Tātad saņēmu nākamo noteikumu paketi. Noteikumu, skili, maģijas un lomu apraksts.
Piedāvāju visiem, kas vēlas piedalīties spēle savākties ceturtdien preses bārā un apspriest visu par un ap spēli.
Ir arī nepiciešam zināt cik mēs braucam.
Hi again!
I hereby enclose General Rules and Skills&Magic system. Each of you will receive 7 character points (CP) as a starter bonus, with these CPs you can acquire skills and maybe even magical abilities. Of course you cannot start picking skills until you have received the Background Story of your nation with short descriptions of the roles. We are working on that.
Here is the most important part - the background story of your nation with short descriptions of the roles. We kindly as you to write a longer version about each role (ambitions, motives, relations, emotions etc) and send it back to us with the name of the player. We then go through them and make modifications if necessary. One important note - although you are one distinct nation, it doesn't mean that your motives cannot be different. Tensions within your group make the game much more interesting
Looking for some feedback and with kind regards,
Mart
Rules
Rules
The rules of the game are created to support role-play and give players a chance to develop their characters. Following the rules is important and we ask everybody to follow them. There are two parts: General rules and Skills & Magic System.
Every player does not have to learn all the rules by heart. It is enough to read through them once and read-over the more important parts (those in the beginning). A player does not have to know how to do something, if he himself does not possess the skill. It is just enough to approximately know, what that skill does. Knowing the skills of your character is essential, however. If there are any questions, contact the organizers.
Game Master (GM)
During the event, the highest authority are the Game Masters. The Game Master is always right about any in-game situation. The Game Masters check weapons before the event and if needed, during the event. The Game Master has the right to send a player to the Out-Game area for a short time this occurs in case of security or some other concerns. The Game Master can also direct players in-game actions, if it is important to the game. The Game Master is known for a visible red-white ribbon tied around his/her arm, but (s)he may be a player as well (in this case he or she does not wear the ribbon openly).
Existing
IG In-Game and OG Out-Game.
The event takes place in the game-area. The borders of the game-area are explained at the beginning of the event. If it has not been said otherwise, everything in the area also exists in the game. Everything marked with the red-white ribbon does not exist in the game.
Anyone, who holds a hand on their head, does not exist in-game. Holding your hand on your head shows, that your are out of game and it should be avoided during in-game actions. Without the Game Masters permissions, players are forbidden to go out of game. In case of real life emergencies and immediate danger, the STOP rule must be used (see below). Discussing out of game topics during the game is impolite and disturbs other players.
All items, which have not been marked as being out-game, are in-game this means they can be obtained, taken to another place, hidden, etc. However, every item taken from somebody during the game must be given back to their right real-life owner after the end of the event.
Things that can not be taken: armor without armor points, parts of costumes, personal out of game belongings and clothing. Personal things are things that players have, but do not use in the game (cell phones, glasses, wallets, keys etc).
Using out of game knowledge during the game to ones advantage is considered to be meta-gaming and for this the Game Masters punish with a certain amount of time in the out of game zone. For example: if you find out before the game, that there is an Orc camp nearby in the woods and you tell about this to your companions during the game, then it is meta-gaming i.e. a spoiler (if we use a more popular term) and is punished accordingly.
The out of game zone is a place in the game-area surrounded by the red-white ribbon. It does not exist in the game. The player goes to this zone after his or her character dies. The Game Masters have the right to send players to this zone in case of disturbing other players and any other inappropriate behavior.
STOP rule
The STOP rule is the rule for guaranteeing safety in the case of a danger. If a player is in real-life danger, injured, very close to a dangerous place, then (s)he can stop the game by calling loudly and clearly STOP!. The Game Masters can use this command also in other situations. Hearing the command, players must immediately get on one knee and stop all in-game actions (including fighting). After this, the reason for the command must be solved and the safety of all players insured. If everybody is ready to continue, the person who stopped the game, should call RESUME!, after which players get up and continue the game. The word STOP is reserved for this rule and should not be used during the game without a valid reason.
Weapons
Every weapon used in-game must be checked by the Game Masters before they are used. Only weapon imitations may be used in the game. These are weapons with either a bamboo or a strong plastic/PVC core, which must be fully covered with pipe insulation or some other soft material, which in turn must be covered with tape or many layers of latex. If the Game Masters have doubts about the weapons safety, they have the right not to permit it to be used during the game. All bows and crossbows must have their pulling strength no more than 18 kilograms. Tips of the arrows must be at least 5 centimeters in diameter and must have stabilizers on their tails (tape or feathers), in order to avoid injuries and make them more precise. On the tip, between the soft padding and the core, there must be some kind of a strong object (a coin or a bottle cap), which stops the core from coming through the soft material upon impact.
Hand to hand fighting
If there are fighting situations and neither side possesses a weapon, then there are special rules. Hand to hand fighting is done by playing rock-paper-scissors. Players move their hands 3 times and upon the last create an image of either rock, paper or scissors. Each turn, the loser loses 1 Life Point. If the Life Points of a character reach zero, he or she loses consciousness for 5 minutes. Life Points lost in hand to hand fighting are recovered during this time. The profession of a Warrior (if applicable) gives a special bonus during hand to hand fighting - in case of a tie during a turn (for example rock-rock) the Warriors opponent loses. If both sides have this profession, the fight continues as normal. A Warrior can obtain immunity against hand to hand fighting a skill called Reflexes. The character possessing Reflexes always wins. If both sides have it, the fight continues as normal.
NB! If your character is engaged in hand to hand combat, you can always pull out your weapon. In this case, the fight continues following the rules of weapon fighting.
Life and death
All combat is done with weapon imitations. Physical contact in non-fighting situations is allowed, but forbidden during a fight. Every character has a certain amount of Life Points.
Life Points (LP)
Dwarves and Elves have 3 LP, Orcs 1 LP during daylight and 3 LP during the night. Men have always 2 LP.
Different skills and qualities may change the amount of LP a character has. For example a Warrior may have more LP than an average character.
Wounding
Every hit in the torso takes away 1 LP. Everybody counts incoming hits. Ignoring this and not counting the hits made against you is punished with out of game time, in harder cases, eliminating the player from the game. Counting hits you make on someone else is prohibited.
One hit in the limb makes it unusable and wounded. Things can not be carried with the wounded limb, one can not lean on it or use it in any other way. If the limb has been wounded and is not bandaged within 15 minutes, the character loses 1 LP. Two hits in the limb result in an immediate loss of 1 LP.
An arrow inflicts double damage to unarmored body, this means -2 LP in torso and -1 LP in the limb. Arrow hit to armor inflicts -1AP damage.
Hits to the head and the crotch are forbidden and in case of a deliberate hit, will be punished by the GM.
Healing
To heal wounds you have to have a certain skill. First, to stop the bleeding, you have to have the skill First Aid. Wounds bandaged by someone unskilled to stop bleeding, may or may not cause a disease. A properly bandaged wound heals after one night. This means that a character gains 1 LP a night. Until characters LPs have not been fully recovered, he or she may not fight and do other tiring actions. This only applies in the case, where First Aid is used.
Wounds can also be healed, using the skill Healing. Wounds bandaged by a skilled Healer heal 1 LP in 3 hours. If the healer uses healing herbs along with the bandages, the wounds heal twice as fast. All tiring actions are forbidden during healing process.
There are many kinds of diseases in Middle-earth. Most of them can be treated. Eliminating poisons is also included in the Healing Skill (see below).
Death
If characters LPs are down to 0, he or she loses consciousness and lay/sit still for at least 15 minutes. During this time the character can be healed, if not the character has ```` too much and is dead. Then the player must leave behind his or her in-game possessions (acquired items like maps, jewelry, letters, etc), weapons and if possible, part of the costume to mark the characters dead body. After this player goes to the out of game zone.
When the character has lost all his/her LPs, then (s)he may be killed immediately. To do this, the killer must simulate chopping the body into pieces. During the chopping, the killer must count to ten slowly (one one thousand, two two thousand, etc.) After this the victim is dead and cannot be healed.
Diseases, poisons and curses
If you poison or curse someone (of course your character must possess the ability), you only have to tell the target and GM, who will handle the rest. Please note however, that some peoples of Middle-earth are immune to all diseases and poisons and partly immune to curses. This specifically applies in the case of Dwarves and in some degree, to Elves.
Diseases may hit anyone: either by chance, by mistake or though another person. Each disease has different symptoms and experienced healers are able to cure them. While being ill, the character cannot be engaged in anything exhausting.
Diseases:
- Plague. Symptoms: fever, green spots on the face. Character loses 1 LP per day.
Extremely contagious. Quarantine recommended.
- Marsh fever. Symptoms: headache, weakness, speaking is hard.
- Epilepsy. Symptoms: character may have cramps. After curing the character does not remember anything. There have been recorded cases, where a person has had visions during the seizure.
There exists poisonous plants and there are some, who can make poisons out of them. Healers may know how to cure the poisons, but it is harder than dealing with diseases.
Poisons:
- Burning throat: Victim loses his voice slowly during 1 hour.
- Hogweed: Headache, pains in the heart, sweating. If uncured, the character will lose 1 LP every 3 hours.
- Myconid: Poison from a rare mushroom. Character loses consciousness after 5 minutes of imbibing the poison and dies in 15 minutes. Healing is possible, but hard.
Curses are special kinds of spells. They are dangerous because it is often hard to find the one who casted the curse. To heal them, the healer has to possess Magic skills. There are many curses in Middle-earth, but here are some of the known ones.
Curses:
- Black Breath: Some minions of Evil possess weapons cursed with Black Breath.
Whoever loses 1 LP by these weapons is cursed with Black Breath. In this case the character loses 1 LP in every 5 minutes and after death becomes a spirit, who is under the control of Morgoth and his servants. It can be cured by applying Cure Disease and Give Life-force. The curse may also be lifted when three Healers unite their powers.
- Marsh Fever: The symptoms are like usual marsh fever, but this cannot be cured by usual healing.
- Black Veil: The character becomes blind.
- Shadow of Death: Each character, who feels that he or she has been killed without
good reason, may curse his or her killer before their own death. If the dying character is unconscious or in the process of being killed (i.e. chopped, see above), he or she is allowed to regain consciousness for this. The severity of the curse is related to the role-play and the reason. It may range from bad dreams to suicide of the killer. Morgoths minions have a degree of immunity to this curse. It must be stressed however, that the curse can only be applied in case of an unjust death!
Again in case of applying a poison/curse all you have to do is to inform the target and a GM. However, you must possess all the necessary skills.
Armor
Armor Points (AP) protect from hits and give APs to the areas they cover. Those APs disappear before LPs if the area is hit. If hits in one area exceed the amount of APs, the rest of the hits are counted against LPs. Helmet APs are distributed to the entire body and if hit, then these are the first APs to disappear. Armor can only be repaired by experienced smiths (see below). If the APs of the armor reach 0, then it is considered to be destroyed. Helmet is an exception to this rule.
AP how much?
The APs are given according to the material of the armor. The following are general guidelines for body armor, the Game Masters examine each case separately.
Helmet 1-2 AP depending on material.
Gambeson 1 AP
Leather, at least 5 mm thick 2 AP
Chain mail 4 AP. The thicker the pattern is, the more APs are given. Padding should be worn underneath.
Different armors of small plates 5 AP or more.
Plate armor 7 AP or more.
Armor repair
Armor can only be repaired by smiths. Gambeson and leather armor can not be repaired. To repair armor, the smith must role-play it. The better the role-play, the better the chance of success (lousy role-play may result in a non-repaired armor).
Required tools: Living fire (at least 30 cm in diameter), a bucket with cold water, an anvil (use a rock or big piece of wood) and tools (real life hammer for plate armor, tongs for chain mail etc). Please note, that monotonous swinging of hammer back and forth is not considered to be enough to repair an armor!
Skills
Characters receive Character Points (CPs) for participating the games. CPs are awarded for (1) participation, (2) costume, (3) role-play, (4) goals achieved and (5) written chronicle of ones activities composed by the player after each game. CPs can be used by player to acquire more skills between two games. Skills make achieving things easier and in many cases can save characters life.
There are four types of Skills: Professions, General Skills, Fighting Skills and Magic Skills. Some Skills may be obtained in levels. This means that to learn Level Two, the character must have learned Level One first.
Skills are listed below. In the brackets after a Skill is the Profession the character must possess. The cost of the Skills in CPs is listed under each Skill. In order to buy Fighting Skills, the character must have the Profession Warrior. For Magic Skills, the Profession Loremaster is needed (exception is Hunter, who can pick a Level 1 spell in the sphere of Magic of Creation).
When choosing Skills for your character, use in-game logic. Ask yourself if your character has the possibility to learn these Skills in the game itself. While Bandaging is easy to learn, Magic is much harder to get (an average Man does not use Magic at all; though there are exceptions). Try to make the Skills a part of your character, not just a separate feature. You should be able to give good reasons for your choices if Game Masters have questions about it.
Professions
Cost 3 CP per Level. First Level of any Profession may be obtained without cost. With Profession you can make money during the time between the games. Professions are also useful for obtaining certain Skills. If a character wants to know the Skill Smithcraft, he or she must first obtain the Profession Smith.
Professions
- Smith
- Healer
- Hunter
- Warrior
- Herbalist
- Loremaster
NB! If you would like to pick a profession not listed above, then all you have to do is to role-play your profession during the event. You can be sure that Gamemasters will notice and act accordingly. You will, of course earn as much money as the other professions. In a case like this, we ask to contact the organizers after the game to express the intent of picking up another profession.
Income
Level 1 0 mirian
Level 2 3 mirian
Level 3 6 mirian
Level 4 10 mirian
Level 5 15 mirian
Monetary system
We use two different types of coins during the game series: first one is called mirian (m) and has a picture of a Crown, second one is called canath © and has a picture of an Anvil.
1 mirian (m) = 4 canath ©
Price examples
Feast with beer and wine - ½c
Tunic 2c
Spear 1m
Short sword 1m & 3c
Dwarven axe 3m & 2c
Shield 1m & 2c
Helmet 2m & 1c
Chain mail 6m
Plate mail 15m
Horse 25m
General Skills
First Aid
2 CP
This Skill enables the character to close wounds and stop bleeding, if he or she has the necessary equipment (either wound powder or bandages). A bandaged wound heals for a night.
Languages
2 CP per language and level
Level 1: You can speak the chosen language.
Level 2: You can read and write in the chosen language.
Note: Native language belongs to the character by default and doesnt cost any CPs.
Languages:
- Common tongue language used by Three Houses of Men, Dwarves and minions of Darkness.
- Sindarin language used by the Sindar and different races to communicate with each other.
- Quenya language of the Noldor i.e. lingua franca.
- Eastron language used by human tribes from the East.
Legends and Tales
2 CP per topic
This Skill means that the character knows legends, stories, rumors and tales that he or she has heard. The player may pick topics he or she knows better about, each topic takes more CPs.
Topics:
- Weapons and armor (needed profession: Smith)
- Rings, jewels, amulets (needed profession: Loremaster)
- Diseases, poisons and curses (needed profession: Healer)
- Nature and animals (needed profession: Hunter)
- Plants and mushrooms (needed profession: Herbalist)
- Elves and Dwarves (needed profession: Loremaster)
- Minions of Darkness (needed profession: Loremaster)
Herbalism (needed profession: Herbalist)
4 CP per Level
With this Skill the character can make different potions and poisons of plants and other ingredients. Each Level gives the character knowledge about making a certain potion. NB! It is strictly prohibited to use/consume/hand out any mushrooms or plants before you are absolutely sure they are harmless in real life and pose no threat to individuals health!
Level 1 Wound Powder
Closes one wound, but does not heal it. Ingredients: bark and coltsfoot. The mix must be mashed and dried before use.
Level 2 Healing Herb
With Healing Skill quickens the healing of a wound. Healing Herb is made of Athelas (peppermint and chamomile). The mix must be boiled and the bandages must be dipped into it.
Level 3 Burning Throat
The characters knows how to make this poison. Ingredients: salt and lemon pepper.
Level 4 Antidote for Burning Throat
Level 4 Hogweed
The characters knows how to make this poison. Ingredients: boiled grass of choice, make sure its harmless in real life!
Level 5 Myconid
The characters knows how to make this poison. Ingredients: dried mushroom of choice, make sure its harmless in real life!
Level 5 Antidote for Hogweed
Level 5 Antidote for Myconid
Level 5 Ritual Mix
The character knows how to make a special mix of characters blood or hair and weed, which is needed to curse a character.
Lock picking (needed profession: Hunter)
2 CP
Lock picking is a skill that lets the character to open locks. To use it, the character must have proper equipment. The succeeding of a lock picking is decided by the GM and depends on how it is role-played.
Archery (needed profession: Hunter)
3 CP
Enables the Hunter to use Bows. An arrow inflicts double damage to unarmored body, this means -2 LP in torso and -1 LP in the limb. Arrow hit to armor inflicts normal -1AP damage.
Smithcraft (needed profession: Smith)
4 CP per Level
Smithcraft is a Skill which lets the character to craft weapons and repair armor. The higher the level, the better weapons can be created and armor is repaired faster. To smith, the character needs to have a fire, a hammer, bucket of water and an anvil (or some other strong surface).
Level 1 Can create small weapons (daggers). Repairs 1 AP in 15 minutes.
Level 2 Can create small throwing weapons (knives, axes). Repairs 1 AP in 10 minutes.
Level 3 Can create medium weapons (long sword, axe). Repairs 2 AP in 15 minutes.
Level 4 Can create large throwing weapons (spear). Repairs 2 AP in 10
minutes.
Level 5 Can create large weapons (two handed sword, pike, halberd). Repairs 2 AP in
5 minutes.
Healing (needed profession: Healer)
5 CP per Level
Healing is a Skill with what a character can heal oneself and others.
Level 1 The character can heal wounds. Bandages are needed. A bandaged wound heals in 3 hours. With the Healing Herb, it heals in 1,5 hours.
Level 2 The character can heal the Marsh Fever.
Level 3 The character can heal Plague and temporarily stop the loss of LPs in case of being poisoned with Hogweed.
Level 4 The character can stop the Black Breath as long as the healer tends to the sick. The healer must hold his or her hand on the victims forehead while calming and comforting him or her.
Fighting Skills (needed profession: Warrior)
These Skills may only be obtained by a character with the Profession Warrior.
Knock-out
3 CP per Level
The Skill of knocking somebody out behind their back. This is done by touching carefully the head of the target and saying Knock out.
Level 1 The character can knock somebody out if he or she has either a club, a stone or something heavy.
Level 2 The character can knock somebody out with his or her bare hands.
Level 3 The character can break another characters neck by sneaking behind his or her back and saying Break neck. In order to kill the character for ever, follow the Counting to 10 rule (see above).
Weapon speciality
4 CP per Level
Skill for using weapons.
Level 1 Can use two handed weapons
Level 2 Can use two weapons at the same time, but the total length of the weapons put together may not be more than users own height.
Throwing weapons
4 CP
Skill for using throwing knives, daggers and axes. Spear throw does not require this skill.
Constitution
3 CP per Level
The characters health is better.
Level 1 Poisons and diseases work 2 times slower.
Level 2 Gives the character 1 extra LP.
Strength
3 CP per Level
The character is stronger.
Level 1 Gives strength in hand to hand fighting, so that the characters hits take away 2 LP instead of 1.
Level 2 Death grip. Lets the character to hold another character for 5 minutes. The target has to be held constantly. The skill is activated by the voice command Death grip and role-play is required from both characters involved. After 5 minutes the holder has to rest for 15 minutes before using this Skill again.
Reflexes
5 CP
Gives immunity for hand to hand fighting. If both characters have this Skill, fighting continues as usual.
Magic
There are two kinds of magic in our game: Yavannas Magic, which is for creation and healing and Morgoths Magic, which is for destruction and curses. You have to specialize in one of them, casting in both is impossible. For Magic, the profession Loremaster is required (exception is Hunter, who can pick a Level 1 spell from the Magic of Creation). The term Potency (counted as SP) symbolizes the strength of a characters mind. When a character uses all his/her Spell Points (SP), then (s)he must rest and regenerate the SPs. SPs are restored, when the characters sleeps or meditates for at least 4 hours. Please remember, that casting spells should be usually supervised by one of the GM, whenever possible.
Magical powers are distributed into Levels. Upon gaining each level, a character gains either 4 (Creation magic) or 3 (Destruction magic) Spell Points. For example, a character who possesses the 5th level of Creation Magic, has 20 SP (23 with the skill Song of the Ainur). Powerful elves have more powers and their spells might be different from those listed below. Also remember that Morgoths magic is shunned in Middle-earth and will gain you the mistrust of your companions, elves and dwarves. On the other hand, it also opens certain possibilities unavailable to others.
NB! There was very little visible magic in Middle-earth. This means that there will be no super powered, fireball-throwing archmages in these games.
Cost of Spells:
Level 1: 6 CP
Level 2: 7 CP
Level 3: 8 CP
Level 4: 9 CP
Level 5: 10 CP
Note: To learn a spell from the next level, you must have learned at least one spell from the previous level. Example: If you want to learn one spell from Level 1 and one from Level 2, you will have to have 13 CPs. If you want to learn three spells from level 1, you will have to use your 18 CPs.
Song of the Ainur
4 CP
While in the nature and meditating calmly, the character can hear the song of the Ainur and gains permanently additional 4 SP.
Vision of the Ainur
8 CP
Prerequisite: Song of the Ainur
In deep meditation the character can see a part of the vision of the Ainur and can permanently regain all of his/her SP in 3 hours instead of 4.
Magic of Creation
Level 1
Touch of Este Closes one wound, 2 SP
Song of Finrod Creates a strong trust between the singer and the listeners, 2 SP
Call of Orome The caster can find marks and tracks in the forest, which are not seen by naked eye, 2 SP
Level 2
Tears of Nienna Heals one wound, 3 SP
Lay of Maglor Calms fiery tempers, ends quarrels and arguments for a certain time. Also counters Shadows of Utumno (see below), SP
Level 3
Blessing of Valinor Cures all diseases on a character, 4 SP
Lifeforce of the Ents Cures all poisons in a character, 4 SP
Level 4
Might of Tulkas Gives a character 1 additional Life Point for 24 hours, 5 SP
Slumber of Lorien The target falls asleep for 15 minutes. The character can be woken. Needs quiet surrounding to work, for example will not work during battle. Works as a counterspell to Breath of Glaurung, 5 SP
Level 5
Wisdom of Melian Shows if a character is telling the truth about a certain topic or not, 6 SP
Sight of Manwe The caster sees and feels things happening in far away places. Can only be cast once during one game, 6 SP
Magic of Destruction
Level 1
Grudge of Trolls Shatters chosen item, 2 SP
Ash of Anfauglith Closes one wound, 2 SP
Cry of the Werewolf Stuns an enemy for 5 seconds. The enemy can not be attacked, but the caster can either escape or do something else. Works only once on one character and cannot be cast rapidly two times in a row, 2 SP
Level 2
Draught of Orcs Heals one wound, 3 SP
Curse of Burning Throat Curses a character, making him unable to fight for 1 hour, 3 SP
Level 3
Poison Food Poisons the food of a character, who will lose 1 LP every 3 hours, 4 SP
Bite of the Northern Wind Casts the curse of Northern Wind on a weapon for 15 minutes. If a non-armored character is hit with this weapon, the (s)he takes double damage, 4 SP
Level 4
Breath of Glaurung Paralyzes the target for 30 minutes. The character can not be woken or attacked. After wakening the character has total memory loss for 4 hours. Slumber of Lorien can counter this spell, 5 SP
Shadows of Utumno Makes a character see horrors and hallucinations, which make him/her behave aggressively towards everybody present. Duration 5 minutes, can be countered by Lay of Maglor, 5 SP
Level 5
Call of Sauron A dead character may go back to Sauron as a black shade. Can be cast even after the body has been hacked to pieces. The character continues the particular game as a shadow creature, who can not harm anyone. And he can only be harmed by those Elves, who have seen the light of Valinor. The player can continue playing his/her normal character in the next game (between the games, he rebuilds a body around his spirit with help from Sauron). Restrictions: 1 can only be cast on yourself, 2 works once during the entire series and 3 does not work in a situation where Elves, who have seen the Light are close, 6 SP
Black Breath Gives a weapon the curse of Black Breath. Whoever loses 1 LP via this weapon will be struck by Black Breath. This character will lose 1 LP every 5 minutes and will eventually turn into a spirit-like creature upon death, who is entirely under the command of Morgoth and his minions. Can only be cured by applying Blessing of Valinor and Might of Tulkas at the same time. The curse may also be lifted when three Healers unite their powers, 6 SP
Easterlings
We, the Easterlings have always dwelt in the East that is, until now. During these times some of us have started to migrate. And our way is bound westwards.
What is there in the West? Nobody really knows. Some say large fertile lands with no masters, others say that Darkness and Evil none has never seen. But there is Darkness in the East as well, shadows in the night and promises of great wealth and riches. But also warnings of terrible Elves with burning eyes and long cold swords that hunger for blood. All these warnings could mean nothing, wouldn't be the first time! For countless generations we have lived in fear of the Dark Lord or the Giver of Gifts as he likes to call Himself. Nay, we have seen these gifts - blood and torture unending. Cursed be your name! But the fear runs deep and the roots of the lies are hidden, biding the time to raise their ugly heads. But we say, let these things be! Now some of our bravest men and women have decided to undertake a perilous journey to the West.
Traveling has not been easy and took several years steep mountains, dark forests and treacherous marshes, cold winters and dry summers were hard to endure. But we made it or at least some of us, earlier than any other of our folk. We reached Thargelion, although we did not know its name. In the Blue Mountains we met a strange folk, the Dwarves, who were eager to engage in trade with us giving some decent weapons and getting food provisions in return. A hardy folk, a little bit like us although of different race. Definitely worth dealing with in the future. Few others we met, but we did not understand the language of Men nor the wandering Green Elves.
We call ourselves the House of Bhar , by our leaders name, and we are brave and proud. As we settled down near river Gelon, we made connections with a few Doriath Elves and some of us have even learned the basic Sindarin (English in our game). It seemed as a nice place as any other, so we decided to stay there to learn the ways of life in Beleriand.
Unfortunately the life in Beleriand has not been an easy one. We had lived near river Gelon for only a year, until our villages were attacked by wandering Orcs. There was no apparent reason behind the attack. But have the Orcs ever required an excuse other than pillage and slaughter? In this case they were driven by the blind hatred of Morgoth against Men and Elves and his wish to do harm anybody, who wasn't subdued to him. Nonetheless, we are not an easy foe to face the battle was short, but intense. But we were outnumbered and few of us survived. And again voices were heard, that if we had paid homage to the Dark Lord, then we would have been spared.
Among those, who saw the morning were the sons of Bhar, some badly wounded men and a handful of women and children. Bhar the Mighty was dead, it took three Orcs to kill our great leader. But the worst part was, that when leaving, Orcs had taken Umla, Bhars only daughter with them as a slave. As family relations are valued above anything else, Umlas brothers, as well as her husband Gmor were not allowed to let it pass. They left the ruins of their village under the government of a skillful steward and followed the Orcs at once, seeking for Umla and revenge.
For now, they have been tracking them for 5 days and are already deep in Nan Dungortheb, so far seeing only the footprints of the filthy Orcs.
The party moving towards Nan Dungortheb is:
Bharlong Bhars eldest son, who after Bhars death is the new lord of the Easterlings.
Brogan Bhars second born son. With him is his wife Alwa, who came along to avenge their small son, who was slayed by the Orcs.
Gmor Umlas husband.
Harlim Bhars chief bodyguard, now feeling guilty that he couldnt save Bhars life. He is emotionally relatively unstable because of the events.
Dir a member of Bhars bodyguard, came along against his will by Harlims command.
Drega Dirs sister, also a member of the bodyguard. Likes to tease her comrades and is the most gentle of the company.
Alwa Brogans wife. As Orcs killed her only son, she has been driven close to madness and is desperately looking for revenge. Easy manipulated because of her loss. Especially by those, who promise to bring back her son ...
Elgen Alwas maid. She didnt want to come, but as she is a servant, didnt have much of a choice. Shes very scared of the Orcs and would rather run away or serve somebody, who has enough sense to stay in a secure location, far away from those monsters.
Herla Dirs girlfriend. As all her family was killed during the attack, she now only has Dir, whom she decided to follow.
Umla Bhars daughter, kidnapped by the Orcs.
You can change the genders of the characters if needed. This is the information everyone of your group knows, but as soon as you have written yourself full characters (with information about the nature, ambitions, thoughts and relations), well complete the roles with personal additions to each. If more of you is attending our event, then you can write the roles by yourselves and send them to us to be looked through.