anárion and his heirs), were of equal rank, but after the removal of Isildur to Arnor and the moving of the capital from Osgiliath to Minas Anor, Anórien became more important than Ithilien.

Also called the South-kingdom, in opposition to Arnor. Called Stonelending and Stoningland by the Rohirrim.

Numenor

The first king of Númenor was Elros, the brother of Elrond, current ruler of Imladris. Being half-elven, the brothers were given the choice to go with the Eldar or stay with the second-born. Elros chose to stay with his beloved humans which he moved from ME to the island of Númenor. There he took the name Tar-Minyatur and ruled long. After a time, the Númenóreans, who had become great sailors with the aid of the elves, sailed back to ME in search of trade and other men. These they found, and the sailors began to build permanent harbours for their ships, one of the first of these being the now-ruined city of Tharbad. When Tar-Aldarion, the sixth king, died, he left only a daughter who succeeded to the throne, the first of three Númenorean queens in their own right, taking the name Tar-Ancalimë. It was Tar-Minastir, the eleventh king, who started the descent of Númenor, for he did long for the West which the Valar had forbidden to men, and in his day men began sailing even further from the shores of Númenor.

Tar-Ciryaten and his son Tar-Atanamir furthered the decline, being greedy and ambitious men. They turned the havens of ME into fortresses and levied heavy tribute on the men surrounding them. Tar-Atanamir it was who first spoke openly against the elves, and it was during his reign that those faithful to him and those faithful to the Eldar (led by Elendil and called the Faithful) split, with those following Elendil being forced to the west of the isle where they could be watched. Indeed, during the reign of Atanamir's son. Tar-Ancalimon, did the thoughts of the Númenóreans turn from living and joy to death and decay. It was in these days that Sauron did ensnare those dark Númenóreans who were to become the Ringwraiths. Ar-Adûnakhôr, twentieth king, chased the Eldar from Númenor and forbade the speaking of the Elven tongues. Yet it was the 23rd king, Ar-Gimilzôr, who drove many of the Faithful back to ME. His son, Tar-Palantir, sought to repair the damage wrought by his ancestors, yet it was too late, and when he died his nephew Ar-Pharazôn (the Golden) usurped the throne, forcibly marrying Tar-Míriel who was to be queen.

Ar-Pharazôn it was who made Sauron to bow before him, but foolishly did allow the Dark One his freedom and indeed did give ear to all that he said. And Sauron, crafty and deceitful, did turn the king to the Dark Worship and persuaded him to challenge even the Valar themselves, and Ar-Pharazôn, proud and ambitious, set sail to Aman. Yet no sooner did he land, when the Valar destroyed him and the isle of Númenor. Yet Elendil and his sons and those remaining of the Faithful did escape on nine ships bearing 'seven stars, seven stones, and one white tree.' They fled to Pelargir, long before built as their haven, and set about building a new realm.


Theme

Gondorian Theme

Of all the realms of Men in Middle-Earth, Gondor is the only nation where the customs and traditions of the Edain of old are preserved. Gondorians trace their descent from the mighty fallen kingdom of the Second Age, Numenor, and as such, they have perhaps one of the oldest cultures to exist at the end of the Third Age. Also, Gondorians are conscious of the vastness of their realm and the important role it has played on Middle-Earth through the centuries. As a result, they tend to revere their old institutions and protect traditional laws and power structures.

The ethos of Gondor and Numenor has also been described in great detail in the Lord of the Rings, The Silmarillion and other books by Tolkien. All this means that there are distinct and specific thematic boundaries in Gondor which must be observed by all players.

Physical Appearance

Gondorians are descended for the most part from the people of Numenor. Due to this, they tend to almost uniformly exhibit certain physical characteristics, which holds especially true for the folk of Anorien, Belfalas and Ithilien. People from these regions are tall and fair, with black hair and grey eyes.

Those from fiefs such as Lamedon, Lebennin and Anfalas can, however, be somewhat shorter and swarthier than the average Gondorian, with brown hair and eyes. The reason for this is their blood is mingled with that of the hill folk who lived there before the coming of the Dunedain.

Please keep the above mentioned guidelines in mind while writing a description for your character. While a rare few Gondorians might stray from the norm and have blonde hair and/or blue eyes due to mixed Rohirric ancestry, anything else such as red hair, green eyes and the like are unlikely to the point of not being acceptable. Also keep in mind that this is an important factor when a player is being considered for Dunadan status. For instance, it is highly improbable that a character with blonde hair would have Dunadan blood in him.

Speech

Gondor was founded by the Faithful of Numenor, who had adopted the ancient elven tongue of Sindarin as their own. Although much has changed from that time, the elven tongue is still held in high esteem in Gondor. Nobles have a fluent knowledge of Sindarin and use it in daily speech, while some of them might also know Adunaic, and in rare instances, Quenya.

The common folk of Gondor retain a working knowledge of Sindarin, which they interperse with Westron in everyday life. Due to this -- and because Westron originated in Gondor, and is thus preserved in its purer and higher form here with Adunaic influences -- the speech of the Gondorian people, even those from the lower sections of society, is cultured and courteous.

A point to keep in mind while RPing is that due to the above mentioned reasons, speech in Gondor is generally somewhat archaic in form. This does not necessarily mean the use of 'thee' and 'thou', but can manifest itself in many other ways. An example given by Tolkien himself is that while we might say 'They also had spears and helms', in archaic form it would be 'Spears and helms also they had'. Another point to remember is that players should refrain from using modern swear words or oaths in RP, because they most likely wouldn't exist in Gondor. E.g. Instead of saying 'Damn!' or 'Oh my God!' to indicate surprise and startlement, a Gondorian might say 'By the Valar!' or "By the One!'

Feudal Structure

At one time, Kings appointed a Steward to watch over the kingdom in the absence of the king himself. Gradually this became a semi-hereditary office, and all Stewards were chosen from within the House of Hurin whose descendants ruled Ithilien from Emyn Arnen. When the line of Kings failed, the office became directly hereditary, passing from current Steward to his nearest relative. Now in theory, the Ruling Steward stands in place of the king, and all the other nobles have varying degrees of power. But theory is seldom what is practiced.

Strictly speaking, the greatest noble is Imrahil, by virtue of his old title and distinguished bloodline. In a traditional hierarchy he would have ranked slightly above Denethor, who would have been Lord of Emyn Arnen and, most probably, Steward. However as a Ruling Steward Denethor is preeminent, though it must be remarked that after the line of Kings failed, Belfalas became a semi-autonomous fief under its old line of tributary Princes. In all cases the Stewards strove to maintain a firm, brotherly relation with the Princes, acknowledging their power by according them separate status, even in situations where Gondor had to deal with other peoples or nations as a single unit (as with Cirion and Eorl, for example).

Also wherever there are rich areas, focused around a alternative geography, there arise other Lords who pay homage to the lords of the larger fiefs but are powerful enough to be recognized separately. This makes for a tangled web of power which in other circumstances might be destructive. Bound by tradition and unified by a common threat, this potentially divisive situation seems to have caused little trouble since the reign of the Ship-Kings. Generally, men serve under the Lord who rules the area in which they live.

Society: Nobles and Commoners

There is great respect for the lords among those beneath them; even in its waning, most of Gondor's lords are powerful and noble, in the truest sense of the word. Though our idea of 'Nobility' in the twentieth century depends largely on action, there is an additional factor in Tolkien's world dependent on bloodline. In almost all cases, nobles and lords have their position by possessing a greater strain of blood, which translates in most cases to higher intelligence, greater stature or strength, and more capable will.

Gondorians, even the lower class, are not land bound and kept slavishly in servitude to these lords, as was the case in the Middle Ages, where the lord could decide who his land-tied serfs could and could not wed. There is greater freedom of movement between the fiefs and a greater prosperity; simply put, Gondor is a rich nation with much fertile land, more than enough to support its people. Your average Gondorian is honorable, loyal (sometimes to a fault), and respectful towards superiors.

Thus we see that while Gondorian society, on the surface, resembles medieval European society in some ways, there are many basic differences between the two, because of which the cliches of arrogant, cruel nobles and villanious, cheating commoners are not feasible here. In fact, nobles and commoners share a very strong bond of loyalty, trust and respect. Please keep this in mind while RPing.

Society: The Roles of Men and Women

The society, like most societies of Middle-Earth, is patriarchial. But just as the peasants have more freedom of movement, so do women. Men and women act in certain prescribed roles -- for instance, men may serve in the military, while women may not. However, almost all other positions in society are open to women, and neither sex represses the other.

Gondor is a simpler country than any in Europe during their Dark Age, and the predetermined roles reflect this simplicity. Men, when they interact with women, tend toward the respectul. Love, too, is simpler and less courtly, but there is a definite air of chivalry.

Law

Gondor is essentially an honourable and law-abiding society. Crime as such is scarce here, with instances of petty thievery and the like being very rare. Due to this, law in Gondor is at once lenient and harsh. In less serious matters, the punishments are usually confined to a fine, while for grave offences, the guilty person may be exiled from Gondor. This punishment is worse than death in many ways for a Gondorian. The system of sentencing a person to jail does not exist in Gondor, and all people have the right to appeal to their fief lord for a final judgment. His decision is considered binding.

Law in the military is somewhat stricter than that for civilians. Minor offences may be punished with fines and/or extra guard duty and the like. More serious cases may result in the offender being sent to serve in one of the most hazardous outposts of Gondor until such time as he has proved himself, while crimes such as treachery, betrayal and oath-breaking will result in exile or execution. In the second instance, the accused is judged in a formal hearing before his direct superior and the commander of that branch of the military, and the final decision rests with the latter. In the last instance, the Fief Lord is present in addition to them, and the final verdict is his. Again, in all cases, the accused may appeal to his fief lord as the ultimate authority. However, if the accused is found guilty by his commanding officers, appeals to his fief lord and is found guilty by him as well, then the resulting sentence may well be harsher than the original one.

Religion

The general sense of religion in Gondor, so far as it exists, is Hebraic in sentiment and even more Puritan than one might expect. The religious conflicts, conversions, and politics that plagued the Middle Ages and indeed most of the history of Western society do not exist in Gondor. There are no overt religious places, acts, or ceremonies in existence here - they live their religion in a quiet, unassuming manner through their everyday lives. The only truly religious ceremony is the performance of 'Grace before Meat' and even it is meant as mainly a commemoration for the departed. Theology itself is reduced to 'that which is beyond Elvenhome and ever will be,' which is to say the world which existed before, the world of unfallen bliss. Gondor is a place that is sometimes overburdened with sadness and nostalgic regret. For these descendants of ancient Numenor, their only true hallows are their tombs.

Customs in Gondor

Gondorians are conscious of the vastness of their realm and the important role it has played on Middle-Earth through the centuries. As a result, they tend to revere their old institutions and protect traditional laws and power structures. Though Gondor has many industries outside of the military, it is the military which recieves the most notice for without a military presence it would be impossible to stem the dark tide of the East.

At one time, Kings appointed a Steward to watch over the kingdom in the absence of the king himself. Gradually this became a semi-hereditary office, and all Stewards were chosen from within the House of Hurin whose descendants ruled Ithilien from Emyn Arnen. When the line of Kings failed, the office became directly hereditary, passing from current Steward to his nearest relative. Now in theory, the Ruling Steward stands in place of the king, and all the other nobles have varying degrees of power. But theory is seldom what is practiced.

Strictly speaking, the greatest noble is Imrahil, by virtue of his old title and distinguished bloodline. In a traditional hierarchy he would have ranked slightly above Denethor, who would have been Lord of Emyn Arnen and, most probably, Steward. However as a Ruling Steward Denethor is preeminent, though it must be remarked that after the line of Kings failed, Belfalas became a semi-autonomous fief under its old line of tributary Princes. In all cases the Stewards strove to maintain a firm, brotherly relation with the Princes, acknowledging their power by according them separate status, even in situations where Gondor had to deal with other peoples or nations as a single unit (as with Cirion and Eorl, for example). Also wherever there are rich areas, focused around a alternative geography, there arise other Lords who pay homage to the lords of the larger fiefs but are powerful enough to be recognized separately. This makes for a tangled web of power which in other circumstances might be destructive. Bound by tradition and unified by a common threat, this potentially divisive situation seems to have caused little trouble since the reign of the Ship-Kings. Generally, men serve under the Lord who rules the area in which they live. The Rangers of Ithilien, for example, do not serve Faramir because he is 'the head of the Rangers' or because he is the son of the Ruling Steward and Denethor appointed him. Denethor, as a Ruling Steward, presides over Gondor as his first priority and not Emyn Arnen as he once would have. Boromir, as his heir, also is concerned with larger matters such as the direction of the armies in their entirety. The responsibility for Ithilien therefore falls to Faramir and his soldiers become the Rangers, who are descended from people that once dwelt there.

Gondorians, even the lower class, are not land bound and kept slavishly in servitude to these lords, as was the case in the Middle Ages, where the lord could decide who his land-tied serfs could and could not wed. There is greater freedom of movement between the fiefs and a greater prosperity; simply put, Gondor is a rich nation with much fertile land, more than enough to support its people. In addition, there is great respect for the lords among those beneath them; even in its waning, most of Gondor's lords are powerful and noble, in the truest sense of the word. Though our idea of 'Nobility' in the twentieth century depends largely on action, there is an additional factor in Tolkien's world dependent on bloodline. In almost all cases, nobles and lords have their position by possessing a greater strain of blood, which translates in most cases to higher intelligence, greater stature or strength, and more capable will.

The society, like most societies of Middle-Earth, are patriarchial. But just as the peasants have more freedom of movement, so do women. Men and women act in certain prescribed roles, but not in the sense that one represses the other. Gondor is a simpler country than any in Europe during their Dark Age, and the predetermined roles reflect this simplicity. Your average Gondorian is honorable, loyal (sometimes to a fault), and respectful towards superiors. Men, when they interact with women, tend toward the respectul. Love, too, is simpler and less courtly, but there is a definite air of chivalry.

Despite Gondor's feudal system and the Western European to Mediterranean climate, the nation and the overall attitude of its people are both best pictured in Egyptian terms. There was, and still remains, a great desire and ability to construct the gigantic and massive, as can be seen in all places where the Numenorean influence settled.

The general sense of religion in Gondor, so far as it exists, is Hebraic in sentiment and even more Puritan than one might expect. The religious conflicts, conversions, and politics that plagued the Middle Ages and indeed most of the history of Western society do not exist in Gondor. There are no overt religious places, acts, or ceremonies in existence here - they live their religion in a quiet, unassuming manner through their everyday lives. The only truly religious ceremony is the performance of 'Grace before Meat' and even it is meant as mainly a commemoration for the departed. Theology itself is reduced to 'that which is beyond Elvenhome and ever will be,' which is to say the world which existed before, the world of unfallen bliss. Gondor is a place that is sometimes overburdened with sadness and nostalgic regret. For these descendants of ancient Numenor, their only true hallows are their tombs.


Features

Amrothos The third son of Imrahil, born in 2994, he is of the noble blood of the line of Imrazôr and by the time of the War of the Ring is yet in his teens.

Anborn Anborn has stronger Númenórean blood than the average Gondorian. He is a Ranger of Ithilien.

Angbor* Man of Gondor, believed to have stronger Númenórean blood than the avearge Gondorian. Lord of Lamedon, led the defense of Linhir against the Corsairs, and commanded the army that marched to Minas Tirith after that battle during the War of the Ring. He was known as Angbor the Fearless.

Beregond Man of Gondor, soldier in the Third Company of the Citadel. After the War of the Ring, he was banished from Minas Tirith for killing two men in the sacred hallows to prevent Denethor II from killing his son Faramir. He was later made the first Captain of the Guard of Faramir for his loyalty.

Bergil Son of Beregond, stayed in Minas Tirith during the seige of Gondor.

Boromir* Eldest son of Denethor II, the steward of Gondor, was named after the eleventh ruling steward of Gondor. A strong and handsome man, and one of the greatest Captains of Gondor, Boromir cared little for anything other than arms and battle and was overly proud. Heir to the Stewardship of Gondor.

Damrod* Damrod has stronger Númenórean blood than the average Gondorian. He is also a Ranger of Ithilien.

Denethor Denethor II, son of Ecthelion II, he had strong signs of Númenórean blood in him and was the twenty-sixth and last ruling Steward of Gondor. He was a noble man, proud, valiant and wise, and rumored to be far-sighted, knowing of events happening from long distances away. Married Finduilas of Dol Amroth who bore him two sons, Boromir and Faramir. After her death he became grim and withdrawn from the public. As his successors, Denethor was against giving the crown of Gondor to the heir of Isildur.

Derufin Man of Gondor, Derufin was the son of Duinhir of Morthond. He and his brother Duilin were expert archers, but were slain in the Battle of the Pelennor Fields while attacking the Oliphaunts of the Haradrim.

Dervorin Man of Gondor, son of the Lord of Ringlo Vale. He led his father's troops to the defense of Minas Tirith during the War of the Ring and also fought in the battle of the Pelennor Fields.

Duilin Duilin, Sindarin for River Song, was a man of Gondor. He was the son of Duinhir, Lord of Morthond, and was a brother of Derufin. He was trampled to death by Oliphaunts in the Battle of the Pelennor Fields.

Duinhir Duinhir, which means "River-Lord," was the ruler of the mighty Morthond, Gondor's second largest river after the Anduin, and the Great Blackroot Vale, a populous and prosperous area. To Minas Tirith in her time of need at the end of the Third Age he brought with him his two sons, Duilin and Derufin, along with a force of five hundred bowmen, a regular military force second in size only to the retinue of Imrahil himself. Both he and his sons were of strong Númenórean blood and all three were noted for their great height even among the other tall men of Gondor. For this reason he was also called 'Duinhir the Tall.'

Elphir* Eldest Son of Imrahil, born in 2987, he is heir to the fief of Belfalas and destined to become the twenty and third Prince of Dol Amroth.

Erchirion The second son of Imrahil, born in 2990, he dwells in Dol Amroth with his father.

Faramir* A man of Gondor, holding in him strong traces of Númenórean blood. He was the second son of Denethor II, and always took a back seat to his brother Boromir in his father's mind. He was a gentle and discerning man, a lover of lore and music and a reader of men's minds. Unlike his brother he did not care for battle for its own sake, but was nonetheless a brave warrior and greatly loved by his soldiers. Because of his gentle nature and his love for Gandalf, he displeased his father. He is the Captain of the Rangers of Ithilien, a group of men dedicated to harry Sauron's forces from crossing the Anduin river.

Forlong Man of Gondor, Forlong was known as Forlong the fat because ... well ... he was just fat. :) He was Lord of Lossarnach and, while old, he fought valiantly in the Battle of the Pelennor Fields. He was slain in that battle by Easterlings when he became separated from his men.

Golasgil Man of Gondor, probably with strong Númenórean blood. His name means Leaf Star and he was the Lord of Anfalas.

Hirgon Hirgon, Sindarin for Lord-stone, was a man of Gondor and messanger to Denethor II. During the War of the Rings, he brought a message to Théoden bearing the Red Arrow, but was slain by orcs on his return home to Minas Tirith

Hirluin Called Hirluin the Fair, his name is Sindarin for Lord Blue. He was the Lord of Pinnath Gelin in Anfalas, and was strongly admired in the area. He led a force of 300 men (called green men for the name of the green hills they lived in) to the Battle of the Pelennor Fields during the War of the Ring in which Hirluin eventually fell.

Húrin* Man of Gondor of High rank. Warden of the Keys of Minas Tirith. He fought in the battle of Pelennor fields and later was given charge of Minas Tirith when the Army of the West rode east torwards the Morannon. He was known as Húrin the Tall and Húrin of the Keys.

Imrahil* Man of Gondor, had strong signs of Númenórean blood in him. He was the Prince of Dol Amroth and during the War of the Ring, he fought in the Battle of the Pelennor Fields. He ruled Minas Tirith after the death of Denethor II during the time Faramir was ill, and was one of the Captains of the West, fighting in the battle outside of the Morannon. Imrahil was a great warrior and was known as Imrahil the fair because he showed signs of both Númenórean and Elvish Ancestory.

Ingold Man of Gondor, Ingold was the leader of the soldiers at the northern gate of the Rammas Echor before the Seige of Gondor.

Ioreth Ioreth was a woman of Gondor, originally from Lossarnach. At the time of the War of the Rings she was the eldest of the Houses of Healing in Minas Tirith, and her folk wisdom was only surpassed by her loquacity.

Iorlas Iorlas was a man of Gondor, uncle of Bergil and probably lived in Minas Tirith.

Ivriniel* Elder Sister to Imrahil, she is the Lady of the House Imrazôr.

Lothiriel* Lothiriel was a woman of Gondor and had strong signs of Númenórean blood in her. She was daughter of Imrahil and after the War of the Ring, she married King Éomer of Rohan.

Mablung Mablung was a man of Gondor and a Ranger of Ithilien. He led the scouts of the Army of the West.

Targon Targon, name meaning Royal-stone, was a man of Gondor and a cook for the Third Company of the Guards of the Citadel.

Positions

Military Positions

     Gondor is a culture of warfare, doing battle not only with the forces of Sauron, but with the Southrons of Harad. Therefore, positions in various military outfits are the most popular choice amongst players.
     Most positions in Gondor's military are specific to an area of the kingdom. They are are follows:

Minas Tirith's Hosts of Gondor

Hosts of Gondor: Ranks The following rank structure is used in the Hosts of Gondor. New recruits begin as Footmen and may remain at that rank until such time as they prove worthy of promotion, no matter their length of time in the service of Gondor. Men will not be promoted on seniority but on their ability to command and carry out orders. (This means good RP)

     MAN-AT-ARMS - First Rank (No special insignia)
     SERGEANT-AT-ARMS - Second Rank (One silver cabled bar insignia)
     LIEUTENANT - Third Rank (Three silver cabled bar insignia)
     CAPTAIN - Fourth Rank (Four silver cabled bar insignia)
     CAPTAIN OF GONDOR - Fifth Rank (Five silver cabled bar insignia)

Lords who serve in the Guard do not wear the silver and black rank bars but instead bear gold and black cabled rank bars upon thier tabards.

If one makes a particularly good impression, one can hope to achieve a position within the much honored Minas Tirith Citadel Guard to serve the Steward himself. These men are hand picked by Lord Denethor for his personal body guards, Citadel Watch, and many other duties. At this time there are no ranks among the Citadel Guard except to be an Commanding Officer or not. There are four Divisions each with an Commanding Officer and these Divisions share duties and will accompany the Steward whenever he leaves the safety of the Citadel. An unranked Citadel Guard is given respect from and can issue orders to any soldier in the Hosts of Gondor up to the rank of Lieutenant. Commanding Officers in the Citadel Guard may issue orders to any Soldier in the Hosts of Gondor reguardless of rank including Lieutenants and Captains. (Except for Captains who are also Lords, or Captains of Gondor.) Units FOOTMEN - Infantry. Where every soldier in the Hosts of Gondor starts out.

Every soldier in the Hosts of Gondor starts out his military career in one of the many companies of footmen. Among the most prestigious companies of footmen in the Hosts of Gondor are the Company of the Silver Ship, the Company of the Raven, the Company of the White Tree, and the Reserve Company of the White Raven. All have produced highly decorated men and have been placed under the command of the Steward's most compitent officers. Each company consists of approximately 300 infantry men and 200 archers, with each group expected to know the battlefield duties of the other well enough to serve in either capacity in battle.

Right now, enrollment in the Hosts of Gondor is limited to the Company of the White Tree for players whose characters will be serving on active duty in the Hosts of Gondor. Players who wish to serve the Hosts of Gondor in the capacity of reserves are enrolled in the Company of the White Raven. For IC information about these companies and their current officers, see the IC bulletin board in the Hosts Barracks in Minas Tirith.

SILVER GUARD - Infantry and Mounted. The Silver Guard are leased to Guilds and Noble Houses in Northern Gondor for caravan escort, body guards, and guarding manors or keeps.

To become a member of the Silver Guard, one must first serve in the Hosts of Gondor and demonstrate an honorable character. Soldiers who meet these criteria are allowed to transfer to the Silver Guard once they have volunteered for the service.

While the Silver Guard has traditionally been used as caravan escort, body guard, and guarding manors or keeps of the Northern Noble Houses, some of the more militaristic guildmasters and Lords have used them to good effect on the battlefield.

Silver Guardsmen are given a much greater opportunity for travel and extra-cultural RP than the average soldier in the Hosts of Gondor, though they are much fewer in number. In order to keep the ratio of Silver Guardsmen to soldiers in the Hosts of Gondor in an acceptable proportion, right now, only players who have been an active part of the Hosts of Gondor or other experienced players are allowed to play Silver Guardsmen.

ERRAND RIDERS - Mounted. The Errand Riders are the special messengers of the White Tower and are used for special missions both domestic and abroad. The ultimate honor a messenger can be given is to be selected for service in the ranks of the Errand Riders.

The Errand Riders are a special diplomatic unit of the Hosts of Gondor. Many company messengers, once they have moved up through the ranks and have proven their commitment to Gondor and the Steward, often request for transfer to the Errand Riders. If they are selected for this service, they are then used by the White Tower and the officers of the Hosts of Gondor for special missions, usually involving the delivery of messages through potentially hostile territory, or missions of a diplomatic nature.

Errand Riders are given the most opportunity for travel and extra-cultural RP of any of the units in the Hosts of Gondor, and because so much of the RP available to an Errand Rider is the responsibility of the player, right now, only players who have been an active part of the Hosts of Gondor or other experienced players are allowed to play Errand Riders.

SILVER HORSEMEN - Mounted. The Outriders are a light cavalry unit used primarily for battle field scouting and to lend highly mobile support to the Hosts of Gondor.

The Silver Horse Brigade was formed from the small group of mounted Silver Guardsmen who served under Captain Rorgan (then the Guildmaster of Clothiers) in the Seige of Umbar. The Captain hand-picked the first 100 men in the unit, and many of these men still serve the Steward as Silver Horsemen, offering their great wealth of battlefield knowledge and experience to the younger men in the unit. The Silver Horse Brigade of Minas Tirith is primarily used for battlefield scouting and mobile support.

As the only cavalry unit assigned to Minas Tirith, the number of Silver Horsemen that can be played at any one time is limited, so, right now, only players who have been an active part of the Hosts of Gondor or other experienced players are allowed to play Silver Horsemen.

There has been talk among the more decorated veterans of the Silver Horse Brigade, pushing for a small elite unit of heavy cavalry to be picked from their ranks. They propose to call the elite Silver Horsemen unit the Silver Dragoons, but the Steward is reluctant to fund even a small unit of heavy cavalry when an entire company of foot soldiers and archers (approximately 500 men) can be funded for the same cost.

While the Silver Guard, Errand Riders, and Outriders are considered ICly to be special units, there are no rank differences in authority between their equivalent ranks. A sergeant in the Infantry (a footman), a sergeant in the Silver Guard, a sergeant serving as an Errand Rider, or a sergeant in the Outriders are all considered to be of equal rank.

CITADEL GUARDSMEN are not considered to be of the same rank as soldiers in the Hosts of Gondor.

The Citadel Guard are expected to above all and always follow the will of the Steward, Denethor. Their duties include guarding the person of the Steward, policing the city of Minas Tirith (upholding the laws of the city and of Gondor), acting as the primary companies of guard for each of the gates in Minas Tirith and administering the passwords that are used to pass through the tiers of the city, acting as military police (assisting the officers of the Hosts of Gondor in maintaining discipline within the ranks), guarding the persons of foreign emissaries on Gnodorian soil, acting as Denethors Ministers or Emissaries as needed, and any other duties which the Steward may assign. Duties Those who take the Oath to serve Gondor, be they in Minas Tirith, Pelargir or Dol Amroth, do so swear to serve and protect their land, Steward, and culture to preserve this last known refuge of those decended of Numenor until such time as the one True King may return. This service is often for life and the duties in reality vary a good deal from fighting with steel against our traditional enemies, Mordor and Harad, (Or anyone so influensed to serve the evil Eye of Sauron's corruption) to escorting citizens on the road or aiding in times of natural dissaster. Men of Gondor are prideful, highly honor bound people who's purposes strive always to preserve the blood, even thinned, of Numenor. Daily duties include walking patrols, standing watch at one of the many walls or fortresses, and keeping careful watch out for. Uniforms and Gear The uniform of the Hosts of Gondor is composed of a black tabard with the silver embroidarded crest of Minas Tirith, the White Tree. This is worn over armour, long sleeved shirt, pants with broad belt and high polished boots, all in black. Rank cables angle from the left edge of the tabard throat down to the arm opening. Other awards or insignia are worn on the right shoulder. Privates and Sergeants wear studded leather armour, while higher officers carry better up to black chain mail if available. Lords may wear the black or brightly polished and gleaming silvery mail. Helms for all are steel domes mounted with blackest Raven wings upreaching from the sides and slightly swept back.

GEAR

Everyone who is sworn into the Host of Gondor or any other military position within Gondor is equipted with gear. ICly unless you come from a landed family (Lords) you would not likely have any gear of your own. We RP gear and put into our descs but are not issued combat system coded gear objects until you fulfill and maintain all of the requirements for that gear. Read +ghelp for more information but this consists of being combat approved, registered and staying up with connect time. If you fall out of the +top/culture range required we might request your gear back. ICly it is the proporty of your Steward/Gondor and OOCly is belongs to the culture, not the players. The usual equiptment is armour, shield and helm, with longsword or spear. Sometimes bows are also suplimented but all weapons depend most on what our +trainers teach in. All gear is recieved ICly from your trainer and you will be lent gear for training if you've none of your own.

CITADEL GUARD

Although very similar to the uniform of the Hosts of Gondor, the elite Citadel Guard bear the livery of Elendil (the White Tree surrounded by Seven Stars) along with Mithril raven winged helms instead of steel. Instead of rank bars they have the emblem of the Citadel, a lone Tower insignia over a silver shield. Commanding Officers of each of the Four Divisions of the Citadel Guard bear the same insignia on a gold shield and additionally have a small starburst pattern on the fore of thier helm. All men of the Citadel Guard are hand picked by the Steward from the finest fighters of the Relm and are outfitted in the best of Chain Mail and often carry swords of the highest craftmanship presented by Denethor himself. Training You may request weapon's training to fight using the combat system's code if you have taken and passed your combat test and registered in a weapon you can get trained and geared in. We will loan you gear if you have not your own or have not yet met the requirements to earn it so don't fret... RP! :) Your current trainers in Minas Tirith are:

Boromir: Bare Hands, Longsword, and Longbow Tamran: Bare Hands, and Longsword

Other trainers in Gondor can be approached for training and puppets might be arranged if you need training in an approved weapon that is only trained by a trainer not in your city ICly. (ie: spear, for example) You may train once every 7 to 10 RL days. For more information see 'help combat'. Joining If you are interested in joining the Gondorian Military in Minas Tirith, you need to ICly RP speaking to one of the officers in order to be sworn in (you can find the online officers by typing +GTITLE and looking for the soldiers in the Hosts of Gondor who are ranked at Sergeant and above). However, before you do that, you should have read your files, NEWS, +GHELP, +MTHELP, and have a description, background, and be about ready to take your combat test.

All jobs in Gondor are to be earned through Role Play. Above all, take your time... get settled in in and RPing with us a bit before you settle on a job. A position as a soldier in the Hosts of Gondor is one that our citizens respect, so we need to be sure you're going to uphold the expectations before we swear you in. The Complete Guide to Middle-Earth by Robert Foster Guards of the Citadel An elite military unit of Gondor which guarded the Citadel of Minas Tirith and the White Tree and participated in official functions. There were at least three companies of the Guards, each of which had its own storehouse. Beregond belonged to the Third Company; Pippin's Company is not named.

The Guards wore Númenórean sea-helms made of mithril and black surcoats bearing the livery of Elendil. The Guards were the only ones in Gondor to bear this livery in the time of the Stewards.

The traditional Captain-general of the Guards was the heir of the Steward, and in the time of the Kings the Captain was probably the heir to the throne.

Also called the Guard of the Tower of Gondor.

Dol Amroth's Squires and Knights

Dol Amroth's Knights

The Knighthood is granted to those men who are exemplars in every aspect of their service to the Prince, and them only. Similarly, the Investiture of Colour is awarded to only the most worthy of the Order of the Swan, and can only be performed by the Marshall or a member of House Imrazor proper.The investing of an individual Knight with a unique and particular Colour is done to honour that one, to serve as a message to all who live that this Knight is a model of chivalry above and beyond the accepted norm. Often the Colour chosen holds some unique significance or symbolism for the Knight who dons it.

Rankings

Becoming a swanknight entails several steps. First of all, you need to become a squire. In order to do this you must first serve a stint in the foot soldiers of Belfalas, or the Men-at-Arms. After a period of time you apply to be accepted and you shall be apprenticed as a squire to an active knight. After another period of time in which you receive training you will then be knighted. It is notable that only when you are judged by the current knights to be ready for knighthood will you be promoted to that level.

The player must know that to become a swanknight, you need to be aware of certain things. First of all the knighthood, ALWAYS requires a noble or valorous IC act of some kind. Often whole TP's are written in order to create an event in which a character proves himself worthy of Knighthood. These are usually an incredible amount of fun for all concerned, and well worth the wait.

Knight-Officers are chosen only from the most committed of the Knights. When there is a vacancy amongst the Officers, it is seldom filled right away. Instead, the current Officers, and the Prince, will make a serious study of possible replacements, testing them in ways both IC and OOC. It is not unlike a microcosm of the Feature Character process, and actually an excellent springboard for that honour.

Knight-Officers

Most decorated among the Knights, both peerless champion and matchless general, statesman and warrior, the title of Knight-Marshall is bestowed only upon the one Knight who best embodies all aspects of the Code of Chivalry. He serves as Imrahil's right hand, supreme leader of the Order in all matters. The position of Knight-Marshall is a demanding one, and few Knights will hold it for periods longer than five or ten years. This has long been reasoned as best for the Knighthood--a new Marshall brings fresh vigour to the Order that is necessary when one Prince has ruled for many years, or so the thinking runs.

The Knight-Captain serves a dual purpose: he is both the Marshall's right hand and one of the Lords of Battle himself, in time of war--and it is his duty to oversee the men-at-arms of the City Guard of Dol Amroth proper. The Captain then is a man upon whom much responsibility rests. His job is not one that many men would willingly accept--those who do are strong as steel... with wills to match.

The Knight-Herald is Imrahil's messenger, privy to the councils of the Prince himself at all times, and responsible for acting on his behalf and as his deputy in both the Steward's Court and Edoras, when the Prince himself is otherwise disposed. He is empowered to speak in Imrahil's name (the so-called Voice of the Prince) where necessary to command respect--yet the Herald has no proper rank in the military chain-of-command. This Office has traditionally been held by the eldest son of the first branch of the House Girithlin. It is exceedingly rare that the Prince's Herald be chosen from any other family--for Naringil First-Herald was the founder of the modern House Girithlin.

Joining

The Knighthood is not for everyone--but it is for the motivated, the talented RPer, the lover of Tolkien's works, and the ambitious. It takes a few months to climb the ladder from Squire to Knight, but it's always an enjoyable process and one that is designed, of necessity, to flesh out your character and to make you, as well, a higher-quality RPer if possible. To join the Knighthood, you must first join a noble family (see +DAHELP NOBILITY). Once this is done, it is important to be familiar with all +GHELP and +DAHELP files, especially +DAHELP KNIGHTS. The Lord of your House will usually prove very helpful in assisting you with a Character History and in setting you up as a Squire.

In the event that you do not gain immediate acceptance into a Noble House, you can join the Men-at-Arms of the City Guard. This is not a direct path to Knighthood, but the most valorous of these fellows have been Knighted in the past for great deeds of courage. In the event that you have any questions, the folks under +DAHELP RULERS-OOC should be glad to answer them.

Dol Amroth's Squires

The rank of squire is that of the eager aspirant who would become a Knight of Dol Amroth. In most cases young and from noble houses, there nevertheless are the occasional older men of humbler origins who have earned a place as a squire due to their valour and service to the Prince.

The squires of the Order of the Swan are divided into two ranks. The player who is newly come to squirehood will be given the rank of White Squire. These men are squire to no paticular knight, but instead are similar to apprentices who have begun learning the first skills of their trade. They are taught the basics of mounted combat, the seven virtues, and the like. Manual labour such as seeing to the Prince's horses is also often demanded of them, to weed out any lingering arrogance and vanity.

The next rank to which the player will advance is that of Blue Squire. A Blue Squire is given into the tuetalage of a Knight of Dol Amroth, and recieves his further and final education under him. He learns the finer points of strategy and tactics, courtly etiquette and many other such things, along with more mundane tasks such as seeing to to maintainence of the Knight's armour and weapons, etc. A Blue Squire is expected to obey his Knight in all things as he would the Prince himself.

Furthermore, squires of all ranks are also expected to further their knowledge in matters such as history, the laws of the land and heraldry, for no Knight of Dol Amroth is simply a plain warrior, but also a man who is well versed in the lore of Gondor. For this reason, members of both ranks of squires will often be found in the great library of Dol Amroth when they have no other duties, poring over the heavy tomes kept therein.

Ithilien's Scouts and Rangers

Rangers of Ithilien

A guerilla force maintained by Gondor in North Ithilien, for the purpose of harassing the Enemy and discomfiting his occupation of that land in the years leading up to the War of the Ring. These forces operated from secret bases prepared some years before on the orders of a farseeing Steward, Turin II.In these later years, the Rangers of Ithilien are led by Turin's great-great-grandson, Faramir, the younger son of Denethor II.

The Rangers of Ithilien are an elite fighting force and therefore closed to brand new members of the Gondorian culture. However new members are accepted periodically.

Denethor himself hand picks his forayers, choosing those folk with family ties long connected to the woods of Ithilien. His son Faramir as a 'Captain of Gondor' leads the rangers and takes a new brother deep into North Ithilien, there the new ranger is lead to their secreted hideaway 'Henneth Annûn' and is outfitted with green garb and fine bows and leather armour. These men of strong Númenórean blood, not mingled as the men of middle Gondor, are tall and strong and proud. With Faramir's leadership they learn quickly, lending camoflague and ambush to good measure.

The role of the Ranger begins with the enemies of Gondor and each man of Ithilien knows these all too well, the many numbered servants of the dark tower border Ithilien to the east and to the south the men of Harad, the southrons. Gathering information along the north and south Ithilien roads the rangers can ambush at will, harraying marauding troops that dare move openly on these routes.

Joining

The Rangers of Ithilien are a restricted group, open only to players by invitation and approval by the senior players of Ithilien. These invitations go out frequently, and a player who has been a member of the culture for an average of 6 months and has shown themselves to be good RPers may be invited to join. Players wishing to eventually enter the Rangers of Ithilien should first apply to the Scouts of Ithilien, the primary pool from which new Rangers are chosen. However, the Rangers of Ithilien reserve the right to invite any member of the culture to join their ranks whether they are a Scout of Ithilien or not.

The Complete Guide to Middle-Earth by Robert Foster

Soldiers of Gondor, Dúnedain descended from the inhabitants of Ithilien. After Ithilien was overrun by Orcs in 2901 the Rangers crossed the Anduin from time to time to harry Sauron's forces in Ithilien. They used various secret retreats, of which the most important was Henneth Annûn. At the time of the WR, Faramir was the Captain of the Rangers. After the WR, the Rangers may have formed the bulk of the White Company. The Rangers wore brown and green camouflage uniforms, with green gloves and masks. They carried spears or great bows as well as swords.

Scouts A diligent force of men from Minas Tirith, the Scouts of Ithilien aid the Rangers of Ithilien in harassing the Enemy. Although the Scouts are not as skilled in the arts of stealth or fighting as the Rangers, they are far more numerous and present a real threat to both the Southrons travelling through Ithilien and the Mordor-orcs who roam its border. The Scouts of Ithilien also maintain close contact with Minas Tirith and periodically report back to the Steward himself.

The Scouts of Ithilien do accept newly cultured Gondorians, but are at times closed to recruiting due to the fact of their large numbers.

Duties I. The primary duty of the Scouts of Ithilien is to diligently watch the borders of Gondor. In order to do this effectively, a Scout must be well versed in the arts of subterfuge and espionage, as well as educated in the cultures and cultural habits of the nations immediately surrounding Gondor.

II. The Scouts of Ithilien will assist the military in the role of archers, and wartime scouts. Reconnaisance missions and enemy raids are considered a part of this duty.

III. The Scouts of Ithilien will assist the Rangers of Ithilien in their ongoing fight against the Enemy. They will maintain watch over the lands of Ithilien and are expected to keep the crossing from Gondor into Ithilien clear for the use by the Ranger Company. Specifics The Scouts of Ithilien are expected to follow the same dress and armour regulations that govern the Rangers of Ithilien, with the exception that they are not permitted to wear the green gauntlets and/or use green fletched arrows, these being trademarks of the Rangers only. Each Scout will be supplied with a Studded Leather Jerkin, a Studded Leather Helmet, and a Studded Leather Shield. All clothing worn should be of a color that would render the wearer sufficiently camoflauged in his environment (ie, hues of green and brown). Over this is worn a cloak, the outer color should again be able to assist the wearer in Ithilien's environment. A Scout of Ithilien also wears the insignia of a Black Tree against a green background. These symbols should be seen on the lapel of their cloak and also on the front of their helms. Each scout will be supplied with their choice of a Longsword or Spear to defend himself or attack with. As he progresses, a Bow will also be made available to him. Once a scout has been issued a Bow, he will then be eligible to be called up to assist the Rangers of Ithilien in ranged fire attacks on the Enemy. Joining The Scouts of Ithilien are open to new members of the culture. There are no prerequisites to entering the Scouts of Ithilien, although generally a small interview is suggested for the purpose of getting to know the applicant. Generally that interview takes place with a Ranger of Ithilien. Due to the large number of Scouts of Ithilien, recruitment into that group is periodically closed in order to allow the other areas of Gondor to grow. After Joining If an individual is accepted into the ranks of the Scouts of Ithilien, he is taken to the secure isle of Cair Andros upon the Anduin where the crossing to Ithilien is hidden. It is there that his training begins, taught in the ways of subterfuge and espionage by the more experienced members of the Scouts of Ithilien. There are times when the Rangers of Ithilien will also frequent Cair Andros, spending time with those Scouts who show potential and furthering their teaching. Weapons training is taught as well as basic lessons on patrolling and forays into the field.

Upon arrival to Cair Andros, a newly recruited Scout of Ithilien is also required to take an oath, swearing fealty to Gondor and to the Steward. Included in this oath are also practical matters such as the secrecy of the isle and the Rangers of Ithilien. Any Scout of Ithilien who is found to have dishonored his oath will be cast from the group, never to return under the penalty of death. Oath Ceremony Any Ranger may give and take a new scout's oath in the following ceremony:

The person giving the oath to the new scout unsheathes his sword and holds it so the point touches the floor and steadies it by holding the pommel. The scout taking the oath comes and kneels on one knee and recites the following oath, while placing his hands on the hilts of the sword.

I swear to uphold the laws of Gondor. To stand steadfast against the hosts of the Enemy. I swear my life and loyalty to the brotherhood of the scouts. To live by their rules and laws and not reveal their dwellings nor that of their allies to any. I swear, under the oath, and judgement of my fellows, to above all swear loyalty to the Steward and serve him willingly till death.

This is answered by the one taking the oath, with these words:

I hearby take this Oath from you, witnessed by my brothers, and in return I will keep faith with thee, brother to brother, through life unto death.

Pelargir's Navy

Gondor's Navy

The history of Gondorians at Sea is long and illustrious, and goes back to the time of Numenor. The Dunedain of the Isle of Numenor were mighty mariners, possibly the greatest that have ever been upon this Arda, and they sailed their tall ships to many places near and far. And they came to Middle-earth and taught many things to the lesser men there, and they built great havens, some of which being Pelargir and Umbar. But it was the Sea that led eventually to their demise, for they forsook the Oath of their forefathers and sailed into the West to the land of Aman, where they were forbidden to go by the Valar. In recompense, the seas arose to engulf Numenor and it was lost, but those of the Faithful who survived sailed into Middle-earth and founded the kingdoms of Gondor and Arnor, and they were led by Elendil and his sons, Isildur and Anarion.

The line of the Ship-kings of Gondor did not begin until the reign of Tarannon, the twelfth king, who built great navies and extended the sway of Gondor along the coasts west and south of the Mouths of the Anduin. He took the crown of Gondor in the name of Falastur, 'Lord of the Coasts'. It was Earnil I, his nephew, who rebuilt the haven of Pelargir upon Anduin, and who laid seige to Umbar and took it. The last of the Ship-kings was Ciryaher son of Ciryandil who took the crown in the name Hyarmendacil, 'South Victor', after utterly defeating the men of Harad in battle.

Though the great Ship-kings are no more, and the city of Umbar lies now in the hands of the evil Corsairs and men of Harad, the tradition of maritime greatness continues in Gondor, and Pelargir upon Anduin is center of the mighty Navy. The ships of Gondor do not sail far in these dark times, for there is ever the threat of war with the Corsairs, the pirates of the south, but the Bay of Belfalas is their domain, straying even at times into Belegaer, the Great Sea, though they do not go far into these strange waters.

Pelargir

The home port for the Gondorian Navy is Pelargir upon Anduin, fourty-two leagues south of Minas Tirith. The city was built in the year 2350 of the Second Age by the men of Numenor, and it was chief of their havens upon Middle-earth, and when the darkness came to Numenor, it was chief haven of the Faithful. After the Downfall, the ships of Isildur and Anarion came to Pelargir, and there did the Faithful first come to Gondor as exiles. And yet they went north and founded the city of Osgiliath and Minas Anor, and the haven of Pelargir was, for the most part, deserted by men.

But during the reign of Earnil I, nephew of Tarannon Falastur who was first Ship-king of Gondor, the city of Pelargir was rebuilt, and a great Navy was ordered there, and the city became a strong place. When the Kin-strife came to Gondor and war was afoot, the sons of Castamir the usurper retreated with those who would follow him to Pelargir, for there it was that Castamir had purposed to bring the seat of the king's, for he cared only for the fleets. The army of Eldacar besieged Pelargir, but he had no fleets, and so the sons of Castamir escaped by sea and fled to Umbar, and Gondor was ever at war with that city.

In the year 1634, the Corsairs, led by Angamaite and Sangahyando, the sons of Castamir, attacked and ravaged the city, and Minardil the King was slain. But the city was rebuilt, and from then onwards has remained a strong place of many men and ships. Folk there are unlike the Dunedain who dwell in Belfalas and Anorien, for the blood is there mixed with the folk of Harondar in the south, where men are swarthy with dark skin. But still some of the Dunedain remain there in the south, usually men of power and high regard.

Note: Though the home port for the Navy is at Pelargir, the city is now closed to RP. This is due to a lack of people to populate the city. The ships will therefore go where the RP is, be it to Minas Tirith or Dol Amroth, so the Sailors will always have people to RP with.

Rankings

Rankings in the Gondorian Navy are based on a long honored tradition. Each of these men are fully trained and expected to be ready to conduct long term maritime voyages. Rankings are as follows:

Admiral - The Admiral is the Commander-in-Chief of all naval operations who is only answerable to the Steward of the Realm or one of those representing him. This position is a very powerful one and cannot be taken lightly. The traditional dress uniform for the Admiral is a dark purple vest and hat. His symbol - The Albatross.

Captain - Captains are commanders of single ocean going vessels. Vessels can range in size and power though it is commonly held that the Alcarondas is the Capital ship of the Gondorian Navy. The Captain of that vessal therefore is held in high esteem. Duties of the Captain entail the keeping of the log and the overall security and disposition of the particular mission of the ship. The traditional dress uniform for the Captain is a navy blue jacket with purple trim. His symbol of rank is the Osprey.

Master - The holder of this rank is second-in-command of a single ocean going vessel. Duties include the inspecting the ship, maintaining discipline in the crew, and work assignments. The Master's traditional dress unfirom is a navy shirt with white trim and pleated breeches of the same colour. His symbol of rank is the Dolphin.

The Pilot - The Pilot is third in command of the sea going vessel and is in charge of navigation of the ship. His duties entail being fully familiar with the course in question providing himself with the necessary journals, logs and ruttiers to accomplish the trip. In addition, the Pilot cannot be forced to sail into passes or otherwise other waters that may put the ship in danger. The traditional dress uniform of the Pilot is a purple buttoned shirt with billowing sleaves and white pants. His symbol of rank is the Silver Seahorse.

Mate - The Mate is fourth in command of the Ocean-Going Vessel though while the pilot may precede him in rank, the chief mate is to take the place of the Master under sickness/absence. The Mate is in charge of provisions to the crew, checking the riggings and hull and the frame of the vessel. The Mate may have under him a squad to carry out these orders. The traditional dress uniform of the Mate is a maroon buttoned shirt with white pleated pants. The symbol of rank for the Mate is the Crab.

Yeoman - The Yeoman is the common seaman on the Ocean Going vessel. Duties include the daily maintenance of the Ocean going vessel and all duties therein that may be delegated by his commanders. The traditional uniform of the yeoman is a white buttoned shirt with matching cap and pleated black pants. The yeoman's symbol of rank is the Little Gull.

OOC Note: New members of the Gondorian Navy will be enlisted at the Rank of Yeoman. Promotions to higher positions will be based upon contribution to the culture in such areas as Role-play quality, connect time, helping new players and contributions to any TP's.

Marine Lieutenant - The holder of this rank is second only to the Captain of the vessel upon which he rides. He commands and cares for the marines under him and is responsible for helping the captain plan assaults on land objectives, raids, or attacks on other ships. He leads the marines when they go into combat as well. He doubles also as Quartermaster assisting the Mate in his duties when at sea. His uniform is similar to a Masters. A Navy shirt with whit trim and pleated breeches of the same colour. His rank symbol is a sword crossed behind a Dolphin.

Marine Sergeant - Next in command beneath the Lieutenant, the Sergeant is glue of a Marine unit. Gruff and tough he is in charge of discpline of the Marines and oversees the carrying out of the Lieutenants Orders. Selected for their skill with weapons as well as leadership ability, the Sergeants are also responsible for overseeing the training of the Marines during the long sea voyages. He also makes sure all equipment is ready before any action and assists the Lieutenant during battle in commanding the Marines. His uniform is a maroon shirt and white pleated pants. His symbol is a sword crossed beneath a crab.

Marine - The Marines serve as Pelagir's first line of defense. Hard bitten men the Marines are both crew and fighters aboard the Navy's ships. Serving to allow the vessels to enact raids, beach landings and ship to ship combat, the marines are specially taught fighting techniques for sea fighting. Typically the marines make up about half the crew of any Naval vessel and spend their time between action as sailors and in keeping their equipment in good repair. Their uniform is a white buttoned shirt and pleated black pants. Their symbol is a sword crossed by a Gull.

All Marines wear knee high black boots that are kept in good repair, unlike many of the sailors. The soles give excellent traction on decks and protect the Marines from the worst of the oceans ravages.

These rankings are non-military in nature but it is common for all ocean going vessals to have them:

Cook - The Cooks duties entail the provisioning of men with food. Maintaining victual and water supplies as well as keeping a journal of money spent on food and rations. The traditional dress uniform of the Ships Cook is a purple apron with black pants. The symbol of the Cooks office is the Flounder.

Surgeon - The Ships Surgeon is the healer. Duties of the surgeon entail providing adequate care for the ships personnel as well as maintaining an adequate supply of all medicines and other leachcraft. The traditional dress uniform of the Surgeon is a light blue vest. The symbol of office is the Seal.

Non-Military Positions

     Non-military positions may or may not be linked to a particular physical area. For example merchants and healers could naturally be found in any of the great cities.
     The following is a listing of possible non-military positions:
     Merchant
     Healer
     Smith
     Brewer/Winemaker
     House Noble
     Diplomat
     Bard
     Herald
     Messenger
     Servant
     Jester
     Farmer
     Herder/Shepherd
     Fisherman
     Forester
     Herdsman
     Tavern Keeper
     Guild Member
     Craftsman


     You are not limited to the suggestions above. If you have another in mind, contact a local admin with your idea.

Links and Logs

GMOTD Log

June 11th 2011: It is a dark time for Gondor. The Knight-Herald, Lord Arathis Isilirim, is lost on his mission to the North. The details of it are unknown, but Prince Imrahil has not been seen in public for many months now. Rumors of a growing clamor for war with the South come from Dol Amroth.

And even while they do, a strange visitor from Harad arrives in Pelargir. A Haradrim named diplomat of Farside Tower arrives and requests an audience with the Steward. Denied, this Yildirim is instead offered a meeting with the Council of Lords in Minas Tirith, his purpose still yet unstated. Yildirim has trekked north to Minas Tirith with the group of Arathis' Knight that went missing for some months and only recently returned.

Meanwhile, enemies push at Gondor's borders in the East, and threaten their seas to the South. Even in the heart of Gondor itself, rumors of a company of woodsmen terrorizing the roads come to the ear of travelers up and down the South Road and beyond.

Gondor's walls of stone and the will of its men are chipped and cracked, but they hold still. But for how long for one day... both shall break.

Sadly, didn't update this entry for a while until... Mon Sep 24 16:54:40 2012

  • DOL AMROTH: The orders came swiftly and the muster swifter still. For within a night and another day, the Knights Marshall and Herald, along with three and twenty of their Order, with Squires and a score of Men-at-Arms, assembled and issued forth from the Gates of the Prince's City. Their duty, as delivered by that Prince, was to reinforce the Chapterhouse in Minas Tirith and add further strength to the Steward's battle against the Pretender and his allies in the East.
  • MINAS TIRITH: Under orders from the newly-appointed Lord Marshall Phallanath Mormegil, Helchir Lord Cuthalion, himself now Lieutenant Marshall to the Steward, has carved his way South through Lebennin and ultimately through the port city Pelargir itself. In his path, it is whispered that he seeks and finds those loyal to the Black Company and to the Pretender King of Gondor. What of the fate of those he discovers? Few can say for sure; or would, even if they knew.
  • ANDRAST: While the central lands of Gondor are torn by strife and the eyes of the mighty are turned to Minas Tirith and Lebennin, or to Dol Amroth still troubled, there come now rumours from the remote Anfalas, where lies the outermost cape of Andrast. Whispers of dark ships at sea, fires in the night, blood, shadow, and Royalist flags raised while those loyal to Gondor and the Steward are torn down. Some say that the power of the Pretender King, having lain dormant since the seizure of Tolcrist in anticipation of its moment, has arisen again. (http://bit.ly/FPMNSv)
  • MINAS TIRITH: Whether by fear or by loyalty, many from Lebennin now find themselves drawn to Minas Tirith. They carry the same tale: of riders in the night and the day, of conflict, of strife and tears and blood. They arrive uninvited and with little currency to the inns, to the taverns, to wherever they might find a bed and a night's peace.
  • ANFALAS: What was once rumor has now reached Belfalas with the full-force of bloody truth. In Anfalas it is known that Aearon Maglorion, the Lord of Andrast, has openly declared for the Pretender and gifted him the port of Haerlond. Thusly granted landfall onto Gondor proper, Ar-Gimilkhor has moved swiftly into Anfalas, thereby meeting only a hastily-assembled resistance at the banks of the Lefnui. The Battle of the Banks, as it is now known, saw the Pretender's strength overwhelm that of the token forces of the remaining lords of Anfalas. The Royalists, King's Men and newly-conscripted spearmen from Harondor now find themselves outside Orchallond, stronghold of the Anfalas Bragollach, where they bring siege to that house's keep. (http://bit.ly/Jht00X)
  • MINAS TIRITH: Perhaps an edict has been issued; but if so, none know of its specific commands. Only that the Hosts of Tirith have ushered the newly-arrived denizens of Lebennin not to the stocks or back into the fields but instead onto the Narrow Court, where they have brought a blustery market into the otherwise laughterless expanse. Some have taken up in the houses, if they are to be taken in. Others are content with the streets. But all who visit, those noblemen and women, gossip-mongers and even the military, speak of a liveliness the likes of which has ne'er been seen in those parts.
  • MINAS TIRITH: A company of black-cloaked swordsmen have stabled in the capital. They are said to be the last of the dour hunt for royalist Bragollachs following Amroth's defeat at Tolcrist and the taking of Erech, which is now held by the Isilrim of Lamedon. Among their number are also partisans from the northern fiefs, banded to the hunt's head, Arathis. Although none bear a sigil, they pass freely through the Way of Kings, often packing crates down from the White Tower into the stables.
  • MINAS TIRITH: A name held in infamy has surfaced again, his treachery at last unmasked and held to consequence. On that very Narrow Court, home to immigrants and peasantry, was found Varian Vinyatar, once of the Council of Pelargir, once also known by the mask of an owl, but altogether acknowledged as a foe of Gondor. Arrested by the Steward's Men, those servants of justice, he awaits judgement.
  • DOL AMROTH: Banners, banners and banners more! From the Prince's white walls issued forth a contingent of men of such a number not seen since the muster for Caldur's assault. Those banners: star-rayed, four and six, blue and burgundy, Isilrim and Girithlin; the flower of House Dairinzil, gifted the valley of Gwalothris; the spear-crossed river of the Telamarth; an eagle soaring above the sea, for the Lords of Tolfalas have pledged men here too; there is Telpekhor, three mullets atop a vert and the golden willow of Hlorithain; and there is Bragollach, the crimson fire that stokes the heart of Amroth. Yet higher than all these are the brilliant whites and brightest blues! The Ship, the Ship, and the Swan, the Swan! Amroth, west, Amroth, to war!
  • ANFALAS: Rain falls, and the night is dark. Mounted riders come to the gates of starved Orchallond and there they meet two from within, pale and thin. Words are exchanged while hostilities are restrained, yet both withdraw. And what follows, or so the survivors say, was fire and blood, hammer and steel, busted gate and skewered heart. Valiant are the fires of Bragollach, yet if rumors are to believed, Orchallond held only so long. Orchallond, conquered, its valuable port seized and its Lord taken. Another victory, another defeat. The Pretender looms upon the horizon.
  • MINAS TIRITH: Whispers and reports seem to have made their way to the seats of those of power in Minas Tirith of the acts of vandalism and gore by the hillman Usul. No warrants were called, nor public outcries made. No detentions or comments on his acts. Only his name has been marked barred from entry on streets higher than the Way of Kings. Able to return to Minas Tirith is still Usul's right, but not all of it will be made open to him.
  • LAMEDON: The White Tower, it would seem, has at last levied its contribution to the western war; for one thousand men, bannered as the illustrious White Tree and Raven companies, have by quick march left the garrison at Osgiliath and arrived at Calembel, joining there the growing muster of Lamedon. At their head rode Arathis; and though their battle is yet unknown, the Isilrim captain, for some years absent from the Marble City, has recently been seen at council within the citadel of the Prince. Tue Jan 29 22:19:47 2013
  • EDHELLOND: It was but a matter of time before the Swan-Knight's withdrawal back within the confines of Dol Amroth reverberated upon the landscape of Gondor; and it took the Pretender not long to move upon Edhellond, where he found the Lady Miyathel's sharp tongue left as its only defense. She and hers were given free retreat to Dol Amroth but the ancient elven haven now stands as but another conquered port on Ar-Gimilkhor's route to the throne of Gondor. Thu Jan 17 21:30:45 2013
  • MINAS TIRITH: Whilst meetings between the Knight-Herald Calimendil and the Steward and his advisors swing through months now, there comes at last command from the Knight tasked with the garrison within the city. News spreads quickly: all but a handful have been recalled to the gates of the White City. To march out, through Pelargir and on to their ancestral home in Belfalas. Thu Jan 17 21:28:13 2013
  • ANFALAS: Amroth's defenses were bolstered by the arrival of some two thousand men under the banner of Hir Elphir, Crown Prince of Dol Amroth. What is left unsaid, what worms in the minds of those that saw the young Knight approach his father's citadel, is the fate of the lands between Orchallond and Dol Amroth, Edhellond included, which are now without protection. And of Pinnath Gelin, bolstered by the return of her Lord, but some few thousands against the neighboring forces of Ar-Gimilkhor, Lord of Andrast and now surely Lord of Anfalas too. No longer is there laughter at this Lord and each day that passes further ridicules those who cling to the hope that he is merely 'Pretender'. Wed Nov 21 21:53:17 2012
  • ETHIR ANDUIN: With much of the Anduin fleet supporting the war effort in the west, it is with some alarm that many small black masted ships have been spotted around the fenlands. Wed Nov 21 21:48:27 2012
  • LEBENNIN: The river lands have been a place of darkness and confusion as the Lord Marshall's forces press west in open conflict with any lords formerly aligned with the Vinyatar, in friendship with the rogue Rhunedlin, or suspected of fealty to the Pretender. In every town and village, persecution of Royalists by Steward's Men proceeds with extreme prejudice. Wed Nov 21 21:47:42 2012
  • ANFALAS: A green-clad messenger arrives by horseback in the middle of the night. And by morning, some three thousand soldiers under Lord Hirluin marched away from the camp of Prince Imrahil's eldest son to tend to their homestead. Hard decisions lie ahead. To stay and fight, or to flee. Wed Nov 21 21:46:36 2012
  • PINNATH GELIN: Barely had the night's dark blanket settled itself upon the hills of Pinnath Gelin when there appeared a host of Southrons nigh upon the walls of Nan Eirin, ancestral home of storied House Telpekhor. And with such suddenness, soon the insides of the fort were ablaze, the keep's defenses turned to quenching the fires and by morning much of Nan Eirin lay upon the hills of Pinnath Gelin as nothing more than ash. Wed Nov 21 21:44:55 2012
  • ANFALAS: No war parties have yet issued forth from the forces of Ar-Gimilkhor, yet the lands to the west of the Keep that the "King" holds now suffer: Small raiding parties move out from the Keep under cover of darkness and plunge far into the lands, burning the homes and holdings of noblemen. (http://bit.ly/RzTxIs) Wed Nov 21 21:43:57 2012
  • ANFALAS: Whilst her banner twists at weakness and rips at treachery, Amroth does not flag. An expeditionary force was launched from Orchallond to probe into the heart of Pinnath Gelin; yet there it met not only the green men of its Lord, Hirluin, but also Prince Elphir and his Order. And there Alphros' forces were stopped, their King informed of the task that now lies ahead. "The Ship, the Ship, the Swan, the Swan," they cry. Such are the words of their foe, reported with trepidation. Wed Nov 21 21:42:04 2012


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