The Fourth Age of Arda has begun, and with it disarray runs throughout the expansive regions of Middle-earth. A month has passed since the end of the War of the Ring, when the Hobbit Frodo Baggins thrust the One Ring into the fires of Mount Doom, and many events are occuring throughout the land. King Aragorn, now known as Elessar, has unified the kingdoms of Gondor and Arnor and is preparing to repair the north-west of Middle-earth to a position of glory and propitiousness; however, some of the men of his Reunited Kingdom have not yet finished with the dark forces they recently finished warring with.
Sauron has fallen, and with him Mordor's devestating power over much of the continent - yet the landmass of Mordor remains, and so too do several personas prowl the land with rapacious intent. The throngs of Orcs - once Elves, twisted by the Dark Lord Morgoth - have been culled after their defeat at the Battle of the Pelennor Fields, among other conflicts of the War of the Ring, and the destruction of Barad-dûr due to the blazing onslaught of Mount Doom. However, the Orcs still live, though in lesser numbers - and the powerful, prominent Orcs are already gathering their forces. Other factions have arrived in Mordor's vicinity, hungry for power: the Variags of Khand and the Southron Haradrim to name a couple. The lack of Orcs in the sea-side prison Thaurband instigated a mass revolt by the human slaves inside. The humans now occupy the reinforced site, but enemies are never too far away. The Orc Hunters, departing from Minas Tirith with the fire of battle still fuelling their hearts, aim for the remaining forces of Sauron with unrelenting courage.
Though a physical throne no longer exists, the various assemblies and warbands look onto Mordor as a kingdom anticipating it's new ruler, but only one can succeed to rule Mordor - and the others will be left as decaying corpses at the foot of the victor.
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The Premise
Mordor, in the wake of Sauron's defeat, is still a vast land filled with massive and intimidating fortifications. It remains impregnable from the outside, and it is still filled with tens of thousands of rambunctious Orcs. No longer united by a single leader, all of Orc-kind has dissolved into a number of Warbands based out of each of Mordor's most prominent fortifications, and now wage a civil war to determine who will ultimately rule over Mordor. Each poster will play as an Orc Warband based out of a specific stronghold, each possessing a unique mix of strategic resources and localized advantages and disadvantages. Your ultimate goal is to seize control of every Orc Warband by means of war, diplomacy, or other means - and to rule over the new throne of Mordor as its ruler. This shall not be an easy task, for the opposing Orc Warbands are but one of your worries.
Prominent Concerns: Thus far, every Orc Warband has managed to survive off of stored provisions within each stronghold, and has enough supplies remaining for several weeks. However, eventually they will need to find a way to procure food and drink. The fields of Nurn and the island sea of Nurnen are the only source of clean water and crop food in all of Mordor, which presents several logistical problems for each Warband. Additionally, some warbands are cut off from most of Mordor either by Pyroclastic flow from Mt. Doom or else by narrow passageways, once guarded by erstwhile allies, now guarded by opposing Warbands. Alliances of necessity may be required in order for your Warband to survive, if they cannot find alternate means of fulfilling their needs and pursuing their agenda.
- No Metagaming, a group cannot possible know that another group is about to ambush them unless exposition for knowing is provided. - No Godmodding - There's no way a handful of Orcs can beat a larger army, unless very specific circumstances arise involving terrain, morale etc. - Keep it lore-appropriate: You obviously can't have an Orc named 'Robert' and you would never randomly dig up deus ex machina weaponry from the ground. - Advanced-level writing is encouraged if not required. No three-line posts, and please do all the spell-checks you can before posting. - Stick to the boundaries set by the resource system. - Only roleplay as groups who would be in and around Mordor at the time. We will deal with other regions in future roleplays in the series. - Enjoy!
For the purposes of the RP, assume the following points are all true. -All rings of power, palantiri, and artifacts predating the second age have all either been destroyed or lie beyond Mordor's borders. The only exception to this rule is ancient Elven Blades. -Shelob and all other descendants of the Ungoliant have fled Mordor post-eruption. There are no more giant spiders in Mordor. -Magic is a power wielded only through the use of Valar or Maiar artifacts or through being a Valar/Maiar. Orcs, Uruk, and Goblins are neither. Therefore none of them may use magic. -Pyroclastic flow from Mt. Doom has rendered much of the Gorgoroth plains as well as the passage of Isenmouthe and the Udun vale intraversible and inhospital. -The eruption of Mt. Doom has flooded most underground tunnels and caverns with lethally toxic fumes and gasses. Only Goblins can survive and work in these conditions. -Each Orc Warband constitutes an average of some 5,000 Orcs who are capable of fighting. Many more are slaves who dwell in the surrounding lands. -Most Uruk were killed by the collapse of Barad-dur, where most of them were stationed during the war of the ring. You may have a few Uruk main characters, but do not go overboard with it
Regions: Udun: The mountain vale directly beyond the Black Gates, preceeding the passage of Isenmouthe. Included many separate forges and orc-holds during the War of the Ring, they are now cut off from the rest of Mordor due to blockage of the Isenmouthe passage. Gorgoroth: Described as the center of Mordor where most of its armies were based, South of Barad-dur ruins and Mt. Doom. Described as having never had any form of plant life and always being covered in volcanic ash. Nurn: The center of all agriculture in Mordor, a semi-arid region containing fertile plains and vales, also host to an inland freshwater sea. The armies at Gorgorth received most of their water rations directly from here and it stands to reason most of their bread and food was made here as well. The Sea of Nurnen is described as being fed by several rivers, and apparently long irrigation channels exist here as well. Lithlad: Described as a vast plains area Southest of Gorgoroth and Nurn, covered in light ash and suitable dry-land farming. Little more information on this region exists. Eastern Desolation: The Easternmost area of Mordor, described as absolutely barren. Contains a single passage through the Mountains that the Variags and Haradrim used to come into Mordor by land. Ered Lithui: - Known as the Ash Mountains, this range makes up the northern barrier of Mordor. Ephel Dúath: Known as the Outer Fence, this range makes up the southern and western mountains of Mordor. Mithram Spur: A prominent mountain ridge in Northern Mordor to the East of the Gorgoroth plains, where several prominent Orc strongholds are located.
Warband Name Here
Stronghold: Which fortification in Mordor does your Warband control and base its operations in and around? Describe any significant or notable changes to its structure or layout that are not mentioned in the canonical descriptions. When deciding which Stronghold you want, choose from the list of available strongholds in the tab below.
Who has final word and power within the Warband? Describe them in brief here. Warband Leaders may be Uruks, Orcs, or Goblins - and rank hath its priveleges. It would not be unreasonable to say that they are in possession of unique weaponry or specialized equipment other individuals might lack.
Describe your Warband and its history in brief here. Tell us how it came to form after the war of the ring and the fall of Barad-dur, and what its current influence, hierarchy, structure, and agendas are like.
What specific resources does your Warband possess? Include a brief description of how your Warband acquired most of its assets. For details concerning resource allocation, see the Resources section below the nation sheet template.
Many strongholds are located in disadvantageous positions now that the Warbands are fighting one another rather than Gondor. Others are lacking in critical resources, or face a myriad collection of other problems. What is the current state of affair and plan for your Warband in regards to their problems?
The Black Gate: The largest fortified structure in all of Arda, the Black Gate is considered impregnable to any form of conventional assault. It houses a large number of forges and barracks and is a township unto itself in conjunction with the Towers of the Teeth. However, the Black Gate is currently cut off from most of Mordor by pyroclastic flow from Mt. Doom completely blocking passage through the valley of Udun and Isenmouthe, leaving only the tr eacherous mountain route of Durthang as the sole means of accessing the rest of Mordor by foot.
Durthang: Located in the Northern Mountain range overseeing the obstructed mountain passage of Isenmouthe. The Durthang fortress route is the sole remaining surface passage of safety between the plains of Udun, the Black Gates, and the rest of Mordor (by route of Cirith Ungo as well as by a treacherous network of tunnel systems and passagesl). Many Orc survivors of the final battle of the War of the Ring fled here when they routed.
Minas Morgul: The sister city of Minas Tirith, this massive fortified city now safeguards the only remaining valley passage through Cirith Ungol and into Mordor. In the absence of Barad-dur, Minas Morgul is the largest remaining stronghold of Orcish power in all of Mordor, but is also separated from the interior by Cirith Ungol.
Cirith Ungol: A large mountainside fortress and barracks at the head of the valley passage through the mountains of the same name, Cirith Ungol serves as as a central hub of power for the Orc race across all of Mordor, being central to routes leading to Minas Morgul, Durthang, Nargroth, and Thaurband. It controls a large stretch of the narrow Cirith Ungol passage, watched over by many watchtowers and fortifications, interwoven by bridge networks and cavern systems.
Seregost: Located on the Northwestern ridge of the Mithram Mountain Spur, Seregost is the only Orcish stronghold intact that looks over the Gorgoroth plains.
Nargroth: Located at the tip of the Mithram Spur, Nargroth overlooks a great deal of the Gorgorth plains as well as Nurn.
Thaurband: A dam and fortification upon the Rul river that fed into the inland sea of Nurnen from the West, which has since dried up due to the eruption of Mt. Doom. Thaurband also served as a major Orc town and prison, and was notable for its particularly large population of slaves in the form of Men. The Human population has revolted and taken over Thaurband, and is therefore an NPC faction not available as an initial stronghold.
Each Orc Warband starts with 10 (ten) resource allocation points to spend on the following resources. Each Warband can earn more points as the RP progresses.
Lesser Drakes: Although their breeding population in Mordor is dangerously thinned out, there remain just enough lesser Drakes to create a viable force. Drakes are massive and powerful creatures, able to overpower even trolls and great eagles in combat- but they are also voracious eaters and have unstable temperaments, liable to lash out at their handlers and requiring tons of fresh meat to keep sated. Because of the small number of Drakes left they must be carefully protected least they become extinct within Mordor itself. 2 for 3 (a breeding pair essentially).
Demi-Trolls: Animalistic and simple-minded Trolls bred by Orcs for use in labor and war. They possess tremendous strength but are also profoundly stupid, and can only be directed through use of pain and food. 5 for 2.
Wargs: Large intelligent wolves used as cavalry by Mordor, Wargs have a longstanding kinship with Orcs. Viciously strong, agile, and powerful, they are moderately cunning and loyal as well. 20 for 1.
Uruk: A perfected (some might say even further corrupted) race of magically altered Orcs, Uruks are stronger and tougher than both Orcs and Men, and are infamous for their beserker rage-states. 100 for 1.
Orcish Chirurgeons: Orcs possess more sophisticated, if less ethical medicine than both Elves and Men - Orcish Triage teams can distribute numbing draughts during battle and save those on the brink from death. One team of 5 for 1.
Goblin Slaves: Having acted as slaves for Orcs since before the third age, Goblins are extremely adept at working in unsafe environments - particularly the underground tunnel network of Mordor, currently flooded full of toxic volcanic gasses. They are also easily intimidated and pliable to authority, making them unlikely to rebel. However, there are not as many of them around as there used to be and they simply just are not as capable as men or orcs in many regards. 125 for 1.
Human Slaves: Men are plentiful in number and are just as capable as Orcs in most things, but unlike Goblins they cannot traverse the toxic underground, cannot survive in the same working conditions and are much more prone to rebelling against their masters. 200 for 1.
Orcish Warbands of Mordor Haradrim of Harad Variags of Khand Human Slaves in Thaurband Orc Hunters from Minas Tirith Corsairs from Umbar Easterlings from Rhûn
I'll be playing as the 'Orc Hunter' NPC faction. I'll mostly be running around causing various serious (but not insurmountable) problems for all the Orc Warbands to contend with.
Stronghold: Caran Little alteration has been done specifically to the fortifications of Caran since the end of the War of the Ring. The warband of Raugz Sorr has begun digging several irrigation canals on the western side of the river Caraduin, just north of the river’s entrance through the stronghold. These canals are intended to service the newly planted crops on the western banks of the river. Yet, the canals also serve a dual purpose. If attackers should approach Caran from the west, the floodgates of the stronghold can be closed, resulting in flooding along the canals and the fields they irrigate.
Commander: Nakgu the Hammer A Black Uruk born of Mordor, Nakgu is an accomplished Warg rider, tactician, and warrior. He is slightly larger than most Black Uruks, standing just over 6’ in height, making his appearance more akin to the Uruk-hai of Isengard. His skin is dark and mottled, and his hair is shaved into a long mohawk, braided into dreadlocks. In combat he wears only black leather trousers, heavy woven leather boots, and a modified Uruk berserker helm. His main weapon is a large, spiked war-hammer named Goltur. As a secondary weapon, Nakgu carries a dagger fashioned at the small of his back. He also rides a gray Warg named Krual.
Description: Nakgu escaped the fate suffered by many of his brethren by having been located south of Nargroth when Barad-dûr fell. An excellent Warg rider and handler, Nakgu and several other Uruks had been sent towards Thaurband to gather the remaining orc bands garrisoned there to bolster the forces of Mordor against the advancing armies of men following the Battle of the Pelennor Fields.
At the time of Sauron’s destruction, Nakgu and his newly marshaled band of orcs were just departing for Udun. Without the Dark Lord, Nakgu knew that the time of orc unification within Mordor was over, and that survival was to be found in the vacuum of power that remained. Seizing his opportunity, Nakgu utilized inspiration, subterfuge, and fear to lead his band to the stronghold of Caran. Arriving there, Nakgu lead his band against the small garrison of orcs, goblins, and men that yet remained. The battle that ensued was short, with many of the garrisoned orcs surrendering to Nakgu and his newly formed warband, Raugz Sorr.
In the aftermath, Nakgu declared Caran the seat of his power, and set out to improve Raugz Sorr’s disposition therein. With the plains of southern Lithlad at their fingertips, Nakgu ordered the planting of crops along the banks of the Caraduin river, as well as the construction of several prominent irrigation canals on the western shore.
Organization: Raugz Sorr is divided into four main bodies, with each of these being controlled by one of Nakgu’s trusted Uruk lieutenants. These lieutenants form a small council of advisers, known as the Oborr, which meet regularly with Nakgu to decide matters facing the warband.
-Kalors (Warg cavalry): Headed by Nakgu’s right hand, the Uruk, Xuag. The Kalors are a small unit of Warg riders that are mainly used as outriders and scouts to defend Raugz Sorr territory when not deployed in open combat.
-Ushtar (Army): Headed by the Uruk, Kurdan. The Ushtar is the main body of the Raugz Sorr. It is comprised of a small group of Uruk, as well as traditional orc units of swordsmen, pikemen, and archers.
-Girmus (Scouts): Headed by the Uruk, Woglug. Used as skirmishers and scouts, the Girmus assist in the protection of Raugz Sorr held lands. In combat, the Girmus is utilized to harass and gather information on enemy movements and dispositions.
-Nudertog (Civic corp): Headed by the Uruk, Silge. The Nudertog comprises the non-military arm of the Raugz Sorr. It is made up of slaves, and their handlers, as well as any orcs unfit for combat. The Nudertog is used to build structures, repair fortifications, farm, and handle any other labor tasking not given to the rest of the warband.
Resources: WIP
Agenda and Concerns: The lands held by Caran hold promise in the form of agriculture. With its location at the intersection of the river Caranduin and the Sea of Nurnen, Raugz Sorr is in possession of vast stores of fresh water. While the flow of the river has been tainted by the eruption of Mount Doom, construction still proceeds apace on the irrigation canals necessary to facilitate viable crops. The securing of a consistent supply of food and water is Raugz Sorr’s primary goal following the fall of Sauron.
Resource Allocation: Wargs: 4 Points (20 total Wargs) Uruk: 2 Points (≈200 Uruk) Orcish Chirurgeons: 2 Points (2 Teams) Goblin Slaves: 1 Point (≈125) Human Slaves: 1 Point (≈200)
Stronghold: Caran Little alteration has been done specifically to the fortifications of Caran since the end of the War of the Ring. The warband of Raugz Sorr has begun digging several irrigation canals on the western side of the river Caraduin, just north of the river’s entrance through the stronghold. These canals are intended to service the newly planted crops on the western banks of the river. Yet, the canals also serve a dual purpose. If attackers should approach Caran from the west, the floodgates of the stronghold can be closed, resulting in flooding along the canals and the fields they irrigate.
Commander: Nakgu the Hammer A Black Uruk born of Mordor, Nakgu is an accomplished Warg rider, tactician, and warrior. He is slightly larger than most Black Uruks, standing just over 6’ in height, making his appearance more akin to the Uruk-hai of Isengard. His skin is dark and mottled, and his hair is shaved into a long mohawk, braided into dreadlocks. In combat he wears only black leather trousers, heavy woven leather boots, and a modified Uruk berserker helm. His main weapon is a large, spiked war-hammer named Goltur. As a secondary weapon, Nakgu carries a dagger fashioned at the small of his back. He also rides a gray Warg named Krual.
Description: Nakgu escaped the fate suffered by many of his brethren by having been located south of Nargroth when Barad-dûr fell. An excellent Warg rider and handler, Nakgu and several other Uruks had been sent towards Thaurband to gather the remaining orc bands garrisoned there to bolster the forces of Mordor against the advancing armies of men following the Battle of the Pelennor Fields.
At the time of Sauron’s destruction, Nakgu and his newly marshaled band of orcs were just departing for Udun. Without the Dark Lord, Nakgu knew that the time of orc unification within Mordor was over, and that survival was to be found in the vacuum of power that remained. Seizing his opportunity, Nakgu utilized inspiration, subterfuge, and fear to lead his band to the stronghold of Caran. Arriving there, Nakgu lead his band against the small garrison of orcs, goblins, and men that yet remained. The battle that ensued was short, with many of the garrisoned orcs surrendering to Nakgu and his newly formed warband, Raugz Sorr.
In the aftermath, Nakgu declared Caran the seat of his power, and set out to improve Raugz Sorr’s disposition therein. With the plains of southern Lithlad at their fingertips, Nakgu ordered the planting of crops along the banks of the Caraduin river, as well as the construction of several prominent irrigation canals on the western shore.
Organization: Raugz Sorr is divided into four main bodies, with each of these being controlled by one of Nakgu’s trusted Uruk lieutenants. These lieutenants form a small council of advisers, known as the Oborr, which meet regularly with Nakgu to decide matters facing the warband.
-Kalors (Warg cavalry): Headed by Nakgu’s right hand, the Uruk, Xuag. The Kalors are a small unit of Warg riders that are mainly used as outriders and scouts to defend Raugz Sorr territory when not deployed in open combat.
-Ushtar (Army): Headed by the Uruk, Kurdan. The Ushtar is the main body of the Raugz Sorr. It is comprised of a small group of Uruk, as well as traditional orc units of swordsmen, pikemen, and archers.
-Girmus (Scouts): Headed by the Uruk, Woglug. Used as skirmishers and scouts, the Girmus assist in the protection of Raugz Sorr held lands. In combat, the Girmus is utilized to harass and gather information on enemy movements and dispositions.
-Nudertog (Civic corp): Headed by the Uruk, Silge. The Nudertog comprises the non-military arm of the Raugz Sorr. It is made up of slaves, and their handlers, as well as any orcs unfit for combat. The Nudertog is used to build structures, repair fortifications, farm, and handle any other labor tasking not given to the rest of the warband.
Resources: WIP
Agenda and Concerns: The lands held by Caran hold promise in the form of agriculture. With its location at the intersection of the river Caranduin and the Sea of Nurnen, Raugz Sorr is in possession of vast stores of fresh water. While the flow of the river has been tainted by the eruption of Mount Doom, construction still proceeds apace on the irrigation canals necessary to facilitate viable crops. The securing of a consistent supply of food and water is Raugz Sorr’s primary goal following the fall of Sauron.
Resource Allocation: Wargs: 4 Points (20 total Wargs) Uruk: 2 Points (≈200 Uruk) Orcish Chirurgeons: 2 Points (2 Teams) Goblin Slaves: 1 Point (≈125) Human Slaves: 1 Point (≈200)
An excellent application.
Accepted.
If you can copy this through to the Characters tab that would be great.
I will be playing as the Variag faction from Khand.
As such, I have positioned them in control of the Eastern Guard, and will be playing them as a 'fresh out of war' mercenary group (of which they are widely believed to be despite a lack of information about them - note the connections to the Varangian Guard from the Byzantine Empire) with no further contract and an alluring opportunity to seize power in Mordor.
I will alter the resources to things specific to my race, such as replacing Wargs with Cavalry, though it shall stay virtually the same.
Also: Before we go any further I should probably mention that our Wargs being handed out doesn't match the original intended amount (must have been mistakenly edited out during a copy/paste) - it's supposed to be around 20 Wargs per point.
That said, if everyone is fine with the current amount, I'm sure we can at least live with it.
Also: Before we go any further I should probably mention that our Wargs being handed out doesn't match the original intended amount (must have been mistakenly edited out during a copy/paste) - it's supposed to be around 20 Wargs per point.
That said, if everyone is fine with the current amount, I'm sure we can at least live with it.
Yeah, I recall it being increased to 20. I will change the value, and AmongHeroes you can increase your fanged forces.
@Eru Iluvatar-On your sheet, I noticed you described your fortification in detail. Am I also allowed to basically "create" my stronghold's features? I wasn't sure how much control the individual players had in that respect.
@Eru Iluvatar-On your sheet, I noticed you described your fortification in detail. Am I also allowed to basically "create" my stronghold's features? I wasn't sure how much control the individual players had in that respect.
Go crazy! Especially since Caran basically has zero existing lore in-canon (We know it exists, that's about it).
@Eru Iluvatar-On your sheet, I noticed you described your fortification in detail. Am I also allowed to basically "create" my stronghold's features? I wasn't sure how much control the individual players had in that respect.
In these circumstances, where there is no canonical evidence as precedent, it's best to just make stuff up.
In the case of something like the Black Gate or Minas Tirith, however, I'd say stick to the facts as much as possible.
Stronghold: Cirith Ungol The many towers and fortifications that dot Cirith Ungol have been repaired and repopulated by the Mor Mûl. Much of its infrastructure has been preserved, making it a valuable asset to control. Cirith Ungol is central to the routes connecting other strongholds of Mordor, and as such, the Mor Mûl is keen on exploiting this to their advantage. Vast caverns below the surface are home to the warband's goblin component, and the last resting places of many trespassers. One such dwelling is home to the warband's prized lesser drakes.
Commander: Saakaf, or “The Falcon” Saakaf is a high-ranking Black Uruk. His head is shaved bald, though he sports a short beard and manchu-style mustache. He is not particularly tall, standing just shy of six feet, but he is lean and athletic, with strands of whipcord muscle lining his body. He dons the armor of a high-ranking Easterling, rather than the blackened plate worn by the forces of Mordor. The lesser drakes within Cirith Ungol's caverns are considered to be his personal pets, and he rides one when making grand appearances.
Description: By the time the Battle of the Black Gate had been lost, Saakaf and his troops were stationed in western Nurn, and thus, managed to avoid loss of life when Sauron and Barad-dûr had been toppled. When it was realized what had transpired, Saakaf marched his troops northwards, no longer bound by Sauron's command.
Passing through Gorgoroth, Saakaf found Cirith Ungol to be largely undermanned, with evidence of a fortress-wide battle having taken place in the not-too distant past. Gathering the remaining orcs, he took command of the fortress and established his own base of operations, with which to prepare for the power struggle that was sure to break out between the surviving orc hordes.
When he'd learned of the cause of Cirith Ungol's poor state – that is, following the incident involving a dispute over some Hobbit, Saakaf took it upon himself to whip the orcs back into shape. Replenishing lost numbers with fresh troops from his warband, Saakaf tightened his disciplinary noose and reinstated a proper chain of command across the fortress.
Resources:WIP
Agenda and Concerns: Cirith Ungol is a valuable position, as the roads between Minas Morgul, Durthang, Nargroth, and Thaurband branch close to its sphere of control. With this in mind, Saakaf intends to milk this location for profit and establish tolls for passing through. Trade between other strongholds, if they so choose to barter, could earn the Mor Mûl a hefty fortune. The fortress and the many watchtowers that supplant its shadow over this territory threaten to keep the denizens of Minas Morgul out of Mordor, should Saakaf will it. This makes either conflict or negotiation between the two fortresses inevitable.
Stronghold: Cirith Ungol The many towers and fortifications that dot Cirith Ungol have been repaired and repopulated by the Mor Mûl. Much of its infrastructure has been preserved, making it a valuable asset to control. Cirith Ungol is central to the routes connecting other strongholds of Mordor, and as such, the Mor Mûl is keen on exploiting this to their advantage. Vast caverns below the surface are home to the warband's goblin component, and the last resting places of many trespassers. One such dwelling is home to the warband's prized lesser drakes.
Commander: Saakaf, or “The Falcon” Saakaf is a high-ranking Black Uruk. His head is shaved bald, though he sports a short beard and manchu-style mustache. He is not particularly tall, standing just shy of six feet, but he is lean and athletic, with strands of whipcord muscle lining his body. He dons the armor of a high-ranking Easterling, rather than the blackened plate worn by the forces of Mordor. The lesser drakes within Cirith Ungol's caverns are considered to be his personal pets, and he rides one when making grand appearances.
Description: By the time the Battle of the Black Gate had been lost, Saakaf and his troops were stationed in western Nurn, and thus, managed to avoid loss of life when Sauron and Barad-dûr had been toppled. When it was realized what had transpired, Saakaf marched his troops northwards, no longer bound by Sauron's command.
Passing through Gorgoroth, Saakaf found Cirith Ungol to be largely undermanned, with evidence of a fortress-wide battle having taken place in the not-too distant past. Gathering the remaining orcs, he took command of the fortress and established his own base of operations, with which to prepare for the power struggle that was sure to break out between the surviving orc hordes.
When he'd learned of the cause of Cirith Ungol's poor state – that is, following the incident involving a dispute over some Hobbit, Saakaf took it upon himself to whip the orcs back into shape. Replenishing lost numbers with fresh troops from his warband, Saakaf tightened his disciplinary noose and reinstated a proper chain of command across the fortress.
Resources:WIP
Agenda and Concerns: Cirith Ungol is a valuable position, as the roads between Minas Morgul, Durthang, Nargroth, and Thaurband branch close to its sphere of control. With this in mind, Saakaf intends to milk this location for profit and establish tolls for passing through. Trade between other strongholds, if they so choose to barter, could earn the Mor Mûl a hefty fortune. The fortress and the many watchtowers that supplant its shadow over this territory threaten to keep the denizens of Minas Morgul out of Mordor, should Saakaf will it. This makes either conflict or negotiation between the two fortresses inevitable.