The Brothels of Middle-Earth (placeholder)

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Re: The Brothels of Middle-Earth (placeholder)

#21 Post by Distorted Humor »

Looks fun, I think my brother had a book back in the day, my 10 year old mind could not compute it.
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#22 Post by AQuebman »

I dont think party failure would have to be end of the world. Theres always a way to weave a new story even after some epic failures by the previous party. I also understand though the resistance to running such a story though as it would be more difficult.
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#23 Post by Brund the Decrepit »

You just have to ask yourself... What would Allanon do?! :lol:
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#24 Post by Vargr1105 »

Who is this Allanon thou speaks of?
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#25 Post by rredmond »

Vargr1105 wrote:Who is this Allanon thou speaks of?
Heh. I'm guessing the Druid guy from the Shannara series. I enjoyed them(like 3000 years ago) but most folks equate them as a pretty blatant LotR rip off. :D
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#26 Post by Vargr1105 »

AQuebman wrote:I dont think party failure would have to be end of the world. Theres always a way to weave a new story even after some epic failures by the previous party.
If you where playing in the late Third Age and the party screwed up, meaning Sauron gets the ring, then you would be playing on a setting akin to Midnight.

Now, that is quite dark.
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#27 Post by Brund the Decrepit »

Vargr1105 wrote:Who is this Allanon thou speaks of?
Yes, sorry it was just my twisted sense of humor coming through.. :mrgreen:

Allanon

I too read the books many many years ago when I was a wee gamer.

-Brund
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#28 Post by AQuebman »

Vargr1105 wrote:
AQuebman wrote:I dont think party failure would have to be end of the world. Theres always a way to weave a new story even after some epic failures by the previous party.
If you where playing in the late Third Age and the party screwed up, meaning Sauron gets the ring, then you would be playing on a setting akin to Midnight.

Now, that is quite dark.

That would be cool, or just because the party loses the ring doesn't mean somebody else didn't get it from the forces of darkness or whomever defeated them. Just saying it's possible, that Midnight setting looks pretty cool too though :D
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#29 Post by Bhart »

I would love to be a part of this if you get it started.
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#30 Post by riftstone »

Color me interested. Huge Tolkien fan, but I would not mind playing in an irreverent version of his world.
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#31 Post by mithrandir138 »

Vargr1105 wrote:
mithrandir138 wrote:Will you be using material from the AD&D Wilderness Survival Guide to give a sense of realism? I recommend it highly.
I've never really read those. All I know is that the Proficiency system can be found there. I don't even know what system will be used, it depends on the Vox Populi.
There are some proficiencies there, but you can ignore them. The cool stuff is all of the rules around the way that the environment can affect an adventurer. There's all kids of neat things in there. Rules for purifying water, frostbite, etc. etc. pretty much anything you can think of is in there.
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#32 Post by Vargr1105 »

I see there's a lot of interest in this, more than i expected. We'd better start a tally.

Let us see who we have so far...

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Cripes! that is a lot of folks.

Ok, so I would ask that everyone interested in playing take a vote on whether they prefer using MERP or go with an AD&D1e adaptation.

I am finishing a post about magic, cosmology and other tidbits. I'll be placing it here soon.


I just noticed max's post, and I have to address it.
max_vale wrote:I'd be interested as well and I certainly have no issues with not playing 100% 'cannon' to Tolkein. The 2 major things I always had a problem with in Tolkein (and would therefore alter in a game set in Middle Earth) was the "Elves are just greater and better than everybody" and the blatant racism of all the "Good" people being pale-skinned and European-esque and all the "Bad" people being everything else. (Southron, Easterling; etc.) Call me PC if you like; but I've never had tolereance for that kind of crap.

I don't know how relevant this will be in affecting your desire to play, but in full disclosure I must say that:

a) I would agree with you in the elf issue if you where talking the way elves are depicted everywhere else except ME. Tolkien actually got them right, imho. His elves aren't Mary Sues, they are a cursed race bound by a terrible fate. They failed at all their goals and all they ever built has either crumbled to ruin or is in decay. Game-wise, while elves are the "best" race in terms of stats and bonuses, remember playing one is tantamount to a death sentence in situations where other people might escape.

b) The "blatant racism" and pro-European themes of Tolkien are actually some of my favorite features of his works. Similar themes are also why I like Robert E. Howard fantasy so much. The crap I have no tolerance for is the way whites (specially if they are male, heterosexual and christian) are constantly vilified, demonized and disrespected in their portrayals in current-day entertainment media, while non-whites are sanctified, made to be all special, wise and "cool". Call me what you like; but the "un-PC-ness" of Tolkien feels like a breath of fresh air on a toxic era to me. :)


So this means the two issues you have with the setting aren't something I plan on changing. OTOH I don't plan to give them any extra relevance either.

max_vale wrote:On a related but slightly different note; if you haven't had the chance to check out "The One Ring" RPG; I'd definitely recommend it. I have yet to have the chance to play it; but the books are excellent in my opinion! (The default setting for this game is 5 years after the end of the Hobbit)
I did saw one character sheet of it on the net somewhere but it didn't seem like my kind of thing from what I could intuit about the system from it. I think I saw a sample pf the book too and it was too graphic-intensive for casual computer reading...at least one my crappy PC.

Could you be more specific on why the books are excellent? What does this version bring to the table that MERP or the Decipher game lack?


And riftstone...
riftstone wrote:Color me interested. Huge Tolkien fan, but I would not mind playing in an irreverent version of his world.
Well, I am not aiming for irreverence on purpose, just trying to inject humor on this thread. My opinion is that while playing in ME we should have the same attitude as when playing any normal fantasy setting: not getting to serious about it.

So yes, there ARE Brothels in Middle-Earth and the party can visit them. ;)
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#33 Post by max_vale »

Sorry, I don't mean to cause a thread de-rail here; I just wanted to say that it sounds like our viewpoints might be quite different then as I guess I'm just too much of a believer in balance and in actions taken/choices made meaning far more than things like circumstances of birth. Whether in reality or in fiction; I have no time for "person X/people Y are simply better than person /people Z for simply being born a certain way".

Maybe that makes me some kind of closet hippie/socialist or something; but I've always believed that people shouldn't take any pride or feel any shame for things they had no control over like what ethnicity they were born; what color thier eyes are; what thier last name is; etc.

On a personal note; as a white male married to a black woman from Africa who came to the U.S. as a child and became a U.S. citizen at 18; I have seen first hand bigotry on multiple fronts. Luckily, nothing as severe as that which was common 30-40 years ago; but plenty of people of all colors have said/done things that have shown thier true nature. Some small examples include myself being described as a "White boy" when I was well over 21 by those to whom if I referred to them the same way would almost assuredly get offended; and my wife; who was always one of the smartest, hardest-working people I've ever met; constantly being questions on whether she actually earned any of her numerous degrees or whether she recieved preferential treatment because of her skin tone.

Imagine getting a scholarship to College after busting your tail and getting a 3.8 average in highschool and having people tell you to your face; you just got it because your Black. Then earning 2 degrees in 4 years with a 3.5 average in undergrad and getting accepted at a law school....and hearing the same thing. Then getting a Law Degree and a Master's Degree at the same time....and STILL hearing the same thing. It drives me nuts all the time since the people who say these things NEVER BOTHER TO ACTUALLY TALK TO MY WIFE and see for themselves how intelligent and dedicated she is. Sigh....

So; while I fully understand and agree with you on the point of having no time for people constantly making White people the "Bad Guys"; on the other hand; to me this is no excuse for letting guys like Tolkein, Howard and especially Lovejoy off the hook for being blatantly racist. Which is not to say these guys don't tell great stories; because I enjoy each of them in different ways; it just means I really can't get down with the "oh they're an inferior people because they're dark-skinned and/or non-European-esque."

Anyway; sorry for taking up too much space/time on this thread off-topic; just wanted to say where I was coming from and best of luck to you on this game; :)
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#34 Post by riftstone »

I'm not stating it right, but I understand what you are going for! ;)

As for my part, I would prefer running with AD&D, as a game system I don't have to game...if you get my meaning.
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#35 Post by Brund the Decrepit »

I am going to have to agree with Rift on the rules/game system poll. After reading through some of the MERP rules again I think using an AD&D 1E conversion might be in order here.
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#36 Post by AQuebman »

In regards to the racial questions that came up I think we have to realize that there is racism against all groups and in some ways it's flipped around now that the caucasian ethnicity has become the minority. That being said in a real world standpoint those bias's are awful and show the emotional weakness we as humans suffer from. I think much of your wife's pain comes because the people who run into her have never achieved like her so surely she must have been helped. Being a woman makes things even harder as I have seen with my young caucasian wife, those bias's still exist as well.

I think when we look at these old writers there are a few things that come into play. Part of it is the time as these clear racial bias's show up in every writer's works from Lovecraft to Tolkien etc... I also look at it as even modern writers use some of these bias's because it tells a very real and interesting story at times. The reality is we live around great people and we live around racist bigots and then there's the fear based in-between that frankly there are still a TON of. I am indifferent, while I know the roots come from racism and sexism from those early writers sometimes those bias's make for interesting stories and characters when used in a fantasy setting.

Enough of my political ranting though. I vote AD&D1E over Merp.
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#37 Post by max_vale »

AQ: I agree whole-heartedly with your statement and I too completely agree that everyone is affected by the times they live in.


Anyone: I forgot to reply to the question about 'The One Ring' RPG. The game is produced by a company called Cubicle 7 and I definitely recommend anyone interested to take a gander. (http://www.cubicle7.co.uk/our-games/the-one-ring/)

I have yet to play the game; but I have purchased the basic Game set and the first Campaign setting book. The game's default setting in 5 years after the Battle of Five Armies; and the major gaming area is basically 'The Wilderlands'; i.e. the Shire to Laketown; with Mirkwood and the Misty Mountains front and center.

The basic book has a 'starter adventurer' and the Campaign Setting book includes 7 more which can be played seperately or linked together to form a campaign. The major theme is the increase in Evil activity from various sources in the region and the players actions to learn about them/respond to them.

I very much like what I see and am really hoping to play this game sometime in the next year or so. My current RL group is taking a break from Fantasy and is happily rummaging about a WW3/post apocalyptic setting of Twilight 2000 using d6 rules. Maybe this coming summer/fall.....
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#38 Post by Vargr1105 »

This post is getting too long so I will split it in parts.

Keep them votes about choice of rules system a-coming.



Middle-Earth Cosmology

Compared to standard, complex AD&D planar geography, Middle-Earth cosmology is dead simple. The realms of existence are:


Middle-Earth - this would be the equivalent of the Prime Material, the planet of Arda itself with all it contains. The setting of the game.

Image



Valinor - also known as Aman, this was once the geographical equivalent of the Americas on Arda (Middle-Earth proper being Eurasia and Africa put together). Near the end of the Second Age when the last Numenorian king Ar-Pharazôn the Golden invaded the Blessed Lands to steal the power of Immortality from the Deities, they laid down their guardianship of the world and called upon Eru, the One to sunder their lands from the material plane, which he did.
Today, Valinor is a demi-plane. The home of the Valar, who take less of an active role in the affairs of Arda than ever before. There is a portal between it and Arda somewhere in the western ocean that can be reached through a ship sailing on a certain course, which is then lifted from the waters and travels skyward until it passes intop another reality. The portal (which is called "The Straight Road") is under the control of the Valar, but their guardianship over it is not 100% efficient.

Image



The Timeless Halls - This is the dwelling place of God and the first thing to exist, even before Creation. It is the birthplace of the Valar and the Maiar and from where the ones who took guardianship over Arda came from, while many still reside there and never left. Technically, it should be possible to travel there since travel from there is a known fact. But anyone doing so better be advised they are doing the equivalent of trespassing on the City of God, and there's bound to be an equivalent of Archangel Michael to put a boot up your arse if your are caught. Or maybe Eru would invite you in for milk and cookies, I dunno.

Image



The Void - also called The Abyss, this mysterious region is something that does not seem to fit the telling of the making of the World and is filled with contradictions. Supposedly it is outside the scope of creation and/or seem to pre-date it. It is a place of mystery, evil, darkness and despair; Inhabited by demons and banished Ainur. It seems to have different layers and works as a prison, but there are creatures who are native to it and who have traveled from there to Arda in times past (such as the Demon-Spider Ungoliant). Where it gets really weird is that some sources claim that Eru the All-Father originated from it in the first place. Even weirder is that the ultimate power of God, the Flame Imperishable, the source of what made Creation possible, is supposed to be hidden somewhere within the Void. Melkor searched for it there even before the World was made, but he never found it. It is believed that many creatures evolved in the Void due to the discords in the Music of the Ainur caused by Melkor, but this contradicts the fact that only Eru has the power to create life trough the Flame Imperishable.



The Halls of Mandos - this region is better thought of as a demi-plane within a demi-plane. The halls were made after the creation of Arda and are the resting place of the souls of dead Elves and Dwarves. The Halls are located in Valinor but but it is not possible to travel between them. neither is it possible to access them from Arda...unless you are a recently dead Elf or Dwarf. As far as afterlife goes the Halls of Mandos are a pretty dismal place, courtyards of eternal boredom where the souls that are bound to the Fate the world (i.e. everyone except Men) are kept "imprisoned" until the final battle that will destroy Arda. As far as Afterworlds go, much similar in concept to the Greek Hades.

Image



The Shadow World - this is the most curious plane. It seems to be a grey, void-like image-realm of the Material Plane that exists simultaneously and correspondent to it. This is the realm of the Undeparted Dead (i.e. undead), of the most fallen and broken of fallen spirits, shadows and the place where powerless Ainur go when they are defeated and "pass from Arda". The most curious facet of the Shadow World is that it's possible to simultaneous exist in it and in the Material Plane. This is the case of the Nazgul or of someone who puts on a Ring of Power. Other curious fact is the way perception if affected depending on which is your "native side". Inhabitants of the shadow world can only perceive the material realm rarely and with great difficulty, while they themselves are all but invisible to material creatures. But beings in the "coexistent" state can see each other quite well. Manifestation of magical energy used on the material world are magnified on the shadow world and work as beacons within its bleakness, while powerful manifestations of Shadow power "bleeding" into reality affect the appearance of the locus where it happens.
The origin of this realm is most likely the corruption of what was supposed to be the Spiritual counterpart to the Material Arda by the actions of Morgoth and the fallen Ainur who joined his rebellion. The same way that Arda was marred, so was its spirit.

Image



????? - the nameless, unknown place where the souls of Men (and only Men) go to after they die; a realm that stands outside the Circles of the World and not bound by its Fate. The unique human privilege of accessing it is why Death is called "The Gift of Man". What exactly this realms looks like is open to speculation, as no Man who has traveled there has ever returned from it.


Next: Deities and Magic in Middle-Earth
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#39 Post by hedgeknight »

Vargr1105 wrote: b) The "blatant racism" and pro-European themes of Tolkien are actually some of my favorite features of his works. Similar themes are also why I like Robert E. Howard fantasy so much. The crap I have no tolerance for is the way whites (specially if they are male, heterosexual and christian) are constantly vilified, demonized and disrespected in their portrayals in current-day entertainment media, while non-whites are sanctified, made to be all special, wise and "cool". Call me what you like; but the "un-PC-ness" of Tolkien feels like a breath of fresh air on a toxic era to me. :)
Preach it!
It's getting worse every day - I see it at work all the time. The needs of the few, certainly outweigh the needs of the many.

As for MERP vs. AD&D 1E...I'm voting for 1E, just because I know little of nothing about MERP.
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#40 Post by Vargr1105 »

Ok, this one doesn't have any pictures, just dry information. Of interest mostly to those who like to play spellcasting characters.



Middle-Earth Magic

In Middle-Earth magic is divided into two fields. Essence and Channeling.

Essence (MU magic) is what is common to all things, living and dead, organic and inorganic. It is the force and order which defines and the ways of the world and can be tapped, via sufficient knowledge, for some forms of spell power. It is basically drawing on the power of Creation inherent to everything that exists trough the song of the Ainur that originated all of reality outside of the Timeless Halls of Eru Illuvatar.

Chanelling (Clerical magic) is the power of those on high (e.g. the Valar) as chanelled through their followers, which in turn comes originally from one source: Eru the One True God. It is divine power manifested in the everyday world. The source of chanelling magic is not limited to the Valar "Gods". Ainur of sufficient power (such as Sauron, demons and certain nature spirits) can provide chanelling spells. Unlike standard AD&D a Channeler user is not required to be a full-blown religious follower or member of an ordained religion of the Vala or Maia which is the source. The chanelling-using class in MERP is the "Animist" which can be better though of as a an AD&D magic-user who casts Clerical spells.

Unlike with Essence, the precise nature of the chanelling source determines which spells are available to an individual chaneller (i.e: a channeler using a powerful Maia water spirit a source would not gain fire spells), but if he finds a chanelling scroll containing an enchantment unavailable to him derived from another source, he would be able to use it but care need be exercised not to make use of opposed powers (such as a priest of Light using scrolls or items with spells of Darkness).

Chanelling users do not require holy symbols to cast spells, and neither form of magic requires material components for spells to be cast.


Healing Magic

In AD&D only Clerical spells can heal (restore HPs, cure poison, etc). Similarly, in Middle-Earth only Channelling magic has the power of curing. The reason is that domain of Life itself is the sole purvey of the "Imperishable Fire", the name of the power of Eru Illuvatar that was used originally to create the races of Dwarf, Elf and Man and that no other can use (because being a jealous God he keeps it to himself).

The power of the Valar derives from Eru and is in turned chanelled by Animists, who thus while unable to create life on their own, are still able to restore it. Essence magic, dealing mostly on what is inherent in things and baser interactions of matter and energy cannot do this.


Dark Magic

What we can call black magic are spells used against the natural order of Creation as set by Eru Illuvatar. In the case of Chanelling, certain powers derived from Morgoth, Sauron or lesser (but still powerful) spirits aligned with them fall into this category. For Essence it means using sorcery to corrupt life, create undead, unleash curses, etc.


Learning Magic

The main difference here is that users of Chanelling do not automatically learn a whole spell list when reaching an appropriate level. The standard Magic-User acquiring of new spells is used for both realms of magic: seeking them out from tutors, spellbooks or scrolls. Of course, an Animist-type who is a member of a religious order will have access to their known repertoire of spells assuming he can travel to where their writings are kept or an order's tutor resides.

There is no "magical language" and or "Read Magic" spells. Spellbooks and magic scrolls are written in normal languages that varies according to the culture that produce them. Most are written in the High Tongues such as Adunaic or one of the Elven languages, or Black Speech for magical writings of truly dubious nature.


Reversible Spells

There is no such thing on ME. Each spell is a separate formula and must be learnt and memorized separately. In the case of Chanelling, depending on its source, the two versions of a reversible spell might not even be available to the caster.


The Limits of Middle-Earth Magic

These are guidelines about what is not available spell-wise in Middle-Earth based on what I remember from the books. MERP itself is of no help here because the magic system there was adapated wholesale from Rolemaster, so there are a lot of magical powers that feel decidedly non-Tolkienesque. If anyone remembers other features of ME magic by all means, share them.


- There are no instances of teleporting either long or short-range in the Middle-Earth books, be it beings or objects, so this kind of spells does not exist. There are instances of magically-sped travel, and ethereal spiritual beings and souls seem to be able to cross vast distances at phenomenal speeds, but to get from point A to B you actually have to travel the distance.

- Time travelling is another no-no. No time manipulation is possible besides hastening and slowing effects.

- Curiously, planar travel and gates that allow it do exist. Valinor is in a different reality and there are multiple instances of travel between the material realm and it. Access to the Void is possible, after all that is where the spider-demon Ungoliant came from and where Morgoth was tossed into after his defeat. The Shadow World is perhaps the most-often accessed extraplanar realm and it is even possible to exist simultaneously in it and in the material plane (which is what happens when you put a Ring of Power on).

- Summoning spells only work to call spirits, not physical creatures. However some spirits are physical creatures. Confounded yet? It's like this: you can't conjure a lion out of nowhere to fight at your side BUT, it is feasible to summon an animal spirit that cloaks itself in the body of a lion made of the substance of Arda (more on this when I post the Deities section).

- There are no elemental planes. Elementals are minor Maiar associated with and element and can be summoned to take shape (cloathed in a body of their chosen element) from where they reside in the material world. Trapping an elemental, or any other spirit is one of those no-noes that falls into the realm of dark magic.

- Flight and levitation spells also don't exist, but floating or feather-falling does.

- Spells that create matter out of nothing don't exist. You can use magic to attribute special powers to matter, even temporarily, but it must be present in the first place. Creating energy or forces that act like a solid object (like Spiritual Hammer) is possible.

- Polymorph exists but in spell from it only works for the caster himself or for a willing companion. Metamorphosing someone else who is unwilling is something that is only possible with time and the equivalent of magical laboratories. This is what Morgoth did when he perverted lifeforms into new shape and forms. You can't point at someone at turn them into a toad on ME.


Spellcasting and Armor

Armor in Middle-Earth affects magic use differently than in standard AD&D rules.

Essence magic becomes difficult to manipulate the more inert material a person has covering him, thus no essence spells can be used when being covered in anything more cumbersome than clothing.

Metal interferes with the Chanelling of power from a Valar or other entity, thus no metal armor can be used when casting Chanelling spells.

Under my interpretation, both these limitations are waived in the case of magical armors.


Magical Items

Now we get to the good stuff...

Middle-Earth is a high-magic setting with magical items up the wazzo and the leaning tendency is towards "more powerful".

Here's an example:

Orcrist and Foehammer, the two elven swords found in "The Hobbit" are pretty standard fare of what was being made in Gondolin during the First Age. They are both +6 Holy Broadswords who shine with blue light in the presence or nearness of evil.

What does a Holy Weapon do? It causes twice the damage against servants of The Shadow (the bad news is that there are also Unholy weapons).

In ME non-magical items made with surpassing skills, special (non-magical) materials or advanced (compared to medieval) techniques exist which grant bonuses that range between +1/+5% and +4/+20%. Yes, you read that right. Non-magical really good stuff is better than average AD&D stuff.
Items, even if non-enchanted, made from rare naturally-occurring or artificial special alloys such as Mithril, Eog or Laen (and others) tend to be at the upper limit this mechanical bonus interval.

Proper magical items with provide mechanical bonuses go as high as +6/+30% and over in some unique cases. The run-of-the-mill magical item, if there can be such a thing, typically falls in the +2-3/+10-15% range.

In terms of anti-spell protective magic items apart from those that affect AC, it is important to note that usually they only work against one type of magic, Essence or Chanelling. Items that protect against both types are rarer. As for items giving bonuses to Saving Throws other than "vs. Spells" they similarly then to augment one or two specific ST's rather than across-the-board.


Magical Armor

Note that magical armors in Middle-Earth are not automatically uncumbering. A "normal" suit of Plate Mail +3 weights and reduces movement exactly like a mundane suit of armor. However, some magical armor have been specifically enchanted to weight less or provide freer movement, OR are made wholly of special materials (such as mithril) which have the same effect. Even so, magical armors that are fully unencumbring are rare. Most likely a suit of Plate Mail of this kind would grant the same encumbrance of a suit of mail. There are also a few magical armors do not grant any improvement to their normal AC bonus but have reduced encumbrance.


Magical Weapons

Three notes about these.

- Some Holy or Slaying weapons don't have a mechanical bonus at all.

- Magical swords don't automatically shine as in standard AD&D, but those that do do more than simply illuminate. Magical radiance affects some of the servants of The Shadow

- Intelligent weapons with an Ego do exist but are rare in the extreme, having been designed so purposefully. The power of a weapon has nothing to do with the chances of it having and intelligence.



Potions

There are alchemists (rare and far between, usually only in the greatest cities) that could whip out something like a healing potion or a counter-venom, but drinks that replicate a spell for the user do not exist as such. So no trips to the local temple to stock up for teh dungeon-delve.

In terms of healing and augmenting consumables the Middle-Earth setting replaces magical potions with herbs, fruits and plants or pills, pastes, infusions, etc made from them that require no magical skill to produce. These miraculous herbs and plants are the result of thousands of years of botany by the Elves and Numenorians and are now part of the ecosystems of the continent. A wide variety of them exists although some herbs can only be foudn in specific geographical/climate millieus. The most famous, of course, is Athelas the king's lief which can cure *anything*. Many plants that restore Hit Points exist but it does not end there, some are quite specific in their healing effects: healing fractures, organ damage, poison, disease and specific aflictions or conditions such as blindness.

The really good news is that in areas where certain plants are available, the locals even if just rural people with no academic knowledge can usually prepare and sell these medicines. Practically every village has a "wise woman" that can whip out some healing concoction if the local flora is available. In more urbane areas PCs can buy healing herbs in quantity from apothecaries or even healing guilds or brotherhoods, when these exist.

Prices vary immensely. Some plants even in their natural, untreated state are worth a king's ransom; but many ready-to-use healing products are relatively cheap. As long as the money for purchase is available, these can be bought during character generation just like normal equipment.


Magical Items with charges

These don't exist in ME, neither do any magical items need to be re-charged. The equivalent of a wand can be used indefinitly but only a limited number of times per day. Usually the more powerful the spell or effect the less daily uses an item grants.


Magical Item Appearance and Use

Except for weapons and armor, unlike standard D&D, in Middle-Earth magical items that cast spells or produce an effect do not have a standard form, that is a Wand of Firebals could look like a wand, but also take the shape of a rod, scepter, globe, ring, bracers, amulet or even something else like a toy or an earring. This means players should not use their knowledge of AD&D magical items lists to assume what is and isn't a magical item.


Also, anyone can (theoretically) use any magic item. A non-spellcaster could use a Wand of Fireballs or even cast a spell from reading a magical scroll, assuming he could read the language. When someone attempts to use a magical item that was not designed for their character class a roll is required every time to the if the items works.



Spell Multipliers and Adders

This is the sort of thing that will make players with spellcasting PCs salivate. In Middle-Earth there are two types of magical items that increase the number of daily castings of spells. Think of them as Rings of Spell-Storing except that, like previously mentiones, they can take varied forms.

Spell adders allow daily extra casting of a number of spell levels equal to the number they "add". Spell Multipliers are even more powerfull. They start at x2 but I have seen some as high as x6. What do they do? They double (or triple, quadruple, etc) the number of daily spells a spelcaster can cast in a single day across the board.

Neither Adders nor Multipliers allow a spellcaster to memorize extra spells, just to use the spells he can normally memorize more often in a 24h period.

Oh, by the way; adders and multipliers stack. That is, a spell multiplier item also multiplies the effect of a spell adder.


Money

A special mention about funds. Middle-Earth uses an economic system similar to AD&D but with a different scale. The value of coins is increased x10 and there is a new common class of currency- Brass Pieces.


Next: religion, the deites and a tibbit about elves. This is the last general "info packet". After that, info depends on which rules system is "elected".
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