With the defeat of Sauron, Khazad-dûm was able to recover somewhat, and it was not until 1300 years later that the Longbeards came under renewed attacks by Orcs.[4] By that time, the more easily accessible veins of mithril had become exhausted, and eventually, in the year 1980, the miners of Khazad-dûm delved so deep that they disturbed or released a balrog, an ancient demon from long before, forgotten, and powerful. This balrog of Morgoth killed King Durin VI in that year, and in the following year Náin, his son. The Dwarves were unable to defeat Durin's Bane, or even drive it away, for steel and stone had no effect on the ancient being, and so were forced to flee their ancient home, relocating to Erebor. Khazad-dûm was deserted, and the elves renamed it Moria. Thereafter, Orcs of the Misty Mountains made Moria their home.
Cheif Rugtak Race Goblin
Skills
- Remnants of Angmar: +1 offense in battle
- Small Stature: +1 to scouting rolls
- Low-light Vision: Able to see in the dark and at night
- Light Foot: +1 to ambush rolls
- Sunlight: -1 morale if fighting in direct sunlight
Bio Rugtak is a strong fighter. He is one of the strongest goblins alive. He is also crafty, smart and power hungry. He fought many stronger Orcs for his position as cheif.
Lieutenant Blurstah Race Goblin
Skills
- Remnants of Angmar: +1 offense in battle
- Small Stature: +1 to scouting rolls
- Low-light Vision: Able to see in the dark and at night
- Light Foot: +1 to ambush rolls
- Sunlight: -1 morale if fighting in direct sunlight
Bio A strong goblin leader upon losing a duel to Rugtak he and his tribe begin following and advising the new chief. He is obviously the best choice for second in command and has proved it with his ability in combat.
Buildings
Troll Training Facility I (Trains 1 troll to be added to the army)
Warg Training Facility I (Provides 100 trained wargs)
Tunneling (Provides a 2% increase to army size)
Slave Pens (Provides 100 additional units of slave labor every year)
Blacksmiths (Provides a +1 armor to a total of 500 fighters)
Expanded Slave Pens (Provides 250 additional units of slave labor every year)
Expanded Slave Pens (Provides 500 additional units of slave labor every year)
Troll Training Facility II (Trains 3 trolls to be added to the army)
Fletcher I (Provides 100 bows every year)
Poleturner I (Produces 100 spears every year)
Warg Training Facility II(Provides 300 trained wargs)
Slaves
100
+1350
-500 Poleturner I (Produces 100 spears every year)
-750 Warg Training Facility II(Provides 300 trained wargs)
total 200
Goblin controlled Moria
The Descent
A grand stair leading into the lower levels of Moria
Control: Goblin
The Deep Turnpike
Where the three major roads of Moria converge
Control: Goblin
Bonus: Controls movement between the northern and southern branch of the mines
(south) The 21st Hall
The largest of the avenues of the Dwarf Mansions and the grandest hall of Moria
Control: Goblin
Bonus: Salvage 100 suits of +2 armor
The First Hall
The westernmost entrance of Moria
Control: Goblins
Dwarrodelf, the Mirromere
The ancient fortress of the dwarves that guards the west
Control: Goblin
Bonus: +2 to siege rolls from the west (attacks from outside Moria)
(north) The Third Deep
The ancient armories of the dwarves
Control: Cave infestation
Bonus: Salvage weapons (random number and quality)
Last edited by Trot; December 28, 2012 at 02:52 PM.