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Tolkien Fans! Help Me With A Plot Twist, Please!

RobShanti

Explorer
I'm running a game set in Tolkien's Second Age (circa II 1598 - 1599) using the FATE system. I've dedicated a website to the game, if you're interested:

http://robertpetrone.wix.com/fateoftherings

One of the players is playing, as she described it when she first gave me her character concept, "a chick with a horse, an axe and a dream!" We worked together, as is the way with FATE, to develop that a little further:

Her character is the daughter of Azulzîr, a Númenórean (high men from the Tolkien version of Atlantis) who sired a child with a woman named Slanmar, a Gwathuirim Dunlender ("low" hill people, but not the lowest of lows...these riverside dwellers are the precursors to the Rohirrim, Eowyn's people in Lord of the Rings). The PC is, therefore, a Dúnadan (a human descended from the Númenóreans who now lives in Middle-earth, which is like Tolkien's Europe). Her birth story goes like this (straight from her "character" page on the website):

When the Númenóreans returned to Middle-earth, they encountered fair-haired Dunlendings living by the Gwathló river whom they called the "Gwathuirim." Azulzîr of the Númenóreans sired a child with Slanmar, a woman of a Gwathuirim clan that bred horses, the Ar Mhuin.

The union was looked upon with disfavor by the Ar Mhuin clan because they resented the Númenóreans for deforesting their land to feed their nearby riverside citadel Tharbad. Slanmar and Azulzîr were separated by the conflict, and a daughter was subsequently born to Slanmar, Gràinne Ar Mhuin.

The fate of Azulzîr was unknown, even to Slanmar. Shortly after Gràinne was born, the Gwathuirim settlement was flooded and as the Ar Mhuin migrated east, the Gond, a savage clan of Dunlendings of the Enedwaith, attacked the Ar Mhuin, separating Slanmar from her child, and keeping the Dúnadan girl Gràinne as their own. They named the child Djerhul, "tearful," and never spoke of the forgoil, or "straw-headed" Ar Mhuin. Though she grew to a young woman with the Gond, Djerhul never forgot the image of her mother, or the Gwathló River. When she came of age, she slew a fell Warg that killed one of the Gond's warriors and won her freedom.

In episode 1, Djerhul, or Gràinne, as she learned was her birth name, found the Ar Mhuin people again after leaving her Gond captors. She learned that her mother Slanmar had died many years ago "from a broken heart" (after Azulzîr and she had been separated by the conflict between the Númenóreans and the Ar Mhuin, and after Gràinne had been taken away by the Gond). After spending a little time with the Ar Mhuin, Gràinne decided she wanted to venture into the North of Middle-earth to find out what happened to her father.

This is where I want some ideas from you fantasy-loving folks.

My first thought was to have her discover that Azulzîr had become a king...one of the nine kings of men, in fact, who has received a beautiful Ring of Power from the fair smith Annatar (Sauron in fair disguise). I thought a really cool thing could be to have Gràinne have this wonderful reunion with her long-lost father, learning that she is, in fact, a Dúnadan princess, and finding Azulzîr to be a model father and model king...but then watch him slowly become corrupted by the Ring of Power until he falls. (It's a shame that Sauron doesn't actually bring about the Nazgûl until another 250 years...though I may fudge that.)

But that sounds too derivative of Star Wars: mother's dead, father's the right hand of the evil emperor, etc.

Does anyone else have any other really cool ideas as to what fate may have befallen Azulzîr after he and the PC's mother were "separated by the conflict" between the Númenóreans and the Ar Mhuin? What great surprise will the PC find when she "travels to the North" of Middle-earth in search of her father?

Any and all ideas are welcome!
 

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This is one of those questions--especially since you're playing FATE--where I think the "thematic" implications are more important than the "fictional" ones. What I mean is, whatever happens to her character should be in line with the "themes" she's interested in exploring. Is she interested in exploring themes of family honor and duty? Coping with loss? Re-forging a new life in the face of adversity? WHAT happens should probably be based on what she wants to explore thematically.

And correct me if I'm wrong, but aren't the elves a large political force in Eriador at this time, at the Grey Havens / Mithlond / Lindon? Would her father have become embroiled in "elvish" concerns?
 

I'd be inclined to keep stringing it along as a mystery, and let the solution come naturally when she "figures it out".

You know, like you're writing for "Lost". :)
 

I have nothing helpful to say to your question at this moment, but I do want to exuberantly praise you for running in what I have always considered to be the bestest of all worlds for adventures and stories. I only got to play once in a brief campaign in Middle Earth (using ICE's Middle Earth Roleplaying game) back in 1985.
 

How did she find out the mother had died? Did she see a body or just a grave? How much does she know about the world in the meta sense? If she came across the dad with the ring do you think she would try to make him give it up knowing what it possibly was, even though the character wouldn't (or is this me being too meta now)?

I think it would be interesting if the mother was still around, but if it was she who had been corrupted (and because of this the daughter told of a 'broken heart').

And the father could be the right hand of the king. The king would be on the first steps of the ring turning him, and the father would be beginning to notice this, and himself starting to be influenced by it. Or the father could be the son of the king, and first to inherit if grampa king died in an 'accident'. :devil:

And if you want to avoid cliches, make it possible for the character to be able to save the father from the whole thing. Make it even possible for the campaign to end with dad alive and on her side.
 
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