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FACTIONS

LARP game "The Lord of the Rings: lost artifacts" introduces several participating factions: Rangers of the Black Gates, Uruks of Sauron and Southern tribes of Nurn. Also, in the game there will be a group of travelling dwarves, who are roaming Middle Earth in a trade caravan: not quite a separate faction, simply a group of travelers without their own in-game location.

Each faction has it's own backstory, nemesis and allies, goals and advantages. Read more below.

Rangers of the Black Gates

Allegiance: Throne of Gondor

Headquarters: The Black Gates Garrison

Highest in rank: General-commander

Preferred equipment: Leather armor, cloaks, swords, bows, daggers

Specialization: Alchemist

Strong sides: Prefer guerrilla warfare tactics, avoid open direct confrontation, well organized

Uruks of Sauron

Tribesmen of Nurn

Wandering dwarves

Allegiance: Sauron

Headquarters: Barad-Dur

Highest in rank: Sauron

Preferred equipment: Iron / bone armor, shields, axes, spears, maces, crossbow, bows

Specialization: Blacksmith

Strong sides: Tough fighters, have advantage in numbers, cunning and deceiving, strict hierarchy

Allegiance: None

Headquarters: Southern Nurn

Highest in rank: Elder Druid

Preferred equipment: No armor, fur clothes, axes, maces, swords, daggers, spears, bows

Specialization: Druidism

Strong sides: Excellent farmers, good diplomats, fierce warriors, possess ancient knowledge

Allegiance: Throne Under the Mountain [of Erebor]

Headquarters: None

Highest in rank: None

Preferred equipment: Iron armor, axes, maces, swords, daggers

Specialization: Trade

Strong sides: Excellent traders and diplomats, selfish and cunning, skilled hunters

After the Sauron's defeat, the steward of Gondor has decided to station a garrison of rangers at the Black gates to the North of the passage of Udun: a few squads of rangers of Gondor had been sent there with their families.

Initially the main task of rangers was to keep an eye out at Mordor for possible threats. Later, when settlers and outlaws started escaping to Mordor, rangers took over task of prison guards, to ensure none of these scumbags ever return back to the realm.

Recently a new threat arose - uruks roaming Mordor and attacking settlers and rangers. According to rangers' intel, a squad of orcs had been recently sent to Nurn in search of ancient artifacts for Sauron. Rangers attempted an expedition to Nurn as well, to prevent orcs from finding the artifacts.

After the Sauron's defeat at Barad-Dur, few surviving orcs have managed to escape and hide in the depths of the caverns under the Mordor. Some decades later, the Dark Generals appeared - traitors of men and elves, willing to serve the dark master for the power. Spirit of Sauron granted them part of his might in order to forge new hordes and prepare Middle Earth for his return.

Over the next years numerous orcish citadels have been rebuilt, but the orcs have greatly outnumbered rangers. Strict hierarchy have emerged: scouts, uruks, captains, warchiefs, Dark Generals. Even though any act of open violence is punishable by death - most of the orcs dream to become a warchief, thus, constant confrontations for power and influence take place between orcs.

 

The war has not started yet, but it is coming... Not all the orcs share the same views: some are secretly disloyal to Sauron and their warchiefs. While some uruks are looking for power, others are too cunning and coward, and are simply looking for a path to survival. Some orcs still remember the fall of Sauron and are tired of endless wars and conflicts.

Recently a squad of orcs had been sent to Nurn in order to find lost ancient artifacts for the Sauron.

After the Sauron's defeat, numerous orcish slaves were freed. The steward of Gondor have granted them sovereignty, provided they are going to remain within Mordor, so they have decided to move and settle in the South - ashore the Sea of Nurnen.

 

Upon arrival, over the next few decades, descendants of slaves have mixed with descendants of the blood corsairs already inhabiting these lands, forming the so called the Southern Tribes of Nurn.

Lead by the overseer called the Elder Druid, southern tribes prefer to live quietly and avoid any contact with outsiders in order to ensure survival of the tribe. Becoming excellent farmers and hunters - they live in small villages, worshiping spirits of nature and living in harmony with the wild.

After the Mount Erebor had been reclaimed from the dragon, dwarves have gained home once again. Even though many has sworn allegiance to the new King under the Mountain and settled - some dwarves have perfected the art of trade and bargain and got used to role of wandering merchants.

Several dwarven trade caravans roam around the Middle Earth looking for rare items, good deals and gold. Some dwarves are hunters, looking for a fierce predator to fall victim to their axe... Whatever may be the reasons - they enjoy traveling around.

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