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Captain Sahír is a Corsair enemy created by Fantasy Flight Games for The Lord of the Rings: The Card Game. He is encountered in The Grey Havens expansion and in The Thing in the Depths, Temple of the Deceived, The Drowned Ruins, and The City of Corsairs adventure packs.

Captain Sahír - LOTR The Card Game

Biography[]

Captain Sahír is the Captain of the Umbar flagship, the Stormcaller. Corsairs who fail him are executed. While Lord Calphon received visions of Númenor, Captain Sahír was told by a messenger of Calphon and the reward that awaited. The visions of Calphon where induced by Sauron to recover his weapon, The Black Blade, that was lost amid the sinking of Númenor. Sauron would use Calphon (who was of Númenórean descent) to find the Island and retrieve the blade, and then have his servant Sahír kill Calphon and take the Blade back to Mordor.

Captain Sahír, however, would later covet the blade for himself. His flagship and a fleet of Corsairs set out from Umbar to follow Lord Calphon and his smaller Gondorian fleet to the Gray Havens. When the player's heroes set sail across Belegaer in search for Númenor, Sahír would send a part of his fleet to harass their ships, leaving his main force to raid smaller villages until they returned from Númenor. Once the heroes and Lord Calphon returned to the Grey Havens with the black key, Sahír begins his raid on the Havens. After burning and looting much of the havens, Sahír's raiders manage to kill Calphon and steal the black key from him. Sahír's forces flees from the Havens with his newfound prize; though it is only half of the puzzle.

The heroes swear to avenge Lord Calphon's death and take back the black key that was stolen. In a frantic haste the heroes manage to catch the Stormcaller and begin a fierce close quarters combat with the Corsairs. However the fighting is suddenly broken as the Stormcaller becomes entangled in the tentacles of a beast. The heroes and Corsairs put aside their differences to stop the creature from destroying the ship. After defeating the monster, the Corsairs find themselves at a standoff with the heroes' forces. However, in a shocking display Captain Sahír surrenders him self and his crew to the heroes.

Later the heroes become concerned that have become off-course since the battle. Captain Sahír overhears the conversation and tells the heroes about a nearby Island that they could go for resupply. The heroes reluctantly agree and soon enough the land on a Island that is not to different from the first (for in fact it was the original Island). Sahír tells the heroes about the exact location of the chest to where the key belongs to and after some debate, Sahír and his first mate Na'asiyah are let ashore to find the entrance to the temple. After staving off hoards of undead, Sahír and the heroes find the entrance, but only realize that the entrance is a flood grotto. Sahír being to take off his outer clothes, telling the heroes that the chamber can only be access through swimming underwater, and then without a second hesitation dives into the water. The heroes follow after, and after dodging hungry sea monsters, come to the entrance of the chamber. Inside the room there is only a center altar with a black chest on top. Captain Sahír immediately knocks out one of the heroes, grabs the chest, and escapes from the chamber. As Sahír leaves, the exit door seals the entrance to the chamber which causes water to swell up in the chamber. The heroes and Na'asiyah, who was left behind, manage to escape the flooding chamber by another exit.

Sahír frees his captive crew aboard the Dream-Chaser manages to escape on the Stormcaller back for Umbar. The heroes make haste to chase them down only to have a Corsair armada attack the Cobas Haven of Dol Amroth; to cover Sahír's escape. After defending the port the heroes regroup to make a daring attack on Umbar in order to takeout Sahír once and for all. As the heroes' ships engage the Stormcaller off the coast of Umbar, all the lighthouse are snuff out causing the Dream-Chaser and the other ships to crash among the rocks of Umbar. The heroes and the remaining crew manage to get ashore and make for Captain Sahír's hideout. After sneaking and fighting their way into Umbar the heroes make a final confrontation with Sahír; now corrupted by the Black Blade and driven to near insanity. In the struggle Sahír is inflicted with a mortal wound. The heroes demand that Sahír surrender the Blade and his life would be spared, but Sahír refuses and instead jumps off the balcony of his chamber into the roaring sea below; ending the life of the pirate.

His armor is leather jacket and sailor clothes. His weapons are a cutlass and later the Black Sword of Sauron. From his attack strength it can be assumed that Captain Sahír is very skilled with a blade and can bring certain death to even to hardiest of warriors.

Strategy[]

Captain Sahír is one of the toughest enemies in the whole card game series. His attack strength is powerful enough to kill many heroes in one or two turns and though his defense is average his special ability allow him to gain bonus defense for every extra resource token on him. The best way to defend against him is to use characters with high health (4-5) and defense of 3 or more. It is also wise to have defense attachments and healing cards to help negate the damage he will be dealing. Do not sacrifice characters unless there is no other choice. To defeat him it is best to hit him with every character that can attack; depending on the total attack strength, Sahír could die in one to three turns. For Objective-Ally Sahír, it is recommended to give him resources as soon as possible to build up his strength; a fully buffed Sahír can really make the difference.