Ok then!
Now, problem is, we seem to have lost Dexx lately. Boo! Which means I'll need people to prop up the investigation in this game soon, else it's going to be damn hard.
I intend now to squeeze all the characters together into a big lump so we don't have to keep everyone split up. Everyone who played in Parts I and II, the King has asked you to make acquaintence with the latest arrivals to the Kingdom who are joining up to the anti Witch-King coalition, just as you all have. Unless you are from Arthedain, of course (like Kelvar), in which case the King has asked you to be Arthedain's own representative into his multi-racial mix.
We are now at the opening ceremony of the Tournament- the events start today. The celebrations all around continue, especially at the palace. All of you are around, and are in the same area as you are going to be working together from now on. However, all the Lords are present as well, and now the actual ceremony has been done with, the King, his wife and their three children are in the vicinity also. So if anyone wants to talk to anyone, that is easy.
There is a very large amount of practicing going on right now, which is being used as a way to determine people's suitability for any events. If anyone wants to put themselves forwards, you can pick someone to practice with, or practice with each other.
Meanwhile, here is a reminder of things to consider:
1. DIPLOMACY- your main role as united opponents against the Witch-King is to act as an example to all of co-operation, most especially as King Arvedui presses his attempts to form alliance with nearby Cardolan- or more precisely, to get the Cardolani Lords to acknowledge him as their King.
Right now, no direct diplomatic quests are in process- they are still sorting out the mess that was Baranar. However, do bear this in mind with all things.
2. TRAITOR- there's a traitor, and very few of you know it. In fact, the only ones who do know are those from Part I, and Argentis- but this will spread as time goes by. It really is very important indeed that the traitor is found
3. POLITICS- Times are changing in Arthedain. The loss of their Northern Fortress is causing a major strategic re-think- tactics are changing, armies are changing, leaders are changing. Your relationships with these people could be important here- especially if you want to get into the thick of things, like true heroes.
4. ORC MYSTERY- as identified before the play hiatus, there is confusion as to how, traitor or not, the Orcs keep seeming to be able to land forces wherever they want, when the traitor gives them information. Various ideas about how the Orcs are accessing Arthedain and other areas have been tried, none quite seem to make sense. This is important.
A reminder of the Tournament events:
THE JOUST
THE ARCHERY CONTEST
SWORDSMANSHIP
QUARTERSTAFF FIGHTING
DUEL OF ENDURANCE
TESTS OF STRENGTH
MELEE
TEAM MELEE
There will also be a RIDDLING CONTEST for the more academically minded...