Eve of Mirkwood [Full]

Greetings to everyone whose expressed an interest so far: Fenris, Ilium, Shayuri, Redclaw, Binder Fred and renau1g. Hi to you all and thanks for showing an interest! I'm looking forward to seeing where this all goes.

No more player apps at this point please. I'd prefer the group to remain between 4 and 6 players, preferably less so I'm anticipating a few non-returners, but if not then I won't complain! If it looks very much like one of the applicants we've seen so far isn't going to further their character, then I'll open up spaces (if a previous applicant hasn't posted something by the time i get back from holiday on 13th April, for example). And if you've expressed an interest but now decided you don't want to play please let me know.

Below are the additional details I promised. Hopefully this will make character generation easier. Firstly, just to address comments made since my last post.

Binder Fred said:
Dave has been very flexible on this in the past so I'll just throw out some ideas and see if anybody's interrested (correct me if I overstep in any way, Dave).

I positively encourage this kind of discussion! A settlement around Mirkwood would be doable, but dangerous. Settlers would be Woodmen, most likely, intermingled with refugees from the deep wilderness of eastern Rhovanian. This region (from the River Running to the Sea of Rhun) has been overwhelmed by the Wainriders (so called because of their fabulous many horse-drawn chariots called Wains) who are influenced by dark powers and the current greatest threat to the kingdom of Gondor. Some Beornings might also be present in the settlement, as they are allies of the Woodmen and Thranduil's Sindar Elves in north Mirkwood (might also be some of these helping the settlement defend itself).

I would actually suggest, if other potential players like this starting point idea, we use the existing town of Dale. This would put the initial game in a relatively safe spot. Given the dangers on all sides otherwise I don't know how long a settlement further south would last and I'd rather not start the game with a massive war :)

Dale, of course, is the town on the bank of lake Esgaroth and fans of The Hobbit will remember it as the town utterly destroyed by Smaug in 2770 of the Third Age. Our game is set in 1874, (that's way before even the dwarfs of Durin's line emerge from Moria and settle in the Lonely Mountain just north of Dale). The other settlement here is Lake-Town, a stilted town on the Long Lake itself. Lake-Town is less open to strangers, so you'd get less of a mix of characters. Dale, on the other hand, would likely be a thoroughfare for Thranduil's Sindar elves from Mirkwood, Beornings and even Eotheod from the north of the woods as they patrol the extent of their territory. In this time period it's also feasible refugees from Rhun might settle here, in which case you open characterisation to all sorts of new possibilities. Little is written about the indigenous people of Rhun, so you're free to embellish a bit or use some of the more unusual existing people (Dorwinians for example). The northerly town of Dale would also allow the inclusion of a Man from Forodwaith who might wander down through the pass between the Iron Hills and the Grey Mountains.

CHARACTER CREATION UPDATES

- Abilities:
Non-Standard point buy, 28 points. All players begin with 28pts, abilities start at 8. Allocate the abilities accordingly, but remember point costs rise if you increase the score above 14 (8pts for 15, 10pts for 16, 13pts for 17, 16pts for 18).
- Level:
All characters start at level 2, with 1000 +6HD XP (I'll trust you to roll yourself), max 5 ranks in any skill (2 and half for cross-class skills) and 1 feat. If you prefer, or if your character's background determines, you may start at level 1 and supply the number of XP you have.
- Starting gold:
Use the appropriate random roll for your chosen class then equip yourself accordingly. For purposes of expediency we'll assume D&D currencies and Middle-Earth currencies are one and the same. Metal worth is the key, rather than stamped coins, though some coins (like ancient Elven coins for example) might be worth more than others on rare occassions.
- Weapon/Armour restrictions:
Scimitars are Harad barbarian weapons, only found in the far south.
No tiny or small exotic weapons.
Armour is restricted to Hide, Padded, Scale or Splint and helms/shields/gauntlets. Banded and Plate are only available in Gondor or Rivendell at this time. Dwarfs will wear Dwarf mail (chainmail) which is as natural to them as skin to everyone else, despite Gimli's chainmail comedy moment in LotR. Any other character can also wear Dwarf Mail.
- Subraces/Races:
I've updated the first post of this thread to suggest which subraces you can use as templates for the various Middle-Earth races. Feel free to use a preferred race instead.
- Class restrictions:
Only elves may be magic users, and I'll be restricting the magic available at each level, in keeping with the low-end magic of the setting. I have to be quite careful here as even the most powerful wizards of Middle-Earth have only a fraction the power of your average D&D magic user. All spell casters are either bards, druids, clerics or sorcerers, with sorcerers being the preferred choice. Clerics will hail from Gondor or Arnor and will be trained from one of the major city chapels. Religion doesn't feature very highly outside the major civilisations, nor particularly within them, because faith is kinda defunct (when the devil just burned down your village and the gods live on a neighbouring continent, who needs faith?). Monarchy, heirarchy and spirituality are paramount.
Monks should be of exotic race, like maybe Forodwaith. Preferably no monk class, though.
- Skill Restrictions:
No scry. Scrying is restricted to the use of Palantiri.
- Feat Restrictions:
I'm feeling in the dark a bit here, but I'm inclined to suggest against Metamagic Feats. Item Creation Feats should only apply to Elves who are former Elven Smiths of Eregion, any survivors of which would have retreated to Rivendell or Lorien and should hail from that region. The Scribe Scroll Feat is probably inappropriate.
- Religion Restrictions:
Middle-Earth has its own group of godly beings. You might want to check out the Lord of the Rings wiki http://lotr.wikia.com/wiki/Valar for more information. Different races favour different Valar (the dwarfs were forged by Aule for example), while some races recognise all the Valar. As mentioned previously, there isn't really religion in Middle-Earth persay, just deep rooted spirituality and a clear-cut sense of good vs evil. Minas Tirith (Minas Arnor in our game) had a chapel, so presumably the Men of Gondor worshipped the Valar somehow, or they may have worshipped Eru, the One, (or Iluvatar) an omnipotent being who conceived all of creation, including the Valar. Certainly, none of the existing D&D religions apply.
 
Last edited:

log in or register to remove this ad

Hey there! Looks like it's coming along nicely. I do have a question and comment...

Question!

Is this 3.0, or 3.5. Bearing in mind that every SRD I know of is 3.5...and I no longer have my 3.0 books. :)

Comment!

I like the idea of low magic, and I think as long as you're careful in selecting foes, it can work decently well. The one place it can fall over is on the question of healing. I agree that Middle Earth is an awkward fit for concepts like 'clerics,' and while druidic magic seems more in line with the woodcraft of elves and similar, the class has a lot of stuff that then doesn't fit like animal companions and wildshape.

I seem to recall some threads discussing low-magic settings in D&D...they may address this. There may also be some commonly used house rules regarding healing without clerics that have been discussed. I'm not sure offhand, but it's probably worth looking into.

As for my character, I was thinking ranger...but now I'm thinking Scout. Rangers have some of the same problems druids do, with their animal companion and magic powers. A scout, from Complete Adventurer, also seems more...'elfy' to me. Highly mobile, sneaky, lightfooted... More to come.
 

Shayuri said:
Is this 3.0, or 3.5. Bearing in mind that every SRD I know of is 3.5...and I no longer have my 3.0 books.

3.5 edition. Sorry for the forshortening.

(edit, submitted by accident)

Shayuri said:
while druidic magic seems more in line with the woodcraft of elves and similar, the class has a lot of stuff that then doesn't fit like animal companions and wildshape.

It's not a million miles away. Beorn of the Beornings, for example, was able to wildshape into the form of a black bear and there are lots of anthrointelligent animals, like birds, which could be used as familiars (Thrushes, ravens etc). I think what I'll do is take magic user classes as they come and talk with the player(s) about which spells they can use and which might cause problems. My main concern is in a 3rd or 4th level magic user outclassing Gandalf :) Not that he's in the game. Though he might be. Or might not. Might. Not... might
 
Last edited:

Dlsharrock said:
Beorn of the Beornings, for example, was able to wildshape into the form of a black bear

Wasn't Beorn a Werebear?

Maybe I'm just crazy. Still, I would love to play in this game. Possibly a Human paladin from Gondor. Isn't there a variant class somewhere for a nonspellcasting paladin? I'll have to look for it. If there is, I think that would fit a fine upstanding knight of Gondor.
 

If a full-scaled village is too much, we could always go with a logging camp (attached to Dale/laketown?). There'd be need for a smith (horseshoes, blade maintenance, nails, camp repairs, etc), woodcutters, cooks, people with very good horse-skills to handle and care for the draft horses... gaffers to ferry the logs down the river to Dale along that same river Bilbo used? A healer would be needed as well (lots of injuries in a logging camp). Speaking of Bilbo's adventures in Mirkwood, we could even put in an exotic adjunct to straight logging if we need to fit-in some more combat oriented classes, say spider-silk gathering by a "specialist(s) and assistant" that's using the camp as a base?
 

I'd say Gandalf rates at least 3rd level spells. :) He just doesn't use them very much. I seem to recall reading that using personal magic in Middle Earth caused maiar, including Istari, to weaken. In D&D terms, it sounded like it used "experience points." So every spell cast had to be weighed rather carefully. One of the benefits that the One Ring lent Sauron (again, if I recall rightly) was that it made him able to use his powers freely...one of the powers the Ring grants its bearer is a sort of permanance.

None of which is very pertinent to the question of adaptation, I guess.

One possibility would be to soup up Alchemy crafting, and perhaps allow minor alchemical herbology, to create healing poultices and so on. Another would be to use the spellcasting progression, if not necessarily spell list, of the Adept NPC class.
 

Necro Kinder said:
Wasn't Beorn a Werebear?

Well, yes. A werebear is a human/bear shapeshifter. In Middle-Earth Beorn was a Northman and Beorning chieftain of huge size and strength. As big as a troll and with the enviable ability to turn himself into a bear (some sources say he could only do this when he was angered, so a bit like a brown hairy Incredible Hulk - other sources say he could do it at will). He was a hero to the Northmen as he guarded the Ford of Carrock (with his men) against encroaching orcs and warg. He's sometimes described as a beserker.
Here's a link to the lotr wiki - which by the way I don't endorse fully as there are quite a few inaccuracies and chronological mistakes, but in this instance the article's fairly correct.
http://lotr.wikia.com/wiki/Beorn

Shayuri said:
In D&D terms, it sounded like it used "experience points." So every spell cast had to be weighed rather carefully.

No wonder Gandalf was only level 3!
Maybe experience points penalties is one way to go then? Almost certainly the magic needs curbing. I'll have a look around for the threads you mentioned.
 
Last edited:

Hee. Actually Necro_Kinder posted the werebear question. :)

There is a PrC for barbarians in Complete Warrior that lets the wildshape into a bear when raging. It's pretty nifty. Might be appropriate, though it may be higher level than you like. Like most PrC's, the minimum qualifying level is 5.

One thing you might take a look at is the d20 Call of Cthulhu. They limited magic in that game by making spells cause temporary Constitution damage, I believe. You could heal it back with rest, but use too much magic all at once, and it could easily kill ya.
 

Shayuri said:
Hee. Actually Necro_Kinder posted the werebear question.

Sorry about that.

Shayuri said:
There is a PrC for barbarians in Complete Warrior that lets the wildshape into a bear when raging. It's pretty nifty. Might be appropriate, though it may be higher level than you like. Like most PrC's, the minimum qualifying level is 5.

Beorn wasn't around during our game period. He lived at the time of The Hobbit, which is nearly a full millenium in the future, but the PrC does fit very nicely! Could have been made with Beorn in mind.
 

Dlsharrock said:
Beorn wasn't around during our game period. He lived at the time of The Hobbit, which is nearly a full millenium in the future...

I strongly recommend the Encyclopedia of Arda if any of the players are interested in goings-on in Middle Earth. In particular, click on the CHRONICLE OF ARDA link in the left menu, then type in some dates in the Third Age. I did the period from 1850 to 1900 TA and got this:

The Third Age
1850 Death of Telumehtar Umbardacil. He is succeeded by his son, who becomes Narmacil II.
1851 The first attacks of the Wainriders occur.
1856 Death of Narmacil II in battle with the Wainriders. He is succeeded by his son Calimehtar.
1864 Probable date of the birth of Arvedui son of Araphant, later King of Arthedain.
1891 Death of Araval. He is succeeded as King of Arthedain by his son Araphant.
1899 The Wainriders are defeated on Dagorlad by Calimehtar of Gondor.
1900 The White Tower is built in Minas Anor by King Calimehtar.

On the actual web page, every one of those entries has at least one link to an article in the encyclopedia. It's a great resource.
 

Remove ads

Top