
Voyages of the Faehithdili ✦ Year 701 of the Second Age ✦ 111th Regnal Year of Tar-Elendil
(Huge credit to @Retrojapan for the graphics and formatting!)

This RP is an adventure/action tale, with the vessel Faehith journeying to the far southern and eastern parts of Middle-Earth unseen in the books, but said to have been explored by the Númenóreans in full, even settling and inhabiting those lands. Our vessel will be among the first of their race to visit these lands, meeting locals who know nothing of elves and dark lords, meeting supernatural creatures such as selkies, vampires, and ogres, perhaps being antagonized by Avarin elves who refused their own summons to the west and remained, disliking humans for usurping their lands, and other minor evils yet unknown that escaped the fall of Angband at the end of the First Age. Along with such external obstacles, the characters will face numerous internal issues with their inner cohesion, philosophies, and other conflicts that might arise. Together, they must coalesce as a crew and team, being among the first of their kind who ever dared such adventures into the vast, unknown world.
Theme
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✦ "Everybody fights. Nobody quits." Any role not taken will be assumed by an NPC. However, any human in a role will be involved in onshore expeditions and treks. No excuses. Helps everyone be involved in the RP.
✦ Smut. I prefer the invisible smut rule when it comes to groups, either end if off with a fade-to-black transition and/or move it to PMs. Romances are still permitted and encouraged, though not everyone might be guaranteed a pairing.
✦ On a meta note. While Tolkien's tale was originally written from an Anglo-Saxon/Northern European aesthetic, I am one hundred percent down with colorblind casting in regards to looks and appearances. As long as you retain Númenórean culture, any character resembling any ethnicity on our earth is fully accepted by me.

- 𝕊𝕥𝕠𝕣𝕪
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At the end of the First Age and devastation wrought by the War of Wrath, the surviving descendants of the Three Houses of the Edain, the Dúnedain, were granted high honor and esteem by the Lord of the West and the Powers that be, granting unto them the raised land and island of Númenor. Here, the survivors for nearly six hundred years found peace and prosperity, away from the tumults and dangers of Middle-Earth save their own mortality, which they still perceived as a Gift.
Those who lived through the calamitous events of the prior Age have long since passed on, taking their memories and experiences with them beyond the confines of the world, leaving only tales and legends. It wasn't long before those of the Island sought out their ancestral beginnings in Middle-Earth, reaching its shores through perilous voyages and journeys, until at last returning to that vast continent. There they met not only the elves who dwelt therein since before Man's own awakening, but also their distant kin and kind who were left behind, either fearing or not knowing of the great struggles against the vanquished Dark Lord.
In the Year 600 of the Second Age, it was Vëantur, Captain of the King's Ships, who made this first round journey, and with his successful return and news of Middle Earth sparked the first of many generations of mariners and sailors, who sought not only the elves, their friends, but to seek out the secrets of Middle-Earth, and return some of that prosperity and goodwill which they received upon their own distant folk, still encased within the bounds of ignorance and uncertainty and the lies of the Enemy. Many now wish to undertake such voyages across the vast seas, to bear witness to the undiscovered marvels that Arda still held, and to behold lands and species unseen by any other living mortal.
Captain Angrenor, son of the Heir of Hyarrostar, has leveraged his influence and wealth to obtain himself one such sea-worthy vessel, the Faehith (sn. Spirit of Mist), and sailing from his home at Nindamos in the south to the haven at Rómenna, there seeking a crew of able and knowledgeable men and women, with whom to embark upon their own great voyage.

- Culture
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Númenóreans are the descendants of the Three Houses of the Edain, who rejected the darkness and fought bravely, albeit futilely, against the first Dark Lord, Morgoth. Their noble and glorious service and aid to the doomed elven kingdoms were not forgotten by the mighty Lords of the West, who took up the mantle to overthrow the Dark Lord and toppled him in his cruel regime. As payment for their dedicated service, the Edain were granted a home away from the perils of Middle-Earth and ennobled far above their common kindred who did not participate. Here, they were empowered beyond the average mortal, with greater strength of limb, and of the senses, and given unnaturally long life, with the average Númenórean living up to three hundred years of age, and their royalty reaching the count of four to five centuries.
This longevity has been a blessing for Númenóreans, allowing them to more cherish and appreciate the beauty of their land, but it has also made them restless, for the threshold of death is never far, and always present, and the desire for legacy, or immortality, as seen in both the elves and the Powers, gnaws at their minds.
Númenóreans therefore age more slowly than an average mortal, retaining their youth for far longer, and only beginning to age into the later stages of life near their second century. A Númenórean is also not considered of age until their twenty-fifth year.
It is also important to note that Númenóreans have not engaged in any intensive warfare or combat in centuries. The worst is probably the odd bandit group in the interior, by those who are dissatisfied or opportunist in nature. There are probably guardsmen in the King's household, or any of the nobles, but other than training I highly doubt there was much chance for intensive combat experience. That being said, the majority of fighters in this tale would probably be local hunters or hardy fisherfolk, abandoning their lives to embark upon a more fulfilling journey.
Númenóreans speak many languages. Most commoners would speak Adûnaic, the mother language of all humans living in Númenór. Those of nobility would speak Sindarin, the language of the elves of Middle-Earth, commonly used for writing and learning, though that is not to say that commoners cannot learn the language either. Quenya, the language of the high elves, is only used in matters of grave importance, such as for blessings, in legal precedence, and matters of deep lore and knowledge. Akin to perhaps someone speaking Roman Latin or Ancient Greek in our modern times, it is most generally used by the learned in studious and scholarly matters. All characters would speak Adûnaic, which is our in-universe English, so to speak. Sindarin and Quenya are optional and compartmental for whatever profession one's character might have (a herbalist would known Quenya terms for flora and fauna, a blacksmith knows rare metals by their Quenya names, one of noble background can probably recite a poem in that language, etc.).
*We use a Gondorian dialect of Sindarin, even though it’s a language and kingdom that will not be founded for another three millennia in-universe, because it’s probably nearest to how a race of Men would speak the elvish language.

- ℜ𝔬𝔩𝔢𝔭𝔩𝔞𝔶
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Here are some ideas for onboard roles and positions that could be filled, if it might assist with character creation.
How many I’m looking for to participate? Roughly ~5 players, in addition to myself.
The Captaincy, played by me
First Mate (Taken)
Second Mate/Night Captain (Open)
Shipwright (Open)
Herbalist/Gatherer. (Open)
Doctor/Surgeon (Open)
Chief Scout (Open)
Chief Marine (Open)
Cook/Hunter. (Open)
Blacksmith (Open)
Loremaster (Open)
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