Join in this roleplay and command an army of your own. You may call yourselves whatever you wish, be a race of Elves or Man of any kind you wish, or try to go another species route. Of course, with GM approval. In this roleplay the Dwarves have the Culture of Middle Earth Dwarves and the technology of Skyrim. You know, the steamy pipes, the generators? Oh, but they still do have the massive open-ness of the Fortress in Middle Earth. However, they don't have Constructs, or did they? Rumors say they did, and perhaps that's why they survived so long. But now they are surely destroyed. What will you discover in this old Fortress? For one, what will you be doing? Demanding new claim, creating democracy? Surely man of you deserve at least a cut of the gold inside, maybe your town was destroyed during the Great Orcish War? Perhaps you're a survivor of the Old City of Dalmir, the once great standing refuge that lied outside the Dwarven Fortress, the City where Men and Dwarves were closest (Maybe that's because the Dwarves owned the city but, aaaah, whatever! Haha!). How will each of you go about to this Fortress? Or do you merely just want the rubbled city? While devastated, it still stands, and it can be rebuilt entirely easier than the fortress nearby. It's walls only partially damaged.
Upon creation of your Army, you are considered the Leader, the King, the Commander, etc, by all means. Maybe this is where you wil solidify your rule, and ascend to become a Great Kingdom like the Dwarves once were, the Elven Empire, and maybe even rival the once standing army of the Men of Calthor.
When you join, all players will taken refuge inside the City of Moraldom, a great city just about a days walk or two from Dalmir, which is only mere minutes from the FOrtress on horseback. It is the only standing city closest to the Dwarven Fortress for miles and miles. Any villages were burnt down, other towns destroyed. Your armies will camp outside and while inside the walls, you will follow the rules. The City Guard of Moraldom have a large standing army compared to your offensive one, and may be the only city left to defend itself from an Orcish attack if great enough -- however they lay Neutral in the war to stay as a safe haven from the Orcs and give those without homes... a home. The King there feels someone must do it.
Players will stay at this location for 3-5 days of ingame time, days will consist of travel about the city and discussions and such if needed. Visit the Tavern, the King's Keep, etc., whatever fits you, maybe even try to find one of the other Commander's, perhaps you know one of them? All Leaders must check in with the City Guard everywhere they go. Not only is this so that players can request the location of others, but it's also because the King there wants to know you're not somewhere plotting against him. The 3-5 day wait is so you and your army can rest. You've marched for at least 3 weeks straight, the open plains unsafe with the remainder of the Orcish Army about, still burning villages.
After that time has passed, you can take your army and begin marching towards Dalmir, after you reach Dalmir, the choice is yours on what you want to do.
As a note, we won't go into detail on inventory items or what you have on you. This way, you could have the thickest and best armor, but it will still be a fair fight against others. It just means you move slower and hit harder, and possibly take more hits. Doesn't mean it's best to go that route, could get your head cut off.
When it comes to armies, you will not be as established as the other great Kingdoms. If your men are all powerful paladins with the best armor and weapons... elite warriors, you will not have the large numbers. Your armies will be from 300-1,000. The more you have, the less experience and not much great armor or weapons.